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    FAQ/Walkthrough by RMurtha

    Version: 3.0 | Updated: 08/22/08 | Search Guide | Bookmark Guide

    
    
                          WELCOME TO RANDY MURTHA'S
    
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    ___________________________ PLATINUM EDITION __________________________
    
    
                   ULTIMATE GAMERS GUIDE FOR THE PC GAMES
    
    
    Version 3.0
    August 2008
    E-Mail: randym1375@yahoo.com
    
    Walkthrough Includes the Following Campaigns:
    Neverwinter Nights
    Shadows of Undrentide
    Hordes of the Underdark
    
    =======================================================================
    This document is Copyrighted by Randy Murtha January 2008 and may not
    be reproduced in part or in full without the written consent of the
    author.  Nor shall this be posted on a website or printed in a magazine
    without my consent.  This document shall in no way be used to make a
    profit.  All Rights Reserved.
    =======================================================================
    
    
    ---------------------
    * TABLE OF CONTENTS *
    ---------------------
    
       Legal Notice
    1) Introduction to Walkthrough..................................... #1
    2) More Walkthroughs by me, Version History........................ #2
    3) Gameplay Basics................................................. #3
        - Abbreviations
        - 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) Core Character Classes.......................................... #6
        - Attaining Epic Status
    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
         - Epic Feats
    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
    15) Items.......................................................... #15
         - Potions
         - Books
         - Reagents and Components
         - Gems
         - Miscellaneous
    16) Weapons........................................................ #16
         - Simple
         - Martial
         - Exotic
         - Found Weapons
         - Wands and Rods
    17) Clothing and Armor (including found)........................... #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: Neverwinter Nights........................... #21
         - Prelude.................................................... #21A
         - Chapter One................................................ #21B
         - Chapter Two................................................ #21C
         - Chapter Three.............................................. #21D
         - Chapter Four............................................... #21E
    22) Game Walkthrough: Shadows of Undrentide........................ #22
         - Chapter One................................................ #22A
         - Interlude.................................................. #22B
         - Chapter Two................................................ #22C
    23) Game Walkthrough: Hordes of the Underdark...................... #23
         - Chapter One................................................ #23A
         - Chapter Two................................................ #23B
         - Chapter Three.............................................. #23C
    24) Credits, E-Mail Rules and Legal Stuff.......................... #24
    
    
    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. #22) 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 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: Platinum 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 Best Buy.  If you thought Baldur's Gate II
    and its expansion were good games wait until you get a dose of Neverwinter
    Nights Platinum Edition!
    
    
    ================================================================= #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: Shadows of Undrentide
    5) Neverwinter Nights: Hordes of the Underdark
    6) Neverwinter Nights Gold Edition
    7) Neverwinter Nights Diamond Edition
    8) Quake II
    9) Shadow Man
    10) Shadow Man 2econd Coming
    11) The Suffering
    12) The Suffering: Ties That Bind
    13) Turok 2: Seeds of Evil
    
    You can ALWAYS find all of my guides and latest versions at:
    www.gamefaqs.com
    
    
    >>> VERSION HISTORY:
    
    Version 1.0
    January 2008
        This is the first complete version of my guide and it took me over
    one year of an hour here and an hour there to compile, format, and
    write so I hope at least someone out there can appreciate it.  All
    three campaigns on the Platinum Edition of this game are finished and
    in my guide, along with 95% of the instruction manual, I will not be
    adding in the remaining 5%.
    
    
    Version 1.5
    February 2008
    Since I've upgraded to the 1.68 patch I'm finding all kinds of new
    equipment and added them in the appropriate sections.  Added some
    weapons readers sent me, added a way for the Rolgan's Trial side quest
    to gain the most XP that a reader sent me, and added in the Druid's
    Circle side quest (the only quest in the game that wasn't complete in
    my guide) that another reader sent me.  Since I'm now getting
    contributions for my guide(s), I also added a Contributor Credits
    section in the credits part of this guide.
    
    
    Version 2.0
    April 2008
        Added in more weapons and items that readers sent me, fixed some
    typos, added in what spell to cast on the Alchemist Apparatus in the
    Host Tower of the Arcane a reader sent me, and added in what spells to
    cast on that one orb in the Excavated Ruins another reader sent me for
    the SoU campaign.
    
    
    Version 2.5
    April 2008
        Added in a litlle more details about the final battle against
    Mephistopheles in the HotU campaign, I've gotten some complaints that I
    was too vague.
    
    
    Version 3.0
    August 2008
         Fixed some typos and added in some more weapons that I found.
    
    
    ================================================================= #3 ==
    
    ----------------------
    * 3) GAMEPLAY BASICS *
    ----------------------
    
    >>> ABBREVIATIONS USED THROUGHOUT THIS GUIDE AND GAME:
    
    - D&D: Dungeons and Dragons
    
    - NWN: Neverwinter Nights
    
    - SOU: Shadows of Undrentide
    
    - HOTU: Hordes of the Underdark
    
    - 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
    
    - 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).
    
    -----------------------------------------------------------------------
    
    
    >>> 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 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 singleplayer 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,
    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) CORE 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 non-lawful
    
    - 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
    
    -----
    
    EPIC BARBARIAN:
    
         The Epic Barbarian is a furious warrior who can cut his opponents
    to ribbons with awe-inspiring ease.  He is the very incarnation of
    rage.
    
    - Hit Die: d12
    
    - Skill Points at Each Additional Level: 4 + Int Modifier
    
    - Bonus Feats: The Epic Barbarian gains a bonus feat every four levels
    after 20th
    
    - Epic Barbarian Bonus Feats: Armor Skin, Epic Damage Reduction,
    Devestating Critical, Epic Toughness, Epic Prowess, Mighty Rage, Epic
    Weapon Focus, Overwhelming Critical, Superior Initiative, Terrifying
    Rage, Thundering Rage
    
    -----------------------------------------------------------------------
    
    
    >>> 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.
    
    -----
    
    EPIC BARD:
    
         The Epic Bard's music is beyond inspiring, beyond heartening,
    beyond perfection.  With just a song the Bard can weaken the crulest
    creature or inspire allies to the heights of power and bravery.
    
    - Hit Die: d6
    
    - Skill Points at Each Additional Level: 4 + Int Modifier
    
    - Bonus Feats: The Epic Bard gains a bonus feat every three levels past
    20th
    
    - Epic Bard Bonus Feats: Curse Song, Epic Skill Focus, Epic Will, Great
    Charisma, Great Dexterity, Improved Combat Casting, Lasting
    Inspiration, Epic Spell Focus
    
    -----------------------------------------------------------------------
    
    
    >>> 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.
    
    -----
    
    EPIC CLERIC:
    
       The Epic Cleric is among the most elite of his deity's servants,
    spreading the word and acting as emissary for the church.  The Epic
    Cleric commands great power and respect.
    
    - Hit Die: d8
    
    - Skill Points at Each Additional Level: 2 + Int Modifier
    
    - Bonus Feats: The Epic Cleric gains a bonus feat every three level
    after 20th.
    
    - Epic Cleric Bonus Feats: Armor Skin, Automatic Quicken Spell,
    Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic
    Spell Penetration, Greater Wisdom, Improved Combat Casting, Planar
    Turning
    
    -----------------------------------------------------------------------
    
    
    >>> 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
    
    -----
    
    EPIC DRUID:
    
         Powerful primal forces dominate nature and the Epic Druid is a
    mighty symbol of the natural world and the balance demands that he use
    his great powers responsibly.
    
    - Hit Die: d8
    
    - Skill Points at Each Additional Level: 4 + Int Modifier
    
    - Bonus Feats: A Druid gains a bonus feat every four levels after 20th
    
    - Epic Druid Bonus Feats: Automatic Quicken Spell, Automatic Silent
    Spell, Automatic Still Spell, Dragon Form, Energy Resistance, Epic
    Spell Focus, Epic Spell Penetration, Greater Wisdom, Improved Combat
    Casting
    
    -----------------------------------------------------------------------
    
    
    >>> 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.
    
    -----
    
    EPIC FIGHTER:
    
         Having advanced from the ranks of seasoned warriors, the Epic
    Fighter knows how to defeat his opponents in any arena.  Though his
    journey to achieve this goal has been long and hard, the Epic Fighter
    is just starting out on another path - a fledging in the realm of gods
    and other powerful beings.
    
    - Hit Die: d10
    
    - Skill Points at Each Additional Level: 2 + Int Modifier
    
    - Bonus Feats: The Epic Fighter gains a bonus feat every two levels
    after 20th
    
    - Epic Fighter Bonus Feats: Armor Skin, Damage Reduction, Devestating
    Critical, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon
    Specialization, Overwhelming Critical, Superior Initiative
    
    -----------------------------------------------------------------------
    
    
    >>> 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
    
    -----
    
    EPIC MONK:
    
         An Epic Monks speed, power, grace, and force of will are unmatched
    by mortal beings.  His powers continue to multiply as he steps away
    from the mortal shell and accepts an inner tranquility that lesser
    characters cannot even dream of.
    
    - Hit Die: d8
    
    - Skill Points at Each Additional Level: +4 Int Modifier
    
    - Bonus Feats: The Epic Monk gains a bonus feat every five levels after
    20th
    
    - Special: Every three levels, the Monk's movement speed will increase
    by an additional 10%
    
    - Bonus Feats: Armor Skin, Damage Reduction, Enegy Resistance, Epic
    Toughness, Improved Ki Strike, Improved Spell Resistance, Improved
    Stunning Fist, Self-Concealment
    
    -----------------------------------------------------------------------
    
    
    >>> 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 herself or her companions
    
    - Gained: 3rd level
    
    - Use: Once per day
    
    - Bonuses: As the Cleric spell Remove Disease
    
    -----
    
    
    EPIC PALADIN:
    
         Standing at the forefront of the battle against chaos and evil in
    the world, the Epic Paladin shines as the beacon of hope to all who
    fight the good fight.
    
    - Hit Die: d10
    
    - Skill Points at Each Additional Level: 2 + Int Modifier
    
    - Bonus Feats: The Epic Paladin gains a bonus feat every three levels
    after 20th
    
    - Epic Paladin Bonus Feats: Armor Skin, Devestating Critical, Epic
    Toughness, Epic Weapon Focus, Epis Prowess, Epic Reputation, Great
    Smiting, Improved Combat Casting, Overwhelming Critical, Perfect
    Health, Planar Turning
    
    ----------------------------------------------------------------------
    
    
    >>> 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
    
    -----
    
    
    EPIC RANGER:
    
         The Epic Ranger moves through the natural world with a deadly
    grace and a keen mind.  The Epic Ranger is both a protector and a
    hunter, and his power reflects this.
    
    - Hit Die: d10
    
    - Skill Points at Each Additional Level: 4 _ Int Modifier
    
    - Bonus Feats: The Epic Ranger gains a bonus feat every three levels
    after 20th
    
    - Epic Ranger Bonus Feats: Bane of Enemies, Blinding Speed, Epic
    Toughness, Epic Prowess, Epic Weapon Focus, Favored Enemy, Improved
    Combat Casting
    
    -----------------------------------------------------------------------
    
    
    >>> 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.
    
    -----
    
    
    EPIC ROGUE:
    
         The ultimate thief with legendary skills and many a tale of
    daring-do, the Epic Rogue is the master of cunning, deceit and stealth.
    
    - Hit Die: d6
    
    - Skill Points at Each Additional Level: 8 + Int Modifier
    
    - Bonus Feats: The Epic Rogue gains a bonus feat every four levels
    after 20th
    
    - Epic Rogue Bonus Feats: Blinding Speed, Crippling Strike, Defensive
    Roll, Epic Dodge, Epic Reputation, Epic Skill Focus, Improved Evasion,
    Improved Sneak Attack, Oppurtunist, Self-Concealment, Skill Mastery,
    Slippery Mind, Superior Initiative
    
    -----------------------------------------------------------------------
    
    
    >>> 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
    
    -----
    
    
    EPIC SORCERER:
    
         The Epic Sorcerer is a near mythic being.  But still need for
    ever-greater power never ceases and the Sorcerer pushes on, exploring
    and mastering the magical.
    
    - Hit Die: d4
    
    - Skill Points at Each Additional Level: 4 + Int Modifier
    
    - Bonus Feats: The Epic Sorcerer gain a bonus feat every three levels
    after 20th
    
    - Epic Sorcerer Bonus Feats: Automatic Quicken Spell, Automatic Silent
    Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic
    Spell Penetration, Improved Combat Casting
    
    -----------------------------------------------------------------------
    
    
    >>> 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.
    
    -----
    
    
    EPIC WIZARD:
    
         Knowledge is the power and the quest for knowledge never ends.
    There is an everlasting supply of arcane lore for the Epic Wizard to
    discover.
    
    - Hit Die: d4
    
    - Skill Points at Each Additional Level: 2 + Int Modifier
    
    - Bonus Feats: The Epic Wizard gains a bonus feat every three levels
    after 20th
    
    - Epic Wizard Bonus Feats: Automatic Quicken Spell, Automatic Silent
    Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration,
    Great Intelligence, Improved Combat Casting
    
    -----------------------------------------------------------------------
    
    
    >>> ATTAINING EPIC STATUS <<<
    
         For your character to be able to reach Epic Status he or she must
    be at level 21, that's a total of 21 character levels.  So, if you're
    playing a multi-classed character such as a Rogue 11/Wizard 10 you'll
    have a total of 21 character levels and BOTH of those classes will
    attain the "Epic" status, this is a big advantage for multi-classed
    characters.  If you're playing the game with a character that has three
    classes such as a Rogue 3/Fighter 8/Sorcerer 10 you'll attain the
    "Epic" status in those three classes.  Along with the new title comes
    new spells, feats, and some other nice bonuses.
    
    
    ================================================================= #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.
    
         Unlike Core Class characters where they have to be level 21 to
    attain Epic status, these Prestige Class characters will attain Epic
    status once they reach level 11.
    
         Note that you can become one of these Prestige Classes during the
    original NWN campaign, if you can meet the requirements for them.
    
    
    >>> 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.
    
    -----
    
    EPIC ARCANE ARCHER:
    
         The Epic Arcane Archer is the living extension of her bow.  Lesser
    beings can only gape in awe at the wonders she can achieve.
    
    - Hit Die: d8
    
    - Skill Points at Each Additional Level: 4 + Int Modifier
    
    - Bonus Feats: The Epic Arcane Archer gains a bonus feat every four
    levels
    
    - Epic Arcane Archer Bonus Feats: Devastating Critical(Shortbow,
    Longbow), Epic Prowess, Epic Reflexes, Epic Toughness, Epic Weapon
    Focus (Shortbow, Longbow), Great Dexterity, Improved Combat Casting,
    Overwhelming Critical (Shortbow, Longbow).
    
    
    SPECIAL:
    
    - ENCHANT ARROW: For every two levels beyond 9th, the potency of the
    arrows fired by the Arcane Archer increases by +1
    
    -----------------------------------------------------------------------
    
    
    >>> 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.
    
    -----
    
    EPIC ASSASSIN:
    
         The Epic Assassin is capable of sliding from shadow to shadow;
    lying in wait until his target is vulnerable, then striking like a
    Cobra, leaving only a cold corpse behind.
    
    - Hit Die: d6
    
    - Skill Points at Each Additional Level: 4 + Int Modifier
    
    - Bonus Feats: The Epic Assassin gains a bonus feat every four levels
    
    - Epic Assassin Bonus Feats: Epic Reflexes, Epic Skill Focus (Hide),
    Epic Skill Focus (Move Silently), Great Dexterity, Improved Combat
    Casting, Improved Sneak Attack, Self Concealment, Superior Initiative
    
    
    SPECIAL:
    
    - SNEAK ATTACK: Improves by +1d6 every two levels after 9th
    
    - POISON SAVING THROWS: An additional +1 for every two levels after
    10th on the Assassin's saving throws against poison
    
    -----------------------------------------------------------------------
    
    
    >>> 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 Points: 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 at 3rd level, the Blackguard can make 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.
    
    -----
    
    EPIC BLACKGUARD:
    
         The Epic Blackguard is a twisted reflection of the Epic Paladin,
    radiating evil powers from every pore in his or her body.
    
    - Hit Die: d10
    
    - Skill Points at Each Additional Level: 4 + Int Modifier
    
    - Bonus Feats: The Epic Blackguard gains a bonus feat every three
    levels
    
    - Epic Blackguard Bonus Feats: Armor Skin, Devastating Critical, Epic
    Toughness, Epic Fiend, Epic Prowess, Epic Reputation, Epic Weapon
    Focus, Great Smiting, Improved Combat Casting, Improved Sneak Attack,
    Overwhelming Critical, Perfect Health, Planar Turning.
    
    
    SPECIAL:
    
    - SNEAK ATTACK: Increases by +1d6 every three levels after 10th
    
    - SUMMON FIEND: For every five Blackguard levels above 10th, the
    summoned fiend gains +2 bonus Hit Dice, its natural armor increases by
    +2, and its Strength and Intelligence each increase by +1
    
    -----------------------------------------------------------------------
    
    
    >>> CHAMPION OF TORM <<<
    
         Champions of Torm are mighty warriors who dedicate themselves to
    Torm's cause, defending holy ground, destroying enemies of the church
    and slaying mythical beasts.
    
    - Hit Die: d10
    
    - Proficiencies: All Simple and Martial Weapons, Light and Medium Armor
    and Shields
    
    - Skill Points: 2 + Int Modifier
    
    -----
    
    REQUIREMENTS:
    
         To qualify as a Champion of Torm, a character must fulfill all of
    the following criteria:
    
    - Alignment: Non-evil
    
    - Base Attack Bonus: +7
    
    - Feat: Weapon Focus in in a melee weapon
    
    -----
    
    TIPS ON BECOMING A CHAMPION OF TORM:
    
         Paladins gain some of the Fighter's combat abilities by choosing
    to become a Champion of Torm.  Conversely, Fighters gain Paladin like
    abilities by playing this prestige class.
    
    -----
    
    CHAMPION OF TORM SPECIAL ABILITIES:
    
    - BONUS FEAT: Every two level (2, 4, 6, etc.) the Champion of Torm
    gets a bonus feat like Fighters, with the exception of the Weapon
    Specialization feat
    
    - LAY ON HANDS: Beginning at 1st level a Champion of Torm can heal
    damage equal to class level multiplied to their Charisma Modifier; this
    can also deal out damage to Undead creatures.  This ability stacks with
    the Paladin's Lay on Hands ability.
    
    - SACRED DEFENSE: Beginning at 2nd level, a Champion of Torm will gain
    +1 to all saving throws, this increases by an additional +1 every 2
    levels.
    
    - SMITE EVEL: Beginning at 3rd level the Champion of Torm, once per
    day, can add their Charisma bonus to the Attack Roll and do +1 point of
    damage per level of the Champion of Torm
    
    - DIVINE WRATH: Beginning at 5th level, once per day, a Champion of
    Torm can add +3 to attack, damage and saving throws, and gain damage
    reduction +1/5 for a number of rounds equal to their Charisma bonis
    
    -----
    
    EPIC CHAMPION OF TORM:
    
         Torm guides the Epic Champion of Torm on her life journey.  She
    has ascended through the ranks of holy warriors to become a symbol of
    Torm's might.
    
    - Hit Die: d10
    
    - Skill Points at Each Additional Level: 2 + Int Modifier
    
    - Bonus Feats: The Epic Champion of Torm gains a bonus feat everu three
    levels
    
    - Epic Champion of Torm Bonus Feats: Automatic Quicken, Automatic
    Silence Spell, Automatic Still Spell, Armor Skin, Damage Reduction,
    Devestating Critical, Epic Toughness, Epic Prowess, Epic Spell
    Penetration, Epic Weapon Focus, Great Wisdom, Improved Combat Casting,
    Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming
    Critical, Planar Turning, Spell Focus, Superior Initiative
    
    
    SPECIAL:
    
    - SACRED DEFENSE: Saving throws continue to improve by +1 for every 2
    levels
    
    - DIVINE WRATH: Every 5 levels the attack, damage and saving throw
    bonuses increase by a further +2
    
    -----------------------------------------------------------------------
    
    
    >>> DWARVEN DEFENDER <<<
    
         The Dwarven Defender is a sponsored champion of a dwarven cause, a
    dwarven deity, a dwarven aristocrat or the dwarven way of life.  As the
    name might imply, this character is a skilled combatant trained in the
    arts of defense.  A line of Dwarven Defenders is a far better defense
    than a 10-foot thick wall of stone and much more dangerous.
    
    - Hit Die: d12
    
    - Proficiencies: Simple and Martial Weapons, Light, Medium and Heavy
    Armor and Shields
    
    - Skill Points: 2 + Int Modifier
    
    -----
    
    REQUIREMENTS:
    
         To qualify as a Dwarven Defender, a character must fulfill all of
    the following criteria:
    
    - Alignment: Any lawful
    
    - Base Attack Bonus: +7
    
    - Feats: Dodge and Toughness
    
    -----
    
    TIP ON BECOMING A DWARVEN DEFENDER:
    
         A dwarven Fighter can become a very powerful Dwarven Defender.  To
    gain the Dodge prerequisite that the Dwarven Defender requires, your
    character will need a Dexterity of 13 or higher.
    
    -----
    
    DWARVEN DEFENDER SPECIAL ABILITIES:
    
    - DEFENSIVE STANCE: Beginning at 1st level, a Dwarven Defender gain a
    +4 Strength and Constitution, +2 on all saving throws and a +4 Dodge
    bonus on AC.  This can be used once per day and gains an additional use
    every 2 levels
    
    - DEFENSIVE AWARENESS: Beginning at 1st level, the Dwarven Defender can
    retain their Dexterity bonus to AC even when flat-footed.  At level 6
    they can no longer be flanked and at level 10 they gain a
    +1 bonus saving throw bonus vs. traps
    
    - DAMAGE REDUCTION: Beginning at 6th level the Dwarven Defender ignores
    3 points of damage whenever they are hit in combat.  At level 10 they
    are able to shrug off 6 points of damage
    
    -----
    
    EPIC DWARVEN DEFENDER:
    
         The Epic Dwarven Defender has become the very definition of
    immoveable object.  He is a stalwart warrior that can stand against
    virtually any foe imaginable.
    
    - Hit Die: d12
    
    - Skill Points at Each Additional Level: 2 + Int Modifier
    
    - Bonus Feats: The Epic Dwarven Defender gain a bonus feat every 4
    level
    
    - Epic Dwarven Defender Bonus Feats: Armor Skin, Damage Reduction,
    Devestating Critical, Energy Resistance, Epic Toughness, Epic Prowess,
    Epic Weapon Focus, Overwhelming Critical, Perfect Health
    
    
    SPECIAL:
    
    - DEFENSIVE STANCE: An additional use per day is gained for every two
    levels past 9th
    
    - DAMAGE REDUCTION: The damage reduction increases by 3 points for
    every four levels past 10th
    
    -----------------------------------------------------------------------
    
    
    >>> 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.
    
    -----
    
    EPIC HARPER SCOUT:
    
         Harper Scouts are only able to attain five levels and may never
    become "epic" in the Harper Scout class.  They can, of course, gain
    epic levels in other classes.
    
    -----------------------------------------------------------------------
    
    
    >>> PALE MASTER <<<
    
         Necromancy is usually a poor choice for Arcane spellcasters.
    Those who really want to master the deathless arts almost always pursue
    divine means.  However, an alternative exists for those who desire
    power over the Undead, without losing too much of their Arcane power.
    Enter the Pale Master, who draws on a font of special lore that
    provides a macabre power all its own.
    
    - Hit Die: d6
    
    - Proficiencies: No additional proficiencies are gained
    
    - Skill Points: 2 + Int Modifier
    
    -----
    
    REQUIREMENTS:
    
    To qualify to become a Pale Master, a character must fulfill all of the
    following criteria:
    
    - Alignment: Any Non-good
    
    - Arcane Spellcasting: Level 3 or higher
    
    -----
    
    TIP ON BECOMING A PALE MASTER:
    
         Sorcerers and Wizards make powerful Pale Masters.  Additional
    spellcasting ability is sacrificed for a stronger melee presence.
    
    -----
    
    PALE MASTER SPECIAL ABILITIES:
    
    - BONE SKIN: At 1st level the Pale Master gains a +2 to Natural AC.
    Every four levels this increases by +2
    
    -  ANIMATE DEAD: Beginning at 2nd level, a Pale Master may, once per
    day, summon an Undead Servant
    
    - DARKVISION: Beginning at 3rd level the Pale Master is able to see
    better in dark areas
    
    - SUMMON UNDEAD: Beginning at 4th level a Pale Master can summon more
    powerful Undead creatures
    
    - DEATHLESS VIGOR: When a Pale Master reaches level 5 they gain 3
    additional Hit Points per level
    
    - UNDEAD GRAFT: At level 6 the Pale Master replaces their arm with an
    Undead version that twice per day can paralyze opponents.  At level 8
    an additional use per day is gained
    
    - TOUGH AS BONE: At level 7 the Pale Master becomes immune to Hold,
    Paralyze and Stun speel effects
    
    - SUMMON GREATER UNDEAD: Beginning at level 9 the Pale Master can
    summon a very powerful Undead creature once per day
    
    - DEATHLESS MASTERY: At level 10 the Pale Master becomes immune to
    Critical hits
    
    - DEATHLESS MASTER TOUCH: When the mighty Pale Master reaches level 10,
    the Undead Graft arm can kill with just a touch.  This ability can be
    used 3 times per day
    
    - Every 2 levels the Pale Master gains additional spells per day, as if
    they had leveled in their previous spell caster class.  This gain only
    applies to spell per day and not caster level.
    
    -----
    
    EPIC PALE MASTER:
    
         The Pale Master's bond with the Undead continues to grow, as he
    becomes the Epic Pale Master.
    
    - Hit Die: d6
    
    - Skill Points at Each Additional Level: 2 + Int Modifier
    
    - Bonus Feats: The Epic Pale Master gains a bonus feat every three
    levels
    
    - Epic Pale Master Bonus Feats: Automatic Quicken Spell, Automatic
    Silence Spell, Automatic Still Spell, Energy Resistance, Epic Spell
    Focus, Epic Spell Penetration, Improved Combat Casting
    
    
    SPECIAL:
    
    - BONE SKIN: Improves by +2 for every four levels past 8
    
    - UNDEAD GRAFT: Can use this supernatural attack an additional time per
    day for every three levels gained
    
    - DEATHLESS VIGOR: Every five levels an additional +5 permanent Hit
    Points are gained
    
    -----------------------------------------------------------------------
    
    
    >>> RED DRAGON DISCIPLE <<<
    
         It is rumored that the magical powers of Sorcerers and Bards are
    somehow connected to the prescence of dragon blood in their family
    tree.  Red Dragon Disciples are Sorcerers, and sometimes Bards, who use
    thier magical power as a catalyst to ignite their red dragon blood,
    realizing its fullest potential.  They prefer a life of exploration to
    a cloistered existence.  Already adept at magic, many pursue adventure,
    especially if it furthers their goal of finding out more about their
    draconic heritage.  They often feel drawn to areas known to harbor
    dragons.
    
    - Hit Die: d6, special (see below)
    
    - Proficiencies: No additional proficiencies are gained
    
    - Skill Points: 2 + Int Modifier
    
    -----
    
    REQUIREMENTS:
    
         To qualify as a Red Dragon Disciple, a character must fulfill the
    following criteria:
    
    - Alignment: Any
    
    - Class: *ONLY* Sorcerer or Bard
    
    - Skill: 8 ranks in Lore
    
    -----
    
    RED DRAGON DISCIPLE SPECIAL ABILITIES:
    
    - DRACONIC ARMOR: At 1st level the Red Dragon Disciple gains a +1 to
    Natural AC.  At levels 5, 8 and 10 this increases by an additional +1
    
    - DRACONIC ABILITY SCORES: When a Disciple reaches level 2 they gain a
    +2 to Strength, another +2 to Strength is gained at level 4.
    Constitution increases by +2 at level 7 and Intelligence increases by
    +2 at level 9.  At level 10 Strength is increased by a further
    +4 and Charisma by +2
    
    - BREATH WEAPON: At 3rd level the Red Dragon Disciple can use the
    breath weapon of a Red Dragon, doing 2d10 points of damage.  At level 7
    the damage increases to 4d10 and finally 6d10 at level 10
    
    - HIT DICE D8: At leve 4 the Red Dragon Disciple will gain d8 Hit
    Points per level
    
    - HIT DIE D10: At level 6 the Disciple will gain d10 Hit Points per
    level
    
    - WINGS: At 9th level the Red Dragon Disciple gains wings
    
    - HALF-DRAGON: At level 10 the Red Dragon Disciple gains the ability to
    become a Half-Dragon.  The Half-Dragon is immune to Sleep, Paralysis
    and Fire and gains Darkvision
    
    -----
    
    EPIC RED DRAGON DISCIPLE:
    
         Embracing his draconic heritage is but one stop on the Disciple's
    life journey.  His quest to understand, command and harness his
    draconic energies has taken him into the realm of Epic.
    
    - Hit Die: d12
    
    - Skill Points at Each Additional Level: 2 + Int Modifier
    
    - Bonus Feats: The Epic Red Dragon Disciple gains a bonus feat every
    four levels
    
    - Epic Red Dragon Disciple Bonus Feats: Armor Skin, Automatic Quicken
    Spell, Automatic Silent Spell, Automatic Still Spell, Damage Reduction,
    Epic Reputation, Epic Spell Focus, Epic Prowess, Epic Spell
    Penetration, Epic Toughness, Improved Combat Casting
    
    
    SPECIAL:
    
    - BREATH WEAPON:  Damage potential increases by 1d10 for every three
    levels past 10th
    
    - The save DC creatures must perform against the Breath Weapon
    increases by +1 every four levels past 10th
    
    -----------------------------------------------------------------------
    
    
    >>> SHIFTER <<<
    
       A Shifter has no form that they call their own.  Instead, they
    clothe themselves in whatever shape is most expidient at the time.
    While others base their identities largely on their external forms, the
    Shifter actually comes closer to their true self through all of their
    transformations.  Of necessity, their sense of self is based not on
    their outward form, but on their soul, which is truly the only constant
    about them.  It is the inner strength of that soul that enables them to
    take on any shape and remain themselves within.
    
    - Hit Die: d8
    
    - Proficiencies: No additional proficiencies are gained.
    
    - Skill Points: 4 + Int Modifier
    
    -----
    
    REQUIREMENTS:
    
         To qualify as a Shifter, a character must fulfill the following
    criteria:
    
    - Alignment: Any
    
    - Class: *ONLY* Druid
    
    - Feat: Alertness
    
    - Spellcasting: Level 3 or higher
    
    - Alternate Form: Must have a natural alternate form such as Wildshape.
    
    -----
    
    SHIFTER SPECIAL ABILITIES:
    
    - GREATER WILDSHAPE I: At 1st level a Shifter can change into either a
    red, gree, black, white or blue Wyrmling
    
    - GREATER WILDSHAPE II: At level 3 the Shifter gains the ability to
    change into a Minotaur, a Harpy or a Gargoyle
    
    - GREATER WILDSHAPE III: At 5th level the Shifter may change themself
    into a Manticor, a Basilisk or a Drider
    
    -HUMANOID SHAPE: At level 7 the Shifter can polymorph into a variety of
    humanoid forms
    
    - GREATER WILDSHAPE IV:  At level 10 the Shifter can change themselves
    into either a Medusa, a Huge Dire Tiger or a Mind Flayer
    
    - Several of these forms grant the Shifter the ability to use the
    form's inner powers.  For example, a Shifter changing into a White
    Wyrmling can breath a Cone of Cold as often as they want.  These
    special powers are located on the Radial Menu under "Spell."  Some of
    these powers can be used an infinite number of times per day, while
    some other forms are restricted.
    
    -----
    
    EPIC SHIFTER:
    
         The Epic Shifter is a true master of shapeshifting and is able to
    become virtually any creature imaginable by choosing epic bonus feats.
    
    - Hit Die: d8
    
    - Skill Points at Each Additional Level: 4 + Int Modifier
    
    - Bonus Feats: The Epic Shifter gain a bonus feat every three levels.
    
    - Epic Shifter Bonus Feats: Automatic Quicken Spell, Automatic Silent
    Spell, Automatic Still Spell, Construct Form, Dragon Form, Energy
    Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat
    Casting, Great Wisdom, Outsider Shape, Undead Shape
    
    -----------------------------------------------------------------------
    
    
    >>> 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.
    
    -----
    
    EPIC SHADOWDANCER:
    
         The Epic Shadowdancer is almost indistinguishable from the
    darkness that cloaks her.
    
    - Hit Die: d8
    
    - Skill Points at Each Additional Level: 6 + Int Modifier
    
    - Bonus Feats: The Epic Shadowdancer gains a bonus feat every three
    levels
    
    - Epic Shadowdancer Bonus Feats: Epic Blinding Speed, Epic Skill Focus,
    Epic Dodge, Epic Reflexes, Epic Shadow Lord, Improved Whirlwing Attack,
    Self-Concealment, Superior Initiative.
    
    SPECIAL:
    
    - SUMMON SHADOW: The summoned creature will gain an additional +2 Hit
    Dice for every three levels after 9th that the Shadowdancer earns
    
    - SHADOW EVADE: Gains an additional +2 to its damage reduction amount
    and an additional +1 to its ability to resist magical weapons for every
    five levels (i.e., a 15th level Shadowdancer has a 12/+4 damage
    reduction).
    
    -----------------------------------------------------------------------
    
    
    >>> WEAPON MASTER <<<
    
         For a Weapon Master, perfection is found in the mastery of a
    single melee weapon.  A Weapon Master seeks to unite this weapon of
    choice with the body, to make them one and to use the weapon as
    naturally and without thought as any other limb.
    
    - Hit Die: d10
    
    - Proficiencies: No additional proficiencies are gained
    
    - Skill Points: 2 + Int Modifier
    
    -----
    
    REQUIREMENTS:
    
    To qualify to become a Weapon Master, a character must fulfill all of
    the following criteria:
    
    - Alignment: Any
    
    - Base Attack Bonus: +5
    
    - Feats: Weapon Focus in melee weapon, Dodge, Mobility
    
    - Skills: Intimidate 4 ranks
    
    -----
    
    TIP ON BECOMING A WEAPON MASTER:
    
         A Fighter makes a very strong candidate for becoming a Weapon
    Master.  The Weapon Master requires access to several feats, so make
    certain that your character has at least a Dexterity of 13 and an
    Intelligence of 13.
    
    -----
    
    WEAPON MASTER SPECIAL ABILITIES:
    
    - WEAPON OF CHOICE: At 1st level the Weapon Master forms a powerful
    bond with one type of melee weapon.  Whenever wielding this weapon
    type, he will get many additional benefits, which improve as he gains
    experience
    
    - KI DAMAGE: At 1st level the Weapon Master, once per day, can deal out
    the maximum damage allowed by the Ki Strike
    
    - INCREASED MULTIPLIER: At 5th level the Weapon Master's weapon of
    choice gains an additional 1x to its critical damage multiplier
    
    - SUPERIOR WEAPON FOCUS: At level 5 the Weapon Master gains an
    additional +1 bonus to all attack rolls made while wielding their
    weapon of choice
    
    - KI CRITICAL: When the Weapon Master reaches level 7, a +2 bonus will
    be added to the weapon of choices threat range
    
    -----
    
    EPIC WEAPON MASTER:
    
         The Weapon Master's bond with his weapon of choice becomes
    stronger and devastatingly effective as he becomes the Epic Weapon
    Master.
    
    - Hit Die: d10
    
    - Skill Points at Each Additional Level: 2 + Int Modifier
    
    - Bonus Feats: The Epic Weapon Master gains a bonus feat every three
    levels
    
    - Epic Weapon Master Bonus Feats: Armor Skin, Blinding Speed, Damage
    Reduction, Devastating Critical, Epic Prowess, Epic Toughness, Epic
    Weapon Focus, Improved Whirlwind Attack, Overwhelming Critical,
    Superior Initiative
    
    
    SPECAIL:
    
    - SUPERIOR WEAPON FOCUS: For every 5 levels gained an additional +1 to
    attack is grated to the Epic Weapon Master's weapon of choice
    
    
    ================================================================= #8 ==
    
    ----------------------------
    * 8) MULTICLASS CHARACTERS *
    ----------------------------
    
    
    >>> MULTICLASS CHARACTERS <<<
    
         Characters begin with one class but as they gain experience you
    may choose to take on a second or even third class.  This is called
    multiclassing and makes the Neverwinter Nights game system extremely
    flexible.  A Wizard, for example, might study as a Fighter for several
    levels and become a Wizard/Fighter.  Adding the Fighter class grants
    proficiency in simple and martial weapons, better Fortitude saving
    throws and so on, but it also means that as a Wizard the character
    would not be quite as advanced, having spent his experience to buy a
    new class instead.  In Neverwinter Nights a character can add a new
    class after he has reached 2nd level in his first class.  Characters
    can be a maximum of three classes.
    
    -----------------------------------------------------------------------
    
    
    >>> CHARACTER LEVEL VS. CLASS LEVEL <<<
    
         The cost of raising a level is based on the overall "character
    level," not individual "class levels."  Character level is the total
    level of the character, the sum of all of his class levels.  A 10th-
    level Fighter and a 5th-level Rogue/5th-level Wizard both have 10
    character levels.
    
         Character level is used to determine when feats and ability score
    bonuses are gained, and it is the character level that sets the XP cost
    for gaining a level.  For example, a 10th-level Fighter/2nd-level
    Cleric requires the same amount of XP to raise his Fighter class to
    level 11 as he would to raise his Cleric class to level 3.
    
         A multiclass character gains Hit Die from each class as he gains
    levels, and the individual bonuses of each class for base attack and
    saving throws are cumulative.  Also the character retains and can
    access skills from all his classes.  When a multiclass gains a level in
    a class, he spends that level's skill points as a member of that class.
    Feats are received evey three character levels, regardless of
    individual class level, while ability increases are received every
    four.
    
         NOTE: Some class features don't work well with skills or class
    features of other classes.  For example, although Rogues are proficient
    with light armor, a Rogue/Wizard still suffers spell failure chances if
    wearing armor.
    
    -----------------------------------------------------------------------
    
    
    >>> MULTICLASS EXPERIENCE <<<
    
         If your multiclass character's classes are nearly the same level
    (all within 1 level of eachother), then he can balance the needs of his
    classes.  Your multiclass character suffers a -20% XP penalty for each
    class that is not within 1 level of his most experienced class.  These
    penalties apply from the moment the character adds a class or raises a
    class's level too high.  For instance, a 4th-level Wizard/3rd-level
    Rogue gets no penalty, but if that character raises his Wizard level to
    5th then he receives the -20% XP penalty from that point on until his
    levels are nearly even again.
    
         RACE AND MULTICLASS XP:  A racially favored class does not count
    against the character for purpose of the -20% XP penalty.  For example,
    an 11th-level Gnome character (a 9th-level Rogue/2nd-level Illusionist)
    suffers no XP penalty because he has only one non-favored class (Wizard
    is favored for Gnomes).  Suppose then he achieves 12th-level and adds a
    level of Fighter to his classes, becoming a 9th-level Rogue/2nd-level
    Illusionist/1st-level Fighter.  He suffers a -20% XP penalty on future
    XP he earns because his Fighter class is so much lower than his Rogue
    level.
    
         A Dwarven 7th-level Fighter/2nd-level Cleric suffers no penalty,
    nor does he when he adds 1st-level Rogue to his classes since his
    Cleric and Rogue classes are only one level apart, and Fighter is a
    favored class for Dwarves.
    
         A Human or Half-Elf's highest-level class is always considered his
    or her favored class for purposes of the multiclass penalty.
    
    -----------------------------------------------------------------------
    
    
    >>> MULTICLASS RESTRICTIONS <<<
    
         A character cannot multiclass if doing so would present an
    alignment conflict.  For example, a character cannot be a
    Druid/Paladin, as a Druid must remain neutral and a Paladin must be
    lawful good.
    
         Likewise, a character cannot continue to gain levels in a class
    that he no longer has the appropriate alignment for.  For example, a
    Barbarian whose alignment becomes lawful neutral can no longer gain
    levels as a Barbarian until his alignment becomes nonlawful again.
    
    -----------------------------------------------------------------------
    
    
    >>> ALIGNMENT SHIFT <<<
    
         If your character acts outside of what would be appropriate for
    his or her alignment those actions can cause a shift in alignment, from
    good to evil, lawful to chaotic, and so on.  The severity of the shift
    varies with the deed and can sometimes have extreme consequences.  For
    example, if a Paladin performs an overtly evil or chaotic act which
    changes his or her alignment from lawful good, he or she will no longer
    be a Paladin.
    
         Most out-of-character actions only create slight shifts in
    alignment.  A good character can have a bad day and threaten to rough
    up a shopkeeper with little consequence (don't make a habit of it and
    threaten all people you talk to or your alignment WILL shift to
    chaotic).  If, however, that good character acts on the threat and
    kills the clerk then a significant shift toward evil will occur.  Good-
    aligned characters will take a bigger alignment hit from performing an
    evil act than a neutral character.  Likewise, for evil-aligned
    characters who perform good deeds.
    
    
    ================================================================ #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 togrther.  In general, having five or more
    ranks in one of these skills grants a +2 Synergy bonus on skill checks
    with the corresponding skill, as noted in the skill description.
    Disable Traps and Set Traps have a synergistic relationship.
    
    
    >>> TYPES OF SKILL CHECKS <<<
    
         UNTRAINED CHECKS: Some skills allow a character to attempt skill
    checks with 0 ranks in the skill.  If a skill allows untrained checks,
    this will be indicated in the skill description.
    
         OPPOSED CHECKS: Opposed checks are made against the skill check
    result of another character.  For example, to sneak up behind a guard,
    a character needs to beat the guard's Listen check result with his Move
    Silently check result.  As he approaches, the game makes a Move
    Silently check for the sneaking character, and a Listen check for the
    guard.  Whichever character's skill check is higherwins the contest.
    In the case of a tie, both checks are re-rolled until a winner is
    determined.
    
         DIFFICULTY CLASS: Many checks are made against a task's DC.  The
    DC is a target for character skill checks.  These are set by Bio Ware,
    or in some cases by a module designer.  For example, a certain type of
    trap kit may have a DC of 15.  To set the trap, the character must get
    a result of 15 or better on a Set Traps skill check.  Note that certain
    circumstances may modify a character's skill modifier (armor penalties
    and the like), while others may modify the DC of the task (the trap may
    be faulty).
    
         TAKING 20: Outside of combat, all skill checks are made as if the
    character had "Taken 20," or rolled a natural 20 on his skill check.
    This means that no roll is made; the skill modifier is simply added to
    20 to determine the check result,  In combat rolls are made as normal.
    
    
    >>> SKILLS LIST <<<
    
         There are a wide array of skills in Neverwinter Nights, far too
    many for any one character to master.  With that in mind, you should
    focus your character on skills that best accent his capabilities and
    role.
    
    
    DETECT MODE
    -----------
    The Listen, Spot, and Search skills are part of the Detect modal action
    and, when active, it reduces the normal movement rates and makes the
    character perform active Search, Spot and Listen checks.
    
    
    STEALTH MODE
    ------------
    The Hide and Move Silently skills are part of the Stealth modal action.
    Select the "Stealth" option from the "Special Abilities" heading in the
    Radial Menu.  Characters automatically enter Stealth mode when they
    become invisible.  Characters in Stealth mode move more slowly than
    others.
    
    
    ANIMAL EMPATHY
    --------------
    A successful check allows a character to charm or dominate certain
    creatures.
    
    - Ability: Charisma
    - Classes: Druid or Ranger
    - Untrained: No
    - Check: Animals and dire animals have a DC of 20 + the creature's HD.
    For beasts and magical beasts, the DC is 24 + the creature's HD.  If
    the check succeeds, the creature is charmed, or, if the check exceeds
    the DC by 6 or greater, the creature is dominated.  Dominated creatures
    can be commanded as henchmen.
    - Special: If the character fails his or her check by five or more, the
    creature will become hostile
    - Use: Select this skill and then select the target creature.  The
    creature will remain charmed or dominated for one round per level of
    the character using the skill.
    
    
    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
    
    
    BLUFF
    -----
    The chaacter can make the outrageous or the untrue seem plausible.  The
    skill encompasses acting, conning, fast talking, misdirection and
    misleading body language.
    
    - Ability: Charisma
    - Classes: All
    - Untrained: Yes
    - Check: The more difficult the con, the more difficult the check
    - Use: Selected in dialog
    
    
    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 ARMOR
    -----------
    The character knows how to create all types of armor from different
    materials.
    
    - Ability: Intelligence
    - Classes: All
    - Untrained: Yes
    - Check: Based on the difficulty to craft this particular item
    - Use: Use crafting component
    
    
    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
    
    
    CRAFT WEAPON:
    -------------
    The character knows how to create all types of weapons from different
    materials.
    
    - Ability: Intelligence
    - Classes: All
    - Untrained: Yes
    - Check: Based on the difficulty to craft this particular item
    - Use: Use crafting component
    
    
    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
    
    
    INTIMIDATE
    ----------
    The character can use this skill to get a bully to back down or make a
    prisoner give him the information he wants.
    
    - Ability: Charisma
    - Classes: All
    - Untrained: Yes
    - Check: The more difficult the intimidation, the more difficult the
    check
    - Use: Selected in dialog
    
    
    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
    
    -----------------------------------------------------------------------
    
    
    >>> EPIC FEATS <<<
    
         This next list of feats will only become available when your
    character reaches level 21 and attains Epic Status.
    
    
    ARMOR SKIN
    ----------
    The character gains a +2 bonus to AC
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    AUTOMATIC QUICKEN SPELL
    -----------------------
    The character may cat 0-3rd level spells as quickened spells without
    using higher level spell slots.  This feat may be taken multiple times
    and will quicken spells in this way up to 9th level spells.
    
    - Type of Feat: Metamagic
    - Prerequisite: 21st level, Spellcraft 30 ranks, Quicken Spell,
    ability to cast 9th level spells
    - Use: Automatic
    
    
    AUTOMATIC SILENT SPELL
    ----------------------
    The character may cast 0-3rd level spells as silent spells without
    using higher level spell slots.  This feat may be taken multiple times
    and will silence spells in this way up to 9th level spells.
    
    - Type of Feat: Metamagic
    - Prerequisite: 21st level, Spellcraft 24 ranks, Silent Spell, ability
    to cast 9th level spells
    - Use: Automatic
    
    
    AUTOMATIC STILL SPELL
    ---------------------
    This feat allows the character to cast all spells of 0-3 as still
    spells automatically.  These spells may be cast while wearing armor.
    This feat may be taken multiple times and will still spells in this way
    up to 9th level spells.
    
    - Type of Feat: Metamagic
    - Prerequisite: 21st level, Spellcraft 24 ranks, Still Spell, ability
    to cast 9th level spells
    - Use: Automatic
    
    
    BANE OF ENEMIES
    ---------------
    Any weapon the character wields against any of their favored enemies is
    treated as a Bane Weapon for that creature type (+2 to hit and it deals
    +2d6 damage).
    
    - Type of Feat: General
    - Prerequisite: 21st level, 5 or more Favored Enemies
    - Use: Automatic
    
    
    BLINDING SPEED
    --------------
    Upon activating this feat the character gains all the benefits of Haste
    for a short time.  This is a supernatural ability.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Dexterity 25+
    - Use: Selected
    
    
    CONSTRUCT SHAPE
    ---------------
    The character can shapeshift into the following construct forms: Iron
    Golem, Stone Golem or Demonflesh Golem.
    
    - Type of Feat: General
    - Prerequisite: Epic Shifter, Wisdom 27+
    - Use: Selected.
    
    
    DAMAGE REDUCTION
    ----------------
    The character gains damage reduction 3/-.  This means that three points
    of damage are ignored every time the character takes damage.  This feat
    may be taken multiple times to gain damage reduction 6/- and 9/-.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Constitution 21+
    - Use: Automatic
    
    
    DEVASTATING CRITICAL
    --------------------
    Whenever scoring a critical hitwith the chosen weapon, the character's
    target must make a Fortitude save or die instantly.  Creatures who are
    immune to critical hits are not affected by this feat.
    
    - Type of Feat: Combat
    - Prerequisite: 21st level, Cleave, Great Cleave, Improved Critical on
    the weapon to be chosen, Overwhelming Critical of the weapon to be
    chosen, Weapon Focus of the weapon to be chosen, Power Attack, Strenght
    25+
    - Use: Automatic
    
    
    DRAGON SHAPE
    ------------
    The character may use Wildshape to change into an Ancient Dragon and
    gains access to the Dragon's signature breath weapon.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Wildshape 6x/day or Greater Wildshape IV,
    Wisdom 30+
    - Use: Selected
    
    
    ENERGY RESISTANCE
    -----------------
    The character gains resistance 10 to one particular type of elemental
    damage (choose either fire, cold, sonic, acid ore electrical
    resistance).  This feat can be taken multiple times to a maximum
    resistance of 100.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    EPIC DODGE
    ----------
    The character avoids all damage from the first attack each round.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Dodge, Improved Evasion, Defensive Roll,
    Tumble 30 ranks, Dexterity 25+
    - Use: Automatic
    
    
    EPIC FIEND
    ----------
    The character's evil and hatred grow strong enough to attract the
    attention of an Epic Vrock when summoning a fiendish servant from the
    outer planes.  This vile creature is a master in the arts of melee
    combat and, fueled by its master's evil soul, grows in strength and
    power as the Blackguard gains new levels.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Blackguard level 15
    - Use: Selected
    
    
    EPIC FORTITUDE
    --------------
    The character gains a +4 to all Fortitude saves.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    EPIC PROWESS
    ------------
    The character gains a +1 to all attacks.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    EPIC REFLEXES
    -------------
    The character gains a +4 tp all Reflex saves.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    EPIC REPUTATION
    ---------------
    The character gains a +4 to all Bluff, Intimidate, Persuasion and Taunt
    checks.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    EPIC SKILL FOCUS
    ----------------
    The character gains a +10 on all skill checks with the chosen skill.
    
    - Type of Feat: General
    - Prerequisite: 21st level, 20 ranks in the chosen skill
    - Use: Automatic
    
    
    EPIC SHADOWLORD
    ---------------
    The character's Summon Shadow ability is reinforced, allowing him to
    call an Epic Shadowlord to his side.  Unlike a non-epic Shadowlord, an
    Epic Shadowlord is a potent fighter, reinforced by his master's
    lifeforce, making him stronger each time the Shadowdancer gains a
    level.
    
    - Type of Feat: General
    - Prerequisite: Epic Shadowdancer
    - Use: Automatic
    
    
    EPIC SPELL FOCUS
    ----------------
    The charcter gains a +6 to the Difficulty Class for all saving throws
    against spell from the chosen school of magic.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Spell Focus or Greater Spell Focus in the
    chosen school
    - Use: Automatic
    
    
    EPIC SPELL PENETRATION
    ----------------------
    The character gains a +6 bonus on caster level checks to beat a
    creatures spell resistance.
    
    - Type of Feat: Metamagic
    - Prerequisite: 21st level, Spell Penetration or Greater Spell
    Penetration
    - Use: Spell
    
    
    EPIC TOUGHNESS
    --------------
    The character gains +20 Hit Points.  This feat may be taken multiple
    times, up to a maximum of 200 Hit Points.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    EPIC WEAPON FOCUS
    -----------------
    The character gains a +2 bonus to all attack rolls with the chosen
    weapon.
    
    - Type of Feat: Combat
    - Prerequisite: 21st level, Weapon Focus in the chosen weapon
    - Use: Combat
    
    
    EPIC WEAPON SPECIALIZATION
    --------------------------
    The character gains a +4 to all damage they deal with the chosen
    weapon.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Weapon Focus, Epic Weapon Focus and Weapon
    Specialization in the chosen weapon
    - Use: Automatic
    
    
    EPIC WILL
    ---------
    The character gains a +4 to all Will saves.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    GREAT CHARISMA
    --------------
    The character gains a +1 to their Charisma.  This feat may be taken
    multiple times, to a maximum of +10.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    GREAT CONSTITUTION
    ------------------
    The character gains a +1 to their Constitution.  This feat may be taken
    multiple times, to a maximum of +10.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    GREAT DEXTERITY
    ---------------
    The character gains a +1 to their Dexterity.  This feat may be taken
    multiple times, to a maximum of +10.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    GREAT INTELLIGENCE
    ------------------
    The character gains a +1 to their Intelligence.  This feat may be taken
    multiple times, to a maximum of +10.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    GREAT STRENGTH
    --------------
    The character gains a +1 to their Strength.  This feat may be taken
    multiple times, to a maximum of +10.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    GREAT WISDOM
    ------------
    The character gains a +1 to their Wisdom.  This feat may be taken
    multiple times, to a maximum of +10.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    IMPROVED COMBAT CASTING
    -----------------------
    The character does not incur attacks of oppurtunity for casting spells
    while threatened.
    
    - Type of Feat: Spell
    - Prerequisite: 21st level, Combat Casting, Concentration 25+
    - Use: Automatic
    
    
    IMPROVED KI STRIKE
    ------------------
    This feat (when taken for the first time) grants the character a +4
    enhancement bonus when attacking unarmed.  Choosing this feat a second
    time extends the bonus to +5.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Wisdom 21+, Ki Strike +3
    - Use: Automatic
    
    
    IMPROVED SNEAK ATTACK
    ---------------------
    Adds +1d6 to your sneak attack damage.  This feat may be taken multiple
    times, to a maximum of +10d6.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Sneak Attack 8d6
    - Use: Automatic
    
    
    IMPROVED SPELL RESISTANCE
    -------------------------
    The character gains a +2 to spell resistance.  This feat may be taken
    multiple times, to a maximum of +20.
    
    - Type of Feat: General
    - Prerequisite: 21st level
    - Use: Automatic
    
    
    IMPROVED STUNNING FIST
    ----------------------
    Adds +2 to the DC of the character's stunning attack.  This feat may be
    taken multiple times, to a maximum of +20.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Improved Unarmed Strike, Stunning Fist,
    Dexterity 19+, Wisdom 19+
    - Use: Automatic
    
    
    IMPROVED WHIRLWIND ATTACK
    -------------------------
    The character performs a full attack action and makes one melee attack
    at full base attack bonus against all opponents within range of the
    character's weapons.
    
    - Type of Feat: Combat
    - Prerequisite: 21st level, Dodge, Expertise, Spring Attack, Whirlwind
    Attack, Intelligence 13+, Dexterity 23+
    - Use: Selected
    
    
    LASTING INSPIRATION
    -------------------
    This feat allows the effects of Bardic Music to last ten times longer
    than normal after the character stops singing.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Bardic Music class feature, Perform 25+
    - Use: Automatic
    
    
    MIGHTY RAGE
    -----------
    When the character rages, they gain +8 to Strength and Constitution and
    a +4 morale bonus to Will saves.  These bonuses replace the normal rage
    bonuses.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Greater Rage, Strength 21+, Con 21+
    - Use: Automatic while in a Rage
    
    
    OUTSIDER SHAPE
    --------------
    The character can assume different outsider shapes three times per day:
    either an Azer Chieftan, a Rakshasa or a Death Slaad.
    
    - Type of Feat: General
    - Prerequisite: Epic Shifter, Wisdom 25+
    - Use: Selected.  After choosing the ability, the character must select
    the type of outsider to change into
    
    
    OVERWHELMING CRITICAL
    ---------------------
    When using the chosen weapon, the character deals +1d6 points of damage
    on a successful critical hit.  If the weapon's critical multiplier is
    x3, add +2d6 and if the multiplier is x4, add +3d6.
    
    - Type of Feat: Combat
    - Prerequisite: 21st level, Cleave, Great Cleave, Improved Critical of
    the weapon to be chosen, Weapon Focus of the weapon to be chosen, Power
    Attack, Strength 23+
    - Use: Automatic
    
    
    PERFECT HEALTH
    --------------
    This feat makes the character immune to all diseases and poisons.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Great Fortitude, Constitution 25+
    - Use: Automatic
    
    
    PLANAR TURNING
    --------------
    This feat allows outsiders to be turned like Undead.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Turn Undead, Wisdom 25+, Charisma 25+
    - Use: Selected.  If the character has twice as many levels as the
    outsiders have Hit Die, the outsiders are instantly destroyed
    
    
    SELF CONCEALMENT
    ----------------
    The character gains a 10% concealment bonus.  This feat may be taken
    multiple times, to a maximum of 50%.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Improved Evasion, Dex 30+, Hide 30+ ranks,
    Tumble 30+ ranks
    - Use: Automatic
    
    
    SUPERIOR INITIATIVE
    -------------------
    The character gains a +8 bonus to initiative checks.
    
    - Type of Feat: General
    - Prerequisite: 21st level, Improved Initiative
    - Use: Automatic
    
    
    TERRIFYING RAGE
    ---------------
    While the Barbarian is raging, any enemy that comes close to him must
    make a Will save opposed by the Barbarian's Intimidate check.  If the
    enemy fails the check, he panics for 1d6 rounds.  Opponents with up to
    twice the Barbarian's Hit Dice will not flee but will receive a -2
    penalty to attack and saving throw rolls.  Creatures with more than 2x
    the Barbarian's Hit Dice are not affected by the rage.
    
    - Type of Feat: General
    - Prerequisite: Epic Barbarian, Intimidate 25+
    - Use: Automatic while in a Rage
    
    
    THUNDERING RAGE
    ---------------
    Any weapon the Barbarian wields while in a rage does an additional 2d8
    points of damage on a critical hit.
    
    - Type of Feat: General
    - Prerequisite: Epic Barbarian, Strength 25+
    - Use: Automatic while in a Rage
    
    
    UNDEAD SHAPE
    ------------
    The character with this ability can transform into a selection of
    powerful Undead creatures.
    
    - Type of Feat: General
    - Prerequisite: Epic Shifter
    - Use: Selected.  After choosing the ability, the character must select
    the type of Undead creature to change into
    
    
    ================================================================ #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.  Note that this list is from the
    Neverwinter Nights Gold Edition instruction manual, there may be a few
    spells in this list that may not be available to your character *IF*
    you don't have any expansion packs installed.
    
    
    ------------------
    #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.
    
    - Balagarn's Iron Horn: The character creates a deep, resonent
    vibration that shakes all creatures in the area of effect from their
    feet if they fail a Strength check.  Every creature that falls will be
    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
    
    - Magic Weapon: Add a +1 enhancement bonus to one weapon.
    
    - 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.
    
    - Cloud of Bewilderment: Enemies in the area of effect are stunned and
    blinded for 1d6 rounds.
    
    - 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
    
    - Greater Magic Weapon: One weapon gains a +1 enhancement bonus per 3
    caster levels (maximum of +5).
    
    - Haste: One extra attack action per round and movement is increased by
    50%.
    
    - Invisibility Sphere: Self and allies hidden in a sphere of
    invisibility.
    
    - Keen Edge: The critical threat range of one weapon is extended.
    
    - 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.
    
    - Inflict Light Wounds: If the caster succeeds in striking an opponent
    with a touch attack, the target suffers 1d8 points of damage, +1 point
    per caster level (to a maximum of +5).  Inflict spells have a reverse
    effect when used on Undead, healing instead of harming them.
    
    - Magic Weapon: Add a +1 enhancement bonus to one weapon.
    
    - 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.
    
    - Stone Bones: The target Undead gains a +3 natural AC bonus, due to
    the thickening of its bones.
    
    - 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.
    
    - Darkfire: The caster immolates a non-magical weapon so that it does
    1d6 points of fire damage, +1 per two caster levels (maximum of +10).
    
    - Dispel Magic: Removes magical effects from creatures.
    
    - Glyph of Warding: The caster creates a small magical zone that can
    detect the passage of enemy creatures.  When the field is activated, it
    explodes doing 1d8 points of sonic damage per two caster levels to all
    within the area of effect (to a maximum of 5d8).
    
    - 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 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.
    
    - Magic Vestment: One suit of armor or a shield gains a +1 AC bonus per
    three caster levels (maximum of +5).
    
    - 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.
    
    - Greater Magic Weapon: One weapon gains a +1 enhancement bonus per 3
    caster levels (maximum of +5).
    
    - 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:
    ------------------------
    
    - Battletide: The caster creates an aura that steals energy from its
    enemies.  They suffer a -2 circumstance penalty on saves, attack rolls
    and damage rolls, once entering the aura.  The caster gains a +2
    circumstance bonus to saves, attack rolls and damage rolls.
    
    - 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.
    
    - Monstrous Regeneration: Target creature gains the ability to
    regenerate 3 HP every round.
    
    - 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.
    
    - Undeath to Death: This spell slays 1d4 HD worth of Undead creatures
    per caster level (maximum 20d4).  This spells affects creatures with
    the lowest hit-dice first.
    
    
    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).
    
    - Healing Sting: Inflict 1d6 points of damage, +1 per caster level, to
    the living creature touched and gain an equal amount of HP to your
    character.
    
    - Infestation of Maggots: The caster infests one target with maggot
    like creatures.  They deal 1d4 points of temporary Constitution damage
    each round.
    
    - 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.
    
    - Vine Mine: The caster creates sinious vines, capable of performing
    one of three actions: entangle (as the spell); hamper movement
    (movement speed is halved); camouflage (add +4 competence bonus on Hide
    checks).
    
    - Wall of Fire: 4d6 points of fire damage.
    
    
    6th-LEVEL DRUID SPELLS:
    -----------------------
    
    - Crumble: This spell inflicts 1d6 points of damage per two caster
    levels to a selected Construct (to a maximum of 15d6).
    
    - 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.
    
    - Stonehold: Creates a cloud that paralyzes any creature inside of it,
    encasing them in stone for 1d6 rounds.
    
    - Summon Creature VI: 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.
    
    - Bless Weapon: One melee weapon gains a +1 enhancement bonus and a 2d6
    damage bonus vs. Undead.
    
    - Cure Light Wounds: Heals 1d8 points of damage +1/level.
    
    - Deafening Clang: The caster empowers a weapon with a +1 attack bonus
    and a +3 sonic damage bonus.  Also, the weapon gains the ability to
    deafen the creature that it is struck with.
    
    - 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.
    
    - Holy Sword: The Paladin's melee weapon becomes a powerful Holy
    Avenger.
    
    - 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.
    
    - Blade Thirst: One slashing weapon gains a +3 enhancement bonus.
    
    - Cure Moderate Wounds: Heals 2d8 points of damage +1/level.
    
    - Greater Magic Fang: +1 to hit and +1 to damage to animal companion
    for every 3 levels of the caster (maximum of +5).
    
    - Invisibility Purge: Removes all invisibility from nearby creatures.
    
    - Neutralize Poison: Target cured if poisoned.
    
    - Remove Disease: All diseases removed from target.
    
    - Summon Creature III: Summons a Dire Wolf.
    
    
    4th-LEVEL RANGER SPELLS:
    ------------------------
    
    - Cure Serious Wounds: Heal 3d8 points of damage +1/level.
    
    - Freedom of Movement: Target becomes immune to paralysis.
    
    - Mass Camouflage: +10 bonus to all allies' Hide checks.
    
    - Polymorph Self: Caster is able to turn himself into a Pixie, Troll,
    Umber Hulk, Giant Spider or Zombie.
    
    - Summon Creature IV: Summons a Dire Bear.
    
    
    RANGER SPELLS PER DAY:
    
                   -------Base Spells Per Day---
                  | Lvl |  1  |  2  |  3  |  4  |
                  |-----|-----|-----|-----|-----|
                  |  1  |  -  |  -  |  -  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  2  |  -  |  -  |  -  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  3  |  -  |  -  |  -  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  4  |  0  |  -  |  -  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  5  |  0  |  -  |  -  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  6  |  1  |  -  |  -  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  7  |  1  |  -  |  -  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  8  |  1  |  0  |  -  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  9  |  1  |  0  |  -  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  10 |  1  |  1  |  -  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  11 |  1  |  1  |  0  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  12 |  1  |  1  |  1  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  13 |  1  |  1  |  1  |  -  |
                  |-----|-----|-----|-----|-----|
                  |  14 |  2  |  1  |  1  |  0  |
                  |-----|-----|-----|-----|-----|
                  |  15 |  2  |  1  |  1  |  1  |
                  |-----|-----|-----|-----|-----|
                  |  16 |  2  |  2  |  1  |  1  |
                  |-----|-----|-----|-----|-----|
                  |  17 |  2  |  2  |  2  |  1  |
                  |-----|-----|-----|-----|-----|
                  |  18 |  3  |  2  |  2  |  1  |
                  |-----|-----|-----|-----|-----|
                  |  19 |  3  |  3  |  3  |  2  |
                  |-----|-----|-----|-----|-----|
                  |  20 |  3  |  3  |  3  |  3  |
                   -----------------------------
    
    
    ----------------------
    #14F  SORCERER SPELLS:
    ----------------------
    
    
    0-LEVEL SORCERER SPELLS (CANTRIPS):
    -----------------------------------
    
    - Acid Splash: 1d3 points of acid damage.
    
    - Daze: If 5 HD or less, target is dazed.
    
    - Electric Jolt: 1d3 points of electrical damage.
    
    - Flare: Dazzles one creature (-1 penalty to attack rolls).
    
    - Light: Creates a small light source.
    
    - Ray of Frost: 1d4 points of cold damage.
    
    - Resistance: +1 bonus to all saving throws.
    
    
    1st-LEVEL SORCERER SPELLS:
    --------------------------
    
    - Burning Hands: 1d4/level fire damage from cone of fire.
    
    - Charm Person: Makes one person your friend.
    
    - Color Spray: Knocks unconscious, blinds, or stuns creatures.
    
    - Endure Elements: 10/- damage resistance to all forms of elemental
    damage.
    
    - Expeditious Retreat: Caster's speed increases by 150%.  This spell
    has no effect if character is already Hasted.
    
    - Grease: Slows or knocks down opponents.
    
    - Horizikaul's Boom: The target takes 1d4 points of sonic damage per
    two caster levels (maximum 5d4) and must make a Will save or be
    deafened for 1d4 rounds.
    
    - Ice Dagger: The caster creates a dagger shaped piece of ice that
    flies forward the target and deals 1d4 points of cold damage per caster
    level (maximum of 5d4).
    
    - Identify: Gain 25 + 1 per caster level bonus to Lore skill checks.
    
    - Iron Guts: The target gains a +4 circumstance bonus on Fortitude
    saves against all poisons.
    
    - Mage Armor: +4 AC bonus.
    
    - Magic Weapon: Add a +1 enhancement bonus to one item.
    
    - 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.
    
    - Shelgarn's Persistant Blade: The caster summons a dagger that acts as
    a faitful and loyal servant.
    
    - 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.
    
    - Horizikaul's Boom (Evocation): The target takes 1d4 points of sonic
    damage per two caster levels (maximum 5d4) and must make a Will save or
    be deafened for 1d4 rounds.
    
    - Ice Dagger (Conjuration): The caster creates a dagger shaped piece of
    ice that flies forward the target and deals 1d4 points of cold damage
    per caster level (maximum of 5d4).
    
    - Identify (Divination): Gain 25 + 1 per caster level bonus to Lore
    skill checks.
    
    - Iron Guts (Abjuration): The target gains a +4 circumstance bonus on
    Fortitude saves against all poisons.
    
    - Mage Armor (Conjuration): +4 AC bonus.
    
    - Magic Weapon (Abjuration): Add a +1 enhancement bonus to one item.
    
    - 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.
    
    - Shelgarn's Persistant Blade (Conjuration): The caster summons a
    dagger that acts as a faitful and loyal servant.
    
    - 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 <<<
    
    
    *** All of the listed potions are found in all three campaigns.
    
    - 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.
    
    -----------------------------------------------------------------------
    
    
    >>> BOOKS <<<
    
         I decided to make a list of all the books that can be found
    throughout the game, I excluded Notes and Letters.  If you find a BOOK
    not listed, please "print screen" of the book and e-mail it to me, I
    will of course credit you for the find.  Please remember to specify
    which campaign you've found the book in.
    
