NEVERWINTER NIGHTS GAME GUIDE
For the PC CD ROM.
Neverwinter Nights Guide and FAQ, written, and edited by Lyte It Up 420
Feel free to contact me for anything at Steveuo_die@yahoo.com
Website-www.geocities.com/steveuo_die
CHAPTER I
City Core
----------------
You start off in the sanctuarium, theres nothing much to do here but
talk to the people you just met in the previous section. You can persuade
the nurses to tell you some information about Desther and his helmilles, which
they showed up soon after the plague hit.
Head north to the hall of justice and meet Aribeth. Learn some more about
the plague and receive the stone of recall. Before leaving go to the door
directly across from where you came in, on the right. Its the only other
door that isn't
locked.
In here talk to olef and get a quest (you might need to use persuasion to
get the quest) Collect items and go back out and you can choose to hire a
thief (you may want to wait till you get all the other choices)
As soon as you exit Bethony comes running up, if you help her then you get
another quest, more on this in the quest section.
In moonstone mas (you can see sign on map) Gills can give you an alternative
to the Olef quest, if you want to be an evil alignment. I kept Olef's quest
so I don't know anything about it. Also in moonstone mas, ophala the owner
will give you a quest if you can persuade her to, again look at the quest
section.(you do not need to persuade her to actually get the quest, you can
acquire it later on)
In shining knights arms and armor, if you talk to the shopkeeper about
rare items he will give you a key to the back room where a dwarf will make
rare and magic items if you bring him combinations of jewels and magic items.
He also gives you a book that lists all the possible combinations.
In trade of blades you can now hire basically any class you want. Personally
I chose the bard, because she has every skill, especially the helpful attack
and defense bonus songs, as well as pick locks and melee. You get two quests
as you hire a mercenary, one just tells you the basic rules and what happens
when your merc dies(you can never complete this), another is the story of
your merc, each merc has a different background story and will eventually
tell you the whole thing leading to a quest.(you need to be lvl 5+ before
they will tell you the whole story and the quest goals become clear)When you
picked your merc you can buy a ticket for the gauntlet, a fighting pit type
thing for 50 gold, the gauntlet is
located in black lake.(more info in quest section)
You can now go around exploring the town, picking up odds and ends, please
keep in mind you have many choices ahead of you right now, you can head to
blacklake, you need to collect all four components for the cure, as well as
the four tombs if you accepted either the good or bad artifacts quest.
I suggest the Peninsula District first because it has the book that tells
you the locations for the temples (look at artifacts quest) even though in
my opinion it had the hardest boss. Remember you can do the districts in any
order and complete the quests in any order but I will list them in the order
of "easiest" to "hardest".
Peninsula District
------------------------
There isn't much to do here, the guards tell you to report to the person in
charge, which is on the other side of the district. You don't really need
to do this as she just tells you the blatantly obvious, and you can get the
quest completed and pass on without visiting her.
Your goal here is to get inside the prison and stop the revolt. There are
two ways to do this, one you can go through the underground tunnels directly
into the prison, and another way is to go into the sewer system kill the gang
of thugs and retrieve the key to the front door. Each involves a quest which
isnt listed at the bottom because its basically just your access
of getting in and no thought is involved.
To be able to access the underground tunnels you need to talk to one of the
two servants of the queen. They will tell you that a key is hidden under the
mat and that they want you to check and make sure she's ok. The girl who tells
you this is on the west side, and the man is somewhere near the middle north-eastern
part. I suggest going to the girl on the west side because that is where the
tomb that Olef/Gil gave you (see quest section below for more information)
Once you get in the prison you can choose to release a guard that is in one
of the cells, you don't gain any experience or quests but he tells you what
is going on. Make your way to the second floor, collecting items if you want
and a man will whisper for you to follow him.
You may be hesitant but don't worry, he will tell you more about what is going
on and describes the basic layout of the prison. Again just explore the level
and head downstairs.
This is the final floor of this dungeon and when you get to the end (a lot
of locked doors) you see the chief of the prison run downstairs leaving an
orc to kill you.
Mini-Boss: Orc
This guy packs quite a punch. Just keep using healing potions if you need
to and he will eventually give up. If you have a lot of trouble you might
want to consider wandering the peninsula and trying to level up.
Once he gives up you can kill him, get some more information and then kill
him, or get some information and let him go. Choice is totally up to you.
No matter what you choose you can now head downstairs and prepare yourself
for a most annoying boss fight.
Boss-Mind Eater
Definatly the most annoying boss in the first chapter, once you go downstairs
the head of the guard will attack you. He blabbers on as you fight hits very
hard and has a decent amount of life. After he falls a little bug thing will
pop out and attack you. Do as much damage as you can before it runs to a nearby
body and jumpsin.
You now have to go through the process of killing all these guards, fighting
the bug in-between, and each time he comes out of a body his life is completely
restored! There are maybe 4 or 5 bodies for him to take, and when he runs
out of places to run he will finally fight you. He hits just as hard as the
guard captain, and has a little bit more life. After you kill him take the
1/4th cure and use your stone of recall to go back to
the hall of hero's. You can give the 1/4th cure to her and you will get some
gold and experience, you can also give the artifact to whoever you accepted
the quest from.
Strategy hint by Kev:
You can also persuade the guards down here to leave before fighting the brain
eater, therefore giving him no place to run, you can do it with little persuade
and it makes the fight a lot easier.
Beggars Nest
-------------------
Next head to Beggars Nest, where they inform you that the dead are rising
from their grave. The entire district is packed with zombies and the like,
so stay on your toes.
Your ultimate goal here is to stop the zombie infestation. Again there are
two ways to do this, one is shorter and the other longer. You can also do
both ways if you want to fight more and get a lot of experience.
Head to the inn to gain more information and quests. Go meet with the two
people the person in charge instructed you to, to gain the information and
item needed for each of the two ways. Jemanie will also give a quest.
Now you can either go in the secret clan's hideout (long way) or the factory
(short way). They all lead to the same thing and each have a mini boss along
the way. You can go through the clan's hideout and instead of going out into
the cemetery continue the other way to go through the factory part if you
want to do both ways for experience, but you cannot go through the factory
and do both, because you
will encounter a barred door.
Either way you go you will encounter a similar mini boss, either the leader
of the gang of thieves, or the leader of the mysterious clan. These guys can
be annoying, and all depends on luck of the dice. They can disarm and knockdown
so it can really be aggravating. They also hit pretty hard and if I remember
correctly the head of the cult can cast spells.
Eventually you'll come to the Graveyard where you can enter a tomb to get
the 2nd artifact (see quests) and then enter Warrens of the damned. If you
look around enough before approaching this boss you learn that you must break
the alter across from him to weaken his golems power.
There are a lot of traps so be careful, you'll also find the body of Jemanie's
brother, and eventually you'll meet up with...
Boss-Gulnan
This is the creature that gave the gang's boss the power to summon the dead.
She is also what the mysterious clan is worshipping. Make sure you break the
alter first (right click smash) or when she summons her minion he will kill
you very easily. Without the alter giving her power she is pretty much an
easy boss to fight, heal if you need to and loot another 1/4th of the cure.
Now a lot of your quests are done, you can go back to the inn to get a reward,
and return the information to Jemanie and Krestal, and do any quests you want
to finish in this sector then head back and give the 1/4th cure to her in
the hall of champions.
Dock District
------------------
This is where things get interesting. Instead of just entering and killing,
you start getting more stories. The gate guards inform you that this part
of the city is run by muggers and thieves and pirates. I suggest you make
sure you go around the entire place getting their coins because you can trade
them for magic items a little later.
Make sure you go on the big boat and kill the pirates to get a uniform. Also
note that the "locked house" has two entrances, back and front,
both having different items to get. In the front entrance you'll find a key,
which you can use to get
into the pirates hideout.
When your done exploring head for the tavern where the auction is supposed
to be held where you can get drunk with a pirate, and buy some items from
the auctioneer, also trade for the special coins.
Now go into the back room and either persuade or pay off the guy guarding
the door, don't worry about the key you have it from the locked house. Make
your way through until you find a group of pirates tormenting some girl.
Talk to her and learn more about the revolt, and where to go next. Make sure
you take the instructions from the pirates so you can open the door. She also
gives you an amulet (Im not sure what this is used for).
(Ps you can take a quick detour to enter the mansion to the north of the aqueducts
to acquire one of the stolen arts, see quests below)
Now head to the aqueducts, kill the pirates and talk to the man by the boat,
who'll take you upstream. You can also enter it by way of the Silver Sails
trading company.(you must talk with the girl first)You can find a tomb here
to the west(thanks to Porphyre) that will show up as an "exit" on
your mini map.
After a short walk you'll encounter the two opposing sides of this conflict.
You don't really get a choice because the man on the other side will say that
you are there to kill the man on your side, and you will be attacked.
Boss-Callik w/ guards
This is a tough fight for many reasons, first his guards are pretty tuff,
second he is very very tuff, he can disarm, and does over 10 damage to me
with 17 armor. After you defeat them, make sure to loot the amulet (for a
quest) and head around to talk to the other man.
He thanks you and then tells you to take the feathers. You can let him go
or kill him and his guards, its up to you. At any rate you can now take
another 1/4th of the cure back to the hall of champions. Finish up anything
you want to finish up and then its time for the final district.
Blacklake District
------------------------
This is the final and most challenging district. It is also the only one that
you have to pass through a monster infested area to get to, but in retrospect,
the only district that doesn't have enemies or body's all around.
You start off in no man's land, you can talk to the person nearby to get a
quest, and head through to a guard post. Now that your in town you see a loud
girl in the town square (you can't miss her) once you talk to her you learn
about the situation.
This is not an optional quest; you have to do this to get the final part of
the cure. Say that you will kill him and bring the key back, even if you don't
want to kill him, and head up north to his estate.
(Note: the Hodge and Rumbottom estate are good places to make fast cash and
experience, and also the places where you get the other two stolen art. Also
in the southwestern house you can persuade the woman there to tell you about
her bookcase, which leads to the last artifact.)
(Also note in the nobleman's residence you can persuade the woman inside then
force her to pay you therefore losing -3 factions, a good way to lose faction
if you want to be an evil alignment)
You either can persuade the man at the gate to let you through, or you'll
have to pay. Once you get inside a dumb orc will ask you who you are, you
again can persuade and he will open the door, or will have to fight/pay him.
Do the usual things, make sure you search around for items and watch out for
traps, and also make sure to rescue a man in prison for some easy money. When
you get to a big room with a cage in the corner save. When you move close
to the cage the prisoner will scream that he is near and he will magically
appear behind you.
Boss: Mieldanen
He's pretty tuff but luckily he doesn't hit that hard. His magic can kill
though; in fact his ice storm spell thing will kill your hireling and possibly
kill you. Again it comes down to luck of which spells he casts and how often
and how fast you can get his life down.
Eventually he will surrender, you yell at him for taking the Dryad and he
begs for his life, bribing you 500 gold. Make sure you get the key and his
tooth as well as the 500 gold, so you can get 500 gold for "killing"
him. Now free the Dryad and either be nice or mean to her depending on your
alignment and you will get the last part of the cure.
Go back and report to her giving her the tooth and the key and you will get
your reward, do any quests you want to do and head back and give the hall
of champions, but remember once you agree to go make the potion all your quests
waiting to be completed disappear so make sure your ready! Quests are an easy
way to make money and experience.
Relief at last?
--------------------
When youre ready you are taken to a special room where you see them
performing a ceremony to make the cure. Talk to the characters with names
and the ceremony will start. Watch this disturbing but predictable event take
place, and kill the enemies.
Now you must go to Helmet's hold, through the open portal.
Helmet's Hold
-------------------
This place is pretty strait forward. There are three ways to enter, through
the cave, through the front, and through the side.
The cave is too the west as soon as you enter, and will lead to lower prisons, where you can talk to a prisoner and learn about whats going on. You can also buy/sell from a little boy in there. If you choose to enter this way just go north to see the spirit first.
I haven't found a way to get through the front way, since you will get attacked by 6 very hard monsters if you try and go through the door. Though there is an alter in the center that may play a part in it.
The side entrance will lead you up strait near the only really quest you can get; you can either resurrect a demon or banish and resurrect the good god. Read quests for detailed information.
All three lead to the same place so you can enter either through the cave or through the side and do everything there is to do, although there isn't much in terms of loot in here. When youre done with the quest and ready head upstairs...theres no turning back!
