WELCOME TO RANDY MURTHA'S

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_________________________ SHADOWS OF UNDRENTIDE _______________________


               ULTIMATE GAMERS GUIDE FOR THE PC GAME


Version 2.0
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
    - What's New in Shadows of Undrentide
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) Prestige Character Classes...................................... #7
8) Multiclass Characters........................................... #8
    - Character vs. Class Level
    - Multiclass Experience
    - Multiclass Restrictions
    - Alignment Shifts
9) Skills........................................................... #9
10) Feats.......................................................... #10
11) Combat......................................................... #11
     - Real-Time Decisions
     - NPC Reactions
     - Factions
     - Targeting an Opponent
     - The Attack Roll
     - Movement
     - Flat-Footed
     - Attacks of Opportunity
     - Saving Throws
     - Injury and Death
12) Associates..................................................... #12
13) Experience and Gaining Levels.................................. #13
14) Spells......................................................... #14
     - Introduction
     - Spell Schools
     - Domains
     - Effect Descriptions
     - Spell Tactics
     - Spell Descriptions
     - Spell Summaries:
        - Bard Spells............................................. #14A
        - Cleric Spells........................................... #14B
        - Druid Spells............................................ #14C
        - Paladin Spells.......................................... #14D
        - Ranger Spells........................................... #14E
        - Sorcerer Spells......................................... #14F
        - Wizard Spells........................................... #14G
        - Epic Spells............................................. #14H
15) Items.......................................................... #15
     - Potions
     - Books
     - Reagents
     - Gems
     - Miscellaneous
16) Weapons........................................................ #16
     - Simple
     - Martial
     - Exotic
     - Found Weapons
     - Wands and Rods
17) Clothing and Armor............................................. #17
     - Clothing
     - Armor
     - Shields
     - Cloaks
     - Boots
     - Belts
     - Braces, Gloves and Gauntlets
     - Rings
     - Amulets
18) Enemies........................................................ #18
19) Multiplayer.................................................... #19
     - 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
20) Hints and Stratagies........................................... #20
21) Game Walkthrough: Shadows of Undrentide........................ #21
     - Chapter One................................................ #21A
     - Interlude.................................................. #21B
     - Chapter Two................................................ #21C
22) Credits, E-Mail Rules and Legal Stuff.......................... #22


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: #21) 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: Diamond Edition for the PC.  In this guide I will include the
origional Neverwinter Nights campaign and its first two expansions,
Shadows of Undrentide and Hordes of the Underdark.

     This series is without a doubt, in my opinion, the best RPG video
game series ever made.  It took Bio Ware over six years to make this
series 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 100+ hours for your roleplaying enjoyment and isn't a
bad deal for twenty bucks at EB Games.  If you thought Baldur's Gate II
and its expansion kicked ass wait until you get a dose of Neverwinter
Nights Diamond Edition!


>>> WHAT'S NEW IN SHADOWS OF UNDRENTIDE <<<

     There was a whole bunch of new and improved things that were added to
make your NWN gaming experience even better.  There are a couple of new
skills that were added to the game along with a BUNCH of new feats.  There
is also a whole array of new spells, armor, items, and weapons to tote
around so have fun.


================================================================= #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
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.


Version 1.5
April 2008
     Added in a couple weapons and what not.  Also added in what spells
to cast on that one Orb in the Excavated Ruins a reader sent me, also
fixed some more of those seemingly endless typos.


Version 2.0
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

- SOU: Shadows of Undrentide

- 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 one 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) PRESTIGE CHARACTER CLASSES *
---------------------------------


     Prestige classes are like regular classes, except that they have
requirements that must be met before one can attain the class.  These
powerful classes grant characters unique new abilities unavailable to
the base classes.  Some classes may require a certain number of ranks
in one or more skills, others may require the ability to cast Arcane or
Divine spells.

     Each class has a range of abilities that make it substantially
different from the other classes.  These abilities are an integral part
of your character's class, and mastering them will aid you.


>>> ARCANE ARCHER <<<

     Master of the Elven war bands, the Arcane Archer is a warrior
skilled in using magic to supplement his combat prowess.  Fighters,
Rangers, Paladins and Barbarians become Arcane Archers to add a little
magic to their combat abilities.  Conversely, Wizards and Sorcerers may
adopt this prestige class to add combat capabilities to their
repertoires.

- Hit Die: d8

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

- Skill Points: 4 + Int Modifier

-----

REQUIREMENTS:

To qualify as an Arcane Archer, a character must fulfill all of the
following criteria:

- Alignment: Any

- Race: Elf or Half-Elf

- Base Attack Bonus: +6

- Feats: Weapon Focus in Longbow or Weapon Focus in Shortbow, Point
Blank Shot

- Spellcasting: Ability to cast Arcane spells

-----

ARCANE ARCHER SPECIAL ABILITIES:

- ENCHANT ARROW: The Arcane Archer is able to shoot arrows with
increased precision and damage.  This ability is automatically applied
to all arrows fired and increases with experience: +1 at 1st level; +2
at 3rd level; +3 at 5th level; +4 at 7th level; +5 at 9th level.

- IMBUE ARROW: Beginning at 2nd level, the Arcane Archer is able to
shoot a Fireball Arrow 3 times per day.

- SEEKER ARROW: At 4th level the Arcane Archer can fire one arrow per
day that cannot miss.  At 6th level he can fire two Seeker Arrows per
day.

- HAIL OF ARROWS: At 8th level and beyond, the Arcane Archer is able to
fire an arrow at each and every target within range.

- ARROW OF DEATH: This ability, gained at the 10th level, allows the
Arcane Archer to, once per day, fire an arrow that can instantly kill
an opponent.

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


>>> ASSASSIN <<<

     The Assassin is a master of dealing quick, lethal blows.
Assassins often function as spies, informants, killers for hire, or
agents of vengeance.  The Assassin's skill in a variety of dark arts
allows him to carry out missions of death with shocking, terrifying
precision.  Rogues, Monks and Bards are ideal candidates for training
as Assassins.

     Unlike the Blackguard, the Assassin is not evil due to devotion to
an evil power, but rather due to a complete lack of morals or ethics.
These ruthless and avaricious killers have but one requirement other
than a predisposition for evil and a penchant for stealth.  They must
kill another intelligent being for no other reason but pay.

- Hit Die: d6

- Proficiencies: Simple Weapons, Light Armor

- Skill Points: 4 + Int Modifier

-----

REQUIREMENTS:

To qualify as an Assassin, a character must fulfill all of the
following criteria:

- Alignment: Any Evil

- Skills: Hide 8 ranks, Move Silently 8 ranks

-----

ASSASSIN SPECIAL ABILITIES:

- DEATH ATTACK:  This special sneak attack  has a chance of paralyzing
the opponent.  Death Attack damage increases with experience: +1d6 at
1st level; +2d6 at 3rd level; +3d6 at 5th level; +4d6 at 7th level; and
+5d6 at 9th level.

- UNCANNY DODGE: The Assassin is able to avoid and deflect incoming
attacks.  At 2nd level, the Assassin retains his or her Dexterity Bonus
to Armor Class, even if flat-footed.  At 5th level, the Assassin gains
a +1 to Reflex saving throws.  At 10th level, the Assassin gains a +2
to Reflex saving throws.

- SPELLS: At 2nd level, the Assassin gains the ability to cast Ghostly
Visage once per day.  At 5th level, the Assassin gains the ability to
cast Darkness once per day.  At 6th level, the Assassin gains the
ability to cast Invisibility once per day.  At 9th level, the Assassin
gains the ability to cast Improved Invisibility once per day.

- POISON RESIST: The Assassin's expertise with deadly toxins gives the
Assassin an unnatural resistance to poisons of all types.  This ability
improves with experience: +1 Fortitude save vs. poison at 2nd level; +2
at 4th level; +3 at 6th level; +4 at 8th level; and
+5 at 10th level.

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


>>> BLACKGUARD <<<

     A Blackguard epitomizes evil.  He is nothing short of a mortal
fiend, a black knight with the foulest sort of reputation.  A
Blackguard is an evil villain of the first order, equivalent in power
to the righteous Paladin, but devoted to the powers of darkness.  No
one class makes the best Blackguard - all that is required is a
willingness to serve the forces of darkness.

- Hit Die: d10

- Proficiencies: All Simple and Martial Weapons, all types of Armor and
Shields

- Skill Poists: 2 + Int Modifier

-----

REQUIREMENTS:

To qualify as a Blackguard, a character must fulfill all of the
following criteria:

- Alignment: Any Evil

- Feat: Cleave

- Skills: Hide 5 ranks

- Base Attack Bonus: +6 or higher

-----

BLACKGUARD SPECIAL ABILITIES:

- SMITE GOOD: Beginning at 2nd level, the Blackguard adds his Charisma
Modifier to attack roll vs. good

- DARK BLESSING: Beginning at 2nd level, the Blackguard adds his
Charisma Modifier to all saving throws

- TURN UNDEAD: Beginning t 3rd level, the Blackguard can mak Undead
flee

- SUMMON FIEND: Beginning at 5th level, the Blackguard can summon a
fiendish ally

- SNEAK ATTACK: The Blackguard gets a damage bonus that increases with
experience: +1d6 at 4th level; +2d6 at 7th level; and +3d6 at 10th
level.

- SPELLS: At 2nd level, the Blackguard gains the ability to cast Bull's
Strength once per day.  At 6th level, the Blackguard gains the ability
to cast Inflict Serious Wounds once per day.  At 7th level, the
Blackguard gains the ability to cast Contagion once per day.  At 8th
level, the Blackguard gains the ability to cast Inflict Critical Wounds
once per day.

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


>>> HARPER SCOUT <<<

     Harpers are members of a secret society dedicated to holding back
evil, preserving knowledge, and maintaining the balance between
civilization and the wild.  Harpers learn Arcane spells and many skills
to help them in their duties of espionage, stealth, and reporting
information.

     Many Harpers are Bards, but by no means all.  Ranger, Rogue,
Sorcerer and Wizard are common vocations for Harpers, as these classes
tend to have versatility and mobility.  All have some skill at
manipulating others, a resistance to outside mental influences, acute
abilities of perception, and a talent for solving problems.

     Not all Harpers are members of the Harper Scout prestige class,
and rank within the organization does not depend upon a character's
level in this or any other class.  However, most of the higher-ranked
Harpers have at least one level in the Harper Scout prestige class.

     The highest-ranked Harpers are called the High Harpers, and they
are responsible for most of the long-term planning for the
organization.  The High Harpers are voted into their positin by a
secret ballot among the other High Harpers, with the criteria being
experience, exceptional service, and discretion in implementing the
Harpers' plans.

- Hit Die: d6

- Proficiencies: Simple Weapons, Light Armor

- Skill Points: 4 + Int Modifier

-----

REQUIREMENTS:

To qualify to become a Harper Scout, a character must fulfill all of
the following criteria:

- Alignment: Any Non-Evil

- Feats: Alertness, Iron Will

- Skills: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline 4
ranks

-----

HARPER SCOUT SPECIAL ABILITIES:

- HARPER KNOWLEDGE: Like a Bard, a Harper Scout has a knack for picking
up odds and ends of knowledge.  This ability works exactly like the
Bardic Knowledge ability of the Bard class.  If a Harper Scout has Bard
levels, the character's Harper Scout levels and Bard levels stack for
Bardic Knowledge.

- FAVORED ENEMY: A Harper Scout selects a favored enemy just as a
Ranger does.  Upon reaching 4th level as a Harper Scout, the bonus
against the Harper Scout's first favored enemy increases to a +2, and
he or she gains a new favored enemy at +1.

- DENEIR'S EYE: At 2nd level, the Harper Scout gains a +2 holy bonus to
saving throws against traps.  This is a supernatural ability.

- TYMORA'S SMILE: At 3rd level, once per day, the Harper Scout or a
target receives a +2 saving throw bonus on all saving throws for 5
turns.  This is a supernatural ability.

- LLIIRA'S HEART: At 4th level, the Harper Scout gains a +2 holy bonus
to saving throws against mind-affecting spells.  This is a supernatural
ability.

- SPELLS: These spells are cast as Arcane spells, so they are subject
to Arcane spell failure if the Harper Scout is wearing armor.  At 2nd
level, the Harper Scout gains the ability to cast the spell Sleep once
per day.  At 3rd level, the Harper Scout gains the ability to cast the
spell Cat's Grace once per day.  At 4th level, the Harper Scout gains
the ability to cast Eagle's Splendor once per day.  At 5th level, the
Harper Scout gains the ability to cast the spell Invisibility once per
day.

- CRAFT HARPER ITEM: At 5th level, the Harper Scout gains the ability
to create two types of potions.  The Harper Scout can create one potion
per day, either a Cat's Grace potion or Eagle's Splendor.  To create
either potion, the Harper Scout must spend 60 gold and 5 Experience
Points.  These potions allow a Harper Scout to better support her
agents and allies.

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


>>> SHADOWDANCER <<<

    Operating in the border between light and darkness, Shadowdancers
are nimble artists of deception.  They are mysterious and unknown,
never completely trusted but always inducing wonder when met.

     Rogues, Bards and Monks make excellent Shadowdancers, but
Fighters, Barbarians, Rangers and Paladins also find that Shadowdancer
abilities allow them to strike at their opponents with surprise and
skill.  Wizard, Sorcerer, Cleric and Druid Shadowdancers employ the
defensive capabilities inherint in the prestige class to allow them to
cast their spells from safety and move away quickly.  Despite their
link with shadows and trickery, Shadowdancers are as often good as
evil.  They may use their incredible abilities as they wish.

     Shadowdancers often work in troupes, never staying in one place
too long.  Some use their abilities to entertain.  Others operate as
thieves, using their abilities to infiltrate past defenses and dupe
others.  All Shadowdancer troupes maintain an aura of mystery among the
populace, who never know whether to think well or ill of them.

- Hit Die: d8

- Proficiencies: Simple Weapons, Light Armor

- Skill Points: 6 + Int Modifier

-----

REQUIREMENTS:

To qualify to become a Shadowdancer, a character must fulfill all of
the following criteria:

- Alignment: Any

- Feats: Dodge, Mobility

- Skills: Move Silently 8 ranks, Hide 10 ranks, Tumble 5 ranks

-----

SHADOWDANCER SPECIAL ABILITIES:

- HIDE IN PLAIN SIGHT: The Shadowdancer is able to use the Hide skill
even while being observed.

- SHADOW DAZE: Once per day, the Shadowdancer may inflict an illusory
daze upon a target.  This daze lasts for 5 rounds.

