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Autor Wax´s Wizard Guide: Reloaded
Wizard Weatherwax
Game Owner
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NWN: SoU
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Suscrito: 14 dic 2004
De: Portugal
Colgado: martes, 03 enero 2006 10:03
Wax´s Wizard Guide: Reloaded



Index


A) Introduction


B) Wizard Class Description


- NWN Description of the Wizard Class


- Wizard Weatherwax´s Description of the Wizard Class


C) Wizard Class


- Class Characteristics

- Attributes

- Race

- Suggestions on Abilities according to Race

- Skills

- Feats

- Specialist Schools and their Prohibited School

- Opinions about the Specialization

- Familiar

- Opinions about Familiars

- Henchmen

- Spells

- Spells Castable per Day by Level

- Multiclass

- Multiclass Builds


D) Wizard vs Sorcerer


E) Wizard that can melee?


F) Recommendations (links)


G) Conclusion


Edit: Adjusted thread title
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.

Edited By James Henley on 01/05/06 17:10

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Wizard Weatherwax
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“I want to dedicate this thread to every Forum Member on this wonderful Forum. Yes, even the Sorcerer lovers.”

WW




A) Introduction


“Wizards are among the most popular characters, and for good reason. Thanks to their wide selection of spells, they're among the most versatile and powerful characters in the game.”

From: Dungeons & Dragons Roleplaying Game Official Home Page



Hello, my dear friends! It is I… Wizard Weatherwax!

I have been on this Forum for almost a year (Has it been that long already?), and I have never… Ever… posted a thread about the Wizard Class.

Oh, I have posted threads about Magic, Magic Staves, Familiars, Races, Classes, etc…

But never about the Wizard Class. And, as most of you know, I am a Wizard fan.

So… I decided to make a thread about Wizards. It is that simple!

But what could I write? What could make my thread special? Nothing… So I decided to try to make a very complete thread about Wizards, in order to help and inspire fellow Forum Members.

I hope that this thread proves to be useful or at least not super boring. But, as always, it will have some boredom. Hey, I have an image to keep!

Thank you,

WW


P.S: This thread tries to be useful, but does not substitute the NWN Manual.
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.
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Suscrito: 14 dic 2004
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Colgado: martes, 03 enero 2006 10:03
B) Wizard Class Description


- NWN Description of the Wizard Class


“Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared to battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard’s strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar; a small, magical, creature that serves her.”




- Wizard Weatherwax´s Description of the Wizard Class


Best class ever. Period.

Just kidding!

Give me a “W”…

Now give me an “I”…

And now a “Z”…

What about an “A”…

Come forward “R”…

Finally, but not least the “D”…


Wizard! Wizard! Wizard! Wizard! Wizard! Wizard!

Wizards wield magic not through an innate talent like the sorcerer or Bard, but through endless study. To learn new spells they must spend significant time studying old spell books and scrolls.

And they have a Familiar!

Oh, oh! And they can use Wizard only items!

Plus they are pretty darn powerful!

Who’s the best? I don’t know if the Wizard is the best class. But if there is a class that is almost perfect… Well… The Wizard is the answer!
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.
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Wizard Weatherwax
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Suscrito: 14 dic 2004
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C) Wizard Class


- Class Characteristics


Alignment Restrictions: None


Hit Die per Level: d4 (1-4)


Armor Proficiencies: None (+ Arcane Spell Failure)


Weapon Proficiencies: Club, Dagger, Dart, Light Crossbow, Heavy Crossbow, Quarterstaff


Saving Throws: Will (primary), Reflex & Fortitude (secondary)


Skill Points Per Level: 2+Int Modifier (x4 at 1st character level)


Class Skills: Concentration, Heal, Lore, Spellcraft


Class Features: Spells, Summon Familiar at 1st level, Bonus Feats (at 5th, 10th, 15th, and 20th)


Class Packages: Generalist, Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.
  Perfil: Wizard Weatherwax   Enviar mensaje a: Wizard Weatherwax
Wizard Weatherwax
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Perfil: Wizard WeatherwaxNWN
NWN: SoU
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Suscrito: 14 dic 2004
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Colgado: martes, 03 enero 2006 10:04
- Attributes

STRENGTH (Str): An indicator of the character's physical power and muscle mass.


Comment: A Wizard prefers to launch spells than engage melee with his adversaries. This attibute is not important to your “run-of-the-mill“ Wizard. But try not to put a low Strength, because it influences your chances of encumbrance.


Recommendation: 8 or 10 in Strength.



DEXTERITY (Dex): An indicator of the character's agility, quickness, reflexes, and hand-eye coordination.


Comment: This attribute is quite useful for the Wizard, especially if he uses a ranged weapon, such as Bow and Crossbow. It also helps the Wizard´s Armor Class. This attribute is important for the Wizard.


Recommendation: 14 or 16 in Dexterity.



CONSTITUTION (Con): An indicator of a character's fitness, stamina, and health.


Comment: One of the most useful attributes of the Wizard. Wizards have low Hit Points, and since you want your character to live, this attribute is the one that will do the job. It increases your Hit Points per level and your Concentration Skill. This attribute is important for the Wizard.


Recommendation: 14 or 16 in Constitution.



