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Neverwinter Nights is a very imaginative game. Like most other Dungeons and Dragons games, you can fully customize your main character.
This particular game takes it a lot further, making it very close to designing a real pen and paper character, without all the hassle of checking everything over manually. With the added addition of customizable adventure modules, there is much offered by the game, so making a good character to start with is a good idea.My main character at this game is Raiksha Nightblade, a human rogue.
Is there a module that let's me change the look of armor and the character? I'd like to add a tail easily to my tiefling.
Let me illustrate to you how the character creation process works, and my rationale for why I chose everything the way I did. This is intended as an example, of what kind of preparation can be done if you are really determined to create a unique character. After this run through I will go through the basics about character creation in the hopes of extending what is said in the manual. The Creation of Raiksha NightbladeThe first four things that you will have to do is pick your character's gender, race, class and portrait. Gender has no effect on your character's abilities, but will affect how other people treat you in the game, be they NPC or PC.
Your race affects your ability scores and will give you a list of abilities. Your portrait is purely aesthetic - try to pick one that matches your race/class combination and that you find appealing. The class that you choose now is your beginning class - that could very easily change over the course of your career.
The fifth choice before getting into the statistics is your alignment. This is covered in the manual, so I won't describe them here. Your alignment dictates how you should act in the world and what options will be available to you over the course of your journeys.At this point lets stop to talk about Raiksha. She is human and is a rogue. She is a rogue because I wanted a character based on skills, and not spells or pure fighting. The Sneak Attack skill is a nice little bonus to have too.
She is a human so that she can have an extra feat at first level and for the addition of the extra skill points. A halfling would have made another good choice here, except that the lower strength score and skill points would have hurt the template that I wished to create here.
As for the portrait, take a look at the one I chose. Raiksha isn't the prettiest of girls, but neither is she strikingly ugly. The glare is one of mystery, the nose is one that looks to be oft broken and the hair is red.
All ideal for the character that I wish to create. Finally, Raiksha is a champion of the poor, one who does what she must, while ignoring the restraints that society wishes her to bear. Chaotic Good?
Yes, she certainly is!After these basic changes it is time to go into the ability scores, skills, feats and spells. It is easy to see that Raiksha will have no spells, but it is harder to decide on what to give her for ability scores. I chose to give her a strength of 14 (she has to fight), a dexterity of 16 (most of her skills depend on it), constitution and wisdom of 10 (no penalties to saving throws), intelligence of 14 (+2 skill points and bonuses to skills), and a charisma of 12 (Persuade! Good for low levels, but will divert points elsewhere later).
This will make her relatively good for the skills that I have chosen for her. Next I went to the packages section and decided to configure my own package for her. Open Lock, Move Silently, Set Trap, Disable Trap, Search, Spot, Listen, and Hide are all rogue skills that she needs. Lore and Persuade are there as helper skills. As for the last four skill points, for the start I have decided to split them into three different skills - 2 into Use Magical Device (won't see many of these at low levels), one into Heal (might have to help people in a party situation), and one into Pick Pockets (might have to steal something, even though Raiksha prefers not to).
As for feats, I wanted Raiksha to fight with a pair of weapons, so I gave her Ambidexterity and Two-Weapon Fighting to start with, with plans of getting other combat feats in ensuing levels.The last thing to do is finish customizing your character. This is purely an aesthetic thing, so do it however you want! You can change her model to match what you want, add your name in, write up a biography, choose a deity (no list, just make up a name, if you are unfamiliar with the Forgotten Realms deities) and pick a voice (Female Seductress for Raiksha). Now there is Raiksha!ClassesIn this section I will list the pros and cons of using each of the classes, as well as make some notes on the effectiveness of multiclassing them. I will also suggest abilities, feats and skills for starting one.MulticlassingMulticlassing is the process of adding a level of another class to your primary class. You can have up to three classes in Neverwinter Nights.
Multiclassing can be used to diversify your character, but will reduce the power of some of the classes in the game.Each race has a favored class. They receive no experience penalties when raising levels in this class.
