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Old 08-28-2002, 06:38 AM   #1
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Vampire
 

Join Date: April 28, 2001
Location: Cambridge
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Thanks! I just a few questions in all aspects of NWN!!!

1/ Elfs get +2 Dex and -2 Con modifications. How do these work??? I mean are they the max allowed, or modifiers to existing bonus, or actual ability changes? I have a dex of 16 and don't seem to get any bonuses apart from the usual +3 adjustment i should get.

2/ Is there a list of WHERE all items are? I need Aguvadal, Daystar, Robe of the Good Magi, and a few other stuff. Can i assume that if i do all the side quests and main quests i will find these items?

3/ Where is the ring that the monk Henchman seeks?

4/ When my henchman died, she is a level lower always... can i change this? Was she a level lower before she died?

5/ Which is better? I am an elven wizard. Eventually i want to know if dual welding (with ALL bonuses and feats) a shortsword and a longsword is better or using arrows at point blank range?

6/ Great! i have all the dragon blood and admatine, holy water and what have you. But I don't need much except a nice longsword and a nice rapier. I mean shall i make stuff i can't use and sell them or shall i save it for laters?

Thank you!



[ 08-28-2002, 06:41 AM: Message edited by: Avatar ]
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Old 08-28-2002, 08:34 AM   #2
Arglbarg
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Join Date: August 19, 2002
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hi,

1) modifiers apply to inital stats. that means yer elf started out with 10 dex
and 6 con (the costs are as if u were at 8. that means 14 to 15 and 15 to 16
for dex costs only 1 point for elves. and likewise con 10 to 11 already costs 2)

2) items load at random (there are incresed chances to find weaps. and equip for your class) if you want some items id suggest doing a chapter twice o more.
the mobs will be really easy (esp. if u go for chapter 1) but the loot is appropriate for your level.

3) no idea

4) always lower. if they are too low, talk to them and make them gain a level.
(theres a difference pre and post patch though)

5) idnt waste any feat for weapons as wizard. since you wont be able to get yer prim. and seco. weap to decent to hit values id go for bow. (as wiz u should have decent dex, that helps)

6) the smith made rapier is ok. (the 1 in the first chapter has a book for you with all the weap. + armor recipes)
dunno bout wiz recipes but i tried out a couple of the smith recipes. not worth it imo, youll gain enough cash and i found most of the stuff useless (warrior)

my 2cp,

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Old 08-28-2002, 09:00 AM   #3
Ar-Cunin
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3. IIRC it is in a house near the exit of blacklake 'no-mans-land'.
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Old 08-28-2002, 09:29 AM   #4
Morgeruat
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Location: PA
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Quote:
Originally posted by Avatar:


Thanks! I just a few questions in all aspects of NWN!!!

1/ Elfs get +2 Dex and -2 Con modifications. How do these work??? I mean are they the max allowed, or modifiers to existing bonus, or actual ability changes? I have a dex of 16 and don't seem to get any bonuses apart from the usual +3 adjustment i should get.

they are applied to your base stats, with the point buy system it's basically worthless, except you can start with a 20 in whatever stat your race gets a bonus to.

2/ Is there a list of WHERE all items are? I need Aguvadal, Daystar, Robe of the Good Magi, and a few other stuff. Can i assume that if i do all the side quests and main quests i will find these items?

most of the items are randomly placed by your class and weapons you use often, I recomend a bow, and good melee weapon in case you need it, but with summons and familiars you shouldn't need melee weapons, besides your attacking ability in close combat will suck, so use the melee only as a last resort

3/ Where is the ring that the monk Henchman seeks?

it's in the last house in the no-mans land before the blacklake district, directly across and slightly to the right of the gate to the district.

