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Neverwinter Nights: FAQ by RMurtha Version 2.5, Last Updated 2008-08-22 View/Download Original File Hosted by GameFAQs Return to Neverwinter Nights (PC) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. WELCOME TO RANDY MURTHA'S -------------------- ~ FORGOTTEN REALMS ~ -------------------- |\ |'---- '----'----' ---|\ |-----'----'----' | \ || \ /| | |\ / | | \ | | | | | | \ ||---- \ / |----'----' \ / | | \ | | |----'----' | \|| \ / | | \ \ / | | \| | | | \ '---- \/ '----| \ \/\/ --- '----| \ |\ | ------- '------ | | ------- '----- | \ | | | | | | | | \ | | | --' |----| | '----' | \ | | | | | | | | | \| ------- '-----' | | | ----' ULTIMATE GAMERS GUIDE FOR THE PC GAME Version 2.5 August 2008 E-Mail: [email protected] ======================================================================= 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 * ---------------------

Never Winter Nights and Monk Guide

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Neverwinter Nights: FAQ by RMurthaVersion 2.5, Last Updated 2008-08-22 View/Download Original File Hosted by GameFAQsReturn to Neverwinter Nights (PC) FAQs & Guides

Liked this FAQ? Click here to recommend this item to other users.

WELCOME TO RANDY MURTHA'S

-------------------- ~ FORGOTTEN REALMS ~ --------------------

|\ |'---- '----'----' ---|\ |-----'----'----'| \ || \ /| | |\ / | | \ | | | | || \ ||---- \ / |----'----' \ / | | \ | | |----'----'| \|| \ / | | \ \ / | | \| | | | \ '---- \/ '----| \ \/\/ --- '----| \

|\ | ------- '------ | | ------- '----- | \ | | | | | | | | \ | | | --' |----| | '----' | \ | | | | | | | | | \| ------- '-----' | | | ----'

ULTIMATE GAMERS GUIDE FOR THE PC GAME

Version 2.5August 2008E-Mail: [email protected]

=======================================================================This document is Copyrighted by Randy Murtha January 2008 and may notbe reproduced in part or in full without the written consent of theauthor. Nor shall this be posted on a website or printed in a magazinewithout my consent. This document shall in no way be used to make aprofit. All Rights Reserved.=======================================================================

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

Legal Notice1) Introduction to Walkthrough..................................... #12) More Walkthroughs by me, Version History........................ #23) Gameplay Basics................................................. #3 - Abbreviations and Terms - In-Game Screens - Main Gameplay Screen - Character Sheet - Inventory Panel

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- Conversation Panel - Map Panel - Journal Panel - Stores and Barter Panel - Options Panel - Common Interactions - Time and Resting4) Character Creation.............................................. #4 - Gender - Race - Portrait - Class - Alignment - Ability Scores - Recommended Statistics - Packages - Spells, Domains and Familiars5) Race............................................................ #56) Character Classes............................................... #67) Multiclass Characters........................................... #7 - Character vs. Class Level - Multiclass Experience - Multiclass Restrictions - Alignment Shifts8) Skills........................................................... #89) Feats............................................................ #910) Combat......................................................... #10 - Real-Time Decisions - NPC Reactions - Factions - Targeting an Opponent - The Attack Roll - Movement - Flat-Footed - Attacks of Opportunity - Saving Throws - Injury and Death11) Associates..................................................... #1112) Experience and Gaining Levels.................................. #1213) Spells......................................................... #13 - Introduction - Spell Schools - Domains - Effect Descriptions - Spell Tactics - Spell Descriptions - Spell Summaries: - Bard Spells............................................. #13A - Cleric Spells........................................... #13B - Druid Spells............................................ #13C - Paladin Spells.......................................... #13D - Ranger Spells........................................... #13E - Sorcerer Spells......................................... #13F - Wizard Spells........................................... #13G14) Items.......................................................... #14 - Potions - Books

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- Reagents - Gems - Miscellaneous15) Weapons........................................................ #15 - Simple - Martial - Exotic - Found Weapons - Wands and Rods16) Clothing and Armor............................................. #16 - Clothing - Armor - Shields - Cloaks - Boots - Belts - Braces, Gloves and Gauntlets - Rings - Amulets17) Enemies........................................................ #1718) Multiplayer.................................................... #18 - Journeying Online - Hosting a Game Server - Joining a Multiplayer Game - Picking a Character - Local and Server Characters - Moving Characters Between Games - Forming a Party - Player vs. Player - Liking or Disliking Other Players19) Hints and Stratagies........................................... #1920) Neverwinter Nights Game Walkthrough............................ #20 - Prelude.................................................... #20A - Chapter One................................................ #20B - Chapter Two................................................ #20C - Chapter Three.............................................. #20D - Chapter Four............................................... #20E21) Credits, E-Mail Rules and Legal Stuff.......................... #21

NOTE: If you've downloaded my guide, to navigate your way through it alittle 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 sectionlocated above you wish to jump to (e.g: #20) and click "Find Next" tojump to that section of the guide, you may have to click find next twotimes. This navigation process is really quick and it sure beatsscrolling all the way down this insanely long document to get to thesection you want to be in. This works on most of the walkthroughs outthere so remember it and use it on all of the guides you download.

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

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

The only websites this walkthrough is legally posted on are:

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Game FAQ's - www.gamefaqs.comNeoseeker - www.neoseeker.comGame Spot - www.gamespot.comSuper Cheats - www.supercheats.comHonest Gamers - www.honestgamers.comSorcerer's Place - www.sorcerers.netGame Radar - www.gamesradar.comCheat Planet - www.cheatplanet.com

ONLY THESE EIGHT SITES MAY POST MY GUIDE! If you have viewed thison 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 willhighly appreciate it. If you've seen this plagerised or on a websitethis isn't supposed to be on, there is a $CASH$ reward for informing meof who the violator is.

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

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

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

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

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

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

1) Armorines: Project S.W.A.R.M.2) Fable: The Lost Chapters3) Neverwinter Nights: Shadows of Undrentide4) Neverwinter Nights: Hordes of the Underdark5) Neverwinter Nights Gold Edition6) Neverwinter Nights Platinum Edition7) Quake II8) Shadow Man9) Shadow Man 2econd Coming10) The Suffering11) The Suffering: Ties That Bind

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12) Turok 2: Seeds of Evil

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

>>> VERSION HISTORY:

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

Version 1.5February 2008Since I've upgraded to the 1.68 patch I'm finding all kinds of newequipment and added them in the appropriate sections. Added someweapons readers sent me, added a way for the Rolgan's Trial side questto gain the most XP that a reader sent me, and added in the Druid'sCircle side quest (the only quest in the game that wasn't complete inmy guide) that another reader sent me. Since I'm now gettingcontributions for my guide(s), I also added a Contributor Creditssection in the credits part of this guide.

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

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

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

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

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

- D&D: Dungeons and Dragons

- NWN: Neverwinter Nights

- STR: Strength

- DEX: Dexterity

- CON: Constitution

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- INT: Intelligence

- WIS: Wisdom

- CHA: Charisma

- HP: Hit Points

- XP: Experience Points

- AC: Armor Class

- DC: Difficulty Class

- PC: Player Character

- NPC: Non-player Character

- PvP: Player vs. Player

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

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>>> IN-GAME SCREENS <<<

In Neverwinter Nights your character is always in the center ofthe screen. You interact with the world using the mouse to move acursor around the screen, and the left and right mouse buttons toexecute actions. When you move the mouse over an object or creature,the mouse icon changes to an action icon indicating the default actionfor that object. To perform the default action click the left mousebutton. To perform another action right-click on the target to bringup the Radial Menu.

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

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

The Radial Menu contains a ring of possible actions that you can

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

You can also click the and hold the right mouse button and navigate theRadial Menu by moving the mouse. You can also control the Radial Menuwith the numeric keypad: Each number key corresponds to a location inthe 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 youvaluable information about the game and offer you control over yourcharacter 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 otherplayers see when they examine your character in the game. Beside theportrait is a narrow red bar that shows your character's currenthealth. If the health bar turns green it indicates your character ispoisoned. If the bar turns brown your character is diseased.

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

THE PARTY BAR-------------This is where other members of your party appear and is underneath theOptions Box, in sigleplayer and multiplayer. You can add other playersto your party through the "Socialize" Radial Menu option (formultiplayer only). Under the "Socialize" menu you can invite anotherplayer 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 theinformation in this paragraph is for both multi and singleplayergameplay. If you summon a creature, the creature is added in to yourParty Bar while it is present. You can use the party bar to get quickinformation on your party members or to perform actions on them byright-clicking and bringing up a Radial Menu. The small bar on the

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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 arrowpoints the direction that character is from your character. An iconshowing the current action the character is undertaking, whether it iscombat, spell casting, or resting. A skull will appear if thecharacter is dead.

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

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

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

THE COMPASS-----------The Compass is located in the bottom-right of the game screen, abovethe Quickbar and Chat Entry bars. This Compass is a simple directional

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pointer. The "N" in the Compass always points north, so if you walkyour character in the same direction the "N" indicator is pointing, youwill be moving directly north.

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

THE STATUS BAR--------------This is located to the left of your Character Portrait. Then StatusBar shows any special effects currently active on your character.Beneficial spells and effects, such as ability bonuses, and negativeeffects, such as poisons and diseases, appear in the Status Bar. Holdthe 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 aboutto expire.

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

>>> CHARACTER SHEET <<<

To access your Character Sheet simply left-click on your CharacterPortrait or clicking the Character Sheet in the Options Box. TheCharacter Sheet panel shows all of the vital statistics and abilitiesof your character. Along the top of the Character Sheet panel are tabsfor accessing other information about your character.

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

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

SPELLS PANEL------------You may also access your Spell panel by clicking on the appropriatebutton in the Options Box or by opening up the Radial Menu. The Spells

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panel is composed of two panels: Spellbook and Spell Preparation.Wizards, Clerics, Druids, Paladins, and Rangers are required to preparetheir spells before casting them, while Bards and Sorceres do not.

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

Once you have selected the spell you wish to prepare, either click onthe small arrow on the right or drag the spell icon into a preparedslot. Multiclass spellcasters may need to repeat this process for eachof their spellcasting classes. When all slots are filled, press "Rest"from the Radial Menu or from the Options Box. Once your character isrested 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 currentlyequipped, and the grid at the bottom of the screen displays yourcharacter's total inventory.

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

On the lower-right side of the inventory are a number of smalltabs that allow you to access all the panes of your inventory. Theweight your character is carrying is displayed above the maximum weighthe can carry along the bottom of the panel. If your character exceedsthis maximum weight, he or she will be encumbered and will not be ableto run.

Your current gold and current item points are displayed on theright side. Each magic item has an item point value, which is added toyour item point total when you have the item equipped or in yourinventory. When you reach your maximum item point total, you cannotpick up any more magic items. Your character's maximum item pointsrise each time he gains a level (this shouldn't be a really big factorin 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 itemand select the Radial Menu "Equip" option to assign the item to adefault equip slot.

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

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>>> CONVERSATION PANEL <<<

The Conversation panel is your primary tool for interacting withother characters in Neverwinter Nights. A portrait of the characteryou are speaking with is displayed in the top-left of the window, andthis 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 orspecial ability that this conversation allows, such as Persuade orInsight for example. In this case, the player character's Intelligencescore has given him some insight into the NPC's dialogue. The playercould left-click this response to cause his character to reply with theline, or choose any other. Intelligence and Charisma are the two mainabilities that grant special conversation options, but in a few cases ahigh Strength can aid in threatening a reluctant informer or a highWisdom 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. Themap expands as you explore, allowing you to see new areas and trackwhere you have been. The small icons on the map are map pins. Eachmap pin has a label associated with the pin, which appears at the topof the map window.

You can place your own map pins by clicking in the pin box on thetop-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 thetext you wish to associate with that pin.

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

>>> JOURNAL PANEL <<<

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

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

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

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

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

>>> STORES AND BARTER PANEL <<<

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

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

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

>>> OPTIONS PANEL <<<

Neverwinter Nights has a large number of options available forcustomizing the game to suit your playing style. To change any optionin 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 youwish to load. To save a game click on the Save button and then selectthe 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 ofyour current game so you can use that character in another adventure.If you advance your character outside of your existing save game, thenext time you load the game you will be asked if you wish to updateyour character. If you answer "Yes" your most recent version of thecharacter 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 graphicaloptions. As a rule of thumb, the more features you disable the faster

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the game will run. If the game is running poorly on your computer, trydisabling features until performance improves.

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

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

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

GAME OPTIONS------------This option will allow you to tweak the game difficulty and changeother gameplay options. It is recommended most people play the game onthe default settings since the game is evenly balanced at thesesettings. If you are an experienced D&D player you might considerselecting the "Hardcore D&D" option, which implicates some of the morecomplex aspects of the rules system.

HIT POINTS: At Normal difficulty or easier these are granted via thefollowing 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 accepta minimum roll of 1/2 of their possible HP, rounded up. For example, aWizard 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 mousecursor will change to the Attack icon. You can gauge the difficulty ofa creature by examining it. Right-click to bring up the Radial Menuand 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

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cursor.

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

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

Some items (such as gems and arrows) can be stacked. To stack itemsjust drag like items onto eachother, most of the time the game willstack these items for you if you have a like item in your inventory.Different item types have various maximum stack sizes. Also, you canseperate 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 inthe second stack.

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

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

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

DOORS-----If you have the right key you can unlock a door. Otherwise, you canpick, 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. Castthe Knock spell on a locked door to try and open it without damagingthe 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---------------

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Traps must be found before they can be disarmed. To search for trapsselect "Active Search" from the "Use Skill" selection in the RadialMenu. In Active Search mode your character moves at a walk and makesSearch rolls with his full Skill Modifier. When not in Active Searchmode, Search checks to detect traps are made at half your character'sSkill 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 adetected trap and right-click to bring up the Radial Menu, which willdisplay options including disarming the trap and recovering the trap.It is more difficult to recover a trap than to disarm it, but you canuse 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 isten rounds over sixty seconds.

GAME TIME AND REAL TIME-----------------------Every two minutes of real time is equal to an hour of NeverwinterNights game time. That means that 48 minutes of real time is equal to24-hour Neverwinter Nights game time.

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

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

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

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

Before you can play Neverwinter Nights you first have to decidewhat type of character you want to play. There is a great deal of roomfor customization, so this may seem a little intimidating at first. Itis best to remember that there are no good or bad characters anddifferent people appreciate different aspects of the game. You can

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create any number of characters so feel free to experiment.

One way to navigate the Character Creation process is to startwith a character concept. Many roleplayers enjoy mimicking figuresfrom history, myth, or pop culture. Those who enjoy a challengesometimes construct a flawed character, perhaps one who is sickly or abit of a buffoon. Perhaps they might take a classical sterotype andplay it in a new and refreshing manner, like a Dwarven Barbarian who isscholarly or prefers a sling to an axe. Regardless of where theinspiration comes from, once you have a concept the process ofcharacter creation is much easier.

Neverwinter Nights has a very flexible system for charactermodification, so don't worry much about the decisions you make earlyon. For example, you might create a Gnome Barbarian to prove to otherplayers that Gnomes make the best warriors, but after awhile realizethat you are spending more time glorifying him with tales and poemsthan actually fighting. At that point he could become a Bard, a classbetter suited to that style of play. He would still have his Barbarianroots but could freely advance as a Bard thereafter. Remember, much ofthe fun of Dungeons & Dragons is in watching your character grow andchange.

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 youaren't sure how to make the best decision, press the Recommended buttonand the program will make a good choice for you. You can also returnto the beginning of the process and select a "Package," which is a setof Feats and Skills chosen around a particular theme. Here's a list ofall 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 strengthsand 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 determineswhat he or she is able to do, including combat training, magicalability, and skills. In selecting the right class for a character keepin mind your core concept for that character. The eleven basicselections can approximate most any character concept and often and youwill have several options available. For example, both Rangers and

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Fighters make excellent archer characters, and Paladins and Clerics areboth excellent in hunting down undead monsters. For class-specificinformation, look in the section below titled Classes.

ALIGNMENT---------Alignment reflects how your character relates to the concepts of goodand evil, law and chaos. It can affect how NPC's react within the gameand will occasionally determine whether an item can be used or not(some items have alignments of their own and will not allow a conflictwith its user). The main purpose of alignment is to act as a guidelinefor consistent roleplaying, though it is not cast in stone. Thealignment of a character can change to match the style in which theyare played, if deviation is consistent and serious. All of the ninealignments 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 amongsix ability scores. Each of these represents a particular aspect ofyour character, and skills that draw from these traits are modifieddepending on your score in them. Certain classes also favor certainabilities over others, and derive much of their effectiveness from ahigh score in these areas.

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

DEXTERITY: Dexterity measures agility, reflexes and balance. Thisability is most important for Rogues, but also for characters whotypically wear light or medium armor (Barbarians and Rangers) or noneat all (Monks, Wizrads and Sorcerers), or for any character who wantsto be a skilled archer.

CONSTITUTION: Constitution represents health and stamina. HighConstitution increases the number of HP a character has (affecting howmuch damage the character can take), which makes it important for all

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classes, but especially Fighters. If Constitution ever increases acharacter's HP increase retroactively. Spellcasters need a strongConstitution to keep their spells from being interrupted during combat.

INTELLIGENCE: Intelligence determines how well your character learnsand reasons. Intelligence is important for Wizards because it affectshow many spells they can cast, how hard their spells are to resist, andthe power of these spells. Intelligence is also important for anycharacter who wants to have a strong assortment of skills, however,increasing your Intelligence will not grant bonus Skill Pointsretroactively. NOTE: Sorcerers do not use Intelligence for castingspells - they use Charisma instead. Warning: An Intelligence scorelower 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 toanalyze information. An "absent-minded professor" has low Wisdom andhigh Intelligence. A simpleton with low Intelligence might neverthelesshave great insight (high Wisdom). Wisdom is important for Clerics andDruids, as it affects the strength and number of their spells. Wisdomis also significant for Paladins and Rangers.

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

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>>> RECOMMENDED STATISTICS <<<

Generally, a character should have at least ten points in anygiven statistic, as this will prevent that character from receiving anypenalties. This is not manditory however, and the most interestingcharacters are sometimes the most flawed.

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

Each Ability Score has a modifier, form -5 to +15 and even higher.Most Player Characters have ability modifiers between -1 and +4, butsome 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) ----

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

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>>> POINT BUY SYSTEM <<<

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

As an ability score is raised to exceptional levels it becomesmore expensive to raise further, as per the following chart. Raising

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an Ability Score from 8 to 16 costs ten points, so be careful not toneglect the rest of your character's abilities while making one or twoexceptional.

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

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>>> PACKAGES <<<

Packages are for players who wish to jump in and play the gamewithout going through the customization required to build a characterfrom scratch. A package automatically selects skills, feats and spellstailored for the character of the class and race you have chosen, andassigns basic equipment so that you can begin playing immediately.Each class has a default package which is automatically selected whenyou click on the Recommended button.

To customize your character with specific Skills, Feats, andspells, click on a package and then click on the Configure Packagesbutton. 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 Skillinformation.

FEATS

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

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>>> SPELLS, DOMAINS AND FAMILIARS <<<

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

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>>> APPEARANCE <<<

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

>>> CHARACTER INFORMATION <<<

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

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

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

>>> HUMAN <<<

Humans are the most adaptable of the common races. Shortgenerations and a penchant for migration and conquest have made themvery physically diverse as well. Skin shades range nearly black tovery pale, hair from black to blond, and facial hair (for men) fromsparse to thick. Humans are often unorthodox in their dress, sportingunusual hairstyles, fanciful clothes, tattoos, and the like.

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

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

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

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>>> DWARF <<<

Dwarves are known for their skill in warfare, their ability towithstand physical and magical punishment, their hard work and theircapacity for drinking ale. Dwarves are slow to jest and suspicious ofstrangers, but they are generous to those who earn their trust. Theystand just four to four and a half feet tall but are broad and andcompactly built, almost as wide as they are tall. Dwarven skin variesfrom tan to light brown, and dwarven hair hair is black, gray, orbrown. Dwarven men value their beards highly.

- Ability Adjustments: +2 Con, -2 Cha

- Favored Class: Fighter. A multiclass dwarf's fighter class does notcount when determining whether he suffers an XP penalty formulticlassing.

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

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>>> ELF <<<

Elves are known for their poetry, song and magical arts, but whendanger threatens they show great skill with weapons and stratagy.Elves can live to be over 700 years old and, by human standards, areslow 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, andpossess unearthly grace. Many other races find them hauntinglybeautiful.

- Ability Adjustments: +2 Dex, -2 Con

- Favored Class: Wizard. A multiclass elf's wizard class does notcount when determining whether he suffers an XP penalty formulticlassing.

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

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>>> GNOME <<<

Gnomes are in wide demand as alchemists, inventors andtechnicians, though most prefer to remain among their own kind insimple comfort. Gnomes adore animals, gems and jokes, especiallypranks. They love to learn by personal experience and are alwaystrying new ways to build things. Gnomes stand three to three and ahalf 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. Gnomesgenerally 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 notcount when determining whether he suffers an XP penalty formulticlassing.

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

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>>> 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-elveslook like elves. To elves they look like humans. Half-elves arepaler, fairer and smoother-skinned than their human parents, but theiractual 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-elfsuffers 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.

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>>> HALF-ORC <<<

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

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

- Favored Class: Barbarian. A multiclass half-orcs barbarian classdoes not count when determining whether he suffers an XP penalty formulticlassing.

- Special Abilities: Darkvision

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>>> HALFLING <<<

Halflings are clever, capable and resourceful survivors. They arenotoriously curious and show a daring that many larger people can'tmatch. They can be lured by wealth but tend to spend rather thanhoard. Halflings have ruddy skin, hair that is black and straight, andbrown or black eyes. Halfling men often grow lond sideburns but rarelybeards or moustaches. They prefer practical clothing and would ratherwear a comfortable shirt than jewelry. Halflings stand about threefeet tall and commonly live to see 150.

- Ability Adjustments: +2 Dex, -2 Str

- Favored Class: Rogue. A multiclass halflings rogue class does notcount when determining whether he suffers an XP penalty formulticlassing.

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

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

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

>>> BARBARIAN <<<

Barbarians are brave, even reckless, and their warrior skills makethem well suited for adventure. Barbarians have a powerful rage thatmakes them stronger and better able to withstand attacks. They onlyhave the energy for a few such displays per day but it is usuallysufficient. Constant exposure to danger has also given barbarians asort of sixth sense, the preternatural ability to sense danger anddodge attacks, and their running stamina is legendary.

- Alignment: Any nonlawful

- Hit Die: d12

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

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

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additional level

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

- Prestiage Class Tips: Barbarians make powerful Blackguards, DwarvenDefenders, 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; 8thlevel = 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 15thlevel the Rage ability becomes Greater Rage, giving the Barbarian +6 toStr and Con and a +3 bonus to will saves (the -2 penalty to AC stillapplies).

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

- Gained: 1st level

- Use: Automatic

UNCANNY DODGE: Barbarians are quick on their feet and can react morequickly to danger than others. This ability improves as the Barbariangains 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 someammount of injury from each blow or attack.

- Gained: 11th level

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- 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

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>>> BARD <<<

Bards often serve as negotiators, messangers, scouts and spies.They love to accompany heroes (and villians) to witness heroic (orvillainous) deeds firsthand, since a bard who can tell a story frompersonal experience earns renown among his fellows. A Bard castsarcane spells without any advance preperation, much like a Sorcerer.Bards also share some specialized skills with Rouges and theirknowledge of item lore is nearly unmatched. A high Charisma scoreallows 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 eachadditional level

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

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

- Prestiage Class Tips: Bards are best suited to become Shadowdancersor Harper Scouts. Combat-oriented Bards may enjoy becoming a DragonDisciple.

-----

BARD SPECIAL ABILITIES:

BARDIC KNOWLEDGE: The Bard is able to identify items more easily thanother 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

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- Use: Selected

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

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, +1fortitude 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 foreach additional 5 Perform and 1 Bard level. At Perform 45 and Bardlevel 20 Bardsong grants +6 temporary hit points and +3 to skills.

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>>> CLERIC <<<

Clerics act as intermediaries between the earthly and the Divine(or Infernal) worlds. A good Cleric helps those in need, while an evilCleric seek to spread his patron's vision of evil across the world.All Clerics can heal wounds and bring people back from the brink ofdeath and powerful Clerics can even raise the dead. Likewise, allClerics have authority over undead creatures and they can turn away oreven destroy these creatures. Clerics can use simple weapons and allforms of weapons and shields without penalty, since armor does notinterfere with the casting of Divine Spells. In addition to his normalcomplement of spells, every Cleric chooses to focus on two of hisdeity's domains. These domains grants the Cleric special powers andgive him access to spells that he might otherwise never learn. ACleric's Wisdom score should be high since this determines the maximumspell level that he can cast.

- Alignment: Any

- Hit Die: d8

- Profifiencies: All simple weapons, all armor and shields

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

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

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

-----

CLERIC SPECIAL ABILITIES:

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

- Gained: 1st level

- Use: Automatic

- Bonus: If an "S" appears in the upper left-hand corner of the spellicon, a Cleric can cast that spell spontaneously. This will use upanother 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 howmany Hit Die of undead are turned. If the Cleric has twice as manylevel as the undead have Hit Die, the undead are instantly destroyed.

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>>> DRUID <<<

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

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

- Hit Die: d8

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- 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 eachadditional level

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

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

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

-----

DRUID SPECIAL ABILITIES:

NATURE SENSE: The Druid gains a +2 bonus to all attacks made whilefighting 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 canbe 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 checkswhen in wilderness areas

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

- Gained: 4th level

- Use: Automatic

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

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

- Gained: 5th level

- Use: Once per day at 5th level, twice per day at 6th level, threetimes per day at 7th level, four times per day at 10th level, fivetimes per day at 14th level, and six times per day at 18th level. Thisability lasts for one hour per level.

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

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

- Gained: 9th level

- Use: Automatic

- Bonuses: Immune to poison

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

- Gained: 16th level

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

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

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>>> FIGHTER <<<

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

- Alignment: Any

- Hit Die: d10

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

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

- Prestige Class Tips: Fighters have many options available to them butBlackguard, Dwarven Defender, or Weapons Master are among the bestchoices. Elf and Half-elf Fighters who use bows may want to considerbecoming Arcane Archers.

-----

FIGHTER SPECIAL ABILITIES:

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

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>>> MONK <<<

Monks are versatile warriors skilled at fighting without weaponsor armor. Good-aligned Monks serve as protectors of the people, whileevil Monks make ideal spies and Assassins. Although they don't castspells, Monks channel a subtle energy called Ki. This energy allows aMonk to perform amazing Feats, such as healing himself, cathing arrowsin filght, and dodging blows with lightning speed. A Monk's mundane andKi-based abilities grow with experience granting him more power overhimself and his enviornment. Monks suffer unique penalties if theywear armor, as doing so violates their rigid oath. A Monk wearingarmor loses his Wisdom and level based Armor Class bonuses, movementspeed, 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 eachadditional level

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

-----

MONK SPECIAL ABILITIES:

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

SPECIALTY WEAPON: The Monk retains his unarmed attack bonus when

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fighting with a Kama

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

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

- Gained: 1st level

- Use: Selected

- Penalties: The Monk suffers a -2 penalty to all attack rolls made aspart 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 wouldallow 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 abilityimproves 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

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- Use: Selected, once per day

- Bonuses: Restores a number of Hit Points equal to twice the number oflevels 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 wouldallow others to take half damage, the character escapes unscathed on asuccessful 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 anenhancement bonus

- Gained: 10th level

- Use: Automatic

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

DIAMOND BODY: Through meditation and control over his body. thedisciplined 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, developsinto a force that is capable of repelling all but the most determinedmagic attacks

- Gained: 12th level

- Use: Automatic

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

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

- Gained: 15th level

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- Use: Once per day

- Bonuses: If the attack succeeds and does damage, the target must makea Fortitude save (DC 10 + 1/2 the Monk's level + the Monk's WisdomModifier). 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 andspirit that he becomes a supernatural being, able to shrug off ordinaryweapons and many spells

- Gained: 20th level

- Use: Automatic

- Bonuses: Immune to all mind-affecting spells; gains damage reduction20/+1

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

>>> PALADIN <<<

Paladins take their adventures seriously, and even a mundanemission is, in the heart of the Paladin, a personal test - anoppurtunity to demonstrate bravery,, to learn tactics and to find waysto do good. Divine power protects these warriors of virtue, wardingoff harm, protecting from disease, healing and guarding against fear.The Paladin can also direct this power to help others, healing woundsor curing diseases and also use it to destroy evil. ExperiencedPaladins can smite evil foes and turn away undead. A Paladin's Wisdomscore should be high, as this determines the maximum spell level thathe can cast. Many of the Paladin's special abilities also benefit froma 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 eachadditional level

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

- Ex-Paladins: A Paladin that is no longer lawful good cannot gain

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levels until he becomes lawful good again

-----

PALADIN SPECIAL ABILITIES:

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

- Gained: 1st level

- Use: Automatic

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

DIVINE HEALTH: Most diseases are naturally repelled by the holy powerof 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 shecan cure a number of Hit Points equal to her Charisma Modifier xPaladin 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 canunleash a holy attack that devestates evil enemies

- Gained: 2nd level

- Use: Once per day

- Bonuses: The Paladin applies his Charisma Modifier (if positive) tohis next melee attack roll, and adds a damage bonus equal to hisPaladin level. If the target of this attack is not evil, Smite Evil

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has no effect

TURN UNDEAD: When Paladins reach 3rd level, she can channel the mightof 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 howmany Hit Die of undead are turned. If the Paladin has twice as manylevels as the undead have Hit Die, the undead are instantly destroyed

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

- Gained: 3rd level

- Use: Once per day

- Bonuses: As the Cleric spell Remove Disease

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>>> RANGER <<<

Rangers are skilled stalkers and hunters who make their home inthe 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 aboveall others. Rangers often accept the role of protector, aiding thosewho live in or travel through the woods. His skills allow him to movequietly and stick to the shadows, especially in natural settings, andhe also has special knowledge of certain types of creatures. Finally,an experienced Ranger has such a tie to nature that he can actuallydraw on natural power to cast Divine spells, much as a Druid does.Like a Druid, a Ranger is often accompanied by animal companions. ARanger's Wisdom should be high, as this determines the maximum spelllevel 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 eachadditional level

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

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- Prestige Class Tips: Combined with Wizard or Sorcerer levels, theRanger 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 MoveSilently checks when in outdoor areas

FAVORED ENEMY: Rangers study their enemies and develop a keenunderstanding 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 checksagainst their favored enemy, as well as a +1 bonus to any physicaldamage dealt to the enemy. These bonuses improve by +1 every fivelevels.

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

- Gained: 1st level

- Use: Selected

- Bonuses: Dual Wield simulates the Ambidexterity and Two-WeaponFighting feats

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

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

ANIMAL COMPANION: Rangers may summon a stalwart animal companion.

- Gained: 6th level

- Use: Once per day, until killed or unsummoned

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

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>>> ROGUE <<<

Rogues have little in common with each other. While some - maybeeven 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 tohave a sixth sense when it comes to avoiding danger. ExperiencedRogues develop nearly magical powers and skills as they master the artsof stealth, evasion and sneak attacks. In addition, while not capableof casting spells, a Rogue can sometimes "fake it" well enough to castspells from scrolls, activate wands and use just about any other magicitem.

- Alignment: Any

- Hit Die: d6

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

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

- Prestige Class Tips: Rogues make effective Assassins andShadowdancers

-----

ROGUE SPECIAL ABILITIES:

SNEAK ATTACK: Rogues study the weaknesses of their opponents and arecapable of capitalizing on this knowledge with their deadly sneakattacks.

- Gained: 1st level

- Use: Automatic

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

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

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EVASION: Rogues are able to escape potentially dangerous situations

- Gained: 2nd level

- Use: Automatic

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

UNCANNY DODGE: Rogues are quick on their feet and can react morequickly to danger than others. This ability improves as the Roguegains 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 levelsthereafter, the Rogue can choose a special feat from the followinglist:

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

- OPPORTUNIST: The Rogue automatically gains a +4 Competence bonus toattack 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-affectingspell, he makes an automatic reroll.

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

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

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>>> SORCERER <<<

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Sorcerers are arcane spellcasters who manipulate magic energy withimagination and talent rather than studious discipline. They have nobooks, no mentors, no theories - just raw power that they dirct atwill. Sorcerers know fewer spells than Wizards, and aquire them moreslowly, but they can cast individual spells more often and have no needto prepare their incantations ahead of time. Also unlike Wizards,Sorcerers cannot specialize in a school of magic. Since Sorcerers gaintheir powers without undergoing the years of rigorous study thatWizards go through, they have more time to learn fighting skills andare proficient with simple weapons. A sorcerer can call a Familiar, asmall, magical, animal companion that serves him. Charisma is veryimportant for Sorcerers, the higher the value in this ability, thehigher 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 eachadditional 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 DragonDisciples and Pale Masters

-----

SORCERER SPECIAL ABILITIES:

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

- Gained: 1st level

- Use: Once per day

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

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

>>> WIZARD <<<

Wizards are arcane spellcasters who depend on intensive study tocreate their magic. To Wizards, magic is not a talen but a difficult,rewarding art. When they are prepared for battle, Wizards can usetheir spells to devestating effect. When caught by surprise, they arevulnerable. The Wizard's strength is his spells; everything else issecondary. He learns new spells as he experiments and grown isexperience and he can also learn from other Wizards. In addition, over

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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 aFamiliar, a small, magical, animal companion that serves him. Withhigh Intelligence, Wizards are capable of casting very high-levelspells.

- 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 eachadditional level

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

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

-----

WIZARD SPECIAL ABILITIES:

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

- Gained: 1st level

- Use: Once per day

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

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

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

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

>>> MULTICLASS CHARACTERS <<<

Characters begin with one class but as they gain experience youmay choose to take on a second or even third class. This is calledmulticlassing and makes the Neverwinter Nights game system extremelyflexible. A Wizard, for example, might study as a Fighter for severallevels and become a Wizard/Fighter. Adding the Fighter class grants

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proficiency in simple and martial weapons, better Fortitude savingthrows and so on, but it also means that as a Wizard the characterwould not be quite as advanced, having spent his experience to buy anew class instead. In Neverwinter Nights a character can add a newclass after he has reached 2nd level in his first class. Characterscan be a maximum of three classes.

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

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

The cost of raising a level is based on the overall "characterlevel," not individual "class levels." Character level is the totallevel 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 10character levels.

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

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

NOTE: Some class features don't work well with skills or classfeatures of other classes. For example, although Rogues are proficientwith light armor, a Rogue/Wizard still suffers spell failure chances ifwearing 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 hisclasses. Your multiclass character suffers a -20% XP penalty for eachclass that is not within 1 level of his most experienced class. Thesepenalties apply from the moment the character adds a class or raises aclass's level too high. For instance, a 4th-level Wizard/3rd-levelRogue gets no penalty, but if that character raises his Wizard level to5th then he receives the -20% XP penalty from that point on until hislevels are nearly even again.

RACE AND MULTICLASS XP: A racially favored class does not countagainst 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

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is favored for Gnomes). Suppose then he achieves 12th-level and adds alevel of Fighter to his classes, becoming a 9th-level Rogue/2nd-levelIllusionist/1st-level Fighter. He suffers a -20% XP penalty on futureXP he earns because his Fighter class is so much lower than his Roguelevel.

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

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

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

>>> MULTICLASS RESTRICTIONS <<<

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

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

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

>>> ALIGNMENT SHIFT <<<

If your character acts outside of what would be appropriate forhis or her alignment those actions can cause a shift in alignment, fromgood to evil, lawful to chaotic, and so on. The severity of the shiftvaries with the deed and can sometimes have extreme consequences. Forexample, if a Paladin performs an overtly evil or chaotic act whichchanges his or her alignment from lawful good, he or she will no longerbe a Paladin.

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

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

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

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

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

>>> SKILL CHECHS<<<

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

Several miscellaneous modifiers can also apply to a skill check,including racial abilities, feats, armor check penalties, and spelleffects. In every case these modifiers are grouped together and addedto 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 notalways a failure, and a natural "20" is not always a success. Forexample, a moderately skilled Rogue might have 6 ranks in Pick Pocketand 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 noextenuating circumstances it would be immpossible for the character tofail 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 DCof 30, and the highest he could roll with no additional modifiers woulbe 20 + 9=29 (failure).

>>> RANKS <<<

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

>>> CLASS SKILLS <<<

Class skills represent skills that fall within the expertise andtraining of a given class. Each skill point spent on a class skilladds 1 rank in the skill. The maximum rank in any class skill ischaracter level +3.

>>> CROSS-CLASS SKILLS <<<

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Cross-class skills represent skills that a given class has littleexperience with or that fall outside their expertise. Each skill pointspent on a cross-class skill adds a half rank in that skill. Themaximum 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 askill check, but two half ranks add up to one full rank.

>>> EXCLUSIVE SKILLS <<<

Some skills are exclusive to a given class, and represent skillsthat can only be learned by members of the given class. For thepurpose of skill points and maximum ranks, exclusive skills are treatedas class skills.

>>> SKILL SYNERGY <<<

Some skills work well togrther. In general, having five or moreranks in one of these skills grants a +2 Synergy bonus on skill checkswith 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 skillchecks 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 checkresult of another character. For example, to sneak up behind a guard,a character needs to beat the guard's Listen check result with his MoveSilently check result. As he approaches, the game makes a MoveSilently check for the sneaking character, and a Listen check for theguard. Whichever character's skill check is higherwins the contest.In the case of a tie, both checks are re-rolled until a winner isdetermined.

DIFFICULTY CLASS: Many checks are made against a task's DC. TheDC 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 oftrap kit may have a DC of 15. To set the trap, the character must geta result of 15 or better on a Set Traps skill check. Note that certaincircumstances may modify a character's skill modifier (armor penaltiesand the like), while others may modify the DC of the task (the trap maybe faulty).

TAKING 20: Outside of combat, all skill checks are made as if thecharacter 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 to20 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

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many for any one character to master. With that in mind, you shouldfocus your character on skills that best accent his capabilities androle.

DETECT MODE-----------The Listen, Spot, and Search skills are part of the Detect modal actionand, when active, it reduces the normal movement rates and makes thecharacter 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 theRadial Menu. Characters automatically enter Stealth mode when theybecome invisible. Characters in Stealth mode move more slowly thanothers.

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

- 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. Ifthe check succeeds, the creature is charmed, or, if the check exceedsthe DC by 6 or greater, the creature is dominated. Dominated creaturescan be commanded as henchmen.- Special: If the character fails his or her check by five or more, thecreature will become hostile- Use: Select this skill and then select the target creature. Thecreature will remain charmed or dominated for one round per level ofthe character using the skill.

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

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

DISABLE TRAP

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------------This skill allows the character to perform a variety of actions on atrap.

- Ability: Intelligence- Classes: All- Untrained: No- Check: There are four progressively difficult actions that acharacter may perform on a trap; the base DC is determined by thedifficulty rating of the trap and the difficulty of the action.Disable Trap can be used to: examine the trap to determine thedifficulty is disarming it (base DC -7), flag the trap so that otherparty 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 bonuson Disable Trap checks.- Uses: Assess, Flag, Disarm, and Recover are Radial Menu options offof a detected trap.

DISCIPLINE----------A successful check allows the character to resist the effects of anycombat 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 diseaseswith a healing kit.

- Ability: Wisdom- Classes: All- Untrained: Yes- Check: Must beat the poison or disease DC. If successful, the targetis cured, and is healed with a number of HP equal to the skill rollplus 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'sSpot check, applying any penalties your character might receive from

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wearing armor. Success means that the opposing creature remainsunaware as he passes or your character approaches. Characters may notattempt a Hide check if they are within the line of sight on anyintelligent non-party member.- Special: Hide and Move Silently are combined into a singal modalStealth action. Movement in Stealth mode is slower than the normalrate. Wearing armor or using a torch inhibits this ability, but lowlight can provide a bonus. A character is harder to spot if standingstill and or/if small.- Use: Stealth Mode

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

- Ability: Wisdom- Classes: All- Untrained: Yes- Check: Listen detects hidden creatures by opposing their MoveSilently check. A successful check renders the hidden creature visibleand able to be targeted by the listener.- Special: Standing still provides a +5 bonus to a Listen check. Acharacter with the Alertness Feat gains a +2 synergy bonus on Listenchecks. 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 determinemagical 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 theirLore 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 aresuccessful the opposing creature remains unaware as your charactermoves.- Special: Hide and Move Silently are combined into a single modalStealth action. Movement in Stealth mode is slower than the normal

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rate. Wearing armor inhibits this ability, but low light can provide abonus.- 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. Asuccessful check will open the lock.- Special: Thieves' Tools, if used, provide various bonuses to acharacter's Open Lock attempt, but are destroyed in the attempt whethersuccessful or not.- Use: Target a locked object and select "Unlock" from the Radial Menu.

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

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

PERFORM-------A Bard using Perform can perform the Bardsong, which improves theiralliy's ability to fight in combat and withstand mind-affectingenemies. 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 theBardsong.- Use: Select the skill and it will affect a 30 foot radius of alliesaround the singer

PERSUADE

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--------The character has the option to persuade others to reveal additionalinformation 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 andTaunt- 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 mustbe aquired and then the targeted creature must not notice the theft.To steal the item, the base DC from a neutral or tolerant creature is20, and a hostile creature is 30. This roll is affected by armor checkpenalties. The targeted creature makes an opposed Spot check vs. thePick Pocket check of your character. Hostile creatures gain a +10bonus to their Spot checks against Pick Pocket. If the opposed rollsucceeds, they have detected your character's attempt to steal. An NPCwho detects the attempt will become hostile, whereas a PC will beinformed that you have attempted to Pick Pocket from them. If,however, both checks succeed for your character, then he or shesuccessfully 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 thesetter's Set Trap skill, plus the strength of the trap. Only Roguesmay detect traps with a DC greater than 35.- Special: The search range is 5 ft. if passively searching, 10 ft. ifactively searching. Elves and Dwarves receive a +2 racial bonus totheir Search checks. Half-elves receive a +1 racial bonus.

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

- Ability: Dexterity- Classes: All- Untrained: No

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- Check: A roll is made for success when a Trap Kit is used from yourinventory. The DC of the task is determined by the power of the trap.- Special: Five or more ranks in Disable Traps grants a +2 synergybonus to Set Trap checks. Any party members will be able to see trapsthat your character has set.- Spectacular Failure: If you fail by 10 or more, it triggers the trapin the attempt to set it. This can only occur if you are in combatwhen trying to set a trap.- Use: Use a Trap Kit from your inventory. An icon visible to you andyour 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 hasidentified a spell being cast by an opponent. The DC of this check isequal to 15 plus the level of the spell. The character also gains a +1bonus for every 5 ranks in this skill to all saving throws againstspells.- Special: A specialist Wizard gets a +2 bonus when dealing with aspell from his specialized school. As well, a successful Spellcraftcheck is required before your character can attempt to counterspell.The specialist Wizard suffers a -5 penalty when dealing with a spell oreffect from a prohibited school.- Use: Spellcraft checks are made automatically anytime a spell is castnearby

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 receivea +1 racial bonus.- Use: Detect Mode

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

- Ability: Charisma- Classes: All- Untrained: Yes- Check: The DC is a Concentration check made by the target against the

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character's Taunt skill roll. It is considered an attack. If theTaunt is successful, the opponent suffers an AC penalty equal to thedifference between the Taunt roll and the defender's roll (to a maximumof 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 wasbroken in two skills, Persuade and Taunt.- Use: Select skill and then target creature

USE MAGIC DEVICE----------------The character can use the abilities of a magic item as if he had therequisite 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, ifthe character is trying to use an item restricted to a specific class.If the character is trying to emulate a specific race, the DC isincreased by 5. If trying to emulate a specific alignment then the DCis increased by 10.- Use: Automatically applied whenever a character attempts to use orequip a magic item that they would normally could not use or equip.

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

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

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

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

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

>>> NOTE ON METAMAGIC FEATS <<<

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

Sorcerers and Bards choose when they cast their spells and whetherto use a Metamagic Feat to improve them. As with other spellcasters,the improved spell is cast as if it were higher level. Sorcerers andBards will be presented with a "Metamagic Feat" option off of their"Spellcasting" Radial Menu and will cast any spells enhanced withmetamagic through that method. Metamagic enhanced spells can still beplaced 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. Savingthrow modifications are not changed (unless stated otherwise in thefeats description). The modifications made by these feats only applyto spells cast directly by the Feat user. A spellcaster can't use aMetamagic Feat to alter a spell being cast from a Wand, Scroll or otherdevice.

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

There are many Feats in Neverwinter Nights and no character canpossibly choose to learn them all. With that in mind, you should focusyour character on Feats that enhance his abilities and role. Here's achart 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 | ||------------|--------------|---------------|----------|---------|

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| Point Blank| Power | Iron Will | Spell | || Shot | Attack | | Focus | ||------------|--------------|---------------|----------|---------|| Two-Weapon | Rapid Shot | Lightning | Spell | || Fighting | | Reflexes | Penetration | ---------------------------|---------------|----------|---------|| Weapon | | | Still | || Finesse | | Mobility | Spell | | ------------|--------------|---------------|----------|---------|| Weapon | | | | || Specialization | | | ||------------|--------------|---------------|----------|---------|| All Weapon | | | | || Proficiencies | | | | ----------------------------------------------------------------

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

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

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

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

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

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

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

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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 receivethis 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 andWizards 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 Wizardsreceive this feat automatically.

BLIND FIGHT-----------This feat grants the character the ability to fight well if blinded oragainst invisible creatures. The character gets to roll her misschance 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 Willsaving throws.

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- 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 anopponent's arms or legs. Called shots are made at a -4 penalty.Called shots must overcome the target's Discipline skill check, and, ifsuccessful will damage the target based on the location of the calledshot. A called shot against the legs will reduce the opponent'smovement rate by 20% and give them a -2 cumulative penalty to theirDexterity. A called shot against the arms will apply a cumulative -2penalty to the creature's attack rolls. Successful called shots lastfor 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 unarmedattack, that character gets an additional free attack against anothernearby enemy. There is a maximum of one free attack per round.

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

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

- 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

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-------------------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 automaticallyreceive this feat at level 2.

DIRTY FIGHTING--------------The character knows brutal and effective fighting tactics. Bysacrificing all other attacks during the round, the character can electto perform a Dirty Fighting move, which will deal an extra 1d4 pointsof 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 attackroll, and the combatant with the larger weapon gains a +4 bonus persize category of difference. A successful hit deals normal damage and,if the opponent fails a Discipline check, then the weapon flies fromthe 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 toall 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

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-------------Up to three times per day, the character may add his Charisma bonus tohis 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 acharacter'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 toAC also negates any Dodge bonuses. Multiple Dodge bonuses (differentfeats, racial bonuses) are cumulative.

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

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

EXPERTISE---------A character with this feat can make defensive attacks, gaining a +5bonus 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% increasein 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

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-----------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 additionaltimes 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 ofadditional attacks that the character may make after killing anopponent.

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

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

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

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

- Type of Feat: General- Prerequisite: Spell Focus (of the appropriate school).

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- Use: Automatic. This feat may be selected multiple times, but theeffects do not stack. It applies to a different school of magic ineach case. This overlaps (does not stack with) the bonus from SpellFocus.

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

- Type of Feat: General- Prerequisite: Spell Penetration- Use: Automatic. This overlaps (does not stack with) the bonus fromSpell 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 wouldnow threaten a critical on a roll of 17-20.

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

IMPROVED DISARM---------------A character with this feat has learned not to provoke an attack ofoppurtunity when attempting to disarm an opponent. Success knocks theopponent's weapon away from them. The penalty to make a disarm attemptis 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 +10bonus 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.

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

IMPROVED KNOCKDOWN------------------Characters with this feat have learned to use the Knockdown ability asif one size catagory larger than they really are. All other Knockdownconditions 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 rollswhen 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 bonusto any damage given. Improved Power Attack is very useful whenfighting 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 bonusof +9 or higher- Use: Automatic. Rangers receive this feat at 9th level, even if theydon't meet the requirements.

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

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

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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 theground. An attack roll is made with a -4 penalty to attack and, ifsuccessful, an opposed roll is made, comparing your attack roll withthe defender's Discipline skill check. If successful, the target isknocked 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 knockdownan opponent that is one size catagory larger, the same size or smallerthan they are. The opponent gets a +4 bonus for every size catagory heis larger than the attacker or a -4 penalty for every size catagory heis smaller. Monks automatically receive this feat at level 6.

LIGHTNING REFLEXES------------------This feat grants a +2 bonus to all Reflex saving throws, due to fasterthan 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

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

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

MOBILITY--------A character with this feat has learned to avoid attacks of oppurtunitymore 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 toAC also negates any dodge bonuses. Multiple dodge bonuses (fromdifferent feats or racial bonuses) are cumulative.

POINT BLANK SHOT----------------Unfazed by close combat, a character with this feat negates the -4penalty for using missle weapons within melee attack range, and gainsan additional +1 to attack and damage with ranged weapons when thetarget 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 inflictsa -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 theminvulnerable to counterspells or interruption. A quickened spell iscast as a free action, and another action can be attempted within thesame round, including the casting of another spell. Only one quickened

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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 thannormal

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

- 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 anextra attacke per round while using them. When a rapid attack round isattempted, 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 theeffects 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

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- Use: Automatic

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

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

SILENT SPELL------------Magical expertise allows the casting of certain spells without using averbal 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 theeffect does not stack. It applies to a different skill in each case.

SNAKE BLOOD-----------Character gains a +2 bonus to Fortitude saving throws against poisonand 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,

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granting a +2 bonus to spell save DC for all spells that the charactercasts from that school. This makes it more difficult for enemies toresist 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 theeffect does not stack. It applies to a different school of magic ineach case.

SPELL PENETRATION-----------------A character with this feat can use magic to better pierce the defensesof his opponents, gaining a +2 bonus to caster level checks to beat acreature'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 whenthe character is moving around in combat.

- Type of Feat: General- Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus of +4 orhigher- 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 castingis 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 wellas a +1 bonus to any saving throw versus Death magic.

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- 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 -4attack penalty and a -4 damage penalty. If successful they have hit avulnerable spot, and the target must make a Fortitude save (DC 10 + 1/2the attacker's level + the attacker's Wisdom modifier) or be held forthree rounds. This attack may be used once per day for every fourlevels 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 donot meet the prerequisites. As well, Monks suffer no attack/damagepenalties when using this feat and may use it once per day per level.Constructs and Undead are immune to this attack, as are any creaturesthat are immune to critical hits.

THUG----Character gains a +2 bonus on Initiative checks and a +2 bonus onPersuade 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 bonusHit Point per level. HP are gained retroactively when choosing thisfeat.

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

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

- Type of Feat: General- Prerequisite: None- Required For: Improved Two-Weapon Fighting- Use: The Ambidexterity feat further reduces the attack penalty for

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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 primaryand off-hand by 2 (-2/-2). Rangers receive this feat for free at 1stlevel.

WEAPON FINESSE--------------A character with this feat is adept using light weapons subtly andeffectively, allowing him to calculate attack rolls with his Dexteritymodifier bonus instead of his Strength bonus (if his Dex is higher thanhis 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, Sickleand Unarmed Strike.

