Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Liked this FAQ? Click here to recommend this item to other users.
--------------------
~ FORGOTTEN REALMS ~
--------------------
Version 2.5
August 2008
E-Mail: randym1375@yahoo.com
=======================================================================
This document is Copyrighted by Randy Murtha January 2008 and may not
be reproduced in part or in full without the written consent of the
author. Nor shall this be posted on a website or printed in a magazine
without my consent. This document shall in no way be used to make a
profit. All Rights Reserved.
=======================================================================
---------------------
* TABLE OF CONTENTS *
---------------------
Legal Notice
1) Introduction to Walkthrough..................................... #1
2) More Walkthroughs by me, Version History........................ #2
3) Gameplay Basics................................................. #3
- Abbreviations 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) Multiclass Characters........................................... #7
- Character vs. Class Level
- Multiclass Experience
- Multiclass Restrictions
- Alignment Shifts
8) Skills........................................................... #8
9) Feats............................................................ #9
10) Combat......................................................... #10
- Real-Time Decisions
- NPC Reactions
- Factions
- Targeting an Opponent
- The Attack Roll
- Movement
- Flat-Footed
- Attacks of Opportunity
- Saving Throws
- Injury and Death
11) Associates..................................................... #11
12) Experience and Gaining Levels.................................. #12
13) Spells......................................................... #13
- Introduction
- Spell Schools
- Domains
- Effect Descriptions
- Spell Tactics
- Spell Descriptions
- Spell Summaries:
- Bard Spells............................................. #13A
- Cleric Spells........................................... #13B
- Druid Spells............................................ #13C
- Paladin Spells.......................................... #13D
- Ranger Spells........................................... #13E
- Sorcerer Spells......................................... #13F
- Wizard Spells........................................... #13G
14) Items.......................................................... #14
- Potions
- Books
- Reagents
- Gems
- Miscellaneous
15) Weapons........................................................ #15
- Simple
- Martial
- Exotic
- Found Weapons
- Wands and Rods
16) Clothing and Armor............................................. #16
- Clothing
- Armor
- Shields
- Cloaks
- Boots
- Belts
- Braces, Gloves and Gauntlets
- Rings
- Amulets
17) Enemies........................................................ #17
18) Multiplayer.................................................... #18
- Journeying Online
- Hosting a Game Server
- Joining a Multiplayer Game
- Picking a Character
- Local and Server Characters
- Moving Characters Between Games
- Forming a Party
- Player vs. Player
- Liking or Disliking Other Players
19) Hints and Stratagies........................................... #19
20) Neverwinter Nights Game Walkthrough............................ #20
- Prelude.................................................... #20A
- Chapter One................................................ #20B
- Chapter Two................................................ #20C
- Chapter Three.............................................. #20D
- Chapter Four............................................... #20E
21) Credits, E-Mail Rules and Legal Stuff.......................... #21
=======================================================================
----------------
* LEGAL NOTICE *
----------------
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 *
----------------------------------
================================================================= #2 ==
-----------------------------------------------
* 2) MORE WALKTHROUGHS BY ME, VERSION HISTORY *
-----------------------------------------------
Version 1.0
January 2008
This is the first complete version of my guide and it took me over
nine months of an hour here and an hour there to compile, format, and
write so I hope at least someone out there can appreciate it. 95% of
the instruction manual is also in this guide, I will not be adding in
the remaining 5%.
Version 1.5
February 2008
Since I've upgraded to the 1.68 patch I'm finding all kinds of new
equipment and added them in the appropriate sections. Added some
weapons readers sent me, added a way for the Rolgan's Trial side quest
to gain the most XP that a reader sent me, and added in the Druid's
Circle side quest (the only quest in the game that wasn't complete in
my guide) that another reader sent me. Since I'm now getting
contributions for my guide(s), I also added a Contributor Credits
section in the credits part of this guide.
Version 2.0
April 2008
Added in some more weapons I found and readers sent me.
Version 2.5
August 2008
Fixed some typos and added in some more weapons that I found.
================================================================= #3 ==
----------------------
* 3) GAMEPLAY BASICS *
----------------------
>>> ABBREVIATIONS AND TERMS USED THROUGHOUT THIS GUIDE AND GAME:
- STR: Strength
- DEX: Dexterity
- CON: Constitution
- INT: Intelligence
- WIS: Wisdom
- CHA: Charisma
- 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).
-----------------------------------------------------------------------
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).
-----------------------------------------------------------------------
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 QUICKBAR
------------
This is located on the bottom of the gameplay screen. The Quickbar
provides quick and easy access to common game actions. Each "cell" in
the bar corresponds to a function key on the keyboard. When you press
the associated key, the command placed in the cell is executed. You
can drag items from your inventory to the Quickbar and hit the key or
click the cell to use or equip the item, depending on what it is. You
can also place spells into the Quickbar by dragging the icons from your
prepared spells or by right-clicking on the Quickbar to to open the
Radial Menu and select the spell. There are also two more Quickbars in
addition to the one on the game screen, to access these you must press
and hold "Shift" or "Ctrl."
THE COMPASS
-----------
The Compass is located in the bottom-right of the game screen, above
the Quickbar and Chat Entry bars. This Compass is a simple directional
pointer. The "N" in the Compass always points north, so if you walk
your character in the same direction the "N" indicator is pointing, you
will be moving directly north.
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
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 <<<
You can stop a conversation at any time by pressing the "Esc" key,
walking away, or performing a hostile action.
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
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 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 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.
-----------------------------------------------------------------------
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.
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.
-----------------------------------------------------------------------
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.
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.
-----------------------------------------------------------------------
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.
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
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.
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
---------------------------------------
|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 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.
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.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
================================================================= #5 ==
-----------
* 5) RACE *
-----------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
>>> GNOME <<<
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
================================================================= #6 ==
------------------------
* 6) CHARACTER CLASSES *
------------------------
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.
-----
- 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
- Penalties: -2 to AC
- 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.
- Use: Automatic
DAMAGE REDUCTION: The Barbarian gains the ability to shrug off some
ammount of injury from each blow or attack.
- 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
-----------------------------------------------------------------------
- Hit Die: d6
-----
BARDIC KNOWLEDGE: The Bard is able to identify items more easily than
other classes.
- Use: Automatic
BARDIC MUSIC: Bards are able to sing songs to bolster their allies.
Perform 25 and Bard level 16: +1 will saves, +4 temporary hit points,
+1 dodge armor class, +1 to skills
-----------------------------------------------------------------------
- Alignment: Any
- Hit Die: d8
-----
SPONTANEOUS CAST: Able to replace any spell and cast a Healing variety
of the same spell instead.
- Use: Automatic
- 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.
-----------------------------------------------------------------------
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.
- Hit Die: d8
- Prestige Class Tips: The most effective prestige class that expands
the Druid's abilities is the Shifter
-----
NATURE SENSE: The Druid gains a +2 bonus to all attacks made while
fighting in wilderness areas.
- Use: Automatic
WOODLAND STRIDE: Druids may walk with ease through magical and non-
magical impediments to movement.
- Use: Automatic
- Use: Automatic
- 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)
- Use: Automatic
ELEMENTAL SHAPE: The Druid gains the ability to shape shift into
various elemental forms
- 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
-----------------------------------------------------------------------
- Alignment: Any
- Proficiencies: All simple and martial weapons, all armor and shields
- 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.
-----
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.
-----------------------------------------------------------------------
- Hit Die: d8
-----
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.
- Use: Selected
- Use: Automatic
- 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
- Use: Automatic
- Use: Automatic
- Use: Automatic
- Use: Automatic
DIAMOND BODY: Through meditation and control over his body. the
disciplined Monk becomes immune to all natural and most magical poisons
- Use: Automatic
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
- Use: Automatic
QUIVERING PALM: Harnessing his Ki, the Monk is able to deliver quick
death with an unarmed strike
EMPTY BODY: Mastering his Ki can allow the Monk to fade from sight
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
- Use: Automatic
-----------------------------------------------------------------------
- Proficiencies: All simple and martial weapons, all armor and shields
DIVINE GRACE: Bleesed by her deity, the Paladin gains bonuses to resist
various forms of attack
- 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
- Use: Automatic
LAY ON HANDS: The holy might of the Paladin can be used to heal wounds
AURA OF COURAGE: The Paladin is immune to all fear spells and effects
- Use: Automatic
SMITE EVIL: Gathering the might of his patron deity, the Paldin can
unleash a holy attack that devestates evil enemies
- 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
-----------------------------------------------------------------------
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
-----
- Use: Automatic
- Use: Automatic
DUAL WIELD: Rangers can fight using two weapons while wearing light
armor or less.
- Use: Selected
- Bonuses: Animal companions may be changed with each new Ranger class
level
-----------------------------------------------------------------------
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
-----
SNEAK ATTACK: Rogues study the weaknesses of their opponents and are
capable of capitalizing on this knowledge with their deadly sneak
attacks.
- Use: Automatic
- 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
- Use: Automatic
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.
- Use: Automatic
- SKILL MASTERY: The Rogue can take 20 whenever using the Disable Trap,
Open Lock, or Set Traps skills, even if in combat.
-----------------------------------------------------------------------
- Alignment: Any
- Hit Die: d4
-----
- Bonuses: If the Familiar dies, the Sorcerer loses 1d6 HP, but can
summon the Familiar again the next day
-----------------------------------------------------------------------
- Alignment: Any
- Hit Die: d4
- Prestige Class Tips: The Pale Master is a strong prestige class that
builds upon the Wizard's magical abilities
-----
- Bonuses: If the Familiar dies, the Sorcerer loses 1d6 HP, but can
summon the Familiar again the next day
WIZARD BONUS FEATS: Every five levels, the Wizard may select a bonus
feat from the Metamagic Feat list. This bonus feat is in addition to
the feats every character gains for advancing in character level.
================================================================= #7 ==
----------------------------
* 7) MULTICLASS CHARACTERS *
----------------------------
Characters begin with one class but as they gain experience you
may choose to take on a second or even third class. This is called
multiclassing and makes the Neverwinter Nights game system extremely
flexible. A Wizard, for example, might study as a Fighter for several
levels and become a Wizard/Fighter. Adding the Fighter class grants
proficiency in simple and martial weapons, better Fortitude saving
throws and so on, but it also means that as a Wizard the character
would not be quite as advanced, having spent his experience to buy a
new class instead. In Neverwinter Nights a character can add a new
class after he has reached 2nd level in his first class. Characters
can be a maximum of three classes.
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
================================================================ #8 ==
-------------
* 8) 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 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 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.
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.
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.
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
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
- Ability: Charisma
- Classes: Bard and Rogue
- Untrained: No
- Check: The DC of the task is determined by the value of the item, if
the character is trying to use an item restricted to a specific class.
If the character is trying to emulate a specific race, the DC is
increased by 5. If trying to emulate a specific alignment then the DC
is increased by 10.
- Use: Automatically applied whenever a character attempts to use or
equip a magic item that they would normally could not use or equip.
================================================================= #9 ==
-------------
* 9) FEATS *
-------------
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.
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.
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.
----------------------------------------------------------------
|COMBAT | ACTIVE | DEFENSIVE | MAGICAL | |
|FEATS | COMBAT FEATS | FEATS | FEATS | OTHER |
|------------|--------------|---------------|----------|---------|
| Ambi- | Called Shot | Armor (heavy) | Combat |Alertness|
| Dexterity | | Proficiency | Casting | |
|------------|--------------|---------------|----------|---------|
| Cleave | Disarm | Armor (light) | Empower | Extra |
| | | Proficiency | Spell | Turning |
|------------|--------------|--------------------------|---------|
| Improved | Improved | Armor (medium)| Extend | Skill |
| Critical | Disarm | Proficiency | Spell | Focus |
|------------|--------------|---------------|----------|---------|
| Improved | Improved | Deflect | Maximize | |
| Parry | Knockdown | Arrows | Spell | |
|------------|--------------|---------------|----------|---------|
| Improved 2 |Improved Power| Dodge | Quicken | |
|Weapon Fighting| Attack | | Spell | |
|------------|--------------|---------------|----------|---------|
|Improved un-| Knockdown | Great | Silent | |
|armed strike| | Fortitude | Spell | |
|------------|--------------|---------------|----------|---------|
| Point Blank| Power | Iron Will | Spell | |
| Shot | Attack | | Focus | |
|------------|--------------|---------------|----------|---------|
| Two-Weapon | Rapid Shot | Lightning | Spell | |
| Fighting | | Reflexes | Penetration |
---------------------------|---------------|----------|---------|
| Weapon | | | Still | |
| Finesse | | Mobility | Spell | |
------------|--------------|---------------|----------|---------|
| Weapon | | | | |
| Specialization | | | |
|------------|--------------|---------------|----------|---------|
| All Weapon | | | | |
| Proficiencies | | | |
----------------------------------------------------------------
>>> Note: I copied the feats list out of the instruction manual for
Neverwinter Nights Gold Edition (which includes Shadows of Underntide)
and you may find a couple of feats in this list not available in the
origional Neverwinter Nights *IF* you don't have any expansion packs
installed for it. I tried my best not to let this happen, if you do
happen to browse a feat not in the origional game, please e-mail me and
let me know so I can take it off of this list. I know a couple of the
special class feats aren't in this list either, they will be ASAP.
ALERTNESS
---------
+2 bonus to Spot and Listen checks due to finely tuned senses.
AMBIDEXTERITY
-------------
When two-weapon fighting, this feat reduces the penalty of the off-hand
weapon by 4.
ARCANE DEFENSE
--------------
Character gains a +2 bonus to saving throws versus the chosen school of
magic.
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.
BLOODED
-------
Character gains a +2 bonus to initiative and a +2 bonus to Spot checks.
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.
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.
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.
COMBAT CASTING
--------------
Character is adept at casting spells in combat, removing the standard -
4 penalty to Concentration checks when within three meters of enemy.
COURTEOUS MAGOCRACY
-------------------
Character gains a +2 bonus to Lore checks and Spellcraft checks.
DEFLECT ARROWS
--------------
Character can attempt to deflect one incoming missle attacks per round
(Reflex save made against DC 20).
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.
DISARM
------
The character can attempt to disarm an opponent in melee combat.
Attempting a disarm applies a -6 penalty to the character's attack
roll, and the combatant with the larger weapon gains a +4 bonus per
size category of difference. A successful hit deals normal damage and,
if the opponent fails a Discipline check, then the weapon flies from
the opponent's hands.
DIVINE MIGHT
------------
Up to three times per day, the character may add his Charisma bonus to
all weapon damage for a number of rounds equal to the Charisma bonus.
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.
DODGE
-----
Increased agility grants a +1 dodge bonus to AC against attacks from a
character's current target (or last attacker).
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.
EXPERTISE
---------
A character with this feat can make defensive attacks, gaining a +5
bonus to AC but receiving a -5 penalty to attack rolls.
EXTEND SPELL
------------
Magical expertise allows certain spells to be cast with a 100% increase
in duration.
EXTRA MUSIC
-----------
The character may use Bard Song four extra times per day.
EXTRA TURNING
-------------
This divine ability allows the character to turn undead six additional
times per day.
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.
GREAT FORTITUDE
---------------
A character with this feat is very hardy, gaining a +2 bonus to all
Fortitude saving throws.
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.
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.
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.
IMPROVED INITIATIVE
-------------------
The character gains a +4 to initiative.
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.
IMPROVED PARRY
--------------
Grants a +4 competence bonus to the character's opposed attack rolls
when using the Parry skill.
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.
LIGHTNING REFLEXES
------------------
This feat grants a +2 bonus to all Reflex saving throws, due to faster
than normal reflexes.
LINGERING SONG
--------------
The effects of the Bard's song will last an additional 5 rounds.
LUCK OF HEROES
--------------
Character gains a +1 bonus to all saving throws.
MOBILITY
--------
A character with this feat has learned to avoid attacks of oppurtunity
more effectively, gaining a +4 dodge bonus to AC against them.
POWER ATTACK
------------
A character with this feat can make powerful but ungainly attacks.
When selected, this grants a +5 bonus to the damage roll, but inflicts
a -5 penalty to the attack roll.
QUICKEN SPELL
-------------
Magical expertise allows spells to be cast instantaneously, making them
invulnerable to counterspells or interruption. A quickened spell is
cast as a free action, and another action can be attempted within the
same round, including the casting of another spell. Only one quickened
spell can be cast in a round, however.
- Type of Feat: Metamagic
- Prerequisite: Ability to cast 4th-level spells
- Use: Quickened spells occupy spell slots four level higher than
normal
RAPID RELOAD
------------
The character is able to reload so quickly that he gets the smae number
of attacks with any crossbow as he would get if he was using a normal
bow.
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.
RESIST DISEASE
--------------
Character gains a +4 bonus to Fortitude saving throws to resist the
effects of disease.
RESIST POISON
-------------
Character gains a +4 bonus to Fortitude saving throws against poison.
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).
SILENT SPELL
------------
Magical expertise allows the casting of certain spells without using a
verbal component.
SILVER PALM
-----------
Character gains a +2 bonus to Appraise and Persuade checks.
SKILL FOCUS
-----------
A character with this feat is adept to a certain skill, gaining a
+3 bonus on all checks with it.
SNAKE BLOOD
-----------
Character gains a +2 bonus to Fortitude saving throws against poison
and a +1 Reflex saving throw bonus to all saves.
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.
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.
SPRING ATTACK
-------------
Enemies do not get attacks of oppurtunity against the character when
the character is moving around in combat.
STEALTHY
--------
Character gains a +2 bonus to Hide and Move Silently checks.
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.
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.
THUG
----
Character gains a +2 bonus on Initiative checks and a +2 bonus on
Persuade checks.
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.
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.
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).
WEAPON FOCUS
------------
A character with this feat is particularly skilled with a specific
weapon, gaining a +1 attack bonus with them.
WEAPON SPECIALIZATION
---------------------
A character with this feat has trained especially hard with a specific
weapon group, gaining a +2 damage bonus with that catagory.
ZEN ARCHERY
-----------
Wisdom guides the character's ranged attacks, letting her use her
Wisdom modifier instead of her Dexterity when firing ranged weapons.
================================================================ #10 ==
--------------
* 10) COMBAT *
--------------
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.
-----------------------------------------------------------------------
HOSTILE
-------
Hostile creatures will normally attack you on sight and will fight to
the death. You CANNOT talk to hostile creatures.
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.
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.
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.
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
ENCUMBERED
----------
A lightly encumbered character cannot run. Heavily encumbered
characters move at 50% of their current movement speed.
-----------------------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 |
------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
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.
----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
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.
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.
================================================================ #11 ==
------------------
* 11) ASSOCIATES *
------------------
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.
-----------------------------------------------------------------------
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.
- 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.
-----------------------------------------------------------------------
----------------------------------------------------
| V - Activate Quickchat C - I can do that |
| W - Combat commands X - I cannot do that |
| E - Attack A - Task complete |
| R - Battle cry S - Social commands |
| D - Heal me S - Hello |
| W - Help D - Yes |
| A - Enemy sighted W - No |
| S - Flee E - Stop |
| T - Taunt C - Rest |
| F - Guard me X - Bored |
| X - Hold position A - Goodbye |
| E - Exploration commands X - Personal communications
| E - Follow me X - Thank you |
| W - Look here W - Laugh |
| D - Group up C - Cuss |
| S - Maove aside D - Cheer |
| D - Task commands S - I have something to say
| W - Pick locks A - Good idea |
| E - Search the area Z - Bad idea |
| S - Go stealthy E - Threaten |
----------------------------------------------------
================================================================ #12 ==
-------------------------------------
* 12) EXPERIENCE AND GAINING LEVELS *
-------------------------------------
CLASS
-----
When going through the level-up process, you must first decide whether
to raise a level of your character's current class, or add a new class.
ABILITY SCORES
--------------
At levels 4, 8, 12, 16, and 20, the character can raise one of his or
her ability scores by 1.
SKILL POINTS
------------
Each character gains skill points every level to spend on skills.
Bonus skill points are rewarded for a high Intelligence, but adding a
point at level-up does not grant extra skill points at this level.
Only your character's Intelligence score score before level-up
determines the number of skill points he or she receives for the new
level.
FEATS
-----
A character's total character level determines whether he or she
receives an extra feat. At level 3, 6, 9, 12, 15 and 18, your
character may add a feat. Fighters and Wizards occasionally get
additional feats, as discussed in their character descriptions.
SPELLS
------
Spellcasting characters gain the ability to cast more and more powerful
spells as they advance in levels. Each spellcasting class has a "spell
per day" section on its class table (see Spells section), which shows
how many spells of a given level a character can cast.
HIT POINTS
----------
Your character gains additional Hit Points at each new level, based on
his or her Hit Die and his or her Constitution bonus.
CLASS FEATURES
--------------
Every class gains certain special abilities as they gain levels. Refer
to class abilities for more specific information.
================================================================ #13 ==
--------------
* 13) SPELLS *
--------------
-----------------------------------------------------------------------
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.
ABJURATION
----------
Abjuration spells are used to shield the caster from magical and
physical attacks.
CONJURATION
-----------
A Conjuration specialist can bring creatures to him, usually in the
form of summoned allies.
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.
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.
ILLUSION
--------
Illusion spells alter perception, the most common of which is the
ability to go invisible.
NECROMANCY
----------
Spells that manipulate, create, or destroy life.
TRANSMUTATION
-------------
These spells transform the recipient, either subtly or obviously.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
AC MODIFIED
-----------
Modifier Range: -5 to +5
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
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.
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.
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.
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
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).
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
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.
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.
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.
-----------------------------------------------------------------------
Below is a quick summary of all the spells, grouped by class and level.
Full descriptions appear in the game. Note that this list is from the
Neverwinter Nights Gold Edition instruction manual, there may be a few
spells in this list that may not be available to your character *IF*
you don't have any expansion packs installed. I tried my best not to
let this happen so if you view a spell not in the origional game,
please e-mail me so I can take it off of this list.
------------------
#14A BARD SPELLS:
------------------
- Haste: One extra attack action per round and movement is increased by
50%.
- 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.
- Wounding Whispers: 1d6 (+1 per level) sonic damage to any creature
that hits the caster.
- Cure Critical Wounds: Heals 4d8 points of damage +1 per caster level.
- War Cry: +2 bonus to attack and damage for allies; all enemies are
stricken with fear.
- Healing Circle: All friends nearby heal for 1d8 +1 per caster level.
- Mind Fog: -10 penalty on Will saving throws while in the fog.
- Mass Haste: earby allies gain one extra attack action per round and a
50% increase in movement speed.
--------------------
#14B CLERIC SPELLS:
--------------------
- Divine Favor: Caster gains +1 bonus to attack and weapon damage for
every three caster levels (to a maximum of +5).
- Remove Fear: All fear effects are removed from the target.
- Aid: Target receives +1 bonus to attacks and saving throws vs. fear;
+1d8 HP.
- Divine Favor: Caster gains +1 bonus to attack and weapon damage for
every three caster levels (to a maximum of +5).
- Negative Energy Ray: 1d6 points of damage from negative energy ray.
- Remove Paralysis: All paralysis and hold effects removed from target.
- 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.
- Cure Critical Wounds: Heals 4d8 points of damage +1 per caster level.
- Divine Power: Cleric gains bonus HP, Strength becomes 18 and attack
bonus improves.
- Healing Circle: All friends nearby heal for 1d8 +1 point per caster
level.
- Planar Ally: Summons an outsider whose type varies with the caster's
alignment.
-------------------
#14C DRUID SPELLS:
-------------------
- One With the Land: +4 competence bonus to Animal Empathy, Hide, Move
Silently and Set Trap skills.
- Cure Critical Wounds: Heals 4d8 points of damage +1 per caster level.
- Inferno: Each round, the target will suffer 2d6 points of fire
damage.
- Drown: Any target failing its saving throw will take 90% of its HP in
damage. Golems and other nonliving creatures cannot be drowned.
- Healing Circle: All friends nearby heal for 1d8 + 1 point per caster
level.
- Bombardment: 1d8 points of damage per caster level (max. 10d8) to all
enemies in the area.
---------------------
#14D PALADIN SPELLS:
---------------------
- Divine Favor: Caster gains +1 bonus to attack and weapon damage for
every three caster levels (to a maximum of +5).
- Aid: Target receives +1 bonus to attacks and saving throws vs. fear;
+1d8 HP.
- Remove Paralysis: All paralysis and hold effects removed from target.
--------------------
#14E RANGER SPELLS:
--------------------
- One With the Land: +4 competence bonus to Animal Empathy, Hide, Move
Silently and Set Trap skills.
- Aid: Target receives +1 bonus to attacks and saving throws vs. fear;
+1d8 HP.
----------------------
#14F SORCERER SPELLS:
----------------------
- 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.
- Melf's Acid Arrow: Acid bolt does 3d6 damage plus 1d6 per round
until spell expires.
- Flame Arrow: 4d6 damage per fire arrow; 1 arrow every four levels.
- Haste: One extra attack action per round and movement is increased by
50%.
- 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.
- Isaac's Lesser Missle Storm: One missle (1d6 damage) per caster level
(maximum of 10 missles).
- Firebrand: Balls of flame (one per caster level) explode for 1d6
points of damage per caster level (to a maximum of 15d6).
- Mind Fog: -10 penalty on Will saving throws while in the fog.
- Summon Creature V: Summons a Dire Tiger.
- Acid Fog: Slows creatures within fog and deals acid damage.
- 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.
- Bigby's Clenched Fist: Large hand causes 1d8+11 points of damage and
stuns target.
- Time Stop: Caster may attack and cast spells while the rest of the
world is frozen in time.
--------------------
#14G WIZARD SPELLS:
--------------------
- Melf's Acid Arrow (Conjuration) Acid bolt does 3d6 damage plus 1d6
per round until spell expires.
