neverwintervault.org€¦  · Web viewA role-playing game is one in which players create...

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Transcript of neverwintervault.org€¦  · Web viewA role-playing game is one in which players create...

Table of contentsAbout the game......................................................................................................................................4

Character creation..................................................................................................................................6

Gender................................................................................................................................................6

Race....................................................................................................................................................6

Portrait...............................................................................................................................................7

Class...................................................................................................................................................8

Alignment...........................................................................................................................................8

Abilities.............................................................................................................................................10

Packages...........................................................................................................................................12

Skills..................................................................................................................................................13

Feats.................................................................................................................................................14

Customize.........................................................................................................................................16

Interface and interaction......................................................................................................................17

Controls............................................................................................................................................17

Quickslot bar....................................................................................................................................19

Chat and console..............................................................................................................................20

Portrait.............................................................................................................................................21

Options box......................................................................................................................................21

Party bar...........................................................................................................................................29

Effects bar.........................................................................................................................................29

Radial menu......................................................................................................................................30

Basic gameplay concepts......................................................................................................................31

Dice rolls...........................................................................................................................................31

Skill checks........................................................................................................................................32

Saving throws...................................................................................................................................33

Units of time.....................................................................................................................................35

Physical combat....................................................................................................................................36

Attacks per round.............................................................................................................................36

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Attack bonus.....................................................................................................................................37

Armor class.......................................................................................................................................38

Damage rolls.....................................................................................................................................40

Critical hits........................................................................................................................................40

Damage types...................................................................................................................................42

Damage reduction............................................................................................................................42

Damage resistance...........................................................................................................................43

Damage immunity............................................................................................................................44

Magic....................................................................................................................................................45

Preparing spells................................................................................................................................45

Casting spells....................................................................................................................................46

Spell resistance.................................................................................................................................47

Counterspell.....................................................................................................................................48

Spell characteristics..........................................................................................................................49

Spell difficulty class...........................................................................................................................52

Spell failure.......................................................................................................................................52

Metamagic.......................................................................................................................................53

Spontaneous casting........................................................................................................................54

Advanced gameplay concepts..............................................................................................................55

Touch attacks....................................................................................................................................55

Miss chance and concealment.........................................................................................................56

Attack of opportunity.......................................................................................................................57

Dual-wielding....................................................................................................................................58

Effects...............................................................................................................................................59

Classes..................................................................................................................................................60

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About the gameNeverwinter Nights is a fantasy role-playing game (RPG) developed by

BioWare and based on the third edition rules of Dungeons & Dragons.

A role-playing game is one in which players create characters they will later roleplay during adventures set in a given world, often a fantasy setting. In the original sense of an RPG, the defining trait is becoming your character, not at all unlike in a theatre play, in which words spoken and actions taken by your character need not represent your own tendencies or views. The difference between a theatre play and a role-playing game lies in the dynamics. Whereas every dialogue and event in a play is staged and known even before the play itself begins, players in RPGs make, through their characters, decisions that will influence the story.

Neverwinter Nights is a representative of this genre. Players are able to choose what skills and abilities they will develop as they voyage though complex and dangerous gameworlds. A player character can be a deadly and dangerous rogue moving through the shadows using stealth and secrecy, a scholarly wizard wielding powerful magic, a hulking barbarian whose lust for battle is matched only by his terrible rage, an armor-clad paladin protecting the innocent and vanquishing his foes, a crusading cleric healing the sick and defending the helpless, or nearly any other character concept imaginable.1 The game consists of modules, which are self-contained adventures or gameworlds. Some modules are part of a larger series called campaigns. Others are complete adventures, while others still are actually worlds and environments with non-linear gameplay that can be entered and left by player characters without progress losses. That last type of module is referred to as persistent worlds (PWs) and is most of the time played in multiplayer mode, akin to MMORPGs (Massively Multiplayer Online Role-Playing Games).

In story-driven modules and persistent worlds alike, gameplay is often supervised by a Dungeon Master. A Dungeon Master (DM) is a player who orchestrates a campaign, able to control nearly every aspect of the game other 1 "NWN Wiki", accessed 26.08.2015 <http://nwn.wikia.com/wiki/Neverwinter_Nights>

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than the other players. The role of a DM is supportive, making the game more enjoyable and dynamic for the other players. Towards this goal, a DM can control (or even possess) non-player characters, create objects, and otherwise manipulate the virtual reality in which the game is played. In one sense, the DM is near-omnipotent, but in another, the DM depends on player characters, since without players to enjoy it, there is no adventure. A good DM is both master of the world and servant to the players, to varying degrees.2 As a regular player, however, you do not need to concern yourself with what Dungeon Masters can do and how they accomplish it.

Neverwinter Nights was released in 2002, but later followed by two expansions packs - Shadows of Undrentide and Hordes of the Underdark. These addons expanded game content, adding new classes (archetypes of characters), spells, skills, monsters and more, as well as providing players with two new campaigns in addition to the original Neverwinter Nights campaign. The original campaign is a 60-hour adventure designed to be played solo or with friends, while two expansion campaigns are 20-hour each and catered to single players only. These adventures make two stories in total - influenced, but separated - with Neverwinter Nights campaign making one and Shadows of Undrentide and Hordes of the Underdark forming the second one. In addition to these large addons, seven smaller adventures, called premium modules, have been released as well. These are Kingmaker, Witch's Wake, ShadowGuard, Pirates of the Sword Coast, Infinite Dungeons, Wyvern Crown of Cormyr and Darkness over Daggerford, the final one released unofficially. Out of these only Witch's Wake, Pirates of the Sword Coast and Infinite Dungeons support multiplayer modes.

At last, the majority of the game's content comes not from everything mentioned above, but from its active community, which has created hundreds of modules and continues to create more! Visit neverwintervault.org to find new modules to download and play.

Welcome to Neverwinter Nights!

2 "NWN Wiki", accessed 26.08.2015 <http://nwn.wikia.com/wiki/Dungeon_Master>

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Character creationThe first thing you need to do after selecting a module is to create your

character. This will be your avatar in the game.

GenderThis is mostly a cosmetic choice. In the official modules gender determines possible romance options for your player character (PC). Note that some custom modules might include gender-dependant content.

RaceRace determines more than just your character's appearance.

Other than bonuses and penalties to specified ability socres (which will be described later), the most important race-dependant character property is arguably its size. Halflings and gnomes are of small size, which means weapons and off-hand items such as weapons and shields are relatively larger for them. In other words, while longswords are used as one-handed weapons by a human, they need to be wielded in both hands by a halfling. Similarly, a weapon that is wielded in both hands by a human, such as a scythe, is too large for a halfling to wield at all! This has some disadvantages, but on the bright side, small races get a bonus to their armor class (AC), which is a chance to avoid a hit, as well as a bonus to their attack (chance to hit), and bonuses to stealth and detection.

Other than size, every race has some unique abilities or properties that are displayed in the race's description on the right. Small stature of gnomes and halflings is, in fact, one of them. Such special traits are called feats in the game.

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Every race has its own favored class. The idea will be explained in detail when discussing character classes. For now all you need to know is that a character with multiple classes will profit from having their favored class as one of them.

Finally, your character's race might restrict class selection to some extent. To qualify as an Arcane Archer, your character needs to be an elf or a half-elf, while only dwarves can become Dwarven Defenders. These are the only cases of race-restricted classes.

You might have noticed a "Sub-race" button on the race selection screen. Specifying sub-race (for example, "wood elf" as a sub-race of elf) is most of the time cosmetic - you will see your character's sub-race instead of its race when viewing your character sheet. In some modules, however, sub-races might grant characters some unique traits. The only official module that utilizes them in this way is Witch's Wake.

PortraitPortraits are images representing in-game characters. They are displayed in dialogues and character sheets. You can add your own portraits to the existing selection. This is done as follows:

1. Place the jpeg file (e.g. my_pic.jpg) in the portraits subdirectory of where Neverwinter Nights is installed (e.g. C:\NeverwinterNights\NWN\portraits\).

2. Start Neverwinter Nights, then start (or load) a game.

3. Press ~ to open the console and enter the console command ConvertPortrait followed by the name of the image without the extension (e.g. ConvertPortrait my_pic).3

3 "NWN Wiki", accessed 10.04.2016 <http://nwn.wikia.com/wiki/Portrait>

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ClassClass is the defining trait of your character. When creating a character, you can only choose a base class. As opposed to prestige classes, they have either no requirements or requirements that can be fulfilled even at character creation.

There are 11 base classes in Neverwinter Nights, each representing a different set of abilities, fighting styles and sometimes even worldviews. Read the description of every class on the right to see what you like the most.

Of particular note is the difference between wizards and sorcerers. Wizards are mages who need to prepare spell slots for use later. For example, if a wizard knows the following spells of the first level: Mage Armor and Magic Missile and has four spell slots available for spells of this level, they can prepare four uses of either Mage Armor or Magic Missile. If they expect Mage Armor not to be useful anytime soon, they can prepare four missiles and no Mage Armor. Otherwise, they can prepare a single use of Mage Armor and three uses of Magic Missile, or any other combination. Other classes who cast spells this way are druids, clerics, paladins and rangers. Sorcerers and bards, on the other hand, don't need to prepare their spells in advance - they choose a spell to cast at the moment of casting. They do, of course, have other drawbacks.

