
Neverwinter Nights: Enhanced Edition




There are thousands of fan-made adventures on Neverwinter Vault. Here's how to choose & play the best. Also covers required items from the Vault, such as CEP or Project Q. How to find & play modules on Neverwinter Vault There are thousands of fan-made adventures on Neverwinter Vault to suit every taste. Check out these module classifications[forum.neverwintervault.org] to find the best for you. When you've chosen a module, installation is easy. What follows is easily done manually. For Windows, there's also a one-click installation tool called NIT[neverwintervault.org] . These instructions are for all Enhanced Edition platforms (not just Steam) except consoles, which don't allow custom content. First, ensure that you can see file name extensions. For example, in Windows 10, open File Explorer and check File Name Extensions on the View tab. Here's an example[neverwintervault.org] of a Vault module (best opened in a new tab so that you can refer to it). Scroll down to the Files section. Right click on the attachment link and download. Now scroll down to the Required Projects (if any). These are just like Required Items in Steam Workshop. If you haven't downloaded them before, follow the links and download their attachments in the same way. To make the download faster, most of the files will be compressed containers, such as .zip, .7z, .rar or .exe. The next step is to extract the contents. 7-Zip[www.7-zip.org] is a handy free Windows utility that works with all of those formats. Other platforms support similar apps. There may be text documents (.txt, .pdf, .doc etc) with installation help / hints / walkthrough. Install the uncompressed game files in the Neverwinter Nights folder in your Documents. For linux, the path is .local/share/Neverwinter Nights. On Android, the path is Android > Data > com.beamdog.nwnandroid > files > user. See "Android 13" below. For IOS, using iTunes on a connected PC/Mac, or the Files app on the device itself, the path is File Sharing > NWN EE. If you have an earlier version than Enhanced Edition, use the nwn folder within your Neverwinter Nights installation instead. This has several sub-folders. Each file goes into the sub-folder that matches its extension. For example, a simple module will just have one .mod file, which goes in Neverwinter Nights modules. Others will also have .hak files with additional artwork, which go in Neverwinter Nights hak. Here's a full list for reference (but relax, it's not normally this complicated) : Extension Subfolder .mod modules .hak hak .tlk tlk .bic localvault .bik, .wbm movies .bmu music .wav ambient .erf erf .tga portraits (but see below) all other override Now all you have to do is play and have fun. If you're playing on Steam, content download from the Vault won't appear on Steam Workshop, but it will appear in the list of modules when you start a New Game in NWN. Override - Be aware that anything you put in the override folder will change the Official Campaign and all of your custom modules (including those obtained from Steam Workshop) which might cause compatibility issues in some cases. Portraits - portrait .tga files are normally named with the prefix po_ and a suffix letter, e.g. po_ninjagirl_h.tga or whatever. If the name is nothing like that, the .tga probably belongs in override instead. Movies - Enhanced Edition does not support .bik files, which need to be converted to .wbm files (NIT does this automatically). If left as .bik files, the module will still work, but movies will not play. Licence - Fans have generously contributed these modules to the Vault for free. They can be played as described above, but please don't assume you can upload them to Steam Workshop or any other site. Refer to the Permissions section on the module page, and the Vault guidelines, for further information. Folder Names & Path - You can change the folder name and path used for each type of file by editing the parameters in nwn.ini. Multiplayer and Persistent Worlds In most cases, the host should provide you with the files required, which you install to the locations mentioned above. A few PWs use a mechanism called nwsync, which automatically downloads all the files into the nwsync subfolder of your Neverwinter Nights documents. The host will tell you about this if necessary. CEP The Community Expansion Pack (CEP) is a large collection of fan-made custom content for NWN. It does not change the official game at all, but it is required for many custom modules. It's easy to be confused by the number of versions of CEP out there, but the good news is that you only need the latest version to play any module that needs any version of CEP1 or CEP2. CEP at Neverwinter Vault[neverwintervault.org] CEP at Steam Workshop This is especially important for Steam Workshop users - subscribing to older versions as well as the latest one can load the wrong files, making the module behave strangely. At the time of writing, there is an independent version called CEP3 which is not in use yet. If it's required by a future module, it will also need to be installed, but probably won't conflict with earlier versions. "Missing" modules? When starting a new game, there are four module tabs - Official, Community, Premium and Local. The Community tab is a misnomer. It has only a small selection of modules, such as Aielund Saga, whose authors have been invited by Beamdog to use the official launcher. On the forums, they are described as "curated" modules. These modules and their files are downloaded automatically when launched (to the nwsync subfolder in Documents, if you ever need to know). Community modules that you download yourself from Steam Workshop or Neverwinter Vault (the vast majority) appear on the Local tab. Steam Workshop fix It's widely reported that Steam Workshop Items don't always appear in the game menu for some players. When you subscribe to any Steam Workshop item, it may take several minutes (or longer) for Steam to start and complete the download. There's no user-friendly information on whether the download has happened, though you can look for its folder (see below). If the download has completed, but the game can't find the new content, check that the Steam client is running (although there is no DRM on running EE itself, it is required for Steam Workshop Items). On Windows, it may be necessary to install Steam on the default path C: Program Files (x86) Steam if it isn't already, according to one report. If all else fails, move the mod from the Steam Workshop folders to the Documents folders mentioned in the main article above. The Steam Workshop content will be in anonymously numbered sub-folders within C: Program Files (x86) Steam steamapps workshop content 704450. You can move the files to the corresponding subfolders in Documents Neverwinter Nights - so the files in the hak subfolder move to the hak subfolder, and so on. File name conflicts on Steam If two workshop items contain files with the same name (.hak files, for example) it is unclear which version will be loaded. Players can avoid this situation by subscribing to the latest version only (for example, at the time of writing, CEP 2 rather than CEP). In some cases, the conflict will not be obvious. If a Workshop Item behaves strangely, unsubscribing other Items may resolve the problem. Android 13 / 14 Each Android release has made it progressively more difficult to install mods. However, as of Android 13 and 14, there are several ways of doing it: Via a USB-connected desktop (it may help to enable Developer Options and then USB Debugging on the phone) Via the hidden Android Files app[play.google.com] (see below) Some players have found that FV File Explorer or MiXplorer Silver do the job First, ensure NWN is up to date (via Play Store) as there is a Beamdog permissions fix. In the case of the hidden Files app, Open the app Navigate to the NWN User folder In the app's top right menu, choose New Window This opens a second window In the new window, navigate to the Downloads folder The next steps depend on which Android version you haveAndroid 13 only Open the Android Recent Apps view (... or similar at screen bottom) You should see both windows Long-press the icon of the lower window to enter split screen mode Ensure the Downloads folder is on the right (using the toggle mid-screen) Drag the file from Downloads to the NWN User folderAndroid 14 Ensure you have both hands free If you are not good with your thumbs, place the device on a flat surface With the Downloads window open, drag the file to be copied until it moves around the screen Without releasing the file, with your other hand open the Android Recent Apps view (... or similar at screen bottom) and open the NWN User folder window Ensure that the floating file cursor is active in the new window then release itThe following should be unnecessary if you have the Beamdog permissions fix, but if you still can't see the contents of com.beamdog.nwnandroid folder/files/user, or can't modify it, Try to delete the user folder If that fails, rename the user folder Make an empty folder in com.beamdog.nwnandroid folder/files called user Copy mods into that folder Start the game to repair your new user folderThe details seem to vary slightly by device.


Because sometimes you just want to beast through. Console Commands There are two methods of entering commands. The most common method is to press ~ to bring up the console. Alternatively, you can use the chat window to enter commands. To do this, type the desired command with "##" directly preceeding it. Example: ##DebugMode 1 Note that commands are case sensitive. Many will also ask you to select a target. For those commands which ask for a target, you can click on either the character or, in the case of party members, the character's portrait. And finally, remember that you have to enable debug mode before you can use console commands. The game will acknowledge any properly entered commands but will not actually carry them out if debug mode is not enabled. Command Effect DebugMode 1 Enables debug mode & the use of console commands. DebugMode 0 Disables debug mode & the use of console commands. Command Effect ModSTR # Adds # points to STRENGTH score. ModDEX # Adds # points to DEXTERITY score. ModCON # Adds # points to CONSTITUTION score. ModINT # Adds # points to INTELLIGENCE score. ModWIS # Adds # points to WISDOM score. ModCHA # Adds # points to CHARISMA score. SetSTR # Sets STRENGTH to #. SetDEX # Sets DEXTERITY to #. SetCON # Sets CONSTITUTION to #. SetINT # Sets INTELLIGENCE to #. SetWIS # Sets WISDOM to #. SetCHA # Sets CHARISMA to #. Command Effect dm_modifyattackbase # Modify base chance-to-hit. dm_modifysavefortitude # Modify base fortitude. dm_modifysavereflex # Modify base reflex. dm_modifysavewill # Modify base will. dm_modifyspellresistance # Modify base spell resistance. Command Effect dm_givegold # Add # gold. GiveXP # Give # experience points. Negative numbers will subtract (and even de-level you). dm_levelup Level up. dm_givelevel # Level up # times. Command Effect dm_god Toggles god mode. dm_heal Cast Heal on yourself. dm_allspells 1 Grants access to all spells regardless of class or level. dm_allspells 0 Disables effects of "dm_allspells 1". dm_mylittlepony Fast movement (is Magic). dm_cowsfromhell Crossover content fom Blizzard. Summons infernal bovine aid. Command Effect showpartynames Show party members' names on the sidebar. hidepartynames Hide party members' names on the sidebar. fps Display frame counter. dm_setrace Change your race. dm_modifyage # Change your age. SetAppearance # Change your appearance (001-298) dm_gettime See current in-game time. dm_settime Change current in-game time. These commands were found on GameFAQs. I merely rearranged them and posted them here for convenience. Commenter Contributions Alternative means of inputting commands: 引用自 spateneder:Console Commands can also be inputed, by writing the command in the chat and adding ##. For example ##DebugMode 1 . Instant Kill, Teleportation and other commands 引用自 Zwerkules:Once you activated DebugMode you can destroy or kill just about anything by placing the mouse pointer on it and pressing either crtl+z or ctrl+y depending on your keyboard layout.引用自 Zwerkules:also should add the dm_jumptopoint x y command. ( get stuck running up ramps sometimes it helps). while in DebugMode move your cursor to where you wan to be and press x on the keyboard( will give you your cordinates. a full listing can be found at ##http://nwn.wikia.com/wiki/Console_command## remove the ##:rfacepalm:引用自 wogle:Numpad plus teleports Also, be careful with the insta-kill shortcut; if you target a held item, it destroys the item. To kill a creature make sure you're targetting its torso. Clocking your FPS. 引用自 Calgacus:Also if you are trying to get your frame rate you may want to use the "trace fps" command -- eg in the chat bar: ##trace fps Chooser window and zone teleportation 引用自 Michael:I don't think I saw this mentioned in your guide (unless my eyes are tired), but while in debug mode, you can hit the period key to bring up the "chooser" window. This lets you teleport to any zone in the game, interact with targets via the interface rather than commands, etc. I'd also like to add that the chooser window offers additional ways to mess with targets - such as toggling invulnerability, taking direct control of npc's, etc.

