Monday, May 30, 2011

Neverwinter Nights 2 - Crafting Alternatives

Neverwinter Nights 2 - Original Campaign - Crafting

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The crafting system in the Original Campaign can create very powerful weapons as there is no Item Level Requirement (which will affect you in the expansion campaigns). The main limitations are having the Craft feats, finding Essences, and finding Gems. Aside from the Craft feats, the actual cost to create some very powerful items is minimal. However, given the combination of having to have Craft feats, limited sources of Essences, and limited sources of Gems, you actually have a system that is bothersome to coordinate and frustrating to use.

I recommend using cdaulepp's Random Loot Generator to increase loot (including the possibility of Essences or crafting components; and it generates some interesting loot now and again) and if you like the crafting system, you can use The Complete Craftsman (plus the Mask of the Betrayer update for The Complete Craftsman) to expand your crafting choices. The Complete Craftsman also allows you to salvage magical items for Essences and Gems.

Note that cdaulepp's Random Loot Generator can generate an excessive number of items, so instead of selling them and cluttering merchant inventory, you may wish to get an item that will convert an item into the gold piece value as calculated by the Neverwinter Nights 2 Editor.

For an easier and yet more balanced approach to crafting, you can use a combination of cdaulepp's Random Loot Generator for more loot and sell most of it to have the enormous amount of cash to create custom items on the fly with Charlie's Item Modifier.
You may wish to tweak the script to decrease the staggering 100% markup because even items with a +2 or +3 Enhancement Bonus can cost tens of thousands of gold even before this built-in markup.

What is particularly nice about Charlie's Item Modifier is that you only pay the cost difference when upgrading or changing an item, so there's not much of a penalty if you make a mistake or want to rethink your project. Keep an eye on the ILR (Item Level Requirement) and limit yourself to something close to your character's level to keep your items from being overpowered (ILR is not implemented for the Original Campaign).

By using Charlie's Item Modifier, you are no longer limited to what someone has scripted. Combine it with Charlie's Item Appearance Changer (which was further expanded with an Expansion Patch) to further customize the appearance of your gear.

Neverwinter Nights 2 - Original Campaign - Companions

Neverwinter Nights 2 - Original Campaign - Companions

This is one of a series of walkthroughs/hints for Neverwinter Nights 2 (Original Campaign). Click here for a listing of all our guides for Neverwinter Nights 2.

Play Neverwinter Nights 2 risk-free with money-back guarantee from Good Old Games.

Unless you use the Console, it is to your benefit to reach the various Companions as soon as possible since their development and feat choices aren't all that great. If you do use the Console, there's no hurry since you can rollback their development and re-level them with good feat choices.

Getting to spellcasters early and giving them appropriate Crafting feats is important if you want the full array of crafting to be at your disposal. If you don't want to bother with the cumbersome system, there are interesting alternatives.

To maximize seeing Companion dialogues and influencing them, you may want to use either the Console and the Party Roster menu option (if you have the Storm of Zehir expansion) to bring in all your companions. You can tell some companions to just stand around doing nothing while you run with a smaller team or even go solo. No matter how far away Companions are on the map, they can still participate in dialogue. You get the same XP award for kills whether you have 1 or 10 companions with you (you only get more if your main character is solo far enough away from any companions) -- see our notes on quirks around gaining XP in Neverwinter Nights 2.

