NWN Man Revised.qxp 6/6/02 15:28 Page i Table of Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 What’s Included in this Manual . . . . . . . . . . . . . . . . . . . . . . . .3 The Story So Far . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 The Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Quickstart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 How to Install and Start Playing . .
NWN Man Revised.qxp 6/6/02 15:28 Page ii Desther . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Aarin Gend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Adventurers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Linu La’neral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Sharwyn . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
NWN Man Revised.qxp 6/6/02 15:28 Page iv Index of Charts & Tables Table 1: Monster Difficulty Categories . . . . . . . . . . . . . . . . .36 Table 2: Ranger Favored Enemy Groups: . . . . . . . . . . . . . . .66 Table 3: Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72 Table 4: Quickchat Commands . . . . . . . . . . . . . . . . . . . . . .104 Table 5: Movement Speed Penalties . . . . . . . . . . . . . . . . . .112 Table 6: Toolset Layout . . . . . . . . . . . . . . . . . . . . .
NWN Man Revised.qxp 6/6/02 15:28 Page 2 Intr oduction W elcome to Neverwinter Nights™ Neverwinter Nights is an epic roleplaying game that uses the 3rd Edition Dungeons & Dragons® rules and is set in the Forgotten Realms®. If you are new to D&D or the Realms, I wish to welcome you to this exciting world of terrible beasts, awe-inspiring magic and heroic adventure. If you are an experienced player, I welcome you to the best computer adaptation of the D&D rules ever created.
NWN Man Revised.qxp 6/6/02 15:28 Page 4 The Story So Far A s the game opens, the once-mighty city of Neverwinter is a hive of panic and terror. Thousands have died from a mysterious plague called the Wailing Death, and thousands more are infected. With the risk of an epidemic spreading across the face of Faerûn, the Lords of Neverwinter declared a quarantine and shut the gates to all travel, trapping sick and healthy alike inside the city walls.
NWN Man Revised.qxp 6/6/02 15:28 Page 6 list of currently installed texture packs from the Display page. You will be required to test any modifications that you make to the Display settings before you are allowed to save those changes. The Reports page allows you to generate two reports. The first is a summary of the hardware and 3D software detected on your system.
NWN Man Revised.qxp 6/6/02 15:28 Page 8 by the technician, and your telephone number in case we need to call you. Any materials not containing this RMA# will be returned to you unprocessed. Send your materials to the following address: Infogrames, Inc. Attn: TS/CS Dept.
NWN Man Revised.qxp 6/6/02 15:28 Page 10 default action for that object. To perform the default action, click the left mouse button. To perform another action, right click on the target to bring up the radial menu. Left click on the screen to move your character around the game world. Attack a hostile creature by moving your cursor over the creature; the icon will change to the combat icon. Left click to begin your attack.
NWN Man Revised.qxp 6/6/02 15:28 Page 12 2: THE OPTIONS BOX Here you can click buttons to bring up the various screens needed to manipulate your character, such as the in-game map, the inventory screen, the journal, the character sheet, the options page, your spellbook and the player versus player options panel. 3: THE PARTY BAR This is where other members of your party appear. You can add other players into your party through the “Socialize” radial menu option.
NWN Man Revised.qxp 6/6/02 15:28 Page 14 COMMON INTERACTIONS WITHIN THE WORLD Some common interactions within the world include: automatically. The knock spell unlocks most containers without damaging them. Creatures Levers and other special-use devices are activated by left clicking them, or by selecting the “Use” option from the radial menu. Hostile creatures turn red when you mouse over them, and the mouse cursor changes to the attack icon. You can gauge the difficulty of a creature by examining it.
NWN Man Revised.qxp 6/6/02 15:28 Page 16 action. Clicking “Save Game” brings up the save game screen, where you pick a slot to save your game and type in a label. To load a game, you click the “Load Game” button. A query will pop up asking if you are sure, as loading a new game will destroy the currently active game. If you proceed, you then select the game you wish to load from the list.
NWN Man Revised.qxp 6/6/02 15:28 Page 18 has an item point value, which is added to your item point total when you have the item equipped or in your inventory. When you reach your maximum item point total, you cannot pick up any more magic items. Your character’s maximum item points rise each time he gains a level (see page 179 for a table summarizing this progression). prepared slot. Multiclass spellcasters may need to repeat this process for each of their spellcasting classes.
NWN Man Revised.qxp 6/6/02 15:28 Page 20 the pin. Once the pin is placed, a dialogue window pops up and you can enter the text you wish to associate with that pin. Journal Panel T he journal panel displays the status of the adventure and the status of the various quests you have undertaken. The tabs at the top of the screen toggle between three specific journals. The first tab on the left displays your character’s personal journal.
NWN Man Revised.qxp 6/6/02 15:28 Page 22 Sound options allow you to customize the game sound and to enable or disable various sound options. Multiplayer Controls allow you to change your camera mode and cycle through various control scheme options. You can, for instance, enable driving mode and control your character with the keyboard if you so desire. Journeying Online Key Settings allow you to customize the Neverwinter hotkeys.