Humans and half elves automatically have their starting class as their favored class. As soon as you have two non-favored classes, your experience will be penalized by 20%, if those classes are more than two levels apart. So watch out how you multiclass! I have mentioned multiclass suggestions for each class below. Please refer to them for more information.
I have made sure to consider all abilities, but may have missed a few (there are thousands of ways to make effective characters).BarbarianThe barbarian is a top notch fighting class. They have more hit points then a fighter, and get the ability to go berserk.
They make pretty good solo characters, but their inability to wear heavy armor puts them at a disadvantage to fighters.Barbarians don't have to multiclass to succeed. Taking a level of fighter for the free feats is a good idea (you will get the ability to use heavy armor, as well as another free feat), and doesn't really affect you in the long run. Taking four levels of fighter early in your career will allow you to specialize in your weapon of choice.
None of the other classes are very appealing to multiclass with.Barbarians should raise their mental faculties to 10, their strength to at least 16, and split the rest between dexterity and constitution. Discipline, Taunt, Heal, Spot and Search all good skills for them to put their points in. As for feats, they need Power Attack and Cleave.
Heavy Armor Proficiency is good too. Ambidexterity and Two-Weapon Fighting are required for double weapons. Knockdown, Disarm and Dodge are also nice to have.BardThe bard is not a very exceptional class in my opinion.
They are weak fighters and weak spell casters. Their one advantage is their Perform skill, which gives them several stat increases when it is being played.It is not really worth multiclassing a bard. They can do most things to some extent, so they don't really have a need to flesh themselves out.Bards need a high charisma, dexterity and intelligence. The rest aren't really needed. The best skills for a bard is Perform, Use Magic Device, Persuade and Open Locks.
They can benefit from more skills, but these are the basic ones that they should have. As for feats, the only one that they really need is Skill Focus in Perform.
The rest doesn't really matter.ClericClerics are masterful healers. They are great characters and have wonderful buff spells. They are a little better in groups, but you can solo the single player game really easy with them, especially since they can wear heavy armor. Taking some combat feats will help make your cleric behave like a fighter. Their Turn Undead ability is useful whenever you have to fight the foul beasts. Large portions of the game are made up of these beasts.Clerics don't have to multiclass, and doing so can even be a bad idea. You need level 17 to even get the top spells, and each level thereafter gets you more of them.
So don't take any other classes to maximize your power.Clerics should start with a wisdom of 16, and should raise their strength and constitution scores. Charisma is needed to turn undead as well. The only feat that they need is Extra Turning, but combat feats are always nice for them to have. As for skills, they need Spellcraft and Concentration - anything else is a bonus. DruidThe druid is a lot like the cleric, but with more nature oriented spells. They have lower grade armor, so dexterity is a little better for them to have.
They get several special abilities that other classes don't get, most having to do with nature. At higher levels they can turn into elementals on top of being able to morph into animals.Don't multiclass your druid! They lose power in much the same ways as does the cleric.Druids need high wisdom (16 is perfect if you increase it every four levels), and a mediocre constitution and dexterity. Spellcraft, Lore, Animal Empathy are all good skills to have. Feats aren't at all necessary, just choose some that match your playing style. Fighter The fighter is the basic tank in the game.
The Third Edition gave the fighter some abilities in the form of feats, and the fighter gets a lot of them! On top of getting regular feats, they also get an extra one every second level. Feel free to multiclass a fighter any way you want to. Adding a ranger level will add a pair of free feats. Adding a rogue level or three will give you a sneak attack.
Any way that you look at it, a fighter is a good base to add any class onto. A pure fighter is a veritable tank! Fighters are all about strength and constitution. A higher wisdom and dexterity help with saving throws, but those can be helped by taking feats.
A fighter needs the Discipline skill, but the rest is basically fluff. A fighter should specialize in a weapon at level 4 (weapon focus is needed before that!), and should get Cleave as soon as possible. Monk The monk is a specialist in unarmed combat. They get a whole whack of special skills and abilities. They hit harder with their fists than fighters hit with a sword! This is a phenomenal class and should never be multiclassed! The level 20 ability, Perfect Self is too good for that!
