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Autor A Guide to Neverwinter Nights
_Kip
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Beigetreten: 07 Okt 2002
Von: Nowhere Important (Florida)
Gepostet: Samstag, 11 September 2004 06:52
I wrote this guide some time ago, but I am now just getting around to posting it in here (it is already going through a server or two as multi part books). There are a great deal of typos and mispsellings, I know this. I have no spell checker on my computer, and I am too lazy to deal with any online stuff. I tried to cover the most basic, to the more complex. Here it is:





This is a guide by _Kip (Clr'c) on the Online Roleplaying Game Neverwinter Nights. This guide will try to explain each aspect of the game, starting each section with the basics, then getting more complex for more advanced gamers.

Special thanks to s47ur05 (Epyon), SirBloodKnight (Sir Kinross), and Darkness_Everlasting (Thranik) for help on various issues.


Index:

I. General Information
A) About Neverwinter Nights
B) Role Playing
C) Servers
D) DMs
E) Terms
F) Die/Dice
G) Timing in Neverwinter Nights


II. Using Neverwinter Nights's Layout
A) Layout
B) Radial Dial Menu
C) Hot Bar
D) Movement
E) Camara
F) Player List (Important for online play)
G) Keyboard Shortcuts


III. Character
A) Alignment
B) Ability Score/Stats
C) Feats
D) Epic Feats
E) Skills
F) Race
G) Classes
H) Leveling


IV. Combat
A) Quick Run Through on Combat
B) BA
C) AB vs AC
D) Saves
E) Spells and Casting
F) Damage
G) Flat-Footed


V. Equipment
A) Armor
B) Shield
C) Helmet
D) Boots
E) Ammulets/Necklaces
F) Gauntlets
G) Ammunition
H) Rings
I) Cloak, Belt, Bracers


VI. Toolset and How to Make Gear
A) Getting Started
B) Enchanting the Gear
C) Knowing what Gear to Give your Character

Edited By _Kip on 09/11/04 07:01

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_Kip
Game Owner
Profil: _KipNWN
NWN: SoU
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Beigetreten: 07 Okt 2002
Von: Nowhere Important (Florida)
Gepostet: Samstag, 11 September 2004 06:53
I. General Information


A) About Neverwinter Nights

Neverwinter Nights (NWN) is an Online Roleplaying Game (online RPG). It is based off of Wizard's of the Coast's Advanced Dungeons and Dragons Version 3.0 (AD&Dv3.0). The concept of Dungeons and Dragons was originally thought up by Gary Guygax. A company named TSR bought all the rights to the game from him and turned D&D into AD&D (there are still many people who think it was much better before TSR got their hands on it, and thus hate TSR and AD&D as a whole), and then Wizards bought the right from TSR.

AD&D (or D&D for that matter) are Pen and Paper (PnP) games. Everything that happens in the game is really happening in the player's minds as they keep track of their characters on paper, and roll dice to see what happens.

Neverwinter Nights stays very true to the PnP rules of AD&Dv3.0. If you have a strong understanding of AD&D, then you know a great deal about NWN. But, there are many things in NWN that are not in any of the PnP versions of AD&D, and likewise NWN is missing a lot of the things that you can find in PnP. But, the true spirit of the game is still there, the spirit of Role Playing.


B) Role Playing

A Roleplaying Game (RPG) is any game where you act as though you are the person in the game. Being that person in the game you are given the chance to act diffrently than you would in real life. This gives the gamer the chance to experiment with diffrent views and to further understand themselves. It can also be very fun to play as various characters by trying to take on their personalities and trying to figure how they would act in various situations.
NOTE: When RPing, if you want to say something Out Of Character (OOC) you should place the text between (( and )). This way other players will know that your character is not the one saying that. Also, if you want to perform an action play the action between * and *. This way other players will know you are making an action, and not just saying the words of the action.

EXAMPLE:
Ogg: "Me am hates yous!" *Ogg glares across to Epyon holding his fist out about to attack in anger* ((Yo, Epyon, no hard feelings, but Argnor would have hated you to do that to him *laughs*))
Epyon: "Come at me, or shut up and deal with it knave." *His voice is stoic as a slight grin comes of his face* ((Yeah, I know Ogg, but things happen as things happen, so no hard feelings))



C) Servers

The Neverwinter Night's world is really a collection of various worlds. Each world having it's own dieties, rules, and styles. These 'worlds' are known as Servers. The 'Dieties' are known as Dungeon Masters (DMs), and the styles can be listed as Roleplaying, Combat (Player vs Player [PvP], Melee, or general Hack and Slash), or Social.

In an RP Server a person is usually expected to play their character how he or she would really act (which may be diffrent than how you would act). Each player may also be expected to have a history to their character to explain who they are, how they act, where they came from, and how they got to where they currently are. These servers can be very fun, but can also require a lot of preperation, work, and dedication to keep yourself in character. It may also be hard to RP with others if they do not know who you are. So you would have to hang around the server trying to get yourself known. Also, these servers often times have a living storyline, that grows and develops around the players on the server. One may become an villian, hated by all the other characters on the server, or they may become the hero killing all the villians who threaten others.
NOTE: If you go to an RP server you may find a lot of rude people. This does not mean that they are really rude. It just means that their character is rude and/or anti-social. Saddly, a lot of people seem to play such characters, so do not be put off if you come across one.

Most Combat Servers are Player vs Player (PvP). Newbies Welcome is a PvP server, where people duel with one another. Typically a player will never have to worry about Roleplaying their character, having a storyline to their character, or even knowing why their character is fighting. All a player on a PvP server needs to know is how to fight, and the rules of the server.

Social Servers are usually much like chatrooms. Usually there is light RP going on, but the character is more like the player using it (if you were Bob, then your character would be Bob and he might act exactly like Bob himself would). These servers are often centered around some sort of Pub, Bar, Tavern, or Inn where players sit around and talk to one another socializing. If a player wants to RP they can RP, if they want to Duel, then if the server allows it they can duel. One should not expect any storyline based things happening on these servers, or any really good Dueling. As stated before, it is basically a chatroom.



D) DMs

Dungeon Masters (DMs) are the people who keep servers in order. They can uphold the rules of the server, make or further enhance storylines in the server, or keep everyone from getting bored to death.

DMs have the ability to summon any creature, posses and creature, use any feat, cast any spell, become completely invisible (True Sight will not see them), teleport anywhere on the server, teleport any player to anywhere on the server, hear everyword spoken (They can even hear Party chat when they are not in the Party. The only conversations they can not see are private messages sent directly to another player), they can also boot people from a server (kick them out), and ban people from a server (make it so the person can never log back onto the server again). DMs hold great power over all the players on the server. Be warned, some DMs abuse their powers, or let the power they have go to their head. This said, there are also really nice DMs who are understanding. Do not think that because of one experience (no matter how bad, or good it may be) with a DM means that all DMs are the same way.