4/ When my henchman died, she is a level lower always... can i change this? Was she a level lower before she died?

make sure to tell your henchmen to level up when you get them, and they will always be one level behind you (they max out at lvl 14)

5/ Which is better? I am an elven wizard. Eventually i want to know if dual welding (with ALL bonuses and feats) a shortsword and a longsword is better or using arrows at point blank range?

go with missile weapons, the bow is your friend, let summons and familiars do your melee work, also if you get a pixie they can disarm locks and traps that you will undoubtably see (elven detection is always on active search mode)

6/ Great! i have all the dragon blood and admatine, holy water and what have you. But I don't need much except a nice longsword and a nice rapier. I mean shall i make stuff i can't use and sell them or shall i save it for laters?

you can make stuff in chapter 3 if you bypass it in chapter one (I recomend this as you shouldn't make the items unless you need the cash from selling them, and the higher lvl items in chapter 3 are much better, plus in chapter 2 you can make some cool magical stuff with soem of the components you find around. get the melee weapon you want for a backup. (if you free the guardian in helms hold later you can get either an elven court bow (very nicee, or a ring of elemental resistance -15 damage from fire/electiricty/cold/acid, both items would be grreat for your character)
Thank you!

[ 08-28-2002, 09:31 AM: Message edited by: Morgeruat ]
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Old 08-28-2002, 09:35 AM   #5
Draggor
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Ok i play a lot of third ed and Neverwinter recently so here it is
1. These modifiers apply when making a character. So for an elf it costs the same amount of points to get a 16 dex as it does for a human to get 14. Elves get 2 extra points for free. With Con it's the opposite. It costs elves more to get a good con. Of course this applies equally to all the other races with stat modifiers.
2. All items appear randomly based off what class and level you are. As a wizard nearly all your items will be scrolls and wands. Weapons will be limited to whatever you have proficiencies for. Note you'll probably get nearly all simple weapons rather than longswords even though you can use them as an elf. If you have weapon focus then any weapons you get from boss chests will be that weapon. My character got 2 +1 bastard swords in a row from succesive quests.
3. Answered above. I've been wondering what that ring was for.
4. Yes, henchmen get up to best a level below you and will level up when you do if they're with you. You can tell newly hired henchmen to level up if they're a lot lower in level than you.
5. It will cost you too many feats to be able to duel wield. For a long sword and short sword you'll need weapon proficiency martial (for short sword), ambidexterity, 2 weapon fighting and improved 2 weapon fighting. Thats for out of your 6 feats in order to fight in close combat, where a wizard should never be. A level or 2 of fighter would get you those feats faster and make you a better melee fighter but you're better off getting meta magic feats, toughness, dodge, combat casting and the like. Stick with ranged weapons. Your dex should be good.
6. Don't make stuff you can't use. They cost too much to get made, for little return if you sell them. Hold onto any ingredients. You'll get a chance to upgrade your items again later.
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Old 08-28-2002, 09:43 AM   #6
Memnoch
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Just a quick explanation of what #4 is all about - there's a henchman script which sets the parameters as to what level your henchman will be when you first meet him, what maximum level he can reach, and how many levels he lags behind the PC. In the Official Campaign, this script says that the minimum level for the henchman is 4, the maximum is 14, and he will always be 1 level behind the PC. If you create your own modules, you can modify this script to whatever suits you.

Also, have you guys noticed that when you ask a henchman to level up, they seem to vanish and a new one appears? That's the "old" lower-level henchman being destroyed and the "new" higher-level henchman being spawned in. There are actually 11 versions of each henchman in the game - from levels 4 to 14.
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Old 08-28-2002, 12:32 PM   #7
AndyG
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I've found it profitable to smith magic items for sale, but only if I've found magical weapons (or traded for the ones in the Seedy Tavern). It only costs 500 gold to do the smithing, and the items sell for 3000-5000 gp. If you have to buy a +1 weapon or armor, you will spend around 2k gp, so that cuts down on your profit. In the long run, money is not a big issue, so I only do this in chapter 1.
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Old 08-28-2002, 05:48 PM   #8
Aelia Jusa
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Quote:
Originally posted by AndyG:
I've found it profitable to smith magic items for sale, but only if I've found magical weapons (or traded for the ones in the Seedy Tavern). It only costs 500 gold to do the smithing, and the items sell for 3000-5000 gp. If you have to buy a +1 weapon or armor, you will spend around 2k gp, so that cuts down on your profit. In the long run, money is not a big issue, so I only do this in chapter 1.
It's definitely not profitable to buy magic weapons to upgrade and sell them in chapter 3 - the smith charges between 5 and 20k to make them. Actually even if you're using weapons you'll probably find better ones than the chapter 3 smith can make for you so I wouldn't hang onto reagents you don't need for this. Remember you need reagents for making magic wizard items though.