A short basic guide to character creation for new NWN players giving suggestions on which attributes and feats should be considered when starting a new character. Originally developed as an aid for friends and is not intended to be authoritative or exhaustive. Includes consideration for NWN and the SoU and HotU expansions. Developed in 2005 this guide has not been updated to address changes that may have been made in NWN Enhanced Edition. Revision information Last revised: Dec 13, 2005 Attributes Min 15 Dexterity to get the Ambidexterity feat. High Dexterity is more valuable for classes that wear light or no armor. Several items in the game that boost Dexterity (see list below). High intelligence is necessary to get skills and there are few items in the game that boost Intelligence (see list below). High Charisma is good for getting more money when completing quests. Several items in the game that boost Charisma (see list below). Classes that cannot (or should not) wear heavy armor should be high in Dexterity - Rogue, Bard, Sorcerer, Wizard, Monk, Druid, Ranger Paladin, Bard, and Sorcerer are Charisma-based Cleric, Druid are Wisdom-based Rogue, Ranger are Dexterity-based Wizard is Intelligence-based Fighter, Barbarian, Monk are Strength-based Classes like Sorcerer and Wizard that have low hit points (1d4) can benefit from high Constitution. Strength can be low to start. There are items in the game that when worn raise attributes by 2, 3 or 4. For strength there are several - Belts of Giant Strength (+3-5), Squire's Defense Armor (+3), Gauntlets of Ogre Power (+1-2), Uthgardt Holy Shield (+2 str, -2 charisma), and the Henchman (Daelan) Amulet of the Red Tiger/Uthgardt (+1, +3, +4) (which at +5 also gives Freedom of Movement and Immunity to Sneak Attack); and unlike AC bonuses, attribute bonuses do stack. Also, there are magic bags and bags of holding which can allow a person to carry more weight than strength normally allows. If you are a Wizard or Sorcerer you can summon your familiar once per day - the Panther familiar is a tough melee fighter - in addition to summoning a creature using a summon monster spell or wand of summoning. If you are a Druid you can summon an animal companion once per day as well as a creature using a summoning spell. If you are a Druid/Sorcerer or Druid/Wizard you can summon both a familiar and an animal companion simultaneously. Druids can also use the Animal Empathy skill to charm an animal. At high enough level druids can shape change. Note that in Shadows of Undrentide there are fewer objects that enhance strength and fewer bags of holding, therefore if you are starting a new character for SoU (the expected thing to do) a low strength is more of a problem and you will probably end up needing Daelan as a henchman just so that he can carry your loot, at least for a while. You can also import your character with all of his/her stuff into SoU but the game will be too easy unless you set the preference settings to make it more difficult. Constitution can be raised by Henchman (Grimgnaw) Amulet of the Long Death/Silent Lord (+1, +3, +5) (which at +5 also gives immunity to level/ability drain and Spell Resistance Bonus of 10), Boots of Striding (+1-5), Boots of Hardiness (+1-3). Dexterity can be raised by Dragon Slippers (+2), Bracers of Dexterity (+1-5), Henchman (Linu) Pendant (Amulet) of the Elf (+1, +3, +5), Belt of Agility (+1-4), Henchman (Tomi) Ring of the Rogue (+1, +3, +4), Boots of Elvenkind (+2) Charisma can be raised by Nymph Cloak (+1-5), Henchman (Boddyknock) Lantanese Ring (+1, +3) (also Regeneration +1), Armor of Command (+2), Balduran's Armor (+2), Henchman (Sharwyn) Belt of the Performer (+1, +3, +5), Dwarven Mirth small shield (+2), Talisman (Amulet) of Pure Good/Evil (+3), Mask (helmet) of Persuasion (+1), Greater Mask of Persuasion (+2). Wisdom can be raised only by Periapt (Amulet) of Wisdom (+1-5), Talisman (Amulet) of Pure Good/Evil (+3). Intelligence can be raised only by Ring of Clear Thought (+1-5), Thayvian Circlet (helmet) (+2). (HotU has a few more items that increase intelligence, like a +6 helmet). Every 4 levels you can increase an attribute, so it isn't critical that you have an 18 score in your main attribute at the beginning of the game. Items that raise attributes do not seem to positively affect leveling-up. (For example, a wizard wearing a ring that boosts intelligence while leveling up will not allow the selection of more spells or spells of a higher level.) However, wearing the ring may increase the number of spells that can be memorized. Unlike Armor Class and spell resistance, attribute bonuses stack. However there is a limit of +12 to how much higher than your base value you can go through the use of magical items. Spell Resistance bonuses do not stack, so it is best to have a single item that has the highest Spell Resistance rather than mutliple items with lower SR. The highest item in NWN is Aribeth's Ring which provides Spell Resistance of 18 and has a use at the end of the game. There are items with higher SR in SoU and HotU. Here are some valuable combinations of items that boost attributes sorted by type (note, you can wear two rings simultaneously): Armor: Squire's Defense (Str +3), Armor of Command (Char +2), Balduran's Armor (Char +2) Shield: Uthgardt Holy Shield (Str +2, Char -2), Dwarven Mirth small shield (Char +2) Cloak: Nymph (Char +1-5) Boots: Striding (Con +1-5), Hardiness (Con +1-3), Dragon Slippers (Dex +2), Elvenkind (Dex +2) Amulet: Red Tiger (Str +1, +3, +4-immunity to fear, SR 12), Long Death (SR 10, Con +1, +3, +4-immunity to level/ability drain), Pendant of the Elf (Dex +1, +3, +4-immunity to mind spells), Talisman of Pure Good/Evil (Wis +3, Char +3), Periapt of Wisdom (Wis +1-5) Bracers/Gauntlets: Ogre Power (Str +1-2), Dexterity (Dex +1-5) Belt/Girdle: Giant Strength (Str +3-5), Agility (Dex +1-4), Belt of the Performer (Char +1, +3, +5-+5 persuade) Ring: Rogue (Dex +1, +3, +4), Lantanese (Regen +1, Char +1, +3), Clear Thought (Int +1-5) Helmet: Thayvian Circlet (Int +2), Mask of Persuasion (Char +1), Greater Mask of Persuasion (+2) Rogue/Druid/Wizard (can have both a familiar and an animal companion and summon them simultaneouly) Dex - naturally high (at least 15), boost (+5) with Rogue Ring Str - 12, boost (+7) with Girdle of Giant Str, Gauntlets of Ogre Power Int - naturally high, boost (+2) with Thayvian Circlet Con - 15, boost (+2) with Boots of Hardiness Wis - naturally high, boost (+5) with Periapt of Wisdom Char - 10, boost (+8) with Nymph Cloak and Lantanese Ring Alignment If you want to have Paladin you must be Lawful Good. (not sure if fallen paladins lose Divine Grace when they fall, probably) If you want to be a Druid you must be neutral. You will only be able to gain levels as long as you remain neutral, so if your tendency is not normally neutral then advance in Druid as much as you can early in the game. Race Half-elf isn't better than Human or Elf except that half-elves ignore their primary class when determining experience and elves do not (elf primary class is Wizard). For immunity to certain spells and dark vision go with Elf. Unlike humans, elves also automatically have the ability to use long sword and bow. Small sized races like Hobbits, Gnomes, and Dwarves have to use large weapons with both hands even if they are normally a one-handed weapon, so avoid them. Class Rangers get two-weapon fighting and ambidexterity for free as long as they are wearing light armor. Gauntlets of Locking Grip can grant the feat ambidexterity, but no item grants two-weapon fighting. At 2nd level Druids become immune to web, entanglement, and grease. This works well in NWN and SoU, but doesn't work as well in HoTU. By the end of NWN you should expect to be about 20th level if you used a henchman only when necessary. Reasons to start as Rogue: - a rogue has the highest number of skill points and at first level only skills are multiplied by 4 - a rogue has automatic extra damage when surprise attacking, which includes striking dazed/stunned/confused/sleeping opponents which some weapons do. (good at level 1) - a rogue can open locks well, which is useful early in the game to get money (the Knock spell always works and some containers can be broken physically or using Magic Missile) - a rogue can recover and set traps which can be very very useful for taking down very strong opponents. (In NWN there are plenty of traps, in SoU there are almost none until late in the game, and in HotU there are a reasonable number of them early in the game and none later on but you can construct them.) - a rogue can detect and disarm traps. There are many traps in NWN. There is no spell to disarm a trap, although a trapped chest can be opened and disarmed by breaking it using Magic Missile, but not all chests can be broken, so the ability to disarm traps is essential). (You could use the Rogue henchman Tomi for this as well since he is a rogue and can disarm traps, but he will not recover them for you and there are only a few places where you can buy traps.) - rogues can use the Use Magic Item skill to allow them to use magic items reserved for other class types. This can be very handy since it allows the use of many monk-specific items like robes and boots which provide nice enhancements. If Lawful Good and Charisma-based (Sorcerer or Bard) then take a level of Paladin to get Divine Grace to increase saving throws by the Charisma bonus If Wizard, do not specialize in Evocation unless you plan to stay away from undead, since without Conjurer spells you will not be able to cast Restoration. While there are lesser restoration potions, there are only a few items in the game that grant immunity to level and attribute drain (the Amulet of Health which can be purchased at the Temple in Port Llast is one). (As an alternative, in NWN you can return to Aribeth for healing for most of the game, but frequent return trips can get costly). By the time you end the prelude you will have had two chances to level up. By the end of chapter 1 you should be at least level 6. To do all possible quests in NWN you must be an arcane spellcaster (Sorcerer or Wizard) (needed in chapter 1 to get the Cloaktower quest) and a Druid (needed in chapter 2 and chapter 3). Feats and Skills MIn 12 Dexterity to get the Rapid Shot feat. Min 15 Dexterity to get the Ambidexterity feat. Rangers get two-weapon fighting and ambidexterity for free as long as they are wearing light armor. Gauntlets of Locking Grip can grant the feat ambidexterity, but no item grants two-weapon fighting. Recommended feats: For all classes: Heal is good to allow the use of Healing Kits, which can be more effective than healing potions. Concentration For spell casters: Spell Focus for Evocation is good since evocation spells do significant