Also, if you are every having any problem in the game try asking the DM (like if you get stuck somewhere, or you do not understand something). Usually they will help you out. One can determine how good or bad the DMs are by how many people are on the server. If there are a lot of people, the DMs are usually pretty good.



E) Terms

There are a lot of terms in Neverwinter Nights. Players who know these terms usually expect everyone else to know the same terms, and thus will use them all very quickly giving little chance for people who do not know them to understand what is really being said.

Here is a list of some terms which are often used in Neverywinter Nights:

NWN-Neverwinter Nights
PvP-Player vs Player
D&D-Dungeons and Dragons
AD&D-Advanced Dungeons and Dragons
PnP-Pen and Paper
RPG-Roleplaying Game
MMORPG-Massive Multiplayer Online Roleplaying Game
PC-Player Character (people playing the game)
NPC-Non-Player Character (A character the computer is controling)
GF-Good Fight (it is customary to say this after a duel, no matter who won or lost)
AB-Attack Bonus
AC-Armor Class
BA-Base Attack
SR-Spell Resistence
DR-Damage Resistence
DC-Difficulty Class
HP-Hit Points
STR-Strength
DEX-Dexterity
CON-Constitution
INT-Intellegence
WIS-Wisdom
CHA-Charisma
DD-Dwarven Defender
RDD-Red Dragon Deciple
WM-Weapon Master
PW-Persistent World
d2-A two sided die, usually a coin in this case.
d4-A four sided die.
d6-A six sided die.
d8-An eight sided die.
d10-A ten sided die.
d12-A twelve sided die.
d20-A twenty sided die.
d100-A 100 sided die.
AFK-Away from Keyboard
BRB-Be Right Back
lol-Laugh Out Loud (or Lots Of Love, though this meaning is seldom used)
BBL-Be Back Later
TY-Thankyou
YW-You're Welcome
RTS-Real Time Stragety
FPS-First Person Shooter, or Frames Per Second



F) Die/Dice

A lot of things in Neverywinter Nights happens by the luck of a die (die is the singular form of the word dice).

Die are often referred to as a number, then the letter 'd', then another number. The first number tells how many dice to use, the letter 'd' represents dice, and the last number tells how many sides the Dice will have.

EXAMPLES:
2d12 means that you roll two 12 sided dice.
20d6 means that you roll twenty 6 sided dice.
1d10 means that you roll one 10 sided die.

Often times when there is just one die going to be used a person will not state that it is one die. They will just put the letter 'd' then the number showing how many sides the die will have.

EXAMPLES:
d20 means that you roll one 20 sided die.
d12 means that you roll one 12 sided die.
d4 means that you roll one 4 sided die.



G) Timing in Neverwinter Nights:

Neverwinter Nights combat system runs on an ingame clock. There are rounds, turns, hours, and days.

A Round lasts for 6 seconds.
A Turn lasts for 10 Rounds, or 1 Minute.
An Hour lasts for two minutes.
A Day lasts for 24 minutes.

Each round has three groups of attacks. If a character as three attacks per round, then they have one attack in each group. If a character has four attacks per round they get two attacks in the first group, then one attack in the last two groups. This means that if a character manages 12 attacks per round, they will have four attacks in each attack group. This can be important to know. Each group is counted as one main attack when taking things like parry into consideration. Parry can only block the first attack of each group (and the reason that parry does not work very well in Neverwinter Nights).
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Beigetreten: 07 Okt 2002
Von: Nowhere Important (Florida)
Gepostet: Samstag, 11 September 2004 06:53
II. Using Neverwinter Nights's Layout

Being a computergame Neverwinter Nights uses the computer to play the game. This means you have to know what to hit on the keyboard, and where to click your mouse, to be able to do various things throughout the game.

If you look on pages 9-22 in Neverwinter Night's manual (the first book, not from any of the expansion) you can read all the information from there. Regardless, I am going to go over a few of the basics here as well.

Also Note that all the information here is the default information. Some of the options may be changed (things using the keyboard)


A) Layout

On the top right of the screen there is an image of your character. To the left of your character is a red bar. This bar shows your character's hit points. When the red bar disapears your character will die.

Under the bar there are various diffrent images, each in a little box. To figure out what each image is, just rest the mouse over the box for a moment and the cursor (mouse) will show the name of the image, telling you what it does (inventory takes one to the inventory page, Journal takes one to the journals page, et cetara)

On the bottum of the page is the Hot Bar. This is one of the most important interfaces in the game. You can place any actions you wish to take within one of the boxes, making it customizable and very easy to use. As well as having the 12 boxes shown one may also hold the Shift Key, or the Ctrl to bring up an additional 12 options. All of these options can also be accessed via the keyboard by pressing one of the Function Keys (F1-F12 at the very top of the keyboard).

Right above the Hot Bar there is a long black bar across the bottum of the screen. To the left of this bar is a small box with a word in it (usually "talk"). The black bar is where one types in what they want to say. Either Click somewhere in the bar, or just hit the Enter Key on the keyboard. The small box next to the black bar allows a user to adjust how they wish to speak. The options enclude; Talk, Shout, Whisper, DM, and Party.
NOTE: It is best to stay in Talk mode. Most people get made on public servers if you start shouting, DMs tend to get mad if you talk to them a lot, whispering is hard to hear, and Party Chat can only be heard by members of your party.

Above the Chat Bar there (assuming you are online) are two large boxes and a small compass (the compass is to the far right). If you rest your mouse over the compass it will show the time of day, the day, the month, and the year you are in. The other two boxes hold diffrent information. The box on the left holds chat information (people talking to one another) where-as the box on the right holds combat and server information (your attack roles, Saves, people coming and going from the server, et cetara). You can altar what each box has by right clicking on the top black boarder and choosing to show or hide various information. You can also pull each box up or down with the top black boarder.

The top left of the screen is very important. It shows what actions you are taking, and what order you are going to perform actions in. This is very important for casters, but everyone should know how to use it. By clicking on any of the actions in the list (when you make a list of actions) you will cancle that actions. This is good to know if you want to stop fighting a person. Just click on the combat dagger on the top left of the screen and you will stop fighting.


B) Radial Dial Menu

Neverwinter Nights uses a radial-dial command list with the mouse. To access this list of commands just right click the mouse on anything. There will be a maximum of 8 options on the first click:

The top is to examine (if you examine another player one can see their general level, read bios, and check gear)

The top right is to cast spells:
Once you go to the top left one will then have to choose what class of spells [Wizards choose Wizard spells]:
Then choose what level of spell to cast:
Then choose what spell to cast (sometimes there will be another option at the top left to show more spells).

The far right is the option to attack.
NOTE: If one clicks on an object like a door or chest you are granted the option to open or close the object instead of the option to attack.

The Bottum right allows diffrent combat styles (Parry, Power Attack, Flurry of Blows). And also to choose diffrent methods of attack (Knockdown, Called Shot, Disarm).