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

- Type of Feat: General- Prerequisite: Proficiency with the chosen weapon type, base attackbonus of +1 or higher.- Required For: Weapon Specilization (Fighters only)- Use: Automatic. This feat may be selected multiple times but theeffects 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 exoticweapons 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 charactercannot equip weapons they are not proficient in. The martial weaponslist 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 automaticallyproficient with all martial weapons.

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

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

WEAPON SPECIALIZATION---------------------A character with this feat has trained especially hard with a specificweapon 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 notstack. In applies to a new weapon in each case, so long as that groupis already associated with Weapon Focus.

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

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

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

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

>>> REAL-TIME DECISIONS <<<

Neverwinter Nights is a real-time game overlaid on top of theturnbased Dungeons & Dragons 3rd Edition rules. This means that yourdecisions are played out during the progress of a combat round. Youmanipulate your character by giving them orders. These orders appearin the Action Queue (upper-left corner of your screen). You may stackcertain orders (known as tasks), such as picking up items, openingdoors 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

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it useful to plan out you tactical combat as you fight. This mayinvolve choosing the next three spells you want to cast, or entering acombat mode like Knockdown or Parry.

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

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>>> NPC REACTIONS <<<

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

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

Default Action: Attack

NEUTRAL-------Most of the world begins neutral to you. You may speak with thesepeople, 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 thatthose who are friendly to you may help you, usually by healing, for nocharge. If you are attacked while in the prescence of friendlycharacters, they may assist you.

Default Action: Talk

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

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

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busy.

INVULNERABLE------------Some characters cannot be hurt. These are usually powerful charactersthat can help advance the plot. Attacking will not anger them, norwill it injure them.

Default Action: Talk

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>>> FACTIONS <<<

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

This is why, when you attack a commoner, the town guard attacksyou if he sees you attacking the commoner. They belong to differentfactions (commoner and defender, respectively). However, defendersmust protect commoners - this is detailed in their factionrelationship.

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

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>>> TARGETING AN OPPONENT <<<

RADIAL MENU TARGETING---------------------Whenever you open the Radial Menu on an object, you enter Target-Actionmode. Any option you choose will be directed at the object you havetargeted. For example, if you were a Monk and opened the Radial Menuover an enemy Bugbearthat was rushing you, selecting the "Flurry ofBlows" option will launch the attack against the creature.

ALTERNATIVE TARGETING METHODS-----------------------------The Radial Menu is not the only method of targeting. You may also putweapons, special attacks, and spells in your Quickbar. You can use

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these in Action-Target mode, whereby you choose what you want to do andto whom you want to do it to. For example, again you are playing aMonk, and you have placed the Flurry of Blows attack icon on theQuickbar. This time when the Bugbear appears, you can click on Flurryof Blows on you Quickbar or press the hotkey assigned to that slot.You then click on the Bugbear and your Monk attacks the Bugbear withthe Flurry of Blows.

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>>> THE ATTACK ROLL <<<

When an attack is made, the attacker rolls a d20 (resulting in anumber between 1 and 20). All attack bonuses that the character mayhave are added to the roll to determine whether he or she hits. Thisvalue is then compared against the Armor Class (AC) of the creaturebeing attacked. If the attack roll is equal to or greater than thecreatures AC, a hit is scored.

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>>> MOVEMENT <<<

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

DETECT AND STEALTH MODES------------------------Being in either Detect or Stealth Mode will prevent your character fromrunning. If your character is in both, movement speed is reduced to50%.

ENCUMBERED----------A lightly encumbered character cannot run. Heavily encumberedcharacters 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 | |--------------------|--------------|------|

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

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>>> FLAT-FOOTED <<<

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

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>>> ATTACKS OF OPPURTUNITY <<<

Sometimes, a melee combatant lets her guard down to execute a non-combat action. In these circumstances, combatants near her can takeadvantage of her lapse in defense to make a free attack on her. Theseattacks 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 andwithin 5 feet of you. An enemy that takes certain actions while in athreatened area provekes an attack of oppurtunity.

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

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

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

>>> SAVING THROWS <<<

Saving throws are a measure of a character or creature'sresistance to special types of attacks - poisons, magic, and effectslike 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. Manymagic items also improve saving throws while they are equipped.Several spells can temporarily improve saving throws, but beware, otherspells can lower them.

FORTITUDE---------This measures your character's ability to stand up to massive physicalpunisment, such as poison, paralysis,and instant death magic. Acharacter's Constitution modifier is added to his or her Fortitudesaving throw.

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

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

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>>> INJURY AND DEATH <<<

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

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

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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 beforeyou rest. You cannot rest during combat or shortly after combat.

Healing spells (such as Cure Light Wounds), healing potions, and theHeal 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 characterdies he is transported to the nearest temple of healing. There, hislost HP are restored, and you can transport him back to the place wherehe died. If the palyer chooses to respawn, they will a small number ofXP and gold. A character can never lose a level due to death afterrespawing.

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

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

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

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

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

ANIMAL COMPANIONS-----------------Animal companions are special creatures with powers typically farbeyond those of natural creatures. Many animal companions are quiteformidable in combat. As your character gains levels, so will youranimal companion. Each time you gain a level in a class with theanimal companion feature, you may change the type of companion thataccompanies you.

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

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HENCHMEN--------You will meet a variety of NPCs in Neverwinter Nights who will bewilling to join you on your adventures for an initial price. Thesetrusted sidekicks will give you advice, fight alongside you in battle,follow your orders, and even carry your loot. Henchmen also gainexperience at a pace similar to your character and will level-up upondemand.

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>>> COMMANDING ASSOCIATES <<<

Once you have an associate, you may issue orders via the RadialMenu 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 nearand follow you.

- ATTACK NEAREST: The associate will attack enemies.

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

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

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

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

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>>> QUICKCHAT COMMANDS <<<

Note that this system mostly pertains to multiplayer. InNeverwinter Nights you can use Quickchat to quickly communicate withother players and your associates. You activate Quickchat by pressingthe Quickchat key to activate the system and then the two or three keycode to play the Quickchat line. Each voice set has personalizeddialogue for each option, so different characters will say differentthings for the same choice. The default hotkeys for this system are asfollows:

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

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| D - Heal me S - Hello | | W - Help D - Yes | | A - Enemy sighted W - No | | S - Flee E - Stop | | T - Taunt C - Rest | | F - Guard me X - Bored | | X - Hold position A - Goodbye | | E - Exploration commands X - Personal communications | E - Follow me X - Thank you | | W - Look here W - Laugh | | D - Group up C - Cuss | | S - Maove aside D - Cheer | | D - Task commands S - I have something to say | W - Pick locks A - Good idea | | E - Search the area Z - Bad idea | | S - Go stealthy E - Threaten | ----------------------------------------------------

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

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

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

>>> GAINING A LEVEL <<<

Experience points (XP) are a measure of how much your characterhas learned during his or her adventures. In game terms, XP is areward 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 relativedifficulty of the encounter. XP is rewarded to everyone in your partywhen anyone in your part defeats a monster. At the end of aparticularly long adventure, your character may also be awarded QuestExperience. Quest Experience is also distributed to everyone in yourparty. When your character has gained enough experience points, he orshe gains a level.

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

CLASS-----When going through the level-up process, you must first decide whether

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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 orher 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 apoint at level-up does not grant extra skill points at this level.Only your character's Intelligence score score before level-updetermines the number of skill points he or she receives for the newlevel.

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

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

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

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

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

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

>>> INTRODUCTION <<<

Neverwinter Nights includes a powerful but simple-to-use magic

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system that sticks closely to the D&D rules. To understandspellcasting in Neverwinter Nights you must first understand the basicelements. Once this basic level is mastered, the spellcaster can beginto master spellcasting tactics and ultimately the individual spellsthemselves to be learned.

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>>> SPELL SCHOOLS <<<

Schools of magic are groups of related spells that work in similarways. 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 ofmagic gains one additional prepared spell per level but loses theability to cast spells from one other school. A Wizard does not haveto specialize, thus keeping access to all spells. Here are the schooldescriptions:

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

Prohibited School: None

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

Prohibited School: Conjuration

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

Prohibited School: Transmutation

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

Prohibited School: Illusion

ENCHANTMENT-----------Enchantment spells involving gaining control over another creature, or

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imbuing a recipient with special properties.

Prohibited School: Illusion

EVOCATION---------These are spells that manipulate energy or create something fromnothing. Many of the best offensive spells can be found within thisschool of magic.

Prohibited School: Conjuration

ILLUSION--------Illusion spells alter perception, the most common of which is theability 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

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>>> DOMAINS <<<

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

AIR: Can turn elementsANIMAL: Improved monster summoningDEATH: Negative plane avatarDESTRUCTION: Turning damages constructsEARTH: Can turn elementsEVIL: Can turn outsidersFIRE: Can turn elementsGOOD: Can turn outsidersHEALING: All healing spells are empoweredKNOWLEDGE: More domain spells

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MAGIC: More domain spellsPLANT: Can turn verminPROTECTION: Divine protectionSTRENGTH: Divine strengthSUN: Improven turn undeadTRAVEL: More domain spellsTRICKERY: Improves skills generally used by RoguesWAR: Battle masteryWATER: Can turn elements

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

>>> EFFECT DESCRIPTIONS <<<

Game effects help to describe the results of a character'sinteraction with the game enviornment, creatures, and items. Effectscan be as complex as being stuck in a mass of webbing or as simple as abonus to attack. Defined below are all of the game effects that can beapplied to characters in Neverwinter Nights. The effects are displayedon the character's State Bar.

The most common sources of game effects are spells, spell-likeabilities, and equipped magic items. Bonuses from various sources canstack with eachother but the same bonus or negative modifier from thesame source can never be applied twice. For example the spell Bull'sStrength provides a temporary bonus to Strength. The character cannever have two bonuses applied from Bull's Strength at the same timeeven if the same caster cast the spell twice. However, if thecharacter had a +3 bonus to Strength from Bull's Strength and a +2bonus from a magic ring than these would stack to give the character a+5 total bonus to Strength. Bonuses applied from the same source donot stack but the higher is applied. So, if the character had Bull'sStrength cast on them twice for a bonus of +5 and +2 respectively thenthe +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 theability 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 ACbonuses in Neverwinter Nights, armor enhancement, shield enhancement,Dodge, natural, and deflection. Only Dodge bonuses can stack, up to amaximum of +10. For all other types of bonus the single highestmodifier is applied.

COMBAT ENHANCEMENT MODIFIED

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---------------------------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 penaltyto all attack rolls.

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

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

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

CURSE-----The affected character has one or more ability score reduced by apredetermined ammount. Curse effects are generally permanent unlessremoved 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 specifiedammount of damage type. For example, a character could have a damagebonus of +1d4 fire or +2d6 acid.

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

Reflected as a percemtage that modifies all incoming damage of a singletype up or down. For example, a character with Fire Immunity 25% wouldtake 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 ofmelee damage (bludgeoning, piercing or slashing) from a single hit,unless the weapon inflicting the wound has an enhancement bonus equalto or greater than the damage reduction. Damage reduction is listedalong with the ammount of damage ignored and the power of the weaponneeded to penetrate the effect. Thus a creature with 20/3+ damagereduction ignores the first 20 points of damage from any weapon thatdoes not have an enhancement of +3 or greater. Non-melee damage, suchas from elemental or magical attacks, is not affected by damagereduction.

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

DAMAGE RESISTANCE-----------------Creatures with this ability are able to ignore damage of a specifictype up to a specified ammount. Unlike damage reduction, damageresistance cannot be overcome with weapons that have a higherenhancement bonus. Like damage reduction, the ammount of damageresisted 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 thecharacter is ignored entirely.

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

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

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

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from combat.

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

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

DOMINATED---------A dominated creature comes under the mental control of an outsideagent. NPCs in this state are considered part of the PC's party andwill fight and die for that PC. Player Character dominated by outsideagents are wracked with horrible mental anguish and are considereddazed. 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 thefear and lose the ability to control their own actions. Creatures havea _2 penalty to all saving throws while feared.

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

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IMMUNITY--------Characters can be immune to any of the negative effects described inthis section. For example, a character with disease immunity willnever 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 enemyattacks and can ignore the Dexterity Modifier of any opponent, unlessthat opponent has the Uncanny Dodge feat.

MAGIC IMMUNITY--------------Creatures can obtain or have specific immunities to magical spells andspell-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 percentagechance of missing on any attack roll before his or her normal attackroll is made.

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

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 toattack rolls, skill checks and saving throws. If a creature's negativelevels ever meets or exceeds its current level, they die.

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

POISON------Poison afflicts the character by delivering ability damage in two

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stages. When initially struck, the character makes a Fortitude savingthrow to resist the poison outright. If this roll fails, the charactertakes a specified ammount of ability damage. After one minute haspassed, the character must make another Fortitude saving throw or takeadditional ability damage. It is possible to remove poison before thesecond round of ability damage is delivered by using the Healing skillor the Neutralize Poison spell (however, any ability damage alreadysuffered is not healed when the poison is cured). The ability damagereceived from poison can be removed by resting or the successful use ofa Healing Kit.

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

REGENERATE----------This determines how much damage a character heals over a given periodof 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 poisonor mind-affecting spells or abilities.

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

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

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

Skill modifiers can be increased or decreased in effectiveness. Thiseffect can apply to single skills or the entirety of a character'sskill.

SLEEP

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

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

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

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

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

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

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

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

TURNED------Turned creatures are considered frightened and flee from the Cleric for10 rounds (1 full turn).

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

>>> SPELL TACTICS <<<

Overcoming the protection of an enemy Lich or countering hisspells as he attempts to slay your summoned monsters makes spelltactics a valuable part of a spellcaster's array of knowledge. Spelltactics can be broken into the following sections: Allies, Dispellingand Counterspelling.

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

DISPELLING----------Generally, any spell that can strip enhancements and protections fromanother character is grouped as dispelling magic. Breach and GreaterSpell Breach allow for immediate and instantaneous removal of a widerange of specific protections that can often prevent damage or spellsfrom harming an enemy Mage. Lesser Dispel Magic, Dispel Magic andGreater Dispell Magic all work to remove non-item effects from acharacter, as long as those effects are considered temporary andmagical. However, these spells are not guaranteed to succeed. Themore 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 castersfrom casting spells. To counter a spell, the countering Mage mustsacrifice a spell they are able to cast at the present time. The morMages that counter an single enemy Mage's spell, the higher thierchances of successfully negating the spell during its conjure phase.Lesser Dispel Magic, Dispel Magic and Greater Dispel Magic andMordenkainen's Disjunction are universal counterspells and are able tocounter any spell of the same level or lower. Any spell can becountered by itself if both the casting and countering Mage have thespell. Many spells also have specific counters that are usable ascounterspells. For example, Haste can always be countered by usingSlow, and vise-versa.

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

>>> SPELL DESCRIPTIONS <<<

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

CASTER LEVEL: Specifies the various classes that can use the spell and

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the level of the spell for that class.

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

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

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

COMPONENTS: Spells can have both Verbal and Somatic components, whichare required to successfully cast the spell. Certain spells requireonly one component. The Silence effect prevents the use of spells thatrequire 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 andHours.

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

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

SPELL RESISTANCE: Specifies whether magic resistance is effectiveagainst 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 theNeverwinter Nights Gold Edition instruction manual, there may be a fewspells in this list that may not be available to your character *IF*you don't have any expansion packs installed. I tried my best not tolet this happen so if you view a spell not in the origional game,please e-mail me so I can take it off of this list.

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

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

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- 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 by20.

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

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

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

- Grease: Slows or knocks down opponents.

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

- Lesser Dispel: Weak version of Dispel Magic.

- Mage Armor: +4 AC bonus

- Protection From Alignment: Target receives a +2 AC bonus, +2 savingthrow 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 andprotects against same.

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

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- 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 andlower.

- 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 invisiblecreatures.

- 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 by2.

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

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

- Confusion: Target behaves erratically.

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

- Dispel Magic: Remove magical effects from creatures.

- Fear: Make enemies run away.

- Find Traps: +10 to Search checks

- Haste: One extra attack action per round and movement is increased by50%.

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

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

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- 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 creaturethat 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'scontrol.

- Hold Monster: Target monster is paralyzed.

- Improved Invisibility: Attack and cast spells while remaininginvisible.

- 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 arestricken 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

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ability score damage each round.

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

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

- Mass Haste: earby allies gain one extra attack action per round and a50% 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 | |----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

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| 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. Inflictspells 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 savingthrows 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 forevery three caster levels (to a maximum of +5).

- Doom: Target receives -2 modifier to attack and damage rolls; savingthrows, ability and skill checks.

- Endure Elements: 10/- damage resistance against all elemental formsof damage.

- Entropic Shield: 20% miss chance against all ranged attacks.

- Protection From Alignment: Target receives a +2 AC bonus, +2 savingthrow 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 anadditional +1 bonus for every six level of the caster (maximum of +5).

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- 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 forevery three caster levels (to a maximum of +5).

- Doom: Target receives -2 modifier to attack and damage rolls; savingthrows, ability and skill checks.

- Endure Elements: 10/- damage resistance against all elemental formsof 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 effectwhen used on undead.

- Lesser Dispel: Weak version of Dispel Magic.

- Lesser Restoration: Removes all effects effects that apply to abilityscore, 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 ofdamage.

- 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.

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- 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 by2.

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

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

- Contagion: Random disease inflicts taget.

- Continual Flame: Magic flame that burns as bright as a torch.

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

- Dispel Magic: Removes magical effects from creatures.

- Inflict Serious Wounds: Target suffers 3d8 points of damage, +1 pointper caster level to a maximum of +15. Inflict spells have a reverseeffect when used on undead.

- Invisibility Purge: Removes all invisibility from all nearbycreatures.

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

- Negative Energy Protection: Target immune to all negative energyattacks.

- Prayer: Allies gain +1 to attack, damage, skill and saving throwrolls; enemies receive -1 penalty to same.

- Protection From Elements: 30/- damage resistance against allelemental forms of damage.

- Remove Blindness/Deafness: All nearby allies cured of blindness anddeafness.

- Remove Curse: All curses removed from target.

- Remove Disease: All diseases removed from target.

- Searing Light: Undead suffer 1d8/level; Constructs 1d6/level; other1d8 per 2 caster levels.

- Summon Creature III: Summons a Dire Wolf.

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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 attackbonus improves.

- Freedom of Movement: Target becomes immune from paralysis.

- Hammer of the Gods: 1d8 damage per 2 caster levels.

- Inflict Critical Wounds: Target suffers 4d8 points of damage, +1point per caster level to a maximum of +20. Inflict spells have areverse effect when used on undead.

- Neutralize Poison: Target cured if poisoned.

- Poison: Inflict poison on target.

- Restoration: Removes most effects, including level drain andblindness.

- Summon Creature IV: Summons a Dire Spider.

5th-LEVEL CLERIC SPELLS:------------------------

- Circle of Doom: Carpet of insects attacks at your command.

- Flame Strike: 1d6 fire damage and divine damage/level.

- Healing Circle: All friends nearby heal for 1d8 +1 point per casterlevel.

- 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 twicethe caster's level in HD.

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- 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'salignment.

- Summon Creature VI: Summons a Dire Bear.

7th-LEVEL CLERIC SPELLS:-----------------------

- Destruction: Target must save or die.

- Greater Restoration: Removes most temporary and all permanentnegative 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, andSR 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 of10d6) 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.

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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, immunityto level/energy drain, immunity to ability score decreasers, immunityto 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 | - |

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|-----|---|---|---|---|---|---|---|---|---|---| | 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 formsof 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.

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- Blood Frenzy: +2 bonus to Strength and Constitution and +1 bonus toWill 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 abilityscore, AC, attack, damage, spell resistance or saving throw penalties.

- One With the Land: +4 competence bonus to Animal Empathy, Hide, MoveSilently 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'scontrol.

- Greater Magic Fang: +1 to hit and +1 to damage to animal companionfor every 3 levels of the caster (maximum of +5).

- Neutralize Poison: Target cured if poisoned.

- Poison: Inflict poison on target.

- Protection from Elements: 30/- damage resistane against all elementalforms of of damage.

- Quillfire: Inflicts 1d8 points of damage (+1 per 2 caster levels, toa 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 opponentremains within the afflicted area.

- Summon Creature III: Summons a Dire Wolf.

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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 firedamage.

- Owl's Insight: Target gains an enhancement bonus to Wisdom equal tohalf the caster's level.

- Slay Living: Target must make Fortitude save or die.

- Spell Resistance: 12 + 1 per caster level spell resistance.

- Summon Creature V: Summons a Dire Tiger.

- Wall of Fire: 4d6 points of fire damage.

6th-LEVEL DRUID SPELLS:-----------------------

- Drown: Any target failing its saving throw will take 90% of its HP indamage. Golems and other nonliving creatures cannot be drowned.

- Energy Buffer: Target gais damage resistance 40/- against elementaldamage.

- Greater Dispelling: More powerful version of Dispel Magic.

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- Greater Stoneskin: 20/+5 damage reduction.

- Healing Circle: All friends nearby heal for 1d8 + 1 point per casterlevel.

- Regenerate: 6 HP every round regenerated.

- Summon Creature: Summons a Dire Bear:

7th-LEVEL DRUID SPELLS:-----------------------

- Aura of Vitality: All allies within the area of effect receives a +4bonus 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 allenemies in the area.

- Finger of Death: Target dies.

- Nature's Balance: Lowers enemies spell resistance by 1d4 per 5 casterlevels 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 undeadcreatures, to a maximum of 25d6 (6d6 points of damage to creatures thatare not undead). Vampires are destroyed instantly if they fail aReflex saving throw. Any enemy who fails a Reflex saving throw will beblinded permanently.

9th-LEVEL DRUID SPELLS:-----------------------

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- Earthquake: 1d6 point of damage per caster level (to a maximum of10d6) 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, orGolem.

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

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| 19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | |-----|---|---|---|---|---|---|---|---|---|---| | 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | ---------------------------------------------

---------------------#14D PALADIN SPELLS:---------------------

1st-LEVEL PALADIN SPELLS:-------------------------

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

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

- Divine Favor: Caster gains +1 bonus to attack and weapon damage forevery three caster levels (to a maximum of +5).

- Endure Elements: 10/- damage resistance against all elemental formsof damage.

- Protection From Alignment: Target receives a +2 AC bonus, +2 savingthrow 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 tosaving 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 ofdamage.

3rd-LEVEL PALADIN SPELLS:-------------------------

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

- Dispel Magic: Remove magic effects from creatures.

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

- Prayer: Allies gain +1 to attack, damage, skill, and saving throwrolls; enemies receive -1 penalty to same.

- Remove Blindness/Deafness: All nearby allies cured if blinded ordeafness.

4th-LEVEL PALADIN SPELLS:-------------------------

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

- Death Ward: Target becomes immune to any death spells or effects.

- Freedom of Movement: Target becomes immune to paralysis.

- Neutralize Poison: Target cured if poisoned.

PALADIN SPELLS PER DAY:-----------------------

-------Base Spells Per Day--- | Lvl | 1 | 2 | 3 | 4 | |-----|-----|-----|-----|-----| | 1 | - | - | - | - | |-----|-----|-----|-----|-----| | 2 | - | - | - | - | |-----|-----|-----|-----|-----| | 3 | - | - | - | - | |-----|-----|-----|-----|-----| | 4 | 0 | - | - | - | |-----|-----|-----|-----|-----| | 5 | 0 | - | - | - | |-----|-----|-----|-----|-----| | 6 | 1 | - | - | - | |-----|-----|-----|-----|-----| | 7 | 1 | - | - | - | |-----|-----|-----|-----|-----| | 8 | 1 | 0 | - | - | |-----|-----|-----|-----|-----| | 9 | 1 | 0 | - | - | |-----|-----|-----|-----|-----| | 10 | 1 | 1 | - | - | |-----|-----|-----|-----|-----| | 11 | 1 | 1 | 0 | - | |-----|-----|-----|-----|-----| | 12 | 1 | 1 | 1 | - | |-----|-----|-----|-----|-----| | 13 | 1 | 1 | 1 | - | |-----|-----|-----|-----|-----| | 14 | 2 | 1 | 1 | 0 |

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|-----|-----|-----|-----|-----| | 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 ofdamage.

- 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, MoveSilently and Set Trap skills.

- Protection from Elements: 30/- damage resistane against all elementalforms of of damage.

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

- Summon Creature II: Summons a Dire Boar.

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3rd-LEVEL RANGER SPELLS:------------------------

- Aid: Target receives +1 bonus to attacks and saving throws vs. fear;+1d8 HP.

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

- Greater Magic Fang: +1 to hit and +1 to damage to animal companionfor 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 | - | - |

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|-----|-----|-----|-----|-----| | 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.

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- Color Spray: Knocks unconscious, blinds, or stuns creatures.

- Endure Elements: 10/- damage resistance to all forms of elementaldamage.

- Expeditious Retreat: Caster's speed increases by 150%. This spellhas no effect if character is already Hasted.

- Grease: Slows or knocks down opponents.

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

- Mage Armor: +4 AC bonus.

- Magic Missle: 1 missle every 2 caster levels and each missle does 1d4+ 1 damage.

- Negative Energy Ray: 1d6 points of damage from negative energy ray.

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

- Ray of Enfeeblement: 1d6 Strength damage.

- Scare: Causes fear in weak creatures.

- Shield: Gives +4 bonus to AC, blocks Magic Missle spells.

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

- Summon Creature I: Summons a Dire Badger.

- True Strike: +20 bonus on next attack roll.

2nd-LEVEL SORCERER SPELLS:--------------------------

- Balagarn's Battle Horn: Every creature that fails a Strength check isknocked 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 torchuntil 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.

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- Ghostly Visage: 10/+2 damage reduction; immune to 0- and 1st levelspells.

- 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 rounduntil spell expires.

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

- Resist Elements: 20/- damage resistance against all elemental formsof damage.

- Summon Creature II: Summons a Dire Boar.

- Tashs'a Hideous Laughter: Target begins laughing hysterically and isunable 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 Listenchecks,

- Clarity: Removes sleep, confusion, stun and charm effects andprotects 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 disperseseffects such as Cloudkill.

- Haste: One extra attack action per round and movement is increased by50%.

- Hold Person: Target humanoid is paralyzed.

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

- 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 thespecified alignment.

- Negative Energy Burst: 1d8 points of negative energy damage + 1 perlevel.

- Protection from Elements: 30/- damage resistane against all elementalforms 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 bytwo.

- 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 remainingconcealed.

- 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 lowerspells from affecting caster.

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- 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 anddeafness.

- 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 ordie.

- Cone of Cold: 1d6 cold damage/level.

- Dismissal: All associates of target are unsummoned.

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

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

- Feeblemind: 1d4 points of Intelligence damage/level to target.

- Firebrand: Balls of flame (one per caster level) explode for 1d6points of damage per caster level (to a maximum of 15d6).

- Graeter Shadow Conjuration: Conjure a shadow varient of a variety ofspells.

- 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.

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- 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 orlower 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 magicaldefenses.

- Greater Stoneskin: 20/+5 damage reduction.

- Isaac's Greater Missle Storm: One missle (3d6 damage) per casterlevel (maximum 20 missles) randomly hit hostile creatures in area ofeffect.

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

- Mass Haste: All nearby allies gain one extra attack action per roundand 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.

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- Delayed Blast Fireball: 1d8 fire damage/level; can delay blast untiltarget 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 todeath 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 andstuns 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 anddeaf.

- Mass Charm: All creatures nearby gain a 50% improvement in theirpersonal reputation towards the caster.

- Mind Blank: Renders all nearby allies immune to mind-affecting spellsand 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 crushesfoes.

- Dominate Monster: Target monster temporarily becomes under the

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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 orGolem.

- Summon Creature IX: Summons an elder elemental of a random type.

- Time Stop: Caster may attack and cast spells while the rest of theworld 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| -| -| -|

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|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|| 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 offire.

- Charm Person (Enchantment): Makes one person your friend.

- Color Spray (Illusion): Knocks unconscious, blinds, or stunscreatures.

- Endure Elements (Abjuration): 10/- damage resistance to all forms ofelemental damage.

- Expeditious Retreat (Transmutation): Caster's speed increases by

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150%. This spell has no effect if character is already Hasted.

- Grease: (Conjuration): Slows or knocks down opponents.

- Identify (Divination): Gain 25 + 1 per caster level bonus to Loreskill checks.

- Mage Armor (Conjuration): +4 AC bonus.

- Magic Missle (Evocation): 1 missle every 2 caster levels and eachmissle does 1d4 + 1 damage.

- Negative Energy Ray (Necromancy): 1d6 points of damage from negativeenergy ray.

- Protection From Alignment (Abjuration): Target receives a +2 ACbonus, +2 saving throw bonus against creatures of a particularalignment.

- Ray of Enfeeblement (Necromancy): 1d6 Strength damage.

- Scare (Necromancy): Causes fear in weak creatures.

- Shield (Abjuration): Gives +4 bonus to AC, blocks Magic Misslespells.

- 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 aStrength check is knocked down for one round.

- Blindness/Deafness (Enchantment): The target creature is struck blindand deaf.

- Bull's Strength (Transmutation): Target creature's Strength isincreased by 1d4 + 1.

- Cat's Grace (Transmutation): The target creature's Dexterity isincreased by 1d4 + 1.

- Continual Flame (Evocation): Creates a magical flame that burns likea torch until dispelled.

- Darkness (Evocation): Cover creatures in a shroud of darkness.

- Eagle's Splendor (Transmutation):Target's Charisma is increased by1d4 + 1.

- Endurance (Transmutation): Target's Constitution is increased by 1d4

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+ 1.

- Fox's Cunning (Transmutation): Taget's Intelligence is increased by1d4 + 1.

- Ghostly Visage (Illusion): 10/+2 damage reduction; immune to 0- and1st level spells.

- Ghoul Touch (Necromancy): Paralyze target with touck attack.

- Invisibility (Illusion): Target invisible untill attacks or casts aspell.

- 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 1d6per round until spell expires.

- Owl's Wisdom (Transmutation): Target's Wisdom increased by 1d4+1.

- Resist Elements (Abjuration): 20/- damage resistance against allelemental forms of damage.

- Summon Creature II (Conjuration): Summons a Dire Boar.

- Tashs'a Hideous Laughter (Enhcantment): Target begins laughinghysterically and is unable to defend themslef until the spell wearsoff.

- 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 toSpot and Listen checks,

- Clarity (Necromancy): Removes sleep, confusion, stun and charmeffects 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 everyfour levels.

- Gust of Wind (Evocation): Blast of air knocks down creatures and

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disperses effects such as Cloudkill.

- Haste (Transmutation): One extra attack action per round and movementis increased by 50%.

- Hold Person (Enchantment): Target humanoid is paralyzed.

- Invisibility Sphere (Illusion): Self and allies hidden in a sphere ofinvisibility.

- Lightning Bolt (Evocation): 1d6 points of electricity damage/level.

- Magic Circle Against Alignment (Abjuration): Caster and all nearbyallies gain a +2 AC, +2 saving throws and immunity to mind-affectingspells from the specified alignment.

- Negative Energy Burst (Necromancy): 1d8 points of negative energydamage + 1 per level.

- Protection from Elements (Abjuration): 30/- damage resistane againstall 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'sability 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 andgrants 50% cold/fire resistance to caster.

- Enervation (Necromancy): Target temporarily gaind 1d4 negativelevels.

- Evard's Black Tentacles (Conjuration): Trap and attack enemies withtentacles.

- Fear (Necromancy): Make enemies run away.

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

- Improved Invisibility (Illusion): Attack and cast spells while

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remaining concealed.

- Isaac's Lesser Missle Storm (Evocation): One missle (1d6 damage) percaster level (maximum of 10 missles).

- Lesser Spell Breach (Abjuration): Strips an enemy Mage of up to threedefenses.

- Minor Globe of Invulnerability (Abjuration): Prevents all 3rd-leveland lower spells from affecting caster.

- Phantasmal Killer (Illusion): Kills the target.

- Polymorph Self (Transmutation): Caster is able to turn himself into aPixie, Troll, Umber Hulk, Giant Spider or Zombie.

- Remove Blindness/Deafness (Divination): All nearby allies cured ofblindness 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 oneopponent, who suffers -10 attack penalty.

- Cloudkill (Conjuration): Kill 3 HD or less creatures; 4-6 HDcreatures 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 thecaster's control.

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

- Feeblemind (Divination): 1d4 points of Intelligence damage/level totarget.

- Firebrand (Evocation): Balls of flame (one per caster level) explodefor 1d6 points of damage per caster level (to a maximum of 15d6).

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- Graeter Shadow Conjuration (Illusion): Conjure a shadow varient of avariety 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 ofspells.

- Mind Fog (Enchantment): -10 penalty on Will saving throws while inthe fog.

- Summon Creature V (Conjuration): Summons a Dire Tiger.

6th-LEVEL WIZARD SPELLS:------------------------

- Acid Fog (Conjuration): Slows creatures within fog and deals aciddamage.

- 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 tospells 2nd or lower level.

- Globe of Invulnerability (Abjuration): Immunity to spells of 4th orlower level.

- Greater Dispelling (Abjuration): More powerful Dispel Magic.

- Greater Spell Breach (Abjuration): Strips an enemy Mage of up to sixmagical defenses.

- Greater Stoneskin (Transmutation): 20/+5 damage reduction.

- Isaac's Greater Missle Storm (Evocation): One missle (3d6 damage) percaster level (maximum 20 missles) randomly hit hostile creatures inarea of effect.

- Legend Lore (Divination): +10 bonus to Lore checks, +1 per two casterlevels.

- Mass Haste (Enchantment): All nearby allies gain one extra attackaction 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.

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- Summon Creature VI (Conjuration): Summons a Dire Bear.

- Tenser's Transformation (Transmutation): Caster becomes physicallypowerful.

- True Seeing (Divination): Can see through Sanctuary and Invisibilityspells.

7th-LEVEL WIZARD SPELLS:------------------------

- Banishment (Abjuration): Destroys 2 HD/level of summoned creatures.

- Bigby's Grasping Hand (Evocation): Hand provides cover, pushes andgrapples.

- Control Undead (Necromancy): Dominate one undead creature.

- Delayed Blast Fireball (Evocation): 1d8 fire damage/level; can delayblast 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 throwsagainst 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 arandom type.

8th-LEVEL WIZARD SPELLS:------------------------

- Bigby's Clenched Fist (Evocation): Large hand causes 1d8+11 points ofdamage and stuns target.

- Create Undead (Necromancy): Creates one undead creature.

- Greater Planar Binding (Conjuration): Paralyze outsider or summonoutsider.

- Horrid Wilting (Necromancy): 1d8 negative energy damage per casterlevel.

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- Incendiary Cloud (Evocation): 4d6 fire damage to all within cloud.

- Mass Blindness/Deafness (Illusion): All nearby enemies are struckblind and deaf.

- Mass Charm (Enchantment): All creatures nearby gain a 50% improvementin 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 arandom type.

9th-LEVEL WIZARD SPELLS:------------------------

- Bigby's Crushing Hand (Evocation): Large hand provides cover, pushesor crushes foes.

- Dominate Monster (Enchantment): Target monster temporarily becomesunder the caster's control.

- Energy Drain (Necromancy): Target temporarily gains 2d4 negativelevels.

- 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 ofDispel 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 arandom type.

- Time Stop (Transmutation): Caster may attack and cast spells whilethe rest of the world is frozen in time.

- Wail of the Banshee (Necromancy): All enemies in area must save ordie.

- Weird (Illusion): Kill enemies in area.

WIZARD SPELLS PER DAY:

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

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

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

-------------* 14) ITEMS *-------------

>>> POTIONS AND HEALER KITS <<<

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- 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 anynegative effects (such as decreased strength) caused by the poison.

- POTION OF AID: Temporarily give your character extra HP, increasesyour character's attack rating and increases saving throws.

- POTION OF BLESS: Temporarily increases you character's attack ratingand saving throws.

- POTION OF BARK: Temporarily raises your character's AC.

- POTION OF CLARITY: Temporarily makes your character immune to allmind-affecting spells; you can also drink this to remove the effectscaused by a mind-affecting spell.

- POTION OF SPEED: Temporarily makes your character's base speedincrease to 150%.

- POTION OF INVISIBILITY: Makes your character invisible until you casta spell or attack.

- POTION OF BULL'S STRENGTH: Temporarily raises your character'sStrength.

- POTION OF FOX'S CUNNING: Temporarily raises your character'sIntelligence.

- POTION OF EAGLE'S SPLENDOR: Temporarily raises your character'sCharisma.

- 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'sConstitution.

- HEALER'S KIT +1, +3, +6, & +10: A successful use will cure yourcharacter or companion of poison and disease (plus remove any negativeeffects caused by the poison or disease); this kit also heals lost HPregardless of whether you're poisoned or diseased.

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

>>> BOOKS <<<

Page 127: Never Winter Nights and Monk Guide

I decided to make a list of all the books that can be foundthroughout the game, I excluded Notes and Letters. If you find a BOOKnot listed, please "print screen" of the book and e-mail it to me, Iwill of course credit you for the find. Please only send books foundin the Neverwinter Nights campaign and not any books found in any ofthe expansion pack games.

1) Waterdeep | 2) The Trade of Blades |3) The Ruins of Illusk | 4) Port Llast |5) Religions of the Sword Coast | 6) Luskan's Arcane Brotherhood |7) Wars of the Creator Races | 8) Uthgar's Legacy |9) The Northern Four Adventuring| 10) The Neverwinter Wood Troupe | |11) The Doombringers | 12) The War of Light and | Darkness |13) The Dessarian River | 14) Urthgardt Barbarians |15) Lady Tanglebrook's Journal | 16) The Nether Scrolls |17) Famous Citizens of the Sword| 18) The Ghost of Conyberry Coast | |19) Prison Logbook | 20) The Origin of Magic |21) Head Gaelor's Journal | 22) Wind by the Fireside |23) In Service of Gulnan | 24) In Service of Cyric |25) Gulnan's Journal | 26) The Sword Coast |27) The Rival Orc Tribes and | 28) Book of Helm Their Great Battles | |29) Black Grimoire | 30) The City of Neverwinter |31) The Imp's Prison | 32) The City of Luskan |33) The Time of Troubles | 34) The Adventures of Grin, | Richard and Wu-wei |35) Rise and Fall of Nethril | 36) Return of the Beast |37) Tome of Death | 38) Tome of Life |39) Tome of Ice | 40) Tome of Fire |41) Tome of Resonance | 42) Tome of Robes |43) Tome of Boots | 44) Blood War Research Journal |

Page 128: Never Winter Nights and Monk Guide

45) Ganon's Journal | 46) The Journal of Sir Karathis | Ironheart |47) Burke's Manual | 48) Initiate's Primer |49) Complete History of the | 50) Treatise on the Spirit of the Creator Races | Wood |51) Leadership of Neverwinter | 52) Dread Queen Morag |53) Wanev's Bedroom Journal | 54) Maugrim's Journal |55) Aarwyl's Journal | 56) Hodd's Journal |57) Tome of Rings | 58) Cultist's Journal |59) Journal of Synth La'neral | 60) Relmar's Journal |61) Treatise on Forgotten Heroes| 62) Explorer's Journal |63) Charwood Cultist's Journal |

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

>>> REAGENTS <<<

Reagents are required to make magical items for Wizards andSorcerers; they are also used to complete a few rituals you'll ventureacross in your journeys.

- DRAGON BLOOD - ADAMANTINE

- FAIRY DUST - SPECIAL HOLY WATER

- BODAK'S TOOTH - GARGOYLE SKULL

- FIRE BEETLE BELLY - FENBERRIES

- IRONWOOD - QUARTZ CRYSTAL

- SLAAD'S TONGUE - BELLADONNA

- RAGS - ETTERCAP'S SILK GLAND

- LARGE BONE - SKELETON KNUCKLE

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

>>> GEMS <<<

Gems are required for making rings and amulets or enhacing magicarmor and weapons, or to complete certain rituals; here's a list ofthem all:

- DIAMOND - RUBY - MALACHITE

Page 129: Never Winter Nights and Monk Guide

- 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 seein this list, "print screen" of the item specs and e-mail it to meplease, I will of course credit you for the find. And remember to onlysend items in the Neverwinter Nights campaign and not any from theexpansion games.

- STONE OF RECALL: This stone allows your character to teleport to theHalls of Justice in chapter one or the local Temple of Tyr for theremaining three chapters.

- PLAIN RINGS: Come is copper, silver, or gold. Sorcerers and Wizardsmay use these plain rings to craft magical ones.

- PLAIN NECKLACES: Come in copper, silver, or gold. Wizards andSorcerers can craft magical amulets from these necklaces.

- MAGIC BAG: These backpacks will reduce the weight of the items youput into them by 20%, 40%, 60%, or 80%.

- BAG OF HOLDING: This wonderful bag will reduce the weight of theitems you put into it by 100%.

- MAGIC BOX: A pretty rare item to find, it works like a magic bag andwill reduce the weight of the items you put into by 20% or 40%. Quitesmall these are so you might want to ditch it as soon as you find orpurchase 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 whatthis is used for, e-mail me right away 'cause it's driving me nutstrying to figure out where it goes or who I can give it to.

- SCABBARD OF BLESSING: - HARP OF PANDEMONIUM: Special Properties: Special Properties: Use: Bless 3 Times Per Day Use: Confusion 2 Times Per Day Use: Aid 3 Times Per Day Use: Daze Unlimited Times Per Day; Only Useable by Bard

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

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* 15) WEAPONS *---------------

** Note that under the feat required is also the character classes thatare 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,

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Wizard Wizard

>>> All of the above weapons also come in +1, +2, and +3. They have theSpecial Property of Enhancement Bonus of +1, +2, or +3.

-----

>>> MARTIAL MELEE WEAPONS <<<

- HANDAXE: - LIGHT HAMMER: Base Damage: 1d6 Base Damage: 1d4 Base Critical Threat: 19-20/x3 Base Critical Threat: 19-20/x2 Base Damage Type: Slashing Base Damage Type: Bludgeoning Feat: Martial; Monk Feat: Martial

- WAR HAMMER: - LIGHT FLAIL: Base Damage: 1d8 Base Damage: 1d8 Base Critical Threat: 19-20/x3 Base Critical Threat: 19-20/x2 Base Damage Type: Bludgeoning Base Damage Type: Bludgeoning Feat: Martial Feat: Martial

- HEAVY FLAIL: - BATTLEAXE: Base Damage: 1d10 Base Damage: 1d8 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x3 Base Damage Type: Bludgeoning Base Damage Type: Slashing Feat: Martial Feat: Martial

- SHORTSWORD: - LONGSWORD Base Damage: 1d6 Base Damage: 1d8 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Base Damage Type: Slashing Feat: Martial; Rogue Feat: Martial; Elf

- SCIMITAR: - RAPIER: Base Damage: 1d6 Base Damage: 1d6 Base Critical Threat: 18-20/x2 Base Critical Threat: 18-20/x2 Base Damage Type: Slashing Base Damage Type: Piercing Feat: Martial; Druid Feat: Martial; Rogue, Elf

- GREAT SWORD: - GREATAXE: Base Damage: 2d6 Base Damage: 1d12 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x3 Base Damage Type: Slashing Base Damage Type: Slashing Feat: Martial Feat: Martial

- HALBERD: Base Damage: 1d10 Base Critical Threat: 19-20/x3 Base Damage Type: Piercing and Slashing, Feat: Martial

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>>> 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 theSpecial Property of Enhancement Bonus of +1, +2, or +3.

-----

>>> RANGED WEAPONS AMMUNITION <<<

- ARROW: - PIERCING ARROW: Base Damage: 1d6 or 1d8 Base Damage: 1d6 or 1d8 Damage Bonus: Piercing 1d6

- LIGHTNING ARROW: - ACID ARROW: Base Damage: 1d6 or 1d8 Base Damage: 1d6 or 1d8 Damage Bonus: Electrical 1d6 Damage Bonus: Acid 1d6

- ICE ARROW: - FIRE ARROW: Base Damage: 1d6 or 1d8 Base Damage: 1d6 or 1d8 Damage Bonus: Cold 1d6 Damage Bonus: Fire 1d6

- BOLT: - PARALYTIC BOLT: Base Damage: 1d8 or 1d10 Base Damage: 1d8 or 1d10 Damage Bonus: Stun DC-14 50%/2 Rounds

- LIGHTNING BOLT: - BOLT OF FROSTBITE: Base Damage: 1d8 or 1d10 Base Damage: 1d8 or 1d10 Damage Bonus: Electrical 1d4 Damage Bonus: Cold 1d4

- FIRE BOLT: - BOLT OF PIERCING: Base Damage: 1d8 or 1d10 Base Damage: 1d8 or 1d10 Damage Bonus: Fire 1d4 Damage Bonus: Piercing 1d10

- ACID BOLT: - BULLET: Base Damage: 1d8 or 1d10 Base Damage: 1d4

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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

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Feat: Exotic

>>> All of the above weapons also come in +1, +2, and +3. They have anEnhancement Bonus of +1, +2, or +3.

-----

>>> EXOTIC RANGED WEAPON <<<

- SHURIKEN: Base Damage: 1d3 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Feat: Exotic

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>>> This next list is for all of the special weapons found throughoutthe game. If you've found a weapon not listed in here, "print screen"of the specs and e-mail them to me please, I just don't take peoplesword for it, I will of course credit you for the find. And remember tosend only the weapons found in the origional Neverwinter Nights, notany of the new weapons found in the expansion games.

>>> FOUND SIMPLE MELEE WEAPONS <<<

- TAGGET'S TALON (DAGGER): - ICE TALON (DAGGER): Base Damage: 1d4 Base Damage: 1d4 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Base Damage Type: Piercing Feat: Simple; Druid, Monk, Feat: Simple; Druid, Monk, Rogue, Wizard; Special Rogue, Wizard; Special Properties: Enhancement Properties: Enhancement Bonus +1, Keen Bonus +2; Damage Bonus: Cold 1d6

- PIXIE LANCE (DAGGER): - COURTESAN BLADE (DAGGER): Base Damage: 1d4 Base Damage: 1d4 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Base Damage Type: Piercing Feat: Simple; Druid, Monk, Feat: Simple; Druid, Monk, Rogue, Wizard; Special Rogue, Wizard; Special Properties: Enhancement Properties: Enhancement Bonus +2; On Hit: Sleep DC-14 Bonus +2; Keen; On Hit: Stun 50%/2 Rounds DC-14 50%/2 Rounds

- WATCHMAN'S CLUB: - WILL OF THE LOST (CLUB): Base Damage: 1d6 Base Damage: 1d6 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Bludgeoning Base Damage Type: Bludgeoning Feat: Simple; Druid, Monk, Feat: Simple; Druid, Monk, Rogue, Wizard; Special Rogue, Wizard; Special

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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

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- 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

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Feat: Simple; Druid, Monk, Wizard; Special Properties: Enhancement Bonus +1; On Hit: Daze DC-14 75%/1 Round

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>>> FOUND SIMPLE RANGED WEAPONS <<<

- CROSSBOW OF THE HIGH FOREST: - FEYWARDEN CROSSBOW: Base Damage: 1d8 Base Damage: 1d10 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Base Damage Type: Piercing Ammunition: Bolts; Feat: Ammunition: Bolts; Feat: Simple; Druid, Monk, Rogue Simple; Druid, Monk, Rogue Wizard; Special Properties: Wizard; Special Properties: Attack Bonus +4; Attack Bonus vs. Orc +5; Regeneration +1 Attack Bonus +2

- RUBY CROSSBOW: - *CROSSBOW OF ACCURACY: Base Damage: 1d8 Base Damage: 1d10 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Base Damage Type: Piercing Ammunition: Bolts Ammunition: Bolts Feat: Simple; Monk, Rogue, Feat: Simple; Monk, Rogue, Wizard; Special Properties: Wizard; Special Properties: Attack Bonus +3; Use: Scare Attack Bonus +5 Once Per Day

Contributor Credits:* Sent in by reader Al Morin

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>>> FOUND MARTIAL MELEE WEAPONS <<<

- HAMMER OF JUSTICE: - RAPIER OF THE HIGH ROAD: Base Damage: 1d8 Base Damage: 1d6 Base Critical Threat: 19-20/x3 Base Critical Threat: 18-20/x2 Base Damage Type: Bludgeoning Base Damage Type: Piercing Feat: Martial Feat: Martial; Elf, Rogue Special Properties: Enhancement Special Properties: Damage Bonus vs. Chaotic +2; Bonus: 1d6 Acid; Enhancement Enhancement Bonus +1 Bonus +1; Keen

- MORAG PROTECTOR SHORT SWORD: - HOPE SLAYER (LONGSWORD): Base Damage: 1d6 Base Damage: 1d8 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Base Damage Type: Slashing Feat: Martial; Rogue Feat: Martial; Elf Special Properties: Damage Special Properties: Vampire

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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):

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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

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Feat: Martial Slashing Feat: Martial Special Properties: Enhancement Special Properties: Damage Bonus +2; Damage Bonus: 1d6 Bonus: Sonic 1d6 Damage; On Hit: Electrical Damage; Damage Daze DC-14 50%/2 Rounds; Resistance: Electrical Resist Enhancement Bonus +4 10/-

- BLOOD RUST AXE: - *BLESSING OF THE DAYSTAR Base Damage: 1d6 (LONGSWORD): Base Critical Threat: 19-20/x3 Base Damage: 1d8 Base Damage Type: Slashing Base Critical Threat: 19-20/x2 Feat: Martial; Monk Base Damage Type: Slashing Special Properties: Enhancement Feat: Martial; Elf Bonus +2; Damage Bonus vs. Good Special Properties: Required 1d6 Fire Damage; On Hit: Slow Level: 16; Enhancement Bonus DC-14 50%/2 Rounds +3; Enhancement Bonus vs. Undead +5; Damage Bonus vs. Evil: 1d6 Fire Damage

- ^GEMSWORD (GREATSWORD): - ^SHINING LIGHT OF LATHANDER Base Damage: 2d6 (GREATSWORD): Base Critical Threat: 19-20/x2 Base Damage: 2d6 Base Damage Type: Slashing Base Critical Threat: 19-20/x2 Feat: Martial Base Damage Type: Slashing Special Properties: Enhancement Feat: Martial Bonus +3; Damage Bonus: Special Properties: Light Normal Electrical 1d6 Damage (15m) Orange; Enhancement Bonus +2; Use: Searing Light Once Per Day

Contributor Credits:* Sent in by reader Alit Anggara^ Sent in by reader Josh Gagnier

-----

>>> FOUND MARTIAL RANGED WEAPONS <<<

- ELVEN COURT BOW: - THUNDERBEAST AXE: Base Damage: 1d8 Base Damage: 1d6 Base Critical Threat: 19-30/x3 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Base Damage Type: Slashing Ammunition: Arrows Feat: Martial; Special Feat: Martial; Elf Properties: Damage Bonus: Special Properties: Attack Sonis 1d4 Damage; Enhancement Bonus +3; Mighty +3 Bonus +3

- COMPOSITE SHORTBOW +2: - LILTING NOTE (SHORTBOW): Base Damage: 1d6 Base Damage: 1d6 Base Critical Threat: 19-20/x3 Base Critical Threat: 19-20/x3 Base Damage Type: Piercing Base Damage Type: Piercing Ammunition: Arrows Ammunition: Arrows

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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

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>>> FOUND EXOTIC MELEE WEAPONS <<<

- CUTTING STAR (KUKRI): - EMPTY FIELDS (KAMA): Base Damage: 1d4 Base Damage: 1d6 Base Critical Threat: 18-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Slashing Base Damage Type: Slashing Feat: Exotic; Monk Feat: Exotic; Monk Special Properties: Damage Special Properties: Bonus: Fire 1d6; Enhancement Enhancement Bonus +1; On Hit: Bonus +2; On Hit: Blindness Doom DC-14 50%/2 Rounds DC-14 25%/3 Rounds

- PEASENT DYNASTY (KAMA): - ARDULIA'S FALL (DIRE MACE): Base Damage: 1d6 Base Damage: 1d8/1d8 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Slashing Base Damage Type: Bludgeoning Feat: Exotic; Monk Feat: Exotic Special Properties: Damage Special Properties: Resistance: Acid Resist 5/-, Enhancement Bonus +2; On Hit: Cold Resist 5/-, Electrical Slow DC-14 25%/3 Rounds Resist 5/-, Fire Resist 5/-; Enhancement Bonus +1

- EBON DIRE MACE: - KROTAN'S SKULLCRUSHER Base Damage: 1d8/1d8 (DIRE MACE): Base Critical Threat: 19-20/x2 Base Damage: 1d8/1d8

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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

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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

-----

Page 144: Never Winter Nights and Monk Guide

>>> FOUND EXOTIC RANGED WEAPONS <<<

- STARS OF OJY-DO: - SHINING LIGHT SHURIKEN: Base Damage: 1d3 Base Damage: 1d3 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Base Damage Type: Piercing Feat: Exotic; Monk Feat: Exotic; Monk Special Properties: Damage Special Properties: Bonus: 1d4 Cold; Enhancement Enhancement Bonus +2; On Hit: Bonus +1 Daze DC-14 50%/2 Rounds

- DRAGON'S TAIL SHURIKEN: - GRAINS OF SAND (SHURIKEN) Base Damage: 1d3 Base Damage: 1d3 Base Critical Threat: 19-20/x2 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Base Damage Type: Piercing Feat: Exotic; Monk Feat: Exotic; Monk Special Properties: Damage Special Properties: On Hit: Bonus: Fire 1d4 Damage; Sleep DC-14 50%/2 Rounds Enhancement Bonus +2

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>>> WANDS AND RODS <<<

Here is a list of all the magic Wands and Rods that are found inthe 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 willof course credit you for the find. Remember to only send Wands andRods found in the origional NWN campaign, not any of the ones found inthe expansion games.