Playing a monk is a bit difficult for a beginner, but can be a very rewarding experience. They are really hard to begin play with, but become insanely powerful later in the game. Monks need a 10 charisma and intelligence, and should have the other abilities as high as they can get them. Discipline is the only needed skill, and feats should be chosen to meet your playing style. Paladin The paladin is a holy warrior with many healing spells and abilities at their disposal. The paladin is a champion for good and therefore have to smite evil wherever they go. They have the same equipment proficiencies as a fighter, but less bonus feats.
Being a D&D purist, I would suggest not multiclassing a paladin, but the game doesn't seem to mind it. A few levels as a fighter will definitely help them get some much needed combat feats though.
A paladin's life is a tough one. I suggest starting them as close as you can to the following scheme: 16 strength and charisma, 14 wisdom and constitution, 10 dexterity and intelligence. You can always wait on the wisdom, since they only get the ability to cast divine spells further on in their careers.
Combat feats and Discipline is all that they really need to be successful in life. Ranger The ranger is a light fighting class. They specialize in the bow, as well as in the art of two-weapon fighting. They get the feats to do so for free. They wear lighter armor than a fighter and may suffer penalties wearing what they do. I love their animal companions! The two feats that rangers get at first level make them a nice addition to any other tank class.
Rangers would benefit immensely from being a fourth level fighter as well, since they can specialize in the weapons that they use. When coupled with a double weapon or dual-wielding the same weapon, that ability rocks! They don't really lose anything but a fifth favored enemy to do so.
Rangers need a wisdom of 14 (but can wait for it!), and a strength and dexterity scores of 16. The rest doesn't really matter. As for feats, give them bow and melee skills. They will always be able to use those. Skills should be based on how you choose to play your ranger, but Animal Empathy is always nice to have. Rogue Rogues are wonderfully powerful but very difficult to play!
They are a class dependent on sneaking around, but may get a little boring since you are moving too slow. Their Sneak Attack ability lets them do more damage per round than a fighter, but they have to be positioned to do it properly. They make poor tanks, but with healing they can do the job just fine (they have to tank a bit in the single player game). Their one real weakness is apparent when fighting the undead. The undead are immune to Sneak Attacks, and are thus incredibly hard for rogues to solo.Rogues do quite fine when single classed. They do benefit from a single level of ranger however. At higher levels they get awesome rogue feats like Improved Evasion, Crippling Strike and Slippery Mind.
The power of a pure rogue is almost that of a pure monk!Rogues require dexterity to survive. Give them a 16 dexterity to start, a 14 strength and intelligence, and a 10 in the other skills at least. Since they get so many skill points, a rogue can acquire mastery in any skill that they want to.
Rogues require no feats to be effective, so choose them to fit your playing style! Sorcerer The sorcerer is an untrained user of magic. They have the advantage of being able to cast spells without preparing them beforehand and can cast more of them than a wizard can. Their one drawback is that they don't know many spells, but they can always choose new spells whenever they level up. I would never suggest playing a sorcerer over a wizard since you can rest and prepare spells any time you want. Sorcerers are easier to begin the game with than wizards, but gain power very slowly in comparison.
Never multiclass a sorcerer or wizard. Don't heed this advice, if you don't care about maximizing your spell lists. Sorcerers need a high charisma and dexterity. What you do with the rest of your points is up to you. Concentration is a must, and the only required skill.
As for feats, any metamagic is good, as are any passive buff feats like Lightning Reflexes and Toughness. Wizard The wizard is the typical spellcaster that people picture in their minds. They spend their time in seclusion studying their tomes of power. A wizard is a great choice for a starting character, but please be patient with them - they die really easily at lower levels. They get less spells than a sorcerer, but have the ability to learn them all, if they have the scrolls to do so.
After fifth level they tend to gain power exponentially. You may choose to specialize in one of the schools of magic. This choice is up to you, but be prepared to always lose access to good spells. Never multiclass a sorcerer or wizard. Don't heed this advice, if you don't care about maximizing your spell lists.