NWN Man Revised.qxp 6/6/02 15:28 Page 24 password. If a DM password is entered, then only players with this password can connect to the game server with the DM client. The next important option is the Player versus Player (PvP) settings. These settings are described below in the Player vs. Player section. Joining a Multiplayer Game I f you just wish to play in a game, you click multiplayer at the start menu and then choose the join option. A listing of games will appear in a game browser window.
NWN Man Revised.qxp 6/6/02 15:28 Page 26 To extract a character from a save game you simply load the savegame with your character in it and go to the Options page. Press the Save Character button and you will see a message saying “Your Character was exported successfully.” This creates a local character that is an exact duplicate of the character that was in the save game.
NWN Man Revised.qxp 6/6/02 15:28 Page 28 If you are friendly towards another player, you cannot harm them, pick their pockets or perform any hostile action towards them. Any hostile spells will not affect them and you will not perform attacks of opportunities against them. Your associates (animal companions, familiars, summoned creatures, and henchmen) will not attack the other player. If you are neutral towards the other player, you can perform overt hostile actions, and hostile spells will damage them.
NWN Man Revised.qxp 6/6/02 15:28 Page 30 Beorunna’s W ell F enthick T T his is the ancestral home of the Black Lion Uthgardt tribe. South of this small village is Fort Ilkard, an outpost maintained by the city of Neverwinter against the numerous orc hordes that travel through this area. his good-natured arbiter of Tyr’s justice has made a name for himself in Neverwinter not only with the Wisdom of his decisions but also with his loving courtship of the coveted paladin, Aribeth de Tylmarande.
NWN Man Revised.qxp 6/6/02 15:28 Page 32 Adventur ers Tomi ‘Grin’ Under gallows A recent (and hasty) departure from Calimport led Grin to Neverwinter. Now trapped in the slowly dying city, Grin works at odd jobs and tries to stay out of trouble. T here are many heroes in the city of Neverwinter. Some have come for glory and gold, others out of a desire to ease the suffering of a once-beautiful city. They are willing to join your adventuring group, if you have need of them.
NWN Man Revised.qxp 6/6/02 15:29 Page 34 F oes T he creatures listed below are found in the wilds and dungeons around Neverwinter, and sometimes in the city itself. A number of stars are beside the name of each monster; the more stars the more dangerous the creature. Be aware however that to an inexperienced adventurer, any encounter can be fatal. Goblins and orcs (*): These savage humanoids are the bane of every low-level party, but experienced adventurers usually find them little more than a nuisance.
NWN Man Revised.qxp 6/6/02 15:29 Page 36 Table 1: Monster Difficulty Categories Monster Challenge Rating* +5 and greater levels +3, +4 levels +1, +2 levels Category Color Explanation Impossible Purple Death is guaranteed. Time and Resting ROUNDS Overpowering Red Very difficult Orange Same level as character or one less -2, -3 levels Challenging Yellow Moderate Blue -4, -5 level Easy Green -6 and less levels Effortless White You’ll have difficulty defeating this creature.
NWN Man Revised.qxp 6/6/02 15:29 Page 38 Player’s Handbook N everwinter Nights is based on the 3rd Edition of the Dungeons & Dragons roleplaying game, and allows you to create and play a character of epic proportions. You can travel through fantastic and compelling worlds, participate in stories heroic and humble, and it is entirely up to you whether your characters behave as you might, or act as different from you as night to day.
NWN Man Revised.qxp 6/6/02 15:29 Page 40 Gender DWARF T Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall.
NWN Man Revised.qxp 6/6/02 15:29 Page 42 GNOME HALF-ORC Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue.
NWN Man Revised.qxp 6/6/02 15:29 Page 44 Portraits BARBARIANS S Barbarians are brave, even reckless, and their warrior skills make them well suited to adventure. Instead of training and discipline, barbarians have a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient.
NWN Man Revised.qxp 6/6/02 15:29 Page 46 BARDS CLERICS Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.
NWN Man Revised.qxp 6/6/02 15:29 Page 48 DRUID FIGHTER Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. A druid is often accompanied by an animal companion.
NWN Man Revised.qxp 6/6/02 15:29 Page 50 MONK PALADINS Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don’t cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed.
NWN Man Revised.qxp 6/6/02 15:29 Page 52 RANGERS ROGUES Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter’s dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy—a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods.
NWN Man Revised.qxp 6/6/02 15:29 Page 54 SORCERERS WIZARDS Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories—just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time.
NWN Man Revised.qxp 6/6/02 15:29 Page 56 Class Special Abilities Uncanny Dodge E Barbarians are quick on their feet and can react more quickly to danger than others. This ability improves as the barbarian gains levels.
