Table of Contents Introduction ..............................................................................................................................4 How to Use this Manual ...........................................................................................................5 Quick Start................................................................................................................................6 The ReadMe File ................................................................
Planetouched .......................................................................................................................... 25 Elf ........................................................................................................................................... 26 Dwarf ...................................................................................................................................... 26 Gnome ............................................................................
Equipment, Magic Items, and Treasure .................................................................................68 Item Crafting .........................................................................................................................70 Appendix: Charts and Tables..............................................................................................72 Keyboard Commands...........................................................................................................
Introduction Thank you for your purchase of Neverwinter Nights 2! Almost ten years ago, I worked with Ray Muzyka, Greg Zeschuk, and Trent Oster, all of BioWare, on creating the concept for the original Neverwinter Nights. It was exciting to envision a game that would be different from Baldur's Gate, which BioWare was working on at the time, and Planescape: Torment, which I and quite a few members from Obsidian were developing.
How to use this manual The Neverwinter Nights 2 (NWN2) manual is divided into several sections to help you quickly find the information you need. • Quick Start: Ready to start playing? This section explains the very basics you need to know to jump into the game. • What’s New in Neverwinter Nights 2?: Summarizes the biggest gameplay changes from the original Neverwinter Nights. If you haven’t played Neverwinter Nights before, you can skip this section.
Quick Start The ReadMe File Neverwinter Nights 2 has a ReadMe file that shows the License Agreement and updated information about the game. Please read this file to learn about changes made after this manual went to print. To view the ReadMe, click on the Start button on your Windows® taskbar, then on Programs, then on Neverwinter Nights 2, then on the ReadMe.txt file. Setup and Installation 1. 2. 3. Start Windows® XP. Exit all other applications.
WHAT’S NEW IN NEVERWINTER NIGHTS 2? It’s been several years since Neverwinter Nights was released and much has changed. You’ll immediately notice many major graphics improvements, a new epic storyline, and numerous other enhancements. This section describes the biggest gameplay changes between the original Neverwinter Nights and Neverwinter Nights 2. Dungeons & Dragons 3.5 Neverwinter Nights 2 uses the new rules of Dungeons & Dragons 3.5.
Dungeons & Dragons Concepts This section describes some of the basic terms and concepts of the Dungeons & Dragons (D&D) roleplaying game. If you come across terms within the game or manual that are unclear to you, this is a good place to look for the answers. D&D Note If you have played Dungeons & Dragons or another computer game based on D&D, you probably don’t need to read this section of the manual. Dice Dice are a big part of playing the pencil and paper version of Dungeons & Dragons.
NWN2 Tip When creating your character, if you’re uncertain what abilities you should focus on, click the “Recommend” button to see what the game suggests. • • • • Strength (Str): Strength measures muscle and physical power. This ability is especially important for melee (hand-tohand) warriors, because it helps them hit opponents and deal damage. High strength is especially useful when wielding a two-handed weapon. Dexterity (Dex): Dexterity measures agility, reflexes, and balance.
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.
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.
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.
Divine Feats Divine Feats can only be selected by characters who can turn undead (typically clerics and high-level paladins). 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.
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-based combat 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.
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.
D&D Note You’ll notice that more types of bonuses stack in NWN2 than in D&D. For example, in NWN2 enhancement bonuses to ability scores from magical items do stack with those from spells. D&D Note Your base attack bonus (BAB) is your bonus to attack rolls gained from your classes and prestige classes. Base attack bonus increases with level and always stacks. It is never increased by items or spells. Base attack bonus is a prerequisite for many feats and prestige classes. NWN2.
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.
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.
1. Game World. 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. 2. Active Character. Your Active Character is who you are currently controlling. You can switch control between your own character and your companions. 3. Mini-Map. The Mini-Map shows you a top-down view of the area surrounding the active character. The arrow in the center shows the direction the active character is facing.
Navigating the Game World Use the mouse to move the cursor around the screen. In general, left-click (click) moves your character or performs the default action and left-click opens a Dropdown Menu. When you move the mouse over an object, the cursor changes to indicate the default action your character will perform when you left-click. For example, when the mouse cursor is over a hostile creature, it changes to a combat icon, indicating that left-clicking will attack the creature.
Skills Tab The Skills panel displays all your character’s skills and skill modifiers. The skill modifier equals total ranks in the skill plus the ability score modifier and any bonuses due to feats, items, and spells. Click any skill’s icon for more information. Feats Tab The Feats panel lists your feats.