- SUMMON SHADOW: Once per day, the Shadowdancer can summon a Shadow.
This Shadow is extremely difficult to turn and becomes more powerful as
the Shadowdancer gains levels.

- SHADOW EVADE: Three times per day, the Shadowdancer can call upon the
shadows in the area to help conceal her.  The Shadowdancer gains a
concealment bonus, damage reduction and an AC bonus that improves with
experience.


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

----------------------------
* 8) MULTICLASS CHARACTERS *
----------------------------


>>> 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.


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

-------------
* 9) 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 together.  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 and Shadows
of Undrentide, 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.


APPRAISE
--------
The higher the character's skill, the more money that character can
expect to receive when selling goods, and the less that character will
have to pay when buying goods.

- Ability: Intelligence
- Classes: All
- Untrained: No
- Check: None
- Use: Automatic in stores


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


CRAFT TRAP
----------
The character using this skill can combine raw components to form
various trap kits.  Some traps require the use of new grenade like
weapons.

- Ability: Intelligence
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the type of trap being created
- Use: Selected

Here are some traps you can create and the components required to make
them:

FIRE TRAP: Alchemist's Fire Flask
TANGLE TRAP: Tanglefoot Bag
SPIKE TRAP: Caltrops
HOLY TRAP: Holy Water
ELECTRICAL TRAP: Quartz
GAS TRAP: Choking Powder
FROST TRAP: Coldstone
NEGATIVE TRAP: Skeleton Knuckles
SONIC TRAP: Thunderstone
ACID SPLASH TRAP: Acid Flask


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


TUMBLE
------
The character can roll away from attacks during combat, positioning
himself safely at all times.

- Ability: Dexterity
- Classes: All
- Untrained: No
- Check: None
- Special: Any time the character might receive an attack of
oppurtunity for moving past enemies, the character will automatically
attempt a Tumble check against a DC of 15.  If successful, the attack
is avoided.  For every five ranks in this skill (not including
Dexterity bonus) the character's AC is also improved by +1.
- Use: Automatic


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.


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

-------------
* 10) 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             |               |          |         |
 ----------------------------------------------------------------


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.


ARTIST
------
Character gains a +2 bonus to Perform checks and a +2 bonus to Spot
checks.

- Type of Feat: General
- Prerequisite: Perform skill, can only be taken at 1st level.
- Use: Automatic


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


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

--------------
* 11) 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.


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

------------------
* 12) 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          |
      ----------------------------------------------------


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

-------------------------------------
* 13) 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.


================================================================ #14 ==

--------------
* 14) 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.


------------------
#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 Spider.


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 |
          ---------------------------------------------


================================================================ #15 ==

-------------
* 15) 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 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.

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


>>> REAGENTS <<<

    Reagents are required to make magical items for Wizards and
Sorcerers, or crafting traps and weapons; they are also used to
complete a few rituals you'll venture across in your journeys.

- DRAGON BLOOD               - ADAMANTINE

- FAIRY DUST                 - SPECIAL HOLY WATER

- COLDSTONE                  - GARGOYLE SKULL

- FIRE BEETLE BELLY          - FENBERRIES

- IRONWOOD                   - QUARTZ CRYSTAL

- SLAAD'S TONGUE             - BELLADONNA

- RAGS                       - ETTERCAP'S SILK GLAND

- LARGE BONE                 - SKELETON KNUCKLE

- THUNDERSTONE

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


>>> GEMS <<<

    Gems are required for making rings and amulets or enhancing 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 items 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 Shadows of Undrentide campaign.


- MYSTRA'S HAND: This is the new Stone of Recall for this campaign but
you can oly use it in the first chapter.

- 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 ELECTRIFIER:               - GOLDEN CHALICE OF LATHANDER:
  Special Properties: Use:           Special Properties: Charges: 3
  Magical Electrifier Charge         Use: Healing Circle 1 Charge
  Unlimited Times Per Day,           Per Use, Light Unlimited
  Magical Electrifier Destroy        Charges
  Unlimited Times Per Day


- BROOCH OF SHIELDING:             - GEM OF SEEING:
  Special Properties: Use:           Special Properties: Use:
  Shield 3 Times Per Day             True Seeing 1 Time Per Day


- CHIME OF OPENING:                - HORN OF BLASTING:
  Special Properties: Charges: 50    Special Properties: Use
  Use: Knock 1 Charge Per Use        Sound Burst 1 Time Per Day


- LENS OF DETECTION:
  Special Properties: Use
  Find Traps 3 Times Per Day

-----


>>> FOUND BARD ITEMS <<<

*** Only Bards may use the items listed in this section

- JANTHRA'S HARP:                  - DOVE'S HARP:
  Use: Invisibility Sphere           Use: Cure Light Wounds 1 Time
  1 Time Per Day                     Per Day, Greater Restoration
                                     1 Time Per Day, Light
                                     Unlimited Times Per Day



- HARP OF HAUNTING:                - HARP OF CHARMING:
  Charges: 50; Use: Animate          Charges: 50; Use: Charm
  Dead 3 Charges Per Use,            Monster 3 Charges Per Use,
  Fear 2 Charges Per Use,            Charm Person 1 Charge Per,
  Scare 1 Charge Per Use             Use, Mass Charm 5 Charges
                                     Per Use


- LYCH LYRICS:                     - DOSS LUTE:
  Use: Lyrics of the Lich            Use: Ghostly Visage 1 Time
  Unlimited Times Per Day            Per Day, Hold Person 1 Time
                                     Per Day, Neutralize Poison
                                     1 Time Per Day


- CLI LYRE:
  Use: Haste 1 Time Per Day,
  Remove Curse 1 Time Per Day,
  Sound Burst 1 Time Per Day


================================================================ #16 ==

---------------
* 16) 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

>>> Normal Arrows, Bolts and Bullets also come in +2 and +3; they have
an Enhancement Bonus of +2 or +3.

-----


>>> 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
only send weapons found in the Shadows of Undrentide campaign


- HURC'S DAGGER:                   - PIXIE LANCE (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: Vampire                Properties: Enhancement
  Regeneration +1                    Bonus +2; On Hit: Sleep
                                     DC-14 50%/2 Rounds


- STAFF OF COMMAND:                - AIEDO WITHERSTICK +2 (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; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard; Special             Rogue, Wizard; Special
  Properties: Charges: 50            Properties: Enhancement
  Immunity: Mind-Affecting Spells;   Bonus +2; On Hit: Ability
  Uses: Charm Monster 5 times per    Drain DC-14 Strength
  day, Charm Person 2 times per
  day, Dominate Person 5 times
  per day


- NEGASTAFF:                       - DESERT'S FURY (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; Druid, Monk          Feat: Simple; Sorcerer, Wizard
  Rogue, Wizard; Special             Special Properties: Damage
  Properties: Enhancement            Bonus vs. Undead 1d8 Fire;
  Bonus +1; On Hit: Level            Enhancement Bonus vs. Undead
  Drain DC-14 50%/2 Rounds           +2; Enhancement Bonus +1;
  Charges: 50                        Use: Flame Arrow 3 Times
                                     Per Day; Charges: 50


- STAFF OF DEFENSE:                - STAFF OF POWER:
  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, Wizard     Feat: Simple; Druid, Monk,
  Special Properties: Armor Bonus    Rogue, Wizard; Special
  +2 (AC Deflection Modifier);       Properties: Charges: 50;
  Charges: 50; Use: Ghostly          Use: Fireball 3 Charges Per
  Visage 2 Charges Per Use;          Use; Magic Missle 2 Charges
  Mage Armor 1 Charge Per Use;       Per Use; Ray of Enfeeblement
  Protection From Alignment          1 Charge Per Use
  3 Charges Per Use

-----


>>> FOUND MARTIAL MELEE WEAPONS IN SOU CAMPAIGN <<<


- BLADE OF CHULT (GREATSWORD):     - NETHERESE AXE (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
  Special Properties: Enhancement    Special Properties: Enhancment
  Bonus +1; On Hit: Poison DC-14     Bonus +1; Spell Resistance: 10
  1d2 Constitution Damage            Skill Bonuses: Listen +3,
                                     Lore +3


- LAUGHING BLADE (SCIMITAR):       - TALONA'S STRIKE (HALBERD):
  Base Damage: 1d6                   Base Damage: 1d10
  Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Slashing         Base Damage Type: Piercing and
  Feat: Martial; Druid               Slashing; Feat: Martial
  Special Properties: Damage         Special Properties: Damage
  Bonus: 1 Cold Damage;              Bonus: 1d6 Acid Damage;
  Enhancement Bonus +2; On           Enhancement Bonus +1
  Hit: Confusion DC-14 50%/
  2 Rounds


- FLESH RIPPER (HALBRED):          - ICHTHIA'S NECK-KNIFE
  Base Damage: 1d10                  (SHORTSWORD):
  Base Critical Threat: 19-20/x2     Base Damage: 1d6
  Base Damage Type: Piercing         Base Critical Threat: 19-20/x2
  and Slashing; Feat: Martial        Base Damage Type: Piercing
  Special Properties: Attack         Feat: Martial; Rogue
  Bonus +1; Damage Bonus:            Special Properties: Vampire
  Slashing 1 Damage; Massive         Regeneration + 3; Enhancement
  Criticals: 1 Damage                Bonus +2


- ICE GRINDER (WARHAMMER):
  Base Damage: 1d8
  Base Critical Threat: 19-20/x3
  Base Damage Type: Bludgeonng
  Feat: Martial
  Special Properties: Attack
  Bonus +1; Damage Bonus: 1
  Sonic Damage

-----


>>> FOUND MARTIAL RANGED WEAPONS IN SOU CAMPAIGN <<<


- ELIAK'S VENGEANCE:
  Base Damage: 1d8
  Base Critical Threat: 19-20/x2
  Base Damage Type:Piercing
  Ammunition: Arrows
  Feat: Martial; Elf
  Special Properties: Attack
  Bonus +1; Massive Criticals:
  3 Damage; Only Useable by
  Ranger

-----


>>> FOUND EXOTIC MELEE WEAPONS IN SOU CAMPAIGN <<<


- DRAGONSLAYER (BASTARD SWORD):    - KATANA OF THE NORTH:
  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: Damage         Special Properties: Attack
  Bonus vs. Dragon 1d10 Sonic        Bonus +1; Massive Criticals:
  Damage; Enhancement Bonus +1;      1d4 Damage; Skill Bonus:
  Enhancement Bonus vs. Dragon +5    Animal Empathy +1; Use:
                                     Endure Elements 2 Times
                                     Per Day


- SHADOW SWORD (2-BLADED):
  Base Damage: 1d8/1d8
  Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing
  Feat: Exotic
  Special Properties: Damage
  Bonus: 1d4 Acid Damage; Keen;
  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.


>>> 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:             - TRANSMOGRIFYING WAND:
  Only Useable by: Cleric            Only Useable by: Cleric
  or Paladin                         or Paladin
  Charges: 50                        Charges: 50
  Use: Flame Strike,                 Use: Transmogrifying,
  5 Charges Per Use                  1 Charge 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:                   - ROD OF RESURRECTION:
  Charges: 50                        Charges: 50
  Use: Fear, 3                       Use: Resurrection,
  Charges Per Use                    5 Charges Per Use
  Use: Scare, 1
  Charge Per Use


================================================================ #17 ==

--------------------------
* 17) CLOTHING AND ARMOR *
--------------------------


>>> 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:

>>> PROTECTIVE CLOTHING FOUND IN SHADOWS OF UNDRENTIDE CAMPAIGN <<<


- 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 ELEMENTAL RESISTANCE:
  Special Properties: Acid            Special Properties: Damage
  Damage Resist 15/-                  Resitance:  Acid Resist 5/-,
                                      Cold Resist 5/-, Electrical
                                      Resist 5/-, Fire Resist 5/-;
                                      Light Normal (15m) White;
                                      Spell Resistance: 10


- ROBE OF VECNA:
  Special Properties: Armor
  Bonus +1 (AC Armor Modifier);
  Bonus Feats: Spell Focus in
  Abjuration, Conjuration,
  Enchantment, Illusion,
  Necromancy; Spell
  Resistance: 10; Only Useable
  by: Sorcerer or Wizard


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


>>> 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 Shadows of Undrentide campaign.


>>> FOUND ARMOR IN SHADOWS OF UNDRENTIDE CAMPAIGN <<<


- SKIN OF THE FOREST:              - ASLYFERUND ELVEN CHAINARMOR:
  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 +1 (AC Armor Modifier);      Bonus +3 (AC Armor Modifier);
  Light Normal (15m) Orange;         Damage Reduction: +1 Soak
  Skill Bonus: Animal Empathy +6;    5 Damage; Only Useably by:
  Use: Camouflage 1 Time Per Day;    Elf or Half-Elf
  Only Useable by: Druid or Ranger


- MIRRORED ARMOR:                  - SQUIRE'S DEFENSE:
  Base AC: 1                         Base AC: 2
  Max. Dex Bonus: 8                  Max. Dex Bonus: 6
  Armor Check Penalty: 0             Armor Check Penalty: 0
  Arcane Spell Failure: 5%           Arcane Spell Failure: 10%
  Feat Required: Light Armor         Feat Required: Light Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Armor Modifier)       Bonus +2 (AC Armor Modifier);
  Spell Resistance: 14               Enhancement Bonus: Strength +3


- GREEN LEAF:                      - AURUMVORAX ARMOR:
  Base AC: 2                         Base AC: 2
  Max. Dex Bonus: 6                  Max. Dex Bonus: 6
  Armor Check Penalty: 0             Armor Check Penalty: 0
  Arcane Spell Failure: 10%          Arcane Spell Failure: 10%
  Feat Required: Light Armor         Feat Required: Light Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +5 (AC Armor Modifier);      Bonus +2 (AC Armor Modifier);
  Skill Bonus: Hide +5               Dameage Resistance: Piercing
                                     Resist 5/- and Slashing
                                     Resist 5/-


- STORM ARMOR:                     - KUMAKAWA:
  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
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Armor Modifier);      Bonus +3 (AC Armor Modifier);
  Damage Resistance: Fire Resist     Improved Evasion
  5/-, Sonic Resist 5/-; Spell
  Resistance: 10


- ARMOR OF COMMAND:                - SHADOVAR ARMOR:
  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 +3 (AC Armor Modifier);      Bonus +1 (AC Armor Modifier;
  Skill Bonus: Persuade +5;          Armor Bonus vs. Good +1 (AC
  Enhancement Bonus: Charisma +2     Armor Modifier


- CHAINMAIL OF SPEED:              - ARMOR OF FREEDOM:
  Base AC: 5                         Base AC: 8
  Max. Dex Bonus: 2                  Max. Dex Bonus: 1
  Armor Check Penalty: -5            Armor Check Penalty: -8
  Arcane Spell Failure: 30%          Arcane Spell Failure: 45%
  Feat Required: Medium Armor        Feat Required: Heavy Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +2 (AC Armor Modifier)       Bonus +3 (AC Armor Modifier);
  Enhancement: Haste                 Enhancement: Freedom


- RED DRAGON ARMOR                 - BLACKGUARD ARMOR:
  Base AC: 8                         Base AC: 8
  Max. Dex Bonus: 1                  Max. Dex Bonus: 1
  Armor Check Penalty: -8            Armor Check Penalty: -8
  Arcane Spell Failure: 45%          Arcane Spell Failure: 45%
  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            Use: Divine Favor 3 Times Per
  Resist 20/-, Weight                Day: Only Useable by: Neutral
  Reduction: 80%                     or Evil


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


>>> 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).

