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Armor and Armor Class.(AC) Armor class is a number that represents the quality of your protection from physical attacks. Especially at the beginning of your career, armor class is affected most by what armor you are wearing and whether or not you are using a shield.
An unarmored person has an armor class of 10. Higher numbers represent better armor. Normal armor provides a bonus from 1 (padded) through 8 (full plate).
A heavily armored fighter might have an armor class of 20. Armor class values above 30 are exceptional and very rare. Spells and magical armor and items can improve your armor class. Your Dexterity modifier also affects this important statistic, though heavy armor can prevent you from getting the maximum benefit from your Dexterity. Level The term “level” can mean many things in D&D.
It generally refers to how powerful or advanced something is. One of your main goals in NWN2 is to increase your character level. You might begin the game as a level 1 (or 1st-level)barbarian, for example, and by the end of the game you might be close to level 20. Usually when you hear the term “level,” this is what it means. NWN2 Tip Prestige classes never count toward determining your XP penalty.
Experience Whenever you defeat a monster or complete a quest, you gain experience points, which are abbreviated as XP. The number of experience points you have determines your level. When you acquire enough experience points, you will level-up,which means your level increases by one.
When this happens, you can choose which class you advance in and select new skills and other abilities. Multiclassing When you first create your character, you will be level 1 in a single class, such as barbarian. Every time you level-up,you can choose which class your level will be in. So when you reach level 2, you might decide to learn some spells and become a 1stlevel barbarian and a 1st-levelwizard. Multiclassing can be fun, but it can also make your character weaker depending upon your choices. Each class has different abilities and these don’t always overlap well. For example, though barbarians can wear armor to protect themselves, wizards have trouble casting spells while wearing such protection.
So your barbarian/wizard has to choose whether he wants to wear armor or easily cast spells – perhaps not the best combination. NWN2 Tip If you want to be a powerful spellcaster (cleric, druid, wizard, sorcerer, or warlock), multiclassing might not be the best option. Instead, concentrate on your spellcasting class and consider an appropriate prestige class later. On the other hand, a barbarian/fighter could be a powerful combination.
Both are strong in melee combat, but they approach it in different ways. The fighter generally has more tactical options than the barbarian, while the barbarian has more brute power. Combining these classes can create a character with a unique fighting style. Multiclassing has one more important limitation. If you ever have multiple classes that are more than one level apart, you will suffer an XP penalty.
For example, if you are a 3rd-levelbarbarian and a 1st-levelfighter, you will gain 20% fewer XP than you would if you were 2nd-levelin each. Prestige classes never count toward determining your XP penalty. Favored Class Each race has a favored class. Your favored class is not counted when determining this XP penalty. For example, if you are a human (favored class is any), half-elf(any), half-orc(barbarian), or dwarf (fighter), your 3rd-level barbarian/1st-levelfighter would not suffer that XP penalty. If you plan to multiclass, you probably want one of your classes to be the favored class for your race. Character Level and Class Level Your class level is your level in a specific class, such as fighter.
Your character level is the sum of all of your class levels. So if you have a 2nd-level barbarian/2nd-levelfighter, your character level is 4, while your barbarian and fighter class levels are each 2.
So a 10th level paladin and a 5th-level rogue/5th-levelwizard both have a character level of 10, meaning, among other things, that they will both require the same amount of XP to reach level 11. NWN2 Tip Spells also have levels, ranging from level 0 spells (or cantrips, which are minor tricks with little combat application) to level 9 spells, which can alter reality in astounding ways. Skills Skills represent the individual areas of practical knowledge you possess.
These are in addition to the base abilities of your class and race, and serve to further customize and differentiate one character from another. While some skills are simply used automatically, most do not automatically yield success. Two things contribute to your chances: your expertise in the skill and the difficulty of what you are trying to accomplish. A skill check is made when you apply a skill to a task. Your skill ranks and bonuses are added to a random number between 1 and 20. This skill check results in success if it equals or exceeds the Difficulty Class, or DC, of the task. For example, consider a rogue with a +14 bonus in Open Lock.
