Games PC Lords Of Magic - Quick Reference Map Interface
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| whitecloud1 |
6:18am on Sunday, July 18th, 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 Awesome game player, and has replaced my laptop but I do not have to need for business and so I do not know about how those work. Great for traveling,... | |
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Documents
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.
In-Game Scr eens
he main Neverwinter Nights in-game screen is designed to interfere as little as possible with gameplay. The main screen serves as a frame, while the various panels you interact with (such as inventory and the character sheet pop-up), cover only half of the game area with a transparent panel.
In Neverwinter Nights your character is always in the center of the screen. You interact with the world using the mouse to move a cursor around the screen, and the left and right mouse buttons to execute actions. When you move the mouse over an object or creature, the mouse icon changes to an action icon indicating the
Local and Server Characters
here are two types of characters in Neverwinter Nights, local characters and server characters. A local character is a character that is stored on your own computer. You can use a local character to play on many different game servers, in a single player game or in a multiplayer game that you are hosting. You can think of this as taking your character home with you when you finish playing. A server character is a character that is only stored on the game server that you are joining. You will only have access to this character while you are connected to that server. Think of this as leaving your character with the person who is hosting the game. This is the recommended system for people who are playing as a regular group since the players cannot alter their characters while offline. The server itself can be set to accept either local or server characters. When you connect to a server, you will be informed as to what type of characters it allows. If you are connecting to a server that allows server characters only, you can create a new character on that server by pressing the New Character button on the character list page.
Picking a Character
nce you have joined a game you will be presented with the choose character page. On the left you will see a list of available characters. Simply pick a character and press the play button to start playing. Sometimes some of the characters will be disabled. This means that these characters are not allowed to play on the current server. This may be because of module restrictions (level or class restrictions, for example) or the server may only accept server characters.
Moving Characters between Games
n Neverwinter Nights there is no difference between single player and multi player characters. At any time you can extract a character from a save game, play with that character online and then continue playing with that character in a single player game.
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To extract a character from a save game you simply load the savegame with your character in it and go to the Options page. Press the Save Character button and you will see a message saying Your Character was exported successfully. This creates a local character that is an exact duplicate of the character that was in the save game. Now if you go back to the main screen and join a multiplayer game, youll be able to choose this character to play in multiplayer games with. You also automatically get a copy of your character when you complete a multiplayer adventure. If you load the original save game, you will continue to play where you had left off with the character that is stored in the save game. If you wish to pickup where you had left off but you want to use a different character, go to the load game screen. Select the save game that you desire and press the import character button instead of the load button. You will then see the pick character screen. Pick any local character and press play. The save game will be loaded but your new character will be used instead of the one in the save game. Any saves from this point will store the new character.
Vampires (***): Vampires are undead that feed on the living. Spells such as Negative Energy Protection can be used to block the vampires feared energy drain attack. Powerful vampires are effectively immortal until their coffin is destroyed.
Trolls (***): These horrific monsters are little more than killing machines, able to deal out and absorb more damage than other creatures twice their size. Trolls regenerate ordinary wounds, but they are vulnerable to damage from fire or acid.
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Table 1: Monster Difficulty Categories
Monster Challenge Rating* +5 and greater levels +3, +4 levels Category Impossible Color Purple Explanation Death is guaranteed. Youll have difficulty defeating this creature. Survival is not guaranteed, without drawing upon potions and other magical aids. You can defeat a couple of these before resting. Youll take a few wounds. Worth little XP but wont hurt you much. Not worth your time.
Time and Resting
ROUNDS
Overpowering Red
A round in game time is approximately six seconds in length. A turn is ten rounds, or 60 seconds.
GAME TIME
REAL TIME
+1, +2 levels
Very difficult
Orange
Every two minutes of real time is equal to an hour of Neverwinter Nights game time. That means that 48 minutes of real time is equal to a 24-hour Neverwinter Nights game day.
RESTING
Some spells and effects have durations equal to one day (one game day). These effects disappear after 48 minutes of real time OR after the character rests. Resting takes only 30 seconds of real time, but has all the game effects of a full 24 hours of rest. Spells are prepared, effects disappear, items with charges per day are recharged, and so on.