    
    >>> NEVERWINTER NIGHTS CAMPAIGN BOOKS:
    
    
    1) Waterdeep                    | 2) The Trade of Blades
                                    |
    3) The Ruins of Illusk          | 4) Port Llast
                                    |
    5) Religions of the Sword Coast | 6) Luskan's Arcane Brotherhood
                                    |
    7) Wars of the Creator Races    | 8) Uthgar's Legacy
                                    |
    9) The Northern Four Adventuring| 10) The Neverwinter Wood
       Troupe                       |
                                    |
    11) The Doombringers            | 12) The War of Light and
                                    |     Darkness
                                    |
    13) The Dessarian River         | 14) Urthgardt Barbarians
                                    |
    15) Lady Tanglebrook's Journal  | 16) The Nether Scrolls
                                    |
    17) Famous Citizens of the Sword| 18) The Ghost of Conyberry
        Coast                       |
                                    |
    19) Prison Logbook              | 20) The Origin of Magic
                                    |
    21) Head Gaelor's Journal       | 22) Wind by the Fireside
                                    |
    23) In Service of Gulnan        | 24) In Service of Cyric
                                    |
    25) Gulnan's Journal            | 26) The Sword Coast
                                    |
    27) The Rival Orc Tribes and    | 28) Book of Helm
        Their Great Battles         |
                                    |
    29) Black Grimoire              | 30) The City of Neverwinter
                                    |
    31) The Imp's Prison            | 32) The City of Luskan
                                    |
    33) The Time of Troubles        | 34) The Adventures of Grin,
                                    |     Richard and Wu-wei
                                    |
    35) Rise and Fall of Nethril    | 36) Return of the Beast
                                    |
    37) Tome of Death               | 38) Tome of Life
                                    |
    39) Tome of Ice                 | 40) Tome of Fire
                                    |
    41) Tome of Resonance           | 42) Tome of Robes
                                    |
    43) Tome of Boots               | 44) Blood War Research Journal
                                    |
    45) Ganon's Journal             | 46) The Journal of Sir Karathis
                                    |     Ironheart
                                    |
    47) Burke's Manual              | 48) Initiate's Primer
                                    |
    49) Complete History of the     | 50) Treatise on the Spirit of the
        Creator Races               |     Wood
                                    |
    51) Leadership of Neverwinter   | 52) Dread Queen Morag
                                    |
    53) Wanev's Bedroom Journal     | 54) Maugrim's Journal
                                    |
    55) Aarwyl's Journal            | 56) Hodd's Journal
                                    |
    57) Tome of Rings               | 58) Cultist's Journal
                                    |
    59) Journal of Synth La'neral   | 60) Relmar's Journal
                                    |
    61) Treatise on Forgotten Heroes| 62) Explorer's Journal
                                    |
    63) Charwood Cultist's Journal  | 64) Recipes of the Forge
    
    -----
    
    
    >>> SHADOWS OF UNDRENTIDE CAMPAIGN BOOKS:
    
    
    1) Notebook                    | 2) The Alchemist's Cookbook
                                   |
    3)Garg's Book                  | 4) Ancient Tome
                                   |
    5) J'Nahs Journal              | 6) The Origin of Magic
                                   |
    7) Tale of Rusty McFinger      | 8) The Art of Lichdom
                                   |
    9) Temple of the Winds - Rites | 10) Moldy Tome
       and Rituals                 |
                                   |
    11) Poetry of Dagget Filth     | 12) City of Shadows
                                   |
    13) Mechanics of Flight        | 14) Kabbarnacky's Guide
                                   |     to Mythrals
    
    -----
    
    
    >>> HORDES OF THE UNDERDARK CAMPAIGN BOOKS:
    
    1) Waterdeep                   | 2) Religion's of the Sword Coast
                                   |
    3) Worn Book                   | 4) Burned Book
                                   |
    5) Lexicon Arcana              | 6) Scriptures of the Created
                                   |
    7) Lab Notes                   | 8) Magics of Golem Enhancements
                                   |
    9) The Guardian Guide          | 10) the Swordcoast
                                   |
    11) Vix'thrite Tome            | 12) Tome of the Vix'thrite Elders
                                   |
    13) Dessarian River            | 14) Uthgardt Barbarians
    
    -----------------------------------------------------------------------
    
    
    >>> REAGENTS AND COMPONENTS <<<
    
        Reagents and components are required for enhancing weapons and for
    making traps and other items; they are also used to complete a few
    rituals you'll venture across in your journeys.
    
    - DRAGON BLOOD               - ADAMANTINE
    
    - FAIRY DUST                 - SPECIAL HOLY WATER
    
    - BODAK'S TOOTH              - GARGOYLE SKULL
    
    - FIRE BEETLE BELLY          - FENBERRIES
    
    - IRONWOOD                   - QUARTZ CRYSTAL
    
    - SLAAD TONGUE               - BELLADONNA
    
    - RAGS                       - ETTERCAP SILK GLAND
    
    - LARGE BONE                 - SKELETON KNUCKLE
    
    -----------------------------------------------------------------------
    
    
    >>> GEMS <<<
    
        Gems are required for making rings and amulets, 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
    please specify which campaign you've foun the item in.
    
    
    >>> NEVERWINTER NIGHTS CAMPAIGN ITEMS <<<
    
    - STONE OF RECALL: This stone allows your character to teleport to the
    Halls of Justice in chapter one or the local Temple of Tyr for the
    remaining three chapters.
    
    - PLAIN RINGS: Come is copper, silver, or gold.  Sorcerers and Wizards
    may use these plain rings to craft magical ones.
    
    - PLAIN NECKLACES: Come in copper, silver, or gold.  Wizards and
    Sorcerers can craft magical amulets from these necklaces.
    
    - MAGIC BAG: These backpacks will reduce the weight of the items you
    put into them by 20%, 40%, 60%, or 80%.
    
    - BAG OF HOLDING: This wonderful bag will reduce the weight of the
    items you put into it by 100%.
    
    - MAGIC BOX: A pretty rare item to find, it works like a magic bag and
    will reduce the weight of the items you put into by 20% or 40%.  Quite
    small these are so you might want to ditch it as soon as you find or
    purchase a magic bag.
    
    - TOP: I have no clue as to what thing does, besides spin on the floor.
    There has to be a use for this somewhere in the game. If you know what
    this is used for, e-mail me right away 'cause it's driving me nuts
    trying to figure out where it goes or who I can give it to.
    
    - SCABBARD OF BLESSING:            - HARP OF PANDEMONIUM:
      Special Properties:                Special Properties:
      Use: Bless 3 Times Per Day         Use: Confusion 2 Times Per Day
      Use: Aid 3 Times Per Day           Use: Daze Unlimited Times Per
                                         Day; Only Useable by Bard
    
    
    -----------------------------------------------------------------------
    
    
    >>> SHADOWS OF UNDRENTIDE CAMPAIGN ITEMS <<<
    
    
    - 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 IN SOU CAMPAIGN <<<
    
    *** Only Bards may use the items lited 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
    
    -----------------------------------------------------------------------
    
    
    >>> HORDES OF THE UNDERDARK CAMPAIGN ITEMS <<<
    
    
    - GEM OF BRIGHTNESS:               - LESSER IUON STONE DUSTY ROSE:
      Special Properties: Charges: 50    Special Properties: Use:
      Use: Blindness/Deafness Single     Dusty Rose 1 Time Per Day
      Use, Light 1 Charge Per Use,
      Sunbeam 5 Charges Per Use
    
    
    - LESSER IUON STONE BLUE:          - LANTERN OF REVEALING:
      Special Properties: Use:           Special Properties: Use:
      Blue 1 Time Per Day                Invisibility Purge Unlimited
                                         Times Per Day
    
    
    - GEM OF SEEING:                   - BRANCH OF GIVING:
      Special Properties: Use:           Special Properties: Use:
      True Seeing 1 Time Per Day         Flameberry 1 Time Per Day,
                                         Iceberry 1 Time Per Day;
                                         Only Useable by: Druid or
                                         Ranger
    
    
    - DUST OF APPEARANCE:              - DUST OF DISSAPPEARANCE:
      Special Properties: Use:           Special Properties: Use:
      Invisibility Purge Single Use      Improved Invisibility Single
                                         Use
    
    
    - MIRROR OF ALL-SEEING:            - CANAITH MANDOLIN:
      Special Properties: Use:           Special Properties: Use:
      Clairaudience/Clairvoyance         Cure Serious Wounds 1 Time
      5 Times Per Day, Ethereal          Per Day, Dispel Magic 1 Time
      Visage 1 Time Per Day,             Per Day, Sumon Creature III
      Feeblemind 2 Times Per Day,        1 Time Per Day; Only Useable
      See Invisibility 5 Times Per       by Bard
      Day, True Seeing 2 Times Per Day
    
    
    - HARP OF HAUNTING:                - CHIME OF OPENING:
      Charges: 50; Use: Animate          Charges: 50; Use: Knock
      Dead 3 Charges Per Use,            1 Charge Per Use
      Fear 2 Charges Per Use,
      Scare 1 Charge Per Use; Only
      Useable by Bard
    
    ================================================================ #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.  All of the
    above weapons are available in all three campaigns.
    
    -----
    
    >>> 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.  Also, all of
    the above weapons are available in all three campaigns.
    
    -----
    
    
    >>> RANGED WEAPONS AMMUNITION <<<
    
    
    - ARROW:                           - PIERCING ARROW:
      Base Damage: 1d6 or 1d8            Base Damage: 1d6 or 1d8
                                         Damage Bonus: Piercing 1d6
    
    - LIGHTNING ARROW:                 - ACID ARROW:
      Base Damage: 1d6 or 1d8            Base Damage: 1d6 or 1d8
      Damage Bonus: Electrical 1d6       Damage Bonus: Acid 1d6
    
    - ICE ARROW:                       - FIRE ARROW:
      Base Damage: 1d6 or 1d8            Base Damage: 1d6 or 1d8
      Damage Bonus: Cold 1d6             Damage Bonus: Fire 1d6
    
    - BOLT:                            - PARALYTIC BOLT:
      Base Damage: 1d8 or 1d10           Base Damage: 1d8 or 1d10
                                         Damage Bonus: Stun DC-14
                                         50%/2 Rounds
    
    - LIGHTNING BOLT:                  - BOLT OF FROSTBITE:
      Base Damage: 1d8 or 1d10           Base Damage: 1d8 or 1d10
      Damage Bonus: Electrical 1d4       Damage Bonus: Cold 1d4
    
    - FIRE BOLT:                       - BOLT OF PIERCING:
      Base Damage: 1d8 or 1d10           Base Damage: 1d8 or 1d10
      Damage Bonus: Fire 1d4             Damage Bonus: Piercing 1d10
    
    - ACID BOLT:                       - BULLET:
      Base Damage: 1d8 or 1d10           Base Damage: 1d4
      Damage Bonus: Acid 1d4
    
    - BULLET OF SMITING:               - GIANTS BANE:
      Base Damage: 1d4                   Base Damage: 1d4
      Damage Bonus: Bludgeoning 1d6      Damage Bonus vs. Giant:
                                         Bludgeoning 1d6; Damage Bonus:
                                         Piercing 1d6
    
    - ICE BULLET:                      - LIGHTNING BULLET:
      Base Damage: 1d4                   Base Damage: 1d4
      Damage Bonus: Cold 1d6             Damage Bonus: Electrical 1d6
    
    - FIRE BULLET:                     - BULLET OF SCREAMING:
      Base Damage: 1d4                   Base Damage: 1d4
      Damage Bonus: Fire 1d6             Damage Bonus: Sonic 1d4
                                         On Hit: Silence DC-14 50%/
                                         2 Rounds
    
    
    - FAREL'S GOLD (BULLET):
      Base Damage: 1d4
      Damage Bonus: Acid 1d4
      On Hit: Slow DC-14 50%/
      2 Rounds
    
    -----
    
    
    >>> EXOTIC MELEE WEAPONS <<<
    
    
    - KUKRI:                           - KAMA:
      Base Damage: 1d4                   Base Damage: 1d6
      Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic                       Feat: Exotic
    
    
    - KATANA:                          - DOUBLE AXE:
      Base Damage: 1d10                  Base Damage: 1d8/1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
      Base Damage Type: Slashing         Base Damage Type: Piercing and
      Feat: Exotic                       Slashing, Feat: Exotic
    
    
    - DIRE MACE:                       - TWO-BLADED SWORD:
      Base Damage: 1d8/1d8               Base Damage: 1d8/1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Slashing
      Feat: Exotic                       Feat: Exotic
    
    
    - SCYTHE:
      Base Damage: 2d4
      Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing and
      Slashing
      Feat: Exotic
    
    >>> All of the above weapons also come in +1, +2, and +3.  They have an
    Enhancement Bonus of +1, +2, or +3.  All of these weapons are also
    available in all three campaigns
    
    >>> 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(s).  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 specify what campaign you've found the weapon in.
    
    
    >>> FOUND SIMPLE MELEE WEAPONS IN NWN CAMPAIGN <<<
    
    
    - TAGGET'S TALON (DAGGER):         - ICE TALON (DAGGER):
      Base Damage: 1d4                   Base Damage: 1d4
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
      Rogue, Wizard; Special             Rogue, Wizard; Special
      Properties: Enhancement            Properties: Enhancement
      Bonus +1, Keen                     Bonus +2; Damage Bonus:
                                         Cold 1d6
    
    
    - PIXIE LANCE (DAGGER):            - COURTESAN BLADE (DAGGER):
      Base Damage: 1d4                   Base Damage: 1d4
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
      Rogue, Wizard; Special             Rogue, Wizard; Special
      Properties: Enhancement            Properties: Enhancement
      Bonus +2; On Hit: Sleep DC-14      Bonus +2; Keen; On Hit: Stun
      50%/2 Rounds                       DC-14 50%/2 Rounds
    
    
    - WATCHMAN'S CLUB:                 - WILL OF THE LOST (CLUB):
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
      Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
      Rogue, Wizard; Special             Rogue, Wizard; Special
      Properties: Enhancement            Properties: Enhancement
      Bonus +2; Bonus Feat:              Bonus +1; Vampire Regeneration
      Alertness; Low Light (10m)         +3
      Yellow; Skill Bonuses:
      Listen +2, Spot +2
    
    
    - TETHIR-WOOD CUDGEL (CLUB):       - BONE PHEONIX (MORNING STAR):
      Base Damage: 1d6                   Base Damage: 1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
      Feat: Simple; Druid, Monk,         and Piercing; Feat: Simple,
      Rogue, Wizard; Special             Rogue; Special Properties:
      Properties: Enhancement            Enhancement Bonus +1; Damage
      Bonus +2; Damage Bonus:            Bonus: Fire 1d6
      Acid 1d6
    
    
    - BLACK KUMADE (SPEAR):            - NEGASTAFF:
      Base Damage: 1d8                   Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Bludgeoning
      Feat: Simple; Druid, Special       Feat: Simple; Druid, Monk,
      Properties: Enhancement            Rogue, Wizard; Special
      Bonus +2; Spell Resistance: 10     Properties: Enhancement Bonus
                                         +1; On Hit: Level Drain
                                         DC-14 25%/3 Rounds
    
    
    - STAFF OF POWER:                  - BLACKFOREST STAFF:
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
      Feat: Simple; Sorcerer or          Feat: Simple; Druid, Monk,
      Wizard; Special Properties:        Rogue, Wizard; Special
      Charges: 50; Uses:                 Properties: Enhancement Bonus
      Fireball 3 times per day,          vs. Good +1; Uses: Protection
      Magic Missle 2 times per day       from Alignment 3 times per day
      Ray of Enfeeblement 1 time         Vampire Regeneration +1
      per day; Only Useable by
      Sorcerer or Wizard
    
    
    - STAFF OF THE HOLY:               - STAFF OF DEFENSE:
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
      Feat: Simple; Cleric; Special      Feat: Simple; Sorcerer,
      Properties: Uses: Aid 2 times      Wizard; Special Properties:
      per day, Cure Light Wounds 1       Charges: 50; Armor Bonus +2
      time per day, Cure Moderate        (AC Armor Modifier); Uses:
      Wounds 3 times per day; Only       Ghostly Visage 2 times per day
      Useable by Cleric                  Mage Armor 1 time per day,
                                         Protection from Alignment 3
                                         times per day; Only Useable by
                                         Sorcerer or Wizard
    
    
    - STAFF OF COMMAND:                - DRONE +1 (MORNINGSTAR):
      Base Damage: 1d6                   Base Damage: 1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
      Feat: Simple; Druid, Monk,         and Piercing; Feat: Simple or
      Rogue, Wizard; Special             Rogue; Special Properties:
      Properties: Charges: 50            Enhancement Bonus +1, On Hit:
      Immunity: Mind-Affecting Spells;   Slow DC-14 50%/2 Rounds
      Uses: Charm Monster 5 times per
      day, Charm Person 2 times per
      day, Dominate Person 5 times
      per day
    
    
    - STAFF OF MELANDEN:               - GOLDEN SICKLE +1:
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Slashing
      Feat: Simple; Druid, Monk          Feat: Simple; Druid
      Rogue, Wizard; Special             Special Properties: Bonus
      Properties: Charges: 50            Spell Slot: Druid Level 0;
      Bonus Feat: Spell Penetration      Enhancement Bonus +1; Skill
      Light Bright (20 m) Red;           Bonus: Animal Empathy +2
      Use: Melf's Acid Arrow 5
      Charges Per Use
    
    
    - STAFF OF CURING:                 - FEY SPEAR +1:
      Base Damage: 1d6                   Base Damage: 1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
      Base Damage Type: Bludgeoning      Base Damage Type: Piercing
      Feat: Simple; Druid, Monk          Feat: Simple; Druid;
      Rouge, Wizard; Special             Special Prperties: Enhancement
      Properties: Skill Bonus:           Bonus +1; On Hit: Daze DC-14
      Heal +5; Charges: 50; Use:         75%/1 Round
      Cure Serious Wounds 2
      Charges Per Use
    
    
    - PENHOLD STAFF:                   - BLACKSOUL SICKLE:
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Piercing
      Feat: Simple; Druid, Monk,         Feat: Simple; Druid
      Rogue, Wizard; Special             Special Properties: Vampiric
      Properties: Charges: 50;           Regeneration +2; Enhancement
      Use: Freedom of Movement           Bonus +1
      Single Use; Hold Person
      Single Use; Remove Paralysis
      Single Use
    
    
    - GLADIATOR'S CLUB +1:
      Base Damage: 1d6
      Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning
      Feat: Simple; Druid, Monk,
      Wizard; Special Properties:
      Enhancement Bonus +1; On Hit:
      Daze DC-14 75%/1 Round
    
    -----
    
    
    >>> FOUND SIMPLE RANGED WEAPONS IN NWN CAMPAIGN <<<
    
    
    - CROSSBOW OF THE HIGH FOREST:     - FEYWARDEN CROSSBOW:
      Base Damage: 1d8                   Base Damage: 1d10
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Ammunition: Bolts; Feat:           Ammunition: Bolts; Feat:
      Simple; Druid, Monk, Rogue         Simple; Druid, Monk, Rogue
      Wizard; Special Properties:        Wizard; Special Properties:
      Attack Bonus +4;                   Attack Bonus vs. Orc +5;
      Regeneration +1                    Attack Bonus +2
    
    
    - RUBY CROSSBOW:                   - *CROSSBOW OF ACCURACY:
      Base Damage: 1d8                   Base Damage: 1d10
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Ammunition: Bolts                  Ammunition: Bolts
      Feat: Simple; Monk, Rogue,         Feat: Simple; Monk, Rogue,
      Wizard; Special Properties:        Wizard; Special Properties:
      Attack Bonus +3; Use: Scare        Attack Bonus +5
      Once Per Day
    
     Contributor Credits:
    * Sent in by reader Al Morin
    
    -----
    
    
    >>> FOUND MARTIAL MELEE WEAPONS IN NWN CAMPAIGN <<<
    
    
    - HAMMER OF JUSTICE:               - RAPIER OF THE HIGH ROAD:
      Base Damage: 1d8                   Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 18-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Piercing
      Feat: Martial                      Feat: Martial; Elf, Rogue
      Special Properties: Enhancement    Special Properties: Damage
      Bonus vs. Chaotic +2;              Bonus: 1d6 Acid; Enhancement
      Enhancement Bonus +1               Bonus +1; Keen
    
    
    - MORAG PROTECTOR SHORT SWORD:     - HOPE SLAYER (LONGSWORD):
      Base Damage: 1d6                   Base Damage: 1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Slashing
      Feat: Martial; Rogue               Feat: Martial; Elf
      Special Properties: Damage         Special Properties: Vampire
      Bonus: 1d6 Sonic; Enhancement      Regeneration +1; Enhancement
      Bonus +2                           Bonus +3; Only Useable by
                                         Lawful Evil
    
    
    - SHIMMERING BLADE (SCIMITAR):     - VERMIN'S BANE (GREATSWORD):
      Base Damage: 1d6                   Base Damage: 2d6
      Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Martial; Druid               Feat: Martial
      Special Properties: Enhancement    Special Properties:
      Bonus +2; Skill Bonus: Parry +5    Enhancement Bonus vs. Vermin
                                         +4; Enhancement Bonus +1
    
    
    - BLADE OF THE RESHEMI:            - MORAG PROTECTOR GREATAXE:
      (GREATSWORD):                      Base Damage: 1d12
      Base Damage: 2d6                   Base Critical Threat: 19-20/x3
      Base Critical Threat: 19-20/x2     Base Damage Type: Slashing
      Base Damage Type: Slashing         Feat: Martial
      Feat: Martial                      Special Properties: Damage
      Special Properties: Enhancement    Bonus: 2d6 Fir
      Bonus +2; Spell Resistance 10
    
    
    - RIFT HAMMER:                     - BLACK RIDER QUILL (RAPIER):
      Base Damage: 1d8                   Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 18-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Piercing
      Feat: Martial                      Feat: Martial; Rouge, Elf
      Special Properties: Damage         Special Properties: Skill
      Bonus: 1d6 Sonic; Enhancement      Bonuses: Lore +4, Perform +4;
      Bonus +1                           Enhancement Bonus +1
    
    
    - HARBRINGER KIN +1 (GREATSWORD):  - DESERT WIND +1 (SCIMITAR):
      Base Damage: 2d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 18-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Martial                      Feat: Martial; Druid
      Special Properties: Damage         Special Properties: Damage
      Bonus: Fire 2 Damage;              Bonus: Fire 1d6 Damage;
      Enhancement Bonus +1               Enhancement Bonus +1
    
    
    - HAMMER OF THE WISP:              - MERCYKILLER BLADE (RAPIER):
      Base Damage: 1d8                   Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 18-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Piercing
      Feat: Martial                      Feat: Martial; Rogue, Elf
      Special Properties: Light          Special Properties: Damage
      (15m) Blue; Enhancement            Bonus vs. Evil 1d6 Fire Damage
      Bonus +2; On Hit: Fear             Enhancement Bonus +2
      DC-14 50%/2 Rounds
    
    
    - ASTRAL BLADE +1:                 - DAGGER OF CHAOS (GREATSWORD):
      Base Damage: 1d8                   Base Damage: 2d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Martial; Elf                 Feat: Martial
      Special Properties: Damage         Special Properties: Vampiric
      Bonus: Sonic 1d4 Damage;           Regeneration +3; Enhancement
      Enhancement Bonus +1               Bonus +2; On Hit: Confusion
                                         DC-14 50%/2 Rounds
    
    
    - NAMARRA NEVERSLEEP +1 (RAPIER):  - BLADE OF THE GLADIATOR
      Base Damage: 1d6                   (LONGSWORD):
      Base Critical Threat: 18-20/x2     Base Damage: 1d8
      Base Damage Type: Piercing         Base Critical Threat: 19-20/x2
      Feat: Martial; Rogue, Elf          Base Damage Type: Slashing
      Special Properties:                Feat: Martial; Elf
      Enhancement Bonus +1; On Hit:      Special Properties: Damage
      Daze DC-14 75%/1 Round             Bonus: Acid 1d6 Damage;
                                         Enhancement Bonus +2
    
    
    - SILVERMANE'S AXE:                - FEYDUSTER +1 (SHORTSWORD):
      Base Damage: 1d8                   Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Piercing
      Feat: Martial                      Feat: Martila; Rogue
      Special Properties: Keen;          Special Properties:
      Enhancement Bonus +1;              Enhancement Bonus +1; On Hit:
      Regeneration +1; Use:              Daze DC-14 75%/1 Round
      Raise Dead Single Use
    
    
    - EMBER'S AXE:                     - WRIT OF THE VIZIER (FLAIL):
      Base Damage: 1d6                   Base Damage: 1d8
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Bludgeoning
      Feat: Martial; Monk                Feat: Martial
      Special Properties: Enhancement    Special Properties: On Hit:
      Bonus +2; Enhancement Bonus        Fear DC-14 50%/2 Rounds;
      vs. Outsider +4                    Enhancement Bonus: +1
    
    
    - ICE REAVER +3 (HANDAXE):         - HEIRS OF OSIRIS (LIGHT FLAIL):
      Base Damage: 1d6                   Base Damage: 1d8
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Bludgeoning
      Feat: Martial; Monk                Feat: Martial
      Special Properties: Enhancement    Special Properties: Damage Bonus
      Bonus +3; Damage Bonus: Cold 1     vs. Undead +4; Enhancement
      Damage; Damage Resistance: Cold    Bonus +1
      Resist 15/-
    
    
    - STORM +2 (LIGHT HAMMER):         - RAVAGER +4 (HALBERD):
      Base Damage: 1d4                   Base Damage: 1d10
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
      Base Damage Type: Bludgeoning      Base Damage Type: Piercing and
      Feat: Martial                      Slashing Feat: Martial
      Special Properties: Enhancement    Special Properties: Damage
      Bonus +2; Damage Bonus: 1d6        Bonus: Sonic 1d6 Damage; On Hit:
      Electrical Damage; Damage          Daze DC-14 50%/2 Rounds;
      Resistance: Electrical Resist      Enhancement Bonus +4
      10/-
    
    
    - BLOOD RUST AXE:                 - *BLESSING OF THE DAYSTAR
      Base Damage: 1d6                  (LONGSWORD):
      Base Critical Threat: 19-20/x3    Base Damage: 1d8
      Base Damage Type: Slashing        Base Critical Threat: 19-20/x2
      Feat: Martial; Monk               Base Damage Type: Slashing
      Special Properties: Enhancement   Feat: Martial; Elf
      Bonus +2; Damage Bonus vs. Good   Special Properties: Required
      1d6 Fire Damage; On Hit: Slow     Level: 16; Enhancement Bonus
      DC-14 50%/2 Rounds                +3; Enhancement Bonus vs.
                                        Undead +5; Damage Bonus vs.
                                        Evil: 1d6 Fire Damage
    
    
    - ^GEMSWORD (GREATSWORD):         - ^SHINING LIGHT OF LATHANDER
       Base Damage: 2d6                 (GREATSWORD):
       Base Critical Threat: 19-20/x2   Base Damage: 2d6
       Base Damage Type: Slashing       Base Critical Threat: 19-20/x2
       Feat: Martial                    Base Damage Type: Slashing
       Special Properties: Enhancement  Feat: Martial
       Bonus +3; Damage Bonus:          Special Properties: Light Normal
       Electrical 1d6 Damage            (15m) Orange; Enhancement Bonus
                                        +2; Use: Searing Light Once Per Day
    
    Contributor Credits:
    * Sent in by reader Alit Anggara
    ^ Sent in by reader Josh Gagnier
    
    -----
    
    
    >>> FOUND MARTIAL RANGED WEAPONS IN NWN CAMPAIGN <<<
    
    
    - ELVEN COURT BOW:                 - THUNDERBEAST AXE:
      Base Damage: 1d8                   Base Damage: 1d6
      Base Critical Threat: 19-30/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Slashing
      Ammunition: Arrows                 Feat: Martial; Special
      Feat: Martial; Elf                 Properties: Damage Bonus:
      Special Properties: Attack         Sonis 1d4 Damage; Enhancement
      Bonus +3; Mighty +3                Bonus +3
    
    
    - COMPOSITE SHORTBOW +2:           - LILTING NOTE (SHORTBOW):
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Ammunition: Arrows                 Ammunition: Arrows
      Feat: Martial, Rogue, Elf          Feat: Martial; Rogue, Elf
      Special Properties: Attack         Special Properties: Attack
      Bonus +2; Mighty +4                Bonus +3; Mighty +3; Skill
                                         Bonus: Perform +8
    
    
    - LESSER OATHBOW (SHORTBOW):       - BLACK RAVEN THROWING AXES:
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Slashing
      Ammunition: Arrows                 Feat: Martial
      Feat: Martial; Rogue, Elf          Special Prperties: Enhancement
      Special Properties: Attack         Bonus +1; On Hit: Fear DC-14
      Bonus +3; Mighty +3; Massive       50%/2 Rounds
      Criticals: 1d4 Damage
    
    
    - RIFTHOME THROWING AXES:
      Base Damage: 1d6
      Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing
      Feat: Martial
      Special Properties: Enhancement
      Bonus +3; Mighty +3
    
    
    -----
    
    
    >>> FOUND EXOTIC MELEE WEAPONS IN NWN CAMPAIGN <<<
    
    
    - CUTTING STAR (KUKRI):            - EMPTY FIELDS (KAMA):
      Base Damage: 1d4                   Base Damage: 1d6
      Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic; Monk                 Feat: Exotic; Monk
      Special Properties: Damage         Special Properties:
      Bonus: Fire 1d6; Enhancement       Enhancement Bonus +1; On Hit:
      Bonus +2; On Hit: Blindness        Doom DC-14 50%/2 Rounds
      DC-14 25%/3 Rounds
    
    
    - PEASENT DYNASTY (KAMA):          - ARDULIA'S FALL (DIRE MACE):
      Base Damage: 1d6                   Base Damage: 1d8/1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Bludgeoning
      Feat: Exotic; Monk                 Feat: Exotic
      Special Properties: Damage         Special Properties:
      Resistance: Acid Resist 5/-,       Enhancement Bonus +2; On Hit:
      Cold Resist 5/-, Electrical        Slow DC-14 25%/3 Rounds
      Resist 5/-, Fire Resist 5/-;
      Enhancement Bonus +1
    
    
    - EBON DIRE MACE:                  - KROTAN'S SKULLCRUSHER
      Base Damage: 1d8/1d8               (DIRE MACE):
      Base Critical Threat: 19-20/x2     Base Damage: 1d8/1d8
      Base Damage Type: Bludgeoning      Base Critical Threat: 19-20/x2
      Feat: Exotic                       Base Damage Type: Bludgeoning
      Special Properties:                Feat: Exotic
      Enhancement Bonus +1; On Hit:      Special Properties: Damage
      Ability Drain DC-14 Strength       Bonus vs. Goblinoid 1d6 Cold,
                                         Damage Bonus vs. Half-Orc 1d6
                                         Cold, Damage Bonus vs. Orc 1d6
                                         Cold; Enhancement Bonus +1
    
    
    - ARIBETH'S BASTARD SWORD:         - HIDEO'S KAMA:
      Base Damage: 1d10                  Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic                       Feat: Exotic; Monk
      Special Properties: Damage         Special Properties: Skill
      Bonus vs. Good +5; Enhancement     Bonus: Parry +2; Enhancement
      Bonus +5; Vampire Regeneration     Bonus +2
      +1; Only Useable by Lawful Evil
      Paladin
    
    
    - SWORD OF BAO (2-BLADED SWORD):   - URTHGARDT CEREMONIAL BLADE +1
      Base Damage: 1d8/1d8               (2-BLADED SWORD):
      Base Critical Threat: 19-20/x2     Base Damage: 1d8/1d8
      Base Damage Type: Slashing         Base Critical Threat: 19-20/x2
      Feat: Exotic                       Base Damage Type: Slashing
      Special Properties: Damage         Feat: Exotic
      Bonus: Fire 1d6 Damage             Special Properties: Keen;
                                         Enhancement Bonus +1
    
    
    - DOUBLEAXE OF TALL KIN +1:        - BLADE OF CORELLON (2-BLADED):
      Base Damage: 1d8/1d8               Base Damage: 1d8/1d8
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic                       Feat: Exotic
      Special Properties: Light Low      Special Properties: Skill
      (10m) White; Enhancement           Bonuses: Heal +2, Spot +2;
      Bonus +1                           Enhancement Bonus +3
    
    
    - STOUTCORPS KEY (DIRE MACE):      - NATURE'S SCYTHE:
      Base Damage: 1d8/1d8               Base Damage: 2d4
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x4
      Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
      Feat: Exotic                       & Piercing; Feat: Exotic
      Special Properties: Enhancement    Special Prperties: Enhancement
      Bonus +1; Enhancement Bonus:       Bonus +1; Enhancement Bonus
      Strength +2                        vs. Human +4
    
    
    - ASCORIAN DOUBLE AXE:             - LAWGIVER (BASTARD SWORD):
      Base Damage: 1d8/1d8               Base Damage: 1d10
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic                       Feat: Exotic
      Special Properties: Vampiric       Special Prperties: Enhancement
      Regeneration +3; Enhancement       Bonus +1; Enhancement Bonus
      Bonus vs. Evil +1                  vs. Chaotic +3
    
    
    - NEVERWINTER KUKRI:               - MESSANGER BLADE (KUKRI):
      Base Damage: 1d4                   Base Damage: 1d4
      Base Critical Threat: 18-20/x2     Base Critical Threat: 18-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic; Monk                 Feat: Exotic; Monk
      Special Properties: Enhancement    Special Properties: Keen;
      Bonus +2; Improved Saving          Enhancement Bonus +2
      Throw: Fortitude +1
    
    
    - THREAD OF LIFE (KAMA)            - KAGO-TO (KATANA):
      Base Damage: 1d6                   Base Damage: 1d10
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Tpe: Slashing
      Feat: Exotic; Monk                 Feat: Exotic
      Special Properties: Enhancement    Special Properties: Enhancemnt
      Bonus +1; Regeneration +1;         Bonus +1; On Hit: Daze DC-14
      Charges: 50; Use: Cure Critical    50%/2 Rounds
      Wounds 5 Charges Per Use; Cure
      Minor Wounds: 0 Charges Per Use;
      Cure Moderate Wounds 2 Charges
      Per Use; Cure Serious Wounds 4
      Charges Per Use
    
    
    - *BLODLETTER (BASTARD SWORD):     - *DIVINE FURY (KATANA):
       Base Damage: 1d10                 Base Damage: 1d10
       Base Critical Threat: 19-20/x2    Base Critical Threat: 19-20/x2
       Base Damage Type: Slashing        Base Damage Type: Slashing
       Feat: Exotic                      Feat: Exotic
       Special Properties:Enhancement    Special Properties: Damage
       Bonus +4; On Hit: Wounding;       Bonus: Electrical 1d6 Damage;
       Vampiric Regeneration +2          Enhancement Bonus +3; On Hit:
                                         Stun 50%/2 Rounds
    
    
    - DISCORD (BASTARD SWORD):
      Base Damage: 1d10
      Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing
      Feat: Exotic
      Special Properties: Enhancement
      Bonus +2; Damage Bonus: Sonic
      1d6 Damage; On Hit: Confusion
      Dc-14 50%/2 Rounds
    
    Contributor Credits:
    * Sent in by reader Alit Anggara
    
    -----
    
    
    >>> FOUND EXOTIC RANGED WEAPONS IN NWN CAMPAIGN <<<
    
    
    - STARS OF OJY-DO:                 - SHINING LIGHT SHURIKEN:
      Base Damage: 1d3                   Base Damage: 1d3
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Feat: Exotic; Monk                 Feat: Exotic; Monk
      Special Properties: Damage         Special Properties:
      Bonus: 1d4 Cold; Enhancement       Enhancement Bonus +2; On Hit:
      Bonus +1                           Daze DC-14 50%/2 Rounds
    
    
    - DRAGON'S TAIL SHURIKEN:          - GRAINS OF SAND (SHURIKEN):
      Base Damage: 1d3                   Base Damage: 1d3
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Feat: Exotic; Monk                 Feat: Exotic; Monk
      Special Properties: Damage         Special Properties: On Hit:
      Bonus: Fire 1d4 Damage;            Sleep DC-14 50%/2 Rounds
      Enhancement Bonus +2
    
    -----------------------------------------------------------------------
    
    
    >>> FOUND SIMPLE MELEE WEAPONS IN SOU 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
    
    -----------------------------------------------------------------------
    
    
    >>> FOUND SIMPLE MELEE WEAPONS IN HOTU CAMPAIGN <<<
    
    
    - TAGGET'S TALON (DAGGER):         - ICE TALON (DAGGER):
      Base Damage: 1d4                   Base Damage: 1d4
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
      Rogue, Wizard; Special             Rogue, Wizard; Special
      Properties: Enhancement            Properties: Enhancement
      Bonus +1, Keen                     Bonus +2; Damage Bonus:
                                         Cold 1d6
    
    
    - PIXIE LANCE (DAGGER):            - COURTESAN BLADE (DAGGER):
      Base Damage: 1d4                   Base Damage: 1d4
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
      Rogue, Wizard; Special             Rogue, Wizard; Special
      Properties: Enhancement            Properties: Enhancement
      Bonus +2; On Hit: Sleep DC-14      Bonus +2; Keen; On Hit: Stun
      50%/2 Rounds                       DC-14 50%/2 Rounds
    
    
    - NEGASTAFF:                       - FIERY POWER QUARTERSTAFF:
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
      Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk
      Rogue, Wizard; Special             Rogue, Wizard; Special
      Properties: Enhancement Bonus      Properties: Enhancement
      +1; On Hit: Level Drain            Bonus +5 Use: Delayed Fireball
      DC-14 25%/3 Rounds                 Blast 1 Time Per Day, Meteor
                                         Swarm 1 Time Per Day, Summon
                                         Creature IX 1 Time Per Day,
                                         Wall of Fire 1 Time Per Day
    
    
    - STAFF OF POWER:                  - BLACKFOREST STAFF:
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
      Feat: Simple; Sorcerer or          Feat: Simple; Druid, Monk,
      Wizard; Special Properties:        Rogue, Wizard; Special
      Charges: 50; Uses:                 Properties: Enhancement Bonus
      Fireball 3 times per day,          vs. Good +1; Uses: Protection
      Magic Missle 2 times per day       from Alignment 3 times per day
      Ray of Enfeeblement 1 time         Vampire Regeneration +1
      per day; Only Useable by
      Sorcerer or Wizard
    
    
    - STAFF OF THE HOLY:               - STAFF OF DEFENSE:
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
      Feat: Simple; Cleric; Special      Feat: Simple; Sorcerer,
      Properties: Uses: Aid 2 times      Wizard; Special Properties:
      per day, Cure Light Wounds 1       Charges: 50; Armor Bonus +2
      time per day, Cure Moderate        (AC Armor Modifier); Uses:
      Wounds 3 times per day; Only       Ghostly Visage 2 times per day
      Useable by Cleric                  Mage Armor 1 time per day,
                                         Protection from Alignment 3
                                         times per day; Only Useable by
                                         Sorcerer or Wizard
    
    
    - STAFF OF COMMAND:                - WITHERING 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 +6; Use: Animate Dead
      Uses: Charm Monster 5 times per    3 Times Per Day; Only Useable
      day, Charm Person 2 times per      by Palemaster
      day, Dominate Person 5 times
      per day
    
    
    - STAFF OF ASCENSION:              - LAVOREA'S WRATH (MACE):
      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; Rogue
      Rogue, Wizard; Special             Special Properties: Armor
      Properties: Armor Bonus +1 (AC     Bonus vs. Undead +10 (AC
      Deflection Modifier); Bonus        Deflection Modifier); On Hit:
      Spell Slots: Druid Level 1,        Slay Racial Group DC-20 Undead
      Druid Level 2, Druid Level 3;      Enhancement Bonus +3; Bonus vs
      Enhancement Bonus +4; Damage       Undead +6; Only Useable by:
      Bonus: Electrical 1d6 Damage;      Good or Outsider
      Regeneration +1; Use: Call
      Lightning 1 Time Per Day,
      Entangle 1 Time Per Day
    
    
    - PLANAR MACE:                     - KISS OF SUNE (MACE):
      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; Rogue; Special       Feat: Simple; Rogue; Special
      Properties: Enhancement Bonus      Properties: Enhancement Bonus
      +2; Enhancement Bonus vs.          +1; On Hit: Hold DC-14 50%/
      Outsider +4                        2 Rounds
    
    
    - TETHIR-WOOD CUDGEL (CLUB):       - CLUB OF SMITING:
      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             Wizard; Special Properties:
      Properties: Enhancement            Enhancement Bonus +1; On Hit:
      Bonus +2; Damage Bonus:            Slay Racial Group DC-20
      Acid 1d6 Damage                    Construct
    
    
    - ONE OF MANY (MORNINGSTAR):       - RENEWAL (SICKLE):
      Base Damage: 1d8                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgoening &    Base Damage Type: Slashing
      Piercing; Feat: Simple; Rogue      Feat: Simple; Druid
      Special Properties: Damage         Special Properties: Damage
      Bonus: Electrical 1 Damage;        Bonus: Fire 2d6 Damage;
      Enhancement Bonus +1; Skill        Damage Resistance: Fire Resist
      Bonus: Discipline +3               10/-; Enhancement Bonus +3
    
    
    - RISKTAKER (DAGGER):              - DROW DAGGER:
      Base Damage: 1d4                   Base Damage: 1d4
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
      Rogue, Wizard; Special             Rogue, Wizard; Special
      Properties: Enhancement Bonus      Properties: Damage Bonus:
      +8; Haste; Skill Bonuses: Hide     Acid 1d6 Damage
      +10, Move Silently +10; Ability
      Score Penalty: Int -4, Wis -4;
      Only Useable by Assassin
    
    
    - YAWNING PORTAL DAGGER:           - SPEAR OF WITHERING:
      Base Damage: 1d4                   Base Damage: 1d8
      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
      Rogue, Wizard; Special             Special Properties: On Hit:
      Properties: Damage Penalty -1;     Ability Drain DC-14 Con;
      Enhancement Bonus +2               Enhancement Bonus +1
    
    
    - STONE COLD CLUB:                 - AIEDO WITHER-STICK +8:
      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:
      Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
      Wizard; Special Properties:        Rogue, Wizard; Special
      Attack Bonus +3; Damage Bonus:     Properties: Enhancement Bonus
      Cold 1d6 Damage; On Hit: Fear      +8; On Hit: Ability Drain
      DC-14 50%/2 Rounds                 DC-14 Strength
    
    
    - GLADIATOR'S CLUB +8:             - DRONE +8 (MORNINGSTAR):
      Base Damage: 1d6                   Base Damage: 1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
      Feat: Simple; Druid, Monk,         and Piercing; Feat: Simple or
      Wizard; Special Properties:        Rogue; Special Properties:
      Charges: 50; Immunity:             Enhancement Bonus +8, On Hit:
      Mind-Affecting Spells;             Slow DC-14 50%/2 Rounds;
      Enhancement Bonus +8               Damage Bonus: Sonic 1d6 Damage
    
    
    - LEECH +8 (DAGGER):               - MACE OF DISRUPTION +8:
      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; Rogue
      Rogue, Wizard; Special             Special Properties: Damage
      Properties: Enhancement Bonus      Bonus vs. Undead 1d10 Fire
      +8; Vampiric Regeneration +5       Damage; Enhancement Bonus +8;
                                         Enhancement Bonus vs Undead +8
                                         On Hit: Slay Racial Group
                                         DC-20 Undead
    
    
    - BLOODSUCKER (DAGGER):            - STAFF OF BLAPHERON:
      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; Sorcerer, Wizard
      Rogue, Wizard; Special             Special Propeties: Charges: 50
      Properties: Enhancement            Enhancement Bonus +6; Haste;
      Bonus +6; Keen; Vampiric           Use: Ball Lightning 2 Charges
      Regeneration +6                    Per Use, Energy Buffer 1 Charg
                                         Per Use, Premonition 5 Charges
                                         Per Use, Scintillating Sphere
                                         1 Charge Per Use; Only Useable
                                         by Sorcerer or Wizard
    
    
    - NEMESIS (MORNINGSTAR):
      Base Damage: 1d8
      Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning &
      Piercing; Feat: Simple; Rogue;
      Special Properties: Damage
      Bonus: Divine 1d8 Damage;
      Enhancement Bonus +6; On Hit:
      Slow DC-26 50%/2 Rounds
    
    
    -----
    
    
    >>> FOUND SIMPLE RANGED WEAPONS IN HOTU CAMPAIGN <<<
    
    
    - CROSSBOW OF THE HIGH FOREST:     - FEYWARDEN CROSSBOW:
      Base Damage: 1d8                   Base Damage: 1d10
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Ammunition: Bolts; Feat:           Ammunition: Bolts; Feat:
      Simple; Druid, Monk, Rogue         Simple; Druid, Monk, Rogue
      Wizard; Special Properties:        Wizard; Special Properties:
      Attack Bonus +4;                   Attack Bonus vs. Orc +5;
      Regeneration +1                    Attack Bonus +2
    
    
    - RUBY CROSSBOW:                   - SLING OF FORCE:
      Base Damage: 1d8                   Base Damage: 1d4
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Bludgeoning
      Ammunition: Bolts                  Ammunition: Bullets
      Feat: Simple; Monk, Rogue,         Feat: Simple; Druid, Monk,
      Wizard; Special Properties:        Special Properties: Attack
      Attack Bonus +3; Use: Scare        Bonus +3 Mighty +3; Enhancemnt
      Once Per Day                       Bonus: Str +2
    
    
    - CROSSBOW OF MURDER:              - CROSSBOW OF AFFLICTION:
      Base Damage: 1d8                   Base Damage: 1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Ammunition: Bolts                  Ammunition: Bolts
      Feat: Simple; Monk, Rogue,         Feat: Simple; Monk, Rogue,
      Wizard; Special Properties:        Wizard; Special Properties:
      Attack Bonus +5; Massive           Attack Bonus +4; Mighty +3;
      Criticals: 2d6 Damage              Massive Criticals: 1d4 Damage
    
    
    - CROSSBOW OF LIGHTNING STRIKE:
      Base Damage: 1d8
      Base Critical Threat: 19-20/x2
      Base Damage Type: Piercing
      Ammunition: Bolts
      Feat: Simple; Monk, Rogue,
      Wizard; Special Properties:
      Attack Bonus +8; Haste;
      Unlimited Ammo: +1d6 Lightning
      Bolts
    
    
    -----
    
    
    >>> FOUND MARTIAL MELEE WEAPONS IN HOTU CAMPAIGN <<<
    
    
    - HAMMER OF JUSTICE:               - RAPIER OF THE HIGH ROAD:
      Base Damage: 1d8                   Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 18-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Piercing
      Feat: Martial                      Feat: Martial; Elf, Rogue
      Special Properties: Enhancement    Special Properties: Damage
      Bonus vs. Chaotic +2;              Bonus: 1d6 Acid; Enhancement
      Enhancement Bonus +1               Bonus +1; Keen
    
    
    - HOPE SLAYER (LONGSWORD):         - ENSERRIC THE LONGSWORD:
      Base Damage: 1d8                   Base Damage: 1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Martial; Elf                 Feat: Martial; Elf
      Special Properties: Vampiric       Special Properties: Vampiric
      Regeneration +1; Enhancement       Regeneration +5; Enhancement
      Bonus +3; Only Useable by          Bonus +4; On Hit: Intelligent
      Lawful Evil                        Weapon Level 1; Use: Talk to
                                         Sword Unlimited Times Per Day
    
    
    - SHIMMERING BLADE (SCIMITAR):     - UNMAKING (SHORTSWORD):
      Base Damage: 1d6                   Base Damage:
      Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Piercing
      Feat: Martial; Druid               Feat: Martial; Rogue
      Special Properties: Enhancement    Special Properties: Damage
      Bonus +2; Skill Bonus: Parry +5    Bonus vs. Construct 1d8 Damage
                                         Enhancement Bonus +5;
                                         Enhancement Bonus vs Construct
                                         +8; Enhancement Bonus: Dex +3;
                                         Only Useable by Rogue
    
    
    - 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: Vampiric
      Slashing 1 Damage; Massive         Regeneration + 3; Enhancement
      Criticals: 1 Damage                Bonus +2
    
    
    - FLAIL OF DESTRUCTION:            - COLD IRON BLADE (LONGSWORD):
      Base Damage: 1d8                   Base Damage: 1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Bludgeoning      Base Damage Type: Slashing
      Feat: Martial                      Feat: Martial; Elf
      Special Properties: Damage         Special Properties: Damage
      Bonus: Fire 1d8 Damage;            Bonus: Cold 1d6 Damage;
      Enhancement Bonus +3               Enhancement Bonus +1;
                                         Improved Saving Throw:
                                         Fortitude +1
    
    
    - GRUUMSH HAND (GREATAXE):         - BREATH OF THE MAIDEN
      Base Damage: 1d12                  Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Piercing
      Feat: Martial                      Feat: Martial; Rogue
      Special Properties: Damage         Special Properties: On Hit:
      Bonus vs. Human 1d6 Acid           Poison DC-14 1d2 Con Damage;
      Damage; Skill Bonus: Parry +3;     Enhancement Bonus +1
      Enhancement Bonus +2
    
    
    - THE SANDSTORM (GREATAXE):        - WOODCUTTER'S AXE:
      Base Damage: 1d12                  Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Martial                      Feat: Martial; Monk
      Special Properties: Decreased      Special Proprties: Enhancement
      AC Dodge Modifier -1; On Hit:      Bonus +2; Enhancement Bonus vs
      Blindness DC-16 10%/4 Rounds;      Shapechanger +3
      Enhancement Bonus +2
    
    
    - MERKIL'S HAMMER:                 - SABAL'S 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
      Special Properties: Damage         Special Properties: Damage
      Bonus vs. Construct 2d6 Sonic      Bonus: 2d6 Fire Damage; Use:
      Damage; Massive Criticals 1d8      Flame Lash 3 Times Per Day;
      Damage; Enhancement Bonus +3;      Enhancement Bonus +5
      Enhancement Bonus vs. Construct +6
    
    
    - REAVER +8 (HEAVY FLAIL):         - STONEFIRE GREATAXE +8:
      Base Damage: 1d10                  Base Damage: 1d12
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
      Base Damage Type: Bludgeoning      Base Damage Type: Slashing
      Feat: Martial; Special             Feat: Martial; Special
      Properties: Enhancement Bonus      Properties: Enhancement Bonus
      +8; Damage Bonus: Cold 2d6         +8; Damage Bonus: Fire 2d6
      Damage                             Damage
    
    
    - RAVAGER +8 (HALBERD):            - SENTINEL +8 (BATTLEAXE):
      Base Damage: 1d10                  Base Damage: 1d8
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
      Base Damage Type: Piercing &       Base Damage Type: Slashing
      Slashing; Feat: Martial;           Feat: Martial; Special
      Special Properties: Damage         Properties: Enhancement Bonus
      Bonus: Sonic 1d6 Damage;           +8; Light Low (10m) White;
      Enhancement Bonus +8; On Hit:      Skill Bonuses: Listen +6, Spot
      Daze DC-14 50%/2 Rounds            +6; Use: True Seeing 2 Times
                                         Per Day
    
    
    - HARBRINGER KIN +8 GREATSWORD):   - FOUNDATION +8 (LIGHT FLAIL):
      Base Damage: 2d6                   Base Damage: 1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Bludgeoning
      Feat: Martial; Special             Feat: Martial; Special
      Properties: Enhancement Bonus      Properties: Enhancement Bonus
      +8; Damage Bonus: Fire 2d6         +8; On Hit: Knockdown DC-22
      Damage
    
    
    - ARAMIL'S BLADE (LONGSWORD):      - STORM +8 (LIGHT HAMMER):
      Base Damage: 1d8                   Base Damage: 1d4
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Bludgeoning
      Feat: Martial; Elf                 Feat: Martial
      Special Properties: Ability        Special Properties: Damage
      Score Penalty: Dex -4; Keen;       Bonus: Electrical 1d8 Damage;
      Enhancement Bonus: Str +8;         Enhancement Bonus +8; Damage
      Enhancement Bonus +6; On Hit:      Resistance: Electrical Resist
      Vorpal DC-14; Use: Call            10/-
      Lightning 1 Time Per Day
    
    
    - FEYDUSTER +8 (SHORTSWORD):       - DEVIL'S STING (RAPIER):
      Base Damage: 1d6                   Base Damage: 1d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 18-20/x2
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Feat: Martial; Rogue               Feat: Martial; Rogue, Elf
      Special Properties:                Special Properties: Damage
      Enhancement Bonus +8; On Hit:      Bonus: Acid 1d6 Damage;
      Daze DC-14 75%/1 Round             Enhancement Bonus +6; On Hit:
                                         Poison DC-26 1d2 Con Damage,
                                         Poison DC-26 1d2 Str Damage
    
    
    - SLASHER OF KOTH (GREATAXE):      - HAMMER OF THE GLACIER:
      Base Damage: 1d12                  Base Damage: 1d8
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
      Base Damage Type: Slashing         Base Damage Type: Bludgeoning
      Feat: Martial                      Feat: Martial
      Special Properties: Damage         Special Properties: Damage
      Bonus: Electrical 1d10             Bonus: Cold 20 Damage; On Hit:
      Damage; Keen; Enhancement          Stun DC-14 75%1 Round;
      Bonus +5                           Enhancement Bonus +5
    
    
    - LAUGHING BLADE (SCIMITAR):       - FIENDFOE (WARHAMMER):
      Base Damage: 1d6                   Base Damage: 1d8
      Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Bludgeoning
      Feat: Martial; Druid               Feat: Martial
      Special Properties: Enhancement    Special Properties: Armor Bonus
      Bonus +2; Damage Bonus: Cold 1     vs. Outsider +5 (AC Deflection
      Damage; On Hit: Confusion DC-14    Modifier); Enhancement Bonus vs.
      50%/2 Rounds                       Outsider +10; Enhancement Bonus
                                         +5; Only Useable by Champion
                                         of Torm
    
    
    - DEEPSTONE PROGENY (BATTLEAXE):   - BLADE OF SHADOWS (GREATSWORD):
      Base Damage: 1d8                   Base Damage: 2d6
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Martial                      Feat: Martial
      Special Properties: Enhancement    Special Properties: Enhancement
      Bonus +2; Immunity: Death Magic    Bonus +4; On Hit: Ability Drain
                                         DC-22 Str
    
    
    -----
    
    
    >>> FOUND MARTIAL RANGED WEAPONS IN HOTU CAMPAIGN <<<
    
    
    - ELVEN COURT BOW:                 - ASSANTI (SHORTBOW):
      Base Damage: 1d8                   Base Damage: 1d6
      Base Critical Threat: 19-30/x3     Base Critical Threat: 19-20/x3
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Ammunition: Arrows                 Ammunition: Arrows
      Feat: Martial; Elf                 Feat: Martial; Rogue, Elf
      Special Properties: Attack         Special Properties: Attack
      Bonus +3; Mighty +3                Bonus +5; Mighty +5; Use:
                                         Lightning Bolt 3 Times Per
                                         Day; Unlimited +1d6 Lightning
                                         Damage Arrows
    
    
    - FOREVER (LONGBOW):               - LONGARM (LONGBOW):
      Base Damage: 1d8                   Base Damage: 1d8
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Ammunition: Arrows                 Ammunition: Arrows
      Feat: Martial; Elf                 Feat: Martial; Elf
      Special Properties: Attack         Special Properties: Attack
      Bonus +6; Mighty +5; Unlimited     Bonus +2; Enhancement Bonus
      +1d6 Fire Damage Arrows; Only      Strength +2; Extra Ranged
      Useable by Arcane Archer           Damage: +1d6 Bludgeoning
    
    
    - BATTLE LEGION BOW:               - NORTH WIND BOW +8:
      Base Damage: 1d6                   Base Damage: 1d8
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
      Base Damage Type: Piercing         Base Damage Type: Piercing
      Ammunition: Arrows                 Ammunition: Arrows
      Feat: Martial; Rogue, Elf          Feat: Martial; Rogue, Elf
      Special Properties: Attack         Special Properties: Attack
      Bonus +8; Bonus Feat: Point        Bonus +8; Mighty +8; Damage
      Blank Shot; Damage Reduction:      Resistance: Cold Resist 20/-;
      +2 Soak 10 Damage; Freedom         Unlimited +1d6 Cold Damage
                                         Arrows
    
    
    - TANSHERON'S BOW:
      Base Damage: 1d6
      Base Critical Threat: 19-20/x3
      Base Damage Type: Piercing
      Ammunition: Arrows
      Feat: Martial; Rogue, Elf
      Special Properties: Attack
      Bonus +1; Unlimited +1d6
      Lightning Arrows
    
    
    -----
    
    
    >>> FOUND EXOTIC MELEE WEAPONS IN HOTU CAMPAIGN <<<
    
    
    - KROTAN'S SKULLCRUSHER            - DEATH'S HANDMAIDEN (SCYTHE):
      (DIRE MACE):                       Base Damage: 2d4
      Base Damage: 1dd8/1d8              Base Critical Threat: 19-20/x4
      Base Critical Threat: 19-20/x2     Base Damage Type: Piercing &
      Base Damage Type: Bludgeoning      Slashing; Feat: Exotic
      Feat: Exotic                       Special Properties: Keen;
      Special Properties: Damage         Enhancement Bonus +4;
      Bonus vs. Goblinoid 1d6 Cold,      Vampiric Regeneration +3
      Damage Bonus vs. Half-Orc 1d6
      Cold, Damage Bonus vs. Orc 1d6
      Cold; Enhancement Bonus +1
    
    
    - HATRED (KUKRI):                  - STRIFE (KUKRI):
      Base Damage: 1d4                   Base Damage: 1d4
      Base Critical Threat: 18-20/x2     Base Critical Threat: 18-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic; Special              Feat: Exotic; Special
      Properties: Enhancement Bonus      Properties: Enhancement Bonus
      +4; Keen; On Hit: Poison DC-22     +4; Keen; On Hit: Doom DC-22
      1d2 Strength Damage                50%/2 Rounds
    
    
    - NAMELESS LIGHT (BASTARD SWORD):  - HONOR & DEATH (2-BLADE SWORD):
      Base Damage: 1d10                  Base Damage: 1d8/1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic; Special:             Feat: Exotic; Special
      Properties: Damage Bonus vs.       Properties: Attack Bonus vs.
      Evil 1d6 Electrical Damage;        Chaotic +5; Attack Bonus +3;
      Enhancement Bonus vs Evil +5;      Damage Bonus vs. Chaotic 1d10
      Enhancement Bonus +2               Electrical Damage; Only
                                         Useable by Lawful
    
    
    - SPELLMASHER (DWARVEN WARAXE):    - BLOODLETTER (BASTARD SWORD):
      Base Damage: 1d10                  Base Damage: 1d10
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic; Special:             Feat: Exotic; Special
      Properties: Ability Score          Properties: Enhancement Bonus
      Penalty: Int -4; Enhancement       +4; Vampiric Regeneration +2;
      Bonus +6; On Hit: Silence          On Hit: Wounding DC-24
      DC-26 5%/5 Rounds; Only Useable
      by Dwarven Defender
    
    
    - IRONWOOD MACE +8:                - SEA REAVER SCYTH +8:
      Base Damage: 1d8/1d8               Base Damage: 2d4
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x4
      Base Damage Type: Bludgeoning      Base Damage Type: Piercing &
      Feat: Exotic; Special              Slashing; Feat: Exotic;
      Properties: Enhancement Bonus      Special Properties: Damage
      +8; Weight Reduction 60%;          Bonus vs. Elemental 2d6 Sonic
      On Hit: Wounding DC-14             Damage; Enhancement Bonus +8;
                                         Keen; Use: Resist Elements
                                         5 Times Per Day
    
    
    - DOUBLEAXE OF TALL KIN +8:        - IMASKARI KAMA +8:
      Base Damage: 1d8/1d8               Base Damage: 1d6
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic; Special              Feat: Exotic; Special
      Properties: Enhancement Bonus      Properties: Enhancement Bonus
      +8; Damage Bonus: Fire 1d6         +8; Damage Bonus: Acid 1d6
      Damage; Keen; Light Normal         Damage; Skill Bonus:
      (15m) White                        Discipline +5
    
    
    - HARVEST AXE:                     - AXE OF THE DWARF LORD:
      Base Damage: 1d10                  Base Damage: 1d10
      Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic; Special              Feat: Exotic; Special
      Properties: On Hit: Vorpal         Properties: Enhancement Bonus
      DC-18; Enhancement Bonus +8        +7; Damage Bonus: Sonic 1d10
                                         Damage; Enhancement Bonus:
                                         Cha +2; Improved Saving Throw:
                                         Fear +5
    
    
    - SWORD SAINT LEGACY +8 (KATANA):  - ANDUVIR (2-BLADED SWORD):
      Base Damage: 1d10                  Base Damage: 1d8/1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic; Special              Feat: Exotic; Special
      Properties: Enhancement Bonus      Properties: Enhancement Bonus
      +8; Damage Bonus vs. Evil:         +5; Damage Bonus: Electrical
      Sonic 2d6 Damage                   1d8 Damage; Damage Resistance:
                                         Electrical Resist 10/-; Use:
                                         Chain Lightning 1 Time Per Day
    
    
    - RADIANT DEATH (KATANA):          - BRIMSTONE (BASTARD SWORD):
      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; Special              Feat: Exotic; Special
      Properties: Enhancement Bonus      Properties: Enhancement Bonus
      +12; Keen; Massive Criticals:      +7; Damage Bonus: Fire 2d6
      5 Damage; Only Useable by          Damage; On Hit: Daze DC-26
      Weapon Master                      75%/1 Round
    
    
    - DEATH COIL (WHIP):               - SWORD OF LYONS (2 BLADED SWORD):
      Base Damage: 1d2                   Base Damage: 1d8/1d8
      Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
      Base Damage Type: Slashing         Base Damage Type: Slashing
      Feat: Exotic                       Feat: Exotic
      Special Properties: Enhancement    Special Properties: Skill Bonus:
      Bonus +5; Bonus Feat: Disarm;      Persuade +2; Enhancement Bonus +2;
      Damage Bonus: Negative Energy      Enhancement Bonus: Str +2, Cha +2
      1d10 Damage; Use: Negative Energy
      Burst 1 Time Per Day; Only Useable
      by Blackguard
                                           --------------------------------
    ---------------------------------------
    
    
    >>> 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.  All of these Wands and Rods listed
    below are available in all three campaigns.
    
    
    >>> 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 *
    --------------------------
    
    
    >>> CLOTHING <<<
    
         All of the following clothing has a Base AC of 0, have no Dex
    bonuses, no Armor Check penalties, no Arcane Spell Failures, don't
    require a specific feat to wear and offers absolutely no protection for
    your character:
    
    
    - ADEPT'S TUNIC                - PALADIN'S TUNIC
    
    - ASSASSIN'S GARB              - PERFORMER'S OUTFIT
    
    - BARBARIAN'S OUTFIT           - PRIEST'S ROBE
    
    - BARD'S TUNIC                 - ROGUE'S TUNIC
    
    - CONJURER'S ROBE              - SOLDIER'S TUNIC
    
    - GLADIATOR'S OUTFIT           - SORCERER'S ROBE
    
    - ILLUSIONIST'S ROBE           - SQUIRE'S TUNIC
    
    - JESTER'S OUTFIT              - VETERAN'S OUTFIT
    
    - MONK'S OUTFIT                - WARRIOR'S TUNIC
    
    - NOBLE GUARDSMAN'S TUNIC      - WIZARD'S ROBE
    
    - NOBLE'S OUFIT                - WOODSMAN OUTFIT
    
    - NOBLE'S TUNIC                - NECROMANCER'S ROBE
    
    -----
    
    
    >>> PROTECTIVE CLOTHING <<<
    
         All of the following clothing has a Base AC of 0, have no Dex
    bonuses, no Armor Check penalties, no Arcane Spell Failures, don't
    require a specific feat to wear (although some of them are only
    available for a specific class), and offers only protection against the
    stated damage type:
    
    
    >>> PROTECTIVE CLOTHING FOUND IN NEVERWINTER NIGHTS 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 THE DARK MOON:
      Special Properties: Acid            Decreased Skill Modifier:
      Damage Resist 15/-                  Concentration -1, Special
                                          Properties: Haste, Only
                                          useable by Monk
    
    - IMPROVED ROBE OF THE OLD ORDER:   - ROBE OF THE SHINING HAND +5:
      Special Properties: Armor Bonus     Special Properties: Armor
      +2 (AC Armor Modifier), Damage      Bonus +5 (AC Armor Modifier)
      Reduction: +1 Soak 5 Damage         Decreased Skill Modifier:
      Only useable by Monk                Listen -1, Only useable by
                                          Monk
    
    -----
    
    
    >>> 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
    
    -----
    
    
    >>> PROTECTIVE CLOTHING FOUND IN HOTU 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:          - MASTER ADVENTUREER'S ROBE:
      Special Properties: Acid            Special Properties: Damage
      Damage Resist 15/-                  Reduction: +3 Soak 10 Damage;
                                          Only Useable by Sorcerer or
                                          Wizard
    
    
    - MAGE'S BATTLE ROBE:               - GREATER BATTLE ROBE:
      Special Properties: Light Low       Special Properties: Armor
      (10m) Purple; Skill Bonuses:        Bonus vs. Evil +2 (AC Armor
      Concentration +2, Spellcraft +2;    Modifier); Light Low (10m)
      Spell Resistance: 10; Only          Purple; Skill Bonuses:
      Useable by Sorcerer or Wizard       Concentration +3, Spellcraft
                                          +3; Only Useable by Sorcerer
                                          Wizard; Spell Resistance: 10
    
    
    - ROBE OF VECNA:                    - ROBES OF THE DARK MAIDEN:
      Special Properties: Armor           Special Properties: Armor Bonus
      Bonus +1 (AC Armor Modifier);       +5 (AC Armor Modifier); Spell
      Bonus Feats: Spell Focus in         Immunity: Fear; Darkvision;
      Abjuration, Conjuration,            Only Useable by Elf
      Enchantment, Illusion,
      Necromancy; Spell
      Resistance: 10; Only Useable
      by: Sorcerer or Wizard
    
    
    - LAST WORDS:                       - GREY ROBES OF THE ARCHMAGI:
      Special Properties: Armor Bonus     Special Properties: Armor Bonus
      +5 (AC Armor Modifier); Skill       +5 (AC Armor Modifier); Bonus
      Bonuses: Hide +20, Move Silently    Feat: Spell Penetration; Improved
      +20; Use: Fear 1 Time Per Day       Saving Throws: Universal +1;
                                          Spell Resistance 10; Only Useable
                                          by Sorcerer, Wizard, True Neutral
                                          Lawful Neutral, Chaotic Neutral
    
    
    - ISAAC'S SEQUENCER ROBE:
      Special Properties: Armor Bonus
      +7 (AC Armor Modifier); Uses:
      Clear Sequencer Unlimitied Times
      Per Day; Sequencer (3 Spells) 1
      Time Per Day
    
    
    -----------------------------------------------------------------------
    
    
    >>> 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).  All of the above
    armor is available in all three campaigns. In Hordes of the Underdark
    these armors also come in +4, +5 and +6,
    +7 and +8.
    
    -----------------------------------------------------------------------
    
    
    >>> This next list is for all of the special armor found throughout the
    games.  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
    specify which campaign you've found the armor in.
    