When trying to pick a simple lock with a DC of 15, the rogue will always succeed. His skill check will be as low as 15 (1 + 14) and as high as 34 (20 + 14). If he comes across a very complicated lock, however, that is DC 35, it will be impossible for him to succeed until he somehow increases his Open Lock bonus. Sometimes when you use a skill, you are directly competing with a monster or another character.
In these cases you make an “opposed” skill check. The DC is not a fixed number, but a skill check made by your opponent. For example, when you use the Hide skill to conceal yourself, the DC of your attempt is determined by a Spot check by any enemy trying to locate you.
If the enemy has a Spot skill bonus of +7, then the DC you must beat with your Hide is between 8 and 27 (a random number between 1 and 20 plus 7). When there is no penalty for failure and no enemies nearby, you are assumed to attempt the task repeatedly until you achieve the perfect result. In these cases you “take 20,” and instead of a random number between 1 and 20, you automatically get a 20. For example, if the rogue mentioned above tries to pick a lock when no enemies are nearby, he will succeed so long as the lock’s DC is 34 or less. Ranks Skill ranks are purchased with skill points, which are awarded both at character creation and with each level-up.Every skill has a rank, from 0 (no training) to 23 (maximum ranks for a 20th-levelcharacter).
Ranks are added to every check made with the skill, so the more ranks a character has, the better his skill checks will be. Some skills, such as Open Lock, cannot even be attempted if you have 0 ranks in it. Such skills are referred to in this manual as “specialized.” Skills that do not require ranks are called “general” skills. NWN2 Tip Your race, class, feats, and ability scores can all provide bonuses to your skills, above and beyond your actual skill choices. But no matter how many other bonuses your character may have, he will probably not be successful using skills for which you have not bought any ranks. Skill Types Skills come in three varieties: Class Skills, Cross-ClassSkills, and Exclusive Skills.
Class Skills: Class skills fall within the expertise and training of your class. Each skill point spent on a class skill adds 1 rank in the it. The maximum rank in any class skill is your level +3. For example, Open Lock is a class skill for rogues because such covert activities are one of their specialties.
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Cross-Class Skills: Cross-classskills fall outside what members of your character’s class can normally master. Each rank in a cross-classskill costs 2 skill points.
The maximum rank in any cross-classskill is equal to (character level + 3)/2, or half that of a class skill. For example, Open Lock is a cross-classskill for clerics, who have little reason to master this activity.
Exclusive Skills: Some class skills are exclusive to a given class, and can only be learned by its members. The only exclusive skills in NWN2 are Perform (Bards only) and Use Magic Device (Bards, Rogues, and Assassins only). NWN2 Tip When in doubt, never advance in a crossclass skill.
Instead, seek out companions who have the skill you want as a class skill. For example, if you are a fighter, you should find a rogue who can Disable Devices instead of trying to learn that yourself. If you really want to excel at a cross-classskill, then consider the Able Learner feat.
Feats A feat gives you a new capability or improves one that you already have. Unlike skills, feats are innate abilities and have no ranks or progression. You either have the feat or you do not. Some feats are passive and provide some benefit automatically, while others open up new options that you can choose to use in the right situations. Your character’s first feat is chosen when you create him or her. A new feat is gained with every three character levels thereafter (3rd, 6th, 9th, 12th, 15th, and 18th). Many classes bestow specific feats or feat picks at certain levels and human and strongheart halfling characters receive a bonus feat at 1st level.
Some feats have prerequisites, and you must have the listed ability score, feat, skill, or base attack bonus in order to select or use them. Feats are divided into several categories: Background Traits, Proficiency, General, Skills and Saves, Spellcasting, Metamagic, Divine, Item Creation, and Epithet. Background Traits You can only pick Background Traits at 1st level. These tend to be similar to, but slightly more powerful than, Skills and Saves Feats in their effects. Background Traits represent abilities a character gains through their parentage or upbringing. Who should pick a Background Trait?
Choose a background trait if you find one that is a core part of what you would like to be. NWN2 Tip Spellcasting Prodigy is great for any wizard or sorcerer and clerics and druids might find it useful as well.