INTELLIGENCE (Int): An indicator of a character's IQ, memory, and reasoning.


Comment: The main attribute of the Wizard, and one of the most useful attributes of the game. It affects Difficulty Class modifier, Maximum Spell Level, and Bonus Spells. It also affects Skill points gained per level. This attribute is vital for the Wizard.


Recommendation: 16 or higher in Intelligence.



WISDOM (Wis): An indicator of a character's common sense, intuition, perception, and willpower.


Comment: Forget Wisdom and invest in the other attributes. But I don’t recommend taking a penalty to this attribute.


Recommendation: 10 in Wisdom.



CHARISMA (Cha): An indicator of physical beauty, charm, personality, and persuasiveness.


Comment: Forget Charisma and invest in the other attributes. But I don’t recommend taking a penalty to this attribute.


Recommendation: 10 in Charisma.


Based on the ShadeRaven's Neverwinter Nights Guides
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.

Edited By Wizard Weatherwax on 01/03/06 10:15

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Wizard Weatherwax
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Colgado: martes, 03 enero 2006 10:05
- Race


Human

Humans are considered very adaptable to their surroundings and being quick to learn new skills.

•Favored Class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.

•Quick to Master: 1 extra feat at 1st level

•Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each level up


Dwarf

Extraordinarily resilient to damage and magic- they are feared warriors.

•Dwarven Ability Adjustments: +2 Con, -2 Cha

•Favored Class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.

•Special Abilities: Stonecunning, Darkvision, Hardiness vs. Poisons, Hardiness vs. Spells, Offensive Training vs. Orcs, Offensive Training vs. Goblinoids, Defensive Training vs. Giants, Skill Affinity (Lore).


Elf

Lithe, graceful and deadly; Elves have magic infused into their very being.

•Elven Ability Adjustments: +2 Dex, -2 Con

•Favored Class: Wizard. A multiclass elf's wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

•Special Abilities: Immunity to Sleep, Hardiness vs. Enchantments, Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow), Skill Affinity (Listen), Skill Affinity (Search), Skill Affinity (Spot), Keen Senses, Low-light vision.


Gnome

The master tinkerers, inventors and scientists amongst the races.

•Gnome Ability Adjustments: +2 Con, -2 Str

•Favored Class: Wizard. A multiclass gnome's wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

•Special Abilities: Small Stature, Hardiness vs. Illusions, Offensive Training vs. Reptilians, Offensive Training vs. Goblinoids, Defensive Training vs. Giants, Skill Affinity (Listen), Skill Affinity (Concentration), Spell Focus (Illusion), Low-light vision.


Half-Elf

A potent mix of human curiosity and ingenuity with the Elven longer lifespan and magical defensives.

•Favored Class: Any. When determining whether a multiclass half-elf suffers an XP penalty, his highest-level class does not count.

•Special Abilities: Immunity to Sleep, Hardiness vs. Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light vision.


Half-Orc

The brutal Orc mixed with the natural intelligence of the human has produced a race of enormous strength and endurance possessing a foul temper and dubious intelligence.

•Orc Ability Adjustments: +2 Str, -2 Int, -2 Cha

•Favored Class: Barbarian. A multiclass half-orc's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

•Special Abilities: Darkvision.


Halfling

Tiny, resourceful and skillful; Halflings are sometimes dismissed as weak by the foolish.

•Halfling Ability Adjustments: +2 Dex, -2 Str

•Favored Class: Rogue. A multiclass halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.

•Special Abilities: Small Stature, Skill Affinity (Move Silently), Skill Affinity (Listen), Lucky, Fearless, and Good Aim.

From Bioware´s Character Guide




Comment: In my opinion, all Races can become Wizards. RP your character and have fun! But I will try to be more rational about this matter… The Human, Elven, Dwarven and Gnomish Race seem the best options for a Wizard wanna-be.

The Human is the average Race, it doesn´t have disadvantages and gains lots of bonus. Plus, no Favored Class, meaning “Hello, multiclassing! Bye penalties!”.

The Elven Race seems like a great match for the Wizard Class, because of its bonus (Especially the Dexterity Ability and Immunities) and the fact that its Favored Class is the Wizard, so if you like multiclassing this Race will help you.

The Dwarven and Gnomish Race benefit from the bonus to the Constitution ability and other quite useful bonus. But while the Gnome’s Favored Class is the Wizard, the Dwarf’s isn’t. So the Dwarf is more inclined to take the path of the Fighter/ Wizard, if you wish to multiclass.
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.
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Wizard Weatherwax
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Perfil: Wizard WeatherwaxNWN
NWN: SoU
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Suscrito: 14 dic 2004
De: Portugal
Colgado: martes, 03 enero 2006 10:05
-Suggestions on Abilities according to Race

Comment: This is a very subjective matter. Personally, I hate penalties. I know that in terms of RP, having a character with flaws is great, but I prefer to have a character without penalties. So, what I decided to do was to put some suggestions on how the Ability points should be spent. But they are just suggestions… Nothing more!