NWN Man Revised.qxp 6/6/02 15:29 Page 58 Bardic Music Turn Undead Bards are able to sing songs that can bolster their allies. Gained: 1st Level. Use: Selected. Bonuses: Deafened creatures are not affected by the bard’s singing. The bardsong may be sung once per day, per class level. The song affects all allies within 30 feet and lasts for 6 rounds. The higher the bard’s Perform skill, the better the bardsong. Bard song bonuses do not stack. • Perform and bard Level 1: +1 to Attack and Damage rolls.
NWN Man Revised.qxp 6/6/02 15:29 Page 60 Resist Nature’s Lure FIGHTER ABILITIES Due to their inherent understanding of nature, druids can avoid the most common dangers that the natural world presents. Gained: 4th level. Use: Automatic. Bonuses: Grants a +2 insight bonus to saving throws against all fear spells and effects. Wild Shape The druid gains the ability to shape shift into various animal forms. Gained: 5th level. Use: Selected.
NWN Man Revised.qxp 6/6/02 15:29 Page 62 Monk Speed Diamond Body Monks gain the ability to move quickly. Gained: 3rd level. Use: Automatic. Bonuses: Monks move faster than other classes and this ability improves with experience, as outlined on page 162. Through meditation and control over his body, the disciplined monk eventually becomes immune to all natural and most magical poisons. Gained: 11th level. Use: Automatic. Bonuses: Immunity to poison. Purity of Body Monks are immune to common diseases.
NWN Man Revised.qxp 6/6/02 15:29 Page 64 Perfect Self Aura of Courage So complete is the monk’s mastery over his body and spirit that he becomes a supernatural being, able to shrug off ordinary weapons and many spells. Gained: 20th level. Use: Automatic. Bonuses: Immune to all mind-affecting spells; gains damage reduction 20/+1. The paladin is immune to all fear spells and effects. Gained: 2nd level. Use: Automatic. Bonuses: Immune to fear.
NWN Man Revised.qxp 6/6/02 15:29 Page 66 Favored Enemy Animal Companion Rangers study their enemies and develop a keen understanding of the weakness of various creatures. Gained: 1st level and every five levels thereafter. Use: Automatic. Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt checks against their favored enemy, as well as a +1 bonus to any physical damage applied to the enemy. These bonuses improve by +1 every five levels.
NWN Man Revised.qxp 6/6/02 15:29 Page 68 Uncanny Dodge Rogues are quick on their feat and can react more quickly to danger than others. This ability improves as the rogue gains levels. Gained: Level 3: You retain your Dexterity bonus to AC, even if you are caught flat-footed. Level 6: +1 to Reflex saves made to avoid traps. Level 11: +2 to Reflex saves made to avoid traps. Level 14: +3 to Reflex saves made to avoid traps. Level 17: +4 to Reflex saves made to avoid traps.
NWN Man Revised.qxp 6/6/02 15:29 Page 70 Alignment A lignment reflects how your character relates to the concepts of good and evil, law and chaos. It can affect how certain NPCs react within the game, and will occasionally determine whether an item can be used or not (some items have alignments of their own, and will not allow a conflict with their user). The main purpose of alignment, however, is to act as a guideline for consistent roleplaying, though it is not set in stone.
NWN Man Revised.qxp 6/6/02 15:29 Page 72 whether to split his focus between these abilities or concentrate on one to the detriment of the other. Base Ability Score 8 9 10 11 12 13 14 15 16 17 18 Each ability score has a modifier, from -5 to +15 and even higher. Most player characters have ability modifiers between -1 and +4, but some extraordinary characters begin the game with modifiers as high as +5 or as low as -2.
NWN Man Revised.qxp 6/6/02 15:29 Page 74 Several miscellaneous modifiers can also apply to a skill check, including racial abilities, feats, armor check penalties, and spell effects. In every case these modifiers are grouped together and added to a d20 roll, as shown below: Exclusive Skills: Some skills are exclusive to a given class, and represent skills that can only be learned by members of the given class.
NWN Man Revised.qxp 6/6/02 15:29 Page 76 SKILLS LIST: There are a wide array of skills in Neverwinter Nights, far too many for any one character to master them all. With that in mind, you should focus your character on skills that best accent his capabilities and role. A chart on page 191 summarizes all skill information. NOTE: We have included information about resolving skill checks, but you do not need to resolve these checks “by hand” yourself.
NWN Man Revised.qxp 6/6/02 15:29 Page 78 Discipline Listen Ability: Strength. Classes: All. Untrained: Yes. A successful check allows the character to resist the effects of any combat feat (Disarm, Called Shot, Sap, or Knockdown). Check: The DC is equal to the attacker’s attack roll. Use: Automatic. Note: Discipline is a Neverwinter Nights skill. It is not a part of the Dungeons & Dragons® game experience but is a necessary part of the Aurora Engine technology. Heal Ability: Wisdom. Classes: All.