Luck of Heroes is an overall solid choice if you’re not sure what would be best. Proficiency Feats Proficiency Feats affect what types of weapons, armor, and shields the character can equip. All classes provide at least one Proficiency Feat for free. Who should pick a Proficiency Feat?
These feats should normally not be chosen. In general, classes begin with armor proficiencies that suit them – an armored wizard might sound cool, but in practice the arcane spell failure caused by armor will outweigh the added protection. If you would really like to use more weapons and armor, you are probably best off taking a single level of a combat class that will give you many proficiencies for free. General Feats The largest group of feats are the General Feats.
Many General Feats can define how a character operates in battle by making them better at certain tactics. They thus can have a large impact on combat gameplay. Many General Feats give you combat-relatedbonuses (bonuses to hit, extra attacks, etc.) in certain situations.
You automatically gain these benefits. Some feats are “tactical” and allow you to use a special ability that you can then activate during combat.
Tactical feats do nothing unless you use them. NWN2 Tip If you’re not sure what feat to pick, you probably want to pick a General Feat. All classes, except probably wizards, sorcerers, and warlocks, will benefit from these.
Who should pick a General Feat? Any character who relies on weapons (including unarmed combat!) to defeat opponents can find several suitable General Feats.
Some are all but required to achieve a certain type of play style. For example, if you want your character to wield a weapon in each hand, you will find the game much harder unless you choose Two-WeaponFighting. Skills and Saves Feats Skills and Saves Feats typically improve one or more of your character’s skills or saving throws.
They do not unlock new actions for the character, but can make him or her more successful in accomplishing certain tasks. Who should pick a Skills and Saves Feat? These feats are often weaker than others in terms of raw power. If you want your character to really specialize in a certain skill, or if you want to better develop your character’s personality and background, then a Skills and Saves Feat might be a good pick. Spellcasting Feats Spellcasting Feats improve spellcaster ability (or defense, in some cases). They are not as critical to spellcasters as combat-orientedGeneral Feats are to many other classes, but they will definitely give you an edge.
Who should pick a Spellcasting Feat? Spellcasting Feats are best suited for wizards and sorcerers, but can also be useful for clerics, druids, and warlocks. Spellcasting Feats generally aren’t good choices for the other classes. Metamagic Feats Metamagic Feats allow spellcasters to improve their spells in various ways. For example, the Empower Spell feat increases by 50% the numerical effects of a spell to which it is applied. So if you know the Empower Spell feat, you can use it on a flame arrow to have it deal 6-36damage instead of 4-24. There is a catch, however.
Applying any metamagic feat to a spell increases its difficulty, meaning that it uses up a higher spell level slot. How much higher depends upon the specific Metamagic Feat.
For Empower Spell it’s two levels, meaning that to empower flame arrow, you must cast it as a 5th-levelspell instead of as a 3rdlevel spell. So while applying Metamagic Feats to spells can be very useful, it also means casting what began as a weaker spell. Who should pick a Metamagic Feat? These feats are best for experienced players who want the greatest versatility from their spells. They are a bit more complicated to use and aren’t recommended for new players. Note on Metamagic Feats Wizards and divine spellcasters (clerics and druids, as well as high-levelrangers and paladins) choose which spells to prepare with a metamagic feat (and thus at a higher level than normal) when they are memorizing their spells.
Within the game, the “Known Spells” pane of your spellbook has tabs indicating which spells can be prepared at the selected level with one of the known Metamagic Feats. You’ll see one tab for each Metamagic Feat you have acquired. For sorcerers and bards, the decision to use metamagic occurs when they cast their spells. As with other spellcasters, the improved spell is cast as if it were higher level. Sorcerers and bards are presented with a “Metamagic Feat” option on their Quickcast Panel. Metamagic enhanced spells can also be placed in the Quickbar.
Metamagic feats cannot alter spells cast from wands, scrolls, or other devices. Each Metamagic Feat can only be applied to certain spells. For example, it is not possible to increase the duration of a fireball using the Extend Spell feat.