- Flame Arrow (Conjuration): 4d6 damage per fire arrow; 1 arrow every
four levels.
- Vampire Touch (Necromancy): 1d6 damage for every two caster levels.
- Acid Fog (Conjuration): Slows creatures within fog and deals acid
damage.
- 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.
- Power Word, Kill (Divination): Creatures with less than 100 HP dies.
- Time Stop (Transmutation): Caster may attack and cast spells while
the rest of the world is frozen in time.
================================================================ #14 ==
-------------
* 14) ITEMS *
-------------
- HEALER'S KIT +1, +3, +6, & +10: A successful use will cure your
character or companion 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.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
Gems are required for making rings and amulets or enhacing magic
armor and weapons, or to complete certain rituals; here's a list of
them all:
-----------------------------------------------------------------------
I know I missed a bunch of items so if you find any you don't see
in this list, "print screen" of the item 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 Neverwinter Nights campaign and not any from the
expansion games.
- 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 BOX: A pretty rare item to find, it works like a magic bag and
will reduce the weight of the items you put into by 20% or 40%. Quite
small these are so you might want to ditch it as soon as you find or
purchase a magic bag.
- TOP: I have no clue as to what thing does, besides spin on the floor.
There has to be a use for this somewhere in the game. If you know what
this is used for, e-mail me right away 'cause it's driving me nuts
trying to figure out where it goes or who I can give it to.
================================================================ #15 ==
---------------
* 15) WEAPONS *
---------------
** Note that under the feat required is also the character classes that
are automatically allowed to use that particular weapon.
- 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
- SPEAR:
Base Damage: 1d8
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Feat: Simple; Druid
-----
- 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
-----
- 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
- HALBERD:
Base Damage: 1d10
Base Critical Threat: 19-20/x3
Base Damage Type: Piercing and
Slashing, Feat: Martial
-----
- 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.
-----
-----
- 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
- 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.
-----
- SHURIKEN:
Base Damage: 1d3
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Feat: Exotic
-----------------------------------------------------------------------
>>> This next list is for all of the special weapons found throughout
the game. If you've found a weapon not listed in here, "print screen"
of the specs and e-mail them to me please, I just don't take peoples
word for it, I will of course credit you for the find. And remember to
send only the weapons found in the origional Neverwinter Nights, not
any of the new weapons found in the expansion games.
-----
Contributor Credits:
* Sent in by reader Al Morin
-----------------------------------------------------------------------
Contributor Credits:
* Sent in by reader Alit Anggara
^ Sent in by reader Josh Gagnier
-----
-----------------------------------------------------------------------
Contributor Credits:
* Sent in by reader Alit Anggara
-----
-----------------------------------------------------------------------
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. Remember to only send Wands and
Rods found in the origional NWN campaign, not any of the ones found in
the expansion games.
-----
- ROD OF TERROR:
Charges: 50
Use: Fear, 3
Charges Per Use
Use: Scare, 1
Charge Per Use
================================================================ #16 ==
--------------------------
* 16) CLOTHING AND ARMOR *
--------------------------
>>> CLOTHING <<<
-----
- IMPROVED ROBE OF THE OLD ORDER: - ROBE OF THE SHINING HAND +5:
Special Properties: Armor Bonus Special Properties: Armor
+2 (AC Armor Modifier), Damage Bonus +5 (AC Armor Modifier)
Reduction: +1 Soak 5 Damage Decreased Skill Modifier:
Only useable by Monk Listen -1, Only useable by
Monk
-----------------------------------------------------------------------
- FULL PLATE:
Base AC: 8
Max. Dex Bonus: 1
Armor Check Penalty: -8
Arcane Spell Failure: 45%
Feat Requied: Heavy Armor
>>> All of the above armor also comes in +1, +2, and +3. These armors
have the same specs as above and are enhanced with the special property
of Armor Bonus +1, +2, or +3 (AC Armor Modifier).
-----
>>> This next list is for all of the special armor found throughout the
game. If you've found a suit not listed in here, "print screen" of the
specs and e-mail them to me please, I just don't take peoples word for
it, I will of course credit you for the find. And remember to send
only those suits found in the origional Neverwinter Nights, not any of
the new armor found in the expansion games.
-----------------------------------------------------------------------
- TOWER SHIELD:
Base AC: +3
Armor Check Penalty: -10
Arcane Spell Failure: 50%
Feat Required: Shields
>>> All of the above shields also come in +1, +2, and +3. They all
have the same specs as above and are enhanced with the special property
of Armor Bonus +1, +2, or +3 (AC Shield Modifier). All of these
shields are in each campaign.
-----
>>> This next list is for all of the special shields found throughout
the game. If you've found a shield that is not listed, please "print
screen" of the specs and e-mail them to me, I will of course credit you
for the find. Please only send shields found in the Neverwinter Nights
campaign and not any from the expansion games.
-----------------------------------------------------------------------
>>> HELMETS <<<
- *WATCHMAN'S HELM:
Special Properties: Light
Bright (20m) Yellow;
True Seeing
Contributor Credits:
* Sent in by reader Alit Anggara
-----------------------------------------------------------------------
Cloaks will offer your character more protection and are fortified
with some kind of bonus. If you've found a Cloak that isn't in this
list, please "print screen" and e-mail me the specs, I will of course
credit you for the find. And again, remember to only send me cloaks
found in the Neverwinter Nights campaign and not any from the expansion
games.
>>> 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.
-----
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 only send me boots found in the Neverwinter Nights campaign and not
any from the expansion games.
>>> 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.
-----
Contributor Credits:
* Sent in by reader Alit Angarra
-----------------------------------------------------------------------
-----------------------------------------------------------------------
>>> All of the above items also come in +2, +3, +4, and +5. They have
the stated bonuses of +2, +3, +4, or +5.
-----
-----------------------------------------------------------------------
>>> 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.
-----
-----------------------------------------------------------------------
>>> All of the above amulets also come in +2, +3, +4, and +5. They all
have the stated enhancement bonus +2, +3, +4, or +5.
-----
- AMULET OF THE LONG DEATH +1: - AMULET OF THE RED TIGER +3:
Special Properties: Special Properties:
Enhancement Bonus: Con +1; Enhancement Bonus: Str +3;
Spell Resistance: 10 Immunity: Fear
================================================================ #17 ==
---------------
* 17) 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:
-------
- Zombie - Zombie Lord - Zombie Priest
GENERAL ENEMIES:
----------------
- Air Elemental - Water Elemental - Fire Elemental
- Brown Bear
================================================================ #18 ==
-------------------
* 18) MULTIPLAYER *
-------------------
>>> Note: This game is one of the best multiplayer games around and I
recommend that you adventure online. There are literally thousands of
people waiting to adventure with others at all times of the day and
night. If you have dial-up Internet, don't even bother trying to play
online, you'll lag really bad and make characters in your party suffer
due to your laggieness and they'll boot you off of their server
immediately, probably even ban you. This also applies if you have a
really crappy video card and the game lags when you play it single
player, stay off the Internet - just a suggestion.
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.
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
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.
-----------------------------------------------------------------------
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.
-------------------------------------------------------
| RELATIONSHIP | NO PvP | PARTY PROTECTED | FULL PvP |
|--------------|-----------|-----------------|----------|
| In Party | Friendly | Friendly | Neutral |
|--------------|-----------|-----------------|----------|
| Likes | Friendly | Neutral | Neutral |
|--------------|-----------|-----------------|----------|
| Dislikes | Friendly | Hostile | Hostile |
-------------------------------------------------------
If you are friendly toward another player, you cannot harm them,
pick their pockets or perform any hostile action against them. Any
hostile spells will not affect them and you will not perform attacks of
oppurtunities against them. Your associates (animal companions,
Familiars, summoned creatures and henchmen) will not attack the other
player.
If you are neutral toward another player, you can perform overt
hostile actions and hostile spells will damage them. Your associates
will still not attack the other players and you will not perform any
attacks of oppurtunity.
If you are hostile toward another player, you can perform any
hostile action, you will receive attacks of oppurtunity and your
associates will attack the other player. The legend at the bottom of
the Player Reactions panel contains a full list of the consequences of
your hostility state.
If you are hosting the game server, you will also have a Boot and
Ban button. By selecting a player and pressing the Boot button, that
player will be disconnected from your server and that player may
reconnect at a later time. If you ban the player, the player's Player
Profile will be added to your servers Ban List and they will be
prvented from connecting to your server, even if they try to be slick
and create a new character. Gotta love Game Spy!
================================================================ #19 ==
----------------------------
* 19) HINTS AND STRATAGIES *
----------------------------
- REST OFTEN! When you rest you will recover all of your hit
points, regain your spell usage for the day, and in most cases recover
from any poison, disease, or long-lasting spell your character has
suffered from. Keep in mind that you cannot rest if enemies are near.
There is no certain time frame you have to beat the game in (resting
takes up 24-hours of game time) so rest as often as you'd like.
- SAVE OFTEN! You know how PC games can be, how they freeze up
sometimes or just shut down and exit because of some error, so you will
want to save your game as often as possible. This won't happen in this
game if you have the latest patch installed but you should play it safe
anyways. There's nothing worse than wandering around for two or three
hours without saving and then a fuze blows in your electrical box
shutting down power to your house because your girlfriend was blow
drying her hair, brewing some coffee, making toast, and microwaving
some oatmeal at the same time; thus screwing you out of your hard
earned XP and completed quests.
- MAP PINS are very, very useful. If you ever come across a door
that requires a special key, want to stop playing the game and jot down
what you were doing so you're not lost the next time you play, or come
across a point of interest then stick a map pin on the map. When you
place a map pin you can type in whatever text you want to describe that
particular pin.
- When you enter an area that gets LOADED and get bombarded by
enemies make sure you stay near the exit through the door which you
entered the area. If you get overwhelmed or are fighting a tough
opponent and are getting knocked through a loop, you can go back into
the previous area to rest and then go back in there to take out the
enemies a couple at a time. Make sure you save after you rest if using
this stratagy so you won't have to fight all of the enemies again if
you die. Be aware though, in some rare cases an enemy will chase after
you through the exit.
- This stratagy also applies to being bombarded by enemies. When
you come across a large group of enemies that you know is going to put
a difficult fight, lure them to you a couple at a time by letting them
see you and running away. In most cases the whole group will not chase
after you, just a few of them will.
- OPENING CONTAINERS AND DOORS: If your character has poor Open Lock
skills and fails in his or her attempt(s) to open the container or
door, then bash open the chest/cabinet/crate/desk/door or cast a spell
on it such as Knock, Fireball, or Magic Missles to name a few. You can
also use wands to open up the chest, like Fire or Magic Missles to name
a couple. This same stratagy applies if the container or door is
trapped. Bashing an actively trapped chest or door, however, will
damage, or possibly even kill your character so keep this in mind.
Once an actively trapped container or door is destroyed via a spell or
wand, the trap will also be destroyed.
- FIGHTER AND BARBARIAN TIPS: First and foremost when creating your
character get your Strength ability score to at least 16 since strength
is what makes these warriors shine, you'll also want a moderately high
Dexterity score (14) so you're more nimble in combat but if you plan on
wearing heavy armor Dexterity isn't that important, and at least a 14
or 15 in your Constitution score so you can better resist damage,
poison, and disease and gain maximum HP when leveling up. Wisdom and
Charisma doesn't matter AT ALL to Fighters or Barbarians so don't worry
about those ability scores. You want at least an 11 in your
Intelligence score or you will have trouble talking with people and
quickly come to be known as the Charwood Village idiot if you have less
than 11 points in Intelligence. When choosing skills it is better to
concentrate on your Class Skills like Discipline (this skill will make
you more resistant to Knockdown, Disarm and Called Shot attacks), and
Parry (this skill enables you to fend off blows from the enemy more
easily in combat). DO NOT waste valuable skill points on Open Lock
since you can bash open doors and containers. You may want to get
Disable Trap up to at least an 8. Also keep this in mind, the Craft
Armor and other Crafting Skills are absolutely useless so don't waste
valuable Skill Points on any "crafting" skills - even though they're
class skills. When choosing feats you should aquire Cleave as soon as
you can, Cleave gives you one free attack on an opponent when you kill
another. Note that the Cleave feat only pertains while you are engaged
in melee combat (not ranged) and is used automatically. Other feats
you may want to aquire ASAP are Great Cleave, Weapon Focus, Exotic
Weapon Proficiency, Armor Skin and other armor related feats, Weapon
Specialization, and Two Weapon Fighting (for the Fighter, that feat
comes free for Barbarians). The Power Attack feat comes free to
Fighters and Barbarians and you'll have it as soon as you start the
game, as well as all Armor Proficiency feats (light, medium, heavy,
Barbarians must purchase heavy). When you reach level 12 or so while
playing a Fighter or Barbarian, make sure you get the Toughness Feat,
this feat will give you extra HP every level, and you'll also gain HP
retroactively from level 1 so when you take this feat you'll gain a
good 50 HP or so if at levels 10-12 when you take it. Fighters and
Barabarians will want to equip Strength, Dexterity, and Constitution
enhancing amulets, braces, gauntlets and belts, and Armor enhancing
cloaks and rings. And also note that if you're wearing Heavy Armor,
especially enhanced with an armor bonus and have good parrying skills,
then equipping a shield is absolutely pointless. This is a bonus for
Fighters so if playing the game as one here's something that you might
have never noticed: Fighters can read scrolls for Neutralize Poison,
Cure Disease, Lesser Restoration, Restoration, and Greater Restoration.
I had no clue Fighters could read scrolls until recently. Learn
something new about this game all the time. I find the Fighter to be
one of the most powerful character classes in the game; if you pick the
right feats for it and wear the right equipment you'll be unstopable
and be able to slay Dragons without even drinking a healing potion.
- POWER ATTACK AND IMPROVED POWER ATTACK FEATS TIP: These are nice
feats to have and use occasionally but DO NOT enable it for the
duration of entire battles. The Power Attack feat will cause an extra
5 points worth of damage to the enemy but you suffer a -5 penalty to
your attack roll; Improved Power Attack deals out an extra 10 points
worth of damage to the enemy but you'll suffer a -10 penalty to your
attack roll. These penalties to the attack roll may cause your
character to miss the enemy repeatedly and this can make for really
long and health depleting battles. If this is happening to you then
cancel Power Attack mode to be able to strike your opponents more
frequently. The most effective way to use Power Attack mode is when
you get a tough opponent badly wounded or near death. You will want to
enable Power Attack mode when you are bashing doors and containers.
- 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.
- CURSED AND LEVEL DRAIN: If you're not able to read scrolls or cast
spells, and get a Cursed or Level Drain spell cast upon you, you will
REMAIN cursed or reduced in levels UNTIL you find a cure. Resting or
drinking potions will *NOT* cure your character from these spell
effects, visit the Temple of Tyr or Hall of Justice and ask to be
healed and these effects will be no more. Obviously Remove Curse is
the only spell that can cure your cursed character. If you are Level
Drained, cast a Restoration or Greater Restoration spell; Lesser
Restoration will not remove this effect. Level Drain will eventually
reduce your character to level 0 and if you had a brain, then you know
what that means. Having a character class adventuring with you that
can cure these wretched spell effects will save you a trip to the
Temple of Tyr, and the gold required to recall yourself to where you
were.
- 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.
- 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."
- BACK UP SAVE! Always have a back up save besides the default Auto
Save. One time while I was in chapter three in the origional campaign
and did the Hill Giant Lair and the Star Sapphire quest (both no Auto
Save areas), I was stupid and never saved my game in-between those two
quests. While in the final room in the lair where you kill the chief,
I was nearly dead as he fell victim to my infernal wrath, anyways, I
was up against the wall and rested as soon as I was able to and saved
the game while I was resting. When I was done resting and stood up, I
was stuck to the wall and couldn't move my character. I loaded the
save I just made and was still stuck to the wall. I exited the game,
restarted my computer, loaded the game again, and, what do you know, I
was STILL stuck to the wall. I must've loaded the game twenty times
with no luck whatsoever, forcing me to load the last Auto Save and
losing nearly two hours of adventuring. I got stuck on a few walls
like this during the game so I advise you to have a back-up save in
case anything like this ever happens to you. And you can really get
screwed right up the whazoo if this happened and you were also playing
an additional adventure and the Auto Save is for that game and not the
current game you just got stuck in. This is why I recommend a back-up
save so to avoid situations like this.
================================================================ #20 ==
-------------------------------------------
* 20) NEVERWINTER NIGHTS 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, especially for multiplayer, and this will make for a
more pleasent and glitch free gaming experience. In the main menu
there is an option for downloading the latest patch so just click on
the UPDATE TILE and the patch will begin to download, it only takes a
few minutes if you have high speed internet and a decent computer. If
you don't have the internet then you're pretty much screwed for any
patches, unless you download the patch at your friends house (or at
school) from www.neverwinternights.com and put it on a CD/DVD/Floppies
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 major stuff
like that. All of these things are for you to decide and I don't want
to spoil your Neverwinter Nights 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 Neverwinter 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.
This guide was pretty hard deciding how I should format it since a
lot of side quests take time to complete and are tied into the main
quests and I hope I made the right formatting decision. I picked one
that would be both convienent and easy to follow. RPG guides are
complicated to write and if you don't like my format then use someone
elses walkthrough.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20A ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ PRELUDE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><>
~ NEVERWINTER ACADEMY ~
<><><><><><><><><><><><>
You will start the game off in the Academy. The Academy is where
you will learn to fight, use magic, and learn all of the abilities for
the character class you've chosen. In the room you're in open up the
treasure chest for a random item. In nearly all containers are
randomly generated items so I can't exactly tell you what will be in
them. To the left of this room are two more, go into them and look in
the desk and an armoire for a couple more items. There are two men in
the larger room, walk up to Pavel and talk to him. When talking to
people you will have a choice of numerous responses. A lot of these
responses are alignment related so choose wisely as how to respond to
people. Getting cocky and being rude to people can shift your
alignment towards evil if you're good, and being polite to people can
shift your alignment towards good if you're evil so you will want to
keep this in mind, especially if you're character is alignment geared
such as a Paladin. Pavel will give you some information relating to
the plague and other interesting stuff. After you finish talking to
Pavel go and talk to Bim. Bim will offer to give you a short tutorial
and I advise you to take him up on his offer so you can choose the
camera angle that best works for you. After the tutorial go through
the door that opens behind Bim.
Talk to Herban and he will tell you about combat techniques and
such. When you are done talking with Herban approach Dendy who is to
the left of Herban. Dendy will teach you about melee combat, listen
carefully to what he has to say. No matter what type of character you
are you will be destroying the enemy forces with melee combat so I
advise you to learn how to do just that. When he is done talking
you'll have to hit him or destroy the combat dummy to complete your
melee training, once you do your melee combat test will be completed.
In the corridor that leads into the Graduation Room go into the
third door on the left and speak with Ketta if you're a Rogue or Monk.
Here you will learn how to pick locks, sneak up on people, steal, and
all of the other Rogue and Monk related skills. After you complete
this phase of training you are ready to meet Lady Aribeth, speak to the
Door Guard guarding the Graduation Room to do so.
Go through the door ahead of you and that Mysterious Mage will be
on the left, he will again summon up some Goblins so take out these
minor threats. Go through the door on the left and straight ahead is
some guard named Pavel, talk to him if you wish and you can let him tag
along with you if you'd like. If you let people tag along with you you
can send them on their way at any time by simply talking to them and
telling them you don't need their help anymore. Go through the top
door to the right of Pavel.
This area is just a big square with a couple of rooms leading off
of it. Kill the Tough Goblin, a few Weak Goblins, and a few Weak
Skeletons. Head into the upper-most room on the map and speak with
Geldar. Geldar teaches you how to level your character up and he will
give you enough XP so you can do just that. Leveling up is a simple
process, to do so choose your character's class (if multiclassing you
can choose another class to add to your initial one); pick out some
skills from the vast list of available skills (sticking more to your
class skills); choose some spells to learn if you're a magic caster;
choose a Familiar or Animal Companion if one is available for your
character type; choose some feats if they become available; then a list
will pop up letting you know how many HP you'll gain and such. If
you're not happy with the HP you'll gain or have made a mistake as to
what skills, feats, or spells you've chosen, click Cancel and go
through this process again. If you're happy with what you'll gain
click OK to complete the leveling up process. Head through the door to
the right of Geldar to enter a long corridor.
Run straight into another large room and the Mysterious Mage will
make another appearence. Kill the Mage, he will cast Magic Missles at
you, and kill all of the Goblins and a Skeleton. Pick up any remains
and look inside of the crates in this room for more items. Go through
the door by the gold dot to enter the stables. Kill all of the
remaining Goblins, including an Elite one, and witness something very
interesting. Talk to Desther and Fenthick and then Desther will storm
out of the stable. Talk to Fenthick again and after the conversation
you will gain enough XP to level your character up. When you are
finished leveling up go through the door that Desther went through to
conclude the Prelude.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#21B ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER ONE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><> C1-1
~ CITY CORE ~
<><><><><><><>
-- QUESTS:
- Main Quest: The Wailing and the Waterdhavians
- Main Quest: Peninsula: Prison Break
- Main Quest: Blacklake: Tensions Rising
- Main Quest: Docks: Trouble in the District
- Main Quest: Beggar's Nest: Undead Infestation
- Side Quest: Temple of Tyr: Never's Tomb
- Side Quest: Moonstone Mask: An Evil Offer
- Side Quest: The Great Tree: Animal Rescue
- Side Quest: Cloaktower Membership
- Side Quest: Moonstone Mask: Art Theft
- Unofficial Side Quest: Tamora and Hoff
- Henchman Quest: Tomi's Tale
- Henchman Quest: Daelan's Tale
- Henchman Quest: Sharwyn's Tale
- Henchman Quest: Grimnaw's Tale
- Henchman Quest: Boddyknock's Tale
- Henchman Quest: Linu's Tale
You will start this chapter off in the Sanitorium that leads to
the Halls of Justice - they're not painted green and you can hear no
money talking. Desther and Fenthick are ahead of you so go talk to
them. Head through the door in here to enter the Halls of Justice and
then speak with Lady Aribeth on the left. She will give you valuable
main quest information and she will also give you a Stone of Recall.
This stone will make you teleport back to the Halls of Justice when you
use it, even if you're in the middle of an intense battle so keep this
in mind if you're near death and out of health potions/spells. You may
also recall yourself to where you used the stone last by stepping into
the Recall Portal atop the stairs for a fee of 50 gold. Lady Aribeth
has weapons, armor, and items for sale so you probably want to check
out her inventory. A lot of the magic items she has for sale are
ridiculously expensive so you won't be able to afford any of them for
awhile. Whenever you get diseased, poisoned, cursed, or other
unfortunate things happen to you Lady Aribeth will heal and cure you if
you ask her to. You will notice some stairs leading to a Diving Pool
just past the Stone of Recall portal. This pool will store important
quest related items so if you drop them by accident because you didn't
know it was quest related, or drop them due to a full inventory, you
will be able to get that item back. I'm so glad that this pool is
available or I would've been screwed on the Cloaktower quest, good
looks BioWare.
Exit the Halls of Justice and a woman named Bethany will run up to
you and tell you about a Prison Escape in the Peninsula District, this
is another main quest that will get added to your Journal. Next to the
fountain ahead of you is a guard named Halion, talk to him and ask him
about the different districts in the City Core. When you are finished
talking to him you will aquire three more main quests in your journal,
Blacklake: Tensions Rising; Docks: Trouble in the District and Beggars
Nest: Undead Infestation.
The Neverwinter City Core is just a big square and in the north-
west corner is the Docks District; in the north-east corner is the
Blacklake District; in the south-west corner is the Peninsula District;
in the south-east corner is the Beggar's Nest. You will probably
aquire some side quests while exploring, just look below to find out
how to complete that side quest. Keep in mind that side quests are not
required to be completed for you to finish the game and they're all
optional. I advise you to complete them all for the valuable XP and
items you'll be rewarded for doing so. There are a ton of treasure
chests, barrels, and crates to open up for a lot of items in this area
so make sure you open all of them. You can also enter some homes and
buildings for more items if you wish. There is a merchant near the
entrance into the Peninsula District that sells Magic Bags. These bags
will reduce the weight of the items you put into them, they're kind of
expensive but well worth the gold. If you don't have enough gold to
purchase one just yet remember this guy for a future purchase.
Near the entrance into the Beggar's Nest is a store called the
Shining Knights Arms and Armor, go in there and check out the vendors
inventory; make sure you tell him you're looking for premium equipment.
He will then give you a key so you can go into the basement, do so and
speak to Marrok who can enhance magical weapons and armor. He'll let
you know what you need if he is to make you something magical so
remember this guy and come back here often so he can craft stuff for
you when you've aquired the proper items needed. If you ask him for
examples on what components are needed in order to make items he will
give you a book called Recipes of the Forge; in this book are the
components needed to craft the stated weapons in the book. The book
reads to craft a weapon you will need a "magical weapon" and a
component; by magical it means a weapon with a +1 Enhacement Bonus
(Longsword +1, Scythe +1, Shortsword +1, etc.). To make a weapon place
the +1 Enhanced weapon into the forge and the component required, then
speak to Marrok and he will charge you 500 gold, after you pay the man
take the new weapon out of the forge.
In the Trade of Blades you can hire henchman but they all require
at least 200 gold (150-175 if you can successfully persuade them) to
fight by your side, they also each have a quest for you to complete,
just look in the sections below to learn how to complete their quests.
