WELCOME TO RANDY MURTHA'S

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                ULTIMATE GAMERS GUIDE FOR THE PC GAME


Version 2.5
August 2008
E-Mail: randym1375@yahoo.com

=======================================================================
This document is Copyrighted by Randy Murtha January 2008 and may not
be reproduced in part or in full without the written consent of the
author.  Nor shall this be posted on a website or printed in a magazine
without my consent.  This document shall in no way be used to make a
profit.  All Rights Reserved.
=======================================================================

---------------------
* TABLE OF CONTENTS *
---------------------

   Legal Notice
1) Introduction to Walkthrough..................................... #1
2) More Walkthroughs by me, Version History........................ #2
3) Gameplay Basics................................................. #3
    - Abbreviations and Terms
    - In-Game Screens
    - Main Gameplay Screen
    - Character Sheet
    - Inventory Panel
    - Conversation Panel
    - Map Panel
    - Journal Panel
    - Stores and Barter Panel
    - Options Panel
    - Common Interactions
    - Time and Resting
4) Character Creation.............................................. #4
    - Gender
    - Race
    - Portrait
    - Class
    - Alignment
    - Ability Scores
    - Recommended Statistics
    - Packages
    - Spells, Domains and Familiars
5) Race............................................................ #5
6) Character Classes............................................... #6
7) Multiclass Characters........................................... #7
    - Character vs. Class Level
    - Multiclass Experience
    - Multiclass Restrictions
    - Alignment Shifts
8) Skills........................................................... #8
9) Feats............................................................ #9
10) Combat......................................................... #10
     - Real-Time Decisions
     - NPC Reactions
     - Factions
     - Targeting an Opponent
     - The Attack Roll
     - Movement
     - Flat-Footed
     - Attacks of Opportunity
     - Saving Throws
     - Injury and Death
11) Associates..................................................... #11
12) Experience and Gaining Levels.................................. #12
13) Spells......................................................... #13
     - Introduction
     - Spell Schools
     - Domains
     - Effect Descriptions
     - Spell Tactics
     - Spell Descriptions
     - Spell Summaries:
        - Bard Spells............................................. #13A
        - Cleric Spells........................................... #13B
        - Druid Spells............................................ #13C
        - Paladin Spells.......................................... #13D
        - Ranger Spells........................................... #13E
        - Sorcerer Spells......................................... #13F
        - Wizard Spells........................................... #13G
14) Items.......................................................... #14
     - Potions
     - Books
     - Reagents
     - Gems
     - Miscellaneous
15) Weapons........................................................ #15
     - Simple
     - Martial
     - Exotic
     - Found Weapons
     - Wands and Rods
16) Clothing and Armor............................................. #16
     - Clothing
     - Armor
     - Shields
     - Cloaks
     - Boots
     - Belts
     - Braces, Gloves and Gauntlets
     - Rings
     - Amulets
17) Enemies........................................................ #17
18) Multiplayer.................................................... #18
     - Journeying Online
     - Hosting a Game Server
     - Joining a Multiplayer Game
     - Picking a Character
     - Local and Server Characters
     - Moving Characters Between Games
     - Forming a Party
     - Player vs. Player
     - Liking or Disliking Other Players
19) Hints and Stratagies........................................... #19
20) Neverwinter Nights Game Walkthrough............................ #20
     - Prelude.................................................... #20A
     - Chapter One................................................ #20B
     - Chapter Two................................................ #20C
     - Chapter Three.............................................. #20D
     - Chapter Four............................................... #20E
21) Credits, E-Mail Rules and Legal Stuff.......................... #21


NOTE:  If you've downloaded my guide, to navigate your way through it a
little easier use the Control F feature.  Press and hold "Ctrl" and "F"
and a window will pop up, simply type in the number of the section
located above you wish to jump to (e.g: #20) and click "Find Next" to
jump to that section of the guide, you may have to click find next two
times.  This navigation process is really quick and it sure beats
scrolling all the way down this insanely long document to get to the
section you want to be in.  This works on most of the walkthroughs out
there so remember it and use it on all of the guides you download.

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

                          ----------------
                          * LEGAL NOTICE *
                          ----------------

The only websites this walkthrough is legally posted on are:

Game FAQ's - www.gamefaqs.com
Neoseeker - www.neoseeker.com
Game Spot - www.gamespot.com
Super Cheats - www.supercheats.com
Honest Gamers - www.honestgamers.com
Sorcerer's Place - www.sorcerers.net
Game Radar - www.gamesradar.com
Cheat Planet - www.cheatplanet.com

   ONLY THESE EIGHT SITES MAY POST MY GUIDE!  If you have viewed this
on any other site than the ones listed, or have seen this plagerised,
please e-mail me and let me know which site you viewed this on, I will
highly appreciate it.  If you've seen this plagerised or on a website
this isn't supposed to be on, there is a $CASH$ reward for informing me
of who the violator is.


================================================================= #1 ==

----------------------------------
* 1) INTRODUCTION TO WALKTHROUGH *
----------------------------------

     Welcome to my very in-depth and extensive Walkthrough for Neverwinter
Nights for the PC.  This game is without a doubt, in my opinion, the best
RPG video game ever made.  It took Bio Ware over four years to make this
for us and I'm sure you will agree with my above stated opinion once you
play it.  This game uses the 3rd Edition Dungeons and Dragons rules so if
you play D&D in real life then you will have no problems understanding all
of the rules, dice rolls, saving throws, skill checks, and all that
technical stuff.  If you've never played D&D in real life and are not
familiar with it don't worry, this is a really simple game to learn so sit
back, pop the game disc in, and get ready for the greatest RPG video
gaming experience you've ever had the pleasure of playing.  This epic saga
is over 60+ hours for your roleplaying enjoyment.


================================================================= #2 ==

-----------------------------------------------
* 2) MORE WALKTHROUGHS BY ME, VERSION HISTORY *
-----------------------------------------------

>>> Other top-quality Game Guides I have written:

1) Armorines: Project S.W.A.R.M.
2) Fable: The Lost Chapters
3) Neverwinter Nights: Shadows of Undrentide
4) Neverwinter Nights: Hordes of the Underdark
5) Neverwinter Nights Gold Edition
6) Neverwinter Nights Platinum Edition
7) Quake II
8) Shadow Man
9) Shadow Man 2econd Coming
10) The Suffering
11) The Suffering: Ties That Bind
12) Turok 2: Seeds of Evil

You can ALWAYS find all of my guides and latest versions at:
www.gamefaqs.com


>>> VERSION HISTORY:


Version 1.0
January 2008
    This is the first complete version of my guide and it took me over
nine months of an hour here and an hour there to compile, format, and
write so I hope at least someone out there can appreciate it.  95% of
the instruction manual is also in this guide, I will not be adding in
the remaining 5%.


Version 1.5
February 2008
Since I've upgraded to the 1.68 patch I'm finding all kinds of new
equipment and added them in the appropriate sections.  Added some
weapons readers sent me, added a way for the Rolgan's Trial side quest
to gain the most XP that a reader sent me, and added in the Druid's
Circle side quest (the only quest in the game that wasn't complete in
my guide) that another reader sent me.  Since I'm now getting
contributions for my guide(s), I also added a Contributor Credits
section in the credits part of this guide.


Version 2.0
April 2008
     Added in some more weapons I found and readers sent me.


Version 2.5
August 2008
     Fixed some typos and added in some more weapons that I found.


================================================================= #3 ==

----------------------
* 3) GAMEPLAY BASICS *
----------------------

>>> ABBREVIATIONS AND TERMS USED THROUGHOUT THIS GUIDE AND GAME:

- D&D: Dungeons and Dragons

- NWN: Neverwinter Nights

- STR: Strength

- DEX: Dexterity

- CON: Constitution

- INT: Intelligence

- WIS: Wisdom

- CHA: Charisma

- HP: Hit Points

- XP: Experience Points

- AC: Armor Class

- DC: Difficulty Class

- PC: Player Character

- NPC: Non-player Character

- PvP: Player vs. Player

- HD: Hit Die, these are dice and look like d4, d6, d8, d10, etc.  A
weapon that causes 2d6 worth of damage will inflict the total of two
randomly generated six sided dice rolls.  If your character has d4 for
their HD, then when you level up the computer rolls a 4 sided die and
the randomly generated number is how many HP you'll gain, and you can
gain no more than 4 HP per new character level (unless you have the
Toughness feat or some other kind of bonus like a high Con).

-----------------------------------------------------------------------


>>> IN-GAME SCREENS <<<

     In Neverwinter Nights your character is always in the center of
the screen.  You interact with the world using the mouse to move a
cursor around the screen, and the left and right mouse buttons to
execute actions.  When you move the mouse over an object or creature,
the mouse icon changes to an action icon indicating the default action
for that object.  To perform the default action click the left mouse
button.  To perform another action right-click on the target to bring
up the Radial Menu.

     Left-click on the screen to move your character around the game
world.  Attack a hostile creature by moving your cursor over the
creature; the icon will change to the combat icon.  Left-click to begin
your attack.


RADIAL MENU
-----------
The Radial Menu is your primary tool for interacting with the world of
Neverwinter Nights.  Bring up the Radial Menu by moving the mouse over
the object you wish to interact with, and then press the right mouse
button.  A Radial Menu will pop up with the object in the center.

The Radial Menu contains a ring of possible actions that you can
perform on the object, from casting a spell to attacking the target.
Left-click to perform the selected action.  Some actions may have a
small arrow beside them indicating another level of actions, which you
can access by left-clicking.  a small ring is visible around the action
with an arrow beside it.  The ring is actually a preview of the next
level of the menu allowing you to see at a glance what the next level
will hold.

You can also click the and hold the right mouse button and navigate the
Radial Menu by moving the mouse.  You can also control the Radial Menu
with the numeric keypad: Each number key corresponds to a location in
the Radial Menu (i.e. 8 is to the top, 2 is down, 7 is to the top-
left).

-----------------------------------------------------------------------


>>> MAIN GAMEPLAY SCREEN <<<

     The main screen has nine distinct sections, which give you
valuable information about the game and offer you control over your
character in the game.


THE CHARACTER PORTRAIT
----------------------
In the top right corner of the main screen is your character portrait,
this is the portrait you choose for your character and is what other
players see when they examine your character in the game.  Beside the
portrait is a narrow red bar that shows your character's current
health.  If the health bar turns green it indicates your character is
poisoned.  If the bar turns brown your character is diseased.


THE OPTIONS BOX
---------------
Underneath your character portrait is a light tan box with eight
different options in it.  Here you can click buttons to bring up the
various screens needed to manipulate your character, such as the in-
game map, the Inventory screen, the Journal, the Character Sheet, the
Options Menu, Spellbook, and the Player vs. Player Options panel.


THE PARTY BAR
-------------
This is where other members of your party appear and is underneath the
Options Box, in sigleplayer and multiplayer.  You can add other players
to your party through the "Socialize" Radial Menu option (for
multiplayer only).  Under the "Socialize" menu you can invite another
player to join your party by selecting the "Invite" Radial Menu option.
The invited player can then go under the "Socailize" option and select
"Join Party" (again, only for multiplayer).  The rest of the
information in this paragraph is for both multi and singleplayer
gameplay.  If you summon a creature, the creature is added in to your
Party Bar while it is present.  You can use the party bar to get quick
information on your party members or to perform actions on them by
right-clicking and bringing up a Radial Menu.  The small bar on the
left side of the portrait shown the current health of the character.
In the top slot on the right side there is an arrow icon.  The arrow
points the direction that character is from your character.  An icon
showing the current action the character is undertaking, whether it is
combat, spell casting, or resting.  A skull will appear if the
character is dead.


THE CHAT WINDOW
---------------
This is located at the bottom of the gameplay screen, above your
Quickbar and Chat Entry bars.  The Chat Window displays messages from
other players, both NPC's and PC's.  In this window also appears how
much XP points you gain by killing enemies and for completeing quests,
how much damage you inflict on a hostile and take in return, lets you
know when your Journal gets updated, and so on.  You can drag the Chat
Window up for a longer window by dragging up the black tab at the top
of the window.  You can also right-click on the tab to set the various
filters for chat messages in each window.  To filter a window for only
combat messages (for multiplayer only), open the Raidial Menu on the
Chat Window tab and toggle all the other chat displays off.  For a
quick reply to someone who just has chatted with you, click the
portrait of the speaker.


THE CHAT ENTRY BAR
------------------
This bar is only used in multiplayer and is located directly beneath
the Chat Window, above the Quickbar slot.  This is where you type in
messages to other players.  Hit the Enter key or click in the bar to
type a chat message.  You can use various slash commands to control the
type of message you are sending.  An "/S" (shout) before your text
sends the message as a shout which goes out area wide.  A "/P" sends
your message to the other members of your party.  A "/T <playername>"
(tell) or "/W <playername>" (whisper) sends a private message to the
player you have specified with <playername>.


THE QUICKBAR
------------
This is located on the bottom of the gameplay screen.  The Quickbar
provides quick and easy access to common game actions.  Each "cell" in
the bar corresponds to a function key on the keyboard.  When you press
the associated key, the command placed in the cell is executed.  You
can drag items from your inventory to the Quickbar and hit the key or
click the cell to use or equip the item, depending on what it is.  You
can also place spells into the Quickbar by dragging the icons from your
prepared spells or by right-clicking on the Quickbar to to open the
Radial Menu and select the spell.  There are also two more Quickbars in
addition to the one on the game screen, to access these you must press
and hold "Shift" or "Ctrl."


THE COMPASS
-----------
The Compass is located in the bottom-right of the game screen, above
the Quickbar and Chat Entry bars.  This Compass is a simple directional
pointer.  The "N" in the Compass always points north, so if you walk
your character in the same direction the "N" indicator is pointing, you
will be moving directly north.


THE ACTION QUEUE
----------------
This is located on the top-left carner of the game screen.  The Action
Queue shows the actions your character is currently performing and any
actions you have set up to be performed.  In the heat of combat you may
find yourself issuing commands faster than your character can execute
them.  These commands are issued to the Action Queue and they will be
performed in order.  If you desire to remove an action from the queue,
you may right-click the action.


THE STATUS BAR
--------------
This is located to the left of your Character Portrait.  Then Status
Bar shows any special effects currently active on your character.
Beneficial spells and effects, such as ability bonuses, and negative
effects, such as poisons and diseases, appear in the Status Bar.  Hold
the mouse over any of the icons to get a text definition of the effect.
When an icon in the Status Bar blinks, it signals the effects are about
to expire.

-----------------------------------------------------------------------


>>> CHARACTER SHEET <<<

     To access your Character Sheet simply left-click on your Character
Portrait or clicking the Character Sheet in the Options Box.  The
Character Sheet panel shows all of the vital statistics and abilities
of your character.  Along the top of the Character Sheet panel are tabs
for accessing other information about your character.


SKILLS PANEL
------------
The Skills panel displays all of your character's skills and his
modifier in each.  The Skill Modifier that is listed here equals total
ranks in the skill plus Ability Score Modifiers.  Select any skill to
get more information about it, including its key ability and what is
costs to upgrade.


FEATS PANEL
-----------
The Feats panel dispalys all of your character's Feats, as well as
racial and class abilities.


SPELLS PANEL
------------
You may also access your Spell panel by clicking on the appropriate
button in the Options Box or by opening up the Radial Menu.  The Spells
panel is composed of two panels: Spellbook and Spell Preparation.
Wizards, Clerics, Druids, Paladins, and Rangers are required to prepare
their spells before casting them, while Bards and Sorceres do not.

To prepare a spell first select the spellcasting class and spell level
within the Spellbook screen.  A tree of all available spells is shown
below the selected level.  If your character has any Metamagic Feats he
can enhance prepared spells by selecting the small arrow icon on the
left.  This icon opens to display those spells that can be enhanced.
Get information on any spell by clicking the Inspect button to the
right of the spell name.

Once you have selected the spell you wish to prepare, either click on
the small arrow on the right or drag the spell icon into a prepared
slot.  Multiclass spellcasters may need to repeat this process for each
of their spellcasting classes.  When all slots are filled, press "Rest"
from the Radial Menu or from the Options Box.  Once your character is
rested he can cast his prepared spells.

-----------------------------------------------------------------------


>>> INVENTORY PANEL <<<

    The Inventory panel displays all of your character's equipment.
The area at the top of the screen shows those items that are currently
equipped, and the grid at the bottom of the screen displays your
character's total inventory.

     Select an item by left-clicking on it, or click and hold the left
mouse button and drag the item between inventory slots.

     On the lower-right side of the inventory are a number of small
tabs that allow you to access all the panes of your inventory.  The
weight your character is carrying is displayed above the maximum weight
he can carry along the bottom of the panel.  If your character exceeds
this maximum weight, he or she will be encumbered and will not be able
to run.

     Your current gold and current item points are displayed on the
right side.  Each magic item has an item point value, which is added to
your item point total when you have the item equipped or in your
inventory.  When you reach your maximum item point total, you cannot
pick up any more magic items.  Your character's maximum item points
rise each time he gains a level (this shouldn't be a really big factor
in the game for you, I never ran into this problem but it can happen,
especially if you're playing on Hardcore Difficulty).


EQUIPPING ITEMS
---------------
To equip an item drag it over an appropriate equip slot and drop it.
You can also equip items using the Radial Menu.  Right-click the item
and select the Radial Menu "Equip" option to assign the item to a
default equip slot.

-----------------------------------------------------------------------


>>> CONVERSATION PANEL <<<

     The Conversation panel is your primary tool for interacting with
other characters in Neverwinter Nights.  A portrait of the character
you are speaking with is displayed in the top-left of the window, and
this character's dialogue is displayed to the right of the portrait.

     Underneath the portrait are your character's response options.
The first response shown has a red comment, indicating a skill or
special ability that this conversation allows, such as Persuade or
Insight for example.  In this case, the player character's Intelligence
score has given him some insight into the NPC's dialogue.  The player
could left-click this response to cause his character to reply with the
line, or choose any other.  Intelligence and Charisma are the two main
abilities that grant special conversation options, but in a few cases a
high Strength can aid in threatening a reluctant informer or a high
Wisdom can open a new conversation path.

     You can stop a conversation at any time by pressing the "Esc" key,
walking away, or performing a hostile action.

-----------------------------------------------------------------------


>>> MAP PANEL <<<

     The Map panel displays a top-down map of your current area.  The
map expands as you explore, allowing you to see new areas and track
where you have been.  The small icons on the map are map pins.  Each
map pin has a label associated with the pin, which appears at the top
of the map window.

     You can place your own map pins by clicking in the pin box on the
top-left and then clicking on the map where you wish to place the pin.
Once the pin is placed a dialogue window pops up and you can enter the
text you wish to associate with that pin.

-----------------------------------------------------------------------


>>> JOURNAL PANEL <<<

     The Journal panel displays the status of the adventure and the
status of various quests you have undertaken.  The tabs at the top of
the screen toggle between three specific journals.

     The first tab on the left displays your character's personal
journal.  The personal journal tracks information about quests you have
accepted and characters you have spoken with.  The personal journal is
very important, be sure to read it often to check your progress on
quests.

     The next tab displays your completed quests.  Any quests from your
personal journal that are completed will be automatically moved to this
tab.

     The third tab is empty; this is provided for you to jot down notes
and impressions during the game.

-----------------------------------------------------------------------


>>> STORES AND BARTER PANEL <<<


STORES PANEL
------------
Buying items from a store is very similar to using a container.  The
store appears on the left side and your inventory is on the right.  To
buy an item, drag in into your inventory.  A dialogue box will pop up
asking if you wish to purchase the item.  If you agree and have enough
money, the exchange is made and the item is placed into your inventory.


BARTER PANEL
------------
This panel is available for multiplayer only.  The Barter panel
functions in a manner similar to the container panel.  On the left side
are the other player's offered items and the right side holds any items
you wish to offer for trade.  When you are happy with the items on both
sides, click the Offer button.  When an offer is made the other player
has two choices, he can accept or refuse - either by changing the items
in his slots or clicking the Cancel button.  This system requires that
both players agree to a trade before it can happen.

-----------------------------------------------------------------------


>>> OPTIONS PANEL <<<

     Neverwinter Nights has a large number of options available for
customizing the game to suit your playing style.  To change any option
in the game open the Options panel by pressing the "Esc" or "O" keys,
or by clicking the appropriate button in the Options Box.

     To load a game click on the Load button and then pick the game you
wish to load.  To save a game click on the Save button and then select
the game slot you wish to save in and type in a name for the game.

     The Save Character button allows you to save your character out of
your current game so you can use that character in another adventure.
If you advance your character outside of your existing save game, the
next time you load the game you will be asked if you wish to update
your character.  If you answer "Yes" your most recent version of the
character is brought into your previous save game.


VIDEO OPTIONS
-------------
This option contains the settings that apply to your video display.
You can set texture detail, screen resolution and various graphical
options.  As a rule of thumb, the more features you disable the faster
the game will run.  If the game is running poorly on your computer, try
disabling features until performance improves.


SOUND OPTIONS
-------------
This option allows you to customize the game sound and to enable or
disable various sound options.


CONTROLS
--------
This option allows you to change your camera mode and cycle through
various control options.  You can, for example, enable driving mode and
control your character with the keyboard.


CHANGE KEY SETTINGS
-------------------
This option allows you to customize the Neverwinter Nights hotkeys.  At
the top of the key-mapping panel are tabs for the various headings of
hotkeys.  To change a key, click the control you wish to change and
press the key you want to map to that control.  You cannot map the same
key to multiple controls so be aware of what keys you have already
mapped.


GAME OPTIONS
------------
This option will allow you to tweak the game difficulty and change
other gameplay options.  It is recommended most people play the game on
the default settings since the game is evenly balanced at these
settings.  If you are an experienced D&D player you might consider
selecting the "Hardcore D&D" option, which implicates some of the more
complex aspects of the rules system.

HIT POINTS: At Normal difficulty or easier these are granted via the
following procedure: The character gains a maxium HP from from level 1-
3.  For levels 4 and above they will roll their HP but will only accept
a minimum roll of 1/2 of their possible HP, rounded up.  For example, a
Wizard who normally rolls d4 for HP will get at least 3 HP every level.

-----------------------------------------------------------------------


>>> COMMON INTERACTIONS <<<


CREATURES
---------
Hostile creatures turn red when you mouse over them and the mouse
cursor will change to the Attack icon.  You can gauge the difficulty of
a creature by examining it.  Right-click to bring up the Radial Menu
and select the "Examine" option in the top-center.

Non-hostile creatures appear blue (or green if they are in your party)
when you mouse over them, and the mouse cursor changes to the talk
cursor.


ITEMS
-----
Right-click to open the Radial Menu and select the "Examine" option to
get more information about an item.  If an item is unidentified it may
be magic; use the Lore skill or the Identify spell to identify magic
items (or bring it to a shopkeeper who can identify the item for a
price).

Items and weapons can be equipped directly from the ground using the
Radial Menu.  Items and weapons can also be assigned to the Quickbar,
where they would be used normally when selected.  Right-click on a
Quickbar item with multiple uses and select "Assign Special Use" to
define the default use of the item.

Some items (such as gems and arrows) can be stacked.  To stack items
just drag like items onto eachother, most of the time the game will
stack these items for you if you have a like item in your inventory.
Different item types have various maximum stack sizes.  Also, you can
seperate stacks by right-clicking on the item to open the Radial Menu,
select the "Split" option and then type in how many items you want in
the second stack.


CONTAINERS
----------
Containers are handled in much the same way as ordinary inventory.  The
bottom of the panel contains inventory and the top represents the
contents of the container.  You can drag items back and forth, click on
the item, or use the Radial Menu to pick them up.

Open containers by left-clicking them, or select the "Use" option from
the Radial Menu.  Locked containers can be picked, bashed open, or
opened with a spell.  Select "Lockpick" and "Bash" from the Radial Menu
on the container, or cast a spell such as Knock, on the container.

You can activate levers and other special-use devices by left-clicking
them, or by selecting "Use" option from the Radial Menu.


DOORS
-----
If you have the right key you can unlock a door.  Otherwise, you can
pick, bash open, or open most doors with a spell.  If you have the key,
left-click on the door or select "Use" from the Radial Menu.  Select
"Lockpick" and "Bash" from the Radial Menu on any locked door.  Cast
the Knock spell on a locked door to try and open it without damaging
the door.

You can lock some doors by select "Lock" from the Radial Menu.  If the
"Lock" radial option does not appear then the door cannot be locked.


DISARMING TRAPS
---------------
Traps must be found before they can be disarmed.  To search for traps
select "Active Search" from the "Use Skill" selection in the Radial
Menu.  In Active Search mode your character moves at a walk and makes
Search rolls with his full Skill Modifier.  When not in Active Search
mode, Search checks to detect traps are made at half your character's
Skill Modifier.

When a trap is detected on an area on the ground, door, or container,
it will turn red - this area is the active trap.  You can mouse over a
detected trap and right-click to bring up the Radial Menu, which will
display options including disarming the trap and recovering the trap.
It is more difficult to recover a trap than to disarm it, but you can
use a recovered trap later against enemies.

-----------------------------------------------------------------------


>>> TIME AND RESTING <<<


ROUNDS AND TURNS
----------------
A round in game time is approximately six seconds in length.  A turn is
ten rounds over sixty seconds.


GAME TIME AND REAL TIME
-----------------------
Every two minutes of real time is equal to an hour of Neverwinter
Nights game time.  That means that 48 minutes of real time is equal to
24-hour Neverwinter Nights game time.


RESTING
-------
Some spells and effects have durations equal to one game day.  These
effects disappear after 48 minutes of real time OR after the character
rests.

Resting only takes 30 seconds of real time, but has all the game
effects of a full 24-hours of rest.  Spells are prepared, effects
disappear, items with charges per day are recharged, your HP get fully
recovered, and so on.


================================================================= #4 ==

-------------------------
* 4) CHARACTER CREATION *
-------------------------


     Before you can play Neverwinter Nights you first have to decide
what type of character you want to play.  There is a great deal of room
for customization, so this may seem a little intimidating at first.  It
is best to remember that there are no good or bad characters and
different people appreciate different aspects of the game.  You can
create any number of characters so feel free to experiment.

     One way to navigate the Character Creation process is to start
with a character concept.  Many roleplayers enjoy mimicking figures
from history, myth, or pop culture.  Those who enjoy a challenge
sometimes construct a flawed character, perhaps one who is sickly or a
bit of a buffoon.  Perhaps they might take a classical sterotype and
play it in a new and refreshing manner, like a Dwarven Barbarian who is
scholarly or prefers a sling to an axe.  Regardless of where the
inspiration comes from, once you have a concept the process of
character creation is much easier.

     Neverwinter Nights has a very flexible system for character
modification, so don't worry much about the decisions you make early
on.  For example, you might create a Gnome Barbarian to prove to other
players that Gnomes make the best warriors, but after awhile realize
that you are spending more time glorifying him with tales and poems
than actually fighting.  At that point he could become a Bard, a class
better suited to that style of play.  He would still have his Barbarian
roots but could freely advance as a Bard thereafter.  Remember, much of
the fun of Dungeons & Dragons is in watching your character grow and
change.

     Creating a character is exciting but it can be a daunting process.
If you are ever unsure of how to proceed past a screen, or if you
aren't sure how to make the best decision, press the Recommended button
and the program will make a good choice for you.  You can also return
to the beginning of the process and select a "Package," which is a set
of Feats and Skills chosen around a particular theme.  Here's a list of
all the things you must decide on to create a character:


GENDER
------
The first step in creating your character is to choose a gender.
Select either male or female.


RACE
----
There are many races in Neverwinter Nights, each with its own strengths
and weaknesses.  See the Races section below to learn more on race.


PORTRAIT
--------
Select a portrait for you character.


CLASS
-----
A class is the profession or vocation of your character.  It determines
what he or she is able to do, including combat training, magical
ability, and skills.  In selecting the right class for a character keep
in mind your core concept for that character.  The eleven basic
selections can approximate most any character concept and often and you
will have several options available. For example, both Rangers and
Fighters make excellent archer characters, and Paladins and Clerics are
both excellent in hunting down undead monsters.  For class-specific
information, look in the section below titled Classes.


ALIGNMENT
---------
Alignment reflects how your character relates to the concepts of good
and evil, law and chaos.  It can affect how NPC's react within the game
and will occasionally determine whether an item can be used or not
(some items have alignments of their own and will not allow a conflict
with its user).  The main purpose of alignment is to act as a guideline
for consistent roleplaying, though it is not cast in stone.  The
alignment of a character can change to match the style in which they
are played, if deviation is consistent and serious.  All of the nine
alignments listed are viable choices for adventurers, though the "evil"
variants are more often the domain of villians and monsters.


ALIGNMENT GRID:

      100 ----------------------------------------------------
         | Chaotic Good    | Neutral Good    | Lawful Good    |
 Law/  70 -----------------|-----------------|----------------|
 Chaos   | Chaotic Neutral | Neutral Neutral | Lawful Neutral |
 Axis  30 -----------------|-----------------|----------------|
         | Chaotic Evil    | Neutral Evil    | Lawful Evil    |
        0 ----------------------------------------------------
         100               70                30               0
                           Good/Evil Axis

Note: Neutral Neutral is commonly refered to as True Neutral.



ABILITY SCORES
--------------
The bascis characteristics that define your character are divided among
six ability scores.  Each of these represents a particular aspect of
your character, and skills that draw from these traits are modified
depending on your score in them.  Certain classes also favor certain
abilities over others, and derive much of their effectiveness from a
high score in these areas.

STRENGTH: Strength measures muscle and physical power.  This ability is
especially important for Fighters, Barbarians, Paladins, Rangers and
Monks, because it helps them prevail in combat.

DEXTERITY: Dexterity measures agility, reflexes and balance.  This
ability is most important for Rogues, but also for characters who
typically wear light or medium armor (Barbarians and Rangers) or none
at all (Monks, Wizrads and Sorcerers), or for any character who wants
to be a skilled archer.

CONSTITUTION: Constitution represents health and stamina.  High
Constitution increases the number of HP a character has (affecting how
much damage the character can take), which makes it important for all
classes, but especially Fighters.  If Constitution ever increases a
character's HP increase retroactively.  Spellcasters need a strong
Constitution to keep their spells from being interrupted during combat.

INTELLIGENCE: Intelligence determines how well your character learns
and reasons.  Intelligence is important for Wizards because it affects
how many spells they can cast, how hard their spells are to resist, and
the power of these spells.  Intelligence is also important for any
character who wants to have a strong assortment of skills, however,
increasing your Intelligence will not grant bonus Skill Points
retroactively.  NOTE: Sorcerers do not use Intelligence for casting
spells - they use Charisma instead.  Warning: An Intelligence score
lower than 9 means that your character is unable to speak properly.

WISDOM: Wisdom describes a character's willpower, common sense,
perception, and intuition, where Intelligence represents the ability to
analyze information.  An "absent-minded professor" has low Wisdom and
high Intelligence. A simpleton with low Intelligence might nevertheless
have great insight (high Wisdom).  Wisdom is important for Clerics and
Druids, as it affects the strength and number of their spells.  Wisdom
is also significant for Paladins and Rangers.

CHARISMA: Charisma measures force of personality, persuasiveness,
ability to lead, and physical attractiveness.  It represents actual
personal strength, not merely how one is perceived by others in a
social setting.  Charisma is most important for Paladins, Sorcerers,
and Bards.  It is also important for Clerics, as it affects their
ability to Turn Undead.

-----------------------------------------------------------------------


>>> RECOMMENDED STATISTICS <<<

     Generally, a character should have at least ten points in any
given statistic, as this will prevent that character from receiving any
penalties.  This is not manditory however, and the most interesting
characters are sometimes the most flawed.

     Every character should have a high ability score in at least one
of his core class abilities.  For example, a Paladin should have a
Charisma of 12 or higher to gain the most benefit from his class
abilities, and a Wizard should have high Intelligence if he wants to
cast high-level spells.  Certain classes may have multiple core
abilities - for example both Charisma and Dexterity are important to
Bards.  In this case the player must decide whether to split his focus
between these abilities or concentrate on one to the detriment of the
other.

     Each Ability Score has a modifier, form -5 to +15 and even higher.
Most Player Characters have ability modifiers between -1 and +4, but
some extraordinary characters begin the game with modifiers as high as
+5 or as low as -2.

ABILITY SCORES SPELL CHART:

    ----------------------- BONUS SPELLS (by Spell Level) ----
   | SCORE | MODIFIER | 0   1   2   3   4   5   6   7   8   9 |
   |-------|----------|---------------------------------------|
   | 1     |   -5     | Can't cast spells tied to this ability|
   |-------|----------|---------------------------------------|
   | 2-3   |   -4     | Can't cast spells tied to this ability|
   |-------|----------|---------------------------------------|
   | 4-5   |   -3     | Can't cast spells tied to this ability|
   |-------|----------|---------------------------------------|
   | 6-7   |   -2     | Can't cast spells tied to this ability|
   |-------|----------|---------------------------------------|
   | 8-9   |   -1     | Can't cast spells tied to this ability|
   |-------|----------|---------------------------------------|
   | 10-11 |    0     | - | - | - | - | - | - | - | - | - | - |
   |-------|----------|---|---|---|---|---|---|---|---|---|---|
   | 12-13 |   +1     | - | 1 | - | - | - | - | - | - | - | - |
   |-------|----------|---|---|---|---|---|---|---|---|---|---|
   | 14-15 |   +2     | - | 1 | 1 | - | - | - | - | - | - | - |
   |-------|----------|---|---|---|---|---|---|---|---|---|---|
   | 16-17 |   +3     | - | 1 | 1 | 1 | - | - | - | - | - | - |
   |-------|----------|---|---|---|---|---|---|---|---|---|---|
   | 18-19 |   +4     | - | 1 | 1 | 1 | 1 | - | - | - | - | - |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 20-21 |   +5     | - | 2 | 1 | 1 | 1 | 1 | - | - | - | - |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 22-23 |   +6     | - | 2 | 2 | 1 | 1 | 1 | 1 | - | - | - |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 24-25 |   +7     | - | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - | - |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 26-27 |   +8     | - | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 28-29 |   +9     | - | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 30-31 |   +10    | - | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 32-33 |   +11    | - | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 34-35 |   +12    | - | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 36-37 |   +13    | - | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 38-39 |   +14    | - | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
   |------------------|---|---|---|---|---|---|---|---|---|---|
   | 40-41 |   +15    | - | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 |
    ----------------------------------------------------------

-----------------------------------------------------------------------


>>> POINT BUY SYSTEM <<<

     Neverwinter Nights determines ability scores with a system based
on points rather than random dice rolls.  A player starts with an
ability score of 8 in each of his six abilities and then draws from a
pool of 30 points to raise these abilities.

     As an ability score is raised to exceptional levels it becomes
more expensive to raise further, as per the following chart.  Raising
an Ability Score from 8 to 16 costs ten points, so be careful not to
neglect the rest of your character's abilities while making one or two
exceptional.

ABILITY SCORE COST:

          ---------------------------------------
         |BASE ABILITY SCORE | COST | TOTAL COST |
         |-------------------|------|------------|
         |        8          |  0   |     0      |
         |-------------------|------|------------|
         |        9          |  1   |     1      |
         |-------------------|------|------------|
         |        10         |  1   |     2      |
         |-------------------|------|------------|
         |        11         |  1   |     3      |
         |-------------------|------|------------|
         |        12         |  1   |     4      |
         |-------------------|------|------------|
         |        13         |  1   |     5      |
         |-------------------|------|------------|
         |        14         |  1   |     6      |
         |-------------------|------|------------|
         |        15         |  2   |     8      |
         |-------------------|------|------------|
         |        16         |  2   |     10     |
         |-------------------|------|------------|
         |        17         |  3   |     13     |
         |-------------------|------|------------|
         |        18         |  3   |     16     |
          ---------------------------------------

-----------------------------------------------------------------------


>>> PACKAGES <<<

     Packages are for players who wish to jump in and play the game
without going through the customization required to build a character
from scratch.  A package automatically selects skills, feats and spells
tailored for the character of the class and race you have chosen, and
assigns basic equipment so that you can begin playing immediately.
Each class has a default package which is automatically selected when
you click on the Recommended button.

     To customize your character with specific Skills, Feats, and
spells, click on a package and then click on the Configure Packages
button.  This will take you through the following screens:

SKILLS
------
Each character will receive points with which to buy starting skills.
Look in the section below titled Skills for more specific Skill
information.


FEATS
-----
Your character can choose a number of starting Feats depending on his
or her class.  Look in the section below titled Feats for more specific
Feats information.

-----------------------------------------------------------------------


>>> SPELLS, DOMAINS AND FAMILIARS <<<

     If you choose a spellcasting character you will need to choose
your starting spells.  Clerics will need to pick a Domain.  See the
section below titled Spells for more information on Domains.  Wizards
and Sorcerers will have to choose a Spell School and a Familiar.  See
the section below titled Associates for more information on Familiars.
See the section below titled Spells for more information on Spell
Schools.

-----------------------------------------------------------------------


>>> APPEARANCE <<<

     Select from a variety of heads, body types, clothing, and tattoos
for your character.  You may also change skin, hair, and tattoo color.


>>> CHARACTER INFORMATION <<<

     To finish Character Creation enter a name or choose a random one
and fill in a short character description that other players will see
when they examine your character.  Finally, choose your character's
voice which they will use in response to certain actions in the game
and when giving Quickchat commands.  Congratulations on creating your
character, it is a daunting task and now you are ready to begin you
adventures.


================================================================= #5 ==

-----------
* 5) RACE *
-----------


>>> HUMAN <<<

     Humans are the most adaptable of the common races.  Short
generations and a penchant for migration and conquest have made them
very physically diverse as well.  Skin shades range nearly black to
very pale, hair from black to blond, and facial hair (for men) from
sparse to thick.  Humans are often unorthodox in their dress, sporting
unusual hairstyles, fanciful clothes, tattoos, and the like.

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

- Quick to Master: One extra feat at first level.

- Skilled: Four extra skill points at first level, plus one additional
skill point at each level up.

-----------------------------------------------------------------------


>>> DWARF <<<

     Dwarves are known for their skill in warfare, their ability to
withstand physical and magical punishment, their hard work and their
capacity for drinking ale.  Dwarves are slow to jest and suspicious of
strangers, but they are generous to those who earn their trust.  They
stand just four to four and a half feet tall but are broad and and
compactly built, almost as wide as they are tall.  Dwarven skin varies
from tan to light brown, and dwarven hair hair is black, gray, or
brown.  Dwarven men value their beards highly.

- Ability Adjustments: +2 Con, -2 Cha

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

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

-----------------------------------------------------------------------


>>> ELF <<<

     Elves are known for their poetry, song and magical arts, but when
danger threatens they show great skill with weapons and stratagy.
Elves can live to be over 700 years old and, by human standards, are
slow to make friends and enemies, and even slower to forget them.
Elves are slim and stand four and a half to five and a half feet tall.
They tend to be pale-skinned and dark-haired with deep green eyes.
They have no facial or body hair, prefer comfortable clothes, and
possess unearthly grace.  Many other races find them hauntingly
beautiful.

- Ability Adjustments: +2 Dex, -2 Con

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

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

-----------------------------------------------------------------------


>>> GNOME <<<

     Gnomes are in wide demand as alchemists, inventors and
technicians, though most prefer to remain among their own kind in
simple comfort.  Gnomes adore animals, gems and jokes, especially
pranks.  They love to learn by personal experience and are always
trying new ways to build things.  Gnomes stand three to three and a
half feet tall, with skin that ranges from dark tan to woody brown.
Their hair is fair and their eyes are often some shade of blue.  Gnomes
generally wear earth tones but decorate their clothes intricately.
Males favor carefully trimmed beards.  Gnomes live 350 to 500 years.

- Ability Adjustments: +2 Con, -2 Str

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

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

-----------------------------------------------------------------------


>>> HALF-ELF <<<

     Half-elves have the curiosity and ambition of their human parent,
with the refined senses and love of nature of their elven parent,
although they are outsiders among both cultures.  To humans half-elves
look like elves.  To elves they look like humans.  Half-elves are
paler, fairer and smoother-skinned than their human parents, but their
actual skin tones and other details vary just as human features do.
Half-elves tend to have green elven eyes and they live to be about 180.

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

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

-----------------------------------------------------------------------


>>> HALF-ORC <<<

     Half-orcs are the short-tempered and sullen result of human and
orc pairings.  They would rather act than ponder and would rather fight
than argue.  They love simple pleasures, such as feasting, boasting and
wild dancing.  They are an asset at the right sort of party, but not at
the dutchess's grand ball.  Half-orcs are as tall as humans but their
brutish features betray their lineage.  They also regard scars as
tokens of pride and things of beauty.  They rarely reach 75 years old.

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

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

- Special Abilities: Darkvision

-----------------------------------------------------------------------


>>> HALFLING <<<

     Halflings are clever, capable and resourceful survivors.  They are
notoriously curious and show a daring that many larger people can't
match.  They can be lured by wealth but tend to spend rather than
hoard.  Halflings have ruddy skin, hair that is black and straight, and
brown or black eyes.  Halfling men often grow lond sideburns but rarely
beards or moustaches.  They prefer practical clothing and would rather
wear a comfortable shirt than jewelry.  Halflings stand about three
feet tall and commonly live to see 150.

- Ability Adjustments: +2 Dex, -2 Str

- Favored Class: Rogue.  A multiclass halflings rogue class does not
count when determining whether he suffers an XP penalty for
multiclassing.

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


================================================================= #6 ==

------------------------
* 6) CHARACTER CLASSES *
------------------------


>>> BARBARIAN <<<

     Barbarians are brave, even reckless, and their warrior skills make
them well suited for adventure.  Barbarians have a powerful rage that
makes them stronger and better able to withstand attacks.  They only
have the energy for a few such displays per day but it is usually
sufficient.  Constant exposure to danger has also given barbarians a
sort of sixth sense, the preternatural ability to sense danger and
dodge attacks, and their running stamina is legendary.

- Alignment: Any nonlawful

- Hit Die: d12

- Proficiencies: All simple and martial weapons, light armor, medium
armor, and shields

- Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier each
additional level

- Ex-Barbarians: Barbarians are unable to progress in levels if their
alignment ever becomes lawful

- Prestiage Class Tips: Barbarians make powerful Blackguards, Dwarven
Defenders, or Weapon Masters

-----

BARBARIAN SPECIAL ABILITIES:

RAGE: Barbarians can catapult themselves into a murderous fury.

- Gained: 1st level

- Use: Selected.  1st level = once a day; 4th level = twice a day; 8th
level = three times a day; 12th level = four times a day; 16th level =
five times a day; 20th level = six times a day

- Bonuses: +4 to Str; +4 to Con; +2 morale bonus to will saving throws

- Penalties: -2 to AC

- Notes: Lasts for 3 rounds + Adjusted Constitution modifier.  At 15th
level the Rage ability becomes Greater Rage, giving the Barbarian +6 to
Str and Con and a +3 bonus to will saves (the -2 penalty to AC still
applies).


BARBARIAN FAST MOVEMENT: Barbarians gain a 10% bonus to their movement
speed.

- Gained: 1st level

- Use: Automatic


UNCANNY DODGE: Barbarians are quick on their feet and can react more
quickly to danger than others.  This ability improves as the Barbarian
gains levels.

- Gained: Level 2:  Retain Dex bonus to AC, even if flat-footed
          Level 5:  +1 to reflex saves made to avoid traps
          Level 10: +2 to reflex saves made to avoid traps
          Level 13: +3 to reflex saves made to avoid traps
          Level 16: +4 to reflex saves made to avoid traps
          Level 19: +5 to reflex saves made to avoid traps

- Use: Automatic


DAMAGE REDUCTION: The Barbarian gains the ability to shrug off some
ammount of injury from each blow or attack.

- Gained: 11th level

- Use: Automatic

- Bonuses: 11th level = damage reduced by one point; 14th level =
damage reduced by two; 17th level = damage reduced by three, 20th level
= damage reduced by four

-----------------------------------------------------------------------


>>> BARD <<<

     Bards often serve as negotiators, messangers, scouts and spies.
They love to accompany heroes (and villians) to witness heroic (or
villainous) deeds firsthand, since a bard who can tell a story from
personal experience earns renown among his fellows.  A Bard casts
arcane spells without any advance preperation, much like a Sorcerer.
Bards also share some specialized skills with Rouges and their
knowledge of item lore is nearly unmatched.  A high Charisma score
allows a Bard to cast high-level spells.

- Alignment: Any nonlawful

- Hit Die: d6

- Proficiencies: Simple weapons, light armor, medium armor, shields

- Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier each
additional level

- Spellcasting: Arcane (Charisma-based, no spell preperation, spell
failure from armor is a factor).  Bards begin the game knowing all
cantrips

- Ex-Bards: Bards cannot gain levels of experience while they are of
any lawful alignment

- Prestiage Class Tips: Bards are best suited to become Shadowdancers
or Harper Scouts.  Combat-oriented Bards may enjoy becoming a Dragon
Disciple.

-----

BARD SPECIAL ABILITIES:

BARDIC KNOWLEDGE: The Bard is able to identify items more easily than
other classes.

- Gained: 1st level

- Use: Automatic

- Bonuses: Apply Bard levels as a bonus to any Lore skill checks


BARDIC MUSIC: Bards are able to sing songs to bolster their allies.

- Gained: 1st level

- Use: Selected

- Bonuses: Deafened creatures are not affected by the Bards singing.
The Bardsong may be sung once per day per class level.  The song
affests all aliies within 30 feet and lasts for 10 rounds.  The higher
the bards Perform skill the better the Bardsong.  Bard song bonuses do
not stack.

Perform 3 and Bard level 1: +1 to attack and damage rolls

Perform 6 and Bard level 2: +1 to Will Saves

Perform 9 and Bard level 3: +1 to damage rolls, +1 to fortitude saves

Perform 12 and Bard level 6: +1 to reflex saves, +1 to skills

Perform 15 and Bard level 8: +1 to attack rolls, +8 temporary hit
points

Perform 21 and Bard level 12: +2 to dodge armor class, +1 to skills

Perform 24 and Bard level 15: +1 will saves, +1 reflex saves, +1
fortitude saves, +1 dodge armor class, +1 to skills

Perform 25 and Bard level 16: +1 will saves, +4 temporary hit points,
+1 dodge armor class, +1 to skills

An additional +2 temporary hit points and +1 to skills is granted for
each additional 5 Perform and 1 Bard level.  At Perform 45 and Bard
level 20 Bardsong grants +6 temporary hit points and +3 to skills.

-----------------------------------------------------------------------


>>> CLERIC <<<

     Clerics act as intermediaries between the earthly and the Divine
(or Infernal) worlds.  A good Cleric helps those in need, while an evil
Cleric seek to spread his patron's vision of evil across the world.
All Clerics can heal wounds and bring people back from the brink of
death and powerful Clerics can even raise the dead.  Likewise, all
Clerics have authority over undead creatures and they can turn away or
even destroy these creatures.  Clerics can use simple weapons and all
forms of weapons and shields without penalty, since armor does not
interfere with the casting of Divine Spells.  In addition to his normal
complement of spells, every Cleric chooses to focus on two of his
deity's domains.  These domains grants the Cleric special powers and
give him access to spells that he might otherwise never learn.  A
Cleric's Wisdom score should be high since this determines the maximum
spell level that he can cast.

- Alignment: Any

- Hit Die: d8

- Profifiencies: All simple weapons, all armor and shields

- Skill Points: Int Modifier x 4 at 1st level; 2 + Int Modifier each
additional level

- Spellcasting: Divine (Wisdom based, armor related chance of spell
failure is ignored)

- Prestige Class Tips: Militant Clerics should consider becoming a
Champion of Torm.  Evil Clerics make powerful Blackguards.

-----

CLERIC SPECIAL ABILITIES:


SPONTANEOUS CAST: Able to replace any spell and cast a Healing variety
of the same spell instead.

- Gained: 1st level

- Use: Automatic

- Bonus: If an "S" appears in the upper left-hand corner of the spell
icon, a Cleric can cast that spell spontaneously.  This will use up
another spell of the same level as the spell cast.


TURN UNDEAD: The Cleric can cause undead to flee

- Gained: 1st level

- Use: Three times per day, plus the Cleric's Charisma Modifier

- Bonuses: The Cleric's level and Charisma are used to determine how
many Hit Die of undead are turned.  If the Cleric has twice as many
level as the undead have Hit Die, the undead are instantly destroyed.

-----------------------------------------------------------------------


>>> DRUID <<<

     Druids gain power not by ruling nature but by being one with it.
Druids hate the unnatural, including aberrations or undead, and destroy
them where possible.  Druids receive Divine Spells from nature, not the
gods, and can gain an array of powers as they gain experience,
including the ability to take the shapes of animals. A Druid is often
accompanied by an animal companion.  The weapons and armor of a Druid
are restricted by their traditional oaths, not simply training.  A
Druid's Wisdom score should be high as this determines the maximum
spell level that they can cast.

- Alignment: Must be neutral good, lawful neutral, true neutral,
chaotic neutral, or neutral evil

- Hit Die: d8

- Proficiencies: Club, Dagger, Dart, Sickle, Scimitar, Spear, Sling,
Quarterstaff, shields, light and medium armor

- Skill Points: Int Modifer x 4 at 1st level, 4 + Int Modifier each
additional level

- Spellcasting: Divine (Wisdom based, armor related chance of spell
failure is ignored)

- Ex-Druids: A Druid that is no longe neutral cannot gain levels

- Prestige Class Tips: The most effective prestige class that expands
the Druid's abilities is the Shifter

-----

DRUID SPECIAL ABILITIES:

NATURE SENSE: The Druid gains a +2 bonus to all attacks made while
fighting in wilderness areas.

- Gained: 1st level

- Use: Automatic


ANIMAL COMPANION: Druids may summon a stalwart animal companion.

- Gained: 1st level

- Use: Once per day, until killed or summoned

- Bonuses: Animal companions are chosen at Character Creation and can
be changed with each new Druid class level


WOODLAND STRIDE: Druids may walk with ease through magical and non-
magical impediments to movement.

- Gained: 2nd level

- Use: Automatic

- Bonuses: Grants +4 Competence bonus to Hide and Move Silently checks
when in wilderness areas


RESIST NATURES LURE: Due to their inherent understanding of nature,
Druids can avoid the most common dangers that the natural world
presents

- Gained: 4th level

- Use: Automatic

- Bonuses: Grants +2 Insight bonus to Saving Throws against all Fear
spells and effects


WILD SHAPE: The Druid gains the ability to shape shift into various
animal forms

- Gained: 5th level

- Use: Once per day at 5th level, twice per day at 6th level, three
times per day at 7th level, four times per day at 10th level, five
times per day at 14th level, and six times per day at 18th level.  This
ability lasts for one hour per level.

- Bonuses: The Druid may choose among several animal forms (these forms
improve as the Druid gains levels)


VENOM IMMUNITY: The Druid is able to resist the effects of most
poisons.

- Gained: 9th level

- Use: Automatic

- Bonuses: Immune to poison


ELEMENTAL SHAPE: The Druid gains the ability to shape shift into
various elemental forms

- Gained: 16th level

- Use: Once per day at 16th level, twice per day at 17th level, and
three times per day at 19th level.  This ability lasts for one hour per
level.

- Bonuses: Huge elements at 16th level and elder elements at 20th level

-----------------------------------------------------------------------


>>> FIGHTER <<<

     Fighters can be many things, from soldiers to criminal enforcers.
Some see adventure as a way to get rich, while others use their skills
to protect the innocent.  Fighters have the best all-around fighting
capabilities of the PC classes and they are trained to use all standard
weapons and armor.  A Fighter's rigorous martial training grants him
many bonus feats as he progresses.  High-level Fighters have access to
special melee maneuvers and exotic weapons not available to any other
character.

- Alignment: Any

- Hit Die: d10

- Proficiencies: All simple and martial weapons, all armor and shields

- Skill Points: Int Modifier x 4 at 1st level, 2 + Int Modifier each
additional level.

- Prestige Class Tips: Fighters have many options available to them but
Blackguard, Dwarven Defender, or Weapons Master are among the best
choices.  Elf and Half-elf Fighters who use bows may want to consider
becoming Arcane Archers.

-----

FIGHTER SPECIAL ABILITIES:

BONUS FEATS: The Fighter gains a bonus feat at first level and every
two levels thereafter, chosen from a subset of the entire feat list.
This bonus feat is in addition to the feats every character gains for
advancing in character level.

-----------------------------------------------------------------------


>>> MONK <<<

     Monks are versatile warriors skilled at fighting without weapons
or armor.  Good-aligned Monks serve as protectors of the people, while
evil Monks make ideal spies and Assassins.  Although they don't cast
spells, Monks channel a subtle energy called Ki.  This energy allows a
Monk to perform amazing Feats, such as healing himself, cathing arrows
in filght, and dodging blows with lightning speed. A Monk's mundane and
Ki-based abilities grow with experience granting him more power over
himself and his enviornment.  Monks suffer unique penalties if they
wear armor, as doing so violates their rigid oath.  A Monk wearing
armor loses his Wisdom and level based Armor Class bonuses, movement
speed, and additional unaremed attacks per round.

- Alignment: Any lawful

- Hit Die: d8

- Proficiencies: Club, Dagger, Handaxe, Light Crossbow, Heavy Crossbow,
Kama, Quarterstaff, Shuriken, Sling

-Skill Points: Int Modifier x 4 at 1st level, 4 + Int Modifier each
additional level

- Prestige Class Tips: Shadowdancer is a good choice for a stealthy
Monk.  Pious Monks may want to consider becoming the Champion of Torm.

-----

MONK SPECIAL ABILITIES:

BONUS FEATS: The Monk receives several bonus feats from the standard
feat list, including Cleave, Improved Unarmed Strike and Stunning Fist
at 1st level, Deflect Arrows at 2nd level, and Knockdown and Improved
Knockdown at 6th level.

SPECIALTY WEAPON: The Monk retains his unarmed attack bonus when
fighting with a Kama

MONK ARMOR CLASS BONUS: Monks add both their Wisdom Modifier and their
Dexterity Modifier to their Armor Class.


FLURRY OF BLOWS: The Monk receives an extra attack per round when
fighting unarmed or with a Kama.

- Gained: 1st level

- Use: Selected

- Penalties: The Monk suffers a -2 penalty to all attack rolls made as
part of a Flurry of Blows


EVASION: Monks are able to escape petentionally deadly situations

- Gained: 1st level

- Use: Automatic

- Bonuses: In situations where a successful Reflex saving throw would
allow others to take half damage, the Monk escapes unscathed


MONK SPEED: Manks gain the ability to move quickly

- Gained: 3rd level

- Use: Automatic

- Bonuses: Monks move faster than other classes and this ability
improves with experience


STILL MIND: Monks gain a +2 competence bonus on saving throws vs. mind-
affecting spells

- Gined: 3rd level

- Use: Automatic


PURITY OF BODY: Monks are immune to common diseases

- Gained: 5th level

- Use: Automatic

- Bonuses: Immune to disease


WHOLENESS OF BODY: The Monk is capable of healing his wounds

- Gained: 7th level

- Use: Selected, once per day

- Bonuses: Restores a number of Hit Points equal to twice the number of
levels the character has in his Monk class


IMPROVED EVASION: The Monk gains a superhuman ability to avoid danger

- Gained: 9th level

- Use: Automatic

- Bonuses: In situations where a successful Reflex saving throw would
allow others to take half damage, the character escapes unscathed on a
successful save and takes only half damage even if saving throw fails


KI STRIKE: When attacking creatures with the damage reduction ability,
the character's unarmed attack is treated as a weapon with an
enhancement bonus

- Gained: 10th level

- Use: Automatic

- Bonuses: Equivilant to a +1 Enhancement bonus at 10th level, a +2
bonus at 13th level, a +3 bonus at 16th level


DIAMOND BODY: Through meditation and control over his body. the
disciplined Monk becomes immune to all natural and most magical poisons

- Gained: 11th level

- Use: Automatic

- Bonuses: Immunity to poison


DIAMOND SOUL: Ki, the spiritual energy that power the Monk, develops
into a force that is capable of repelling all but the most determined
magic attacks

- Gained: 12th level

- Use: Automatic

- Bonuses: Spell resistance equal to the number of level the character
has in the Monk class +10


QUIVERING PALM: Harnessing his Ki, the Monk is able to deliver quick
death with an unarmed strike

- Gained: 15th level

- Use: Once per day

- Bonuses: If the attack succeeds and does damage, the target must make
a Fortitude save (DC 10 + 1/2 the Monk's level + the Monk's Wisdom
Modifier).  Failure results in the targets immedite death


EMPTY BODY: Mastering his Ki can allow the Monk to fade from sight

- Gained: 18th level

- Use: Twice per day

- Bonuses: The Monk gains a 50% concealment bonus


PERFECT SELF: So complete is the Monk's mastery over his body and
spirit that he becomes a supernatural being, able to shrug off ordinary
weapons and many spells

- Gained: 20th level

- Use: Automatic

- Bonuses: Immune to all mind-affecting spells; gains damage reduction
20/+1

-----------------------------------------------------------------------


>>> PALADIN <<<

     Paladins take their adventures seriously, and even a mundane
mission is, in the heart of the Paladin, a personal test - an
oppurtunity to demonstrate bravery,, to learn tactics and to find ways
to do good.  Divine power protects these warriors of virtue, warding
off harm, protecting from disease, healing and guarding against fear.
The Paladin can also direct this power to help others, healing wounds
or curing diseases and also use it to destroy evil.  Experienced
Paladins can smite evil foes and turn away undead.  A Paladin's Wisdom
score should be high, as this determines the maximum spell level that
he can cast.  Many of the Paladin's special abilities also benefit from
a high Charisma score.

- Alignment: Lawful good only

- Hit Die: d10

- Proficiencies: All simple and martial weapons, all armor and shields

- Skill Points: Int Modifier x 4 at 1st level, 2 + Int Modifier each
additional level

- Spellcasting: Paladin Spells.  Divine (Wisdom based, armor related
chance of spell failure is ignored)

- Ex-Paladins: A Paladin that is no longer lawful good cannot gain
levels until he becomes lawful good again

-----

PALADIN SPECIAL ABILITIES:

DIVINE GRACE: Bleesed by her deity, the Paladin gains bonuses to resist
various forms of attack

- Gained: 1st level

- Use: Automatic

- Bonuses: The Paladin adds her positive Charisma bonus, if any, to all
saving throws


DIVINE HEALTH: Most diseases are naturally repelled by the holy power
of the Paladin

- Gained: 1st level

- Use: Automatic

- Bonuses: Immune to disease


LAY ON HANDS: The holy might of the Paladin can be used to heal wounds

- Gained: 1st level

- Use: Once per day

- Bonuses: If the Paladin has a positive Charisma Modifier, then she
can cure a number of Hit Points equal to her Charisma Modifier x
Paladin level


AURA OF COURAGE: The Paladin is immune to all fear spells and effects

- Gained: 2nd level

- Use: Automatic

- Bonuses: Immune to fear


SMITE EVIL: Gathering the might of his patron deity, the Paldin can
unleash a holy attack that devestates evil enemies

- Gained: 2nd level

- Use: Once per day

- Bonuses: The Paladin applies his Charisma Modifier (if positive) to
his next melee attack roll, and adds a damage bonus equal to his
Paladin level.  If the target of this attack is not evil, Smite Evil
has no effect


TURN UNDEAD: When Paladins reach 3rd level, she can channel the might
of her patron deity to scateer or destroy undead

- Gained: 3rd level

- Use: Three times per day, plus the Paladins Charisma Modifier

- Bonuses: The Paladins level and Charisma are used to determine how
many Hit Die of undead are turned.  If the Paladin has twice as many
levels as the undead have Hit Die, the undead are instantly destroyed


REMOVE DISEASE: Her access to the divine allows the Paladin to remove
disease from himself or his companions

- Gained: 3rd level

- Use: Once per day

- Bonuses: As the Cleric spell Remove Disease

-----------------------------------------------------------------------


>>> RANGER <<<

     Rangers are skilled stalkers and hunters who make their home in
the woods.  A Ranger's martial skill is nearly the equal the fighter's,
but angers lack the latter's dedication to the craft of fighting.
Instead, the Ranger focuses his skills and training on a specific enemy
- a type of creature he bears a vengeful grudge against and hunts above
all others.  Rangers often accept the role of protector, aiding those
who live in or travel through the woods.  His skills allow him to move
quietly and stick to the shadows, especially in natural settings, and
he also has special knowledge of certain types of creatures.  Finally,
an experienced Ranger has such a tie to nature that he can actually
draw on natural power to cast Divine spells, much as a Druid does.
Like a Druid, a Ranger is often accompanied by animal companions.  A
Ranger's Wisdom should be high, as this determines the maximum spell
level that he can cast.

- Alignment: Any

- Hit Die: d10

- Proficiencies: All simple and martial weapons, light armor,
 medium armor, shields

- Skill Points: Int Modifier x 4 at 1st level, 4 + Int Modifier each
additional level

- Spellcasting: Divine (Wisdom based, armor-related chance of spell
failure is ignored)

- Prestige Class Tips: Combined with Wizard or Sorcerer levels, the
Ranger makes the perfect Arcane Archer

-----

RANGER SPECIAL ABILITIES:

TRACKLESS STEP: Rangers move stealthily through wooded areas.

- Gained: 1st level

- Use: Automatic

- Bonuses: The Ranger gains a +4 competence bonus to Hide and Move
Silently checks when in outdoor areas


FAVORED ENEMY: Rangers study their enemies and develop a keen
understanding of the weaknesses of various creatures.

- Gained: 1st level and every 5 levels thereafter

- Use: Automatic

- Bonuses: Rangers gain a +1 bonus to Listen, Spot and Taunt checks
against their favored enemy, as well as a +1 bonus to any physical
damage dealt to the enemy.  These bonuses improve by +1 every five
levels.


DUAL WIELD: Rangers can fight using two weapons while wearing light
armor or less.

- Gained: 1st level

- Use: Selected

- Bonuses: Dual Wield simulates the Ambidexterity and Two-Weapon
Fighting feats

- Note: Dual Wield does not count as Ambidexterity and Two-Weapon
Fighting when used to qualify for Improved Two-Weapon fighting.  In
other words, you can't be a Ranger for just one level and then qualify
for Improved Two-Weapon Fighting once your base attack bonus reaches
+9.


BONUS FEATS: Rangers automatically gain the Improved-Two Weapon
Fighting feat at 9th level.


ANIMAL COMPANION: Rangers may summon a stalwart animal companion.

- Gained: 6th level

- Use: Once per day, until killed or unsummoned

- Bonuses: Animal companions may be changed with each new Ranger class
level

-----------------------------------------------------------------------


>>> ROGUE <<<

     Rogues have little in common with each other.  While some - maybe
even the majority - are stealthy thieves, many serve as scouts, spies,
investigators, dimplomats or simple thugs.  Rogues are versatile,
adaptable, and skilled at getting what other's don't want them to get.
While not equal to a Fighter, a Rogue knows how to hit where it hurts,
and a sneak attack can dish out a lot of damage.  Rogues also seem to
have a sixth sense when it comes to avoiding danger.  Experienced
Rogues develop nearly magical powers and skills as they master the arts
of stealth, evasion and sneak attacks.  In addition, while not capable
of casting spells, a Rogue can sometimes "fake it" well enough to cast
spells from scrolls, activate wands and use just about any other magic
item.

- Alignment: Any

- Hit Die: d6

- Proficiencies: Club, Dagger, Dart, Light Crossbow, Handaxe, Heavy
Crossbow, Mace, Morningstar, Rapier, Shortbow, Short Sword, Sling,
Quarterstaff, Light Armor

- Skill Points: Int Modifer x 4 at 1st level, 8 + Int Modifier each
additional level

- Prestige Class Tips: Rogues make effective Assassins and
Shadowdancers

-----

ROGUE SPECIAL ABILITIES:

SNEAK ATTACK: Rogues study the weaknesses of their opponents and are
capable of capitalizing on this knowledge with their deadly sneak
attacks.

- Gained: 1st level

- Use: Automatic

- Bonuses: Whenever the Rogue makes a successful melee or ranged attack
against an opponent that is flat-footed OR cannot see the character
(i.e., character is in Stealth Mode, or invisible), OR has its back
facing the character AND the target is in combat against another
opponent, the Rogue's blow deals extra damage (+1d6 at 1st level, and
an additional +1d6 every two levels thereafter).  This extra damage is
not multiplied in the case of a critical hit.

- Special: The construct and undead monster types are immune to sneak
attacks, as are any creatures that are immune to critical hits


EVASION: Rogues are able to escape potentially dangerous situations

- Gained: 2nd level

- Use: Automatic

- Bonuses: In situations where a successful Reflex saving throw would
allow others to take only half damage, a Rogue escapes unscathed


UNCANNY DODGE: Rogues are quick on their feet and can react more
quickly to danger than others.  This ability improves as the Rogue
gains levels.

- Gained: Level 3:  Retain Dex bonus to AC, even if flat-footed
          Level 6:  +1 to Reflex saving throws made to avoid traps
          Level 11: +2 to Reflex saving throws made to avoid traps
          Level 14: +3 to Reflex saving throws made to avoid traps
          Level 17: +4 to Reflex saving throws made to avoid traps
          Level 20: +5 to Reflex saving throws made to avoid traps

- Use: Automatic


ROGUE SPECIAL FEATS: On achieving 10th-level and every three levels
thereafter, the Rogue can choose a special feat from the following
list:

- CRIPPLING STRIKE: Any successful sneak attack automatically deals two
points of Strength ability damage to the target.

- OPPORTUNIST: The Rogue automatically gains a +4 Competence bonus to
attack rolls when making an attack of oppurtunity.

- SKILL MASTERY: The Rogue can take 20 whenever using the Disable Trap,
Open Lock, or Set Traps skills, even if in combat.

- SLIPPERY MIND: If the Rogue fails his save against a mind-affecting
spell, he makes an automatic reroll.

- IMPROVED EVASION: In situations where a success ful Reflex saving
throw would allow others to take only half damage, the Rogue escapes
unscathed on a successful roll and takes only half damage even if the
saving throw fails.

- DEFENSIVE ROLL: Once per day, if the Rogue is struck by a potentially
lethal blow (damage that would normally drop him below 1 HP), he can
make a Reflex saving throw (DC = damage dealt).  If successful, he
takes only half damage from the blow (which may still be enough to kill
him).  If caught flat-footed, the Rogue may not make a Defensive Roll.

-----------------------------------------------------------------------


>>> SORCERER <<<

     Sorcerers are arcane spellcasters who manipulate magic energy with
imagination and talent rather than studious discipline.  They have no
books, no mentors, no theories - just raw power that they dirct at
will.  Sorcerers know fewer spells than Wizards, and aquire them more
slowly, but they can cast individual spells more often and have no need
to prepare their incantations ahead of time.  Also unlike Wizards,
Sorcerers cannot specialize in a school of magic.  Since Sorcerers gain
their powers without undergoing the years of rigorous study that
Wizards go through, they have more time to learn fighting skills and
are proficient with simple weapons.  A sorcerer can call a Familiar, a
small, magical, animal companion that serves him.  Charisma is very
important for Sorcerers, the higher the value in this ability, the
higher the spell level he can cast.

- Alignment: Any

- Hit Die: d4

- Proficiencies: All simple weapons, no armor or shields

- Skill Points: Int Modifier x 4 at 1st level, 2 + Int Modifer each
additional level

- Spellcasting: Arcane (Charisma-based, no need for preparation, armor-
related chance of spell failure is a factor)

- Prestige Class Tips: Sorcerers are ideally suited to becoming Dragon
Disciples and Pale Masters

-----

SORCERER SPECIAL ABILITIES:


SUMMON FAMILIAR: Able to summon a small creature to assist in combat or
scouting.

- Gained: 1st level

- Use: Once per day

- Bonuses: If the Familiar dies, the Sorcerer loses 1d6 HP, but can
summon the Familiar again the next day

-----------------------------------------------------------------------


>>> WIZARD <<<

     Wizards are arcane spellcasters who depend on intensive study to
create their magic.  To Wizards, magic is not a talen but a difficult,
rewarding art.  When they are prepared for battle, Wizards can use
their spells to devestating effect.  When caught by surprise, they are
vulnerable.  The Wizard's strength is his spells; everything else is
secondary.  He learns new spells as he experiments and grown is
experience and he can also learn from other Wizards.  In addition, over
time a Wizard learns to manipulate their spells so they go farther,
work better, or are improved is some other way.  A Wizard can call a
Familiar, a small, magical, animal companion that serves him.  With
high Intelligence, Wizards are capable of casting very high-level
spells.

