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chriswallace 12:50pm on Thursday, October 14th, 2010 
PROS: OS, look, Awesomeness ITs great, and the idea is well along with the OS its a Mac downsized. its size is a bit big Bought the 16G WiFi for my wife. She enjoys playing games, surfing the web, reading books, reading email and catching up on her Soaps at ABC.com.

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Documents

doc1

PRODUCT RETURN PROCEDURES STATES & CANADA
In the event our technicians at (425) 951-7106 determine that you need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number (RMA#) supplied to you
NWN Man Revised.qxp 6/6/02 15:28 Page 8
by the technician, and your telephone number in case we need to call you. Any materials not containing this RMA# will be returned to you unprocessed. Send your materials to the following address:
Character Cr eation Basics
Infogrames, Inc. Attn: TS/CS Dept. 13110 NE 177th Place Suite # B101, Box 180 Woodinville, WA 98072-9965 RMA #:
efore you can play Neverwinter Nights, you must create a character. If you are anxious to start playing you can select a ready-made character and start right away. If you are an experienced Dungeons & Dragons player you can generate your character from scratch. When you are ready to play, click the New button and choose the prelude. This will load the prelude module and get it ready for play. If you want to start adventuring quickly, pick the Play readymade character option. If you wish to have complete control over the generation process you can choose the other option and generate your character in detail. There is more detail on full character generation in later sections of this manual (see page 38).

WARRANTY POLICY CANADA

UNITED STATES &
If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Infogrames, Inc. will replace the item free of charge, to the original purchaser, if the item is accompanied by the original dated receipt and packaging. If you do not have the original receipt, or if the warranty period has expired, Infogrames, Inc. will replace the product storage medium for a nominal fee.

SERVER

LOCAL CHARACTERS
Please do not make unauthorized copies. The program youve purchased was produced through the efforts of many people who earn their livelihood from its lawful use. Dont make copies for others who have not paid for the right to use it. To report copyright violations to the Software Publishers Association, call 1-800388-PIR8 or write: Software Publishers Association 1101 Connecticut Ave., Suite 901 NW Washington, DC 20036 This program is protected by United States federal and international copyright laws. All trademarks mentioned in this manual are the property of their respective owners.
In Neverwinter Nights there are two types of player characters: Local Characters and Server Characters. Local characters are created and stored on your computer, and you are able to play with them whenever you desire and anywhere local characters are allowed. Server characters are created on the game server and stay there. To play a server character you must first connect to the server where the character was created. Server characters are secure and ensure a fairer playing field for multiplayer gaming. When you run a game you can set the options as to which characters are allowed, local or server characters.

Hosting a Game Server

f you are hosting the game server you will have full control over who is allowed to play in your game. You will be able to moderate the game by booting (removing from the game) or banning (permanently removing) players. You can host a game by choosing multiplayer on the main menu and then either starting a new game or loading an existing game. This will launch a game server with the module or save game of your choice and other players will be able to play on your server for as long as you are also in the game. When starting a new game there are a large number of options available to you if you want to customize the environment your players will be adventuring in. Some simple options are how many players you wish to allow in to the game and whether you wish to password protect your game or not. If you put in a player password, no players will be able to join unless they know the
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password. If a DM password is entered, then only players with this password can connect to the game server with the DM client. The next important option is the Player versus Player (PvP) settings. These settings are described below in the Player vs. Player section.
Joining a Multiplayer Game
f you just wish to play in a game, you click multiplayer at the start menu and then choose the join option. A listing of games will appear in a game browser window. If you are playing without an Internet connection, the game may pause at this screen for a moment. You can click the LAN tab at the top of the panel to scan your local network for games instead of scanning the Internet matching service. If you have an Internet connection you will see a large listing of the games currently available. You can sort the games using the various filters at the top of the matching page by simply clicking the filter name. You can also click the gameplay types toggle on the bottom left and it will show you the games that are posted as that type of gameplay. When you find a game you like, click the game and then click the connect button and you are underway. At the top of the screen you will also see the History tab. The History tab tracks the last game sessions you were playing and where those sessions are located. If you wish to re-join a game you were playing, just click the History tab, select the game you wish to play and click the connect button.