    
    >>> FOUND ARMOR IN NEVERWINTER NIGHTS CAMPAIGN <<<
    
    
    - MIRRORED ARMOR:                  - ARMOR OF THE WOLF:
      Base AC: 1                         Base AC: 1
      Max. Dex Bonus: 8                  Max. Dex Bonus: 8
      Armor Check Penalty: 0             Armor Check Penalty: 0
      Arcane Spell Failure: 5%           Arcane Spell Failure: 5%
      Feat Required: Light Armor         Feat Required: Light Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +3 (AC Armor Modifier)       Bonus vs. Shapechanger +5
      Spell Resistance: 14               (AC Armor Modifier), Armor
                                         Bonus +3 (AC Armor Modifier)
                                         Skill Bonus: Move Silently +2
    
    
    - SQUIRE'S DEFENSE:                - ARMOR OF LOYALTY:
      Base AC: 2                         Base AC: 3
      Max. Dex Bonus: 6                  Max. Dex Bonus: 4
      Armor Check Penalty: 0             Armor Check Penalty: -1
      Arcane Spell Failure: 10%          Arcane Spell Failure: 20%
      Feat Required: Light Armor         Feat Requied: Light Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +2 (AC Armor Modifier)       Bonus +1 (AC Armor Modifier)
      Enhancement Bonus: Str +3          Spell Immunity: Charm Person
                                         and Dominate Person
    
    
    - ROGUE LINKS:                     - ARMOR OF HORUS-RE:
      Base AC: 3                         Base AC: 4
      Max. Dex Bonus: 4                  Max. Dex Bonus: 4
      Armor Check Penalty: -1            Armor Check Penalty: -2
      Arcane Spell Failure: 20%          Arcane Spell Failure: 20%
      Feat Required: Light Armor         Feat Requied: Medium Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +3 (AC Armor Modifier)       Bonus +4 (AC Armor Modifier)
      Skill Bonuses: Hide +6;            Damage Resistance:
      Move Silently +6, Only             Electrical Resist 10/-
      useable by Rogue                   Sonic Resist 10/-
    
    
    - BROEWENDE FAMILY ARMOR:          - ELVEN CHAINMAIL:
      Base AC: 4                         Base AC: 4
      Max. Dex Bonus: 4                  Max. Dex Bonus: 4
      Armor Check Penalty: -2            Armor Check Penalty: -2
      Arcane Spell Failure: 20%          Arcane Spell Failure: 20%
      Feat Required: Medium Armor        Feat Required: Medium Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +1 (AC Armor Modifier)       Bonus +3 (AC Armor Modifier)
      Damage Resistance:                 Skill Bonuses: Hide +6;
      Acid Resist 5/-                    Move Silently +6, Weight
      Fire Resist 5/- Immunity:          Reduction: 40% of weight
      Mind-affecting spells
    
    
    - CHAINMAIL OF SPEED:              - ADAMANTINE BREASTPLATE
      Base AC: 5                         Base AC: 5
      Max. Dex Bonus: 2                  Max. Dex Bonus: 2
      Armor Check Penalty: -5            Armor Check Penalty: -5
      Arcane Spell Failure: 30%          Arcane Spell Failure: 30%
      Feat Required: Medium Armor        Feat Required: Medium Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +2 (AC Armor Modifier)       Bonus +2 (AC Armor Modifier)
      Enhancement: Haste                 Damage Reduction: +1 Soak 5
                                         Damage
    
    
    - MITHRAL SPLINT MAIL:             - WHITE DRAGON ARMOR:
      Base AC: 6                         Base AC: 6
      Max. Dex Bonus: 1                  Max. Dex Bonus: 1
      Armor Check Penalty: -7            Armor Check Penalty: -7
      Arcane Spell Failure: 40%          Arcane Spell Failure: 40%
      Feat Requied: Hreavy Armor         Feat Required: Heavy Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +4 (AC Armor Modifier)       Bonus +3 (AC Armor Modifier)
      Weight reduction: 40%              Damage Resistance: Cold Resist
                                         20/-, Weight Reduction: 80%
    
    - GNOMISH MAGNETIC ARMOR:          - DELVER'S ARMOR:
      Base AC: 7                         Base AC: 7
      Max. Dex Bonus: 1                  Max. Dex Bonus: 1
      Armor Check Penalty: -7            Armor Check Penalty: -7
      Arcane Spell Failure: 40%          Arcane Spell Failure: 40%
      Feat Required: Heavy Armor         Feat Requied: Heavy Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +1 (AC Armor Modifier        Bonus +2 (AC Armor Modifier)
      Spell Resistance: 12               Improved Saving Throws:
                                         Universal +2
    
    - ELVEN CEREMONIAL ARMOR:          - ARMOR OF FREEDOM:
      Base AC: 7                         Base AC: 8
      Max. Dex Bonus: 1                  Max. Dex Bonus: 1
      Armor Check Penalty: -7            Armor Check Penalty: -8
      Arcane Spell Failure: 40%          Arcane Spell Failure: 45%
      Feat Required: Heavy Armor         Feat Required: Heavy Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +1 (AC Armor Modifier)       Bonus +3 (AC Armor Modifier)
      Bonus Feats: Spell Focus in        Enhancement: Freedom
      Conjuration, Divination,
      Enchantment, Evocation
    
    
    - RED DRAGON ARMOR                 - RAINBOW ARMOR:
      Base AC: 8                         Base AC: 6
      Max. Dex Bonus: 1                  Max. Dex Bonus: 1
      Armor Check Penalty: -8            Armor Check Penalty: -7
      Arcane Spell Failure: 45%          Arcane Spell Failure: 40%
      Feat Required: Heavy Armor         Feat Required: Heavy Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +5 (AC Armor Modifier)       Bonus +1 (AC Armor Modifier)
      Damage Resistance: Fire            Damage Resistance: Cold
      Resist 20/-, Weight                Resist 10/-, Electrical
      Reduction: 80%                     Resist 10/-, Fire Resist 10/-
    
    
    - ARMOR OF THE STARS:              - THE GREAT OAK:
      Base AC: 0                         Base AC: 2
      Max. Dex Bonus: None               Max. Dex Bonus: 6
      Armor Check Penalty: 0             Armor Check Penalty: 0
      Arcane Spell Failure: 0%           Arcane Spell Failure: 10%
      Feat Required: None                Feat Required: Light Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +3 (AC Armor Modifier)       Bonus +2 (AC Armor Modifier)
      Light Low (10m) Blue; Damage       Armor Bonus vs. Giant +4
      Resistance: Electric Resist 20/-   (AC Armor Modifier)
    
    
    - ARMOR OF THORNS:                 - CHROMATIC BREASTPLATE +1:
      Base AC: 3                         Base AC: 5
      Max. Dex Bonus: 4                  Max. Dex Bonus: 2
      Armor Check Penalty: -1            Armor Check Penalty: -5
      Arcane Spell Failure: 20%          Arcane Spell Failure: 30%
      Feat Required: Light Armor         Feat Required: Medium Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +2 (AC Armor Modifier)       Bonus +1 (AC Armor Modifier)
      Use: Vampire Touch 1 Time          Damage Resistance: Cold Resist
      Per Day                            10/-, Electrical Resist 10/-,
                                         Fire Resist 10/-
    
    
    - SHADOW LEGION ARMOR:             - SCALES OF TRUTH +1:
      Base AC: 2                         Base AC: 6
      Max. Dex Bonus: 6                  Max. Dex Bonus: 1
      Armor Check Penalty: 0             Armor Check Penalty: -7
      Arcane Spell Failure: 10%          Arcane Spell Failure: 40%
      Feat Required: Light Armor         Feat Required: Heavy Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +4 (AC Armor Modifier)       Bonus +1 (AC Armor Modifier)
      Skill Bonus: Hide +5               Improved Saving Throw:
                                         Fortitude +1; Use: See
                                         Invisibility 3x Per Day
    
    
    - DORON'S MISTAKE:                 - BALDURAN'S ARMOR
      Base AC: 5                         Base AC: 7
      Max. Dex Bonus: 2                  Max. Dex Bonus: 1
      Armor Check Penalty: -5            Armor Check Penalty: -7
      Arcane Spell Failure: 30&          Arcane Spell Failure: 40%
      Feat Required: Medium Armor        Feat Required: Heavy Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +2 (AC Armor Modifier)       Bonus +2 (AC Armor Modifier)
      Improved Saving Throw:             Enhancement Bonus: Cha +3;
      Fortitude +1; Weight               Regeneration +1
      Reduction by 80%
    
    -----------------------------------------------------------------------
    
    
    >>> 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
    
    -----------------------------------------------------------------------
    
    
    >>> FOUND ARMOR IN HORDES OF THE UNDERDARK CAMPAIGN <<<
    
    
    - CHAINMAIL OF SPEED:              - ADAMANTINE BREASTPLATE
      Base AC: 5                         Base AC: 5
      Max. Dex Bonus: 2                  Max. Dex Bonus: 2
      Armor Check Penalty: -5            Armor Check Penalty: -5
      Arcane Spell Failure: 30%          Arcane Spell Failure: 30%
      Feat Required: Medium Armor        Feat Required: Medium Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +2 (AC Armor Modifier)       Bonus +2 (AC Armor Modifier)
      Enhancement: Haste                 Damage Reduction: +1 Soak 5
                                         Damage
    
    
    - ARMOR OF FREEDOM:                - DRAGON ARMOR:
      Base AC: 8                         Base AC: 5
      Max. Dex Bonus: 1                  Max. Dex Bonus: 2
      Armor Check Penalty: -8            Armor Check Penalty: -5
      Arcane Spell Failure: 45%          Arcane Spell Failure: 30%
      Feat Required: Heavy Armor         Feat Required: Medium Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +3 (AC Armor Modifier)       Bonus +5 (AC Armoe Modifier);
      Enhancement: Freedom               Improved Saving Throws:
                                         Universal +3; Use: Battletide
                                         1 Time Per Day
    
    
    - 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
    
    
    - MIRRORED ARMOR:                  - SEARING ARMOR:
      Base AC: 1                         Base AC: 8
      Max. Dex Bonus: 8                  Max. Dex Bonus: 1
      Armor Check Penalty: 0             Armor Check Penalty: -8
      Arcane Spell Failure: 5%           Arcane Spell Failure: 45%
      Feat Required: Light Armor         Feat Required: Heavy Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +3 (AC Armor Modifier)       Bonus +5 (AC Armor Modifier);
      Spell Resistance: 14               Light Bright (20m) Yellow; On
                                         Hit: Searing Light Level 5;
                                         Only Useable by Elf, Half-Elf,
                                         Half-Orc, Human
    
    
    - RED DRAGON ARMOR                 - DUERGAR FULL PLATE +5:
      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  +5 (AC Armor Modifier)
      Damage Resistance: Fire
      Resist 20/-, Weight
      Reduction: 80%
    
    
    - ARMOR OF COMMAND:                - WARLORD'S BREASTPLATE:
      Base AC: 4                         Base AC: 5
      Max. Dex Bonus: 4                  Max. Dex Bonus: 2
      Armor Check Penalty: -2            Armor Check Penalty: -5
      Arcane Spell Failure: 20%          Arcane Spell Failure: 30%
      Feat Required: Medium Armor        Feat Required: Medium Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +3 (AC Armor Modifier);      Bonus +6 (AC Armor Modifier;
      Skill Bonus: Persuade +5;          Enhancement Bonus: Cha +6
      Enhancement Bonus: Charisma +2
    
    
    - CASIEL'S SOUL                    - ROBE OF LEATHERS
      Base AC: 8                         Base AC: 2
      Max. Dex Bonus: 1                  Max. Dex Bonus: 6
      Armor Check Penalty: -8            Armor Check Penalty: 0
      Arcane Spell Failure: 45%          Arcane Spell Failure: 10%
      Feat Required: Heavy Armor         Feat Required: Light Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +6 (AC Armor Maodifer);      Bonus +7 (AC Armor Modifier);
      Damage Immunity: Bludgeoning       Armor Bonus vs. Bludgeoning
      100% Immune; Regeneration +1       +3 (AC Armor Modifier); On
      Only Useable by Evil               Hit: Infestation of Maggots
                                         Level 15; Use: Caltrops 3
                                         Times Per Day, Cat's Grace 1
                                         Time Per Day, Poison Weapon
                                         Unlimited Times Per Day;
                                         Only Useable by Assassin,
                                         Bard, Rogue, Shadowdancer
    
    
    - INVISIBLE DEATH                  - BLOOD PLATE:
      Base AC: 2                         Base AC: 8
      Max. Dex Bonus: 6                  Max. Dex Bonus: 1
      Armor Check Penalty: 0             Armor Check Penalty: -8
      Arcane Spell Failure: 10%          Arcane Spell Failure: 45%
      Feat Required: Light Armor         Feat Required: Light Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +7 (AC Armor Modifier);      Bonus +6 (AC Armor Modifier);
      Skill Bonuses: Hide +10,           Ability Score Penalty: Con -2;
      Move Silently +10; Use:            Regeneration +3; Weight
      Improved Invisibility 1            Reduction 60% of Weight
      Time Per Day
    
    
    - ARMOR OF FAITH:                  - FLETCHER'S FRIEND:
      Base AC: 6                         Base AC: 2
      Max. Dex Bonus: 1                  Max. Dex Bonus: 6
      Armor Check Penalty: -7            Armor Check Penalty: 0
      Arcane Spell Failure: 40%          Arcane Spell Failure: 10%
      Feat Required: Heavy Armor         Feat Required: Light Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +5 (AC Armor Modifier);      Bonus +6 (AC Armor Modifier);
      Armor Bonus vs. Evil +8 (AC        Arcane Spell Failure -10%; Only
      Armor Modifier); Only Useable      Useable by Arcane Archer
      by Paladin or Champion of Torm
    
    
    - THE GUILDED DEFENDER:            - SPELLCHAIN:
      Base AC: 7                         Base AC: 5
      Max. Dex Bonus: 1                  Max. Dex Bonus: 2
      Armor Check Penalty: -7            Armor Check Penalty: -5
      Arcane Spell Failure: 40%          Arcane Spell Failure: 30%
      Feat Required: Heavy Armor         Feat Required: Medium Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +8 (AC Armor Modifier);      Bonus +4 (AC Armor Modifier);
      Ability Score Penalty: Dex -2;     Arcane Spell Failure -20%;
      Only Useable by Dwarf              Weight Reduction 40% of Weight
    
    
    - DANCER'S SILHOUETTE:             - LESSER GOLEM ARMOR:
      Base AC: 3                         Base AC: 5
      Max. Dex Bonus: 4                  Max. Dex Bonus: 2
      Armor Check Penalty: -1            Armor Check Penalty: -5
      Arcane Spell Failure: 20%          Arcane Spell Failure: 30%
      Feat Required: Light Armor         Feat Required: Medium Armor
      Special Properties: Armor          Special Properties: Armor
      Bonus +6 (AC Armor Modifier);      Bonus +5 (AC Armor Modifier);
      Skill Bonus: Move Silently         Enhancement Bonus: Str +5;
      +30; Use: Silence 1 Time Per       Immunity: Level/Ability Drain
      Day; Only Useable by Shadowdancer
    
    
    -------------------------------------------------------------------
    
    
    >>> SHIELDS <<<
    
    
    - SMALL SHIELD:                    - LARGE SHIELD:
      Base AC: +1                        Base AC: +2
      Armor Check Penalty: -1            Armor Check Penalty: -2
      Arcane Spell Failure: 5%           Arcane Spell Failure: 15%
      Feat Required: Shields             Feat Required: Shields
    
    
    - TOWER SHIELD:
      Base AC: +3
      Armor Check Penalty: -10
      Arcane Spell Failure: 50%
      Feat Required: Shields
    
    >>> All of the above shields also come in +1, +2, and +3.  They all
    have the same specs as above and are enhanced with the special property
    of Armor Bonus  +1, +2, or +3 (AC Shield Modifier).  All of these
    shields are in each campaign; in Hordes of the Underdark these shields
    also come in +6 - +10.
    
    -----
    
    >>> This next list is for all of the special shields found throughout
    the game.  If you've found a shield that is not listed, please "print
    screen" of the specs and e-mail them to me, I will of course credit you
    for the find.  Please only send shields found in the Neverwinter Nights
    campaign and not any from the expansion games.
    
    
    >>> FOUND SHIELDS IN NWN CAMPAIGN <<<
    
    
    - MITHRAL SHIELD                   - SHIELD OF THE WATCH
      Base AC: +1                        Base AC: +1
      Armor Check Penalty: -1            Armor Check Penalty: -1
      Arcane Spell Failure: 5%           Arcane Spell Failure: 5%
      Feat Required: Shields             Feat Required: Shields
      Special Properties: Freedom;       Special Properties: Armor
      Armor Bonus +2 (AC Shield          Bonus vs. Humans +2 (AC
      Modifier)                          Shield Modifier)
    
    
    - SHIELD OF THE WISP HUNTER        - IMASKARI SHIELD:
      Base AC: +1                        Base AC: +3
      Armor Check Penalty: -1            Armor Check Penalty: -10
      Arcane Spell Failure: 5%           Arcane Spell Failure: 50%
      Feat Required: Shields             Feat Required: Shields
      Special Properties: Armor          Special Properties: Armor
      Bonus +2 (AC Shield                Bonus +2 (AC Shield Modifier);
      Modifier); Damage                  Spell Resistance 10
      Resistance: Electrical
      Resist 10/-
    
    
    - DARKSTEEL TOWER SHIELD           - GOBLIN SHIELD OF NULBISH
      Base AC: +3                        Base AC: +3
      Armor Check Penalty: -10           Armor Check Penalty: -10
      Arcane Spell Failure: 50%          Arcane Spell Failure: 50%
      Feat Required: Shields             Feat Required: Shields
      Special Properties: Armor          Special Properties: Armor
      Bonus vs. Good +4 (AC Shield       Bonus vs. Goblinoid +3 (AC
      Modifier); Armor Bonus +2          Shield Modifier); Armor Bonus
     (AC Shield Modifier)                +1 (AC Shield Modifier);
                                         Darkvision
    
    
    - HASTSEZINI'S SHIELD:             - SHIELD OF THE DRAGONSLAYER:
      Base AC: +3                        Base AC: +3
      Armor Check Penalty: -10           Armor Check Penalty: -10
      Arcane Spell Failure: 50%          Arcane Spell Failure: 50%
      Feat Required: Shields             Feat Required: Shields
      Special Properties: Armor          Special Properties: Armor
      Bonus +5 (AC Shield                Bonus vs. Dragon +5 (AC Shield
      Modifier); Only useable by         Modifier); Armor Bonus +3 (AC
      Lawful Alignment                   Shield Modifier)
    
    
    - HEARTH SHIELD:                   - UTHGARDT HOLY SHIELD:
      Base AC: +1                        Base AC: +2
      Armor Check Penalty: -1            Armor Check Penalty: -2
      Arcane Spell Failure: 5%           Arcane Spell Failure: 15%
      Feat Required: Shields             Feat Required: Shields
      Special Properties: Armor          Special Properties: Armor
      Bonus +3 (AC Shield Modifier);     Bonus +2 (AC Shield Modifier);
      Damage Resistance: Fire            Ability Score Penalty:
      Resist 15/-                        Charisma -2; Enhancement
                                         Bonus: Strength +2; Skill
                                         Bonus: Taunt +2
    
    
    - SHIELD OF DAWN:                  - GREATER SHIELD OF DAWN:
      Base AC: +1                        Base AC:
      Armor Check Penalty: -1            Armor Check Penalty:
      Arcane Spell Failure: 5%           Arcane Spell Failure:
      Feat Required: Shields             Feat Required: Shields
      Special Properties: Armor          Special Properties: Armor
      Bonus vs. Undead: +2 (AC           Bonus vs. Undead +5 (AC
      Shield Modifier); Light Low        Shield Modifier); Armor
      (10m) White                        Bonus +1 (AC Shield Modifier);
                                         Light Normal (15m) White
    
    -----
    
    
    >>> FOUND SHIELDS IN HORDES OF THE UNDERDARK CAMPAIGN <<<
    
    
    - HEARTH SHIELD:                   - MIRROR SHIELD:
      Base AC: +1                        Base AC: +2
      Armor Check Penalty: -1            Armor Check Penalty: -2
      Arcane Spell Failure: 5%           Arcane Spell Failure: 15%
      Feat Required: Shields             Feat Required: Shields
      Special Properties: Armor          Special Properties: Armor
      Bonus +3 (AC Shield Modifier);     Bonus +3 (AC Shield Modifier);
      Damage Resistance: Fire            Spell Resistance: 12
      Resist 15/-
    
    
    - SHIELD OF PRATOR                 - GOBLIN SHIELD OF NULBISH
      Base AC: +2                        Base AC: +3
      Armor Check Penalty: -2            Armor Check Penalty: -10
      Arcane Spell Failure: 15%          Arcane Spell Failure: 50%
      Feat Required: Shields             Feat Required: Shields
      Special Properties: Armor          Special Properties: Armor
      +% (AC Shield Modifier);           Bonus vs. Goblinoid +3 (AC
      Damage Resistance: Acid            Shield Modifier); Armor Bonus
      Resist 10/-, Electrical            +1 (AC Shield Modifier);
      Resist 10/-, Fire Resist 10/-,     Darkvision
      Cold Resist 10/-, Sonic Resist
      10/-; Enhancement Bonus: Cha +3;
      Spell Resistance: 14
    
    
    - DEMONFLESH SHIELD:
      Base AC: +2
      Armor Check Penalty: -2
      Arcane Spell Failure: 15%
      Feat Required: Shields
      Special Properties: Armor
      Bonus +6 (AC Shield Modifier);
      Spell Resitance: 14; Damage
      Resistance: Acid Resist 10/-,
      Cold Resist 10/-, Electrical
      Resist 10/-, Fire Resist 10/-,
      Sonic Resist 10/-; Only Useable
      by Cleric, Druid, Fighter,
      Paladin
    
    
    
    -----------------------------------------------------------------------
    
    
    >>> 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 specify which campaign you've found the helmet in.
    
    
    - 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
    
    >>> All of the above helmets are available in all three campaigns.
    
    -----
    
    
    >>> FOUND HELMETS IN NWN CAMPAIGN <<<
    
    
    - SHUKENJA HELM:                 - MASK OF PERSUASION:
      Skill Bonus:                     Enhancement Bonus:
      Concentration +1                 Charisma +1, Low Light
      Bonus Spell Slots:               (10m) Yellow, Skill
      Sorcerer Level 0                 Bonuses: Concentration +1,
      Sorcerer Level 1                 Persuade +3
      Sorcerer Level 2
      Sorcerer Level 3
    
    
    - GREATER MASK OF PERSUASION:    - THIEVE'S HOOD:
      Enhancement Bonus: Charisma      Special Properties: Immune
      +2, Low Light (1 m) Yellow,      to Knockdown; Immune to
      Skill Bonuses: Concentration     Poison, Skill Bonuses:
      +1, Persuade +5                  Concentration +1, Open Lock +2,
                                       Search +2, Only Useable by Rogue
    
    
    - MOONSTONE MASK:                - THAYVIAN CIRCLET:
      Special Properties:              Special Properties: Enhancement
      Darkvision; Skill Bonuses:       Bonus: Intelligence +2; Improved
      Concentration +1, Listen +5,     Saving Throws: Universal +1;
      Search +5, Spot +5               Skill Bonus: Concentration +1
    
    
    - WATCHMAN'S HELM:               - *WATCHMAN'S HELM:
      Special Properties:              Special Properties: Light Bright
      Low Light (10m) Blue             (20m) Yellow; True Seeing
      Skill Bonuses: Listen +8,
      Search +8, Spot +8
    
    Contributor Credit:
    * Sent in by reader Alit Anggara
    
    -----
    
    
    >>> 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/-
    
    -----
    
    
    >>> FOUND HELMETS IN HOTU CAMPAIGN <<<
    
    
    - GOGGLES OF MINUTE SEEING:     - THAYVIAN CIRCLET:
      Special Properties: Skill       Special Properties: Enhancement
      Bonuses: Lore +5, Search +5     Bonus: Intelligence +2; Improved
                                      Saving Throws: Universal +1;
                                      Skill Bonus: Concentration +1
    
    
    - WATCHMAN'S HELM:              - EYES OF PETRIFICATION:
      Special Properties:             Special Properties: Use: Flesh
      Low Light (10m) Blue            to Stone 1 Time Per Day
      Skill Bonuses: Listen +8,
      Search +8, Spot +8
    
    
    - COPPER HELMET:                - HEADBAND OF INTELLECT:
      Special Properties: Damage      Special Properties: Enhancement
      Resistance: Fire Resist         Bonus: Int +6
      10/-; Enhancement Bonus:
      Dex +1; Use: Haste 2 Times
      Per Day
    
    
    - COWL OF WARDING:              - MAJOR CIRCLET OF BLASTING:
      Special Properties: Freedom;    Special Properties: Use: Searing
      Immunity: Mind-Affecting        Light 3 Times Per Day
      Spells
    
    
    - SEARING HELMET:               - MERKIL'S HELMET:
      Special Properties: Skill       Special Properties: Immunity:
      Bonus: Concentration +6;        Critical Hits; Use: Mind
      Use: Firebrand 1 Time Per Day   Blank 1 Time Per Day
    
    
    - HELM OF BRILLIANCE:           - CROWN OF THORNS:
      Special Properties: Charges:    Special Properties: Damage
      50; Damage Resistance: Fire     Reduction: +5 Soak 10 Damage;
      Resist 10/-; Light Low (10m)    Damage Resistance: Divine Resist
      Blue; Use: Fireball 2 Charges   10/-, Negative Energy Resist 10/-
      Per Use, Flame Lash 3 Charges   Positive Energy Resist 10/-,
      Per Use, Prismatic Spray 5      Sonic Resist 10/-; Decreased
      Charges Per Use, Wall of Fire   Skill Modifier: Move Silently -6;
      3 Charges Per Use               Regeneration +5; Use: Wounding
                                      Whispers 1 Time Per Day
    
    
    - LICH SKULL:
      Special Properties: Skill
      Bonuses: Concentration +12,
      Spellcraft +12; Spell
      Resistance: 18; Only Useable
      by Pale Master, Red Dragon
      Disciple, Sorcerer, Wizard
    
    
    -----------------------------------------------------------------------
    
    
    >>> 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 specify what campaign
    you've found the Cloak in.
    
    
    - 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 and are in all
    three campaigns.  In Hordes of the Underdark these also come in +6 -
    +10.
    
    -----
    
    
    >>> FOUND CLOAKS IN NEVERWINTER NIGHTS CAMPAIGN <<<
    
    
    - CLOAK OF MOVEMENT:             - CLOAK OF ELVENKIND:
      Special Properties:              Special Properties:
      Freedom                          Skill Bonus: Hide +10
    
    
    - MANY-STARRED CLOAK:            - GREATER CLOAK OF PROTECTION
      Special Properties: Skill        VS. LAW:
      Bonus: Concentration +2;         Special Properties: Armor
      Damage Resistance: Fire          Bonus vs. Lawful +5 (AC
      Resist 15/-, Electrical          Deflection Modifier)
      Resist 15/-; Only Useable
      By Bard, Sorcerer or Wizard
    
    
    - CLOAK OF THE HIGH FOREST:      - GREATER CLOAK OF PROTECTION
      Special Properties: Armor        VS. EVIL:
      Bonus +2 (AC Deflection          Special Properties: Armor
      Modifier); Improved Saving       Bonus vs. Evil +5 (AC
      Throw: Fortitude +1; Only        Deflection Modifier)
      Useable by Druid
    
    -----
    
    
    >>> 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
    
    -----
    
    
    >>> FOUND CLOAKS IN HOTU CAMPAIGN <<<
    
    
    - CLOAK OF ELVENKIND:            - CLOAK OF THE BAT:
      Special Properties:              Special Properties: Armor
      Skill Bonus: Hide +10            Bonus +5 (AC Deflection
                                       Modifier); Skill Bonus
                                       Hide +15
    
    
    - NASHER"S CLOAK OF PROTECTION: - MANTLE OF GREAT STEALTH:
      Special Properties: Armor       Special Properties: Skill
      Bonus +3 (AC Deflection         Bonuses: Hide +30, Move
      Modifier)                       Silently +30
    
    
    - CAPE OF FIRE BREATH:          - ROBE OF BALPHERON:
      Special Properties: Damage      Special Properties: Damage
      Resistance: Fire Resist 10/-    Resistance: Cold Resist 10/-,
      Improved Saving Throws:         Electrical Resist 10/-, Fire
      Universal +2                    Resist 10/-; On Hit: Negative
                                      Energy Burst DC-24 50% 1/Round;
                                      Regeneration +5; Only Useable
                                      by Sorcerer or Wizard
    
    
    - SHROUD OF KINGS:
      Special Properties: Ability
      Score Penalty: Cha -4; Armor
      Bonus +5 (AC Deflection
      Modifier); Immune 100% to
      Cold Damage; Enhancement
      Bonuses: Str +2, Con +2,
      Int +2, Wis +2, Dex +2
    
    -----------------------------------------------------------------------
    
    
    >>> 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 the boots you've found them 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.  In Hordes of the Underdark
    these boots also come in +6 - +10.
    
    -----
    
    
    >>> FOUND BOOTS IN NEVERWINTER NIGHTS 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 SPEED:                 - *DRAGON SLIPPERS:
      Special Properties:               Special Properties: Enahncement
      Enhancement: Haste                Bonus: Dex +2; Immunities:
                                        Fear, Knockdown, Spell
                                        Resistance: 10
    
    Contributor Credits:
    * Sent in by reader Alit Angarra
    
    -----
    
    
    >>> 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
    
    -----
    
    
    >>> FOUND BOOTS IN HOTU 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 SPEED:                 - DRAGON SLIPPERS:
      Special Properties:               Special Properties: Enhancement
      Enhancement: Haste                Bonus: Dex +2; Spell
                                        Resistance: 10; Immunities:
                                        Fear & Knockdown
    
    
    - BOOTS OF THE SHIFTING SANDS:    - NASHER'S NIMBLE BOOTS:
      Special Properties: Ability       Special Properties: Enhancement
      Score Penalty: Dexterity -1;      Bonus: Dex +3
      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 specify which campaign you've found the boots in.
    
    
    - BELT OF THE PERFORMER +1:      - BELT OF THE PERFORMER +3:
      Special Properties:              Special Properties:
      Enhancement Bonus: Dex +1;       Enhancement Bonus: Dex +3;
      Skill Bonuses: Perform +1,       Skill Bonuses: Perform +3,
      Persuade +1                      Persuade +3
    
    
    - BELT OF THE PERFORMER +5:      - SASH OF SHIMMERING:
      Special Properties:              Special Properties:
      Enhancement Bonus: Dex +5;       Spell Resistance: 12
      Skill Bonuses: Perform +4,
      Persuade +4
    
    
    - BELT OF INERTIAL BARRIER:      - LESSER BELT OF GUIDING LIGHT:
      Special Properties: Armor        Special Properties: Light
      Bonus +1 (AC Deflection          Normal (15m) Purple;
      Modifier); Damage Resistance:    Skill Bonus: Lore +2;
      Bludgeoning Resist 5/-,          Immunity: Fear
      Slashing Resist 5/-; Damage
      Vulnerability: Piercing 25%
      Vulnerability
    
    
    - CEREMONIAL URTHGARDT BELT:     - GREATER BELT OF GUIDING LIGHT:
      Special Properties:              Special Properties: Immunity:
      Immunity: Death Magic,           Death Magic, Immunity: Fear;
      Immunity: Disease; Improved      Light Normal (15m) Purple;
      Saving Throw: Fortitude +5       Skill Bonuses: Listen +4,
                                       Lore +4, Spot +4, Search +4
    
    
    - BELT OF AGILITY +2:            - ENCIRCLING SCALE:
      Special Properties:              Special Properties: Immunity:
      Enhancement Bonus: Dex +2;       Poison; Darkvision; Charges: 50
      Freedom                          Use: Poison 3 Charges Per Use
    
    
    - BELT OF HILL GIANT STRENGTH:   - BELT OF FIRE GIANT STRENGTH:
      Special Properties:              Special Properties:
      Enhancement Bonus: Str +3        Enhancement Bonus: Str +5
    
    
    - BRAWLER'S BELT                 - GREATER BRAWLER'S BELT:
      Special Properties: Damage       Special Properties: Damage
      Resistance: Bludgeoning          Resistance: Bludgeoning
      Resist 5/-                       Resist 20/-
    
    
    - SWORDSMAN'S BELT:              - GREATER SWORDSMAN'S BELT:
      Special Properties: Damage       Special Properties: Damage
      Resistance: Slashing             Resistance: Slashing
      Resist 5/-                       Resist 20/-
    
    
    - ARCHER'S BELT:                 - GREATER ARCHER'S BELT:
      Special Properties: Damage       Special Properties: Damage
      Resistance: Piercing             Resistance: Piercing
      Resist 5/-                       Resist 20/-
    
    -----
    
    
    >>> BELTS FOUND IS SOU 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
    
    -----
    
    
    >>> BELTS FOUND IN HOTU CAMPAIGN <<<
    
    
    - BELT OF HILL GIANT STRENGTH:   - BELT OF FIRE GIANT STRENGTH:
      Special Properties:              Special Properties:
      Enhancement Bonus: Str +3        Enhancement Bonus: Str +5
    
    
    - 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
    
    
    - GREATER ARCHER'S BELT:         - BELT OF AGILITY +4:
      Special Properties: Damage       Special Properties: Freedom;
      Resistance: Piercing             Enhancement Bonus: Dex +4
      Resist 20/-
    
    
    - GREATER BRAWLER'S BELT:        - KOSSUTH BELT OF PRIESTLY MIGHT:
      Special Properties: Damage       Special Properties: Armor Bonus
      Resistance: Bludgeoning          +2 (AC Deflection Modifier);
      Resist 20/-                      Enhancement Bonus: Str +3; Only
                                       Useable by Neutral
    
    - GREATER SWORDSMAN'S BELT:      - MYSTRAN BELT OF PRIESTLY MIGHT
      Special Properties: Damage       AND WARDING:
      Resistance: Slashing             Special Properties: Armor Bonus
      Resist 20/-                      +2 (AC Deflection Modifier);
                                       Enhancement Bonus: Str +4;
                                       Use: Magic Circle Against
                                       Alignment 1 Time Per Day; Only
                                       Useable by good
    
    
    - BELT OF STORM GIANT STRENGTH:  - LATHAR'S LAST BELT:
      Special Properties: Str +10      Special Properties: Spell Immunity
                                       Finger of Death and Power Word, Kill
    
    -----------------------------------------------------------------------
    
    
    >>> 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 specify which
    campaign you've found the gloves in.
    
    
    - 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.  In Hordes of the Underdark
    these gloves also come in +6 - +10.
    
    -----
    
    
    >>> FOUND GAUNTLETS FOUND IN NWN CAMPAIGN <<<
    
    
    - LESSER GAUNTS OF OGRE POWER:   - GAUNTLETS OF OGRE POWER:
      Special Properties:              Special Properties:
      Enhancement Bonus: Str +1        Enhancement Bonus: Str +2
    
    
    - WONDROUS GLOVES:               - GREATER GLOVES OF ANIMAL
      Special Properties: Ability      HANDLING:
      Score Penalty: Wis -1; Bonus     Special Properties: Skill
      Spell Slots: Bard Level 0,       Bonus: Animal Empathy +6;
      Bard Level 1, Bard Level 2,      Only Useable by Druid or
      Bard Level 3; Only Useable       Ranger
      by Bard
    
    
    - BRACES OF LOCKING GRASP:       - GLOVES OF THE MINSTREL:
      Special Properties: Skill        Special Properties: Skill
      Bonus: Discipline +8;            Bonus: Perform +3; Only
      Bonus Feat: Ambidexterity        Useable by Bard
    
    
    - GLOVES OF DISCIPLINE:          - GREATER GLOVES OF SWORDPLAY:
      Special Properties: Skill        Special Properties: Skill
      Bonus: Discipline +3             Bonus: Parry +6
    
    
    - GLOVES OF CONCENTRATION:       - GLOVES OF SPELLCRAFT:
      Special Properties: Skill        Special Properties: Skill
      Bonus: Concentration +3          Bonus: Spellcraft +3; Only
                                       Useable by: Cleric, Druid,
                                       Sorcerer, Wizard
    
    -----
    
    
    >>> 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
    
    -----
    
    
    >>> FOUND GAUNTLETS IN HOTU CAMPAIGN <<<
    
    
    - 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
    
    
    - TWIN FISTS OF FIRE:           - GLOVES OF THE LONG DEATH +6:
      Special Properties: Attack      Special Properties: Attack
      Bonus +4; Damage Bonus:         Bonus +6; Damage Bonus:
      Fire 4 Damage; Use: Flame       Cold 2 Damage; Only Useable
      Twin 1 Time Per Day; Only       by: Monk
      Useable by: Monk
    
    
    - GREATER GLOVES OF SWORDPLAY:  - NASHER'S GLOVES OF DISCIPLINE:
      Special Properties: Skill       Special Properties: Skill
      Bonus: Parry +6                 Bonus: Discipline +5
    
    
    - EPIC GLOVES OF CONCENTRATION: - GLOVES OF BALANCED HANDS:
      Special Properties: Skill       Special Properties: Bonus Feats:
      Bonus: Concentration +6         Ambidexterity, Two-Weapon
                                      Fighting
    
    
    - GREAT WYRM GAUNTLETS:
      Special Properties: Ability
      Score Penalty: Dex -4;
      Attack Bonus +6; Damage
      Bonus: Fire 2d6 Damage: Only
      Useable by Red Dragon Disciple
    
    -----------------------------------------------------------------------
    
    
    >>> 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 specify which campaign you've found the ring in.
    
    
    - 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.  All of the above
    rings are available in all three campaigns.  In Hordes of the Underdark
    these also come in +6 - +10.
    
    ------
    
    
    >>> FOUND RINGS IN NEVERWINTER NIGHTS CAMPAIGN <<<
    
    
    - RING OF SCHOLARS:              - RING OF POWER:
      Special Properties: Light        Special Properties: Damage
      Normal (15m) White); Skill       Resistance: Cold Resist 15/-,
      Bonus: Lore +5                   Electrical Resist 15/-, Fire
                                       Resist 15/-; Regeneration +1;
                                       Freedom
    
    
    - RING OF ELEMENTAL RESISTANCE:  - RING OF MAGIC DEFENCES:
      Special Properties: Damage       Special Properties: Spell
      Resistance: Acid Resist 15/-,    Resistance 14; Skill Bonus:
      Cold Resist: 15/-, Electrical    Spellcraft +2; Use Dispel
      Resist 15/-, Fire Resist 15/-    Magic Once per day
    
    
    - RING OF REGENERATION:          - LESSER RING OF POWER:
      Special Properties:              Special Properties: Damage
      Regeneration +4                  Resistance: Cold Resist 5/-,
                                       Electrical Resist 5/-, Fire
                                       Resist 5/-, Regeneration +1
    
    
    - RING OF HOLINESS:              - PROPHYRO'S RING +4:
      Special Properties: Bonus        Special Properties:
      Spell Slots: Cleric Level 0,     Enhancement Bonus: Cha +4;
      Cleric Level 1, Cleric Level     Regeneration +1
      2, Cleric Level 3, Cleric
      Level 4  Only Useably by:
      Cleric
    
    
    - RING OF THE ROGUE +1:          - LANTANESE RING +1:
      Special Properties:              Special Properties:
      Enhancement Bonus: Dex +1        Enhancement Bonus: Cha +1;
      Skill Bonuses: Open Lock +1,     Regeneration +1
      Disable Trap +1
    
    
    - RING OF THE ROGUE +3:          - LANTANESE RING +3:
      Special Properties:              Special Properties:
      Enhancement Bonus: Dex +3        Enhancement Bonus: Cha +3;
      Skill Bonuses: Open Lock +3,     Regeneration +1
      Disable Trap +3
    
    
    - RING OF THE ROGUE +4:
      Special Properties:
      Enhancement Bonus: Dex +4
      Skill Bonuses: Open Lock +2,
      Disable Trap +2, Hide +2,
      Move Silently +2, Pick
      Pocket +2
    
    -----
    
    
    >>> 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
    
    -----
    
    
    >>> FOUND RINGS IN HORDES OF THE UNDERDARK CAMPAIGN <<<
    
    
    - RING OF SCHOLARS:              - RING OF POWER:
      Special Properties: Light        Special Properties: Damage
      Normal (15m) White); Skill       Resistance: Cold Resist 15/-,
      Bonus: Lore +5                   Electrical Resist 15/-, Fire
                                       Resist 15/-; Regeneration +1;
                                       Freedom
    
    
    - RING OF ELEMENTAL RESISTANCE:  - RING OF MAGIC DEFENCES:
      Special Properties: Damage       Special Properties: Spell
      Resistance: Acid Resist 15/-,    Resistance 14; Skill Bonus:
      Cold Resist: 15/-, Electrical    Spellcraft +2; Use Dispel
      Resist 15/-, Fire Resist 15/-    Magic Once per day
    
    
    - COMMANDER'S RING:              - PURPLE DRAGON RING:
      Special Properties: Armor        Special Properties: Immunity:
      Bonus +2 (AC Deflection          Poison; Use: Light Unlimited
      Modifier); Improved Saving       Times per day.
      Throws: Universal +2; Use:
      Knock 1 Time Per Day
    
    
    - RING OF MAJOR ACID RESIST:     - BONE RING:
      Special Properties: Damage       Special Properties: Immunity:
      Resistance: Acid Resist          Level/Ability Drain
      30/-
    
    
    - IRONSKIN RING:                 - RING OF MAJOR ELECTRIC RESIST:
      Special Properties: Damage       Special Properties: Damage
      Reduction: +5 Soak 10 Damage     Resistance: Electrical Resist
                                       30/-
    
    
    - STONEEATERS RING:              - RING OF THE SPELL BATTLE:
      Special Properties: Use:         Special Properties: Skill Bonus:
      Stone to Flesh 1 Time            Spellcraft +10; Use: Dispel
      Per Day                          Magic 1 Time Per Day
    
    
    - RING OF FORCE SHIELD:          - RING OF NINE LIVES:
      Special Properties: Armor        Special Properties: Charges 9;
      Bonus +2 (AC Deflection          Use: Heal 1 Charge Per Use
      Modifier)
    
    -----------------------------------------------------------------------
    
    
    >>> 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 specify which campaign you've found
    the amulet in.
    
    
    - 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.  In Hordes of the
    Underdark these also come in +6 - +10.
    
    -----
    
    
    >>> FOUND AMULETS IN NEVERWINTER NIGHTS CAMPAIGN <<<
    
    
    - AMULET OF THE MASTER:          - NECKLACE OF PRAYER BEADS:
      Special Properties:              Special Properties: Charges: 50
      Spell Resistance: 16;            Use: Bless, 0 Charges Per Use
      Skill Bonuses: Lore +6,          Use: Cure Serious Wounds,
      Disabvle Trap +6,                3 Charges Per Use
      Open Lock +6, Persuade +6,       Use: Remove Blindness/Deafness,
      Search +6                        3 Charges Per Use
                                       Use: Remove Disease,
                                       3 Charges Per Use; Only Useable
                                       by: Cleric, Druid, Paladin or
                                       Ranger
    
    
    - GLITTERING NECKLACE:           - GREATER AMULET OF HEALTH:
      Special Properties: Light        Special Properties:
      Normal (15m) White               Regeneration +1; Immunities:
                                       Disease, Poison, Level/Ability
                                       Drain
    
    
    - ASHEERA'S AMULET:              - AMULET OF POWER:
      Special Properties: Armor        Special Properties: Bonus Feat:
      Bonus vs. Reptilian +3 (AC       Spell Penetration; Bonus Spell
      Natural Modifier); Damage        Slots: Wizard Level 3, Wizard
      Immunities: Electrical 25%       Level 4, Wizard Level 5;
      Immunity Bonus; Fire 25%         Only Useable by Wizard
      Immunity Bonus; Spell
      Resistance: 14
    
    
    - AMULET OF THE RED TIGER +1:    - PENDANT OF THE ELF +1:
      Special Properties:              Special Properties:
      Enhancement Bonus: Str +1        Enhancement Bonus: Dex +1;
      Immunity: Fear                   Darkvision
    
    
    - AMULET OF THE LONG DEATH +1:   - AMULET OF THE RED TIGER +3:
      Special Properties:              Special Properties:
      Enhancement Bonus: Con +1;       Enhancement Bonus: Str +3;
      Spell Resistance: 10             Immunity: Fear
    
    
    - PENDANT OF THE ELF +3:         - AMULET OF THE LONG DEATH +3:
      Special Properties: Dex +3;      Special Properties:
      Darkvision                       Enhancement Bonus: Con +3;
                                       Spell Resistance: 10
    
    
    - AMULET OF THE URTHGARDT +4:    - PENDANT OF THE ELF +4:
      Special Properties:              Special Properties:
      Enhancement Bonus: Str +4;       Enhancement Bonus: Dex +4;
      Immunity: Fear; Spell            Immunity: Mind Spells
      Resistance: 12
    
    
    - AMULET OF THE SILENT LORD +4:  - AMULET OF HEALTH:
      Special Properties:              Special Properties:
      Enhancement Bonus: Con +4;       Immunities: Disease, Poison,
      Immunity: Level/Ability          Level/Ability Drain
      Drain; Spell Resistance: 10
    
    -----
    
    
    >>> 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
    
    
    - AMULET OF POWER:
      Special Properties: Bonus Feat:
      Spell Penetration; Bonus Spell
      Slots: Wizard Level 3, Wizard
      Level 4, Wizard Level 5;
      Only Useable by Wizard
    
    -----
    
    
    >>> FOUND AMULETS IN HOTU CAMPAIGN <<<
    
    
    - AMULET OF THE MASTER:          - NECKLACE OF PRAYER BEADS:
      Special Properties:              Special Properties: Charges: 50
      Spell Resistance: 16;            Use: Bless, 0 Charges Per Use
      Skill Bonuses: Lore +6,          Use: Cure Serious Wounds,
      Disabvle Trap +6,                3 Charges Per Use
      Open Lock +6, Persuade +6,       Use: Remove Blindness/Deafness,
      Search +6                        3 Charges Per Use
                                       Use: Remove Disease,
                                       3 Charges Per Use; Only Useable
                                       by: Cleric, Druid, Paladin or
                                       Ranger
    
    
    - AMULET OF HEALTH:              - AMULET OF DIVINE RADIANCE:
      Special Properties:              Special Properties: Bonus Feat:
      Immunities: Disease, Poison,     Extra Turning; Enhancement Bonus
      Level/Ability Drain              Cha +6; Light Bright (20m) White
                                       Only Useable by Cleric, Paladin
    
    
    - AMULET OF POWER:               - CRYSTAL OF UNDEATH:
      Special Properties: Bonus Feat:  Special Properties: Ability
      Spell Penetration; Bonus Spell   Score Penalties: Con -4, Dex -4,
      Slots: Wizard Level 3, Wizard    Str -4; Damage Resistance:
      Level 4, Wizard Level 5;         Negative Energy Resist 20/-;
      Only Useable by Wizard           Use: Control Undead 1 Time Per
                                       Day, Create Greater Undead 1
                                       Time Per Day, Energy Drain 1
                                       Time Per Day, Negative Energy
                                       Burst 3 Times Per Day, Negative
                                       Energy Ray 5 Times Per Day,
                                       Shadow Shield 2 Times Per Day
    
    
    - AMULET OF UNDEAD TURNING:      - TALISMAN OF PURE EVIL:
      Special Properties: Bonus        Special Properties: Enhancement
      Feat: Extra Turning; Light       Bonuses: Cha +3, Wis +3; Spell
      Bright (20m) White; Only         Resistance: 12; Only Useable by
      Useable by Cleric, Paladin,      Evil
      Chaotic Good, Chaotic
      Neutral, Lawful Good, Lawful
      Neutral, True Neutral
    
    
    - CONTROLLING AMULET:
      Special Properties: Armor
      Bonus +4 (AC Natural
      Modifier); Improved Saving
      Throw: Reflex +4; Only
      Useable by Sorcerer or Wizard
    
    
    ================================================================ #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.
    
    
    >>> NEVERWINTER NIGHTS CAMPAIGN ENEMIES <<<
    
    UNDEAD:
    -------
    
    - Zombie             - Zombie Lord         - Zombie Priest
    
    - Zombie Warrior     - Skeleton            - Skeleton Warrior
    
    - Skeleton Mage      - Skeleton Priest     - Curst Rogue
    
    - Curst Ranger       - Curst Warrior       - Curst Priestess
    
    - Ghoul              - Ghoul Mage          - Ghoul Lord
    
    - Ghast              - Shadow              - Shadow Fiend
    
    - Mummy              - Mummy Lord          - Greater Mummy
    
    - Yuan-Ti            - Yuan-Ti Priestess   - Wraith
    
    - Invisible Stalker  - Mhorg               - Spectre
    
    
    GENERAL ENEMIES:
    ----------------
    
    - Air Elemental      - Water Elemental    - Fire Elemental
    
    - All elementals also come in greater and thus bigger
    
    - Air Mephit         - Water Mephit       - Ice Mephit
    
    - Acid Mephit        - Smoke Mephit       - Earth Mephit
    
    - Bugbear            - Bugbear Champion   - Orc
    
    - Orc Shaman         - Orc Champion       - Goblin
    
    - Goblin Elite       - Goblin Archer      - Ogre
    
    - Ogre Shaman        - Ogre Berserker     - Dire Spider
    
    - Bloated Dire Spider- Sword Spider       - Wraith Spider
    
    - Queen Spider       - Fire Beetle        - Stag Beetle
    
    - Stink Beetle       - Hill Giant         - Fire Giant
    
    - Ettercap           - Blue Dragon        - White Dragon
    
    - Silver Dragon      - Copper Dragon      - Red Dragon
    
    - Green Dragon       - Purple Dragon      - Pixie
    
    - Grig               - Nymph              - Slaad
    
    - Red Slaad          - Gray Slaad         - Boar
    
    - Dire Boar          - Wolf               - Dire Wolf
    
    - Grizzly Bear       - Dire Bear          - Dire Tiger
    
    - Corag Cat          - Hell Hound         - Guard Dog
    
    - Balor Lord         - Troll              - Troll Shaman
    
    - Rakshaa            - Minitaur           - Minogon
    
    - Old One Warrior    - Old One Evoker     - Morag's Chosen
    
    - Cultist            - Cultist Leader     - Escaped Prisoner
    
    - Escaped Sorcerer   - Estate Guard       - Diseased Thug
    
    - Rabid Dog          - Animated Armor     - Helmed Horror
    
    - Guardian Armor     - Intellect Devourer - Imp
    
    - Nasty Imp          - Gray Render        - Creator Sorcerer
    
    - Gargoyle           - Nymph Slave        - Nymph Ranger Slave
    
    - Nymph Druid Slave  - Human Slave        - Will-'O-Wisp
    
    - Quasit             - Steam Mephit       - Worg
    
    - Human Rogue        - Human Fighter      - Human Sorcerer
    
    - Human Wizard       - Human Druid        - Human Ranger
    
    - Mugger             - Ruffian            - Thug
    
    - Brown Bear         - Flesh Golem        - Guardian Golem
    
    ---------------------------------------------------------------------
    
    
    >>> SHADOWS OF UNDRENTIDE CAMPAIGN ENEMIES <<<
    
    
    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
    
    
    -----------------------------------------------------------------------
    
    
    >>> HORDES OF THE UNDERDARK CAMPAIGN ENEMIES <<<
    
    
    UNDEAD:
    -------
    
    - Skeleton           - Skeleton Mage      - Skeleton Warrior
    
    - Skeleton Priest    - Skeleton Bomb      - Zombie
    
    - Zombie Warrior     - Zombie Protector   - Zombie Lord
    
    - Mummy              - Mummy Lord         - Skeletal Devourer
    
    - Shadow Fiend       - Succubus           - Bone Golem
    
    - Wight              - Cult Monk          - Cult Elder Monk
    
    -Cult Knight         - Skeletal Minions   - Walking Bone Mass
    
    
    GENERAL:
    --------
    
    - Drow Thief         - Drow Wizard        - Drow Sorcerer
    
    - Drow Priestess     - Drow Elder Soldier - Drow House Guard
    
    - Drow Commando      - Drow Magus         - Drow Archer
    
    - Drow Diviner       - Drow Marksman      - Drow Veteran Scout
    
    - Dueregar Warrior   - Duergar Spellbinder- Duergar Infantryman
    
    - Duergar Cleric     - Hook Horror        - Noxious Ogre
    
    - Frienzied Harpy    - Evil Fairy         - Raging Ogre
    
    - Orc Dartmaster     - Orc Shaman         - Dire Spider
    
    - Sword Spider       - Wraith Spider      - Queen Spider
    
    - Malevolent Grig    - Ogre Hasteran      - Troll Bodyguard
    
    - Rakshasa           - Rakshasa Firstborn - Rakshasa Adept
    
    - Goblin Warrior     - Goblin Shaman      - Goblin Elite
    
    - Goblin Picket      - Minataur Brute     - Minogon
    
    - Red Sister Warrior - Red Sister Cleric  - Beholder
    
    - Beholder Mage      - Intellect Ravager  - Intellect Devourer
    
    - Battle Devourer    - Manticore          - Illithid Mind Flayer
    
    - Illithid Mind Flayer Darkener  - Illithid Mind Flayer Venerator
    
    - Drider             - Drider Cleric      - Drider Wizard
    
    - Vrock              - Balor Lord         - Quasit
    
    - Red Slaad          - Green Slaad        - Death Slaad
    
    - Ice Troll          - Hellfrost Worg     - Azer Gem Miner
    
    - Stone Golem        - Guardian Golem     - Steel Golem
    
    - Mithral Golem      - Clay Golem         - Iron Golem
    
    - Flesh Golem        - Bronze Golem       - Harpy
    
    - Umber Hulk
    
    
    ================================================================ #19 ==
    
    -------------------
    * 19) MULTIPLAYER *
    -------------------
    
    >>> Note: This game is one of the best RPG multiplayer games around and
    I recommend that you adventure online, it's free and you can build your
    character all the way up the 40th level.  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
    prevented 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 installed but you should play it safe
    anyways.  There's nothing worse than wandering around for two or three
    hours without saving and then a fuze blows in your electrical box
    shutting down power to your house because your girlfriend was blow
    drying her hair, brewing some coffee, making toast, and microwaving
    some oatmeal at the same time; thus screwing you out of your hard
    earned XP and completed quests.
    
    
       - DON'T SAVE WHEN: You're Stunned, Dazed or Paralyzed due to spells
    or traps, or are suffering any other kind of negative spell effects.
    If you save in the middle of a battle around the enemy when you are
    paralyzed/stunned/dazed and die, when you load the game you'll still be
    paralyzed and probably die again and again.  If you want to save mid-
    battle, then use the Stone of Recall to teleport to safety then save
    the game.
    
    
       - LEVELING-UP TIP: Before clicking the level-up icon that appears in
    your character's portrait, equip any ability score enhancing items.
    For example, if you have a Cloak or Ring or whatever in your inventory
    that raises your Constitution ability score by +4, equip that item so
    you can gain maximum HP when leveling-up.  If you don't want to wear
    the Constitution or other ability score enhancing items after you
    level-up, simply unequip them; you won't lose any HP or other benefits
    you've gained during the level-up process by unequipping the item(s).
    A Wizard will definitely want to equip any Intelligence enhancing items
    for this process so that they may be able to cast more spells per day.
    
    
       - MAP PINS are very, very useful.  If you ever come across a door
    that requires a special key, want to stop playing the game and jot down
    what you were doing so you're not lost the next time you play, or come
    across a point of interest then stick a map pin on the map.  When you
    place a map pin you can type in whatever text you want to describe that
    particular pin.
    
    
       - When you enter an area that gets LOADED and get bombarded by
    enemies make sure you stay near the exit through the door which you
    entered the area.  If you get overwhelmed or are fighting a tough
    opponent and are getting knocked through a loop, you can go back into
    the previous area to rest and then go back in there to take out the
    enemies a couple at a time.  Make sure you save after you rest if using
    this stratagy so you won't have to fight all of the enemies again if
    you die.  Be aware though, in some rare cases an enemy will chase after
    you through the exit.
    
    
       - This stratagy also applies to being bombarded by enemies.  When
    you come across a large group of enemies that you know is going to put
    a difficult fight, lure them to you a couple at a time by letting them
    see you and running away.  In most cases the whole group will not chase
    after you, just a few of them will.
    
    
       - This stratagy is for wussin' out in combat.  When you're in an
    intense battle with some tough enemies and used up all of your healing
    spells/potions and are almost dead, use the Stone of Recall to teleport
    yourself to safety so you can rest up to prepare spells and buy
    potions.  Save the game and step back into the Recall Portal to resume
    the battle.
    
    
       - Something you will most definitely want to avoid is backing your
    character up into a corner.  If there are several tough opponents
    around you and you're trapped in a corner death is almost guaranteed
    since you can't flee from your attackers.
    
    
       - DEATH: If you die it is better to choose Load Game rather than
    Respawn, the game will load to the last save if you choose Load Game.
    If you respawn then you will be hit with a 50 XP loss penalty PER
    character level and you'll also lose a whopping 10% of your gold.  No
    matter how skilled at video games you proclaim to be, you WILL die
    OFTEN in the Forgotten Realms land of Neverwinter (especially below
    10th level).  Although, if you were in a tough battle and got the enemy
    near death and happen to die, then you may want to choose to respawn so
    you don't have to go through the tough battle again and that enemy will
    still be near death the next time you fight it.  Respawning here and
    there won't make much of a difference, just don't make a habit of it or
    it will take forever to get your character into the higher levels and
    you'll be wandering around Neverwinter broke.
    
    
       - OPENING CONTAINERS AND DOORS: If your character has poor Open Lock
    skills and fails in his or her attempt(s) to open the container or
    door, then bash open the chest/cabinet/crate/desk/door or cast a spell
    on it such as Knock, Fireball, or Magic Missles to name a few.  You can
    also use wands to open up the chest, like Fire or Magic Missles to name
    a couple.  This same stratagy applies if the container or door is
    trapped.  Bashing an actively trapped chest or door, however, will
    damage, or possibly even kill your character so keep this in mind.
    Once an actively trapped container or door is destroyed via spell or a
    wand, the trap will also be destroyed.
    
    
       - BASHING DOORS: To successfully bash open a door or chest your
    character has to have a high Strength ability score (16+) and be
    wielding a weapon with at least a +1 Enhancement Bonus (it is possible
    to bash open stuff with a regular weapon, it just takes forever and
    ever and ever...and ever).  Character Classes such as Fighters or
    Barbarians will have no problems bashing open chests or doors.  Some
    character classes shouldn't even waste their time trying to bash open
    things (Wizards, Sorcerers, Druids, Clerics, Bards) for they can open
    them by casting spells on them, or Rogues and Monks for they can simply
    pick them open.
    
    
       - USING WANDS: your character may *NOT* equip a wand to either hand
    (if your character class allows the use of them).  The best way to use
    wands are through the Quickbar.
    
    
       - RED GLOW: If a big or small red square is on the floor, or if a
    container or door turns red while you are near it, this signifies a
    trap so try to disarm it or avoid it altogether.
    
    
       - Speaking of traps, don't disarm traps while engaged in combat or
    fight near them, move away from the trapped area and kill the freaks
    first and then try to disarm the trap.  If you are disarming a trap in
    combat, it may blow off in your face due to spectacular failure and
    it's going to hurt really bad if it's a spike trap.
    
    
       - PALADIN TIPS: Deciding to be a Paladin is one thing but
    maintaining your Paladin status can be another, since it can be a bit
    challenging at times.  Remember that Paladins can only be of lawful
    good alignment, any shift to another alignment and you will *NOT* be
    able to gain in character level until your alignment becomes lawful
    good again.  I don't know if you can gain in character level
    retroactively if this happens to you since my alignment never shifted
    when I played the game as a Paladin and I've never experienced this
    downfall.  I'm guessing that you probably can but I wouldn't be
    surprised if you couldn't.  If playing the game as a Paladin you must
    remember to ALWAYS be nice to people.  Don't steal from them, threaten
    them, respond rudely to, perform hostile actions against non-hostile
    creatures or people, or kill innocent creatures and people, since doing
    any of these things can shift your alignment.  Getting cocky, being
    rude, or threatining people here and there won't shift your alignment,
    but if you constantly do it then your alignment will shift from lawful
    good and you may want consider playing the game with a character class
    that better suits your non-lawful good playing style.
    
    
       - FIGHTER AND BARBARIAN TIPS: First and foremost when creating your
    character get your Strength ability score to at least 16 since strength
    is what makes these warriors shine, you'll also want a moderately high
    Dexterity score (14) so you're more nimble in combat but if you plan on
    wearing heavy armor Dexterity isn't that important, and at least a 14
    or 15 in your Constitution score so you can better resist damage,
    poison, and disease and gain maximum HP when leveling up.  Wisdom and
    Charisma doesn't matter AT ALL to Fighters or Barbarians so don't worry
    about those ability scores.  You want at least a 10 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 10 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, Called Shot and Sneak
    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).  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
    (Fighter only), 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 (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 while
    using this feat then cancel Power Attack mode to be able to strike your
    opponents more frequently.  The most effective way to use Power Attack
    is when you get a tough opponent badly wounded or near death.  You will
    want to enable Power Attack when you are bashing doors and containers.
    
    
       - SORCERER AND WIZARD TIPS: If you're a Wizard the most important
    ability is Intelligence so get that score as high as you can (16 at
    least from the get go), just don't sacrifice other abilitiy scores
    lower than 11 except Strength since Strength doesn't matter to
    Sorcerers or Wizards because they are spellbased.  Dexterity is also a
    score you want at least a 14 in.  The higher a Wizards Intelligence
    score, the more spells - and the power of those spells - he or she is
    able to cast.  For skills you want to build Concentration and
    Spellcraft as high as you can, DO NOT waste valueable skill points on
    Open Lock since you'll be able to open doors and containers by casting
    spells on them, and DO NOT waste skill points in Lore - even though
    it's a Class Skill - since you can cast a spell to identify items.  You
    will want to aquire the Empower Spell feat IMMEDIATELY.  Empower Spell
    will make the spells you cast even more devistating.  You will also
    want to purchase these other Metamagic feats ASAP, Combat Casting,
    Maximize Spell (a definite), Quicken Spell, Extend Spell, and Spell
    Penetration.  This same stratagy applies to Sorcerers, except Charisma
    is your primary ability opposed to a Wizard's Intelligence.  Personally
    I find Wizards to be more powerful PCs (Player Characters) than
    Sorcerers.  When creating your Wizard it is best to choose the Elf race
    because you'll be proficient with bows and the longsword and you won't
    have to waste a feat to use better weapons (if you choose a race for
    your Wizard besides Elf then you won't be proficient with bows or a
    longsword).  And don't forget if you're playing the game as a Wizard
    that if you find a Spell Scroll you can learn that spell so it can get
    added to your Spellbook.  To learn a spell from a scroll you must be at
    the level the scroll is for, and be adept in the school of magic that
    particular spell is for.  To add a spell to your Spellbook from a
    scroll, right-click on the scroll in your inventory to bring up a
    Radial Menu, then choose Learn Spell and it will get added to your
    Spellbook.  Sorcerers cannot learn spells from scrolls to add to their
    Spellbook so please, no e-mails on this matter.
    
    
       - MELEE COMBAT TIPS: When engaged in melee combat you should target
    the enemies that are closest to you, not the ones in the back of the
    pack.  This is common sense I know, but A LOT of people out there have
    not one shred of it.  And you will want to activate any feats or skills
    while engaged in melee combat such as Parry Mode, Disarm, Stunning
    Fist, Knockdown, etc.  As I stated above, do not engage for durations
    of entire battles with the Power Attack feat activated.
    
    
       - SPELL CASTING TIPS: When performing the art of casting Arcane
    spells, the most effective way is to move your character around the
    area, don't just stand in one spot trying to get all Gandolf or you'll
    die really quick, especially when you're almost surrounded by tough
    enemies, unless the spell is by touch or has an extremely small area of
    effect but what Arcane spellcaster do you know that fights enemies head
    on all the time?  Cast a spell and run to a different area away from
    the enemies, cast another spell and move to a different area and so
    forth.  You will want to especially use this stratagy while you are in
    the lower-levels (below 10th).  And you should always cast a Haste
    spell when you enter an area with a crap load of creatures lurking
    around, if they overwhelm you then you'll be able to make a hasty
    retreat.
    
    
       - SPELL PROPERTIES: Do not stack so it would be pointless to cast
    numerous spells that produce the same effect so pay attetion to the
    Chat Window while messing around with spells, if you cast numerous
    spells that produce the same effect a message will pop up informing you
    that the spell properties do not stack.  For example, if you cast the
    spell Minor Globe of Invulnerability on yourself and then also cast
    Globe of Invulnerability on yourself, you'll only have the effect of
    the first spell cast since the second spell is the same one, just a
    better version of it.
    
    
       - HASTE: Haste is a very, very good spell to use, or an ability to
    aquire by wearing the Boots of Speed or drinking a Potion of Speed.
    Haste makes you gain one extra attack PER round if using melee or
    ranged weapons and will cut spellcasting time down to HALF!  Haste also
    increases your base speed to 150% so fleeing enemies from combat
    without the risk of an Attack of Oppurtuniy they always seem to win
    when you flee from them mid-combat will be a breeze, which is always a
    plus.  I can't count how many times my Wizard was slain from behind
    while trying to flee from combat between levels 2-5.
    
    
       - TALK TO EVERYONE!  During your adventure you should talk to every
    person you come across.  By doing this you'll aquire side quests;
    obtain information about the main/side quests you're currently working
    on, be able to buy better weapons, armor and goods, and hear a bunch of
    interesting stories.  If you don't talk to people then you'll feel
    "lost" throughout the game and won't know where to go, what to do, etc.
    Most of the game's story unfolds in read dialogue and a lot of the
    conversations are very lengthy but it is well worth the time reading
    the dialogue.
    
    
       - COMMON SENSE: Use your head throughout your adventures.  If an
    enemy is surrounded by flames or named "fire" something, then it's 99%
    sure to be resistant to fire damage so don't launch fireballs at it; if
    an enemy is surrounded by ice or named "ice" something, then it's 99%
    sure to be resistant to cold damage so don't spray it in the face with
    a blast of ice, etc, etc, etc.  And if an enemy is surrounded by ice
    what would be the best way to kill it?  And vice-versa if an enemy is
    surrounded by flames?
    
    
       - CURSED AND LEVEL DRAIN: If you're not able to read scrolls or cast
    spells, and get a Cursed or Level Drain spell cast upon you, you will
    REMAIN cursed or reduced in levels UNTIL you find a cure.  Resting or
    drinking potions will *NOT* cure your character from these spell
    effects, visit the Temple of Tyr or Hall of Justice and ask to be
    healed and these effects will be no more.  Obviously Remove Curse is
    the only spell that can cure your cursed character.  If you are Level
    Drained cast a Restoration or Greater Restoration spell (Lesser
    Restoration will not remove this effect).  Level Drain will eventually
    reduce your character to level 0 and if you had a brain, then you know
    what that means.  Having a character class adventuring with you that
    can cure these wretched spell effects will save you a trip to the
    Temple of Tyr, and the gold required to recall yourself to where you
    were.  In the Hordes of the Underdark campaign resting will remove the
    Level Drain spell effect (most of the time).
    
    
       - IMMPOSSIBLE RATED ENEMIES: Just becuse an enemy has a rating of
    immpossible doesn't mean it can't be killed, it just takes a hell of a
    lot longer and the XP will be well earned and rewarded for the time,
    effort, and startagy involved in bringing them down.
    
    
       - ATTACK FROM BEHIND!  If you're able to summon a familar or an
    animal companion and are fighting a tough enemy, summon the creature
    and make it distract the tough enemy so the enemy is attacking your
    ally.  Then move in behind the tough foe to whack him a couple of good
    ones without the return blows.  This stragey came in real handy when my
    Wizard was below 10th-level.
    
    
       - HIGHER THE BETTER: The higher your AC (Armor Class), then the
    better your character is protected.  THAC0 is a thing of the past so
    just let it go and let it rest in peace under the dirt where it
    belongs.  In the 3rd Edition rules THAC0 doesn't even exist so quit e-
    mailing me getting all bent out of shape about it, e-mail the owners of
    D&D and complain to them.  For those of you who don't know what I'm
    referring to, in the 2nd Edition D&D rules the lower your characters AC
    the better your character is protected (which applied in the Baldur's
    Gate I and II game series).  Some people still get confused about this
    so I hope I've cleared up this matter for you.
    
    
       - ARMOR CLASS TIP: Armor Class properties DO NOT STACK so it would
    be pointless to equip items that have the same properties.  For
    example, if you find a ring that has an AC Deflection Modifier of +4
    and are wearing a cloak that has an AC Deflection Modifier of +4, don't
    equip the ring because it will *NOT* raise your AC.  I don't want any
    e-mails on this matter for you can simply find this information out by
    looking in the Chat Window; if you're wearing numerous items with the
    same properties a message will appear in the Chat Window informing you
    that these properties DO NOT STACK.
    
    
       - QUEST PERTAINING ITEMS: Whenever you try to sell a quest
    pertaining item the game won't let you.  This is a major hint that if
    you try to sell something and cannot, hang on to that item and don't
    drop it anywhere because you need it.  Also note that if you do happen
    to drop a quest pertaining item because you didn't know it was, you can
    get the item back by taking it out of the Diving Pool in the Hall of
    Justice or the Temples of Tyr throughout the game, for a gold fee of
    course.
    
    
       - USE THE QUICKBAR!  Do you have any idea how aggrevating it would
    be trying to constanly cast spells on enemies through the Radial Menu?
    I wonder how many people actually do, someone out there surely is
    because they have no clue what that giant bar on the bottom of the game
    screen is.  Simply put spells in the Quickbar so you can use them by
    left-clicking the spell (or pressing the designated fuction key), then
    left-click the enemy and the spell casting process will load into the
    Action Queue.  This will save you tons of time and make for less health
    depleting battles.  Also put potions and other items in the Quickbar
    slots so you don't have to go into your pack every time you want to
    drink a potion or use a wand or something.  You can also put activation
    required skills, modes, and feats into the Quickbar.  You have two
    additional Quickbars you have access to, access them by pressing and
    holding "Shift" or "Ctrl."
    
    
       - DIAL-UP CONNECTION: If you have dial-up Internet, don't even
    bother trying to play online, you'll lag really bad and make other
    characters in the party suffer due to your laggieness and they'll boot
    you off of their server immediately, probably even ban you.  They're
    not trying to be rude (even though some of those on-line D & D nerds
    take this game WAY too serious) 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 on the 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.
    
    
       - GAME PERFORMANCE TIPS: If you don't have a decent video card and
    the game lags really bad during your adventures, go into the Options
    Menu and click on Video Options.  Lower the game resolution and all of
    the bars and disable any check marks until the game doesn't lag
    anymore.  If you've lowered all of the bars and disabled all of the
    special graphical features and the game still lags, you'll have to go
    out and buy a new video card.
    
    
       - BACK UP SAVE!  Always have a back up save besides the default Auto
    Save.  One time while I was in chapter three in the origional campaign
    and did the Hill Giant Lair and the Star Sapphire quest (both no Auto
    Save areas), I was stupid and never saved my game in-between those two
    quests.  While in the final room in the lair where you kill the chief,
    I was nearly dead as he fell victim to my infernal wrath, anyways, I
    was up against the wall and rested as soon as I was able to and saved
    the game while I was resting.  When I was done resting and stood up, I
    was stuck to the wall and couldn't move my character.  I loaded the
    save I just made and was still stuck to the wall.  I exited the game,
    restarted my computer, loaded the game again, and, what do you know, I
    was STILL stuck to the wall.  I must've loaded the game twenty times
    with no luck whatsoever, forcing me to load the last Auto Save and
    losing nearly two hours of adventuring.  I got stuck on a few walls
    like this during the game so I advise you to have a back-up save in
    case anything like this ever happens to you.  And you can really get
    screwed right up the whazoo if this happened and you were also playing
    an additional adventure and the Auto Save is for that game and not the
    current game you just got stuck in.  This is why I recommend a back-up
    save so to avoid situations like this.
    
    
       - HENCHMEN: Hiring a henchman is always a good idea, especially
    while you're below 10th-level.  When a henchman dies while fighting by
    your side they will resurrect in the local Temple of Tyr (or Hall of
    Justice) so that's where you can find them after they croak.  You may
    only let one henchman tag along with you at a time so try to stratagise
    the use of each of their unique abilities to overcome all of the tough
    obstacles and battles that lie ahead.  Henchmen also gain levels as you
    gain levels.  For every 2-3 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) GAME WALKTHROUGH: NEVERWINTER NIGHTS *
    --------------------------------------------
    
    
    ---------
    ~ INTRO ~
    ---------
    
         First and foremost before playing the game I advise that you
    download the latest version of the game patch.  There are a few bugs
    that got fixed, especially for multiplayer, and this will make for a
    more pleasent and glitch free gaming experience.  In the main menu
    there is an option for downloading the latest patch so just click on
    the UPDATE TILE and the patch will begin to download, it only takes a
    few minutes if you have high speed internet and a decent computer.  If
    you don't have the internet then you're pretty much screwed for any
    patches, unless you download the patch at your friends house (or at
    school) from http://nwn.bioware.com and put it on a CD/DVD/Floppies (if
    people actually still use floppies - you'd need about fourty of them)
    so you can upload the patches to your game at home.
    