The door now locks behind you and you have to fight the traitor! The bad news is there are about 10 other zombies in there, the good news is that he won't run and fight you with them. There are a bunch of zombies in a pentagram pattern with him in the center, with magic energy running through him, so take care of all the zombies before you start on him.
Boss: The traitor!
He is tough, and very scary. First thing you HAVE to do is kill every single
zombie that surrounds him. If you don't then he will be immune to all your
attacks. Once you do this you have to fight the hardest boss in Chapter 1(ironically
the last one!) he is a mixture of very hard hitting, and very powerful magic.
Like the last boss his ice storm blocks can kill you and your servant, and he usually does 10-20 damage at any time. Luckily he doesn't disarm or knock down, but he does stay alive for along time. Eventually he will give up (at barley wounded, very confusing) and you can talk to him.
Make sure you tell him that youre going to look around first, because for the first time in here you can find some nice items, as well as books. When your ready to leave talk to him again, select take him back to neverwinter, and enjoy the sequences! Congrats you just completed Chapter 1!!
Port Llast
-------------
You start off in the barracks, and you learn about what is going on. You can
gather information from your great leader and a new face, and also you get
to pick a merc again. I suggest picking the same merc as last time if you
completed their quest, because to get the merc quest in here they have to
trust you and know you, not just level up...and the only way to get them to
trust you is to complete the first quest.
Talk to the mayor to get a quest if you want and cross over to the Alliance
Arms Inn to learn about the werewolves and get your gem quest, check around
town for items and such. The magic store will give you a book quest, while
a ranger nearby will give you a quest for the woods.
Once you leave the barracks a boy (or girl?) will run up to you telling that
he needs help, and to see his father. You can persuade the captain in the
dock house to send relief packages for some experience and gold, but it is
not a quest.
Once you feel you've searched everywhere and gotten all the quests (check
quests below for list) then head up north to the caves. It doesnt matter
which one you go in, but I suggest the top most one, so you can just make
your way down.
The caves are pretty strait forward, and there are a few bosses, but nothing
to worry about once you get them alone. This is a great place to get some
nice loot and experience, and remember to look everywhere because there are
a few prisoners
that will tell you some information, as well as a prisoner you need to release
for
a quest.
Once you get to the very bottom you will come to your first real boss of this
chapter, again nothing really to worry about. Read his journal which will
tell you more about the plans of the clan, and report back to your leaders.
What you do next is actually hard to determine, in terms of difficulty. If
you choose to go to Neverwinter woods there will be more battles, more quests,
and thereby more experience, but there is a quest there that you might not
be able to complete for awhile.
On the other hand if you choose charwood there arent a lot of battles
until you get to the actual castle...and when you get there the battles are
quite hard. I suggest you go to the woods first, which is what I did, but
it is up to you.
Neverwinter Wood
--------------------------
Start out by going out on the east road, and follow it into an archeologist
dig site. Talk to the people there to find out what happened, and get three
quests. (Ps an escaped criminal is in this part if you accepted this quest)
Now I highly recommend you go into the troll and ogre caves, if not to complete
the quests, then because of the fact that you will acquire a great amount
of experience, gold and magic items.
The first golem requires a ring; you can find it in a chest on that floor.
On the next floor the password is found in a chest just like the ring was
(thanks to Adam "mouse master" Walter.)or you cam fight him or steal
the key...so head down further and the third will attack you. Continue on
to find the book that you need for the last quest involving these caves.
Whatever you choose you can now you can now go into neverwinter woods. Talk
to the druids and learn about what is going on. You get a quest here but it
is only for druids. Accept your quests so that you get permission to enter
the forest and then you can advance. (Ps, one of the escaped criminals is
in this druid camp, if you took the quest.)
Enter the cave and find one of the missing druids in there. In the back of
this section is a nymphs house, where you can find another druid, as
well as a special dagger and mirror. Take these and head deeper into the woods.
If you want you can enter the cave for a boss fight. It gives 420 experience
which is a lot, but does hit hard, knockdown works well on it though. Now
head north ignoring the alter and head into the next cave. (Let me just say
this is the best house Ive ever seen built inside of a cave!) Do the
usual search thing, and make sure you pick up the tomb of resonance.
When you get to the ugly person, just give him the mirror he asks for and
he will give you the key to the cell (which holds the last missing druid)
and the first gem for your gem quest. Free the druid and head back to the
shrine in the waterfall.
Click on kill yourself (all the other choices will result in bad things happening.)
and you will be in the spirit of the forest realm. A few feet away you will
find a man gone crazy, you can try and talk with him, but eventually he will
attack you and you will learn the same information from his journal, so just
kill him.
Directly north there are rocks that contain the antidote, from there just
head to the center and you will find your first real boss fights.
Boss Fight: Spirit of the wood
This guy lets you feel challenged again. He attacks very fast, has knockdown
and stun and also can cast spells. After awhile he will give up. Talk to him
and listen to his story then go loot the alters, and then talk to it again
to cure it.
He will send you out and you can go report back in with the druids to get
experience for cleansing the forest and rescuing the druids. From the information
in the journal they say that the cult is in: Luskan, but we need more proof
before they push their buttons and allow you to enter the town, so now its
off to...
Charwood
--------------
In the south road you can find a cave where you find the remains of some ancient
warrior, and eventually you'll come to a well. I'm not sure what this is determined
by but if you can make the swim across you can pull the chains and the skeleton
will ask you a question.
Just answer it, and it doesn't matter which one you pick really, in fact some
of the choices will produce some really funny answers. You'll get a magic
helmet and random items. Now head back out to the south road. You can go to
the tower in the southern part either way for a tomb and a gem (see quests)
and there is also a portal up on top that I couldn't find out what it did.
There is another cave in the north were you can find a werewolf (see quest)
and then you can go deeper and enter the farmland. (Note there is an escaped
prisoner in the farmland) you can get a simple quest from peter the farmer
(see quests) but besides that there is basically nothing else to do in here.
In the cursed forest you will find a glowing pillar, the code for this is
Nether, then shall, then rule. Doing this will open a portal to a hidden tomb
with a lot of good items, but a lot of nasty fights as well. This is basically
the only thing in here, and you can continue up to Charwood.
Welcome to the strangest town in neverwinter. You have the choice to either
fix it, or leave it as it is. First of all go to the house to the left of
the mayors (basically the only other house you can go in) and talk to the
next cult member. Again he's gone crazy and will eventually attack you, but
you learn everything you need to know from his journal.
You now have a choice of either completing the Village of Eternal Night quest,
or heading back and going to Luskan. I suggest you save the town because of
the experience and items gained in doing so, but if you don't want to just
scroll down.
Head north to the castle; you can easily persuade the man guarding it to let
you through, as he seems pretty confused. Once inside make sure you go down
the center path, as it has no enemies and a lot of magic items, the right
path have a lot of enemies and some magic items, and the left path has a lot
of enemies and no magic items. You can only choose one path so choose the
center.
Now you will find yourself talking with a spirit, who gives you the task of
being a judge in a case that he won't tell you about! The reason for this
is because he is a god and its up to mortals to situate mortal matters.
You must go up the two towers and gather the information of each side of the
story and get their testimonials and then make a decision, and if you make
the right decision (its an easy choice) then you save the town and complete
the quest.
So go gather your information and items as well, get the testimonies, and
get two tombs, one in each tower, then you go back to the spirit to make your
choice(note: You can summon Belial and get his oath to find out that both
are innocent, then you have a hard choice. You can choose to condemn the entire
town to living outside the weave of time including the spirit by having the
spirit guard the phylactery, this being the only punishment for Belial. You
can also keep the phylactery and everyone goes free, including belail, exp
both ways but if you set
people free the mayor gives you a chest with gold/loot. Thanks Lokus!)
When you learn all the information you should be able to make a choice easily...which
is Quint is innocent. None the less they both are killed and the town is returned
to normal, and you must leave never to return. Now you can return
to the barracks with the proof needed to go to luskan!
Remember before you go to Luskan make sure you COMPLETE your QUESTS because
theres no turning back once you go in there. Scroll down for the quest
section.
Luskan
-----------
Before entering Lusk an you'll want to check out the Green Griffon inn area.
The main cave where the big boss werewolf is here (only after you saved the
other three children) as well as the final tomb (in the cemetery to the north
east) the final gem for the gem quest, and the *final* escaped convict (see
quests).
Also there is a dungeon challenge run by the owner of the inn that costs 500gp
to enter, and the rewards are spectacular. It will take you awhile to do it
but its worth it, again see quests.
Once you enter Luskan all previous quests, except search for the clan, will
be wiped from your journal, as well as a lot of the quest items. You walk
up to see a man attack shape shifters. Talk to him for information of the
situation going on in the town and then you can get on your way.
First head east to the Cutlass to get a couple of quests, then head to the
whore house to get some more quests and vital information/items.
Now what you have to do now is either kill one of the high captains (required)
or both. If you want to kill both, then I suggest you head to the sewers first,
if you want to just kill one and get through this blasted chapter, again head
to sewers. But if you want to complete all the quests that you get here then
you will have to at least go in both hideouts.
Once you enter the sewers one of high captains is waiting for you. Actually
its just a hologram (in the 1300's no doubt!) but he will offer a truce, offering
you a lot of money and reward for killing the other one (this is why you accept
the quest if your planning on killing both of them) and you can also make
him say that he will release the children if you got the quest in the inn.
Now head back out and head to the burnt tower and use the key to go through.
On the other side of the sewers you will see a house with a big pillar in
front of it. This will lead you to a VERY hard quest, with tons of monsters
and bosses, but awesome loot experience and cash factor.
If you don't want to do that or done with it, head around the docks till you
reach a huge building, this is Kurth's layer. There are some tough fights
in this place, especially the final battle...
Boss fight: Kurth and 3x named guys.
This is extremely challenging. I had to use the recall stone many many times
in order to do this, for the plane fact that there are four bosses that all
hit the same amount of damage. You have to focus on one at a time, making
sure you leave Kurth to the last, because I believe these three powers him
up making him almost impossible to damage.
Once you kill him you take his head, you rescue the man's sister (see quests)
and you can leave. Report back to the sewers to get your reward. Don't bother
trying to persuade him because it won't work, and when you ask about the children
he laughs and tells you he has already killed them. If that doesn't make you
want to go and kill him then maybe the fact he is a member of the cult processing
a huge
amount of undead creatures will probably make you want to, along with the
fact he is a lot easier then Kurth to kill and after you've done Kurth you
will think this is a walk in the park.
You can threaten him and he will stay there, just go to the door behind it
and bash it for you to get attacked by all the enemies. Luckily most are easily
defeated zombies. Go through to the sewers till you get to a necromancer.
Not really a boss easily defeated and you'll get a note describing what is
going on in the floor above.
Head west and first go south into the spider part and rescue a nanny from
one of the sacks. She will tell the story of what happened to the 9 children
(See quests) and gives you your proof to bring to the mother. Now head to
the west and destroy the two tombstone look-alike things around the machine
creating the zombies. The machine will blow up and you can head back into
the center room.
Now the previous necromancer that would just yell will attack. This can be
a tough battle with the mass amount of zombies and skeletons jumping on you,
but get through it and head all the way to the east. Now you'll see a bunch
of zombies kneeling in some sort of ceremony. Killing all of them will prompt
a queen spider to pop up where the empty souls used to, and after defeating
it, that part of the machine breaks.
Again head back to the main room and the second and last necromancer will
be ready to fight. Luckily there aren't as many zombies now that you broke
both parts of the machine. After you kill her you get her journal and a key
to pass onto the next area, and the entire machine is broken.
Now just go through the door and across the docks thing, right away you'll
see Barom, with two casters near him. These are just regular zombie mages,
which do very little damage. To top that off compared to Kurth Barom is a
pushover. You should have little to no problem, only having to use the recall
stone once, if you have to use it at all, gather the loot and leave.
(PS you can return to the girl who gave you the keys and information in the
whore house to get 50 exp for each of these guys you kill)
Now return to your boss and he will make you a certificate note from a piece
of loot you got from either one of these guys. Now you can enter the tower
of the arcane. Just make sure you finish any quests you have before going
because there will be no turning back.
The Tower of the Arcane
----------------------------------
A lot of info to get in this place, so don't waste the chance. You get past
the front gate showing him your letter, and enter the courtyard, proceed up
and another person will ask for it. You can ask him questions too, and a lot
of things will be learnt.
Inside you can talk to two other representatives, and you will learn some
very horrible news. Find the journal that confirms it, along with a key and
your on your way to finishing chapter 2. Head to the teleportation platform
and go up to level 2. Each level you will receive a key which will allow you
to rise to another level.