The only extra advice I could give here is to start your character as a fighter then switch to a wizard. The ability to wear armor at lower levels (once you deplete your spells for the day) and to have a few fighting skills will help a lot when soloing through the game. Wizards benefit from a high intelligence, as well as a high dexterity. They have no skill requirements, but for Concentration, and their feat requirements are also easy to fill, since they get a bunch of bonus feats, as well.
.: February 26, 2008. WW: March 3, 2008Mode(s),Neverwinter Nights 2 is a developed by and published by It is the sequel to 's, based on the. Neverwinter Nights 2 utilizes an adaptation of the Dungeons & Dragons. Players create to represent themselves in the game, using the same character creation rules as found in the Dungeons & Dragons game. They may gain the assistance of additional members, and they eventually acquire a that can be used as a base of operations.
Neverwinter Nights 2 is set in the —in and around the city of. The story is mostly unrelated to Neverwinter Nights and follows the journey of an orphaned adventurer investigating a group of mysterious artifacts known as 'silver shards' and their connection to an ancient, evil spirit known as the King of Shadows.Neverwinter Nights 2 went into development in July 2004. This sequel was designed with the, also used by its predecessor, and the game's toolset was included in the game's release for players to use in designing their own adventures. The game's design team drew upon older role-playing video games, and decided that the player character would have to earn the respect of others by the things the character does.
The game was also designed to be playable with other players online in a cooperative fashion. The game was released in October and November 2006. Official multiplayer support for the game was suspended in December 2012.
In response, the Neverwinter Nights 2 community developed several initiatives by which players can continue to play the game online.Reviews of Neverwinter Nights 2 were generally positive. Reviewers were pleased with the changes that had been made from the first game in the series, especially regarding the storyline and party management. The game won 's Best Story award for 2006.
One of the most commonly raised complaints about the game was the presence of numerous in its initial release. Two official expansions and one official adventure pack have been released for the game: in 2007, in 2008, and in 2009. See also:Neverwinter Nights 2 is played in the from a, where the player controls a hero and his or her attendant party. As a based on the, players build a in accordance with the character creation rules of Dungeons & Dragons, which includes selecting a and, then assigning. There are sixteen races and twelve classes available, including the and the, as well as an additional seventeen classes.
Neverwinter Nights 2 makes use of the introduced in Dungeons & Dragons, where a or random number is used to determine the probability and effectiveness of every action, including attacks. The player character can recruit companions during the campaign, and may form a with up to three of them. Party members can be controlled directly by the player or given orders dictating how to behave in combat. An in-game screenshot. The and his are in the middle of the screen.
The is around the border, with a, dialogue box, and a variety of.The game is set in the. The party is able to explore various areas of —including its cities, forests, and dungeons—while earning and treasure by defeating monsters and completing. The entire party collaborates during combat, with characters' behavior determined by their class and abilities.
Upon gaining specified amounts of experience, characters, allowing them to earn new abilities such as. Some races, like the, are more powerful than others and require characters to accumulate more experience to earn levels. Characters can access, more specialized versions of base classes, by fulfilling certain requirements. The warpriest, for example, is available to divine spellcasters such as after they have reached a set level of power. Items such as weapons, armor, potions, and scrolls can be used or equipped by characters, and some equipment changes will affect a character's appearance. As the game progresses, the player character acquires a that can be used as a base of operations. Initially, the keep is in a state of disrepair and must be refurbished using party funds.
As the keep is improved, it can generate income and gain stronger defenses to repel. Such as equipment vendors can be recruited to work at the keep, and the player must manage the training of guards and the allocation of resources.Before the online component was disabled (see below), the campaign of Neverwinter Nights 2 could be played with other players, but only from the beginning of the storyline. The rules could be modified for multiplayer games, such as deactivating.
A community account was required to play online, and players were able to search for game servers matching their style of play. Players could upload and play online created with the Electron toolset, which is included with the Windows version of the game. Story Setting and characters. The game's opening, portraying the main antagonist, the King of Shadows (left), in battle with the Ammon Jerro.Neverwinter Nights 2 is composed of three distinct. The game's first act begins in the village of West Harbor, where the player's character was raised as an orphan by the Daeghun. After a festival, the town is attacked by a group, led by a, in search of an unnamed object. Afterward, the character is sent by Daeghun to retrieve a mysterious silver shard from a nearby cave, which was left there years earlier after the defeat of the King of Shadows.