- Alignment: Any

- Hit Die: d4

- Proficiencies: Club, Dagger, Light Crossbow, Heavy Crossbow,
Quarterstaff, no armor or shields

- Skill Points: 4 x Int Modifier at 1st level; 2 + Int Modifier each
additional level

- Spellcasting: Arcane (Intelligence-based, requires preparation,
armor-related chance of spell failure is a factor); Wizards begin the
game knowing all Cantrips and four 1st-level spells

- Prestige Class Tips: The Pale Master is a strong prestige class that
builds upon the Wizard's magical abilities

-----

WIZARD SPECIAL ABILITIES:


SUMMON FAMILIAR: Able to summon a small creature to assist in combat or
scouting.

- Gained: 1st level

- Use: Once per day

- Bonuses: If the Familiar dies, the Sorcerer loses 1d6 HP, but can
summon the Familiar again the next day


WIZARD BONUS FEATS: Every five levels, the Wizard may select a bonus
feat from the Metamagic Feat list.  This bonus feat is in addition to
the feats every character gains for advancing in character level.

================================================================= #7 ==

----------------------------
* 7) MULTICLASS CHARACTERS *
----------------------------


>>> MULTICLASS CHARACTERS <<<

     Characters begin with one class but as they gain experience you
may choose to take on a second or even third class.  This is called
multiclassing and makes the Neverwinter Nights game system extremely
flexible.  A Wizard, for example, might study as a Fighter for several
levels and become a Wizard/Fighter.  Adding the Fighter class grants
proficiency in simple and martial weapons, better Fortitude saving
throws and so on, but it also means that as a Wizard the character
would not be quite as advanced, having spent his experience to buy a
new class instead.  In Neverwinter Nights a character can add a new
class after he has reached 2nd level in his first class.  Characters
can be a maximum of three classes.

-----------------------------------------------------------------------


>>> CHARACTER LEVEL VS. CLASS LEVEL <<<

     The cost of raising a level is based on the overall "character
level," not individual "class levels."  Character level is the total
level of the character, the sum of all of his class levels.  A 10th-
level Fighter and a 5th-level Rogue/5th-level Wizard both have 10
character levels.

     Character level is used to determine when feats and ability score
bonuses are gained, and it is the character level that sets the XP cost
for gaining a level.  For example, a 10th-level Fighter/2nd-level
Cleric requires the same amount of XP to raise his Fighter class to
level 11 as he would to raise his Cleric class to level 3.

     A multiclass character gains Hit Die from each class as he gains
levels, and the individual bonuses of each class for base attack and
saving throws are cumulative.  Also the character retains and can
access skills from all his classes.  When a multiclass gains a level in
a class, he spends that level's skill points as a member of that class.
Feats are received evey three character levels, regardless of
individual class level, while ability increases are received every
four.

     NOTE: Some class features don't work well with skills or class
features of other classes.  For example, although Rogues are proficient
with light armor, a Rogue/Wizard still suffers spell failure chances if
wearing armor.

-----------------------------------------------------------------------


>>> MULTICLASS EXPERIENCE <<<

     If your multiclass character's classes are nearly the same level
(all within 1 level of eachother), then he can balance the needs of his
classes.  Your multiclass character suffers a -20% XP penalty for each
class that is not within 1 level of his most experienced class.  These
penalties apply from the moment the character adds a class or raises a
class's level too high.  For instance, a 4th-level Wizard/3rd-level
Rogue gets no penalty, but if that character raises his Wizard level to
5th then he receives the -20% XP penalty from that point on until his
levels are nearly even again.

     RACE AND MULTICLASS XP:  A racially favored class does not count
against the character for purpose of the -20% XP penalty.  For example,
an 11th-level Gnome character (a 9th-level Rogue/2nd-level Illusionist)
suffers no XP penalty because he has only one non-favored class (Wizard
is favored for Gnomes).  Suppose then he achieves 12th-level and adds a
level of Fighter to his classes, becoming a 9th-level Rogue/2nd-level
Illusionist/1st-level Fighter.  He suffers a -20% XP penalty on future
XP he earns because his Fighter class is so much lower than his Rogue
level.

     A Dwarven 7th-level Fighter/2nd-level Cleric suffers no penalty,
nor does he when he adds 1st-level Rogue to his classes since his
Cleric and Rogue classes are only one level apart, and Fighter is a
favored class for Dwarves.

     A Human or Half-Elf's highest-level class is always considered his
or her favored class for purposes of the multiclass penalty.

-----------------------------------------------------------------------


>>> MULTICLASS RESTRICTIONS <<<

     A character cannot multiclass if doing so would present an
alignment conflict.  For example, a character cannot be a
Druid/Paladin, as a Druid must remain neutral and a Paladin must be
lawful good.

     Likewise, a character cannot continue to gain levels in a class
that he no longer has the appropriate alignment for.  For example, a
Barbarian whose alignment becomes lawful neutral can no longer gain
levels as a Barbarian until his alignment becomes nonlawful again.

-----------------------------------------------------------------------


>>> ALIGNMENT SHIFT <<<

     If your character acts outside of what would be appropriate for
his or her alignment those actions can cause a shift in alignment, from
good to evil, lawful to chaotic, and so on.  The severity of the shift
varies with the deed and can sometimes have extreme consequences.  For
example, if a Paladin performs an overtly evil or chaotic act which
changes his or her alignment from lawful good, he or she will no longer
be a Paladin.

     Most out-of-character actions only create slight shifts in
alignment.  A good character can have a bad day and threaten to rough
up a shopkeeper with little consequence (don't make a habit of it and
threaten all people you talk to or your alignment WILL shift to
chaotic).  If, however, that good character acts on the threat and
kills the clerk then a significant shift toward evil will occur.  Good-
aligned characters will take a bigger alignment hit from performing an
evil act than a neutral character.  Likewise, for evil-aligned
characters who perform good deeds.


================================================================ #8 ==

-------------
* 8) SKILLS *
-------------


     Skills represent the individual areas of practical knowledge
possessed by a character.  These are in addition to the base abilities
of the character's class and race, and serves to further customize and
differntciate one character from others of the same class or race.


>>> SKILL CHECHS<<<

     A skill check is made when your character applies a skill to a
task.  This roll is made with a d20, plus any skill ranks and ability
modifiers.  The skill check is successful if it equals or exceeds the
Difficulty Class (DC) of the task.  DC can either be the static
property of an object, such as a trap, or it may be determined by the
skill check result of another character.  This last type of skill check
is also called an opposed test, since you are opposing another
character's skill check.

     Several miscellaneous modifiers can also apply to a skill check,
including racial abilities, feats, armor check penalties, and spell
effects.  In every case these modifiers are grouped together and added
to a d20 roll, as shown here: Skill Check = d20 + skill ranks +
miscellaneous modifiers.

     NOTE: Because of DC and skill rank modifiers, a natural "1" is not
always a failure, and a natural "20" is not always a success.  For
example, a moderately skilled Rogue might have 6 ranks in Pick Pocket
and a Dexterity bonus of +3, for a total Pick Pocket modifier of +9.
Given that a plain container only has a DC of 10, if there were no
extenuating circumstances it would be immpossible for the character to
fail such a simple task, as the lowest he could roll would be 1 + 9=10
(success).  However, picking the pocket of a hostile creature has a DC
of 30, and the highest he could roll with no additional modifiers woul
be 20 + 9=29 (failure).


>>> RANKS <<<

     Skill ranks are purchased with skill points, which are awarded
both at Character Creation and with each new class level.  Every skill
has a rank, from 0 (no training) to 23 (maximum ranks for a 20th level
character).  Ranks are added into every check made with the skill, so
the more ranks a character has, the better his skill checks will be.


>>> CLASS SKILLS <<<

     Class skills represent skills that fall within the expertise and
training of a given class.  Each skill point spent on a class skill
adds 1 rank in the skill.  The maximum rank in any class skill is
character level +3.


>>> CROSS-CLASS SKILLS <<<

     Cross-class skills represent skills that a given class has little
experience with or that fall outside their expertise.  Each skill point
spent on a cross-class skill adds a half rank in that skill.  The
maximum rank in any cross-class skill is equal to (character level
+3)/2, or half that of his class skill.  Half ranks do not improve a
skill check, but two half ranks add up to one full rank.


>>> EXCLUSIVE SKILLS <<<

     Some skills are exclusive to a given class, and represent skills
that can only be learned by members of the given class.  For the
purpose of skill points and maximum ranks, exclusive skills are treated
as class skills.


>>> SKILL SYNERGY <<<

     Some skills work well togrther.  In general, having five or more
ranks in one of these skills grants a +2 Synergy bonus on skill checks
with the corresponding skill, as noted in the skill description.
Disable Traps and Set Traps have a synergistic relationship.


>>> TYPES OF SKILL CHECKS <<<

     UNTRAINED CHECKS: Some skills allow a character to attempt skill
checks with 0 ranks in the skill.  If a skill allows untrained checks,
this will be indicated in the skill description.

     OPPOSED CHECKS: Opposed checks are made against the skill check
result of another character.  For example, to sneak up behind a guard,
a character needs to beat the guard's Listen check result with his Move
Silently check result.  As he approaches, the game makes a Move
Silently check for the sneaking character, and a Listen check for the
guard.  Whichever character's skill check is higherwins the contest.
In the case of a tie, both checks are re-rolled until a winner is
determined.

     DIFFICULTY CLASS: Many checks are made against a task's DC.  The
DC is a target for character skill checks.  These are set by Bio Ware,
or in some cases by a module designer.  For example, a certain type of
trap kit may have a DC of 15.  To set the trap, the character must get
a result of 15 or better on a Set Traps skill check.  Note that certain
circumstances may modify a character's skill modifier (armor penalties
and the like), while others may modify the DC of the task (the trap may
be faulty).

     TAKING 20: Outside of combat, all skill checks are made as if the
character had "Taken 20," or rolled a natural 20 on his skill check.
This means that no roll is made; the skill modifier is simply added to
20 to determine the check result,  In combat rolls are made as normal.


>>> SKILLS LIST <<<

     There are a wide array of skills in Neverwinter Nights, far too
many for any one character to master.  With that in mind, you should
focus your character on skills that best accent his capabilities and
role.


DETECT MODE
-----------
The Listen, Spot, and Search skills are part of the Detect modal action
and, when active, it reduces the normal movement rates and makes the
character perform active Search, Spot and Listen checks.


STEALTH MODE
------------
The Hide and Move Silently skills are part of the Stealth modal action.
Select the "Stealth" option from the "Special Abilities" heading in the
Radial Menu.  Characters automatically enter Stealth mode when they
become invisible.  Characters in Stealth mode move more slowly than
others.


ANIMAL EMPATHY
--------------
A successful check allows a character to charm or dominate certain
creatures.

- Ability: Charisma
- Classes: Druid or Ranger
- Untrained: No
- Check: Animals and dire animals have a DC of 20 + the creature's HD.
For beasts and magical beasts, the DC is 24 + the creature's HD.  If
the check succeeds, the creature is charmed, or, if the check exceeds
the DC by 6 or greater, the creature is dominated.  Dominated creatures
can be commanded as henchmen.
- Special: If the character fails his or her check by five or more, the
creature will become hostile
- Use: Select this skill and then select the target creature.  The
creature will remain charmed or dominated for one round per level of
the character using the skill.


CONCENTRATION
-------------
Concentration checks are made whenever a character is distracted during
the act of casting a spell.  It is also used to avoid the effects of a
Taunt skill.

- Ability: Constitution
- Classes: All
- Untrained: Yes
- Check: The DC is equal to 10 plus the damage received plus the level
of the spell you're trying to cast.  The caster receives a -4 penalty
to the check if casting within three meters of the enemy.
- Use: Automatic


DISABLE TRAP
------------
This skill allows the character to perform a variety of actions on a
trap.

- Ability: Intelligence
- Classes: All
- Untrained: No
- Check: There are four progressively difficult actions that a
character may perform on a trap; the base DC is determined by the
difficulty rating of the trap and the difficulty of the action.
Disable Trap can be used to: examine the trap to determine the
difficulty is disarming it (base DC -7), flag the trap so that other
party members know to avoid the trap (base DC -5), recover the trap
(base DC +10), or disarm it (base DC).
- Special: Only Rogues may disarm traps with a DC of 35 or greater.
With 5 or more ranks in Set Traps a character gains a +2 synergy bonus
on Disable Trap checks.
- Uses: Assess, Flag, Disarm, and Recover are Radial Menu options off
of a detected trap.


DISCIPLINE
----------
A successful check allows the character to resist the effects of any
combat feats (Disarm, Called Shot or Knockdown).

- Ability: Strength
- Classes: All
- Untrained: Yes
- Check: The DC is equal to the attacker's attack roll
- Use: Automatic


HEAL
----
With this skill a character can heal HP and cure poisons and diseases
with a healing kit.

- Ability: Wisdom
- Classes: All
- Untrained: Yes
- Check: Must beat the poison or disease DC.  If successful, the target
is cured, and is healed with a number of HP equal to the skill roll
plus all modifiers.  If the target suffers from no poisons or diseases,
it is still healed of damage.
- Use: Use healing kit on wounded character.


HIDE
----
Allows a character to hide from enemies.

- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: When hidden, a roll is made against an opposing creature's
Spot check, applying any penalties your character might receive from
wearing armor.  Success means that the opposing creature remains
unaware as he passes or your character approaches.  Characters may not
attempt a Hide check if they are within the line of sight on any
intelligent non-party member.
- Special: Hide and Move Silently are combined into a singal modal
Stealth action.  Movement in Stealth mode is slower than the normal
rate.  Wearing armor or using a torch inhibits this ability, but low
light can provide a bonus.  A character is harder to spot if standing
still and or/if small.
- Use: Stealth Mode


LISTEN
------
Alerts a charatcer to nearby hidden creatures.

- Ability: Wisdom
- Classes: All
- Untrained: Yes
- Check: Listen detects hidden creatures by opposing their Move
Silently check.  A successful check renders the hidden creature visible
and able to be targeted by the listener.
- Special: Standing still provides a +5 bonus to a Listen check. A
character with the Alertness Feat gains a +2 synergy bonus on Listen
checks.  Rangers gain a bonus when listening against a favored enemy.
Elves, Gnomes and Halflings gain a +2 racial bonus to Listen checks.
Half-elves receive a +1 racial bonus.
- Use: Detect Mode


LORE
----
Allows a character to identify unknown magic items.

- Ability: Intelligence
- Classes: All
- Untrained: Yes
- Check: A roll against the unidentified item's value to determine
magical properties that the item may possess.
- Special: Bard's are able to identify items easier than other classes.
Various spells and items can also give a character a bonus to their
Lore skill.
- Use: Automatic every time the player examines an item.


MOVE SILENTLY
-------------
The character may sneak quietly past an enemy.

- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: The DC is the opposing creature's Listen check.  If you are
successful the opposing creature remains unaware as your character
moves.
- Special: Hide and Move Silently are combined into a single modal
Stealth action.  Movement in Stealth mode is slower than the normal
rate.  Wearing armor inhibits this ability, but low light can provide a
bonus.
- Use: Stealth Mode


OPEN LOCK
---------
Allows the character to open locked doors and containers.

- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the lock's difficulty rating.  A
successful check will open the lock.
- Special: Thieves' Tools, if used, provide various bonuses to a
character's Open Lock attempt, but are destroyed in the attempt whether
successful or not.
- Use: Target a locked object and select "Unlock" from the Radial Menu.


PARRY
-----
Parry blocks incoming attacks and ocassionally allows for impressive
counterattacks.  The skill allows the character the oppurtunity to opt
for total defense during melee combat.

- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: The DC is the modified attack roll of the incoming blow.  A
succussful parry means that the attack does not damage the parrying
character.  A character may only parry a number of attacks equal to the
number of attacks available to the character.
- Special: If the Parry is succesful and the difference between the
roll and the DC is ten points or greater, a counterattack occurs, which
is a bonus attack made by the character parrying against the parried
opponent.
- Use: Select the Parry mode.  The character will remained in Parry
mode until the mode is exited.


PERFORM
-------
A Bard using Perform can perform the Bardsong, which improves their
alliy's ability to fight in combat and withstand mind-affecting
enemies.  Perform is essential for any Bard who wants to use Bardsong.

- Ability: Charisma
- Classes: Bard
- Untrained: Yes
- Check: None.  The higher the rank in this skill, the better the
Bardsong.
- Use: Select the skill and it will affect a 30 foot radius of allies
around the singer


PERSUADE
--------
The character has the option to persuade others to reveal additional
information about plots or to give bonus treasure.

- Ability: Charisma
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the NPC being spoken to.
- Special: The diplomacy skill wasbroken in two skills, Persuade and
Taunt
- Use: Used in conversation


PICK POCKET
-----------
The character can steal items from another's backpack.

- Ability: Dexterity
- Classes: All
- Untrained: No
- Check: There are two steps to picking pockets.  First the item must
be aquired and then the targeted creature must not notice the theft.
To steal the item, the base DC from a neutral or tolerant creature is
20, and a hostile creature is 30.  This roll is affected by armor check
penalties.  The targeted creature makes an opposed Spot check vs. the
Pick Pocket check of your character.  Hostile creatures gain a +10
bonus to their Spot checks against Pick Pocket.  If the opposed roll
succeeds, they have detected your character's attempt to steal.  An NPC
who detects the attempt will become hostile, whereas a PC will be
informed that you have attempted to Pick Pocket from them.  If,
however, both checks succeed for your character, then he or she
successfully managed to steal the item without being detected.
- Use: Select skill, then select valid target


SEARCH
------
Gives characters the ability to spot traps.

- Ability: Intelligence
- Classes: All
- Untrained: Yes
- Check: Detecting a trap requires a roll against a DC comprised of the
setter's Set Trap skill, plus the strength of the trap.  Only Rogues
may detect traps with a DC greater than 35.
- Special: The search range is 5 ft. if passively searching, 10 ft. if
actively searching.  Elves and Dwarves receive a +2 racial bonus to
their Search checks.  Half-elves receive a +1 racial bonus.


SET TRAP
--------
The character may place Trap Kits.

- Ability: Dexterity
- Classes: All
- Untrained: No
- Check: A roll is made for success when a Trap Kit is used from your
inventory.  The DC of the task is determined by the power of the trap.
- Special: Five or more ranks in Disable Traps grants a +2 synergy
bonus to Set Trap checks.  Any party members will be able to see traps
that your character has set.
- Spectacular Failure: If you fail by 10 or more, it triggers the trap
in the attempt to set it.  This can only occur if you are in combat
when trying to set a trap.
- Use: Use a Trap Kit from your inventory.  An icon visible to you and
your party will appear on the ground to represent the trap.


SPELLCRAFT
----------
The character can identify spells and perform counterspells.

- Ability: Intelligence
- Classes: All
- Untrained: No
- Check: A successful Spellcraft check means that your character has
identified a spell being cast by an opponent.  The DC of this check is
equal to 15 plus the level of the spell.  The character also gains a +1
bonus for every 5 ranks in this skill to all saving throws against
spells.
- Special: A specialist Wizard gets a +2 bonus when dealing with a
spell from his specialized school.  As well, a successful Spellcraft
check is required before your character can attempt to counterspell.
The specialist Wizard suffers a -5 penalty when dealing with a spell or
effect from a prohibited school.
- Use: Spellcraft checks are made automatically anytime a spell is cast
nearby


SPOT
----
The character can reveal hidden creatures.

- Ability: Wisdom
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the Hide check of the hidden creature.
- Special: The Alertness feat grants a +2 synergy bonus on Spot checks.
Rangers receive a bonus on Spot checks against their favored enemy.
Elves receive a +2 racial bonus on Spot checks, and Half-elves receive
a +1 racial bonus.
- Use: Detect Mode


TAUNT
-----
The character can provoke an enemy into dropping his guard for a short
time.

- Ability: Charisma
- Classes: All
- Untrained: Yes
- Check: The DC is a Concentration check made by the target against the
character's Taunt skill roll.  It is considered an attack.  If the
Taunt is successful, the opponent suffers an AC penalty equal to the
difference between the Taunt roll and the defender's roll (to a maximum
of a -6 penalty) for five rounds.  The target will also suffer a 30%
chance of spell failure, if they don't resist the Taunt.
- Special: Taunt penalties are not cumulative.  The Diplomacy skill was
broken in two skills, Persuade and Taunt.
- Use: Select skill and then target creature


USE MAGIC DEVICE
----------------
The character can use the abilities of a magic item as if he had the
requisite class, race, or alignment to do so,

- Ability: Charisma
- Classes: Bard and Rogue
- Untrained: No
- Check: The DC of the task is determined by the value of the item, if
the character is trying to use an item restricted to a specific class.
If the character is trying to emulate a specific race, the DC is
increased by 5.  If trying to emulate a specific alignment then the DC
is increased by 10.
- Use: Automatically applied whenever a character attempts to use or
equip a magic item that they would normally could not use or equip.


================================================================= #9 ==

-------------
* 9) FEATS *
-------------


     A feat is a special feature that either gives your character a new
capability or improves one he or she already has.  Feats are more like
innate abilities than skills and, as such, have no ranks or
progression.  A character either has the feat or he does not.

     Feats are chosen as they become available, beginning with one at
character creation.  A new feat is gained with every three character
levels thereafter (3rd, 6th, 9th, 12th, 15th, 18th).  Fighters and
Wizards gain extra class-related feats.  Human characters receive a
bonus feat at 1st level.

     Some feats have prequisites, and your character must have the
listed ability score, feat, skill or base attack bonus in order to
select or use them.  There are also different kinds of Feats.  General
Feats have no special rules governing them as a group.  Metamagic Feats
allow a spellcaster to prepare and cast a spell with greater effect,
but at a higher level than it actually is.  Class-specific feats are
only available of the specified class - Clerics or Paladins in the case
of Extra Turning, or Fighters in the case of Weapon Specialization.


>>> NOTE ON METAMAGIC FEATS <<<

     It is during preperation that a Wizard or Divine spellcaster
chooses which spells to prepare with a Metamagic Feat (and thus at a
higher level than normal).  In terms of the screen, this means that the
"Known Spells" pane of the spellbook actually has a number of tabs
indicating which spells can be prepared at this level with one of the
given Metamagic Feats.  Aside from the "Known Spells" tab, there is one
tab for each Metamagic Feat the caster has aquired.

     Sorcerers and Bards choose when they cast their spells and whether
to use a Metamagic Feat to improve them.  As with other spellcasters,
the improved spell is cast as if it were higher level.  Sorcerers and
Bards will be presented with a "Metamagic Feat" option off of their
"Spellcasting" Radial Menu and will cast any spells enhanced with
metamagic through that method.  Metamagic enhanced spells can still be
placed in the quickbar.

     In all ways, a metamagic spell operates at its origional level,
even though it is prepared and cast as a higher-level spell.  Saving
throw modifications are not changed (unless stated otherwise in the
feats description).  The modifications made by these feats only apply
to spells cast directly by the Feat user.  A spellcaster can't use a
Metamagic Feat to alter a spell being cast from a Wand, Scroll or other
device.

     Metamagic Feats cannot be used for all spells.  See the specific
Feat descriptions for the spells that a particular Feat can't modify.
Metamagic Feats cannot be stacked, meaning that only one type of
metamagic alteration can be active on a single spell, though different
spells could be prepared with different Metamagic Feats.

     There are many Feats in Neverwinter Nights and no character can
possibly choose to learn them all.  With that in mind, you should focus
your character on Feats that enhance his abilities and role.  Here's a
chart of Feats by type:

 ----------------------------------------------------------------
|COMBAT      | ACTIVE       | DEFENSIVE     | MAGICAL  |         |
|FEATS       | COMBAT FEATS | FEATS         | FEATS    | OTHER   |
|------------|--------------|---------------|----------|---------|
| Ambi-      | Called Shot  | Armor (heavy) | Combat   |Alertness|
| Dexterity  |              | Proficiency   | Casting  |         |
|------------|--------------|---------------|----------|---------|
| Cleave     | Disarm       | Armor (light) | Empower  | Extra   |
|            |              | Proficiency   | Spell    | Turning |
|------------|--------------|--------------------------|---------|
| Improved   | Improved     | Armor (medium)| Extend   | Skill   |
| Critical   | Disarm       | Proficiency   | Spell    | Focus   |
|------------|--------------|---------------|----------|---------|
| Improved   | Improved     | Deflect       | Maximize |         |
| Parry      | Knockdown    | Arrows        | Spell    |         |
|------------|--------------|---------------|----------|---------|
| Improved 2 |Improved Power| Dodge         | Quicken  |         |
|Weapon Fighting|    Attack |               | Spell    |         |
|------------|--------------|---------------|----------|---------|
|Improved un-| Knockdown    | Great         | Silent   |         |
|armed strike|              | Fortitude     | Spell    |         |
|------------|--------------|---------------|----------|---------|
| Point Blank| Power        | Iron Will     | Spell    |         |
|    Shot    | Attack       |               | Focus    |         |
|------------|--------------|---------------|----------|---------|
| Two-Weapon | Rapid Shot   | Lightning     | Spell    |         |
| Fighting   |              | Reflexes      | Penetration        |
 ---------------------------|---------------|----------|---------|
| Weapon     |              |               | Still    |         |
| Finesse    |              | Mobility      | Spell    |         |
 ------------|--------------|---------------|----------|---------|
| Weapon     |              |               |          |         |
| Specialization            |               |          |         |
|------------|--------------|---------------|----------|---------|
| All Weapon |              |               |          |         |
| Proficiencies             |               |          |         |
 ----------------------------------------------------------------

>>> Note: I copied the feats list out of the instruction manual for
Neverwinter Nights Gold Edition (which includes Shadows of Underntide)
and you may find a couple of feats in this list not available in the
origional Neverwinter Nights *IF* you don't have any expansion packs
installed for it.  I tried my best not to let this happen, if you do
happen to browse a feat not in the origional game, please e-mail me and
let me know so I can take it off of this list.  I know a couple of the
special class feats aren't in this list either, they will be ASAP.


ALERTNESS
---------
+2 bonus to Spot and Listen checks due to finely tuned senses.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


AMBIDEXTERITY
-------------
When two-weapon fighting, this feat reduces the penalty of the off-hand
weapon by 4.

- Type of Feat: General
- Prerequisite: Dex 15+
- Required For: Improved Two-Weapon Fighting feat
- Use: Used automatically when two-weapon fighting.  Rangers
automatically receive this feat at level 1


ARCANE DEFENSE
--------------
Character gains a +2 bonus to saving throws versus the chosen school of
magic.

- Type of Feat: General
- Prerequisite: Spell focus in the chosen school
- Use: Automatic


ARMOR PROFICIENCY HEAVY
-----------------------
Character is able to make effective use of heavy armor.

- Type of Feat: General
- Prerequisites: Armor Proficiency (Light) and Armor Proficiency
(Medium).
- Use: Automatic. Fighters, Paladins, and Clerics automatically receive
this feat


ARMOR PROFICIENCY MEDIUM
------------------------
Character is able to make effective use of medium armor.

- Type of Feat: General
- Prerequisite: Armor Proficiency (Light)
- Required for: Armor Proficiency (Heavy)
- Use: Automatic.  All classes except Monks, Rogues, Sorcerers and
Wizards receive feat automatically.


ARMOR PROFICIENCY LIGHT
-----------------------
Character is able to make effective use of light armor.

- Type of Feat: General
- Required for: Armor Proficiency (Medium)
- Use: Automatic.  All classes except Monks, Sorcerers, and Wizards
receive this feat automatically.


BLIND FIGHT
-----------
This feat grants the character the ability to fight well if blinded or
against invisible creatures.  The character gets to roll her miss
chance perecentile to see if her attack actually hits.  As well,
invisible creatures get no bonus to hit the character in melee.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


BLOODED
-------
Character gains a +2 bonus to initiative and a +2 bonus to Spot checks.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


BULLHEADED
----------
Character gains a +2 bonus to resist Taunts and a +1 bonus to Will
saving throws.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


CALLED SHOT
-----------
Grants the ability to make a potentially disabling attack against an
opponent's arms or legs.  Called shots are made at a -4 penalty.
Called shots must overcome the target's Discipline skill check, and, if
successful will damage the target based on the location of the called
shot.  A called shot against the legs will reduce the opponent's
movement rate by 20% and give them a -2 cumulative penalty to their
Dexterity.  A called shot against the arms will apply a cumulative -2
penalty to the creature's attack rolls.  Successful called shots last
for four rounds.

- Type of Feat: General
- Prerequisite: Base attack bonus of +1 or higher
- Use: Automatic.  Manks automatically receive this feat at 1st level.


CIRCLE KICK
-----------
If the character succeeds in hitting an opponent with an unarmed
attack, that character gets an additional free attack against another
nearby enemy.  There is a maximum of one free attack per round.

- Type of Feat: General
- Prerequisite: Base attack bonus +3, Dexterity 15+, Improved Unarmed
Strike
- Use: Automatic


CLEAVE
------
If a character with this feat kills an opponent in melee combat, he
gets a free attack against any opponent who is within melee attack
range.

- Type of Feat: General
- Prerequisite: Str 13+, Power Attack feat
- Use: Automatic.  Manks automatically receive this feat at 1st level.


COMBAT CASTING
--------------
Character is adept at casting spells in combat, removing the standard -
4 penalty to Concentration checks when within three meters of enemy.

- Type of Feat: General
- Prerequisite: Ability to cast 1st-level spells
- Use: Automatic


COURTEOUS MAGOCRACY
-------------------
Character gains a +2 bonus to Lore checks and Spellcraft checks.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


DEFLECT ARROWS
--------------
Character can attempt to deflect one incoming missle attacks per round
(Reflex save made against DC 20).

- Type of Feat: General
- Prerequisite: Dex 13+, Improved Unarmed Strike
- Use: Automatic if not caught flat-footed.  Manks automatically
receive this feat at level 2.


DIRTY FIGHTING
--------------
The character knows brutal and effective fighting tactics.  By
sacrificing all other attacks during the round, the character can elect
to perform a Dirty Fighting move, which will deal an extra 1d4 points
of damage.  This mode cannot be used with the Power Attack feat.

- Type of Feat: General
- Prerequisite: Base attack bonus +2
- Use: Automatic


DISARM
------
The character can attempt to disarm an opponent in melee combat.
Attempting a disarm applies a -6 penalty to the character's attack
roll, and the combatant with the larger weapon gains a +4 bonus per
size category of difference.  A successful hit deals normal damage and,
if the opponent fails a Discipline check, then the weapon flies from
the opponent's hands.

- Type of Feat: General
- Prerequisite: Int 13+
- Required for: Improved Disarm
- Use: Selected.  A disarm attempt provokes an attack of oppurtunity.


DIVINE MIGHT
------------
Up to three times per day, the character may add his Charisma bonus to
all weapon damage for a number of rounds equal to the Charisma bonus.

- Type of Feat: General
- Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack
- Use: Selected


DIVINE SHIELD
-------------
Up to three times per day, the character may add his Charisma bonus to
his Armor Class for a number of rounds equal to the Charisma bonus.

- Type of Feat: General
- Prerequisite: Turn Undead, Cha 13+, Str 13+
- Use: Selected

DODGE
-----
Increased agility grants a +1 dodge bonus to AC against attacks from a
character's current target (or last attacker).

- Type of Feat: General
- Prerequisite: Dex 13+
- Required for: Mobility
- Use: Automatic, though a condition that negates a Dexterity bonus to
AC also negates any Dodge bonuses.  Multiple Dodge bonuses (different
feats, racial bonuses) are cumulative.


EMPOWER SPELL
-------------
Magical expertise allows certain spells to be cast with a 50% increase
in variable numeric effects (number of targets, damage, etc), excluding
duration.

- Type of Feat: Metamagic
- Prerequisite: Ability to cast 2nd-level spells.
- Use: Empowered spells occupy spell slots two levels higher than
normal.  Saving throws and opposed rolls, such as those made when
dispel magic is cast, are not affected.


EXPERTISE
---------
A character with this feat can make defensive attacks, gaining a +5
bonus to AC but receiving a -5 penalty to attack rolls.

- Type of Feat: General
- Prerequisite: Int 13+
- Required for: Improved Expertise
- Use: Combat mode


EXTEND SPELL
------------
Magical expertise allows certain spells to be cast with a 100% increase
in duration.

- Type of Feat: Metamagic
- Prerequisite: Ability to cast 1st-level spells
- Use: Extended spells occupy spell slots one level higher than normal.
Spells with instantaneous or permanent duration are not affected.


EXTRA MUSIC
-----------
The character may use Bard Song four extra times per day.

- Type of Feat: General
- Prerequisite: Bardic Music
- Use: Automatic


EXTRA STUNNING ATTACKS
----------------------
The character gains three extra stunning attacks per day.

- Type pf Feat: General
- Prerequisite: Base attack bonus +2, Stunning Fist
- Use: Automatic


EXTRA TURNING
-------------
This divine ability allows the character to turn undead six additional
times per day.

- Type of Feat: Special
- Prerequisite: Exclusive to Paladin and Clerics
- Use: Automatic


GREAT CLEAVE
------------
Same as the Cleave feat, except that there is no limit to the number of
additional attacks that the character may make after killing an
opponent.

- Type of Feat: General
- Prerequisite: Str 13+, Power Attack, Cleave, base attack bonus of +4
or higher
- Use: Automatic


GREAT FORTITUDE
---------------
A character with this feat is very hardy, gaining a +2 bonus to all
Fortitude saving throws.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


GREATER SPELL FOCUS
-------------------
A character becomes even more adept with spells of a particular school
of magic.  The character gains a +4 bonus to the spell save DC for all
spells of the chosen school.

- Type of Feat: General
- Prerequisite: Spell Focus (of the appropriate school).
- Use: Automatic.  This feat may be selected multiple times, but the
effects do not stack.  It applies to a different school of magic in
each case.  This overlaps (does not stack with) the bonus from Spell
Focus.


GREATER SPELL PENETRATION
-------------------------
A +4 bonus to caster level checks is granted to the character, when
trying to beat a creature's spell resistance.

- Type of Feat: General
- Prerequisite: Spell Penetration
- Use: Automatic.  This overlaps (does not stack with) the bonus from
Spell Penetration.


IMPROVED CRITICAL
-----------------
Combat ability doubles the critical threat range with a given weapon.
A longsword that normally threatens a critical on a roll of 19-20 would
now threaten a critical on a roll of 17-20.

- Type of Feat: General
- Prerequisite: Proficiency with the chosen weapon, base attack bonus
of +8 or higher.
- Use: Automatic.  The threat range of a Keen weapon is already
doubled, increasing to triple with this feat.  This feat can be
selected multiple times, applying a new weapon catagory each time.


IMPROVED DISARM
---------------
A character with this feat has learned not to provoke an attack of
oppurtunity when attempting to disarm an opponent.  Success knocks the
opponent's weapon away from them.  The penalty to make a disarm attempt
is reduced by -4.

- Type of Feat: General
- Prerequisite: Int 13+, Disarm
- Use: Selected


IMPROVED EXPERTISE
------------------
A character with this feat can make defensive attacks, gaining a +10
bonus to AC but receiving a -10 penalty to attack rolls.

- Type of Feat: General
- Prerequisite: Int 13+, Expertise
- Use: Combat Mode


IMPROVED INITIATIVE
-------------------
The character gains a +4 to initiative.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


IMPROVED KNOCKDOWN
------------------
Characters with this feat have learned to use the Knockdown ability as
if one size catagory larger than they really are.  All other Knockdown
conditions still apply.

- Type of Feat: General
- Prerequisite: Knockdown, base attack bonus +7, Int 13+
- Use: Selected.  Monks automatically receive this feat at 6th level.


IMPROVED PARRY
--------------
Grants a +4 competence bonus to the character's opposed attack rolls
when using the Parry skill.

- Type of Feat: General
- Prerequisite: Power Attack, Str 13+
- Use: Combat Mode


IMPROVED POWER ATTACK
---------------------
This feat can be used at a -10 penalty to attack but with a +10 bonus
to any damage given.  Improved Power Attack is very useful when
fighting large numbers of easy-to-hit opponents.

- Type of Feat: General
- Prerequisite: Power Attack, Str 13+
- Use: Combat Mode


IMPROVED TWO-WEAPON FIGHTING
----------------------------
The character with this feat is able to get a second off-hand attack
(at a penalty of -5 to the attack roll).

- Type of Feat: General
- Prerequisite: Two-Weapon Fighting, Ambidexterity, base attack bonus
of +9 or higher
- Use: Automatic.  Rangers receive this feat at 9th level, even if they
don't meet the requirements.


IMPROVED UNARMED STRIKE
-----------------------
Armed opponents no longer get attacks of oppurtunity against the
character when you make unarmed attacks against them.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic.  Monks receive this feat at 1st level.


IRON WILL
---------
Focused presence of mind provides a +2 bonus to all Will saving throws.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


KNOCKDOWN
---------
With this maneuver, a character can attempt to knock an opponent to the
ground.  An attack roll is made with a -4 penalty to attack and, if
successful, an opposed roll is made, comparing your attack roll with
the defender's Discipline skill check.  If successful, the target is
knocked to a prone position.

- Type of Feat: General
- Prerequisite: None
- Use: Selected.  Prone characters cannot attack.  Characters receive a
+4 attack bonus against prone opponents in melee, but a
-4 attack penalty with a ranged weapon.  A character can only knockdown
an opponent that is one size catagory larger, the same size or smaller
than they are.  The opponent gets a +4 bonus for every size catagory he
is larger than the attacker or a -4 penalty for every size catagory he
is smaller.  Monks automatically receive this feat at level 6.


LIGHTNING REFLEXES
------------------
This feat grants a +2 bonus to all Reflex saving throws, due to faster
than normal reflexes.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


LINGERING SONG
--------------
The effects of the Bard's song will last an additional 5 rounds.

- Type of Feat: General
- Prequisite: Bardic Music
- Use: Automatic


LUCK OF HEROES
--------------
Character gains a +1 bonus to all saving throws.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level.
- Use: Automatic


MAXIMIZE SPELL
--------------
Magical expertise allows certain spells to be cast with all variable
numeric effects (number of targets, damage, etc.) applied at their
maximum.

- Type of Feat: Metamagic
- Prerequisite: Ability to cast 3rd-level spells
- Use: Maximized spells occupy spell slots three levels higher than
normal.  Saving throws and opposed rolls, such as those made when
Dispel Magic is cast, are not affected.


MOBILITY
--------
A character with this feat has learned to avoid attacks of oppurtunity
more effectively, gaining a +4 dodge bonus to AC against them.

- Type of Feat: General
- Prerequisite: Dex 13+, Dodge
- Use: Automatic, though a condition that negates a Dexterity bonus to
AC also negates any dodge bonuses.  Multiple dodge bonuses (from
different feats or racial bonuses) are cumulative.


POINT BLANK SHOT
----------------
Unfazed by close combat, a character with this feat negates the -4
penalty for using missle weapons within melee attack range, and gains
an additional +1 to attack and damage with ranged weapons when the
target is within 15 feet.

- Type of Feat: General
- Prerequisite: None
- Required For: Rapid Shot
- Use: Automatic


POWER ATTACK
------------
A character with this feat can make powerful but ungainly attacks.
When selected, this grants a +5 bonus to the damage roll, but inflicts
a -5 penalty to the attack roll.

- Type of Feat: General
- Prerequisite: Str 13+
- Required For: Cleave, Improved Power Attack
- Use: Combat Mode


QUICKEN SPELL
-------------
Magical expertise allows spells to be cast instantaneously, making them
invulnerable to counterspells or interruption.  A quickened spell is
cast as a free action, and another action can be attempted within the
same round, including the casting of another spell.  Only one quickened
spell can be cast in a round, however.

- Type of Feat: Metamagic
- Prerequisite: Ability to cast 4th-level spells
- Use: Quickened spells occupy spell slots four level higher than
normal


RAPID RELOAD
------------
The character is able to reload so quickly that he gets the smae number
of attacks with any crossbow as he would get if he was using a normal
bow.

- Type of Feat: General
- Prerequisite: Base attack bonus of +2
- Use: Automatic


RAPID SHOT
----------
A character with this feat is quick with a ranged weapon, gaining an
extra attacke per round while using them.  When a rapid attack round is
attempted, the extra attack is made at the highest base attack bonus,
though all attacks within the round suffer a -2 penalty.

- Type of Feat: General
- Prerequisite: Dex 13+, Point Blank Shot
- Use: Selected.  Rapid Shot does not work with crossbows.


RESIST DISEASE
--------------
Character gains a +4 bonus to Fortitude saving throws to resist the
effects of disease.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


RESIST POISON
-------------
Character gains a +4 bonus to Fortitude saving throws against poison.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


RESISTANCE TO ENERGY
--------------------
Character gains a +5 resistance against the chosen type of energy
(first five points of damage of this type of energy is ignored).

- Type of Feat: General
- Prerequisite: Base Fortitude save bonus +8
- Use: Automatic


SHIELD PROFICIENCY
------------------
A character with this feat has the basic knowledge of how to
effectively use a shield.

- Type of Feat: General
- Prerequisite: None
- Use: All classes except Monks, Rogues, Sorcerers, and Wizards
automatically receive this feat


SILENT SPELL
------------
Magical expertise allows the casting of certain spells without using a
verbal component.

- Type of Feat: Metamagic
- Prerequisite: Ability to cast 1st-level spells
- Use: Silenced spells occupy spell slots one level higher than normal


SILVER PALM
-----------
Character gains a +2 bonus to Appraise and Persuade checks.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


SKILL FOCUS
-----------
A character with this feat is adept to a certain skill, gaining a
+3 bonus on all checks with it.

- Type of Feat: General
- Prerequisite: Able to use the skill
- Use: Automatic.  This feat may be selected multiple times, but the
effect does not stack.  It applies to a different skill in each case.


SNAKE BLOOD
-----------
Character gains a +2 bonus to Fortitude saving throws against poison
and a +1 Reflex saving throw bonus to all saves.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


SPELL FOCUS
-----------
A character with this feat is adept in a certain school of magic,
granting a +2 bonus to spell save DC for all spells that the character
casts from that school.  This makes it more difficult for enemies to
resist the effects of spells of this school when the caster casts them.

- Type of Feat: General
- Prerequisite: Ability to cast 1st-level spells
- Use: Automatic. This feat may be selected multiple times, but the
effect does not stack.  It applies to a different school of magic in
each case.


SPELL PENETRATION
-----------------
A character with this feat can use magic to better pierce the defenses
of his opponents, gaining a +2 bonus to caster level checks to beat a
creature's spell resistance.

- Type of Feat: General
- Prequisite: Ability to cast 1st-level spells
- Use: Automatic


SPRING ATTACK
-------------
Enemies do not get attacks of oppurtunity against the character when
the character is moving around in combat.

- Type of Feat: General
- Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus of +4 or
higher
- Use: Automatic


STEALTHY
--------
Character gains a +2 bonus to Hide and Move Silently checks.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


STILL SPELL
-----------
Magical expertise allows certain spells to be cast without gestures,
ignoring their somatic component.  Any penalties incurred from casting
is armor do not apply to a spell that has been prepared by this feat.

- Type of Feat: Metamagic
- Prerequisite: Ability to cast 1st-level spells
- Use: Stilled spells occupy spell slots one level higher than normal.


STRONG SOUL
-----------
Character gains a +1 bonus to Fortitude and Will saving throws, as well
as a +1 bonus to any saving throw versus Death magic.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


STUNNING FIST
-------------
A character with this feat can attempt a disabling strike with a -4
attack penalty and a -4 damage penalty.  If successful they have hit a
vulnerable spot, and the target must make a Fortitude save (DC 10 + 1/2
the attacker's level + the attacker's Wisdom modifier) or be held for
three rounds.  This attack may be used once per day for every four
levels of the character.

- Type of Feat: General
- Prerequisite: Dex 13+, Wis 13+, base attack bonus +8 or higher,
Improved Unarmed Strike
- Use: Selected.  Monks receive this feat at 1st level, even if they do
not meet the prerequisites.  As well, Monks suffer no attack/damage
penalties when using this feat and may use it once per day per level.
Constructs and Undead are immune to this attack, as are any creatures
that are immune to critical hits.


THUG
----
Character gains a +2 bonus on Initiative checks and a +2 bonus on
Persuade checks.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


TOUGHNESS
---------
A character with this feat is tougher than normal, gaining one bonus
Hit Point per level.  HP are gained retroactively when choosing this
feat.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


TWO-WEAPON FIGHTING
-------------------
A character with this feat reduces the penalties suffered when using a
weapon in each hand.  The normal penalty of -6 to the primary hand and
a -10 to the off-hand becomes a -4 for the primary hand and -8 to the
off-hand.

- Type of Feat: General
- Prerequisite: None
- Required For: Improved Two-Weapon Fighting
- Use: The Ambidexterity feat further reduces the attack penalty for
the second weapon by 4 (-4/-4).  Best results are achieved if the off-
hand weapon is light, further reducing the penalty for both the primary
and off-hand by 2 (-2/-2).  Rangers receive this feat for free at 1st
level.


WEAPON FINESSE
--------------
A character with this feat is adept using light weapons subtly and
effectively, allowing him to calculate attack rolls with his Dexterity
modifier bonus instead of his Strength bonus (if his Dex is higher than
his Str).

- Type of Feat: General
- Prerequisite: Base attack bonus of +1 or higher
- Use: Automatic when using any of the following weapons: Dagger,
Handaxe, Kama, Kukri, Light Hammer, Mace, Rapier, Short Sword, Sickle
and Unarmed Strike.


WEAPON FOCUS
------------
A character with this feat is particularly skilled with a specific
weapon, gaining a +1 attack bonus with them.

- Type of Feat: General
- Prerequisite: Proficiency with the chosen weapon type, base attack
bonus of +1 or higher.
- Required For: Weapon Specilization (Fighters only)
- Use: Automatic.  This feat may be selected multiple times but the
effects do not stack.  It apllies to a new weapon in each case.


WEAPON PROFICIENCY - EXOTIC
-------------------------
This feat allows effective use of all exotic weapons.  The exotic
weapons list includes the Bastard Sword, Dire Mace, Double Axe, Kama,
Katana, Kukri, Scythe, Shurike, and Two-Bladed Sword.

- Type of Feat: General
- Prerequisite: Base attack bonus of +1 or higher
- Use: Automatic


WEAPON PROFICIENCY - MARTIAL
----------------------------
This feat allows effective use of all martial weapons.  A character
cannot equip weapons they are not proficient in.  The martial weapons
list includes the Battleaxe, Greataxe, Greatsword, Halberd, Handaxe,
Heavy Flail, Light Flail, Light Hammer, Longbow, Longsword, Rapier,
Scimitar, Short Sword, Shortbow, Throwing Axe and Warhammer.

- Type of Feat: General
- Prerequisite: None
- Use: Barbarians, Fighters, Paladins and Rangers are automatically
proficient with all martial weapons.


WEAPON PROFICIENCY - SIMPLE
---------------------------
This feat allows effictive use of all simple weapons, including Club,
Dagger, Dart, Mace, Sickle, Spear, Morningstar, Quarterstaff, Light
Crossbow, Heavy Crossbow and Sling.

- Type of Feat: General
- Prerequisite: None
- Use: All character classes except for Druids, Monks, Rogues and
Wizards are automatically proficient with all simple weapons.  The
spell Tenser's Transformation gives a Wizard temporary proficiency with
all simple weapons.


WEAPON SPECIALIZATION
---------------------
A character with this feat has trained especially hard with a specific
weapon group, gaining a +2 damage bonus with that catagory.

- Type of Feat: Special
- Prerequisite: Fighter with a base attack bonus of +4 or higher,
Weapon Focus in the chosen weapon type.
- Use: This feat may be selected multiple times but the effects do not
stack.  In applies to a new weapon in each case, so long as that group
is already associated with Weapon Focus.


ZEN ARCHERY
-----------
Wisdom guides the character's ranged attacks, letting her use her
Wisdom modifier instead of her Dexterity when firing ranged weapons.

- Type of Feat: General
- Prerequisite: Base attack bonus +3 or higher, Wis 13+
- Use: Automatic


================================================================ #10 ==

--------------
* 10) COMBAT *
--------------


>>> REAL-TIME DECISIONS <<<

     Neverwinter Nights is a real-time game overlaid on top of the
turnbased Dungeons & Dragons 3rd Edition rules.  This means that your
decisions are played out during the progress of a combat round.  You
manipulate your character by giving them orders.  These orders appear
in the Action Queue (upper-left corner of your screen).  You may stack
certain orders (known as tasks), such as picking up items, opening
doors or casting spells.  Modal orders - like movement and combat -
clear any tasks still in the stack.

     As you learn the Neverwinter Nights combat system, you will find
it useful to plan out you tactical combat as you fight.  This may
involve choosing the next three spells you want to cast, or entering a
combat mode like Knockdown or Parry.

     The Action Queue is a quick and easy visual reference about what
your character's current and future actions are or will be. A wise
player uses this to his full advantage.

-----------------------------------------------------------------------


>>> NPC REACTIONS <<<

     NPCs can react to you in a variety of ways, varying from hostility
to friendship, and your actions in the game can affect this reaction.
A good friend may be lost if you attack innocents, while more nefarious
allies might be made by helping out an evil power group.  Your
character will have a different default action to each of these
reaction types:


HOSTILE
-------
Hostile creatures will normally attack you on sight and will fight to
the death.  You CANNOT talk to hostile creatures.

Default Action: Attack


NEUTRAL
-------
Most of the world begins neutral to you.  You may speak with these
people, learning information about the world and of future adventures.
Neutral characters will become hostile if attacked.

Deafult Action: Talk


FRIENDLY
--------
Friendlw characters behave exactly like neutral characters, except that
those who are friendly to you may help you, usually by healing, for no
charge.  If you are attacked while in the prescence of friendly
characters, they may assist you.

Default Action: Talk


BUSY
----
At certain times, normally after or during combat when you try to speak
with a character, you may be told it is busy.  This means that the
character cannot speak with you until the combat is resolved.  If you
ever see this message with someone who is not in combat, wait one
combat round and then try talking to them again.

Default Action: They cannot interact with you until they are no longer
busy.


INVULNERABLE
------------
Some characters cannot be hurt.  These are usually powerful characters
that can help advance the plot.  Attacking will not anger them, nor
will it injure them.

Default Action: Talk

-----------------------------------------------------------------------


>>> FACTIONS <<<

     Every creature in the world belongs to a faction (one example of
which is the "Hostile" faction, to which monsters belong). There are a
variety of factions in every city (like a commoner, merchant, or
guard).  These factions are often split into various sub-factions
(prison guard, pirate guard).  Every faction has a like or dislike for
every other faction (and for your character).  Some factions may defend
other factions; other factions may attack any other faction on sight.

     This is why, when you attack a commoner, the town guard attacks
you if he sees you attacking the commoner.  They belong to different
factions (commoner and defender, respectively).  However, defenders
must protect commoners - this is detailed in their faction
relationship.

     So what does this mean to you as a player?  Be aware that
attacking certain groups may affect your standing with other groups.
If you constantly attack innocents, you will get a bad reputation and
may find yourself harassed by the town guard.  It also means that at
times you can decimate two rival groups - simply by luring them to each
other, they suffer the carnage and you can reap the benefits of looting
their corpses.

-----------------------------------------------------------------------


>>> TARGETING AN OPPONENT <<<


RADIAL MENU TARGETING
---------------------
Whenever you open the Radial Menu on an object, you enter Target-Action
mode.  Any option you choose will be directed at the object you have
targeted.  For example, if you were a Monk and opened the Radial Menu
over an enemy Bugbearthat was rushing you, selecting the "Flurry of
Blows" option will launch the attack against the creature.


ALTERNATIVE TARGETING METHODS
-----------------------------
The Radial Menu is not the only method of targeting.  You may also put
weapons, special attacks, and spells in your Quickbar.  You can use
these in Action-Target mode, whereby you choose what you want to do and
to whom you want to do it to.  For example, again you are playing a
Monk, and you have placed the Flurry of Blows attack icon on the
Quickbar.  This time when the Bugbear appears, you can click on Flurry
of Blows on you Quickbar or press the hotkey assigned to that slot.
You then click on the Bugbear and your Monk attacks the Bugbear with
the Flurry of Blows.

-----------------------------------------------------------------------


>>> THE ATTACK ROLL <<<

     When an attack is made, the attacker rolls a d20 (resulting in a
number between 1 and 20).  All attack bonuses that the character may
have are added to the roll to determine whether he or she hits.  This
value is then compared against the Armor Class (AC) of the creature
being attacked.  If the attack roll is equal to or greater than the
creatures AC, a hit is scored.

-----------------------------------------------------------------------


>>> MOVEMENT <<<

     Many factors, including class, encumberance, magic items and spell
effects all influence movement in Neverwinter Nights.  No character may
move slower than 10% of their base movement speed (unless held or
paralyzed) or faster than 150% of their base movement speed.


DETECT AND STEALTH MODES
------------------------
Being in either Detect or Stealth Mode will prevent your character from
running.  If your character is in both, movement speed is reduced to
50%.


ENCUMBERED
----------
A lightly encumbered character cannot run.  Heavily encumbered
characters move at 50% of their current movement speed.


MOVEMENT SPEED PENALTIES CHART:

         -----------------------EFFECTIVE-----ABLE-
        |    SITUATION       |MOVEMENT SPEED|TO RUN|
        |--------------------|--------------|------|
        |Not in Active Detect|              |      |
        |or Stealth Mode; not|              |      |
        |encumbered          |    100%      | Yes  |
        |--------------------|--------------|------|
        | Active Detect      |    100%      | No   |
        |--------------------|--------------|------|
        | Stealth            |    100%      | No   |
        |--------------------|--------------|------|
        | Lightly-encumbered |    100%      | No   |
        |--------------------|--------------|------|
        | Two of: Stealth,   |              |      |
        | Detect or lightly- |              |      |
        | encumbered         |    50%       | No   |
        |--------------------|--------------|------|
        |Stealth, Detect, and|              |      |
        |lightly-encumbered  |    25%       | No   |
        |--------------------|--------------|------|
        | Heavily-encumbered |Additional 50%| No   |
         ------------------------------------------

-----------------------------------------------------------------------


>>> FLAT-FOOTED <<<

     Flat-footed characters do not add their Dexterity bonus (if any)
to their Armor Class.  Flat-footed characters are also susceptible to
to a Rogue's deadly Sneak Attack.  The Uncanny Dodge extraordinary
ability allows the Barbarin and Rogue classes to avoid losing their
Dexterity bonus to AC when they are caught flat-footed.  A character is
considered flat-footed only when: They are performing a non-combat
task, or they are in redy mode, or they move outside of the combat
radius.

-----------------------------------------------------------------------


>>> ATTACKS OF OPPURTUNITY <<<

     Sometimes, a melee combatant lets her guard down to execute a non-
combat action.  In these circumstances, combatants near her can take
advantage of her lapse in defense to make a free attack on her.  These
attacks are called Attacks of Oppurtunity.


THREATENED AREA
---------------
You threaten the area into which you can make a melee attack.
Generally, that's everything that's in your 120-degree forward arc and
within 5 feet of you.  An enemy that takes certain actions while in a
threatened area provekes an attack of oppurtunity.


PROVOKING AN ATTACK OF OPPURTUNITY
----------------------------------
If you move into, within, or out of a threatened area, you usually
provoke an attack of oppurtunity.  If you are performing a retreat
action while moving, you do not provoke an attack of oppurtunity.
Some actions themselves provoke attacks of oppurtunity: Making a ranged
attack, making an unarmed attack (without the Improved Unarmed Strike
feat), casting a spell, activaing a 'spell completion' magic item
(scroll, wand, etc), using a spell-like ability, or running.  Some
feats provoke an attack of oppurtunity.


MAKING AN ATTACK OF OPPURTUNITY
-------------------------------
An attack of oppurtunity is a single melee attack made at your normal
attack bonus.  You can only make one attack of oppurtunity per round.

----------------------------------------------------------------------


>>> SAVING THROWS <<<

     Saving throws are a measure of a character or creature's
resistance to special types of attacks - poisons, magic, and effects
like a Dragon's Breath weapon.  If a succussful saving throw is made,
it may reduce or prevent the effects of the spell or attack.

     Saving throws are improve as your character gains levels.  Many
magic items also improve saving throws while they are equipped.
Several spells can temporarily improve saving throws, but beware, other
spells can lower them.


FORTITUDE
---------
This measures your character's ability to stand up to massive physical
punisment, such as poison, paralysis,and instant death magic.  A
character's Constitution modifier is added to his or her Fortitude
saving throw.


REFLEX
------
The higher this is, the better a character is at dodging attacks, such
as a Wizard's fireball or a Dragon's lethal breath.  Any Dexterity
modifier is added to a Reflex saving throw.


WILL
----
This save reflects resistance to mental influence and domination, as
well as many magical effects.  Any Wisdom modifier is added to a Will
saving throw.

-----------------------------------------------------------------------


>>> INJURY AND DEATH <<<

    Adventurers lead exciting lives, but their lifestyle comes with
risks - namely injury and possible death.  When an attack roll is
successful, damage is delivered.


WOUNDS
------
When your character is damaged, he loses Hit Points.  he Hit Points are
reuced yo 0, your character dies.  There are a variety of ways to
restore these Hit Points.

The most common wy to recover lost HP is to rest by selecting the
"Rest" option from the Radial Menu or Options Box.  Resting takes time,
hwever, and you should make sure that you are in a safe place before
you rest.  You cannot rest during combat or shortly after combat.

Healing spells (such as Cure Light Wounds), healing potions, and the
Heal skill can also be used to restore lost HP, even during battle.


DEATH AND RESPAWNING
--------------------
Your character will die if HP reach 0 or less.  When your character
dies he is transported to the nearest temple of healing.  There, his
lost HP are restored, and you can transport him back to the place where
he died.  If the palyer chooses to respawn, they will a small number of
XP and gold.  A character can never lose a level due to death after
respawing.

Warning: Whatever killed your character may still be there when you
return, and you may find yourself thrust back into combat again.

Raising the Dead: Two spells, Raise Dead and Resurrection, can actually
bring a player back from the dead.  Only high-level Clerics have access
to these spells.


================================================================ #11 ==

------------------
* 11) ASSOCIATES *
------------------


     Associates are creatures who respond to your direct commands.
Animal companions and familiars are considered associates, as are
summoned and dominated monsters and henchmen.  These allies can be
invaluable in overcoming the myriad of obstacles to survival in
Neverwinter Nights.


ANIMAL COMPANIONS
-----------------
Animal companions are special creatures with powers typically far
beyond those of natural creatures.  Many animal companions are quite
formidable in combat.  As your character gains levels, so will your
animal companion.  Each time you gain a level in a class with the
animal companion feature, you may change the type of companion that
accompanies you.


FMAILIARS
---------
Familiars are magical creatures that any Wizard or Sorcerer may summon.
Like animal companions, familiars are formidable allies in combat, but
this is more due to their special magical powers than their melee
capabilities.


HENCHMEN
--------
You will meet a variety of NPCs in Neverwinter Nights who will be
willing to join you on your adventures for an initial price.  These
trusted sidekicks will give you advice, fight alongside you in battle,
follow your orders, and even carry your loot.  Henchmen also gain
experience at a pace similar to your character and will level-up upon
demand.

-----------------------------------------------------------------------


>>> COMMANDING ASSOCIATES <<<

     Once you have an associate, you may issue orders via the Radial
Menu system.  Right-click on your associate to open the Radial Menu,
and choose among the following options:

- FOLLOW: The associate will stop whatever they are doing to come near
and follow you.

- ATTACK NEAREST: The associate will attack enemies.

- GUARD: The associate will attack your enemies, focusing on those who
are directly attacking you.

- STAND YOUR GROUND: The associate will not move, instead remaining
where you asked them to.  They will defend themselves if attacked.

- HEAL ME: Makes the associate stop whatever they are doing and heal
you to the best of their abilities.

      Certain associates may also be commanded further via
conversation.  Speaking to them will let you change how close they stay
to you or even let you ask them to start detecting and removing traps.

-----------------------------------------------------------------------


>>> QUICKCHAT COMMANDS <<<

     Note that this system mostly pertains to multiplayer.  In
Neverwinter Nights you can use Quickchat to quickly communicate with
other players and your associates.  You activate Quickchat by pressing
the Quickchat key to activate the system and then the two or three key
code to play the Quickchat line.  Each voice set has personalized
dialogue for each option, so different characters will say different
things for the same choice.  The default hotkeys for this system are as
follows:

      ----------------------------------------------------
     |  V - Activate Quickchat      C - I can do that     |
     |  W - Combat commands         X - I cannot do that  |
     |  E - Attack                  A - Task complete     |
     |  R - Battle cry              S - Social commands   |
     |  D - Heal me                 S - Hello             |
     |  W - Help                    D - Yes               |
     |  A - Enemy sighted           W - No                |
     |  S - Flee                    E - Stop              |
     |  T - Taunt                   C - Rest              |
     |  F - Guard me                X - Bored             |
     |  X - Hold position           A - Goodbye           |
     |  E - Exploration commands    X - Personal communications
     |  E - Follow me               X - Thank you         |
     |  W - Look here               W - Laugh             |
     |  D - Group up                C - Cuss              |
     |  S - Maove aside             D - Cheer             |
     |  D - Task commands           S - I have something to say
     |  W - Pick locks              A - Good idea         |
     |  E - Search the area         Z - Bad idea          |
     |  S - Go stealthy             E - Threaten          |
      ----------------------------------------------------


================================================================ #12 ==

-------------------------------------
* 12) EXPERIENCE AND GAINING LEVELS *
-------------------------------------


     The risks of adventure are offset by the rewards: magic items,
chests of gold and experience.  As your character gains experience, he
or she will gain levels.  These levels grant the character access to
more skills, feats, spells and special abilities.  As your character
rises in level, he or she gains the ability to take on more powerful
monsters.


>>> GAINING A LEVEL <<<

     Experience points (XP) are a measure of how much your character
has learned during his or her adventures.  In game terms, XP is a
reward for overcoming obstacles and defeating monsters.

     Your character receives XP immediately after defeating a monster.
The amount earned depends on your character's level and the relative
difficulty of the encounter.  XP is rewarded to everyone in your party
when anyone in your part defeats a monster.  At the end of a
particularly long adventure, your character may also be awarded Quest
Experience.  Quest Experience is also distributed to everyone in your
party.  When your character has gained enough experience points, he or
she gains a level.

     When your character gains a level, he or she receives bonuses to
his or her base attack, base saves and skills, according to the class
level you choose.


CLASS
-----
When going through the level-up process, you must first decide whether
to raise a level of your character's current class, or add a new class.


ABILITY SCORES
--------------
At levels 4, 8, 12, 16, and 20, the character can raise one of his or
her ability scores by 1.


SKILL POINTS
------------
Each character gains skill points every level to spend on skills.
Bonus skill points are rewarded for a high Intelligence, but adding a
point at level-up does not grant extra skill points at this level.
Only your character's Intelligence score score before level-up
determines the number of skill points he or she receives for the new
level.


FEATS
-----
A character's total character level determines whether he or she
receives an extra feat.  At level 3, 6, 9, 12, 15 and 18, your
character may add a feat.  Fighters and Wizards occasionally get
additional feats, as discussed in their character descriptions.


SPELLS
------
Spellcasting characters gain the ability to cast more and more powerful
spells as they advance in levels.  Each spellcasting class has a "spell
per day" section on its class table (see Spells section), which shows
how many spells of a given level a character can cast.


HIT POINTS
----------
Your character gains additional Hit Points at each new level, based on
his or her Hit Die and his or her Constitution bonus.


CLASS FEATURES
--------------
Every class gains certain special abilities as they gain levels.  Refer
to class abilities for more specific information.


================================================================ #13 ==

--------------
* 13) SPELLS *
--------------


>>> INTRODUCTION <<<

     Neverwinter Nights includes a powerful but simple-to-use magic
system that sticks closely to the D&D rules.  To understand
spellcasting in Neverwinter Nights you must first understand the basic
elements.  Once this basic level is mastered, the spellcaster can begin
to master spellcasting tactics and ultimately the individual spells
themselves to be learned.

-----------------------------------------------------------------------


>>> SPELL SCHOOLS <<<

     Schools of magic are groups of related spells that work in similar
ways.  The schools of magic available to spellcasters are Abjiuration,
Conjuration, Divination, Enhantment, Evocation, Illusion, Necromancy,
and Transmutation.  A Wizard who chooses to specialize in a school of
magic gains one additional prepared spell per level but loses the
ability to cast spells from one other school.  A Wizard does not have
to specialize, thus keeping access to all spells.  Here are the school
descriptions:

UNIVERSAL
---------
This is not a school but instead represents the Wizard's desire to have
an equal understanding of all spells, without focusing on a single
school of magic.

Prohibited School: None


ABJURATION
----------
Abjuration spells are used to shield the caster from magical and
physical attacks.

Prohibited School: Conjuration


CONJURATION
-----------
A Conjuration specialist can bring creatures to him, usually in the
form of summoned allies.

Prohibited School: Transmutation


DIVINATION
----------
Diviners are capable of looking forward in time to anticipate what will
happen next.  Although mostly useful for gathering information, several
divine spells help the caster in combat situations.

Prohibited School: Illusion


ENCHANTMENT
-----------
Enchantment spells involving gaining control over another creature, or
imbuing a recipient with special properties.

Prohibited School: Illusion


EVOCATION
---------
These are spells that manipulate energy or create something from
nothing.  Many of the best offensive spells can be found within this
school of magic.

Prohibited School: Conjuration


ILLUSION
--------
Illusion spells alter perception, the most common of which is the
ability to go invisible.

Prohibited School: Enchantment


NECROMANCY
----------
Spells that manipulate, create, or destroy life.

Prohibited School: Divination


TRANSMUTATION
-------------
These spells transform the recipient, either subtly or obviously.

Prohibited School: Conjuration

-----------------------------------------------------------------------


>>> DOMAINS <<<

     At Character Creation, Clerics may choose two domains to follow.
You may choose a domain from the domain list.  Each domain gives your
Cleric access to a special domain power and additional spells.  This
increases the total number of spells that a Cleric may prepare each day
by one spell per spell level.  Below is a short summary of each
domain's major features.

AIR: Can turn elements
ANIMAL: Improved monster summoning
DEATH: Negative plane  avatar
DESTRUCTION: Turning damages constructs
EARTH: Can turn elements
EVIL: Can turn outsiders
FIRE: Can turn elements
GOOD: Can turn outsiders
HEALING: All healing spells are empowered
KNOWLEDGE: More domain spells
MAGIC: More domain spells
PLANT: Can turn vermin
PROTECTION: Divine protection
STRENGTH: Divine strength
SUN: Improven turn undead
TRAVEL: More domain spells
TRICKERY: Improves skills generally used by Rogues
WAR: Battle mastery
WATER: Can turn elements

-----------------------------------------------------------------------


>>> EFFECT DESCRIPTIONS <<<

     Game effects help to describe the results of a character's
interaction with the game enviornment, creatures, and items.  Effects
can be as complex as being stuck in a mass of webbing or as simple as a
bonus to attack.  Defined below are all of the game effects that can be
applied to characters in Neverwinter Nights.  The effects are displayed
on the character's State Bar.

     The most common sources of game effects are spells, spell-like
abilities, and equipped magic items.  Bonuses from various sources can
stack with eachother but the same bonus or negative modifier from the
same source can never be applied twice.  For example the spell Bull's
Strength provides a temporary bonus to Strength.  The character can
never have two bonuses applied from Bull's Strength at the same time
even if the same caster cast the spell twice.  However, if the
character had a +3 bonus to Strength from Bull's Strength and a +2
bonus from a magic ring than these would stack to give the character a
+5 total bonus to Strength.  Bonuses applied from the same source do
not stack but the higher is applied.  So, if the character had Bull's
Strength cast on them twice for a bonus of +5 and +2 respectively then
the +5 would apply even if it were not the last spell cast.


ABILITY SCORE MODIFIED
----------------------
Modifier Range: -10 to +10

A single ability score is raised or lowered, possibly affecting the
ability modifier.  Ability damage falls under this effect catagory.


AC MODIFIED
-----------
Modifier Range: -5 to +5

An AC bonus is applied to the character.  There are five types of AC
bonuses in Neverwinter Nights, armor enhancement, shield enhancement,
Dodge, natural, and deflection.  Only Dodge bonuses can stack, up to a
maximum of +10.  For all other types of bonus the single highest
modifier is applied.


COMBAT ENHANCEMENT MODIFIED
---------------------------
Modifier Range: -5 to +5

The character gains a non-cumulative bonus to attack and damage.


BLINDNESS
---------
Blinded creatures have a 50% chance to miss entirely and a -4 penalty
to all attack rolls.