damage. Maximize Spell Spell Penetration Combat Casting For fighter types: Rapid shot is a useful feat, but does not work with crossbows. Point Blank Shot is a prereq for Rapid Shot and is useful overall. It does require a minimum Dexterity of 12. Power Attack Cleave Persuade Discipline Martial Weapons Exotic Weapons (to allow the use of Bastard Sword and Katana, and two-bladed sword). There are several good katanas and bastard swords in the game. Weapon Finesse (if you have higher dexterity than strength and use light weapons) Two-weapon fighting is a good thing to have. Ambidexterity can be gotten using the feat or with magic gauntlets "Locking Grip". To minimize penalties while dual-wielding you need both feats or to be a Ranger wearing light armor and be using a light weapon in your off-hand. In HotU there is a weapon that gives both of these feats, but by then you should have them anyway. Advanced Two-weapon fighting gets you an additional attack with your off-hand. Spells Magic Missile is very useful for blasting open trapped chests. It gets more powerful as you increase levels. Knock is needed for opening chests that cannot be picked or blasted. Identify is useful to save having to pay 100 gp to have items identified at the temples. Fireball is a useful area attack spell. There is a wand of fire in the game that can be used by all classes. Sleep is useful early in the game but need not be memorized since there are multiple wands of sleep in the game that have 100 charges. Haste is useful. There are a few items in the game that automatically Haste when worn (Boots of Speed, Robes of the Dark Moon, Chainmail of Speed, Scimitar of Speed), but they are rare. Bless and Aid are good defense spells. The very rare Scabbard of Blessing can cast each 3 times per day. There are also Bless and Aid potions available at almost any store. Bull's Strength is good before melee. There are Bull's Strength potions available at almost any store. Lesser Restoration is critical and Restoration is less often needed. There are Lesser Restoration potions at any store. And you can also return to the Temple of Tyr for healing if needed. Lesser Mind Blank is a good defense against mind affecting spells. Barkskin and Stoneskin (and Greater Stoneskin) are good defensive spells for melee and they can stack. Call Lightning is a good offensive spell. Shadows of Undrentide (SoU) Expansion SoU is a much smaller game than NWN. There are far fewer traps, fewer opportunities to get gold, fewer magical items, and fewer battles. If you play SoU with a new character you may get to about 15th level. If you import your NWN character you will surpass 20th level, but without HotU installed there is a 20 level cap. If you have HotU installed then you can go beyond 20th level in SoU. SoU has far fewer items than NWN that enhance strength, fewer magic bags, and less gold, so you may need a henchman to carry your loot. In SoU (and HotU) you can control the inventory of your henchman (unlike in NWN). When your henchman dies though any inventory goes with him/her, so that is another reason to minimize the use of a henchman as you progress. If you are planning on playing Hordes of the Underdark then it is important that you read the section on HotU below BEFORE finishing SoU so that you can best prepare your character for the transition. Hordes of the Underdark (HotU) Expansion HotU is a larger expansion than SoU and contains more magical items, traps, gold, and battles. HotU allows two henchmen instead of only one although you will start the game initially without any. You will also start the game without your gear. You will regain your gear on the 3rd level of the dungeon, about a third of the way through the game. For this reason it is important that you start the game with as much money as possible. It is also important to note that magic bags/bags of holding and other containers will be recovered on the 3rd level BUT NOT THE ITEMS THAT WERE IN THEM, so anything you wish to have needs to be outside of a container and in your inventory or equipped. Tip: Even if you do not plan to use them, allow henchmen to join your group (you can have two simultaneously) so that you can pillage their inventory. Sometimes they have unique items that can be very good to have. Afterwards you can tell them to leave empty-handed and they won't mind at all. Tip: There are two powerful unique magical swords in the first chapter, one is owned by an Ogre Mage and the other is in the Hall of Kings. They cannot be purchased elsewhere, so if you want them you will need to fight for them. Tip: At the end of the first chapter you free the Mad Wizard. Once you speak with him after the battle you will no longer be able to return to Waterdeep, so if you have any business to finish elsewhere in the dungeon or up in Waterdeep do it before talking to him. HotU has vendors who are willing to buy magic items, but they usually have a cap on how much they are willing to pay. This cap varies from vendor to vendor, increasing as you proceed through the game. It is better to hold onto an item that is worth more than the cap and sell it later in the game when the vendor's cap is higher. At the end of the game money will matter and you will want to have at least 1,400,000 available. If you do not have enough money it may affect the outcome of the game. Some of these caps are: White Thesta (in Waterdeep, basement of Yawning Portal Inn) - 7500 Sobrey (Magic Shoppe in Waterdeep) - 7500 Argali Silth (Smithy in Waterdeep) - 7500 Bottle Djinni (bottle found in level 2 of the dungeon in the 1st chapter) - 5000, in the second chapter it increases to 10000 and he gains additional items to sell. In the 3rd chapter his cap is increased to 15000. Rizolvir (Smithy in Lith My'athar City Core 2nd chapter) - 10000 High Wizard Guthrys (Lith My'athar City Core 2nd chapter) - 10000 Quarry Boss (chapter 3 quarry) - 50000 Rizolvir's Ghost (chapter 3 tavern) - 50000 (Rizolvir pays more and charges less for equipment than the Quarry Boss or your Bottle Djinni) Lord Nasher (remember him from NWN?) has had 4 unique pieces of equipment scattered around in chapter 2: a ring, a cloak, boots, and gloves. You can buy them from vendors or find them and when wearing all of them at the same time you get additional bonuses. A henchmen wearing all of them does not get the additional bonuses. These items can only be found in chapter 2. If you can get a better offering price for items before the final battle in SoU you should do so because you will need the money in HotU to upgrade your weapons and at the end of the game. The Drow Armorer Rizolvir in the 2nd chapter of HotU (and again as a ghost in chapter 3 and also after your sojourn into the Astral Plane) can upgrade weapons - even magic weapons (adding permanent haste, +2 regeneration/round, keen (doubles critical damage range), 2d6 elemental (fire, acid, cold, electrical) damage for weapons that do not already have elemental damage bonus, Spell Resistance 20, true seeing, and up to +10 enhancement). This is expensive. but may have the effect of allowing you to sell other items that you no longer need and other weapons you have been carrying around. Again, to get the best prices you may want to try to sell those items before leaving SoU, especially since you won't regain them anyway in HotU until shortly before you will be able to upgrade, and after that you won't need them. There are limitations as to how many enhancements a weapon can have. The final foe you fight is immune to weapons lower than +7 so you will want to enhance your favorite weapons at least that much. Special notes on weapon upgrading with Rizolvir (HoTU): - There is a limit to the number of enhancements there can be on a weapon. However, a difference in to-hit bonus doesn't seem to affect that number. So, to maximize your weapon enhancements upgrade the to-hit bonus first to the maximum you want before adding other enhancements. If you add the other enhancements first you may not be allowed to further upgrade the weapon. - A weapon can only have one type of elemental (fire, acid, sonic, cold, electrical, etc) damage and many magic weapons come with +1d6 elemental damage. Rizolvir can add 2d6 damage to a weapon that does not already have elemental damage, but cannot increase a weapon that already has 1d6 elemental damage to 2d6 damage. The only exception to this are weapons that have elemental damage in special circumstances. For example, the sword Sword Saint Legacy comes with 2d6 damage vs. evil, and because the damage is limited to evil it is possible for Resolvir to add an additional 2d6 damage (if preparing for the final battle acid would be a very good choice). Damage bonuses of different types stack so that an evil creature would take both 2d6 sonic and 2d6 acid damage. Another weapon this can be done with is Nathyrra's rapier Deathslayer which does 1d8 Positive Energy damage against Undead. - Give careful thought before upgrading weapons that have a unique characteristic like Stun DC-14. The DC rating indicates how hard it is for the effect to be ignored, the higher the number the better. A DC of 14 is high enough that low-level creatures will not make their saving throw, but higher-level creatures will not be effected. A DC over 20 is better against tougher opponents. - Remember that Spell Resistance does not stack, so a person dual-wielding two weapons that each grant SR 20 will still have SR 20, not 40. - Remember that Regeneration bonuses DO stack, so a person dual-wielding two weapons that each grant Regeneration +2 will actually regenerate +4. - One difference between a base item "Quarterstaff" and a base item "Magic Staff" is that a Magic Staff can be wielded in the primary hand, allowing a secondary weapon to be used simultaneously, but a "Quarter Staff" (even one with magical enhancements) is considered a two-handed weapon. So before enhancing a staff make sure that it can be used one-handed if you intend to dual-wield. - "Keen" can be applied to any weapon to double its critical hit range, even weapons that lack edges. Be aware, however, that high-level foes may be immune to critical hits anyway. (The "Improved Criticals" skill combined with a keen weapon will triple the weapons base critical hit range) Meta-game tip for changing armor/weapon appearances Armor and weapon crafting can be used to alter the appearance of weapons and armor to suit your taste. Per game design it costs money and requires that you have crafting skill of a certain level. However, there is a way around this as long as you are in an area where you can rest. Use your craft skill to alter the appearance of the armor or weapon. Save the game BEFORE applying the changes. Then load from your saved game and rest. The changes are made and they won't have cost you a dime.