_______________________________________________________________________
-------------------------------------------
~ SIDE QUEST: TEMPLE OF TYR: NEVER'S TOMB ~
-------------------------------------------
This quest will get aquired in the Halls of Justice. In the room
where Lady Aribeth is go into the north-most room on the map and speak
with Oleff. During your conversation you will have to persuade him
into letting you know what's bothering him, if you fail just keep
persuading him until you succeed. He will then tell you about the
tombs and other information, offer to help him find the artifacts in
the tombs. Oleff will then give you a letter for Briley who is located
in the Peninsula District, you MUST keep this letter in your inventory
to complete this quest; if you drop the letter then just ask Oleff for
another copy.
Now that you have all three artifacts bring them to Oleff if
you're a lawful character, or bring them to Gilles (see quest An Evil
Offer below) if you're an evil character. For this quest you'll get
better rewarded than the evil choice. You'll receive a total of 9
alignment points towards good, 600 gold, 200 XP, and an Amulet of Will
+3.
_______________________________________________________________________
---------------------------------------------
~ SIDE QUEST: MOONSTONE MASK: AN EVIL OFFER ~
---------------------------------------------
_______________________________________________________________________
---------------------------------------------
~ SIDE QUEST: THE GREAT TREE: ANIMAL RESCUE ~
---------------------------------------------
To aquire this side quest exit the Halls of Justice, to the left
standing in front of a big tree is a Druid named Nyatar. Speak to him
and persuade him into letting you help in his problem. A lot of
animals got captured from their rightful home out in the wild and are
being caged in the Neverwinter Zoo which is located in the Blacklake
District. Offer to help free the animals and then Nyatar will give you
a key to the zoo, a scroll that will allow you to transport the animals
to freedom, and a Scented Fetish to allow your character to speak with
the animals. Nyatar also sells a lot of goods so check out his
inventory and purchase whatever you wish, buy some Barkskin potion
because it comes in very handy and will temporarily raise you AC when
drunk.
Head into the Blacklake District and the zoo is located in the
back of Blacklake at the top of the map. Enter the zoo, hang a right
and go through the door to see the animals trapped in their cages. Use
the Zoo Key on the door to the right and head on through. Search all
of the rooms for items and kill all of the guards, at the end of the
corridor is a Door to the Giant Tree. Go to the tree and interact with
it, use the scroll on it that Nyatar gave you then head back into the
zoo. The left door takes you to an enemy nicknamed Sureshot and more
items, if you kill him you'll get a Longbow +1 from his remains and a
decent amount of XP. Go through the door on the right and enter
another room with a lever, pull it to open up the animal cages. Go
through the other door in here and speak to the four captured animals,
a Brown Bear, a Panther, a Lion, and a Wolf; tell them to go to the
tree outside. No matter what type of character class you are you'll be
able to talk to the animals AS LONG AS YOU HAVE the Scented Fetish in
your inventory that Nyatar gave you. When all four animals run for the
tree, go to the tree and tell each animal to teleport through it.
Return to Nyatar for a reward of of 400 gold and 200 XP, and maybe
something more if you're able to persuade him.
_______________________________________________________________________
-------------------------------------
~ SIDE QUEST: CLOAKTOWER MEMBERSHIP ~
-------------------------------------
>>> Note: This quest is only available for Sorcerers or Wizards and can
still be be aquired if multiclassed as one (a Fighter/Sorcerer or a
Rogue/Wizard for example).
Next to the big tree where you've aquired the Great Tree quest is
the Cloaktower Guild, go inside and speak to Eltoora. Tell her you
would like to join the Guild to aquire this quest. She will tell you
what must be done in order for you to join the Guild and will give you
Eltoora's Key.
While in the Beggar's Nest go into the Wizard Lab in the north-
east corner of the district indicated by a map pin. Kill the Fire
Mephit, it should prove to be no problem. When you've slain the
Mephit, look in the wood pile and take the Kindling Wood out of it,
don't discard it because it is needed to complete this quest.
Now that you have all four items required for this quest, return
to the Cloaktower and speak to Eltoora. Ask her to evaluate your
membership and she'll take all of the items you have found in this
quest and send you to your final test; you will be rewarded 300 XP for
finding the four items. Step into the portal behind Eltoora to be
teleported into a small romm to see a large beast on the other side of
the room, a Minogon, don't attack it. Take the Elemental Wand of Earth
out of the pile of stones. Take the Elemental Wand of Air off of the
Alchemist's Apparatus. Take the Elemental Wand of Water out of the
diving pool. Take the Elemental Wand of Fire out of the wood pile. To
kill the Minogon use the wands on it in this order: Earth, Water, Air,
Fire. Return to Eltoora to complete this quest and you'll be rewarded
300 XP and the Many-Starred Cloak, this Cloak has a couple of good
bonuses so you might want to equip it right away.
_______________________________________________________________________
-----------------------------------------
~ SIDE QUEST: MOONSTONE MASK: ART THEFT ~
-----------------------------------------
_______________________________________________________________________
------------------------------------------
~ UNOFFICIAL SIDE QUEST: TAMORA AND HOFF ~
------------------------------------------
While you're in the Moonstone Mask, speak with Ophala and tell her
you want permission to access the back room. Ophala will give you a
letter and tell you that you must be disease free if you want to meet
her harlots in the backroom. Take this letter to Oleff in the Halls of
Justice and show it to him, he will then give you a letter stating you
are disease and palgue free. Return to Ophala and give her your clean
bill of health, she will then give you the Moonstone Mask Backroom Key.
Speak with Torgo (he's near Ophala) and purchase a Pass Coin from
him for 200 gold. Go in the backroom, which is actually upstairs, to
the third floor and speak to Tamora and give her the Pass Coin. The
object here is to get Tamora to fall asleep so first tell her you would
like to ask some questions, then tell her you want to ask some serious
questions, then choose the response how lonely is it to be an
adventurer, then brood on about how nobody cares, then ask her if she
knows anything of the plague, then tell her you were specially assigned
to investigate the plague. After telling her all this stuff, choose
the response let's retire to your bed chamber. Tamora will then fall
to the floor asleep and you'll be disrobed, speak to her one more time
and ask her what she needs and she will give you Tamora's Brooch and
tell you of some stalker Orc named Hoff who won't leave her alone and
if you could take care of this problem for her, agree to do so. This
quest will *NOT* get added to your journal so don't go looking for it
in there.
_______________________________________________________________________
-------------------------------
~ HENCHMAN QUEST: TOMI'S TALE ~
-------------------------------
In the Halls of Justice near the exit into the City Core is a guy
named Tomi. Talk to him and then hire him as your henchman for 200
gold pieces, you might be able to persuade him to join your side for
less gold. When the conversation is over talk to him again and choose
the option "I just want to talk" and then choose "Tell me about
yourself" and Tomi will begin to tell you his tale. Note that to get
the full scoop on Tomi (around level 6) you have to be a character with
higher levels of experience. If you're not that well experienced then
your Journal Entry for Tomi's Tale will say he'll tell you more when
you've gained more experience, so after every level you gain speak to
Tomi some more to eventually find out that he needs you to find some
documents for him. Remember that you can release Tomi (and all of the
other henchman available to you) any time you want by telling him you'd
be better off on your own. The Official Documents Tomi needs are
located in the Beggar's Nest in the Thomas Wheelwright Repair Shop on a
bookshelf. For giving him the documents Tomi will reward you with 100
XP and a Ring of the Rogue +1 (Dex +1, Open Lock +1, Disable Trap +1).
_______________________________________________________________________
---------------------------------
~ HENCHMAN QUEST: DAELAN'S TALE ~
---------------------------------
In the Trade of Blades speak to an Orc named Daelan Red Tiger and
hire him as your henchman for 200 gold, you might be able to persuade
him to join your side for less gold. When the conversation is over talk
to him again and choose the option "I just want to talk" and then
choose "Tell me about yourself" and Daelan will begin to tell you his
tale. Note that to get the full scoop on Daelan (around level 6) you
have to be a character with higher levels of experience. If you're not
that well experienced then your Journal Entry for Daelan's Tale will
say he'll tell you more when you've gained more experience, so after
every level you gain speak to Daelan some more to eventually find out
that he needs you to find a Brooch for him. The Brooch is located on a
boat in the Docks District to the west on the district map. Kill the
Bloodsailors on this boat and open up a chest to find the Brooch. When
you give this Brooch to Daelan he will reward you with 100 XP and an
Amulet of the Red Tiger Tribe +1 (Str +1, Immunity: Fear).
_______________________________________________________________________
----------------------------------
~ HENCHMAN QUEST: SHARWYN'S TALE ~
----------------------------------
In the Trade of Blades speak to a woman named Sharwyn and hire her
as your henchman for 200 gold, you might be able to persuade her to
join your side for less gold. When the conversation is over talk to
her again and choose the option "I just want to talk" and then choose
"Tell me about yourself" and Sharwyn will begin to tell you her tale.
Note that to get the full scoop on Sharwyn (around level 6) you have to
be a character with higher levels of experience. If you're not that
well experienced then your Journal Entry for Sharwyn's Tale will say
she'll tell you more when you've gained more experience, so after every
level you gain speak to Sharwyn some more to eventually find out that
she needs you to find potion for her so she can heal her mother. In
the Tanglebrook Estate in the Peninsula District is some Celestial
Elixir on an Alchemist's Apparatus, take it and give it to Sharywn.
She will reward you with 100 XP and a Belt of the Performer +1 (Cha +1,
Perform +1, Persuade +1).
_______________________________________________________________________
----------------------------------
~ HENCHMAN QUEST: GRIMNAW'S TALE ~
----------------------------------
In the Trade of Blades talk to a man named Grimnaw and hire him as
your henchman for 200 gold, you might be able to persuade him to join
your side for less gold. When the conversation is over talk to him
again and choose the option "I just want to talk" and then choose "Tell
me about yourself" and Grimnaw will begin to tell you his tale. Note
that to get the full scoop on Grimnaw (around level 6) you have to be a
character with higher levels of experience. If you're not that well
experienced then your Journal Entry for Grimnaw's Tale will say he'll
tell you more when you've gained more experience, so after every level
you gain speak to Grimnaw some more to eventually find out that he
needs you to find a silver ring for him for him. The ring is in a
house in No-Man's Land near the entrance into Blacklake inside of a
desk, it has an ingraving of a bird on it. Give the ring to Grimnaw to
be rewarded 100 XP and the Amulet of the Long Death +1 (Con +1, Spell
Resistance: 10).
_______________________________________________________________________
-------------------------------------
~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~
-------------------------------------
In the Trade of Blades talk to a man named Boddyknock and hire him
as your henchman for 200 gold, you might be able to persuade him to
join your side for less gold. When the conversation is over talk to
him again and choose the option "I just want to talk" and then choose
"Tell me about yourself" and Boddyknock will begin to tell you his
tale. Note that to get the full scoop on Boddyknock (around level 6)
you have to be a character with higher levels of experience. If you're
not that well experienced then your Journal entry for Boddyknock's Tale
will say he'll tell you more when you've gained more experience, so
after every level you gain speak to Boddyknock some more to eventually
find out that he needs you to find a Leaven Bread recipe for him. The
recipe is in the Beggar's Nest in the Barricaded Home (indicated by a
pin on the map that is just above the entrance into the Beggar's Nest),
take the recipe off of the dead Baker Siril. For your reward
Boddyknock will give you 100 XP and a Lantanese Ring +1 (Cha +1,
Regeneration +1).
_______________________________________________________________________
-------------------------------
~ HENCHMAN QUEST: LINU'S TALE ~
-------------------------------
In the Trade of Blades speak to a woman names Linu and hire her as
your henchman for 200 gold, you might be able to persuade her to join
your side for less gold. When the conversation is over talk to her
again and choose the option "I just want to talk" and then choose "Tell
me about yourself" and Linu will begin to tell you her tale. Note that
to get the full scoop on Linu (around level 6) you have to be a
character with higher levels of experience. If you're not that well
experienced then your Journal Entry for Linu's Tale will say she'll
tell you more when you've gained more experience, so after every level
you gain speak to Linu some more to eventually find out that she needs
you to find a chalice for her. The chalice, the Silver Chalice of
Moonbow, is in the Meldanen Estate. In the room where you fight
Meldanen, look in the cabinet for the chalice. Give it to Linu and she
will reward you with 100 XP and the Pendant of the Elf +1 (Dex +1,
Darkvision).
_______________________________________________________________________
<><><><><><><><><><><> C1-2
~ PENINSULA DISTRICT ~
<><><><><><><><><><><>
-- QUEST TO BE UPDATED:
- Main Quest: The Wailing and the Waterdhavians
- Main Quest: Prison Escape
-- QUESTS:
- Side Quest: Tanglebrook Estate
- Side Quest: The Prison Key
The format will slightly change here since there are two ways to
get into the prison and the side quests are tied right into the main
quest so I'm not going to bother listing the two side quests in
seperate sections.
Head up the road from this house and go right when the road
branches, kill some more escapees and search the area for items. You
will see a guy named Master Johns standing in front of a house on the
right, talk to him and he will tell you about the Tanglebrook Estate
and you will get that side quest. Offer to escort him to the district
gate, get him safely there to aquire another 50 XP and to gain 3
alignment points towards good. Search inside the houses where Master
John was and kill some more prisoners and to gain a few more items. To
the left of where Master John was is the Prison Main Doors but don't go
that way. Directly across from Master Johns house is a dead end by a
locked house, check behind it to find another Plague Victim Pyre, set
it ablaze to gain another 25 XP.
Follow the wall along the waters edge to the left of the pyre,
kill some more prisoners and continue along to an area with four doors
leading into the sewers. A Gang Leader will attack you and he is far
more powerful than a regular prisoner so you may want to cast some
defensive spells, or drink some defensive potions for this battle.
When you've killed the Gang Leader, go through one of the doors to be
in the sewers, a bunch of prisoners will attack you. Kill the Gang
Leader to obtain the Prison Key (must search his remains). These Gang
Leaders really aggrevate me, one time it took me ten minutes to kill
one of these bastards. This would be a good time to use my stratagy
listed in the Hints and Stratagies section on fighting enemies near
exits. Now you can enter the prison through the main doors or enter
the prison another way. If you choose to go into the prison now then
skip the next two paragraphs. If you choose to get into the prison
through the Tanglebrook Estate you will gain a lot more XP.
Leave the sewers and set another pyre on fire by the water for
another 25 XP, then cross the bridge to kill some more enemies and
search all of the boxes and such for a lot of items. Keep going along
and follow the outer wall of the district and you'll see a small
building behind the prison, go in there to kill some more prisoners if
you want. Continue along the outer wall of the district along the
water line to come to the Tanglebrook Estate. Before proceeding inside
make sure you walk around the district and kill all of the prisoners,
in this game you want to gain as many XP as possible, also make sure
you look inside all of the houses for more prisoners to hack up.
>>> PRISON
Most people probably enter the prison through the estate so that's
where this guide will start. Go through the door to enter a large
room, kill all of the prisoners in here and search the room for items.
Open the door in here via the lever next to it to enter a corridor with
locked cells. Explore this level of the prison and kill the Gang
Leader and his buddies (there's a lot of them so cast some defensive
spells or dring defensive potions) and then head through the door the
Gang Leader was standing by to enter the next level of the prison,
Containment Unit.
You'll see a guy run into a room, follow him in there if you want
to and close the door via the lever, talk to the guy to find out more
and then leave this room. This area is just a big square with a bunch
of locked cells. There are a couple of doors leading to little storage
areas/cells and on the right side of the map is the door leading to the
next level of the prison, but first you must kill a Sorcerer for that
door to unlock. Go into any of the four doors in the middle of the map
to get attacked by some prisoners and kill the Escaped Sorcerer. This
Sorcerer is tough, he will cast Fireball spells at you that will
severely damage your character so watch out, the Sleep spell is a plus
in this situation. When you have killed the Sorcerer pull the lever in
here to open up all the cells in the area. Search the corpses in all
of the previously locked cell and then go through the door on the right
of the map to enter the next level of the prison, The Pits.
Your Journal will get updated for the prison so read the latest
entry if you wish. This place can get confusing but you'll be okay,
your map will guide you. When you come to the last room on this level
you will be attacked by a large Orc named Kurdan, start fighting back
and when you've beaten him down enough he will talk to you. You can
either spare his life or kill him, your choice. He will tell you about
the Head Gaelor and other things. Open the chests in this room and
then head up the stairs to kill the first Waterdhavian creature.
_______________________________________________________________________
<><><><><><><><><><><> C1-3
~ BLACKLAKE DISTRICT ~
<><><><><><><><><><><>
-- QUESTS TO BE UPDATED:
- Main Quest: The Wailing and the Waterdhavians
- Main Quest: Tensions Rising
-- QUESTS:
- Side Quest: Trouble in No-man's Land
- Side Quest: Hints of Conspiracy
- Side Quest: Samuel's Rescue
- Side Quest: Unrest
- Side Quest: The Gauntlet Arena
- Side Quest: Killing Formosa
----------------------------------------
~ SIDE QUEST: TROUBLE IN NO-MAN'S LAND ~
~ SIDE QUEST: HINTS OF CONSPIRACY ~
----------------------------------------
_______________________________________________________________________
-------------------------------
~ MAIN QUEST: TENSIONS RISING ~
-------------------------------
-- QUEST TO BE UPDATED:
- Main Quest: The Wailing and the Waterdhavians
You will see an old lady named Milly walking about somewhere in
the district, talk to her and she'll tell you of a secret portal
leading into the Meldanen Estate located in her house, she will give
you a key so you can enter her home. Go into Milly's house to the left
of the Neverwinter Zoo at the top of the map, open the door on the
right and step into the portal to enter Meldanen's Estate.
In the room you start off in make sure you check the desk on the
right and take the Meldanen West Wing Key out of it. Head to the
eastern part of the map to be at the estate's exit. Talk to a big ugly
Orc named Grommin by the exit and he will tell you about Meldanen.
Persuade him and he will then open up a door for you. Explore this
part of the estate and you'll enter an area with a bunch of prison
cells, open up the chest in here to find a Prison Key, use it to free
Samuel who is in the cell on the left. When you are done with this
quest don't forget to talk to Thurin in the Board Laid Bare for your
reward if you have Samuel's side quest. Explore the rest of this floor
of the estate, you'll run into a Meldanen Apprentice. He's pretty
tough and casts an Ice Storm spell that really hurts. Head down the
stairs through the door past the apprentice to enter Meldanen's
Sanctum.
Explore the sanctum, kill some enemies and collect more items.
Go to the bottom right of the map to find a Blacklake Dryad in a cell.
Check the cabinet in this room for the Silver Chalice of Moonbow, do
not discard this because it is needed for Linu's Tale. Cast some
defensive spells, drink some defensive and offensive potions and try to
open the cell and to the Dryad, this will make Meldanen appear. He's a
pretty tough opponent and he will cast Paralyze, Cone of Cold and
Fireball spells at you that REALLY hurt. When you have beaten him down
a bit he will stop fighting and talk to you. Listen to what he has to
say, he wants you to side with him and kill Formosa for him, make sure
you tell him you want the Master Key and you'll let him live, however,
doing this will make Meldanen dissappear. If you agree to kill Formosa
then return to Meldanen after you do, but don't ask for the key if you
decide to kill her. Or you can choose to kill Meldanen, the choice is
yours. Killing Meldanen will earn you a good amount of XP and the
Staff of Meldanen which is a good weapon to keep in your inventory, the
Master Key and Meldanen's Silver Tooth. No matter what your choice is
when Meldanen is gone go and speak to the Blacklake Dryad in her cell.
The Dryad will give you the second Waterdhavian, a Lock of Dryad Hair.
Take the hair to Lady Aribeth to learn more of the Waterdavian Quest
and be rewarded 150 XP and 500 gold.
_______________________________________________________________________
----------------------------------
~ SIDE QUEST: THE GAUNTLET ARENA ~
----------------------------------
First of all you need to have the Gauntlet Pass from Graxx and
Graxx is located in the Trade of Blades in the City Core. Ask him
where you can get some action and he will tell you about an arena
fight, he'll then sell you a pass for 50 gold so you can fight in this
arena. Head into the Board Laid Bare in the Blacklake District and
speak to the bartender who will then give you a Gauntlet Key. Go use
the key on the door in here and then head down some stairs and through
another door.
Approach the arena and speak to Kellisai, ask her what the rules
are and then tell her you'll fight the first round, then she'll
teleport you into the arena. Melee characters will have a big
advantage over spell casters fo this bloodsport. For the first round
you'll be fighting a Dwarf Fighter named Hrusk and his dog. This guy
really isn't that hard and you should have no difficulty defeating him.
When you have won the round, pull the lever to teleport to Kellisai.
Tell her you're ready for the next round.
This time you'll be fighting a halfling Monk named Kashi and his
wolf, this little bastard can give you a rough time 'cause his Dex is
so high and he's good at dodging. You will want to use a weapon with
at least a +1 Enhancement Bonus for this little guy, if you use one
without a bonus it will take you forever to kill this Monk. He doesn't
hurt you all that much with his attacks so just have patience and
you'll defeat him, when you do pull the lever, talk to Kellisai and
tell her you're ready for the next round. For this round you'll be
fighting a big Orc Agar and his Cogar Cat. Don't be intimidated by
this Orc, he's a wimp and really isn't that hard to beat, when you do
go and pull the lever to grab your third medal.
_______________________________________________________________________
-------------------------------
~ SIDE QUEST: SAMUEL'S RESCUE ~
-------------------------------
Go into the Board Laid Bare and speak with Thurin, ask him if
there's any work and he'll tell you about a missing guard named Samuel,
tell him you'll look for him and your Journal will get updated. Samuel
is in a prison cell in the Meldanen Estate (see main quest in this
section). When you free him return to Thurin to be rewarded some gold
and 100 XP.
_______________________________________________________________________
----------------------
~ SIDE QUEST: UNREST ~
----------------------
Near the district circle talk to a woman named Formosa and ask
about Meldanen, then ask about her, then tell her you're looking for
work, tell her you'll do it to aquire this quest. She wants you to
bring her the key to the Warehouse. When you fight Meldanen and he
talks to you, demand that he give you the key to his Warehouse or kill
him to obtain the key. When you've aquired the Master Key and
Meldanen's Silver Tooth, give them to Formosa to be rewarded 500 gold
and a necklace, Periapt of Wisdom +1.
_______________________________________________________________________
-------------------------------
~ SIDE QUEST: KILLING FORMOSA ~
-------------------------------
When you fight Meldanen he will offer you a deal. The deal is
that you kill Formosa (which will earn you 10 evil alignment points).
Do so if you want and return to Meldanen to be rewarded 500 gold.
_______________________________________________________________________
<><><><><><><><><> C1-4
~ BEGGAR'S NEST ~
<><><><><><><><><>
-- QUESTS TO BE UPDATED:
- Main Quest: The Wailing and the Waterdhavians
- Main Quest: Undead Infestation
-- QUESTS:
- Side Quest: Missing Guard
- Side Quest: Aldo and Hector
- Side Quest: Find Krestal
- Side Quest: Find Jemanie
- Side Quest: The Sword Coast Boys
- Side Quest: A Lost Soul
- Side Quest: A Missing Brother
- Side Quest: Strange Cult
- Side Quest: Hints of Cult Activity
-----------------------------
~ SIDE QUEST: MISSING GUARD ~
-----------------------------
_______________________________________________________________________
-------------------------------
~ SIDE QUEST: ALDO AND HECTOR ~
-------------------------------
Near the center of the Beggar's Nest you'll see some guy named Aldo
and a woman named Mattily. Speak to Aldo to aquire this quest, you
must track down Hector for him so he can fix his wagon. In the south-
east corner of this district is a shop called Thomas Wheelwright Wagon
Repair. Go in there and make sure you search the bookshelf in here and
take the Official Document off of it, this document is for Tomi's
quest. Speak to Hector and tell him about Aldo, then escort Hector to
him. For this quest you will be rewarded 100 XP.
_______________________________________________________________________
----------------------------
~ SIDE QUEST: FIND JEMANIE ~
----------------------------
_______________________________________________________________________
----------------------------
~ SIDE QUEST: FIND KRESTAL ~
----------------------------
_______________________________________________________________________
---------------------------
~ SIDE QUEST: A LOST SOUL ~
---------------------------
Go into the Temple of Helm and speak to Bertrand. Ask him what he
is waiting for to aquire this quest. Offer to find his brother for
him. Next to the Great Graveyard is the dead body of Marcus. Take the
Journal of Marcus Penhold and the unidentified magic staff; identify it
if you can, it's the Penhold Staff. Return to Bertrand and give him
the journal to receive 50 XP, give Bertrand the staff to receive
another 100 XP, 400 gold, and 3 alignment points toward good.
_______________________________________________________________________
--------------------------------
~ SIDE QUEST: SWORD COAST BOYS ~
--------------------------------
To aquire this side quest talk to Krestal; he'll tell you all
about Drawl and his gang. Go into the Warehouse in the north west
corner of the district and in the last room you'll get to fight Drawl,
he's good at melee combat so you may want to use spells and ranged
weapons against him. To complete this quest, finish the main quest in
the section below.
_______________________________________________________________________
--------------------------------------
~ SIDE QUEST: HINTS OF CULT ACTIVITY ~
--------------------------------------
_______________________________________________________________________
---------------------------------
~ SIDE QUEST: A MISSING BROTHER ~
---------------------------------
_______________________________________________________________________
----------------------------
~ SIDE QUEST: STRANGE CULT ~
----------------------------
Speak to Jemanie to aquire this quest and be sure to ask him for
the Estate Ward Stone. Go into the Strange Building in the north east
of this district. When you open the door say "you follow the way of
the serpent" to be granted access, you must have the Estate Ward Stone
from Jemanine to get in here. To complete this quest finish the main
quest in the section below.