Documents\Neverwinter Nights 2\localvault folder. Game Options. Set graphics, audio, camera, and game play settings, including difficulty. If NWN2 is running slowly on your computer try changing your graphics settings here. Main Menu. Exit the current game and return to the NWN2 Main Menu. Exit Game. Exit to Windows. Common Interactions Throughout Neverwinter Nights 2, you’ll come across a wide variety of things with which you can interact.
MULTIPLAYER In addition to playing the exciting Neverwinter Nights 2 campaign, you should investigate playing online with others across the world. Neverwinter Nights 2 allows you to play online with others either in a world they created or in your own. Included with the game is a complete toolset that allows players everywhere to create their own worlds for you and others to explore. This toolset is the same one we used to create the game, meaning that you have great power at your fingertips.
Moving Characters between Games Neverwinter Nights 2 does not differentiate between single-player and multiplayer characters; you can play with the same character in both game types. Use the “Export Character” option to create a local character that is a duplicate of your character in the game. If you go back to the Main Menu and join a multiplayer game, you’ll be able to choose this character.
Player’s handbook Neverwinter Nights 2 is based on the Dungeons & Dragons® Version 3.5 roleplaying game. You create and play a character of epic proportions. You can travel through fantastic and compelling worlds and participate in stories heroic and humble. It is entirely up to you whether your character behaves as you would or acts very differently. You can meet other adventurers online as well, players from around the globe that you can learn from, battle alongside, or perhaps fight against.
D&D® Note In general, the racial abilities in NWN2 match those of the same race in Dungeons & Dragons®. Some racial abilities (such as a specific spell powers) did not translate well to a computer role-playing system. In these cases, an approximately equal benefit was added to the race. Elf Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy.
Dwarf, Gold Unlike the shield dwarves, the gold dwarves maintained their kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride. Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerûn.
Halfling, Lightfoot The most common type of halflings seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. • Special Ability: Lucky (+1 to all Saving Throws). This ability is in addition to those possessed by all halflings.
Evasion Against spells and traps that can be partially avoided through a reflex saving throw, you take no damage (instead of half damage) if you succeed. Evasion, Improved Against spells and traps that can be partially avoided through a reflex saving throw, you take no damage (instead of half damage) if you succeed and only half damage (instead of full damage) if you fail. Hide In Plain Sight When you use this ability, you can enter Stealth Mode even while being observed.
Barbarian Special Abilities • • • • • Rage*: You can catapult yourself into a murderous fury, gaining +4 Strength and Constitution, and -2 (penalty) AC. Duration is based on your Constitution. After raging, you are fatigued for a short time. Barbarian Fast Movement^: Your movement speed increases 10%. Uncanny Dodge^ (2nd level) Trap Sense*^ (3rd level): You gain a bonus to Reflex saves to avoid traps.
Cleric The handiwork of the gods is everywhere—in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the range from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries—their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make the god’s will manifest.
Multiclass and Prestige Class Tips Even more so than clerics, druids often avoid multiclassing, preferring to maximize their unique set of abilities. Fighter The questing knight, the conquering overlord, the king’s champion, the elite foot soldier, the hardened mercenary, and the bandit king— all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land’s best souls, willing to face death for the greater good.
• • • • • • • • • • • • Evasion (2nd level)^. Monk Speed (3rd level)*^: Your movement speed increases. You must be unarmored to gain this advantage. Still Mind (3rd level)^: You gain a +2 competence bonus on saving throws vs. mind-affecting spells. Ki Strike (4th level)*^: Your unarmed attacks can damage creatures that have some types of damage resistance. Purity of Body (5th level)^: You are immune to disease. Wholeness of Body (7th level)*: You can heal some of your wounds (1/day).
• • • • • • • • Key Abilities: Strength, Wisdom Hit Points per Level: 8 Base Attack Bonus: High High Saves: Fortitude, Reflex Weapons: All simple and martial weapons Armor: Light, medium, shields (not tower shields) Base Skill Points: 6 Spellcasting (4th level): Ranger Spells.
Multiclass and Prestige Class Tips To maximize the power of their sneak attack, many rogues will avoid multiclassing. Still, a few levels of wizard or sorcerer can provide a rogue with some support magic and any class can complement the rogue to some degree. Rogues interested in combat can make effective assassins and duelists. A rogue with magical training can make a powerful arcane trickster.