A) Human Wizard

Strength: 10
Dexterity: 14
Constitution: 15
Intelligence: 16
Wisdom: 10
Charisma: 10


B) Dwarf Wizard

Strength: 10
Dexterity: 14
Constitution: 16
Intelligence: 16
Wisdom: 10
Charisma: 10


C) Elf Wizard

Strength: 10
Dexterity: 14
Constitution: 14
Intelligence: 16
Wisdom: 10
Charisma: 10


D) Gnome Wizard

Strength: 10
Dexterity: 14
Constitution: 16
Intelligence: 16
Wisdom: 10
Charisma: 10


E) Half-Elf Wizard

Strength: 10
Dexterity: 14
Constitution: 15
Intelligence: 16
Wisdom: 10
Charisma: 10


F) Half-Orc Wizard

Strength: 10
Dexterity: 10
Constitution: 14
Intelligence: 16
Wisdom: 10
Charisma: 10


G) Halfling Wizard

Strength: 10
Dexterity: 16
Constitution: 14
Intelligence: 16
Wisdom: 10
Charisma: 10


Note: The extra Ability points that you receive later, should be spent on Intelligence.
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.

Edited By Wizard Weatherwax on 01/03/06 10:16

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Colgado: martes, 03 enero 2006 10:05
- Skills

Comment: The fact that you are a Wizard, means (I hope!) that you have a high Intelligence. Well, a high Intelligence means that you have lots of Skill Points to invest and/ or waste. So go wild, mate! Feel free to invest on other Skills.

These are the Skills that I recommend!

•Concentration- Defense against being distracted while casting a spell or fighting.

•Diplomacy: Persuade- Sway another's thinking.

•Heal- Can be used with Healing Kit to heal wounds and cure diseases and poisons.

•Lore- Identifying properties of items found.

•Spellcraft- identify a spell being cast.

From Bioware´s Character Guide
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.

Edited By Wizard Weatherwax on 01/03/06 10:18

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- Feats

Comment: These Feats are just suggestions. If you want a more detail explanation of these Feats, please search in the Manual. Feel free to choose other Feats.

• Spell Focus: (Your Choice)

• Greater Spell Focus: (Your Choice)

• Epic Spell Focus: (Your Choice)

• Spell Penetration

• Greater Spell Penetration

• Epic Spell Penetration

• Toughness

• Improved Initiative

• Maximize Spell

• Empower Spell

• Epic Spell: Epic Warding

• Epic Spell: Hellball

• Epic Spell: Greater Ruin
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.
  Perfil: Wizard Weatherwax   Enviar mensaje a: Wizard Weatherwax
Wizard Weatherwax
Game Owner
Perfil: Wizard WeatherwaxNWN
NWN: SoU
NWN: HotU
SW: KotOR PC
NWN 2
NWN 2: MotB
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Suscrito: 14 dic 2004
De: Portugal
Colgado: martes, 03 enero 2006 10:06
- Specialist Schools and their Prohibited School


Name: School Specialized/ Prohibited School

• Abjurer: Abjuration/ Conjuration

• Conjurer: Conjuration/ Transmutation

• Diviner: Divination/ Illusion

• Enchanter: Enchantment/ Illusion

• Evoker: Evocation/ Conjuration

• Illusionist: Illusion/ Enchantment

• Necromancer: Necromancy/ Divination

• Transmuter: Transmutation/ Conjuration
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.
  Perfil: Wizard Weatherwax   Enviar mensaje a: Wizard Weatherwax
Wizard Weatherwax
Game Owner
Perfil: Wizard WeatherwaxNWN
NWN: SoU
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SW: KotOR PC
NWN 2
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Colgado: martes, 03 enero 2006 10:07
- Opinions about the Specialization

"A wizard can gain more spellcasting ability by giving up access to part of the wizard spell list. This kind of specialization can also be a great roleplaying hook, especially if she chooses a specialty that matches her temperament or history.”

From: Dungeons & Dragons Roleplaying Game Official Home Page



Comment: Some people will state that losing a Magic School is a pain. Others will disagree, and try to explain that the benefits of Specialization will surpass the costs.

This is a very personal choice. Personally I like both options. But that’s jut me!

You have two ways to choose a Magic School to specialize.

A) RP motives: Choose the Magic School that you like the most.

B) Rational thinking: Choose the Magic School that has the “less useful” opposite Magic School.


Note: Personally I don’t like thinking about “less useful” or weakest Magic Schools. But the truth is that the Divination an Enchantment School could be considered “less useful”, especially in a hack and slash game.


Abjuration

(0) Resistance; (1) Endure Elements, Protection from Alignment; (2) Lesser Dispel, Resist Elements; (3) Dispel Magic, Magic Circle against Alignment, Protection from Elements; (4) Lesser Spell Breach, Minor Globe of Invulnerability, Remove Curse, Stoneskin; (5) Dismissal, Energy Buffer, Lesser Mind Blank, Lesser Spell Mantle; (6) Globe of Invulnerability, Greater Dispelling, Greater Spell Breach; (7) Spell Mantle; (8) Mind Blank; (9) Greater Spell Mantle, Mordenkainen's Disjunction



Conjuration

(0) Ray of Frost; (1) Grease, Mage Armor, Summon Creature I; (2) Melf's Acid Arrow, Summon Creature II, Web; (3) Flame Arrow, Stinking Cloud, Summon Creature III; (4) Evard's Black Tentacles, Summon Creature IV; (5) Cloudkill, Lesser Planar Binding, Summon Creature V; (6) Acid Fog, Planar Binding, Summon Creature VI; (7) Summon Creature VII; (8) Greater Planar Binding, Summon Creature VIII; (9) Gate, Summon Creature IX