Amie Fern
  • Her Mage Armor spell is useful for protecting low-AC main characters. Use it on your main character and Bevil before approaching the Tarmas/Githyanki encounter.
  • For the attack on West Harbor, if the Duergar and Bladelings are in combat with militia, use Scorching Ray set to multiple targets, as it will only attack still-alive creatures automatically, and the no-save damage pretty much guarantees you a kill on each ray unless the encounter is too far to be triggered (in which case the creature takes no damage but is alerted to your location and comes for you).
  • Amie dies halfway through West Harbor under siege, so don't waste scrolls to teach her spells.
Bevil Starling
  • Bevil's strength isn't high enough to properly benefit from Knockdown (the feat Recommended if you press the Recommend button), so instead go for Cleave, and then either Weapon Specialization (Longsword) or Great Cleave. Either will help him mow down duergar quickly in West Harbor.
  • Bevil can reappear at Crossroad Keep in Act III if you talk to him prior to going to the Ruins of Arvahn toward the end of Act II, but he is no longer a Companion.
  • Kipp does not appear after the Tutorial. If you want to recover the trap on the logs, you might as well give him Skill Focus (Disarm Device) to maximize your chances.
Khelgar Ironfist
  • Aim for Great Cleave early -- At low levels, it's fairly easy to get multiple kills because the opponents are still weak and Khelgar's damage bonus is strong. At higher levels, you can still get multiple kills if you've softened up the opposition with an area effect spell.
  • You can get Tower Shields at the Weeping Willow Inn. In general, Khelgar will have enough of an Attack Bonus to make the -2 Attack Penalty associated with Tower Shields still worthwhile to carry, although against certain opponents you may want more reliable hits or want to rely more on Power Attacks.
    • Note that the penalty on Tower Shields does NOT apply to ranged combat, so if he is using a thrown weapon (e.g., darts or throwing axe), he can also carry a Tower Shield and not be penalized on his attack rolls.
  • Since he starts with Toughness and doesn't have a strong Dex for Dexterity-related feats, you could aim for excellence in saving throws with Iron Will, Steadfast Determination, and Indomitable Soul.
  • There is a Dwarf-only warhammer (the Hammer of Ironfist) much later in the game, so you can give him feats toward using that, unless you want to level him as a Monk later anyway (in doing so, you redo his levelling completely from level 1).
  • His high Strength gives him a high melee combat Attack Bonus, so you may be tempted to give him Monkey Grip and use a big weapon. In general, using Power Attack is probably the better way to go to increase damage output rather than spending an extra feat.
  • If he becomes a Monk, things get interesting. He doesn't really have the stats to be a very good Monk, but as Monk with the Monk's running speed bonuses, he can now literally run out of trouble -- when spellcasters use are effect spells, they generally target locations instead of characters. You can therefore start running when a spell is cast and be safely out of the effective area of effect before it lands.
  • Try to get Neeshka early as she can develop Appraise as a Class Skill. Sacrifice some of her skills in order to max out her Appraise if you are not going to develop the skill yourself. Whether it will outdo having no skill but the Merchant's Friend feat over the length of the campaign is debatable, however, since you can get Appraise bonuses from items, and indirectly through stat and skill bonuses from spells and Bard Inspirations.
  • One of the ways you can use Neeshka in combat is to keep her stealthed, then attract the attention of the enemy with another character (e.g., Khelgar). When they run past Neeshka, stop your bait character and have them and Neeshka attack. Neeshka should be able to get in a Sneak Attack right away.
  • You can also give her a bow to Sneak Attack from a distance. The valid Sneak Attack range with a ranged weapon is approximately half the length of an indoor tile, so after her first shot in combat, move her in closer.
  • If she is being chased (or you let her be chased), you can try running her around your other party members. Hopefully her Tumble is high enough that she can avoid Attacks of Opportunity while giving the other party members Attacks of Opportunity on the pursuer.
    • This tactic works quite well with other characters if there aren't any other enemies around.
    • This tactic works because the game AI does not update instantaneously but instead only every few seconds, so once a creature has targeted another, it will run through dangerous situations and other enemies until the AI updates its targeting. Note that this will work against you if you let the AI run your character -- so pay attention!
  • Once she's around level 6 and higher, her Sneak Attacks (especially if she has Two-Weapon Fighting) really make her a powerhouse, almost more so than any other melee character.
    • Even in the pen-and-paper version of Dungeons and Dragons, Rogues are classed as damage dealers -- moreso than Fighters, who are mostly in a party-defense role.
    • You can lay down Darkness (but all targets get 20% Concealment and her innate Darkvision does not pierce it) or put a Greater Invisibility on her to score Sneak Attacks without having to hide.
    • In general, she will automatically switch to nearby targets that she can Sneak Attack instead of being locked on a particular target unless you are controlling her directly.
  • If you get to her late, she could have feats like Dodge and Mobility, which can help in casting (you can have the AC bonus from Combat Expertise on, or use Defensive Casting, but not both at the same time).
  • Her Animal Companion basically works out to a free character. Unsummon it before it dies so that you do not have to wait until after you rest to resummon. Instead, you only have to wait for the cooldown period to be over before you resummon, and it will arrive fully healed.
  • Read her spells very carefully -- some are very good because they discriminate between allies and enemies (e.g., Call Lightning) and if you play with full Dungeons and Dragons rules (area effects can hurt allies), this can make a huge difference.
  • Barkskin is an easy early game buff for the entire party (or just the front-liners).
  • I recommend completely re-levelling her, especially if you find her late enough that she has Dodge and Natural Spell. Change Combat Casting (feat 7) to Skill Focus (Concentration) (feat 173) and go for Zen Archery (use Wisdom for ranged combat instead of Dexterity) and Persistent Spell. Possibly stop development of one skill and pick up Spellcraft instead, for the bonus to save against spells.
  • If she is the primary healer in the party (and for much of the early game she may well be, until you get Grobnar for out-of-combat healing with his Inspire Regeneration), you may consider putting at least 4 points into Heal and get the Augment Healing feat (feat 1090). You could also then stop developing one of her skills (maybe Lore, since you'll get Grobnar later) and develop Heal more fully for emergencies.
  • Animal shapes are largely unimpressive. Try them out, but the alternative uses of shapechanging (Elephant's Hide and Oaken Resilience) are better -- BUT only in the early game.
    • Both of these can be activated as "free actions" (you can even activate them while the game is paused).
    • Neither are critical if you have good magic items, and you may therefore instead want to instead invest in Crafting early, especially if your main character is not a spellcaster. You won't get another spellcaster until Qara, and she's better kept as a battlefield asset due to her spellcasting flexibility.
    • You could also invest in Extend Spell (and ultimately, Persistent Spell) and Empower Spell as her attack spells are on-par with those of sorcerers and wizards.
  • If you are into the Crafting System, she can cast Cure Critical Wounds starting at level 9, and with the Craft Magical Arms and Armor feat can imbue weapons with the Holy Weapon (+2d6 damage versus Evil) attribute. This is a very good power as you are mostly fighting bad guys. Also, it takes the guesswork out of whether a diabolic-looking creature is a demon or a devil (both of which require different types of weapon materials to bypass their significant Damage Resistance).
  • Qara makes a great tactical combat spellcaster because of her flexibility in her spell roster -- sorcerers do not need to memorize and fix their spell choices for the day. We develop her with that in mind.
  • She starts at level 1 with Spell Focus (Evocation) (feat 169) and Improved Spell Focus (Evocation) (feat 397) feats. This is a very restrictive way to go as these feats are limited to one spell school and you don't have that many feats to spend; also, you only get DC +2. I recommend using the Console to take off these feats and instead give her Spellcasting Prodigy (feat 1114) and Skill Focus (Concentration) (feat 173; instead of Combat Casting (feat 7)). Then, choose spells which do not rely on Saving Throws and get her Spell Penetration feats.
  • Fairly early, go for the Silent Spell metamagic feat. Obviously this helps you in the late game against possible silence effects used against you, but even in the early game, it can help a sorcerer a lot because it expands your ability to cast a certain spell many more times a day. For example, if you are out of level 1 spells but would like to cast more Magic Missiles (one of the few auto-hit no-save magical damage spells), you can turn on Silent Spell and use your level 2 spell slots. Real level 2 spells can do more damage, but are not always preferable because of hit rolls required (even if they are Ranged Touch Attacks, which ignore Armor, Natural Armor, and Shield bonuses) or saving throws allowed (characters with Evasion would, for example, completely avoid damage on a successful Reflex save).
    • For similar reasons, go for Empower Spell. It takes up a spell slot two levels higher, but has the side effect of increasing damage as well. 
    • If you can get by without a lot of spells, skip Silent Spell and go straight for Empower.
  • Definitely get Empower Spell at some point because arcane magic has many big area big damage spells and you can hit hordes with 100+ damage (if they fail their save) in one go. In the late game, you will need this to offset being swarmed and the fact that it will be rare to see an AC will be high enough against the rate at which fighter-type adversaries gain Attack Bonuses. You can expect to face Attack Bonuses at 100% to 150%+ of your level, depending on whether you are facing rogues or fighters.
    Grobnar Gnomehands
    • One of the most useful support characters to have -- spell buffs plus strong offensive spells plus infinite free Inspiration buffs. Sonic damage spells are very strong in Neverwinter Nights 2 because there aren't that many creatures with resistance to it (aside from general Spell Resistance).
    • The Silent Spell trick with Qara doesn't work on Grobnar because NONE of the Bard spells can be cast with that metamagic feat. Grobnar can take the feat, but it is useless for his Bard spells. He can, however, take Extend Spell (as could Qara) and there are some attack spells that can have their duration extended.
    • Most of his spells are curses or buffs of some kind, and he also has the Sorcerer's flexibility in choosing spells, so aim for Persistent Spell or at least Extend Spell (e.g., to give Neeshka extended Greater Invisibility to help her Sneak Attack).
    • Bards automatically get various songs, so extending those to expand his repetoire of buffs is also a good idea. You can further pile on area effect buffs and debuffs to change the battlefield. Extra Song or Lingering Song isn't as useful because he starts at a decent level and you may find yourself using spells more than songs.
    • Archers like to go for Grobnar, so get him the Archer's Belt from Simmy at the Old Owl Well, and turn on Ghostly Visage. This way, he can stay close in melee to buff everyone else with his Inspirations or throw out a healing spell. He is lousy in melee and you really don't want enemies getting too many Attacks of Opportunity on him when he shoots, so you may want to give him the best Boots of Tumbling you have and run him around to make enemies chase past your other characters, giving them Attacks of Opportunity (same strategy as with early-game Neeshka).
    • By the time you get Casavir he will probably be 10th level. Which doesn't matter so much because he's a straightforward character in terms of feat choices and skill options.
    • Casavir's first-level feats are Power Attack and Weapon Focus (Warhammer). Unfortunately, the best hammer in the game is Dwarf-only, and there aren't that many other interesting ones available. The powerful Paladin-only Holy Avenger available in Act III is a longsword, but only if you build the Temple of Tyr in Crossroad Keep, and you are yourself a Paladin in order to get the required quest (good Clerics on the Path of the Holy quest get a different item). So it's not particularly important to change his Weapon Focus, but I would have aimed for Great Cleave early instead (rather than limiting his weapon choices so early in the game).
    • Not a lot of feats here to choose from if you are re-levelling. You may want to aim for Extra-Smiting, Blind-Fight, and Great Cleave (in whatever order you like).
      • If you go for Great Cleave, then Divine Might can help you get kills and extend your Cleaving.
      • He does fine with just a light shield (a good option is the +2 Charisma from Dwarven Mirth, from the Eyegouger Clan area) so Divine Shield is not really an early priority.
    • There have been reports of Bishop's feat progression being bugged and his having Ranger Two-Weapon Fighting feats and Longbow feats. If this happens, you can use the console to fix him. Otherwise, his feat progression will probably be fine.
    • Although he is best with a longbow given his supporting feats, his Ranger Archery Combat Style will work fine with all other ranged weapons he can use, including thrown weapons (and crossbows, but only if you also have Rapid Reload if you want to use Rapid Shot). If you are worried about his Armor Class, especially if he gets rushed and ends up in melee, you can have him switch to darts or throwing axe plus shield.
    • If you are re-levelling him from scratch, I suggest getting Weapon Finesse around level 12 (when his Dexterity bonus will exceed his Strength bonus) so his hand-to-hand combat can also benefit from increasing his Dexterity. With his remaining feats, you might consider Blind-Fight (all fighters should definitely consider this feat as the re-roll chance against Concealment cannot be gained any other way) or Dash to help him keep his distance from melee characters.
    • If re-levelling and changing his feats, if you are thinking about switching him to use the Heavy Crossbow, be aware of the tradeoffs and the required Rapid Reload feat (e.g., maximum three shots per round). If you are thinking of going with a thrown weapon for his Combat Style, you may want to invest in the Tower Shield feat as the attack penalty for Tower Shields does not apply to ranged combat.
    • He isn't as useful a stealth character as Neeshka, so you might want to strip him of his Boots of Elvenkind and give them to Neeshka. You will later find a Cloak of Elvenkind in the Githyanki Base, which will further help Neeshka sneak about and disarm traps before rejoining the party to coordinate attacks on enemy placements. Even with both, you may want to further improve Neeshka's ability to Stealth.
    • Shandra starts with modest Strength, Dexterity, and Intelligence so she will not be particularly strong in might or finesse. Her initial feats of Weapon Focus (Short Sword) and Weapon Finesse suggests we are meant to make her a finesse fighter using two Short Swords.
      • If you get her at level 12, she will also have developed Spring Attack, which suggests heading for Whirlwind Attack -- she will need just one point of Intelligence for Combat Expertise and Whirlwind Attack.
      • If you re-level her and also get her Greater Weapon Focus, you can get as far as Improved Two-Weapon Fighting, making her pretty decent one-on-one.
      • Her spread-out stats and ability to reach for Whirlwind Attack opens an interesting option of exploiting Whirlwind Attack (Whirlwind Attack ignores Monkey Grip and Two-Weapon Fighting penalties). You can re-levelling her and change her Weapon Finesse and Weapon Focus (Short Sword) for a two-handed weapon, such as a Scythe (for x4 criticals) or Falchion (18-20 critical range). Put 1 point of attribute gain into Intelligence, and the rest into Strength.
      • If you re-level her, you can also enhance her saving throws (like with Khelgar) and take advantage of her 16 Constitution with Toughness and Steadfast Determination.
    • She won't be around in Act III, but will reach approximately level 18 and is good fun to play around with in terms of feats.
        • Sand may be as high as level 12 when you reach him. This is too bad because as a wizard he has the opportunity to be one of the most useful magic item Crafters for your party -- unlike a sorcerer, he can learn more spells from scrolls and therefore create lots of different items.
        • If your main character is not a wizard, you may want to re-level Sand to have both the Craft Wondrous Item and Craft Magical Arms and Armor feats by around levels 6-12. After all, he runs a magical shop making potions and trinkets, so he really should have something in that direction.
        • The opportunity to get a very wide range of spells also gives you an excellent opportunity to get Persistent Spell and let him buff your main character to go solo in fights and get (slightly) more XP. To relieve the tedium of casting several spells in sequence, get the Rod of Preparation.
        • If you have scouted ahead and know exactly what is coming, you can tailor Sand's memorized spells to the situation. When you already have a solid plan for how to tackle an encounter, spellcasters with many spell options shine because you can choose spells that require saving throws the targets are weak to, and you have a wider variety of buffs to put on fighters.
        • Zhjaeve will probably be level 15 by the time you get her, and with a variety of metamagic feats. Like Sand, this means you won't be able to use her as a magic item crafter until much later when you can give her the appropriate feats, unless you re-level her.
        Ammon Jerro
        • Probably the only character you won't have to re-level although his choice of Incantations is debatable. Pretty decent feat choices here by the time you get him (around Level 18). He just needs a lot of gear. His initial gear is probably better off redistributed as he won't need to be a front-liner anymore.
        • Since Warlocks have unlimited uses of their spells every day, you will probably want to him throw on invisibility as often and as soon as possible.
        • You may want to consider relevelling the Construct because it appears in the late game with lousy skills and some feats that go nowhere (e.g., Mobility).
        • The Construct basically tanks, so you can use Khelgar's levelling scheme. Since it cannot use any equipment and can only have its main hand weapon, you could also relevel with an aim to get Whirlwind Attack.