• • • • • Eldritch Lore^: You gain a +2 competence bonus to your Spellcraft and Lore skills. Deceive Item^: You gain a +4 bonus to your Use Magic Device skill. Damage Reduction (3rd level)*^: You become resistant to physical attacks except those inflicted by cold iron weapons (1/cold iron). Fiendish Resilience (8th level)*: You can draw on infernal power to regenerate wounds over time (1/day).
Requirements • • • • Race: Elf or half-elf Base Attack Bonus: +6 Feats: Weapon Focus (Longbow) or Weapon Focus (Shortbow), Point Blank Shot Spellcasting: Ability to cast arcane spells Special Abilities • • • • • Enhance Arrow*^: You shoot arrows with increased precision and damage. Imbue Arrow (2nd level): You can shoot a fireball arrow. (3/day) Seeker Arrow (4th level)*: You can shoot an arrow that cannot miss (1/day).
Spells: • • • • 2nd level: Ghostly Visage (1/day) 5th level: Darkness (1/day) 6th level: Invisibility (1/day) 9th level: Improved Invisibility (1/day) Blackguard A blackguard epitomizes evil. He is nothing short of a mortal fiend, a black knight with the foulest sort of reputation. A blackguard is an evil villain of the first order, equivalent in power to the righteous paladin, but devoted to the powers of darkness.
Duelist The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. She always takes full advantage of her quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect herself is not to get hit at all. Duelists are most often fighters or rangers, but rogues and bards are also common. Wizards, sorcerers, and monks make surprisingly good duelists due to those classes’ lack of reliance on armor.
Special Abilities • • • • • • Defensive Stance*: You can adopt a special fighting stance that gives you +4 Strength and Constitution, +2 on all saving throws, and +4 dodge bonus on AC (1/day). Improved Defense*: You receive a +1 dodge bonus to AC. Uncanny Dodge^ (2nd level) Trap Sense*^ (4th level): You gain a bonus to Reflex saves to avoid traps. Improved Uncanny Dodge^ (6th level) Damage Reduction (6th level)*^: You can shrug off some amount of injury from each blow or attack (DR 3/-).
• • • Enhanced Power Attack (5th level): Your Power Attack and Improved Power Attack become more powerful. Inspire Frenzy (6th level)*: Send all allies into a Frenzy (as described above). Supreme Power Attack (10th level): Your Power Attack and Improved Power Attack become even more powerful. Harper Agent The semisecret organization known as the Harpers has members scattered all across Faerûn.
Red Dragon Disciple It is rumoured that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood in their family tree. Red Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their red dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence.
• • • • • • Hit Points per Level: 8 Base Attack Bonus: Medium High Saves: Reflex Weapons: All simple weapons Armor: Light Base Skill Points: 6 Requirements • • Skills: Move Silently 8, Hide 10, Tumble 5 Feats: Dodge, Mobility Special Abilities • • • • • • • • • • • Shadow Daze: You may inflict an illusory daze upon a target (1/day). Summon Shadow*: You can summon a shadow (1/day). Shadow Evade*: You gain concealment, damage reduction, and an AC bonus (3/day).
Weapon Master For a weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with the body, to make them one and to use the weapon as naturally and without thought as any other limb.
Characters with the Feint feat can use this skill to distract an opponent, which denies them their Dexterity bonus to AC and thus makes them vulnerable to sneak attacks. Shift-click on an enemy and select “Feint” to attempt this in combat. Concentration (Con) Concentration checks are made whenever you are distracted during the act of casting a spell. The DC is equal to 10 plus the damage received plus the level of the spell that you’re trying to cast.
Lore (Int) Whenever you first inspect a magical item, your Lore skill gives you a chance of identifying it. The more valuable an item is, the harder it is to identify. Bards and Harper agents receive bonuses to Lore skill checks. D&D Note Lore is a NWN2 skill that is similar to the D&D Move Silently (Dex) The Move Silently skill is used in conjunction with Hide to remain unseen. To use this skill, just turn on Stealth Mode using the Mode Bar.