you cannot damage them at all. The final setting is Full PvP. Under Full PvP settings you can damage any other player unless the area you are in is locked against PvP. This means area effect spells will harm other players if they are within the casting range, so if you play full PvP watch where you target your area effect spells. The PvP setting on the server options panel dictates the maximum level of PvP conflict allowed in the module. This means that if the server PvP is set to Full PvP, there still may be Party PvP or No PvP areas in the module, but if the server is set to No PvP, all areas in the module will be set to No PvP.
Liking or Disliking Other Players

F orming a Party

o form a party in multiplayer you first have to invite the person to join you. The person then must respond by agreeing to join. You can invite someone to join your party using the radial option under the socialize heading. Right click on the player you wish to invite to join you and select the socialize heading. Under socialize click the invite action and the other player will receive a message advising them you have issued an invitation to form a party. You can disband a party by moving to the same location in the radial after your party is formed and click the disband action.
y pressing the Player Reactions button you can bring up the Player Reactions panel. This panel describes the current PvP setting of the current area and has information about your attitude towards other players in the world. Your attitude towards another player will be either like or dislike. To change your attitude towards a player, simply click on their name. Be warned, when you change your attitude towards a player, they are informed of your new status. You can see what the other players reaction to you is by looking at their entry in the reaction column. So what does all of this liking and disliking do? It sets the attitude of your associates and limits what types of hostile actions that you can perform on the other player. Depending on what the PvP setting is for the area that you are currently in, your attitude will determine whether you are friendly, neutral or hostile to that player. The following table describes the effects of your attitude and PvP setting.
No PvP Friendly Friendly Friendly Party Protected Friendly Neutral Hostile Full PvP Neutral Neutral Hostile

In Party Likes Dislikes

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Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells. Alignment Restrictions: Any nonlawful. Hit Die: d6. Proficiencies: Simple weapons, light armor, medium armor, and shields. Skills Points (*4 at 1st level): 4 + Int Modifier. Spellcasting: Arcane (Charisma-based, no spell preparation, spell failure from armor is a factor). Bards begin the game knowing all cantrips. Ex-Bards: Bards cannot gain levels of experience while they are of any lawful alignment. See Also: Bard Spells: Page 124.

CLERICS

Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patrons vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deitys domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn (see page 58). A clerics Wisdom score should be high, since this determines the maximum spell level that he can cast. Hit Die: d8. Proficiencies: All simple weapons, all armor, and shields. Skill Points (*4 at 1st level): 2 + Int Modifier. Spellcasting: Divine (Wisdom based, armorrelated chance of spell failure is ignored). See Also: Cleric Spells, page 128; Cleric Domains, pages 102 and 182-183.

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Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. A druid is often accompanied by an animal companion. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druids Wisdom score should be high, as this determines the maximum spell level that they can cast. Alignment Restrictions: Must be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil. Hit Die: d8. Proficiencies: Proficient with the club, dagger, dart, sickle, scimitar, spear, sling, and quarterstaff, as well as shields and light and medium armor. Skill Points (*4 at 1st level): 4 + Int Modifier. Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored). Ex-Druids: A druid that is no longer neutral cannot gain levels. See Also: Druid Spells, page 132.

FIGHTER

Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighters rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character. Hit Die: d10. Proficiencies: All simple and martial weapons, all armor, and shields. Skill Points (*4 at 1st level): 2 + Int Modifier. See Also: Fighter Bonus Feats, pages 61 and 185.
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Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they dont cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round. Alignment Restrictions: Any lawful. Hit Die: d8. Proficiencies: Proficient with club, dagger, handaxe, light crossbow, heavy crossbow, kama, quarterstaff, shuriken, and sling. Skill Points (*4 at 1st level): 4 + Int Modifier. See Also: Monk Attacks, page 186.

dventurers lead exciting lives, but their lifestyle comes with risksinjury and sometimes even death. When an attack roll is successful, damage is delivered.