The very bottum is an option that changes depending on what one clicks on. Typically the bottum option does not show up. When it does it usually deals with unsummoning your own creature, or unpolymorphing yourself.

The bottum left is another option that can change depending on what one clicks on.
If one clicks on another player you are given the Barter Option (this is an important option when playing online)
If one clicks on themselves they are given the rest option.
If one clicks on an object they are given the Bash Option (You try to beat up the object. Good for breaking locked chests)

The far left option grants various class skills. Once in the far right option you may Hide, Taunt, Craft, or use class granted skills (Cleric's Domain skills, Wizard's, Ranger's, Druid's, and Sorcerer's familiar summons, Barbarian's Rage, et cetara).
NOTE: If you click on an object you are given a diffrent option. You may have Lock or Unlock.

The top left option is for Emotions or Actions. After choosing this option rest your mouse over one of the choices to perform that action.
NOTE: Some options, like sit, do not last very long. To continue to sit just choose the option over and over and you will continue to sit for a longer ammout of time (How long depends on how many times you choose the sit option).


C) Hot Bar

There are diffrent ways to add things to the Hot Bar:
Drag the object into the Hot Bar (from the inventory or spell book for example).
Right click on the box, then choose the option via the Radial Dial Menu

To remove something from the Hot Bar either drag a new object into the box you wish to change, or right click on the box you wish to change and choose the bottum option (the remove option).


D) Movement

There are three main ways to move in Neverwinter Nights:

1) Left click on what you want to talk to or where you want to go.

2) Left click in the direction you wish to head in and hold the left mouse button down. You can move the mouse closer of further from your character to change your speed.

3) Use the Keyboard to move around. The keyboard buttons are the same as more First Person Shooter games.
W-Run Forwards
S-Walk Backwards
Q-Side Step to the left
E-Side Step to the right
A-Turn Left
D-Turn Right


E) Camara

In Neverwinter Nights one may move the camra around to look at things in diffrent angles. There are two ways to move the camra:

1) with the mouse. Hold the Middle Mouse button and move the mouse around to move the camra around. You may also scroll the middle mouse button up and down to zoom the camra in and out.

2) With the Keybaord. The Arrows buttons move the camra left right, and zoom it in and out. The Home, End, Page Up, and Page Down buttons also move the camra.



F) Player List (Important for online play)

You can get into this by clicking on the two swords icon under your image on the top right, or by hitting P on the keyboard.

The Player List shows all the players on the server (it will not show DMs though).

From this option one may choose to send private messages, invite to party, drop from party, change leadership of party, become hostile towards another player, become friendly towards another player (Do this if you are hostile to remove the hostile effect), and see where people on the server are (actually, you can only see if they are near you, or elsewhere).

This is an important panel in Neverwinter Night's Online Gameplay, so go into it and become familiar with how to use it



G) Keyboard Shortcuts

Shortcuts through the keyboard can save a lot of time. Here is a list of shortcuts:

P-Player List
J-Journal
I-Inventory
R-Rest
B-Spell Book
M-Map
O-Options
Esc-Options
Enter-Go into Char Bar
F1 through F12-Use the Hot Bar

Number Pad-The numberpad can be used to go through radial dial menus.
5-center
8-top
9-top right
6-far right
3-bottum right
2-very bottum
1-bottum left
4-far left
7-top left

NOTE: These are not all the keyboard shortcuts, but they are the most common
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Beigetreten: 07 Okt 2002
Von: Nowhere Important (Florida)
Gepostet: Samstag, 11 September 2004 06:54
III. Character

A) Alignment

The alignment of a character determines how they act. There are two main points of view:
1. How they treat authority (Lawful to Chaotic)
2. How they treat others and themselves (Good to Evil)

A Lawful Character understands the laws of the land and stays within these laws, where-as a Chaotic Character hates laws and order usually doing what they can do either put them down, or avoid them all together.

A Good character will typically help others, where as an Evil character will help only themselves.

Between Good and Evil, Lawful and Chaotic, there is Neutral. When Neutral they either express themselves in both directions (Lawful vs Chaotic, or Good vs Evil), but never stick to one of the ways. Or they avoid both mind sets.



B) Ability Score/Stats

Ability Score and Stats mean the same thing.

Ability Scores are what make up each character. These scores are:
Strength
Dexterity
Constitution
Intelelligence
Wisdom
Charisma


Strength determines a character's power. The higher a character's strength, the more damage they can deal with a weapon, how much wieght they can carry, and it can raise a character's Attack Bonus (this will be explained later).

Dexterity determines how agile a character is on his or her feet. The higher the dexterity the higher a character's Armor Class (this will be explained later) is, the higher a character's Attack Bonus can be (this will be explained later), and how well a character can avoid dangerous things (like jumping out of the way of a trap, or a large fireball).

Consitution determines how healthy a character is. The higher the consitution the more Hit Points a character will have. It also is used to determine if a character is effected by illnesses and death magic (this will be explained later).

Intelligence determines how smart a character is. The higher the intelligence the more skill points a character will gain every level (this will be explained later), and how many languages a character can speak (this is just for Roleplaying your character)
NOTE: With an Intelligence of 8 a character should not be able to speak common (english). an Intelligence score of 9 is required to be able to speak common (english). But this does not really matter when not Role Playing.

Wisdom determines how wise a character is. The higher the wisdom the hard it is to fool a character.

Charisma determines how good a character looks and if the character feels good about his or herself. The Higher the charisma the better a character looks.


When creating a new character ability scores can typically range from 8 to 18. A score of 10 is average.

Everyone 2 points into an ability (only on the even numbers) will raise or lower the stat's modifier. To determind the modifier subtract 10 from the stat (ability score), then divide that number by 2.

EXAMPLES:
A stat of 10 gives a modifier of 0
A stat of 8 gives a modifier of -1
A stat of 18 gives a modifier of 4
A stat of 16 gives a modifier of 3
A stat of 17 gives a modifier of 3 (For best results try to have your stats at an even number when you are done building your character)

When creating a character you will be given 30 points and all your stats will be 8 (assuming you are a human, which we are to make things easier). You will spend these points to raise your stats. To go from 8 to 14 will cost you one point each, 15 to 16 cost two points each, 17 and 18 cost three points each.