Only rogues can disarm traps with a DC of 20 or more. With 5 or more ranks in Set Traps a character gains a +2 synergy bonus on Disable Device checks. Disable Device and Set Trap can be considered subsets of the D&D Disable Device skill. Synergy: If you have 5 or more ranks in Set Trap, you get a +2 synergy bonus to your Disable Device skill. D&D Note In Dungeons & Dragons, the skill Disable Device includes both the Disable Device and Set Trap skills.
Background Traits Feats Feat Prerequisites Benefit Artist Bloodedz Bullheaded Luck of Heroesz Mind Over Body Silver Palmz Snake Bloodz Spellcasting Prodigy Strong Soul Thug 1st Level 1st Level 1st Level 1st Level 1st Level 1st Level 1st Level 1st Level 1st Level 1st Level +2 Perform; +3 Bardsongs/day. +2 Spot; +2 resist Fear; +2 Initiative. +2 resist Taunt; +2 resist Fear; +1 Will saves. +1 Armor Class; +1 all saves. Int and metamagic feats increase hit points (instead of Con).
General Feats Feat Prerequisites Benefit Battle Caster Blind Fight Weapon Specializationµ Circle Kickz Cleaveµ Curse Song Dashz Deflect Arrowsµ Fighter level 4; Weapon Focus (chosen weapon) Base attack bonus +3; Dex 15; Improved Unarmed Strike Str 13; Power Attack Bard level 1; Perform => 3 Dodgeµ Elephant’s Hide Expert Tactician Dex 13 Wild Shape ability Dex 13 Extend Rage Extra Music Extra Rage Extra Stunning Attacks Extra Wild Shape Rage or Frenzy ability Bardic Music ability Rage or Frenzy abil
General Feats – Tactical Feat Prerequisites Benefit Called Shotµ Combat Expertisez Disarmµ Feint Improved Combat Expertisez Improved Disarmµ Improved Knockdownµ Improved Power Attackzµ Improved Rapid Shotµ Knockdownµ Manyshot Power Attackzµ Base attack bonus +1 Int 13 Int 13 Int 13; Combat Expertise Int 13; Combat Expertise Can attempt to disable enemy arms or legs. Can choose to make defensive attacks. Can attempt to disarm opponent in melee. Can use Bluff to reduce armor class of most enemies.
Spellcasting Feats Feat Prerequisites Benefit Arcane Defense Augment Healing Augment Summoning Combat Casting▲ Extra Slot Greater Spell Focus▲ Greater Spell Penetration▲ Practiced Spellcaster Spell Focus Spell Penetration Spell Focus (chosen school) Heal 4 Spell Focus (Conjuration) Spellcaster level 1+ Spellcaster level 4+ Spell Focus (chosen school) Spell Penetration Spellcraft 4 Can cast 1st level spells +2 Saving Throws versus chosen school of magic. Increases effect of healing spells.
Alignment shift If you act contradictory to your alignment, it will gradually shift, from good to evil, lawful to chaotic, or vice versa. The severity of the shift depends upon the deed and can have extreme consequences. Characters who are extremely good will take a bigger ‘hit’ to their alignment when they perform evil deeds. For example, if you are chaotic good, you will shift more toward evil by killing an innocent than you would have if you were lawful neutral.
Invulnerable Some characters cannot be hurt. These are usually powerful characters that help advance the plot. Attacking them will not anger them, nor will it injure them. Default Action: Talk. Movement Many factors, including class abilities, encumbrance (how much weight you are carrying relative to your Strength), magic items, and spell effects all influence movement in Neverwinter Nights 2. No character may move slower than 10% (unless held or paralyzed) or faster than 150% of their base movement speed.
Companions During your adventure, you will acquire several companions willing to adventure with you. These companions may have different motivations and intentions than you, but they will follow your orders as long as they are travelling with you. You can have up to three companions in your party at any one time (for a total party size of four). Early in the game, you will find a base of operations where extra companions will wait while not accompanying you.
Dazed While dazed, you are unable to initiate attacks, cast spells, or use skills and feats. You can move normally, however. Deafened When deafened, you are unable to make Listen checks and cannot receive calls and warnings from allies. You also have a 20% chance to fail when you attempt to cast a spell with a verbal component (most spells). Diseased If you rest while diseased, you must succeed on a Fortitude saving throw (the DC depends on the particular disease) or suffer ability score damage.