Same level as character or one less -2, -3 levels -4, -5 level -6 and less levels
Challenging
Yellow
Moderate Easy Effortless
Blue Green White
* Challenge ratings are described in more detail on page 202.
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Players Handbook
everwinter Nights is based on the 3rd Edition of the Dungeons & Dragons roleplaying game, and allows you to create and play a character of epic proportions. You can travel through fantastic and compelling worlds, participate in stories heroic and humble, and it is entirely up to you whether your characters behave as you might, or act as different from you as night to day. You will meet other adventurers online as well, players from around the globe that you can learn from, battle alongside, or perhaps fight against. In time, your characters may also become teachers, great warriors, or the target of opposition. You can adopt whatever style of play you wish, becoming an obvious force that shapes the land, or remaining behind the scenes. The Dungeons & Dragons rules set has been carefully designed to facilitate your travels, and Neverwinter Nights takes full advantage of that flexibility. The convenience of a computer roleplaying game means that the majority of rules and functions are handled behind the scenes, leaving you free to enjoy your adventures without worrying about rules. Players unfamiliar with the Dungeons & Dragons roleplaying game may still be a bit overwhelmed by the amount of detail included within Neverwinter Nights. Rest assured, this section will provide all of the information you need to compete with the best of players, so you can truly enjoy this fantasy realm brought to life.
he first step in creating your character is to choose a gender. Select either male or female, and press OK when youre ready to move on.
here are many races in Faern, each with their own strengths and weaknesses relative to the others. The seven playable races are: human, dwarf, elf, gnome, half-elf, half-orc, and halfling.
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Favored Class (Any): When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count. Quick to Master: 1 extra feat at 1st level Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each level up
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful. Elven Ability Adjustments: +2 Dex, -2 Con Favored Class (Wizard): A multiclass elfs wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: Immunity to Sleep, Hardiness vs. Enchantments, Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow), Skill Affinity (Listen), Skill Affinity (Search), Skill Affinity (Spot), Keen Senses, Low-light vision.
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Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years. Gnome Ability Adjustments: +2 Con, -2 Str Favored Class (Wizard): A multiclass gnomes wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Special Abilities: Small Stature, Hardiness vs. Illusions, Offensive Training vs. Reptilians, Offensive Training vs. Goblinoids, Defensive Training vs. Giants, Skill Affinity (Listen), Skill Affinity (Concentration), Spell Focus (Illusion), Low-light vision.
Damage Reduction
The barbarian gains the ability to shrug off some amount of injury from each blow or attack. Gained: At 11th Level. Use: Automatic. Bonuses: 11th level = Damage reduced by one point; 14th level = damage reduced by two; 17th level = damage reduced by three; 20th level = damage reduced by four.
Barbarian Fast Movement:
Barbarians gain a 10% bonus to their movement speed. Gained: 1st Level Use: Automatic
BARD ABILITIES Bardic Knowledge
The bard is able to identify items more easily than other classes. Gained: 1st Level. Use: Automatic. Bonuses: Apply bard levels as a bonus to any Lore skill checks.
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Bardic Music
Bards are able to sing songs that can bolster their allies. Gained: 1st Level. Use: Selected. Bonuses: Deafened creatures are not affected by the bards singing. The bardsong may be sung once per day, per class level. The song affects all allies within 30 feet and lasts for 6 rounds. The higher the bards Perform skill, the better the bardsong. Bard song bonuses do not stack. Perform and bard Level 1: +1 to Attack and Damage rolls. Perform 6 and bard Level 2: +1 to Will Saves. Perform 9 and bard Level 3: +1 to Damage rolls and +1 to Fortitude Saves. Perform 12 and bard Level 6: +1 to Reflex saves. Perform 15 and bard Level 8: +1 to Attack rolls, +8 temporary Hit Points. Perform 18 and bard Level 11: +2 to Dodge Armor Class. Perform 21 and bard Level 14: +1 to Damage rolls, +8 temporary Hit Points and +1 Dodge Armor Class. Perform 24 and bard Level 15: +1 Will Saves, +1 Reflex Saves, +1 Fortitude Saves, +1 Dodge Armor Class. Perform 25 and bard Level 16: +1 Will Saves, +4 temporary Hit Points. +1 Dodge Armor Class. For each additional 5 Perform and 1 class level in bard an additional +2 temporary Hit Points is granted.