CHARMED
-------
When an outside agent charms an NPC, they are unable to initiate
offensive action against the person or monster.  When a PC in charmed,
they are unable to initiate hostile action against the target agent for
the remainder of the spell.


CONCEALMENT
-----------
All persons attempting to attack the affected target have a percentage
chance of failing their combatrolls before they even attempt an attack
roll.


CONFUSED
--------
While confused, the target creature will do one of three things: wander
aimlessly, stand still or attack the nearest visible target.


CURSE
-----
The affected character has one or more ability score reduced by a
predetermined ammount.  Curse effects are generally permanent unless
removed by powerful clerical spells.


DAMAGE
------
Damage reduces the current HP of a creature by a specified ammount.
Damage can be classified into the following catagories: acid, fire,
cold, electrical, sonic, negative, magical, divine, bludgeoning,
slashing or piercing.


DAMAGE MODIFIED
---------------
Modifier Range: -5 to +5, +1d4, +1d6, +1d8, +1d10, and +2d6

Modifies the ammount of damage a character delivers by the specified
ammount of damage type.  For example, a character could have a damage
bonus of +1d4 fire or +2d6 acid.


DAMAGE IMMUNITY MODIFIED
------------------------
Modifier Range: -100% to 100%

Reflected as a percemtage that modifies all incoming damage of a single
type up or down. For example, a character with Fire Immunity 25% would
take 30 points of damage from a Fireball spell that normally deals 40.


DAMAGE REDUCTION
----------------
This represents a creature's ability to ignore a certain ammount of
melee damage (bludgeoning, piercing or slashing) from a single hit,
unless the weapon inflicting the wound has an enhancement bonus equal
to or greater than the damage reduction.  Damage reduction is listed
along with the ammount of damage ignored and the power of the weapon
needed to penetrate the effect.  Thus a creature with 20/3+ damage
reduction ignores the first 20 points of damage from any weapon that
does not have an enhancement of +3 or greater.  Non-melee damage, such
as from elemental or magical attacks, is not affected by damage
reduction.

Creatures that have damage reduction are considered to have natural
attacks equal to that damage reduction.  For example, a Red Dragon has
a damage reduction of 20/+3.  When attacking other opponents with
damage reduction, it is considered an innate enhancement bonus of +3.


DAMAGE RESISTANCE
-----------------
Creatures with this ability are able to ignore damage of a specific
type up to a specified ammount.  Unlike damage reduction, damage
resistance cannot be overcome with weapons that have a higher
enhancement bonus.  Like damage reduction, the ammount of damage
resisted is listed as a value and a damage type, such as Fire 20/-.
This means that the first 20 points of fire damage dealt to the
character is ignored entirely.


DARKNESS
--------
When a character is surrounded by magical darkness, he is considered
blinded when trying to see other creatures and invisible when other
creatures attempt to see him.


DEAF
----
Deafened creatures are unable to make Listen chacks and cannot receive
calls of warning from allies.  They also have a 20% chance to fail any
Arcane spell cast.


DAZED
-----
Dazed creatures are in a partial state of stupor.  They are unable to
iniate attacks, cast spells ore use spells and feats.  They can flee
from combat.


DEATH
-----
Death can come about as a result of physicla damage or of some horrible
spell.  In the case of Player Characters, death is merely a chance to
return and adventure again.  Most other creatures in the game are not
so lucky, and death is a permanent state that cannot be reversed.


DISEASED
--------
Diseases are one hazard that can deplete an adventurer's abilities and
leave him weak and damaged.  When a character first comes into contact
with a disease, he makes a Fortitude saving throw.  If this is
successful, then the disease is resisted.  Otherwise, it begins to
incubate within the character.  After a specified number of in-game
hours or the character's next rest, the disease will manifest itself in
the form of ability damage.  Each time the character rests after the
incubation period, he or she is required to make a Fortitude saving
throw to resist further ability score damage.  If the character
successfully makes two of these saving throws in a row, the disease is
removed.  Ability damage incurred from disease heals while resting.
Certain diseases have special carrier-effects, such as blindness or
more nasty surprises, which canoccur after the incubation period ends
or after 24 game hours have passed.


DOMINATED
---------
A dominated creature comes under the mental control of an outside
agent.  NPCs in this state are considered part of the PC's party and
will fight and die for that PC.  Player Character dominated by outside
agents are wracked with horrible mental anguish and are considered
dazed.  A character may only dominate one creature at a time.


ENTANGLED
---------
Entangled creatures are unable to move and are considered flat-footed.


FIRGHTENED
----------
Creatures struck with fear are forced to flee from the source af the
fear and lose the ability to control their own actions.  Creatures have
a _2 penalty to all saving throws while feared.


HASTED
------
Hasted creatures gain a 50% bonus to movement speed and a +4 Dodge
bonus to AC and an additional attack every round.  All spellcasting
times are cut in half for hasted creatures.


IMMUNITY
--------
Characters can be immune to any of the negative effects described in
this section.  For example, a character with disease immunity will
never need to fear the negative effects of disease.


INCREASED ATTACKS
-----------------
Increases the number of base attacks a character is capable of making.


INVISIBILITY
------------
Invicible attacking creatures get a 50% Concealment bonus against enemy
attacks and can ignore the Dexterity Modifier of any opponent, unless
that opponent has the Uncanny Dodge feat.


MAGIC IMMUNITY
--------------
Creatures can obtain or have specific immunities to magical spells and
spell-like abilities of the following types: Individual spells,
Specific Spell Schools, a spell of a particular level and below.


MISS CHANCE
-----------
When ths effect is applied the afflicted character has a percentage
chance of missing on any attack roll before his or her normal attack
roll is made.


MOVEMENT SPEED MODIFIED
-----------------------
Increases or decreases the character's movement speed by the given
percentage.


NEGATIVE LEVELS
---------------
Certain monsters are able to sap the life essence of other creatures.
The draining effect of each negative level applies a -1 modifier to
attack rolls, skill checks and saving throws.  If a creature's negative
levels ever meets or exceeds its current level, they die.


PARALYSIS
---------
Paralyzed individuals are unable to move or take actions af any kind
and are considered prone.  A paralyzed NPC with 4HD or less will be
killed instantly if attacked.


POISON
------
Poison afflicts the character by delivering ability damage in two
stages.  When initially struck, the character makes a Fortitude saving
throw to resist the poison outright.  If this roll fails, the character
takes a specified ammount of ability damage.  After one minute has
passed, the character must make another Fortitude saving throw or take
additional ability damage.  It is possible to remove poison before the
second round of ability damage is delivered by using the Healing skill
or the Neutralize Poison spell (however, any ability damage already
suffered is not healed when the poison is cured).  The ability damage
received from poison can be removed by resting or the successful use of
a Healing Kit.


PRONE
-----
Prone creatures are considered flat-footed and lose their Dexterity
bonus to AC.  All creatures attacking a prone individual gets a +4
attack bonus.


REGENERATE
----------
This determines how much damage a character heals over a given period
of time.


SAVING THROW MODIFIED
---------------------
Modifier Range: -10 to +10

Saving throws can be improved or reduced individually or as a whole.
They can also be modified versus only certain effects, such as poison
or mind-affecting spells or abilities.


SANCTUARY
---------
Sanctuary allows a character to become artifically silent and hidden as
long as those around him fail a Will saving throw.


SILENCE
-------
Creatures under the effects of silence make no noise while moving but
are also unable to hear anything.  Spellcasters are unable to cast
spells with verbal components if silenced.


SKILL MODIFIED
--------------
Modifier Range: -20 to +20

Skill modifiers can be increased or decreased in effectiveness.  This
effect can apply to single skills or the entirety of a character's
skill.


SLEEP
-----
Creatures who are sleeping are considered flat-footed and all attacks
made against them are made at a +4 attack bonus.  A creature attacked
while sleeping will wake up.  A sleeping NPC with 4HD or less will be
killed instantly if attacked.


SLOW
----
Slowed creatures will move at 50% of their current speed.  They will
also suffer a -2 penalty to AC, Reflex saves, and attack rolls, along
with the loss of one attack per round.  The slow effect can be
countered with the Haste effect.


SPELL RESISTANCE
----------------
Creatures with a spell resistance have the equivalent of armor versus
spells.  A caster level check (1d20 + caster level) must equal or
exceed the spell resistance score or the spell has no effect.


STUNNED
-------
Stunned creatures stand helplessly in a motionless stupor and are
considered prone.


SUMMONED
--------
Creatures considered summoned are vulnerable to spells such as
Dismissal and Holy Word, which banish summoned monsters.


TEMPORARY HP
------------
This is a temporary bonus to the character's current Hit Points. It is
possible to have more current HP than maximum Hit Points via this
method.  Temporary HP cannot be healed or recovered.


TIME STOP
---------
All motion and action in the worls=d stops for everyone except the
creature that has activated the time stop effect.


TRUE SEEING
-----------
Allows a character to see all creatures otherwise hidden by
invisibility, sanctuary or stealth.


TURNED
------
Turned creatures are considered frightened and flee from the Cleric for
10 rounds (1 full turn).

-----------------------------------------------------------------------


>>> SPELL TACTICS <<<

     Overcoming the protection of an enemy Lich or countering his
spells as he attempts to slay your summoned monsters makes spell
tactics a valuable part of a spellcaster's array of knowledge.  Spell
tactics can be broken into the following sections: Allies, Dispelling
and Counterspelling.

ALLIES
------
Summoned allies are particularly vulnerable to spells such as Dismissal
and Word of Faith.


DISPELLING
----------
Generally, any spell that can strip enhancements and protections from
another character is grouped as dispelling magic.  Breach and Greater
Spell Breach allow for immediate and instantaneous removal of a wide
range of specific protections that can often prevent damage or spells
from harming an enemy Mage.  Lesser Dispel Magic, Dispel Magic and
Greater Dispell Magic all work to remove non-item effects from a
character, as long as those effects are considered temporary and
magical.  However, these spells are not guaranteed to succeed.  The
more powerful the Mage who placed tha magic upon the target character,
the more difficult it will be to remove his spells.


COUNTERSPELLING
---------------
If a spellcaster enters Counterspell mode, he can prevent enemy casters
from casting spells.  To counter a spell, the countering Mage must
sacrifice a spell they are able to cast at the present time.  The mor
Mages that counter an single enemy Mage's spell, the higher thier
chances of successfully negating the spell during its conjure phase.
Lesser Dispel Magic, Dispel Magic and Greater Dispel Magic and
Mordenkainen's Disjunction are universal counterspells and are able to
counter any spell of the same level or lower.  Any spell can be
countered by itself if both the casting and countering Mage have the
spell.  Many spells also have specific counters that are usable as
counterspells.  For example, Haste can always be countered by using
Slow, and vise-versa.

-----------------------------------------------------------------------


>>> SPELL DESCRIPTIONS <<<

     The game contains spell descriptions for every spell - simply
examine a spell to read its description.  Below is a summary of what
the fields in the spell description describes.

CASTER LEVEL: Specifies the various classes that can use the spell and
the level of the spell for that class.

INNATE LEVEL: The level at which the spell is countered using the
universal counterspells and the level at which  the spell is used for
the creation of magic items within the NWNToolset.

SCHOOL: The school the spell belongs to determine its usage by
specialty Wizards and Sorcerers.

DESCRIPTION: This provides a general classification of the spell for
the purposes of what immunities and protections can ignore or hamper
the spell.

COMPONENTS: Spells can have both Verbal and Somatic components, which
are required to successfully cast the spell.  Certain spells require
only one component.  The Silence effect prevents the use of spells that
require the Verbal component.

RANGE: Spells have the following ranges: Touch, Short, Medium and Long.

AREA OF EFFECT: Spells have to following areas of effect: Personal,
Single, Small, Medium, Large, Huge and Colossal.

DURATION: Defines how long the spell will last in Rounds, Turns and
Hours.

ADDITIONAL COUNTER SPELLS: The spell or spells that can counter the
specified spell in addition to the universal counters and itself.

SAVES: Specifies whether the spell has a saving throw and the results
of making the save.

SPELL RESISTANCE: Specifies whether magic resistance is effective
against the spell.


-----------------------------------------------------------------------


>>> SPELL SUMMARIES <<<

Below is a quick summary of all the spells, grouped by class and level.
Full descriptions appear in the game.  Note that this list is from the
Neverwinter Nights Gold Edition instruction manual, there may be a few
spells in this list that may not be available to your character *IF*
you don't have any expansion packs installed.  I tried my best not to
let this happen so if you view a spell not in the origional game,
please e-mail me so I can take it off of this list.


------------------
#14A  BARD SPELLS:
------------------


0-LEVEL BARD SPELLS
-------------------

- Cure Minor Wounds: Heals 4 points of damage.

- Daze: If 5 HD or less, target is dazed.

- Flare: -1 penalty to attack rolls.

- Light: Create small light source.

- Resistance: +1 bonus to all saving throws.


1st-LEVEL BARD SPELLS:
----------------------

- Amplify: Decreases the DC of hearing sounds in the caster's area by
20.

- Balagarn's Battle Horn: Every creature that fails a Strength check is
knocked down for one round.

- Charm Person: 50% bonus in targets personal reputation to caster.

- Cure Light Wounds: 1d8 points of damage +1/level healed.

- Grease: Slows or knocks down opponents.

- Identify: Gains 25 + 1 per caster level bonus to Lore skill.

- Lesser Dispel: Weak version of Dispel Magic.

- Mage Armor: +4 AC bonus

- Protection From Alignment: Target receives a +2 AC bonus, +2 saving
throw bonus against creatures of a particular alignment.

- Scare: Causes fear for weak creatures.

- Sleep: Causes 2d4 HD of creatures to fall asleep.

- Summon Creature I: Summons a Dire Badger.


2nd-LEVEL BARD SPELLS:
----------------------

- Blindness/Deafness: The target creature is struck blind and deaf.

- Bull's Strength: Target creatures Strength is increased by 1d4+1.

- Cat's Grace: The target creatures Dexterity is increased by 1d4+1

- Clarity: Removes sleep, confusion, stun, and charm effects and
protects against same.

- Cure Moderate Wounds: Heals 2d8 points of damage + 1/level.

- Darkness: Cover creatures in a shroud of darkness.

- Eagle's Splendor: Target's Charisma is increases by 1d4 + 1.

- Fox's Cunning: Target's Intelligence is increases by 1d4 + 1.

- Ghostly Visage: 10/+2 damage reduction; immune to level 1 spells and
lower.

- Hold Person: Target humanoid is paralyzed.

- Invisibility: Taget is invisible until attacks or casts a spell.

- Owl's Wisdom: Target's Wisdom increases by 1d4 + 1.

- See Invisibility: Target creature is able to see all invisible
creatures.

- Silence: Creates a zone of silence around a target creature.

- Sound Burst: 1d8 sonic damage to creatures in area.

- Summon Creature II: Summons a Dire Boar.

- Ultravision: Darkvision and low-light vision.


3rd-LEVEL BARD SPELLS
---------------------

- Bestow Curse: Lowers all of the target creature's ability scores by
2.

- Charm Monster: Make monster believe it's you ally.

- Clairaudience/Clairvoyance: Target gains +10 bonus to Spot and Listen
checks.

- Confusion: Target behaves erratically.

- Cure Serious Wounds: Heals 3d8 points of damage +1/level.

- Dispel Magic: Remove magical effects from creatures.

- Fear: Make enemies run away.

- Find Traps: +10 to Search checks

- Haste: One extra attack action per round and movement is increased by
50%.

- Invisibility Sphere: Self and allies hidden in a sphere of
invisibility.

- Magic Circle Against Alignment: Caster and all nearby allies gain a
+2 AC, +2 saving throws and immunity to mind-affecting spells from the
specified alignment.

- Remove Curse: All curses removed from target.

- Remove Disease: All diseases removed from target.

- Slow: Target movement rate lowered to 50%.

- Summon Creature III: Summons a Dire Wolf.

- Wounding Whispers: 1d6 (+1 per level) sonic damage to any creature
that hits the caster.


4th-LEVEL BARD SPELLS:
----------------------

- Cure Critical Wounds: Heals 4d8 points of damage +1 per caster level.

- Dismissal: All associates of target are unsummoned.

- Dominate Person: Target temporarily becomes under the caster's
control.

- Hold Monster: Target monster is paralyzed.

- Improved Invisibility: Attack and cast spells while remaining
invisible.

- Legend Lore: +10 bonus to Lore checks, +1 per 2 caster levels.

- Neutralize Poison: Target cured if poisoned.

- Summon Creature IV: Summons a Dire Spider.

- War Cry: +2 bonus to attack and damage for allies; all enemies are
stricken with fear.


5th-LEVEL BARD SPELLS:
----------------------

- Etheral Visage: 20/+3 damage reduction and immunity to spells of 2nd-
level and lower.

- Greater Dispelling: More powerful version of Dispel Magic.

- Healing Circle: All friends nearby heal for 1d8 +1 per caster level.

- Mind Fog: -10 penalty on Will saving throws while in the fog.

- Summon Creature V: Summons a Dire Tiger.


6th-LEVEL BARD SPELLS:
----------------------

- Dirge: Enemies in area suffer 2 points of Strength and Dexterity
ability score damage each round.

- Energy Buffer: Target gains damage resistance 40/- against elemental
damage.

- Ice Storm: 3d6 bludgeoning and 2d6 cold damage.

- Mass Haste: earby allies gain one extra attack action per round and a
50% increase in movement speed.

- Summon Creature VI: Summons a Dire Bear.


BARD KNOWN SPELLS AND SPELLS PER DAY:
-------------------------------------

   ---------Base Spells Per Day----|-------Known Spells--------
  | Lvl| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 1  | 2 | - | - | - | - | - | - | 4 | - | - | - | - | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 2  | 3 | 0 | - | - | - | - | - | 4 | 2 | - | - | - | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 3  | 3 | 1 | - | - | - | - | - | 4 | 3 | - | - | - | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 4  | 3 | 2 | 0 | - | - | - | - | 4 | 3 | 2 | - | - | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 5  | 3 | 3 | 1 | - | - | - | - | 4 | 4 | 3 | - | - | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 6  | 3 | 3 | 2 | - | - | - | - | 4 | 4 | 3 | - | - | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 7  | 3 | 3 | 2 | 0 | - | - | - | 4 | 4 | 4 | 2 | - | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 8  | 3 | 3 | 3 | 1 | - | - | - | 4 | 4 | 4 | 3 | - | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 9  | 3 | 3 | 3 | 2 | - | - | - | 4 | 4 | 4 | 3 | - | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 10 | 3 | 3 | 3 | 2 | 0 | - | - | 4 | 4 | 4 | 4 | 2 | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 11 | 3 | 3 | 3 | 3 | 1 | - | - | 4 | 4 | 4 | 4 | 3 | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 12 | 3 | 3 | 3 | 3 | 2 | - | - | 4 | 4 | 4 | 4 | 3 | - | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 13 | 3 | 3 | 3 | 3 | 2 | 0 | - | 4 | 4 | 4 | 4 | 4 | 2 | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 14 | 4 | 3 | 3 | 3 | 3 | 1 | - | 4 | 4 | 4 | 4 | 4 | 3 | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 15 | 4 | 4 | 3 | 3 | 3 | 2 | - | 4 | 4 | 4 | 4 | 4 | 3 | - |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 16 | 4 | 4 | 4 | 3 | 3 | 2 | 0 | 4 | 5 | 4 | 4 | 4 | 4 | 2 |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 17 | 4 | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 5 | 5 | 4 | 4 | 4 | 3 |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 18 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 4 | 5 | 5 | 5 | 4 | 4 | 3 |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 19 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 4 | 5 | 5 | 5 | 5 | 4 | 4 |
  |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  | 20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 4 |
   --------------------------------|---------------------------


--------------------
#14B  CLERIC SPELLS:
--------------------


0-LEVEL CLERIC SPELLS:
----------------------

- Cure Minor Wounds: Heals 4 points of damage.

- Inflict Minor Wounds: Target suffers 1d4 points of damage.  Inflict
spells have a reverse effect when used on undead.

- Light: Create small source of light.

- Resistance: +1 bonus to all saving throws.

- Virtue: 1 temporary HP.


1st-LEVEL CLERIC SPELLS:
------------------------

- Bane: Caster's enemies suffer a -1 penalty on attack rolls and saving
throws against fear.

- Bless: +1 attack and damage for all allies near caster.

- Cure Light Wounds: Heals 1d8 points of damage +1/level.

- Divine Favor: Caster gains +1 bonus to attack and weapon damage for
every three caster levels (to a maximum of +5).

- Doom: Target receives -2 modifier to attack and damage rolls; saving
throws, ability and skill checks.

- Endure Elements: 10/- damage resistance against all elemental forms
of damage.

- Entropic Shield: 20% miss chance against all ranged attacks.

- Protection From Alignment: Target receives a +2 AC bonus, +2 saving
throw bonus against creatures of a particular alignment.

- Remove Fear: All fear effects are removed from the target.

- Sanctuary: Caster's presence is ignored by nearby creatures.

- Scare: Causes fear in weak creatures.

- Shield of Faith: Target gains a +2 deflection bonus to AC, with an
additional +1 bonus for every six level of the caster (maximum of +5).

- Summon Creature I: Summons a Dire Badger.


2nd-LEVEL CLERIC SPELLS:
------------------------

- Aid: Target receives +1 bonus to attacks and saving throws vs. fear;
+1d8 HP.

- Bull's Strength: Target creatures Strength is increased by 1d4+1.

- Cure Moderate Wounds: Heals 2d8 points of damage + 1/level.

- Darkness: Cover creatures in a shroud of darkness.

- Divine Favor: Caster gains +1 bonus to attack and weapon damage for
every three caster levels (to a maximum of +5).

- Doom: Target receives -2 modifier to attack and damage rolls; saving
throws, ability and skill checks.

- Endure Elements: 10/- damage resistance against all elemental forms
of damage.

- Eagle's Splendor: Target's Charisma is increases by 1d4 + 1.

- Endurance: Target's Constitution increases by 1d4 + 1.

- Find Traps: +10 to Search checks.

- Fox's Cunning: Target's Intelligence is increases by 1d4 + 1.

- Hold Person: Target humanoid is paralyzed.

- Inflict Moderate Wounds: Target suffer 2d8 points of damage
+1/level to a maximum of +10.  Inflict spells have a reverse effect
when used on undead.

- Lesser Dispel: Weak version of Dispel Magic.

- Lesser Restoration: Removes all effects effects that apply to ability
score, AC, attack, damage, spell resistance or saving throw penalties.

- Negative Energy Ray: 1d6 points of damage from negative energy ray.

- Owl's Wisdom: Target's Wisdom increases by 1d4 + 1.

- Remove Paralysis: All paralysis and hold effects removed from target.

- Resist Elements: 20/- damage rsistance against all elemental forms of
damage.

- Silence: Creates a zone of silence around a target creature.

- Sound Burst: 1d8 sonic damage to creatures in area.

- Summon Creature II: Summons a Dire Boar.

- Ultravision: Darkvision and low-light vision.


3rd-LEVEL CLERIC SPELLS:
------------------------

- Animate Dead: Summons forth an undead minion.

- Bestow Curse: Lowers all of the target creature's ability scores by
2.

- Blindness/Deafness: Target creature is struck blind and deaf.

- Clarity: Removes sleep, confusion, stun, and charm effects and
protects against same.

- Contagion: Random disease inflicts taget.

- Continual Flame: Magic flame that burns as bright as a torch.

- Cure Serious Wounds: Heals 3d8 points of damage +1/level.

- Dispel Magic: Removes magical effects from creatures.

- Inflict Serious Wounds: Target suffers 3d8 points of damage, +1 point
per caster level to a maximum of +15.  Inflict spells have a reverse
effect when used on undead.

- Invisibility Purge: Removes all invisibility from all nearby
creatures.

- Magic Circle Against Alignment: Caster and all nearby allies gain a
+2 AC, +2 saving throws and immunity to mind-affecting spells from the
specified alignment.

- Negative Energy Protection: Target immune to all negative energy
attacks.

- Prayer: Allies gain +1 to attack, damage, skill and saving throw
rolls; enemies receive -1 penalty to same.

- Protection From Elements: 30/- damage resistance against all
elemental forms of damage.

- Remove Blindness/Deafness: All nearby allies cured of blindness and
deafness.

- Remove Curse: All curses removed from target.

- Remove Disease: All diseases removed from target.

- Searing Light: Undead suffer 1d8/level; Constructs 1d6/level; other
1d8 per 2 caster levels.

- Summon Creature III: Summons a Dire Wolf.


4th-LEVEL CLERIC SPELLS:
------------------------

- Cure Critical Wounds: Heals 4d8 points of damage +1 per caster level.

- Death Ward: Targt becomes immune to any death spells or effects.

- Dismissal: All associates of target are unsummoned.

- Divine Power: Cleric gains bonus HP, Strength becomes 18 and attack
bonus improves.

- Freedom of Movement: Target becomes immune from paralysis.

- Hammer of the Gods: 1d8 damage per 2 caster levels.

- Inflict Critical Wounds: Target suffers 4d8 points of damage, +1
point per caster level to a maximum of +20.  Inflict spells have a
reverse effect when used on undead.

- Neutralize Poison: Target cured if poisoned.

- Poison: Inflict poison on target.

- Restoration: Removes most effects, including level drain and
blindness.

- Summon Creature IV: Summons a Dire Spider.


5th-LEVEL CLERIC SPELLS:
------------------------

- Circle of Doom: Carpet of insects attacks at your command.

- Flame Strike: 1d6 fire damage and divine damage/level.

- Healing Circle: All friends nearby heal for 1d8 +1 point per caster
level.

- Raise Dead: Returns one taget corse to life.

- Slay Living: Target must make Fortitude save or die.

- Spell Resistance: 12 + 1 per caster level spell resistance.

- Summon Creature V: Summons a Dire Tiger.

- True Seeing: Can see through Sanctuary and Invisibility spells.


6th-LEVEL CLERIC SPELLS:
------------------------

- Banishment: Destroys a number of summoned creatures equal to twice
the caster's level in HD.

- Blade Barrier: Creates a wall of blades; 1d6/level damage.

- Control Undead: Dominate one undead creature.

- Create Undead: Creates one undead creature.

- Greater Dispelling: More powerful version of Dispel Magic.

- Greater Sanctuary: Caster becomes ethereal and can't be detected.
Attacking or performing a hostile action will dispel Greater Sanctuary.

- Harm: Target reduced to 1d4 HP.

- Heal: Target is fully healed.

- Planar Ally: Summons an outsider whose type varies with the caster's
alignment.

- Summon Creature VI: Summons a Dire Bear.


7th-LEVEL CLERIC SPELLS:
-----------------------

- Destruction: Target must save or die.

- Greater Restoration: Removes most temporary and all permanent
negative effects.

- Regenerate: 6 HP every round regenerated.

- Ressurection: Return a single target corpse to life with full HP.

- Summon Creature VII: Summons a Huge Elemental of a random type.

- Word of Faith: Enemies stunned or killed.


8th-LEVEL CLERIC SPELLS:
-----------------------

- Aura Versus Alignment: +4 AC, immunity to mind-affecting spells, and
SR 25 against creatures of the specified alignment.

- Create Greater Undead: Creates a powerful undead creature.

- Earthquake: 1d6 points of damage per caster level (to a maximum of
10d6) to all creatures in the area of effect except the caster.

- Fire Storm: Rain of fire; 1d6 damage/level

- Mass Heal: All allies nearby are fully healed.

- Summon Creature VIII: Summons a Greater Elemental of a random type.

- Sunbeam: 1d6 damage/level to undead; 3d6 damage to others.


9th-LEVEL CLERIC SPELLS:
------------------------

- Energy Drain: Taget temporarily gains 2d4 negative levels.

- Gate: Summon forth a Balor.

- Implosion: Kill all living things within the area of effect.

- Storm on Vengeance: 3d6 acid damage each round.

- Summon Creature IX: Summons an Elder Elemental of a random type.

- Undeath's Eternal Foe: Grants immunity to negative damage, immunity
to level/energy drain, immunity to ability score decreasers, immunity
to poisons and diseases to all allies.


CLERIC SPELLS PER DAY:
----------------------

        ----------------Base Spells Per Day----------
       | Lvl | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  1  | 3 | 1 | - | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  2  | 4 | 2 | - | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  3  | 4 | 2 | 1 | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  4  | 5 | 3 | 2 | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  5  | 5 | 3 | 2 | 1 | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  6  | 5 | 3 | 3 | 2 | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  7  | 6 | 4 | 3 | 2 | 1 | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  8  | 6 | 4 | 3 | 3 | 2 | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  9  | 6 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  10 | 6 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
        ---------------------------------------------


-------------------
#14C  DRUID SPELLS:
-------------------


0-LEVEL DRUID SPELLS:
---------------------

- Cure Minor Wounds: Heals 4 points of damage.

- Flare: -1 attack penalty to attack rolls.

- Light: Create small source of light.

- Resistance: +1 bonus to all saving throws.

- Virtue: 1 temporary HP.


1st-LEVEL DRUID SPELLS:
-----------------------

- Camouflage: +10 competence bonus to any Hide checks.

- Cure Light Wounds: Heals 1d8 points of damage +1/level.

- Endure Elements: 10/- damage resistance against all elemental forms
of damage.

- Entangle: Trap enemies with clinging vegetation.

- Grease: Slows or knocks down opponents.

- Magic Fang: +1 to hit and +1 to damage to caster's animal companion.

- Sleep: Causes 2d4 HD of creatures to fall asleep.

- Summon Creature I: Summons a Dire Badger.

- Ultravision: Darkvision and low-light vision.


2nd- LEVEL DRUID SPELLS:
------------------------

- Barkskin: Hardens the target creature's skin, improving AC.

- Blood Frenzy: +2 bonus to Strength and Constitution and +1 bonus to
Will saves, while suffering a -1 penalty to AC.

- Bull's Strength: Target creatures Strength is increased by 1d4+1.

- Charm Person or Animal: Makes one person or anomal your friend.

- Flame Lash: 2d6 fire damage + 1d6per caster level above 3.

- Hold Animal: Target animal is paralyzed.

- Lesser Dispel: Weak version of Dispel Magic.

- Lesser Restoration: Removes all effects effects that apply to ability
score, AC, attack, damage, spell resistance or saving throw penalties.

- One With the Land: +4 competence bonus to Animal Empathy, Hide, Move
Silently and Set Trap skills.

- Resist Elements: 20/- damage against all elemental forms of damage.

- Summon Creature II: Summons a Dire Boar.


3rd-LEVEL DRUID SPELLS:
-----------------------

- Call Lightning: 1d6/level damage from bolt of lightning.

- Contagion: Random disease inflicts target.

- Cure Moderate Wounds: Heals 2d8 points of damage + 1/level.

- Dominate Animal: Target animal temporarily becomes under the caster's
control.

- Greater Magic Fang: +1 to hit and +1 to damage to animal companion
for every 3 levels of the caster (maximum of +5).

- Neutralize Poison: Target cured if poisoned.

- Poison: Inflict poison on target.

- Protection from Elements: 30/- damage resistane against all elemental
forms of of damage.

- Quillfire: Inflicts 1d8 points of damage (+1 per 2 caster levels, to
a maximum of +5), plus Scorpoion Venom on target.

- Remove Disease: All diseases removed from target.

- Spike Growth: 1d4 points of damage each round that an opponent
remains within the afflicted area.

- Summon Creature III: Summons a Dire Wolf.


4th-LEVEL DRUID SPELLS:
-----------------------

- Cure Serious Wounds: Heals 3d8 points of damage +1/level.

- Dispel Magic: Remove magic effects from creatures.

- Flame Strike: 1d6 fire damage and divine damage/level.

- Freedom of Movement: Target becomes immune to paralysis.

- Hold Monster: Target monster is paralyzed.

- Mass Camouflage: +10 bonus to all allies' Hide skills.

- Stoneskin: 10/+5 points damage reduction.

- Summon Creature IV: Summons a Dire Spider.


5th-LEVEL DRUID SPELLS:
-----------------------

- Awaken: Animal companion is temporarily improved.

- Cure Critical Wounds: Heals 4d8 points of damage +1 per caster level.

- Death Ward: Target becomes immune to any death spells or effects.

- Ice Storm: 3d6 bludgeoning and 2d6 cold damage.

- Inferno: Each round, the target will suffer 2d6 points of fire
damage.

- Owl's Insight: Target gains an enhancement bonus to Wisdom equal to
half the caster's level.

- Slay Living: Target must make Fortitude save or die.

- Spell Resistance: 12 + 1 per caster level spell resistance.

- Summon Creature V: Summons a Dire Tiger.

- Wall of Fire: 4d6 points of fire damage.


6th-LEVEL DRUID SPELLS:
-----------------------

- Drown: Any target failing its saving throw will take 90% of its HP in
damage.  Golems and other nonliving creatures cannot be drowned.

- Energy Buffer: Target gais damage resistance 40/- against elemental
damage.

- Greater Dispelling: More powerful version of Dispel Magic.

- Greater Stoneskin: 20/+5 damage reduction.

- Healing Circle: All friends nearby heal for 1d8 + 1 point per caster
level.

- Regenerate: 6 HP every round regenerated.

- Summon Creature: Summons a Dire Bear:


7th-LEVEL DRUID SPELLS:
-----------------------

- Aura of Vitality: All allies within the area of effect receives a +4
bonus to Strength, Constitution, and Dexterity.

- Creeping Doom: Carpet of insects attack at your command.

- Fire Storm: Rain of fire, 1d6 damage/level.

- Harm: Target reduced to 1d4 HP.

- Heal: Target is fully healed.

- Summon Creature VII: Summons a Huge elemental of a random type.

- True Seeing: Can see through Sanctuary and Invisibility spells.


8th-LEVEL DRUID SPELLS:
-----------------------

- Bombardment: 1d8 points of damage per caster level (max. 10d8) to all
enemies in the area.

- Finger of Death: Target dies.

- Nature's Balance: Lowers enemies spell resistance by 1d4 per 5 caster
levels of the caster.  Heals allies.

- Premonition: Damage reduction of 30/+5.

- Summon Creature VIII: Summons a Greater elemental of random type.

- Sunbeam: 1d6 damage/level to undead; 3d6 damage to others.

- Sunburst: 1d6 points of damage per caster level to all undead
creatures, to a maximum of 25d6 (6d6 points of damage to creatures that
are not undead).  Vampires are destroyed instantly if they fail a
Reflex saving throw.  Any enemy who fails a Reflex saving throw will be
blinded permanently.


9th-LEVEL DRUID SPELLS:
-----------------------

- Earthquake: 1d6 point of damage per caster level (to a maximum of
10d6) to all creatures in the area of effect except the caster.

- Elemental Swarm: One 24 HD Elemental under control of Druid.

- Mass Heal: All allies nearby are fully healed.

- Shapechange: Able to transform into a Dragon, Giant, Balor, Slaad, or
Golem.

- Storm of Vengeance: 3d6 acid damage each round.

- Summon Creature IX: Summons an Elder elemental of random type.


DRUID SPELLS PER DAY:
---------------------

        ----------------Base Spells Per Day----------
       | Lvl | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  1  | 3 | 1 | - | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  2  | 4 | 2 | - | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  3  | 4 | 2 | 1 | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  4  | 5 | 3 | 2 | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  5  | 5 | 3 | 2 | 1 | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  6  | 5 | 3 | 3 | 2 | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  7  | 6 | 4 | 3 | 2 | 1 | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  8  | 6 | 4 | 3 | 3 | 2 | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  9  | 6 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  10 | 6 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
        ---------------------------------------------


---------------------
#14D  PALADIN SPELLS:
---------------------


1st-LEVEL PALADIN SPELLS:
-------------------------

- Bless: +1 attack and damage for all allies near caster.

- Cure Light Wounds: Heals 1d8 points of damage +1/level.

- Divine Favor: Caster gains +1 bonus to attack and weapon damage for
every three caster levels (to a maximum of +5).

- Endure Elements: 10/- damage resistance against all elemental forms
of damage.

- Protection From Alignment: Target receives a +2 AC bonus, +2 saving
throw bonus against creatures of a particular alignment.

- Resistance: +1 bonus to all saving throws.

- Virtue: 1 temporary HP.


2nd-LEVEL PALADIN SPELLS:
-------------------------

- Aid: Target receives +1 bonus to attacks and saving throws vs. fear;
+1d8 HP.

- Aura of Glory: +4 Charisma bonus.  All allies gain a +4 bonus to
saving throws vs. Fear.

- Bull's Strength: Target creatures Strength is increased by 1d4+1.

- Eagle's Splendor: Target's Charisma is increases by 1d4 + 1.

- Remove Paralysis: All paralysis and hold effects removed from target.

- Resist Elements: 20/- damage rsistance against all elemental forms of
damage.


3rd-LEVEL PALADIN SPELLS:
-------------------------

- Cure Moderate Wounds: Heals 2d8 points of damage + 1/level.

- Dispel Magic: Remove magic effects from creatures.

- Magic Circle Against Alignment: Caster and all nearby allies gain a
+2 AC, +2 saving throws and immunity to mind-affecting spells from the
specified alignment.

- Prayer: Allies gain +1 to attack, damage, skill, and saving throw
rolls; enemies receive -1 penalty to same.

- Remove Blindness/Deafness: All nearby allies cured if blinded or
deafness.


4th-LEVEL PALADIN SPELLS:
-------------------------

- Cure Serious Wounds: Heal 3d8 points of damage +1/level.

- Death Ward: Target becomes immune to any death spells or effects.

- Freedom of Movement: Target becomes immune to paralysis.

- Neutralize Poison: Target cured if poisoned.


PALADIN SPELLS PER DAY:
-----------------------

               -------Base Spells Per Day---
              | Lvl |  1  |  2  |  3  |  4  |
              |-----|-----|-----|-----|-----|
              |  1  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  2  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  3  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  4  |  0  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  5  |  0  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  6  |  1  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  7  |  1  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  8  |  1  |  0  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  9  |  1  |  0  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  10 |  1  |  1  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  11 |  1  |  1  |  0  |  -  |
              |-----|-----|-----|-----|-----|
              |  12 |  1  |  1  |  1  |  -  |
              |-----|-----|-----|-----|-----|
              |  13 |  1  |  1  |  1  |  -  |
              |-----|-----|-----|-----|-----|
              |  14 |  2  |  1  |  1  |  0  |
              |-----|-----|-----|-----|-----|
              |  15 |  2  |  1  |  1  |  1  |
              |-----|-----|-----|-----|-----|
              |  16 |  2  |  2  |  1  |  1  |
              |-----|-----|-----|-----|-----|
              |  17 |  2  |  2  |  2  |  1  |
              |-----|-----|-----|-----|-----|
              |  18 |  3  |  2  |  2  |  1  |
              |-----|-----|-----|-----|-----|
              |  19 |  3  |  3  |  3  |  2  |
              |-----|-----|-----|-----|-----|
              |  20 |  3  |  3  |  3  |  3  |
               -----------------------------


--------------------
#14E  RANGER SPELLS:
--------------------


1st-LEVEL RANGER SPELLS:
------------------------

- Camouflage: +10 bonus to any Hide checks.

- Cure Light Wounds: Heals 1d8 points of damage +1/level.

- Entangle: Traps enemies with clinging vegetation.

- Grease: Slows or knocks down opponents.

- Magic Fang: +1 to hit and +1 to damage to caster's animal companion.

- Resist Elements: 20/- damage rsistance against all elemental forms of
damage.

- Summon Creature I: Summons a Dire Badger.

- Ultravision: Darkvision and low-light vision.


2nd-LEVEL RANGER SPELLS:
------------------------

- Cat's Grace: The target creature's Dexterity increased by 1d4 +1.

- Hold Animal: Target animal is paralyzed.

- One With the Land: +4 competence bonus to Animal Empathy, Hide, Move
Silently and Set Trap skills.

- Protection from Elements: 30/- damage resistane against all elemental
forms of of damage.

- Sleep: Causes 2d4 HD of creatures to fall asleep.

- Summon Creature II: Summons a Dire Boar.


3rd-LEVEL RANGER SPELLS:
------------------------

- Aid: Target receives +1 bonus to attacks and saving throws vs. fear;
+1d8 HP.

- Cure Moderate Wounds: Heals 2d8 points of damage +1/level.

- Greater Magic Fang: +1 to hit and +1 to damage to animal companion
for every 3 levels of the caster (maximum of +5).

- Invisibility Purge: Removes all invisibility from nearby creatures.

- Neutralize Poison: Target cured if poisoned.

- Remove Disease: All diseases removed from target.

- Summon Creature III: Summons a Dire Wolf.


4th-LEVEL RANGER SPELLS:
------------------------

- Cure Serious Wounds: Heal 3d8 points of damage +1/level.

- Freedom of Movement: Target becomes immune to paralysis.

- Mass Camouflage: +10 bonus to all allies' Hide checks.

- Polymorph Self: Caster is able to turn himself into a Pixie, Troll,
Umber Hulk, Giant Spider or Zombie.

- Summon Creature IV: Summons a Dire Bear.


RANGER SPELLS PER DAY:

               -------Base Spells Per Day---
              | Lvl |  1  |  2  |  3  |  4  |
              |-----|-----|-----|-----|-----|
              |  1  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  2  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  3  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  4  |  0  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  5  |  0  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  6  |  1  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  7  |  1  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  8  |  1  |  0  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  9  |  1  |  0  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  10 |  1  |  1  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  11 |  1  |  1  |  0  |  -  |
              |-----|-----|-----|-----|-----|
              |  12 |  1  |  1  |  1  |  -  |
              |-----|-----|-----|-----|-----|
              |  13 |  1  |  1  |  1  |  -  |
              |-----|-----|-----|-----|-----|
              |  14 |  2  |  1  |  1  |  0  |
              |-----|-----|-----|-----|-----|
              |  15 |  2  |  1  |  1  |  1  |
              |-----|-----|-----|-----|-----|
              |  16 |  2  |  2  |  1  |  1  |
              |-----|-----|-----|-----|-----|
              |  17 |  2  |  2  |  2  |  1  |
              |-----|-----|-----|-----|-----|
              |  18 |  3  |  2  |  2  |  1  |
              |-----|-----|-----|-----|-----|
              |  19 |  3  |  3  |  3  |  2  |
              |-----|-----|-----|-----|-----|
              |  20 |  3  |  3  |  3  |  3  |
               -----------------------------


----------------------
#14F  SORCERER SPELLS:
----------------------


0-LEVEL SORCERER SPELLS (CANTRIPS):
-----------------------------------

- Acid Splash: 1d3 points of acid damage.

- Daze: If 5 HD or less, target is dazed.

- Electric Jolt: 1d3 points of electrical damage.

- Flare: Dazzles one creature (-1 penalty to attack rolls).

- Light: Creates a small light source.

- Ray of Frost: 1d4 points of cold damage.

- Resistance: +1 bonus to all saving throws.


1st-LEVEL SORCERER SPELLS:
--------------------------

- Burning Hands: 1d4/level fire damage from cone of fire.

- Charm Person: Makes one person your friend.

- Color Spray: Knocks unconscious, blinds, or stuns creatures.

- Endure Elements: 10/- damage resistance to all forms of elemental
damage.

- Expeditious Retreat: Caster's speed increases by 150%.  This spell
has no effect if character is already Hasted.

- Grease: Slows or knocks down opponents.

- Identify: Gain 25 + 1 per caster level bonus to Lore skill checks.

- Mage Armor: +4 AC bonus.

- Magic Missle: 1 missle every 2 caster levels and each missle does 1d4
+ 1 damage.

- Negative Energy Ray: 1d6 points of damage from negative energy ray.

- Protection From Alignment: Target receives a +2 AC bonus, +2 saving
throw bonus against creatures of a particular alignment.

- Ray of Enfeeblement: 1d6 Strength damage.

- Scare: Causes fear in weak creatures.

- Shield: Gives +4 bonus to AC, blocks Magic Missle spells.

- Sleep: Causes 2d4 HD of creatures who fall asleep.

- Summon Creature I: Summons a Dire Badger.

- True Strike: +20 bonus on next attack roll.


2nd-LEVEL SORCERER SPELLS:
--------------------------

- Balagarn's Battle Horn: Every creature that fails a Strength check is
knocked down for one round.

- Blindness/Deafness: The target creature is struck blind and deaf.

- Bull's Strength: Target creature's Strength is increased by 1d4+1

- Cat's Grace: The target creature's Dexterity is increased by 1d4 +1.

- Continual Flame: Creates a magical flame that burns like a torch
until dispelled.

- Darkness: Cover creatures in a shroud of darkness.

- Eagle's Splendor: Target's Charisma is increased by 1d4 + 1.

- Endurance: Target's Constitution is increased by 1d4 + 1.

- Fox's Cunning: Taget's Intelligence is increased by 1d4 + 1.

- Ghostly Visage: 10/+2 damage reduction; immune to 0- and 1st level
spells.

- Ghoul Touch: Paralyze target with touck attack.

- Invisibility: Target invisible untill attacks or casts a spell.

- Knock: Able to unlock doors and containers.

- Lesser Dispel: Weak version of Dispel Magic.

- Melf's Acid Arrow:  Acid bolt does 3d6 damage plus 1d6 per round
until spell expires.

- Owl's Wisdom: Target's Wisdom increased by 1d4+1.

- Resist Elements: 20/- damage resistance against all elemental forms
of damage.

- Summon Creature II: Summons a Dire Boar.

- Tashs'a Hideous Laughter: Target begins laughing hysterically and is
unable to defend themslef until the spell wears off.

- Ultravision: Darkvision and low-light vision.

- Web: Trap enemies in a web.


3rd-LEVEL SORCERER SPELLS:
--------------------------

- Clairaudience/Clairvoyance: Target gains +10 bonus to Spot and Listen
checks,

- Clarity: Removes sleep, confusion, stun and charm effects and
protects against same.

- Dispel Magic: Removes magical effects from creature.

- Displacement: Attacks miss subject 50%.

- Find Traps: +10 to Search checks.

- Fireball: 1d6 fire damage/level.

- Flame Arrow: 4d6 damage per fire arrow; 1 arrow every four levels.

- Gust of Wind: Blast of air knocks down creatures and disperses
effects such as Cloudkill.

- Haste: One extra attack action per round and movement is increased by
50%.

- Hold Person: Target humanoid is paralyzed.

- Invisibility Sphere: Self and allies hidden in a sphere of
invisibility.

- Lightning Bolt: 1d6 points of electricity damage/level.

- Magic Circle Against Alignment: Caster and all nearby allies gain a
+2 AC, +2 saving throws and immunity to mind-affecting spells from the
specified alignment.

- Negative Energy Burst: 1d8 points of negative energy damage + 1 per
level.

- Protection from Elements: 30/- damage resistane against all elemental
forms of of damage.

- Slow: Target movement rate lowered by 50%.

- Stinking Cloud: Creatures are dazed and nauseated.

- Summon Creature III: Summons a Dire Wolf.

- Vampire Touch: 1d6 damage for every two caster levels.


4th-LEVEL SORCERER SPELLS:
--------------------------

- Bestow Curse: Lowers all of the target creature's ability scores by
two.

- Charm Monster: Make monster believe it's your ally.

- Confusion: Target behaves erratically.

- Contagion: Random disease inflicts target.

- Elemental Shield: A ring of fire damages attackers and grants 50%
cold/fire resistance to caster.

- Enervation: Target temporarily gaind 1d4 negative levels.

- Evard's Black Tentacles: Trap and attack enemies with tentacles.

- Fear: Make enemies run away.

- Ice Storm: 3d6 bludgeoning and 2d6 cold damage.

- Improved Invisibility: Attack and cast spells while remaining
concealed.

- Isaac's Lesser Missle Storm: One missle (1d6 damage) per caster level
(maximum of 10 missles).

- Lesser Spell Breach: Strips an enemy Mage of up to three defenses.

- Minor Globe of Invulnerability: Prevents all 3rd-level and lower
spells from affecting caster.

- Phantasmal Killer: Kills the target.

- Polymorph Self: Caster is able to turn himself into a Pixie, Troll,
Umber Hulk, Giant Spider or Zombie.

- Remove Blindness/Deafness: All nearby allies cured of blindness and
deafness.

- Remove Curse: All curses removed from target.

- Shadow Conjuration: Able to conjure one of Darkness, Invisibility,
Mage Armor, Magic Missle, or Summon Shadow.

- Stoneskin: 10/+5 points of damage reduction.

- Summon Creature IV: Summons a Dire Spider.

- Wall of Fire: 4d6 points of fire damage.


5th-LEVEL SORCERER SPELLS:
--------------------------

- Animate Dead: Summons forth an undead minion.

- Bigby's Interposing Hand: Hand provides cover against one opponent,
who suffers -10 attack penalty.

- Cloudkill: Kill 3 HD or less creatures; 4-6 HD creatures must save or
die.

- Cone of Cold: 1d6 cold damage/level.

- Dismissal: All associates of target are unsummoned.

- Dominate Person: Target temporarily becomes under the caster's
control.

- Energy Buffer: Target gains damage resistance 40/- against elemental
damage.

- Feeblemind: 1d4 points of Intelligence damage/level to target.

- Firebrand: Balls of flame (one per caster level) explode for 1d6
points of damage per caster level (to a maximum of 15d6).

- Graeter Shadow Conjuration: Conjure a shadow varient of a variety of
spells.

- Hold Monster: Target monster is paralyzed.

- Lesser Mind Blank: Renders a target immune to mind-affecting spells;
removes any current mind-affecting spells.

- Lesser Spell Mantle: Absorb up to 164 + 6 levels of spells.

- Mind Fog: -10 penalty on Will saving throws while in the fog.

- Summon Creature V: Summons a Dire Tiger.


6th-LEVEL SORCERER SPELLS:
--------------------------

- Acid Fog: Slows creatures within fog and deals acid damage.

- Bigby's Forceful Hand: Hand pushes creature away.

- Chain Lightning: 1d6 damage/level; secondary bolts.

- Circle of Death: Kills 1d4 creatures/level.

- Etheral Visage: 20/+3 damage reduction and immunity to spells 2nd or
lower level.

- Globe of Invulnerability: Immunity to spells of 4th or lower level.

- Greater Dispelling: More powerful Dispel Magic.

- Greater Spell Breach: Strips an enemy Mage of up to six magical
defenses.

- Greater Stoneskin: 20/+5 damage reduction.

- Isaac's Greater Missle Storm: One missle (3d6 damage) per caster
level (maximum 20 missles) randomly hit hostile creatures in area of
effect.

- Legend Lore: +10 bonus to Lore checks, +1 per two caster levels.

- Mass Haste: All nearby allies gain one extra attack action per round
and a 50% increase in movement speed.

- Planar Binding: Summon or control outsider.

- Shades: Able to conjure a shadow variant of Cold of Cone, Fireball,
Stoneskin, Wall of Fire or Summon Shadow.

- Summon Creature VI: Summons a Dire Bear.

- Tenser's Transformation: Caster becomes physically powerful.

- True Seeing: Can see through Sanctuary and Invisibility spells.


7th-LEVEL SORCERER SPELLS:
--------------------------

- Banishment: Destroys 2 HD/level of summoned creatures.

- Bigby's Grasping Hand: Hand provides cover, pushes and grapples.

- Control Undead: Dominate one undead creature.

- Delayed Blast Fireball: 1d8 fire damage/level; can delay blast until
target enters zone.

- Finger of Death: Target dies.

- Mordenkainen's Sword: Summon a powerful sword-weilding creature.

- Power Word, Stun: Automatically stuns a single target.

- Prismatic Spray: Random effects from damage to death.

- Protection from Spells: +8 bonus on all saving throws against spells.

- Shadow Shield: Gain +5 AC bonus, 10/+3 damage reduction; immunity to
death and negative enrgy effects.

- Spell Mantle: Absorbs up to 1d8 + 8 spell levels.

- Summon Creature VII: Summons a huge elemental of a random type.


8th-LEVEL SORCERER SPELLS:
--------------------------

- Bigby's Clenched Fist: Large hand causes 1d8+11 points of damage and
stuns target.

- Create Undead: Creates one undead creature.

- Greater Planar Binding: Paralyze outsider or summon outsider.

- Horrid Wilting: 1d8 negative energy damage per caster level.

- Incendiary Cloud: 4d6 fire damage to all within cloud.

- Mass Blindness/Deafness: All nearby enemies are struck blind and
deaf.

- Mass Charm: All creatures nearby gain a 50% improvement in their
personal reputation towards the caster.

- Mind Blank: Renders all nearby allies immune to mind-affecting spells
and effects.

- Premonition: Damage reduction of 30/_5.

- Summon Creature VIII: Summons a greater elemental of a random type.


9th-LEVEL SORCERER SPELLS:
--------------------------

- Bigby's Crushing Hand: Large hand provides cover, pushes or crushes
foes.

- Dominate Monster: Target monster temporarily becomes under the
caster's control.

- Energy Drain: Target temporarily gains 2d4 negative levels.

- Gate: Summon forth a Balor.

- Greater Spell Mantle: Absorb 1d12 + 10 level of spells.

- Meteor Swarm: 20d6 damage to all in area.

- Mordenkainen's Disjunction: Very powerful version of Dispel Magic.

- Power Word, Kill: Creatures with less than 100 HP dies.

- Shapechange: Able to transform into a Dragon, Giant, Balor, Slaad or
Golem.

- Summon Creature IX: Summons an elder elemental of a random type.

- Time Stop: Caster may attack and cast spells while the rest of the
world is frozen in time.

- Wail of the Banshee: All enemies in area must save or die.

- Weird: Kill enemies in area.



SORCERER KNOWN SPELLS AND SPELLS PER DAY
----------------------------------------

 ----------Base Spells Per Day-----|---------Known Spells--------
|Lvl | 0| 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| 1| 2| 3| 4| 5| 6| 7| 8| 9|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 1  | 5| 3| -| -| -| -| -| -| -| -| 4| 2| -| -| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 2  | 6| 4| -| -| -| -| -| -| -| -| 4| 2| -| -| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 3  | 6| 5| -| -| -| -| -| -| -| -| 4| 3| -| -| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 4  | 6| 6| 3| -| -| -| -| -| -| -| 4| 3| 1| -| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 5  | 6| 6| 4| -| -| -| -| -| -| -| 4| 4| 2| -| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 6  | 6| 6| 5| 3| -| -| -| -| -| -| 4| 4| 2| 1| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 7  | 6| 6| 6| 4| -| -| -| -| -| -| 4| 5| 3| 2| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 8  | 6| 6| 6| 5| 3| -| -| -| -| -| 4| 5| 3| 2| 1| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 9  | 6| 6| 6| 6| 4| -| -| -| -| -| 4| 5| 4| 3| 2| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 10 | 6| 6| 6| 6| 5| 3| -| -| -| -| 4| 5| 4| 3| 2| 1| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 11 | 6| 6| 6| 6| 6| 4| -| -| -| -| 4| 5| 5| 4| 3| 2| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 12 | 6| 6| 6| 6| 6| 5| 3| -| -| -| 4| 5| 5| 4| 3| 2| 1| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 13 | 6| 6| 6| 6| 6| 6| 4| -| -| -| 4| 5| 5| 4| 4| 3| 2| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 14 | 6| 6| 6| 6| 6| 6| 5| 3| -| -| 4| 5| 5| 4| 4| 3| 2| 1| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 15 | 6| 6| 6| 6| 6| 6| 6| 4| -| -| 4| 5| 5| 4| 4| 4| 3| 2| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 16 | 6| 6| 6| 6| 6| 6| 6| 5| 3| -| 4| 5| 5| 4| 4| 4| 3| 2| 1| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 17 | 6| 6| 6| 6| 6| 6| 6| 6| 4| -| 4| 5| 5| 4| 4| 4| 3| 3| 2| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 18 | 6| 6| 6| 6| 6| 6| 6| 6| 5| 3| 4| 5| 5| 4| 4| 4| 3| 3| 2| 1|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 19 | 6| 6| 6| 6| 6| 6| 6| 6| 6| 4| 4| 5| 5| 4| 4| 4| 3| 3| 3| 2|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 20 | 6| 6| 6| 6| 6| 6| 6| 6| 6| 6| 4| 5| 5| 4| 4| 4| 3| 3| 3| 3|
 ----------------------------------|-----------------------------


--------------------
#14G  WIZARD SPELLS:
--------------------


0-LEVEL WIZARD SPELLS (CANTRIPS):
---------------------------------

- Acid Splash (Conjuration): 1d3 points of acid damage.

- Daze (Enchantment): If 5 HD or less, target is dazed.

- Electric Jolt (Evocation): 1d3 points of electrical damage.

- Flare (Evocation): Dazzles one creature (-1 penalty to attack rolls).

- Light (Evocation): Creates a small light source.

- Ray of Frost (Conjuration): 1d4 points of cold damage.

- Resistance (Abjuration): +1 bonus to all saving throws.


1st-LEVEL WIZARD SPELLS:
------------------------

- Burning Hands (Transmutation): 1d4/level fire damage from cone of
fire.

- Charm Person (Enchantment): Makes one person your friend.

- Color Spray (Illusion): Knocks unconscious, blinds, or stuns
creatures.

- Endure Elements (Abjuration): 10/- damage resistance to all forms of
elemental damage.

- Expeditious Retreat (Transmutation): Caster's speed increases by
150%.  This spell has no effect if character is already Hasted.

- Grease: (Conjuration): Slows or knocks down opponents.

- Identify (Divination): Gain 25 + 1 per caster level bonus to Lore
skill checks.

- Mage Armor (Conjuration): +4 AC bonus.

- Magic Missle (Evocation): 1 missle every 2 caster levels and each
missle does 1d4 + 1 damage.

- Negative Energy Ray (Necromancy): 1d6 points of damage from negative
energy ray.

- Protection From Alignment (Abjuration): Target receives a +2 AC
bonus, +2 saving throw bonus against creatures of a particular
alignment.

- Ray of Enfeeblement (Necromancy): 1d6 Strength damage.

- Scare (Necromancy): Causes fear in weak creatures.

- Shield (Abjuration): Gives +4 bonus to AC, blocks Magic Missle
spells.

- Sleep (Enchantment): Causes 2d4 HD of creatures who fall asleep.

- Summon Creature I (Conjuration): Summons a Dire Badger.

- True Strike (Divination): +20 bonus on next attack roll.


2nd-LEVEL WIZARD SPELLS:
------------------------

- Balagarn's Battle Horn (Enchantment): Every creature that fails a
Strength check is knocked down for one round.

- Blindness/Deafness (Enchantment): The target creature is struck blind
and deaf.

- Bull's Strength (Transmutation): Target creature's Strength is
increased by 1d4 + 1.

- Cat's Grace (Transmutation): The target creature's Dexterity is
increased by 1d4 + 1.

- Continual Flame (Evocation): Creates a magical flame that burns like
a torch until dispelled.

- Darkness (Evocation): Cover creatures in a shroud of darkness.

- Eagle's Splendor (Transmutation):Target's Charisma is increased by
1d4 + 1.

- Endurance (Transmutation): Target's Constitution is increased by 1d4
+ 1.

- Fox's Cunning (Transmutation): Taget's Intelligence is increased by
1d4 + 1.

- Ghostly Visage (Illusion): 10/+2 damage reduction; immune to 0- and
1st level spells.

- Ghoul Touch (Necromancy): Paralyze target with touck attack.

- Invisibility (Illusion): Target invisible untill attacks or casts a
spell.

- Knock (Transmutation): Able to unlock doors and containers.

- Lesser Dispel (Abjuration): Weak version of Dispel Magic.

- Melf's Acid Arrow (Conjuration) Acid bolt does 3d6 damage plus 1d6
per round until spell expires.

- Owl's Wisdom (Transmutation): Target's Wisdom increased by 1d4+1.

- Resist Elements (Abjuration): 20/- damage resistance against all
elemental forms of damage.

- Summon Creature II (Conjuration): Summons a Dire Boar.

- Tashs'a Hideous Laughter (Enhcantment): Target begins laughing
hysterically and is unable to defend themslef until the spell wears
off.

- Ultravision (Transmutation): Darkvision and low-light vision.

- Web (Conjuration): Trap enemies in a web.


3rd-LEVEL WIZARD SPELLS:
------------------------

- Clairaudience/Clairvoyance (Divination): Target gains +10 bonus to
Spot and Listen checks,

- Clarity (Necromancy): Removes sleep, confusion, stun and charm
effects and protects against same.

- Dispel Magic (Abjuration): Removes magical effects from creature.

- Displacement (Illusion): Attacks miss subject 50%.

- Find Traps (Divination): +10 to Search checks.

- Fireball (Evocation): 1d6 fire damage/level.

- Flame Arrow (Conjuration): 4d6 damage per fire arrow; 1 arrow every
four levels.

- Gust of Wind (Evocation): Blast of air knocks down creatures and
disperses effects such as Cloudkill.

- Haste (Transmutation): One extra attack action per round and movement
is increased by 50%.

- Hold Person (Enchantment): Target humanoid is paralyzed.

- Invisibility Sphere (Illusion): Self and allies hidden in a sphere of
invisibility.

- Lightning Bolt (Evocation): 1d6 points of electricity damage/level.

- Magic Circle Against Alignment (Abjuration): Caster and all nearby
allies gain a +2 AC, +2 saving throws and immunity to mind-affecting
spells from the specified alignment.

- Negative Energy Burst (Necromancy): 1d8 points of negative energy
damage + 1 per level.

- Protection from Elements (Abjuration): 30/- damage resistane against
all elemental forms of of damage.

- Slow (Transmutation): Target movement rate lowered by 50%.

- Stinking Cloud (Conjuration): Creatures are dazed and nauseated.

- Summon Creature III (Conjuration): Summons a Dire Wolf.

- Vampire Touch (Necromancy): 1d6 damage for every two caster levels.


4th-LEVEL WIZARD SPELLS:
------------------------

- Bestow Curse (Transmutation): Lowers all of the target creature's
ability scores by two.

- Charm Monster (Enchantment): Make monster believe it's your ally.

- Confusion (Enchantment): Target behaves erratically.

- Contagion (Necromancy): Random disease inflicts target.

- Elemental Shield (Evocation): A ring of fire damages attackers and
grants 50% cold/fire resistance to caster.

- Enervation (Necromancy): Target temporarily gaind 1d4 negative
levels.

- Evard's Black Tentacles (Conjuration): Trap and attack enemies with
tentacles.

- Fear (Necromancy): Make enemies run away.

- Ice Storm (Evocation): 3d6 bludgeoning and 2d6 cold damage.

- Improved Invisibility (Illusion): Attack and cast spells while
remaining concealed.

- Isaac's Lesser Missle Storm (Evocation): One missle (1d6 damage) per
caster level (maximum of 10 missles).

- Lesser Spell Breach (Abjuration): Strips an enemy Mage of up to three
defenses.

- Minor Globe of Invulnerability (Abjuration): Prevents all 3rd-level
and lower spells from affecting caster.

- Phantasmal Killer (Illusion): Kills the target.

- Polymorph Self (Transmutation): Caster is able to turn himself into a
Pixie, Troll, Umber Hulk, Giant Spider or Zombie.

- Remove Blindness/Deafness (Divination): All nearby allies cured of
blindness and deafness.

- Remove Curse (Abjuration): All curses removed from target.

- Shadow Conjuration (Illusion) Able to conjure one of Darkness,
Invisibility, Mage Armor, Magic Missle, or Summon Shadow.

- Stoneskin (Abjuration): 10/+5 points of damage reduction.

- Summon Creature IV (Conjuration): Summons a Dire Spider.

- Wall of Fire (Evocation): 4d6 points of fire damage.


5th-LEVEL WIZARD SPELLS:
------------------------

- Animate Dead (Necromancy): Summons forth an undead minion.

- Bigby's Interposing Hand (Evocation): Hand provides cover against one
opponent, who suffers -10 attack penalty.

- Cloudkill (Conjuration): Kill 3 HD or less creatures; 4-6 HD
creatures must save or die.

- Cone of Cold (Evocation): 1d6 cold damage/level.

- Dismissal (Abjuration): All associates of target are unsummoned.

- Dominate Person (Enchantment): Target temporarily becomes under the
caster's control.

- Energy Buffer (Abjuration): Target gains damage resistance 40/-
against elemental damage.

- Feeblemind (Divination): 1d4 points of Intelligence damage/level to
target.

- Firebrand (Evocation): Balls of flame (one per caster level) explode
for 1d6 points of damage per caster level (to a maximum of 15d6).

- Graeter Shadow Conjuration (Illusion): Conjure a shadow varient of a
variety of spells.

- Hold Monster (Enchantment): Target monster is paralyzed.

- Lesser Mind Blank (Abjuration): Renders a target immune to mind-
affecting spells; removes any current mind-affecting spells.

- Lesser Spell Mantle (Abjuration): Absorb up to 164 + 6 levels of
spells.

- Mind Fog (Enchantment): -10 penalty on Will saving throws while in
the fog.

- Summon Creature V (Conjuration): Summons a Dire Tiger.


6th-LEVEL WIZARD SPELLS:
------------------------

- Acid Fog (Conjuration): Slows creatures within fog and deals acid
damage.

- Bigby's Forceful Hand (Evocation): Hand pushes creature away.

- Chain Lightning (Evocation): 1d6 damage/level; secondary bolts.

- Circle of Death (Necromancy): Kills 1d4 creatures/level.

- Etheral Visage (Illusion): 20/+3 damage reduction and immunity to
spells 2nd or lower level.

- Globe of Invulnerability (Abjuration): Immunity to spells of 4th or
lower level.

- Greater Dispelling (Abjuration): More powerful Dispel Magic.

- Greater Spell Breach (Abjuration): Strips an enemy Mage of up to six
magical defenses.

- Greater Stoneskin (Transmutation): 20/+5 damage reduction.

- Isaac's Greater Missle Storm (Evocation): One missle (3d6 damage) per
caster level (maximum 20 missles) randomly hit hostile creatures in
area of effect.

- Legend Lore (Divination): +10 bonus to Lore checks, +1 per two caster
levels.

- Mass Haste (Enchantment): All nearby allies gain one extra attack
action per round and a 50% increase in movement speed.

- Planar Binding (Conjuration): Summon or control outsider.

- Shades (Illusion): Able to conjure a shadow variant of Cold of Cone,
Fireball, Stoneskin, Wall of Fire or Summon Shadow.

- Summon Creature VI (Conjuration): Summons a Dire Bear.

- Tenser's Transformation (Transmutation): Caster becomes physically
powerful.

- True Seeing (Divination): Can see through Sanctuary and Invisibility
spells.


7th-LEVEL WIZARD SPELLS:
------------------------

- Banishment (Abjuration): Destroys 2 HD/level of summoned creatures.

- Bigby's Grasping Hand (Evocation): Hand provides cover, pushes and
grapples.

- Control Undead (Necromancy): Dominate one undead creature.

- Delayed Blast Fireball (Evocation): 1d8 fire damage/level; can delay
blast until target enters zone.

- Finger of Death (Necromancy): Target dies.

- Mordenkainen's Sword (Transmutation): Summon a powerful sword-
weilding creature.

- Power Word, Stun (Divination): Automatically stuns a single target.

- Prismatic Spray (Evocation): Random effects from damage to death.

- Protection from Spells (Enchantment): +8 bonus on all saving throws
against spells.

- Shadow Shield (Illusion): Gain +5 AC bonus, 10/+3 damage reduction;
immunity to death and negative enrgy effects.

- Spell Mantle (Abjuration): Absorbs up to 1d8 + 8 spell levels.

- Summon Creature VII (Conjuration): Summons a huge elemental of a
random type.


8th-LEVEL WIZARD SPELLS:
------------------------

- Bigby's Clenched Fist (Evocation): Large hand causes 1d8+11 points of
damage and stuns target.

- Create Undead (Necromancy): Creates one undead creature.

- Greater Planar Binding (Conjuration): Paralyze outsider or summon
outsider.

- Horrid Wilting (Necromancy): 1d8 negative energy damage per caster
level.

- Incendiary Cloud (Evocation): 4d6 fire damage to all within cloud.

- Mass Blindness/Deafness (Illusion): All nearby enemies are struck
blind and deaf.

- Mass Charm (Enchantment): All creatures nearby gain a 50% improvement
in their personal reputation towards the caster.

- Mind Blank (Abjuration): Renders all nearby allies immune to mind-
affecting spells and effects.

- Premonition (Divination): Damage reduction of 30/_5.

- Summon Creature VIII (Conjuration): Summons a greater elemental of a
random type.


9th-LEVEL WIZARD SPELLS:
------------------------

- Bigby's Crushing Hand (Evocation): Large hand provides cover, pushes
or crushes foes.

- Dominate Monster (Enchantment): Target monster temporarily becomes
under the caster's control.

- Energy Drain (Necromancy): Target temporarily gains 2d4 negative
levels.