Some of the builds posted by bioware long ago Undead Lord: Wizard 6/Fighter 4/Pale Master 30 By Christopher "cdaulepp" Aulepp Reformatted by HipMaestro & pals, 110913 Mindless zombies are scary. Brilliant wizards are scary. Heavily armoured warriors are scary. Combine all three together? That's the making of nightmares. The Undead Lord is a nightmare personified. Wizard(6), Fighter(4), Pale Master(30), Human, Lawful Neutral (Any Non-good, per Hip 110913) STR: 18 (26) DEX: 8 CON: 12 WIS: 8 INT: 16 (20) CHA: 8 01: Fighter(1): Power Attack, Cleave, Weapon Focus: Scimitar 02: Wizard(1 03: Wizard(2): Extend Spell 04: Wizard(3): STR+1, (STR=19) 05: Pale Master(1) 06: Pale Master(2): Spell Penetration 07: Pale Master(3) 08: Pale Master(4): STR+1, (STR=20) 09: Pale Master(5): Great Cleave 10: Pale Master(6) 11: Pale Master(7) 12: Pale Master(8): STR+1, Greater Spell Penetration, (STR=21) 13: Pale Master(9) 14: Pale Master(10) 15: Fighter(2): Still Spell, Improved Critical: Scimitar 16: Fighter(3): STR+1, (STR=22) 17: Wizard(4) 18: Wizard(5): Toughness, Empower Spell 19: Wizard(6) 20: Fighter(4): STR+1, Weapon Specialization: Scimitar, (STR=23) 21: Pale Master(11): Overwhelming Critical: Scimitar 22: Pale Master(12) 23: Pale Master(13): Epic Spell Penetration 24: Pale Master(14): STR+1, Great Strength I, (STR=25) 25: Pale Master(15) 26: Pale Master(16): Epic Spell: Epic Mage Armor 27: Pale Master(17): Devastating Critical: Scimitar 28: Pale Master(18): INT+1, (INT=17) 29: Pale Master(19): Epic Spell: Greater Ruin 30: Pale Master(20): Great Intelligence I, (INT=18) 31: Pale Master(21) 32: Pale Master(22): INT+1, Epic Spell: Epic Warding, (INT=19) 33: Pale Master(23): Automatic Still Spell I 34: Pale Master(24) 35: Pale Master(25): Automatic Still Spell II 36: Pale Master(26): INT+1, Epic Weapon Focus: Scimitar, (INT=20) 37: Pale Master(27) 38: Pale Master(28): Automatic Still Spell III 39: Pale Master(29): Armor Skin 40: Pale Master(30): STR+1, (STR=26) Hitpoints: 362 Saving Throws (Fortitude/Will/Reflex): 24/22/15 Saving Throw bonuses: Spells: +9 BAB: 22 AB (max, naked): 33 (melee), 21 (ranged) AC (naked/mundane armor/shield only): 31/42 Skillpoints: 273 Concentration 43(44), Discipline 23(31), Listen 30(29), Lore 20(25), Move Silently 30(29), Spellcraft 43(48), Spot 21(20), Tumble 21(20) 01: Concentration(4), Discipline(4), Lore(4), Spot(2), Tumble(2), Save(4), 02: Concentration(1), Spellcraft(5), Save(4), 03: Concentration(1), Spellcraft(1), Spot(1), Tumble(1), Save(4), 04: Concentration(1), Spellcraft(1), Save(8), 05: Concentration(1), Listen(8), Spellcraft(1), Spot(1), Tumble(1), 06: Concentration(1), Listen(1), Move Silently(3), Spellcraft(1), 07: Concentration(1), Listen(1), Move Silently(3), Spellcraft(1), 08: Concentration(1), Listen(1), Move Silently(3), Spellcraft(1), 09: Concentration(1), Listen(1), Move Silently(3), Spellcraft(1), 10: Concentration(1), Listen(1), Move Silently(1), Spellcraft(1), Tumble(1), 11: Concentration(1), Listen(1), Move Silently(1), Spellcraft(1), Tumble(1), 12: Concentration(1), Listen(1), Move Silently(1), Spellcraft(1), Save(2), 13: Concentration(1), Listen(1), Move Silently(1), Spellcraft(1), Save(4), 14: Concentration(1), Listen(1), Move Silently(1), Spellcraft(1), Save(6), 15: Discipline(12), 16: Concentration(1), Discipline(3), Tumble(1), 17: Concentration(2), Spellcraft(3), Save(1), 18: Concentration(1), Spellcraft(1), Tumble(2), Save(1), 19: Concentration(1), Spellcraft(1), Tumble(2), Save(1), 20: Concentration(1), Discipline(4), Spot(1), 21: Concentration(1), Listen(2), Move Silently(1), Spellcraft(2), 22: Concentration(1), Listen(2), Move Silently(2), Spellcraft(1), 23: Concentration(1), Listen(2), Move Silently(2), Spellcraft(1), 24: Concentration(1), Listen(2), Move Silently(2), Spellcraft(1), 25: Concentration(1), Listen(2), Move Silently(2), Spellcraft(1), 26: Concentration(1), Listen(2), Move Silently(2), Spellcraft(1), 27: Concentration(1), Listen(1), Lore(1), Move Silently(2), Spellcraft(1), 28: Concentration(1), Spellcraft(1), Tumble(2), 29: Concentration(1), Spellcraft(1), Tumble(2), 30: Concentration(1), Spellcraft(1), Spot(1), Tumble(1), 31: Concentration(1), Spellcraft(1), Spot(1), Tumble(1), Save(1), 32: Concentration(1), Spellcraft(1), Spot(3), 33: Concentration(1), Spellcraft(1), Spot(1), Tumble(1), Save(1), 34: Concentration(1), Spellcraft(1), Spot(3), 35: Concentration(1), Spellcraft(1), Spot(1), Tumble(1), Save(1), 36: Concentration(1), Spellcraft(1), Spot(3), Save(1), 37: Concentration(1), Spellcraft(1), Spot(2), Tumble(1), Save(1), 38: Concentration(1), Lore(7), Spellcraft(1), 39: Concentration(1), Lore(2), Spellcraft(1), Spot(1), Tumble(1), 40: Concentration(1), Lore(6), Spellcraft(1), Background, Analysis and Comments by Author Equipment Scimitar Full Plate Mail Tower Shield Offensive Capabilities Summons: The Undead Lord's study of the necromantic arts has given him mastery over the undead, and as such, he can summon forth a demilich to fight at his side once per day. The lesser demilich is immune to spells level 3 and lower, giving him an edge against casters. The Undead Lord can also summon a skeleton warrior from the dead to fight with him. Finally, a panther accompanies the Undead Lord serving as a distraction with sneak attacks. Devastating Critical: Thanks to his combat feats and access to the "keen edge" spell, the Undead Lord scores critical hits on a 12-20, or 45%, of the time. With three normal attacks per round and one extra from haste, the Undead Lord can take down ancient dragons, or anyone else not immune to critical hits, in one blow. True Strike: With this spell, the Undead Lord gains a +20 attack bonus, though its effects are short-lived. True Strike should be saved for monsters that are harder to hit. Reciprocal Damage: Each time an enemy strikes the Undead Lord they will take 1d6 + 12 acid damage from acid sheath, 1d6 + 6 fire damage from elemental shield, and 1d4 + 5 sonic damage from death armor. Spell Casting: Perhaps the true offensive power of the Undead Lord comes from access to all the wizard/sorcerer spells. The Undead Lord should focus on those spells that have no save, such as the Bigby's line of spells, to disable opponents. Power Word Kill and Power Word Stun are great to take down wounded enemies. You might also wish to cast an occasional Greater Ruin or empowered Isaac's Greater Missile Storm. This character has it all. Spells the Undead Lord should seek out are: Level 9 - Mordenkainen's Disjunction, Power Word Kill Level 8 - Mind Blank, Greater Sanctuary, Level 7 - Shadow Shield, Bigby's Grasping Hand, Power Word Stun, Spell Mantle Level 6 - Bigby's Forceful Hand, True Seeing, Isaac's Greater Missile Storm Level 5 - Bigby's Interposing Hand, Energy Buffer Level 4 - Improved Invisibility, Isaac's Lesser Missile Storm Level 3 - Keen Edge, Greater Magic Weapon, Haste Level 2 - Flame Weapon Level 1 - True Strike Defensive Capabilities Armour Class: The Undead Lord has quite an impressive naked AC of 31! Thanks to his training as a fighter and the Automatic Still Spell feats, the Undead Lord can wear mundane full plate mail and a tower shield with no chance of disrupting his arcane spell casting. This brings the Undead Lord's AC to an impressive 42. The Undead Lord is extremely difficult to hit and the extra AC is handy against mobs of monsters. Good, Neutral, and Evil creatures alike will know the difficulty of hitting the Undead Lord whose AC will be a whopping 68 AC minimum after buffing with spells such as Haste, Mage Armor, Cat's Grace, and Epic Spell: Epic Mage Armor. Concealment: Combining the high armour with class with concealment obtained through Improved Invisibility and Bigby's Interposing Hand (no save), the Undead Lord is very difficult to hit. Immunity to Critical Hits: The Undead Lord invokes fear and awe in others because of his natural ability to resist critical strikes. He also gains benefits from his palemaster heritage, including immunity to hold, paralyzation, and stun. Watch and laugh as the pathetic weapon mas Exalted Sorceress: Sorcerer 38/Paladin 1/Monk 1 Created by: Christopher "cdaulepp" Aulepp Epic Character Builds Overlord: Torias Reformatted by HipMaestro & pals, 110912 "Mistress, they are coming! The Shroud leads his armies to your gate!" She turned from the pale bones that lay across her cluttered desk, annoyed by the interruption. She was so close! She had been deep in study for the better part of a week and had refused her head-of-staff entry into her sanctum despite his increasingly desperate wailing at the huge, oaken door. He had taken it upon himself to hire three rather large men to bash the door down as a final measure to gain her attention. She noticed he was still talking to her. "...demands your surrender to his unholy hordes!" "Really?" Her eyebrows arched to show some mild interest in recent developments. "Well then, I guess we had better speak to this...Shroud...you said? Yes, good idea. Go and bring him would you?" "He is HERE Mistress!" "Ah well, very good then, show him in." Just then, a giant of a man clad in smoldering black armor covered in cruel designs, strode into the room. Power glided in a wave before him. "You must be the reason for the delay in my studies." "I AM SHROUD, DESTROYER..." She waved her hand in his direction. He became a tiny black dog that yapped. "Ohh...very cute. Now, no more interruptions Cecil, or I will get very cross with you." She turned and resumed her study of the bones. "Find good homes for them would you?" She waved her hand in the direction of the window. He made to reply but was drowned out by the vast army of howling dogs that inexplicably now lay stretched across the sprawling fields surrounding his lady's keep. * * * The Exalted Sorceress is the embodiment of an epic spell caster. Not to be trifled with, she has focused her studies on the art of necromancy and specializes in death-like spells. She dislikes little dogs too. Sorcerer(38), Paladin(1), Monk(1), Human, Lawful Good STR: 12 DEX: 12 CON: 14 WIS: 8 INT: 14 CHA: 16 (30) 01: Sorcerer(1): Extend Spell, Expertise 02: Sorcerer(2) 03: Sorcerer(3): Improved Expertise 04: Sorcerer(4): CHA+1, (CHA=17) 05: Sorcerer(5) 06: Sorcerer(6): Empower Spell 07: Sorcerer(7) 08: Sorcerer(8): CHA+1, (CHA=18) 09: Sorcerer(9): Spell Focus: Necromancy 10: Sorcerer(10) 11: Sorcerer(11) 12: Sorcerer(12): CHA+1, Greater Spell Focus: Necromancy, (CHA=19) 13: Sorcerer(13) 14: Sorcerer(14) 15: Sorcerer(15): Maximize Spell 16: Sorcerer(16): CHA+1, (CHA=20) 17: Sorcerer(17) 18: Sorcerer(18): Still Spell 19: Sorcerer(19) 20: Paladin(1): CHA+1, (CHA=21) 21: Sorcerer(20): Combat Casting 22: Sorcerer(21) 23: Sorcerer(22) 24: Sorcerer(23): CHA+1, Epic Skill Focus: Discipline, Automatic Still Spell I, (CHA=22) 25: Sorcerer(24) 26: Sorcerer(25) 27: Sorcerer(26): Automatic Still Spell II, Automatic Still Spell III 28: Sorcerer(27): CHA+1, (CHA=23) 29: Sorcerer(28) 30: Sorcerer(29): Great Charisma I, Epic Spell Focus: Necromancy, (CHA=24) 31: Sorcerer(30) 32: Sorcerer(31): CHA+1, (CHA=25) 33: Sorcerer(32): Great Charisma II, Epic Spell: Epic Warding, (CHA=26) 34: Sorcerer(33) 35: Sorcerer(34) 36: Sorcerer(35): CHA+1, Great Charisma III, Epic Spell: Epic Mage Armor, (CHA=28) 37: Sorcerer(36) 38: Sorcerer(37) 39: Sorcerer(38): Great Charisma IV, Improved Combat Casting, (CHA=29) 40: Monk(1): CHA+1, (CHA=30) Hitpoints: 250 Saving Throws (Fortitude/Will/Reflex): 30/30/27 Saving Throw bonuses: Spells: +8 BAB: 20 AB (max, naked): 21 (melee), 21 (ranged) AC (naked/mundane armor/shield only): 19/30 Skillpoints: 217 Concentration 43(45), Discipline 43(54), Heal 3(2), Lore 43(45), Spellcraft 42(44), Tumble 43(44) 01: Concentration(4), Lore(4), Spellcraft(4), Save(8), 02: Concentration(1), Lore(1), Spellcraft(1), Save(10), 03: Concentration(1), Lore(1), Spellcraft(1), Save(12), 04: Concentration(1), Lore(1), Spellcraft(1), Save(14), 05: Concentration(1), Lore(1), Spellcraft(1), Save(16), 06: Concentration(1), Lore(1), Spellcraft(1), Save(18), 07: Concentration(1), Lore(1), Spellcraft(1), Save(20), 08: Concentration(1), Lore(1), Spellcraft(1), Save(22), 09: Concentration(1), Lore(1), Spellcraft(1), Save(24), 10: Concentration(1), Lore(1), Spellcraft(1), Save(26), 11: Concentration(1), Lore(1), Spellcraft(1), Save(28), 12: Concentration(1), Lore(1), Spellcraft(1), Save(30), 13: Concentration(1), Lore(1), Spellcraft(1), Save(32), 14: Concentration(1), Lore(1), Spellcraft(1), Save(34), 15: Concentration(1), Lore(1), Spellcraft(1), Save(36), 16: Concentration(1), Lore(1), Spellcraft(1), Save(38), 17: Concentration(1), Lore(1), Spellcraft(1), Save(40), 18: Concentration(1), Lore(1), Spellcraft(1), Save(42), 19: Concentration(1), Lore(1), Spellcraft(1), Save(44), 20: Concentration(1), Discipline(23), Lore(1), Save(24), 21: Concentration(1), Lore(1), Spellcraft(2), Save(25), 22: Concentration(1), Lore(1), Spellcraft(1), Save(27), 23: Concentration(1), Lore(1), Spellcraft(1), Save(29), 24: Concentration(1), Lore(1), Spellcraft(1), Save(31), 25: Concentration(1), Lore(1), Spellcraft(1), Save(33), 26: Concentration(1), Lore(1), Spellcraft(1), Save(35), 27: Concentration(1), Lore(1), Spellcraft(1), Save(37), 28: Concentration(1), Lore(1), Spellcraft(1), Save(39), 29: Concentration(1), Lore(1), Spellcraft(1), Save(41), 30: Concentration(1), Lore(1), Spellcraft(1), Save(43), 31: Concentration(1), Lore(1), Spellcraft(1), Save(45), 32: Concentration(1), Lore(1), Spellcraft(1), Save(47), 33: Concentration(1), Lore(1), Spellcraft(1), Save(49), 34: Concentration(1), Lore(1), Spellcraft(1), Save(51), 35: Concentration(1), Lore(1), Spellcraft(1), Save(53), 36: Concentration(1), Lore(1), Spellcraft(1), Save(55), 37: Concentration(1), Lore(1), Spellcraft(1), Save(57), 38: Concentration(1), Lore(1), Spellcraft(1), Save(59), 39: Concentration(1), Lore(1), Spellcraft(1), Save(61), 40: Concentration(1), Discipline(20), Heal(3), Lore(1), Tumble(43) Exalted Sorceress: Background, Analysis and Comments by Author Equipment Full Plate Tower shield Staff Spell casters have always ruled the world and the Exalted Sorceress perhaps rules the spell casters. She is the Queen Bee of the hive. The Exalted Sorceress has a very nice caster level of 38, letting her do full damage on almost all her spells. She can throw around Flame Arrows, Missile Storms, Ice Storms, or even Acid Arrows, doing tons of damage, but she really shines with necromancy spells, such as Wail of the Banshee, Horrid Wilting, and Negative Energy Burst. She also can call upon the Bigby line of spells to help disable her opponents with things like Bigby's Crushing Hand, Bigby's Forceful Hand, or Bigby's Grasping Hand. The Exalted Sorceress has very nice saving throws thanks to the Divine Grace she receives from being a Paladin. Her base saves are as follows: Fort 30, Ref 27, Will 30. The Exalted Sorceress has the potential to raise these statistics even further with access to magical equipment. She should seek out charisma boosting items because, for every two points boosted in charisma, the Exalted Sorceress' saving throws increase by 1. If you are looking for a character that is easy to play all the way throughout the build, then this might be your ticket. The Exalted Sorceress has one level of monk to help her maximize such skills as discipline and tumble, but, more importantly, she gains feats like Evasion. Evasion will allow her to take no damage from spells that allow a reflex save if she succeeds at her saving throw. With a base reflex score of 27 (naked) and her spellcraft bonus of +8, the Exalted Sorceress can reliably Evade most reflex saving throw spells. This is a very nice boost to her defense and allows her to not fear many Evocation spells that other wizards or sorcerers use. The Exalted Sorceress was built for Player vs. Player combat. She focused her training in casting spells while wearing Full Plate Armor. She is able to cast spells in armor without fear of spell failure and she is hard to knock down because she took Epic Skill Focus: Discipline. Only the most determined (and lucky) of opponents should be able to knock her down in battle. The Exalted Sorceress doesn't fight alone though. She has a level 38 aberration who fights at her side, whose gaze attack has a chance of knocking down the opponent. The Exalted Sorceress also balances hit points with spell casting power. She has a base hit point total of 250, with the potential of reaching over 490 hit points with items. This means that an opponent will have to cast three Isaac's Greater Missile Storms to kill her. The Exalted Sorceress also has the very potent Spell Mantles up. This allows her to absorb the first few incoming spells from an opponent. In a group, the Exalted Sorceress can stay in the back, raining death and destruction upon the enemy, while the lesser beings hack and slash the monsters up close. She also has the ability to spontaneously cast whatever spell is needed and is not bound by preparing her spells in advance like wizards do. This added bit of flexibility makes the Exalted Sorceress very tough. Against annoying melee opponents, the Exalted Sorceress has several defenses: Thanks to her Automatic Still Spell feats she can wear Full Plate Armor and use a Tower Shield She can enter Improved Expertise Mode and gain an additional 10 AC The Exalted Sorceress can cast Epic Mage Armor and raise her AC by 20 points She can reduce her opponents' damage by 50/+20 with Epic Warding Her opponents will miss half of the time because of Improved Invisibility The Exalted Sorceress' AC when fully buffed and without magical items, is a whopping 65 Combined, these factors make her very hard to hit! Any opponent striking the Exalted Sorceress will take reciprocal damage from Mestil's Acid Sheath, Elemental Shield, and Death Armor. Acid Sheath will do 1d6 + 76 damage. Elemental Shield will do 1d6 + 38 fire damage. Finally, Death Armor will do 1d4 + 38 sonic damage. Only ranged combat is truly safe against the Exalted Sorceress. But who needs defense when perhaps the easiest way to kill those Devastating Critical hitters is to disable them? Her best defense may just be her offense. The Exalted Sorceress can knock her opponents down (Bigby's Forceful Hand), grapple them (Bigby's Grasping Hand), or for those opponents who have immunity to knockdown and have Freedom of Movement, the Exalted Sorceress can stop them dead in their tracks with Bigby's Crushing Hand. The "cut-scene" effect of Crushing Hand will disable just about anybody. A disabled opponent is easy pickings for the Exalted Sorceress who can easily finish them off with her offensive spells. The Exalted Sorceress should seek out items that boost charisma, but she should also focus on acquiring good, magical armor and shield because these will boost her already high AC to levels that will make her invincible against melee opponents. Recommended Spells: Level 0: All cantrips Level 1: Mage Armor, Magic Missile, Protection from Alignment, Shield, Ray of Enfeeblement Level 2: Eagle's Splendor, Bull's Strength, Endurance, Death Armor, Melf's Acid Arrow Level 3: Haste, Vampiric Touch, Negative Energy Burst, Flame Arrow Level 4: Improved Invisibility, Ice Storm, Elemental Shield, Minor Globe of Invulnerability Level 5: Mestil's Acid Sheath, Energy Buffer, Firebrand, Lesser Mind Blank Level 6: Bigby's Forceful Hand, Isaac's Greater Missile Storm, True Seeing Level 7: Shadowshield, Spell Mantle, Bigby's Grasping Hand Level 8: Horrid Wilting, Greater Sanctuary, Sunburst Level 9: Mordenkainen's Disjunction, Bigby's Crushing Hand, Wail of the Banshee Damage Adept: Paladin 13/Weapon Master 5/Champion of Torm 22 This bad boy was built around the concept of delivering the most damage in one hit with a scythe. Created by uber-moderator Christian "Torias" Gillott, the damage adept is not someone you'd want to meet in a dark alley--or a bright alley, for that matter. Reformatted by HipMaestro & pals, 110911 Paladin(13), Weapon Master(5), Champion of Torm(22), Elf, Lawful Good STR: 13 DEX: 13 CON: 6 WIS: 12 INT: 13 CHA: 17 (29) 01: Paladin(1): Weapon Proficiency Exotic 02: Paladin(2) 03: Paladin(3): Weapon Focus: Scythe 04: Paladin(4): CHA+1, (CHA=18) 05: Paladin(5) 06: Paladin(6): Dodge 07: Paladin(7) 08: Champion of Torm(1): CHA+1, (CHA=19) 09: Champion of Torm(2): Mobility, Spring Attack 10: Champion of Torm(3) 11: Champion of Torm(4): Expertise 12: Champion of Torm(5): CHA+1, Whirlwind Attack, (CHA=20) 13: Weapon Master(1): Weapon of Choice: Scythe 14: Paladin(8) 15: Paladin(9): Power Attack 16: Weapon Master(2): CHA+1, (CHA=21) 17: Weapon Master(3) 18: Paladin(10): Divine Might 19: Weapon Master(4) 20: Weapon Master(5): CHA+1, (CHA=22) 21: Paladin(11): Great Charisma I, (CHA=23) 22: Paladin(12) 23: Paladin(13) 24: Champion of Torm(6): CHA+1, Great Charisma II, Improved Power Attack, (CHA=25) 25: Champion of Torm(7) 26: Champion of Torm(8): Great Smite I 27: Champion of Torm(9): Great Smite II 28: Champion of Torm(10): CHA+1, Great Smite III, (CHA=26) 