Its easy enough to figure out, and on level 4 just make sure you make
the golem for yourself, it will break down the door and kill most of the enemies.
Just stand back and watch till it disappears, and then you have to fight...
Boss fight: Rimardo Domine
Since it is a mage tower you would expect to have to fight some magic users
huh? Well this guy isn't tough if you know how to beat him. He has greater
water elemental that he summons, which is the real challenge there, to be
able to defeat that while he casts all his powerful spells on you. Once the
elemental is dead you can do damage to him, and he will surrender soon.
Get as much information as you can out of him and either kill him or let him
go (will effect alignment) and head up to the next floor. Once you get to
the top floor you find a skeleton in the middle of a blue field. Talk to him
and get as much information out of him as you can, and accept to release him.
Now you have to smash the four braziers, each one popping out a mini boss.
You shouldn't have any trouble with these guys, I didn't. Knock down works
wonders on all of them, and they don't seem to get any harder as you go on.
Once he is free talk to him and he will open the door. Now go out and you'll
be on the roof. You'll be forced to watch your former master be sworn in by
these guys. They will then escape and a horde of monsters will rush at you.
Most of them are easily defeated, with one harder monster, but still you shouldn't
have any problems, besides the fact of the problem of fighting 7 or so of
them at a time. You can run downstairs into her house if you need to use recall
stone.
You can find a journal in the house down the stairs as well as some treasures
where you saw the ceremony being held. Now bring the journal back to your
boss and thats it! Chapter two is done! Enjoy the gloomy theatrics.
Beorunna's well
----------------
There is a lot to do in this town, including a quest you can do that you don't
even have to leave the town to complete! Again go to quest section for more
information. There is considerably less to do in this chapter then in the
last two, and lets get started. Again you get to pick your merc, and
I suggest you choose the same one as last time, if you did their quests, so
you can get the third quest from them in this chapter.
Learn about what your mission is and you will have to go speak with Lillian
Cambridge, who knows where one of the words of power is. Talk with her in
the Drinking House and she will tell you that if you get her snow globe she
will tell you were the words of power are. Without any choice head to coldwood.
There are a lot of things to do in Coldwood. For one you can find the first
orc camp (see quests) another you can find other wizards tower to get a rare
gem (See quests) and finally is to go into the tower to get the snow globe.
This tower is a circular design with a puzzle in the center. There are four
pillars, use identify to see the animal for each, the combination is Puma-Dog-
Bear-Dragon. The door will open and you'll have to fight an easy mini-boss
and you can get the globe. I also found a prisoner in here, but was unable
to figure out how to rescue her.
After getting the snow globe and completing all the quests return to Lillian
and she will tell you that the word of power is actually inside the snow globe!
She will reward you for bringing it back to her, and now you can go upstairs
and enter the snow globe.
Inside you'll find dryads and dwarves fighting. Learn more about whats
happening and its time for one of the hardest fights you'll ever have to fight.
Enter the cave in the center and you will find a dragon guardian. You will
have to fight him to get the word and free the dwarves and elves and he is
very tough.
Boss Fight: Guardian Dragon
This guy is very hard, he attacks very fast, doing upwards of 15 dmg each
round, immune to knockdown and a lot of other things, and has a lot of life.
A strategy that I used was that since you cannot use the recall stone, to
run outside the cave. The dragon will follow you, but he's too big to reenter
the cave! So just enter the cave, rest, save go out fight and repeat as needed.
After defeating him go back inside to collect the treasures and the words
of power.
After the short dialog head back and give the word to your master, and if
you talked to the druid in the camp in the North West then you'll know that
something is amiss with a tribe in the south. So head down there.
Fort Ikard
-----------
Head strait through the countryside to fort Ikard. There is ALOT of side quests
you can do here, such as finding the 2nd orc leader (see quest) as well as
a bundle of quests related to the fort itself. You do not have to complete
them to continue the game, and see the quests section for more information.
When youre done with your quests head to the ruins, and through to the
creator race ruins. This is a confusing place, and first head to the garden
and talk to a weird lady. She wants you to head back in time to plant a tree
for her and in doing so you can also weaken the guardians which are undefeatable
at this point, allowing you to eventually get the second word of power.
Head to the sun dial and go back in time. Find your way to the garden and
plant the tree, before leaving equip the amulet of translation (you should
have gotten it from a dead body by now) and talk to the slaves, if your unable
to persuade them to make a weakness to the golems, find the named slave and
he will give you a ring that will make the slaves cooperate with you easier.
Now head back to the present and you'll be able to defeat all three golems
(if you made sure to talk to all three slaves) and be able to solve all three
puzzles. The only puzzle I had trouble with was the puzzle of sound, being
the first time you go through it on the 7th note he might pick the wrong one
on the first time through, if this happens click on the gong next to it first,
then go through it again and he will pick the right ones.
Once you complete all three puzzles you will be able to get past the locked
door in the main room, and fight...
Boss Fight:Balor Lord
This is a break after fighting the dragon guardian, but don't get used to
it. Kill him off and take the word of power, gather more information and head
back to your master and give him the word.
Moonwood
---------
There is only one place left to go, west into Moonwood. There aren't as many
quests in here, rather then the final orc cave as you first enter here. In
the next area there are two caves, the cave in the middle will lead to another
dragon that will give you a totally optional quest and give you some information.
(See quests for more info)
Now head into the next area, the spine of the world, and you'll be attacked
by the cult. After that head into the cave to get a quest from yet another
dragon, who will also tell you more about whats going on. When youre
done searching the area head to the fire giant lair to the north.
In here there are two different entrances to the next area, you can go in
the north part, but there is nothing in here really besides some items and
experience, in the east way you'll fight
Boss Fight: King Skragg
He's a tough hitter, like everyone in here, and very fast. You'll have to
use your recall stone a few times.
In theory you don't have to fight this guy, because his loot is a book you
can find in other areas of the dungeon, but he gives great experience. The
book will explain what you'll have to do in a little while, so head around
till you get to the caves. The first cave only has a
Boss Fight: Death Slaad Lord
I had no problem with this guy, and I did this part of the chapter before
Fort Ilkard. He does give good experience and there are some chests down here,
but other then that theres nothing else.
The next cave you come to will be the dragon cave. Here you have to fight
a bunch of the necromancers, and then kill
Boss Fight: Blue Dragon
Hard, just as hard as all the other dragons you've fought up to this point.
Just use the stone of recall when needed and eventually he'll fall. Now go
to the pool near him and take the sphere, putting it on the alter. You will
get the dead dragon sphere and you can now head out. (Note: you do not have
to do this if you wish to take the evil way out and work for the evil dragon.)
Now head down to Klauth's lair and talk to him and he already knows why your
there! (though he doesn't know your about to give him a bad sphere, go figure)
you now have a choice, either work for this dragon to help prolong his life,
and go gather the eggs from the previous two dragons that you got quests from,
or give him the bad sphere and kill him. Now I don't know the reward for the
eggs, but I do know the reward for killing him is awesome, as when he dies
three treasure chests pop up with awesome magic items...its up to you whether
or not you want to
fight...
Boss Fight: Guzuel
This guy is unbelievably hard. He will double hit for 30+ dmg every 3 seconds,
will knockdown and is immune to a lot of things. You can give up trying to
kill him if you don't give him the bad ball which brings him down to BADLY
WOUNDED, and it will still take you a very long time to get him from badly
wounded to dead. Good luck, you'll need it, and don't be afraid to use the
recall stone because he can take your life down from full to zero in no time
at all.
After he is dead you will get the key to the back room off his body, and the
chests filled with incredible magic items and gold. Head to the back room
to get the final word and you'll learn that Neverwinter is severely under
attack, learn more about why and head back to your master. Give him the final
word and prepare yourself for the final challenge! Chapter three is completed!
CHAPTER IV
Chapter IV
Are you ready for the final challenge? This is the shortest of the four chapters,
being almost half the length of the third chapter (which was considerably
less then the first two) but is also the hardest. You'll have a lot of boss
fights ahead of you, and this is your last chance to get your final equipment
and experience for the final battle.
You start off in the castle, talk to the two and learn more about whats
happening and what you need to do. You don't get to pick a merc this time,
so whichever one you chose in act three will be the merc you take to the final
challenge.
Now head downstairs to the jail, and talk to the lizard to learn more about
the source stone and what you must do now. Head deeper into the caverns if
you want and visit the source stone, but there is nothing you can do here
just yet. So head out into the central city area and you can collect two quests.(I
highly suggest you do them because they give great amounts of experience and
you'll need maybe a last level before heading for the final fight.
Learn about whats going on, and get the quest from the chief to learn
about what you'll have to do. Head into the war zone, and in the first section
make sure you search all the houses for items and experience (all monsters
here give great
experience!) and you can also find the lost girl for one of the quests. You
can destroy the catapults and the golems to complete the other quest, to kill
the golems you have to kill the wizards that control them, don't worry its
easy to find them, just look for the magic field in front of a door.
After you destroy the catapults, rescue the girl, and kill the two golems
you now have to head through one of the buildings to the back and you'll fight
an easy mini boss. A portal will now pop open and you can enter Maugrim's
chamber.
As soon as you enter this place you will find Aribeth. Talk to her and she
will eventually attack you.
Boss Fight: Aribeth
---------------------
She's actually easier then I expected, in fact I had little trouble killing
her at all. Once you get her down enough she will give up, and if you can
talk her into returning back to the castle you'll gain experience. If you
kill her you get a paladin only sword that is only usable by neutral evil
paladins.
Now save and head into the next hallway to find...
Boss Fight: Maugrim Korothir
-----------------------------
This guy is a bit tougher, as he can cast time freeze, freezing everything
but him and his spells. He has the usual wizard spells, and hp shield, so
just keep at it and he will fall. Now head into his back room collecting the
treasure and the final word of power!
Head back to town and finish up the two quests if you chose to do them, now
head down to the cell and talk to the lizard again to get 2000 experience!
Now place the final Word of power on the pedestal and enter the source stone.
This place is pretty simple, a weird person who reminds you of aribeth will
give you an amulet (with minimal lvl requirement 24!!!) and just head through
the cave till you reach the end. SAVE BEFORE ENTERING, as soon as you enter
you'll be attacked by...
Boss Fight: Corrupted Silver Dragon & Corrupted Copper Dragon
--------------------------------------------------------------
If you thought fighting one dragon at a time was tough, well here's two. They
do the normal amount of dragon damage, as well as knockdowns, with their own
immunities. This is a very tough battle and keep your attacks focused on one
at a time, use the recall stone and you'll be able to get past them.
Now take the key from each of them and head down the hallway. Take note this
is the POINT OF NO RETURN, make sure you have everything you need, you may
want to buy some heal potions, and when you are finally ready head into the
cave.
In here you'll witness a bunch of old ones talking to a hallucination of Morag,
after they are done talking they will attack.
Boss Fight: Old one Cleric and 5 Morags chosen ones.
------------------------------------------------------
Again an extremely hard fight, especially since you cannot rest in here so
you'll want to save your spells if you are a mage. You must kill the cleric
first because if you don't he will just resurrect the chosen ones when you
kill them. They are all equally hard, double hitting for 10+ but luckily won't
knock you down. Watch out for the cleric's spells cause they could damage,
as well as heal himself when you get him down to badly wounded. Since you
cannot use the stone of recall I suggest trying to wait in the doorway and
pray the cleric gets there first, so you
only have to fight one at a time.
Get the key off of the cleric and head to the next room to meet your final
challenge...
Boss Fight: Morag
------------------
The final boss and he lives up to his name of the reaper of souls the tormenter
of the world, and if you can't beat him, then your world and many others are
doomed! This guy is very hard, you have to first kill each of his arms to
be able to get through the spikes raising up(unless your a class with over
170 hp to withstand the damage the spikes do)while fighting random minions
that will run up on there, and being hit by his magic.
He will also cast the time freeze spell, which can get really annoying; I
hope you have a lot of healing potions. After you kill the arms the spikes
should stop popping up and you can get closer to him, though he is completely
invulnerable to every kind of attack you can dish out to him!
To get rid of this you'll have to destroy the protection spheres surrounding
him, depending on your main attack. I suggest you only defeat the one you
really need to because at this point he will transform himself into a warrior
mage and start to attack with powerful attacks as well as his magic. Once
you destroy whichever alters you choose you can finally damage Morag...
Of course he has the usual mage damage shield, but after that is done with
you should be able to take him 1on1 if you have some healing potions left.