Turn Undead
With this ability, the character can cause undead to flee. Gained: 1st level. Use: Selected. Can be used three times per day, plus the clerics Charisma modifier. Bonuses: The clerics level and Charisma are used to determine how many Hit Die of undead are turned. If the cleric has twice as many levels as the undead have Hit Die, the undead are instantly destroyed.
DRUID ABILITIES Nature Sense
The druid gains a +2 bonus to all attacks made while fighting in wilderness areas. Gained: 1st level. Use: Automatic.
Animal Companion
Dominated creatures will be commanded as henchmen. The creature will remain charmed or dominated for one round per level of the character using the skill.
Concentration
Ability: Constitution. Classes: All. Untrained: Yes. Concentration checks are made whenever a character is distracted during the act of casting a spell. It is also used to avoid the effects of the Taunt skill. Check: The DC is equal to 10 plus the damage received plus the level of the spell that youre trying to cast. The caster receives a -4 penalty to the check if casting within three meters of an enemy. Use: Automatic
Disable Trap
Ability: Intelligence. Classes: All. Untrained: No. This skill allows the character to perform a variety of actions on a trap. Check: There are four progressively difficult actions that a character may perform on a trap; the base DC is determined by the difficulty rating of the trap and the difficulty of the action. Disable trap can be used to: examine the trap to determine the difficulty in disarming it (base DC -7), flag the trap so that other party members know to avoid the trap (base DC -5), recover the trap (base DC +10) or disarm it (base DC). Special: Only rogues may disarm traps with a DC of 25 or greater. With 5 or more ranks in Set Traps a character gains a +2 synergy bonus on Disable Trap checks. Disable Trap and Set Trap can be considered subsets of the D&D Disable Device skill. Use: Assess, Flag, Disarm, and Recover are radial menu options off of a detected trap.
Animal Empathy
Ability: Charisma. Classes: Druid and Ranger. Untrained: No. A successful check allows a character to charm or dominate certain creatures. Check: Animals and dire animals have a DC of 20 + the creatures hit die. For beasts and magical Beasts, the DC is 24 + the creatures hit die. If the check succeeds, the creature is charmed, or, if the check exceeds the DC by six or greater, the creature is dominated. Special: If the character fails their check by five or more, the creature will go hostile. Use: Select this skill and then select the target creature.
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Discipline
Ability: Strength. Classes: All. Untrained: Yes. A successful check allows the character to resist the effects of any combat feat (Disarm, Called Shot, Sap, or Knockdown). Check: The DC is equal to the attackers attack roll. Use: Automatic. Note: Discipline is a Neverwinter Nights skill. It is not a part of the Dungeons & Dragons game experience but is a necessary part of the Aurora Engine technology.
Listen
Ability: Wisdom. Classes: All. Untrained: Yes. Listen alerts a character to hidden creatures that may be nearby. Check: Listen detects hidden creatures by opposing their Move Silently check. A successful check renders the hidden creature visible and able to be targeted by the listener. Special: Standing still provides a +5 bonus to a Listen check. A character with the Alertness feat gains a +2 synergy bonus on Listen checks. Rangers gain a bonus when listening against a favored enemy. Elves, gnomes and halflings gain a +2 racial bonus to Listen checks. Half-elves receive a +1 racial bonus. Use: Detect Mode.
DISARM
Type of Feat: General. Prerequisite: Int 13+. Requires for: Improved Disarm. Specifics: The character can attempt to disarm an opponent in melee combat. Attempting a disarm applies a -6 penalty to the characters attack roll, and the combatant with the larger weapon gains a +4 bonus per size category of difference. A successful hit deals normal damage, and if the opponent fails a Discipline check then the weapon flies from the opponents hands. Use: Selected. A disarm attempt provokes an attack of opportunity.
CLEAVE
Type of Feat: General. Prerequisite: Str 13+, Power Attack feat. Specifics: If a character with this feat kills an opponent in melee combat, he gets a free attack against any opponent who is within melee attack range. Use: Automatic.
Type of Feat: General. Prerequisite: Dex 13+ Requires for: Mobility Specifics: Increased agility grants a +1 dodge bonus to AC against attacks from a characters current target (or last attacker). Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative.