- Gate (Conjuration): Summon forth a Balor.

- Greater Spell Mantle (Abjuration): Absorb 1d12 + 10 level of spells.

- Meteor Swarm (Evocation): 20d6 damage to all in area.

- Mordenkainen's Disjunction (Abjuration): Very powerful version of
Dispel Magic.

- Power Word, Kill (Divination): Creatures with less than 100 HP dies.

- Shapechange (Transmutation): Able to transform into a Dragon, Giant,
Balor, Slaad or Golem.

- Summon Creature IX (Conjuration): Summons an elder elemental of a
random type.

- Time Stop (Transmutation): Caster may attack and cast spells while
the rest of the world is frozen in time.

- Wail of the Banshee (Necromancy): All enemies in area must save or
die.

- Weird (Illusion): Kill enemies in area.


WIZARD SPELLS PER DAY:
----------------------

          ----------------Base Spells Per Day----------
         | Lvl | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  1  | 3 | 1 | - | - | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  2  | 4 | 2 | - | - | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  3  | 4 | 2 | 1 | - | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  4  | 4 | 3 | 2 | - | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  5  | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  6  | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  7  | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  8  | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  9  | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  10 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  11 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  12 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  13 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  14 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  15 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  16 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
          ---------------------------------------------


================================================================ #14 ==

-------------
* 14) ITEMS *
-------------


>>> POTIONS AND HEALER KITS <<<


- CURE LIGHT WOUNDS: Heals up to 10 HP of damage.

- CURE MODERATE WOUNDS: Heals up to 20 HP of damage.

- CURE SERIOUS WOUNDS: Heals up to 30 HP of damage.

- CURE CRITICAL WOUNDS: Heals up to 50 HP of damage.

- POTION OF HEAL: Heals ALL of your character's HP.

- POTION OF ANTIDOTE: Cures your character of poison; also removes any
negative effects (such as decreased strength) caused by the poison.

- POTION OF AID: Temporarily give your character extra HP, increases
your character's attack rating and increases saving throws.

- POTION OF BLESS: Temporarily increases you character's attack rating
and saving throws.

- POTION OF BARK: Temporarily raises your character's AC.

- POTION OF CLARITY: Temporarily makes your character immune to all
mind-affecting spells; you can also drink this to remove the effects
caused by a mind-affecting spell.

- POTION OF SPEED: Temporarily makes your character's base speed
increase to 150%.

- POTION OF INVISIBILITY: Makes your character invisible until you cast
a spell or attack.

- POTION OF BULL'S STRENGTH: Temporarily raises your character's
Strength.

- POTION OF FOX'S CUNNING: Temporarily raises your character's
Intelligence.

- POTION OF EAGLE'S SPLENDOR: Temporarily raises your character's
Charisma.

- POTION OF CAT'S GRACE: Temporarily raises your character's Dexterity.

- POTION OF OWL'S WISDOM: Temporarily raises your character's Wisdom.

- POTION OF ENDURANCE: Temporarily raises your character's
Constitution.

- HEALER'S KIT +1, +3, +6, & +10: A successful use will cure your
character or companion of poison and disease (plus remove any negative
effects caused by the poison or disease); this kit also heals lost HP
regardless of whether you're poisoned or diseased.

-----------------------------------------------------------------------


>>> BOOKS <<<

     I decided to make a list of all the books that can be found
throughout the game, I excluded Notes and Letters.  If you find a BOOK
not listed, please "print screen" of the book and e-mail it to me, I
will of course credit you for the find.  Please only send books found
in the Neverwinter Nights campaign and not any books found in any of
the expansion pack games.


1) Waterdeep                    | 2) The Trade of Blades
                                |
3) The Ruins of Illusk          | 4) Port Llast
                                |
5) Religions of the Sword Coast | 6) Luskan's Arcane Brotherhood
                                |
7) Wars of the Creator Races    | 8) Uthgar's Legacy
                                |
9) The Northern Four Adventuring| 10) The Neverwinter Wood
   Troupe                       |
                                |
11) The Doombringers            | 12) The War of Light and
                                |     Darkness
                                |
13) The Dessarian River         | 14) Urthgardt Barbarians
                                |
15) Lady Tanglebrook's Journal  | 16) The Nether Scrolls
                                |
17) Famous Citizens of the Sword| 18) The Ghost of Conyberry
    Coast                       |
                                |
19) Prison Logbook              | 20) The Origin of Magic
                                |
21) Head Gaelor's Journal       | 22) Wind by the Fireside
                                |
23) In Service of Gulnan        | 24) In Service of Cyric
                                |
25) Gulnan's Journal            | 26) The Sword Coast
                                |
27) The Rival Orc Tribes and    | 28) Book of Helm
    Their Great Battles         |
                                |
29) Black Grimoire              | 30) The City of Neverwinter
                                |
31) The Imp's Prison            | 32) The City of Luskan
                                |
33) The Time of Troubles        | 34) The Adventures of Grin,
                                |     Richard and Wu-wei
                                |
35) Rise and Fall of Nethril    | 36) Return of the Beast
                                |
37) Tome of Death               | 38) Tome of Life
                                |
39) Tome of Ice                 | 40) Tome of Fire
                                |
41) Tome of Resonance           | 42) Tome of Robes
                                |
43) Tome of Boots               | 44) Blood War Research Journal
                                |
45) Ganon's Journal             | 46) The Journal of Sir Karathis
                                |     Ironheart
                                |
47) Burke's Manual              | 48) Initiate's Primer
                                |
49) Complete History of the     | 50) Treatise on the Spirit of the
    Creator Races               |     Wood
                                |
51) Leadership of Neverwinter   | 52) Dread Queen Morag
                                |
53) Wanev's Bedroom Journal     | 54) Maugrim's Journal
                                |
55) Aarwyl's Journal            | 56) Hodd's Journal
                                |
57) Tome of Rings               | 58) Cultist's Journal
                                |
59) Journal of Synth La'neral   | 60) Relmar's Journal
                                |
61) Treatise on Forgotten Heroes| 62) Explorer's Journal
                                |
63) Charwood Cultist's Journal  |

-----------------------------------------------------------------------


>>> REAGENTS <<<

    Reagents are required to make magical items for Wizards and
Sorcerers; they are also used to complete a few rituals you'll venture
across in your journeys.

- DRAGON BLOOD               - ADAMANTINE

- FAIRY DUST                 - SPECIAL HOLY WATER

- BODAK'S TOOTH              - GARGOYLE SKULL

- FIRE BEETLE BELLY          - FENBERRIES

- IRONWOOD                   - QUARTZ CRYSTAL

- SLAAD'S TONGUE             - BELLADONNA

- RAGS                       - ETTERCAP'S SILK GLAND

- LARGE BONE                 - SKELETON KNUCKLE

-----------------------------------------------------------------------


>>> GEMS <<<

    Gems are required for making rings and amulets or enhacing magic
armor and weapons, or to complete certain rituals; here's a list of
them all:

- DIAMOND           - RUBY              - MALACHITE

- SAPPHIRE          - AMETHYST          - FIRE OPAL

- TOPAZ             - PHENALOPE         - AVENTURINE

- EMERALD           - GREENSTONE        - GARNET

- FLOURSPAR         - FIRE AGATE        - ALEXANDRITE

-----------------------------------------------------------------------


>>> MISCELLANEOUS <<<

     I know I missed a bunch of items so if you find any you don't see
in this list, "print screen" of the item specs and e-mail it to me
please, I will of course credit you for the find.  And remember to only
send items in the Neverwinter Nights campaign and not any from the
expansion games.


- STONE OF RECALL: This stone allows your character to teleport to the
Halls of Justice in chapter one or the local Temple of Tyr for the
remaining three chapters.

- PLAIN RINGS: Come is copper, silver, or gold.  Sorcerers and Wizards
may use these plain rings to craft magical ones.

- PLAIN NECKLACES: Come in copper, silver, or gold.  Wizards and
Sorcerers can craft magical amulets from these necklaces.

- MAGIC BAG: These backpacks will reduce the weight of the items you
put into them by 20%, 40%, 60%, or 80%.

- BAG OF HOLDING: This wonderful bag will reduce the weight of the
items you put into it by 100%.

- MAGIC BOX: A pretty rare item to find, it works like a magic bag and
will reduce the weight of the items you put into by 20% or 40%.  Quite
small these are so you might want to ditch it as soon as you find or
purchase a magic bag.

- TOP: I have no clue as to what thing does, besides spin on the floor.
There has to be a use for this somewhere in the game. If you know what
this is used for, e-mail me right away 'cause it's driving me nuts
trying to figure out where it goes or who I can give it to.

- SCABBARD OF BLESSING:            - HARP OF PANDEMONIUM:
  Special Properties:                Special Properties:
  Use: Bless 3 Times Per Day         Use: Confusion 2 Times Per Day
  Use: Aid 3 Times Per Day           Use: Daze Unlimited Times Per
                                     Day; Only Useable by Bard


================================================================ #15 ==

---------------
* 15) WEAPONS *
---------------

** Note that under the feat required is also the character classes that
are automatically allowed to use that particular weapon.


>>> SIMPLE MELEE WEAPONS <<<

- DAGGER:                          - CLUB:
  Base Damage: 1d4                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard                      Wizard


- MACE:                            - SICKLE:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Slashing
  Feat: Simple; Rogue                Feat: Simple; Druid


- QUARTERSTAFF:                    - MORNING STAR:
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,         and Piercing, Feat: Simple;
  Rogue, Wizard                      Rogue


- SPEAR:
  Base Damage: 1d8
  Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing
  Feat: Simple; Druid

-----


>>> SIMPLE RANGED WEAPONS <<<

- SLING:                           - DARTS:
  Base Damage: 1d4                   Base Damage: 1d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Piercing
  Ammunition: Bullets                Feat: Simple; Druid, Rogue
  Feat: Simple; Druid, Monk


- LIGHT CROSSBOW:                  - HEAVY CROSSBOW:
  Base Damage: 1d8                   Base Damage: 1d10
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Ammunition: Bolts                  Ammunition: Bolts
  Feat: Simple; Rogue, Monk,         Feat: Simple; Monk, Rogue,
  Wizard                             Wizard

>>> All of the above weapons also come in +1, +2, and +3. They have the
Special Property of Enhancement Bonus of +1, +2, or +3.

-----


>>> MARTIAL MELEE WEAPONS <<<

- HANDAXE:                         - LIGHT HAMMER:
  Base Damage: 1d6                   Base Damage: 1d4
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Bludgeoning
  Feat: Martial; Monk                Feat: Martial


- WAR HAMMER:                      - LIGHT FLAIL:
  Base Damage: 1d8                   Base Damage: 1d8
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Martial                      Feat: Martial


- HEAVY FLAIL:                     - BATTLEAXE:
  Base Damage: 1d10                  Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Bludgeoning      Base Damage Type: Slashing
  Feat: Martial                      Feat: Martial


- SHORTSWORD:                      - LONGSWORD
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Slashing
  Feat: Martial; Rogue               Feat: Martial; Elf


- SCIMITAR:                        - RAPIER:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 18-20/x2     Base Critical Threat: 18-20/x2
  Base Damage Type: Slashing         Base Damage Type: Piercing
  Feat: Martial; Druid               Feat: Martial; Rogue, Elf


- GREAT SWORD:                     - GREATAXE:
  Base Damage: 2d6                   Base Damage: 1d12
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Martial                      Feat: Martial


- HALBERD:
  Base Damage: 1d10
  Base Critical Threat: 19-20/x3
  Base Damage Type: Piercing and
  Slashing, Feat: Martial

-----


>>> MARTIAL RANGED WEAPONS <<<


- THROWING AXE:                    - SHORTBOW:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Slashing         Base Damage Type: Piercing
  Feat: Martial                      Ammunition: Arrows
                                     Feat: Martial; Rogue, Elf

- LONGBOW:
  Base Damage: 1d8
  Base Critical Threat: 19-20/x3
  Base Damage Type: Piercing
  Ammunition: Arrows
  Feat: Martial; Elf

>>> All of the above weapons also come in +1, +2, and +3. They have the
Special Property of Enhancement Bonus of +1, +2, or +3.

-----


>>> RANGED WEAPONS AMMUNITION <<<


- ARROW:                           - PIERCING ARROW:
  Base Damage: 1d6 or 1d8            Base Damage: 1d6 or 1d8
                                     Damage Bonus: Piercing 1d6

- LIGHTNING ARROW:                 - ACID ARROW:
  Base Damage: 1d6 or 1d8            Base Damage: 1d6 or 1d8
  Damage Bonus: Electrical 1d6       Damage Bonus: Acid 1d6

- ICE ARROW:                       - FIRE ARROW:
  Base Damage: 1d6 or 1d8            Base Damage: 1d6 or 1d8
  Damage Bonus: Cold 1d6             Damage Bonus: Fire 1d6

- BOLT:                            - PARALYTIC BOLT:
  Base Damage: 1d8 or 1d10           Base Damage: 1d8 or 1d10
                                     Damage Bonus: Stun DC-14
                                     50%/2 Rounds

- LIGHTNING BOLT:                  - BOLT OF FROSTBITE:
  Base Damage: 1d8 or 1d10           Base Damage: 1d8 or 1d10
  Damage Bonus: Electrical 1d4       Damage Bonus: Cold 1d4

- FIRE BOLT:                       - BOLT OF PIERCING:
  Base Damage: 1d8 or 1d10           Base Damage: 1d8 or 1d10
  Damage Bonus: Fire 1d4             Damage Bonus: Piercing 1d10

- ACID BOLT:                       - BULLET:
  Base Damage: 1d8 or 1d10           Base Damage: 1d4
  Damage Bonus: Acid 1d4

- BULLET OF SMITING:               - GIANTS BANE:
  Base Damage: 1d4                   Base Damage: 1d4
  Damage Bonus: Bludgeoning 1d6      Damage Bonus vs. Giant:
                                     Bludgeoning 1d6; Damage Bonus:
                                     Piercing 1d6

- ICE BULLET:                      - LIGHTNING BULLET:
  Base Damage: 1d4                   Base Damage: 1d4
  Damage Bonus: Cold 1d6             Damage Bonus: Electrical 1d6

- FIRE BULLET:                     - BULLET OF SCREAMING:
  Base Damage: 1d4                   Base Damage: 1d4
  Damage Bonus: Fire 1d6             Damage Bonus: Sonic 1d4
                                     On Hit: Silence DC-14 50%/
                                     2 Rounds


- FAREL'S GOLD (BULLET):
  Base Damage: 1d4
  Damage Bonus: Acid 1d4
  On Hit: Slow DC-14 50%/
  2 Rounds

-----


>>> EXOTIC MELEE WEAPONS <<<


- KUKRI:                           - KAMA:
  Base Damage: 1d4                   Base Damage: 1d6
  Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic                       Feat: Exotic


- KATANA:                          - DOUBLE AXE:
  Base Damage: 1d10                  Base Damage: 1d8/1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Slashing         Base Damage Type: Piercing and
  Feat: Exotic                       Slashing, Feat: Exotic


- DIRE MACE:                       - TWO-BLADED SWORD:
  Base Damage: 1d8/1d8               Base Damage: 1d8/1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Slashing
  Feat: Exotic                       Feat: Exotic


- SCYTHE:
  Base Damage: 2d4
  Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing and
  Slashing
  Feat: Exotic

>>> All of the above weapons also come in +1, +2, and +3.  They have an
Enhancement Bonus of +1, +2, or +3.

-----


>>> EXOTIC RANGED WEAPON <<<

- SHURIKEN:
  Base Damage: 1d3
  Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing
  Feat: Exotic

-----------------------------------------------------------------------

>>> This next list is for all of the special weapons found throughout
the game.  If you've found a weapon not listed in here, "print screen"
of the specs and e-mail them to me please, I just don't take peoples
word for it, I will of course credit you for the find.  And remember to
send only the weapons found in the origional Neverwinter Nights, not
any of the new weapons found in the expansion games.


>>> FOUND SIMPLE MELEE WEAPONS <<<


- TAGGET'S TALON (DAGGER):         - ICE TALON (DAGGER):
  Base Damage: 1d4                   Base Damage: 1d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard; Special             Rogue, Wizard; Special
  Properties: Enhancement            Properties: Enhancement
  Bonus +1, Keen                     Bonus +2; Damage Bonus:
                                     Cold 1d6


- PIXIE LANCE (DAGGER):            - COURTESAN BLADE (DAGGER):
  Base Damage: 1d4                   Base Damage: 1d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard; Special             Rogue, Wizard; Special
  Properties: Enhancement            Properties: Enhancement
  Bonus +2; On Hit: Sleep DC-14      Bonus +2; Keen; On Hit: Stun
  50%/2 Rounds                       DC-14 50%/2 Rounds


- WATCHMAN'S CLUB:                 - WILL OF THE LOST (CLUB):
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard; Special             Rogue, Wizard; Special
  Properties: Enhancement            Properties: Enhancement
  Bonus +2; Bonus Feat:              Bonus +1; Vampire Regeneration
  Alertness; Low Light (10m)         +3
  Yellow; Skill Bonuses:
  Listen +2, Spot +2


- TETHIR-WOOD CUDGEL (CLUB):       - BONE PHEONIX (MORNING STAR):
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,         and Piercing; Feat: Simple,
  Rogue, Wizard; Special             Rogue; Special Properties:
  Properties: Enhancement            Enhancement Bonus +1; Damage
  Bonus +2; Damage Bonus:            Bonus: Fire 1d6
  Acid 1d6


- BLACK KUMADE (SPEAR):            - NEGASTAFF:
  Base Damage: 1d8                   Base Damage: 1d6
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Special       Feat: Simple; Druid, Monk,
  Properties: Enhancement            Rogue, Wizard; Special
  Bonus +2; Spell Resistance: 10     Properties: Enhancement Bonus
                                     +1; On Hit: Level Drain
                                     DC-14 25%/3 Rounds


- STAFF OF POWER:                  - BLACKFOREST STAFF:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Sorcerer or          Feat: Simple; Druid, Monk,
  Wizard; Special Properties:        Rogue, Wizard; Special
  Charges: 50; Uses:                 Properties: Enhancement Bonus
  Fireball 3 times per day,          vs. Good +1; Uses: Protection
  Magic Missle 2 times per day       from Alignment 3 times per day
  Ray of Enfeeblement 1 time         Vampire Regeneration +1
  per day; Only Useable by
  Sorcerer or Wizard


- STAFF OF THE HOLY:               - STAFF OF DEFENSE:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Cleric; Special      Feat: Simple; Sorcerer,
  Properties: Uses: Aid 2 times      Wizard; Special Properties:
  per day, Cure Light Wounds 1       Charges: 50; Armor Bonus +2
  time per day, Cure Moderate        (AC Armor Modifier); Uses:
  Wounds 3 times per day; Only       Ghostly Visage 2 times per day
  Useable by Cleric                  Mage Armor 1 time per day,
                                     Protection from Alignment 3
                                     times per day; Only Useable by
                                     Sorcerer or Wizard


- STAFF OF COMMAND:                - DRONE +1 (MORNINGSTAR):
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,         and Piercing; Feat: Simple or
  Rogue, Wizard; Special             Rogue; Special Properties:
  Properties: Charges: 50            Enhancement Bonus +1, On Hit:
  Immunity: Mind-Affecting Spells;   Slow DC-14 50%/2 Rounds
  Uses: Charm Monster 5 times per
  day, Charm Person 2 times per
  day, Dominate Person 5 times
  per day


- STAFF OF MELANDEN:               - GOLDEN SICKLE +1:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Slashing
  Feat: Simple; Druid, Monk          Feat: Simple; Druid
  Rogue, Wizard; Special             Special Properties: Bonus
  Properties: Charges: 50            Spell Slot: Druid Level 0;
  Bonus Feat: Spell Penetration      Enhancement Bonus +1; Skill
  Light Bright (20 m) Red;           Bonus: Animal Empathy +2
  Use: Melf's Acid Arrow 5
  Charges Per Use


- STAFF OF CURING:                 - FEY SPEAR +1:
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Bludgeoning      Base Damage Type: Piercing
  Feat: Simple; Druid, Monk          Feat: Simple; Druid;
  Rouge, Wizard; Special             Special Prperties: Enhancement
  Properties: Skill Bonus:           Bonus +1; On Hit: Daze DC-14
  Heal +5; Charges: 50; Use:         75%/1 Round
  Cure Serious Wounds 2
  Charges Per Use


- PENHOLD STAFF:                   - BLACKSOUL SICKLE:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Piercing
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid
  Rogue, Wizard; Special             Special Properties: Vampiric
  Properties: Charges: 50;           Regeneration +2; Enhancement
  Use: Freedom of Movement           Bonus +1
  Single Use; Hold Person
  Single Use; Remove Paralysis
  Single Use


- GLADIATOR'S CLUB +1:
  Base Damage: 1d6
  Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,
  Wizard; Special Properties:
  Enhancement Bonus +1; On Hit:
  Daze DC-14 75%/1 Round

-----


>>> FOUND SIMPLE RANGED WEAPONS <<<


- CROSSBOW OF THE HIGH FOREST:     - FEYWARDEN CROSSBOW:
  Base Damage: 1d8                   Base Damage: 1d10
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Ammunition: Bolts; Feat:           Ammunition: Bolts; Feat:
  Simple; Druid, Monk, Rogue         Simple; Druid, Monk, Rogue
  Wizard; Special Properties:        Wizard; Special Properties:
  Attack Bonus +4;                   Attack Bonus vs. Orc +5;
  Regeneration +1                    Attack Bonus +2


- RUBY CROSSBOW:                   - *CROSSBOW OF ACCURACY:
  Base Damage: 1d8                   Base Damage: 1d10
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Ammunition: Bolts                  Ammunition: Bolts
  Feat: Simple; Monk, Rogue,         Feat: Simple; Monk, Rogue,
  Wizard; Special Properties:        Wizard; Special Properties:
  Attack Bonus +3; Use: Scare        Attack Bonus +5
  Once Per Day

 Contributor Credits:
* Sent in by reader Al Morin

-----------------------------------------------------------------------


>>> FOUND MARTIAL MELEE WEAPONS <<<


- HAMMER OF JUSTICE:               - RAPIER OF THE HIGH ROAD:
  Base Damage: 1d8                   Base Damage: 1d6
  Base Critical Threat: 19-20/x3     Base Critical Threat: 18-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Piercing
  Feat: Martial                      Feat: Martial; Elf, Rogue
  Special Properties: Enhancement    Special Properties: Damage
  Bonus vs. Chaotic +2;              Bonus: 1d6 Acid; Enhancement
  Enhancement Bonus +1               Bonus +1; Keen


- MORAG PROTECTOR SHORT SWORD:     - HOPE SLAYER (LONGSWORD):
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Slashing
  Feat: Martial; Rogue               Feat: Martial; Elf
  Special Properties: Damage         Special Properties: Vampire
  Bonus: 1d6 Sonic; Enhancement      Regeneration +1; Enhancement
  Bonus +2                           Bonus +3; Only Useable by
                                     Lawful Evil


- SHIMMERING BLADE (SCIMITAR):     - VERMIN'S BANE (GREATSWORD):
  Base Damage: 1d6                   Base Damage: 2d6
  Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Martial; Druid               Feat: Martial
  Special Properties: Enhancement    Special Properties:
  Bonus +2; Skill Bonus: Parry +5    Enhancement Bonus vs. Vermin
                                     +4; Enhancement Bonus +1


- BLADE OF THE RESHEMI:            - MORAG PROTECTOR GREATAXE:
  (GREATSWORD):                      Base Damage: 1d12
  Base Damage: 2d6                   Base Critical Threat: 19-20/x3
  Base Critical Threat: 19-20/x2     Base Damage Type: Slashing
  Base Damage Type: Slashing         Feat: Martial
  Feat: Martial                      Special Properties: Damage
  Special Properties: Enhancement    Bonus: 2d6 Fir
  Bonus +2; Spell Resistance 10


- RIFT HAMMER:                     - BLACK RIDER QUILL (RAPIER):
  Base Damage: 1d8                   Base Damage: 1d6
  Base Critical Threat: 19-20/x3     Base Critical Threat: 18-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Piercing
  Feat: Martial                      Feat: Martial; Rouge, Elf
  Special Properties: Damage         Special Properties: Skill
  Bonus: 1d6 Sonic; Enhancement      Bonuses: Lore +4, Perform +4;
  Bonus +1                           Enhancement Bonus +1


- HARBRINGER KIN +1 (GREATSWORD):  - DESERT WIND +1 (SCIMITAR):
  Base Damage: 2d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 18-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Martial                      Feat: Martial; Druid
  Special Properties: Damage         Special Properties: Damage
  Bonus: Fire 2 Damage;              Bonus: Fire 1d6 Damage;
  Enhancement Bonus +1               Enhancement Bonus +1


- HAMMER OF THE WISP:              - MERCYKILLER BLADE (RAPIER):
  Base Damage: 1d8                   Base Damage: 1d6
  Base Critical Threat: 19-20/x3     Base Critical Threat: 18-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Piercing
  Feat: Martial                      Feat: Martial; Rogue, Elf
  Special Properties: Light          Special Properties: Damage
  (15m) Blue; Enhancement            Bonus vs. Evil 1d6 Fire Damage
  Bonus +2; On Hit: Fear             Enhancement Bonus +2
  DC-14 50%/2 Rounds


- ASTRAL BLADE +1:                 - DAGGER OF CHAOS (GREATSWORD):
  Base Damage: 1d8                   Base Damage: 2d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Martial; Elf                 Feat: Martial
  Special Properties: Damage         Special Properties: Vampiric
  Bonus: Sonic 1d4 Damage;           Regeneration +3; Enhancement
  Enhancement Bonus +1               Bonus +2; On Hit: Confusion
                                     DC-14 50%/2 Rounds


- NAMARRA NEVERSLEEP +1 (RAPIER):  - BLADE OF THE GLADIATOR
  Base Damage: 1d6                   (LONGSWORD):
  Base Critical Threat: 18-20/x2     Base Damage: 1d8
  Base Damage Type: Piercing         Base Critical Threat: 19-20/x2
  Feat: Martial; Rogue, Elf          Base Damage Type: Slashing
  Special Properties:                Feat: Martial; Elf
  Enhancement Bonus +1; On Hit:      Special Properties: Damage
  Daze DC-14 75%/1 Round             Bonus: Acid 1d6 Damage;
                                     Enhancement Bonus +2


- SILVERMANE'S AXE:                - FEYDUSTER +1 (SHORTSWORD):
  Base Damage: 1d8                   Base Damage: 1d6
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Piercing
  Feat: Martial                      Feat: Martila; Rogue
  Special Properties: Keen;          Special Properties:
  Enhancement Bonus +1;              Enhancement Bonus +1; On Hit:
  Regeneration +1; Use:              Daze DC-14 75%/1 Round
  Raise Dead Single Use


- EMBER'S AXE:                     - WRIT OF THE VIZIER (FLAIL):
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Bludgeoning
  Feat: Martial; Monk                Feat: Martial
  Special Properties: Enhancement    Special Properties: On Hit:
  Bonus +2; Enhancement Bonus        Fear DC-14 50%/2 Rounds;
  vs. Outsider +4                    Enhancement Bonus: +1


- ICE REAVER +3 (HANDAXE):         - HEIRS OF OSIRIS (LIGHT FLAIL):
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Bludgeoning
  Feat: Martial; Monk                Feat: Martial
  Special Properties: Enhancement    Special Properties: Damage Bonus
  Bonus +3; Damage Bonus: Cold 1     vs. Undead +4; Enhancement
  Damage; Damage Resistance: Cold    Bonus +1
  Resist 15/-


- STORM +2 (LIGHT HAMMER):         - RAVAGER +4 (HALBERD):
  Base Damage: 1d4                   Base Damage: 1d10
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Bludgeoning      Base Damage Type: Piercing and
  Feat: Martial                      Slashing Feat: Martial
  Special Properties: Enhancement    Special Properties: Damage
  Bonus +2; Damage Bonus: 1d6        Bonus: Sonic 1d6 Damage; On Hit:
  Electrical Damage; Damage          Daze DC-14 50%/2 Rounds;
  Resistance: Electrical Resist      Enhancement Bonus +4
  10/-


- BLOOD RUST AXE:                 - *BLESSING OF THE DAYSTAR
  Base Damage: 1d6                  (LONGSWORD):
  Base Critical Threat: 19-20/x3    Base Damage: 1d8
  Base Damage Type: Slashing        Base Critical Threat: 19-20/x2
  Feat: Martial; Monk               Base Damage Type: Slashing
  Special Properties: Enhancement   Feat: Martial; Elf
  Bonus +2; Damage Bonus vs. Good   Special Properties: Required
  1d6 Fire Damage; On Hit: Slow     Level: 16; Enhancement Bonus
  DC-14 50%/2 Rounds                +3; Enhancement Bonus vs.
                                    Undead +5; Damage Bonus vs.
                                    Evil: 1d6 Fire Damage


- ^GEMSWORD (GREATSWORD):         - ^SHINING LIGHT OF LATHANDER
   Base Damage: 2d6                 (GREATSWORD):
   Base Critical Threat: 19-20/x2   Base Damage: 2d6
   Base Damage Type: Slashing       Base Critical Threat: 19-20/x2
   Feat: Martial                    Base Damage Type: Slashing
   Special Properties: Enhancement  Feat: Martial
   Bonus +3; Damage Bonus:          Special Properties: Light Normal
   Electrical 1d6 Damage            (15m) Orange; Enhancement Bonus
                                    +2; Use: Searing Light Once Per Day

Contributor Credits:
* Sent in by reader Alit Anggara
^ Sent in by reader Josh Gagnier


-----


>>> FOUND MARTIAL RANGED WEAPONS <<<


- ELVEN COURT BOW:                 - THUNDERBEAST AXE:
  Base Damage: 1d8                   Base Damage: 1d6
  Base Critical Threat: 19-30/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Slashing
  Ammunition: Arrows                 Feat: Martial; Special
  Feat: Martial; Elf                 Properties: Damage Bonus:
  Special Properties: Attack         Sonis 1d4 Damage; Enhancement
  Bonus +3; Mighty +3                Bonus +3


- COMPOSITE SHORTBOW +2:           - LILTING NOTE (SHORTBOW):
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Ammunition: Arrows                 Ammunition: Arrows
  Feat: Martial, Rogue, Elf          Feat: Martial; Rogue, Elf
  Special Properties: Attack         Special Properties: Attack
  Bonus +2; Mighty +4                Bonus +3; Mighty +3; Skill
                                     Bonus: Perform +8


- LESSER OATHBOW (SHORTBOW):       - BLACK RAVEN THROWING AXES:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Slashing
  Ammunition: Arrows                 Feat: Martial
  Feat: Martial; Rogue, Elf          Special Prperties: Enhancement
  Special Properties: Attack         Bonus +1; On Hit: Fear DC-14
  Bonus +3; Mighty +3; Massive       50%/2 Rounds
  Criticals: 1d4 Damage


- RIFTHOME THROWING AXES:
  Base Damage: 1d6
  Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing
  Feat: Martial
  Special Properties: Enhancement
  Bonus +3; Mighty +3

-----------------------------------------------------------------------


>>> FOUND EXOTIC MELEE WEAPONS <<<


- CUTTING STAR (KUKRI):            - EMPTY FIELDS (KAMA):
  Base Damage: 1d4                   Base Damage: 1d6
  Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic; Monk                 Feat: Exotic; Monk
  Special Properties: Damage         Special Properties:
  Bonus: Fire 1d6; Enhancement       Enhancement Bonus +1; On Hit:
  Bonus +2; On Hit: Blindness        Doom DC-14 50%/2 Rounds
  DC-14 25%/3 Rounds


- PEASENT DYNASTY (KAMA):          - ARDULIA'S FALL (DIRE MACE):
  Base Damage: 1d6                   Base Damage: 1d8/1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Bludgeoning
  Feat: Exotic; Monk                 Feat: Exotic
  Special Properties: Damage         Special Properties:
  Resistance: Acid Resist 5/-,       Enhancement Bonus +2; On Hit:
  Cold Resist 5/-, Electrical        Slow DC-14 25%/3 Rounds
  Resist 5/-, Fire Resist 5/-;
  Enhancement Bonus +1


- EBON DIRE MACE:                  - KROTAN'S SKULLCRUSHER
  Base Damage: 1d8/1d8               (DIRE MACE):
  Base Critical Threat: 19-20/x2     Base Damage: 1d8/1d8
  Base Damage Type: Bludgeoning      Base Critical Threat: 19-20/x2
  Feat: Exotic                       Base Damage Type: Bludgeoning
  Special Properties:                Feat: Exotic
  Enhancement Bonus +1; On Hit:      Special Properties: Damage
  Ability Drain DC-14 Strength       Bonus vs. Goblinoid 1d6 Cold,
                                     Damage Bonus vs. Half-Orc 1d6
                                     Cold, Damage Bonus vs. Orc 1d6
                                     Cold; Enhancement Bonus +1


- ARIBETH'S BASTARD SWORD:         - HIDEO'S KAMA:
  Base Damage: 1d10                  Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic                       Feat: Exotic; Monk
  Special Properties: Damage         Special Properties: Skill
  Bonus vs. Good +5; Enhancement     Bonus: Parry +2; Enhancement
  Bonus +5; Vampire Regeneration     Bonus +2
  +1; Only Useable by Lawful Evil
  Paladin


- SWORD OF BAO (2-BLADED SWORD):   - URTHGARDT CEREMONIAL BLADE +1
  Base Damage: 1d8/1d8               (2-BLADED SWORD):
  Base Critical Threat: 19-20/x2     Base Damage: 1d8/1d8
  Base Damage Type: Slashing         Base Critical Threat: 19-20/x2
  Feat: Exotic                       Base Damage Type: Slashing
  Special Properties: Damage         Feat: Exotic
  Bonus: Fire 1d6 Damage             Special Properties: Keen;
                                     Enhancement Bonus +1


- DOUBLEAXE OF TALL KIN +1:        - BLADE OF CORELLON (2-BLADED):
  Base Damage: 1d8/1d8               Base Damage: 1d8/1d8
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic                       Feat: Exotic
  Special Properties: Light Low      Special Properties: Skill
  (10m) White; Enhancement           Bonuses: Heal +2, Spot +2;
  Bonus +1                           Enhancement Bonus +3


- STOUTCORPS KEY (DIRE MACE):      - NATURE'S SCYTHE:
  Base Damage: 1d8/1d8               Base Damage: 2d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x4
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Exotic                       & Piercing; Feat: Exotic
  Special Properties: Enhancement    Special Prperties: Enhancement
  Bonus +1; Enhancement Bonus:       Bonus +1; Enhancement Bonus
  Strength +2                        vs. Human +4


- ASCORIAN DOUBLE AXE:             - LAWGIVER (BASTARD SWORD):
  Base Damage: 1d8/1d8               Base Damage: 1d10
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic                       Feat: Exotic
  Special Properties: Vampiric       Special Prperties: Enhancement
  Regeneration +3; Enhancement       Bonus +1; Enhancement Bonus
  Bonus vs. Evil +1                  vs. Chaotic +3


- NEVERWINTER KUKRI:               - MESSANGER BLADE (KUKRI):
  Base Damage: 1d4                   Base Damage: 1d4
  Base Critical Threat: 18-20/x2     Base Critical Threat: 18-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic; Monk                 Feat: Exotic; Monk
  Special Properties: Enhancement    Special Properties: Keen;
  Bonus +2; Improved Saving          Enhancement Bonus +2
  Throw: Fortitude +1


- THREAD OF LIFE (KAMA)            - KAGO-TO (KATANA):
  Base Damage: 1d6                   Base Damage: 1d10
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Tpe: Slashing
  Feat: Exotic; Monk                 Feat: Exotic
  Special Properties: Enhancement    Special Properties: Enhancemnt
  Bonus +1; Regeneration +1;         Bonus +1; On Hit: Daze DC-14
  Charges: 50; Use: Cure Critical    50%/2 Rounds
  Wounds 5 Charges Per Use; Cure
  Minor Wounds: 0 Charges Per Use;
  Cure Moderate Wounds 2 Charges
  Per Use; Cure Serious Wounds 4
  Charges Per Use


- *BLODLETTER (BASTARD SWORD):     - *DIVINE FURY (KATANA):
   Base Damage: 1d10                 Base Damage: 1d10
   Base Critical Threat: 19-20/x2    Base Critical Threat: 19-20/x2
   Base Damage Type: Slashing        Base Damage Type: Slashing
   Feat: Exotic                      Feat: Exotic
   Special Properties:Enhancement    Special Properties: Damage
   Bonus +4; On Hit: Wounding;       Bonus: Electrical 1d6 Damage;
   Vampiric Regeneration +2          Enhancement Bonus +3; On Hit:
                                     Stun 50%/2 Rounds


- DISCORD (BASTARD SWORD):
  Base Damage: 1d10
  Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing
  Feat: Exotic
  Special Properties: Enhancement
  Bonus +2; Damage Bonus: Sonic
  1d6 Damage; On Hit: Confusion
  Dc-14 50%/2 Rounds

Contributor Credits:
* Sent in by reader Alit Anggara

-----


>>> FOUND EXOTIC RANGED WEAPONS  <<<


- STARS OF OJY-DO:                 - SHINING LIGHT SHURIKEN:
  Base Damage: 1d3                   Base Damage: 1d3
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Feat: Exotic; Monk                 Feat: Exotic; Monk
  Special Properties: Damage         Special Properties:
  Bonus: 1d4 Cold; Enhancement       Enhancement Bonus +2; On Hit:
  Bonus +1                           Daze DC-14 50%/2 Rounds


- DRAGON'S TAIL SHURIKEN:          - GRAINS OF SAND (SHURIKEN)
  Base Damage: 1d3                   Base Damage: 1d3
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Feat: Exotic; Monk                 Feat: Exotic; Monk
  Special Properties: Damage         Special Properties: On Hit:
  Bonus: Fire 1d4 Damage;            Sleep DC-14 50%/2 Rounds
  Enhancement Bonus +2


-----------------------------------------------------------------------


>>> WANDS AND RODS <<<

    Here is a list of all the magic Wands and Rods that are found in
the game.  If you've found a Wand or Rod that isn't in this list,
please "print screen" of the specs and e-mail them to me please, I will
of course credit you for the find.  Remember to only send Wands and
Rods found in the origional NWN campaign, not any of the ones found in
the expansion games.


>>> WANDS <<<


- WAND OF MISSLES:                 - WAND OF FIRE:
  Only Useable by: Bard,             Only Useable by: Bard,
  Sorcerer or Wizard                 Sorcerer or Wizard
  Charges: 50                        Charges: 50
  Use: Magic Missle                  Use: Fireball
  1 Charge Per Use                   5 Charges Per Use


- WAND OF NEGATIVE ENERGY:         - WAND OF STINKING CLOUD:
  Only Useable by: Bard,             Only Useable by: Bard,
  Sorcerer or Wizard                 Sorcerer or Wizard
  Charges: 50                        Charges: 50
  Use: Negative Energy Ray           Use: Stinking Cloud
  2 Charges Per Use                  3 Charges Per Use


- WAND OF SUMMONING:               - WAND OF PARALYZATION:
  Only Useable by: Bard,             Only Useable by: Bard,
  Sorcerer or Wizard                 Sorcerer or Wizard
  Charges: 50                        Charges: 50
  Use: Summon Creature IV            Use: Hold Monster
  5 Charges Per Use                  5 Charges Per Use


- WAND OF SLEEP:                   - WAND OF FEAR:
  Only Useable by: Bard,             Only Useable by: Bard,
  Sorcerer or Wizard                 Sorcerer or Wizard
  Charges: 50                        Charges: 50
  Use: Sleep                         Use: Fear
  1 Charge Per Use                   3 Charges Per Use


- WAND OF ARCANE DISJUNCTION:      - WAND OF LIGHTNING:
  Only Useable by: Bard,             Only Useable by: Bard,
  Sorcerer or Wizard                 Sorcerer or Wizard
  Charges: 50                        Charges: 50
  Use: Dispel Magic                  Use: Lightning Bolt
  2 Charges Per Use                  5 Charges Per Use


- WAND OF THE HEAVENS:
  Only Useable by: Cleric
  or Paladin
  Charges: 50
  Use: Flame Strike
  5 Charges Per Use

-----


>>> RODS <<<

*** Unlike Wands, any character class may use a Rod

- ROD OF REVERSAL:                 - ROD OF BEGUILING:
  Charges: 50                        Charges: 50
  Use: Dispel Magic, 3               Use: Charm Person, 1
  Charges Per Use                    Charge Per Use
  Use: Greater Dispelling, 5         Use: Dominate Person, 2
  Charges Per Use                    Charges Per Use


- ROD OF TERROR:
  Charges: 50
  Use: Fear, 3
  Charges Per Use
  Use: Scare, 1
  Charge Per Use


================================================================ #16 ==

--------------------------
* 16) CLOTHING AND ARMOR *
--------------------------


>>> CLOTHING <<<

     All of the following clothing has a Base AC of 0, have no Dex
bonuses, no Armor Check penalties, no Arcane Spell Failures, don't
require a specific feat to wear, and offers absolutely no protection
for your character so I'm not going to bother listing all of their
stats:


- ADEPT'S TUNIC                - PALADIN'S TUNIC

- ASSASSIN'S GARB              - PERFORMER'S OUTFIT

- BARBARIAN'S OUTFIT           - PRIEST'S ROBE

- BARD'S TUNIC                 - ROGUE'S TUNIC

- CONJURER'S ROBE              - SOLDIER'S TUNIC

- GLADIATOR'S OUTFIT           - SORCERER'S ROBE

- ILLUSIONIST'S ROBE           - SQUIRE'S TUNIC

- JESTER'S OUTFIT              - VETERAN'S OUTFIT

- MONK'S OUTFIT                - WARRIOR'S TUNIC

- NOBLE GUARDSMAN'S TUNIC      - WIZARD'S ROBE

- NOBLE'S OUFIT                - WOODSMAN OUTFIT

- NOBLE'S TUNIC                - NECROMANCER'S ROBE

-----


>>> PROTECTIVE CLOTHING <<<

     All of the following clothing has a Base AC of 0, have no Dex
bonuses, no Armor Check penalties, no Arcane Spell Failures, don't
require a specific feat to wear (although some of them are only
available for a specific class), and offers only protection against the
stated damage type:


- ROBE OF LIGHT:                    - ROBE OF COLD RESISTANCE:
  Special Properties: Light           Special Properties: Cold
  Normal (15m) White                  Damage Resist 15/-


- ROBE OF ELECTRICAL RESISTANCE:    - ROBE OF FIRE RESISTANCE:
  Special Properties: Electrical      Special Properties: Fire
  Damage Resist 15/-                  Damage Resist 15/-


- ROBE OF ACID RESISTANCE:          - ROBE OF THE DARK MOON:
  Special Properties: Acid            Decreased Skill Modifier:
  Damage Resist 15/-                  Concentration -1, Special
                                      Properties: Haste, Only
                                      useable by Monk

- IMPROVED ROBE OF THE OLD ORDER:   - ROBE OF THE SHINING HAND +5:
  Special Properties: Armor Bonus     Special Properties: Armor
  +2 (AC Armor Modifier), Damage      Bonus +5 (AC Armor Modifier)
  Reduction: +1 Soak 5 Damage         Decreased Skill Modifier:
  Only useable by Monk                Listen -1, Only useable by
                                      Monk


-----------------------------------------------------------------------


>>> ARMOR <<<


- PADDED ARMOR:                     - LEATHER ARMOR:
  Base AC: 1                          Base AC: 2
  Max. Dex Bonus: 8                   Max. Dex Bonus: 8
  Armor Check Penalty: 0              Armor Check Penalty: 0
  Arcane Spell Failure: 5%            Arcane Spell Failure: 10%
  Feat Required: Light Armor          Feat Required: Light Armor

- STUDDED LEATHER:                  - HIDE ARMOR:
  Base AC: 3                          Base AC: 3
  Max. Dex Bonus: 4                   Max. Dex Bonus: 4
  Armor Check Penalty: -1             Armor Check Penalty: -1
  Arcane Spell Failure: 20%           Arcane Spell Failure: 20%
  Feat Required: Light ARmor          Feat Required: Light Armor

- CHAIN SHIRT:                      - SCALE MAIL:
  Base AC: 4                          Base AC: 4
  Max. Dex Bonus: 4                   Max Dex Bonus: 4
  Armor Check Penalty: -2             Armor Check Penalty: -2
  Arcane Spell Failure: 20%           Arcane Spell Failure: 20%
  Feat Required: Medium Armor         Feat Required: Medium Armor

- CHAIN MAIL:                       - BANDED MAIL:
  Base AC: 5                          Base AC: 6
  Max. Dex Bonus: 2                   Max. Dex Bonus: 1
  Armor Check Penalty: -5             Armor Check Penalty: -7
  Arcane Spell Failure: 30%           Arcane Spell Failure: 40%
  Feat Required: Medium Armor         Feat Required: Heavy Armor

- SPLINT MAIL:                      - HALF PLATE:
  Base AC: 6                          Base AC: 7
  Max. Dex Bonus: 1                   Max. Dex Bonus: 1
  Armor Check Penalty: -7             Armor Check Penalty: -7
  Arcane Spell Failure: 40%           Arcane Spell Failure: 40%
  Feat Required: Heavy Armor          Feat Required: Heavy Armor

- FULL PLATE:
  Base AC: 8
  Max. Dex Bonus: 1
  Armor Check Penalty: -8
  Arcane Spell Failure: 45%
  Feat Requied: Heavy Armor

>>> All of the above armor also comes in +1, +2, and +3.  These armors
have the same specs as above and are enhanced with the special property
of Armor Bonus +1, +2, or +3 (AC Armor Modifier).

-----

>>> This next list is for all of the special armor found throughout the
game.  If you've found a suit not listed in here, "print screen" of the
specs and e-mail them to me please, I just don't take peoples word for
it, I will of course credit you for the find.  And remember to send
only those suits found in the origional Neverwinter Nights, not any of
the new armor found in the expansion games.


- MIRRORED ARMOR:                  - ARMOR OF THE WOLF:
  Base AC: 1                         Base AC: 1
  Max. Dex Bonus: 8                  Max. Dex Bonus: 8
  Armor Check Penalty: 0             Armor Check Penalty: 0
  Arcane Spell Failure: 5%           Arcane Spell Failure: 5%
  Feat Required: Light Armor         Feat Required: Light Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Armor Modifier)       Bonus vs. Shapechanger +5
  Spell Resistance: 14               (AC Armor Modifier), Armor
                                     Bonus +3 (AC Armor Modifier)
                                     Skill Bonus: Move Silently +2


- SQUIRE'S DEFENSE:                - ARMOR OF LOYALTY:
  Base AC: 2                         Base AC: 3
  Max. Dex Bonus: 6                  Max. Dex Bonus: 4
  Armor Check Penalty: 0             Armor Check Penalty: -1
  Arcane Spell Failure: 10%          Arcane Spell Failure: 20%
  Feat Required: Light Armor         Feat Requied: Light Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +2 (AC Armor Modifier)       Bonus +1 (AC Armor Modifier)
  Enhancement Bonus: Str +3          Spell Immunity: Charm Person
                                     and Dominate Person


- ROGUE LINKS:                     - ARMOR OF HORUS-RE:
  Base AC: 3                         Base AC: 4
  Max. Dex Bonus: 4                  Max. Dex Bonus: 4
  Armor Check Penalty: -1            Armor Check Penalty: -2
  Arcane Spell Failure: 20%          Arcane Spell Failure: 20%
  Feat Required: Light Armor         Feat Requied: Medium Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Armor Modifier)       Bonus +4 (AC Armor Modifier)
  Skill Bonuses: Hide +6;            Damage Resistance:
  Move Silently +6, Only             Electrical Resist 10/-
  useable by Rogue                   Sonic Resist 10/-


- BROEWENDE FAMILY ARMOR:          - ELVEN CHAINMAIL:
  Base AC: 4                         Base AC: 4
  Max. Dex Bonus: 4                  Max. Dex Bonus: 4
  Armor Check Penalty: -2            Armor Check Penalty: -2
  Arcane Spell Failure: 20%          Arcane Spell Failure: 20%
  Feat Required: Medium Armor        Feat Required: Medium Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +1 (AC Armor Modifier)       Bonus +3 (AC Armor Modifier)
  Damage Resistance:                 Skill Bonuses: Hide +6;
  Acid Resist 5/-                    Move Silently +6, Weight
  Fire Resist 5/- Immunity:          Reduction: 40% of weight
  Mind-affecting spells


- CHAINMAIL OF SPEED:              - ADAMANTINE BREASTPLATE
  Base AC: 5                         Base AC: 5
  Max. Dex Bonus: 2                  Max. Dex Bonus: 2
  Armor Check Penalty: -5            Armor Check Penalty: -5
  Arcane Spell Failure: 30%          Arcane Spell Failure: 30%
  Feat Required: Medium Armor        Feat Required: Medium Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +2 (AC Armor Modifier)       Bonus +2 (AC Armor Modifier)
  Enhancement: Haste                 Damage Reduction: +1 Soak 5
                                     Damage


- MITHRAL SPLINT MAIL:             - WHITE DRAGON ARMOR:
  Base AC: 6                         Base AC: 6
  Max. Dex Bonus: 1                  Max. Dex Bonus: 1
  Armor Check Penalty: -7            Armor Check Penalty: -7
  Arcane Spell Failure: 40%          Arcane Spell Failure: 40%
  Feat Requied: Hreavy Armor         Feat Required: Heavy Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +4 (AC Armor Modifier)       Bonus +3 (AC Armor Modifier)
  Weight reduction: 40%              Damage Resistance: Cold Resist
                                     20/-, Weight Reduction: 80%

- GNOMISH MAGNETIC ARMOR:          - DELVER'S ARMOR:
  Base AC: 7                         Base AC: 7
  Max. Dex Bonus: 1                  Max. Dex Bonus: 1
  Armor Check Penalty: -7            Armor Check Penalty: -7
  Arcane Spell Failure: 40%          Arcane Spell Failure: 40%
  Feat Required: Heavy Armor         Feat Requied: Heavy Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +1 (AC Armor Modifier        Bonus +2 (AC Armor Modifier)
  Spell Resistance: 12               Improved Saving Throws:
                                     Universal +2

- ELVEN CEREMONIAL ARMOR:          - ARMOR OF FREEDOM:
  Base AC: 7                         Base AC: 8
  Max. Dex Bonus: 1                  Max. Dex Bonus: 1
  Armor Check Penalty: -7            Armor Check Penalty: -8
  Arcane Spell Failure: 40%          Arcane Spell Failure: 45%
  Feat Required: Heavy Armor         Feat Required: Heavy Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +1 (AC Armor Modifier)       Bonus +3 (AC Armor Modifier)
  Bonus Feats: Spell Focus in        Enhancement: Freedom
  Conjuration, Divination,
  Enchantment, Evocation


- RED DRAGON ARMOR                 - RAINBOW ARMOR:
  Base AC: 8                         Base AC: 6
  Max. Dex Bonus: 1                  Max. Dex Bonus: 1
  Armor Check Penalty: -8            Armor Check Penalty: -7
  Arcane Spell Failure: 45%          Arcane Spell Failure: 40%
  Feat Required: Heavy Armor         Feat Required: Heavy Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +5 (AC Armor Modifier)       Bonus +1 (AC Armor Modifier)
  Damage Resistance: Fire            Damage Resistance: Cold
  Resist 20/-, Weight                Resist 10/-, Electrical
  Reduction: 80%                     Resist 10/-, Fire Resist 10/-


- ARMOR OF THE STARS:              - THE GREAT OAK:
  Base AC: 0                         Base AC: 2
  Max. Dex Bonus: None               Max. Dex Bonus: 6
  Armor Check Penalty: 0             Armor Check Penalty: 0
  Arcane Spell Failure: 0%           Arcane Spell Failure: 10%
  Feat Required: None                Feat Required: Light Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Armor Modifier)       Bonus +2 (AC Armor Modifier)
  Light Low (10m) Blue; Damage       Armor Bonus vs. Giant +4
  Resistance: Electric Resist 20/-   (AC Armor Modifier)


- ARMOR OF THORNS:                 - CHROMATIC BREASTPLATE +1:
  Base AC: 3                         Base AC: 5
  Max. Dex Bonus: 4                  Max. Dex Bonus: 2
  Armor Check Penalty: -1            Armor Check Penalty: -5
  Arcane Spell Failure: 20%          Arcane Spell Failure: 30%
  Feat Required: Light Armor         Feat Required: Medium Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +2 (AC Armor Modifier)       Bonus +1 (AC Armor Modifier)
  Use: Vampire Touch 1 Time          Damage Resistance: Cold Resist
  Per Day                            10/-, Electrical Resist 10/-,
                                     Fire Resist 10/-


- SHADOW LEGION ARMOR:             - SCALES OF TRUTH +1:
  Base AC: 2                         Base AC: 6
  Max. Dex Bonus: 6                  Max. Dex Bonus: 1
  Armor Check Penalty: 0             Armor Check Penalty: -7
  Arcane Spell Failure: 10%          Arcane Spell Failure: 40%
  Feat Required: Light Armor         Feat Required: Heavy Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +4 (AC Armor Modifier)       Bonus +1 (AC Armor Modifier)
  Skill Bonus: Hide +5               Improved Saving Throw:
                                     Fortitude +1; Use: See
                                     Invisibility 3x Per Day


- DORON'S MISTAKE:                 - BALDURAN'S ARMOR
  Base AC: 5                         Base AC: 7
  Max. Dex Bonus: 2                  Max. Dex Bonus: 1
  Armor Check Penalty: -5            Armor Check Penalty: -7
  Arcane Spell Failure: 30%          Arcane Spell Failure: 40%
  Feat Required: Medium Armor        Feat Required: Heavy Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +2 (AC Armor Modifier)       Bonus +2 (AC Armor Modifier)
  Improved Saving Throw:             Enhancement Bonus: Cha +3;
  Fortitude +1; Weight               Regeneration +1
  Reduction by 80%

-----------------------------------------------------------------------


>>> SHIELDS <<<


- SMALL SHIELD:                    - LARGE SHIELD:
  Base AC: +1                        Base AC: +2
  Armor Check Penalty: -1            Armor Check Penalty: -2
  Arcane Spell Failure: 5%           Arcane Spell Failure: 15%
  Feat Required: Shields             Feat Required: Shields


- TOWER SHIELD:
  Base AC: +3
  Armor Check Penalty: -10
  Arcane Spell Failure: 50%
  Feat Required: Shields

>>> All of the above shields also come in +1, +2, and +3.  They all
have the same specs as above and are enhanced with the special property
of Armor Bonus  +1, +2, or +3 (AC Shield Modifier).  All of these
shields are in each campaign.

-----

>>> This next list is for all of the special shields found throughout
the game.  If you've found a shield that is not listed, please "print
screen" of the specs and e-mail them to me, I will of course credit you
for the find.  Please only send shields found in the Neverwinter Nights
campaign and not any from the expansion games.


- MITHRAL SHIELD                   - SHIELD OF THE WATCH
  Base AC: +1                        Base AC: +1
  Armor Check Penalty: -1            Armor Check Penalty: -1
  Arcane Spell Failure: 5%           Arcane Spell Failure: 5%
  Feat Required: Shields             Feat Required: Shields
  Special Properties: Freedom;       Special Properties: Armor
  Armor Bonus +2 (AC Shield          Bonus vs. Humans +2 (AC
  Modifier)                          Shield Modifier)


- SHIELD OF THE WISP HUNTER        - IMASKARI SHIELD:
  Base AC: +1                        Base AC: +3
  Armor Check Penalty: -1            Armor Check Penalty: -10
  Arcane Spell Failure: 5%           Arcane Spell Failure: 50%
  Feat Required: Shields             Feat Required: Shields
  Special Properties: Armor          Special Properties: Armor
  Bonus +2 (AC Shield                Bonus +2 (AC Shield Modifier);
  Modifier); Damage                  Spell Resistance 10
  Resistance: Electrical
  Resist 10/-


- DARKSTEEL TOWER SHIELD           - GOBLIN SHIELD OF NULBISH
  Base AC: +3                        Base AC: +3
  Armor Check Penalty: -10           Armor Check Penalty: -10
  Arcane Spell Failure: 50%          Arcane Spell Failure: 50%
  Feat Required: Shields             Feat Required: Shields
  Special Properties: Armor          Special Properties: Armor
  Bonus vs. Good +4 (AC Shield       Bonus vs. Goblinoid +3 (AC
  Modifier); Armor Bonus +2          Shield Modifier); Armor Bonus
 (AC Shield Modifier)                +1 (AC Shield Modifier);
                                     Darkvision


- HASTSEZINI'S SHIELD:             - SHIELD OF THE DRAGONSLAYER:
  Base AC: +3                        Base AC: +3
  Armor Check Penalty: -10           Armor Check Penalty: -10
  Arcane Spell Failure: 50%          Arcane Spell Failure: 50%
  Feat Required: Shields             Feat Required: Shields
  Special Properties: Armor          Special Properties: Armor
  Bonus +5 (AC Shield                Bonus vs. Dragon +5 (AC Shield
  Modifier); Only useable by         Modifier); Armor Bonus +3 (AC
  Lawful Alignment                   Shield Modifier)


- HEARTH SHIELD:                   - UTHGARDT HOLY SHIELD:
  Base AC: +1                        Base AC: +2
  Armor Check Penalty: -1            Armor Check Penalty: -2
  Arcane Spell Failure: 5%           Arcane Spell Failure: 15%
  Feat Required: Shields             Feat Required: Shields
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Shield Modifier);     Bonus +2 (AC Shield Modifier);
  Damage Resistance: Fire            Ability Score Penalty:
  Resist 15/-                        Charisma -2; Enhancement
                                     Bonus: Strength +2; Skill
                                     Bonus: Taunt +2


- SHIELD OF DAWN:                  - GREATER SHIELD OF DAWN:
  Base AC: +1                        Base AC: +2
  Armor Check Penalty: -1            Armor Check Penalty:
  Arcane Spell Failure: 5%           Arcane Spell Failure:
  Feat Required: Shields             Feat Required: Shields
  Special Properties: Armor          Special Properties: Armor
  Bonus vs. Undead: +2 (AC           Bonus vs. Undead +5 (AC
  Shield Modifier); Light Low        Shield Modifier); Armor
  (10m) White                        Bonus +1 (AC Shield Modifier);
                                     Light Normal (15m) White

-----------------------------------------------------------------------


>>> HELMETS <<<


     Helmets have no Base AC value and offer no protection for your
character, but they are enhanced with skill bonuses, ability score
bonus, or some other kind of special bonuses.  If you've found a helmet
in the game that isn't in this list, please "print screen" of the specs
and e-mail them to me, I will of course credit you for the find.
Please remember to only send helmets found in the Neverwinter Nights
campaign, not any helmets found in any of the expansion packs.


- SPIKE HELMET:                  - POT HELMET:
  Skill Bonus:                     Skill Bonus:
  Concentration +1                 Concentration +1


- HORSE HAIR HELMET:             - WINGED HELMET:
  Skill Bonus:                     Skill Bonus:
  Concentration +1                 Concentration +1


- WATCHMAN'S HELM:               - STAG HELMET:
  Special Properties:              Skill Bonus:
  Low Light (10m) Blue             Concentration +1
  Skill Bonuses: Listen +8,
  Search +8, Spot +8


- SHUKENJA HELM:                 - MASK OF PERSUASION:
  Skill Bonus:                     Enhancement Bonus:
  Concentration +1                 Charisma +1, Low Light
  Bonus Spell Slots:               (10m) Yellow, Skill
  Sorcerer Level 0                 Bonuses: Concentration +1,
  Sorcerer Level 1                 Persuade +3
  Sorcerer Level 2
  Sorcerer Level 3


- GREATER MASK OF PERSUASION:    - THIEVE'S HOOD:
  Enhancement Bonus: Charisma      Special Properties: Immune
  +2, Low Light (1 m) Yellow,      to Knockdown; Immune to
  Skill Bonuses: Concentration     Poison, Skill Bonuses:
  +1, Persuade +5                  Concentration +1, Open Lock +2,
                                   Search +2, Only Useable by Rogue


- MOONSTONE MASK:                - THAYVIAN CIRCLET:
  Special Properties:              Special Properties: Enhancement
  Darkvision; Skill Bonuses:       Bonus: Intelligence +2; Improved
  Concentration +1, Listen +5,     Saving Throws: Universal +1;
  Search +5, Spot +5               Skill Bonus: Concentration +1


- *WATCHMAN'S HELM:
  Special Properties: Light
  Bright (20m) Yellow;
  True Seeing

Contributor Credits:
* Sent in by reader Alit Anggara


-----------------------------------------------------------------------


>>> CLOAKS <<<

     Cloaks will offer your character more protection and are fortified
with some kind of bonus.  If you've found a Cloak that isn't in this
list, please "print screen" and e-mail me the specs, I will of course
credit you for the find.  And again, remember to only send me cloaks
found in the Neverwinter Nights campaign and not any from the expansion
games.


- CLOAK OF FORTIFICATION +1:     - NYMPH CLOAK +1:
  Special Properties: Armor        Special Properties: Enhancement
  Bonus +1 (AC Deflection          Bonus: Cha +3
  Modifier); Improved Saving
  Throws: Universal +1


- CLOAK OF PROTECTION +1:
  Special Properties: Armor
  Bonus +1 (AC Deflection
  Modifier)

>>> All of the above cloaks also come in +2, +3, +4, +5.  They all have
the stated enhancement bonuses of +2, +3, +4, or +5.

-----

- CLOAK OF MOVEMENT:             - CLOAK OF ELVENKIND:
  Special Properties:              Special Properties:
  Freedom                          Skill Bonus: Hide +10


- MANY-STARRED CLOAK:            - GREATER CLOAK OF PROTECTION
  Special Properties: Skill        VS. LAW:
  Bonus: Concentration +2;         Special Properties: Armor
  Damage Resistance: Fire          Bonus vs. Lawful +5 (AC
  Resist 15/-, Electrical          Deflection Modifier)
  Resist 15/-; Only Useable
  By Bard, Sorcerer or Wizard


- CLOAK OF THE HIGH FOREST:      - GREATER CLOAK OF PROTECTION
  Special Properties: Armor        VS. EVIL:
  Bonus +2 (AC Deflection          Special Properties: Armor
  Modifier); Improved Saving       Bonus vs. Evil +5 (AC
  Throw: Fortitude +1; Only        Deflection Modifier)
  Useable by Druid


-----------------------------------------------------------------------


>>> BOOTS <<<

     Boots are fortified with some kind of bonus.  If you've found some
boots that isn't in this list, please "print screen" and e-mail me the
specs, I will of course credit you for the find.  And again, remember
to only send me boots found in the Neverwinter Nights campaign and not
any from the expansion games.


- BOOTS OF THE SUN SOUL +1:       - BOOTS OF REFLEXES +1:
  Special Properties: Armor         Special Properties:  Improved
  Bonus +1 (AC Dodge Modifier);     Saving Throw: Reflex +3
  Only Useable by: Monk


- BOOTS OF STRIDING +1:
  Special Properties:
  Enhancement Bonus:
  Constitution +1


>>> All of the above boots also come in +2, +3, +4, and +5.  They all
have the stated bonus of +2, +3, +4, or +5.


-----


- BOOTS OF ELVENKIND:             - GARGOYLE BOOTS:
  Special Properties:               Special Properties: Armor
  Enhancement Bonus:                Bonus +2 (AC Dodge Modifier);
  Dexterity +2; Skill               Improved Saving Throw:
  Bonus: Move Silently +10          Fortitude +3; Charges: 50;
                                    Use: Stoneskin 5 Charges
                                    Per Use


- BOOTS OF SPEED:                 - *DRAGON SLIPPERS:
  Special Properties:               Special Properties: Enahncement
  Enhancement: Haste                Bonus: Dex +2; Immunities:
                                    Fear, Knockdown, Spell
                                    Resistance: 10

Contributor Credits:
* Sent in by reader Alit Angarra

-----------------------------------------------------------------------


>>> BELTS <<<

     Belts are fortified with some kind of bonus.  If you've found a
belt that isn't in this list, please "print screen" and e-mail me the
specs, I will of course credit you for the find.  And again, remember
to only send me belts found in the Neverwinter Nights campaign and not
any from the expansion games.


- BELT OF THE PERFORMER +1:      - BELT OF THE PERFORMER +3:
  Special Properties:              Special Properties:
  Enhancement Bonus: Dex +1;       Enhancement Bonus: Dex +3;
  Skill Bonuses: Perform +1,       Skill Bonuses: Perform +3,
  Persuade +1                      Persuade +3


- BELT OF THE PERFORMER +5:      - SASH OF SHIMMERING:
  Special Properties:              Special Properties:
  Enhancement Bonus: Dex +5;       Spell Resistance: 12
  Skill Bonuses: Perform +4,
  Persuade +4


- BELT OF INERTIAL BARRIER:      - LESSER BELT OF GUIDING LIGHT:
  Special Properties: Armor        Special Properties: Light
  Bonus +1 (AC Deflection          Normal (15m) Purple;
  Modifier); Damage Resistance:    Skill Bonus: Lore +2;
  Bludgeoning Resist 5/-,          Immunity: Fear
  Slashing Resist 5/-; Damage
  Vulnerability: Piercing 25%
  Vulnerability


- CEREMONIAL URTHGARDT BELT:     - GREATER BELT OF GUIDING LIGHT:
  Special Properties:              Special Properties: Immunity:
  Immunity: Death Magic,           Death Magic, Immunity: Fear;
  Immunity: Disease; Improved      Light Normal (15m) Purple;
  Saving Throw: Fortitude +5       Skill Bonuses: Listen +4,
                                   Lore +4, Spot +4, Search +4


- BELT OF AGILITY +2:            - ENCIRCLING SCALE:
  Special Properties:              Special Properties: Immunity:
  Enhancement Bonus: Dex +2;       Poison; Darkvision; Charges: 50
  Freedom                          Use: Poison 3 Charges Per Use


- BELT OF HILL GIANT STRENGTH:   - BELT OF FIRE GIANT STRENGTH:
  Special Properties:              Special Properties:
  Enhancement Bonus: Str +3        Enhancement Bonus: Str +5


- BRAWLER'S BELT                 - GREATER BRAWLER'S BELT:
  Special Properties: Damage       Special Properties: Damage
  Resistance: Bludgeoning          Resistance: Bludgeoning
  Resist 5/-                       Resist 20/-


- SWORDSMAN'S BELT:               - GREATER SWORDSMAN'S BELT:
  Special Properties: Damage        Special Properties: Damage
  Resistance: Slashing              Resistance: Slashing
  Resist 5/-                        Resist 20/-


- ARCHER'S BELT:                  - GREATER ARCHER'S BELT:
  Special Properties: Damage        Special Properties: Damage
  Resistance: Piercing              Resistance: Piercing
  Resist 5/-                        Resist 20/-


-----------------------------------------------------------------------


>>> BRACES, GLOVES AND GAUNTLETS <<<

     Braces, Gloves and Gauntlets are fortified with some kind of
bonus.  If you've found some Braces, Gloves, or Gauntlets that aren't
in this list, please "print screen" and e-mail me the specs, I will of
course credit you for the find.  And again, remember to only send me
these items found in the Neverwinter Nights campaign and not any from
the expansion games.


- BRACES OF ARMOR +1:            - BRACES OF DEXTERITY +1:
  Special Properties: Armor        Special Properties:
  Bonus +1 (AC Armor               Enancement Bonus: Dex +1
  Modifier)


- GLOVES OF THE YELLOW ROSE +1:
  Special Properties: Attack
  Bonus +1; Damage Bonus:
  Electrical 1 Damage; Only
  Useable by Monk

>>> All of the above items also come in +2, +3, +4, and +5.  They have
the stated bonuses of +2, +3, +4, or +5.

-----

- LESSER GAUNTS OF OGRE POWER:   - GAUNTLETS OF OGRE POWER:
  Special Properties:              Special Properties:
  Enhancement Bonus: Str +1        Enhancement Bonus: Str +2


- WONDROUS GLOVES:               - GREATER GLOVES OF ANIMAL
  Special Properties: Ability      HANDLING:
  Score Penalty: Wis -1; Bonus     Special Properties: Skill
  Spell Slots: Bard Level 0,       Bonus: Animal Empathy +6;
  Bard Level 1, Bard Level 2,      Only Useable by Druid or
  Bard Level 3; Only Useable       Ranger
  by Bard


- BRACES OF LOCKING GRASP:       - GLOVES OF THE MINSTREL:
  Special Properties: Skill        Special Properties: Skill
  Bonus: Discipline +8;            Bonus: Perform +3; Only
  Bonus Feat: Ambidexterity        Useable by Bard


- GLOVES OF DISCIPLINE:          - GREATER GLOVES OF SWORDPLAY:
  Special Properties: Skill        Special Properties: Skill
  Bonus: Discipline +3             Bonus: Parry +6


- GLOVES OF CONCENTRATION:       - GLOVES OF SPELLCRAFT:
  Special Properties: Skill        Special Properties: Skill
  Bonus: Concentration +3          Bonus: Spellcraft +3; Only
                                   Useable by: Cleric, Druid,
                                   Sorcerer, Wizard

-----------------------------------------------------------------------


>>> RINGS <<<

     Rings are fortified with some kind of bonus.  If you've found a
ring that isn't in this list, please "print screen" and e-mail me the
specs, I will of course credit you for the find.  And again, remember
to only send me rings found in the Neverwinter Nights campaign and not
any from the expansion games.