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


>>> 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 Shadows of Undrentide
Campaign.


- 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


- STAG HELMET:
  Skill Bonus:
  Concentration +1


>>> FOUND HELMETS IN SOU CAMPAIGN <<<


- WATCHMAN'S HELM:               - BLACKGUARD HELM:
  Special Properties:              Special Properties:
  Low Light (10m) Blue             Improved Saving Throws:
  Skill Bonuses: Listen +8,        Sonic +3, Mind Affecting +3
  Search +8, Spot +8


- HELMET OF DISCHARGE:          - EYES OF THE EAGLE:
  Special Properties: Damage      Special Properties: Skill
  Resistance: Electrical          Bonus: Spot +5
  Resist 25/-


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


>>> 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 send Cloaks found in
the Shadows of Undrentide campaign


- 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.

-----


>>> FOUND CLOAKS IN SHADOWS OF UNDRENTIDE CAMPAIGN <<<


- CLOAK OF THE HIGH FOREST:      - CLOAK OF ASCALHORN:
  Special Properties: Armor        Special Properties: Damage
  Bonus +2 (AC Deflection          Resistance: Bludgeoning
  Modifier); Improved Saving       Resist 5/-
  Throw: Fortitude +1; Only
  Useable by Druid


- CLOAK OF ELVENKIND:            - CLOAK OF GREATER SANCTUARY:
  Special Properties:              Special Properties: Use:
  Skill Bonus: Hide +10            Greater Sanctuary 1 Time
                                   Per Day


- CAPE OF WINTER:                - CLOAK OF ARACHNIDA:
  Special Properties: Damage       Special Properties: Improved
  Resistance: Cold Resist 10/-;    Saving Throw: Poison +2;
  Improved Saving Throws:          Spell Immunity: Web; Use: Web
  Universal +2                     1 Time Per Day


- VESTMENTS OF FAITH:            - SKIN OF THE MANTICORE:
  Special Properties: Damage       Special Properties: Armor
  Reduction: +5 Soak 5 Damage;     Bonus +1(AC Deflection Modifier)
  Only Useably by: Good            Improved Saving Throw:
                                   Fortitude +1; Use: Manticore
                                   Spikes 4 Times Per Day; Only
                                   Useable by: Druid or Ranger

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


>>> 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 specify which campaign you've found the boots in.


- 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.


-----


>>> FOUND BOOTS IN SHADOWS OF UNDRENTIDE CAMPAIGN <<<


- 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 THE SHIFTING SANDS:
  Special Properties: Ability
  Score Penalty: Dexterity -1;
  Use: Earthquake 1 Time Per Day;
  Enhancement: Haste


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


>>> 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 Shadows of Undrentide campaign.


- SASH OF SHIMMERING:            - MONK'S BELT:
  Special Properties:              Special Properties: Bonus
  Enhancement Bonus: Dex +5;       Feats: Improved Critical
                                   Unarmed Strike), Weapon
                                   Specialization (unarmed
                                   Strike); Use: Haste 1 Time
                                   Per Day; Only Useable by
                                   Monk


- 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/-


- BELT OF HILL GIANT STRENGTH:   - LESSER BELT OF GUIDING LIGHT:
  Special Properties:              Special Properties: Light
  Enhancement Bonus: Str +3        Normal (15m) Purple; Skill
                                   Bonus: Lore +2; Immunity:
                                   Fear



- BELT OF INERTIAL BARRIER:      - GREATER BELT OF GUIDING LIGHT:
  Special Properties: Armor        Special Properties: Light
  Bonus +1 (AC Deflection          Normal (15m) Purple; Immunities:
  Modifier); Damage Resistance:    Death Magic and Fear; Skill
  Bludgeoning Resist 5/-,          Bonuses: Lore +4, Listen +4,
  Slashing Resist 5/-; Damage      Spot +4, Search +4
  Vulnerability: Piercing 25%
  Vulnerability

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


>>> 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 Shadows of Undrentide campaign.


- 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.

-----


>>> FOUND GAUNTLETS IN SOU CAMPAIGN <<<


- FLAMING GLOVES +2:             - GLOVES OF CONCENTRATION:
  Special Properties: Attack       Special Properties: Skill
  Bonus +2; Damage Bonus:          Bonus: Concentration +3
  Fire 2 Damage; Use: Flame
  Lash 1 Time Per Day; Only
  Useable by: Monk


- GREATER GLOVES OF SWORDPLAY:  - GLOVES OF APPRAISAL:
  Special Properties: Skill       Special Properties: Skill
  Bonus: Parry +6                 Bonus: Appraise +3


- 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


- GLOVES OF HIN FIST +5:        - GLOVES OF ANIMAL HANDLING:
  Special Properties: Attack      Special Properties: Skill
  Bonus +5; Damage Bonus:         Bonus: Animal Empathy +3;
  Sonuc 1d6 Damage; Only          Only Useable by: Druid or
  Useable by: Monk                Ranger


- TWIN FISTS OF FIRE:           - GLOVES OF THE LONG DEATH +3:
  Special Properties: Attack      Special Properties: Attack
  Bonus +4; Damage Bonus:         Bonus +3; Damage Bonus:
  Fire 4 Damage; Use: Flame       Cold 2 Damage; Only Useable
  Twin 1 Time Per Day; Only       by: Monk
  Useable by: Monk


- LESSER GAUNTS OF OGRE POWER:   - GLOVES OF THE MINSTREL:
  Special Properties:              Special Properties: Skill
  Enhancement Bonus: Str +1        Bonus: Perform +4; Only
                                   Useable by: Bard


- GLOVES OF THE ROGUE:
  Special Properties: Skill
  Bonuses: Disable Trap +2,
  Open Lock +2, Pick Pocket
  +2, Set Trap +2

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


>>> 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 Shadows of Undrentide campaign.


- 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


- RING OF CYAN:                  - RING OF JADE:
  Special Properties: Light        Special Properties: Light
  Normal (15m) Blue                Normal (15m) Green


- RING OF CRIMSON:
  Special Properties: Light
  Noral (15m) Red

>>> 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.

-----


>>> FOUND RINGS IN SHADOWS OF UNDRENTIDE CAMPAIGN <<<


- THE NOMAD'S RING:              - RING OF ANIMAL FRIENDSHIP:
  Special Properties: Bonus        Special Properties: Skill
  Spell Slots: Sorcerer Level      Bonus: Animal Empathy +12
  1, Sorcerer Level 2, Sorcerer
  Level 3, Sorcerer Level 4;
  Light Bright (20m) Blue


- COMMANDER'S RING:
  Special Properties: Armor
  Bonus +2 (AC Deflection
  Modifier); Improved Saving
  Throws: Universal +2; Use:
  Knock 1 Time Per Day


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


>>> 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 Shadows of Undrentide campaign.


- 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.  All of the above
Amulets are available in all three campaigns.

-----


>>> FOUND AMULETS IN SHADOWS OF UNDRENTIDE CAMPAIGN <<<


- LESSER AMULET OF THE MASTER:   - LESSER AMULET OF HEALTH:
  Special Properties:              Special Properties:
  Skill Bonuses: Disable Trap      Immunities: Poison and
  +2, Lore +2, Open Lock +2,       Disease
  Persuade +2, Search +2;
  Spell Resistance: 12


- AMUET OF COLD RESISTANCE:      - AMULET OF HEALTH:
  Special Properties:              Special Properties:
  Damage Resistance: Cold          Immunities: Disease, Poison,
  Resist 20/-                      Level/Ability Drain

================================================================ #18 ==

---------------
* 18) 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:
-------


- Skeleton           - Skeleton Mage      - Skeleton Warrior

- Skeleton Priest    - Spectre            - Zombie Warrior

- Disturbed          - Brittle Bone Golem - Revenant

- Wind Zombie        - Great Wind Zombie  - Ghoul

- Spirit             - Mummy              - Mummy Lord

- Warrior Spirit     - Wisp               - Skeletal Devourer

- Succubus


GENERAL ENEMIES:
----------------

- Rat                - Kobold             - Kobold Thug

- Kobold Slinger     - Kobold Seargent    - Kobold Adept

- Kobold Sorcerer    - Kobold Archer      - Orc

- Orc Champion       - Orc Shaman         - Orc Chieftan

- Bugbear            - Bugbear Champion   - Dire Rat

- Gnoll              - Gnoll Shaman       - Black Bear

- Grizzly Bear       - Brown Bear         - Wolf

- Worg               - Giant Spider       - Kobold Commoner

- Kobold Ice Hound   - Troll              - Bandit

- Bandit Woman       - Bandit Archer      - Wyrmling

- Gnoll Warrior      - Gnoll Shaman       - Gnoll Archer

- Water Mephit       - Air Mephit         - Fire Mephit

- Acid Mephit        - Stinger            - Stinger Officer

- Stinger Archer     - Manticore          - Red Slaad

- Blue Slaad         - Gray Slaad         - Basillisk

- Green Slaad        - Formian Warrior    - Formian Worker

- Asabi Warrior      - Asabi Shaman       - Dire Spider

- Wraith Spider      - Queen Spider       - Fire Beetle

- Stag Beetle        - Spitting Beetle    - Bomb Beetle

- Sword Spider       - Ancient Dust Mephit - Dust Elemental

- Unholy Priestess   - Unholy Crusader     - Devil

- Shadovar Healer    - Shadovar Mage       - Shadovar Archer

- Battle Horror      - Helmed Horror       - Medusa Handmaiden


================================================================ #19 ==

-------------------
* 19) 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!


================================================================ #20 ==

----------------------------
* 20) 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 for it 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.


   - 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 +3, 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 your ass 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.


   - 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
differance, 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 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 chest is trapped.  Bashing
an actively trapped chest, 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.  Also note that
when presented with a choice to spare an enemies life, spare it for you
are supposed to be lawful good.


   - 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 also
want to go into 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, which are located at the end of
Chapter Two, kill Baram to get these boots.  If you're lucky then you
may find these awesome boots sooner.  Haste makes you gain one extra
attack PER round if using melee or ranged weapons and will cut
spellcasting time down to HALF!  So, use Haste often if you're able to
cast spells, if not then you'll obviously have to wait awhile to aquire
the boots but you can drink a potion of speed, unfortunately the potion
doesn't last very long.  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 3-5.


   - 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 to remove that
effect, the Lesser Restoratrion potion or spell will not work to 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 is always a plus.


   - 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.


   - 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.


   - 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 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
hard 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.


================================================================ #21 ==


----------------------------------------------
* 21) SHADOWS OF UNDRENTIDE 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 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 http://nwn.bioware.com
and put it onto a burnable CD/DVD 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 stuff like
that.  All of these things are for you to decide and I don't want to
spoil your Shadows of Undrentide 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 Undrentide 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.

     Shadows of Undrentide is a lot more alignment affecting than the
original campaign so how you choose to complete a lot of the side
quests in the game will severely impact your characters alignment.
Doing "bad" things will have more consequences than in the original NWN
so a Paladin might want to play the game as goody two shoes as
possible, it's really easy to lose the Paladin status in this game for
commiting even minor alignment infractions like getting cocky with
people or pressing them for a better reward if you did a quest for
them.  I like this feature because it makes for better roleplaying and
kind of forces the character to act accordingly to the alignment they
chose to be.

     Another thing I would like to mention before you begin your new
adventures is to not use the character you've completed the Neverwinter
Nights campaign with.  If you do and that character is level 14-20,
then you'll only gain two or three character levels throughout this
entire campaign.  Also note that if you use the character you've
developed during the original NWN, then this campaign will be extremely
easy and not challenging combat wise in any way, it will be laughably
easy.  Some people will view this as a pro, but I see it as a con.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#21A ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER ONE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>


CHAPTER ONE "CONTROL F" NAVIGATION CODES:
CH1-1 Hilltop West
CH1-2 Hilltop East
CH1-3 Hilltop Foothills
CH1-4 Nether Mountains
CH1-5 High Forest
CH1-6 Blumberg


                         <><><><><><><><> CH1-1
                         ~ HILLTOP WEST ~
                         <><><><><><><><>


-- QUESTS:
   - Main Quest: The Missing Artifacts
   - Side Quest: The Cure for Drogan
   - Side Quest: Kobolds in the Kitchen
   - Side Quest: An Excess of Prophet


>>> DROGAN'S HOME

     You will start the game off Drogan's Home in a place called
Hilltop.  Open up the footlocker in the small room you're in and take
the Focus Crystral, Mystra's Hand (a ring), a Journal, some gold, and a
Crystal of Concentration.  Leave the tiny room and three characters
named Mischa, Xanos, and Dorna will approach and speak with you.
Mischa and Xanos will argue back and forth for a little bit, when they
finally calm down they'll tell you about Master Drogan among other
things.  After the conversation and you find out about these "tests"
you are to complete, your newfound friends will teleport downstairs to
defend this house from some invaders.  Go downstairs and a little cut
scene will trigger of the invading Kobolds attacking and poisoning
Master Drogan.  After the scene help destroy the remaining Kobolds.

     Now that the Kobolds were dealt with speak to Ayala, she'll try to
heal Drogan but fails, she'll then ask you to find a cure for the
master.  She'll also inform you of the situation in the area and tell
you about the Harpers and other valueable story/game information.  Not
only are you to find a cure for Drogan, but you must also find some
artifacts that can help in the destruction of the evil forces trying to
take over the region.  This quest, the Missing Artifacts, will go into
your Journal and will be completed in other areas within the Hilltop
region.