        Neverwinter Nights 2 - Using the Console (Cheats)

        Neverwinter Nights 2 - Using the Console (Cheats)

        This is one of a series of walkthroughs/hints for Neverwinter Nights 2 (Original Campaign). Click here for a listing of all our guides for Neverwinter Nights 2.

        Play Neverwinter Nights 2 risk-free with money-back guarantee from Good Old Games.

        To access the console and start using cheats, press the "~" key. This drops down a console. It does not pause the game and it can interfere with you actually clicking on things in the game.

        To unlock the console commands, type "DebugMode 1". Until you do this, you cannot use any commands other than "Command", which gives you a list of available commands.
        Unlocking the console also show in yellow all script triggers in the game. Script triggers trigger events, and can override the effects of your skills. For example, even if you are successfully sneaking up on someone, if you step on a script trigger that forces dialogue, your protagonist will be swapped with whoever you were sneaking with, and dialogue starts.

        In general, you will need to have a character selected, either because you are editing their stats or you need to put something in inventory. To do this, right click on their portrait. This should select them as the active target.

        Some of the things you may want to do are:

        Show all die rolls
        enablecombatdebugging 1 will send all combat roll data to the log. Normally you see only condensed hit roll and damage roll data. With this command, you get to see almost all modifiers for Armor Class and Attack Bonuses itemized.