- RING OF CLEAR THOUGHT +1       - RING OF FORTITUDE +1:
  Special Properties:              Special Properties: Improved
  Enhancement Bonus: Int +1        Saving Throws: Fortitude +1


- RING OF RESISTANCE +1:         - RING OF PROTECTION +1:
  Special Properties:              Special Properties: Armor
  Light Normal (15m) Orange;       Bonus +1 (AC Deflection
  Improved Saving Throws:          Modifier)
  Universal +1

>>> All of the above rings also come in +2, +3, +4, and +5.  They all
have the stated enhacement bonus +2, +3, +4, or +5.

-----

- RING OF SCHOLARS:              - RING OF POWER:
  Special Properties: Light        Special Properties: Damage
  Normal (15m) White); Skill       Resistance: Cold Resist 15/-,
  Bonus: Lore +5                   Electrical Resist 15/-, Fire
                                   Resist 15/-; Regeneration +1;
                                   Freedom


- RING OF ELEMENTAL RESISTANCE:  - RING OF MAGIC DEFENCES:
  Special Properties: Damage       Special Properties: Spell
  Resistance: Acid Resist 15/-,    Resistance 14; Skill Bonus:
  Cold Resist: 15/-, Electrical    Spellcraft +2; Use Dispel
  Resist 15/-, Fire Resist 15/-    Magic Once per day


- RING OF REGENERATION:          - LESSER RING OF POWER:
  Special Properties:              Special Properties: Damage
  Regeneration +4                  Resistance: Cold Resist 5/-,
                                   Electrical Resist 5/-, Fire
                                   Resist 5/-, Regeneration +1


- RING OF HOLINESS:              - RING OF CRIMSON:
  Special Properties: Bonus        Special Properties: Light
  Spell Slots: Cleric Level 0,     Normal (15m) Red
  Cleric Level 1, Cleric Level
  2, Cleric Level 3, Cleric
  Level 4  Only Useably by:
  Cleric


- RING OF CYAN:                  - RING OF JADE:
  Special Properties: Light        Special Properties: Light
  Normal (15m) Blue                Normal (15m) Green


- RING OF THE ROGUE +1:          - LANTANESE RING +1:
  Special Properties:              Special Properties:
  Enhancement Bonus: Dex +1        Enhancement Bonus: Cha +1;
  Skill Bonuses: Open Lock +1,     Regeneration +1
  Disable Trap +1


- RING OF THE ROGUE +3:          - LANTANESE RING +3:
  Special Properties:              Special Properties:
  Enhancement Bonus: Dex +3        Enhancement Bonus: Cha +3;
  Skill Bonuses: Open Lock +3,     Regeneration +1
  Disable Trap +3


- RING OF THE ROGUE +4:          - PROPHYRO'S RING +4:
  Special Properties:              Special Properties:
  Enhancement Bonus: Dex +4        Enhancement Bonus: Cha +4;
  Skill Bonuses: Open Lock +2,     Regeneration +1
  Disable Trap +2, Hide +2,
  Move Silently +2, Pick
  Pocket +2

-----------------------------------------------------------------------


>>> AMULETS <<<

     Amulets and necklaces are fortified with some kind of bonus.  If
you've found an amulet or necklace that isn't in this list, please
"print screen" and e-mail me the specs, I will of course credit you for
the find.  And again, remember to only send me necklaces and amulets
found in the Neverwinter Nights campaign and not any from the expansion
games.


- AMULET OF NATURAL ARMOR +1:    - PERIAPT OF WISDOM +1:
  Special Properties: Armor        Special Properties: Enhancement
  Bonus +1 (AC Natuaral            Bonus: Wisdom +1
  Modifier)


- SCARAB OF PROTECTION +1:       - AMULET OF THE WILL +1:
  Special Properties:              Special Properties: Improved
  Improved Saving Throws:          Saving Throws: Will +1
  Universal +1

>>> All of the above amulets also come in +2, +3, +4, and +5.  They all
have the stated enhancement bonus +2, +3, +4, or +5.

-----

- AMULET OF THE MASTER:          - NECKLACE OF PRAYER BEADS:
  Special Properties:              Special Properties: Charges: 50
  Spell Resistance: 16;            Use: Bless, 0 Charges Per Use
  Skill Bonuses: Lore +6,          Use: Cure Serious Wounds,
  Disabvle Trap +6,                3 Charges Per Use
  Open Lock +6, Persuade +6,       Use: Remove Blindness/Deafness,
  Search +6                        3 Charges Per Use
                                   Use: Remove Disease,
                                   3 Charges Per Use; Only Useable
                                   by: Cleric, Druid, Paladin or
                                   Ranger


- GLITTERING NECKLACE:           - GREATER AMULET OF HEALTH:
  Special Properties: Light        Special Properties:
  Normal (15m) White               Regeneration +1; Immunities:
                                   Disease, Poison, Level/Ability
                                   Drain


- ASHEERA'S AMULET:              - AMULET OF POWER:
  Special Properties: Armor        Special Properties: Bonus Feat:
  Bonus vs. Reptilian +3 (AC       Spell Penetration; Bonus Spell
  Natural Modifier); Damage        Slots: Wizard Level 3, Wizard
  Immunities: Electrical 25%       Level 4, Wizard Level 5;
  Immunity Bonus; Fire 25%         Only Useable by Wizard
  Immunity Bonus; Spell
  Resistance: 14


- AMULET OF THE RED TIGER +1:    - PENDANT OF THE ELF +1:
  Special Properties:              Special Properties:
  Enhancement Bonus: Str +1        Enhancement Bonus: Dex +1;
  Immunity: Fear                   Darkvision


- AMULET OF THE LONG DEATH +1:   - AMULET OF THE RED TIGER +3:
  Special Properties:              Special Properties:
  Enhancement Bonus: Con +1;       Enhancement Bonus: Str +3;
  Spell Resistance: 10             Immunity: Fear


- PENDANT OF THE ELF +3:         - AMULET OF THE LONG DEATH +3:
  Special Properties: Dex +3;      Special Properties:
  Darkvision                       Enhancement Bonus: Con +3;
                                   Spell Resistance: 10


- AMULET OF THE URTHGARDT +4:    - PENDANT OF THE ELF +4:
  Special Properties:              Special Properties:
  Enhancement Bonus: Str +4;       Enhancement Bonus: Dex +4;
  Immunity: Fear; Spell            Immunity: Mind Spells
  Resistance: 12


- AMULET OF THE SILENT LORD +4:
  Special Properties:
  Enhancement Bonus: Con +4;
  Immunity: Level/Ability
  Drain; Spell Resistance: 10


================================================================ #17 ==

---------------
* 17) ENEMIES *
---------------

*** I may be expanding this section some time soon, I'm just going to
list the basic enemies found throughout the game and won't be listing
their special powers and immunities.  If anyone else out there wants to
find that all out for me and e-mail me, I will credit you for any
information you send me that I use in this guide.  There are so many
different enemies found throughout the game that I know I missed a few
here and there in this list, I'll add them in when I figure out exactly
which ones I missed. Talk about variety and never being bored of
slaying the same enemies, great job on the abundance of different
monsters BioWare.


UNDEAD:
-------
- Zombie             - Zombie Lord         - Zombie Priest

- Zombie Warrior     - Skeleton            - Skeleton Warrior

- Skeleton Mage      - Skeleton Priest     - Curst Rogue

- Curst Ranger       - Curst Warrior       - Curst Priestess

- Ghoul              - Ghoul Mage          - Ghoul Lord

- Ghast              - Shadow              - Shadow Fiend

- Mummy              - Mummy Lord          - Greater Mummy

- Yuan-Ti            - Yuan-Ti Priestess   - Wraith

- Invisible Stalker  - Mhorg               - Spectre




CONSTRUCTS:
-----------
- Flesh Golem        - Guardian Golem


GENERAL ENEMIES:
----------------
- Air Elemental      - Water Elemental    - Fire Elemental

- All elementals also come in greater and thus bigger

- Air Mephit         - Water Mephit       - Ice Mephit

- Acid Mephit        - Smoke Mephit       - Earth Mephit

- Bugbear            - Bugbear Champion   - Orc

- Orc Shaman         - Orc Champion       - Goblin

- Goblin Elite       - Goblin Archer      - Ogre

- Ogre Shaman        - Ogre Berserker     - Dire Spider

- Bloated Dire Spider- Sword Spider       - Wraith Spider

- Queen Spider       - Fire Beetle        - Stag Beetle

- Stink Beetle       - Hill Giant         - Fire Giant

- Ettercap           - Blue Dragon        - White Dragon

- Silver Dragon      - Copper Dragon      - Red Dragon

- Green Dragon       - Purple Dragon      - Pixie

- Grig               - Nymph              - Slaad

- Red Slaad          - Gray Slaad         - Boar

- Dire Boar          - Wolf               - Dire Wolf

- Grizzly Bear       - Dire Bear          - Dire Tiger

- Corag Cat          - Hell Hound         - Guard Dog

- Balor Lord         - Troll              - Troll Shaman

- Rakshaa            - Minitaur           - Minogon

- Old One Warrior    - Old One Evoker     - Morag's Chosen

- Cultist            - Cultist Leader     - Escaped Prisoner

- Escaped Sorcerer   - Estate Guard       - Diseased Thug

- Rabid Dog          - Animated Armor     - Helmed Horror

- Guardian Armor     - Intellect Devourer - Imp

- Nasty Imp          - Gray Render        - Creator Sorcerer

- Gargoyle           - Nymph Slave        - Nymph Ranger Slave

- Nymph Druid Slave  - Human Slave        - Will-'O-Wisp

- Quasit             - Steam Mephit       - Worg

- Human Rogue        - Human Fighter      - Human Sorcerer

- Human Wizard       - Human Druid        - Human Ranger

- Mugger             - Ruffian            - Thug

- Brown Bear


================================================================ #18 ==

-------------------
* 18) MULTIPLAYER *
-------------------

>>> Note: This game is one of the best multiplayer games around and I
recommend that you adventure online.  There are literally thousands of
people waiting to adventure with others at all times of the day and
night.  If you have dial-up Internet, don't even bother trying to play
online, you'll lag really bad and make characters in your party suffer
due to your laggieness and they'll boot you off of their server
immediately, probably even ban you.  This also applies if you have a
really crappy video card and the game lags when you play it single
player, stay off the Internet - just a suggestion.


>>> JOURNEYING ONLINE <<<

     To play Neverwinter Nights multiplayer you will need a connection
to other computers via an Internet connection (preferably high speed,
don't even bother trying if you have a dial-up internet connection) or
a LAN (Local Area Network) connection.  You can either host a game
server to allow other players to join you in your adventures or you can
connect to an existing game hosted by someone else.

     The first time you play online you will be prompted to create a
Player Profile.  The Player Profile allows Neverwinter Nights to
differentitate between players and allows you to access special areas
in the Neverwinter Nights community website located at this URL:
www.neverwiternights.com.  If you have already created a Player
Profile, either in the game or on the Neverwinter Nights community
site, enter your player name and password to continue.  If you haven't
yet created a profile click on the Create Profile button and enter in
your desired player name and password.  You will also be prompted for
an e-mail address.  Although you are not required to enter an e-mail
address, if you do not enter one, you will be unable to recover your
password if lost.

-----------------------------------------------------------------------


>>> HOSTING A GAME SERVER <<<

     If you are hosting the game server you will have full control over
who is allowed to play in your game.  You will be able to moderate the
game by booting (removing from the game) or banning (permanently
removing) players.  You can host a game by choosing multiplayer on the
Main Menu and then either starting a new game or loading an existing
game.  This will launch a game server with the module or save game of
your choice and other players will be able to play on your server as
long as you are also in the game.

     When starting a new game there are a large number of options
available to you if you want to customize the enviornment your players
will be adventuring in.  Some simple options are how many players you
wish to allow into the game and whether you wish to password protect
your game or not.  If you put in a player password no players will be
able to join unless they know the password.  If a DM password is
entered then only players with this password can connect to the game
server with the DM client.  The next important option is the Player vs.
Player (PvP) settings.  These settings are described below in the
Player vs. Player section.

-----------------------------------------------------------------------


>>> JOINING A MULTIPLAYER GAME <<<

     If you wish to just play in a game, you click Multiplayer at the
Main Menu and then choose the Join option.  A listing of games will
appear in a Game Browser window.  If you are playing without an
Internet connection, the game may pause at this screen for a moment.
You can click the LAN tab at the top of the panel to scan your local
network for games instead of scanning the Internet matching service.
If you have an Internet connection, you will see a listing of the games
currently available.  You can sort the games using the filters at the
top of the matching page by clicking the filter name.  You can also
click the Gameplay Types toggle on the bottom-left to display games of
a certain type.  When you find a game you want to join, click it and
then click on the Connect button.  At the top of the screen, you will
also see a History tab.  The History tab tracks the last game sessions
you were playing and where those sessions are located.  If you wish to
re-join a game you were playing, click the History tab, select the game
you wish to play and click the Connect button.

-----------------------------------------------------------------------


>>> PICKING A CHARACTER <<<

     Once you have joined a game you will be presented with the Choose
Character page.  ON the left you will see a list of available
characters.  Pick a character and click on the Play button to start
playing.  Sometimes some of the characters will be diabled.  This means
that these characters are not allowed to play on the current server,
possibly because of module restrictions (level or class restrictions
for example), or because the server may only accept server characters.

-----------------------------------------------------------------------


>>> LOCAL AND SERVER CHARACTERS <<<

     There are two types of characters in Neverwinter Nights, local
characters and server characters.  A local character is a character
that is stored on your own computer.  You can use a local character to
play on many different game servers, in a single-player game or a
multiplayer game that you are hosting.  You can think of this as taking
your character home with you when you finish playing.

     A server character is a character that is only stored on the game
server that you are joining.  You will only have access to this
character while you are connected to that server.  Think of this a
leaving your character with the person who is hosting the game.  This
is the recommended system for people who are playing as a regular
group, since the players cannot alter their characters while offline.

     The server itself can be set to accept either local or server
characters.  When you connect to a server, you will be informed as to
what type of characters it allows.  If you are connecting to a server
that allows server characters only, you can create a new character on
that server by pressing the New Character button on the Character List
page.

-----------------------------------------------------------------------


>>> MOVING CHARACTERS BETWEEN GAMES <<<

     In Neverwinter Nights there is no difference between single-palyer
and multiplayer characters.  At any time you can save a character from
a game, play with that character online and then continue playing with
that character in a single-player game.

     To save a character from a game, open the Options panel and click
on the Save Character button.  This creates a local character that is a
duplicate of the character in the game.  Now if you go back to the Main
Menu and join a multiplayer game, you'll be able to choose this
character.  The character is automatically saved when you complete a
multiplayer adventure.

     If you load the origional saved game from which you saved the
character, you will continue to play where you left off with the
character that is stored in the save game.  If you wishe to use a
different character, go to the Load Game screen, select the saved game
that you desire and click on the Import Character button instead of the
Load button.  You will then see the Pick Character screen.  Pick any
local character and click on Play.  The saved game will be loaded with
the new character.  Anytime you save after this point will store the
new character with the saved game.

-----------------------------------------------------------------------


>>> FORMING A PARTY <<<

     To form a party in a multiplayer game you must invite a player to
join you, and the player must agree to join.  You can invite someone to
join your party using the "Socialize" Radial Menu option.  Right-click
on the player you wish to invite and select "Socialize," then click on
"Invite" and the other player will receive a message advising them you
have issued an invintation to form a party.  You can disband a party to
the same location in the Radial Menu after your party is formed and
clicking on "Disband."

-----------------------------------------------------------------------


>>> PLAYER VERSUS PLAYER <<<

     There are three levels of player vs. player (PvP): No PvP, Party
PvP, and Full Pvp.  If you choose No PvP, players cannot damage one
another.  The Party PvP setting allows you to damage other players
unless they are in your party, in which case you cannot damage them at
all.  Full PvP settings lets you damage any other player unless the
area you are in is locked against PvP.  This means that area-effect
spells will harm other players if they are within casting range, so if
you play Full PvP watch where you target your area-effect spells.

     The PvP setting on the server options panel dictates the maximum
level of PvP conflict allowed in the module.  This means that if the
server PvP is set to Full PvP, there still may be a Party PvP or No PvP
areas in the module, but if the server is set to No PvP, all areas in
the module will be set to No PvP.

-----------------------------------------------------------------------


>>> LIKING OR DISLIKING OTHER PLAYERS <<<

     By clicking on the Player Reactions button you can bring up the
Player Reactions panel, which describes the PvP setting of the current
area and has information about your attitude towards other players in
the world.  Your attitude towards another player will be either like or
dislike.  To change your attitude toward a player, simply click on
their name.  Be warned, when you chane your attitude towards a player,
they are informed of your new status.  You can see what another
player's reaction to you is by looking at their entry in the reaction
column.

     So what does all of this liking and disliking do?  It sets the
attitude of your associates and limits what types of hostile actions
that you can perform on the other player.  Depending on what the PvP
setting is for the area you are currently in, your attitude will
determine whether you are friendly, neutral or hostile to that player.

     The following table describes the effects of your attitude and PvP
setting.

PVP ATTITUDE CHART:

    -------------------------------------------------------
   | RELATIONSHIP | NO PvP    | PARTY PROTECTED | FULL PvP |
   |--------------|-----------|-----------------|----------|
   | In Party     | Friendly  | Friendly        | Neutral  |
   |--------------|-----------|-----------------|----------|
   | Likes        | Friendly  | Neutral         | Neutral  |
   |--------------|-----------|-----------------|----------|
   | Dislikes     | Friendly  | Hostile         | Hostile  |
    -------------------------------------------------------

     If you are friendly toward another player, you cannot harm them,
pick their pockets or perform any hostile action against them.  Any
hostile spells will not affect them and you will not perform attacks of
oppurtunities against them.  Your associates (animal companions,
Familiars, summoned creatures and henchmen) will not attack the other
player.

     If you are neutral toward another player, you can perform overt
hostile actions and hostile spells will damage them.  Your associates
will still not attack the other players and you will not perform any
attacks of oppurtunity.

     If you are hostile toward another player, you can perform any
hostile action, you will receive attacks of oppurtunity and your
associates will attack the other player.  The legend at the bottom of
the Player Reactions panel contains a full list of the consequences of
your hostility state.

     If you are hosting the game server, you will also have a Boot and
Ban button. By selecting a player and pressing the Boot button, that
player will be disconnected from your server and that player may
reconnect at a later time.  If you ban the player, the player's Player
Profile will be added to your servers Ban List and they will be
prvented from connecting to your server, even if they try to be slick
and create a new character.  Gotta love Game Spy!


================================================================ #19 ==

----------------------------
* 19) HINTS AND STRATAGIES *
----------------------------

     I want this section to thrive off of player feedback so if you've
developed a stratagy, e-mail it to me so I can add it in this section.
I will of course credit you for any stratagies you send me that I
incorporate into this guide.


   - REST OFTEN!  When you rest you will recover all of your hit
points, regain your spell usage for the day, and in most cases recover
from any poison, disease, or long-lasting spell your character has
suffered from.  Keep in mind that you cannot rest if enemies are near.
There is no certain time frame you have to beat the game in (resting
takes up 24-hours of game time) so rest as often as you'd like.


   - SAVE OFTEN!  You know how PC games can be, how they freeze up
sometimes or just shut down and exit because of some error, so you will
want to save your game as often as possible.  This won't happen in this
game if you have the latest patch installed but you should play it safe
anyways.  There's nothing worse than wandering around for two or three
hours without saving and then a fuze blows in your electrical box
shutting down power to your house because your girlfriend was blow
drying her hair, brewing some coffee, making toast, and microwaving
some oatmeal at the same time; thus screwing you out of your hard
earned XP and completed quests.


   - DON'T SAVE WHEN: You're Stunned, Dazed or Paralyzed due to spells
or traps, or are suffering any other kind of negative spell effects.
If you save in the middle of a battle around the enemy when you are
paralyzed/stunned/dazed and die, when you load the game you'll still be
paralyzed and probably die again and again.  If you want to save mid-
battle, then use the Stone of Recall to teleport to safety and rest up
to get healed, or ask to be healed, then save the game.


   - LEVELING-UP TIP: Before clicking the level-up icon that appears in
your character's portrait, equip any ability score enhancing items.
For example, if you have a Cloak or Ring or whatever in your inventory
that raises your Constitution ability score by +4, equip that item so
you can gain maximum HP when leveling-up.  If you don't want to wear
the Constitution or other ability score enhancing items after you
level-up, simply unequip them; you won't lose any HP or other benefits
you've gained during the level-up process by unequipping the item(s).
A Wizard will definitely want to equip any Intelligence enhancing items
for this process so that they may be able to cast more spells per day.


   - MAP PINS are very, very useful.  If you ever come across a door
that requires a special key, want to stop playing the game and jot down
what you were doing so you're not lost the next time you play, or come
across a point of interest then stick a map pin on the map.  When you
place a map pin you can type in whatever text you want to describe that
particular pin.


   - When you enter an area that gets LOADED and get bombarded by
enemies make sure you stay near the exit through the door which you
entered the area.  If you get overwhelmed or are fighting a tough
opponent and are getting knocked through a loop, you can go back into
the previous area to rest and then go back in there to take out the
enemies a couple at a time.  Make sure you save after you rest if using
this stratagy so you won't have to fight all of the enemies again if
you die.  Be aware though, in some rare cases an enemy will chase after
you through the exit.


   - This stratagy also applies to being bombarded by enemies.  When
you come across a large group of enemies that you know is going to put
a difficult fight, lure them to you a couple at a time by letting them
see you and running away.  In most cases the whole group will not chase
after you, just a few of them will.


   - This stratagy is for wussin' out in combat.  When you're in an
intense battle with some tough enemies and used up all of your healing
spells/potions and are almost dead, use the Stone of Recall to teleport
yourself to safety so you can rest up to prepare spells and buy
potions.  Save the game and step back into the Recall Portal to resume
the battle.


   - Something you will most definitely want to avoid is backing your
character up into a corner.  If there are several tough opponents
around you and you're trapped in a corner death is almost guaranteed
since you can't flee from your attackers.


   - DEATH: If you die it is better to choose Load Game rather than
Respawn, the game will load to the last save if you choose Load Game.
If you respawn then you will be hit with a 50 XP loss penalty PER
character level and you'll also lose a whopping 10% of your gold.  No
matter how skilled at video games you proclaim to be, you WILL die
OFTEN in the Forgotten Realms land of Neverwinter.  Although, if you
were in a tough battle and got the enemy near death and happen to die,
then you may want to choose to respawn so you don't have to go through
the tough battle again and that enemy will still be near death the next
time you fight it.  Respawning here and there won't make much of a
difference, just don't make a habit of it or it will take forever to
get your character into the higher levels and you'll be wandering
around Neverwinter broke.


   - OPENING CONTAINERS AND DOORS: If your character has poor Open Lock
skills and fails in his or her attempt(s) to open the container or
door, then bash open the chest/cabinet/crate/desk/door or cast a spell
on it such as Knock, Fireball, or Magic Missles to name a few.  You can
also use wands to open up the chest, like Fire or Magic Missles to name
a couple.  This same stratagy applies if the container or door is
trapped.  Bashing an actively trapped chest or door, however, will
damage, or possibly even kill your character so keep this in mind.
Once an actively trapped container or door is destroyed via a spell or
wand, the trap will also be destroyed.


   - Speaking of wands, your character may *NOT* equip a wand to either
hand (if your character class allows the use of them).  The best way to
use wands are through the Quickbar.


   - RED GLOW: If a big or small red square is on the floor, or if a
container or door turns red while you are near it, this signifies a
trap so try to disarm it or avoid it altogether.


   - Speaking of traps, don't disarm traps while engaged in combat or
fight near them, move away from the trapped area and kill the freaks
first and then try to disarm the trap.  If you are disarming a trap in
combat, it may blow off in your face due to spectacular failure and
it's going to hurt really bad if it's a spike trap.


   - PALADIN TIPS: Deciding to be a Paladin is one thing but
maintaining your Paladin status can be another, since it can be a bit
challenging at times.  Remember that Paladins can only be of lawful
good alignment, any shift to another alignment and you will *NOT* be
able to gain in character level until your alignment becomes lawful
good again.  I don't know if you can gain in character level
retroactively if this happens to you since my alignment never shifted
when I played the game as a Paladin and I've never experienced this
downfall.  I'm guessing that you probably can but I wouldn't be
surprised if you couldn't.  If playing the game as a Paladin you must
remember to ALWAYS be nice to people.  Don't steal from them, threaten
them, respond rudely to, perform hostile actions against non-hostile
creatures or people, or kill innocent creatures and people, since doing
any of these things can shift your alignment.  Getting cocky, being
rude, or threatining people here and there won't shift your alignment,
but if you constantly do it then your alignment will shift from lawful
good and you may want consider playing the game with a character class
that better suits your non-lawful good playing style.


   - FIGHTER AND BARBARIAN TIPS: First and foremost when creating your
character get your Strength ability score to at least 16 since strength
is what makes these warriors shine, you'll also want a moderately high
Dexterity score (14) so you're more nimble in combat but if you plan on
wearing heavy armor Dexterity isn't that important, and at least a 14
or 15 in your Constitution score so you can better resist damage,
poison, and disease and gain maximum HP when leveling up.  Wisdom and
Charisma doesn't matter AT ALL to Fighters or Barbarians so don't worry
about those ability scores.  You want at least an 11 in your
Intelligence score or you will have trouble talking with people and
quickly come to be known as the Charwood Village idiot if you have less
than 11 points in Intelligence.  When choosing skills it is better to
concentrate on your Class Skills like Discipline (this skill will make
you more resistant to Knockdown, Disarm and Called Shot attacks), and
Parry (this skill enables you to fend off blows from the enemy more
easily in combat).  DO NOT waste valuable skill points on Open Lock
since you can bash open doors and containers.  You may want to get
Disable Trap up to at least an 8.  Also keep this in mind, the Craft
Armor and other Crafting Skills are absolutely useless so don't waste
valuable Skill Points on any "crafting" skills - even though they're
class skills.  When choosing feats you should aquire Cleave as soon as
you can, Cleave gives you one free attack on an opponent when you kill
another.  Note that the Cleave feat only pertains while you are engaged
in melee combat (not ranged) and is used automatically.  Other feats
you may want to aquire ASAP are Great Cleave, Weapon Focus, Exotic
Weapon Proficiency, Armor Skin and other armor related feats, Weapon
Specialization, and Two Weapon Fighting (for the Fighter, that feat
comes free for Barbarians).  The Power Attack feat comes free to
Fighters and Barbarians and you'll have it as soon as you start the
game, as well as all Armor Proficiency feats (light, medium, heavy,
Barbarians must purchase heavy).  When you reach level 12 or so while
playing a Fighter or Barbarian, make sure you get the Toughness Feat,
this feat will give you extra HP every level, and you'll also gain HP
retroactively from level 1 so when you take this feat you'll gain a
good 50 HP or so if at levels 10-12 when you take it.  Fighters and
Barabarians will want to equip Strength, Dexterity, and Constitution
enhancing amulets, braces, gauntlets and belts, and Armor enhancing
cloaks and rings.  And also note that if you're wearing Heavy Armor,
especially enhanced with an armor bonus and have good parrying skills,
then equipping a shield is absolutely pointless.  This is a bonus for
Fighters so if playing the game as one here's something that you might
have never noticed: Fighters can read scrolls for Neutralize Poison,
Cure Disease, Lesser Restoration, Restoration, and Greater Restoration.
I had no clue Fighters could read scrolls until recently.  Learn
something new about this game all the time.  I find the Fighter to be
one of the most powerful character classes in the game; if you pick the
right feats for it and wear the right equipment you'll be unstopable
and be able to slay Dragons without even drinking a healing potion.


   - POWER ATTACK AND IMPROVED POWER ATTACK FEATS TIP:  These are nice
feats to have and use occasionally but DO NOT enable it for the
duration of entire battles.  The Power Attack feat will cause an extra
5 points worth of damage to the enemy but you suffer a -5 penalty to
your attack roll; Improved Power Attack deals out an extra 10 points
worth of damage to the enemy but you'll suffer a -10 penalty to your
attack roll.  These penalties to the attack roll may cause your
character to miss the enemy repeatedly and this can make for really
long and health depleting battles.  If this is happening to you then
cancel Power Attack mode to be able to strike your opponents more
frequently.  The most effective way to use  Power Attack mode is when
you get a tough opponent badly wounded or near death.  You will want to
enable Power Attack mode when you are bashing doors and containers.


   - SORCERER AND WIZARD TIPS: If you're a Wizard the most important
ability is Intelligence so get that score as high as you can (16 at
least from the get go), just don't sacrifice other abilitiy scores
lower than 11 except Strength since Strength doesn't matter to
Sorcerers or Wizards because they are spellbased.  Dexterity is also a
score you want at least a 14 in.  The higher a Wizards Intelligence
score, the more spells - and the power of those spells - he or she is
able to cast.  For skills you want to build Concentration and
Spellcraft as high as you can, DO NOT waste valueable skill points on
Open Lock since you'll be able to open doors and containers by casting
spells on them, and DO NOT waste skill points in Lore - even though
it's a Class Skill - since you can cast a spell to identify items.  You
will want to aquire the Empower Spell feat IMMEDIATELY.  Empower Spell
will make the spells you cast even more devistating.  You will also
want to purchase these other Metamagic feats ASAP, Combat Casting,
Maximize Spell (a definite), Quicken Spell, Extend Spell, and Spell
Penetration.  This same stratagy applies to Sorcerers, except Charisma
is your primary ability opposed to a Wizard's Intelligence.  Personally
I find Wizards to be more powerful PCs (Player Characters) than
Sorcerers.  When creating your Wizard it is best to choose the Elf race
because you'll be proficient with bows and the longsword and you won't
have to waste a feat to use better weapons (if you choose a race for
your Wizard besides Elf then you won't be proficient with bows or a
longsword).  And don't forget if you're playing the game as a Wizard
that if you find a Spell Scroll you can learn that spell so it can get
added to your Spellbook.  To learn a spell from a scroll you must be at
the level the scroll is for, and be adept in the school of magic that
particular spell is for.  To add a spell to your Spellbook from a
scroll, right-click on the scroll in your inventory to bring up a
Radial Menu, then choose Learn Spell and it will get added to your
Spellbook.  Sorcerers cannot learn spells from scrolls to add to their
Spellbook so please, no e-mails on this matter.


   - MELEE COMBAT TIPS: When engaged in melee combat you should target
the enemies that are closest to you, not the ones in the back of the
pack.  This is common sense I know, but A LOT of people out there have
not one shred of it.  And you will want to activate any feats or skills
while engaged in melee combat such as Parry Mode, Disarm, Stunning
Fist, Knockdown, etc.  As I stated above, do not engage for durations
of entire battles with the Power Attack feat activated.


   - SPELL CASTING TIPS: When performing the art of casting Arcane
spells, the most effective way is to move your character around the
area, don't just stand in one spot trying to get all Gandolf or you'll
die really quick, especially when you're almost surrounded by tough
enemies, unless the spell is by touch or has an extremely small area of
effect but what Arcane spellcaster do you know that fights enemies head
on all the time?  Cast a spell and run to a different area away from
the enemies, cast another spell and move to a different area and so
forth.  You will want to especially use this stratagy while you are in
the lower-levels (below 10th).  And you should always cast a Haste
spell when you enter an area with a crap load of creatures lurking
around, if they overwhelm you then you'll be able to make a hasty
retreat.


   - SPELL PROPERTIES: Do not stack so it would be pointless to cast
numerous spells that produce the same effect so pay attetion to the
Chat Window while messing around with spells, if you cast numerous
spells that produce the same effect a message will pop up informing you
that the spell properties do not stack.  For example, if you cast the
spell Minor Globe of Invulnerability on yourself and then also cast
Globe of Invulnerability on yourself, you'll only have the effect of
the first spell cast since the second spell is the same one, just a
better version of it.


   - HASTE: Haste is a very, very good spell to use, or an ability to
aquire by wearing the Boots of Speed or drinking a Potion of Speed.
Haste makes you gain one extra attack PER round if using melee or
ranged weapons and will cut spellcasting time down to HALF!  Haste also
increases your base speed to 150% so fleeing enemies from combat
without the risk of an Attack of Oppurtuniy they always seem to win
when you flee from them mid-combat will be a breeze, which is always a
plus.  I can't count how many times my character was slain from behind
while trying to flee from combat between levels 2-5.


   - TALK TO EVERYONE!  During your adventure you should talk to every
person you come across.  By doing this you'll aquire side quests;
obtain information about the main/side quests you're currently working
on; be able to buy better wqeapons, armor and goods; and hear a bunch
of interesting stories.  If you don't talk to people then you'll feel
"lost" throughout the game and won't know where to go, what to do, and
so forth.


   - COMMON SENSE: Use your head throughout your adventures.  If an
enemy is surrounded by flames or named "fire" something, then it's 99%
sure to be resistant to fire damage so don't launch fireballs at it; if
an enemy is surrounded by ice or named "ice" something, then it's 99%
sure to be resistant to cold damage so don't spray it in the face with
a blast of ice, etc, etc, etc.  And if an enemy is surrounded by ice
what would be the best way to kill it?  And vice-versa if an enemy is
surrounded by flames?


   - CURSED AND LEVEL DRAIN: If you're not able to read scrolls or cast
spells, and get a Cursed or Level Drain spell cast upon you, you will
REMAIN cursed or reduced in levels UNTIL you find a cure.  Resting or
drinking potions will *NOT* cure your character from these spell
effects, visit the Temple of Tyr or Hall of Justice and ask to be
healed and these effects will be no more.  Obviously Remove Curse is
the only spell that can cure your cursed character.  If you are Level
Drained, cast a Restoration or Greater Restoration spell; Lesser
Restoration will not remove this effect.  Level Drain will eventually
reduce your character to level 0 and if you had a brain, then you know
what that means.  Having a character class adventuring with you that
can cure these wretched spell effects will save you a trip to the
Temple of Tyr, and the gold required to recall yourself to where you
were.


   - IMMPOSSIBLE RATED ENEMIES: Just becuse an enemy has a rating of
immpossible doesn't mean it can't be killed, it just takes a hell of a
lot longer and the XP will be well earned and rewarded for the time,
effort, and startagy involved in bringing them down.


   - ATTACK FROM BEHIND!  If you're able to summon a familar or an
animal companion and are fighting a tough enemy, summon the creature
and make it distract the tough enemy so the enemy is attacking your
ally.  Then move in behind the tough foe to whack him a couple of good
ones without the return blows.  This stragey came in real handy when my
character was below 10th-level and will work for you as well.


   - HIGHER THE BETTER: The higher your AC (Armor Class), then the
better your character is protected.  THAC0 is a thing of the past so
just let it go and let it rest in peace under the dirt where it
belongs.  In the 3rd Edition rules THAC0 doesn't even exist so quit e-
mailing me getting all bent out of shape about it, e-mail the owners of
D&D and complain to them.  For those of you who don't know what I'm
referring to, in the 2nd Edition D&D rules the lower your characters AC
the better your character is protected (which applied in the Baldur's
Gate I and II game series).  Some people still get confused about this
so I hope I've cleared up this matter for you.


   - ARMOR CLASS TIP: Armor Class properties DO NOT STACK so it would
be pointless to equip items that have the same properties.  For
example, if you find a ring that has an AC Deflection Modifier of +4
and are wearing a cloak that has an AC Deflection Modifier of +4, don't
equip the ring because it will *NOT* raise your AC.  I don't want any
e-mails on this matter for you can simply find this information out by
looking in the Chat Window; if you're wearing numerous items with the
same properties a message will appear in the Chat Window informing you
that these properties DO NOT STACK.


   - QUEST PERTAINING ITEMS: Whenever you try to sell a quest
pertaining item the game won't let you.  This is a major hint that if
you try to sell something and cannot, hang on to that item and don't
drop it anywhere because you need it.  Also note that if you do happen
to drop a quest pertaining item because you didn't know it was, you can
get the item back by taking it out of the Diving Pool in the Hall of
Justice or the Temples of Tyr throughout the game, for a gold fee of
course.


   - USE THE QUICKBAR!  Do you have any idea how aggrevating it would
be trying to constanly cast spells on enemies through the Radial Menu?
I wonder how many people actually do, someone out there surely is
because they have no clue what that giant bar on the bottom of the game
screen is.  Simply put spells in the Quickbar so you can use them by
left-clicking the spell (or pressing the designated fuction key), then
left-click the enemy and the spell casting process will load into the
Action Queue.  This will save you tons of time and make for less health
depleting battles.  Also put potions and other items in the Quickbar
slots so you don't have to go into your pack every time you want to
drink a potion or use a wand or something.  You can also put activation
required skills, modes, and feats into the Quickbar.  You have two
additional Quickbars you have access to, access them by pressing and
holding "Shift" or "Ctrl."


   - DIAL-UP CONNECTION: If you have dial-up Internet, don't even
bother trying to play online, you'll lag really bad and make other
characters in the party suffer due to your laggieness and they'll boot
you off of their server immediately, probably even ban you.  They're
not trying to be rude but if you're a Wizard trying to launch a
Fireball in the heat of battle that takes 90 seconds to cast (because
of the tiny connection you're connected to their server with),
meanwhile other members in the party are dropping like flies and that
Maximized Fireball could've saved them all, they're not going to be too
happy and boot you.  This also applies if you have a crappy video card
and the game lags when you play it single player, stay off the Internet
- just a suggestion.


   - GAME PERFORMANCE TIPS: If you don't have a decent video card and
the game lags really bad during your adventures, go into the Options
Menu and click on Video Options.  Lower the game resolution and all of
the bars and disable any check marks until the game doesn't lag
anymore.  If you've lowered all of the bars and disabled all of the
special graphical features and the game still lags, you'll have to go
out and buy a new video card.


   - BACK UP SAVE!  Always have a back up save besides the default Auto
Save.  One time while I was in chapter three in the origional campaign
and did the Hill Giant Lair and the Star Sapphire quest (both no Auto
Save areas), I was stupid and never saved my game in-between those two
quests.  While in the final room in the lair where you kill the chief,
I was nearly dead as he fell victim to my infernal wrath, anyways, I
was up against the wall and rested as soon as I was able to and saved
the game while I was resting.  When I was done resting and stood up, I
was stuck to the wall and couldn't move my character.  I loaded the
save I just made and was still stuck to the wall.  I exited the game,
restarted my computer, loaded the game again, and, what do you know, I
was STILL stuck to the wall.  I must've loaded the game twenty times
with no luck whatsoever, forcing me to load the last Auto Save and
losing nearly two hours of adventuring.  I got stuck on a few walls
like this during the game so I advise you to have a back-up save in
case anything like this ever happens to you.  And you can really get
screwed right up the whazoo if this happened and you were also playing
an additional adventure and the Auto Save is for that game and not the
current game you just got stuck in.  This is why I recommend a back-up
save so to avoid situations like this.


   - HENCHMEN: Hiring a henchman is always a good idea, especially
while you're below 10th-level.  When a henchman dies while fighting by
your side they will resurrect in the local Temple of Tyr (or Hall of
Justice) so that's where you can find them after they croak.  You may
only let one henchman tag along with you at a time so try to stratagise
the use of each of their unique abilities to overcome all of the tough
obstacles and battles that lie ahead.  Henchmen also gain levels as you
gain levels.  For every 1-2 levels you gain, your henchmen gains 1,
regardless of whether they adventure with you or not.  However, they
will gain levels faster if they adventure with you.  Make sure you talk
to your henchmen frequently and tell them to level up, even if they're
not adventuring with you.  You have no control when it comes to a
henchman leveling-up and can't choose their skills, feats or spells
like you can when your character gains a level.  The only downfall of
having a henchman fight by your side is that the XP gained for killing
creatures are split evenly between you and your henchman.  Meaning that
a creature that normally rewards 10 XP for killing it if you were by
yourself would only be worth 5 XP if a henchman was under your command,
regardless of which one of you slays the monster.

================================================================ #20 ==

-------------------------------------------
* 20) NEVERWINTER NIGHTS GAME WALKTHROUGH *
-------------------------------------------


---------
~ INTRO ~
---------

     First and foremost before playing the game I advise that you
download the latest version of the game patch.  There are a few bugs
that got fixed, especially for multiplayer, and this will make for a
more pleasent and glitch free gaming experience.  In the main menu
there is an option for downloading the latest patch so just click on
the UPDATE TILE and the patch will begin to download, it only takes a
few minutes if you have high speed internet and a decent computer.  If
you don't have the internet then you're pretty much screwed for any
patches, unless you download the patch at your friends house (or at
school) from www.neverwinternights.com and put it on a CD/DVD/Floppies
so you can upload the patches to your game at home.

     Note that in this guide I will not give you many battle tactics,
try to influence you into making alignment affecting decisions, give
you advice as to how to build your character, or any other major stuff
like that.  All of these things are for you to decide and I don't want
to spoil your Neverwinter Nights exploration experience.  I only tell
you how to aquire and complete all of the quests found in the game.
Open up your imagination, have fun, and explore the Forgotten Realms
land of Neverwinter however you wish.  I also fail to mention 99.9% of
the traps found in the game throughout my guide so adventure forth at
your own risk.

     This guide was pretty hard deciding how I should format it since a
lot of side quests take time to complete and are tied into the main
quests and I hope I made the right formatting decision.  I picked one
that would be both convienent and easy to follow.  RPG guides are
complicated to write and if you don't like my format then use someone
elses walkthrough.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20A ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ PRELUDE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>



                      <><><><><><><><><><><><>
                      ~ NEVERWINTER  ACADEMY ~
                      <><><><><><><><><><><><>


>>> ACADEMY TRAINING

     You will start the game off in the Academy.  The Academy is where
you will learn to fight, use magic, and learn all of the abilities for
the character class you've chosen.  In the room you're in open up the
treasure chest for a random item.  In nearly all containers are
randomly generated items so I can't exactly tell you what will be in
them.  To the left of this room are two more, go into them and look in
the desk and an armoire for a couple more items.  There are two men in
the larger room, walk up to Pavel and talk to him.  When talking to
people you will have a choice of numerous responses.  A lot of these
responses are alignment related so choose wisely as how to respond to
people.  Getting cocky and being rude to people can shift your
alignment towards evil if you're good, and being polite to people can
shift your alignment towards good if you're evil so you will want to
keep this in mind, especially if you're character is alignment geared
such as a Paladin.  Pavel will give you some information relating to
the plague and other interesting stuff.  After you finish talking to
Pavel go and talk to Bim.  Bim will offer to give you a short tutorial
and I advise you to take him up on his offer so you can choose the
camera angle that best works for you.  After the tutorial go through
the door that opens behind Bim.

     Approach Olgerd and speak to him, he will offer to give you a
tutorial on how to barter with vendors and other valuble game
information.  When you are finished with this tutorial Olgerd will give
you an armor type of item which varies depending on your character's
class.  Go through the door on the left to enter a Library and talk to
Berna for another tutorial about your Journal and Map.  Your Journal is
where all of the current and completed main and side quests are stored.
If you ever have trouble in a quest as to how to complete it then read
the latest journal entry for that quest for a clue as to where to
proceed next in that particular quest.  I advise you to play the whole
game with the map on for this will make exploring a lot easier.  After
talking to Berna your journal will get updated, search the bookshelf
and book pile for some books, read them if you wish.  You will learn a
TON of information by reading the books you find but it gets tedious
after awhile because there are so many books to read throughout the
game.  You can look in the Items Section of this guide for a complete
list of all the books found in the game.  Note that books are heavy so
you might want to discard or sell them when you are finished reading
them so they don't max out your weight carrying restriction.  If your
weight carrying restriction maxes out your character will slow WAY down
and you won't be able to run so try not to let this happen.  Go through
the door past Berna to enter the combat training area.


>>> COMBAT TRAINING:

     Talk to Herban and he will tell you about combat techniques and
such.  When you are done talking with Herban approach Dendy who is to
the left of Herban.  Dendy will teach you about melee combat, listen
carefully to what he has to say.  No matter what type of character you
are you will be destroying the enemy forces with melee combat so I
advise you to learn how to do just that.  When he is done talking
you'll have to hit him or destroy the combat dummy to complete your
melee training, once you do your melee combat test will be completed.

     To the right of Dendy behind the pillars is Hewwet, talk to him to
learn how to use ranged weapons.  Next to Hewwet is a weapon rack, take
the weapons off of it which include a Heavy Crossbow, a Sling and a
Longbow, along with ammo for each weapon.  Equip one of the weapons and
simply shoot the target leaning against the far wall. Now talk to
Hewwet once more to complete your combat training and your journal will
get updated.  Hewwet will tell you about Lady Aribeth and how she needs
to speak with you but first you must do some more training if you're a
magic caster, a Rogue or a Monk. If you want you can take the ranged
weapons you don't want to use and sell them to Olgerd.  Believe me when
I tell you that in this game every gold piece you can gain will be well
worth it, potions and magic items are quite expensive so always sell
items you don't want or need.  If you're a combat based character, such
as a Fighter or a Barbarian, then head straight to speak with Lady
Aribeth in the Graduation Room.  To get to where she is turn on your
map, on the bottom right is a long corridor, go to the door at the end
by the Door Guard and speak with him, he will open the door so you can
meet Lady Aribeth (quest continued after the Magic Training and Rogue
Training sections).


>>> MAGIC TRAINING:

     Go into the coridor that leads to Lady Aribeth and if you're an
Arcane Magic User (Wizard or Sorcerer) then go into the first room on
the left.  Talk to Jaroo and he will teach you how to read scrolls,
prepare spells from your Spell Book and how to cast spells.  Some
people get royally confused about magic and how to cast spells but it
is a REALLY simple process so pay close attention to your lesson.  When
Jaroo is done talking take the magic test, after you pass your journal
will get updated and you are now ready to see Lady Aribeth.  Go speak
to the Door Guard guarding the Graduation Room and speak with Lady
Aribeth (quest continued after the Rogue Training section).

     If your a Divine Magic Caster (such as a Cleric or Paladin) then
go into the first room on the right and speak to Elynwyn, he will teach
you how to memorize spells and such, here you will also learn how to
Turn Undead creatures.  Some people get royally confused about magic
and how to cast spells but it is a REALLY simple process so pay close
attention to your lesson.  When Elynwyn is done talking take the magic
test and after you pass your journal will get updated.  Go speak to the
Door Guard guarding the Graduation Room and speak with Lady Aribeth
(quest continued after the Rogue Training section).


>>> ROGUE AND MONK TRAINING:

     In the corridor that leads into the Graduation Room go into the
third door on the left and speak with Ketta if you're a Rogue or Monk.
Here you will learn how to pick locks, sneak up on people, steal, and
all of the other Rogue and Monk related skills.  After you complete
this phase of training you are ready to meet Lady Aribeth, speak to the
Door Guard guarding the Graduation Room to do so.


>>> ESCAPING THE ACADEMY

     Approach Lady Aribeth to graduate from the Academy.  During your
conversation some Mages will appear, go and kill them all then speak
with Lady Aribeth once more to learn a whole bunch of information as to
what's going on.  Lady Aribeth will give you Aribeth's Key so you can
access the rest of the academy.  Leave the Graduation Room and a
Mysterious Mage will appear, he will then summon up some Weak Goblins
for you to kill.  When you have killed them go into all of the rooms
(except where the game began) to kill a bunch more Goblins for some XP.
Make sure that when they die to pick up their remains, if they leave
any, for a lot of random items.  When all of the Goblins are slain go
into the corridor that leads to the Graduation Room, open up the second
door on the left, this is what Aribeth's Key was for and it will
disappear from your inventory.

     Go through the door ahead of you and that Mysterious Mage will be
on the left, he will again summon up some Goblins so take out these
minor threats.  Go through the door on the left and straight ahead is
some guard named Pavel, talk to him if you wish and you can let him tag
along with you if you'd like.  If you let people tag along with you you
can send them on their way at any time by simply talking to them and
telling them you don't need their help anymore.  Go through the top
door to the right of Pavel.

     This area is just a big square with a couple of rooms leading off
of it.  Kill the Tough Goblin, a few Weak Goblins, and a few Weak
Skeletons.  Head into the upper-most room on the map and speak with
Geldar.  Geldar teaches you how to level your character up and he will
give you enough XP so you can do just that.  Leveling up is a simple
process, to do so choose your character's class (if multiclassing you
can choose another class to add to your initial one); pick out some
skills from the vast list of available skills (sticking more to your
class skills); choose some spells to learn if you're a magic caster;
choose a Familiar or Animal Companion if one is available for your
character type; choose some feats if they become available; then a list
will pop up letting you know how many HP you'll gain and such.  If
you're not happy with the HP you'll gain or have made a mistake as to
what skills, feats, or spells you've chosen, click Cancel and go
through this process again.  If you're happy with what you'll gain
click OK to complete the leveling up process.  Head through the door to
the right of Geldar to enter a long corridor.

     Go through the corridor and continue along to a door at the end,
enter another room and kill all of the Skeletons in here.  Search the
corpse lying in the middle of the room for a Wizard Robe and armor.
Head back into the corridor and go left, you will come to another
corridor with a door ahead of you, a door to your left, and a door to
your rightright.  Go through the doors on the left and look on the
Alchemist's Apparatus for a random potion, open up the crates in here
for more items.  Leave this room how you entered it and go through the
door at the other end of the corridor, open up the treasure chests in
here for yet some more items.  Leave this room the way you came in and
go through the door on the right to enter a large room.

     Run straight into another large room and the Mysterious Mage will
make another appearence.  Kill the Mage, he will cast Magic Missles at
you, and kill all of the Goblins and a Skeleton.  Pick up any remains
and look inside of the crates in this room for more items.  Go through
the door by the gold dot to enter the stables.  Kill all of the
remaining Goblins, including an Elite one, and witness something very
interesting.  Talk to Desther and Fenthick and then Desther will storm
out of the stable.  Talk to Fenthick again and after the conversation
you will gain enough XP to level your character up.  When you are
finished leveling up go through the door that Desther went through to
conclude the Prelude.



<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#21B ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER ONE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>


CHAPTER ONE "CONTROL F" NAVIGATION CODES:
C1-1 Neverwinter City Core
C1-2 Peninsula District
C1-3 Blacklake District
C1-4 Beggar's Nest
C1-5 Docks District
C1-6 Helm's Hold


                           <><><><><><><> C1-1
                           ~ CITY  CORE ~
                           <><><><><><><>


-- QUESTS:
  - Main Quest: The Wailing and the Waterdhavians
  - Main Quest: Peninsula: Prison Break
  - Main Quest: Blacklake: Tensions Rising
  - Main Quest: Docks: Trouble in the District
  - Main Quest: Beggar's Nest: Undead Infestation
  - Side Quest: Temple of Tyr: Never's Tomb
  - Side Quest: Moonstone Mask: An Evil Offer
  - Side Quest: The Great Tree: Animal Rescue
  - Side Quest: Cloaktower Membership
  - Side Quest: Moonstone Mask: Art Theft
  - Unofficial Side Quest: Tamora and Hoff
  - Henchman Quest: Tomi's Tale
  - Henchman Quest: Daelan's Tale
  - Henchman Quest: Sharwyn's Tale
  - Henchman Quest: Grimnaw's Tale
  - Henchman Quest: Boddyknock's Tale
  - Henchman Quest: Linu's Tale

>>> EXPLORING THE CITY CORE:

     You will start this chapter off in the Sanitorium that leads to
the Halls of Justice - they're not painted green and you can hear no
money talking.  Desther and Fenthick are ahead of you so go talk to
them.  Head through the door in here to enter the Halls of Justice and
then speak with Lady Aribeth on the left.  She will give you valuable
main quest information and she will also give you a Stone of Recall.
This stone will make you teleport back to the Halls of Justice when you
use it, even if you're in the middle of an intense battle so keep this
in mind if you're near death and out of health potions/spells.  You may
also recall yourself to where you used the stone last by stepping into
the Recall Portal atop the stairs for a fee of 50 gold.  Lady Aribeth
has weapons, armor, and items for sale so you probably want to check
out her inventory.  A lot of the magic items she has for sale are
ridiculously expensive so you won't be able to afford any of them for
awhile.  Whenever you get diseased, poisoned, cursed, or other
unfortunate things happen to you Lady Aribeth will heal and cure you if
you ask her to.  You will notice some stairs leading to a Diving Pool
just past the Stone of Recall portal.  This pool will store important
quest related items so if you drop them by accident because you didn't
know it was quest related, or drop them due to a full inventory, you
will be able to get that item back.  I'm so glad that this pool is
available or I would've been screwed on the Cloaktower quest, good
looks BioWare.

     Exit the Halls of Justice and a woman named Bethany will run up to
you and tell you about a Prison Escape in the Peninsula District, this
is another main quest that will get added to your Journal.  Next to the
fountain ahead of you is a guard named Halion, talk to him and ask him
about the different districts in the City Core.  When you are finished
talking to him you will aquire three more main quests in your journal,
Blacklake: Tensions Rising; Docks: Trouble in the District and Beggars
Nest: Undead Infestation.

     The Neverwinter City Core is just a big square and in the north-
west corner is the Docks District; in the north-east corner is the
Blacklake District; in the south-west corner is the Peninsula District;
in the south-east corner is the Beggar's Nest.  You will probably
aquire some side quests while exploring, just look below to find out
how to complete that side quest.  Keep in mind that side quests are not
required to be completed for you to finish the game and they're all
optional.  I advise you to complete them all for the valuable XP and
items you'll be rewarded for doing so.  There are a ton of treasure
chests, barrels, and crates to open up for a lot of items in this area
so make sure you open all of them.  You can also enter some homes and
buildings for more items if you wish.  There is a merchant near the
entrance into the Peninsula District that sells Magic Bags.  These bags
will reduce the weight of the items you put into them, they're kind of
expensive but well worth the gold.  If you don't have enough gold to
purchase one just yet remember this guy for a future purchase.

     Near the entrance into the Beggar's Nest is a store called the
Shining Knights Arms and Armor, go in there and check out the vendors
inventory; make sure you tell him you're looking for premium equipment.
He will then give you a key so you can go into the basement, do so and
speak to Marrok who can enhance magical weapons and armor.  He'll let
you know what you need if he is to make you something magical so
remember this guy and come back here often so he can craft stuff for
you when you've aquired the proper items needed.  If you ask him for
examples on what components are needed in order to make items he will
give you a book called Recipes of the Forge; in this book are the
components needed to craft the stated weapons in the book.  The book
reads to craft a weapon you will need a "magical weapon" and a
component; by magical it means a weapon with a +1 Enhacement Bonus
(Longsword +1, Scythe +1, Shortsword +1, etc.).  To make a weapon place
the +1 Enhanced weapon into the forge and the component required, then
speak to Marrok and he will charge you 500 gold, after you pay the man
take the new weapon out of the forge.

     In the Trade of Blades you can hire henchman but they all require
at least 200 gold (150-175 if you can successfully persuade them) to
fight by your side, they also each have a quest for you to complete,
just look in the sections below to learn how to complete their quests.

_______________________________________________________________________


-------------------------------------------
~ SIDE QUEST: TEMPLE OF TYR: NEVER'S TOMB ~
-------------------------------------------

    This quest will get aquired in the Halls of Justice.  In the room
where Lady Aribeth is go into the north-most room on the map and speak
with Oleff.  During your conversation you will have to persuade him
into letting you know what's bothering him, if you fail just keep
persuading him until you succeed.  He will then tell you about the
tombs and other information, offer to help him find the artifacts in
the tombs.  Oleff will then give you a letter for Briley who is located
in the Peninsula District, you MUST keep this letter in your inventory
to complete this quest; if you drop the letter then just ask Oleff for
another copy.

     In the Peninsula District Briley is located in a house just up the
road from Ms. Dulcimae on the left.  Enter the house to see a guard
named Jones, go down the stairs behind him to enter a tomb.  Go through
the door ahead of you to speak with Briley, give him the letter from
Oleff.  Briley will tell you a bunch of information pertaining to this
quest so pay close attention to him.  Open the chest to the left of
Briley and take the four items out of it, they include the Halueth Dig
Logbook, Ceremonial Arrow, Cerominal Shield, and a Cerominal Sword.

     In the Blacklake District, from the main gates go left to spot a
little girl named Punkin standing in front of her house.  Talk to her
and she'll tell you about some strange things going on in the basement
and will give you a password after you persuade her.  Go into her house
and examine the bookshelf, say the password to it and it will slide
open, go down the stairs behind it to enter the basement.  Kill some
Zombies down here and you'll see a treasure chest in front of a door,
go and put the Ceromonial Arrow in it and the door will open, head on
through.  You will be attacked by four Swords of Never, ghost swords.
These things are really tough so you may want to wait until you're at a
higher level before you fight these things.  When you have destroyed
them, open up the sarcophagus and take the first atrtifact, Halueth's
Rusty Armor.

     In the Beggar's Nest while you're in the Great Graveyard you'll
see a tomb with a chest in front of it to the left of the Warrens of
the Damned.  Open the chest and put the Ceremonial Shield in it and the
tomb will open.  Go in there and kill the Mummy, open up the
sarcaphagus and take the Ancient Chronicles of Haleuth Never out of it.

    In the Docks District the final tomb is in the Aqueducts.  Enter
the ducts through the Silver Sails Trading Company, in the top-left
corner on the map is a door (marked exit on the map) with a chest in
front of it, put the Ceremonial Sword into it and the door will open.
Step on through and open the sarcophagus and take the Ancient Symbol of
Tyr, this will make some Zombies come out to play so kill them all.

     Now that you have all three artifacts bring them to Oleff if
you're a lawful character, or bring them to Gilles (see quest An Evil
Offer below) if you're an evil character.  For this quest you'll get
better rewarded than the evil choice.  You'll receive a total of 9
alignment points towards good, 600 gold, 200 XP, and an Amulet of Will
+3.

_______________________________________________________________________


---------------------------------------------
~ SIDE QUEST: MOONSTONE MASK: AN EVIL OFFER ~
---------------------------------------------

     There's not much explaining to do for this side quest.  In the
Moonstone Mask is a shady character named Gilles, talk to him to aquire
this quest.  Some cult is seeking all of the artifacts from Never's
Tomb and Gilles wants you to give him the artifacts instead of Oleff.
Obviously this side quest is geared towards evil characters so don't
give Gilles any of Never's artifacts if you're a character of lawful or
neutral alignment, give them to Oleff.  Look up how to aquire these
artifacts in the side quest Temple of Tyr: Never's Tomb listed above.
If you decide to give the artifacts to Gilles you'll be rewarded a
total of 2,500 gold and receive a whopping total of 21 alignment points
towards evil, no XP gained for this quest.  This quest would crush a
Paladin's hope of leveling up any time in the near future.

_______________________________________________________________________


---------------------------------------------
~ SIDE QUEST: THE GREAT TREE: ANIMAL RESCUE ~
---------------------------------------------

    To aquire this side quest exit the Halls of Justice, to the left
standing in front of a big tree is a Druid named Nyatar.  Speak to him
and persuade him into letting you help in his problem.  A lot of
animals got captured from their rightful home out in the wild and are
being caged in the Neverwinter Zoo which is located in the Blacklake
District.  Offer to help free the animals and then Nyatar will give you
a key to the zoo, a scroll that will allow you to transport the animals
to freedom, and a Scented Fetish to allow your character to speak with
the animals.  Nyatar also sells a lot of goods so check out his
inventory and purchase whatever you wish, buy some Barkskin potion
because it comes in very handy and will temporarily raise you AC when
drunk.

     Head into the Blacklake District and the zoo is located in the
back of Blacklake at the top of the map.  Enter the zoo, hang a right
and go through the door to see the animals trapped in their cages.  Use
the Zoo Key on the door to the right and head on through.  Search all
of the rooms for items and kill all of the guards, at the end of the
corridor is a Door to the Giant Tree.  Go to the tree and interact with
it, use the scroll on it that Nyatar gave you then head back into the
zoo.  The left door takes you to an enemy nicknamed Sureshot and more
items, if you kill him you'll get a Longbow +1 from his remains and a
decent amount of XP.  Go through the door on the right and enter
another room with a lever, pull it to open up the animal cages.  Go
through the other door in here and speak to the four captured animals,
a Brown Bear, a Panther, a Lion, and a Wolf; tell them to go to the
tree outside.  No matter what type of character class you are you'll be
able to talk to the animals AS LONG AS YOU HAVE the Scented Fetish in
your inventory that Nyatar gave you.  When all four animals run for the
tree, go to the tree and tell each animal to teleport through it.
Return to Nyatar for a reward of of 400 gold and 200 XP, and maybe
something more if you're able to persuade him.

_______________________________________________________________________


-------------------------------------
~ SIDE QUEST: CLOAKTOWER MEMBERSHIP ~
-------------------------------------

>>> Note: This quest is only available for Sorcerers or Wizards and can
still be be aquired if multiclassed as one (a Fighter/Sorcerer or a
Rogue/Wizard for example).

     Next to the big tree where you've aquired the Great Tree quest is
the Cloaktower Guild, go inside and speak to Eltoora.  Tell her you
would like to join the Guild to aquire this quest.  She will tell you
what must be done in order for you to join the Guild and will give you
Eltoora's Key.

     While in the Peninsula District look for a house in the north-east
corner and open up the door (this door is to the right of Ms. Dulcimae
and has a sun dial in front of it), this is what Eltoora's Key is for,
the key will still be in your inventory because you will need it
throughout this quest so don't discard it.  Inside this house is an
Earth Mephit, this creature is really tough in melee combat so kill it
via spells.  When you have defeated the Earth Mephit look in the pile
of stones, take the Rare Earth Clay out of it and don't discard it
because it is needed to complete this quest.

     While in the Blacklake District go into the Wizard Lab (indicated
by a map pin) and kill an Air Mephit.  This one isn't as tough as the
Earth Mephit so don't worry all that much.  When you've killed it look
on the Alchemist's Apparatus and take the Puff of Fog, don't discard it
because it is needed to complete this quest.

     While in the Beggar's Nest go into the Wizard Lab in the north-
east corner of the district indicated by a map pin.  Kill the Fire
Mephit, it should prove to be no problem.  When you've slain the
Mephit, look in the wood pile and take the Kindling Wood out of it,
don't discard it because it is needed to complete this quest.

     While in the Docks District, the Wizard Lab is located in the
north-east part of the map indicated by a map pin.  Go in there and
kill a Water Mephit.  When it dies look in the diving pool and take the
Flask of Water, don't discard it.

     Now that you have all four items required for this quest, return
to the Cloaktower and speak to Eltoora.  Ask her to evaluate your
membership and she'll take all of the items you have found in this
quest and send you to your final test; you will be rewarded 300 XP for
finding the four items.  Step into the portal behind Eltoora to be
teleported into a small romm to see a large beast on the other side of
the room, a Minogon, don't attack it.  Take the Elemental Wand of Earth
out of the pile of stones.  Take the Elemental Wand of Air off of the
Alchemist's Apparatus.  Take the Elemental Wand of Water out of the
diving pool.  Take the Elemental Wand of Fire out of the wood pile.  To
kill the Minogon use the wands on it in this order: Earth, Water, Air,
Fire.  Return to Eltoora to complete this quest and you'll be rewarded
300 XP and the Many-Starred Cloak, this Cloak has a couple of good
bonuses so you might want to equip it right away.

_______________________________________________________________________


-----------------------------------------
~ SIDE QUEST: MOONSTONE MASK: ART THEFT ~
-----------------------------------------

     Above the Shining Knights store there is an establishment called
the Moonstone Mask.  Go into it and speak to Ophala, persuade her to
let you help and she will tell you about some objects of art that were
stolen and if you can retrieve them for her, tell her you'll help to
aquire this quest.

    In the Blacklake District there is an estate called Hodge's Estate.
There is someone guarding it, he'll turn a blind eye so go ahead and
bash the door in, or cast spells on it, or pick it, and enter the
estate when the door gets opened.  Search the entire estate to find a
chest in here for a Note from Hodge, a Club +1, and the first missing
piece of art, the Gilded Urn.  Take the Urn to Ophala to be rewarded
125 XP and 400 gold.

     Again in the Blacklake District there is an estate called the
Rumbottom Estate.  There is someone guarding it, he'll turn a blind eye
so go ahead and bash the door in, or cast spells on it, and enter the
estate when the door gets opened.  Search the entire estate for a lot
of items and you'll run into some guy named Thoms Rumbottom.  Bash open
the chest behind Thoms for the second missing piece of art, Portrait of
Sir Reginald Rumbottom III.  There is a little trick for you to gain a
lot of extra XP at this point in the game.  Talk to Thoms again and
choose reponse 2, then choose response 1, then choose response 1 again,
this makes some more Noble Guards attack you.  When you have defeated
them talk to Thoms again and repeat this process over and over to gain
a level or two.  The only downfall is that it will take a little while
to level up so if you have patience then it will pay off for you,
especially if you're a multiclassed character.  Another downfall is
that you can't gain more than twenty total character levels so don't
spend days on end here leveling up.  The higher level your character
becomes, the less XP these guards will give you when you kill them.
It's ingenious the way Bio Ware incorporated the no more than twenty
character levels into the game.  When you've leveled up one or two
levels (if you choose to), take the portrait you just found to Ophala
to receive 125 XP and 400 gold.

     The last piece of art is in the Docks District.  Go in the Androd
Estate on the top of the district map.  Explore the estate and kill all
of the guards roaming around for some nice XP and search for items.  In
the top room that's locked, bash or open the door to speak with Androd.
Open up the cabinet behind him to find Androd's key and the final piece
of missing art, a Gaudy Statuette.  Open up all of the chests in here
and then take the statuette to Ophala.  You will be rewarded 125 XP and
400 gold just for giving the statuette to her; you'll be rewarded an
additional 250 XP and some Boots of Reflexes +3 for the completion of
this quest.

_______________________________________________________________________


------------------------------------------
~ UNOFFICIAL SIDE QUEST: TAMORA AND HOFF ~
------------------------------------------

     While you're in the Moonstone Mask, speak with Ophala and tell her
you want permission to access the back room.  Ophala will give you a
letter and tell you that you must be disease free if you want to meet
her harlots in the backroom.  Take this letter to Oleff in the Halls of
Justice and show it to him, he will then give you a letter stating you
are disease and palgue free.  Return to Ophala and give her your clean
bill of health, she will then give you the Moonstone Mask Backroom Key.

     Speak with Torgo (he's near Ophala) and purchase a Pass Coin from
him for 200 gold.  Go in the backroom, which is actually upstairs, to
the third floor and speak to Tamora and give her the Pass Coin.  The
object here is to get Tamora to fall asleep so first tell her you would
like to ask some questions, then tell her you want to ask some serious
questions, then choose the response how lonely is it to be an
adventurer, then brood on about how nobody cares, then ask her if she
knows anything of the plague, then tell her you were specially assigned
to investigate the plague.  After telling her all this stuff, choose
the response let's retire to your bed chamber.  Tamora will then fall
to the floor asleep and you'll be disrobed, speak to her one more time
and ask her what she needs and she will give you Tamora's Brooch and
tell you of some stalker Orc named Hoff who won't leave her alone and
if you could take care of this problem for her, agree to do so.  This
quest will *NOT* get added to your journal so don't go looking for it
in there.

     While you're in the Docks District, speak to Hoff who is located
on the west-end of the map standing by the docks.  You can either
threaten him into staying away from Tamora or kill him to ensure that
he nevers bothers that sweet little harlot ever again.  Return to
Tamora and tell her that Hoff has been killed or scared away and she
will reward you with 50 XP and 3 alignment points towards good.