     Ayala will inform you that you can teleport back to this house at
any time by using Mystra's Hand, but in order to use the ring you must
have a Focus Crystal.  This ring is the new Stone of Recall so to
speak.  You should already have one Focus Crystal, you will be able to
make more in a minute.  Ayala can cure your character from all negative
effects like Aribeth and Neurik could in the origional NWN campaign,
just ask her to be healed.  She can only heal you *AFTER* master Drogan
is cured, if you don't cure him then Ayala won't be able to heal you
because all of her healing abilities were used on Drogan.

     You can hire Xanos or Dornas as your henchmen, you can only let
one of them tag along with you at a time like in the NWN campaign.  If
you do hire a henchman and they die, they'll resurrect in this house so
this is where you can find them after they croak.  You will have more
options available for your henchman as opposed to the origional
campaign, and you'll also be able to access your henchman's inventory
so if your weight carrying restriction maxes out you can have them lug
stuff around for you, and you'll also be able to equip them with better
weapons, give them potions or Med Kits, and so forth.  You can also
take some of their items out of their pack and add them to yours, but
this is stealing so a Paladin might not want to take what doesn't
belong to them for a Paladin is supposed to be lawful good.

     Head down into Drogan's Laboratory indicated by a map pin.  You
will see a Fairy Dragon named Riisi flying around, try to approach it
and step into the white swirly design on the floor surrounded by Rune
Stones.  A trap will trigger (it doesn't injure you) and Riisi will fly
over and speak with you.  Tell Riisi that Master Drogan has been
poisoned (or lie to it) and it will then ask you some riddles.  The
answer to the first riddle is YES; the answer to the second riddle is I
WILL BE HANGED; the answer to the third riddle is SIX.  Riisi will give
you a Focus Crystal for each riddle you answer correctly, and you'll
also receive a Room Key once all three riddles are solved.  You still
won't be able to get into the laboratory so head back up to the second
floor.

     Search all of the rooms on this floor and open up the chests for a
bunch of random items.  Use the Room Key Riisi gave you on the door at
the end of the hall to be in Master Drogan's Quarters. You will see a
purple glowing treasure chest on a table that can't be opened yet.
Head into the room next to this one to be in Drogan's Private
Laboratory; you'll see a Grinder and a Crystal Table.  To make a Focus
Crystal you will need a QUARTZ CRYSTAL and TWO of the following gems:
FLUORSPAR, AMETHYST, PHENALOPE or AVENTURINE. Search a chest in this
room to find the ingerdients to create at least one Focus Crystal.
Interact with the Grinder and place a Quartz Crystal and the required
gems into it, then a Focus Crystal will appear in the Grinder,
obviously take it.  Make sure you check the weapon racks in this room
to find a bunch of ranged weapons, ammo, shields, and helms.  Now that
you know how to make a Focus Crystal this is how to use the ring: first
of all the ring must be EQUIPPED on your finger, then you must click on
it to bring up a Radial Menu, select use and as long as you have a
Focus Crystal in your inventory you'll teleport back to this house.
Just don't forget to unequip the ring when you're done using it since
it doesn't have any enhacements or special properties like most rings
do.  Let us finally begin our long and dangerous journey, starting with
obtaining a cure for Master Drogan, make sure you speak to Ayala and
ask her how you can help cure the master to obtain the cure quest.

_______________________________________________________________________


--------------------------------------
~ SIDE QUEST: THE CURE FOR DROGAN    ~
~ SIDE QUEST: KOBOLDS IN THE KITCHEN ~
--------------------------------------

     These two quests intertwine so I'll be adding both of them to this
one section.  Leave the Drogan House and and kill some Rats behind the
house.  Explore the area and kill some Kobolds and you'll notice a
small town on the bottom of the map.  You can purchase weapons and
armor from the Smithy, just go in there and speak to Fiona to check out
her vast list of basic merchandise. Go into the Herbalist's Shack and
speak to Farghan, inform him Master Drogan's poisoning and he'll give
you some Charcoal Pieces and a Tessyum Tongue, these items are required
for the cure. Unfortunately Farghan doesn't have any Helmthorn Berries
so let's go get some.  Farghan also sells basic items so you might want
to check out his inventory.

     Go into the Bubbling Cauldron Tavern and you'll see a mob of
people arguing with Lodar the Tavernmaster.  Speak to Lodar and he'll
tell you about some Kobolds barricaded in the kitchen with their leader
Hurc, they are holding the tavern cook hostage and you'll obtain the
side quest Kobolds in the Kitchen.  There are quite a few ways to
complete this quest.  The good solution is to persuade Hurc to come out
of the kitchen and you'll let him and his band of idiotic Kobolds live,
you must keep your word if you're doing this the good way.  The neutral
way to do this quest is to lie to Hurc and tell him you'll let the
Kobolds go, but don't.  The evil way to do this quest is to obviously
kill all of the Kobolds.  You can also convince Hurc to take you
hostage instead of the cook and then either kill them all or let them
go.  No matter which way you do this quest you'll obtain the last part
of the cure for Drogan, it is located in the Cookpot on the stove,
simply search it and take the Helmthorn Berries out of it.  You'll earn
no XP or gold for completing the Kobolds in the Kitchen quest for the
good or neutral decision, the evil decision will earn you 250 XP and
you'll automatically get the berries added to your inventory.

     Return to Drogan's House and once again speak to Ayala, tell her
you have the herbs and other ingredients she has asked for and then
she'll concoct the antidote to cure Drogan.  You will gain 300 XP for
curing the master.  Drogan will still be lying on the floor resting for
awhile so go through the midtown gates to enter Hilltop East.  Ayala
now has the power to heal your character if he or she gets cursed or
other unfortunate things happen to them.

_______________________________________________________________________


------------------------------------
~ SIDE QUEST: AN EXCESS OF PROPHET ~
------------------------------------

     Go into the Hilltop Community Hall and speak with Haniah, she'll
inform you of some self-proclaimed prophet named Piper causing quite a
stir among the locals.  Tell Haniah you'll look into the situation to
obtain this side quest.  Haniah would like you to try to resolve the
situation without having to resort to violence.  To the left of Haniah
are two commoners lying badly wounded on the floor, heal them to gain
25 XP from each, you'll also earn 1 alignment point towards good from
each of them for being a good samaritan.

     You will find Piper by the Hilltop Midtown Gate on the map
indicated by a map pin.  Piper will be giving those ever so vomit
inducing evangelical speaches to a bunch of followers.  There are a
couple ways to complete this quest, the good way is without bloodshed,
the evil way is to kill Piper.  Kill Piper right off the bat if you're
a character of evil morals, speak to Piper and persuade him that he is
not welcome in town and that his work is done.  When Piper has been
dealt with return to Haliah in the town hall and tell her Piper is
either dead or gone, she'll reward you with 60 gold and 200 XP either
way for completing this quest.

_______________________________________________________________________



                      <><><><><><><><> CH1-2
                      ~ HILLTOP EAST ~
                      <><><><><><><><>


-- QUESTS:
   - Side Quest: Not Playing With a Full Deck
   - Side Quest: Rescue my Family
   - Side Quest: Thayvian Enclave


--------------------------------------------
~ SIDE QUEST: NOT PLAYING WITH A FULL DECK ~
--------------------------------------------

     There is nothing in Hilltop East relating to the main quest but
there are a few side quests in the area you can quickly complete
starting with this one.  Go to the Trader Caravans on the map indicated
by a map pin and speak to Katriana who is tending to some injured
halflings.  Ask Katriana if she needs any services and she will tell
you how some Kobolds stole a deck of cards from the fortune tellers
deck and you'll aquire this easy quest.  You can heal the three injured
halfings next to Katriana, you'll earn 25 XP and 1 alignment point
towards good for each one you heal.

     Go to the Old Farmhouse in the north indicated by a map pin.
Enter the house and go into the basement to slaughter the the thieving
Kobolds.  Search one of the Kobolds remains to find the deck of Fortune
Cards.  Return to Katriana and tell her you have the cards, she'll give
you a key to Mistress Daschnaya's Caravan.  Go into the mistress's
wagon and give the deck of cards to her, she'll reward you with 200 XP.

_______________________________________________________________________


--------------------------------
~ SIDE QUEST: RESCUE MY FAMILY ~
--------------------------------

     Go to the Blake House in the east and a woman named Nora will run
up to you and ask if you can rescue her family, agree to do so to
aquire this quest.  Go into the house and slay a couple of Kobolds,
you'll notice that Adam Blake has not been the lucky one in this
hostage situation.  Head upstairs and speak with the Kobold Footpad
hiding in the room on the right, tell it to give you the baby or just
kill it.  Take the baby to Nora and give it to her, inform her of her
husbands fate and she will reward you with 200 XP; you'll also gain 2
alignment points towards good if you don't press or threaten her for a
reward.

_______________________________________________________________________


--------------------------------
~ SIDE QUEST: THAYVIAN ENCLAVE ~
--------------------------------

     Just past the Trader Caravan standing by the road is some Red
Wizard named Szaren, speak with him to find out his story and you'll
aquire this quest.  Go back to the Hilltop Community Hall and speak
with Haniah.  Inform her of Szaren and you can either persuade her to
let Szaren stay in Hilltop or you can side with her and choose to ban
Szaren from Hilltop.  Return to Szaren and inform him of the decision
and to be rewarded 100 gold and 200 XP.  You can a decent amount of XP
by killing Szaren but this is of course an evil act.

_______________________________________________________________________


                     <><><><><><><><><><><> CH1-3
                     ~ HILLTOP  FOOTHILLS ~
                     <><><><><><><><><><><>


-- QUESTS:
   - Main Quest: The Missing Artifacts: Mummified Hand
   - Side Quest: Spider Infestation
   - Side Quest: The Elven Test
   - Side Quest: The Lost Sword
   - Side Quest: Rumgut needs a Wife
   - Side Quest: Horns of the Shadowhart
   - Main Quest: The Missing Artifacts: Tower Statue (Part 1)

-----------------------------------------------------
~ MAIN QUEST: THE MISSING ARTIFACTS: MUMMIFIED HAND ~
~ SIDE QUEST: SPIDER INFESTATION                    ~
~ SIDE QUEST: THE ELVEN TEST                        ~
~ SIDE QUEST: THE LOST SWORD                        ~
-----------------------------------------------------

    Rangers and Druids will want to look for an injured Brown Bear in
the western part of the map at the end of a path just past the creek.
Any character class can heal the Brown Bear, but if you can't cast a
Charm Animal spell or have high Animal Empathy skills then you won't be
able to talk to the bear.  You get no XP for healing the bear but it
might give you an item or some information if you can talk to the bear,
I don't really know because I can't speak to it, it just growls at me.

     Follow the main road in the Foothills and you will run into an Elf
named Ferran, speak with him and he will invite you to warm yourself by
his campfire, accept his offer.  Ask Ferran if he has seen any Kobolds
in the area and he will tell you that he in fact has seen some, they
fled into an Elven Crypt after getting jumped by a gang of Gnolls.
Ferran will also give you the side quest Horn of the Shadowheart, look
in the section below to find out how to complete that quest.

    Go into the Elven Crypt in the graveyard and read the glowing
marker as soon as you enter the crypt.  Go through the door ahead of
you to enter the Hall of Rememberance, kill a pack of Rats and you'll
notice a green glowing Scribed Pillar, you can use the pillar and read
up on the history of the tomb if you want.  North is to the Lower Crypt
and there is a door to the east and a door to the west.  The eastern
door requires a key so head through the western door to enter the
Shrine, you can interact with the statue in here to pray faitfully,
pretend to pray faithfully or spit on the statue, I think you can
figure out which one to choose for your character's alignment.  If you
pray faitfully to this statue then you will gain 2 alignment points
towards good; if your're injured and pray faitfully you'll be healed 5
HP every time you do (thanks to Joy McCardel for letting us all know
this secret).  So, if your character shifted in alignment for whatever
reason, keep praying faithfully to the statue until your character
becomes good again, this is defintely a big plus if you're playing a
Paladin and its alignment shifted.  Once your character becomes their
original alignment they started the game as you won't receive any more
good alignment points for praying faitfully to this statue.  Enter the
Lower Crypts, the key for the eastern door is down there.  Also note
that while in this crypt and loot the bones sleeping eternally in the
walls, you'll gain 1 alignment point toward evil for each set of bones
you loot (only those bones in the walls).


>>> SPIDER INFESTATION SIDE QUEST

     Immediately go through the first door on the left to enter
Nilmaldor's Tomb.  Speak to Nilmaldor and ask him if he has seen any
Kobolds roaming around, he will then ask you for help in ridding the
tomb of Giant Spiders, agree to help in this task to aquire the Spider
Infestation side quest. *DO NOT TRY TO UNLOCK OR BASH OPEN THE
SARCOPHAGUS IN HERE*  If you do Nilmaldor will become hostile and you
won't be able to get your reward for the spider quest or get the other
quest he will give you after you kill the spiders for him.

     Leave Nilmaldor's Tomb and head north, kill some Kobolds behind
the crates, there are a bunch of weapons lying on the floor so you
might find a decent blade.  Go through the next door on the left to
enter the Spider Lair, kill all of the Giant Spiders crawling around
and make sure you destroy the Spider Sacs in the back of the lair.
Search all of the cocoons for items and return to Nilmaldor and inform
him that the spiders are no more, he will reward you with 100 XP.  He
will also tell you about some kind of test, agree to this task to
aquire the Elven Test quest, Nilmaldor will give you the key required
for the eastern door on the upper level.  Return to that door and use
the Elven Hall of Trials key on it and enter the Hall of Trials.


>>> THE ELVEN TEST SIDE QUEST

     In front of you is a glowing yellow pedestal with a bunch of light
beams coming out of it, the best way to describe the beams of light is
they're like a modern day lazer protection device used in museums and
banks.  The floor is checkered like a chess board and you have to
carefully make your way to the pedestal; the checkered floor is heavily
trapped with mostly fire type traps.  To get to the pedestal, step onto
the tiles the beams of light are on.  When you finally reach the
pedestal, take the Cloak of Ascalhorn off of it, this will disable all
of the light beams; you'll also complete this side quest and be
rewarded 50 XP, there's no need to return to Nilmaldor.  On the way
back out of the room are now a bunch of traps on the floor that will
teleport you back to the pedestal and damage you a little, go into
detect mode (hope you have good Spot skills) and carefully make your
way out of this room, obviously avoiding the traps along the way.  The
best way to exit the room is to follow the top row of tiles to the
right of the pedestal for there are no traps on those particular tiles.