NWN Man Revised.qxp 6/6/02 15:29 Page 80 Open Lock Perform Ability: Dexterity. Classes: All. Untrained: No. Using this skill allows the character to gain entrance to locked rooms, or to open locked containers. Check: The DC is determined by the lock’s difficulty rating. A successful check will open the lock. Special: Thieves’ Tools, if used, provide various bonuses to a character’s Open Lock attempt, but are destroyed in the attempt whether successful or not.
NWN Man Revised.qxp 6/6/02 15:29 Page 82 Pick Pocket Set Trap Ability: Dexterity. Classes: All. Untrained: No. Pick Pocket allows a character to remove items from another’s backpack. Check: There are two steps to picking pockets. First the item must be acquired, and then the targeted creature must not notice the theft. To steal the item, the base DC from a neutral or tolerant creature is 20, and a hostile creature is 30. This roll is affected by armor check penalties.
NWN Man Revised.qxp 6/6/02 15:29 Page 84 Spot Use Magic Device Ability: Wisdom. Classes: All. Untrained: Yes. A successful check of this skill can reveal a hidden creature. Check: The DC is determined by the Hide check of the hidden creature. Special: The Alertness feat grants a +2 synergy bonus on Spot checks. Rangers receive a bonus on Spot checks against their favored enemy. Elves have a +2 racial bonus on Spot checks, and half-elves have a +1 racial bonus. Use: Detect Mode.
NWN Man Revised.qxp 6/6/02 15:29 Page 86 NOTE on Metamagic Feats: It is during preparation that a wizard or divine spellcaster chooses which spells to prepare with a metamagic feat (and thus at a higher level than normal). In terms of the screen, this means that the “Known Spells” pane of the spellbook actually has a number of tabs indicating which spells can be prepared at this level with one of the given metamagic feats.
NWN Man Revised.qxp 6/6/02 15:29 Page 88 ARMOR PROFICIENCY MEDIUM COMBAT CASTING Type of Feat: General Prerequisite: Armor Proficiency (Light). Required for: Armor Proficiency (Heavy) Specifics: This feat grants the knowledge to make effective use of medium armor. Use: Automatic. All classes except monks, rogues, sorcerers, and wizards have this feat for free. Type of Feat: General. Prerequisite: Ability to cast 1st-level spells.
NWN Man Revised.qxp 6/6/02 15:29 Page 90 EMPOWER SPELL IMPROVED CRITICAL Type of Feat: Metamagic. Prerequisite: Ability to cast 2nd-level spells. Specifics: Magical expertise allows certain spells to be cast with a 50% increase in variable numeric effects (number of targets, damage, etc), excluding duration. Use: Empowered spells occupy spell slots two levels higher than normal. Saving throws and opposed rolls, such as those made when dispel magic is cast, are not affected. Type of Feat: General.
NWN Man Revised.qxp 6/6/02 15:30 Page 92 IMPROVED POWER ATTACK KNOCKDOWN Type of Feat: General. Prerequisite: Power Attack, Strength 13+. Specifics: This feat can be used at a -10 penalty to attack but with a +10 bonus to any damage given. Improved Power Attack is very useful when fighting large numbers of easyto-hit opponents. Use: Combat Mode. Type of Feat: General. Prerequisite: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.
NWN Man Revised.qxp 6/6/02 15:30 Page 94 MOBILITY QUICKEN SPELL Type of Feat: General. Prerequisite: Dex 13+, Dodge. Specifics: A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to AC against them. Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (from different feats or racial bonuses) are cumulative. Type of Feat: Metamagic.
NWN Man Revised.qxp 6/6/02 15:30 Page 96 SHIELD SPELL PENETRATION Type of Feat: General. Prerequisite: None. Specifics: A character with this feat has the basic knowledge of how to effectively use a shield. Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free. Type of Feat: General. Prerequisite: Ability to cast 1st-level spells.
NWN Man Revised.qxp 6/6/02 15:30 Page 98 TOUGHNESS WEAPON FOCUS Type of Feat: General. Prerequisite: None. Specifics: A character with this feat is tougher than normal, gaining one bonus hit point per level. Hit points are gained retroactively when choosing this feat. Use: Automatic. Type of Feat: General. Prerequisite: Proficiency with the chosen weapon type, base attack bonus +1 or higher. Required for: Weapon Specialization (fighter only).
NWN Man Revised.qxp 6/6/02 15:30 Page 100 WEAPON PROFICIENCY SIMPLE Type of Feat: General. Prerequisite: None. Specifics: This feat allows effective use of all simple weapons, including club, dagger, mace, sickle, spear, morningstar, quarterstaff, light crossbow, dart, sling, and heavy crossbow. A character cannot equip weapons they are not proficient in. Use: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons.
NWN Man Revised.qxp 6/6/02 15:30 Page 102 Animal Companions TRANSMUTATION These spells transform the recipient, either subtly or obviously. Prohibited School: Conjuration Domains A t character creation, clerics may choose two domains to follow. You may choose freely from the domain list. Each domain gives your cleric access to a special domain power and additional spells. This increases the total number of spells that a cleric may prepare each day by one per spell level.