_______________________________________________________________________


-------------------------------
~ HENCHMAN QUEST: TOMI'S TALE ~
-------------------------------

     In the Halls of Justice near the exit into the City Core is a guy
named Tomi.  Talk to him and then hire him as your henchman for 200
gold pieces, you might be able to persuade him to join your side for
less gold.  When the conversation is over talk to him again and choose
the option "I just want to talk" and then choose "Tell me about
yourself" and Tomi will begin to tell you his tale.  Note that to get
the full scoop on Tomi (around level 6) you have to be a character with
higher levels of experience.  If you're not that well experienced then
your Journal Entry for Tomi's Tale will say he'll tell you more when
you've gained more experience, so after every level you gain speak to
Tomi some more to eventually find out that he needs you to find some
documents for him.  Remember that you can release Tomi (and all of the
other henchman available to you) any time you want by telling him you'd
be better off on your own.  The Official Documents Tomi needs are
located in the Beggar's Nest in the Thomas Wheelwright Repair Shop on a
bookshelf.  For giving him the documents Tomi will reward you with 100
XP and a Ring of the Rogue +1 (Dex +1, Open Lock +1, Disable Trap +1).

_______________________________________________________________________


---------------------------------
~ HENCHMAN QUEST: DAELAN'S TALE ~
---------------------------------

     In the Trade of Blades speak to an Orc named Daelan Red Tiger and
hire him as your henchman for 200 gold, you might be able to persuade
him to join your side for less gold. When the conversation is over talk
to him again and choose the option "I just want to talk" and then
choose "Tell me about yourself" and Daelan will begin to tell you his
tale.  Note that to get the full scoop on Daelan (around level 6) you
have to be a character with higher levels of experience.  If you're not
that well experienced then your Journal Entry for Daelan's Tale will
say he'll tell you more when you've gained more experience, so after
every level you gain speak to Daelan some more to eventually find out
that he needs you to find a Brooch for him.  The Brooch is located on a
boat in the Docks District to the west on the district map.  Kill the
Bloodsailors on this boat and open up a chest to find the Brooch.  When
you give this Brooch to Daelan he will reward you with 100 XP and an
Amulet of the Red Tiger Tribe +1 (Str +1, Immunity: Fear).

_______________________________________________________________________


----------------------------------
~ HENCHMAN QUEST: SHARWYN'S TALE ~
----------------------------------

     In the Trade of Blades speak to a woman named Sharwyn and hire her
as your henchman for 200 gold, you might be able to persuade her to
join your side for less gold.  When the conversation is over talk to
her again and choose the option "I just want to talk" and then choose
"Tell me about yourself" and Sharwyn will begin to tell you her tale.
Note that to get the full scoop on Sharwyn (around level 6) you have to
be a character with higher levels of experience.  If you're not that
well experienced then your Journal Entry for Sharwyn's Tale will say
she'll tell you more when you've gained more experience, so after every
level you gain speak to Sharwyn some more to eventually find out that
she needs you to find potion for her so she can heal her mother.  In
the Tanglebrook Estate in the Peninsula District is some Celestial
Elixir on an Alchemist's Apparatus, take it and give it to Sharywn.
She will reward you with 100 XP and a Belt of the Performer +1 (Cha +1,
Perform +1, Persuade +1).

_______________________________________________________________________


----------------------------------
~ HENCHMAN QUEST: GRIMNAW'S TALE ~
----------------------------------

     In the Trade of Blades talk to a man named Grimnaw and hire him as
your henchman for 200 gold, you might be able to persuade him to join
your side for less gold.  When the conversation is over talk to him
again and choose the option "I just want to talk" and then choose "Tell
me about yourself" and Grimnaw will begin to tell you his tale.  Note
that to get the full scoop on Grimnaw (around level 6) you have to be a
character with higher levels of experience.  If you're not that well
experienced then your Journal Entry for Grimnaw's Tale will say he'll
tell you more when you've gained more experience, so after every level
you gain speak to Grimnaw some more to eventually find out that he
needs you to find a silver ring for him for him.  The ring is in a
house in No-Man's Land near the entrance into Blacklake inside of a
desk, it has an ingraving of a bird on it.  Give the ring to Grimnaw to
be rewarded 100 XP and the Amulet of the Long Death +1 (Con +1, Spell
Resistance: 10).

_______________________________________________________________________


-------------------------------------
~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~
-------------------------------------

     In the Trade of Blades talk to a man named Boddyknock and hire him
as your henchman for 200 gold, you might be able to persuade him to
join your side for less gold.  When the conversation is over talk to
him again and choose the option "I just want to talk" and then choose
"Tell me about yourself" and Boddyknock will begin to tell you his
tale.  Note that to get the full scoop on Boddyknock (around level 6)
you have to be a character with higher levels of experience.  If you're
not that well experienced then your Journal entry for Boddyknock's Tale
will say he'll tell you more when you've gained more experience, so
after every level you gain speak to Boddyknock some more to eventually
find out that he needs you to find a Leaven Bread recipe for him.  The
recipe is in the Beggar's Nest in the Barricaded Home (indicated by a
pin on the map that is just above the entrance into the Beggar's Nest),
take the recipe off of the dead Baker Siril.  For your reward
Boddyknock will give you 100 XP and a Lantanese Ring +1 (Cha +1,
Regeneration +1).

_______________________________________________________________________


-------------------------------
~ HENCHMAN QUEST: LINU'S TALE ~
-------------------------------

     In the Trade of Blades speak to a woman names Linu and hire her as
your henchman for 200 gold, you might be able to persuade her to join
your side for less gold.  When the conversation is over talk to her
again and choose the option "I just want to talk" and then choose "Tell
me about yourself" and Linu will begin to tell you her tale.  Note that
to get the full scoop on Linu (around level 6) you have to be a
character with higher levels of experience.  If you're not that well
experienced then your Journal Entry for Linu's Tale will say she'll
tell you more when you've gained more experience, so after every level
you gain speak to Linu some more to eventually find out that she needs
you to find a chalice for her.  The chalice, the Silver Chalice of
Moonbow, is in the Meldanen Estate.  In the room where you fight
Meldanen, look in the cabinet for the chalice.  Give it to Linu and she
will reward you with 100 XP and the Pendant of the Elf +1 (Dex +1,
Darkvision).

_______________________________________________________________________



                       <><><><><><><><><><><> C1-2
                       ~ PENINSULA DISTRICT ~
                       <><><><><><><><><><><>


-- QUEST TO BE UPDATED:
   - Main Quest: The Wailing and the Waterdhavians
   - Main Quest: Prison Escape

-- QUESTS:
   - Side Quest: Tanglebrook Estate
   - Side Quest: The Prison Key

     The format will slightly change here since there are two ways to
get into the prison and the side quests are tied right into the main
quest so I'm not going to bother listing the two side quests in
seperate sections.

     Speak with Gate Captain Kipp on the immediate right of entering
this district to find out what's going on.  He will tell you to seek
out Sedos to find out how to enter the prison.  Head right and some
prisoners will attack you, the guards will help you kill them.  Go up
the incline by the guards and go left at the top, kill some more
prisoners and you'll see a Plague Victim Pyre on the right, go and set
the pyre on fire via your torch to gain 25 XP, not much but it's better
than nothing for doing nothing.  Go left of the pyre and kill some more
prisoners, make sure to enter all of the houses in this area to kill
some more prisoners and collect even more items.  In this area you will
see a woman, Ms. Dulcimae, talk to her and offer to escort her to the
district gates, if you get her safely there you will gain 50 XP and 3
alignment points towards good.  If you are doing the Cloaktower
Membership side quest then enter the house to the right of where Ms.
Dulcimae was, that quest is described in detail in the City Core
section above.

>>> OBTAINING THE PRISON KEY SIDE QUEST

     Head down the road to the right of where Ms. Dulcimae was and go
into the first house on the left if you're doing the Temple of Tyr side
quest, that quest is described in detail in the City Core section
above.  Keep going up the road and you'll see another house on the left
with a gated door and you'll see a house in front of you with two
guards guarding it.  Behind the gated door is a store so go in there
and check out the merchant's inventory if you wish.  Enter the house
the guards are guarding and speak to Sedos, she will tell you about a
key you need to enter the prison, this side quest is called The Prison
Key.

>>> OBTAINING THE TANGLEBROOK ESTATE SIDE QUEST

     Head up the road from this house and go right when the road
branches, kill some more escapees and search the area for items.  You
will see a guy named Master Johns standing in front of a house on the
right, talk to him and he will tell you about the Tanglebrook Estate
and you will get that side quest.  Offer to escort him to the district
gate, get him safely there to aquire another 50 XP and to gain 3
alignment points towards good.  Search inside the houses where Master
John was and kill some more prisoners and to gain a few more items.  To
the left of where Master John was is the Prison Main Doors but don't go
that way. Directly across from Master Johns house is a dead end by a
locked house, check behind it to find another Plague Victim Pyre, set
it ablaze to gain another 25 XP.

>>> OBTAINING THE PRISON KEY

     Follow the wall along the waters edge to the left of the pyre,
kill some more prisoners and continue along to an area with four doors
leading into the sewers.  A Gang Leader will attack you and he is far
more powerful than a regular prisoner so you may want to cast some
defensive spells, or drink some defensive potions for this battle.
When you've killed the Gang Leader, go through one of the doors to be
in the sewers, a bunch of prisoners will attack you.  Kill the Gang
Leader to obtain the Prison Key (must search his remains).  These Gang
Leaders really aggrevate me, one time it took me ten minutes to kill
one of these bastards.  This would be a good time to use my stratagy
listed in the Hints and Stratagies section on fighting enemies near
exits.  Now you can enter the prison through the main doors or enter
the prison another way.  If you choose to go into the prison now then
skip the next two paragraphs.  If you choose to get into the prison
through the Tanglebrook Estate you will gain a lot more XP.

     Leave the sewers and set another pyre on fire by the water for
another 25 XP, then cross the bridge to kill some more enemies and
search all of the boxes and such for a lot of items. Keep going along
and follow the outer wall of the district and you'll see a small
building behind the prison, go in there to kill some more prisoners if
you want.  Continue along the outer wall of the district along the
water line to come to the Tanglebrook Estate.  Before proceeding inside
make sure you walk around the district and kill all of the prisoners,
in this game you want to gain as many XP as possible, also make sure
you look inside all of the houses for more prisoners to hack up.

>>> TANGLEBROOK ESTATE

     In the back of the estate is a door mat, look under it to find the
Tanglebrook Estate Key and use it on the door, obviously head inside.
Go through the metal door in here and take Lady Tanglebrook's Journal
off of the bookshelf, go through the doorway by this room and kill the
Stink Beetles, look on the weapons rack for a weapon and then open up
the door across from the stairs.  Check the Alchemist's Apparatus for
some potions and make sure you take the Celestial Elixir, this elixer
is for Sharwyn's Tale so don't discard it.  Head through the door at
the bottom of the stairs.  You will come up to a large chess board on
the floor and can see a dead body in the middle of it, poor Lady
Tanglebrook has succumbed to the forces of evil out to destroy
Neverwinter.  Be weary here, the chess board is LOADED with traps so
make sure you disarm a safe way through the board.  Check Lady
Tanglebrook's body and take the Two Bladed Sword +1 lying next to her.
Check the room for treasure chests and then head through the door on
the other side of the room, killing Fire Beetles along the way, to
enter the prison.

>>> PRISON

     Most people probably enter the prison through the estate so that's
where this guide will start.  Go through the door to enter a large
room, kill all of the prisoners in here and search the room for items.
Open the door in here via the lever next to it to enter a corridor with
locked cells.  Explore this level of the prison  and kill the Gang
Leader and his buddies (there's a lot of them so cast some defensive
spells or dring defensive potions) and then head through the door the
Gang Leader was standing by to enter the next level of the prison,
Containment Unit.

     You'll see a guy run into a room, follow him in there if you want
to and close the door via the lever, talk to the guy to find out more
and then leave this room.  This area is just a big square with a bunch
of locked cells.  There are a couple of doors leading to little storage
areas/cells and on the right side of the map is the door leading to the
next level of the prison, but first you must kill a Sorcerer for that
door to unlock.  Go into any of the four doors in the middle of the map
to get attacked by some prisoners and kill the Escaped Sorcerer.  This
Sorcerer is tough, he will cast Fireball spells at you that will
severely damage your character so watch out, the Sleep spell is a plus
in this situation.  When you have killed the Sorcerer pull the lever in
here to open up all the cells in the area.  Search the corpses in all
of the previously locked cell and then go through the door on the right
of the map to enter the next level of the prison, The Pits.

     Your Journal will get updated for the prison so read the latest
entry if you wish.  This place can get confusing but you'll be okay,
your map will guide you.  When you come to the last room on this level
you will be attacked by a large Orc named Kurdan, start fighting back
and when you've beaten him down enough he will talk to you.  You can
either spare his life or kill him, your choice.  He will tell you about
the Head Gaelor and other things.  Open the chests in this room and
then head up the stairs to kill the first Waterdhavian creature.


>>> WATERDHAVIAN REAGENT NUMBER ONE

     You will see a few guards walking around, the Head Galeor will
attack you so kill him, then the first Waterdhavian will come out of
his body.  This battle is going to prove to be a rather difficult one,
scratch that, an extremely difficult one.  This Waterdhavian is the
toughest of all of them, it is in the form of a Intellect Devourer and
it will cast Stun and Daze spells on you so be careful, melee'rs will
have some difficulties killing this creature but casters of the Arcane
should have no problems, just Magic Missle the thing to death.  The
creature will possess a guard so go and attack the guard to release the
creature.  Attack it some more and it may possess a few more guards in
the room.  You will definitely want to use my stratagy on fighting
enemies near exits during this battle, unless you want to use up a ton
of healing potions.  When the Waterdhavian dies take its remains, a
Devourer Brain.  Search the room for items and then head back to Serdos
to oficially complete the Prison Escape and Prison Key quest, you'll be
rewarded 150 XP and some gold.  Go to the Hall of Justice and speak
with Lady Aribeth and give her the Devourer Brain; you will learn more
about what still needs to be done and you'll be rewarded 150 XP and 500
gold.  Your Journal will be updated so read the latest entries and head
into the Blacklake District.

_______________________________________________________________________



                     <><><><><><><><><><><> C1-3
                     ~ BLACKLAKE DISTRICT ~
                     <><><><><><><><><><><>


-- QUESTS TO BE UPDATED:
   - Main Quest: The Wailing and the Waterdhavians
   - Main Quest: Tensions Rising

-- QUESTS:
   - Side Quest: Trouble in No-man's Land
   - Side Quest: Hints of Conspiracy
   - Side Quest: Samuel's Rescue
   - Side Quest: Unrest
   - Side Quest: The Gauntlet Arena
   - Side Quest: Killing Formosa


----------------------------------------
~ SIDE QUEST: TROUBLE IN NO-MAN'S LAND ~
~ SIDE QUEST: HINTS OF CONSPIRACY      ~
----------------------------------------

     Upon entering this district you'll start off in an area known as
No-man's Land.  Talk to Cendran to the right and offer to help him to
aquire this side quest.  He needs you to kill Loxar and wants you to
bring back his head to prove he's been defeated.  Enter the houses
along the street to collect some items and kill some Diseased Thugs and
Rabid Dogs, they can disease your character so be careful.  When you
turn the corner and go down the next street you'll come across a Ruined
Tower, go in there to kill Loxar.  He's a pretty tough opponent so be
weary.  When he croaks search his remains and take his head back to
Cendran to be rewarded 100 XP and 3 alignment points towards good.

     Explore the rest of No-man's land, checking houses and barrels
along the way, and near the entrance into Blacklake you will get jumps
by four Hired Thugs, kill them and search their remains to find an
Anonymous Letter.  Your Journal will be updated and you will aquire the
side quest Hints of Conspiracy.  To complete this quest simply take the
letter to Fenthick in the Halls of Justice, you'll be rewarded 50 XP
and 250 gold.  After you speak to Fenthick head back into No-man's
Land, make sure you've collected all of the items found inside the
houses in the area.  You should find a Silver Ring with an image of a
bird on it in the house near the gates leading into Blacklake.  DO NOT
discard the ring, it is needed to complete Grimnaw's Tale.  Head
through the gates and enter Blacklake, speak to Gate Captain Harn to
aquire another side quest, Samuel's Rescue.  You may be able to
persuade him into telling you about another side quest, Unrest.  Head
through the gates to officially enter the Blacklake District.

_______________________________________________________________________


-------------------------------
~ MAIN QUEST: TENSIONS RISING ~
-------------------------------

-- QUEST TO BE UPDATED:
   - Main Quest: The Wailing and the Waterdhavians

     You will see an old lady named Milly walking about somewhere in
the district, talk to her and she'll tell you of a secret portal
leading into the Meldanen Estate located in her house, she will give
you a key so you can enter her home.  Go into Milly's house to the left
of the Neverwinter Zoo at the top of the map, open the door on the
right and step into the portal to enter Meldanen's Estate.

     In the room you start off in make sure you check the desk on the
right and take the Meldanen West Wing Key out of it.  Head to the
eastern part of the map to be at the estate's exit.  Talk to a big ugly
Orc named Grommin by the exit and he will tell you about Meldanen.
Persuade him and he will then open up a door for you.  Explore this
part of the estate and you'll enter an area with a bunch of prison
cells, open up the chest in here to find a Prison Key, use it to free
Samuel who is in the cell on the left.  When you are done with this
quest don't forget to talk to Thurin in the Board Laid Bare for your
reward if you have Samuel's side quest.  Explore the rest of this floor
of the estate, you'll run into a Meldanen Apprentice.  He's pretty
tough and casts an Ice Storm spell that really hurts.  Head down the
stairs through the door past the apprentice to enter Meldanen's
Sanctum.


>>> WATERDHAVIAN REAGENT NUMBER TWO

     Explore the sanctum, kill some enemies and collect more items.
Go to the bottom right of the map to find a Blacklake Dryad in a cell.
Check the cabinet in this room for the Silver Chalice of Moonbow, do
not discard this because it is needed for Linu's Tale.  Cast some
defensive spells, drink some defensive and offensive potions and try to
open the cell and to the Dryad, this will make Meldanen appear.  He's a
pretty tough opponent and he will cast Paralyze, Cone of Cold and
Fireball spells at you that REALLY hurt.  When you have beaten him down
a bit he will stop fighting and talk to you.  Listen to what he has to
say, he wants you to side with him and kill Formosa for him, make sure
you tell him you want the Master Key and you'll let him live, however,
doing this will make Meldanen dissappear.  If you agree to kill Formosa
then return to Meldanen after you do, but don't ask for the key if you
decide to kill her.  Or you can choose to kill Meldanen, the choice is
yours.  Killing Meldanen will earn you a good amount of XP and the
Staff of Meldanen which is a good weapon to keep in your inventory, the
Master Key and Meldanen's Silver Tooth.  No matter what your choice is
when Meldanen is gone go and speak to the Blacklake Dryad in her cell.
The Dryad will give you the second Waterdhavian, a Lock of Dryad Hair.
Take the hair to Lady Aribeth to learn more of the Waterdavian Quest
and be rewarded 150 XP and 500 gold.

_______________________________________________________________________


----------------------------------
~ SIDE QUEST: THE GAUNTLET ARENA ~
----------------------------------

     First of all you need to have the Gauntlet Pass from Graxx and
Graxx is located in the Trade of Blades in the City Core.  Ask him
where you can get some action and he will tell you about an arena
fight, he'll then sell you a pass for 50 gold so you can fight in this
arena.  Head into the Board Laid Bare in the Blacklake District and
speak to the bartender who will then give you a Gauntlet Key.  Go use
the key on the door in here and then head down some stairs and through
another door.

     Approach the arena and speak to Kellisai, ask her what the rules
are and then tell her you'll fight the first round, then she'll
teleport you into the arena.  Melee characters will have a big
advantage over spell casters fo this bloodsport.  For the first round
you'll be fighting a Dwarf Fighter named Hrusk and his dog.  This guy
really isn't that hard and you should have no difficulty defeating him.
When you have won the round, pull the lever to teleport to Kellisai.
Tell her you're ready for the next round.

     This time you'll be fighting a halfling Monk named Kashi and his
wolf, this little bastard can give you a rough time 'cause his Dex is
so high and he's good at dodging.  You will want to use a weapon with
at least a +1 Enhancement Bonus for this little guy, if you use one
without a bonus it will take you forever to kill this Monk.  He doesn't
hurt you all that much with his attacks so just have patience and
you'll defeat him, when you do pull the lever, talk to Kellisai and
tell her you're ready for the next round.  For this round you'll be
fighting a big Orc Agar and his Cogar Cat.  Don't be intimidated by
this Orc, he's a wimp and really isn't that hard to beat, when you do
go and pull the lever to grab your third medal.

     Talk to Kellisai and enter the final round, you'll be fighting a
human named Claudus and two Panthers.  If you gave Kellisai 400 gold to
call the fight in your favor then this battle will be laughably easy,
if you decide to fight fair then this guy will put up a decent fight.
When you have defeated Claudus, pull the lever to be rewarded 200 XP
and the Gauntlet Champion Award, it's a necklace that doesn't have any
special properties or anything.  By winning the award you now own the
Board Laid Bare so talk to the bartender to collect the earnings for
the week.

_______________________________________________________________________


-------------------------------
~ SIDE QUEST: SAMUEL'S RESCUE ~
-------------------------------

    Go into the Board Laid Bare and speak with Thurin, ask him if
there's any work and he'll tell you about a missing guard named Samuel,
tell him you'll look for him and your Journal will get updated.  Samuel
is in a prison cell in the Meldanen Estate (see main quest in this
section).  When you free him return to Thurin to be rewarded some gold
and 100 XP.

_______________________________________________________________________


----------------------
~ SIDE QUEST: UNREST ~
----------------------

     Near the district circle talk to a woman named Formosa and ask
about Meldanen, then ask about her, then tell her you're looking for
work, tell her you'll do it to aquire this quest.  She wants you to
bring her the key to the Warehouse.  When you fight Meldanen and he
talks to you, demand that he give you the key to his Warehouse or kill
him to obtain the key.  When you've aquired the Master Key and
Meldanen's Silver Tooth, give them to Formosa to be rewarded 500 gold
and a necklace, Periapt of Wisdom +1.

_______________________________________________________________________


-------------------------------
~ SIDE QUEST: KILLING FORMOSA ~
-------------------------------

     When you fight Meldanen he will offer you a deal.  The deal is
that you kill Formosa (which will earn you 10 evil alignment points).
Do so if you want and return to Meldanen to be rewarded 500 gold.

_______________________________________________________________________



                         <><><><><><><><><> C1-4
                         ~ BEGGAR'S NEST  ~
                         <><><><><><><><><>


-- QUESTS TO BE UPDATED:
   - Main Quest: The Wailing and the Waterdhavians
   - Main Quest: Undead Infestation

-- QUESTS:
   - Side Quest: Missing Guard
   - Side Quest: Aldo and Hector
   - Side Quest: Find Krestal
   - Side Quest: Find Jemanie
   - Side Quest: The Sword Coast Boys
   - Side Quest: A Lost Soul
   - Side Quest: A Missing Brother
   - Side Quest: Strange Cult
   - Side Quest: Hints of Cult Activity


-----------------------------
~ SIDE QUEST: MISSING GUARD ~
-----------------------------

     Upon entering the district, speak to Gate Captain Ergus to aquire
this quest.  The Guard, Walters, is in the Warehouse in this district.
After you kill Drawl, (look in the Sword Coast quest in this section
for more info on Drawl), you'll notice a locked cell.  Open it and talk
to Walters.  Tell him the way is clear to be rewarded 50 XP to complete
this simple quest.

_______________________________________________________________________


-------------------------------
~ SIDE QUEST: ALDO AND HECTOR ~
-------------------------------

    Near the center of the Beggar's Nest you'll see some guy named Aldo
and a woman named Mattily.  Speak to Aldo to aquire this quest, you
must track down Hector for him so he can fix his wagon.  In the south-
east corner of this district is a shop called Thomas Wheelwright Wagon
Repair.  Go in there and make sure you search the bookshelf in here and
take the Official Document off of it, this document is for Tomi's
quest.  Speak to Hector and tell him about Aldo, then escort Hector to
him.  For this quest you will be rewarded 100 XP.

_______________________________________________________________________


----------------------------
~ SIDE QUEST: FIND JEMANIE ~
----------------------------

     Speak to Harben Ashensmith or Drake in the Shining Serpent to
aquire this quest.  Jemanie is located in the Barricaded Home that is
two map pins above the entrance into this district.  When you find him
you'll be rewarded nothing.

_______________________________________________________________________


----------------------------
~ SIDE QUEST: FIND KRESTAL ~
----------------------------

     Speak to Harben Ashensmith or Drake in the Shining Serpent to
aquire this quest.  Krestal is located in the Barricaded Home upstairs,
indicted by a map pin, above the Temple of Helm.  When you find him
you'll be rewarded nothing.

_______________________________________________________________________


---------------------------
~ SIDE QUEST: A LOST SOUL ~
---------------------------

     Go into the Temple of Helm and speak to Bertrand.  Ask him what he
is waiting for to aquire this quest.  Offer to find his brother for
him.  Next to the Great Graveyard is the dead body of Marcus.  Take the
Journal of Marcus Penhold and the unidentified magic staff; identify it
if you can, it's the Penhold Staff.  Return to Bertrand and give him
the journal to receive 50 XP, give Bertrand the staff to receive
another 100 XP, 400 gold, and 3 alignment points toward good.

_______________________________________________________________________


--------------------------------
~ SIDE QUEST: SWORD COAST BOYS ~
--------------------------------

     To aquire this side quest talk to Krestal; he'll tell you all
about Drawl and his gang.  Go into the Warehouse in the north west
corner of the district and in the last room you'll get to fight Drawl,
he's good at melee combat so you may want to use spells and ranged
weapons against him.  To complete this quest, finish the main quest in
the section below.

_______________________________________________________________________


--------------------------------------
~ SIDE QUEST: HINTS OF CULT ACTIVITY ~
--------------------------------------

     In front of the Shining Serpent you will be jumped by four Hired
Thugs, kill them and take the Anonymous Letter from one of their
remains.  Simply take this letter to Fenthick to complete this quest
for 50 XP and 250 gold.

_______________________________________________________________________


---------------------------------
~ SIDE QUEST: A MISSING BROTHER ~
---------------------------------

     Speak to Jemanie to aquire this quest, his brother Torin is
missing and Jemanie wants you to look for him.  Torin's dead body is
located inside the Warrens of the Damned in the Great Cemetary in the
south-east room.  Take Torin's Ring from this unfortunate souls remains
and bring it back to Jemanie to be rewarded 100 XP.

_______________________________________________________________________


----------------------------
~ SIDE QUEST: STRANGE CULT ~
----------------------------

     Speak to Jemanie to aquire this quest and be sure to ask him for
the Estate Ward Stone.  Go into the Strange Building in the north east
of this district.  When you open the door say "you follow the way of
the serpent" to be granted access, you must have the Estate Ward Stone
from Jemanine to get in here.  To complete this quest finish the main
quest in the section below.

_______________________________________________________________________


----------------------------------
~ MAIN QUEST: UNDEAD INFESTATION ~
----------------------------------

-- QUEST TO BE UPDATED:
   - Main Quest: The Wailing and the Waterdhavians

     Walk around the entire district all kill all of the Zombies
lurking around for a lot of XP.  Go into the Shining Serpent Inn and
talk to Harben Ashensmith, he will give you some information on this
quest.  You must go into the Great Cemetary and there are two ways to
get in there.

     The first way is by going into the Strange Building in the north
east of this district.  When you open the door say "you follow the way
of the serpent" to be granted access to the Snake Cult Estate.  You
must have the Estate Ward Stone from Jemanine to get in here.  Kill all
of the cultists in here and in one of the rooms is the Cult Leader,
kill him.  Look on the bookshelf in here and take In Service of Gulnan
off of it, two side quests will then be updated if you're doing them,
Sword Coast Boys and Strange Cult.  Go down the stairs to enter the
Crypts.

    The second way to get into the Great Cemetary is by gaining access
to the crypts via the Warehouse in the north-west of this district.
After you kill Drawl and free Walters (see above quests for more info
on Walters and Drawl), go down the stairs and through the door to enter
the crypts.

     Either way you'll wind up in the crypts so explore this place.
You'll have to pull a lever to open up a locked door you'll pass so
keep your eyeballs peeled.  If you want access to the other end of the
Crypt then you'll have to enter it through the area above you didn't
before.  Down here is a powerful Bloated Dire Spider so be careful;
when the spider dies go up the stairs in this room to be in the Great
Cemetary.  Kill all of the Zombies lurking around and then enter the
Warrens of the Damned.  If you're doing the Temple of Tyr side quest
then open up the tomb on the left of the warren and put your Ceremonial
Shield in the chest in front of it; go in there and take a book out the
sarcophagus.

     When you enter the Warren some possessed Zombie will be talking to
you and you'll see a couple of more while you're down here.  Go through
the door in here and a locked one will be directly ahead of you.
Explore this warren to kill a bunch of undead creatures, if you can
turn the undead then you'll have an oppurtunity to really test out your
Turn Undead capabilities. In the room in the north-east corner look in
the armoire for an Ancient Key, this key unlocks the door that was
locked when you first entered the warren.  Go to the south east corner
of the warren to find the corpse of Torin, take his ring 'cause he no
longer needs it (see the quest missing brother above for more info on
Torin).  Go and use the Ancient Key on the door by the entrance, search
all of the chests and a sarcophagus for a lot of items, including some
Armor of Comfort.  There is another mass XP gaining trick you can do
here, just put any item into the sarcophagus and take it back out;
every time you do this a Mummy will appear and you can gain a level
within half an hour.  For a real test of your gaming skills make about
10-15 Mummies appear and then start killing 'em.  At level 6 the
Mummies will give you 94 XP per kill; at level 7 the Mummies will give
you 74 XP per kill; at level 8 the Mummies will give you 54 XP per
kill; at level 9 the Mummies will give you 34 XP per kill.  In case you
haven't noticed yet, the higer in levels your character becomes, the
less XP you receive for killing creatures.  After you've leved up (if
you chose to) go into the room in the top center of the map for a
really good battle.


>>> WATERDHAVIAN REAGENT NUMBER THREE

      In this large room are a bunch of Zombies and other undead
creatures, kill them all and you'll notice Gulnan casting spells at
you.  Kill Gulnan, she is really easy to slay so don't get too worried,
when she's dead search her remains for Waterdhavian number three, the
Yuan-Ti Heart; you'll also aquire Special Holy Water and a Scimitar +1.
By completing this quest you'll also complete the side quests the Sword
Coast Boys and Strange Cult.  To officially finish the Undead
Infestation quest, go speak to to Harben in the Shining Serpent Inn to
be rewarded a Short Sword +1 and 200 gold.  Take the Yuan-Ti Heart to
Lady Aribeth to find out information on the last Waterdhavian, you'll
also be rewarded 150 XP and 500 gold.

_______________________________________________________________________



                        <><><><><><><><><> C1-5
                        ~ DOCKS DISTRICT ~
                        <><><><><><><><><>


-- QUESTS TO BE UPDATED:
   - Main Quest: Trouble in the District
   - Main Quest: The Wailing and the Waterdhavians

-- QUESTS:
   - Side Quest: Hints of a Traitorous Intent
   - Side Quest: The Masterson Amulet


---------------------------------------
~ MAIN QUEST: TROUBLE IN THE DISTRICT ~
---------------------------------------

-- ADDITIONAL QUEST TO BE COMPLETED:
   - Main Quest: The Wailing and the Waterdhavians

     Upon entering this district get some information from the Gate
Captain.  Throughout this district you will be attacked by Muggers,
Thugs, and Ruffians.  Make sure you search their remains and take every
Smuggler Coin you can get for you can buy some good items with them.
You'll see some guy named Neibor near the main gates, talk to him and
ask him "why he needs gold" to learn about an auction in the Seedy
Tavern.  Go onto the dock in the south-west corner of the map and talk
to a Bloodsailor.  Try to open up a chest on their boat and they will
attack you so kill them, search their remains and take a Bloodsailor
Uniform.  In a chest on their boat is a Brooch, don't discard it
because it is required to complete your henchman Daelan's quest.  If
you're doing the Cloaktower side quest then go into the Wizard Lab in
the north.  Make sure you buy a Bag of Holding from Jerol in Twenty in
a Quiver, this bag will reduce the weight of the items put into it by
100% so it is well worth the money.  If doing the Art Theft quest then
go into the Androd Estate on the top of the map.

    Go into the Locked House (just bash the door in or open it with
spells) in the north east corner of the map and you'll be attacked by
some Bloodsailors.  Head upstairs and kill a Bloodsailor Lieutenant,
he's way tougher than a normal Bloodsailor.  Search around up here to
find a Tavern Key and some Orders From Callik, now head to the Seedy
Tavern.  There are three ways to get in here, go to the front door and
put on the Bloodsailor Uniform I told you to take earlier, try to open
the front door and bribe a lady with some gold to get in, or use the
Tavern Key you just found on the side door.

     Once inside the Seedy Tavern, speak to the Auctioneer to buy some
items with all of the Smuggler Coins you've found.  You can purchase
magic armor, weapons, and items if you ask to see his special items.
If you want to get downstairs you have to have a password.  Open the
door to see some guy named Chef guarding a door, persuade him into
letting you pass through the door he's guarding if you can.  If you
have the Tavern Key then just open up the door and head on through.  If
you can't persuade Chef or don't have the key then go upstairs and look
for some guy named Ulfnog, talk to him and him about this Tavern and he
will give you the password.  Go through the door Chef is guarding to
enter the Bloodsailor Hideout.

     Go through the door and kill some more Bloodsailors.  Search all
of the rooms for items and such, in the south-west room you'll fight
another Bloodsailor Lieutenant, kill him and go down the stairs in the
next room.  On this level of the hideout search all of the rooms and
kill some more foes, in the north-east room is a friendly Bloodsailor
named Dara'Nei.  Talk to her or kill her so you can obtain Dara'Nei's
Locket.  Now you are to go to the Silver Sails Tading Company which is
located on the west side of the district.

     Once you enter this place you'll be attacked by some Stag Beetles
and Giant Spiders, the spiders aren't that tough but will poison your
character and do all sorts of other negative things, like encumber you
and lower your strength.  Explore the rest of this place and kill all
of the enemies, you'll come across a strange door.  Use Dara'Nei's
Locket to open the door, kill the Bloated Dire Spider (which is WAY
tougher than all of the other spiders crawling around in here), and
then go into the Aqueducts.

     This place is loaded with traps so take your time.  If you're
doing the Temple of Tyr quest then there's a tomb you can enter in the
top-left corner of the map marked exit.  Go to the Mysterious Boat on
the bottom of the map and talk to Charon.  Ask him "to take me
downstream" and he will take you to the sewers.


>>> WATERDHAVIAN REAGENT NUMBER FOUR

     Walk through the long corridor and you'll hear people talking,
step through the door at the end.  You'll see Callik and a couple of
his guards, you can also see Vengaul though a fence.  Callik won't
attack you when he notices you at first but will eventually.  Kill
Callik and search his remains for an amulet, this is the Masterson
Amulet so if you're doing that quest this amulet is for Hemmell.
Follow the corridor around to Vengaul and talk to him.  Tell him you've
come for the Cockatrice and then you can either fight him or let him
go.  When Vengual is gone, open up the crate with the ray of light
coming out of it for the last Waterdhavian, the Cockatrice Feather,
you'll also receive 200 XP for completeing the Trouble in the District
quest.  To complete the Waterdhavian quest take the feather and give it
to Lady Aribeth, you will be rewarded 150 XP and 500 gold.

_______________________________________________________________________


--------------------------------------------
~ SIDE QUEST: HINTS OF A TRAITOROUS INTENT ~
--------------------------------------------

     You'll get jumped by four Hired Assassins in front of the Seedy
Tavern, search their remains to find an Anonymous Letter.  Take the
letter to Fenthick to be rewarded 50 XP and 250 gold.

_______________________________________________________________________


------------------------------------
~ SIDE QUEST: THE MASTERSON AMULET ~
------------------------------------

     Near the boat by the Bloodsailors is a man named Hemmel Masterson,
talk to him and ask him what seems to be the trouble to aquire this
quest.  He wants you to recover an amulet for him.  During the main
quest you'll fight Callik, take the amulet from his remains and return
it to Hemmel to be rewarded 500 gold and 150 XP.

_______________________________________________________________________



                       <><><><><><><><> C1-6
                       ~ HELM'S HOLD  ~
                       <><><><><><><><>


     When you have completed all of the optional side quests above and
have given Lady Aribeth all four Waterdhavian Reagents, tell Aribeth
that you are ready to proceed to the Ritual Chamber.  Note that once
you proceed to the Ritual Chamber you will *NOT* be able to complete
any of the above quests if you haven't finished them.  I advise you do
them all so you can gain a lot of useful items and a bunch of extra XP.
You'll notice that you have lost a lot of  items that were previously
in your inventory because you no longer need them.


>>> THE CURE AT LAST

     In the Ritual Chamber talk to Aribeth, then go speak to Lord
Nasher.  Talk to Desther and then the ritual for the cure will begin.
When everything seems good Desther will steal the cure (that bastard!)
and summon some False Helmites, kill them and then speak with Lady
Aribeth to get your Journal updated.


>>> SINS OF A TRAITOR

     After speaking with Aribeth go speak with Lord Nasher; then step
into the portal by Aribeth to enter the Road to Helm's Hold.  Speak
with Bregan on the left and find out if he knows anything.  Head to the
top of the map and speak to a Strange Visage.  When you're done talking
go to the left of the map and enter the cave, which is a secret
entrance into Helm's Hold.

     Kill Jinkies who will begin attacking you, when he dies open the
door at the end of the corridor.  You'll see a little Gnome named
Johnny, go and speak with him to find out some information and then
you'll be able to buy some equipment if you wish.  Go into the cell
area on the left and kill all of the Zombies, you'll find an Orc named
Yari the Knife in a cell, you can let him out if you want.  Across from
Yari's cell is Dumal's cell, go in there and speak to him for a bunch
of information and your Journal will get updated, you can slay him if
you please.  Go up the stairs next to Johnny to officially enter Helm's
Hold.

     Explore the hold and kill all of the False Helmites lurking around
and look for items and such, in the south-west corner you can go into a
courtyad through a side entrance to kill a bunch of enemies for a lot
of XP.  In the top-corner room next to the stairs up, make sure you
take a book called the Book of Helm off of a bookshelf.  In another
room in the north-east corner make sure you take a book called the
Black Grimoire off of a bookshelf.


>>> A DEVIL'S DEAL

     Across from the bookshelf where you get the Black Grimoire is a
big demon, Chaohinon of the Void.  Talk to the demon and then you'll
have a choice to either banish it or complete the ritual.  To banish
the demon place the Book of Helm on the altar; to complete the ritual
put the Black Grimoire on the altar.  Either way you'll be rewarded.
If you banish the demon you'll be rewarded 300 XP; if you complete the
ritual you will be able to choose your reward.  You can choose a magic
item, a magic weapon, or some of the demon's power (which is just
temporary like you drank some potions or cast a spell), you'll also
earn 300 XP.  No alignment shift is involved if you choose to complete
the ritual just so you know; you mine as well complete the ritual to
gain a magic item, it will be nothing spectacular so don't expect
something great.  If you choose to banish the demon then you can summon
forth the spirit of the Guardian of Helm.  To do this, put the Book of
Helm on the altar after you banish the demon, speak with the spirit and
he will offer you a magic item (Elven Court Bow), a magical item (Ring
of Elemental Resistance), or offer you his powers, which is just
temporary like you drank a potion; you'll also gain 300 XP (I thank
Alfred Jereza for sending in this secret to summon the Guardian of
Helm).  Head up the stairs in the north-east corner.


>>> SINS OF A TRAITOR CONTINUED

    You will run into Fenthick and you'll have a lengthy conversation
with him.  You can't kill Fenthick so don't try to if you're tempted, I
know he's in on it that traitor.  Once you go through the door leading
upstairs by Fenthick you'll be trapped up there and won't be able to
leave; you're about to have an intense battle with Desther so rest
before going up there to have full spell usage for the day before the
chaos commences.

   This is going to prove to be a challenging battle so drink all kinds
of enhancing potions and cast numerous defensive spells.  Desther is in
the middle room and is inside of a magic pentagram being cast by the
five Ritual Creatures surrounding him, there's also Zombies, Skeleton
Mages and Revenants all over the place.  Kill all five of the Ritual
Creatures and then Desther will commence his attack.  When you've
beaten Desther down so much he will give up, talk to him to find out
loads of new information.  Tell him to "shut up 'cause you want to look
around."  Check the small rooms for a lot of good items and then talk
to Desther again, tell him "you're taking him back to Neverwinter" and
you will proceed to chapter two.



<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20C ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER TWO ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>


CHAPTER TWO "CONTROL F" NAVIGATION CODES:
C2-1 Port Llast
C2-2 North Road
C2-3 East Road
C2-4 South Road
C2-5 Luskan and the Host Tower of the Arcane



                           <><><><><><><> C2-1
                           ~ PORT LLAST ~
                           <><><><><><><>


-- QUESTS:
   - Main Quest: The Search for the Cult
   - Side Quest: Bounty Hunt
   - Side Quest: Werewolf Hunter
   - Side Quest: Five Tomes of Imaskar
   - Side Quest: The Serpent's Gems
   - Side Quest: Lady Aribeth's Tale
   - Side Quest: Aarin's Tale
   - Henchman Quest: Daelan's Tale
   - Henchman Quest: Linu's Tale
   - Henchman Quest: Boddyknock's Tale
   - Henchman Quest: Grimnaw's Tale
   - Henchman Quest: Sharwyn's Tale
   - Henchman Quest: Tomi's Tale


>>> EXPLORING PORT LLAST

     This chapter is the longest one in the game and it will take you
around 25 hours or so if you do all of the quests and are fast at
overcoming all of the challenging obstacles and difficult battles that
lie ahead.  You'll start this chapter off in a room in Kendrack's
Barracks and a woman named Larana will run up to you and give you some
information.  Go through the door to be in a large room to see Lady
Aribeth, along with all of your henchman and some warrior named Aarin
Gend.  Go and talk to Lady Aribeth to find out some valuable main quest
information on the Search for the Cult.  Speak to all of your henchman
in here and aquire all of their side quests, you won't have to pay them
to fight by your side like you had to in the first chapter.  Speak to
Kendrack in here and you'll aquire the Bounty Hunt side quest.  Speak
to Aarin and he will tell you of some caves in the north and your entry
in your Journal for the main quest will get updated.  Leave the
barracks and explore the port.

    As soon as you exit the barracks a farmers son will run up to you,
ask him to tell you the problem and that you'll help to aquire another
side quest, Gerrol's Wife.  Explore the rest of the port and talk to a
bunch of people for more side quests, look in the sections below as to
how to aquire and complete them.  Buy some new equipment in all of the
shops and then head to the North Road to continue in the main quest.

_______________________________________________________________________


---------------------------
~ SIDE QUEST: BOUNTY HUNT ~
---------------------------

     To aquire this quest speak with Kendrack in his Barracks, ask him
what the problem is and he will tell you of a bounty for some escaped
prisoners.  Agree to find these criminals for Kendrack, you are to
bring him their ears.  Note that you may hunt down the four criminals
in any order you wish, not just the one I'm suggesting.

    The first criminal is located in the North in the Green Griffon Inn
area in the Inn itself.  Go upstairs and open the last door on the
right by bashing it, casting spells, or using your Rogue talents.  You
may want to cast some defensive spells or drink some potions because
this is going to be a good fight.  The criminal, Zor, is in the form of
a big Minotaur and is a brutal opponent, watch out for his Knockdown
attack.  After you beat the beast down to near death he will ask you to
spare his life.  If you decide to kill Zor, search his remains and take
his ear, if you let him live he will give you his ear for sparing his
life.  Bring Zor's ear to Kendrack and you will be rewarded 300 gold
and 125 XP.

     The second criminal, Delilah, is located in the East Road inside
of the Archeologist Barracks.  Go upstairs and she'll begin attacking
you, when you get her near death she will speak to you.  Spare or take
her life and you'll obtain Delilah's Ear, take it and give it to
Kendrack to be rewarded 300 gold and 125 XP.

     The third criminal, Wyvern, is located in the north-west corner of
the Druid Encampment in Neverwinter Wood.  Start attacking him and when
you've beaten him down to near death he will speak to you; you may
spare his life or kill him.   When you have received Wyvern's Ear take
it to Kendrack to be rewarded 300 gold and 125 XP.

    The fourth criminal, Stirge, is located in the Farmland in the
South.  Go to the Old Tree Hollow in the north and speak to Stirge, you
can let him go without a fight and he'll give an ear.  If not, then
kill him to obtain Stirge's Ear.  Take the ear and give it to Kendrack
to be rewarded 300 gold and 125 XP.  Kendrack will also give you a key
to the Port Llast Mines for bringing him the four ears and you will not
obtain this key until you've given him the four ears.

     Now that all of the criminals have been dealt with, Kendrack tells
you that his daughter has been kidnapped, agree to help rescue her.
Head to the North Road and go into the Port Llast Mines in the north-
east.  Use the key Kendrack gave you on the door to the right and kill
some Orcs and Ogres, head north and then make your way south-east, go
into the small room and fight Yesgar, a big Orc who isn't that tough.
When you widdle Yesgar down to near death he will speak to you, take or
spare his life to aquire Yesgar's Key and Ear and a Necklace of Prayer
Beads (there's also this same key in the chest in here for you to take
if you've spared his life).  Open up the door to Yesgar's Hideout and
use the key on the cell in here to find Kendrack's daughter,
Shaldrissa.  Speak to her to find out some information and then return
to Kendrack, who will reward you 300 gold and 125 XP for giving him
Yesgar's Ear.  For rescuing his daughter and completing this quest,
Kendrack will reward you an additional 500 XP.

_______________________________________________________________________


-------------------------------
~ SIDE QUEST: WEREWOLF HUNTER ~
-------------------------------

     Go into the Temple of Tyr and speak with Neurik, ask him who is he
is, and then ask him if he needs assistance to aquire this quest.  He
wants you to kill some Werewolves and to bring him their rings, he will
give you four Silver Charms to help you in this quest.  Neurik sells a
lot of merchandise and this temple is where you'll end up if you use
the Stone of Recall during this chapter.  You can also get back quest
pertaining items out of the Diving Pool in here if you've dropped them.
Note that you can kill, or cure, the first three Werewolves in any
order you wish, not just the one I'm suggesting.

     The first Werewolf, Urth, is located in the Outlying Farm in the
south-east of Port Llast.  Go in there and speak to Mister Eisenfeldt,
he will tell you his son Urth isn't there.  Go upstairs and open the
door to see a big Werewolf, Urth.  Start attacking the wolf and when
you get him near death he will talk to you, kill him or give him a
Silver Charm to cure him and spare his life.  Either way you'll get
Urth's Ring so take it to Neurik and give it to him to be rewarded 150
gold and 74 XP.

     The second Werewolf, Geth, is located on the East Road in the
south-west corner of the map by the entarnce into Charwood.  Geth is
just standing in the middle of the road so start attacking him.  When
you get Geth near death he will speak to you, you can either give him a
Silver Charm to cure him or you may kill him, either way you'll receive
Geth's Ring.  Take the ring and give it to Neurik to be rewarded 150
gold and 74 XP.

     The third Werewolf, Bran, is located in the cave in the north-east
coner on the South Road.  Kill all of the wolves and Worgs lurking
around and you'll find Urth in the back of the cave.  Start your attack
and when you get him near death, Urth will speak to you.  Give him a
Silver Charm to cure him or kill him, your choice.  Take the ring to
Neurik to be rewarded 150 gold and 74 XP.

     Now that more of this quest is revealed, we're now in searh of Sir
Karathis.  Go to the Green Griffon Inn are in the North and go into the
cave in the south-east corner.  Note that in order for Karathis to be
in this cave you must kill, or cure, the previous three Werewolves.  Go
to the back of the cave to the Werewolf Lair and battle with Karathis,
as like the previous Werewolves he will surrender when you get him near
death.  Give him your last Silver Charm to cure him or kill him, your
choice.  You will receive the Journal of Sir Karathis Ironheart either
way and find out some information on who the Black Werewolf responsible
for this fiasco is, Alhelor.  Bring the journal to Neruik and he will
ask you to slay Alhelor.

     Go into the Alliance Arms Inn in Port Llast and speak to Ander, he
will tell you that Alhelor went home to get some rest, how convienent.
Leave the inn and go into Alhelor's House indicated by a map pin on the
map.  Go and speak to Alhelor, tell him you know he's the Black
Werewolf and kill him, you will not be offered to spare his life.
Search his remains when he falls victim to your
blade/mace/staff/wand/axe/bow/spells and take Alhelor's Tooth and
Delver's Armor, a good suit to put on if you're able to wear heavy
armor.  Take the tooth and give it to Neurik to be rewarded 750 gold
and 750 XP for the completion of this quest.

_______________________________________________________________________


--------------------------------------
~ SIDE QUEST: FIVE TOMES OF ISMASKAR ~
--------------------------------------

     Speak with Eltoora in Eltoora's Magical Sundries, tell her you're
looking for some work and she'll tell you about some tomes she wants
you to recover.  Agree to help her to aquire this quest,  you don't
have to be a Wizard or Sorcerer to do this quest for Eltoora like you
had to be in chapter one.  To be able to buy equipment from Eltoora
you'll have to give her a reagent, ask her what one is for a list of
reagents she'll accept.  Note that you can aquire the tomes in any
order you wish, not just the one I'm suggesting.

     The first tome is located the Neverwinter Wood Heart of the Forest
area in the cave to the east, this is actually Setara's House.  From
where you enter this home, go into the door directly south and take the
Tome of Resonance off of the shining bookshelf.  Return the tome to
Eltoora and she will reward you 500 gold and
125 XP.

     The second tome is located in the South Road in Wanev's Tower.
From where you enter the tower by way of the main doors, go into the
room directly below of where you entered the tower.  In this room is a
glowing bookshelf.  Take the Tome of Ice and return it to Eltoora to be
rewarded 500 gold and 125 XP.

     The third tome is in Karlat's Tower located in Jahreg's Castle in
Charwood Village.  Go into the room furthest south-west on the map and
take the Tome of Fire off of the glowing bookshelf (see side quest
Village of Eternal Night for more specific tome information).  Return
the tome to Eltoora to be rewarded 500 gold and 125 XP.

     The fourth tome is in Quint's Tower located in Jahreg's Castle in
Charwod Village.  In the room marked Bloodstained Book on the map is a
glowing chest, bash it open and take the Tome of Death out of it (see
side quest Village of Eternal Night for more specific tome
information).  Return the tome to Eltoora to be rewarded 500 gold and
125 XP.

     The fifth and final tome is located in the Green Griffon Inn area
in the North.  Go to the north-east of the map and kill some Zombies,
then go into the Gravekeepers Shack .  Speak to the Caretaker and he'll
give you some information on the Arcane Brotherhood pertaining to this
quest.  When you've found out enough information you can persuade the
Caretaker to lower the price of a key you must buy if you are to
complete this quest.  When you've aquired the Mausolem Key, go into the
graveyard and into the Arcane Brother's Tomb marked graveyard on the
map pin.

     In this tomb you'll see Zombies bashing on a gate in the north-
east corner of the map, they'll eventually break through it so kill
them all.  To the right of this gate is a chest, open it and take the
Corpse Hand out of it, this hand is needed for Grimnaw's Tale so don't
discard it.  Go through the now-broken gate and search for a Tomb Key
inside of a chest in the north-east corner.  Go the the north-west of
the map and use the Tomb Key on the door, head into a large room to
battle a Cult member from the Arcane Brotherhood, Toras.  This will
prove to be yet another tough battle among the many previous tough
battles you have fought and prevailed over thus far.  Wizards and
casters of the Arcane shouldn't have too many difficulties here but
melee type characters can expect a really good fight.  The room is also
filled with powerful Skeleton Mages and Zombie Lords so you might want
to concentrate on taking them out first from a distance.  Toras is
loaded with highly advanced spells and loves to Paralyze you for
agonizingly long periods of time (approximately one full turn, which is
ten rounds) so be careful.  Characters below 10th-level don't stand a
chance against Toras, hiring a henchman might not be a bad idea for
this fight.  When Brother Toras has fallen victim to your mighty or
infernal wrath, search his remains for the Tome of Life, search the
chests in this room for some good items.  Take the tome and give it to
Eltoora to be rewarded 500 gold and 125 XP.  For the completion of this
quest you'll receive no additional XP, gold, or items.

_______________________________________________________________________


----------------------------------
~ SIDE QUEST: THE SERPENT'S GEMS ~
----------------------------------

     To aquire this quest speak with Elaith in the Alliance Arms Inn,
ask him about the "ever" things and then offer to recover some gems for
him.  He will give you a key to Wanev's Cottage, don't discard this
key.  Note that you may aquire these gems in any order you wish, not
just the one I'm suggesting.

     While you're in the North in the Green Griffon Inn section, go
into the Inn itself and speak to a woman named Zamithra.  There are two
ways you can obtain this Serpent Gem.  You can kill Zamithra right now
by saying "are you trying to pick me up?"  This will offend Zamithra so
she and her body guards will begin attacking you, kill them all and
then search Zamithra's remains for her room key.  Or, you can say to
Zamithra "you look tired" and she will begin to tell you about her long
day of killing Orcs, then she will go upstairs to retire.  Follow her
up to her room and open up the chest in there for Zamithra's Gem.  If
you've killed Zamithra downstairs, then just use the key you found on
her body and open up the SECOND door on the right upstairs, open the
chest to take Zamithr'a Gem out of it.  Return the gem to Elaith to be
rewarded 200 gold and 250 XP.

     The second Serpent Gem is located in the Heart of the Forest in
the Neverwinter Woods in Setara's House.  You'll find Setara in the
south-east room.  Speak with her and ask her for a job, she'll tell you
about mirror she needs.  During the main quest in the Neverwinter Wood
area, you'll find the Mirror of Vanity in the Nymph's Home (see the
main quest Spirit of the Wood for more specific information).  Simply
give the mirror to Setara and then she'll give you Setara's Gem in
return.  If you don't have the mirror, or have it and just don't want
to give it to her for some odd reason, then kill Setara and take the
gem from her remains.  Return the gem to Elaith to be rewarded 200 gold
and 250 XP.

     The third and last Serpent Gem is located in Wanev's Tower (see
Wanev's Tower side quest for more specific information). The gem is
located in the Summoning Chamber inside of a chest near the bridge
entering the Gulgash room.  Take the gem and give it to Elaith; for the
completion of this quest you'll receive 600 gold, 250 XP, and some
Armor of Loyalty.

_______________________________________________________________________


-----------------------------------
~ SIDE QUEST: LADY ARIBETH'S TALE ~
-----------------------------------

     All this quest involves is listening to Lady Aribeth.  Ask her
"how are you feeling" and she will begin to tell you her tale.  Just
keep on having a conversation with Aribeth and eventually she'll stop.
This is like a henchman quest and you'll have to be at level 10 to get
the full story on Lady Aribeth.  When you have completed this quest,
Aribeth will give you a ring for being such a good listener.  If your
responses were rude and ignorant towards Lady Aribeth during her tale,
then she will *NOT* reward you with the ring.  And also not that only
MALE characters can aquire this ring; Aribeth will not reward female
characters with this ring.

_______________________________________________________________________


----------------------------
~ SIDE QUEST: AARIN'S TALE ~
----------------------------

     All this quest involves is listening to Aarin Gend.  Ask him "how
he became a spymaster for Lord Nasher" and Aarin will begin his tale.
This quest is like a henchman quest, you'll have to be at level 10 to
get Aarin's full story.  When you have heard his full tale Aarin will
reward you with nothing.  Note that if you're a female character then
Aarin will reward you with a ring.

_______________________________________________________________________


---------------------------------
~ HENCHMAN QUEST: DAELAN'S TALE ~
---------------------------------

     Speak with Daelan in Kendrak's Barracks and hire him as your
henchman.  You won't have to give him any gold for him to fight by your
side like you did in in chapter one.  This quest works like his last
one, you won't find out the whole story until you're level 10.  You'll
eventually find out that Daelan needs you to find an axe for him.  The
Great Axe is located in Mutamin's Challenge level three, you have to
kill Gorkan the Dwarf to get it (see side quest Mutamin's Challenge for
more specific axe information).  Give the axe to Daelan and he will
reward you with 200 XP and an Amulet of the Tiger Tribe +3 (Str +3,
Immunity: fear).

_______________________________________________________________________


-------------------------------
~ HENCHMAN QUEST: LINU'S TALE ~
-------------------------------

     Speak with Linu in Kendrak's Barracks and hire her as your
henchman.  You won't have to give her any gold for her to fight by your
side like you did in in chapter one.  This quest works like his last
one, you won't find out the whole story until you're level 10.  You'll
eventually find out that Linu needs you to find her husbands journal
for her.  The Journal of Synth La'neral is located on level one of the
troll caves in the East Road.  Go in the north-west corner and search
the corpse (see side quest What Lurks Below for more specific
information on the journal).  For giving Linu the journal she will
reward you with 200 XP and the Pendant of the Elf +3 (Dex +3,
Darkvision).

_______________________________________________________________________


-------------------------------------
~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~
-------------------------------------

     Speak with Boddyknock in Kendrak's Barracks and hire him as your
henchman.  You won't have to give him any gold for him to fight by your
side like you did in in chapter one.  This quest works like his last
one, you won't find out the whole story until you're level 10.  You'll
eventually find out that Boddyknock needs some Prism Blossom seeds.
The seeds are located in the first level of the Creator Race Ruins in a
crate to the immediate right upon entering the ruins (see side quest
What Lurks Below for more specific information on the seeds).  Give the
seeds to Boodyknock and he will reward you with 200 XP and a Lantanese
Ring +3 (Cha +3, Regeneration +1).

_______________________________________________________________________


----------------------------------
~ HENCHMAN QUEST: GRIMNAW'S TALE ~
----------------------------------

     Speak with Grimnaw in Kendrak's Barracks and hire his as your
henchman.  You won't have to give him any gold for him to fight by your
side like you did in in chapter one.  This quest works like his last
one, you won't find out the whole story until you're level 10.  You'll
eventually find out that Grimnaw needs a Corpse Hand.  The hand is
located in the Arcane Brother's Tomb in the Green Griffon Inn area's
graveyard to the North (see side quest Five Tomes for more specific
information on the hand).  Give the hand to Grimnaw and he will reward
you with 200 XP and the Amulet of the Longdeath +3 (Con +3, Spell
Resistance: 10).

_______________________________________________________________________


----------------------------------
~ HENCHMAN QUEST: SHARWYN'S TALE ~
----------------------------------

     Speak with Sharwyn in Kendrak's Barracks and hire her as your
henchman.  You won't have to give her any gold for her to fight by your
side like you did in in chapter one.  This quest works like his last
one, you won't find out the whole story until you're level 10.  You'll
eventually find out that Sharwyn needs a Lock of Nymph's Hair.  The
hair is located in the Nymph's Home in the Neverwinter Wood area (see
main quest Spirit of the wood for more specific hair information).
When you give Sharywn the hair you will be rewarded 200 XP and the Belt
of the Performer +3 (Cha +3, Perform +2, Persuade +2).

_______________________________________________________________________


-------------------------------
~ HENCHMAN QUEST: TOMI'S TALE ~
-------------------------------

     Speak with Tomi in Kendrak's Barracks and hire him as your
henchman.  You won't have to give him any gold for him to fight by your
side like you did in in chapter one.  This quest works like his last
one, you won't find out the whole story until you're level 10.  You'll
eventually find out that Tomi needs a gem.  The gem he seeks, the Star
of Calimshan, is located in Wanev's Tower in the middle room in a chest
guarded by Bugbears (see side quest Closing Wanev's Portal for more
specific gem information).  For giving Tomi the gem he will reward you
with 200 XP and a Ring of the Rogue +3 (Dex +3, Open Lock +2, Disable
Trap +2).

_______________________________________________________________________



                          <><><><><><><> C2-2
                          ~ NORTH ROAD ~
                          <><><><><><><>


-- AREAS IN THE NORTH:
   - North Road
   - Green Griffon Inn
   - Luskan (can't access until end of chapter)

-- QUEST TO BE UPDATED:
   - Main Quest: The Search for the Cult

-- QUESTS:
   - Main Quest: The Search for the Cult: Solomon
   - Side Quest: Gerrol's Wife
   - Side Quest: Dergiab's Head
   - Side Quest: Mutamin's Challenge


---------------------------------------
~ MAIN QUEST: THE SEARCH FOR THE CULT ~
---------------------------------------

     On the North Road there are three caves, one due-north (Goblin and
Orc Cave), another one to the left (Goblin and Orc Cave), and another
one above these two (Bugbear Cave).  In the upper north-east corner of
the map are the Port Llast Mines.  If you're a Druid or a Ranger then
this chapter will hone all of your class skills since there are a lot
of wooded areas and wild animals running around.  Head into the Bugbear
Cave.

     Kill some Bugbears and explore this cave.  You'll run into a
Bugbear Beastmaster in the Kennels, he'll release a Dire Wolf and a
really viscious Pack Leader who is worth a lot of XP if you kill.
You'll notice a map pin for a prison on the map, go in there and talk
to a Bugbear prisoner, he'll give you some information on his torturer.
You can free the Bugbear or kill him, your choice.  Go into the other
cell in here to see Leah, talk to her and free her, this is Gerrol's
wife.  On the top of the map are stairs going up, on the right of the
map are stairs going down.  Go into the room by the stairs up map pin
and kill the Bugbear Chief, he'll prove to be a formidable opponent.
When he finally dies, search his remains for some good armor.  Open up
the chests in this room for more items and then go up the stairs to be
in the Goblin and Orc Cave, the stairs going down take you to the Ogre
Cave.

     Explore the Goblin and Orc cave, the map pins marked exit in here
lead out to the North Road.  In the south-east corner of the cave is
the Orc Temple, go in there and kill the Minitaurs, search the chests
for items.  In the upper nort-east corner of the map is the Orc King,
go kill him for some good XP and search his remains and throne for some
good items.  Bash the door past the throne and kill an Ogre, search the
chests for some more items.  In the upper-middle of the map is the
Goblin King, kill him and search his remains and chamber for more good
items.  Open the cell in here and talk to a Bugbear prisoner for some
information, you can kill him or let him go, your choice.  When you're
done exploring this cave go back into the Bugbear one, go down the
stairs to enter the Ogre Cave.

     As soon as you go through the first door in the Ogre Cave you'll
see a prison on the right, bash the door in and speak to Nugalt.  He'll
give you some information about the Cult and Dergiab, you can either
let Nugalt go or kill him, your choice.  Explore the cave and you'll
find Dergiab's Lair in the south-end.  Kill Degiab and some cultist
named Ganon, search their remains and be sure to take Dergiab's Head.
If you're doing the head side quest then take Dergiab's head to Gerrol.
Make sure you take Ganon's Journal out of the chest in here and then
return to Lady Aribeth after you have finished exploring this cave
(there's a portal in the small room off of Dergiab's Lair that will
teleport you out to the North Road).  Tell Lady Aribeth about Ganon's
Journal and you will lose the item and get more information on this
quest.

_______________________________________________________________________


------------------------------------------------
~ MAIN QUEST: THE SEARCH FOR THE CULT: SOLOMON ~
------------------------------------------------

     This quest is just a very small portion of the entire main quest.
When you go into the Alliance Arms Inn for the first time Solomon will
run up to you and speak, this is how you aquire this quest; Solomon
will give you his ring.  He may show up at other places but he WILL
make an appearance very early on in this chapter.  At some point during
this chapter Solomon will run up to you again and warn you to stop
delving into the cult business.  At another point in this chapter when
you're on the North Road you will run into Solomon yet again, this time
he attacks you.  Kill him and his bodyguards, he is surprisingly tough
and has good parrying skills, his bodyguards are nuisances but they
don't damage you as severely as their leader so kill Solomon first.
Search Solomon's remains and take the Letter to Solomon and a Kurkri,
the Cutting Star.  Take the Letter addressed to Solomon and give it to
Lady Aribeth to find out more information about the main quest.

_______________________________________________________________________


-----------------------------------------
~ SIDE QUEST: NORTH ROAD: GERROL'S WIFE ~
-----------------------------------------

     As soon as you leave Kendrack's Barracks in Port Llast for the
first time a farmers son will run up to you.  Ask him what the problem
is and that you'll help to aquire this quest.  When you enter the North
Road, speak to Gerrol in front of his house on the left to obtain more
information on this quest.  His wife Leah is in the Bugbear Cave in the
prison, free her and return to Gerrol to be rewarded 250 XP and at
least 150 gold.

_______________________________________________________________________


------------------------------
~ SIDE QUEST: DERGIAB'S HEAD ~
------------------------------

     To aquire this quest, speak with Gerrol and ask him him who
Dergiab is, then tell him you could help, and then agree to help him.
Dergiab is located in the Ogre Cave and you'll fight him during the
main quest for this area.  When you have killed Dergiab, take his head
to Gerrol to be rewarded 250 XP and at least 150 gold.

_______________________________________________________________________


-----------------------------------
~ SIDE QUEST: MUTAMIN'S CHALLENGE ~
-----------------------------------

>>> Note: You may want to be at a higher-level (10+) before attempting
this quest for there are many tough foe ahead so have a lot of healing
potions on hand.

     In the Green Griffon Inn area go into the Inn itself and speak to
a man named Dydd and persuade him into telling you about a competition
to aquire this quest.  Go and speak to Mutamin, tell him you want to
enter the competition and he will give you a Basement Key.  Go down
into the basement and speak with Jaroo, he will teleport you to
Mutamin's Challenge level one after you give him 500 gold.  He will
explain that if you leave the challenge then you will have to pay
another 500 gold to re-enter the competition.

     The goal of this quest is to find a Crystal Egg.  Explore this
level and prepare for a lot of tough battles with tons of Dire Spiders
and Ettercaps, the spiders will poison, encumber, and lower your
strength so beware, the Ettercaps will entangle you.  If things get too
hairy for you then use your Stone of Recall to rest up and teleport
back in here, you won't be charged as leaving the challenge.  In the
north-east corner of the map is to level TWO (there's two exits that
way, this one refers to the top-most one) and is guarded by a Queen
Spider.  The egg isn't located on this level, a Crystal Skull and a
Crystal Frog are but they both are not needed items.  The skull is in
the second room on the left in the long corridor (if you were going
DOWN it) inside of a chest.  Near the other stairs leading to level
THREE is a Yuan-Ti, speak to her and ask her her riddle, the first
answer is 15.  Talk to her again and this time the answer is 12
trinkets, 6 girls, she will give you the Crystal Frog for getting it
right, you can also kill her to obtain the crystal.  Kill all of the
enemies on this level for a lot of XP and head down to level TWO of
Mutamin's Challenge.

     The egg isn't on this level of the challenge but do it for all of
the XP you'll gain.  Some Minotaurs roaming around on this level will
drop Crystal Insects but they are not needed to complete this quest.
You will see the exit to level three on the east side of the map.
You'll come across a woman Kama getting attacked, try to save her if
you can, I never did so I'm sure if you do she'll give you information
or something.  Explore the rest of this level and then head down to
Mutamin's Challenge level three after you annihilate the Minotaur
Chieftan.

     The Crystal Egg is on this level of the challenge.  If you've
entered this level of the challenge from the north-west BOTTOM door
from the FIRST level of this challenge there will be a big room with a
statue in it and eight doors leading to small rooms with chests in
them.  Interact with the statue to reveal a riddle, the answer is 19 so
check the signposts in front of the doors until you find the answer, go
in the room and take the Puzzle Key out of the chest so you can advance
further into this level.  There is also a Pillar of Light down here
that doesn't do anything and really serves no purpose.  This level has
a lot of Skeleton Warriors, Skeleton Mages, Ghouls and other undead
things and it is a moderate challenge but not too bad.  In the hallway
past the Pillar of Light is a man named Gam, go and speak to him.  He's
injured so you can give him a potion, tell him to hold on 'cause you
want to check things out, or kill him.  If you heal him he'll
disappear, he has no good items so don't expect anything good if you
whack him.  Open up the door Gam is standing by and go into the room
beyond to kill a Skeleton Chieftan.  When you have cleared the room of
enemies, open up the chest to find the Crysal Egg.  Go down the
corridor from where Gam was to be attacked by a Dwarf named Gorkan,
kill him, he's a tough little bastard, and take his Great Axe from his
remains.  This axe is for completing Daelan's Tale so don't discard it.
In the south-west corner is the stairs going up to level one, the
competition exit is in the south-east corner.  Explore the rest of this
level and go to the competition exit, place the Crystal Egg into the
purple glowing chest, interact with the statue behind the chest to be
teleported back to Jaroo.  Return to Mutamin to be rewarded 900 gold
and 500 XP, you can persuade him into 300 more gold, he'll also give
you the Broewenede Family Armor.