The character then sets out for Neverwinter, meeting other adventurers along the way, several of whom are available for recruitment. In Neverwinter, Daeghun's half-brother Duncan offers a more comprehensive explanation of the situation.
In Neverwinter, Duncan instructs the party to speak with Aldanon, a sage who reveals the shard's connection with a dead and his descendant, a farmer named Shandra Jerro. However, the githyanki kidnap Shandra and the player character must rescue her. At the end of Act I, the party dispatches the githyanki, rescues Shandra, and learns of the origin of the shards.In act two, the party discovers that an evil wizard, Black Garius, is plotting to subsume the power of a powerful entity known as the King of Shadows. The party interrupts Garius during the scheme and Garius is apparently killed. As a reward, the protagonist earns a title of and is awarded a stronghold, Crossroads Keep, by Neverwinter's political leader,.
After tracking down Ammon Jerro, the warlock who fought the King of Shadows and the grandfather of Shandra Jerro, the player character learns that the King of Shadows was once known as the Guardian, a powerful creation of the ancient fallen empire of. The Guardian was corrupted after tapping into a dark magical energy called the Shadow Weave. Thereafter the Guardian destroyed Illefarn in a misguided attempt to protect it. Ammon is initially unwilling to help the player character, but after inadvertently slaying his descendant Shandra, he repents and joins the party.Act three introduces the Shadow Reavers, a sect of powerful undead mages that include a revived Garius, still intent on resurrecting the King of Shadows. The player must prepare Crossroad Keep for imminent battle by fortifying its troops and lands. After additional shards are retrieved by defeating Shadow Reavers, the shards are reformed into a powerful unique weapon for the player character, the Silver Sword of Gith. The sword, stolen by Ammon Jerro in the first battle against the King of Shadows, is the only weapon that can resist the enemy's power.
The army of the Shadow Reavers lays siege to Crossroads Keep and is repelled by the occupants. After making their way through Garius' new stronghold, the party engages the mage in a second confrontation. After Garius is defeated, good members of the party begin the final fight against the King of Shadows. Evil and neutral characters (including the player character, if applicable) can decide to attack the King or fight alongside him. A afterwards details the battle's effect on the world, and ends on a which is continued in the.
Development Neverwinter Nights 2 was unofficially announced on April 1, 2004, when an Atari employee listed the names of several games in development, including a 'NWN2' in response to an inflammatory comment on. The company officially announced the game on August 4, 2004. Handled development of the game and BioWare, the company that created the first Neverwinter Nights, offered support and guidance to Obsidian. The two companies collaborated in a similar manner on, an Obsidian–developed sequel to a BioWare game. BioWare joint CEO said ' Neverwinter Nights remains one of the most important titles BioWare has ever created. We certainly plan to remain involved in the production and development of Neverwinter Nights 2'. Obsidian employed several game designers from the defunct, which developed other such as, the, and the.
Development of Neverwinter Nights 2 began in July 2004, when Obsidian assigned several staff members to work on the project. Staff included, the producer of several Icewind Dale and games; Marc Holmes, art director of the first Neverwinter Nights; and, lead designer of Planescape: Torment and Knights of the Old Republic II. The Electron toolset being used to create a.BioWare provided its from Neverwinter Nights for the sequel. One of the decisions to use Aurora rather than build a new engine from scratch was the toolset—Obsidian wanted players to continue to be able to make for the game, which may not have been possible with a new engine. BioWare made itself available to Obsidian with technical support on the engine, but Obsidian planned on completely overhauling Aurora, including its. The designers wanted to improve the visuals of the first game with additions such as better lighting and, which required significant changes to the engine. The upgraded engine was referred to as Electron.