>>> THE LOST SWORD SIDE QUEST

     Go back into the Lower Crypt and go north, you will see a Kobold
fleeing, it is being attacked by some Skeletons.  Kill the skullies and
go through the north-west door and then go into the door to the
immediate right to enter the Haunted Crypt.  Speak with the Spirit in
here and it will tell you of a sword that has been stolen from it, ask
the spirit if it would like you to find the sword to aquire the Lost
Sword side quest.  Go through the north-east door via the main corridor
and make your way to a long corridor leading south.  Go through the
first door you get to and kill all of the rats in the room, search in
the back of the room for a corpse and take the Ancient Sword off of it.
Return to the Spirit and give it the sword; you'll be rewarded 50 XP
and the Spirit will summon up a treasure chest for you with some items
in it, you may only pick one item so choose it wisely.


>>> MAIN QUEST CONTINUED

     Return to the corridor that led to the Ancient Sword and go
through the secret door at the end of it, search the weapon racks in
here for some weapons, pull the control lever in the floor and in the
chest are four Elven Trap Protective Helmets.  I have no idea what this
room is for, these helmets probably protect you from the traps in the
Hall of Trials I'm guessing.  Go back through the secret door and try
to open up the last door in the crypt, a Kobold will talk to you
through the door so convince him that you're not a Gnoll, Spider, or
Skeleton and he'll let you in.  If you threaten to kill him then he
won't let you in and you'll have to pick or bash the door open, or open
it via the Knock spell.  Once inside you'll see all of the Barricaded
Kobolds in hiding, the Kobold door guard says to unequip your weapon so
if you don't want to get attacked by the crapload of Kobolds in here do
what he asks, or just slay them all.  If you do kill all of the Kobolds
then searh Urko's corpse after you kill him to aquire the Mummified
Hand, the first missing artifact; you'll also receive 750 XP for
finding the artifact.  Urko also drops an Ice Grinder Warhammer that is
a decent weapon to use for a little while.  If you want to let the
Kobolds live then speak to Urko and try to convince him to give you the
Mummified Hand.  If you're successful and Urko gives you the hand
you'll aquire 750 XP and the Kobolds will head out of the crypt.
Return to Ayala in Drogan's House and inform her of the Mummified Hand
you've just found, she will ask you to hold onto it.

_______________________________________________________________________


---------------------------------------
~ SIDE QUEST: HORNS OF THE SHADOWHART ~
---------------------------------------

     To aquire this quest speak with Ferran after you've completed the
main quest in the Foothills and have the Mummified Hand in your
possession, tell him you've spotted some unusual Deer tracks and he
will then tell you of the Shadow Hart and how he wants its horns.
Agree to find this creature for him to aquire this quest.  First and
foremost, to avoid a lot of confusion, your character does *NOT*, I
repeat, does *NOT* have to have a high Spot skill to find these tracks
to complete this quest.  Characters with extremely low or no Spot
skills can find this Deer to complete the quest so please, no e-mails
on this matter for this argument was just deaded and laid to rest.  One
of the characters I've played the game as was a really stupid Human
Barbarian with next to nil Spot skills and I had no problems finding
the Deer.  And you *DO NOT* have to be in Stealth Mode to find this
Deer or its tracks.

     There are three sets of tracks you must find in order for the
Shadow Hart Deer to appear.  You've probably noticed by now that there
are a bunch of tracks all over the place in the Hilltop region.  When
you venture upon these special tracks a message will appear above your
character stating "you spot some tracks in the snow."  Again, you do
not have to be in Stealth Mode to spot these sets of tracks, you can
spot them even if your character is moving at their full speed; in fact
you'll even spot these tracks if your character is Hasted.  The first
set of tracks are above the entrance going into Hilltop, going into the
path that leads to the ingured Brown Bear.  We now know how this poor
Bear got injured, talk about irony, a Deer harming a Brown Bear.  The
second set of tracks are located right next to the entrance going into
the High Forest, in front of a large boulder in the creek bed.  The
third and final set of tracks are located in the extreme north of the
map, by the creek you must cross in order to go into the Nether
Mountains.  If you did this right then the Shadow Hart Deer should
appear just across the creek after you spot the last set of tracks, if
it is not there then it will be by one of the other two sets of tracks
you've spotted and you have to go look for it.  Sometimes you may have
to wander to each location several times before the tracks will appear
so if you don't find them with your first pass then just have patience
and keep checking the locations, the track will appear sooner or later.

     When you locate the Shadow Hart Deer it will first appear friendly
as all non-hostile animals do, you can speak with it, no matter your
character class; you can either walk away or warn it that hunters are
after it.  If you warn the Deer then it will run away and dissappear so
if you want to complete the quest then choose to walk away, or better
yet don't even speak to it.  Attack the Shadow Hart and kill it, search
its remains for its Heart and Horns.  There is no alignment penalty for
killing this creature.  Return to Ferran and give him the horns to be
rewarded 300 XP, and you'll also gain 7 alignment points towards good
if you were nice to Ferran and didn't press him for a reward.

_______________________________________________________________________


---------------------------------------------------------------
~ MAIN QUEST: THE MISSIG ARTIFACTS: THE TOWER STATUE (PART 1) ~
---------------------------------------------------------------

     Head south in the Foothills and near the entrance leading into the
High Forest a Kobold named Deekin will run up and speak with you.  He
will ask you for your help and tells you about his evil master, whom is
a Dragon named Tymofarrar.  He will also tell you that he has a Tower,
which is one of the missing artifacts.  Deekin won't give this tower to
you until you kill his master, or try to persuade his master to release
Deekin so you'll have to wait a little while to obtain this artifact.
There has been some confusion as to how to obtain this quest and this
how to officially aquire it.

_______________________________________________________________________


-----------------------------------
~ SIDE QUEST: RUMGUT NEEDS A WIFE ~
-----------------------------------

     In the east is the the Hurst Farmhold, go there and speak with
Nathan; ask him if he's been bothered by any Kobolds.  He will tell you
all about his troubles, offer to help him to aquire this quest.  His
daughter has been kidnapped by Rumgut the Hill Giant and of course only
you can rescue this damsel in distress.

     Go into the north-west and you'll see Rumgut's Cave, go in there
and speak with Rumgut, tell the doofus that a marriage between a Giant
and a Dwarf isn't a bright idea.  You can try to talk him into letting
her go, ask to be taken prisoner and get thrown into the cell with
Becka, or you can just kill him.  Just kill Rumgut to gain a decent
amount of XP for such an easy opponent, there's no alignment shift if
you decide to kill the giant.  Take the key from Rumgut's remains and
open up the cell, Becka will leave the cave so follow her.  Once
outside, speak with Becka and she'll tell you to meet her at her
fathers farm.  Return to the Hurst Farmhold and speak with Nathan, for
rescuing his daughter he will reward you with 150 XP and an Amulet of
Natural Armor +1.

_______________________________________________________________________



                     <><><><><><><><><><> CH1-4
                     ~ NETHER MOUNTAINS ~
                     <><><><><><><><><><>


-- QUESTS:
   - Main Quest: The Missing Artifacts: The Mask (Part I)
   - Side Quest: Tymofarrar's Revenge

--------------------------------------------------------
~ MAIN QUEST: THE MISSING ARTIFACTS: THE MASK (PART I) ~
--------------------------------------------------------

     Explore the Nether Mountain region and you'll notice two caves, a
Kobold cave in the north-east and an unmarked cave in the north-west.
Go into the unmarked cave, the missing artifact isn't in here but
explore the cavern for some items and XP.  If you're character is a
Ranger then you will find a really good Longbow, Eliak's Vengance, in
the Orc Chieftan's remains (only Rangers can use the bow).  After you
explore this small cave head into the Kobold Cave.


>>> KOBOLD CAVE

     It is very dark in this cave so you may want to equip a torch or
cast a Light spell.  Some Kobolds will flee from you and head deeper
into the cave, follow them and you'll enter a large room with four
doors and be attacked by a bunch of the tiny Kobolds.  After you slay
them all search the large rooms behind the doors to kill more Kobolds
and snag a bunch of items.  Head north and you'll venture across two
orange glowing chests in a thin passage, they are empty and I really
don't know what purpose they serve.  Keep heading north to enter
another large room with four doors in each corner, in the center of the
room is a large white glowing chest, open it and take the note out of
it and read it; you'll now be trapped in the room with the chest, just
pick, bash, or open one of the doors in here via spell to be free.
Waste all of the irritating Kobolds that surprise you and you'll spot a
locked door leading into the northern passage.  To open this door you
must pull four levers in the small rooms off of this large one.  The
correct sequence for unlocking the door is north-east lever, south-west
lever, south-east lever, and north-east lever.  When you pull the right
lever a message will appear "you hear the sound of a heavy door opening
nearby." If you pull a lever out of sequence then a message will appear
"you hear the sound of a heavy door closing nearby," the door will
reset and you'll have to try again.

     When you do get the door open obviously go through it, you will
venture into another large room with a bunch friendly Kobolds roaming
around; if you're a character of evil morals and want to embark upon a
slaughterfest extravaganza then do so, if you don't want to attack
them, or them you, then don't do anything hostile towards them.  You
can search all of the little rooms for a lot of items, go into the
south-west passage and through the first door you come across, this
leads to the Kobold Prison.  Kill the Kobold Warden and some hostile
Kobolds, search the Warden's remians for a Rusty Key, use the key on
the door in here to meet Master Jumper Klumph, speak with him and he
will let you know that he can unblock the passage leading into the
lower levels but first you must recover the Rod of the Ruler for him.
Klumph will follow you around, don't try to heal him or he'll become
hostile towards you, that ungrateful little twerp!  He'll ask you some
more questions, tell you more about the rod and give you some
information; he'll stop following you around after the second
conversation.  Head south in the passage the prison is in to enter
Chief Arzig's chamber.  Go speak with the chief and try to convince him
to give the Rod of the Ruler to Klumph, or you can kill him and take
the rod from his remains.  Chief Arzig might become hostile right off
the bat and if this happens then just kill him and the other Kobold
nuisances in the room.  Return to Klumph and give the Rod of the Ruler
to him, then go into the south-east passage (Klumph will follow you) to
a massive boulder blocking your progress into the lower levels.  Klumph
will call forth some Kobold Jumpers who will raise the boulder so you
can access the lower levels.  If you've killed Klumph and all of the
Kobolds in this cave, then go through the secret door to the right of
the boulder, use the Rod of the Ruler on the strange machine to move
the boulder.  Head down to the Dragon Cave.


>>> DRAGON CAVE

      First you should head to the Oxen Den in the south-west corner, a
Kobold named Klonk "The Freezer" will attack you, kill him and take
Klonk's Ice Blade (a Shortsword) and a Light Crossbow +1 from his
remains.  If you release the Oxen, they will run up the passage to the
north and kill a bunch Kobold Ice Hounds for you.  You can also kill
all of the Ox for a nice ammount of XP, it doesn't count as an evil act
so you might as well slay them all.  Head through the door at the end
of the passage and you will meet the mighty Dragon Tymofarrar, DO NOT
ATTACK HIM!  This foul beast will kill you quicker than Star Jones can
suck down a pack of twinkies so don't act hostile towards him, you'll
be able to slay this beast really easy in the near future.  Speak with
Tymofarrar and ask him about the artifacts, he will tell you that some
Sorceress named J'Nah has the artifact you seek, Tymofarrar will ask
you to slay J'Nah for him, if you agree to do so he will give you a
Flask of Powder and a Stone Key.  He informs you that J'Nah is
somewhere in the High Forest.  Check the desk in here to find a
Notebook and some jewels and then head into the High Forest via the
Foothills.

_______________________________________________________________________

------------------------------------
~ SIDE QUEST: TYMOFARRAR'S REVENGE ~
------------------------------------

     While speaking with Tymofarrar he will tell you about a Sorceress
named J'Nah who has lied to him about the artifacts.  Agree to slay
J'Nah for him to aquire this quest.  Tymofarrar will give you a Flask
of Powder to aid you in the slaying of J'Nah.  See the main quest in
the High Forest region as to how to find J'Nah.  When she's disposed
of, return to Tymofarrar to be rewarded 750 XP.

_______________________________________________________________________


                        <><><><><><><><> CH1-5
                        ~ HIGH  FOREST ~
                        <><><><><><><><>


-- QUESTS:
   - Main Quest: The Missing Artifacts: Dragon's Tooth
   - Side Quest: Rescue Glendir
   - Side Quest: The Kobold Prisoners
   - Side Quest: The Gnoll Slaves
   - Main Quest: The Missing Artifacts: The Mask (Part II)

-----------------------------------------------------
~ MAIN QUEST: THE MISSING ARTIFACTS: DRAGON'S TOOTH ~
~ SIDE QUEST: RESCUE GLENDIR                        ~
~ SIDE QUEST: THE KOBOLD PRISONERS                  ~
~ SIDE QUEST: THE GNOLL SLAVES 	                ~
-----------------------------------------------------

     These four quest all intertwine with eachother so I'll be adding
all of them to this one section.  Explore the High Forest region and
kill some Trolls and a bunch of Brown Bears.  You'll notice five caves
in the region, a Bugbear and Cave Bear Cave approximately in the middle
of the map (they both connect), a Bandit Cave in the north-west, a
Dragon Hatchling Cave in the north-east, and a Gnoll Cave in the north-
east corner.  In the north-west corner is a Small Manor Home.  Explore
all of the caves except the Gnoll Cave to gain a lot of XP and to find
a lot of items.  In the Bugbear Cave there is a locked door that
requires a Silver Key, you'll find the key in a chest in the Bandit
Cave where you fight the chief.  The Bandit Chief in the Bandit Cave
has a really good Katana, just search his remains to aquire it after
you kill him.  Head into the Small Manor Home and speak with the
Hermit, he sells items, DO NOT SELL HIM THE MUMMIFIED HAND ARTIFACT!
If you have a Dragon Egg from the hatchery you can sell them to this
anti-social Hermit for a nice profit.  Check in the library in this
home to find the Alchemist's Cookbook in a pile of books, this book
explains how to make Barkskin Potions, you can use the Recharger
Machine by the Hermit to recharge magical items.  Head into the Gnoll
Cave to continue in the main quest.


>>> RESCUING GLENDIR

     Explore the large cave and kill a bunch of Gnolls, go to the east
to see an area on the map marked caged slave by a map pin.  Kill all of
the Gnolls around the caged slave and search their remains for a Cage
Key, use it on the door to free the slave, Glendir.  He will speak to
you and give you some information, the Rescue Glendir side quest will
get added to your Journal.  Glendir is a friend of Fiona's back in
Hilltop, you can go ALL the way back to the Smithy in Hilltop to find
out information on Glendir but that's a long journey, you can have him
stay in the cage, let him out and kill him, or just let him out to free
him.  If you let him go he'll ask you to show him where the exit is,
take him there and you'll be rewarded 100 XP.