EXAMPLES:
To raise a stat to 10 will cost two points
To raise a stat to 12 will cost four points
To raise a stat to 14 will cost six points
To raise a stat to 16 will cost twelve points
To raise a stat to 18 will cost eighteen points

Because of this point system it is often a good idea to even out most of your stats instead of trying to focus everything on just one stat. Here are some examples of ability scores for a human character at level 1:

str 18 (this cost 18 points) which gives a modifier of +4
dex 10 (this cost 2 points) which gives a modifier of +0
con 12 (this cost 4 points) Which gives a modifier of +1
int 10 (this cost 2 points) which gives a modifier of +0
wis 10 (this cost 2 points) which gives a modifier of +0
cha 10 (this cost 2 points) which gives a modifier of +0
NOTE: The first build focuses on strength, but because they put so many points into it they have very little points for anything else. If you add all their modifiers to gether you only get 5. But on the second score the points were spread around more evenly. Because of this they were able to get more out of each stat. If you add all the modifers on that build together you get 8.


str 15 (this cost 8 points) which gives a modifier of +2
dex 14 (this cost 6 points) which gives a modifier of +2
con 10 (this cost 2 points) which gives a modifier of +0
int 14 (this cost 6 points) which gives a modifier of +2
wis 14 (this cost 6 points) which gives a modifier of +2
cha 10 (this cost 2 points) which gives a modifier of +0
NOTE: The second build has an odd number for strength. This is not always a bad idea to do when making a character. The reason is because everyone four levels gained the character gets to add a point to one of the abilities. For a level 20 character you gain five extra ability points, and for a level 30 character you gain seven. So it is a good idea to have one of the abilities an odd number on creation. It is also best if the ability with the odd number is the highest ability because they cost the most points to raise.






C) Feats

Feats are abilities a character knows. There are too many feats for me to list here and have any hope of keeping the reader's inrest, so I will just talk about the basics of them.

Each feats has a requirement. This requirement is usually a base stat (your character's naked stat. This means your stat without any gear bonuses, or spell bonuses). Also, feats will also require you to have take other feats already. There are even some feats that require skill points into a certain set of skills (skill points will be explained later). To make sure you get the feats you want look in the handguides that game with the games, or look up the feats at nwn.bioware.com to make sure that you meet all the requirements for the feats that you want.


D) Epic Feats

Upon reaching level 21 a character will have access to Epic feats. The only reason I bring this up is because these Epic Feats can raise your base stats. By using these feats (The Greater str, dex, con, int, wis, cha) you can raise your stats even higher.


E) Skills

Skills are things your character knows how to do. Every player has skills. When leveling up you may choose to put more points into various skills. The more points, the better you are at that skill. Also note that not only will the number of points you put into a skill determine how good or bad you are at that skill, but also your stats. Diffrent skills use diffrent stats to aid them.

EXAMPLE: Discipline uses strength as an aid. You put 20 points into Discipline and you have a str of 18. This means that you add the skill points to your strength modifier (which is 4). This would mean that you had a discipline of 24.

Some might consider skills worthless, but trust me when I say that they are not. Discipline keeps you from getting knocked to the ground when hit. Concentration keeps you from failing your spells, or being taunted by another character. Hide and Move Silently let you disapear and not be seen by other players. Look through the skills when you get the chance and read up on what each does. Some are worth putting points into.

You only gain skill points upon leveling. There are three factors which determine how many points you gain.
1) First is your Intelligence modifier. You will gain an extra skill point for each modifier of your intelligence (if you are an int of 15, you would have a modifier of 2, and thus gain 2 extra skill points each level).
NOTE: If you have a negatice modifier on your intelligence you will gain less skill points than normal.
2) Second is what class you take. Diffrent classes give you a diffrent number of skill points when you level. Rogues gain the most skill points because they are the most skilled, whilst Fighters gain the least (though they are tied with a bunch of other classes, but they make a good example).
3) Third is being a human. Humans gain an extra skill every level.

IMPORTANT: You do not have to spend you points each time you level up. Instead you can save them and spend later. This is very important to know.

Here is a small list of feats that are important:
Tummble: Every five points into this feat you will gain an extra +1 to your dodge AC.
Spellcraft: Every five points into this feat you will gain +1 to all saves against spells.
Discipline: It will help keep you from getting knocked down, disarmed, or called shoted in combat.
Concentration: It will help casters from failing spells when they are hit, and keep a fighter from lossing concentration while being taunted.
Taunt: If you taunt another player their and AC become lower and they will gain a 30% chance of spell failure if they try to cast any spell.



F) Races

In Neverywinter Nights there are a lot of diffrent races of creatures. But, you may only choose out of a list of seven for your character. These Races are:
Human
Dwarf
Elf
Gnome
Half-Elf
Half-Orc
Halfling (which can also known as a Hobbit or Hin)

Each race has diffrent strengths and weaknesses. All the races except for humans altar their ability (one stat gets to be higher, whilst one or two other stats becomes lower). Here is a list of the possible races with their main advantages and disadvantages (If you want to know more about each race it would be better to look in the NWN player's guide, or to look in a AD&D player manual).

Human:
They have no bonus or penatle to their ability score
At character creation (level 1) they get an extra feat
Every level the human gains an extra skill point

Dwarf:
They gain +2 to their constitution, but suffer -2 to their charisma. This means they are very healthy and hardy, but also kind of ugly.

Elf:
They gain +2 to their dexterity, but suffer -2 to their constitution. This means that elves are usually very agile, but easyly hurt.

Gnome:
They gain +2 to their constitution, but suffer -2 to their strength. This means they are Hardy, but Weak.
They are also very small. This means that they get +1 to their AC, AB, and damage when they hit with a weapon, but they can not use Large Weapons (anything the other races use with two hands). This also means that they use Medium Weapons with both hands (two handed weapons will be explained later).

Half-Elf:
They have no bonus or penatly to their ability score.
They gain some things Elves gain (which I did not mention).

Half-Orc:
They gain +2 to their strength, but suffer -2 to their Intelligence AND -2 to their charisma. This means they are strong, but also stupid and ugly.

Halfling:
They gain +2 to their dexterity, but suffer -2 to their strength. This means they are agile, but weak.
They are also very small. This means that they get +1 to their AC, AB, and damage when they hit with a weapon, but they can not use Large Weapons (anything the other races use with two hands). This also means that they use Medium Weapons with both hands (two handed weapons will be explained later).



G) Classes

There are currently 22 diffrent classes in NWN, so I will not explain them in much detail. I may not even mention most classes at all to try to save time, and keep you, the reader, from getting bored.

There are two types of classes; Basic Classes, and Prestigous Classes. The diffrence is that basic class have no requirements to become one, where as you have to meet requirements for all the prestige classes. The Basic Classes are; Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. All the other classes are prestigous.

Each class has diffrent bonuses, you should look into them on the player's guide that game with the game.

The requirements for prestige classes are usually having learned certain feats, having so many points into various skills, being a certain race, have a certain Base Attack, , be a certain alignment, and/or hacing taken a certain Basic Class.

EXAMPLE:
To be a Dwarven Defender you have to be a Dwarf. You also have to have be Lawful, have the feats Toughness and Dodge, and have a Base Attack of 7 (Base attack will be explained later).

HINT: It is usually helpful to take more than one class. By multi-classing (taking more than one class) you will gain bonuses from both classes.
NOTE: You can take any number of levels of each class, so you can choose to take just one level of a certain class to gain the benifits that class grants at level 1. Very powerful classes to do this with are Monk, Paladins, and Shadow Dancers (I will go into more detail on this later).