         Note that in this guide I will not give you many battle tactics,
    try to influence you into making alignment affecting decisions, give
    you advice as to how to build your character, or any other major stuff
    like that.  All of these things are for you to decide and I don't want
    to spoil your Neverwinter Nights exploration experience.  I only tell
    you how to aquire and complete all of the quests found in the game.
    Open up your imagination, have fun, and explore the Forgotten Realms
    land of Neverwinter however you wish.  I also fail to mention 99.9% of
    the traps found in the game throughout my guide so adventure forth at
    your own risk.
    
         This guide was pretty hard deciding how I should format it since a
    lot of side quests take time to complete and are tied into the main
    quests and I hope I made the right formatting decision.  I picked one
    that would be both convienent and easy to follow.  RPG guides are
    complicated to write and if you don't like my format then use someone
    elses walkthrough.
    
    
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    #21A ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ PRELUDE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
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                          <><><><><><><><><><><><>
                          ~ NEVERWINTER  ACADEMY ~
                          <><><><><><><><><><><><>
    
    
    >>> ACADEMY TRAINING
    
         You will start the game off in the Academy.  The Academy is where
    you will learn to fight, use magic, and learn all of the abilities for
    the character class you've chosen.  In the room you're in, open up the
    treasure chest for a random item.  In nearly all containers are
    randomly generated items so I can't exactly tell you what will be in
    them.  To the left of this room are two more, go into them and look in
    the desk and an armoire for a couple more items.  There are two men in
    the larger room, walk up to Pavel and talk to him.  When talking to
    people you will have a choice of numerous responses.  A lot of these
    responses are alignment related so choose wisely as how to respond to
    people.  Getting cocky and being rude to people can shift your
    alignment towards evil if you're good, and being polite to people can
    shift your alignment towards good if you're evil so you will want to
    keep this in mind, especially if you're character is alignment geared
    such as a Paladin.  Pavel will give you some information relating to
    the plague and other interesting stuff.  After you finish talking to
    Pavel go and talk to Bim.  Bim will offer to give you a short tutorial
    and I advise you to take him up on his offer so you can choose the
    camera angle that best works for you.  After the tutorial go through
    the door that opens behind Bim.
    
         Approach Olgerd and speak to him, he will offer to give you a
    tutorial on how to barter with vendors and other valuble game
    information.  When you are finished with this tutorial Olgerd will give
    you a Chain Shirt or another piece of armor geared towards your
    character's class.  Go through the door on the left to enter a Library
    and talk to Berna for another tutorial about your Journal and Map.
    Your Journal is where all of the current and completed main and side
    quests are stored.  If you ever have trouble in a quest as to how to
    complete it then read the latest journal entry for that quest for a
    clue as to where to proceed next in that particular quest.  I advise
    you to play the whole game with the map on for this will make exploring
    a lot easier.  After talking to Berna your journal will get updated,
    search the bookshelf and book pile for some books, read them if you
    wish.  You will learn a TON of information by reading the books you
    find but it gets tedious after awhile because there are so many books
    to read throughout the game.  You can look in the Items Section of this
    guide for a complete list of all the books found in the game.  Note
    that books are heavy so you might want to discard or sell them when you
    are finished reading them so they don't max out your weight carrying
    restriction.  If your weight carrying restriction maxes out your
    character will slow WAY down and you won't be able to run so try not to
    let this happen; if it does then drink a potion of Bull's Strength or
    cast the spell for it and then go and sell the items that are weiging
    you down or drop them from your inventory.  Go through the door past
    Berna to enter the combat training area.
    
    
    >>> COMBAT TRAINING:
    
         Talk to Herban and he will tell you about combat techniques and
    such.  When you are done talking with Herban approach Dendy who is to
    the left of Herban.  Dendy will teach you about melee combat, listen
    carefully to what he has to say.  No matter what type of character you
    are you will be destroying the enemy forces with melee combat at some
    time or another so I advise you to learn how to do just that.  When he
    is done talking you'll have to hit him or destroy the combat dummy to
    complete your melee training, once you do your melee combat test will
    be completed.
    
         To the right of Dendy behind the pillars is Hewwet, talk to him to
    learn how to use ranged weapons.  Next to Hewwet is a weapon rack, take
    the weapons off of it which include a Heavy Crossbow, a Sling and a
    Longbow, along with ammo for each weapon.  Equip one of the weapons and
    simply shoot the target leaning against the far wall. Now talk to
    Hewwet once more to complete your combat training and your journal will
    get updated.  Hewwet will tell you about Lady Aribeth and how she needs
    to speak with you but first you must do some more training if you're a
    magic caster, a Rogue or a Monk. If you want you can take the ranged
    weapons you don't want to use and sell them to Olgerd.  Believe me when
    I tell you that in this game every gold piece you can gain will be well
    worth it, potions and magic items are quite expensive so always sell
    items you don't want or need.  If you're a combat based character, such
    as a Fighter or a Barbarian, then head straight to speak with Lady
    Aribeth in the Graduation Room.  To get to where she is turn on your
    map, on the bottom right is a long corridor, go to the door at the end
    by the Door Guard and speak with him, he will open the door so you can
    meet Lady Aribeth (quest continued after the Magic Training and Rogue
    Training sections).
    
    
    >>> MAGIC TRAINING:
    
         Go into the coridor that leads to Lady Aribeth and if you're an
    Arcane Magic User (Wizard or Sorcerer) then go into the first room on
    the left.  Talk to Jaroo and he will teach you how to read scrolls,
    prepare spells from your Spell Book and how to cast spells.  Some
    people get royally confused about magic and how to cast spells but it
    is a REALLY simple process so pay close attention to your lesson.  When
    Jaroo is done talking take the magic test, after you pass your journal
    will get updated and you are now ready to see Lady Aribeth.  Go speak
    to the Door Guard guarding the Graduation Room and speak with Lady
    Aribeth (quest continued after the Rogue Training section).
    
         If your a Divine Magic Caster (such as a Cleric or Paladin) then
    go into the first room on the right and speak to Elynwyn, he will teach
    you how to memorize spells and such, here you will also learn how to
    Turn Undead creatures.  Some people get royally confused about magic
    and how to cast spells but it is a REALLY simple process so pay close
    attention to your lesson.  When Elynwyn is done talking take the magic
    test and after you pass your journal will get updated.  Go speak to the
    Door Guard guarding the Graduation Room and speak with Lady Aribeth
    (quest continued after the Rogue Training section).
    
    
    >>> ROGUE AND MONK TRAINING:
    
         In the corridor that leads into the Graduation Room go into the
    third door on the left and speak with Ketta if you're a Rogue or Monk.
    Here you will learn how to pick locks, sneak up on people, steal, and
    all of the other Rogue and Monk related skills.  After you complete
    this phase of training you are ready to meet Lady Aribeth, speak to the
    Door Guard guarding the Graduation Room to do so.
    
    
    >>> ESCAPING THE ACADEMY
    
         Approach Lady Aribeth to graduate from the Academy.  During your
    conversation some Mages will appear, go and kill them all then speak
    with Lady Aribeth once more to learn a whole bunch of information as to
    what's going on.  Lady Aribeth will give you Aribeth's Key so you can
    access the rest of the academy.  Leave the Graduation Room and a
    Mysterious Mage will appear, he will then summon up some Weak Goblins
    for you to kill.  When you have killed them go into all of the rooms
    (except where the game began) to kill a bunch more Goblins for some XP.
    Make sure that when they die to pick up their remains, if they leave
    any, for a lot of random items.  When all of the Goblins are slain go
    into the corridor that leads to the Graduation Room, open up the second
    door on the left, this is what Aribeth's Key was for and it will
    disappear from your inventory.
    
         Go through the door ahead of you and that Mysterious Mage will be
    on the left, he will again summon up some Goblins so take out these
    minor threats.  Go through the door on the left and straight ahead is
    some guard named Pavel, talk to him if you wish and you can let him tag
    along with you if you'd like.  If you let people tag along with you you
    can send them on their way at any time by simply talking to them and
    telling them you don't need their help anymore.  Go through the top
    door to the right of Pavel.
    
         This area is just a big square with a couple of rooms leading off
    of it.  Kill the Tough Goblin, a few Weak Goblins, and a few Weak
    Skeletons.  Head into the upper-most room on the map and speak with
    Geldar.  Geldar teaches you how to level your character up and he will
    give you enough XP so you can do just that.  Leveling up is a simple
    process, to do so choose your character's class (if multiclassing you
    can choose another class to add to your initial one); pick out some
    skills from the vast list of available skills (sticking more to your
    class skills); choose some spells to learn if you're a magic caster;
    choose a Familiar or Animal Companion if one is available for your
    character type; choose some feats if they become available; then a list
    will pop up letting you know how many HP you'll gain and such.  If
    you're not happy with the HP you'll gain or have made a mistake as to
    what skills, feats, or spells you've chosen, click Cancel and go
    through this process again.  If you're happy with what you'll gain
    click OK to complete the leveling up process.  Head through the door to
    the right of Geldar to enter a long corridor.
    
         Go through the corridor and continue along to a door at the end,
    enter another room and kill all of the Skeletons in here.  Search the
    corpse lying in the middle of the room for a Wizard Robe and armor.
    Head back into the corridor and go left, you will come to another
    corridor with a door ahead of you, a door to your left, and a door to
    your rightright.  Go through the doors on the left and look on the
    Alchemist's Apparatus for a random potion, open up the crates in here
    for more items.  Leave this room how you entered it and go through the
    door at the other end of the corridor, open up the treasure chests in
    here for yet some more items.  Leave this room the way you came in and
    go through the door on the right to enter a large room.
    
         Run straight into another large room and the Mysterious Mage will
    make another appearence.  Kill the Mage, he will cast Magic Missles at
    you, and kill all of the Goblins and a Skeleton.  Pick up any remains
    and look inside of the crates in this room for more items.  Go through
    the door by the gold dot to enter the stables.  Kill all of the
    remaining Goblins, including an Elite one, and witness something very
    interesting.  Talk to Desther and Fenthick and then Desther will storm
    out of the stable.  Talk to Fenthick again and after the conversation
    you will gain enough XP to level your character up.  When you are
    finished leveling up go through the door that Desther went through to
    conclude the Prelude.
    
    
    
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    #21B ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER ONE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
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    CHAPTER ONE "CONTROL F" NAVIGATION CODES:
    C1-1 Neverwinter City Core
    C1-2 Peninsula District
    C1-3 Blacklake District
    C1-4 Beggar's Nest
    C1-5 Docks District
    C1-6 Helm's Hold
    
    
                               <><><><><><><> C1-1
                               ~ CITY  CORE ~
                               <><><><><><><>
    
    
    -- QUESTS:
      - Main Quest: The Wailing and the Waterdhavians
      - Main Quest: Peninsula: Prison Break
      - Main Quest: Blacklake: Tensions Rising
      - Main Quest: Docks: Trouble in the District
      - Main Quest: Beggar's Nest: Undead Infestation
      - Side Quest: Temple of Tyr: Never's Tomb
      - Side Quest: Moonstone Mask: An Evil Offer
      - Side Quest: The Great Tree: Animal Rescue
      - Side Quest: Cloaktower Membership
      - Side Quest: Moonstone Mask: Art Theft
      - Unofficial Side Quest: Tamora and Hoff
      - Henchman Quest: Tomi's Tale
      - Henchman Quest: Daelan's Tale
      - Henchman Quest: Sharwyn's Tale
      - Henchman Quest: Grimnaw's Tale
      - Henchman Quest: Boddyknock's Tale
      - Henchman Quest: Linu's Tale
    
    >>> EXPLORING THE CITY CORE:
    
         You will start this chapter off in the Sanitorium that leads to
    the Halls of Justice - they're not painted green and you can hear no
    money talking.  Desther and Fenthick are ahead of you so go talk to
    them.  Head through the door in here to enter the Halls of Justice and
    then speak with Lady Aribeth on the left.  She will give you valuable
    main quest information and she will also give you a Stone of Recall.
    This stone will make you teleport back to the Halls of Justice when you
    use it, even if you're in the middle of an intense battle so keep this
    in mind if you're near death and out of health potions/spells.  You may
    also recall yourself to where you used the stone last by stepping into
    the Recall Portal atop the stairs for a fee of 50 gold.  Lady Aribeth
    has weapons, armor, and items for sale so you probably want to check
    out her inventory.  A lot of the magic items she has for sale are
    ridiculously expensive so you won't be able to afford any of them for
    awhile.  Whenever you get diseased, poisoned, cursed, or other
    unfortunate things happen to you Lady Aribeth will heal and cure you if
    you ask her to.  You will notice some stairs leading to a Diving Pool
    just past the Stone of Recall portal.  This pool will store important
    quest related items so if you drop them by accident because you didn't
    know it was quest related, or drop them due to a full inventory, you
    will be able to get that item back.  I'm so glad that this pool is
    available or I would've been screwed on the Cloaktower quest, good
    looks BioWare.
    
         Exit the Halls of Justice and a woman named Bethany will run up to
    you and tell you about a Prison Escape in the Peninsula District, this
    is another main quest that will get added to your Journal.  Next to the
    fountain ahead of you is a guard named Halion, talk to him and ask him
    about the different districts in the City Core.  When you are finished
    talking to him you will aquire three more main quests in your journal,
    Blacklake: Tensions Rising; Docks: Trouble in the District and Beggars
    Nest: Undead Infestation.
    
         The Neverwinter City Core is just a big square and in the north-
    west corner is the Docks District; in the north-east corner is the
    Blacklake District; in the south-west corner is the Peninsula District;
    in the south-east corner is the Beggar's Nest.  You will probably
    aquire some side quests while exploring, just look below to find out
    how to complete that side quest.  Keep in mind that side quests are not
    required to be completed for you to finish the game and they're all
    optional.  I advise you to complete them all for the valuable XP and
    items you'll be rewarded for doing so.  There are a ton of treasure
    chests, barrels, and crates to open up for a lot of items in this area
    so make sure you open all of them.  You can also enter some homes and
    buildings for more items if you wish.  There is a merchant near the
    entrance into the Peninsula District that sells Magic Bags.  These bags
    will reduce the weight of the items you put into them, they're kind of
    expensive but well worth the gold.  If you don't have enough gold to
    purchase one just yet remember this guy for a future purchase.
    
         Near the entrance into the Beggar's Nest is a store called the
    Shining Knights Arms and Armor, go in there and check out the vendors
    inventory; make sure you tell him you're looking for premium equipment.
    He will then give you a key so you can go into the basement, do so and
    speak to Marrok who can enhance magical weapons and armor.  He'll let
    you know what you need if he is to make you something magical so
    remember this guy and come back here often so he can craft stuff for
    you when you've aquired the proper items needed.  If you ask him for
    examples on what components are needed in order to make items he will
    give you a book called Recipes of the Forge; in this book are the
    components needed to craft the stated weapons in the book.  The book
    reads to craft a weapon you will need a "magical weapon;" by magical it
    means a weapon with a +1 Enhacement Bonus (Longsword +1, Scythe +1,
    Shortsword +1, etc.).  To make a weapon place the +1 Enhanced weapon
    into the forge and the component required, then speak to Marrok and he
    will charge you 500 gold, after you pay the man take the new weapon out
    of the forge.  I advise you to store all of the +1 weapons you find
    throughout the chapter down here on the floor.  When you find the
    proper component for that weapon have the weapon made; if you don't
    want to use the weapon you can sell it for a heafty profit.  The
    weapons only cost 500 gold to forge and you'll at least quadruple your
    gold (WAY more if your Appraisal Skill is up there) with each weapon
    you sell so this a good way to make your gold pouch a little heavier.
    Components are rare items to come across and cannot be bought from any
    vendors in this chapter.  If you find a component be very careful not
    to sell it on accident for it will cost a small fortune to buy it back
    from the vendor you sold it to.  You should find (or be rewarded) at
    least 8 components in this chapter if you search thouroughly so choose
    wisely as to what weapons you want forged for your character.
    
         In the Trade of Blades you can hire henchman but they all require
    200 gold (150-175 if you can successfully persuade them) to fight by
    your side, they also each have a quest for you to complete, just look
    in the sections below to learn how to complete their quests.
    
    _______________________________________________________________________
    
    
    -------------------------------------------
    ~ SIDE QUEST: TEMPLE OF TYR: NEVER'S TOMB ~
    -------------------------------------------
    
        This quest will get aquired in the Halls of Justice.  In the room
    where Lady Aribeth is go into the north-most room on the map and speak
    with Oleff.  During your conversation you will have to persuade him
    into letting you know what's bothering him, if you fail just keep
    persuading him until you succeed.  He will then tell you about the
    tombs and other information, offer to help him find the artifacts in
    the tombs.  Oleff will then give you a letter for Briley who is located
    in the Peninsula District, you MUST keep this letter in your inventory
    to complete this quest; if you drop the letter then just ask Oleff for
    another copy.
    
         In the Peninsula District Briley is located in a house just up the
    road from Ms. Dulcimae on the left.  Enter the house to see a guard
    named Jones, go down the stairs behind him to enter a tomb.  Go through
    the door ahead of you to speak with Briley, give him the letter from
    Oleff.  Briley will tell you a bunch of information pertaining to this
    quest so pay close attention to him.  Open the chest to the left of
    Briley and take the four items out of it, they include the Halueth Dig
    Logbook, Ceremonial Arrow, Cerominal Shield, and a Cerominal Sword.
    
         In the Blacklake District, from the main gates go left to spot a
    little girl named Punkin standing in front of her house.  Talk to her
    and she'll tell you about some strange things going on in the basement
    and will give you a password after you persuade her.  Go into her house
    and examine the bookshelf, say the password to it and it will slide
    open, go down the stairs behind it to enter the basement.  Kill some
    Zombies down here and you'll see a treasure chest in front of a door,
    go and put the Ceromonial Arrow in it and the door will open, head on
    through.  You will be attacked by four Swords of Never, ghost swords.
    These things are really tough so you may want to wait until you're at a
    higher level before you fight these things.  When you have destroyed
    them, open up the sarcophagus and take the first atrtifact, Halueth's
    Rusty Armor.
    
         In the Beggar's Nest while you're in the Great Graveyard you'll
    see a tomb with a chest in front of it to the left of the Warrens of
    the Damned.  Open the chest and put the Ceremonial Shield in it and the
    tomb will open.  Go in there and kill the Mummy, open up the
    sarcaphagus and take the Ancient Chronicles of Haleuth Never out of it.
    
        In the Docks District the final tomb is in the Aqueducts.  Enter
    the ducts through the Silver Sails Trading Company, in the top-left
    corner on the map is a door (marked exit on the map) with a chest in
    front of it, put the Ceremonial Sword into it and the door will open.
    Step on through and open the sarcophagus and take the Ancient Symbol of
    Tyr, this will make some Zombies come out to play so kill them all.
    
         Now that you have all three artifacts bring them to Oleff if
    you're a lawful character, or bring them to Gilles (see quest An Evil
    Offer below) if you're an evil character.  For this quest you'll get
    better rewarded than the evil choice.  You'll receive a total of 9
    alignment points towards good, 600 gold, 200 XP, and an Amulet of Will
    +3.
    
    _______________________________________________________________________
    
    
    ---------------------------------------------
    ~ SIDE QUEST: MOONSTONE MASK: AN EVIL OFFER ~
    ---------------------------------------------
    
         There's not much explaining to do for this side quest.  In the
    Moonstone Mask is a shady character named Gilles, talk to him to aquire
    this quest.  Some cult is seeking all of the artifacts from Never's
    Tomb and Gilles wants you to give him the artifacts instead of Oleff.
    Obviously this side quest is geared towards evil characters so don't
    give Gilles any of Never's artifacts if you're a character of lawful or
    neutral alignment, give them to Oleff.  Look up how to aquire these
    artifacts in the side quest Temple of Tyr: Never's Tomb listed above.
    If you decide to give the artifacts to Gilles you'll be rewarded a
    total of 2,500 gold and receive a whopping total of 21 alignment points
    towards evil, no XP gained for this quest.  This quest would crush a
    Paladin's hope of leveling up any time in the near future.
    
    _______________________________________________________________________
    
    
    ---------------------------------------------
    ~ SIDE QUEST: THE GREAT TREE: ANIMAL RESCUE ~
    ---------------------------------------------
    
        To aquire this side quest exit the Halls of Justice, to the left
    standing in front of a big tree is a Druid named Nyatar.  Speak to him
    and persuade him into letting you help in his problem.  A lot of
    animals got captured from their rightful home out in the wild and are
    being caged in the Neverwinter Zoo which is located in the Blacklake
    District.  Offer to help free the animals and then Nyatar will give you
    a key to the zoo, a scroll that will allow you to transport the animals
    to freedom, and a Scented Fetish to allow your character to speak with
    the animals.  Nyatar also sells a lot of goods so check out his
    inventory and purchase whatever you wish, buy some Barkskin potion
    because it comes in very handy and will temporarily raise you AC when
    drunk.
    
         Head into the Blacklake District and the zoo is located in the
    back of Blacklake at the top of the map.  Enter the zoo, hang a right
    and go through the door to see the animals trapped in their cages.  Use
    the Zoo Key on the door to the right and head on through.  Search all
    of the rooms for items and kill all of the guards, at the end of the
    corridor is a Door to the Giant Tree.  Go to the tree and interact with
    it, use the scroll on it that Nyatar gave you then head back into the
    zoo.  The left door takes you to an enemy nicknamed Sureshot and more
    items, if you kill him you'll get a Longbow +1 from his remains and a
    decent amount of XP.  Go through the door on the right and enter
    another room with a lever, pull it to open up the animal cages.  Go
    through the other door in here and speak to the four captured animals,
    a Brown Bear, a Panther, a Lion, and a Wolf; tell them to go to the
    tree outside.  No matter what type of character class you are you'll be
    able to talk to the animals AS LONG AS YOU HAVE the Scented Fetish in
    your inventory that Nyatar gave you.  When all four animals run for the
    tree go to the tree and tell each animal to teleport through it.
    Return to Nyatar for a reward of of 400 gold and 200 XP, and maybe some
    Ironwood if you're able to persuade him.
    
    _______________________________________________________________________
    
    
    -------------------------------------
    ~ SIDE QUEST: CLOAKTOWER MEMBERSHIP ~
    -------------------------------------
    
    >>> Note: This quest is only available for Sorcerers, Bards or Wizards
    and can still be be aquired if multiclassed as one (a Fighter/Sorcerer
    or a Rogue/Wizard for example).
    
         Next to the big tree where you've aquired the Great Tree quest is
    the Cloaktower Guild, go inside and speak to Eltoora.  Tell her you
    would like to join the Guild to aquire this quest.  She will tell you
    what must be done in order for you to join the Guild and will give you
    Eltoora's Key.
    
         While in the Peninsula District look for a house in the north-east
    corner and open up the door (this door is to the right of Ms. Dulcimae
    and has a sun dial in front of it), this is what Eltoora's Key is for,
    the key will still be in your inventory because you will need it
    throughout this quest so don't discard it.  Inside this house is an
    Earth Mephit, this creature is really tough in melee combat so kill it
    via spells.  When you have defeated the Earth Mephit look in the pile
    of stones, take the Rare Earth Clay out of it and don't discard it
    because it is needed to complete this quest.
    
         While in the Blacklake District go into the Wizard Lab (indicated
    by a map pin) and kill an Air Mephit.  This one isn't as tough as the
    Earth Mephit so don't worry all that much.  When you've killed it look
    on the Alchemist's Apparatus and take the Puff of Fog, don't discard it
    because it is needed to complete this quest.
    
         While in the Beggar's Nest go into the Wizard Lab in the north-
    east corner of the district indicated by a map pin.  Kill the Fire
    Mephit, it should prove to be no problem.  When you've slain the
    Mephit, look in the wood pile and take the Kindling Wood out of it,
    don't discard it because it is needed to complete this quest.
    
         While in the Docks District, the Wizard Lab is located in the
    north-east part of the map indicated by a map pin.  Go in there and
    kill a Water Mephit.  When it dies look in the diving pool and take the
    Flask of Water, don't discard it.
    
         Now that you have all four items required for this quest, return
    to the Cloaktower and speak to Eltoora.  Ask her to evaluate your
    membership and she'll take all of the items you have found in this
    quest and send you to your final test; you will be rewarded 300 XP for
    finding the four items.  Step into the portal behind Eltoora to be
    teleported into a small romm to see a large beast on the other side of
    the room, a Minogon, don't attack it.  Take the Elemental Wand of Earth
    out of the pile of stones.  Take the Elemental Wand of Air off of the
    Alchemist's Apparatus.  Take the Elemental Wand of Water out of the
    diving pool.  Take the Elemental Wand of Fire out of the wood pile.  To
    kill the Minogon use the wands on it in this order: Earth, Water, Air,
    Fire.  Return to Eltoora to complete this quest and you'll be rewarded
    300 XP and the Many-Starred Cloak, this Cloak has a couple of good
    bonuses so you might want to equip it right away.
    
    _______________________________________________________________________
    
    
    -----------------------------------------
    ~ SIDE QUEST: MOONSTONE MASK: ART THEFT ~
    -----------------------------------------
    
         Above the Shining Knights store there is an establishment called
    the Moonstone Mask.  Go into it and speak to Ophala, persuade her to
    let you help and she will tell you about some objects of art that were
    stolen and if you can retrieve them for her, tell her you'll help to
    aquire this quest.
    
        In the Blacklake District there is an estate called Hodge's Estate.
    There is someone guarding it, he'll turn a blind eye so go ahead and
    bash the door in, or cast spells on it, or pick it, and enter the
    estate when the door gets opened.  Search the entire estate to find a
    chest in here for a Note from Hodge, a Club +1, and the first missing
    piece of art, the Gilded Urn.  Take the Urn to Ophala to be rewarded
    125 XP and 400 gold.
    
         Again in the Blacklake District there is an estate called the
    Rumbottom Estate.  There is someone guarding it, he'll turn a blind eye
    so go ahead and bash the door in, or cast spells on it, and enter the
    estate when the door gets opened.  Search the entire estate for a lot
    of items and you'll run into some guy named Thoms Rumbottom.  Bash open
    the chest behind Thoms for the second missing piece of art, Portrait of
    Sir Reginald Rumbottom III.  There is a little trick for you to gain a
    lot of extra XP at this point in the game.  Talk to Thoms again and
    choose reponse 2, then choose response 1, then choose response 1 again,
    this makes some more Noble Guards attack you.  When you have defeated
    them talk to Thoms again and repeat this process over and over to gain
    a level or two.  The only downfall is that it will take a little while
    to level up so if you have patience then it will pay off for you,
    especially if you're a multiclassed character.  Another downfall is
    that you can't gain more than twenty total character levels so don't
    spend days on end here leveling up.  The higher level your character
    becomes, the less XP these guards will give you when you kill them.
    It's ingenious the way Bio Ware incorporated the no more than twenty
    character levels into the game.  When you've leveled up one or two
    levels (if you choose to), take the portrait you just found to Ophala
    to receive 125 XP and 400 gold.
    
         The last piece of art is in the Docks District.  Go in the Androd
    Estate on the top of the district map.  Explore the estate and kill all
    of the guards roaming around for some nice XP and search for items.  In
    the top room that's locked, bash or open the door to speak with Androd.
    Open up the cabinet behind him to find Androd's key and the final piece
    of missing art, a Gaudy Statuette.  Open up all of the chests in here
    and then take the statuette to Ophala.  You will be rewarded 125 XP and
    400 gold just for giving the statuette to her; you'll be rewarded an
    additional 250 XP and some Boots of Reflexes +3 for the completion of
    this quest.
    
    _______________________________________________________________________
    
    
    ------------------------------------------
    ~ UNOFFICIAL SIDE QUEST: TAMORA AND HOFF ~
    ------------------------------------------
    
         While you're in the Moonstone Mask, speak with Ophala and tell her
    you want permission to access the back room.  Ophala will give you a
    letter and tell you that you must be disease free if you want to meet
    her harlots in the backroom.  Take this letter to Oleff in the Halls of
    Justice and show it to him, he will then give you a letter stating you
    are disease and palgue free.  Return to Ophala and give her your clean
    bill of health, she will then give you the Moonstone Mask Backroom Key.
    
         Speak with Torgo (he's near Ophala) and purchase a Pass Coin from
    him for 200 gold.  Go in the backroom, which is actually upstairs, to
    the third floor and speak to Tamora and give her the Pass Coin.  The
    object here is to get Tamora to fall asleep so first tell her you would
    like to ask some questions, then tell her you want to ask some serious
    questions, then choose the response how lonely is it to be an
    adventurer, then brood on about how nobody cares, then ask her if she
    knows anything of the plague, then tell her you were specially assigned
    to investigate the plague.  After telling her all this stuff, choose
    the response let's retire to your bed chamber.  Tamora will then fall
    to the floor asleep and you'll be disrobed, speak to her one more time
    and ask her what she needs and she will give you Tamora's Brooch and
    tell you of some stalker Orc named Hoff who won't leave her alone and
    if you could take care of this problem for her, agree to do so.  This
    quest will *NOT* get added to your journal so don't go looking for it
    in there.
    
         While you're in the Docks District, speak to Hoff who is located
    on the west-end of the map standing by the docks.  You can either
    threaten him into staying away from Tamora or kill him to ensure that
    he nevers bothers that sweet little harlot ever again.  Return to
    Tamora and tell her that Hoff has been killed or scared away and she
    will reward you with 50 XP and 3 alignment points towards good.
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ HENCHMAN QUEST: TOMI'S TALE ~
    -------------------------------
    
         In the Halls of Justice near the exit into the City Core is a guy
    named Tomi.  Talk to him and then hire him as your henchman for 200
    gold pieces, you might be able to persuade him to join your side for
    less gold.  When the conversation is over talk to him again and choose
    the option "I just want to talk" and then choose "Tell me about
    yourself" and Tomi will begin to tell you his tale.  Note that to get
    the full scoop on Tomi (around level 6) you have to be a character with
    higher levels of experience.  If you're not that well experienced then
    your Journal Entry for Tomi's Tale will say he'll tell you more when
    you've gained more experience, so after every level you gain speak to
    Tomi some more to eventually find out that he needs you to find some
    documents for him.  Remember that you can release Tomi (and all of the
    other henchman available to you) any time you want by telling him you'd
    be better off on your own.  The Official Documents Tomi needs are
    located in the Beggar's Nest in the Thomas Wheelwright Repair Shop on a
    bookshelf.  For giving him the documents Tomi will reward you with 100
    XP and a Ring of the Rogue +1 (Dex +1, Open Lock +1, Disable Trap +1).
    
    _______________________________________________________________________
    
    
    ---------------------------------
    ~ HENCHMAN QUEST: DAELAN'S TALE ~
    ---------------------------------
    
         In the Trade of Blades speak to an Orc named Daelan Red Tiger and
    hire him as your henchman for 200 gold, you might be able to persuade
    him to join your side for less gold. When the conversation is over talk
    to him again and choose the option "I just want to talk" and then
    choose "Tell me about yourself" and Daelan will begin to tell you his
    tale.  Note that to get the full scoop on Daelan (around level 6) you
    have to be a character with higher levels of experience.  If you're not
    that well experienced then your Journal Entry for Daelan's Tale will
    say he'll tell you more when you've gained more experience, so after
    every level you gain speak to Daelan some more to eventually find out
    that he needs you to find a Brooch for him.  The Brooch is located on a
    boat in the Docks District to the west on the district map.  Kill the
    Bloodsailors on this boat and open up a chest to find the Brooch.  When
    you give this Brooch to Daelan he will reward you with 100 XP and an
    Amulet of the Red Tiger Tribe +1 (Str +1, Immunity: Fear).
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ HENCHMAN QUEST: SHARWYN'S TALE ~
    ----------------------------------
    
         In the Trade of Blades speak to a woman named Sharwyn and hire her
    as your henchman for 200 gold, you might be able to persuade her to
    join your side for less gold.  When the conversation is over talk to
    her again and choose the option "I just want to talk" and then choose
    "Tell me about yourself" and Sharwyn will begin to tell you her tale.
    Note that to get the full scoop on Sharwyn (around level 6) you have to
    be a character with higher levels of experience.  If you're not that
    well experienced then your Journal Entry for Sharwyn's Tale will say
    she'll tell you more when you've gained more experience, so after every
    level you gain speak to Sharwyn some more to eventually find out that
    she needs you to find potion for her so she can heal her mother.  In
    the Tanglebrook Estate in the Peninsula District is some Celestial
    Elixir on an Alchemist's Apparatus, take it and give it to Sharywn.
    She will reward you with 100 XP and a Belt of the Performer +1 (Cha +1,
    Perform +1, Persuade +1).
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ HENCHMAN QUEST: GRIMNAW'S TALE ~
    ----------------------------------
    
         In the Trade of Blades talk to a man named Grimnaw and hire him as
    your henchman for 200 gold, you might be able to persuade him to join
    your side for less gold.  When the conversation is over talk to him
    again and choose the option "I just want to talk" and then choose "Tell
    me about yourself" and Grimnaw will begin to tell you his tale.  Note
    that to get the full scoop on Grimnaw (around level 6) you have to be a
    character with higher levels of experience.  If you're not that well
    experienced then your Journal Entry for Grimnaw's Tale will say he'll
    tell you more when you've gained more experience, so after every level
    you gain speak to Grimnaw some more to eventually find out that he
    needs you to find a silver ring for him for him.  The ring is in a
    house in No-Man's Land near the entrance into Blacklake inside of a
    desk, it has an ingraving of a bird on it.  Give the ring to Grimnaw to
    be rewarded 100 XP and the Amulet of the Long Death +1 (Con +1, Spell
    Resistance: 10).
    
    _______________________________________________________________________
    
    
    -------------------------------------
    ~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~
    -------------------------------------
    
         In the Trade of Blades talk to a man named Boddyknock and hire him
    as your henchman for 200 gold, you might be able to persuade him to
    join your side for less gold.  When the conversation is over talk to
    him again and choose the option "I just want to talk" and then choose
    "Tell me about yourself" and Boddyknock will begin to tell you his
    tale.  Note that to get the full scoop on Boddyknock (around level 6)
    you have to be a character with higher levels of experience.  If you're
    not that well experienced then your Journal entry for Boddyknock's Tale
    will say he'll tell you more when you've gained more experience, so
    after every level you gain speak to Boddyknock some more to eventually
    find out that he needs you to find a Leaven Bread recipe for him.  The
    recipe is in the Beggar's Nest in the Barricaded Home (indicated by a
    pin on the map that is just above the entrance into the Beggar's Nest),
    take the recipe off of the dead Baker Siril.  For your reward
    Boddyknock will give you 100 XP and a Lantanese Ring +1 (Cha +1,
    Regeneration +1).
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ HENCHMAN QUEST: LINU'S TALE ~
    -------------------------------
    
         In the Trade of Blades speak to a woman names Linu and hire her as
    your henchman for 200 gold, you might be able to persuade her to join
    your side for less gold.  When the conversation is over talk to her
    again and choose the option "I just want to talk" and then choose "Tell
    me about yourself" and Linu will begin to tell you her tale.  Note that
    to get the full scoop on Linu (around level 6) you have to be a
    character with higher levels of experience.  If you're not that well
    experienced then your Journal Entry for Linu's Tale will say she'll
    tell you more when you've gained more experience, so after every level
    you gain speak to Linu some more to eventually find out that she needs
    you to find a chalice for her.  The chalice, the Silver Chalice of
    Moonbow, is in the Meldanen Estate.  In the room where you fight
    Meldanen, look in the cabinet for the chalice.  Give it to Linu and she
    will reward you with 100 XP and the Pendant of the Elf +1 (Dex +1,
    Darkvision).
    
    _______________________________________________________________________
    
    
    
                           <><><><><><><><><><><> C1-2
                           ~ PENINSULA DISTRICT ~
                           <><><><><><><><><><><>
    
    
    -- QUEST TO BE UPDATED:
       - Main Quest: The Wailing and the Waterdhavians
       - Main Quest: Prison Escape
    
    -- QUESTS:
       - Side Quest: Tanglebrook Estate
       - Side Quest: The Prison Key
    
         The format will slightly change here since there are two ways to
    get into the prison and the side quests are tied right into the main
    quest so I'm not going to bother listing the two side quests in
    seperate sections.
    
         Speak with Gate Captain Kipp on the immediate right of entering
    this district to find out what's going on.  He will tell you to seek
    out Sedos to find out how to enter the prison.  Head right and some
    prisoners will attack you, the guards will help you kill them.  Go up
    the incline by the guards and go left at the top, kill some more
    prisoners and you'll see a Plague Victim Pyre on the right, go and set
    the pyre on fire via your torch to gain 25 XP, not much but it's better
    than nothing for doing nothing.  Go left of the pyre and kill some more
    prisoners, make sure to enter all of the houses in this area to kill
    some more prisoners and collect even more items.  In this area you will
    see a woman, Ms. Dulcimae, talk to her and offer to escort her to the
    district gates, if you get her safely there you will gain 50 XP and 3
    alignment points towards good.  If you are doing the Cloaktower
    Membership side quest then enter the house to the right of where Ms.
    Dulcimae was, that quest is described in detail in the City Core
    section above.
    
    >>> OBTAINING THE PRISON KEY SIDE QUEST
    
         Head down the road to the right of where Ms. Dulcimae was and go
    into the first house on the left if you're doing the Temple of Tyr side
    quest, that quest is described in detail in the City Core section
    above.  Keep going up the road and you'll see another house on the left
    with a gated door and you'll see a house in front of you with two
    guards guarding it.  Behind the gated door is a store so go in there
    and check out the merchant's inventory if you wish.  Enter the house
    the guards are guarding and speak to Sedos, she will tell you about a
    key you need to enter the prison, this side quest is called The Prison
    Key.
    
    >>> OBTAINING THE TANGLEBROOK ESTATE SIDE QUEST
    
         Head up the road from this house and go right when the road
    branches, kill some more escapees and search the area for items.  You
    will see a guy named Master Johns standing in front of a house on the
    right, talk to him and he will tell you about the Tanglebrook Estate
    and you will get that side quest.  Offer to escort him to the district
    gate, get him safely there to aquire another 50 XP and to gain 3
    alignment points towards good.  Search inside the houses where Master
    John was and kill some more prisoners and to gain a few more items.  To
    the left of where Master John was is the Prison Main Doors but don't go
    that way. Directly across from Master Johns house is a dead end by a
    locked house, check behind it to find another Plague Victim Pyre, set
    it ablaze to gain another 25 XP.
    
    >>> OBTAINING THE PRISON KEY
    
         Follow the wall along the waters edge to the left of the pyre,
    kill some more prisoners and continue along to an area with four doors
    leading into the sewers.  A Gang Leader will attack you and he is far
    more powerful than a regular prisoner so you may want to cast some
    defensive spells, or drink some defensive potions for this battle.
    When you've killed the Gang Leader, go through one of the doors to be
    in the sewers, a bunch of prisoners will attack you.  Kill the Gang
    Leader to obtain the Prison Key (must search his remains).  These Gang
    Leaders really aggrevate me, one time it took me ten minutes to kill
    one of these bastards.  This would be a good time to use my stratagy
    listed in the Hints and Stratagies section on fighting enemies near
    exits.  Now you can enter the prison through the main doors or enter
    the prison another way.  If you choose to go into the prison now then
    skip the next two paragraphs.  If you choose to get into the prison
    through the Tanglebrook Estate you will gain a lot more XP.
    
         Leave the sewers and set another pyre on fire by the water for
    another 25 XP, then cross the bridge to kill some more enemies and
    search all of the boxes and such for a lot of items. Keep going along
    and follow the outer wall of the district and you'll see a small
    building behind the prison, go in there to kill some more prisoners if
    you want.  Continue along the outer wall of the district along the
    water line to come to the Tanglebrook Estate.  Before proceeding inside
    make sure you walk around the district and kill all of the prisoners,
    in this game you want to gain as many XP as possible, also make sure
    you look inside all of the houses for more prisoners to hack up.
    
    >>> TANGLEBROOK ESTATE
    
         In the back of the estate is a door mat, look under it to find the
    Tanglebrook Estate Key and use it on the door, obviously head inside.
    Go through the metal door in here and take Lady Tanglebrook's Journal
    off of the bookshelf, go through the doorway by this room and kill the
    Stink Beetles, look on the weapons rack for a weapon and then open up
    the door across from the stairs.  Check the Alchemist's Apparatus for
    some potions and make sure you take the Celestial Elixir, this elixer
    is for Sharwyn's Tale so don't discard it.  Head through the door at
    the bottom of the stairs.  You will come up to a large chess board on
    the floor and can see a dead body in the middle of it, poor Lady
    Tanglebrook has succumbed to the forces of evil out to destroy
    Neverwinter.  Be weary here, the chess board is LOADED with traps so
    make sure you disarm a safe way through the board.  Check Lady
    Tanglebrook's body and take the Two Bladed Sword +1 lying next to her.
    Check the room for treasure chests and then head through the door on
    the other side of the room, killing Fire Beetles along the way, to
    enter the prison.
    
    >>> PRISON
    
         Most people probably enter the prison through the estate so that's
    where this guide will start.  Go through the door to enter a large
    room, kill all of the prisoners in here and search the room for items.
    Open the door in here via the lever next to it to enter a corridor with
    locked cells.  Explore this level of the prison  and kill the Gang
    Leader and his buddies (there's a lot of them so cast some defensive
    spells or dring defensive potions) and then head through the door the
    Gang Leader was standing by to enter the next level of the prison,
    Containment Unit.
    
         You'll see a guy run into a room, follow him in there if you want
    to and close the door via the lever, talk to the guy to find out more
    and then leave this room.  This area is just a big square with a bunch
    of locked cells.  There are a couple of doors leading to little storage
    areas/cells and on the right side of the map is the door leading to the
    next level of the prison, but first you must kill a Sorcerer for that
    door to unlock.  Go into any of the four doors in the middle of the map
    to get attacked by some prisoners and kill the Escaped Sorcerer.  This
    Sorcerer is tough, he will cast Fireball spells at you that will
    severely damage your character so watch out, the Sleep spell is a plus
    in this situation.  When you have killed the Sorcerer pull the lever in
    here to open up all the cells in the area.  Search the corpses in all
    of the previously locked cell and then go through the door on the right
    of the map to enter the next level of the prison, The Pits.
    
         Your Journal will get updated for the prison so read the latest
    entry if you wish.  This place is very dark and dank and can get
    confusing but you'll be okay, your map will guide you.  When you come
    to the last room on this level you will be attacked by a large Orc
    named Kurdan, start fighting back and when you've beaten him down
    enough he will talk to you.  You can either spare his life or kill him,
    your choice (no alignment shift if you shank him so you mine as well
    for a good amount of XP).  Open the chests in this room and then head
    up the stairs to kill the first Waterdhavian creature.
    
    
    >>> WATERDHAVIAN REAGENT NUMBER ONE
    
         You will see a few guards walking around, the Head Galeor will
    attack you so kill him, then the first Waterdhavian will come out of
    his body.  This battle is going to prove to be a rather difficult one,
    scratch that, an extremely difficult one.  This Waterdhavian is the
    toughest of all of them, it is in the form of a Intellect Devourer and
    it will cast Stun and Daze spells on you so be careful, melee'rs will
    have some difficulties killing this creature but casters of the Arcane
    should have no problems, just Magic Missle the thing to death.  Potions
    of Clarity, or the spell for it, will temporarily make you immune to
    Stun and Daze spell effects so drink 'em up if you got some.  The
    creature will possess a guard so go and attack the guard to release the
    creature.  Attack it some more and it may possess a few more guards in
    the room.  You will definitely want to use my stratagy on fighting
    enemies near exits during this battle, unless you want to use up a ton
    of healing potions.  When the Waterdhavian dies take its remains, a
    Devourer Brain.  Search the room for items and then head back to Serdos
    to oficially complete the Prison Escape and Prison Key quest, you'll be
    rewarded 150 XP and some gold.  Go to the Hall of Justice and speak
    with Lady Aribeth and give her the Devourer Brain; you will learn more
    about what still needs to be done and you'll be rewarded 150 XP and 500
    gold.  Your Journal will be updated so read the latest entries and head
    into the Blacklake District.
    
    _______________________________________________________________________
    
    
    
                         <><><><><><><><><><><> C1-3
                         ~ BLACKLAKE DISTRICT ~
                         <><><><><><><><><><><>
    
    
    -- QUESTS TO BE UPDATED:
       - Main Quest: The Wailing and the Waterdhavians
       - Main Quest: Tensions Rising
    
    -- QUESTS:
       - Side Quest: Trouble in No-man's Land
       - Side Quest: Hints of Conspiracy
       - Side Quest: Samuel's Rescue
       - Side Quest: Unrest
       - Side Quest: The Gauntlet Arena
       - Side Quest: Killing Formosa
    
    
    ----------------------------------------
    ~ SIDE QUEST: TROUBLE IN NO-MAN'S LAND ~
    ~ SIDE QUEST: HINTS OF CONSPIRACY      ~
    ----------------------------------------
    
         Upon entering this district you'll start off in an area known as
    No-man's Land.  Talk to Cendran to the right and offer to help him to
    aquire this side quest.  He needs you to kill Loxar and wants you to
    bring back his head to prove he's been defeated.  Enter the houses
    along the street to collect some items and kill some Diseased Thugs and
    Rabid Dogs, they can disease your character so be careful.  When you
    turn the corner and go down the next street you'll come across a Ruined
    Tower, go in there to kill Loxar.  He's a pretty tough opponent so be
    weary.  When he croaks search his remains and take his head back to
    Cendran to be rewarded 100 XP and 3 alignment points towards good.
    
         Explore the rest of No-man's land, checking houses and barrels
    along the way, and near the entrance into Blacklake you will get jumps
    by four Hired Thugs, kill them and search their remains to find an
    Anonymous Letter.  Your Journal will be updated and you will aquire the
    side quest Hints of Conspiracy.  To complete this quest simply take the
    letter to Fenthick in the Halls of Justice, you'll be rewarded 50 XP
    and 250 gold.  After you speak to Fenthick head back into No-man's
    Land, make sure you've collected all of the items found inside the
    houses in the area.  You should find a Silver Ring with an image of a
    bird on it in the house near the gates leading into Blacklake.  DO NOT
    discard the ring, it is needed to complete Grimnaw's Tale.  Head
    through the gates and enter Blacklake, speak to Gate Captain Harn to
    aquire another side quest, Samuel's Rescue.  You may be able to
    persuade him into telling you about another side quest, Unrest.  Head
    through the gates to officially enter the Blacklake District.
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ MAIN QUEST: TENSIONS RISING ~
    -------------------------------
    
    -- QUEST TO BE UPDATED:
       - Main Quest: The Wailing and the Waterdhavians
    
         You will see an old lady named Milly walking about somewhere in
    the district, talk to her and she'll tell you of a secret portal
    leading into the Meldanen Estate located in her house, she will give
    you a key so you can enter her home.  Go into Milly's house to the left
    of the Neverwinter Zoo at the top of the map, open the door on the
    right and step into the portal to enter Meldanen's Estate.
    
         In the room you start off in make sure you check the desk on the
    right and take the Meldanen West Wing Key out of it.  Head to the
    eastern part of the map to be at the estate's exit.  Talk to a big ugly
    Orc named Grommin by the exit and he will tell you about Meldanen.
    Persuade him and he will then open up a door for you.  Explore this
    part of the estate and you'll enter an area with a bunch of prison
    cells, open up the chest in here to find a Prison Key, use it to free
    Samuel who is in the cell on the left.  When you are done with this
    quest don't forget to talk to Thurin in the Board Laid Bare for your
    reward if you have Samuel's side quest.  Explore the rest of this floor
    of the estate, you'll run into a Meldanen Apprentice.  He's pretty
    tough and casts an Ice Storm spell that really hurts.  Head down the
    stairs through the door past the apprentice to enter Meldanen's
    Sanctum.
    
    
    >>> WATERDHAVIAN REAGENT NUMBER TWO
    
         Explore the sanctum, kill some enemies and collect more items.
    Go to the bottom right of the map to find a Blacklake Dryad in a cell.
    Check the cabinet in this room for the Silver Chalice of Moonbow, do
    not discard this because it is needed for Linu's Tale.  Cast some
    defensive spells, drink some defensive and offensive potions and try to
    open the cell and to the Dryad, this will make Meldanen appear.  He's a
    pretty tough opponent and he will cast Paralyze, Cone of Cold and
    Fireball spells at you that REALLY hurt.  When you have beaten him down
    a bit he will stop fighting and talk to you.  Listen to what he has to
    say, he wants you to side with him and kill Formosa for him, make sure
    you tell him you want the Master Key and you'll let him live, however,
    doing this will make Meldanen dissappear.  If you agree to kill Formosa
    then return to Meldanen after you do, but don't ask for the key if you
    decide to kill her.  Or you can choose to kill Meldanen, the choice is
    yours.  Killing Meldanen will earn you a good amount of XP and the
    Staff of Meldanen which is a good weapon to keep in your inventory, the
    Master Key and Meldanen's Silver Tooth.  No matter what your choice is
    when Meldanen is gone go and speak to the Blacklake Dryad in her cell.
    The Dryad will give you the second Waterdhavian, a Lock of Dryad Hair.
    Take the hair to Lady Aribeth to learn more of the Waterdavian Quest
    and be rewarded 150 XP and 500 gold.
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ SIDE QUEST: THE GAUNTLET ARENA ~
    ----------------------------------
    
         First of all you need to have the Gauntlet Pass from Graxx and
    Graxx is located in the Trade of Blades in the City Core.  Ask him
    where you can get some action and he will tell you about an arena
    fight, he'll then sell you a pass for 50 gold so you can fight in this
    arena.  Head into the Board Laid Bare in the Blacklake District and
    speak to the bartender who will then give you a Gauntlet Key.  Go use
    the key on the door in here and then head down some stairs and through
    another door.
    
         Approach the arena and speak to Kellisai, ask her what the rules
    are and then tell her you'll fight the first round, then she'll
    teleport you into the arena.  Melee characters will have a big
    advantage over spell casters fo this bloodsport.  For the first round
    you'll be fighting a Dwarf Fighter named Hrusk and his dog.  This guy
    really isn't that hard and you should have no difficulty defeating him.
    When you have won the round, pull the lever to teleport to Kellisai.
    Tell her you're ready for the next round.
    
         This time you'll be fighting a halfling Monk named Kashi and his
    wolf, this little bastard can give you a rough time 'cause his Dex is
    so high and he's good at dodging.  You will want to use a weapon with
    at least a +1 Enhancement Bonus for this little guy, if you use one
    without a bonus it will take you forever to kill this Monk.  He doesn't
    hurt you all that much with his attacks so just have patience and
    you'll defeat him, when you do pull the lever, talk to Kellisai and
    tell her you're ready for the next round.  For this round you'll be
    fighting a big Orc Agar and his Cogar Cat.  Don't be intimidated by
    this Orc, he's a wimp and really isn't that hard to beat, when you do
    go and pull the lever to grab your third medal.
    
         Talk to Kellisai and enter the final round, you'll be fighting a
    human named Claudus and two Panthers.  If you gave Kellisai 400 gold to
    call the fight in your favor then this battle will be laughably easy,
    if you decide to fight fair then this guy will put up a decent fight.
    When you have defeated Claudus, pull the lever to be rewarded 200 XP
    and the Gauntlet Champion Award, it's a necklace that doesn't have any
    special properties or anything.  By winning the award you now own the
    Board Laid Bare so talk to the bartender to collect the earnings for
    the week.
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ SIDE QUEST: SAMUEL'S RESCUE ~
    -------------------------------
    
        Go into the Board Laid Bare and speak with Thurin, ask him if
    there's any work and he'll tell you about a missing guard named Samuel,
    tell him you'll look for him and your Journal will get updated.  Samuel
    is in a prison cell in the Meldanen Estate (see main quest in this
    section).  When you free him return to Thurin to be rewarded some gold
    and 100 XP.
    
    _______________________________________________________________________
    
    
    ----------------------
    ~ SIDE QUEST: UNREST ~
    ----------------------
    
         Near the district circle talk to a woman named Formosa and ask
    about Meldanen, then ask about her, then tell her you're looking for
    work, tell her you'll do it to aquire this quest.  She wants you to
    bring her the key to the Warehouse.  When you fight Meldanen and he
    talks to you, demand that he give you the key to his Warehouse or kill
    him to obtain the key.  When you've aquired the Master Key and
    Meldanen's Silver Tooth, give them to Formosa to be rewarded 500 gold
    and a necklace, Periapt of Wisdom +1.
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ SIDE QUEST: KILLING FORMOSA ~
    -------------------------------
    
         When you fight Meldanen he will offer you a deal.  The deal is
    that you kill Formosa (which will earn you 10 evil alignment points).
    Do so if you want and return to Meldanen to be rewarded 500 gold.
    
    _______________________________________________________________________
    
    
    
                             <><><><><><><><><> C1-4
                             ~ BEGGAR'S NEST  ~
                             <><><><><><><><><>
    
    
    -- QUESTS TO BE UPDATED:
       - Main Quest: The Wailing and the Waterdhavians
       - Main Quest: Undead Infestation
    
    -- QUESTS:
       - Side Quest: Missing Guard
       - Side Quest: Aldo and Hector
       - Side Quest: Find Krestal
       - Side Quest: Find Jemanie
       - Side Quest: The Sword Coast Boys
       - Side Quest: A Lost Soul
       - Side Quest: A Missing Brother
       - Side Quest: Strange Cult
       - Side Quest: Hints of Cult Activity
    
    
    -----------------------------
    ~ SIDE QUEST: MISSING GUARD ~
    -----------------------------
    
         Upon entering the district, speak to Gate Captain Ergus to aquire
    this quest.  The Guard, Walters, is in the Warehouse in this district.
    After you kill Drawl, (look in the Sword Coast quest in this section
    for more info on Drawl), you'll notice a locked cell.  Open it and talk
    to Walters.  Tell him the way is clear to be rewarded 50 XP to complete
    this simple quest.
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ SIDE QUEST: ALDO AND HECTOR ~
    -------------------------------
    
        Near the center of the Beggar's Nest you'll see some guy named Aldo
    and a woman named Mattily.  Speak to Aldo to aquire this quest, you
    must track down Hector for him so he can fix his wagon.  In the south-
    east corner of this district is a shop called Thomas Wheelwright Wagon
    Repair.  Go in there and make sure you search the bookshelf in here and
    take the Official Document off of it, this document is for Tomi's
    quest.  Speak to Hector and tell him about Aldo, then escort Hector to
    him.  For this quest you will be rewarded 100 XP.
    
    _______________________________________________________________________
    
    
    ----------------------------
    ~ SIDE QUEST: FIND JEMANIE ~
    ----------------------------
    
         Speak to Harben Ashensmith or Drake in the Shining Serpent to
    aquire this quest.  Jemanie is located in the Barricaded Home that is
    two map pins above the entrance into this district.  When you find him
    you'll be rewarded nothing.
    
    _______________________________________________________________________
    
    
    ----------------------------
    ~ SIDE QUEST: FIND KRESTAL ~
    ----------------------------
    
         Speak to Harben Ashensmith or Drake in the Shining Serpent to
    aquire this quest.  Krestal is located in the Barricaded Home upstairs,
    indicted by a map pin, above the Temple of Helm.  When you find him
    you'll be rewarded nothing.
    
    _______________________________________________________________________
    
    
    ---------------------------
    ~ SIDE QUEST: A LOST SOUL ~
    ---------------------------
    
         Go into the Temple of Helm and speak to Bertrand.  Ask him what he
    is waiting for to aquire this quest.  Offer to find his brother for
    him.  Next to the Great Graveyard is the dead body of Marcus.  Take the
    Journal of Marcus Penhold and the unidentified magic staff; identify it
    if you can, it's the Penhold Staff.  Return to Bertrand and give him
    the journal to receive 50 XP, give Bertrand the staff to receive
    another 100 XP, 400 gold, and 3 alignment points toward good.
    
    _______________________________________________________________________
    
    
    --------------------------------
    ~ SIDE QUEST: SWORD COAST BOYS ~
    --------------------------------
    
         To aquire this side quest talk to Krestal; he'll tell you all
    about Drawl and his gang.  Go into the Warehouse in the north west
    corner of the district and in the last room you'll get to fight Drawl,
    he's good at melee combat so you may want to use spells and ranged
    weapons against him.  To complete this quest, finish the main quest in
    the section below.
    
    _______________________________________________________________________
    
    
    --------------------------------------
    ~ SIDE QUEST: HINTS OF CULT ACTIVITY ~
    --------------------------------------
    
         In front of the Shining Serpent you will be jumped by four Hired
    Thugs, kill them and take the Anonymous Letter from one of their
    remains.  Simply take this letter to Fenthick to complete this quest
    for 50 XP and 250 gold.
    
    _______________________________________________________________________
    
    
    ---------------------------------
    ~ SIDE QUEST: A MISSING BROTHER ~
    ---------------------------------
    
         Speak to Jemanie to aquire this quest, his brother Torin is
    missing and Jemanie wants you to look for him.  Torin's dead body is
    located inside the Warrens of the Damned in the Great Cemetary in the
    south-east room.  Take Torin's Ring from this unfortunate souls remains
    and bring it back to Jemanie to be rewarded 100 XP.
    
    _______________________________________________________________________
    
    
    ----------------------------
    ~ SIDE QUEST: STRANGE CULT ~
    ----------------------------
    
         Speak to Jemanie to aquire this quest and be sure to ask him for
    the Estate Ward Stone.  Go into the Strange Building in the north east
    of this district.  When you open the door say "you follow the way of
    the serpent" to be granted access, you must have the Estate Ward Stone
    from Jemanine to get in here.  To complete this quest finish the main
    quest in the section below.
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ MAIN QUEST: UNDEAD INFESTATION ~
    ----------------------------------
    
    -- QUEST TO BE UPDATED:
       - Main Quest: The Wailing and the Waterdhavians
    
         Walk around the entire district all kill all of the Zombies
    lurking around for a lot of XP.  Go into the Shining Serpent Inn and
    talk to Harben Ashensmith, he will give you some information on this
    quest.  You must go into the Great Cemetary and there are two ways to
    get in there.
    
         The first way is by going into the Strange Building in the north
    east of this district.  When you open the door say "you follow the way
    of the serpent" to be granted access to the Snake Cult Estate.  You
    must have the Estate Ward Stone from Jemanine to get in here.  Kill all
    of the cultists in here and in one of the rooms is the Cult Leader,
    kill him.  Look on the bookshelf in here and take In Service of Gulnan
    off of it, two side quests will then be updated if you're doing them,
    Sword Coast Boys and Strange Cult.  Go down the stairs to enter the
    Crypts.
    
        The second way to get into the Great Cemetary is by gaining access
    to the crypts via the Warehouse in the north-west of this district.
    After you kill Drawl and free Walters (see above quests for more info
    on Walters and Drawl), go down the stairs and through the door to enter
    the crypts.
    
         Either way you'll wind up in the crypts so explore this place.
    You'll have to pull a lever to open up a locked door you'll pass so
    keep your eyeballs peeled.  If you want access to the other end of the
    Crypt then you'll have to enter it through the area above you didn't
    before.  Down here is a powerful Bloated Dire Spider so be careful;
    when the spider dies go up the stairs in this room to be in the Great
    Cemetary.  Kill all of the Zombies lurking around and then enter the
    Warrens of the Damned.  If you're doing the Temple of Tyr side quest
    then open up the tomb on the left of the warren and put your Ceremonial
    Shield in the chest in front of it; go in there and take a book out the
    sarcophagus.
    
         When you enter the Warren some possessed Zombie will be talking to
    you and you'll see a couple of more while you're down here.  Go through
    the door in here and a locked one will be directly ahead of you.
    Explore this warren to kill a bunch of undead creatures, if you can
    turn the undead then you'll have an oppurtunity to really test out your
    Turn Undead capabilities. In the room in the north-east corner look in
    the armoire for an Ancient Key, this key unlocks the door that was
    locked when you first entered the warren.  Go to the south east corner
    of the warren to find the corpse of Torin, take his ring 'cause he no
    longer needs it (see the quest missing brother above for more info on
    Torin).  Go and use the Ancient Key on the door by the entrance, search
    all of the chests and a sarcophagus for a lot of items, including some
    Armor of Comfort.  There is another mass XP gaining trick you can do
    here, just put any item into the sarcophagus and take it back out;
    every time you do this a Mummy will appear and you can gain a level
    within half an hour.  For a real test of your gaming skills make about
    10-15 Mummies appear and then start killing 'em.  At level 6 the
    Mummies will give you 94 XP per kill; at level 7 the Mummies will give
    you 74 XP per kill; at level 8 the Mummies will give you 54 XP per
    kill; at level 9 the Mummies will give you 34 XP per kill.  In case you
    haven't noticed yet, the higer in levels your character becomes, the
    less XP you receive for killing creatures.  After you've leved up (if
    you chose to) go into the room in the top center of the map for a
    really good battle.
    
    
    >>> WATERDHAVIAN REAGENT NUMBER THREE
    
          In this large room are a bunch of Zombies and other undead
    creatures, kill them all and you'll notice Gulnan casting spells at
    you.  Kill Gulnan, she is really easy to slay so don't get too worried,
    when she's dead search her remains for Waterdhavian number three, the
    Yuan-Ti Heart; you'll also aquire Special Holy Water and a Scimitar +1.
    By completing this quest you'll also complete the side quests the Sword
    Coast Boys and Strange Cult.  To officially finish the Undead
    Infestation quest, go speak to to Harben in the Shining Serpent Inn to
    be rewarded a Short Sword +1 and 200 gold.  Take the Yuan-Ti Heart to
    Lady Aribeth to find out information on the last Waterdhavian, you'll
    also be rewarded 150 XP and 500 gold.
    
    _______________________________________________________________________
    
    
    
                            <><><><><><><><><> C1-5
                            ~ DOCKS DISTRICT ~
                            <><><><><><><><><>
    
    
    -- QUESTS TO BE UPDATED:
       - Main Quest: Trouble in the District
       - Main Quest: The Wailing and the Waterdhavians
    
    -- QUESTS:
       - Side Quest: Hints of a Traitorous Intent
       - Side Quest: The Masterson Amulet
    
    
    ---------------------------------------
    ~ MAIN QUEST: TROUBLE IN THE DISTRICT ~
    ---------------------------------------
    
    -- ADDITIONAL QUEST TO BE COMPLETED:
       - Main Quest: The Wailing and the Waterdhavians
    
         Upon entering this district get some information from the Gate
    Captain.  Throughout this district you will be attacked by Muggers,
    Thugs, and Ruffians.  Make sure you search their remains and take every
    Smuggler Coin you can get for you can buy some good items with them.
    You'll see some guy named Neibor near the main gates, talk to him and
    ask him "why he needs gold" to learn about an auction in the Seedy
    Tavern.  Go onto the dock in the south-west corner of the map and talk
    to a Bloodsailor.  Try to open up a chest on their boat and they will
    attack you so kill them, search their remains and take a Bloodsailor
    Uniform.  In a chest on their boat is a Brooch, don't discard it
    because it is required to complete your henchman Daelan's quest.  If
    you're doing the Cloaktower side quest then go into the Wizard Lab in
    the north.  Make sure you buy a Bag of Holding from Jerol in Twenty in
    a Quiver, this bag will reduce the weight of the items put into it by
    100% so it is well worth the money.  If doing the Art Theft quest then
    go into the Androd Estate on the top of the map.
    
        Go into the Locked House (just bash the door in or open it with
    spells) in the north east corner of the map and you'll be attacked by
    some Bloodsailors.  Head upstairs and kill a Bloodsailor Lieutenant,
    he's way tougher than a normal Bloodsailor.  Search around up here to
    find a Tavern Key and some Orders From Callik, now head to the Seedy
    Tavern.  There are three ways to get in here, go to the front door and
    put on the Bloodsailor Uniform I told you to take earlier, try to open
    the front door and bribe a lady with some gold to get in, or use the
    Tavern Key you just found on the side door.
    
         Once inside the Seedy Tavern, speak to the Auctioneer to buy some
    items with all of the Smuggler Coins you've found.  You can purchase
    magic armor, weapons, and items if you ask to see his special items.
    If you want to get downstairs you have to have a password.  Open the
    door to see some guy named Chef guarding a door, persuade him into
    letting you pass through the door he's guarding if you can.  If you
    have the Tavern Key then just open up the door and head on through.  If
    you can't persuade Chef or don't have the key then go upstairs and look
    for some guy named Ulfnog, talk to him and him about this Tavern and he
    will give you the password.  Go through the door Chef is guarding to
    enter the Bloodsailor Hideout.
    
         Go through the door and kill some more Bloodsailors.  Search all
    of the rooms for items and such, in the south-west room you'll fight
    another Bloodsailor Lieutenant, kill him and go down the stairs in the
    next room.  On this level of the hideout search all of the rooms and
    kill some more foes, in the north-east room is a friendly Bloodsailor
    named Dara'Nei.  Talk to her or kill her so you can obtain Dara'Nei's
    Locket.  Now you are to go to the Silver Sails Tading Company which is
    located on the west side of the district.
    
         Once you enter this place you'll be attacked by some Stag Beetles
    and Giant Spiders, the spiders aren't that tough but will poison your
    character and do all sorts of other negative things, like encumber you
    and lower your strength.  Explore the rest of this place and kill all
    of the enemies, you'll come across a strange door.  Use Dara'Nei's
    Locket to open the door, kill the Bloated Dire Spider (which is WAY
    tougher than all of the other spiders crawling around in here), and
    then go into the Aqueducts.
    
         This place is loaded with traps so take your time.  If you're
    doing the Temple of Tyr quest then there's a tomb you can enter in the
    top-left corner of the map marked exit.  Go to the Mysterious Boat on
    the bottom of the map and talk to Charon.  Ask him "to take me
    downstream" and he will take you to the sewers.
    
    
    >>> WATERDHAVIAN REAGENT NUMBER FOUR
    
         Walk through the long corridor and you'll hear people talking,
    step through the door at the end.  You'll see Callik and a couple of
    his guards, you can also see Vengaul though a fence.  Callik won't
    attack you when he notices you at first but will eventually.  Kill
    Callik and search his remains for an amulet, this is the Masterson
    Amulet so if you're doing that quest this amulet is for Hemmell.
    Follow the corridor around to Vengaul and talk to him.  Tell him you've
    come for the Cockatrice and then you can either fight him or let him
    go.  When Vengual is gone, open up the crate with the ray of light
    coming out of it for the last Waterdhavian, the Cockatrice Feather,
    you'll also receive 200 XP for completeing the Trouble in the District
    quest.  To complete the Waterdhavian quest take the feather and give it
    to Lady Aribeth, you will be rewarded 150 XP and 500 gold.
    
    _______________________________________________________________________
    
    
    --------------------------------------------
    ~ SIDE QUEST: HINTS OF A TRAITOROUS INTENT ~
    --------------------------------------------
    
         You'll get jumped by four Hired Assassins in front of the Seedy
    Tavern, search their remains to find an Anonymous Letter.  Take the
    letter to Fenthick to be rewarded 50 XP and 250 gold.
    
    _______________________________________________________________________
    
    
    ------------------------------------
    ~ SIDE QUEST: THE MASTERSON AMULET ~
    ------------------------------------
    
         Near the boat by the Bloodsailors is a man named Hemmel Masterson,
    talk to him and ask him what seems to be the trouble to aquire this
    quest.  He wants you to recover an amulet for him.  During the main
    quest you'll fight Callik, take the amulet from his remains and return
    it to Hemmel to be rewarded 500 gold and 150 XP.
    
    _______________________________________________________________________
    
    
    
                           <><><><><><><><> C1-6
                           ~ HELM'S HOLD  ~
                           <><><><><><><><>
    
    
         When you have completed all of the optional side quests above and
    have given Lady Aribeth all four Waterdhavian Reagents, tell Aribeth
    that you are ready to proceed to the Ritual Chamber.  Note that once
    you proceed to the Ritual Chamber you will *NOT* be able to complete
    any of the above quests if you haven't finished them.  I advise you do
    them all so you can gain a lot of useful items and a bunch of extra XP.
    You'll notice that you have lost a lot of  items that were previously
    in your inventory because you no longer need them.
    
    
    >>> THE CURE AT LAST
    
         In the Ritual Chamber talk to Aribeth, then go speak to Lord
    Nasher.  Talk to Desther and then the ritual for the cure will begin.
    When everything seems good Desther will steal the cure (that bastard!)
    and summon some False Helmites, kill them and then speak with Lady
    Aribeth to get your Journal updated.
    
    
    >>> SINS OF A TRAITOR
    
         After speaking with Aribeth go speak with Lord Nasher; then step
    into the portal by Aribeth to enter the Road to Helm's Hold.  Speak
    with Bregan on the left and find out if he knows anything.  Head to the
    top of the map and speak to a Strange Visage.  When you're done talking
    go to the left of the map and enter the cave, which is a secret
    entrance into Helm's Hold.
    
         Kill Jinkies who will begin attacking you, when he dies open the
    door at the end of the corridor.  You'll see a little Gnome named
    Johnny, go and speak with him to find out some information and then
    you'll be able to buy some equipment if you wish.  Go into the cell
    area on the left and kill all of the Zombies, you'll find an Orc named
    Yari the Knife in a cell, you can let him out if you want.  Across from
    Yari's cell is Dumal's cell, go in there and speak to him for a bunch
    of information and your Journal will get updated, you can slay him if
    you please.  Go up the stairs next to Johnny to officially enter Helm's
    Hold.
    
