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FAQ for Neverwinter Nights: Shadows of Undrentide


==============================================================================
================= Neverwinter Nights & Shadows of Undrentide =================
=================               Reference Guide              =================
=================            Revision  5.03.07.28            =================
==============================================================================

                      by Duncan Clay  duncanclay@msn.com

                              Table of Contents

INTRODUCTION

AREA GUIDE
  (0) PRELUDE - Neverwinter Academy
  (1) CHAPTER 1 - The Wailing and the Waterdhavians
     (1.1) City Core
     (1.2) Beggar's Nest
     (1.3) Peninsula
     (1.4) No-Man's-Land
     (1.5) Barricades
     (1.6) Blacklake
     (1.7) Docks
     (1.8) Castle Never
     (1.9) Road to Helm's Hold
  (2) CHAPTER 2 - The Search for the Cult
     (2.1) Port Llast
     (2.2) North Road
     (2.3) Green Griffon Inn
     (2.4) East Road
     (2.5) Druid Encampment
     (2.6) Deep Woods
     (2.7) Heart of the Forest
     (2.8) South Road
     (2.9) Farmland
    (2.10) Haunted Forest
    (2.11) Charwood
    (2.12) Luskan
    (2.13) Docks
    (2.14) Host Tower
  (3) CHAPTER 3 - The Words of Power
     (3.1) Beorunna's Well
     (3.2) Coldwood
     (3.3) Coldwood (Layenne's Tomb)
     (3.4) Coldwood (Wizard's Circle)
     (3.5) Countryside
     (3.6) Fort Ilkard
     (3.7) Homesteads
     (3.8) Ruins
     (3.9) Moonwood
    (3.10) Moonwood (Caves)
    (3.11) Spine of the World
  (4) CHAPTER 4 - The Final Battle
     (4.1) City Core
     (4.2) War Zone
     (4.3) Source Stone
  (5) SHADOWS OF UNDRENTIDE

APPENDIX
  (A) Character Creation
     (A.1) Gender
     (A.2) Alignment
     (A.3) Abilities
     (A.4) Race
     (A.5) Class
     (A.6) Skills
     (A.7) Feats
     (A.8) Multiclass
     (A.9) Multiplayer
     (A.10) Shapeshift
  (B) Henchmen
     (B.1) Tomi Grin Undergallows
     (B.2) Boddyknock Glinckle
     (B.3) Daelan Red Tiger
     (B.4) Grimgnaw
     (B.5) Linu La'Neral
     (B.6) Sharwyn
  (C) Custom Items
     (C.1) Marrok's Forge
     (C.2) Imaskarran Tomes
     (C.3) Alchemist's Apparatus
     (C.4) Fantabulous Contrapulator
     (C.5) Hasuraman's Tomes
     (C.6) Barun Silverblade
     (C.7) Gem Grinder
  (D) Stores
     (D.1) General Store
     (D.2) General Store +1
     (D.3) General Store +2
     (D.4) General Store +3
     (D.5) Weapon Store
     (D.6) Weapon Store +1
     (D.7) Weapon Store +2
     (D.8) Weapon Store +3
     (D.9) Temple Store
    (D.10) Temple Store +1
    (D.11) Temple Store +2
    (D.12) Temple Store +3
    (D.13) Druid Store
    (D.14) Druid Store +1
    (D.15) Druid Store +2
    (D.16) Druid Store +3
    (D.17) Rogue Store
    (D.18) Rogue Store +1
    (D.19) Rogue Store +2
    (D.20) Magic Store
    (D.21) Magic Store +1
    (D.22) Magic Store +2
    (D.23) Magic Store +3
    (D.24) Merchant Store
    (D.25) Merchant Store +1
    (D.26) Other Stores
  (E) Items
     (E.1) Tiny Weapons
     (E.2) Small Weapons
     (E.3) Medium Weapons
     (E.4) Large Weapons
     (E.5) Ammunition
     (E.6) Robes
     (E.7) Light Armor
     (E.8) Medium Armor
     (E.9) Heavy Armor
    (E.10) Shields
    (E.11) Helmets
    (E.12) Gauntlets, Gloves and Bracers
    (E.13) Belts and Girdles
    (E.14) Boots
    (E.15) Cloaks
    (E.16) Amulets, Necklaces, Pendants, Periapts, Scarabs and Talismans
    (E.17) Rings
    (E.18) Wands, Rods, Magic Staffs, Scabbards and Harps
    (E.19) Potions
    (E.20) Scrolls Innate Level 0
    (E.21) Scrolls Innate Level 1
    (E.22) Scrolls Innate Level 2
    (E.23) Scrolls Innate Level 3
    (E.24) Scrolls Innate Level 4
    (E.25) Scrolls Innate Level 5
    (E.26) Scrolls Innate Level 6
    (E.27) Scrolls Innate Level 7
    (E.28) Scrolls Innate Level 8
    (E.29) Scrolls Innate Level 9
    (E.30) Trap Kits
    (E.31) Gems
    (E.32) Miscellaneous
  (F) Unanswered Questions
  (G) Addendum
  (H) Credits and Revision History
  (I) Contact Information

==============================================================================
= Introduction ===============================================================
==============================================================================

This FAQ is not a walkthrough but more of a quick reference.  For example,
section (E) will give you an idea which items are valuable and should be kept
when you are running out of room in your inventory.  If you want to know where
every piece of Adamantine can be found, just do a text search.

This FAQ now covers Expansion Pack 1 - Shadows of Undrentide

Note: The game was played with patch 1.30.7041

==============================================================================
= Area Guide =================================================================
==============================================================================

Key

  XP - Experience Point      STR - Strength
  HP - Hit Point             DEX - Dexterity
  SP - Skill Point           CON - Constitution
  AC - Armor Class           INT - Intelligence
  GP - Gold Piece            WIS - Wisdom
  DC - Difficulty Class      CHA - Charisma
  res - Resistance

  $ - Added in $hadows of Undrentide

Notes

 - Most treasure is random.  If you save the game before opening a container
   or killing an enemy you can reload it to get a different item.  Only items
   that are the same every time are listed below.

Tips

 - After speaking to someone, speak to them again as they may have something
   else to say.
 - The more companions you have and the higher their level, the less XP you
   get.  One trick is to unsummon any creatures just before killing an enemy.
   A better trick is have companions that are a lower level than you as this
   will increase the XP you get.  Quest rewards are not affected by this.
 - Since quest XP is the same regardless of your level, but other XP decreases
   as you go up in levels, you will get a higher total XP if you complete as
   much of each quest as you can before then claiming the rewards.
 - Recover and sell traps rather than disarm them.
 - If you have a familiar or animal companion you can heal it by talking to
   it and feeding it.
 - Keep the 3xAdamantine, 3xDiamond, 2xIronwood and 2xSpecial Holy Water for
   use by Barun Silverblade in Chapter 3.

==============================================================================

(0) PRELUDE - Neverwinter Academy (Beggar's Nest)
  Senior Barracks
    Paval (Bim's brother)
    Bim - camera and menus tutorial (PgUp and PgDn change camera elevation)
  Training Halls
    Olgerd GENERAL STORE - inventory and store tutorial
    Berna - map and journal tutorial
    Herban - combat training
      Quest: Complete melee and ranged tests
      Reward: Minor Spike Trap Kit x2
    Corporal Dendy - melee weapon training
    Corporal Hewwet - ranged weapon training
    Erdan
    Gilbert
    Weapon Rack - Sling, Short Bow, Longbow Light Crossbow, Heavy Crossbow
    Ferdinand (Keeper of Exotic Creatures)
    Jaroo - arcane magic training
      Quest: Destroy the statue using a spell
      Reward: Minor Spike Trap Kit x2
    Zedir
    Chandra
    Chest - Magic Missile Scroll, Melf's Acid Arrow Scroll
    Elynwyd - divine magic training
    Ansel
    Tabitha
    Ketta - rogue skill training
      Quest: Get Rogue Key
      Reward: Minor Spike Trap Kit x2
    Bruno - pick pocket or use persude to get key
    Shade
    Silk
  Graduation Chamber
    Lady Aribeth de Tylmarande - Aribeth's Key
    Graduates Zarn, Naiad, Fonlim, Deelin, Kiki, Rezron, Meiron
  Academy
    Pavel HENCHMAN
    Geldar - raises your XP to 1000 (level 2)
    Mysterious Mage
  Stables
    Watchknight Desther Indelayne
    Abbot Fenthick Moss - raises your XP to 3000 (level 3)
    Yuan-Ti, Dryad

==============================================================================

(1) CHAPTER 1 - The Wailing and the Waterdhavians

         (1.6)
           |
         (1.5)
           |
  (1.7)  (1.4)
    |      |
     ----(1.1)--(1.2)
           |
         (1.3)

(1.1) City Core
    Bethany
      Quest: Make the Peninsula safe
      Reward: Good+3
    Nyatar DRUID STORE
      Quest: Free a brown bear, panther, wolf and lion from Blacklake Zoo
      Gives You: Scented Fetish, Transport Via Plants Scroll, Zoo Key Copy
      Reward: 200XP, 400GP
      Persuade: Ironwood
    Priest of Helm
    Merchant MERCHANT STORE
    Ibarum (City Gate)
    Mulland the Administrator
    Mano (Begger's Nest Gate)
    Halion, Eravian
    Errol, Jerome, Duke, Saulter, Maureen, Borlan, Phoebe, Lydia, Harris
  Sanatorium
    Abbot Fenthick Moss
      Quest: Each Anonymous Letter you give him
      Reward: 50XP, 300GP
      Persuade: 50GP
    Watchknight Desther Indelayne
  Hall of Justice (Temple of Tyr)
    Lady Aribeth de Tylmarande TEMPLE STORE
      Quest: Find the 4 Waterdhavian creatures, Lock of Dryad Hair,
        Devourer's Brain, Yuan-Ti Heart, Cockatrice Feather
      Gives You: Stone of Recall
      Reward: 150XP and 500GP each
    Sergol (Keeper of the Portal)
    Tomi Grin Undergallows HENCHMAN
    Divining Pool
  Apse
    Reverend Judge Oleff Uskar
      Quest: Get 3 artifacts, Ancient Symbol of Tyr, Halueth's Rusted Armor,
         Ancient Chronicles of Halueth Never
      Gives You: Letter from Oleff to take to Briley
      Reward: 200GP and Good+3 each, 200XP, Good+3, Amulet of Will +3
      Persuade: Adamantine
      Quest: Get Jacob's Quill from Gilles
      Reward: 500GP, Good+3
      Quest: Give Oleff the Letter from Ophala
      Reward: Writ from Oleff and bribe him for 500GP
  Cloaktower
    Eltoora Sarptyl MAGIC STORE
      Quest: Get Earth Clay, Flask of Water, Puff of Fog, Kindling Wood
      Gives You: Eltoora's Key
      Reward: 300XP
      Quest: Use the wands in the given order to defeat the minogon
      Reward: 300XP, Many-Starred Cloak, access to GENERAL STORE +1
  Cloaktower Portal
    Stones - Elemental Wand of Earth
    Divining Pool - Elemental Wand of Water
    Alchemist's Apparatus - Elemental Wand of Air
    Woodpile - Elemental Wand of Fire
    Minogon
  Trade of Blades
    Graxx - sells you Gauntlet Pass for 50GP
    Merchant MERCHANT STORE
    Boddyknock Glinckle HENCHMAN
    Daelan Red Tiger HENCHMAN
    Linu La'Neral HENCHMAN
    Grimgnaw HENCHMAN
    Sharwyn HENCHMAN
  Shining Knight Arms and Armor
    Durga WEAPON STORE - gives you Shining Knight Ward to get into back room
  Marrok's Forge
    Marrok - makes custom items (see Appendix C.1)
      Gives You: Recipes of the Forge
  Moonstone Mask (Level 1)
    Ophala Cheldarstorm
      Quest: Get Writ from Oleff to get into back room
      Gives You: Letter from Ophala to take to Oleff
      Reward: Moonstone Mask Back Room Key
      Quest: Get Gaudy Statuette, Portrait of Sir Reginald Rumbottom III,
        Gilded Urn
      Reward: 125XP and 400GP each, 250XP, 400GP, Boots of Reflexes +3
      Persuade: Diamond
    Gilles - talks to you once you have Letter from Oleff
      Gives You: Jacob's Quill
      Quest: Give him Oleff's 3 artifacts instead
      Reward: 600GP and Evil+7 each, 600GP and Evil+10 on completion
    Torgo ROGUE STORE - sells you Pass Coin for 200GP
    Clancy
  Moonstone Mask (Level 2)
  Moonstone Mask (Level 3)
    Tamora - threaten or kill Hoff in the Docks for 50XP, Good+3
      Gives You: Tamora's Brooch
      Evil: Sell Hoff the brooch for 200GP, Evil+5
    Luce
    Tanith
  Refugee Shelter
    Kyle
  House
    Winthorp, William, Cabbage, Issabon
  House
    Belarian
  Storage

(1.2) Beggar's Nest
    Gate Captain Ergus - talks about Walters but gives no reward
    Plague Victim Pyre - light with a torch for 25XP
    Body of Marcus - Penhold Staff, Journal of Marcus Penhold, 50GP
    Aldo
      Quest: Find Hector
      Reward: 100XP
    Mattily
  Thomas Wheelright (Wagon Repair)
    Hector - take him to Aldo
    Bookshelf - Official Document
  Shining Serpant Inn
    Harben Ashensmith
      Quest: Find the source of the zombie infestation
      Reward: 500GP, Amulet of Natural Armor +2
      Persuade: 100GP
    Drake - talks about undead but gives no reward
    Callahan
  Temple of Helm (Helmite Sanctuary)
    Bertrand
      Quest: Find Journal of Marcus Penhold, Penhold Staff
      Reward: Give him journal - 50XP
            and give him staff - 400GP, 100XP, Good+3
          Or: Sell him journal - 50XP, 400GP, Evil+3
            and sell the staff - 1243GP
    Priest of Helm TEMPLE STORE
  House (Barricaded Home)
    Jemanie
      Quest: Find Torin
      Gives You: Estate Ward Stone
      Reward: 100XP
      Persuade: 50GP
  House (Barricaded Home)
    Krestal - talks about Drawl but gives no reward
  House
    Holga
  Siril's Bakery (Barricaded Home)
    Body of Siril the Baker - Leaven Bread Recipe
    Cabinet - Fairy Dust
  Arcane Laboratory (Wizard Lab)
    Fire Mephit
    Woodpile - Kindling Wood
  Snake Cult Estate (Strange Building)
    Desk - Gargoyle Skull
    Snake Cult Leader
    Bookshelf - In Service of Gulnan book
  Warehouse
    Sword Coast Boy
    Drawl - Dire Mace +1
    Weapon Rack - Club +1
    Walters
      Quest: Clear out the undead so Walters can escape safely
      Reward: 50XP
  Crypts
  Great Graveyard
    Chest - Note "A wall at arms length", put Ceremonial Shield in the chest
      to open the door
  Tomb
    Sarcophagus - Ancient Chronicles of Halueth Never
  Warrens of the Damned
    Sarcophagus - Armor of Comfort
    Corpse of Torin - Ancient Key, Torin's Ring
    Armoire - Ancient Key, Crumpled Note, Magic Bag
    Cabinet - Gulnan's Journal
    Jared - you might as well kill him
    Chest - In Service of Cyric book
    Pedestal - destroy it for 200XP
    Gulnan - 200XP, Yuan-Ti Heart, Scimitar +1, Special Holy Water

(1.3) Peninsula
    Gate Captain Kipp
    Ms Dulcimae (Maid for Lady Tanglebrook)
      Quest: Escort her to the district gate
      Reward: Good+3
    Master Johns (Butler for Lady Tanglebrook)
      Quest: Escort him to the district gate
      Reward: Good+3
    Welcome Mat - Tanglebrook Key
    Priest of Helm TEMPLE STORE
    Gang Leader
  House
    Forlorn Woman
  Militia HQ
    Sedos Sebile
      Quest: Get inside prison and kill the Intellect Devourer
      Reward: 300GP
      Persuade: 75GP
  Mizzenmast Mercantile
    Merchant MERCHANT STORE
  House
    Jones - Jones's Key
  Tomb (of Miaslaznia Fairblade)
    Briley
    Chest - Halueth Dig Logbook, Ceremonial Arrow, Shield and Sword
  Arcane Laboratory (Wizard Lab)
    Earth Mephit
    Stones - Rare Earth Clay
  Sewers
    Gang Leader - Prison Key
  Prison Barracks
  Tanglebrook Estate
    Bookshelf - Lady Tanglebrook's Journal
    Weapon Rack - Dagger +1
    Alchemist's Apparatus - Celestial Elixir
  Tanglebrook Tunnels
    Pawn - destroy it to disarm the traps
    Body of Lady Tanglebrook - Two-Bladed Sword +1
  Prison Main Floor
    Dhanis the Thug
    Former Guard - gives no reward
    Gang Leader
    Bookshelf - Prison Logbook, Prison Storeroom Key
  Containment Level
    Emernik - gives no reward
    Escaped Sorcerer
  The Pits
    Escaped Sorcerer
    Gang Leader
    Kurdan Fenkt - fight him until he surrenders, talk and tell him to stay
      here then quickly kill him as he leaves him for no loss of reputation
    Bag - Head Gaoler's Journal
  Lair of the Devourer
    Former Guard x4 - persuade them to leave
    Head Gaoler Alaefin - kill him
    Intellect Devourer - 200XP, Devourer's Brain

(1.4) No-Man's-Land
    Cendran
      Quest: Kill Loxar
      Reward: 100XP, Good+3
    House
      Loxar - Head of Loxar, Adamantine
    House
      Desk - Alaganda's Silver Ring

(1.5) Barricades
    Gate Captain Harn

(1.6) Blacklake
    Punkin - persuade her to tell you the secret word
    Formosa Laitannen
      Quest: Get Meldanen's Master Key
      Reward: Periapt of Wisdom +1
      Quest: Get Meldanen's Silver Tooth
      Reward: 500GP
      Persuade: 150GP
      Kill her: Gloves of the Rogue, 500GP
    Milly - Milly's Key
      Tells you about the secret passage in her house
    Orrean - Key to Meldanen Estate, Glittering Necklace
    Rumbottom Estate Guard - Key to the Rumbottom Estate
    Hodge Estate Guard - Key to Hodge's Estate
  Board Laid Bare
    Thurin
      Quest: Find Samuel
      Persuade: 100GP up front
      Reward: 300GP, 125XP
      Persuade: 75GP
    Bartender MERCHANT STORE - exchanges Gauntlet Pass for Gauntlet Key
      Quest: Beat Claudus
      Reward: 50GP every week
  Gauntlet
    Kellisai - talk to her when you are ready to fight
    Keener, Hrusk, Fashi, Agar, Claudus
  Arena
    Round 1: Hrusk - 50XP, Gauntlet Award First Round
    Round 2: Fashi - Gauntlet Award Second Round
    Round 3: Agar - 50XP, Gauntlet Award Third Round
    Round 4: Claudus - 200XP, Gauntlet Championship Award
  House
    Telma - persuade her to tell you the secret word
    Bookshelf - secret passage
  Passage
    Chest - Note "A splinter delivered in flight"
      Put Ceremonial Arrow in the chest to open the door
  Never's Tomb
    Sword of Never x4
    Sarcophagus - Halueth's Rusted Armor, Greataxe +1
  Rumbottom Estate
    Lord Thoms Rumbottom
    Chest - Portrait of Sir Reginald Rumbottom III, Spear +1
  Hodge Estate
    Cook
    Chest - Gilded Urn, Note from Hodge, Club +1
  Nobleman Residence
  Nobleman Residence
  Milly's House
  Meldanen's Estate
    Desk - Meldanen's West Wing Key
    Desk - Journal of Meldanen
    Grommin - persuade him to open the door, kill him if you want
    Chest - Meldanen Prison Key
    Samuel - set him free for 100XP, Good+3
    Meldanen Apprentice
    Chest - Magic Bag 40%
  Meldanen's Sanctum
    Weapon Rack - Greatsword +1
    Meldanen Apprentice
    Cabinet - Silver Chalice of Moonbow
    Alchemist's Apparatus - Dragon Blood
    Blacklake Dryad - set her free for 200XP, Lock of Dryad Hair
    Meldanen - fight him until he surrenders
      Reward: 120XP, 500GP, Meldanen's Master Key, Meldanen's Silver Tooth
      Quest: Kill Formosa
      Reward: 500GP
      Kill him: Staff of Meldanen
  Meldanen's Warehouse
  Zoo
    House Guard
    Lord Eldan, Lady Zemeria, Billiam, Sally, Hubert
    Master of the Pens
    Montgomery "Sureshot" Weatherspoon - Longbow +1, Adamantine
    Brown Bear, Panther, Wolf and Lion
      Quest: Get them to the tree outside
      Reward: 19XP each (BUG - you get 19XP every time you speak to them)
  Grove
    Tree - use the Transport Via Plants Scroll on it
  Arcane Laboratory (Wizard Lab)
    Air Mephit
    Alchemist's Apparatus - Puff of Fog

(1.7) Docks
    Gate Captain Soren
    Neibor
    Hemmel Masterson, Agnes Masterson, Morden
      Quest: Get Masterson Family Amulet from Callik
      Reward: 150XP, 500GP, Longsword +1
      Persuade: Masterson Family Amulet (AC Natural+1)
    Helmite
    Jace
    Festiliard
    Androd Estate Guard
    Hoff
    Bloodsailor - Bloodsailor Uniform
    Chest - Uthgardt Iron Brooch
  Golden Apple (Level 1)
    Gilda - gives you a Smugglers Coin
  Golden Apple (Level 2)
  Twenty in a Quiver
    Jerol GENERAL STORE +1 - sells up to 3 Smugglers Coins for 150GP each
      or you can kill him for the 3 Smugglers Coins and Ring of Protecion +1
  Androd Estate
    Lord Androd Golden
    Cabinet - Gaudy Statuette, Androd's Key, Sickle +1
  Locked House (Level 1)
  Locked House (Level 2)
    Bloodsailor Lieutenant
    Chest - Tavern Key, Orders from Callik
  Seedy Tavern (Level 1)
    Avista (Doorman)
    Auctioneer ROGUE STORE - sells items for Smugglers Coins (SC)
      The items are listed in order of value for money
      Morning Star +1 5SC, Sash of Shimmering 6SC, Longsword +1 10SC,
      Leather Armor +1 5SC, Double Axe +1 15SC, Nymph Cloak +1 14SC,
      Large Shield +1 9SC, Brestplate +1 15SC
    Wittian
    Jalek - beat him in a drinking contest to be able to speak to Christov
      Round 1: Neverwintan Sailor Spirit    CON 11
      Round 2: Dockside Dunn's              CON 12
      Round 3: Orc Blood Brew               CON 13
      Round 4: Dwarven Red Eye              CON 14 - You pass the test
      Round 5: Thayvian Fire Juice          CON 15
      Round 6: Catoblepas Death Cheese Wine CON 16
      Round 7: Dark Elven T'Keela           CON 17
      Round 8: Screaming Harpy              CON 18
      Round 9: Scurrd                       CON 19 - Jalek passes out
    Christov - gives you Tavern Key
    Chef - asks you for the password for the Bloodsailor Hideout
  Seedy Tavern (Level 2)
    Ulfnog - tells you the password
  Bloodsailor Hideout (Level 1)
    Bloodsailor Lieutenant
    Chest - Diamond
  Bloodsailor Hideout (Level 2)
    Bloodsailor Lieutenant
    Dara'nei - gives you Dara'nei's Locket
    Weapon Rack - Dire Mace +1
    Chest - Large Box
  Silver Sails Trading Company (Level 1)
    Spiderweb Cocoon - Chain Shirt +1
    Strange Door - opened with Dara'nei's Locket
  Silver Sails Trading Company (Level 2)
    Chest - Dragon Blood
  Aqueducts (entered from Silver Sails)
    Charon - provides transport to the Sewers
    Chest - Note "Tooth of the forge"
      Put Ceremonial Sword in the chest to open the door
  Tomb
    Sarcophagus - Ancient Symbol of Tyr
    Ghoul Lord x3
  Aqueducts (entered from the Docks)
    Bloodsailor Lieutenant
    Charon - provides transport to the Sewers
  Sewers
    Callik - Masterson Family Amulet, Fairy Dust
    Vengaul Bloodsail "The Scarlet Blade"
    Crate - Cockatrice Feather, 200XP
  Arcane Laboratory (Wizard Lab)
    Water Mephit
    Divining Pool - Flask of Water
______________________________________________________________________________

CHAPTER 1 FINALE

(1.8) Castle Never (City Core)
  Ritual Chamber
    Judge Oleff Uskar
    Sergol (Keeper of the Portal)
    Watchknight Desther Indelayne
    Abbot Fenthick Moss
    Lady Aribeth de Tylmarande
    Lord Nasher Alagondar
    False Helmite x6

(1.9) Road to Helm's Hold
    Bregan
    Strange Visage
  Farmhouse
  Barn
  Courtyard
    Corpse - Etched Gem
  Helm's Hold
    Pedestal - put Etched Gem in here for 50XP
    Guardian Armor x4 - will only attack if you don't do the above
    Chaohinon of the Void
      Quest (Evil): Get Black Grimoire and Complete the Ritual
      Reward: 225XP and either Cloak of Movement, Ascorian Double Axe or
        increased abilities for a short while
      Bonus: If you are Chaotic Evil you will also get Dragon Slippers
      Quest (Good): Get Black Grimoire and Banish the Demon
      Reward: 375XP
      Quest (Good): Get Book of Helm and Summon the Guardian Spirit of Helm
      Reward: 375XP and either Ring of Elemental Resistance, Elven Court Bow,
        or an insight into events
      Bonus: If you are Lawful Good you will also get Periapt of Wisdom +1
    Bookshelf - Black Grimoire
    False Helmite Elite
    Bookshelf - Book of Helm
  Helm's Hold (Cells)
    Jinks
    Johnny GENERAL STORE +1
    Yari the Knife
    Dumal
  Helm's Hold (Level 1)
    Fenthick Moss
  Helm's Hold (Level 2)
    Bodak - Bodak's Tooth
    Ritual Creature x5 - destroy them to weaken Desther
    Desther - fight him until he surrenders
    Alchemist's Apparatus - Dragon Blood
    Alchemist's Apparatus - Special Holy Water

==============================================================================

(2) CHAPTER 2 - The Search for the Cult

  (2.14)-(2.12)----
            |      |
         (2.13)  (2.3)
                   |
                 (2.2)----
                   |      |
                 (2.1)--(2.4)--(2.5)--(2.6)--(2.7)
                   |      |
                    ----(2.8)--(2.9)-(2.10)-(2.11)

(2.1) Port Llast
    Farmer's Son - speak to Gerrol
    Shady Character ROGUE STORE +1
    Eltoora Sarptyl MAGIC STORE +1
      Quest: Get Imaskarran Tome of Ice, Resonance, Life, Death, Fire
      Reward: 500GP, 125XP each
      Persuade: 100GP each
    Ballard DRUID STORE +1
    Shaldrissa Dothwintyl (Kendrack's daughter)
    Flarg
    Solomon (first appearance)
      Gives You: Solomon's Ring
      Persuade: 112GP
    Jaheel/Tarran (after killing Solomon)
      Quest: Rescue Neva
      Persuade: 100GP up front
    Lerner (after speaking to Benleran)
  Kendrack's Barracks (Mayor Kendrack's Mercenary Barracks)
    Larana
    Lady Aribeth de Tylmarande - has a tale to tell
      Gives You: Aribeth's Ring once you reach Level 10
      Quest: Find two bits of information with the location of the Cult Base
      Give Her: Letter to Soloman, Letter to Neva, Letter to Vardoc,
      Ganon's Journal, Relmar's Journal, Charwood Cultist's Journal
      Reward: 750XP
    Aarin Gend (Master of Spies) - has a tale to tell
    Kendrack (Mayor of Port Llast)
      Quest: Get the ear's of escaped prisoners Wyvern (Elf), Stirge (Gnome),
        Delilah (Halfling) and Zor (Minotaur)
      Reward: 125XP, 300GP each
      Persuade: 50GP each
      Quest: Rescue Shaldrissa from Yesgar (Half-Orc) and bring back his ear
      Gives You: Port Llast Mine Key
      Reward: 125XP, 300GP and 500XP
    Sharwyn HENCHMAN
    Grimgnaw HENCHMAN
    Linu La'Neral HENCHMAN
    Daelan Red Tiger HENCHMAN
    Boddyknock Glinckle HENCHMAN
    Tomi Grin Undergallows HENCHMAN
    Barax
  Inn Level 1 (Alliance Arms Inn)
    Innkeeper
    Elaith "The Serpent" Craulnober STORE
      Quest: Get Zamithra's Gem, Wanev's Gem and Setara's Gem
      Gives You: Wanev's Cottage Key
      Persuade: 100GP up front
      Reward: 200GP each, Encircling Scale, 400GP
      Persuade: 200GP
    Ander
    Alhelor STORE
    Darktongue Breakbone - interested in your search for the Cult
    Solomon (second appearance)
    Benleran (after killing Solomon)
    Ander (after killing Black Wolf) - give him 100GP to open a shop
      Reward: Good+7
  Inn Level 2
    Armoire - Fairy Dust x2
  Temple of Tyr
    Neurik (aka Nuirek) TEMPLE STORE +1
      Quest: Get Bran's, Geth's and Urth's Ring
      Gives You: Silver Charm x4
      Reward: 150GP and 74XP for each ring
      Quest: Get The Journal of Sir Karathis Ironheart then kill Alhelor
         the Black Wolf
      Reward: 750XP, 750GP
      Persuade: 100GP
    Caliandros (Keeper of the Portal)
  Eltoora's Lab
    Saer Bodkin STORE (after getting Tomes for Eltoora)
    Kermit (plant)
    Bookshelf (after getting Tomes for Eltoora) - Tome Research Notes
    Chest - put components in here to create magical items (see Appendix C.2)
  The Cracked Anvil
    Haljal Throndor MERCHANT STORE +1
    Blacksmith WEAPON STORE +1
  Dockhouse
    Captain Mung
    Prichev (Dock Master)
      Quest: Persuade Captain Mung to take the Neverwintan shipment
      Reward: 200GP, 100XP
      Persuade: 50GP
  Eisenfeldt Home Level 1 (Outlying Farm)
    Mister Eisenfeldt
      Quest: Cure Urth
      Reward: Sickle +1
      Persuade: 100GP
    Missus Eisenfeldt
  Eisenfeldt Home Level 2
    Urth - fight him until he surrenders
      Quest: Ask him to use the Silver Charm
      Reward: 74XP, Urth's Ring
  Wanev's Cottage Foyer
  Wanev's Cottage Basement
    Skeleton - Skeleton's Knuckle
    Pile of Skulls - Fire Beetle's Belly
    Bookshelf - Slaad's Tougue
    Gargoyle - Gargoyle Skull
    Flesh Golem
    Cabinet - Wanev's Bedroom Journal
  Wanev's Cottage Kitchen
    Chest - Wanev's Cookbook
    Brazler - put Slaad's Tongue, Fire Beetle's Belly, Skeleton's Knuckle x2
      in it to open the portal to Wanev's secret chamber
    Chest - Wanev's Wardstone, Wanev's Lab Journal
  House (Alhelor's House)
    Altar
    Alhelor the Black Wolf (after speaking to Sir Karathis) - Alhelor's Tooth
  House
    Farmer, Farmer's Wife, Son, Daughter, Boy, Girl
  House Level 1
    You will have to bash the locked door or cast Knock
  House Level 2

(2.2) North Road
    Gerrol
      Quest: Find his wife Leah and kill Dergiab
      Reward: 150GP, 250XP for each
      Persuade: 50GP each
    Solomon (third appearance) - Letter to Solomon
    Thurwin (after speaking to Lerner) - warns you about Vardoc
    Vardoc (after speaking to Thurwin) - Letter to Vardoc
  Gerrol's House Level 1
  Gerrol's House Level 2
  Goblin and Orc Caves
    Goblin Chief
    Orc Chief - Chainmail+1, Two-Bladed Sword
    Bugbear Prisoner
  Bugbear Caves
    Leah - set her free for 125XP
    Bugbear Chief
  Ogre Caves
    Nuglat
    Ganon
    Dergiab - Thayvian Circlet, Double Axe +1, Dergiab's Head
    Chest - Ganon's Journal
  Port Llast Mines
    Locked Door - get the key from Kendrack
    Yesgar - fight him until he surrenders then kill him
      Reward: Yesgar's Ear, Yesgar's Key
    Chest - Yesgar's Key
    Shaldrissa Dothwintyl - set her free for 125XP

(2.3) Green Griffon Inn
    Darktongue Breakbone (after meeting him in the Alliance Arms Inn)
    Luskan Sergeant (after locating the cult base)
  Cave (Wolf Cave)
    Garbage - Journal Fragment
    Sir Karathis Ironheart (after finding all three boys) - fight him until he
      surrenders
      Quest: Ask him to use the Silver Charm
      Reward: 74XP, The Journal of Sir Karathis Ironheart
  Barn
  Green Griffon Inn Level 1
    Mutamin GENERAL STORE +2
      Quest: Mutamin's Challenge
      Gives You: Green Griffon Basement Key
      Reward: 900GP, 500XP, Broewende Family Armor
      Persuade: 300GP
    Kasma (Bard from Baldur's Gate) - tells you of Mutamin's Challenge
    Gorkan - persuade him or pay him to talk about Mutamin's Challenge
    Dydd - tells you of Mutamin's Challenge
    Gam - tells you of Mutamin's Challenge
    Zamithra - you need to get in her room so either accept her offer to go
      upstairs or follow her when she takes the Witless Fighter upstairs or
      pick pocket Zamithra's Room Key or kill her and her guards to get it
    Zamithra's Guard x3
    Witless Fighter
  Green Griffon Inn Level 2
    Zamithra - take the gem and then kill her or tell her you are taking it
    Chest - Zamithra's Gem
    Zor - fight him until he surrenders then kill him
      Reward: Zor's Ear
  Green Griffon Inn Basement
    Jaroo - give him 500GP to enter Mutamin's Challenge
    Kasma, Gorkan, Dydd, Gam
  Mutamin's Challenge Level 1
    Queen Spider (to level 2)
    Yuan-Ti - answer her riddles then kill her (to level 3)
      Riddle 1: 15 clinks
      Reward: 125XP
      Riddle 2: 12 trinkets
      Reward: 125XP, Crystal Frog
    Chest - Crystal Skull
  Mutamin's Challenge Level 2
    Kasma
    Minotaur Chieftain
    Minotaur - Crystal Insect
  Mutamin's Challenge Level 3
    Gam - once healed he tells you about the Pillar of Light
    Dydd's Journal (19 great great great grand daughters)
    Chest - Belt of Hill Giant Strength, Green Griffon Puzzle Door Key
    Chest - Crystal Egg
    Gorkan - Great Axe with Notched Blade
    Statue
      Riddle: Crystal Egg
      Reward: 125XP
    Note: Crystal Skull - Skeleton Warrior x3
          Crystal Frog - Blue Slaad x3
          Crystal Insect - Umber Hulk x3
  Caretaker's House (Gravekeeper's Shack)
    Caretaker - Mausolem Key
  Arcane Brother's Tomb
    Chest - Corpse Hand
    Chest - Tomb Key
    Brother Toras - Imaskarran Tome of Life

(2.4) East Road
    Geth - fight him until he surrenders
      Quest: Ask him to use the Silver Charm
      Reward: 74XP, Geth's Ring
    Archeologist
    Professor Jax
      Quest: Find Complete History of the Creator Ruins
      Gives You: Barracks Key
      Persuade: 100GP up front
      Reward: 500XP, 500GP
      Persuade: 500GP
  Jax's Barracks Level 1
    Lenton
      Quest: Get Head of the Troll Chieftain
      Persuade: 100GP up front
      Reward: 200XP, 300GP
    Revat
      Quest: Find Janis, his Momma
      Gives You: Revat's Ring
      Persuade: 100GP up front
      Reward: 250XP, 300GP
      Persuade: 75GP
  Jax's Barracks Level 2
    Delilah - fight her until she surrenders then kill her
      Reward: Delilah's Ear
  Troll Caves Storage Area
    Janis
  Troll Caves Level 1
    Corpse - Troll Note
    Corpse - Journal of Synth La'neral
    Troll Chieftain - Head of the Troll Chieftain
  Troll Caves Level 2
  Troll Caves Level 3
    Darius
  Creator Ruins Level 1
    Crate - Prism Blossom Seed
    Seal Guardian Golem
      Quest: Get Golem Signet Ring
      Reward: Seal Key
    Battle Horror - Full Plate, Greatsword +1
    Gargoyle - Gargoyle Skull
    Large Chest - Golem Signet Ring
  Creator Ruins Level 2
    Seal Guardian Golem
      Quest: Get Creator Scroll
      Reward: Seal Key
    Small Chest - Creator Scroll, Fire Opal, Potion of Heal
  Creator Ruins Level 3
    Seal Guardian Golem
    Dead Thief - Thief's Journal, Stolen Seal Key
    Scroll Chest - History Scroll
    Creator Sorceror x3
    Creator Sorcerer Synsilliusarian - fight until it surrenders
    Scroll Chest - Dread Queen Morag
    Scroll Chest - Initiate's Primer
    Scroll Chest - Complete History of the Creator Ruins

(2.5) Druid Encampment
    Wyvern - fight him until he surrenders then kill him
      Reward: Wyvern's Ear
    Archdruid Aawill
      Quest: Save the Spirit of the Wood
      Persuade: 100GP up front
      Give reward to the poor: 375XP, 350XP, Good+7, Cloak of the High Forest
      Quest: Rescue the druids Orlane (Halfling), Bree (Human), Terari (Elf)
      Reward: 99XP, 300GP each
    Jaer - if you are a druid talk to her to take each circle challenge
    Welcar, Henna, Janken, Elgar
    Dregin
  Druid Challenge Circle
    Forth Circle: Welcar - Quarterstaff +2
      Reward: Ring of the Forth Circle (Cast Summon Creature I 1/day)
    Third Circle: Henna - Sickle +2
      Reward: Ring of the Third Circle (Cast Resist Elements 1/day)
    Second Circle: Janken
      Reward: Ring of the Second Circle (Cast Poison 1/day)
    First Circle: Elgar - Scimitar +2
      Reward: Ring of the First Circle (Cast Stoneskin 1/day)

(2.6) Deep Woods
    Dryad - fight her until she surrenders
    Tree
    Headstone of Kend
  Nymph's Home
    Terari - set him free for 62XP
    Armoire - Lock of Nymph's Hair
    Human Slave - fight him until he surrenders
    Pixie - Fairy Dust
    Grig - Fairy Dust
    Nymph
    Chest - Treatise on the Spirit of the Wood, Ceremonial Dagger,
      Mirror of Vanity
  Caves
    Queen Spider
    Spiderweb Cocoon (Feeding Chamber) - Orlane, set him free for 62XP

(2.7) Heart of the Forest
    Crate - Spirit Poison
    Altar
  Caves
    Ancient Dire Bear
  Setara's Home
    Bookshelf - Imaskarran Tome of Resonance
    Bree - set her free for 62XP
    Setara
      Quest: Get Mirror of Vanity
      Reward: 200XP, Setara's Key, Setara's Gem
    Bookshelf - Treatise on the Spirit of the Wood
  Realm of the Spirit
    Relmar - Relmar's Journal
    Rubble - Spirit Poison Antidote
    Spirit of the Wood - fight it until it surrenders
      Quest: Get Spirit Poison Antidote
      Reward: 125XP

(2.8) South Road
    Lerk the Troll
  Cave (Bear Cave)
    Loot Bag - Treatise on Forgotten Heros
    Corpse
    Well - need CON 16 to swim through
    Descending Chain
    Maegel - to answer his question you need Treatise on Forgotten Heros
    Remains of Maegel - Watchman's Helm
  Cave (Wolf Cave)
    Corpse
    Bran - fight him until he surrenders
      Quest: Ask him to use the Silver Charm
      Reward: 74XP, Bran's Ring
  Wanev's Tower Cellar
  Wanev's Tower Main Floor
    Wanev's Golem - does not attack if you have Wanev's Wardstone
    Wanev's Bugbear - does not attack if you have Wanev's Wardstone
    Gong - distract the guards by sounding the alarm
    Chest - The Star of Calimshan
    Bookshelf - Imaskarran Tome of Ice
  Wanev's Tower Second Floor
    Wanev - fight him until he surrenders
      Quest: Kill Gulgash and close the portal
      Gives You: Wanev's Wardstone and Wanev's Summoning Room Key
      Reward: 150XP, Krotan's Skullcrusher
      Persuade: 100GP
  Wanev's Tower Summoning Chambers
    Brazier - put Gulgash's Heart in here to close the portal
    Chest - Wanev's Gem

(2.9) Farmland
    Pete O'Deel
      Quest: Get Silverback's Head
      Reward: 300GP, 200XP
      Persuade: 75GP
    Ingo - tells you to speak to Erik
    Stirge - play his game if you are evil otherwise just kill him
      Reward: Stirge's Ear
    Jaheel, Tarran - instead of rescuing Neva they attack you
    Neva - Letter to Neva
  Farmer O'Deel's House (O'Deel Ranch)
    Mary O'Deel
    Constance O'Deel - sells you Peasant's Brooch for 250GP
  Farmer Ingo's House (Erik & Ingo's Home)
    Erik
      Quest: Buy Peasant's Brooch from Constance O'Deel
      Reward: 650GP, 200XP
      Persuade: 100GP
  Cave (Wolf Cave)
    Silverback - fight until it surrenders then persuade it to stop hunting
      the cattle for 200XP or kill it and get Silverback's Head

(2.10) Haunted Forest
    Chest - Old Scroll
    Pile of Skulls
    Corpse - Explorer's Journal
    Pillar - press the runes Nether-Shall-Rule to create a portal
  Haunted Crypt
    Mummy Lord
    Sarcophagus

(2.11) Charwood
    Quint Jhareg
  Mayor's Office (Mayor Mobley's Office)
    Mayor Mobley
  Inn
    Strange Man - Charwood Cultist's Journal
  House
  Castle Jhareg Main Floor
    Riddle Chest - Castle Jhareg Riddle Key, Letter by a Strange Hand
    Note: The middle door is the most profitable route but you gain more
      experience going left or right
    Chest - Another Letter in a Strange Hand
    The Guardian
      Quest: Pass judgment over Quint and Karlat Jhareg
      Gives You: Castle Jhareg Key of Judgment
      Option 1: Find Karlat guilty and destroy Phylactery - 500XP
      Option 2: Find Quint guilty and give Phylactery to Karlat - 375XP
      Option 3: Find neither guilty and take Phylactery - 375XP and
                  The Phylactery of Karlat Jhareg
      Option 4: Find neither guilty and leave Phylactery - 375XP
  Castle Jhareg Quint's Chambers
    Alchemist's Apparatus - Letter to Quint Jhareg, Empty Bottle x3,
      Healer's Kit x2 - put Healer's Kit and Bottle in here to create potions
      (see Appendix C.3)
    Chest - Castle Jhareg Quint's Key
    Chest - Imaskarran Tome of Death
    Candalabra - lets you examine Bloodstained Book
    Statue of Lathander the Morninglord
    Book Piles - The Journal of Quint Jhareg
    Quint Jhareg - Oath of Quint Jhareg
  Castle Jhareg Karlat's Chambers
    Chest of Drawers - Dragon Blood
    Chest - Castle Jhareg Karlat's Key, Karlat's Burning Wand
    Cabinet - Karlat's Protection Wand
    Armoire - Rakshasa's Eye
    Bookshelf - Burning Hands Scroll (different description to normal scrolls)
    Cabinet - Journal of Karlat Jhareg
    Candalabra - lets you read Summoning Tome
    Ritual Brazier - put Fire Beetle's Belly in here then cast Protection
      from Alignment (Evil) and Burning Hands
    Belial Lord of Fire
      If you ask to be made more powerful he casts protection from elements,
      if you ask for a magic item you get Staff of Power
      if you ask for a powerful item you get Robe of Fire Resistance
      or if you ask for answers you get Oath of Belial, Lord of Fire
    Bookshelf - Ironwood, Fairy Dust, Ettercap's Silk Gland
    Bookshelf - Imaskarran Tome of Fire
    Karlat Jhareg - Oath of Karlat Jhareg