In NWN2, only one type of metamagic alteration can be active on a single spell, though different spells could be prepared with different metamagic feats. NWN2 Tip Combat Casting is extremely useful for most spellcasters, especially poorly armored ones, whose spells are more likely to be interrupted. Any multiclassed spellcaster should eventually consider Practiced Spellcaster. Divine Feats Divine Feats can only be selected by characters who can turn undead (typically clerics and high-levelpaladins). These feats affect or draw upon these classes’ abilities to draw upon positive energy. Who should pick a Divine Feat? Paladins, who aren’t as effective at turning undead as clerics, should consider these feats to get more use out of their Turn Undead ability.
Of course, clerics should also look into Divine Feats. Item Creation Feats Item Creation Feats enable the character to create magical items. Only characters with a specific Item Creation Feat can create that type of item.
Epithet Feats During your adventures, your character may perform actions that grant you special Epithet feats. These feats are earned by actions both good and evil and do not affect the feats you earn by levelling up. They are indications of status or reputation and typically do not affect your abilities directly. You will learn more about these rare feats if you are skilled and fortunate enough to earn them.
D&D Note Except for Metamagic and Divine feats, these categories are not part of the D&D® system. They are used in NWN2 to aid players in selecting their feats. Leveling-Up When you gain a character level, you go through a process called “leveling-up.”To level-upin NWN2, view your character screen and click the “Level-Up”button. You will then select the class you wish to advance. When you level-up,you will improve in several ways:.
Hit.Points:Your maximum hit points will increase. The amount depends upon which class you have chosen and your Constitution modifier. Ability.Scores:At every 4th character level (4, 8, 12, 16, 20), you must choose an ability score (Strength, Dexterity, etc.) to increase by 1. Skills:You gain the Base Skill Points of your class, plus your Intelligence modifier, to spend on learning skills.
Unlike all other aspects of levelling-up,you do not need to spend your skill points and can instead save them for a later level-up. NWN2 Tip Bonus skill points from a high Intelligence are not gained retroactively. Feats: At every 3 rd character level (3, 6, 9, 12, 15, 18), you must choose a feat. So if you are a 1st-levelwizard and a 1st-levelrogue, the next time you level-upyou will have a character level of 3 and thus will choose a new feat. This feat is in addition to any feats that your class might provide.
Class Features: You will gain any special abilities provided by your class for that class level. For example, if you become a 2ndlevel paladin, you will gain the Lay on Hands and Divine Grace abilities.
Also, many class abilities improve with class level, so some of your old abilities might now be more powerful. Spells: If you choose a spellcasting class, then you will be able to cast more (and possibly more powerful) spells each day. You may also get to choose new spells to learn and thereafter have the ability to cast. Familiar/Animal Companion: If you chose a class that has a familiar (wizard or sorcerer) or animal companion (druid or ranger), you can select your pet. Note that you cannot reselect your animal companion or familiar on level-up.Your companion / familiar improves as your class level increases, but keeps their name and type.
D&D Note The D&D® system requires that you spend all of your skill points when you level up, or lose them, but NWN2 does not. Also, in NWN2, you cannot buy a half rank of a cross-classskill. Instead, it costs two skill points to increase a cross-classskill by one rank. Alignment Alignment reflects your character’s basic sense of morality. Alignment is divided into two axes: good/evil and law/chaos. Good characters value life and can be philanthropic, while evil ones are selfish and will often hurt others for fun or profit.
Meanwhile, lawful characters value laws, order, and society, while chaotic ones value individual freedom. Between the two extremes is neutrality. So a character might be lawful neutral (lawful with respect to law/chaos and neutral with respect to good/evil) or neutral good (neutral with respect to law/chaos and good with respect to good/evil). One practical impact of alignment is that it can restrict which classes you can pursue. For example, being a monk requires great discipline only found in lawful characters.
Your alignment will change based upon your actions. You can succeed in NWN2 regardless of your alignment – play as you envision your character and experience how the world responds to your decisions. Combat Basics Conducting combat in Neverwinter Nights 2 is discussed in more detail in its own chapter, below. In this section, you’ll learn some of the basic mechanics of Dungeons & Dragons combat. Combat in NWN2 is turn-based, which means that each participant takes turns taking actions. One aspect of turn-basedcombat is that you may not see your character react immediately to the order you have issued – he or she will execute your order as soon as it’s their turn to act again.