_______________________________________________________________________
----------------------------------
~ MAIN QUEST: UNDEAD INFESTATION ~
----------------------------------
-- QUEST TO BE UPDATED:
- Main Quest: The Wailing and the Waterdhavians
Walk around the entire district all kill all of the Zombies
lurking around for a lot of XP. Go into the Shining Serpent Inn and
talk to Harben Ashensmith, he will give you some information on this
quest. You must go into the Great Cemetary and there are two ways to
get in there.
The first way is by going into the Strange Building in the north
east of this district. When you open the door say "you follow the way
of the serpent" to be granted access to the Snake Cult Estate. You
must have the Estate Ward Stone from Jemanine to get in here. Kill all
of the cultists in here and in one of the rooms is the Cult Leader,
kill him. Look on the bookshelf in here and take In Service of Gulnan
off of it, two side quests will then be updated if you're doing them,
Sword Coast Boys and Strange Cult. Go down the stairs to enter the
Crypts.
The second way to get into the Great Cemetary is by gaining access
to the crypts via the Warehouse in the north-west of this district.
After you kill Drawl and free Walters (see above quests for more info
on Walters and Drawl), go down the stairs and through the door to enter
the crypts.
When you enter the Warren some possessed Zombie will be talking to
you and you'll see a couple of more while you're down here. Go through
the door in here and a locked one will be directly ahead of you.
Explore this warren to kill a bunch of undead creatures, if you can
turn the undead then you'll have an oppurtunity to really test out your
Turn Undead capabilities. In the room in the north-east corner look in
the armoire for an Ancient Key, this key unlocks the door that was
locked when you first entered the warren. Go to the south east corner
of the warren to find the corpse of Torin, take his ring 'cause he no
longer needs it (see the quest missing brother above for more info on
Torin). Go and use the Ancient Key on the door by the entrance, search
all of the chests and a sarcophagus for a lot of items, including some
Armor of Comfort. There is another mass XP gaining trick you can do
here, just put any item into the sarcophagus and take it back out;
every time you do this a Mummy will appear and you can gain a level
within half an hour. For a real test of your gaming skills make about
10-15 Mummies appear and then start killing 'em. At level 6 the
Mummies will give you 94 XP per kill; at level 7 the Mummies will give
you 74 XP per kill; at level 8 the Mummies will give you 54 XP per
kill; at level 9 the Mummies will give you 34 XP per kill. In case you
haven't noticed yet, the higer in levels your character becomes, the
less XP you receive for killing creatures. After you've leved up (if
you chose to) go into the room in the top center of the map for a
really good battle.
_______________________________________________________________________
<><><><><><><><><> C1-5
~ DOCKS DISTRICT ~
<><><><><><><><><>
-- QUESTS TO BE UPDATED:
- Main Quest: Trouble in the District
- Main Quest: The Wailing and the Waterdhavians
-- QUESTS:
- Side Quest: Hints of a Traitorous Intent
- Side Quest: The Masterson Amulet
---------------------------------------
~ MAIN QUEST: TROUBLE IN THE DISTRICT ~
---------------------------------------
Upon entering this district get some information from the Gate
Captain. Throughout this district you will be attacked by Muggers,
Thugs, and Ruffians. Make sure you search their remains and take every
Smuggler Coin you can get for you can buy some good items with them.
You'll see some guy named Neibor near the main gates, talk to him and
ask him "why he needs gold" to learn about an auction in the Seedy
Tavern. Go onto the dock in the south-west corner of the map and talk
to a Bloodsailor. Try to open up a chest on their boat and they will
attack you so kill them, search their remains and take a Bloodsailor
Uniform. In a chest on their boat is a Brooch, don't discard it
because it is required to complete your henchman Daelan's quest. If
you're doing the Cloaktower side quest then go into the Wizard Lab in
the north. Make sure you buy a Bag of Holding from Jerol in Twenty in
a Quiver, this bag will reduce the weight of the items put into it by
100% so it is well worth the money. If doing the Art Theft quest then
go into the Androd Estate on the top of the map.
Go into the Locked House (just bash the door in or open it with
spells) in the north east corner of the map and you'll be attacked by
some Bloodsailors. Head upstairs and kill a Bloodsailor Lieutenant,
he's way tougher than a normal Bloodsailor. Search around up here to
find a Tavern Key and some Orders From Callik, now head to the Seedy
Tavern. There are three ways to get in here, go to the front door and
put on the Bloodsailor Uniform I told you to take earlier, try to open
the front door and bribe a lady with some gold to get in, or use the
Tavern Key you just found on the side door.
Once inside the Seedy Tavern, speak to the Auctioneer to buy some
items with all of the Smuggler Coins you've found. You can purchase
magic armor, weapons, and items if you ask to see his special items.
If you want to get downstairs you have to have a password. Open the
door to see some guy named Chef guarding a door, persuade him into
letting you pass through the door he's guarding if you can. If you
have the Tavern Key then just open up the door and head on through. If
you can't persuade Chef or don't have the key then go upstairs and look
for some guy named Ulfnog, talk to him and him about this Tavern and he
will give you the password. Go through the door Chef is guarding to
enter the Bloodsailor Hideout.
Go through the door and kill some more Bloodsailors. Search all
of the rooms for items and such, in the south-west room you'll fight
another Bloodsailor Lieutenant, kill him and go down the stairs in the
next room. On this level of the hideout search all of the rooms and
kill some more foes, in the north-east room is a friendly Bloodsailor
named Dara'Nei. Talk to her or kill her so you can obtain Dara'Nei's
Locket. Now you are to go to the Silver Sails Tading Company which is
located on the west side of the district.
Once you enter this place you'll be attacked by some Stag Beetles
and Giant Spiders, the spiders aren't that tough but will poison your
character and do all sorts of other negative things, like encumber you
and lower your strength. Explore the rest of this place and kill all
of the enemies, you'll come across a strange door. Use Dara'Nei's
Locket to open the door, kill the Bloated Dire Spider (which is WAY
tougher than all of the other spiders crawling around in here), and
then go into the Aqueducts.
Walk through the long corridor and you'll hear people talking,
step through the door at the end. You'll see Callik and a couple of
his guards, you can also see Vengaul though a fence. Callik won't
attack you when he notices you at first but will eventually. Kill
Callik and search his remains for an amulet, this is the Masterson
Amulet so if you're doing that quest this amulet is for Hemmell.
Follow the corridor around to Vengaul and talk to him. Tell him you've
come for the Cockatrice and then you can either fight him or let him
go. When Vengual is gone, open up the crate with the ray of light
coming out of it for the last Waterdhavian, the Cockatrice Feather,
you'll also receive 200 XP for completeing the Trouble in the District
quest. To complete the Waterdhavian quest take the feather and give it
to Lady Aribeth, you will be rewarded 150 XP and 500 gold.
_______________________________________________________________________
--------------------------------------------
~ SIDE QUEST: HINTS OF A TRAITOROUS INTENT ~
--------------------------------------------
_______________________________________________________________________
------------------------------------
~ SIDE QUEST: THE MASTERSON AMULET ~
------------------------------------
Near the boat by the Bloodsailors is a man named Hemmel Masterson,
talk to him and ask him what seems to be the trouble to aquire this
quest. He wants you to recover an amulet for him. During the main
quest you'll fight Callik, take the amulet from his remains and return
it to Hemmel to be rewarded 500 gold and 150 XP.
_______________________________________________________________________
<><><><><><><><> C1-6
~ HELM'S HOLD ~
<><><><><><><><>
When you have completed all of the optional side quests above and
have given Lady Aribeth all four Waterdhavian Reagents, tell Aribeth
that you are ready to proceed to the Ritual Chamber. Note that once
you proceed to the Ritual Chamber you will *NOT* be able to complete
any of the above quests if you haven't finished them. I advise you do
them all so you can gain a lot of useful items and a bunch of extra XP.
You'll notice that you have lost a lot of items that were previously
in your inventory because you no longer need them.
After speaking with Aribeth go speak with Lord Nasher; then step
into the portal by Aribeth to enter the Road to Helm's Hold. Speak
with Bregan on the left and find out if he knows anything. Head to the
top of the map and speak to a Strange Visage. When you're done talking
go to the left of the map and enter the cave, which is a secret
entrance into Helm's Hold.
Kill Jinkies who will begin attacking you, when he dies open the
door at the end of the corridor. You'll see a little Gnome named
Johnny, go and speak with him to find out some information and then
you'll be able to buy some equipment if you wish. Go into the cell
area on the left and kill all of the Zombies, you'll find an Orc named
Yari the Knife in a cell, you can let him out if you want. Across from
Yari's cell is Dumal's cell, go in there and speak to him for a bunch
of information and your Journal will get updated, you can slay him if
you please. Go up the stairs next to Johnny to officially enter Helm's
Hold.
Explore the hold and kill all of the False Helmites lurking around
and look for items and such, in the south-west corner you can go into a
courtyad through a side entrance to kill a bunch of enemies for a lot
of XP. In the top-corner room next to the stairs up, make sure you
take a book called the Book of Helm off of a bookshelf. In another
room in the north-east corner make sure you take a book called the
Black Grimoire off of a bookshelf.
Across from the bookshelf where you get the Black Grimoire is a
big demon, Chaohinon of the Void. Talk to the demon and then you'll
have a choice to either banish it or complete the ritual. To banish
the demon place the Book of Helm on the altar; to complete the ritual
put the Black Grimoire on the altar. Either way you'll be rewarded.
If you banish the demon you'll be rewarded 300 XP; if you complete the
ritual you will be able to choose your reward. You can choose a magic
item, a magic weapon, or some of the demon's power (which is just
temporary like you drank some potions or cast a spell), you'll also
earn 300 XP. No alignment shift is involved if you choose to complete
the ritual just so you know; you mine as well complete the ritual to
gain a magic item, it will be nothing spectacular so don't expect
something great. If you choose to banish the demon then you can summon
forth the spirit of the Guardian of Helm. To do this, put the Book of
Helm on the altar after you banish the demon, speak with the spirit and
he will offer you a magic item (Elven Court Bow), a magical item (Ring
of Elemental Resistance), or offer you his powers, which is just
temporary like you drank a potion; you'll also gain 300 XP (I thank
Alfred Jereza for sending in this secret to summon the Guardian of
Helm). Head up the stairs in the north-east corner.
You will run into Fenthick and you'll have a lengthy conversation
with him. You can't kill Fenthick so don't try to if you're tempted, I
know he's in on it that traitor. Once you go through the door leading
upstairs by Fenthick you'll be trapped up there and won't be able to
leave; you're about to have an intense battle with Desther so rest
before going up there to have full spell usage for the day before the
chaos commences.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20C ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER TWO ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><> C2-1
~ PORT LLAST ~
<><><><><><><>
-- QUESTS:
- Main Quest: The Search for the Cult
- Side Quest: Bounty Hunt
- Side Quest: Werewolf Hunter
- Side Quest: Five Tomes of Imaskar
- Side Quest: The Serpent's Gems
- Side Quest: Lady Aribeth's Tale
- Side Quest: Aarin's Tale
- Henchman Quest: Daelan's Tale
- Henchman Quest: Linu's Tale
- Henchman Quest: Boddyknock's Tale
- Henchman Quest: Grimnaw's Tale
- Henchman Quest: Sharwyn's Tale
- Henchman Quest: Tomi's Tale
This chapter is the longest one in the game and it will take you
around 25 hours or so if you do all of the quests and are fast at
overcoming all of the challenging obstacles and difficult battles that
lie ahead. You'll start this chapter off in a room in Kendrack's
Barracks and a woman named Larana will run up to you and give you some
information. Go through the door to be in a large room to see Lady
Aribeth, along with all of your henchman and some warrior named Aarin
Gend. Go and talk to Lady Aribeth to find out some valuable main quest
information on the Search for the Cult. Speak to all of your henchman
in here and aquire all of their side quests, you won't have to pay them
to fight by your side like you had to in the first chapter. Speak to
Kendrack in here and you'll aquire the Bounty Hunt side quest. Speak
to Aarin and he will tell you of some caves in the north and your entry
in your Journal for the main quest will get updated. Leave the
barracks and explore the port.
As soon as you exit the barracks a farmers son will run up to you,
ask him to tell you the problem and that you'll help to aquire another
side quest, Gerrol's Wife. Explore the rest of the port and talk to a
bunch of people for more side quests, look in the sections below as to
how to aquire and complete them. Buy some new equipment in all of the
shops and then head to the North Road to continue in the main quest.
_______________________________________________________________________
---------------------------
~ SIDE QUEST: BOUNTY HUNT ~
---------------------------
To aquire this quest speak with Kendrack in his Barracks, ask him
what the problem is and he will tell you of a bounty for some escaped
prisoners. Agree to find these criminals for Kendrack, you are to
bring him their ears. Note that you may hunt down the four criminals
in any order you wish, not just the one I'm suggesting.
The first criminal is located in the North in the Green Griffon Inn
area in the Inn itself. Go upstairs and open the last door on the
right by bashing it, casting spells, or using your Rogue talents. You
may want to cast some defensive spells or drink some potions because
this is going to be a good fight. The criminal, Zor, is in the form of
a big Minotaur and is a brutal opponent, watch out for his Knockdown
attack. After you beat the beast down to near death he will ask you to
spare his life. If you decide to kill Zor, search his remains and take
his ear, if you let him live he will give you his ear for sparing his
life. Bring Zor's ear to Kendrack and you will be rewarded 300 gold
and 125 XP.
Now that all of the criminals have been dealt with, Kendrack tells
you that his daughter has been kidnapped, agree to help rescue her.
Head to the North Road and go into the Port Llast Mines in the north-
east. Use the key Kendrack gave you on the door to the right and kill
some Orcs and Ogres, head north and then make your way south-east, go
into the small room and fight Yesgar, a big Orc who isn't that tough.
When you widdle Yesgar down to near death he will speak to you, take or
spare his life to aquire Yesgar's Key and Ear and a Necklace of Prayer
Beads (there's also this same key in the chest in here for you to take
if you've spared his life). Open up the door to Yesgar's Hideout and
use the key on the cell in here to find Kendrack's daughter,
Shaldrissa. Speak to her to find out some information and then return
to Kendrack, who will reward you 300 gold and 125 XP for giving him
Yesgar's Ear. For rescuing his daughter and completing this quest,
Kendrack will reward you an additional 500 XP.
_______________________________________________________________________
-------------------------------
~ SIDE QUEST: WEREWOLF HUNTER ~
-------------------------------
Go into the Temple of Tyr and speak with Neurik, ask him who is he
is, and then ask him if he needs assistance to aquire this quest. He
wants you to kill some Werewolves and to bring him their rings, he will
give you four Silver Charms to help you in this quest. Neurik sells a
lot of merchandise and this temple is where you'll end up if you use
the Stone of Recall during this chapter. You can also get back quest
pertaining items out of the Diving Pool in here if you've dropped them.
Note that you can kill, or cure, the first three Werewolves in any
order you wish, not just the one I'm suggesting.
Now that more of this quest is revealed, we're now in searh of Sir
Karathis. Go to the Green Griffon Inn are in the North and go into the
cave in the south-east corner. Note that in order for Karathis to be
in this cave you must kill, or cure, the previous three Werewolves. Go
to the back of the cave to the Werewolf Lair and battle with Karathis,
as like the previous Werewolves he will surrender when you get him near
death. Give him your last Silver Charm to cure him or kill him, your
choice. You will receive the Journal of Sir Karathis Ironheart either
way and find out some information on who the Black Werewolf responsible
for this fiasco is, Alhelor. Bring the journal to Neruik and he will
ask you to slay Alhelor.
Go into the Alliance Arms Inn in Port Llast and speak to Ander, he
will tell you that Alhelor went home to get some rest, how convienent.
Leave the inn and go into Alhelor's House indicated by a map pin on the
map. Go and speak to Alhelor, tell him you know he's the Black
Werewolf and kill him, you will not be offered to spare his life.
Search his remains when he falls victim to your
blade/mace/staff/wand/axe/bow/spells and take Alhelor's Tooth and
Delver's Armor, a good suit to put on if you're able to wear heavy
armor. Take the tooth and give it to Neurik to be rewarded 750 gold
and 750 XP for the completion of this quest.
_______________________________________________________________________
--------------------------------------
~ SIDE QUEST: FIVE TOMES OF ISMASKAR ~
--------------------------------------
The first tome is located the Neverwinter Wood Heart of the Forest
area in the cave to the east, this is actually Setara's House. From
where you enter this home, go into the door directly south and take the
Tome of Resonance off of the shining bookshelf. Return the tome to
Eltoora and she will reward you 500 gold and
125 XP.
The fifth and final tome is located in the Green Griffon Inn area
in the North. Go to the north-east of the map and kill some Zombies,
then go into the Gravekeepers Shack . Speak to the Caretaker and he'll
give you some information on the Arcane Brotherhood pertaining to this
quest. When you've found out enough information you can persuade the
Caretaker to lower the price of a key you must buy if you are to
complete this quest. When you've aquired the Mausolem Key, go into the
graveyard and into the Arcane Brother's Tomb marked graveyard on the
map pin.
_______________________________________________________________________
----------------------------------
~ SIDE QUEST: THE SERPENT'S GEMS ~
----------------------------------
To aquire this quest speak with Elaith in the Alliance Arms Inn,
ask him about the "ever" things and then offer to recover some gems for
him. He will give you a key to Wanev's Cottage, don't discard this
key. Note that you may aquire these gems in any order you wish, not
just the one I'm suggesting.
The third and last Serpent Gem is located in Wanev's Tower (see
Wanev's Tower side quest for more specific information). The gem is
located in the Summoning Chamber inside of a chest near the bridge
entering the Gulgash room. Take the gem and give it to Elaith; for the
completion of this quest you'll receive 600 gold, 250 XP, and some
Armor of Loyalty.
_______________________________________________________________________
-----------------------------------
~ SIDE QUEST: LADY ARIBETH'S TALE ~
-----------------------------------
_______________________________________________________________________
----------------------------
~ SIDE QUEST: AARIN'S TALE ~
----------------------------
All this quest involves is listening to Aarin Gend. Ask him "how
he became a spymaster for Lord Nasher" and Aarin will begin his tale.
This quest is like a henchman quest, you'll have to be at level 10 to
get Aarin's full story. When you have heard his full tale Aarin will
reward you with nothing. Note that if you're a female character then
Aarin will reward you with a ring.
_______________________________________________________________________
---------------------------------
~ HENCHMAN QUEST: DAELAN'S TALE ~
---------------------------------
_______________________________________________________________________
-------------------------------
~ HENCHMAN QUEST: LINU'S TALE ~
-------------------------------
_______________________________________________________________________
-------------------------------------
~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~
-------------------------------------
_______________________________________________________________________
----------------------------------
~ HENCHMAN QUEST: GRIMNAW'S TALE ~
----------------------------------
Speak with Grimnaw in Kendrak's Barracks and hire his as your
henchman. You won't have to give him any gold for him to fight by your
side like you did in in chapter one. This quest works like his last
one, you won't find out the whole story until you're level 10. You'll
eventually find out that Grimnaw needs a Corpse Hand. The hand is
located in the Arcane Brother's Tomb in the Green Griffon Inn area's
graveyard to the North (see side quest Five Tomes for more specific
information on the hand). Give the hand to Grimnaw and he will reward
you with 200 XP and the Amulet of the Longdeath +3 (Con +3, Spell
Resistance: 10).
_______________________________________________________________________
----------------------------------
~ HENCHMAN QUEST: SHARWYN'S TALE ~
----------------------------------
_______________________________________________________________________
-------------------------------
~ HENCHMAN QUEST: TOMI'S TALE ~
-------------------------------
_______________________________________________________________________
<><><><><><><> C2-2
~ NORTH ROAD ~
<><><><><><><>
-- QUEST TO BE UPDATED:
- Main Quest: The Search for the Cult
-- QUESTS:
- Main Quest: The Search for the Cult: Solomon
- Side Quest: Gerrol's Wife
- Side Quest: Dergiab's Head
- Side Quest: Mutamin's Challenge
---------------------------------------
~ MAIN QUEST: THE SEARCH FOR THE CULT ~
---------------------------------------
On the North Road there are three caves, one due-north (Goblin and
Orc Cave), another one to the left (Goblin and Orc Cave), and another
one above these two (Bugbear Cave). In the upper north-east corner of
the map are the Port Llast Mines. If you're a Druid or a Ranger then
this chapter will hone all of your class skills since there are a lot
of wooded areas and wild animals running around. Head into the Bugbear
Cave.
Kill some Bugbears and explore this cave. You'll run into a
Bugbear Beastmaster in the Kennels, he'll release a Dire Wolf and a
really viscious Pack Leader who is worth a lot of XP if you kill.
You'll notice a map pin for a prison on the map, go in there and talk
to a Bugbear prisoner, he'll give you some information on his torturer.
You can free the Bugbear or kill him, your choice. Go into the other
cell in here to see Leah, talk to her and free her, this is Gerrol's
wife. On the top of the map are stairs going up, on the right of the
map are stairs going down. Go into the room by the stairs up map pin
and kill the Bugbear Chief, he'll prove to be a formidable opponent.
When he finally dies, search his remains for some good armor. Open up
the chests in this room for more items and then go up the stairs to be
in the Goblin and Orc Cave, the stairs going down take you to the Ogre
Cave.
Explore the Goblin and Orc cave, the map pins marked exit in here
lead out to the North Road. In the south-east corner of the cave is
the Orc Temple, go in there and kill the Minitaurs, search the chests
for items. In the upper nort-east corner of the map is the Orc King,
go kill him for some good XP and search his remains and throne for some
good items. Bash the door past the throne and kill an Ogre, search the
chests for some more items. In the upper-middle of the map is the
Goblin King, kill him and search his remains and chamber for more good
items. Open the cell in here and talk to a Bugbear prisoner for some
information, you can kill him or let him go, your choice. When you're
done exploring this cave go back into the Bugbear one, go down the
stairs to enter the Ogre Cave.
As soon as you go through the first door in the Ogre Cave you'll
see a prison on the right, bash the door in and speak to Nugalt. He'll
give you some information about the Cult and Dergiab, you can either
let Nugalt go or kill him, your choice. Explore the cave and you'll
find Dergiab's Lair in the south-end. Kill Degiab and some cultist
named Ganon, search their remains and be sure to take Dergiab's Head.
If you're doing the head side quest then take Dergiab's head to Gerrol.
Make sure you take Ganon's Journal out of the chest in here and then
return to Lady Aribeth after you have finished exploring this cave
(there's a portal in the small room off of Dergiab's Lair that will
teleport you out to the North Road). Tell Lady Aribeth about Ganon's
Journal and you will lose the item and get more information on this
quest.
_______________________________________________________________________
------------------------------------------------
~ MAIN QUEST: THE SEARCH FOR THE CULT: SOLOMON ~
------------------------------------------------
This quest is just a very small portion of the entire main quest.
When you go into the Alliance Arms Inn for the first time Solomon will
run up to you and speak, this is how you aquire this quest; Solomon
will give you his ring. He may show up at other places but he WILL
make an appearance very early on in this chapter. At some point during
this chapter Solomon will run up to you again and warn you to stop
delving into the cult business. At another point in this chapter when
you're on the North Road you will run into Solomon yet again, this time
he attacks you. Kill him and his bodyguards, he is surprisingly tough
and has good parrying skills, his bodyguards are nuisances but they
don't damage you as severely as their leader so kill Solomon first.
Search Solomon's remains and take the Letter to Solomon and a Kurkri,
the Cutting Star. Take the Letter addressed to Solomon and give it to
Lady Aribeth to find out more information about the main quest.
_______________________________________________________________________
-----------------------------------------
~ SIDE QUEST: NORTH ROAD: GERROL'S WIFE ~
-----------------------------------------
_______________________________________________________________________
------------------------------
~ SIDE QUEST: DERGIAB'S HEAD ~
------------------------------
To aquire this quest, speak with Gerrol and ask him him who
Dergiab is, then tell him you could help, and then agree to help him.
Dergiab is located in the Ogre Cave and you'll fight him during the
main quest for this area. When you have killed Dergiab, take his head
to Gerrol to be rewarded 250 XP and at least 150 gold.
_______________________________________________________________________
-----------------------------------
~ SIDE QUEST: MUTAMIN'S CHALLENGE ~
-----------------------------------
In the Green Griffon Inn area go into the Inn itself and speak to
a man named Dydd and persuade him into telling you about a competition
to aquire this quest. Go and speak to Mutamin, tell him you want to
enter the competition and he will give you a Basement Key. Go down
into the basement and speak with Jaroo, he will teleport you to
Mutamin's Challenge level one after you give him 500 gold. He will
explain that if you leave the challenge then you will have to pay
another 500 gold to re-enter the competition.
The egg isn't on this level of the challenge but do it for all of
the XP you'll gain. Some Minotaurs roaming around on this level will
drop Crystal Insects but they are not needed to complete this quest.
You will see the exit to level three on the east side of the map.
You'll come across a woman Kama getting attacked, try to save her if
you can, I never did so I'm sure if you do she'll give you information
or something. Explore the rest of this level and then head down to
Mutamin's Challenge level three after you annihilate the Minotaur
Chieftan.
______________________________________________________________________
<><><><><><><> C2-3
~ EAST ROAD ~
<><><><><><><>
-- QUESTS TO BE UPDATED:
- Main Quest: The Search for the Cult
- Main Quest: Spirit of the Wood
- Main Quest: The Search for the Cult: Vardoc's Hunt
-- QUESTS:
- Side Quest: What Lurks Below
- Side Quest: A Troll Head Trophy
- Side Quest: The Simpleton's Mother
- Side Quest: Missing Druids
- Side Quest: The Druid's Circle
---------------------------------------
~ MAIN QUEST: SPIRIT OF THE WOOD ~
~ MAIN QUEST: THE SEARCH FOR THE CULT ~
---------------------------------------
In Port Llast to the right of Eltoora's Magical Sundries is a
place called Ballard's Grove, talk to Druid named Ballard and tell him
you're looking for work, agree to help him to aquire the Spirit of the
Wood main quest. Another way to get this quest is to talk to
Aarchdruid Aawil in the Druid Encampment in Neverwinter Wood.