NWN Man Revised.qxp 6/6/02 15:30 Page 104 Quickchat V oicesets I n Neverwinter Nights you can use quickchat to quickly communicate with other players and your associates (henchmen, familiars, animal companions; see page 111 for more details). Quickchat options followed with an asterisk (*) are commands that your associates will respond to. You activate quickchat by pressing the quickchat key to activate the system and then the two or three key code to play the quickchat line.
NWN Man Revised.qxp 6/6/02 15:30 Page 106 Neutral Most of the world begins neutral to you. You may speak with these people, learning information about the world and of the adventures you may take on. If attacked, Neutral characters will become Hostile. Default Action: Talk. Friendly Friendly characters behave exactly like Neutral characters, except that those who are Friendly to you may help you, usually by healing, for no charge.
NWN Man Revised.qxp 6/6/02 15:30 Page 108 The Attack Roll W hen an attack is made, the attacker rolls a d20 (resulting in a number between 1 and 20). To see if the attacker hits, all attack bonuses that the character may have are added to the roll. This value is then compared against the Armor Class of the creature being attacked. If the attack roll is equal to or greater than the creature’s Armor Class, a hit is scored.
NWN Man Revised.qxp 6/6/02 15:30 Page 110 A character is considered to be flat-footed only when: • They are performing a non-combat task. • They are in ready mode. • They move outside of the combat radius. Attacks of Opportunity S ometimes, a melee combatant lets her guard down to execute a non-combat action. In these circumstances, combatants near her can take advantage of her lapse in defense to make a free attack on her. These attacks are called attacks of opportunity.
NWN Man Revised.qxp 6/6/02 15:30 Page 112 Movement Spells M Intr oduction any factors, including class, encumbrance, magic items, and spell effects all influence movement in Neverwinter Nights. No character may move slower than 10% of their movement speed (unless held or paralyzed) or faster than 150% of their movement speed. Movement speed bonuses are discussed under the descriptions for the Barbarian and Monk. Penalties are summarized below.
NWN Man Revised.qxp 6/6/02 15:30 Page 114 AC Modified Modifier Range: -5 to +5. An Armor Class bonus is applied to the character. There are five types of AC bonus in Neverwinter Nights: armor enhancement, shield enhancement, dodge, natural, and deflection. Only dodge bonuses can stack, up to a maximum of +5. For all other types of bonus, the single highest modifier is applied. Combat Enhancement Modified Modifier Range: -5 to +5.
NWN Man Revised.qxp 6/6/02 15:30 Page 116 Damage Resistance Creatures with this ability are able to ignore damage of a specific type up to a specified amount. Unlike damage reduction, damage resistance cannot be overcome with weapons with a higher enhancement bonus. Like damage reduction, the amount of damage resisted is listed as a value and a damage type, such as Fire 20/-. This means that the first 20 points of fire damage dealt to the character is ignored entirely. the form of ability damage.
NWN Man Revised.qxp 6/6/02 15:30 Page 118 Invisibility Invisible attacking creatures get a 50% concealment bonus against enemy attacks and can ignore the Dexterity modifier of any opponent unless that opponent has the Uncanny Dodge feat. Magic Immunity Creatures can obtain or have specific immunities to magical spells and spell-like abilities of the following types: • Individual spells. • Specific spell schools. • A spell of a particular level and below.
NWN Man Revised.qxp 6/6/02 15:30 Page 120 Skill Modified Modifier Range: -20 to +20. Skill modifiers can be increased or decreased in effectiveness. This effect can apply to single skills or the entirety of a character’s skills. Sleep Creatures who are sleeping are considered flat-footed and all attacks made against them are made at a +4 attack bonus. Creature attacked while sleeping will wake up. A paralyzed NPC with 4HD or less will be killed instantly if attacked.
NWN Man Revised.qxp 6/6/02 15:30 Page 122 COUNTERSPELLING If a spellcaster enters Counterspell mode he can prevent enemy casters from casting spells. To counter a spell the countering mage must sacrifice a spell they are able to cast at the present time. The more mages that counterspell a single enemy mage the higher their chances of successfully negating a spell during its conjure phase.
NWN Man Revised.qxp 6/6/02 15:30 Page 124 Spell Summaries 2nd-Level Bard Spells B Blindness/Deafness: The target creature is struck blind and deaf. Bull’s Strength: Target creature’s Strength is increased by 1d4+1. Cat’s Grace: The target creature’s Dexterity is increased by 1d4+1. Clarity: Removes sleep, confusion, stun, and charm effects and protects against same. Cure Moderate Wounds: Heal 2d8 points of damage + 1/level. Darkness: Cover creatures in a shroud of darkness.