Congratulations! You just beat the most innovative RPG made this year! (According
to critics) now exit through the portal and talk to the lizard for some final
words, and enjoy (if thats possible) the very short ending.
CHAPTER I
Proof of a secret cult/Proof of a traitor
----------------------------------------------------
During your collection of the 4 cure components you will get attacked randomly
twice. First time it will be the same mystery men that attacked you in the
beginning of the game. The second time it will be hired assassins. Each time
loot a note, read it, and take it back to the man you met in the barn to get
experience and gold.
Never's Tomb
-------------------
You get this from either Olef in the Hall of Champions, or Gills in the Moonstone
Mas. You have to collect all four artifacts from the founder of Neverwinter
and bring them back. The first one is found easily, in the peninsula district.
Also here you get three key items, Ceremonial Sword, Shield, and Arrow. These
are the keys to opening the other tombs so make sure you take them! You also
get the book with the locations of the other tombs.
In the order that it is listed the next tomb is in the Graveyard in Begger's
Nest. You pass this place while heading through to get the cure component
in this district and are hard to miss. Use the shield to get in. There is
a mummy guarding it.
The next is in the Docks, in the aqueducts. Enter through the Silver Sails
Company and head to the west (it will be marked as an exit on your map) and
use the sword artifact to enter. (Thanks to Porphyre)
The last one is in the house to the west as soon as you enter the BlackLake
district. You'll need to persuade the woman in there to tell you about her
bookcase, and the noises she hears from inside. She tells you that it moves
when you say a certain word, and now you can go in and head for the next artifact.
The entrance room is crawling with zombies and skeletons use the final artifact
(the arrow) and when youre ready save it, because it might take you
a few tries.
The tomb is guarded by five swords of never. These guys are incredibly hard,
and fighting them will probably not be an option. They do at least 20 damage
each turn and your accuracy in hitting them will not be good.(I did receive
a report of someone being able to kill these guys, with hirelings taking the
damage while they cast spells so it isn't completely impossible)
What you have to do is run behind the tomb, leading them with you in a circle
and you should be able to run fast enough that all of them follow you behind,
but are too slow to keep up with you. You must quickly open the tomb and loot
the items and quickly run back out. If you want to try and fight them you
can give it a try, in fact I'd like to hear from anyone who was actually successful
in defeating these monsters.
Just return the artifacts to your quest master to receive gold and experience,
you don't have to return all of them, each one you return you will get the
same reward. I'm not sure of the reward for returning all three though.
The Wailing and the wanted haivians
-------------------------------------------------
This is the quest you start with when you first start the chapter. You complete
it after all 4 components of the cure are returned to the hall of champions.
Art Thief
-------------
This is the quest that you get by persuading Ophala. Although you don't have
to persuade her to complete this quest and there is no bonus to experience
or prize, being able to persuade her into telling you her problem will let
you know where to look, but hey, thats why I'm here!
Urn for Ophala-You get this quest when you find the urn in the Hodge estate
in the Blacklake district. The Hodge estate is the harder of the two in this
district, mainly because of all the traps. You can find alot of good items
here and get some nice experience, and should also find the urn without any
trouble.
But you must be VERY careful about door traps. There are a lot of doors in
this mansion that will kill you automatically, and there are alternate routes
you must take to get into the room behind that trapped door. Save often in
here, and when you are finished leave this deathtrap behind.
Portrait for Ophala-You get this quest when you find the portrait in the Rumbottom
estate. This place is a lot easier in once sense, but a lot harder in another
if you didn't take my advice and get a bard,(or have picklock skill) Instead
of traps there are locks. Almost every door and every chest is locked, which
can get very frustrating if you don't have access to picklocks, because smashing
chests can be very time consuming.
When you find Rumbottom make sure not to hurt him, threaten him to get his
key and the Portrait and then you can leave when youre ready.
Statue for Ophala-Again you get this after finding the statue in the mansion
in the docks district. This house has its hard parts because in some rooms
there are a gang of guards (5+). Its a pretty simple layout though and
when you find the owner he tells you to take everything, after some threatening.
Remember that you cannot hurt any of these two people because she won't accept
the items if you kill them. Don't ask me why but thats what she says
when you persuade her. You get experience and gold for each, and bonus experience
and gold and magic boots when you complete them all.
Prison Break
-----------------
Basically the one and only quest that is related only to the peninsula district.
You can go talk to the head of the guard on the other side of the district,
but you don't need to. Get inside the prison and make your way down to the
bottom.
Beat the bosses like stated above and its done, you automatically get
your experience and gold once you loot the boss.
Aldo and Hector
-----------------------
An easy and simple quest in the Begger's nest. Either talk to Aldo (in the
center of town guarding his wagon) or Hector (in Thomas Wagon Repair shop)
to get this quest. Its easier and faster to just talk to Hector first, he
will explain his situation and you can bring him to Aldo.
If you run into Aldo first he will tell you to look for Hector, then you go
get Hector in the shop and lead him to Aldo. Easy quest, not that big of a
reward.
Find Krestal
Find Jemanie
Undead Infestation
------------------
You get these quests after gathering info at the tavern from the man in charge.
He tells you he will reward you greatly for getting rid of this problem and
tells you that Krestal and Jemanie may know some things.
Krestal lives nearby in the boarded up shack to the north. He will tell you
about his gang and that the leader is held up in the warehouse. You receive
quest Sword Coast Boys from talking to him.
Jemanie lives on the western side, in the boarded up house, talking to her
will learn you more about a cult, you may need to persuade to get the key
to get into the secret hideout. You get the quests A Missing Brother and A
strange cult by talking to her.
To complete Undead Infestation just return to the boss of the tavern after
you kill the boss to receive a reward.
Sword Coast Boys
--------------------------
Kill the leader of the Sword Coast gang and talk to Krestal after you cleanse
the streets to complete this quest.
A Missing Brother
--------------------------
After finding Jemanie's brother in the Warrens of the Damned, return his ring
to Jemanie to finish this quest.
A Strange Cult
---------------------
You complete this after defeating the boss of the district. You do not need
to go through the secret entrance and defeat the cult's leader to finish this
quest, but you can if you want extra experience/items.
A Lost Soul
-----------------
The man at the Helmit Shrine mentions that he is missing his brother. After
you defeat the boss and the streets are clean look at the entrance of the
cemetery and where the blockade used to be is now a body. Loot his diary and
his wand and bring them back to him.
You can keep the wand if you want (it might lower your alignment) but after
you show him the diary and give it to him you get your reward.
The prostitutes Brooch
------------------------
You get this quest from Tamora in the moonstone Mask, she will give you a
brooch to give to a man named hoff in the dock's district. He is by the most
northern dock, the man in the blue armor that won't talk to you if you do
not have this quest. (Thanks to Giraldella for this info!)
The Masterson Amulet
--------------------------------
Talk to Masterson in the dock's district to learn his situation. Don't worry
about trying to find it, you will eventually find the man who has his amulet
and return it to him to get a reward, or keep it for yourself, up to you.
Trouble In the District
------------------------------
The only other quest directly related to the Dock's district and the basic
goal for what you need to do. Get the key in the locked house, learn about
the uprising between the thieves, and go to the aqueducts to kill callik.
Completed automatically when you get the feather.
Trouble in No Man's Land
------------------------------------
This is a very small quest. The man gives this to you as you enter the no
man's land and tells you about a half-orc terrorizing the area. When you get
to his shack (you cannot miss it) you have to fight this very tough boss.
Boss: half-orc
-------
He is very tough, especially if you come here early in the game. There is
a good chance your hireling will die. Heres a tip, make sure you kill
the dog first, and since you fight him right inside of a building, you can
easily enter, hit exit, rest save and repeat. It took me along time to do
it but it works. Return the orc's head to the man to get your reward.
Unrest
---------
This is the main quest for this district, you get it after talking to the
girl yelling in the town center. After bringing back the man's key and or
tooth you finish this quest.
Tension Rising
---------------------
You get this after you learn that Mieldanen has one of the four animals needed.
You get this after you get a lock of the Dryad's hair, either by killing her
or being nice.
Samuel's Rescue
-----------------------
Easy money, just release the prisoner Samuel in Mieldanen's keep, then go
to the bar in this area and talk to his captain to receive a reward.
The Gauntlet Arena
--------------------------
If you bought a pass for the guantlet you can now enter it by trading it in
to the barkeep in the same bar where you got your reward for rescuing Samuel.
You must win four battles to do this quest, and although it is pretty hard
compared to the reward, it is a fun way to test your skills in battle, as
well as make a little extra money if you do it early on in the game. (A little
as in 50 gold an in game week, nothing to start your game over for)
The first three battles are pretty even, each of them gets a pet (little wolf,
wolf, panther, in that order if I remember correctly) and you have to fight
a monk, barbarian, and I think wizard. You should be able to do these battles
with little to no problem by now, but now its time to fight the owner of the
bar, for the bar.
Before you start make sure that you get the battle even, and the girl casts
dispel magic on both of you. You will either have to pay her or persuade her
to do this. This is a tough fight because he has two big wolves. If you manage
to get rid of the wolves then you should be able to handle him one on one
with a few healing potions.
After you defeat him he hands over the bar to you and you can now get the
profits made by the bar. The down side is most of the customers were his friends,
so the most you'll get per week is 50 gold. But still a fun time, and if you
ever come back to this town (I havent made it that far yet) you might
be able to actually make some real money.
Animal Rescue
---------------------
If you visited the Zoo in the Blacklake district then you will know where
to go. Talk to the woman standing near the big tree in the main town centre,
near the hall of champions. She will tell you about how the animal's are treated
and you can help rescue them.
She will give you some items and a key, make your way to the Zoo and head
into the locked door to the east. A lot of guards will try and stop you but
fight your way past and make it till you find the assassin that was hired
to kill these poor animals.
Boss: "sureshot"
I'm not sure if you have to kill this man to do the quest, but he gives a
lot of experience, and rightfully so, he is very hard. He will automatically
get the upper hand because of his bowing skills as you are running towards
him, and he also has very nice melee attack damage.
After you beat him head out to the tree, and click on the small tree that
is next to the big one. You can turn it into a portal from the item that she
gave you. Now head back in and talk to each of the four animals, and tell
them to run outside to safety.
Follow them out and talk to them again, telling them to go in the portal.
Now return to the woman to receive your reward. (Note: you can persuade her
into giving you barkwood, a component in making magical armor/weapon)
The Cure at last
----------------------
Not really a quest, just talk to everyone, watch what happens, defeat the
enemies and enter the portal to helmet's hold.
Pursuit of the Backstabber
--------------------------------------
Another really simple quest. You get it as you start out in Helmet's hold,
and complete it after you bring the Traitor back to Neverwinter.
A Devil's Deal
--------------------
Finally a quest with some real choice in it! Some people will mistakenly resurrect
the evil spirit because they want a reward instead of experience. But here
are the facts of this quest. You get it after talking to the evil spirit waiting
to be restored. He tells you about the book to the south that will complete
the resurrection process. He doesn't tell you that it can also banish him.
Now if you choose to resurrect him you can either choose to get a Cloak of
Movement, a very expensive cloak that lets you move without fear of spider
webs or speed slowing attacks, and maybe even encumber ness(not sure). You
can get a magic double axe, which isn't very good... 1d8/1d8 with a crit threat
of x3, or a selection of buffs that will last a VERY short time. (His words
not mine)
You can also choose to banish the ghost, where you receive 375 experiences.
If you choose this you can now resurrect the good spirit of helm, by finding
the book near the stairs up. Just having this book go click on the same alter
and you can resurrect the spirit of helm, and again you get a choice. One
he will answer your questions, not a real good prize and if you really want
to hear his answers then save it pick that one, then load after your done
listening so you can still get a prize. Ring of elemental resistance, which
gives +15 to all elemental resistances.
An elves court bow, which is a pretty good bow with piercing ability, the
same short lived buffs that the evil one would give you, or 275 experience
by picking no reward.
Now its a choice of preference only, as you don't lose any Alignment
points, but if there is anything later on in the game that these effects you'll
surely get an update.
Joining the wizards guild (mage/wizard only?)(Special thanks to GinsuX)
----------------------------------------------
Right outside the hall of justice is a tower. Inside is a woman who will inform
you about the stared cloak guild. When asking her to join her guild she will
give this quest to gather 4 items. They are in different parts of the city
marked with sundials.
There is a "wizard lab" now marked in each of the four districts.
Each lab will have an elemental mephit guarding it. (One for each element)
After defeating each guardian look for something to loot in each lab. After
bringing all four items back she will then give you the second test to become
a member.