Head into the Neverwinter Wood and explore the Druid Encampment,
speak with a man named Aarchdruid Aawil to find out some information on
Neverwinter Wood and this quest. After your Journal gets updated you
may enter the Wood, talk to Dregin and he will open up the gates
leading into the forest, cross the bridge and enter the Neverwinter
Woods, Deep Woods.
A Dryad will begin attacking you and saying "get away from my
tree." Start fighting the Dryad and after you get her near death she
will speak to you, she'll give you a lot of information pertaining to
the quest. When she's done talking you can either let her go or kill
her, your choice. If you're doing the Missing Druid side quest then go
into the cave in the south-east corner. When done exploring the Deep
Woods, go into the Nymph Home in the north-east corner on the map.
Walk around this place and kill some more annoying Pixies and
Grigs. When you cross the first bridge speak with Relmar and he will
give you a lot of good information on the Cult among other things.
Tell him you're going to cut his head off and kill him, search his
remains and take Relmar's Journal and a magical belt that will make you
immune to poison if you equip it. You have just slain the Cult Leader
and your Journal will get updated, read the new entries for the quests
that get updated. Cross the bridge that you fought Relmar on and
search the rubble, take the Spirit Poison Antidote. Go to the east-end
of the map and fight the Spirit of the Wood, which is a large White
Deer, when you beat it down a bit it will speak to you, listen to what
it has to say and you can either cure it or kill it. To cure the
spirit, just use the spirit poison antidote on it and tell it you have
the cure, you will be rewarded 125 XP for curing the spirit. Return to
Archdruid Aawil and tell him you have cured the Spirit of the Wood, you
will be rewarded 500 gold and 375 XP for completing the Spirit of the
Wood quest. Return to Lady Aribeth and give her Relman's Journal to be
rewarded 750 XP and you'll find out that you must get into Luskan but
first you must find out some more Cult information before you can.
Head to the South Road to continue in the main quest after you do the
side quests in this area.
_______________________________________________________________________
------------------------------------------------------
~ MAIN QUEST: THE SEARCH FOR THE CULT: VARDOC'S HUNT ~
------------------------------------------------------
After you finish completing the main quest in the North, go into
the Green Griffon Inn and some guys named Lerner and Thurwin will run
up and talk to you, ask them about their friend and you'll aquire this
quest; you MUST talk to both of them if Vardoc is to make an
appearence. This quest is just a very small portion of the entire main
quest. At some point when you're on the East Road Vardoc will appear,
kill him. If he doesn't fight you on the East Road then he will appear
on the South Road so don't worry if he isn't on the East Road. He will
prove to be yet another formidable opponent with superb melee and
parrying skills, when he is slain search his remains and take the
Letter to Vardoc. Take the letter and give it to Lady Aribeth to learn
more of the main quest Search for the Cult. You will come to find out
that more information is required before this quest gets completed.
While you're in the Realm of the Spirit kill Relmar and take his
journal, take the journal to Lady Aribeth to receive 750 XP.
_______________________________________________________________________
--------------------------------
~ SIDE QUEST: WHAT LURKS BELOW ~
--------------------------------
To the east are the Shallow Caves (go in there if you're doing the
Simpleton's Mother side quest), to the south is going deeper into the
caves indicated by map pins. Go by the Shallow Caves door and search a
corpse for a Troll Letter and your Journal will get updated for this
quest. In the corridor to the right of this exit search a corpse and
take the Journal of Synth La'neral, this journal is required for Linu's
Tale so don't discard it. Go back to where you entered this cave and
you'll see a heavily trapped door, break through it and kill the Troll
Chieftan, beware of his Knockdown abilities. When you've killed the
chief take his head, this is the troll head that Lenton wants. Explore
the rest of the cave for a lot of good items and XP, when finished head
deeper into the caves to Troll Cave level two.
Open up the crate on the immediate right and take the Prism
Blossom Seeds, don't discard them because they are needed to complete
Boddyknock's Tale. To the upper north-east is the entrance into the
lower levels and it is guarded by a Seal Guardian Golem, you need a
ring if you are to pass. You may also kill the Golem if you please, it
isn't that tough for a Fighter or Barbarian with a +2 blade, high
Strength ability score and a good choice of feats. If you kill the
Golem search its remains and use the Seal Key on the door the Golem was
guarding. If you'd rather not chance getting your ass knocked through
a loop, the Golem Signet Ring is located in the bottom north-east
corner of the map guarded by a Helmed Horror. Beware of all the
Minogons down here and there Stun spells. Explore the rest of this
level and then show the Golem the ring to proceed to the Creator Race
Ruins level two.
_______________________________________________________________________
-----------------------------------
~ SIDE QUEST: A TROLL HEAD TROPHY ~
-----------------------------------
_______________________________________________________________________
--------------------------------------
~ SIDE QUEST: THE SIMPLETON'S MOTHER ~
--------------------------------------
_______________________________________________________________________
------------------------------
~ SIDE QUEST: MISSING DRUIDS ~
------------------------------
The first Druid, Terari, is located in the Nymph Home in the Deep
Woods. He is located in the south room, simply talk to him to find out
some information on the main quest and then let him go. You'll get 50
XP for freeing him.
The third Druid, Bree, is located in the Heart of the Forest area
in the cave in the east, which is actually Setara's House. Search this
house and kill some Air Elementals, they have a strong Knockdown attack
so beware. There's also some Invisible Stalkers, Air and Ice Mephits
lurking around in here, they too have a good Knockdown attack but are
extremely weak. From where you enter this home go into the door
directly south and take the Tome of Resonance off of the shining
bookshelf, this is for the Five Tomes side quest. You'll find Bree in
a prison cell in the south-west corner, but you need the key to open
the cell. The key is south-east so head that way and speak to Setara,
you'll get another side quest if you ask her for a job, the Witch's
Mirror, simply give her the Mirror of Vanity to complete the job. You
need her gem so if you give her the mirror she'll give you Setara's
Gem, this gem is for the Serpent's Gem side quest. She'll also give
you the prison key. If you don't give her the mirror then just kill
her and take the gem and key from her remains. Go to Bree's cell, open
it up and free her to be rewarded 50 XP. Return to Aarchdruid Aawil
and you will be rewarded a total of 900 gold and 297 XP for the
completion of this quest.
_______________________________________________________________________
----------------------------------
~ SIDE QUEST: THE DRUID'S CIRCLE ~
----------------------------------
For this round you'll be fighting another Druid named Henna, when
she is defeated then search her remains for another good random item
and gold. Exit the battle grounds and speak to Jaer again, she will
reward your Druid another 150 XP and also give you a 3rd Circle Ring.
Speak with Jaer again and tell her you're ready for the next round, you
will again be teleported to the battle grounds.
_______________________________________________________________________
----------------------------------
~ SIDE QUEST: THE WITCH'S MIRROR ~
----------------------------------
During the main quest in this area you'll find the Mirror of
Vanity in the Nymph's Home in the Deep Forest area of the Neverwinter
Wood. While in the Heart of the Forest, go into the cave in the east,
this is actually Setara's House. You'll find Setara in the sout-east
room. Speak with her and ask her for a job, she'll tell you about the
mirror, give it to her and then she'll give you Setara's Gem in return,
this gem is a Serpent Gem for another side quest. You will also be
rewarded 200 XP.
_______________________________________________________________________
<><><><><><><> C2-4
~ SOUTH ROAD ~
<><><><><><><>
-- QUEST TO BE UPDATED:
- Main Quest: The Search for the Cult
-- QUESTS:
- Side Quest: Poor Neva
- Side Quest: Closing Wanev's Portal
- Side Quest: Erik's Despair
- Side Quest: Peter and the Wolves
- Side Quest: Village of Eternal Night
- Side Quest: Belial's Tale
---------------------------------------
~ MAIN QUEST: THE SEARCH FOR THE CULT ~
---------------------------------------
On the South Road are two caves, on in the north-east corner and
one in the north-west. This doesn't pertain to the main quest, or any
side quests, but go into the cave in the north-west. Explore this cave
and you'll come across a corpse, search the loot bags next to it to
find a Treatise on Forgotten Heroes. Go to the well in here and try to
swim through it, high Constitution is required so cast an Endurace
spell or drink a Potion of Endurace if your character has low Con. Go
through the door and you'll see a sarcophogus of Meagel's remains.
Pull the descending chain to make Meagel appear, talk to him and answer
his riddle with respone 1. Search the sarcophogus for a Watchman's
Helm and a couple of other good items. Leave this cave and head into
the Farmland, which is indicated Charwood on the map pin.
There's nothing pertaining to the main quest in the Farmland so
head straight into Charwood. Explore Charwood and kill a bunch of
Spectres and Shadow Fiends, in a ruined house in the north-west look
for an Old Scroll inside of a chest and take it. In the south east you
will see a pillar, search the corpse in front it for the Explorer's
Journal. This doesn't pertain to the main quest or any side quests,
but go and interact with the pillar. The pillar requires an answer to
a riddle, and the answer is on the scroll you just found. Note that
you have to have the Old Scroll and the Explorer's Journal in your
inventory to activate the pillar. Choose the word NETHER, then choose
the word SHALL, then choose the word RULE and you will be teleported to
a door, go through it to enter a Haunted Crypt. Pull a lever to the
left or right and proceed to a red glowing sarcohagus, search it for a
random magic item and kill the Mummy Lord that appears. Go through the
portal to be teleported back into the forest, head into Charwood
Village.
Go into the Inn across from the Mayor's Office and you'll see some
a Strange Man running around, speak to him to find out that he's one of
the Cult members so kill him. Search his remains and take the Rapier
of the High Roads and the Charwood Cultist's Journal. Go and talk to
Aarin Gend in Kendrack's Barracks and ask him how you'll gain admitance
into Luskan. He will tell you that he gave the guard your description
and to speak with the guard.
After you finish the side quests in Charwood, head to the North and
go into the Green Griffon Inn area, you will be attacked by Darktongue
Breakbone and his two bodyguards, kill him, this little bastard is a
tough little Dwarf and is superbly skilled in melee combat so spells
from a distance are your best defense here, of course only if you're a
spellcasting character. When he's dead, go talk to the Luskan Seargent
in the far north and he will let you in to Luskan. Once you enter
Luskan all of the side quests for this area of the chapter will no
longer be available. I advise you to do them all so you can gain a lot
of XP and obtain a lot of useful items.
_______________________________________________________________________
-------------------------
~ SIDE QUEST: POOR NEVA ~
-------------------------
At some point while you're in Port Llast you'll see Jahleel near
the Temple of Tyr, she will run up and speak to you. Ask her for a job
and agree to do it to aquire this quest. When you're in the Farmland
go to the Standing Stones to the north and Jahleel and Tarran will
attack you. Kill them and search Jahleel's remains to find a Letter to
Neva to complete this simple quest, no gold or XP reward. During my
most recent adventure Neva attacked me near the entrance to the Wolf
Den; if this happens to you just kill Neva and search her remains for
the letter to complete this quest (you'll also find a Blade of the
Rashemi, a Greatsword), no gold or XP reward for killing Neva.
_______________________________________________________________________
------------------------------
~ SIDE QUEST: ERIK'S DESPAIR ~
------------------------------
_______________________________________________________________________
------------------------------------
~ SIDE QUEST: PETER AND THE WOLVES ~
------------------------------------
Speak with Peter O'Deel at his ranch and he will tell you of a
Silverback Wolf attacking his livestock and you'll aquire this quest.
Go into the Wolf Den next to the ranch and explore the den. The
Silverback is in the south-east corner so go in there and start
fighting it, when you get it to near death it will speak to you.
Persuade it to stop eating Peter's livestock or kill it and take its
head. Return to Peter, give him the Silverback Head if you've killed
the beast, if you persuaded the beast then it still counts as quest
complete, and you'll be rewarded 350 gold and 200 XP.
_______________________________________________________________________
--------------------------------------
~ SIDE QUEST: CLOSING WANEV'S PORTAL ~
--------------------------------------
You should've aquired a key from Elaith for Wanev's Cottage in the
Alliance Arms Inn when he gave you the Serpent Gem side quest, go to
the cottage and enter it (in Port Llast indicated by a map pin). If
you've discarded this key by accident you can get it back out of the
Diving Pool in the Temple of Tyr next to the Recall Portal. Once in
Wanev's Cottage go down into the basement, that's the door the key
opens.
Search around down here and kill some Skeletons and Bugbears, go
to the south-end of the cottage and you'll see stairs going up guarded
by a Flesh Golem, kill him and search the small room across from the
stairs for Wanev's Bedroom Journal. Go up the stairs into the kitchen
and kill the Fire and Magma Mephits, open up the chest and take Wanev's
Cookbook out of it. You'll see a lit brazier in the room, examine the
cookbook to see a recipe, 1 Slaad Tongue, 1 Fire Beetle Belly, and 2
Skeleton Knuckles, put those items into the brazier. All of these
items are in the cottage so just search the crates, bookshelves,
skeletal and Fire Beetle remains to aquire them. When you put the
items in the brazier a portal will appear, teleport through it into a
secret room. Search the chests for Wanev's Lab Journal and Wanev's
Wardstone, along with some other useful items.
Leave Wanev's House and head to the South Road and go to the
south-east corner on the map to see Lerk the Troll standing on a bridge
blocking a gate, talk to him and ask about Wanev and the gate will
open, you can kill Lerk if you want. Cross the bridge and enter
Wanev's Tower, you may also enter this tower by going through the cave
to the left of the tower.
Step into the portal in the middle of the room and you'll be
teleported to Wanev. Start fighting him, he's a vey powerful Elf
Wizard and will cast Stun, Confuse, Poison and numerous other spells on
you. After you beat Wanev down to injured he will speak to you, ask
him about the gem to officially aquire the Closing Wanev's Portal
quest. If you'd rather kill him than go ahead and kill Wanev, you
won't be credited for completing the quest if you do. If you want to
complete this quest for Wanev then ask him for a key, he will give it
to you so use it on the door behind Wanev to enter his Summoning
Chamber.
_______________________________________________________________________
----------------------------------------
~ SIDE QUEST: VILLAGE OF ETERNAL NIGHT ~
~ SIDE QUEST: BELIAL'S TALE ~
----------------------------------------
Open the Riddle Chest and take the Riddle Key and the Letter by a
Strangehand. In this room are three doors, one north, one east, and
one west. Through the north door is the path of law, the east is the
path of the neutral, and the west is the path of chaos. It doesn't
really matter which door you pick here so go through any one of them
and the Riddle Key will not be in your inventory anymore, although, it
wouldn't be a bad idea to go through the door that is geared to the
alignment of your character. Every corridor has another Letter by a
Strange hand in it you must take, and all lead to The Guardian. Speak
with The Guardian and it will make you a Judge and you will have to
investigate two brothers, Quint and Karlat Jahreg. The Guardian wants
you to return to it with both of their written oaths of testimony.
Go into Karlat's Tower and kill a bunch of Mephits and Red Slaads
that love to stun and inflict disease upon you. Go into the first door
on the right and open the red glowing chest to find Karlat's Key and
Karlat's Burning Wand. In the first room on the left you will find
Karlat's Wand of Protection in a chest. You will see a Summoning Tome
in the room below the wand, go to it and interact with the candelabra.
Keep choosing "continue reading" to aquire Belial's Tale side quest and
we'll complete it a minute or two. Explore the rest of Karlat's
Chamber and in a room in the south-west corner is a glowing bookshelf,
take the Tome of Fire off of it, this is required for the Five Tomes
quest if you're doing that one. At the end of the long main corridor
you'll fight a Huge Fire Elemental, it isn't that tough so don't be
intimidated by its name. When you have slain the creature go into the
room it was guarding and speak to Karlat, listen to his side of the
story and you'll receive the Oath of Karlat Jhareg after you ask him
for one.
Save the game! Return to the Guardian with the oaths and now the
brothers will be on trial, you will be presiding as the Judge. You'll
have numerous decisions to make here so experiment and ask a lot of
questions to the brothers. Although Belial's Oath isn't required for
the completion of this quest, it can play a significant role in the
outcome of the trial and the after effects thereof. No matter the
verdict you will be rewarded 500 XP and zero gold. If you took my
advice and saved the game before the trial, go wander around the
village and castle to check out the after effects, if they're not to
your liking load the game to have a retrial.
_______________________________________________________________________
<><><><><><><><><><><><><><><><><><><><><><> C2-5
~ LUSKAN AND THE HOST TOWER OF THE ARCANE ~
<><><><><><><><><><><><><><><><><><><><><><>
-- AREAS IN LUSKAN:
- Host Tower of the Arcane
-- QUESTS:
- Main Quest: The High Captains (Luskan)
- Side Quest: Strange Bedfellows
- Side Quest: The Harlot's Husband
- Side Quest: Erb's Delicate Problem
- Side Quest: Nine Lives
- Side Quest: Saving Evaine
- Side Quest: The Ghoul Lords
- Side Quest: The Ruins of Illusk
- Side Quest: Colmarr's Fantabulous Contrapulator
- Main Quest: The Search for the Cult (Host Tower)
------------------------------------------
~ MAIN QUEST: THE HIGH CAPTAINS (LUSKAN) ~
------------------------------------------
>>> LUSKAN
Talk to the guy on the bridge ahead of you to find out exactly
what's going on around here. This town is being controled by Kurth and
Baram, who are currently in a dispute with eachother. Luskan is a big
city so explore it to obtain a lot of side quests and purchase goods.
Go into the Temple of Tyr in the back of the town and speak to Aarin,
he will tell you that Lady Aribeth has gone missing. This temple is
where you'll end up if you use your Stone of Recall, the priest will
heal you if you ask him to and he sells equipment, and you can get
quest pertaining items out of the Diving Pool if you lose (?) any of
them. If you are to gain access to the Host Tower of the Arcane then
you need a Diplomatic Pass but to get it a High Captain's Seal is
required so let's go get one, or two.
Go into the Wink and Tickle and speak to Bela, she will give you a
side quest Strange Bedfellows and we'll complete it real quick. Go up
to the second floor and speak with Rhaine in the locked room in the
nort-east corner if you're a male character, or speak with Oreth in the
locked room in the south-east corner if you're a female character.
Either one of them will give you a Key to Kurth's Base and a Key to
Baram's Base, the Strange Bedfellows quest will also get completed.
Before adventuring into the two bases, go aquire the Nine Lives and
Saving Evoine side quests since they are intertwined with this quest.
Note that you may also go into Kurth's Base first if you want to
give Baram Kurth's head (even if you gave him Kurth's head you can
still do this part of the quest although it isn't required). You may
want to listen to both their sides of the story before you make a
decision as to which head you want to deliver to who. It does not
matter if you kill Baram or Kurth, they both guard the seal needed to
get the pass to be able to enter the Host Tower, or you may kill them
both if you want and keep their heads as some sick kinds of trophies.
Go to the north-east corner of Luskan and cross the bride to enter
Baram's Quarter, enter the Sewers on the other side of the bridge. If
you already have the High Catain's Seal then this part of the quest
isn't necessary but do it anyways for the XP.
Note that you may also get into this sewer by entering it through
The Slums sewer. Talk to Baram ahead of you and listen to his side of
the story. If you agree with him and want to kill Kurth, then go into
Kurth's base and kill him. If you give Baram Kurth's head you'll be
rewarded 562 XP, an amulet and 1,000 gold. If you don't agree with him
and want to kill Baram then attack him (you may attack him if you gave
him the head), he will teleport elsewhere and the gate he was guarding
will open. Kill some Ghouls and Curst Roges and explore the sewer,
there's a Wererat Captain lurking around which is weak but will lower
all of your ability scores by spell. When finished exploring go up the
stairs due north guarded by a Yuan-Ti Necromancer, she is quite
powerful and casts mostly defensive spells on herself, which makes her
super damage resistant (even to Barbarians) and she will summon
creatures. Search her remains for a Parchment and your Journal will
get updated for the High Captains quest.
Now that you're inside of Baram's Lair explore this place, in the
north is a Necromantic Summoning Portal, to the east is a Spirit Shrine
Ritual Portal, to the west is the Bone Spirit Ritual Portal. You'll
notice that none of the undead Skeletons and the two Yuan-Ti
Necromancers in here aren't attacking you, or are even aware of your
presence for that matter. In the corridor to the right of the Bone
Spirit Ritual, go to the end of it and search the cacoon, a Nanny will
appear, talk to her if you're doing the Nine Lives side quest and
she'll give you a Childs Bear (give it to Londa to complete that side
quest). Go to the Bone Spirit room and kill the Revenant, he will cast
some lethal spells so beware. After you kill him you'll notice two
tombstones, Bone Transmitter Tablets, on either side of the chamber,
destroy them to close this portal. The Zombies and ONE Yuan-Ti are now
aware of your presence so kill the Yuan-Ti. Go to the Spirit Shrine
room and you'll see a bunch of skeletons worshiping the shrine, start
hacking them up and then a Greater Mummy will come through the portal,
kill it to close this portal and then kill the remaining Yuan-Ti
Necromancer. Search the Yuan-Ti's remains and take the Necromancer
Journal and the Crypt Key.
Now that you have the Crypt Key, drink a lot of potions, cast some
defensive spells and use the key on the door behind the Necromantic
Portal. You will immediately be attacked by High Captain Baram and a
bunch of his goons, slay them all! Baram casts no offensive spells and
is really quick with his Morningstar attack but isn't that difficult to
take down all beefed up on potions or spells. After he's dead search
his remains and take his head, a Dagger +2, Studded Leather Armor +2,
his Morningstar the Bone Pheonix, and the Boots of Speed (great boots
to equip for they are enhanced with Haste, you'll run around like you
drank a speed potion, plus they make you WAY faster in melee combat so
equip 'em IMMEDIATELY if you're a melee fighting kind of character,
let's not leave the magic character classes out for they also cut spell
casting time down to HALF - hellyeah, also fleeing enemies from combat
will be a breeze which is always a plus). Explore the rest of the
crypt and enter the final room and you'll see two gargoyle statues,
destroy them and then search the chests in this room to take the High
Captain's Seal.
To the right are prison cells, go in there and kill the Ogre
Warden, search his remains for the Prison Key. Search the cells in
here and you'll meet some guy named Tolan, speak with him for some
information and free or kill him, your choice. Go into the room above
where you entered this lair and kill the Goblins before they burn up
all the books, it's not necessary but you'll probably find some books
you haven't come across yet so search all of the book piles and shelves
in here. Go north via the prison and look into the small room above
the library and search Burke's Corpse to find Burke's Manual and a
Smooth Token. Next to this room is a Planar Portal with some Hell
Hounds, Succubus and Imps teleporting through it, you'll be able to
close this portal in a few so get away from it and go into the north-
east room and clear it out, go up to the fountain and take the Glowing
Sphere out of it. Go back to the Planar Portal and interact with it,
put the Glowing Sphere and Smooth Token into it to close it.
Now that the Planar Portal is closed, drink a lot of potions, cast
some defensive spells and go through the door due north, Kurth will
attack you immediately. He's pretty fast and has a priestess by his
side who will constantly heal him so you might want to take her out
first. Kurth casts no offensive spells and really isn't that hard to
defeat all beefed up on potions. When he's dead (Captain of the High
Seas my ass!) search his remains and take his head, A Wicked Union
(Scythe) and another Prison Key. Search the rooms off of this chamber
to find the High Captain's Seal (top left) in a chest, you'll also find
Evoine in the purple glowing cell, give her the Signet Ring Elynwyn
gave you to complete the Saving Evaine quest, return to Elynwyn for
your reward. Now that you have the High Captain's Seal return to
Aarin, he will give you a Diplomatic Pass so you may enter the Host
Tower of the Arcane.
_______________________________________________________________________
----------------------------------
~ SIDE QUEST: STRANGE BEDFELLOWS ~
----------------------------------
To aquire this quest go into the Wink and Tickle and speak to Bela
BEFORE speaking to Rhaine or Oreth. To complete it simply go upstairs
and talk to either Rhaine or Oreth, who will give you keys to Kurth's
and Baram's bases. You will be rewarded 298 XP and zero gold.
_______________________________________________________________________
------------------------------------
~ SIDE QUEST: THE HARLOT'S HUSBAND ~
------------------------------------
In the Slums go into Garlone's house and speak with him. Persuade
him into giving you the baby, or kill him and take it. Look around
Garlone's house to find a Vermin's Bane (Greatsword) inside of a chest.
This weapon has a couple of bonuses and will slay the Black Knife
things lurking around with ease so you might want to equip it if you're
a Fighter or Barbarian, or have the Martial Weapons feat. Return the
baby to Yvette and you will be rewarded 500 gold and 150 XP.
_______________________________________________________________________
--------------------------------------
~ SIDE QUEST: ERB'S DELICATE PROBLEM ~
--------------------------------------
Go into the Wink and Tickle and speak with Erb on the second
floor, ask him what's wrong and he'll tell you about a ring, agree to
find it for him to aquire this quest.
_______________________________________________________________________
--------------------------
~ SIDE QUEST: NINE LIVES ~
--------------------------
In the Cutlass speak to a woman named Londa, ask her what's wrong
and then agree to help her to aquire this quest. Baram has stolen all
nine of her children and Londa wants you to recuse them.