NWN Man Revised.qxp 6/6/02 15:30 Page 126 3rd-Level Bard Spells 4th-Level Bard Spells Bestow Curse: Lowers all of the target creature’s ability scores by 2. Charm Monster: 50% bonus in target’s personal reputation to caster. Clairaudience/Clairvoyance: Target gains +10 bonus to Spot and Listen checks. Confusion: Target behaves erratically. Cure Serious Wounds: Heal 3d8 points of damage +1/level. Dispel Magic: Remove magical effects from creatures. Fear: Make enemies run away.
NWN Man Revised.qxp 6/6/02 15:30 Page 128 CLERIC 0-Level Cleric Spells Cure Minor Wounds: Heal 4 points of damage. Light: Create small light source. Resistance: +1 bonus to all saving throws. Virtue: 1 temporary hit point. Remove Paralysis: All paralysis and hold effects removed from target. Resist Elements: 20/- damage resistance against all elemental forms of damage. Silence: Creates a zone of silence around target creature. Sound Burst: 1d8 sonic damage to creatures in area.
NWN Man Revised.qxp 6/6/02 15:30 Page 130 4th-Level Cleric Spells 7th-Level Cleric Spells Cure Critical Wounds: Heals 4d8 points of damage +1 per caster level. Death Ward: Target becomes immune to any death spells or effects. Dismissal: All associates of target are unsummoned. Divine Power: Cleric gains bonus hit points, Strength becomes 18 and attack bonus improves. Freedom of Movement: Target becomes immune to paralysis. Hammer of the Gods: 1d8 damage per 2 caster levels.
NWN Man Revised.qxp 6/6/02 15:30 Page 132 DRUID 3rd-Level Druid Spells 0-Level Druid Spells Cure Minor Wounds: Heal 4 points of damage. Light: Create small light source. Resistance: +1 bonus to all saving throws. Virtue: 1 temporary hit point. 1st-Level Druid Spells Cure Light Wounds: 1d8 points of damage + 1/level healed. Endure Elements: 10/- damage resistance against all elemental forms of damage. Entangle: Trap enemies with clinging vegetation. Grease: Slows or knocks down opponents.
NWN Man Revised.qxp 6/6/02 15:30 Page 134 6th-Level Druid Spells PALADIN Energy Buffer: Target gains damage resistance 40/- against elemental damage. Greater Dispelling: More powerful version of Dispel Magic. Greater Stoneskin: 20/+5 damage reduction. Healing Circle: All friends nearby heal for 1d8 + 1 point per caster level. Regenerate: 6 hit points every round regenerated. Summon Creature VI: Summons a dire bear.
NWN Man Revised.qxp 6/6/02 15:30 Page 136 RANGER SORCERER/WIZARD SPELLS 1st-Level Ranger Spells 0-Level Sorcerer/Wizard Spells Cure Light Wounds: 1d8 points of damage + 1/level healed. Entangle: Trap enemies with clinging vegetation. Grease: Slows or knocks down opponents. Summon Creature I: Summons a dire badger. Ultravision: Darkvision and low-light vision. Daze (Enchantment): If 5 HD or less, target is dazed. Light (Evocation): Create small light source. Ray of Frost (Conjuration): 1d4 cold damage.
NWN Man Revised.qxp 6/6/02 15:30 Page 138 2nd-Level Sorcerer/Wizard Spells 3rd-Level Sorcerer/Wizard Spells Blindness/Deafness (Enchantment): The target creature is struck blind and deaf. Bull’s Strength (Transmutation): Target creature’s Strength is increased by 1d4+1. Cat’s Grace (Transmutation): The target creature’s Dexterity is increased by 1d4+1. Darkness (Evocation): Cover creatures in a shroud of darkness. Eagle’s Splendor (Transmutation): Target’s Charisma increases by 1d4 +1.
NWN Man Revised.qxp 6/6/02 15:30 Page 140 4th-Level Sorcerer/Wizard Spells 5th-Level Sorcerer/Wizard Spells Bestow Curse (Transmutation): Lowers all of the target creature’s ability scores by two. Charm Monster (Enchantment): 50% bonus in target’s personal reputation to caster. Confusion (Enchantment): Target behaves erratically. Contagion (Necromancy): Random disease inflicts target. Elemental Shield (Evocation): A ring of fire damages attackers and grants 50% cold/fire resistance to caster.
NWN Man Revised.qxp 6/6/02 15:30 Page 142 6th-Level Sorcerer/Wizard Spells 7th-Level Sorcerer/Wizards Spells Acid Fog (Conjuration): Slows creatures within fog and deals acid damage. Chain Lightning (Evocation): 1d6 damage/level; secondary bolts. Circle of Death (Necromancy): Kills 1d4 creatures/level. Ethereal Visage: 20/+3 damage reduction and immunity to spells of 2nd or lower level. Globe of Invulnerability (Abjuration): Immunity to spells of 4th or lower level.