         Explore the hold and kill all of the False Helmites lurking around
    and look for items and such, in the south-west corner you can go into a
    courtyad through a side entrance to kill a bunch of enemies for a lot
    of XP.  In the top-corner room next to the stairs up, make sure you
    take a book called the Book of Helm off of a bookshelf.  In another
    room in the north-east corner make sure you take a book called the
    Black Grimoire off of a bookshelf.
    
    
    >>> A DEVIL'S DEAL
    
         Across from the bookshelf where you get the Black Grimoire is a
    big demon, Chaohinon of the Void.  Talk to the demon and then you'll
    have a choice to either banish it or complete the ritual.  To banish
    the demon place the Book of Helm on the altar; to complete the ritual
    put the Black Grimoire on the altar.  Either way you'll be rewarded.
    If you banish the demon you'll be rewarded 300 XP; if you complete the
    ritual you will be able to choose your reward.  You can choose a magic
    item, a magic weapon, or some of the demon's power (which is just
    temporary like you drank some potions or cast a spell), you'll also
    earn 300 XP.  No alignment shift is involved if you choose to complete
    the ritual just so you know; you mine as well complete the ritual to
    gain a magic item, it will be nothing spectacular so don't expect
    something great.  If you choose to banish the demon then you can summon
    forth the spirit of the Guardian of Helm.  To do this, put the Book of
    Helm on the altar after you banish the demon, speak with the spirit and
    he will offer you a magic item (Elven Court Bow), a magical item (Ring
    of Elemental Resistance), or offer you his powers, which is just
    temporary like you drank a potion; you'll also gain 300 XP (I thank
    Alfred Jereza for sending in this secret to summon the Guardian of
    Helm).  Head up the stairs in the north-east corner.
    
    
    >>> SINS OF A TRAITOR CONTINUED
    
        You will run into Fenthick and you'll have a lengthy conversation
    with him.  You can't kill Fenthick so don't try to if you're tempted, I
    know he's in on it that traitor.  Once you go through the door leading
    upstairs by Fenthick you'll be trapped up there and won't be able to
    leave; you're about to have an intense battle with Desther so rest
    before going up there to have full spell usage for the day before the
    chaos commences.
    
       This is going to prove to be a challenging battle so drink all kinds
    of enhancing potions and cast numerous defensive spells.  Desther is in
    the middle room and is inside of a magic pentagram being cast by the
    five Ritual Creatures surrounding him, there's also Zombies, Skeleton
    Mages and Revenants all over the place.  Kill all five of the Ritual
    Creatures and then Desther will commence his attack.  When you've
    beaten Desther down so much he will give up, talk to him to find out
    loads of new information.  Tell him to "shut up 'cause you want to look
    around."  Check the small rooms for a lot of good items and then talk
    to Desther again, tell him "you're taking him back to Neverwinter" and
    you will proceed to chapter two.
    
    
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    #21C ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER TWO ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    
    CHAPTER TWO "CONTROL F" NAVIGATION CODES:
    C2-1 Port Llast
    C2-2 North Road
    C2-3 East Road
    C2-4 South Road
    C2-5 Luskan and the Host Tower of the Arcane
    
    
    
                               <><><><><><><> C2-1
                               ~ PORT LLAST ~
                               <><><><><><><>
    
    
    -- QUESTS:
       - Main Quest: The Search for the Cult
       - Side Quest: Bounty Hunt
       - Side Quest: Werewolf Hunter
       - Side Quest: Five Tomes of Imaskar
       - Side Quest: The Serpent's Gems
       - Side Quest: Lady Aribeth's Tale
       - Side Quest: Aarin's Tale
       - Henchman Quest: Daelan's Tale
       - Henchman Quest: Linu's Tale
       - Henchman Quest: Boddyknock's Tale
       - Henchman Quest: Grimnaw's Tale
       - Henchman Quest: Sharwyn's Tale
       - Henchman Quest: Tomi's Tale
    
    
    >>> EXPLORING PORT LLAST
    
         This chapter is the longest one in the game and it will take you
    around 25 hours or so if you do all of the quests and are fast at
    overcoming all of the challenging obstacles and difficult battles that
    lie ahead.  You'll start this chapter off in a room in Kendrack's
    Barracks and a woman named Larana will run up to you and give you some
    information.  Go through the door to be in a large room to see Lady
    Aribeth, along with all of your henchman and some warrior named Aarin
    Gend.  Go and talk to Lady Aribeth to find out some valuable main quest
    information on the Search for the Cult.  Speak to all of your henchman
    in here and aquire all of their side quests, you won't have to pay them
    to fight by your side like you had to in the first chapter.  Speak to
    Kendrack in here and you'll aquire the Bounty Hunt side quest.  Speak
    to Aarin and he will tell you of some caves in the north and your entry
    in your Journal for the main quest will get updated.  Leave the
    barracks and explore the port.
    
        As soon as you exit the barracks a farmers son will run up to you,
    ask him to tell you the problem and that you'll help to aquire another
    side quest, Gerrol's Wife.  Explore the rest of the port and talk to a
    bunch of people for more side quests, look in the sections below as to
    how to aquire and complete them.  Buy some new equipment in all of the
    shops and then head to the North Road to continue in the main quest.
    
    _______________________________________________________________________
    
    
    ---------------------------
    ~ SIDE QUEST: BOUNTY HUNT ~
    ---------------------------
    
         To aquire this quest speak with Kendrack in his Barracks, ask him
    what the problem is and he will tell you of a bounty for some escaped
    prisoners.  Agree to find these criminals for Kendrack, you are to
    bring him their ears.  Note that you may hunt down the four criminals
    in any order you wish, not just the one I'm suggesting.
    
        The first criminal is located in the North in the Green Griffon Inn
    area in the Inn itself.  Go upstairs and open the last door on the
    right by bashing it, casting spells, or using your Rogue talents.  You
    may want to cast some defensive spells or drink some potions because
    this is going to be a good fight.  The criminal, Zor, is in the form of
    a big Minotaur and is a brutal opponent, watch out for his Knockdown
    attack.  After you beat the beast down to near death he will ask you to
    spare his life.  If you decide to kill Zor, search his remains and take
    his ear, if you let him live he will give you his ear for sparing his
    life.  Bring Zor's ear to Kendrack and you will be rewarded 300 gold
    and 125 XP.
    
         The second criminal, Delilah, is located in the East Road inside
    of the Archeologist Barracks.  Go upstairs and she'll begin attacking
    you, when you get her near death she will speak to you.  Spare or take
    her life and you'll obtain Delilah's Ear, take it and give it to
    Kendrack to be rewarded 300 gold and 125 XP.
    
         The third criminal, Wyvern, is located in the north-west corner of
    the Druid Encampment in Neverwinter Wood.  Start attacking him and when
    you've beaten him down to near death he will speak to you; you may
    spare his life or kill him.   When you have received Wyvern's Ear take
    it to Kendrack to be rewarded 300 gold and 125 XP.
    
        The fourth criminal, Stirge, is located in the Farmland in the
    South.  Go to the Old Tree Hollow in the north and speak to Stirge, you
    can let him go without a fight and he'll give an ear.  If not, then
    kill him to obtain Stirge's Ear.  Take the ear and give it to Kendrack
    to be rewarded 300 gold and 125 XP.  Kendrack will also give you a key
    to the Port Llast Mines for bringing him the four ears and you will not
    obtain this key until you've given him the four ears.
    
         Now that all of the criminals have been dealt with, Kendrack tells
    you that his daughter has been kidnapped, agree to help rescue her.
    Head to the North Road and go into the Port Llast Mines in the north-
    east.  Use the key Kendrack gave you on the door to the right and kill
    some Orcs and Ogres, head north and then make your way south-east, go
    into the small room and fight Yesgar, a big Orc who isn't that tough.
    When you widdle Yesgar down to near death he will speak to you, take or
    spare his life to aquire Yesgar's Key and Ear and a Necklace of Prayer
    Beads (there's also this same key in the chest in here for you to take
    if you've spared his life).  Open up the door to Yesgar's Hideout and
    use the key on the cell in here to find Kendrack's daughter,
    Shaldrissa.  Speak to her to find out some information and then return
    to Kendrack, who will reward you 300 gold and 125 XP for giving him
    Yesgar's Ear.  For rescuing his daughter and completing this quest,
    Kendrack will reward you an additional 500 XP.
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ SIDE QUEST: WEREWOLF HUNTER ~
    -------------------------------
    
         Go into the Temple of Tyr and speak with Neurik, ask him who is he
    is, and then ask him if he needs assistance to aquire this quest.  He
    wants you to kill some Werewolves and to bring him their rings, he will
    give you four Silver Charms to help you in this quest.  Neurik sells a
    lot of merchandise and this temple is where you'll end up if you use
    the Stone of Recall during this chapter.  You can also get back quest
    pertaining items out of the Diving Pool in here if you've dropped them.
    Note that you can kill, or cure, the first three Werewolves in any
    order you wish, not just the one I'm suggesting.
    
         The first Werewolf, Urth, is located in the Outlying Farm in the
    south-east of Port Llast.  Go in there and speak to Mister Eisenfeldt,
    he will tell you his son Urth isn't there.  Go upstairs and open the
    door to see a big Werewolf, Urth.  Start attacking the wolf and when
    you get him near death he will talk to you, kill him or give him a
    Silver Charm to cure him and spare his life.  Either way you'll get
    Urth's Ring so take it to Neurik and give it to him to be rewarded 150
    gold and 74 XP.
    
         The second Werewolf, Geth, is located on the East Road in the
    south-west corner of the map by the entarnce into Charwood.  Geth is
    just standing in the middle of the road so start attacking him.  When
    you get Geth near death he will speak to you, you can either give him a
    Silver Charm to cure him or you may kill him, either way you'll receive
    Geth's Ring.  Take the ring and give it to Neurik to be rewarded 150
    gold and 74 XP.
    
         The third Werewolf, Bran, is located in the cave in the north-east
    coner on the South Road.  Kill all of the wolves and Worgs lurking
    around and you'll find Urth in the back of the cave.  Start your attack
    and when you get him near death, Urth will speak to you.  Give him a
    Silver Charm to cure him or kill him, your choice.  Take the ring to
    Neurik to be rewarded 150 gold and 74 XP.
    
         Now that more of this quest is revealed, we're now in searh of Sir
    Karathis.  Go to the Green Griffon Inn are in the North and go into the
    cave in the south-east corner.  Note that in order for Karathis to be
    in this cave you must kill, or cure, the previous three Werewolves.  Go
    to the back of the cave to the Werewolf Lair and battle with Karathis,
    as like the previous Werewolves he will surrender when you get him near
    death.  Give him your last Silver Charm to cure him or kill him, your
    choice.  You will receive the Journal of Sir Karathis Ironheart either
    way and find out some information on who the Black Werewolf responsible
    for this fiasco is, Alhelor.  Bring the journal to Neruik and he will
    ask you to slay Alhelor.
    
         Go into the Alliance Arms Inn in Port Llast and speak to Ander, he
    will tell you that Alhelor went home to get some rest, how convienent.
    Leave the inn and go into Alhelor's House indicated by a map pin on the
    map.  Go and speak to Alhelor, tell him you know he's the Black
    Werewolf and kill him, you will not be offered to spare his life.
    Search his remains when he falls victim to your
    blade/mace/staff/wand/axe/bow/spells and take Alhelor's Tooth and
    Delver's Armor, a good suit to put on if you're able to wear heavy
    armor.  Take the tooth and give it to Neurik to be rewarded 750 gold
    and 750 XP for the completion of this quest.
    
    _______________________________________________________________________
    
    
    --------------------------------------
    ~ SIDE QUEST: FIVE TOMES OF ISMASKAR ~
    --------------------------------------
    
         Speak with Eltoora in Eltoora's Magical Sundries, tell her you're
    looking for some work and she'll tell you about some tomes she wants
    you to recover.  Agree to help her to aquire this quest,  you don't
    have to be a Wizard or Sorcerer to do this quest for Eltoora like you
    had to be in chapter one.  To be able to buy equipment from Eltoora
    you'll have to give her a reagent, ask her what one is for a list of
    reagents she'll accept.  Note that you can aquire the tomes in any
    order you wish, not just the one I'm suggesting.
    
         The first tome is located the Neverwinter Wood Heart of the Forest
    area in the cave to the east, this is actually Setara's House.  From
    where you enter this home, go into the door directly south and take the
    Tome of Resonance off of the shining bookshelf.  Return the tome to
    Eltoora and she will reward you 500 gold and
    125 XP.
    
         The second tome is located in the South Road in Wanev's Tower.
    From where you enter the tower by way of the main doors, go into the
    room directly below of where you entered the tower.  In this room is a
    glowing bookshelf.  Take the Tome of Ice and return it to Eltoora to be
    rewarded 500 gold and 125 XP.
    
         The third tome is in Karlat's Tower located in Jahreg's Castle in
    Charwood Village.  Go into the room furthest south-west on the map and
    take the Tome of Fire off of the glowing bookshelf (see side quest
    Village of Eternal Night for more specific tome information).  Return
    the tome to Eltoora to be rewarded 500 gold and 125 XP.
    
         The fourth tome is in Quint's Tower located in Jahreg's Castle in
    Charwod Village.  In the room marked Bloodstained Book on the map is a
    glowing chest, bash it open and take the Tome of Death out of it (see
    side quest Village of Eternal Night for more specific tome
    information).  Return the tome to Eltoora to be rewarded 500 gold and
    125 XP.
    
         The fifth and final tome is located in the Green Griffon Inn area
    in the North.  Go to the north-east of the map and kill some Zombies,
    then go into the Gravekeepers Shack .  Speak to the Caretaker and he'll
    give you some information on the Arcane Brotherhood pertaining to this
    quest.  When you've found out enough information you can persuade the
    Caretaker to lower the price of a key you must buy if you are to
    complete this quest.  When you've aquired the Mausolem Key, go into the
    graveyard and into the Arcane Brother's Tomb marked graveyard on the
    map pin.
    
         In this tomb you'll see Zombies bashing on a gate in the north-
    east corner of the map, they'll eventually break through it so kill
    them all.  To the right of this gate is a chest, open it and take the
    Corpse Hand out of it, this hand is needed for Grimnaw's Tale so don't
    discard it.  Go through the now-broken gate and search for a Tomb Key
    inside of a chest in the north-east corner.  Go the the north-west of
    the map and use the Tomb Key on the door, head into a large room to
    battle a Cult member from the Arcane Brotherhood, Toras.  This will
    prove to be yet another tough battle among the many previous tough
    battles you have fought and prevailed over thus far.  Wizards and
    casters of the Arcane shouldn't have too many difficulties here but
    melee type characters can expect a really good fight.  The room is also
    filled with powerful Skeleton Mages and Zombie Lords so you might want
    to concentrate on taking them out first from a distance.  Toras is
    loaded with highly advanced spells and loves to Paralyze you for
    agonizingly long periods of time (approximately one full turn, which is
    ten rounds) so be careful.  Characters below 10th-level don't stand a
    chance against Toras, hiring a henchman might not be a bad idea for
    this fight.  When Brother Toras has fallen victim to your mighty or
    infernal wrath, search his remains for the Tome of Life, search the
    chests in this room for some good items.  Take the tome and give it to
    Eltoora to be rewarded 500 gold and 125 XP.  For the completion of this
    quest you'll receive no additional XP, gold, or items.
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ SIDE QUEST: THE SERPENT'S GEMS ~
    ----------------------------------
    
         To aquire this quest speak with Elaith in the Alliance Arms Inn,
    ask him about the "ever" things and then offer to recover some gems for
    him.  He will give you a key to Wanev's Cottage, don't discard this
    key.  Note that you may aquire these gems in any order you wish, not
    just the one I'm suggesting.
    
         While you're in the North in the Green Griffon Inn section, go
    into the Inn itself and speak to a woman named Zamithra.  There are two
    ways you can obtain this Serpent Gem.  You can kill Zamithra right now
    by saying "are you trying to pick me up?"  This will offend Zamithra so
    she and her body guards will begin attacking you, kill them all and
    then search Zamithra's remains for her room key.  Or, you can say to
    Zamithra "you look tired" and she will begin to tell you about her long
    day of killing Orcs, then she will go upstairs to retire.  Follow her
    up to her room and open up the chest in there for Zamithra's Gem.  If
    you've killed Zamithra downstairs, then just use the key you found on
    her body and open up the SECOND door on the right upstairs, open the
    chest to take Zamithr'a Gem out of it.  Return the gem to Elaith to be
    rewarded 200 gold and 250 XP.
    
         The second Serpent Gem is located in the Heart of the Forest in
    the Neverwinter Woods in Setara's House.  You'll find Setara in the
    south-east room.  Speak with her and ask her for a job, she'll tell you
    about mirror she needs.  During the main quest in the Neverwinter Wood
    area, you'll find the Mirror of Vanity in the Nymph's Home (see the
    main quest Spirit of the Wood for more specific information).  Simply
    give the mirror to Setara and then she'll give you Setara's Gem in
    return.  If you don't have the mirror, or have it and just don't want
    to give it to her for some odd reason, then kill Setara and take the
    gem from her remains.  Return the gem to Elaith to be rewarded 200 gold
    and 250 XP.
    
         The third and last Serpent Gem is located in Wanev's Tower (see
    Wanev's Tower side quest for more specific information). The gem is
    located in the Summoning Chamber inside of a chest near the bridge
    entering the Gulgash room.  Take the gem and give it to Elaith; for the
    completion of this quest you'll receive 600 gold, 250 XP, and some
    Armor of Loyalty.
    
    _______________________________________________________________________
    
    
    -----------------------------------
    ~ SIDE QUEST: LADY ARIBETH'S TALE ~
    -----------------------------------
    
         All this quest involves is listening to Lady Aribeth.  Ask her
    "how are you feeling" and she will begin to tell you her tale.  Just
    keep on having a conversation with Aribeth and eventually she'll stop.
    This is like a henchman quest and you'll have to be at level 10 to get
    the full story on Lady Aribeth.  When you have completed this quest,
    Aribeth will give you a ring for being such a good listener.  If your
    responses were rude and ignorant towards Lady Aribeth during her tale,
    then she will *NOT* reward you with the ring.  And also not that only
    MALE characters can aquire this ring; Aribeth will not reward female
    characters with this ring.
    
    _______________________________________________________________________
    
    
    ----------------------------
    ~ SIDE QUEST: AARIN'S TALE ~
    ----------------------------
    
         All this quest involves is listening to Aarin Gend.  Ask him "how
    he became a spymaster for Lord Nasher" and Aarin will begin his tale.
    This quest is like a henchman quest, you'll have to be at level 10 to
    get Aarin's full story.  When you have heard his full tale Aarin will
    reward you with nothing.  Note that if you're a female character then
    Aarin will reward you with a ring.
    
    _______________________________________________________________________
    
    
    ---------------------------------
    ~ HENCHMAN QUEST: DAELAN'S TALE ~
    ---------------------------------
    
         Speak with Daelan in Kendrak's Barracks and hire him as your
    henchman.  You won't have to give him any gold for him to fight by your
    side like you did in in chapter one.  This quest works like his last
    one, you won't find out the whole story until you're level 10.  You'll
    eventually find out that Daelan needs you to find an axe for him.  The
    Great Axe is located in Mutamin's Challenge level three, you have to
    kill Gorkan the Dwarf to get it (see side quest Mutamin's Challenge for
    more specific axe information).  Give the axe to Daelan and he will
    reward you with 200 XP and an Amulet of the Tiger Tribe +3 (Str +3,
    Immunity: fear).
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ HENCHMAN QUEST: LINU'S TALE ~
    -------------------------------
    
         Speak with Linu in Kendrak's Barracks and hire her as your
    henchman.  You won't have to give her any gold for her to fight by your
    side like you did in in chapter one.  This quest works like his last
    one, you won't find out the whole story until you're level 10.  You'll
    eventually find out that Linu needs you to find her husbands journal
    for her.  The Journal of Synth La'neral is located on level one of the
    troll caves in the East Road.  Go in the north-west corner and search
    the corpse (see side quest What Lurks Below for more specific
    information on the journal).  For giving Linu the journal she will
    reward you with 200 XP and the Pendant of the Elf +3 (Dex +3,
    Darkvision).
    
    _______________________________________________________________________
    
    
    -------------------------------------
    ~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~
    -------------------------------------
    
         Speak with Boddyknock in Kendrak's Barracks and hire him as your
    henchman.  You won't have to give him any gold for him to fight by your
    side like you did in in chapter one.  This quest works like his last
    one, you won't find out the whole story until you're level 10.  You'll
    eventually find out that Boddyknock needs some Prism Blossom seeds.
    The seeds are located in the first level of the Creator Race Ruins in a
    crate to the immediate right upon entering the ruins (see side quest
    What Lurks Below for more specific information on the seeds).  Give the
    seeds to Boodyknock and he will reward you with 200 XP and a Lantanese
    Ring +3 (Cha +3, Regeneration +1).
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ HENCHMAN QUEST: GRIMNAW'S TALE ~
    ----------------------------------
    
         Speak with Grimnaw in Kendrak's Barracks and hire his as your
    henchman.  You won't have to give him any gold for him to fight by your
    side like you did in in chapter one.  This quest works like his last
    one, you won't find out the whole story until you're level 10.  You'll
    eventually find out that Grimnaw needs a Corpse Hand.  The hand is
    located in the Arcane Brother's Tomb in the Green Griffon Inn area's
    graveyard to the North (see side quest Five Tomes for more specific
    information on the hand).  Give the hand to Grimnaw and he will reward
    you with 200 XP and the Amulet of the Longdeath +3 (Con +3, Spell
    Resistance: 10).
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ HENCHMAN QUEST: SHARWYN'S TALE ~
    ----------------------------------
    
         Speak with Sharwyn in Kendrak's Barracks and hire her as your
    henchman.  You won't have to give her any gold for her to fight by your
    side like you did in in chapter one.  This quest works like his last
    one, you won't find out the whole story until you're level 10.  You'll
    eventually find out that Sharwyn needs a Lock of Nymph's Hair.  The
    hair is located in the Nymph's Home in the Neverwinter Wood area (see
    main quest Spirit of the wood for more specific hair information).
    When you give Sharywn the hair you will be rewarded 200 XP and the Belt
    of the Performer +3 (Cha +3, Perform +2, Persuade +2).
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ HENCHMAN QUEST: TOMI'S TALE ~
    -------------------------------
    
         Speak with Tomi in Kendrak's Barracks and hire him as your
    henchman.  You won't have to give him any gold for him to fight by your
    side like you did in in chapter one.  This quest works like his last
    one, you won't find out the whole story until you're level 10.  You'll
    eventually find out that Tomi needs a gem.  The gem he seeks, the Star
    of Calimshan, is located in Wanev's Tower in the middle room in a chest
    guarded by Bugbears (see side quest Closing Wanev's Portal for more
    specific gem information).  For giving Tomi the gem he will reward you
    with 200 XP and a Ring of the Rogue +3 (Dex +3, Open Lock +2, Disable
    Trap +2).
    
    _______________________________________________________________________
    
    
    
                              <><><><><><><> C2-2
                              ~ NORTH ROAD ~
                              <><><><><><><>
    
    
    -- AREAS IN THE NORTH:
       - North Road
       - Green Griffon Inn
       - Luskan (can't access until end of chapter)
    
    -- QUEST TO BE UPDATED:
       - Main Quest: The Search for the Cult
    
    -- QUESTS:
       - Main Quest: The Search for the Cult: Solomon
       - Side Quest: Gerrol's Wife
       - Side Quest: Dergiab's Head
       - Side Quest: Mutamin's Challenge
    
    
    ---------------------------------------
    ~ MAIN QUEST: THE SEARCH FOR THE CULT ~
    ---------------------------------------
    
         On the North Road there are three caves, one due-north (Goblin and
    Orc Cave), another one to the left (Goblin and Orc Cave), and another
    one above these two (Bugbear Cave).  In the upper north-east corner of
    the map are the Port Llast Mines.  If you're a Druid or a Ranger then
    this chapter will hone all of your class skills since there are a lot
    of wooded areas and wild animals running around.  Head into the Bugbear
    Cave.
    
         Kill some Bugbears and explore this cave.  You'll run into a
    Bugbear Beastmaster in the Kennels, he'll release a Dire Wolf and a
    really viscious Pack Leader who is worth a lot of XP if you kill.
    You'll notice a map pin for a prison on the map, go in there and talk
    to a Bugbear prisoner, he'll give you some information on his torturer.
    You can free the Bugbear or kill him, your choice.  Go into the other
    cell in here to see Leah, talk to her and free her, this is Gerrol's
    wife.  On the top of the map are stairs going up, on the right of the
    map are stairs going down.  Go into the room by the stairs up map pin
    and kill the Bugbear Chief, he'll prove to be a formidable opponent.
    When he finally dies, search his remains for some good armor.  Open up
    the chests in this room for more items and then go up the stairs to be
    in the Goblin and Orc Cave, the stairs going down take you to the Ogre
    Cave.
    
         Explore the Goblin and Orc cave, the map pins marked exit in here
    lead out to the North Road.  In the south-east corner of the cave is
    the Orc Temple, go in there and kill the Minitaurs, search the chests
    for items.  In the upper nort-east corner of the map is the Orc King,
    go kill him for some good XP and search his remains and throne for some
    good items.  Bash the door past the throne and kill an Ogre, search the
    chests for some more items.  In the upper-middle of the map is the
    Goblin King, kill him and search his remains and chamber for more good
    items.  Open the cell in here and talk to a Bugbear prisoner for some
    information, you can kill him or let him go, your choice.  When you're
    done exploring this cave go back into the Bugbear one, go down the
    stairs to enter the Ogre Cave.
    
         As soon as you go through the first door in the Ogre Cave you'll
    see a prison on the right, bash the door in and speak to Nugalt.  He'll
    give you some information about the Cult and Dergiab, you can either
    let Nugalt go or kill him, your choice.  Explore the cave and you'll
    find Dergiab's Lair in the south-end.  Kill Degiab and some cultist
    named Ganon, search their remains and be sure to take Dergiab's Head.
    If you're doing the head side quest then take Dergiab's head to Gerrol.
    Make sure you take Ganon's Journal out of the chest in here and then
    return to Lady Aribeth after you have finished exploring this cave
    (there's a portal in the small room off of Dergiab's Lair that will
    teleport you out to the North Road).  Tell Lady Aribeth about Ganon's
    Journal and you will lose the item and get more information on this
    quest.
    
    _______________________________________________________________________
    
    
    ------------------------------------------------
    ~ MAIN QUEST: THE SEARCH FOR THE CULT: SOLOMON ~
    ------------------------------------------------
    
         This quest is just a very small portion of the entire main quest.
    When you go into the Alliance Arms Inn for the first time Solomon will
    run up to you and speak, this is how you aquire this quest; Solomon
    will give you his ring.  He may show up at other places but he WILL
    make an appearance very early on in this chapter.  At some point during
    this chapter Solomon will run up to you again and warn you to stop
    delving into the cult business.  At another point in this chapter when
    you're on the North Road you will run into Solomon yet again, this time
    he attacks you.  Kill him and his bodyguards, he is surprisingly tough
    and has good parrying skills, his bodyguards are nuisances but they
    don't damage you as severely as their leader so kill Solomon first.
    Search Solomon's remains and take the Letter to Solomon and a Kurkri,
    the Cutting Star.  Take the Letter addressed to Solomon and give it to
    Lady Aribeth to find out more information about the main quest.
    
    _______________________________________________________________________
    
    
    -----------------------------------------
    ~ SIDE QUEST: NORTH ROAD: GERROL'S WIFE ~
    -----------------------------------------
    
         As soon as you leave Kendrack's Barracks in Port Llast for the
    first time a farmers son will run up to you.  Ask him what the problem
    is and that you'll help to aquire this quest.  When you enter the North
    Road, speak to Gerrol in front of his house on the left to obtain more
    information on this quest.  His wife Leah is in the Bugbear Cave in the
    prison, free her and return to Gerrol to be rewarded 250 XP and at
    least 150 gold.
    
    _______________________________________________________________________
    
    
    ------------------------------
    ~ SIDE QUEST: DERGIAB'S HEAD ~
    ------------------------------
    
         To aquire this quest, speak with Gerrol and ask him him who
    Dergiab is, then tell him you could help, and then agree to help him.
    Dergiab is located in the Ogre Cave and you'll fight him during the
    main quest for this area.  When you have killed Dergiab, take his head
    to Gerrol to be rewarded 250 XP and at least 150 gold.
    
    _______________________________________________________________________
    
    
    -----------------------------------
    ~ SIDE QUEST: MUTAMIN'S CHALLENGE ~
    -----------------------------------
    
    >>> Note: You may want to be at a higher-level (10+) before attempting
    this quest for there are many tough foe ahead so have a lot of healing
    potions on hand.
    
         In the Green Griffon Inn area go into the Inn itself and speak to
    a man named Dydd and persuade him into telling you about a competition
    to aquire this quest.  Go and speak to Mutamin, tell him you want to
    enter the competition and he will give you a Basement Key.  Go down
    into the basement and speak with Jaroo, he will teleport you to
    Mutamin's Challenge level one after you give him 500 gold.  He will
    explain that if you leave the challenge then you will have to pay
    another 500 gold to re-enter the competition.
    
         The goal of this quest is to find a Crystal Egg.  Explore this
    level and prepare for a lot of tough battles with tons of Dire Spiders
    and Ettercaps, the spiders will poison, encumber, and lower your
    strength so beware, the Ettercaps will entangle you.  If things get too
    hairy for you then use your Stone of Recall to rest up and teleport
    back in here, you won't be charged as leaving the challenge.  In the
    north-east corner of the map is to level TWO (there's two exits that
    way, this one refers to the top-most one) and is guarded by a Queen
    Spider.  The egg isn't located on this level, a Crystal Skull and a
    Crystal Frog are but they both are not needed items.  The skull is in
    the second room on the left in the long corridor (if you were going
    DOWN it) inside of a chest.  Near the other stairs leading to level
    THREE is a Yuan-Ti, speak to her and ask her her riddle, the first
    answer is 15.  Talk to her again and this time the answer is 12
    trinkets, 6 girls, she will give you the Crystal Frog for getting it
    right, you can also kill her to obtain the crystal.  Kill all of the
    enemies on this level for a lot of XP and head down to level TWO of
    Mutamin's Challenge.
    
         The egg isn't on this level of the challenge but do it for all of
    the XP you'll gain.  Some Minotaurs roaming around on this level will
    drop Crystal Insects but they are not needed to complete this quest.
    You will see the exit to level three on the east side of the map.
    You'll come across a woman Kama getting attacked, try to save her if
    you can, I never did so I'm sure if you do she'll give you information
    or something.  Explore the rest of this level and then head down to
    Mutamin's Challenge level three after you annihilate the Minotaur
    Chieftan.
    
         The Crystal Egg is on this level of the challenge.  If you've
    entered this level of the challenge from the north-west BOTTOM door
    from the FIRST level of this challenge there will be a big room with a
    statue in it and eight doors leading to small rooms with chests in
    them.  Interact with the statue to reveal a riddle, the answer is 19 so
    check the signposts in front of the doors until you find the answer, go
    in the room and take the Puzzle Key out of the chest so you can advance
    further into this level.  There is also a Pillar of Light down here
    that doesn't do anything and really serves no purpose.  This level has
    a lot of Skeleton Warriors, Skeleton Mages, Ghouls and other undead
    things and it is a moderate challenge but not too bad.  In the hallway
    past the Pillar of Light is a man named Gam, go and speak to him.  He's
    injured so you can give him a potion, tell him to hold on 'cause you
    want to check things out, or kill him.  If you heal him he'll
    disappear, he has no good items so don't expect anything good if you
    whack him.  Open up the door Gam is standing by and go into the room
    beyond to kill a Skeleton Chieftan.  When you have cleared the room of
    enemies, open up the chest to find the Crysal Egg.  Go down the
    corridor from where Gam was to be attacked by a Dwarf named Gorkan,
    kill him, he's a tough little bastard, and take his Great Axe from his
    remains.  This axe is for completing Daelan's Tale so don't discard it.
    In the south-west corner is the stairs going up to level one, the
    competition exit is in the south-east corner.  Explore the rest of this
    level and go to the competition exit, place the Crystal Egg into the
    purple glowing chest, interact with the statue behind the chest to be
    teleported back to Jaroo.  Return to Mutamin to be rewarded 900 gold
    and 500 XP, you can persuade him into 300 more gold, he'll also give
    you the Broewenede Family Armor.
    
    ______________________________________________________________________
    
    
    
                               <><><><><><><> C2-3
                               ~ EAST  ROAD ~
                               <><><><><><><>
    
    
    -- AREAS IN THE EAST:
       - East Road
       - Neverwinter Wood:
          - Druid Encampment
          - Deep Woods
          - Heart of the Wood
    
    -- QUESTS TO BE UPDATED:
       - Main Quest: The Search for the Cult
       - Main Quest: Spirit of the Wood
       - Main Quest: The Search for the Cult: Vardoc's Hunt
    
    -- QUESTS:
       - Side Quest: What Lurks Below
       - Side Quest: A Troll Head Trophy
       - Side Quest: The Simpleton's Mother
       - Side Quest: Missing Druids
       - Side Quest: The Druid's Circle
    
    
    ---------------------------------------
    ~ MAIN QUEST: SPIRIT OF THE WOOD      ~
    ~ MAIN QUEST: THE SEARCH FOR THE CULT ~
    ---------------------------------------
    
         In Port Llast to the right of Eltoora's Magical Sundries is a
    place called Ballard's Grove, talk to Druid named Ballard and tell him
    you're looking for work, agree to help him to aquire the Spirit of the
    Wood main quest.  Another way to get this quest is to talk to
    Aarchdruid Aawil in the Druid Encampment in Neverwinter Wood.
    
         Head into the Neverwinter Wood and explore the Druid Encampment,
    speak with a man named Aarchdruid Aawil to find out some information on
    Neverwinter Wood and this quest.  After your Journal gets updated you
    may enter the Wood, talk to Dregin and he will open up the gates
    leading into the forest, cross the bridge and enter the Neverwinter
    Woods, Deep Woods.
    
         A Dryad will begin attacking you and saying "get away from my
    tree."  Start fighting the Dryad and after you get her near death she
    will speak to you, she'll give you a lot of information pertaining to
    the quest.  When she's done talking you can either let her go or kill
    her, your choice.  If you're doing the Missing Druid side quest then go
    into the cave in the south-east corner.  When done exploring the Deep
    Woods, go into the Nymph Home in the north-east corner on the map.
    
         Search the home and you'll be attacked by a lot of Slave Druids
    and Rangers.  In the north-west corner you will find a man locked in a
    room, speak to him to find out some more information pertaining to this
    quest.  Search the rest of the home and you'll come across some Grigs
    and Pixies, these things are a real nuiscance due to their tiny size,
    but on the plus side they're extremely weak and one fireball cast in
    the middle of them will incinerate 'em all in one glorious blast!
    You'll find another guy, Terari, in the south room, speak to him to
    find out some more quest related information, if you're doing the
    missing Duid side quest then this is one of them so make sure you free
    him instead of killing him.  In the small room off of this one with the
    three slaves in it, make sure you open the chest and take the Lock of
    Nymph's Hair out of it, this is required for Sharwyn's Tale so don't
    discard it.  When you find the Nymph in the north-east corner room
    speak to her and she will give you loads of information about the
    quest.  When you have finished this very lengthy conversation, open the
    chest in here and take the Cerominal Dagger, Mirror of Vanity, and the
    Treatise of the Spirit of the Wood out of it.  Leave this home and
    enter the Heart of the Wood on the east of the map.
    
         Explore the Heart of the Forest, south-east is the Spirit Falls,
    south-west is a cave, and to the east is a cave.  If you're doing the
    Missing Druid side quest then head into the cave in the east.  Go to
    the Spirit Falls and interact with the altar there, choose response
    number four: "draw forth the dagger and plunge it into your chest."
    You will teleport to the Realm of the Spirit.
    
         Walk around this place and kill some more annoying Pixies and
    Grigs.  When you cross the first bridge speak with Relmar and he will
    give you a lot of good information on the Cult among other things.
    Tell him you're going to cut his head off and kill him, search his
    remains and take Relmar's Journal and a magical belt that will make you
    immune to poison if you equip it.  You have just slain the Cult Leader
    and your Journal will get updated, read the new entries for the quests
    that get updated.  Cross the bridge that you fought Relmar on and
    search the rubble, take the Spirit Poison Antidote.  Go to the east-end
    of the map and fight the Spirit of the Wood, which is a large White
    Deer, when you beat it down a bit it will speak to you, listen to what
    it has to say and you can either cure it or kill it.  To cure the
    spirit, just use the spirit poison antidote on it and tell it you have
    the cure, you will be rewarded 125 XP for curing the spirit.  Return to
    Archdruid Aawil and tell him you have cured the Spirit of the Wood, you
    will be rewarded 500 gold and 375 XP for completing the Spirit of the
    Wood quest.  Return to Lady Aribeth and give her Relman's Journal to be
    rewarded 750 XP and you'll find out that you must get into Luskan but
    first you must find out some more Cult information before you can.
    Head to the South Road to continue in the main quest after you do the
    side quests in this area.
    
    _______________________________________________________________________
    
    
    ------------------------------------------------------
    ~ MAIN QUEST: THE SEARCH FOR THE CULT: VARDOC'S HUNT ~
    ------------------------------------------------------
    
         After you finish completing the main quest in the North, go into
    the Green Griffon Inn and some guys named Lerner and Thurwin will run
    up and talk to you, ask them about their friend and you'll aquire this
    quest; you MUST talk to both of them if Vardoc is to make an
    appearence.  This quest is just a very small portion of the entire main
    quest.  At some point when you're on the East Road Vardoc will appear,
    kill him.  If he doesn't fight you on the East Road then he will appear
    on the South Road so don't worry if he isn't on the East Road.  He will
    prove to be yet another formidable opponent with superb melee and
    parrying skills, when he is slain search his remains and take the
    Letter to Vardoc.  Take the letter and give it to Lady Aribeth to learn
    more of the main quest Search for the Cult.  You will come to find out
    that more information is required before this quest gets completed.
    While you're in the Realm of the Spirit kill Relmar and take his
    journal, take the journal to Lady Aribeth to receive 750 XP.
    
    _______________________________________________________________________
    
    
    --------------------------------
    ~ SIDE QUEST: WHAT LURKS BELOW ~
    --------------------------------
    
         To aquire this very long but interesting side quest, go by the
    Archeologist Barracks on the East Road, you'll see a man named Jax
    standing in front of them.  Speak to Jax and ask him why he looks so
    nervous, he will then tell you about the Troll Caves and of the Creator
    Race.  Listen to the rest of his interesting story and agree to find
    the Ancient Tome for him.  On the East Road map there are four caves,
    on in the north-east corner and three in the south-west corner, they
    all lead to the Troll Cave.  Go to caves in the south-west corner and
    enter the top-most cave to be in the Troll Cave level one.
    
         To the east are the Shallow Caves (go in there if you're doing the
    Simpleton's Mother side quest), to the south is going deeper into the
    caves indicated by map pins.  Go by the Shallow Caves door and search a
    corpse for a Troll Letter and your Journal will get updated for this
    quest.  In the corridor to the right of this exit search a corpse and
    take the Journal of Synth La'neral, this journal is required for Linu's
    Tale so don't discard it.  Go back to where you entered this cave and
    you'll see a heavily trapped door, break through it and kill the Troll
    Chieftan, beware of his Knockdown abilities.  When you've killed the
    chief take his head, this is the troll head that Lenton wants.  Explore
    the rest of the cave for a lot of good items and XP, when finished head
    deeper into the caves to Troll Cave level two.
    
         Explore this gigantic level of the cave to gain a lot of XP and
    aquire a ton of items.  In the south-end of the cave are the stairs
    going deeper into the caves, there are no quest pertaining items on
    this level so head down to Troll Cave level three after you kill all of
    the creatures on this level.
    
         You'll be involved in a tough battle with some Troll Shaman and
    Ogres right off the bat, kill them and explore this level of the cave.
    You'll run into some undead you haven't seen yet, Ghasts, they're a
    cross between a Shadow and a Zombie.  In the bottom middle room on the
    map is a door leading to a tiny room, open it and talk to Darius, get
    some information from him and then send him on his way.  To the east is
    deeper into the caves, explore the rest of this level and go downstairs
    to enter level one of the Creator Race Ruins.
    
         Open up the crate on the immediate right and take the Prism
    Blossom Seeds, don't discard them because they are needed to complete
    Boddyknock's Tale.  To the upper north-east is the entrance into the
    lower levels and it is guarded by a Seal Guardian Golem, you need a
    ring if you are to pass.  You may also kill the Golem if you please, it
    isn't that tough for a Fighter or Barbarian with a +2 blade, high
    Strength ability score and a good choice of feats.  If you kill the
    Golem search its remains and use the Seal Key on the door the Golem was
    guarding.  If you'd rather not chance getting your ass knocked through
    a loop, the Golem Signet Ring is located in the bottom north-east
    corner of the map guarded by a Helmed Horror.  Beware of all the
    Minogons down here and there Stun spells.  Explore the rest of this
    level and then show the Golem the ring to proceed to the Creator Race
    Ruins level two.
    
         Again there is a Seal Guardian Golem in the north-east corner of
    the map, kill it (it's a bit tougher than the previous one) to obtain
    the key or find the password.  The password is on the Creator Scroll
    located in the south, there are three little rooms down there with
    Flesh Golems in them, kill them and open up a chest for the scroll.
    Explore the rest of the level and then show the Golem the scroll or use
    the key to go down to the third and final level of the Creator Race
    Ruins.
    
         As soon as you enter the third level you'll be attacked by a Seal
    Guardian Golem, you have no choice but to fight this time.  When it
    finally dies you'll notice that the gate it was guarding requires a
    key.  Open the other door in the room and head to the room in the
    center of the map with a dead thief in it, search it and take the
    Stolen Seal Key and the Thief's Journal.  Go and use the key on the
    seal and kill three Creator Sorcerers, beware of their Fireball and
    Magic Missle spells, they'll also summon some Familiars to aid them in
    killing you.  When you have killed all of the Sorcerers, open up the
    gate in here to fight another Creator Sorcerer, beat it down a bit and
    it'll talk to you, you can either kill it or not, your choice.  Open up
    the chest by the portal to FINALLY get the tome Jax wants, the Complete
    History of the Creator Ruins.  Step into the portal and give the tome
    to Jax to be rewarded 500 gold and 500 XP.  You can keep the book if
    you choose to but it serves no purpose if you decide to keep it.
    
    _______________________________________________________________________
    
    
    -----------------------------------
    ~ SIDE QUEST: A TROLL HEAD TROPHY ~
    -----------------------------------
    
         On the East Road go into the Archeologist Barracks and try to
    speak to a man named Lenton, he's distracted by beating up a training
    dummy, to get his attention cast a Charm Person spell on him.  If
    you're not able to cast spells then you'll have to buy a Rod if
    Beguiling in Eltoora's Magical Sundries (which is INSANELY expensive),
    the rod lets you cast Charm Person no matter you characters class; the
    only way to get his attention is by this spell - THAT I KNOW OF, there
    may be another way.  Speak to him and you'll learn that he wants to you
    to kill the Troll Chieftan for him, agree to do this for him and he'll
    inform you the he wants the chief's head as proof of his defeat.  When
    you do the What Lurks Below side quest you'll fight the Troll Chieftan
    on the first level of the Troll Cave, take his head and give it to
    Lenton to be rewarded 200 XP and 3 alignment points towards good.
    
    _______________________________________________________________________
    
    
    --------------------------------------
    ~ SIDE QUEST: THE SIMPLETON'S MOTHER ~
    --------------------------------------
    
         While in the Archeologist Barrack's on the East Road speak to a
    man named Revat and ask him what's wrong.  He'll tell you his mother
    was captured by some Trolls, agree to help him to aquire this quest.
    Revak will give you a ring, don't discard it.  On the  north-east
    corner of the map for the East Road is a cave, enter it to be in the
    Troll Cave Storage Area.  Explore the cave and fight some Trolls, they
    can be a real nuisance because they rapidly regenerate lost HP and it
    can get quite aggrevating if the random dice roll generator isn't being
    your friend that day by having your character miss ten melee attack
    attempts in a row.  The Ogres lurking around aren't nearly as tough as
    the Trolls so at least that's a plus.  In the south-end of the cave
    near the map pin marked deeper into the caves you'll see Revat's
    mother, Janis.  Go and speak to her and find out a lot of information
    on her captors, give her Revat's Ring and then she'll use it teleport
    home.  Return to Revat to be rewarded 200 XP, and an additional 375
    gold if you can persude him.
    
    _______________________________________________________________________
    
    
    ------------------------------
    ~ SIDE QUEST: MISSING DRUIDS ~
    ------------------------------
    
        In the Druid Encampment in Neverwinter Wood speak to Aarchdruid
    Aawil, ask him about the missing Druids and persuade him into telling
    you about this quest, agree to find the three Druids and this quest
    will be added in your Journal.
    
         The first Druid, Terari, is located in the Nymph Home in the Deep
    Woods.  He is located in the south room, simply talk to him to find out
    some information on the main quest and then let him go.  You'll get 50
    XP for freeing him.
    
         The second Druid, Orlane, is located in a cave in the Deep Woods.
    Go into the cave in the south-east corner of the map, explore the cave
    and kill some Ettercaps, Phase and Sword Spiders, they shouldn't pose
    much of a threat to your character.  You'll find the Druid in the
    Feeding Chamber in the south-east corner of the map.  Enter the chamber
    and fight the Queen, she will prove to be WAY more powerful than all of
    the other spiders in here and can encumber, poison & entangle your
    character.  When you have killed the Queen, check the web in the middle
    of the chamber and Orlane will appear, get some information from him
    and then let him go to be rewarded 50 XP.
    
         The third Druid, Bree, is located in the Heart of the Forest area
    in the cave in the east, which is actually Setara's House.  Search this
    house and kill some Air Elementals, they have a strong Knockdown attack
    so beware.  There's also some Invisible Stalkers, Air and Ice Mephits
    lurking around in here, they too have a good Knockdown attack but are
    extremely weak.  From where you enter this home go into the door
    directly south and take the Tome of Resonance off of the shining
    bookshelf, this is for the Five Tomes side quest.  You'll find Bree in
    a prison cell in the south-west corner, but you need the key to open
    the cell.  The key is south-east so head that way and speak to Setara,
    you'll get another side quest if you ask her for a job, the Witch's
    Mirror, simply give her the Mirror of Vanity to complete the job.  You
    need her gem so if you give her the mirror she'll give you Setara's
    Gem, this gem is for the Serpent's Gem side quest.  She'll also give
    you the prison key.  If you don't give her the mirror then just kill
    her and take the gem and key from her remains.  Go to Bree's cell, open
    it up and free her to be rewarded 50 XP.  Return to Aarchdruid Aawil
    and you will be rewarded a total of 900 gold and 297 XP for the
    completion of this quest.
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ SIDE QUEST: THE DRUID'S CIRCLE ~
    ----------------------------------
    
         While you're in the Druid Encampment talk to a woman named Jaer
    and ask her about her challenge, she will then tell you about this
    challenge, accept the challenge and this quest will get added to your
    Journal.  This side quest is only available for Druids (even if multi-
    classed as one), so please, no e-mails asking me how your Barbarian,
    Paladin, Rogue, or whatever can complete this quest.
    
         A reader named Seagrave has sent me the specifics for this quest.
    Thank you Seagrave, I appreciate it, as well as all of the Druid
    characters out there reading this and partaking in this quest.  Druids
    don't interest me and I wouldn't want to play the game all the way up
    to this point as one just to do this quest, but, I can now add it in,
    making this guide complete for this was the only quest in my guide that
    was left incomplete.  This quest is another mass XP builder.  To gain
    tons of extra XP, just drop all of the "circle rings" Jaer gives you
    after each battle (don't collect the 1st Circle Ring from her or this
    quest will end) and then do the challenge over and over to gain a
    couple of levels.
    
         After accepting Jaer's challenge (it would be pointless to cast
    any defensive spells) she will cast a spell upon your Druid to lower
    your spell resistance and remove any defensive spells you may have
    empowered your character with, you will then be teleported to the
    battle ground and have a go at some fellow Druid named Welcar.
    Seagrave recommends that as soon as you gain control over your
    character to go Invisible via a potion or the Ring of Invisibility,
    doing this will make Welcar just stand there doing nothing for he can't
    see you.  Now you may cast protection spell on your Druid so power up
    and defeat Welcar, who will drop a good random item and some gold.
    Exit the battle ground and Speak to Jaer, who will then give you a 4th
    Circle Ring and 150 XP.  Speak to Jaer again and then tell her you're
    ready for the next level of the challenge.
    
         For this round you'll be fighting another Druid named Henna, when
    she is defeated then search her remains for another good random item
    and gold.  Exit the battle grounds and speak to Jaer again, she will
    reward your Druid another 150 XP and also give you a 3rd Circle Ring.
    Speak with Jaer again and tell her you're ready for the next round, you
    will again be teleported to the battle grounds.
    
         For the third round of this challenge you'll be fighting yet
    another Druid named Janken, who has summoned the help of a Dire Bear.
    When Janken croaks, search his remains for yet another good random item
    and more gold.  Return to Jaer who will reward you another 150 XP and
    give you the 2nd Circle Ring.  If you want to level your character up
    by fighting these three Druids over and over, then DROP the ring from
    your inventory and speak to Jaer, since you don't have a Circle Ring in
    your inventory you'll start the competition over.  When you're ready to
    proceed to the final round, speak with Jaer again (with the 2nd Circl
    Ring in your inventory) and she'll teleport you to the final round.
    
         For the final battle in this challenge you'll be fighting a super
    tough Druid named Elgar, along with a Dire Tiger.  When Elgar falls
    victim to your wrath you'll gain 600 XP no matter what level your Druid
    is.  Search his remains for another good random item and gold, return
    to Jaer who will reward you another 150 XP and she will also give you
    the 1st Circle Ring.  This ring will allow your Druid to cast Stoneskin
    upon itself once per day.  Now that the competition is over Jaer will
    no longer interact with you.  No extra XP or gold gained by completing
    this quest.
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ SIDE QUEST: THE WITCH'S MIRROR ~
    ----------------------------------
    
         During the main quest in this area you'll find the Mirror of
    Vanity in the Nymph's Home in the Deep Forest area of the Neverwinter
    Wood.  While in the Heart of the Forest, go into the cave in the east,
    this is actually Setara's House.  You'll find Setara in the sout-east
    room.  Speak with her and ask her for a job, she'll tell you about the
    mirror, give it to her and then she'll give you Setara's Gem in return,
    this gem is a Serpent Gem for another side quest.  You will also be
    rewarded 200 XP.
    
    _______________________________________________________________________
    
    
    
                             <><><><><><><> C2-4
                             ~ SOUTH ROAD ~
                             <><><><><><><>
    
    
    -- AREAS IN THE SOUTH:
       - South Road
       - Farmland
       - Charwood
    
    -- QUEST TO BE UPDATED:
       - Main Quest: The Search for the Cult
    
    -- QUESTS:
       - Side Quest: Poor Neva
       - Side Quest: Closing Wanev's Portal
       - Side Quest: Erik's Despair
       - Side Quest: Peter and the Wolves
       - Side Quest: Village of Eternal Night
       - Side Quest: Belial's Tale
    
    
    ---------------------------------------
    ~ MAIN QUEST: THE SEARCH FOR THE CULT ~
    ---------------------------------------
    
         On the South Road are two caves, on in the north-east corner and
    one in the north-west.  This doesn't pertain to the main quest, or any
    side quests, but go into the cave in the north-west.  Explore this cave
    and you'll come across a corpse, search the loot bags next to it to
    find a Treatise on Forgotten Heroes.  Go to the well in here and try to
    swim through it, high Constitution is required so cast an Endurace
    spell or drink a Potion of Endurace if your character has low Con.  Go
    through the door and you'll see a sarcophogus of Meagel's remains.
    Pull the descending chain to make Meagel appear, talk to him and answer
    his riddle with respone 1.  Search the sarcophogus for a Watchman's
    Helm and a couple of other good items.  Leave this cave and head into
    the Farmland, which is indicated Charwood on the map pin.
    
         There's nothing pertaining to the main quest in the Farmland so
    head straight into Charwood.  Explore Charwood and kill a bunch of
    Spectres and Shadow Fiends, in a ruined house in the north-west look
    for an Old Scroll inside of a chest and take it.  In the south east you
    will see a pillar, search the corpse in front it for the Explorer's
    Journal.  This doesn't pertain to the main quest or any side quests,
    but go and interact with the pillar.  The pillar requires an answer to
    a riddle, and the answer is on the scroll you just found.  Note that
    you have to have the Old Scroll and the Explorer's Journal in your
    inventory to activate the pillar. Choose the word NETHER, then choose
    the word SHALL, then choose the word RULE and you will be teleported to
    a door, go through it to enter a Haunted Crypt.  Pull a lever to the
    left or right and proceed to a red glowing sarcohagus, search it for a
    random magic item and kill the Mummy Lord that appears.  Go through the
    portal to be teleported back into the forest, head into Charwood
    Village.
    
         Go into the Inn across from the Mayor's Office and you'll see some
    a Strange Man running around, speak to him to find out that he's one of
    the Cult members so kill him.  Search his remains and take the Rapier
    of the High Roads and the Charwood Cultist's Journal.  Go and talk to
    Aarin Gend in Kendrack's Barracks and ask him how you'll gain admitance
    into Luskan.  He will tell you that he gave the guard your description
    and to speak with the guard.
    
        After you finish the side quests in Charwood, head to the North and
    go into the Green Griffon Inn area, you will be attacked by Darktongue
    Breakbone and his two bodyguards, kill him, this little bastard is a
    tough little Dwarf and is superbly skilled in melee combat so spells
    from a distance are your best defense here, of course only if you're a
    spellcasting character.  When he's dead, go talk to the Luskan Seargent
    in the far north and he will let you in to Luskan.  Once you enter
    Luskan all of the side quests for this area of the chapter will no
    longer be available.  I advise you to do them all so you can gain a lot
    of XP and obtain a lot of useful items.
    
    _______________________________________________________________________
    
    
    -------------------------
    ~ SIDE QUEST: POOR NEVA ~
    -------------------------
    
         At some point while you're in Port Llast you'll see Jahleel near
    the Temple of Tyr, she will run up and speak to you.  Ask her for a job
    and agree to do it to aquire this quest.  When you're in the Farmland
    go to the Standing Stones to the north and Jahleel and Tarran will
    attack you.  Kill them and search Jahleel's remains to find a Letter to
    Neva to complete this simple quest, no gold or XP reward.  During my
    most recent adventure Neva attacked me near the entrance to the Wolf
    Den; if this happens to you just kill Neva and search her remains for
    the letter to complete this quest (you'll also find a Blade of the
    Rashemi, a Greatsword), no gold or XP reward for killing Neva.
    
    _______________________________________________________________________
    
    
    ------------------------------
    ~ SIDE QUEST: ERIK'S DESPAIR ~
    ------------------------------
    
         In the Farmland, go to Erik and Ingos's house in the north-east
    corner.  Speak to Erik (he's locked in his bedroom) and tell him you're
    looking for a job, he'll tell you about a brooch he needs, agree to
    help to aquire this quest.  Go the the O'Deel Ranch in the sout-west
    and go into the house, speak with Constance O'Deel and ask for the
    brooch or kill her and take it.  Return the brooch to Erik and you'll
    be rewarded 650 gold and 200 XP.
    
    _______________________________________________________________________
    
    
    ------------------------------------
    ~ SIDE QUEST: PETER AND THE WOLVES ~
    ------------------------------------
    
         Speak with Peter O'Deel at his ranch and he will tell you of a
    Silverback Wolf attacking his livestock and you'll aquire this quest.
    Go into the Wolf Den next to the ranch and explore the den.  The
    Silverback is in the south-east corner so go in there and start
    fighting it, when you get it to near death it will speak to you.
    Persuade it to stop eating Peter's livestock or kill it and take its
    head.  Return to Peter, give him the Silverback Head if you've killed
    the beast, if you persuaded the beast then it still counts as quest
    complete, and you'll be rewarded 350 gold and 200 XP.
    
    _______________________________________________________________________
    
    
    --------------------------------------
    ~ SIDE QUEST: CLOSING WANEV'S PORTAL ~
    --------------------------------------
    
         You should've aquired a key from Elaith for Wanev's Cottage in the
    Alliance Arms Inn when he gave you the Serpent Gem side quest, go to
    the cottage and enter it (in Port Llast indicated by a map pin).  If
    you've discarded this key by accident you can get it back out of the
    Diving Pool in the Temple of Tyr next to the Recall Portal.  Once in
    Wanev's Cottage go down into the basement, that's the door the key
    opens.
    
         Search around down here and kill some Skeletons and Bugbears, go
    to the south-end of the cottage and you'll see stairs going up guarded
    by a Flesh Golem, kill him and search the small room across from the
    stairs for Wanev's Bedroom Journal.  Go up the stairs into the kitchen
    and kill the Fire and Magma Mephits, open up the chest and take Wanev's
    Cookbook out of it.  You'll see a lit brazier in the room, examine the
    cookbook to see a recipe, 1 Slaad Tongue, 1 Fire Beetle Belly, and 2
    Skeleton Knuckles, put those items into the brazier.  All of these
    items are in the cottage so just search the crates, bookshelves,
    skeletal and Fire Beetle remains to aquire them.  When you put the
    items in the brazier a portal will appear, teleport through it into a
    secret room.  Search the chests for Wanev's Lab Journal and Wanev's
    Wardstone, along with some other useful items.
    
         Leave Wanev's House and head to the South Road and go to the
    south-east corner on the map to see Lerk the Troll standing on a bridge
    blocking a gate, talk to him and ask about Wanev and the gate will
    open, you can kill Lerk if you want.  Cross the bridge and enter
    Wanev's Tower, you may also enter this tower by going through the cave
    to the left of the tower.
    
         You'll see a couple of Wanev's Golems wandering around, you can
    perform hostile actions against them if you wish.  If you have Wanev's
    Wardstone then the enemies in this place won't attack you unless you
    attack them first.  Go into the room just below of where you entered
    the tower to see a glowing bookshelf, take the Tome of Ice off of it,
    this is required for the Five Tomes quest if you're doing that one.
    Step into door across from the one that is marked exit on the map and
    head up the stairs to the second level of Wanev's Tower.  You may have
    found a gem in a chest guarded by Bugbears, the Star of Calimshan, this
    gem is for Tomi's Tale so don't discard it.
    
         Step into the portal in the middle of the room and you'll be
    teleported to Wanev.  Start fighting him, he's a vey powerful Elf
    Wizard and will cast Stun, Confuse, Poison and numerous other spells on
    you.  After you beat Wanev down to injured he will speak to you, ask
    him about the gem to officially aquire the Closing Wanev's Portal
    quest.  If you'd rather kill him than go ahead and kill Wanev, you
    won't be credited for completing the quest if you do.  If you want to
    complete this quest for Wanev then ask him for a key, he will give it
    to you so use it on the door behind Wanev to enter his Summoning
    Chamber.
    
         You'll notice a portal in front of you with a brazier in front of
    it, this is the portal you must close in order to complete this quest.
    There are a lot of Earth, Fire, Ooze, Steam and Fire  Mephits flying
    around but they should pose little threat to you character if he/she is
    higher-leveled (10+).  Go into the eastern corridor, you'll see a lever
    on the right midway down, make sure you pull it.  Go to the south-west
    corner room and kill the Gulgash, a powerful Mephit, and some Hell
    Hounds.  When the Gulgash dies, search its remains and take Gulgash
    Heart.  In the room before the bridge leading into into the Gulgash's
    room, check the chest and take Wanev's Gem out of it, this gem is
    required for the Serpent's Gem quest if you're doing that one so don't
    discard it.  Return to the portal near the exit and put the heart into
    the brazier to close Wanev's Portal.  Return to Wanev to be rewarded
    150 XP and and Krotan's Skullcrusher, a powerful Diremace.
    
    _______________________________________________________________________
    
    
    ----------------------------------------
    ~ SIDE QUEST: VILLAGE OF ETERNAL NIGHT ~
    ~ SIDE QUEST: BELIAL'S TALE            ~
    ----------------------------------------
    
        These two quests are intertwined so I'll be adding both of them
    here; this whole quest will be a deep and complicated story so pay
    close attention to it.  When you first enter Charwood Village a man
    named Quint will approach you and babble on about some nonsense, tell
    him to leave and you'll aquire this quest.  Go into Mayor Mobley's
    Office and speak with him, ask him if there's any trouble around and
    then persuade him into giving you some information.  Leave the office
    and head to the east side of the village and talk to the Castle Guard,
    after the conversation he will open the gate, head into the Jhareg
    Castle.
    
         Open the Riddle Chest and take the Riddle Key and the Letter by a
    Strangehand.  In this room are three doors, one north, one east, and
    one west.  Through the north door is the path of law, the east is the
    path of the neutral, and the west is the path of chaos.  It doesn't
    really matter which door you pick here so go through any one of them
    and the Riddle Key will not be in your inventory anymore, although, it
    wouldn't be a bad idea to go through the door that is geared to the
    alignment of your character.  Every corridor has another Letter by a
    Strange hand in it you must take, and all lead to The Guardian.  Speak
    with The Guardian and it will make you a Judge and you will have to
    investigate two brothers, Quint and Karlat Jahreg.  The Guardian wants
    you to return to it with both of their written oaths of testimony.
    
         Go into Karlat's Tower and kill a bunch of Mephits and Red Slaads
    that love to stun and inflict disease upon you.  Go into the first door
    on the right and open the red glowing chest to find Karlat's Key and
    Karlat's Burning Wand.  In the first room on the left you will find
    Karlat's Wand of Protection in a chest.  You will see a Summoning Tome
    in the room below the wand, go to it and interact with the candelabra.
    Keep choosing "continue reading" to aquire Belial's Tale side quest and
    we'll complete it a minute or two.  Explore the rest of Karlat's
    Chamber and in a room in the south-west corner is a glowing bookshelf,
    take the Tome of Fire off of it, this is required for the Five Tomes
    quest if you're doing that one.  At the end of the long main corridor
    you'll fight a Huge Fire Elemental, it isn't that tough so don't be
    intimidated by its name.  When you have slain the creature go into the
    room it was guarding and speak to Karlat, listen to his side of the
    story and you'll receive the Oath of Karlat Jhareg after you ask him
    for one.
    
         To complete the Belial's Tale side quest, go into Karlat's
    Summoning Chamber below the room with the Summoning Tome and you'll see
    a brazier in here, put a Fire Beetle Belly into it (you can obtain one
    by searching any of the slain beetles' remains you've killed in here,
    or from an armoire), use Karlat's Wand of Protection and cast a
    Protection from Evil spell on yourself, then use Karlat's Burning Wand
    and cast a Burning Hands spell on the brazier to summon Belial (it
    doesn't matter what character class you are, you'll be able to use the
    wands).  Speak to the beast and you'll have four responses, you can try
    to persuade it into giving you a magic item (Staff of Power), try to
    persuade it into giving you a weapon of the greatest power, which is
    actually a Robe of Fire resistance that can be purchased from Eltoora
    (thanks Lord Brooks for letting us know what this "weapon" of great
    power is), have it give you some of its magic power (which is only
    temporary like you drank a potion or cast a spell), or talk to it as a
    Judge.  If you talk to it as the Judge you'll aquire Belial's Oath but
    it is not necessary to complete this Etrernal Night quest.  Whichever
    response you choose will complete this side quest, no XP or gold
    reward.
    
         Now make your way into Quint's Tower, which is directly across
    form Karlat's.  There are a lot of Curst Warriors, Mohrgs and Mummys
    roaming around and they are tough, they can stun and disease you, this
    tower will prove to be more difficult than the previous one.  In the
    middle of the map is the Shrine to Lathandar, in the north-east corner
    is an Alchemical Lab, go in there and search the glowing Alchemist
    Apparatus and take the Letter to Quint and empty bottles, read the
    letter on brewing potions, this letter is not required to complete this
    quest.  Go into the room above the shrine and go into the tiny room on
    top, open the chest and take Quint's Key.  On the west-end of the map
    is a Bloodstained Book, go in there and bash open the red glowing chest
    and take the Tome of Death out of it, this tome is for the Five Tomes
    side quest if you're doing that one.  Look into the room in the south-
    west corridor to find Quint's Journal in a pile of books.  South on the
    map you'll see another room marked Bloodstained Book, go in there and
    fight a Bodak, it's pretty tough and has a devastating insta-kill spell
    attack so when you see it getting ready to cast a spell run.  Go into
    Quint's room when the Bodak is dead and speak to Quint to hear his side
    of the story, you'll obtain Quint's Oath after you tell him to give you
    one.  I'm guessing that you can probably summon demon or spirit in this
    tower if you came in this one first, I'll find out soon enough and add
    it in here if you can.
    
         Save the game!  Return to the Guardian with the oaths and now the
    brothers will be on trial, you will be presiding as the Judge.  You'll
    have numerous decisions to make here so experiment and ask a lot of
    questions to the brothers.  Although Belial's Oath isn't required for
    the completion of this quest, it can play a significant role in the
    outcome of the trial and the after effects thereof.  No matter the
    verdict you will be rewarded 500 XP and zero gold.  If you took my
    advice and saved the game before the trial, go wander around the
    village and castle to check out the after effects, if they're not to
    your liking load the game to have a retrial.
    
    _______________________________________________________________________
    
    
    
               <><><><><><><><><><><><><><><><><><><><><><> C2-5
               ~ LUSKAN AND THE HOST TOWER OF THE ARCANE  ~
               <><><><><><><><><><><><><><><><><><><><><><>
    
    
    -- AREAS IN LUSKAN:
       - Host Tower of the Arcane
    
    -- QUESTS:
       - Main Quest: The High Captains (Luskan)
       - Side Quest: Strange Bedfellows
       - Side Quest: The Harlot's Husband
       - Side Quest: Erb's Delicate Problem
       - Side Quest: Nine Lives
       - Side Quest: Saving Evaine
       - Side Quest: The Ghoul Lords
       - Side Quest: The Ruins of Illusk
       - Side Quest: Colmarr's Fantabulous Contrapulator
       - Main Quest: The Search for the Cult (Host Tower)
    
    
    ------------------------------------------
    ~ MAIN QUEST: THE HIGH CAPTAINS (LUSKAN) ~
    ------------------------------------------
    
    >>> LUSKAN
    
         In order to gain access to Luskan you have to complete all of the
    above MAIN QUESTS.  Once you enter Luskan, all of the above side quests
    will no longer be available so I advise you to do them all before
    coming in here so you can gain a lot of XP and useful items.
    
         Talk to the guy on the bridge ahead of you to find out exactly
    what's going on around here.  This town is being controled by Kurth and
    Baram, who are currently in a dispute with eachother.  Luskan is a big
    city so explore it to obtain a lot of side quests and purchase goods.
    Go into the Temple of Tyr in the back of the town and speak to Aarin,
    he will tell you that Lady Aribeth has gone missing.  This temple is
    where you'll end up if you use your Stone of Recall, the priest will
    heal you if you ask him to and he sells equipment, and you can get
    quest pertaining items out of the Diving Pool if you lose (?) any of
    them.  If you are to gain access to the Host Tower of the Arcane then
    you need a Diplomatic Pass but to get it a High Captain's Seal is
    required so let's go get one, or two.
    
         Go into the Wink and Tickle and speak to Bela, she will give you a
    side quest Strange Bedfellows and we'll complete it real quick.  Go up
    to the second floor and speak with Rhaine in the locked room in the
    nort-east corner if you're a male character, or speak with Oreth in the
    locked room in the south-east corner if you're a female character.
    Either one of them will give you a Key to Kurth's Base and a Key to
    Baram's Base, the Strange Bedfellows quest will also get completed.
    Before adventuring into the two bases, go aquire the Nine Lives and
    Saving Evoine side quests since they are intertwined with this quest.
    
    
    >>> BARAM'S LAIR
    
          Note that you may also go into Kurth's Base first if you want to
    give Baram Kurth's head (even if you gave him Kurth's head you can
    still do this part of the quest although it isn't required).  You may
    want to listen to both their sides of the story before you make a
    decision as to which head you want to deliver to who.  It does not
    matter if you kill Baram or Kurth, they both guard the seal needed to
    get the pass to be able to enter the Host Tower, or you may kill them
    both if you want and keep their heads as some sick kinds of trophies.
    Go to the north-east corner of Luskan and cross the bride to enter
    Baram's Quarter, enter the Sewers on the other side of the bridge.  If
    you already have the High Catain's Seal then this part of the quest
    isn't necessary but do it anyways for the XP.
    
         Note that you may also get into this sewer by entering it through
    The Slums sewer.  Talk to Baram ahead of you and listen to his side of
    the story.  If you agree with him and want to kill Kurth, then go into
    Kurth's base and kill him.  If you give Baram Kurth's head you'll be
    rewarded 562 XP, an amulet and 1,000 gold.  If you don't agree with him
    and want to kill Baram then attack him (you may attack him if you gave
    him the head), he will teleport elsewhere and the gate he was guarding
    will open.  Kill some Ghouls and Curst Roges and explore the sewer,
    there's a Wererat Captain lurking around which is weak but will lower
    all of your ability scores by spell.  When finished exploring go up the
    stairs due north guarded by a Yuan-Ti Necromancer, she is quite
    powerful and casts mostly defensive spells on herself, which makes her
    super damage resistant (even to Barbarians) and she will summon
    creatures.  Search her remains for a Parchment and your Journal will
    get updated for the High Captains quest.
    
