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Old 04-13-2003, 01:02 PM   #1
karlosovic
Drizzt Do'Urden
 

Join Date: December 1, 2002
Location: Newcastle, Australia
Age: 46
Posts: 636
1. I saw some protective equipment (cant remember what) that had "soak 5/- "or something. what does soak mean ?
2. Ive also seen some weapons with eg "+2 mighty" in the bonuses... what's that mean ?
3. where can I use adamantite ? (im in chapter 2)
4. can I get back to neverwinter city at the moment/ever ?(i left things there)
5. Ive found all the magic tomes, can I only use the creation thingy in the mages workshop (eltoora or someone) once each ?
6. is there anywhere else I can get custom equipment ?

Extra:
I have an axe... "Gruumsh Hand"
*** Greataxe +2 enchanted
*** +3 to Parry
*** +D6 acid Vs Humans

is this about the best weapon I'll find in ch. 2 ?
I can use all 3 weapon types, but did I waste a feat on exotic weapons ?
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Old 04-13-2003, 03:04 PM   #2
philip
Galvatron
 

Join Date: June 24, 2002
Location: aa
Posts: 2,101
Originally posted by karlosovic:
1. I saw some protective equipment (cant remember what) that had "soak 5/- "or something. what does soak mean ?

I think it means damage reduction, so from every damage you get, you get 5 fewer damage.


2. Ive also seen some weapons with eg "+2 mighty" in the bonuses... what's that mean ?

adds your strength bonus to damage roll.

for the rest of your questions, i don't know, i'm only in chapter 1 and i'll probably never finish the game cause the toolset and mods are much more fun imo

[ 04-13-2003, 03:05 PM: Message edited by: philip ]
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Old 04-13-2003, 04:07 PM   #3
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 39
Posts: 5,459
Philip already answered 1 and 2.
3. You can use it in chapters one and three to have a smith turn a magical item into a different magical item. In most cases, this is an improvement. The smiths will give you a list of the items you can create.
4. You can return to Neverwinter (ever), but AFAIK your itemsw won't be there anymore.
5. You can use each recipy as often as you like, as long as you have teh components. You can only do this in a mage's workshop, although there'll be one in most chapters.
6. Other than the workshop and the smiths, no.

Extra:
The axe is not bad. But unless you use the parry attack mode a lot, it'll mostly be a regular +2 axe with some benefits against humans. There are many weapons, and most appear at random. Which abilities are most useful depends on your character and playing style. As a general rule, keep the best weapon you can use, and sell the lesser examples unless you have plans for the future. If you find a weapon that beats the axe, just take that one from then on. Weapon specialisation can be a good move, and if you're considering that you can never go far wrong with an axe or a longsword.
The exotic feat may be wasted, as good magical weapons of that kind are exotic and rare. On the other hand, some of the cooler weapons come from that class. In the end, it's only wasted if you don't use it.
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Old 04-13-2003, 08:57 PM   #4
karlosovic
Drizzt Do'Urden
 

Join Date: December 1, 2002
Location: Newcastle, Australia
Age: 46
Posts: 636
re 5. I could only find spells to try the Fire and Resonance combos, used each successfully and got 2 nice wands. when I went to buy more spells to create more of these wands (to sell, they're worth a lot), I put the ingredients in the chest, cast the spell, and got hit by the chest... ingredients gone, no wands. i tried it 3 times with the fire, and once with the resonance after the first time of each... and everytime it just seemed to backfire, waste the reagents and nothing else. The only thing I can think is that it's because Im a Barbarian/Rogue (6/5) and using the use-any-item skill to cast the spells. but the spells seem to cast fine, and if I was failing the use-any-item test, the spell wouldnt work would it ? so that cant be the problem

New question:
how common are the reagents after chapter 2 ? I have a chest at the mercenary barracks with 7 pages of reagents Ive collected...about 1000 each of fairy dust, fen berries, quartz crystals, skeleton knuckles... should I be taking any with me to Ch 3 or will I find plenty of them there ? should I maybe just take some of the rarer ones like dragon blood, Silk Glands or Bodak teeth ? I found an eye of something too, and a piece of IronBark tree or something.... ????

also, which of these are special reagents ? I mean like.. am I confusing dragons blood as a reagent or is it usable by a smith or something to make a good weapon/armour ???
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Old 04-14-2003, 06:47 AM   #5
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 39
Posts: 5,459
Things like fenberries, skeleton knuckles, ettercap silk glands, bodak's teeth, tigerpeople's eyes and other organic materials without a clear function can be used as reagents. The lady in front of the chapter 2 mage workshop can tell you more about them.
You'll not need more than four of each, and likely not even that many, unless you have plans for mass production.