IMPORTANT: You can only have a maximum of 3 diffrent classes.


H) Leveling

Leveling is when a character gains enough experience to become more powerful. Experience can be gained through questing, killing things, or by using an automatic leveler (like the Badge in Newbies Welcome).

When leveling characters will gain new things. Every level a character will learn new stills, every three levels a character will learn a new feats, and every four levels a character will gain a bonus point to their ability score.

IMPORTANT:
Maximizing Hit Points:

To get the most out of a level maximize your hit points gained. Doing this may give you an additional 30-50% more hit points than you would otherwise have. Here is how to maximize your hit points:

1. Calculate what your maximum hitpoints are for your level. To do this know how many hit points your class earns (Fighters for example gain d10 hit points, making it a max of 10 hit points), then add the max of your class hit points to you Con Modifier (8 con means -1 to your hit points, 20 con means +5 to yout hit points).
NOTE: Gear and Magic will not grant you extra hit points when leveling (though they will give you extra hit points when in the game otherwise, so to make things simple, do not raise your con with magic or gear when leveling).

EXAMPLES:
A Fighter with a con of 16 -> 10 hit points, + 4, a Max of 14 hit points that level.
A Monk with a con of 14 -> 8 hit points, +2, a Max of 10 hit points that level.
A Wizard with a bon of 6 -> 4 hit points, -2, a Max of 2 hit points that level.

2. Once you know your maximum hit points for the level go through the level up proccess. This envolves picking a class to gain a level in, bonus stats (if you are on the correct level for such a thing), skills bonus, feats (if you are on the correct level for such a thing), spells learned that level (if you are the correct class for such a thing), familiar/animal companion (if you are the correct class for such a thing), then the final page.

3. Once you are at the final page look at the hit points you would gain for that level. If the number is below your max hit points you calcuated in step one click the cancel button on the bottum right and redo that level.

4. Repeat as many times as you wish.
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IV. Combat


A) Quick Run Through on Combat:

There are two basic types of combat. Melee, and casting. Melee is when a person is trying to hit someone with a weapon (Sword, Hammer, Fists, Arrows, et cetra). Casting is when someone uses various forms of magic to deal the damage.

In melee combat a person uses a weapon to hit their target. To hit they use their Attack Bonus (AB) plus a d20 (AB+d20). If this number is greater than their Armor Class (AC) then you hit them. The damage that you deal is determined by the weapons damage plus the str modified plus any feats used.


B) BA

BA is a character's Base Attack. This is determined by how many levels a character has, and in what class the character has taken. There are three ways of calculating BA.
1. Getting +1 to your BA every time you level.
2. Getting +2/3 to your BA every time you level.
3. Getting +1/2 to your BA every time you level.

Here are the classes that get each type of BA bonus:

+1 every level: Fighter, Barbarian, Paladin, Ranger, Arcane Archer, Blackguard, Dwarven Defender, Weapon Master, and Champion of Torm

+2/3 every level: Cleric, Druid, Rogue, Bard, Monk, Assasin, Shadow Dancer, Shifter, Dragon Deciple, and Harper Scout.

+1/2 every level: Wizard, Sorcerer, and Pale Master

BA is very important because it is what is used to figure how many attacks per round a character gets. Every five points into a character's BA grant that character an extra attack (monks are the exception, but this will be explained later).

IMPORTANT: Your character does not gain any extra attacks per round after level 20, even if thte character's BA goes up. So if you want more attacks per round you had best get them in the first 20 levels.

EXAMPLES: (these will be for level 20 characters)
A character with a BA of 14 will get three attacks per round. Without any Attack Bonuses (str mod, dex mod, equipment, feats, et cetara) their attacks will look like this in the character sheet -> +14/+9/+4
A character with a BA of 19 will get four attacks per round. It will look like this -> +19/+14/+9/+4
A character with a BA of 10 will get two attacks per round. it will looks like this -> +10/+5
A character with a BA of 20 will get four attacks per round. it will look like this -> +20/+15/+10/+5
NOTE: The lowest BA is 10 and the highest BA is 20 for a level 20 character.

Monks and their BA:

Unlike the other classes monks gain an extra attack per round every 3 points into their BA instead of every 5. This only works when they are NOT wearing any armor, they are NOT using a shield, and they are NOT using any weapon (though they can use a Kama, or dual wield two Kama and still get the attack per round bonus).

EXAMPLES:
A Monk with a BA of 15 gets five attacks per round. It will look like this -> +15/+12/+9/+6/+3
A Monk with a BA of 19 will get seven attacks per round! It will look like this -> +19/+16/+13/+10/+7/+4/+1
NOTE: A pure monk will have a BA of 15, and a person who takes 1 level monk, then 19 levels of classes that gain +1 to their BA every level will have a BA of 19, granting them 7 attacks per round!




C) AB vs AC

It is impossible to understand AB (Attack Bonus) without understanding AC (Armor Class) as well.

AC:

AC (Armor Class) is determined by adding 10 (each character gets 10 automatically) + gear bonuses (gear will be explained later) + dex bonus (Your dexterity Modifier) + skills (like how tummbles gives +1 AC every five points into it) +feats (Like Dodge, which gives +1 AC) + race bonuses (halflings and gnomes get +1 to their AC for being so small) + Haste (Hastes adds AC as well).
Note that Monks also add their Wisdom Modifier to their AC if they do not have any armor on and they are not using a shield.

An average AC for a level 20 character is around 50, whereas an average AC for a level 30 character (on Newbies welcome using level 25 gear) is around 70. This does not mean that it will always be that high or low. It is possible to have a level 20 character with AC of 83, and having an AC over 100 at level 30 (with level 25 gear) is not extreamaly hard to do.

There are diffrent types of AC. There is Dodge, Armor, Deflection, Shield, and Natural AC. Each time can be added to the other. But, if you try to add the same AC from two diffrent sources (spell and gear) it will only count the highest bonus. The only exception to this rule is AC granted by feats (dodge, mobility, et cetara) and skills (tummble).

Gear and AC:

As just stated, there are diffrent types of AC. The way one can add these types together is by adding AC bonus to gear. But, one has to know what items grant what type of AC, so that they do not try to add two diffrent sources of AC of the same type. Here are the diffrent AC types, and what items grant them.

Dodge: Boots
Armor: Armor and Gauntlets
Natural: Ammulet
Shield: Shield
Deflection: Helmet, Belt, Clock, Rings, and Bracers.

When adding AC to items (items will be better explained later) make sure to have AC bonus for each time from items. This means give your boots AC, give your Armor AC, give your Ammulet AC, give your Shield AC (if you use one), and then give some other item AC (I use my belt).

IMPORTANT: If you have an item that grants a certain AC type, then you cast a spell that grants the same AC type they will not be added together. Instead, whichever grants the most AC will be the AC used.