(2.11a) Charwood Ruins (if you destroyed or took the Phylactery)
    Mayor Mobley
      Reward: 299XP and Chest - 500GP
______________________________________________________________________________

LUSKAN AND HOST TOWER

(2.12) Luskan (City of Sails)
  High Captains Taerl, Suljack and Rethnor are dead, on the city streets
  there is fighting between Kurth's Bloody Hands and Baram's Black Knives.
  The Arcane Brotherhood lead by Archmage Arcane Arklem Greeth together with
  Overwizards Ornar of the Claw, Deltagar Zhelhund and Jaluth Alaerth rule.
    Gregor Armiste - helps you out
    Shady Character ROGUE STORE +1
    Countess Londa Whitesnow (after giving her the Child's Bear)
    Host Tower Bridge Guard
      Quest: Get Diplomatic Pass
      Reward: 250XP
  Wink and Tickle Level 1
    Miss Bela - tells you to speak with Rhaine/Oreth
    Common Chest - Lever of Stone
  Wink and Tickle Level 2
    Erb Jansen
      Quest: Get ring from Lady Jadale
      Reward: 150XP, 650GP
      Persuade: 100GP
    Yvette
      Quest: Get Yvette's Baby from Galrone
      Reward: 150XP, 500GP
      Persuade: 150GP
    Rhaine/Oreth
      Quest: Kill Kurth and Baram
      Gives You: Kurth's Base Key, Baram's Base Key
      Reward: 50XP each
  The Cutlass (Inn)
    Aruph Thunderfist
    Elynwyd Direlean
      Quest: Get his sister Evaine back from Kurth
      Gives You: Elynwyd's Signet Ring
      Persuade: 100GP up front
      Reward: 250XP, 300GP
      Persuade: 75GP
    Countess Londa Whitesnow
      Quest: Get Child's Bear
      Reward: 112XP, Vault Key
  Jadale's Estate
    Lady Jadale - Erb's Ring
  Slum Building (Galrone's Home)
    Galrone - Yvette's Baby
  Temple of Tyr
    Aarin Gend
      Quest: Get High Captains' Seal
      Reward: 1000XP, Diplomatic Pass
      Quest: Investigate the Host Tower of the Arcane
      Reward: Chapter 3 starts as soon as you speak to him
    Alaya (Keeper of the Portal)
    Priest of Tyr TEMPLE STORE +1
  Colmarr's Shop (Colmarr's Fantabulous Contraptions and Magical Errata)
    Clomarr the Uncanny GENERAL STORE +2
      Quest: Find Lever of Stone, Lever of Wind and Lever of Water and put
        them in their pedestals to repair the Fantabulous Contrapulator
      Reward: 250XP, 33% Store Discount
    LOCKED DOOR
  Smithy (Battlehammer/Runehammer Smithy)
    Smith WEAPON STORE +1
  Mercantile Shop (Luskan Mercantile and Fine Goods)
    Arto Webber MAGIC STORE +1
    Merchant MERCHANT STORE +1
  Sewers
    Ghoul Outcast
      Quest: Get Amulet of Power from his Ghoul Lord brother
      Reward: 150XP, 100GP, Sewer Control Key, Lever of Water
    Ghoul Lord - Amulet of Power
    Chest - Lever of Wind
    Fantabulous Contrapulator - makes potions (see Appendix C.4)
  Baram's Sewers
    Illusion of High Captain Baram (if you did not come through the sewers)
      Quest: Kurth's Head
      Reward: 1000GP
      Persuade: 1000GP if you have already spoken with Kurth
    Wereat Captain
    Yuan-Ti Necromancer - Parchment
  Baram's Lair
    Bone Transmitter Tablet x2 - destroy them to destroy Altar of Bone
    Skeleton Acolyte x10 - destroy them and them destroy Greator Mummy
    Yuan-Ti Necromancer & Yuan-Ti Conjurer - Necromancer's Journal, Crypt Key
    Cocoon - Nanny - gives you Child's Bear
    Gargoyle of Mask's Shield - destroy it
    Gargoyle of Mask's Might - destroy it
    High Captain Baram - Baram's Head, Bone Phoenix, Studded Leather Armor +2,
      Dagger +2
    Chest - High Captains' Seal
  Harbor Sewers
  Slum Building
    Portal
  Slum Building

(2.13) Docks
    Illusion of High Captain Kurth (if you did not come through the sewers)
      Quest: Baram's Head
      Reward: 562XP, 1000GP, Amulet of Will +4
      Persuade: 1000GP if you have already spoken with Baram
    Statue
    Ogre Deathward
  Kurth's Lair
    Bookshelf - Burke's Manual
    Ogre Warden - Prison Key, Halberd +1
    Tolan Losen - set him free for Good+3
    Burke's Corpse - Burke's Manual, Smooth Token (Abyssal Metal)
    Fountain - Glowing Sphere (Water from Celestia)
    Planar Portal - put Smooth Token and Glowing Sphere in it for 50XP
    High Captain Kurth - Kurth's Head, Prison Key
    Evaine - set her free
    Chest - Prison Key
    Chest - High Captains' Seal
  Ruined House (Abandoned House)
    Skull Warrior - Skull Warrior's Head
    Arrow-filled Corpse - Written Orders
    Altar - put Skull Warrior's Head in it to break the first seal for 49XP
  Ruins of Illusk Level 1
    Fallen Hero - Hero's Heart
    Altar - put Hero's Heart in it to break the second seal for 49XP
  Ruins of Illusk Level 2
    Water Elemental Guardian - Blessed Water
    Altar - put Blessed Water in it to break the third seal for 49XP
  Ruins of Illusk Level 3
    Voleron the Damned - 250XP
    Portal - returns you to the Ruined House

(2.14) Host Tower (of the Arcane)
  Courtyard
    Captain Islund - Ring of Regeneration, Amulet of Natural Armor +2,
      Boots of Striding +2
  Ambassadors' Quarters (Level 1)
    Yeanasha
    Gurak Entrailspiller
    Shield Guardian (Tip: I recommend using the Club of Smiting)
    Armoire - Tower Entry Key, Small Diary
    Desk - Letter to Aribeth (from Apprentice Pim)
  Level 2
    Overwizard Blaskar Lauthlon - Staff of Defense, Ring of Clear Thought +2,
      Ring of Protection +2, Wand of Missiles
    Chest - 3rd Floor Portal Stone, 5th Floor Portal Stone
    Chest - 6th Floor Portal Stone
    Chest - 4th Floor Portal Stone
  Level 3
    Corpse - Dispatch
    Desk - Blood War Research Journal
    Chest - 4th Floor Portal Stone
    Book Piles - Host Tower Lab Notes
    Alchemist's Apparatus - put Gargoyle's Skull and Slaad's Tongue inside and
      cast Dispel Magic on it to create Rod of Reversal
    Imp - Imp's Eye
    Quasit - Quasit's Eye
    Imp Ravager
    Hellish Portal - put Quasit's Eye in it
    Greater Quasit
    Abyssal Portal - put Imp's Eye in it
  Level 4
    Corpse of Arteno Geth - Journal of Arteno Geth
    Desk - Note
    Chest - Golem Control Rod
    Chest - Golem Replication Rod
    Golem Replication Pod - use rods to create Helmed Horror for 50XP
    Iron Golem
    Rimardo Domine - fight him until he surrenders then talk to him to get
      Letter to Rimardo, Ring of Clear Thought+2, Ring of Protection+2, Good+3
    Chest - 7th Floor Portal Stone
  Level 5
    Nyphithys - talk to her first
      Quest: Destroy Brazier
      Reward: Scarab of Protection +3
    Brazier
    Armoire - 6th Floor Portal Stone
    Chest - 7th Floor Portal Stone
    Battle Devourer (Tip: Magic Missiles work a treat)
    Chest - 8th Floor Portal Stone
  Level 6
    Battle Devourer
    Valindra Shadowmantle - Quarterstaff +2
    Chest - 8th Floor Portal Stone, Pinnacle Portal Stone
  Level 7
    Warden Erjack - Banded Mail+1, Katana+2, Pinnacle Portal Stone, Prison Key
    Lich (Tip: Immunity to Death Magic is a must)
    Deltagar Zhelhund - talk to him then let him go
  Level 8
    Vrock
  Level 9 (reached by using Pinnacle Portal Stone)
    Archmage Arcane Arklem Greeth
      Quest: Destroy the four Braziers
      Reward: Opens the locked door
    Portal to Pinnacle
  Pinnacle (Level 10)
    Corpse (Aarin Gend's Spy) - Stone of Recall, Note
    Lady Aribeth de Tylmarande
    Archmage Arcane Maugrim Korothir
    Mistress Morag
    Gorgoth
    Lizardfolk
  Maugrim's Lair
    Stone Golem (Tip: use the Club of Smiting again)
    Desk - Journal

==============================================================================

(3) CHAPTER 3 - Words of Power

        (3.11)
           |
        (3.10)     ----(3.3)
       /          |
  (3.9)     ----(3.2)--(3.4)
    |      |
     ----(3.1)
           |
         (3.5)
           |
  (3.7)--(3.6)
           |
         (3.8)


(3.1) Beorunna's Well
  The Black Lions Uthgardt tribe have joined the alliance and are camped by
  the well of their legendary hero Beorunna.
    Guard
    Yusam DRUID STORE +2
      Quest: Discover why the Elk Uthgardt tribe have joined Luskan
      Persuade: 100GP up front
      Reward: 750XP, Ring of Yusam
    Crate - Tome of Boots
    Dalcia (Juror)
    Endar Heartfoot
    Vanda (Wife of the Accused)
    Palla (Juror)
  Aarin's Lodge (Aarin Gend's Lodge)
    Aarin Gend
      Quest: Find the 3 Words of Power
      Reward 1: 1500XP, 3000GP
      Reward 2: 1500XP, 3500GP
      Reward 2: 1500XP, 5000GP
      Persuade 1: 750GP
      Persuade 2: Ring of Protection +4
      Persuade 3: Heal Potion x3
    Sharwyn HENCHMAN
    Grimgnaw HENCHMAN
    Linu La'Neral HENCHMAN
    Daelan Red Tiger HENCHMAN
    Boddyknock Glinckle HENCHMAN
    Tomi Grin Undergallows HENCHMAN
  Many-Starred Cloak (Enclave)
    Eltoora Sarptyl MAGIC STORE +2
    Wizard's Table - 2x Quartz Crystal, Gargoyle Skull, Fire Beetle's Belly,
      Bodak's Tooth, Fenberry, Slaad's Tongue, Rakshasa's Eye
    Wizard's Chest - put components in here to create items (see Appendix C.5)
  Temple of Tyr
    Neurik (Judge) TEMPLE STORE +2
      Quest: Defend Rolgan at his trial for the murder of Griff
      Gives You: Defense Council Journal
      Reward for a guilty verdict: 390XP, 100GP and Rolgan's Head is outside
      Reward for a 3 to 2 verdict: 781XP, 1000GP
      Reward for a 4 to 1 verdict: 1171XP, 1500GP
      Reward for a unanimous verdict: 1562XP, 2000GP
      Persuade: 100GP
    Edegar (Juror)
    Rolgan (Accused)
    Sergol (Keeper of the Portal)
    Divining Pool
    Igland of the Swift Sword (Prosecutor at the trial)
    Zed, Lodar (Witnesses at the trial)
    Edegar, Jevon, Averik, Dalcia, Palla (Jurors at the trial)
    Vanda (Wife of the Accused at the trial)
  Trading Post
    Husher Clay (not one of my relatives) GENERAL STORE +3
      Quest: Get Star Sapphire of Layenne Cheroux
      Persuade: 100GP up front
      Reward: 400XP, 3000GP
      Persuade: 200GP
    Barun Silverblade - makes custom items (see Appendix C.6)
      Gives You: Book (Barun's Catalog of Weapon and Armor Modifications)
  Mercenary Enclave
    Rolkid WEAPON STORE +2
      Quest: Get Vaath's Head and Guzud's Head
      Gives You: Bounty Hunter's Writ
      Reward: 312XP, 500GP each
      Persuade: 100GP
      Quest: Get Obould's Head
      Reward: 625XP, 1000GP
      Persuade: Peasant Dynasty
    Jevon (Juror)
    Zed (Witness)
  Drinking House
    Lillian Cambridge
      Quest: Get Snow Globe from the enchanter Nax in Coldwood
      Reward: 937XP
      Persuade: 300GP
    Lodar (Witness) - buy him a couple of drinks to get him talking
    Averik (Juror)
    Shady Character ROGUE STORE +2
    Barkeep
    Commoner Alekos
    Commoner Dylan
  Drinking House Upstairs
    Pedestal (after getting the snow globe)
  Snow Globe (snowing)
    Hodd (Leader of the Dwarves)
      Quest: Give him Broken Amulet of the Ages
      Reward: Drained Amulet of the Ages
  Snow Globe (clear skies)
    Arwyl (Leader of the Dryads)
      Quest: Give her Drained Amulet of the Ages
      Reward: Amulet of the Ages (30/- Cold, Save vs Cold +5, Chapter 3 only)
  Snow Globe Cave
    Chest - Broken Amulet of the Ages
    Book Piles - Arwyl's Journal, Hodd's Journal
    Guardian White Dragon (Ma'fel'no'sei'kedeh'naar or Winter Fang)
    Chest (can only be opened once Winter Fang is dead) - Word of Power,
      1500GP, Diamond, Emerald, Ruby, Sapphire, Greenstone, Fire Agate
    Haedraline (Leader of the Word Slaves - after getting the Word of Power)
    Portal (after getting the Word of Power) to Drinking House Upstairs

(3.2) Coldwood
    Delvar Vanathar
    Vaath - fight until he surrenders for 150XP
      Quest: Let him go (you could always kill him as he leaves)
      Reward: 312XP, 300GP, Vaath's Head
    Chest - Blessed Dagger

(3.3) Coldwood (Layenne's Tomb)
    Vampire Champion
    Vampire Victim
  Layenne's Tomb
    Chest - Succubus Stone
    Sarcophagus - Tome of Power
    Sarcophagus - Gem of Pain
    Sarcophagus - Gem of Misery
    Succubus
      Quest: Get Succubus Stone, Succubus Necklace, Succubus Ring
      Reward: Opens all the locks, Courtesan Blade
    Sarcophagus - Gem of Duty, Succubus Necklace
    Bone Golem Champion
    Chest - Succubus Ring
    Sarcophagus - Gem of Honor
    Pedestal - Tablet of the Green Light, put Gem of Duty in it
    Pedestal - Tablet of the Purple Light, put Gem of Misery in it
    Pedestal - Tablet of the White Light, put Gem of Honor in it
    Pedestal - Tablet of the Green Light, put Gem of Pain in it
    Pedestal (in the centre) - Star Sapphire

(3.4) Coldwood (Wizard's Circle)
    Cult Leader - Cultist Journal
  Wizard's Dungeon (Wizard Cyril Lyricus' Dungeon)
    Bookshelf - The Nature of Water Summoning
    Bookshelf - The Nature of Water Summoning, Diary Page
    Nax
      Quest: Summon a water elemental to free him
      Reward: 100XP
    Corpse - Rakshasa's Eye
    Adventurer's Corpse - Slaad's Tongue
    Altar (Wizard's Lab) - put Rakshasa's Eye and Quartz Crystal in here and
      cast Dominate Person to create Staff of Command
    Chest - Quartz Crystal, Ring of Melf (Cast Melf's Acid Arrow 1/day)
    Alchemist's Apparatus - Laboratory Notes
    Summoning Pool - put Slaad's Tongue in here and cast Melf's Acid Arrow
      to summon Greater Water Elemental
    Greater Water Elemental - gives you Ring of Invisibility (you could free
      Nax instead but it is not worth it)
    Gong x4 - Use them in the order Puma, Dog, Bear, Dragon to open the door
    Pedestal - Snow Globe

(3.5) Countryside
    Arrow-filled Corpse - Bag of Holding

(3.6) Fort Ilkard
    Ruzon Vond
    Knight x2 - Key (but will open the gates if asked)
    Page
    Chaplain
    Subchief Arness - Arness's Head
    Messenger Corpse - Letter
  Damas' Lodge (Commander's Lodge)
    Commander Damas
      Quest: Destroy the 6 catapults
      Reward: 312XP, 500GP
      Quest: Get Arness's Head
      Reward: 312XP, 1000GP
      Persuade: Hearth Shield
      Either: Get Zokan Thunderer's Head
        Reward: 625XP, 1500GP
        Persuade: Axe of Dead Illusk
      Or: Get the Plague Cure from Damas
  Settlers' Barracks
    Eckel - Take Eckel's Note to his wife Galia
  Barracks (Main Barracks)
  Orc Lair (Cave)
    Guzad - fight until he surrenders for 210XP
      Quest: Let him go (you could always kill him as he leaves)
      Reward: 312XP, 500GP, Guzad's Head
    Uncas - Feather of Peace

(3.7) Homesteads
    Elk Tribe Warrior - Gate Key (but will open the gates if asked)
  Massacred Homestead (Destroyed Homestead)
    Chest - Homestead Journal
    Corpse - Tome of Robes
  Eckel's Homestead
    Elk Tribe Brute
    Galia
      Quest: Give her Eckel's Note
      Reward: 375XP, 300GP
      Persuade: Greater Stoneskin scroll
  Eckel's Homestead Upstairs
  Elk Tribe Keep (Uthgardt Fort)
    Urn - The Ashes of Running Wolf
    Elk Tribe Shaman
    Armoire - Islegood's Complete History of Flight
    Prisoner Arden - set him free for 100XP
    Prisoner Mileene - set her free for 100XP
    Chest of Drawers - Islegood's Complete History of Horses
    Cabinet -  Islegood's Complete History of Seafaring
    Bookshelf - put Islegood's Complete History of Flight in it
    Bookshelf - put Islegood's Complete History of Seafaring in it
    Bookshelf - put Islegood's Complete History of Horses in it
    Zokan Thunderer - Zokan's Head, Uthgardt Ceremonial Spear
      Quest: Get Plague Cure from Damas
      Gives You: Plague-Ridden Blankets (how kind)
      Reward: 625XP, Dreamcatcher, Uthgardt Ceremonial Spear

(3.8) Ruins
    Tree
    Cult Leader - Cultist Journal
    Stones - Volcanis Oak Seed
    Altar x3 - destroy one to close the portal
  Creator Race Ruins (Cave)
    Corpse - Adventurer's Note, Translation Amulet
    Temporal Lizard
    Temporal Golem Slave - use Translation Amulet to talk
    Book Piles - Principles of Time Travel
    Book Piles - Tome of Amulet
    Sarcophagus - Tamorlyn's Song
    Old One Guardian Golem x3 (invulnerable until weakened) - Golem Key
      Bug: Once you have one key you can get it from the Divining Pool for 1GP
    Corpse - Old One Defenses, Translation Amulet
    Pool of Swirling Color - Green Gem x2, Orange Gem x2, Purple Gem x2
    Pool of Primary Colors x2 - press two colors
    Pool of Secondary Colors x2 - put a gem of the created color in each
    Old One Bodak Champion - Fairy Bottle, Bodak's Tooth
    Gong x4 - smash the Fairy Bottle on one and then play them in order
    Alchemist's Apparatus - Blue Powder x2, Red Powder x2, Yellow Powder x2
    Smoky Brazier - put powders in order Yellow, Red, Red, Blue, Blue, Yellow
    Easel - Malachite, Amethysts, Emeralds
    Door of Three - complete the three riddles of light, sound and smoke
    Balor Lord - Key
    Altar - Word of Power
    Haedraline (after getting the Word of Power)
    Portal (after getting the Word of Power) to Ruin entrance
  Creator Race Ruins Garden
    Sapphira
      Quest: Plant Ultarg Seeds 10,000 years in the past
      Gives You: Time Crystal, Ultarg Seeds, Principles of Time Travel
      Reward: 350XP, Ruby x3
      Persuade: Phantasmal Killer scroll
  Creator Race Ruins Past
    Lokar (Slave Leader) - Gives you Lokar's Ring
    Chest - Time Crystal
    Bookshelf - Temple Defenses
    Old One Commander - Translation Amulet
    Old One Evoker - Temple Defenses
    Old One Champion
    Slave Worker - will weaken Old One Guardian Golem
    Chest - Top (child's toy)
  Creator Race Ruins Garden (Past)
    Morag
    Dirt and Weeds - plant Ultarg Seeds here

(3.9) Moonwood
  Ixaristu (Uthgardt Golden Eagle tribe)
  Orc Lair (Cave)
    Drow Commander - Note (from King Obould)
    King Obould Many-Arrows - fight until he surrenders for 130XP
      Quest: Let him go (you could always kill him as he leaves)
      Reward: 1200GP, Obould's Head

(3.10) Moonwood (Caves)
  Caves
    Akulatraxas (Green Dragon)
      Quest: Get Hill Giant Head
      Reward: 750XP, 1000GP, Scarab of Protection +4
    Egg Incubation Pool - Green Dragon Egg
    Chest - 1000GP, Dragon Blood
  Hill Giant Lair (Level 1)
    Hill Giant Champion
  Hill Giant Lair (Level 2)
    Hill Giant Prisoner - set her free for 150XP
    Hill Giant Prisoner - set him free for 150XP
    Fire Giant - Note (from Klauth the Terrible)
    Hill Giant Chieftain - Hill Giant Head, Notes

(3.11) Spine of the World
    Cult Leader - Cultist Journal
  Caves (Cave)
    Dead body of Scylandara (Brass Dragon)
    Corpse - Tome of Ring
    Rubble - Dragon Scale
  Caves (Mysterious Cave)
    Gorgotha (Gold Dragon) - Evil+5 if you slay it
      Quest: Get Head of Klauth
      Reward: 750XP, Ceremonial Uthgardt Belt
      Persuade: Ring of Protection +4
    Chest - Dragon Blood
    Egg Incubation Pool - Gold Dragon Egg
  Fire Giant Lair (Cave)
    Fire Giant Champion
    Wogar - set him free for some information
    Armoire - Brunhilda's Diary
  Fire Giant Lair (North)
    Coffin - Rags, Belladonna
    Prisoner x2 - take them with you for 100XP then they attack you
  Fire Giant Lair (East)
    King Skrogg - Ritual Book, Pass Amulet
    Fire Giant Champion
  Slaad Cavern (Deep Cave)
    Death Slaad Lord - Ritual Book
  Dragon Dungeon (Deep Cave)
    Blue Dragon - Dragon Blood
    Fountain - Dragon Sphere, Ritual Book
    Dragon Orb Pedestal - put Dragon Sphere in it after you have killed the
      Blue Dragon to get Dead Dragon Sphere
  Klauth's Lair
    Klauth the Terrible (Red Dragon) - Dragon Blood, Klauth's Head, Key
      Quest: Get a dragon egg
      Reward: Key
      Quest: Give him a Dragon Sphere
      Reward: 5000GP (if it is a Dead Dragon Sphere he will be badly wounded)
    Chest (after killing Klauth) - Red Dragon Armor, Horrid Wilting Scroll,
      Time Stop Scroll, Heal Potion x3
    Chest (after killing Klauth) - 4500GP
    Chest - Word of Power
    Haedraline (after getting the Word of Power)
    Portal (after getting the Word of Power) to Fire Giant Lair Cave Entrance

==============================================================================

(4) CHAPTER 4 - The Final Battle

  (4.1)
    |
  (4.2)

(4.1) City Core
    Nyatar DRUID STORE +3
  Castle Never (Castle NeverWinter)
    Nasher Alagondar
    Aarin Gend
  Castle Never Dungeon
    Haedraline
      Quest: Get Word of Power
      Reward: 2000XP
      Quest: Enter the Source Stone and kill Morag
    Aribeth (if you let her surrender in Maugrim's Sanctuary)
  Castle Caverns
    Master Ford
    Esmerelda, Cletus
    Word of Power Pedestal - put the final Word of Power in it
    Source Stone Entrance
  Hall of Justice
    Reverend Judge Oleff Uskar TEMPLE STORE +3
    Sergol (Keeper of the Portal)
    Divining Pool
    Korynth Joriin, Ilse Starr, Enoch Tonn
    Sinjin Di'ren, Disil Guin, Perigor Schwa
    Nurse Rae, Nurse Thessaly
  Sanatorium
    Nurse Tansey, Nurse Emily
  Apse
  Cloaktower (Cloak Tower)
    Eltoora Sarptyl MAGIC STORE +3
  Shining Knight Arms & Armor
    Durga WEAPON STORE +3
  Trade of Blades
    Captain Trancar (Militia Battalion Commander)
      Quest: Destroy 3 catapults
      Reward: 500XP
      Quest: Kill 2 Arcane Brotherhood wizards
      Reward: 500XP
  Moonstone Mask
    Ophala Cheldarstorm - ROGUE STORE +2
    Tanith
    Luce
      Quest: Rescue her sister Leesa
      Reward: 500XP, Cloak of Protection +4 (Good+10 if you let her keep it)
    Tamora
    Theren Mirniman, Vale Reyer, Goran Jalana, Chani Waynolt

(4.2) War Zone
    Gate Guard
    Leesa
    Luskan Captain - Note
    Siege Golem
    Catapult x3 - destroy it for 320XP
    Half-Dragon Baalor
    Portal to Maugrim's Sanctuary (after killing Half-Dragon Baalor)
  Old Man's Home
    Asgard
    Bookshelf - Secret Exit
  Abandoned House
    Luskan Animal Handler
    Trained Umber Hulks
  Wizard's Chantry
    Balor Lord
    Luskan Wizard - kill him for 520XP
  Wizard's Chantry
    Balor Lord
    Luskan Wizard - kill him for 520XP
  Luskan Guardhouse
    Door to Strange Courtyard
  Maugrim's Sanctuary
    Aribeth - fight her until she yields then send her to Nasher for 500XP
    Maugrim Korothir
    Chest - Word of Power, Maugrim's Journal

(4.3) Source Stone
  Source Stone Sanctuary
    Asheera of the Shining Order (from Sahaladar on Azallah) - gives you
      Asheera's Amulet (AC Natural+3 vs Reptilian, Immunity 25% Electrical,
      Immunity 25% Fire, Spell res 14)
    Lizardman Chieftain - Double Axe +1
  Source Stone Guardian Lair
    Corrupted Copper Dragon - Dragon Blood, Guardian Key
    Corrupted Silver Dragon - Dragon Blood, Guardian Key
  Source Stone Inner Sanctum
    Old One Cleric - Key
    Morag's Hand - Sonic Short Sword +2, Electrical Short Sword +2
    Morag's Hand - Fire Greataxe +2
    Statue
    Protector Against Flame
    Protector Against the Storm
    Protector Against the Spear
    Protector Against Frost
    Protector Against the Lessers
    Protector Against the Sword
    Protector Against the Mace
    Protector Against Venom
    Morag, Queen of the Old Ones, High Priestess of the Creator Race -
      kill her for 2000XP
  Astral Pocket
    Haedraline
                                -- THE END --

  Total Experience: 155553XP

  You can do better by using a henchman (which I did not).  The reason is that
  when you are a higher level than your henchman, your party level is reduced
  and so will be rewarded with more experience.  For example you might get
  100XP for killing a L15 monster when you are level 5 and 10XP for killing
  the same L15 monster when you are level 15.  If you are level 15 but your
  henchman is level 5 it will lower your party level and so will be rewarded
  will be greater than 10XP.

==============================================================================

(5) SHADOWS OF UNDRENTIDE

==============================================================================
= Appendix ===================================================================
==============================================================================

(A) Character Creation

Note - If you have ever played Baldur's Gate or Icewind Dale, forget
       everything you know as almost all the rules have changed.

A good place to start is the official Character Creation Guide at
  http://nwn.bioware.com/players/characterguide.html

You can play any class you want because the game is so well balanced, however
everyone should start the game as a Rogue.  This is because only when you
create your character do you get four times your normal SP and in the case of
a Rogue this is 4 x 8 which can be allocated to almost every skill without
penalty.  Even if you never level up the Rogue class again, you will always
have the chance of causing extra damage with a sneak attack, still be able to
use equipment worth less than 4800GP restricted to a particular class and get
a great head start in Open Locks, Disable Traps, Set Traps, Search, Listen and
Spot skills.  The only exceptions are
 - If you want to get a specific Level 20 ability in your chosen class.
 - You are a Dwarf but not a Fighter
 - You are a Elf or a Gnome but not a Wizard
 - You are a Half-Orc but not a Barbarian
 - You want a triple class character and do not want to keep the third class
   within one level of the Rogue class.

$ Prestige Classes do not suffer from the 20% XP penalty

Other points to note
 - The XP cap of 190,000 means you can only reach a total of 20 levels, but
   you will be lucky to reach level 18 during the game.
 - All classes level up at the same XP score.
 - You can be any combination of classes that alignment allows, for example a
     Paladin/Monk/Sorcerer or a Barbarian/Bard/Druid.
 - You can only allocate 23 SP in class skills and 11 in cross-class skills.
 - You gain one feat every three levels (more with some classes).
 - You gain one ability point every four levels (eg raise DEX from 16 to 17)
 - There are eight types of AC Modifiers, Dexterity, Dodge, Armor, Deflection,
   Natural, Shield, Size and Base.  For Armor, Deflection, Natural and Shield
   the highest bonus of each type is added to your total, bonuses of the same
   type are not combined.

Tip: If you don't allocate your skill points they are available the next time
you level up.  This is a big advantage for multiclass charaters, rather than
use 2 points on cross-class skills, just save them for when you level up in a
class that has them as class skills.
______________________________________________________________________________

(A.1) Gender

Your gender will change the way a few characters interact with you.
______________________________________________________________________________

(A.2) Alignment

Your alignment choice should reflect how you will play.  If your alignment
goes outside its range it could stop your character from advancing.

    Alignment        |  Range | Starts At
   ------------------|--------|-----------
    Chaotic and Evil |   0-30 |    15
    Neutral          |  30-70 |    50
    Lawful and Good  | 70-100 |    85

During the game some of your actions can have a good or evil outcome.
$ Your actions can now have a lawful or chaotic effect on your alignment.

Each of the nine alignments has an associated title:

    Lawful Good      Crusader
    Neutral Good     Benefactor
    Chaotic Good     Rebel
    Lawful Neutral   Judge
    True Neutral     Reconciler
    Chaotic Neutral  Free Spirit
    Lawful Evil      Dominator
    Neutral Evil     Malefactor
    Chaotic Evil     Destroyer
______________________________________________________________________________

(A.3) Abilities

ABILITY BONUSES

  STR - Melee Attack, Damage, Weight Allowance
        Skills: Discipline
  DEX - Ranged Attack, AC, Reflex Saving Throws
        Skills: Hide, Move Silently, Open Lock, Parry, Pick Pocket, Set Trap
  CON - HP per level, Fortitude Saving Throws
        Skills: Concentration
  INT - Skill Points at level up, Wizard Spells
        Skills: Disable Trap, Lore, Search, Spellcraft
  WIS - Will Saving Throws, Cleric, Druid, Paladin and Ranger Spells
        Skills: Heal, Listen, Spot
  CHA - Sorcerer and Bard Spells, Cleric Turn Undead,
        Paladin Turn Undead, Divine Grace, Smite Evil and Lay On Hands,
        Blackguard $ Turn Undead, Dark Blessing and Smite Good
        Skills: Perform, Persuade, Taunt, Animal Empathy, Use Magic Device

Ability scores can only be raised by up to a maximum of 10 points above their
current base value when using potions, spells or enchanted items.  This means
that you can get up to 33 in one ability or 35 with a racial bonus.

Weight Allowance
  STR   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20  21  22  23
  lbs  60  66  73  80  86  92 100 110 116 133 153 173 200 233 266 306 346 400
______________________________________________________________________________

(A.4) Race

RACIAL BONUSES

Human
  +1 SP/level
  Quick to Master (An extra feat at character generation)

Half-Elf
  Partial Skill Affinity Search+1, Listen+1, Spot+1, Immunity Sleep
  Hardiness vs Enchantments (+2 vs Mind Spells), Low-light Vision

Elf
  DEX+2 CON-2
  Keen Sense (always in detect mode with no movement speed penalty)
  Skill Affinity Search+2, Listen+2, Spot+2, Immunity Sleep
  Hardiness vs Enchantments (+2 vs Mind Spells), Low-light Vision

Dwarf
  CON+2, CHA-2
  Offensive Training vs Goblins & Orcs (Attack +1 vs Goblins & Orcs)
  Defensive Training vs Giants (AC Dodge +4 vs Giants)
  Skill Affinity Lore+2, Stonecunning (Search+2 in interior areas)
  Hardiness vs Spells & Poisons (+2 vs Spells & Poisons), Darkvision

Gnome
  CON+2, STR-2
  Small Stature (AC Size +1), Spell Focus Illusion
  Offensive Training vs Goblins & Reptiles (Attack +1 vs Goblins & Reptiles)
  Defensive Training vs Giants (AC Dodge +4 vs Giants)
  Skill Affinity Listen+2, Concentration+2
  Hardiness vs Illusions (+2 vs Mind Spells), Low-light Vision

Halfling
  DEX+2, STR-2
  Small Stature (AC Size +1), Good Aim (Attack +1 with throwing weapons)
  Skill Affinity Listen+2, Move Silently+2
  Lucky (Universal+1), Fearless (+2 vs Fear)

Half-Orc
  STR+2, INT-2, CHA-2
  Darkvision
______________________________________________________________________________

(A.5) Class

If you want to complete all the quests in Neverwinter Nights you will need to
be a Druid/Sorcerer or Druid/Wizard.  You can get all the other class specific
quests if you have good persuade skills.


SIGNIFICANT CLASS BONUSES

Barbarian
  1D12 HP/level, Fast Movement (+10% movement speed)
  Rage (STR+4, CON+4, Will+2, AC-2), Greater Rage (STR+6, CON+6, Will+3, AC-2)
  Uncanny Dodge (retain DEX bonus when caught flat footed)

Bard
  Bardic Knowlegde (bonus to Lore)
  Bardic Music (bonuses to Attack, dmg, HP, AC Dodge, saving throws)

Cleric
  Turn Undead

Druid
  Nature Sense (Attack +2 in wilderness areas)
  Woodland Stride (Immunity Grease, Web, Entangle)
  Trackless Step (Hide, Move Silently +4 in wilderness areas)
  Venom Immunity (Immunity Poison)
  Wild Shape, Huge Elemental Shape, Elder Elemental Shape
  Animal Companion

Fighter
  An extra combat feat at character generation and every two levels

Monk
  Monk AC Bonus (WIS Bonus added to AC, AC+1 every five levels)
  Monk Speed (+10% movement speed every three levels up to +50%)
  Perfect Self at level 20 (20/+1, Immunity Mind Spells)
  Purity of Body (Immunity Disease), Diamond Body (Immunity Poison)
  Diamond Soul (Spell res level+10 from level 12 onwards)
  Evasion (no damage with Reflex save), Improved Evasion (half damage on fail)
  Bonus feats at level 1 of Cleave, Stunning Fist, Improved Unarmed Combat
  Bonus feat at level 2 of Deflect Arrows and at level 6 of Improved Knockdown

Paladin
  Divine Grace (CHR Bonus added to all Saving Throws)
  Divine Health (Immunity Disease), Aura of Courage (Immunity Fear)
  Turn Undead

Ranger
  Dual Wield (Main Attack +2, Off Hand Attack +6 only when in light armor)
  Trackless Step (Hide, Move Silently +4 in wilderness areas)
  Favored Enemy (Up to +5 Listen, Spot, Taunt, dmg vs chosen racial groups)
  Animal Companion

Rogue
  8 SP/level, Evasion (no damage with Reflex save)
  Uncanny Dodge (retain DEX bonus when caught flat footed)
  Sneak Attack (+1D6 dmg every two levels if you are hidden or the opponent
    is flat footed or has their back to you and is attacking another target)
  Bonus feat at level 10 and every 3 levels from Opportunist, Skill Mastery,
    Defensive Roll, Slippery Mind, Improved Evasion, Crippling Strike

Sorcerer
  Summon Familiar

Wizard
  Bonus Metamagic feat every five levels
  Summon Familiar

Arcane Archer $
  Enchant Arrow (+1 Attack, +1 dmg every two levels)
  Imbue Arrow (Fireball), Seeker Arrow (cannot miss)
  Hail of Arrows (fire an arrow at each enemy), Arrow of Death (save or die)

Assasin $
  Uncanny Dodge (retain DEX bonus when caught flat footed)
  Death Attack (chance of paralysing opponent and +1D6 dmg every two levels if
    you are hidden or the opponent is flat footed or has their back to you and
    is attacking another target)
  Resist Poison (+1 Fortitude save vs Poison every second level)
  Cast Ghostly Visage, Darkness, Invisibility, Improved Invisibility.

Blackguard $
  Dark Blessing (CHR Bonus added to all Saving Throws)
  Sneak Attack (extra damage if you are hidden or the opponent is flat footed
    or has their back to you and is attacking another target)
  Cast Bull's Strength, Create Undead, Summon Fiend, Inflict Serious Wounds,
    Contagion, Inflict Critical Wounds
  Turn Undead

Harper Scout $
  Bardic Knowlegde (bonus to Lore)
  Favored Enemy
  Cast Sleep, Cat's Grace, Eagles Splendor, Invisibility

Shadowdancer $
  6 SP/level, Evasion (no damage with Reflex save)
  Uncanny Dodge (retain DEX bonus when caught flat footed)
  Hide in Plain Sight
  Defensive Roll, Slippery Mind, Improved Evasion


CLASS REQUIREMENTS

Cleric, Fighter, Ranger, Rogue, Sorcerer, Wizard
  None
Barbarian
  Non-lawful
Bard
  Non-lawful
Druid
  Neutral
Monk
  Lawful
Paladin
  Lawful Good
Arcane Archer $ (from level 8)
  Elf or Half-Elf, Bard, Sorcerer or Wizard, Base Attack Bonus 6
  Weapon Focus Longbow or Short bow, Point Blank Shot
Assasin $ (from level 6)
  Evil, Hide 8, Move Silently 8
Blackguard $ (from level 7)
  Evil, Base Attack Bonus 6, Cleave, Hide 5
Harper Scout $ (from level 6)
  Non-evil, Alertness, Iron Will, Discipline 4, Lore 6, Persuade 8, Search 4
Shadowdancer $ (from level 8)
  Mobility, Hide 10, Move Silently 8, Tumble 5

Note: The skill point requirement does not include ability or feat bonuses.


BASE ATTACK BONUS

  Level    | 1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20
  ---------|-----------------------------------------------------------
  Barbarian, Fighter, Paladin, Ranger, Arcane Archer $, Blackguard $
           | 1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20
  Bard, Cleric, Druid, Monk, Rogue, Assasin $, Harper Scout $, Shadowdancer $
           | -  1  2  3  3  4  5  6  6  7  8  9  9 10 11 12 12 13 14 15
  Sorcerer, Wizard
           | -  1  1  2  2  3  3  4  4  5  5  6  6  7  7  8  8  9  9 10

If subtracting 5 from the base attack bonus gives a number greater than 0 then
a second attack can be made at that attack bonus.  Further attacks may also be
possible.  For example a level 17 bard has a base attack bonus of 12, a second
attack would be made at a bonus of 7 and a third at a bonus of 2.


SAVING THROW BONUSES

 - Fortitude saves against disease, poison, paralysis or death spells
 - Reflex saves against damage from traps or magical attacks
 - Will saves against mental influence and magical effects

For each class, saving throw bonuses in each of the above progress at either
a primary or secondary rate.

  Level     | 1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20
  ----------|-----------------------------------------------------------
  Primary   | 2  3  3  4  4  5  5  6  6  7  7  8  8  9  9 10 10 11 11 12
  Secondary | -  -  1  1  1  2  2  2  3  3  3  4  4  4  5  5  5  6  6  6

Primary Saving Throws

  Barbarian        Fortitude
  Bard                        Reflex  Will
  Cleric           Fortitude          Will
  Druid            Fortitude          Will
  Fighter          Fortitude
  Monk             Fortitude  Reflex  Will
  Paladin          Fortitude
  Ranger           Fortitude
  Rogue                       Reflex
  Sorcerer                            Will
  Wizard                              Will
  Arcane Archer $  Fortitude  Reflex
  Assasin $                   Reflex
  Blackguard $     Fortitude
  Harper Scout $              Reflex  Will
  Shadowdancer $              Reflex

Note: Universal Saving Throw bonuses apply to Fortitude, Reflex and Will.
______________________________________________________________________________

(A.6) Skills

By level 20 you can have up to 317 skill points for an intelligent human rogue
right down to 0 for a dumb half-orc fighter.  Your ability scores can give up
to a 12 point bonus and the skill focus feat can raise them by another 3
points with other feats rasing some more by 2.

The following lists items that can raise skills even further.  Also listed are
racial bonuses and spell equivalents which usually guarantee success for that
action.