RESPAWNING

WOUNDS
When your character is damaged, he loses hit points. When your hit points go to 0, your character dies (see the Death and Respawning section, below). There are a variety of ways to restore these hit points. The most common way to recover lost hit points is to rest. You can rest by selecting the Rest option from the Radial menu. Resting takes time however and you should make sure that you are in a safe place before you attempt to do this. You also cannot rest during or shortly after combat. There are many other methods of healing however. Healing spells (such as Cure Light Wounds), healing potions, and the Heal skill can all be used to restore lost hit points, even during battle.
Your character will die if his hit points reach 0 or less. When your character dies he is transported to the nearest temple of healing. There his lost hit points are restored, and you can choose to transport him back to the place where he died. If the player chooses to respawn, they will lose a small number of experience points and gold. A player can never lose a level due to death respawning however. WARNING: Whatever killed your character may still be there when you return, and you may find yourself thrust right back into combat again. Raising the Dead: Two spells, Raise Dead and Resurrection, can actually bring a player back from the dead. Only high-level clerics have access to these spells however.

SAVING THROWS

Saving throws are a measure of a character or creatures resistance to special types of attackspoisons, magic, and effects like a dragons breath weapon. If a saving throw is made, this may reduce the damage or prevent the effects of the spell or attack entirely. Fortitude: This measures your characters ability to stand up to massive physical punishment, such as poison, paralysis and instant death magic. Your Constitution modifier is added to your Fortitude saving throw.

Flat-F ooted

lat-footed characters do not add their Dexterity bonus (if any) to their Armor Class. Flat-footed characters are also susceptible to a rogues deadly Sneak Attack. The uncanny dodge extraordinary ability allows the barbarian and rogue classes to avoid losing their Dexterity bonus to AC when they are caught flat-footed.
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A character is considered to be flat-footed only when: They are performing a non-combat task. They are in ready mode. They move outside of the combat radius.

Associates

Associates are creatures who respond to your direct commands. Animal companions and familiars are considered Associates. So are summoned and dominated monsters and henchmen. These allies can be invaluable in overcoming the myriad of obstacles to survival in Neverwinter Nights. Once you have an associate, you may issue orders via the radial menu system. Simply select the associate, activate the radial menu, and choose one of the following options: Follow: The associate will stop whatever they are doing to come near you.

Time Stop All motion and action in the world stops except for the creature that has activated the effect. True Seeing Allows the character to see all those using invisibility, sanctuary, and stealth. Turned Turned creatures are considered frightened and flee from the turning cleric for 10 rounds.

Spell Tactics

vercoming the protections of an enemy Lich or countering his spells as he attempts to slay your summoned monsters makes spell tactics a valuable part of any spellcasters array of knowledge. Spell tactics can be broken into the following sections: Allies, Dispelling and Counter Spelling.

ALLIES

Summoned allies are particularly vulnerable to spells such as Dismissal and Word of Faith.

DISPELLING

Generally any spell that can strip enhancements and protections off of another character is grouped as dispelling magic. Breach and Greater Spell Breach allows for immediate and instantaneous removal of a wide range of specific protections that can often prevent damage or spells from harming an enemy mage. Lesser Dispel Magic, Dispel Magic, and Greater Dispel Magic all work to remove non-item effects from a character as long as those effects are considered temporary and magical. However these spells are not guaranteed to succeed. The more powerful the mage who placed the magic upon the target character the harder it will be to remove his spells.
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COUNTERSPELLING

If a spellcaster enters Counterspell mode he can prevent enemy casters from casting spells. To counter a spell the countering mage must sacrifice a spell they are able to cast at the present time. The more mages that counterspell a single enemy mage the higher their chances of successfully negating a spell during its conjure phase. Lesser Dispel Magic, Dispel Magic, Greater Dispel Magic and Mordenkainens Disjunction are universal counterspells and are able to counter any spell that is of the same level or lower. Any spell can be countered by itself if both the casting and countering mage have the spell. Many spells also have specific counters that are usable as counter spells. For example Haste can always be countered using Slow, with the reverse also being true.