        Set your attributes
        setSTR, setDEX, setCON, setINT, setWIS, setCHA set the base attribute, before any modification from Race.
        Some of the reasons you may want to do this are:
        • Temporarily give you a skill boost to succeed at a skill. This does not work for skills that require training unless you have at least 1 skill rank (e.g., Perform). You can, for instance, increase your DEX to help you Pickpocket faster--your modified roll is the amount of gold you get, and in general no neutral character reacts to a failed pickpocketing attempt anyway.
        • Adjust your attributes retroactively so that you now have enough to get a particular feat. Feats do not display if you do not qualify for them. You therefore do not have a handy way of knowing at character creation whether you will have enough for a later-game feat. For example: Whirlwind Attack has a chain of required feats that have increasing Dexterity requirements.
        • Adjust your attributes to what you really want them to be after level 1. For example, you can artificially create a character with 20 Intelligence to maximize your skill ranks at level 1, then take rank in various Training-Required skills so that you can use the skill boost trick mentioned earlier. After your character is created, adjust the attributes to the correct legal starting values.
        • Give enhanced starting attributes. This can be important for high ECL characters to help low-level survivability, or make very specialized character builds more viable and fun to play.
        • Give yourself more skill points when levelling, by adjusting INT before, then resetting it back to normal after.
        Give a feat or remove a feat
        To use the givefeat or removefeat; commands, you need the numeric code representing the feat in Neverwinter Nights 2. Some of the reasons you may want to do this are:
        • Try out a feat, especially one involving several prerequisites. Remember to have a save game to rollback your character to what it was. You can use the removefeat command, but it is probably cleaner to just load a save game.
        • Forcibly give a feat irrespective of actual prerequisites, such as racial feats or the Rogue's Trapfinding Feat (feat 1857; lets characters find and disarm traps of DC over 20).
        • Take more feats than you are allowed to get a particular build you want.
        • To avoid having to roll back your character and reorganize the order in which you chose feats, or to change a feat you took several levels back.
        • To harmlessly add feats of very limited utility (such as multiple Weapon Focus feats).
        • Access Original Campaign Pre-Order and Limited Edition feats -- 1764 (Merchant's Friend), 1765 (Blessed of Waukeen).
        Redo levelling
        Use the dm_givexp command to take away (by entering a negative number) and give XP. Note that XP given to the player is also added to companions, so you may have to adjust them back down -- remember to record their XP values first.
        Note that you cannot redo level 1. Also, keep an eye on what the actual addition/deduction is, as it won't always be exactly what you entered. Also, any feats you gained during a level are lost when you rollback that level. This includes the Kalach-Cha feat you will get when you recover the first silver shard as directed by Daeghun.
        • This command works on companions as well, so if you get an NPC later at a high level and they have a dumb feat, skill, or spell progression, you can "fix" them this way.
        • Another reason to do this is to increase the XP of a protagonist that has a big ECL. At low levels, it is very hard to survive an ECL +2 or +3, especially if you are also playing a spellcaster.
        • If there is a quest or other game event that is class-specific, you can roll back one level and get that character class just to see it -- instead of replaying the whole campaign up to that point.
        The dm_givexp command works on one character at a time and does not affect other characters. The givexp command has less reliable results (it will not always adjust XP by exactly the amount you input); and if used on the main character, it will also affect the other party members, just as if you had earned XP in-game.

        Get gold
        Use the dm_givegold command to add or take away gold (by entering a negative number).
        I recommend doing this extensively because things are hideously overpriced in the Original Campaign (until you get a ton of cash through your management of Crossroad Keep).
        A magic item of mediocre utility (e.g., a mere +1 enchantment or 1x use of a weak spell) can cost thousands. Not overpowering, but in general, financially out of reach. It's more fun if you can play with them a bit -- especially the various miscellaneous items.
        Also, treasure is a semi-random and finite resource in the campaigns so you can't necessarily earn enough of it. It is "semi-random" in that the locations of treasure are fixed, but the loot you get is sometimes randomly generated.
        There are two good mods that can tweak this: cdaulepp's Random Loot Generator greatly enhances the instances of loot dropped by creatures. At low levels you get anything from junk to normal items to weird little magic items. Nothing overpowering, although you can sometimes sell items for hundreds of gold. Since a cheesy magic item can be 5000 gp, this isn't overpowering either. To help you haul it around, try our bags of holding in the GQ Conveniences mod. Also, a very nice side effect of this mod is that Sleight of Hand is much more useful and now can yields more interesting (albeit random) results in neutral characters in the game (such as villagers).
        Searchable Chests is another mod that can get you a bit more treasure, plus it adds more value to the Search skill.

        Get Items
        Use the dm_giveitem command to give an item. You need the item code in NWN2.
        • Note that the item must be defined in the campaign module you are in. For example, the Reptile Bane Cudgel from the "Uninvited Guests" module is not defined in the Neverwinter Nights Original Campaign, so you cannot use this console command to create a Reptile Bane Cudgel in the Original Campaign (but it works fine if you imported a character who already has the item).
        • You may want to do this if there is an item of particular interest to you, but you don't want to go through a particular choice to get it. For example, you must kill Galen for Namarra "Neversleep" +1. It's not hugely overpowering, but it's neat to fool around with in the early game. So instead, you can just console in the item and help Galen, and in turn have him around in Fort Locke as a merchant.
        • Get Mask of the Betrayer Pre-Order version bonus items. There was one item (Mystra's Blessing), and two non-released items: nx1_blessing_mystra, nx1_blessing_chauntea, nx1_blessing_mielikki. You need to be in the Mask of the Betrayer campaign for this to work.
        • You can also try out items that didn't make it into the game. The Neverwinter Nights 2 Reference Guide has a list of these. To jump to that section, search the document for "nx1_bastardsword01".
        Change Alignment
        Use the rs ga_alignment(x,y) command to nudge your alignment. It appears you can only change 1 point at a time. (+/-1,0) tweaks the Good/Evil continuum, and (0,+/-1) tweaks the Law/Chaos continuum.
        • You may want to do this because the alignment changes in dialogue are often very inconsistent, and there isn't any chance to change back except by reloading a game and being more careful in dialogue.
        • Also, if you want to play a certain class combination that has conflicting alignments, this can help you quickly change your alignment so that you can take a certain class. Once you have the feats for a certain class, you do not lose them even if your alignment no longer qualifies you to advance in that character class.
        Change Influence
        Urs rs kr_influence command to bring up a dialogue box where you can adjust the Influence you have over each Companion. Influence, like alignment, only comes up in dialogue and so there are very few chances to gain or lose influence with party members. Overall, having more Influence means more interesting dialogues and events with your companions. Instead of replaying the game to focus on one companion and raising their Influence, just give yourself 20 points of Influence with each person.

        Expand your Roster
        The command rs ga_party_limit(11) will increase your allowable party size to 11 members (10 companions + your character = 11). Normally you can have a total of 3 companions in Act I and 4 companions in Acts II and III (plus your main character, this is a party of 4 or 5 respectively).
        There is also a party roster dialogue box (rs kr_roster_edit) that can be invoked with the console, but a change to the party limit there is not permanent and resets whenever you load a game. That dialog can open the party selection screen, however, if you don't have access to it through having the expansions installed.
        You will end up with a lot more companions than you can have with you at any one time, so if you want to maximize your chances of seeing more party banter and interaction with your main character, this will let you have the whole herd of companions all the time. (Note that some characters have more priority to their banter, and having the entire company of companions still does not guarantee you will see everything).

        Combat can be problematic because of the micromanagement and traffic jams, but you can partially solve this by telling various characters to hold their ground and just run around with a smaller team set to Follow or Attack Nearest (both of which cause them to follow whichever character is selected at the time).

        Note that whenever you load a saved game, all companions relocate to where your main character was when the game was saved.

