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Old March 3, 2004, 09:41   #31
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Quote:
Originally posted by centrifuge
...but what about all of these vials of dragons blood, slaad's tongues, poison glands, skeleton knuckles etc. ?
Dragons blood is good for the blacksmith, the other reagents aren't. But in Eltoora's lab (Many-starred cloak) in chapter 2 and 3 you can craft some magical items out of the other reagents. But you don't need more than, say 2 or 3 of each.
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Old March 3, 2004, 16:29   #32
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Diamonds, ironwood, fariry dust are good for the blacksmith too. Oh, and gargoyle skulls.

But you'll need a +1 weapon of the right type as well. Off the top of y head, the diamond goes well with a Scimitar or Katana.

-Jam
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Old March 3, 2004, 20:28   #33
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And the broadsword. I made one of them, buying a diamond back at around 1000 gold. The improved sword didn't quite pay for that kind of investment.

But at least I have a nifty backup weapon.
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Old March 3, 2004, 20:30   #34
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On the question of whether a rogue's sneak attack and an assassin's death strike stacks,

I can testify that it does
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Old March 3, 2004, 20:47   #35
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The +2 scimatar with the extra +1d6 fire damage is worth using the diamond for. Its sweet

Extra fire/cold/acid/sonic/electric damage is great because you can use it to smash down doors and locked chests with ease. They only resist physical damage.

-Jam
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Old March 3, 2004, 20:56   #36
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That is what my henchman is good for though.
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Old March 3, 2004, 21:00   #37
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Wait till you get boots of speed. Then you'll want to disintigrate the damm henchman

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Old March 4, 2004, 04:54   #38
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Quote:
Originally posted by Jamski
Diamonds, ironwood, fariry dust are good for the blacksmith too. Oh, and gargoyle skulls.
Lol, I should have added "of those he listed", to be clear. To be complete Special Holy Water and Adamantite should be mentioned as well.
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Old March 4, 2004, 08:56   #39
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Why is that Jam? If my guess is right, your problem is because the henchman is too slow running and catching up to you. In my experience, if you get too far away from them they just teleport back near you.
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Old March 4, 2004, 10:53   #40
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No - you always reach combat first is the problem. You want the big ugly half orc to be their first, so YOU are the second attacker (and can make sneak attacks)

On the other hand, BoS are GREAT if you have a rogue henchman and you are the main fighter.

Quote:
Lol, I should have added "of those he listed", to be clear. To be complete Special Holy Water and Adamantite should be mentioned as well.
I had a complete list somewhere of all the stuff the smiths could make... I'll have to try and find it again...

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Old March 4, 2004, 11:41   #41
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Boots of Speed are always good, because besides increasing mobility they add attacks per round and a +4 AC.
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Old March 4, 2004, 11:44   #42
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(Although in the PHB they should only increase speed. NWN just makes them apply Haste as a permanant effect)

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Old March 4, 2004, 11:53   #43
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*duke is amazed at the extent of Jamski's geeky knowledge*

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Old March 4, 2004, 11:55   #44
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No - be amazed at the depth. The extent is VERY small

-Jam
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Old March 4, 2004, 11:57   #45
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Quote:
Originally posted by Jamski
I had a complete list somewhere of all the stuff the smiths could make... I'll have to try and find it again...
Code:
Marrok will enhance +1 enchanted items for 500GP and the following components.