Divination

(1)Identify; (2) See Invisibility; (3) Clairaudience & Clairvoyance, Find Traps; (4) Remove Blindness & Deafness; (5) Feeblemind; (6) Legend Lore, True Seeing; (7) Power Word Stun; (8) Premonition; (9) Power Word Kill



Enchantment

(0) Daze; (1) Charm Person, Sleep; (2) Blindness & Deafness; (3) Hold Person; (4) Charm Monster, Confusion; (5) Dominate Monster, Hold Monster, Mind Fog; (6) Mass Haste; (7) Protection from Spells; (8) Mass Charm; (9) Dominate Monster



Evocation

(0) Light; (1) Magic Missile; (2) Darkness; (3) Fireball, Lightning Bolt; (4) Elemental Shield, Ice Storm, Wall of Fire; (5) Cone of Cold; (6) Chain Lightning; (7) Delayed Blast Fireball, Prismatic Spray; (8) Incendiary Cloud; (9) Meteor Swarm



Illusion

(1) Color Spray; (2) Ghostly Visage, Invisibility; (3) Invisibility Sphere; (4) Improved Invisibility, Phantasmal Killer, Shadow Conjuration; (5) Greater Shadow Conjuration; (6) Ethereal Visage, Shades; (7) Shadow Shield; (8) Mass Blind & Deafness; (9) Weird



Necromancy

(1) Negative Energy Ray, Ray of Enfeeblement, Scare; (2) Ghoul Touch; (3) Clarity, Negative Energy Burst, Vampiric Touch; (4) Contagion, Enervation, Fear; (5) Animate Dead; (6) Circle of Death; (7) Control Undead, Finger of Death; (8) Create Undead, Horrid Wilting; (9) Energy Drain, Wail of the Banshee



Transmutation

(1) Burning Hands; (2) Bull's Strength, Cat's Grace, Eagle Splendor, Endure, Fox's Cunning, Knock, Owl's Wisdom, Ultravision; (3) Haste, Slow; (4) Bestow Curse, Polymorph Self; (6) Greater Stoneskin, Tenser's Transformation; (7) Mordenkainen's Sword; (9) Shapechange, Time Stop


From ShadeRaven's Neverwinter Nights Guides
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.
  Perfil: Wizard Weatherwax   Enviar mensaje a: Wizard Weatherwax
Wizard Weatherwax
Game Owner
Perfil: Wizard WeatherwaxNWN
NWN: SoU
NWN: HotU
SW: KotOR PC
NWN 2
NWN 2: MotB
Mass Effect PC


Suscrito: 14 dic 2004
De: Portugal
Colgado: martes, 03 enero 2006 10:07
- Familiar



Comment: Familiars were always important to me. And I read in the Forum that some considered them "experience thieves". They are your friends... They protect you... They will give up their lives for you... Yet they are criticized.


Don´t get me wrong. I do agree that the XP loss is bad, but I still like those silly and useful buggers. So, with this post, I hope that all Spellcasters start to like their Familiars or at least use them.


Bat

The bat, or Night Hunter, is a magical creature capable of special attacks that can terrify the most stalwart of enemies.

Skills: Listen

Feats: none.

Special:

Master Level
5: Damage Reduction 5/1, Fear Gaze 1x day
10: Damage Reduction 10/1, Fear Gaze 2x day
15: Fear Howl, 1x day
20: Fear Howl, 2x day



Fire Mephit

Fire mephits can fling bolts of fire.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.

Feats: none.

Special:

Master Level
1: Damage Reduction 5/1, fire bolt, 1x day.
5: Fire bolt, 2x day.
10: Fire bolt, 3x day.
15: Fire bolt, 4x day.
20: Fire bolt, 5x day.



Hell Hound

This eerie dog is quick and eventually gains the ability to spew cones of flames from its crimson jaws.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.

Feats: none.

Special:

Master Level
10: Cone of fire, 1x day.
20: Cone of fire, 2x day.



Ice Mephit

Ice mephits can fling bolts of cold.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.

Feats: none.

Special:

Master Level
1: Damage Reduction 5/1, cold bolt, 1x day.
5: Cold bolt, 2x day.
10: Cold bolt, 3x day.
15: Cold bolt, 4x day.
20: Cold bolt, 5x day.


Imp

Imps are sneaky creatures, capable of using poison and magic against their opponents.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.

Feats: none.

Special:

Master Level
1: Mild poison attack.
5: Invisiblity, 1x day.
10: Moderate poison attack.
15: Invisibility, 2x day.
20: Deadly poison attack.



Panther

Panthers are strong cats that complement their master's magical ability with brute power.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.

Feats: none.

Special: none.



Pixie

Pixies are sneaky and mischevious creatures, fond of disarming enemies and then disappearing when endangered.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently, Taunt, Open Locks, Disarm Trap

Feats: Skill Focus (Open Lock).

Special:

Master Level
5:Skill Focus (Disarm Trap), Invisibility, 1x day.
10: Invisibility, 2x day.
15: Invisibility, 3x day.
20: Invisibility, 4x day.