MAGIC ITEMS

There are all manner of magic items scattered throughout Neverwinter Nights. You are bound to discover magic weapons (which grant bonuses to attack and damage, as well as other properties); magic armor (adds to the AC bonus of the armor), potions (these come in a variety of forms, normally for the purpose of healing potions); scrolls (these convenience items for spellcasters are the wizards only means to gain more spells; other classes may find scrolls that can simply be cast from); wands, staves, and rods (these items are a form of disposable magical power for most spellcasters).
Unless bought in a store, all magic items start off as unidentified. The more expensive and powerful an item is, the harder it is to identify it (as summarized in the table on page 178). There are a variety of ways to identify an item: Put points into your Lore skill. The higher your modifier in this skill, the more items you can identify automatically Cast the Identify spell (or use an Identify scroll), if you are an arcane spellcaster. This spell temporarily boosts your Lore skill. Pay a store to identify the item for you. This requires that you examine the item in the store and then press the Identify button. Youll be charged for this service, but the item will become identified and hence useable.
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Below are just a few samples of the many magic items that youll discover during your adventures: Angurvadal or Flame Blade Blades of this type hail from the workshop of Raegik Hammerhold, a Rashemar smith who refused to reveal the secrets of his craft to any but his chosen apprentice. It is unknown how many copies of Angurvadal may exist, but it is certain there are no more being produced. Raegik discovered his student dealing with the Red Wizards of Thay, and is believed to have died in the ensuing battle.
Building your Own Adventur es

The Toolset

o begin using the Neverwinter Nights Toolset, select Toolset from the game launcher or simply run nwtoolset.exe from the games directory directly.

Interface Overview

Stars of Ojy-do Ojy was the spiritual guide for the village of Golden, but found himself pressed into work as a smith when bandits laid siege to the community. He fashioned these and other weapons so the defenders could fight back, and though he was unskilled in metalworking, he offered thanks to his guiding spirits for each successful hit of his hammer. That these stars still exist is a testament to the strength of his faith.

White Dragon Armor White Dragon Armor is lightweight, strong, and highly resistant to cold. These suits are much sought after, but few smiths are willing to craft them. The necessary materials are rare and dangerous to acquire, and dragons have long memories where their kin are concerned. Most smiths would prefer not to even risk association with the trade in dragon hide.
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Table 6: Toolset Layout

Region Main Menu Toolbar Module Contents Area Display Palette Messages / Feedback Status Bar Object Preview Description The main menu contains the commands used to control the toolset. The toolbar contains frequently used commands. Lists the modules areas, conversations and scripts. Expanding an area in the list will allow you inspect its contents without having to load it. This is the area currently being edited. The palette is for painting the start location indicator, terrain and both standard and custom game object blueprints. Provides indications of whats happening in the program. Displays hint, tile and game object instance information. This floating panel allows you to preview the currently selected object in the Area Display, Module Contents or Palette.

Ar eas

reas are where all the action happens in your module. Areas are constructed out of tiles, which are grouped into themes (called tilesets) like forest, dungeon or city interior; an area can only use tiles from a single tileset. Areas also contain all the objects that the players will interact with, such as creatures, items, and place-able objects. Other object types are available to help you add a little depth to your area. After using the New Module Wizard, there will be at least one area in your module. If you wish to add others later, simply select the Wizards | Area Wizard command from the main menu.
MOVING AROUND CAMERA CONTROL
First of all, you must select an area to edit. Double-click on the desired area from the Module Contents panel or select the Open command from the context menu. This will open the area in the Area Display panel. You can move the camera to change the angle at which you are viewing the area using the buttons on the camera control toolbar, which is available by selecting the View | Interface Panels | Camera Control. Also, while holding the control key, use the left mouse button to pan and the right mouse button to rotate the camera.

MERCHANTS / SOUNDS / WAYPOINTS
These are objects that the players will not see or interact with directly as you paint them. Use NWScript, to interact with these objects at runtime.

OUR GENERIC SCRIPTS

The generic scripts that are attached to most creature operate have their behavior dictated by their OnSpawnIn script (nw_c2_default9) and their User Defined script. Look at these scripts to see how you can modify behavior with a minimum of effort.

Conversation

he conversation editor, accessible from the Tools menu and from the properties windows of certain game objects, allows you to drive the plot of your adventure. Through conversations with NPCs, your players can be given tasks and rewards for their successful completion. Conversations are represented in a tree,
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Scripting

The power of NWScript to affect the behavior of the game cannot be overstated. Scripts are written using the script editor, which is accessible from the Tools menu and the Events tab of the property windows for most game objects. Scripts are assigned to specific event handlers and are executed by the game when those events occur. You are not required to write scripts to make things happen in the game. The objects on the Standard palette already have scripts assigned to them to make them behave in an expected manner. Any modifications you make to these scripts will affect only the current module.
Wilderness Areas: To set an area up for Trackless Step or Nature Sense requires that the area flags be set as follows (Exterior, Natural, and Aboveground this is our definition of a wilderness area)

Mor e Information

ee the on-line Aurora Neverwinter Nights Toolset Users Guide and Reference Manual for more information.