29: Champion of Torm(11) 30: Champion of Torm(12): Great Smite IV 31: Champion of Torm(13) 32: Champion of Torm(14): CHA+1, Great Smite V, (CHA=27) 33: Champion of Torm(15): Great Smite VI 34: Champion of Torm(16) 35: Champion of Torm(17) 36: Champion of Torm(18): CHA+1, Great Smite VII, Great Smite VIII, (CHA=28) 37: Champion of Torm(19) 38: Champion of Torm(20) 39: Champion of Torm(21): Great Smite IX 40: Champion of Torm(22): CHA+1, Great Smite X, (CHA=29) Hitpoints: 320 Saving Throws (Fortitude/Will/Reflex): 40/36/42 Saving Throw bonuses: Mind Effects: +2 BAB: 30 AB (max, naked): 33 (melee), 31 (ranged) AC (naked/mundane armor/shield only): 15/26 Skillpoints: 129 Discipline 43(44), Heal 12(13), Intimidate 4(13), Persuade 26(35), Tumble 20(21) 01: Intimidate(2), Persuade(4), Tumble(2), 02: Persuade(1), Save(2), 03: Intimidate(1), Persuade(1), Tumble(1), 04: Persuade(1), Save(2), 05: Intimidate(1), Persuade(1), Tumble(1), 06: Persuade(1), Save(2), 07: Persuade(1), Tumble(1), Save(2), 08: Discipline(5), 09: Discipline(3), 10: Discipline(3), 11: Discipline(3), 12: Discipline(1), Tumble(1), 13: Discipline(1), Tumble(1), 14: Persuade(3), 15: Persuade(3), 16: Discipline(3), 17: Discipline(1), Tumble(1), 18: Persuade(3), 19: Discipline(2), Heal(1), 20: Discipline(1), Tumble(1), 21: Persuade(3), 22: Persuade(3), 23: Persuade(1), Tumble(1), 24: Discipline(3), 25: Discipline(2), Heal(1), 26: Discipline(1), Tumble(1), 27: Discipline(1), Tumble(1), 28: Discipline(1), Tumble(1), 29: Discipline(1), Tumble(1), 30: Discipline(1), Tumble(1), 31: Discipline(1), Heal(2), 32: Discipline(1), Heal(2), 33: Discipline(1), Tumble(1), 34: Discipline(1), Tumble(1), 35: Discipline(1), Tumble(1), 36: Discipline(1), Tumble(1), 37: Discipline(1), Tumble(1), 38: Discipline(1), Heal(2), 39: Discipline(1), Heal(2), 40: Discipline(1), Heal(2), Background, Analysis and Comments by Author Equipment Scythe Full Platemail This character does the most damage possible with a scythe when using Smite Evil and inflicting a critical hit at the same time. Here are the buffs, using no magical equipment and the following spells and special abilities: Divine Favour: +4 to Attack and Damage Eagle's Splendor: +2 Charisma (at least) Bull's Strength: +2 Strength (at least) Divine Might: +10 Damage Divine Wrath: +7 Attack and Damage (Improved by Epic CoT levels) Here is the minimum damage calculations for smite evil: 2 (Minimum Scythe Damage) + 3 (Strength Bonus * 1.5) + 4 (Divine Favour) + 10 (Divine Might) + 7 (Divine Wrath) + 385 (Smite Evil = 11 (Great Smite X) * 35 (Pal 13 + CoT 22)) ---------------------------------------- 411 Combined with a Critical Hit: 411 * 5 (Scythe *4 +1 Increased Crit Multiplier from Weapon Master) = 2055 Minimum Damage Now that's with no magical equipment at all. Magical Strength and Charisma Enhancing Equipment and a Magic Scythe can easily add another +20 base damage. Infernal Warrior: Fighter 8/Paladin 3/Blackguard 29 Warning: This build requires a permanent alignment change to Evil at level 12. Created by: Nicholas Foley Indispensable Edit Guy: Doug_G. Reformatted by HipMaestro & pals, 110914 It's not that he was squeamish of course. He fancied the taste of blood, but only when it was freshly wrung from the newly dead--a sign of victory and of complete domination over another. When blood cools, it tastes like a coppery mess. He was very hungry but that was because he waited too long. He brushed a small bit of flesh from his blackened armor, mildly annoyed that its luster had been compromised with the remains of the unworthy. Those still alive huddled in the corner, whimpering, eyes wide, jaws quivering in terror. Some clutched the dead to their breasts, silently wailing and rocking back and forth; some stared in catatonic terror at the blood and bone scattered over the floor. He sighed and dropped the severed hand he had been holding. He wasn't sure who it had belonged to. In fact, the whole tired scene was becoming boring. He returned to his horse and pale, shaking squire. "You were right lad, your family's inn was not to my liking. Let's push on shall we?" The Infernal Warrior is evil. A shard of absolute blackness dwells in his soul and cannot be removed. There is nothing so horrific than a Paladin who has fallen from grace. As a character, they are dark army unto themselves. They bring dark magic and fighting skills that are truly terrifying as you know they will be used for the ruin of order and civilization. Fighter(8), Paladin(3), Blackguard(29), Human, Lawful Good* (Lawful Evil from level 11 to level 40, per Hip 110914) STR: 16 (18) DEX: 10 CON: 14 WIS: 8 INT: 14 CHA: 14 (26) 01: Fighter(1): Toughness, Power Attack, Cleave 02: Fighter(2): Weapon Focus: Longsword 03: Fighter(3): Knockdown 04: Paladin(1): CHA+1, (CHA=15) 05: Paladin(2) 06: Paladin(3): Extra Turning 07: Fighter(4): Weapon Specialization: Longsword 08: Fighter(5): CHA+1, (CHA=16) 09: Fighter(6): Extra Smiting, Improved Critical: Longsword 10: Fighter(7) 11: Blackguard(1): *Alignment Change to Evil* 12: Blackguard(2): CHA+1, Divine Might, (CHA=17) 13: Blackguard(3) 14: Blackguard(4) 15: Blackguard(5): Divine Shield 16: Blackguard(6): CHA+1, (CHA=18) 17: Blackguard(7) 18: Blackguard(8): Improved Knockdown 19: Blackguard(9) 20: Blackguard(10): CHA+1, (CHA=19) 21: Fighter(8): Epic Weapon Focus: Longsword, Epic Weapon Specialization: Longsword 22: Blackguard(11) 23: Blackguard(12) 24: Blackguard(13): CHA+1, Great Charisma I, Armor Skin, (CHA=21) 25: Blackguard(14) 26: Blackguard(15) 27: Blackguard(16): Great Charisma II, Epic Fiendish Servant, (CHA=22) 28: Blackguard(17): CHA+1, (CHA=23) 29: Blackguard(18) 30: Blackguard(19): Great Charisma III, Epic Prowess, (CHA=24) 31: Blackguard(20) 32: Blackguard(21): CHA+1, (CHA=25) 33: Blackguard(22): Great Charisma IV, Great Smite I, (CHA=26) 34: Blackguard(23) 35: Blackguard(24) 36: Blackguard(25): STR+1, Improved Sneak Attack I, Improved Sneak Attack II, (STR=17) 37: Blackguard(26) 38: Blackguard(27) 39: Blackguard(28): Improved Sneak Attack III, Improved Sneak Attack IV 40: Blackguard(29): STR+1, (STR=18) Hitpoints: 520 Saving Throws (Fortitude/Will/Reflex): 43/31/32 Saving Throw bonuses: Spells: +4 BAB: 30 AB (max, naked): 38 (melee), 31 (ranged) AC (naked/mundane armor/shield only): 16/27 Alignment Changes: 1 Skillpoints: 215 Discipline 43(47), Hide 5(5), Persuade 39(47), Spellcraft 20(22), Taunt 43(51), Tumble 20(20) 01: Discipline(4), Hide(2), Spellcraft(2), Tumble(2), Save(4), 02: Discipline(1), Save(8), 03: Discipline(1), Hide(1), Spellcraft(1), Tumble(1), Save(6), 04: Discipline(1), Persuade(6), Save(4), 05: Discipline(1), Hide(1), Persuade(2), Spellcraft(1), Tumble(1), 06: Discipline(1), Persuade(1), Save(3), 07: Discipline(1), Hide(1), Spellcraft(1), Tumble(1), Save(1), 08: Discipline(1), Save(5), 09: Discipline(1), Spellcraft(1), Tumble(1), Save(5), 10: Discipline(1), Save(9), 11: Discipline(1), Persuade(5), Spellcraft(1), Taunt(4), Tumble(1), 12: Discipline(1), Persuade(1), Taunt(1), Save(2), 13: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 14: Discipline(1), Persuade(1), Taunt(1), Save(2), 15: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 16: Discipline(1), Persuade(1), Taunt(1), Save(2), 17: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 18: Discipline(1), Persuade(1), Taunt(1), Save(2), 19: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 20: Discipline(1), Persuade(1), Taunt(1), Save(2), 21: Discipline(1), Spellcraft(1), Tumble(1), Save(2), 22: Discipline(1), Persuade(2), Taunt(2), Save(2), 23: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 24: Discipline(1), Persuade(1), Taunt(1), Save(2), 25: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 26: Discipline(1), Persuade(1), Taunt(1), Save(2), 27: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 28: Discipline(1), Persuade(1), Taunt(1), Save(2), 29: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 30: Discipline(1), Persuade(1), Taunt(1), Save(2), 31: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 32: Discipline(1), Persuade(1), Taunt(1), Save(2), 33: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 34: Discipline(1), Persuade(1), Taunt(1), Save(2), 35: Discipline(1), Persuade(1), Spellcraft(1), Taunt(1), Tumble(1), 36: Discipline(1), Persuade(1), Taunt(1), Save(2), 37: Discipline(1), Spellcraft(1), Taunt(2), Tumble(1), 38: Discipline(1), Taunt(4), 39: Discipline(1), Taunt(4), 40: Discipline(1), Taunt(4), Background, Analysis and Comments by Author Equipment Longsword Tower Shield Full Plate Special note from the author: The idea and a stellar example of an Infernal Warrior in history came from real-life ghoulish historical figure Gilles de Rais whose exploits are so heinous that they must be read to be believed. A devoted Catholic for all but the last portion of is life (where he attempted to sell his soul to Satan), he would be labeled a serial killer in this day and age. Key Advantages Against non-critical immune foes, the Infernal Warrior is deadly with a base damage of 1-8+10, +8 divine damage from Divine Might, and +13d6 Sneak Attack. When fighting against Undead, the Infernal Warrior has a strong Turn Undead--an impressive 17 uses a day! The Infernal Warrior can strike fear (and more) into the forces of good 3 times a day, with Smite Good that gives +8 attack and +58 damage. Evil critters shouldn't get too comfortable either, since the Infernal Warrior also gets to Smite Evil 3 times a day, for +8 attack and +6 damage. Let's not forget the Infernal Warrior's fall from grace has brought him an Epic Vrock to summon at will--a level 25 warrior with 28 AC, 375 HP, +32/27/22/17 Attack Bonus, 1-8+7 damage, and both Damage Resistance and Damage Reduction. Defensively, the Infernal Warrior is no slouch, with 520 HP and 27 AC wearing Full Plate and a Tower Shield, and 35 AC using Divine Shield. The Infernal Warrior isn't going to be walked over by casters either with a 47 Fortitude, 36 Reflex and 35 Will saves. Overall, the Infernal Warrior is balanced and effective against many different types of foes, whether he's fighting a jealous Necromancer's undead, or just having some fun laughing in the face of a stricken Paladin--which isn't to say he can't sweet talk when he needs a temporary ally or just wants to get by the gate of a city to plunder it. Whirling Death: Bard 23/RDD 10/Weapon Master 7 The Whirling Death is a most fearsome opponent, especially when she is outnumbered. Created by uber-moderator Christian "Torias" Gillott, this