>>> WANDS <<<

- WAND OF MISSLES: - WAND OF FIRE: Only Useable by: Bard, Only Useable by: Bard, Sorcerer or Wizard Sorcerer or Wizard Charges: 50 Charges: 50 Use: Magic Missle Use: Fireball 1 Charge Per Use 5 Charges Per Use

- WAND OF NEGATIVE ENERGY: - WAND OF STINKING CLOUD: Only Useable by: Bard, Only Useable by: Bard, Sorcerer or Wizard Sorcerer or Wizard Charges: 50 Charges: 50 Use: Negative Energy Ray Use: Stinking Cloud 2 Charges Per Use 3 Charges Per Use

- WAND OF SUMMONING: - WAND OF PARALYZATION: Only Useable by: Bard, Only Useable by: Bard,

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Sorcerer or Wizard Sorcerer or Wizard Charges: 50 Charges: 50 Use: Summon Creature IV Use: Hold Monster 5 Charges Per Use 5 Charges Per Use

- WAND OF SLEEP: - WAND OF FEAR: Only Useable by: Bard, Only Useable by: Bard, Sorcerer or Wizard Sorcerer or Wizard Charges: 50 Charges: 50 Use: Sleep Use: Fear 1 Charge Per Use 3 Charges Per Use

- WAND OF ARCANE DISJUNCTION: - WAND OF LIGHTNING: Only Useable by: Bard, Only Useable by: Bard, Sorcerer or Wizard Sorcerer or Wizard Charges: 50 Charges: 50 Use: Dispel Magic Use: Lightning Bolt 2 Charges Per Use 5 Charges Per Use

- WAND OF THE HEAVENS: Only Useable by: Cleric or Paladin Charges: 50 Use: Flame Strike 5 Charges Per Use

-----

>>> RODS <<<

*** Unlike Wands, any character class may use a Rod

- ROD OF REVERSAL: - ROD OF BEGUILING: Charges: 50 Charges: 50 Use: Dispel Magic, 3 Use: Charm Person, 1 Charges Per Use Charge Per Use Use: Greater Dispelling, 5 Use: Dominate Person, 2 Charges Per Use Charges Per Use

- ROD OF TERROR: Charges: 50 Use: Fear, 3 Charges Per Use Use: Scare, 1 Charge Per Use

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

--------------------------* 16) CLOTHING AND ARMOR *--------------------------

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>>> CLOTHING <<<

All of the following clothing has a Base AC of 0, have no Dexbonuses, no Armor Check penalties, no Arcane Spell Failures, don'trequire a specific feat to wear, and offers absolutely no protectionfor your character so I'm not going to bother listing all of theirstats:

- 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 Dexbonuses, no Armor Check penalties, no Arcane Spell Failures, don'trequire a specific feat to wear (although some of them are onlyavailable for a specific class), and offers only protection against thestated damage type:

- ROBE OF LIGHT: - ROBE OF COLD RESISTANCE: Special Properties: Light Special Properties: Cold Normal (15m) White Damage Resist 15/-

- ROBE OF ELECTRICAL RESISTANCE: - ROBE OF FIRE RESISTANCE: Special Properties: Electrical Special Properties: Fire Damage Resist 15/- Damage Resist 15/-

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- 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

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>>> 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

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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 armorshave the same specs as above and are enhanced with the special propertyof Armor Bonus +1, +2, or +3 (AC Armor Modifier).

-----

>>> This next list is for all of the special armor found throughout thegame. If you've found a suit not listed in here, "print screen" of thespecs and e-mail them to me please, I just don't take peoples word forit, I will of course credit you for the find. And remember to sendonly those suits found in the origional Neverwinter Nights, not any ofthe new armor found in the expansion games.

- MIRRORED ARMOR: - ARMOR OF THE WOLF: Base AC: 1 Base AC: 1 Max. Dex Bonus: 8 Max. Dex Bonus: 8 Armor Check Penalty: 0 Armor Check Penalty: 0 Arcane Spell Failure: 5% Arcane Spell Failure: 5% Feat Required: Light Armor Feat Required: Light Armor Special Properties: Armor Special Properties: Armor Bonus +3 (AC Armor Modifier) Bonus vs. Shapechanger +5 Spell Resistance: 14 (AC Armor Modifier), Armor Bonus +3 (AC Armor Modifier) Skill Bonus: Move Silently +2

- SQUIRE'S DEFENSE: - ARMOR OF LOYALTY: Base AC: 2 Base AC: 3 Max. Dex Bonus: 6 Max. Dex Bonus: 4 Armor Check Penalty: 0 Armor Check Penalty: -1 Arcane Spell Failure: 10% Arcane Spell Failure: 20% Feat Required: Light Armor Feat Requied: Light Armor Special Properties: Armor Special Properties: Armor Bonus +2 (AC Armor Modifier) Bonus +1 (AC Armor Modifier) Enhancement Bonus: Str +3 Spell Immunity: Charm Person and Dominate Person

- ROGUE LINKS: - ARMOR OF HORUS-RE: Base AC: 3 Base AC: 4 Max. Dex Bonus: 4 Max. Dex Bonus: 4 Armor Check Penalty: -1 Armor Check Penalty: -2 Arcane Spell Failure: 20% Arcane Spell Failure: 20% Feat Required: Light Armor Feat Requied: Medium Armor Special Properties: Armor Special Properties: Armor Bonus +3 (AC Armor Modifier) Bonus +4 (AC Armor Modifier) Skill Bonuses: Hide +6; Damage Resistance: Move Silently +6, Only Electrical Resist 10/- useable by Rogue Sonic Resist 10/-

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- 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

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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

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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%

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>>> 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 allhave the same specs as above and are enhanced with the special propertyof Armor Bonus +1, +2, or +3 (AC Shield Modifier). All of theseshields are in each campaign.

-----

>>> This next list is for all of the special shields found throughoutthe game. If you've found a shield that is not listed, please "printscreen" of the specs and e-mail them to me, I will of course credit youfor the find. Please only send shields found in the Neverwinter Nightscampaign and not any from the expansion games.

- MITHRAL SHIELD - SHIELD OF THE WATCH Base AC: +1 Base AC: +1 Armor Check Penalty: -1 Armor Check Penalty: -1 Arcane Spell Failure: 5% Arcane Spell Failure: 5% Feat Required: Shields Feat Required: Shields Special Properties: Freedom; Special Properties: Armor Armor Bonus +2 (AC Shield Bonus vs. Humans +2 (AC Modifier) Shield Modifier)

- SHIELD OF THE WISP HUNTER - IMASKARI SHIELD: Base AC: +1 Base AC: +3 Armor Check Penalty: -1 Armor Check Penalty: -10 Arcane Spell Failure: 5% Arcane Spell Failure: 50%

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Feat Required: Shields Feat Required: Shields Special Properties: Armor Special Properties: Armor Bonus +2 (AC Shield Bonus +2 (AC Shield Modifier); Modifier); Damage Spell Resistance 10 Resistance: Electrical Resist 10/-

- DARKSTEEL TOWER SHIELD - GOBLIN SHIELD OF NULBISH Base AC: +3 Base AC: +3 Armor Check Penalty: -10 Armor Check Penalty: -10 Arcane Spell Failure: 50% Arcane Spell Failure: 50% Feat Required: Shields Feat Required: Shields Special Properties: Armor Special Properties: Armor Bonus vs. Good +4 (AC Shield Bonus vs. Goblinoid +3 (AC Modifier); Armor Bonus +2 Shield Modifier); Armor Bonus (AC Shield Modifier) +1 (AC Shield Modifier); Darkvision

- HASTSEZINI'S SHIELD: - SHIELD OF THE DRAGONSLAYER: Base AC: +3 Base AC: +3 Armor Check Penalty: -10 Armor Check Penalty: -10 Arcane Spell Failure: 50% Arcane Spell Failure: 50% Feat Required: Shields Feat Required: Shields Special Properties: Armor Special Properties: Armor Bonus +5 (AC Shield Bonus vs. Dragon +5 (AC Shield Modifier); Only useable by Modifier); Armor Bonus +3 (AC Lawful Alignment Shield Modifier)

- HEARTH SHIELD: - UTHGARDT HOLY SHIELD: Base AC: +1 Base AC: +2 Armor Check Penalty: -1 Armor Check Penalty: -2 Arcane Spell Failure: 5% Arcane Spell Failure: 15% Feat Required: Shields Feat Required: Shields Special Properties: Armor Special Properties: Armor Bonus +3 (AC Shield Modifier); Bonus +2 (AC Shield Modifier); Damage Resistance: Fire Ability Score Penalty: Resist 15/- Charisma -2; Enhancement Bonus: Strength +2; Skill Bonus: Taunt +2

- SHIELD OF DAWN: - GREATER SHIELD OF DAWN: Base AC: +1 Base AC: +2 Armor Check Penalty: -1 Armor Check Penalty: Arcane Spell Failure: 5% Arcane Spell Failure: Feat Required: Shields Feat Required: Shields Special Properties: Armor Special Properties: Armor Bonus vs. Undead: +2 (AC Bonus vs. Undead +5 (AC Shield Modifier); Light Low Shield Modifier); Armor (10m) White Bonus +1 (AC Shield Modifier); Light Normal (15m) White

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>>> HELMETS <<<

Helmets have no Base AC value and offer no protection for yourcharacter, but they are enhanced with skill bonuses, ability scorebonus, or some other kind of special bonuses. If you've found a helmetin the game that isn't in this list, please "print screen" of the specsand e-mail them to me, I will of course credit you for the find.Please remember to only send helmets found in the Neverwinter Nightscampaign, not any helmets found in any of the expansion packs.

- SPIKE HELMET: - POT HELMET: Skill Bonus: Skill Bonus: Concentration +1 Concentration +1

- HORSE HAIR HELMET: - WINGED HELMET: Skill Bonus: Skill Bonus: Concentration +1 Concentration +1

- WATCHMAN'S HELM: - STAG HELMET: Special Properties: Skill Bonus: Low Light (10m) Blue Concentration +1 Skill Bonuses: Listen +8, Search +8, Spot +8

- SHUKENJA HELM: - MASK OF PERSUASION: Skill Bonus: Enhancement Bonus: Concentration +1 Charisma +1, Low Light Bonus Spell Slots: (10m) Yellow, Skill Sorcerer Level 0 Bonuses: Concentration +1, Sorcerer Level 1 Persuade +3 Sorcerer Level 2 Sorcerer Level 3

- GREATER MASK OF PERSUASION: - THIEVE'S HOOD: Enhancement Bonus: Charisma Special Properties: Immune +2, Low Light (1 m) Yellow, to Knockdown; Immune to Skill Bonuses: Concentration Poison, Skill Bonuses: +1, Persuade +5 Concentration +1, Open Lock +2, Search +2, Only Useable by Rogue

- MOONSTONE MASK: - THAYVIAN CIRCLET: Special Properties: Special Properties: Enhancement Darkvision; Skill Bonuses: Bonus: Intelligence +2; Improved Concentration +1, Listen +5, Saving Throws: Universal +1; Search +5, Spot +5 Skill Bonus: Concentration +1

- *WATCHMAN'S HELM: Special Properties: Light

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Bright (20m) Yellow; True Seeing

Contributor Credits:* Sent in by reader Alit Anggara

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>>> CLOAKS <<<

Cloaks will offer your character more protection and are fortifiedwith some kind of bonus. If you've found a Cloak that isn't in thislist, please "print screen" and e-mail me the specs, I will of coursecredit you for the find. And again, remember to only send me cloaksfound in the Neverwinter Nights campaign and not any from the expansiongames.

- 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 havethe stated enhancement bonuses of +2, +3, +4, or +5.

-----

- CLOAK OF MOVEMENT: - CLOAK OF ELVENKIND: Special Properties: Special Properties: Freedom Skill Bonus: Hide +10

- MANY-STARRED CLOAK: - GREATER CLOAK OF PROTECTION Special Properties: Skill VS. LAW: Bonus: Concentration +2; Special Properties: Armor Damage Resistance: Fire Bonus vs. Lawful +5 (AC Resist 15/-, Electrical Deflection Modifier) Resist 15/-; Only Useable By Bard, Sorcerer or Wizard

- CLOAK OF THE HIGH FOREST: - GREATER CLOAK OF PROTECTION Special Properties: Armor VS. EVIL: Bonus +2 (AC Deflection Special Properties: Armor Modifier); Improved Saving Bonus vs. Evil +5 (AC Throw: Fortitude +1; Only Deflection Modifier) Useable by Druid

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>>> BOOTS <<<

Boots are fortified with some kind of bonus. If you've found someboots that isn't in this list, please "print screen" and e-mail me thespecs, I will of course credit you for the find. And again, rememberto only send me boots found in the Neverwinter Nights campaign and notany from the expansion games.

- BOOTS OF THE SUN SOUL +1: - BOOTS OF REFLEXES +1: Special Properties: Armor Special Properties: Improved Bonus +1 (AC Dodge Modifier); Saving Throw: Reflex +3 Only Useable by: Monk

- BOOTS OF STRIDING +1: Special Properties: Enhancement Bonus: Constitution +1

>>> All of the above boots also come in +2, +3, +4, and +5. They allhave the stated bonus of +2, +3, +4, or +5.

-----

- BOOTS OF ELVENKIND: - GARGOYLE BOOTS: Special Properties: Special Properties: Armor Enhancement Bonus: Bonus +2 (AC Dodge Modifier); Dexterity +2; Skill Improved Saving Throw: Bonus: Move Silently +10 Fortitude +3; Charges: 50; Use: Stoneskin 5 Charges Per Use

- BOOTS OF SPEED: - *DRAGON SLIPPERS: Special Properties: Special Properties: Enahncement Enhancement: Haste Bonus: Dex +2; Immunities: Fear, Knockdown, Spell Resistance: 10

Contributor Credits:* Sent in by reader Alit Angarra

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>>> BELTS <<<

Belts are fortified with some kind of bonus. If you've found a

Page 156: Never Winter Nights and Monk Guide

belt that isn't in this list, please "print screen" and e-mail me thespecs, I will of course credit you for the find. And again, rememberto only send me belts found in the Neverwinter Nights campaign and notany from the expansion games.

- BELT OF THE PERFORMER +1: - BELT OF THE PERFORMER +3: Special Properties: Special Properties: Enhancement Bonus: Dex +1; Enhancement Bonus: Dex +3; Skill Bonuses: Perform +1, Skill Bonuses: Perform +3, Persuade +1 Persuade +3

- BELT OF THE PERFORMER +5: - SASH OF SHIMMERING: Special Properties: Special Properties: Enhancement Bonus: Dex +5; Spell Resistance: 12 Skill Bonuses: Perform +4, Persuade +4

- BELT OF INERTIAL BARRIER: - LESSER BELT OF GUIDING LIGHT: Special Properties: Armor Special Properties: Light Bonus +1 (AC Deflection Normal (15m) Purple; Modifier); Damage Resistance: Skill Bonus: Lore +2; Bludgeoning Resist 5/-, Immunity: Fear Slashing Resist 5/-; Damage Vulnerability: Piercing 25% Vulnerability

- CEREMONIAL URTHGARDT BELT: - GREATER BELT OF GUIDING LIGHT: Special Properties: Special Properties: Immunity: Immunity: Death Magic, Death Magic, Immunity: Fear; Immunity: Disease; Improved Light Normal (15m) Purple; Saving Throw: Fortitude +5 Skill Bonuses: Listen +4, Lore +4, Spot +4, Search +4

- BELT OF AGILITY +2: - ENCIRCLING SCALE: Special Properties: Special Properties: Immunity: Enhancement Bonus: Dex +2; Poison; Darkvision; Charges: 50 Freedom Use: Poison 3 Charges Per Use

- BELT OF HILL GIANT STRENGTH: - BELT OF FIRE GIANT STRENGTH: Special Properties: Special Properties: Enhancement Bonus: Str +3 Enhancement Bonus: Str +5

- BRAWLER'S BELT - GREATER BRAWLER'S BELT: Special Properties: Damage Special Properties: Damage Resistance: Bludgeoning Resistance: Bludgeoning Resist 5/- Resist 20/-

- SWORDSMAN'S BELT: - GREATER SWORDSMAN'S BELT: Special Properties: Damage Special Properties: Damage

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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/-

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>>> BRACES, GLOVES AND GAUNTLETS <<<

Braces, Gloves and Gauntlets are fortified with some kind ofbonus. If you've found some Braces, Gloves, or Gauntlets that aren'tin this list, please "print screen" and e-mail me the specs, I will ofcourse credit you for the find. And again, remember to only send methese items found in the Neverwinter Nights campaign and not any fromthe expansion games.

- BRACES OF ARMOR +1: - BRACES OF DEXTERITY +1: Special Properties: Armor Special Properties: Bonus +1 (AC Armor Enancement Bonus: Dex +1 Modifier)

- GLOVES OF THE YELLOW ROSE +1: Special Properties: Attack Bonus +1; Damage Bonus: Electrical 1 Damage; Only Useable by Monk

>>> All of the above items also come in +2, +3, +4, and +5. They havethe stated bonuses of +2, +3, +4, or +5.

-----

- LESSER GAUNTS OF OGRE POWER: - GAUNTLETS OF OGRE POWER: Special Properties: Special Properties: Enhancement Bonus: Str +1 Enhancement Bonus: Str +2

- WONDROUS GLOVES: - GREATER GLOVES OF ANIMAL Special Properties: Ability HANDLING: Score Penalty: Wis -1; Bonus Special Properties: Skill Spell Slots: Bard Level 0, Bonus: Animal Empathy +6; Bard Level 1, Bard Level 2, Only Useable by Druid or Bard Level 3; Only Useable Ranger by Bard

- BRACES OF LOCKING GRASP: - GLOVES OF THE MINSTREL: Special Properties: Skill Special Properties: Skill Bonus: Discipline +8; Bonus: Perform +3; Only

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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

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>>> RINGS <<<

Rings are fortified with some kind of bonus. If you've found aring that isn't in this list, please "print screen" and e-mail me thespecs, I will of course credit you for the find. And again, rememberto only send me rings found in the Neverwinter Nights campaign and notany from the expansion games.

- RING OF CLEAR THOUGHT +1 - RING OF FORTITUDE +1: Special Properties: Special Properties: Improved Enhancement Bonus: Int +1 Saving Throws: Fortitude +1

- RING OF RESISTANCE +1: - RING OF PROTECTION +1: Special Properties: Special Properties: Armor Light Normal (15m) Orange; Bonus +1 (AC Deflection Improved Saving Throws: Modifier) Universal +1

>>> All of the above rings also come in +2, +3, +4, and +5. They allhave the stated enhacement bonus +2, +3, +4, or +5.

-----

- RING OF SCHOLARS: - RING OF POWER: Special Properties: Light Special Properties: Damage Normal (15m) White); Skill Resistance: Cold Resist 15/-, Bonus: Lore +5 Electrical Resist 15/-, Fire Resist 15/-; Regeneration +1; Freedom

- RING OF ELEMENTAL RESISTANCE: - RING OF MAGIC DEFENCES: Special Properties: Damage Special Properties: Spell Resistance: Acid Resist 15/-, Resistance 14; Skill Bonus: Cold Resist: 15/-, Electrical Spellcraft +2; Use Dispel Resist 15/-, Fire Resist 15/- Magic Once per day

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- RING OF REGENERATION: - LESSER RING OF POWER: Special Properties: Special Properties: Damage Regeneration +4 Resistance: Cold Resist 5/-, Electrical Resist 5/-, Fire Resist 5/-, Regeneration +1

- RING OF HOLINESS: - RING OF CRIMSON: Special Properties: Bonus Special Properties: Light Spell Slots: Cleric Level 0, Normal (15m) Red Cleric Level 1, Cleric Level 2, Cleric Level 3, Cleric Level 4 Only Useably by: Cleric

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

- RING OF THE ROGUE +1: - LANTANESE RING +1: Special Properties: Special Properties: Enhancement Bonus: Dex +1 Enhancement Bonus: Cha +1; Skill Bonuses: Open Lock +1, Regeneration +1 Disable Trap +1

- RING OF THE ROGUE +3: - LANTANESE RING +3: Special Properties: Special Properties: Enhancement Bonus: Dex +3 Enhancement Bonus: Cha +3; Skill Bonuses: Open Lock +3, Regeneration +1 Disable Trap +3

- RING OF THE ROGUE +4: - PROPHYRO'S RING +4: Special Properties: Special Properties: Enhancement Bonus: Dex +4 Enhancement Bonus: Cha +4; Skill Bonuses: Open Lock +2, Regeneration +1 Disable Trap +2, Hide +2, Move Silently +2, Pick Pocket +2

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>>> AMULETS <<<

Amulets and necklaces are fortified with some kind of bonus. Ifyou'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 forthe find. And again, remember to only send me necklaces and amuletsfound in the Neverwinter Nights campaign and not any from the expansiongames.

- AMULET OF NATURAL ARMOR +1: - PERIAPT OF WISDOM +1:

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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 allhave the stated enhancement bonus +2, +3, +4, or +5.

-----

- AMULET OF THE MASTER: - NECKLACE OF PRAYER BEADS: Special Properties: Special Properties: Charges: 50 Spell Resistance: 16; Use: Bless, 0 Charges Per Use Skill Bonuses: Lore +6, Use: Cure Serious Wounds, Disabvle Trap +6, 3 Charges Per Use Open Lock +6, Persuade +6, Use: Remove Blindness/Deafness, Search +6 3 Charges Per Use Use: Remove Disease, 3 Charges Per Use; Only Useable by: Cleric, Druid, Paladin or Ranger

- GLITTERING NECKLACE: - GREATER AMULET OF HEALTH: Special Properties: Light Special Properties: Normal (15m) White Regeneration +1; Immunities: Disease, Poison, Level/Ability Drain

- ASHEERA'S AMULET: - AMULET OF POWER: Special Properties: Armor Special Properties: Bonus Feat: Bonus vs. Reptilian +3 (AC Spell Penetration; Bonus Spell Natural Modifier); Damage Slots: Wizard Level 3, Wizard Immunities: Electrical 25% Level 4, Wizard Level 5; Immunity Bonus; Fire 25% Only Useable by Wizard Immunity Bonus; Spell Resistance: 14

- AMULET OF THE RED TIGER +1: - PENDANT OF THE ELF +1: Special Properties: Special Properties: Enhancement Bonus: Str +1 Enhancement Bonus: Dex +1; Immunity: Fear Darkvision

- AMULET OF THE LONG DEATH +1: - AMULET OF THE RED TIGER +3: Special Properties: Special Properties: Enhancement Bonus: Con +1; Enhancement Bonus: Str +3; Spell Resistance: 10 Immunity: Fear

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- PENDANT OF THE ELF +3: - AMULET OF THE LONG DEATH +3: Special Properties: Dex +3; Special Properties: Darkvision Enhancement Bonus: Con +3; Spell Resistance: 10

- AMULET OF THE URTHGARDT +4: - PENDANT OF THE ELF +4: Special Properties: Special Properties: Enhancement Bonus: Str +4; Enhancement Bonus: Dex +4; Immunity: Fear; Spell Immunity: Mind Spells Resistance: 12

- AMULET OF THE SILENT LORD +4: Special Properties: Enhancement Bonus: Con +4; Immunity: Level/Ability Drain; Spell Resistance: 10

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

---------------* 17) ENEMIES *---------------

*** I may be expanding this section some time soon, I'm just going tolist the basic enemies found throughout the game and won't be listingtheir special powers and immunities. If anyone else out there wants tofind that all out for me and e-mail me, I will credit you for anyinformation you send me that I use in this guide. There are so manydifferent enemies found throughout the game that I know I missed a fewhere and there in this list, I'll add them in when I figure out exactlywhich ones I missed. Talk about variety and never being bored ofslaying the same enemies, great job on the abundance of differentmonsters BioWare.

UNDEAD:-------- Zombie - Zombie Lord - Zombie Priest

- Zombie Warrior - Skeleton - Skeleton Warrior

- Skeleton Mage - Skeleton Priest - Curst Rogue

- Curst Ranger - Curst Warrior - Curst Priestess

- Ghoul - Ghoul Mage - Ghoul Lord

- Ghast - Shadow - Shadow Fiend

- Mummy - Mummy Lord - Greater Mummy

- Yuan-Ti - Yuan-Ti Priestess - Wraith

- Invisible Stalker - Mhorg - Spectre

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CONSTRUCTS:------------ Flesh Golem - Guardian Golem

GENERAL ENEMIES:----------------- Air Elemental - Water Elemental - Fire Elemental

- All elementals also come in greater and thus bigger

- Air Mephit - Water Mephit - Ice Mephit

- Acid Mephit - Smoke Mephit - Earth Mephit

- Bugbear - Bugbear Champion - Orc

- Orc Shaman - Orc Champion - Goblin

- Goblin Elite - Goblin Archer - Ogre

- Ogre Shaman - Ogre Berserker - Dire Spider

- Bloated Dire Spider- Sword Spider - Wraith Spider

- Queen Spider - Fire Beetle - Stag Beetle

- Stink Beetle - Hill Giant - Fire Giant

- Ettercap - Blue Dragon - White Dragon

- Silver Dragon - Copper Dragon - Red Dragon

- Green Dragon - Purple Dragon - Pixie

- Grig - Nymph - Slaad

- Red Slaad - Gray Slaad - Boar

- Dire Boar - Wolf - Dire Wolf

- Grizzly Bear - Dire Bear - Dire Tiger

- Corag Cat - Hell Hound - Guard Dog

- Balor Lord - Troll - Troll Shaman

- Rakshaa - Minitaur - Minogon

- Old One Warrior - Old One Evoker - Morag's Chosen

- Cultist - Cultist Leader - Escaped Prisoner

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- Escaped Sorcerer - Estate Guard - Diseased Thug

- Rabid Dog - Animated Armor - Helmed Horror

- Guardian Armor - Intellect Devourer - Imp

- Nasty Imp - Gray Render - Creator Sorcerer

- Gargoyle - Nymph Slave - Nymph Ranger Slave

- Nymph Druid Slave - Human Slave - Will-'O-Wisp

- Quasit - Steam Mephit - Worg

- Human Rogue - Human Fighter - Human Sorcerer

- Human Wizard - Human Druid - Human Ranger

- Mugger - Ruffian - Thug

- Brown Bear

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

-------------------* 18) MULTIPLAYER *-------------------

>>> Note: This game is one of the best multiplayer games around and Irecommend that you adventure online. There are literally thousands ofpeople waiting to adventure with others at all times of the day andnight. If you have dial-up Internet, don't even bother trying to playonline, you'll lag really bad and make characters in your party sufferdue to your laggieness and they'll boot you off of their serverimmediately, probably even ban you. This also applies if you have areally crappy video card and the game lags when you play it singleplayer, stay off the Internet - just a suggestion.

>>> JOURNEYING ONLINE <<<

To play Neverwinter Nights multiplayer you will need a connectionto other computers via an Internet connection (preferably high speed,don't even bother trying if you have a dial-up internet connection) ora LAN (Local Area Network) connection. You can either host a gameserver to allow other players to join you in your adventures or you canconnect to an existing game hosted by someone else.

The first time you play online you will be prompted to create aPlayer Profile. The Player Profile allows Neverwinter Nights todifferentitate between players and allows you to access special areasin the Neverwinter Nights community website located at this URL:www.neverwiternights.com. If you have already created a PlayerProfile, either in the game or on the Neverwinter Nights communitysite, enter your player name and password to continue. If you haven'tyet created a profile click on the Create Profile button and enter in

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your desired player name and password. You will also be prompted foran e-mail address. Although you are not required to enter an e-mailaddress, if you do not enter one, you will be unable to recover yourpassword if lost.

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

>>> HOSTING A GAME SERVER <<<

If you are hosting the game server you will have full control overwho is allowed to play in your game. You will be able to moderate thegame by booting (removing from the game) or banning (permanentlyremoving) players. You can host a game by choosing multiplayer on theMain Menu and then either starting a new game or loading an existinggame. This will launch a game server with the module or save game ofyour choice and other players will be able to play on your server aslong as you are also in the game.

When starting a new game there are a large number of optionsavailable to you if you want to customize the enviornment your playerswill be adventuring in. Some simple options are how many players youwish to allow into the game and whether you wish to password protectyour game or not. If you put in a player password no players will beable to join unless they know the password. If a DM password isentered then only players with this password can connect to the gameserver with the DM client. The next important option is the Player vs.Player (PvP) settings. These settings are described below in thePlayer vs. Player section.

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

>>> JOINING A MULTIPLAYER GAME <<<

If you wish to just play in a game, you click Multiplayer at theMain Menu and then choose the Join option. A listing of games willappear in a Game Browser window. If you are playing without anInternet 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 localnetwork for games instead of scanning the Internet matching service.If you have an Internet connection, you will see a listing of the gamescurrently available. You can sort the games using the filters at thetop of the matching page by clicking the filter name. You can alsoclick the Gameplay Types toggle on the bottom-left to display games ofa certain type. When you find a game you want to join, click it andthen click on the Connect button. At the top of the screen, you willalso see a History tab. The History tab tracks the last game sessionsyou were playing and where those sessions are located. If you wish tore-join a game you were playing, click the History tab, select the gameyou wish to play and click the Connect button.

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

>>> PICKING A CHARACTER <<<

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Once you have joined a game you will be presented with the ChooseCharacter page. ON the left you will see a list of availablecharacters. Pick a character and click on the Play button to startplaying. Sometimes some of the characters will be diabled. This meansthat these characters are not allowed to play on the current server,possibly because of module restrictions (level or class restrictionsfor example), or because the server may only accept server characters.

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

>>> LOCAL AND SERVER CHARACTERS <<<

There are two types of characters in Neverwinter Nights, localcharacters and server characters. A local character is a characterthat is stored on your own computer. You can use a local character toplay on many different game servers, in a single-player game or amultiplayer game that you are hosting. You can think of this as takingyour character home with you when you finish playing.

A server character is a character that is only stored on the gameserver that you are joining. You will only have access to thischaracter while you are connected to that server. Think of this aleaving your character with the person who is hosting the game. Thisis the recommended system for people who are playing as a regulargroup, since the players cannot alter their characters while offline.

The server itself can be set to accept either local or servercharacters. When you connect to a server, you will be informed as towhat type of characters it allows. If you are connecting to a serverthat allows server characters only, you can create a new character onthat server by pressing the New Character button on the Character Listpage.

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

>>> MOVING CHARACTERS BETWEEN GAMES <<<

In Neverwinter Nights there is no difference between single-palyerand multiplayer characters. At any time you can save a character froma game, play with that character online and then continue playing withthat character in a single-player game.

To save a character from a game, open the Options panel and clickon the Save Character button. This creates a local character that is aduplicate of the character in the game. Now if you go back to the MainMenu and join a multiplayer game, you'll be able to choose thischaracter. The character is automatically saved when you complete amultiplayer adventure.

If you load the origional saved game from which you saved thecharacter, you will continue to play where you left off with thecharacter that is stored in the save game. If you wishe to use adifferent character, go to the Load Game screen, select the saved gamethat you desire and click on the Import Character button instead of theLoad button. You will then see the Pick Character screen. Pick any

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local character and click on Play. The saved game will be loaded withthe new character. Anytime you save after this point will store thenew character with the saved game.

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

>>> FORMING A PARTY <<<

To form a party in a multiplayer game you must invite a player tojoin you, and the player must agree to join. You can invite someone tojoin your party using the "Socialize" Radial Menu option. Right-clickon the player you wish to invite and select "Socialize," then click on"Invite" and the other player will receive a message advising them youhave issued an invintation to form a party. You can disband a party tothe same location in the Radial Menu after your party is formed andclicking on "Disband."

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

>>> PLAYER VERSUS PLAYER <<<

There are three levels of player vs. player (PvP): No PvP, PartyPvP, and Full Pvp. If you choose No PvP, players cannot damage oneanother. The Party PvP setting allows you to damage other playersunless they are in your party, in which case you cannot damage them atall. Full PvP settings lets you damage any other player unless thearea you are in is locked against PvP. This means that area-effectspells will harm other players if they are within casting range, so ifyou play Full PvP watch where you target your area-effect spells.

The PvP setting on the server options panel dictates the maximumlevel of PvP conflict allowed in the module. This means that if theserver PvP is set to Full PvP, there still may be a Party PvP or No PvPareas in the module, but if the server is set to No PvP, all areas inthe module will be set to No PvP.

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

>>> LIKING OR DISLIKING OTHER PLAYERS <<<

By clicking on the Player Reactions button you can bring up thePlayer Reactions panel, which describes the PvP setting of the currentarea and has information about your attitude towards other players inthe world. Your attitude towards another player will be either like ordislike. To change your attitude toward a player, simply click ontheir name. Be warned, when you chane your attitude towards a player,they are informed of your new status. You can see what anotherplayer's reaction to you is by looking at their entry in the reactioncolumn.

So what does all of this liking and disliking do? It sets theattitude of your associates and limits what types of hostile actionsthat you can perform on the other player. Depending on what the PvPsetting is for the area you are currently in, your attitude will

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determine whether you are friendly, neutral or hostile to that player.

The following table describes the effects of your attitude and PvPsetting.

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. Anyhostile spells will not affect them and you will not perform attacks ofoppurtunities against them. Your associates (animal companions,Familiars, summoned creatures and henchmen) will not attack the otherplayer.

If you are neutral toward another player, you can perform overthostile actions and hostile spells will damage them. Your associateswill still not attack the other players and you will not perform anyattacks of oppurtunity.

If you are hostile toward another player, you can perform anyhostile action, you will receive attacks of oppurtunity and yourassociates will attack the other player. The legend at the bottom ofthe Player Reactions panel contains a full list of the consequences ofyour hostility state.

If you are hosting the game server, you will also have a Boot andBan button. By selecting a player and pressing the Boot button, thatplayer will be disconnected from your server and that player mayreconnect at a later time. If you ban the player, the player's PlayerProfile will be added to your servers Ban List and they will beprvented from connecting to your server, even if they try to be slickand create a new character. Gotta love Game Spy!

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

----------------------------* 19) HINTS AND STRATAGIES *----------------------------

I want this section to thrive off of player feedback so if you'vedeveloped 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 Iincorporate into this guide.

- REST OFTEN! When you rest you will recover all of your hit

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points, regain your spell usage for the day, and in most cases recoverfrom any poison, disease, or long-lasting spell your character hassuffered 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 (restingtakes 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 upsometimes or just shut down and exit because of some error, so you willwant to save your game as often as possible. This won't happen in thisgame if you have the latest patch installed but you should play it safeanyways. There's nothing worse than wandering around for two or threehours without saving and then a fuze blows in your electrical boxshutting down power to your house because your girlfriend was blowdrying her hair, brewing some coffee, making toast, and microwavingsome oatmeal at the same time; thus screwing you out of your hardearned XP and completed quests.

- DON'T SAVE WHEN: You're Stunned, Dazed or Paralyzed due to spellsor 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 areparalyzed/stunned/dazed and die, when you load the game you'll still beparalyzed and probably die again and again. If you want to save mid-battle, then use the Stone of Recall to teleport to safety and rest upto get healed, or ask to be healed, then save the game.

- LEVELING-UP TIP: Before clicking the level-up icon that appears inyour character's portrait, equip any ability score enhancing items.For example, if you have a Cloak or Ring or whatever in your inventorythat raises your Constitution ability score by +4, equip that item soyou can gain maximum HP when leveling-up. If you don't want to wearthe Constitution or other ability score enhancing items after youlevel-up, simply unequip them; you won't lose any HP or other benefitsyou've gained during the level-up process by unequipping the item(s).A Wizard will definitely want to equip any Intelligence enhancing itemsfor 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 doorthat requires a special key, want to stop playing the game and jot downwhat you were doing so you're not lost the next time you play, or comeacross a point of interest then stick a map pin on the map. When youplace a map pin you can type in whatever text you want to describe thatparticular pin.

- When you enter an area that gets LOADED and get bombarded byenemies make sure you stay near the exit through the door which youentered the area. If you get overwhelmed or are fighting a toughopponent and are getting knocked through a loop, you can go back intothe previous area to rest and then go back in there to take out theenemies a couple at a time. Make sure you save after you rest if usingthis stratagy so you won't have to fight all of the enemies again ifyou die. Be aware though, in some rare cases an enemy will chase afteryou through the exit.

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- This stratagy also applies to being bombarded by enemies. Whenyou come across a large group of enemies that you know is going to puta difficult fight, lure them to you a couple at a time by letting themsee you and running away. In most cases the whole group will not chaseafter you, just a few of them will.

- This stratagy is for wussin' out in combat. When you're in anintense battle with some tough enemies and used up all of your healingspells/potions and are almost dead, use the Stone of Recall to teleportyourself to safety so you can rest up to prepare spells and buypotions. Save the game and step back into the Recall Portal to resumethe battle.

- Something you will most definitely want to avoid is backing yourcharacter up into a corner. If there are several tough opponentsaround you and you're trapped in a corner death is almost guaranteedsince you can't flee from your attackers.

- DEATH: If you die it is better to choose Load Game rather thanRespawn, 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 PERcharacter level and you'll also lose a whopping 10% of your gold. Nomatter how skilled at video games you proclaim to be, you WILL dieOFTEN in the Forgotten Realms land of Neverwinter. Although, if youwere 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 throughthe tough battle again and that enemy will still be near death the nexttime you fight it. Respawning here and there won't make much of adifference, just don't make a habit of it or it will take forever toget your character into the higher levels and you'll be wanderingaround Neverwinter broke.

- OPENING CONTAINERS AND DOORS: If your character has poor Open Lockskills and fails in his or her attempt(s) to open the container ordoor, then bash open the chest/cabinet/crate/desk/door or cast a spellon it such as Knock, Fireball, or Magic Missles to name a few. You canalso use wands to open up the chest, like Fire or Magic Missles to namea couple. This same stratagy applies if the container or door istrapped. Bashing an actively trapped chest or door, however, willdamage, or possibly even kill your character so keep this in mind.Once an actively trapped container or door is destroyed via a spell orwand, the trap will also be destroyed.

- Speaking of wands, your character may *NOT* equip a wand to eitherhand (if your character class allows the use of them). The best way touse wands are through the Quickbar.

- RED GLOW: If a big or small red square is on the floor, or if acontainer or door turns red while you are near it, this signifies a

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trap so try to disarm it or avoid it altogether.

- Speaking of traps, don't disarm traps while engaged in combat orfight near them, move away from the trapped area and kill the freaksfirst and then try to disarm the trap. If you are disarming a trap incombat, it may blow off in your face due to spectacular failure andit's going to hurt really bad if it's a spike trap.

- PALADIN TIPS: Deciding to be a Paladin is one thing butmaintaining your Paladin status can be another, since it can be a bitchallenging at times. Remember that Paladins can only be of lawfulgood alignment, any shift to another alignment and you will *NOT* beable to gain in character level until your alignment becomes lawfulgood again. I don't know if you can gain in character levelretroactively if this happens to you since my alignment never shiftedwhen I played the game as a Paladin and I've never experienced thisdownfall. I'm guessing that you probably can but I wouldn't besurprised if you couldn't. If playing the game as a Paladin you mustremember to ALWAYS be nice to people. Don't steal from them, threatenthem, respond rudely to, perform hostile actions against non-hostilecreatures or people, or kill innocent creatures and people, since doingany of these things can shift your alignment. Getting cocky, beingrude, or threatining people here and there won't shift your alignment,but if you constantly do it then your alignment will shift from lawfulgood and you may want consider playing the game with a character classthat better suits your non-lawful good playing style.

- FIGHTER AND BARBARIAN TIPS: First and foremost when creating yourcharacter get your Strength ability score to at least 16 since strengthis what makes these warriors shine, you'll also want a moderately highDexterity score (14) so you're more nimble in combat but if you plan onwearing heavy armor Dexterity isn't that important, and at least a 14or 15 in your Constitution score so you can better resist damage,poison, and disease and gain maximum HP when leveling up. Wisdom andCharisma doesn't matter AT ALL to Fighters or Barbarians so don't worryabout those ability scores. You want at least an 11 in yourIntelligence score or you will have trouble talking with people andquickly come to be known as the Charwood Village idiot if you have lessthan 11 points in Intelligence. When choosing skills it is better toconcentrate on your Class Skills like Discipline (this skill will makeyou more resistant to Knockdown, Disarm and Called Shot attacks), andParry (this skill enables you to fend off blows from the enemy moreeasily in combat). DO NOT waste valuable skill points on Open Locksince you can bash open doors and containers. You may want to getDisable Trap up to at least an 8. Also keep this in mind, the CraftArmor and other Crafting Skills are absolutely useless so don't wastevaluable Skill Points on any "crafting" skills - even though they'reclass skills. When choosing feats you should aquire Cleave as soon asyou can, Cleave gives you one free attack on an opponent when you killanother. Note that the Cleave feat only pertains while you are engagedin melee combat (not ranged) and is used automatically. Other featsyou may want to aquire ASAP are Great Cleave, Weapon Focus, ExoticWeapon Proficiency, Armor Skin and other armor related feats, WeaponSpecialization, and Two Weapon Fighting (for the Fighter, that feat

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comes free for Barbarians). The Power Attack feat comes free toFighters and Barbarians and you'll have it as soon as you start thegame, as well as all Armor Proficiency feats (light, medium, heavy,Barbarians must purchase heavy). When you reach level 12 or so whileplaying 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 HPretroactively from level 1 so when you take this feat you'll gain agood 50 HP or so if at levels 10-12 when you take it. Fighters andBarabarians will want to equip Strength, Dexterity, and Constitutionenhancing amulets, braces, gauntlets and belts, and Armor enhancingcloaks 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 forFighters so if playing the game as one here's something that you mighthave 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. Learnsomething new about this game all the time. I find the Fighter to beone of the most powerful character classes in the game; if you pick theright feats for it and wear the right equipment you'll be unstopableand be able to slay Dragons without even drinking a healing potion.

- POWER ATTACK AND IMPROVED POWER ATTACK FEATS TIP: These are nicefeats to have and use occasionally but DO NOT enable it for theduration of entire battles. The Power Attack feat will cause an extra5 points worth of damage to the enemy but you suffer a -5 penalty toyour attack roll; Improved Power Attack deals out an extra 10 pointsworth of damage to the enemy but you'll suffer a -10 penalty to yourattack roll. These penalties to the attack roll may cause yourcharacter to miss the enemy repeatedly and this can make for reallylong and health depleting battles. If this is happening to you thencancel Power Attack mode to be able to strike your opponents morefrequently. The most effective way to use Power Attack mode is whenyou get a tough opponent badly wounded or near death. You will want toenable Power Attack mode when you are bashing doors and containers.

- SORCERER AND WIZARD TIPS: If you're a Wizard the most importantability is Intelligence so get that score as high as you can (16 atleast from the get go), just don't sacrifice other abilitiy scoreslower than 11 except Strength since Strength doesn't matter toSorcerers or Wizards because they are spellbased. Dexterity is also ascore you want at least a 14 in. The higher a Wizards Intelligencescore, the more spells - and the power of those spells - he or she isable to cast. For skills you want to build Concentration andSpellcraft as high as you can, DO NOT waste valueable skill points onOpen Lock since you'll be able to open doors and containers by castingspells on them, and DO NOT waste skill points in Lore - even thoughit's a Class Skill - since you can cast a spell to identify items. Youwill want to aquire the Empower Spell feat IMMEDIATELY. Empower Spellwill make the spells you cast even more devistating. You will alsowant to purchase these other Metamagic feats ASAP, Combat Casting,Maximize Spell (a definite), Quicken Spell, Extend Spell, and SpellPenetration. This same stratagy applies to Sorcerers, except Charismais your primary ability opposed to a Wizard's Intelligence. PersonallyI find Wizards to be more powerful PCs (Player Characters) than

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Sorcerers. When creating your Wizard it is best to choose the Elf racebecause you'll be proficient with bows and the longsword and you won'thave to waste a feat to use better weapons (if you choose a race foryour Wizard besides Elf then you won't be proficient with bows or alongsword). And don't forget if you're playing the game as a Wizardthat if you find a Spell Scroll you can learn that spell so it can getadded to your Spellbook. To learn a spell from a scroll you must be atthe level the scroll is for, and be adept in the school of magic thatparticular spell is for. To add a spell to your Spellbook from ascroll, right-click on the scroll in your inventory to bring up aRadial Menu, then choose Learn Spell and it will get added to yourSpellbook. Sorcerers cannot learn spells from scrolls to add to theirSpellbook so please, no e-mails on this matter.

- MELEE COMBAT TIPS: When engaged in melee combat you should targetthe enemies that are closest to you, not the ones in the back of thepack. This is common sense I know, but A LOT of people out there havenot one shred of it. And you will want to activate any feats or skillswhile engaged in melee combat such as Parry Mode, Disarm, StunningFist, Knockdown, etc. As I stated above, do not engage for durationsof entire battles with the Power Attack feat activated.

- SPELL CASTING TIPS: When performing the art of casting Arcanespells, the most effective way is to move your character around thearea, don't just stand in one spot trying to get all Gandolf or you'lldie really quick, especially when you're almost surrounded by toughenemies, unless the spell is by touch or has an extremely small area ofeffect but what Arcane spellcaster do you know that fights enemies headon all the time? Cast a spell and run to a different area away fromthe enemies, cast another spell and move to a different area and soforth. You will want to especially use this stratagy while you are inthe lower-levels (below 10th). And you should always cast a Hastespell when you enter an area with a crap load of creatures lurkingaround, if they overwhelm you then you'll be able to make a hastyretreat.

- SPELL PROPERTIES: Do not stack so it would be pointless to castnumerous spells that produce the same effect so pay attetion to theChat Window while messing around with spells, if you cast numerousspells that produce the same effect a message will pop up informing youthat the spell properties do not stack. For example, if you cast thespell Minor Globe of Invulnerability on yourself and then also castGlobe of Invulnerability on yourself, you'll only have the effect ofthe first spell cast since the second spell is the same one, just abetter version of it.

- HASTE: Haste is a very, very good spell to use, or an ability toaquire by wearing the Boots of Speed or drinking a Potion of Speed.Haste makes you gain one extra attack PER round if using melee orranged weapons and will cut spellcasting time down to HALF! Haste alsoincreases your base speed to 150% so fleeing enemies from combatwithout the risk of an Attack of Oppurtuniy they always seem to winwhen you flee from them mid-combat will be a breeze, which is always a

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plus. I can't count how many times my character was slain from behindwhile trying to flee from combat between levels 2-5.

- TALK TO EVERYONE! During your adventure you should talk to everyperson you come across. By doing this you'll aquire side quests;obtain information about the main/side quests you're currently workingon; be able to buy better wqeapons, armor and goods; and hear a bunchof 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, andso forth.

- COMMON SENSE: Use your head throughout your adventures. If anenemy 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; ifan 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 witha blast of ice, etc, etc, etc. And if an enemy is surrounded by icewhat would be the best way to kill it? And vice-versa if an enemy issurrounded by flames?

- CURSED AND LEVEL DRAIN: If you're not able to read scrolls or castspells, and get a Cursed or Level Drain spell cast upon you, you willREMAIN cursed or reduced in levels UNTIL you find a cure. Resting ordrinking potions will *NOT* cure your character from these spelleffects, visit the Temple of Tyr or Hall of Justice and ask to behealed and these effects will be no more. Obviously Remove Curse isthe only spell that can cure your cursed character. If you are LevelDrained, cast a Restoration or Greater Restoration spell; LesserRestoration will not remove this effect. Level Drain will eventuallyreduce your character to level 0 and if you had a brain, then you knowwhat that means. Having a character class adventuring with you thatcan cure these wretched spell effects will save you a trip to theTemple of Tyr, and the gold required to recall yourself to where youwere.

- IMMPOSSIBLE RATED ENEMIES: Just becuse an enemy has a rating ofimmpossible doesn't mean it can't be killed, it just takes a hell of alot 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 ananimal companion and are fighting a tough enemy, summon the creatureand make it distract the tough enemy so the enemy is attacking yourally. Then move in behind the tough foe to whack him a couple of goodones without the return blows. This stragey came in real handy when mycharacter was below 10th-level and will work for you as well.

- HIGHER THE BETTER: The higher your AC (Armor Class), then thebetter your character is protected. THAC0 is a thing of the past sojust let it go and let it rest in peace under the dirt where itbelongs. In the 3rd Edition rules THAC0 doesn't even exist so quit e-

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mailing me getting all bent out of shape about it, e-mail the owners ofD&D and complain to them. For those of you who don't know what I'mreferring to, in the 2nd Edition D&D rules the lower your characters ACthe better your character is protected (which applied in the Baldur'sGate I and II game series). Some people still get confused about thisso I hope I've cleared up this matter for you.

- ARMOR CLASS TIP: Armor Class properties DO NOT STACK so it wouldbe pointless to equip items that have the same properties. Forexample, if you find a ring that has an AC Deflection Modifier of +4and are wearing a cloak that has an AC Deflection Modifier of +4, don'tequip the ring because it will *NOT* raise your AC. I don't want anye-mails on this matter for you can simply find this information out bylooking in the Chat Window; if you're wearing numerous items with thesame properties a message will appear in the Chat Window informing youthat these properties DO NOT STACK.

- QUEST PERTAINING ITEMS: Whenever you try to sell a questpertaining item the game won't let you. This is a major hint that ifyou try to sell something and cannot, hang on to that item and don'tdrop it anywhere because you need it. Also note that if you do happento drop a quest pertaining item because you didn't know it was, you canget the item back by taking it out of the Diving Pool in the Hall ofJustice or the Temples of Tyr throughout the game, for a gold fee ofcourse.