Adamantine
  Axe of the Tall Kin +1 (Double Axe, Light 10m)                        1029GP
  Sword Saint Legacy +1 (Katana, +1D6 Sonic dmg vs Evil)                1603GP
  Rune Hammer +1 (War Hammer, Spell res 10)                             1799GP
  Sentinel +1 (Battleaxe, Listen+2, Spot+2, Light 10m)                  1982GP
  Stonefire Axe +1 (Greataxe, +2 Fire dmg)                              2219GP
  Harbinger Kin +1 (Greatsword, +2 Fire dmg)                            2240GP
  Sea Reaver +1 (Scythe, Cast Resist Elements)                          2626GP
  Desert Wind +1 (Scimitar, +1D6 Fire dmg)                              3712GP
Diamond
  Storm +1 (Light Hammer, +1D4 Electrical dmg)                          2205GP
  Astral Blade +1 (Longsword, +1D4 Sonic dmg)                           2215GP
  Chromatic Breastplate +1 (AC Armor+1, 10/- Cold, Fire, Electrical)    2865GP
Dragon Blood
  Namarra +1 "Neversleep" (Rapier, DC14 Daze 75%/1 round)               1919GP
  Ice Reaver +1 (Hand Axe, +1 Cold dmg, 15/- Cold)                      3164GP
  Ravager +1 (Halberd, +1D6 Sonic dmg)                                  3709GP
  Reaver +1 (Heavy Flail, +1D6 Cold dmg)                                3712GP
Fairy Dust
  Fey Spear +1 (DC14 Daze 75%/1 round)                                  1906GP
  Feyduster +1 (Short Sword, DC14 Daze 75%/1 round)                     1912GP
  Drone +1 (Morning Star, DC14 Slow 50%/2 rounds)                       2531GP
Gargoyle Skull
  Whitebone Armor (Half Plate, AC Armor+2)                              1233GP
Ironwood
  Ironwood Mace +1 (Dire Mace, Weigth-40%)                               875GP
  Gladiator's Club +1 (DC14 Daze 75%/1 round)                           1906GP
  Foundation +1 (Light Flail, DC14 Knock)                               2531GP
  Uthgardt Ceremonial Blade +1 (Two-Bladed Sword, Keen)                 2596GP
Special Holy Water
  Golden Sickle +1 (Animal Empathy +2, +1 L0 Druid Spell)               1124GP
  Scales of Truth +1 (AC Armor+1, Fortitude+1, See Invisibility 1/day)  1696GP
  Mace of Disruption +1 (+2 vs Undead)                                  1717GP

Barun Silverblade will enhance +1 enchanted items for 10000-30000GP (you can
use +2 or higher items but there is no benefit).

Adamantine
  Axe of the Tall Kin +3 (Double Axe, Light 10m)                        7189GP
  Sword Saint Legacy +4 (Katana, +1D6 Sonic dmg vs Evil)               14203GP
  Rune Hammer +3 (War Hammer, Spell res 14)                            16815GP
  Sentinel +3 (Battleaxe, Listen+4, Spot+4, Cast True Seeing 1/day,    26295GP
    Light 10m)
  Stonefire Axe +2 (Greataxe, +1D6 Fire dmg)                            7636GP
  Harbinger Kin +3 (Greatsword, +1D6 Fire dmg)                         12978GP
  Sea Reaver +2 (Scythe, +1D6 Sonic dmg vs Elemental, Cast Resist       6550GP
    Elements)
  Desert Wind +2 (Scimitar, +1D10 Fire dmg)                            14343GP
Diamond
  Storm +2 (Light Hammer, +1D6 Electrical dmg, 10/- Electrical)        11060GP
  Astral Blade +2 (Longsword, +1D10 Sonic dmg)                         14343GP
  Chromatic Breastplate +3 (AC Armor+3, Armor+2 vs Dragon & Elemental)  7171GP
Dragon Blood
  Namarra +2 "Neversleep" (Rapier, DC14 Sleep 50%/2 rounds)            10661GP
  Ice Reaver +3 (Hand Axe, +1 Cold dmg, 15/- Cold)                     11914GP
  Ravager +4 (Halberd, +1D6 Sonic dmg, DC14 Daze 50%/2 rounds)         25628GP
  Reaver +2 (Heavy Flail, +1D10 Cold dmg)                              14343GP
Fairy Dust
  Fey Spear +3 (+1D6 Electrical dmg, DC14 Sleep 50%/2 rounds)          27783GP
  Feyduster +2 (Short Sword, DC14 Sleep 50%/2 rounds)                  10654GP
  Drone +4 (Morning Star, +1D6 Sonic dmg, DC14 Slow 50%/2 rounds)      27788GP
Gargoyle Skull
  Whitebone Armor +2 (Half Plate, AC Armor+2, 15/+1)                    9710GP
Ironwood
  Ironwood Mace +3 (Dire Mace, Weight-40%)                              6755GP
  Gladiator's Club +4 (DC14 Daze 75%/1 round)                          15136GP
  Foundation +4 (Light Flail, DC14 Knock)                                  0GP
  Uthgardt Ceremonial Blade +2 (Two-Bladed Sword, +1D6 Cold dmg,       14497GP
    Keen, Discipline+2)
Special Holy Water
  Golden Sickle +2 (Animal Empathy +3, +1 L0-L1 Druid Spell)            5433GP
  Scales of Truth +3 (Splint Mail, AC Armor+3, Fortitude+2,             6661GP
    Cast See Invisibility 2/day)
  Mace of Disruption +1 (+5 vs Undead, +1D8 Fire dmg vs Undead)         6741GP
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Old March 4, 2004, 12:00   #46
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Note : The white bone armour requires Leather armour +1, but makes a suit of half-plate. Don't ask why.