character has been built to maximize the odds of getting critical hits and doing massive damage against multiple melee opponents in a round. Reformatted by HipMaestro & pals, 110914 Bard(23), Red Dragon Disciple(10), Weapon Master(7), Elf, Any Non-Lawful STR: 15 (26) DEX: 16 (23) CON: 12 (14) WIS: 8 INT: 12 (14) CHA: 14 (16) 01: Bard(1): Dodge 02: Bard(2) 03: Bard(3): Weapon Focus: Rapier 04: Bard(4): DEX+1, (DEX=17) 05: Bard(5) 06: Red Dragon Disciple(1): Mobility 07: Red Dragon Disciple(2): (STR=17) 08: Red Dragon Disciple(3): DEX+1, (DEX=18) 09: Red Dragon Disciple(4): Spring Attack, (STR=19) 10: Red Dragon Disciple(5) 11: Red Dragon Disciple(6) 12: Red Dragon Disciple(7): DEX+1, Power Attack, (DEX=19), (CON=14) 13: Red Dragon Disciple(8) 14: Red Dragon Disciple(9): (INT=14) 15: Red Dragon Disciple(10): Expertise, (STR=23), (CHA=16) 16: Bard(6): DEX+1, (DEX=20) 17: Bard(7) 18: Bard(8): Whirlwind Attack 19: Weapon Master(1): Weapon of Choice: Rapier 20: Weapon Master(2): DEX+1, (DEX=21) 21: Weapon Master(3): Improved Critical: Rapier 22: Weapon Master(4) 23: Weapon Master(5) 24: Weapon Master(6): DEX+1, Cleave, (DEX=22) 25: Weapon Master(7) 26: Bard(9) 27: Bard(10): Great Cleave 28: Bard(11): DEX+1, (DEX=23) 29: Bard(12) 30: Bard(13): Improved Whirlwind Attack 31: Bard(14) 32: Bard(15): STR+1, (STR=24) 33: Bard(16): Overwhelming Critical: Rapier 34: Bard(17) 35: Bard(18) 36: Bard(19): STR+1, Devastating Critical: Rapier, (STR=25) 37: Bard(20) 38: Bard(21) 39: Bard(22): Epic Weapon Focus: Rapier 40: Bard(23): STR+1, Curse Song, (STR=26) Hitpoints: 372 Saving Throws (Fortitude/Will/Reflex): 21/22/28 Saving Throw bonuses: Mind Effects: +2 BAB: 25 AB (max, naked): 37 (melee), 31 (ranged) AC (naked/mundane armor/shield only): 28/33 Skillpoints: 207 Discipline 43(51), Intimidate 4(7), Lore 30(55), Perform 43(46), Persuade 43(46), Tumble 40(46) 01: Discipline(4), Intimidate(2), Lore(4), Perform(4), Persuade(4), 02: Discipline(1), Lore(1), Perform(1), Persuade(1), Save(1), 03: Discipline(1), Intimidate(1), Lore(1), Perform(1), Persuade(1), 04: Discipline(1), Lore(1), Perform(1), Persuade(1), Save(1), 05: Discipline(1), Intimidate(1), Lore(1), Perform(1), Persuade(1), 06: Discipline(1), Lore(1), Persuade(1), 07: Discipline(1), Lore(1), Persuade(1), 08: Discipline(1), Lore(1), Persuade(1), 09: Discipline(1), Lore(1), Persuade(1), 10: Discipline(1), Lore(1), Persuade(1), 11: Discipline(1), Lore(1), Persuade(1), 12: Discipline(1), Lore(1), Persuade(1), 13: Discipline(1), Lore(1), Persuade(1), 14: Discipline(1), Lore(1), Persuade(1), 15: Discipline(1), Lore(1), Persuade(1), Save(1), 16: Discipline(1), Lore(1), Perform(3), Persuade(1), Tumble(1), 17: Discipline(1), Lore(1), Perform(3), Persuade(1), 18: Discipline(1), Lore(1), Perform(3), Persuade(1), 19: Discipline(1), Lore(1), Save(2), 20: Discipline(1), Lore(1), Save(4), 21: Discipline(1), Lore(1), Save(6), 22: Discipline(1), Lore(1), Save(8), 23: Discipline(1), Lore(1), Save(10), 24: Discipline(1), Lore(1), Save(12), 25: Discipline(1), Lore(1), Save(14), 26: Discipline(1), Lore(1), Perform(12), Persuade(6), 27: Discipline(1), Lore(1), Perform(1), Persuade(3), 28: Discipline(1), Perform(1), Persuade(1), Tumble(3), 29: Discipline(1), Perform(1), Persuade(1), Tumble(3), 30: Discipline(1), Perform(1), Persuade(1), Tumble(3), 31: Discipline(1), Perform(1), Persuade(1), Tumble(3), 32: Discipline(1), Perform(1), Persuade(1), Tumble(3), 33: Discipline(1), Perform(1), Persuade(1), Tumble(3), 34: Discipline(1), Perform(1), Persuade(1), Tumble(3), 35: Discipline(1), Perform(1), Persuade(1), Tumble(3), 36: Discipline(1), Perform(1), Persuade(1), Tumble(3), 37: Discipline(1), Perform(1), Persuade(1), Tumble(3), 38: Discipline(1), Perform(1), Persuade(1), Tumble(3), 39: Discipline(1), Perform(1), Persuade(1), Tumble(3), 40: Discipline(1), Perform(1), Persuade(1), Tumble(3), Background, Analysis and Comments by Author Equipment Rapier Leather Armour Key Spells Known Bull's Strength Cat's Grace Haste Keen Edge Improved Invisibility War Cry Dirge Whirling Death has the spell casting and bard song of a level 23 bard, incredibly good stats, Devastating Critical, and Improved Whirlwind Attack. She is also a Rapier Master. With a normal non-magical rapier, the character would have the critical stats of 13-20 / x3. If they have a keen rapier, the critical stats are 10-20 / x3. This means that each attack has a 55% chance of threatening a critical hit. Combined with Improved Whirlwind Attack, Whirling Death can reign devastation down upon every opponent within 10 feet for a truly spectacular amount of damage. She should be able to kill approximately 40% of the crit vulnerable enemies that are within 10 feet of her, each and every turn.
提供增强版以及经典版的完整本地化补丁,包含游戏本体及两个DLC的本地化内容。该本地化补丁基于1.70社区俄语版文本制作,并参考了1С 1.66版本进行编辑。多项修复与调整,几乎所有界面文本均已修改,包括严重修复僧侣和吟游诗人的闪避漏洞。 由Lord_Draconis对技能和能力名称进行全局编辑。 摒弃90年代及21世纪初的盗版翻译规范。 根据D&D系统修改名称。 职业:战士(Fighter)、牧师、巡林客、术士(Sorcerer)、游荡者(Rogue)。 种族:矮人(dwarf)、侏儒(gnome)、半身人。字体支持字母ё,并且在高分辨率下可缩放正常显示。 语音本地化包含1С+Triada的配音。 2020年游戏更新(8193.14版本)增加了设置调整功能和新字体,但这些内容深度嵌入系统,无法进行翻译,因此部分文字不得不恢复为英文,以确保设置界面正常显示。但游戏内按钮上的部分文字也恢复为了英文。开发者可能会在未来对这些文本进行正确处理并单独设置字体。(欧洲语言字符也存在类似问题,但使用较少且不太明显。问题在于他们添加了矢量字体ProggyCleanTT,该字体支持Unicode Utf8编码,而游戏文本却采用ANSI编码。)此问题已在游戏版本8193中修复。如果您使用的不是测试版,请勾选。 【修复了《无冬之夜》8193.14版本的文本显示问题。(对于版本号<=8193.13及>=8193.21的用户,可以关闭此修复)】 2021年游戏更新(8193.21及更高版本) 从8193.21版本开始,由于开发者对字体进行了更改,游戏将使用新字体,部分玩家可能会不适应。关于新版本中聊天功能异常的问题及修复方法,说明如下。部分模块描述文本目前无法翻译,等待开发者修复。补充信息 俄语本地化文件为tlk格式,可从其他位置读取。 优先级: 1. Steam创意工坊 2. 文档文件夹C: Users 用户名 Documents Neverwinter Nights override 3. 游戏文件夹lang en data(通过安装程序位于此处) 修复自83.8193.22版本起聊天文本输入和模块描述的问题。 在文档中的设置文件settings.tml(用文本编辑器打开)中,将此处设置为cp1251 [game.语言] 代码页 = "cp1251" 代替 "" 可能会将此设置添加到游戏中。 在83.8193.29版本中,游戏设置中已添加此选项。 游戏 > 高级 > 游戏语言代码页 设置为 cp1251 模块(DLC)翻译 管理员 Lord_Draconis



《无冬之夜:增强版》非NIT工具模组安装指南 本指南将介绍一系列模组和设置,以提升《无冬之夜:增强版》的画面表现。记得在设置中开启卡通着色器,这能让游戏画面更加出色! 用户界面 武器增强型大型盾牌 增强型重型十字弩 环境MervySh增强:普通宝箱 MervySh增强:壁橱与武器架 EE UHD安全光照热修复 覆盖锻造 PBR高清覆盖纹理 - 夺心魔室内 PBR替代纹理 - 城堡室内PBR高清覆盖纹理 - 幽暗地域 PBR高清覆盖纹理 - 海洞 PBR高清覆盖纹理 - 沙漠 带精美地图的海岸沙子和草地纹理(PBR) PBR高清覆盖纹理 - 卓尔精灵室内 动画 过场动画 玩家PBR高清皮肤法术纹理



A comprehensive guide to building and playing a character through the Expansion Campaigns, on Very Difficult, with no Henchmen. INTRO Hello to another corner of the internet where nwn people hang out! Brief backstory: I’m a long time nwn 1 player [online that is, my handle is theflyingrodent] that a couple of years ago decided to revisit the single player campaigns, on Very Difficult and without henchmen for some challenge. I mucked around with a few types of characters that I thought would perform well in these scenarios [battle clerics, monks, mages, etc.], and eventually settled on what I feel to be the most ‘optimised’ type of character for the Single Player Campaigns: A Melee Mage! I recently went back and played through the 3 campaigns again on NWN EE [in part to see if the two games had any mechanical differences, which they don’t, as well as to check out the new visuals], and figured I’d share this build with you guys on the subreddit. The Original Campaign and Expansion Campaigns each have their own slightly different build [Human for OC with Monk, Dwarf for Expansions with Assassin], but the concept for each is basically the same. I’ve previously posted this build in its’ entirety on the Nwn ECB Guild forums, which includes a comprehensive build and play through guide. https://www.tapatalk.com/groups/nwnecbguild/bearded-battlewitch-sou-hotu-wizard-23-fighter-4-a-t2354620.html Rather than completely repost what I put on the ECB GUILD forum, I figured I’d post a little summary of the build here, as well as a little description of what it does and why I think it’s a rather nice build for the campaigns. Would still recommend people read the link either way though! It’s assumed that the player is using all the extra spells from HotU, as is the case with someone who’s playing SoU via NWN EE. BUILD INFO SUMMARY Full Build info, including Spell list, in link above. Dwarf, Any Evil. STR 16 [18], DEX 12, CON 16, WIS 8, INT 16 [22], CHA 6. First 2 points onto Strength, the rest onto Intelligence [including one Great Int feat at the end]. Dwarves are a bit tankier than Humans [extra Con and saves vs Spells], which is helpful for the start of SoU. Illusion Specialised School, for an Extra Slot at each level. Does remove Sleep [and other Enchantment spells] as a Level 1 spell, but given Wands of Sleep are relatively easy to find, the fact that the character will spend a lot of time fighting in Heavy Armour at early levels, and the silliness that is Bigby Hands at later levels, this isn’t an issue. [/b]First Level[/b] Wizard, then Fighter at Level 2 for proficiencies. Levels 3-16 Wizard. Should end HoTU at ~ Level 13, with Wizard 12 Fighter 1. Level 17 Fighter. Levels 18-21 Wizard. Level 22 Assassin. Purely a Tumble dump. Assassin is the only Prestige Class [i.e. Class that doesn’t cause an XP penalty] that offers Tumble as a skill, other than Harper Scout [which requires loads of feats to take]. Level 23-24 Fighter. Weapon Spec and Epic Weapon Spec at level 24! Level 25-28 Wizard. Epic Mage Armour at 27 means a decent final AC figure even when wearing Robes, particularly when combined with Bigby's Interposing Hand and Negative Energy burst [which combined result in about -13 AB for single opponents]. Feats: Power Attack [1], Weapon Focus Halberd [2], Cleave [3], Knockdown + Extend Spell [6], Maximise Spell [9], Empower Spell [11], SF Necromancy [12], Improved Critical Halberd [15], GSF Necromancy [16], Improved Knockdown [17], Craft Wand [18], Epic Weapon Focus Halberd [21], Weapon Spec. + Epic Weapon Spec. Halberd [24], ESF Necromancy [25], Epic Mage Armour [27], Great Intelligence I [28]. Skills: Pretty tricky to balance. The build has to juggle a lot of skills, and the level order’s a bit fiddly. Recommend consulting the link for this one. Basically: Concentration Maxed throughout. Persuade 2 Cross class at level 1 [for some early quests]. Heal up to 20ish. Lore 8 early, a few more points after 22. Search cross class up to 9 [for Undermountain]. Hide/Move Silently 8 Cross Class at level 21. Tumble 25 at level 22. Spellcraft 27 at level 27. WHAT IS THIS BUILD AND WHY SHOULD I PLAY IT? In a nutshell, this build is a Mage sprinkled with some combat proficiencies, skills and feats. It plays more like a Battle Cleric than a traditional spellcaster Mage, in that most of the build’s offense comes from melee, rather than Damage/Disabling spells [although it does have the option to use those, being a Mage]. However! Unlike a battle Cleric, it doesn’t have ‘as many’ buffs that it has to cast upon waking up, it gets Haste/Improved Invisibility early, and it doesn’t have to continually cast Short-Term Attack spells [Divine Favour/Power etc.] every minute or so to keep its’ damage and AB numbers up. Which means it suffers less from the buff micromanagement syndrome than battle clerics do [and thus IMO is a lot more fun to play!]