- USE THE QUICKBAR! Do you have any idea how aggrevating it wouldbe trying to constanly cast spells on enemies through the Radial Menu?I wonder how many people actually do, someone out there surely isbecause they have no clue what that giant bar on the bottom of the gamescreen is. Simply put spells in the Quickbar so you can use them byleft-clicking the spell (or pressing the designated fuction key), thenleft-click the enemy and the spell casting process will load into theAction Queue. This will save you tons of time and make for less healthdepleting battles. Also put potions and other items in the Quickbarslots so you don't have to go into your pack every time you want todrink a potion or use a wand or something. You can also put activationrequired skills, modes, and feats into the Quickbar. You have twoadditional Quickbars you have access to, access them by pressing andholding "Shift" or "Ctrl."

- DIAL-UP CONNECTION: If you have dial-up Internet, don't evenbother trying to play online, you'll lag really bad and make othercharacters in the party suffer due to your laggieness and they'll bootyou off of their server immediately, probably even ban you. They'renot trying to be rude but if you're a Wizard trying to launch aFireball in the heat of battle that takes 90 seconds to cast (becauseof the tiny connection you're connected to their server with),meanwhile other members in the party are dropping like flies and thatMaximized Fireball could've saved them all, they're not going to be toohappy and boot you. This also applies if you have a crappy video cardand the game lags when you play it single player, stay off the Internet- just a suggestion.

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- GAME PERFORMANCE TIPS: If you don't have a decent video card andthe game lags really bad during your adventures, go into the OptionsMenu and click on Video Options. Lower the game resolution and all ofthe bars and disable any check marks until the game doesn't laganymore. If you've lowered all of the bars and disabled all of thespecial graphical features and the game still lags, you'll have to goout and buy a new video card.

- BACK UP SAVE! Always have a back up save besides the default AutoSave. One time while I was in chapter three in the origional campaignand did the Hill Giant Lair and the Star Sapphire quest (both no AutoSave areas), I was stupid and never saved my game in-between those twoquests. 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, Iwas up against the wall and rested as soon as I was able to and savedthe game while I was resting. When I was done resting and stood up, Iwas stuck to the wall and couldn't move my character. I loaded thesave 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, Iwas STILL stuck to the wall. I must've loaded the game twenty timeswith no luck whatsoever, forcing me to load the last Auto Save andlosing nearly two hours of adventuring. I got stuck on a few wallslike this during the game so I advise you to have a back-up save incase anything like this ever happens to you. And you can really getscrewed right up the whazoo if this happened and you were also playingan additional adventure and the Auto Save is for that game and not thecurrent game you just got stuck in. This is why I recommend a back-upsave so to avoid situations like this.

- HENCHMEN: Hiring a henchman is always a good idea, especiallywhile you're below 10th-level. When a henchman dies while fighting byyour side they will resurrect in the local Temple of Tyr (or Hall ofJustice) so that's where you can find them after they croak. You mayonly let one henchman tag along with you at a time so try to stratagisethe use of each of their unique abilities to overcome all of the toughobstacles and battles that lie ahead. Henchmen also gain levels as yougain levels. For every 1-2 levels you gain, your henchmen gains 1,regardless of whether they adventure with you or not. However, theywill gain levels faster if they adventure with you. Make sure you talkto your henchmen frequently and tell them to level up, even if they'renot adventuring with you. You have no control when it comes to ahenchman leveling-up and can't choose their skills, feats or spellslike you can when your character gains a level. The only downfall ofhaving a henchman fight by your side is that the XP gained for killingcreatures are split evenly between you and your henchman. Meaning thata creature that normally rewards 10 XP for killing it if you were byyourself would only be worth 5 XP if a henchman was under your command,regardless of which one of you slays the monster.

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

-------------------------------------------* 20) NEVERWINTER NIGHTS GAME WALKTHROUGH *

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

---------~ INTRO ~---------

First and foremost before playing the game I advise that youdownload the latest version of the game patch. There are a few bugsthat got fixed, especially for multiplayer, and this will make for amore pleasent and glitch free gaming experience. In the main menuthere is an option for downloading the latest patch so just click onthe UPDATE TILE and the patch will begin to download, it only takes afew minutes if you have high speed internet and a decent computer. Ifyou don't have the internet then you're pretty much screwed for anypatches, unless you download the patch at your friends house (or atschool) from www.neverwinternights.com and put it on a CD/DVD/Floppiesso 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, giveyou advice as to how to build your character, or any other major stufflike that. All of these things are for you to decide and I don't wantto spoil your Neverwinter Nights exploration experience. I only tellyou how to aquire and complete all of the quests found in the game.Open up your imagination, have fun, and explore the Forgotten Realmsland of Neverwinter however you wish. I also fail to mention 99.9% ofthe traps found in the game throughout my guide so adventure forth atyour own risk.

This guide was pretty hard deciding how I should format it since alot of side quests take time to complete and are tied into the mainquests and I hope I made the right formatting decision. I picked onethat would be both convienent and easy to follow. RPG guides arecomplicated to write and if you don't like my format then use someoneelses walkthrough.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>#20A ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ PRELUDE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

<><><><><><><><><><><><> ~ NEVERWINTER ACADEMY ~ <><><><><><><><><><><><>

>>> ACADEMY TRAINING

You will start the game off in the Academy. The Academy is whereyou will learn to fight, use magic, and learn all of the abilities forthe character class you've chosen. In the room you're in open up thetreasure chest for a random item. In nearly all containers arerandomly generated items so I can't exactly tell you what will be inthem. To the left of this room are two more, go into them and look in

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the desk and an armoire for a couple more items. There are two men inthe larger room, walk up to Pavel and talk to him. When talking topeople you will have a choice of numerous responses. A lot of theseresponses are alignment related so choose wisely as how to respond topeople. Getting cocky and being rude to people can shift youralignment towards evil if you're good, and being polite to people canshift your alignment towards good if you're evil so you will want tokeep this in mind, especially if you're character is alignment gearedsuch as a Paladin. Pavel will give you some information relating tothe plague and other interesting stuff. After you finish talking toPavel go and talk to Bim. Bim will offer to give you a short tutorialand I advise you to take him up on his offer so you can choose thecamera angle that best works for you. After the tutorial go throughthe door that opens behind Bim.

Approach Olgerd and speak to him, he will offer to give you atutorial on how to barter with vendors and other valuble gameinformation. When you are finished with this tutorial Olgerd will giveyou an armor type of item which varies depending on your character'sclass. Go through the door on the left to enter a Library and talk toBerna for another tutorial about your Journal and Map. Your Journal iswhere 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 readthe latest journal entry for that quest for a clue as to where toproceed next in that particular quest. I advise you to play the wholegame with the map on for this will make exploring a lot easier. Aftertalking to Berna your journal will get updated, search the bookshelfand book pile for some books, read them if you wish. You will learn aTON of information by reading the books you find but it gets tediousafter awhile because there are so many books to read throughout thegame. You can look in the Items Section of this guide for a completelist of all the books found in the game. Note that books are heavy soyou might want to discard or sell them when you are finished readingthem so they don't max out your weight carrying restriction. If yourweight carrying restriction maxes out your character will slow WAY downand you won't be able to run so try not to let this happen. Go throughthe door past Berna to enter the combat training area.

>>> COMBAT TRAINING:

Talk to Herban and he will tell you about combat techniques andsuch. When you are done talking with Herban approach Dendy who is tothe left of Herban. Dendy will teach you about melee combat, listencarefully to what he has to say. No matter what type of character youare you will be destroying the enemy forces with melee combat so Iadvise you to learn how to do just that. When he is done talkingyou'll have to hit him or destroy the combat dummy to complete yourmelee training, once you do your melee combat test will be completed.

To the right of Dendy behind the pillars is Hewwet, talk to him tolearn how to use ranged weapons. Next to Hewwet is a weapon rack, takethe weapons off of it which include a Heavy Crossbow, a Sling and aLongbow, along with ammo for each weapon. Equip one of the weapons andsimply shoot the target leaning against the far wall. Now talk toHewwet once more to complete your combat training and your journal willget updated. Hewwet will tell you about Lady Aribeth and how she needs

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to speak with you but first you must do some more training if you're amagic caster, a Rogue or a Monk. If you want you can take the rangedweapons you don't want to use and sell them to Olgerd. Believe me whenI tell you that in this game every gold piece you can gain will be wellworth it, potions and magic items are quite expensive so always sellitems you don't want or need. If you're a combat based character, suchas a Fighter or a Barbarian, then head straight to speak with LadyAribeth in the Graduation Room. To get to where she is turn on yourmap, on the bottom right is a long corridor, go to the door at the endby the Door Guard and speak with him, he will open the door so you canmeet Lady Aribeth (quest continued after the Magic Training and RogueTraining sections).

>>> MAGIC TRAINING:

Go into the coridor that leads to Lady Aribeth and if you're anArcane Magic User (Wizard or Sorcerer) then go into the first room onthe left. Talk to Jaroo and he will teach you how to read scrolls,prepare spells from your Spell Book and how to cast spells. Somepeople get royally confused about magic and how to cast spells but itis a REALLY simple process so pay close attention to your lesson. WhenJaroo is done talking take the magic test, after you pass your journalwill get updated and you are now ready to see Lady Aribeth. Go speakto the Door Guard guarding the Graduation Room and speak with LadyAribeth (quest continued after the Rogue Training section).

If your a Divine Magic Caster (such as a Cleric or Paladin) thengo into the first room on the right and speak to Elynwyn, he will teachyou how to memorize spells and such, here you will also learn how toTurn Undead creatures. Some people get royally confused about magicand how to cast spells but it is a REALLY simple process so pay closeattention to your lesson. When Elynwyn is done talking take the magictest and after you pass your journal will get updated. Go speak to theDoor 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 thethird 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, andall of the other Rogue and Monk related skills. After you completethis phase of training you are ready to meet Lady Aribeth, speak to theDoor Guard guarding the Graduation Room to do so.

>>> ESCAPING THE ACADEMY

Approach Lady Aribeth to graduate from the Academy. During yourconversation some Mages will appear, go and kill them all then speakwith Lady Aribeth once more to learn a whole bunch of information as towhat's going on. Lady Aribeth will give you Aribeth's Key so you canaccess the rest of the academy. Leave the Graduation Room and aMysterious Mage will appear, he will then summon up some Weak Goblinsfor you to kill. When you have killed them go into all of the rooms

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(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 leaveany, for a lot of random items. When all of the Goblins are slain gointo the corridor that leads to the Graduation Room, open up the seconddoor on the left, this is what Aribeth's Key was for and it willdisappear from your inventory.

Go through the door ahead of you and that Mysterious Mage will beon the left, he will again summon up some Goblins so take out theseminor threats. Go through the door on the left and straight ahead issome guard named Pavel, talk to him if you wish and you can let him tagalong with you if you'd like. If you let people tag along with you youcan send them on their way at any time by simply talking to them andtelling them you don't need their help anymore. Go through the topdoor to the right of Pavel.

This area is just a big square with a couple of rooms leading offof it. Kill the Tough Goblin, a few Weak Goblins, and a few WeakSkeletons. Head into the upper-most room on the map and speak withGeldar. Geldar teaches you how to level your character up and he willgive you enough XP so you can do just that. Leveling up is a simpleprocess, to do so choose your character's class (if multiclassing youcan choose another class to add to your initial one); pick out someskills from the vast list of available skills (sticking more to yourclass skills); choose some spells to learn if you're a magic caster;choose a Familiar or Animal Companion if one is available for yourcharacter type; choose some feats if they become available; then a listwill pop up letting you know how many HP you'll gain and such. Ifyou're not happy with the HP you'll gain or have made a mistake as towhat skills, feats, or spells you've chosen, click Cancel and gothrough this process again. If you're happy with what you'll gainclick OK to complete the leveling up process. Head through the door tothe 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 thecorpse 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 anothercorridor with a door ahead of you, a door to your left, and a door toyour rightright. Go through the doors on the left and look on theAlchemist's Apparatus for a random potion, open up the crates in herefor more items. Leave this room how you entered it and go through thedoor at the other end of the corridor, open up the treasure chests inhere for yet some more items. Leave this room the way you came in andgo through the door on the right to enter a large room.

Run straight into another large room and the Mysterious Mage willmake another appearence. Kill the Mage, he will cast Magic Missles atyou, and kill all of the Goblins and a Skeleton. Pick up any remainsand look inside of the crates in this room for more items. Go throughthe door by the gold dot to enter the stables. Kill all of theremaining Goblins, including an Elite one, and witness something veryinteresting. Talk to Desther and Fenthick and then Desther will stormout of the stable. Talk to Fenthick again and after the conversationyou will gain enough XP to level your character up. When you arefinished leveling up go through the door that Desther went through toconclude the Prelude.

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<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>#21B ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER ONE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

CHAPTER ONE "CONTROL F" NAVIGATION CODES:C1-1 Neverwinter City CoreC1-2 Peninsula DistrictC1-3 Blacklake DistrictC1-4 Beggar's NestC1-5 Docks DistrictC1-6 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 tothe Halls of Justice - they're not painted green and you can hear nomoney talking. Desther and Fenthick are ahead of you so go talk tothem. Head through the door in here to enter the Halls of Justice andthen speak with Lady Aribeth on the left. She will give you valuablemain 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 youuse it, even if you're in the middle of an intense battle so keep thisin mind if you're near death and out of health potions/spells. You mayalso recall yourself to where you used the stone last by stepping intothe Recall Portal atop the stairs for a fee of 50 gold. Lady Aribethhas weapons, armor, and items for sale so you probably want to checkout her inventory. A lot of the magic items she has for sale areridiculously expensive so you won't be able to afford any of them for

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awhile. Whenever you get diseased, poisoned, cursed, or otherunfortunate things happen to you Lady Aribeth will heal and cure you ifyou ask her to. You will notice some stairs leading to a Diving Pooljust past the Stone of Recall portal. This pool will store importantquest related items so if you drop them by accident because you didn'tknow it was quest related, or drop them due to a full inventory, youwill be able to get that item back. I'm so glad that this pool isavailable or I would've been screwed on the Cloaktower quest, goodlooks BioWare.

Exit the Halls of Justice and a woman named Bethany will run up toyou and tell you about a Prison Escape in the Peninsula District, thisis another main quest that will get added to your Journal. Next to thefountain ahead of you is a guard named Halion, talk to him and ask himabout the different districts in the City Core. When you are finishedtalking to him you will aquire three more main quests in your journal,Blacklake: Tensions Rising; Docks: Trouble in the District and BeggarsNest: 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 theBlacklake District; in the south-west corner is the Peninsula District;in the south-east corner is the Beggar's Nest. You will probablyaquire some side quests while exploring, just look below to find outhow to complete that side quest. Keep in mind that side quests are notrequired to be completed for you to finish the game and they're alloptional. I advise you to complete them all for the valuable XP anditems you'll be rewarded for doing so. There are a ton of treasurechests, barrels, and crates to open up for a lot of items in this areaso make sure you open all of them. You can also enter some homes andbuildings for more items if you wish. There is a merchant near theentrance into the Peninsula District that sells Magic Bags. These bagswill reduce the weight of the items you put into them, they're kind ofexpensive but well worth the gold. If you don't have enough gold topurchase one just yet remember this guy for a future purchase.

Near the entrance into the Beggar's Nest is a store called theShining Knights Arms and Armor, go in there and check out the vendorsinventory; 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 andspeak to Marrok who can enhance magical weapons and armor. He'll letyou know what you need if he is to make you something magical soremember this guy and come back here often so he can craft stuff foryou when you've aquired the proper items needed. If you ask him forexamples on what components are needed in order to make items he willgive you a book called Recipes of the Forge; in this book are thecomponents needed to craft the stated weapons in the book. The bookreads to craft a weapon you will need a "magical weapon" and acomponent; by magical it means a weapon with a +1 Enhacement Bonus(Longsword +1, Scythe +1, Shortsword +1, etc.). To make a weapon placethe +1 Enhanced weapon into the forge and the component required, thenspeak to Marrok and he will charge you 500 gold, after you pay the mantake the new weapon out of the forge.

In the Trade of Blades you can hire henchman but they all requireat least 200 gold (150-175 if you can successfully persuade them) tofight by your side, they also each have a quest for you to complete,

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just look in the sections below to learn how to complete their quests.

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-------------------------------------------~ SIDE QUEST: TEMPLE OF TYR: NEVER'S TOMB ~-------------------------------------------

This quest will get aquired in the Halls of Justice. In the roomwhere Lady Aribeth is go into the north-most room on the map and speakwith Oleff. During your conversation you will have to persuade himinto letting you know what's bothering him, if you fail just keeppersuading him until you succeed. He will then tell you about thetombs and other information, offer to help him find the artifacts inthe tombs. Oleff will then give you a letter for Briley who is locatedin the Peninsula District, you MUST keep this letter in your inventoryto complete this quest; if you drop the letter then just ask Oleff foranother copy.

In the Peninsula District Briley is located in a house just up theroad from Ms. Dulcimae on the left. Enter the house to see a guardnamed Jones, go down the stairs behind him to enter a tomb. Go throughthe door ahead of you to speak with Briley, give him the letter fromOleff. Briley will tell you a bunch of information pertaining to thisquest so pay close attention to him. Open the chest to the left ofBriley and take the four items out of it, they include the Halueth DigLogbook, Ceremonial Arrow, Cerominal Shield, and a Cerominal Sword.

In the Blacklake District, from the main gates go left to spot alittle girl named Punkin standing in front of her house. Talk to herand she'll tell you about some strange things going on in the basementand will give you a password after you persuade her. Go into her houseand examine the bookshelf, say the password to it and it will slideopen, go down the stairs behind it to enter the basement. Kill someZombies 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 onthrough. 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 ahigher level before you fight these things. When you have destroyedthem, open up the sarcophagus and take the first atrtifact, Halueth'sRusty Armor.

In the Beggar's Nest while you're in the Great Graveyard you'llsee a tomb with a chest in front of it to the left of the Warrens ofthe Damned. Open the chest and put the Ceremonial Shield in it and thetomb will open. Go in there and kill the Mummy, open up thesarcaphagus and take the Ancient Chronicles of Haleuth Never out of it.

In the Docks District the final tomb is in the Aqueducts. Enterthe ducts through the Silver Sails Trading Company, in the top-leftcorner on the map is a door (marked exit on the map) with a chest infront 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 ofTyr, 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

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you're a lawful character, or bring them to Gilles (see quest An EvilOffer below) if you're an evil character. For this quest you'll getbetter rewarded than the evil choice. You'll receive a total of 9alignment points towards good, 600 gold, 200 XP, and an Amulet of Will+3.

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---------------------------------------------~ SIDE QUEST: MOONSTONE MASK: AN EVIL OFFER ~---------------------------------------------

There's not much explaining to do for this side quest. In theMoonstone Mask is a shady character named Gilles, talk to him to aquirethis quest. Some cult is seeking all of the artifacts from Never'sTomb and Gilles wants you to give him the artifacts instead of Oleff.Obviously this side quest is geared towards evil characters so don'tgive Gilles any of Never's artifacts if you're a character of lawful orneutral alignment, give them to Oleff. Look up how to aquire theseartifacts 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 atotal of 2,500 gold and receive a whopping total of 21 alignment pointstowards evil, no XP gained for this quest. This quest would crush aPaladin's hope of leveling up any time in the near future.

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---------------------------------------------~ SIDE QUEST: THE GREAT TREE: ANIMAL RESCUE ~---------------------------------------------

To aquire this side quest exit the Halls of Justice, to the leftstanding in front of a big tree is a Druid named Nyatar. Speak to himand persuade him into letting you help in his problem. A lot ofanimals got captured from their rightful home out in the wild and arebeing caged in the Neverwinter Zoo which is located in the BlacklakeDistrict. Offer to help free the animals and then Nyatar will give youa key to the zoo, a scroll that will allow you to transport the animalsto freedom, and a Scented Fetish to allow your character to speak withthe animals. Nyatar also sells a lot of goods so check out hisinventory and purchase whatever you wish, buy some Barkskin potionbecause it comes in very handy and will temporarily raise you AC whendrunk.

Head into the Blacklake District and the zoo is located in theback of Blacklake at the top of the map. Enter the zoo, hang a rightand go through the door to see the animals trapped in their cages. Usethe Zoo Key on the door to the right and head on through. Search allof the rooms for items and kill all of the guards, at the end of thecorridor is a Door to the Giant Tree. Go to the tree and interact withit, use the scroll on it that Nyatar gave you then head back into thezoo. The left door takes you to an enemy nicknamed Sureshot and moreitems, if you kill him you'll get a Longbow +1 from his remains and adecent amount of XP. Go through the door on the right and enteranother room with a lever, pull it to open up the animal cages. Go

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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 thetree outside. No matter what type of character class you are you'll beable to talk to the animals AS LONG AS YOU HAVE the Scented Fetish inyour inventory that Nyatar gave you. When all four animals run for thetree, 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 maybesomething more if you're able to persuade him.

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-------------------------------------~ SIDE QUEST: CLOAKTOWER MEMBERSHIP ~-------------------------------------

>>> Note: This quest is only available for Sorcerers or Wizards and canstill be be aquired if multiclassed as one (a Fighter/Sorcerer or aRogue/Wizard for example).

Next to the big tree where you've aquired the Great Tree quest isthe Cloaktower Guild, go inside and speak to Eltoora. Tell her youwould like to join the Guild to aquire this quest. She will tell youwhat must be done in order for you to join the Guild and will give youEltoora's Key.

While in the Peninsula District look for a house in the north-eastcorner and open up the door (this door is to the right of Ms. Dulcimaeand 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 itthroughout this quest so don't discard it. Inside this house is anEarth Mephit, this creature is really tough in melee combat so kill itvia spells. When you have defeated the Earth Mephit look in the pileof stones, take the Rare Earth Clay out of it and don't discard itbecause it is needed to complete this quest.

While in the Blacklake District go into the Wizard Lab (indicatedby a map pin) and kill an Air Mephit. This one isn't as tough as theEarth Mephit so don't worry all that much. When you've killed it lookon the Alchemist's Apparatus and take the Puff of Fog, don't discard itbecause 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 FireMephit, it should prove to be no problem. When you've slain theMephit, 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 thenorth-east part of the map indicated by a map pin. Go in there andkill a Water Mephit. When it dies look in the diving pool and take theFlask of Water, don't discard it.

Now that you have all four items required for this quest, returnto the Cloaktower and speak to Eltoora. Ask her to evaluate yourmembership and she'll take all of the items you have found in thisquest and send you to your final test; you will be rewarded 300 XP for

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finding the four items. Step into the portal behind Eltoora to beteleported into a small romm to see a large beast on the other side ofthe room, a Minogon, don't attack it. Take the Elemental Wand of Earthout of the pile of stones. Take the Elemental Wand of Air off of theAlchemist's Apparatus. Take the Elemental Wand of Water out of thediving pool. Take the Elemental Wand of Fire out of the wood pile. Tokill 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 rewarded300 XP and the Many-Starred Cloak, this Cloak has a couple of goodbonuses so you might want to equip it right away.

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-----------------------------------------~ SIDE QUEST: MOONSTONE MASK: ART THEFT ~-----------------------------------------

Above the Shining Knights store there is an establishment calledthe Moonstone Mask. Go into it and speak to Ophala, persuade her tolet you help and she will tell you about some objects of art that werestolen and if you can retrieve them for her, tell her you'll help toaquire 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 andbash the door in, or cast spells on it, or pick it, and enter theestate when the door gets opened. Search the entire estate to find achest in here for a Note from Hodge, a Club +1, and the first missingpiece of art, the Gilded Urn. Take the Urn to Ophala to be rewarded125 XP and 400 gold.

Again in the Blacklake District there is an estate called theRumbottom Estate. There is someone guarding it, he'll turn a blind eyeso go ahead and bash the door in, or cast spells on it, and enter theestate when the door gets opened. Search the entire estate for a lotof items and you'll run into some guy named Thoms Rumbottom. Bash openthe chest behind Thoms for the second missing piece of art, Portrait ofSir Reginald Rumbottom III. There is a little trick for you to gain alot of extra XP at this point in the game. Talk to Thoms again andchoose reponse 2, then choose response 1, then choose response 1 again,this makes some more Noble Guards attack you. When you have defeatedthem talk to Thoms again and repeat this process over and over to gaina level or two. The only downfall is that it will take a little whileto level up so if you have patience then it will pay off for you,especially if you're a multiclassed character. Another downfall isthat you can't gain more than twenty total character levels so don'tspend days on end here leveling up. The higher level your characterbecomes, the less XP these guards will give you when you kill them.It's ingenious the way Bio Ware incorporated the no more than twentycharacter levels into the game. When you've leveled up one or twolevels (if you choose to), take the portrait you just found to Ophalato receive 125 XP and 400 gold.

The last piece of art is in the Docks District. Go in the AndrodEstate on the top of the district map. Explore the estate and kill allof the guards roaming around for some nice XP and search for items. In

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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 pieceof missing art, a Gaudy Statuette. Open up all of the chests in hereand then take the statuette to Ophala. You will be rewarded 125 XP and400 gold just for giving the statuette to her; you'll be rewarded anadditional 250 XP and some Boots of Reflexes +3 for the completion ofthis quest.

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------------------------------------------~ UNOFFICIAL SIDE QUEST: TAMORA AND HOFF ~------------------------------------------

While you're in the Moonstone Mask, speak with Ophala and tell heryou want permission to access the back room. Ophala will give you aletter and tell you that you must be disease free if you want to meether harlots in the backroom. Take this letter to Oleff in the Halls ofJustice and show it to him, he will then give you a letter stating youare disease and palgue free. Return to Ophala and give her your cleanbill of health, she will then give you the Moonstone Mask Backroom Key.

Speak with Torgo (he's near Ophala) and purchase a Pass Coin fromhim for 200 gold. Go in the backroom, which is actually upstairs, tothe third floor and speak to Tamora and give her the Pass Coin. Theobject here is to get Tamora to fall asleep so first tell her you wouldlike to ask some questions, then tell her you want to ask some seriousquestions, then choose the response how lonely is it to be anadventurer, then brood on about how nobody cares, then ask her if sheknows anything of the plague, then tell her you were specially assignedto investigate the plague. After telling her all this stuff, choosethe response let's retire to your bed chamber. Tamora will then fallto the floor asleep and you'll be disrobed, speak to her one more timeand ask her what she needs and she will give you Tamora's Brooch andtell you of some stalker Orc named Hoff who won't leave her alone andif you could take care of this problem for her, agree to do so. Thisquest will *NOT* get added to your journal so don't go looking for itin there.

While you're in the Docks District, speak to Hoff who is locatedon the west-end of the map standing by the docks. You can eitherthreaten him into staying away from Tamora or kill him to ensure thathe nevers bothers that sweet little harlot ever again. Return toTamora and tell her that Hoff has been killed or scared away and shewill reward you with 50 XP and 3 alignment points towards good.

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-------------------------------~ HENCHMAN QUEST: TOMI'S TALE ~-------------------------------

In the Halls of Justice near the exit into the City Core is a guynamed Tomi. Talk to him and then hire him as your henchman for 200gold pieces, you might be able to persuade him to join your side for

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less gold. When the conversation is over talk to him again and choosethe option "I just want to talk" and then choose "Tell me aboutyourself" and Tomi will begin to tell you his tale. Note that to getthe full scoop on Tomi (around level 6) you have to be a character withhigher levels of experience. If you're not that well experienced thenyour Journal Entry for Tomi's Tale will say he'll tell you more whenyou've gained more experience, so after every level you gain speak toTomi some more to eventually find out that he needs you to find somedocuments for him. Remember that you can release Tomi (and all of theother henchman available to you) any time you want by telling him you'dbe better off on your own. The Official Documents Tomi needs arelocated in the Beggar's Nest in the Thomas Wheelwright Repair Shop on abookshelf. For giving him the documents Tomi will reward you with 100XP and a Ring of the Rogue +1 (Dex +1, Open Lock +1, Disable Trap +1).

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---------------------------------~ HENCHMAN QUEST: DAELAN'S TALE ~---------------------------------

In the Trade of Blades speak to an Orc named Daelan Red Tiger andhire him as your henchman for 200 gold, you might be able to persuadehim to join your side for less gold. When the conversation is over talkto him again and choose the option "I just want to talk" and thenchoose "Tell me about yourself" and Daelan will begin to tell you histale. Note that to get the full scoop on Daelan (around level 6) youhave to be a character with higher levels of experience. If you're notthat well experienced then your Journal Entry for Daelan's Tale willsay he'll tell you more when you've gained more experience, so afterevery level you gain speak to Daelan some more to eventually find outthat he needs you to find a Brooch for him. The Brooch is located on aboat in the Docks District to the west on the district map. Kill theBloodsailors on this boat and open up a chest to find the Brooch. Whenyou give this Brooch to Daelan he will reward you with 100 XP and anAmulet of the Red Tiger Tribe +1 (Str +1, Immunity: Fear).

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----------------------------------~ HENCHMAN QUEST: SHARWYN'S TALE ~----------------------------------

In the Trade of Blades speak to a woman named Sharwyn and hire heras your henchman for 200 gold, you might be able to persuade her tojoin your side for less gold. When the conversation is over talk toher 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 tobe a character with higher levels of experience. If you're not thatwell experienced then your Journal Entry for Sharwyn's Tale will sayshe'll tell you more when you've gained more experience, so after everylevel you gain speak to Sharwyn some more to eventually find out thatshe needs you to find potion for her so she can heal her mother. Inthe Tanglebrook Estate in the Peninsula District is some Celestial

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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).

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----------------------------------~ HENCHMAN QUEST: GRIMNAW'S TALE ~----------------------------------

In the Trade of Blades talk to a man named Grimnaw and hire him asyour henchman for 200 gold, you might be able to persuade him to joinyour side for less gold. When the conversation is over talk to himagain and choose the option "I just want to talk" and then choose "Tellme about yourself" and Grimnaw will begin to tell you his tale. Notethat to get the full scoop on Grimnaw (around level 6) you have to be acharacter with higher levels of experience. If you're not that wellexperienced then your Journal Entry for Grimnaw's Tale will say he'lltell you more when you've gained more experience, so after every levelyou gain speak to Grimnaw some more to eventually find out that heneeds you to find a silver ring for him for him. The ring is in ahouse in No-Man's Land near the entrance into Blacklake inside of adesk, it has an ingraving of a bird on it. Give the ring to Grimnaw tobe rewarded 100 XP and the Amulet of the Long Death +1 (Con +1, SpellResistance: 10).

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-------------------------------------~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~-------------------------------------

In the Trade of Blades talk to a man named Boddyknock and hire himas your henchman for 200 gold, you might be able to persuade him tojoin your side for less gold. When the conversation is over talk tohim again and choose the option "I just want to talk" and then choose"Tell me about yourself" and Boddyknock will begin to tell you histale. 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'renot that well experienced then your Journal entry for Boddyknock's Talewill say he'll tell you more when you've gained more experience, soafter every level you gain speak to Boddyknock some more to eventuallyfind out that he needs you to find a Leaven Bread recipe for him. Therecipe is in the Beggar's Nest in the Barricaded Home (indicated by apin 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 rewardBoddyknock will give you 100 XP and a Lantanese Ring +1 (Cha +1,Regeneration +1).

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-------------------------------~ HENCHMAN QUEST: LINU'S TALE ~-------------------------------

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In the Trade of Blades speak to a woman names Linu and hire her asyour henchman for 200 gold, you might be able to persuade her to joinyour side for less gold. When the conversation is over talk to heragain and choose the option "I just want to talk" and then choose "Tellme about yourself" and Linu will begin to tell you her tale. Note thatto get the full scoop on Linu (around level 6) you have to be acharacter with higher levels of experience. If you're not that wellexperienced then your Journal Entry for Linu's Tale will say she'lltell you more when you've gained more experience, so after every levelyou gain speak to Linu some more to eventually find out that she needsyou to find a chalice for her. The chalice, the Silver Chalice ofMoonbow, is in the Meldanen Estate. In the room where you fightMeldanen, look in the cabinet for the chalice. Give it to Linu and shewill reward you with 100 XP and the Pendant of the Elf +1 (Dex +1,Darkvision).

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<><><><><><><><><><><> 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 toget into the prison and the side quests are tied right into the mainquest so I'm not going to bother listing the two side quests inseperate sections.

Speak with Gate Captain Kipp on the immediate right of enteringthis district to find out what's going on. He will tell you to seekout Sedos to find out how to enter the prison. Head right and someprisoners will attack you, the guards will help you kill them. Go upthe incline by the guards and go left at the top, kill some moreprisoners and you'll see a Plague Victim Pyre on the right, go and setthe pyre on fire via your torch to gain 25 XP, not much but it's betterthan nothing for doing nothing. Go left of the pyre and kill some moreprisoners, make sure to enter all of the houses in this area to killsome more prisoners and collect even more items. In this area you willsee a woman, Ms. Dulcimae, talk to her and offer to escort her to thedistrict gates, if you get her safely there you will gain 50 XP and 3alignment points towards good. If you are doing the CloaktowerMembership side quest then enter the house to the right of where Ms.Dulcimae was, that quest is described in detail in the City Coresection above.

>>> OBTAINING THE PRISON KEY SIDE QUEST

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Head down the road to the right of where Ms. Dulcimae was and gointo the first house on the left if you're doing the Temple of Tyr sidequest, that quest is described in detail in the City Core sectionabove. Keep going up the road and you'll see another house on the leftwith a gated door and you'll see a house in front of you with twoguards guarding it. Behind the gated door is a store so go in thereand check out the merchant's inventory if you wish. Enter the housethe guards are guarding and speak to Sedos, she will tell you about akey you need to enter the prison, this side quest is called The PrisonKey.

>>> OBTAINING THE TANGLEBROOK ESTATE SIDE QUEST

Head up the road from this house and go right when the roadbranches, kill some more escapees and search the area for items. Youwill see a guy named Master Johns standing in front of a house on theright, talk to him and he will tell you about the Tanglebrook Estateand you will get that side quest. Offer to escort him to the districtgate, get him safely there to aquire another 50 XP and to gain 3alignment points towards good. Search inside the houses where MasterJohn was and kill some more prisoners and to gain a few more items. Tothe left of where Master John was is the Prison Main Doors but don't gothat way. Directly across from Master Johns house is a dead end by alocked house, check behind it to find another Plague Victim Pyre, setit 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 doorsleading into the sewers. A Gang Leader will attack you and he is farmore powerful than a regular prisoner so you may want to cast somedefensive spells, or drink some defensive potions for this battle.When you've killed the Gang Leader, go through one of the doors to bein the sewers, a bunch of prisoners will attack you. Kill the GangLeader to obtain the Prison Key (must search his remains). These GangLeaders really aggrevate me, one time it took me ten minutes to killone of these bastards. This would be a good time to use my stratagylisted in the Hints and Stratagies section on fighting enemies nearexits. Now you can enter the prison through the main doors or enterthe prison another way. If you choose to go into the prison now thenskip the next two paragraphs. If you choose to get into the prisonthrough the Tanglebrook Estate you will gain a lot more XP.

Leave the sewers and set another pyre on fire by the water foranother 25 XP, then cross the bridge to kill some more enemies andsearch all of the boxes and such for a lot of items. Keep going alongand follow the outer wall of the district and you'll see a smallbuilding behind the prison, go in there to kill some more prisoners ifyou want. Continue along the outer wall of the district along thewater line to come to the Tanglebrook Estate. Before proceeding insidemake 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 sureyou look inside all of the houses for more prisoners to hack up.

>>> TANGLEBROOK ESTATE

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In the back of the estate is a door mat, look under it to find theTanglebrook Estate Key and use it on the door, obviously head inside.Go through the metal door in here and take Lady Tanglebrook's Journaloff of the bookshelf, go through the doorway by this room and kill theStink Beetles, look on the weapons rack for a weapon and then open upthe door across from the stairs. Check the Alchemist's Apparatus forsome potions and make sure you take the Celestial Elixir, this elixeris for Sharwyn's Tale so don't discard it. Head through the door atthe bottom of the stairs. You will come up to a large chess board onthe floor and can see a dead body in the middle of it, poor LadyTanglebrook has succumbed to the forces of evil out to destroyNeverwinter. Be weary here, the chess board is LOADED with traps somake sure you disarm a safe way through the board. Check LadyTanglebrook'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 onthe other side of the room, killing Fire Beetles along the way, toenter the prison.

>>> PRISON

Most people probably enter the prison through the estate so that'swhere this guide will start. Go through the door to enter a largeroom, 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 withlocked cells. Explore this level of the prison and kill the GangLeader and his buddies (there's a lot of them so cast some defensivespells or dring defensive potions) and then head through the door theGang 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 wantto and close the door via the lever, talk to the guy to find out moreand then leave this room. This area is just a big square with a bunchof locked cells. There are a couple of doors leading to little storageareas/cells and on the right side of the map is the door leading to thenext level of the prison, but first you must kill a Sorcerer for thatdoor to unlock. Go into any of the four doors in the middle of the mapto get attacked by some prisoners and kill the Escaped Sorcerer. ThisSorcerer is tough, he will cast Fireball spells at you that willseverely damage your character so watch out, the Sleep spell is a plusin this situation. When you have killed the Sorcerer pull the lever inhere to open up all the cells in the area. Search the corpses in allof the previously locked cell and then go through the door on the rightof the map to enter the next level of the prison, The Pits.

Your Journal will get updated for the prison so read the latestentry if you wish. This place can get confusing but you'll be okay,your map will guide you. When you come to the last room on this levelyou will be attacked by a large Orc named Kurdan, start fighting backand when you've beaten him down enough he will talk to you. You caneither spare his life or kill him, your choice. He will tell you aboutthe Head Gaelor and other things. Open the chests in this room andthen head up the stairs to kill the first Waterdhavian creature.

>>> WATERDHAVIAN REAGENT NUMBER ONE

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You will see a few guards walking around, the Head Galeor willattack you so kill him, then the first Waterdhavian will come out ofhis body. This battle is going to prove to be a rather difficult one,scratch that, an extremely difficult one. This Waterdhavian is thetoughest of all of them, it is in the form of a Intellect Devourer andit will cast Stun and Daze spells on you so be careful, melee'rs willhave some difficulties killing this creature but casters of the Arcaneshould have no problems, just Magic Missle the thing to death. Thecreature will possess a guard so go and attack the guard to release thecreature. Attack it some more and it may possess a few more guards inthe room. You will definitely want to use my stratagy on fightingenemies near exits during this battle, unless you want to use up a tonof healing potions. When the Waterdhavian dies take its remains, aDevourer Brain. Search the room for items and then head back to Serdosto oficially complete the Prison Escape and Prison Key quest, you'll berewarded 150 XP and some gold. Go to the Hall of Justice and speakwith Lady Aribeth and give her the Devourer Brain; you will learn moreabout what still needs to be done and you'll be rewarded 150 XP and 500gold. Your Journal will be updated so read the latest entries and headinto the Blacklake District.

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<><><><><><><><><><><> 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 asNo-man's Land. Talk to Cendran to the right and offer to help him toaquire this side quest. He needs you to kill Loxar and wants you tobring back his head to prove he's been defeated. Enter the housesalong the street to collect some items and kill some Diseased Thugs andRabid Dogs, they can disease your character so be careful. When youturn the corner and go down the next street you'll come across a RuinedTower, go in there to kill Loxar. He's a pretty tough opponent so be

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weary. When he croaks search his remains and take his head back toCendran to be rewarded 100 XP and 3 alignment points towards good.

Explore the rest of No-man's land, checking houses and barrelsalong the way, and near the entrance into Blacklake you will get jumpsby four Hired Thugs, kill them and search their remains to find anAnonymous Letter. Your Journal will be updated and you will aquire theside quest Hints of Conspiracy. To complete this quest simply take theletter to Fenthick in the Halls of Justice, you'll be rewarded 50 XPand 250 gold. After you speak to Fenthick head back into No-man'sLand, make sure you've collected all of the items found inside thehouses in the area. You should find a Silver Ring with an image of abird on it in the house near the gates leading into Blacklake. DO NOTdiscard the ring, it is needed to complete Grimnaw's Tale. Headthrough the gates and enter Blacklake, speak to Gate Captain Harn toaquire another side quest, Samuel's Rescue. You may be able topersuade him into telling you about another side quest, Unrest. Headthrough 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 inthe district, talk to her and she'll tell you of a secret portalleading into the Meldanen Estate located in her house, she will giveyou a key so you can enter her home. Go into Milly's house to the leftof the Neverwinter Zoo at the top of the map, open the door on theright and step into the portal to enter Meldanen's Estate.

In the room you start off in make sure you check the desk on theright and take the Meldanen West Wing Key out of it. Head to theeastern part of the map to be at the estate's exit. Talk to a big uglyOrc 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 thispart of the estate and you'll enter an area with a bunch of prisoncells, open up the chest in here to find a Prison Key, use it to freeSamuel who is in the cell on the left. When you are done with thisquest don't forget to talk to Thurin in the Board Laid Bare for yourreward if you have Samuel's side quest. Explore the rest of this floorof the estate, you'll run into a Meldanen Apprentice. He's prettytough and casts an Ice Storm spell that really hurts. Head down thestairs through the door past the apprentice to enter Meldanen'sSanctum.

>>> 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

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not discard this because it is needed for Linu's Tale. Cast somedefensive spells, drink some defensive and offensive potions and try toopen the cell and to the Dryad, this will make Meldanen appear. He's apretty tough opponent and he will cast Paralyze, Cone of Cold andFireball spells at you that REALLY hurt. When you have beaten him downa bit he will stop fighting and talk to you. Listen to what he has tosay, he wants you to side with him and kill Formosa for him, make sureyou 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 Formosathen return to Meldanen after you do, but don't ask for the key if youdecide to kill her. Or you can choose to kill Meldanen, the choice isyours. Killing Meldanen will earn you a good amount of XP and theStaff of Meldanen which is a good weapon to keep in your inventory, theMaster Key and Meldanen's Silver Tooth. No matter what your choice iswhen 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 Questand be rewarded 150 XP and 500 gold.

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----------------------------------~ SIDE QUEST: THE GAUNTLET ARENA ~----------------------------------

First of all you need to have the Gauntlet Pass from Graxx andGraxx is located in the Trade of Blades in the City Core. Ask himwhere you can get some action and he will tell you about an arenafight, he'll then sell you a pass for 50 gold so you can fight in thisarena. Head into the Board Laid Bare in the Blacklake District andspeak to the bartender who will then give you a Gauntlet Key. Go usethe key on the door in here and then head down some stairs and throughanother door.

Approach the arena and speak to Kellisai, ask her what the rulesare and then tell her you'll fight the first round, then she'llteleport you into the arena. Melee characters will have a bigadvantage over spell casters fo this bloodsport. For the first roundyou'll be fighting a Dwarf Fighter named Hrusk and his dog. This guyreally 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 hiswolf, this little bastard can give you a rough time 'cause his Dex isso high and he's good at dodging. You will want to use a weapon withat least a +1 Enhancement Bonus for this little guy, if you use onewithout a bonus it will take you forever to kill this Monk. He doesn'thurt you all that much with his attacks so just have patience andyou'll defeat him, when you do pull the lever, talk to Kellisai andtell her you're ready for the next round. For this round you'll befighting a big Orc Agar and his Cogar Cat. Don't be intimidated bythis Orc, he's a wimp and really isn't that hard to beat, when you dogo and pull the lever to grab your third medal.

Talk to Kellisai and enter the final round, you'll be fighting a

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human named Claudus and two Panthers. If you gave Kellisai 400 gold tocall 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 XPand the Gauntlet Champion Award, it's a necklace that doesn't have anyspecial properties or anything. By winning the award you now own theBoard Laid Bare so talk to the bartender to collect the earnings forthe week.

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-------------------------------~ SIDE QUEST: SAMUEL'S RESCUE ~-------------------------------

Go into the Board Laid Bare and speak with Thurin, ask him ifthere'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. Samuelis in a prison cell in the Meldanen Estate (see main quest in thissection). When you free him return to Thurin to be rewarded some goldand 100 XP.

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----------------------~ SIDE QUEST: UNREST ~----------------------

Near the district circle talk to a woman named Formosa and askabout Meldanen, then ask about her, then tell her you're looking forwork, tell her you'll do it to aquire this quest. She wants you tobring her the key to the Warehouse. When you fight Meldanen and hetalks to you, demand that he give you the key to his Warehouse or killhim to obtain the key. When you've aquired the Master Key andMeldanen's Silver Tooth, give them to Formosa to be rewarded 500 goldand a necklace, Periapt of Wisdom +1.

_______________________________________________________________________

-------------------------------~ SIDE QUEST: KILLING FORMOSA ~-------------------------------

When you fight Meldanen he will offer you a deal. The deal isthat 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.

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<><><><><><><><><> C1-4 ~ BEGGAR'S NEST ~ <><><><><><><><><>

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-- 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 aquirethis quest. The Guard, Walters, is in the Warehouse in this district.After you kill Drawl, (look in the Sword Coast quest in this sectionfor more info on Drawl), you'll notice a locked cell. Open it and talkto Walters. Tell him the way is clear to be rewarded 50 XP to completethis simple quest.

_______________________________________________________________________

-------------------------------~ SIDE QUEST: ALDO AND HECTOR ~-------------------------------

Near the center of the Beggar's Nest you'll see some guy named Aldoand a woman named Mattily. Speak to Aldo to aquire this quest, youmust 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 WagonRepair. Go in there and make sure you search the bookshelf in here andtake the Official Document off of it, this document is for Tomi'squest. Speak to Hector and tell him about Aldo, then escort Hector tohim. For this quest you will be rewarded 100 XP.

_______________________________________________________________________

----------------------------~ SIDE QUEST: FIND JEMANIE ~----------------------------

Speak to Harben Ashensmith or Drake in the Shining Serpent toaquire this quest. Jemanie is located in the Barricaded Home that istwo map pins above the entrance into this district. When you find himyou'll be rewarded nothing.

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----------------------------~ SIDE QUEST: FIND KRESTAL ~----------------------------

Speak to Harben Ashensmith or Drake in the Shining Serpent toaquire this quest. Krestal is located in the Barricaded Home upstairs,indicted by a map pin, above the Temple of Helm. When you find himyou'll be rewarded nothing.

_______________________________________________________________________

---------------------------~ SIDE QUEST: A LOST SOUL ~---------------------------

Go into the Temple of Helm and speak to Bertrand. Ask him what heis waiting for to aquire this quest. Offer to find his brother forhim. Next to the Great Graveyard is the dead body of Marcus. Take theJournal of Marcus Penhold and the unidentified magic staff; identify itif you can, it's the Penhold Staff. Return to Bertrand and give himthe journal to receive 50 XP, give Bertrand the staff to receiveanother 100 XP, 400 gold, and 3 alignment points toward good.

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--------------------------------~ SIDE QUEST: SWORD COAST BOYS ~--------------------------------

To aquire this side quest talk to Krestal; he'll tell you allabout Drawl and his gang. Go into the Warehouse in the north westcorner 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 rangedweapons against him. To complete this quest, finish the main quest inthe section below.

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--------------------------------------~ SIDE QUEST: HINTS OF CULT ACTIVITY ~--------------------------------------

In front of the Shining Serpent you will be jumped by four HiredThugs, kill them and take the Anonymous Letter from one of theirremains. Simply take this letter to Fenthick to complete this questfor 50 XP and 250 gold.

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

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~ SIDE QUEST: A MISSING BROTHER ~---------------------------------

Speak to Jemanie to aquire this quest, his brother Torin ismissing and Jemanie wants you to look for him. Torin's dead body islocated inside the Warrens of the Damned in the Great Cemetary in thesouth-east room. Take Torin's Ring from this unfortunate souls remainsand 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 forthe Estate Ward Stone. Go into the Strange Building in the north eastof this district. When you open the door say "you follow the way ofthe serpent" to be granted access, you must have the Estate Ward Stonefrom Jemanine to get in here. To complete this quest finish the mainquest 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 Zombieslurking around for a lot of XP. Go into the Shining Serpent Inn andtalk to Harben Ashensmith, he will give you some information on thisquest. You must go into the Great Cemetary and there are two ways toget in there.

The first way is by going into the Strange Building in the northeast of this district. When you open the door say "you follow the wayof the serpent" to be granted access to the Snake Cult Estate. Youmust have the Estate Ward Stone from Jemanine to get in here. Kill allof 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 Gulnanoff 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 theCrypts.

The second way to get into the Great Cemetary is by gaining accessto the crypts via the Warehouse in the north-west of this district.After you kill Drawl and free Walters (see above quests for more infoon Walters and Drawl), go down the stairs and through the door to enterthe 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

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keep your eyeballs peeled. If you want access to the other end of theCrypt then you'll have to enter it through the area above you didn'tbefore. 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 GreatCemetary. Kill all of the Zombies lurking around and then enter theWarrens of the Damned. If you're doing the Temple of Tyr side questthen open up the tomb on the left of the warren and put your CeremonialShield in the chest in front of it; go in there and take a book out thesarcophagus.

When you enter the Warren some possessed Zombie will be talking toyou and you'll see a couple of more while you're down here. Go throughthe 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 canturn the undead then you'll have an oppurtunity to really test out yourTurn Undead capabilities. In the room in the north-east corner look inthe armoire for an Ancient Key, this key unlocks the door that waslocked when you first entered the warren. Go to the south east cornerof the warren to find the corpse of Torin, take his ring 'cause he nolonger needs it (see the quest missing brother above for more info onTorin). Go and use the Ancient Key on the door by the entrance, searchall of the chests and a sarcophagus for a lot of items, including someArmor of Comfort. There is another mass XP gaining trick you can dohere, 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 levelwithin half an hour. For a real test of your gaming skills make about10-15 Mummies appear and then start killing 'em. At level 6 theMummies will give you 94 XP per kill; at level 7 the Mummies will giveyou 74 XP per kill; at level 8 the Mummies will give you 54 XP perkill; at level 9 the Mummies will give you 34 XP per kill. In case youhaven't noticed yet, the higer in levels your character becomes, theless XP you receive for killing creatures. After you've leved up (ifyou chose to) go into the room in the top center of the map for areally good battle.

>>> WATERDHAVIAN REAGENT NUMBER THREE

In this large room are a bunch of Zombies and other undeadcreatures, kill them all and you'll notice Gulnan casting spells atyou. 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, theYuan-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 SwordCoast Boys and Strange Cult. To officially finish the UndeadInfestation quest, go speak to to Harben in the Shining Serpent Inn tobe rewarded a Short Sword +1 and 200 gold. Take the Yuan-Ti Heart toLady Aribeth to find out information on the last Waterdhavian, you'llalso be rewarded 150 XP and 500 gold.

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<><><><><><><><><> C1-5 ~ DOCKS DISTRICT ~ <><><><><><><><><>

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-- 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 GateCaptain. Throughout this district you will be attacked by Muggers,Thugs, and Ruffians. Make sure you search their remains and take everySmuggler 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 andask him "why he needs gold" to learn about an auction in the SeedyTavern. Go onto the dock in the south-west corner of the map and talkto a Bloodsailor. Try to open up a chest on their boat and they willattack you so kill them, search their remains and take a BloodsailorUniform. In a chest on their boat is a Brooch, don't discard itbecause it is required to complete your henchman Daelan's quest. Ifyou're doing the Cloaktower side quest then go into the Wizard Lab inthe north. Make sure you buy a Bag of Holding from Jerol in Twenty ina Quiver, this bag will reduce the weight of the items put into it by100% so it is well worth the money. If doing the Art Theft quest thengo into the Androd Estate on the top of the map.