______________________________________________________________________



                           <><><><><><><> C2-3
                           ~ EAST  ROAD ~
                           <><><><><><><>


-- AREAS IN THE EAST:
   - East Road
   - Neverwinter Wood:
      - Druid Encampment
      - Deep Woods
      - Heart of the Wood

-- QUESTS TO BE UPDATED:
   - Main Quest: The Search for the Cult
   - Main Quest: Spirit of the Wood
   - Main Quest: The Search for the Cult: Vardoc's Hunt

-- QUESTS:
   - Side Quest: What Lurks Below
   - Side Quest: A Troll Head Trophy
   - Side Quest: The Simpleton's Mother
   - Side Quest: Missing Druids
   - Side Quest: The Druid's Circle


---------------------------------------
~ MAIN QUEST: SPIRIT OF THE WOOD      ~
~ MAIN QUEST: THE SEARCH FOR THE CULT ~
---------------------------------------

     In Port Llast to the right of Eltoora's Magical Sundries is a
place called Ballard's Grove, talk to Druid named Ballard and tell him
you're looking for work, agree to help him to aquire the Spirit of the
Wood main quest.  Another way to get this quest is to talk to
Aarchdruid Aawil in the Druid Encampment in Neverwinter Wood.

     Head into the Neverwinter Wood and explore the Druid Encampment,
speak with a man named Aarchdruid Aawil to find out some information on
Neverwinter Wood and this quest.  After your Journal gets updated you
may enter the Wood, talk to Dregin and he will open up the gates
leading into the forest, cross the bridge and enter the Neverwinter
Woods, Deep Woods.

     A Dryad will begin attacking you and saying "get away from my
tree."  Start fighting the Dryad and after you get her near death she
will speak to you, she'll give you a lot of information pertaining to
the quest.  When she's done talking you can either let her go or kill
her, your choice.  If you're doing the Missing Druid side quest then go
into the cave in the south-east corner.  When done exploring the Deep
Woods, go into the Nymph Home in the north-east corner on the map.

     Search the home and you'll be attacked by a lot of Slave Druids
and Rangers.  In the north-west corner you will find a man locked in a
room, speak to him to find out some more information pertaining to this
quest.  Search the rest of the home and you'll come across some Grigs
and Pixies, these things are a real nuiscance due to their tiny size,
but on the plus side they're extremely weak and one fireball cast in
the middle of them will incinerate 'em all in one glorious blast!
You'll find another guy, Terari, in the south room, speak to him to
find out some more quest related information, if you're doing the
missing Duid side quest then this is one of them so make sure you free
him instead of killing him.  In the small room off of this one with the
three slaves in it, make sure you open the chest and take the Lock of
Nymph's Hair out of it, this is required for Sharwyn's Tale so don't
discard it.  When you find the Nymph in the north-east corner room
speak to her and she will give you loads of information about the
quest.  When you have finished this very lengthy conversation, open the
chest in here and take the Cerominal Dagger, Mirror of Vanity, and the
Treatise of the Spirit of the Wood out of it.  Leave this home and
enter the Heart of the Wood on the east of the map.

     Explore the Heart of the Forest, south-east is the Spirit Falls,
south-west is a cave, and to the east is a cave.  If you're doing the
Missing Druid side quest then head into the cave in the east.  Go to
the Spirit Falls and interact with the altar there, choose response
number four: "draw forth the dagger and plunge it into your chest."
You will teleport to the Realm of the Spirit.

     Walk around this place and kill some more annoying Pixies and
Grigs.  When you cross the first bridge speak with Relmar and he will
give you a lot of good information on the Cult among other things.
Tell him you're going to cut his head off and kill him, search his
remains and take Relmar's Journal and a magical belt that will make you
immune to poison if you equip it.  You have just slain the Cult Leader
and your Journal will get updated, read the new entries for the quests
that get updated.  Cross the bridge that you fought Relmar on and
search the rubble, take the Spirit Poison Antidote.  Go to the east-end
of the map and fight the Spirit of the Wood, which is a large White
Deer, when you beat it down a bit it will speak to you, listen to what
it has to say and you can either cure it or kill it.  To cure the
spirit, just use the spirit poison antidote on it and tell it you have
the cure, you will be rewarded 125 XP for curing the spirit.  Return to
Archdruid Aawil and tell him you have cured the Spirit of the Wood, you
will be rewarded 500 gold and 375 XP for completing the Spirit of the
Wood quest.  Return to Lady Aribeth and give her Relman's Journal to be
rewarded 750 XP and you'll find out that you must get into Luskan but
first you must find out some more Cult information before you can.
Head to the South Road to continue in the main quest after you do the
side quests in this area.

_______________________________________________________________________


------------------------------------------------------
~ MAIN QUEST: THE SEARCH FOR THE CULT: VARDOC'S HUNT ~
------------------------------------------------------

     After you finish completing the main quest in the North, go into
the Green Griffon Inn and some guys named Lerner and Thurwin will run
up and talk to you, ask them about their friend and you'll aquire this
quest; you MUST talk to both of them if Vardoc is to make an
appearence.  This quest is just a very small portion of the entire main
quest.  At some point when you're on the East Road Vardoc will appear,
kill him.  If he doesn't fight you on the East Road then he will appear
on the South Road so don't worry if he isn't on the East Road.  He will
prove to be yet another formidable opponent with superb melee and
parrying skills, when he is slain search his remains and take the
Letter to Vardoc.  Take the letter and give it to Lady Aribeth to learn
more of the main quest Search for the Cult.  You will come to find out
that more information is required before this quest gets completed.
While you're in the Realm of the Spirit kill Relmar and take his
journal, take the journal to Lady Aribeth to receive 750 XP.

_______________________________________________________________________


--------------------------------
~ SIDE QUEST: WHAT LURKS BELOW ~
--------------------------------

     To aquire this very long but interesting side quest, go by the
Archeologist Barracks on the East Road, you'll see a man named Jax
standing in front of them.  Speak to Jax and ask him why he looks so
nervous, he will then tell you about the Troll Caves and of the Creator
Race.  Listen to the rest of his interesting story and agree to find
the Ancient Tome for him.  On the East Road map there are four caves,
on in the north-east corner and three in the south-west corner, they
all lead to the Troll Cave.  Go to caves in the south-west corner and
enter the top-most cave to be in the Troll Cave level one.

     To the east are the Shallow Caves (go in there if you're doing the
Simpleton's Mother side quest), to the south is going deeper into the
caves indicated by map pins.  Go by the Shallow Caves door and search a
corpse for a Troll Letter and your Journal will get updated for this
quest.  In the corridor to the right of this exit search a corpse and
take the Journal of Synth La'neral, this journal is required for Linu's
Tale so don't discard it.  Go back to where you entered this cave and
you'll see a heavily trapped door, break through it and kill the Troll
Chieftan, beware of his Knockdown abilities.  When you've killed the
chief take his head, this is the troll head that Lenton wants.  Explore
the rest of the cave for a lot of good items and XP, when finished head
deeper into the caves to Troll Cave level two.

     Explore this gigantic level of the cave to gain a lot of XP and
aquire a ton of items.  In the south-end of the cave are the stairs
going deeper into the caves, there are no quest pertaining items on
this level so head down to Troll Cave level three after you kill all of
the creatures on this level.

     You'll be involved in a tough battle with some Troll Shaman and
Ogres right off the bat, kill them and explore this level of the cave.
You'll run into some undead you haven't seen yet, Ghasts, they're a
cross between a Shadow and a Zombie.  In the bottom middle room on the
map is a door leading to a tiny room, open it and talk to Darius, get
some information from him and then send him on his way.  To the east is
deeper into the caves, explore the rest of this level and go downstairs
to enter level one of the Creator Race Ruins.

     Open up the crate on the immediate right and take the Prism
Blossom Seeds, don't discard them because they are needed to complete
Boddyknock's Tale.  To the upper north-east is the entrance into the
lower levels and it is guarded by a Seal Guardian Golem, you need a
ring if you are to pass.  You may also kill the Golem if you please, it
isn't that tough for a Fighter or Barbarian with a +2 blade, high
Strength ability score and a good choice of feats.  If you kill the
Golem search its remains and use the Seal Key on the door the Golem was
guarding.  If you'd rather not chance getting your ass knocked through
a loop, the Golem Signet Ring is located in the bottom north-east
corner of the map guarded by a Helmed Horror.  Beware of all the
Minogons down here and there Stun spells.  Explore the rest of this
level and then show the Golem the ring to proceed to the Creator Race
Ruins level two.

     Again there is a Seal Guardian Golem in the north-east corner of
the map, kill it (it's a bit tougher than the previous one) to obtain
the key or find the password.  The password is on the Creator Scroll
located in the south, there are three little rooms down there with
Flesh Golems in them, kill them and open up a chest for the scroll.
Explore the rest of the level and then show the Golem the scroll or use
the key to go down to the third and final level of the Creator Race
Ruins.

     As soon as you enter the third level you'll be attacked by a Seal
Guardian Golem, you have no choice but to fight this time.  When it
finally dies you'll notice that the gate it was guarding requires a
key.  Open the other door in the room and head to the room in the
center of the map with a dead thief in it, search it and take the
Stolen Seal Key and the Thief's Journal.  Go and use the key on the
seal and kill three Creator Sorcerers, beware of their Fireball and
Magic Missle spells, they'll also summon some Familiars to aid them in
killing you.  When you have killed all of the Sorcerers, open up the
gate in here to fight another Creator Sorcerer, beat it down a bit and
it'll talk to you, you can either kill it or not, your choice.  Open up
the chest by the portal to FINALLY get the tome Jax wants, the Complete
History of the Creator Ruins.  Step into the portal and give the tome
to Jax to be rewarded 500 gold and 500 XP.  You can keep the book if
you choose to but it serves no purpose if you decide to keep it.

_______________________________________________________________________


-----------------------------------
~ SIDE QUEST: A TROLL HEAD TROPHY ~
-----------------------------------

     On the East Road go into the Archeologist Barracks and try to
speak to a man named Lenton, he's distracted by beating up a training
dummy, to get his attention cast a Charm Person spell on him.  If
you're not able to cast spells then you'll have to buy a Rod if
Beguiling in Eltoora's Magical Sundries (which is INSANELY expensive),
the rod lets you cast Charm Person no matter you characters class; the
only way to get his attention is by this spell - THAT I KNOW OF, there
may be another way.  Speak to him and you'll learn that he wants to you
to kill the Troll Chieftan for him, agree to do this for him and he'll
inform you the he wants the chief's head as proof of his defeat.  When
you do the What Lurks Below side quest you'll fight the Troll Chieftan
on the first level of the Troll Cave, take his head and give it to
Lenton to be rewarded 200 XP and 3 alignment points towards good.

_______________________________________________________________________


--------------------------------------
~ SIDE QUEST: THE SIMPLETON'S MOTHER ~
--------------------------------------

     While in the Archeologist Barrack's on the East Road speak to a
man named Revat and ask him what's wrong.  He'll tell you his mother
was captured by some Trolls, agree to help him to aquire this quest.
Revak will give you a ring, don't discard it.  On the  north-east
corner of the map for the East Road is a cave, enter it to be in the
Troll Cave Storage Area.  Explore the cave and fight some Trolls, they
can be a real nuisance because they rapidly regenerate lost HP and it
can get quite aggrevating if the random dice roll generator isn't being
your friend that day by having your character miss ten melee attack
attempts in a row.  The Ogres lurking around aren't nearly as tough as
the Trolls so at least that's a plus.  In the south-end of the cave
near the map pin marked deeper into the caves you'll see Revat's
mother, Janis.  Go and speak to her and find out a lot of information
on her captors, give her Revat's Ring and then she'll use it teleport
home.  Return to Revat to be rewarded 200 XP, and an additional 375
gold if you can persude him.

_______________________________________________________________________


------------------------------
~ SIDE QUEST: MISSING DRUIDS ~
------------------------------

    In the Druid Encampment in Neverwinter Wood speak to Aarchdruid
Aawil, ask him about the missing Druids and persuade him into telling
you about this quest, agree to find the three Druids and this quest
will be added in your Journal.

     The first Druid, Terari, is located in the Nymph Home in the Deep
Woods.  He is located in the south room, simply talk to him to find out
some information on the main quest and then let him go.  You'll get 50
XP for freeing him.

     The second Druid, Orlane, is located in a cave in the Deep Woods.
Go into the cave in the south-east corner of the map, explore the cave
and kill some Ettercaps, Phase and Sword Spiders, they shouldn't pose
much of a threat to your character.  You'll find the Druid in the
Feeding Chamber in the south-east corner of the map.  Enter the chamber
and fight the Queen, she will prove to be WAY more powerful than all of
the other spiders in here and can encumber, poison & entangle your
character.  When you have killed the Queen, check the web in the middle
of the chamber and Orlane will appear, get some information from him
and then let him go to be rewarded 50 XP.

     The third Druid, Bree, is located in the Heart of the Forest area
in the cave in the east, which is actually Setara's House.  Search this
house and kill some Air Elementals, they have a strong Knockdown attack
so beware.  There's also some Invisible Stalkers, Air and Ice Mephits
lurking around in here, they too have a good Knockdown attack but are
extremely weak.  From where you enter this home go into the door
directly south and take the Tome of Resonance off of the shining
bookshelf, this is for the Five Tomes side quest.  You'll find Bree in
a prison cell in the south-west corner, but you need the key to open
the cell.  The key is south-east so head that way and speak to Setara,
you'll get another side quest if you ask her for a job, the Witch's
Mirror, simply give her the Mirror of Vanity to complete the job.  You
need her gem so if you give her the mirror she'll give you Setara's
Gem, this gem is for the Serpent's Gem side quest.  She'll also give
you the prison key.  If you don't give her the mirror then just kill
her and take the gem and key from her remains.  Go to Bree's cell, open
it up and free her to be rewarded 50 XP.  Return to Aarchdruid Aawil
and you will be rewarded a total of 900 gold and 297 XP for the
completion of this quest.

_______________________________________________________________________


----------------------------------
~ SIDE QUEST: THE DRUID'S CIRCLE ~
----------------------------------

     While you're in the Druid Encampment talk to a woman named Jaer
and ask her about her challenge, she will then tell you about this
challenge, accept the challenge and this quest will get added to your
Journal.  This side quest is only available for Druids (even if multi-
classed as one), so please, no e-mails asking me how your Barbarian,
Paladin, Rogue, or whatever can complete this quest.

     A reader named Seagrave has sent me the specifics for this quest.
Thank you Seagrave, I appreciate it, as well as all of the Druid
characters out there reading this and partaking in this quest.  Druids
don't interest me and I wouldn't want to play the game all the way up
to this point as one just to do this quest, but, I can now add it in,
making this guide complete for this was the only quest in my guide that
was left incomplete.  This quest is another mass XP builder.  To gain
tons of extra XP, just drop all of the "circle rings" Jaer gives you
after each battle (don't collect the 1st Circle Ring from her or this
quest will end) and then do the challenge over and over to gain a
couple of levels.

     After accepting Jaer's challenge (it would be pointless to cast
any defensive spells) she will cast a spell upon your Druid to lower
your spell resistance and remove any defensive spells you may have
empowered your character with, you will then be teleported to the
battle ground and have a go at some fellow Druid named Welcar.
Seagrave recommends that as soon as you gain control over your
character to go Invisible via a potion or the Ring of Invisibility,
doing this will make Welcar just stand there doing nothing for he can't
see you.  Now you may cast protection spell on your Druid so power up
and defeat Welcar, who will drop a good random item and some gold.
Exit the battle ground and Speak to Jaer, who will then give you a 4th
Circle Ring and 150 XP.  Speak to Jaer again and then tell her you're
ready for the next level of the challenge.

     For this round you'll be fighting another Druid named Henna, when
she is defeated then search her remains for another good random item
and gold.  Exit the battle grounds and speak to Jaer again, she will
reward your Druid another 150 XP and also give you a 3rd Circle Ring.
Speak with Jaer again and tell her you're ready for the next round, you
will again be teleported to the battle grounds.

     For the third round of this challenge you'll be fighting yet
another Druid named Janken, who has summoned the help of a Dire Bear.
When Janken croaks, search his remains for yet another good random item
and more gold.  Return to Jaer who will reward you another 150 XP and
give you the 2nd Circle Ring.  If you want to level your character up
by fighting these three Druids over and over, then DROP the ring from
your inventory and speak to Jaer, since you don't have a Circle Ring in
your inventory you'll start the competition over.  When you're ready to
proceed to the final round, speak with Jaer again (with the 2nd Circl
Ring in your inventory) and she'll teleport you to the final round.

     For the final battle in this challenge you'll be fighting a super
tough Druid named Elgar, along with a Dire Tiger.  When Elgar falls
victim to your wrath you'll gain 600 XP no matter what level your Druid
is.  Search his remains for another good random item and gold, return
to Jaer who will reward you another 150 XP and she will also give you
the 1st Circle Ring.  This ring will allow your Druid to cast Stoneskin
upon itself once per day.  Now that the competition is over Jaer will
no longer interact with you.  No extra XP or gold gained by completing
this quest.

_______________________________________________________________________


----------------------------------
~ SIDE QUEST: THE WITCH'S MIRROR ~
----------------------------------

     During the main quest in this area you'll find the Mirror of
Vanity in the Nymph's Home in the Deep Forest area of the Neverwinter
Wood.  While in the Heart of the Forest, go into the cave in the east,
this is actually Setara's House.  You'll find Setara in the sout-east
room.  Speak with her and ask her for a job, she'll tell you about the
mirror, give it to her and then she'll give you Setara's Gem in return,
this gem is a Serpent Gem for another side quest.  You will also be
rewarded 200 XP.

_______________________________________________________________________



                         <><><><><><><> C2-4
                         ~ SOUTH ROAD ~
                         <><><><><><><>


-- AREAS IN THE SOUTH:
   - South Road
   - Farmland
   - Charwood

-- QUEST TO BE UPDATED:
   - Main Quest: The Search for the Cult

-- QUESTS:
   - Side Quest: Poor Neva
   - Side Quest: Closing Wanev's Portal
   - Side Quest: Erik's Despair
   - Side Quest: Peter and the Wolves
   - Side Quest: Village of Eternal Night
   - Side Quest: Belial's Tale


---------------------------------------
~ MAIN QUEST: THE SEARCH FOR THE CULT ~
---------------------------------------

     On the South Road are two caves, on in the north-east corner and
one in the north-west.  This doesn't pertain to the main quest, or any
side quests, but go into the cave in the north-west.  Explore this cave
and you'll come across a corpse, search the loot bags next to it to
find a Treatise on Forgotten Heroes.  Go to the well in here and try to
swim through it, high Constitution is required so cast an Endurace
spell or drink a Potion of Endurace if your character has low Con.  Go
through the door and you'll see a sarcophogus of Meagel's remains.
Pull the descending chain to make Meagel appear, talk to him and answer
his riddle with respone 1.  Search the sarcophogus for a Watchman's
Helm and a couple of other good items.  Leave this cave and head into
the Farmland, which is indicated Charwood on the map pin.

     There's nothing pertaining to the main quest in the Farmland so
head straight into Charwood.  Explore Charwood and kill a bunch of
Spectres and Shadow Fiends, in a ruined house in the north-west look
for an Old Scroll inside of a chest and take it.  In the south east you
will see a pillar, search the corpse in front it for the Explorer's
Journal.  This doesn't pertain to the main quest or any side quests,
but go and interact with the pillar.  The pillar requires an answer to
a riddle, and the answer is on the scroll you just found.  Note that
you have to have the Old Scroll and the Explorer's Journal in your
inventory to activate the pillar. Choose the word NETHER, then choose
the word SHALL, then choose the word RULE and you will be teleported to
a door, go through it to enter a Haunted Crypt.  Pull a lever to the
left or right and proceed to a red glowing sarcohagus, search it for a
random magic item and kill the Mummy Lord that appears.  Go through the
portal to be teleported back into the forest, head into Charwood
Village.

     Go into the Inn across from the Mayor's Office and you'll see some
a Strange Man running around, speak to him to find out that he's one of
the Cult members so kill him.  Search his remains and take the Rapier
of the High Roads and the Charwood Cultist's Journal.  Go and talk to
Aarin Gend in Kendrack's Barracks and ask him how you'll gain admitance
into Luskan.  He will tell you that he gave the guard your description
and to speak with the guard.

    After you finish the side quests in Charwood, head to the North and
go into the Green Griffon Inn area, you will be attacked by Darktongue
Breakbone and his two bodyguards, kill him, this little bastard is a
tough little Dwarf and is superbly skilled in melee combat so spells
from a distance are your best defense here, of course only if you're a
spellcasting character.  When he's dead, go talk to the Luskan Seargent
in the far north and he will let you in to Luskan.  Once you enter
Luskan all of the side quests for this area of the chapter will no
longer be available.  I advise you to do them all so you can gain a lot
of XP and obtain a lot of useful items.

_______________________________________________________________________


-------------------------
~ SIDE QUEST: POOR NEVA ~
-------------------------

     At some point while you're in Port Llast you'll see Jahleel near
the Temple of Tyr, she will run up and speak to you.  Ask her for a job
and agree to do it to aquire this quest.  When you're in the Farmland
go to the Standing Stones to the north and Jahleel and Tarran will
attack you.  Kill them and search Jahleel's remains to find a Letter to
Neva to complete this simple quest, no gold or XP reward.  During my
most recent adventure Neva attacked me near the entrance to the Wolf
Den; if this happens to you just kill Neva and search her remains for
the letter to complete this quest (you'll also find a Blade of the
Rashemi, a Greatsword), no gold or XP reward for killing Neva.

_______________________________________________________________________


------------------------------
~ SIDE QUEST: ERIK'S DESPAIR ~
------------------------------

     In the Farmland, go to Erik and Ingos's house in the north-east
corner.  Speak to Erik (he's locked in his bedroom) and tell him you're
looking for a job, he'll tell you about a brooch he needs, agree to
help to aquire this quest.  Go the the O'Deel Ranch in the sout-west
and go into the house, speak with Constance O'Deel and ask for the
brooch or kill her and take it.  Return the brooch to Erik and you'll
be rewarded 650 gold and 200 XP.

_______________________________________________________________________


------------------------------------
~ SIDE QUEST: PETER AND THE WOLVES ~
------------------------------------

     Speak with Peter O'Deel at his ranch and he will tell you of a
Silverback Wolf attacking his livestock and you'll aquire this quest.
Go into the Wolf Den next to the ranch and explore the den.  The
Silverback is in the south-east corner so go in there and start
fighting it, when you get it to near death it will speak to you.
Persuade it to stop eating Peter's livestock or kill it and take its
head.  Return to Peter, give him the Silverback Head if you've killed
the beast, if you persuaded the beast then it still counts as quest
complete, and you'll be rewarded 350 gold and 200 XP.

_______________________________________________________________________


--------------------------------------
~ SIDE QUEST: CLOSING WANEV'S PORTAL ~
--------------------------------------

     You should've aquired a key from Elaith for Wanev's Cottage in the
Alliance Arms Inn when he gave you the Serpent Gem side quest, go to
the cottage and enter it (in Port Llast indicated by a map pin).  If
you've discarded this key by accident you can get it back out of the
Diving Pool in the Temple of Tyr next to the Recall Portal.  Once in
Wanev's Cottage go down into the basement, that's the door the key
opens.

     Search around down here and kill some Skeletons and Bugbears, go
to the south-end of the cottage and you'll see stairs going up guarded
by a Flesh Golem, kill him and search the small room across from the
stairs for Wanev's Bedroom Journal.  Go up the stairs into the kitchen
and kill the Fire and Magma Mephits, open up the chest and take Wanev's
Cookbook out of it.  You'll see a lit brazier in the room, examine the
cookbook to see a recipe, 1 Slaad Tongue, 1 Fire Beetle Belly, and 2
Skeleton Knuckles, put those items into the brazier.  All of these
items are in the cottage so just search the crates, bookshelves,
skeletal and Fire Beetle remains to aquire them.  When you put the
items in the brazier a portal will appear, teleport through it into a
secret room.  Search the chests for Wanev's Lab Journal and Wanev's
Wardstone, along with some other useful items.

     Leave Wanev's House and head to the South Road and go to the
south-east corner on the map to see Lerk the Troll standing on a bridge
blocking a gate, talk to him and ask about Wanev and the gate will
open, you can kill Lerk if you want.  Cross the bridge and enter
Wanev's Tower, you may also enter this tower by going through the cave
to the left of the tower.

     You'll see a couple of Wanev's Golems wandering around, you can
perform hostile actions against them if you wish.  If you have Wanev's
Wardstone then the enemies in this place won't attack you unless you
attack them first.  Go into the room just below of where you entered
the tower to see a glowing bookshelf, take the Tome of Ice off of it,
this is required for the Five Tomes quest if you're doing that one.
Step into door across from the one that is marked exit on the map and
head up the stairs to the second level of Wanev's Tower.  You may have
found a gem in a chest guarded by Bugbears, the Star of Calimshan, this
gem is for Tomi's Tale so don't discard it.

     Step into the portal in the middle of the room and you'll be
teleported to Wanev.  Start fighting him, he's a vey powerful Elf
Wizard and will cast Stun, Confuse, Poison and numerous other spells on
you.  After you beat Wanev down to injured he will speak to you, ask
him about the gem to officially aquire the Closing Wanev's Portal
quest.  If you'd rather kill him than go ahead and kill Wanev, you
won't be credited for completing the quest if you do.  If you want to
complete this quest for Wanev then ask him for a key, he will give it
to you so use it on the door behind Wanev to enter his Summoning
Chamber.

     You'll notice a portal in front of you with a brazier in front of
it, this is the portal you must close in order to complete this quest.
There are a lot of Earth, Fire, Ooze, Steam and Fire  Mephits flying
around but they should pose little threat to you character if he/she is
higher-leveled (10+).  Go into the eastern corridor, you'll see a lever
on the right midway down, make sure you pull it.  Go to the south-west
corner room and kill the Gulgash, a powerful Mephit, and some Hell
Hounds.  When the Gulgash dies, search its remains and take Gulgash
Heart.  In the room before the bridge leading into into the Gulgash's
room, check the chest and take Wanev's Gem out of it, this gem is
required for the Serpent's Gem quest if you're doing that one so don't
discard it.  Return to the portal near the exit and put the heart into
the brazier to close Wanev's Portal.  Return to Wanev to be rewarded
150 XP and and Krotan's Skullcrusher, a powerful Diremace.

_______________________________________________________________________


----------------------------------------
~ SIDE QUEST: VILLAGE OF ETERNAL NIGHT ~
~ SIDE QUEST: BELIAL'S TALE            ~
----------------------------------------

    These two quests are intertwined so I'll be adding both of them
here; this whole quest will be a deep and complicated story so pay
close attention to it.  When you first enter Charwood Village a man
named Quint will approach you and babble on about some nonsense, tell
him to leave and you'll aquire this quest.  Go into Mayor Mobley's
Office and speak with him, ask him if there's any trouble around and
then persuade him into giving you some information.  Leave the office
and head to the east side of the village and talk to the Castle Guard,
after the conversation he will open the gate, head into the Jhareg
Castle.

     Open the Riddle Chest and take the Riddle Key and the Letter by a
Strangehand.  In this room are three doors, one north, one east, and
one west.  Through the north door is the path of law, the east is the
path of the neutral, and the west is the path of chaos.  It doesn't
really matter which door you pick here so go through any one of them
and the Riddle Key will not be in your inventory anymore, although, it
wouldn't be a bad idea to go through the door that is geared to the
alignment of your character.  Every corridor has another Letter by a
Strange hand in it you must take, and all lead to The Guardian.  Speak
with The Guardian and it will make you a Judge and you will have to
investigate two brothers, Quint and Karlat Jahreg.  The Guardian wants
you to return to it with both of their written oaths of testimony.

     Go into Karlat's Tower and kill a bunch of Mephits and Red Slaads
that love to stun and inflict disease upon you.  Go into the first door
on the right and open the red glowing chest to find Karlat's Key and
Karlat's Burning Wand.  In the first room on the left you will find
Karlat's Wand of Protection in a chest.  You will see a Summoning Tome
in the room below the wand, go to it and interact with the candelabra.
Keep choosing "continue reading" to aquire Belial's Tale side quest and
we'll complete it a minute or two.  Explore the rest of Karlat's
Chamber and in a room in the south-west corner is a glowing bookshelf,
take the Tome of Fire off of it, this is required for the Five Tomes
quest if you're doing that one.  At the end of the long main corridor
you'll fight a Huge Fire Elemental, it isn't that tough so don't be
intimidated by its name.  When you have slain the creature go into the
room it was guarding and speak to Karlat, listen to his side of the
story and you'll receive the Oath of Karlat Jhareg after you ask him
for one.

     To complete the Belial's Tale side quest, go into Karlat's
Summoning Chamber below the room with the Summoning Tome and you'll see
a brazier in here, put a Fire Beetle Belly into it (you can obtain one
by searching any of the slain beetles' remains you've killed in here,
or from an armoire), use Karlat's Wand of Protection and cast a
Protection from Evil spell on yourself, then use Karlat's Burning Wand
and cast a Burning Hands spell on the brazier to summon Belial (it
doesn't matter what character class you are, you'll be able to use the
wands).  Speak to the beast and you'll have four responses, you can try
to persuade it into giving you a magic item (Staff of Power), try to
persuade it into giving you a weapon of the greatest power, which is
actually a Robe of Fire resistance that can be purchased from Eltoora
(thanks Lord Brooks for letting us know what this "weapon" of great
power is), have it give you some of its magic power (which is only
temporary like you drank a potion or cast a spell), or talk to it as a
Judge.  If you talk to it as the Judge you'll aquire Belial's Oath but
it is not necessary to complete this Etrernal Night quest.  Whichever
response you choose will complete this side quest, no XP or gold
reward.

     Now make your way into Quint's Tower, which is directly across
form Karlat's.  There are a lot of Curst Warriors, Mohrgs and Mummys
roaming around and they are tough, they can stun and disease you, this
tower will prove to be more difficult than the previous one.  In the
middle of the map is the Shrine to Lathandar, in the north-east corner
is an Alchemical Lab, go in there and search the glowing Alchemist
Apparatus and take the Letter to Quint and empty bottles, read the
letter on brewing potions, this letter is not required to complete this
quest.  Go into the room above the shrine and go into the tiny room on
top, open the chest and take Quint's Key.  On the west-end of the map
is a Bloodstained Book, go in there and bash open the red glowing chest
and take the Tome of Death out of it, this tome is for the Five Tomes
side quest if you're doing that one.  Look into the room in the south-
west corridor to find Quint's Journal in a pile of books.  South on the
map you'll see another room marked Bloodstained Book, go in there and
fight a Bodak, it's pretty tough and has a devastating insta-kill spell
attack so when you see it getting ready to cast a spell run.  Go into
Quint's room when the Bodak is dead and speak to Quint to hear his side
of the story, you'll obtain Quint's Oath after you tell him to give you
one.  I'm guessing that you can probably summon demon or spirit in this
tower if you came in this one first, I'll find out soon enough and add
it in here if you can.

     Save the game!  Return to the Guardian with the oaths and now the
brothers will be on trial, you will be presiding as the Judge.  You'll
have numerous decisions to make here so experiment and ask a lot of
questions to the brothers.  Although Belial's Oath isn't required for
the completion of this quest, it can play a significant role in the
outcome of the trial and the after effects thereof.  No matter the
verdict you will be rewarded 500 XP and zero gold.  If you took my
advice and saved the game before the trial, go wander around the
village and castle to check out the after effects, if they're not to
your liking load the game to have a retrial.

_______________________________________________________________________



           <><><><><><><><><><><><><><><><><><><><><><> C2-5
           ~ LUSKAN AND THE HOST TOWER OF THE ARCANE  ~
           <><><><><><><><><><><><><><><><><><><><><><>


-- AREAS IN LUSKAN:
   - Host Tower of the Arcane

-- QUESTS:
   - Main Quest: The High Captains (Luskan)
   - Side Quest: Strange Bedfellows
   - Side Quest: The Harlot's Husband
   - Side Quest: Erb's Delicate Problem
   - Side Quest: Nine Lives
   - Side Quest: Saving Evaine
   - Side Quest: The Ghoul Lords
   - Side Quest: The Ruins of Illusk
   - Side Quest: Colmarr's Fantabulous Contrapulator
   - Main Quest: The Search for the Cult (Host Tower)


------------------------------------------
~ MAIN QUEST: THE HIGH CAPTAINS (LUSKAN) ~
------------------------------------------

>>> LUSKAN

     In order to gain access to Luskan you have to complete all of the
above MAIN QUESTS.  Once you enter Luskan, all of the above side quests
will no longer be available so I advise you to do them all before
coming in here so you can gain a lot of XP and useful items.

     Talk to the guy on the bridge ahead of you to find out exactly
what's going on around here.  This town is being controled by Kurth and
Baram, who are currently in a dispute with eachother.  Luskan is a big
city so explore it to obtain a lot of side quests and purchase goods.
Go into the Temple of Tyr in the back of the town and speak to Aarin,
he will tell you that Lady Aribeth has gone missing.  This temple is
where you'll end up if you use your Stone of Recall, the priest will
heal you if you ask him to and he sells equipment, and you can get
quest pertaining items out of the Diving Pool if you lose (?) any of
them.  If you are to gain access to the Host Tower of the Arcane then
you need a Diplomatic Pass but to get it a High Captain's Seal is
required so let's go get one, or two.

     Go into the Wink and Tickle and speak to Bela, she will give you a
side quest Strange Bedfellows and we'll complete it real quick.  Go up
to the second floor and speak with Rhaine in the locked room in the
nort-east corner if you're a male character, or speak with Oreth in the
locked room in the south-east corner if you're a female character.
Either one of them will give you a Key to Kurth's Base and a Key to
Baram's Base, the Strange Bedfellows quest will also get completed.
Before adventuring into the two bases, go aquire the Nine Lives and
Saving Evoine side quests since they are intertwined with this quest.


>>> BARAM'S LAIR

      Note that you may also go into Kurth's Base first if you want to
give Baram Kurth's head (even if you gave him Kurth's head you can
still do this part of the quest although it isn't required).  You may
want to listen to both their sides of the story before you make a
decision as to which head you want to deliver to who.  It does not
matter if you kill Baram or Kurth, they both guard the seal needed to
get the pass to be able to enter the Host Tower, or you may kill them
both if you want and keep their heads as some sick kinds of trophies.
Go to the north-east corner of Luskan and cross the bride to enter
Baram's Quarter, enter the Sewers on the other side of the bridge.  If
you already have the High Catain's Seal then this part of the quest
isn't necessary but do it anyways for the XP.

     Note that you may also get into this sewer by entering it through
The Slums sewer.  Talk to Baram ahead of you and listen to his side of
the story.  If you agree with him and want to kill Kurth, then go into
Kurth's base and kill him.  If you give Baram Kurth's head you'll be
rewarded 562 XP, an amulet and 1,000 gold.  If you don't agree with him
and want to kill Baram then attack him (you may attack him if you gave
him the head), he will teleport elsewhere and the gate he was guarding
will open.  Kill some Ghouls and Curst Roges and explore the sewer,
there's a Wererat Captain lurking around which is weak but will lower
all of your ability scores by spell.  When finished exploring go up the
stairs due north guarded by a Yuan-Ti Necromancer, she is quite
powerful and casts mostly defensive spells on herself, which makes her
super damage resistant (even to Barbarians) and she will summon
creatures.  Search her remains for a Parchment and your Journal will
get updated for the High Captains quest.

     Now that you're inside of Baram's Lair explore this place, in the
north is a Necromantic Summoning Portal, to the east is a Spirit Shrine
Ritual Portal, to the west is the Bone Spirit Ritual Portal.  You'll
notice that none of the undead Skeletons and the two Yuan-Ti
Necromancers in here aren't attacking you, or are even aware of your
presence for that matter.  In the corridor to the right of the Bone
Spirit Ritual, go to the end of it and search the cacoon, a Nanny will
appear, talk to her if you're doing the Nine Lives side quest and
she'll give you a Childs Bear (give it to Londa to complete that side
quest).  Go to the Bone Spirit room and kill the Revenant, he will cast
some lethal spells so beware.  After you kill him you'll notice two
tombstones, Bone Transmitter Tablets, on either side of the chamber,
destroy them to close this portal.  The Zombies and ONE Yuan-Ti are now
aware of your presence so kill the Yuan-Ti.  Go to the Spirit Shrine
room and you'll see a bunch of skeletons worshiping the shrine, start
hacking them up and then a Greater Mummy will come through the portal,
kill it to close this portal and then kill the remaining Yuan-Ti
Necromancer. Search the Yuan-Ti's remains and take the Necromancer
Journal and the Crypt Key.

     Now that you have the Crypt Key, drink a lot of potions, cast some
defensive spells and use the key on the door behind the Necromantic
Portal.  You will immediately be attacked by High Captain Baram and a
bunch of his goons, slay them all!  Baram casts no offensive spells and
is really quick with his Morningstar attack but isn't that difficult to
take down all beefed up on potions or spells.  After he's dead search
his remains and take his head, a Dagger +2, Studded Leather Armor +2,
his Morningstar the Bone Pheonix, and the Boots of Speed (great boots
to equip for they are enhanced with Haste, you'll run around like you
drank a speed potion, plus they make you WAY faster in melee combat so
equip 'em IMMEDIATELY if you're a melee fighting kind of character,
let's not leave the magic character classes out for they also cut spell
casting time down to HALF - hellyeah, also fleeing enemies from combat
will be a breeze which is always a plus).  Explore the rest of the
crypt and enter the final room and you'll see two gargoyle statues,
destroy them and then search the chests in this room to take the High
Captain's Seal.


>>> KURTH'S LAIR

     If you decided to kill Kurth for Baram, or decide to whack them
both, go to the south-west corner of Luskan and you'll see a hole in
the wall leading to Kurth's Quarter, go in there to enter the Docks.
You'll see Kurth standing on a bridge to the left, go speak to him.
You can give him Baram's Head if you have it, or you can attack him and
he will teleport elsewhere.  If you give him Baram's Head you'll be
rewarded 562 XP, an amulet and 1,000 gold.
If you already have the High Catain's Seal then this part of the quest
isn't necessary but do it anyways for the XP.  Anyways, attack Kurth
and he will teleport to his lair (even if you gave him Baram's head you
can still attack him).  Kill the Ogres and Bugbears that come through
the gate and head on through.  Note that you may also enter this area
by going through the sewer to the right of the hole in the wall leading
into Kurth's Quarter.  Go into the north-east corner and kill a lot of
enemies and enter Kurth's Lair.

    To the right are prison cells, go in there and kill the Ogre
Warden, search his remains for the Prison Key.  Search the cells in
here and you'll meet some guy named Tolan, speak with him for some
information and free or kill him, your choice.  Go into the room above
where you entered this lair and kill the Goblins before they burn up
all the books, it's not necessary but you'll probably find some books
you haven't come across yet so search all of the book piles and shelves
in here.  Go north via the prison and look into the small room above
the library and search Burke's Corpse to find Burke's Manual and a
Smooth Token.  Next to this room is a Planar Portal with some Hell
Hounds, Succubus and Imps teleporting through it, you'll be able to
close this portal in a few so get away from it and go into the north-
east room and clear it out, go up to the fountain and take the Glowing
Sphere out of it.  Go back to the Planar Portal and interact with it,
put the Glowing Sphere and Smooth Token into it to close it.

     Now that the Planar Portal is closed, drink a lot of potions, cast
some defensive spells and go through the door due north, Kurth will
attack you immediately.  He's pretty fast and has a priestess by his
side who will constantly heal him so you might want to take her out
first.  Kurth casts no offensive spells and really isn't that hard to
defeat all beefed up on potions.  When he's dead (Captain of the High
Seas my ass!) search his remains and take his head, A Wicked Union
(Scythe) and another Prison Key.  Search the rooms off of this chamber
to find the High Captain's Seal (top left) in a chest, you'll also find
Evoine in the purple glowing cell, give her the Signet Ring Elynwyn
gave you to complete the Saving Evaine quest, return to Elynwyn for
your reward.  Now that you have the High Captain's Seal return to
Aarin, he will give you a Diplomatic Pass so you may enter the Host
Tower of the Arcane.

_______________________________________________________________________


----------------------------------
~ SIDE QUEST: STRANGE BEDFELLOWS ~
----------------------------------

     To aquire this quest go into the Wink and Tickle and speak to Bela
BEFORE speaking to Rhaine or Oreth.  To complete it simply go upstairs
and talk to either Rhaine or Oreth, who will give you keys to Kurth's
and Baram's bases.  You will be rewarded 298 XP and zero gold.

_______________________________________________________________________


------------------------------------
~ SIDE QUEST: THE HARLOT'S HUSBAND ~
------------------------------------

     On the second floor of the Wink and Tickle, speak to a woman
locked in her room, Yvette.  Ask her what's wrong, she'll tell you
about how her husband Garlone left her because she works in a brothel
(can you blame him?), and how he took their only child with him when he
left (again, can you blame him?).  Agree to get her baby back to aquire
this quest.

     In the Slums go into Garlone's house and speak with him.  Persuade
him into giving you the baby, or kill him and take it.  Look around
Garlone's house to find a Vermin's Bane (Greatsword) inside of a chest.
This weapon has a couple of bonuses and will slay the Black Knife
things lurking around with ease so you might want to equip it if you're
a Fighter or Barbarian, or have the Martial Weapons feat.  Return the
baby to Yvette and you will be rewarded 500 gold and 150 XP.

_______________________________________________________________________


--------------------------------------
~ SIDE QUEST: ERB'S DELICATE PROBLEM ~
--------------------------------------

     Go into the Wink and Tickle and speak with Erb on the second
floor, ask him what's wrong and he'll tell you about a ring, agree to
find it for him to aquire this quest.

     To complete this simple task, go into the Jadale Estate next to
the Cutlass and speak to Lady Jadale.  Intimidate her into giving you
Erb's Ring, or just kill her and her bodyguards and take it from her
remains.  Return the ring to Erb to be rewarded 650 gold and 150 XP.

_______________________________________________________________________


--------------------------
~ SIDE QUEST: NINE LIVES ~
--------------------------

     In the Cutlass speak to a woman named Londa, ask her what's wrong
and then agree to help her to aquire this quest.  Baram has stolen all
nine of her children and Londa wants you to recuse them.

     The children are located in Baram's Lair.  At the end of the
corridor next to the Bone Spirit Ritual is a cacoon, free the Nanny and
speak to her and she'll tell you more of this sad, sad tale and she'll
also give you a Child's Bear (see main quest High Captains for more
specic information).  Return to Londa with the bad news and give her
the bear to be rewarded 112 XP and a Vault Key.  What's up with these
weird XP rewards in Luskan?  The Vault Key is for the door in the
south-east corner in The Slums sewer where the Ghoul Lords quest is,
there are some good items in there so go grab 'em.

_______________________________________________________________________


-----------------------------
~ SIDE QUEST: SAVING EVAINE ~
-----------------------------

     While you're in the Cutlass speak to Elynwyn, ask him for work,
agree to do it to aquire this quest.  Kurth has kidnapped Elynwyn's
sister and he wants you to go and rescue her.  He will give you a
Signet Ring, don't discard it.  While in Kurth's Lair you will find her
in a cell in the room you fought Kurth in (see main quest High Captains
for more specific information).  Return to Elywyn to be rewarded 200
XP, you'll also gain 375 gold if you can persuade him.

_______________________________________________________________________


-------------------------------
~ SIDE QUEST: THE GHOUL LORDS ~
-------------------------------

     In the middle of the Slums there is an entarance to a sewer not
marked on the map, go into these sewers.  Kill some Mohrgs and Ghouls
and go in the south-west corner to see a Ghoul Outcast, go speak to
him.  Ask him what he wants of you and he will tell you of an amulet
that his brother has, agree to help him to aquire this quest.  Go to
the south-east corner of the map and kill the Ghoul Lord, he's a decent
opponent and it will summon Skeleton Chieftans and Confuse you, it also
has a good arsenal of offensive spells but isn't that hard to defeat.
When you've killed it search its remains for the Amulet of Power,
search the chest in this area for the Lever of Wind if you're doing
Colmarr's quest.  Return to the Ghoul Outcast and give him the amulet
to be rewarded the Lever of Water (for Colmarr's quest), Sewer Control
Key, and 150 XP.  You can kill the ghoul and take the amulet for
yourself after you collect your rewarded.  You will notice a locked
door in the south-east corner, complete the Nine Lives side quest to
aquire the key for that door.  Explore the rest of the sewer to gain
more XP and then go into the room in the north-west corner.  I now
refer you to Colmarr's side quest for more information on what to do in
this room.

_______________________________________________________________________


-----------------------------------
~ SIDE QUEST: THE RUINS OF ILLUSK ~
-----------------------------------

     This quest takes place in Kurth's Quarter.  If you are letting
Kurth live then the only way to gain access to this quest is by going
through the sewers, which are next to the hole leading into Kurth's
Quarter in a tower looking structure not marked on the map, go in there
and up the stairs at the other side to enter Kurth's Quarter.

     You'll see a glowing statue in front of an Abandoned House,
interact with it to instantly aquire this quest.  Enter the Abandoned
House and kill the Skull Warrior, search its remains and take the Skull
Warrior Head.  Search the arrow filled corpse for some Written Orders.
Place the skellies head on the altar and the gate at the bottom of the
stairs will open, head through it to enter the Ruins of Illusk level
one.

     Open the gates ahead of you via the left lever in front of them
and kill a bunch of Zombies.  Pull the right lever in front of the gate
to make a Flesh Golem appear, you can't talk to it, maybe if you cast a
Charm Monster spell on it you might be able to, I've never tried.  Make
your way to the sout-east room and kill a Mummy and a Fallen Hero,
search the hero remains and take take the Hero's Heart, place it on the
altar by the gate, it will then open so head down the Ruins of Illusk
level two.

     On this level there are a bunch of Shadow Fiends so have no fear,
they're about as weak as the Zombies upstairs.  Explore this level of
the ruins and head into the north-west corner, kill the Water Elemental
Guardian, it's not tough at all.  After it dies search its remains and
take the Blessed Water, place the water on the altar to destroy the
third gate and head on down to the Ruins of Illusk level three.

     On this final level of the ruins are a bunch of Skeleton Warriors,
go south to a large room and kill Valeron.  He's a formidable opponent
and can stun you, cast Fireball, Magic Missle, Flame Arrow, Lightning
and numerous other spells; is surrounded by a protective shield that
will make your melee weapon ineffective until you strike about ten
times, and to make things worse he's also surrounded by a bunch of
Skeleton Warriors.  The good news is the he'll run out of
spells...eventually.  When you have prevailed and victored over this
tough battle this quest will be completed and you'll be rewarded 250
XP.  Open all of the chests on this level to find a lot of good weapons
and such and then step into the portal behind the pedestal you fought
Valeron on to exit the ruins.

_______________________________________________________________________


---------------------------------------
~ COLMARR'S FANTABULOUS CONTRAPULATOR ~
---------------------------------------

     In Luskan is a store called Colmarr's Fantabulous Contraptions and
Magical Etarra.  Go in there and speak with Colmarr, ask him about his
invention and you will aquire this quest.  Colmarr has built a machine
and you have to find the missing levers.

     The first lever, the Lever of Stone, is on the first floor of the
Wink and Tickle.  Open the second door on the right, kill the Guard Dog
and open the chest to take the lever.

     The second lever, the Lever of Wind, is in the sewer in the middle
of The Slums.  In the sout-east corner of the sewer is a Ghoul Lord,
kill it and seach the chest it was near and take the lever.

     The third lever, the Lever of Water, is also in The Slums sewer.
Do the Ghoul Lord side quest above to aquire this lever, or just kill
the Ghoul Outcast in the south-west corner and take it from his
remains.

     The fourth and final lever, the Lever of Fire, is also located in
The Slums sewer.  When you get the Sewer Control Key from the Ghoul
Outcast go into the north-west room and kill some beetles, you'll see
the Lever of Fire already in place and three Lever Pedestals next to
it.  This is Colmarr's Fantabulous Contrapulator.  Go and walk up to
the pedestals and the levers will automatically be inserted into their
proper slots, quest complete.  Your reward?   No XP or gold but you can
mess around with all of the levers to make numerous potions.  To use
this machine, position the levers whichever way you want and then pull
on the Contrapulator Activation Switch (the chain hanging from the
ceiling); if you positioned the levers the right way then a potion will
appear in front of the campfire.  Experiment with the machine to save
loads of gold by not having to buy potions.  I may elaborate more on
how to exactly make all the potions using this machine some time in a
future update but don't expect them to be added in here any time soon,
I don't want to add them in until I figure out how to make them all.  I
refuse to look them up in someone elses guide, I don't get down like
that.  Believe me or not, I figured out this whole game all by myself
with NO help from anyone or anything.

_______________________________________________________________________


----------------------------------------------------
~ MAIN QUEST: THE SEARCH FOR THE CULT (HOST TOWER) ~
----------------------------------------------------

     This extremely long, very interesting, intriguing story-lined,
Cult searching chapter is about to come to an end so you can advance to
the next really long one, you definitely get your monies worth out of
this game that's for sure.  When you've aquired the Diplomatic Pass go
and speak to the guard guarding the entrance into the Host Tower of the
Arcane.  Show him the pass and he will open up the gate.  Walk through
the courtyard and show the pass to another guard, you may kill this guy
if you want.  Head into the tower.

     Upon entering the Ambassadors' Quarters you'll see two Shield
Guardian Golems, they won't bother you if you don't perform any hostile
actions against them.  Go into the room on the left to see a hostile
Golem, kill it, don't be intimidated by its size - it's very weak (the
two Golems in the main room will still be non-hostile), open the chest
in this room and take the Tower Key and a Small Diary, search the desk
in this room and take the Letter to Aribeth and read it.  Interesting.
Below this room talk to a woman named Yeanasha and flirt with her to
find out loads of new information, the Arcane Brotherhood has found a
new leader.  If you do anything hostile to Yeanasha then the Golems in
the main room will become hostile towards you IF they see you attacking
her.  Explore the rest of the quarters and in the south-west room is a
big Orc Warrior named Guralk, speak with him to find out some more
information, kill him if you want, if you act like billy bad-ass off
the block then he'll initiate an attack.  Go into the south corridor
(through the locked door that requires the tower key) and enter a room
with a purple glowing pillar, a Host Tower Teleporter.  Interact with
it and choose 2nd floor, enter the teleporter to go up there.

     Kill some Tower Guards and Wizards and search the south-west
corner room to find a 4th Floor Portal Stone in a chest.  In the upper-
east most room kill a weak Sorcerer named Balaskar, open the chests in
this room to find a 3rd Floor Portal Stone, a 5th Floor Portal Stone,
and a 6th Floor Portal Stone.  Go to the portal that teleported you up
here and interact with the pillar and go to the 3rd floor.

     Take the Dispatch papers off of the corpse next to the portal as
soon as you enter this floor.  Straight ahead is a Wizard Lab Library,
in the sout-east corner is a Hellish Portal, in the north-west corner
is an Abyssal Portal, and the Wizard Lab is north-east.  Go into the
library and take the Blood War Research Journal off of the shelf or out
of the desk, make sure you pick up a Gargoyle Skull from ones remains.
There are Imps and Quasits flying all around this level, make sure you
search their remains and take an Imp Eye and a Quasit Eye.  Go to the
Abyssal Portal and interact with it, choose to put an IMP'S EYE into it
and the portal will be destroyed.  Go to the Hellish Portal and
interact with it, choose to put a QUASIT'S EYE into it and the portal
will be destroyed.  Go into the Wizard Lab and search some book piles
for the Host Tower Lab Notes, there's also another 4th floor stone in a
chest but you should already have one.  You can perform a ritual (found
in the Lab Notes) with the Alchemist Apparatus in here, you need a
Slaad Tongue (found on the 5th floor) and a Gargoyle Skull (found on
this floor).  To complete this ritual cast the spell of Dispel Magic on
the apparatus to make a Rod of Reversal appear (thanks to Alfred Jereza
for letting me know what spell to cast).  Head back to the portal that
lead you up here, interact with the pillar and go to the 4th floor.

     Open the only door in the room and kill some foe, open the desk in
this room to find a Note, search the corpse of Arteno Geth and take his
journal, go into the small room above this one and take the Golem
Control Rod out of the chest.  You'll notice a Golem Construction
Chamer to the north-east. Left of this room is another tiny room, go in
ther and take the Golem Replication Rod out of the chest.  Go into the
construction chamber and approach the Golem Resurrection Pod, place the
replication rod into it and then put the control rod into it and a
Helmed Horror Golem will appear, follow it and it will crash through a
door.  Go through the door and kill the gigantic Iron Golem and some
Wizard named Rimardo, and numerous other enemies.  The Helmed Horror
will help you (although it is USELESS) in this intense battle, the Iron
Golem is incredibly tough and quite agile considering its size, Rimrod
will summon up a Huge Air Elemental, he also casts deadly Cone of Cold,
Ice Storm, and Fireball spells so watch out.  When you have beaten
Rimardo to badly wounded he will speak to you but the enemies in the
room will still be attacking you so if you want to talk to Rimrod then
kill the enemies first or you'll be killed in mid-conversation.  If you
kill Rimardo then take whats left of him, a couple of rings and a
Letter to Rimrod.  Go into the room at the end of the map and take the
7th Floor Portal Stone out of a chest.  Return to the portal and go up
to the 5th floor.

     As soon as you enter this floor go through the north door, then
open the door in the far left corner and open the chest for an 8th
Floor Portal Stone.  Open up the door next to this one and kill some
Red Slaads, take ones tongue from its remins.  You can go complete that
experiment in the Wizard Lab on the 3rd floor if you've picked up a
Gargoyle Skull.  The other rooms leading off of this one contain
nothing of importance, just enemies.  Go to the north-east room and
you'll see a brazier and a portal, speak with Nyphithyus and she will
ask you to destroy the brazier for her so she can be freed.  Do so if
you want to, or just leave her trapped for eternity, or kill her.  You
get a scimpy reward by freeing her (Scarab of Protection +3), and gain
a nice ammount XP if you kill her, plus a Hope Slayer - a decent
Longsword if you're lawful evil.  There are 5th and 6th floor stones in
this room but you should already have them.  Return to the portal and
go up to the 6th foor.

     The door directly north is locked so go to the north-east corner
room and kill Valindra, she'll cast a Ghostly Visage spell on herself
so she's quite hard to hit so have patience and you'll prevail.  Of
course she's also loaded with deadly spells like Cone of Cold and Ice
Storm so you may want to cast some defensive counter-spells (or drink
potions) for this battle.  When she finally dies, go into the small
room in here to find a Pinnacle Portal Stone inside of a chest, you
should now have all of the stones necessary to access every floor of
the tower.  Head up to the 7th floor.

     There's nothing special on this floor, just a portal stone but you
already have them all.  Anyways, go into the prison on the right and
explore the place.  Kill the Warden and he'll leave behind another
Pinnacle stone and a Prison Key.  Now that you have the key you can
open the cells without bashing, picking, or casting a spell on in order
to gain access, even though there are only a few prisoners in them you
can't interact with, or a nuisance enemy of some sorts.  Head up to the
8th floor.

     Enter the gigantic room and get ready for a mediocre rated battle.
There are a crap load of Mephits all around and you have to kill the
Vrock, I think the Mephits pose more of a threat than the Vrock does.
After you've slain the vulture head up to the Pinnacle, which is only
the 9th floor, it was worth th XP to come onto this floor.  There's
nothing special up here, just a fourth floor stone and some armor and a
crossbow in a crate.

     Approach Arklem and speak with him, you have to free him if you
want to proceed to the final battle of chapter two, you can't kill him.
If you attack him then he'll turn hostile against you and you won't be
able to "attack" target him, or advance the game, so whatever you do
don't attack him.  To free this Lich, simply destroy the four brazires
in the little rooms, for every brazier you destroy an above average
creature appears so destroy one at a time.  Speak with the Lich after
the braziers are destroyed to find out more information on Maugrim, he
will then unlock a door for you, head through it obviously and step
into the portal.

     Now that you're officially in the Pinnacle of the tower get ready
for the final battle of chapter two, which surprisingly is a very easy
one.  Appraoch the gates ahead of you very SLOWLY and listen to the
ENTIRE dialogue of the people talking, I won't spoil it as to whom
Maugrim and Queen Morag are speaking to, if they see you then their
conversation will come to an abrupt end and the battle will commence,
you're hide ability will come into play here.  After the revealing
eavesdropping session they'll all notice you, Queen Morag, Maugrim, and
the newly attoned Cult member will teleport elsewhere.  Kill all of the
reptiles around the area and then go down the stairs by the gate to
enter Maugrims lair, kill the Stone Golem and then look in the desk and
take Maugrim's Journal.  Head to the Temple of Tyr, before heading to
chapter three stock up on potions for they are cheaper than in chapter
three.  Speak with Aarin and relay the disturbing news and then you
will finally proceed to chapter three.  I need a break, my wrists are
sore and my brain is fried.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20D ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER THREE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>


CHAPTER THREE "CONTROL F" NAVIGATION CODES:
C3-1 Beorunna's Well
C3-2 Coldwood
C3-3 Moonwood
C3-4 Fort Ilkard



                       <><><><><><><><><><> C3-1
                       ~ BEORUNNA'S  WELL ~
                       <><><><><><><><><><>


-- QUESTS:
   - Main Quest: Words of Power
   - Main Quest: The Snow Globe
   - Side Quest: Recover the Star Sapphire
   - Side Quest: Rolgan's Trial
   - Side Quest: Save the Supply Lines
   - Side Quest: Investigate the Elk Tribe
   - Henchman Quest: Linu's Tale
   - Henchman Quest: Boddyknock's Tale
   - Henchman Quest: Grimnaw's Tale
   - Henchman Quest: Daelan's Tale
   - Henchman Quest: Sharywn's Tale
   - Henchman Quest: Tomi's Tale

     That cut-scene voice irritates me, that's the only thing I don't
like about this game.  This chapter isn't as long as two, it's about as
long as chapter one and will take you many hours to complete if you do
all of the quests.  You'll start the chapter off in Aarin's Lodge with
Aarin Gend and all of your henchman.  Talk to Aarin to get information
on the Words of Power main quest.  Speak to all of your henchman and
aquire their quests.

     Leave the lodge and explor Beorunna's Well.  First you should go
to the Drinking House and speak to Lillian, ask her some questions to
find out a lot of information and then she will tell you about the Snow
Globe and give you that quest, it goes with the Words of Power quest.
She will give you a Teleporter Scroll, don't discard it.  If you're a
Wizard or Sorcerer and are a Cloaktower Guild member and have aquired
the Many-Starred Cloak in Chapter One, you'll have unlimited acces to
Eltoora's Laboratory in the Many-Starred Cloak Enclave to make numerous
magical items.  Head into Coldwood to continue in the main quest.

_______________________________________________________________________


-----------------------------------------
~ SIDE QUEST: RECOVER THE STAR SAPPHIRE ~
-----------------------------------------

     Speak with Husher in the Trading Post and tell him you're
searching for the Words of Power, then ask him what he means by that,
then tell him you'll help to aquire this quest.  Husher sells a lot of
+3 armor and weapons so if you want some get it while it's good.  The
liitle Dwarf Barun in here can make you magical equipment so have him
make stuff for you throughout this chapter.  You can ask him what
components are needed to forge weapons and he'll give you a book, the
same book Marrok gave you in Chapter One which has the same recipes in
it.  Remeber that the book will refer to magical weapons, by that it
means weapons with at least a +1 Enhancement Bonus.  In case you lack
common sense, the most effective weapons Barun can forge for you should
have a +3 Enhancement Bonus (if you're lucky and the random item
generator is your friend that day you'll find +4 weapons in this
chapter).  The weapons cost A LOT more to forge than they did in
Chapter One so be ready to dish out 20,000 - 150,000 gold for each
weapon forged for you, your Persuade and Appraise skills are useless in
this situation.

     Head into Coldwood, then enter Deeper Coldwood in the north-east.
Kill all of the Zombies, Skeleton Warriors and other undead things
lurking around the woods; head into the north-east corner of the map to
see a tomb marked by a map pin, kill the Vampire Champion and then
enter Layenne's Tomb.

     Save often while you're in here for there is no Auto Save upon
entering this tomb.  In this very long corridor go through the first
gate, try to open the next one and the two doors on either side of you
will open, kill the Lich Warriors.  Go into the right room and take the
Succubus Stone out of a chest.  Head down the corridor through the now
open gate to another gate, the one behind this one is open but the
doors on either side of you will open up releasing two more Lich
Warriors.  Go through the next gate and then head through the south-
most door.  This is the the room the Star Sapphire is in, there are
five pedestals in there, the sapphire is in the middle one; the four
pedestals around it require four certain gems in order to release the
Star Sapphire.

    Head through the south-east door to see a Succubus trapped behind
inside of a magical prison making a hideous noise, speak to her to find
out that in order for her to be freed you must bring her a gem, a
necklace, and a ring.  You've already found the Succubus Stone so give
to her if you wish, she'll open all the doors in here if you give her
the stone if you ask her to.  Go to the north-east part of the tomb (2
rooms above the trapped Succubus) and open the sarcophogus and take the
Gem of Duty and the Succubus Necklace out of it.  GLITCH ALERT: There's
nothing in the four small rooms the undead creatures come out of in
here and if you enter one of those rooms you may get stuck to the wall
and not be able to move your character so don't even go into them.  If
you do get stuck on the wall then you'll have to load the last save you
made, obviously.  Head into the room in the north-east corner and kill
the humongous Bone Golem Champion, this thing isn't as tough as it
looks if but it does have lethal Cone of Cold breath so try not to let
him breathe on you, the Maximized Firball spell will burn this creep up
really quick.  Go through the door it was guarding to see a WHOLE bunch
of chests, search a chest on the left for the Succubus Ring, then take
the Gem of Honor out of the sarcophagus in here to trigger more
enemies.

     Head back to the Succubus and give her the three items (or two if
you gave her the stone already) she has asked you to retrieve for her
if you want, it's not necessary.  If you give her one of the items you
can choose to have her open up all the doors in here for you, to give
you a magical item (random), or tell her you don't want anything at
all.  Give her another item and you'll be offered just two of the above
options, give her the last item to free her from the prison.  Freeing
her will turn her hostile (how ungrateful but what can you expect from
the undead?) so kill her.  She has a deadly fire vortex spell, if a big
swirling circle of flames surrounds your character on the floor, RUN!
This is another one of those nasty insta-kill spells so you definitely
don't want to be standing in the center of it when it detonates, unless
you're immune to fire damge or death spells.  She isn't that difficult
for Arcane spellcasters but will put up a good fight for the melee
combat geared characters.  If you're at level 15 then you'll only earn
86 XP from the Succubus when she falls victim to your wrath.

     Search the western-end of the tomb, in the south-west corner room
you'll find the Tome of Power in a sarcophagus.  Head to the two north-
west corner rooms and you'll fight a big Iron Golem.  To get rid of
this giant thing you must destroy the four Glyph Generators in the
room.  When the Golem drops, search the two rooms in the corner and
take the Gem of Misery and the Gem of Pain out of the sarcophagus'.
Return to the room that the Star Sapphire is in, the pedestals each
contain a tablet of a color of light, this is a *MAJOR* hint as to
which colored gem to place into that pedestal; you can leave the
colored tablets in the pedestal.  To get the Star Sapphire place the
gems into the pedestals like this:


                SOUTH (according to the game compass)

             -----------------------------------------
            | Gem of                           Gem of |
            |  Duty                             Pain  |
         E  |                                         |  W
         A  |                 Star                    |  E
         S  |               Sapphire                  |  S
         T  |                                         |  T
            | Gem of                           Gem of |
            | Misery                           Honor  |
             --------------- entrance ----------------
                            into room

               NORTH (according to the game compass)


     Once the gems have been placed in the pedestals as shown above,
take the Star Sapphire out of the middle pedestal.  Return the sapphire
to Husher in the Trading Post and he will reward you 3,000 gold and 400
XP, maybe more gold if you can persuade or threaten him.

_______________________________________________________________________


------------------------------
~ SIDE QUEST: ROLGAN'S TRIAL ~
------------------------------

     Go into the Temple of Tyr, this is where you'll end up when you
use the Stone of Recall in this chapter; where you can recover quest
pertaining items out of the pool, get healed when you ask to be, and
where your henchman will resurrect if they die during your bountiful
journeys.  Speak to Neurik and ask him if you could help him with a
problem, he will tell you about Rolgan and how you must find out
whether he's guilty or not; you will again become an investigator and
have to question numerous witnesses.  Neurik will give you a Defense
Council Journal.

     First you should speak to Edegar standing next to Neurik, tell him
you want to speak to him about Rolgan's trial and find out more of
what's going on.  Speak with Rolgan, he's through the door behind
Edegar.  Tell him you're his lawyer and all that happy crap and get his
version of the story.  You can speak to the witnesses below in any
order you wish, not just the one I'm suggesting.

     Next you should go into the Mercenary Enclave and speak to Zed and
Jevon, they're in-between the bunkbeds.  Speak with Zed first, he's
wounded so if you want some more detailed information then heal him by
spell or with a healing kit, he'll then tell you what he seen that
night.  Talk to Jevon and get some more information, you can try to
bribe him into insuring Rolgan's innocence.

     Now head to the Urthgardt Settlement and speak to two women named
Palla and Vanda to get some more information on as what happened on the
night in question, Vanda is Rolgan's wife so you know she's going to
stick up for her man.

     Head into the Drinking House and speak to a man named Averik, a
cocky little bastard.  Speak to a man named Lodan in here and buy him a
drink, then keep the drinks coming to get him drunk so he'll spill the
beans so you can find out some more case revealing information.

    Now that you've spoken to all of the witnesses the trial can begin.
Return to Neurik and tell him to begin the trial, this will take a
little while so don't rush through it for it is an interesting story,
one of the many this game offers.  Ask a lot of questions to the
witnessess and if everything goes as planned Rolgan will be free,
unless you didn't buy his story and asked the wrong questions and
doomed Rolgan on purpose.  The amount of XP and gold aquired for this
quest varies, you will be awarded XP based on your ability to litigate
(what to ask, what not to ask, etc.) and the XP purse for this round is
anywhere from 500 XP to 1,700 XP.  And also the level of your character
comes in to play when the XP for this quest gets awarded.  A reader
named Alit Anggara has sent me the most XP rewarding way to go through
the trial, Thank you Alit.  I've confirmed this and this is the best
way to do the trial.  To gain the most XP for this quest you should do
this when the trial begins: First speak to Lodar and choose responses
1, 1, 2, 1, 2, 1, 2.  Second, speak to Zed and choose responses 1, 2,
1, 2.  Third, speak to Vanda and choose responses 1, 3.  Fourth, speak
to Rolgan and choose responses 1, 3.  In conclusion, choose responses
1, 2, 3.  If you did this correctly then the prosecutor and jury will
ALL be holding lit torches.  Close out and you will be awarded
accordingly.  To give you an example of how character level comes into
play for the XP award, Alit was at level 14 when he did this trial and
was awarded 1,562 XP and 2,000 gold.  I was at level 16 when I did the
trial this way I was only awarded 963 XP and 2,000 gold.

    The thing that really sucks is now that Neurik is in this little
court room, he's not near the Recall Portal so every time you teleport
back here to get healed you'll have to make your way to this room so
you mine as well wait until the end of the chapter before doing this
quest.

_______________________________________________________________________


-------------------------------------
~ SIDE QUEST: SAVE THE SUPPLY LINES ~
-------------------------------------

     Speak to Rolkid in the Mercenary Enclave and ask him who he is,
he'll tell you that the supply lines are cut off due those damn Orcs,
tell him you'll help him out to aquire this quest.  He'll give you a
Bounty Hunter's Writ and now you're officially a bounty hunter once
again.  For a supposed lack of supplies this guy is LOADED with
equipment, but Husher's goods at the Trading Post are better, although
you might want to snag up that Elven Ceremonial Armor Rolkid sells, a
good suit to equip if you're an Arcane-based multiclassed spell caster
suffering from Arcane spell failure all of the time due to wearing
heavy armor.

     In Coldwood, go to the south-east corner, way back in the nook and
you'll fight the first Orc Leader, Vaath, he's has good melee skills
and will inflict some heavy damage upon you if you engage in that type
of combat with him.  When you widdle Vaath down to near death he will
speak to you.  You can either take the gold he's offering and spare his
life or kill him, you need his head though so just kill him, there's no
alignment shift involved.  If you don't kill him and let him go 'cause
of some moral thing or something, Vaath will make an agreement not to
mess with Rolkids suppliers.  I don't know if you'll get rewarded the
same if you choose to let him go, I've never tried it; it's just to
tempting to kill this Orc for me.  Make sure you look in the containers
in the corner Vaath was in for a dagger, it is needed to complete
Grimnaw's Tale so don't discard it. Search Vaath's remains to take his
head and then give the head to Rolkid to be rewarded 500 gold and 312
XP.