Spell Resistance Spell resistance is the equivalent of armor versus spells. A caster level check (1d20 + caster level) must equal or exceed your spell resistance or the spell has no effect. Beneficial spells do not have to overcome spell resistance. Stunned While stunned, you stand helplessly in a motionless stupor and are considered prone. Temporary HP Temporary hit points can allow you to have more current hit points than your maximum. Temporary hit points cannot be healed or recovered.
Summon Creature I: Summons an appropriate creature. Tasha’s Hideous Laughter: Target laughs hysterically, unable to defend itself. 2nd-Level Bard Spells Blindness/Deafness: Target is struck blind and deaf. Bull’s Strength: Grants target +4 Str. Cat’s Grace: Grants target +4 Dex. Cloud of Bewilderment: Enemies are stunned and blinded 1d6 rounds. Cure Moderate Wounds: Heals target 2d8 +1/level hit points. Darkness: Shrouds creatures in darkness. Eagle’s Splendor: Grants target +4 Cha.
6th-Level Bard Spells Dirge: Enemies suffer 2 points of Strength and Dexterity ability score damage each round. Energy Immunity: Grants target immunity to one energy type. Ice Storm: Inflicts 3d6 bludgeoning and 2d6 cold damage. Mass Cure Moderate Wounds: Heals each nearby ally 2d8 +1/level hit points. Mass Hold Person: Paralyzes many enemies. Summon Creature VI: Summons an appropriate creature. Cleric 0-Level Cleric Spells Cure Minor Wounds: Heals target 4 hit points.
Glyph of Warding: Creates stationary glyph that explodes when enemies pass, inflicting 1d8/2 levels sonic damage. Inflict Serious Wounds: Caster’s touch attack inflicts 3d8 +1/level damage. Heals undead. Invisibility Purge: Removes invisibility from nearby creatures. Magic Circle against Alignment: Grants caster and nearby allies +2 AC, +2 on saves, and immunity to mind-affecting spells of the specified alignment. Magic Vestment: Grants armor or shield +1/4 levels enhancement bonus.
Ethereal Jaunt: Enemies cannot detect the caster until he performs a hostile action. Greater Restoration: Cures target of most temporary and all permanent negative effects. Mass Cure Serious Wounds: Heals each nearby ally 3d8 +1/level hit points. Mass Inflict Serious Wounds: Damages each nearby enemy 3d8 +1/level hit points. Heals undead. Regenerate: Regenerates 10% of target’s maximum hit points every round. Resurrection: Revives and fully heals one knocked out party member.
3rd-Level Druid Spells Blind Sight: Target can see invisible and in darkness. Call Lightning: Lightning bolt inflicts 1d6/level electricity damage. Contagion: Afflicts target with random disease. Cure Moderate Wounds: Heals target 2d8 + 1/level hit points. Dominate Animal: Controls target animal. Greater Magic Fang: Grants animal companion +1/3 levels to hit and damage. Infestation of Maggots: Infests target with maggots, inflicting 1d4 points of temporary Con damage each round.
Finger of Death: Kills target. Mass Cure Serious Wounds: Heals each nearby ally 3d8 +1/level hit points. Premonition: Grants target damage reduction 30/adamantine. Summon Creature VIII: Summons an appropriate creature. Sunburst: Inflicts 1d6/level to undead creatures (6d6 damage to non-undead enemies). Can also permanently blind enemies. 9th-Level Druid Spells Elemental Swarm: Summons elementals. Mass Cure Critical Wounds: Heals each nearby ally 4d8 +1/level hit points.
2nd-Level Ranger Spells Barkskin: Hardens the target creature’s skin, improving armor class. Bear’s Endurance: Grants target +4 Con. Cat’s Grace: Grants target +4 Dex. Hold Animal: Target animal is paralyzed. Mass Camouflage: Party receives +10 Hide. Owl’s Wisdom: Grants target +4 Wis. Protection from Energy: Grants target 30/- damage resistance against all elemental damage types. Sleep: Weaker creatures fall asleep. Spike Growth: Creates spikes that inflict 1d4 damage to enemies each round.
Cat’s Grace (T): Grants target +4 Dex. Cloud of Bewilderment (V): Enemies are stunned and blinded 1d6 rounds. Combust (V): Flames erupt, causing 2d6 +1/level fire damage and igniting victims. Darkness (V): Shrouds creatures in darkness. Death Armor (N): Damages creatures that touch caster. Eagle’s Splendor (T): Grants target +4 Cha. False Life (N): Caster gains 1d10 + 1/level (max 10) temporary hit points. Fireburst (V): Nearby creatures take 1d8 fire damage/level. Fox’s Cunning (T): Grants target +4 Int.