After everyone has taken their action, one round has passed. A round lasts approximately six seconds – if you wait and do nothing, you will miss your opportunity to act! (Pause the game to plan your next action if you need to.) The Attack Roll When an attack is made, the attacker rolls a d20 (resulting in a number between 1 and 20). All attack bonuses that the character may have are added to the roll. If the sum is equal to or greater than the target’s armor class, a hit is scored. A roll of a 20 is always a hit and a roll of a 1 is always a miss, even if the attacker would have beaten the target’s armor class.
Adjustments to your attack roll will often be referred to as to hit modifiers (i.e., a spell description might state that it bestows “+2 to hit,” which means that your attack roll will receive a bonus of +2). NWN2 Tip If your Constitution ever increases (or decreases!), then your hit points will retroactively increase (or decrease) as well. So if you cast a spell that increases your Constitution, you will have more hit points until the spell ends! Damage When an enemy (or you!) is hit, the attack’s damage is subtracted from the victim’s hit points.
Damage is affected by many factors, including the weapon type (a two-handedsword inflicts more damage than a dagger), the wielder’s Strength, and magical spells. Damage for most attacks is random and can vary greatly depending on luck. Armor (see below) makes you harder to hit, but does not reduce damage when you are hit (except for some specially crafted armors). Critical Threats and Hits Whenever you hit an opponent, you have a chance of landing a critical hit. If your unmodified attack roll (the random number from 1 to 20) is in the attack’s threat range then the attack is a critical threat. A critical threat allows you to make another attack roll (this roll is not actually an attack).
If this second “attack” also hits (referred to as confirming the critical), you have accomplished a critical hit. Critical hits inflict at least double damage. Many weapons have a threat range of 20, which means that if your attack roll is exactly a 20 (before adding your modifiers), then the attack is a critical threat. Some weapons, such as most swords, have a threat range of 19-20,which makes them twice as likely to score a critical threat. Some specialized weapons, such as rapiers, have a threat range of 18-20.
How much extra damage a critical hit causes is dependent upon the weapon’s critical multiplier. Double damage (x2) is most common, but some weapons, such as axes, deal triple damage (x3) and even quadruple damage is possible.
The multiplier is applied to the weapon’s base damage and bonuses such as those from high strength or magical enhancements. Precision-baseddamage (like sneak attack damage) and extra elemental damage (such as by a flaming sword) are not multiplied. So, for example, a longsword’s critical information is 19-20/x2,which means that it scores a critical threat when a 19 or 20 is “rolled”and inflicts double damage if the threat is confirmed. Attacks of Opportunity Sometimes, a melee combatant lets her guard down to execute a non-combataction. In these circumstances, combatants near her can take advantage of her lapse in defense to make a free attack. These attacks are called attacks of opportunity. Threatened Area: If you have a weapon equipped (or are unarmed and have the Improved Unarmed Strike feat), you threaten the area into which you can make a melee attack.
Generally, that’s everything that’s in your 120-degreeforward arc and within 5 feet of you. An enemy that takes certain actions while in a threatened area provokes an attack of opportunity from you. Provoking an Attack of Opportunity: If you move into, within, or out of a threatened area, you usually provoke an attack of opportunity. Some actions themselves provoke attacks of opportunity: o Attacking with a ranged weapon. O Attacking unarmed (without the Improved Unarmed Strike feat). O Casting a spell.
O Activating a ‘spell completion’ magic item (scroll, wand, etc.). O Using a spell-likeability.
O Some feats provoke an attack of opportunity. See individual feat descriptions in game for details. Making an Attack of Opportunity: An attack of opportunity is a single melee attack made at your normal attack bonus. You can only make one attack of opportunity per round.
Saving Throws (Saves) Saving throws, also called saves, measure one’s resistance to special types of attacks—poisons,magic, and effects like a dragon’s breath weapon. If a save is successful, it may reduce or prevent the effects of the spell or attack. Saving throws are affected by some ability scores and by your class levels. Many magic items also improve saving throws while they are equipped.
Several spells can temporarily improving saving throws, but beware, other spells can lower them!. Fortitude: This save measures your ability to stand up to massive physical punishment, such as poison, paralysis, and instant death magic.