AlignmentAlignment reflects how a character relates to the concepts of good and evil, law and chaos. It can affect how certain non-player characters (NPCs) react within the game, and will occassionally determine whether an item can be used or not.

"Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others and to protect innocent life. The needs of the many outweigh the needs of self.

"Evil" implies hurting, oppressing, and killing innocents. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient or profitable. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

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"Moral neutrality" can represent several different positions. A neutral character might have compunctions against killing the innocent, but lack the commitment to make sacrifices to protect or help others. These characters can be committed to some by personal relationships, but they are not committed to others outside these relationships. A neutral character might have chosen to actively maintain a balance between the powers of good and evil. These characters do not wish to see the world dominated by evil, nor do they believe that complete eradication of evil is desirable. Finally, a neutral creature might lack the capacity for moral decision making. Animals and creatures of similar intelligence fall under this category. Even deadly vipers and tigers that eat people are neutral, because they lack the capacity for morally right or wrong behavior.

"Law" implies duty, honor, honesty, trustworthiness, tradition, obedience to authority, and reliability. On the downside this can lead to close-mindedness and an inability to adapt. Those who conciously promote lawfulness see lawful behavior creating a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should. Correct means will lead to desirable ends. "Law" does not intrinsically mean legal behavior. "Law" embraces hierarchy and stability, and emphasizes responsibility to the group/society.

"Chaos" implies individuality, freedom, flexibility, adaptability, and openness to new ideas. On the downside, this can lead to recklessness, resentment toward authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior see personal freedom allowing people to express themselves fully and letting society benefit from the potential that its individuals have within them. The ends justify the means. "Chaos" does not intrinsically mean random actions, nor does it intrinsically mean breaking rules for the sake of breaking rules. "Chaos" rejects hierarchy, instead promoting either egalitarianism or anarchy depending on the presence or absence of concern for others. Chaos also rejects stability in favour of constant change, being about novelty and "innovation".

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"Ethical neutrality" can represent several different positions. A neutral character might have a normal respect for authority, but feels neither a compulsion to obey nor a

compulsion to rebel; might be honest, but can be tempted into lying or deceiving others; might appreciate tradition, but does not outright reject new ideas. A neutral character might have espoused neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks. Finally, a neutral creature might lack the capacity for ethical decision making. Animals and creatures of similar intelligence fall under this category. Dogs may be obedient and cats free-spirited, but they do not have the ethical capacity to be truly lawful or chaotic.

Actions taken while playing may alter alignment. The details depend on the module (for example, the original campaign provides no ways to shift along the law/chaos alignment axis), although there is a default 5-point shift towards evil for killing a non-evil of the commoner class (generally, townfolk). 4

Alignment is of note to characters of alignment-restricted classes. If it changes during the course of the game, a character may no longer be able to advance in their alignment-restricted class(es).

AbilitiesThere are six primary attributes that define every character.

Strength - increases attack (chance to hit) and damage dealt when unarmed or wielding melee and certain throwing weapons (other ranged weapons can be affected if they have the Mighty item property) and is otherwise useful for purple dragon knights; it also increases the maximum load the character can carry without becoming encumbered and slowed down

4 "NWN Wiki", accessed 06.06.2016 <http://nwn.wikia.com/wiki/Alignment>

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Dexterity - increases armor class (chance to avoid an attack) and attack in certain situations (mainly when fighting with a ranged weapon or with a light melee weapon while having the Weapon Finesse feat) and is otherwise useful for Arcane Archers, Harper scouts and shadowdancers; it also increases the character's reflex saving throw

Constitution - increases the number of hit points (HP) of the character, which represents their capability to take damage, and is otherwise useful for barbarians; it also increases the character's fortitude saving throw

Wisdom - is used for spellcasting by clerics, druids, monks, paladins and rangers and is otherwise useful for shifters at high levels; it also increases the character's will saving throw

Intelligence - is used for spellcasting by wizards and is otherwise useful for assassins; it also increases the number of skill points a character can spend at each level-up

Charisma - is used for spellcasting by sorcerers and bards and is otherwise useful for clerics, paladins, blackguards and champions of Torm

In addition to the above, each skill has its corresponding ability. For example, Persuade is boosted by a high charisma score, while Tumble benefits from high dexterity.

Ability scores don't affect skills and characters directly, but ability modifiers do. A positive modifier is called a bonus, and a negative modifier is called a penalty. The modifier for a given ability is +1 for every 2 points above 10 in that ability score (or -1 for every 2 points below 11).

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Mathematically, the modifier is (score - 10) / 2, rounded down. For example, an ability score of 14 corresponds to an ability modifier of +2, while a score of 9 corresponds to -1.5 It's these ability modifiers that are added to skill ranks, attack rolls, damage rolls and anything else that might apply. Ability modifiers are displayed on the right of ability scores.

Note that the more points you invest in a given ability at character creation, the more expensive it becomes to increase it further. You can click the Recommended option for the game to spend ability points for you, but if you prefer to do it yourself, you should probably have your character's primary ability score equal at least to 16. It's often a good idea to leave one or two least useful abilities as low as possible, to have more points to spend on others.

Every four character levels one of abilities can be further increased by 1.

PackagesProceeding, you will be asked to select one of available packages for your character or create your own. Packages are sets of predefined skills and feats (plus cleric domains and wizard spell schools for these classes). Advanced players are recommended to select all that themselves, but new adventurers will do fine by selecting a package. The default package is typically most versatile and beginner-friendly.

5 "NWN Wiki", accessed 06.06.2016 <http://nwn.wikia.com/wiki/Ability_modifier>

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SkillsIf you decided to configure packages yourself, you will be presented with a skill selection screen. The number of skill points to spend is dependant on the class you chose and your intelligence modifier. Skill points are given every character level.

There are three types of skill based on your class selection.

Class skills are skills your class has natural affinity for. These require a single skill point to spend on to increase their rank by 1. Your base ranks in these skills (that is, ranks unmodified by feats, items and temporary effects) cannot exceed 3 + your character level.

Cross-class skills are most of the other skills. Your character can train in them, but it requires more effort to do so. As such, you need to spend 2 skill points to advance a cross-class skill by 1 rank. The limit of base ranks in cross-class skills is half that of class skills, meaning (3 + your character level) / 2, rounded down.

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A few skills cannot be trained at all by unqualified classes, which is the third type of skill.

Note that whether a skill is considered to be class or cross-class (or unavailable) is determined by the class you are advancing. For example, if you played a wizard and suddenly decided to take a fighter level, types of skills would be those of a fighter, not wizard. Similarly, the limit of base ranks depends on the class you are advancing. If you advance a pure wizard up to level 19, you will be able to train your spellcraft (a class skill) up to 3+19=22 base ranks. However, if you then take a fighter level (for which spellcraft is a cross-class skill), you will not be able to train spellcraft further at all, because for a fighter its limit is half that of a wizard, meaning 11.

Not all skill points need to be spent when you gain a level. In fact, you can spend none, all of them will be available along with newly gained points on your next level-up. This can be used to your advantage if you want to train a cross-class skill - the strategy requires you to save some skill points when advancing in a class for which a desired skill is cross-class, then take a single level in a class for which it is a class skill and only then spend all your saved skill points on a desired skill. This practice is often referred to as "skill dumping".

Skills can be described as requiring training or not. A skill that requires training can only be used if the character has at least a single rank in that skill. One example of such a skill is open lock, as lockpicking attempts cannot be made at all if the skill is untrained.

It is also important to note that each skill has a corresponding ability. This ability's modifier is added to skill checks for that skill. These two values are displayed in the skill description as "Skill Modifier" and "Skill Check", respectively.

FeatsFeats, similarly to skills, determine your character's various capabilities. Whereas skills represent those capabilities that can be trained to a bigger or lesser extent, feats represent those that the character either has or has not.

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There are many different types of feats. They can be class, racial or general, although many have requirements that a character needs to fulfill in order to select them.

Some class feats can be given for free when a character reaches required class level, while others may need to be selected manually and are simply available only to a specified class.

Feats can also be categorized based on whether they are passive or active. Passive feats do not need to be used (and, in fact, cannot be used), because their effect applies automatically. An example can be weapon proficiency (exotic) feat, which allows a character to equip and use weapons considered exotic, such as katanas. Active feats need to be selected and used in a manner similar to spellcasting.

A specific type of active feat is combat mode, which grants the feat's effects until cancelled (typically by "using" the feat again).

Feats granted automatically when creating or advancing your character are presented on the right and are greyed-out, to indicate that it is impossible not

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to take them. Available feats are listed on the left and selected ones are moved to the list on the right.