Go into the Locked House (just bash the door in or open it withspells) in the north east corner of the map and you'll be attacked bysome Bloodsailors. Head upstairs and kill a Bloodsailor Lieutenant,he's way tougher than a normal Bloodsailor. Search around up here tofind a Tavern Key and some Orders From Callik, now head to the SeedyTavern. There are three ways to get in here, go to the front door andput on the Bloodsailor Uniform I told you to take earlier, try to openthe front door and bribe a lady with some gold to get in, or use theTavern Key you just found on the side door.

Once inside the Seedy Tavern, speak to the Auctioneer to buy someitems with all of the Smuggler Coins you've found. You can purchasemagic 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 thedoor to see some guy named Chef guarding a door, persuade him intoletting you pass through the door he's guarding if you can. If youhave the Tavern Key then just open up the door and head on through. Ifyou can't persuade Chef or don't have the key then go upstairs and lookfor some guy named Ulfnog, talk to him and him about this Tavern and hewill give you the password. Go through the door Chef is guarding toenter the Bloodsailor Hideout.

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Go through the door and kill some more Bloodsailors. Search allof the rooms for items and such, in the south-west room you'll fightanother Bloodsailor Lieutenant, kill him and go down the stairs in thenext room. On this level of the hideout search all of the rooms andkill some more foes, in the north-east room is a friendly Bloodsailornamed Dara'Nei. Talk to her or kill her so you can obtain Dara'Nei'sLocket. Now you are to go to the Silver Sails Tading Company which islocated on the west side of the district.

Once you enter this place you'll be attacked by some Stag Beetlesand Giant Spiders, the spiders aren't that tough but will poison yourcharacter and do all sorts of other negative things, like encumber youand lower your strength. Explore the rest of this place and kill allof the enemies, you'll come across a strange door. Use Dara'Nei'sLocket to open the door, kill the Bloated Dire Spider (which is WAYtougher than all of the other spiders crawling around in here), andthen go into the Aqueducts.

This place is loaded with traps so take your time. If you'redoing the Temple of Tyr quest then there's a tomb you can enter in thetop-left corner of the map marked exit. Go to the Mysterious Boat onthe bottom of the map and talk to Charon. Ask him "to take medownstream" 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 ofhis guards, you can also see Vengaul though a fence. Callik won'tattack you when he notices you at first but will eventually. KillCallik and search his remains for an amulet, this is the MastersonAmulet 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'vecome for the Cockatrice and then you can either fight him or let himgo. When Vengual is gone, open up the crate with the ray of lightcoming out of it for the last Waterdhavian, the Cockatrice Feather,you'll also receive 200 XP for completeing the Trouble in the Districtquest. To complete the Waterdhavian quest take the feather and give itto Lady Aribeth, you will be rewarded 150 XP and 500 gold.

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--------------------------------------------~ SIDE QUEST: HINTS OF A TRAITOROUS INTENT ~--------------------------------------------

You'll get jumped by four Hired Assassins in front of the SeedyTavern, search their remains to find an Anonymous Letter. Take theletter to Fenthick to be rewarded 50 XP and 250 gold.

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------------------------------------~ SIDE QUEST: THE MASTERSON AMULET ~

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

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 thisquest. He wants you to recover an amulet for him. During the mainquest you'll fight Callik, take the amulet from his remains and returnit 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 andhave given Lady Aribeth all four Waterdhavian Reagents, tell Aribeththat you are ready to proceed to the Ritual Chamber. Note that onceyou proceed to the Ritual Chamber you will *NOT* be able to completeany of the above quests if you haven't finished them. I advise you dothem 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 previouslyin your inventory because you no longer need them.

>>> THE CURE AT LAST

In the Ritual Chamber talk to Aribeth, then go speak to LordNasher. 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 LadyAribeth to get your Journal updated.

>>> SINS OF A TRAITOR

After speaking with Aribeth go speak with Lord Nasher; then stepinto the portal by Aribeth to enter the Road to Helm's Hold. Speakwith Bregan on the left and find out if he knows anything. Head to thetop of the map and speak to a Strange Visage. When you're done talkinggo to the left of the map and enter the cave, which is a secretentrance into Helm's Hold.

Kill Jinkies who will begin attacking you, when he dies open thedoor at the end of the corridor. You'll see a little Gnome namedJohnny, go and speak with him to find out some information and thenyou'll be able to buy some equipment if you wish. Go into the cellarea on the left and kill all of the Zombies, you'll find an Orc namedYari the Knife in a cell, you can let him out if you want. Across fromYari's cell is Dumal's cell, go in there and speak to him for a bunchof information and your Journal will get updated, you can slay him ifyou please. Go up the stairs next to Johnny to officially enter Helm'sHold.

Explore the hold and kill all of the False Helmites lurking around

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and look for items and such, in the south-west corner you can go into acourtyad through a side entrance to kill a bunch of enemies for a lotof XP. In the top-corner room next to the stairs up, make sure youtake a book called the Book of Helm off of a bookshelf. In anotherroom in the north-east corner make sure you take a book called theBlack Grimoire off of a bookshelf.

>>> A DEVIL'S DEAL

Across from the bookshelf where you get the Black Grimoire is abig demon, Chaohinon of the Void. Talk to the demon and then you'llhave a choice to either banish it or complete the ritual. To banishthe demon place the Book of Helm on the altar; to complete the ritualput 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 theritual you will be able to choose your reward. You can choose a magicitem, a magic weapon, or some of the demon's power (which is justtemporary like you drank some potions or cast a spell), you'll alsoearn 300 XP. No alignment shift is involved if you choose to completethe ritual just so you know; you mine as well complete the ritual togain a magic item, it will be nothing spectacular so don't expectsomething great. If you choose to banish the demon then you can summonforth the spirit of the Guardian of Helm. To do this, put the Book ofHelm on the altar after you banish the demon, speak with the spirit andhe will offer you a magic item (Elven Court Bow), a magical item (Ringof Elemental Resistance), or offer you his powers, which is justtemporary like you drank a potion; you'll also gain 300 XP (I thankAlfred Jereza for sending in this secret to summon the Guardian ofHelm). 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 conversationwith him. You can't kill Fenthick so don't try to if you're tempted, Iknow he's in on it that traitor. Once you go through the door leadingupstairs by Fenthick you'll be trapped up there and won't be able toleave; you're about to have an intense battle with Desther so restbefore going up there to have full spell usage for the day before thechaos commences.

This is going to prove to be a challenging battle so drink all kindsof enhancing potions and cast numerous defensive spells. Desther is inthe middle room and is inside of a magic pentagram being cast by thefive Ritual Creatures surrounding him, there's also Zombies, SkeletonMages and Revenants all over the place. Kill all five of the RitualCreatures and then Desther will commence his attack. When you'vebeaten Desther down so much he will give up, talk to him to find outloads of new information. Tell him to "shut up 'cause you want to lookaround." Check the small rooms for a lot of good items and then talkto Desther again, tell him "you're taking him back to Neverwinter" andyou will proceed to chapter two.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

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#20C ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER TWO ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

CHAPTER TWO "CONTROL F" NAVIGATION CODES:C2-1 Port LlastC2-2 North RoadC2-3 East RoadC2-4 South RoadC2-5 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 youaround 25 hours or so if you do all of the quests and are fast atovercoming all of the challenging obstacles and difficult battles thatlie ahead. You'll start this chapter off in a room in Kendrack'sBarracks and a woman named Larana will run up to you and give you someinformation. Go through the door to be in a large room to see LadyAribeth, along with all of your henchman and some warrior named AarinGend. Go and talk to Lady Aribeth to find out some valuable main questinformation on the Search for the Cult. Speak to all of your henchmanin here and aquire all of their side quests, you won't have to pay themto fight by your side like you had to in the first chapter. Speak toKendrack in here and you'll aquire the Bounty Hunt side quest. Speakto Aarin and he will tell you of some caves in the north and your entryin your Journal for the main quest will get updated. Leave thebarracks 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 anotherside quest, Gerrol's Wife. Explore the rest of the port and talk to abunch of people for more side quests, look in the sections below as tohow to aquire and complete them. Buy some new equipment in all of the

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shops and then head to the North Road to continue in the main quest.

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---------------------------~ SIDE QUEST: BOUNTY HUNT ~---------------------------

To aquire this quest speak with Kendrack in his Barracks, ask himwhat the problem is and he will tell you of a bounty for some escapedprisoners. Agree to find these criminals for Kendrack, you are tobring him their ears. Note that you may hunt down the four criminalsin any order you wish, not just the one I'm suggesting.

The first criminal is located in the North in the Green Griffon Innarea in the Inn itself. Go upstairs and open the last door on theright by bashing it, casting spells, or using your Rogue talents. Youmay want to cast some defensive spells or drink some potions becausethis is going to be a good fight. The criminal, Zor, is in the form ofa big Minotaur and is a brutal opponent, watch out for his Knockdownattack. After you beat the beast down to near death he will ask you tospare his life. If you decide to kill Zor, search his remains and takehis ear, if you let him live he will give you his ear for sparing hislife. Bring Zor's ear to Kendrack and you will be rewarded 300 goldand 125 XP.

The second criminal, Delilah, is located in the East Road insideof the Archeologist Barracks. Go upstairs and she'll begin attackingyou, when you get her near death she will speak to you. Spare or takeher life and you'll obtain Delilah's Ear, take it and give it toKendrack to be rewarded 300 gold and 125 XP.

The third criminal, Wyvern, is located in the north-west corner ofthe Druid Encampment in Neverwinter Wood. Start attacking him and whenyou've beaten him down to near death he will speak to you; you mayspare his life or kill him. When you have received Wyvern's Ear takeit to Kendrack to be rewarded 300 gold and 125 XP.

The fourth criminal, Stirge, is located in the Farmland in theSouth. Go to the Old Tree Hollow in the north and speak to Stirge, youcan let him go without a fight and he'll give an ear. If not, thenkill him to obtain Stirge's Ear. Take the ear and give it to Kendrackto be rewarded 300 gold and 125 XP. Kendrack will also give you a keyto the Port Llast Mines for bringing him the four ears and you will notobtain this key until you've given him the four ears.

Now that all of the criminals have been dealt with, Kendrack tellsyou 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 killsome Orcs and Ogres, head north and then make your way south-east, gointo 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 orspare his life to aquire Yesgar's Key and Ear and a Necklace of PrayerBeads (there's also this same key in the chest in here for you to takeif you've spared his life). Open up the door to Yesgar's Hideout and

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use the key on the cell in here to find Kendrack's daughter,Shaldrissa. Speak to her to find out some information and then returnto Kendrack, who will reward you 300 gold and 125 XP for giving himYesgar's Ear. For rescuing his daughter and completing this quest,Kendrack will reward you an additional 500 XP.

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-------------------------------~ SIDE QUEST: WEREWOLF HUNTER ~-------------------------------

Go into the Temple of Tyr and speak with Neurik, ask him who is heis, and then ask him if he needs assistance to aquire this quest. Hewants you to kill some Werewolves and to bring him their rings, he willgive you four Silver Charms to help you in this quest. Neurik sells alot of merchandise and this temple is where you'll end up if you usethe Stone of Recall during this chapter. You can also get back questpertaining 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 anyorder you wish, not just the one I'm suggesting.

The first Werewolf, Urth, is located in the Outlying Farm in thesouth-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 thedoor to see a big Werewolf, Urth. Start attacking the wolf and whenyou get him near death he will talk to you, kill him or give him aSilver Charm to cure him and spare his life. Either way you'll getUrth's Ring so take it to Neurik and give it to him to be rewarded 150gold and 74 XP.

The second Werewolf, Geth, is located on the East Road in thesouth-west corner of the map by the entarnce into Charwood. Geth isjust standing in the middle of the road so start attacking him. Whenyou get Geth near death he will speak to you, you can either give him aSilver Charm to cure him or you may kill him, either way you'll receiveGeth's Ring. Take the ring and give it to Neurik to be rewarded 150gold and 74 XP.

The third Werewolf, Bran, is located in the cave in the north-eastconer on the South Road. Kill all of the wolves and Worgs lurkingaround and you'll find Urth in the back of the cave. Start your attackand when you get him near death, Urth will speak to you. Give him aSilver Charm to cure him or kill him, your choice. Take the ring toNeurik to be rewarded 150 gold and 74 XP.

Now that more of this quest is revealed, we're now in searh of SirKarathis. Go to the Green Griffon Inn are in the North and go into thecave in the south-east corner. Note that in order for Karathis to bein this cave you must kill, or cure, the previous three Werewolves. Goto 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 neardeath. Give him your last Silver Charm to cure him or kill him, yourchoice. You will receive the Journal of Sir Karathis Ironheart eitherway and find out some information on who the Black Werewolf responsiblefor this fiasco is, Alhelor. Bring the journal to Neruik and he will

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ask you to slay Alhelor.

Go into the Alliance Arms Inn in Port Llast and speak to Ander, hewill 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 themap. Go and speak to Alhelor, tell him you know he's the BlackWerewolf and kill him, you will not be offered to spare his life.Search his remains when he falls victim to yourblade/mace/staff/wand/axe/bow/spells and take Alhelor's Tooth andDelver's Armor, a good suit to put on if you're able to wear heavyarmor. Take the tooth and give it to Neurik to be rewarded 750 goldand 750 XP for the completion of this quest.

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--------------------------------------~ SIDE QUEST: FIVE TOMES OF ISMASKAR ~--------------------------------------

Speak with Eltoora in Eltoora's Magical Sundries, tell her you'relooking for some work and she'll tell you about some tomes she wantsyou to recover. Agree to help her to aquire this quest, you don'thave to be a Wizard or Sorcerer to do this quest for Eltoora like youhad to be in chapter one. To be able to buy equipment from Eltoorayou'll have to give her a reagent, ask her what one is for a list ofreagents she'll accept. Note that you can aquire the tomes in anyorder you wish, not just the one I'm suggesting.

The first tome is located the Neverwinter Wood Heart of the Forestarea in the cave to the east, this is actually Setara's House. Fromwhere you enter this home, go into the door directly south and take theTome of Resonance off of the shining bookshelf. Return the tome toEltoora and she will reward you 500 gold and125 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 theroom directly below of where you entered the tower. In this room is aglowing bookshelf. Take the Tome of Ice and return it to Eltoora to berewarded 500 gold and 125 XP.

The third tome is in Karlat's Tower located in Jahreg's Castle inCharwood Village. Go into the room furthest south-west on the map andtake the Tome of Fire off of the glowing bookshelf (see side questVillage of Eternal Night for more specific tome information). Returnthe tome to Eltoora to be rewarded 500 gold and 125 XP.

The fourth tome is in Quint's Tower located in Jahreg's Castle inCharwod Village. In the room marked Bloodstained Book on the map is aglowing chest, bash it open and take the Tome of Death out of it (seeside quest Village of Eternal Night for more specific tomeinformation). Return the tome to Eltoora to be rewarded 500 gold and125 XP.

The fifth and final tome is located in the Green Griffon Inn areain the North. Go to the north-east of the map and kill some Zombies,

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then go into the Gravekeepers Shack . Speak to the Caretaker and he'llgive you some information on the Arcane Brotherhood pertaining to thisquest. When you've found out enough information you can persuade theCaretaker to lower the price of a key you must buy if you are tocomplete this quest. When you've aquired the Mausolem Key, go into thegraveyard and into the Arcane Brother's Tomb marked graveyard on themap 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 killthem all. To the right of this gate is a chest, open it and take theCorpse Hand out of it, this hand is needed for Grimnaw's Tale so don'tdiscard it. Go through the now-broken gate and search for a Tomb Keyinside of a chest in the north-east corner. Go the the north-west ofthe map and use the Tomb Key on the door, head into a large room tobattle a Cult member from the Arcane Brotherhood, Toras. This willprove to be yet another tough battle among the many previous toughbattles you have fought and prevailed over thus far. Wizards andcasters of the Arcane shouldn't have too many difficulties here butmelee type characters can expect a really good fight. The room is alsofilled with powerful Skeleton Mages and Zombie Lords so you might wantto concentrate on taking them out first from a distance. Toras isloaded with highly advanced spells and loves to Paralyze you foragonizingly long periods of time (approximately one full turn, which isten rounds) so be careful. Characters below 10th-level don't stand achance against Toras, hiring a henchman might not be a bad idea forthis fight. When Brother Toras has fallen victim to your mighty orinfernal wrath, search his remains for the Tome of Life, search thechests in this room for some good items. Take the tome and give it toEltoora to be rewarded 500 gold and 125 XP. For the completion of thisquest you'll receive no additional XP, gold, or items.

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----------------------------------~ 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 forhim. He will give you a key to Wanev's Cottage, don't discard thiskey. Note that you may aquire these gems in any order you wish, notjust the one I'm suggesting.

While you're in the North in the Green Griffon Inn section, gointo the Inn itself and speak to a woman named Zamithra. There are twoways you can obtain this Serpent Gem. You can kill Zamithra right nowby saying "are you trying to pick me up?" This will offend Zamithra soshe and her body guards will begin attacking you, kill them all andthen search Zamithra's remains for her room key. Or, you can say toZamithra "you look tired" and she will begin to tell you about her longday of killing Orcs, then she will go upstairs to retire. Follow herup to her room and open up the chest in there for Zamithra's Gem. Ifyou've killed Zamithra downstairs, then just use the key you found onher body and open up the SECOND door on the right upstairs, open thechest to take Zamithr'a Gem out of it. Return the gem to Elaith to be

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rewarded 200 gold and 250 XP.

The second Serpent Gem is located in the Heart of the Forest inthe Neverwinter Woods in Setara's House. You'll find Setara in thesouth-east room. Speak with her and ask her for a job, she'll tell youabout mirror she needs. During the main quest in the Neverwinter Woodarea, you'll find the Mirror of Vanity in the Nymph's Home (see themain quest Spirit of the Wood for more specific information). Simplygive the mirror to Setara and then she'll give you Setara's Gem inreturn. If you don't have the mirror, or have it and just don't wantto give it to her for some odd reason, then kill Setara and take thegem from her remains. Return the gem to Elaith to be rewarded 200 goldand 250 XP.

The third and last Serpent Gem is located in Wanev's Tower (seeWanev's Tower side quest for more specific information). The gem islocated in the Summoning Chamber inside of a chest near the bridgeentering the Gulgash room. Take the gem and give it to Elaith; for thecompletion of this quest you'll receive 600 gold, 250 XP, and someArmor of Loyalty.

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-----------------------------------~ 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. Justkeep 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 getthe full story on Lady Aribeth. When you have completed this quest,Aribeth will give you a ring for being such a good listener. If yourresponses were rude and ignorant towards Lady Aribeth during her tale,then she will *NOT* reward you with the ring. And also not that onlyMALE characters can aquire this ring; Aribeth will not reward femalecharacters with this ring.

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----------------------------~ SIDE QUEST: AARIN'S TALE ~----------------------------

All this quest involves is listening to Aarin Gend. Ask him "howhe 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 toget Aarin's full story. When you have heard his full tale Aarin willreward you with nothing. Note that if you're a female character thenAarin will reward you with a ring.

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~ HENCHMAN QUEST: DAELAN'S TALE ~---------------------------------

Speak with Daelan in Kendrak's Barracks and hire him as yourhenchman. You won't have to give him any gold for him to fight by yourside like you did in in chapter one. This quest works like his lastone, you won't find out the whole story until you're level 10. You'lleventually find out that Daelan needs you to find an axe for him. TheGreat Axe is located in Mutamin's Challenge level three, you have tokill Gorkan the Dwarf to get it (see side quest Mutamin's Challenge formore specific axe information). Give the axe to Daelan and he willreward you with 200 XP and an Amulet of the Tiger Tribe +3 (Str +3,Immunity: fear).

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-------------------------------~ HENCHMAN QUEST: LINU'S TALE ~-------------------------------

Speak with Linu in Kendrak's Barracks and hire her as yourhenchman. You won't have to give her any gold for her to fight by yourside like you did in in chapter one. This quest works like his lastone, you won't find out the whole story until you're level 10. You'lleventually find out that Linu needs you to find her husbands journalfor her. The Journal of Synth La'neral is located on level one of thetroll caves in the East Road. Go in the north-west corner and searchthe corpse (see side quest What Lurks Below for more specificinformation on the journal). For giving Linu the journal she willreward you with 200 XP and the Pendant of the Elf +3 (Dex +3,Darkvision).

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-------------------------------------~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~-------------------------------------

Speak with Boddyknock in Kendrak's Barracks and hire him as yourhenchman. You won't have to give him any gold for him to fight by yourside like you did in in chapter one. This quest works like his lastone, you won't find out the whole story until you're level 10. You'lleventually find out that Boddyknock needs some Prism Blossom seeds.The seeds are located in the first level of the Creator Race Ruins in acrate to the immediate right upon entering the ruins (see side questWhat Lurks Below for more specific information on the seeds). Give theseeds to Boodyknock and he will reward you with 200 XP and a LantaneseRing +3 (Cha +3, Regeneration +1).

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----------------------------------~ HENCHMAN QUEST: GRIMNAW'S TALE ~----------------------------------

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Speak with Grimnaw in Kendrak's Barracks and hire his as yourhenchman. You won't have to give him any gold for him to fight by yourside like you did in in chapter one. This quest works like his lastone, you won't find out the whole story until you're level 10. You'lleventually find out that Grimnaw needs a Corpse Hand. The hand islocated in the Arcane Brother's Tomb in the Green Griffon Inn area'sgraveyard to the North (see side quest Five Tomes for more specificinformation on the hand). Give the hand to Grimnaw and he will rewardyou with 200 XP and the Amulet of the Longdeath +3 (Con +3, SpellResistance: 10).

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----------------------------------~ HENCHMAN QUEST: SHARWYN'S TALE ~----------------------------------

Speak with Sharwyn in Kendrak's Barracks and hire her as yourhenchman. You won't have to give her any gold for her to fight by yourside like you did in in chapter one. This quest works like his lastone, you won't find out the whole story until you're level 10. You'lleventually find out that Sharwyn needs a Lock of Nymph's Hair. Thehair is located in the Nymph's Home in the Neverwinter Wood area (seemain quest Spirit of the wood for more specific hair information).When you give Sharywn the hair you will be rewarded 200 XP and the Beltof the Performer +3 (Cha +3, Perform +2, Persuade +2).

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-------------------------------~ HENCHMAN QUEST: TOMI'S TALE ~-------------------------------

Speak with Tomi in Kendrak's Barracks and hire him as yourhenchman. You won't have to give him any gold for him to fight by yourside like you did in in chapter one. This quest works like his lastone, you won't find out the whole story until you're level 10. You'lleventually find out that Tomi needs a gem. The gem he seeks, the Starof Calimshan, is located in Wanev's Tower in the middle room in a chestguarded by Bugbears (see side quest Closing Wanev's Portal for morespecific gem information). For giving Tomi the gem he will reward youwith 200 XP and a Ring of the Rogue +3 (Dex +3, Open Lock +2, DisableTrap +2).

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<><><><><><><> C2-2 ~ NORTH ROAD ~ <><><><><><><>

-- AREAS IN THE NORTH:

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- 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 andOrc Cave), another one to the left (Goblin and Orc Cave), and anotherone above these two (Bugbear Cave). In the upper north-east corner ofthe map are the Port Llast Mines. If you're a Druid or a Ranger thenthis chapter will hone all of your class skills since there are a lotof wooded areas and wild animals running around. Head into the BugbearCave.

Kill some Bugbears and explore this cave. You'll run into aBugbear Beastmaster in the Kennels, he'll release a Dire Wolf and areally 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 talkto 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 othercell in here to see Leah, talk to her and free her, this is Gerrol'swife. On the top of the map are stairs going up, on the right of themap are stairs going down. Go into the room by the stairs up map pinand kill the Bugbear Chief, he'll prove to be a formidable opponent.When he finally dies, search his remains for some good armor. Open upthe chests in this room for more items and then go up the stairs to bein the Goblin and Orc Cave, the stairs going down take you to the OgreCave.

Explore the Goblin and Orc cave, the map pins marked exit in herelead out to the North Road. In the south-east corner of the cave isthe Orc Temple, go in there and kill the Minitaurs, search the chestsfor 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 somegood items. Bash the door past the throne and kill an Ogre, search thechests for some more items. In the upper-middle of the map is theGoblin King, kill him and search his remains and chamber for more gooditems. Open the cell in here and talk to a Bugbear prisoner for someinformation, you can kill him or let him go, your choice. When you'redone exploring this cave go back into the Bugbear one, go down thestairs to enter the Ogre Cave.

As soon as you go through the first door in the Ogre Cave you'llsee a prison on the right, bash the door in and speak to Nugalt. He'llgive you some information about the Cult and Dergiab, you can either

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let Nugalt go or kill him, your choice. Explore the cave and you'llfind Dergiab's Lair in the south-end. Kill Degiab and some cultistnamed 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 thenreturn to Lady Aribeth after you have finished exploring this cave(there's a portal in the small room off of Dergiab's Lair that willteleport you out to the North Road). Tell Lady Aribeth about Ganon'sJournal and you will lose the item and get more information on thisquest.

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------------------------------------------------~ 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 willrun up to you and speak, this is how you aquire this quest; Solomonwill give you his ring. He may show up at other places but he WILLmake an appearance very early on in this chapter. At some point duringthis chapter Solomon will run up to you again and warn you to stopdelving into the cult business. At another point in this chapter whenyou're on the North Road you will run into Solomon yet again, this timehe attacks you. Kill him and his bodyguards, he is surprisingly toughand has good parrying skills, his bodyguards are nuisances but theydon'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 toLady Aribeth to find out more information about the main quest.

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-----------------------------------------~ SIDE QUEST: NORTH ROAD: GERROL'S WIFE ~-----------------------------------------

As soon as you leave Kendrack's Barracks in Port Llast for thefirst time a farmers son will run up to you. Ask him what the problemis and that you'll help to aquire this quest. When you enter the NorthRoad, speak to Gerrol in front of his house on the left to obtain moreinformation on this quest. His wife Leah is in the Bugbear Cave in theprison, free her and return to Gerrol to be rewarded 250 XP and atleast 150 gold.

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------------------------------~ SIDE QUEST: DERGIAB'S HEAD ~------------------------------

To aquire this quest, speak with Gerrol and ask him him whoDergiab is, then tell him you could help, and then agree to help him.

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Dergiab is located in the Ogre Cave and you'll fight him during themain quest for this area. When you have killed Dergiab, take his headto Gerrol to be rewarded 250 XP and at least 150 gold.

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-----------------------------------~ SIDE QUEST: MUTAMIN'S CHALLENGE ~-----------------------------------

>>> Note: You may want to be at a higher-level (10+) before attemptingthis quest for there are many tough foe ahead so have a lot of healingpotions on hand.

In the Green Griffon Inn area go into the Inn itself and speak toa man named Dydd and persuade him into telling you about a competitionto aquire this quest. Go and speak to Mutamin, tell him you want toenter the competition and he will give you a Basement Key. Go downinto the basement and speak with Jaroo, he will teleport you toMutamin's Challenge level one after you give him 500 gold. He willexplain that if you leave the challenge then you will have to payanother 500 gold to re-enter the competition.

The goal of this quest is to find a Crystal Egg. Explore thislevel and prepare for a lot of tough battles with tons of Dire Spidersand Ettercaps, the spiders will poison, encumber, and lower yourstrength so beware, the Ettercaps will entangle you. If things get toohairy for you then use your Stone of Recall to rest up and teleportback in here, you won't be charged as leaving the challenge. In thenorth-east corner of the map is to level TWO (there's two exits thatway, this one refers to the top-most one) and is guarded by a QueenSpider. The egg isn't located on this level, a Crystal Skull and aCrystal Frog are but they both are not needed items. The skull is inthe second room on the left in the long corridor (if you were goingDOWN it) inside of a chest. Near the other stairs leading to levelTHREE is a Yuan-Ti, speak to her and ask her her riddle, the firstanswer is 15. Talk to her again and this time the answer is 12trinkets, 6 girls, she will give you the Crystal Frog for getting itright, you can also kill her to obtain the crystal. Kill all of theenemies on this level for a lot of XP and head down to level TWO ofMutamin's Challenge.

The egg isn't on this level of the challenge but do it for all ofthe XP you'll gain. Some Minotaurs roaming around on this level willdrop 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 ifyou can, I never did so I'm sure if you do she'll give you informationor something. Explore the rest of this level and then head down toMutamin's Challenge level three after you annihilate the MinotaurChieftan.

The Crystal Egg is on this level of the challenge. If you'veentered this level of the challenge from the north-west BOTTOM doorfrom the FIRST level of this challenge there will be a big room with astatue in it and eight doors leading to small rooms with chests in

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them. Interact with the statue to reveal a riddle, the answer is 19 socheck the signposts in front of the doors until you find the answer, goin the room and take the Puzzle Key out of the chest so you can advancefurther into this level. There is also a Pillar of Light down herethat doesn't do anything and really serves no purpose. This level hasa lot of Skeleton Warriors, Skeleton Mages, Ghouls and other undeadthings and it is a moderate challenge but not too bad. In the hallwaypast the Pillar of Light is a man named Gam, go and speak to him. He'sinjured so you can give him a potion, tell him to hold on 'cause youwant to check things out, or kill him. If you heal him he'lldisappear, he has no good items so don't expect anything good if youwhack him. Open up the door Gam is standing by and go into the roombeyond to kill a Skeleton Chieftan. When you have cleared the room ofenemies, open up the chest to find the Crysal Egg. Go down thecorridor 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 hisremains. 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, thecompetition exit is in the south-east corner. Explore the rest of thislevel and go to the competition exit, place the Crystal Egg into thepurple glowing chest, interact with the statue behind the chest to beteleported back to Jaroo. Return to Mutamin to be rewarded 900 goldand 500 XP, you can persuade him into 300 more gold, he'll also giveyou the Broewenede Family Armor.

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<><><><><><><> 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 ~

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

In Port Llast to the right of Eltoora's Magical Sundries is aplace called Ballard's Grove, talk to Druid named Ballard and tell himyou're looking for work, agree to help him to aquire the Spirit of theWood main quest. Another way to get this quest is to talk toAarchdruid 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 onNeverwinter Wood and this quest. After your Journal gets updated youmay enter the Wood, talk to Dregin and he will open up the gatesleading into the forest, cross the bridge and enter the NeverwinterWoods, Deep Woods.

A Dryad will begin attacking you and saying "get away from mytree." Start fighting the Dryad and after you get her near death shewill speak to you, she'll give you a lot of information pertaining tothe quest. When she's done talking you can either let her go or killher, your choice. If you're doing the Missing Druid side quest then gointo the cave in the south-east corner. When done exploring the DeepWoods, 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 Druidsand Rangers. In the north-west corner you will find a man locked in aroom, speak to him to find out some more information pertaining to thisquest. Search the rest of the home and you'll come across some Grigsand 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 inthe middle of them will incinerate 'em all in one glorious blast!You'll find another guy, Terari, in the south room, speak to him tofind out some more quest related information, if you're doing themissing Duid side quest then this is one of them so make sure you freehim instead of killing him. In the small room off of this one with thethree slaves in it, make sure you open the chest and take the Lock ofNymph's Hair out of it, this is required for Sharwyn's Tale so don'tdiscard it. When you find the Nymph in the north-east corner roomspeak to her and she will give you loads of information about thequest. When you have finished this very lengthy conversation, open thechest in here and take the Cerominal Dagger, Mirror of Vanity, and theTreatise of the Spirit of the Wood out of it. Leave this home andenter 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 theMissing Druid side quest then head into the cave in the east. Go tothe Spirit Falls and interact with the altar there, choose responsenumber 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 andGrigs. When you cross the first bridge speak with Relmar and he willgive 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 hisremains and take Relmar's Journal and a magical belt that will make youimmune to poison if you equip it. You have just slain the Cult Leaderand your Journal will get updated, read the new entries for the quests

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that get updated. Cross the bridge that you fought Relmar on andsearch the rubble, take the Spirit Poison Antidote. Go to the east-endof the map and fight the Spirit of the Wood, which is a large WhiteDeer, when you beat it down a bit it will speak to you, listen to whatit has to say and you can either cure it or kill it. To cure thespirit, just use the spirit poison antidote on it and tell it you havethe cure, you will be rewarded 125 XP for curing the spirit. Return toArchdruid Aawil and tell him you have cured the Spirit of the Wood, youwill be rewarded 500 gold and 375 XP for completing the Spirit of theWood quest. Return to Lady Aribeth and give her Relman's Journal to berewarded 750 XP and you'll find out that you must get into Luskan butfirst 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 theside quests in this area.

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------------------------------------------------------~ MAIN QUEST: THE SEARCH FOR THE CULT: VARDOC'S HUNT ~------------------------------------------------------

After you finish completing the main quest in the North, go intothe Green Griffon Inn and some guys named Lerner and Thurwin will runup and talk to you, ask them about their friend and you'll aquire thisquest; you MUST talk to both of them if Vardoc is to make anappearence. This quest is just a very small portion of the entire mainquest. 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 appearon the South Road so don't worry if he isn't on the East Road. He willprove to be yet another formidable opponent with superb melee andparrying skills, when he is slain search his remains and take theLetter to Vardoc. Take the letter and give it to Lady Aribeth to learnmore of the main quest Search for the Cult. You will come to find outthat more information is required before this quest gets completed.While you're in the Realm of the Spirit kill Relmar and take hisjournal, take the journal to Lady Aribeth to receive 750 XP.

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--------------------------------~ SIDE QUEST: WHAT LURKS BELOW ~--------------------------------

To aquire this very long but interesting side quest, go by theArcheologist Barracks on the East Road, you'll see a man named Jaxstanding in front of them. Speak to Jax and ask him why he looks sonervous, he will then tell you about the Troll Caves and of the CreatorRace. Listen to the rest of his interesting story and agree to findthe 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, theyall lead to the Troll Cave. Go to caves in the south-west corner andenter 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 theSimpleton's Mother side quest), to the south is going deeper into the

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caves indicated by map pins. Go by the Shallow Caves door and search acorpse for a Troll Letter and your Journal will get updated for thisquest. In the corridor to the right of this exit search a corpse andtake the Journal of Synth La'neral, this journal is required for Linu'sTale so don't discard it. Go back to where you entered this cave andyou'll see a heavily trapped door, break through it and kill the TrollChieftan, beware of his Knockdown abilities. When you've killed thechief take his head, this is the troll head that Lenton wants. Explorethe rest of the cave for a lot of good items and XP, when finished headdeeper into the caves to Troll Cave level two.

Explore this gigantic level of the cave to gain a lot of XP andaquire a ton of items. In the south-end of the cave are the stairsgoing deeper into the caves, there are no quest pertaining items onthis level so head down to Troll Cave level three after you kill all ofthe creatures on this level.

You'll be involved in a tough battle with some Troll Shaman andOgres 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 across between a Shadow and a Zombie. In the bottom middle room on themap is a door leading to a tiny room, open it and talk to Darius, getsome information from him and then send him on his way. To the east isdeeper into the caves, explore the rest of this level and go downstairsto enter level one of the Creator Race Ruins.

Open up the crate on the immediate right and take the PrismBlossom Seeds, don't discard them because they are needed to completeBoddyknock's Tale. To the upper north-east is the entrance into thelower levels and it is guarded by a Seal Guardian Golem, you need aring if you are to pass. You may also kill the Golem if you please, itisn't that tough for a Fighter or Barbarian with a +2 blade, highStrength ability score and a good choice of feats. If you kill theGolem search its remains and use the Seal Key on the door the Golem wasguarding. If you'd rather not chance getting your ass knocked througha loop, the Golem Signet Ring is located in the bottom north-eastcorner of the map guarded by a Helmed Horror. Beware of all theMinogons down here and there Stun spells. Explore the rest of thislevel and then show the Golem the ring to proceed to the Creator RaceRuins level two.

Again there is a Seal Guardian Golem in the north-east corner ofthe map, kill it (it's a bit tougher than the previous one) to obtainthe key or find the password. The password is on the Creator Scrolllocated in the south, there are three little rooms down there withFlesh 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 usethe key to go down to the third and final level of the Creator RaceRuins.

As soon as you enter the third level you'll be attacked by a SealGuardian Golem, you have no choice but to fight this time. When itfinally dies you'll notice that the gate it was guarding requires akey. Open the other door in the room and head to the room in thecenter of the map with a dead thief in it, search it and take theStolen Seal Key and the Thief's Journal. Go and use the key on theseal and kill three Creator Sorcerers, beware of their Fireball and

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Magic Missle spells, they'll also summon some Familiars to aid them inkilling you. When you have killed all of the Sorcerers, open up thegate in here to fight another Creator Sorcerer, beat it down a bit andit'll talk to you, you can either kill it or not, your choice. Open upthe chest by the portal to FINALLY get the tome Jax wants, the CompleteHistory of the Creator Ruins. Step into the portal and give the tometo Jax to be rewarded 500 gold and 500 XP. You can keep the book ifyou choose to but it serves no purpose if you decide to keep it.

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-----------------------------------~ SIDE QUEST: A TROLL HEAD TROPHY ~-----------------------------------

On the East Road go into the Archeologist Barracks and try tospeak to a man named Lenton, he's distracted by beating up a trainingdummy, to get his attention cast a Charm Person spell on him. Ifyou're not able to cast spells then you'll have to buy a Rod ifBeguiling in Eltoora's Magical Sundries (which is INSANELY expensive),the rod lets you cast Charm Person no matter you characters class; theonly way to get his attention is by this spell - THAT I KNOW OF, theremay be another way. Speak to him and you'll learn that he wants to youto kill the Troll Chieftan for him, agree to do this for him and he'llinform you the he wants the chief's head as proof of his defeat. Whenyou do the What Lurks Below side quest you'll fight the Troll Chieftanon the first level of the Troll Cave, take his head and give it toLenton to be rewarded 200 XP and 3 alignment points towards good.

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--------------------------------------~ SIDE QUEST: THE SIMPLETON'S MOTHER ~--------------------------------------

While in the Archeologist Barrack's on the East Road speak to aman named Revat and ask him what's wrong. He'll tell you his motherwas 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-eastcorner of the map for the East Road is a cave, enter it to be in theTroll Cave Storage Area. Explore the cave and fight some Trolls, theycan be a real nuisance because they rapidly regenerate lost HP and itcan get quite aggrevating if the random dice roll generator isn't beingyour friend that day by having your character miss ten melee attackattempts in a row. The Ogres lurking around aren't nearly as tough asthe Trolls so at least that's a plus. In the south-end of the cavenear the map pin marked deeper into the caves you'll see Revat'smother, Janis. Go and speak to her and find out a lot of informationon her captors, give her Revat's Ring and then she'll use it teleporthome. Return to Revat to be rewarded 200 XP, and an additional 375gold if you can persude him.

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------------------------------~ SIDE QUEST: MISSING DRUIDS ~------------------------------

In the Druid Encampment in Neverwinter Wood speak to AarchdruidAawil, ask him about the missing Druids and persuade him into tellingyou about this quest, agree to find the three Druids and this questwill be added in your Journal.

The first Druid, Terari, is located in the Nymph Home in the DeepWoods. He is located in the south room, simply talk to him to find outsome information on the main quest and then let him go. You'll get 50XP 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 caveand kill some Ettercaps, Phase and Sword Spiders, they shouldn't posemuch of a threat to your character. You'll find the Druid in theFeeding Chamber in the south-east corner of the map. Enter the chamberand fight the Queen, she will prove to be WAY more powerful than all ofthe other spiders in here and can encumber, poison & entangle yourcharacter. When you have killed the Queen, check the web in the middleof the chamber and Orlane will appear, get some information from himand then let him go to be rewarded 50 XP.

The third Druid, Bree, is located in the Heart of the Forest areain the cave in the east, which is actually Setara's House. Search thishouse and kill some Air Elementals, they have a strong Knockdown attackso beware. There's also some Invisible Stalkers, Air and Ice Mephitslurking around in here, they too have a good Knockdown attack but areextremely weak. From where you enter this home go into the doordirectly south and take the Tome of Resonance off of the shiningbookshelf, this is for the Five Tomes side quest. You'll find Bree ina prison cell in the south-west corner, but you need the key to openthe 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'sMirror, simply give her the Mirror of Vanity to complete the job. Youneed her gem so if you give her the mirror she'll give you Setara'sGem, this gem is for the Serpent's Gem side quest. She'll also giveyou the prison key. If you don't give her the mirror then just killher and take the gem and key from her remains. Go to Bree's cell, openit up and free her to be rewarded 50 XP. Return to Aarchdruid Aawiland you will be rewarded a total of 900 gold and 297 XP for thecompletion of this quest.

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----------------------------------~ SIDE QUEST: THE DRUID'S CIRCLE ~----------------------------------

While you're in the Druid Encampment talk to a woman named Jaerand ask her about her challenge, she will then tell you about thischallenge, accept the challenge and this quest will get added to yourJournal. This side quest is only available for Druids (even if multi-classed as one), so please, no e-mails asking me how your Barbarian,

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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 Druidcharacters out there reading this and partaking in this quest. Druidsdon't interest me and I wouldn't want to play the game all the way upto 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 thatwas left incomplete. This quest is another mass XP builder. To gaintons of extra XP, just drop all of the "circle rings" Jaer gives youafter each battle (don't collect the 1st Circle Ring from her or thisquest will end) and then do the challenge over and over to gain acouple of levels.

After accepting Jaer's challenge (it would be pointless to castany defensive spells) she will cast a spell upon your Druid to loweryour spell resistance and remove any defensive spells you may haveempowered your character with, you will then be teleported to thebattle ground and have a go at some fellow Druid named Welcar.Seagrave recommends that as soon as you gain control over yourcharacter to go Invisible via a potion or the Ring of Invisibility,doing this will make Welcar just stand there doing nothing for he can'tsee you. Now you may cast protection spell on your Druid so power upand 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 4thCircle Ring and 150 XP. Speak to Jaer again and then tell her you'reready for the next level of the challenge.

For this round you'll be fighting another Druid named Henna, whenshe is defeated then search her remains for another good random itemand gold. Exit the battle grounds and speak to Jaer again, she willreward 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, youwill again be teleported to the battle grounds.

For the third round of this challenge you'll be fighting yetanother Druid named Janken, who has summoned the help of a Dire Bear.When Janken croaks, search his remains for yet another good random itemand more gold. Return to Jaer who will reward you another 150 XP andgive you the 2nd Circle Ring. If you want to level your character upby fighting these three Druids over and over, then DROP the ring fromyour inventory and speak to Jaer, since you don't have a Circle Ring inyour inventory you'll start the competition over. When you're ready toproceed to the final round, speak with Jaer again (with the 2nd CirclRing in your inventory) and she'll teleport you to the final round.

For the final battle in this challenge you'll be fighting a supertough Druid named Elgar, along with a Dire Tiger. When Elgar fallsvictim to your wrath you'll gain 600 XP no matter what level your Druidis. Search his remains for another good random item and gold, returnto Jaer who will reward you another 150 XP and she will also give youthe 1st Circle Ring. This ring will allow your Druid to cast Stoneskinupon itself once per day. Now that the competition is over Jaer willno longer interact with you. No extra XP or gold gained by completingthis quest.

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----------------------------------~ SIDE QUEST: THE WITCH'S MIRROR ~----------------------------------

During the main quest in this area you'll find the Mirror ofVanity in the Nymph's Home in the Deep Forest area of the NeverwinterWood. 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-eastroom. Speak with her and ask her for a job, she'll tell you about themirror, 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 berewarded 200 XP.

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<><><><><><><> 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 andone in the north-west. This doesn't pertain to the main quest, or anyside quests, but go into the cave in the north-west. Explore this caveand you'll come across a corpse, search the loot bags next to it tofind a Treatise on Forgotten Heroes. Go to the well in here and try toswim through it, high Constitution is required so cast an Enduracespell or drink a Potion of Endurace if your character has low Con. Gothrough the door and you'll see a sarcophogus of Meagel's remains.Pull the descending chain to make Meagel appear, talk to him and answerhis riddle with respone 1. Search the sarcophogus for a Watchman'sHelm and a couple of other good items. Leave this cave and head intothe Farmland, which is indicated Charwood on the map pin.

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There's nothing pertaining to the main quest in the Farmland sohead straight into Charwood. Explore Charwood and kill a bunch ofSpectres and Shadow Fiends, in a ruined house in the north-west lookfor an Old Scroll inside of a chest and take it. In the south east youwill see a pillar, search the corpse in front it for the Explorer'sJournal. This doesn't pertain to the main quest or any side quests,but go and interact with the pillar. The pillar requires an answer toa riddle, and the answer is on the scroll you just found. Note thatyou have to have the Old Scroll and the Explorer's Journal in yourinventory to activate the pillar. Choose the word NETHER, then choosethe word SHALL, then choose the word RULE and you will be teleported toa door, go through it to enter a Haunted Crypt. Pull a lever to theleft or right and proceed to a red glowing sarcohagus, search it for arandom magic item and kill the Mummy Lord that appears. Go through theportal to be teleported back into the forest, head into CharwoodVillage.

Go into the Inn across from the Mayor's Office and you'll see somea Strange Man running around, speak to him to find out that he's one ofthe Cult members so kill him. Search his remains and take the Rapierof the High Roads and the Charwood Cultist's Journal. Go and talk toAarin Gend in Kendrack's Barracks and ask him how you'll gain admitanceinto Luskan. He will tell you that he gave the guard your descriptionand to speak with the guard.

After you finish the side quests in Charwood, head to the North andgo into the Green Griffon Inn area, you will be attacked by DarktongueBreakbone and his two bodyguards, kill him, this little bastard is atough little Dwarf and is superbly skilled in melee combat so spellsfrom a distance are your best defense here, of course only if you're aspellcasting character. When he's dead, go talk to the Luskan Seargentin the far north and he will let you in to Luskan. Once you enterLuskan all of the side quests for this area of the chapter will nolonger be available. I advise you to do them all so you can gain a lotof XP and obtain a lot of useful items.

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-------------------------~ SIDE QUEST: POOR NEVA ~-------------------------

At some point while you're in Port Llast you'll see Jahleel nearthe Temple of Tyr, she will run up and speak to you. Ask her for a joband agree to do it to aquire this quest. When you're in the Farmlandgo to the Standing Stones to the north and Jahleel and Tarran willattack you. Kill them and search Jahleel's remains to find a Letter toNeva to complete this simple quest, no gold or XP reward. During mymost recent adventure Neva attacked me near the entrance to the WolfDen; if this happens to you just kill Neva and search her remains forthe letter to complete this quest (you'll also find a Blade of theRashemi, a Greatsword), no gold or XP reward for killing Neva.

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------------------------------~ SIDE QUEST: ERIK'S DESPAIR ~------------------------------

In the Farmland, go to Erik and Ingos's house in the north-eastcorner. Speak to Erik (he's locked in his bedroom) and tell him you'relooking for a job, he'll tell you about a brooch he needs, agree tohelp to aquire this quest. Go the the O'Deel Ranch in the sout-westand go into the house, speak with Constance O'Deel and ask for thebrooch or kill her and take it. Return the brooch to Erik and you'llbe rewarded 650 gold and 200 XP.

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------------------------------------~ SIDE QUEST: PETER AND THE WOLVES ~------------------------------------

Speak with Peter O'Deel at his ranch and he will tell you of aSilverback Wolf attacking his livestock and you'll aquire this quest.Go into the Wolf Den next to the ranch and explore the den. TheSilverback is in the south-east corner so go in there and startfighting 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 itshead. Return to Peter, give him the Silverback Head if you've killedthe beast, if you persuaded the beast then it still counts as questcomplete, and you'll be rewarded 350 gold and 200 XP.

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--------------------------------------~ SIDE QUEST: CLOSING WANEV'S PORTAL ~--------------------------------------

You should've aquired a key from Elaith for Wanev's Cottage in theAlliance Arms Inn when he gave you the Serpent Gem side quest, go tothe cottage and enter it (in Port Llast indicated by a map pin). Ifyou've discarded this key by accident you can get it back out of theDiving Pool in the Temple of Tyr next to the Recall Portal. Once inWanev's Cottage go down into the basement, that's the door the keyopens.

Search around down here and kill some Skeletons and Bugbears, goto the south-end of the cottage and you'll see stairs going up guardedby a Flesh Golem, kill him and search the small room across from thestairs for Wanev's Bedroom Journal. Go up the stairs into the kitchenand kill the Fire and Magma Mephits, open up the chest and take Wanev'sCookbook out of it. You'll see a lit brazier in the room, examine thecookbook to see a recipe, 1 Slaad Tongue, 1 Fire Beetle Belly, and 2Skeleton Knuckles, put those items into the brazier. All of theseitems are in the cottage so just search the crates, bookshelves,skeletal and Fire Beetle remains to aquire them. When you put theitems in the brazier a portal will appear, teleport through it into asecret room. Search the chests for Wanev's Lab Journal and Wanev's

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Wardstone, along with some other useful items.

Leave Wanev's House and head to the South Road and go to thesouth-east corner on the map to see Lerk the Troll standing on a bridgeblocking a gate, talk to him and ask about Wanev and the gate willopen, you can kill Lerk if you want. Cross the bridge and enterWanev's Tower, you may also enter this tower by going through the caveto the left of the tower.

You'll see a couple of Wanev's Golems wandering around, you canperform hostile actions against them if you wish. If you have Wanev'sWardstone then the enemies in this place won't attack you unless youattack them first. Go into the room just below of where you enteredthe 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 andhead up the stairs to the second level of Wanev's Tower. You may havefound a gem in a chest guarded by Bugbears, the Star of Calimshan, thisgem is for Tomi's Tale so don't discard it.

Step into the portal in the middle of the room and you'll beteleported to Wanev. Start fighting him, he's a vey powerful ElfWizard and will cast Stun, Confuse, Poison and numerous other spells onyou. After you beat Wanev down to injured he will speak to you, askhim about the gem to officially aquire the Closing Wanev's Portalquest. If you'd rather kill him than go ahead and kill Wanev, youwon't be credited for completing the quest if you do. If you want tocomplete this quest for Wanev then ask him for a key, he will give itto you so use it on the door behind Wanev to enter his SummoningChamber.

You'll notice a portal in front of you with a brazier in front ofit, 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 flyingaround but they should pose little threat to you character if he/she ishigher-leveled (10+). Go into the eastern corridor, you'll see a leveron the right midway down, make sure you pull it. Go to the south-westcorner room and kill the Gulgash, a powerful Mephit, and some HellHounds. When the Gulgash dies, search its remains and take GulgashHeart. In the room before the bridge leading into into the Gulgash'sroom, check the chest and take Wanev's Gem out of it, this gem isrequired for the Serpent's Gem quest if you're doing that one so don'tdiscard it. Return to the portal near the exit and put the heart intothe brazier to close Wanev's Portal. Return to Wanev to be rewarded150 XP and and Krotan's Skullcrusher, a powerful Diremace.

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----------------------------------------~ SIDE QUEST: VILLAGE OF ETERNAL NIGHT ~~ SIDE QUEST: BELIAL'S TALE ~----------------------------------------

These two quests are intertwined so I'll be adding both of themhere; this whole quest will be a deep and complicated story so payclose attention to it. When you first enter Charwood Village a man

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named Quint will approach you and babble on about some nonsense, tellhim to leave and you'll aquire this quest. Go into Mayor Mobley'sOffice and speak with him, ask him if there's any trouble around andthen persuade him into giving you some information. Leave the officeand 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 JharegCastle.