        Forcibly Add or Remove a Party Member
        The command partyremove followed by a character name (e.g., "shandra") will remove a party member not just from your current party, but from your party roster. Essential characters (e.g., Shandra in Act II) are automatically re-added when you reload a game.
        Party members removed this way hang around as NPCs and may still be attacked by hostiles. They do not gain XP when your main character gains XP. To add them back, the corresponding command is partyadd.

        You may want to use this to go solo in certain areas (either for XP for other reasons) where a character normally cannot. For example in the Temple of Seasons test rooms, the script brings all your characters together for the test and you cannot leave anyone far away to take the tests alone.
        Be careful when using this command because some characters are mandatory for certain cutscenes, and you can break quests this way, forcing you to reload a saved game.

        Note that if you have the expansions and can access the Party Roster through the menu, you can generally avoid having to use this. Sometimes party members will be marked essential for the area you are going to -- Zhjaeve in Nolaloth's Valley, for example. If you already have them in your party before going to the World Map screen, then the game engine won't prompt you to add them, and will NOT set them essential (you cannot remove them from your party in the same the way you couldn't remove Shandra in Act II). You can then use the Party Roster to remove them once you are in the map.

        Neverwinter Nights 2 - Original Campaign - Character Creation and Game Quirks

        Neverwinter Nights 2 - Original Campaign - Character Creation and Game Quirks

        This is one of a series of walkthroughs/hints for Neverwinter Nights 2 (Original Campaign). Click here for a listing of all our guides for Neverwinter Nights 2.

        Play Neverwinter Nights 2 risk-free with money-back guarantee from Good Old Games.

        Character Creation
        The maximum XP you can earn in the Original Campaign is 253,000, or level 23. Your level cap is still 20, but this allows all races up to ECL +3 to reach level 20.

        If you have the Storm of Zehir expansion, you can manually enable the two Companion races in that campaign: the HagSpawn (ECL +2) and the Half-Celestial (ECL +4). Here's how:
        • Start the NWN2 Editor.
        • Examine 2da files and look for racialsubtypes.2da
        • Find the race entries for the Hagspawn (row 45) and Half-Celestial (row 46).
        • Change the "0" to a "1" under the column "PlayerRace".
        • If you want to play the Hagspawn, you will also need to temporarily change the "BaseRace" entry for the Hagspawn.
          • It is initially set to "13" (Monstrous Humanoid) and therefore won't show up during character creation because there is no racial group for Monstrous Humanoid. Instead, change it to "32" (Gray Orc).
          • After you have created a character and saved the game and exported the character, you will probably want to change the Hagspawn BaseRace back to its original value of 13 (Monstrous Humanoid) because it probably affects how some effects will interact with all Hagspawn in the game.
        Note that the Half-Celestial isn't really meant for low-level play since they start with Word of Faith and Summon Planetar once per day. Either of these can wipe out a lot of encounters very quickly. Try not to use any of these powers until the late game in the Original Campaign.

        Character Types
        Melee-strong characters will have a fairly easy and straightforward time due to the short ranges involved in the game and the AI knowing to rush spellcasters and archers. If you don't feel experienced with the game or just aren't keen on micromanaging, keep the difficulty setting on Normal and choose a melee type character as your main character. It's generally pretty mindless as a melee character, and you might even be able to let the AI handle everything. Even a vanilla Fighter class with no fancy multiclassing will mostly do fine -- although you need to be fairly intelligent about the feats and watch for the AI doing silly things like having your character chase their target, even if they end up running past enemies and giving them several Attacks of Opportunity; or running off to fight far-off battles before you are ready for them; or standing still after a kill instead of immediately heading for the next target.

        In the mid- to late game (around level 15+) you will start to encounter a wider variety of spells cast at you, and at that point a party will be more important than the limited options available to a straight warrior. Also, Attack Bonus climbs very quickly and even Armor Classes in the 30's will be hit 50% - 75% or more of the time when you face fighter classes. Having some sort of backup, such as a Stoneskin spell or Concealment from Displacement is absolutely vital to going solo. Arcane casters really shine by then as they can put out literally 100+ points of damage (on a failed saving throw by the target) on several if not all targets with a single spell, assuming they can get the spell off.
        Strength-based fighters can output similar damage on a single target, pushing 100 on a critical.
        Two-Weapon finesse fighters do less per hit because their lower Strength won't get as much of an advantage from critical damage multiplication and additional magical damage (e.g., 2 Magical Damage from Adamantine weapons, or +2d6 Divine damage from Holy Weapons) are not multiplied on a critical hit. However, they get more chances to trigger effects from weapons, such as Vampiric Regeneration.
        An interesting option is to go with a Ranger Two-Weapon Fighting character based on Strength and try to make up the Armor Class shortfall with Dexterity-boosting items.

        Character Planning
        Probably the best resource for deciding on or planning a character is the NWN2 Character Builder -- It has an interactive online character planner that includes checks for character and feat prerequisites, plus an online database on characters and feats.
        If you make your character build public, take criticism with a grain of salt. There are a lot of end-result analysis commentators (i.e., about the level 30 version of the build instead of playability along the way) and character builds which aren't really geared for the campaigns, unless you want to blunder through with poor skills and little or no interaction skills.
        You can also use it to plan your Companion progressions. Companions do not normally Multiclass, but you can bypass this with the Feather of Multiclassing mod.

        If you don't like going online to do it, you can try the Character Build Calculator (requires Microsoft Excel).

        For our play-through of the Neverwinter Nights 2 Original Campaign, we spent quite a bit of time fooling around with the Character Builder, but finally settled on a challenging build with features that interested us -- the Shredding Scythe of the Wind (click here to you can download a summary of the build in Microsoft Excel format).
        It has a racial ECL +2 adjustment, so it can be challenging in the early part of the game because of its vulnerability to Critical Hits and just plain chancy rolls in combat. The ECL +2 adjustment slows down level advance a lot as well but this was irrelevant around level 15+.

        Our recommendation is to play whatever race, alignment, and class combination you feel will be fun to play. If there aren't exactly enough feats to get the character you want, or if you're the wrong alignment, use the Console to tweak things. If the XP penalties are too harsh, use the Console to bump up your XP or try a ECL Remover mod or Multiclass Penalty Remover mod; or stop after a few levels, Export your character, and restart the campaign at a slightly higher level.
        Life is too short to obsess over getting exactly the right build. And it's certainly too time-consuming to re-play a good chunk of the campaign simply because you didn't optimize your schedule of feats.