AB:

AB (Attack Bonus) is determined by adding a character's BA (Base Attack) + feats (weapon focus) + Gear bonus + strength (or dex if you use Weapon Finnesse, your dex mod is higher than your str mod, and you are using one of the weapons the feat Weapon Finesse works with)
.
NOTE: You also add d20 to your AB when trying to get past AC. So if your AB is 25, it can really be as high as 45.

Adding points into strength will grant a person a higher AB and they will deal more damage when they hit.


A downside to the AB vs AC equation is that it is VERY easy to get an AC higher than a person can get their AB. This means it would be impossible for the person with the really high AC to get hit by any melee attack. But, if the attacks rolls a 20 on the d20 used to determind their AB they will hit no matter what the person's AC is.

HINT: Rolling a 20 when attacking means you hit even if you could not get past their AC. At the same time, rolling a 1 means you miss, even if you would have gotten past their AC with the attack.

IMPORTANT: You may only add +20 to your AB through magic and gear. This means that if your weapon has an Attack Bonus of +6, and you cast True Strike (It gives +20 to your Attack for nine seconds) You will only get +14 from True Strike instead of +20. This is because you can only have +20 through gear and magic. It may be hard to determine this though, because your Character Sheet will show all the magic and gear added together, but when you attack somebody or something you may notice that your AB is lower than what your Character Sheet says.


D) Saves:

Saving throws are used to determine if a character avoids something, or is effected by it. There are three diffrent types of saves:
Fortitude- This is increased by raising your Consitution
Dexterity- This is increased by raising your Dexterity
Will- This is increased by raising your Wisdom

Fortitude saves a character from instant death magic, poison, or most things effecting the body and life force

Dexterity saves a character from things that can be avoided by jumping out of the way. This includes traps, and most evocation spells (things like large fireballs, or bolts of lightning).

Will saves a character from things that effect the mind. This includes mind effect spells.




E) Spells and Casting:

Casting is an important part of the NWN's world. Almost every class in the game can cast spells, or use various forms of magic.

To get the most out of whatever class one is playing they should pay attention to what spells they class grants. Paladins for example can turn their sword into a Holy Avenger (I will explain Holy Avenger later).

Casting is very powerful, to say the least. A character who fights with magic is usually able to deal more damage at once, and do so faster than any melee class. There are some downsides to casting though:
1. When a character is casting a spell they lose ALL their dodge AC because they are considered Flat Footed. This means they lose their Dex modifier to their AC, tummble, feats that grant dodge AC, AC granted from boots, and AC granted from haste.
2. Casters can only cast a certain number of spells each day. The spells might be more powerful than melee, but if the melee person can outlast the caster's spells the melee person has won the fight.

There are three diffrent types of spells. Here are the diffrent types, and why they are diffrent:
Agro Spells: Spells that deal damage to the target, or targets
Buff Spell: Spells that increase the power of whomever the spell is cast on, or help protect whomever the spell is cast on
Statis Effect Spelling: Spells that typically do little to no damage, but have an effect that they perform. Such effects include Blindness, Deafness, Confusion, and Daze.

Diffrent types of casters require diffrent stats for the spell.
Clerics, Druids, and Paladins require Wisdom to cast spells
Wizards require Intelligence to cast spells
Sorcerers and Bards require Charisma to cast spells

For a caster to cast a spell of a certain level they have to have the required stat at 10 plus the spell level. So for a caster to cast a level 9 spell they much have the required stat at 19.

When a caster casts a spell that spell has a certain difficulty class (DC). The DC is determined by the caster's level + feats + the required stat + spell the spell's level. Whomever the spell is cast on has to make a save against the spell's DC (the type of save is determined by what the spell does.)

It is important to keep in mind that when a caster is casting a spell they are no longer considered in active combat. This means that they are considered flat footed. Being flat footed means they lose a great deal of their Armor Class (AC). (Flat Footed will be explained in more detail later).

It is important for casters to keep in mind a thing called Spell Resistence. A Character with Spell Resistence will prevent a spell from even happening to them if the caster's penetration is not higher enough to get past the Spell Resistence (SR). The formula is (I think), SR+d20 vs Caster Level+Spell Level+Feats+d20. If there is a tie the computer re-rolls until there is a winner.

IMPORTANT: The DC on a spell no longer goes up because of caster level beyond level 20 (much like attacks per round with BA). Because of this the DC on spells is very easy to save against at levels beyond 20. At a level 30 it is almost impossible to for a player to fail a save.
NOTE: If a character rolls a 1 against a save they fail that save, even if the save is higher than the DC. Also, if they roll a 20 they do not fail the save, even if their save is not high enough to actually save.




F) Damage

When fighting it is usually important to deal damage. There are 12 diffrent types of damage which fall into three main catigories:

Physical Damage:
Bludgeoning
Piercing
Slashing
Elemental:
Acid
Cold
Electrical
Fire
Sonic
Other:
Divine
Magical
Negative Energy
Positive Energy

The ways to deal damage is either by hitting something with a weapon, or casting a spell that deals damage.

HINT: When adding damage to a weapon make all the damage physical. This is because damage resistence for physical damage will only use one damage resistence type to stop physical damage. This means that if you have piercing, blunt, and slashing damage, only one damage resistence type will stop the damage.

There are diffrent ways to add damage to a weapon. The methods are from the weapon's damage, magic on the weapon, the user's strength, feats the user has, and how the weapon is being used.

Feats that raise damage include Power Attack, Improved Power Attack, Weapon Specialization, Epic Weapon Specialization, Ranger's Racial Hate towards a Race, et cetara.

A character's strength modifier is added (or subtracted if one is very weak) to the weapon's damage.

The weapon's actual damage is listed in the weapon's details (under the description of the weapon, but above the magic enchantments of the weapon). Weapons range from 1d2 damage to as much as 1d12 damage.
NOTE: Monks can get their bare hands to as much as 1d20 damage!

If the weapon is a two handed weapon then the user's strength modifier and feats are multiplied by 1.5. The number that is getting multiplied is right after the weapon's base, or actual damage.

EXAMPLES: A Halbred will be used for these examples. It is a 1d10 two-handed weapon (pole arm).
With a str of 30 one gets a str mod of 10. So, it is 1d10+15 because 10 is multiplied by 1.5 giving 15.
With a str of 32 one gets a str mod of 11. So, it is 1d10+16 because 11 is multiplied by 1.5 giving 16.5. (If you end up with a fraction of a number the game rounds down)
With a str of 34 one gets a str mod of 12. So, it is 1d10+18 because 12 is multiplied by 1.5 giving 18.


G) Flat-Footed

When a Character is flat-footed it means that the character has been caught off guard and is not in active combat. In other words, the character losses all their Dodge AC and the attacker gets an attack of opportunity.

This is an important thing to keep in mind if you are a caster in a fight. When a caster casts a spell they leave active combat and are considered flat-footed, giving everyone around the caster a change to attack them and the caster losses all his or her Dodge AC.
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V. Equipment

In Neverwinter Nights one may get a large number of items to increase power, enhance gameplay, or just to play around with.