Open the Riddle Chest and take the Riddle Key and the Letter by aStrangehand. In this room are three doors, one north, one east, andone west. Through the north door is the path of law, the east is thepath of the neutral, and the west is the path of chaos. It doesn'treally matter which door you pick here so go through any one of themand the Riddle Key will not be in your inventory anymore, although, itwouldn't be a bad idea to go through the door that is geared to thealignment of your character. Every corridor has another Letter by aStrange hand in it you must take, and all lead to The Guardian. Speakwith The Guardian and it will make you a Judge and you will have toinvestigate two brothers, Quint and Karlat Jahreg. The Guardian wantsyou 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 Slaadsthat love to stun and inflict disease upon you. Go into the first dooron the right and open the red glowing chest to find Karlat's Key andKarlat's Burning Wand. In the first room on the left you will findKarlat's Wand of Protection in a chest. You will see a Summoning Tomein the room below the wand, go to it and interact with the candelabra.Keep choosing "continue reading" to aquire Belial's Tale side quest andwe'll complete it a minute or two. Explore the rest of Karlat'sChamber 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 Tomesquest if you're doing that one. At the end of the long main corridoryou'll fight a Huge Fire Elemental, it isn't that tough so don't beintimidated by its name. When you have slain the creature go into theroom it was guarding and speak to Karlat, listen to his side of thestory and you'll receive the Oath of Karlat Jhareg after you ask himfor one.

To complete the Belial's Tale side quest, go into Karlat'sSummoning Chamber below the room with the Summoning Tome and you'll seea brazier in here, put a Fire Beetle Belly into it (you can obtain oneby searching any of the slain beetles' remains you've killed in here,or from an armoire), use Karlat's Wand of Protection and cast aProtection from Evil spell on yourself, then use Karlat's Burning Wandand cast a Burning Hands spell on the brazier to summon Belial (itdoesn't matter what character class you are, you'll be able to use thewands). Speak to the beast and you'll have four responses, you can tryto persuade it into giving you a magic item (Staff of Power), try topersuade it into giving you a weapon of the greatest power, which isactually a Robe of Fire resistance that can be purchased from Eltoora(thanks Lord Brooks for letting us know what this "weapon" of greatpower is), have it give you some of its magic power (which is onlytemporary like you drank a potion or cast a spell), or talk to it as aJudge. If you talk to it as the Judge you'll aquire Belial's Oath butit is not necessary to complete this Etrernal Night quest. Whicheverresponse you choose will complete this side quest, no XP or goldreward.

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Now make your way into Quint's Tower, which is directly acrossform Karlat's. There are a lot of Curst Warriors, Mohrgs and Mummysroaming around and they are tough, they can stun and disease you, thistower will prove to be more difficult than the previous one. In themiddle of the map is the Shrine to Lathandar, in the north-east corneris an Alchemical Lab, go in there and search the glowing AlchemistApparatus and take the Letter to Quint and empty bottles, read theletter on brewing potions, this letter is not required to complete thisquest. Go into the room above the shrine and go into the tiny room ontop, open the chest and take Quint's Key. On the west-end of the mapis a Bloodstained Book, go in there and bash open the red glowing chestand take the Tome of Death out of it, this tome is for the Five Tomesside 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 themap you'll see another room marked Bloodstained Book, go in there andfight a Bodak, it's pretty tough and has a devastating insta-kill spellattack so when you see it getting ready to cast a spell run. Go intoQuint's room when the Bodak is dead and speak to Quint to hear his sideof the story, you'll obtain Quint's Oath after you tell him to give youone. I'm guessing that you can probably summon demon or spirit in thistower if you came in this one first, I'll find out soon enough and addit in here if you can.

Save the game! Return to the Guardian with the oaths and now thebrothers will be on trial, you will be presiding as the Judge. You'llhave numerous decisions to make here so experiment and ask a lot ofquestions to the brothers. Although Belial's Oath isn't required forthe completion of this quest, it can play a significant role in theoutcome of the trial and the after effects thereof. No matter theverdict you will be rewarded 500 XP and zero gold. If you took myadvice and saved the game before the trial, go wander around thevillage and castle to check out the after effects, if they're not toyour liking load the game to have a retrial.

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<><><><><><><><><><><><><><><><><><><><><><> 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

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- 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 theabove MAIN QUESTS. Once you enter Luskan, all of the above side questswill no longer be available so I advise you to do them all beforecoming 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 exactlywhat's going on around here. This town is being controled by Kurth andBaram, who are currently in a dispute with eachother. Luskan is a bigcity 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 iswhere you'll end up if you use your Stone of Recall, the priest willheal you if you ask him to and he sells equipment, and you can getquest pertaining items out of the Diving Pool if you lose (?) any ofthem. If you are to gain access to the Host Tower of the Arcane thenyou need a Diplomatic Pass but to get it a High Captain's Seal isrequired so let's go get one, or two.

Go into the Wink and Tickle and speak to Bela, she will give you aside quest Strange Bedfellows and we'll complete it real quick. Go upto the second floor and speak with Rhaine in the locked room in thenort-east corner if you're a male character, or speak with Oreth in thelocked 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 toBaram's Base, the Strange Bedfellows quest will also get completed.Before adventuring into the two bases, go aquire the Nine Lives andSaving 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 togive Baram Kurth's head (even if you gave him Kurth's head you canstill do this part of the quest although it isn't required). You maywant to listen to both their sides of the story before you make adecision as to which head you want to deliver to who. It does notmatter if you kill Baram or Kurth, they both guard the seal needed toget the pass to be able to enter the Host Tower, or you may kill themboth 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 enterBaram's Quarter, enter the Sewers on the other side of the bridge. Ifyou already have the High Catain's Seal then this part of the questisn't necessary but do it anyways for the XP.

Note that you may also get into this sewer by entering it throughThe Slums sewer. Talk to Baram ahead of you and listen to his side ofthe story. If you agree with him and want to kill Kurth, then go intoKurth's base and kill him. If you give Baram Kurth's head you'll be

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rewarded 562 XP, an amulet and 1,000 gold. If you don't agree with himand want to kill Baram then attack him (you may attack him if you gavehim the head), he will teleport elsewhere and the gate he was guardingwill open. Kill some Ghouls and Curst Roges and explore the sewer,there's a Wererat Captain lurking around which is weak but will lowerall of your ability scores by spell. When finished exploring go up thestairs due north guarded by a Yuan-Ti Necromancer, she is quitepowerful and casts mostly defensive spells on herself, which makes hersuper damage resistant (even to Barbarians) and she will summoncreatures. Search her remains for a Parchment and your Journal willget updated for the High Captains quest.

Now that you're inside of Baram's Lair explore this place, in thenorth is a Necromantic Summoning Portal, to the east is a Spirit ShrineRitual Portal, to the west is the Bone Spirit Ritual Portal. You'llnotice that none of the undead Skeletons and the two Yuan-TiNecromancers in here aren't attacking you, or are even aware of yourpresence for that matter. In the corridor to the right of the BoneSpirit Ritual, go to the end of it and search the cacoon, a Nanny willappear, talk to her if you're doing the Nine Lives side quest andshe'll give you a Childs Bear (give it to Londa to complete that sidequest). Go to the Bone Spirit room and kill the Revenant, he will castsome lethal spells so beware. After you kill him you'll notice twotombstones, Bone Transmitter Tablets, on either side of the chamber,destroy them to close this portal. The Zombies and ONE Yuan-Ti are nowaware of your presence so kill the Yuan-Ti. Go to the Spirit Shrineroom and you'll see a bunch of skeletons worshiping the shrine, starthacking them up and then a Greater Mummy will come through the portal,kill it to close this portal and then kill the remaining Yuan-TiNecromancer. Search the Yuan-Ti's remains and take the NecromancerJournal and the Crypt Key.

Now that you have the Crypt Key, drink a lot of potions, cast somedefensive spells and use the key on the door behind the NecromanticPortal. You will immediately be attacked by High Captain Baram and abunch of his goons, slay them all! Baram casts no offensive spells andis really quick with his Morningstar attack but isn't that difficult totake down all beefed up on potions or spells. After he's dead searchhis remains and take his head, a Dagger +2, Studded Leather Armor +2,his Morningstar the Bone Pheonix, and the Boots of Speed (great bootsto equip for they are enhanced with Haste, you'll run around like youdrank a speed potion, plus they make you WAY faster in melee combat soequip 'em IMMEDIATELY if you're a melee fighting kind of character,let's not leave the magic character classes out for they also cut spellcasting time down to HALF - hellyeah, also fleeing enemies from combatwill be a breeze which is always a plus). Explore the rest of thecrypt 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 HighCaptain's Seal.

>>> KURTH'S LAIR

If you decided to kill Kurth for Baram, or decide to whack themboth, go to the south-west corner of Luskan and you'll see a hole inthe 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.

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You can give him Baram's Head if you have it, or you can attack him andhe will teleport elsewhere. If you give him Baram's Head you'll berewarded 562 XP, an amulet and 1,000 gold.If you already have the High Catain's Seal then this part of the questisn't necessary but do it anyways for the XP. Anyways, attack Kurthand he will teleport to his lair (even if you gave him Baram's head youcan still attack him). Kill the Ogres and Bugbears that come throughthe gate and head on through. Note that you may also enter this areaby going through the sewer to the right of the hole in the wall leadinginto Kurth's Quarter. Go into the north-east corner and kill a lot ofenemies and enter Kurth's Lair.

To the right are prison cells, go in there and kill the OgreWarden, search his remains for the Prison Key. Search the cells inhere and you'll meet some guy named Tolan, speak with him for someinformation and free or kill him, your choice. Go into the room abovewhere you entered this lair and kill the Goblins before they burn upall the books, it's not necessary but you'll probably find some booksyou haven't come across yet so search all of the book piles and shelvesin here. Go north via the prison and look into the small room abovethe library and search Burke's Corpse to find Burke's Manual and aSmooth Token. Next to this room is a Planar Portal with some HellHounds, Succubus and Imps teleporting through it, you'll be able toclose 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 GlowingSphere 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, castsome defensive spells and go through the door due north, Kurth willattack you immediately. He's pretty fast and has a priestess by hisside who will constantly heal him so you might want to take her outfirst. Kurth casts no offensive spells and really isn't that hard todefeat all beefed up on potions. When he's dead (Captain of the HighSeas my ass!) search his remains and take his head, A Wicked Union(Scythe) and another Prison Key. Search the rooms off of this chamberto find the High Captain's Seal (top left) in a chest, you'll also findEvoine in the purple glowing cell, give her the Signet Ring Elynwyngave you to complete the Saving Evaine quest, return to Elynwyn foryour reward. Now that you have the High Captain's Seal return toAarin, he will give you a Diplomatic Pass so you may enter the HostTower of the Arcane.

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----------------------------------~ SIDE QUEST: STRANGE BEDFELLOWS ~----------------------------------

To aquire this quest go into the Wink and Tickle and speak to BelaBEFORE speaking to Rhaine or Oreth. To complete it simply go upstairsand talk to either Rhaine or Oreth, who will give you keys to Kurth'sand Baram's bases. You will be rewarded 298 XP and zero gold.

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------------------------------------~ SIDE QUEST: THE HARLOT'S HUSBAND ~------------------------------------

On the second floor of the Wink and Tickle, speak to a womanlocked in her room, Yvette. Ask her what's wrong, she'll tell youabout 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 heleft (again, can you blame him?). Agree to get her baby back to aquirethis quest.

In the Slums go into Garlone's house and speak with him. Persuadehim into giving you the baby, or kill him and take it. Look aroundGarlone'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 Knifethings lurking around with ease so you might want to equip it if you'rea Fighter or Barbarian, or have the Martial Weapons feat. Return thebaby to Yvette and you will be rewarded 500 gold and 150 XP.

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--------------------------------------~ SIDE QUEST: ERB'S DELICATE PROBLEM ~--------------------------------------

Go into the Wink and Tickle and speak with Erb on the secondfloor, ask him what's wrong and he'll tell you about a ring, agree tofind it for him to aquire this quest.

To complete this simple task, go into the Jadale Estate next tothe Cutlass and speak to Lady Jadale. Intimidate her into giving youErb's Ring, or just kill her and her bodyguards and take it from herremains. Return the ring to Erb to be rewarded 650 gold and 150 XP.

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--------------------------~ SIDE QUEST: NINE LIVES ~--------------------------

In the Cutlass speak to a woman named Londa, ask her what's wrongand then agree to help her to aquire this quest. Baram has stolen allnine of her children and Londa wants you to recuse them.

The children are located in Baram's Lair. At the end of thecorridor next to the Bone Spirit Ritual is a cacoon, free the Nanny andspeak to her and she'll tell you more of this sad, sad tale and she'llalso give you a Child's Bear (see main quest High Captains for morespecic information). Return to Londa with the bad news and give herthe bear to be rewarded 112 XP and a Vault Key. What's up with theseweird XP rewards in Luskan? The Vault Key is for the door in thesouth-east corner in The Slums sewer where the Ghoul Lords quest is,there are some good items in there so go grab 'em.

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-----------------------------~ 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'ssister and he wants you to go and rescue her. He will give you aSignet Ring, don't discard it. While in Kurth's Lair you will find herin a cell in the room you fought Kurth in (see main quest High Captainsfor more specific information). Return to Elywyn to be rewarded 200XP, you'll also gain 375 gold if you can persuade him.

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-------------------------------~ SIDE QUEST: THE GHOUL LORDS ~-------------------------------

In the middle of the Slums there is an entarance to a sewer notmarked on the map, go into these sewers. Kill some Mohrgs and Ghoulsand go in the south-west corner to see a Ghoul Outcast, go speak tohim. Ask him what he wants of you and he will tell you of an amuletthat his brother has, agree to help him to aquire this quest. Go tothe south-east corner of the map and kill the Ghoul Lord, he's a decentopponent and it will summon Skeleton Chieftans and Confuse you, it alsohas 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 doingColmarr's quest. Return to the Ghoul Outcast and give him the amuletto be rewarded the Lever of Water (for Colmarr's quest), Sewer ControlKey, and 150 XP. You can kill the ghoul and take the amulet foryourself after you collect your rewarded. You will notice a lockeddoor in the south-east corner, complete the Nine Lives side quest toaquire the key for that door. Explore the rest of the sewer to gainmore XP and then go into the room in the north-west corner. I nowrefer you to Colmarr's side quest for more information on what to do inthis room.

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-----------------------------------~ SIDE QUEST: THE RUINS OF ILLUSK ~-----------------------------------

This quest takes place in Kurth's Quarter. If you are lettingKurth live then the only way to gain access to this quest is by goingthrough the sewers, which are next to the hole leading into Kurth'sQuarter in a tower looking structure not marked on the map, go in thereand 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

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House and kill the Skull Warrior, search its remains and take the SkullWarrior Head. Search the arrow filled corpse for some Written Orders.Place the skellies head on the altar and the gate at the bottom of thestairs will open, head through it to enter the Ruins of Illusk levelone.

Open the gates ahead of you via the left lever in front of themand kill a bunch of Zombies. Pull the right lever in front of the gateto make a Flesh Golem appear, you can't talk to it, maybe if you cast aCharm Monster spell on it you might be able to, I've never tried. Makeyour 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 thealtar by the gate, it will then open so head down the Ruins of Illusklevel 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 ofthe ruins and head into the north-west corner, kill the Water ElementalGuardian, it's not tough at all. After it dies search its remains andtake the Blessed Water, place the water on the altar to destroy thethird 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 opponentand can stun you, cast Fireball, Magic Missle, Flame Arrow, Lightningand numerous other spells; is surrounded by a protective shield thatwill make your melee weapon ineffective until you strike about tentimes, and to make things worse he's also surrounded by a bunch ofSkeleton Warriors. The good news is the he'll run out ofspells...eventually. When you have prevailed and victored over thistough battle this quest will be completed and you'll be rewarded 250XP. Open all of the chests on this level to find a lot of good weaponsand such and then step into the portal behind the pedestal you foughtValeron on to exit the ruins.

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---------------------------------------~ COLMARR'S FANTABULOUS CONTRAPULATOR ~---------------------------------------

In Luskan is a store called Colmarr's Fantabulous Contraptions andMagical Etarra. Go in there and speak with Colmarr, ask him about hisinvention and you will aquire this quest. Colmarr has built a machineand you have to find the missing levers.

The first lever, the Lever of Stone, is on the first floor of theWink and Tickle. Open the second door on the right, kill the Guard Dogand open the chest to take the lever.

The second lever, the Lever of Wind, is in the sewer in the middleof 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

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the Ghoul Outcast in the south-west corner and take it from hisremains.

The fourth and final lever, the Lever of Fire, is also located inThe Slums sewer. When you get the Sewer Control Key from the GhoulOutcast go into the north-west room and kill some beetles, you'll seethe Lever of Fire already in place and three Lever Pedestals next toit. This is Colmarr's Fantabulous Contrapulator. Go and walk up tothe pedestals and the levers will automatically be inserted into theirproper slots, quest complete. Your reward? No XP or gold but you canmess around with all of the levers to make numerous potions. To usethis machine, position the levers whichever way you want and then pullon the Contrapulator Activation Switch (the chain hanging from theceiling); if you positioned the levers the right way then a potion willappear in front of the campfire. Experiment with the machine to saveloads of gold by not having to buy potions. I may elaborate more onhow to exactly make all the potions using this machine some time in afuture 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. Irefuse to look them up in someone elses guide, I don't get down likethat. Believe me or not, I figured out this whole game all by myselfwith NO help from anyone or anything.

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----------------------------------------------------~ 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 tothe next really long one, you definitely get your monies worth out ofthis game that's for sure. When you've aquired the Diplomatic Pass goand speak to the guard guarding the entrance into the Host Tower of theArcane. Show him the pass and he will open up the gate. Walk throughthe courtyard and show the pass to another guard, you may kill this guyif you want. Head into the tower.

Upon entering the Ambassadors' Quarters you'll see two ShieldGuardian Golems, they won't bother you if you don't perform any hostileactions against them. Go into the room on the left to see a hostileGolem, kill it, don't be intimidated by its size - it's very weak (thetwo Golems in the main room will still be non-hostile), open the chestin this room and take the Tower Key and a Small Diary, search the deskin 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 tofind out loads of new information, the Arcane Brotherhood has found anew leader. If you do anything hostile to Yeanasha then the Golems inthe main room will become hostile towards you IF they see you attackingher. Explore the rest of the quarters and in the south-west room is abig Orc Warrior named Guralk, speak with him to find out some moreinformation, kill him if you want, if you act like billy bad-ass offthe block then he'll initiate an attack. Go into the south corridor(through the locked door that requires the tower key) and enter a roomwith a purple glowing pillar, a Host Tower Teleporter. Interact withit and choose 2nd floor, enter the teleporter to go up there.

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Kill some Tower Guards and Wizards and search the south-westcorner 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 inthis 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 uphere and interact with the pillar and go to the 3rd floor.

Take the Dispatch papers off of the corpse next to the portal assoon 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 corneris an Abyssal Portal, and the Wizard Lab is north-east. Go into thelibrary and take the Blood War Research Journal off of the shelf or outof 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 yousearch their remains and take an Imp Eye and a Quasit Eye. Go to theAbyssal Portal and interact with it, choose to put an IMP'S EYE into itand the portal will be destroyed. Go to the Hellish Portal andinteract with it, choose to put a QUASIT'S EYE into it and the portalwill be destroyed. Go into the Wizard Lab and search some book pilesfor the Host Tower Lab Notes, there's also another 4th floor stone in achest but you should already have one. You can perform a ritual (foundin the Lab Notes) with the Alchemist Apparatus in here, you need aSlaad Tongue (found on the 5th floor) and a Gargoyle Skull (found onthis floor). To complete this ritual cast the spell of Dispel Magic onthe apparatus to make a Rod of Reversal appear (thanks to Alfred Jerezafor letting me know what spell to cast). Head back to the portal thatlead 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 inthis room to find a Note, search the corpse of Arteno Geth and take hisjournal, go into the small room above this one and take the GolemControl Rod out of the chest. You'll notice a Golem ConstructionChamer to the north-east. Left of this room is another tiny room, go inther and take the Golem Replication Rod out of the chest. Go into theconstruction chamber and approach the Golem Resurrection Pod, place thereplication rod into it and then put the control rod into it and aHelmed Horror Golem will appear, follow it and it will crash through adoor. Go through the door and kill the gigantic Iron Golem and someWizard named Rimardo, and numerous other enemies. The Helmed Horrorwill help you (although it is USELESS) in this intense battle, the IronGolem is incredibly tough and quite agile considering its size, Rimrodwill summon up a Huge Air Elemental, he also casts deadly Cone of Cold,Ice Storm, and Fireball spells so watch out. When you have beatenRimardo to badly wounded he will speak to you but the enemies in theroom will still be attacking you so if you want to talk to Rimrod thenkill the enemies first or you'll be killed in mid-conversation. If youkill Rimardo then take whats left of him, a couple of rings and aLetter to Rimrod. Go into the room at the end of the map and take the7th Floor Portal Stone out of a chest. Return to the portal and go upto the 5th floor.

As soon as you enter this floor go through the north door, thenopen the door in the far left corner and open the chest for an 8thFloor Portal Stone. Open up the door next to this one and kill someRed Slaads, take ones tongue from its remins. You can go complete thatexperiment in the Wizard Lab on the 3rd floor if you've picked up a

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Gargoyle Skull. The other rooms leading off of this one containnothing of importance, just enemies. Go to the north-east room andyou'll see a brazier and a portal, speak with Nyphithyus and she willask you to destroy the brazier for her so she can be freed. Do so ifyou want to, or just leave her trapped for eternity, or kill her. Youget a scimpy reward by freeing her (Scarab of Protection +3), and gaina nice ammount XP if you kill her, plus a Hope Slayer - a decentLongsword if you're lawful evil. There are 5th and 6th floor stones inthis room but you should already have them. Return to the portal andgo up to the 6th foor.

The door directly north is locked so go to the north-east cornerroom and kill Valindra, she'll cast a Ghostly Visage spell on herselfso she's quite hard to hit so have patience and you'll prevail. Ofcourse she's also loaded with deadly spells like Cone of Cold and IceStorm so you may want to cast some defensive counter-spells (or drinkpotions) for this battle. When she finally dies, go into the smallroom in here to find a Pinnacle Portal Stone inside of a chest, youshould now have all of the stones necessary to access every floor ofthe tower. Head up to the 7th floor.

There's nothing special on this floor, just a portal stone but youalready have them all. Anyways, go into the prison on the right andexplore the place. Kill the Warden and he'll leave behind anotherPinnacle stone and a Prison Key. Now that you have the key you canopen the cells without bashing, picking, or casting a spell on in orderto gain access, even though there are only a few prisoners in them youcan't interact with, or a nuisance enemy of some sorts. Head up to the8th 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 theVrock, 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 onlythe 9th floor, it was worth th XP to come onto this floor. There'snothing special up here, just a fourth floor stone and some armor and acrossbow in a crate.

Approach Arklem and speak with him, you have to free him if youwant 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 beable to "attack" target him, or advance the game, so whatever you dodon't attack him. To free this Lich, simply destroy the four braziresin the little rooms, for every brazier you destroy an above averagecreature appears so destroy one at a time. Speak with the Lich afterthe braziers are destroyed to find out more information on Maugrim, hewill then unlock a door for you, head through it obviously and stepinto the portal.

Now that you're officially in the Pinnacle of the tower get readyfor the final battle of chapter two, which surprisingly is a very easyone. Appraoch the gates ahead of you very SLOWLY and listen to theENTIRE dialogue of the people talking, I won't spoil it as to whomMaugrim and Queen Morag are speaking to, if they see you then theirconversation will come to an abrupt end and the battle will commence,you're hide ability will come into play here. After the revealingeavesdropping session they'll all notice you, Queen Morag, Maugrim, and

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the newly attoned Cult member will teleport elsewhere. Kill all of thereptiles around the area and then go down the stairs by the gate toenter Maugrims lair, kill the Stone Golem and then look in the desk andtake Maugrim's Journal. Head to the Temple of Tyr, before heading tochapter three stock up on potions for they are cheaper than in chapterthree. Speak with Aarin and relay the disturbing news and then youwill finally proceed to chapter three. I need a break, my wrists aresore and my brain is fried.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>#20D ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER THREE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

CHAPTER THREE "CONTROL F" NAVIGATION CODES:C3-1 Beorunna's WellC3-2 ColdwoodC3-3 MoonwoodC3-4 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'tlike about this game. This chapter isn't as long as two, it's about aslong as chapter one and will take you many hours to complete if you doall of the quests. You'll start the chapter off in Aarin's Lodge withAarin Gend and all of your henchman. Talk to Aarin to get informationon the Words of Power main quest. Speak to all of your henchman andaquire their quests.

Leave the lodge and explor Beorunna's Well. First you should goto the Drinking House and speak to Lillian, ask her some questions tofind out a lot of information and then she will tell you about the SnowGlobe 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 aWizard or Sorcerer and are a Cloaktower Guild member and have aquiredthe Many-Starred Cloak in Chapter One, you'll have unlimited acces to

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Eltoora's Laboratory in the Many-Starred Cloak Enclave to make numerousmagical items. Head into Coldwood to continue in the main quest.

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-----------------------------------------~ SIDE QUEST: RECOVER THE STAR SAPPHIRE ~-----------------------------------------

Speak with Husher in the Trading Post and tell him you'researching for the Words of Power, then ask him what he means by that,then tell him you'll help to aquire this quest. Husher sells a lot of+3 armor and weapons so if you want some get it while it's good. Theliitle Dwarf Barun in here can make you magical equipment so have himmake stuff for you throughout this chapter. You can ask him whatcomponents are needed to forge weapons and he'll give you a book, thesame book Marrok gave you in Chapter One which has the same recipes init. Remeber that the book will refer to magical weapons, by that itmeans weapons with at least a +1 Enhancement Bonus. In case you lackcommon sense, the most effective weapons Barun can forge for you shouldhave a +3 Enhancement Bonus (if you're lucky and the random itemgenerator is your friend that day you'll find +4 weapons in thischapter). The weapons cost A LOT more to forge than they did inChapter One so be ready to dish out 20,000 - 150,000 gold for eachweapon forged for you, your Persuade and Appraise skills are useless inthis situation.

Head into Coldwood, then enter Deeper Coldwood in the north-east.Kill all of the Zombies, Skeleton Warriors and other undead thingslurking around the woods; head into the north-east corner of the map tosee a tomb marked by a map pin, kill the Vampire Champion and thenenter Layenne's Tomb.

Save often while you're in here for there is no Auto Save uponentering this tomb. In this very long corridor go through the firstgate, try to open the next one and the two doors on either side of youwill open, kill the Lich Warriors. Go into the right room and take theSuccubus Stone out of a chest. Head down the corridor through the nowopen gate to another gate, the one behind this one is open but thedoors on either side of you will open up releasing two more LichWarriors. Go through the next gate and then head through the south-most door. This is the the room the Star Sapphire is in, there arefive pedestals in there, the sapphire is in the middle one; the fourpedestals around it require four certain gems in order to release theStar Sapphire.

Head through the south-east door to see a Succubus trapped behindinside of a magical prison making a hideous noise, speak to her to findout that in order for her to be freed you must bring her a gem, anecklace, and a ring. You've already found the Succubus Stone so giveto her if you wish, she'll open all the doors in here if you give herthe stone if you ask her to. Go to the north-east part of the tomb (2rooms above the trapped Succubus) and open the sarcophogus and take theGem of Duty and the Succubus Necklace out of it. GLITCH ALERT: There'snothing in the four small rooms the undead creatures come out of inhere and if you enter one of those rooms you may get stuck to the wall

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and not be able to move your character so don't even go into them. Ifyou do get stuck on the wall then you'll have to load the last save youmade, obviously. Head into the room in the north-east corner and killthe humongous Bone Golem Champion, this thing isn't as tough as itlooks if but it does have lethal Cone of Cold breath so try not to lethim breathe on you, the Maximized Firball spell will burn this creep upreally quick. Go through the door it was guarding to see a WHOLE bunchof chests, search a chest on the left for the Succubus Ring, then takethe Gem of Honor out of the sarcophagus in here to trigger moreenemies.

Head back to the Succubus and give her the three items (or two ifyou gave her the stone already) she has asked you to retrieve for herif you want, it's not necessary. If you give her one of the items youcan choose to have her open up all the doors in here for you, to giveyou a magical item (random), or tell her you don't want anything atall. Give her another item and you'll be offered just two of the aboveoptions, give her the last item to free her from the prison. Freeingher will turn her hostile (how ungrateful but what can you expect fromthe undead?) so kill her. She has a deadly fire vortex spell, if a bigswirling circle of flames surrounds your character on the floor, RUN!This is another one of those nasty insta-kill spells so you definitelydon't want to be standing in the center of it when it detonates, unlessyou're immune to fire damge or death spells. She isn't that difficultfor Arcane spellcasters but will put up a good fight for the meleecombat geared characters. If you're at level 15 then you'll only earn86 XP from the Succubus when she falls victim to your wrath.

Search the western-end of the tomb, in the south-west corner roomyou'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 ofthis giant thing you must destroy the four Glyph Generators in theroom. When the Golem drops, search the two rooms in the corner andtake 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 eachcontain a tablet of a color of light, this is a *MAJOR* hint as towhich colored gem to place into that pedestal; you can leave thecolored tablets in the pedestal. To get the Star Sapphire place thegems 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)

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Once the gems have been placed in the pedestals as shown above,take the Star Sapphire out of the middle pedestal. Return the sapphireto Husher in the Trading Post and he will reward you 3,000 gold and 400XP, maybe more gold if you can persuade or threaten him.

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------------------------------~ SIDE QUEST: ROLGAN'S TRIAL ~------------------------------

Go into the Temple of Tyr, this is where you'll end up when youuse the Stone of Recall in this chapter; where you can recover questpertaining items out of the pool, get healed when you ask to be, andwhere your henchman will resurrect if they die during your bountifuljourneys. Speak to Neurik and ask him if you could help him with aproblem, he will tell you about Rolgan and how you must find outwhether he's guilty or not; you will again become an investigator andhave to question numerous witnesses. Neurik will give you a DefenseCouncil Journal.

First you should speak to Edegar standing next to Neurik, tell himyou want to speak to him about Rolgan's trial and find out more ofwhat's going on. Speak with Rolgan, he's through the door behindEdegar. Tell him you're his lawyer and all that happy crap and get hisversion of the story. You can speak to the witnesses below in anyorder you wish, not just the one I'm suggesting.

Next you should go into the Mercenary Enclave and speak to Zed andJevon, they're in-between the bunkbeds. Speak with Zed first, he'swounded so if you want some more detailed information then heal him byspell or with a healing kit, he'll then tell you what he seen thatnight. Talk to Jevon and get some more information, you can try tobribe him into insuring Rolgan's innocence.

Now head to the Urthgardt Settlement and speak to two women namedPalla and Vanda to get some more information on as what happened on thenight in question, Vanda is Rolgan's wife so you know she's going tostick up for her man.

Head into the Drinking House and speak to a man named Averik, acocky little bastard. Speak to a man named Lodan in here and buy him adrink, then keep the drinks coming to get him drunk so he'll spill thebeans 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 alittle 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 thewitnessess and if everything goes as planned Rolgan will be free,unless you didn't buy his story and asked the wrong questions anddoomed Rolgan on purpose. The amount of XP and gold aquired for thisquest 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 isanywhere from 500 XP to 1,700 XP. And also the level of your character

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comes in to play when the XP for this quest gets awarded. A readernamed Alit Anggara has sent me the most XP rewarding way to go throughthe trial, Thank you Alit. I've confirmed this and this is the bestway to do the trial. To gain the most XP for this quest you should dothis when the trial begins: First speak to Lodar and choose responses1, 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, speakto Rolgan and choose responses 1, 3. In conclusion, choose responses1, 2, 3. If you did this correctly then the prosecutor and jury willALL be holding lit torches. Close out and you will be awardedaccordingly. To give you an example of how character level comes intoplay for the XP award, Alit was at level 14 when he did this trial andwas awarded 1,562 XP and 2,000 gold. I was at level 16 when I did thetrial this way I was only awarded 963 XP and 2,000 gold.

The thing that really sucks is now that Neurik is in this littlecourt room, he's not near the Recall Portal so every time you teleportback here to get healed you'll have to make your way to this room soyou mine as well wait until the end of the chapter before doing thisquest.

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-------------------------------------~ 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 aBounty Hunter's Writ and now you're officially a bounty hunter onceagain. For a supposed lack of supplies this guy is LOADED withequipment, but Husher's goods at the Trading Post are better, althoughyou might want to snag up that Elven Ceremonial Armor Rolkid sells, agood suit to equip if you're an Arcane-based multiclassed spell castersuffering from Arcane spell failure all of the time due to wearingheavy armor.

In Coldwood, go to the south-east corner, way back in the nook andyou'll fight the first Orc Leader, Vaath, he's has good melee skillsand will inflict some heavy damage upon you if you engage in that typeof combat with him. When you widdle Vaath down to near death he willspeak to you. You can either take the gold he's offering and spare hislife or kill him, you need his head though so just kill him, there's noalignment shift involved. If you don't kill him and let him go 'causeof some moral thing or something, Vaath will make an agreement not tomess with Rolkids suppliers. I don't know if you'll get rewarded thesame if you choose to let him go, I've never tried it; it's just totempting to kill this Orc for me. Make sure you look in the containersin the corner Vaath was in for a dagger, it is needed to completeGrimnaw's Tale so don't discard it. Search Vaath's remains to take hishead and then give the head to Rolkid to be rewarded 500 gold and 312XP.

In Fort Ilkard, go into the cave in the north-west corner of themap. Explore the cave (have no fear) and kill a bunch of Orcs and

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Ogres, approximately in the middle of the cavern you'll run into Guzud,another Orc leader so start the attack. When you've beaten this Orcdown to near death he will speak to you. Just kill him and take hishead. 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 mainquest and the Elk Tribe. If you're nice to him and let him go, he'llgive you a Feather of Peace. Take Guzud's Head to Rolkid to berewarded 500 gold and 312 XP.

Now you are to bring Rolkid the Ogre King head so let's go huntthis foul smelling cretant down. Go into the first area of Moonwoodand enter the cave in the west. This place will also be filled withOrcs but they're laughably easy opponents, there are also some Drows inhere but they're as easy to get rid of as the Orcs. Explore the caveand embark upon a slice-n-dice extravaganza! You'll find the OgreKing, 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 tobe 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 orspare 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 625XP, plus a Kama, the Peasent Dynasty which has some nice bonuses, ifyou can persuade him.

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-----------------------------------------~ SIDE QUEST: INVESTIGATE THE ELK TRIBE ~-----------------------------------------

Head to the Druid Grove and speak with Yusam, he'll tell you ofthe Elk Tribe, tell him you'll investigate for him to aquire thisquest. Yusam sells a lot of healing supplies and potions at a decentprice. This quest ties in with the side quest Siege of Fort Ilkard.

While in Fort Ilkard, go to the Northern Homsteads go to theUrthgardt fort in the east, speak to the guard and tell him you'rethere to see the chief, Zokan. Enter the fort and you'll see a bunchof disease victims all around. This place is pretty big, you'll find aprisoner in a little room at the end of the eastern corridor, free himto gain 100 XP, free the prisoner in the cell next to this one for anadditional 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 thathe needs a cure for his tribe. You can kill Zokan and return to Yusamto collect your reward. OR, you can choose to cure the tribe. If youwant to cure the tribe, then go speak to Commander Damas in the lodgeat Fort Ilkard, buy the cure from him (3,000 gold but may be able topersuade him to lower the price), and give it to Zokan. If you havethe side quest the siege, then you will be credited as completing it.Return to Yusam and give him the Dreamcatcher to collect the reward forthis quest, 750 XP and the Ring of Yusam.

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

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~ HENCHMAN QUEST: LINU'S TALE ~-------------------------------

By now you should know how to aquire your henchmen quests so I'llskip the redundancies. To get Linu's full story you have to be atlevel 15 OR have found the item she's in search of. Linu wants someVolcanis Oak Seeds and they are located in the Ruins region in FortIlkard (see main quest in that area for more information). Near theentrance into the Creator Race Ruins is an altar, dig in the pile ofstones to the left of the altar to find the seeds. Give them to Linuand she will reward you with 300 XP and the Pendant of the Elf +4 (Dex+4, Immunity: Mind Spells).

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-------------------------------------~ HENCHMAN QUEST: BODDYKNOCK'S TALE ~-------------------------------------

To obtain Boddyknock's full story you'll have to be at level 15 ORhave the scale required to complete his quest. The Dragon Scale thatBoddyknock needs is in the Spine of the World region in Moonwood. Gointo the cave in the west to be in a slin dragon's lair, dig around inthe pile of rubble to find the scale, give it to Boddyknock and he willreward you with 300 XP and Prophyro's Ring +4 (Cha+4, Regeneration +1).

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----------------------------------~ HENCHMAN QUEST: GRIMNAW'S TALE ~----------------------------------

To receive Grimnaw's full tale you must be at level 15 OR havefound the little dagger he needs. This dagger is located in Coldwood,in the south-east corner of the map where you fight Vaath. The daggeris in a chest in the very nook of the corner, it is just named asDagger, no special name or anything. Give the Dagger to Grimnaw and hewill reward you with 300 XP and an Amulet of the Silent Lord +4 (Con+4, Immunity: level/ability drain, Spell Resistance 10).

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---------------------------------~ HENCHMAN QUEST: DAELAN'S TALE ~---------------------------------

To get the full scoop on Daelan you'll have to be at level 15 ORhave found the spear he's in dire need of. The leader of the Elk TribeZokan has the spear. Refer to the elk tribe or siege side quest formore specific information. When you present the Urthgardt CeremonialSpear to Daelan, he will reward you 300 XP and an Amulet of theUrthgardt +4 (Str +4, Immunity: Fear, Spell Resistance 12).

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----------------------------------~ HENCHMAN QUEST: SHARWYN'S TALE ~----------------------------------

To aquire Shawyn's full story you'll have to be at level 15 ORhave found the item she needs. You'll eventually find out that Sharwynis in search of a fomous Bard's love song. While in the Creator RaceRuins in the present day, look in a sarcophagus in the north-east roomto fing Tamorly's Song (see main quest in Fort Ilkard for more specificinformation). Give the song to Sharwyn and she will reward you 300 XPand 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 receiveduring this chapter are all with a +4 ability score bonus except thisone, which is a big plus for a Sorcerer or Bard.

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-------------------------------~ HENCHMAN QUEST: TOMI'S TALE ~-------------------------------

When you're at level 15 Tomi's full tale will be revealed OR youhave found what he needs. Tomi is in search of the ashes of a greatfallen hero, Running Wolf. While in the Northern Homsteads region ofFort Ilkard (see side quest the siege for more information), go intothe Urthgardt Fort and into the northern corridor, go into the smallroom in the middle to see a burning altar and two tribe membersworshiping it, search the urn in this room for the Ashes of RunningWolf. Give these ashes to Tomi who will reward you 300 XP and a Ringof the Rogue +4 (Dex +4, Disable Trap +2, Hide +2, Move Silently +2,Open Lock +2, Pick Pocket +2).

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<><><><><><> 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

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

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~ MAIN QUEST: THE SNOW GLOBE ~~ SIDE QUEST: FREE NAX ~------------------------------

You'll complete a side quest during the main quest so I will beincluding both of them in this one section. Upon entering Coldwoodspeak to Delvar on the right to find out some information about thearea and some side quests you've aquired. Explore the area and killsome Orcs, a Fireball launched right into the middle of them will whipea 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 (seesupply line quest for more specific information). Due north is theentance into Deeper Colwood and is where the Star Sapphire quest getscompleted (see that quest above for more specific information on theStar Sapphire). Head into the Wizard's Circle.

You'll immediately be attacked by some Cult Archers and theirleader, kill 'em all, they're quite resiliant and will put up a gooddual if you go melee with them. Search the leaders remains when he'sproperly disposed of and take his journal. Wander around and kill someWerecats on your way to the Wizard's Grove in the north-east. Stepinto the glowing portal in the grove to be teleported into the Wizard'sDungeon.

The Huge Water Elementals in here have insta-kill spells so takethem out from a distance and adventure forth at your own peril. Thefirst thing you want to do is head into the Fire Summoning Chambers inthe south-west corner and north-east corner immediately and destroy thebraziers in there. If you do not, then Huge Fire Elementals will keepcoming out of the braziers in these chambers the whole time you're inthis dungeon. If you've done all of the side quests in this game thusfar and are level 15, you'll only gain 4 XP per Huge Fire Elementalslain so it's definitely not worth fightning tons of them by notdestroying the braziers. Go into the library in the north-east cornerand search a shelf to find a Diary Page and a book, the Nature of WaterSummoning. Go to the south-east corner of the map to find anotherlibrary with a prison to the left of it. Go into the prison to seesomeone trapped in a red glowing cell, Nax, speak to him (rotate themap and talk to him through the Radial Menu) to find out why he's aprisoner 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 theglobe.

Go into the room in the north-east and kill a bunch of ShadowFiends (these things are so annoying, how you have to chase them down,thank the gods for Isaac's Missle Storm), search the corpses and chestsin here to find a Rakshasa's Eye and a Slaad Tongue. Enter the liitleroom off of this one to see some bookshelves, an altar and someAlchemist Apparatus', search the shelf for some labratory notes andread it to find a recipe, open the chest in here and take Melf's Ringand a Quartz Crystal. Place the Quartz Crystal and the Rakshasa's Eyeonto the altar and cast a Dominate Person spell on it, obviously onlyspellcasters can do this part. This little ritual will mak the Staffof Command appear on the altar to add to your inventory. If you're aSorcerer and don't have this spell or the scroll for it, then you'llhave to by a Rod of Beguiling from Eltoora in her shop in Beorunna'sWell for an insane ammount of gold. This rod, when equipped, will make

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you immune to all mind-affecting spells so a Wizard or a Sorcerer mightwant to equip this ASAP. If you're multiclassed with a Fighter thathas the Two Weapon Fighting feat, you can equip the staff in one handand use your choice of sword, axe, or whatever in the other. Thisstaff is well worth equipping for you won't suffer ANY negative effectsfrom mind-affecting spells as long as it's equipped. I loveimmunities.

Go into the room to the right of the Fire Summoning Chamber in thesouth-west corner to see the Summoning Pool you should've been readingabout. Put a Slaad Tongue into the pool and use Melf's Ring to cast aMelf's Acid Arrow on the pool (it doesn't matter what character classyou are, you'll be able to cast the arrow and the ring must be equippedon your finger in order to cast the arrow). This will make a WaterElemental 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 speakwith him, this little bastard lied to you and doesn't have the SnowGlobe, kill him for the deception if you please, otherwise send him onhis way (big alignment shift for lawful good characters if you kill himso Paladins beware, 5 evil points if you do anything hostile). He's agood fight if you decide to kill him, he casts all kinds of spells onyou, plus those nasty insta-kill ones; you'll gain a decent ammount ofXP 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 solet's do just that. Go into the room to the right of the north-westFire Summoning Chamber to see the gongs. In that Diary Page you foundearlier contains the proper sequence for unlocking the door in thisroom and that sequence is: Puma, Wolf, Bear, Dragon. Examine the gongsto 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 throughthe 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 actualfit-it-the-palm-of-your-hand snow globe, I thought it was going to bebig and magical like a crystal ball. You're actually going to be inthat tiny little globe in a few minutes.

Return to the Drinking House in Beorunna's Well and tell Lillianyou've found the Snow Globe and give it to her, you might be able topersuade her into some gold but your Persuade skill must have to bereally high 'cause I can never get her to fork out any gold. Go up tothe second floor and go through the only door that isn't locked,approach the pedestal in here and interact with it. You will beoffered two options: Enter the Globe or Rotate the Globe. This part iskind of hard to explain so I'll do my best.

First choose to rotate the globe, then enter it. A bunch ofDryads are going to be your enemies while you're in here and they'relead by Arywl who is in the north-east corner, they'll keep respawningover and over no matter how many times you kill Arwyl. The Dwarves inhere will be friendly, speak to their leader Hodd in the north-westcorner and he'll tell you more of the immortal Dryads and tell you gosee the master. Go into the cave in the south to see a large WhiteGuardian Dragon. DO NOT ACT HOSTILE TOWARDS IT! It will kill youquicker than any of the enemies you've fought thus far so listen to itfirst before you jump the gun because you finally saw a Dragon and get

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all Aragorn on it, you'll get to slay it in a minute so relax. Speakto the Dragon and it will tell of how the Dwarves and Dryads are hisslaves and he made them enemies for its own amusement, ask him aboutthe Words of Power to find out that he is guarding one of the pieces tothose powerful words. Search the book pile in here to find Arwyl's andHodd's Journals, take the Broken Amulet of the Ages out of the chestnear the books. The Word of Power piece is in the back of the caveinside of a chest that can't be picked or destroyed via bashing orspell. You can kill the dragon now to get into the chest or you canfree these slaves and then slay the dragon with the amulet, which willmake the battle twenty times easier so go have this amulet fixedwhatever you do. Take the amulet to Hodd and have him fix it, it willthen turn into a Drained Amulet of the Ages. Exit the globe.

Now rotate the globe again and then re-enter it. This time theDwarves are going to be your enemies and the Dryads are going to befriendly. Go speak to Aarwyl in the north-east corner and ask herabout the Drained Amulet of the Ages, ask her to fix it and it willthen turn into the Amulet of the Ages. This amulet now has the powerto free the White Dragon's slaves from this miserable never endingbattle of an existence. Return to the cave and the Guardian WhiteDragon will instantly become hostile because of the Amulet of the Agesyou now possess. The amulet will help you slay this Dragon REALLY fastas opposed to if you didn't have it, equip it for it will make youresistant to cold damage. The Dragon has a powerful Disarm andKnockdown attack, he will also spray you with his frosty breath thattakes away almost all of your HP if you're not wearing the amulet; thisDragon is also quite dexterious considering its size. If it Disarmsyou 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 itup to get this battle over with. Spellcasters will want to take thisfoul beast out from afar. When it finally does die you'll gain a goodamount of XP. Now the chest in the back of the lair is open, go raidthe loot and take the first piece of the Words of Power. A Lizardwomannamed Haedraline will appear and speak to you and give you a lot ofinformation on Maugrim and all those Cult people and the Words ofPower. Step into the portal that appears to be teleported out of thisglobe. Return to Aarin and give him the Word of Power you've justfound to be handsomely rewarded 1,500 XP and at least 3,000 gold. Headto Moonwood to continue in the search for the Words of Power.

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<><><><><><> C3-3 ~ MOONWOOD ~ <><><><><><>

-- AREAS IN MOONWOOD: - Deeper Moonwood - Spine of the World

-- QUEST TO BE UPDATED: - Main Quest: Words of Power

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-- QUESTS: - Side Quest: Working for Akulatraxas - Side Quest: Gorgotha the Gold Dragon - Side Quest: Klauth the Ancient Red Wyrm

>>> A NOTE ON SUCCESSFULLY COMPLETING ALL THREE DRAGON QUESTS:

You can screw yourself out of a Dragon quest in this area if youdon't know what you're doing so here's how to complete all three ofthem. Speak with Gorgotha in her cave in the Spine of the World regionto aquire the quest to bring her Klauth's head. Then speak toAkulatraxas in Deeper Moonwood, who will give you the quest ofbriniging her the Hill Giant Chiefs head. Before you visit Klauth, butafter you collect the giant head, give the Hill Giant Chiefs head toAkulatraxas, then either act hostile towards her or try to open thedoor to her eggs in the Egg Room to make her become hostile. KillAkulatraxas and take her eggs. Then visit Klauth, who wants someDragon Eggs, give them to him to complete the quest for the eggs hewants, and then kill him to collect his head. Now bring his head toGorgotha to complete all three Dragon quests. Don't kill Gorgotha,whom is also guarding eggs, before you give her Klauth's head or youobviously won't be able to complete that quest to collect yourrighteous reward.

----------------------------------~ MAIN QUEST: THE WORDS OF POWER ~----------------------------------

This will be another long dangerous adventure, the most dangerousone yet in fact, so bring a lot of good equipment with you and stock upon healing items. Explore Moonwood and kill all of the Orcs and othercretants wandering around, don't go into the cave in the west just yet,that's where the Supply Lines quest gets finished if you're followingthis guide. You'll run across some guy named Ixaristu in his campsitealong with a few Uthgardt Warriors, speak to them for some information.Head into deeper Moonwood in the north-east corner.

Explore the Deeper Moonwood region and there are two caves inhere, one in the middle of the map and one to the west. To the west isthe Hill Giant Lair and the middle cave is Akulatraxas the Dragon'scave. Before going into the Hill Giant Lair go talk to Akulatraxas toaquire her quest, then go into that lair to get the chief's head. Irefer you Akulatraxa's quest section as to how to complete it. Iadvise you to collect her eggs after you complete the quest for herbefore proceeding any further in the main quest. Go into the Spine ofthe World in the north.

Kill some more Cultists and Trolls that are running around in thewoods and explore this region. Beware of the Fire Giants wanderingaround the vicinity, and giant they are, and not to mention quiteresiliant and powerful. There are three caves in this region, aMysterious Cave in the east, one to the west and one to the north. Themysterious cave is where you'll find Gorgotha the Gold Dragon, go inthere and speak with her to aquire the quest of bringing her Klauth'shead, DO NOT try to open the door leading to her eggs if you want to

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complete this quest for her, she'll become hostile and then you'rescrewed. Gorgotha's quest ties right into the main one. The cave inthe 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 pileof rubble in here to find a Dragon Scale, this is required forBoddyknock's Tale so don't discard it. Enter the cave in the north tobe 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 probablyguess this place is going be loaded with Fire Giants that'll knock youaround pretty good. There are also a lot of Duergar Rogues in here butthey're really easy to get rid of, nuiscance enemies, even though theycan poison you. If you're using the top-down camera mode expanded tothe fullest, a lot of the smaller chests in here are kind of hard tospot because they're hidden behind all of the large stone supportbeams. 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'llsee the map pin East to Fire Giant Domain. In the north-west corner isNorth to Fire Giant Domain, go to the rooms south of it to see findOrc, Wogar, trapped in a prison, pull the lever next to it and freehim. Speak with him to find out some information and then he'll hightail it out of here. Don't even bother searching the cell for thereare no items in there. Did you think an Orc would actually leave yousomething? Go to the North Fire Giant Domain.

Explore this level of the lair, kill some more Duergars and FireGiants and collect more items via all of the chests. You'll find twoprisoners in the north-west corner room, go speak with them to find outsome information and then send them on their way, you can have themfollow you if you want. Open the armoire in here and take The Ritualbook and read it, interesting, let's go find a Dragon Sphere. If youhave the prisoners follow you they will turn hostile against you atsome point so kill them. Here I was, trying to be nice guy andescorting these damsels in distress out of here and they attack me inreturn. Oh well, every XP counts. Wander the rest of this level andclear the place out. In an eastern room you'll find four SummoningShrines, an Ogre will smash them up. Don't worry if you thought youwere going to make a sphere, you'll have a sphere shortly if you'refast at overcoming the obstacles that lie ahead. Go back up to themain level and head to East Fire Giant Domain.