Items like Dragon's Blood, Ironwood, Fairy Dust, Adamantine, Holy Water, Diamonds and the like are components for magical items. Keep what you find of these, but here too you won't need more than four, if you ever come across that many.
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Old 04-14-2003, 10:43 AM   #6
karlosovic
Drizzt Do'Urden
 

Join Date: December 1, 2002
Location: Newcastle, Australia
Age: 46
Posts: 636
ok cool, thanks mate.
Also, what does "Keen" mean on a weapon ? I found a Dagger +1 and the only specialness about it was +1 enchanted and "keen", but I sold the thing for about 7500 gp, when Im selling bastard swords +2 for about 3000.... so "keen" must make it pretty valuable but I dont know why

Why arent these damn things explained in the manual ? I read it right through when I was wondering about "mighty" and I cant find any of these stupid special weapon/armour rules explained anywhere. Is there some online reference thing I can look up rather than having to hassle you guys about every single one ?

SPOILERS
.
.
.
.
.
.
.
.
.
where in Ch-3 do I find the smith ??? no smith Ive spoken to seemed to have options to make special weapons. Ch-3 is in Luskan right ? Im not going mental?
also, what am I supposed to do with the heads of the 2 high lords ? I thought that guy upstairs in the brothel wanted them but he didnt.

another weird thing... considering quest items are supposed to turn up in the divining pool if you lose them, and considering you cant sell them... its kinda funny that the game is throwing like... 2-3 duplicate items at me to make sure I can open some random prison door etc lol
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Old 04-14-2003, 10:47 AM   #7
karlosovic
Drizzt Do'Urden
 

Join Date: December 1, 2002
Location: Newcastle, Australia
Age: 46
Posts: 636
oh.. lol
I havent actualy been able to find a smith to make me special weapons yet... but I DID find a flail that says I had it commissioned in Neverwinter !! lol.

It's also replaced my Axe 'Gruumsh Hand' against everything except humans.

Heavy Flail +2
+D6 cold damage

pretty nice hunk o' steel that.

The Axe still beats it Vs humans, but only just.

[ 04-14-2003, 10:48 AM: Message edited by: karlosovic ]
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Old 04-14-2003, 01:23 PM   #8
Azhran
Elite Waterdeep Guard
 

Join Date: November 2, 2002
Location: Holland
Age: 41
Posts: 9
Quote:
Originally posted by karlosovic:
Also, what does "Keen" mean on a weapon ? I found a Dagger +1 and the only specialness about it was +1 enchanted and "keen", but I sold the thing for about 7500 gp, when Im selling bastard swords +2 for about 3000.... so "keen" must make it pretty
Keen doubles the critical threat range of the weapon, so a keen dagger would have a threat range of 17-20
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Old 04-14-2003, 02:19 PM   #9
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 39
Posts: 5,459
Luskan is the epilogue of chapter 2, just like Helm's Hold is the epilogue of chapter 1.

The heads go to the one in the brothel, if he doesn't want them you may as well dump them on the ground somewhere.

Mighty means that you add your strenght bonus to a missile attack, up to a certain maximum. For example, Mighty +3 would mean you could do up to +3 damage with the missile weapon, but no higher even if your strength bonus would be +4 or better.
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Old 04-16-2003, 11:59 PM   #10
karlosovic
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Join Date: December 1, 2002
Location: Newcastle, Australia
Age: 46
Posts: 636
right thanks, got it. I finished luskan and Im into that war camp and found the smith. pretty cool guy he is too. I saved the game to test some of the armour/weapon combos he can make me and now I have MORE questions ! (sorry if this is getting annoying for you guys). While I understand what these things do generally, can someone please explain the specific way these things work so I am able to compare the benefits of different items ?

1). Armour - Damage Reduction: +1 soak 15 damage
2). Weapon - On Hit: Confusion DC-14 50% (2 rounds)

this is my guess, but I have no idea if Im right.
1- can only be hit by +1 weapons, and absorbs first 15 damage of EACH hit
2- each successful hit there is a 50% chance of confusion for 2 rounds unless victim takes (will save ?) against DC of 14 (sounds pretty easy to resist)

again... is there somewhere I can look these rules up ? I'm sure it's not explained in the manual
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