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EMPOWER SPELL
Type of Feat: Metamagic. Prerequisite: Ability to cast 2nd-level spells. Specifics: Magical expertise allows certain spells to be cast with a 50% increase in variable numeric effects (number of targets, damage, etc), excluding duration. Use: Empowered spells occupy spell slots two levels higher than normal. Saving throws and opposed rolls, such as those made when dispel magic is cast, are not affected.
IMPROVED CRITICAL
Type of Feat: General. Prerequisite: Proficiency with the chosen weapon, base attack bonus +8 or higher. Specifics: Combat ability doubles the critical threat range with a given weapon. A longsword that normally threatens a critical on a roll of 19-20 would now threaten a critical on a roll of 17-20. Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple times, applying to a new weapon category each time.
EXTEND SPELL
Type of Feat: Metamagic. Prerequisite: Ability to cast 1st-level spells. Specifics: Magical expertise allows certain spells to be cast with a 100% increase in duration. Use: Extended spells occupy spell slots one level higher than normal. Spells with an instantaneous or permanent duration are not affected.
IMPROVED DISARM
Type of Feat: General. Prerequisite: Int 13+, Disarm. Specifics: A character with this feat has learned not to provoke an attack of opportunity when attempting to disarm an opponent. Success knocks the opponents weapon away from them. The penalty to make a disarm attempt is reduced to -4. Use: Selected.
NPCs can react to you in a variety of ways, varying from hostility to friendship, and your actions in the game can affect this reaction. A good friend may be lost if you attack innocents, while more nefarious allies might be made by helping out an evil power group. Your character will have a different default action to each of these reaction types. The reaction types are:
Hostile
Hostile creatures will normally attack you on sight and will fight to the death. You cannot talk to Hostile creatures. Default Action: Attack.
* This indicates that the command applies to henchmen.
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Neutral
Most of the world begins neutral to you. You may speak with these people, learning information about the world and of the adventures you may take on. If attacked, Neutral characters will become Hostile. Default Action: Talk.
Some factions may defend other factions; other factions may attack any other faction on sight. This is why, when you attack a commoner the town guard attacks. They belong to different factions (commoner and defender, respectively). However, defenders must protect commonersthis is detailed in their faction relationship. So what does this mean to you, as a player? Be aware that attacking certain groups may affect your standing with other groups, elsewhere. If you constantly attack innocents, you will get a bad reputation and may find yourself being harassed by the town guard. It also means that at times you can decimate two rival groups, simply by luring them to each otherthey suffer the carnage and you reap all the benefits by looting their corpses.
Friendly
Friendly characters behave exactly like Neutral characters, except that those who are Friendly to you may help you, usually by healing, for no charge. If you are attacked while in the presence of characters who are Friendly to you, they may assist you. Default Action: Talk
At certain times, normally after or during combat when you try to speak with a character, you may be told it is busy. This means that the character cannot speak with you until the combat is resolved. If you ever see this message with someone who is not in combat, wait one combat round and try talking to them again. Default Action: They cannot interact with you until they are no longer busy.
the form of ability damage. Each time the character rests after the incubation period they are required to make a Fortitude saving throw to resist further ability score damage. If the character successfully makes two of these saving throws in a row, the disease is removed. Ability damage incurred from disease heals while resting. Certain diseases have special carrier effects, such as blindness or other, more nasty surprises, that can be applied after the incubation period ends or after 24 game hours have passed. Dominated A dominated creature comes under the mental control of an outside agent. NPCs in this state are considered part of the PCs party and will fight and die for that PC. Player characters dominated by outside agents are wracked with horrible mental anguish and are considered dazed. A character may only dominate one other creature at a time. Entangled Entangled creatures are immobile, unable to move and are considered flat-footed. Frightened Creatures struck with fear are forced to flee from the source of the fear and lose the ability to control their own actions. Also, while afraid, the creature has a 2 penalty to all saving throws. Hasted Hasted creatures gain a 50% bonus to movement speed, a +4 Dodge Bonus to AC and an additional attack per round. While Hasted, all spellcasting times are cut in half. Immunity Characters can be immune to any of the negative effects described in this section. For example a character with disease immunity will never need fear the negative effects of disease.