Move Silently (+19) (Halflings +2)
  Ring of the Rogue (2), Rogue Links (5), Sharpshadow Blade (2),
  Boots of Elvenkind (10)
    Invisibility - Bard, Sorcerer, Wizard
    Sanctuary - Cleric
Hide (+19)
  Ring of the Rogue (2), Rogue Links (5), Sharpshadow Blade (2),
  Cloak of Elvenkind (10)
    Invisibility - Bard, Sorcerer, Wizard
    Sanctuary - Cleric
Listen (+20) (Elf, Gnomes, Halflings +2, Half-Elves +1)
  Watchman's Helm (8), Greater Belt of Guiding Light (4), Watchmans Club (4),
  Sentinel (4)
    See Invisibility - Bard, Sorcerer, Wizard
    Invisibilty Purge - Cleric, Ranger
    True Seeing - Cleric, Druid, Sorcerer, Wizard
Spot (+20) (Elf +2, Half-Elves +1)
  Watchman's Helm (8), Greater Belt of Guiding Light (4), Watchmans Club (4),
  Sentinel (4)
    See Invisibility - Bard, Sorcerer, Wizard
    Invisibilty Purge - Cleric, Ranger
    True Seeing - Cleric, Druid, Sorcerer, Wizard
Search (+20) (Elf +2, Half-Elves +1)
  Watchman's Helm (8), Greater Belt of Guiding Light (4), Eaglebow (2),
  Amulet of the Master (6)
    Find Traps - Bard, Cleric, Sorcerer, Wizard
    True Seeing - Cleric, Druid, Sorcerer, Wizard
Disable Trap (+10)
  Gloves of the Rogue (2), Amulet of the Master (6), Ring of the Rogue (2)
    Find Traps - Bard, Cleric, Sorcerer, Wizard
Set Trap (+2)
  Gloves of the Rogue (2)
Open Lock (+12)
  Gloves of the Rogue (2), Amulet of the Master (6), Ring of the Rogue (2),
  Thieves Hood (2)
    Knock - Sorcerer, Wizard
Persuade (+17)
  Amulet of the Master (6), Belt of the Performer (4), Armor of Command (5),
  Sword of Lyons (2)
Discipline (+12)
  Gauntlets of Locking Grip (8), One of Many (3), Imaskari Kama (1)
Taunt (+2)
  Uthgardt Holy Shield (2)
Parry (+13)
  Greater Gloves of Swordplay (6), Shimmering Blade (5), Hideo's Kama (2)
Pick Pocket (+4)
  Gloves of the Rogue (2), Ring of the Rogue (2)
Concentration\Resist Taunt (+12) (Gnomes +2)
  Greater Gloves of Concentration (6), Greater Battle Robe (3), Helmet (1),
  Many-Starred Cloak (2)
Spellcraft (+11)
  Greater Gloves of Spellcraft (6), Greater Battle Robe (3),
  Ring of Magic Defences (2)
Lore (+30) (Dwarves +2)
  Ring of Scholars (5) x2, Greater Belt of Guiding Light (4),
  Amulet of the Master (6), Netherese Axe (10)
    Identify - Bard, Sorcerer, Wizard
Heal (+7)
  Armor of Comfort (2), Staff of Curing (5)
Animal Empathy (+13)
  Greater Gloves of Animal Handling (6), Circling Star (4), Golden Sickle (3)
    Dominate Animal - Druid
Perform (+18)
  Greater Gloves of the Minstrel (6), Belt of the Performer (4),
  Lilting Note (8)
Use Magic Device (0) CHA
Appraise $ (?)
Craft Trap $ (?)
Tumble $ (?)

                    |B B C D F M P R R S W A A B H S
                    |b r l r t n A g o o i a s g s d Key Unt
                    |n d r d r k l r g r z $ $ $ $ $
    ----------------|---------------------------------------
    Animal Empathy  |x x x * x x x * x x x x x x x x CHA No
    Concentration   |- * * * * * * * - * * - - * - - CON Yes
    Disable Trap    |- - - - - - - - * - - - * - - - INT No
    Discipline      |* * - - * - - - - - - - - * - - STR Yes
    Heal            |* * * * * * * * * * * * * * * * WIS Yes
    Hide            |- * - - - * - * * - - * * - * * DEX Yes
    Listen          |* * - - - * - * * - - * * - * * WIS Yes
    Lore            |* * * * * * * * * * * * * * * * INT Yes
    Move Silently   |- * - - - * - * * - - * * - * * DEX Yes
    Open Lock       |- - - - - - - - * - - - * - - - DEX No
    Parry           |* * * * * * * * * - - - - * - - DEX Yes
    Perform         |x * x x x x x x x x x x x x x x CHA Yes
    Persuade        |- * * * - * * - * - - - - * * * CHA Yes
    Pick Pocket     |- * - - - - - - * - - - * - * * DEX No
    Search          |- - - - - - - * * - - - * - - * INT Yes
    Set Trap        |- - - - - - - * * - - - * - - - DEX No
    Spellcraft      |- * * * - - - - - * * - - - - - INT No
    Spot            |- - - - - - - * * - - * * - - * WIS Yes
    Taunt           |* * - - - - * - - - - - - * - - CHA Yes
    Use Magic Device|x * x x x x x x * x x x * x x x CHA No
    Appraise $      |- * - - - - - - * - - - * - * - INT No
    Craft Trap $    |* * * * * * * * * * * * * * * - INT Yes
    Tumble $        |- * - - - * - - * - - - * - * * DEX No

      *   Class Skill
      -   Cross Class Skill
      x   Exclusive Skill
     Key  Key Ability
     Unt  Untrained
______________________________________________________________________________

(A.7) Feats

I shall not repeat the feat descriptions given in the manual but I will sort
them into groups although there is some overlap.

Skills

  Skill Focus (Chosen Skill+3)
  Improved Parry (Parry+4)
  Alertness (Listen+2, Spot+2)
  Stealthy (Hide+2, Move Silently+2) $
  Artist (1st level, Bard, Perform+2, Spot+2) $
  Courteous Magocracy (1st level, Lore+2, Spellcraft+2) $
  Silver Palm (1st level, Appraise+2, Persuade+2) $
  Thug (1st level, Initiative+2, Persuade+2) $
  Blooded (1st level, Initiative+2, Spot+2) $
  Improved Initiative (Initiative+4) $

Saving Throws

  Luck of Heros (1st level, Fortitude+1, Reflex+1, Will+1) $
  Great Fortitude (Fortitude+2)
  Lightning Reflexes (Reflex+2)
  Iron Will (Will+2)
  Bull Headed (1st level, Will+1, Resist Taunt+2) $
  Strong Soul (1st level, Will+1, Fortitude+1, Fortitude vs Death+1) $
  Snake Blood (1st level, Reflex+1, Fortitude vs Poison+2) $
  Resist Poison (Fortitude vs Poison+4) $
  Resist Disease (Fortitude vs Disease+4) $

Armor and Weapons

  Armor Proficiency Light
    Armor Proficiency Medium
      Armor Proficiency Heavy
  Shield
  Weapon Proficiency Simple
  Weapon Proficiency Martial
  Weapon Proficiency Exotic
    Improved Critical (Critial Hit range doubled)
    Weapon Focus (Attack+1)
      Weapon Specialization (Fighter, Damage+2)

Combat

  Ambidexterity (DEX 15)
  Two Weapon Fighting
    Improved Two Weapon Fighting
  Point Blank Shot
    Rapid Shot (DEX 13)
  Improved Unarmed Strike
    Deflect Arrows (DEX 13)
    Circle Kick (DEX 15) $
  Stunning Fist (DEX 13, WIS 13)
    Extra Stunning Attacks $
  Blind Fight $
  Dirty Fighting $
  Rapid Reload (Crossbows) $
  Weapon Finesse (DEX used for Melee Attack)
  Zen Archery (WIS 13, WIS used for Ranged Attack) $

Active Combat

  Called Shot
  Disarm (INT 13)
    Improved Disarm
  Knockdown
    Improved Knockdown
  Power Attack (STR 13, Attack-5, Dmg+5)
    Improved Power Attack (Attack-10, Dmg+10)
    Divine Might (Cleric, Paladin, CHA 13) $
    Divine Shield (Cleric, Paladin, CHA 13) $
    Cleave
      Great Cleave $

Defensive

  Dodge (DEX 13)
    Mobility
      Spring Attack $
  Expertise (INT 13, Attack-5, AC+5) $
    Improved Expertise (Attack-10, AC+10) $
  Toughness (+1 HP/level)
  Resistance to Energy (5/-) $

Class Specific

  Extra Turning (Cleric, Paladin)
  Extra Music (Bard) $
  Lingering Song (Bard) $

Rogue Bonus Feats

  Defensive Roll (also Shadowdancer level 5)
  Slippery Mind (also Shadowdancer level 7)
  Improved Evasion (also Shadowdancer level 10)
  Crippling Strike
  Opportunist
  Skill Mastery

Spellcasting

  Combat Casting
  Spell Focus
    Greater Spell Focus $
    Arcane Defence (Save vs School +2) $
  Spell Penetration
    Greater Spell Penetration $

Metamagic

  Extend Spell (occupy slot one level higher)
  Silent Spell (occupy slot one level higher)
  Still Spell (occupy slot one level higher)
  Empower Spell (occupy slot two levels higher)
  Maximize Spell (occupy slot three levels higher)
  Quicken Spell (occupy slot four levels higher)

______________________________________________________________________________

(A.8) Multiclass

Multiclassing can create some great unusual characters.

Elf Rogue/Wizard

If you are an experienced player who can manage without high HP and AC, then
my favorite is an Elf Rogue/Wizard -/16/-/16/-/-

As an Elf you get 16 DEX for just 6 ability points rather than 10 giving +3
bonuses to AC, 6 skills and reflex saves.

As a Mage starting with 16 INT you get +12 SP at the start, +3 SP per level
and +3 bonuses to the four INT related skills.  I would raise INT to 18 by
level 8 giving +4 SP per level.

As a Rogue I would not advance beyond level 3 as this prevents you casting
level 9 spells.  A Level 3 Rogue does 2-12 sneak attack damage, avoids all
damage when making a successful reflex save and keeps the DEX AC bonus when
caught flat footed (off-guard for want of a better word).

Good skills are Spellcraft (+1 Univeral saving throws every 5 levels),
Concentration (resistant to Taunt), Disable (or rather Recover) Trap, Persuade
and with 15 points in Use Magic Device you can use every item in the game.
I recommend those skills because you cannot perform these actions using spells
or potions.  You still want some points in other skills so you don't have to
use lots of potions or take up your spell slots.

By Level 20 you should have over 200 skill points, because unlike most other
class combinations you need a high INT.

Elf Rogue/Wizard/Ranger

An alternative is to take 2 levels of Rogue and a level of Ranger.  This
gives you +4 to Hide and Move Silently when outside and 5 Feats (Dual Wield,
Weapon Proficiency Simple, Weapon Proficiency Martial, Armor Proficiency
Medium and Shield) in one level!  You also get +2 Fortitude saving throws
which a Rogue/Wizard is lacking in (equivalent to the Great Fortitude Feat).

Human Paladin/Sorcerer

If you plan on being a sorcerer, you should start with one level in Paladin
(or one level in Rogue then one level in Paladin).

As a sorcerer you should end up with CHA 19+ and with 1 level in Paladin
this will give you +4 to all saving throws with Divine Grace.  You also get
Divine Health making you immune to Disease and feats of Weapon Proficiency
Simple and Martial, Armor Proficiency Light, Medium and Heavy (not that you
will use it later in the game) and Shield.

As a human you won't get an XP penalty and the extra skill point per level
is crucial for a sorcerer.
______________________________________________________________________________

(A.9) Multiplayer

When playing cooperative multiplayer games a character created for the single
player campaign will work well.  However if you are in a multiplayer game
where you can be attacked by other players you will only stand a chance if you
are a fighter based character with several hundred HP and four or more attacks
per round.  Spell casters don't have a chance, as most players use custom
created items which make them immune to almost every spell you can cast and
they use weapons that will kill you in less than a round.
______________________________________________________________________________

(A.10) Shapeshift

Wild Shape (Druid Level 5, 1 Hour 1/day)

  Wolf          STR16 DEX22 CON16   AC+4,  10 Temp HP
  Panther       STR16 DEX22 CON16   AC+4,  10 Temp HP
  Boar          STR20 DEX16 CON22   AC+4,  10 Temp HP
  Brown Bear    STR22 DEX16 CON16   AC+4,  10 Temp HP
  Badger        STR16 DEX16 CON22   AC+5,  10 Temp HP

Improved Wild Shape - Dire (Druid Level 12, 1 Hour 4/day)

  Wolf          STR25 DEX22 CON17   AC+8,  20 Temp HP
  Panther       STR25 DEX22 CON17   AC+8,  20 Temp HP
  Boar          STR27 DEX16 CON22   AC+8,  20 Temp HP
  Brown Bear    STR31 DEX16 CON19   AC+8,  20 Temp HP
  Badger        STR16 DEX18 CON22  AC+10,  20 Temp HP

Elemental Shape - Huge (Druid Level 16, 1 Hour 1/day)

                Immunity Sneak Attack, Critical Hit, Mind Spells, Paralysis,
                Poison, Disease
  Fire          STR19 DEX19 CON26   AC+5,   0 Temp HP
  Earth         STR30 DEX10 CON22   AC+7,   0 Temp HP
  Water         STR25 DEX22 CON19  AC+10,   0 Temp HP
  Air           STR19 DEX30 CON19  AC+10,   0 Temp HP

Improved Elemental Shape - Elder (Druid Level 20, 1 Hour 3/day)

                Immunity Sneak Attack, Critical Hit, Mind Spells, Paralysis,
                Poison, Disease
  Fire          STR23 DEX19 CON30   AC+6,   0 Temp HP
  Earth         STR34 DEX10 CON22  AC+10,   0 Temp HP
  Water         STR29 DEX22 CON23  AC+10,   0 Temp HP
  Air           STR23 DEX34 CON19  AC+10,   0 Temp HP

Polymorph Self (Spell Level 4 - Ranger, Sorcerer, Wizard, 1 Turn/Level)

                Immunity Movement Speed Decrease
  Fey           STR10 DEX24 CON10   AC+5,   0 Temp HP
  Zombie        STR14 DEX14 CON14   AC+0,  20 Temp HP
  Troll         STR23 DEX14 CON23   AC+5,  10 Temp HP, Regenerating
  Umber Hulk    STR23 DEX15 CON19   AC+7,  30 Temp HP, True Seeing
  Giant Spider  STR19 DEX17 CON12   AC+5,  20 Temp HP
                Immunity Paralysis, Slow, Entangle

Tenser's Transformation (Spell Level 6 - Sorcerer, Wizard, 1 Round/Level)

                Immunity Movement Speed Decrease
                STR20 DEX22 CON18   AC+4, 1D6/Level Temp HP, Attack +3
                Tenser's Sword (Longsword +3, +1D6 Fire dmg)
                Immunity Mind Spells

Shapechange (Spell Level 9 - Druid, Sorcerer, Wizard, 1 Turn/Level)

                Immunity Movement Speed Decrease
  Fire Giant    STR30 DEX30 CON21  AC+10, 200 Temp HP
  Death Slaad   STR24 DEX36 CON24  AC+10, 225 Temp HP, Regenerating
  Balor         STR24 DEX30 CON24  AC+10, 250 Temp HP, Spell res 28,
                Immunity Poison
  Red Dragon    STR36 DEX30 CON21  AC+10, 150 Temp HP, Spell res 20
                True Seeing, Immunity Paralysis, Mind Spells, Sneak Attack
  Iron Golem    STR30 DEX20 CON20  AC+10, 300 TEMP HP
                Immunity Poison, Critical Hit, Death Magic, Ability Decrease,
                Paralysis, Mind Spells, Sneak Attack, Disease, Negative Level

Tip: If when leveling up you don't meet a feat ability score prerequisite,
for example DEX 15 for Ambidexterity, simply level up whilst shapeshifted.

==============================================================================

(B) Henchmen

There is a one time fee of 200GP to hire a henchman.  This is reduced to 150GP
if you have a good CHA or are the same race.  This fee can be reduced 25GP or
50GP depending how high your persuade skill is.

Notes:
 - Abilities in brackets are those that have been magically increased
 - Quest 1 cannot be finished until your reach level 6
 - Quest 2 cannot be finished until your reach level 10
 - Henchmen do not advance beyond level 14
 - All reward items have a value of 0GP

Tip: You can keep the previous items by removing them from your inventory
after starting the conversation having completed the quest.  This is only of
any real use for the rings as you can wear both.

Pavel - Male Human Reconciler Fighter
  L1 15/13/12/10/12/8        AC14 Morningstar

(B.1) Tomi Grin Undergallows - Male Halfling Free Spirit Rogue
  L4 10/(22)/16/12/10/10     AC17 Kukri+1, Tomi's Shortbow +1
  L5 10/(22)/16/12/10/10     AC18 Kukri+1, Tomi's Shortbow +1
  L6 10/(22)/16/12/10/10     AC20 Kukri+1, Tomi's Shortbow +1
  L7 10/(23)/16/12/10/10     AC20 Kukri+1, Tomi's Shortbow +1
  L8 10/(24)/16/12/10/10     AC21 Kukri+1, Tomi's Shortbow +1
  L9 10/(24)/16/12/10/10     AC23 Kukri+2, Tomi's Shortbow +2
 L10 10/(25)/16/12/10/10     AC23 Kukri+2, Tomi's Shortbow +2
 L11 10/(25)/16/12/10/10     AC24 Kukri+2, Tomi's Shortbow +2
 L12 10/(26)/16/12/10/10     AC26 Kukri+3, Tomi's Shortbow +3
 L13 10/(26)/16/12/10/10     AC26 Kukri+3, Tomi's Shortbow +3
 L14 10/(26)/21/12/10/10     AC28 Kukri+3, Tomi's Shortbow +3
    Quest 1: Find Official Document
    Gives You: Tomi's Contract
    Reward: 100XP, Ring of the Rogue +1 (DEX+1, Disable Trap, Open Lock +1)
    Quest 2: Find The Star of Calimshan ruby
    Reward: 200XP, Ring of the Rogue +3 (DEX+3, Disable Trap, Open Lock +2)
    Quest 3: Find The Ashes of Running Wolf
    Reward: 300XP, Ring of the Rogue +4 (DEX+4, Disable Trap, Open Lock, Hide,
      Pick Pocket, Move Silently +2)

(B.2) Boddyknock Glinckle - Male Gnome Judge Sorcerer
  L4 10/12/(19)/12/8/16      AC11 Boddyknock's Crossbow +1, Dagger +1
  L5 10/12/(19)/12/8/(17)    AC11 Boddyknock's Crossbow +1, Dagger +1
  L6 10/12/(19)/12/8/(17)    AC12 Boddyknock's Crossbow +1, Dagger +1
  L7 10/12/(20)/12/8/(17)    AC12 Boddyknock's Crossbow +1, Dagger +1
  L8 10/12/(20)/12/8/(19)    AC12 Boddyknock's Crossbow +1, Dagger +1
  L9 10/12/(20)/12/8/(19)    AC13 Boddyknock's Crossbow +2, Dagger +2
 L10 10/12/(21)/12/8/(19)    AC13 Boddyknock's Crossbow +2, Dagger +2
 L11 10/12/(21)/12/8/(20)    AC13 Boddyknock's Crossbow +2, Dagger +2
 L12 10/12/(21)/12/8/(21)    AC19 Boddyknock's Crossbow +3, Dagger +3
 L13 10/12/(21)/12/8/(21)    AC19 Boddyknock's Crossbow +3, Dagger +3
 L14 10/12/(23)/12/8/(21)    AC24 Boddyknock's Crossbow +3, Dagger +3
    Quest 1: Find Leaven Bread Recipe
    Gives You: Boddyknock's Gem
    Reward: 100XP, Lantanese Ring +1 (CHA+1, Regeneration+1)
    Quest 2: Find Prism Blossom Seed
    Reward: 200XP, Lantanese Ring +3 (CHA+3, Regeneration+1)
    Quest 3: Find a dragon's scale
    Reward: 300XP, Prophyro's Ring +4 (CHA+4, Regeneration+1)

(B.3) Daelan Red Tiger - Male Half-Orc Rebel Barbarian
  L4 19/14/14/10/10/7        AC16 Double Axe+1, Daelan's Longbow+1
  L5 19/14/14/10/10/7        AC17 Double Axe+1, Daelan's Longbow+1
  L6 19/14/14/10/10/7        AC18 Double Axe+1, Daelan's Longbow+1
  L7 (22)/14/14/10/10/7      AC18 Double Axe+1, Daelan's Longbow+1
  L8 (23)/14/14/10/10/7      AC19 Double Axe+1, Daelan's Longbow+1
  L9 (23)/14/14/10/10/7      AC21 Double Axe+2, Daelan's Longbow+2
 L10 (24)/14/14/10/10/7      AC21 Double Axe+2, Daelan's Longbow+2
 L11 (24)/14/14/10/10/7      AC22 Double Axe+2, Daelan's Longbow+2
 L12 (25)/14/14/10/10/7      AC24 Double Axe+3, Daelan's Longbow+3
 L13 (26)/14/14/10/10/7      AC24 Double Axe+3, Daelan's Longbow+3
 L14 (26)/14/(19)/10/10/7    AC26 Double Axe+3, Daelan's Longbow+3
    Quest 1: Find Uthgardt Iron Brooch
    Gives You: Daelan's Feather
    Reward: 100XP, Amulet of the Red Tiger Tribe +1 (STR+1, Immunity Fear)
    Quest 2: Find Great Axe with Notched Blade
    Reward: 200XP, Amulet of the Red Tiger Tribe +3 (STR+3, Immunity Fear)
    Quest 3: Find Uthgardt Ceremonial Spear
    Reward: 300XP, Amulet of the Uthgardt +4 (STR+4, Immunity Fear,
      Spell res 12)

(B.4) Grimgnaw - Male Dwarf Dominator Monk
  L4 16/16/20/10/(17)/4      AC20 Unarmed +8 1D8+3 +2 Cold dmg (20/x2)
  L5 16/16/20/10/(17)/4      AC21 Unarmed +8 1D8+3 +2 Cold dmg
  L6 16/16/20/10/(17)/4      AC23 Unarmed +8 1D8+3 +2 Cold dmg
  L7 (19)/16/20/10/(18)/4    AC25 Unarmed +12/+9 1D8+4 +2 Cold dmg
  L8 (20)/16/20/10/(18)/4    AC25 Unarmed +15/+12 1D10+5 +1D6 Cold dmg
  L9 (20)/16/20/10/(18)/4    AC27 Unarmed +15/+12 1D10+5 +1D4 Cold dmg
 L10 (21)/16/20/10/(19)/4    AC28 Unarmed +16/+13/+10 1D10+5 +1D4 Cold dmg
 L11 (21)/16/20/10/(19)/4    AC28 Unarmed +17/+14/+11 1D10+5 +1D4 Cold dmg
 L12 (22)/16/20/10/(19)/4    AC29 Unarmed +20/+17/+14 1D12+6 +1D6 Cold dmg
 L13 (22)/16/20/10/(19)/4    AC29 Unarmed +20/+17/+14 1D12+6 +1D6 Cold dmg
 L14 (22)/16/(25)/10/(19)/4  AC28 Unarmed +21/+18/+15/+12 1D12+6 +1D6 Cold dmg
    Quest 1: Find Alaganda's Silver Ring
    Gives You: Gringnaw's Gem
    Reward: 100XP, Amulet of the Long Death +1 (CON+1, Spell res 10)
    Quest 2: Find Corpse Hand
    Reward: 200XP, Amulet of the Long Death +3 (CON+3, Spell res 10)
    Quest 3: Find Blessed Dagger
    Reward: 300XP, Amulet of the Silent Lord +4 (CON+4, Spell res 10,
      Immunity Level Drain)

(B.5) Linu La'Neral - Female Elf Benefactor Cleric
  L4 16/12/(13)/10/16/12     AC19 Mace+1, Linu's Crossbow +1
  L5 16/12/(13)/10/(17)/12   AC19 Mace+1, Linu's Crossbow +1
  L6 16/12/(13)/10/(17)/12   AC20 Mace+1, Linu's Crossbow +1
  L7 16/12/(14)/10/(17)/12   AC20 Mace+1, Linu's Crossbow +1
  L8 16/12/(14)/10/(19)/12   AC22 Mace+1, Linu's Crossbow +1
  L9 16/12/(14)/10/(19)/12   AC23 Mace+2, Linu's Crossbow +2
 L10 16/12/(15)/10/(19)/12   AC23 Mace+2, Linu's Crossbow +2
 L11 16/12/(15)/10/(20)/12   AC23 Mace+2, Linu's Crossbow +2
 L12 16/12/(15)/10/(21)/12   AC26 Mace+3, Linu's Crossbow +3
 L13 16/12/(15)/10/(21)/12   AC26 Mace+3, Linu's Crossbow +3
 L14 16/12/(17)/10/(21)/12   AC28 Mace+3, Linu's Crossbow +3
    Quest 1: Find Silver Chalice of Moonbow
    Gives You: Linu's Token (Flower)
    Reward: 100XP, Pendant of the Elf +1 (DEX+1, Darkvision)
    Quest 2: Find Journal of Synth La'neral
    Reward: 200XP, Pendant of the Elf +3 (DEX+3, Darkvision)
    Quest 3: Find Volcanis Oak Seed
    Reward: 300XP, Pendant of the Elf +4 (DEX+4, Immunity Mind Spells)

(B.6) Sharwyn - Female Human Reconciler Bard
  L4 (18)/15/12/10/10/16     AC14 Sharwyn's Shortbow +1, Two-Bladed Sword +1
  L5 (18)/15/(14)/10/10/16   AC14 Sharwyn's Shortbow +1, Two-Bladed Sword +1
  L6 (18)/15/(14)/10/10/(17) AC15 Sharwyn's Shortbow +1, Two-Bladed Sword +1
  L7 (18)/15/(14)/10/10/(17) AC15 Sharwyn's Shortbow +1, Two-Bladed Sword +1
  L8 (18)/15/(15)/10/10/(18) AC15 Sharwyn's Shortbow +1, Two-Bladed Sword +1
  L9 (18)/15/(15)/10/10/(19) AC16 Sharwyn's Shortbow +2, Two-Bladed Sword +2
 L10 (18)/15/(15)/10/10/(19) AC16 Sharwyn's Shortbow +2, Two-Bladed Sword +2
 L11 (18)/15/(15)/10/10/(20) AC16 Sharwyn's Shortbow +2, Two-Bladed Sword +2
 L12 (18)/15/(16)/10/10/(21) AC17 Sharwyn's Shortbow +3, Two-Bladed Sword +3
 L13 (20)/15/(16)/10/10/(21) AC17 Sharwyn's Shortbow +3, Two-Bladed Sword +3
 L14 (20)/15/(17)/10/10/(21) AC22 Sharwyn's Shortbow +3, Two-Bladed Sword +3
    Quest 1: Find Celestial Elixir
    Gives You: Sharwyn's Contract
    Reward: 100XP, Belt of the Performer +1 (CHA+1, Persuade+1, Perform+1)
    Quest 2: Find Lock of Nymph's Hair
    Reward: 200XP, Belt of the Performer +3 (CHA+3, Persuade+2, Perform+2)
    Quest 3: Find Tamorlyn's Song
    Reward: 300XP, Belt of the Performer +5 (CHA+5, Persuade+4, Perform+4)

==============================================================================

(C) Custom Items

This sections covers the items you can create throughout the game.

(C.1) Marrok's Forge (Chapter 1 - City Core, Shining Knight Arms and Armor)

Marrok will enhance +1 enchanted items for 500GP and the following components.

Adamantine
  Axe of the Tall Kin +1 (Double Axe, Light 10m)                        1029GP
  Sword Saint Legacy +1 (Katana, +1D6 Sonic dmg vs Evil)                1603GP
  Rune Hammer +1 (War Hammer, Spell res 10)                             1799GP
  Sentinel +1 (Battleaxe, Listen+2, Spot+2, Light 10m)                  1982GP
  Stonefire Axe +1 (Greataxe, +2 Fire dmg)                              2219GP
  Harbinger Kin +1 (Greatsword, +2 Fire dmg)                            2240GP
  Sea Reaver +1 (Scythe, Cast Resist Elements)                          2626GP
  Desert Wind +1 (Scimitar, +1D6 Fire dmg)                              3712GP
Diamond
  Storm +1 (Light Hammer, +1D4 Electrical dmg)                          2205GP
  Astral Blade +1 (Longsword, +1D4 Sonic dmg)                           2215GP
  Chromatic Breastplate +1 (AC Armor+1, 10/- Cold, Fire, Electrical)    2865GP
Dragon Blood
  Namarra +1 "Neversleep" (Rapier, DC14 Daze 75%/1 round)               1919GP
  Ice Reaver +1 (Hand Axe, +1 Cold dmg, 15/- Cold)                      3164GP
  Ravager +1 (Halberd, +1D6 Sonic dmg)                                  3709GP
  Reaver +1 (Heavy Flail, +1D6 Cold dmg)                                3712GP
Fairy Dust
  Fey Spear +1 (DC14 Daze 75%/1 round)                                  1906GP
  Feyduster +1 (Short Sword, DC14 Daze 75%/1 round)                     1912GP
  Drone +1 (Morning Star, DC14 Slow 50%/2 rounds)                       2531GP
Gargoyle Skull
  Whitebone Armor (Half Plate, AC Armor+2)                              1233GP
Ironwood
  Ironwood Mace +1 (Dire Mace, Weigth-40%)                               875GP
  Gladiator's Club +1 (DC14 Daze 75%/1 round)                           1906GP
  Foundation +1 (Light Flail, DC14 Knock)                               2531GP
  Uthgardt Ceremonial Blade +1 (Two-Bladed Sword, Keen)                 2596GP
Special Holy Water
  Golden Sickle +1 (Animal Empathy +2, +1 L0 Druid Spell)               1124GP
  Scales of Truth +1 (AC Armor+1, Fortitude+1, See Invisibility 1/day)  1696GP
  Mace of Disruption +1 (+2 vs Undead)                                  1717GP

(C.2) Imaskarran Tomes (Chapter 2 - Port Llast, Eltoora's Lab)

After collecting the Imaskarran Tomes you can create items by putting the
following components in the chest and casting a spell on it.

Staff of Power (Fire)
  Quartz Crystal, Fire Beetle's Belly and cast Fireball
Ring of Elemental Resistance (Life)
  Quartz Crystal, Fen Berry and cast Endure Elements
Amulet of Natural Armor +3 (Ice)
  Quartz Crystal, Skeleton's Knuckle and cast Mage Armor
Ring of Protection +3 (Death)
  Ettercap Silk Gland, Skeleton's Knuckle, cast Improved Invisibility
Wand of Lightning (Resonance)
  Ettercap Silk Gland, Fen Berry and cast Lightning Bolt

(C.3) Alchemist's Apparatus (Chapter 2 - Castle Jhareg, Quint's Chambers)

Put Healer's Kit and Empty Bottle in the Alchemist's Apparatus and cast a
divine spell on it to create five potions of that spell.  You can only do this
once for each spell.

Spells that work
  Aid, Cure Light Wounds, Cure Serious Wounds
Spells that don't work
  Bless, Cure Moderate Wounds

(C.4) Fantabulous Contrapulator (Chapter 2 - Luskan, Sewers)

Set the levers and use the Contrapulator Activation Switch to create up to 30
potions.

  Water  Wind Stone  Fire
    N     N     N     N    Nothing
    N     N     N     Y    Potion of Lore
    N     N     Y     N    Potion of Barkskin
    N     N     Y     Y    Potion of Bull's Strength
    N     Y     N     N    Potion of Aid
    N     Y     N     Y    Potion of Cat's Grace
    N     Y     Y     N    Potion of Invisibility
    N     Y     Y     Y    Potion of Cure Serious Wounds
    Y     N     N     N    Potion of Cure Light Wounds
    Y     N     N     Y    Potion of Fox's Cunning
    Y     N     Y     N    Potion of Endurance
    Y     N     Y     Y    Nothing
    Y     Y     N     N    Potion of Cure Moderate Wounds
    Y     Y     N     Y    Potion of Speed
    Y     Y     Y     N    Potion of Clarity
    Y     Y     Y     Y    Bottle of Sewage

(C.5) Hasuraman's Tomes (Chapter 3 - Beorunna's Well, Many-Starred Cloak)

When you find one of Hasuraman the Muddled's tomes, you can create the item by
putting the components in the Wizard's Chest and casting a spell on it.

Gargoyle Boots (Tome of Boots)
  Bodak's Tooth, Gargoyle Skull and cast Stoneskin
Staff of Power (Tome of Power)
  Bodak's Tooth x2 and cast Feeblemind
Crystal Robes (Tome of Robes)
  Fire Beetle Belly, Quartz Crystal and cast Enervation
Amulet of Natural Armor +5 (Tome of the Amulet)
  Fenberry, Slaad's Tongue and cast Mage Armor
Ring of Regeneration +4 (Tome of the Ring)
  Fenberry, Rakshasa's Eye and cast Melf's Acid Arrow

(C.6) Barun Silverblade (Chapter 3 - Beorunner's Well, Trading Post)

Barun Silverblade will enhance +1 enchanted items for 10000-30000GP (you can
use +2 or higher items but there is no benefit).

Adamantine
  Axe of the Tall Kin +3 (Double Axe, Light 10m)                        7189GP
  Sword Saint Legacy +4 (Katana, +1D6 Sonic dmg vs Evil)               14203GP
  Rune Hammer +3 (War Hammer, Spell res 14)                            16815GP
  Sentinel +3 (Battleaxe, Listen+4, Spot+4, Cast True Seeing 1/day,    26295GP
    Light 10m)
  Stonefire Axe +2 (Greataxe, +1D6 Fire dmg)                            7636GP
  Harbinger Kin +3 (Greatsword, +1D6 Fire dmg)                         12978GP
  Sea Reaver +2 (Scythe, +1D6 Sonic dmg vs Elemental, Cast Resist       6550GP
    Elements)
  Desert Wind +2 (Scimitar, +1D10 Fire dmg)                            14343GP
Diamond
  Storm +2 (Light Hammer, +1D6 Electrical dmg, 10/- Electrical)        11060GP
  Astral Blade +2 (Longsword, +1D10 Sonic dmg)                         14343GP
  Chromatic Breastplate +3 (AC Armor+3, Armor+2 vs Dragon & Elemental)  7171GP
Dragon Blood
  Namarra +2 "Neversleep" (Rapier, DC14 Sleep 50%/2 rounds)            10661GP
  Ice Reaver +3 (Hand Axe, +1 Cold dmg, 15/- Cold)                     11914GP
  Ravager +4 (Halberd, +1D6 Sonic dmg, DC14 Daze 50%/2 rounds)         25628GP
  Reaver +2 (Heavy Flail, +1D10 Cold dmg)                              14343GP
Fairy Dust
  Fey Spear +3 (+1D6 Electrical dmg, DC14 Sleep 50%/2 rounds)          27783GP
  Feyduster +2 (Short Sword, DC14 Sleep 50%/2 rounds)                  10654GP
  Drone +4 (Morning Star, +1D6 Sonic dmg, DC14 Slow 50%/2 rounds)      27788GP
Gargoyle Skull
  Whitebone Armor +2 (Half Plate, AC Armor+2, 15/+1)                    9710GP
Ironwood
  Ironwood Mace +3 (Dire Mace, Weight-40%)                              6755GP
  Gladiator's Club +4 (DC14 Daze 75%/1 round)                          15136GP
  Foundation +4 (Light Flail, DC14 Knock)                                  0GP
  Uthgardt Ceremonial Blade +2 (Two-Bladed Sword, +1D6 Cold dmg,       14497GP
    Keen, Discipline+2)
Special Holy Water
  Golden Sickle +2 (Animal Empathy +3, +1 L0-L1 Druid Spell)            5433GP
  Scales of Truth +3 (Splint Mail, AC Armor+3, Fortitude+2,             6661GP
    Cast See Invisibility 2/day)
  Mace of Disruption +1 (+5 vs Undead, +1D8 Fire dmg vs Undead)         6741GP

(C.7) Gem Grinder (Shadows of Undrentide)

Ring of Disease Resistance
  Quartz Crystal, Green Spore
Lesser Amulet of Health
  Quartz Crystal, Shadow's Hart
Timonen Great Sword
  Quartz Crystal, Practice Sword
Potion of Barkskin
  Fenberries x2, Empty Bottle

==============================================================================

(D) Stores

(D.1) General Store

Academy, Training Halls - Olgerd

  Scrolls: Identify, Magic Missile, Burning Hands, Resistance, Light, Scare,
    Protection From Alignment, Ray of Enfeeblement, Color Spray, Mage Armor,
    Sleep, Negative Energy Ray, Charm Person, Endure Elements, Ray of Frost,
    Summon Creature I, Daze

(D.2) General Store +1

City Core, Cloaktower - Eltoora Sarptyl (members only)
Docks, Twenty in a Quiver - Jerol
Helm's Hold - Johnny

  Ring of the Wood Elves
  ALL ARMOR +1 except Full Plate +1
  Small Shield +1                     Large Shield +1
  Tower Shield +1                     Moonstone Mask
  ALL WEAPONS +1
  ALL AMMUNITION except Mild Poison Arrow and Bolt, Poison Arrow and Bolt
  Ring of Protection +1               Ring of Clear Thought +1
  Ring of Insight                     Periapt of Wisdom +1
  Amulet of Natural Armor +1          Wand of Missiles
  Wand of Negative Energy             Wand of Stinking Cloud
  Bag of Holding
  Potions: Antidote, Speed, Heal
  Scrolls: Greator Restoration, Resurrection, Animate Dead, Raise Dead, Web,
    Phantasmal Killer, Invisibility, Flame Arrow, Haste, Summon Creature IV,
    Endurance, Restoration, Wall of Fire

(D.3) General Store +2

Green Griffon Inn - Mutamin
Luskan, Colmarr's Shop - Clomarr the Uncanny

  Storm Armor                         Silvermane's Axe
  Blade of the Gladiator              The Dagger of Chaos
  ALL ARMOR +1
  ALL ARMOR +2 except Full Plate +2
  Small Shield +1                     Small Shield +2
  Large Shield +1                     Large Shield +2
  Tower Shield +1                     Tower Shield +2
  ALL WEAPONS +1 except Composite Shortbow +1 and Composite Longbow +1
  ALL WEAPONS +2
  ALL AMMUNITION except Mild Poison Arrow and Bolt, Poison Arrow and Bolt
  Ring of Insight                     Ring of Scholars
  Ring of Protection +2               Ring of Clear Thought +2
  Scarab of Protection +1             Scarab of Protection +2
  Amulet of Natural Armor +2          Periapt of Wisdom +2
  Wand of Negative Energy             Wand of Lightning
  Wand of Fire                        Wand of Stinking Cloud
  Wand of Fear                        Harp of Pandemonium
  Harp of Haunting                    Bag of Holding
  Potions: Antidote, Speed, Heal
  Scrolls: Dominate Person, Greater Shadow Conjunction, Greater Restoration,
    Restoration, Summon Creature VI, Dominate Monster, Mordenkainen's Sword,
    Greater Stoneskin, Finger of Death, True Seeing, Delayed Blast Fireball,
    Greater Dispelling, Resurrection, Planar Binding, Power Word Stun,
    Raise Dead
  Trap Kits: Minor Spike, Minor Sonic, Minor Electrical, Minor Blob of Acid,
    Minor Negative, Minor Gas, Minor Tangle, Minor Acid Splash, Minor Frost,
    Minor Holy

(D.4) General Store +3

Beorunna's Well, Trading Post - Husher Clay

  ALL ARMOR +2
  ALL ARMOR +3 except Full Plate +3
  Full Plate +1
  Small Shield +2                     Small Shield +3
  Large Shield +2                     Large Shield +3
  Tower Shield +2                     Tower Shield +3
  ALL WEAPONS +2 except Dagger+2, Composite Shortbow+2, Composite Longbow+2
  ALL WEAPONS +3 except Dagger+3
  ALL AMMUNITION except Mild Poison Arrow and Bolt, Poison Arrow and Bolt
  Ring of Insight                     Ring of Scholars
  Ring of Protection +2               Ring of Protection +3
  Ring of Clear Thought +2            Ring of Clear Thought +3
  Amulet of Natural Armor +2          Amulet of Natural Armor +3
  Scarab of Protection +2             Scarab of Protection +3
  Periapt of Wisdom +2                Periapt of Wisdom +3
  Wand of Fire                        Wand of Lightning
  Wand of Arcane Disjunction          Wand of the Heavens
  Wand of Summoning                   Wand of Paralyzation
  Staff of Valmaxian                  Harp of Pandemonium
  Harp of Charming                    Harp of Haunting
  Instrument of the Winds             Bag of Holding
  Potions: Antidote, Speed, Heal
  Scrolls: Improved Invisibility, Horrid Wilting, Restoration, Spell Mantle,
    Greater Stoneskin, Greater Planar Binding, Incendiary Cloud, Mass Haste,
    Prismatic Spray, Resurrection, Summon Creature IX, Greater Spell Mantle,
    Premonition, Summon Creature VIII, Greater Restoration, Power Word Kill,
    Raise Dead, Time Stop, Weird

(D.5) Weapon Store

City Core, Shining Knight Arms and Armor - Durga

  Large Shield +1                     Small Shield +1
  Padded Armor +1                     Breastplate +1
  Full Plate                          Boots of Striding +1
  Greater Archer's Belt               Greater Swordsman's Belt
  Greater Brawler's Belt              Lesser Gauntlets of Ogre Power
  Bracers of Dexterity +1
  Bullet of Screaming                 Fire Bullet
  Ice Arrow                           Bolt of Piercing

(D.6) Weapon Store +1

Port Llast, The Cracked Anvil - Blacksmith
Luskan, Smithy - Smith

  Mirror Shield                       Darksteel Tower Shield
  Mithral Splint Mail                 Armor of the Stars
  Armor of Horus-Re
  ALL ARMOR +1
  Small Shield +1                     Large Shield +1
  Tower Shield +1                     Greater Archer's Belt
  Greater Brawler's Belt              Greater Swordsman's Belt
  Lesser Gauntlets of Ogre Power      Gauntlets of Ogre Power
  Bracers of Armor +2                 Bracers of Dexterity +2
  Boots of Striding +2
  ALL WEAPONS +1 except Short Sword +1
  Giant's Bane                        Bullet of Smiting
  Bullet of Screaming                 Acid Arrow
  Fire Arrow                          Ice Arrow
  Bolt of Piercing                    Bolt of Fire
  Ring of Protection +2               Amulet of Natural Armor +2
  Potions: Antidote

(D.7) Weapon Store +2

Beorunna's Well, Mercenary Enclave - Rolkid

  Mithral Shield                      Shield of the Dragonslayer
  Elven Ceremonial Armor              Adamantine Breastplate
  Mirrored Armor                      Chainmail of Speed
  Squire's Defense                    Armor of Freedom
  ALL ARMOR +1 except Full Plate +1
  ALL ARMOR +2 except Full Plate +2
  Small Shield +1                     Small Shield +2
  Large Shield +1                     Large Shield +2
  Tower Shield +1                     Tower Shield +2
  Cloak of Protection +3              Boots of Striding +3
  Gauntlets of Ogre Power             Bracers of Armor +3
  ALL WEAPONS +1
  ALL WEAPONS +2
  ALL AMMUNITION except Mild Poison Bolt and Arrow, Poison Bolt and Arrow
  Ring of Scholars                    Ring of Protection +3
  Amulet of Natural Armor +3
  Potions: Antidote, Cure Critical Wounds

(D.8) Weapon Store +3

City Core, Shining Knight Arms and Armor - Durga

  ALL ARMOR +3
  Small Shield +3                     Large Shield +3
  Tower Shield +3                     Cloak of Protection +5
  Gauntlets of Ogre Power             Bracers of Armor +5
  Boots of Striding +5
  ALL WEAPONS +3
  Composite Shortbow +2               Composite Longbow +3
  ALL AMMUNITION except Mild Poison Bolt and Arrow, Poison Bolt and Arrow
  Ring of Scholars                    Ring of Protection +5
  Amulet of Natural Armor +5
  Potions: Antidote, Cure Critical Wounds

(D.9) Temple Store

City Core, Hall of Justice - Aribeth
Beggar's Nest, Temple of Helm - Priest of Helm
Peninsula - Priest of Helm

  Bracers of Armor +1                 Bracers of Dexterity +1
  Lesser Belt of Guiding Light        Belt of Inertial Barrier
  Gloves of the Yellow Rose +1        Gloves of the Yellow Rose +2
  Boots of the Sun Soul +1            Boots of the Sun Soul +2
  Boots of Striding +1                Robes of the Old Order
  Robes of the Shining Hand +1        Robes of the Shining Hand +2
  Banded Mail +1                      Cloak of Fortification +1
  Cloak of Movement
  Kama +1                             Light Flail +1
  Ring of Protection +1               Ring of Resistance +1
  Amulet of Natural Armor +1          Periapt of Wisdom +1
  Lesser Amulet of Health             Lesser Amulet of the Master
  Scrolls: Remove Blindness/Deafness, Lesser Restoration, Neutralize Poison,
    Raise Dead, Remove Disease, Sound Burst, Silence, Restoration

(D.10) Temple Store +1

Port Llast, Temple of Tyr - Neurik
Luskan, Temple of Tyr - Priest of Tyr

  Armor of Comfort                    Protector
  Robes of the Old Order              Improved Robes of the Old Order
  Robes of the Shining Hand +1        Robes of the Shining Hand +2
  Robes of the Shining Hand +3        Robes of the Dark Moon
  Boots of the Sun Soul +1            Boots of the Sun Soul +2
  Boots of Elvenkind                  Boots of Striding +2
  Watchman's Helm                     Belt of Inertial Barrier
  Lesser Belt of Guiding Light        Belt of Guiding Light
  Bracers of Dexterity +2             Bracers of Armor +2
  Gloves of the Yellow Rose +2        Gloves of the Yellow Rose +3
  Cloak of Fortification +1           Cloak of Fortification +2
  Cloak of Movement
  Composite Shortbow +1               Composite Longbow +1
  Kama +1                             Kama +2
  Lightning Bullet                    Ice Bullet
  Fire Bullet                         Bullet of Smiting
  Bolt of Lightning                   Bolt of Frostbite
  Bolt of Piercing                    Bolt of Fire
  Piercing Arrow                      Lightning Arrow
  Ice Arrow                           Fire Arrow
  Acid Arrow
  Ring of Resistance +1               Ring of Resistance +2
  Ring of Protection +2               Lesser Ring of Power
  Amulet of Natural Armor +2          Periapt of Wisdom +2
  Lesser Amulet of Health             Amulet of Health
  Scarab of Protection +1             Scarab of Protection +2
  Lesser Amulet of the Master         Wand of the Heavens
  Rod of Resurrection
  Potions: Cure Critical Wounds, Antidote, Heal
  Scrolls: Raise Dead, Lesser Restoration, Restoration, Greater Restoration,
    Neutralize Poison, Remove Blindness/Deafness, Sound Burst, Resurrection,
    Remove Disease, Silence