In addition to feats taken at character creation, a new general feat can be taken every three levels starting at level 3 (that is, at levels 3, 6, 9 and so on). What's more, every class has a list of bonus feats. This list typically includes some general feats and possibly some class feats not given automatically at a specified class level. How frequently a character can take a bonus feat from the list differs between different classes. Whether a feat is taken as a bonus feat or as a regular general feat, your character needs to meet its prerequisites for it to appear on the list of available feats at all.

CustomizeChoices made in this screen are mostly cosmetic. Here you will name your character and choose their appearance and voiceset.

Note that although the description field is called biography, it might be more appropriate to put your character's physical description here, especially in multiplayer. This is the text other players will see if they decide to examine your character - unless your hero is so famous that everyone should know their backstory, physical traits are probably the only thing others can learn just by looking.

Your character's age and deity are often irrelevant - none of the official modules make any use of age, while only Wyvern Crown of Cormyr makes use of your character's deity.

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Interface and interaction

Now that you've successfully created your character, it's time to enter the game.

This is a typical game view. The first thing you might want to do is hit Escape, choose Controls and find out which camera control setting works best for you. Some prefer a top-down camera setting, other like the driving mode. Don't hesitate to change these settings any time you feel like the current ones are not suitable for the module or the area you are currently in.

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ControlsThere are several ways of controlling a character. Which one is convenient depends on personal preference and camera settings.

You can move your character by left-clicking on an empty (and accessible) spot on the ground. Hold Shift while clicking to make your character walk instead of running.

You can also use your keyboard for movement. WSAD keys are used by default to walk and turn around. You still need your mouse to interact with the world around you, though.

Depending on camera settings, you can rotate your view with A and D keys, by moving the cursor to the side of the screen or by moving the cursor while holding the middle button of your mouse.

Left-clicking on an object or a creature causes your character to interact with it. This interaction depends on whether you clicked on an object, an item, or a creature and whether the creature was hostile or not. Clicking on an item makes your character pick it up, clicking on an object makes your character use it (open or close doors, open containers, etc.), while clicking on a creature makes your character attack it or speak to it, based on its attitude towards your adventurer. Note that attacking this way always results in physical assault - you can't cast a spell by just clicking on an enemy and trying to get your wizard to fight in melee is usually a bad idea.

Choosing an action like casting a spell, picking up an item or talking to a creature adds it to an action queue, represented by a row of icons at the top of the screen. Once your character finishes the first action from the action queue, it will then then try to perform the next. You can cancel assigned actions by left-clicking on their icons in the action que.

In singleplayer mode you can press Space by default to pause the game at any time. You can still select actions to take - they will be added to your character's action queue and performed one after another once the game is unpaused. In multiplayer players might be able to pause the game or not, depending on the server settings.

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You can highlight everything you can interact with, including yourself, by holding down Tab by default. This allows you to find items and containers you could have missed otherwise, as well as check health of all nearby creatures without having to highlight them with a mouse cursor.

Quickslot barAt the bottom of the screen is a quickslot bar. This is where you can assign items, spells and usable feats and skills for convenience of use. You can hold down Shift or Ctrl to display two extra quickslot bars, if this one is not enough for you! There are two ways of filling quickslots. You can drag any item from your inventory or spell from your spellbook into the quickslot or you can right-click on an empty quickslot and choose an action from a radial menu. Note that sometimes after dragging an item into a quickslot you will still need to right-click it to determine the exact action you want to assign. For example, if you have a longsword capable of launching fireballs, if you drag it into a slot, the action assigned will be the equipping and unequipping of the sword.

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You will need to right-click on this quickslot and choose the desired action from the radial menu. You can use a quickslot by left-clicking on it or pressing the appropriate key.

Chat and consoleAbove the quickslot bar is a chat bar and above that is a console.

You can chat by pressing Enter or clicking somewhere in the chat bar. This is mostly used for multiplayer communication, but some modules might utilize it for other purposes, like naming an item or password input. On the left of the chat bar is a chat channel. A channel is used to direct chat to appropriate recipients. This can be thought of as the volume with which something is said.6

The default channel is Talk - everything said in this channel can be heard by characters in approximately 20 meters radius. Other channels include Tell (can

6 "NWN Wiki", accessed 06.06.2016 <http://nwn.wikia.com/wiki/Channel>

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be heard only by a single recipient, no matter where they are), Whisper (can be heard by characters in approximately 2.5 meters radius), Shout (can be heard by everyone in the module), Party (can be heard by all of the speaker's party) and DM (can be heard by all Dungeon Masters in the module). You can change the channel by left-clicking the current channel's name.

The console is located above the chat bar. All dialogue and chat is recorded here, as well as combat reports and other notifications. The console is divided into two smaller consoles by default in multiplayer, one for dialogue and the other for notifications. You can control the size of the console by dragging the thin black bar with an arrow up and down. Right-clicking that bar will allow you to split the console into two smaller ones or make them one, as well as exclude or include specific types of messages from appearing in the console.

PortraitThe party bar is located at the right side of the screen. You can find your character's portrait in the corner (it will change into an image of an hourglass if the game is paused) with your character's health bar on the left. You can hover the cursor over the portrait to see how many hit points (HP, representation of character's damage taken) you have left.

Once a player character gains enough experience to level up, the portrait will also change to indicate that.

Options boxUnderneath the portrait is a character menu called the options box. You can find eight buttons here.

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Map - displays a map window (by default pressing M can be used as well); you can then use the small buttons at the top of the map window to add custom map markings (called "pins"), zoom in and zoom out the map.

You can hover your cursor over a map pin to see what place on the map it signifies.

You can also see other parts of the map by left-clicking it and dragging around.

Clicking on the map icon or pressing M again closes the map, as well as clicking on the X in the corner of the map window.

Inventory - opens your character's inventory screen (by default pressing I can be used as well); here you can see your character's worn equipment, armor class score, items in their backpack, the total weight of items carried and the total weight your character can carry before becoming encumbered, and your character's gold.

There are 14 inventory slots for your equipment.

The main hand slot is an inventory slot used for (just) weapons. All weapons, other than off-hand weapons, go into this slot.

If the weapon is two-handed, then it is in this slot and at the same time displaces items from the off-hand slot (and is displaced by items going into that other slot). Visually, items in this slot are depicted in the character's right hand. 7

7 "NWN Wiki", accessed 07.06.2016 <http://nwn.wikia.com/wiki/Main_hand_slot>

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The armor slot is the inventory slot used for armor (including clothing). The equipped armor will generally be depicted instead of the creature's regular body parts.8

The off-hand slot is an inventory slot used by off-hand weapons and all non-weapon items that are held in a hand, such as a shield or torch. The item in this slot is unequipped if a two-handed weapon is placed in the main hand slot, and placing an item in this slot will cause a two-handed weapon to be unequipped if there is one in the main hand slot. Visually, items in this slot are depicted in the character's left hand (or on the left arm, in the case of shields).9

Other inventory slots are for cloaks (depicted visually unless a character is riding a horse), helmets (depicted), belts, gloves or bracers, boots, amulets, rings (all not depicted) and three slots for various ammunition: arrows, bolts and bullets.

8 "NWN Wiki", accessed 07.06.2016 <http://nwn.wikia.com/wiki/Armor_slot>9 "NWN Wiki", accessed 07.06.2016 <http://nwn.wikia.com/wiki/Off-hand_slot>

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Journal - opens your character's journal (by default pressing J can be used as well), presenting their quest progress, as well as custom notes the player took.

The journal has three tabs: Quests, Completed Quests and Notes. Contents in the first two can be sorted according to one of three criteria: Date, Name and Priority.

Clicking on a quest name will unfold the details, which might include vital information given to the player by NPCs or even hints. Clicking again will fold the quest description back.

Character record - opens your character's record (by default pressing C can be used as well); the character record is a window presenting all your character information, as far as gameplay is concerned.

The first tab of the window is a character sheet. It includes general information about your character, including all information from the character creation such as race and alignment. Character abilities and ability modifiers are presented to the right of your character's portrait on the sheet. Underneath you can find your character's armor class score, current and maximum HP, current experience and experience needed for the next level, etc. The lower part of the sheet contains information on the character's weapon (or weapons) and their corresponding attack bonuses and damage, fortitude, reflex and will saving throws, base attack, spell resistance, arcane spell failure, armor check penalty, alignment scores and a list of all effects the character is currently under. All of these will be discussed in details later.

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If any parameter of your character is temporarily increased, its value will be displayed in green. On the other hand, any parameter that is temporarily decreased, will be displayed in red.

The other two tabs are Skills and Feats, respectively. They contain lists of your character's skills and feats, as well as the number of skill ranks.

Note that skills that require training are not displayed in the list unless the character has at least 1 rank in them. Skills not requiring training are always displayed in the list, even if their rank is 0.

Rest - makes your character and its henchmen rest (by default pressing R can be used as well).

Resting allows a character to regain lost hit points and replenish spell slots. Any creatures summoned by that character will be unsummoned, and any lingering spell effects cast by that character will dissipate upon the beginning of a rest. A completed rest cycle also removes magical and extraordinary effects on the rested character. Supernatural effects, including most poisons and diseases (but not necessarily the damage caused by these) are not removed by resting.10

Resting is impossible if there are enemies nearby or if the area a PC is in does not allow resting. Some modules may have other conditions, such as possession of rations or camping equipment. Some modules also feature dangerous areas, in which resting may trigger an encounter with enemies.