NWN Man Revised.qxp 6/6/02 15:30 Page 144 9th-Level Sorcerer/Wizards Spells Dominate Monster (Enchantment): Target monster temporarily becomes under the caster’s control. Energy Drain (Necromancy): Target temporarily gains 2d4 negative levels. Gate (Conjuration): Summon forth a Balor. Greater Spell Mantle (Abjuration): Absorb 1d12 + 10 levels of spells. Meteor Swarm (Evocation): 20d6 damage to all in area. Mordenkainen’s Disjunction (Abjuration): Very powerful version of Dispel Magic.
NWN Man Revised.qxp 6/6/02 15:30 Page 146 ABILITY SCORES At levels 4, 8, 12, 16, and 20, the character can raise one of his or her ability scores by 1 point. SKILL POINTS Each character gains skill points every level to spend on skills. Bonus skill points are rewarded for a high Intelligence, but adding a point at level up does not grant extra skill points at this level. Only your character’s Intelligence score before level up determines the number of skill points he receives for the new level.
NWN Man Revised.qxp 6/6/02 15:30 Page 148 EXPERIENCE FOR MULTICLASS CHARACTERS If your multiclass character’s classes are nearly the same level (all within 1 level of each other), then he can balance the needs of his classes. Your multiclass character suffers a -20% XP penalty for each class that is not within 1 level of his most experienced class. These penalties apply from the moment the character adds a class or raises a class’s level too high.
NWN Man Revised.qxp 6/6/02 15:30 Page 150 LARGE SHIELD A large shield is effective protection for the adventurer who can afford the added weight and encumbrance. AC Bonus: +2 TOWER SHIELD The tower shield is a veritable wall of protection, though it can be quite cumbersome to carry on an adventure. AC Bonus: +3 W eapons There are many weapons to choose from, with varying qualities. The exact qualities are summarized in the table in Appendix A (page 173 ), but a description of what they mean follows.
NWN Man Revised.qxp 6/6/02 15:30 Page 152 SIMPLE—MELEE Unarmed attack: This is an attack made with fist or foot. Club: This is a heavy piece of wood used for making blunt attacks. Dagger: This small and easily concealed weapon is a common secondary weapon. Mace: A mace is a heavy weapon, made of metal and ideal for smashing opponents. Morningstar: This simple weapon is a cross between club and spike. Quarterstaff: This is a large, stout piece of heavy wood.
NWN Man Revised.qxp 6/6/02 15:30 Page 154 MISCELLANEOUS ITEMS MAGIC ITEMS Amulets/Necklaces: Amulets are necklaces with some form of large decoration or symbol. Most are ornamental, but some are infused with magic. Belts: Belts are worn about the midsection, but do not add to the protection given by basic armor unless infused with magic or otherwise unusual.
NWN Man Revised.qxp 6/6/02 15:31 Page 156 Loot Below are just a few samples of the many magic items that you’ll discover during your adventures: Angurvadal or Flame Blade Blades of this type hail from the workshop of Raegik Hammerhold, a Rashemar smith who refused to reveal the secrets of his craft to any but his chosen apprentice. It is unknown how many copies of Angurvadal may exist, but it is certain there are no more being produced.
NWN Man Revised.qxp 6/6/02 15:31 Page 158 Ar eas Table 6: Toolset Layout Region Main Menu Toolbar Module Contents Area Display Palette Messages / Feedback Status Bar Object Preview Description The main menu contains the commands used to control the toolset. The toolbar contains frequently used commands. Lists the module’s areas, conversations and scripts. Expanding an area in the list will allow you inspect its contents without having to load it. This is the area currently being edited.
NWN Man Revised.qxp 6/6/02 15:31 Page 160 Feature Brushes Weather Features are special, single- or multi-tile arrangements that must be placed explicitly. Some features may automatically create associated objects, such as doors. To remove a feature, simply select one of the tiles in the arrangement and delete it or use the eraser. If the feature has any associated objects, you will be prompted to delete those as well. You can apply weather effects such as wind, rain and lightning to your areas.
NWN Man Revised.qxp 6/6/02 15:31 Page 162 OBJECT SELECTION / PROPERTIES / MOVEMENT To select an object, click on it in the Area Display. Access to the object’s properties is available from the Properties command in the object’s context menu in the Area Display. You can add an object to the currently selected objects by holding the Shift key while selecting it. To move an object, simply drag it in the Area Display. An object may be re-oriented by holding the Shift key while using the right mouse drag.
NWN Man Revised.qxp 6/6/02 15:31 Page 164 Scripting The power of NWScript to affect the behavior of the game cannot be overstated. Scripts are written using the script editor, which is accessible from the Tools menu and the Events tab of the property windows for most game objects. Scripts are assigned to specific event handlers and are executed by the game when those events occur. You are not required to write scripts to make things happen in the game.
NWN Man Revised.qxp 6/6/02 15:31 Page 166 ACTIVATING THE CREATOR ACTIVATING There are two ways to activate the creator 1. Pressing the “,” key on the keyboard. 2. Pressing the “creator” button on the DM task bar. CREATING A SINGLE OBJECT THE CHOOSER There are two ways to activate the chooser 1. Pressing the “.” key on the keyboard. 2. Pressing the “chooser” button on the DM task bar. MULTI-SELECT To create a single object, select the object in the chooser and press the ‘create’ button.