The Dungeon Master

Starting the Game as a Dungeon Master

Naming Conventions

To interfere the least with BioWares existing data (areas, scripts, conversations et cetera), avoid naming your data with the prefixes NW_, or M. NW_ prefixed data is global and available throughout all modules. M prefixed data is available only in a particular module (i.e., Chapter 1s data starts with M1). To make sure that your work will not interfere with future Neverwinter Nights material from BioWare, also avoid any filename that begins with X.
o start the game in Dungeon Master Mode, run the Dungeon Master executable. You will notice that the game screens will be slightly different. Starting a game, however, is the same as for the standard game. The DM Client is composed of two major components, the Creator and the Chooser.

Cr eator

he creator allows you to create instances of blueprints stored in the current module. Creatures, Items, Encounters, Waypoints, Triggers, Portals, and Placeable Objects can be created in this way.

Table 20: Paladin and Ranger Spells Per Day
Lvl Base Spells per Day 1 4 3
* The first number is damage done by medium or large sized monks. The second number is damage is done by small monks.
Table 21: Rogue Bonus Feats
Crippling Strike Opportunist Skill Mastery Slippery Mind Improved Evasion Defensive Roll
Table 22: Sorcerer Known Spells and Spells Per Day
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Base Spells per Day 4 3

Spells Known 5 5

8 3

9 3

Extend Spell

Base Spells per Day

Quicken Spell

Empower Spell

Maximize Spell

Combat Casting

Table 23: Wizard Spells Per Day
Table 24: Wizard Bonus Feats

Still Spell

Silent Spell

Spell Focus

Spell Penetration
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Table 25: Alignment Grid

100 Law/Chaos Axis Chaotic Good 70 Chaotic Neutral 30 Chaotic Evil 70 Good/Evil Axis Neutral Evil Lawful Evil Neutral Neutral Lawful Neutral Neutral Good Lawful Good

Table 27: Skill Chart

Skill Animal Empathy Disable Trap Discipline Heal Hide Listen Lore Move Silently Open Lock Parry Perform Persuade, Diplomacy Pick Pocket Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Unt Key x x x x x x x x x x x x x x x x x x x x x x x x x x No Cha

Concentration x x

Yes Con No Int Yes Str Yes Wis Yes Dex Yes Wis Yes Int Yes Dex No Dex Yes Dex Yes Cha Yes Cha No No No Dex Dex Int

Table 26: Racial Size

Race Human Dwarf Elf Gnome Half-elf Half-orc Halfling Size Medium-size Medium-size Medium-size Small* Medium-size Medium-size Small*
Search Set Trap Spellcraft Spot Taunt, Diplomacy Use Magic Device

Yes Int

Yes Wis Yes Cha No Cha
* Small creatures are unable to wield Large weapons (and must wield Medium-size weapons with both hands)
Unt = Untrained Key = Key Ability Class Skill - Cross Class Skill x You cannot buy this skill because it is exclusive to another class
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Table 28: Feats by Type

Combat Feats Active Combat Feats Ambidexterity Called Shot Defensive Feats Armor Proficiency (heavy) Armor Proficiency (light) Armor Proficiency (medium) Deflect Arrows Dodge Magical Feats Combat Casting Empower Spell Extend Spell Other

Alertness

Appendix B: Spell Icons
Acid Fog Bulls Strength Aid Burning Hands

Cleave

Disarm

Extra Turning

Improved Critical Improved Parry Improved Two-Weapon Fighting Improved Unarmed Strike Point Blank Shot Two-Weapon Fighting Weapon Finesse Weapon Focus Weapon Proficiency: Martial, Exotic or Simple Weapon Specialization
Improved Disarm Improved Knockdown Improved Power Attack Knockdown

Skill Focus

Maximize Spell Quicken Spell

Animate Dead

Call Lightning
Great Fortitude Iron Will Lightning Reflexes Mobility Shield Proficiency Toughness