. It also, despite being so Wizard heavy, has enough consistent AB to hit everything that it needs to [mainly thanks to ability/weapon buffs staying ahead of the AC curve], and has Cleave to make up for the lack of Base Attacks/Round. Compared to the OC: There’s next to no high AC enemies in SoU, and AB throughout is almost never a problem. In HoTU, it can be a ‘bit’ of an issue, but can be complemented with True Strikes/Darkness/Bigby Hands/etc. By Chapter 3, making a +10 Superweapon easily quams any AB woes, and the build gets some pretty incredible all round AB/AC/Ability stats in addition to having Level 9 Arcane Spells. HOW TO PLAY IN A NUTSHELL From this point, thar be spoilers. SoU has IMO the most difficult Single Player Campaign of the 3 NWN Campaigns, and HoTU has the most toys to play with (in terms of items and class-oriented tools). Rather than regurgitate the link here I’ll just do little summaries of each game, and point to the link where I think would be appropriate [which is just about in every Chapter]. SoU Overview: You have to fight things from level 1. Like, proper fight things, unlike the OC [where the enemies are pretty tame]. You have: Ray of Frost, Faerie Dragon Improved Invisibility [for 1 minute], Colour Spray, Mage Armour, Shield, Power Attack, True Strike, and a Dagger. Get creative, and save lots. Check the link out for more of a walkthrough. Once you’re in Town, buy a Halberd and Splint Mail. Unequip Splint Mail to buff, put back on when running in to fight. Maybe quickbar Armour to make things easy. Stick to using Splint Mail until you’re level 11 Wizard [i.e. Level 12]; Bigby’s Forceful Hand is enough of an excuse to switch to using Robes. Use Faerie Dragon familiar for Improved Invis buffs where possible, and at Level 6, switch out your familiar for a Pixie [personal lockpick!]. Do this by possessing it, and casting the spell on yourself. Details in the link. Good Long-Term Buffs to learn are: Light, Mage Armour, Magic Weapon [up to level 6 Wizard], Protection from Alignment [Evil], Shield [Extended where possible], Bull’s Strength, Flame Weapon, Ghostly Visage [Extended where possible], Greater Magic Weapon [from level 6 wizard onwards]. Ghostly Visage is the most important spell on this list, so prioritise this over others! After this: everything else should be normal/extended Expeditious Retreat and Haste. Running is fun. Item list in link [focus on Regen/Resistance/Immunity items, as you can get AC from spells]. Gold and Items are more scarce in SoU than in the OC, so spend your money wisely. Again, details in link! For the Interlude: Part 1 and 2 can be tricky. Details in link. Part 3: Shifting Sands Boots! Perma Haste is fun. Ditch Expeditious Retreat spells for more buffs [True Strike, Ultravision, Cat’s Grace, Endurance], ditch Haste spells for some AoE spells [Darkness mainly, as you can cast this in Armour!]. Check the link for a sneaky method of taking out the Formian Queen, should you choose to try and fight her. Save before running through the portal. For Chapter 2: You’ll have to run to the centre of the map to rest, which is a little annoying. From there, this chapter’s pretty straight forward and fun. Switch to Robes once Forceful Hand becomes available, and use it to level just about any boss creature you come across. Details in link! HotU Overview: You beat Heurodis! Yeah! Aaaaand you lost all your stuff. Using little more than Weapon/Haste/Ability Buffs, a Dagger, Darkness, and ‘maybe’ IGMS, you ‘should’ be able to kill all the Drow you see in the first fight. Aim for this anyway, as they are together worth about a level of experience. Go buy some gear in town, then it’s dungeon crawling time in one of the most awesome DnD Dungeons ever. Set up a Bindstone in Waterdeep to sell your stuff as you go. Boots of Speed are found somewhere near the end of the Chapter. Details in link! Chapter 2 can be tricky if unprepared. Recommend reading the link [again]. Recommended Play Order: Strange Town/Shaori’s Fell, Maker’s Sanctum, Beholder Cave, Illithid, Undead Castle. You should by this point have a nice armory to fight with. This includes [most likely] a Dragon’s Breath Halberd or Talona’s Strike [buffed with Flame Weapon and Greater Magic Weapon to +5] and Level 8 Arcane Spells. Melee, Bigby Hands, IGMS, Evards and Damage Shields should solve most problems. Craft Wand is nice for making Evards and Lesser Spell Breach wands, for backup spell reserves. Apart from this, one area that deserves a special mention is the Spider Cave, which disables all magic … exactly what this build hates! This build can circumvent this problem by [temporarily] summoning an Elemental and Familiar, and trailing along behind them until you reach the secret door and disable the obelisk. Other than this, be sure NOT to head back to town after you’ve headed West, so that you can complete all the areas before the town gets attacked. Details in link on how to handle the final fights. Chapter 3 is the Shiny Toy Parade. Check the link for specifics. Pretty straight forward other than the fight with Grimgnaw and Mephistopheles. CONCLUSION Basically: This build gets a ridiculous amount of tools to use to tackle problems thrown at you in the campaigns [melee for long fights, spells for tricky fights, rogue familiar and flame weapon for negotiating the million locks that you’ll encounter, etc.]. It requires a little knowledge of Arcane Spells, but not ‘that’ much beyond a few buffs and a handful of offensive spells. If you’re looking for something different to run through the Expansion campaigns, you should totally give this build a try! :D



Found a better (more complete) guide here: https://www.steamah.com/neverwinter-nights-enhanced-edition-100-achievement-guide/ Original Campaign - Epilogue Graduate with Bloody HonoursComplete the chapter. Original Campaign - Chapter 1 Fair Weather HenchmenComplete all henchman quests in chapter 1. Burn BabyI don't know what the other requirements might be, but it triggered after lighting a plague victim pyre with a torch for me. Neverwinter Crypt RaiderFind all the tombs of Halueth Never for Oleff. These Swords are Poorly BalancedKill the flying swords in the Blacklake Never's Crypt before hitting level 8. Deal or No DealIn Helm's Hold, release or banish the demon Chaohinon. Silence the WailingComplete chapter 1. Original Campaign - Chapter 2 Tower Frozen in TimeInterrogate Karlat Jhareg, Clint Jhareg, and Belial before passing judgement. No Teen Wolves HereComplete the werewolf-hunting quest. Hoard Mode100% complete 'Bounty Hunt' and 'The Serpent Gems' and find all the crystal objects during 'Mutamin's Challenge'. I missed turning in the fifth ear because the quest-giver suddenly starts raving on about his kidnapped daughter... No Cult Stone Left UnkilledHave to return 3 cult assassin notes and then Relmar's Journal? The problem is certain 2 pieces of evidence are enough to make this quest skip you ahead to Luskan. Have to turn in the 'smaller' clues first to avoid hitting the threshold too early... Not Just In It For The PaychequeComplete all companion quests in chapter 2. An axe for Daelan is easy to miss (it's in Mutamin's dungeon). You Can't Just Keep a BabyAt the end of chapter 2, atop the tower, you'll find a baby. This achievement will unlock by doing nothing, keeping the baby in your inventory into chapter 3. You can also get this achievement by keeping Nora Blake's baby in Shadows of Undrentide. New Servant of EvilComplete chapter 2. Original Campaign - Chapter 3 Law and RolganGet Rolgan aquitted with a 5 votes for. Here's how: http://wiki.davelevy.info/nwn-rolgans-trial/ It's Not An OcarinaGet help from both the dwarves and the elves to restore The Amulet of Ages. No Jewelry for Me!Defeat the white dragon without the amulet. Ride or Die HenchmenComplete all companion quests in chapter 3. Dragons are Friends Not FodderHelp Akulatraxas and Gorgotha. Words Have PowerComplete chapter 3. Original Campaign - Chapter 4 You Are a Weapon of Mass DestructionComplete 'Neverwinter Under Siege'. A Paladin's PenanceTalk Aribeth down. Can probably be done with very high persuasion checks, I kept her ring from chapter 2 to convince her. A Paladin PerishesFight Aribeth. Morag is No MoreComplete chapter 4. Hardcore MoragDefeat Morag at least on D & D Hardcore difficulty. Shadows of Undrentide Extra PrestigiousUnlock one of these prestige classes: Arcane Archer, Assassin, Blackguard, Harper Scout, Shadowdancer. Undrentide Under RubbleWin. Hardcore HeurodisDefeat the final boss on at least difficulty 3 of the 4 available. Hordes of the Underdark Even More PrestigiousUnlock one of these classes: Pale Master, Shifter, Weapon Master, Champion of Torm, Red Dragon Disciple, Dwarven Defender. Mephisto-FallenWin. Hardcore MephistophelesWin on difficulty 3, at least. That Baby Does NOT Go TherePut Nora Blake's baby (export a character with the baby in inventory, be sure to retrieve your old gear from the drow camp) into a beholder bridge control panel. Misc. That Went Well...Die. Level 10Obvious. Level 20Same. I think this is hard to do in the original campaign actually without grinding infinite spawns or the like. Level 40 Multifaceted HeroLevel 3 different classes. How PrestigiousLevel a prestige class. How Prestigious x5Be level 5 of a prestige class. Top of Your ClassBecome epic in one class. Level 21 if single-classed, 10 + 11 with a prestige one. There Are Too Many People In This HallwayHave 3 things following you around. Easy with a magic user - summon your familiar, any summoned creature, and have a henchman. No Workers CompKill one of your followers/summons. Arcana: Epic EditionGet one of the epic spells. Bigby's Thesaurus HandGet all the 'Bigby' spells. I also needed to equip them all and rest for the achievement to pop. Jingle, Jangle, Sell Another BangleAmass 100k gold. Don't Believe His LiesLevel the bluff skill to 15 I think. Or maybe it was 10? Dunk the MonkHave a high tumble skill.