NWN Man Revised.qxp 6/6/02 15:31 Page 168 Take Control Cr eatur e Actions (Radial) Possess the selected object. Possessing a creature is similar to possessing a familiar in the regular game. DM functionality is removed for the duration of the possession. To exit possession, right click on the possessed creature and select “End Possession” from the radial menu. M Take Control Full Powers Like possess but all DM functionality is retained.
NWN Man Revised.qxp 6/6/02 15:31 Page 170 Gr oup Actions Command line W To use a command line action, you can bring up the console using the tilde key. You can also enter console commands into the chat widow by prefacing them with a double pound “##”. hen you have a group selected, you can perform actions on them and command them to perform actions as a group. SELECTING A GROUP To group select, hold down the CTRL key as you drag. A yellow box will outline the selection.
NWN Man Revised.qxp 6/6/02 15:31 Page 172 Quick DM Command Refer ence , Bring up Creator . Bring up Chooser SHIFT-CLICK in chooser. Multiselect SHIFT-CLICK on ground while in creator. Multi-create SHIFT-CLICK on creature in game. Add to current group CTRL-CLICK on creature in game. Toggle from current group CTRL-DRAG in game. Group select. NUMBER select group bound to number. If no group bound, unselect. WITH NO CURRENT GROUP SELECTED: CLICK on creature in game.
NWN Man Revised.
NWN Man Revised.qxp 6/6/02 15:31 Page 176 40 lb. 45 lb. 50 lb. 50 lb. 30% 40% 40% 45% Normal penalties -6 -10 Off-hand weapon is light.
NWN Man Revised.
NWN Man Revised.
Special Ability Can turn elementals like undead Improved monster summoning Negative plane avatar 182 Can turn elementals like undead Can turn outsiders like undead Identify Negative Energy Ray 1 Special Ability More domain spells 183 Improves skills generally used by rogues Battle mastery Can turn elementals like undead Trickery War Water Travel Divine strength Improved turn undead More domain spells Strength Sun Plant Can turn vermin ` like undead Protection Divine protection Domain Magic 2
NWN Man Revised.
NWN Man Revised.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Lvl Base Spells per Day 0 1 2 3 5 3 — — 6 4 — — 6 5 — — 6 6 3 — 6 6 4 — 6 6 5 3 6 6 6 4 6 6 6 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 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 7 — — — — — — — — — — — — — 3 4 5 6 6 6 6 8 — — — — — — — — — — — — — — — 3 4 5 6 6 9 — — — — — — — — — — — — — — — — — 3 4 6 Table 22:
NWN Man Revised.
NWN Man Revised.
NWN Man Revised.
NWN Man Revised.
NWN Man Revised.
NWN Man Revised.
NWN Man Revised.qxp 6/6/02 15:31 Page 202 Appendix B: Glossary of Terms Abjuration: These spells shield the caster from magical and physical attacks. DC: Difficulty class. The higher the number, the harder it will be for the character to beat with the appropriate skill check. Divination: Divination spells are useful for gathering information. Enchantment: These spells involve gaining control over another creature, or imbuing them with special properties.
NWN Man Revised.qxp 6/6/02 15:31 Page 204 Item point total: How much magical equipment a character can be in possession of depending on her level. Skill points: These points are awarded at character creation and level up, and allow the character to raise his skill ranks. Ki: A monk’s spiritual energy. Skill rank: Denotes the characters proficiency in a certain skill. The higher it is, the more likely the character will succeed at a skill check.
NWN Man Revised.
NWN Man Revised.
NWN Man Revised.
NWN Man Revised.qxp 6/6/02 15:32 Page 212 Quality Assurance SPECIAL THANKS: Laddie Ervin PUBLIC RELATIONS Director of QA Michael Craighead PR Manager Matt Frary Certification Lead Kevin Jamieson PR Specialist Wiebke Vallentin Lead Testers Mike Romatelli, Dan Frisoli DOCUMENTATION Testers Gregory Amato, John An, Tom Andrade, Scott Bigwood, Matthew Bragg, Mark Brand, Tim Burpee, Tony Calabresi, Brett Casta, Sagi Cezana, Sarah Cherlin, Donald T.
NWN Man Revised.qxp 6/6/02 15:32 Page 214 Black Isle/Interplay (Original publisher) Feargus Urquhart Dan Kingdom Lisa Bucek Ken Rosman Reg Arnedo VO Voice Over Producer Bill Black, Big Fat Kitty LLC Voice Over Director Doug Stone Dopig Stone Enterprises, Inc. Legal Stuff END-USER LICENSE AGREEMENT T his game is licensed to you under the terms and conditions of the End-user License appearing in the installation sequence and in the README file.
NWN Man Revised.
NWN Man Revised.
NWN Man Revised.