Raven

Ravens are sly tricksters, fond of snatching weapons from enemies flustered by their bitter taunts.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently, Taunt.

Feats: Toughness, Disarm, Skill Focus (Taunt).

Special: none.



Faerie Dragon

The Faerie Dragon is a small dragon that enjoys pranks and practical jokes. However, they should not be underestimated because of their playful nature. Every 5 levels of the master, the faerie dragon gains use of either the Improved Invisibility or its Confusion breath weapon.

Skills: Hide, Move Silently.

Feats: Alertness and Improved Evasion.

Special:

Master Level
5: Improved Invisibility, 1x day.
10: Bolt, Confuse 2x day
15: Improved Invisibility, 2x day.
20: Bolt, Confuse 3x day and Improved Invisibility, 3x day.



Pseudodragon

Pseudodragons resemble miniature red dragons, but in looks alone. They do not commit evil acts; in fact they dislike evil acts very much. They do gain the power of fire like their large cousins starting at the masters 5th level.

Skills: Hide, Move Silently.

Feats: Alertness, Weapon Finesse and Improved Evasion.

Special:

Master Level
5: Cone of Fire, 1x day
10: Cone of Fire, 2x day
15: Cone of Fire, 3x day
20: Cone of Fire, 5x day


Eyeball

These small creatures are close cousins to beholders. Like their cousins, they are capable of casting magic using their eyestalks. Eyeballs are usually adopted as familiars by spellcasters of evil alignment.

Special:

Master Level

1, Frost Ray (multiple/day, no save)
6, Negative Ray (multiple/day, no save)
12, Flame Ray (multiple/day, no save)
18, Mage Armor 1/day
24, Bolt of Slow 1/day
30, Bolt of Knockdown 1/day, Color Spray 1/day
32, Flame Lash 1/day
36, Bolt of Daze 1/day
39, Fear Gaze, 1/day


Thanks to Mr. xitooner for helping me with the Eyeball’s Special.
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.
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Wizard Weatherwax
Game Owner
Perfil: Wizard WeatherwaxNWN
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NWN 2
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Suscrito: 14 dic 2004
De: Portugal
Colgado: martes, 03 enero 2006 10:07
- Opinions about Familiars

Comment:


I am all in favour of you choosing the Familiar that you like, instead of the Familiar that is best. So I will just give you some suggestions on this department, okay?

First of all, why would a Wizard need a Familiar? To help the Wizard, especially in the areas that he has more difficulties, such as melee fighting and roguish skills.

Many Familiars make good “warriors” in the early and middle part of the game. But has time passes and you encounter more powerful enemies, your Familiar will start to seem weaker and useless in combat. Maybe useful as cannon fodder, but useless as a “warrior”.

Early on using a more “warrior” like Familiar will help you stay alive, but later on you'll want a more “jack-of-all-trades” oriented Familiar.

The exception to this is the eyeball. The eyeball is pretty effective in combat even at higher levels, because of its spells.

Generally, at very low levels a familiar with powerful defences is a good bet (such as the Imp or the Mephits because of their Damage Reduction). At middle levels, a Familiar with a good offence (such as the Panther, the Hellhound, the Pseudodragon or the Faerie Dragon) seems a better bet, because you can buff it in terms of defence

The Pixie is the best “jack-of-all-trades” familiar. She gets invisibility spells early and is a rogue with lots of useful rogue skills.

There are other Familiars, to choose from, but Familiars such as the Bat and raven are more appealing for expert players, that wish to try a challenge. They don’t have a decent Strength (making them awful in the combat department, but can work as cannon fodder), but have other great benefits.
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.
  Perfil: Wizard Weatherwax   Enviar mensaje a: Wizard Weatherwax
Wizard Weatherwax
Game Owner
Perfil: Wizard WeatherwaxNWN
NWN: SoU
NWN: HotU
SW: KotOR PC
NWN 2
NWN 2: MotB
Mass Effect PC


Suscrito: 14 dic 2004
De: Portugal
Colgado: martes, 03 enero 2006 10:08
- Henchmen


Comment:

Henchmen… A love and hate relationship. Do they add more RP to the game, or more headaches?

It is subjective. Personally I prefer to use my familiar, instead of using a Henchman. But if you prefer a more “team work” approach to this game, then by all means use a Henchman!

Let´s divide henchmen in four groups: Warrior (Includes Barbarian, Fighter, Paladin, Rangers and Monk), Healer (Includes Cleric and Druid), Thief (Includes Rogue and Bard) and Spellcaster (Includes Wizard and Sorcerer).



Warrior:

They have high hit points, powerful attacks and can melee and talk about it later.

Alas, you will only be helped in the melee department. No healing, no useful Skills, no powerful Spells…

Basically, you will have a guy that will work as a cannon fodder and as a bodyguard in terms of melee.



Healer:

They have medium hit points, can melee and as a bonus, they can cast healing and damaging Spells.

You sacrifice a bit of the melee power of the Warrior, in order to have a more diversified and useful henchmen.



Thief:

They have weak hit points, aren’t that great in melee (but are useful, nonetheless)…

But they are the most useful kind of henchmen, in terms of Skills.

The Rogue will receive tons of Skills and some great Feats such as Improved Evasion, which will make your life easier (Traps and Open Locks).