         Now that you're inside of Baram's Lair explore this place, in the
    north is a Necromantic Summoning Portal, to the east is a Spirit Shrine
    Ritual Portal, to the west is the Bone Spirit Ritual Portal.  You'll
    notice that none of the undead Skeletons and the two Yuan-Ti
    Necromancers in here aren't attacking you, or are even aware of your
    presence for that matter.  In the corridor to the right of the Bone
    Spirit Ritual, go to the end of it and search the cacoon, a Nanny will
    appear, talk to her if you're doing the Nine Lives side quest and
    she'll give you a Childs Bear (give it to Londa to complete that side
    quest).  Go to the Bone Spirit room and kill the Revenant, he will cast
    some lethal spells so beware.  After you kill him you'll notice two
    tombstones, Bone Transmitter Tablets, on either side of the chamber,
    destroy them to close this portal.  The Zombies and ONE Yuan-Ti are now
    aware of your presence so kill the Yuan-Ti.  Go to the Spirit Shrine
    room and you'll see a bunch of skeletons worshiping the shrine, start
    hacking them up and then a Greater Mummy will come through the portal,
    kill it to close this portal and then kill the remaining Yuan-Ti
    Necromancer. Search the Yuan-Ti's remains and take the Necromancer
    Journal and the Crypt Key.
    
         Now that you have the Crypt Key, drink a lot of potions, cast some
    defensive spells and use the key on the door behind the Necromantic
    Portal.  You will immediately be attacked by High Captain Baram and a
    bunch of his goons, slay them all!  Baram casts no offensive spells and
    is really quick with his Morningstar attack but isn't that difficult to
    take down all beefed up on potions or spells.  After he's dead search
    his remains and take his head, a Dagger +2, Studded Leather Armor +2,
    his Morningstar the Bone Pheonix, and the Boots of Speed (great boots
    to equip for they are enhanced with Haste, you'll run around like you
    drank a speed potion, plus they make you WAY faster in melee combat so
    equip 'em IMMEDIATELY if you're a melee fighting kind of character,
    let's not leave the magic character classes out for they also cut spell
    casting time down to HALF - hellyeah, also fleeing enemies from combat
    will be a breeze which is always a plus).  Explore the rest of the
    crypt and enter the final room and you'll see two gargoyle statues,
    destroy them and then search the chests in this room to take the High
    Captain's Seal.
    
    
    >>> KURTH'S LAIR
    
         If you decided to kill Kurth for Baram, or decide to whack them
    both, go to the south-west corner of Luskan and you'll see a hole in
    the wall leading to Kurth's Quarter, go in there to enter the Docks.
    You'll see Kurth standing on a bridge to the left, go speak to him.
    You can give him Baram's Head if you have it, or you can attack him and
    he will teleport elsewhere.  If you give him Baram's Head you'll be
    rewarded 562 XP, an amulet and 1,000 gold.
    If you already have the High Catain's Seal then this part of the quest
    isn't necessary but do it anyways for the XP.  Anyways, attack Kurth
    and he will teleport to his lair (even if you gave him Baram's head you
    can still attack him).  Kill the Ogres and Bugbears that come through
    the gate and head on through.  Note that you may also enter this area
    by going through the sewer to the right of the hole in the wall leading
    into Kurth's Quarter.  Go into the north-east corner and kill a lot of
    enemies and enter Kurth's Lair.
    
        To the right are prison cells, go in there and kill the Ogre
    Warden, search his remains for the Prison Key.  Search the cells in
    here and you'll meet some guy named Tolan, speak with him for some
    information and free or kill him, your choice.  Go into the room above
    where you entered this lair and kill the Goblins before they burn up
    all the books, it's not necessary but you'll probably find some books
    you haven't come across yet so search all of the book piles and shelves
    in here.  Go north via the prison and look into the small room above
    the library and search Burke's Corpse to find Burke's Manual and a
    Smooth Token.  Next to this room is a Planar Portal with some Hell
    Hounds, Succubus and Imps teleporting through it, you'll be able to
    close this portal in a few so get away from it and go into the north-
    east room and clear it out, go up to the fountain and take the Glowing
    Sphere out of it.  Go back to the Planar Portal and interact with it,
    put the Glowing Sphere and Smooth Token into it to close it.
    
         Now that the Planar Portal is closed, drink a lot of potions, cast
    some defensive spells and go through the door due north, Kurth will
    attack you immediately.  He's pretty fast and has a priestess by his
    side who will constantly heal him so you might want to take her out
    first.  Kurth casts no offensive spells and really isn't that hard to
    defeat all beefed up on potions.  When he's dead (Captain of the High
    Seas my ass!) search his remains and take his head, A Wicked Union
    (Scythe) and another Prison Key.  Search the rooms off of this chamber
    to find the High Captain's Seal (top left) in a chest, you'll also find
    Evoine in the purple glowing cell, give her the Signet Ring Elynwyn
    gave you to complete the Saving Evaine quest, return to Elynwyn for
    your reward.  Now that you have the High Captain's Seal return to
    Aarin, he will give you a Diplomatic Pass so you may enter the Host
    Tower of the Arcane.
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ SIDE QUEST: STRANGE BEDFELLOWS ~
    ----------------------------------
    
         To aquire this quest go into the Wink and Tickle and speak to Bela
    BEFORE speaking to Rhaine or Oreth.  To complete it simply go upstairs
    and talk to either Rhaine or Oreth, who will give you keys to Kurth's
    and Baram's bases.  You will be rewarded 298 XP and zero gold.
    
    _______________________________________________________________________
    
    
    ------------------------------------
    ~ SIDE QUEST: THE HARLOT'S HUSBAND ~
    ------------------------------------
    
         On the second floor of the Wink and Tickle, speak to a woman
    locked in her room, Yvette.  Ask her what's wrong, she'll tell you
    about how her husband Garlone left her because she works in a brothel
    (can you blame him?), and how he took their only child with him when he
    left (again, can you blame him?).  Agree to get her baby back to aquire
    this quest.
    
         In the Slums go into Garlone's house and speak with him.  Persuade
    him into giving you the baby, or kill him and take it.  Look around
    Garlone's house to find a Vermin's Bane (Greatsword) inside of a chest.
    This weapon has a couple of bonuses and will slay the Black Knife
    things lurking around with ease so you might want to equip it if you're
    a Fighter or Barbarian, or have the Martial Weapons feat.  Return the
    baby to Yvette and you will be rewarded 500 gold and 150 XP.
    
    _______________________________________________________________________
    
    
    --------------------------------------
    ~ SIDE QUEST: ERB'S DELICATE PROBLEM ~
    --------------------------------------
    
         Go into the Wink and Tickle and speak with Erb on the second
    floor, ask him what's wrong and he'll tell you about a ring, agree to
    find it for him to aquire this quest.
    
         To complete this simple task, go into the Jadale Estate next to
    the Cutlass and speak to Lady Jadale.  Intimidate her into giving you
    Erb's Ring, or just kill her and her bodyguards and take it from her
    remains.  Return the ring to Erb to be rewarded 650 gold and 150 XP.
    
    _______________________________________________________________________
    
    
    --------------------------
    ~ SIDE QUEST: NINE LIVES ~
    --------------------------
    
         In the Cutlass speak to a woman named Londa, ask her what's wrong
    and then agree to help her to aquire this quest.  Baram has stolen all
    nine of her children and Londa wants you to recuse them.
    
         The children are located in Baram's Lair.  At the end of the
    corridor next to the Bone Spirit Ritual is a cacoon, free the Nanny and
    speak to her and she'll tell you more of this sad, sad tale and she'll
    also give you a Child's Bear (see main quest High Captains for more
    specic information).  Return to Londa with the bad news and give her
    the bear to be rewarded 112 XP and a Vault Key.  What's up with these
    weird XP rewards in Luskan?  The Vault Key is for the door in the
    south-east corner in The Slums sewer where the Ghoul Lords quest is,
    there are some good items in there so go grab 'em.
    
    _______________________________________________________________________
    
    
    -----------------------------
    ~ SIDE QUEST: SAVING EVAINE ~
    -----------------------------
    
         While you're in the Cutlass speak to Elynwyn, ask him for work,
    agree to do it to aquire this quest.  Kurth has kidnapped Elynwyn's
    sister and he wants you to go and rescue her.  He will give you a
    Signet Ring, don't discard it.  While in Kurth's Lair you will find her
    in a cell in the room you fought Kurth in (see main quest High Captains
    for more specific information).  Return to Elywyn to be rewarded 200
    XP, you'll also gain 375 gold if you can persuade him.
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ SIDE QUEST: THE GHOUL LORDS ~
    -------------------------------
    
         In the middle of the Slums there is an entarance to a sewer not
    marked on the map, go into these sewers.  Kill some Mohrgs and Ghouls
    and go in the south-west corner to see a Ghoul Outcast, go speak to
    him.  Ask him what he wants of you and he will tell you of an amulet
    that his brother has, agree to help him to aquire this quest.  Go to
    the south-east corner of the map and kill the Ghoul Lord, he's a decent
    opponent and it will summon Skeleton Chieftans and Confuse you, it also
    has a good arsenal of offensive spells but isn't that hard to defeat.
    When you've killed it search its remains for the Amulet of Power,
    search the chest in this area for the Lever of Wind if you're doing
    Colmarr's quest.  Return to the Ghoul Outcast and give him the amulet
    to be rewarded the Lever of Water (for Colmarr's quest), Sewer Control
    Key, and 150 XP.  You can kill the ghoul and take the amulet for
    yourself after you collect your rewarded.  You will notice a locked
    door in the south-east corner, complete the Nine Lives side quest to
    aquire the key for that door.  Explore the rest of the sewer to gain
    more XP and then go into the room in the north-west corner.  I now
    refer you to Colmarr's side quest for more information on what to do in
    this room.
    
    _______________________________________________________________________
    
    
    -----------------------------------
    ~ SIDE QUEST: THE RUINS OF ILLUSK ~
    -----------------------------------
    
         This quest takes place in Kurth's Quarter.  If you are letting
    Kurth live then the only way to gain access to this quest is by going
    through the sewers, which are next to the hole leading into Kurth's
    Quarter in a tower looking structure not marked on the map, go in there
    and up the stairs at the other side to enter Kurth's Quarter.
    
         You'll see a glowing statue in front of an Abandoned House,
    interact with it to instantly aquire this quest.  Enter the Abandoned
    House and kill the Skull Warrior, search its remains and take the Skull
    Warrior Head.  Search the arrow filled corpse for some Written Orders.
    Place the skellies head on the altar and the gate at the bottom of the
    stairs will open, head through it to enter the Ruins of Illusk level
    one.
    
         Open the gates ahead of you via the left lever in front of them
    and kill a bunch of Zombies.  Pull the right lever in front of the gate
    to make a Flesh Golem appear, you can't talk to it, maybe if you cast a
    Charm Monster spell on it you might be able to, I've never tried.  Make
    your way to the sout-east room and kill a Mummy and a Fallen Hero,
    search the hero remains and take take the Hero's Heart, place it on the
    altar by the gate, it will then open so head down the Ruins of Illusk
    level two.
    
         On this level there are a bunch of Shadow Fiends so have no fear,
    they're about as weak as the Zombies upstairs.  Explore this level of
    the ruins and head into the north-west corner, kill the Water Elemental
    Guardian, it's not tough at all.  After it dies search its remains and
    take the Blessed Water, place the water on the altar to destroy the
    third gate and head on down to the Ruins of Illusk level three.
    
         On this final level of the ruins are a bunch of Skeleton Warriors,
    go south to a large room and kill Valeron.  He's a formidable opponent
    and can stun you, cast Fireball, Magic Missle, Flame Arrow, Lightning
    and numerous other spells; is surrounded by a protective shield that
    will make your melee weapon ineffective until you strike about ten
    times, and to make things worse he's also surrounded by a bunch of
    Skeleton Warriors.  The good news is the he'll run out of
    spells...eventually.  When you have prevailed and victored over this
    tough battle this quest will be completed and you'll be rewarded 250
    XP.  Open all of the chests on this level to find a lot of good weapons
    and such and then step into the portal behind the pedestal you fought
    Valeron on to exit the ruins.
    
    _______________________________________________________________________
    
    
    ---------------------------------------
    ~ COLMARR'S FANTABULOUS CONTRAPULATOR ~
    ---------------------------------------
    
         In Luskan is a store called Colmarr's Fantabulous Contraptions and
    Magical Etarra.  Go in there and speak with Colmarr, ask him about his
    invention and you will aquire this quest.  Colmarr has built a machine
    and you have to find the missing levers.
    
         The first lever, the Lever of Stone, is on the first floor of the
    Wink and Tickle.  Open the second door on the right, kill the Guard Dog
    and open the chest to take the lever.
    
         The second lever, the Lever of Wind, is in the sewer in the middle
    of The Slums.  In the sout-east corner of the sewer is a Ghoul Lord,
    kill it and seach the chest it was near and take the lever.
    
         The third lever, the Lever of Water, is also in The Slums sewer.
    Do the Ghoul Lord side quest above to aquire this lever, or just kill
    the Ghoul Outcast in the south-west corner and take it from his
    remains.
    
         The fourth and final lever, the Lever of Fire, is also located in
    The Slums sewer.  When you get the Sewer Control Key from the Ghoul
    Outcast go into the north-west room and kill some beetles, you'll see
    the Lever of Fire already in place and three Lever Pedestals next to
    it.  This is Colmarr's Fantabulous Contrapulator.  Go and walk up to
    the pedestals and the levers will automatically be inserted into their
    proper slots, quest complete.  Your reward?   No XP or gold but you can
    mess around with all of the levers to make numerous potions.  To use
    this machine, position the levers whichever way you want and then pull
    on the Contrapulator Activation Switch (the chain hanging from the
    ceiling); if you positioned the levers the right way then a potion will
    appear in front of the campfire.  Experiment with the machine to save
    loads of gold by not having to buy potions.  I may elaborate more on
    how to exactly make all the potions using this machine some time in a
    future update but don't expect them to be added in here any time soon,
    I don't want to add them in until I figure out how to make them all.  I
    refuse to look them up in someone elses guide, I don't get down like
    that.  Believe me or not, I figured out this whole game all by myself
    with NO help from anyone or anything.
    
    _______________________________________________________________________
    
    
    ----------------------------------------------------
    ~ MAIN QUEST: THE SEARCH FOR THE CULT (HOST TOWER) ~
    ----------------------------------------------------
    
         This extremely long, very interesting, intriguing story-lined,
    Cult searching chapter is about to come to an end so you can advance to
    the next really long one, you definitely get your monies worth out of
    this game that's for sure.  When you've aquired the Diplomatic Pass go
    and speak to the guard guarding the entrance into the Host Tower of the
    Arcane.  Show him the pass and he will open up the gate.  Walk through
    the courtyard and show the pass to another guard, you may kill this guy
    if you want.  Head into the tower.
    
         Upon entering the Ambassadors' Quarters you'll see two Shield
    Guardian Golems, they won't bother you if you don't perform any hostile
    actions against them.  Go into the room on the left to see a hostile
    Golem, kill it, don't be intimidated by its size - it's very weak (the
    two Golems in the main room will still be non-hostile), open the chest
    in this room and take the Tower Key and a Small Diary, search the desk
    in this room and take the Letter to Aribeth and read it.  Interesting.
    Below this room talk to a woman named Yeanasha and flirt with her to
    find out loads of new information, the Arcane Brotherhood has found a
    new leader.  If you do anything hostile to Yeanasha then the Golems in
    the main room will become hostile towards you IF they see you attacking
    her.  Explore the rest of the quarters and in the south-west room is a
    big Orc Warrior named Guralk, speak with him to find out some more
    information, kill him if you want, if you act like billy bad-ass off
    the block then he'll initiate an attack.  Go into the south corridor
    (through the locked door that requires the tower key) and enter a room
    with a purple glowing pillar, a Host Tower Teleporter.  Interact with
    it and choose 2nd floor, enter the teleporter to go up there.
    
         Kill some Tower Guards and Wizards and search the south-west
    corner room to find a 4th Floor Portal Stone in a chest.  In the upper-
    east most room kill a weak Sorcerer named Balaskar, open the chests in
    this room to find a 3rd Floor Portal Stone, a 5th Floor Portal Stone,
    and a 6th Floor Portal Stone.  Go to the portal that teleported you up
    here and interact with the pillar and go to the 3rd floor.
    
         Take the Dispatch papers off of the corpse next to the portal as
    soon as you enter this floor.  Straight ahead is a Wizard Lab Library,
    in the sout-east corner is a Hellish Portal, in the north-west corner
    is an Abyssal Portal, and the Wizard Lab is north-east.  Go into the
    library and take the Blood War Research Journal off of the shelf or out
    of the desk, make sure you pick up a Gargoyle Skull from ones remains.
    There are Imps and Quasits flying all around this level, make sure you
    search their remains and take an Imp Eye and a Quasit Eye.  Go to the
    Abyssal Portal and interact with it, choose to put an IMP'S EYE into it
    and the portal will be destroyed.  Go to the Hellish Portal and
    interact with it, choose to put a QUASIT'S EYE into it and the portal
    will be destroyed.  Go into the Wizard Lab and search some book piles
    for the Host Tower Lab Notes, there's also another 4th floor stone in a
    chest but you should already have one.  You can perform a ritual (found
    in the Lab Notes) with the Alchemist Apparatus in here, you need a
    Slaad Tongue (found on the 5th floor) and a Gargoyle Skull (found on
    this floor).  To complete this ritual cast the spell of Dispel Magic on
    the apparatus to make a Rod of Reversal appear (thanks to Alfred Jereza
    for letting me know what spell to cast).  Head back to the portal that
    lead you up here, interact with the pillar and go to the 4th floor.
    
         Open the only door in the room and kill some foe, open the desk in
    this room to find a Note, search the corpse of Arteno Geth and take his
    journal, go into the small room above this one and take the Golem
    Control Rod out of the chest.  You'll notice a Golem Construction
    Chamer to the north-east. Left of this room is another tiny room, go in
    ther and take the Golem Replication Rod out of the chest.  Go into the
    construction chamber and approach the Golem Resurrection Pod, place the
    replication rod into it and then put the control rod into it and a
    Helmed Horror Golem will appear, follow it and it will crash through a
    door.  Go through the door and kill the gigantic Iron Golem and some
    Wizard named Rimardo, and numerous other enemies.  The Helmed Horror
    will help you (although it is USELESS) in this intense battle, the Iron
    Golem is incredibly tough and quite agile considering its size, Rimrod
    will summon up a Huge Air Elemental, he also casts deadly Cone of Cold,
    Ice Storm, and Fireball spells so watch out.  When you have beaten
    Rimardo to badly wounded he will speak to you but the enemies in the
    room will still be attacking you so if you want to talk to Rimrod then
    kill the enemies first or you'll be killed in mid-conversation.  If you
    kill Rimardo then take whats left of him, a couple of rings and a
    Letter to Rimrod.  Go into the room at the end of the map and take the
    7th Floor Portal Stone out of a chest.  Return to the portal and go up
    to the 5th floor.
    
         As soon as you enter this floor go through the north door, then
    open the door in the far left corner and open the chest for an 8th
    Floor Portal Stone.  Open up the door next to this one and kill some
    Red Slaads, take ones tongue from its remins.  You can go complete that
    experiment in the Wizard Lab on the 3rd floor if you've picked up a
    Gargoyle Skull.  The other rooms leading off of this one contain
    nothing of importance, just enemies.  Go to the north-east room and
    you'll see a brazier and a portal, speak with Nyphithyus and she will
    ask you to destroy the brazier for her so she can be freed.  Do so if
    you want to, or just leave her trapped for eternity, or kill her.  You
    get a scimpy reward by freeing her (Scarab of Protection +3), and gain
    a nice ammount XP if you kill her, plus a Hope Slayer - a decent
    Longsword if you're lawful evil.  There are 5th and 6th floor stones in
    this room but you should already have them.  Return to the portal and
    go up to the 6th foor.
    
         The door directly north is locked so go to the north-east corner
    room and kill Valindra, she'll cast a Ghostly Visage spell on herself
    so she's quite hard to hit so have patience and you'll prevail.  Of
    course she's also loaded with deadly spells like Cone of Cold and Ice
    Storm so you may want to cast some defensive counter-spells (or drink
    potions) for this battle.  When she finally dies, go into the small
    room in here to find a Pinnacle Portal Stone inside of a chest, you
    should now have all of the stones necessary to access every floor of
    the tower.  Head up to the 7th floor.
    
         There's nothing special on this floor, just a portal stone but you
    already have them all.  Anyways, go into the prison on the right and
    explore the place.  Kill the Warden and he'll leave behind another
    Pinnacle stone and a Prison Key.  Now that you have the key you can
    open the cells without bashing, picking, or casting a spell on in order
    to gain access, even though there are only a few prisoners in them you
    can't interact with, or a nuisance enemy of some sorts.  Head up to the
    8th floor.
    
         Enter the gigantic room and get ready for a mediocre rated battle.
    There are a crap load of Mephits all around and you have to kill the
    Vrock, I think the Mephits pose more of a threat than the Vrock does.
    After you've slain the vulture head up to the Pinnacle, which is only
    the 9th floor, it was worth th XP to come onto this floor.  There's
    nothing special up here, just a fourth floor stone and some armor and a
    crossbow in a crate.
    
         Approach Arklem and speak with him, you have to free him if you
    want to proceed to the final battle of chapter two, you can't kill him.
    If you attack him then he'll turn hostile against you and you won't be
    able to "attack" target him, or advance the game, so whatever you do
    don't attack him.  To free this Lich, simply destroy the four brazires
    in the little rooms, for every brazier you destroy an above average
    creature appears so destroy one at a time.  Speak with the Lich after
    the braziers are destroyed to find out more information on Maugrim, he
    will then unlock a door for you, head through it obviously and step
    into the portal.
    
         Now that you're officially in the Pinnacle of the tower get ready
    for the final battle of chapter two, which surprisingly is a very easy
    one.  Appraoch the gates ahead of you very SLOWLY and listen to the
    ENTIRE dialogue of the people talking, I won't spoil it as to whom
    Maugrim and Queen Morag are speaking to, if they see you then their
    conversation will come to an abrupt end and the battle will commence,
    you're hide ability will come into play here.  After the revealing
    eavesdropping session they'll all notice you, Queen Morag, Maugrim, and
    the newly attoned Cult member will teleport elsewhere.  Kill all of the
    reptiles around the area and then go down the stairs by the gate to
    enter Maugrims lair, kill the Stone Golem and then look in the desk and
    take Maugrim's Journal.  Head to the Temple of Tyr, before heading to
    chapter three stock up on potions for they are cheaper than in chapter
    three.  Speak with Aarin and relay the disturbing news and then you
    will finally proceed to chapter three.  I need a break, my wrists are
    sore and my brain is fried.
    
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    #21D ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER THREE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    
    
    CHAPTER THREE "CONTROL F" NAVIGATION CODES:
    C3-1 Beorunna's Well
    C3-2 Coldwood
    C3-3 Moonwood
    C3-4 Fort Ilkard
    
    
    
                           <><><><><><><><><><> C3-1
                           ~ BEORUNNA'S  WELL ~
                           <><><><><><><><><><>
    
    
    -- QUESTS:
       - Main Quest: Words of Power
       - Main Quest: The Snow Globe
       - Side Quest: Recover the Star Sapphire
       - Side Quest: Rolgan's Trial
       - Side Quest: Save the Supply Lines
       - Side Quest: Investigate the Elk Tribe
       - Henchman Quest: Linu's Tale
       - Henchman Quest: Boddyknock's Tale
       - Henchman Quest: Grimnaw's Tale
       - Henchman Quest: Daelan's Tale
       - Henchman Quest: Sharywn's Tale
       - Henchman Quest: Tomi's Tale
    
         That cut-scene voice irritates me, that's the only thing I don't
    like about this game.  This chapter isn't as long as two, it's about as
    long as chapter one and will take you many hours to complete if you do
    all of the quests.  You'll start the chapter off in Aarin's Lodge with
    Aarin Gend and all of your henchman.  Talk to Aarin to get information
    on the Words of Power main quest.  Speak to all of your henchman and
    aquire their quests.
    
         Leave the lodge and explor Beorunna's Well.  First you should go
    to the Drinking House and speak to Lillian, ask her some questions to
    find out a lot of information and then she will tell you about the Snow
    Globe and give you that quest, it goes with the Words of Power quest.
    She will give you a Teleporter Scroll, don't discard it.  If you're a
    Wizard or Sorcerer and are a Cloaktower Guild member and have aquired
    the Many-Starred Cloak in Chapter One, you'll have unlimited acces to
    Eltoora's Laboratory in the Many-Starred Cloak Enclave to make numerous
    magical items.  Barun Silverblade in the Trading Post can craft magic
    weapons for you like Marrok did in the first chapter, ask him what
    components are needed to make them and he will give you a book.  This
    book has the same recipes in it as the book in Chapter One for crafting
    weapons; since you'll find alot of +2 and +3 weapons throughout this
    chapter the weapons he can forge for you will be more powerful than the
    ones that were crafted for you earlier in the game by Marrok.  Head
    into Coldwood to continue in the main quest.
    
    _______________________________________________________________________
    
    
    -----------------------------------------
    ~ SIDE QUEST: RECOVER THE STAR SAPPHIRE ~
    -----------------------------------------
    
         Speak with Husher in the Trading Post and tell him you're
    searching for the Words of Power, then ask him what he means by that,
    then tell him you'll help to aquire this quest.  Husher sells a lot of
    +3 armor and +3 weapons so if you want some get it while it's good.
    The liitle Dwarf Barun in here can make you magical equipment so have
    him make stuff for you throughout this chapter.  You can ask him what
    components are needed to forge weapons and he'll give you a book called
    "Recipes of the Forge," the same book Marrok gave you in Chapter One
    which has the same recipes in it.  Remember that the book will refer to
    magical weapons, by that it means weapons with at least a +1
    Enhancement Bonus.  In case you lack common sense, the most effective
    weapons Barun can forge for you should have a +3 Enhancement Bonus (if
    you're lucky and the random item generator is your friend that day
    you'll find a few +4 weapons in this chapter).  The weapons cost A LOT
    more to forge than they did in Chapter One so be ready to dish out
    20,000 - 150,000 gold for each weapon forged for you, your Appraise
    skill is useless in this situation.
    
         Head into Coldwood, then enter Deeper Coldwood in the north-east.
    Kill all of the Zombies, Skeleton Warriors and other undead things
    lurking around the woods; head into the north-east corner of the map to
    see a tomb marked by a map pin, kill the Vampire Champion and then
    enter Layenne's Tomb.
    
         Save often while you're in here for there is no Auto Save upon
    entering this tomb.  In this very long corridor go through the first
    gate, try to open the next one and the two doors on either side of you
    will open, kill the Lich Warriors.  Go into the right room and take the
    Succubus Stone out of a chest.  Head down the corridor through the now
    open gate to another gate, the one behind this one is open but the
    doors on either side of you will open up releasing two more Lich
    Warriors.  Go through the next gate and then head through the south-
    most door.  This is the the room the Star Sapphire is in, there are
    five pedestals in there, the sapphire is in the middle one; the four
    pedestals around it require four certain gems in order to release the
    Star Sapphire.
    
        Head through the south-east door to see a Succubus trapped behind
    inside of a magical prison making a hideous noise, speak to her to find
    out that in order for her to be freed you must bring her a gem, a
    necklace, and a ring.  You've already found the Succubus Stone so give
    to her if you wish, she'll open all the doors in here if you give her
    the stone if you ask her to.  Go to the north-east part of the tomb (2
    rooms above the trapped Succubus) and open the sarcophogus and take the
    Gem of Duty and the Succubus Necklace out of it.  GLITCH ALERT: There's
    nothing in the four small rooms the undead creatures come out of in
    here and if you enter one of those rooms you may get stuck to the wall
    and not be able to move your character so don't even go into them.  If
    you do get stuck on the wall then you'll have to load the last save you
    made, obviously.  Head into the room in the north-east corner and kill
    the humongous Bone Golem Champion, this thing isn't as tough as it
    looks if but it does have lethal Cone of Cold breath so try not to let
    him breathe on you, the Firball spell will burn this creep up really
    quick.  Go through the door it was guarding to see a WHOLE bunch of
    chests, search a chest on the left for the Succubus Ring, then take the
    Gem of Honor out of the sarcophagus in here to trigger more enemies.
    
         Head back to the Succubus and give her the three items (or two if
    you gave her the stone already) she has asked you to retrieve for her
    if you want, it's not necessary.  If you give her one of the items you
    can choose to have her open up all the doors in here for you, to give
    you a magical item (random), or tell her you don't want anything at
    all.  Give her another item and you'll be offered just two of the above
    options, give her the last item to free her from the prison.  Freeing
    her will turn her hostile (how ungrateful but what can you expect from
    the undead?) so kill her.  She has a deadly fire vortex spell, if a big
    swirling circle of flames surrounds your character on the floor, RUN!
    This is another one of those nasty insta-kill spells so you definitely
    don't want to be standing in the center of it when it detonates, unless
    you're immune to fire damge.  She isn't that difficult for the Arcane
    spellcasters but will put up a good fight for the melee combat geared
    characters.  If you're at level 15 then you'll only earn 86 XP from the
    Succubus when she falls victim to your wrath.
    
         Search the western-end of the tomb, in the south-west corner room
    you'll find the Tome of Power in a sarcophagus.  Head to the two north-
    west corner rooms and you'll fight a big Iron Golem.  To get rid of
    this giant thing you must destroy the four Glyph Generators in the
    room.  When the Golem drops, search the two rooms in the corner and
    take the Gem of Misery and the Gem of Pain out of the sarcophagus'.
    Return to the room that the Star Sapphire is in, the pedestals each
    contain a tablet of a color of light, this is a *MAJOR* hint as to
    which colored gem to place into that pedestal; take the tablets out of
    the pedestals when you place the gems in them or this little ritual
    will not work.  To get the Star Sapphire place the gems into the
    pedestals like this:
    
    
                    SOUTH (according to the game compass)
    
                 -----------------------------------------
                | Gem of                           Gem of |
                |  Duty                             Pain  |
             E  |                                         |  W
             A  |                 Star                    |  E
             S  |               Sapphire                  |  S
             T  |                                         |  T
                | Gem of                           Gem of |
                | Misery                           Honor  |
                 --------------- entrance ----------------
                                into room
    
                   NORTH (according to the game compass)
    
    
         Once the gems have been placed in the pedestals as shown above,
    take the Star Sapphire out of the middle pedestal.  Return the sapphire
    to Husher in the Trading Post and he will reward you 3,000 gold and 400
    XP, maybe more gold if you can persuade or threaten him.
    
    _______________________________________________________________________
    
    
    ------------------------------
    ~ SIDE QUEST: ROLGAN'S TRIAL ~
    ------------------------------
    
         Go into the Temple of Tyr, this is where you'll end up when you
    use the Stone of Recall in this chapter; where you can recover quest
    pertaining items out of the pool, get healed when you ask to be, and
    where your henchman will resurrect if they die during your bountiful
    journeys.  Speak to Neurik and ask him if you could help him with a
    problem, he will tell you about Rolgan and how you must find out
    whether he's guilty or not; you will again become an investigator and
    have to question numerous witnesses.  Neurik will give you a Defense
    Council Journal.
    
         First you should speak to Edegar standing next to Neurik, tell him
    you want to speak to him about Rolgan's trial and find out more of
    what's going on.  Speak with Rolgan, he's through the door behind
    Edegar.  Tell him you're his lawyer and all that happy crap and get his
    version of the story.  You can speak to the witnesses below in any
    order you wish, not just the one I'm suggesting.
    
         Next you should go into the Mercenary Enclave and speak to Zed and
    Jevon, they're in-between the bunkbeds.  Speak with Zed first, he's
    wounded so if you want some more detailed information then heal him by
    spell or with a healing kit, he'll tell you what he seen that night.
    Talk to Jevon and get some more information, you can try to bribe him
    into insuring Rolgan's innocence.
    
         Now head to the Urthgardt Settlement and speak to two women named
    Palla and Vanda to get some more information on as what happened on the
    night in question, Vanda is Rolgan's wife so you know she's going to
    stick up for her man.
    
         Head into the Drinking House and speak to a man named Averik, a
    cocky little bastard.  Speak to a man named Lodan in here and buy him a
    drink, then keep the drinks coming to get him drunk so he'll spill the
    beans so you can find out some more case revealing information.
    
        Now that you've spoken to all of the witnesses the trial can begin.
    Return to Neurik and tell him to begin the trial, this will take a
    little while so don't rush through it for it is an interesting story,
    one of the many this game offers.  Ask a lot of questions to the
    witnessess and if everything goes as planned Rolgan will be free,
    unless you didn't buy his story and asked the wrong questions and
    doomed Rolgan on purpose.  The amount of XP and gold aquired for this
    quest varies, you will be awarded XP based on your ability to litigate
    (what to ask, what not to ask, etc.) and the XP purse for this round is
    anywhere from 500 XP to 1,700 XP.  And also the level of your character
    comes in to play when the XP for this quest gets awarded.  A reader
    named Alit Anggara has sent me the most XP rewarding way to go through
    the trial, Thank you Alit.  I've confirmed this and this is the best
    way to do the trial.  To gain the most XP for this quest you should do
    this when the trial begins: First speak to Lodar and choose responses
    1, 1, 2, 1, 2, 1, 2.  Second, speak to Zed and choose responses 1, 2,
    1, 2.  Third, speak to Vanda and choose responses 1, 3.  Fourth, speak
    to Rolgan and choose responses 1, 3.  In conclusion, choose responses
    1, 2, 3.  If you did this correctly then the prosecutor and jury will
    ALL be holding lit torches.  Close out and you will be awarded
    accordingly.  To give you an example of how character level comes into
    play for the XP award, Alit was at level 14 when he did this trial and
    was awarded 1,562 XP and 2,000 gold.  I was at level 16 when I did the
    trial this way I was only awarded 963 XP and 2,000 gold.
    
        The thing that really sucks is now that Neurik is in this little
    court room, he's not near the Recall Portal so every time you teleport
    back here to get healed you'll have to make your way to this room so
    you mine as well wait until the end of the chapter before doing this
    quest.
    
    _______________________________________________________________________
    
    
    -------------------------------------
    ~ SIDE QUEST: SAVE THE SUPPLY LINES ~
    -------------------------------------
    
         Speak to Rolkid in the Mercenary Enclave and ask him who he is,
    he'll tell you that the supply lines are cut off due those damn Orcs,
    tell him you'll help him out to aquire this quest.  He'll give you a
    Bounty Hunter's Writ and now you're officially a bounty hunter once
    again.  For a supposed lack of supplies this guy is LOADED with
    equipment, but Husher's goods at the Trading Post are better, although
    you might want to snag up that Elven Ceremonial Armor Rolkid sells, a
    good suit to equip if you're an Arcane-based multiclassed spell caster
    suffering from Arcane spell failure all of the time due to wearing
    heavy armor.
    
         In Coldwood, go to the south-east corner, way back in the nook and
    you'll fight the first Orc Leader, Vaath, he's has good melee skills
    and will inflict some heavy damage upon you if you engage in that type
    of combat with him.  When you widdle Vaath down to near death he will
    speak to you.  You can either take the gold he's offering and spare his
    life or kill him, you need his head though so just kill him, there's no
    alignment shift involved.  If you don't kill him and let him go 'cause
    of some moral thing or something, Vaath will make an agreement not to
    mess with Rolkids suppliers.  I don't know if you'll get rewarded the
    same if you choose to let him go, I've never tried it; it's just to
    tempting to kill this Orc for me.  Make sure you look in the containers
    in the corner Vaath was in for a dagger, it is needed to complete
    Grimnaw's Tale so don't discard it. Search Vaath's remains to take his
    head and then give the head to Rolkid to be rewarded 500 gold and 312
    XP.
    
        In Fort Ilkard, go into the cave in the north-west corner of the
    map.  Explore the cave (have no fear) and kill a bunch of Orcs and
    Ogres, approximately in the miidle of the cavern you'll run into Guzud,
    another Orc leader so start the attack.  When you've beaten this Orc
    down to near death he will speak to you.  Just kill him and take his
    head.  Open up the door he was guarding to see a prisoner, Uncas.
    Speak to Uncas to find out a lot of information pertaining to the main
    quest and the Elk Tribe.  If you're nice to him and let him go, he'll
    give you a Feather of Peace.  Take Guzud's Head to Rolkid to be
    rewarded 500 gold and 312 XP.
    
         Now you are to bring Rolkid the Ogre Kings head so let's go hunt
    this foul smelling cretant down.  Go into the first area of Moonwood
    and enter the cave in the west.  This place will also be filled with
    Orcs but they're laughably easy opponents, there are also some Drows in
    here but they're as easy to get rid of as the Orcs. Explore the cave
    and embark upon a slice-n-dice extravaganza!   You'll find the Ogre
    King, Obould Many-Arrows cowering in a room in the center of the map.
    He's quite a bit tougher than Guzud and Vaath but shouldn't be prove to
    be that much of a challenge, you've conquered far harder than this.
    When you beat him down to near death he will speak to you, kill him or
    spare his life, just whack the freak, no alignment shift involved.
    Take his head and give it to Rolkid to be rewarded 1,000 gold and 625
    XP, plus a Kama, the Peasent Dynasty which has some nice bonuses, if
    you can persuade him.
    
    _______________________________________________________________________
    
    
    -----------------------------------------
    ~ SIDE QUEST: INVESTIGATE THE ELK TRIBE ~
    -----------------------------------------
    
         Head to the Druid Grove and speak with Yusam, he'll tell you of
    the Elk Tribe, tell him you'll investigate for him to aquire this
    quest.  Yusam sells a lot of healing supplies and potions at a decent
    price.  This quest ties in with the side quest Siege of Fort Ilkard.
    
         While in Fort Ilkard, go to the Northern Homsteads go to the
    Urthgardt for in the east, speak to the guard and tell him you're there
    to see the chief, Zokan.  Enter the fort and you'll see a bunch of
    disease victims all around.  This place is pretty big, you'll find a
    prisoner in a little room at the end of the eastern corridor, free him
    to gain 100 XP, free the prisoner in the cell next to this one for an
    additional 100 XP.  Zokan is located in the room opposite the cells,
    speak to him to find out more of what's going and he'll tell you that
    he needs a cure for his tribe.  You can kill Zokan and return to Yusam
    to collect your reward.  OR, you can choose to cure the tribe.  If you
    want to cure the tribe, then go speak to Commander Damas in the lodge
    at Fort Ilkard, buy the cure from him (3,000 gold but may be able to
    persuade him to lower the price), and give it to Zokan.  If you have
    the side quest the siege, then you will be credited as completing it.
    Return to Yusam and give him the Dreamcatcher to collect the reward for
    this quest, 750 XP and the Ring of Yusam.
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ HENCHMAN QUEST: LINU'S TALE ~
    -------------------------------
    
       By now you should know how to aquire your henchmen quests so I'll
    skip the redundancies.  To get Linu's full story you have to be at
    level 17 OR have found the item she's in search of.  Linu wants some
    Volcanis Oak Seeds and they are located in the Ruins region in Fort
    Ilkard (see main quest in that area for more information).  Near the
    entrance into the Creator Race Ruins is an altar, dig in the pile of
    stones to the left of the altar to find the seeds.  Give them to Linu
    and she will reward you with 300 XP and the Pendant of the Elf +4 (Dex
    +4, Immunity: Mind Spells).
    
    _______________________________________________________________________
    
    
    -------------------------------------
    ~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~
    -------------------------------------
    
         To obtain Boddyknock's full story you'll have to be at level 16 OR
    have the scale required to complete his quest.  The Dragon Scale that
    Boddyknock needs is in the Spine of the World region in Moonwood.  Go
    into the cave in the west to be in a slin dragon's lair, dig around in
    the pile of rubble to find the scale, give it to Boddyknock and he will
    reward you with 300 XP and a Prophyro's Ring +4 (Cha +4, Regeneration
    +1).
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ HENCHMAN QUEST: GRIMNAW'S TALE ~
    ----------------------------------
    
         To receive Grimnaw's full tale you must be at level 16 OR have
    found the little dagger he needs.  This dagger is located in Coldwood,
    in the south-east corner of the map where you fight Vaath.  The dagger
    is in a chest in the very nook of the corner, it is just named as
    Dagger, no special name or anything.  Give the Dagger to Grimnaw and he
    will reward you with 300 XP and an Amulet of the Silent Lord +4 (Con
    +4, Immunity: level/ability drain, Spell Resistance 10).
    
    _____________________________________________________________________
    
    
    ---------------------------------
    ~ HENCHMAN QUEST: DAELAN'S TALE ~
    ---------------------------------
    
         To get the full scoop on Daelan you'll have to be at level 17 OR
    have found the spear he's in dire need of.  The leader of the Elk Tribe
    Zokan has the spear.  Refer to the elk tribe or siege side quest for
    more specific information.  When you present the Urthgardt Ceremonial
    Spear to Daelan, he will reward you 300 XP and an Amulet of the
    Urthgardt +4 (Str +4, Immunity: Fear, Spell Resistance 12).
    
    _______________________________________________________________________
    
    
    ----------------------------------
    ~ HENCHMAN QUEST: SHARWYN'S TALE ~
    ----------------------------------
    
         To aquire Shawyn's full story you'll have to be at level 16 OR
    have found the item she needs.  You'll eventually find out that Sharwyn
    is in search of a fomous Bard's love song.  While in the Creator Race
    Ruins in the present day, look in a sarcophagus in the north-east room
    to fing Tamorly's Song (see main quest in Fort Ilkard for more specific
    information).  Give the song to Sharwyn and she will reward you 300 XP
    and a Belt of the Performer +5   (Cha +5, Persuade +4, Perform +4).
    The +5 is not a typo, all of the other henchman items you receive
    during this chapter are all with a +4 ability score bonus except this
    one, which is a big plus for a Sorcerer or Bard.
    
    _______________________________________________________________________
    
    
    -------------------------------
    ~ HENCHMAN QUEST: TOMI'S TALE ~
    -------------------------------
    
         When you're at level 17 Tomi's full tale will be revealed OR you
    have found what he needs.  Tomi is in search of the ashes of a great
    fallen hero, Running Wolf.  While in the Northern Homsteads region of
    Fort Ilkard (see side quest the siege for more information), go into
    the Urthgardt Fort and into the northern corridor, go into the small
    room in the middle to see a burning altar and two tribe members
    worshiping it, search the urn in this room for the Ashes of Running
    Wolf.  Give these ashes to Tomi who will reward you 300 XP and a Ring
    of the Rogue +4 (Dex +4, Disable Trap +2, Hide +2, Move Silently +2,
    Open Lock +2, Pick Pocket +2).
    
    _______________________________________________________________________
    
    
    
                                <><><><><><> C3-2
                                ~ COLDWOOD ~
                                <><><><><><>
    
    
    -- AREAS IN COLDWOOD:
       - Deeper Coldwood
       - Wizard's Circle
    
    -- QUEST TO BE UPDATED:
       - Main Quest: Words of Power
    
    -- QUESTS:
       - Main Quest: The Snow Globe
       - Side Quest: Free Nax
    
    
    ------------------------------
    ~ MAIN QUEST: THE SNOW GLOBE ~
    ~ SIDE QUEST: FREE NAX       ~
    ------------------------------
    
         You'll complete a side quest during the main quest so I will be
    including both of them in this one section.  Upon entering Coldwood
    speak to Delvar on the right to find out some information about the
    area and some side quests you've aquired.  Explore the area and kill
    some Orcs, a Fireball launched right into the middle of them will whipe
    a whole bunch of 'em out with one awe-inspiring giant explosion.
    You'll find Vaath in the south-east corner, one of the Orc leaders (see
    supply line quest for more specific information).  Due north is the
    entance into Deeper Colwood and is where the Star Sapphire quest gets
    completed (see that quest above for more specific information on the
    Star Sapphire).  Head into the Wizard's Circle.
    
         You'll immediately be attacked by some Cult Archers and their
    leader, kill 'em all, they're quite resiliant and will put up a good
    dual if you go melee with them.  Search the leaders remains when he's
    properly disposed of and take his journal.  Wander around and kill some
    Werecats on your way to the Wizard's Grove in the north-east.  Step
    into the glowing portal in the grove to be teleported into the Wizard's
    Dungeon.
    
         The Huge Water Elementals in here have insta-kill spells so take
    them out from a distance and adventure forth at your own peril.  The
    first thing you want to do is head into the Fire Summoning Chambers in
    the south-west corner and north-east corner immediately and destroy the
    braziers in there.  If you do not, then Huge Fire Elementals will keep
    coming out of the braziers in these chambers the whole time you're in
    this dungeon.  If you've done all of the side quests in this game thus
    far and are level 15, you'll only gain 4 XP per Huge Fire Elemental
    slain so it's definitely not worth fightning tons of them by not
    destroying the braziers.  Go into the library in the north-east corner
    and search a shelf to find a Diary Page and a book, the Nature of Water
    Summoning.  Go to the south-east corner of the map to find another
    library with a prison to the left of it.  Go into the prison to see
    someone trapped in a red glowing cell, Nax, speak to him (rotate the
    map and talk to him through the Radial Menu) to find out why he's a
    prisoner and get some information, you'll get the Free Nax side quest.
    He claims to have the Snow Globe and if you free him he'll give you the
    globe.
    
         Go into the room in the north-east and kill a bunch of Shadow
    Fiends (these things are so annoying, how you have to chase them down,
    thank the gods for Isaac's Missle Storm), search the corpses and chests
    in here to find a Rakshasa's Eye and a Slaad Tongue.  Enter the liitle
    room off of this one to see some bookshelves, an altar and some
    Alchemist Apparatus', search the shelf for some labratory notes and
    read it to find a recipe, open the chest in here and take Melf's Ring
    and a Quartz Crystal.  Place the Quartz Crystal and the Rakshasa's Eye
    onto the altar and cast a Dominate Person spell on it, obviously only
    spellcasters can do this part.  This little ritual will mak the Staff
    of Command appear on the altar to add to your inventory.  If you're a
    Sorcerer and don't have this spell or the scroll for it, then you'll
    have to by a Rod of Beguiling from Eltoora in her shop in Beorunna's
    Well for an insane ammount of gold.  This rod, when equipped, will make
    you immune to all mind-affecting spells so a Wizard or a Sorcerer might
    want to equip this ASAP.  If you're multiclassed with a Fighter that
    has the Two Weapon Fighting feat, you can equip the staff in one hand
    and use your choice of sword, axe, or whatever in the other.  This
    staff is well worth equipping for you won't suffer ANY negative effects
    from mind-affecting spells as long as it's equipped.  I love
    immunities.
    
         Go into the room to the right of the Fire Summoning Chamber in the
    south-west corner to see the Summoning Pool you should've been reading
    about.  Put a Slaad Tongue into the pool and use Melf's Ring to cast a
    Melf's Acid Arrow on the pool (it doesn't matter what character class
    you are, you'll be able to cast the arrow and the ring must be equipped
    on your finger in order to cast the arrow).  This will make a Water
    Elemental appear, speak to it and tell her you're there to free Nax,
    she will agree and free him.  Nax will appear by your side so speak
    with him, this little bastard lied to you and doesn't have the Snow
    Globe, kill him for the deception if you please, otherwise send him on
    his way (big alignment shift for lawful good characters if you kill him
    so Paladins beware, 5 evil points if you do anything hostile).  He's a
    good fight if you decide to kill him, he casts all kinds of spells on
    you, plus those nasty insta-kill ones; you'll gain a decent ammount of
    XP if you whack him.  For freeing Nax you'll be rewarded zilch, zero,
    nadda, not even good points.
    
         So, in order to get the Snow Globe we have to bang some gongs so
    let's do just that.  Go into the room to the right of the north-west
    Fire Summoning Chamber to see the gongs.  In that Diary Page you found
    earlier contains the proper sequence for unlocking the door in this
    room and that sequence is: Puma, Wolf, Bear, Dragon.  Examine the gongs
    to find out the name of it bang the four of them in the above order
    (left-click on the gong and your character will bang it).  Go through
    the now open door and take the Snow Globe off of the glowing pedestal.
    I know, thought it would be bigger right?  I wasn't expecting an actual
    fit-it-the-palm-of-your-hand snow globe, I thought it was going to be
    big and magical like a crystal ball.  You're actually going to be in
    that tiny little globe in a few minutes.
    
         Return to the Drinking House in Beorunna's Well and tell Lillian
    you've found the Snow Globe and give it to her, you might be able to
    persuade her into some gold but your Persuade skill must have to be
    really high 'cause I can never get her to fork out any gold.  Go up to
    the second floor and go through the only door that isn't locked,
    approach the pedestal in here and interact with it.  You will be
    offered two options: Enter the Globe or Rotate the Globe.  This part is
    kind of hard to explain so I'll do my best.
    
         First choose to rotate the globe, then enter it.  A bunch of
    Dryads are going to be your enemies while you're in here and they're
    lead by Arywl who is in the north-east corner, they'll keep respawning
    over and over no matter how many times you kill Arwyl.  The Dwarves in
    here will be friendly, speak to their leader Hodd in the north-west
    corner and he'll tell you more of the immortal Dryads and tell you go
    see the master.  Go into the cave in the south to see a large White
    Guardian Dragon.  DO NOT ACT HOSTILE TOWARDS IT!  It will kill you
    quicker than any of the enemies you've fought thus far so listen to it
    first before you jump the gun because you finally saw a Dragon and get
    all Aragorn on it, you'll get to slay it in a minute so relax.  Speak
    to the Dragon  and it will tell of how the Dwarves and Dryads are his
    slaves and he made them enemies for its own amusement, ask him about
    the Words of Power to find out that he is guarding one of the pieces to
    those powerful words.  Search the book pile in here to find Arwyl's and
    Hodd's Journals, take the Broken Amulet of the Ages out of the chest
    near the books.  The Word of Power piece is in the back of the cave
    inside of a chest that can't be picked or destroyed via bashing or
    spell.  You can kill the dragon now to get into the chest or you can
    free these slaves and then slay the dragon with the amulet, which will
    make the battle twenty times easier so go have this amulet fixed
    whatever you do.  Take the amulet to Hodd and have him fix it, it will
    then turn into a Drained Amulet of the Ages.  Exit the globe.
    
        Now rotate the globe again and then re-enter it.  This time the
    Dwarves are going to be your enemies and the Dryads are going to be
    friendly.  Go speak to Aarwyl in the north-east corner and ask her
    about the Drained Amulet of the Ages, ask her to fix it and it will
    then turn into the Amulet of the Ages.  This amulet now has the power
    to free the White Dragon's slaves from this miserable never ending
    battle of an existence.  Return to the cave and the Guardian White
    Dragon will instantly become hostile because of the Amulet of the Ages
    you now possess.  The amulet will help you slay this Dragon REALLY fast
    as opposed to if you didn't have it, equip it for it will make you
    resistant to cold damage.  The Dragon has a powerful Disarm and
    Knockdown attack, he will also spray you with his frosty breath that
    takes away almost all of your HP if you're not wearing the amulet; this
    Dragon is also quite dexterious considering its size.  If it Disarms
    you it may stand over your weapon and you won't be able to recover it,
    if this happens then lure the Dragon away from it so you can go pick it
    up to get this battle over with.  Spellcasters will want to take this
    foul beast out from afar.  When it finally does die you'll gain a good
    amount of XP.  Now the chest in the back of the lair is open, go raid
    the loot and take the first piece of the Words of Power.  A Lizardwoman
    named Haedraline will appear and speak to you and give you a lot of
    information on Maugrim and all those Cult people and the Words of
    Power.  Step into the portal that appears to be teleported out of this
    globe.  Return to Aarin and give him the Word of Power you've just
    found to be handsomely rewarded 1,500 XP and at least 3,000 gold.  Head
    to Moonwood to continue in the search for the Words of Power.
    
    _______________________________________________________________________
    
    
    
                                <><><><><><> C3-3
                                ~ MOONWOOD ~
                                <><><><><><>
    
    
    -- AREAS IN MOONWOOD:
       - Deeper Moonwood
       - Spine of the World
    
    -- QUEST TO BE UPDATED:
       - Main Quest: Words of Power
    
    -- QUESTS:
       - Side Quest: Working for Akulaxtras
       - Side Quest: Gorgotha the Gold Dragon
       - Side Quest: Klauth the Ancient Red Wyrm
    
    
    >>> A NOTE ON SUCCESSFULLY COMPLETING ALL THREE DRAGON QUESTS:
    
         You can screw yourself out of a Dragon quest in this area if you
    don't know what you're doing so here's how to complete all three of
    them.  Speak with Gorgotha in her cave in the Spine of the World region
    to aquire the quest to bring her Klauth's head.  Then speak to
    Akulatraxas in Deeper Moonwood, who will give you the quest of
    briniging her the Hill Giant Chiefs head.  Before you visit Klauth, but
    after you collect the giant head, give the Hill Giant Chiefs head to
    Akulatraxas, then either act hostile towards her or try to open the
    door to her eggs in the Egg Room to make her become hostile.  Kill
    Akulatraxas and take her eggs.  Then visit Klauth, who wants some
    Dragon Eggs, give them to him to complete the quest for the eggs he
    wants, and then kill him to collect his head.  Now bring his head to
    Gorgotha to complete all three Dragon quests.  Don't kill Gorgotha,
    whom is also guarding eggs, before you give her Klauth's head or you
    obviously won't be able to colmplete that quest to collect your
    righteous reward.
    
    
    ----------------------------------
    ~ MAIN QUEST: THE WORDS OF POWER ~
    ----------------------------------
    
         This will be another long dangerous adventure, the most dangerous
    one yet in fact, so bring a lot of good equipment with you and stock up
    on healing items.  Explore Moonwood and kill all of the Orcs and other
    cretants wandering around, don't go into the cave in the east just yet,
    that's where the Supply Lines quest gets finished if you're following
    this guide.  You'll run across some guy named Ixaristu in his campsite,
    speak to him for some information.  Head into deeper Moonwood in the
    north-east corner.
    
         Explore the Deeper Moonwood region and there are two caves in
    here, one in the middle of the map and one to the west.  To the west is
    the Hill Giant Lair and the middle cave is Akulatraxas the Dragon's
    cave.  Before going into the Hill Giant Lair go talk to Akulatraxas to
    aquire her quest, then go into that lair to get the chief's head. I
    refer you Akulatraxa's quest section as to how to complete it.  I
    advise you to collect her eggs after you complete the quest for her
    before proceeding any further in the main quest.  Go into the Spine of
    the World in the north.
    
         Kill some more Cultists and Trolls that are running around in the
    woods and explore this region.  Beware of the Fire Giants wandering
    around the vicinity, and giant they are, and not to mention quite
    resiliant and powerful.  There are three caves in this region, a
    Mysterious Cave in the east, one to the west and one to the north.  The
    mysterious cave is where you'll find Gorgotha the Gold Dragon, go in
    there and speak with her to aquire the quest of bringing her Klauth's
    head, DO NOT try to open the door leading to her eggs if you want to
    complete this quest for her, she'll become hostile and then you're
    screwed.  Gorgotha's quest ties right into the main one.  The cave in
    the west contains a slain Dragon and a couple of dead Fire Giants,
    search a corpse in there for the Tome of the Ring, also search the pile
    of rubble in here to find a Dragon Scale, this is required for
    Boddyknock's Tale so don't discard it.  Enter the cave in the north to
    be in the Fire Giants Lair.
    
        This place is GARGANTUAN and it'll take a while to fully explore,
    it is quite an awe-inspiring visual level as well.  As you can probably
    guess this place is going be loaded with Fire Giants that'll knock you
    around pretty good.  There are also a lot of Duergar Rogues in here but
    they're really easy to get rid of, nuiscance enemies, even though they
    can poison you.  A lot of the smaller chests in here are kind of hard
    to spot because they're hidden behind all of the large stone support
    beams if you're using the top-down camera mode expanded to the fullest.
    Explore this huge lair and cross a long bridge over some lava, open the
    gate in the middle of the bridge and in the mid-east you'll see the map
    pin East to Fire Giant Domain. In the north-west corner is North to
    Fire Giant Domain, go to the rooms south of it to see find Orc, Wogar,
    trapped in a prison, pull the lever next to it and free him.  Speak
    with him to find out some information and then he'll high tail it out
    of here.  Don't even bother searching the cell for there are no items
    in there.  Did you think an Orc would actually leave you something?  Go
    to the North Fire Giant Domain.
    
         Explore this level of the lair, kill some more Duergars and Fire
    Giants and collect more items via all of the chests.  You'll find two
    prisoners in the north-west corner room, go speak with them to find out
    some information and then send them on their way, you can have them
    follow you if you want.  Open the armoire in here and take The Ritual
    book and read it, interesting, let's go find a Dragon Sphere.  If you
    have the prisoners follow you they will turn hostile against you at
    some point so kill them.  Here I was, trying to be nice guy and
    escorting these damsels in distress out of here and they attack me in
    return.  Oh well, every XP counts.  Wander the rest of this level and
    clear the place out.  In an eastern room you'll find four Summoning
    Shrines, an Ogre will smash them up.  Don't worry if you thought you
    were going to make a sphere, you'll have a sphere shortly if you're
    fast at overcoming the obstacles that lie ahead.  Go back up to the
    main level and head to East Fire Giant Domain.
    
         Explore this level of the lair, kill some more Fire Giants, Hell
    Hounds and Huge Fire Elementals.  You will see some Deeper Cave
    entrances on the right side of the map, all lined up in a row, Klauth's
    Lair is the bottom one.  First go to the big south-west room and kill
    King Strogg, the king of these brutes who've been smacking you around
    pretty good since you came in this place.  This giant is tough and has
    a powerful Knockdown attack so if you're not a melee dualer then take
    him out from afar.  When the king is dead (I killed the king!) search
    his remains and take the Pass Amulet (required to get into Klauth's
    Lair) and a Ritual Book, it's the same book you've found earlier so
    don't bother putting it into your pack.  Head to the east and go into
    the northern most Deep Cave.
    
         This is a Slaad Cavern, there are A LOT of Gray Slaads in here, as
    you know from the previous floor these things are brutal, summon Red
    Slaads, and cast all kinds of nasty immobilization spells on you such
    as Stunned and Dazed, FREAKS!  Concentrate on killing the grays, ignore
    the reds if they're not surrounding you because they'll just keep on
    being summoned if you don't take out the grays.  In the middle of the
    chamber behind a gate is the Death Slaad Lord, he's about as powerful
    as a gray and isn't that difficult, although he does have that nasty
    insta-kill fire vortex spell so if a swirly pit of flames surrounds
    your character RUN!  When the Slaads are no more return to the lair
    above.
    
        Now head into the middle Deeper Cave to be in a Dragon Dungeon. Go
    through the gate to see a big Blue Dragon and a Dragon Orb Pedestal,
    kill the Yuan-Tis lurking around and try not to hit the dragon during
    the fight or it'll become hostile.  When the Yuan-Tis have been
    obliterated, speak to the Blue Dragon and all is it will say is it's
    hungry and wants food; if you ask it where the food is it will still
    say hungry, want food.  Dumb ass dragon.  Look in the fountain in here
    and take the Dragon Sphere out of it, this is what I imagined the
    little itty-bitty snow globe would look like.  If you want to kill this
    beast for a nice ammount of XP, then DO NOT put the sphere onto the
    pedestal.  Doing so would destroy this beast, no XP gained, so I advise
    you to kill the dragon first.  If you kill the Blue Dragon the hard-
    but-well-worth-it-way, then examine it to find out its strengths and
    immunities so you can stratagize your method of attack.  This Wyrm has
    the capabilities of all the dragons you've fought thus far, including
    Knockdown and Disarm attacks and it breathes clouds of poison and spits
    acid in your face.  If you're a Wizard or Sorcerer, a real easy way to
    avoid the dragon is by running around the altar that the orb pedestal
    is on so you can launch your long range spells without worrying about
    taking a crap load of damage, Haste yourself before doing so, this
    monster can also place Fear in you so you may want to cast that counter
    spell before the battle or equip a mind-affecting immunity item.  The
    Empowered Magic Missles spell (if you were smart enough to pick the
    Empower Spells feat) will work wonders if you're a caster of the
    Arcane, so does Isaac's Missle Storm.   When the Blue Dragon drops from
    the severe case of tenth degree burns he has suffered from your spells,
    or fell due to your mighty blade, you'll gain nice ammount of XP.
    Place the sphere you found in the fountain onto the Dragon Orb
    Pedestal, this will make a Dead Dragon Sphere appear on the pedestal,
    take it and head back up to the Fire Giant Lair.
    
         Head into Klauth's Lair and cross the very long bridge going over
    some lava, every gate you open on the bridge will send a devestating
    fireball at you which is near impossible to avoid.  Approach Klauth at
    the end of the bridge, DO NOT ACT HOSTILE TOWARDS HIM YET!  Speak to
    Klauth, he is guarding a piece to the Words of Power and will give you
    a lot of new information about the Creator Race Ruins, he will also
    tell you that he wants some dragon eggs, this is another quest you'll
    aquire.  If you're following this guide then you already have the
    Dragon Eggs he wants, simply give them to him and he will reward you
    with his Lair Key.  If you're not following this guide then go get some
    eggs out of Akulatraxas cave.  You can kill him right off the bat to
    aquire this key from his remains, I wouldn't if I were you.  Go into
    the room with your newly aquired key and take Word of Power piece
    number two out of a chest, along with the Blade of Rashemi, a great
    weapon to weild if you're a Fighter or Barbarian.  Quest complete.
    Haedraline will appear to give you more information on the Words of
    Power and the Old Ones among other things.  Don't forget to search the
    chests near Klauth, there's a suit of Red Dragon Armor that a heavy
    armor wearing character will want to equip ASAP, you'll also find a
    Diremace enhanced with some nice bonuses, Ardulia's Fall.  To get your
    reward for this quest, take the Word of Power piece to Aarin and you
    will be rewarded 3,500 gold and 1,500 XP.  You may be able to persuade
    him into giving you a Ring of Protection +4 if you're lucky or have
    high persuasion skills.
    
         What's that about aquiring Klauth's head do you ask?  Well, if you
    don't have the DEAD DRAGON SPHERE then this is going to be the most
    difficult battle of the game, it's difficult even if you give him the
    sphere.  Speak to Klauth and he will ask if you have an essence of the
    dragon sphere, give him the Dead Dragon Sphere and his health will
    instanly be reduced to Badly Damaged which is definitely a HUGE help.
    Klauth is without a doubt the toughest monster in the game and will
    cast some extremely lethal spells on you that I don't even know the
    name of.  He'll breathe fire all over you, perform Knockdown and Disarm
    attacks, is resistant to cold damage but not immune to it, is immune to
    a whole array of spells and their effects, and is a really good
    challenge.  A henchman is a definite for this intense fight.  Not to
    ruin your day or anything, near death on Klauth is around 350-400 HP, I
    just thought you would like to know.  If you defeat Klauth (especially
    on Hardcore D & D difficulty) without giving him the sphere or having a
    henchman by your side then my hat's off to you, bragging rights are
    worth listening to for that feat.  When Klauth the Mighty Ancient Red
    Wyrm finally falls victim to your spells, blades, arrows, or whatever,
    take his head and give it to Gorgotha.
    
    ______________________________________________________________________
    
    
    ---------------------------------------
    ~ SIDE QUEST: WORKING FOR AKULATRAXAS ~
    ---------------------------------------
    
         In Deeper Moonwood go into the cave on the middle of the map and
    approach a big Dragon, Akulatraxas.  Speak with her and ask about the
    Hill Giants, she'll tell you how they want to steal her eggs and if you
    can go into the Hill Giant Lair and bring her the Hill Giant Chieftans
    head, agree to do so and you'll aquire this quest.  Leave this cave and
    enter the Hill Giant Lair in the west.
    
         As you can probably guess, this place is going to be loaded with
    Hill Giants so beware of the flying boulders.  If your character is
    level 15 you'll have no problems in here whatsover so have no fear.
    Explore the lair and kill a bunch of giants, when the fun is over head
    deeper into the caves in the center of the map, you'll be confronted by
    a Hill Giant Champion, which is about twice as stong as the other geeks
    roaming around the lair, and especially if it drinks a Barkskin potion.
    
         This level of the lair is full of Ettins as well as more Hill
    Giants.  Explore this level and in the north-east corner room is a Fire
    Giant, take the note from his remains and read it if you're paying
    close attention to the story.  In the room in the south-east corner
    you'll find a room full of Grizzly Bears, search a chest in there to
    find an Ebon Diremace.  In the north-west corner room you'll fight
    Cook, the giants cook I guess, kill him and speak to the prisoner in
    here to find out loads of new information, let her go to be rewarded
    100 XP even though she isn't an important part of this quest.  Every XP
    counts!  Go into the small room above this one to find another
    prisoner, speak with him and then send him on his way to gain another
    100 XP.  Go into the room in the south-west corner to fight the Hill
    Giant Chieftan, the most powerful Hill Giant yet so good luck, although
    he isn't that tough against a couple of Maximized Fireball and Magic
    Missle spells, if you're fortunate enough to be playing as a Wizard or
    Sorcerer.  GLITCH ALERT: Don't go near any walls in the chiefs den or
    you may get stuck to one; thus forcing you to load your last save.
    When the chief is finally dead, take his head from his remains.  Return
    to Akulatraxas and give her the head, she will reward you 1,000 gold
    and 750 XP.
    
         Now that you gave her the chief's head, and want some eggs to give
    to Klauth, attack Akulatraxas.  She is a formidable oponnent,
    obviously, and has a powerful Knockdown and Disarm attack, not to
    mention her extremely lethal acidic breath.  Casters of the Arcane
    shouldn't have too many difficulties taking her down, but Fighters and
    melee type characters are going to have their hands full.  Akulatraxas
    has many spell immunites so examine it to find out what it's resistant
    and immune to, and plan what kind stratagy you're going to attack with.
    For melee dualers, if she Disarms you she may stand over your weapon so
    you can't get to it, lure it away from the weapon if this happens to
    you so you can recover your blade.  If you're a Fighter or Barbarian I
    hope you've been building up your Discipline skill for this Dragon is a
    lot tougher to slay than the White Dragon and a henchman might be a
    good idea for this take down.  When you've slain the foul beast you'll
    earn a decent ammount of XP.  Go into the egg room and take a Green
    Dragon Egg out of the incubator; open the chests in this egg room to
    find a decent ammount of gold.
    
    ______________________________________________________________________
    
    
    ----------------------------------------
    ~ SIDE QUEST: GORGOTHA THE GOLD DRAGON ~
    ----------------------------------------
    
         Speak with Gorgotha in her cave, which is located in the east in
    the Spine of the World.  She'll tell of Klauth, and how he wants her
    eggs, and she'll ask you if you can bring her Klauth's head.  Agree to
    do this for her to aquire this quest.  *DO NOT* try to open the door
    leading to her eggs if you want to complete this quest, she'll become
    hostile if you do, and then you're screwed out of the just reward for
    completing this quest.  I refer you to the main quest in this section
    for the majority of this side quest.  When you deliver Klauth's head to
    Gorgotha she will reward you 750 XP and a Ceremonial Urthgardt Belt,
    equipping this belt will make you immune to those devestating insta-
    kill death spells.
    
         Now that this quest is complete you may slay this beast and become
    a legend in your own mind if you please.  You'll gain a good ammount of
    XP and some Dragons Blood, along with more gold and items out of her
    Egg Room.  Gorgotha is yet another extremely challenging foe to
    overcome so stratagise well and you will prevail...eventually.
    Gorgotha has a powerful Knockdown and Disarm attack so melee'rs beware,
    she zaps you with a bolt of electricity from afar and will consume you
    in her fiery breath if you get too close.  The good news for
    spellcasters is that the cave is pretty big so Haste yourself and run
    around to launch your most powerful long range spells at the beast.
    Examine the creature to find out its strengths and weaknesses, then
    scheme up a good plot for the insuing assault.
    
    _______________________________________________________________________
    
    
    -------------------------------------------
    ~ SIDE QUEST: KLAUTH THE ANCIENT RED WYRM ~
    -------------------------------------------
    
         I refer you to the main quest as to how to flind Klauth.  Speak to
    the wretched Wyrm and he will ask you if you can bring him some Dragon
    Eggs.  If you took my advice on how to aquire the eggs (see Akulatraxas
    quest for more specific information), then simply give them to him to
    be rewarded with Klauth's lair key, which houses a piece to the Words
    of Power in a chest.  No XP or gold gained for completing this quest.
    
    _______________________________________________________________________
    
    
    
                            <><><><><><><><> C3-4
                            ~ FORT  ILKARD ~
                            <><><><><><><><>
    
    
    -- AREAS IN FORT ILKARD:
       - Northern Homesteads
       - The Ruins
    
    -- QUESTS:
       - Main Quest: The Words of Power
       - Side Quest: The Siege of Fort Ilkard
       - Side Quest: Deliver Eckel's Note
       - Side Quest: Plant the Ultarg Tree Seeds
    
    
    ----------------------------------
    ~ MAIN QUEST: THE WORDS OF POWER ~
    ----------------------------------
    
         You'll be attacked by a bunch of Elk Tribe Warriors in the first
    area of the fort, nuiscance enemies, keep heading south and enter Fort
    Ilkard.  Straight ahead is the Fort Main Gate but explore the area and
    kill some Ogres and Orcs, in the north-east corner is a cave, go in
    there and kill Guzud if you're doing the supply line quest.  You will
    not be able to rest in this region unless you're in a building or cave.
    When you're done exploring the area, head to the main gates and speak
    to the guard, he will then open the gates so you can access the fort.
    Go into the Commander's Lodge and speak to speak to Commander Damas if
    you want a side quest, it kind of ties into the main quest so you mine
    as well do it.  There's nothing pertaining to the main quest in Fort
    Ilkard.  After you've completed the siege side quest, go to the Ruins
    in the soth-east to continue in this main quest.
    