-Jam
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Old March 4, 2004, 12:02   #47
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This screwed me the first time too, when I gave away my precious leather +1, to get an armor I could not wear.
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Old March 4, 2004, 12:06   #48
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By the way, has anyone ever tried that Foundation Light Flail (DC14 Knock)? It seems to be useful for non-rogues, but I never could get that Knock feature work.
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Old March 4, 2004, 12:13   #49
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It broken too. It asks chests to make a save at DC14, but chests don't have saving throws to make. The script just fals to fire.

-Jam
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Old March 4, 2004, 12:22   #50
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Quote:
Originally posted by Jamski
...but chests don't have saving throws to make.
But then they should die instantly, don't you agree?
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Old March 4, 2004, 12:29   #51
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I have to say it - chests are THE big bugbear of NWN. They are tough, locked, damage resistant, trapped and mostly contain about 3 gp. There are thousands of them too.

I leave most of them, unless I have a FIREBALL going spare

(Note - fireball never asks the chests to make a save for half damage, does it?)

-Jam
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Old March 4, 2004, 12:48   #52
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Thats why a rogue henchman is nifty - he does all that sort of stuff for you. If only he automatically unlocked things rather than waiting for you to try first and then run over (eventually) to unlock it himself.
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Old March 4, 2004, 20:29   #53
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I'm just trying that improved henchman AI and inventory hakpak. Boy, it's great!
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Old March 4, 2004, 21:13   #54
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Ralph: Where can I find this hakpak? (I'm assuming that it adds hench inventory for the original campaign, where it's not currently supported.)
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Old March 5, 2004, 02:18   #55
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Henchman Inventory & Battle AI mod v1.01 by Tony K

You need to pick the right version. If you have HotU, you can use 1.01. If you only have SoU, you need to get 0.99. If doesn't work with the plain game.
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Old March 5, 2004, 03:56   #56
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Quote:
Originally posted by Jamski
I have to say it - chests are THE big bugbear of NWN. They are tough, locked, damage resistant, trapped and mostly contain about 3 gp. There are thousands of them too.

I leave most of them, unless I have a FIREBALL going spare

(Note - fireball never asks the chests to make a save for half damage, does it?)

-Jam
My wizard usually has so much intelligence, that he can invest in Open locks, search, and disable traps.

Although HOTU does have a few new skills that look interesting (brew potion and such). But I haven't actually used them yet. I still think it is less a headache to just take open locks, search, disable traps, spellcraft, and concentration.
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Old March 5, 2004, 04:09   #57
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A wizard doesn't need these skills. He can always cast Find Traps (3) (which finds and disables all traps in a fairly large area) and Knock (2) (which opens all locks in a large area). Also, if there's a large cluster of locked and trapped chests, he can toss a Fireball (3) at one of it, it usually vaporizes the whole bunch.
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Old March 5, 2004, 04:20   #58
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but I prefer to keep those spell slots open for the good level 3 spells.

level 2 spells are fairly worthless though, I would have no problem using knock.
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Old March 5, 2004, 04:54   #59
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Quote:
Originally posted by Dissident
level 2 spells are fairly worthless though, I would have no problem using knock.
Buffing your henchman for free, or having a Bull's Strength for carrying more loot worthless?
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Old March 5, 2004, 05:06   #60
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I always use bull's strength and fox's cunning. But you have more slots than that. I usually have melf's acid arrow as well, but I don't use it that much when you get to a higher level.
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