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Invisibility Invisible attacking creatures get a 50% concealment bonus against enemy attacks and can ignore the Dexterity modifier of any opponent unless that opponent has the Uncanny Dodge feat. Magic Immunity Creatures can obtain or have specific immunities to magical spells and spell-like abilities of the following types: Individual spells. Specific spell schools. A spell of a particular level and below. Miss Chance When this effect is applied, the afflicted character has a percentage chance of missing on any attack roll before their normal attack roll is made. Increased Attacks Increases the number of base attacks a character capable of making. Movement Speed Modified Increases or decrease the characters base movement speed by the given percentage. Negative Levels Certain monsters are able to sap the life essence of other creatures. The draining effect of each negative level applies a 1 modifier to attack rolls, skill checks and saving throws. If a creatures negative levels ever meets or exceeds their current level, they die. Paralysis Paralyzed individuals are unable to move or take actions of any kind and are considered prone. A paralyzed NPC with 4HD or less will be killed instantly if attacked.
Poison Poison afflicts the character by delivering ability damage in two stages. When initially struck the character makes a Fortitude saving throw to resist the poison outright. If this roll fails the character takes a specified amount of ability damage. After 1 minute has passed the character makes another Fortitude saving throw or he takes an additional amount of ability damage. It is possible to remove poison before the second round of ability damage is delivered by using the Healing skill or the Neutralize Poison spell (however any ability damage already suffered is not healed when the poison is cured). The ability damage received from poison can be removed by resting. Prone Prone creatures are considered flat-footed (see page 109) and therefore lose their Dexterity bonus to AC. All creatures attacking the prone individual get a +4 attack bonus. Regenerate This determines how much damage a character heals over a given period of time. Saving Throw Modified Modifier Range: -10 to +10. Saving throws can be improved or reduced individually, or as a whole. They can also be modified versus only certain effects such as poison or mind affecting spells or abilities. Sanctuary Sanctuary allows a character to become artificially silent and hidden as long as those around him fail a Will saving throw. Silence Creatures under the effects of silence make no noise while moving but are also unable to hear anything themselves. Spellcasters will be unable to cast spells with verbal components if silenced.
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Skill Modified Modifier Range: -20 to +20. Skill modifiers can be increased or decreased in effectiveness. This effect can apply to single skills or the entirety of a characters skills. Sleep Creatures who are sleeping are considered flat-footed and all attacks made against them are made at a +4 attack bonus. Creature attacked while sleeping will wake up. A paralyzed NPC with 4HD or less will be killed instantly if attacked. Slow Slowed creatures will move at 50% of their current speed. They will also suffer a 2 penalty to AC, Reflex saves, and attack rolls along with the loss of one attack per round. The slow effect can be countered with the haste effect. Spell Resistance Creatures with spell resistance have the equivalent of armor versus spells. A caster level check (1d20 + caster level) must equal or beat the spell resistance score, or the spell has no effect. Stunned Stunned creatures stand helplessly in a motionless stupor and are considered prone. Summoned Creatures considered summoned are vulnerable to spells such as Dismissal and Holy Word, which banish summoned monsters. Temporary HP This is temporary bonus to the characters current hit points. It is possible to have more current hit points than maximum hit points via this method. Temporary hit points cannot be healed or recovered by any means.
9th-Level Cleric Spells
Energy Drain: Target temporarily gains 2d4 negative levels. Gate: Summon forth a balor. Implosion: Kills all living things within area of effect. Storm of Vengeance: 3d6 acid damage each round. Summon Creature IX: Summons an elder elemental of random type.
6th-Level Cleric Spells
Blade Barrier: Creates a wall of blades; 1d6/level damage. Create Undead: Creates one undead creature. Greater Dispelling: More powerful version of Dispel Magic. Harm: Target reduced to 1d4 hit points. Heal: Target is fully healed. Summon Creature VI: Summons a dire bear.