         Now that the side quests are complete and you're in the Ruins,
    explore the area and kill some more Cultists, take the leaders journal
    and read it for it's been awhile since you've seen any Cult people.  In
    the back of the Ruins is some kind of altar on a big stone slab with a
    triangular beam of light all around it and a bunch of colored light
    pillars all around the area, enemies keep teleporting into this area
    via the altar.  Search a little pile of stones by the altar to find
    some Volcanis Oak Seeds, don't discard them because they are needed to
    complete Linu's Tale.  There's a cave entrance near, head into it to be
    in the Creator Race Ruins and prepare yourself for hell.
    
         Upon entering these ruins you'll see a corpse directly ahead of
    you, take the Translation Amulet from its remains and equip it, if you
    do not then you won't be able to understand the Creator Race language.
    Open the door and kill some Vampires and Mummys, when they're all dead
    you'll notice a Temporal Lizard that you can't interact with.  The door
    it's standing by is the Door of Three, the main objective of the quest
    is to open this door.  You'll spot several map pins, the one in the
    north-west corner is the Sun Dial, one due north is a Guardian Golem
    room, and to the east and west arw two more Guardian Golem rooms, each
    Golem is guarding a riddle.  You really can't do anything in the ruins
    yet pertaining to opening the door of three so open the door directly
    across from where you've entered the ruins and head up into the Garden.
    
         Speak with Sapphira to gain a lot of information and you'll find
    out that in order to open the Door of Three you must travel back in
    time, you'll also aquire a side quest of planting some seeds for her.
    Sapphira will give you a Time Crystal so you can go back in time and
    some Ultarg Tree Seeds so you can plant a tree for her in the past.
    Exit the garden and go to the Sun Dial in the north-west corner, don't
    talk with anyone yet or try to kill the Golems, you can't destroy these
    Golems just yet.  Use the Time Crystal on the Sun Dial to be
    transported backwards in time.
    
         An Old One Commander will begin attacking you as soon as you exit
    the sun dial so take care of this minor threat really quick.  You will
    *NOT* be able to use the Stone of Recall while in the past, you must
    return to present time in order for the stone to work again.
    Immediately head to the north-east corner room and speak with the
    leader of the slaves, Lokar, he will give you a ring so you can
    persuade the Slave Workers assigned to the three Golems guarding the
    Riddle Rooms more easily.  You'll be fighting more Creator Race Lizard
    things while you're in here and the commanders can be tough but they
    give you a decent ammount of XP, you'll probably find a scroll of
    Temple Defenses in their remains.  When you get Lokar's Ring, slip it
    on your finger and speak to the Slave Worker standing in the room with
    the bridge leading to the Riddle of Smoke.  Ask him about the Golems
    and persuade him by telling him you'll free him or give him lots of
    gold if he can build a faulty Golem.  He'll agree to it whether your
    persuasion skill check fails or not if you're wearing Lokar's Ring.
    He'll offer you four ways he can weaken the Golem he's assigned to
    build, you can pick Fire, Cold, Blunt Weapons, and Slashing and
    Piercing Weapons.  Pick one of the choices and when you fight the Golem
    in present time, it will be weak to the kind of damage you've picked so
    whatever you do, remember what choice you pick for the Golem's
    weakness.  Wander around the rest of the ruins and speak to the other
    two Slave Workers by the Riddle of Sound and Riddle of Light rooms,
    they will offer you the same four choices for weakening the Golems they
    are constructing so remember your choices for the future battle.  If
    you want to plant that tree for Sapphira, go into the garden and Queen
    Morag will be in there and speak with you, you can't kill her but you
    can slay all of the Lizards around her.  Plant the seeds and explore
    every room in the past to find some items and gain some more XP.  When
    finished, return to the Sun Dial and use the Time Crystal to warp back
    to the future.
    
         Go to the south-east Golem Room and kill the Golem, remember to
    slay it via the weakness you've chosen for it in the past, the Golem is
    invincible if you try to slay it any other way than the specific
    weakness you've chosen for it.  When the mighty construct falls to its
    knees and croaks, search its remains and take key to use on the gate it
    was guarding, head on through into the Riddle of Light room.  In the
    middle of the room you will see two fountains lableb Pool of Secondary
    Colors, two wells labled Pool of Primary colors, and a well in the
    middle of these four labled Pool of Swirling Colors.  Search the Pool
    of Swirling Colors in the middle and take the two PURPLE gems out of
    it.  Now approach the wells on either side of this middle one (Pools of
    Primary Colors) and choose to press the red gem in one of them and
    choose to press the blue gem in the other (red mixed with blue makes
    purple).  Approach the fountains (Pools of Secondary Colors) and place
    a purple gem in each (must SPLIT the gems, right-click on the gem in
    your inventory, select split and type in 1).  When you place the purple
    gems the four pools of color will vanish and one seal on the Door of
    Three will be released.
    
         Head to north Golem Guardian and kill the next big Golem via the
    weakness you have chosen for it in the past, search its remains when it
    dies and take the key.  Open the door it was guarding to enter the
    Riddle Sound of room.  Kill the Bodack and then take the Fairy Bottle
    out of its remains, use the bottle to release the fairy inside.  Speak
    to the fairy to find out some information, this fairy holds the answer
    to this riddle.  You'll see four gongs  in the room, follow the fairy
    to each gong she leads you to and bang it (just left-click the gong and
    your character will bang it) to solve this riddle.  Explaining this
    part is kind of difficult so I'll include a map to make things easier
    for the both of us:
    
    
                    EAST (according to game compass)
    
                    -------------------------------
                   |                               |
                   | Gong                     Gong |
                N  |  A                        B   |  S
                O  |                               |  O
                R  |                               |  U
                T  |                               |  T
                H  | Gong                     Gong |  H
                   |  C                        D   |
                   |                               |
                    ---------- entrance -----------
                               into room
    
                    WEST (according to game compass)
    
         Watch the fairy go around the room and bang the gongs in a
    specific order.  When she has finished, the fairy will inform you that
    the answer to unlocking this riddle are the eight notes she has just
    played.  Hit the gongs in the following order: B, A, D, C, D, A, C, B
    (just left-click the gong and your character will bang it).  When this
    sequence of notes is played in the proper order the gongs will vanish
    and the second seal to the Door of Three will be released.  The fairy
    may start banging the gongs again while you're in the middle of this
    process, just ignore her and continue banging the gongs in the proper
    order, she can't mess it up for you if you don't break the sequence.
    
         Head to the south-east corner and kill the last Guardian Golem via
    the weakness you have persuaded the builder to flaw his product with.
    Take the key from its remains and open the gate to enter the Riddle of
    Smoke room.  Make sure you check the room in the north-east to find
    Tamorlyn's Song in a sarcophagus, this is for Sharwyn's Tale so don't
    discard it.  Cross the bridge and you'll see an Alchemist Apparatus and
    a Smokey Brazier, look on the apparatus and take the yellow, blue, and
    red powders off of it.  To solve this riddle first place the RED and
    YELLOW powders into the brazier, second place the BLUE and RED powders
    into the brazier, and third place the YELLOW and BLUE powders into the
    brazier to solve the riddle and the last seal to the Door of Three will
    finally be released.
    
         Go through the Door of Three and a gigantic Baalor Lord will
    appear.  This monster is pretty tough and has the fire vortex death
    spell so if you see a pool of swirling fire at your characters feet,
    RUN, unless your immune to death spells.  Although armed with a
    gigantic sword, this beast isn't that skilled in melee combat so
    Fighters and Barbarians will FINALLY have an upper hand in a battle vs.
    spellcaster for a change.  This creature is pretty resiliant to an
    array of spells so it may take casters of the Arcane some time and
    effort to bring this wretched beast to its knees.  As a dying gift this
    creature will zap you with a big fire spell that is impossible to avoid
    (not resist - AVOID) so make sure you drink a potion of heal when you
    get it near death or you'll die right along side it if you're at low HP
    when the beast is slain.  When the Baalor Lord is no more, take the key
    from its remains and search the altar it was guarding to find another
    piece to the Words of Power.  Haedraline will appear once again and
    give you all sorts of good information so pay close attention.  When
    all of the side quests for this chapter are complete, return to Aarin
    Gend and give him the piece to the mighty words and more of this
    intriguing story will unfold.  You will be rewarded 5,000 gold and
    1,500 XP for your valiant effort and triumph, then you will proceed to
    the fourth and final chapter.
    
    _______________________________________________________________________
    
    
    ----------------------------------------
    ~ SIDE QUEST: THE SIEGE OF FORT ILKARD ~
    ----------------------------------------
    
         In the Commander's Lodge Damas tells you of a siege on the fort
    and gives you the duty of destroying the catapualts.  Exit the lodge
    and go behind the main barraks and aid in the fight against an Elk
    Tribe Subchief and a Catapault Commander.  Leave the fort area and
    destroy the first catapault on the left, just approach it and left-
    click on it, spells or bashing isn't neccessary.  Go to the right and
    destroy the ballista and the catapault behind it.  There's some more
    catapults and a ballista right still so go destroy them and take the
    enemies out.  Now all of the catapaults been destroyed (4 catapaults, 2
    ballistas) return to the lodge and speak with Damas.  Now he wants you
    to go and collect Arness's head and bring it to him.  For destroying
    the catapaults Damas will reward you 500 gold and 312 XP.
    
        Go to the Urthgardt Command Post just above where you destroyed the
    catapaults to kill Arness.  This guy's a joke and you should have no
    problems whatsoever taking him down.  Scoop up his head from his
    remains and return to Damas, who will reward you 1,000 gold and 312 XP.
    This guy must have some sort of sick head fetish 'cause now in order to
    complete this quest you must bring him the head of the Elk Tribe
    Leader, Zokan.  The rest of this quest ties in with the investigate the
    Elk Tribe one.
    
         Go into the Northern Homesteads and head towards the Urthgardt
    Fort, talk to the guard in front of the fort and tell him you're there
    to see Zokan, he'll open the gates for you.  Enter the fort, you'll see
    a lot of plague victims around and notice this place is pretty big.
    While you're in here be sure to look in the small room in the center of
    the north corridor, look inside the urn to find the Ashes of Running
    Wolf, these ashes are for Tomi's Tale so don't discard them.  Zokan is
    in the room furthest east, in the room before him open the two steel
    doors to find some prisoners, speak to them and send them on their way
    to gain 200 XP.  Go into the room Zokan is in, you can kill him now and
    take his back to Damas to be rewarded 625 XP and 1,000 gold.  On his
    remains you'll find an Urthgardt Ceremonial Spear, this is for Daelan's
    Tale so don't discard it.  If you'd rather spare Zokan and save his
    tribe, speak to him and he'll tell you how Damas gave his tribe this
    disease from infected blankets.  He'll ask you to find a cure and that
    Damas might have one.  Go speak to Damas and buy the cure from him, or
    just kill him and take it.  Damas wants 3,000 gold but you may persuade
    him to lower the price.  Take the cure and give it to Zokan, who will
    reward you with the Urthgardt Ceremonial Spear, 625 XP, and a
    Dreamcatcher.
    
    _______________________________________________________________________
    
    
    ------------------------------------
    ~ SIDE QUEST: DELIVER ECKEL'S NOTE ~
    ------------------------------------
    
         Go into the Settlers Barracks and speak with Eckel, he will go on
    and on about how he hates Damas, say to him "wow, you really don't like
    Damas," then ask him if you can help to aquire this quest.  Eckel gives
    you a note he wants you to deliver to his wife.  Go into the Northern
    Homesteads, located left of the Urthgardt Command Post, and head
    straight up the road to Eckel's Homestead.  To the right is an Elk
    Tribe Brute trying to bash in a door to a house, kill him before he
    enters the house or it'll kill Eckel's wife.  Go into the house and
    give the note to Galia, Eckel's wife, to be rewarded on the spot 300
    gold and 375 XP.
    
    _______________________________________________________________________
    
    
    -------------------------------------------
    ~ SIDE QUEST: PLANT THE ULTARG TREE SEEDS ~
    -------------------------------------------
    
         This side quest is threaded into the main quest so I refer you to
    that section if you need more specific information.  In the present day
    Creator Race Ruins speak to Sapphira in the garden.  Ask her if there
    are any tasks you can do for her and she'll ask you to plant some
    Ultarg Seeds for her, agree to do so to aquire this quest.  While in
    the past Creator Race Ruins, go into the garden and Queen Morag will
    approach and speak to you, she'll then summon three Old One Commanders,
    kill them and plant the seeds in the Dirt and Weeds in the red circle.
    Return to the present day ruins and go into the garden to speak with
    Sapphira standing by the tree you've planted, she'll reward you some
    Rubies and 350 XP, and maybe a Phantasmal Killer spell scroll if you
    can persuade her.
    
    
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    #21E ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER FOUR ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    
    
                            <><><><><><><><><><>
                            ~ NEVERWINTER CITY ~
                            <><><><><><><><><><>
    
    
    
    -- QUESTS:
       - Main Quest: The Final Battle
       - Side Quest: Neverwinter Under Siege
       - Side Quest: Rescue Leesa
    
    
    --------------------------------
    ~ MAIN QUEST: THE FINAL BATTLE ~
    --------------------------------
    
    
    >>> NEVERWINTER CITY
    
         You'll start this short chapter off in Castle Never in Neverwinter
    City.  You are on your own for this final chapter and no henchmen will
    be available for hire to fight by your side. Familiars and animal
    companions can still fight by your side (if your class allows them) but
    I find them absolutely useless.  Thank the gods for Summon Creature
    VII, VIII, and IX.  If you use the Stone of Recall during this chapter
    you'll teleport to the Halls of Justice, Oleff bears the gift of
    healing so speak to him to get healed if need be.
    
         Speak with Lord Nasher and Aarin to learn what final task awaits
    you.  Our mystery cultist and Maugrim have waged war on the city and
    have begun their assault, you are to seek the wise advice of Haedraline
    who is locked down in the dungeon.  Head down to the Castle Dungeon and
    as soon as you enter you'll see Haedraline locked in a cell, speak with
    her to learn a ton of new information and learn that there is one final
    Word of Power piece you must aquire to put an end to Maugrim and her
    evil ways once and for all.
    
         Don't explore the caverns below the dungeon yet, head back up to
    where Lord Nasher and Aarin are and leave Castle Never by way of the
    main doors.  You are now back in the City Core, head into the Trade of
    Blades and speak to Trancar to aquire the Neverwinter Under Siege side
    quest.  Go into the Moonstone Mask and speak with Luce to aquire the
    Rescue Leesa side quest, Ophala sells supplies so you may want to check
    out her inventory.  You might also want to go into the Shining Knights
    Arms and Armor shop and see what Durga has for sale, equip yourself
    with the best available equipment for the final battle will begin
    shortly and you want to be prepared. Unfortunately you can't get into
    the basement to have Marrok forge magical equipment for you.  Go to the
    south-east corner of the City Core and enter the War Zone.
    
    
    >>> WAR ZONE
    
         Speak with the Gate Guard and he will inform you of the situation
    and how grisly it is.  Head through the gates and you will see a Siege
    Golem wandering around, you *CANNOT* inflict any damage upon it
    whatsoever so don't waste spells on it or get into a melee dual with
    it.  There are Luskan Frost Giants lurking all around and you can kill
    them if you please, they're a lot easier to fight when the Siege Golem
    isn't chasing you around so immediately head to the house with the
    purple glowing door in the center of the map marked House Entrance.
    Kill the Baalor Lord and the Luskan Wizard who is controlling the Siege
    Golem, when the Wizard dies the Siege Golem will be no more.  Head back
    outside and search inside all of the abandoned houses in the area and
    if you're rescuing Leesa for Luce you'll find the girl in the north-
    east corner.  Near the house where you destroyed the Balor Lord and
    Wizard in you'll see three catapults by a large locked gate, left-click
    on the catapaults and your character will destroy them.
    
         Go into the house marked on the map above the catapaults and speak
    to a man named Asgard, he will tell you of a secret back door in the
    house.  Go into the other room in the house and interact with the
    bookshelf against the wall and choose to use the secret exit.  Waste
    some Frost Giants and you'll see another Siege Golem wandering around,
    immediately head to the house with the glowing purple door near the
    locked gate.  Kill the Balor Lord and Luskan Wizard in here and the
    Siege Golem will deconstruct upon the Wizard's demise.  Your journal
    should've been updated that the Neverwinter Siege quest got completed
    and you'll receive 520 XP for completing it.  Leave the house and in
    the corner you'll see a Strange Courtyard, enter the house above it
    kill a couple more Luskan Wizards and a really tough little Luskan
    Assassin.  Leave the house through the right door to be in the Strange
    Courtyard, kill the Half-Dragon Baalor, this thing is pretty weak but
    it has that nasty fire vortex death spell and breathes extremely lethal
    acid all over you.  When the Baalor falls victim to your mighty or
    infernal wrath, step into the portal it leaves behind to enter
    Maugrim's Sanctuary.
    
    
    >>> MAUGRIM'S SANCTUARY
    
         Leave the tiny room you're in to have a run-in with the traitor
    mystery Cultist we've been chasing after for the past chapter and a
    half.  If you're playing the game then you obviously know who it is, if
    you were reading this guide and decided to jump ahead, there will be no
    spoilers here.  The mystery guest will speak to you, you can try to
    talk this person into giving themselves up and face the music for the
    treachery and betrayal they've commited, but, it won't work and the
    inevitable battle insues.  This enemy is surprisingly easy, I don't
    know if it's just because my character is so well developed at this
    point in the game (level 18, human Fighter 6/Sorcerer 12) or if BioWare
    actually gave us a break after the many previous tough foe that have
    fallen to our wrath.  This enemy will cast the extremely deadly fire
    vortex insta-kill spell and I think you know how to avoid by now; they
    will also cast a Clarity spell on themselves so mind-affecting spells
    are pretty much useless to try and cast upon this foe.  Other than the
    fire vortex spell, this enemy is mediocre at best and you shouldn't
    have too many difficulties taking this opponent down.  When you beat
    this traitor down to Badly Wounded they will speak to you, again you
    can try to talk this person into giving up and turning themselves in
    but they insist on fighting to the death so give them their wish.  This
    time the battle will be a little more difficult but nothing to fear,
    this opponent is still really easy to take down.  They will cast more
    offensive spells (for this character's class I don't understand how
    they get to cast these spells but if you're playing the character class
    this enemy is then you can't possibly cast these spells) and will heal
    themselves a lot but again, this battle is laughably easy.  After this
    person dies, search their remains and take their sword, this is useless
    for all characters unless you're a Lawful Evil Paladin, which again is
    useless because I don't know any Paladin who would suffer an alignment
    shift just to use a weapon that isn't that great to weild.  You'll also
    pick up an Inner Sanctum key from the remains.
    
         Go through the door in the room where you've just slain the
    traitor to finally meet Maugrim.  Go speak with him and he'll rant and
    rave how you would expect a madman to and you'll get to slay this
    whacko-loon.  Maugrim is considerably tougher than the traitor you've
    just slain and has an arsenal of extremely deadly spells, including
    Time Stop, which renders you absolutely helpless for a few rounds while
    Maugrim rips you a good one.  Maugrim will also resurrect a couple of
    Servants of Flesh to aid him in the task of killing you.  Overall,
    Maugrim isn't really that difficult to slay and you shouldn't have too
    much of a problem killing him (the spell Tenser's Transformation worked
    out well for me so you may want to try that spell if you're able to
    cast it).  When he falls victim to your wrath, open up the purple
    glowing treasure chest to find the final piece to the Words of Power,
    it's about time I say; you'll also snag a Greatsword +3 and Maugrim's
    Journal.
    
         Return to Castle Never and speak to Aarin to find out some more
    information; tell him of Maugrim's defeat and that you have the final
    piece to the Words of Power, then head down to the dungeon.  Speak with
    Haedraline once again to find out your final task if Neverwinter is to
    be saved so head down into the Castle Caverns.  Explore the cavern and
    speak with Esmerelda, Master Ford and Cletus; ask about the Source
    Stone to find out some more information.  Go through the door in this
    room and approach the Source Stone entrance.  There are four Word of
    Power Pedestals in front of the entrance, place the Word of Power onto
    any one of the four pedestals to open up the way, step into the
    entrance to enter the Source Stone Sanctuary.
    
    
    >>> SOURCE STONE SANCTUARY
    
        Some Old One Warriors will attack you immediately upon entering
    this place, they're a lot tougher than Maugrim if you ask me, they have
    a devistating double damage attack that will deplete your HP faster
    than Star Jones will regain her weight beware.  Keep pushing your way
    further into this sanctuary and kill a lot more Old One Warriors,
    including a few that can cast spells so venture forth stealthily, it is
    better to take out one lizard at a time as opposed to charging through
    the cave and being overwhelmed.  You'll run into a woman named Asheera
    standing in front of a door, help her kill some lizards and then speak
    with her to be reminded of someone and find out some information about
    Queen Morag.  You can decide to whack this chic if you want or you can
    just let her be, if you kill her then search her remains for Asheera's
    Amulet, if you let her live she'll give you the amulet, equip it for it
    will aid your character in the destruction of these wretched reptiles.
    The door behind Asheera is locked so head further into the cave and
    you'll come across another door that is locked.  Keep fighting your way
    to the end of the cavern and pass another locked door, make your way
    past a fourth locked door and enter the Inner Sanctum.
    
         You're now in the Source Stone Guardian Lair and there will be TWO
    Dragons attacking you, a Silver Dragon and a Copper Dragon.  Melee
    fighting characters are definitely going to have their hands full
    during this insane battle, you might want to think about using a ranged
    weapon, and if you were smart you've been saving all of the special
    arrows and bolts you've been finding all over the place.  You have to
    kill both Dragons to aquire two keys if you want to conquer the game
    and dethrone Queen Morag.  As you know by now Dragons possess a very
    powerful Knockdown and Disarm attack so have fun trying to kill two
    Dragons with your blade if you're a Fighter or Barbarian, I hope you're
    Discipline and Parry skills are adequate by now.  The battle arena is
    huge so casters of the Arcane will have it made Hasted trying to kill
    these two viscious opponents.  Examine the Dragons strengths and
    weaknessess and then plan out your attack.  You might want to buy an
    insane ammount of potions of heal if you plan on attacking the beasts
    head-on in a melee dual.  A really annoying problem that a spellcasting
    character may encounter is that because the Dragons are so big that
    when you're running around the area your character may attack the
    Dragons melee because you can't maneveur around them very well, make
    sure that when running around the cave that the attack icon isn't on
    the Dragons if you change direction while you're running.  The Dragons
    will Stun, Daze, Paralyze, and do all kinds of nasty things to your
    character so I wish you the best of luck.  Too bad there aren't any
    henchman available, your familiar or animal companion is useless during
    this fight so don't count on them to bail you out, although they will
    distract the Dragons for you.  You may want to summon a powerful
    elemental if you're able to.  The Stone of Recall will be a great help
    for this battle so place it in the Quickbar so you can make a quick
    escape if need be.  Hit the Dragons a few times, teleport to safety and
    rest up, save the game and go hit the Dragons a few more times,
    teleport to safety and rest up and save, and repeat this process until
    the Dragons are no more.  It's kind of the wussy way to beat them down
    but it works, although it can get expensive withh 400 gold a pop for
    teleporting through the Recall Portal.  When the Dragons are finally
    slain, take the Guardian Key from each of their remains and congrats on
    your victory.  Open up the gates and before you step into the mouth of
    the cave, go stock up on healing potions and whatever else you may need
    because once you enter the cave you won't be able to teleport out of
    it, rest, or return to the surface.  Step into the mouth of the cave to
    officially enter the Inner Sanctum.
    
         You will not be able to use the Stone of Recall, rest, or return
    to the surface while in the Inner Sanctum.  You might want to save
    spells that do cold, fire, electrical, or poison damage since you can't
    rest while you're in here.  Go through the door in here to see a whole
    bunch of Morag's Chosen and listen to the dialogue of Morag's
    projection encouraging her elite troops.  When it's over they will all
    attack you so get ready, these lizardfolk aren't messing around and
    they're more powerful than the ones on the upper level so good luck.
    Take out the lizard Cleric in the group ASAP or it'll keep healing the
    other lizards.  Search their remains and take the key out of them, use
    it on the door in here and get ready for the final showdown.
    
         Prepare yourself for the final battle of the game with Queen
    Morag.  Drink every defensive/offensive potion you have, or cast the
    spells for them.  To be honest I expected a more challenging battle and
    I don't think anyone will struggle too hard in dethroning the Queen.
    After having to battle two Dragons I guess we've been offered a break
    for this final showdown.  The amulet Asheera gave you will come in
    handy for this fight so if you're not wearing it you might want to slip
    it around your neck.  Speak with Morag and then she'll attack.  When
    the battle commences Morag will teleport by a blade trap, beyond which
    are eight Morag Protectors.  First, destroy the statue near the blade
    trap and the trap will be disabled, some powerful enemies will appear
    so take them out ASAP, don't attack Morag since you can't damage her
    yet.  When the statue is destroyed and the trap is disabled you have to
    decide which Morag Protector you want to destroy, the one you destroy
    will make Queen Morag vulnerable to that type of damage.  There is a
    Protector against Flame, Protector against the Storm, Protector against
    the Frost, Protector against the Spear, Protector against Venom,
    Protector against the Lessers, Protector against the Mace, and finally
    a Protector against the Sword.  Once the Protector against whatever is
    killed Queen Morag will now be vulnerable to that specific type of
    damage so kill her via that type of damage, or you can kill all of the
    Protectors and make Morag super vulnerable to all kinds of damage.
    Morag will cast Stun, Daze, Level Drain, Paralyze, and Time Stop
    spells; she'll also release a couple of more Minions to aid her in this
    final battle but like I said, it's not a difficult battle so have no
    fear.  When the Dread Queen Morag is no more a portal will appear where
    her throne was, step on through to teleport to the Astral Pocket.
    
         Haedraline will run up to you and speak with you, she'll praise
    Neverwinter's newest hero and all that happy crap.  When you're done
    speaking with her step into the large portal to be teleported to the
    end of the game.  A good cut scene will trigger and the credits will
    roll.  Congrats on your victory.
    
    _______________________________________________________________________
    
    
    ---------------------------------------
    ~ SIDE QUEST: NEVERWINTER UNDER SIEGE ~
    ---------------------------------------
    
         Speak with Trancar in the Trade of Blades, he will tell you of the
    assault on Neverwinter City and assigns you the task of destroying a
    few catapaults, he also wants you to kill a couple of indestructible
    Golems being controlled by some evil Wizards, agree to help to aquire
    this side quest.  I refer you to the main quest for the completion of
    this quest since it ties right into that quest.  When the Golems are no
    more and the catapaults have been destroyed you will be rewarded 520 XP
    on the spot, no need to return to Trancar.
    
    _______________________________________________________________________
    
    
    ----------------------------
    ~ SIDE QUEST: RESCUE LEESA ~
    ----------------------------
    
         Speak with Luce in the Moonstone Mask and she will beg you to find
    her sister, agree to do so to aquire this very simple quest.  You will
    find Leesa in the north-east corner in the War Zone just standing in
    the road.  Speak with Leesa and tell her the way is clear and she can
    go back to the Moonstone Mask.  Return to Luce and you will be rewarded
    500 XP and a Cloak of Protection +4.
    
    _______________________________________________________________________
    
    
    ---------
    ~ OUTRO ~
    ---------
    
        Congratulations for completing the Neverwinter Nights campaign,
    this game is collosal and I know it took you a very long time to beat
    so pat yourself on the back for your triumphant victory; I hope you
    have enjoyed my walkthrough and I was of at least some assistance to
    you.
    
         Did you find a quest that isn't in my guide?  Did I majorly screw
    up anywhere?  Have you found an item, weapon, or suit of armor not
    listed in this guide?  Have you developed any good stratagies or have
    found some secrets you would like to share with the NWN gaming
    community?  If so, then e-mail me and let me know so I can add them to
    my guide, I will of course credit you for any information you provide
    that I use in this guide.  Please do not send me cheats and hacks
    because I refuse to put that kind of crap in my guide, let alone use
    them in my personal journeys.
    
    
    ================================================================ #22 ==
    
    
    -----------------------------------------------
    ~ 22) GAME WALKTHROUGH: SHADOWS OF UNDRENTIDE ~
    -----------------------------------------------
    
    
    ---------
    ~ 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://bioware.nwn.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
    even commiting minor alignment infractions like getting cocky with
    people.  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 12-20,
    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.  Some people will view
    this as a pro, but I see it as a major con.
    
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    #22A ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 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.  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.
    
    _______________________________________________________________________
    
    
    ------------------------------------
    ~ 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 and healing them.
    
         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                        ~
    -----------------------------------------------------
    
         These four quests all intertwine with eachother so I'll be adding
    all of them to this one section.  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 skellies 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.  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 the
    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.
    
         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 trackst 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 wi;; 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 and 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 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 you 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 Chiftan'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 in 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 Token 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.
    
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    #22B ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 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 the 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 "O's" 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.
    
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    #22C ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 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 forestry 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 1500 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 Shadovar 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 1500 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 every time you enter the circle.  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
    1500 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
    original 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.
    
    
    ================================================================ #23 ==
    
    -------------------------------------------------
    ~ 23) GAME WALKTHROUGH: HORDES OF THE UNDERDARK ~
    -------------------------------------------------
    
    ---------
    ~ INTRO ~
    ---------
    
         Hordes of the Underdark is a great campaign and is way more
    interesting than Shadows of Undrentide if you ask me; it's even better
    than the original campaign in my opinion.  It is a lot more challenging
    combat wise and some of the puzzles were extremely difficult to figure
    out as opposed to the previous two campaigns.  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 Hordes of
    the Underdark 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
    Waterdeep 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.  I also won't spoil any of the story on you.
    
         There were a bunch of new things that were added to this campaign
    to make your NWN gaming experience even better.  There are six new
    Prestige Classes to choose from; new skills; feats; spells; better
    weapon, item, and armor crafting abilities; better control of your
    henchmen (you can now control what spells they use and can have more
    than one fight by your side); even some new weapons were introduced
    such as the Whip and Dwarven Battleaxe.  When creating a character from
    scratch, when you start the game you'll immediately be able to level
    your character up to level 12-15; you can choose to manually level your
    character up or you can let the computer level up for you.  When your
    core character class reaches level 21 you'll attain Epic status, which
    will enable a bunch of bonuses your character will receive (see the
    Core Character Classes and Prestige Character Classes sections way
    above to learn what bonuses Epic characters receive).  Prestige Class
    characters will gain Epic Status at level 11.
    
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    #23A ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER ONE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    
    CHAPTER ONE "CONTROL F" NAVIGATION CODES:
    CHP1-1 Yawning Portal Inn
    CHP1-2 Undermountain: Level 1
    CHP1-3 Undermountain: Level 2
    CHP1-4 Undermountain: Level 3
    
    
                          <><><><><><><><><><><> CHP1-1
                          ~ YAWNING PORTAL INN ~
                          <><><><><><><><><><><>
    
    
    -- QUEST:
       - Main Quest: Descent into Undermountain
    
    ------------------------------------------
    ~ MAIN QUEST: DESCENT INTO UNDERMOUNTAIN ~
    ------------------------------------------
    
         After you create your character you'll watch a cut scene, when
    it's over you may have the option to level your character up to level
    12-15 if you've created him or her from scratch.  If this is the case
    then I recommend that you level up manually as opposed to letting the
    computer level up your character so you can choose the skills, feats,
    and spells that you prefer your character to have, the computer tends
    to make poor deciscions in this process.  You may also multiclass your
    character during this level-up process.  If you've selected a pre-made
    character or are using the character you've used for the previous
    campaigns and they were level 12-15 or higher, then you will not get to
    level your character up.  After you level up another cut scene will
    trigger.
    
         Kill the Drow Thief and you'll obviously notice that your
    character is unclothed and a woman named Tamsil will come into the room
    and speak to you.  She will inform you of the situation and give you a
    bunch of information as to what's going on around Waterdeep; she also
    tells you to head to the Armory for some equipment.  You'll start the
    game off with no gear at all (even if you use a pre-made character or
    the character you've played other campaigns with), the only things in
    your inventory right now is a Worn Book, a Rogue Stone, and the Relic
    of the Reaper; search the dead thief's remains to find a couple of more
    items to add to your pathetic inventory.  Leave the little room and
    search inside of the Armory on the right to find some armor and
    weapons.  Search in the other rooms to find some more items and such,
    in one of the rooms are two guys named Tanarell and Cyphus, speak with
    them to find out more of the situation.
    
         Head downstairs to see some old friends, Tomi, Daelan, Sharwyn and
    Linu.  They again will be your henchmen throughout this campaign and
    you may have them fight by your side if you wish. You have a lot more
    control over your henchmen than in the previous campaigns.  You can now
    decide what spells they get to use for the day, can control their
    inventory, and you may let more than one fight alongside you.  Speak
    with the four of them to find out some information; they tell you to
    seek out Durnan.  You can't hire any of them at this point in the game.
    You can speak with some of the other people in this room to find out
    some more information and hear some wild tales of adventuring.
    
         Head into the next room to find Durnan, your henchmen will follow
    you in here.  Speak with Durnan to find out more information on what is
    requested of you and how the city is under siege by the evil Halaster
    and his Drow army.  When the conversation ends some Drows will come
    into the house and commense an attack, kill them all and then everbody
    will run downstairs.  Check the kitchen for some items and then head
    downstairs to the well.
    
         Help everyone kill some more Drows, when they're disposed of speak
    with White Thesta to trigger another cut scene, when it's over speak
    with Thesta again.  She will give you a Rod of Resurrection, DO NOT
    discard or sell it!  She sells equipment so see what she has in stock
    and load up; you can sell her all of the weapons and armor from the
    Armory if you don't have much gold.  If you're using a character you've
    used for a previous campaign, all of your equipment may be gone but you
    still have all of the gold that character aquired during its previous
    journeys.  Items are a lot more expensive in this campaign than in the
    previous two so it would be wise to be very picky until your gold pouch
    gets a little heavier.  White Thesta will heal you if you aske her to,
    if your character gets Cursed or Level Drained ask her to be healed and
    these wretched spell effects will be no more.  Speak to Durnan to find
    out even more information and then pull the Well Lever; step onto the
    little platform that rises out of the well and then take a ride down to
    enter the dreaded Undermountain.
    
         A non-hostile Goblin named Grovel will run up and speak with you,
    find out some information from him and then you can either tell Durnan
    to pull the Goblin out of the well or you can choose to leave him
    trapped down here, or you can just kill him if you're an evil sort of
    person.  If you let him out of the well go back up there and speak to
    it, you can either persuade Durnan to give him a job at the local Inn
    or you can try to convince Durnan that this little Goblin is a spy for
    Halaster.  Giving this little Goblin a job will earn you 3 alignment
    points toward good.  You'll also notice that little twerp Deekin from
    the Shadows of Undrentide campaign hanging around the well, you may
    hire him as your henchman if you want but he's useless for you'll have
    to keep healing him every time he gets hit.
    
         Before you descend into Undermountain head back up to main floor.
    It isn't necessary but you should explore Waterdeep so you can buy
    better weapons, armor and equipment.  Speak with Grayban by the door
    leading out to Waterdeep, he will tell you that you're not allowed to
    leave the building.  Either Bluff, Intimidate, or pay him some gold so
    you can leave.  Go into the Argali's Arms and the Little Musings and
    Magic Shop in the area to buy some better equipment; you won't be able
    to gain access to anywhere else in Waterdeep yet.  When you're stocked
    up on items head back down into the well, go through the gate down here
    to enter the first level of Undermountain.
    
    _______________________________________________________________________
    
    
                      <><><><><><><><><><><><><> CHP1-2
                      ~ UNDERMOUNTAIN: LEVEL 1 ~
                      <><><><><><><><><><><><><>
    
    
    -- QUEST:
       - Main Quest: Descent into Undermountain
    
    ------------------------------------------
    ~ MAIN QUEST: DESCENT INTO UNDERMOUNTAIN ~
    ------------------------------------------
    
    >>> LEVEL 1 CENTRAL
    
         You'll see Sharwyn's corpse lying on the floor, obviously she
    befell due to the horrible circumstances that has befallen Waterdeep.
    Use the Rod of Resurrection on Sharywn's corpse to bring her back to
    life; she'll speak with you and you'll get a lot of information from
    her; you can also have her fight by your side or you can tell her to go
    back to the Inn.  You'll be rewarded 500 XP for resurrecting Sharwyn.
    You'll notice the map pin indicating to level 2 of Undermountain, in
    order to get down to that level you'll need to find some Colored Rods;
    you'll notice that the bridge to level 2 is blocked by four colored
    pillars.  There is an alternate way to level two in the North section
    of this level. Be advised that whenever you rest in this game that it
    may get interrupted by enemies so don't go to the bathroom or to the
    fridge while resting because you may come back to your game and find
    your character deceased.
    
         There are Portals scattered about the dungeon that lead to the
    North and South sections, you're currently in the Central section of
    the dungeon; the portal will randomly teleport to different sections.
    You can also get to the North and South sections through the doors
    marked Exit on the map in the North and South.  To fully navigate the
    Central, North and South sections you don't need to use the portals
    scattered about so don't worry about them.  There are also secret doors
    all over the place and if your character has low Spot skills and
    doesn't Spot them, then cast a True Seeing spell; they mostly lead to
    small rooms with containers to search for items and such.  If you can't
    cast that spell, or spells in general, try wandering around in
    Search/Detect Mode.
    
         Head to the north and enter the Hall of Sleeping Kings, it's to
    the right of the north-most exit.  You will see some Skeleton Kings
    sitting upon their thrones, they're non-hostile for the time being and
    you can't talk to or attack them.  Look in the pile of bones on the
    throne to the right and take the Blue Rod out of them.  Go to the other
    side of the chamber and speak with Chief Urdon to have a chat with his
    Black Sword, yes, you'll be talking to a sword.  The sword wants to be
    free from its miserable existence with the dead kings so try to take
    the sword when offered the option.  Trying to take this sword will
    awaken all of the Skeleton Kings in the room so kill 'em all.  This
    sword, Enserric the Longsword, will now be in your inventory and has a
    few good bonuses so you might want to equip it right away; you can also
    talk to Enserric any time you want, sometimes it'll give you good
    information as how to proceed in your adventures.  Don't forget to
    search all of the dead kings bones to find some good armor and weapons,
    you'll also find a Skull Key in the dead Chief Urdon's remains.
    
         Head into the Hall of Mirrors in the west, you'll find Daelan's
    corpse in here so use the Rod of Resurrection on him to bring him back
    to life; you'll be rewarded 500 XP for doing so and can either have him
    fight by your side or send him back to the Yawning Portal.  You can
    look in all of the mirrors in here to gain a lot of items; when you
    take an item out of the mirror it will disappear so choose wisely.  One
    of the mirrors will summon your "evil twin" so kill it, it isn't as
    tough as you are so don't worry all that much.
    
         Head to the south-west room to get bombarded by Frenzied Harpies
    and Noxious Ogres, kill them all and then search a chest in here to
    find a White Rod.  Now head to the south-east corner of the map to
    enter the Grim Statue Room, kill the Old Blue Dragon in here to gain a
    ton of XP; raid the dragon's loot for some good items, including
    Halaster's Magnifying Glass, you'll also find another Blue Rod.  Make
    your way into the North section via an exit or portal.
    
    
    >>> LEVEL 1 NORTH
    
        There are a bunch of Ogres, Orcs and Drow roaming around the area.
    In the south-east room is the Maze, go in there and you'll see a maze
    of traps on the floor and there are pillars beaming soundwaves in here,
    if you step on the trap a wave of Magic Missles will shoot out of the
    pillars at you.  You can destroy all of these pillars with spells like
    Fireball and Ice Storm.  Navigate your way through tht trap maze (or
    just destroy the pillars) and use the levers in the room to disable the
    traps; look in the chest in-between the levers for some items.
    
         In the south-most corridor is a secret door, go through it to be
    in a room marked Vanishing Treasure on the map.  If you don't have a
    henchman then go to the Yawning Portal Inn and hire Sharwyn or Daelan;
    it isn't necessary but you'll gain some good items if you do.  There
    are two rugs on the floor on either side of the treasure room, command
    your henchman to follow you and maneveur them so that they are standing
    on the rug fursthest from the door; then command your henchman to stand
    there ground while they are on the rug, this will make a chest appear
    on the other rug, go open it up to gain a few good items and a good
    amount of gold.  If you don't want your henchman tagging along anymore
    just tell them to go back to the inn.  In the corridor above this
    treasure room is a corpse, search it for a Green Rod.
    
         Head to the north-east room and open up the sarcophagus for a
    Greater Amulet of Health.  In the large room next to this one are a
    bunch of Noxious Ogres, kill them all and search a chest in here for
    another White Rod.  In the west you'll find a Red Rod in a room full of
    Drows, just search one of their remains for the rod.
    
         In the north-west room is the Hall of the Ogre Mage, go in there
    and fight with the Ogre Halsterean.  He'll surrender when he gets near
    death, however your spells might be powerful enough to kill him with
    one cast.  If you do happen to kill him it's no big deal, search his
    corpse for some good boots and a Crossbow of the High Forest.  If you
    do get to speak with the Mage, he'll tell you about the Fairy Queen.
    Ask him about how to get to the lower level and he'll tell you a way to
    blow up the secret passage leading to level 2 behind him.  Search the
    chests in this room for another Red Rod.  If you want to blow up the
    debris blocking the passage down to level two instead of collecting
    these colored rods then you'll need a Keg of Alchemist Powder, you can
    find one in the South section.  Head back into the central section and
    make your way to the South section via exit or portal.
    
    
    >>> LEVEL 1 SOUTH
    
         In the east is a secret door, go in there and snag another White
    Rod off of a corpse in a long corridor.  Head to the south-east corner
    of the map to be in the Three Guardians room, on the way there you'll
    encouter some Drow and Dureager Spellbinders, search the chest in the
    room they're in for another Green Rod. In the Three Guardians room
    there are three staues, each with a lever next to it.  Pull the statues
    until they are all facing the door and the statues will shoot an
    electrical bolt at the door, act quicly or the statues will run out of
    juice.  When all three statues zap the door simotaneously it will
    crumble; go into the room is was blocking and search the chest for some
    good items and 5,000 gold.
    
       In the north-east is the Bomb Makers Sanctum, go in there via a
    secret door and kill the Fairy Bomb Maker; search her remains to find a
    Yellow Rod.  In the west-most corridor is a corpse, search it for
    another Blue Rod.  In the north-west room is the Tombs of the Sleepers,
    go in there and and kill some Malevolent Grigs and Zombie Protectors;
    search inside of the coffins to find some items.  In the big room below
    this one are a bunch of Raging and Noxious Ogres, along with a bunch of
    Frenzied Harpies; clear the room out and search the chests in here for
    another White Rod and another Yellow Rod.
    
         Head to the south-west corner room to be in the Refuge of the
    Nymph, start fighting the Fairy Sorcerer and she'll surrender when you
    weken her to near death and you'll gain 2,000 bonus XP, speak with her
    to find out more of Halaster among other things.  You can kill her or
    let her go; if you whack her then search her corpse for some good
    items.  Go into the room beyound this one and take the Barrel of
    Alchemist fire if you want to blow the passage in the North section
    leading to level 2; search the chests in here to find another Yellow
    Rod.  The barrel weigs 50 pounds and may encumber your character; a
    potion of Bull's Strength or the spell for, in most cases, will un-
    ecumber your character so keep this in mind when and if your character
    ever becomes encumbered.
    
    
    >>> ADVANCING TO LEVEL 2
    
        Now that you have a bunch of Colored Rods or a Barrel of Alchemist
    Fire you can advance to level 2; it doesn't matter how you get down
    there so take your pick.  If blowing the passage then head to the North
    section and place the barrel in front of the debris blocking the way,
    shoot an arrow or cast a long range spell on the barrel to clear the
    way.  Entering level 2 by means of blowing this passage will give you
    2,000 bonus XP.  If you're using the Colored Rods then go to the bridge
    blocked by colored pillars in the Central section.  You'll see four
    levers in front of the bridge, interact with all the levers and insert
    the rods in all of them and then pull the levers to lower the colored
    pillars, you have to remove a rod after each use.  When you've finally
    created a path across the bridge obviously head on down to level 2.
    The colored rods are useless now so just drop all of them from your
    inventory.
    
    _______________________________________________________________________
    
    
                      <><><><><><><><><><><><><> CHP1-3
                      ~ UNDERMOUNTAIN: LEVEL 2 ~
                      <><><><><><><><><><><><><>
    
    
    -- QUEST:
       - Main Quest: Descent Into Undermountain
    
    ------------------------------------------
    ~ MAIN QUEST: DESCENT INTO UNDERMOUNTAIN ~
    ------------------------------------------
    
    >>> LEVEL 2 CENTRAL
    
         This level also has Central, North and South sections, there's
    even an East section now.  On level 2 of Undermountain you're in search
    of four Colored Chains so you advance to level 3 of Undermountain.
    When you first enter this level, open up the door to see a Fleeing
    Goblin get slain, make sure you search its corpse to find a Yellow
    Chain and a Small Key.  You'll spot the stairs down to level 3 in the
    middle of the map, they are blocked by a gate with a well in front of
    it and four colored pillars that require the four colored chains so
    don't mess with it yet.  Head through the exit directly across from the
    well to be in the South section.
    
    
    >>> LEVEL 2 SOUTH
    
         Explore the area, kill a bunch of Duergars and Drows and in the
    room with the Drow Veteran Scout make sure you search his remains for a
    Small Red Key.  Enter the next room and kill the Drow Sub-Commander,
    this guy is pretty tough for melee characters and casters of the Divine
    and Arcane shouldn't have too many issues taking him down.  When the
    sub-commander dies make sure you take the Green Chain from his remains,
    along with a bunch of decent items and his key.  Open up the Drow Chest
    on the table to find a Djinni Bottle, this bottle can only be uses
    three times per chapter.  If you use it, it will summon forth a Djinni
    and it will give you an Activation Stone, this Djinni also sells some
    really good items so check out his inventory.
    
        Tomi's corpse is also in this room, lying on the floor on the
    right, resurrect him with the Rod to be rewarded 500 XP; you can have
    Tomi fight by your side or you can tell him to go back to the Yawning
    Portal Inn.  Head back into the Central area and then go east to the
    door marked exit on the map, go through this exit to enter the East
    section.
    
    
    >>> LEVEL 2 EAST
    
         Explore the east section and kill a bunch of Rakshasas, they're
    immune to a variety of spells and are pretty tough, especially the
    Rakshasa First Born; when it finally dies search its remains for some
    good loot; keep your eye out for a Brass Key that one of them drops.
    In the room past the Rakshasas some oldman named Shareesh will run up
    and speak with you.  This is a conning and deceitful old timer and he
    wants an Activation Stone, you should have one from the Djinni if
    you've summoned it yet; you can give it to him if you want.  If you
    give him the Activation Stone the slaves in the room will get freed and
    your Journal will be updated that you completed the Halaster's Slaves
    side quest, but there is no reward.  Shareesh will then become hostile
    and you'll be attacked by him, along with his bodyguards so good luck.
    If you don't want to give this old man the Activation Stone then cast a
    True Seeing spell to reveal that Shareesh is a Rakshasa in disguise;
    this will make him become hostile so prepare for a tough battle with
    him and his minions, your Journal will get updated for the Halaster's
    Slaves side quest; there's no reward for completing it this way either.
    When Shareesh is dead search his remains and take the Red Chain and
    some other good items, including his two-bladed sword Honor and Death.
    If you want you can interact with the Portal Stone in here, just place
    the Activation Stone into the portal, step through the portal to visit
    Waterdeep.  You should have loads of equipment to sell so go to the
    Argali Arms shop and sell all of the good items you've been finding for
    a heafty profit.  Step back through the portal to be back in the East
    section.
    
         In the room past where you defeated Shareesh you'll find even more
    Rakshasas, including three First Borns, they're not as tough as the
    last First Born.  In this room is a sarcophagus, open it up to find
    Linu's corpse, bring her back to life to be rewarded 500 XP; you can
    let her fight by your side or send her back to the inn.  Head back into
    the Central section and go through the exit in the north to be in th
    North section.
    
    
    >>> LEVEL 2 NORTH
    
         Explore this section and kill a bunch of Goblins, In the room to
    the west is a big Ogre named Stoney, kill it and search its remains for
    the Boots of Speed and a couple of nice weapons; these boots are
    enhanced with Haste so you might want to slip them on right away.  Head
    to the south-west room and kill the Goblin leader Argo Blacktooth,
    search his remains and take the Purple Chain among the other good
    items.  There are three levers in here and I don't know what they're
    used for.  Head back to the Central section now that you have the four
    colored chains.
    
    
    >>> ADVANCING TO LEVEL 3
    
         Now that you have the four chains go to the center of the map to
    the well (Pool of Colors) and the four colored pillars.  Put a colored
    chain on the appropriate pillar to make four colored chains appear,
    Red, Yellow, Purple and Green.  When all four chains are put in place
    the well will begin to glow, you will see a color pattern appear above
    the pool when you interact with it.  This puzzle took me hours to
    figure out so be glad I'm here to guide you through it.  To lower the
    gate to advance to level 3 you have to pull the chains in a certain
    order, the colors above the well are giving you the correct sequence.
    These colors are kind of hard to make out so lower the brightness
    through the options menu so you can better make out the correct color
    combintaion if you're having trouble seeing the colors.  You have to
    *WAIT* for the colors above the pool to *STOP* (by stop I mean
    dissappear) before attempting the sequence, you have to pull 6 chains
    in the correct order for the door to open.  If you pull the chains out
    of sequence then an enemy will appear, when you pull the chains in the
    right sequence you will hear something like the sound of a bell.  If
    you pull a chain out of order the chains will reset and you'll have to
    try again by looking into the well and waiting for the color sequence
    to stop.  I advise you to write down the combination as you go so you
    don't spend hours on end here, it's going to take you long enough just
    to get the right combination.  This color combination is RANDOMLY
    generated so don't e-mail me and ask me for it.  I know for a fact that
    this color sequence is random because I've played through this campaign
    five times, and in each game the combination was different so I just
    laid to rest this issue.  When the gate finally lowers head through the
    door and speak with a Zombie named Berger, get some information from
    him about Halaster being captured and then head on down to
    Undermountain level 3.
    
    _______________________________________________________________________
    
    
                       <><><><><><><><><><><><><> CHP1-4
                        ~ UNDERMOUNTAIN: LEVEL 3 ~
                       <><><><><><><><><><><><><>
    
    
    -- QUEST:
       - Main Quest: Descent Into Undermountain
    
    ------------------------------------------
    ~ MAIN QUEST: DESCENT INTO UNDERMOUNTAIN ~
    ------------------------------------------
    
    >>> LEVEL 3 CENTRAL
    
           There will be a Central, North and this time a West section on
    level 3.  Kill some more Drow and go through the door in the west, try
    to open the next door and a friendly Drow named Nathyrra will appear
    and speak to you, a side quest An Unexpected Ally will get added to
    your Journal.  Nathyrra gives you information about where Halaster is
    being held among other things, including some new information on the
    Valsharess; she also tells you about a Formian Queen being held
    captive.  Go through the door and head into the Drow Camp, kill all the
    Drow lurking around in here and search the area for items.
    
         Leave the camp and go to the south of the map to trigger a cut
    scene and to be in the Mines, you'll see the Slave Pens in here too.
    After the cut scene clear out the area of Drow and then go to the north
    to see the Formian Queen trapped in a magical sphere.  Pull the lever
    next to the queen and then speak with her, she'll give you some
    information if you talk to her, you can choose to kill her too, but
    doing this would earn you some evil points.  If you let her live then
    she and the non-hostile Formians in the area will burrow out of here;
    you get no reward or anything for freeing the Queen so don't expect
    anything.  Head back into the Drow Cap and go through the door marked
    to North Passage.
    
    
    >>> LEVEL 3 NORTH
    
         Nathyrra will appear right away near the entrance and will speak
    tou again, she will tell about a secret passage in the north that you
    can use.  You don't have to go into this passage if you don't want to,
    but I recommend that melee fighting characters go this secret way
    becuase the battle will be easier.  If you go through the secret
    passage marked Hidden Tunnel on the map, use the Ballistas to kill all
    the Drow and Duergars down below.  Clear the entire map of enemies and
    make sure you check the large chest in the Encampment to the south to
    find a bunch of equipment.  After the area is cleared out go through
    the door marked exit in the south-west.
    
    
    >>> LEVEL 3 SOUTH
    
         Nathyrra will appear and speak with you yet again, she will offer
    to fight by your side if you'll allow her to, or you can just whack her
    if you're an evil character.  It's finally time to free this Halaster
    everyone has been talking about.  Open the door to trigger another cut
    scene, when it's over an intense battle will commence with an
    overwhelming amount of Drow.  When the battle is over you'll see
    Halaster trapped by electrical beams, destroy the three energy stones
    surrounding him causing the beams and then speak to him.  Halaster
    tells you a lot of interesting main story line information so make sure
    you read all of his responses.  After this lengthy conversation is over
    you will advance to chapter two.
    
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    #23B ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER TWO ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    
    CHAPTER TWO "CONTROL F" NAVIGATION CODES
    CHP2-1 Lith My'athar City Core and Port
    CHP2-2 Shaori's Fell
    CHP2-3 Isle of the Maker
    CHP2-4 Drearing's Deep
    CHP2-5 Zorvak'Mur
    CHP2-6 Beholder Caves
    CHP2-7 Battle with the Valsharess's Army
    
    
    
                          <><><><><><><><><><> CHP2-1
                          ~ CITY CORE & PORT ~
                          <><><><><><><><><><>
    
    
    -- QUESTS:
       - Main Quest: Defeating the Valsharess
       - Main Quest: Beholders Allied with the Valsharess
       - Main Quest: Undead Army of the Valsharess
       - Main Quest: Illithid Allies of the Valsharess
       - Side Quest: A Daughter's Ambition
    
    
    >>> EXPLORING CITY CORE & PORT
    
         You'll start this chapter off in the Temple of Lolth in a town
    called Lith My'athar speaking with The Seer, get some information from
    her regarding the horrible circumstances that has befallen Lith
    My'athar; if you've managed to keep Nathyrra alive then she'll also be
    in the conversation.  The camera angle will automatically switch to the
    Chase Cam, if you don't like the new camera angle then go into the Game
    Options Menu and change it back to the one you prefer.  Speak with
    Nathyrra and ask her abouth the Valsharess to get three more main
    quests added to your Journal; you can hire Nathyrra as your henchman if
    you wish.  And you can also speak to Valen Shdowbreath next to The Seer
    and hire him as your henchman as well. During this chapter talk to The
    Seer if you need healing from all the nasty spell effects you'll suffer
    from during your journeys.
    
         Leave the Temple of Lolth and explore the area, you should buy
    some better equipment from the Armory and Forge.  Rizolvir in the
    Armory can upgrade your weapon(s), just ask him to and a list will pop
    up with a bunch of enhancements, it costs a lot of gold to enhance a
    weapon but it is well worth it; also note that there is a limited
    amount of enhancements you can upgrade your weapon with so choose
    wisely if you upgrade your weapon(s); the special weapons you find all
    over the place can even get enhancements added to them.  I suggest that
    if you're going to enhance a regular weapon with no special properties
    other than an Enhancement Bonus then choose one with at least a +6
    Enhancement Bonus.  I also recommend that that you purchase the Haste
    enhancement as soon as you can.  In case you didn't know, Haste will
    give you one free attack per round with ranged and melee weapons and
    increases your Base Movement Speed up to 150%, and Haste also cuts
    spell casting time down to HALF!  So, choosing the Haste enhancement
    here would be a very wise decision on your part.  The High Wizard
    Gulhrys in the Merchant area sells a lot of magical items so go and
    make some purchases before you begin exploring chapter two.  You can
    get information on the main quests for this chapter from all of the
    Commanders at the various Training Grounds around the area, if you pay
    attention to the story line in the game like I do then you will
    definitely want to talk to these Commanders to find out more
    interesting things.  Before journeying to the Strange Island Town go
    into the Maeviir Public House to do the quick side quest below.
    
    ______________________________________________________________________
    
    -------------------------------------
    ~ SIDE QUEST: A DAUGHTER'S AMBITION ~
    -------------------------------------
    
         Head into the Maeviir Public House and speak with a woman named
    Zesyyr, she will inform you that she wants her own mother killed, and
    she wants you to do it; agree to do so and she will give you the
    Maeviir House Signet Ring.  I know this sounds like an utterly evil
    quest geared towards evil characters but it isn't.  Head to House
    Maeviir in the north-west corner and speak with the guards out front,
    show them the ring Zesyyr gave you and they will let you into the
    house.  Speak with the woman you were sent here to whack, Matron Mother
    Myrune, and you'll have a choice of attacking her and her Drow Guards
    from the get go, killing her is the more lawful choice believe it or
    not.  The evil choice here is to inform Myrune of what her daughter has
    been planning and she will reward you with an Amulet of the Will +8.
    You can also inform her of her daughter's plan to have her killed to
    gain the amulet, then just kill Myrune to fulfill the contract after
    she gives you the amulet.  If you let Myrune live you'll gain 3
    alignment points towards evil; if you kill her then a cut scene will
    trigger when she dies and you'll be rewarded 5,000 XP and 20,000 gold.
    
    _______________________________________________________________________
    
    
                         <><><><><><><><><> CHP2-2
                         ~ SHAORI'S FELL  ~
                         <><><><><><><><><>
    
    
    -- QUEST:
       - Main Quest: Avariel Trapped Beneath the Earth
    
    -------------------------------------------------
    ~ MAIN QUEST: AVARIEL TRAPPED BENEATH THE EARTH ~
    -------------------------------------------------
    
         Go to the Docks in the north-east of the port and speak with
    Cavallas; ask him about the Islands and two quests will go into your
    Journal, A Strange Island Town and the Golems on an Island quests.  Ask
    him to take you across the river to the Strange Island Town.  When you
    alight the boat Cavallas will be standing by the shore line, he can
    take you back to Lith My'athar at any time - just ask him to take you
    back if you find too much equipment and become encumbered, or need to
    re-stock on any potions and such.
    
    
    >>> SHAORI'S FELL
    
         Procceed slowly and enter the Drow Camp and encounter some new
    types of Drow, Red Sisters; there will also be a powerful Sorcereres
    named Sabal attacking you and she'll dissappear after you widdle her
    health down to injured.  Explore Shaori's Fell and you'll spot numerous
    map pins indicating the Drow Camp you're now in, a Temple to the south-
    west, a cave to the south-east, a Merchant in the middle of the map, a
    Library in the east, a Castle in the west, and finally a Wizard Tower
    in the north-east.  The goal here is to find five pieces of a Broken
    Mirror.  Near the Merchant some Avariels will approach you, don't do
    anything hostile to them and speak with Skaa.  Skaa will inform you of
    all the troubles in the area and informs you to go see the Queen, the
    Avariel Trapped Beneath the Earth quest will go into your Journal.
    
    
    >>> SHAORI'S CAVE
    
        Go to the cave in the south-east, Sabal and her evil Drow followers
    will jump you again so kill them all and when Sabal gets injured she'll
    teleport herself to safety.  Go into the cave and speak with Shaori,
    tell her you're looking for allies to aid in the battle against the
    Valsharess; Shaori will then tell you of a magic mirror that must be
    fixed.  She will tell you that she gave a piece of the broken mirror to
    Sabal; and she'll inform you that you must find a total of five mirror
    pieces.  The Shaori's Cave quest will go into your Journal as already
    being complete.  You have the option of killing Shaori but I advise you
    DON'T.
    
    
    >>> THE CASTLE
    
         Go into the Castle in the west and when you are in front of it
    Sabal will appear again, along with a bunch of Drow so kill them all;
    again Sabal will dissappear when you get her health down to injured.
    This will prove to be a really tough fight for melee type characters,
    casters of the Divine and Arcane shouldn't have too many difficulties
    here.  After the intense battle go into the castle and kill a bunch of
    Driders, they're like giant spider/humans and really aren't that tough;
    take out the Drider Clerics first or they'll keep on healing the Drider
    Chief.  When the chief dies due to your blade/mace/spells or whatever
    search its remains for a really good shortbow, Assanti.
    
         You'll see the Throne Room to the north so head in there before
    exploring the rest of the castle; the room is blocked by a web so just
    touch the web and it will dissappear.  In here speak with the Fool, he
    will tell you more of the mirror that needs to be fixed and that you
    must find five pieces for it; ask him about where they can be found and
    your Journal Will get the following quests: The Merchant, The Library,
    The Temple, and The Wizard's Tower; all of these quests must be
    fulfilled to complete the main quest in the area.  Explore the rest of
    the castle and kill any remaining Driders to find some good items and
    then blow out of this joint to meet the merchant.
    
    
    >>> THE MERCHANT
    
         Speak with the Merchant in the middle of the map and he will tell
    you that he has a piece of the mirror and he will only trade it for
    something of less value.  Of course there's always the option of
    killing the Merchant to aquire this piece but this of course is an evil
    act, not to mention all of the friendly Avariel creatures will become
    hostile towards you; every Winged-Elf killed will give you 5 alignment
    points towards evil for EACH one you slay.  That's a significant amount
    of evil points so if your character is a Paladin or Druid then DO NOT
    kill the Merchant or other Avariel creatures; if you do then you won't
    be leveling up any time in the near future.  Offer to make a deal for
    the mirror shard (which is a compass, not a shard of glass) and he will
    tell you that he wants something worth less, but he never tells you
    what he wants for the trade.  To get the piece without resorting to
    violence you have to BLUFF or INTIMIDATE him.  Just keep clicking
    either the Bluff or Intimidate response over and over, sooner or later
    you'll beat the Skill Check required for bluffing or intimidating and
    aquire a Merchant Compass, this thing will guide you to the Mirror
    Shards.  You don't have to have this compass to find all of the shards,
    it just informs your character when you're close to one and makes them
    easier to find.  To use the Compass click on it in your inventory and
    select use, this will make your character flash bright yellow, the
    closer you get to a Mirror Shard the faster your character will flash.
    The flashing doesn't make your character suffer any ability losses and
    won't interfere with spell casting or other forms of combat.
    
         The Merchant told you that he has hidden a piece of the mirror
    somewhere around the area, go BEHIND the Library and look in the bottom
    corner to find a pile of garbage, take Mirror Shard 1/5 out of it,
    you'll gain 1,000 XP for finding the shard.  If you're character has
    low Spot skills then you may have trouble spotting the pile of garbage
    the mirror piece is in, if this is the case then activate the compass
    the merchant gave you and the pile of trash will appear.
    
    
    >>> THE LIBRARY
    
         Since you're near the Library head on inside.  Speak with Ulithar
    as soon as you enter this place, he will tell you that his wife has
    turned into a Medusa.  Go through the door to see the Medusa, Quathala,
    romaing around in the library.  You can attack her if you'd like, she's
    pretty tough and can turn you into stone, there is no alignment penalty
    for killing her.  If you want to get the mirror shard without killing
    her then go into the little room on the bottom of the map and open up
    the armoire to find a potion of Sight Warding; drink the potion, this
    will make Quathala non-hostile and you'll be able to speak with her.
    Tell her you want the mirror shard and she'll ask you a riddle; the
    answer to it is Mud.  You can also try to Bluff or Intimidate her into
    handing over the shard.  Whether you kill her, answer her riddle, or
    Bluff or Intimidate her you'll aquire Mirror Shard 2/5 and gain 1,000
    XP for aquiring the shard.
    
    
    >>>  THE TEMPLE
    
         Go to the Temple in the south-west and head on inside.  Speak with
    Lomylithrar and he will immediately disease your character and all of
    your abilities will be decreased.  To get the next shard and obtain the
    cure for this uncureable disease you've been inflicted with you have to
    play a little game.  Of course there's always the option of slaying
    this evil priest to aquire both the shard and the cure you're in dire
    need of, there's no alignment shift if you kill the priest, you'll also
    gain some good items if you decide to whack him.
    
         If you agree to his challenge then just pull one of the chains
    hanging from the ceiling to be teleported into "the ring" so to speak
    and kill a big Diseased Troll; because your ability scores are really
    low right now melee characters will have issues here, as always casters
    of the Arcane should breeze right through this round.  When the Troll
    is defeated you'll teleport back to Lomylithrar and he will inform you
    of another round you must fight, pull one of the chains again to
    teleport back into the ring, this time you'll be fighting another
    Diseased Troll or a Dire Spider.   When the Troll or Spider dies you'll
    go another two rounds with a Diseased Troll or a Dire Spider in each.
    For the fifth and final you'll have a go at a Dire Spider, when it dies
    you'll have beaten Lomylithrar's challenge; he will reward you with
    Mirror Shard 3/5 and Lomylithrar's Antidote; drink it right away to
    cure your character, you'll also gain 1,000 XP for aquiring the shard.
    
    
    >>> THE WIZARD'S TOWER
    
         Head to the Wizard's Tower in the north-east, before going inside
    speak with Petyr, he will tell all about the Archmage Apprentice who
    resides in the tower, this apprentice has of piece of the mirror you
    are trying to refurbish.  Head into the tower and kill all of the
    Vrocks, Drow and the giant Balor in the corner and then go up the
    stairs to level 2.  There will be a little magical dust cloud called a
    wild magical surge following your character around while you're in this
    tower, it can disrupt the casting of spells and I don't think you can
    get rid of it.  If you're trying to cast a spell then run out of the
    cloud to significantly increase the chance of the successful casting of
    the spell.  GLITCH ALERT: I don't know if it's just my copy of the game
    but it tended to freeze up a few times while I was in this tower so
    don't be surprised if it happens to you.
    
         Level 2 of the tower is also infested with enemies so slay them
    all.  The Balors aren't as tough as they look so don't be intimidated
    by their gigantic stature; they can turn your character into a chicken
    for a few rounds, the Vrocks can change you into a penguin, it's kind
    of funny when this happens.  When the carnage fest is over head up to
    level 3.
    
         This level of the tower is infested with Green, Gray and Death
    Slaads, they can do all sorts of nasty things to your character so
    beware.  Search this level of the tower and you'll run into Jansil, the
    Archmage Apprentice, in a small room in the north-west.  When you get
    Jansil's health down to injured he will surrender so speak with him.
    He'll give you Mirror Shard 4/5 and you'll also gain 1,000 XP.  You can
    also slay him to get the shard and XP, there's no alignment penalty if
    you decide to kill him.
    
    
    >>> BACK IN THE CASTLE
    
         Now that you have four Mirror Shards go back into the castle in
    the west.  Head straight into the Throne Room and speak with the Fool,
    Sabal is standing next to him.  The Fool will speak a little but the
    inevitable battle with Sabal will insue, this fight is to the end and
    she won't teleport elsewhere when you get her health down to injured.
    When the battle begins don't attack the Fool because you can't harm
    him.  Sabal is a really tough opponent and as you would guess she
    summons forth a bunch of Red Sisters to aid her in the slaying of you.
    You can use the mirror shards on the glowing Pillars of the Guardian in
    the room to polymorph into an Iron Golem if you want.  Sabal will also
    use these pillars to polymorph herself into an Iron Golem that can
    severely damage your character, I feel sorry for melee'rs for this
    fight.  When Sabal is defeated search her coprse for Mirror Shard 5/5,
    along with some good items and the 1,000 XP for aquiring this final
    shard.  Speak with the Fool again and then you and him will be
    teleported into Shaori's Cave.
    
    
    >>> OBTAINING THE MIRROR
    
         Hopefully you decided to let Queen Shaori live and didn't go on a
    chaotic killing spree and killed all of the Avariel creatures.  The
    quest Avariel Trapped Beneath the Earth will get completed (even if you
    killed her) and you'll be rewarded 5,000 XP and aquire the Mirror of
    All-Seeing.  Head back to the boat and tell Cavallas to take you back
    to the Seer's Camp to stock up on items and sell all of the good ones
    you've been finding for a heafty profit.  The Merchant Compass is now
    useless and you can sell it for a decent buck.  I advise you to buy a
    ranged weapon if you don't have one and can't cast long range spells
    for you are going to need one on the next island, if you don't use
    ranged weapons then just buy the cheapest one and the cheapest ammo for
    it.  When you're re-stocked and weighed down by all of the gold you've
    just aquired, have Cavallas take you to the Isle of the Maker.
    
    _______________________________________________________________________
    
    
                        <><><><><><><><><><><> CHP2-3
                        ~ ISLE OF THE MAKER  ~
                        <><><><><><><><><><><>
    
    
    -- QUESTS:
       - Main Quest: Golems on an Island
    
    -----------------------------------
    ~ MAIN QUEST: GOLEMS ON AN ISLAND ~
    -----------------------------------
    
         Your goal here is to make an ally with a Golem to assist in the
    upcoming battle against Valsharess's Army.  Go into the Duergar
    Encampment in the south-east and look for the Merchant in there, speak
    with him to find out some information and then check his inventory for
    any items you may want; I suggest you purchase a Bag of Holding, not
    only does it reduce the weight of the items put into it buy 100%, it
    also gives you extra space in your inventory.  Speak with Dahanna who
    is also in this encampment, she'll tell you about the Maker and how the
    Golems are taking over the island.  You can attack Dahanna and all of
    the other Duergars but this wouldn't be for the greater good and not in
    your best interest at this point in the game.  Head into the Dungeon in
    the middle of the map.
    