Explore this level of the lair, kill some more Fire Giants, HellHounds and Huge Fire Elementals. You will see some Deeper Caveentrances on the right side of the map, all lined up in a row, Klauth'sLair is the bottom one. First go to the big south-west room and killKing Strogg, the king of these brutes who've been smacking you aroundpretty good since you came into this place. This giant is tough andhas a powerful Knockdown attack so if you're not a melee dualer thentake him out from afar. When the king is dead (I killed the king!)search his remains and take the Pass Amulet (required to get intoKlauth's Lair) and a Ritual Book, it's the same book you've foundearlier so don't bother putting it into your pack. Head to the eastand go into the northern most Deep Cave.

This is a Slaad Cavern, there are A LOT of Gray Slaads in here, asyou know from the previous floor these things are brutal, summon Red

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Slaads, and cast all kinds of nasty immobilization spells on you suchas Stunned and Dazed, bastards. Concentrate on killing the grays,ignore the reds if they're not surrounding you because they'll justkeep on being summoned if you don't take out the grays. In the middleof the chamber behind a gate is the Death Slaad Lord, he's about aspowerful as a gray and isn't that difficult, although he does have thatnasty insta-kill fire vortex spell so if a swirly pit of flamessurrounds your character RUN! When the Slaads are no more return tothe lair above.

Now head into the middle Deeper Cave to be in a Dragon Dungeon. Gothrough 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 duringthe fight or it'll become hostile. When the Yuan-Tis have beenobliterated, speak to the Blue Dragon and all is it will say is it'shungry and wants food; if you ask it where the food is it will stillsay hungry, want food. Dumb ass dragon, it's about as smart as my Orc-Barbarian character I've played a previous campaign with. Look in thefountain in here and take the Dragon Sphere out of it, this is what Iimagined the little itty-bitty snow globe would look like. If you wantto kill this beast for a nice ammount of XP, then DO NOT put the sphereonto the pedestal. Doing so would destroy this beast, no XP gained, soI advise you to kill the dragon first. If you kill the Blue Dragon thehard-but-well-worth-it-way, then examine it to find out its strengthsand immunities so you can stratagize your method of attack. This Wyrmhas the capabilities of all the dragons you've fought thus far,including Knockdown and Disarm attacks and it breathes clouds of poisonand spits acid in your face. If you're a Wizard or Sorcerer, a realeasy way to avoid the dragon is by running around the altar that theorb pedestal is on so you can launch your long range spells withoutworrying about taking a crap load of damage, Haste yourself beforedoing so, this monster can also place Fear in you so you may want tocast that counter spell before the battle or equip a mind-affectingimmunity item. The Empowered Magic Missles spell (if you were smartenough to pick the Empower Spells feat) will work wonders if you're acaster of the Arcane, so does Isaac's Missle Storm. When the BlueDragon drops from the severe case of tenth degree burns he has sufferedfrom your spells, or fell due to your mighty blade, you'll gain niceammount of XP. Place the sphere you found in the fountain onto theDragon Orb Pedestal, this will make a Dead Dragon Sphere appear on thepedestal, take it and head back up to the Fire Giant Lair.

Head into Klauth's Lair and cross the very long bridge going oversome lava, every gate you open on the bridge will send a devestatingfireball at you which is near impossible to avoid. Approach Klauth atthe end of the bridge, DO NOT ACT HOSTILE TOWARDS HIM YET! Speak toKlauth, he is guarding a piece to the Words of Power and will give youa lot of new information about the Creator Race Ruins, he will alsotell you that he wants some dragon eggs, this is another quest you'llaquire. If you're following this guide then you already have theDragon Eggs he wants, simply give them to him and he will reward youwith his Lair Key. THERE IS NO ALIGNMENT SHIFT FOR GIVING KLAUTH THEEGGS! A lot of people out there think it's "evil" to hand over somedragon eggs to Klauth but it isn't. If you're not following this guidethen go get some eggs out of Akulatraxas cave. You can kill him rightoff the bat to aquire this key from his remains, I wouldn't if I wereyou. Go into the room with your newly aquired key and take Word of

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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. Questcomplete. Haedraline will appear to give you more information on theWords of Power and the Old Ones among other things. Don't forget tosearch the chests near Klauth, there's a suit of Red Dragon Armor thata heavy armor wearing character will want to equip ASAP, you'll alsofind a Diremace enhanced with some nice bonuses, Ardulia's Fall. Toget your reward for this quest, take the Word of Power piece to Aarinand you will be rewarded 3,500 gold and 1,500 XP. You may be able topersuade him into giving you a Ring of Protection +4 if you're lucky orhave high persuasion skills.

What's that about aquiring Klauth's head do you ask? Well, if youdon't have the DEAD DRAGON SPHERE then this is going to be the mostdifficult battle of the game, it's difficult even if you give him thesphere. Speak to Klauth and he will ask if you have an essence of thedragon sphere, give him the Dead Dragon Sphere and his health willinstanly be reduced to Badly Damaged which is definitely a HUGE help.Klauth is without a doubt the toughest monster in the game and willcast some extremely lethal spells on you that I don't even know thename of. He'll breathe fire all over you, perform Knockdown and Disarmattacks, is resistant to cold damage but not immune to it, is immune toa whole array of spells and their effects, and is a really goodchallenge. A henchman is a definite for this intense fight. Not toruin your day or anything, near death on Klauth is around 350-400 HP, Ijust thought you would like to know. If you defeat Klauth (especiallyon Hardcore D & D difficulty) without giving him the sphere or having ahenchman by your side then my hat's off to you, bragging rights areworth listening to for that feat. When Klauth the Mighty Ancient RedWyrm finally falls victim to your spells, blades, arrows, or whatever,take his head and give it to Gorgotha.

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---------------------------------------~ SIDE QUEST: WORKING FOR AKULATRAXAS ~---------------------------------------

In Deeper Moonwood go into the cave on the middle of the map andapproach a big Dragon, Akulatraxas. Speak with her and ask about theHill Giants, she'll tell you how they want to steal her eggs and if youcan go into the Hill Giant Lair and bring her the Hill Giant Chieftanshead, agree to do so and you'll aquire this quest. Leave this cave andenter the Hill Giant Lair in the west.

As you can probably guess, this place is going to be loaded withHill Giants so beware of the flying boulders. If your character islevel 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 headdeeper into the caves in the center of the map, you'll be confronted bya Hill Giant Champion, which is about twice as stong as the other geeksroaming around the lair, and especially if it drinks a Barkskin potion.

This level of the lair is full of Ettins as well as more HillGiants. Explore this level and in the north-east corner room is a FireGiant, take the note from his remains and read it if you're paying

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close attention to the story. In the room in the south-east corneryou'll find a room full of Grizzly Bears, search a chest in here for agood random item. In the north-west corner room you'll fight Cook, thegiants cook I guess, kill him and speak to the prisoner in here to findout loads of new information, let her go to be rewarded 100 XP eventhough she isn't an important part of this quest. Every XP counts! Gointo the small room above this one to find another prisoner, speak withhim and then send him on his way to gain another 100 XP. Go into theroom in the south-west corner to fight the Hill Giant Chieftan, themost powerful Hill Giant yet so good luck, although he isn't that toughagainst a couple of Maximized Fireball and Magic Missle spells, ifyou're fortunate enough to be playing as a Wizard or Sorcerer. GLITCHALERT: Don't go near any walls in the chiefs den or you may get stuckto one; thus forcing you to load your last save. When the chief isfinally dead, take his head from his remains. Return to Akulatraxasand 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 giveto Klauth, attack Akulatraxas. She is a formidable oponnent,obviously, and has a powerful Knockdown and Disarm attack, not tomention her extremely lethal acidic breath. Casters of the Arcaneshouldn't have too many difficulties taking her down, but Fighters andmelee type characters are going to have their hands full. Akulatraxashas many spell immunites so examine it to find out what it's resistantand 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 soyou can't get to it, lure it away from the weapon if this happens toyou so you can recover your blade. If you're a Fighter or Barbarian Ihope you've been building up your Discipline skill for this Dragon is alot tougher to slay than the White Dragon and a henchman might be agood idea for this take down. When you've slain the foul beast you'llearn a decent ammount of XP. Go into the egg room and take a GreenDragon Egg out of the incubator; open the chests in this egg room tofind a decent ammount of gold.

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----------------------------------------~ SIDE QUEST: GORGOTHA THE GOLD DRAGON ~----------------------------------------

Speak with Gorgotha in her cave, which is located in the east inthe Spine of the World. She'll tell of Klauth, and how he wants hereggs, and she'll ask you if you can bring her Klauth's head. Agree todo this for her to aquire this quest. *DO NOT* try to open the doorleading to her eggs if you want to complete this quest, she'll becomehostile if you do, and then you're screwed out of the just reward forcompleting this quest. I refer you to the main quest in this sectionfor the majority of this side quest. When you deliver Klauth's head toGorgotha 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 becomea legend in your own mind if you please. You'll gain a good ammount ofXP and some Dragons Blood, along with more gold and items out of her

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Egg Room; you'll also gain 5 alignment points towards evil if you killthis dragon. If playing the game as a Paladin and your good alignmentpoints are at 80-100, killing this beast will not shift your alignment.If your good alignment points are below 80 then you might want to letGorgotha live so you won't suffer an alignment shift. Gorgotha is yetanother extremely challenging foe to overcome so stratagise well andyou will prevail...eventually. Gorgotha has a powerful Knockdown andDisarm attack so melee'rs beware, she zaps you with a bolt ofelectricity from afar and will consume you in her fiery breath if youget too close. The good news for spellcasters is that the cave ispretty big so Haste yourself and run around to launch your mostpowerful long range spells at the beast. Examine the creature to findout its strengths and weaknesses, then scheme up a good plot for theinsuing assault.

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-------------------------------------------~ SIDE QUEST: KLAUTH THE ANCIENT RED WYRM ~-------------------------------------------

I refer you to the main quest as to how to flind Klauth. Speak tothe wretched Wyrm and he will ask you if you can bring him some DragonEggs. If you took my advice on how to aquire the eggs (see Akulatraxasquest for more specific information), then simply give them to him tobe rewarded with Klauth's lair key, which houses a piece to the Wordsof Power in a chest. No XP or gold gained for completing this quest.

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<><><><><><><><> 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 firstarea of the fort, nuiscance enemies, keep heading south and enter FortIlkard. Straight ahead is the Fort's Main Gate but explore the areaand kill some Ogres and Orcs, in the north-east corner is a cave, go in

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there and kill Guzud if you're doing the supply line quest. You willnot 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 speakto 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 ifyou want a side quest, it kind of ties into the main quest so you mineas well do it. There's nothing pertaining to the main quest in FortIlkard. After you've completed the siege side quest, go to the Ruinsin the south-east to continue in the main quest.

Now that the side quests are complete and you're in the Ruins,explore the area and kill some more Cultists, take the leaders journaland read it for it's been a while since you've seen any Cult people.In the back of the Ruins is some kind of altar on a big stone slab witha triangular beam of light around it and a bunch of colored lightpillars all around the area, enemies keep teleporting into this areavia the altar. Search a little pile of stones by the altar to findsome Volcanis Oak Seeds, don't discard them because they are needed tocomplete Linu's Tale. There's a cave entrance near with some lightbeams that appear to be blocking the entrance, they aren't hinderingyour access to the cave so head through the light beams to be in theCreator Race Ruins.

Upon entering these ruins you'll see a corpse directly ahead ofyou, take the Translation Amulet from its remains and equip it, if youdo 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 deadyou'll notice a Temporal Lizard that you can't interact with. The doorit's standing by is the Door of Three, the main objective of the questis to open this door. You'll spot several map pins, the one in thenorth-west corner is the Sun Dial, one due north is a Guardian Golemroom, and to the east and west are two more Guardian Golem rooms, eachGolem is guarding a riddle. You really can't do anything in the ruinsyet pertaining to opening the door of three so open the door directlyacross 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 findout that in order to open the Door of Three you must travel back intime, you'll also aquire a side quest of planting some seeds for her.Sapphira will give you a Time Crystal and some Ultarg Tree Seeds so youcan plant a tree for her in the past. Exit the garden and go to theSun Dial in the north-west corner, don't talk with anyone yet or try tokill the Golems, you can't destroy these Golems just yet. Use the TimeCrystal on the Sun Dial to be transported backwards in time (you mustgo into your inventory and manually select to use the time crystal onthe sun dial or you won't warp back to the past).

An Old One Commander will begin attacking you as soon as you exitthe sun dial so take care of this minor threat. You will *NOT* be ableto use the Stone of Recall while in the past, you must return topresent time in order for the stone to work again. Immediately head tothe 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 Workersassigned to the three Golems guarding the Riddle Rooms more easily.You'll be fighting more Creator Race Lizard things while you're in hereand the commanders can be tough but they give you a decent ammount ofXP, you'll probably find a scroll of Temple Defenses in their remains.

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When you get Lokar's Ring, slip it on your finger and speak to theSlave Worker standing in the room with the bridge leading to the Riddleof Smoke. Ask him about the Golems and persuade him by telling himyou'll free him or give him lots of gold if he can build a faultyGolem. He'll agree to it whether your persuasion skill check fails ornot if you're wearing Lokar's Ring. He'll offer you four ways he canweaken the Golem he's assigned to build, you can pick Fire, Cold, BluntWeapons, and Slashing and Piercing Weapons. Pick one of the choicesand when you fight the Golem in present time, it will be weak to thekind of damage you've picked so whatever you do, remember what choiceyou pick for the Golem's weakness. Wander around the rest of the ruinsand speak to the other two Slave Workers by the Riddle of Sound andRiddle of Light rooms, they will offer you the same four choices forweakening the Golems they are constructing so remember your choices forthe future battles. If you want to plant that tree for Sapphira gointo the garden and Queen Morag will be in there and speak with you,you can't kill her but you can slay all of the Lizards around her.Plant the seeds (must interact with the Dirt and Weeds and choose toplant the seeds) and explore every room in the past to find some itemsand gain some more XP. When finished, return to the Sun Dial and usethe Time Crystal to warp back to the future.

Go to the south-east Golem Room and kill the Golem, remember toslay it via the weakness you've chosen for it in the past, the Golem isinvincible if you try to slay it any other way than the specificweakness you've chosen for it. When the mighty construct falls to itsknees and croaks, search its remains and take the key to use on thegate 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 ofSecondary Colors, two wells labled Pool of Primary colors, and a wellin the middle of these four labled Pool of Swirling Colors. Search thePool of Swirling Colors in the middle and take the two PURPLE gems outof it. Now approach the wells on either side of this middle one (Poolsof Primary Colors) and choose to press the red gem in one of them andchoose to press the blue gem in the other (red mixed with blue makespurple). Approach the fountains (Pools of Secondary Colors) and placea purple gem in each (must SPLIT the gems, right-click on the gem inyour inventory, select split and type in 1). When you place the purplegems the four pools of color will vanish and one seal on the Door ofThree will be released.

Head to north Golem Guardian and kill the next big Golem via theweakness you have chosen for it in the past, search its remains when itdies and take the key. Open the door it was guarding to enter theRiddle Sound of room. Kill the Bodack and then take the Fairy Bottleout of its remains, use the bottle to release the fairy inside. Speakto the fairy to find out some information, this fairy holds the answerto this riddle. You'll see four gongs in the room, follow the fairyto each gong she leads you to and bang it (just left-click the gong andyour character will bang it) to solve this riddle. Explaining thispart is kind of difficult so I'll include a map to make things easierfor the both of us:

EAST (according to game compass)

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

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| | | 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 aspecific order. When she has finished, the fairy will inform you thatthe answer to unlocking this riddle are the eight notes she has justplayed. 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 thissequence of notes is played in the proper order the gongs will vanishand the second seal to the Door of Three will be released. The easiestway to do this part is to follow the fairy when she begins to flyaround and bang the gong right after she does. This part may have arandom sequence to release a lock on the door of three so if it does,then write down the proper order. The fairy may start banging thegongs again while you're in the middle of this process, just ignore herand continue banging the gongs in the proper order, she can't mess itup for you if you don't break the sequence.

Head to the south-east corner and kill the last Guardian Golem viathe 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 ofSmoke room. Make sure you check the room in the north-east to findTamorlyn's Song in a sarcophagus, this is for Sharwyn's Tale so don'tdiscard it. Cross the bridge and you'll see an Alchemist Apparatus anda Smokey Brazier, look on the apparatus and take the yellow, blue, andred powders off of it. To solve this riddle first place the RED andYELLOW powders into the brazier, second place the BLUE and RED powdersinto the brazier, and third place the YELLOW and BLUE powders into thebrazier to solve the riddle and the last seal to the Door of Three willfinally be released.

Go through the Door of Three and a gigantic Baalor Lord willappear. This monster is pretty tough and has the fire vortex deathspell so if you see a pool of swirling fire at your characters feet,RUN, unless your immune to death spells. Although armed with agigantic sword, this beast isn't that skilled in melee combat soFighters and Barbarians will FINALLY have an upper hand in a battle vs.spellcaster for a change. This creature is pretty resiliant to anarray of spells so it may take casters of the Arcane some time andeffort to bring this wretched beast to its knees. As a dying gift thiscreature 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 youget it near death or you'll die right along side it if you're at low HPwhen the beast is slain. When the Baalor Lord is no more, take the keyfrom its remains and search the altar it was guarding to find anotherpiece to the Words of Power. Haedraline will appear once again and

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give you all sorts of good information so pay close attention. Whenall of the side quests for this chapter are complete, return to AarinGend and give him the piece to the mighty words and more of thisintriguing story will unfold. You will be rewarded 5,000 gold and1,500 XP for your valiant effort and triumph, then you will proceed tothe fourth and final chapter.

_______________________________________________________________________

----------------------------------------~ SIDE QUEST: THE SIEGE OF FORT ILKARD ~----------------------------------------

In the Commander's Lodge Damas tells you of a siege on the fortand gives you the duty of destroying the catapualts. Exit the lodgeand go behind the main barraks and aid in the fight against an ElkTribe Subchief and a Catapault Commander. Leave the fort area anddestroy the first catapault on the left, just approach it and left-click on it, spells or bashing isn't neccessary. Go to the right anddestroy the ballista and the catapault behind it. There's some morecatapults and a ballista right still so go destroy them and take theenemies out. Now all of the catapaults been destroyed (4 catapaults, 2ballistas) return to the lodge and speak with Damas. Now he wants youto go and collect Arness's head and bring it to him. For destroyingthe catapaults Damas will reward you 500 gold and 312 XP.

Go to the Urthgardt Command Post just above where you destroyed thecatapaults to kill Arness. This guy's a joke and you should have noproblems whatsoever taking him down. Scoop up his head from hisremains 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 tocomplete this quest you must bring him the head of the Elk TribeLeader, Zokan. The rest of this quest ties in with the investigate theElk Tribe one.

Go into the Northern Homesteads and head towards the UrthgardtFort, talk to the guard in front of the fort and tell him you're thereto see Zokan, he'll open the gates for you. Enter the fort, you'll seea 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 ofthe north corridor, look inside the urn to find the Ashes of RunningWolf, these ashes are for Tomi's Tale so don't discard them. Zokan isin the room furthest east, in the room before him open the two steeldoors to find some prisoners, speak to them and send them on their wayto gain 200 XP. Go into the room Zokan is in, you can kill him now andtake his back to Damas to be rewarded 625 XP and 1,000 gold. On hisremains you'll find an Urthgardt Ceremonial Spear, this is for Daelan'sTale so don't discard it. If you'd rather spare Zokan and save histribe, speak to him and he'll tell you how Damas gave his tribe thisdisease from infected blankets. He'll ask you to find a cure and thatDamas might have one. Go speak to Damas and buy the cure from him, orjust kill him and take it. Damas wants 3,000 gold but you may persuadehim to lower the price. Take the cure and give it to Zokan, who willreward you with the Urthgardt Ceremonial Spear, 625 XP, and aDreamcatcher.

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_______________________________________________________________________

------------------------------------~ SIDE QUEST: DELIVER ECKEL'S NOTE ~------------------------------------

Go into the Settlers Barracks and speak with Eckel, he will go onand on about how he hates Damas, say to him "wow, you really don't likeDamas," then ask him if you can help to aquire this quest. Eckel givesyou a note he wants you to deliver to his wife. Go into the NorthernHomesteads, located left of the Urthgardt Command Post, and headstraight up the road to Eckel's Homestead. To the right is an ElkTribe Brute trying to bash in a door to a house, kill him before heenters the house or it'll kill Eckel's wife. Go into the house andgive the note to Eckel's wife, Galia, to be rewarded on the spot 300gold and 375 XP.

_______________________________________________________________________

-------------------------------------------~ SIDE QUEST: PLANT THE ULTARG TREE SEEDS ~-------------------------------------------

This side quest is threaded into the main quest so I refer you tothat section if you need more specific information. In the present dayCreator Race Ruins speak to Sapphira in the garden. Ask her if thereare any tasks you can do for her and she'll ask you to plant someUltarg Seeds for her, agree to do so to aquire this quest. While inthe past Creator Race Ruins, go into the garden and Queen Morag willapproach 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 withSapphira standing by the tree you've planted, she'll reward you someRubies and 350 XP, and maybe a Phantasmal Killer spell scroll if youcan persuade her.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>#20E ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER FOUR ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

<><><><><><><><><><> ~ NEVERWINTER CITY ~ <><><><><><><><><><>

-- QUESTS: - Main Quest: The Final Battle - Side Quest: Neverwinter Under Siege - Side Quest: Rescue Leesa

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--------------------------------~ MAIN QUEST: THE FINAL BATTLE ~--------------------------------

>>> NEVERWINTER CITY

You'll start this short chapter off in Castle Never in NeverwinterCity. You are on your own for this final chapter and no henchmen willbe available for hire to fight by your side. Familiars and animalcompanions can still fight by your side (if your class allows them) butI find them absolutely useless. Thank the gods for Summon CreatureVII, VIII, and IX. If you use the Stone of Recall during this chapteryou'll teleport to the Halls of Justice, Oleff bears the gift ofhealing so speak to him to get healed if need be.

Speak with Lord Nasher and Aarin to learn what final task awaitsyou. Our mystery cultist and Maugrim have waged war on the city andhave begun their assault, you are to seek the wise advice of Haedralinewho is locked down in the dungeon. Head down to the Castle Dungeon andas soon as you enter you'll see Haedraline locked in a cell, speak withher to learn a ton of new information and learn that there is one finalWord of Power piece you must aquire to put an end to Maugrim and herevil ways once and for all.

Don't explore the caverns below the dungeon yet, head back up towhere Lord Nasher and Aarin are and leave Castle Never by way of themain doors. You are now back in the City Core, head into the Trade ofBlades and speak to Trancar to aquire the Neverwinter Under Siege sidequest. Go into the Moonstone Mask and speak with Luce to aquire theRescue Leesa side quest, Ophala sells supplies so you may want to checkout her inventory. You might also want to go into the Shining KnightsArms and Armor shop and see what Durga has for sale, equip yourselfwith the best available equipment for the final battle will beginshortly and you want to be prepared. Unfortunately you can't get intothe basement to have Marrok forge magical equipment for you. Go to thesouth-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 situationand how grisly it is. Head through the gates and you will see a SiegeGolem wandering around, you *CANNOT* inflict any damage upon itwhatsoever so don't waste spells on it or get into a melee dual withit. There are Luskan Frost Giants lurking all around and you can killthem if you please, they're a lot easier to fight when the Siege Golemisn't chasing you around so immediately head to the house with thepurple glowing door in the center of the map marked House Entrance.Kill the Baalor Lord and the Luskan Wizard who is controlling the SiegeGolem, when the Wizard dies the Siege Golem will be no more. Head backoutside and search inside all of the abandoned houses in the area andif 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 andWizard in you'll see three catapults by a large locked gate, left-clickon the catapaults and your character will destroy them.

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Go into the house marked on the map above the catapaults and speakto a man named Asgard, he will tell you of a secret back door in thehouse. Go into the other room in the house and interact with thebookshelf against the wall and choose to use the secret exit. Wastesome Frost Giants and you'll see another Siege Golem wandering around,immediately head to the house with the glowing purple door near thelocked gate. Kill the Balor Lord and Luskan Wizard in here and theSiege Golem will deconstruct upon the Wizard's demise. Your journalshould've been updated that the Neverwinter Siege quest got completedand you'll receive 520 XP for completing it. Leave the house and inthe corner you'll see a Strange Courtyard, enter the house above itkill a couple more Luskan Wizards and a really tough little LuskanAssassin. Leave the house through the right door to be in the StrangeCourtyard, kill the Half-Dragon Baalor, this thing is pretty weak butit has that nasty fire vortex death spell and breathes extremely lethalacid all over you. When the Baalor falls victim to your mighty orinfernal wrath, step into the portal it leaves behind to enterMaugrim's Sanctuary.

>>> MAUGRIM'S SANCTUARY

Leave the tiny room you're in to have a run-in with the traitormystery Cultist we've been chasing after for the past chapter and ahalf. If you're playing the game then you obviously know who it is, ifyou were reading this guide and decided to jump ahead, there will be nospoilers here. The mystery guest will speak to you, you can try totalk this person into giving themselves up and face the music for thetreachery and betrayal they've commited, but, it won't work and theinevitable battle insues. This enemy is surprisingly easy, I don'tknow if it's just because my character is so well developed at thispoint in the game (level 18, human Fighter 6/Sorcerer 12) or if BioWareactually gave us a break after the many previous tough foe that havefallen to our wrath. This enemy will cast the extremely deadly firevortex insta-kill spell and I think you know how to avoid by now; theywill also cast a Clarity spell on themselves so mind-affecting spellsare pretty much useless to try and cast upon this foe. Other than thefire vortex spell, this enemy is mediocre at best and you shouldn'thave too many difficulties taking this opponent down. When you beatthis traitor down to Badly Wounded they will speak to you, again youcan try to talk this person into giving up and turning themselves inbut they insist on fighting to the death so give them their wish. Thistime the battle will be a little more difficult but nothing to fear,this opponent is still really easy to take down. They will cast moreoffensive spells (for this character's class I don't understand howthey get to cast these spells but if you're playing the character classthis enemy is then you can't possibly cast these spells) and will healthemselves a lot but again, this battle is laughably easy. After thisperson dies, search their remains and take their sword, this is uselessfor all characters unless you're a Lawful Evil Paladin, which again isuseless because I don't know any Paladin who would suffer an alignmentshift just to use a weapon that isn't that great to weild. You'll alsopick up an Inner Sanctum key from the remains.

Go through the door in the room where you've just slain thetraitor to finally meet Maugrim. Go speak with him and he'll rant and

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rave how you would expect a madman to and you'll get to slay thiswhacko-loon. Maugrim is considerably tougher than the traitor you'vejust slain and has an arsenal of extremely deadly spells, includingTime Stop, which renders you absolutely helpless for a few rounds whileMaugrim rips you a good one. Maugrim will also resurrect a couple ofServants 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 toomuch of a problem killing him (the spell Tenser's Transformation workedout well for me so you may want to try that spell if you're able tocast it). When he falls victim to your wrath, open up the purpleglowing 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'sJournal.

Return to Castle Never and speak to Aarin to find out some moreinformation; tell him of Maugrim's defeat and that you have the finalpiece to the Words of Power, then head down to the dungeon. Speak withHaedraline once again to find out your final task if Neverwinter is tobe saved so head down into the Castle Caverns. Explore the cavern andspeak with Esmerelda, Master Ford and Cletus; ask about the SourceStone to find out some more information. Go through the door in thisroom and approach the Source Stone entrance. There are four Word ofPower Pedestals in front of the entrance, place the Word of Power ontoany one of the four pedestals to open up the way, step into theentrance to enter the Source Stone Sanctuary.

>>> SOURCE STONE SANCTUARY

Some Old One Warriors will attack you immediately upon enteringthis place, they're a lot tougher than Maugrim if you ask me, they havea devistating double damage attack that will deplete your HP fasterthan Star Jones will regain her weight beware. Keep pushing your wayfurther into this sanctuary and kill a lot more Old One Warriors,including a few that can cast spells so venture forth stealthily, it isbetter to take out one lizard at a time as opposed to charging throughthe cave and being overwhelmed. You'll run into a woman named Asheerastanding in front of a door, help her kill some lizards and then speakwith her to be reminded of someone and find out some information aboutQueen Morag. You can decide to whack this chic if you want or you canjust let her be, if you kill her then search her remains for Asheera'sAmulet, if you let her live she'll give you the amulet, equip it for itwill aid your character in the destruction of these wretched reptiles.The door behind Asheera is locked so head further into the cave andyou'll come across another door that is locked. Keep fighting your wayto the end of the cavern and pass another locked door, make your waypast a fourth locked door and enter the Inner Sanctum.

You're now in the Source Stone Guardian Lair and there will be TWODragons attacking you, a Silver Dragon and a Copper Dragon. Meleefighting characters are definitely going to have their hands fullduring this insane battle, you might want to think about using a rangedweapon, and if you were smart you've been saving all of the specialarrows and bolts you've been finding all over the place. You have tokill both Dragons to aquire two keys if you want to conquer the gameand dethrone Queen Morag. As you know by now Dragons possess a verypowerful Knockdown and Disarm attack so have fun trying to kill two

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Dragons with your blade if you're a Fighter or Barbarian, I hope you'reDiscipline and Parry skills are adequate by now. The battle arena ishuge so casters of the Arcane will have it made Hasted trying to killthese two viscious opponents. Examine the Dragons strengths andweaknessess and then plan out your method of attack. You might want tobuy an insane ammount of potions of heal if you plan on attacking thebeasts head-on in a melee dual. A really annoying problem that aspellcasting character may encounter is that because the Dragons are sobig that when you're running around the area your character may attackthe Dragons melee because you can't maneveur around them very well,make sure that when running around the cave that the attack icon isn'ton the Dragons if you change direction while you're running. TheDragons will Stun, Daze, Paralyze, and do all kinds of nasty things toyour character so I wish you the best of luck. Too bad there aren'tany henchman available, your familiar or animal companion is uselessduring this fight so don't count on them to bail you out, although theywill distract the Dragons for you. You may want to summon a powerfulelemental if you're able to. The Stone of Recall will be a great helpfor this battle so place it in the Quickbar so you can make a quickescape if need be. Hit the Dragons a few times, teleport to safety andrest 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 untilthe Dragons are no more. It's kind of the wussy way to beat them downbut it works, although it can get expensive withh 400 gold a pop forteleporting through the Recall Portal. When the Dragons are finallyslain, take the Guardian Key from each of their remains and congrats onyour victory. Open up the gates and before you step into the mouth ofthe cave, go stock up on healing potions and whatever else you may needbecause once you enter the cave you won't be able to teleport out ofit, rest, or return to the surface. Step into the mouth of the cave toofficially enter the Inner Sanctum.

You will not be able to use the Stone of Recall, rest, or returnto the surface while in the Inner Sanctum. You might want to savespells that do cold, fire, electrical, or poison damage since you can'trest while you're in here. Go through the door in here to see a wholebunch of Morag's Chosen and listen to the dialogue of Morag'sprojection encouraging her elite troops. When it's over they will allattack you so get ready, these lizardfolk aren't messing around andthey'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 theother lizards. Search their remains and take the key out of them, useit on the door in here and get ready for the final showdown.

Prepare yourself for the final battle of the game with QueenMorag. Drink every defensive/offensive potion you have, or cast thespells for them. To be honest I expected a more challenging battle andI 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 breakfor this final showdown. The amulet Asheera gave you will come inhandy for this fight so if you're not wearing it you might want to slipit around your neck. Speak with Morag and then she'll attack. Whenthe battle commences Morag will teleport by a blade trap, beyond whichare eight Morag Protectors. First, destroy the statue near the bladetrap and the trap will be disabled, some powerful enemies will appearso take them out ASAP, don't attack Morag since you can't damage heryet. When the statue is destroyed and the trap is disabled you have to

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decide which Morag Protector you want to destroy, the one you destroywill make Queen Morag vulnerable to that type of damage. There is aProtector against Flame, Protector against the Storm, Protector againstthe Frost, Protector against the Spear, Protector against Venom,Protector against the Lessers, Protector against the Mace, and finallya Protector against the Sword. Once the Protector against whatever isdestroyed Queen Morag will be vulnerable to that specific type ofdamage so kill her via that type of damage, or you can kill all of theProtectors and make Morag vulnerable to all eight forms of damage.Morag will cast Stun, Daze, Level Drain, Paralyze (that lasts anagonizingly long time), and Time Stop spells; she'll also release acouple 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 QueenMorag is no more a portal will appear where her throne was, step onthrough to teleport to the Astral Pocket.

Haedraline will run up to you and speak with you, she'll praiseNeverwinter's newest hero and all that happy stuff. When you're donespeaking with her step into the large portal to be teleported to theend of the game. A good cut scene will trigger and the credits willroll. Congrats on your victory.

_______________________________________________________________________

---------------------------------------~ SIDE QUEST: NEVERWINTER UNDER SIEGE ~---------------------------------------

Speak with Trancar in the Trade of Blades, he will tell you of theassault on Neverwinter City and assigns you the task of destroying afew catapaults, he also wants you to kill a couple of indestructibleGolems being controlled by some evil Wizards, agree to help to aquirethis side quest. I refer you to the main quest for the completion ofthis quest since it ties into that quest. When the Golems are no moreand the catapaults have been destroyed you will be rewarded 520 XP onthe spot, no need to return to Trancar.

_______________________________________________________________________

----------------------------~ SIDE QUEST: RESCUE LEESA ~----------------------------

Speak with Luce in the Moonstone Mask and she will beg you to findher sister, agree to do so to aquire this very simple quest. You willfind Leesa in the north-east corner in the War Zone just standing inthe road. Speak with Leesa and tell her the way is clear and she cango back to the Moonstone Mask. Return to Luce and you will be rewarded500 XP and a Cloak of Protection +4.

_______________________________________________________________________

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

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---------

Congratulations for completing the Neverwinter Nights campaign,this game is collosal and I know it took you a very long time to beatso pat yourself on the back for your triumphant victory; I hope youhave enjoyed my walkthrough and I was of at least some assistance toyou. If you don't have the first two expansions for this game I adviseyou to purchase them immediately. They offer new adventures, spells,character classes, weapons, armor, enemies and a whole array of newthings to add to an already great game. I have also written a guidefor Shadows of Undrentide, Hordes of the Underdark and NeverwinterWinter Nights Gold, Diamond and Platinum Editions so check 'em out ifyou need help in those games too. Now that you have beaten the gametry to beat it on the "Hardcore Rules" setting.

Did you find a quest that isn't in my guide? Did I majorly screwup anywhere? Have you found an item, weapon, or suit of armor notlisted in this guide? Have you developed any good stratagies or havefound some secrets you would like to share with the NWN gamingcommunity? If so, then e-mail me and let me know so I can add them tomy guide, I will of course credit you for any information you providethat I use in this guide. Please do not send me cheats and hacksbecause I refuse to put that kind of crap in my guide, let alone usethem in my personal journeys.

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

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

>>> CREDITS <<<

- BioWare Corporation for creating the best RPG video game ever- Atari for publishing this instant classic- Wizards of the Coast (they own D & D)- Sections 3-14 (and section 18) of this guide were copied from theinstruction manual and is a copyright of the BioWare Corp.

>>> CONTRIBUTOR CREDITS <<<

- Lord Brooks for letting me know what the item is you can persuadeBelial into handing over (Robe of Fire resistance).

- Al Morin for sending me the Crossbow of Accuracy for the origionalcampaign.

- Alit Anggara for the weapons and items he sent me and the bestpossible way to do the Rolgan's Trial quest to gain the most XP.

- Seagrave for sending in the specifics for the Druid Circle quest.

- Josh Gagnier for sending in the Gemsword and the Shining Light ofLathander.

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- Alfred Jereza for letting me know how to summon the Guardian of Helmin Helm's Hold and for letting me know what spell to cast on thatapparatus in the Host Tower of the Arcane.

-----

>>> E-MAIL RULES <<<

My address: [email protected]

- DO NOT SOLICITE! I don't care what your crappy product is allabout or how cheap you're selling it, I don't want it!

- NO CHAIN E-MAIL LETTERS! I will not send them on and if I gobankrupt, get a horrible disesase, an anvil drops on my head, I die,blah, blah, blah, because I don't send the letter on, oh well. I'mnot a superstitious fool.

- NO FAN CLUB STUFF! I don't care what your little club is allabout, I will not join. This includes D&D fanclubs since I don't playthe actual board/roleplay game and don't ever plan to.

- NO MONEY MAKING SCHEMES! That means you EXCEL (not Microsoftaffiliated for all of you who don't know about this scam artistcompany Excel) and all of you other scam artists out there. Earn $500a week by simply mailing letters from the comfort of your home...yeahright!

- NO JUNK MAIL! If you write a crappy newsletter, send me politicaljargon asking for money instead of my vote (the nerve of thesepeople), ask me to join some pathetic singles website for only $59.00a month (that means YOU E-Harmony), send me offers for cheapmedication (like someone my age needs Viagra), send me celebrity newsthat 95% of the U.S. doesn't care about (get a life for those of youwho do), or just feel like sending out trash to me DO NOT FEEL FREE TODO SO! If you do then I'll give you a virus. How does that appeal toyour server?

- If the answer to your e-mail is in this guide you will mostlikely not get a response from me. I know this guide is really longbut do your research and look for the answer before you decide to e-mail a question that has been clearly answered. For example, if youwant to know how a certain spell works, then look up that spellsdescription in the Spells section of this guide, or better yet readthe complete spell description and its effects in the game. Also keepin mind that some websites aren't able to keep up with the latestversions of my guide and your question may be answered in my latestupdate. You can ALWAYS find the latest version of my guide(s) atwww.gamefaqs.com.

- As long as we're talking about e-mail I'll most likely ignore,please write ledgible e-mail without all these modern day acronyms allyou tennie boppers, and adults who still think you are, IM and texteachother with.

- If you've found an item, weapon, or suit of armor not listed in

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the appropriate section way above, please "print screen" of the statsand e-mail them to me so I can add them to this guide. To print thescreen, examine the item and press the "prt scr" key (located to theleft on the number pad, sysrq should be on the same key); open up WordPad or Note Pad and right click; then click Paste - this will pastethe game screen in word or note pad. Simply attach the Word Pad orNote Pad document to your e-mail and send it to me. Make sure you getthe full stats if you do this, I don't really care about the itemsdescription, I just want to know what it does. This may seem like apain in the neck but if you don't send the stats then I will *NOT* addthe item, weapon, or whatever to this guide. Being an experienced FAQwriter, I learned long ago not to just take peoples word for it,especially for a game like this. I will of course credit you for thefind. If you want your e-mail address posted with any items you sendme then you must specifically state that you want your e-mail addressposted, otherwise I'll just post your e-mail user name when I credityou for the find(s). As long as we're on this subjet, if you send mecetain rituals that can be performed throughout the campaign, anddon't see them added in my guide immediately, this means I'm doingresearch on this "ritual" or whatever because again, I don't just takepeoples word for it and refuse to add unconfirmed things to my guide.When I'm satisfied that the ritual or whatever does in fact work, thenI'll add it to my guide, with all the credit to you of course.

- DO NOT send me cheats and hacks to add to this guide because IREFUSE to put them in, or even try them for that matter, so don'twaste your time.

- I don't care what kind of language you use just don't sweardirectly at me. I'm here to help you out, not to take verbal abusefrom you because you have no gaming skills and can't prevail over atough battle.

- And another thing: I KNOW THERE ARE TYPOS in this guide. I typedit in word pad and if you knew anything at all then you should knowthat word pad doesn't have spell check, plus I'm only human and thusnot perfect. When you type in a million plus characters you're boundto make some typos. It's amazing all these anal retentive yuppies outthere who e-mail me and make a big deal because I didn't use properpuncuation and grammer or spelled a word wrong. Let me see you peopledo a better job of writing a game guide. Thought so. Maybe somedayI'll notice the typos and fix them, then again maybe I won't just toirritate you. To an anal retentive, a typo is like Fran Dresherslaugh.

- NO PORN! Some degenerate porn companies must have gotten my e-mail address from my posted guides because I literally receiveHUNDREDS of porn offers a week and I'm getting really sick of it. Ifyou low-lifes keep on sending me this stuff then I will hack into yourserver and drop the worst virus known to computers into it so stopbothering me. Your anti-virus software doesn't have jack on me forthis virus will whipe out your entire operation and I know youdeviants don't want that to happen. If you happen to get up andrunning after my mega virus I'll just drop in another modified one.This process will be repeated until you're reduced to selling yourselfin an alley on the side of a bar just to make ends meet until youcrawl out of the deep bankruptcy hole you'll find yourself squatting

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in. I'm almost to the point of filing a lawsuit against you scumbagsfor harassment so stop sending me this crap. I don't mean to sound soignorant here but this is the only language these kind of pukesunderstand and I'm holding back what I really want to say because Idon't want to offend people, if this were an M rated game then itwould be a different story; since this is a T rated game I have torefrain because I know children and young adults are reading thisguide. And no, I'm not one of those anti-porn yuppies. Everyone hastheir breaking point and these jerks lobbed a brick through my plateglass window

-----

>>> LEGAL STUFF <<<

This document is Copyrighted by Randy Murtha, January 2008 and maynot be reproduced in part or in full without the written consent of theauthor. Nor shall this be posted on a website, printed in a magazinewithout my consent, put onto a removeable storage device/disc, or to beused in any way to make a profit. All Rights Reserved.

WEBMASTERS: If you want to post my guide(s) I'll most likely letyou but you HAVE TO ASK ME AND GET MY PERMISSION FIRST! Don't justtake it upon yourself to post my guide without my consent 'cause I'llsue you if you do and it will be my name as the webmaster for yoursite. I always check out the website you ask to post my guides on andif it's a crappy amateur site then don't bother asking me to post myguides on your cheeseball site 'cause you can't. If you send me an e-mail asking to post my guide and I don't respond, that means no and youshould know that NO MEANS NO!

If you have viewed this walkthrough on any other websites than theones listed near the top of this document, or have seen thisplagerised, please e-mail me and let me know which site you viewed thison, I will highly appreciate it. If you've seen this documentplagerised or on a website this isn't supposed to be on, there is a$CASH$ reward for informing me of whom the violator is. It's a lot ofhard work, headaches, time, and sore wrists to write a game guide andthere's nothing worse for us FAQ writers than having some impersonatorclaiming credit for our hard work and dedication to all the frustratedgamers out there who read our guides with great appreciation. If youplagerise this document or post this without my permission, or anyother guides I wrote, then I will prosecute you to the fullest extentof the law.

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

Neverwinter Nights: FAQ by RMurthaVersion 2.5, Last Updated 2008-08-22 View/Download Original File Hosted by GameFAQsReturn to Neverwinter Nights (PC) FAQs & Guides

Page 268: Never Winter Nights and Monk Guide

Neverwinter Nights: Monk by ELaRusicVersion 1.3, Last Updated 2002-08-15 View/Download Original File Hosted by GameFAQsReturn to Neverwinter Nights (PC) FAQs & Guides

Liked this FAQ? Click here to recommend this item to other users. Neverwinter Nights Monk Character Guide Version 1.3Author: Eddie LaRusic August 15th, 2002===============================================================================

Introduction------------Just a quick note about all content below this one; this guide is (currently)designed to be most beneficial to those who create monks in the NWN campaign, and did not multiclass.

This FAQ also assumes you are at least somewhat familiar with Neverwinter Nights, and it's engine. It also assumes that you have the instruction bookhandy to tell you have each skill and feat does if you are unsure. Lookingthe skill/feat up in the game will also provide an accurate description.

If you've got an opinion on something in this FAQ, and are willing to tell me it with a) proper English and b) grace I'll look into putting it in here, with full credit. See Section 8 for more details.

Section 0 - FAQ Related Information=================================== 0.1: Version History 0.2: Things to Add

Section 1 - The Monk at a Glance================================ 1.1: Why Use a Monk? 1.2: Monk Strengths 1.3: Monk Weaknesses

Section 2 - Creating a Monk=========================== 2.1: What Races Make Good Monks? 2.2: What Stats are Important for a Monk? 2.3: How Should I Start My Monk's Abilities? 2.4: Where Should I Place My Monk's Bonus Ability Points? 2.5: Multiclassing (Monk: Major)

2.6: Multiclassing (Monk: Minor) 2.7: Monk Builds

Section 3 - Monk Skills======================= 3.1: A Review of Monk Skills 3.2: Which Skills Should I Max?

Section 4 - Monk Feats======================

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4.1: Feats Monks Get Naturally 4.2: A Review of Possible Monk Feats 4.3: Which Feats are Must Haves?

Section 5 - Monk Stats====================== 5.1: The Monk 5.2: Every Statistic You'd Ever Want to Know About a Monk

Section 6 - Monk Items====================== 6.1: Monk Weapons 6.2: Monk Specific Armour 6.3: Monk Specific Gauntlets 6.4: Monk Specific Boots 6.5: Handy Items for a Monk

Section 7 - Other Monk Stuff============================ 7.1: Monk Henchmen

7.2: Monk Multiclass 'Unarmed' Attack Bonus Bug

Section 8 - Credits and Contact Information=========================================== 8.1 Credits! 8.2 Contact Information! 8.3 Legal Stuff!

===============================================================================SECTION 0 - FAQ Related Information===============================================================================

0.1 Version History-------------------1.3 - Added more info about the monk attack bug, including ways to exploit it! Including a mega way to exploit it! - Some more small updates to both skills and feats. - Some commentary on both stat distribution and feats - Minor updates to various parts of the FAQ. - Gloves don't work with Kama's! Bad FAQ! BAD FAQ! - Fixed some inconsistancies with capitilization.

1.2 - Unreleased version. - Added the monk 'multiclass' bug. - Fixed gloves to read that they don't work with kama's, which they don't. - More multiclass info. - Various comments and editing.

1.1 - Completely forgot about our friends, the Half-Elves. Added them. - Added "Still Mind" to the monk feat list (gained at level 3) - Found out that Haste gives a +4 bonus to AC. Woot!

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- Changed some of the skill descriptions to dis-include Tomi. (poor guy) - Fixed Threads of Fate kama to show that it actually does cost zero charges. - While talking about Kama's, I've added a bunch more thanks to the toolset. Fixed up the gloves to, to show +1 to +5 versions of each. - Minor cleanup, re-editing. I think I've rid myself of all the tab demons now. - Added a multi-class monk build!

1.0 - Initial release, hopefully has mostly correct information and speeling.

0.2 Things to Add------------------ Any additional builds and info on the monk would still be appreciated.

===============================================================================SECTION 1 - The Monk at a Glance===============================================================================

1.1 Why Use a Monk?-------------------Simply put, I consider monks to be the best class later on in levels. They get an incredible amount of abilities, and save a little bit of money by not having to invest in weapons. Also, they get the most attacks at later levels, and their bare hands do incredible damage. Spell Resistance is also a nice bonus against magic users who try and whack you with their best spells. They're simple to use, and extremely effective.

1.2 Monk Strengths.-------------------- Monks gain a large amount of useful abilities as they progress in level.- A monk uses an d8 for hit dice, so while their hit points won't be fantastic, they'll be able to take blows.- A monk usually has a terrific Armour Class, due to some monk specific items- Monks use the 'higher' saving throw for Reflex, Fortitude, AND Will.- A monk's fists gradually become better and better, and at high levels are EXTREMELY powerful.- Monks (using a kama or their fists) usually gain more attacks per round then a Fighter of equal level.- Monks eventually become immune to disease, poison, mind-affecting spells, and gain high magic resistance as they progress.- I personally love the way monks giggle when you kiss them.

1.3 Monk Weaknesses.--------------------- Monks cannot use scrolls. - Monks can't cast spells.- Monks can get into trouble when they do not have their AC Dodge modifier.- Monks can also get into trouble when facing multiple enemies

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===============================================================================SECTION 2 - Creating a Monk===============================================================================

2.1 What Races Make Good Monks?-------------------------------First off, Halfling and Gnomes are going to have problems being a monk. Their fists do pitiful damage (by monk standards) all the way to level 12, and they don't really improve. While other monks are suddenly smashing for 1 - 20 damage, a Halfling monk is only attacking for 2- 12 damage.

Pretty much any Medium or larger race can be a pretty good monk. Half-Elves don't gain any bonuses to their stats, yet give up the extra feat and skill points a Human gets. They're immune to sleep, but your monk won't find his eyes-resting that often. Elves only get a mere bonus to AC (due to their +2 Dex), and lose some valuable hit points doing so. Half-Orcs are next best, getting a bonus to strength, yet losing two fairly unimportant stats for a monk. Dwarves are second best, losing Charisma (darn!) and getting +2 constitution in the process.

However, Humans I believe make the best monks. Monks require a good balance of 4 of the stats, and while humans gain no bonuses specifically, they make up for it in an extra feat and some extra skill points.

2.2 What Stats Are Important to a Monk?---------------------------------------Str: Possibly the most important, as this can help you hit your target and add some damage to boot. Many readers have mentioned that I should boost the strength of the monk 'builds' I have listed below; Your choice ultimately.Dex: Important, because as monks don't wear 'armor' per say, they do require dex to help dodge things. I do recommend raising this to at least 14, but I believe it foolish to raise it 18 or 20.Con: Even with their usually excellent AC, monks still need to take hits. Their d8 hit dice are good, but you'll still be glad when you've gained additional hit points due to having a high constitution.Int: Not very useful for a monk. Monks don't use many skills anyway. I'd keep it above 9 however so you speak not strange.Wsd: Very useful. Like Dex, monks add any bonus to this to their AC, which sorta gives a monk "two" dexterity bonuses. Also allows 'insight' dialogue choices which is good.Cha: I like a high persuasion, and that alone should cancel out any negative you may want to place here.

2.3 So How Should I Start My Monk's Abilities?----------------------------------------------Here's a table as too how I'd place my ability points:

Human/Half-Elf Elf Dwarf Half-Orc Gnome Halfling''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Str ' 14 14 14 16 12 12

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Dex ' 15 16 16 14 15 16Con ' 14 13 16 15 16 15Wsd ' 14 14 14 14 14 14Int ' 10 10 10 10 10 10Cha ' 10 10 6 6 10 10

A real argument can be made to increase strength to 16 and drop dexterity to 14 for a dwarf; While your AC drops one, your attacks all get a +1 to strike and damage. Not too shabby. Use you're own judgement.

Except for Dwarves and Half-Orcs, your stats will all be positive, thus you won't have any negatives. It's also important to note that ANY 'odd' stat, has the same bonus as the previous 'even' number (i.e. both a stat of 12 and 13 give the same bonuses). That means that having a stat of 13 is literally no different then a stat of 12; no extra skill points, no extra damage, nothing (it may let you carry more, but that's all) Feats however, require 'odd number' stats, so if you're looking for Power Attack, bump that Strength up to 13. Here's a small table to show you the 'bonus' a stat will give:

Stat Bonus0-1 = -52-3 = -44-5 = -36-7 = -28-9 = -110-11 = 012-13 = +114-15 = +216-17 = +318-19 = +420-21 = +5

... and so on.

Thus, if you're never going to increase your intelligence after starting the game, there is no reason to put it at 11 to start. You're better off setting it to 10. Note however, that if you want to gain a higher 'bonus' you must increase the stat to the next highest 'even' number. That means that if you want your dex bonus to go from +2 to +3, and your dex is currently a 14, you must increase it twice; First to +15 (which has no effect) and then to +16 (which does have an effect.)

I'd also like to mention that these stat distributions are by no means the 'best way' to spend your points. If you wish to raise your strength to 16, byall means, go right ahead. You should build the monk you're most comfortablewith. Due to the increased cost to raise a stat after the first 6 points however, I find it more beneficial to raise other stats if they'll provide abenefit.