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DRUID 0-Level Druid Spells
3rd-Level Druid Spells
Call Lightning: 1d6/level damage from bolt of lightning. Contagion: Random disease inflicts target. Cure Moderate Wounds: Heal 2d8 points of damage + 1/level. Dominate Animal: Target animal temporarily becomes under the casters control. Neutralize Poison: Target cured, if poisoned. Poison: Inflict Blue Whinnis poison on target. Protection from Elements: 30/- damage resistance against all elemental forms of damage. Remove Disease: All diseases removed from target. Summon Creature III: Summons a dire wolf.
1st-Level Druid Spells
Cure Light Wounds: 1d8 points of damage + 1/level healed. Endure Elements: 10/- damage resistance against all elemental forms of damage. Entangle: Trap enemies with clinging vegetation. Grease: Slows or knocks down opponents. Sleep: Causes 2d4 HD of creatures to fall asleep. Summon Creature I: Summons a dire badger. Ultravision: Darkvision and low-light vision.
4th-Level Druid Spells
Cure Serious Wounds: Heal 3d8 points of damage +1/level. Dispel Magic: Remove magic effects from creatures. Flame Strike: 1d6 fire and divine damage/level. Freedom of Movement: Target becomes immune to paralysis. Hold Monster: Target monster is paralyzed. Stoneskin: 10/+5 points of damage reduction. Summon Creature IV: Summons a dire spider.
CREATURES / ITEMS / PLACEABLES
These are objects that the players will be able to see and interact with as you paint them.
CONDITIONS
You may restrict the occurrence of a node by writing a script that is evaluated at runtime before the node appears to the player. If the script returns TRUE, the node appears otherwise the node does not appear during play. We have included a Script Wizard to help you create common condition scripts, based on criteria such as player race, class or ability scores.
AREA TRANSITIONS / ENCOUNTERS / TRIGGERS
These are objects that the players will not see but still interact with as you paint them. These objects require you to paint a polygon in the area to define the region over which the object applies. Once the vertices in the polygon have been placed, double-click in the Area Display to close the polygon.
ACTIONS
You may also script actions to be taken when a node is selected. We have included a Script Wizard to help you create common action scripts.
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.
To unselect a group, drag a box over empty terrain, ensuring no one is selected.
COMMON
COMMANDS SetSTR # SetDEX # SetCON # SetINT # SetWIS # SetCHA # SetSpellResistance # GiveXP # GiveLevel # runscript NAME GetVarInt GetVarFloat GetVarString GetVarObject GetVarVector SetVarInt SetVarFloat SetVarString SetVarObject SetVarVector GetVarModInt GetVarModFloat GetVarModString GetVarModObject GetVarModVector SetVarModInt SetVarModFloat SetVarModString SetVarModObject SetVarModVector SetAppearance
A GROUP TO A HOT KEY
With a group selected press CTRL- and a number. This will bind the current group to that key. To reselect the group simply press the number that you bound the group to.
PERFORMING
GROUP ACTIONS
By default the standard actions will be performed alone by the DM. To have the currently selected group do them instead, hold down the SHIFT key as you issue the command.
YOU CAN HAVE GROUPS PERFORM
ModAge # ModAttackBase # ModSave ModSTR # ModDEX # ModCON # ModINT # ModWIS # ModCHA # ModSaveFort ModSaveReflex ModSaveWill ModSpellResistance # SetAge # SetAttackBase # SetSave
Walk: A selected group will walk if you hold the shift key and click empty ground Attack: A selected group will attack if you hold the shift and click a hostile creature or if you hold the shift and radial an attack action off the target creature.
Player List
elow the Dungeon Masters portrait will be listed all players currently in the game. You can perform any action on the portrait that you could normally perform on the creature by right clicking on the portrait to bring up the radial menu.
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Quick DM Command Refer ence
, Bring up Creator. Bring up Chooser SHIFT-CLICK in chooser. Multiselect SHIFT-CLICK on ground while in creator. Multi-create SHIFT-CLICK on creature in game. Add to current group CTRL-CLICK on creature in game. Toggle from current group CTRL-DRAG in game. Group select. NUMBER select group bound to number. If no group bound, unselect. WITH NO CURRENT GROUP SELECTED: CLICK on creature in game. Make creature the current group CTRL-NUMBER clear binding of that number. WITH A GROUP SELECTED: CLICK on creature in game. Perform default action on that creature CLICK on ground. Move group (and DM Avatar) to that point CTRL-NUMBER bind current group to number
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