>>> THE KOBOLD PRISONERS

     Head to the the north-west corner and you'll find a Prison, kill
the Gnoll Warden and search his remains for a Gnoll Jail Key.  Open up
all of the cells in here and you'll find some Kobolds in one of them,
speak to Nafeeli and he'll give you some more information, The Kobold
Prisoners side quest will get added in your Journal.  You can either
kill all of the Kobolds or you can free them, if you do free them you
will be rewarded zilch, zero, nadda.


>>> THE GNOLL SLAVES

     Go to the Slave Den in the middle of the cave indicated by a map
pin, kill the Gnolls in here and search their remains for a Den Key.
Open up the Slave Den and speak to the woman slave in the center of the
group, she'll give you loads of information and then you can either
kill all of the slaves or free them, if you free them then use the
Floor Lever by the door so they can exit the cave quicker.  For freeing
them you will be rewarded 200 XP, you'll also gain alignment points
towards evil IF you threaten her for a reward.


>>> MAIN QUEST CONTINUED

     Explore the rest of this level of the Gnoll Cave, in the north-
east corner is an Animal Den, go in there and take out the Gnoll
Beastmaster, search his remains and take the Beastmaster's Horn.  Go
through the locked door in here to find a Goblin Wizard and a Worg,
kill them and search the Wizard's remains for some Parchments and a
bunch of other items, look in the book pile to find an Ancient Tome.
Open up the cage in the Animal Den and use the horn on the Black Bears,
this will make the bears friendly and they will aid you in the
destruction of the Gnolls if you want them to.  Head into the Chiftan's
Hall in the north and speak with Chief Gishnak, he will want to talk
rather than fight so don't do anything hostile towards him or the other
Gnolls in here.  Tell him you're in search of J'Nah and he will offer
to ally with you.  You can either accept or reject the offer.  If you
accept his offer, then when you do find J'Nah the battle will be
easier, if you reject his offer then he and his guards will attack you.
If the Gnolls attack, Chief Gishnak will surrender when you get him
near death.  There will be no alignment shift if you kill all of the
Gnolls and the chief.  If you've allied with the chief then he will
open up the way to the lower levels, if you've killed the chief then
search his remains for the Gnoll Chief's Key.  Go through the large
door past the chief's throne and head on down to the Underground Ruins
via the Deep Hole.

     Search the Goblin Bones by the Floor Lever and take the note, read
it.  Behind the lever and bones is a magical pool, you'll find out
about this pool soon enough.  There is also a locked door in front of
the lever and to open it you're going to have to kill four Elementals.
This part is kind of hard to explain so I'll do my best.  You'll notice
four doors in the room with the Floor Lever, one is blue (cold/water),
one is red (fire), one is gray (electricity), and the other is green
(acid).  These doors and their color represent certain types of damage
resistance your character can have while in these ruins.  Decide which
type of damage you want your character to be resistant to while in the
ruins and keep pulling the lever until it turns the desired color.  You
can also change what type of damage you want to be resistant to any
time you wish, just return to the lever and keep pulling it until it
turns the desired color for the type of damage you wish your character
to be resistant to.

     Go through the blue-lit doorway (check the chest near this door
for a Potion of Protection from Elements).  There will be green and
blue "fireballs" so to speak repeatedly going through the corridors,
they can damage your character so try to avoid them by hugging the
walls; there will also be a bunch of Mephits flying all around the
ruins so beware.  Go into the north-west room on the map and kill the
Water Elemental that appears.

     Make your way to the south-west of the ruins, now there will be
red and gray "fireballs" shooting down the corridor so try your best to
avoid them, you can pull the floor lever in the main room until it
turns red, this will make your character resistant to Fire Damage.  Go
into the south-west room and kill the Fire Elemental.

     Now head into the south-east corridors, being very weary of all
the "fireballs" shooting down the corridors.  Go into the south-east
room and kill the gigantic Earth Elemental.  After you kill this third
Elemental, you'll be teleported to the Central Hall and have a Magical
Token in your inventory.

     Head into the north-east of the ruins, again being weary of all
the "fireballs," go into the north-east room and kill the Air
Elemental, the toughest one of them all.  After you kill this fourth
and final Elemental, you'll again be teleported to the Central Hall and
will have another Magical Token in your inventory, the door in front of
the lever will also get opened.

     Now that you have TWO Magical Tokens in your inventory go
interact with the Magical Pool, try to decipher the symbols (it doesn't
matter what your Lore skill is or what your Wisdom ability score is -
you'll be able to decipher the symbols), when you get to the responses
that say "throw a token into the pool," do so, then choose the response
"throw another token into the pool,"  then choose the response "examine
the symbols more closely."  This will make a bunch of responses appear,
choose the response "Press the 4-symbol carving," this will make a Robe
of Elemental Resistance appear in your inventory, a good Robe to equip
if you're a Sorcerer or Wizard.  *OR* you can choose two of the other
responses to make some items appear in your inventory, these items will
allow you to summon an Elemental of that items name.  If you decided to
go with the Robe, then you will *NOT* be able to get any of the
Summoning items, if you just put one token into the pool then the Robe
will not be added to your inventory.  Now head through the door in
front of the lever to enter the Ancient Hall.

     Open up the door ahead of you to trigger a cut scene, when it's
over proceed into J'Nah's Hall.  You will see J'Nah and some Warriors,
along with a couple of creatures.  Speak with J'Nah and you will have a
couple of choices here.  You can side with her and agree to kill
Tymofarrar, if you do then she will give you a Phylactery of Ice to aid
you in killing the Dragon.  If you decide to do this for her, then go
and kill Tymofarrar (use the Phylactery of Ice to turn into a Giant so
you can slay the beast with ease) and return here, J'Nah will give you
one of the Missing Artifacts, the Dragon's Tooth.  If you don't want to
kill the Wyrm, then just kill J'Nah, if you've made an alliance with
Chief Gishnak and the Gnolls they will appear and help you in this
tough battle.  And don't foget, if killing J'Nah, to use the Flask of
Powder Tymofarrar gave you to severely weaken J'Nah.  When J'Nah falls
victim to your mighty or infernal wrath, search her remains and take
the Dragon's Tooth.  To exit to the surface, go into the north door and
speak to a Will-O-Wisp named Azith, cast ANY spell on it and you will
be teleported out of the cave and return to the High Forest.  Return to
Tymofarrar's Cave in the Nether Mountains (if you've killed him and
already have the missing artifact Mask, then head staright to
Blumberg).

_______________________________________________________________________


---------------------------------------------------------
~ MAIN QUEST: THE MISSING ARTIFACTS: THE MASK (PART II) ~
---------------------------------------------------------

     If you've sided with J'Nah and want to kill Tymofarrar, then use
the Phylactery of Ice and you will be transformed into a Frost Giant,
this will make killing this wretched Wyrm a lot easier.  If you've
sided with Tymofarrar and killed J'Nah, the Dragon will renag his word
and won't give you the Mask.  Threaten to use the Phylactery on him and
then he'll offer you several rewards.  You can tell him you want gold,
to free Deekin, to give you the Mask, or to break the Phylactery of
Ice.  If you want to kill this beast then use the Phylactery of Ice
J'Nah gave you (or you've collected from her remains), then search
Tymofarrar's corpse for the Mask, along with Tymofarrar's head, some
gold, and some Dragon Blood.  A few chests will also appear in the area
so go and loot them for some good items.  Head into Blumberg to
continue in the search for the last missing artifact.

_______________________________________________________________________


                          <><><><><><> CH1-6
                          ~ BLUMBERG ~
                          <><><><><><>


-- QUEST:
   - Main Quest: The Missing Artifacts: Tower Statue (Part II)

-------------------------------------------------------------
~ MAIN QUEST: THE MISSING ARTIFACTS: TOWER STATUE (PART II) ~
-------------------------------------------------------------

     A dying man will run up to you and drop at your feet, you can heal
him if you want.  Kill all of the Gnolls in the area and you'll see a
Gnoll on the right trying to bash in a door, kill him and then go into
the house it was trying to break into.  In here is Deekin, speak to
him.  If you've convinced Tymofarrar to free Deekin then tell him is no
longer in service to his master; if you've kill the Dragon then give
Deekin Tymofarrar's head.  In return Deekin will give you the last
missing artifact, the Tower Statue.


---------------------------
~ DROGAN'S HOME REVISITED ~
---------------------------

     Now that you have all four artifacts, return to Drogan's House,
Drogan is finally up and about and he will speak with you.  Give him
all of the artifacts, or lie to him and only give him some of them, and
more of this interesting plot will be revealed.  Drogan will tell you
to seek out Garrik in the desert.  Before telling Drogan you are ready
to go, make sure all of the above side quests are completed, you should
do all of them for the XP and useful items you'll gain.  When you are
ready to go, tell Master Drogan and then you'll proceed to the
Interlude.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#21B ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ INTERLUDE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>


INTERLUDE "CONTROL F" NAVIGATION CODES:
IN1-1 Anauroch Night Camp
IN1-2 Oasis of the Green Palm
IN1-3 AO Encampment


                      <><><><><><><><><><><><> IN1-1
                      ~ ANAUROCH NIGHT CAMP  ~
                      <><><><><><><><><><><><>

-- QUESTS:
   - Main Quest: The Missing Guide
   - Main Quest: Identifying the Crystal

---------------------------------
~ MAIN QUEST: THE MISSING GUIDE ~
---------------------------------

     There are no side quests in this region and you will not be
identifying the crystal in this part of the desert.  For the Interlude
you will be traveling with the Caravan you've ventured across in
Hilltop.  As soon as you start, Katriana will run up and speak to you,
ask some questions to find out the situation and such.  When the
conversation is over the Caravan will be under attack by a bunch of
Stingers.  When the battle is over Katriana will inform you that their
guide, Zidan, is missing from the Caravan, agree to go look for him.
Katriana sells items so you may want to check out her inventory.  Xanos
and Dorna will be with the Caravan and you can have one of them tag
along and assist you throughout the Interlude.  Deekin is also with the
Caravan, you can also have him fight by your side if you wish, he's a
very weak henchman and is really more of a nuiscance than help, since
you'll constantly be healing him if you let him tag along with you.
You will no longer have Mystra's Hand in your inventory and cannot
teleport back to the Caravan throughout the Interlude if you get into
trouble so keep this in mind.  You'll also have a Tower Crysatl in your
inventory, identifying this crystal is the main goal of the Interlude
and you won't be able to identify it until the end of the Interlude.

     Explore the area and you'll notice several Burrowed Holes, go into
any one of them to enter an Underground Tunnel.  If you have low
Dexterity and can't climb down the hole, then drink a potion of Cat's
Grace or cast the spell for it.  Explore the tunnels and kill a few
Stingers, they can poison your character so venture forth and battle
them carefully.  Head to the east-end of the tunnel to venture deeper
into the tunnel.

     This level of the tunnel is loaded with Stingers, explore the
large Stinger Cave and kill a crapload of Stingers, in the large room
in the middle of the cave a cut scene will trigger, when it's over a
very large Dragon/Lion type monster, a Manticore, will attack you.
This beast isn't as intimidating as it looks and isn't that hard to
take down.  Go into the room it came out of to find a Negastaff and
some Half Plate Armor +1.  Continue exploring the cave and go through
the door in the south tunnel to be in the Treasure Room, the traps in
here are very hard to disable manually, destroy the statue on the other
side of the room to diasable the traps.  Check inside all of the chests
in here to find a lot of good items, including an Amulet of Health,
Boots of Elvenkind and Aurumvorax Armor.  Head lower into the caves in
the south-west room.

     You are now in the Stinger Cave Temple.  Head into the large room
in the north and kill a bunch of Ghouls and Stingers.  Take out the
Stinger High Priest and destroy the altar it was guarding, destroying
the altar will free Zidan.  Destroy the altar quickly for it has the
power to resurrect the Ghouls.  There is a little trick you can do here
to gain a few levels.  To do this don't destroy the altar right away,
let the Ghouls keep on resurrecting and kill them over and over to gain
a few levels.  This will definitely pay off if you're character is
multi-classed.  Speak to Zidan and then escort him out of these caves
and take him back to the Caravan, or you can make a hasty exit of the
caves by teleporting through the portal behind the altar.  Speak to
Katriana and you will receive 1,000 XP for the safe return of Zidan and
the Caravan will proceed to the Oasis of the Green Palm.

_______________________________________________________________________


                    <><><><><><><><><><><><><><> IN1-2
                    ~ OASIS OF THE GREEN PALM  ~
                    <><><><><><><><><><><><><><>


-- QUESTS:
   - Main Quest: The Oasis of the Green Palm
   - Main Quest: The Rod of Blight

-------------------------------------------
~ MAIN QUEST: THE OASIS OF THE GREEN PALM ~
~ MAIN QUEST: THE ROD OF BLIGHT           ~
-------------------------------------------

     Katriana will speak to you once again and informs you of what
needs to be done in order for the Caravan to reach the AO Encampment;
you need to find some water for the quickly dehydrating Caravan.
Explore the area and you'll come across some Bedine Warriors being
attacked by Zombies, aid the desert folk in the destruction of these
minor threats.  When the Zombies are no more one of the Warriors will
speak with you, Ali lbn-Musud, he will tell you how an evil undead
priest named Kel-Garas has cursed the Oasis and dried up all of the
water beds, agree to kill Kel-Garas and you'll get the Rod of Blight
quest.  Explore the Oasis and kill all of the Zombies lurking around,
you'll spot a temple called House of the Morninglord, the Tomb of Kel-
Garas in the north-west, and the Catacomb of Al-Rashid, head into the
catacomb.


>>> CATACOMB OF AL-RASHID

     This catacomb doesn't pertain to the main quest but you should go
in here to gain a nice weapon vs. Undead if your character is a Wizard
or Sorcerer.  Kill the Zombies in here and you'll see a locked
sarcophagus in front of a Rune Pillar, there are also four statues of
Gargoyles and seven Rune Stones in here.  This part is hard to explain
so I'll include a map to make things easier on the both of us.