You must now enter the yellow portal in the room and defeat a construct that
she created. Save and fight him, if you leave the room before it dies you
fail, if you die, then you fail. Strategy from GinsuX "Before entering
the portal save and tell your companion(s) to stand their ground so that they
do not rush up and attack before you are prepared. Once you enter the portal,
check out the loot able things nearby. Each one has a wand in it, earth and
water. Stone skin your henchman and slow the construct (using the wands) then
tell your companions to guard you. Let
your companions melee it and cast your spells from afar."
Now leave and you will be a member of the guild! You get nice rewards as well
as access to new items that you couldn't buy before.
(Strategy by sorcerer Selenius Dure: if you use the wands you loot on the
construct (including stoneskin) in the order you were instructed to by element,
the construct will never activate, and will just talk to you.)
Mercenary Quests
The Rogue
-----------------------------
He want some official documents that will let him return to his home. You
can find them in Begger's nest, in the wagon repair shop. Experience and dex
bonus as well as some thief skills! (Thanks to Lokus!)
The Barbarian
--------------
He seeks a brooch, this is found in the docks, on the treasure chest on the
bloodsailor boat or found around the docks in chests. I had found it but I
never knew what it was for. (Thanks to Pyrodigm for this info!)
The Bard
---------
She wants the celestial elixir, which according to Pyrodigm is located in
the Tanglebrook estate back room. Thanks Pyrodigm!
The Sorcerer
-------------
Wants bread recipe, again I found this in begger's nest in the cook store
on the body of the cook, but didn't know what it was for. (Thanks to SeTsWiPe!)
The Priest
-----------
She wants a statue that is found in one of the manor homes in blacklake (thanks
to SeTSwiPe!)
The Monk
---------
He wants a ring of a former member of his clan. May be in the slums leading
to blacklake. (Thanks to Dirk7!)
CHAPTER II
The Search for the cult:
This will be in your journal the entire chapter, and is completed after you
complete the chapter.
Solomon:
Soon after arriving in the town you will be approached by Solomon, who gives
you a ring because you apparently saved his family. Keep the ring and continue
on with your journey.
Later on you will be approached by her again, and she will warn you to stop
interfering with the clan. She also tells you that the ring she gave you was
a tracking device and that they have been tracking you this whole time. Ignore
her warnings and keep the ring.
Later on you will run into her with a few guards, she is easily killed and
has an important note to return to your master. Once you return the note in
the quest is completed.
The Bounty Hunter:
You get this from the mayor in the barracks. You have to find five escaped
convicts from neverwinter and return with their ears. This is an interesting
quest as you don't actually have to kill all of these people.
Zor is found in the locked room in the Green Griffen Inn, right before he
dies you can talk to him and learn about the break and a hint of where another
may be located, but he then attacks you again saying that he wants you to
get the reward and not another weak mercenary.
Wyvern is in the North Western part of the druid encampment of the forest.
He will trick you into following him and summon two easy wolves, then give
up when near dead. He will tell you his story and if you let him live (he
cuts off his ear for the reward) you gain some alignment points. He also tells
you where you might find another escaped prisoner.
Delilah is in the 2nd floor of Jax's barracks, in the east road. He won't
try and get out of it, and you will have to kill him. The final one is located
in the farm lands, in the hollowed tree stump. He offers to play a game with
you to give you his ear. I failed the game and ended up
killing him, but he is a baby killer so I didn't feel too bad about it.
Now that you have 4 of the 5 you can return to the mayor and he will inform
you that his daughter was kidnapped by the 5th escaped prisoner, and gives
you a key to the old mines. Yesgar will try and get out of it, and with persuasion
you can learn the truth of what happened, also can persuade him to give you
all his riches, and cut off his ear, and give the key to the prison to release
the daughter. Return the final ear to the mayor and this quest is completed.
The Serpents Gems:
You get this from a woman in the inn. She explains her story and tells you
that she needs three gems in order to see her daughter.
The first gem is in Wanev's tower. There are two ways to approach this. She
will give you a key to his cabin, and you can go in his cabin in the town.
You will pick up some ingredients (2 skeleton knuckles, a beetle belly and
a slag tongue) and when you get to his kitchen you can put that in the brazier
and that will transport you into a room with treasures, one including a journal
of Wanev and a ward stone.
The ward stone will make it so that the monsters in Wanev's tower will not
attack you. You can still go in to the tower and be attacked, but it will
be considerably harder because there are a lot of monsters. Regardless of
this you will still have to fight Wanev, and you will find the gem in his
back room.
The second gem is in possession of a warrior named Zamithra, who is heading
for Luskan. Now since Luskan is closed off you can know that she will be in
the Green Griffon inn. She is there with guards. Now if your male you can
talk her away from her guards to go into her room for "privacy"
and when your up there turn the tables and tell her it was just a ploy to
get the gem, she will give it up to you. I'm not sure what you do to get it
if you are female though...maybe she is bisexual :)
The final gem is owned by the witch in the neverwinter woods. Just give the
witch the mirror and she will give you the gem.
The Werewolf hunter:
You first learn of this quest in the inn, but officially get it in the shrine.
He will give you four silver necklaces that will cure these werewolves. What
you have to do is find the three boys that were infected with lycanthropy,
then the man that supposedly infected them with it, the head werewolf.
The first boy can be found right in town. Urth is hiding in his house, and
is easy to miss (I did) Thanks to TrevorKKbo for this information.
The second boy is found in the very South East corner of the East road, by
the entrance to the south road.
The third and final boy is found in a cave to the north in the south road.
After you have cured all three boys you can go after the master werewolf,
where it all happened. This is in a cave in the Green Griffen Inn area in
the south eastern area. After curing this wolf you find out that he is not
the head werewolf, but in fact the man selling anti-werewolf materials!
Now head to Alhelor's house and defeat the final werewolf, and return to the
temple with news to complete this quest.
Five Tombs of Imaskar:
The mage near the east road will give you this quest. She tells you about
the legendary tombs of Imaskar and where to find them.
The Tomb of Fire and Tomb of Death are found in the Castle in Charwood, on
each side of the towers.
The Tomb of Resonance is found in the witches house in the neverwinter
woods.
Another tomb can be found in Wanev's tower.
The final and the hardest tomb to get are found in the cemetery outside the
walls of Luskan. To be able to go in here go into the crematorys office
to get the key, and then down into the catacombs you go.
This place is extremely hard, filled with zombie warriors and Skeleton elite
that just pop up from the ground. There are many times were you have to fight
over 10 at a time. The loot is good and so is the experience but be careful
because the damage they do consecutively can kill you very fast. Eventually
you'll make it to...
Boss fight: Brother Toras
This is another extremely hard caster battle. The stun and mezmorize along
with web will drive you crazy. But first things first, take care of the 10
zombie warriors/skeleton elite/mages/ before you even try and fight brother
toras.
He has the usual 700 hp damage shield that a lot of casters have and would
be best if you tried to lure the others out first before trying to kill him.
The book is on his body and there are some chests around with some treasure.
Now that you have all the books the quest is over.
You can also use these books in her library, but since I was a fighter I don't
really know the significance of this.
Gerrol's Wife:
As soon as you exit the barracks you get prompted for help, go north and talk
to Gerrol and he will give you this quest. Freeing his wife in the caves north
will complete it.
Dergiab's head:
Also gained at the same time as Gerrol's Wife, return the head of Dergiab
(leader of the ogres) to complete this quest.
The Simpletons Mother:
Revat gives you a ring that allows you to release his mother, which is trapped
in the storage area, northwest of the archeologist camp.
A Troll Head Trophy:
Just kill the troll leader and return it to the guard in the archeologist
camp. You can also gain +3 alignments if you don't ask for a reward.
What Lurks Below:
This is what you might have problems doing when you first get it. When you
get to the creators tomb, find the ring to get past the first guardian (or
you can kill him) and continue searching and fighting, getting the awesome
loot and experience, until you get to the next guardian.
He asks for a password, which I wasn't able to find, but you should be able
to kill him after you level up for a bit, or if your a monk you'll have no
problem at all(hand to hand combat seems to do a lot)(spells may as well)
and you'll eventually find the book he wants. Return the book to him to get
the reward.
The Witch's Mirror:
Find the mirror in the nymphs house. Giving this to the witch will get
you a gem and a key to release one of the missing druids.
The Missing Druids:
Just return to the druid master when you found the druids to receive a reward,
the locations of the druids are mentioned above.
Spirit of the Wood:
Again return to the druid master after you've cured the spirit of the wood.
Peter And the wolves:
Peter, a farmer in the south road on the way to Charwood has a problem. A
wolf that talks human has been killing his horde! He has offered you money
to kill this creature. The cave is nearby, and the wolf will eventually give
up and talk to you.
With enough persuasion you can talk the wolf into not attacking the cattle,
and then talk Peter into believing that the wolf will keep its word. If youre
not good at persuasion you'll have to finish off the wolf and bring him back
its head.
The Village of Eternal Night:
Completed automatically if you make the correct choice in the castle in Charwood.
Explained above.
Mutamin's Challenge:
This is the challenge in the Green Griffen inn. It costs 500 gp to enter,
but you can use your recall stone to go back and forth, and it isn't dependant
on time, the way they make you believe it is. During your searches of the
dungeon you will pick up certain trinkets, the only one you need is the egg.
To kill the invisible people just lure them to the pillar of light(a man will
tell you this if you give him a potion) you can save one of the people from
a monster on the first level, and right before you enter the final test, the
other dwarf challenger will attack you.
The final challenge is just to put the egg into the chest, just go slow, save
and rest often, and you should be able to get through it. The reward is a
ton of money, a ton of experience, some magic items, and whatever you find
down in the dungeon
Strange Bedfellows:
Not really a quest, after you talk to the women in charge of the whore house
you will get this quest, and once you talk to the girl upstairs it is complete.
Erbs Delicate Problem:
Erb is the little guy on the second floor of the whore house. He tells you
about a ring he gave to one of his "customers" who has a husband,
and needs it back for his own sake. Just head to the estate next to the inn
and convince the lady to give you the ring, and make sure not to hurt her.
Harlot's Husband:
Harlot is another quest you'll find in the 2nd floor of the whorehouse, she
tells you how she had a baby with a "customer" and wants to raise
it herself but he doesn't want her to. So head over to Galron's house and
you can buy the baby for 500 gp, but if you have good persuasion you could
get it down to 75 gp for the little girl....good quest scripter!
The Ruins of Illusk:
This is a very hard quest, but straightforward. You enter a building and are
attacked by a mini boss, you should have no problem with him, and loot the
item on him and put it on the alter. You just broke the first seal. Two to
go. Each seal has a mini boss, which gets harder, and is accompanied by lots
of friends. Finally at the bottom you'll find...
Boss fight: Voleron The damned
VERY hard fight. Besides the fact that this guy could kill ten of you, he
is accompanied by hordes of zombie warriors and skeleton elite. His spells
include web that will stop you in your tracks, a stun spell that will stun
you and your mercenary for up to a minute, daze spell that will incapacitate
you for over a minute, confusion, ice stream that does 70+ damage to you and
your merc, rain of fire which can cause 20-80 damage to whoever is under it,
plus the fact that he has a shield around him that absorbs 300 dmg before
you can actually start to hurt him.
He also summons a huge bear at the beginning of the fight. It took me almost
a half hour to defeat this guy, and it all depends on luck, don't hesitate
to use the recall stone, and when its all over go collect your treasures and
leave this awful place!
Saving Evaine:
After you rescue Evaine in Kurth's lair return to the inn to get your reward.
Nine Lives:
After you talk to the nanny in Barom's lair and bring the teddy bear as proof
that all nine of these poor women's children are dead return the news to the
poor lady in the inn to get a key to her husbands secret stash in the
sewers. Enter the sewers through the pothole near the smithy and go north
I believe to get this reward.
The High Captains:
Completed after you kill one of the captains, and updated automatically if
you kill the second.
Merc's Quests
--------------
The Barbarian
--------------
He wants to find the axe that was used to kill his mother. This can be found
on the dwarf in the dungeon below the green griffon inn. (Thanks to Ventes
4!)
The Rogue
----------
This time he wants the ruby of Calishan which can be found in Wanev's tower.
(Thanks to Lokus!)
The Bard
---------
She wants a lock of Nymph's hair. I got this but didn't know what it was for
and I can't remember where I got it :) (Thanks to my brother!)
CHAPTER III
The words of power
-------------------
This is the quest that will stay in your journal through the entire act, will
update as you collect each word, then complete as you collect the final word
and finish the chapter.