It is important to note that feats and items usable a given number of times "per day", as well as spells, are actually usable that number of times "per rest". It is NOT necessary (and, in fact, will not work) to wait until a game day passes to be 10 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Rest>

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able to cast spells and use such feats and items - resting will regain all item and feat uses, as well as all spells.

Spellbook - opens your character's spellbook (by default pressing B can be used as well); the spellbook lists the spells known by a caster, broken down by class and spell level.

For casters that must memorize spells daily (such as wizards), the spellbook also includes a panel listing available spell slots to which known spells can be (or have been) assigned. The memorization panel will have the appropriate number of spell slots for each spell level, determined by class level and casting ability modifier.

A spell can be assigned to a spell slot by either dragging its icon to the slot or clicking the arrow that appears when hovering the mouse over its name. This causes the slot to be considered "used", but will become "readied" once the character rests.

Only spells assigned to readied slots can be cast, and casting a spell uses up that slot, so to cast a spell multiple times, it is necessary to assign it to multiple slots. The assignment is not forgotten upon the slot being used, though, so a

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caster who wants to use the same spells each day (that is, "each rest") needs only to rest; it is not necessary to re-open the spellbook. Assignments are forgotten though if the slot is lost, which can happen, for example, through a reduction in casting ability or level drain.11

Options - brings up the options menu (pressing Esc can be used as well); this pauses the game in singleplayer, but does not pause it in multiplayer. Even if pause is enabled in the server settings, only the Space button will pause the game.

The options menu allows you to load or save your game or change game options, graphical and sound settings and controls, as well as quit the current session and return to the main menu.

The "Save character" button allows you to export your character. This enables you to choose said character when starting a new game. Importing it this way will also import the character's data (such as classes, levels, feats, skills, etc) and all its possessions (including gold). This is useful for bringing a character from a finished adventure into a new one, but you should note most modules have starting level and/or equipment they are designed with in mind and importing a powerful character into a module may make it too easy. Read the module's description or an included "readme" file to find out if your character is suitable for it. On the other hand, if the module is a sequel to the one your character participated in before, then chances are high it is designed with your character in mind.

The Hordes of the Underdark official campaign is a sequel of Shadows of Undrentide, so transferring your character between the two is encouraged. On the other hand, any character is suitable for bringing into the Infinite Dungeons premium module.

Player list - brings up the player list window (pressing P can be used as well by default); the button is not clickable in singleplayer, though pressing P will by default open the window anyway (though it will always be empty).11 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Spellbook>

27

The playerlist includes buttons that can be used to send a private message to a player, leave a party of PCs, invite someone into party, transfer leadership of a party, boot a player and ban a player.

The final two buttons are avaiable only to game hosts and Dungeon Masters.

Underneath these buttons is information about the zone's player versus player (PvP) setting.

The PvP setting of an area determines against whom a player character may take hostile actions and will be discussed in greater detail later.

Finally, at the bottom is a list of players (excluding the player's own character) and your character's attitude and reaction to other players. Clicking on the like/dislike button toggles your attitude between these two. The reaction type between PCs is determined by the PvP setting and either being in the same party or the like/dislike toggle found in the player list.12

The following is a summary of reaction types by PvP setting:

In party Like DislikeFull PvP neutral neutral hostile

Party PvP friendly neutral hostileNo PvP friendly friendly friendly

The difference between friendly and neutral reactions is that friendly PCs cannot hurt each other, whereas neutral ones can.

Party barUnderneath the options box is a party bar. It consists of the portraits other party members and associates of party members (including associates of the PC

12 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/PvP_setting>

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and associates of associates, etc.). To the left of each portrait is a health bar indicating how many hit points that creature has remaining (relative to its maximum), and to the right are two icons — the upper indicating in which direction the creature is (if in the same area as the PC), and the lower indicating the creature's current action (a sword if fighting or casting a spell, a campfire if resting, and a skull if dead). The color of the health bar indicates if the creature is diseased or poisoned (or both).

The party bar can be used to easily target party members. Their portraits are valid targets for spells and abilities that can target others, and right-clicking a portrait brings up the same radial menu one would get from right-clicking the creature itself. In addition, dragging a potion to the portrait of an associate (of the PC, not of another party member) will cause that associate to drink the potion. These targeting methods can be of great utility in the chaos of combat.13

Effects barIn addition to being listed in character sheet, effects not caused by items are displayed to the left of your character's portrait. Hovering over an effect icon will display its short description, not its cause or duration, though. An effect that is about to expire will start to blink a moment before disappearing.

Radial menuThe radial menu is the primary tool for interacting with the world of Neverwinter Nights. The radial menu is brought up by right-clicking an object

13 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Party>

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(or location) with the mouse. The menu itself consists of up to eight options radiating from the center point, with the mouse moved to the center point if needed. These options cover all possible interactions with the target object or location, including such things as casting a spell at it or attacking.

A left-click selects an option from the menu. If the option has a small arrow beside it, then selecting that option brings up a submenu

with another level of options. Around such options is a ring previewing the next level of the menu, allowing one to see at a glance what the next level will hold. Clicking the center of the submenu will return to the parent menu (or dismiss the radial menu if already at the highest menu level).

The numeric keypad can be used to access the radial menu. Each number key (except 0) on the keypad corresponds to a location in the radial menu, with the 5 key being the center. (So the 8 key selects the topmost option, the 7 the top-left, etc.) The 0 key on the numeric keypad will bring up the radial menu on the player's character. This allows some abilities to be "speed dialed" with the numeric keypad.14

14 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Radial_menu>

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Basic gameplay concepts

While Neverwinter Nights takes place in a real-time environment, BioWare was careful to keep the combat system from becoming a "click-fest", where the player with the lowest ping and fastest reflexes wins. Instead, combat involves a multi-layered approach. The base layer consists of a single-click combat system, in which clicking an opponent initiates combat and characters repeat basic attack actions until either the target is slain or another action is assigned (by the player). The second layer consists of a queued combat system, in which special combat actions (such as disarm) are entered into an action queue and one of these is performed with each attack until the queue is empty, at which point the character reverts back to basic attacks. The result is a very lag-tolerant system that keeps the player actively engaged in what is going on while not penalizing those with high-latency Internet connections.15

Dice rollsThe basis of all combat, as well as numerous out-of-combat situations, is dice rolls.

15 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Combat >

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A dice roll (U.K.) or die roll (U.S.) is a roll of one or more dice to provide the random element of a game. This is used extensively in pencil-and-paper games, while in Neverwinter Nights, these rolls are simulated with the pseudo-random generation of a number.

In Neverwinter Nights, determining the success or failure of something typically requires the roll of a 20-sided die (d20), adding modifiers, and comparing the result to a set goal (typically DC, which means Difficulty Class, or AC, which means Armor Class). If the modified roll is at least the goal, then the check succeeds. However, when making attack rolls or saving throws, if the die lands on a 1 (natural one), failure is automatic (auto-miss or auto-failure), and if it lands on a 20 (natural twenty), success is automatic (auto-hit or auto-success). These are the only times when auto-failure and auto-success apply; for all other die rolls, a natural twenty is not automatically successful, and a natural one is not automatically failing. Furthermore, there is a server setting that disables auto-failure for saving throws. Among the notable cases where auto-success and auto-failure do not apply (even though many players think otherwise) are skill checks and critical threat rolls.

Example: If a saving throw is being rolled at +7 against a DC of 5, rolling a natural one results in a failed save (unless saving throw auto-failure is disabled) even though 1 + 7 is more than the DC.

The roll of a single die is often described simply as the abbreviation for the die (e.g. d12 for a 12-sided die). So "d6" means a single 6-sided die is rolled; the outcome will be a random number between 1 and 6. The roll of multiple dice that are added together is often described by placing the number of dice before the abbreviation of the die. So "2d4" means two 4-sided dice are rolled, with the results added; the outcome will be a random number between 2 and 8, with 5 being the most likely result. 16

Skill checksA skill check is made when a character applies a skill to a task. This roll is made with a d20 (20-sided die), plus the skill level and any modifiers for this specific

16 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Dice_roll>

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check. The skill check is successful if it equals or exceeds the difficulty class (DC) of the task (so high rolls are desired).

The DC can either be a static property of an object, such as a trap, or be determined by the skill check (or other roll) of another character.

This latter type of skill check is called an opposed check (or opposed test, opposed roll, etc.), since the task is being opposed by another character's roll. Miscellaneous modifiers can apply to a particular skill check, such as the bonus provided by using thieves' tools. This makes the roll calculated as

d20 + skill ranks + ability modifier + feat bonuses + skill modifiers + miscellaneous modifiers.