_______________________________________________________________________
-----------------------------
~ SIDE QUEST: SAVING EVAINE ~
-----------------------------
While you're in the Cutlass speak to Elynwyn, ask him for work,
agree to do it to aquire this quest. Kurth has kidnapped Elynwyn's
sister and he wants you to go and rescue her. He will give you a
Signet Ring, don't discard it. While in Kurth's Lair you will find her
in a cell in the room you fought Kurth in (see main quest High Captains
for more specific information). Return to Elywyn to be rewarded 200
XP, you'll also gain 375 gold if you can persuade him.
_______________________________________________________________________
-------------------------------
~ SIDE QUEST: THE GHOUL LORDS ~
-------------------------------
_______________________________________________________________________
-----------------------------------
~ SIDE QUEST: THE RUINS OF ILLUSK ~
-----------------------------------
Open the gates ahead of you via the left lever in front of them
and kill a bunch of Zombies. Pull the right lever in front of the gate
to make a Flesh Golem appear, you can't talk to it, maybe if you cast a
Charm Monster spell on it you might be able to, I've never tried. Make
your way to the sout-east room and kill a Mummy and a Fallen Hero,
search the hero remains and take take the Hero's Heart, place it on the
altar by the gate, it will then open so head down the Ruins of Illusk
level two.
_______________________________________________________________________
---------------------------------------
~ COLMARR'S FANTABULOUS CONTRAPULATOR ~
---------------------------------------
The first lever, the Lever of Stone, is on the first floor of the
Wink and Tickle. Open the second door on the right, kill the Guard Dog
and open the chest to take the lever.
The second lever, the Lever of Wind, is in the sewer in the middle
of The Slums. In the sout-east corner of the sewer is a Ghoul Lord,
kill it and seach the chest it was near and take the lever.
The third lever, the Lever of Water, is also in The Slums sewer.
Do the Ghoul Lord side quest above to aquire this lever, or just kill
the Ghoul Outcast in the south-west corner and take it from his
remains.
The fourth and final lever, the Lever of Fire, is also located in
The Slums sewer. When you get the Sewer Control Key from the Ghoul
Outcast go into the north-west room and kill some beetles, you'll see
the Lever of Fire already in place and three Lever Pedestals next to
it. This is Colmarr's Fantabulous Contrapulator. Go and walk up to
the pedestals and the levers will automatically be inserted into their
proper slots, quest complete. Your reward? No XP or gold but you can
mess around with all of the levers to make numerous potions. To use
this machine, position the levers whichever way you want and then pull
on the Contrapulator Activation Switch (the chain hanging from the
ceiling); if you positioned the levers the right way then a potion will
appear in front of the campfire. Experiment with the machine to save
loads of gold by not having to buy potions. I may elaborate more on
how to exactly make all the potions using this machine some time in a
future update but don't expect them to be added in here any time soon,
I don't want to add them in until I figure out how to make them all. I
refuse to look them up in someone elses guide, I don't get down like
that. Believe me or not, I figured out this whole game all by myself
with NO help from anyone or anything.
_______________________________________________________________________
----------------------------------------------------
~ MAIN QUEST: THE SEARCH FOR THE CULT (HOST TOWER) ~
----------------------------------------------------
Take the Dispatch papers off of the corpse next to the portal as
soon as you enter this floor. Straight ahead is a Wizard Lab Library,
in the sout-east corner is a Hellish Portal, in the north-west corner
is an Abyssal Portal, and the Wizard Lab is north-east. Go into the
library and take the Blood War Research Journal off of the shelf or out
of the desk, make sure you pick up a Gargoyle Skull from ones remains.
There are Imps and Quasits flying all around this level, make sure you
search their remains and take an Imp Eye and a Quasit Eye. Go to the
Abyssal Portal and interact with it, choose to put an IMP'S EYE into it
and the portal will be destroyed. Go to the Hellish Portal and
interact with it, choose to put a QUASIT'S EYE into it and the portal
will be destroyed. Go into the Wizard Lab and search some book piles
for the Host Tower Lab Notes, there's also another 4th floor stone in a
chest but you should already have one. You can perform a ritual (found
in the Lab Notes) with the Alchemist Apparatus in here, you need a
Slaad Tongue (found on the 5th floor) and a Gargoyle Skull (found on
this floor). To complete this ritual cast the spell of Dispel Magic on
the apparatus to make a Rod of Reversal appear (thanks to Alfred Jereza
for letting me know what spell to cast). Head back to the portal that
lead you up here, interact with the pillar and go to the 4th floor.
Open the only door in the room and kill some foe, open the desk in
this room to find a Note, search the corpse of Arteno Geth and take his
journal, go into the small room above this one and take the Golem
Control Rod out of the chest. You'll notice a Golem Construction
Chamer to the north-east. Left of this room is another tiny room, go in
ther and take the Golem Replication Rod out of the chest. Go into the
construction chamber and approach the Golem Resurrection Pod, place the
replication rod into it and then put the control rod into it and a
Helmed Horror Golem will appear, follow it and it will crash through a
door. Go through the door and kill the gigantic Iron Golem and some
Wizard named Rimardo, and numerous other enemies. The Helmed Horror
will help you (although it is USELESS) in this intense battle, the Iron
Golem is incredibly tough and quite agile considering its size, Rimrod
will summon up a Huge Air Elemental, he also casts deadly Cone of Cold,
Ice Storm, and Fireball spells so watch out. When you have beaten
Rimardo to badly wounded he will speak to you but the enemies in the
room will still be attacking you so if you want to talk to Rimrod then
kill the enemies first or you'll be killed in mid-conversation. If you
kill Rimardo then take whats left of him, a couple of rings and a
Letter to Rimrod. Go into the room at the end of the map and take the
7th Floor Portal Stone out of a chest. Return to the portal and go up
to the 5th floor.
As soon as you enter this floor go through the north door, then
open the door in the far left corner and open the chest for an 8th
Floor Portal Stone. Open up the door next to this one and kill some
Red Slaads, take ones tongue from its remins. You can go complete that
experiment in the Wizard Lab on the 3rd floor if you've picked up a
Gargoyle Skull. The other rooms leading off of this one contain
nothing of importance, just enemies. Go to the north-east room and
you'll see a brazier and a portal, speak with Nyphithyus and she will
ask you to destroy the brazier for her so she can be freed. Do so if
you want to, or just leave her trapped for eternity, or kill her. You
get a scimpy reward by freeing her (Scarab of Protection +3), and gain
a nice ammount XP if you kill her, plus a Hope Slayer - a decent
Longsword if you're lawful evil. There are 5th and 6th floor stones in
this room but you should already have them. Return to the portal and
go up to the 6th foor.
There's nothing special on this floor, just a portal stone but you
already have them all. Anyways, go into the prison on the right and
explore the place. Kill the Warden and he'll leave behind another
Pinnacle stone and a Prison Key. Now that you have the key you can
open the cells without bashing, picking, or casting a spell on in order
to gain access, even though there are only a few prisoners in them you
can't interact with, or a nuisance enemy of some sorts. Head up to the
8th floor.
Enter the gigantic room and get ready for a mediocre rated battle.
There are a crap load of Mephits all around and you have to kill the
Vrock, I think the Mephits pose more of a threat than the Vrock does.
After you've slain the vulture head up to the Pinnacle, which is only
the 9th floor, it was worth th XP to come onto this floor. There's
nothing special up here, just a fourth floor stone and some armor and a
crossbow in a crate.
Approach Arklem and speak with him, you have to free him if you
want to proceed to the final battle of chapter two, you can't kill him.
If you attack him then he'll turn hostile against you and you won't be
able to "attack" target him, or advance the game, so whatever you do
don't attack him. To free this Lich, simply destroy the four brazires
in the little rooms, for every brazier you destroy an above average
creature appears so destroy one at a time. Speak with the Lich after
the braziers are destroyed to find out more information on Maugrim, he
will then unlock a door for you, head through it obviously and step
into the portal.
Now that you're officially in the Pinnacle of the tower get ready
for the final battle of chapter two, which surprisingly is a very easy
one. Appraoch the gates ahead of you very SLOWLY and listen to the
ENTIRE dialogue of the people talking, I won't spoil it as to whom
Maugrim and Queen Morag are speaking to, if they see you then their
conversation will come to an abrupt end and the battle will commence,
you're hide ability will come into play here. After the revealing
eavesdropping session they'll all notice you, Queen Morag, Maugrim, and
the newly attoned Cult member will teleport elsewhere. Kill all of the
reptiles around the area and then go down the stairs by the gate to
enter Maugrims lair, kill the Stone Golem and then look in the desk and
take Maugrim's Journal. Head to the Temple of Tyr, before heading to
chapter three stock up on potions for they are cheaper than in chapter
three. Speak with Aarin and relay the disturbing news and then you
will finally proceed to chapter three. I need a break, my wrists are
sore and my brain is fried.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20D ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER THREE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><> C3-1
~ BEORUNNA'S WELL ~
<><><><><><><><><><>
-- QUESTS:
- Main Quest: Words of Power
- Main Quest: The Snow Globe
- Side Quest: Recover the Star Sapphire
- Side Quest: Rolgan's Trial
- Side Quest: Save the Supply Lines
- Side Quest: Investigate the Elk Tribe
- Henchman Quest: Linu's Tale
- Henchman Quest: Boddyknock's Tale
- Henchman Quest: Grimnaw's Tale
- Henchman Quest: Daelan's Tale
- Henchman Quest: Sharywn's Tale
- Henchman Quest: Tomi's Tale
That cut-scene voice irritates me, that's the only thing I don't
like about this game. This chapter isn't as long as two, it's about as
long as chapter one and will take you many hours to complete if you do
all of the quests. You'll start the chapter off in Aarin's Lodge with
Aarin Gend and all of your henchman. Talk to Aarin to get information
on the Words of Power main quest. Speak to all of your henchman and
aquire their quests.
Leave the lodge and explor Beorunna's Well. First you should go
to the Drinking House and speak to Lillian, ask her some questions to
find out a lot of information and then she will tell you about the Snow
Globe and give you that quest, it goes with the Words of Power quest.
She will give you a Teleporter Scroll, don't discard it. If you're a
Wizard or Sorcerer and are a Cloaktower Guild member and have aquired
the Many-Starred Cloak in Chapter One, you'll have unlimited acces to
Eltoora's Laboratory in the Many-Starred Cloak Enclave to make numerous
magical items. Head into Coldwood to continue in the main quest.
_______________________________________________________________________
-----------------------------------------
~ SIDE QUEST: RECOVER THE STAR SAPPHIRE ~
-----------------------------------------
Speak with Husher in the Trading Post and tell him you're
searching for the Words of Power, then ask him what he means by that,
then tell him you'll help to aquire this quest. Husher sells a lot of
+3 armor and weapons so if you want some get it while it's good. The
liitle Dwarf Barun in here can make you magical equipment so have him
make stuff for you throughout this chapter. You can ask him what
components are needed to forge weapons and he'll give you a book, the
same book Marrok gave you in Chapter One which has the same recipes in
it. Remeber that the book will refer to magical weapons, by that it
means weapons with at least a +1 Enhancement Bonus. In case you lack
common sense, the most effective weapons Barun can forge for you should
have a +3 Enhancement Bonus (if you're lucky and the random item
generator is your friend that day you'll find +4 weapons in this
chapter). The weapons cost A LOT more to forge than they did in
Chapter One so be ready to dish out 20,000 - 150,000 gold for each
weapon forged for you, your Persuade and Appraise skills are useless in
this situation.
Save often while you're in here for there is no Auto Save upon
entering this tomb. In this very long corridor go through the first
gate, try to open the next one and the two doors on either side of you
will open, kill the Lich Warriors. Go into the right room and take the
Succubus Stone out of a chest. Head down the corridor through the now
open gate to another gate, the one behind this one is open but the
doors on either side of you will open up releasing two more Lich
Warriors. Go through the next gate and then head through the south-
most door. This is the the room the Star Sapphire is in, there are
five pedestals in there, the sapphire is in the middle one; the four
pedestals around it require four certain gems in order to release the
Star Sapphire.
Head back to the Succubus and give her the three items (or two if
you gave her the stone already) she has asked you to retrieve for her
if you want, it's not necessary. If you give her one of the items you
can choose to have her open up all the doors in here for you, to give
you a magical item (random), or tell her you don't want anything at
all. Give her another item and you'll be offered just two of the above
options, give her the last item to free her from the prison. Freeing
her will turn her hostile (how ungrateful but what can you expect from
the undead?) so kill her. She has a deadly fire vortex spell, if a big
swirling circle of flames surrounds your character on the floor, RUN!
This is another one of those nasty insta-kill spells so you definitely
don't want to be standing in the center of it when it detonates, unless
you're immune to fire damge or death spells. She isn't that difficult
for Arcane spellcasters but will put up a good fight for the melee
combat geared characters. If you're at level 15 then you'll only earn
86 XP from the Succubus when she falls victim to your wrath.
-----------------------------------------
| Gem of Gem of |
| Duty Pain |
E | | W
A | Star | E
S | Sapphire | S
T | | T
| Gem of Gem of |
| Misery Honor |
--------------- entrance ----------------
into room
_______________________________________________________________________
------------------------------
~ SIDE QUEST: ROLGAN'S TRIAL ~
------------------------------
Go into the Temple of Tyr, this is where you'll end up when you
use the Stone of Recall in this chapter; where you can recover quest
pertaining items out of the pool, get healed when you ask to be, and
where your henchman will resurrect if they die during your bountiful
journeys. Speak to Neurik and ask him if you could help him with a
problem, he will tell you about Rolgan and how you must find out
whether he's guilty or not; you will again become an investigator and
have to question numerous witnesses. Neurik will give you a Defense
Council Journal.
First you should speak to Edegar standing next to Neurik, tell him
you want to speak to him about Rolgan's trial and find out more of
what's going on. Speak with Rolgan, he's through the door behind
Edegar. Tell him you're his lawyer and all that happy crap and get his
version of the story. You can speak to the witnesses below in any
order you wish, not just the one I'm suggesting.
Next you should go into the Mercenary Enclave and speak to Zed and
Jevon, they're in-between the bunkbeds. Speak with Zed first, he's
wounded so if you want some more detailed information then heal him by
spell or with a healing kit, he'll then tell you what he seen that
night. Talk to Jevon and get some more information, you can try to
bribe him into insuring Rolgan's innocence.
Now head to the Urthgardt Settlement and speak to two women named
Palla and Vanda to get some more information on as what happened on the
night in question, Vanda is Rolgan's wife so you know she's going to
stick up for her man.
Head into the Drinking House and speak to a man named Averik, a
cocky little bastard. Speak to a man named Lodan in here and buy him a
drink, then keep the drinks coming to get him drunk so he'll spill the
beans so you can find out some more case revealing information.
Now that you've spoken to all of the witnesses the trial can begin.
Return to Neurik and tell him to begin the trial, this will take a
little while so don't rush through it for it is an interesting story,
one of the many this game offers. Ask a lot of questions to the
witnessess and if everything goes as planned Rolgan will be free,
unless you didn't buy his story and asked the wrong questions and
doomed Rolgan on purpose. The amount of XP and gold aquired for this
quest varies, you will be awarded XP based on your ability to litigate
(what to ask, what not to ask, etc.) and the XP purse for this round is
anywhere from 500 XP to 1,700 XP. And also the level of your character
comes in to play when the XP for this quest gets awarded. A reader
named Alit Anggara has sent me the most XP rewarding way to go through
the trial, Thank you Alit. I've confirmed this and this is the best
way to do the trial. To gain the most XP for this quest you should do
this when the trial begins: First speak to Lodar and choose responses
1, 1, 2, 1, 2, 1, 2. Second, speak to Zed and choose responses 1, 2,
1, 2. Third, speak to Vanda and choose responses 1, 3. Fourth, speak
to Rolgan and choose responses 1, 3. In conclusion, choose responses
1, 2, 3. If you did this correctly then the prosecutor and jury will
ALL be holding lit torches. Close out and you will be awarded
accordingly. To give you an example of how character level comes into
play for the XP award, Alit was at level 14 when he did this trial and
was awarded 1,562 XP and 2,000 gold. I was at level 16 when I did the
trial this way I was only awarded 963 XP and 2,000 gold.
The thing that really sucks is now that Neurik is in this little
court room, he's not near the Recall Portal so every time you teleport
back here to get healed you'll have to make your way to this room so
you mine as well wait until the end of the chapter before doing this
quest.
_______________________________________________________________________
-------------------------------------
~ SIDE QUEST: SAVE THE SUPPLY LINES ~
-------------------------------------
Speak to Rolkid in the Mercenary Enclave and ask him who he is,
he'll tell you that the supply lines are cut off due those damn Orcs,
tell him you'll help him out to aquire this quest. He'll give you a
Bounty Hunter's Writ and now you're officially a bounty hunter once
again. For a supposed lack of supplies this guy is LOADED with
equipment, but Husher's goods at the Trading Post are better, although
you might want to snag up that Elven Ceremonial Armor Rolkid sells, a
good suit to equip if you're an Arcane-based multiclassed spell caster
suffering from Arcane spell failure all of the time due to wearing
heavy armor.
Now you are to bring Rolkid the Ogre King head so let's go hunt
this foul smelling cretant down. Go into the first area of Moonwood
and enter the cave in the west. This place will also be filled with
Orcs but they're laughably easy opponents, there are also some Drows in
here but they're as easy to get rid of as the Orcs. Explore the cave
and embark upon a slice-n-dice extravaganza! You'll find the Ogre
King, Obould Many-Arrows cowering in a room in the center of the map.
He's quite a bit tougher than Guzud and Vaath but shouldn't be prove to
be that much of a challenge, you've conquered far harder than this.
When you beat him down to near death he will speak to you, kill him or
spare his life, just whack the freak, no alignment shift involved.
Take his head and give it to Rolkid to be rewarded 1,000 gold and 625
XP, plus a Kama, the Peasent Dynasty which has some nice bonuses, if
you can persuade him.
_______________________________________________________________________
-----------------------------------------
~ SIDE QUEST: INVESTIGATE THE ELK TRIBE ~
-----------------------------------------
Head to the Druid Grove and speak with Yusam, he'll tell you of
the Elk Tribe, tell him you'll investigate for him to aquire this
quest. Yusam sells a lot of healing supplies and potions at a decent
price. This quest ties in with the side quest Siege of Fort Ilkard.
_______________________________________________________________________
-------------------------------
~ HENCHMAN QUEST: LINU'S TALE ~
-------------------------------
By now you should know how to aquire your henchmen quests so I'll
skip the redundancies. To get Linu's full story you have to be at
level 15 OR have found the item she's in search of. Linu wants some
Volcanis Oak Seeds and they are located in the Ruins region in Fort
Ilkard (see main quest in that area for more information). Near the
entrance into the Creator Race Ruins is an altar, dig in the pile of
stones to the left of the altar to find the seeds. Give them to Linu
and she will reward you with 300 XP and the Pendant of the Elf +4 (Dex
+4, Immunity: Mind Spells).
_______________________________________________________________________
-------------------------------------
~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~
-------------------------------------
_______________________________________________________________________
----------------------------------
~ HENCHMAN QUEST: GRIMNAW'S TALE ~
----------------------------------
_______________________________________________________________________
---------------------------------
~ HENCHMAN QUEST: DAELAN'S TALE ~
---------------------------------
_______________________________________________________________________
----------------------------------
~ HENCHMAN QUEST: SHARWYN'S TALE ~
----------------------------------
_______________________________________________________________________
-------------------------------
~ HENCHMAN QUEST: TOMI'S TALE ~
-------------------------------
_______________________________________________________________________
<><><><><><> C3-2
~ COLDWOOD ~
<><><><><><>
-- AREAS IN COLDWOOD:
- Deeper Coldwood
- Wizard's Circle
-- QUEST TO BE UPDATED:
- Main Quest: Words of Power
-- QUESTS:
- Main Quest: The Snow Globe
- Side Quest: Free Nax
------------------------------
~ MAIN QUEST: THE SNOW GLOBE ~
~ SIDE QUEST: FREE NAX ~
------------------------------
Go into the room to the right of the Fire Summoning Chamber in the
south-west corner to see the Summoning Pool you should've been reading
about. Put a Slaad Tongue into the pool and use Melf's Ring to cast a
Melf's Acid Arrow on the pool (it doesn't matter what character class
you are, you'll be able to cast the arrow and the ring must be equipped
on your finger in order to cast the arrow). This will make a Water
Elemental appear, speak to it and tell her you're there to free Nax,
she will agree and free him. Nax will appear by your side so speak
with him, this little bastard lied to you and doesn't have the Snow
Globe, kill him for the deception if you please, otherwise send him on
his way (big alignment shift for lawful good characters if you kill him
so Paladins beware, 5 evil points if you do anything hostile). He's a
good fight if you decide to kill him, he casts all kinds of spells on
you, plus those nasty insta-kill ones; you'll gain a decent ammount of
XP if you whack him. For freeing Nax you'll be rewarded zilch, zero,
nadda, not even good points.
So, in order to get the Snow Globe we have to bang some gongs so
let's do just that. Go into the room to the right of the north-west
Fire Summoning Chamber to see the gongs. In that Diary Page you found
earlier contains the proper sequence for unlocking the door in this
room and that sequence is: Puma, Wolf, Bear, Dragon. Examine the gongs
to find out the name of it bang the four of them in the above order
(left-click on the gong and your character will bang it). Go through
the now open door and take the Snow Globe off of the glowing pedestal.
I know, thought it would be bigger right? I wasn't expecting an actual
fit-it-the-palm-of-your-hand snow globe, I thought it was going to be
big and magical like a crystal ball. You're actually going to be in
that tiny little globe in a few minutes.
Now rotate the globe again and then re-enter it. This time the
Dwarves are going to be your enemies and the Dryads are going to be
friendly. Go speak to Aarwyl in the north-east corner and ask her
about the Drained Amulet of the Ages, ask her to fix it and it will
then turn into the Amulet of the Ages. This amulet now has the power
to free the White Dragon's slaves from this miserable never ending
battle of an existence. Return to the cave and the Guardian White
Dragon will instantly become hostile because of the Amulet of the Ages
you now possess. The amulet will help you slay this Dragon REALLY fast
as opposed to if you didn't have it, equip it for it will make you
resistant to cold damage. The Dragon has a powerful Disarm and
Knockdown attack, he will also spray you with his frosty breath that
takes away almost all of your HP if you're not wearing the amulet; this
Dragon is also quite dexterious considering its size. If it Disarms
you it may stand over your weapon and you won't be able to recover it,
if this happens then lure the Dragon away from it so you can go pick it
up to get this battle over with. Spellcasters will want to take this
foul beast out from afar. When it finally does die you'll gain a good
amount of XP. Now the chest in the back of the lair is open, go raid
the loot and take the first piece of the Words of Power. A Lizardwoman
named Haedraline will appear and speak to you and give you a lot of
information on Maugrim and all those Cult people and the Words of
Power. Step into the portal that appears to be teleported out of this
globe. Return to Aarin and give him the Word of Power you've just
found to be handsomely rewarded 1,500 XP and at least 3,000 gold. Head
to Moonwood to continue in the search for the Words of Power.
_______________________________________________________________________
<><><><><><> C3-3
~ MOONWOOD ~
<><><><><><>
-- AREAS IN MOONWOOD:
- Deeper Moonwood
- Spine of the World
-- QUEST TO BE UPDATED:
- Main Quest: Words of Power
-- QUESTS:
- Side Quest: Working for Akulatraxas
- Side Quest: Gorgotha the Gold Dragon
- Side Quest: Klauth the Ancient Red Wyrm
You can screw yourself out of a Dragon quest in this area if you
don't know what you're doing so here's how to complete all three of
them. Speak with Gorgotha in her cave in the Spine of the World region
to aquire the quest to bring her Klauth's head. Then speak to
Akulatraxas in Deeper Moonwood, who will give you the quest of
briniging her the Hill Giant Chiefs head. Before you visit Klauth, but
after you collect the giant head, give the Hill Giant Chiefs head to
Akulatraxas, then either act hostile towards her or try to open the
door to her eggs in the Egg Room to make her become hostile. Kill
Akulatraxas and take her eggs. Then visit Klauth, who wants some
Dragon Eggs, give them to him to complete the quest for the eggs he
wants, and then kill him to collect his head. Now bring his head to
Gorgotha to complete all three Dragon quests. Don't kill Gorgotha,
whom is also guarding eggs, before you give her Klauth's head or you
obviously won't be able to complete that quest to collect your
righteous reward.
----------------------------------
~ MAIN QUEST: THE WORDS OF POWER ~
----------------------------------
Explore the Deeper Moonwood region and there are two caves in
here, one in the middle of the map and one to the west. To the west is
the Hill Giant Lair and the middle cave is Akulatraxas the Dragon's
cave. Before going into the Hill Giant Lair go talk to Akulatraxas to
aquire her quest, then go into that lair to get the chief's head. I
refer you Akulatraxa's quest section as to how to complete it. I
advise you to collect her eggs after you complete the quest for her
before proceeding any further in the main quest. Go into the Spine of
the World in the north.
Kill some more Cultists and Trolls that are running around in the
woods and explore this region. Beware of the Fire Giants wandering
around the vicinity, and giant they are, and not to mention quite
resiliant and powerful. There are three caves in this region, a
Mysterious Cave in the east, one to the west and one to the north. The
mysterious cave is where you'll find Gorgotha the Gold Dragon, go in
there and speak with her to aquire the quest of bringing her Klauth's
head, DO NOT try to open the door leading to her eggs if you want to
complete this quest for her, she'll become hostile and then you're
screwed. Gorgotha's quest ties right into the main one. The cave in
the west contains a slain Dragon and a couple of dead Fire Giants,
search a corpse in there for the Tome of the Ring, also search the pile
of rubble in here to find a Dragon Scale, this is required for
Boddyknock's Tale so don't discard it. Enter the cave in the north to
be in the Fire Giants Lair.