Electron was designed to incorporate to make it compatible for a potential release, but Obsidian eventually abandoned plans for a to the system for financial reasons. The toolset that was used to create the game was also revamped, and included several additions like a customizable interface, a new dialogue format, and building assistants—similar to the found in. Like Neverwinter Nights, the toolset was included in the game's release for players to use.Obsidian drew on older computer RPGs for inspiration on the storyline and gameplay, like and the. Obsidian CEO said 'We've been thinking about a lot of older RPGs, and we have this feeling that something has been lost with recent RPGs.'
He compared Neverwinter Nights 2 to, stating that he wanted to expand upon the city of Neverwinter as Baldur's Gate II had done with its setting, Athkatla. 'We're looking at how to make Neverwinter a really intriguing place to be, and make it a place where you go and come back to and go and come back to and have it really be a center for the game,' Urquhart said. The game's story, while still revolving around the city of Neverwinter, would be unrelated to Neverwinter Nights. Instead of starting the game as a powerful, important character, players would begin Neverwinter Nights 2 as nobodies. Obsidian wanted realism in the game and concrete consequences for the player's actions.
The story would be centered on the player character, who would have to gradually earn the respect of Lord Nasher and the city of Neverwinter.At the beginning of the game, the main character will run into a person of importance and be ignored like any other lump of crap with legs. The powerful simply don't notice those weaker than themselves.
It's this kind of philosophy that promises a more cohesive story. — Dan Adams,Instead of the henchmen system used in Neverwinter Nights, Obsidian overhauled the game's party format to mimic Knights of the Old Republic II. Like the Neverwinter Nights expansion, the player would be able to recruit more than one party member.
Each character could be directly controlled, but party members would also be able to come to a player's aid even when not controlled, such as summoning a rogue to open a locked chest. Companions would have distinct personalities and their own agendas, but it would be possible for the player character to influence them. Characters can leave the party permanently under certain circumstances. Other changes from the first game include the addition of prestige classes and more exotic races, like planetouched and.In 2012, the company providing multiplayer support for the game, was purchased. After the purchase, Glu Mobile raised the fees being charged to publishers to provide online services for their games. The new owners then shut down a number of the online services for different games, including Neverwinter Nights 2.
![Neverwinter Neverwinter](/uploads/1/2/5/7/125779918/715062357.jpg)
GameSpy claimed that the developers had allowed their contracts to lapse, and, after providing free services for a time, were no longer willing to continue. Release Neverwinter Nights 2 was on October 17, 2006 and was released on October 31 in the United States, on November 3 in Europe, and on November 16 in Australia. The Electron toolset was available early for consumers who the game through or, as well as exclusive class-specific special items. Alongside the standard version, Atari also published a. The United States and Australia 'Limited Edition' contained several physical items like a cloth map depicting the Sword Coast, as well as in-game benefits like the 'Blessed of Waukeen' feat that grants players a bonus to saving throws. The Europe special edition was split into two separate boxes, dubbed 'Lawful Good Limited Edition' and 'Chaotic Evil Limited Edition', a reference to the Dungeons & Dragons concept of. Each box contained the collectibles available in the United States and Australia versions, as well as copies of the original Neverwinter Nights and its, and a trial code for.Atari licensed to develop a port of Neverwinter Nights 2 for the; the game was announced shortly before the Windows release.
The initial announcement gave a December 2007 release date, but the port was not shipped to retailers until February 2008. It included the full version of Neverwinter Nights 2 with the exception of the editor toolkit.
Atari announced in March 2008 that many of its PC games, including Neverwinter Nights 2 and its first expansion, Mask of the Betrayer, would be available online via 's service. A 'Gold Edition' bundle was also published in May 2008 containing copies of Neverwinter Nights 2 and Mask of the Betrayer. A platinum edition containing the original game and both its expansion packs was released on the Steam platform on December 27, 2010.
As of May 2013, Neverwinter Nights 2 is no longer sold through Steam.A complete edition that contains the original game and the three expansion packs ( Mask of the Betrayer, Storm of Zehir, Mysteries of Westgate) was released on on January 24, 2013. Expansions.
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Retrieved August 4, 2009.External links Wikiquote has quotations related to:. on. at. Silver Box games. (1988).
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