Elemental Shield (V): Ring of fire damages attackers and grants caster 50% cold/fire resistance. Enervation (N): Target temporarily loses 1d4 levels. Evard’s Black Tentacles (C): Traps and attacks enemies with tentacles. Fear (N): Causes fear in enemies. Greater Invisibility (I): Target is invisible, even when attacking or casting spells. Ice Storm (V): Inflicts 3d6 bludgeoning and 2d6 cold damage. Isaac’s Lesser Missile Storm (V): Inflicts 1d6 damage/missile; 1 missile/ level.
Control Undead (N): Dominates one undead creature. Delayed Blast Fireball (V): More powerful fireball that can be used as a trap. Energy Immunity (A): Grants target immunity to one energy type. Ethereal Jaunt (T): Enemies cannot detect the caster until he performs a hostile action. Finger of Death (N): Target dies. Greater Shadow Conjuration (I): Casts shadowy version of one of a variety of powerful spells. Mass Hold Person (E): Paralyzes many enemies.
Lesser (2nd-level) Invocations Beshadowed Blast (Eldritch Essence): Eldritch Blast inflicts darkness. Brimstone Blast (Eldritch Essence): Eldritch Blast ignites target. Charm: Befriends creature. Curse of Despair: Target suffers -1 to attack rolls and -2 to all ability scores. Eldritch Chain (Blast Shape): Eldritch blast arcs to multiple targets. Flee the Scene: Caster receives +1 attack/ round, +50% movement speed, +1 to hit, and +1 AC.
Equipment, Magic Items, and Treasure Armor and Shields There are eleven basic types of armor in Neverwinter Nights 2. The higher the AC value of the armor, the better protection it offers against attacks. However, good protection comes at a cost. Arcane spellcasters risk spell failure whenever attempting to cast spells while wearing armor, and heavier armor restricts your mobility and reduces your speed.
• • • • • • • Helmets: Helmets come in a variety of styles, but unless enchanted, provide no additional benefit. Rings: Rings are commonly worn on the fingers as ornamentation, but some are infused with powerful magic. One magical ring can be worn on each hand. Thieves’ Tools: These picks, files, and other assorted tools give the character a substantial bonus when attempting to unlock locked chests and doors. Thieves’ tools can only be used once.
• • • Average: DC 20 Strong: DC 22 Deadly: DC 26 ITEM CRAFTING You can use crafting skills and feats to create or enchant items to either sell or to use. Item crafting in NWN2 does not involve any randomness: either you can craft an item or you can’t. The five types of crafting are: smithing, alchemy, enchanting, disposable item creation, and wondrous item creation.
Wondrous Item Creation Other magical items, such as rings, cloaks, and boots, can be made with the Craft Wondrous Item feat, raw materials, essences, and a gem. This process works similarly to armor and weapon enchantment except that the base item is also created in this process (i.e., you don’t first make boots and then enchant them; you create the magic item in one step). As with weapon and armor properties, you’ll learn of wondrous item recipes through your adventures. NWN2.
APPENDIX: CHARTS AND TABLES Class Skill Points, HP, Base Attack Bonus (BAB), and Saves Class Base Skill Points* HP/Level BAB Fort Saves Reflex Will 4 6 2 4 2 4 2 6 8 2 2 2 12 6 8 8 10 8 10 8 6 4 6 4 High Medium Medium Medium High Medium High High Medium Low Medium Low High Low High High High High High High Low Low Low Low Low High Low Low Low High Low High High Low Low Low Low High High High Low High Low Low Low High High High Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcer
Weapons Weapon Use* Damage Critical** Exotic Weapons Range Type Kama Light 1d6 x2 Slashing Bastard Sword 1-handed 1d10 19-20/x2 Slashing Dwarven Waraxe 1-handed 1d10 x3 Slashing Katana 1-handed 1d10 19-20/x2 Slashing Shuriken Thrown 1d2 x2 10 ft. Piercing * Small characters use 1-handed weapons in 2 hands and cannot use 2-handed weapons. ** When not specified, a weapon’s critical threat range is a natural 20 only.