Explore this level of the lair, kill some more Duergars and Fire
Giants and collect more items via all of the chests. You'll find two
prisoners in the north-west corner room, go speak with them to find out
some information and then send them on their way, you can have them
follow you if you want. Open the armoire in here and take The Ritual
book and read it, interesting, let's go find a Dragon Sphere. If you
have the prisoners follow you they will turn hostile against you at
some point so kill them. Here I was, trying to be nice guy and
escorting these damsels in distress out of here and they attack me in
return. Oh well, every XP counts. Wander the rest of this level and
clear the place out. In an eastern room you'll find four Summoning
Shrines, an Ogre will smash them up. Don't worry if you thought you
were going to make a sphere, you'll have a sphere shortly if you're
fast at overcoming the obstacles that lie ahead. Go back up to the
main level and head to East Fire Giant Domain.
Explore this level of the lair, kill some more Fire Giants, Hell
Hounds and Huge Fire Elementals. You will see some Deeper Cave
entrances on the right side of the map, all lined up in a row, Klauth's
Lair is the bottom one. First go to the big south-west room and kill
King Strogg, the king of these brutes who've been smacking you around
pretty good since you came into this place. This giant is tough and
has a powerful Knockdown attack so if you're not a melee dualer then
take him out from afar. When the king is dead (I killed the king!)
search his remains and take the Pass Amulet (required to get into
Klauth's Lair) and a Ritual Book, it's the same book you've found
earlier so don't bother putting it into your pack. Head to the east
and go into the northern most Deep Cave.
Head into Klauth's Lair and cross the very long bridge going over
some lava, every gate you open on the bridge will send a devestating
fireball at you which is near impossible to avoid. Approach Klauth at
the end of the bridge, DO NOT ACT HOSTILE TOWARDS HIM YET! Speak to
Klauth, he is guarding a piece to the Words of Power and will give you
a lot of new information about the Creator Race Ruins, he will also
tell you that he wants some dragon eggs, this is another quest you'll
aquire. If you're following this guide then you already have the
Dragon Eggs he wants, simply give them to him and he will reward you
with his Lair Key. THERE IS NO ALIGNMENT SHIFT FOR GIVING KLAUTH THE
EGGS! A lot of people out there think it's "evil" to hand over some
dragon eggs to Klauth but it isn't. If you're not following this guide
then go get some eggs out of Akulatraxas cave. You can kill him right
off the bat to aquire this key from his remains, I wouldn't if I were
you. Go into the room with your newly aquired key and take Word of
Power piece number two out of a chest, along with the Blade of Rashemi,
a great weapon to weild if you're a Fighter or Barbarian. Quest
complete. Haedraline will appear to give you more information on the
Words of Power and the Old Ones among other things. Don't forget to
search the chests near Klauth, there's a suit of Red Dragon Armor that
a heavy armor wearing character will want to equip ASAP, you'll also
find a Diremace enhanced with some nice bonuses, Ardulia's Fall. To
get your reward for this quest, take the Word of Power piece to Aarin
and you will be rewarded 3,500 gold and 1,500 XP. You may be able to
persuade him into giving you a Ring of Protection +4 if you're lucky or
have high persuasion skills.
What's that about aquiring Klauth's head do you ask? Well, if you
don't have the DEAD DRAGON SPHERE then this is going to be the most
difficult battle of the game, it's difficult even if you give him the
sphere. Speak to Klauth and he will ask if you have an essence of the
dragon sphere, give him the Dead Dragon Sphere and his health will
instanly be reduced to Badly Damaged which is definitely a HUGE help.
Klauth is without a doubt the toughest monster in the game and will
cast some extremely lethal spells on you that I don't even know the
name of. He'll breathe fire all over you, perform Knockdown and Disarm
attacks, is resistant to cold damage but not immune to it, is immune to
a whole array of spells and their effects, and is a really good
challenge. A henchman is a definite for this intense fight. Not to
ruin your day or anything, near death on Klauth is around 350-400 HP, I
just thought you would like to know. If you defeat Klauth (especially
on Hardcore D & D difficulty) without giving him the sphere or having a
henchman by your side then my hat's off to you, bragging rights are
worth listening to for that feat. When Klauth the Mighty Ancient Red
Wyrm finally falls victim to your spells, blades, arrows, or whatever,
take his head and give it to Gorgotha.
_______________________________________________________________________
---------------------------------------
~ SIDE QUEST: WORKING FOR AKULATRAXAS ~
---------------------------------------
In Deeper Moonwood go into the cave on the middle of the map and
approach a big Dragon, Akulatraxas. Speak with her and ask about the
Hill Giants, she'll tell you how they want to steal her eggs and if you
can go into the Hill Giant Lair and bring her the Hill Giant Chieftans
head, agree to do so and you'll aquire this quest. Leave this cave and
enter the Hill Giant Lair in the west.
Now that you gave her the chief's head, and want some eggs to give
to Klauth, attack Akulatraxas. She is a formidable oponnent,
obviously, and has a powerful Knockdown and Disarm attack, not to
mention her extremely lethal acidic breath. Casters of the Arcane
shouldn't have too many difficulties taking her down, but Fighters and
melee type characters are going to have their hands full. Akulatraxas
has many spell immunites so examine it to find out what it's resistant
and immune to, and plan what kind stratagy you're going to attack with.
For melee dualers, if she Disarms you she may stand over your weapon so
you can't get to it, lure it away from the weapon if this happens to
you so you can recover your blade. If you're a Fighter or Barbarian I
hope you've been building up your Discipline skill for this Dragon is a
lot tougher to slay than the White Dragon and a henchman might be a
good idea for this take down. When you've slain the foul beast you'll
earn a decent ammount of XP. Go into the egg room and take a Green
Dragon Egg out of the incubator; open the chests in this egg room to
find a decent ammount of gold.
_______________________________________________________________________
----------------------------------------
~ SIDE QUEST: GORGOTHA THE GOLD DRAGON ~
----------------------------------------
Now that this quest is complete you may slay this beast and become
a legend in your own mind if you please. You'll gain a good ammount of
XP and some Dragons Blood, along with more gold and items out of her
Egg Room; you'll also gain 5 alignment points towards evil if you kill
this dragon. If playing the game as a Paladin and your good alignment
points are at 80-100, killing this beast will not shift your alignment.
If your good alignment points are below 80 then you might want to let
Gorgotha live so you won't suffer an alignment shift. Gorgotha is yet
another extremely challenging foe to overcome so stratagise well and
you will prevail...eventually. Gorgotha has a powerful Knockdown and
Disarm attack so melee'rs beware, she zaps you with a bolt of
electricity from afar and will consume you in her fiery breath if you
get too close. The good news for spellcasters is that the cave is
pretty big so Haste yourself and run around to launch your most
powerful long range spells at the beast. Examine the creature to find
out its strengths and weaknesses, then scheme up a good plot for the
insuing assault.
_______________________________________________________________________
-------------------------------------------
~ SIDE QUEST: KLAUTH THE ANCIENT RED WYRM ~
-------------------------------------------
_______________________________________________________________________
<><><><><><><><> C3-4
~ FORT ILKARD ~
<><><><><><><><>
-- QUESTS:
- Main Quest: The Words of Power
- Side Quest: The Siege of Fort Ilkard
- Side Quest: Deliver Eckel's Note
- Side Quest: Plant the Ultarg Tree Seeds
----------------------------------
~ MAIN QUEST: THE WORDS OF POWER ~
----------------------------------
Now that the side quests are complete and you're in the Ruins,
explore the area and kill some more Cultists, take the leaders journal
and read it for it's been a while since you've seen any Cult people.
In the back of the Ruins is some kind of altar on a big stone slab with
a triangular beam of light around it and a bunch of colored light
pillars all around the area, enemies keep teleporting into this area
via the altar. Search a little pile of stones by the altar to find
some Volcanis Oak Seeds, don't discard them because they are needed to
complete Linu's Tale. There's a cave entrance near with some light
beams that appear to be blocking the entrance, they aren't hindering
your access to the cave so head through the light beams to be in the
Creator Race Ruins.
An Old One Commander will begin attacking you as soon as you exit
the sun dial so take care of this minor threat. You will *NOT* be able
to use the Stone of Recall while in the past, you must return to
present time in order for the stone to work again. Immediately head to
the north-east corner room and speak with the leader of the slaves,
Lokar, he will give you a ring so you can persuade the Slave Workers
assigned to the three Golems guarding the Riddle Rooms more easily.
You'll be fighting more Creator Race Lizard things while you're in here
and the commanders can be tough but they give you a decent ammount of
XP, you'll probably find a scroll of Temple Defenses in their remains.
When you get Lokar's Ring, slip it on your finger and speak to the
Slave Worker standing in the room with the bridge leading to the Riddle
of Smoke. Ask him about the Golems and persuade him by telling him
you'll free him or give him lots of gold if he can build a faulty
Golem. He'll agree to it whether your persuasion skill check fails or
not if you're wearing Lokar's Ring. He'll offer you four ways he can
weaken the Golem he's assigned to build, you can pick Fire, Cold, Blunt
Weapons, and Slashing and Piercing Weapons. Pick one of the choices
and when you fight the Golem in present time, it will be weak to the
kind of damage you've picked so whatever you do, remember what choice
you pick for the Golem's weakness. Wander around the rest of the ruins
and speak to the other two Slave Workers by the Riddle of Sound and
Riddle of Light rooms, they will offer you the same four choices for
weakening the Golems they are constructing so remember your choices for
the future battles. If you want to plant that tree for Sapphira go
into the garden and Queen Morag will be in there and speak with you,
you can't kill her but you can slay all of the Lizards around her.
Plant the seeds (must interact with the Dirt and Weeds and choose to
plant the seeds) and explore every room in the past to find some items
and gain some more XP. When finished, return to the Sun Dial and use
the Time Crystal to warp back to the future.
Head to north Golem Guardian and kill the next big Golem via the
weakness you have chosen for it in the past, search its remains when it
dies and take the key. Open the door it was guarding to enter the
Riddle Sound of room. Kill the Bodack and then take the Fairy Bottle
out of its remains, use the bottle to release the fairy inside. Speak
to the fairy to find out some information, this fairy holds the answer
to this riddle. You'll see four gongs in the room, follow the fairy
to each gong she leads you to and bang it (just left-click the gong and
your character will bang it) to solve this riddle. Explaining this
part is kind of difficult so I'll include a map to make things easier
for the both of us:
-------------------------------
| |
| Gong Gong |
N | A B | S
O | | O
R | | U
T | | T
H | Gong Gong | H
| C D |
| |
---------- entrance -----------
into room
Watch the fairy go around the room and bang the gongs in a
specific order. When she has finished, the fairy will inform you that
the answer to unlocking this riddle are the eight notes she has just
played. Hit the gongs in the following order: B, A, D, C, D, A, C, B
(just left-click the gong and your character will bang it). When this
sequence of notes is played in the proper order the gongs will vanish
and the second seal to the Door of Three will be released. The easiest
way to do this part is to follow the fairy when she begins to fly
around and bang the gong right after she does. This part may have a
random sequence to release a lock on the door of three so if it does,
then write down the proper order. The fairy may start banging the
gongs again while you're in the middle of this process, just ignore her
and continue banging the gongs in the proper order, she can't mess it
up for you if you don't break the sequence.
Head to the south-east corner and kill the last Guardian Golem via
the weakness you have persuaded the builder to flaw his product with.
Take the key from its remains and open the gate to enter the Riddle of
Smoke room. Make sure you check the room in the north-east to find
Tamorlyn's Song in a sarcophagus, this is for Sharwyn's Tale so don't
discard it. Cross the bridge and you'll see an Alchemist Apparatus and
a Smokey Brazier, look on the apparatus and take the yellow, blue, and
red powders off of it. To solve this riddle first place the RED and
YELLOW powders into the brazier, second place the BLUE and RED powders
into the brazier, and third place the YELLOW and BLUE powders into the
brazier to solve the riddle and the last seal to the Door of Three will
finally be released.
_______________________________________________________________________
----------------------------------------
~ SIDE QUEST: THE SIEGE OF FORT ILKARD ~
----------------------------------------
Go to the Urthgardt Command Post just above where you destroyed the
catapaults to kill Arness. This guy's a joke and you should have no
problems whatsoever taking him down. Scoop up his head from his
remains and return to Damas, who will reward you 1,000 gold and 312 XP.
This guy must have some sort of sick head fetish 'cause now in order to
complete this quest you must bring him the head of the Elk Tribe
Leader, Zokan. The rest of this quest ties in with the investigate the
Elk Tribe one.
_______________________________________________________________________
------------------------------------
~ SIDE QUEST: DELIVER ECKEL'S NOTE ~
------------------------------------
_______________________________________________________________________
-------------------------------------------
~ SIDE QUEST: PLANT THE ULTARG TREE SEEDS ~
-------------------------------------------
This side quest is threaded into the main quest so I refer you to
that section if you need more specific information. In the present day
Creator Race Ruins speak to Sapphira in the garden. Ask her if there
are any tasks you can do for her and she'll ask you to plant some
Ultarg Seeds for her, agree to do so to aquire this quest. While in
the past Creator Race Ruins, go into the garden and Queen Morag will
approach and speak to you, she'll then summon three Old One Commanders,
kill them and plant the seeds in the Dirt and Weeds in the red circle.
Return to the present day ruins and go into the garden to speak with
Sapphira standing by the tree you've planted, she'll reward you some
Rubies and 350 XP, and maybe a Phantasmal Killer spell scroll if you
can persuade her.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20E ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER FOUR ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><>
~ NEVERWINTER CITY ~
<><><><><><><><><><>
-- QUESTS:
- Main Quest: The Final Battle
- Side Quest: Neverwinter Under Siege
- Side Quest: Rescue Leesa
--------------------------------
~ MAIN QUEST: THE FINAL BATTLE ~
--------------------------------
Speak with Lord Nasher and Aarin to learn what final task awaits
you. Our mystery cultist and Maugrim have waged war on the city and
have begun their assault, you are to seek the wise advice of Haedraline
who is locked down in the dungeon. Head down to the Castle Dungeon and
as soon as you enter you'll see Haedraline locked in a cell, speak with
her to learn a ton of new information and learn that there is one final
Word of Power piece you must aquire to put an end to Maugrim and her
evil ways once and for all.
Don't explore the caverns below the dungeon yet, head back up to
where Lord Nasher and Aarin are and leave Castle Never by way of the
main doors. You are now back in the City Core, head into the Trade of
Blades and speak to Trancar to aquire the Neverwinter Under Siege side
quest. Go into the Moonstone Mask and speak with Luce to aquire the
Rescue Leesa side quest, Ophala sells supplies so you may want to check
out her inventory. You might also want to go into the Shining Knights
Arms and Armor shop and see what Durga has for sale, equip yourself
with the best available equipment for the final battle will begin
shortly and you want to be prepared. Unfortunately you can't get into
the basement to have Marrok forge magical equipment for you. Go to the
south-east corner of the City Core and enter the War Zone.
Speak with the Gate Guard and he will inform you of the situation
and how grisly it is. Head through the gates and you will see a Siege
Golem wandering around, you *CANNOT* inflict any damage upon it
whatsoever so don't waste spells on it or get into a melee dual with
it. There are Luskan Frost Giants lurking all around and you can kill
them if you please, they're a lot easier to fight when the Siege Golem
isn't chasing you around so immediately head to the house with the
purple glowing door in the center of the map marked House Entrance.
Kill the Baalor Lord and the Luskan Wizard who is controlling the Siege
Golem, when the Wizard dies the Siege Golem will be no more. Head back
outside and search inside all of the abandoned houses in the area and
if you're rescuing Leesa for Luce you'll find the girl in the north-
east corner. Near the house where you destroyed the Balor Lord and
Wizard in you'll see three catapults by a large locked gate, left-click
on the catapaults and your character will destroy them.
Go into the house marked on the map above the catapaults and speak
to a man named Asgard, he will tell you of a secret back door in the
house. Go into the other room in the house and interact with the
bookshelf against the wall and choose to use the secret exit. Waste
some Frost Giants and you'll see another Siege Golem wandering around,
immediately head to the house with the glowing purple door near the
locked gate. Kill the Balor Lord and Luskan Wizard in here and the
Siege Golem will deconstruct upon the Wizard's demise. Your journal
should've been updated that the Neverwinter Siege quest got completed
and you'll receive 520 XP for completing it. Leave the house and in
the corner you'll see a Strange Courtyard, enter the house above it
kill a couple more Luskan Wizards and a really tough little Luskan
Assassin. Leave the house through the right door to be in the Strange
Courtyard, kill the Half-Dragon Baalor, this thing is pretty weak but
it has that nasty fire vortex death spell and breathes extremely lethal
acid all over you. When the Baalor falls victim to your mighty or
infernal wrath, step into the portal it leaves behind to enter
Maugrim's Sanctuary.
Leave the tiny room you're in to have a run-in with the traitor
mystery Cultist we've been chasing after for the past chapter and a
half. If you're playing the game then you obviously know who it is, if
you were reading this guide and decided to jump ahead, there will be no
spoilers here. The mystery guest will speak to you, you can try to
talk this person into giving themselves up and face the music for the
treachery and betrayal they've commited, but, it won't work and the
inevitable battle insues. This enemy is surprisingly easy, I don't
know if it's just because my character is so well developed at this
point in the game (level 18, human Fighter 6/Sorcerer 12) or if BioWare
actually gave us a break after the many previous tough foe that have
fallen to our wrath. This enemy will cast the extremely deadly fire
vortex insta-kill spell and I think you know how to avoid by now; they
will also cast a Clarity spell on themselves so mind-affecting spells
are pretty much useless to try and cast upon this foe. Other than the
fire vortex spell, this enemy is mediocre at best and you shouldn't
have too many difficulties taking this opponent down. When you beat
this traitor down to Badly Wounded they will speak to you, again you
can try to talk this person into giving up and turning themselves in
but they insist on fighting to the death so give them their wish. This
time the battle will be a little more difficult but nothing to fear,
this opponent is still really easy to take down. They will cast more
offensive spells (for this character's class I don't understand how
they get to cast these spells but if you're playing the character class
this enemy is then you can't possibly cast these spells) and will heal
themselves a lot but again, this battle is laughably easy. After this
person dies, search their remains and take their sword, this is useless
for all characters unless you're a Lawful Evil Paladin, which again is
useless because I don't know any Paladin who would suffer an alignment
shift just to use a weapon that isn't that great to weild. You'll also
pick up an Inner Sanctum key from the remains.
Go through the door in the room where you've just slain the
traitor to finally meet Maugrim. Go speak with him and he'll rant and
rave how you would expect a madman to and you'll get to slay this
whacko-loon. Maugrim is considerably tougher than the traitor you've
just slain and has an arsenal of extremely deadly spells, including
Time Stop, which renders you absolutely helpless for a few rounds while
Maugrim rips you a good one. Maugrim will also resurrect a couple of
Servants of Flesh to aid him in the task of killing you. Overall,
Maugrim isn't really that difficult to slay and you shouldn't have too
much of a problem killing him (the spell Tenser's Transformation worked
out well for me so you may want to try that spell if you're able to
cast it). When he falls victim to your wrath, open up the purple
glowing treasure chest to find the final piece to the Words of Power,
it's about time I say; you'll also snag a Greatsword +3 and Maugrim's
Journal.
Return to Castle Never and speak to Aarin to find out some more
information; tell him of Maugrim's defeat and that you have the final
piece to the Words of Power, then head down to the dungeon. Speak with
Haedraline once again to find out your final task if Neverwinter is to
be saved so head down into the Castle Caverns. Explore the cavern and
speak with Esmerelda, Master Ford and Cletus; ask about the Source
Stone to find out some more information. Go through the door in this
room and approach the Source Stone entrance. There are four Word of
Power Pedestals in front of the entrance, place the Word of Power onto
any one of the four pedestals to open up the way, step into the
entrance to enter the Source Stone Sanctuary.
Some Old One Warriors will attack you immediately upon entering
this place, they're a lot tougher than Maugrim if you ask me, they have
a devistating double damage attack that will deplete your HP faster
than Star Jones will regain her weight beware. Keep pushing your way
further into this sanctuary and kill a lot more Old One Warriors,
including a few that can cast spells so venture forth stealthily, it is
better to take out one lizard at a time as opposed to charging through
the cave and being overwhelmed. You'll run into a woman named Asheera
standing in front of a door, help her kill some lizards and then speak
with her to be reminded of someone and find out some information about
Queen Morag. You can decide to whack this chic if you want or you can
just let her be, if you kill her then search her remains for Asheera's
Amulet, if you let her live she'll give you the amulet, equip it for it
will aid your character in the destruction of these wretched reptiles.
The door behind Asheera is locked so head further into the cave and
you'll come across another door that is locked. Keep fighting your way
to the end of the cavern and pass another locked door, make your way
past a fourth locked door and enter the Inner Sanctum.
You're now in the Source Stone Guardian Lair and there will be TWO
Dragons attacking you, a Silver Dragon and a Copper Dragon. Melee
fighting characters are definitely going to have their hands full
during this insane battle, you might want to think about using a ranged
weapon, and if you were smart you've been saving all of the special
arrows and bolts you've been finding all over the place. You have to
kill both Dragons to aquire two keys if you want to conquer the game
and dethrone Queen Morag. As you know by now Dragons possess a very
powerful Knockdown and Disarm attack so have fun trying to kill two
Dragons with your blade if you're a Fighter or Barbarian, I hope you're
Discipline and Parry skills are adequate by now. The battle arena is
huge so casters of the Arcane will have it made Hasted trying to kill
these two viscious opponents. Examine the Dragons strengths and
weaknessess and then plan out your method of attack. You might want to
buy an insane ammount of potions of heal if you plan on attacking the
beasts head-on in a melee dual. A really annoying problem that a
spellcasting character may encounter is that because the Dragons are so
big that when you're running around the area your character may attack
the Dragons melee because you can't maneveur around them very well,
make sure that when running around the cave that the attack icon isn't
on the Dragons if you change direction while you're running. The
Dragons will Stun, Daze, Paralyze, and do all kinds of nasty things to
your character so I wish you the best of luck. Too bad there aren't
any henchman available, your familiar or animal companion is useless
during this fight so don't count on them to bail you out, although they
will distract the Dragons for you. You may want to summon a powerful
elemental if you're able to. The Stone of Recall will be a great help
for this battle so place it in the Quickbar so you can make a quick
escape if need be. Hit the Dragons a few times, teleport to safety and
rest up, save the game and go hit the Dragons a few more times,
teleport to safety and rest up and save, and repeat this process until
the Dragons are no more. It's kind of the wussy way to beat them down
but it works, although it can get expensive withh 400 gold a pop for
teleporting through the Recall Portal. When the Dragons are finally
slain, take the Guardian Key from each of their remains and congrats on
your victory. Open up the gates and before you step into the mouth of
the cave, go stock up on healing potions and whatever else you may need
because once you enter the cave you won't be able to teleport out of
it, rest, or return to the surface. Step into the mouth of the cave to
officially enter the Inner Sanctum.
You will not be able to use the Stone of Recall, rest, or return
to the surface while in the Inner Sanctum. You might want to save
spells that do cold, fire, electrical, or poison damage since you can't
rest while you're in here. Go through the door in here to see a whole
bunch of Morag's Chosen and listen to the dialogue of Morag's
projection encouraging her elite troops. When it's over they will all
attack you so get ready, these lizardfolk aren't messing around and
they're more powerful than the ones on the upper level so good luck.
Take out the lizard Cleric in the group ASAP or it'll keep healing the
other lizards. Search their remains and take the key out of them, use
it on the door in here and get ready for the final showdown.
Prepare yourself for the final battle of the game with Queen
Morag. Drink every defensive/offensive potion you have, or cast the
spells for them. To be honest I expected a more challenging battle and
I don't think anyone will struggle too hard in dethroning the Queen.
After having to battle two Dragons I guess we've been offered a break
for this final showdown. The amulet Asheera gave you will come in
handy for this fight so if you're not wearing it you might want to slip
it around your neck. Speak with Morag and then she'll attack. When
the battle commences Morag will teleport by a blade trap, beyond which
are eight Morag Protectors. First, destroy the statue near the blade
trap and the trap will be disabled, some powerful enemies will appear
so take them out ASAP, don't attack Morag since you can't damage her
yet. When the statue is destroyed and the trap is disabled you have to
decide which Morag Protector you want to destroy, the one you destroy
will make Queen Morag vulnerable to that type of damage. There is a
Protector against Flame, Protector against the Storm, Protector against
the Frost, Protector against the Spear, Protector against Venom,
Protector against the Lessers, Protector against the Mace, and finally
a Protector against the Sword. Once the Protector against whatever is
destroyed Queen Morag will be vulnerable to that specific type of
damage so kill her via that type of damage, or you can kill all of the
Protectors and make Morag vulnerable to all eight forms of damage.
Morag will cast Stun, Daze, Level Drain, Paralyze (that lasts an
agonizingly long time), and Time Stop spells; she'll also release a
couple of more Minions to aid her in this final battle but like I said,
it's not a difficult battle so have no fear. When the Dread Queen
Morag is no more a portal will appear where her throne was, step on
through to teleport to the Astral Pocket.
Haedraline will run up to you and speak with you, she'll praise
Neverwinter's newest hero and all that happy stuff. When you're done
speaking with her step into the large portal to be teleported to the
end of the game. A good cut scene will trigger and the credits will
roll. Congrats on your victory.