A character’s Constitution modifier is added to his or her Fortitude saving throw. Reflex: The higher your Reflex save bonus, the better you are at dodging attacks, such as a wizard’s fireball or a dragon’s lethal breath. Any Dexterity modifier is added to a Reflex saving throw. Will: This save reflects resistance to mental influence and domination, as well as many magical effects. Any Wisdom modifier is added to a Will saving throw. As with skill checks, saving throws have a Difficulty Class (DC) associated with them. For example, the DC of a spell is equal to 10 plus the spell level plus the caster’s ability score modifier.
If a wizard with 14 Intelligence (providing a +2 modifier) casts a 1st-levelmindaffecting spell at you, the DC will be 10 + 1 + 2 = 13. You would “roll” a d20, and add your Will save bonus. If the resulting value equals or is greater than 13, you will avoid the effects of the spell. A “roll” of 1 always fails, no matter how high your save bonus. Magic Neverwinter Nights 2 is a game filled with magic great and small; from hedge wizards scribing scrolls to mighty demons hurling fireballs. Even if you do not take the role of a spellcaster yourself, you will want to be familiar with the basics of the Dungeons & Dragons 3.5 magic system as many of your companions will have access to powerful spells and some of your opponents will use a variety of magical tricks to stop you.
Types of Spells There are three main categories of magic: the arcane magic of wizards, sorcerers, and bards; the divine magic of clerics, druids, paladins, and rangers and the invocations of warlocks. Arcane spells and invocations tend towards flashy and deadly offensive spells while divine magic includes many healing and enhancing spells – though this is only a generalization and all brands of magic include a wide variety of tricks. Spells are ranked in “level” from 0 (also called cantrips or orisons) through 9. Wizards, clerics, druids, rangers, and paladins must prepare their spells ahead of time.
Sorcerers and bards have smaller selections of known spells but need not prepare in advance – they simply cast whatever spells they wish until they have exhausted their daily limit. This type of spellcasting is referred to as spontaneous. Warlocks cast their invocations at will and without limit to the number of times they can do so in a day. Press B to open your spellbook and F to open the Quickcast interface.
Casting Spells Casting a spell requires concentration (except for a few rare spells that are cast instantly). Casting a spell in combat can be dangerous because your foes in melee range will have an attack of opportunity against you. If you are struck by one of these attacks, you must succeed on a Concentration skill check of DC equal to 10 + damage taken + level of spell being cast or the spell is lost. Arcane spellcasters who wear armor have a chance of losing any spell they try to cast. Divine spellcasters can cast spells while wearing armor and bards and warlocks can wear light armor unimpeded. Spell Schools Schools of magic are groups of related spells that work in similar ways. Wizards may choose to specialize in a school of magic, gaining one additional prepared spell per spell level in their chosen school but losing the ability to cast spells from one opposition school.
You do not have to specialize, thus keeping access to all spells. The eight schools of magic are: Abjuration.(A): Abjurations shield the caster (and allies) from magical and physical attacks. Conjuration.(C): These spells bring creatures and objects to the caster, often in the form of summoned allies. Divination.(D): Divinations allow the caster to look forward in time to anticipate what will happen next. Divinations are useful for gathering information and several aid in combat. Enchantment.(E): Enchantment spells can either give you control over another creature or imbue an ally with enhanced abilities. Evocation.(V): These spells manipulate energy or create something from nothing.
Many of the best offensive spells are evocations. Illusion.(I): Illusions alter perception, making creatures invisible or causing enemies to see and hear things that aren’t there. Necromancy.(N): Necromancy spells manipulate, create, or destroy life. Transmutation.(T): Transmutations alter the recipient, either subtly or overtly. Bonuses and Stacking Many types of spells, items, and other effects will give you bonuses.
For example, the spell bless gives you an attack bonus of +1. Bonuses of the same type do not stack with each other. So if two bless spells (or a bless and a prayer, which is a similar spell) are cast on you, your attack bonus will still only be +1, not +2. A spear +1 also provides a +1 attack bonus (and damage bonus). The spear’s bonus is different than the bless so if you are blessed while wielding the spear +1, you would have a total attack bonus of +2. One exception to this rule is dodge bonuses to AC, which result from high Dexterity, the Dodge and Mobility feats, and many spells and items. Dodge bonuses stack up to a maximum of +10.