The Bard receives useful Spells and a powerful ability: Bardsong.



Spellcaster:

Okay! The point of having a henchman is to have a guy that can do things that you can´t or aren’t really good at. Having another Spellcaster around may seem interesting and cute, but believe me; you will be doing him a favour if you choose another kind of henchman.

They have the same weak hit points that you have, and they can’t melee. And I bet that your Character is a lot better than any of the Henchmen Spellcasters that you will find.
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.

Edited By Wizard Weatherwax on 01/03/06 10:29

  Perfil: Wizard Weatherwax   Enviar mensaje a: Wizard Weatherwax
Wizard Weatherwax
Game Owner
Perfil: Wizard WeatherwaxNWN
NWN: SoU
NWN: HotU
SW: KotOR PC
NWN 2
NWN 2: MotB
Mass Effect PC


Suscrito: 14 dic 2004
De: Portugal
Colgado: martes, 03 enero 2006 10:08
- Spells

Comment: This isn´t a very detailed and accurate section. If you wish a more accurate description of the spells, please look in the manual or in this site:

Click Here



DC: 10 (base) + spell level + (Intelligence modifier) = X + spell level.



Level-0 Spells (Cantrips)


•Acid Splash - Fires a small orb of acid at the target for 1d3 points of acid damage.

•Daze - Stuns lower-level targets for 2 rounds

•Electric Jolt - Deals 1d3 electrical damage

•Flare - Hot light causing one target to suffer -1 penalty to attack rolls

•Light - Creates a small light source above the target's head

•Ray of Frost - Ray deals 1d4+1 damage

•Resistance - Target gains +1 on Saves


Level-1 Spells


•Burning Hands - Target take 1d4/level fire damage (5d4 max)

•Charm Person - Improves reputation by 50%

•Color Spray - Sleeps, Blinds, or Stuns targets based on HD

•Endure Elements - Grants 10/- Damage Reduction (20hp max) from all elemental forms

•Expeditious Retreat - Grants 150% movement and +2 AC Bonus

•Grease - Creatures in area must save or fall down and creatures are slowed with no save (but creatures that are hasted are immune

•Horizikaul's Boom - Target suffers 1d4 hp / 2 Levels (5d4 max) of Sonic damage

•Ice Dagger - Dagger-shaped piece of ice dealing 1d4 / Level (5d4 max).

•Identify - Grants 10+1/Level Bonus to Lore Skill

•Iron Guts - Grants +4 bonus to saves vs Poison

•Mage Armor - Grants +1 natural, dodge, deflection, and enhancement armor bonus

•Magic Missile - 1d4+1 damage; +1 missile/two levels above 1st (+5 max)

•Magic Weapon - Adds a +1 enhancement bonus to one weapon

•Negative Energy Ray - 1d6+1d6/2 Levels (5d6 max); Heals Undead

•Protection from Alignment - Target receives +2 AC, +2 Saves and spell protection vs Good or Evil and are immune to Mind Effects from such creatures of Evil or Good alignment, accordingly.

•Ray of Enfeeblement - Reduces target's Str by 1d6 +1/two levels (11 max)

•Scare - Targets less than 5HD flee

•Shelgarn's Persistant Blade - The caster summons a dagger that acts as a faithful and loyal servant.

•Shield - Grants +4 AC, +3 Reflex Saves and immunity to Magic Missiles

•Sleep - Puts 2d4 HD of creatures to sleep

•Summon Creature I - Summons a Dire Badger to fight for caster

•True Strike - Caster gains +20 to Attack Rolls


Level-2 Spells


•Balagarn's Iron Horn - Knocks down creatures that fail a Strength check.

•Blindness and Deafness - Target suffers 50% miss in combat or 20% chance to miscast spell

•Bull's Strength - Target gains 1d4+1 Str for 1hr/level

•Cat's Grace - Target gains 1d4+1 Dex for 1hr/level

•Cloud of Bewilderment - Enemies are stunned and blinded 1d6 rounds

•Combust - Eruption of flame causing 2d6 fire damage +1 / Level (+10 max)

•Continual Flame - Creates a magical flame that burns until dispelled

•Darkness - Creates an area of darkness that only Ultravision can pierce

•Death Armor - Aura which deals 1d4+1hp/2 levels to any who strike the caster

•Eagle Splendor - Target gains 1d4+1 Cha for 1hr/level

•Endurance - Target gains 1d4+1 Con for 1hr/level

•Flame Weapon - Sets a melee weapon aflame, granting 1d4 +1/lvl fire damage

•Fox's Cunning - Target gains 1d4+1 Int for 1hr/level

•Gedlee's Electric Loop - Lightning that deals 1d6 / 2 Levels (5d6 max) to each creature

•Ghostly Visage - Grants 5/+1 Damage Reduction, immunity to Level 1 Spells, 10% concealment

•Ghoul Touch - Paralyzes target for 1d6+2 rounds

•Invisibility - Target is invisible for 1 turn/level or until attacks

•Knock - Opens all locked doors or chests in 150-ft radius

•Lesser Dispel - Dispels magical effects from a target

•Melf's Acid Arrow - Deals 3d6+1d6/3 levels

•Owl's Wisdom - Target gains 1d4+1 Wis for 1hr/level

•Resist Elements - Grants 20/- Damage Reduction (30hp max) from all elemental forms

•See Invisibility - Target can see invisible creatures

•Stone Bones - Grants a +3 natural armor class bonus to any undead creature.