_______________________________________________________________________
---------------------------------------
~ SIDE QUEST: NEVERWINTER UNDER SIEGE ~
---------------------------------------
Speak with Trancar in the Trade of Blades, he will tell you of the
assault on Neverwinter City and assigns you the task of destroying a
few catapaults, he also wants you to kill a couple of indestructible
Golems being controlled by some evil Wizards, agree to help to aquire
this side quest. I refer you to the main quest for the completion of
this quest since it ties into that quest. When the Golems are no more
and the catapaults have been destroyed you will be rewarded 520 XP on
the spot, no need to return to Trancar.
_______________________________________________________________________
----------------------------
~ SIDE QUEST: RESCUE LEESA ~
----------------------------
Speak with Luce in the Moonstone Mask and she will beg you to find
her sister, agree to do so to aquire this very simple quest. You will
find Leesa in the north-east corner in the War Zone just standing in
the road. Speak with Leesa and tell her the way is clear and she can
go back to the Moonstone Mask. Return to Luce and you will be rewarded
500 XP and a Cloak of Protection +4.
_______________________________________________________________________
---------
~ OUTRO ~
---------
Congratulations for completing the Neverwinter Nights campaign,
this game is collosal and I know it took you a very long time to beat
so pat yourself on the back for your triumphant victory; I hope you
have enjoyed my walkthrough and I was of at least some assistance to
you. If you don't have the first two expansions for this game I advise
you to purchase them immediately. They offer new adventures, spells,
character classes, weapons, armor, enemies and a whole array of new
things to add to an already great game. I have also written a guide
for Shadows of Undrentide, Hordes of the Underdark and Neverwinter
Winter Nights Gold, Diamond and Platinum Editions so check 'em out if
you need help in those games too. Now that you have beaten the game
try to beat it on the "Hardcore Rules" setting.
Did you find a quest that isn't in my guide? Did I majorly screw
up anywhere? Have you found an item, weapon, or suit of armor not
listed in this guide? Have you developed any good stratagies or have
found some secrets you would like to share with the NWN gaming
community? If so, then e-mail me and let me know so I can add them to
my guide, I will of course credit you for any information you provide
that I use in this guide. Please do not send me cheats and hacks
because I refuse to put that kind of crap in my guide, let alone use
them in my personal journeys.
================================================================ #21 ==
---------------------------------------------
* 21) CREDITS, E-MAIL RULES AND LEGAL STUFF *
---------------------------------------------
- BioWare Corporation for creating the best RPG video game ever
- Atari for publishing this instant classic
- Wizards of the Coast (they own D & D)
- Sections 3-14 (and section 18) of this guide were copied from the
instruction manual and is a copyright of the BioWare Corp.
- Lord Brooks for letting me know what the item is you can persuade
Belial into handing over (Robe of Fire resistance).
- Alit Anggara for the weapons and items he sent me and the best
possible way to do the Rolgan's Trial quest to gain the most XP.
- Seagrave for sending in the specifics for the Druid Circle quest.
- Josh Gagnier for sending in the Gemsword and the Shining Light of
Lathander.
- Alfred Jereza for letting me know how to summon the Guardian of Helm
in Helm's Hold and for letting me know what spell to cast on that
apparatus in the Host Tower of the Arcane.
-----
My address: randym1375@yahoo.com
- NO FAN CLUB STUFF! I don't care what your little club is all
about, I will not join. This includes D&D fanclubs since I don't play
the actual board/roleplay game and don't ever plan to.
- 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.
-----
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 *****
-----------------------------------------------------------------------
Liked this FAQ? Click here to recommend this item to other users.
Neverwinter Nights Monk Character Guide Version 1.3
Author: Eddie LaRusic August 15th, 2002
=============================================================================
==
Introduction
------------
Just a quick note about all content below this one; this guide is (currently)
designed to be most beneficial to those who create monks in the NWN campaign,
and did not multiclass.
This FAQ also assumes you are at least somewhat familiar with Neverwinter
Nights, and it's engine. It also assumes that you have the instruction book
handy to tell you have each skill and feat does if you are unsure. Looking
the skill/feat up in the game will also provide an accurate description.
=============================================================================
==
SECTION 0 - FAQ Related Information
=============================================================================
==
1.1 - Completely forgot about our friends, the Half-Elves. Added them.
- Added "Still Mind" to the monk feat list (gained at level 3)
- Found out that Haste gives a +4 bonus to AC. Woot!
- Changed some of the skill descriptions to dis-include Tomi. (poor guy)
- Fixed Threads of Fate kama to show that it actually does cost zero
charges.
- While talking about Kama's, I've added a bunch more thanks to the
toolset. Fixed up the gloves to, to show +1 to +5 versions of each.
- Minor cleanup, re-editing. I think I've rid myself of all the tab
demons now.
- Added a multi-class monk build!
=============================================================================
==
SECTION 1 - The Monk at a Glance
=============================================================================
==
Pretty much any Medium or larger race can be a pretty good monk. Half-Elves
don't gain any bonuses to their stats, yet give up the extra feat and skill
points a Human gets. They're immune to sleep, but your monk won't find his
eyes-resting that often. Elves only get a mere bonus to AC (due to their +2
Dex), and lose some valuable hit points doing so. Half-Orcs are next best,
getting a bonus to strength, yet losing two fairly unimportant stats for a
monk. Dwarves are second best, losing Charisma (darn!) and getting +2
constitution in the process.
However, Humans I believe make the best monks. Monks require a good balance
of
4 of the stats, and while humans gain no bonuses specifically, they make up
for
it in an extra feat and some extra skill points.
Except for Dwarves and Half-Orcs, your stats will all be positive, thus you
won't have any negatives. It's also important to note that ANY 'odd' stat,
has
the same bonus as the previous 'even' number (i.e. both a stat of 12 and 13
give the same bonuses). That means that having a stat of 13 is literally no
different then a stat of 12; no extra skill points, no extra damage, nothing
(it may let you carry more, but that's all) Feats however, require 'odd
number'
stats, so if you're looking for Power Attack, bump that Strength up to
13. Here's a small table to show you the 'bonus' a stat will give:
Stat Bonus
0-1 = -5
2-3 = -4
4-5 = -3
6-7 = -2
8-9 = -1
10-11 = 0
12-13 = +1
14-15 = +2
16-17 = +3
18-19 = +4
20-21 = +5
Thus, if you're never going to increase your intelligence after starting the
game, there is no reason to put it at 11 to start. You're better off setting
it to 10. Note however, that if you want to gain a higher 'bonus' you must
increase the stat to the next highest 'even' number. That means that if you
want your dex bonus to go from +2 to +3, and your dex is currently a 14, you
must increase it twice; First to +15 (which has no effect) and then to +16
(which does have an effect.)
I'd also like to mention that these stat distributions are by no means the
'best way' to spend your points. If you wish to raise your strength to 16, by
all means, go right ahead. You should build the monk you're most comfortable
with. Due to the increased cost to raise a stat after the first 6 points
however, I find it more beneficial to raise other stats if they'll provide a
benefit.
I find that every point of strength that I add makes a big difference,
though mostly with respect to being able to hit often. Starting at 14,
though acceptable, actually seems a bit low to me. Wisdom, on the other
hand, does not figure as prominently in a monk's design as 3E and NWN
designers might want you to think. Upping Wisdom by 2 points (i.e., an
extra bonus from wisdom) only gets a monk 1 better AC and makes it
slightly (very slightly) harder to save against the stunning fist.
Monks have naturally high AC to start (from a wisdom of at least 14, of
course), but I don't see much gain from adding to it later on. Yes, you
can merely add to strength with belts and such, but if you add to
strength AND wear strength items (which, unlike in the PnP version,
stack together in NWN), your monk ends up with very high bonuses to hit
and of course the extra damage per hit. With the monk's ability to hit
7 times per round in the end game (5 base, +1 flurry, +1 hasted by the
Dark Moon robes), that's easily 21 or 28 extra points of damage dished
out per round, if all 5 stat increases go into strength and base
strength starts high (15 or 16).
Every 4 levels you'll gain a 'point' which you can use to increase any stat
by
one. You can get 5 total of these points.
First point (level 4): You should place this in a stat that is currently an
odd number. For instance, if you're a human or half-elf, and you're following
my ability point allocation, you should throw the stat into Dexterity, as
should Gnomes. Elves should throw it into Con, as should Half-Orcs and
Halflings. For dwarves, it's your decision, but I'd throw it into Wisdom.
Second point (level 8): If your a dwarf, place it into Wisdom to give it an
even number (should make your wisdom an 16 now). Everyone else, throw it into
Strength.
Third point (level 12): Dwarves can toss this into Strength. Every one else,
Wisdom (Note: I know your Strength should now be a 13 or 15, but that's the
way to best utilize the Belt of Ogre/Giant/whatever might you've probably
found by now. You should be able to pick one up that gives a +3 to strength,
thus giving you a 16 or 18 overall. Not too shabby).
Fouth point (level 16): Dexterity for a dwarf, everyone else will want it in
Wisdom.
Fifth point (level 20): Non-Dwarves will want this final point in Dexterity.
Dwarves? Which ever stat you'd like. Maybe Con if you prefer higher hit
points
to Dexterity, but I'm not sure how you'll take advantage of it without
neglecting to use Boots of the Sun Soul +5.
Thus, your final 'base' abilities should look something like this:
This will allow you to best use a Belt of Hill/Frost/Fire Giant Strength, and
Boots of the Sun Soul +5, which provide +3 to your dexterity. Neat eh?
Barbarian/Monk
Bard/Monk
Cleric/Monk : You gain armor proficiencies, but they're all useless to you
as you shouldn't be wearing armour anyway. The simple weapons
you gain are also of little use. Nothing useful for skills,
and being able to cast only a few level 0 and 1 spells isn't
going to help you much in the long run. Your charisma will
generally be low as a monk, thus the Cleric's turning ability
will be sub-par at best. The shield bonus is nice however.
Fighter/Monk : You get a bonus feat, and slightly better hit dice, but you
ain't using any of those armour and weapon proficiencies.
Possibly good if you're going for a kama monk; If you're only
going to take a level of Fighter, your best bet would be at
your 4th + level; That way you can pick up Weapon
Specialization to add a fat +2 to your damage rolls. You also
gain the use of a shield.
Monk/Paladin : Worse then a fighter, again your Charisma will be low, so you
won't benefit from the 'increased saving throws' a Paladin
normally gets due to his Charisma. You become immune to
disease at 5th level too. I'd rather multiclass as a fighter.
Shield!
Monk/Sorcerer : Magic-lobbing classes really are poor with only a few levels
in them, so it'd be pretty stupid to waste a few levels
learning some low level spells that aren't going to prove
themselves worthwhile once you hit the higher levels. Also,
pumping Charisma means losing stat points in other, more
vital
areas for a monk.
Start out as a monk . . . the stats I tend to use for monks are:
Str - 14 - Important for hitting people, of course.
Dex - 16 - Important for AC and reflex saves, also of course.
Con - 10 - Not something I like to sacrifice, but . . .
Int - 10 - You don't need to worry a lot about skills this way.
Wis - 16 - Important for AC and will saves.
Cha - 8 - Let's be honest . . . who needs to be nice when you can kill?
Give the monk a fighter level early on. He gets a great HP bonus and fort
save bonus, and the VERY SPECIAL PARTS of the fighter class for a monk - A
MONK CAN USE SHIELDS WITHOUT LOSING HIS WISDOM BONUS! And with fighter
levels you can use the Weapon Specialization feat for Unarmed Strike OR Kama.
Plus, fighter levels jack the base attack bonus faster and it still applies
to the favourable number of attacks you'd have as a monk (unlike real D&D)
and
you get feats so fast it's amazing.
Now the explanation for the rogue levels. First, good reflex saves
obviously.
Those first level bonuses of 2 rather than 1 are sweet that way. Second,
this
allows your monk to get Sneak Attack damage to his attacks when it's
available.
That extra few d6 damage to his hits really count.
*Editor's Note: You'll have larger XP problems trying this build with an Elf,
Gnome, or Half-Orc due to their Favoured class restrictions.*
=============================================================================
==
SECTION 3 - Monk Skills
=============================================================================
==
(note that Animal Empathy, Perform, and Use Magic Device are entirely
unusable
by a monk)
(second note: "CS" means that the skill is a Class related one, and thus each
point placed into it raises it one rank, as opposed to a non-class skill,
which requires two points to raise it one rank).
I've got some questions on maxing out the 'heal' skill, so I'd like to address
the heal skill here.
I'd first off like to say that yes, a potion of heal will do a bang up job
curing your monk of hitpoints. However, outside combat, I'd much prefer to
use a healing kit to recuperate my hit points.
The market price for a Potion of Heal is 2640 gold. This will of course, cure
all your hit points. A Healer's Kit + 10 goes for the low low price of 344
gold,
and with a maxed out skill (and assuming +3 wisdom bonus) will heal 56 hit
points. This is because outside combat, you take 20. It also has the side
benefit of curing any poison and/or disease you, or your helper/friend might
be afflicted with. For 7 Healing Kits +10(less then the cost of one Potion of
Heal) you can cure 350 hit points. A mere Healing Kit +1 will barely cost you
100g's a shot, and will cure over 40 hp's a shot.
Also, you aren't immune to poison until level 11, so they are VERY handy
before then, and just REAL handy afterwards :)
=============================================================================
==
SECTION 4 - Monk Feats
=============================================================================
==
Monks get quite a few feats for free at first level, and gain several more as
they progress. These technically aren't "feats" so much as monk abilities,
but
they're all listed in the same section as monk feats, thus I felt it best to
throw them in this section too. Most monk 'feats' are used automatically,
thus
making you a formidable opponent without even trying!
Stunning Fist (first level) This feat works much differently for
a
monk then it does for other
characters; Basically, you make a
normal attack, and if you hit, the
target must roll a fortitude save (DC
= 15 + 1/2 your level + your wisdom
modifier) or be held for 3 rounds.
Monks can use this a number of times
a
day equal to their level, and while
I'm on the topic, Constructs, Undead,
and creatures immune to critical hits
are immune to this mmmkay?
Use: Selected
Monk Armor Class Bonus (first level) You add your Wisdom modifier to your
Armour Class... as long as you aren't
Wearing armor.
Use: Automatic
Flurry of Blows (first level) When using your fists or a kama, you
get an extra attack per round.
However, all your attacks are made at
a -2 penalty. This feat is terrific;
You can use it as many times a day as
you'd like, and at later levels a -2
to your attack is a minor penalty
with
the attack bonus your sure to have.
Use: Selected
Deflect Arrows (second level) The first missile attack per round
has
a chance to be automatically dodged
(Reflex Save DC 20). A nice little
bonus for being a monk.
Use: Automatic
Monk Speed (third level) Starting at third level, your monk
moves faster then other classes not
under the influence of a haste spell
or effect. It increases as your level
rises, starting at being 110% faster,
to be 150% faster at very high levels.
Use: Automatic
Wholeness of Body (seventh level) Once a day, your monk can restore
twice it's level in hit points. That
means a level 10 monk can restore 20
hit points. Not really useful, when
you
consider a healing kit can do that
and
more.
Use: Selected
Improved Evasion (ninth level) Fail your reflex save against that
nasty fireball? No problem! You're
still taking only half damage! Again,
as in evasion, the spell/effect MUST
state that a successful reflex save
allows half damage. Otherwise, you
better hope your hit points are
currently high.
Use: Automatic
Empty Body (eighteenth level) I didn't get much use out of this
skill; It might have just been that
it's hard to see on my computer if
my dude was actually still "empty."
I'm going to need to test it some
more. Still, having 1/2 the attacks
aimed at you automatically miss is
some good. Twice a day.
Use: Selected
Perfect Self (twentieth level) Phew! You've finally done it. Your
friends said you were crazy for not
taking a level of rogue, or a level
of
ranger, but you stuck with being a
monk, and now you've been rewarded
with damage reduction! Ignore the
first
twenty points baby! Well, as long as
they aren't using a magical weapon.
So
really, it's hard to say whether or
not the damage reduction part really
IS worth it. It's great against
giants
of all varieties (they seem not to
use
magical weapons) but does jack against
a +1 toothpick. Well, at least you're
also now immune to all mind-affecting
spells... Oh yeah, cool thing to look
at: Your monk's eyes will now glow
blue with what I assume is POWER!
Use: Automatic
Dodge
Toughness
Shield
In the end, it's always your choice on what to take. Note, that via
multiclassing a monk can pick up feats he is normally denied access to, like
Weapon Specialization.
Some more comments on feats, specifically both power attack and it's improved
version by James N. Daniel III:
Power Attack and Improved Power Attack. On one level, you are correct
and these are not very important for combat, especially in the early
game. The penalties to hit are too high. In the mid-to-late game,
though, the amount of damage added per blow becomes quite high. Have
you noticed how even somewhat wimpy things like Dire Wolves and Trolls
have lots of hit points, and the monk has to hit several times to kill
just one? This is where Power Attack (and sometimes Improved Power
Attack) come in: if it is a low-armor, high-hit-point critter, and
say 4 hits per round (3 base at mid levels, +1 haste), that
comes out to 20 (or 40 with improved power attack) extra points of
damage per round. Of course, if they have a high AC, this doesn't
happen, but it's just a matter of tactics to decide when it will be
effective. On top of these bonuses, a monk that is bashing open
chests (because Tomi isn't along) does so much, much, much faster
with Improved Power Attack. Improved Power Attack is essential for
a solo monk to open chests without dying of boredom. :)
=============================================================================
==
SECTION 5 - Monk Stats
=============================================================================
==
*NOTE 1*: A monk has 'higher' saves across the board. This means that while
other classes usually get one save that's twice that of one of the others, a
monks are uniformly high. Thus, I felt no need to list the same stat for both
Reflex, Will, and Fortitude, just one big universal saving throw.
*NOTE 2* In case you haven't read the manual at all, or are still having
trouble spelling the word "rogue" the 'Base Attack Bonus' is what the monk
uses when he's using a weapon other then a kama or his bare hands. The
'Unarmed Attack Bonus' is what the monk uses when he's ready to tear the
streets up with his fists (or a kama).
*NOTE 3* in the 'Unarmed Damage' column, the first number represents damage
done by a medium or larger monk. The second number is by those small gnome
and
Halfling monks.
*NOTE 4* Experience tables are not listed, because I honestly think they
shouldn't need to be. To determine the amount of experience you need to
advance
in level, simply multiply your current level by 1000 experience. Easy,
no?
=============================================================================
==
SECTION 6 - Monk Items
=============================================================================
==
Monk specific items are what turn your average monk, into a powerhouse. Monks
get GREAT armor to use, especially later in the game.
*NOTE*: You won't find all of these weapons/armour in one play through of a
game. You can buy the majority of them, but as with such items as Gloves of
the
Hin Fist, you'll have to be lucky enough to find them, and they're randomly
given. (Gin Won reports finding a +5 Hin Fist gloves in Chapter 2; I didn't
Find above a +3 throughout the entire game)
Imaskari Kama 1d6, critical x2 Not great, but the added acid
Enchantment Bonus: +1 damage could be pretty good
Damage Bonus: +1d4 acid since few enemies are
Discipline skill +1 resistant to acid.
Robes of the Dark Moon These not only give your monk
an extra attack, the haste
effect also serves to give
your monk a fat +4 bonus to
AC.
Oh, your Concentration skill
goes down a point
(Concentration
-1). Guess that's the end of
your monk's spell-lobbing
days.
The best robes in the game by
far.
+5 - +5 to unarmed strike
+1d6 sonic damage
+5 - +5 to unarmed strike
+1d6 cold damage
=============================================================================
==
SECTION 7 - Other Monk Stuff
=============================================================================
==
*NOTE:* The following attack bonus is a bug, and will (hopefully) be fixed in
later patches. Beware. There (as mentioned) is a bug when multiclassing as a
monk. When unarmed/using a kama, you add the other classes Base Attack Bonus
to the monk's unarmed base attack bonus, and then calculate the number of
'unarmed' attacks from there. This doesn't sound too useful, but remember
that
a monk's unarmed attack bonus is calculated by subtracting 3 instead of 5
from
the highest attack. A brief explanation on how 'Attacks' are calculated, and
the
bug, courtesy of Sherwin Tam:
"I'm not sure how much you know of 3rd Edition rules, but the way
multiclass attack bonuses work in the official rules, you take your
highest normal attack bonus for all your classes and add them together,
and you keep subtracting 5 to get your next attacks. So, for a monk
10/fighter 10, a monk's normal highest attack bonus at level 10 is 7,
while a fighter's highest attack bonus at 10 is 10. So, 10+7 is 17,
equivalent to a 17th-level fighter, with attack bonuses of 17/12/7/2.
Now, in the official rules, the monk attack bonuses for unarmed attacks
is a separate set based only on monk level, so the M10/F10 character
would have a separate attack bonus set for unarmed attacks of 7/4/1 for
a 10th-level monk, and the character would choose which set to use for
unarmed attacks (obviously the normal set is better in this case).
This means that a 19th level fighter/1st level monk would have the following
'unarmed' attack bonus:
+19/+16/+13/+10/+7/+4/
Note: Yes, it should read +19/+16/+13/+10/+7/+4 but the game sets a cut-off
point of 6 attacks. Thanks to Sherwin again for pointing this out as well.
That isn't even counting Haste, or Furry of Blows. That 'Unarmed Attack' will
work for Ranger and Paladins as well. It works for other classes too, but not
as effectively as a 'fighter' class uses it (A 19th level Thief/1st level
monk
would use +14/+11/+8/+5/+2... the exact same 'unarmed' attack bonus a level 19
monk would get.)
Some more commentary from Mr.Tam, on how to further exploit the bug:
Rangers and Paladins can get the same number of attacks with the same
attack bonus set. Rangers are especially evil (figuratively speaking)
because they get all the two-weapon feats for free by level 9, and the
light armor restriction is not a problem. A Ra19/M1 with dual kamas
gets
up to 10 attacks, has a good animal companion, and can polymorph into an
Umber Hulk for kicks (and still retains 7 attacks with the unarmed bonus
and Flurry of Blows), along with summoning other animals and other fun
stuff with spells. Yep, some buggy monk stuff here. Get it before they
fix it. ;)
But how to best abuse this bug? Well, if you don't want to go the kama route,
how would you like to still have 6 attacks, and have your fists dealing 1d20
damage as well?
=============================================================================
==
SECTION 8 - Credits and Contact Information
=============================================================================
==
8.1 Credits!
------------
*NOTE* I save all my e-mails, so if I tell you I'll give you credit, and you
don't appear below here, just e-mail me and I'll be sure to throw you on the
list.
Manish, Neal, and Mark Lauer for re-affirming my trust in humanity, and
telling
me that haste gives a +4 to AC.
Makurayami Ittou on the GameFAQs NWN message board for mentioning the fact
that
version 1.0 completely neglected Half-Elves! D'oh!
Gundam Deathscythe for pointing out the best shield an awkward monk can use,
and
pointing me towards the NWN toolset to find out that each monk glove has a +1
-
+5 bonus.
Gin Won for re-afirming that there is +5 Hin Fist gloves. Wish I had a pair.
Donny Chan for pointing out that I should finish some of my sentences, and to
not say one thing and show another when it's about a Thread of Life.
Jake Wolff for also mentioning about +5 Hin Fist gloves and reminding me to
mention about periapt's while I'm at it.
Sherwin Tam for various suggestions, and pointing out the monk multiclass bug.
Also, some ways to exploit said bug! Woot!
Mark Lauer on various comments, including the heal skill, giving more strength
to dwarves, skills, feats, and a kitchen sink. I had to edit the latter out
due to space constrictions. Sorry, Mark.
James N. Daniel, III for mentioning that Furry of Blows and Power Attack are
mutually exclusive. Also some other comments which are in the FAQ about
why Strength is more important to a monk then I said it is.
Tom (or, tkcheng as his e-mail likes to call him) for giving an arguement to
use Disarm.
Wetwork for mentioning the Amulet of Uthgardt as a possible item to use with
a monk.
Parker Newman for telling me the best way to exploit that bug. Big thumbs up
to you dude.
Matthew Allen for various comments on what to add, and mentioning how the
'Shield Bug' might not be a bug at all.
John LaRusic, friend, brother, and countryman, who is the reason I got to play
this game in the first place. I raise an Alexander Keiths to you man.
8.2 Contact Information!
------------------------
I've heard horror stories about FAQ writers getting bombarded with e-mails
from people who obviously have NOT read the FAQ in it's entirety. That'd be
okay if the FAQ was long and unstrung, but those FAQs (and this one) have
CLEARLY labelled sections. I hope I'm not too arrogant to say that my Table
of
Contents should point you in the direction of any information I can provide,
so please. Make sure you check the FAQ to be sure the information you're
looking for is there first, before e-mailing me. I'd even appreciate if you
check twice.
Next thing I'd like to mention, is that this FAQ (currently) is only to be
found on one of the following:
GameFAQs (http://www.gamefaqs.com)
Neverwinter Haven (http://www.neverwinterhaven.com)
Sorcerer's Place (http://www.sorcerers.net/index.shtml)
Neverwinter Nights Character Gallery (http://nwncg.netfirms.com)
If you are reading this now from a different site, PLEASE check one of the
above sites to make sure you are reading the latest, my current version of
this FAQ.
So, in conclusion, please, follow ALL three of the above steps. This is vital
for me not trashing your e-mail. VITAL. Then, you can drop me a line at
ashdate2@hotmail.com and tell me what you have to say about my FAQ. I don't
normally use a hotmail account, but it's right now on a probationary period
so
I can find out if I get too many idiots e-mailing me or not.
To quote the Meligrove Band, "Illegal copying of this recording just ain't
rock and roll."
Neverwinter Nights is copyright (c) 2002 Infogrames Entertainment, S.A. All
Rights Reserved.
Dungeons and Dragons is copyright (c) 2002 Wizards of the Coast. All Rights
Reserved.