Neverwinter Nights 2 basics This chapter discusses the basics you need to know to play the game. It covers the concepts of character creation and how the general interface works, including memorizing your spells and moving and interacting with objects. Character Creation Before you can play Neverwinter Nights 2, you first have to decide what type of character you want to play. You can customize your character in many ways and you can create any number of characters, so feel free to experiment.
Neverwinter Nights 2 has a very flexible system for character modification, so don’t worry much about the decisions you make early on. For example, you might create a gnome barbarian to prove to other players that gnomes make the best warriors. But perhaps you will find that you are spending more time glorifying him with tales and poems than actually fighting. At that point he could become a bard, a class better suited to that style of play.
He would still have his barbarian roots but could freely advance as a bard thereafter. Much of the fun of Dungeons & Dragons is in watching your character grow and change. If you are ever unsure of how to proceed past a screen, or if you aren’t sure how to make the best decision, press the “Recommend” button and the game will make a good choice for you. During the initial character creation process you can select a “Package” – a set of feats and skills chosen around a particular theme. Race and Gender The first step to creating a character is to determine your race and gender. Neverwinter Nights 2 has eight base races and 16 sub-racesfrom which you can choose.
For example, if you select the Planetouched race you will be prompted to select between the aasimar and tiefling sub-races. The genders are equally powerful – your choice will not affect what you can achieve within the game. For roleplaying reasons, some characters within the game will interact with you differently depending upon your gender. Appearance Select from a variety of heads and hair styles for your character. You may also change skin, hair, and eye colour.
Class The third, and perhaps most important step in creating your character, is to choose your class. All classes are available to any race and gender. Information on the classes can be found in the Player’s Handbook section of this manual. For even more specific information regarding your chosen class, read its in-gamedescription at the character creation screen.
Alignment Choose your alignment, which represents your morals and ethics. Ability Scores In NWN2, you determine your ability scores using a point buy system. You start with an 8 in each of your six abilities. You then have 32 points to spend to increase them. You cannot raise any ability higher than 18, though you will be able to achieve higher scores as you play. As an ability score is raised to exceptional levels, it becomes more expensive to raise further, as shown in the chart below. Raising an ability score from 8 to 16, for example, costs 10 points, so be careful not to neglect the rest of your character’s abilities while making one or two exceptional.
Note that racial ability score adjustments are applied after you have assigned your points. Ability Scores Base Ability Score Cost Total Cost 8 0 0 9 1 1 10 1 2 11 1 3 12 1 4 13 1 5 14 1 6 15 2 8 16 2 10 17 3 13 18 3 16 Background In Neverwinter Nights 2, your character may select a Background Trait, which establishes your history in your hometown of West Harbor before the events of the game. Were you a humble farmer, a member of the town’s militia, or did you spend your early years as a troublemaker or bully? Each Background Trait confers a special bonus (and penalty) and will affect how citizens from West Harbor treat you. Additional Customization After your ability scores have been selected, you will have the option of choosing your character’s package.
Packages are for players who wish to jump into the game without going through the customization required to build a character from scratch. A package automatically selects skills, feats, and spells tailored for the chosen class. Each class has a default package, which is automatically selected when you click the “Recommend” button. To customize your character with specific skills, feats, and spells, click the “Customize” button at the bottom of the list of packages. Doing so will take you through the following screens: Skills Each character receives points with which to buy starting skills based on class, Intelligence, and race. The skills that are favored by your class are referred to as “class skills” and have your class icon next to them (e.g., if you select fighter, you will see the sword and shield icon next to Concentration, for example.) and skills in red text are not available for purchase.
All other skills are called “cross-classskills,” and are more costly to advance. Click on the “Recommend” button and the game will automatically distribute your skill points. If you do not plan to use the “Recommend” feature consistently, then your choice of package will have no affect after character creation. You can click on the “Next” button before spending all skill points – up to five unspent skill points can be spent when you later advance. You will gain more skill points each time you gain a level. The base number of skill points you receive depends upon your class (see Base Skill Points under your class’s description in the Player’s Handbook section). You also receive bonus skill points equal to your Intelligence bonus.