Certain skills allow for a "take 20" where a fixed value of 20 is used instead of the d20 roll when the character is not in combat. Naturally, this means skill checks cannot be automatic successes if the die comes up 20 (and conversely, rolling a 1 is not an automatic failure), unlike attack rolls and saving throws.17

Saving throwsA saving throw (or save) is an attempt by a character to partially or fully negate the harmful results of various spells or special attacks (rather than — or after — attempting to negate the spell itself, as with spell resistance). Not all spells and attacks allow a save; those that do make a note to that effect in their descriptions. The descriptions will also detail the consequences of successful and failed saves.

"Saving throw" can also refer to the numeric ratings used by a character when making this attempt.

There are three types of saving throws in Neverwinter Nights — fortitude, reflex, and will. These represent a character's ability to physically withstand, physically avoid, and mentally withstand the various attacks that allow a save. Every character has a numeric rating for each of these types of saves, with the rating being the sum of the base save (based on class levels), associated ability

17 "NWN Wiki", accessed 23.09.2017 <http://nwn.wikia.com/wiki/Skill_check>

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modifier, and any bonuses that may be granted by feats, effects, and equipped items. The character sheet lists this sum for each type of save.

Some saving throw bonuses may apply to only certain subtypes of saves (as in the "versus death" part of "fortitude saving throw versus death"). In addition, spellcraft can provide a bonus when a save is made against a spell.

The character sheet does not include these bonuses, but their effects may be seen in the combat log when such saves are attempted. Furthermore, saves versus disease, fear, mind-affecting, poison, and traps are automatically successful if the one rolling the save is immune to the subtype in question.

Each spell/attack that allows a saving throw has an associated difficulty class (DC) rating. When the save is attempted, a d20 is rolled by the creature making the attempt, and the numeric rating (modified as appropriate for the subtype of save and spellcraft) is added to the roll. If the die roll was 20 before adding the saving throw rating (a "natural 20"), then the save succeeds (is made). If it was 1 before modification (a "natural 1") and the "autofailure" setting is on, then the save fails. If neither of these apply, then the save succeeds if (and only if) the sum of the die roll and saving throw rating is equal to or greater than the DC.

Another way to describe this process is to say that a die is thrown in an attempt to save the character from the harmful result. Hence the origin of the term "saving throw".

For example, a character triggers an average tangle trap. The DC to avoid the effect is 25 and the required save type is reflex. The character rolls a d20, adds the reflex base save, adds the dexterity modifier, and lastly adds any bonuses that would affect this saving throw. If the modified roll is greater than or equal to 25 then the character avoids the trap's slow effect, but if it is less than 25 then the character is slowed. However, if the character's die showed a 20 (before modification) then the throw succeeds, even if the modified roll was less than 25, and if it showed a 1 then the throw fails, even if the modified roll was greater than or equal to 25.18

18 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Saving_throw>

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Note that the auto-failure on a "natural 1" can be turned off (by modifying the nwnplayer.ini file found in the game directory). In multiplayer, whether the setting is turned on or off depends on the host.

Units of timeIn Neverwinter Nights time is an important concept in combat situations. Many spells and feats have effects that last specified time.

The main unit of time is a ”round", which lasts for 6 real-time seconds and is the basic reference time interval for combat. Combat rounds are defined per creature rather than being global throughout the module (or even throughout a combat). Each creature's individual combat round is started the moment it makes an attack (melee or ranged) or uses an item. Casting a spell does not start a combat round. It is possible to attack immediately after a spell is cast.19

A single round consists of three smaller time units, called "flurries". A flurry is effectively the smallest unit of time used by Neverwinter Nights, as far as players are concerned.

Each flurry lasts two seconds, so there are three flurries in a round. All combat actions taken in a single flurry are essentially resolved simultaneously.20

The following is a summary of all game time units:

1 ∙ flurry = two seconds

1 ∙ round = six seconds (3 flurries)

1 ∙ turn = 1 minute (10 rounds)

1 game ∙ hour = 2 minutes (2 turns; 20 rounds) by default; may vary by module

1 game ∙ day = 24 game hours (48 minutes by default); note such day is not referred to by spells, feats and items usable a given number of times "per day"

19 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Round>20 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Flurry>

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1 game ∙ month = 28 game days

1 game ∙ year = 12 game months21

Physical combatPhysical combat is the art of hitting, piercing, slashing, shooting and

throwing. This section will explain the mechanics behind hitting or missing and calculating damage dealt.

Attacks per roundEach character is capable of performing a given number of attacks per round. This number is based on what is called the base attack bonus (BAB).

BAB is expressed as a sequence of bonuses, as in "+12/+7/+2", which would mean three attacks per round, with the first attack roll getting +12 from BAB, the second +7, and the third +2. BAB is based only on base attack, which in turn is based solely on class; modifiers from strength, feats, etc. do not contribute to the base attack progression.

The first attack in a round always has a modifier equal to the base attack. Up to character level 20, an additional attack per round is obtained when the lowest bonus in the BAB sequence would otherwise be +6. This additional attack starts with a +1 modifier, which then remains 5 less than the prior modifier. Thus for any base attack, the BAB progression is the base attack, followed by a sequence of modifiers decreasing by 5. An exception, however, is made for monks that are fighting unarmed or with a kama; these characters use the special unarmed base attack bonus progression instead. (In brief, monks use -3 instead of -5.) In either case, though, additional attacks are not gained after level 20.

21 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Time>

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The bonuses continue to increase, but the number of bonuses is fixed at what it was at level 20.22

The number of attacks per round can also be increased further by dual-wielding, the haste effect and feats.

For example, each level of a fighter class increases the character's base attack by 1. This means that a level 5 fighter will have the base attack bonus equal to +5. This, in turn, means that such a character will have one attack per round and will add 5 to all attack rolls (made with d20). However, when this character advances to a level 6 fighter, their base attack will be equal to 6. This will increase the BAB of the fighter to +6/+1. The character will now attack twice per round, adding 6 to their first attack roll in a round and adding 1 to their second attack.

Attack bonusThe most important parameter when attacking physically is arguably the attack bonus.

The attack bonus (AB) is a number added to a roll of a d20 whenever a creature makes an attack. This total is then compared to the target's armor class (AC) to see if the attack hits hard enough to deal damage. The attack bonus is the sum of the base attack bonus, an ability modifier and other bonuses.23

In melee combat, the strength modifier is used, unless the attacker has weapon finesse and a higher dexterity modifier than strength. In that case, the dexterity modifier is used. In ranged combat, the dexterity modifier is used, unless the attacker has zen archery and a higher wisdom modifier than dexterity. In that case, the wisdom modifier is used.

Since the concepts of base attack, base attack bonus and attack bonus can be confusing, a summary is presented below:

∙ Base attack - a parameter affected solely by the character's class(es) and number of levels. It is not used directly.

22 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Base_attack_bonus>23 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Attack_bonus>

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∙ Base attack bonus (BAB) - a parameter based solely on the character's base attack. It determines the number of attacks per round and base bonuses added to these attacks.

∙ Attack bonus (AB) - a parameter used for attacking and added directly to a d20, forming an attack roll. The BAB is one of its components.

Armor classYou are now aware that a chance to hit depends on the attacking character's attack bonus (AB). However, there is another parameter that influences that chance and that is the defending character's armor class (AC).

An opponent's attack roll must equal or exceed the target creature's AC to hit it solidly enough to cause damage.

AC = 10 + armor bonus + shield bonus + dodge bonus + natural bonus + deflection bonus + other AC

The average, unarmored peasant has an AC of 10.

∙ Armor bonus - provided by armor (the only thing that can occupy the armor slot) and bracers (one of two types of items that can occupy the gloves or bracers slot).

∙ Shield bonus - provided by shields (but not other types of items that can occupy the off-hand slot).

∙ Dodge bonus - provided by boots (the only thing that can occupy the boots slot).

∙ Natural armor bonus - provided by amulets (the only thing that can occupy the amulet slot).

∙ Deflection bonus - provided by all other items that can be placed in an inventory slot.

Only dodge bonuses stack (meaning they accumulate, as opposed to only one of them being used), up to a maximum of +20 (net maximum, after including

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any dodge penalties). For all other types of bonus, the single highest modifier is applied.

Armor class can come from several sources. Sources that provide the same type of bonus (aside from dodge) do not stack, so some items may render other items (or spells) useless. Sources that provide other types of AC (not one of the five bonuses) stack with everything else, so are always useful.

These "other" sources of AC are individual sources that stack together with no restrictions. Some of these may be situational.

ability: dexterity∙ class: monk AC bonus from level progression∙

feat: armor skin∙ feat: battle training vs. giants∙

feat: bone skin∙ feat: dodge∙

feat: draconic armor∙ feat: expertise/improved expertise∙

feat: mobility∙ feat: monk AC bonus from∙

wisdom

feat: small stature∙

item: armor base∙ item: shield base∙

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skill: tumble∙ 24

Damage rollsNow that you know what makes an attack hit or miss, it is time to find out how painful a hit is once it lands.

While the attack roll is the sum of a d20 and the attack bonus and determines (along with the opponent's AC) if the hit is successful or not, the damage roll is made after a successful attack roll to determine damage dealt.