   -----------------------------------------------------------
  | Statue     A           Rune                B       Statue |
  |                       Pillar                              |
  |                                                           |
  | C                   Sarcophagus                         D |
  |                                                           |
  |                   ---------------                         |
  |                  | X |   |   | X |                        |
  |                   ---------------                         |
  |                  |   | X | X |   |                        |
  |                   ---------------                         |
  |                  |   | X | X |   |                        |
  |                   ---------------                         |
  | E                | X |   |   | X |                      F |
  |                   ---------------                         |
  |                                                           |
  |                                                           |
  | Statue      G                                      Statue |
   ----------------------- Entrance --------------------------
                          to Catacomb

     Notice the letters A-G, these are the Rune Stones in the room.
First you should destroy the stautes in each corner by attacking them.
When all of the statues are destroyed the little boxes on the map above
will appear in front of the sarcophagus, there are 16 of them in a 4x4
pattern.  Pick up a Rune Stone and place it on a square in front of the
sarcophagus with an "X" in it on the map above (the Rune Stones will go
into your inventory and you must drop them onto the puzzle board).
Once all of the Rune Stones have been placed in the above order (you'll
have to physically stand on one of the "X's" since there are only 7
Rune Stones) the sarcophagus will unlock, open it up and take the
Desert's Fury Staff out of it, it's only useable by a Sorcerer or
Wizard; if your character is another class then you can sell this Staff
to Katriana for a heafty profit (a little more than 15,000 gold).  Now
blow out of this joint and head into the Tomb of Kel-Garas in the
north-west.


>>> TOMB OF KEL-GARAS

     As soon as you enter the tomb there will be four statues of Kel-
Garas in each corner, you can attack and destroy them for some XP, they
won't come to life and fight back; you'll also have to destroy them
with melee combat since spells can't harm the statues.  In the corridor
just past these statues are two Gargoyle statues that can be destroyed
via spell, however, when you attack them they will zap you with a bolt
of lightning.  Explore the tomb and you'll find a lot of useful items
in all of the sarcophagus lying around the tomb.  Head through the
western gate and Kel-Garas will make an appearance, start attacking him
and he'll eventually flee from you, what a wuss.  Head south and run
through the Fireball trapped corridor as quickly as possible to the
area bathed in light, the floor levers on either side of the room will
not disable the Fireballs shooting all over the place.  Proceed into a
maze like area and you'll be attacked by a bunch of Skeletons, open all
of the chests in the room and Kel-Garas will once again make an
appearence, attack him to make him flee from you.  In the next room is
a powerful Blackguard Skeleton, obviously kill it and search its
remains for a Blackguard Helmet and Blackguard Armor, good armor to
equip if you're able to wear Heavy Armor and are of neutral or evil
alignment.  Explore the rest of the tomb and head down the stairs to
enter the Inner Catacombs.

     In this large room is a Statue of Jergal and an Altar to Jergal.
Kill the Spectres flying around and then interact with the Statue of
Jergal, try to climb it and take the Rubies, this will make the giant
statue come to life, kill the statue and then take the two Rubies from
its remains.  Just past the altar against the far wall are two chests,
take the items out of them and then your character will spot a secret
door, go through it to finally reach Kel-Garas's Tomb.  If your
character doesn't Spot the secret door then just go through the
corridors on either side of the altar to gain access to the tomb.  You
are about to destroy Kel-Garas, he is a moderately tough opponent and
can place Fear in you so drink a potion of Clarity, cast the spell for
it, or equip a Fear immunity item if you're fortunate enough to have
such an item in your inventory.  When Kel-Garas is dead, search his
remains and take the Rod of Blight.  Return to the surface and tell Ali
lbn-Musud that you have the Rod of Blight, he'll then inform you to go
into the House of the Morninglord, do so.


>>> HOUSE OF THE MORNINGLORD

     Approach the altar and Kel-Garas will appear, powerful Undead
Priest he really must be.  You can converse with him for a bit but the
inevitable battle will insue.  Kel-Garas is a bit tougher this time
around, he has the same abilities as he did in his tomb so kill him the
same way you did down in his crusty, musty tomb.  You will also be
aided in the battle by the Bedine Warriors.  When Kel-Garas is finally
dead (or is he?), place the Rod of Blight onto the altar to ensure the
death of this evil priest.  Speak with Ali lbn-Musud and then exit this
temple.

      You'll notice lush green palm trees and a pond full of water,
return to the Caravan and speak with Katriana.  Now that everybody is
able to fill their water flasks you'll gain 1,000 XP for your triumph.
Tell Katriana that you are ready to go and proceed to the AO
Encampment.

_______________________________________________________________________


                     <><><><><><><><><> IN1-3
                     ~ AO ENCAMPMENT  ~
                     <><><><><><><><><>


-- QUESTS:
   - Main Quest: Identifying the Crystal
   - Side Quest: Torias's Request
   - Side Quest: AO's Wine for Sale

---------------------------------------
~ MAIN QUEST: IDENTIFYING THE CRYSTAL ~
---------------------------------------

     Speak with the AO Gurad who is guarding the gate into the
encampment to find out some information and then head through the gate;
then go into the Temple of AO and speak with Garrik.  Tell him that
Master Drogan has sent you, then ask him about the crystal to find out
some information about it; Garrik identifies the crystal, it's a
Netherese Mythraller and should be used to destroy J'Nah's mistress.
Leave the temple and go into the Valley of Winds.  Explore the valley
and enter the Excavated Ruins in the north.

     This place is very dark so you may want to equip a torch or cast a
Light spell, there's a torch on the ground near the entrance if you
don't have one in your inventory.  There are some workers standing
around that you can't interact with.  There are a bunch of Red and Blue
Slaads roaming around the ruins and they can Stun, Daze, and Paralyze
your character so beware.  This place is loaded with tons of small
rooms and doors all over the place.  Explore the ruins and in the
north-east corner room is a Green Slaad, kill it and search its remains
to find a Cloak of Arachnida; there's also a Spell Orb in the room and
a Rune Pillar, interact with the pillar to find out some information on
the Orb.  If you cast three defensive spells on the Orb it will produce
a good staff (thanks to superbizon87 for letting us in on this secret).
If an Armor Stand Statue attacks you in here, make sure you check its
remains to find a Netherese Greataxe, a decent weapon to equip with a
few good bonuses.  In the east-end of the ruins is a room with a
friendly Skeleton and Shield Guardian Golem in it, speak with the
Golem, who is being controlled by the skeleton, and if you ask him if
you can touch his master it will become hostile and attack you.  Kill
it if this happens, there's no alignment shift; you'll also get a Bar
of Steel from its remains, good for crafting a weapon or some armor;
you'll also gain a good amount of XP for killing the Golem and his
master.  Keep exploring the ruins and at the end of the corridor that
lead to the Golem is a secret door, head through it (if your character
Spots it) and you'll venture across a Strange Machine.  You can make
numerous items here by placing Reagents (such as Dragon Blood,
Belladonna, Rubies) into the Urns on either side of it, then use the
machine to create an item.  I used a Ruby and some Dragon Blood and got
a Power Stone (allows you to cast a Stoneskin spell on yourself or
henchman - no matter what your character class is - up to 20 times),
you may only use the machine once and I don't know all of the items you
can create with it.  In the center of the ruins is A Crevice and the
Portal Hall, go down into the crevice to enter the Formian Hive.

     Going into this hive isn't necessary but you should do it for the
XP and items you'll gain.  Explore the hive and kill a bunch of Formian
creatures, they're kind of like the Stingers you've encountered at the
beginning of the Interlude.  After you venture so far into the hive the
Formians will become non-hostile - so stop attacking them, unless
you're evil and don't care.  Go into the Queen's Chamber and speak with
her, you can either kill her or form an alliance with her and her
workers.  The Queen will give you a Formian Crystal, this crystal can
only be used ONCE and will summon forth Formain Warriors to help you
fight your way out of a tough situation.  Go behind the boulder behind
the Queen and climb it, if your Dexterity is too low then drink a Cat's
Grace potion or cast the spell for it.  You'll be in a seceret room
back in the Excavated Ruins, kill the Minogons and open up all of the
sarcophagus' to find some useful items.  Go through the secret door
(you will Spot it, no matter how low that skill is) and head into the
Portal Hall.

     Kill all of the Slaads in the Portal Hall after the cut scene ends
and Master Drogan will make an appearance to give you loads of new
information.  You must activate the portal in the middle of the large
Rune Pillars that Drogan is trying to activate.  This part is hard to
explain so I'll include another map to make things easier on the both
of us.

                     --------------------
                    |      Crystal       |
                    |       Ball         |
                    |                    |
                    |         O          |
                    |       O   O        |
                    |       O   O        |
                    |         O          |
                    |                    |
                    |      Entrance      |
          ----------     | to Hall  |     ----------
         |  5            |          |            1  |
          ----------     |          |     ----------
                    |    |          |    |
          ----------     |          |     ----------
         |  2            |          |            6  |
          ----------     |          |     ----------
                    |    |          |    |
          ----------     |          |     ----------
         |  3            |          |            4  |
          ---------------            ---------------


     Notice the six "Os" on the map, these represent the large Rune
Pillars Master Drogan is casting magic on, you must activate these
pillars in order to make a portal appear in the middle of them.  You
can peer into the Crystal Ball to see another room, this crystal will
give you hints as to what small rooms to go in on the left and right
but don't worry about it since I give you the sequence.  Notice the
numbers 1-6, these are little rooms with small pillars in them.  Go
into each room and touch the pillar (only ONCE) in the correct numbered
order on the map above, this will activate the portal.  If you touch a
pillar out of sequence then the large pillars will reset and you'll
have to try again.  When you have activated the portal and approach it
another cut scene will trigger, Master Drogan will speak with you, then
you'll teleport through the portal to enter the Netherese Ruins.

     Explore these darkened ruins and you'll notice statues of various
creatures all over the place, you can destroy them all to gain XP;
you'll also get attacked by all of the Asabi Warriors lurking around.
In the back of the ruins to the north is the Ruined Temple, climb the
stairs and speak to the Hooded Figure, she will turn you to stone and
take the Netherese Mythraller Crystal; she'll also rant and rave as you
would expect a madwoman to.  You will then proceed to chapter two.

_______________________________________________________________________

-------------------------------
~ SIDE QUEST: TORIAS'S REQUEST ~
-------------------------------

     Speak with Torias in the Caravan, he will tell you that the AO
have some really good wine that he wants.  Agree to try and get him the
wine to aquire this quest (must tell him you'll look into it TWICE).
See the side quest below as to how to attain this "special" wine.  When
you give Torias the wine he will reward you with 500 XP and an Amulet
of Natural Armor +2.

_______________________________________________________________________

----------------------------------
~ SIDE QUEST: AO'S WINE FOR SALE ~
----------------------------------

     Speak with Musharak as soon as you enter the encampment, ask him
for a bottle of wine and he will tell you that he isn't allowed to sell
it because the Aoist Minister won't allow it.  Musharak sells some good
items so you may want to see what he has in stock and make a purchase
or two.

     There are a couple of ways you can complete this quest.  Head into
the Temple of AO and you'll spot a table on the left with a barrel of
wine on it, if you're a character of evil morals and have a high
Dexterity score then you can attempt to steal some wine by interacting
with the table and choosing the response "attempt to swipe a bottle of
wine."  The more practical and lawful way is to speak with the AO
minister, tell him that Musharak would like to sell his wine and then
persuade the minister into making a deal, you'll fail in the persuasion
but then the minister will offer to let Musharak sell the wine only if
he'll allow the temple to sell his goods and share his profits.  Return
to Musharak and inform him of what the minister said, persuade or
intimidate him to accept the offer - which he will so return to the
minister and inform him of Musharak's decision.  You will be rewarded
1,000 XP for completing this quest.  Don't forget to buy a bottle of
this wine from Musharak to give to Torias, it's only 200 gold, maybe
less if you can successfully persuade or intimidate him into lowering
the price.

     You can also become a follower of the AO by speaking to the
minister and asking him about the AO, then ask him how one becomes a
follower; he'll then offer you a test so take it.  The test is just a
riddle and the answer to it is LIFE or THOUGHT.  If you answer life
then you can get some pretty worthless items from the worshipers in the
temple.  If you answer thought then the worshipers will think you're
the "chosen one" so to speak and they will give you some good magic
items.  To get these items, speak to Rifkin and either intimidate him -
which will shift your alignment towards evil so beware if you're a
character of lawful or neutral alignment, or use a healing kit on him -
which is the more lawful or neutral choice.  Tallisica will also give
you a magic item if you can persuade her.  The magic items include a
Ring of Protection +3 and an Amulet of Natural Armor +3.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#21C ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER TWO ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>


CHAPTER TWO "CONTROL F" NAVIGATION CODES:
CH2-1 Asabi Camp
CH2-2 Three Winds
CH2-3 Temple of the Winds


                         <><><><><><><> CH2-1
                         ~ ASABI CAMP ~
                         <><><><><><><>


-- QUESTS:
   - Main Quest: The Lost City of Undrentide
   - Main Quest: The Slaver's Task
   - Main Quest: Golem Emporium


---------------------------------
~ MAIN QUEST: THE SLAVER'S TASK ~
~ MAIN QUEST: GOLEM EMPORIUM    ~
---------------------------------

     You are now in search of the Lost City of Undrentide so you can
stop the Hooded Figure madwoman (Heurodis) from taking over the known
world, which you won't be able to do until the end of the chapter.  A
lot of quests in this area I won't mention since there are quite a few
of them, they all intertwine with eachother and you will complete all
of them by following my guidance.  You're in a strange area with the
Asabi lizardfolf who have taken your statue and brought it to their
enviornment.  Now that your body is flesh again you'll notice some
Asabis trying to break through the debris on the left, not very
intelligent creatures are they?  Go through the door in here and speak
with Ashtara, you'll find out that you're a slave and Ashtara commands
that you kill ten Shield Guardian Golems for him, he will give you a
Scarab Key.  Ashtara sells a lot of good items so you may want to see
what he has in stock.  You'll spot East, North, and West Fragments on
the map, I advise that you immediately head into the North Fragment and
ignore all of the little rooms around the area with Golems in them.
You will need a special ring to weaken the Golems so you'll be able to
kill them easier; they are extremely tough to defeat without this ring.

     As soon as you enter this fragment you will be attacked by some
Dire Spiders and two Shield Guardian Golem on either side of you,
immediately head into the north-east room and you'll see a large Stone
Butler Golem, you can speak to it if you wish to find out some
information on the Hooded Figure, Heurodis, and you'll get some quests
in your Journal, Heurodis the Mythaller, Golem Emporium, and the Three
Winds.  Open up the door in the corner (above the entrance to the East
Fragment) and take the Golem Maker's Ring out of it.  Equip the ring
and then go to where you entered this area and kill the two Shield
Guardian Golems (1-2/10); when you use the ring, target the Golems with
it to cast a mini Time Stop spell on them and their health will
instantly get reduced to Near Death so you can slay them with ease.
Head to the middle of the map to see the Crypt Tower, you'll be going
in there in a little while, try to open the door to gain 500 XP for
discovering the tower.  In the small north-west room is another Golem,
kill it (3/10).  There's one more Golem in here in the room below where
the last one was, obviously kill it (4/10) and head into the West
Fragment.