    
    >>> UPPER RUINS
    
         The Upper Ruins are one big circular/sgaure corridor with a bunch
    of small rooms leading off of it; in the main corridor are a bunch of
    Iron, Clay and Stone Golems; you'll also see a Scavanger Golem roaming
    around, it can't be killed yet and it can resurrect all of the Golems
    you slay in the main corridor.  This can get quite aggrevating but if
    you're patient then you can gain a lot of XP here, you should be
    zooming through the levels and at least level 21 by now with the Epic
    Status.  If the resurrecting Golems get too tough for you just make
    sure the doors are closed when you leave all of the small rooms you
    enter.
    
         Hang a right in the main corridor and go into the first door on
    the right, kill the Minogons in here and search the chest in the back
    of the room for some Blue Powder.  Hang a right in the main corridor
    and through the next door you get to, kill the Stone Golem in here and
    open the chest to find a Magical Crystal.  Go through the next door
    down the corridor and kill the three Golems in here, open the chests in
    here to find a Golem Head and a Golden Rod; look on the bookshelf in
    here and take the two books off of it, Lexicon Arcana and the
    Scriptures of the Created.  Take a look at the books, in Lexicon Arcana
    there is an answer to a riddle, in the Scriptures book there are
    recipes for some items to help you destroy the Golems.  These items are
    made in the north-east corner room on the Alchemist's Apparatus but
    first you need more ingredients, make sure you take the Yellow and Red
    Powders out of the chest in the room.  You should have the items needed
    to make a Golem Binder, an item that will slow the Golems down.  To
    craft this rod interact with the Alchemist Apparatus and place the
    Golden Rod, 1 Yellow Powder, and 1 Blue Powder onto it, this will make
    the rod appear on the apparatus.  This rod only has ten charges so make
    them count; don't waste them on the normal Golems, save the charges for
    the super tough Guardian Golem you'll encounter shortly.
    
         Go into the room next to this one to fight a really tough Weapon
    Spirit, it will disarm your character and posses your melee weapon so
    pick up one of the numerous weapon lying on the floor and kill the
    spirit to get your weapon back.  When the Spirit Sword is no more make
    sure you check the remains of Merkil for some Blue Powder and Merkil's
    Plate Armor, a really great suit to wear if your character is able to
    wear heavy armor; search near his corpse to find Merkil's Helmet and
    Hammer also.
    
         Continue along through the corrior and you'll come across two
    doors alomost directly across from eachother, the north door takes you
    to the next level of the ruins and it is guarded by a super tough
    Guardian Golem, I advise you search the rest of this level to find the
    ingredients to make a rod that will aid you in taking down this Super
    Golem.  Go into the door across from the Guardian Golem with the
    Control Room sign in front of it.  In here is a little puzzle that
    drove me crazy trying to figure it out and then slapped myself in the
    forehead when I finally did.  Kill the four Iron Golems in here (a
    Maximized Isaac's Greater Missle Storm will take out three of them in
    one cast) and then you'll notice a Control Panel in the middle of the
    room.  Don't interact with the middle panel, it will zap you pretty
    good with a bolt of electricity and might even kill you.  You'll see
    two smaller panels to either side of the main one, interact with these
    two panels to make the number 54 glow in the middle of the room, now
    interact with the middle panel to see something interesting.  The
    Scavanger Golem is now dead and you need not worry about those forever
    resurrecting Golems anymore.  You probably want to know how I obtained
    the solution to this puzzle.  If you were paying attention then you
    would have noticed that the Scavanger Golem roaming around says the
    words "Sinth Thest" when you walk near it.  If you look in in the book
    Lexicon Arcana you will notice that next to the numbers are code words
    for them.  Next to number five is the code word Sinth, next to number
    four is the code word Thest.  Whalah, puzzle solved.
    
         Go into the next room along the main corridor to see a Golden
    Armor Suit statue in the middle of the room surrouned by a huge trap.
    You *CANNOT* disable this trap using that skill so don't waste your
    time trying; if you walk onto the trap then the statue will disappear.
    Directly behind the statue is a pillar, look behind it to find a lever,
    pull it to disable the trap surrounding the statue.  Approach the
    statue and it will dissappear, you'll now have the Searing Helmet and
    the Searing Armor in your inventory; these are some of the best armor
    items in the game.  Go into the room next to the statue and take the
    Golem Right Hand out of the chest in there.
    
         Head into the main corridor and go into the last two rooms and
    look in the chests to find a Mithral Statue and two more Blue Powders.
    Go to the Alchemist Apparatus so you can craft some more rods.  Place
    the Mithral Staue and TWO Blue Powders onto the table and the Golem
    Crasher will appear, this will help you kill the really tough Guardian
    Golem blocking the passage to the next level.  To create a Golem
    Attractor place the Magical Crystal, a Blue Powder and a Red Powder
    onto the apparatus, this will make the crystal appear; when used this
    will attract Golems to where it is placed.
    
         When you are ready to battle with the Guardian Golem head into the
    north corridor and let the fight begin.  Use the Golem Crasher on him
    (about 6-7 charges) to take him out.  Enter the lower ruins when this
    gigantic construct gets deconstructed.
    
    
    >>> LOWER RUINS AND GAINING A GOLEM ALLY
    
         Upon entering the Lower Ruins a cut scene will trigger, when it's
    over you'll be attacked by some Flesh and Bronze Golems.  The Lower
    Ruins has two Golem Camps, Aghaaz's camp is in the north and Ferron's
    camp is to the south.  Aghaaz is the evil one and Ferron is the good
    one.  There are two ways you can do this part.  The evil way would to
    be to go to the north, open the chest in the first room to find a Golem
    Torso, all the Golem pieces I lead you to will only be there if your
    character has the ability to cast ARCANE spells; if you can't cast
    Arcane spells then the Golem pieces will not be there.  Open the other
    door in here and a Flesh Golem will speak with you so tell it to take
    you to his master Aghaaz.  Aghaaz will tell you about Ferron in the
    south and how he wants him dead.  Tell Aghaaz about the Valsharess and
    he will agree to aid in the battle if you kill Ferron for him.  Don't
    attack any of the non-hostile Golems in the north area or they'll all
    become hostile.  Go to the south and kill all of the Bronze Golems,
    search the area for more Golem Pieces in some chests including a Golem
    Left Leg, Golem Left Hand and a Golem Right Leg.  When you get so far a
    non-hostile Bronze Golem will speak with you, tell it to take you to
    Ferron or attack it.  When you get into Ferron's Camp obviously kill
    him, it's going to prove to be quite the battle, especially for melee
    type characters.  Search Ferron's corpse and take his head.  Return to
    Aghaaz and give him Ferron's Head, you will be rewarded 2,500 XP and
    gain Aghaaz and his Fleash Golem followers as allies for the major
    upcoming battle.
    
         The more lawful way to do this part would be to go to Ferron's
    camp in the south.  Speak with Ferron and he will tell you about Aghaaz
    in the north, and how he wants you to kill him and obtain the Power
    Source.  Tell him about the Valsharess and he will offer to assist you
    in the battle if you'll whack Aghaaz for him and bring him his precious
    Power Source.  Head to the north and kill a bunch of Flesh Golems and
    when you reach Aghaaz's Camp obviously kill him.  This will be a tough
    battle and melee characters will suffer horribly during it.  When
    Aghaaz and the seemingly endless amount of Flesh Golems fall victim to
    your wrath, go through the door in here to enter the Power Source room;
    walk up to the Power Source and take it.  Return to Ferron and give him
    the Power Source to be rewarded 2,500 XP and to gain Ferron and his
    Bronze Golem followers as allies in the upcoming major battle against
    the Valsharess's Army.
    
    
    >>> THE MAKER'S SANCTUM
    
         Go down the stairs in Ferron's Camp to enter the Maker's Sanctum.
    You don't have to come down here but will gain some good items and XP
    if you do, not to mention you'll get to construct a Golem that will act
    as your henchman if your character is a caster of the Arcane.  Walk
    forwards onto a square platform and then a magical current will
    surround the platform, you'll notice four Magic Mirrors in each corner.
    This is what I told you to buy a ranged weapon for if you can't cast
    long range spells.  QUICKLY shoot each mirror with an arrow, bolt, or
    bullet, or just launch Fireballs or Magic Missles at them, and the
    magical current will dissappear so proceed south to a Will-'O-Wisp
    named the Keeper.  If you're not quick enough in destroying the mirrors
    then they will reset and you'll have to try again, Haste your character
    if you're having trouble destroying the mirrors in the short amount of
    time alloted.
    
         If you have the Golem Attractor then DROP it BEFORE you talk with
    the Keeper!  Speak with the Keeper and you'll notice two giant Mithral
    Golems standing idly in the background.  No matter what response you
    choose the Keeper will teleport elsewhere and you'll be attacked by the
    two Mithral Golems; if you've dropped the Golem Attractor then they'll
    be distracted by it and will go to it; try to keep them near where
    you've dropped the Attractor.  They are extremely fast and brutal
    opponents, hopefully you still have some charges left in the Golem
    Binder and Golem Crasher; if you do then use the Binder to slow them
    down a little and then zap them with the remaining charges (if any)
    from the Crasher.  Melee type characters will have their hands full
    here, especially if they don't have the Golem Attractor; these things
    are so brutal that you have to drink a Potion of Heal for every
    successful melee blow you deliver.  That's an insane amount of healing
    potions and gold spent buying them, I feel bad for your character if
    it's a Fighter, Barbarian, Paladin or other melee designed character
    class.  If you're a caster of the Arcane then cast the Maximized
    Isaac's Greater Missle Storm spell to kill a Mithral Golem with just
    one cast.  Divine magic casters may want to summon an Elemental of some
    sorts to distract and help you kill these Golems.  When the Golems
    finally die search their remains and take the two Golem Seals and Bars
    of Mithral; the bars are for crafting weapons and armor.  Place the
    Golem Seals on the two Pedestals near the locked gate, this will unlock
    it.  I advise you to drink a bunch of potions or cast the spells for
    them because you're about to have a difficult battle; more difficult
    than the two Mithrals you just took down.  When you're all powered up
    via spells or potions head through the gate to enter the Maker's Study.
    
         The Maker, a floating Demi-lich Skull, will float over and speak
    with you.  He will tell you about the perfect Golem race he is trying
    to create and he drones on and on for a minute or two so prepare for a
    lengthy conversation.  No matter the responses you choose during the
    conversation the Maker will attack you sooner or later.  The portal in
    the corner of the room will take you to a small room near the entrance
    into the Upper Ruins.  First off, the only way to kill this skull is
    via spells, you can't damage it at all with a melee weapon.  One of the
    characters I've played the game as was a very powerful level 26 Fighter
    with a 32 Strength ability score and Epic Weapon Specialization with a
    Greatsword, I was using a Greatsword +10 with all kinds of other
    bonuses and sat here for half an hour trying to damage The Maker and I
    just couldn't break through its resistances so I don't think this thing
    can be killed via melee weapons.  This thing is about twice as hard as
    Klauth the Ancient Red Wyrm was during the origional campaign, have A
    LOT of healing potions on hand for this insanely tough battle.  This
    Demi-lich is resistant to a whole array of spells but keep casting them
    at him and you'll wear its resistance out sooner or later; it will also
    cast a whole arsenal of lethal spells at you.  The Greater Spell
    Mantle, Extended Greater Stoneskin, Globe of Invulnerability and
    Extended Endurance spells worked out great for me against this thing,
    so did, as always, the ever so trusty mega spell, Maximized Isaac's
    Greater Missle Storm.  When it finally dies you'll gain a good amount
    of XP and make sure you take the Golem Machine Activator key from its
    skull.  Search the chests in the corner to find a Lich Skull Helmet and
    other items.
    
         Look on the bookshelf to the left of the Golem Machine to find
    some books, the Magics of Golem Enhancements and The Guardian Guide,
    these books inform you in the art of constructing a Golem.  Approach
    the Golem Machine in the room and use the key on it to make a
    Controlling Amulet appear, leave the amulet in the machine.  ONLY
    CASTERS OF THE ARCANE CAN DO THIS PART AND CONSTRUCT THE GOLEM!  Now
    place all of the Golem Pieces I led you to into the machine (it works
    like a chest, just place the parts where you would normally take stuff
    from a chest).  The parts include a Golem Left Hand, Golem Right Hand,
    Golem Torso, Golem Head, Golem Left Leg and Golem Right Leg.  If you
    don't have all of these parts then go up to the previous two levels of
    these ruins and look in every container.  Sometimes when you use spells
    with large areas of effect such as Fireballs or Ice Storm, chests and
    crates can get destroyed, leaving behind a tiny bag that's hard to
    notice.  Once you place all of these parts into the Golem Machine take
    notice of the four Spell Conduit pillars around the machine.  In the
    book the Magics of Golem Enhancements it explains these conduits, cast
    a spell from the book on each Spell Conduit, interact with the Spell
    Conduit and choose the respone "cast a spell," your character will then
    read a scroll from your inventory if you have one, if not then just
    cast the spell manually on it.  When each conduit gets a spell cast on
    it a Shield Guardian Golem will appear so interact with it.  You will
    have the option of loading spells into three slots on the Golem, I
    recommend that you do this.  When you're done this Golem will now be
    your new henchman and will follow you around until it dies.  Each time
    you rest you should refill the spell slots in the Golem.  The only way
    to get rid of this Golem is if it dies, you can't release it like you
    can other henchmen, and you don't have to be wearing the Controlling
    Amulet in order for the Golem to follow you.
    
         Head through the portal in the room and exit the ruins, when you
    get outside Dahanna will speak with you, she and her Dwarven followers
    will have their weapons drawn at you; you can either attack her, give
    her 10,000 gold, and have all sorts of other options here.  If you pay
    her the gold she demands then her and her Duergar band of idiots will
    leave in peace; you'll be rewarded 500 XP.  If you attack her or choose
    a wrong response then you're in for a good fight, there's no alignment
    shift if you kill Dahanna and the rest of the Dwarves.  Dahanna is a
    tough and mean little Dwarf, her sword inflicts MAJOR wounding damage,
    the Golem you just constructed (if you did) comes in very hand right
    now.  When Dahanna falls prey to your wrath search her corpse for her
    blade, the Bloodletter and some Duergar Full Plate Armor +5, along with
    some other good items.  Search all the remains of the fallen Duergars
    to find more items and head back to Lith My'athar.
    
    _______________________________________________________________________
    
    
                        <><><><><><><><><><> CHP2-4
                        ~ DREARING'S DEEP  ~
                        <><><><><><><><><><>
    
    
    -- QUEST:
       - Main Quest: Undead Army of the Valsharess
       - Side Quest: Captured Deva
       - Side Quest: Thrall Slave Uprising
    
    ---------------------------------------------
    ~ MAIN QUEST: UNDEAD ARMY OF THE VALSHARESS ~
    ~ SIDE QUEST: CAPTURED DEVA                 ~
    ~ SIDE QUEST: THRALL SLAVE UPRISING             ~
    -------------------------------------------------
    
         Before heading out into the Environs go inform The Seer in the
    Temple of Lolth of your progress.  Go restock on items and then head
    into the Lith My'athar Environs in the south-west.  Speak with Seargent
    Osyyr in front of the gate to find out some information on the Undead,
    Illithids and Beholders in the area; tell him to open up the gates and
    then go into the north-west passage.
    
         South of the map is marked to the South Tunnels, west on the map
    is marked to West Tunnels, and north-west is marked to North Tunnels.
    Explore the area and kill some Umber Hulks and Harpys, when you're done
    farting around head into the South Tunnels.
    
    
    >>> DREARING'S DEEP
    
         Your goal for this quest is to kill the Valsharess's Undead Army
    leader, a Dragon named Vixthra.  You'll see a Rock Gnome named Cordigan
    sitting on the ground as soon as you enter this place, speak with him
    to find out what's going around here to learn loads of new information
    about the Gnomish Council, the Illithids, Beholders and Undead.
    Cordigan and the folks around Drearing's Deep are all ex-slaves who
    have escaped their evil master, who you will find and kill in a little
    bit.
    
        Explore the area and you'll see a lot of slaves romaing around,
    there is a Merchant in the south-west but he only has a minimal
    inventory and doesn't sell anything extravagent.  To the north is a
    Temple with a gong in front of it, ring the gong and a cut scene will
    trigger of you and the slaves storming the Temple.  If you've killed
    the two Cult Knights guarding the temple then nothing will happen when
    you ring the gong and you'll have to open the door to the temple via
    bashing or spell.
    
    
    >>> CULT TEMPLE
    
         Kill the two Cult Knights attacking you, search the small rooms to
    find a Cult Knight Helmet, it has no special properties.  You'll spot a
    door leading up and a door leading down, the door leading down requires
    a key you must find so head on up the stairs to level 2.
    
         Waste some more Cult Knights, Skeletal Devourers and Shadow
    Fiends; you'll see an altar covered in black ooze and to use it you
    must have a Black Pearl.  Search the two rooms up here to find 2 Black
    Pearls and a bunch of random items; you'll also spot some stairs going
    up.  Go to the altar and interact with it, since you now have a Black
    Pearl your melee weapon will get enhanced with Strength Ability Drain
    DC-24.  You can also enhance a second melee weapon since you have an
    extra Black Pearl, I don't know if you can enhance a ranged weapon
    since I never use them and haven't tried to upgrade one with this
    process.  Head on up to level 3.
    
         As soon as you enter you'll be attacked by an Elite Cult Knight so
    kill him, he's signaficantly tougher than the regular knights so
    melee'rs beware.  When the elite finally dies search the remains for
    some Half Plate Armor +5 and the Blade of Shadows.  Go through the
    trapped door up here to see a powerful Vampire High Priest named
    Sodalis; he will immediately cast a Time Stop spell and summon a few
    Great Fire Elementals and flee elsewhere.  Kill the Elementals and then
    chase after Sodalis.  He will continue to use the Time Stop spell on
    you and he will also cast a Bigby's Clenched Fist spell that seems to
    last an awful long time.  If you're able to, then cast Greater Spell
    Mantel, Extended Greater Stoneskin, Extended Globe of Invulerabilty,
    Extended Endurance, and Improved Invisibility spells on yourself before
    you open the door to meet Sodalis; this will flip the odds for this
    battle in your favor.  When Sodalis falls victim to your wrath search
    his remains for the Lower Crypt Key, along with a bunch a good items,
    including his Staff.  Search the rest of this floor for some more items
    and then head back down to the first floor and use the Lower Crypt Key
    on the bottom of the stairs and enter the crypt.
    
    
    >>> INNER SANCTUM
    
         Approach the edge of the pit and take the rope out of the chest
    next to it, use the rope and throw it down into the pit; then climb
    down the rope and try not to burn your hands doing so.  A Cult Monk who
    is guarded by two Bone Golems will speak with you and no matter your
    responses the Monk will attack so kill him and the two Bone Golems,
    search the dead Monk's corpse and take the Energy Orb.  Before opening
    the door that's behind the now dead Cult member, go to the small room
    across from it and BASH the chest in the room and pick up some
    Splintered Wood, there should be 3 pieces per wooden container you bash
    in.  Across from this room is a sarcophagus, interact with it and
    choose the response "drive a piece of wood through the creatures heart"
    and you will do so, thus killing the Vampire that was resting inside of
    it.  Now head through the door that was previously not so well guarded.
    
         This part can get frustrating for there are going to be
    resurrecting Cult Monks the whole time you're down here so you won't be
    able to rest.  These evil little Monks will constantly Level Drain your
    character so cast some defensive spells.  If you can't read scrolls or
    cast spells then The Seer in the Temple of Lolth can cure you of this
    wretched spell effect, just ask her to be healed; it would be a
    complete waste of time to get healed by her until you're done exploring
    the Inner Sanctum.  In the Central Hall are three doors, one north, one
    east and one west.  Notice that in front of the doors are glowing
    pedestals, 1 in front of the west door, 2 in front of the east door,
    and 3 in front of the north door.  Place the Energy Orb you have onto
    the pedestal in front of the west door and the door will get destroyed,
    PUT THE ORB BACK INTO YOUR PACK!  Welcome to Hell ladies and gentleman,
    this part can get quite aggrevating, especially for melee type
    characters.
    
         If you didn't get your weapon enhanced with Haste then cast the
    spell for it or have a bunch of speed potions on hand so you can run
    fast.  My advice is to keep making yourself Invisible, if you choose to
    do this then this part is really easy, just make sure you close all of
    the doors you go through while Invisible and the Cult Monks won't see
    you attack their Elders.  When the door gets destroyed and you go
    through it five Cult Monks will attack you (if not Invisible). They are
    incredibly tough and after you kill them they will keep resurrecting
    and you can gain MASSIVE amounts of experience here to gain quite a few
    levels.  If you want to gain a couple of levels (it won't take very
    long, in a half hour I went up 2 levels) it will pay off, especially
    for multiclassed characters.  Remeber that Prestige Classes reach Epic
    Status at levell 11 so you may want to stick around for awhile if
    you're character has taken on a Prestige Class and keep leveling it up.
    If you don't feel like spending too long down here then just Haste
    yourself and don't concentrate on killing these whacko culties, just
    collect the next Energy Orb as fast as you can and move on.  You'll
    notice two large rooms to the north and south, head into the north room
    and open the door in there.  Kill the Cult Elder Monk and then QUICKLY
    go in the room behind her and interact with the Tomb and drive another
    splinter of wood through the resting Vampire's heart.  If you don't do
    this fast enough then the Elder Cult Monk will resurrect so make it
    quick.  In the south room you'll find a Tome of the Vix'thrite Elders,
    this book is enhanced with the Energy Drain spell and any character
    class may use it.
    
         Return to the Central Hall and place the two Energy Orbs on the
    pedestals in front of the east door and PUT THE ORBS BACK INTO YOUR
    PACK after the door gets destroyed.  If you didn't make yourself
    Invisible then the Cult Monks from the west will be chasing after you,
    and if you didn't drive a steak through the Vampire's heart in its Tomb
    then the Elder Cult Monk will also be in on the chase and making this
    adventure not a pleasent one.  Head into the room and kill a few Bone
    Golems and their controller, the Shadow Master who is standing by a
    Torture Device.  Search the remains of the master for some worthy
    items, including his pair of Kukris, Hatred and Strife.  You'll see a
    woman named Lavoera trapped inside the Torture Device, speak with her
    and she'll inform you of a rod you must obtain if you are to free her;
    the side quest Captured Deva will go into your Journal.  Search the
    small cells above the torture device and take the Bone Ring out of a
    pile of garbage, this ring will make your character immune to
    Level/Ability Drain if equipped.  Head through the door just past these
    small cells to kill a bunch of Drow and a Bone Golem, when the room is
    cleared out search the Drow Handmaiden's corpse to find some decent
    items, including a Letter from the Valsharess addressed to Vix'thara.
    Head to the large room in the north and approach the door in the far
    north, kill the Shadow Master and QUICKLY go through the trapped door
    and drive a steak through the Vampire's heart resting in its Tomb, if
    you're not fast enough in doing so then the Shadow Master will
    resurrect.  Search the chests in the room to find the Nullifier Rod,
    Lovana's Wrath (a Mace), and the third and final Energy Orb.  Return to
    Lavoera and interact with the Magical Apparatus next to the pillar and
    choose to place the Nullifier Rod into it.  Lavoera is now free so
    speak with her, you'll gain 1,500 XP for completing the Captured Deva
    side quest.  You can hire her as your henchman to have an extra hand in
    killing Vix'thara if you want, or you can kill her, or you can send her
    on her way.  Make sure you take the Crystal of Undeath (an Amulet with
    not so great special properties) off of the ground by Lavoera.  Return
    to the Central Hall and use the three Energy Orbs on the pedestals in
    front of the north door, the Energy Orbs are useless now so just leave
    them in the pedestals.  Head through the door and a cut scene will
    trigger.
    
         Well, well, well, Sodalis isn't dead after all, he is an Undead
    creature so I'm not surprised in the least.  I think he's a lot weaker
    this time around and you shouldn't have too many issues here.  When he
    dies, again, head through the exit but before doing so I recommend that
    you make yourself Invisible.
    
    
    >>> HALL OF THE SACRED ONE
    
        As soon as you enter this place another cut scene will trigger and
    then you'll be attacked by a big Bone Dragon, Vixthra, if you're
    Invisible then you will not be getting attacked.  Don't start fighting
    Vixthra because this foul beast can't be killed yet. Run to the north-
    end of the cave and you'll see something called a Phylactery guarded by
    two Bone Golems.  Kill these giant skeletons and then destroy the
    Phylactery via bashing or spells, now you may slay Vixthra.  There will
    Bone Golems all over the place during this battle and Vixthra has
    extremely lethal acidic/electric breath so melee'rs be warned, one
    breathe of that not so fresh breath takes away a good 100+ HP.  Casters
    of the Arcane with good feats can cast spells like a Maximized Isaac's
    Greater Missle Storm on this Undead Dragon, about three casts and it's
    toast.  That's gotta be one of the best and most devastating spells in
    the game.  When Vixthra falls so does the alliance the Undead had with
    the Valsharess for you just whiped them all out and put an abrupt halt
    to the Valsharess's evil plan to take over Waterdeep.  You'll gain a
    total of 3,500 XP for completing this quest.  Search the cave for TONS
    of gold and other good treasures, including Death's Handmaiden Scythe,
    Red Dragon Armor and some Great Wyrm Gauntlets.  Exit Drearing's Deep
    to be back in the Underdark, go to the North Tunnels.
    
    _______________________________________________________________________
    
    
                            <><><><><><><> CHP2-5
                            ~ ZORVAK'MUR ~
                            <><><><><><><>
    
    
    -- QUEST:
       - Main Quest: Illithid Allies of the Valsharess
       - Side Quest: Female Thrall
       - Side Quest: Thrall Revolt
    
    -------------------------------------------------
    ~ MAIN QUEST: ILLITHID ALLIES OF THE VALSHARESS ~
    ~ SIDE QUEST: FEMALE THRALL                     ~
    ~ SIDE QUEST: THRALL REVOLT                     ~
    -------------------------------------------------
    
         In the Underdark region, to get to the North Tunnels go through
    the unmarked passage on the map, it's in the north-east indicated by a
    thin green line on the map.  Once through head on into the north to
    meet the Illithids.
    
    
    >>> ZORVAK'MUR
    
         Upon entering this place you'll be approached by a Duergar Raider
    and his gang of thugs, no matter the response you choose you'll fight
    them, they're wimps and should prove to be no problem.  When all of
    these medieval hoodlums are dealt with the waterfall blocking the path
    will vanish.  Search the head raiders remains and take the Helm of
    Shielding and equip it, if you don't equip the helm then all of the
    Illithids and people roaming around will attack you so put the helm on.
    Go to the Stairs to the Inner Ring in the south-east and two Umber
    Hulks and an Illithid will approach you.  The Illithid creature will
    speak with you, you can choose to attack it outright but first listen
    to what it has to say.  It will try to convice you to take off the Helm
    of Shielding, you can if you want but everyone in the Quiet Village
    will attack you.  Tell this foul Illithid that you're here to buy some
    slaves, not to become one and it will leave you be.  When the
    conversation is over descend the stairs to enter the Inner Ring.
    
    
    >>> INNER RING
    
         You can take the Helm of Shielding off if you want to but I advise
    you keep it on.  You'll spot a bunch of map pins, the Poison Chalice
    Palace and Merchant Compound in the center of the map; north-west are
    the Illithid Chambers; south-west are the Fighting Pits; north-east are
    the Slave Auctions and the Slave Pens; in the south-east is the Portal
    to the Grand Hall.
    
         You can buy some goods from Artuur in the Merchant Compund, he
    sells some good Robes for Wizards and Sorcerers.  Head to the Fighting
    Pits and speak with the Mind Flayer Pit Boss, you can place a bet on an
    upcoming fight if you want.  If you decide to place a wager a cut scene
    will trigger when you look through the Viewing Port and you'll get to
    watch the fight; if the fighter you bet on wins you'll aquire some
    extra gold to add to your pouch, just speak with the Pit Boss to
    collect your winnings, if any.
    
         Head to the Slave Auction and speak with the Mind Flayer Slave
    Merchant to buy the Female Thrall from it; you'll be bidding against
    other buyers and may have to pay up to 5,000 gold for the slave; use
    your Intimidate skill and you may be able to buy the slave cheaper if
    your Skill Check succeeds.  Speak with the Female Thrall after buying
    her and you can either free her or send her to the Fighting Pits.  If
    you want to free her then you'll have to lie to her (no alignment
    penalty) and give her a fake message to deliver to The Seer.  The
    Female Thrall side quest will go into your Journal, to complete it go
    to the Temple of Lolth (if you let her live) and speak with her, you'll
    be rewarded 500 XP and 3 alignment points towards good.  If you want to
    complete this quest make sure you go to the Temple of Lolth BEFORE
    completing this main quest and the Beholder main quest.
    
         Enter the Slave Pens and speak with the Warden, he will tell you
    of how this place is where they do horrible things to the slaves before
    sending them off to the Fighting Pits.  Kill the Warden if you please
    and search his remains for a Prison Master Key.  Search the prison and
    look for a Pearl of Bashing in a small room in the north-east with a
    Drider in it.  In one of the rooms are a bunch of slaves, you can speak
    to their leader and free them if you wish.  Keep in mind that if you
    free this group of slaves then all of the Illithids and other creatures
    roaming around town will all become hostile.  If you free the slaves
    then the side quest Thrall Revolt will go into your Journal as being
    completed.  I thank Evi Apostolaki for letting us know about this
    little side quest.
    
         Head to the Portal to the Grand Hall in the south-east corner of
    the map and speak with the Mind Flayer Venerator, tell him you must
    speak with the Elder Brain.  You can either choose to attack it (no
    alignment penalty) or agree to take off the Helm of Shielding and give
    it to the Venerator.  After you make your decision head through the
    portal to enter the Grand Hall.  If you didn't attack the Venerator
    then you will teleport directly to the Elder Brain, speak with it and
    ask it to break the alliance with the Valsharess, it will ask you for
    the Mirror of All-Seeing; give it to the brain and the alliance between
    the Illithids and the Valsharess will be broken.  You will be rewarded
    7,500 XP for breaking the alliance.
    
         If you decided to attack the Venerator then when you go through
    the portal a cut scene will trigger, when it's over you will be
    attacked by some Umber Hulks.  The Elder Brain's chamber is in the
    middle of the map.  Explore the Grand Hall and kill a bunch of
    Illithids and Umber Hulks, you'll spot numerous Control Panels all over
    the place, they serve no purpose so just ignore them all, most of them
    will make an Illithid appear if you interact with them.  You'll wander
    across locked doors, to open them just keep guessing the numbers you're
    offered (there are only 4 to guess from so it's not like you'll never
    figure out the correct reaponse).  In the south-east is the Amplifier
    Room, when you get near that room another cut scene will trigger.  Slay
    everything in the room and you'll notice the Illithid Mental Amplifier
    in the corner, you'll also spot two Illithid Mechanisms.  Interact with
    the two Illithid Mechanisms (DO NOT DESTROY THEM!) to activate the
    amplifier, and then destroy the Mental Amplifier via bashing or spells.
    Go into the Elder Brain Chambers and you will teleport into a peacful
    clearing.  Speak with the Charming Young Woman and attempt to
    disbelieve your surroundings (DO NOT choose the response "go with the
    charming host," if you do then the credits will roll).  Some enemies
    will appear so slay them all and you'll teleport back into the Elder
    Brain Chambers, speak with the brain and either kill it or negotiate
    with it and give it the Mirror of All-Seeing.  If you kill the brain
    then you'll only be rewarded 2,000 XP, if you give it the mirror and
    break the alliance you'll be rewarded 7,500 XP.  Go back into the
    Underdark region and head to the bridge in the west.  *DO NOT* go back
    to Lith My'athar before exploring the Beholder Caves.  If you do then
    the big battle against the Valsharess will begin and you're screwed as
    far as exploring the caves and breaking the alliance the Beholders have
    with her; not to mention the massive XP gained and the found items
    you'll lose out on also.
    
    _______________________________________________________________________
    
    
                         <><><><><><><><><> CHP2-6
                         ~ BEHOLDER CAVES ~
                         <><><><><><><><><>
    
    
    -- QUEST:
       - Main Quest: Beholders Allied With the Valsharess
    
    ----------------------------------------------------
    ~ MAIN QUEST: BEHOLDERS ALLIED WITH THE VALSHARESS ~
    ----------------------------------------------------
    
         Head to the West in the Underdark region to be at a bridge and
    interact with the Bridge Control, if you have the Pearl of Bashing from
    the Slave Pens in Zorvak'Mur you'll be offered to insert it into the
    panel, although doing this helps you in no way, it just gives you a web
    address that I never bothered to visit.  To cross this bridge you have
    to figure out a mind boggling puzzle, this puzzle took me hours and
    hours to figure out so be glad I'm here to tell you the solution.
    First you should decipher the text, this requires high Lore so if that
    skill is too low and you can't decipher the text then drink a Potion of
    Lore.  Read the description and it tells you that this bridge was put
    in place by the Illithids to protect them from the Beholders, it also
    tells you that the Illithid Merchants have information on how to cross
    this bridge.  I've tried to obtain this solution from the Illithid
    Slave Merchant, and all of the other Illithids, with no success.  If
    you know how to obtain this solution please e-mail me so I can add it
    to this guide, I will of course credit you for the information.  This
    puzzle drove me bonkers trying to solve, I could've easily looked up
    the solution in someone elses posted walkthrough but I refuse to use
    game guides for they take the fun and satisfaction out of figuring out
    games on my own.  Anyways, when you interact with the Bridge Control
    choose to examine the buttons, then a puzzle board will appear in the
    text window; to cross this bridge you must make the puzzleboard look
    like this:
    
                         #############
                        #         !   # <-- Row 1
                        #         !   # <-- Row 2
                        #         !   # <-- Row 3
                        #         !   # <-- Row 4
                         #############
                ** Exact replica of puzzleboard **
    
         To make the puzzleboard look like this follow these instructions
    to the letter: first choose response number 2 and move Row 1 to the
    right 4 times.  Then choose response number 4 and move Row 2 to the
    right 3 times.  Then choose response number 6 and move Row 3 to the
    right 1 time.  Then choose response number 7 and move Row 4 to the left
    1 time.  And finally, choose to press the button and if all is good and
    you didn't screw up then the four Source Lights will activate and the
    bridge will appear.  Head on across and enter the Chasm of the Eye
    Tyrants.
    
         Explore the chasm and you'll run into an Elf named Eldath Ra'Sin
    who will speak with you, no matter the responses you choose Eldath and
    some Drow will attack you.  Kill them all, making sure you take the
    Dragon Armor and Anduvir blade from Eldath's corpse, and enter the
    Beholder Caves in the north-west.
    
    
    >>> BEHOLDER CAVES
    
         Your goal in here is to kill the Beholder leader, the Beholder Eye
    Tyrant.  A note on Beholders: they can turn your character into stone
    and make you suffer from total spell failure so be careful and kill
    them from a distance if you're able to; they also like to disappear
    while you're fighting them and then reappear behind you.  Explore this
    strange cave and immediately go east, when you go through the first
    door you'll run into a little Kobold named Attiz.  Speak with it to
    find out some information about the Eye Tyrant and Drow Emissary; Attiz
    will ask you to free his friends and informs you of a strange obelisk
    in the lower tunnels that can be used to destroy the Eye Tyrant.  You
    can kill Attiz if you want but why bother?  You'll see numerous Kobold
    Slaves throughout this cave who just run away from you when you try to
    speak with them, their tongues have been removed so they can't speak
    with you anyways.  You'll wander across the Drow Emiisary and a bunch
    of other Drow in a room in the north-east, kill them all and search the
    Emissary's remains to find a letter addressed to the Beholders from the
    Valsharess.  In the top-center of the map is an entrance into a Hole,
    take the Stone Slab out of the chest near the hole and read it, then
    head on down into the hole.
    
    
    >>> LOWER TUNNELS
    
         Immediately upon entering these lower tunnels your character will
    be encumbered and won't be able to cast any spells, OR USE ANY HEALING
    POTIONS, or any potions for that matter!  You can use Healing Kits so I
    hope you have plenty of them; also the magical properties from your
    weapon/armor/shields will be nil.  Don't fully explore the tunnels yet,
    immediately make your way to the west by following the thin tunnel,
    don't go into any of the large rooms off of the tunnel or you'll be one
    sorry mug let me assure you.  This place is loaded with Sword and Dire
    Spiders that are absolutely brutal and will constantly poison and
    entangle your character.  Things will be very slow going and REALLY
    SUCK for the time being so just deal with it and drive on.  Characters
    with low HD, like Wizards wielding a Dagger, will suffer horribly down
    here (especially without a henchman) so have patience and eventually
    you'll prevail.  If things get too bad then go back into Drearing's
    Deep and buy a whole bunch of Healing Kits from the merchant and then
    head back down here.  Once you reach the door in the west you'll spot
    an Ancient Mechanism next to it, interact with the mechanism and try to
    decipher the symbols with your Lore or Spellcraft skills, if your Skill
    Check succeeds some options will pop up.  Choose the option "touch the
    symbols in order of the Knock spell," then the door will open.  If your
    Skill Checks in Lore or Spellcraft fail you *CANNOT* bash this door
    open.  If you can't decipher the symbols then you'll have to get to the
    Obelisk the long way around, and it's going to prove to be quite the
    challenge since you'll be slaying all the creatures down here severely
    disabled.
    
         Once through the door you'll be in a large room with an obelisk in
    it.  Go to the obelisk and you'll spot rune plates surrounding 4 sides
    of the obelisk in rows with a bunch of symbols on them.  In each row
    you can only interact with 3 rune plates, so in each row make the
    symbols on the plates match the one that can't be interacted with.
    When all of the symbols have been correctly matched the obelisk will
    turn black; now you can cast spells and drink potions and everything is
    back to normal.  Take the Obelisk Core and then head into the large
    room past the obelisk.  A cut scene will trigger and a giant spider
    called Bebilith will appear.  Kill it and then head back to the upper
    level.  If you couldn't make your way through the door that required a
    high Lore or Spellcraft skill and are fighting Bebilith disabled it
    will prove to be a good fight.  Bebilith has a powerful Knockdown and
    Disarm attack and also has the ability to poison your character so be
    careful and have tons of Healing Kits on hand.  If you're having
    difficulty trying to kill Bebilith disabled then don't engage in a dual
    with it, just head straight for the obelisk and quickly disable it to
    have everything go back to normal and you'll be able to slay Bebilith
    with ease.
    
    
    >>> DESTROYING THE EYE TYRANT
    
         Once out of the lower tunnels go into the room directly below the
    room with the hole and kill the Eye Tyrant along with a bunch of other
    Beholders, you can use the Obleisk Core to injure the tyrant.  I find
    the core useless in this situation, you'll damage the Beholder leader
    more by hitting it with your melee weapon or casting spells on it.
    When the Eye Tyrant dies so did the alliance they had with the
    Valsharess for you just killed them all.  Search the small room below
    this one with the Drow Chests in it and then head back into the Lith
    My'athar Enviorns.
    
    _______________________________________________________________________
    
    
                <><><><><><><><><><><><><><><><><><><> CHP2-7
                ~ BATTLE WITH THE VALSHARESS'S ARMY  ~
                <><><><><><><><><><><><><><><><><><><>
    
    
    -- QUEST:
       - Main Quest: Defeating the Valsharess
    
    ----------------------------------------
    ~ MAIN QUEST: DEFEATING THE VALSHARESS ~
    ----------------------------------------
    
         When all of the alliances the Valsharess previously had have been
    broken head back into the Lith My'athar Enviorns, when you approach the
    gates Seargent Osyyr will speak with you and you'll teleport to the
    Temple of Lolth.  Speak with The Seer and tell her that you will not
    let harm come to her or her city, you will then teleport to a small
    room with the evil wench you are to destroy.  Speak with the Valsharess
    (you can't attack her) to find out a lot of information.  After the
    enlightening conversation with this evil Drow is over you'll teleport
    back to the Enviorns and be speaking with the Battle Herald, it will
    inform you of the upcoming battle and tell you to direct the troops.
    When the Herald is done speaking you'll notice a bunch of Drow and a
    couple of Battle Golems standing around, speak with the men holding the
    flags and tell them to take their posts to defend wherever you send
    them.  Speak with the Golems, I'd send them to guard The Seer if I were
    you, just a suggestion, you can also direct a couple of Clerics to heal
    two troop groups of your choice.
    
         After you direct the troops to their posts speak with the Battle
    Herald and tell it you're ready for battle, a cut scene will trigger of
    the Valsharess's Army commencing their attack.  There are a bunch of
    Alchemist's Fire Barrels near the gates that can come in very handy if
    you choose to use them.  This battle can get quite frustrating at times
    and you can easily become overwhelmed by all of the troops running
    around, just have patience and fight strategically and you'll prevail,
    eventually.  You will not be able to rest during any portion of this
    battle so use your spells wisely.  When the evil army breaches the
    outer gates start killing and bashing and hacking and casting and
    slaying.  *DO NOT* use spells with large areas of effect near the inner
    gates leading into Lith My'athar or your allies will turn against you
    and you'll be on the Valsharess's side.  I don't know what happens if
    you side with her as far as the game plot goes since I've never joined
    with her.
    
         Sooner or later the inevitable will happen and the army will break
    through the inner gates and storm into Lith My'athar.  When this
    happens another cut scene will trigger and you'll teleport in front of
    the temple with The Seer, the Battle Herald informs you that The Seer
    must remain safe and no harm must come to her (no duuhh).  When the cut
    scene is over head to the city gates and kill all of the troops pouring
    through.  After you slay them all yet another annoying cut scene will
    trigger of the army attacking from the docks.  Go to the docks and kill
    the Drow Wizard Captain and his band of idiots, this wave of troops is
    a lot tougher than the previous ones.  When they're all good and dead
    speak with The Seer once again and then ANOTHER cut scene will trigger
    of some Umber Hulks and Illithids attacking.  What?  Obviously they
    renagged on their word to break their alliance with the Valsharess so
    kill the lying freaks.  The battle is now finally and officially over,
    pat yourself on the back for triumphing over this not-so-easy task and
    treat yourself to a cookie.
    
         When the Illithids are dead what do you know?  Another cut scene
    will trigger (for a game series that lacked cut scenes we're obviously
    being cut scened to death here) and you'll be in the Valsharess's
    Fortress.  If you're a spell caster you'll notice that all of your used
    up spells are now restored.  The Valsharess is surprisingly weak and
    you will have no difficulty in taking her down.  When she dies a big
    demon named Mephistopheles will speak with you, when the conversation
    ends he will kill you and you will advance to Chapter Three.
    
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    #23C ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER THREE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    
    CHAPTER THREE "CONTROL F" NAVIGATION CODES
    CHP3-1 City of Lost Souls
    CHP3-2 Wastes of Cania
    CHP3-3 The Final Battle
    
    
                        <><><><><><><><><><><> CHP3-1
                        ~ CITY OF LOST SOULS ~
                        <><><><><><><><><><><>
    
    -- QUESTS:
       - Main Quest: Escape from the Hells
       - Side Quest: The Devil's Quarry
       - Side Quest: The Scrivener
       - Side Quest: A Lost Leader
       - Main Quest: Five Fold Mysteries
       - Main Quest: Pilgrims of the Sleeping Man
    
    
         You will start this chapter off in a Gatehouse in one of the Nine
    Hells, this place should look familiar to you 'cause this is where you
    end up if you've died during the game and chose to respawn.  Speak with
    the Reaper and it will inform you that you are dead and can't return to
    the world of mortals since you no longer have the Relic of the Reaper
    in your possession.  If you are to return to the land of the living you
    must destroy Mephistopheles and learn the Reaper's true name.  You can
    ask the Reaper to summon forth your henchman if you choose.
    
         Exit the Gatehouse through the door by the Pool of Lost Souls to
    enter the City of Lost Souls.  If you're character doesn't have Cold
    Resistance you'll take minimal damage (1-2 HP) every ten seconds or so,
    no big deal.  Speak with the Worried Spirit ahead of you and you'll
    aquire three quests in your Journal: A Lost Leader, The Scriviner and A
    Spirit Devoured.  Explore the City of Lost Souls and you'll spot
    numerous map pins: a Cave in the north with the Scrivener in front of
    it, the Carved Post "Elysium" just below the cave, the Carved Post
    "Treason" in the center of the map, the Quarry Office just below the
    treason post, a Temple in the north-west, the Carved Post "Infinity"
    just below the Temple, the Carved Post "Dimension" in the south, the
    Hellbreath Tavern in the south-west, the Carved Post "Coordinate" just
    below the Tavern, and finally the Carved Post "Alternate" in the south-
    east.  You probably want to know where to purchase some goods so head
    into the Quarry Office.
    
    ----------------------------------
    ~ SIDE QUEST: THE DEVIL'S QUARRY ~
    ~ SIDE QUEST: THE SCRIVENER      ~
    ~ SIDE QUEST: A LOST LEADER      ~
    ----------------------------------
    
    >>> THE DEVIL'S QUARRY QUEST
    
         In the Quarry Office speak with the big Balor Lord Gru'ul the
    Quarry Boss and you'll get this quest added to your Journal.  You'll
    have an option to attack but if you choose it you won't be able to so
    don't bother.  In order to do buisness with Gru'ul you have to fix a
    broken piece of machinery.  Head down to the Ice Quarry on the other
    side of the office.
    
         You'll spot numerous Quarry Workers scattered about, head forwards
    to spot the broken piece of machinery Quarry Grinder #5 with a Lazy Imp
    standing by it.  Speak with the Lazy Imp and choose to wake it, then
    choose to speak with it.  Ask it if it knows the Reaper's true name and
    you'll get your first clue to finding out its name, the quest Pilgrims
    of the Sleeping Man will get added to your Journal.  Apparently this
    Sleeping Man just might know the Reaper's true name.  You can either
    feed the Imp through the grinder or free him; if you do feed him
    through the grinder it will then be fixed.  To free this Imp requires
    high Dexterity so if your score is low then drink a potion of Cat's
    Grace or cast the spell for it to raise your Dexterity.  After freeing
    the Imp you have to fix the grinder, this requires a high Intelligence
    so if that score is too low then drink a potion of Fox's Cunning or
    cast the spell for it to raise your Intelligence.  When Quarry Grinder
    #5 is repaired return to Gru'ul and inform him the machine is up and
    running, now you'll be able to trade with Gru'ul and this quest will be
    complete, you'll be rewarded 700 XP for fixing the grinder.  This
    ancient Balor sells some pretty decent equipment, make sure you buy 3
    Velox Berries from Gru'ul, or just wander around the City of Lost Souls
    and pick three Velox Berries from the Velox Nettle Plants scattered
    about.
    
    
    >>> THE SCRIVENER QUEST
    
         Head to the cave and speak with the Scrivener standing in front of
    it, you can't enter the cave yet.  Scrivener informs you that in order
    to gain access to the cave you first have to figure out a puzzle and
    then the Scrivener will ask you to take him to some posts and will tag
    along with you.  First go to the Carved Post of "Treason," Interact
    with the post and then speak to the Scrivener, your Journal will get
    updated.  Second, go to the Carved Post "Dimension," interact with the
    post and speak with the Scrivener to get you Journal updated again.
    Finally, go to the Carved Post "Infinity," interact with the post and
    then speak with the Scrivener again and a cut scene will trigger of the
    Scrivener doing something, speak with the Scrivener one last time and
    send it on its way, you'll be rewarded 500 XP for completing the
    Scrivener quest and learn information on the Lost Leader quest.
    
    
    >>> A LOST LEADER QUEST
    
         Now that the Scrivener is happy and its quest fulfilled, you can
    now enter the cave the Scrivener was standing in front of.  Explore the
    cave and you'll wander upon a campfire pit and a block of ice with Lady
    Aribeth frozen inside of it, no way.  Looks like she hasn't had a very
    pleasent stay in this stage of the Nine Hells since you sent her here
    long ago.  Interact with the campfire and choose to use 3 Velox Berries
    to ignite a fire, this will thaw out the block of ice and Lady Aribeth
    as well.  She will immediately become hostile and attack you, when you
    get her health down to near death she will surrender and speak with
    you.  You'll find out some information on Mephistopheles among other
    things; try to help Aribeth restore her faith and the Lost Leader quest
    will be completed, you'll be rewarded 500 XP.  If you were successful
    in restoring Aribeth's faith you'll also gain 10 alignment points
    towards good and can hire Aribeth as your henchman if you wish.
    
    _______________________________________________________________________
    
    -----------------------------------------------
    ~ MAIN QUEST: FIVE FOLD MYSTERIES             ~
    ~ MAIN QUEST: PILGRIMS OF THE SLEEPING MAN    ~
    -----------------------------------------------
    
    
    >>> FIVE FOLD MYSTERIES
    
         Go into the Temple of the Sleeping Man in the north-west and speak
    with Sensei Dharvana, the Five Fold Mysteries will go into your Journal
    and she'll give you the answer to the first fold mystery; you'll also
    learn more about this Sleeping Man and be rewarded 300 XP.  After
    Dharvana leaves read the entries in the Tome she was standing at, the
    entries give you the answer to the fourth fold mystery and you'll gain
    500 XP.
    
         Leave the Temple and head into the Ice Quarry, speak with a female
    Quarry Worker in the south and tell her you seek the five fold
    mysteries, she will then give you the answer to the second fold mystery
    and you'll be rewarded 500 XP.
    
         Head into the Gatehouse and speak with the Reaper, tell him you
    seek the five fold mysteries, the Reaper gives you the answer to the
    fifth fold mystery and you'll be rewarded another 500 XP.
    
        Go near the Tavern to see Githzerai Berry Picker picking some Velox
    Berries on the side of the tavern, speak with her and tell her you seek
    the five fold mysteries, she will give you the answer to the final
    mystery (third) and you will gain another 500 XP; you should know
    plenty about the Sleeping Man by now.
    
         Return to Sensei Dharvana in the Temple and recite the Sleeping
    Man for her, just keep choosing the first responses and you'll
    correctly recite it, you'll be rewarded 500 XP and the Sensei's Amulet
    for completing this quest.  The door in here is now unlocked and it
    leads to the Sleeping Man, but you need a trumpet to awaken him so
    let's go get one.
    
    
    >>> PILGRIMS OF THE SLEEPING MAN
    
        Enter the Hellbreath Tavern and in the Smith room is Rizolvir's
    Ghost, he sells items and can upgrade your weapons like he did in the
    last chapter.  Look for Arden Swift in here and speak with him, he has
    the trumpet you seek.  You can just outright kill him and take the
    trumpet from his corpse witn no alignment penalty, but if you want to
    earn this trumpet fair and square you'll have to play a card game with
    him.  Your Wisdom ability score needs to be really high for this game
    so drink a potion of Owl's Wisdom or cast the spell for it, and equip
    any Wisdom enhanceing items you may have in your inventory.  Speak with
    Arden and his quest will go into your Journal, ask him IN THIS ORDER:
    "what's with the horns?," he'll then tell you about them; then tell him
    "that chip in your horns must be pretty recent," he will then tell you
    about how he got it; then ask him "what kind of tussle are we talking
    about," he will then tell you it was a joke; then ask him "how do you
    plan on waking the Sleeping Man?," he will then tell you about his
    trumpet; then ask him "Can I borrow your Trumpet?"  Arden will then
    tell you he'll lend you the trumpet if you can guess a card in his
    game.  Ask him "what the rules are" and he will tell you that you can
    ask five yes or no questions about the card and then try to guess what
    the card is.  Tell Arden "sounds easy, let's do it" and he will tell
    you to up the ante.  Place an item worth at least 5,000 gold onto the
    card table and then speak with Arden again, say to him "getting scared
    old man? go ahead, pick a card," he will then draw a card and the
    guessing game begins.  I believe this game is totally random and you're
    one lucky character if you win the trumpet through this process.  If
    you keep failing at the game then game just kill Arden and take the
    Trumpet of Pandemonium from his corpse, much easier this way and you'll
    gain 400 XP for whacking him.
    
         Leave the tavern and on your way to the Temple of the Sleeping Man
    peer into the Ice Crystal in the middle of the path to watch a cut
    scene of Mephistopheles resurrecting an Undead Army.  Go into the
    Temple of the Sleeping Man and go into the room he's sleeping in,
    interact with the body and choose to awaken him by using the Trumpet of
    Pandimoneum; you'll be rewarded 1,000 XP for awakening him and
    completing Arden Swift's quest.  Sensei Dharvana will become hostile
    and attack you for waking the Sleeping Man, kill her to be rewarded
    another 700 XP.  Speak with the Sleeping Man and he will give you some
    information on the Archdevil quest and tells you about a puzzle ring,
    ask to see the ring and an Astral Door will appear and you Journal will
    get updated for the Escape from the Hells; you'll also complete the
    Sleeping Man quest and be rewarded another 1,000 XP.  He also tells you
    about his true love and among bunch of other things.
    
         Go through the Astral Door by the Sleeping Man and you'll be in a
    Subterrainian Vault.  Head towards the three Essence Orbs on the far-
    end of this vault and kill all of the Skeletal Minions that rise, when
    they're all dead a big Walking Bone Mass Golem will rise so take it out
    as well.  You'll fight two more sets of these same enemies; when all of
    the Skellies are disposed of interact with the three Essence Orbs and
    take a piece of a broken ring out of each, they include H (hope), F
    (faith) and L (love).  In your inventory right-click on a piece of the
    broken ring and select Use, then select the option "start with H," then
    choose "attach F piece," then choose to "attach the L Piece," Now the
    Puzzle Ring is fixed so equip it on your finger and the screen will
    glow purple and you'll gain 300 XP.  In-between the Essence Orbs you
    can now see four treasure chests so searh them and then head back up to
    the Temple.
    
         You'll spot arrows on the floor of the temple, you will not see
    them unless the Puzzle Ring is equipped.  Follow the arrows out of the
    Temple and then follow the arrow to the right and go through the Astral
    Door you'll see to enter the Wastes of Cania.
    
    _______________________________________________________________________
    
    
                         <><><><><><><><><><> CHP3-2
                         ~ WASTES OF CANIA  ~
                         <><><><><><><><><><>
    
    
    -- QUESTS:
       - Main Quest: The Archdevil's Guardians
       - Main Quest: The Mimic
       - Main Quest: Puzzlers' Sepulcher
       - Main Quest: Escape from the Hells
    
    -----------------------------------------
    ~ MAIN QUEST: THE ARCHDEVIL'S GUARDIANS ~
    ~ MAIN QUEST: THE MIMIC                 ~
    ~ MAIN QUEST: PUZZLERS' SEPULCHER       ~
    ~ MAIN QUEST: ESCAPE FROM THE HELLS     ~
    -----------------------------------------
    
    >>> KILLING GUARDIAN NUMBER ONE
    
         Leave the Puzzle Ring equipped and follow the arrows and kill a
    big beast, the Guardian of the Path.  It will polymorph your character
    into a Pixie so just deal with it for the time being and keep
    attacking.  Next you'll be polymorphed into a big Earth Elemental, much
    better than a Pixie.  Finally you'll be polymorphed into a Wolf.  When
    the Guardian of the Path finally dies, search its remains for a
    Tattered Note and an Astral Blade +8; you can now use Sensei's Amulet
    to polymorph your character into a Pixie, Earth Elemental or Wolf.  Use
    the amulet and polymorph into an Earth Elemental and smash through the
    wall the guardian was guarding, you have to bash it several times, and
    then head on through the entrance.  If you want to polymorh back to
    normal just right-click your character and select Unpolymorph.
    
    
    >>> DEEPER WASTES OF CANIA
    
         Still with the Puzzle Ring equipped keep following the arrows and
    kill some Ice Trolls, they're pretty tough and put up a good duel if
    you go melee with them.  Explore the rest of the area, kill some more
    Ice Trolls and you'll spot another Crystal, peer into it to see a
    vision of Mephistopheles and his Army attacking Lith My'athar.  You'll
    spot numerous map pins, a Worg's Den in the south-west, a Planar Gate
    in the south, and another Planar Gate in the middle of the map which is
    blocked off for the time being.  The arrows point to that Planar Gate
    and you won't be able to access it for awhile.
    
         Go to the Worg Den and kill all of the Worgs near it, when they're
    all dead use the Sensei's Amulet and polymorph into a Wolf, then enter
    the den through the hole in the ice blocking the entrance into the den,
    look in the pile of bones to find a crappy random item.  Head through
    the Planar Gate in the south to enter the Mimic's Nest.
    
    
    >>> THE MIMIC'S QUEST
    
         Upon entering this place your Armor will be swallowed up by a
    treasure chest and you won't be able to get it back for a minute, the
    quest the Mimic will get added to your Journal.  You'll see pillars
    with electrical beams blocking the way, to get passed them will require
    you to unequip and re-equip the Puzzle Ring quite a few times.  You'll
    spot the Mimic Treasure Chest on the right, it wants a gem.  Keep
    navigating your way through the pillars to the middle of the room and
    you'll see four big blue swirls on the floor.  Kill some Azer Gem
    Miners and make sure you take the pile of Gems from one of their
    remains.  You'll spot levers inside of the blue swirls, two you can see
    with the Puzzle Ring equipped and two you can see with the ring un-
    equipped.  Pull these four levers and the door blocking the way to the
    Hall of Gems will get destroyed.
    
         Head into the Hall of Gems and explore the hall, there are Gem
    Machines in each corner and a Fire Conductor in the middle of this
    giant hall.  Wander around and pick up a bunch of Gem Piles, then drop
    the Gem Piles by the Mimic, keep dropping Gem Piles and lure it into
    the middle of the room to the Fire Conductor, make sure you kill every
    rat you see or they'll steal the Gem Piles.  When the Mimic is in the
    middle of the Fire Conductor, pull the lever to destroy the Mimic and
    then you'll get attacked by some beast named Gargamesh.  Kill it and
    look in the Mimic Chest and take your armor back, the Demonic Grappling
    Hand will be in your inventory, you'll be rewarded 1,000 XP for
    completing the Mimic Quest.  Head through the Planar Gate near the Fire
    Conductor to be back in the Deeper Cania Wasteland.
    
    
    >>> PUZZLERS' SEPULCHER QUEST
    >>> KILLING GUARDIAN NUMBER TWO
    
         When you leave the Hall of Gems you'll be at the Planar Gate in
    the middle of the map on the other side of the boulders.  You'll be
    standing above a river of lava, face the torch on the other side of the
    river, go into your inventory and use the Demonic Grappling Hand and
    you'll cross the lava; you have to be standing in the perfect spot and
    it may take you several attempts.  When safely across the lava kill
    some more Ice Trolls and you'll notice a map pin for another Planar
    Gate in the north-east, equip the Puzzle Ring to see some arrows
    pointing at the Planar Gate, head on through and prepare for a good
    battle in the Abandoned Entryway.
    
        Well look who it is, it's Grimnaw.  Standing by Grimnaw's side are
    a few of his newfound companions and they are Maugrim, Crimson,
    Balpheron and a demon called Koth Uth-Kulin.  Speak with Grimnaw and at
    some point he and his companions will become hostile and attack.
    Balpheron is quite spell resistant, you'll have a good fight here so
    have a lot of potions of Heal in your Quickbar.  Grimnaw and his other
    three companions aren't that hard to defeat so concentrate on taking
    Balpheron down first.  When everyone has fallen victim to your mighty
    or infernal wrath search all the corpses to find a bunch of good items;
    make sure you grab the Small Silver Key from Grimnaw's corpse.  If you
    have the puzzle ring equipped you'll spot a glowing barrel in the area,
    look in the barrel to find a really good random item.  The mouth of the
    cave to the Fallen is blocked, go through the locked door in here (this
    is what the key on Grimanw was for).  You'll see some tracks in front
    of a stack of crates, use Sensei's Amulet and polymorph into a Pixie
    and fly through the small hole in the middle of the stack; pull the
    lever on the other side of the crates and the mouth of the cave will be
    opened.  Fly back through the hole and go through the mouth of the cave
    to the Fallen, which is actually the Puzzlers' Sepulcher.
    
         A cut scene will trigger as soon as you enter this place, when its
    over kill the Puzzler creatures attacking you.  This end of the
    sepulcher is a giant lava pit with a bunch of small islands; approach
    the statue near the lava and interact with it to receive a clue about
    lightning.  Equip the Puzzle Ring and you'll spot an arrow near the
    floor lever facing the lava, go pull the lever and you'll teleport to a
    small island with another lever.  Navigating the small islands is quite
    simple, you'll see arrows frequently changing directions, just wait for
    the arrow to point to the island you want to go to next and pull the
    lever to teleport there.  You'll teleport to three islands that have an
    additional bigger lever, pull these bigger levers until they turn BLUE,
    the color of lightning.  After all three of the bigger levers are blue
    keep teleporting from island to island and make your way to the other
    side of the sepulcher.  Once on the other side of the lava you'll see
    three staues and a doorway blocked by electrical currents, you'll also
    see a lever on top of a small bridge.  Interact with the statues and
    make the one in the middle face the doorway blocked by electricity,
    then make the two statues on either side of it face the statue in the
    middle.  Pull the lever at the top of the bridge and the doorway will
    no longer be blocked by electrical currents so head on through.  You'll
    see a moving arrow on the floor, wait for it to point at the door in
    here and then go through it.  Kill some more Puzzler things and then
    head through the door in this room, follow the long corridor to some
    lava hindering your progress; use the Demonic Graapling Hand and use it
    on the chain across the lava and you'll pull yourself over there.  Use
    the Demonic Grappler a few more times to get across a few more lava
    spots.  When you're finally across the lava you'll spot another
    Guardian of the Path.  Kill this second guardian and you'll finish the
    Puzzler quest and your Journal will get updated for the Archdevil
    Guardians quest; you'll also gain a total of 700 XP.  Head through the
    portal near the now dead guardian to be teleported to the Knower of
    Places.
    
    
    >>> COMPLETING THE ARCHDEVIL'S GUARDIANS QUEST
    
         Speak with the Knower of Places buttefly like creature and ask her
    a bunch of questions and she will tell you to find her sister, the
    Knower of Names.  She also agrees to aid you in the finding of the
    Reaper's true name and will enhance the Puzzle Ring with a special
    power that will assist you in finding her sister.  When you're finished
    speaking with the Knower of Places step through the Astral Door behind
    her to be in the Deepest Wates of Cania.
    
         You are now back out in the cold so explore the area and kill some
    more Ice Trolls and some powerful Frost Giants.  Go into the Ice-Bound
    Lair in the south-west and clear the lair out.  Head back to the
    surface and then equip the Puzzle Ring, follow the arrows to another
    Crystal and then peer into it to see Mephistopheles and his evil army
    attacking Waterdeep.  Just past the crystal is the Frost Giant Fortress
    so head on inside.
    
         Upon entering the curtyard of this fortress another cut scene will
    trigger, when it's over kill the Frost Giants and Balor Lords lurking
    around.  When the slaughter fest is over head to the Fortress Breach in
    the south-east.
    
         You are now on a Windswept Battlefield so wander around and kill
    some more Balor Lords, Vrocks, Fire Imps, Succubus and other foul
    creatures.  You can use Sensei's Amulet to polymorph into an Earth
    Elemental and pick up the dead tress and boulders to toss at the
    enemies.  Next to the Devil Encampment is some lava, stand at its edge
    and use the Demonic Grappling Hand to pull yourself over the lava to be
    in the Ice Prison.  A bunch of Devil Warriors will rise out of the
    frozen ground, when you kill them they will resurrect so just keep on
    hacking; they all respawn about five times each.  When all of the Devil
    Warriors are disposed of, the third and final Guardian of the Path will
    appear.  Kill this freak of a beast and the Archdevil's Guardians quest
    will be complete; you'll be rewarded nothing for completing that quest.
    Equip the Puzzle Ring if you're not wearing it and follow the arrows to
    more lava, use the grappling hand to cross it and follow the path to a
    catapault.  Polymorph into an Earth Elemental and pick up the catapault
    and lauch it into to the Ice Prison.  Go back into the prison and use
    the catapault on all of the frozen blocks of ice imbedded in the ground
    to free some prisoners; in most of these frozen pods are demons so just
    kill them when they rise out of their icey cells.  In one of these
    cells is the Knower of Names so speak with her after she's been freed.
    
    
    >>> ESCAPING THE HELLS
    
         The Knower of Names will give you the Reaper's true name so you
    can escape this plane of the Nine Hells and return to the land of
    mortals.  To learn his true name will require you to give the Knower of
    Nmaes the Puzzle Ring and the Sensei's Amulet, since they're now
    useless make the trade.  You can also find out a lot of other peoples
    true names, but they all cost A LOT of gold to learn.  You can purchase
    Deekin's name for 200,000 gold; Aribeth's name for 200,000 gold;
    Sleeping Man's name for 100,000 gold; Sleeping Man's True Love name for
    300,000 gold; Gru'uls name for 100,000 gold; Arden Swift's name for
    100,000 gold; Knower of Names name for 100,000 gold; Valen's name for
    100,000 gold; and finally Mephistopheles name for 500,000 gold (but to
    learn his name you must know the Knower of Names true name).  I'm not
    going to bother letting you know what you'll learn by knowing people
    and things true name, experiment and figure this part out on your own.
    
         Now that you know the Reaper's true name ask the Knower of Names
    if she can teleport you back to the City of Lost Souls.  Speak once
    again with the Sleeping Man and then return to the Gatehouse.  Speak
    with the Reaper and say his true name to him, he will then summon forth
    a Planar Gate.  Tell him to let the Pilgrims go home and your Journal
    will get updated; you'll be rewarded a total of 1,700 XP.   Head
    through the Planar Gate for the final battle which will take place in
    Waterdeep.
    
    _______________________________________________________________________
    
    
                        <><><><><><><><><><> CHP3-3
                        ~ THE FINAL BATTLE ~
                        <><><><><><><><><><>
    
    
    -- MAIN QUEST: Destroying Mephistopheles
    
    -----------------------------------------
    ~ MAIN QUEST: DESTROYING MEPHISTOPHELES ~
    -----------------------------------------
    
         Once through the Planar Gate yet another cut scene will trigger of
    Waterdeep under attack by the Undead Army of Mephistopheles, when it's
    over you'll be speaking with Durnan.  When the conversation is over it
    will begin to rain blood and Mephistopheles will appear (if you know
    his true name then you'll speak with him).  If you know his true name
    then just tell him his name and you won't even have to fight him.  If
    you have any henchman with you then this evil demon will try to turn
    them against you; if this happens then just use their true name (if
    you've purchased it) or use your Persuasion skills to foil
    Mephistopheles's plan.  If you fight Mephistopheles it's a very
    difficult battle, not nearly as easy as the final bosses in the
    previous two campaigns were.  After you damage Mephistopheles a little
    he will turn the area into ice and teleport to a different area.  Kill
    some Ice Beasts and when they're all dead the ice will disappear and
    Mephistopheles will come back to play.  This time you'll be fighting
    him until his health gets down to badly wounded; when it does he will
    fly out of the area and cover it in lava and summon some Lava Beasts.
    Kill the Lava Beasts and then Mephistopheles will come back down for
    the final showdown.  When you beat this bastard of a beast down to near
    death he will surrender (what a wussy of a Demon).  Speak with this
    self-proclaimed Duke of Hell and then either tell him what a bad, bad,
    Demon he's been and send him on his way or kill him.  After your
    deciscion the final cut scene of the game will trigger, which can be a
    few different ones due to your actions throughout the game.  The
    credits will roll and you'll be the greatest hero in all of Waterdeep.
    Congrats on your victory.
    
    _______________________________________________________________________
    
    ---------
    ~ OUTRO ~
    ---------
    
         So this is the end of the HotU campaign, congratualtions on your
    victory.  Did you find a quest that isn't in my guide?  Did I majorly
    screw up anywhere?  Have you found an item, weapon, or suit of armor
    not listed in this guide?  Have you developed any good stratagies or
    have found some secrets you would like to share with the NWN gaming
    community?  If so, then e-mail me and let me know so I can add them to
    my guide, I will of course credit you for any information you provide
    that I use in this guide.  Please do not send me cheats and hacks
    because I refuse to put that kind of crap in my guide, let alone use
    them in my personal journeys.
    
    
    ================================================================ #24 ==
    
    ---------------------------------------------
    * 24) CREDITS, E-MAIL RULES AND LEGAL STUFF *
    ---------------------------------------------
    
    
    >>> CREDITS <<<
    
    - BioWare Corporation for creating the best RPG video games ever
    - Atari for publishing these instant classics
    - Wizards of the Coast (they own D & D)
    
    
    >>> CONTRIBUTOR CREDITS <<<
    
    - Lord Brooks for letting me know what the item is you can persuade
    Belial into handing over (Robe of Fire resistance) in the original
    campaign.
    
    - Al Morin for sending me the Crossbow of Accuracy for the original
    campaign.
    
    - Alit Anggara for the weapons and items he sent me and the best
    possible way to do the Rolgan's Trial quest to gain the most XP in the
    original campaign.
    
    - Seagrave for sending in the specifics for the Druid Circle quest for
    the original campaign.
    
    - Josh Gagnier for sending in the Gemsword and the Shining Light of
    Lathander found in the original campaign.
    
    - Alfred Jereza for letting me know how to summon the Guardian of Helm
    in