    In Fort Ilkard, go into the cave in the north-west corner of the
map.  Explore the cave (have no fear) and kill a bunch of Orcs and
Ogres, approximately in the middle of the cavern you'll run into Guzud,
another Orc leader so start the attack.  When you've beaten this Orc
down to near death he will speak to you.  Just kill him and take his
head.  Open up the door he was guarding to see a prisoner, Uncas.
Speak to Uncas to find out a lot of information pertaining to the main
quest and the Elk Tribe.  If you're nice to him and let him go, he'll
give you a Feather of Peace.  Take Guzud's Head to Rolkid to be
rewarded 500 gold and 312 XP.

     Now you are to bring Rolkid the Ogre King head so let's go hunt
this foul smelling cretant down.  Go into the first area of Moonwood
and enter the cave in the west.  This place will also be filled with
Orcs but they're laughably easy opponents, there are also some Drows in
here but they're as easy to get rid of as the Orcs. Explore the cave
and embark upon a slice-n-dice extravaganza!   You'll find the Ogre
King, Obould Many-Arrows cowering in a room in the center of the map.
He's quite a bit tougher than Guzud and Vaath but shouldn't be prove to
be that much of a challenge, you've conquered far harder than this.
When you beat him down to near death he will speak to you, kill him or
spare his life, just whack the freak, no alignment shift involved.
Take his head and give it to Rolkid to be rewarded 1,000 gold and 625
XP, plus a Kama, the Peasent Dynasty which has some nice bonuses, if
you can persuade him.

_______________________________________________________________________


-----------------------------------------
~ SIDE QUEST: INVESTIGATE THE ELK TRIBE ~
-----------------------------------------

     Head to the Druid Grove and speak with Yusam, he'll tell you of
the Elk Tribe, tell him you'll investigate for him to aquire this
quest.  Yusam sells a lot of healing supplies and potions at a decent
price.  This quest ties in with the side quest Siege of Fort Ilkard.

     While in Fort Ilkard, go to the Northern Homsteads go to the
Urthgardt fort in the east, speak to the guard and tell him you're
there to see the chief, Zokan.  Enter the fort and you'll see a bunch
of disease victims all around.  This place is pretty big, you'll find a
prisoner in a little room at the end of the eastern corridor, free him
to gain 100 XP, free the prisoner in the cell next to this one for an
additional 100 XP.  Zokan is located in the room opposite the cells,
speak to him to find out more of what's going and he'll tell you that
he needs a cure for his tribe.  You can kill Zokan and return to Yusam
to collect your reward.  OR, you can choose to cure the tribe.  If you
want to cure the tribe, then go speak to Commander Damas in the lodge
at Fort Ilkard, buy the cure from him (3,000 gold but may be able to
persuade him to lower the price), and give it to Zokan.  If you have
the side quest the siege, then you will be credited as completing it.
Return to Yusam and give him the Dreamcatcher to collect the reward for
this quest, 750 XP and the Ring of Yusam.

_______________________________________________________________________


-------------------------------
~ HENCHMAN QUEST: LINU'S TALE ~
-------------------------------

   By now you should know how to aquire your henchmen quests so I'll
skip the redundancies.  To get Linu's full story you have to be at
level 15 OR have found the item she's in search of.  Linu wants some
Volcanis Oak Seeds and they are located in the Ruins region in Fort
Ilkard (see main quest in that area for more information).  Near the
entrance into the Creator Race Ruins is an altar, dig in the pile of
stones to the left of the altar to find the seeds.  Give them to Linu
and she will reward you with 300 XP and the Pendant of the Elf +4 (Dex
+4, Immunity: Mind Spells).

_______________________________________________________________________


-------------------------------------
~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~
-------------------------------------

     To obtain Boddyknock's full story you'll have to be at level 15 OR
have the scale required to complete his quest.  The Dragon Scale that
Boddyknock needs is in the Spine of the World region in Moonwood.  Go
into the cave in the west to be in a slin dragon's lair, dig around in
the pile of rubble to find the scale, give it to Boddyknock and he will
reward you with 300 XP and Prophyro's Ring +4 (Cha+4, Regeneration +1).

_______________________________________________________________________


----------------------------------
~ HENCHMAN QUEST: GRIMNAW'S TALE ~
----------------------------------

     To receive Grimnaw's full tale you must be at level 15 OR have
found the little dagger he needs.  This dagger is located in Coldwood,
in the south-east corner of the map where you fight Vaath.  The dagger
is in a chest in the very nook of the corner, it is just named as
Dagger, no special name or anything.  Give the Dagger to Grimnaw and he
will reward you with 300 XP and an Amulet of the Silent Lord +4 (Con
+4, Immunity: level/ability drain, Spell Resistance 10).

_______________________________________________________________________


---------------------------------
~ HENCHMAN QUEST: DAELAN'S TALE ~
---------------------------------

     To get the full scoop on Daelan you'll have to be at level 15 OR
have found the spear he's in dire need of.  The leader of the Elk Tribe
Zokan has the spear.  Refer to the elk tribe or siege side quest for
more specific information.  When you present the Urthgardt Ceremonial
Spear to Daelan, he will reward you 300 XP and an Amulet of the
Urthgardt +4 (Str +4, Immunity: Fear, Spell Resistance 12).

_______________________________________________________________________


----------------------------------
~ HENCHMAN QUEST: SHARWYN'S TALE ~
----------------------------------

     To aquire Shawyn's full story you'll have to be at level 15 OR
have found the item she needs.  You'll eventually find out that Sharwyn
is in search of a fomous Bard's love song.  While in the Creator Race
Ruins in the present day, look in a sarcophagus in the north-east room
to fing Tamorly's Song (see main quest in Fort Ilkard for more specific
information).  Give the song to Sharwyn and she will reward you 300 XP
and a Belt of the Performer +5   (Cha +5, Persuade +4, Perform +4).
The +5 is not a typo, all of the other henchman items you receive
during this chapter are all with a +4 ability score bonus except this
one, which is a big plus for a Sorcerer or Bard.

_______________________________________________________________________


-------------------------------
~ HENCHMAN QUEST: TOMI'S TALE ~
-------------------------------

     When you're at level 15 Tomi's full tale will be revealed OR you
have found what he needs.  Tomi is in search of the ashes of a great
fallen hero, Running Wolf.  While in the Northern Homsteads region of
Fort Ilkard (see side quest the siege for more information), go into
the Urthgardt Fort and into the northern corridor, go into the small
room in the middle to see a burning altar and two tribe members
worshiping it, search the urn in this room for the Ashes of Running
Wolf.  Give these ashes to Tomi who will reward you 300 XP and a Ring
of the Rogue +4 (Dex +4, Disable Trap +2, Hide +2, Move Silently +2,
Open Lock +2, Pick Pocket +2).

_______________________________________________________________________



                            <><><><><><> C3-2
                            ~ COLDWOOD ~
                            <><><><><><>


-- AREAS IN COLDWOOD:
   - Deeper Coldwood
   - Wizard's Circle

-- QUEST TO BE UPDATED:
   - Main Quest: Words of Power

-- QUESTS:
   - Main Quest: The Snow Globe
   - Side Quest: Free Nax


------------------------------
~ MAIN QUEST: THE SNOW GLOBE ~
~ SIDE QUEST: FREE NAX       ~
------------------------------

     You'll complete a side quest during the main quest so I will be
including both of them in this one section.  Upon entering Coldwood
speak to Delvar on the right to find out some information about the
area and some side quests you've aquired.  Explore the area and kill
some Orcs, a Fireball launched right into the middle of them will whipe
a whole bunch of 'em out with one awe-inspiring giant explosion.
You'll find Vaath in the south-east corner, one of the Orc leaders (see
supply line quest for more specific information).  Due north is the
entance into Deeper Colwood and is where the Star Sapphire quest gets
completed (see that quest above for more specific information on the
Star Sapphire).  Head into the Wizard's Circle.

     You'll immediately be attacked by some Cult Archers and their
leader, kill 'em all, they're quite resiliant and will put up a good
dual if you go melee with them.  Search the leaders remains when he's
properly disposed of and take his journal.  Wander around and kill some
Werecats on your way to the Wizard's Grove in the north-east.  Step
into the glowing portal in the grove to be teleported into the Wizard's
Dungeon.

     The Huge Water Elementals in here have insta-kill spells so take
them out from a distance and adventure forth at your own peril.  The
first thing you want to do is head into the Fire Summoning Chambers in
the south-west corner and north-east corner immediately and destroy the
braziers in there.  If you do not, then Huge Fire Elementals will keep
coming out of the braziers in these chambers the whole time you're in
this dungeon.  If you've done all of the side quests in this game thus
far and are level 15, you'll only gain 4 XP per Huge Fire Elemental
slain so it's definitely not worth fightning tons of them by not
destroying the braziers.  Go into the library in the north-east corner
and search a shelf to find a Diary Page and a book, the Nature of Water
Summoning.  Go to the south-east corner of the map to find another
library with a prison to the left of it.  Go into the prison to see
someone trapped in a red glowing cell, Nax, speak to him (rotate the
map and talk to him through the Radial Menu) to find out why he's a
prisoner and get some information, you'll get the Free Nax side quest.
He claims to have the Snow Globe and if you free him he'll give you the
globe.

     Go into the room in the north-east and kill a bunch of Shadow
Fiends (these things are so annoying, how you have to chase them down,
thank the gods for Isaac's Missle Storm), search the corpses and chests
in here to find a Rakshasa's Eye and a Slaad Tongue.  Enter the liitle
room off of this one to see some bookshelves, an altar and some
Alchemist Apparatus', search the shelf for some labratory notes and
read it to find a recipe, open the chest in here and take Melf's Ring
and a Quartz Crystal.  Place the Quartz Crystal and the Rakshasa's Eye
onto the altar and cast a Dominate Person spell on it, obviously only
spellcasters can do this part.  This little ritual will mak the Staff
of Command appear on the altar to add to your inventory.  If you're a
Sorcerer and don't have this spell or the scroll for it, then you'll
have to by a Rod of Beguiling from Eltoora in her shop in Beorunna's
Well for an insane ammount of gold.  This rod, when equipped, will make
you immune to all mind-affecting spells so a Wizard or a Sorcerer might
want to equip this ASAP.  If you're multiclassed with a Fighter that
has the Two Weapon Fighting feat, you can equip the staff in one hand
and use your choice of sword, axe, or whatever in the other.  This
staff is well worth equipping for you won't suffer ANY negative effects
from mind-affecting spells as long as it's equipped.  I love
immunities.

     Go into the room to the right of the Fire Summoning Chamber in the
south-west corner to see the Summoning Pool you should've been reading
about.  Put a Slaad Tongue into the pool and use Melf's Ring to cast a
Melf's Acid Arrow on the pool (it doesn't matter what character class
you are, you'll be able to cast the arrow and the ring must be equipped
on your finger in order to cast the arrow).  This will make a Water
Elemental appear, speak to it and tell her you're there to free Nax,
she will agree and free him.  Nax will appear by your side so speak
with him, this little bastard lied to you and doesn't have the Snow
Globe, kill him for the deception if you please, otherwise send him on
his way (big alignment shift for lawful good characters if you kill him
so Paladins beware, 5 evil points if you do anything hostile).  He's a
good fight if you decide to kill him, he casts all kinds of spells on
you, plus those nasty insta-kill ones; you'll gain a decent ammount of
XP if you whack him.  For freeing Nax you'll be rewarded zilch, zero,
nadda, not even good points.

     So, in order to get the Snow Globe we have to bang some gongs so
let's do just that.  Go into the room to the right of the north-west
Fire Summoning Chamber to see the gongs.  In that Diary Page you found
earlier contains the proper sequence for unlocking the door in this
room and that sequence is: Puma, Wolf, Bear, Dragon.  Examine the gongs
to find out the name of it bang the four of them in the above order
(left-click on the gong and your character will bang it).  Go through
the now open door and take the Snow Globe off of the glowing pedestal.
I know, thought it would be bigger right?  I wasn't expecting an actual
fit-it-the-palm-of-your-hand snow globe, I thought it was going to be
big and magical like a crystal ball.  You're actually going to be in
that tiny little globe in a few minutes.

     Return to the Drinking House in Beorunna's Well and tell Lillian
you've found the Snow Globe and give it to her, you might be able to
persuade her into some gold but your Persuade skill must have to be
really high 'cause I can never get her to fork out any gold.  Go up to
the second floor and go through the only door that isn't locked,
approach the pedestal in here and interact with it.  You will be
offered two options: Enter the Globe or Rotate the Globe.  This part is
kind of hard to explain so I'll do my best.

     First choose to rotate the globe, then enter it.  A bunch of
Dryads are going to be your enemies while you're in here and they're
lead by Arywl who is in the north-east corner, they'll keep respawning
over and over no matter how many times you kill Arwyl.  The Dwarves in
here will be friendly, speak to their leader Hodd in the north-west
corner and he'll tell you more of the immortal Dryads and tell you go
see the master.  Go into the cave in the south to see a large White
Guardian Dragon.  DO NOT ACT HOSTILE TOWARDS IT!  It will kill you
quicker than any of the enemies you've fought thus far so listen to it
first before you jump the gun because you finally saw a Dragon and get
all Aragorn on it, you'll get to slay it in a minute so relax.  Speak
to the Dragon  and it will tell of how the Dwarves and Dryads are his
slaves and he made them enemies for its own amusement, ask him about
the Words of Power to find out that he is guarding one of the pieces to
those powerful words.  Search the book pile in here to find Arwyl's and
Hodd's Journals, take the Broken Amulet of the Ages out of the chest
near the books.  The Word of Power piece is in the back of the cave
inside of a chest that can't be picked or destroyed via bashing or
spell.  You can kill the dragon now to get into the chest or you can
free these slaves and then slay the dragon with the amulet, which will
make the battle twenty times easier so go have this amulet fixed
whatever you do.  Take the amulet to Hodd and have him fix it, it will
then turn into a Drained Amulet of the Ages.  Exit the globe.

    Now rotate the globe again and then re-enter it.  This time the
Dwarves are going to be your enemies and the Dryads are going to be
friendly.  Go speak to Aarwyl in the north-east corner and ask her
about the Drained Amulet of the Ages, ask her to fix it and it will
then turn into the Amulet of the Ages.  This amulet now has the power
to free the White Dragon's slaves from this miserable never ending
battle of an existence.  Return to the cave and the Guardian White
Dragon will instantly become hostile because of the Amulet of the Ages
you now possess. The amulet will help you slay this Dragon REALLY fast
as opposed to if you didn't have it, equip it for it will make you
resistant to cold damage.  The Dragon has a powerful Disarm and
Knockdown attack, he will also spray you with his frosty breath that
takes away almost all of your HP if you're not wearing the amulet; this
Dragon is also quite dexterious considering its size.  If it Disarms
you it may stand over your weapon and you won't be able to recover it,
if this happens then lure the Dragon away from it so you can go pick it
up to get this battle over with.  Spellcasters will want to take this
foul beast out from afar.  When it finally does die you'll gain a good
amount of XP.  Now the chest in the back of the lair is open, go raid
the loot and take the first piece of the Words of Power.  A Lizardwoman
named Haedraline will appear and speak to you and give you a lot of
information on Maugrim and all those Cult people and the Words of
Power.  Step into the portal that appears to be teleported out of this
globe.  Return to Aarin and give him the Word of Power you've just
found to be handsomely rewarded 1,500 XP and at least 3,000 gold.  Head
to Moonwood to continue in the search for the Words of Power.

_______________________________________________________________________



                            <><><><><><> C3-3
                            ~ MOONWOOD ~
                            <><><><><><>


-- AREAS IN MOONWOOD:
   - Deeper Moonwood
   - Spine of the World

-- QUEST TO BE UPDATED:
   - Main Quest: Words of Power

-- QUESTS:
   - Side Quest: Working for Akulatraxas
   - Side Quest: Gorgotha the Gold Dragon
   - Side Quest: Klauth the Ancient Red Wyrm


>>> A NOTE ON SUCCESSFULLY COMPLETING ALL THREE DRAGON QUESTS:

     You can screw yourself out of a Dragon quest in this area if you
don't know what you're doing so here's how to complete all three of
them.  Speak with Gorgotha in her cave in the Spine of the World region
to aquire the quest to bring her Klauth's head.  Then speak to
Akulatraxas in Deeper Moonwood, who will give you the quest of
briniging her the Hill Giant Chiefs head.  Before you visit Klauth, but
after you collect the giant head, give the Hill Giant Chiefs head to
Akulatraxas, then either act hostile towards her or try to open the
door to her eggs in the Egg Room to make her become hostile.  Kill
Akulatraxas and take her eggs.  Then visit Klauth, who wants some
Dragon Eggs, give them to him to complete the quest for the eggs he
wants, and then kill him to collect his head.  Now bring his head to
Gorgotha to complete all three Dragon quests.  Don't kill Gorgotha,
whom is also guarding eggs, before you give her Klauth's head or you
obviously won't be able to complete that quest to collect your
righteous reward.


----------------------------------
~ MAIN QUEST: THE WORDS OF POWER ~
----------------------------------

     This will be another long dangerous adventure, the most dangerous
one yet in fact, so bring a lot of good equipment with you and stock up
on healing items.  Explore Moonwood and kill all of the Orcs and other
cretants wandering around, don't go into the cave in the west just yet,
that's where the Supply Lines quest gets finished if you're following
this guide.  You'll run across some guy named Ixaristu in his campsite
along with a few Uthgardt Warriors, speak to them for some information.
Head into deeper Moonwood in the north-east corner.

     Explore the Deeper Moonwood region and there are two caves in
here, one in the middle of the map and one to the west.  To the west is
the Hill Giant Lair and the middle cave is Akulatraxas the Dragon's
cave.  Before going into the Hill Giant Lair go talk to Akulatraxas to
aquire her quest, then go into that lair to get the chief's head. I
refer you Akulatraxa's quest section as to how to complete it.  I
advise you to collect her eggs after you complete the quest for her
before proceeding any further in the main quest.  Go into the Spine of
the World in the north.

     Kill some more Cultists and Trolls that are running around in the
woods and explore this region.  Beware of the Fire Giants wandering
around the vicinity, and giant they are, and not to mention quite
resiliant and powerful.  There are three caves in this region, a
Mysterious Cave in the east, one to the west and one to the north.  The
mysterious cave is where you'll find Gorgotha the Gold Dragon, go in
there and speak with her to aquire the quest of bringing her Klauth's
head, DO NOT try to open the door leading to her eggs if you want to
complete this quest for her, she'll become hostile and then you're
screwed.  Gorgotha's quest ties right into the main one.  The cave in
the west contains a slain Dragon and a couple of dead Fire Giants,
search a corpse in there for the Tome of the Ring, also search the pile
of rubble in here to find a Dragon Scale, this is required for
Boddyknock's Tale so don't discard it.  Enter the cave in the north to
be in the Fire Giants Lair.

    This place is GARGANTUAN and it'll take a while to fully explore,
it is quite an awe-inspiring visual level as well.  As you can probably
guess this place is going be loaded with Fire Giants that'll knock you
around pretty good.  There are also a lot of Duergar Rogues in here but
they're really easy to get rid of, nuiscance enemies, even though they
can poison you.  If you're using the top-down camera mode expanded to
the fullest, a lot of the smaller chests in here are kind of hard to
spot because they're hidden behind all of the large stone support
beams.  Explore this huge lair and cross a long bridge over some lava,
open the gate in the middle of the bridge and in the mid-east you'll
see the map pin East to Fire Giant Domain. In the north-west corner is
North to Fire Giant Domain, go to the rooms south of it to see find
Orc, Wogar, trapped in a prison, pull the lever next to it and free
him.  Speak with him to find out some information and then he'll high
tail it out of here.  Don't even bother searching the cell for there
are no items in there.  Did you think an Orc would actually leave you
something?  Go to the North Fire Giant Domain.

     Explore this level of the lair, kill some more Duergars and Fire
Giants and collect more items via all of the chests.  You'll find two
prisoners in the north-west corner room, go speak with them to find out
some information and then send them on their way, you can have them
follow you if you want.  Open the armoire in here and take The Ritual
book and read it, interesting, let's go find a Dragon Sphere.  If you
have the prisoners follow you they will turn hostile against you at
some point so kill them.  Here I was, trying to be nice guy and
escorting these damsels in distress out of here and they attack me in
return.  Oh well, every XP counts.  Wander the rest of this level and
clear the place out.  In an eastern room you'll find four Summoning
Shrines, an Ogre will smash them up.  Don't worry if you thought you
were going to make a sphere, you'll have a sphere shortly if you're
fast at overcoming the obstacles that lie ahead.  Go back up to the
main level and head to East Fire Giant Domain.

     Explore this level of the lair, kill some more Fire Giants, Hell
Hounds and Huge Fire Elementals.  You will see some Deeper Cave
entrances on the right side of the map, all lined up in a row, Klauth's
Lair is the bottom one.  First go to the big south-west room and kill
King Strogg, the king of these brutes who've been smacking you around
pretty good since you came into this place.  This giant is tough and
has a powerful Knockdown attack so if you're not a melee dualer then
take him out from afar.  When the king is dead (I killed the king!)
search his remains and take the Pass Amulet (required to get into
Klauth's Lair) and a Ritual Book, it's the same book you've found
earlier so don't bother putting it into your pack.  Head to the east
and go into the northern most Deep Cave.

     This is a Slaad Cavern, there are A LOT of Gray Slaads in here, as
you know from the previous floor these things are brutal, summon Red
Slaads, and cast all kinds of nasty immobilization spells on you such
as Stunned and Dazed, bastards.   Concentrate on killing the grays,
ignore the reds if they're not surrounding you because they'll just
keep on being summoned if you don't take out the grays.  In the middle
of the chamber behind a gate is the Death Slaad Lord, he's about as
powerful as a gray and isn't that difficult, although he does have that
nasty insta-kill fire vortex spell so if a swirly pit of flames
surrounds your character RUN!  When the Slaads are no more return to
the lair above.

    Now head into the middle Deeper Cave to be in a Dragon Dungeon. Go
through the gate to see a big Blue Dragon and a Dragon Orb Pedestal,
kill the Yuan-Tis lurking around and try not to hit the dragon during
the fight or it'll become hostile.  When the Yuan-Tis have been
obliterated, speak to the Blue Dragon and all is it will say is it's
hungry and wants food; if you ask it where the food is it will still
say hungry, want food.  Dumb ass dragon, it's about as smart as my Orc-
Barbarian character I've played a previous campaign with.  Look in the
fountain in here and take the Dragon Sphere out of it, this is what I
imagined the little itty-bitty snow globe would look like.  If you want
to kill this beast for a nice ammount of XP, then DO NOT put the sphere
onto the pedestal.  Doing so would destroy this beast, no XP gained, so
I advise you to kill the dragon first.  If you kill the Blue Dragon the
hard-but-well-worth-it-way, then examine it to find out its strengths
and immunities so you can stratagize your method of attack.  This Wyrm
has the capabilities of all the dragons you've fought thus far,
including Knockdown and Disarm attacks and it breathes clouds of poison
and spits acid in your face.  If you're a Wizard or Sorcerer, a real
easy way to avoid the dragon is by running around the altar that the
orb pedestal is on so you can launch your long range spells without
worrying about taking a crap load of damage, Haste yourself before
doing so, this monster can also place Fear in you so you may want to
cast that counter spell before the battle or equip a mind-affecting
immunity item.  The Empowered Magic Missles spell (if you were smart
enough to pick the Empower Spells feat) will work wonders if you're a
caster of the Arcane, so does Isaac's Missle Storm.   When the Blue
Dragon drops from the severe case of tenth degree burns he has suffered
from your spells, or fell due to your mighty blade, you'll gain nice
ammount of XP.  Place the sphere you found in the fountain onto the
Dragon Orb Pedestal, this will make a Dead Dragon Sphere appear on the
pedestal, take it and head back up to the Fire Giant Lair.

     Head into Klauth's Lair and cross the very long bridge going over
some lava, every gate you open on the bridge will send a devestating
fireball at you which is near impossible to avoid.  Approach Klauth at
the end of the bridge, DO NOT ACT HOSTILE TOWARDS HIM YET!  Speak to
Klauth, he is guarding a piece to the Words of Power and will give you
a lot of new information about the Creator Race Ruins, he will also
tell you that he wants some dragon eggs, this is another quest you'll
aquire.  If you're following this guide then you already have the
Dragon Eggs he wants, simply give them to him and he will reward you
with his Lair Key.  THERE IS NO ALIGNMENT SHIFT FOR GIVING KLAUTH THE
EGGS!  A lot of people out there think it's "evil" to hand over some
dragon eggs to Klauth but it isn't.  If you're not following this guide
then go get some eggs out of Akulatraxas cave.  You can kill him right
off the bat to aquire this key from his remains, I wouldn't if I were
you.  Go into the room with your newly aquired key and take Word of
Power piece number two out of a chest, along with the Blade of Rashemi,
a great weapon to weild if you're a Fighter or Barbarian.  Quest
complete.  Haedraline will appear to give you more information on the
Words of Power and the Old Ones among other things.  Don't forget to
search the chests near Klauth, there's a suit of Red Dragon Armor that
a heavy armor wearing character will want to equip ASAP, you'll also
find a Diremace enhanced with some nice bonuses, Ardulia's Fall.  To
get your reward for this quest, take the Word of Power piece to Aarin
and you will be rewarded 3,500 gold and 1,500 XP.  You may be able to
persuade him into giving you a Ring of Protection +4 if you're lucky or
have high persuasion skills.

     What's that about aquiring Klauth's head do you ask?  Well, if you
don't have the DEAD DRAGON SPHERE then this is going to be the most
difficult battle of the game, it's difficult even if you give him the
sphere.  Speak to Klauth and he will ask if you have an essence of the
dragon sphere, give him the Dead Dragon Sphere and his health will
instanly be reduced to Badly Damaged which is definitely a HUGE help.
Klauth is without a doubt the toughest monster in the game and will
cast some extremely lethal spells on you that I don't even know the
name of.  He'll breathe fire all over you, perform Knockdown and Disarm
attacks, is resistant to cold damage but not immune to it, is immune to
a whole array of spells and their effects, and is a really good
challenge.  A henchman is a definite for this intense fight.  Not to
ruin your day or anything, near death on Klauth is around 350-400 HP, I
just thought you would like to know.  If you defeat Klauth (especially
on Hardcore D & D difficulty) without giving him the sphere or having a
henchman by your side then my hat's off to you, bragging rights are
worth listening to for that feat.  When Klauth the Mighty Ancient Red
Wyrm finally falls victim to your spells, blades, arrows, or whatever,
take his head and give it to Gorgotha.

_______________________________________________________________________


---------------------------------------
~ SIDE QUEST: WORKING FOR AKULATRAXAS ~
---------------------------------------

     In Deeper Moonwood go into the cave on the middle of the map and
approach a big Dragon, Akulatraxas.  Speak with her and ask about the
Hill Giants, she'll tell you how they want to steal her eggs and if you
can go into the Hill Giant Lair and bring her the Hill Giant Chieftans
head, agree to do so and you'll aquire this quest.  Leave this cave and
enter the Hill Giant Lair in the west.

     As you can probably guess, this place is going to be loaded with
Hill Giants so beware of the flying boulders.  If your character is
level 15 you'll have no problems in here whatsover so have no fear.
Explore the lair and kill a bunch of giants, when the fun is over head
deeper into the caves in the center of the map, you'll be confronted by
a Hill Giant Champion, which is about twice as stong as the other geeks
roaming around the lair, and especially if it drinks a Barkskin potion.

     This level of the lair is full of Ettins as well as more Hill
Giants.  Explore this level and in the north-east corner room is a Fire
Giant, take the note from his remains and read it if you're paying
close attention to the story.  In the room in the south-east corner
you'll find a room full of Grizzly Bears, search a chest in here for a
good random item.  In the north-west corner room you'll fight Cook, the
giants cook I guess, kill him and speak to the prisoner in here to find
out loads of new information, let her go to be rewarded 100 XP even
though she isn't an important part of this quest.  Every XP counts!  Go
into the small room above this one to find another prisoner, speak with
him and then send him on his way to gain another 100 XP.  Go into the
room in the south-west corner to fight the Hill Giant Chieftan, the
most powerful Hill Giant yet so good luck, although he isn't that tough
against a couple of Maximized Fireball and Magic Missle spells, if
you're fortunate enough to be playing as a Wizard or Sorcerer.  GLITCH
ALERT: Don't go near any walls in the chiefs den or you may get stuck
to one; thus forcing you to load your last save.  When the chief is
finally dead, take his head from his remains.  Return to Akulatraxas
and give her the head, she will reward you 1,000 gold and 750 XP.

     Now that you gave her the chief's head, and want some eggs to give
to Klauth, attack Akulatraxas.  She is a formidable oponnent,
obviously, and has a powerful Knockdown and Disarm attack, not to
mention her extremely lethal acidic breath.  Casters of the Arcane
shouldn't have too many difficulties taking her down, but Fighters and
melee type characters are going to have their hands full.  Akulatraxas
has many spell immunites so examine it to find out what it's resistant
and immune to, and plan what kind stratagy you're going to attack with.
For melee dualers, if she Disarms you she may stand over your weapon so
you can't get to it, lure it away from the weapon if this happens to
you so you can recover your blade.  If you're a Fighter or Barbarian I
hope you've been building up your Discipline skill for this Dragon is a
lot tougher to slay than the White Dragon and a henchman might be a
good idea for this take down.  When you've slain the foul beast you'll
earn a decent ammount of XP.  Go into the egg room and take a Green
Dragon Egg out of the incubator; open the chests in this egg room to
find a decent ammount of gold.

_______________________________________________________________________


----------------------------------------
~ SIDE QUEST: GORGOTHA THE GOLD DRAGON ~
----------------------------------------

     Speak with Gorgotha in her cave, which is located in the east in
the Spine of the World.  She'll tell of Klauth, and how he wants her
eggs, and she'll ask you if you can bring her Klauth's head.  Agree to
do this for her to aquire this quest.  *DO NOT* try to open the door
leading to her eggs if you want to complete this quest, she'll become
hostile if you do, and then you're screwed out of the just reward for
completing this quest.  I refer you to the main quest in this section
for the majority of this side quest.  When you deliver Klauth's head to
Gorgotha she will reward you 750 XP and a Ceremonial Urthgardt Belt,
equipping this belt will make you immune to those devestating insta-
kill death spells.

     Now that this quest is complete you may slay this beast and become
a legend in your own mind if you please.  You'll gain a good ammount of
XP and some Dragons Blood, along with more gold and items out of her
Egg Room; you'll also gain 5 alignment points towards evil if you kill
this dragon.  If playing the game as a Paladin and your good alignment
points are at 80-100, killing this beast will not shift your alignment.
If your good alignment points are below 80 then you might want to let
Gorgotha live so you won't suffer an alignment shift.  Gorgotha is yet
another extremely challenging foe to overcome so stratagise well and
you will prevail...eventually.  Gorgotha has a powerful Knockdown and
Disarm attack so melee'rs beware, she zaps you with a bolt of
electricity from afar and will consume you in her fiery breath if you
get too close.  The good news for spellcasters is that the cave is
pretty big so Haste yourself and run around to launch your most
powerful long range spells at the beast.  Examine the creature to find
out its strengths and weaknesses, then scheme up a good plot for the
insuing assault.

_______________________________________________________________________


-------------------------------------------
~ SIDE QUEST: KLAUTH THE ANCIENT RED WYRM ~
-------------------------------------------

     I refer you to the main quest as to how to flind Klauth.  Speak to
the wretched Wyrm and he will ask you if you can bring him some Dragon
Eggs.  If you took my advice on how to aquire the eggs (see Akulatraxas
quest for more specific information), then simply give them to him to
be rewarded with Klauth's lair key, which houses a piece to the Words
of Power in a chest.  No XP or gold gained for completing this quest.

_______________________________________________________________________



                        <><><><><><><><> C3-4
                        ~ FORT  ILKARD ~
                        <><><><><><><><>


-- AREAS IN FORT ILKARD:
   - Northern Homesteads
   - The Ruins

-- QUESTS:
   - Main Quest: The Words of Power
   - Side Quest: The Siege of Fort Ilkard
   - Side Quest: Deliver Eckel's Note
   - Side Quest: Plant the Ultarg Tree Seeds


----------------------------------
~ MAIN QUEST: THE WORDS OF POWER ~
----------------------------------

     You'll be attacked by a bunch of Elk Tribe Warriors in the first
area of the fort, nuiscance enemies, keep heading south and enter Fort
Ilkard.  Straight ahead is the Fort's Main Gate but explore the area
and kill some Ogres and Orcs, in the north-east corner is a cave, go in
there and kill Guzud if you're doing the supply line quest.  You will
not be able to rest in this region unless you're in a building or cave.
When you're done exploring the area, head to the main gates and speak
to the guard, he will then open the gates so you can access the fort.
Go into the Commander's Lodge and speak to speak to Commander Damas if
you want a side quest, it kind of ties into the main quest so you mine
as well do it.  There's nothing pertaining to the main quest in Fort
Ilkard.  After you've completed the siege side quest, go to the Ruins
in the south-east to continue in the main quest.

     Now that the side quests are complete and you're in the Ruins,
explore the area and kill some more Cultists, take the leaders journal
and read it for it's been a while since you've seen any Cult people.
In the back of the Ruins is some kind of altar on a big stone slab with
a triangular beam of light around it and a bunch of colored light
pillars all around the area, enemies keep teleporting into this area
via the altar.  Search a little pile of stones by the altar to find
some Volcanis Oak Seeds, don't discard them because they are needed to
complete Linu's Tale.  There's a cave entrance near with some light
beams that appear to be blocking the entrance, they aren't hindering
your access to the cave so head through the light beams to be in the
Creator Race Ruins.

     Upon entering these ruins you'll see a corpse directly ahead of
you, take the Translation Amulet from its remains and equip it, if you
do not then you won't be able to understand the Creator Race language.
Open the door and kill some Vampires and Mummys, when they're all dead
you'll notice a Temporal Lizard that you can't interact with.  The door
it's standing by is the Door of Three, the main objective of the quest
is to open this door.  You'll spot several map pins, the one in the
north-west corner is the Sun Dial, one due north is a Guardian Golem
room, and to the east and west are two more Guardian Golem rooms, each
Golem is guarding a riddle.  You really can't do anything in the ruins
yet pertaining to opening the door of three so open the door directly
across from where you've entered the ruins and head up into the Garden.

     Speak with Sapphira to gain a lot of information and you'll find
out that in order to open the Door of Three you must travel back in
time, you'll also aquire a side quest of planting some seeds for her.
Sapphira will give you a Time Crystal and some Ultarg Tree Seeds so you
can plant a tree for her in the past.  Exit the garden and go to the
Sun Dial in the north-west corner, don't talk with anyone yet or try to
kill the Golems, you can't destroy these Golems just yet.  Use the Time
Crystal on the Sun Dial to be transported backwards in time (you must
go into your inventory and manually select to use the time crystal on
the sun dial or you won't warp back to the past).

     An Old One Commander will begin attacking you as soon as you exit
the sun dial so take care of this minor threat.  You will *NOT* be able
to use the Stone of Recall while in the past, you must return to
present time in order for the stone to work again.  Immediately head to
the north-east corner room and speak with the leader of the slaves,
Lokar, he will give you a ring so you can persuade the Slave Workers
assigned to the three Golems guarding the Riddle Rooms more easily.
You'll be fighting more Creator Race Lizard things while you're in here
and the commanders can be tough but they give you a decent ammount of
XP, you'll probably find a scroll of Temple Defenses in their remains.
When you get Lokar's Ring, slip it on your finger and speak to the
Slave Worker standing in the room with the bridge leading to the Riddle
of Smoke.  Ask him about the Golems and persuade him by telling him
you'll free him or give him lots of gold if he can build a faulty
Golem.  He'll agree to it whether your persuasion skill check fails or
not if you're wearing Lokar's Ring.  He'll offer you four ways he can
weaken the Golem he's assigned to build, you can pick Fire, Cold, Blunt
Weapons, and Slashing and Piercing Weapons.  Pick one of the choices
and when you fight the Golem in present time, it will be weak to the
kind of damage you've picked so whatever you do, remember what choice
you pick for the Golem's weakness.  Wander around the rest of the ruins
and speak to the other two Slave Workers by the Riddle of Sound and
Riddle of Light rooms, they will offer you the same four choices for
weakening the Golems they are constructing so remember your choices for
the future battles.  If you want to plant that tree for Sapphira go
into the garden and Queen Morag will be in there and speak with you,
you can't kill her but you can slay all of the Lizards around her.
Plant the seeds (must interact with the Dirt and Weeds and choose to
plant the seeds) and explore every room in the past to find some items
and gain some more XP.  When finished, return to the Sun Dial and use
the Time Crystal to warp back to the future.

     Go to the south-east Golem Room and kill the Golem, remember to
slay it via the weakness you've chosen for it in the past, the Golem is
invincible if you try to slay it any other way than the specific
weakness you've chosen for it.  When the mighty construct falls to its
knees and croaks, search its remains and take the key to use on the
gate it was guarding, head on through into the Riddle of Light room.
In the middle of the room you will see two fountains lableb Pool of
Secondary Colors, two wells labled Pool of Primary colors, and a well
in the middle of these four labled Pool of Swirling Colors.  Search the
Pool of Swirling Colors in the middle and take the two PURPLE gems out
of it.  Now approach the wells on either side of this middle one (Pools
of Primary Colors) and choose to press the red gem in one of them and
choose to press the blue gem in the other (red mixed with blue makes
purple).  Approach the fountains (Pools of Secondary Colors) and place
a purple gem in each (must SPLIT the gems, right-click on the gem in
your inventory, select split and type in 1).  When you place the purple
gems the four pools of color will vanish and one seal on the Door of
Three will be released.

     Head to north Golem Guardian and kill the next big Golem via the
weakness you have chosen for it in the past, search its remains when it
dies and take the key.  Open the door it was guarding to enter the
Riddle Sound of room.  Kill the Bodack and then take the Fairy Bottle
out of its remains, use the bottle to release the fairy inside.  Speak
to the fairy to find out some information, this fairy holds the answer
to this riddle.  You'll see four gongs  in the room, follow the fairy
to each gong she leads you to and bang it (just left-click the gong and
your character will bang it) to solve this riddle.  Explaining this
part is kind of difficult so I'll include a map to make things easier
for the both of us:


                EAST (according to game compass)

                -------------------------------
               |                               |
               | Gong                     Gong |
            N  |  A                        B   |  S
            O  |                               |  O
            R  |                               |  U
            T  |                               |  T
            H  | Gong                     Gong |  H
               |  C                        D   |
               |                               |
                ---------- entrance -----------
                           into room

                WEST (according to game compass)

     Watch the fairy go around the room and bang the gongs in a
specific order.  When she has finished, the fairy will inform you that
the answer to unlocking this riddle are the eight notes she has just
played.  Hit the gongs in the following order: B, A, D, C, D, A, C, B
(just left-click the gong and your character will bang it).  When this
sequence of notes is played in the proper order the gongs will vanish
and the second seal to the Door of Three will be released.  The easiest
way to do this part is to follow the fairy when she begins to fly
around and bang the gong right after she does.  This part may have a
random sequence to release a lock on the door of three so if it does,
then write down the proper order.  The fairy may start banging the
gongs again while you're in the middle of this process, just ignore her
and continue banging the gongs in the proper order, she can't mess it
up for you if you don't break the sequence.

     Head to the south-east corner and kill the last Guardian Golem via
the weakness you have persuaded the builder to flaw his product with.
Take the key from its remains and open the gate to enter the Riddle of
Smoke room.  Make sure you check the room in the north-east to find
Tamorlyn's Song in a sarcophagus, this is for Sharwyn's Tale so don't
discard it.  Cross the bridge and you'll see an Alchemist Apparatus and
a Smokey Brazier, look on the apparatus and take the yellow, blue, and
red powders off of it.  To solve this riddle first place the RED and
YELLOW powders into the brazier, second place the BLUE and RED powders
into the brazier, and third place the YELLOW and BLUE powders into the
brazier to solve the riddle and the last seal to the Door of Three will
finally be released.

     Go through the Door of Three and a gigantic Baalor Lord will
appear.  This monster is pretty tough and has the fire vortex death
spell so if you see a pool of swirling fire at your characters feet,
RUN, unless your immune to death spells.  Although armed with a
gigantic sword, this beast isn't that skilled in melee combat so
Fighters and Barbarians will FINALLY have an upper hand in a battle vs.
spellcaster for a change.  This creature is pretty resiliant to an
array of spells so it may take casters of the Arcane some time and
effort to bring this wretched beast to its knees.  As a dying gift this
creature will zap you with a big fire spell that is impossible to avoid
(not resist - AVOID) so make sure you drink a potion of heal when you
get it near death or you'll die right along side it if you're at low HP
when the beast is slain.  When the Baalor Lord is no more, take the key
from its remains and search the altar it was guarding to find another
piece to the Words of Power.  Haedraline will appear once again and
give you all sorts of good information so pay close attention.  When
all of the side quests for this chapter are complete, return to Aarin
Gend and give him the piece to the mighty words and more of this
intriguing story will unfold.  You will be rewarded 5,000 gold and
1,500 XP for your valiant effort and triumph, then you will proceed to
the fourth and final chapter.

_______________________________________________________________________


----------------------------------------
~ SIDE QUEST: THE SIEGE OF FORT ILKARD ~
----------------------------------------

     In the Commander's Lodge Damas tells you of a siege on the fort
and gives you the duty of destroying the catapualts.  Exit the lodge
and go behind the main barraks and aid in the fight against an Elk
Tribe Subchief and a Catapault Commander.  Leave the fort area and
destroy the first catapault on the left, just approach it and left-
click on it, spells or bashing isn't neccessary.  Go to the right and
destroy the ballista and the catapault behind it.  There's some more
catapults and a ballista right still so go destroy them and take the
enemies out.  Now all of the catapaults been destroyed (4 catapaults, 2
ballistas) return to the lodge and speak with Damas.  Now he wants you
to go and collect Arness's head and bring it to him.  For destroying
the catapaults Damas will reward you 500 gold and 312 XP.

    Go to the Urthgardt Command Post just above where you destroyed the
catapaults to kill Arness.  This guy's a joke and you should have no
problems whatsoever taking him down.  Scoop up his head from his
remains and return to Damas, who will reward you 1,000 gold and 312 XP.
This guy must have some sort of sick head fetish 'cause now in order to
complete this quest you must bring him the head of the Elk Tribe
Leader, Zokan.  The rest of this quest ties in with the investigate the
Elk Tribe one.

     Go into the Northern Homesteads and head towards the Urthgardt
Fort, talk to the guard in front of the fort and tell him you're there
to see Zokan, he'll open the gates for you.  Enter the fort, you'll see
a lot of plague victims around and notice this place is pretty big.
While you're in here be sure to look in the small room in the center of
the north corridor, look inside the urn to find the Ashes of Running
Wolf, these ashes are for Tomi's Tale so don't discard them.  Zokan is
in the room furthest east, in the room before him open the two steel
doors to find some prisoners, speak to them and send them on their way
to gain 200 XP.  Go into the room Zokan is in, you can kill him now and
take his back to Damas to be rewarded 625 XP and 1,000 gold.  On his
remains you'll find an Urthgardt Ceremonial Spear, this is for Daelan's
Tale so don't discard it.  If you'd rather spare Zokan and save his
tribe, speak to him and he'll tell you how Damas gave his tribe this
disease from infected blankets.  He'll ask you to find a cure and that
Damas might have one.  Go speak to Damas and buy the cure from him, or
just kill him and take it.  Damas wants 3,000 gold but you may persuade
him to lower the price.  Take the cure and give it to Zokan, who will
reward you with the Urthgardt Ceremonial Spear, 625 XP, and a
Dreamcatcher.

_______________________________________________________________________


------------------------------------
~ SIDE QUEST: DELIVER ECKEL'S NOTE ~
------------------------------------

     Go into the Settlers Barracks and speak with Eckel, he will go on
and on about how he hates Damas, say to him "wow, you really don't like
Damas," then ask him if you can help to aquire this quest.  Eckel gives
you a note he wants you to deliver to his wife.  Go into the Northern
Homesteads, located left of the Urthgardt Command Post, and head
straight up the road to Eckel's Homestead.  To the right is an Elk
Tribe Brute trying to bash in a door to a house, kill him before he
enters the house or it'll kill Eckel's wife.  Go into the house and
give the note to Eckel's wife, Galia, to be rewarded on the spot 300
gold and 375 XP.

_______________________________________________________________________


-------------------------------------------
~ SIDE QUEST: PLANT THE ULTARG TREE SEEDS ~
-------------------------------------------

     This side quest is threaded into the main quest so I refer you to
that section if you need more specific information.  In the present day
Creator Race Ruins speak to Sapphira in the garden.  Ask her if there
are any tasks you can do for her and she'll ask you to plant some
Ultarg Seeds for her, agree to do so to aquire this quest.  While in
the past Creator Race Ruins, go into the garden and Queen Morag will
approach and speak to you, she'll then summon three Old One Commanders,
kill them and plant the seeds in the Dirt and Weeds in the red circle.
Return to the present day ruins and go into the garden to speak with
Sapphira standing by the tree you've planted, she'll reward you some
Rubies and 350 XP, and maybe a Phantasmal Killer spell scroll if you
can persuade her.



<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20E ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER FOUR ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>



                        <><><><><><><><><><>
                        ~ NEVERWINTER CITY ~
                        <><><><><><><><><><>



-- QUESTS:
   - Main Quest: The Final Battle
   - Side Quest: Neverwinter Under Siege
   - Side Quest: Rescue Leesa


--------------------------------
~ MAIN QUEST: THE FINAL BATTLE ~
--------------------------------


>>> NEVERWINTER CITY

     You'll start this short chapter off in Castle Never in Neverwinter
City.  You are on your own for this final chapter and no henchmen will
be available for hire to fight by your side.  Familiars and animal
companions can still fight by your side (if your class allows them) but
I find them absolutely useless.  Thank the gods for Summon Creature
VII, VIII, and IX.  If you use the Stone of Recall during this chapter
you'll teleport to the Halls of Justice, Oleff bears the gift of
healing so speak to him to get healed if need be.

     Speak with Lord Nasher and Aarin to learn what final task awaits
you.  Our mystery cultist and Maugrim have waged war on the city and
have begun their assault, you are to seek the wise advice of Haedraline
who is locked down in the dungeon.  Head down to the Castle Dungeon and
as soon as you enter you'll see Haedraline locked in a cell, speak with
her to learn a ton of new information and learn that there is one final
Word of Power piece you must aquire to put an end to Maugrim and her
evil ways once and for all.

     Don't explore the caverns below the dungeon yet, head back up to
where Lord Nasher and Aarin are and leave Castle Never by way of the
main doors.  You are now back in the City Core, head into the Trade of
Blades and speak to Trancar to aquire the Neverwinter Under Siege side
quest.  Go into the Moonstone Mask and speak with Luce to aquire the
Rescue Leesa side quest, Ophala sells supplies so you may want to check
out her inventory.  You might also want to go into the Shining Knights
Arms and Armor shop and see what Durga has for sale, equip yourself
with the best available equipment for the final battle will begin
shortly and you want to be prepared. Unfortunately you can't get into
the basement to have Marrok forge magical equipment for you.  Go to the
south-east corner of the City Core and enter the War Zone.


>>> WAR ZONE

     Speak with the Gate Guard and he will inform you of the situation
and how grisly it is.  Head through the gates and you will see a Siege
Golem wandering around, you *CANNOT* inflict any damage upon it
whatsoever so don't waste spells on it or get into a melee dual with
it.  There are Luskan Frost Giants lurking all around and you can kill
them if you please, they're a lot easier to fight when the Siege Golem
isn't chasing you around so immediately head to the house with the
purple glowing door in the center of the map marked House Entrance.
Kill the Baalor Lord and the Luskan Wizard who is controlling the Siege
Golem, when the Wizard dies the Siege Golem will be no more.  Head back
outside and search inside all of the abandoned houses in the area and
if you're rescuing Leesa for Luce you'll find the girl in the north-
east corner.  Near the house where you destroyed the Balor Lord and
Wizard in you'll see three catapults by a large locked gate, left-click
on the catapaults and your character will destroy them.

     Go into the house marked on the map above the catapaults and speak
to a man named Asgard, he will tell you of a secret back door in the
house.  Go into the other room in the house and interact with the
bookshelf against the wall and choose to use the secret exit.  Waste
some Frost Giants and you'll see another Siege Golem wandering around,
immediately head to the house with the glowing purple door near the
locked gate.  Kill the Balor Lord and Luskan Wizard in here and the
Siege Golem will deconstruct upon the Wizard's demise.  Your journal
should've been updated that the Neverwinter Siege quest got completed
and you'll receive 520 XP for completing it.  Leave the house and in
the corner you'll see a Strange Courtyard, enter the house above it
kill a couple more Luskan Wizards and a really tough little Luskan
Assassin.  Leave the house through the right door to be in the Strange
Courtyard, kill the Half-Dragon Baalor, this thing is pretty weak but
it has that nasty fire vortex death spell and breathes extremely lethal
acid all over you.  When the Baalor falls victim to your mighty or
infernal wrath, step into the portal it leaves behind to enter
Maugrim's Sanctuary.


>>> MAUGRIM'S SANCTUARY

     Leave the tiny room you're in to have a run-in with the traitor
mystery Cultist we've been chasing after for the past chapter and a
half.  If you're playing the game then you obviously know who it is, if
you were reading this guide and decided to jump ahead, there will be no
spoilers here.  The mystery guest will speak to you, you can try to
talk this person into giving themselves up and face the music for the
treachery and betrayal they've commited, but, it won't work and the
inevitable battle insues.  This enemy is surprisingly easy, I don't
know if it's just because my character is so well developed at this
point in the game (level 18, human Fighter 6/Sorcerer 12) or if BioWare
actually gave us a break after the many previous tough foe that have
fallen to our wrath.  This enemy will cast the extremely deadly fire
vortex insta-kill spell and I think you know how to avoid by now; they
will also cast a Clarity spell on themselves so mind-affecting spells
are pretty much useless to try and cast upon this foe.  Other than the
fire vortex spell, this enemy is mediocre at best and you shouldn't
have too many difficulties taking this opponent down.  When you beat
this traitor down to Badly Wounded they will speak to you, again you
can try to talk this person into giving up and turning themselves in
but they insist on fighting to the death so give them their wish.  This
time the battle will be a little more difficult but nothing to fear,
this opponent is still really easy to take down.  They will cast more
offensive spells (for this character's class I don't understand how
they get to cast these spells but if you're playing the character class
this enemy is then you can't possibly cast these spells) and will heal
themselves a lot but again, this battle is laughably easy.  After this
person dies, search their remains and take their sword, this is useless
for all characters unless you're a Lawful Evil Paladin, which again is
useless because I don't know any Paladin who would suffer an alignment
shift just to use a weapon that isn't that great to weild.  You'll also
pick up an Inner Sanctum key from the remains.

     Go through the door in the room where you've just slain the
traitor to finally meet Maugrim.  Go speak with him and he'll rant and
rave how you would expect a madman to and you'll get to slay this
whacko-loon.  Maugrim is considerably tougher than the traitor you've
just slain and has an arsenal of extremely deadly spells, including
Time Stop, which renders you absolutely helpless for a few rounds while
Maugrim rips you a good one.  Maugrim will also resurrect a couple of
Servants of Flesh to aid him in the task of killing you.  Overall,
Maugrim isn't really that difficult to slay and you shouldn't have too
much of a problem killing him (the spell Tenser's Transformation worked
out well for me so you may want to try that spell if you're able to
cast it).  When he falls victim to your wrath, open up the purple
glowing treasure chest to find the final piece to the Words of Power,
it's about time I say; you'll also snag a Greatsword +3 and Maugrim's
Journal.

     Return to Castle Never and speak to Aarin to find out some more
information; tell him of Maugrim's defeat and that you have the final
piece to the Words of Power, then head down to the dungeon.  Speak with
Haedraline once again to find out your final task if Neverwinter is to
be saved so head down into the Castle Caverns.  Explore the cavern and
speak with Esmerelda, Master Ford and Cletus; ask about the Source
Stone to find out some more information.  Go through the door in this
room and approach the Source Stone entrance.  There are four Word of
Power Pedestals in front of the entrance, place the Word of Power onto
any one of the four pedestals to open up the way, step into the
entrance to enter the Source Stone Sanctuary.


>>> SOURCE STONE SANCTUARY

    Some Old One Warriors will attack you immediately upon entering
this place, they're a lot tougher than Maugrim if you ask me, they have
a devistating double damage attack that will deplete your HP faster
than Star Jones will regain her weight beware.  Keep pushing your way
further into this sanctuary and kill a lot more Old One Warriors,
including a few that can cast spells so venture forth stealthily, it is
better to take out one lizard at a time as opposed to charging through
the cave and being overwhelmed.  You'll run into a woman named Asheera
standing in front of a door, help her kill some lizards and then speak
with her to be reminded of someone and find out some information about
Queen Morag.  You can decide to whack this chic if you want or you can
just let her be, if you kill her then search her remains for Asheera's
Amulet, if you let her live she'll give you the amulet, equip it for it
will aid your character in the destruction of these wretched reptiles.
The door behind Asheera is locked so head further into the cave and
you'll come across another door that is locked.  Keep fighting your way
to the end of the cavern and pass another locked door, make your way
past a fourth locked door and enter the Inner Sanctum.

     You're now in the Source Stone Guardian Lair and there will be TWO
Dragons attacking you, a Silver Dragon and a Copper Dragon.  Melee
fighting characters are definitely going to have their hands full
during this insane battle, you might want to think about using a ranged
weapon, and if you were smart you've been saving all of the special
arrows and bolts you've been finding all over the place.  You have to
kill both Dragons to aquire two keys if you want to conquer the game
and dethrone Queen Morag.  As you know by now Dragons possess a very
powerful Knockdown and Disarm attack so have fun trying to kill two
Dragons with your blade if you're a Fighter or Barbarian, I hope you're
Discipline and Parry skills are adequate by now.  The battle arena is
huge so casters of the Arcane will have it made Hasted trying to kill
these two viscious opponents.  Examine the Dragons strengths and
weaknessess and then plan out your method of attack.  You might want to
buy an insane ammount of potions of heal if you plan on attacking the
beasts head-on in a melee dual.  A really annoying problem that a
spellcasting character may encounter is that because the Dragons are so
big that when you're running around the area your character may attack
the Dragons melee because you can't maneveur around them very well,
make sure that when running around the cave that the attack icon isn't
on the Dragons if you change direction while you're running.  The
Dragons will Stun, Daze, Paralyze, and do all kinds of nasty things to
your character so I wish you the best of luck.  Too bad there aren't
any henchman available, your familiar or animal companion is useless
during this fight so don't count on them to bail you out, although they
will distract the Dragons for you.  You may want to summon a powerful
elemental if you're able to.  The Stone of Recall will be a great help
for this battle so place it in the Quickbar so you can make a quick
escape if need be.  Hit the Dragons a few times, teleport to safety and
rest up, save the game and go hit the Dragons a few more times,
teleport to safety and rest up and save, and repeat this process until
the Dragons are no more.  It's kind of the wussy way to beat them down
but it works, although it can get expensive withh 400 gold a pop for
teleporting through the Recall Portal.  When the Dragons are finally
slain, take the Guardian Key from each of their remains and congrats on
your victory.  Open up the gates and before you step into the mouth of
the cave, go stock up on healing potions and whatever else you may need
because once you enter the cave you won't be able to teleport out of
it, rest, or return to the surface.  Step into the mouth of the cave to
officially enter the Inner Sanctum.

     You will not be able to use the Stone of Recall, rest, or return
to the surface while in the Inner Sanctum.  You might want to save
spells that do cold, fire, electrical, or poison damage since you can't
rest while you're in here.  Go through the door in here to see a whole
bunch of Morag's Chosen and listen to the dialogue of Morag's
projection encouraging her elite troops.  When it's over they will all
attack you so get ready, these lizardfolk aren't messing around and
they're more powerful than the ones on the upper level so good luck.
Take out the lizard Cleric in the group ASAP or it'll keep healing the
other lizards.  Search their remains and take the key out of them, use
it on the door in here and get ready for the final showdown.

     Prepare yourself for the final battle of the game with Queen
Morag.  Drink every defensive/offensive potion you have, or cast the
spells for them.  To be honest I expected a more challenging battle and
I don't think anyone will struggle too hard in dethroning the Queen.
After having to battle two Dragons I guess we've been offered a break
for this final showdown.  The amulet Asheera gave you will come in
handy for this fight so if you're not wearing it you might want to slip
it around your neck.  Speak with Morag and then she'll attack.  When
the battle commences Morag will teleport by a blade trap, beyond which
are eight Morag Protectors.  First, destroy the statue near the blade
trap and the trap will be disabled, some powerful enemies will appear
so take them out ASAP, don't attack Morag since you can't damage her
yet.  When the statue is destroyed and the trap is disabled you have to
decide which Morag Protector you want to destroy, the one you destroy
will make Queen Morag vulnerable to that type of damage.  There is a
Protector against Flame, Protector against the Storm, Protector against
the Frost, Protector against the Spear, Protector against Venom,
Protector against the Lessers, Protector against the Mace, and finally
a Protector against the Sword.  Once the Protector against whatever is
destroyed Queen Morag will be vulnerable to that specific type of
damage so kill her via that type of damage, or you can kill all of the
Protectors and make Morag vulnerable to all eight forms of damage.
Morag will cast Stun, Daze, Level Drain, Paralyze (that lasts an
agonizingly long time), and Time Stop spells; she'll also release a
couple of more Minions to aid her in this final battle but like I said,
it's not a difficult battle so have no fear.  When the Dread Queen
Morag is no more a portal will appear where her throne was, step on
through to teleport to the Astral Pocket.

     Haedraline will run up to you and speak with you, she'll praise
Neverwinter's newest hero and all that happy stuff.  When you're done
speaking with her step into the large portal to be teleported to the
end of the game.  A good cut scene will trigger and the credits will
roll.  Congrats on your victory.

_______________________________________________________________________


---------------------------------------
~ SIDE QUEST: NEVERWINTER UNDER SIEGE ~
---------------------------------------

     Speak with Trancar in the Trade of Blades, he will tell you of the
assault on Neverwinter City and assigns you the task of destroying a
few catapaults, he also wants you to kill a couple of indestructible
Golems being controlled by some evil Wizards, agree to help to aquire
this side quest.  I refer you to the main quest for the completion of
this quest since it ties into that quest.  When the Golems are no more
and the catapaults have been destroyed you will be rewarded 520 XP on
the spot, no need to return to Trancar.

_______________________________________________________________________


----------------------------
~ SIDE QUEST: RESCUE LEESA ~
----------------------------

     Speak with Luce in the Moonstone Mask and she will beg you to find
her sister, agree to do so to aquire this very simple quest.  You will
find Leesa in the north-east corner in the War Zone just standing in
the road.  Speak with Leesa and tell her the way is clear and she can
go back to the Moonstone Mask.  Return to Luce and you will be rewarded
500 XP and a Cloak of Protection +4.

_______________________________________________________________________


---------
~ OUTRO ~
---------

    Congratulations for completing the Neverwinter Nights campaign,
this game is collosal and I know it took you a very long time to beat
so pat yourself on the back for your triumphant victory; I hope you
have enjoyed my walkthrough and I was of at least some assistance to
you.  If you don't have the first two expansions for this game I advise
you to purchase them immediately.  They offer new adventures, spells,
character classes, weapons, armor, enemies and a whole array of new
things to add to an already great game.  I have also written a guide
for Shadows of Undrentide, Hordes of the Underdark and Neverwinter
Winter Nights Gold, Diamond and Platinum Editions so check 'em out if
you need help in those games too.  Now that you have beaten the game
try to beat it on the "Hardcore Rules" setting.

     Did you find a quest that isn't in my guide?  Did I majorly screw
up anywhere?  Have you found an item, weapon, or suit of armor not
listed in this guide?  Have you developed any good stratagies or have
found some secrets you would like to share with the NWN gaming
community?  If so, then e-mail me and let me know so I can add them to
my guide, I will of course credit you for any information you provide
that I use in this guide.  Please do not send me cheats and hacks
because I refuse to put that kind of crap in my guide, let alone use
them in my personal journeys.


================================================================ #21 ==

---------------------------------------------
* 21) CREDITS, E-MAIL RULES AND LEGAL STUFF *
---------------------------------------------


>>> CREDITS <<<

- BioWare Corporation for creating the best RPG video game ever
- Atari for publishing this instant classic
- Wizards of the Coast (they own D & D)
- Sections 3-14 (and section 18) of this guide were copied from the
instruction manual and is a copyright of the BioWare Corp.


>>> CONTRIBUTOR CREDITS <<<

- Lord Brooks for letting me know what the item is you can persuade
Belial into handing over (Robe of Fire resistance).

- Al Morin for sending me the Crossbow of Accuracy for the origional
campaign.

- Alit Anggara for the weapons and items he sent me and the best
possible way to do the Rolgan's Trial quest to gain the most XP.

- Seagrave for sending in the specifics for the Druid Circle quest.

- Josh Gagnier for sending in the Gemsword and the Shining Light of
Lathander.

- Alfred Jereza for letting me know how to summon the Guardian of Helm
in Helm's Hold and for letting me know what spell to cast on that
apparatus in the Host Tower of the Arcane.

-----

>>> E-MAIL RULES <<<

My address: randym1375@yahoo.com

   - DO NOT SOLICITE!  I don't care what your crappy product is all
about or how cheap you're selling it, I don't want it!

   - NO CHAIN E-MAIL LETTERS!  I will not send them on and if I go
bankrupt, get a horrible disesase, an anvil drops on my head, I die,
blah, blah, blah, because I don't send the letter on, oh well.  I'm
not a superstitious fool.

   - NO FAN CLUB STUFF!  I don't care what your little club is all
about, I will not join.  This includes D&D fanclubs since I don't play
the actual board/roleplay game and don't ever plan to.

   - NO MONEY MAKING SCHEMES!  That means you EXCEL (not Microsoft
affiliated for all of you who don't know about this scam artist
company Excel) and all of you other scam artists out there.  Earn $500
a week by simply mailing letters from the comfort of your home...yeah
right!

   - NO JUNK MAIL! If you write a crappy newsletter, send me political
jargon asking for money instead of my vote (the nerve of these
people), ask me to join some pathetic singles website for only $59.00
a month (that means YOU E-Harmony), send me offers for cheap
medication (like someone my age needs Viagra), send me celebrity news
that 95% of the U.S. doesn't care about (get a life for those of you
who do), or just feel like sending out trash to me DO NOT FEEL FREE TO
DO SO!  If you do then I'll give you a virus.  How does that appeal to
your server?

   - If the answer to your e-mail is in this guide you will most
likely not get a response from me.  I know this guide is really long
but do your research and look for the answer before you decide to e-
mail a question that has been clearly answered.  For example, if you
want to know how a certain spell works, then look up that spells
description in the Spells section of this guide, or better yet read
the complete spell description and its effects in the game.  Also keep
in mind that some websites aren't able to keep up with the latest
versions of my guide and your question may be answered in my latest
update.  You can ALWAYS find the latest version of my guide(s) at
www.gamefaqs.com.

   - As long as we're talking about e-mail I'll most likely ignore,
please write ledgible e-mail without all these modern day acronyms all
you tennie boppers, and adults who still think you are, IM and text
eachother with.

   - If you've found an item, weapon, or suit of armor not listed in
the appropriate section way above, please "print screen" of the stats
and e-mail them to me so I can add them to this guide.  To print the
screen, examine the item and press the "prt scr" key (located to the
left on the number pad, sysrq should be on the same key); open up Word
Pad or Note Pad and right click; then click Paste - this will paste
the game screen in word or note pad.  Simply attach the Word Pad or
Note Pad document to your e-mail and send it to me.  Make sure you get
the full stats if you do this, I don't really care about the items
description, I just want to know what it does.  This may seem like a
pain in the neck but if you don't send the stats then I will *NOT* add
the item, weapon, or whatever to this guide.  Being an experienced FAQ
writer, I learned long ago not to just take peoples word for it,
especially for a game like this.  I will of course credit you for the
find.  If you want your e-mail address posted with any items you send
me then you must specifically state that you want your e-mail address
posted, otherwise I'll just post your e-mail user name when I credit
you for the find(s).  As long as we're on this subjet, if you send me
cetain rituals that can be performed throughout the campaign, and
don't see them added in my guide immediately, this means I'm doing
research on this "ritual" or whatever because again, I don't just take
peoples word for it and refuse to add unconfirmed things to my guide.
When I'm satisfied that the ritual or whatever does in fact work, then
I'll add it to my guide, with all the credit to you of course.

   - DO NOT send me cheats and hacks to add to this guide because I
REFUSE to put them in, or even try them for that matter, so don't
waste your time.

   - I don't care what kind of language you use just don't swear
directly at me.  I'm here to help you out, not to take verbal abuse
from you because you have no gaming skills and can't prevail over a
tough battle.

   - And another thing: I KNOW THERE ARE TYPOS in this guide.  I typed
it in word pad and if you knew anything at all then you should know
that word pad doesn't have spell check, plus I'm only human and thus
not perfect.  When you type in a million plus characters you're bound
to make some typos.  It's amazing all these anal retentive yuppies out
there who e-mail me and make a big deal because I didn't use proper
puncuation and grammer or spelled a word wrong.  Let me see you people
do a better job of writing a game guide.  Thought so.  Maybe someday
I'll notice the typos and fix them, then again maybe I won't just to
irritate you. To an anal retentive, a typo is like Fran Dreshers
laugh.

   - NO PORN!  Some degenerate porn companies must have gotten my e-
mail address from my posted guides because I literally receive
HUNDREDS of porn offers a week and I'm getting really sick of it.  If
you low-lifes keep on sending me this stuff then I will hack into your
server and drop the worst virus known to computers into it so stop
bothering me.  Your anti-virus software doesn't have jack on me for
this virus will whipe out your entire operation and I know you
deviants don't want that to happen.  If you happen to get up and
running after my mega virus I'll just drop in another modified one.
This process will be repeated until you're reduced to selling yourself
in an alley on the side of a bar just to make ends meet until you
crawl out of the deep bankruptcy hole you'll find yourself squatting
in.  I'm almost to the point of filing a lawsuit against you scumbags
for harassment so stop sending me this crap.  I don't mean to sound so
ignorant here but this is the only language these kind of pukes
understand and I'm holding back what I really want to say because I
don't want to offend people, if this were an M rated game then it
would be a different story; since this is a T rated game I have to
refrain because I know children and young adults are reading this
guide.  And no, I'm not one of those anti-porn yuppies.  Everyone has
their breaking point and these jerks lobbed a brick through my plate
glass window

-----

>>> LEGAL STUFF <<<

     This document is Copyrighted by Randy Murtha, January 2008 and may
not be reproduced in part or in full without the written consent of the
author.  Nor shall this be posted on a website,  printed in a magazine
without my consent, put onto a removeable storage device/disc, or to be
used in any way to make a profit.  All Rights Reserved.

     WEBMASTERS: If you want to post my guide(s) I'll most likely let
you but you HAVE TO ASK ME AND GET MY PERMISSION FIRST!  Don't just
take it upon yourself to post my guide without my consent 'cause I'll
sue you if you do and it will be my name as the webmaster for your
site.  I always check out the website you ask to post my guides on and
if it's a crappy amateur site then don't bother asking me to post my
guides on your cheeseball site 'cause you can't.  If you send me an e-
mail asking to post my guide and I don't respond, that means no and you
should know that NO MEANS NO!

     If you have viewed this walkthrough on any other websites than the
ones listed near the top of this document, or have seen this
plagerised, please e-mail me and let me know which site you viewed this
on, I will highly appreciate it.  If you've seen this document
plagerised or on a website this isn't supposed to be on, there is a
$CASH$ reward for informing me of whom the violator is.  It's a lot of
hard work, headaches, time, and sore wrists to write a game guide and
there's nothing worse for us FAQ writers than having some impersonator
claiming credit for our hard work and dedication to all the frustrated
gamers out there who read our guides with great appreciation.  If you
plagerise this document or post this without my permission, or any
other guides I wrote, then I will prosecute you to the fullest extent
of the law.

-----------------------------------------------------------------------
***** Copyright by Randy Murtha January 2008, All Rights Reserved *****
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