At 1st level (i.e., when first creating your character), you receive four times this amount. Feats You initially have at least one feat, possibly more depending upon your class and race. Feats are grouped by functionality (Combat, Metamagic, Item Creation, etc.) and you can click on any category to expand or hide its feats. Select a feat by clicking on the arrow, to move it from the available feats list (or to move it back to the available feats if you change your mind).
Click on the “Recommend” button and the game will decide feats for you. Unlike with skills, you must select as many feats as available to continue – you cannot save feats for later. Domains and Schools Certain spellcasting classes require that you select a school or domain – what “flavor” of magic your character is best at casting. Wizards can either generalize or opt to specialize in one school such as Illusion or Necromancy. Clerics have domains such as War, Healing, and Fire that provide bonus spells and abilities.
Clerics choose two domains. Spell Selection Wizards, sorcerers, and warlocks must select their starting spells. This process is similar to feat selection except that spells are sorted by spell level. Select all the spells you would like or click on “Recommend” to let the game select your starting repertoire. Familiar/Animal Selection Wizards, sorcerers, druids, and rangers all receive special creature companions.
Select your familiar/animal companion from the available list and name it or select Random to generate a name. Name and Biography To finish character creation, enter a first and last name. You can randomize either or both names if nothing comes to mind. When you are done with your character, press the “Finish” button. Playing the game The Action Screen is the primary view you’ll use as you play NWN2. The majority of the screen is the game world, with your character located in the center.
On the edges of the screen, you’ll see various interface elements also called the heads-updisplay (HUD). The components of the Action Screen are described below. The Action Screen is dominated by the Game World, which shows your character and his or her surroundings. How to navigate within the Game World is discussed below. Active Character. Your Active Character is who you are currently controlling. You can switch control between your own character and your companions.
The Mini-Mapshows you a top-downview of the area surrounding the active character. The arrow in the center shows the direction the active character is facing. The trapezoid emanating from the arrow shows the in-gamecamera’s view. The + and – buttons zoom the Mini-Mapin and out.
Circular map pins represent special locations, characters, objects, etc. If one of these pins is beyond the bounds of the map, an arrow at the map edge shows the pin’s bearing. If you mouse over one of the pins, information text about that location is displayed.
The Mode Bar is used to toggle various states on and off. Some of these states (like Power Attack and Combat Expertise) are mutually exclusive. Some modes are only available if the active character possesses certain feats or skills. The transparent Chat Window shows you game information (such as damage you deal and your attack rolls) along with anything you overhear. In multiplayer, anything said by another player also appears in this window. To talk with others, press Enter and then type what you’d like to say.
Neverwinter Nights 1
Chatting with other players is discussed in more detail in the Multiplayer section. The Menu Bar contains buttons that will activate a variety of important interfaces: o Character. Opens the Character Information Screen for the active character.
Opens the Inventory Panel for the active character. Opens your Journal. Opens the Spellbook for the active character. O Player List. List of players online in a multiplayer game.
The Quick Bar contains any actions you wish, such as spells, items, and class abilities. Drag and drop any action or item to the Quick Bar and it will fill that slot. Any action in the Quick Bar can be used by clicking on it or by pressing its number on the keyboard. The Party Bar is a list of all party members, showing a portrait and health bar for each. Clicking on a portrait is the same as clicking on the character in the Game World, so you can use the Party Bar to cast a spell on a companion, for example. Action Queue.
Neverwinter Nights 2 Game Guide Pdf
The Action Queue shows your current action and all actions you have ordered. Each action is performed in the order in which it appears in the queue, and when you assign a new order, it is added to the end of the queue. Some commands, such as movement, clear out the Action Queue and are performed immediately. Click on any action in the queue to remove it. Selected Target. If you have selected a target, its portrait and health bar appear to the right of the Mini-Map.This target is the default recipient of any ability you use, including spellcasting. Save game progress, load saved game and set game options.