        Game Quirks - Gaining XP
        Whatever character you play, you should know that there are a number of quirks around gaining XP:
        • The game checks your XP total (before factoring in a multiclassing penalty) to determine how much XP you get. So, if you are level 4 and have enough XP to advance to level 5, you immediately start earning less XP per kill -- as if you were already level 5. If advancing a level does not increase your character's Challenge Rating (some characters advance more slowly, especially in the early levels), you will suddenly gain more XP per kill again when you take the level, as if you were still level 4.
        • Your ECL adjustment only affects the XP you need to gain a level. The level used to determine XP is the level you would have gained at ECL +0 according to the XP you have earned, before taking into account multiclassing penalties.
        • If you have a multiclassing penalty and your character falls behind the rest of your party in effective character level (ECL), you do not continue to earn a higher amount of XP. For example, if you are level 4 and due to a multiclassing penalty your party of companions has advanced to level 5 but you are still at level 4, you earn XP as if you were level 5.
        • If you have at least one Companion, you get the regular XP. If you have more than one -- no matter how many -- you do NOT get less XP.
        • If your player character is solo or far enough away from the other party members that they are not involved in combat, the game treats your character level as being 1 level less for determining XP -- i.e., You get more XP per kill.
          • You can access the Party Roster from the menu to move party members in and out if you have the Mask of the Betrayer expansion, although some party members (like Bevil and Shandra) are sometimes key to plot points and cannot be removed.
          • Going solo for more XP does NOT work with Companions. When a Companion is far enough away from everyone else, they earn ZERO XP for kills. You cannot therefore put Neeshka on Greater Invisibility and have her wander around for easy kills, even though that is actually a great tactic.
        • In the Original Campaign, most of the time (not all), killing your way through an encounter is worth a little to a lot more in XP than talking your way out of it in the early game.
          • This works up to around the time you get to Neverwinter's Blacklake District. After that, XP per kill tends to drop a lot because of the enemies involved, and the quest XP makes up for the difference.
          • There is generally no long-term consequence to that choice, plus you get more treasure -- a very limited resource in the game until you get to manage Crossroad Keep. A good example is choosing to kill the lizardfolk threatening HighCliff instead of negotiating a peaceful coexistance -- if you fight your way out, not only is there more kill XP but lots of decent treasure along the way.
          • Over time, XP theoretically should catch up as you get more per kill when you are of a lower level.
        • The XP table seems to follow very little rhyme or reason and there are odd entries here and there.

        Neverwinter Nights 2 Walkthrough - Original Campaign - Part 16

        Neverwinter Nights 2 - Original Campaign - Walkthrough Part 16 - Vale of Merdelein, Ritual Chamber

        This is one of a series of walkthroughs/hints for Neverwinter Nights 2 (Original Campaign). Click here for a listing of all our guides for Neverwinter Nights 2.

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        Vale of Merdelein
        • There are a lot of traps here and you don't start with Neeshka, so that can be trouble for a non-Rogue character, since Rogues are the only ones with the Trapfinding feat. You need this feat to detect and disarm traps of very high difficulty.
          • In general, areas around lights may be trapped, as are entrances and other chokepoints.
          • The cleric Find Traps spell isn't always reliable.
          • Ammon Jerro's The Dead Walk are good for making expendables to trigger traps safely. You can try a combination of Retributive Invisibility (if you want to scout an enemy-infested area) and having the summoned undead walk to you past whatever area you want to test for traps.
          • To cut through all the tedious maneuvering (as the Vale area is really quite large), you can turn on DebugMode with the Console. This reveals all floor triggers, including traps (in red, as if detected).
          • You can also just blithely walk into the traps and let either your Regeneration items heal you, a Persistent Mass Lesser Vigor from Zhjaeve, or Grobnar's regeneration Inspiration -- these are just alternatives to not suck up too many spells and have to rest too often.
        • In the final area, you start off ambushed by Mummy Lords who immediately cast Flame Strike, so immediately split up the entire party so they don't get hit by overlapping areas.
        • After this encounter, rest a couple of times to trigger the attacked-while-you-are-resting encounters. After two, they end so you can safely rest after that before facing the Shadow Reavers.
        • To get them to come to you:
          • Have Ammon Jerro cast The Dead Walk downstairs. This may take a couple of tries as he might start running across the bridge. Don't let him. It is possible to have the skeleton summoned below without having to cross the bridge. The skeleton summoned will run back up the ramp, triggering any traps and the encounter trigger. Instead of facing them at the broad landing, face them in the narrow entrance stairs that descend to the area -- there if you happen to pull more than one at a time, you can keep them from sighting you and casting too many spells.
          • If you have a monk or maybe someone under Haste, you can probably just run out immediately after the dialogue. Preferably you will have already positioned your other party members so you won't get a traffic jam going up the stairs.
        Ritual Chamber
        • High enough Influence can cause Bishop to leave, if you choose the right dialogue options.
        • You do not need to recite the True Name Scroll to kill Black Garius, since that was already done during the siege of Crossroad Keep.
        • Touching a statue lets either Ammon Jerro or the PC renew their use of the Illefarn ritual feats. You can do this until the final attack on the King of Shadows. Try to use the Soothing Light powers to heal your companions instead of using spells. Use it and use it often because your Soothing Light is insanely powerful -- healing 1 hit point per level per round for 10 rounds, plus you don't have to target anything.

        Neverwinter Nights 2 Walkthrough - Original Campaign - Part 15

        Neverwinter Nights 2 - Original Campaign - Walkthrough Part 15 - Shandra's Farm, Siege of Crossroad Keep

        This is one of a series of walkthroughs/hints for Neverwinter Nights 2 (Original Campaign). Click here for a listing of all our guides for Neverwinter Nights 2.

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        Shandra's Farm
        • If you don't kill everything quickly, you can milk this event for experience because there are a heck of a lot of devils to fight. However, they can cast Blindness, and if you don't have anything to counter that, your fighters could be rendered useless. You can try to retreat down the path and have a choke point with fighters and Ammon Jerro behind casting Eldritch Chains.
        • Because the Staff of the Magi can absorb magic cast on it, it is actually better used by Ammon Jerro (via his Use Magic Device skill) because he can cast Warlock Incantations an unlimited number of times to recharge it without resting.
        • Have someone with high Intelligence, Search, Spot, or Survival examine the scarecrow (this can be either the main character or a Companion; use that character to interact with the scarecrow).
        • When you get back to Crossroad Keep, it is your last chance to pick up anything you may have cached until the siege is over -- You will be taken to a different version of Crossroad Keep for the siege.

        Siege Mission 1: Bridge
        • You probably want to do the first two fights without pausing: The fields have lizardmen fighting for their lives, and if you don't get there quickly enough or if you pause to rest, they are killed. It is not clear if this affects the siege outcome or not, however. You get a 4,000 xp award and an epithet for defending the Keep with "minimal losses" -- which may refer to how many Greycloaks survive with you and/or how many civilians survive.
        • Turn Undead is useless here as the undead grunts have too many hit dice to kill and there are generally too many to waste a round Turning them when you could drop a Mass Cure spell that will heal your allies and hurt the undead simultaneously.

        Siege Mission 2: Siege Towers
        • Companions and Units: Qara and Sand, and use them to quickly destroy the siege towers with Meteor Swarm and other fire spells -- in effect doing it yourself because the mages at Crossroad Keep can't do it very quickly and everyone is getting pelted by arrows constantly. They can't actually target the siege towers until the towers land on the walls, however.
        • Tons of undead to kill here if you want to rack up experience points, assuming for some reason that your character isn't already at the level cap (which is possible if you are an ECL +3 race).
        • If you're having a hard time keeping everyone alive, you can have one healer put a Persistent Mass Lesser Vigor on everyone, which will last "24 hours" -- long enough for the entire encounter and hopefully enough to keep ahead of arrow damage.