The basic damage roll consists of:

Strength modifier + base weapon damage + other damage modifiers

Strength modifier applies to all melee weapons, darts and throwing axes. Most of the time it has no effect on crossbows and shurikens, while on bows and slings it has effect only if it is negative. However, crossbows, shurikens, bows and slings with a "Mighty" item property will make use of the strength modifier in the same way other weapons do.

The base weapon damage is determined by weapon type. For example, all longswords have base damage equal to 1d8, while greatswords have base damage of 2d6.

One of the other damage modifiers is the enhancement bonuses on weapons, a property which increases both damage dealt and attack bonus for a given weapon by a given number; for example a +2 enhancement bonus grants bonus 2 AB and 2 damage whenever an attack with that weapon is made.

The value of a damage roll is the number of hit points subtracted from the enemy (unless damage immunity, damage reduction or damage resistance applies, all of which will be discussed later).

24 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Armor_class>

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Critical hitsA critical hit is a devastating attack that generates more damage than normal. Non-player characters are always subject to critical hits (unless immune), but player characters are only subject to critical hits at the "hardcore" and higher difficulty setting.

Every weapon has a critical rating (e.g. "19-20/x2") consisting of a threat range (19-20) and a critical multiplier (x2). In the cases where the threat range is 20, it is often omitted from the rating. When an attack roll is successful and within the threat range, a threat roll is made. If the threat roll succeeds, the hit is critical, and damage is rolled a number of times equal to the multiplier.

All bonuses to damage not specifically excluded from critical hits are added once per damage roll. Examples of sources of damage excluded from critical hits are sneak attacks and on-hit properties.25

A threat roll is made when an attack roll hits and the natural (unmodified) roll is within the threat range of the weapon being used. This threat roll is made the same way as the original attack roll (with the same modifiers), except the threat roll does not automatically hit if a natural 20 is rolled, nor does it automatically miss if a natural 1 is rolled. If the threat roll hits, then the original attack becomes a critical hit.

Since 20s do not automatically hit for a threat roll, a critical hit cannot be scored against an opponent whose armor class (AC) exceeds an attacker's attack bonus by more than 20.

For example, a level 5 fighter (BAB +5) with 18 strength (+4 to hit), Weapon Focus (+1 to hit), and a +1 longsword (+1 to hit, threat range 19-20, critical multiplier x2) is fighting a goblin with an AC of 16. The fighter has a total attack bonus of +11. If he rolls (on a d20) a 1 through 4, he misses the goblin, since adding 11 to the roll does not meet or exceed the goblin's AC. If he rolls a 5 through 18 he hits normally. If he rolls a 19 or 20 (within the threat range of his longsword), then he hits and a second roll is made. If the second roll is 4 or less,

25 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Critical_hit>

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the hit is a normal hit, but if it is 5 or more (hence 16 or more after adding his attack bonus), the hit is critical and damage is rolled twice. 26

Damage typesDamage types are classifications of injury, representing different manners by which hit points are reduced. In terms of game mechanics, the type of damage is used to determine which defenses (and weaknesses) apply in any given situation.

Some damage types are purely physical (i.e. bludgeoning, slashing, piercing), others are elemental (i.e. acid, cold, electrical, fire), some are energy related (i.e. sonic, positive, negative), and others are related to magic (i.e. divine, and magical). The non-physical damage types are reported by the game in colored text.

Damage is affected by defenses in the order:

1. immunity (or vulnerability),

2. damage resistance, then

3. damage reduction.27

Damage reductionDamage reduction (or soak) represents a creature's ability to ignore a certain amount of physical damage from a single hit. Non-physical damage, such as from elemental or magical attacks, is unaffected by damage reduction.

Damage reduction is typically expressed in the form "20/+3" or "+3 soak 20 damage". This indicates the amount of damage ignored (20) and the power of the weapon needed to penetrate the effect (+3). Thus a creature with 20/+3 damage reduction ignores the first 20 points of damage from any weapon that 26 "NWN Wiki", accessed 17.08.2017 <http://nwn.wikia.com/wiki/Threat_roll>27 "NWN Wiki", accessed 18.08.2017 <http://nwn.wikia.com/wiki/Damage_type>

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does not have an enhancement bonus or attack bonus of +3 or greater. Some feat-based damage reduction is expressed in the form "20/-". In this case, all physical damage is reduced, regardless of bonuses on the weapon.

Damage reduction does not stack with itself, with a few exceptions. Instead, when a creature has multiple sources of damage reduction, the one that reduces the most damage among those that are not overcome by an attack's enhancement bonus will apply. One exception to the stacking rule is that the epic damage reduction feats stack with perfect self. The other exception is that the sources of X/- damage reduction stack with each other.28

Damage reduction is applied after damage immunity and damage resistance.

Damage resistanceCreatures with damage resistance are able to ignore damage of a specific type up to a specified amount. Unlike damage reduction, damage resistance cannot be overcome with weapons with a higher enhancement bonus. Like damage reduction, the amount of damage resisted is listed as a value and a damage type, such as "fire 20/-". This means that the first 20 points of fire damage dealt to the character is ignored entirely.

In the special case of a weapon that deals more than one kind of physical damage, the lower of the resistances for those physical damage types is used.

For the most part, damage resistance does not stack. For each damage type, only the highest resistance granted by a spell or (equipped) item is used. However, damage resistance from feats (resist energy and epic energy resistance) does stack with — and is applied before — other sources of damage resistance, even though the feats do not stack with each other.29

Damage resistance is applied after damage immunity and before damage reduction.

28 "NWN Wiki", accessed 18.08.2017 <http://nwn.wikia.com/wiki/Damage_reduction>29 "NWN Wiki", accessed 18.08.2017 <http://nwn.wikia.com/wiki/Damage_resistance>

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Damage immunityThe two types of damage immunity effects are increase and decrease. ("Decrease" is also known as vulnerability.) These immunities are specified as a percentage of damage, and the percentages are capped at 100%. If a character has multiple immunities against the same element they are added together, any additional immunity above 100% has no effect. This percentage is multiplied by the damage received to obtain the amount subtracted from (for immunity) or added to (for vulnerability) the damage amount. As long as the net immunity is above zero, there is a minimum of 1 point subtracted (absorbed).

Examples: "Fire 90% Damage Immunity - Increase" will cause 10 points of fire damage to be reduced by 10x90% = 9 damage, resulting in only 1 point of damage actually being inflicted. "Cold 100% Damage Immunity - Decrease" will cause 10 points of cold damage to be increased by 10x100% = 10 damage, resulting in 20 points of damage actually being inflicted. "Piercing 75% Damage Immunity - Increase" combined with "Piercing 50% Damage immunity - Increase" would be added together 75%+50% = 125% immunity to piercing damage, resulting in no piercing damage being inflicted (100 piercing damage would inflict 0 hit point loss).

Damage immunity is applied before damage resistance and damage reduction. 30

30 "NWN Wiki", accessed 18.08.2017 <http://nwn.wikia.com/wiki/Damage_immunity>

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MagicMagic differs in many ways from physical

combat. While attacking physically is as simple as left-clicking the hostile creature you want to attack, casting spells is a more sophisticated matter. Although rules governing physical combat may be complex, it is much easier for players in practice. Spellcasting, on the other hand, requires careful planning and strategy. Which spell will you learn? Which ones will you prepare for your next encounter? What are you going to do about enemies immune to your fireballs? What will you do when you use up all your spells? A spellcaster can be a more challenging character to play (which does not mean weaker), but also much more interesting.

The following section will explain the mechanics of magic in Neverwinter Nights.

Preparing spellsWhile a large number of spells are available to the spellcasting classes, a more limited number are available for casting by an individual character at any given time. For sorcerers and bards, this limitation is implemented by a limited number of "known" spells, with the known spells selected at level-up. The other spellcasting classes make use of a spellbook to prepare their spells on a daily basis.

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For a character, preparing spells occurs while resting. It involves the character studying, meditating, or praying (as appropriate for the casting class) with a focus on those particular spells that are to be available for casting the next day. This aspect is handled automatically by the game, based on assigned spell slots. Players use the spellbook interface to assign spells to slots, indicating which spells the character will prepare each day. These assignments are remembered, relieving the player of the need to make assignments before each rest. Only prepared spells can be cast, and they can only be cast as many times as they have been prepared. Assigning a spell to multiple slots causes the character to prepare it multiple times.

Clerics have an exception to the above, in that they can spontaneously sacrifice a readied spell slot to cast a "cure" or "inflict" spell instead of the spell assigned to that slot. Spontaneous casting will be discussed in detail later.

A spell can be prepared only if the character's current (modified) and base casting ability (intelligence, wisdom, or charisma, depending on class) is at least 10 plus the spell's level. Additional spells of a given level may be prepared based upon the character's current casting ability modifier.31

Casting spellsSpells are cast using either the radial menu (upper-right option) or a quickslot. Spells cast through the radial menu will target the object or location from which the radial menu was invoked (and spells will be disabled in the menu if that target is invalid for that spell). Spells cast through a quickslot usually require clicking on a target after using the quickslot (and the cursor will be disabled if hovering over an invalid target). However, a spell that can only target the caster will only require clicking on a target if the inventory panel is open; this is to accommodate the item creation feats (e.g. scribe scroll) while maintaining convenience when the inventory panel is closed.