(D.11) Temple Store +2

Beorunna's Well, Temple of Tyr - Neurik

  Balduran's Armor                    Shield of the Holy
  Cloak of Fortification +2           Cloak of Fortification +3
  Robes of the Shining Hand +3        Improved Robes of the Old Order
  Robes of the Dark Moon              Boots of Striding +2
  Boots of Speed                      Gargoyle Boots
  Boots of the Sun Soul +3            Gloves of the Yellow Rose +3
  Bracers of Armor +2                 Bracers of Dexterity +2
  Belt of Guiding Light               Greater Belt of Guiding Light
  Composite Shortbow +1               Composite Shortbow +2
  Composite Longbow +1                Composite Longbow +2
  Kama +1                             Kama +2
  Kama +3
  ALL AMMUNITION except Mild Poison Arrow and Bolt, Poison Arrow and Bolt
  Ring of Scholars                    Ring of Protection +2
  Ring of Resistance +2               Ring of Resistance +3
  Ring of Power                       Amulet of Natural Armor +2
  Scarab of Protection +2             Periapt of Wisdom +2
  Amulet of Health                    Greater Amulet of Health
  Amulet of the Master                Wand of the Heavens
  Rod of Resurrection
  Potions: Cure Critical Wounds, Antidote, Heal
  Scrolls: Raise Dead, Lesser Restoration, Restoration, Greater Restoration,
    Sound Burst, Charm Person or Animal, Remove Blindness/Deafness, Silence,
    Remove Disease, Neutralize Poison, Resurrection

(D.12) Temple Store +3

City Core, Hall of Justice - Oleff

  Robes of the Shining Hand +5        Improved Robes of the Old Order
  Robes of the Dark Moon              Cloak of Fortification +3
  Boots of the Sun Soul +5            Boots of Striding +5
  Bracers of Dexterity +5             Bracers of Armor +5
  Gloves of the Yellow Rose +5        Greater Belt of Guiding Light
  Composite Shortbow +2               Composite Shortbow +3
  Composite Longbow +2                Composite Longbow +3
  Kama +1                             Kama +2
  Kama +3
  ALL AMMUNITION except Mild Poison Arrow and Bolt, Poison Arrow and Bolt
  Potions: Cure Critical Wounds, Antidote, Heal
  Scrolls: Raise Dead, Lesser Restoration, Restoration, Greater Restoration,
    Sound Burst, Charm Person or Animal, Remove Blindness/Deafness, Silence,
    Remove Disease, Neutralize Poison, Resurrection
  Ring of Scholars                    Ring of Protection +5
  Ring of Resistance +3               Ring of Power
  Ring of Regeneration +4             Amulet of Natural Armor +5
  Scarab of Protection +5             Periapt of Wisdom +5
  Greater Amulet of Health            Amulet of the Master
  Wand of the Heavens                 Rod of Resurrection

(D.13) Druid Store

City Core by The Great Tree - Nyatar

  Cloak of the High Forest
  Studded Leather Armor +1            Small Shield +1
  Greater Gloves of Animal Handling   Boots of Hardiness +1
  Bullet of Smiting
  Ring of Protection +1               Periapt of Wisdom +1
  Scrolls: Raise Dead, Lesser Restoration, Restoration, Greater Restoration,
    Sound Burst, Charm Person or Animal, Remove Blindness/Deafness, Silence,
    Remove Disease, Neutralize Poison

(D.14) Druid Store +1

Port Llast by Ballard's Grove - Ballard

  The Great Oak
  Padded Armor +1                     Leather Armor +1
  Studded Leather Armor +1            Hide Armor +1
  Small Shield +1                     Small Shield +2
  Large Shield +1                     Large Shield +2
  Boots of Hardiness +1               Boots of Hardiness +2
  Spear +1                            Scythe +1
  Quarterstaff +1                     Sickle +1
  Club +1                             Scimitar +1
  Dagger +1                           Sling +1
  Giant's Bane                        Farel's Gold
  Bullet of Smiting                   Bullet of Screaming
  Lightning Bullet                    Ice Bullet
  Fire Bullet
  Scarab of Protection +1             Scarab of Protection +2
  Amulet of Natural Armor +2          Periapt of Wisdom +2
  Ring of Protection +2
  Potions: Cure Critical Wounds, Antidote
  Scrolls: Raise Dead, Lesser Restoration, Restoration, Greater Restoration,
    Sound Burst, Charm Person or Animal, Remove Blindness/Deafness, Silence,
    Remove Disease, Neutralize Poison, Resurrection

(D.15) Druid Store +2

Beorunna's Well by Druid Grove - Yusam

  Ceremonial Uthgardt Belt
  Padded Armor +1                     Padded Armor +2
  Leather Armor +1                    Leather Armor +2
  Studded Leather Armor +1            Studded Leather Armor +2
  Hide Armor +1                       Hide Armor +2
  Boots of Hardiness +2               Boots of Hardiness +3
  Small Shield +2                     Small Shield +3
  Large Shield +2                     Large Shield +3
  Sling +1                            Sling +2
  Dagger +1                           Dagger +2
  Sickle +1                           Sickle +2
  Club +1                             Club +2
  Scimitar +1                         Scimitar +2
  Spear +1                            Spear +2
  Quarterstaff +1                     Quarterstaff +2
  Scythe +1                           Scythe +2
  Giant's Bane                        Farel's Gold
  Bullet of Smiting                   Bullet of Screaming
  Lightning Bullet                    Ice Bullet
  Fire Bullet
  Ring of Protection +2               Amulet of Natural Armor +2
  Scarab of Protection +2             Periapt of Wisdom +2
  Potions: Cure Critical Wounds, Antidote
  Scrolls: Raise Dead, Lesser Restoration, Restoration, Greater Restoration,
    Sound Burst, Charm Person or Animal, Remove Blindness/Deafness, Silence,
    Remove Disease, Neutralize Poison, Resurrection

(D.16) Druid Store +3

City Core by The Great Tree - Nyatar

  Padded Armor +3                     Leather Armor +3
  Studded Leather Armor +3            Hide Armor +3
  Small Shield +3                     Large Shield +3
  Boots of Hardiness +3
  Spear +3                            Scythe +3
  Quarterstaff +3                     Sickle +3
  Club +3                             Scimitar +3
  Dagger +3                           Sling +3
  Giant's Bane                        Farel's Gold
  Bullet of Smiting                   Bullet of Screaming
  Lightning Bullet                    Ice Bullet
  Fire Bullet
  Ring of Protection +5               Amulet of Natural Armor +5
  Periapt of Wisdom +5                Scarab of Protection +5
  Potions: Cure Critical Wounds, Antidote
  Scrolls: Raise Dead, Lesser Restoration, Restoration, Greater Restoration,
    Sound Burst, Charm Person or Animal, Remove Blindness/Deafness, Silence,
    Remove Disease, Neutralize Poison, Resurrection

(D.17) Rogue Store

City Core, Moonstone Mask - Torgo
Docks, Seedy Tavern - Auctioneer

  Bracer's of Armor +1                Bracer's of Dexterity +1
  Belt of Agility +1                  Mask of Persuasion
  Thieves Hood
  Bolt of Piercing                    Piercing Arrow
  Mild Poison Bolt                    Poison Bolt
  Mild Poison Arrow                   Poison Arrow
  Ring of Protection +1               Amulet of Natural Armor +1
  Potions: Cat's Grace
  Trap Kits: Minor Blob of Acid, Minor Spike, Average Spike, Minor Negative,
    Average Negative, Minor Acid Splash, Average Acid Splash, Minor Tangle,
    Average Tangle, Minor Sonic, Average Sonic, Minor Frost, Average Frost

(D.18) Rogue Store +1

Port Llast - Shady Character
Luskan - Shady Character

  Shadow Legion Armor
  Padded Armor +1                     Leather Armor +1
  Studded Leather Armor +1            Thieves' Hood
  Mask of Persuasion                  Greater Mask of Persuasion
  Small Shield +1                     Bracers of Dexterity +2
  Belt of Agility +1                  Belt of Agility +2
  Bracers of Armor +2
  Light Crossbow +1                   Heavy Crossbow +1
  Shortbow +1                         Mace +1
  Quarterstaff +1                     Morningstar +1
  Club +1                             Rapier +1
  Short Sword +1                      Dagger +1
  Bolt of Piercing                    Piercing Arrow
  Mild Poison Bolt                    Mild Poison Arrow
  Poison Bolt                         Poison Arrow
  Amulet of Natural Armor +2          Ring of Protection +2
  Potions: Cat's Grace, Speed
  Trap Kits: Minor Negative, Average Negative, Strong Negative, Minor Spike,
    Average Spike, Strong Spike, Minor Sonic, Average Sonic, Strong Sonic,
    Minor Acid Splash, Average Acid Splash, Strong Acid Splash, Minor Frost,
    Average Frost, Strong Frost, Minor Blob of Acid, Average Blob of Acid,
    Minor Holy, Average Holy, Strong Holy, Minor Electrical, Minor Tangle,
    Average Tangle, Minor Fire

(D.19) Rogue Store +2

Beorunna's Well, Drinking House - Shady Character
City Core, Moonstone Mask - Ophala Cheldarstorm

  Rogue Links
  Padded Armor +1                     Padded Armor +2
  Leather Armor +1                    Leather Armor +2
  Studded Leather Armor +1            Studded Leather Armor +2
  Chain Shirt +1                      Chain Shirt +2
  Small Shield +1                     Small Shield +2
  Bracers of Armor +2                 Bracers of Armor +3
  Bracers of Dexterity +2             Bracers of Dexterity +3
  Belt of Agility +2                  Greater Mask of Persuasion
  Shortbow +1                         Shortbow +2
  Light Crossbow +1                   Light Crossbow +2
  Heavy Crossbow +1                   Heavy Crossbow +2
  Quarterstaff +1                     Quarterstaff +2
  Mace +1                             Mace +2
  Rapier +1                           Rapier +2
  Club +1                             Club +2
  Morningstar +1                      Morningstar +2
  Short Sword +1                      Short Sword +2
  Dagger +1                           Dagger +2
  Bolt of Piercing                    Piercing Arrow
  Mild Poison Bolt                    Mild Poison Arrow
  Poison Bolt                         Poison Arrow
  Amulet of Natural Armor +2          Amulet of Natural Armor +3
  Scarab of Protection +2             Scarab of Protection +3
  Ring of Protection +2               Ring of Protection +3
  Potions: Speed
  Trap Kits: ALL TRAP KITS

(D.20) Magic Store

City Core, Cloaktower - Eltoora Sarptyl

  Mage's Battle Robe                  Adventure's Robe
  Robe of Acid Resistance             Robe of Electrical Resistance
  Nymph Cloak +1                      Cloak of Fortification +1
  Bracers of Armor +1                 Boots of Striding +1
  Lesser Belt of Guiding Light
  Ring of Protection +1               Ring of Clear Thought +1
  Ring of Resistance +1               Amulet of Natural Armor +1
  Scarab of Protection +1             Wand of Negative Energy
  Wand of Missiles
  Potions: Speed, Bull's Strength, Cat's Grace, Fox's Cunning, Owl's Wisdom,
    Eagle's Splendor, Endurance
  Scrolls: Charm Person, Summon Creature I, Mage Armor, Ray of Enfeeblement,
    Cat's Grace, Grease, Color Spray, Resistance, Protection from Alignment,
    Endure Elements, Sleep, Magic Missile, Knock, Invisibility, Ghoul Touch,
    Darkness, See Invisibility, Blindness/Deafness, Lesser Dispel, Identify,
    Bull's Strength, Web, Melf's Acid Arrow, Protection from Elements, Slow,
    Haste, Fireball, Magic Circle against Alignment, Dispel Magic

(D.21) Magic Store +1

Port Llast - Eltoora Sarptyl
Luskan, Mercantile Shop - Arto Webber

  Mage's Battle Robe                  Greater Battle Robe
  Adventure's Robe                    Robe of Light
  Robe of Acid Resistance             Robe of Electrical Resistance
  Robe of Cold Resistance             Robe of Fire Resistance
  Bracers of Armor +2                 Boots of Striding +2
  Lesser Belt of Guiding Light        Belt of Guiding Light
  Golden Circlet                      Cloak of Protection +2
  Cloak of Fortification +1           Cloak of Fortification +2
  Nymph Cloak +2
  Light Crossbow +1                   Heavy Crossbow +1
  Mace +1                             Quarterstaff +1
  Sickle +1                           Sling +1
  Club +1                             Morningstar +1
  Spear +1                            Dagger +1
  Dart +1                             Giant's Bane
  Farel's Gold                        Lightning Bullet
  Ice Bullet                          Fire Bullet
  Bullet of Smiting                   Bullet of Screaming
  Bolt of Lightning                   Bolt of Frostbite
  Bolt of Piercing                    Bolt of Fire
  Paralytic Bolt
  Ring of Clear Thought +1            Ring of Clear Thought +2
  Ring of Resistance +1               Ring of Resistance +2
  Ring of Protection +2               Scarab of Protection +2
  Amulet of Natural Armor +2          Wand of Negative Energy
  Wand of Missiles                    Wand of Lightning
  Wand of Fire                        Wand of Stinking Cloud
  Wand of Fear                        Wand of Summoning
  Wand of Paralyzation                Rod of Terror
  Rod of Beguiling
  Potions: Antidote, Speed
  Scrolls: Hold Person, Protection from Elements, Invisibility Sphere, Fear,
    Clairaudience/Clairvoyance, Vampiric Touch, Slow, Haste, Lightning Bolt,
    Fireball, Contagion, Charm Monster, Summon Creature III, Stinking Cloud,
    Flame Arrow, Magic Circle against Alignment, Dispel Magic, Hold Monster,
    Dismissal, Lesser Spell Breach, Shadow Conjuration, Lesser Spell Mantle,
    Elemental Shield, Planar Binding, Summon Creature IV, Greater Stoneskin,
    Circle of Death, Phantasmal Killer, Lesser Planar Binding, Wall of Fire,
    Polymorph Self, Stoneskin, Cone of Cold, Minor Globe of Invulnerability,
    Chain Lightning

(D.22) Magic Store +2

Beorunna's Well, Many-Starred Cloak - Eltoora Sarptyl

  Master Adventurer's Robe            Greater Battle Robe
  Robe of Acid Resistance             Robe of Electrical Resistance
  Robe of Cold Resistance             Robe of Fire Resistance
  Robe of Light                       Cloak of Protection +3
  Cloak of Fortification +2           Cloak of Fortification +3
  Nymph Cloak +3                      Bracers of Armor +3
  Belt of Guiding Light               Greater Belt of Guiding Light
  Boots of Striding +3
  Light Crossbow +2                   Heavy Crossbow +2
  Mace +2                             Quarterstaff +2
  Sickle +2                           Sling +2
  Club +2                             Morningstar +2
  Spear +2                            Dagger +2
  Dart +2                             Giant's Bane
  Farel's Gold                        Lightning Bullet
  Ice Bullet                          Fire Bullet
  Bullet of Smiting                   Bullet of Screaming
  Bolt of Lightning                   Bolt of Frostbite
  Bolt of Piercing                    Bolt of Fire
  Paralytic Bolt
  Ring of Clear Thought +2            Ring of Clear Thought +3
  Ring of Resistance +2               Ring of Resistance +3
  Ring of Protection +3               Scarab of Protection +3
  Amulet of Natural Armor +3          Wand of Negative Energy
  Wand of Missiles                    Wand of Lightning
  Wand of Fire                        Wand of Stinking Cloud
  Wand of Fear                        Wand of Arcane Disjunction
  Wand of Summoning                   Wand of Paralyzation
  Rod of Terror                       Rod of Reversal
  Rod of Beguiling                    Staff of Power
  Potions: Antidote, Speed
  Scrolls: Greater Dispelling, Ethereal Visage, True Seeing, Horrid Wilting,
    Greater Stoneskin, Greater Spell Breach, Mass Haste, Summon Creature VI,
    Globe of Invulnerability, Chain Lightning, Mordenkainen's Sword, Shades,
    Prismatic Spray, Power Word Stun, Incendiary Cloud, Energy Drain, Weird,
    Mind Blank, Time Stop, Planar Binding, Circle of Death, Power Word Kill,
    Greater Planar Binding, Delayed Blast Fireball, Acid Fog

(D.23) Magic Store +3

City Core, Cloaktower - Eltoora Sarptyl

  Robe of Acid Resistance             Robe of Electrical Resistance
  Robe of Cold Resistance             Robe of Fire Resistance
  Robe of Light                       Nymph Cloak +5
  Cloak of Fortification +3           Cloak of Protection +5
  Bracers of Armor +5                 Boots of Striding +5
  Greater Belt of Guiding Light
  Light Crossbow +3                   Heavy Crossbow +3
  Mace +3                             Quarterstaff +3
  Sickle +3                           Sling +3
  Club +3                             Morningstar +3
  Spear +3                            Dagger +3
  Dart +3                             Giant's Bane
  Farel's Gold                        Lightning Bullet
  Ice Bullet                          Fire Bullet
  Bullet of Smiting                   Bullet of Screaming
  Bolt of Lightning                   Bolt of Frostbite
  Bolt of Piercing                    Bolt of Fire
  Paralytic Bolt
  Ring of Clear Thought +5            Ring of Resistance +3
  Ring of Protection +5               Scarab of Protection +5
  Amulet of Natural Armor +5          Wand of Negative Energy
  Wand of Missiles                    Wand of Lightning
  Wand of Fire                        Wand of Stinking Cloud
  Wand of Fear                        Wand of Arcane Disjunction
  Wand of Summoning                   Wand of Paralyzation
  Rod of Terror                       Rod of Reversal
  Rod of Beguiling
  Potions: Antidote, Speed
  Scrolls: Greater Dispelling, Ethereal Visage, True Seeing, Horrid Wilting,
    Greater Stoneskin, Greater Spell Breach, Mass Haste, Summon Creature VI,
    Globe of Invulnerability, Chain Lightning, Mordenkainen's Sword, Shades,
    Prismatic Spray, Power Word Stun, Incendiary Cloud, Energy Drain, Weird,
    Mind Blank, Time Stop, Planar Binding, Circle of Death, Power Word Kill,
    Greater Planar Binding, Delayed Blast Fireball, Acid Fog

(D.24) Merchant Store

City Core - Merchant
City Core, Trade of Blades - Merchant
Peninsula, Mizzenmast Mercantile - Merchant
Blacklake, Board Laid Bare - Bartender

  Bracers of Armor +1                 Bracers of Dexterity +1
  Boots of Striding +1                Cloak of Protection +1
  Nymph Cloak +1
  Ring of Insight                     Ring of Protection +1
  Amulet of Natural Armor +1          Scarab of Protection +1
  Magic Bags
  Potions: Cure Critical Wounds, Antidote, Heal

(D.25) Merchant Store +1

Port Llast, The Cracked Anvil - Haljal Throndor
Luskan, Mercantile Shop - Merchant

  Bracers of Armor +2                 Bracers of Dexterity +2
  Boots of Striding +2                Cloak of Protection +2
  Nymph Cloak +2
  Ring of Insight                     Ring of Scholars
  Ring of Protection +2               Amulet of Natural Armor +2
  Scarab of Protection +2             Magic Bags
  Potions: Cure Critical Wounds, Antidote, Heal

(D.26) Other Stores

Port Llast, Eltoora's Lab - Saer Bodkin

  Robe of Light                       Robe of Acid Resistance
  Robe of Cold Resistace              Robe of Fire Resistance
  Wand of Missiles                    Wand of Sleep
  Wand of Fear                        Wand of Stinking Cloud
  Rod of Frost
  Other: Quartz Crystal, Bodak's Tooth, Fire Beetle's Belly, Rakshasa's Eye,
    Gargoyle Skull, Skeleton's Knuckle, Fairy Dust, Slaad's Tongue
  Scrolls: Lightning Bolt, Mage Armor, Burning Hands, Improved Invisibility,
    Endure Elements, Fireball, Animate Dead, True Seeing, Summon Creature V,
    Greater Dispelling, Planar Binding, Cloudkill, Globe of Invulnerability,
    Cone of Cold, Chain Lightning

Port Llast, Alliance Arms Inn - Elaith Craulnober

  Dwarven Mirth                       Tagget's Talon
  Padded Armor +1                     Leather Armor +1
  Studded Leather Armor +1            Chain Shirt +1
  Small Shield +1                     Mask of Persuasion
  Thayvian Circlet                    Thieves' Hood
  Bracers of Dexterity +2             Belt of Hill Giant Strength
  Belt of Agility +1                  Belt of Agility +2
  Bracers of Armor +2
  Light Crossbow +1                   Heavy Crossbow +1
  Shortbow +1                         Mace +1
  Quarterstaff +1                     Morningstar +1
  Club +1                             Rapier +1
  Sickle +1                           Short Sword +1
  Dagger +1                           Piercing Arrow
  Bolt of Frostbite                   Bolt of Piercing
  Acid Arrow                          Fire Arrow
  Ice Arrow                           Mild Poison Arrow
  Mild Poison Bolt                    Poison Arrow
  Poison Bolt
  Amulet of Natural Armor +2          Ring of Protection +2
  Periapt of Wisdom +1                Wand of Sleep
  Trap Kits: Minor Negative, Average Negative, Strong Negative, Minor Spike,
    Average Spike, Strong Spike, Minor Sonic, Average Sonic, Strong Sonic,
    Minor Acid Splash, Average Acid Splash, Strong Acid Splash, Minor Frost,
    Average Frost, Strong Frost, Minor Blob of Acid, Average Blob of Acid,
    Minor Holy, Average Holy, Strong Holy, Minor Electrical, Minor Tangle,
    Average Tangle, Minor Fire

Port Llast, Alliance Arms Inn - Alhelor

  Armor of the Wolf                   Woodcutter's Axe
  Bracers of Armor +1                 Bracers of Armor +2
  Bracers of Dexterity +1             Bracers of Dexterity +2
  Lightning Bullet                    Ice Bullet
  Fire Bullet                         Bullet of Smiting
  Bolt of Lightning                   Bolt of Frostbite
  Paralytic Bolt                      Bolt of Fire
  Bolt of Piercing                    Piercing Arrow
  Lightning Arrow                     Ice Arrow
  Fire Arrow                          Acid Arrow
  Amulet of Natural Armor +1          Amulet of Natural Armor +2
  Ring of Protection +1               Ring of Protection +2
  Belladonna
  Potions: Cure Critical Wounds, Antidote, Speed, Heal
  Scrolls: Raise Dead, Resurrection

==============================================================================

(E) Items

Notes

 - $$$GP is the items selling price
 - Damage Reduction eg 5/+1 ignore first 5 points of damage unless the weapon
   has an enchantment bonus of +1 or above, eg 10/+5,100 ignore 10 points of
   damage until 100 points of damage have been done by weapons less than +5.
 - Damage Resistance eg 15/- Acid ignore first 15 points of acid damage.
 - AC Penalty applies to Hide, Move Silently, Set Trap, Pick Pocket and Parry
 - Universal+1 means a +1 bonus to all saving throws (Reflex, Fortitude, Will)
 - Keen doubles your critical hit range eg 19-20 becomes 17-20
 - Mighty+3 means that your STR bonus (maximum of 3) is added to your damage
 - Any weapon that does +1D6 or +4 or more elemental damage will glow!

  Ladymist Talon +1 (Kukri, Cast Stinking Cloud, Immunity Cone of Cold)
  Acid Dart +1 (+1D4 Acid dmg)
  Asp's Nest +1 (Dart, DC14 Poison 1D2 CON)
  Dart of Accuracy +5
  Blood Rust Axe +2 (Handaxe, +1D6 Fire dmg vs Good, DC14 Slow 50%/2 rounds)
  Ember's Axe +2 (Handaxe, +4 vs Outsider)
  Offhand Axe +3 (Handaxe, +1D6 Sonic dmg, Two-Weapon Fighting Feat)
  Forge Fire +2 (Light Hammer, +1D6 Fire dmg)
  Hammer of the Beast +2 (Light Hammer, DC14 Slow 50%/2 rounds)
  Hammer of Blasting +3 (Light Hammer, +1D6 Electrical dmg, DC14 Knock)
  Fist of the Legion +1 (Mace, DC14 Stun 50%/2 rounds)
  Planar Mace +2 (Mace, +4 vs Outsider)
  Soldier's Might +2 (Mace, +1D4 Cold dmg, Immunity Mind Spells)
  Breath of the Maiden +1 (Short Sword, DC14 Poison 1D2 CON)
  Short Sword of Quickness +1 (+1D6 Electrical dmg, Haste)
  The Lucky One +1 (Short Sword, Improved Evasion Feat)
  Blightbringer Lineage (Sickle, +1 vs Good, DC14 Disease Demon Fever)
  Sickle of Holy Mourning +2 (+5 vs Undead, Extra Turning Feat)
  Charming Sling +3 (CHR+2)
  Sling of Force +3 (STR+2, Mighty+3)
  Sling of Arvoreen +4 (Mighty+4, Freedom)
  Sling of Seeking +5
  Sunlight Sling +2 (+3 vs Undead, Light 10m)
  Tempertuppin's Ever-Thrower +1 (Sling, +1D6 Fire dmg unlimited ammo)
  Dragonslayer +1 (Bastard Sword, +5 vs Dragon, +1D10 Sonic dmg vs Dragon)
  Discord +2 (Bastard Sword, +1D6 Sonic dmg, DC14 Confusion 50%/2 rounds)
  Nameless Light +2 (Bastard Sword, +5 vs Evil, +1D6 Electrical dmg vs Evil)
  Bloodletter +4 (Bastard Sword, DC14 Wounding, Vampiric+2)
  Clangeddin's Wayward Axe +3 (Battleaxe, +4 Electrical dmg)
  Deepstone Progeny +2 (Battleaxe, Immunity Death Spells)
  Master Li's Way +2 (Katana, +1D4 Acid, Keen)
  Divine Fury +3 (Katana, +1D6 Electrical, DC14 Stun 50%/2 rounds)
  Blade of the Elements +3 (Katana, DC14 Slay Elemental)
  Cold Iron Blade +1 (Longsword, +1D6 Cold dmg, Fortitude+1)
  Angurvadal +2 "Flame Tongue" (Longsword, +1D6 Fire dmg)
  Blessing of the Daystar +3 (Longsword, +5 vs Undead, +1D6 Fire dmg vs Evil)
  Soulrazor Minion +3 (Longsword, +1D6 Acid dmg vs Good, Vampiric+2)
  Circling Star +2 (Morningstar, +1D6 Electrical dmg, Animal Empathy+4)
  Sleepwalker Kin +2 (Morningstar, DC14 Sleep 50%/2 rounds)
  Rapier of the High Road +1 (+1D6 Acid, Keen)
  Bleederkin +2 (Rapier, DC14 Wounding)
  Scimitar of Speed +1 (+1D6 Sonic dmg, Haste)
  Ula's Heart +2 (Scimitar, DC14 Fear 50%/2 rounds, Keen)
  Laughing Blade +2 (Scimitar, +1 Cold dmg, DC14 Confusion 50%/2 rounds)
  Shimmering Blade +2 (Scimitar, Parry+5)
  Tansheron's Bow +1 (Shortbow, +1D6 Lightning dmg unlimited ammo)
  Phantom Bow +3 (Shortbow, Mighty+3, Haste, Cast Phantasmal Killer)
  Hammer of the Wisp +2 (Warhammer, DC14 Fear 50%/2 rounds, Light 15m)
  Hammer of Thunderbolts +5 (Warhammer, +1D6 Electrical dmg,
    DC14 Stun 75%/1 round)
  Rift Hammer +1 (Warhammer, +1D6 Sonic dmg)
  Ebon Dire Mace +1 (DC14 Ability Drain STR)
  Krotan's Skullcrusher +1 (Dire Mace, +1D6 Cold dmg vs Goblinoid, Half-Orc,
    Orc)
  Red Tiger Double Axe +2 (Dodge Feat)
  Netherese Axe +1 (Greataxe, Listen+10, Lore+10, Spell res 10)
  Re's Redemption +2 (Greataxe, +4 vs Orcs, +1D6 Electrical dmg vs Evil)
  Axe of the Culling +3 (Greataxe, +1D6 Fire dmg, DC14 Dispel Magic)
  Vermin's Bane +1 (Greatsword, +4 vs Vermin)
  Shining Light of Lathander +2 (Greatsword, Cast Searing Light 1/day,
    Light 15m)
  Gemsword +3 (Greatsword, +1D6 Electrical dmg)
  Arc Asunder +1 (Halberd, +1D6 Electrical dmg, Parry+4, Light 10m)
  Will of Atar +1 (Halberd, +1D6 Fire dmg)
  Water's Edge +1 (Halberd, DC14 Slay Elemental)
  Dragon's Breath +4 (Halberd, +1D6 Fire dmg, DC14 Stun 75%/1 round)
  Asp Flail +1 (Heavy Flail, +1D6 Acid dmg)
  Flail of Stars +2 (Heavy Flail, +1D6 Electrical dmg, DC14 Slow 75%/1 round)
  Flail of Jergal +3 (Heavy Flail, +1D6 Cold dmg vs Good)
  Longarm +2 (Longbow, STR+2, Bludgeoning)
  North Wind Bow +3 (Longbow, Mighty+3, 20/- Cold)
  Ripper +3 (Longbow, Mighty+4, Immunity Mind Spells)
  King's Scythe +2 (Keen, DC14 Slow 50%/2 rounds)
  Death's Handmaiden +4 (Scythe, Keen, Vampiric+3)
  Heartwood Spear +4 (+1D6 Acid dmg, DC14 Daze 75%/1 round)
  Sword of Lyons +2 (Two-Bladed Sword, STR+2, CHA+2, Persuade+2)

(E.1) Tiny Weapons
  Dagger (Simple, 1D4 19-20/x2)                                            1GP
    Dagger +1                                                            567GP
    Dagger +2                                                           2527GP
    Dagger +3                                                           5888GP
    Tagget's Talon +1 (Keen)                                            2527GP
    Ice Talon +2 (+1D6 Cold dmg)                                        7623GP
    Pixie Lance +2 (DC14 Sleep 50%/2 rounds)                           10648GP
    Courtesan Blade +2 (Keen, DC14 Stun 50%/2 rounds)                  10648GP
    Leech +5 (Vampiric +3)                                             28226GP
  Kukri (Exotic, 1D4 18-20/x2)                                             5GP
    Kukri +1                                                             571GP
    Kukri +2                                                            2531GP
    Kukri +3                                                            5892GP
    Sharpshadow Blade +1 (Hide+2, Move Silently+2)                      1338GP
    Neverwinter Kukri +2 (Fortitude+1)                                  4328GP
    Messenger Blade +2 (Keen)                                           5892GP
    Cutting Star +2 (+1D6 Fire dmg, DC14 Blindness 25%/3 rounds)       16133GP
  Shuriken (Exotic, 1D3 20/x2) x50                                         1GP
    Shuriken +1 x50                                                      140GP
    Shuriken +2 x50                                                      630GP
    Shuriken +3 x50                                                     1470GP
    Many Talons +1 (+1D4 Acid dmg vs Good, Vampiric+1) x23               233GP
    Stars of Ojy-do +1 (+1D4 Cold dmg) x26                               282GP
    Grains of Sand (DC14 Sleep 50%/2 rounds) x30                         420GP
    Shining Light +2 (DC14 Daze 50%/2 rounds) x11                        220GP
    Dragon's Tail +2 (+1D4 Fire dmg) x25                                 673GP

(E.2) Small Weapons
  Dart (Simple, 1D4 20/x2) x50                                             1GP
    Dart +1 x50                                                           35GP
    Dart +2 x50                                                          630GP
    Dart +3 x50                                                         1470GP
    Ice Dart +1 (+1D4 Cold dmg) x28                                      314GP
    Dart of Stunning +1 (DC14 Stun 50%/2 rounds) x30                     378GP
  Handaxe (Martial, 1D6 20/x3)                                             4GP
    Handaxe +1                                                           570GP
    Handaxe +2                                                          2530GP
    Handaxe +3                                                          5891GP
    Ice Reaver +1 (+1 Cold dmg, 15/- Cold)                              3164GP
    Ice Reaver +3 (+1 Cold dmg, 15/- Cold)                             11914GP
    Woodcutter's Axe +2 (+3 vs Shapechanger)                            5952GP
  Kama (Exotic, 1D6 20/x2)                                                 1GP
    Kama +1                                                              567GP
    Kama +2                                                             2527GP
    Kama +3                                                             5888GP
    Peasant Dynasty +1 (5/- Acid, Cold, Fire, Electrical)               3312GP
    Imaskari Kama +1 (+1D4 Acid dmg, Discipline+1)
    Hideo's Kama +2 (Parry+2)                                           3206GP
    Empty Fields +1 (DC14 Doom 50%/2 rounds)                            5888GP
    Thread of Life +1 (Regeneration+1, Cast Cure Minor Wounds,          9650GP
      Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds)
  Light Crossbow (Simple, 1D8 19-20/x2)                                   24GP
    Light Crossbow +1                                                    165GP
    Light Crossbow +2                                                    655GP
    Light Crossbow +3                                                   1495GP
    Ruby Crossbow +3 (Cast Scare 1/day)                                 2125GP
    Crossbow of Affliction +4 (Mighty+3, +1D4 critical dmg)             5759GP
    Crossbow of Murder +5 (+2D6 critical dmg)                           6696GP
    Crossbow of the High Forest +4 (Regeneration+1)                     9867GP
    Crossbow of the Unicorn +5 (Haste - AC Dodge+4)                    24805GP
  Light Hammer (Martial, 1D4 20/x2)                                        1GP
    Light Hammer +1                                                      567GP
    Light Hammer +2                                                     2527GP
    Light Hammer +3                                                     5887GP
    Daraz Hammer +1 (+1 Sonic dmg, +1D8 Sonic dmg vs Goblinoid)
    Storm +1 (+1D4 Electrical dmg)                                      2205GP
    Storm +2 (+1D6 Electrical dmg, 10/- Electrical)                    11060GP
  Mace (Simple, 1D6 20/x2)                                                 3GP
    Mace +1                                                              569GP
    Mace +2                                                             2529GP
    Mace +3                                                             5890GP
    Mace of Disruption +1 (+2 vs Undead)                                1717GP
    Mace of Disruption +1 (+5 vs Undead, +1D8 Fire dmg vs Undead)       6741GP
    Kiss of Sune +1 (DC14 Stun 50%/2 rounds)                            5890GP
    Petty's Tempest +2 (+1D6 Electrical dmg, DC14 Slow 50%/2 rounds)   12946GP
  Short Sword (Martial, 1D6 19-20/x2)                                      7GP
    Short Sword +1                                                       573GP
    Short Sword +2                                                      2533GP
    Short Sword +3                                                      5894GP
    Feyduster +1 (DC14 Daze 75%/1 round)                                1912GP
    Feyduster +2 (DC14 Sleep 50%/2 rounds)                             10654GP
    Ichthia's Neck-Knife +2 (Vampiric+3)                                7862GP
  Sickle (Simple, 1D6 20/x2)                                               4GP
    Sickle +1                                                            570GP
    Sickle +2                                                           2530GP
    Sickle +3                                                           5891GP
    Golden Sickle +1 (Animal Empathy +2, +1 L0 Druid Spell)             1124GP
    Golden Sickle +2 (Animal Empathy +3, +1 L0-L1 Druid Spell)          5433GP
    Blacksoul Sickle +1 (Vampiric+2)                                    2399GP
    Teneraard's Sickle +1 (+2 vs Evil, STR+1, AC Dodge-1, AC Natural-1) 7352GP
  Sling (Simple, 1D4 20/x2)                                                1GP
    Sling +1                                                             142GP
    Sling +2                                                             632GP
    Sling +3                                                            1472GP
  Throwing Axe (Martial, 1D6 20/x2) x50                                    1GP
    Throwing Axe +1 x50                                                  140GP
    Throwing Axe +2 x50                                                  630GP
    Throwing Axe +3 x50                                                 1470GP
    Black Raven Axe +1 (DC14 Fear 50%/2 rounds) x30                      378GP
    Fire Axe +1 (+1D4 Fire dmg) x50                                      875GP
    Rifthome Axe +3 (Mighty+3) x18                                       825GP
    Axe of the Coming Storm +3 (+1D4 Electrical dmg) x10                 497GP
    Thunderbeast Axe +3 (+1D4 Sonic dmg) x30                            1491GP

(E.3) Medium Weapons
  Bastard Sword (Exotic, 1D10 19-20/x2)                                   24GP
    Bastard Sword +1                                                     590GP
    Bastard Sword +2                                                    2550GP
    Bastard Sword +3                                                    5911GP
    Lawgiver +1 (+3 vs Chaotic)                                         4902GP
  Battleaxe (Martial, 1D8 20/x3)                                           7GP
    Battleaxe +1                                                         573GP
    Battleaxe +2                                                        2533GP
    Battleaxe +3                                                        5894GP
    Sentinel +1 (Listen+2, Spot+2, Light 10m)                           1982GP
    Sentinel +3 (Listen+4, Spot+4, Cast True Seeing 1/day, Light 10m)  26295GP
    Silvermane's Axe +1 (Keen, Regeneration+1, Cast Raise Dead)        12740GP
    Axe of Dead Illusk +2 (DC14 Fear 50%/2 rounds, Vampiric+3)         13252GP
    Mordan's Withering Blade +3 (DC14 Wounding)                        16814GP
  Club (Simple, 1D6 20/x2)                                                 1GP
    Club +1                                                              567GP
    Club +2                                                             2527GP
    Club +3                                                             5887GP
    Gladiator's Club +1 (DC14 Daze 75%/1 round)                         1906GP
    Gladiator's Club +4 (DC14 Daze 75%/1 round)                        15136GP
    Will of the Lost +1 (Vampiric+3)                                    3866GP
    Watchman's Club +1 (Alertness Feat, Listen+2, Spot+2, Light 10m)    4133GP
    Tethir-Wood Cudgel +2 (+1D6 Acid dmg)                               7623GP
    Club of Smiting +1 (DC14 Slay Construct)                           10647GP
    The Angry Soul +3 (+1D6 Electrical dmg, DC14 Fear 50%/2 rounds)    19663GP
  Heavy Crossbow (Simple, 1D10 19-20/x2)                                  35GP
    Heavy Crossbow +1                                                    176GP
    Heavy Crossbow +2                                                    666GP
    Heavy Crossbow +3                                                   1506GP
    Feywarden Crossbow +2 (+5 vs Orcs)                                  2022GP
    Crossbow of Accuracy +5                                             4236GP
    Crossbow of Enchantment +3 (Cast Dominate Person)                   8121GP
    Glorious Revolution +2 (+5 vs Evil, Spell res 10)                   9157GP
    Graceblood Bow +5 (Haste - AC Dodge+4)                             24816GP
  Katana (Exotic, 1D10 19-20/x2)                                          28GP
    Katana +1                                                            594GP
    Katana +2                                                           2554GP
    Katana +3                                                           5915GP
    Sword Saint Legacy +1 (Katana, +1D6 Sonic dmg vs Evil)              1603GP
    Sword Saint Legacy +4 (Katana, +1D6 Sonic dmg vs Evil)             14203GP
    Kaga-To +1 (DC14 Daze 50%/2 rounds)                                 1933GP
  Light Flail (Martial, 1D8 20/x2)                                         5GP
    Light Flail +1                                                       571GP
    Light Flail +2                                                      2531GP
    Light Flail +3                                                      5892GP
    Foundation +1 (DC14 Knock)                                          2531GP
    Foundation +4 (DC14 Knock)                                             0GP
    Writ of the Vizier +1 (DC14 Fear 50%/2 rounds)                      2531GP
    Heirs of Osiris +1 (+4 vs Undead)                                   3596GP
    Flail of Destruction +2 (+1D6 Fire Damage)                          7627GP
    Eberond's Flail +2 (Spell res 14)                                  10652GP
  Longsword (Martial, 1D8 19-20/x2)                                       10GP
    Longsword +1                                                         576GP
    Longsword +2                                                        2536GP
    Longsword +3                                                        5897GP
    Astral Blade +1 (+1D4 Sonic dmg)                                    2215GP
    Astral Blade +2 (+1D10 Sonic dmg)                                  14343GP
    Blade of the Gladiator +2 (+1D6 Acid dmg)                           7632GP
  Magic Staff (Simple, 1D6 20/x2)
    Penhold Staff (Cast Hold Person, Remove Paralysis, Free Movement)   1243GP
    Staff of the Holy (Cast Cure Light Wounds, Cure Moderate Wounds,    1909GP
      Aid, only by Cleric)
    Staff of Meldanen (Cast Melf's Acid Arrow, Spell Penetration Feat,  1964GP
      Light 20m)
    Staff of Defense (AC Deflect+2, Cast Ghostly Visage, Mage Armor,    3107GP
      Protection from Alignment, only by Sorcerer, Wizard)
    Staff of Power (Cast Fireball, Magic Missile, Ray of Enfeeblement,  3182GP
      only by Sorcerer, Wizard)
    Staff of Command (Cast Dominate Person, Charm Person,               7442GP
      Charm Monster, Immunity Mind Spells)
    Staff of Valmaxian +3 (AC Deflect+2, Cast Chain Lightning,         20500GP
      Fireball, Ethereal Visage)
    Staff of the Magi +1 (DC14 Dispel Magic, Cast Ice Storm, Fireball, 26758GP
      Dispel Magic, Invisibility, Light, Lightning Bolt, Mage Armor)
  Morningstar (Simple, 1D8 20/x2)                                          5GP
    Morningstar +1                                                       571GP
    Morningstar +2                                                      2531GP
    Morningstar +3                                                      5892GP
    Drone +1 (DC14 Slow 50%/2 rounds)                                   2531GP
    Drone +4 (+1D6 Sonic dmg, DC14 Slow 50%/2 rounds)                  27788GP
    One of Many +1 (+1 Electrical dmg, Discipline+3)                    2235GP
    Bone Phoenix +1 (+1D6 Fire dmg)                                     3707GP
  Rapier (Martial, 1D6 18-20/x2)                                          14GP
    Rapier +1                                                            580GP
    Rapier +2                                                           2540GP
    Rapier +3                                                           5901GP
    Namarra +1 "Neversleep" (DC14 Daze 75%/1 round)                     1919GP
    Namarra +2 "Neversleep" (DC14 Sleep 50%/2 rounds)                  10661GP
    Black Rider Quill +1 (Lore+4, Perform+4)                            2435GP
    Mercykiller Blade +2 (+1D6 Fire dmg vs Evil)                        4389GP
  Scimitar (Martial, 1D6 18-20/x2)                                        10GP
    Scimitar +1                                                          576GP
    Scimitar +2                                                         2536GP
    Scimitar +3                                                         5897GP
    Desert Wind +1 (+1D6 Fire dmg)                                      3712GP
    Desert Wind +2 (+1D10 Fire dmg)                                    14343GP
  Shortbow (Martial, 1D6 20/x3)                                           21GP
    Shortbow +1                                                          162GP
    Shortbow +2                                                          652GP
    Shortbow +3                                                         1492GP
    Composite Shortbow +1 (Mighty+3)                                     987GP
    Composite Shortbow +2 (Mighty+3)                                    2614GP
    Composite Shortbow +3 (Mighty+5)                                    5029GP
    Eaglebow +3 (Search+2, Spot+2)                                      2627GP
    Lesser Oathbow +3 (Mighty+3, +1D4 critical dmg)                     3927GP
    Lilting Note +3 (Mighty+3, Perform+8)                               6900GP
  Warhammer (Martial, 1D8 20/x3)                                           8GP
    Warhammer +1                                                         574GP
    Warhammer +2                                                        2534GP
    Warhammer +3                                                        5895GP
    Rune Hammer +1 (Spell res 10)                                       1799GP
    Rune Hammer +3 (Spell res 14)                                      16815GP
    Hammer of Justice +1 (+2 vs Chaotic)                                2921GP

Note - Rapiers are the only medium weapon that uses the DEX bonus of the
Weapon Finesse feat.