        Siege Mission 3: Outer Gate
        • Quickly block the entrance and lay down a killzone with lingering area effect spells. If your melee characters get bogged down, you can periodically drop a Fireball, Firebrand, or Scorching Ray (depending on whether you have friendly fire turned on in the difficulty level) in the gateway under the bridge, where everyone is jammed inside.
        • An interesting idea would be to have Elanee melee them with Persistent Body of the Sun and Persistent Vigor. The undead here are minor and shadows and wraiths should be easily killed by Greycloak archers if one or two make it into the courtyard. Save your spells for Black Garius.

        Siege Mission 4: Nightwalker and Black Garius
        • Let the Nightwalker chase you initially -- engage Black Garius quickly with melee until your spellcasters are up to speed with laying down covering fire on both Black Garius and the Nightwalker. Black Garius can drop a couple of Meteor Swarms on your party, so he needs to be handled early.
        • After Mission 4, you will be back in Crossroad Keep but you cannot leave the Keep. This is your final chance to grab anything you have cached before the endgame in the Illefarn ruins.

        Neverwinter Nights 2 Walkthrough - Original Campaign - Part 14

        Neverwinter Nights 2 - Original Campaign - Walkthrough Part 14 - Pre-War - Port Llast, Strange Clearing, HighCliff, Neverwinter Evacuation, Dwarven Stronghold, Mount Galardrym, Sydney Natale, Ancient Valley, West Harbor

        This is one of a series of walkthroughs/hints for Neverwinter Nights 2 (Original Campaign). Click here for a listing of all our guides for Neverwinter Nights 2.

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        Port Llast

        Strange Clearing
        • There is a small encounter of three trolls versus some of your Greycloaks when you travel from Port Llast to the Strange Clearing.
        • The road encounter before you actually reach HighCliff has an ore deposit. It can be tricky to find -- It is near the north exit, at the base of a boulder.
        • Vissk - When you first talk to him, various companions will talk about his wounds being fatal. You must exit dialogue with him and re-initiate dialogue in order to get an in-dialogue option to heal him so he won't die after questioning.
        • If your melee characters are having a hard time with the fire shield, remember Ammon Jerro came with a ring that provides moderate elemental resistance.
        Neverwinter Evacuation (Merchant District)
        • Look for the two new merchants.
        • Joy can be recruited her. She is supposed to give the Amulet of Joy if you can recruit both her and her sister Light of Heavens. If it doesn't work, you can use the console to give yourself item 31_charm_joy. This only works when you are at Crossroad Keep because the item is defined locally in that module. It looks like a necklace, but it cannot be worn.
        Dwarven Stronghold

        Mount Galardrym
        • At the entrance to the dragon's lair, there are some boulders you can push to squash some Fire Giants below. You can still push them after defeating all the fire giants, so you might as well do that first so as not to lose the xp from kills. You can go back afterwards to push the boulders for 50xp.
        • Caelryna: You can recruit her once you are Warden of the Keep, and not lose the epithet.
        • Tholapsyx fighting tactics:
          • Agree to help her, then reposition your party and cast buffs and summons before talking to her and deciding to attack her.
          • A fairly easy way to kill the dragon is to keep it blocked from moving toward your spellcasters with one or two fighters and cast Regeneration on the fighters early on. Also, if your fighters are having a hard time with the acid fog the dragon casts, back away a bit before engaging again.
          • The Bigby's spells are largely useless with the exception of Bigby's Interposing Hand to reduce the enormous Attack Bonus by 10 points. If you cast any other Bigby's Spell, you will have to wait until their duration expires to try any other, even if none of them work against the dragon (e.g., It has strength and size is high enough to win Grapple checks against Bigby's Crushing Hand, so you have to wait until the duration expires because the hand continues to try Grappling the dragon.)
          • Another useful spell is Blade Barrier, cast "at location" but targeting the dragon. This should cause the dragon to either cast Regeneration and/or Heal, which basically gives you up to two free rounds with no retaliation.
        • You cannot encounter Tholapsyx solo (e.g., if you remove party members with the party roster menu or console), or you will break scripted dialogue.
          • You can try this if you insist on cheating with the console and going solo against the dragon: When dialogue breaks, you cannot speak with Tholapsyx and she will not be hostile. Walk to her treasure and she will be hostile. When she dies, make sure you are NOT near her treasure because that triggers an event. Bring in at least Khelgar back in your party before walking onto the treasure. You should get the chest for the Path of the Holy quest if you are on it, plus dialogue with Khelgar about how to bring the gold back. Without that dialogue, Kana won't send Greycloaks to get the loot.
        • If you are disappointed by how much XP you get for defeating Tholapsyx, you might try our modified xptable.2da, which is based on the Dungeons and Dragons 3.5 XP table rather than what appears to be haphazard awards.
          Sydney Natale and the True Names of the Shadow Reavers
          • If you are having trouble keeping Jalboun alive, try casting Regeneration on him early.
          Shadow Reaver Camp
          • You are advised it might be a trap by various parties at Crossroad Keep, but you cannot deliberately walk into any trap and thereby fight more undead -- no matter what, it is the same encounter. Having either Guyven or Mephasm in Crossroad Keep -- whether you talk to them about the Shadow Reaver Camp or not -- gets you 500xp just for reaching this area.
          • When a Shadow Reaver is severely wounded, it emits a pulse that causes nearby foes to be Knocked Down regardless of Strength.
            • Only having Immunity to Knockdown will resist this effect. Immunity to Knockdown can be obtained from:
            • Continuing to attack the Shadow Reaver before the True Name is fully recited is useful if only to occupy it from doing anything other than heal itself. You may therefore want to abort Zhjaeve or Ammon Jerro from reciting the True Name until after the Shadow Reaver minions are slain. Then, hit him at range (Ammon Jerro is good for this because of his strong and unlimited-casting ranged attacks as a Warlok) to keep him busy healing himself.
            • If you still want Ammon Jerro to start reading the True Name from the start of the encounter, abort him from doing so, turn on his Retributive Invisibility, and then restart it (right click on the True Name scroll and target the Shadow Reaver).
          Ancient Valley (Nolaloth)
          • To get more background information from Nolaloth, ask the questions nearer the bottom of the dialogue options first when he is ready to let you ask questions. Once you start talking about the githyanki, dialogue options close.
          West Harbor
          • A Restoration spell can heal the temporary CON damage you sustain when you enter.
          • You need a lot of Craft skill ranks or Survival ranks to rebuild the bridge for 50 xp. Running across the river doesn't seem to do much harm, however (just some Negative energy damage).
          • You can reach West Harbor without any of the shard pieces by putting them either into a container, or onto a companion whom you then dismiss from your current party. You will still reforge the Sword of Gith, however, so you can try this to keep all your separate shards, some of which are very helpful magic items because they only have to be in your inventory to function.
            • Note that once you are at West Harbor, you cannot simply drop the shards onto the ground (they will be picked up automatically) or given to a companion (the game will search for the shards among your companions).
          • When you first start the cutscene to reforge the Sword of Gith, you put on the ground the first item in your inventory.

          Neverwinter Nights 2 Walkthrough - Original Campaign - Part 13

          Neverwinter Nights 2 - Original Campaign - Walkthrough Part 13 - Ammon Jerro's Haven, Castle Never, Neverneath

          This is one of a series of walkthroughs/hints for Neverwinter Nights 2 (Original Campaign). Click here for a listing of all our guides for Neverwinter Nights 2.