Once the target of the spell is selected, the remaining casting mechanics are handled automatically by the game. If the target is beyond the range of the 31 "NWN Wiki", accessed 18.08.2017 <http://nwn.wikia.com/wiki/Spell>

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spell, the character will move to be within range. Then the casting animation begins (indicated in the combat log as "<someone> casting <spell>"). When the animation is complete (indicated in the combat log as "<someone> casts <spell>"), the spell takes effect. If the target is a creature, the spell will target where the creature is at the time the casting is complete, making it possible to hit moving targets with a spell. If the spell has a chance of missing (requires a touch attack, allows a saving throw, or checks spell resistance), the game makes the required die rolls and reports the results to the player.32

Spell resistanceSpell resistance (SR) is a special defense against some spells, akin in some ways to armor class. When a spell that checks spell resistance (as indicated in the spell's description) is cast against a creature with spell resistance, there is a chance for the spell to simply not affect that creature based on the creature's numeric spell resistance rating (but it may still affect other creatures, if applicable).

While the numeric rating is the defense called "spell resistance", a spell resistance check actually involves three defenses. The defenses in the order they are checked are spell level absorption (mantle spells), spell immunity (immunity to a specific spell), then spell resistance. That is, a spell that does not check spell resistance is not affected by any of these defenses. Furthermore, spell resistance is usually limited to standard spells, as other abilities usually bypass these defenses. Two abilities that do respect spell resistance are hell inferno and planar rift.

The third part of a spell resistance check — the part called "spell resistance" — is a die roll. Each creature has a numeric spell resistance rating, and if this rating is positive, the caster rolls a d20. To this is added the caster level and the modifier from spell penetration, greater spell penetration, or epic spell penetration (+2, +4, or +6, respectively).

If the modified die roll is less than the spell resistance rating, the spell does not affect that creature. The test is as follows:

32 "NWN Wiki", accessed 18.08.2017 <http://nwn.wikia.com/wiki/Spell>

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d20 + caster level + spell penetration vs. SR

For a level 40 caster, the maximum possible roll is 66, meaning a spell resistance of 67 renders a creature immune to PC-cast spells that check spell resistance.33

CounterspellCounterspell mode is entered by right-clicking the caster to be countered, then selecting the "Counterspell" option in the radial menu (top-right option "Cast Spell", followed by leftmost option "Spell Special Abilities", then the topmost option).

Entering counterspell mode allows a caster to prevent an enemy caster from casting spells. This is done by first identifying the spell being cast (using spellcraft), then sacrificing a readied spell slot containing a counter to the spell being cast. Lesser dispel (level 2), dispel magic (level 3), greater dispelling (level 6) and Mordenkainen's disjunction (level 9) are universal counters, able to counter any spell of the same level or lower. In addition, each spell is its own counter, and many spells also have specific counters, as listed in each spell's description. For example, haste can be countered by sacrificing a casting of slow. The selection of which slot to sacrifice is made automatically by the game, with specific counters given priority over universal counters. Note that, among available universal counters that would work against a given spell, the lowest level counter will not necessarily be used before higher levels ones. Epic spells cannot be countered.

A hasted caster can only be countered by a hasted counterspeller. Otherwise, the speed at which spells are cast does not affect the ability of a single character to counterspell each one.34

33 "NWN Wiki", accessed 23.09.2017 <http://nwn.wikia.com/wiki/Spell_resistance>34 "NWN Wiki", accessed 24.09.2017 <http://nwn.wikia.com/wiki/Counterspell

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Spell characteristicsEvery spell has a number of characteristics, which are displayed in its description.

What is called "caster level" in the spell description is, in fact, the spell level as appropriate for classes that can cast this spell. For example, Balagarn's Iron Horn is a spell that bards can cast as a 1st level spell, while wizards and sorcerers will have to cast it as a 2nd level spell. Spell level corresponds to a row of spell slots in a spellbook. A spell of a given spell level can only be prepared in a slot designed for spells of this level.

The innate level of a spell is a measure of the power of the spell, similar to spell level but without the reference to a particular spellcasting class. It is used when it would be awkward (or impossible) to determine the class-dependent spell level for a particular casting, such as when determining the level of a spell cast from an item, or when determining which spells can be used in conjunction with brew potion and craft wand.35

Schools of magic (spell schools) are groups of related spells that work in similar ways. A wizard may choose to specialize in a school of magic, thereby gaining one additional spell slot per spell level while losing the ability to cast spells from an opposed school. This prohibition extends to spells cast from scrolls, but not to spells cast from other kinds of items.

35 "NWN Wiki", accessed 23.09.2017 <http://nwn.wikia.com/wiki/Innate_level>

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In addition, specialist wizards have a bonus (+2) to identifying spells (through spellcraft) from their area of expertise and a penalty (-5) to identifying spells from the opposing school. Alternatively, a wizard may choose to not specialize, thus keeping access to all spells.36 A character can also take feats to increase DC of their spells from a given school or to get a bonus to saves against it.

Descriptors are ways of categorizing spells in some way. They will often hint the ways in which one can overcome a spell. For example, a "death" descriptor will indicate that immunity to death magic will protect a character against this spell's effects. If a spell offers a saving throw and has, for example, a "fire" descriptor, then any bonuses to saving throws versus fire should help.

Components of a spell represent what is required of a caster for the actual casting of that spell, in addition to having the spell available (c.f. spell slot). There are two types of components in Neverwinter Nights — somatic, representing gestures, and verbal, representing speech. A somatic (S) component is a measured and precise movement of the hand. An arcane spellcaster wearing armor or using a shield incurs a chance of spell failure (the amount is noted in the armor or shield description) when casting any spell with a somatic component. The casting of nonsomatic spells is not subject to spell failure due to armor and shield. A verbal (V) component is a spoken incantation, which must be uttered with a strong voice.

A silence effect spoils the incantation, hence no spells with a verbal component may be cast while silenced. A spellcaster who has been deafened has a 20% chance of failure when casting an arcane spell with a verbal component.37

Range determines the distance at which the spell may affect a target. Personal range means that the spell can only be cast on the caster themselves (which does not mean that its effects will apply to the caster - for example, Balagarn's Iron Horn attempts to knock down creatures in a circular area, with the caster at its center).

Area of effect determines the radius of an affected area around the spell's target. Small size means a radius of 1.67 meters, medium is 3.33 meters, large 36 "NWN Wiki", accessed 23.09.2017 <http://nwn.wikia.com/wiki/Spell_school>37 "NWN Wiki", accessed 23.09.2017 <http://nwn.wikia.com/wiki/Component>

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is 5 meters, huge is 6.67 meters, gargantuan is 8.33 meters and colossal is 10 meters. Additionally, area of effect may be described as "caster", which means only the caster is affected, "point", meaning it is a summoning spell, "single", meaning it affects a single target, or "spellcone", which means a spell affects targets in a shape of a cone with 60 degrees starting from the caster and extending to a specified distance (or 10 meters if distance is not specified).

Duration determines the time the spell is in effect. Instantaneous duration means that its effect is applied instantly and doesn't last in any way (for example, a spell that directly damages its target has instant duration). All spells cast by a character will typically end prematurely when that character rests, even if their duration still hasn't expired.

Additional counter spells part lists all spells that can used to counter this spell in addition to dispelling spells, which can be used to counter any spell (up to the innate level of the given dispelling spell).

Save indicates whether any saving throw is allowed to weaken the spell's effects or nullify them completely. For example, "will negates" means that a successful will saving throw will allow the target to nullify the spell's effects completely, while "reflex halves" for a direct damage spell means the target that makes a successful reflex save will be dealt only half the calculated damage. A save may also be listed as "special", which means saving throw is allowed for this spell, but in an unusual way, which is likely to be explained in the spell's description at the bottom.

Finally, spell resistance indicates whether the spell can be resisted or not.

Spell difficulty classWhen a spell allows a saving throw, the DC is determined by the spell level, the caster's primary ability modifier (for the ability on which their spells are based), and the caster's feats, as follows:

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DC = 10 + spell level + ability modifier + feat modifier.

The feat modifier is +2 for spell focus, +4 for greater spell focus and +6 for epic spell focus. The feat modifiers are not cumulative. Spells cast from items do not factor in the caster, instead assuming a standard combined ability/feat modifier of +3; that is, the DC is 13 plus the spell's innate level.38

Spell failureSpell failure occurs when spellcasting is attempted in conditions where the requirements of the spell cannot be fully matched, the casting fails and the spell is wasted. The failed spell's associated spell slot or use per day is considered to be used.

This is in contrast to some conditions that prohibit the casting of spells. For example, a silenced character cannot even attempt to cast a spell with a verbal component, so a spell slot is not consumed.