From James N. Daniel III about putting more priority on Strength:

I find that every point of strength that I add makes a big difference, though mostly with respect to being able to hit often. Starting at 14, though acceptable, actually seems a bit low to me. Wisdom, on the other hand, does not figure as prominently in a monk's design as 3E and NWN designers might want you to think. Upping Wisdom by 2 points (i.e., an

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extra bonus from wisdom) only gets a monk 1 better AC and makes it slightly (very slightly) harder to save against the stunning fist. Monks have naturally high AC to start (from a wisdom of at least 14, of course), but I don't see much gain from adding to it later on. Yes, you can merely add to strength with belts and such, but if you add to strength AND wear strength items (which, unlike in the PnP version, stack together in NWN), your monk ends up with very high bonuses to hit and of course the extra damage per hit. With the monk's ability to hit 7 times per round in the end game (5 base, +1 flurry, +1 hasted by the Dark Moon robes), that's easily 21 or 28 extra points of damage dished out per round, if all 5 stat increases go into strength and base strength starts high (15 or 16).

In short, I would do: STR: 16 DEX: 14 CON: 14 INT: 10 WIS: 14 CHA: 8

Increase Strength every 4 levels. Wear the Girdles of Strength, but the Gauntlets of Ogre power aren't worth it cuz of the unique monk-only gloves. There's enough monk-only AC items that make you nigh-unhittable, so higher Dex isn't necessary. Higher Wis has the problems I have mentioned above. Intelligence is just not that important, because your strength is not in your skills. Charisma is sort of important, but spending points in Persuade more than makes up for the -1.

Every 4 levels you'll gain a 'point' which you can use to increase any stat by one. You can get 5 total of these points.

2.4 Where Should I Place My Monk's Bonus Ability Points?--------------------------------------------------------One thing I should make clear is as these stat points are for the LONG game, they should be placed so they have the most effect in said long game. There are two powerful items in particular that increase your stats when worn that I recommend using. I'll go into these later, but here's a brief guide into 'what ability'

First point (level 4): You should place this in a stat that is currently an odd number. For instance, if you're a human or half-elf, and you're following my ability point allocation, you should throw the stat into Dexterity, as should Gnomes. Elves should throw it into Con, as should Half-Orcs and Halflings. For dwarves, it's your decision, but I'd throw it into Wisdom.

Second point (level 8): If your a dwarf, place it into Wisdom to give it an even number (should make your wisdom an 16 now). Everyone else, throw it into Strength.

Third point (level 12): Dwarves can toss this into Strength. Every one else, Wisdom (Note: I know your Strength should now be a 13 or 15, but that's the way to best utilize the Belt of Ogre/Giant/whatever might you've probably found by now. You should be able to pick one up that gives a +3 to strength, thus giving you a 16 or 18 overall. Not too shabby).

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Fouth point (level 16): Dexterity for a dwarf, everyone else will want it in Wisdom.

Fifth point (level 20): Non-Dwarves will want this final point in Dexterity. Dwarves? Which ever stat you'd like. Maybe Con if you prefer higher hit points to Dexterity, but I'm not sure how you'll take advantage of it without neglecting to use Boots of the Sun Soul +5.

Thus, your final 'base' abilities should look something like this:

Human/Half-Elf Elf Dwarf Half-Orc Gnome Halfling''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Str ' 15 15 15 17 13 13Dex ' 17 17 17 15 17 17Con ' 14 14 16(17?) 16 16 16Wsd ' 16 16 16 16 16 16Int ' 10 10 10 10 10 10Cha ' 10 10 6 6 10 10

This will allow you to best use a Belt of Hill/Frost/Fire Giant Strength, and Boots of the Sun Soul +5, which provide +3 to your dexterity. Neat eh?

2.5 Multiclassing (Monk: Major)-------------------------------Monks have many limitations as to what they can and cannot use for weapons in armour, thus making most multiclassing a 'bad idea.' I think monks are very effective when they stay the course of a single class, but here is a brief rundown on what you'll gain (or won’t) from taking a level or two of another class.

Also, the following combinations are impossible, due to alignment restrictions:

Barbarian/MonkBard/Monk

Cleric/Monk : You gain armor proficiencies, but they're all useless to you as you shouldn't be wearing armour anyway. The simple weapons you gain are also of little use. Nothing useful for skills, and being able to cast only a few level 0 and 1 spells isn't going to help you much in the long run. Your charisma will generally be low as a monk, thus the Cleric's turning ability will be sub-par at best. The shield bonus is nice however.

Druid/Monk : Note, you must be Lawful Neutral to multiclass as this. Again, the weapon and armour proficiencies aren't much use, and you don't even have the spontaneous healing a cleric would obtain. You get an animal companion tho. Another class that will allow a monk to use a shield. One advantage to using a Druid/Monk is that you'll use the monk's 'unarmed' attack bonus while polymorphed, and due to the current bug (mentioned near the end of this FAQ) you'll still have a great number of attacks.

Fighter/Monk : You get a bonus feat, and slightly better hit dice, but you ain't using any of those armour and weapon proficiencies.

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Possibly good if you're going for a kama monk; If you're only going to take a level of Fighter, your best bet would be at your 4th + level; That way you can pick up Weapon Specialization to add a fat +2 to your damage rolls. You also gain the use of a shield.

Monk/Paladin : Worse then a fighter, again your Charisma will be low, so you won't benefit from the 'increased saving throws' a Paladin normally gets due to his Charisma. You become immune to disease at 5th level too. I'd rather multiclass as a fighter. Shield!

Monk/Ranger : Possibly the first or second best multiclass, you gain Ambidexterity and Two-Weapon Fighting feats for free, and a favored enemy. a few extra hit points never hurt either. If you want to try that 'dual kama' monk, this might be the way to go. A polymorphed Ranger uses the monk 'base attack bonus' as well, so go morph into an Umber Hulk kids.

Monk/Thief : Probably the way I'd go if I was into multiclassing a monk. You get a ton of skill points, which can possibly help you open locks and disarm traps. You also get a sneak attack bonus, which isn't much, but is better then nothing.

Monk/Sorcerer : Magic-lobbing classes really are poor with only a few levels in them, so it'd be pretty stupid to waste a few levels learning some low level spells that aren't going to prove themselves worthwhile once you hit the higher levels. Also, pumping Charisma means losing stat points in other, more vital areas for a monk.

Monk/Wizard : Like the Monk/Sorcerer class, except you can't spontaneously cast from your spellbook.

2.6 Multiclass (Monk: Minor)----------------------------I felt this deserved it's own section due to the increased info I've beenseeing/sent about only taking a few levels of a monk.

Cleric/Monk: Cleave is a useful 'free' feat a Cleric can pick up; The rest however, aren't quite as useful. You might however, be able to use the monk specific robes effectively, and you'll have full shield bonuses.

Druid/Monk: I believe Druids will gain more from the Fighter class, but a single level for the free feats wouldn't hurt too badly.

Fighter/Monk: A few levels of monk can give you some free feats (including: Cleave, Evasion, and Deflect Arrows). Adding 6 levels of monk will give you both Knockdown and Improved Knockdown, Monk Speed, and Purity of Body. You can make a very

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insane kama 'monk' if you use the monk multiclass 'unarmed' attack bug (see section 7.2 for details.)

Monk/Paladin: Still not as good as the Fighter, but again, the free feats can go a long way.

Monk/Ranger: You lose a lot of the fighter feats, but you gain the few feats noted under monk for only investing a level or two. The 'unarmed' bug could be easily applied here as well, and would be especially sick with dual kama's. (see Section 7.2 for bug details.)

Monk/Thief: You don't benefit as much here as you do with the 'Fighter' classes. You'll gain Evasion on your own, and you won't be cleaving as much, Still, not horrible; You'll probably be better served using a fighter as your second class however.

Wizard or Sorcerer/Monk: You gain quite a few defensive abilities to help your spell-lobber survive. You gain the monks AC bonus, Evasion, and Deflect Arrows. You're also allowed to use the awesome various monk robes. A few better Hit Point rolls never hurt either! (thanks to Sherwin Tam for this info)

2.7 Monk Builds---------------

1. Multiclass Monk/Fighter/Thief by Kaisergeist ```````````````````````````````````````````````Hey, just thought I'd run something by you I tried in the game. I made an absolutely beastly character by multi-classing a monk with fighter and rogue levels. Here's how.

Start out as a monk . . . the stats I tend to use for monks are: Str - 14 - Important for hitting people, of course. Dex - 16 - Important for AC and reflex saves, also of course. Con - 10 - Not something I like to sacrifice, but . . . Int - 10 - You don't need to worry a lot about skills this way. Wis - 16 - Important for AC and will saves. Cha - 8 - Let's be honest . . . who needs to be nice when you can kill?

Give the monk a fighter level early on. He gets a great HP bonus and fort save bonus, and the VERY SPECIAL PARTS of the fighter class for a monk - A MONK CAN USE SHIELDS WITHOUT LOSING HIS WISDOM BONUS! And with fighter levels you can use the Weapon Specialization feat for Unarmed Strike OR Kama. Plus, fighter levels jack the base attack bonus faster and it still applies to the favourable number of attacks you'd have as a monk (unlike real D&D) and you get feats so fast it's amazing.

Now the explanation for the rogue levels. First, good reflex saves obviously. Those first level bonuses of 2 rather than 1 are sweet that way. Second, this allows your monk to get Sneak Attack damage to his attacks when it's available.

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That extra few d6 damage to his hits really count.

*Editor's Note: You'll have larger XP problems trying this build with an Elf, Gnome, or Half-Orc due to their Favoured class restrictions.*

===============================================================================SECTION 3 - Monk Skills===============================================================================

3.1 What About skills?----------------------This is pretty objective, so I won't do a "place this much skill points here..." but I will give my opinion on each skill.

(note that Animal Empathy, Perform, and Use Magic Device are entirely unusable by a monk)

(second note: "CS" means that the skill is a Class related one, and thus each point placed into it raises it one rank, as opposed to a non-class skill, which requires two points to raise it one rank).

(third note: If you're planning on using a shield as a monk, or specifically,a tower shield, placing points in Hide and Move Silently skills would be a bad idea. A tower shield adds a whopping -10 to these skills, and a few of thecross-class skills)

Concentration (CS) : Worthless. You don't cast spells, and I don't ever remember a creature Taunting me.Disable Trap : Worthless to a pure monk. In single player, you can hire Tomi to do your detecting early on, and hopefully enlist the aid of a rogue friend in multiplayer. The fact is, a monk doesn't get many skill points to play around with, and later on your saving throws will be so high you can merrily walk through many of the traps you find; Go Improved Evasion!Discipline : Good. The only non-class skill I like, you'll find Knockdown to be plenty annoying, and while you usually shouldn't be able to get disarmed, it also can help negate called shots. Heal (CS) : Excellent. For a meagre amount of gold and some skill points invested, you can easily heal 30 to 50 hit points per 'healer's kit' with this skill. Hide (CS) : Undecided. I haven't quite got the hang of 'hiding' but I also find that running in and pummelling the enemy is pretty effective. If you've found Stealth to be useful, by all means, raise the skill.Listen (CS) : Poor. A few points never hurt, but you don't encounter many invisible enemies in the game.

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Lore (CS) : Excellent. I love this skill, but if you don't mind paying money to identify items, feel free to ignore this. I just found it convenient to identify items when I find them.Move Silently (CS) : Undecided. Again, I don't play the monk as a rogue, so I never used this very effectively. It's your own discretion.Open Lock : Worthless. You should have no trouble opening chests with your fists later on. The ones you can't, your helper might be able to. If you're still worried about opening locks, I'd take the Power Attack feat. Parry (CS) : Undecided. I've read that same people like this skill, and indeed, it does sound neat, but I never used it. Frankly, most enemies will attack fewer times a round then the monk will, thus that's wasted attacks that could result from you being in parry mode. Again, use your judgement. Persuade (CS) : Fantastic. An excellent skill, I'd always make sure this was maxed. Note that this may not be so useful for a user created module, but there are few skills worth pumping for a monk anyway.Pick Pocket : Worthless. You're not a thief.Search : Worthless. You see, you're basically spending as a monk a minimum of 4 points just to have minimal success dealing with traps; 2 points for every rank in Spot, and two more for a rank in Disable Trap. This gets too costly, especially with the amount of skill points you'll receive. The only dangerous traps at higher levels for you with my the Spike Traps, but even then with full health you'll still have breathing room after setting them off.Set Trap : Worthless. I shouldn't need to explain why.Spellcraft : Worthless. You can't counterspells, so knowing that you're about to be hit by a fireball isn't going to help you any.Spot : Not too many invisible enemies in the game that need spotting, and definitely not enough to warrant spending points in a cross-class skill.Taunt : Undecided. Taunt SEEMS powerful, but not enough to justify using your few skill points to increase this.

3.2 So What Skills Should I Max?--------------------------------Again, this is subjective, but I think maxing Heal and Persuade is definitely a good idea. And again, I consider Lore to be terrific. Again, it depends on your play style. If you like sneaking around with your monk, maxing "Hide" and "Move Silently" would probably be a good thing.

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I've got some questions on maxing out the 'heal' skill, so I'd like to addressthe heal skill here.

I'd first off like to say that yes, a potion of heal will do a bang up jobcuring your monk of hitpoints. However, outside combat, I'd much prefer touse a healing kit to recuperate my hit points.

The market price for a Potion of Heal is 2640 gold. This will of course, cure all your hit points. A Healer's Kit + 10 goes for the low low price of 344 gold,and with a maxed out skill (and assuming +3 wisdom bonus) will heal 56 hitpoints. This is because outside combat, you take 20. It also has the side benefit of curing any poison and/or disease you, or your helper/friend mightbe afflicted with. For 7 Healing Kits +10(less then the cost of one Potion ofHeal) you can cure 350 hit points. A mere Healing Kit +1 will barely cost you 100g's a shot, and will cure over 40 hp's a shot.

Resting is of course, free. However, it is convenient to simply pop a healingkit if you're down about 50 hit points. It takes only a few seconds to use ahealing kit, while it takes almost 20 to rest.

Also, you aren't immune to poison until level 11, so they are VERY handy before then, and just REAL handy afterwards :)

From Mark Lauer, against maxing the skill 'Heal':

"Healing kits, while being pretty much useless in the official campaign and other normal campaigns, do have their uses in persistent worlds that follow Dungeons and Dragons rules closely. For example, some persistent worlds only allow you to rest every 8 gameplay hours, and I have seen a couple that go even further and don't let you recover your maximum amount of hit points on rest. In this case, your monk with the heal skill and healing kits can substitute as a weak cleric, giving a small boost to your party members' hit points. In other persistent worlds, when you die, you actually don't really die until you reach -10 hit points(-1 hp per round), so your allies have a chance to heal you before you die and require a raise dead or resurrection spell. You can't chuck a potion down his throat for him, but you can use a healing kit to save him. Healing kits also allow you to cure poison and disease, and while you are immune to those effects, your allies won't be. In single player or campaigns where resting is allowed, healing kits are near useless, but they can be used to great effect in persistent worlds.

===============================================================================SECTION 4 - Monk Feats===============================================================================

4.1 Feats Monks Get Naturally.------------------------------

Monks get quite a few feats for free at first level, and gain several more as they progress. These technically aren't "feats" so much as monk abilities, but they're all listed in the same section as monk feats, thus I felt it best to

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throw them in this section too. Most monk 'feats' are used automatically, thus making you a formidable opponent without even trying!

Improved Unarmed Strike (first level) This feats basically prevents opponents from making attacks of opportunity against you when you try and smack them with your fists (and you will be doing that a lot). Use: Automatic

Stunning Fist (first level) This feat works much differently for a monk then it does for other characters; Basically, you make a normal attack, and if you hit, the target must roll a fortitude save (DC = 15 + 1/2 your level + your wisdom modifier) or be held for 3 rounds. Monks can use this a number of times a day equal to their level, and while I'm on the topic, Constructs, Undead, and creatures immune to critical hits are immune to this mmmkay? Use: Selected

Cleave (first level) A wonderful skill, if you manage to fell an opponent with your attack, you may make a free attack on an opponent your monk can hit from where he's standing. Use: Automatic

Specialty Weapon (first level) You use a kama (normally an exotic weapon) pretty well. Instead of your 'normal' base attack bonus, you use your 'unarmed attack bonus' when swinging these puppies, and you also benefit form some skills that are normally only used when using your bare hands. Keep in mind however, that you no longer use your unarmed damage bonus while wielding a kama, and monk gloves will not improve your attack. Use: Automatic

Monk Armor Class Bonus (first level) You add your Wisdom modifier to your Armour Class... as long as you aren't Wearing armor. Use: Automatic

Flurry of Blows (first level) When using your fists or a kama, you get an extra attack per round. However, all your attacks are made at a -2 penalty. This feat is terrific; You can use it as many times a day as

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you'd like, and at later levels a -2 to your attack is a minor penalty with the attack bonus your sure to have. Use: Selected

Evasion (first level) If you successfully make a reflex save in a situation that would normally cause you to take only half damage, you escape unharmed. For example, if an EVIL wizard decided you would be a good target for his fireball, and you were 'hit' by it, a successful saving throw would mean that you safely ignored the fireball. An incredible skill, that gets better later on. Note: Having this skill does NOT mean that you have a chance to completely avoid damage from a spell/effect that allows a reflex save. The spell MUST state (like fireball) that a successful reflex save would allow half damage. If it doesn't say that, sorry chum. Suck it up. Use: Automatic

Deflect Arrows (second level) The first missile attack per round has a chance to be automatically dodged (Reflex Save DC 20). A nice little bonus for being a monk. Use: Automatic

Monk Speed (third level) Starting at third level, your monk moves faster then other classes not under the influence of a haste spell or effect. It increases as your level rises, starting at being 110% faster, to be 150% faster at very high levels. Use: Automatic

Still Mind (third level) This one isn't mentioned in the instruction book nor the 'readme' that comes with the game. Anyway, it's here, and your monk gets a +2 bonus to all saving throws against Mind-Affecting Spells.

Purity of Body (fifth level) Your monk is now immune to disease, both common and (as far as I can tell) magical. A good thing to have when you're up to your neck in mummies! Use: Automatic

Knockdown (sixth level) Pretty similar to Stunning Fist. You make an attack roll at -4, and if successful, your opponent must make a successful disciple check, or be

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knocked on their butt. You get a bonus if you're bigger then your target, and a negative if you're smaller. +4 for every size smaller, and -4 for every size larger. This means that if you're a gnome, and you try and hit a elf with this, your attack would be made at -8. I consider Stunning Fist to be superior, but it's up to you in the long run. Use: Selected

Improved Knockdown (sixth level) In the previous description, I said your gnome would get a -8 to hit that elf. I was actually lying. You'd only get a -4, because with this skill, you act as if you're one size larger. Hopefully, I don't get too many people e-mailing me about my 'error...' Use: Automatic

Wholeness of Body (seventh level) Once a day, your monk can restore twice it's level in hit points. That means a level 10 monk can restore 20 hit points. Not really useful, when you consider a healing kit can do that and more. Use: Selected

Improved Evasion (ninth level) Fail your reflex save against that nasty fireball? No problem! You're still taking only half damage! Again, as in evasion, the spell/effect MUST state that a successful reflex save allows half damage. Otherwise, you better hope your hit points are currently high. Use: Automatic

Ki Strike (tenth level) Damage Reduction getting you down? Well, no more (maybe)! Your fists now count as if they were +1 weapons, and at 13th level, they'll count as if they were +2. And, at level 16, your fists, in addition to being quite calloused, are now considered +3 weapons when calculating damage reduction. Note however, that this 'enchantment' bonus isn't the same as a magical weapon. You will not have the normal bonus to strike and damage like most magic weapons grant. Still, your fists are mighty weapons without added bonuses. Oh, and it should be mentioned that Ki Strike has NO EFFECT on monsters/objects with Damage

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Resistance; +3 or not. But that goes for all magical weapons striking something with Damage Resistance. Use: Automatic

Diamond Body (eleventh level) A misleading name if I ever saw one. No, you don't get damage reduction; that's later. Instead, you'll have to settle for being immune to poison, both natural, and as the manual states, most magical. As soon as I became eleventh level, my monk was never poisoned again, so either he's immune to ALL magical poison, or most magical poison sucked, and the enemy mages preferred to cast good spells against me instead. Not that that helped them. Use: Automatic

Diamond Soul (twelfth level) Spell Resistance! Quite the beautiful thing. What does this mean exactly? Well, excluding the possibility of the spell penetration feat, 45% of the spells cast upon your monk by a wizard of equal level are safely ignored. Diamond Soul grants Spell Resistance equal to your monk's level plus 10. Use: Automatic

Quivering Palm (fifteenth level) Instant death! YAAAAAAAAA! If you scream that as you use this skill, you get a +1 bonus to successfully hit. I swear. Actually a fairly poor skill, a struck opponent must make a fortitude save (DC 10 + 1/2 monk's level + monk's wisdom modifier) or collapse into a puddle of very dead goo. Unfortunately, at 15th level most fortitude saves are quite high. It's actually impossible for my level 20 monk to be killed by this effect (DC 23) unless I roll a 1. Expect similar difficulty against other players. Still, could be a useful last ditch attack in a pinch. Instant Death only once a day! Use: Selected

Empty Body (eighteenth level) I didn't get much use out of this skill; It might have just been that it's hard to see on my computer if my dude was actually still "empty." I'm going to need to test it some more. Still, having 1/2 the attacks aimed at you automatically miss is some good. Twice a day.

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Use: Selected

Perfect Self (twentieth level) Phew! You've finally done it. Your friends said you were crazy for not taking a level of rogue, or a level of ranger, but you stuck with being a monk, and now you've been rewarded with damage reduction! Ignore the first twenty points baby! Well, as long as they aren't using a magical weapon. So really, it's hard to say whether or not the damage reduction part really IS worth it. It's great against giants of all varieties (they seem not to use magical weapons) but does jack against a +1 toothpick. Well, at least you're also now immune to all mind-affecting spells... Oh yeah, cool thing to look at: Your monk's eyes will now glow blue with what I assume is POWER! Use: Automatic

4.2 A Review of Possible Monk Feats.------------------------------------Alertness +2 to spot and listen? Ugh. They're not even class skills...

Ambidexterity Yes, you have two fists, but no, you can't use em both as separate weapons. You gain benefit from having this while using your bare hands. I've heard of a monk 'kama' build that might use these effectively however... (Req: Dex 15+)

Armor Proficiency Light/Medium/Heavy Monks get excellent 'clothing' that they can use, and you would lose your wisdom bonus and unarmed attack bonus by wearing armour anyway. Ignore these feats, they aren't worth your time (Req: Light for Medium, Medium for Heavy. Got it?)

Called Shot Monks tend to have pretty good attack and Armor Class, but if you find that they're not high enough, this feat could help. Using Stunning fist might be more effective however. (Req: Base Attack Bonus +1 or higher)

Disarm Your opponents will usually have larger weapons then you do (you are using your fists after all) thus,

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you're looking at a -6 to strike right off the bat, and your opponent will be getting +4-+12 to their discipline check. Oh yeah, and you provoke an attack of opportunity. I thought this was worthless, and while not spectacular, you can improve your chances to hit by using 'Knockdown' first; And since most enemies in the game do not have Improved Unarmed Strike, you gain an attack of opportunity each time they take a swing at you. It still requires 13 Int to use tho. (Req: Int 13+, Improved Unarmed Strike)

Dodge An excellent ability, receiving a +1 bonus to avoid that nasty sword that's aiming for your neck. (Req: Dex 13+)

Great Fortitude Much like it's companions (Lightning Reflexes and Iron Will) this feat really isn't worth it.

Improved Critical It's not much of an increase, but with this ability you'll critical twice as often, and that's never bad. In fact, that’s very good. (Req: Base Attack Bonus +8)

Improved Disarm Well, it makes it a little better anyway. Still removing the attack of opportunity and reducing the penalty still doesn't make this very useful using bare fists. Also, as is the case for most feats that require 13 intelligence, I'd never put my Intelligence up to 13 in order to use this. (Req: Int 13+, Disarm)

Improved Parry Er, I don't use the Parry skill. However, if it's your bag of tea, I heartily recommend this skill! (Req: Int 13+)

Improved Power Attack A -10 to attack is a pretty harsh penalty, even with a +10 to damage. I don't even bother with Power Attack, and I consider this 'improvement' much worse then it. (Req: Str +13, Power Attack)

Improved Two Weapon Fighting Unless you're making a 'kama' monk,

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ignore this like Ambidexterity and Two Weapon Fighting. (Req: Base Attack Bonus +9, Two-Weapon Fighting, Ambidexterity)

Iron Will I actually picked this when my monk hit 18th level, but that's only because I had nothing better to pick. Lightning Reflexes Monk's have a great Reflex save anyway, but if you're running into too many traps maybe this feat is for you. Possibly the best of the trio due to the monks 'Evasion' feat.

Mobility A good feat, your monk shouldn't be provoking too many attacks of opportunity (and even less should be successful) but this feat is always handy to have around. Just in case. (Req: Dex 13+, Dodge)

Point Blank Shot Er, plan to use shurikens in close combat?

Power Attack I don't like this skill, but I can't deny that it could come in handy sometimes. Still, you get cleave for free, so you don't even need it for a pre-requisite or anything. It is, from what a few readers have told me, a very useful thing to switch on after a successful 'Knockdown' attack. Note however, that you cannot have both 'Furry of Blows' and 'Power Attack' running at the same time. (Req: Str 13+)

Rapid Shot You STILL aren't stuck on using A SLING as a monk are you? (Req: Dex 13+, Point Blank Shot)

Shield Normally, armor = bad when it comes to monks, but monks can use a shield without any penalty (aside from the regular skill penalties that all shields give.. You'll look goofy, but it works. I originally assumed this was a bug, but one reader mentioned that Monte Cook, the dude who provides to D&D rule questions, mentioned shields as an option for monks, thus don't expect them to be 'fixing' this any time soon. Skill Focus While there are a few good skills a

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monk gets, I don't think it's worth it to take this skill to increase one of them. Find a better combat one instead. If you're absolutely stuck with nothing to do with a feat however, Skill Focus: Discipline isn't too bad. Best used on cross-class skills, like the aforementioned Discipline.

Toughness This is the way the feat should have been in the Player's Handbook. It's like a free point of constitution.

Two-Weapon Fighting Again, it really depends on whether or not your one of those rogue 'kama' monk builds. I still think an unarmed monk would be better, but if you have 3 feat slots you're REALLY not using...

Weapon Finesse Possibly useful, but I like to keep my monks strength at a decent level. However, it's still pretty useful should your strength get decreased by poison/disease. So I'd get this if you have a free feat to spend, but I wouldn't go out of my way to get this. Belts of ______ Strength should keep your strength above your dex for most of the game. (Req: Base Attack Bonus +1)

Weapon Focus A skill you should pick up. It's not much, but you'll be using your fists for damn near the entire game, so why wouldn't you give them a +1 bonus to strike? (Req: Base Attack Bonus +1)

Weapon Proficiency: Exotic Trust me when I say, a monk wielding a Scythe would be pretty damn cool, but anyone wielding a scythe would be pretty damn cool... but your fists would still be better. (Req: Base Attack Bonus +1)

Weapon Proficiency: Martial/Simple For reference, monk's can use the following weapons at level 1: clubs, daggers, handaxes, light and heavy crossbows, kamas, quarterstaffs, shurikens, and slings. They also would rarely want to use any of those listed. Thus, why would you learn how to use more weapons you'd never use?

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4.3 Which Feats are Must Haves?-------------------------------I think the following should be learned by every non-kama monk:

Improved Critical: Unarmed StrikeWeapon Focus: Unarmed Strike

I also recommend these feats:

DodgeToughnessShield

In the end, it's always your choice on what to take. Note, that via multiclassing a monk can pick up feats he is normally denied access to, likeWeapon Specialization.

Some more comments on feats, specifically both power attack and it's improved version by James N. Daniel III:

Power Attack and Improved Power Attack. On one level, you are correct and these are not very important for combat, especially in the early game. The penalties to hit are too high. In the mid-to-late game, though, the amount of damage added per blow becomes quite high. Have you noticed how even somewhat wimpy things like Dire Wolves and Trolls have lots of hit points, and the monk has to hit several times to kill just one? This is where Power Attack (and sometimes Improved Power Attack) come in: if it is a low-armor, high-hit-point critter, and say 4 hits per round (3 base at mid levels, +1 haste), that comes out to 20 (or 40 with improved power attack) extra points of damage per round. Of course, if they have a high AC, this doesn't happen, but it's just a matter of tactics to decide when it will be effective. On top of these bonuses, a monk that is bashing open chests (because Tomi isn't along) does so much, much, much faster with Improved Power Attack. Improved Power Attack is essential for a solo monk to open chests without dying of boredom. :)

===============================================================================SECTION 5 - Monk Stats===============================================================================

5.1 The monk------------Alignment Restrictions: Any lawful. So no Barbarian/Monk hybrid; Druid/ Monk's are perfectly legal as of 1.3 of this FAQ tho.

Hit Die: d8. Strong enough to take a few blows, but feel free to use that 'increased monk speed' to get you out of a dangerous situation.

Skill Points You don't get many skill points, but

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(Int Modifier * 4 at first level) there aren’t many skills that are 4 + Int Modifier. really worth maxing, so it works out. Still, a negative Int Modifier is NOT recommended.

5.2 Every Statistic You'd Ever Want to Know About a Monk--------------------------------------------------------I'm lying again, there are probably some other statistics you'd love to know, but the ones below are the most important / common / useful. From the instruction manual, straight to your home in one big table! Makes you wonder why I called the section "monk tables" now doesn't it?

*NOTE 1*: A monk has 'higher' saves across the board. This means that while other classes usually get one save that's twice that of one of the others, a monks are uniformly high. Thus, I felt no need to list the same stat for both Reflex, Will, and Fortitude, just one big universal saving throw.

*NOTE 2* In case you haven't read the manual at all, or are still having trouble spelling the word "rogue" the 'Base Attack Bonus' is what the monk uses when he's using a weapon other then a kama or his bare hands. The 'Unarmed Attack Bonus' is what the monk uses when he's ready to tear the streets up with his fists (or a kama).

*NOTE 3* in the 'Unarmed Damage' column, the first number represents damage done by a medium or larger monk. The second number is by those small gnome and Halfling monks.

*NOTE 4* Experience tables are not listed, because I honestly think they shouldn't need to be. To determine the amount of experience you need to advance in level, simply multiply your current level by 1000 experience. Easy, no?

Monk |Saving | Base | Unarmed | Unarmed | AC | Run Level |Throws | Attack | Attack | Damage | Bonus | Speed | | Bonus | Bonus | | |------+-------+------------+------------------+-------------+-------+------- 1 | +2 | +0 | +0 | 1d6 / 1d4 | +0 | 100% 2 | +3 | +1 | +1 | 1d6 / 1d4 | +0 | 100% 3 | +3 | +2 | +2 | 1d6 / 1d4 | +0 | 110% 4 | +4 | +3 | +3 | 1d8 / 1d6 | +0 | 110% 5 | +4 | +3 | +3 | 1d8 / 1d6 | +1 | 110% ------+-------+------------+------------------+-------------+-------+------- 6 | +5 | +4 | +4/+1 | 1d8 / 1d6 | +1 | 120% 7 | +5 | +5 | +5/+2 | 1d8 / 1d6 | +1 | 120% 8 | +6 | +6/+1 | +6/+3 | 1d10 / 1d8 | +1 | 120% 9 | +6 | +6/+1 | +6/+3 | 1d10 / 1d8 | +1 | 130% 10 | +7 | +7/+2 | +7/+4/+1 | 1d10 / 1d8 | +2 | 130% ------+-------+------------+------------------+-------------+-------+----- 11 | +7 | +8/+3 | +8/+5/+2 | 1d10 / 1d8 | +2 | 130% 12 | +8 | +9/+4 | +9/+6/+3 | 1d12 / 1d10 | +2 | 140% 13 | +8 | +9/+4 | +9/+6/+3 | 1d12 / 1d10 | +2 | 140% 14 | +9 | +10/+5 | +10/+7/+4/+1 | 1d12 / 1d10 | +2 | 140% 15 | +9 | +11/+6/+1 | +11/+8/+5/+2 | 1d12 / 1d10 | +3 | 145% ------+-------+------------+------------------+-------------+-------+-------

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16 | +10 | +12/+7/+2 | +12/+9/+6/+3 | 1d20 / 2d6 | +3 | 145% 17 | +10 | +12/+7/+2 | +12/+9/+6/+3 | 1d20 / 2d6 | +3 | 145% 18 | +11 | +13/+8/+3 | +13/+10/+7/+4/+1 | 1d20 / 2d6 | +3 | 150% 19 | +11 | +14/+9/+4 | +14/+11/+8/+5/+2 | 1d20 / 2d6 | +3 | 150% 20 | +12 | +15/+10/+5 | +15/+12/+9/+6/+3 | 1d20 / 2d6 | +4 | 150%

===============================================================================SECTION 6 - Monk Items===============================================================================

Monk specific items are what turn your average monk, into a powerhouse. Monks get GREAT armor to use, especially later in the game.

*NOTE*: You won't find all of these weapons/armour in one play through of a game. You can buy the majority of them, but as with such items as Gloves of theHin Fist, you'll have to be lucky enough to find them, and they're randomlygiven. (Gin Won reports finding a +5 Hin Fist gloves in Chapter 2; I didn't Find above a +3 throughout the entire game)

6.1 Monk Weapons----------------Kama 1d6, critical x2 Useable by classes other then monks, kama's are still unique in that they work with several other monk skills, the most notable being the monk's unarmed attack bonus. Kama's come in +1, +2, and +3 varieties.

Peasant Dynasty 1d6, critical x2 Nothing special here, Enchantment Bonus: +1 basically a +1 kama with some Acid Resist 5 / - elemental resistances. Cold Resist 5 / - Elec Resist 5 / - Fire Resist 5 / -

Thread of Life 1d6, critical x2 An extremely useful item for Enchantment Bonus: +1 any class to have. It's a poor Regeneration: +1 weapon, but allows you to cast Charges: 50 Cure Minor, Moderate, Serious, Use: Cure Minor Wounds (1) and Critical Wounds. It (0 charges per use) unfortunately has charges, but Use: Cure Moderate Wounds (3) 'Cure Minor Wounds' requires (2 charges per use) zero charges, thus you can use Use: Cure Serious Wounds (5) it as many times as you'd (4 charges per use) like. Obviously Cure Minor Use: Cure Critical Wounds (7) wounds isn't very effective (5 charges per use) in the heat of combat, but Cure Critical isn't too shabby.

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Empty Fields 1d6, critical x2 Too bad the enchantment bonus Enchantment Bonus: +1 wasn't higher. Still, possibly On Hit: Doom (DC 14) a very good item switch; If you Duration: 50%/2 rounds tag your opponent with this and have the 'Doom' effect work (DC 14, it's a Level 1 Cleric spell) you're flying sweet for 2 rounds.

Imaskari Kama 1d6, critical x2 Not great, but the added acid Enchantment Bonus: +1 damage could be pretty good Damage Bonus: +1d4 acid since few enemies are Discipline skill +1 resistant to acid.

6.2 Monk Specific Armor-----------------------Robes of the Shining Hand Like all robes, they basically act like clothing. This means that they don't count as armor, thus you get your Wisdom bonus and unarmed attack bonus, etc. etc. Robes of the Shining hand are there to help increase your AC early in the game, and give either a +1, +2, +3, +4 or +5 to your AC while you wear them. You also gain a slight negative to your Listen skill while walking around in these (Listen -1) but who paying attention? Get it? Get it?

Robes of the Old Order Slightly better then Robes of the Shining Hand +1 and +2, Robes of the Old Order give you Damage Reduction: 5 / +1. This means non-enchanted weapons that hit you have their damage reduced by 5 points. Very useful early on, effectively negating the damage from weak enemies, and halving the damage from strong ones. Made obsolete by...

Improved Robes of the Old Order Exactly the same as Robes of the Old Order, but with an additional +2 AC bonus for your teeth to sink into.

Robes of the Dark Moon These not only give your monk an extra attack, the haste effect also serves to give

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your monk a fat +4 bonus to AC. Oh, your Concentration skill goes down a point (Concentration -1). Guess that's the end of your monk's spell-lobbing days. The best robes in the game by far.

6.3 Monk Specific Gloves------------------------Gloves of the Yellow Rose Like all monk gloves, the +1 - +1 to unarmed strike number that comes after the +1 electrical damage name indicates the bonus to strike. I.E. Gloves of the +2 - +2 to unarmed strike Yellow Rose +3 will give your +1 electrical damage monk a +3 bonus to strike in combat UNARMED (kama's do not +3 - +3 to unarmed strike work). Gloves of the Yellow +1 electrical damage Rose have the distinction of adding an extra point of +4 - +4 to unarmed strike electrical damage when they +1 electrical damage strike. (+1 Electrical Damage). These are the worst +5 - +5 to unarmed strike monk gloves, but the most +1 electrical damage common.

Gloves of the Hin Fist Like, Gloves of the Yellow +1 - +1 to unarmed strike Rose, only with sonic damage +1 sonic damage applied. +1 Hin Fist gloves apply +1 sonic damage, +2 and +2 - +2 to unarmed strike +3 Hin Fist gloves apply +2 +2 sonic damage sonic damage, +4 applies +1d4, and +5 apply +1d6 sonic damage. +3 - +3 to unarmed strike The best monk gloves, due to +2 sonic damage the inability of most creatures/players to absorb +4 - +4 to unarmed strike sonic damage. +1d4 sonic damage

+5 - +5 to unarmed strike +1d6 sonic damage

Gloves of the Long Death Useless Trivia: Grimgnaw, +1 - +1 to unarmed strike everyone's favourite evil +1 cold damage Dwarven monk, comes from the 'Long Death Clan.' the second +2 - +2 to unarmed strike best monk gloves. They mirror +2 cold damage the ability of the Hin Fist gloves, except they apply +3 - +3 to unarmed strike cold damage instead of sonic, +2 cold damage thus making them easier to absorb. +4 - +4 to unarmed strike

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+1d4 cold damage

+5 - +5 to unarmed strike +1d6 cold damage

6.4 Monk Specific Boots-----------------------Boots of the Sun Soul The only monk specific boot +1 - +1 AC (dodge) type, they are none-the-less awesome, granting a bonus to +2 - +2 AC (dodge) AC (dodge) while equipped. They come in +1, +2, +3, +4 +3 - +3 AC (dodge) and +5 varieties. The +4 boots are notable because they add +4 - +4 AC (dodge) +2 to your Dexterity, and the +2 Dexterity Boots of the Sun Soul +5 add an cool +3 dexterity to your +5 - +5 AC (dodge) Dexterity! For those doing the +3 Dexterity math, yes, you can get +6 - +7 AC from a pair of shoes as a monk (or a thief with a high Use Magic Device skill)!

6.5 Handy Items for a Monk--------------------------Belt of Giant Strength These belts come in various sizes, the best being the Belt of Fire Giant Strength (+5 Strength). The reason to keep your base Strength a odd number. Belts of Hill Giant Strength provide +3 to Strength, and Belts of Frost Giant Strength provide +4 to Strength.

Amulet of Natural Armor Coming in +1 to +5 varieties, Amulets of Natural Armor provide a 'Natural' AC bonus, which is notable because you can only use one type of Natural and Deflection bonus on your character at a time. 'Natural' AC bonuses are pretty rare, so you'll always usually get the full bonus from wearing one of these.

Ring of Resistance These rings add whatever numerical suffix they have to all your saving throws. Handy for all situations. They come in +1, +2, and +3 styles.

Ring of Power An incredible item, a Lesser Ring of Power provides Cold, Fire, and Electrical

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Resistance ( 5 / - ) and Regeneration +1. The mightier Ring of Power provides Cold, Fire, and Electrical Resistance at a higher strength ( 15 / - ) keeps the Regeneration + 1, and adds Freedom, so you'll never have to worry about wearing briefs again.

Cloak of Fortification It really comes down to whether you want one of these, or a Ring of Protection. I prefer Cloaks of Fortification due to the added bonus of increasing your saving throws. These paired with a Ring of Resistance can grant +6 to all your saving throws, and that ain't bad. These cloaks increase both AC and as mentioned, saving throws. They come ready to wear in +1, +2, and +3 sizes.

Boots of Hardiness +3 Until you get Boots of the Sun Soul +5, these are usually better then Boots of the Sun Soul. Adding +3 to your AC, they also add +3 to your Constitution, giving you more Hit Points to play with.

Hastsezini's Shield Thanks to Gundam Deathscythe, if you want to use a shield for your monk, there's no better then this +5 tower shield, useable only by lawful characters.

Periapt of Wisdom Not as useful (in my opinion) as an Amulet of Natural armor, but the +4 and +5 periapts will add two to your AC, and give you more 'insight' options in conversation. Also, if you're looking into using Stunning Fist successfully, there isn't an item in the game that'll benefit you more then this amulet.

Amulet of the Uthgardt A quest item you can receive from Daelen with enough persistence, you'll get a fat +4 to strength, and immunity

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to fear. This can be a trade off with a +5 to AC, but sometimes +2 to strike and damage is tempting, especially against accursed Ancient Red Dragons. Yes, I was absolutely beaming after defeating that mother of a tough enemy. You can get this in chapter 3 if you got his item in chapters 1 and 2.

===============================================================================SECTION 7 - Other Monk Stuff===============================================================================

7.1 Monk Henchmen-----------------Since this is sure to come up, I'd just like to briefly comment on the various Henchmen you can acquire through the Neverwinter Nights single player game.

Linu La'neral Elven Cleric Great personality, and pretty interesting to listen to. Her clerical abilities can come in handy, but she's strictly average in combat. You should be able to gain more of a benefit from some of your other helpers.

Sharwyn Human Bard So beautiful, but so useless. Her low AC WILL get her killed in combat (and quickly), she has terrible AI with regards to her spells and abilities (i.e. she'll use her bard song ability on the first enemy you fight after resting, and it's usually always a lone dire wolf or something). Her high charisma isn't getting her any points in my party I'm afraid.

Daelan Red Tiger Half-Orc Barbarian A great helper, simply because he's a tank, and can dish out grievous amounts of damage (like you can!). Useful on some of the harder bosses (A certain Ancient Red Dragon comes to mind...).

Tomi Undergallows Halfling Thief A terrific helper, Tomi does it all. Detects Traps, Disables traps, Picks Locks,

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Sneak Attacks for fantastic damage, and all the while with a great accent! My first choice for a monk Henchman.

Grimgnaw Dwarven Monk A great character in melee combat (In fact, he'll usually be only slightly worse then you due to henchmen level progression.) Grimgnaw unfortunately doesn't compliment you in the least. But you know what the Japanese say. "Why kick ass with one monk, when you can ass kick twice as much, with two monks." Okay, I'm honestly not sure if the Japanese ever said that. In fact, I might just be badly transformed quote I heard in a movie.

Boodyknock Glinckle Gnome Sorcerer Kinda funny to talk to, but his bad hair cut goes with his bad AI. You'll constantly find him casting powerful spells on weak enemies. Ugh.

7.2 Monk Multiclass 'Unarmed' Attack Bonus Bug----------------------------------------------

*NOTE:* The following attack bonus is a bug, and will (hopefully) be fixed in later patches. Beware. There (as mentioned) is a bug when multiclassing as a monk. When unarmed/using a kama, you add the other classes Base Attack Bonus to the monk's unarmed base attack bonus, and then calculate the number of 'unarmed' attacks from there. This doesn't sound too useful, but remember that a monk's unarmed attack bonus is calculated by subtracting 3 instead of 5 from the highest attack. A brief explanation on how 'Attacks' are calculated, and thebug, courtesy of Sherwin Tam:

"I'm not sure how much you know of 3rd Edition rules, but the way multiclass attack bonuses work in the official rules, you take your highest normal attack bonus for all your classes and add them together, and you keep subtracting 5 to get your next attacks. So, for a monk 10/fighter 10, a monk's normal highest attack bonus at level 10 is 7, while a fighter's highest attack bonus at 10 is 10. So, 10+7 is 17, equivalent to a 17th-level fighter, with attack bonuses of 17/12/7/2. Now, in the official rules, the monk attack bonuses for unarmed attacks is a separate set based only on monk level, so the M10/F10 character would have a separate attack bonus set for unarmed attacks of 7/4/1 for a 10th-level monk, and the character would choose which set to use for unarmed attacks (obviously the normal set is better in this case).

What the game is doing, however, is just setting a flag between subtracting

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5 and subtracting 3 for the attacks, since monk unarmed attack bonuses normally go down by only 3. The game is incorrectly adding the monk unarmed attack bonus set to the fighter normal set and only subtracting three, so in this case it's 10+7, then subtract 3 for 17/14/11/8/5/2. Essentially the programmers took the lazy way out; rather than keeping two sets of attack bonuses for monks, they keep one and just subtract 3 instead of 5 to calculate extra attacks when monks are unarmed or with a kama. Works fine with a single-class monk, but breaks when multiclassing."

This means that a 19th level fighter/1st level monk would have the following'unarmed' attack bonus:

+19/+16/+13/+10/+7/+4/

Note: Yes, it should read +19/+16/+13/+10/+7/+4 but the game sets a cut-off point of 6 attacks. Thanks to Sherwin again for pointing this out as well.

That isn't even counting Haste, or Furry of Blows. That 'Unarmed Attack' will work for Ranger and Paladins as well. It works for other classes too, but notas effectively as a 'fighter' class uses it (A 19th level Thief/1st level monk would use +14/+11/+8/+5/+2... the exact same 'unarmed' attack bonus a level 19monk would get.)

Some more commentary from Mr.Tam, on how to further exploit the bug:

Rangers and Paladins can get the same number of attacks with the same attack bonus set. Rangers are especially evil (figuratively speaking) because they get all the two-weapon feats for free by level 9, and the light armor restriction is not a problem. A Ra19/M1 with dual kamas gets up to 10 attacks, has a good animal companion, and can polymorph into an Umber Hulk for kicks (and still retains 7 attacks with the unarmed bonus and Flurry of Blows), along with summoning other animals and other fun stuff with spells. Yep, some buggy monk stuff here. Get it before they fix it. ;)

But how to best abuse this bug? Well, if you don't want to go the kama route,how would you like to still have 6 attacks, and have your fists dealing 1d20damage as well?

Thanks to Parker Newman, you can. He mentioned to me (I believe, unaware of thebug) that a level 16 monk / 4 fighter will give you a base attack bonus of16 for your first attack. Using the bug, that gives you +16/+13/+10/+7/+4/+1, which jsut squeezes you past the cut-off limit. The best thing however? Well,you still gain the majority of the monk's 'special' feats including spell resistance, +3 to your AC, and fists that count as +3 weapons when calculatingdamage reduction. But it gets better. As a fighter you get the 'Shield' feat for free, giving you some more AC to work with, and the kicker: Weapon Specialization: Unarmed Strike. Go out and have some fun kids.

===============================================================================SECTION 8 - Credits and Contact Information

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

8.1 Credits!------------*NOTE* I save all my e-mails, so if I tell you I'll give you credit, and you don't appear below here, just e-mail me and I'll be sure to throw you on the list.

Manish, Neal, and Mark Lauer for re-affirming my trust in humanity, and tellingme that haste gives a +4 to AC.

Makurayami Ittou on the GameFAQs NWN message board for mentioning the fact that version 1.0 completely neglected Half-Elves! D'oh!

Gundam Deathscythe for pointing out the best shield an awkward monk can use, andpointing me towards the NWN toolset to find out that each monk glove has a +1 - +5 bonus.

Gin Won for re-afirming that there is +5 Hin Fist gloves. Wish I had a pair.

Kaisergeist for his Monk/Fighter/Thief build.

Donny Chan for pointing out that I should finish some of my sentences, and tonot say one thing and show another when it's about a Thread of Life.

Berch for proving that shields are gerrrrrrrrrrrrEAAT for a monk.

Jake Wolff for also mentioning about +5 Hin Fist gloves and reminding me tomention about periapt's while I'm at it.

Steve Honeywell for some more glove info.

Sherwin Tam for various suggestions, and pointing out the monk multiclass bug.Also, some ways to exploit said bug! Woot!

Mark Lauer on various comments, including the heal skill, giving more strengthto dwarves, skills, feats, and a kitchen sink. I had to edit the latter out due to space constrictions. Sorry, Mark.

James N. Daniel, III for mentioning that Furry of Blows and Power Attack aremutually exclusive. Also some other comments which are in the FAQ about why Strength is more important to a monk then I said it is.

Tom (or, tkcheng as his e-mail likes to call him) for giving an arguement touse Disarm.

Wetwork for mentioning the Amulet of Uthgardt as a possible item to use witha monk.

Parker Newman for telling me the best way to exploit that bug. Big thumbs upto you dude.

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Matthew Allen for various comments on what to add, and mentioning how the 'Shield Bug' might not be a bug at all.

John LaRusic, friend, brother, and countryman, who is the reason I got to playthis game in the first place. I raise an Alexander Keiths to you man.

8.2 Contact Information!------------------------I've heard horror stories about FAQ writers getting bombarded with e-mails from people who obviously have NOT read the FAQ in it's entirety. That'd be okay if the FAQ was long and unstrung, but those FAQs (and this one) have CLEARLY labelled sections. I hope I'm not too arrogant to say that my Table of Contents should point you in the direction of any information I can provide, so please. Make sure you check the FAQ to be sure the information you're looking for is there first, before e-mailing me. I'd even appreciate if you check twice.

Next thing I'd like to mention, is that this FAQ (currently) is only to be found on one of the following:

GameFAQs (http://www.gamefaqs.com)Neverwinter Haven (http://www.neverwinterhaven.com) Sorcerer's Place (http://www.sorcerers.net/index.shtml)Neverwinter Nights Character Gallery (http://nwncg.netfirms.com)

If you are reading this now from a different site, PLEASE check one of the above sites to make sure you are reading the latest, my current version of this FAQ.

Finally, please. Some internet etiquette. I would GREATLY appreciate it if you took the time to change all of your "u"'s into "you"'s and to take the time to make sure your "i"'s are capitalized when they stand alone. Nothing turns me off more then when I'm reading something on the internet, and see poor grammar. It would only take a minute, and not only would I not trash the e-mail right away, I might actually give you credit for any useful information your e-mail might contain! Don't you want that?

So, in conclusion, please, follow ALL three of the above steps. This is vital for me not trashing your e-mail. VITAL. Then, you can drop me a line at [email protected] and tell me what you have to say about my FAQ. I don't normally use a hotmail account, but it's right now on a probationary period so I can find out if I get too many idiots e-mailing me or not.

Progress report: No idiots so far! Still going to use Hotmail tho, as itkeeps my personal and FAQ stuff quite separate.

8.3 Legal Stuff!----------------This FAQ, or Monk Character Guide, if you prefer, is copyright (c) 2002 Edward LaRusic. It's for personal and private use only. It may not be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). This document is free, and thus cannot be used in any commercial transaction. You must get my express written consent to reference, alter or post FAQ.

To quote the Meligrove Band, "Illegal copying of this recording just ain'trock and roll."

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Neverwinter Nights is copyright (c) 2002 Infogrames Entertainment, S.A. All Rights Reserved.

Dungeons and Dragons is copyright (c) 2002 Wizards of the Coast. All Rights Reserved.

- Eddie 'Um Jammer' LaRusic

Neverwinter Nights: Monk by ELaRusicVersion 1.3, Last Updated 2002-08-15 View/Download Original File Hosted by GameFAQsReturn to Neverwinter Nights (PC) FAQs & Guides