(E.4) Large Weapons
  Dire Mace (Exotic, 1D8/1D8 20/x2)                                       28GP
    Dire Mace +1                                                         594GP
    Dire Mace +2                                                        2554GP
    Dire Mace +3                                                        5915GP
    Ironwood Mace +1 (Weigth-40%)                                        875GP
    Ironwood Mace +3 (Weight-40%)                                       6755GP
    Stoutcorps Key +1 (STR+2)                                           7651GP
    Ardulia's Fall +2 (DC14 Slow 25%/3 rounds)                          5915GP
  Double Axe (Exotic, 1D8/1D8 20/x3)                                      21GP
    Double Axe +1                                                        587GP
    Double Axe +2                                                       2547GP
    Double Axe +3                                                       5908GP
    Axe of the Tall Kin +1 (Light 10m)                                  1029GP
    Axe of the Tall Kin +3 (Light 10m)                                  7189GP
    Ascorian Double Axe (+1 vs Evil, Vampiric+3)                        2793GP
    Death Shroud Axe +1 (DC14 Fear 25%/3 rounds, +1D8 critical dmg)     4011GP
    Bloodstone Double Axe +2 (Regeneration+1)                           9603GP
  Greataxe (Martial, 1D12 20/x3)                                          14GP
    Greataxe +1                                                          580GP
    Greataxe +2                                                         2540GP
    Greataxe +3                                                         5901GP
    Stonefire Axe +1 (+2 Fire dmg)                                      2219GP
    Stonefire Axe +2 (+1D6 Fire dmg)                                    7636GP
    Gruumsh Hand +2 (+1D6 Acid dmg vs Human, Parry+3)                   4601GP
  Greatsword (Martial, 2D6 19-20/x2)                                      35GP
    Greatsword +1                                                        601GP
    Greatsword +2                                                       2561GP
    Greatsword +3                                                       5922GP
    Harbinger Kin +1 (+2 Fire dmg)                                      2240GP
    Harbinger Kin +3 (+1D6 Fire dmg)                                   12978GP
    Blade of the Rashemi +2 (Spell res 10)                              4766GP
    The Dagger of Chaos +2 (DC14 Confusion 50%/2 rounds, Vampiric+3)   13280GP
  Halberd (Martial, 1D10 20/x3)                                            7GP
    Halberd +1                                                           573GP
    Halberd +2                                                          2533GP
    Halberd +3                                                          5894GP
    Ravager +1 (+1D6 Sonic dmg)                                         3709GP
    Ravager +4 (+1D6 Sonic dmg, DC14 Daze 50%/2 rounds)                25628GP
  Heavy Flail (Martial, 1D10 19-20/x2)                                    10GP
    Heavy Flail +1                                                       576GP
    Heavy Flail +2                                                      2536GP
    Heavy Flail +3                                                      5897GP
    Reaver +1 (+1D6 Cold dmg)                                           3712GP
    Reaver +2 (+1D10 Cold dmg)                                         14343GP
    Kintharsta +2 (DC14 Blindness 50%/2 rounds)                         8102GP
  Longbow (Martial, 1D8 20/x3)                                            52GP
    Longbow +1                                                           193GP
    Longbow +2                                                           683GP
    Longbow +3                                                          1523GP
    Composite Longbow +1 (Mighty+3)                                     1018GP
    Composite Longbow +2 (Mighty+3)                                     2646GP
    Composite Longbow +3 (Mighty+5)                                     5061GP
    Elven Court Bow +3 (Mighty+3)                                       3363GP
    Taralash +4 (Mighty+4, Spot+4, Haste - AC Dodge+4)                 33427GP
  Quarterstaff (Simple, 1D6 20/x2)                                         1GP
    Quarterstaff +1                                                      567GP
    Quarterstaff +2                                                     2527GP
    Quarterstaff +3                                                     5887GP
    Staff of Curing (Heal+5, Cast Cure Serious Wounds)                  1564GP
    Blackforest Staff (+1 vs Good, Vampiric +1, Cast Protection from    1894GP
      Alignment 3/day)
    Negastaff +1 (DC Blindness 25%/3 rounds)                            4032GP
    Aiedo Wither-Stick +1 (DC14 Ability Drain STR)                      8092GP
    Staff of Ascension +2 (Cast Entangle 3/day, +1 L2 Druid Spell,     19665GP
      Regeneration+1, AC Deflect+1, only by Druid)
  Scythe (Exotic, 2D4 20/x4)                                              12GP
    Scythe +1                                                            578GP
    Scythe +2                                                           2538GP
    Scythe +3                                                           5899GP
    Sea Reaver +1 (Cast Resist Elements)                                2626GP
    Sea Reaver +2 (+1D6 Sonic dmg vs Elemental, Cast Resist Elements)   6550GP
    Nature's Scythe +1 (+4 vs Human)                                    3603GP
    Wicked Union +1 (DC14 Stun 75%/1 round, Vampiric +3)                7868GP
  Spear (Simple, 1D8 20/x3)                                                1GP
    Spear +1                                                             567GP
    Spear +2                                                            2527GP
    Spear +3                                                            5887GP
    Fey Spear +1 (DC14 Daze 75%/1 round)                                1906GP
    Fey Spear +3 (+1D6 Electrical dmg, DC14 Sleep 50%/2 rounds)        27783GP
    Black Kumade +2 (Spell res 10)                                      4732GP
    Briarspike +2 (+1D6 Acid dmg)                                       7623GP
    Spear of Withering +1 (DC14 Ability Drain CON)                      8092GP
    Uthgardt Ceremonial Spear +3 (+4 vs Giant, +2 critical dmg)        13877GP
  Two-Bladed Sword (Exotic, 1D8/1D8 19-20/x2)                             70GP
    Two-Bladed Sword +1                                                  636GP
    Two-Bladed Sword +2                                                 2596GP
    Two-Bladed Sword +3                                                 5957GP
    Sword of Bao (+1D6 Fire dmg)                                        1441GP
    Uthgardt Ceremonial Blade +1 (Keen)                                 2596GP
    Uthgardt Ceremonial Blade +2 (+1D6 Cold dmg, Keen, Discipline+2)   14497GP
    Blade of the Red Masque +1 (DC14 Poison 1D2 CON)                    5957GP
    Blade of Corellon +3 (Heal+2, Spot+2)                               8066GP

Note - Dire Mace, Double Axe and Two-Bladed Swords have the same penalties as
using two weapons where the off-hand hand weapon is light.

(E.5) Ammunition
  Bullet x99                                                               1GP
    Bullet of Smiting (+1D6 Bludgeoning dmg) x99                         658GP
    Ice Bullet (+1D6 Cold dmg) x99                                       658GP
    Lightning Bullet (+1D6 Electrical dmg) x99                           658GP
    Fire Bullet (+1D6 Fire dmg) x99                                      658GP
    Giant's Bane (+1D6 Piercing dmg, +1D6 vs Giant) x99                  970GP
    Farel's Gold (+1D4 Acid dmg, DC14 Slow 50%/2 rounds) x99            1212GP
    Bullet of Screaming (+1D4 Sonic dmg, DC14 Silence 50%/2 rounds) x99 1212GP
  Arrow x99                                                                1GP
    Arrow of the Vampire (Vampiric+2) x99                                311GP
    Acid Arrow (+1D6 Acid dmg) x99                                       658GP
    Ice Arrow (+1D6 Cold dmg) x99                                        658GP
    Lightning Arrow (+1D6 Electrical dmg) x99                            658GP
    Fire Arrow (+1D6 Fire dmg) x99                                       658GP
    Piercing Arrow (+1D6 Piercing dmg) x99                               658GP
    Mild Poison Arrow (DC14 CON-1D2) x99                                1386GP
    Poison Arrow (DC14 CON-1D2, STR-1D2) x99                            5544GP
  Bolt x99                                                                 1GP
    Paralytic Bolt (DC14 Stun 50%/2 rounds) x99                          346GP
    Bolt of Frostbite (+1D4 Cold dmg) x99                                242GP
    Bolt of Lightning (+1D4 Electrical dmg) x99                          242GP
    Bolt of Fire (+1D6 Fire dmg) x99                                     658GP
    Bolt of Piercing (+1D6 Piercing dmg) x99                             658GP
    Mild Poison Bolt (DC14 CON-1D2) x99                                 1386GP
    Poison Bolt (DC14 CON-1D2, STR-1D2) x99                             5544GP

  Robes of the Shining Hand +4 (AC0, AC Armor+4, Listen-1)
  Armor of Fleetness (AC1, AC Armor+3, Haste Feat)
  Aslyferund Elven Chain (AC1, AC Armor+3, 5/+1, only by Elf, Half-Elf)
  Black Flame Armor (AC3, AC Armor+5, 30/- Fire)
  Kumakawa (AC3, AC Armor+3, Improved Evasion Feat)
  Doron's Mistake (AC5, AC Armor+2, Fortitude+3, Weight-20%)
  Elven Chainmail (AC5, AC Armor+2, Hide+6, Move Silently+6, Weight-60%)
  Copper Dragon Armor (AC8, AC Armor+3, 20/- Acid, Weight-40%)
  Blue Dragon Armor (AC8, AC Armor+4, 20/- Electrical, Weight-20%)
  Dragon Shield (Large Shield, AC Shield+2, 10/- Acid, Cold, Electrical, Fire)
  Shield of the Watch (Tower Shield, AC Shield+2, +5 vs Human)
  Greater Shield of Dawn (Tower Shield, AC Shield+1, +5 vs Undead, Light 15m)
  Hastsezini's Shield (Tower Shield, AC Shield+5, only by Lawful)
  Bracers of Armor +4 (AC Armor+4)
  Gloves of the Hin Fist +1 (+1 Sonic dmg, only by Monk)
  Gloves of the Hin Fist +2 (+2 Sonic dmg, only by Monk)
  Gloves of the Hin Fist +3 (+2 Sonic dmg, only by Monk)
  Gloves of the Hin Fist +4 (+1D4 Sonic dmg, only by Monk)
  Gloves of the Hin Fist +5 (+1D6 Sonic dmg, only by Monk)
  Gloves of the Long Death +1 (+1 Cold dmg, only by Monk)
  Gloves of the Long Death +2 (+2 Cold dmg, only by Monk)
  Gloves of the Long Death +3 (+2 Cold dmg, only by Monk)
  Gloves of the Long Death +4 (+1D4 Cold dmg, only by Monk)
  Gloves of the Long Death +5 (+1D6 Cold dmg, only by Monk)
  Belt of Agility +3 (DEX+3, Freedom)
  Belt of Agility +4 (DEX+4, Freedom)
  Boots of the Sun Soul +4 (DEX+2, AC Dodge+4, only by Monk)
  Cloak of Protection vs Chaos (AC Deflect+2 vs Chaotic)
  Nymph Cloak +4 (CHA+4)
  Amulet of Cold Resistance (20/- Cold)
  Amulet of Fire Resistance (20/- Fire)
  Ring of Clear Thought +4 (INT+4)
  Ring of Fortitude +1 (Fortitude+1)
  Ring of Fortitude +3 (Fortitude+3)
  Saintsblood Pearl (Cast Restoration, Cure Light, Moderate, Serious and
    Critical Wounds)

(E.6) Robes
  Robe (AC0, No Maximum AC Dex Bonus, Penalty 0, Spell Failure 0%)         1GP
    Robe of Light (Light 15m)                                             56GP
    Robe of Acid Resistance (15/- Acid)                                  131GP
    Robe of Cold Resistance (15/- Cold)                                  171GP
    Robe of Electrical Resistance (15/- Electrical)                      217GP
    Robe of Fire Resistance (15/- Fire)                                  268GP
    Armor of the Stars (AC Armor+3, 20/- Electrical, Light 10m)         5385GP
  Sorcerer and Wizard Robes
    Mage's Battle Robe (Concentration+2, Spellcraft+2, Spell res 10)     766GP
    Greater Battle Robe (AC Armor+2 vs Evil, Spell res 14, Spellcraft+3 5516GP
      Concentration+3, Light 10m)
    Adventure's Robe (5/+1)                                             2187GP
    Master Adventurer's Robe (10/+3)                                   10206GP
    Crystal Robes (AC Armor+3, CON-1, Spell Foucs Divination Feat,     10055GP
      Spell res 14, also by Bard)
    Robe of Vecna (AC Armor+1, Spell Focus Abjuration, Conjuration,    12642GP
      Enchantment, Evocation, Illusion, Necromancy Feats, Spell res 10)
    White Robe of the Archmagi (AC Armor+5, Spell Penetration Feat,    17076GP
      Universal+1, Spell res 10, only by Good)
    Grey Robe of the Archmagi (AC Armor+5, Spell Penetration Feat,     17076GP
      Universal+1, Spell res 10, only by Neutral)
    Black Robe of the Archmagi (AC Armor+5, Spell Penetration Feat,    17076GP
      Universal+1, Spell res 10, only by Evil)
  Monk Robes
    Robes of the Shining Hand +1 (AC Armor+1, Listen-1)                  229GP
    Robes of the Shining Hand +2 (AC Armor+2, Listen-1)                 1023GP
    Robes of the Shining Hand +3 (AC Armor+3, Listen-1)                 2384GP
    Robes of the Shining Hand +5 (AC Armor+5, Listen-1)                 6807GP
    Robes of the Old Order (5/+1)                                       2187GP
    Improved Robes of the Old Order (AC Armor+2, 5/+1)                  6203GP
    Robes of the Dark Moon (Haste - AC Dodge+4, Concentration-1)        4287GP

(E.7) Light Armor
  Padded Armor (AC1, Max AC Dex Bonus 8, Penalty 0, Spell Failure 5%)      1GP
    Padded Armor +1 (AC Armor+1)                                         231GP
    Padded Armor +2 (AC Armor+2)                                        1025GP
    Padded Armor +3 (AC Armor+3)                                        2385GP
    Benzo's Luck (AC Armor+1, +3 vs Evil, +3 vs Chaotic)                4819GP
    Mirrored Armor (AC Armor+3, Spell res 14)                           7439GP
    Armor of the Wolf (AC Armor+3, +5 vs Shapechanger, Move Silently+2) 9833GP
  Leather Armor (AC2, Max AC Dex Bonus 6, Penalty 0, Spell Failure 10%)    3GP
    Leather Armor +1 (AC Armor+1) red                                    233GP
    Leather Armor +2 (AC Armor+2) black & white                         1026GP
    Leather Armor +3 (AC Armor+3)                                       2387GP
    Aurumvorax Armor (AC Armor+2, 5/- Piercing, 5/- Slashing)           4501GP
    The Great Oak (AC Armor+2, +4 vs Giants)                            4691GP
    Shadow Legion Armor (AC Armor+4, Hide+5)                            5915GP
    Greenleaf (AC Armor+5, Hide+5)                                      8788GP
    Squire's Defense (AC Armor+2, STR+3)                                9872GP
  Studded Leather Armor (AC3, Max AC Dex Bonus 4, Penalty 1, Spell 20%)    5GP
    Studded Leather Armor +1 (AC Armor+1)                                234GP
    Studded Leather Armor +2 (AC Armor+2) blue                          1028GP
    Studded Leather Armor +3 (AC Armor+3)                               2389GP
    Armor of Loyalty (AC Armor+1, Immunity Charm and Dominate Person)
    Armor of Thorns (AC Armor+2, Cast Vampiric Touch 1/day)             2603GP
    Callurdan Smoothand's Armor (AC Armor+1, +2 vs Evil, Spell res 14)  4953GP
    Rogue Links (AC Armor+3, Hide+6, Move Silently+6)                   5745GP
    Storm Armor (AC Armor+3, 10/- Fire, 10/- Sonic, Spell res 10)       8102GP
  Hide Armor (AC3, Max AC Dex Bonus 4, Penalty 1, Spell Failure 20%)       5GP
    Hide Armor +1 (AC Armor+1)                                           234GP
    Hide Armor +2 (AC Armor+2) black                                    1028GP
    Hide Armor +3 (AC Armor+3)                                          2389GP

(E.8) Medium Armor
  Scale Mail (AC4, Max AC Dex Bonus 4, Penalty 2, Spell Failure 20%)      35GP
    Scale Mail +1 (AC Armor+1)                                           264GP
    Scale Mail +2 (AC Armor+2)                                          1058GP
    Scale Mail +3 (AC Armor+3)                                          2419GP
    Armor of Horus-Re (AC Armor+3, 10/- Electrical, 10/- Sonic)         5733GP
    Broewende Family Armor (AC Armor+1, 5/- Acid, 5/- Fire,             6958GP
      Immunity Mind Spells)
    Armor of Command (AC Armor+3, CHA+2, Persuade+5)                   11050GP
    Dragon Armor (AC Armor+5, Universal+3)                             22631GP
  Chain Shirt (AC4, Max AC Dex Bonus 4, Penalty 2, Spell Failure 20%)     35GP
    Chain Shirt +1 (AC Armor+1)                                          264GP
    Chain Shirt +2 (AC Armor+2)                                         1058GP
    Chain Shirt +3 (AC Armor+3)                                         2419GP
  Brestplate (AC5, Max AC Dex Bonus 2, Penalty 5, Spell Failure 30%)      52GP
    Brestplate +1 (AC Armor+1)                                           282GP
    Brestplate +2 (AC Armor+2)                                          1075GP
    Brestplate +3 (AC Armor+3)                                          2436GP
    Chromatic Breastplate +1 (AC Armor+1, 10/- Cold, Fire, Electrical)  2865GP
    Chromatic Breastplate +3 (AC Armor+3, Armor+5 vs Dragon, Elemental) 7171GP
    Adamantine Breastplate (AC Armor+2, 5/+1)                           6255GP
  Chainmail (AC5, Max AC Dex Bonus 2, Penalty 5, Spell Failure 30%)       52GP
    Chainmail +1 (AC Armor+1)                                            282GP
    Chainmail +2 (AC Armor+2)                                           1075GP
    Chainmail +3 (AC Armor+3)                                           2436GP
    Chainmail of Speed (AC Armor+2, Haste)                              9552GP

(E.9) Heavy Armor
  Banded Mail (AC6, Max AC Dex Bonus 1, Penalty 7, Spell Failure 40%)     70GP
    Banded Mail +1 (AC Armor+1)                                          299GP
    Banded Mail +2 (AC Armor+2)                                         1093GP
    Banded Mail +3 (AC Armor+3)                                         2454GP
  Splint Mail (AC6, Max AC Dex Bonus 1, Penalty 7, Spell Failure 40%)     70GP
    Splint Mail +1 (AC Armor+1)                                          299GP
    Splint Mail +2 (AC Armor+2)                                         1093GP
    Splint Mail +3 (AC Armor+3)                                         2454GP
    Armor of Comfort (AC Armor+2, Heal+2, Weight-80%)                   2170GP
    Rainbow Armor (AC Armor+1, 10/- Cold, 10/- Electrical, 10/- Fire)   2882GP
    White Dragon Armor (AC Armor+3, Weight-20%, 20/- Cold)              4631GP
    Mithral Splint Mail (AC Armor+4, Weight-60%)                        5150GP
    Scales of Truth +1 (AC Armor+1, Cast See Invisibility 1/day,        1696GP
      Fortitude+1)
    Scales of Truth +3 (AC Armor+3, Cast See Invisibility 2/day,        6661GP
      Fortitude+2)
  Half Plate (AC7, Max AC Dex Bonus 1, Penalty 7, Spell Failure 40%)     210GP
    Half Plate +1 (AC Armor+1)                                           439GP
    Half Plate +2 (AC Armor+2)                                          1233GP
    Half Plate +3 (AC Armor+3)                                          2594GP
    Whitebone Armor (AC Armor+2)                                        1233GP
    Silverbone Armor (AC Armor+2, 15/+1)                                9710GP
    Gnomish Magnetic Armor (AC Armor+1, Spell res 12)                   1768GP
    Elven Ceremonial Armor (AC Armor+1, Spell Focus Conjuration,        5290GP
      Divination, Enchantment, Evocation Feats)
    Delver's Armor (AC Armor+2, Universal+2)                            6050GP
    Balduran's Armor (AC Armor+2, CHA+3, Regeneration+1)               17903GP
  Full Plate (AC8, Max AC Dex Bonus 1, Penalty 8, Spell Failure 45%)     525GP
    Full Plate +1 (AC Armor+1)                                           754GP
    Full Plate +2 (AC Armor+2)                                          1548GP
    Full Plate +3 (AC Armor+3)                                          2909GP
    Enkidu's Armor (AC Armor+1, 5/- Piercing, 5/- Slashing)             3048GP
    Red Dragon Armor (AC Armor+5, 20/- Fire, Weight-20%)               11638GP
    Armor of Freedom (AC Armor+3, Freedom)                             15817GP

(E.10) Shields
  Small Shield (AC Base+1, Penalty 1, Spell Failure 5%)                    3GP
    Small Shield +1 (AC Shield+1)                                        232GP
    Small Shield +2 (AC Shield+2)                                       1026GP
    Small Shield +3 (AC Shield+3)                                       2387GP
    Shield of the Watch (AC Shield+2 vs Human)                           318GP
    Shield of Dawn (AC Shield+2 vs Undead, Light 10m)                    549GP
    Dwarven Mirth (AC Shield+1, CHA+2)                                  3609GP
    Shield of the Wisp Hunter (AC Shield+2, 10/- Electrical)
    Hearth Shield (AC Shield+3, 15/- Fire)                              4253GP
    Protector (AC Shield+2, 5/+1)                                       6206GP
    Mithral Shield (AC Shield +2, Freedom)                             11414GP
  Large Shield (AC Base+2, Penalty 2, Spell Failure 15%)                  17GP
    Large Shield +1 (AC Shield+1)                                        247GP
    Large Shield +2 (AC Shield+2)                                       1040GP
    Large Shield +3 (AC Shield+3)                                       2401GP
    Mirror Shield (AC Shield+3, Spell res 12)                           5368GP
    Shield of the Sun (AC Shield+3, Cast Searing Light, Light 20m)      5961GP
    Uthgardt Holy Shield (AC Shield+2, STR+2, CHA-2, Taunt+2)           6640GP
    Shield of the Holy (AC Shield+4, Extra Turning Feat)                7947GP
  Tower Shield (AC Base+3, Penalty 10, Spell Failure 50%)                 35GP
    Tower Shield +1 (AC Shield+1)                                        264GP
    Tower Shield +2 (AC Shield+2)                                       1058GP
    Tower Shield +3 (AC Shield+3)                                       2419GP
    Goblin Shield of Nulbish (AC Shield+1, +3 vs Goblinoid, Darkvision) 3754GP
    Imaskari Shield (AC Shield+2, Spell res 10)
    Darksteel Tower Shield (AC Shield+2, +4 vs Good)                    4723GP
    Shield of the Dragonslayer (AC Shield+3, +5 vs Dragon)              8996GP

(E.11) Helmets
  Helmet (Concentration+1)                                                 5GP
  Mask of Persuasion (CHA+1, Persude+3, Light 10m)                      1373GP
  Greater Mask of Persuasion (CHA+2, Persude+5, Light 10m)              4094GP
  Thieves Hood (Immunity Poison & Knockdown, Open Locks+2, Search+2     1933GP
    only by Rogue)
  Shukenja Helm (+1 L0-L2 Sorcerer Spell, only by Sorcerer)             1611GP
  Moonstone Mask (Listen, Search, Spot+5, Darkvision)                   2985GP
  Watchman's Helm (Listen, Search, Spot+8, Light 10m, Concentration 0)  3540GP
  Thayvian Circlet (INT+2, Universal+1)                                 4651GP
  Golden Circlet (Immunity Mind Spells, Will+1, Spell res 10)           6792GP

(E.12) Gauntlets, Gloves and Bracers
  Gloves of Animal Handling (Animal Empathy+3, only by Druid, Ranger)     45GP
  Gloves of Concentration (Concentration+3)                               45GP
  Gloves of Discipline (Disipline+3)                                      45GP
  Gloves of the Minstrel (Perform+3, only by Bard)                        45GP
  Gloves of Spellcraft (Spellcraft+3, only by Cleric, Druid, Sorcerer,    45GP
    Wizard)
  Gloves of Swordplay (Parry+3)                                           45GP
  Greater Gloves of Animal Handling (Animal Empathy+6, only by Druid,    181GP
    Ranger)
  Greater Gloves of Concentration (Concentration+6)                      181GP
  Greater Gloves of Discipline (Discipline+6)                            181GP
  Greater Gloves of the Minstrel (Perform+6, only by Bard)               181GP
  Greater Gloves of Spellcraft (Spellcraft+6, only by Cleric, Druid,     181GP
    Sorcerer, Wizard)
  Greater Gloves of Swordplay (Parry+6)                                  181GP
  Gloves of the Rogue (Disable Trap Set Trap Open Lock Pick Pocket +2)   322GP
  Wonderous Gloves (WIS-1, +1 L0-L3 Bard Spell, only by Bard)           1435GP
  Gauntlets of Locking Grip (Discipline+8, Ambidexterity Feat)          2118GP
  Lesser Gauntlets of Ogre Power (STR+1)                                 504GP
  Gauntlets of Ogre Power (STR+2)                                       2016GP
  Bracers of Dexterity +1 (DEX+1)                                        504GP
  Bracers of Dexterity +2 (DEX+2)                                       2016GP
  Bracers of Dexterity +3 (DEX+3)                                       4536GP
  Bracers of Dexterity +4 (DEX+4)                                       8064GP
  Bracers of Dexterity +5 (DEX+5)                                      12600GP
  Bracers of Armor +1 (AC Armor+1)                                       229GP
  Bracers of Armor +2 (AC Armor+2)                                      1023GP
  Bracers of Armor +3 (AC Armor+3)                                      2384GP
  Bracers of Armor +5 (AC Armor+5)                                      6807GP
  Gloves of the Yellow Rose +1 (+1 Electrical dmg, only by Monk)         332GP
  Gloves of the Yellow Rose +2 (+1 Electrical dmg, only by Monk)         761GP
  Gloves of the Yellow Rose +3 (+1 Electrical dmg, only by Monk)        1365GP
  Gloves of the Yellow Rose +5 (+1 Electrical dmg, only by Monk)        3097GP

(E.13) Belts and Girdles
  Archer's Belt (5/- Piercing)                                           307GP
  Brawler's Belt (5/- Bludgeoning)                                       307GP
  Swordsman's Belt (5/- Slashing)                                        307GP
  Greater Archer's Belt (20/- Piercing)                                 2768GP
  Greater Brawler's Belt (20/- Bludgeoning)                             2768GP
  Greater Swordsman's Belt (20/- Slashing)                              2768GP
  Sash of Shimmering (Spell res 12)                                      591GP
  Lesser Belt of Guiding Light (Immunity Fear, Lore+2, Light 15m)        941GP
  Belt of Guiding Light (Immunity Death Magic, Light 10m)               5054GP
  Greater Belt of Guiding Light (Immunity Fear, Death Magic,           16279GP
    Search, Listen, Spot, Lore+4, Light 15m)
  Belt of Inertial Barrier (AC Deflect+1, Piercing Vulnerability 25%,   2523GP
    5/- Bludgeoning, 5/- Slashing)
  Encircling Scale (Darkvision, Cast Poison, Immunity Poison)           3959GP
  Belt of Hill Giant Strength (STR+3)                                   4536GP
  Belt of Frost Giant Strength (STR+4)                                  8064GP
  Belt of Fire Giant Strength (STR+5)                                  12600GP
  Belt of Agility +1 (DEX+1, Freedom)                                   9464GP
  Belt of Agility +2 (DEX+2, Freedom)                                  14336GP
  Girdle of Holy Might (+1 L5-L7 Cleric Spell, only by Cleric)          9647GP
  Ceremonial Uthgardt Belt (Fortitude+5, Immunity Death Magic Disease) 20671GP

(E.14) Boots
  Boots of Reflexes +1 (Reflex+1)                                        120GP
  Boots of Reflexes +2 (Reflex+2)                                        534GP
  Boots of Reflexes +3 (Reflex+3)                                       1243GP
  Boots of Reflexes +4 (Reflex+4)                                       2249GP
  Boots of Reflexes +5 (Reflex+5)                                       3550GP
  Boots of the Sun Soul +1 (AC Dodge+1, only by Monk)                    229GP
  Boots of the Sun Soul +2 (AC Dodge+2, only by Monk)                   1023GP
  Boots of the Sun Soul +3 (AC Dodge+3, only by Monk)                   2384GP
  Boots of the Sun Soul +5 (DEX+3, AC Dodge+5, only by Monk)           22456GP
  Boots of Striding +1 (CON+1)                                           504GP
  Boots of Striding +2 (CON+2)                                          2016GP
  Boots of Striding +3 (CON+3)                                          4536GP
  Boots of Striding +4 (CON+4)                                          8064GP
  Boots of Striding +5 (CON+5)                                         12600GP
  Boots of Hardiness +1 (CON+1, AC Dodge+1)                             1414GP
  Boots of Hardiness +2 (CON+2, AC Dodge+2)                             5912GP
  Boots of Hardiness +3 (CON+3, AC Dodge+3)                            13497GP
  Boots of Elvenkind (DEX+2, Move Silently+10)                          4536GP
  Boots of Speed (Haste - AC Dodge+4)                                   7000GP
  Gargoyle Boots (AC Dodge+2, Fortitude+3, Cast Stoneskin)              7831GP
  Dragon Slippers (DEX+2, Spell res 10, Immunity Fear & Knockdown)      8233GP

(E.15) Cloaks
  Cloak of Protection vs Good (AC Deflect+2 vs Good)                     316GP
  Cloak of Protection vs Evil (AC Deflect+2 vs Evil)                     316GP
  Cloak of Protection vs Law (AC Deflect+2 vs Lawful)                    316GP
  Greater Cloak of Protection vs Good (AC Deflect+5 vs Good)            2101GP
  Greater Cloak of Protection vs Evil (AC Deflect+5 vs Evil)            2101GP
  Greater Cloak of Protection vs Law (AC Deflect+5 vs Lawful)           2101GP
  Greater Cloak of Protection vs Chaos (AC Deflect+5 vs Chaotic)        2101GP
  Cloak of Protection +1 (AC Deflect+1)                                  229GP
  Cloak of Protection +2 (AC Deflect+2)                                 1023GP
  Cloak of Protection +3 (AC Deflect+3)                                 2384GP
  Cloak of Protection +4 (AC Deflect+4)                                 4312GP
  Cloak of Protection +5 (AC Deflect+5)                                 6807GP
  Cloak of Fortification +1 (AC Deflect+1, Universal+1)                 1310GP
  Cloak of Fortification +2 (AC Deflect+2, Universal+2)                 5840GP
  Cloak of Fortification +3 (AC Deflect+3, Universal+3)                13606GP
  Cloak of Elvenkind (Hide+10)                                           504GP
  Nymph Cloak +1 (CHA+1)                                                 504GP
  Nymph Cloak +2 (CHA+2)                                                2016GP
  Nymph Cloak +3 (CHA+3)                                                4536GP
  Nymph Cloak +5 (CHA+5)                                               12600GP
  Cloak of the High Forest (AC Deflection+2, Fortitude+1 only by Druid) 1843GP
  Many-Starred Cloak (10/- Fire, 10/- Electrical, Concentration+2,      1351GP
    Light 10m, only by Bard, Sorcerer, Wizard)
  Cloak of Movement (Freedom)                                           5400GP

(E.16) Amulets, Necklaces, Pendants, Periapts, Scarabs and Talismans
  Copper Necklace                                                         35GP
  Silver Necklace                                                        175GP
  Gold Necklace                                                          980GP
  Glittering Necklace (Light 15m)                                         56GP
  Amulet of Acid Resistance (20/- Acid)                                  217GP
  Amulet of Electrical Resistance (20/- Electrical)                      359GP
  Amulet of Will +1 (Will+1)                                             120GP
  Amulet of Will +2 (Will+2)                                             534GP
  Amulet of Will +3 (Will+3)                                            1243GP
  Amulet of Will +4 (Will+4)                                            2249GP
  Amulet of Will +5 (Will+5)                                            3550GP
  Amulet of Natural Armor +1 (AC Natural+1)                              229GP
  Amulet of Natural Armor +2 (AC Natural+2)                             1023GP
  Amulet of Natural Armor +3 (AC Natural+3)                             2384GP
  Amulet of Natural Armor +4 (AC Natural+4)                             4312GP
  Amulet of Natural Armor +5 (AC Natural+5)                             6807GP
  Scarab of Protection +1 (Universal+1)                                  443GP
  Scarab of Protection +2 (Universal+2)                                 1974GP
  Scarab of Protection +3 (Universal+3)                                 4599GP
  Scarab of Protection +4 (Universal+4)                                 8318GP
  Scarab of Protection +5 (Universal+5)                                13130GP
  Periapt of Wisdom +1 (WIS+1)                                           504GP
  Periapt of Wisdom +2 (WIS+2)                                          2016GP
  Periapt of Wisdom +3 (WIS+3)                                          4536GP
  Periapt of Wisdom +4 (WIS+4)                                          8064GP
  Periapt of Wisdom +5 (WIS+5)                                         12600GP
  Necklace of Prayer Beads (Cast Cure Serious Wounds, Remove Disease,   4911GP
    Remove Blindness/Deafness, Bless, only by Cleric, Druid, Paladin, Ranger)
  Amulet of Power (Spell Penetration Feat, +1 L3-L5 Wizard Spell, only  6699GP
    by Wizard)
  Lesser Amulet of Health (Immunity Disease, Poison)                    1400GP
  Amulet of Health (Immunity Disease, Level/Ability Drain, Poison)      4287GP
  Greater Amulet of Health (Immunity Disease, Level/Ability Drain,      9831GP
    Poison, Regeneration+1)
  Lesser Amulet of the Master (Disable Trap, Open Lock, Search, Lore,   2187GP
    Persuade+2, Spell res 12)
  Amulet of the Master (Disable Trap, Open Lock, Search, Persuade,     15246GP
    Lore+6, Spell res 16)
  Talisman of Pure Good (WIS+3, CHA+3, Spell res 12, only by Good)     25287GP
  Talisman of Pure Evil (WIS+3, CHA+3, Spell res 12, only by Evil)     25287GP

(E.17) Rings
  Copper Ring                                                              8GP
  Silver Ring                                                             43GP
  Gold Ring                                                              174GP
  Ring of Jade (Light 15m)                                                70GP
  Ring of Cyan (Light 15m)                                                70GP
  Ring of Crimson (Light 15m)                                             70GP
  Ring of Crimson (Light 20m)                                            109GP
  Ring of Insight (Lore+5)                                               157GP
  Ring of Scholars (Lore+5, Light 15m)                                   437GP
  Ring of Fortitude +2 (Fortitude+2)                                     667GP
  Ring of Fortitude +4 (Fortitude+4)                                    2811GP
  Ring of Fortitude +5 (Fortitude+5)                                    4438GP
  Ring of Protection +1 (AC Deflect+1)                                   287GP
  Ring of Protection +2 (AC Deflect+2)                                  1279GP
  Ring of Protection +3 (AC Deflect+3)                                  2980GP
  Ring of Protection +4 (AC Deflect+4)                                  5390GP
  Ring of Protection +5 (AC Deflect+5)                                  8508GP
  Ring of Resistance +1 (Universal+1, Light 15m)                        1017GP
  Ring of Resistance +2 (Universal+2, Light 15m)                        3369GP
  Ring of Resistance +3 (Universal+3, Light 15m)                        7087GP
  Ring of Clear Thought +1 (INT+1)                                       630GP
  Ring of Clear Thought +2 (INT+2)                                      2520GP
  Ring of Clear Thought +3 (INT+3)                                      5670GP
  Ring of Clear Thought +5 (INT+5)                                     15750GP
  Ring of Invisibility (Cast Invisibility 3/day)                        2264GP
  Lesser Ring of Power (5/- Cold, Electrical, Fire, Regeneration+1)     3460GP
  Ring of Power (15/- Cold, Electrical, Fire, Regeneration+1, Freedom) 29149GP
  Ring of Elemental Resistance (15/- Acid, Cold, Electrical, Fire)      3872GP
  Ring of the Wood Elves (Spell res 16)                                 3937GP
  Ring of Holiness (+1 L0-L4 Cleric Spell, only by Cleric)              4692GP
  Ring of Magic Defences (Spellcraft+2, Cast Dispel Magic 1/day,        5148GP
    Spell res 14)
  Ring of Yusam (10/- Bludgeoning, Improved Evasion Feat, Light 15m)   12173GP
  Ring of Regeneration (Regeneration+2)                                 6317GP
  Ring of Regeneration (Regeneration+4)                                30117GP

(E.18) Wands, Rods, Magic Staffs, Scabbards and Harps
  Wand of Lesser Summoning (Cast Summon Creature II)                     210GP
  Note: All following Wands are only usable by Bard, Sorcerer and Wizard
  Wand of Negative Energy (Cast Negative Energy Ray)                     197GP
  Wand of Missiles (Cast Magic Missile)                                  350GP
  Wand of Sleep (Cast Sleep)                                             525GP
  Wand of Fire (Cast Fireball)                                          1772GP
  Wand of Lightning (Cast Lightning Bolt)                               1772GP
  Wand of Fear (Cast Fear)                                              2559GP
  Wand of Stinking Cloud (Cast Stinking Cloud)                          2559GP
  Wand of Arcane Disjunction (Cast Dispel Magic)                        2953GP
  Wand of Paralyzation (Cast Hold Monster)                              3307GP
  Wand of Summoning (Cast Summon Creature IV)                           3307GP
  Wand of the Heavens (Cast Flame Strike, only by Cleric, Paladin)      3307GP
  Rod of Frost (Cast Ray of Frost unlimited/day)                         105GP
  Rod of the Ghost (Cast Ghostly Visage 1/day)                           945GP
  Rod of Terror (Cast Fear, Scare)                                      2953GP
  Rod of Reversal (Cast Dispel Magic, Greater Dispelling)               5414GP
  Rod of Beguiling (Cast Charm Person, Dominate Person)                 5600GP
  Rod of Resurrection (Cast Resurrection)                              10749GP
  Scabbard of Blessing (Cast Aid 3/day, Bless 3/day)                    2263GP
  Harp of Pandemonium (Cast Confusion, Daze)                            3248GP
  Harp of Haunting (Cast Animate Dead, Fear, Scare)                     4626GP
  Harp of Charming (Charm Monster, Charm Person or Animal, Mass Charm) 15848GP
  Instrument of the Winds (Cast Elemental Swarm)                       18072GP

(E.19) Potions
  Cure Light Wounds x10                                                   70GP
  Cure Moderate Wounds x10                                               115GP
  Cure Serious Wounds x10                                                231GP
  Cure Critical Wounds x10                                               980GP
  Bless (Attack+1, Damage+1)                                              14GP
  Barkskin (AC Natural+3)                                                 28GP
  Aid (Attack+1, HP+1D8)                                                  42GP
  Lore (Identify)                                                         42GP
  Clarity (Immunity Mind Spells)                                          42GP
  Bull's Strength (STR+1D4+1)                                             42GP
  Cat's Grace (DEX+1D4+1)                                                 42GP
  Endurance (CON+1D4+1)                                                   42GP
  Fox's Cunning (INT+1D4+1)                                               42GP
  Owl's Wisdom (WIS+1D4+1)                                                42GP
  Eagle's Splendor (CHA+1D4+1)                                            42GP
  Invisibility                                                            42GP
  Lessor Restoration                                                      42GP
  Antidote                                                               105GP
  Speed                                                                  105GP
  Heal                                                                   462GP

(E.20) Scrolls Innate Level 0
     B Bard, C Cleric, D Druid, P Paladin, R Ranger, S Sorcerer, W Wizard
     1 to 9 is the level that class casts the spell as
                                                         B C D P R S W
  Cure Minor Wounds (Conjuration)                        0 0 0 - - - -
  Daze (Enchantment)                                     0 - - - - 0 0     3GP
  Light (Evocation)                                      0 0 0 - - 0 0     3GP
  Ray of Frost (Conjuration)                             - - - - - 0 0     1GP
  Resistance (Abjuration)                                0 0 0 1 - 0 0    14GP
  Virtue (Transmutaion)                                  - 0 0 1 - - -

(E.21) Scrolls Innate Level 1
  Bless (Enchantment)                                    - 1 - 1 - - -
  Burning Hands (Transmutation)                          - - - - - 1 1    14GP
  Charm Person (Enchantment)                             1 - - - - 1 1     4GP
  Color Spray (Illusion)                                 - - - - - 1 1    14GP
  Cure Light Wounds (Conjuration)                        1 1 1 1 1 - -
  Doom (Enchantment)                                     - 1 - - - - -
  Entangle (Transmutation)                               - - 1 - 1 - -
  Grease (Conjuration)                                   1 - 1 - 1 1 1    14GP
  Identify (Divination)                                  1 - - - - 1 1    42GP
  Mage Armor (Conjuration)                               1 - - - - 1 1    14GP
  Magic Missile (Evocation)                              - - - - - 1 1     9GP
  Negative Energy Ray (Necromancy)                       - 2 - - - 1 1     7GP
  Protection from Alignment (Abjuration)                 1 1 - 1 - 1 1    14GP
  Ray of Enfeeblement (Necromancy)                       - - - - - 1 1    14GP
  Remove Fear (Abjuration)                               - 1 - - - - -
  Sanctuary (Abjuration)                                 - 1 - - - - -
  Scare (Necromancy)                                     1 1 - - - 1 1    14GP
  Sleep (Enchantment)                                    1 - 1 - 2 1 1    14GP
  Summon Creature I (Conjuration)                        1 1 1 - 1 1 1    14GP

(E.22) Scrolls Innate Level 2
  Aid (Enchantment)                                      - 2 - 2 3 - -
  Barkskin (Transmutaion)                                - - 2 - - - -
  Blindness/Deafness (Enchantment)                       2 3 - - - 2 2    42GP
  Bull's Strength (Transmutation)                        2 2 2 2 - 2 2    42GP
  Cat's Grace (Transmutation)                            2 - - - 2 2 2    42GP
  Charm Person or Animal (Enchantment)                   - - 2 - - - -    14GP
* Clarity (Necromancy)                                   2 3 - - - 3 3    42GP
  Cure Moderate Wounds (Conjuration)                     2 2 3 3 3 - -
  Darkness (Evocation)                                   2 2 - - - 2 2    42GP
* Eagle's Splendor (Transmutation)                       2 2 - 2 - 2 2    42GP
  Endurance (Transmutation)                              - 2 - - - 2 2    42GP
  Endure Elements (Abjuration)                           - 1 1 1 - 1 1    14GP
# Find Traps (Divination)                                3 2 - - - 3 3
  Flame Lash (Evocation)                                 - - 2 - - - -
* Fox's Cunning (Transmutation)                          2 2 - - - 2 2    42GP
* Ghostly Visage (Illusion)                              2 - - - - 2 2    42GP
  Ghoul Touch (Necromancy)                               - - - - - 2 2    42GP
  Hold Animal (Enchantment)                              - - 2 - 2 - -
  Hold Person (Enchantment)                              2 2 - - - 3 3    42GP
  Invisibility (Illusion)                                2 - - - - 2 2    42GP
  Knock (Transmutation)                                  - - - - - 2 2    42GP
  Lesser Dispel (Abjuration)                             1 2 2 - - 2 2    42GP
  Lesser Restoration (Conjuration)                       - 2 2 - - - -    42GP
  Melf's Acid Arrow (Conjuration)                        - - - - - 2 2    42GP
* Owl's Wisdom (Transmutation)                           2 2 - - - 2 2    42GP
  Remove Paralysis (Conjuration)                         - 2 - 2 - - -
* Resist Elements (Abjuration)                           - 2 2 2 1 2 2    42GP
  See Invisibility (Divination)                          2 - - - - 2 2    42GP
  Silence (Illusion)                                     2 2 - - - - -    42GP
  Sound Burst (Evocation)                                2 2 - - - - -    42GP
* Summon Creature II (Conjuration)                       2 2 2 - 2 2 2    42GP
* Ultravision (Transmutation)                            2 2 1 - 1 2 2    42GP
  Web (Conjuration)                                      - - - - - 2 2    42GP