Spell failure occurs when the caster fails his or her concentration check that is required when the caster is distracted in some manner during casting (e.g. incurring damage) or when casting defensively. Spell failure in this manner is guaranteed and can affect both divine and arcane spellcasters.

A caster who fails his or her concentration check against a taunt incurs a 30% chance to fail any spell he or she casts for five rounds. This affects both types of spellcasters.

Arcane — but not divine — spellcasters receive a chance of spell failure when wearing armor or wielding a shield that has a (percent) value for arcane spell failure. These percentages are combined to obtain the chance of arcane spell failure which is then added to the chance of failure from being taunted (if applicable) to obtain the total chance of spell failure. This arcane spell failure can be reduced by a property on the worn armor or shield, and it only applies to arcane spells with somatic components. (In particular, stilled spells are not subject to arcane spell failure.)

38 "NWN Wiki", accessed 23.09.2017 <http://nwn.wikia.com/wiki/Difficulty_class>

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Arcane spellcasters include wizards, sorcerers and bards. Divine spellcasters are clerics, druids, paladins and rangers.

A deafened arcane spellcaster incurs a 20% chance to fail any spell he or she casts that is not cast with still spell.

A spell failure effect may be applied to creatures by a module. This is sometimes used to simulate "wild magic" and "dead magic" zones.39

MetamagicAs a spellcaster's knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the difficulty class for saving throws against it does not go up.

Wizards and divine spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Sorcerers and bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot.

In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.

39 "NWN Wiki", accessed 23.09.2017 <http://nwn.wikia.com/wiki/Spell_failure>

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The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster cannot use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.40

Spontaneous castingSpontaneous casting refers to casting spells from a spellbook without previously allocating a spell slot to the spell. A spell slot of the same level as the spell — after considering metamagic — is still consumed by such a casting. Sorcerers and bards can cast any spell in this manner, and as a consequence these classes never allocate spell slots to specific spells. Clerics can spontaneously cast the "cure" and "inflict" spells (from minor to critical wounds), which will consume a readied spell slot not assigned a domain spell (the leftmost such slot of the appropriate level, when viewing the spellbook).

To set a spontaneously cast spell for a cleric, the player must drag the spell from the spellbook to a quickslot. These slots will have their number of uses (top-right corner) displayed as "S", indicating that the slot represents spontaneous castings. (Technically, the "S" designation only appears when the cleric has no memorized uses of the spell remaining, but this is usually the case as players never need to explicitly memorize spells that can be spontaneously cast.)41

Advanced gameplay concepts40 "NWN Wiki", accessed 24.09.2017 <http://nwn.wikia.com/wiki/Metamagic>41 "NWN Wiki", accessed 24.09.2017 <http://nwn.wikia.com/wiki/Spontaneous_cast>

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What has been discussed up to this point is enough to understand the most important game rules and know what you are doing when planning which equipment to use and which feats to take when levelling up.

Rules governing Neverwinter Nights, however, are more complex and if you truly want to understand them, you need to take into consideration more concepts. These will be explained in this section.

Touch attacksA touch attack is a special attack that only needs to touch its target to have an effect. (A normal attack needs to hit its target solidly to do damage. A character who swings a sword that glances off an opponent's shield has touched his target, but the swing is considered a miss since it could not inflict damage. In game terms, this attack roll was less than the target's armor class (AC) by virtue of the shield's contribution.)

Touch attacks can be either ranged or melee. One example of a ranged touch attack is an ettercap's web bolt attack. The web bolt merely has to touch the target to attach itself and bind the target to the ground.

A touch attack denies the defender their armor and shield AC (base and bonus), as well as their natural armor bonus to AC. All other armor class modifiers, such as the size modifier, dexterity modifier, and deflection/dodge bonus apply normally. Consequentially, touch attacks sometimes have a significantly better chance of hitting than regular attacks.42

Miss chance and concealmentTwo effects that may influence the chance to hit in addition to the mechanism of attack rolls and armor class are called miss chance and concealment.

42 "NWN Wiki", accessed 18.08.2017 <http://nwn.wikia.com/wiki/Touch_attack>

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Concealment is a defensive effect that causes attacks to miss a certain percent of the time. So someone attacking a target with 25% concealment will miss a quarter of the time due to the concealment. This is applied independently of the attack roll; both the attack roll and the concealment roll are made for each attack, and only if the attacker succeeds at both is the attack successful. A 25% concealment can be thought of as making 25% of attacks miss that would otherwise hit.

Concealment can be partially negated by the blind fighting feat, which lets an attacker make two concealment rolls for each attack, and only by failing both rolls is the attack blocked by concealment. This effectively squares concealment, causing 50% to be effectively 25%, and 10% to be effectively 1%.

Other than multiple self concealment feats, concealment does not stack. Only the highest concealment is used. The maximum concealment that a player character can have is 50%.43

Miss chance is an effect that causes a creature's attacks to miss a certain percent of the time. Like concealment, miss chance is calculated before each attack independent of the attack roll. However, miss chance does not stack with concealment, rather the higher of the two percentages is used. Miss chance is often used within effects like blindness (granting a 50% miss chance) and rarely ever occurs by itself (e.g. chaos shield). The blind fight feat negates all forms of miss chance.

Like concealment, miss chance can be limited to only melee or only ranged attacks.44

Attack of opportunityAn attack of opportunity (AoO) is a single (per round) free attack that is automatically taken when an enemy makes themselves vulnerable, such as moving in combat or casting a spell. This can only be made when the attacker is unarmed or wielding a melee weapon. Making an attack of opportunity will

43 "NWN Wiki", accessed 18.08.2017 <http://nwn.wikia.com/wiki/Concealment>44 "NWN Wiki", accessed 18.08.2017 <http://nwn.wikia.com/wiki/Miss_chance>

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cancel other actions, such as casting a spell (making these attacks a potential nuisance for spellcasters who do not have a ranged weapon equipped).

The situations that provoke an attack of opportunity are:

drinking a potion,∙

casting a spell,∙ firing a ranged weapon in melee,∙

running while in melee,∙ a disarm attempt without the improved disarm∙

feat, and

fighting unarmed without the ∙ improved unarmed strike feat (and nothing equipped in the gloves or bracers slot).

Some of these can be negated by special abilities (e.g. tumble or spring attack), while others might be turned off by the difficulty setting. Running can be avoided by holding down the Shift key when clicking the spot to which to move.45

Dual-wieldingThe term dual-wield refers to a character's ability to make attack rolls while wielding a weapon in each hand. Any character can equip two weapons at once, but the penalties are increased for those who have not invested in the associated feats. The first weapon equipped is the "main" weapon, going in the 45 "NWN Wiki", accessed 24.09.2017 <http://nwn.wikia.com/wiki/Attack_of_opportunity>

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main hand slot. The second weapon is the "off-hand" weapon, going in the off-hand slot. As a special case, a double-sided weapon is a single weapon that is wielded in both hands, yet counts as a weapon in each hand for the purpose of dual-wielding. Dual-wielding entails penalties to attack rolls, but allows an additional attack (or two, with the improved two-weapon fighting feat) each round, which is made by the off-hand weapon.

In order to wield a weapon in each hand, both weapons must be one-handed weapons, meaning the same or smaller size category as the wielder. For the off-hand weapon, being a light weapon (a smaller size category than the wielder) reduces the penalties associated with dual-wielding. A double-sided weapon is the exception here, as it is one size category larger than the wielder, yet still is considered dual-wielding with a light weapon in the off-hand. In addition to the size restriction, whips, morningstars, and flails have been blocked from being placed in the off-hand. The penalties in various conditions are presented below.46

Considerations Main hand Off-handMaximum penalties -6 -10Ambidexterity feat -6 -6

Light off-hand weapon -4 -8Two-weapon fighting feat -4 -8

Ambidexterity and light off-hand weapon -4 -4Ambidexterity and two-weapon fighting -4 -4

Two-weapon fighting and light off-hand weapon -2 -6Ambidexterity, two-weapon fighting, and light off-

hand weapon-2 -2

EffectsEffects are the various modifications to game objects (usually creatures) that do not directly come from an item property of an equipped item. They often represent the results of a character's interaction with the game, particularly the

46 "NWN Wiki", accessed 24.09.2017 <http://nwn.wikia.com/wiki/Dual-wield>

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results of spells, spell-like abilities, and activated magic items. The specific effects available range from the purely visual to conditions like diseases. They include both the beneficial (e.g. healing and resurrection) and the debilitating (e.g. damage and death); the instantaneous and the long-lasting.

Effects come in three subtypes — magical, extraordinary, and supernatural — indicating how an effect might be removed other than its duration expiring. The first two of these are removed by resting, with magical effects also possibly being removed by dispelling. Supernatural effects are removed by neither of these means. Generally, magical effects are intended for spells, extraordinary effects for non-spell class special abilities, and supernatural effects for module-specific needs. However, this is only a guideline and exceptions abound.47

Classes47 "NWN Wiki", accessed 24.09.2017 <http://nwn.wikia.com/wiki/Effect>

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