Re angurvadal etc... I never found the angurvadal going through as an elven ranger. However I found three daystars. It's pretty random. There's lots of good weapons out there however apart from these [img]smile.gif[/img]
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Old 08-29-2002, 04:10 AM   #9
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I found the bag of holding... ohhhh soo good for us whimps

Thanks everyone for clarifing how randonm things are placed!
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Old 08-29-2002, 10:30 AM   #10
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"1/ Elfs get +2 Dex and -2 Con modifications. How do these work??? I mean are they the max allowed, or modifiers to existing bonus, or actual ability changes? I have a dex of 16 and don't seem to get any bonuses apart from the usual +3 adjustment i should get."

Your dexterity was set as "14" by the attribute allocator. Then +2 was added as a racial modifier. For attribute-buy purposes, if you went to 17 on creation, this would have cost you TWO points instead of THREE points for non-dexterity enhanced races.

There was a little "equation" explaining this during character creation. But you would of had to have selected the dexterity and constitution ability scores to see the actual computations being performed.

"2/ Is there a list of WHERE all items are? I need Aguvadal, Daystar, Robe of the Good Magi, and a few other stuff. Can i assume that if i do all the side quests and main quests i will find these items?"

Some of these are random items. It means you may never find them. I've not seen the Robe of the Good Magi from the Prelude through the first part of Chapter 4. I don't even know if it exists in this game.

"3/ Where is the ring that the monk Henchman seeks?"

It is in the last house on the left when the "No Man's Land" exit gate is on the right. I think the compass direction is North, putting the house west by north west of the exit gate in "No Man's Land" between City Core and Blacklake. If you're not in Chapter 1, too bad. Grimjaw's quest is bunged and I'm not too sure if it can be ressurrected.

"4/ When my henchman died, she is a level lower always... can i change this? Was she a level lower before she died?"

Your henchman starts one level higher, assuming you went through the prelude. However, your henchman will not level until you are TWO levels higher. At which point he/she will level and remain at a constant -1 level..

ALSO, if your henchman dies prior to a level up, she/he will NOT AUTOMATICALLY level up when you take her/him back. A dialog option will force your henchman to level up.

ALSO, henchmen scripts reset to default (at least some of the time) on henchmen level up.

"5/ Which is better? I am an elven wizard. Eventually i want to know if dual welding (with ALL bonuses and feats) a shortsword and a longsword is better or using arrows at point blank range?"

No. You can get point-blank for ONE feat and it will give you a +1 to hit. To make your character a "merely pathetic" melee fighter you'll have to do so much tweaking and contra-development that you'll be nearly hopeless as a mage. I beleive I've put some feedback into this issue in other threads.

"6/ Great! i have all the dragon blood and admatine, holy water and what have you. But I don't need much except a nice longsword and a nice rapier. I mean shall i make stuff i can't use and sell them or shall i save it for laters?"

Get the rapier if you really think you must. But I've got to let you know from experience that you're never going to be anything but "mediocre" (at best) as a melee fighter.

I prefer a good staff, even for elves, and the disarm feat when I "have" to melee against "spear carriers." (You won't get much luck against bosses. You may do okay against mini-bosses.)

But usually I only use a melee weapon (with elemental damage) to bash open difficult chests without using up my magical quarrels or to melee creatures with damage resistances when I'm out of appropriate ammo.
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