(E.23) Scrolls Innate Level 3
  Animate Dead (Necromancy)                              - 3 - - - 5 5   105GP
* Bestow Curse (Transmutation)                           3 3 - - - 4 4   105GP
  Call Lightning (Evocation)                             - - 3 - - - -
  Charm Monster (Enchantment)                            3 - - - - 4 4   105GP
  Clairaudience/Clairvoyance (Divination)                3 - - - - 3 3   105GP
* Confusion (Enchantment)                                3 - - - - 4 4   105GP
  Contagion (Necromancy)                                 - 3 3 - - 4 4   105GP
  Cure Serious Wounds (Conjuration)                      3 3 4 4 4 - -
  Dispel Magic (Abjuration)                              3 3 4 3 - 3 3   105GP
  Dominate Animal (Enchantment)                          - - 3 - - - -
  Fear (Necromancy)                                      3 - - - - 4 4   105GP
  Fireball (Evocation)                                   - - - - - 3 3   105GP
  Flame Arrow (Conjuration)                              - - - - - 3 3   105GP
  Haste (Transmutation)                                  3 - - - - 3 3   105GP
  Invisibility Purge (Evocation)                         - 3 - - 3 - -
  Invisibility Sphere (Illusion)                         3 - - - - 3 3   105GP
  Lightning Bolt (Evocation)                             - - - - - 3 3   105GP
  Magic Circle Against Alignment (Abjuration)            3 3 - 3 - 3 3   105GP
* Negative Energy Burst (Necromancy)                     - - - - - 3 3   175GP
  Negative Energy Protection (Abjuration)                - 3 - - - - -
  Neutralize Poison (Conjuration)                        4 4 3 4 3 - -   105GP
  Poison (Necromancy)                                    - 4 3 - - - -
  Prayer (Conjuration)                                   - 3 - 3 - - -
  Protection from Elements (Abjuration)                  - 3 3 - 2 3 3    63GP
  Remove Blindness/Deafness (Divination)                 - 3 - 3 - 4 4   105GP
* Remove Curse (Abjuration)                              3 3 - - - 4 4   105GP
  Remove Disease (Conjuration)                           3 3 3 - 3 - -    70GP
  Searing Light (Evocation)                              - 3 - - - - -
  Slow (Transmutation)                                   3 - - - - 3 3   105GP
  Stinking Cloud (Conjuration)                           - - - - - 3 3   105GP
  Summon Creature III (Conjuration)                      3 3 3 - 3 3 3   105GP
  Vampiric Touch (Necromancy)                            - - - - - 3 3    70GP

(E.24) Scrolls Innate Level 4
  Cure Critical Wounds (Conjuration)                     4 4 5 - - - -
  Death Ward (Necromancy)                                - 4 5 4 - - -
  Dismissal (Abjuration)                                 4 4 - - - 5 5   196GP
  Divine Power (Evocation)                               - 4 - - - - -
  Dominate Person (Enchantment)                          4 - - - - 5 5   196GP
  Elemental Shield (Evocation)                           - - - - - 4 4   196GP
* Enervation (Necromancy)                                - - - - - 4 4   196GP
# Evard's Black Tentacles (Conjuration)                  - - - - - 4 4
  Flame Strike (Evocation)                               - 5 4 - - - -
  Freedom of Movement (Abjuration)                       - 4 4 4 4 - -
  Hammer of the Gods (Evocation)                         - 4 - - - - -
  Hold Monster (Enchantment)                             4 - 4 - - 5 5   196GP
# Ice Storm (Evocation)                                  6 - 5 - - 4 4
  Improved Invisibility (Illusion)                       4 - - - - 4 4   196GP
  Lesser Spell Breach (Abjuration)                       - - - - - 4 4   196GP
  Minor Globe of Invulnerability (Abjuration)            - - - - - 4 4   196GP
  Phantasmal Killer (Illusion)                           - - - - - 4 4   196GP
  Polymorph Self (Transmutation)                         - - - - 4 4 4   196GP
  Restoration (Conjuration)                              - 4 - - - - -   196GP
  Shadow Conjuration (Illusion)                          - - - - - 4 4   196GP
  Summon Creature IV (Conjuration)                       4 4 4 - 4 4 4   196GP
  Stoneskin (Abjuration)                                 - - 4 - - 4 4   196GP
  Wall of Fire (Evocation)                               - - 5 - - 4 4   252GP
  War Cry (Enchantment)                                  4 - - - - - -

(E.25) Scrolls Innate Level 5
  Awaken (Transmutation)                                 - - 5 - - - -
  Circle of Doom (Necromancy)                            - 5 - - - - -
  Cloudkill (Conjuration)                                - - - - - 5 5   315GP
  Cone of Cold (Evocation)                               - - - - - 5 5   233GP
# Energy Buffer (Abjuration)                             6 - 6 - - 5 5
  Ethereal Visage (Illusion)                             5 - - - - 6 6   315GP
* Feeblemind (Divination)                                - - - - - 5 5   315GP
  Greater Shadow Conjuration (Illusion)                  - - - - - 5 5   315GP
  Healing Circle (Conjuration)                           5 5 6 - - - -
* Lesser Mind Blank (Abjuration)                         - - - - - 5 5   315GP
  Lesser Planar Binding (Conjuration)                    - - - - - 5 5   315GP
  Lesser Spell Mantle (Abjuration)                       - - - - - 5 5   315GP
* Mind Fog (Enchantment)                                 5 - - - - 5 5   315GP
  Raise Dead (Conjuration)                               - 5 - - - - -   315GP
  Slay Living (Necromancy)                               - 5 5 - - - -
  Spell Resistance (Abjuration)                          - 5 5 - - - -
  Summon Creature V (Conjuration)                        5 5 5 - - 5 5   315GP
  True Seeing (Divination)                               - 5 7 - - 6 6   315GP

(E.26) Scrolls Innate Level 6
  Acid Fog (Conjuration)                                 - - - - - 6 6   462GP
  Blade Barrier (Evocation)                              - 6 - - - - -
  Chain Lightning (Evocation)                            - - - - - 6 6   462GP
  Circle of Death (Necromancy)                           - - - - - 6 6   462GP
# Create Undead (Necromancy)                             - 6 - - - 8 8
  Globe of Invulnerability (Abjuration)                  - - - - - 6 6   462GP
  Greater Dispelling (Abjuration)                        5 6 6 - - 6 6   245GP
  Greater Spell Breach (Abjuration)                      - - - - - 6 6   462GP
  Greater Stoneskin (Transmutation)                      - - 6 - - 6 6   462GP
  Harm (Necromancy)                                      - 6 7 - - - -
  Heal (Conjuration)                                     - 6 7 - - - -
# Legend Lore (Divination)                               4 - - - - 6 6
  Mass Haste (Enchantment)                               6 - - - - 6 6   462GP
  Planar Binding (Conjuration)                           - - - - - 6 6   462GP
  Shades (Illusion)                                      - - - - - 6 6   462GP
  Summon Creature VI (Conjuration)                       6 6 6 - - 6 6   462GP
* Tenser's Transformation (Transmutation)                - - - - - 6 6   462GP

(E.27) Scrolls Innate Level 7
  Aura of Vitality (Transmutation)                       - - 7 - - - -
* Control Undead (Necromancy)                            - 6 - - - 7 7   637GP
  Creeping Doom (Conjuration)                            - - 7 - - - -
  Delayed Blast Fireball (Evocation)                     - - - - - 7 7   637GP
  Destruction (Necromancy)                               - 7 - - - - -
  Finger of Death (Necromancy)                           - - 8 - - 7 7   637GP
  Fire Storm (Evocation)                                 - 8 7 - - - -
  Greater Restoration (Necromancy)                       - 7 - - - - -   637GP
  Mordenkainen's Sword (Transmutation)                   - - - - - 7 7   637GP
  Power Word Stun (Divination)                           - - - - - 7 7   637GP
  Prismatic Spray (Evocation)                            - - - - - 7 7   637GP
* Protection from Spells (Enchantment)                   - - - - - 7 7   637GP
  Regenerate (Conjuration)                               - 7 6 - - - -
  Resurrection (Conjuration)                             - 7 - - - - -   637GP
# Shadow Shield (Illusion)                               - - - - - 7 7
  Spell Mantle (Abjuration)                              - - - - - 7 7   637GP
* Summon Creature VII (Conjuration)                      - 7 7 - - 7 7   637GP
  Word of Faith (Evocation)                              - 7 - - - - -

(E.28) Scrolls Innate Level 8
  Aura Versus Alignment (Abjuration)                     - 8 - - - - -
  Create Greater Undead (Necromancy)                     - 8 - - - - -
  Greater Planar Binding (Conjuration)                   - - - - - 8 8   840GP
  Horrid Wilting (Necromancy)                            - - - - - 8 8   840GP
  Incendiary Cloud (Evocation)                           - - - - - 8 8   840GP
* Mass Blindness and Deafness (Illusion)                 - - - - - 8 8   840GP
* Mass Charm (Enchantment)                               - - - - - 8 8   840GP
  Mass Heal (Conjuration)                                - 8 9 - - - -
  Mind Blank (Abjuration)                                - - - - - 8 8   840GP
  Nature's Balance (Transmutation)                       - - 8 - - - -
  Premonition (Divination)                               - - 8 - - 8 8   840GP
  Summon Creature VIII (Conjuration)                     - 8 8 - - 8 8   840GP
  Sunbeam (Evocation)                                    - 8 8 - - - -

(E.29) Scrolls Innate Level 9
  Dominate Monster (Enchantment)                         - - - - - 9 9  1071GP
  Elemental Swarm (Conjuration)                          - - 9 - - - -
  Energy Drain (Necromancy)                              - 9 - - - 9 9  1071GP
* Gate (Conjuration)                                     - 9 - - - 9 9  1071GP
  Greater Spell Mantle (Abjuration)                      - - - - - 9 9  1071GP
  Implosion (Evocation)                                  - 9 - - - - -
* Meteor Swarm (Evocation)                               - - - - - 9 9  1071GP
* Mordenkainen's Disjunction (Abjuration)                - - - - - 9 9  1071GP
  Power Word Kill (Divination)                           - - - - - 9 9  1071GP
* Shapechange (Transmutation)                            - - 9 - - 9 9  1071GP
  Storm of Vengeance (Conjuration)                       - 9 9 - - - -
  Summon Creature IX (Conjuration)                       - 9 9 - - 9 9  1071GP
  Time Stop (Transmutation)                              - - - - - 9 9  1071GP
* Wail of the Banshee (Necromancy)                       - - - - - 9 9  1071GP
  Weird (Illusion)                                       - - - - - 9 9  1071GP

# Wizard spells that do not exist in scroll form
* Wizard scrolls that cannot be be bought from a store (but you can find some)
  Note: The only way to get them in your spellbook is when leveling up
        (there are 34 in total and a L20 Wizard can choose 36)

(E.30) Trap Kits
                                 Minor DC  Average DC   Strong DC   Deadly DC
  Spike                            2GP  5      7GP 20     11GP 25   1427GP 35
  Acid Splash                      9GP 15     27GP 20     45GP 25    109GP 30
  Sonic                            9GP 15     27GP 20     45GP 25    109GP 30
  Frost                            9GP 15     27GP 20     45GP 25    109GP 30
  Negative                        14GP 15     43GP 20     71GP 25    171GP 30
  Holy                            14GP 15     43GP 20     71GP 25    171GP 30
  Tangle                          27GP 15     84GP 20    138GP 25    336GP 30
  Blob of Acid                    56GP 15    171GP 25    283GP 30    686GP 35
  Fire                           109GP 20    336GP 25    555GP 30   1344GP 35
  Electrical                     181GP 20    555GP 25    918GP 30   2222GP 35
  Gas                            350GP 30   1072GP 35   1772GP 45   4287GP 45

(E.31) Gems
  Greenstone x10                                                          24GP
  Malachite x8                                                            22GP
  Fire Agate x10                                                          35GP
  Phenalope x10                                                           70GP
  Aventurine x10                                                          70GP
  Amethyst x10                                                           140GP
  Fluorspar x10                                                          175GP
  Garnet x10                                                             420GP
  Alexandrite x10                                                        507GP
  Topaz x6                                                               525GP
  Sapphire                                                               350GP
  Fire Opal                                                              525GP
  Diamond                                                                700GP
  Ruby                                                                  1050GP
  Emerald                                                               1400GP

(E.32) Miscellaneous
  Ale                                                                      1GP
  Wine                                                                     1GP
  Spirits                                                                  2GP
  Books                                                                    2GP
  Torch Low (Light 10m)                                                    1GP
  Torch Normal (Light 15m)                                                 1GP
  Torch Bright (Light 20m)                                                 2GP
  Belladonna (Protection from Shapechanger attacks, 1 use)                 7GP
  Healer's Kit +1 x10                                                    178GP
  Healer's Kit +3                                                         21GP
  Healer's Kit +6                                                         32GP
  Healer's Kit +10                                                        60GP
  Thieves Tools +1                                                         5GP
  Thieves Tools +3                                                        49GP
  Thieves Tools +6                                                       196GP
  Thieves Tools +10                                                      546GP
  Large Box                                                                5GP
  Magic Bag 20% (Weight-20%)                                              92GP
  Magic Bag 40% (Weight-40%)                                             201GP
  Magic Bag 60% (Weight-60%)                                             355GP
  Magic Bag 80% (Weight-80%)                                             551GP
  Bag of Holding (Weight-100%)                                           792GP
  The Phylactery of Karlat Jhareg (Cast Sanctuary 1/day)                 315GP

==============================================================================

(F) Unanswered Questions

What divine spells create potions in Charwood, Castle Jhareg Quint's Chambers
How do you open the locked door in Colmarr's Shop in Luskan

Mystery Items - does anyone know what to do with the following
  Top - This is a child's toy (spinning) top.
  Rags - These rags are nothing more than dirty, moldly pieces of cloth

I did not find these items whilst playing but they are available in the game

==============================================================================

(G) Addendum (and other things)

Chapter 2 - The Search for the Cult

Neverwinter Nights Game Errors

After the three encounters with Solomon in "The Search for the Cult: Solomon"
you meet up with Tarran or Jaheel which starts the "South Road: Poor Neva"
quest.  The bug is that the plot continues whether you go south and complete
this quest or not. Meetings with Benlaran, Lerner and Thurwin take place until
finally you kill Vardoc in "The Search for the Cult: Vardoc's Hunt".  When you
kill Vardoc you get a "Letter to Vardoc" which details the failed attempt and
death of Neva that has not happened yet and can still be completed when you
finally travel south.

In the Creator Race Ruins you have to destroy three Old One Guardian Golems
to get three Golem Keys.  However, once you get and use one key you can
retrive it from the Divining Pool for 1GP

 - Spelling mistake in Circle of Death description "Caster Level(s): Wizard /
   Sorcery 6" should read "Caster Level(s): Wizard / Sorcerer 6"
 - Omission in Control Undead description "Caster Level(s): Wizard / Sorcerer
   7" should read "Caster Level(s): Cleric 6, Wizard / Sorcerer 7"
 - Omission in Create Undead description "Innate Level:" should read "Innate
   Level: ?" - you tell me ;)
 - The Great Oak armor incorrectly lists "Charges: 50"
 - Bone Phoenix morningstar incorrectly lists "Charges: 50"
 - Foundation +4 Light Flail has a value of 0GP
 - Rolgan says "the Red Tiger tribe speaks your name with reverence" when it
   should be the Black Lion tribe (the text version is correct).
 - Aribeth says "through the door to the south" when it should be the east
   (the text version is correct).

Neverwinter Nights Manual Errors

 - UK Manual is missing the Endure Elements and Ultravsion spells
 - Manual is missing Circle of Doom level 5 Cleric spell
 - Animate Dead is cast as level 5 for Sorcerer/Wizard, not level 3
 - Cure Moderate Wounds can be cast by Paladins as level 3
 - Elemental Shield is cast as level 4 for Sorcerer/Wizard, not level 5
 - Flame Strike is cast as level 5 for Cleric, not level 4
 - Hammer of the Gods is a level 4 spell for Cleric and not Druid
 - Greator Restoration is a level 7 spell for Cleric and not Druid
 - Control Undead can be cast by Clerics as level 6
 - Resist Elements is cast as level 1 for Rangers, not level 2
 - Bastard Sword is an Exotic weapon, not Martial
 - Improved Disarm Feat used when unarmed does not take the opponents weapon

Shadows of Undrentide Manual Errors

Shadowdancer Abilities
 - Hide in Plain Sight: The shadowdancer is able to use the Hide skill even
   while being observed.
 - Evasion: The shadowdancer is able to escape potential deadly situations. At
   2nd level, in situations where a successful Reflex saving throw would allow
   others to take only half damage, you escape unscathed.  At 10th level, the
   shadowdancer gains Improved Evasion where you take only half damage even if
   the saving throw fails.
 - Darkvision: At 2nd level, the shadowdancer is able to see in dim areas.
 - Uncanny Dodge: The shadowdancer is able to avoid and deflect incoming
   attacks.  At 2nd level, the shadowdancer retains his or her dexterity bonus
   to armor class, even if flat-footed.  At 5th level, the shadowdancer gains
   a +1 to Reflex saving throws.  At 10th level, the shadowdancer gains a +2
   to Reflex saving throws.
 - Shadow Daze: At 3rd level, the shadowdancer may inflict an illusory daze
   upon a target once per day.  This daze lasts for five rounds.
 - Summon Shadow: At 3rd level, the shadowdancer can summon a shadow once per
   day.  This shadow is extremely difficult to turn and becomes more powerful
   as the shadowdancer gains levels.
 - Shadow Evade: At 4th level, the shadowdancer can call upon the shadows in
   the area to help conceal her three times a day.  The shadowdancer gains a
   concealment bonus, damage reduction and an AC bonus that improves with
   experience.
 - Defensive Roll: At 5th level, the shadowdancer can make a Reflex save
   against a lethal blow once per day.  If successful you take only half
   damage from the blow instead of being killed.  If you are caught flat-
   footed, you may not make a defensive roll.
 - Slippery Mind: At 7th level, if the shadowdancer fails her Will save
   against a mind-affecting spell, she makes an automatic reroll.

Neverwinter Nights Bugs

 - You do not need to have the henchman item for it to be upgraded
 - You can get some rewards many times buy pausing and talking
 - Selling ammunition gives you unlimited gold.  If you equip 99 arrows and
   have another 1 arrow in your inventory, then when you sell the 99 arrows
   you will get the gold for them but you will now have 99 arrows in your
   inventory having lost only 1 arrow.  Do this several times with poison
   arrows and you will soon have a fortune.

I wonder if Winthorp (City Core) is related to Winthrop (BG1, Candlekeep) or
if Neibor (Docks) is related to Noober (BG1 Nashkel) or Neeber (BG2 Trademeet)
Is Wanev's familiar Pooky the one you meet in the Den of the Seven Vales (BG2)
What about Erb Jansen (Luskan) and Jan Jansen (BG2)

==============================================================================

(H) Credits and Revision History

I would like to thank http://www.gamefaqs.com for hosting my FAQs.
Thanks to Greg Day, Keith Steiger, Urban Fleischman, Wazootyman, Chris Pearce,
Reed Brooks, Jon Pfeffer, Michael Kirkley, Marc-Andrй Benoit, Trebor, John Jr,
Ross Glenn

0.02.08.01
  First Release
0.02.08.03
  Added Scrolls list and notes on Damage Reduction and Resistance
0.02.08.07
  Completed Beggar's Nest, started to add item values, added Henchman Quests
0.02.08.10
  Completed Peninsula
0.02.08.13
  Completed Blacklake
0.02.08.19
  Completed Docks and City Core, many more items and values added
1.02.08.24
  Completed Chapter 1
1.02.08.25
  Expanded Henchman section and began work on Chapter 2 and store details
1.02.08.27
  More work on Chapter 2, in particular Port Llast and North Road
1.02.08.31
  Chapter 2 the South Road, moved a couple of things around
1.02.09.04
  Sorted the spell list including several corrections, rewrote a couple of
  sections, added maps
1.02.09.10
  Completed Port Llast and the surrounding areas including the East Raod
1.02.09.20
  Completed Luskan as far as Host Tower, added several new items to Appendix E
2.02.09.22
  Completed Chapter 2 :)
2.02.09.26
  Started Chapter 3, added some great items in Appendix C.6. This is now the
  largest Neverwinter Nights FAQ on www.gamefaqs.com and it's not even
  finished.
2.02.09.29
  Chapter 3 Coldwood and Fort Ilkard, reorganised store inventories.
3.02.10.02
  Completed Chapter 3 and Appendix B
4.02.10.05
  Completed Chapter 4, the game and most of this FAQ
4.02.10.18
  Added many outstanding items into Appendix F, expanded Appendix A.  This is
  the final release with the exception of any corrections.
4.02.12.21
  Corrections
4.03.05.29
  Lots of minor updates and corrections (unreleased)
  Added Feats section and several tables to Appendix A
5.03.07.28
  Started including expansion pack 1 - Shadows of Undrentide

==============================================================================

(I) Contact Information

If you see any mistakes or know of something I have missed or can help me with
my unanswered questions I would love to hear from you (please mention the
revision number in your message).

  duncanclay@msn.com

I have also done Area Guides for Baldur's Gate and Tales of the Sword Coast
available from the same place you got this file or
  http://www.gamefaqs.com/features/recognition/6889.html

Oh, and please don't copy my work,

Duncan Clay

  aka Naranek Angmar - Male Moon Elf Crusader Rogue-2/Wizard-17/Fighter-1

In the new Witch's Wake official module you will meet a blacksmith called
Angmar Rockspitter, which amused Naranek.

Quote from a commoner in Beorunna's Well
  "You can't run around the camp with nothing on, even if you are a big hero!"

                                    ^^\o/^^



Top of page | 



FAQ #2 for Neverwinter Nights: Shadows of Undrentide


Neverwinter Nights Paladin Character Guide
Version 1.2
By Scott Steubing
gruedragon@hotmail.com
===============================================================================
0.0 TABLE OF CONTENTS
-------------------------------------------------------------------------------
1.0 INTRODUCTION
    1.1 Why play a Paladin?
    1.2 Advantages
    1.3 Disadvantages
    1.4 Paladin Types

2.0 RACES

3.0 ABILITY SCORES

4.0 SKILLS
    4.1 Critical Skills
    4.2 General Skills
    4.3 Worthless Skills

5.0 FEATS
    5.1 Paladin Feats
    5.2 General Feats
    5.3 Feats to Avoid

6.0 MULTICLASSING

7.0 HENCHMEN
    7.1 What to look for in a Henchman
    7.2 NWN Henchmen
    7.3 SoU Henchmen

8.0 SPELLS

9.0 EQUIPMENT
    9.1 Armor
    9.2 Other Clothing (Cloaks, Boots, Belts, Gloves)
    9.3 Jewelry (Rings and Necklaces)
    9.4 Helms and Shields
    9.5 Weapons

10.0 TACTICS

11.0 MISCELLANEOUS
     11.1 Copyright Notice
     11.2 Credits and Thansk
     11.3 Revision History
     11.4 Paladin Guide Locations
===============================================================================
1.0 INTRODUCTION
===============================================================================
1.1 What is a Paladin? Why play a Paladin?
-------------------------------------------------------------------------------
A Paladin is a holy warrior, a champion of their deity, dedicated to
combating
evil in all its forms.

They combine the martial prowess of a Fighter, the spell casting of a Cleric
and the spirituality of a Monk.

In short, Paladins kick butt. :)

Yes, Paladins are Lawful Good. But Lawful Good does not mean Lawful Stupid.
Nor
are Paladins holier-than-thou stick in the muds. Paladins provide a rich
role-
playing experience.

Paladins are holy and good, but that doesn't mean they're Polyanna. Like any
character, a Paladin can have character flaws, only a Paladin is constantly
striving to overcome their flaws.

A Paladin typically has a high Charisma. They could very well be as
attractive
and loved as the typical Bard, a far cry from the stereotypical humorless,
one-
dimensional, holier-than-thou Paladin.

Finally, to play a Paladin requires certain state of mind. To do good simply
for the sake of doing good, without any hope of reward. To help the
oppressed
and the innocent, and to fight evil wherever it may be. The rewards of
playing
a Paladin go beyond the gold and magical items you get when going on quests.
-------------------------------------------------------------------------------
1.2 Advantages
-------------------------------------------------------------------------------
Paladinds get 1d10 Hit Points per level, and use the Fighter Attack Bonus
progression. They have access to all armor, including shields, and simple
and
martial weapons. They can cast some divine spells, and receive many other
special abilities.
-------------------------------------------------------------------------------
1.3 Disadvantages
-------------------------------------------------------------------------------
Paladins only get 2+Int bonus skill points per level. They have demanding
ability requirements. They have to be Lawful Good and live up to a certain
standard.
-------------------------------------------------------------------------------
1.4 Paladin Types
-------------------------------------------------------------------------------
The typical Paladin has balanced ability scores. No part of the Paladin life
is
neglected, be it combat, spellcasting, or fighting the Undead. But one
Paladin
does not need to be a carbon copy of every other Paladin; there's plenty of
room for a Paladin to specialize in one thing or another.

A Holy Warrior would have lower Wisdom, sacrificing their spellcasting
ability
for better martial prowess. They might have a lower Charisma, but that would
negatively impact Smite Evil and Divine Might. Since they won't be casting
spells, they could multiclass and get 4 levels of Fighter to pick up Weapon
Specialization.

A Diplomat may be an untraditional role, but given the Paladin's Charisma it
is
a role they could easily excell at. They focus on Persuade, and possibly
Taunt.
Their Strength and Constitution may be lower, but they may have to rely on
the
sword when words fail. A better name for this type of Paladin may be
Inquisitor, but I don't like the negative connotations of that
word.

The Undead Hunter also has high Charisma, but instead of using it to win
friends and influence people, he uses it to smite the Undead. An Undead
Hunter
would be well served taking a level of Cleric and choosing the Sun Domain to
boost their Turn Undead ability. Their weapons of choice would be the mace
and
the warhammer, and other blunt weapons.
===============================================================================
2.0 RACES
===============================================================================
Human - Quite possibly the best choice for a Paladin. The extra skill points
helps compensate for the Paladin's lack, and the extra Feat always helps.
-------------------------------------------------------------------------------
Dwarf - The -2 Charisma hurts. A Dwarven Paladin would never be a good
Diplomat
or Undead Hunter, though a Holy Warrior could be doable. The -2 Charisma
still
hurts, though.
-------------------------------------------------------------------------------
Elf - The -2 Constitution hurts, though not as bad as a Dwarf's -2 to
Charisma
does. Still, the Elf special abilities do not complement the Paladin class.
-------------------------------------------------------------------------------
Gnome - The -2 Strength and small stature makes Gnomes unsuited for great
warriors, though they do get +2 Constitution. But there is more to being a
Paladin than being a great warrior. A Gnome Paladin could make a good
Diplomat.
-------------------------------------------------------------------------------
Half-Elf - While a Half-Elf has no major weaknesses or strengths, their
special
abilities don't complement the Paladin class at all.
-------------------------------------------------------------------------------
Half-Orc - See entry under Dwarf. And given the Paladin's low number of
skill
points, the -2 Intelligence hurts as well.
-------------------------------------------------------------------------------
Halfling - Similar to Gnomes, except they trade the +2 Constitution for +2
Dexterity, a bad trade-off for a Paladin.
-------------------------------------------------------------------------------
In summary, Humans make the best Paladins, followed by Half-Elves, Elves,
Gnomes, Halflings, Dwarves and Half-Orcs, in that order.
===============================================================================
3.0 ABILITY SCORES
===============================================================================
Paladins, like all classes, have only a limited number of points to spend on
their ability scores, but unlike most classes, they need good scores in four
abilities: Strength, Constitution, Wisdom and Charisma. Luckily these
demanding
ability requirements can be met without sacrificing Dexterity and
Intelligence.

Keep in mind that ability score boni are increased only for *even* ability
scores; however, Feat ability score requirements are always *odd* numbers.
-------------------------------------------------------------------------------
Strength - Needed for the melee Attack Bonus as well as damage. As a
frontline
Fighter, a Paladin needs at least a 14 here, and I would go no lower than
13.
-------------------------------------------------------------------------------
Dexterity - Gives a bonus to AC (depending on the type of armor you have
on),
and influences Reflex Saves. As a Paladin will be wearing heavy armor much
of
the time, I would raise Dex no higher than 12.
-------------------------------------------------------------------------------
Constitution - Influences Hit Points and Fortitude Saves. Needed As a
frontline
Fighter, a Paladin should have least a 14 here, though you could go lower in
a
pinch.
-------------------------------------------------------------------------------
Intelligence - The least important ability for a Paladin. I would put it at
10,
no lower, as Paladins need all the skill points they can get.
-------------------------------------------------------------------------------
Wisdom - Influences spellcasting ability and Will Saves. As Paladin spell
levels go only up to level 4, there's no reason to raise Wisdom past 14.
-------------------------------------------------------------------------------
Charisma - Influences many Paladin abilties: Divine Grace, Lay on Hands,
Smite
Evil, Turn Undead, Divine Might and Divine Shield. I'd put at least 14 here,
possibly higher if you can afford to.
-------------------------------------------------------------------------------
A nice, balanced, ability score spread for a Paladin would be: Str 14, Dex
12,
Con 14, Int 10, Wis 14, Cha 14.

At character level 4, 8, 12, 16 and 18, you get to raise one ability one
point.
The obvious candidates for a Paladin are Strength and Charisma.

Also keep in mind that Paladins get both Bull's Strength and Eagle's
Spendor,
so they can increase their own Strength and Charisma for a limited time.
Plus,
there are several items available in NWN that increase Strength and
Charisma.
See section 9 for more details.

Barry Ukrainetz says: "However, the way I envision it, at levels
4,8,12,16,20
raise your Con instead of Str or Cha. Typically Str can be bought, found, or
cast.  Same with Cha.  But Con usually can't.  Raising it will make him the
proverbial immovable object! At level 16, with Bull's Strength and Eagle's
Splendor cast on himself, he'll have a Str of 16-19, Con of 18, and a Cha of
16-19.  And that's without any other equipment.  Now that's tough!  Let's
see a
Fighter have those kinds of stats!

"The reason why I speculate that would be more effective than strength is
that between Bull's Strength, a Girdle of Giant Strength, and Gauntlets of
Ogre Power, a Paladin's 14 strength is bound to go to 24 sooner or later
anyway.  Throw in a Holy Avenger, Divine Might, Divine Favor (the spell),
Bless, Prayer, and you already have so many damn plusses that you lose
track!
Whether or not you add another 1 or 2 to that total, although beneficial,
becomes irrelevant at least when compared to the extra 20 or 40 hit points
you
could have had by planting the extra points into Constitution!  Given the
choice, an extra +1 or +2 to hit/damage or an extra 20-40 hit points, I'll
take
the hit points (to mention nothing of the plusses to the Fort save!)"
===============================================================================
4.0 SKILLS
===============================================================================
All skills marked with an astrick (*) are class skills. In Shadows of
Undrentide, Discipline is now a class skill for Paladins.

Keep in mind that Paladins are severely lacking in skill points, leaving you
no
room to waste them. So choose wisely.
-------------------------------------------------------------------------------
4.1 Critical Skills
-------------------------------------------------------------------------------
*Discipline - It's been said that Discipline is a required skill only
because
BioWare implemented it. Regardless, Discipline can be very helpful in
resisting
Knockdown and Called Shots, as well as Disarm attempts. Now that it is a
class
skill for Paladins, there's one less reason to multiclass to Fighter.

*Persuade - While Persuade isn't used all that much in user-created modules,
this skill is a necessity in the original OC and SoU. It plays up to the
Diplomat aspect of the Paladin; if you don't want to emphasize that aspect,
give Persuade a pass.
-------------------------------------------------------------------------------
4.2 General Skills
-------------------------------------------------------------------------------
*Heal - Depending on who you ask, Heal can either be required or useless. In
both the original OC and SoU, as well as most user-made modules, full
healing
is no further away than the Rest button. However, in both the OC and SoU,
Healing Kits are plentiful, as are potions. In combat, healing potions are
better, but Healing Kits are better outside of combat. Before you spend too
many points on this skill, keep in mind that Heal can be used untrained, and
you always Take 20 when outside of Combat. So a high rank isn't all that
important, unless you're counting on Heal to cure poison or disease.

*Lore - 100 gold to identify an item is cheap, though it can be helpful to
be
able to identify a weapon or armor when out in the field. In SoU, Lore also
has
other uses than merely identifying items, so don't ignore Lore entirely.

*Taunt - I've never used Taunt in combat, so I can't vouch for how effective
it
is. It does seem to be a bit un-Paladin like to me.

Appraise - If this was a class skill, I'd say go for it, especially early
on.
But in both the OC and SoU, you end up with more gold than you know what to
do
with, with precious little to spend it on.
-------------------------------------------------------------------------------
4.3 Worthless Skills
-------------------------------------------------------------------------------
Animal Empathy, Perform and Use Magic Device are all unavailable to Paladins
without multiclassing.

*Concentration - Paladins won't be casting many spells in combat, and being
Taunted is quite rare, if it ever happens.

Disable Trap, Set Trap, Craft Trap - Paladins have too few skill points to
properly develop these skills.

Hide, Move Silently - Virtually useless while wearing Heavy Armor.

Listen, Search, Spot - Paladins have too few skill points to properly
develop
these non-class skills.

Open Lock - Paladins are much better served by bashing chests and doors open
than wasting skill points here.

*Parry - The usefulness of Parry is debatable. Regardless of which side of
the
debate you come down on, a Paladin usually wears Heavy Armor, and given that
armor check penalties apply, Parry is simply not that good of a option.

Paul Jennings says: "And, about what you said about the parry skill, I think
it's pretty usefull early on. early in the game, enemies tend not to miss
much
when they take a swing at you, and having a shield in one hand and being
able
to parry with your other hand's weapon helps stop about half of the blows
that
would hit."

Pick Pocket - Just about the most un-Paladin skill there is.

Spellcraft - Paladins don't have enough spells to be able to counterspell,
and
thanks to Divine Grace they don't need the bonus to their saving throws
versus
spells.

Tumble - This could be useful in avoiding Attack of Opportunity. However,
it's
a non-class skill and based on Dexterity, so a Paladin will never get this
skill up to useful levels.
===============================================================================
5.0 FEATS
===============================================================================
While Paladins get a lot of specialized Feats for their first three levels,
they only get the usual Feats at levels 1, 3, 6, 9, 15 and 18 to use on
other
Feats.
-------------------------------------------------------------------------------
5.1 Paladin Feats
-------------------------------------------------------------------------------
Granted at 1st level:
    Armor Proficiency: All, plus Shields - Thanks to their low Dexterity
    scores, Paladins do not do well in Light Armor.

    Weapon Proficiency: Simple and Martial - The only weapons Paladins do
not
    have access to are Exotic.

    Divine Grace - Your Charisma bonus is added to your saving throws.

    Divine Health - Paladins are immune to disease.

    Lay on Hands - Once a day, Paladins can heal their Charisma bonus times
    their level points of damage. It's not much at the early levels, but can
    be better than a healing potion or kit later on.

Granted at 2nd level:
    Aura of Courage - Paladins are immune to fear

    Smite Evil - Once a day Paladins can add their Charisma bonus to his
    attack roll and Paladin level to damage. Keep in mind that just because
    someone is hostile to you, doesn't mean they're evil.

Granted at 3rd level:
    Turn Undead - Paladins can Turn Undead, like a Cleric 2 levels lower,
    three times a day plus their Charisma bonus

    Remove Disease - Once a day, Paladins can cure a companion of disease.
    (Being immune to disease themselves, Paladins don't need to use this on
    themselves.)
-------------------------------------------------------------------------------
5.2 General Feats
-------------------------------------------------------------------------------
Cleave - Gives an extra attack on an adjacent opponent when you cause enough
damage to kill an opponent. Very nice when you're surrounded.

Extra Turning - With how easy it is to rest, the usefulness of this Feat is
debatable. But with both Divine Might and Divine Shield using Turn Undead
charges, this Feat almost becomes a necessity.

Knockdown - Being able to knock an opponent down on their ass can be very
useful, but given the limited number of Feats a Paladin has, you might not
have the luxory of being able to pick this one.

Power Attack - Before SoU, this was useful only for bashing locked doors and
chests, and for the occasional low-AC, high-HP monster. With SoU, this is
required for Divine Might and Divine Shield, making this a necessity.

Toughness - The extra HP per level is like an extra +2 Con. Conventional
wisdom says to take it as soon as possible, to take full advantage of it. I
say take since Toughness is retroactive, take it as late as possible, unless
you enjoy rerolling your HP ad nauseum every level up.

Blind Fight - I'm not entirely sure how useful this is, but I've been
blinded
or under darkness so much when playing SoU, that I get this every time now.

Divine Might - Adds your Charimsa bonus to your damage for a number of turns
equal to your Cha bonus. Not that great early on, when your Cha isn't all
that
high and you only get one attack per round. But in the later levels, Divine
Might can be very useful. There are two things to keep in mind, however. SoU
1.30 has a bug where if your Cha bonus is +6, the actual damage bonus is
1d4;
+7 is 1d6, +8 1d8, etc. This should be fixed in 1.31. Also, if try to
activate
Divine Might and your character gets to make an Attack of Opportunity on
someone, Divine Might won't activate. Divine Might uses Turn Undead charges,
so it might not be the wisest choice in an area teeming with the Undead.

Divine Shield - Works like Divine Might, except it adds your Charisma bonus
to
your AC, and it doesn't have the Cha bonus over +5 bug. Like Divine Might,
Attacks of Opportunity will cancel activation, and it uses Turn Undead
charges.

Great Cleave - Works like Cleave, only it is usable multiple times per turn.
I
used to think this feat was the greatest, but I misunderstood how it worked.
This feat works best when you're surrounded by monsters you can easily kill
in
one hit. IOW, when you don't really need it. To take the best advantage of
Great Cleave, you need to wield a high-damage weapon, to better ensure you
get
one-hit kills.

Silver Palm - Can only be taken at 1st level. Plays up to the Diplomat
aspect
of the Paladin, though given the limited number of Feats a Paladin can take,
you might not be able to afford it.
-------------------------------------------------------------------------------
5.3 Feats to Avoid
-------------------------------------------------------------------------------
Artist, Blooded, Bullheaded, Courteous Magocracy, Thug - These Feats are
only
available to 1st level characters, and most of them aren't applicable to
Paladins, nor to they play to their strengths.

Extra Music, Lingering Song - These Feats are available only to Bards.

Ambidexterity, Deflect Arrows, Dodge, Improved Two-Weapon Fighting,
Mobility,
Point Blank Shot, Rapid Shot, Stunning Fist, Circle Kick, Extra Stunning
Attacks, Spring Attack - Paladins generally do not have the Dexterity
required
for these Feats.

Disarm, Improved Disarm, Improved Knockdown, Improved Parry, Expertise,
Improved Expertise - Paladins generally do not have the Intelligence
required
for these Feats.

Combat Casting, Empower Spell, Extend Spell, Maximize Spell, Quicken Spell,
Silent Spell, Spell Focus, Spell Penetration, Still Spell, Greater Spell
Focus, Greater Spell Penetration - While Paladins can cast spells, they are
not Wizards or Sorcerers. Give these a pass.

Great Fortitude, Iron Will, Lightning Reflexes, Arcane Defense, Luck of
Heroes,
Resist Poison, Snake Blood, Strong Soul - Thanks to Divine Grace, a Paladin
generally has very good saves, so these Feats are not as necessary as they
might be for other classes.

Improved Critical, Weapon Focus, Weapon Specialization - In my opinion,
Paladins are best served by using whatever the best weapon they can find or
buy. They don't have enough Feat slots to focus on a single weapon type. The
only exception is if the campaign or module has a Holy Avenger available.

Alertness - Neither Listen or Spot are class skills.

Improved Power Attack - While Power Attack is useful for SoU Paladins,
Improved
Power Attack is as useless as it's always been.

Improved Unarmed Strike - Paladins are not Monks.

Skill Focus - Pre-SoU, getting Skill Focus for Discipline may have been
worth
it. Otherwise, give this one a miss.

Two-Weapon Fighting - Without Ambidexterity, this Feat is next to useless.

Weapon Finesse - Paladins generally don't have the Dexterity to make this
Feat
work properly.

Weapon Proficiency Exotic - While Bastard Swords and Katanas are great one-
handed weapons, Paladins do not have enough available Feat slots to make
this
worth while, IMO.

Dirty Fighting - You give up all extra attacks for an extra 1d4 damage.
Divine
Might is better in every way. Besides, what type of Paladin would fight
dirty?

Improved Initiative - I'm unsure what effect initiative has on NWN. Due to
the
few available Feat slots, I'd give this one a pass.

Rapid Reload - Most Paladins won't be using ranged weapons, given their low
Dex
scores.

Resist Disease - Paladins are immune to disease already.

Resistance to Energy - Could be useful, but there are other Feats I'd rather
get instead.

Stealthy - As if a Paladin in full plate, tower shield and wielding a
glowing
weapon could be stealthy.

Zen Archery - This could make ranged combat viable for Paladins given their
Wisdom scores. However, I don't think Paladins have enough Feat slots to
make
it worth while.
===============================================================================
6.0 MULTICLASSING
===============================================================================
Paladins do not multiclass well. They gain benefits throughout all 20
levels,
and many of their abilities are dependent upon level. However, Paladins are
fairly front loaded, making a level or two a good investment for some
classes,
and some classes can benefit a Paladin if you don't mind sacrificing some of
the Paladin's meager spell casting abilities.

Paladins cannot multiclass with either Barbarian, Bard or Druid, due to
alignment restrictions.

Any character with a moderate to high Charisma could do well to take a level
or
two of Paladin.
-------------------------------------------------------------------------------
6.1 Paladin/Cleric
-------------------------------------------------------------------------------
A 19/1 Paladin/Cleric can be a very effective Undead Hunter. Taking the Sun
Domain give a big boost to the Turn Undead ability, and other domains can
extend Turn Undead to work on Elementals, Constructs and Vermin.

A 19/1 Cleric/Paladin with moderate to high Charisma gets a nice boost to
their
saving throws, with only a slight delay in spellcasting, as well as access
to
martial weapons and the chance to get Discipline as a class skill.
-------------------------------------------------------------------------------
6.2 Paladin/Fighter
-------------------------------------------------------------------------------
With Discipline being a Paladin class skill as of SoU, the only reason for a
Paladin to take multiclass to Fighter is for the bonus Feats and Weapon
Specialization. Keep in mind that SoU has fixed the requirements for Weapon
Specialization, so you need a full four levels of Fighter. A 16/4
Paladin/Fighter, with Weapon Specialization, makes a good Holy Warrior, only
sacrificing some spellcasting ability.
-------------------------------------------------------------------------------
6.3 Paladin/Monk
-------------------------------------------------------------------------------
Monk is another class that does not multiclass well. Taking a single level
of
Monk gives Cleave for free (though not Power Attack, so the usefulness of
this
is doubtful), Evasion, and your Wisdom bonus applying to your AC when not
wearing Armor. In other words, you don't gain that much. Six levels of Monk
gives Knockdown and Improved Knockdown, but that sacrifices too many Paladin
levels, IMO.

