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Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 03-03-2004 18:41
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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.

Jamski is offline Jamski
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May 2002
time: 05:34
  Old Post 04-03-2004 01:29
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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

Skanky Burns is offline Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001
time: 14:34
  Old Post 04-03-2004 05:28
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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.

centrifuge is offline centrifuge
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Apr 2002
time: 22:34
  Old Post 04-03-2004 05:30
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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

Jamski is offline Jamski
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May 2002
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  Old Post 04-03-2004 05:47
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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

Skanky Burns is offline Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001
time: 14:34
  Old Post 04-03-2004 05:56
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That is what my henchman is good for though.

Jamski is offline Jamski
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May 2002
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  Old Post 04-03-2004 06:00
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Wait till you get boots of speed. Then you'll want to disintigrate the damm henchman

-Jam

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 04-03-2004 13:54
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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.

Skanky Burns is offline Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001
time: 14:34
  Old Post 04-03-2004 17:56
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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.

Jamski is offline Jamski
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May 2002
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  Old Post 04-03-2004 19:53
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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...

-Jam

Sir Ralph is offline Sir Ralph
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Long live teh Schwampel!
Dec 2001
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  Old Post 04-03-2004 20:41
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Boots of Speed are always good, because besides increasing mobility they add attacks per round and a +4 AC.

Jamski is offline Jamski
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May 2002
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  Old Post 04-03-2004 20:44
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(Although in the PHB they should only increase speed. NWN just makes them apply Haste as a permanant effect)

-Jam

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:34
  Old Post 04-03-2004 20:53
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*duke is amazed at the extent of Jamski's geeky knowledge*

Jamski is offline Jamski
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May 2002
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  Old Post 04-03-2004 20:55
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No - be amazed at the depth. The extent is VERY small

-Jam

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 04-03-2004 20:57
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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

Jamski is offline Jamski
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May 2002
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  Old Post 04-03-2004 21:00
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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

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 04-03-2004 21:02
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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.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 04-03-2004 21:06
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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.

Jamski is offline Jamski
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May 2002
time: 05:34
  Old Post 04-03-2004 21:13
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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

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 04-03-2004 21:22
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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?

Jamski is offline Jamski
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May 2002
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  Old Post 04-03-2004 21:29
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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

Skanky Burns is offline Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001
time: 14:34
  Old Post 04-03-2004 21:48
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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.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 05-03-2004 05:29
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I'm just trying that improved henchman AI and inventory hakpak. Boy, it's great!

Vlad Antlerkov is offline Vlad Antlerkov
King
Do you have Matt Stairs in your house?
Mar 1999
time: 23:34
  Old Post 05-03-2004 06:13 Visit Vlad Antlerkov's homepage!
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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.)

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 05-03-2004 11:18
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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.

Dis is offline Dis
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Feb 2000
time: 21:34
  Old Post 05-03-2004 12:56 Visit Dis's homepage!
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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.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 05-03-2004 13:09
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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.

Dis is offline Dis
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Feb 2000
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  Old Post 05-03-2004 13:20 Visit Dis's homepage!
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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.

Sir Ralph is offline Sir Ralph
Emperor
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Dec 2001
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  Old Post 05-03-2004 13:54
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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?

Dis is offline Dis
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  Old Post 05-03-2004 14:06 Visit Dis's homepage!
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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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