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          Haven Approach
          • Fire Elementals
            • Fire Elementals have strong Damage Reduction against physical attacks. Most of it can be bypassed with a weapon of +2 or higher Enhancement, but they will always have DR 5/-, meaning 5 points of reduction that cannot be bypassed no matter what type of weapon you have.
          • Geysers
            • Geysers inflict massive Acid Damage instead of poison damage as the dialogs suggests. However, if you use Energy Immunity (Acid) on a character, it inflicts Magical Damage instead.
            • You can Influence Elanee here with an Intelligence check.
            • You can win Influence with Neeshka if you successfully get the water with Dexterity or Tumbling.
            • The safest path is to follow the grass at the edges (obviously -- the geysers would have killed those off), although on the left side there is a small geyser in the grass near the main geyser. You can also wait a while and watch where the geysers spout.
            • Do NOT reload a game if your main character is in the danger zone because whenever you reload, your Companions appear around your main character. At the geysers, there isn't much room and some might end up hurt by the geysers.
          • Shaman
            • Your answers can Influence Shandra, Casavir, and Bishop.
            • Whichever way you answer, you get 500xp and kill xp. The difference in kill xp is minor at this point.
            • If you opt to fight the spirit barbarians, under Rage they have Attack Bonuses in the mid-20's, so any Armor Class under 40 will be generally useless if you are swarmed and any stoneskin will be expended quickly. You can, however, try to cautiously draw only a few at a time since they start below the plateau and cannot initially see you.
          • Don't panic when Shandra disappears. You'll get all her gear back later. You will not be able to return to the Haven interior or exterior, however, so don't leave anything there.
          • Once you enter the Haven, you have a long way to go before you get out again, so cache stuff if you have to because you'll need a lot of room to haul gear. Low-Strength characters should be particularly conservative here. If you upgraded Crossroad Keep with both the West Wing and the Personal Quarters, you can get a Magic Bag which can be very useful here. There will also be a brief solo portion and main characters who cannot open locks should get the Chime of Opening from Raylene in the Neverwinter Docks District to open chests without damaging contents.
            Ammon Jerro's Haven
            • Baalbisan and Hezebel
              • Do neither quest initially. Blooden will give you the true name that Hezebel is looking for. You can then give it to Hezebel (if you are unable to Bluff her) and secure her aid without angering Baalbisan -- therefore getting the aid of 4 infernals instead of just 3, and 1,000 more xp.
            • Hezebel and Blooden
              • If you don't rebuff their advances toward your male character or if you flirt with them, you will lose Influence with Elanee or Neeshka (only Elanee if both are in your party).
            • Hezebel
              • You can speak with her again after agreeing to her task to try to Bluff her with a made-up true name. You do need an awful lot of Bluff skill, though.
            • Blooden
              • The succubi in the corridor before her might not attack but they are supposed to. Leave the corridor and re-enter to see if the script triggers.
              • If you mock her, she calls 1 succubus to attack before you can talk to her again. If you bore her or refuse her task, she sends 2 and can do so twice (so you can't milk this encounter for XP).
              • If Neeshka is with you, Blooden will reveal that one of the infernals is in her ancestry. This doesn't seem to go anywhere, however.
              • If Grobnar is with you, you can gain 3 points of Influence: Choose to say "something interesting", then say "you are very unstable", then invite Grobnar to sing.
              • Once you get the Nessian War Hounds, if you go too far away from Blooden's room (e.g., head toward Hezebel), they will become hostile. You can turn then back to neutral if you tell Blooden you will fight against her minions or if you tell her you won't fight. Or, you can kill them and then tell Blooden you won't fight (which makes her send her minions against you)--thereby killing all the minions for xp.
            • Zaxis
              • If you command her to stop referring to herself in the third person, you gain Influence with Neeshka (once) and make available again the dialogue to tell her to open the portal, thus allowing you to gain 1,000 xp an unlimited number of times.
            • Ancient Book
              • Successfully using Lore and Spellcraft give 500 xp each, but you only one try -- the dialogue option disappears after that, so you cannot retry when you arrange for higher skill bonuses.
            • Summoned Horned Demon
              • Although the label indicates this is a summon, it is actually not and can be slain for xp. Normally, summonned creatures do not yield any kill xp.
            Castle Never

            • Interestingly, you are credited XP for the Palace Guard killed by the Shadow Priest during the initial Castle Never cutscene.
            • The initial attack seems like a great place to use Cleansing Nova, but it actually isn't since it probably won't outright kill anything, rather just weaken them for Nevalle or the Palace Guards to pick them off and therefore deny you kill XP.

            • One of the few times when successfully performing quests (here, answering questions) will yield more XP than violence and destruction. If you correctly answer all statue questions and solve the final puzzle, you get bonus XP.

            Neverwinter Nights 2 Walkthrough - Original Campaign - Part 12

            Neverwinter Nights 2 - Original Campaign - Walkthrough Part 12 - Ruins of Arvahn and the Ritual of Purification

            This is one of a series of walkthroughs/hints for Neverwinter Nights 2 (Original Campaign). Click here for a listing of all our guides for Neverwinter Nights 2.

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            Map Transition
            • The first time you travel to Arvahn, you will encounter Malarites.
            • The second time you travel to Arvahn, you can encounter pixes. If you do what they ask, you can get a Ring of Invisibility.
            Ruins Exterior
            • If you successfully Intimidate Uthanck you can Influence Sand.
            • To make the Orcs hostile at any time (e.g., after completing their quest to kill Ghellu), speak with Ilrah Broken-Ribs and insult Gruumsh. You can do so after getting Ilrah's enchanted rib by asking him about his name and responding with "... well done."
            Riverguard Keep
            • Ralidor the Restless reappears with more bugbears outside than if you attack him when you first encounter him. You must kill him to get the Master's Sword to open the vault safely on level 3, but it is not strictly necessary.
            • If you leave RibSmasher alone you may get slightly more XP than if you kill him, but you won't get his Gloves of the Long Death +3. Release him last because he will also attack chests and thereby possibly destroy something inside. If he survives when you reach the warded door on level 3, you can use him to open the door but it will cost you an Evil alignment shift and losing Influence with Shandra and Casavir (but gaining with Bishop). He will also not drop his Gloves.
            • If you agree to kill Ghellu's enemies for him and do so, you get 1500xp but you cannot then make him hostile and he causes all the goblins to die opening the door to the Statue for you.
            • If you have all three Master's items (Sword, Sceptre, Shield), you can open the door on level 3 safely, but you lose the opportunity to Influence Zhjaeve by opening it yourself. In neither case do you get XP just for opening the door.
            Gem Mines
            Temple of Seasons
            • In the room with earth elementals, destroying the statues will cause any remaining earth elementals to vanish.
            • At the statue room, you can Influence Casavir.
            West Harbor after attack
            • Head across the bridge to Daeghun's home to trigger a dialogue with Shandra. Another dialogue (with Zhjaere) is triggered nearer the south exit to the swamp.
            Swamp Ruins for the Ritual of Purification
            • The area looks the same as before but it is not. Near the middle of the map there are some ruined structures and a chest. That chest may now have something in it again. Also, there is now a narrow path from that chest going northeast toward the Illefarn ruins you need to visit.