Given the Monk's saving throws, taking a level of Paladin for Divine Grace
isn't worth it, especially considering the Charisma of the typical Monk.
-------------------------------------------------------------------------------
6.4 Paladin/Ranger
-------------------------------------------------------------------------------
If you must dual wield, and don't mind sacrificing Charisma for Dexterity,
then
go ahead and take a level of Ranger. Otherwise, the Ranger class has very
little to offer the Paladin.
-------------------------------------------------------------------------------
6.5 Paladin/Rogue
------------------------------------------------------------------------------
This is a rather controversial multiclassing option. First, there's the
question of whether or not a Rogue can or should be Lawful Good, then
there's
those Rogue skills and abilties like Sneak Attack and Open Lock that are
questionable for a Paladin. But Rogues are not necessarily thieves. I see a
Paladin/Rogue as being an inquisitor/investigator, much like the Divine
Seeker
Prestige Class in the PnP Forgotten Realms Campaign Setting. A level of
Shadowdancer would also compliment this multiclass.

Taking three levels of Rogue gets the Paladin Evasion and Uncanny Dodge. A
Paladin/Rogue would most likely sacrifice Strength for Dexterity, and
possibly
Constitution for Intelligence, making Halfings or Elves good choices.

Taking a level of Rogue would make it easy to get the necessary ranks in
Hide
if you wish to go the fallen Paladin/Blackguard route. (Thanks to Andre
Prasetya).

In any case, a Paladin/Rogue would do best if they started out as a Rogue
instead of a Paladin, to take advantage of the Rogue's starting skill
points.

For the more diplomatic Rogue, taking a level or two of Paladin grants
Divine
Grace, heavy armor (which probably wouldn't be worn anyway), martial
weapons,
and Discipline as a class skill. However, taking a level of Fighter instead
would better serve most Rogues.
-------------------------------------------------------------------------------
6.6 Paladin/Sorcerer
-------------------------------------------------------------------------------
Given the Sorcerer's reliance on Charisma for their spellcasting, taking a
level of Paladin, or even starting out as a Paladin, is a very good idea.
Just
make sure to hotkey your armor, or take the Still Spell Feat.
-------------------------------------------------------------------------------
6.7 Paladin/Wizard
-------------------------------------------------------------------------------
Given the Wizard's reliance on Intelligence, it is difficult to pull off a
Paladin/Wizard multiclass.
-------------------------------------------------------------------------------
6.8 Prestige Classes
-------------------------------------------------------------------------------
It is difficult, if not impossible, for a Paladin to qualify for the follow
Prestige Classes: Arcane Archer, Assassin and Shadowdancer. However, a level
of
Shadowdancer would compliment the above mentioned Paladin/Rogue investigator
very well.

A Paladin can become a Harper Scout, as Search is the only required skill
that's a non-class skill, and only 4 ranks are needed, though it can be
tough
for a Paladin to get the required Alertness and Iron Will. However, Harper
Scout complements Bards and Rogues much more than it complements Paladins.

If you want to roleplay a fallen Paladin, the Blackguard is an interesting
choice. I do find the requirement of 5 ranks in Hide to be odd, as chances
are
it'll never be used, but adding a level or three of Rogue can take care of
that, as well as adding a Sneak Attack that stacks well with the
Blackguard's
Sneak Attack.
===============================================================================
7.0 HENCHMEN
===============================================================================
7.1 What to look for in a Henchman
-------------------------------------------------------------------------------
Regardless of your class, the key to picking a good henchmen is finding one
that complements your character. If you are a frontline fighter, you need
someone who can handle traps and pick locks. If you're a physically weak
mage,
you need a good, strong fighter to tank for you. And so on.

Since you run only a single character in NWN and SoU, and can have only one
henchmen, chances are you won't be able to have a fighter and a thief and a
healer and a mage. Luckily, you happen to be a Paladin, and thus can fill
multiple roles yourself, namely that of the fighter and healer. Therefore,
you
need to fill just the thief and mage roles. Since you can have only one
henchmen at a time, I would concentrate on filling the thief role, at least
until you start to hit the mid-levels. By then you should be able to bash
any
lock and you should have enough hit points to survive springing any traps.

Another thing to keep in mind in the original OC is that each henchmen will
give you an item and XP if you complete their quest. It is to your benefit
to
hire all the henchmen to get their items and XP, returning to your henchmen
of
choice for adventuring.
-------------------------------------------------------------------------------
7.2 Original Neverwinter Nights Henchmen
-------------------------------------------------------------------------------
Boddyknock Glinckle, Gnomish Sorcerer - I haven't had much personal
experience
with Boddyknock, though I can confirm that his AI leaves much to be desired.
Not the best choice for a companion. However, Boddyknock's item, the
Lantonese
Ring, grants Regeneration and a Charisma bonus, making it very useful for a
Paladin.

Daelan Red Tiger, Half-Orc Barbarian - Being a Barbarian, Daelan is not the
best choice for a companion. You can do anything he does better. However,
his
Amulet of the Red Tiger Tribe does grant a bonus to Strength, even though
its
Immunity to Fear is redudant for you.

Grimgnaw, Dwarven Monk - It is debatable whether a Paladin would even
associate
with a Monk of the Long Death. Regardless, what can be said for Daelan can
also
be said for Grimgnaw. His Amulet of the Long Death grants a Constitution
bonus
and Spell Resistance.

Linu La'neral, Elven Cleric - Her clumsiness isn't apparent out in the
field,
where she can generally hold her own in a fight. Linu is very useful when
facing hordes of undead (though being a Paladin, you aren't a slouch
yourself),
but her AI when casting spells sometimes leaves something to be desired.
With
some judacious resting to ensure she has her spells when you need them, Linu
can really kick butt. Linu has a great personality and some funny stories,
and
is a good choice for a companion, but not the best choice. Male characters
can
even pursue a romance with her if you want. Her item is the Pendant of the
Elf,
which grants Darkvision and a Dexterity bonus, not the most useful item for
a
Paladin.

Sharwyn, Human Bard - She can also unlock a few chests, but is useless
against
traps. Her spellcasting AI is about as bad as Boddyknocks. Not the best
choice
for a companion. Male Paladins probably have the Charisma to successfully
pursue a romance with Sharwyn, if you can put up with her. Her Belt of the
Performer grants a Charisma bonus, but there are probably other belts you'd
rather wear.

Tomi Undergallows, Halfling Rogue - While a Rogue may seem an odd choice for
a
Paladin to pick, Tomi is probably the best choice for a companion, at least
early on when it's hard to bash locks and the traps can easily kill you. He
has
a great personality and stories. Tomi is rather fragile, so either protect
him
or set him to use his ranged attack. His Ring of the Rogue doesn't do you a
bit
of good.
-------------------------------------------------------------------------------
7.3 Shadows of Undrentide Henchmen
-------------------------------------------------------------------------------
Shadows of Undrentide adds henchmen inventory control (hopefully to be added
to
the original OC via a future patch), which greatly increases their
usefulness.

Deekin Scalesinger, Kobold Bard - Deekin isn't available as a henchmen until
the Interlude, but by then he's probably the best choice. Easily the
funniest
henchmen ever, and the best personality, even beating out Linu and Tomi in
that
department. Very fragile, you do not want Deekin on the frontlines at all.
Deekin is best used hanging back using his crossbow, bardsong and spells.
Deekin can multiclass as a Rogue, though he won't put any points in Open
Lock.

Dorna Trapspringer, Dwarven Rogue/Cleric - A very useful companion. You can
tell Dorna to focus on either the Rogue or Cleric class; otherwise she'll
level
up in both classes, which may be the best choice. SoU doesn't have near the
traps or locks the original OC had, and in the Interlude you find an item
that
disarms traps three times a day, so there's no need to hold on to Dorna past
Chapter 1.

Xanos Messarmos, Half-Orc Sorcerer/Barbarian - I have no personal experience
with Xanos, disliking his personality. As a Sorcerer, he has the caster AI
problems, and as a Barbarian he makes a poor tank, as he still insists on
casting his level 1 Sorcerer spells.
===============================================================================
8.0 SPELLS
===============================================================================
Paladins have access to a limited amount of spells, mainly in the protection
and healing areas. They are not suited for casting spells in combat, and
have
no direct damage spells anyway.

See the in-game descriptions for what each spell does and their duration.
-------------------------------------------------------------------------------
8.1 Level 1 Spells
-------------------------------------------------------------------------------
Bless - Readily available via potions and the Scabbard of Blessing. But if
you
    want to use your few spell slots on this, it will probably last longer
than
    the potion will.
Cure Light Wounds - While a Paladin can make a good secondary healer, they
have
    two few spell slots to match a Cleric. Lay on Hands is much better.
Endure Elements - The best level 1 spell, IMHO. The spell to cast when
facing
    spell casters, or when tripping a trap.
Resistance - It can help another party member, but the Paladin usually
doesn't
    need it, thanks to Divine Grace.
Virtue - Just about the most useless spell in NWN, IMHO.
Protection from Alignment - This can be useful. Keep in mind that the AC
bonus
    is a Deflection bonus, and thus doesn't stack with other Deflection
boni.
Divine Favor - An improved Bless. Very short duration, though.
-------------------------------------------------------------------------------
8.2 Level 2 Spells
-------------------------------------------------------------------------------
Aid - Like Bless, it is readily available via potions.
Bull's Strength - Excellent spell, especially considering that a Paladin's
    Strength usually isn't as high as a Fighter of the same level.
Remove Paralysis - Too bad you can't cast this on yourself...
Resist Elements - At first glance it looks better than Endure Elements, but
the
    duration is really short. I prefer Endure Elements, as it's a cast-and-
    forget spell.
Eagle's Splendor - Another excellent spell.
Aura of Glory - Useful only in specific situations and if you're in a party.
-------------------------------------------------------------------------------
8.3 Level 3 Spells
-------------------------------------------------------------------------------
Cure Moderate Wounds - See Cure Light Wounds.
Dispel Magic - I'd much rather bash a monster with my weapon than try to
    dispell their enchantments.
Prayer - Bless on steroids. Possibly my favorite Paladin spell. Short
duration,
    but a single casting should take you thru most combats.
Remove Blindness/Deafness - I've never had a reason to cast this, especially
    with the Blind Fight feat.
Magic Circle Against Alignment - See Protection from Alignment. The in-game
    duration is listed as 1 hour/level, but my experience shows it to be
more
    like 1 round/level.
-------------------------------------------------------------------------------
8.4 Level 4 Spells
-------------------------------------------------------------------------------
Cure Serious Wounds - See Cure Light Wounds. This one may be worth taking.
Death Ward - Possibly the most useful 4th level spell.
Freedom of Movement - Nice if you're Entangled or Webbed, but Freedom is
easy
    to get via items.
Neutralize Poison - By the time you can cast this, Antidote poitions,
Neutral
    Poison scrolls and Healing Kits should be plentiful.
===============================================================================
9.0 EQUIPMENT
===============================================================================
9.1 Armor
-------------------------------------------------------------------------------
Paladins can wear all armor (with the exception of the Monk robes). They
should
wear the best armor they can find or buy. The only reason to go for a lower
AC
armor is because it offers something else your other equipment doesn't, and
that you can't live without. In D&D and NWN, every point of AC counts.

Some armor to keep an eye out for: In the original OC, the Armor of Comfort
can
be found in the Beggar's Nest. And the Red Dragon Armor is the well deserved
reward upon beating one of the toughest bosses, if not the toughest, in the
game.

Early on in SoU, Paladins can get the Valiant Armor, as well as the Valiant
Defender (tower shield) and Valiant Helm. The Valiant Armor is very nice,
though it weighs a lot
-------------------------------------------------------------------------------
9.2 Other Clothing (Cloaks, Boots, Belts, Gloves)
-------------------------------------------------------------------------------
The best cloaks for a Paladin are Cloaks of Fortification (+1 to +3) and
Nymph
Cloaks (+1 to +5 Charisma). I personally think a Cloak of Fortification is a
better choice than a Nymph Cloak, given the numerous other ways a Paladin
can
increase their Charisma.

For boots, early on Boots of Hardiness (+1 to +3) are the best choice,
though
Boots of Striding (+1 to +5) are a nice second choice. My favorite boots,
however, are Boots of Speed.

The best belt for a Paladin is a Belt of Giant Strength, and the best gloves
are Gauntlets of Ogre Power.
-------------------------------------------------------------------------------
9.3 Jewelry (Rings and Necklaces)
-------------------------------------------------------------------------------
For rings, there's really only two choices: a Ring of Resistance (+1 to +3)
and
Boddyknock's Lantonese Ring (+1 to +4 Charisma and Regeneration). A (Lesser)
Ring of Power is a good second choice, though the elemental resistance isn't
as
needed thanks to the spell Endure Elements.

For the amulet slot, Daelan's Amulet of the Red Tiger Tribe (+1 to +4
Strength)
is a good choice. Outside the original OC, a Talisman of Pure Good (+3
Wisdom,
+3 Charisma, Spell Resistance) is an excellent choice. An Amulet of Natural
Armor or Periapt of Wisdom (both +1 to +5) are also good choices.
-------------------------------------------------------------------------------
9.4 Helms and Shields
-------------------------------------------------------------------------------
For helms, a (Greater) Mask of Persuasion (+1 to +2 Charisma) is a good
choice,
though I prefer the Immunity to Mind Affect Spells and Spell Resistance of a
Golden Circlet.

As for shields, the best shield bar none is Hastsezini's Shield, a +5 Tower
Shield usable only by Lawful characters.
-------------------------------------------------------------------------------
9.5 Weapons
-------------------------------------------------------------------------------
For a weapon you want to choose any medium or larger weapon. I don't
recommend
being tied down to one specific weapon type by getting Weapon Focus or
Weapon
Specialization. A Paladin should use the best weapon he can find or buy.
Generally, a Paladin can't afford to get Exotic Weapon Proficiency, though
you
may find worth it so you can use a Bastard Sword or Katana.

In the original OC, the Drone Morningstar +4 is probably the best one-handed
weapon available that a Paladin can use. SoU has a Holy Avenger.

Againsted the undead, the Mace of Disruption (available in +2 and +5
varieties)
is an excellent choice.

The choice to use a one-handed weapon and a shield or a two-handed weapon is
up
to you. It basically comes down to whether or not you want to sacrifice AC
for
damage. All I can recommend is try both styles out and see which one you
like
best.
===============================================================================
10.0 TACTICS
===============================================================================
This is a general tactics section, rather than "How to beat such-and-such a
monster." If you want something like that, there are plenty of walkthrus
available for both NWN and SoU that go into a lot more depth than I can
here.

For the most part, a Paladin's tactics are similiar to a Fighter's, only the
Paladin has the benefit of his spells. As a Paladin has to prepare his
spells
ahead of time, and since he has only a limited number of spell slots,
knowing
what you're getting into before hand can be helpful. When playing
multiplayer,
allow the party's Rogue to scout around. Singleplayer, see one of the
aforementioned walkthrus.

In my opinion, there are three spells a Paladin should have going at all
times.
The first is Endure Elements. That spell is great when facing spellcasters,
plus it can save your life when tripping a trap.

The next two are Bull's Strength and Eagle's Splendor, to boost your
Strength
and Charisma.

If you don't have an item that grants a Deflection AC bonus, such as a Cloak
of
Fortification, Protection from Evil is also a good spell to have going.

In actual combat, typical Fighter strategy, coupled with some common sense,
will save the day. When surrounded, if you're using a two-handed weapon,
switch
to a one-handed weapon and shield. You need the AC more than you need the
extra
damage. Activating Divine Shield, if you have it, is also a good idea.
Backing
into a doorway, a wall or a corner, to reduce the number of immediate
opponents, is also a good idea.

When facing a melee boss and his pack, take out the weaker underlings first.
If facing a spellcasting boss, take him out first. Pause the game, if you
must, and evaluate the situation, and target the greater threats first. I'd
probably target Rogues first (because of their Sneak Attacks), spellcasters,
then melee, then any ranged attackers.

One point bears repeating: Pause the game. The pause hotkey (default is the
Space Bar), is your friend. PnP D&D isn't real-time, and there's no reason
why
you should treat NWN as a real-time click-fest either.

Finally, when going up against low-AC, high-HP creatures, such as Dire
Wolves,
Power Attack can be your best friend.
===============================================================================
11.0 MISCELLANEUS
===============================================================================
11.1 Copyright Notice
-------------------------------------------------------------------------------
The text of this guide is Copyright(c) 2003 by Scott Steubing.
Neverwinter Nights is Copyright(c) by BioWare and Atari.
Dungeons & Dragons is Copyright(c) by Wizards of the Coast.

Do not copy, duplicate or distribute this guide, or any part of it, without
permission of the author.
-------------------------------------------------------------------------------
11.2 Credits and Thanks
-------------------------------------------------------------------------------
Thanks to:
    Doug, for getting me interested in Paladins.
    Rich Burton, for his excellent Paladin module, Twilight, which really
showed me what a Paladin can do.
    Ross Glenn and Eddi LaRusic, whose Rogue and Monk Guides, respectively,
influenced the layout of this guide.
    BioWare, for making such a great game.
    Floodgate, for making such a great expansion.
    GameFAQs, for hosting this guide.
    Paul Jennings, for his comments on the Parry skill.
    Barry Ukrainetz, for his thoughts on raising Constitution, as well as
many
other comments.
    Everyone who has read and commented on this guide. Your emails are
appreciated!
-------------------------------------------------------------------------------
11.3 Revision History
-------------------------------------------------------------------------------
Ver 1.2 - Some spelling errors and other typos corrected. Added a
contribution
          to the Abilities section on Constitution. Finally added the
Tactics
          section.
    1.1 - Druids are no longer listed as a possible Paladin multiclass,
          reworded the Multiclass section a bit; notable changes are the
          Paladin/Rogue, Paladin/Blackguard and Paladin/Shadowdancer. Added
the
          Spells section. Expanded the equipment section a bit. Changed
Great
          Cleave. Fixed various typos.
    1.0 - Initial version.
-------------------------------------------------------------------------------
11.4 Paladin Guide Locations
-------------------------------------------------------------------------------
Sites which have permission to host this guide:
        GameFAQs, http://www.gamefaqs.com
        ActionTrip, http://www.actiontrip.com
        Cheats.de, http://www.cheats.de
        DLH.Net, http://dlh.net
        IGN, http://faqs.ign.com
        Sorcerer's Place, http://www.sorcerers.net/index.shtml
If you want to host this guide on your site, contact me at
gruedragon@hotmail.com . Chances are, I'll be more than happy to grant you
permission and send you the latest version.
===============================================================================


Top of page | 



Solution for Neverwinter Nights: Shadows of Undrentide


Neverwinter Nights The Shadow of Undrentide
                       FAQ and Walkthrough Finale version
                       Copyright (c) 2003 Orest
Last updated on September 26, 2003


***********************************************************************
SOME CORYRIGHT NOTE:
 This document was written by Orest and cannot be used without his permission.
To receive my permission you need only one thing: email (y_orest@yahoo.com) me
and receive my permission. Of course, you can read and print this document but
don't post this document on your site without my permission. I hate copyright
violence so don't angry me. If you have my permission on my previous
Neverwinter Nights FAQ/Walkthrough then you don't need to ask my permission for
this guide, you have it. And, please, don't send me spam because I'm not
curious in those kinds of letters (I HATE SPAM!!!). There are a lot of ways to
fight spammers and I know some of them.

***********************************************************************
SOME EMAIL NOTE:
 If you have questions about my guide or want to add or correct something then
send me a message (y_orest@yahoo.com). But don't try to send letters with some
nasty remarks. And, please, don't send me the questions of what is already in
this document. Some information is credited to people who sent me it, so watch
carefully when reading this document and don't send me the questions about it
because they can be mistaken. If you want to correct it than I will be pleased.
 Please put "NWN SoU" subject when emailing me. The latest updates of this
guide are available at www.gamefaqs.com . I am sorry if I don't respond to the
letters because I read my mailbox twice a week. I can respond to the letters
lately. I've received a lot of letters about my previous NWN walkthrough, so
I'm very grateful.

***********************************************************************
 VERSION HISTORY
  v0.7 The beta version of the NWN SoU FAQ/Walkthrough (July 9, 2003)
  v1.0 The full version (July 11, 2003)
       Corrected some information. Fixed some errors. Added some information.
The walkthrough is complete and full.
  V1.1 The current version (July 24, 2003)
       Fixed some grammar and spell errors. Added some information. Part 4
Reference created. TOP 10 Funny NWN FAQ and statements. Major updates. More
prestige classes information.
  Finale version (September 26, 2003)
       Fixed some grammar and spell errors. Added and corrected some
information.

***********************************************************************

  TABLE OF CONTENTS:
    PART 0 INTRODUCTION
    PART 1 WHAT'S NEW
      1) classes
      2) skills
      3) feats
      4) arcane spells
      5) divine spells
      6) my characters
      7) others
    PART 2 GENERAL INFORMATION AND STRATEGY
    PART 3 WALKTHROUGH
      1)Chapter 1
      2)Interlude
      3)Chapter 2
    PART 4 REFERENCE
    LAST PART CREDITS AND SPECIAL THANKS

**********************************************************************

PART 0 Introduction
  Well, at last, the expansion pack of NWN is in my hands. I've already written
FAQ/Walkthrough of original NWN, so in this document I will continue the story
of Neverwinter Nights game. The expansion pack is called Neverwinter Nights -
Shadows of Undrentide. The story differs from original NWN story and it don't
have any connections. Part 1 explains what's new in expansion pack and my
opinion about this changes. Part 2 contains general information and strategy
(it differs from original NWN game). The walkthrough is already in Part 3. I've
played in D&D Hardcore rules difficulty mode (I can't accept that fireball
spell damages only enemies and can't damage allies or enemy half-orc fighter
with greatsword can't do critical strikes or attacks of opportunities so D&D
Hardcore is my choise). And I repeat: read the game manual for more information.

***********************************************************************

PART 1 WHAT'S NEW

   1) classes
      There are 5 new classes in NWN SoU. They are called prestiges classes. It
means that you cannot access this classes at the beginning  of the game. You
must meet some requirements in order to multiclass to the prestige class. Each
prestige class has individual requirements for multiclassing. The developers
wrote that those prestige classes are powerful but I don't think so. Some of
them are good and some of them are not so good. Here are this classes. For more
information see game manual.

***********************************************************************
     1. Arcane Archer
        Hit Dice: d8
        Proficiencies: all simple and martial weapons, light and medium armor
and shields
        Skill points: 4+INT (intelligence) modifier
        REQUIREMENTS: elf or half-elf, base attack bonus +6, feats: weapon
focus longbow or weapon focus shortbow, point blank shot, ability to cast
arcane spells.
        Abilities: Able to shoot arrows with increased precision and damage
(for more see game manual)
        My opinion: I think that this class is the best archer in the game. But
unfortunately the requirements are very restrictive. If you don't want to lose
XP then you must be half-elf bard, sorcerer or wizard or elf wizard in order to
multiclass without XP penalty (see NOTE). The ranger is a good choise to
multiclass but he can't cast arcane spells. I think that the best candidate is
half-elf bard with high DEX (dexterity) but unfortunately half-elf race is less
useful than other races. So the choise is yours.

   NOTE (by Dmarine): I  have one correction to your Arcane Archer
section.There is no xp penalty here. The prestige classes don't count for
calculating xp penalties.  I too thought I would get creamed with xp penalties.
 But, I took 6 levels of fighter, one level of wizard (elf favored class) then
started leveling as an arcane archer and  incurred no penalties. Others on the
GameFAQs board confirmed my findings  (thank to Dmarine).
   NOTE (by me): Well, that's good. So, it seems that the elfs are the best
candidates because of DEX bonus.

  Class skills: Craft trap, Heal, Hide, Listen, Lore, Move Silently, Spot.

***************************************************************
** Class **       BAB         ** Fortitude ** Reflex ** Will **
** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
***************************************************************
**   1   **      +1           **    +2     **  +2    **  +0  **
**   2   **      +2           **    +3     **  +3    **  +0  **
**   3   **      +3           **    +3     **  +3    **  +1  **
**   4   **      +4           **    +4     **  +4    **  +1  **
**   5   **      +5           **    +4     **  +4    **  +1  **
**   6   **      +6           **    +5     **  +5    **  +2  **
**   7   **      +7           **    +5     **  +5    **  +2  **
**   8   **      +8           **    +6     **  +6    **  +2  **
**   9   **      +9           **    +6     **  +6    **  +3  **
**   10  **      +10          **    +7     **  +7    **  +3  **
***************************************************************

Note (by me): Well, Fortitude and Reflex saving throws are primary for arcane
archer and will is secondary saving throw. So, be careful.

*********************************************************************
      2. Assasin
          Hit Dice: d6
          Proficiencies: simple weapons, light armor
          Skill points: 4+INT modifier
          REQUIREMENTS: evil alignment, skills: Hide(8), Move Silently(8)
          Abilities: see game manual
          My opinion: Well, this class is more close to rogue. Assasin's Death
attack works as rogue Sneak Attack and in addition it has a chance to paralyze
enemy but the limit is level9 (+5d6 damage). Some illusion spells are also very
useful. The rogue can't use any spells without scrolls or wands but the assasin
is more magically oriented. The disadvantage is the lesser skill points. The
rogues or monks or rangers are the best candidates. The assasin's death attack
stacks with rogue's or blackguard's sneak attack (this is good). The DC for
paralyzing effect from death attack grows with assasin's level. From unofficial
sources there is also information that INT modifier also has the effect on
increasing paralyzing DC.

  Class skills: Appraise, Craft Trap, Disable Trap, Heal, Hide, Listen, Lore,
Move Silently, Open Lock, Pickpocket, Search, Set Trap, Spot, Tumble, Use Magic
Device.

***************************************************************
** Class **       BAB         ** Fortitude ** Reflex ** Will **
** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
***************************************************************
**   1   **      +0           **    +0     **  +2    **  +0  **
**   2   **      +1           **    +0     **  +3    **  +0  **
**   3   **      +2           **    +1     **  +3    **  +1  **
**   4   **      +3           **    +1     **  +4    **  +1  **
**   5   **      +3           **    +1     **  +4    **  +1  **
**   6   **      +4           **    +2     **  +5    **  +2  **
**   7   **      +5           **    +2     **  +5    **  +2  **
**   8   **      +6           **    +2     **  +6    **  +2  **
**   9   **      +6           **    +3     **  +6    **  +3  **
**   10  **      +7           **    +3     **  +7    **  +3  **
***************************************************************

Note: Reflex save is primary for assasin, fortitude and will are secondary
(same as a rogue class).

*********************************************************************
        3.  Blackguard
              Hit Dice: d10
              Proficiencies: all simple and martial wepons, all armor and
shields
              Skill points: 2+INT modifier
              REQUIREMENTS: Evil alignment, Hide(5), feats: Cleave, base attack
bonus +6
              Abilities: see game manual
              My opinion: Blackguard is some kind of evil paladin. I've called
him antipaladin. It has the most of the paladin abilities but unfortunately he
doesn't have immunity to fear and desease unlike paladin but has other unique
abilities. Smite good is useless in single campaign because the most monsters
are evil. He also has some evil divine spells. The best candidates are fighter,
barbarian or bard and sorcerer (with 13+ STR?). I think that paladin is more
useful (why those requirements?) but blackguard is not bad too. Interesting
multiclass option: Paladin/Blackguard (is it possible?). Yes, it is. Dark
Blessing stacks with paladin's Divine Grace. This means that Paladin/Blackguard
with for example CHA 18 will get +8 bonus to all saving throws (+4 for each
class). I've received the letter from Brad Bonsall who proved the possibility
to become the paladin/blackguard with some of my advices (he was the first).
First create the paladin character than after some leveling up go and kill some
villagers to drop your alignment to evil. Now you can multiclass to blackguard
but cannot level up as a paladin. All your previous paladin abilities will be
with you. Very simple. Same with other classes with alignment restrictions. But
be careful: it is more easy to drop your alignment from lawful to chaotic than
to increase your alignment from chaotic to lawful so it is more effective to
begin the game with lawful good alignment if you want for example to multiclass
from monk to barbarian.

  Class skills: Concentration, Craft Trap, Discipline, Heal, Lore, Parry,
Persuade, Taunt.

***************************************************************
** Class **       BAB         ** Fortitude ** Reflex ** Will **
** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
***************************************************************
**   1   **      +1           **    +2     **  +0    **  +0  **
**   2   **      +2           **    +3     **  +0    **  +0  **
**   3   **      +3           **    +3     **  +1    **  +1  **
**   4   **      +4           **    +4     **  +1    **  +1  **
**   5   **      +5           **    +4     **  +1    **  +1  **
**   6   **      +6           **    +5     **  +2    **  +2  **
**   7   **      +7           **    +5     **  +2    **  +2  **
**   8   **      +8           **    +6     **  +2    **  +2  **
**   9   **      +9           **    +6     **  +3    **  +3  **
**   10  **      +10          **    +7     **  +3    **  +3  **
***************************************************************

Note: Fortitude is primary save for blackguard and reflex and will are
secondary. Same as fighter classes.

*********************************************************************
         4.  Harper Scout
               Hit Dice: d6
               Proficiencies: simple weapons, light armor
               Skill points: 4+INT modifier
               REQUIREMENTS: non-evil alignment, feats: Alertness, Iron Will.
Skills: Search(4), Persuade(8), Lore(6), Discipline(4).
               Abilities: see game manual
               My opinion: The requirements are very strong. Only rogue
oriented classed can exceed this requirements with some benefits lately. This
class is more close to ranger but more magically resisted. But hit dice is low.
So try to experiment with this class on your own or forget about it. May be
this class is more weaker than other prestige classes.

Class skills: Appraise, Craft trap, Heal, Hide, Listen, Lore, Move silently,
Persuade, Pickpocket, Tumble.

***************************************************************
** Class **       BAB         ** Fortitude ** Reflex ** Will **
** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
***************************************************************
**   1   **      +0           **    +0     **  +2    **  +2  **
**   2   **      +1           **    +0     **  +3    **  +3  **
**   3   **      +2           **    +1     **  +3    **  +3  **
**   4   **      +3           **    +1     **  +4    **  +4  **
**   5   **      +3           **    +1     **  +4    **  +4  **
***************************************************************

Note: Reflex and Will are primary and Fortitude is secondary saving throw.

**********************************************************************
         5. Shadow Dancer
               Hit Dice: d8
               Proficiences: simple weapons and light armor
               Skill points: 6+INT modifier
               REQUIREMENTS: Skills: Move Silently (10), Hide (10), Tumble (5),
Feats: Dodge and Mobility.
               Abilities: see game manual
               My opinion: Shadow dancer is some kind of bard mixed with rogue
. He has more useful abilities than bard but the requirements are available
only by rogue oriented classes with some benefits lately. He receives a lot of
skill points which is plus. He is also the most stealthy class. Useful and
deadly class. Try to experiment with him.

  Class skills: Heal, Hide, Listen, Lore, Move Silently, Persuade, Pickpocket,
Search, Spot, Tumble.

***************************************************************
** Class **       BAB         ** Fortitude ** Reflex ** Will **
** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
***************************************************************
**   1   **      +0           **    +0     **  +2    **  +0  **
**   2   **      +1           **    +0     **  +3    **  +0  **
**   3   **      +2           **    +1     **  +3    **  +1  **
**   4   **      +3           **    +1     **  +4    **  +1  **
**   5   **      +3           **    +1     **  +4    **  +1  **
**   6   **      +4           **    +2     **  +5    **  +2  **
**   7   **      +5           **    +2     **  +5    **  +2  **
**   8   **      +6           **    +2     **  +6    **  +2  **
**   9   **      +6           **    +3     **  +6    **  +3  **
**   10  **      +7           **    +3     **  +7    **  +3  **
***************************************************************

Note: Reflex is primary and Will with Fortitute are secondary saves for Shadow
Dancer.

*****************************************************************
2) skills

   Well, some new skills has been added to NWN SoU game. For more info see game
manual but there is only my opinion.

    1. Appraise
       You can save some money with traders if this skill is high but I prefer
another skills. SoU is money dependent game so it is useful to increase this
skill if it is your class skill.
    2. Craft Trap
        Not bad but I prefer my weapons and spells
    3. Tumble
        Very useful. Every 5 points will add +1 to AC and you have the chance
to avoid hit in some situations with high Tumble skills. If it is your class
skill than increase it as high as possible.

*****************************************************************
3) feats
    There are a lot of new feats. Some of the feats are familiar from Icewind
Dale 2 game. Beware, some of the feats are only available at 1-st level.

   1. Arcane Defense
       Not bad, especially for Evocation School

   2. Artist
       Bards, bards, those bards...

   3. Blind fight
       Not bad. Useful in some situations.

   4. Blooded
       +2 to initiative is good but no more.

   5. Bullheaded
       Useful in multiplayer against taunts

   6. Circle kick
       Monks be prepared to take this feat

   7. Courteous Magocracy
       Useless

   8. Dirty fighting
       Cannot be used with power attack feat. Useful for rogues or assasins.

   9. Divine Might
        Useful for characters with turn undead ability (cleric, paladin and
blackguard)

  10. Divine Shield
        Useful

  11. Expertise
        Useful for fighter classes with low AC

  12. Extra Music
         Bards get stronger

  13. Extra Stunning Attacks
         MONKS, GO, GO!!!

  14. Great Cleave
         Very useful against the crowd of enemies

  15. Greater Spell Focus
          Mages, get ready. Greater Spell Focus: Evocation.

  16. Greater Spell Penetration
          Beware, spell resistant creatures

  17. Improved Expertise
          See expertise

  18. Improves Initiative
          So, so

  19. Lingering Song
          What the hell is going on with those bards?

  20. Luck of the Heroes
           This is my choise at the beginning of the game

  21. Rapid Reload
           Crossbow RULEZ!!!

  22. Resist desease
            I prefer to be deseased and healed with healing kit

  23. Resist poison
            Why is feat? Potions, potions and spells.

  24.  Resistance to Energy
             Not a bad idea. It depends on situations so this feat is risky.

  25.  Silver Palm
             Why, why, why?

  26.  Snake blood
            Lighting reflexes feat is more useful

  27.  Spring Attack
             Not bad but expensive

  28.  Stealthy
             I prefer to increase skills

  29.  Strong Soul
            Useful for rogue but Luck of the Heroes is more useful.

  30. Thug
            not bad

  31. Zen Archery
            Cleric archer. Not bad. New possibilities.
***********************************************************************
4) Arcane spells
   Well, some new arcane spells. Here we go.

  Level 0:
   1. Flare
      no, no, no
   2. Acid Splash
      no, no, no
   3. Electric Jolt
      no, no, no

  Level 1:
   1. Shield
      Those annoying magic missiles. Good, realy.
   2. True Strike
      Well, cast a spell and fight, fight, FIGHT!!!
   3. Expeditious retreat
      low level Haste, well, well
   4. Balagarn's Iron horn
      Bards have unique spells, its interesting
   5. Amplify
      useless
  Level 2:
   1. Tasha's Hideous Laugher
      I remember this spell from Planescape Torment game. Not bad but be careful
   2. Continual flame
      useless
   3. Balagarn's Iron Horn
      useful against weak creatures
  Level 3:
   1. Gust of Wind
      Weak creatures, beware
   2. Displacement
      useful
   3. Wounding whispers
      not bad for bard
  Level 4:
   1. Isaac's Lesser missile storm
      Interesting name. Who is Isaac?! Useful spell.
  Level 5:
   1. Bigby's Interposing hand
      Very useful against fighter classes
   2. Firebrand
      Very useful
  Level 6:
   1. Bigby's forceful hand
      Useful for fighters
   2. Isaac's Greater Missile Storm
      Well, Isaac becomes stronger and stronger
   3. Dirge
      Very useful for bard
  Level 7:
   1. Bigby's Grasping hand
      Bigby can hold the enemy
   2. Banishment
      beware, summons and familiars
  Level 8:
   1. Bigby's clenched fist
      Well, Bigby's fists are dangerous.
   2. Sunburst
      Very dangerous
   3. Greater sanctuary
      Are you a scout or mage? Or maybe scout/mage?
  Level 9:
   1. Bigby's Crushing hand
      So, if you are not forced or clenched by Bigby then you will be crushed.
*********************************************************************
5) Divine spells
   Some divine spells are also arcane spells (see Arcane spells section). Some
spells are only available by one class such as Druid or Cleric.

  Level 0:
   1. Inflict minor wounds
      no, no
  Level 1:
   1. Bane
      Antiblessing spell
   2. Inflict light wound
      More good
   3. Divine Favor
      This is very useful for paladin or blackguard (blackguard's armor has
this spell).
   4. Endure Elements
      Arcane spell becomes divine
   5. Shield of Faith
      AC is important, isn't it?
   6. Entropic shield
      Beware, archers
   7. Magic Fang
      Animal companion becomes stronger
   8. Camouflage
      Useless
  Level 2:
   1. Inflict moderate wounds
      yes
   2. One with the land
      Your skills are low. No problem.
   3. Blood frenzy
      Druid like a barbarian. Interesting.
   4. Aura of glory
      Good for allies
  Level 3:
   1. Inflict serious wounds
      yes, yes
   2. Greater magic fang
      Animals are not so weak as seems but they are not so tough.
   3. Spike growth
      not bad for druid
   4. Quilfire
      more useful
  Level 4:
   1. Inflict Critical wounds
      yes, yes, yes
   2. Mass camouflage
      no
  Level 5:
   1. Circle of Doom
      Necromancy is dangerous for all exept undead
   2. Owl's insight
      well, owl's wisdom is history for druid
   3. Inferno
      yes
  Level 6:
   1. Planar Ally
      Not bad
   2. Drown
      YES,YES,YES
  Level 7: none
  Level 8:
   1. Earthquake
     Yes, quake. Useful spell.
   2. Bombardment
      yes, yes, 10d8 yes
  Level 9:
   1. Undeath's ethernal foe
     Useful but expensive

*******************************************************************
6) my characters
     character 1:
       name: Orest
       gender: male
       race: human
       class: fighter
       alignment: lawful evil
       abilities
         STR 16
         DEX 13
         CON 14
         WIS 8
         INT 10
         CHA 13
       skills:
         Hide +2 , Discipline+4, Persuade+2
       feats: default feats, Iron Will, Weapon Focus: Great Sword, Power Attack

  My henchman was Dorna. I trained her as a both cleric and rogue (more
cleric). At level 7 I multiclass to Blackguard. There were no problems with
Heurodis in final battle with my greatsword Shining Light of Lathander.

 Note (by Nick Ljungblad a.k.a North):
  The Church of Lathander is a wealthy
institution, and makes no secret of its
affinity for adventurers. In their eyes,
these people dare to bring light to the
forgotten and secret places, and therefore
they will always find a safe haven in a house
of the Morninglord. On occasion the church
will grant a boon to a particulary favorable
person, a weapon that will serve to light
the dark paths ahead. (what darker path than that of the blackguard?;)
 (thanks to Nick)

*******************************************************************

7) others
     There are also some other changes.

  Henchmans:
      Now your henchman is not a piece of meat (piece of sh.t). You can control
henchman's inventory and attacking/defensing behavior. You have some minor
access to henchman's spells. Your henchman can warn you in dangerous situations
and he interacts with NPCs. His alignment can be changed in some situations
(for example when fighting innocent people).

   Alignment change:
     Now your chaotic/lawful alignment meter can be changed too. Good and evil
as before.

  New items.
     Yes, there are new items such as Blackguard armor.

  New monsters:
     Yes, there are new monsters.

  Class spells:
  The bards and paladins have some new spells which are not available by other
classes.

  There are a lot of other things just watch them with your eyes.


********************************************************************

PART 2 GENERAL INFORMATION AND STRATEGY

   Mystra's ring tip:
     You can use it to teleport to Drogan's house but you can't return back
through teleportation. This is only available in Chapter 1.
 NOTE (by Fredrik):
Just talk to Ayana, or whatever her name is. She'll teleport you back to where
you came from, for free. (thanks to Fredrik)

  Druids and Rangers tip:
    This classes can talk with animals. This will make walkthrough more
interesting but I didn't play with this classes, may be later.

  Appraise skill tip:
    Sell the items to traders who are favourable to you. The money problem is
more actual than in original NWN.

 Fighters tips:
    Choose Cleave feat as quick as possible. Choose the weapon of your choise
(Weapon Focus and Specialization). Always keep some healing potions or healing
kits. Use Bull's Strength potion and Barskin potion in some situation. If you
have very low will saving throw then use Owl's wisdom potion or Potion of
Clarity. Same with reflex saving throws. Choose Improved Critical feat for your
weapon. You have a very wide varieties to multiclass then other classes. You
cannot use Dirty Fighting feat with Power Attack feat. Great Cleave feat will
help you when you are surrounded by a lot of weak enemies. An item with damage
absorbtion or spell absorbtion effect will be very useful. Divine favor spell
is useful too. Using healing kits is more quick and effective then potions
(increase your Heal skill). Use heavy armor and some two handed weapon for more
damage or use some one handed weapon and shield to increase AC. Increase your
AC as high as possible but remember that shields are only for one-handed
weapons.

 Experience tip:
   For more experience you can dismiss your henchman then receive EXP and hire
him again.

 Henchman's tip:
   Control the henchman's inventory. If you are overloaded then give some items
to henchman or use magic bags. Choose henchman's training at the beginning of
the game. Give him some healing potions if he is out of them.

 Resting tip:
  Now you cannot rest in all areas. You must find the closed room (close all
doors) and rest here (sometimes you can't rest in such rooms too) or kill all
monsters in area.
  Note (by Kimberly):
    I thought you'd like to know about cheat/trick I found out.  You were
saying about the resting in rooms reminded me of something I stumbled on.My
henchman as down, hurt and needed to be heal before                    he would
fight again, but I was in a room off to the to the side trying to have him
follow and saved.  Then I when to get him and died.  When I loaded my game up
again, my henchman was lying next to me not in the mess of enemies.  It was
very helpful so I could rest before attacking again. (thanks to Kim)


*********************************************************************

PART 3 WALKTHROUGH

*********************************************************************

1. CHAPTER 1
    1) Hilltop west
       1.1 Drogan's house
       1.2 Other places
    2) Hilltop east
    3) Hilltop foothills
       3.1 Elven crypt
       3.2 Other places
    4) Nether mountains
    5) High Forest
    6) Finale
       6.1.Nether mountains (revisited)
       6.2.Blumberg
       6.3.Drogan's house

********************************************************************

 1) Hilltop West
   locations:
    north: Drogan house
    west (more north): Drogan's Barn
    south: Herbalist, Smithy, Community Hall and tavern
    east: midtown gates to Hilltop East


   1.1 Drogan's house

  Well, the story has begun. You are an apprentice of a dwarven(?) wizard
Drogan. (Note by Doan Tran Nguyen: Drogan is Wizard/Cleric of Mistra, not just
wizard). You'll appear in his house on the upper floor in your room. Take the
equipment from your chest and don't forget about the Mystra's ring which can
teleport you to his house (remember the stone of Recall from NWN, forget it).
The teleporting process will be useless if you have not have the focus crystal
in your inventory. But don't teleport now. Exit your room and listen the
dialogs between other apprentices Dorna, Xanos and Misha. Now search the other
rooms on this floor for some items and use the ring to teleport to Drogan or go
downstairs.
  What? Some creatures named kobolds attacked the house and poisoned Drogan.
Fight monsters and then speak with all survivors. Now there are two henchmans
available: Xanos (sorcerer or barbarian) and Dorna (rogue or cleric). Now go to
Drogan's lab and try to reach the lab. The trap cannot allow you to do this.
Speak with Drogan's familiar Riisi. Riisi tells that kobolds stole some items
from the lab. If you want to get some items from the lab than you should answer
Riidi's questions correctly. There are three riddles: Children's riddle (the
right answer is yes), Prisoner's riddle (the right answer is I will be hanged)
and Wizard's riddle (the right answer is 6 wizards). Very easy riddles. Now you
have the key to Drogan's room upstairs. Go there and you'll notice the
alchemist's table. You can create focus crystals for your teleporting ring. You
need a quartz crystal and two of the following gems: phenalope, aventurine,
fluorspar or amethyst. Just place them into grinder. There are also other
recipes for alchemist's table just experiment (for example mix practice sword
and quartz crystal on table). Now you are ready for adventures. Hire your
henchman or go alone. Xanos is some kind of charismatic half-orc sorcerer
(barbarian) with megalomania. Dorna is a common dwarven thief with cleric
abilities who loves money. Exit the house.