Aura of Vitality

Cats Grace
Power Attack Rapid Shot Sap Stunning Fist
Spell Focus Spell Penetration Still Spell

Aura versus Alignment

Chain Lightning

Awaken

Charm Monster

Barkskin

Charm Person

Bestow Curse

Charm Person or Animal Circle of Death

Blade Barrier

Circle of Doom

Blindness/Deafness

192 193
Clairaudience/ Clairvoyance
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Clarity

Cure Minor Wounds

Dominate Monster

Ethereal Visage

Cloudkill

Cure Moderate Wounds Cure Serious Wounds

Dominate Person

Evards Black Tentacles Fear

Color Spray

Cone of Cold

Darkness

Eagles Splendor

Feeblemind

Confusion

Elemental Shield

Find Traps

Contagion

Death Ward

Elemental Swarm

Finger of Death

Control Undead

Delayed Blast Fireball

Endurance

Fire Storm
Create Greater Undead Create Undead

Destruction

Endure Elements

Fireball

Dismissal

Energy Buffer

Flame Arrow

Dispel Magic

Energy Drain

Flame Lash

Cure Critical Wounds

Divine Power

Enervation

Flame Strike

Cure Light Wounds

Dominate Animal

Entangle

Foxs Cunning

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Freedom of Movement

Greater Stoneskin

Implosion

Lesser Spell Breach

Hammer of the Gods Harm

W eb Team / Live Team

LIVE TEAM
Assistant Producer Derek French Community Manager Jay Watamaniuk Client Care Specialist Dave McGruther Programmers Craig Welburn Andrew Gardner

Infogrames

STUDIO SENIOR VP

Jean-Philippe Agati

VICE PRESIDENT

Steve Ackrich

PRODUCT DEVELOPMENT

PRODUCER

Todd Hartwig

WEB TEAM

Web Developers Robin Mayne Web Art Todd Grenier Duleepa Dups Wijayawardhana

Marketing

Steve Allison

BRAND MARKETING

MARKETING

Jean Raymond

BRAND MANAGER

Mike Webster

210 211
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SPECIAL THANKS:

Laddie Ervin
Director of QA Michael Craighead Certification Lead Kevin Jamieson Lead Testers Mike Romatelli, Dan Frisoli Testers Gregory Amato, John An, Tom Andrade, Scott Bigwood, Matthew Bragg, Mark Brand, Tim Burpee, Tony Calabresi, Brett Casta, Sagi Cezana, Sarah Cherlin, Donald T. Clay, Marshall Clevesy, Jason Ironman Cordero, William Deets, Wilfredo Dimas, Mason Dixon, Kenneth Donato, Paul Duke, Jason Fitzgerald, Mark Florentino, Joe Fried, Lee Frohman, Robb Gagne, Daniel Garcia, Bobby Gilkerson, Karen Gledhill, Don Gorday III, DArtagnan Greene, Shawn He, Richard Higbee, Helen Hinchcliffe, Joe Howard, Mark Huggins, Roy Husson, Miguel Jauregui, Erik Jeffrey, Jen Kaczor, Mike Krapovicky, Nick Lazzara, Andrew Lemat, Jeff Loney, Arthur Long, Becky Madore, Michael Maggard, Erik Maramaldi, Clif McClure, Christopher McPhail, Lenny Montone, Mike Murphy, Matt Pantaleoni, Tad Pantaleoni, Brett Penkul, Jason Pope, Chris Reimer, Cherilyn Bunnies Rocha, Ron Rodriguez, Tanya Royer, Brian Scott, Tobias Seltsam, P. Tserin Sodbinow, Jared Sorensen, Dave Red Strang, Josh Strom, Kingsley C. Sur, Paul Swedis, Brian Swedis, Joe Taylor, Jeffery Tolleson, Ted The Undead Tomasko, Fraida Toribio, Fernando Valderrama, Carl Vogel, Mike Walkingstick, Alden Wong

PUBLIC RELATIONS

PR Manager Matt Frary PR Specialist Wiebke Vallentin

DOCUMENTATION

Director of Editorial and Documentation Services Liz Mackney Publications Manager W.D. Robinson Manual Design and Layout Bruce Harlick

MARKETING SERVICES

Senior Art Director David Gaines Director of Creative Services Steve Martin

 

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