•Summon Creature II - Summons a Dire Boar to fight for caster

•Tasha's Hideous Laughter - Targets failing their saving throw are unable to defend themselves.

•Ultravision - Grants Ultravision to target for 1hr/level

•Web - Entangles targets; Movement rate based on strength


Level-3 Spells


•Clairaudience and Clairvoyance - Grants +10 Bonus to Listen and Spot checks

•Clarity - Removes and protects against Sleep, Confusion, Stun and Charm effects

•Dispel Magic - Cancels magical spells and effects

•Displacement - Target gains +50% concealement

•Find Traps - Detects and destroys all traps within 30 meters

•Fireball - 1d6/level (10d6 max); 20-ft radius

•Flame Arrow - Creates 1 arrow/4 levels each dealing 4d6

•Greater Magic Weapon - One weapon gains a +1 enhancement bonus per 3 caster levels (+5 max)

•Gust of Wind - Knocks down enemies who fail a saving throw and disperse area effect spells

•Haste - Target gets +50% movement rate and one additional attack or spell per round

•Hold Person - Holds target for 1 round/level

•Invisibility Sphere - Invisibility for 15-ft radius

•Keen Edge - Adds the keen property to one melee weapon

•Lightning Bolt - Deals 1d6/level (10d6 max) to targets in path of bolt

•Magic Circle against Alignment - Protection vs Alignment; 10-ft radius

•Mestil's Acid Breath - Caster breathes acid cone dealing 1d6 / Level (10d6 max)

•Negative Energy Burst - Deals 1d8+1/level and -1 Str/ 4 levels; Heals Undead

•Protection from Elements - Grants 30/- Damage Reduction (40hp max) from all elemental forms

•Scintillating Sphere - Electric projectile that explodes for 1d6 / Level (10d6 Max)

•Slow - Target gets -50% movement rate and looses one attack per round

•Stinking Cloud - Dazes targets in area for 1round/level

•Summon Creature III - Summons a Dire Wolf to fight for caster

•Vampiric Touch - Transfers 1d6hp/two levels from target to caster


Level-4 Spells


•Bestow Curse - Target suffers -2 to all abilities

•Charm Monster - Improves reputation by 50%

•Confusion - Target behaves randomly for 1 round/level

•Contagion - Target contracts disease

•Elemental Shield - Caster gains 50% immunity to Cold/Fire; Enemies attacking take 1d6+1/Level

•Enervation - Drains 1d4 levels from target

•Evard's Black Tentacles - Creates 1d4 tentacles that each deal 1d6+4/round

•Fear - Targets must save or flee for 1 round/level

•Ice Storm - Hail deals 5d6 +1d6/Level damage to targets

•Improved Invisibility - As Invisibility, but target keeps 50% cover after attacking

•Isaac's Lesser Missile Storm - Fires 1 missile per level (10 max), each missile doing 1d6 damage

•Lesser Spell Breach - Strips target of 2 magical defenses and lowers Spell Resistance by 3

•Minor Globe of Invulnerability - Protects caster from spells up to 3rd level

•Phantasmal Killer - Kills or deals 3d6 damage to single target

•Polymorph Self - Transforms caster into Giant spider, Troll, Umber hulk, Pixie, or Zombie

•Remove Blindness and Deafness - Cancels the effects of Blindness and Deafness

•Remove Curse - Cancels the effects of Bestow Curse

•Shadow Conjuration - Conjures a shadow variant of another spell

•Stoneskin - Grants 10/+5 Damage Reduction (100hp max) from melee damage

•Summon Creature IV - Summons a Dire Spider to fight for caster

•Wall of Fire - Passing through wall deals 4d6


Level-5 Spells


•Animate Dead - Creates Undead dependent on caster level

•Ball Lightning - Creates a ball of lightning dealing 1d6 / lvl (15d6 max)

•Bigby's Interposing Hand - Large magic hand causing one opponent to suffer -10 to Attack Rolls

•Cloudkill - Slays low level targets and deals 1d10/round to others

•Cone of Cold - Deals 1d6/level cold damage (15d6 max)

•Dismissal - Summoned enemy creatures, animal companions, and familiars are unsummoned

•Dominate Person - Turns one person into a loyal servant

•Energy Buffer - Grants 40/- Damage Reduction (60hp max) from all elemental forms

•Feeblemind - Reduces Int of target by 1d4/4 levels

•Firebrand - Balls of flame (1/level) attack random targets, each exploding for 1d6 hp

•Greater Shadow Conjuration - Creates a shadow variant of powerful spells

•Hold Monster - Immobilizes one monster for 1 round/level

•Lesser Mind Blank - Removes effects and protects from mind-altering spells

•Lesser Planar Binding - Paralyzes target outsider or calls outsider to fight for caster

•Lesser Spell Mantle - Absorbs 1d4+6 levels of spells

•Mestil's Acid Sheath - Creates an acid shield around caster dealing 1d6 +2 / lvl to attackers

•Mind Fog - Target suffers -10 to Will saves

•Summon Creature V - Summons a Dire Bear to fight for caster


Level-6 Spells


•Acid Fog - Targets entering take 4d6; Targets inside take 2d6/round and -50% movement

•Bigby's Forceful Hand - Large magic hand that attacks one target for 1d8 and Dazes them

•Chain Lightning - Deals 1d6/level to multiple targets (1 target/level)

•Circle of Death - Slays multiple creatures (1d4/level)

•Ethereal Visage - Grants 20/+3 Damage Reduction, Immunity to Level 2 Spells, +25 Concealment

•Flesh to Stone - Turns one creature to stone.