Talk to Lillian Cambridge:
---------------------------
Not really a quest, just go talk to her!
Save the Supply Line
---------------------
You get this quest from the man in the barracks. He informs you that orc captains
around the area have been disrupting his orders for more supplies for the
soldiers. He is offering a reward for the two orc captains Vaathis and Guzud.
Pleas keep in mind you do not have to kill any of the orc captains, just make
them give you a head look-alike and bribe them to leave and never come back.
Vaathis is found in the orc camp in Coldwood. It isn't hard to find and its
in the first section of it. Just make your way through the very small camp
and either kill him or get an orc head look-alike.
Guzud is found in the cave in Fort Ikard, to get here as soon as you enter
go east and follow the path and you'll eventually get there. Fight your way
through the cave and you'll find him, either defeat him or get a look-alike
head. Also while your here release the Tribal prisoner and make sure you get
the leaf of peace. This is essential if you want to do the Fort Iksar quests.
After you return the two heads back to him, he will inform you about the orc
King, which has an alliance with the cult. He can be found in the cave soon
after you enter Moonwood. This dungeon is a little bit harder then the previous
two, and you'll have to fight some tough dark elves, but you shouldn't have
any problems. Again when you find him either kill him or bribe his head out
of him and returns it to the man to complete the quest.
Rolgan's Trial
--------------
This is a real tricky quest, and I haven't been able to complete it perfectly,
though I have tried very hard, I'm pretty sure there is no way to complete
it perfectly. You get this quest in the temple of tyr, where you learn about
the fate of Rolgan, a man who killed one of the army's soldiers. Your job
is to represent him, and prove that he is innocent.
You will get a book with the names of the witnesses and the names of the jury
members. Now you can go and learn more about each jury member, to see what
they like and dislike, so you know which questions to answer, also if you
want to get the best reward (that I was able to) you'll have to bribe the
only jury members that can be bribed, which are the man in the drinking house
that isn't very nice, and the soldier in the barracks.
The reason you'll have to bribe these people is because the soldier is sympathetic
with the being drunk question, while the old lady is not, and the guy with
the bad attitude, well has a bad attitude and like to see people hang!
Now that you have bribed two judges you only have to worry about the other
three. This is where it gets tricky. The priest hates the religion of these
people, as well as their cult and artifacts, also hates alcohol, and doesn't
seem to be convinced to vote innocent just because no one saw who started
the fight. And as being the only questions you can ask are about who started
the fight, questions about their cult and questions about alcohol, I have
yet to find a way to make this man vote innocent.
The other two though are both members of the same tribe, and can be persuaded
to vote innocent if you mention the value of the things he lost, as well as
why she sent him to meet the soldier that night, and if your desperate then
play the only reason that he is on trial is because he is different card.
Now you'll have a 4 to 1 vote for innocent and you'll get the biggest reward
(that I was able to get) with 3 votes for innocent you'll gain a good reward
but not as good as 4 to 1, and if you lose the case you'll gain a very little
reward.
The Snow Globe
---------------
After talking to Lillian you get this quest. Find the snow globe in the wizard's
tower and return it to her. You will get rewarded and find out the truth about
the globe. After defeating the dragon, releasing the elves and dwarves from
their prison and getting the word of power you will complete this quest.
The Siege of Fort Ilkard
-------------------------
This is a nice quest, with a lot of twists and turns. When you first enter
the fort you learn about the tribe allying with the cult and after talking
to the captain he offers you a reward for taking out the catapults that are
attacking the fort.
This is pretty simple, just head out of the fort to the west and head around
north to defeat all the enemies and destroy all the catapults. After its clear
(you'll know because there are no enemies near the fort) go back to him and
get your reward.
Now he will want you to take out the commander for the catapult team. Head
to the command post and kill Arness, and return her head to him. Again he
wants another task from you, and that is to infiltrate the fort of this tribe
and take out the leader, who is found in homestead, bringing his head back
to him.
Now if you got the peace feather you will be able to learn the truth, if not
you'll have to fight your way through and take the head of the leader back
to him. Now if you have the leaf you'll be able to enter without fighting,
and make your way to the leader peacefully and talk to him. Here you will
learn the truth about the captain, and you are given a hard choice.
You can return to him, confront him with the evidence, and get the cure, or
kill the leader and bring the head back to the captain. Personally I chose
to cure them, because it will allow you to complete another quest, listed
below, and the reward is greater. To get the cure you can either bribe it
from him, for a pretty high price, or kill him, making the whole fort attack
you from then on, so if you want to go this way make sure you complete the
other quest from the fort if you want to. (You lose no alignment for killing
the fort members, or the captain)
After you either cure the tribe, or bring the leader's head back to captain
this quest is completed.
Investigate the Elk Tribe
--------------------------
You get this from the druid in Beorunna's Well, who tells you that the clan
is peaceful and doesnt know why they allied with the clan. Once you
learn the only reason they allied was to cure the disease that the captain
gave him, and cure them, they will give you a symbol of peace to bring back
to the druid. You complete this quest when you return the peace symbol to
him, and cannot complete it if you kill the clan and bring the head to the
captain.
Deliver Eckel's note
---------------------
A simple quest, talk to eckel in the barracks and he will ask you to bring
a note to his wife in the farmlands to the west. Just head to the house and
give her the note to get the reward.
Working for Akulatraxas
------------------------
This is the quest you get from the dragon in the center of the second part
of Moonwood. She is afraid for her egg and wants you to take out the Hill
giant chiefton who is leading many raids on her lair in an attempt to get
her eggs.
So head across the map west to the hill giant caves and make your way through.
By the entrance to the second floor you'll have to fight a hill giant champion,
which might be pretty tough depending on your luck and class ect. Head down
and continue until you find...
Boss Fight: Hill Giant Cheifton
--------------------------------
Not a hard fight...just have to worry about his hard hitting and knockdown,
but you can knockdown him as well...I didn't have much trouble with him at
all.
Now take his head and return it to the dragon to complete this quest. After
you do this you could actually go inside the egg room and take her treasure
(good magic items and gold) as well as take her egg. She will attack you but
you won't have to kill her. You can if you want, and she has the same difficulty
as the guardian dragon in the snow globe, maybe a little harder, and you'll
have to do this if you
want to go the evil way and work for the red dragon and collect the eggs.
If you just want the treasure though you can just run in, grab the treasure,
and recall out.
Klauth The Ancient Red Wyrm
----------------------------
You get this after learning about Klauth and his experiments, and you
automatically complete it after he is dead and you get the word of power,
or after
you complete his quest and get the word of power.
Gorgotha The gold dragon
-------------------------
Another dragon, you find her right before entering the fire giant's lair.
She
wants the head of Klauth to know that her eggs are safe. Bring her the head
of
Klauth if you kill him to complete this quest.
Like with Akulatraxas after you return Klauth's head you can enter her egg
chamber
for some nice magic items, and recall right out avoiding fighting her, you'll
also need her egg if you choose to work for Klauth.
CHAPTER IV
Rescue Leesa
-------------
Luce in Moonstone Mask will ask you to find her sister that is lost somewhere
in
the war zone. She is found in the first section of the war zone, and return
to her
to get your reward, you can also deny the cloak of protection+3(which you
probably
won't need) to get some alignment points.
Neverwinter Under Siege
------------------------
The captain in the place where you first hired the merc's(all the way back
in act
1) will give you this quest, informing you about whats going on and
what you could
do to help. Just kill the two wizards controlling the golems and the catapults
to complete this quest (note you get rewards automatically for doing this,
as well
when you return to him of your success)
Aribeth's Fate
---------------
Depending on how the battle goes with Aribeth, will determine your reward.
The Final Battle
-----------------
Is with you when you start the chapter, and is completed after you kill Morag.
Character Races
Race is the character's species: Human, Elf, Half-Elf, Dwarf, Gnome, and Halfling
are the most common choices. While more rare, characters can also be Half-Orcs.
While each race can play any class or combination of classes, there are favoured
classes for each race. A character's favoured class does not count against
the character when determining XP penalties for multi-classing. Additionally,
ability scores are adjusted based on a character's race.
Human
Half-Elf
Elf
Dwarf
Halfling
Gnome
Half-Orc
Human
Humans are the most adaptable, flexible, and ambitious people among the common
races. They are diverse in their tastes, morals, customs, and habits. Humans
are typically between 5 feet to a little over 6 feet in height and weigh between
125 and 250 pounds. Human adventurers are the most audacious daring, and ambitious
members of an audacious, daring, and ambitious race. A human can earn glory
in the eyes of his or her fellows by amassing power, wealth, and fame. Humans,
more than other peole, champion causes rather than territories or groups.
Racial Traits
Ability Adjustment: None
Size: Medium-size (no special bonuses or penalties due to size)
Base Speed: 30 feet
Racial Abilities/Bonuses:
1 extra Feat at 1st level
4 extra skills points at 1st level and 1 extra skill point at each additional
level
Languages: Common. Bonus Languages: Any (other than secret languages such
as Druidic)
Favoured Class: Any (character's highest level class)
Half-Elf
Half-Elves are usually much like their Elven parent in appearance. They are
handsome folk, with the good features of both races. They mingle freely with
either race, but are typically viewed as an outsider by both races. Half-elven
height ranges from under 5 feet to almost 6 feet tall, and weight usually
ranges from 90 to 180 pounds. Taking the extended lifespan from their elven
parent, Half-Elves can live to be over 180 years old.
Racial Traits
Ability Adjustment: None
Size: Medium-size (no special bonuses or penalties due to size)
Base Speed: 30 feet
Racial Abilities/Bonuses:
Immunity to magic sleep spells and effects
+2 saving throw bonus against Enchantment spells and effects
Low-light Vision: Half-elves can see twice as far as humans in low-light
conditions (starlight, moonlight, etc.)
+1 bonus on Listen, Search, and Spot checks
Languages: Common and Elven. Bonus Languages: Any (other than secret
languages such as Druidic)
Favoured Class: Any (character's highest level class)
Elf
Elves tend to be short and slim, standing about 4½ to 5½ feet
tall and typically weighing between 85 and 135 pounds. They are graceful but
frail and have no facial or body hair. They possess unearthly grace and fine
features and many members of the other racs find them hauntingly beautiful.
Elves have extremely long lifespans and can live to be over 700 years old.
Elves do not sleep, as members of the other common races do. Instead, elves
meditate in a deep trance for 4 hours a day. An elf resting in this fashion
gains the same benefit that a human does from 8 hours of sleep. Elves take
up adventuring out of wanderlust. Elved adventurers typically find careers
that allow them to wander freely and set their own pace. They also enjoy demonstrating
their prowess with the sword and bow or gaining greater magical powers, and
adventuring allows them to do so.
Racial Traits
Ability Adjustment: +2 Dexterity, -2 Constitution
Size: Medium-size (no special bonuses or penalties due to size)
Base Speed: 30 feet
Racial Abilities/Bonuses:
Immunity to magic sleep spells and effects
+2 saving throw bonus against Enchantment spells and effects
Low-light Vision: Elves can see twice as far as humans in low-light
conditions (starlight, moonlight, etc.)
Proficient with shortbow, longbow, composite longbow, composite shortbow
and either the longsword or rapier
+2 bonus on Listen, Search, and Spot checks
Automatic Search check to notice secret or concealed doors
Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome,
Goblin, Orc, and Sylvan
Favoured Class: Wizard
Dwarf
Dwarves are known for their skill in warfare, their ability to withstand physical
and magical punishment, their knowledge of the earth's secrets, their hard
work, and their capacity for drinking ale. Dwarves stand only 4 to 4½
feet tall, but they are so broad and compact that they are, on average, almost
as heavy as humans. Dwarven men value their beards highly and groom them very
carefully. Dwarves have a long lifespan and can live to be over 400 years
old.
Racial Traits
Ability Adjustment: +2 Constitution, -2 Charisma
Size: Medium-size (no special bonuses or penalties due to size)
Base Speed: 20 feet
Racial Abilities/Bonuses:
Darkvision: Dwarves can see in the dark up to 60 feet, although in black
and white only
+2 bonus and automatic Search check to notice unusual stonework (sliding walls,
stonework traps, etc.)