   1.2 Other places in Hilltop west
    main quest:
    The Missing Artifacts
    how to get: you have it from Drogan. Speak with Ayana near Drogan's body.
    situation: The kobolds attacked Drogan's house and stole some artifacts
from the lab. You'll need to find them all.
    difficulty: hard
    solution: see other Chapter 1 main quests for all of this four artifacts.
Find all four artifacts to complete this quest.

    special quest:
    The Cure for Drogan
    how to get: you have it  from the previous circumstanses
    situation: Drogan is poisoned and must be cured
    difficulty: easy
    solution: first go to herbalist Farghan and speak with him about cure for
Drogan. He gives you some ingredients. Now go to tavern and complete the quest
Kobolds in the kitchen. Take helmthorn berries in the kitchen and return to
Drogan. Now Drogan is healed but very weak.

    secondary quests:
     1. Kobolds in the kitchen
        how to get: go to tavern and speak with Lodar or Hurc
        situation: The kobolds are barricaded in the kitchen and taking the
local cook as a hostage. Their leader wants to escape but Lodar sieges kobolds.
        difficulty: easy - normal
        solution: There are a lot of ways to complete this quest. You can kill
Lodar and his people in order to help kobolds to escape. You can persuade Hurc
to leave the kitchen without kills (more lawful points if you keep your word).
You can persuade Hurc to take you as a hostage and then kill kobolds. You can
also lie to Hurc and kill kobolds (more chaotic). Or you can kill both Lodar
and Hurc and continue your adventuring (chaotic evil choise).

     2. Excess of Prophet
        how to get: go to commision hall and speak with Haniah
        situation: There is a man called Piper in town. He is some kind of the
mad preacher man who frightens people with his stories. Get rid of him.
        difficulty: very easy
        solution: speak with Piper near commision hall in town and persuade him
to leave this town to another town (for example Neverwinter town with plague
problem). Or kill him. Then return to Haniah.

     NOTES (by Doan Tran and Tomi K.): you can also give him his sword from
blacksmith and he will become a guard. There is a way to solve it without
killing and with low persuade.Just talk about Hol and the way he was
killed.Piper seems to have some part in his death (thanks)
***********************************************************************

2) Hilltop East
    locations:
     center: halfings caravan
     north: old farm
     south: gates to Hilltop Foothills
     south-east: Blakes house

 main quest: none

 secondary quests:
    1. Not playing with a full deck
          how to get: speak with halfing Katriana near caravans
          situation: A group of Kobolds raided caravan and stole some goods.
You must find the deck of cards which is important for halfing leader Daschnaya
          difficulty: normal
          solution: go to the Old farm to the north and enter the house. Kill
some kobolds in cellar farm and search the fortune card in cellar. Return to
Katriana and take the key to wagon. Enter the wagon and receive the reward from
Daschnaya

     2. Thayvian Enclave
            how to get: speak with wizard Szaren on the road near caravan
            situation: wizard Szaren is a representative of Red Wizards
factions. He wants to establish enclave here and needs mayors permission.
            difficulty: very easy
            solution: return to commision hall and speak with Haniah. You can
persuade her to give the permission or you can decide to get rid of Szaren
because the Red Wizards are evil faction (more lawful choise). Then return to
Szaren and tell him the results. If you allowed Szaren to establish enclave
then you can buy some goods lately from him in Hilltop West (unnamed house).

      3.  Rescue my family
             how to get: speak with Nora Blake near her house
             situation: Kobolds are in Blakes house. Rescue Nora's family
             difficulty: very easy
             solution: enter the house. Kill some kobolds and notice the corpse
of Adam Blake on the floor then go upstairs. Speak with kobold and persuade him
to give the baby to you or try to snatch the baby from kobold. You can also let
him go. Then return to Nora with baby and tell her bad and good news.
   NOTE (by Doan Tran): You can revive Blake and sell the baby for Thay (maybe
only if you killed the mayor) (Thanks)

   NOTE (by Doan Tran): The herbalist : you can talk to his wolf tohave the
location of a ring (rangers ang druids only) you cant have it unless you talk
to it. (thanks)
   NOTE (by me): If you are a ranger or druid than first talk with a simple dog
on the streets to know more about herbalist's wolf treasure. Than go to
herbalist and talk to wolf about treasure. The ring is somewhere near
blacksmith's house.


***********************************************************************
 3) Hilltop Foothills
   locations:
     south-east: to Hilltop East
     east: to Elven Crypt (corpses trail)
     south: to High Forest
     east: to Blumberg
     north-east: Hurst Farmhold
     north-east (more north): Nether mountains (corpses trail)
     north-west: Rumgut's cave

***********************************************************************
3.1. Elven crypt
   Before going to eleven crypt speak with elf archer Fenran near crypt. There
is also wounded brown bear a little north from south-west exit to Hilltop east.
You can heal him. Now go to the crypt.
   main quest:
    The Missing Artifacts: The Mummified hand
       how to get: The Mummified hand is one of the four stolen artifacts which
must be found
       difficulty: normal
       solution:
            1. Enter the crypt: upper level. Go north. To the west there is a
elven statue. Pray here to heal yourself and receive some good points. To the
east there is a locked door. You can open it lately. No go north to the lower
crypt.
            2. Lower crypt. There is a spirit of Nilmater in south-west tomb
who can give you some secondary quests. Completing them will be helpful in your
journey. Destroy the block and go north. Explore the crypt until you find the
room with a lot of kobolds and their leader Urko. There is a trick here which
you can use to kill kobolds without problems. You can also persuade Urko to
give you mummy hand but you must have high persuasion skill and CHA (this is
really difficult). The other trick was told by the spirit of Nilmater after
completing his secondary quest with spiders. You must find find the secret door
in the south-east corner of the tomb south from room with Urko. Then enter the
secret room. You will see a chest and a lever. Pull a level and take the
protection helms from the chest. Equip yourself and your henchman with helms.
Now enter the room with kobolds. You will see a metal plate on the floor near
the door. Step on the plate to activate the trap and destroy all kobolds. Then
search the corpse for Mummy hand. Now exit the crypt. The mummy hand is the
unique item which can be used in your inventory. Use it to see your next step.

  secondary quests:
    1. Spiders infestation
         how to get: speak with the Spirit of Nilmater in south-west tomb
         situation: Spirit wants to get rid of spiders in west tomb
         difficulty: easy
         solution: go to the west and kill all spiders. Then destroy spider egg
sacs here. Return to Nilmater.

    2. The Lost Sword
         how to get: speak with spirit in the north tomb
         situation: some tomb robber stole the ancient sword from the spirit
tomb. Find this sword
         difficulty: easy
         solution: Search the corpse for ancient sword in the central tomb (the
entrance from the east side)

    3. The Elven Test
          how to get: complete Spiders infestation quest and speak with
Nilmater to receive the key
          situation: only brave and clever adventure can pass the elven test to
obtain the magical cloak
          difficulty: easy
          solution: Take the key from Nilmater and return to upper crypt. Open
the locked door here and you will see some red lights and beams from pedestal
in the centre. The pedestal is surrounded with squares. Some of the squares are
traps. The squares with red lights on them (not beams) are safe. Follow such
squares to reach the pedestal. Take the cloak. Are you remembered the right
sequence? If no,  then quickly run to the north side of the tomb and exit the
tomb.
     NOTE (by Doan Tran): The elven test : If you are a paladin, you can get
special rewards (armor, helmet, shield) at the exit (thanks)


***********************************************************************
3.2. Other places in Hilltop Foothills
   main quest:
     The missing artifacts: The tower statue
       how to get: speak with kobold Deekin near exit to High Forest
       situation: The tower statue is the one of the stolen artifacts. Deekin
has it. He wants to get rid of the influence of his master dragon Tymofarrar.
This dragon is in the Nether mountains region and his kobolds pursue Deekin.
       difficulty: hard
       solution: see another main quest sections in Nether mountains and High
Forest. Now you go go to Nether mountains or High Forest. I recommend to go to
Nether mountains first.

    secondary quests:
    1. Horn of the Shadow Hart
        how to get: speak with Fenran
         situation: Fenran wants the horn of mysterious beast Shadow Hart
         difficulty: hard
         solution: I've found his tracks at night in south-west region near
exit but I couldn't reveal this creature (my character had low Spot skill). You
need a high Spot skill to find this creature and kill it then.
    Note (by Rob Kroll):
      The "Shadow Hart" quest, in Chapter 1, Hilltop - Foothills area. This
quest does not require the "spot" skill at all. There's 3 triggers. One of them
is before you spotted the tracks in the southeast corner of the map, it's in
the area where the trees jut out next to the exit. You walk past it (didn't
seem to trip when I was running), and see an emote "You hear the sounds of a
strange animal somewhere nearby". Then there's the tracks you found. There's a
3rd set of tracks by the entrance to the great wood. It's next to the big rock
by the river. Once you spot that set of tracks, the Shadow Hart spawns on the
other side of the river. It's an easy kill: my rogue henchman did a sneak
attack, hitting for 22 points of damage, and the stag was dead. It dropped
"Heart of the Shadow",which occupies 4 squares in inventory, and is square, and
"Horns of the Shadow", which the arcane archer seeks. (thanks to Rob)
   Note (by Ekim Notwen):
    bout the Shadow Hart...  There are three places on the map where the tracks
appear: The alcove next to the ranger, in the corner near the town, and on top
of the hills (near/above the giants cave).  If you "spot" all of these tracks,
the shadow Hart will appear near one of them.  When you try to kill it, it will
teleport to another one of it's set of tracks.  Keep walking around the tracks
until you kill the thing. It teleports to different tracks at random, but
doesn't heal anything. (thanks to Ekim)

    NOTE (by me): I've received a lot of letters about shadow hart so some
people wrote that you don't need high Spot skill but some wrote that you need
high Spot skill. The most of them wrote that he is somewhere in random place in
this region. He is some kind of deer. The reward is his horn which you can use
on alchemist's table with quartz crystal or create some item with the help of
blacksmith. Druids and rangers can warn the beast to become more good. That's
all, the topic is over.

    2. Rungut need wife
         how to get: speak with Nathan Hurst near his farm
         situation: The local stupid ogre Rungut kidnapped Nathan's daughter
         difficulty: easy-normal-hard
         solution: Go to the Rungut's cave (see locations above). Speak with
Rungut about Nathan's wife. You can persuade him to release the wife (very
difficult to persuade). You can kill Rungut (Rungut is very tough opponent).
There are other advanced ways to complete this quest. First, persuade Rungut to
speak with Nathan's daughter. Then speak with her. Now you can speak with
Rungut and drink with him some alcohol until he is down (you must cheat while
drinking because Rungut has a very high CON). The other way is to exit the cave
and then return here again. Rungut will be sleeping. Activate move silently
skill. Steal the key from Rungut and release the woman. The other way is to go
to the cage with the Nathan's daughter.  There is a hidden tunnel entrance to
the surface from the cage. Now return to Nathan for reward.
 Note (by Mirko Christ):
  There is another way to complete the quest than those you mentionend.
If you have a flask of "Choking Powder" with you, you can give it to the
imprisoned women when speaking with her, she will put it into his food. If you
exit and reenter the cave you will find Rungut laying dead on the floor.
(thanks to Mirko)

**************************************************************
4) Nether mountains

  locations:
   south: to Hilltop Foothills
   north-west: cave entrance (some orcs here)
   north-east: Kobolds cave

   main quest:
     The missing artifacts: The Mask
     how to get: you have it
     situation: The mask is one of the stolen four artifacts. The tracks lead
to Kobold caves
     difficulty: hard
     solution: Go to Kobolds caves. There is boulder near the cave but it
cannot be used now.
      1. Kobolds caves
         Go north. Clear the caves from enemies (kobolds). There are two small
shining chests in the cave. Why?  Take the note from the shining big chest and
read it. Wow, the kobolds have some sense of humor. Kill them all and go to the
locked door to the north. There are also four levers in the nearest rooms.
Watch the sign near locked door and find the room with the same signs and lever
in the middle (north-east lever). There are four locked doors with different
signs. The right sequence is north-east lever, south-west lever, south-east and
north-west levers. Continue to explore caves. You will find some neutral
kobolds. Near one of the passages there is a sign: "To master - authorized
kobolds only". This passage leads to blocked entrance to Dragon caves. Return
to the central hall with neutral kobolds and choose another passage which leads
to prison cells. Kill kobold warden and take the key from his corpse. Release
Master Jumper Klumph from prison and talk to him. He tells that the passage can
be freed with his help but he needs The Rod of Ruler. It is in possesion of
chief Arzig. Find and speak with chief Arzig. You can also find Hurc here if
you relesed him from tavern (as I did). You can kill Arzig and take the Rod
from his corpse or convince him to give the Rod to Klumph (you need to
compromise with both of them). Return rod to Klumph and go to the blocked
passage. Speak with Klumph there and wait until jumpers will do the work for
freeing passage. Then enter Dragon caves. (If you killed Klumph then you should
use the Rod of Ruler manually )
       2. Dragon caves.
           Explore the caves. In the Oxen Den there is a tough kobold Klonk the
Freezer. Kill him. He has useful short sword. The passage to kobold's master is
well guarded. Open the door to release the Oxes and the battle will be easy. Go
north and speak with dragon Tymofarrar. Tymofarrar is an evil, dangerous,
intelligent and clever dragon. He was responsible for Hilltop raids and he
commanded the kobolds to steal the artifacts. He has The Mask artifact. The
Tower statue artifact is in possesion of Deekin who escaped from Tymofarrar.
The dragon's tooth artifact is in possesion of sorceress J'Nah who leads
gnolls. Tymofarrar is in war with J'Nah so you can make a deal with him and he
will give you The Mask (after completing his quest). You can also persuade him
to release Deekin from his influence but not now. If you are a suicider then
try to kill him. Tymofarrar wants you to kill J'Nah and he gives you the
magical item (the flask of powder) which you can use on J'Nah to weak her if
you agree to help him. My character was evil so I agreed to help him. Whatever
you choose your next point is High Forest.

    special quest:
       Tymofarrar's revenge
       how to get: speak with Tymofarrar and let him owe you
       situation: Tymofarrar bertrayed the alliance with JNah and wants her dead
       difficulty: hard
       solution: see main quest in High Forest

*************************************************************

5)  High Forest
      locations:
        south-west: to Hilltop Footsteps
        east and west: cave with mummy and some good items
        north-west: cave with bandits
        north-east: cave with dragon egg (you can sell it to hermit)
        north: The Hermit's house (hermit lives here and can trade with you)
        north-east (more north): Gnoll caves

     main quest:
       The missing artifacts: Dragon's Tooth
       how to get: you have it
       situation: Dragon's Tooth is one of the stolen artifacts
       difficulty: hard
       solution:  Go to Gnoll caves
      1. Gnoll caves
         Explore the caves and clear it from gnolls. In the central part there
is a slave dan. You can free slaves. There is slave with name Glendir. Free
him. In one of the rooms there is a goblin wizard with some good loot. His book
has some information about some ritual. Go to Animal's Den and kill the
beastmaster. Take the horn from his corpse and use it on animals. The animals
can help you to fight. In the north-west part there is a prison and kobold
prisoners. Free them. Then find and talk to chief Gishnak. You can kill him or
ally with him to kill the sorceress (the battle with her will be more easy).
Take the key from him and go north to underground ruins.
     2. Underground tunnels
 Search the goblin's bone for note. There is a lever on the floor but don't
pull it now. There is a magical pool here but you don't need it now. Notice the
four doors with shining lights. Each light has its own color: air - gray, fire
- red, water - white, stone - green. The central door is locked. The labirynth
(maze)  is traped by four kinds of traps: fire, water (cold), air
(electricity), stone (acid). Your character can be immune only to one kind of
damage. Notice the lever. It has its own shining light color too. So pull it.
So the color of the lever shows you: what kind of damage cannot hurt you (for
example if you don't want to be hurt by fire then push the lever until the
color will be red on the lever). In this way you can explore the labyrinth. You
must kill four elementals in labirynth: south-west room - Hall of Fire (Fire
Elemental), north-west room - Hall of Water, north-east room - Hall of Air,
south-east room - Hall of Earth. After killing all four elemental you will
receive magical token and the big door will be opened. Now you can use this
throw a token on magical pool to receive some summoning item (I prefer
summoning Stone Elemental). Now enter the Ancient Hall.
  Note (by Hans Behrens): Also, you made no mention in 1.5.2 about the
possibility of getting two
tokens by casting a certain cantrip (diff for each element) on the
special things in each hall(column of air, pillar of earth, etc) which
will give you a second token, besides the one you get for killing all
the elementals. If you place the two in the pool and press the
4-element button, you get a pretty good robe of elemental resist (thanks to
Hans )
      3. The Ancient Hall
     You can find J'Nah here. Speak to her. You can make a deal with her to
kill Tymofarrar. In return she will give you the Dragon Tooth artifact which
you need. My choise was to kill her. But before killing her I recommend you to
cast some protective spells and summon some elemental (item from previous
location). If you have the magical item (the flask of powder) from Tymofarrar
then use it on J'Nah to disable her spellcasting ability temporary. If you have
allied with Gishnak then the battle will be more easy. Take the Dragon's tooth
from her corpse. She also has the magical potion which will help you to fight
Tymofarrar. Exit the ruins.

 secondary quests :
  1. The gnoll slaves
      how to receive: see main quest above
      situation: The gnolls slaves want be free (what you are expecting?)
      difficulty: very easy
      solution: see main quest above

 2. Rescue Glendir
     how to receive: see main quest above
     situation: rescue Glendir
     difficulty: very easy
     solution: see main quest above. You can talk with smith in Hilltop: West
about Glendir

 3. The Kobold prisoners
     how to receive: see main quest above
     situation: situation is clear
     difficulty: very easy
     solution: see main quest above

**************************************************************

6)  Finale

  6.1. Nether mountains: Dragon caves (revisited)
    main quest:
       The Mask
         Talk with Tymofarrar about J'Nah's death. Retrieve the Mask from
dragon. Now you can also persuade him to leave Deekin in peace. If you want to
kill dragon then use the magical potion which you obtained from J'Nah. You will
be transformed into giant (really, giant) and can kill the dragon. Take the
Mask and loot his hidden treasure. The Mask has useful ability: immunity fear.
Now go to Blumberg.

  6.2.  Blumberg
      main quest:
       Find Deekin in his house. Tell him that Tymofarrar is dead or that
Deekin is free. Obtain the Tower Statue. Now you have all four artifacts: The
Mummified Hand, The Mask, The Dragon's Tooth and The Tower Statue. Return to
Drogan

  6.3. Drogan's house
       Drogan will speak to you. You must give him The Tower Statue. The other
three artifacts are not so important but you must give them to him if you don't
want to be more chaotic. Drogan tells about some crystal in tower statue. Your
next mission is to identify this crystal. It seems that this crystal contains
some power and you must know more about it. The only person who knows about
crystal is Garrick. Go to the halfings caravan. So the caravan moves to the
south.

**********************************************************************

2. INTERLUDE
   1) Anauroch: Night Camp
   2) Oasis of the Green Palm
   3) Ao Encampment


***********************************************************************
  1) Anauroch: Night Camp
      Speak with Catriana. Defend the camp from Stingers. Then speak with all
members of caravan. It seems that Zidan is missing and the caravan cannot go
further. Now you have the new henchman Deekin (yes, he is an unusual
intelligent kobold). He is a bard (rogue). The Mystra's ring is useless now.
      main quest:
        Rescue Zidan (no, this is not a football)
        how to get: you have it
        situation: after attacks Zidan dissapeared. You must find him or the
caravan will not move.
        difficulty: normal
        solution: Enter the underground tunnel (My DEX was 13, if not enough
try to raise it with potions). Clear the way from stingers and enter Stinger
caves.
         1. Stinger Caves:
           Explore the caves. There is a creature named Manticore in the centre
of the caves. He is tough but his lair has some useful items. Search his body
for diamond. To the south there is a treasure room. Destroy the statue to
disable the trap. If enough exploring, go to lower caves (south-west).
         2. Stinger caves: Temple
           Go north. Quickly destroy the altar to free Zidan from the trap.
Kill all stingers here and talk to Zidan. Return with him to caravan. Now the
caravan can go further.

***********************************************************************

  2) Oasis of the Green Palm
      locations:
        west: Catacomb of Al-Rashid
        east: house of Morninglord (Lathander)
        north-west: tomb of Kel-Garas

      main quest:
        The Oasis of the Green Palm
        how to get: speak with Catriana
        situation: The caravan is out of water. Find some water to supply the
caravan.
        difficulty: hard
        solution:
          Fight some zombies here. Speak with Ali Ibn-Musud. He tells that his
people suffer from undead priest Kel-Garas. But Kel-Garas is immortal. The only
way to kill him is to kill his physical body and take the Rod of Blight from
his body and place it on altar of Lathander in the house of Morninglord.
         1. Catacomb of Al-Rasid
             You don't need to go there but this tomb contains the powerful
weapon against undead. First kill zombies here and destroy the statues. You
will see 16 floor platforms (4x4). If you want to unlock the sarcofagus then
you must solve this puzzle. The shining signs are hints. There are also 7 rune
stones here. If you drop the rune stone on platform or step on platform then it
will be activated. You need to activate 8 platforms in following order:
                             NORTH
     activate        don't activate don't activate     activate
     don't activate  activate       activate           don't activate
     don't activate  activate       activate           don't activate
     activate        don't activate don't activate     activate

Once, it is done you can take Desert's Fury (+3 enchancement against undead).

         2. Tomb of Kel-Garas
           Explore the tomb and kill undead monsters. Zombie Lord here has some
good loot. In one of the room the mummy of Kel Garas will appear. Fight him
until he escapes. There is  a skeleton Blackguard with useful Blackguard armor
and helm. Clear your way and go down the stairs (south-east).
        3. Inner Catacombs
            There is a statue and altar of Jergal, the evil god. You can pray
on altar to heal wounds (my character was evil). Touch the statue of Jergal and
fight it. Take 2 rubies from corpse. Now its time to confront Kel-Garas. He has
strong aura of fear so protect yourself (immunity: fear or potion of clarity).
Kill him and take the Rod of Blight from his corpse. Return to surface. Go to
the house of Lathander.
  NOTE (by Doan Tran): The holy avenger : there are a passage in the Kel-garas
tomb that are block to all but the paladin (thanks)

        4. House of Morning Lord
            There is an altar here but Kel-Garas is here too. He will speak
with you. If you want to destroy him then fight him again, kill him and place
the rod into altar to destroy him forever. Now talk to Ali and return to
caravan. There is another evil choise. You can make a deal with Kel-Garas. he
will supply you with water and you can obtain powerful item. Make a deal with
Kel-Garas to kill Ali (DO NOT GIVE HIM THE CRYSTAL) and you will receive a
dagger from him. Fight Ali and kill him. Then place the dagger to altar of
Lathander, the dagger will transform to Jergal's Claw weapon (very useful for
evil characters especially assasins). If you killed Kel-Garas then you'll
receive good staff (only for clerics). Now return to caravan and travel further.
   Note (by Helen):
    You don't have to go all the way killing Kel-Garas. When the
blade-spell expires in front of the altar, you can run and place the rod in it
and Kel-Garas will be destroyed even if he is still standing. (actually I think
that the henchman is giving you a clue about that. Dorna said "If you're going
to do something do it now" when the way to the altar was clear. (thanks to
Helen)

********************************************************************

3. AO Encampment
    locations:
     south: desert (not available)
     north-west: temple of AO
     north-west: Valley of the Winds

  main quest:
    Identifying the Crystal
    how to get: you have it
    situation: The crystal from tower statue must be identified
    difficulty: hard
    solution: Go to the Temple of Ao. Speak with Garrick there and he will tell
you more interesting stories. You next mission is to go to the Valley of Winds
and enter ruins. There is a portal here. Learn more from Garrick about Heurodis
and go to the Valley of Winds. Enter Excavated ruins.
      1. Excavated ruins
          Explore the ruins. There is a shield guardian in south-west room and
spell orb in north-east room. The central room marked as Crevice contains the
entrance to Formian Hive. Before going to Portal I recommend you to explore
Formian Hive.
     2. Formian Hive
         Clear your way and enter the Queen's chamber. You can kill Formian
Queen or ally with her to fight with chaos creatures. She will give you Formian
crystal which can be used once in dangerous situation. The entrance (boulder)
from Queen's chamber leads to secret room with some useful items. Now go north
to Portal.
     3. Excavated ruins: The Portal
         Watch the cutscene and fight slaads. Grey slaad is tough. Then go to
portal and speak with Drogan.  He tells you about sorceress Heurodis who
entered portal before. The portal leads to some strange place where Heurodis
can gain power and become unstoppable. Before activating the portal, touch the
crystal ball near portal. It will show you the secret door (west corridor from
Crevice). Enter secret room and you'll notice some strange machine in
south-west room. Try to translate some notes from columns here. There is a
machine and two urns near machine. You can create a powerful item here. You
need 2 dragon blood or 2 fairy dust, or 10 slaad tongues, or 4 beladonna or 2
rubies. I've used 2 dragon blood (just place dragon blood in each urn and
activate machine) and created damage absorbtion item. The rubies can create
spell absorbtion item. For other items I don't know. The choise is yours.
  Note (by Helen):
   You don't have to use the same kind of item in both urns when
using the machine. You can put different kinds and create combinated item. I
used belladonas and dragon blood if I remember correctly and got haste and
flame arrow spells (thanks to Helen)
  Note (by Hans Behrens):
    You also didn't mention the sphinx in conjunction with the strange
machine (2.3.3). If you cast stone to flesh on the sphinx, it tells you
about the machine, and asks you 3 riddles. The answers are Fire, Pride,
and 10 males 6 females, respectively. That is for 300 xp, and it's
possible though hard to persuade the sphinx to also give you a ruby. In
the same section, you might want to flesh out the spell sphere section:
if you cast three defensive spells on the sphere, it will give you a
staff that can cast those three back on you all at once, 1/day. A good
combo is Stoneskin, Haste, Endurance.
  (thanks to Hans)

  Now its time to activate the portal. Notice the six columns around the portal.

   north-west column  (1)           north-east column  (4)
   west column        (2)           east column        (5)
   south-west column  (3)           south-east column  (6)

The right combination is 4, 2, 3, 6, 1, 5.
Now enter the portal.
   4. The other side of the portal
      Go south to the ruined temple. The enemies here are weak. There are a lot
of stone statues here. You can stone to flesh some statues but they are hostile
unfortunately. Speak with Hooded Figure (she is Heurodis) on the top of the
Ruined temple. Soon you and your henchman will be turned to stone. Watch the
cutscene and prepare for Chapter 2. ... DARKNESS...

secondary quests:
  1. Torias's Request
      how to get: speak with Torias (caravan)
      situation: There is a Ao's wine which Torias wants
      solution: Go to the Temple of Ao.  You can go to the Sturdy table and
swipe the bottle when no-one is looking (DEX check) or complete Musharak's
quest and then buy from Musharak (more lawful way).

  2. Ao's wine for sale
      how to get: speak with Musharak (on the street)
      situation: Musharak wants the access to Ao's wine
      solution: Go to the Temple of Ao. Speak with Minister of AO. Tell him
that Musharak wants wine. Then return to Musharak and persuade him to supply
the temple with his goods in exchange of wine. Then return to minister.
Minister has also some riddle for you: "Lighter the air...", the right answer
is "life" (I've answered at first attempt). After that you can take some items
from Ao followers, if you agree . Musharak can also sell you some item for
40000 gold (or lesser if persuade) but I didn't have enough gold.

      Note (by Chris):
       He sells a ring that gives you an extra spell slot for levels 2,3,4. I
bought the ring for 23000, but I didn't get an extra
slot because my intelligence was already 20. So be careful, it can be a
waste of money to buy that ring. (thanks to Chris)
      Note (by Helen):
       You can complete Musharak's quest by talking to the beduine woman that
makes the wine as well (thanks to Helen)
      Note (by Hans Behrens): You didn't mention the other answer to the
Minister of Ao riddle; you said it was life, but it can also be thought. If you
answer thought, the other worshippers think you are the avatar of ao and offer
you magic items, either a ring of protection and an amulet of protection or a
cloak of dam absorb (not sure on the exact specifications, though). At least,
if you talk to him before, ask him how to become a worshipper of Ao, ask to
take the test, and answer thought that's what happens. It's the same riddle,
though, so I assume it is the same result (thanks to Hans)

****************************************************************

3. CHAPTER 2
    1) Undrentide: Asabi camp
    2) The Three Winds
    3) The Temple of the Wind

      ... DARKNESS...

   Well, some strange creatures found your statue and you are brought to
another place to decorate the environment. Ashtara, the merchant frees you but
you are the slave now. Fortunately, your equipment is in your possesion.
   First, I would like to note you that persuasion skill in chapter 2 is
useless and Ashtara is the only important NPC here and trader. Unfortunately,
there is no secondary quests here and the main quest consist of a lot of
crossed quests.

    1) Undrentide: Asabi Camp
         locations:
           east: to Undrentide: East fragment
           north: to Undrentide: North fragment
           west: to Undrentide: West fragment
           centre: to Temple of the Winds (outer sanctum) (not marked on the
map)

      main quest:
        The Lost City of Undrentide
        how to get: you have it after Heurodis turned you to stone
        situation: Heurodis wants to reburn the flying cities of ancient
Netheril from the magic power called mythal. She must be stopped.
        difficulty: hard
        solution: this quest will be completed after beating the game. It
consists of a lot of other quests. Here we go.
        So, you are free again. Enter next room and you will see your
henchman's statue. You must have stone to flesh scroll or item in order to free
him. Do it and speak with Ashtara, Asabi merchant.

       quest: The Slaver's Task (crosses with Golem Emporium quest)
       how to get: speak with Ashtara
       situation: Ashtara saved your life and you are now his slave. He wants
you to kill 10 guardian golems in Undrentide ruins. Unfortunatety, you cannot
refuse him because only after killing all 10 guardians you can access some
areas. Of course, you can try to kill Ashatara but this is not useful for you.
       difficulty: normal
       solution: For locations of all 10 golems see other areas but before
killing them I recommend you to take golem-maker ring (see North fragment
section).
     1. In this area (Ashatabi camp) there are 3 golems. The first golem  is in
the north-west room (1/10). The next is in the central room (2/10). The last
golem here is in the east room (3/10). Now go to North fragment.

     2. Undrentide: The North Fragment
        locations:
           north-east room: Stone buttler
           north: Crypt tower (will be available soon)

    First go to the north-east room and speak with Stone buttler to know more.
Now take the golem-maker ring from the sarcophagus (if you don't want to fight
Stone Buttler then close the door before looting sargophagus). Now you can use
this ring on golems to weak them.
       south-east area: the next two golems (5/10), north-west - another golem
(6/10), west - the last golem here (7/10). Go to West Fragment.

   3. Undrentide: The West Fragment
        locations:
         west: Arcanist's tower (will be available soon)

      East area - another golem (8/10), south area  - another golem (9/10). Now
go to East Fragment.

   4. Undrentide: The East Fragment
        locations:
          centre: Great library

       South room - the last golem (10/10). All is done. Now return to Ashabi
and report your success. Now the Great library, The Arcanist's tower and Crypt
tower are available for you.

********************************************************************

2) The Three Winds

     main quest:
       Three winds
       how to get: go to the Temple of the Winds area (from Asabi camp area)
and watch the Ark of three.
       situation: It seems that Heurodis entered the Temple of the Wind. The
entrance to the temple is sealed and you need to capture all three winds and
place them to the Ark of three in order to enter the temple.
       difficulty: hard (may be this is the hardest quest in SoU)
       solution:
         1. The Wise Wind
   Enter the Great library from East fragment.
   The most of the books are too old. Kill some mephits. There is a
miscellaneous thin on the bones in south-east room. Kill some dust elementals
in north-west room and watch the pillar and the tomes near pillar. The empty
tome is useless at this moment so read "The Beggar's love" tome. You'll appear
in the forest area.
   Speak with William Rey. Go further and fight unholy priestless and grand
matron here (The Devil is too weak). Search the matron's corpse for pen. There
is a Jendra's corpse and you can't change this. Now read the book "On the
nature Hell". You'll apeear in some hot area.
   Speak with Karsus the wizard here. Take inkwell from him. It seems that he
is trapped here. You can also kill him and take his magical stuff (it doesn't
influence anything). Now read "The confessions of Karsus". You'll appear in the
Great library again. Now you have pen and inkwell and you can write the story
"The Wise Wind" on the empty tome.
    But before doing this I recommend you to rewrite "The Beggar's love" story
and travel again to forest. Jendra is save and speak with Sir William Rey. He
will help you to capture Wise Wind. Then rewrite the story "On the nature
Hell". Speak with archangel and Karsus will help you to capture Wise Wind (it
doesn't matter was Karsus killed or not before, this is your story).
    Now write your story on empty tome and choose one of three options (it
doesn't matter). Travel here and fight Wise Wind (Karsus and Sir William will
help you if you saved them). Take The Wise Wind crystal and exit this place.

    Note (by Nuclear Bastard):
      Just a quick note on your walkthrough:  During the Wise Wind section,
while writing the book to trap the Wind, if your Insight ability is
high
enough, you receive a fourth story option:  "On the storm-battered
coast,
where buried treasure lay..." or something.  It moves the battle to a
small coastal area with a treasure chest with a bunch of jewels in it.
   (thanks to Bastard)

 2. The Dark Wind
    Your next stop is Arcanist's Tower (from West Fragment area).
    1-st floor:
    There is talking rat called Dagget Filth. You can learn some useful
information from this rat. I think that trapped fire elemental is for fun here.
Go to 2-nd floor.
    2-nd floor:
    There are a lot of shadows here. Kill some of them and take shadow gems
from their corpses. The shadows respawn after killing so notice the shadow
portals on the places of their respawning. If you want to enter it then you
need shadow gem. Do it. The plane of shadows area has also the portals which
lead to 2-nd floor area. Your target is north-east room with a door to High
Arcanist's chambers. Travel with portals until you reach north-east room and
enter the door.
   High Arcanist's chambers:
    Watch the cutscene. It seems that shadow lich captured Dark Wind. Fight
shadows and take portable door from trapped chest. Use this portal on ground
and enter the portal door.
   Plane of Shadows: Lair of lich
    Kill shadow lich here and take the Dark Wind from his corpse. Search his
chests and exit this area.

    Note (by John Ruch):
     *After* you have used the Portable Door to enter and exit the shadow lich
chamber, use the door again. You will discover that you are now "master" or
"mistress" of the shadow city. You will get a 500 xp bonus and can trade goods
with a "shadow servant." This is especially handy in the Temple of Wind if you
need to ID items you find but don't have anybody with a good Lore score (thanks
to Jonh)

 3. The Dead Wind (interesting name)
   Your last stop is Crypt Tower (from North Fragment area)
   1-st floor:
    There are a lot of traps here and there are a lot undead here. In order to
prevent their respawning you must destroy all sarcophagus here but BEWARE one
of the sargophagus contains the Crypt key which you need (so I recommend before
destroying it see the contents of it).
   2-nd floor:
    There are a lot of burning mans here. They can't be killed (I tried but
they are in god mode after appearing "Near death" message) and they are neutral
but the fire damages you so avoid them. There are also a lot of items on the
floor but most of the are useless but some are useful. Enter 3-rd floor.
   3-rd floor:
    To travel further you must wait until the doors will disappear and quickly
move. You can loot some tombs but your goal is to enter north door.

    Note (by John Ruch):
     On the third floor of the Crypt Tower, you don't have to wait for
the walls to shift in the maze. You can easily bash the walls down to
create your own path. I recommend going along one of the side walls to avoid
most of the undead. (thanks to John)

   Hall of The Dead Wind:
    Well, there is a Dead Wind here but it is not dead actually. It is
surrounded by green magic aura which prevents the Wind from damage. If you
enter this aura then the Wind will summon a lot of undead wind zombies. Don't
try to fight them because they will be respawned soon will full health. The
Greater Wind Zombie is very tough so avoid him at all cost or use damage
absorbtion spell. Wait until the green magic aura will dissapear for a short
period of time (moment of respawning). This is your moment to hit The Dead
Wind. My character just used the stone skin effect item and was always fighting
The Dead Wind. The Greater Wind Zombie can only be damaged with spells or +3 or
higher enchantment weapon (Desert's Fury is good). After killing  The Dead Wind
take the crystal from corpse. Exit this area.
  4.The Ark of Three Winds
   Go to the Temple of The Wind entrance. Place all three winds into Ark and
the magic seal will dissapear. Before going to the Temple supply yourself with
necessary items and then enter the  temple.

***********************************************************************

3) The Temple of the Wind
    main quest:
      Heurodis - The mythallar
      how to get: you have it
      situation: you know
      difficulty: hard
      solution:
         Enter the Temple of the Winds
       1-st floor:
         Pull the chain and kill some medusas. You can find some useful items
in the chests. Enter the portal door to 2-nd floor.
       2-nd floor:
         There is a tentacle demon here. Avoid his fire. Go to the east
entrance (it will be useful to order your henchman to wait). There is a blooded
altar here. Explore this area. Go to the north-east room and pull the lever.
There is another altar here. You can take the shank of meat and then place this
meat to   blooded altar to attract the demon's attention. This will allow you
to travel safely between areas. You need to pull all four levels in following
areas (north-west, north-east, south-west, south-east). After doing this, the
door to the Chamber of Mythallar will be opened (four doors). Enter it.
       The Chamber of Mythallar: Final Battle
     You can notice a mythallar artifact pieces around Heurodis. She will speak
to you and then the fight will begin. The fight was very easy for me if
compared with the fight with queen Morag in original NWN. First, don't try to
fight Heurodis because she is protected by Mythallar. You must destroy
mythallar (one fireball spell is enough or hit the pieces with weapon). Then
kill Heurodis and watch the end cutscene. Congratulations, you've beaten the
game.

  end statistic:
     My character: Fighter(7)/Blackguard(5)

***********************************************************************

PART 4 REFERENCE

  This part is only for fun.

So, here is the list of some questions and statements which I received to my
email. I didn't wrote the names of senders. The text is original from letters
without major changes, so the errors are not mine. So read it and don't believe
everything.

   TOP 10 Funny NWN FAQ and statements

1. What is the most powerful class in NWN?
 Answer (by me): Cleric or maybe Blackguard or maybe Sorcerer or maybe ... .
Well, try to ask as more people as you can or create some dwarven sorcerer with
STR 18 and don't bother people.

2. I know that there are nine alignments in NWN but I don't know what alignment
to choose. Can you explain the advantages and disadvantages of all alignments,
because I can't find such information in game manual.
 Answer (by me): So, you can't choose the alignment. May be you are Lawful
Chaotic or Good Evil.

3. While playing NWN I crashed to Windows. Here is a screenshot of the error.
My system is ... Can you help me?
 Answer (by me): no comments

4. What is SoU? Shadow of Undrentide? (truly, I received such letter)
 Answer (by me): SoU? Soviet of Union.

5. I have a problem using objects and was wondering if you can help me out???
 Answer (by me): well, well

6. Hi, there. I'm actually looking for someone who can help me to figure out
how to (exactly) import Baldur's Gate Characters into NWN, I've tried
relentlessly but the most I got was an invisible ghostimage in game that told
me it was invalid, I was hoping, considering you wrote an entire walkthrough
that you may be able to help me.
   Answer (by me): I'm actually looking for someone who can help me to figure
out how to (exactly) run NWN in MS DOS OS. The answer is already in the
question.

7. You say in your walkthrough that you have to kill the shadow lich on the
plane of shadows to get the Dark Wind. But when I attack him the game says that
my weapon is effective (NOTE by me: may be ineffective). What do I have to use?
Which weapon? I only have a sword or a morningstar. And I don't have helpers.
Both helpers who helped me to get the wise wind stayed in the forest after
killing the wind. Please help me.
   Answer (by me): So the helpers get lost in the forest. Enchancement,
enchancement ...

8. Great ! I think I discoved the most powerful item in the game : the DESK OF
HAZARDS, which can cast very powerful spells such as unstopable promonition and
summon small dragon (which will last after as many sleep as you like), give you
"the avatar", which can trasform defend on your evil\good and the most powerful
spell so far : summon a big dragon under your command. But SAVE before you try
because beside the possitive effects, there are "minor" negative effect such as
a dragon NOT under your command and steal nearly ALL of your item (not the plot
ones).So, save before try and decide which effect will be yours.
   Comments (by me): I'm very impressed

9. Can I ressurect myself or my henchman after death? I'm a level 17 cleric but
I don't know how to do it?
     Answer (by me): Heh, heh...

10. My name D.J. I am a very famous hacker who knows more than you and others.
Yes, I hate NWN and I hacked it to destroy the game. Yes!!!!!! I know how to
reach level 50 character. Noone can beat me in multiplayer and I  at
you and your FAQ. I  at your copyright and  you and
 your ass. My site is www.xxxxxxxxx.com and you can't access it
without my permision. Heh, heh, heh, mother!!!!!  you,
piece of !!!!!!!!!!!!! Copyleft (c) 2003 D.J.
     Comments (by me): This is the most idiotic letter I received in my short
life. I will be short,  you D.J and nothing more.


***********************************************************************

LAST PART CREDITS AND SPECIAL THANKS

  Of course, I thank Bioware for their difficult work and wish them to continue
create another great and exiting games.

  Special thanks to www.gamefaqs.com for their game FAQs. I hope that my guide
would help some people in their difficulties.

  Credit to Dmarine (Dave Harris) for prestige classes EXP penalty correction

  Credit to Fredrik for Mystra's ring correction

  Credits to Brad Bonsall, Nick Ljungblad, Doan Tran Nguyen , Tomi K.

  Credits to Hans Behrens, Nuclear Bastard, Rob Kroll, Mirko Christ, Kimberly,
Ekim Notwen, John Ruch, Helen, Chris.

  Don't lose your mind

  When using email don't bother people with spam letters. If spammer bothers
you, politely ask him to stop. If he does not stop, destroy him at all costs.

*******************************THE*END*********************************


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Cheat-code for Neverwinter Nights: Shadows of Undrentide


Все проверял на русской версии.
Во время игры нажмите ~ ("тильда" как в Quake консоль),
введите "DebugMode 1" (Резмер букв имеет вес)
После этого должно появится Success
Если не получилось Success, то введите поправку в
файл nwn.ini следующим образом:
в пункте [Game Options] добавте Debug Mode=1

Теперь можно вводить коды.
Примечание:
       1. Резмер букв имеет значение
       2. После ввода большинства команды мышка
          меняет вид и вы должны нажать на того
          персонажа которому хотите изменить
          параметры.

m_god           - God Mode
dm_heal X       - добавить X пунктов жизни
dm_givegold X   - добавить X денег
GetLevel X      - добавить X кол-во уровней
SetCON X        - Изменить телосложение в X путков
SetWIS X        - Изменить мудрость в X путков
SetINT X        - Изменить интеллект в X путков
SetSTR X        - Изменить силу в X путков
SetCHA X        - Изменить харизму(обояние) в X путков
SetDEX X        - Изменить ловкость в X путков
GiveXP X        - добавить X кол-во опыта
SetAge X        - Изменить возраст персонажа на X лет
SetAppearance X - Изменить модель персонажа 1 <= X <= 290
ModSpellResistance X - Изменить spell resist на X пунктов

Если вы пытались ломать персонажа во время его создания или
редактировали его через какой-либо хексредактор, то игра вам
не давала использовать его при начале игры.
Это можно исправить так:
В файле nwnplayer.ini найдите
Single Player Enforce Legal Characters=1 и замените 1 на 0

Пока все.

By -= Langolier Zubastiy =-



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