     Kill all of the Beetles and Dire Spiders that are attacking you,
you'll notice an Arcanist's Tower on the right, try to open the door to
it to gain another easy 500 XP for discovering the tower.  Head into
the room across from the tower and kill the next Shield Guardian Golem
(5/10).  Go into the large room on the bottom of the map to take the
next Golem (6/10).  You can look into all of the wishing wells in this
room for a bunch of random items.  Now leave this area and head into
the East Fragment.

     In the middle of the map try to open the door to the Library to
again be rewarded the easiest 500 XP you can ever hope for.  Go into
the rooms in the south-end of the fragment to kill yet another Shield
Guardian Golems (7/10).  Now go back into the Asabi Camp area.

     Explore the rest of the rooms in this area to kill the three
remaining Shield Guardian Golems (8-10/10).  In the middle of the map
are four doors, go through any one of them to enter the Outer Sanctum
to discover the Temple of the Winds, you'll be rewarded another 500 XP.
You won't be able to enter the temple until you complete the Three
Winds quest.  Interact with the Ark of the Three Winds in here, a
little segment will go into your Journal about it.  Return to Ashtara
and inform him all of the Golems have been destroyed, you will be
rewarded 1500 XP and Ashtara will take the Golem Maker's Ring from you.

_______________________________________________________________________


                     <><><><><><><><><><> CH2-2
                     ~ THE THREE WINDS  ~
                     <><><><><><><><><><>


-- QUESTS:
   - Main Quest: The Three Winds

-------------------------------
~ MAIN QUEST: THE THREE WINDS ~
-------------------------------

>>> CAPTURING THE WISE WIND

    Go back into the East Fragment and head into the Great Library.
Kill a bunch of Ancient Dust Mephits and explore the Great Library,
there's also a few large Dust Elementals in here for you to kill which
will give you a good amount of XP.  The final room of the library is
loaded with Mephits and Elementals that can do all sorts of nasty
things to your character and melee fighting characters are going to
have their hands full for this battle.  When the room is finally
cleared you'll notice an Empty Tome and a book called Beggar's Love in
the middle of the room.  Interact with the Beggar's Love book and then
choose to read the novel to be teleported to a foresty area.

     Speak with the weeping William Rey in front of you and he'll tell
you about his captured lover Jendra.  Cross the bridge and search the
bones on the ground for some Greenleaf Armor.  Head inside of the
temple just past the bones and kill some Unholy Priestess', they can
cast an array of ability score lowering spells on you so beware.  In
the large room kill the Grand Matron, there's also a Devil in here,
it's very weak so don't be intimidated by its size.  When the room is
cleared you'll see Jendra's poor sacrificed corpse on the floor, search
the Grand Matron's remains for a Pen and the Aiedo Witherstick +2
(Quarterstaff).  You can check the Rune Pillars in the room for some
random items and spell scrolls.  Go into the last room in this little
hideout and read the book On the Nature of Hell, you'll be teleported
to a volcanic area.

     Speak with Karsus the Archwizard to find out that he was banished
from his tribe or whatever due to crimes he denies commiting, you can
either choose to save him or you can destroy him, however, you'll have
to kill him in order to advance further.  When Karsus falls victim to
your wrath, take the Inkwell and the Staff of Defense from his corpse.
Go through the door in here and read the Confessions of Karsus to be
teleported back into the Great Library.

     Now that you have a Pen and Inkwell read the Beggar's Love again,
it isn't necessary but you can rewrite the story if you wish.  You'll
be teleported to the temple where you found Jendra's corpse, this time
Jendra is alive and well and William Rey is with her.  Speak to them
and William will offer to aid you in the capturing of the Wise Wind.
Read On the Nature of Hell once again and choose to rewrite the central
argument to be teleported to the volcanic area.  Speak to the
Archangel, it too will tell you that Kasus has gone but will be there
assist you in the capturing of the Wise Wind.  Read the Confessions of
Karsus to be teleported back into the Great Library.

     Interact with the Empty Tome and choose to write the story To
Catch the Wise Wind, you'll then have a choice to catch it in an Oasis,
amidst a raging blizzard, or in a forested area; if your Insight is
high enough you'll have a fourth option, on a storm battered coast.  It
doesn't matter which one you choose, I chose the blizzard for this
guide.  Make a choice to be teleported to the area you have chosen.  If
you've rewritten the Beggar's Love Story then Karsus and William Rey
will be assisting you in the capturing of the Wise Wind - although
they're quite useless if you ask me.  You'll see the black cloud like
wind floating all around, it's quite a pain in the rear trying to kill
if you're a melee type character, casters of the Arcane should have no
problems here. When you finally succeed in killing the wind (how in the
heck can you kill a cloud?) take the Wise Wind Crystal Ball from its
remains to be rewarded 1,500 XP.  Head back into the Great Library via
the doorway shrouded in electrical currents and then head into the West
Fragment.


>>> CAPTURING THE DARK WIND

     Once you're in the West Fragment, go into the Arcanist's Tower and
you'll see a Fire Elemental trapped in a cage and Dagget Filth, who has
been tranformed into a Rat.  Speak with Dagget to find out some
valueable information and then head up to the second floor.  I don't
think you can free the Fire Elemental.

     Kill some Shadovars and make sure you collect the Shadow Gems from
their remains.  This place is like a maze sort of, there are Shadow
Portals all over the place, to teleport through them you must have a
Shadow Gem; each time you teleport a gem will disappear from your
inventory so make sure you keep collecting Shadow Gems from the
Shadovars' remains.  When you teleport through one of these portals
you'll be in the Plane of Shadow, just kill all of the enemies in there
and teleport through the portal on the other side of the room to be
back in the origional area.  Your goal is to reach the stairs in the
north-east corner of the map in the origional area (*NOT* in the Plane
of Shadow) leading up to the High Arcanist's Chambers; it will take you
a little while to reach it so have patience and you'll eventually get
there.  While in the Shadow Plane area keep an eye out for some
Shadovar Armor and a Shadow Sword.  There is a little XP gaining trick
you can do here, in the origional area Shadovars will keep teleporting
through the portals, keep killing them to gain a level or two, of
course this will take some time but will pay off for your character in
the end.  Don't bother if the Shadovars are only giving you 6 or 7 XP
per kill, you'll be here until the end of time trying to level up if
that's the case.

     Once you're in the High Arcanist's Chambers a cut scene will
trigger when you go through the first door; when it's over kill all of
the Shadovars in the area and head into the room in the south-east
corner.  Open up the chest in here and take the Portable Door out of
it.  Use the door on the floor (select use from the Radial Menu and
then target the floor) and then step on through to enter the Lair of
the Shadow Lich.

     This place is just a small square so walk around it and kill all
of the Shadovars in here, you'll see the Dark Wind cloud floating above
a Shadow Lich, obviously kill it and take the Dark Wind Crystal from
the Lich's remains, along with the Robe of Vecna, a great Robe to equip
if your character is a Sorcerer or Wizard; you'll also gain 1,500 XP
for aquiring the crystal.  You'll find some Storm Armor in here, this
is probably the best suit of Light Armor you can find so a Light Armor
wearing character might want to put this on right away.  Leave this
lair and then come right back in, there is a friendly Shadow Servant in
here so speak with it.  This servant will inform you that you are the
new Lord of the Shadows and that this lair is now yours.  You can
purchase goods from this servant; you'll also gain an additional 500 XP
if you let him live and agree to see his Shadow Wares.  Head all the
way back to the Asabi Camp and go into the North Fragment.


>>> CAPTURING THE DEAD WIND

     When you finally reach the North Fragment go into the Crypt Tower.
This place is loaded with Undead creatures call Disturbed and they'll
keep respawning.  To stop them from respawning you have to destroy all
of the Dread Sarcophagus' in here.  There's another mass XP gaining
trick you can do here, just let the Disturbed creatures keep respawning
and don't destroy the sarcophagus' to gain a level or two.  Again if
you're only earning 6 or 7 XP per kill don't waste your time.  The
sarcohagus' all contain items in them so make sure you check their
contents, and in one of them is Crypt Key that is necessary to access
the 2nd floor.  When you've found the key, obviously head up to the
second floor.

     You'll notice a lot of non-hostile Burning Men wandering around, I
don't think they can be killed.  I beat some of them down to near death
but they just won't die.  They won't attack you but they will
ocasionally surround themselves in fire which can damage your character
so don't wander too close to them.  Each one of them will say something
relating to the seven deadly sins.  Most of the unidentified weapons
and armor on the floor are all rusted and rotted so don't bother
picking them up.  In the north-east corner of the room you'll find some
armor that isn't rusted, some Aslyferund Elven Chain Armor.  In the
middle of the room is a lever and I have no idea what it is for.  I'm
guessing that you can kill the Burning Men in a certain order to make
something happen when you pull the lever but I could be wrong.  Head on
up to the third floor.

     This floor is a giant maze blocked by gates with a bunch of
Skeletons and other Undead cretants roaming around.  You'll see gates
disappear, then quickly reappear.  Just go through a gate when it
disappears, then wait for the next gate to disappear to slowly navigate
your way through the maze.  You can also make your own way through the
maze by bashing or destroying the gates via spells.  On the left and
right are a bunch of small rooms, you can go in them to collect a lot
of items out of the chests and sarcophagus'.  In the south-east room is
a friendly Skeleton Chieftan, speak with it to find out he is in search
of the Night Hag; I don't know if you can help this skeleton or not.
When you're done navigating the maze head on up to the fourth and final
floor.

    You are now in the Hall of the Dead Wind.  You'll notice in the
middle of the room is a big green circle with the Dead Wind in the
middle of it.  Enter the circle and some Wind Zombies will rise;
they'll keep respawning for the duration of this battle.  Step out of
the green magical circle and kill some Zombies, when the circle
disappears start attacking the Dead Wind; it can only be damaged if the
circle is gone so don't waste spells or try attacking the cloud when it
is encircled by the magical ring.  Fireballs are useless against the
Dead Wind; a good spell to use on it is Ice Storm.  Sun Burst is also a
good spell to use here to damage the cloud and whipe out all of the
Wind Zombies surrounding you. This will prove to be an intense and
challenging battle if you're a melee type character.  When the cloud is
no more, take the Dead Wind Crystal from its remains; you'll also gain
1,500 XP for aquiring this crystal.  Go see Ashtara and stock up on
potions or whatever and then head into the Outer Sanctum for the final
showdown.

_______________________________________________________________________


                 <><><><><><><><><><><><> CH2-3
                 ~ TEMPLE OF THE WINDS  ~
                 <><><><><><><><><><><><>


-- QUEST:
   - Main Quest: Heurodis the Mythraller

---------------------------------------
~ MAIN QUEST: HEURODIS THE MYTHRALLER ~
---------------------------------------

     Now that you have the three Wind Crystals, head into the Outer
Sanctum via the Asabi Camp.  You'll see the Ark of the Three Winds next
to the tower, place the three Wind Crystals into it to make the large
purple shield disappear surrounding the Temple of the Winds.  Climb the
stairs and enter the temple.

     Pull any one of the pull chains to exit the little platform you're
standing on.  Kill some Medusa Handmaidens and you'll notice four large
squares on the map.  Kill all of the enemies on these squares and make
sure you kill the two Battle Horrors and the two Helmed Horrors or you
won't be able to access the second floor of the temple.  You will find
numerous suits of good armor in the chests along the HEAVILY TRAPPED
thin paths on the outer edges of the map.  When all of the enemies on
this floor have been slain, step through one of the four temple doors
in the middle of the map to go up to the second floor.

     This place has a bunch of doors all over the place and looks very
confusing but it isn't.  This place is loaded with a bunch of Skeletal
Devourers and Wisps that can be a real pain to deal with for melee type
characters; not to mention all of the nasty ability score depleting and
Stun spells these cretants will cast upon you.  In the middle of the
map is a large Tentacle Demon that cannot be destroyed so don't waste
your time trying to kill it.  You can go to all the levers below in any
order that you wish, not just the one I'm suggesting.  Head into the
north-west corner and you'll see a map pin marked "to the next floor,"
go to it to see some levers in front of a door, pull the lever marked
"West Lever."  You can't open the door to the next floor so head to the
north-east corner to another map pin marked "to the next floor," again
kill all of the creatures annoying the crap out of you and pull the
lever marked "North Lever."  Head to the south-east corner of the map
to see another lever in front of a door marked "East lever," obviously
pull it.  Finally, head to the south-west corner to another lever
marked "South Lever," pull it and then go through the door next to it
for the final showdown with Heurodis.  Note that all four levers must
be pulled in order to gain access to the third floor.

     You will see Heurodis surrounded by a bunch of Mythrallers.  She
will run up and speak with you and then the inevitable battle will
insue.  Start destroying the Mythrallers surrounding the arena to
weaken Heurodis; it isn't necessary to destroy all of them in order to
kill her but the more of the Mythrallers you destroy, the easier
Heurodis will be to kill.  When the battle is over, which is
surprisingly a very easy one, the last cut scene will trigger and the
credits will roll.

_______________________________________________________________________

---------
~ OUTRO ~
---------

     Congratulations on your victory, this game isn't as good as the
origional campaign in my opinion but it's alright and was kind of fun,
definitely a challenge to write a guide for.  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 in this 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.


================================================================ #24 ==

---------------------------------------------
* 22) CREDITS, E-MAIL RULES AND LEGAL STUFF *
---------------------------------------------


>>> CREDITS <<<

- BioWare Corporation for creating the best RPG video game(s) ever
- Atari for publishing this instant classic
- Wizards of the Coast (they own D & D)


>>> CONTRIBUTOR CREDITS <<<

- Superbizon 87 for letting me know what spells to cast on that Orb in
the Excavated Ruins.

- Joy McCardel for letting me know that you gain good alignment points
for praying faitfully to that statue in the Elven Crypt.

-----


>>> 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 geeky 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...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 fake medication
(like someone my age needs Viagra), send me celebrity news that 90% 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.  I'm old school and aren't hip to all their meanings.

   - 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(s), 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.

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***** Copyright by Randy Murtha January 2008, All Rights Reserved *****
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