Skills by Class Skill Name Barbarian Bard Cleric Druid Appraise c * c c Bluff c * c c Concentration c * * * Craft_Alchemy c * * * Craft_Armor * * * c Craft_Trap * * c c Craft_Weapon * * * c Diplomacy c * * * Disable_Device c c c c Discipline * * c c Heal c c * * Hide c * c c Intimidate * c c c Listen * * c * Lore c * * * Move_Silently c * c c Open_Lock c c c c Parry * * * * Perform X * X X Search c c c c Set_Trap c c c c Sleight_of_Hand c * c c Spellcraft c * * * Spot c c c * Survival * c c * Taunt * *
Bard Spells Per Day and Known Spells Bard Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Spells per Day Spells Known 0 1 2 3 4 5 6 0 1 2 3 4 5 6 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 – 0 1 2 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 – – – 0 1 2 2 3 3 3 3 3 3 3 3 4 4 4 4 4 – – – – – – 0 1 2 2 3 3 3 3 3 3 4 4 4 4 – – – – – – – – – 0 1 2 2 3 3 3 3 4 4 4 – – – – – – – – – – – – 0 1 2 2 3 3 4 4 – – – – – – – – – – – – – – – 0 1 2 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 – 2 3 3
Cleric Domains Domain Air Animal Death Destruct Earth Evil Fire Good Healing Knowledge Magic Plant Protection Strength Sun Travel Trickery War Water Ability 1 Uncanny dodge Animal Companion Summon Shadow (1/day) Smile Infidel (1/day) Toughness bonus feat Turn outsiders as undead Fire resistance 5 Aura of Courage (1/day) All healing spells empowered None (bonus spells) None (bonus spells) Woodland Stride Divine Protection (1/day) Strength (1/day) Greater Turning Fast movement (as barbarian) Feint bonus
Monk Abilities Flurry of Blows Attack Bonus Monk Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Unarmed Damage Small Medium -2/-2 -1/-1 +0/+0 +1/+1 +2/+2 +3/+3 +4/+4 +5/+5/+0 +6/+6/+1 +7/+7/+2 +8/+8/+8/+3 +9/+9/+9/+4 +9/+9/+9/+4 +10/+10/+10/+5 +11/+11/+11/+6/+1 +12/+12/+12/+7/+2 +12/+12/+12/+7/+2 +13/+13/+13/+8/+3 +14/+14/+14/+9/+4 +15/+15/+15/+10/+5 1d4 1d4 1d4 1d6 1d6 1d6 1d6 1d8 1d8 1d8 1d8 1d10 1d10 1d10 1d10 2d6 2d6 2d6 2d6 2d8 AC Bonus Run Speed +0 +0 +0 +0 +1 +1 +1 +1 +1 +2 +2 +2 +2
Sorcerer Known Spells and Spells per Day Sorcerer Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Spells per Day 0 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 1 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 2 – – – 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 3 – – – – – 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 4 – – – – – – – 3 4 5 6 6 6 6 6 6 6 6 6 6 5 – – – – – – – – – 3 4 5 6 6 6 6 6 6 6 6 6 – – – – – – – – – – – 3 4 5 6 6 6 6 6 6 Spells Known 7 – – – – – – – – – – – – – 3 4 5 6 6 6 6 8 – – – – – – – – – – – – –
Keyboard Commands Action Key Camera Rotate Camera Left Rotate Camera Right Zoom Camera In Zoom Camera Out Pitch Camera Up Pitch Camera Down Switch Camera Mode Normal Movement Run Forward Turn Left Backward Turn Right Modified Movement Walk Forward Strafe left Walk Backward Strafe Right Targeting Default Action on Current Target Target Next Enemy Target Previous Enemy Target Nearest Enemy Target Previously Selected Target Possess 1st-10th Companion Target 1st-10th Companion Left Arrow Right Arrow Up Arrow
© 2006 Hasbro, Inc. All Rights Reserved. © 2006 Atari Interactive, Inc. All Rights Reserved. Marketed and distributed by Atari, Inc., New York, NY. Developed by Obsidian Entertainment, Inc. © 2006 BVT Games Production Fund II Dynamic GmbH & Co. KG, Gruenwald / Munich, Germany. Producer: BVT Games Production Fund II Dynamic GmbH & Co. KG / Andreas Graf v. Rittberg. Executive Producer: ATTACTION / Siggi Kogl. Game technology and toolset © 2006 Obsidian Entertainment, Inc. All Rights Reserved.