A) Armor

Armor's AC type is Armor.

Armor is what your character is wearing. It can range from rages to a large metalic plate.

There are five main facrots in armor:
1. The type of armor (None, Light, Medium, Heavy).
2. The ammount of Armor it grants.
3. The maximum Dexterity Bonus it allows.
4. Penleties to dexterity skills.
5. Arcane Spell Failure.
NOTE: The type of armor is not very important unless you are a ranger and want to use the ranger's Improved Two-Weapon Fighting feat (inwhich case you will need Light to no armor), or if you are a monk and want the monk bonuses (inwhich case you would need No armor).

EXAMPLES:
None: None, +0 AC, No max of Dex mod, No penelty to dex skills, no chance of Arcane Spell Failure.
Chain Shirt: Medium, +4 AC, Max of +4 dex mod, -2 to all dex skills, 20% chance of Arcane Spell Failure.
Full Plate: Heavey, +9 AC, Max of +1 dex mod, -8 to dex skills, and 45% chance of failure when casting Arcane Spell.

IMPORTANT: You may have on armor type None and grant it AC bonuses through the Toolset. Thisway you will still have some degree of protection. This type of armor is known as Clothes.

Altaring how Armor looks in the Toolset will altar how it looks in the game. Since this is the main thing covering a character people will often spend a lot of time getting it to look just how they want it to look.

B) Shield

Shield's AC type is Shield

Shields grant extra protection whilst in combat. They can range in size and shape.

There are four main factors in shields:
1. The type of shield (Small, Large, Tower)
2. The ammount of Armor it grants.
3. Penelties to Dexterity Skills.
4. Arcane Spell Failure
NOTE: Monks will lose their bonuses when using any type of shield.

EXAMPLES:
No Shield: No shield, No AC granted, No penelty to Dex skills, no Arcane Spell Failure.
Small Shield: Small, +1 AC granted, -1 to dex skills, 5% Arcane Spell Failure.
Large Shield: Large, +2 AC granted, -2 to dex skills, 15% Arcane Spell Failure.
Tower Shield: Tower, +3 AC granted, -10 to dex skills, 50% Arcane Spell Failure.

IMPORTANT: Unlike Armor where you can have clothes that count as None, there is no shield that counts as None. Because of this it is impossible to get Shield AC without using a shield.

Altaring how a Shield looks in the Toolset will altar how the shield looks in the game.


C) Helmet

Helmet's AC type is Deflection.

Helmets go ontop of the head. They do not add or take away from any AC, stats, or skills unless altared via the Toolset.

The main option with helmets is to altar how they look. How it looks in the Toolset is how it will look in the game.


D) Boots

Boots' AC type is Dodge.

Boots go on the feet. They do not add or take away from any AC, stats, or skills unless altared via the Toolset.

Altaring how Boots look will not altar how your character looks.


E) Ammulets/Necklaces

Ammulets' and Necklaces' AC type is Natural.

An Ammulet or Necklace go around one's neck. They do not add or take away from any AC, stats, or skills unless altared via the Toolset.

Altaring how one looks will not altar how your character looks.


F) Gauntlets

Gauntlets AC type is Armor.

Gauntlets are worn on the hands. They have the ability to hold more enchantments than most any other item in the game. These are a Monk's weapon because you may add damage types and even Attack Bonuses to them.
NOTE: Gauntlets can not have Holy Avenger, Enhancement, and a few other effects other weapons can have.

Altaring how Gauntlets look will not altar how your character looks.


G) Ammunition

Ammunition does not have an AC type.

There are three types of ammunition:
1. Arrows (for a bow)
2. Bullets (for a sling)
3. Bolts (for a crossbow)

There is a slot for each on the inventory page.

The only thing they may hold is Attack Bonus, Damage, and various on-hit effects.
NOTE: Some hackers may add diffrent properties to the ammunition through an altared Toolset, or outside software. This is considered hacking and will get one banned if they do it.


H) Rings

A Ring's AC type is Deflection.

A ring is worn on one's finger. You may have up to two on at any given moment. They do not add or take away from any AC, stats, or skills unless altared via the Toolset.
NOTE: Rings hold the least out of all the other equipment.

Altaring how they looks will not altar how your character looks.


I) Cloak, Belt, Bracers

Their AC type is Deflection.

Cloaks are worn across the back, Belts are work across one's mid-section, and Bracers are worn about one's wriests. They do not add or take away from any AC, stats, or skills unless altared via the Toolset.

Altaring how they look will not altar how your character looks.
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VI. Toolset and How to Make Gear

How to make gear is almost as important as how to make one's character. Custom gear will help to imcrease various skills and abilities of your already made character. If you gear that is good for your character it's abilities will multiply, where as if you make gear that is bad for your character their abilities may even go down making them weaker than they were before.


A) Getting Started

To make your own gear you must first go into Neverwinter Night's Toolset. To do this load Neverwinter Nights and isntead of clicking on "Play" (the very top option), choose "Toolset" (the second option). This will open up Neverwinter Night's Module Builder/Editor. Typically a Wizard will pop up (wizard is reffering to a step by step software that aids one through a task) allowing you to choose what module to load, or to create a new one. To make your own Module just choose the option to create a new module (It should be the first option to choose from on the list of three). Then just follow the Wizard to create the area and other properties (you can just choose default, or just pick one of the things without much thought).

Once you have finished making your module go to the left sidebar and slect the area that you created through the Wizard when creating the module. Once you have it showing (you can either double click on it, or right click on it then choose "Show Area") you can start to create your personal equipment.

To make your own gear go to the right sidebar and choose the Single Sword (it should be the fourth option starting from the left). Once you have selected that choose the "custom" tab which should be under the sword you clicked on for gear.

Once there right click on one of the equipment types and choose "new". Then follow through the Wizard on making the item. When you get to the part where you can choose where to place the item on the sidebar it might be best to place all the items in the same area (such as "Plot Item"). You will want to place atleast one of each equipment type you want on your character (Cloak, Belt, Bracer, Boots, Armor, Helmet, Shield). You might want to make two rings, or just have one ring which you would copy later on.


B) Enchanting the Gear

Once all un-enchanted gear has been made (and make sure you are not forgetting any items) you can enchant and modify your gear. To start right click on the item you wish to enchant first, then choose Edit. Once you do that a new window should pop up. this window will have five tabs, a sidebar showing the item, and the information on the item in the center. The tabs on the top read, in this order, 'General' 'Appearance' 'Properties' 'Description' and ' Comments'. You will want to focus on the first three tabs.