•Globe of Invulnerability - Protects caster from spells up to 4th level

•Greater Dispelling - As Dispel Magic, but greater chance of success

•Greater Spell Breach - Strips target of 4 magical defenses and lowers Spell Resistance by 5

•Greater Stoneskin - Grants 20/+5 Damage Reduction (150hp max) from melee damage

•Isaac's Greater Missile Storm - Fires 1 missile per level (20 max), each missile does 2d6 damage

•Legend Lore - Grants 10+1/2 Levels Lore Bonus

•Mass Haste - As Haste, but all allies in area

•Planar Binding - Paralyzes target outsider or Summons powerful outsider to fight for caster

•Shades - Creates a shadow variant of more powerful spells

•Stone to Flesh - Restores a petrified creature to normal

•Summon Creature VI - Summons a Dire Tiger to fight for caster

•Tenser's Transformation - 1d6hp, 2d4 Str and Dex, +1 attack bonus/2 levels, Simple Weapon Prof.

•True Seeing - Counters Sanctuary and Invisibility; reveals traps and hidden enemies

•Undeath to Death - Slays 1d4 HD of undead per level (max 20d4)


Level-7 Spells


•Banishment - Banishes all summon creatures and destroys outsiders (2HD / level)

•Bigby's Grasping Hand - Large magic hand that holds one opponent

•Control Undead - Control single Undead creature up to 2HD/level

•Delayed Blast Fireball - As Fireball, but set to be triggered by enemies

•Finger of Death - Slays one creature or deals 3d6+1/Level

•Great Thunderclap - Loud clap forcing enemies to save or be stunned

•Mordenkainen's Sword - Summons a Helmed Horror to fight for the caster

•Power Word Stun - Stuns creature with up to 150 hp

•Prismatic Spray - Targets are randomly blinded, stunned, and/or take damage

•Protection from Spells - Grants +8 bonus to saves vs spells to 1 ally/4 levels

•Shadow Shield - Protects caster from Necromancy spells, +5 AC, and 10/+3 Damage Reduction

•Spell Mantle - Absorbs 1d8+8 levels of spell

•Summon Creature VII - Summons an Elemental to fight for caster


Level-8 Spells


•Bigby's Clenched Fist - Large magic hand that attacks one target per round for 1d8+12 and Stuns

•Blackstaff - One Quarterstaff gains +4 enhancement bonus and Dispels Magic

•Create Undead - As Animate Undead, but creates more powerful undead

•Greater Planar Binding - Paralyzes target outsider or summons a more powerful outsider

•Greater Sanctuary - Caster becomes ethereal and undetectable until a hostile action

•Horrid Wilting - Deals 1d8/level to targets

•Incendiary Cloud - Cloud dealing 4d6/round fire damage to targets

•Mass Blindness and Deafness - Blindness and Deafness; 10-ft radius

•Mass Charm - Charms monsters up to 2HD/level in 30-ft radius

•Mind Blank - Removes effects from and grants allies immunity to mind-affecting spells

•Premonition - Grants 30/+5 Damage Reduction and absorbs 10 hp of melee damage

•Summon Creature VIII - Summons a Greater Elemental to fight for caster

•Sunburst - Searing heat dealing 3d6 + Blindness. Undead take 1d6 / Level.


Level-9 Spells


•Bigby's Crushing Hand - Large magic hand that crushes opponents for 2d6+12 damage per round

•Black Blade of Disaster- Summons blade-shaped planar rift that functions as a +5 sword

•Dominate Monster - Gives control of one monster to caster

•Energy Drain - Drains 2d4 levels from target

•Gate - Calls a Balor to fight for caster

•Greater Spell Mantle - Absorbs 1d12+10 levels of spells

•Meteor Swarm - Blast doing 20d6; Everyone within 5-ft of caster are protected

•Mordenkainen's Disjunction - Strips all magical effects from target

•Power Word Kill - Kills single target up to 100hp or multiple targets less than 20hp

•Shapechange - Transform into Red Dragon, Fire Giant, Balor, Death Slaad, or Iron Golem.

•Summon Creature IX - Summons an Elder Elemental to fight for caster

•Time Stop - Halts time for all but caster for 1d4+1 rounds

•Wail of the Banshee - Kills 1 creature/level

•Weird - As Phantasmal Killer, but all creatures in 30-ft radius



From Planetneverwinter
_________________
Sir Nahme's Most Wizard Spamming Award/ Longest Driest Helpful Post Award;

Avengerdruid´s Most Persuading Posts In A Wizards vs. Sorcerers Thread Award;

Cinnabar Din’s Disciple of Weatherwax;

the_one_54321´s Constantly In Character Award.
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