+2 saving throw bonus against poison
+2 saving throw bonus against spells and spell-like effects
+1 bonus to attack rolls against orcs, goblins, hobgoblins, and bugbears
+4 Dodge bonus against giants
+2 bonus on Appraise checks related to rare or exotic items
+2 bonus on Craft checks related to stone or metal
Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc,
Terran, and Undercommon
Favoured Class: Fighter
Halfling
Halflings are clever, capable, opportunistic, resourceful survivors. They
prefer trouble to boredom and are notoriously curious. Relying on their ability
to survive or escape danger, they demonstrate a daring that many larger people
can't match. Halflings stand about 3 feet tall and weight between 30 and 35
pounds. Halfling men often have long sideburns, but beards and mustaches are
rare among them. Halflings try to get along with everyone else and are adept
at fitting into any community of humans, dwarves, elves, or gnomes, making
themselves valuable and welcome. Their typical life expectancy is approximately
250 years.
Racial Traits
Ability Adjustment: +2 Dexterity, -2 Strength
Size: Small
+1 bonus to AC
+1 bonus to attack rolls
+4 bonus on Hide checks
Base Speed: 20 feet
Racial Abilities/Bonuses:
+2 Bonus on Climb, Jump, and Move Silently checks
+1 bonus on all saving throws
+2 bonus on saving throws against fear
+1 bonus to attack rolls with thrown weapons
+2 bonus on Listen checks
Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnone, Goblin,
and Orc
Favoured Class: Rogue
Gnome
Despite their welcome everywhere as technicians, alchemists, and inventors,
Gnomes prefer to remain anong their own kind. However, Gnomes are also curious
and impulsive and may take up adventuring as a way to see the world or for
the love of exploring. Gnomes generally stand about 3 to 3½ feet tall
and weigh 40 to 45 pounds. Gnome males prefer short, carefully trimmed beards.
Gnomes live about 350 years, though some can live almost 500 years. Gnomes
get along well with Dwarves who share their love of precious objects, their
curiousity about mechanical devices, and their hatred of goblins and giants.
They also enjoy the company of halflings, especially those who are easygoing
and can put up with pranks and jests.
Racial Traits
Ability Adjustment: +2 Constitution, -2 Strength
Size: Small
+1 bonus to AC
+1 bonus to attack rolls
+4 bonus on Hide checks
Base Speed: 20 feet
Racial Abilities/Bonuses:
Low-light Vision: Gnomes can see twice as far as humans in low-light
conditions (starlight, moonlight, etc.)
+2 bonus on saving throws against illusions
+1 bonus to attack rolls against kobolds, goblins, hobgoblins, and bugbears
+4 Dodge bonus against giants
+2 bonus on Listen checks
+2 bonus on Alchemy checks
Speak with Animals with a burrowing mammal once per day
If Intelligence is 10 or higher, Gnomes can cast the following cantrips once
per day as a 1st level Wizard
Dancing Lights
Ghost Sound
Prestidigitation
Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant,
Goblin, and Orc
Favoured Class: Illusionist (Specialist Wizard)
Half-Orc
Half-Orcs are the offspring of an Orc and a Human, sharing characteristics
from both. They are short-tempered and sullen, would rather act than ponder,
and would rather fight than argue. Those who are successful however are those
with enough self-control to live in a civilized land. Half-orcs are as tall
as humans, but a little heavier thanks to their muscle. Their grayish skin,
sloping forehead, jutting jaw, prominent teeth and coarse body hair make Half-orcs'
lineage plain for all to see.
Racial Traits
Ability Adjustment: +2 Strength, -2 Intelligence, -2 Charisma
Size: Medium-size (no special bonuses or penalties due to size)
Base Speed: 30 feet
Racial Abilities/Bonuses:
Darkvision: Half-orcs can see in the dark up to 60 feet, although in
black and white only
Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin,
and Infernal
Favoured Class: Barbarian
A character's class is their profession or career. It determines what he or she is able to do: combat training, magical ability, skills, and more. While each class has different special abilities, they all share the same experience (XP) Table. Any race may choose any class or combination of classes within alignment restrictions, but choosing a non-favoured class results in an XP penalty. Fighter
The questing knight, the conquering overlord, the king's champion, the elite
foot soldier, the hardened mercenary, and the bandit king - are all fighters.
Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy
adventurers. Of all classes, fighters have the best all-around fighting capabilities.
Fighters are familiar with all the standard weapons and armours. In addition
to general fighting prowess, each fighter develops particular specialities
of his or her own, from exceptional capability with certain weapons to fancy
combat manoeuvres.
Ranger
Paladin
Barbarian
Cleric
Druid
Monk
Wizard
Rogue
Bard
Multiclass
Ranger
Skilled woodsmen and hunters, Rangers are proficient with all simple and martial
weapons and capable in combat. His skills allow him to survive in the wilderness,
to find his prey, and to avoid detection. He also has special knowledge of
certain types of creatures, making him more capable of finding and defeating
those foes. 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. Finally, rangers
often have one or more animal companions to come to their aid.
Paladin
Paladins are holy crusaders, dedicated to upholding a cause. Every race has
a definition of what is right and true, and every race has something worth
believing in. Paladins are willing to fight and die to protect these beliefs.
Due to their dedication, Paladins are more resistant to poisons, gain the
ability to heal themselves or an individual daily, and can Turn Undead. Paladins
must be Lawful Good and at higher levels, gain the ability to cast spells.
Barbarian
Raised far from the relative safety of city life, Barbarians survive on their
ferocity and brute strength where many civilized creatures fear to set foot.
Their hulking brawn makes them dangerous enough, but their legendary Barbarian
Rage gives even the brave pause. Disdaining armour, Barbarians are skilled
woodsman and can move silently through even the thickest forest.
Cleric
Clerics are priests dedicated to a particular god. They have spells granted
to them by their deity after daily prayer and those with high Wisdom are granted
additional spells. Clerics have the ability to Turn/Control Undead and may
wear armour and use weapons appropriate with their faith. All clerics have
access to a core spell list; each Cleric also gains access to two small 'domains'
of spells that relate to their deity.
Druid
Druids are priests of nature and guardians of the wilderness. Druids cast
divine spells much in the same way as clerics, though they get their spells
from nature, not from the gods. Their spells are oriented toward nature and
animals. In addition to spells, druids gain an increasing array of magical
powers as they gain experience, including the ability to take the shapes of
animals. The weapons and armour of a druid are restricted by oaths, not training.
A druid learn to use a two-handed sword, but using it would violate the druidic
oath and suppress all druidic powers. Druids avoid carrying much worked metal
with them because it interferes with the pure and primal nature they embody.
Monk
Monks are priests dedicated to mind over body and master of unarmed hand-to-hand
combat. Though monks don't cast spells, they have a magic of their own, called
ki which allows them to perform amazing feats. The monk's best known ability
is the ability to stun an opponent with an unarmed blow. A monk also has a
preternatural awareness of attacks and can dodge attacks.
Wizard
Wizards study arcane knowledge and are adept at casting powerful spells. Unable
to wear armour and restricted in the use of weapons, Wizards try to avoid
melee combat. Some wizards prefer to specialize in one of the eight schools
of magic. Specialization makes a wizard more powerful in their chosen school,
but prevents casting some spells outside their school. Wizards gain cantrips
and spells through diligent study and daily memorization. Those with high
Intelligence are able to memorize additional spells. Additionally, Wizards
can become experts at certain spells and are not required to memorize these
spells to regain them each day. Finally, a wizard can call a familiar: a small
animal companion that serves them. For some wizards, their familiars are their
only true friends.
Rogue
Rogues are masters of stealth. They can wear light armour and have a limited
selection of weapons. Rogues are highly skilled, and they can concentrate
in any of several types of skills. As rogues advance, they master the arts
of stealth, evasion, and sneak attacks. While not equal to members of many
other classes in combat, a rogue knows how to hit where it hurts, and a rogue
who can hit an opponent with a sneak attack can deal out a lot of damage.
Bard
Bards are the lore-masters, minstrels, and storytellers of the realms. Wandering
across the land, gathering lore, telling stories, working magic with his music,
and living on the gratitude of his audience - such is the life of a bard.
A bard brings forth magic from hi soul, not from a book. He can cast only
a small number of spells, but he can cast them without selecting or preparing
them in advance. His magic emphasizes charm and illusions over the more dramatic
evocation spells that wizard and sorcerers often use. In addition to spells,
a bard works magic with his music and poetry. He can encourage allies, hold
his audiences rapt, and counter magical effects. Bards have some of the skills
that rogues have, although they are not as focused on skill mastery as rogues
are.
Multiclass
Multiclassed characters are those characters that pursue multiple classes
simultaneously. The level of multiclassed characters is the sum of their levels
in all classes and all HP, combat bonuses, and other level related attributes
are summed instead of averaged. For example, a 4/3 Fighter/Rogue is considered
a 7th level character and requires 21,000 XP just as a single-classed 7th
level character. Additionally, the sequence of progression in these classes
is up to the character. For example, when the 4/3 Fighter/Rogue has 28,000
XP, they can choose to increase either their Fighter level to 5th or their
Rogue level to 4th or they can choose another class to take a level in.
However, there is a 20% XP Penalty for multiclassed characters whose levels
are greater than one level apart. Racially favoured classes do not count against
the character. For example, when a human 6/4/3 Fighter/Wizard/Rogue gains
91,000 XP (14th level character), they can choose to advance any of their
three classes. Advancing either the Fighter or Rogue class will not incur
a penalty as the Fighter class is considered the character's favoured class
(highest level class for humans) and the Rogue class would be 4th level (even
with Wizard). However, if the character chooses to advance the Wizard class,
a 20% XP penalty would be incurred (as the Wizard level would exceed Rogue
by 2). The XP penalty would apply until the character had earned 16,800 XP
(the additional 14,000 for 15th level + 20% penalty).
Character Alignments
A character's or creature's general moral and personal attitudes are represented
by its alignment: lawful good, neutral good, chaotic good, lawful neutral,
neutral, chaotic neutral, lawful evil, neutral evil, and chaotic evil.
Good vs. Evil
Good characters and creatures protect innocent life. Evil characters and creatures
debase or destroy innocent life, whether for fun or profit.
"Good" implies altruism, respect for life, and a concern for the
dignity of sentient beings. Good characters make personal sacrifices to help
others.
"Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships. A neutral person may sacrifice himself to protect his family or even his homeland, but he would not do so for strangers who are not related to him.
Animals and other creatures incapable of moral action are neutral rather
than good or evil.
Law vs. Chaos
Lawful characters tell the truth, keep their word, respect authority, honor
tradition, and judge those who fall short of their duties. Chaotic characters
follow their consciences, resent being told what to do, favor new ideas over
tradition, and do what they promise if they feel like it.
"Law" implies honor, trustworthiness, obedience to authority, and
reliability. On the downside, lawfulness can include close-mindedness, reactionary
adherence to tradition, and a lack of adaptability.
"Chaos" implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility.
People who are neutral with respect to law and chaos have a normal respect for authority and feel neither a compulsion to obey nor to rebel. They are honest, but can be tempted into lying or deceiving others.
Animals and other creatures incapable of moral action are neutral.
Abilities are the six natural traits that represent the basic definition
of a character. They are used to determine success or failure of many actions.
Every fourth level, one ability can be raised by +1. There is no maximum number
of times that a single ability can be raised. Each ability will have a modifier
from -5 to +5 on certain actions as well as a number of bonus spells (see
table). The modifier represents the benefit of above-average abilities as
well as the disadvantage for below-average abilities. The ability that spells
relate to depends on the type of spellcaster: Intelligence for wizards; Wisdom
for clerics, druids, paladins, and rangers; or Charisma for sorcerers and
bards. In addition to having a high ability score, a spellcaster must be of
sufficient level in order to gain any bonus spells for a given level. Spellcasters
must also have a 10 or higher in the appropriate ability score in order to
cast any spells.
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Modifier Table
Strength
Strength measures a characters muscle and physical power. This ability
is especially important for fighters, barbarians, paladins, rangers, and monks
because it helps them prevail in combat. You apply your character's strength
modifier to:
Melee attack rolls
Damage rolls from melee weapons or thrown weapons*
Climb, Jump, and Swim checks
Strength checks (for breaking down doors, etc.)
*Note: Off-hand attacks only receive half the Strength modifier, while two-handed attacks receive one and a half times the Strength modifier. A Strength penalty, but not a bonus, applies to missile weapon attacks with a bow or sling.
Intelligence
Intelligence determines how well your character learns and reasons. Intelligence
is important for wizards because it affects how many spells they can cast,
how hard their spells are to resist, and how powerful their spells can be.