More on the Tabs:
General: This tab shows the item's Cost, Level, Armor Type, Lore needed to identify, and various other information (some information is specific to various types of items, like weapons).
Appearance: This tab allows you to change how the item looks. You can modify the color and look of the item.
Properties: This is where you will be spending the most time on the item. This is the area where you get to put all the magical enchants on the equipment to make the items as powerful, or as weak as you wish.
Description: This is where you can add a history to your item. Unless a person steals the item from you the only people who will be able to see this include yourself, DMs who decide to look at your things, and a player you choose to show the item to.
Comments: This is just for various notes that are un-seen in the main game.
IMPORTANT: When modifying Armor's Torso you will be changing the Armor's type (Clothes to Full Plate) depending on the number to the right (Armor Class). When the Armor Class is 0 the armor is really Clothes. When the Armor Class of the armor is 9 the armor is a Full Plate.

To enchant the item you must go into the Property tab. There will be two large bars. The one on the left shows the properties you may add to your equipment, and the one on the right shows what is already on your equipment. Between the two there are little arrows. You can use these to move properties too and from the item.

Once you have a property on your item you can double click on the property (such as AC Bonus) to make ever more slections (like how much AC the AC bonus will add).

Be mindfull and keep note of when making your gear. The first is the cost of the item (It is at the bottum right of the Property Tab, and on the top left og the General Tab), which also shows the level of the item (you can use the General Tab to see the level of the item, but it is better to know the cost of the level instead of relying on the General Tab for the information).

NOTE: It makes things a lot easier when you check off "Identified" on the bottum right of the Property Tab. This way your character will not have to identify the item, or take the item to a shop to get it identified.

NOTE: It would be best NOT to check off "Undroppable". This option is mainly for module builder who do not want an NPC to drop whatever the item is when the NPC dies. If you to check this option off you will not be able to sell, drop, or trade the item properly (meaning if you are disarmed the person who took the weapon will not be able to give it back to you).


C) Knowing what Gear to Give your Character

Not all gear it good for a character. It is best to know what your character is before you make the gear for that character. The gear should focus on the character's main skills, and weaknesses to imporove them. It should not focus on skills and abilities that will not aid the character in any way.

EXMAPLES:
A Wizard will want Intelligence bonus on their gear, but will not need Charisma bonuses.
A Monk will not want to use a Shield of any form of armor other than Clothes.
A Fighter will not need Bonus Spell Slots.


There are a few properties you will want to add to every character you make, regardless of what the character is.

EXAMPLES:
Haste, because it increases movement speed by 50%, add +4 Dodge AC, and grants an extra attack and spell each round.
AC bonuses because it will make your character harder to hit.
Ability Bonuses that the character focuses on (Str for Fighters, Cha for Sorcerers, Dex for Rogues).
Saves bbecause increased saves make your character better against various things that might happen (such as spells)
Damage Resistence because it stops a certain ammount of damage from happening to you.
Skill Bonuses because it will improve various skills that your character could have focused on

IMPORTANT: Make sure you know the gear limitations on the server you are heading too. There are many servers that limit AC Bonus, limit or remove Damage Resistence, and limit/remove various other item properties.
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NWN: SoU
NWN: HotU
NWN 2


Beigetreten: 20 Feb 2004
Gepostet: Sonntag, 12 September 2004 06:12
just felt like this deserved a bump*uses bumpy wand*
  Profil: s47ur05   Nachricht verschicken an: s47ur05
nicad
Game Owner
Profil: nicadNWN
NWN: SoU
NWN: HotU


Beigetreten: 12 Jul 2003
Gepostet: Sonntag, 12 September 2004 09:48
nice guide, very comprehensive!
  Profil: nicad   Nachricht verschicken an: nicad
Ambar43
Game Owner
Profil: Ambar43NWN
NWN: SoU
NWN: HotU
SW: KotOR PC


Beigetreten: 23 Mär 2004
Gepostet: Sonntag, 12 September 2004 12:43
Should be stickied.
  Profil: Ambar43   Nachricht verschicken an: Ambar43
dsn
Game Owner
Profil: dsnNWN
NWN: SoU
NWN: HotU


Beigetreten: 13 Sep 2002
Gepostet: Sonntag, 12 September 2004 01:08
Nice work - must have taken quite a while. Send me a private message if you want to hook up with an editor for grammar, spelling, and layout. Do you have any other projects in the works?
  Profil: dsn   Nachricht verschicken an: dsn
_Kip
Game Owner
Profil: _KipNWN
NWN: SoU
NWN: HotU
NWN 2


Beigetreten: 07 Okt 2002
Von: Nowhere Important (Florida)
Gepostet: Sonntag, 12 September 2004 05:44
It did take some time...But, I enjoy typing a great deal, so it was rather fun to write out. Granted, I did not write it all in one sitting. I spent maybe a month total, though there were often long breaks between me working on it.

Thanks for the comments *hopes the post gets to be sticky*
  Profil: _Kip   Nachricht verschicken an: _Kip
_Kip
Game Owner
Profil: _KipNWN
NWN: SoU
NWN: HotU
NWN 2


Beigetreten: 07 Okt 2002
Von: Nowhere Important (Florida)
Gepostet: Sonntag, 12 September 2004 06:44
Oh bugger...got some things wrong on it, and It will not let me edit it *sighs*. Well..here are the slight fixes.

AB vs AC, the AB has to be HIGHER than the AC, not match it.

Adding points into Tummble and Spellcraft through gear will not raise your AC of Saves (I did say they did or did not, but it should be noted that they do not).

One game ower lasts 2 minutes BY DEFAULT. The time may change from server to server (same goes for days, et cetara I'd imagine). But, the time for rounds remains the same.
  Profil: _Kip   Nachricht verschicken an: _Kip
_Kip
Game Owner
Profil: _KipNWN
NWN: SoU
NWN: HotU
NWN 2


Beigetreten: 07 Okt 2002
Von: Nowhere Important (Florida)
Gepostet: Dienstag, 14 September 2004 06:07
Oops again. Seems I DID have the AB vs AC correct. I just have it worded funny. If you read it (How Combat Works section), it sounds like a Person has to have their AB higher than their AC to hit somebody else *chuckles*. I have that fixed for the copy on my computer, and in the mod a friend of mine has where he gives out the books (Kinross).

Anyone else see any problems in the guide that could be fixed, gone over in more depth, or I did not even address?
  Profil: _Kip   Nachricht verschicken an: _Kip
SniperReady
Game Owner
Profil: SniperReadyNWN
NWN: SoU
NWN: HotU
NWN 2


Beigetreten: 03 Jan 2003
Von: Wpg, Canada
Gepostet: Dienstag, 14 September 2004 06:56
Two things:
Ower = Hour.
DMs are not necessarily the gods. I discourage my players from thinking this, because in fact the DMs are not at all present in the world as the characters see it. They are only there to make the world come alive, sort of like the soul of the world. They possess NPCs to talk to the players, and create problems or solutions to problems for the players to discover and deal with.
_________________
Continent of Adaphe - Project in the works
0 Mayst Keys [CEP] - Running Local Vault RP PW
  Profil: SniperReady   Nachricht verschicken an: SniperReady

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