It's also important for any character who wants to have a strong assortment
of skills. You apply your character's Intelligence modifier to:
The number of languages your characters knows
The number of skill points gained each level
The following skill checks:
- Alchemy
- Appraise
- Craft
- Decipher Script
- Disable Device
- Forgery
- Knowledge
- Read Lips
- Scry
- Search
- Spellcraft
Wizards gain bonus spells based on their Intelligence scores. The minimum Intelligence needed to cast a wizard spell is 10 + the spell's level.
Wisdom
Wisdom describes a character's willpower, common sense, perception, and intuition.
While Intelligence represents one's ability to analyze information, Wisdom
is more related to being in tune with and aware of one's surroundings. Wisdom
is the most important ability for clerics and druids and is also important
for rangers and paladins. You apply your character's Wisdom modifier to:
Will saving throws (for negating charm person and other spells)
The following skill checks:
- Heal
- Inneuendo
- Intuit
- Direction
- Listen
- Profession
- Sense Motive
- Spot
- Wilderness Lore
Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom needed to cast a spell is 10 + the spell's level.
Dexterity
Dexterity measures hand-eye coordination, agility, reflexes, and balance.
This ability is the most important for rogues, but it also important for anyone
who typically wears light or medium armor (barbarians and rangers) or none
at all (monks, wizards, and sorcerers), and anyone who wants to be a skilled
archer. You apply your Dexterity modifier to:
Ranged attack rolls, including attacks made with bows, crossbows, throwing
axes, and other ranged weapons
Armor Class (AC) (provided the character can react to the attack)
Reflex saving throws for avoiding fireballs and other attacks that you can
escape by moving quickly
The following skill checks:
- Balance
- Escape Artist
- Hide
- Move Silently
- Open Lock
- Pick Pocket
- Ride
- Tumble
- Use Rope
Constitution
Constitution represents your character's health and stamina. Constitution
increases a character's hit points (HP), so it's important for all classes.
You apply your Constitution modifier to:
Each Hit Die (although a penalty cannot take it below 1)
Fortitude saving throws, for resisting poisons and similar threats
Concentration checks
Charisma
Charisma measures a characters force of personality, persuasiveness,
personal magnetism, ability to lead, and physical attractiveness. It is important
to all characters, but especially to those who must deal with non-player characters,
mercenary hirelings, retainers, and intelligent monsters. It dictates the
total number of henchmen a character can retain and affects the loyalty of
henchmen, hirelings, and retainers. Charisma is very important for sorcerers
and bards as it determines the number of spells per level that they can cast.
You apply your charisma modifier to:
Checks that represent an attempt to influence others
Turning checks for clerics and paladins, attempting to turn undead
The following skill checks:
- Animal Empathy
- Bluff
- Diplomacy
- Disguise
- Gather Information
- Handle Animal
- Intimidate
- Perform
- Use Magic Device
Combat
Combat is an integral part of any RPG, and Neverwinter Nights is no exception!
NWN is going to take RPG combat to where it should be; you will be able to
attack, dodge and parry, but enemies will also be able to use any of the tactics
in their arsenal. If you wish to, your character can parry incoming attacks,
make called shots, attempt to overbear and even disarm opponents. Neverwinter
Nights offers one of the most complex, realistic and intuitive combat engines
in the genre. Real-Time
Combat
Armor Class
Saving Throws
Spell Casting
Death
Real-Time Combat
Combat in Neverwinter Nights will be in real-time but it will not be a click-fest.
Combat takes place in rounds, each lasting six seconds. A character will have
a certain number of attacks per round, and certain other actions will take
a certain amount of rounds, spells will last for a certain period of time,
based on the number of rounds past. Once you give the command to attack a
given creature, your character will continue to do so until the enemy is dead
or you have given them a new command. However, special attacks like called
shots, parries, disarms, and spell-casting will not automatically repeat.
Unlike Baldur's Gate, players will not have the ability to pause (however
if a live DM is involved, they will be able to pause the game).
Armor Class
Armor Class (AC) represents the difficulty for an opponent to score a hit
that inflicts damage on a scale from 10 to 30. AC is determined by the type
of armour your character wears and is modified by factors such as Dexterity,
magical effects, and combat modifiers. This new system replaces the old THAC0
system of previous editions. You just roll a d20 and add modifiers for Strength,
magical effects, class, level, etc. and that's the AC you can hit.
Saving Throws
There are three categories for saving throws: Reflex (dodge, area effect spells),
Will (mind-influence, charms), and Fortitude (poison, etc.). There will be
one base number to achieve modified by ability, class, and level bonuses.
Dexterity will affect Reflex saves; Wisdom will affect Mental saves; and Constitution
will affect Fortitude saves.
Spell Casting
Clerics, Druids, Wizards, Sorcerers, and Bards can all cast spells. The number
of spells per level that can be cast per day is determined by the character's
class and level. Additional spells are granted for high Wisdom (Clerics and
Druids), Intelligence (Wizards), or Charisma (Sorcerers and Bards). Wizards
also have a certain number of cantrips (lower level spells such as Read Magic
and Detect Magic) they can learn per day. Clerics and Druids no longer have
to pray for healing spells, but can now "Convert" spells into healing
magic (d8 per spell level).
Spell-casters who are injured during a round will still have an opportunity
to cast a spell that round by making a successful Concentration check (DC
= 10 + HP of damage taken + level of spell). Opponents will have three other
methods of disrupting a spell:
Ready - an action that allows a combatant to specify a trigger event on which
to act (such as a spell-caster beginning a spell)
Counterspell - an action where one spell-caster attempts to thwart the spell
of another by casting the same spell at the same time.
Disrupt - a specialized use of the spell "Dispel Magic".
3rd Edition uses a concept called an "Attack of Opportunity". This
allows opponents within melee range a free attack when you do something that
would drop your guard (such as spell-casting). So when a spell-caster begins
a spell, opponents within melee range get free attacks (assuming that they
are capable of doing so within certain restrictions on levels and abilities).
This could have the dual negative effects of causing the caster to take damage
and lose the spell being cast.
Death
The penalty for death can be set by the server hosting the module. They can
range from immediate resurrection with no losses to having a high level Cleric
resurrect you or losing items, gold and XP. Servers can even be set so that
death is permanent.
Neverwinter Toolset
Description
Intuitive and easy to use as possible, the Neverwinter Toolset will be powerful
enough to recreate most home campaigns and classic modules. While you may
not be able to faithfully recreate every trap in the Tomb of Horrors and there
may not be models for this item or that exact monster or terrain type, the
Neverwinter Toolset should be able to create an easily recognizable facsimile
of that special tale or imaginary world you've grown to love, whatever it
may be.
You will be able to draw from extensive libraries of pre-existing content
or create your own. All buildings, terrain, and dungeon spaces, can be painted
down using intuitive and context-sensitive tiles. At the same time, the powerful,
Neverwinter Scripting Language allows you to weave your stories and create
characters that behave in an intelligent fashion (this includes engaging in
fully customizable conversations and dialog chains that you create). You will
even be able to create new creatures and items based on templates provided
for your convenience. And after the initial game ships, additional artwork
and content is planned to be added expanding the capability and allowing more
and more things possible over the course of time.
Tilesets
A module will be made up of one or more areas. Each area represents a single
location such as grasslands or the main floor of an inn and is constructed
using a tileset. Each tileset is comprised of hundreds of individual tiles
with dozens of different textures that represent different parts of the area.
At this point, the maximum area size of 1024 tiles (32x32).
Tiles are 10m x 10m with a height of either 0m, 4.5m or 9 m. Additionally,
tiles can be stacked to create even taller structures. Instead of positioning
a particular object on a particular tile, tiles include objects like buildings,
trees, walls, rocks etc. Since tiles are ten meters square, the smallest building
essentially fills one tile. Larger buildings are groups of multiple tiles,
while some structures like castles are sub-tilesets of a larger tileset. By
making each floor or level of the building/castle/dungeon a separate area,
there is really no limit the the size of a module.
To speed up the module creation process, each building comes with its own default custom interior. There will be a small degree of customizability of these interiors but for the most part it will be limited to swapping in a small number of variant tiles (such as an optional subterranean access). If you so choose, you can take the time to mix and match different exteriors and interiors. This allows custom buildings such as a tavern inside an old manor house or a door in a wizard's tower that leads to a massive illusionary forest.
The list of terrain tilesets includes (but is not limited to):
Castle Neverwinter
Castle Luskan
Dungeon Sewer
Dungeon Mines
Dungeon Crypt
Dungeon Evil
Terrain Rural
Terrain Cavern
Terrain Forest
Interior Rural
Interior City
Interior Neverwinter Castle
Interior Luskan Castle
Each terrain tileset includes suitable buildings, streams, waterfalls, coastlines, impassable chasms, forests, and bodies of water on three traversable height levels. Beyond these, Neverwinter Nights will include a wide variety of buildings and structures of both a unique and a generic nature, a number of special tiles, a large number of variations on basic tile models, and, of course, some plot-specific tilesets that will be keep secret.
Portals
Neverwinter Game Servers can be linked through "Portals." Portals
are gateways between two Game Servers, allowing players to travel between
worlds simply by stepping through them. When a character comes across a portal,
they can examine it much like any other object. The portal description will
include all of the target server settings like PvP [player killing] and death
options as well as indicating the approximate lag to the server. If the character
does not meet the requirements of the target server, the player is not teleported
and re-appears beside the original server's Portal. If the server on the other
end is currently not operational, the Portal will appear closed. Additionally,
when a Vault character passes through a portal, the character is checked back
into the vault and then immediately checked back out to the new server.
Two types of portals exist: one-way and two-way. When a character travels
through a one-way portal, they appear at the entry point of the module on
the target server. This would be same as if the character had logged off the
first server and then logged into the second. One-way portals do not require
permission from the target server since normal login restrictions apply.
A two-way portal is established when one server requests the link and the other server grants it. Once a Portal is created, it remains until removed by one of the server operators. Once the portal is connected on both servers, characters can step back and forth between the two worlds.
A portal is placed as any object on the terrain is placed, you simply select the location and drop the portal. It will be possible to flag an edge transition as a portal to another server and when the character walks off the edge he/she will be asked if he/she wishes to travel to the new server. For a group of servers sharing a server character database, the yes/no can be disabled.
The implications of this Portal system are pretty mind-boggling. By distributing the different areas and population load over a number of computers with decent Internet connections, the game world can know no boundaries. On a smaller scale, a player guild or adventuring party can link a chapter's worth of BioWare's story-based modules to each other, allowing them to adventure freely through the larger story environment by passing from Portal to Portal. Freewheeling MUDs and MUSHes could also emerge where people cobble their different creations together into a larger, cosmopolitan world of adventure. Neverwinter Nights is all about getting people together and Portals allow that to happen on a grander, even more exciting scale.
Description
Tilesets
Portals
The Neverwinter Toolset is the module creation utility included with Neverwinter Nights that will allow Dungeon Masters to either recreate their favorite classic AD&D module or create new ones from scratch.
Infinite money
On the first level you can buy your class suit for no money then you can sell it back for 1 gold, so buy it and buy it until your backpack is full then sell all of them and repeat until you have as much money as you want
Various Cheats
You may need to go to the file nwn.ini in the game folder and add the line
Debug Mode=1 to the section under "Game Options". This can be done
with Notepad or a similar text editor
Now while playing press ~ to get the console and type DebugMode 1 (case sensitive)
Now press ~ again and press the TAB key to get a list of debug commands. Press
TAB again to scroll the commands. Now enter a code below. Some will simply
say "success" after entering, others will say "Entered Target
Mode" in which you must click on a character you want to apply the cheat
to. Change the # sign to a corresponding number of your choice
dm_god - Invincibility
GetLevel # Add
dm_givegold # - Give Gold Amount #
SetCON # - Make Constitution to #
SetWIS # - Make Wisdom to #
SetINT # - Make Intelligence to #
SetSTR # - Make Strength to #
SetCHA # - Make Charisma to #
Problem with the Character cheats fix:
Edit these Lines on this file nwnplayer: Single Player Enforce Legal Characters=0
Single Player ItemLevelRestrictions=0
cheats work fine then......not matter wot you change.
SetAttackBase 120
dont go over that..
and keep strength below 40....other wise you soon find all your stuff destroyed.
by:impetus
Hints:
Uthgardt Ceremonial Two-Bladed Sword
Goto the Peninsula District.
Grab the Two-Bladed Sword +1 from the chessboard (tunnel between prison and estate) dig around a little bit (think its in the first or second level of the prison) to find Ironwood. Take them to the forge in the city core. pay 500 gold to the bloke there.
One really cool two handed weapon (need weapons profic (exotic) feat to use it
by: impetus
Printer version (need MS Word)