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Download neverwinter nights 2 mask of the betrayer.Neverwinter Nights 2: Mask of the Betrayer Walkthrough



  WebJul 24,  · Neverwinter Nights 2: Mask of the Betrayer for PC is an RPG, and an expansion pack for Neverwinter Nights 2, developed by Obsidian Entertainment. . WebBrowse Neverwinter Nights 2: Mask of the Betrayer files to download full releases, installer, sdk, patches, mods, demos, and media. Hello guest register or sign in or with. WebMay 21,  · Neverwinter Nights 2: Mask of the Betrayer - v +3 Trainer - Download. Gameplay-facilitating trainer for Neverwinter Nights 2: Mask of the . Web2. Insert the Neverwinter Nights 2: Mask of the Betrayer disc into your DVD drive. 3. If AutoPlay is enabled, a title screen should appear. Click on the Install button. If AutoPlay . WebNeverwinter Nights 2 Game Updates. Game Fixes: NWN2: Storm Of Zehir [MULTI5] No-DVD/Fixed Image. NWN2: Storm Of Zehir v (v) [MULTI5] Fixed EXE. .  

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These bears guard the Wells of Lurue. You'll be coming back later to drink deep of the water here. The spirits here are none too pleased with Okku, and demand to kill him. If you get the "That your idea of justice, not mine" choice, you can take it to earn some influence with Gann.

Feel free to devour one of them if need be. Gann may need to be in your party to obtain this quest. It would appear that she really has gone crazy, and has created an image of Gann in her head, or otherwise some spirit is acting upon her. Alternately, you can try to intimidate her and make the dreamscape an even more unpleasant place to be. Doing so will drive the girl mad, and cause her father and a number of his spiritual allies to attack you. What happens now depends on whether or not you have Okku in your party.

Wipe them out, then choose how you wish to deal with the younglings to end the quest. Zinoviy and his gang will set upon you if you happen to set upon them. Regardless, you need to take out the whole group. In order to head to Ashenwood, you need to speak to Vaszil, a boatman at the harbor.

When you arrive in Ashenwood, help the two barbarians here to destroy the elementals that are attacking them, then speak to Nadaj. You have no choice but to head inside and speak to her, but Dalenka will rudely dismiss you. Speaking to Nadaj again will reveal a number of problems that you can help with. Lastly, a telthor sanctuary has been overrun by intruders. Head out into the woods and fight your way to the large tree in the middle of the forest. Apparently, the spirit of a druid once protected his dwelling place, but it was removed by your spirit-eating predecessor.

You have some options when dealing with the frost giants. You can kill them, sure, but you can also challenge the jarl and attempt to take his crown. Striking at the giants as they grab the crown will let you repel their challenges until the real jarl comes.

That will let you instantly kick all of the frost giants out of your own clan and thus clear the grove. With that done, examine the nearby Sacred Pool. Take it, then place a single volatile Spirit Essence into the pool. You can find the Ceremonies of the Hunt book on one of the men, which will describe a ritual that you can partake in to gain the favor of the forest.

Your goal here is to find surviving members of the party, though. Click on him to advance the quest a bit. With that done, return to the corpses that you found earlier and tear off a piece of cloth from one of them, then return to the dog and show it to him.

Okku will be able to question him and finish off the quest. Kill all of the treants here, then speak to Gnarlthorn. The Cinders are the other item that you need to invoke the gods in support of Gnarlthorn. There are plenty of enemies in the woods, so be mindful of their presence.

If you have the Legendary Blood from the Predator Cave, nab that as well. Now, when you manage to make it to the Red Tree, you have two options: you can use the Bark Cinders and the Blighted Leaves on the Pure Sanctuary Water or on the Legendary Blood simply right-click on the former in your inventory and apply them to the latter. Performing the former ritual will shift you towards Good, while performing the latter will shift you towards Evil. This guy was apparently rebuked by the Wood Man at some point in the past and has been cursed to remain in the grove here, but has since found the means to begin burning it down.

Ah, fire. What can't it do? When you speak to the Shape, you have the choice of helping him burn down the grove, which will presumably draw out the Wood Man and force him to face you, or attempt to extinguish the fire. Doing so will net you the Jar of Condensed Orglash Essences, which can be applied to weapons in order to make anything they touch freeze.

We personally chose to burn the grove down, which entailed casting fire spells on all of the tree roots nearby. Siding with Yurkov is a good action; allying yourself with Ferala is bad. If you do side with Yurkov, you may have a reward waiting for you back in camp, but siding with Ferala at first will allow you to kill both of these guys. Ferala will drop the Grasp of Earth heavy armor when killed. To the southwest, near the exit to the Burning Grove, you can find the entrance to the Predator Den.

Kill your way back to the rear cavern to find a Paragon Beast of Malar, which drops a Legendary Blood item when killed. Head inside, being careful of traps, and fight off the Orglash that comes your way. We managed to finagle a Brilliant Spirit Essence by devouring its soul, so you may want to perform that action on it. There are a few other Orglashes in the cave, including some nonaggressive ones near the bheur; you can use your Provoke Spirits feat on them to make them hostile.

This is a Chaotic action, however. You'll need to melt this ice to help out the hag. Head outside the cave and cast fire spells on the ice, or use a fire-imbued weapon. One way or another, this quest will end up with your obtaining the Jar of Condensed Orglash Essences, which is key to putting out the fire in the Burning Grove. Move near the Mosstone with Gann in your party and hit the R button to enter your dream.

After a bit of bantering, the spirits will attack you. When the spirits are dead, accept the mask fragment from the woman who looks like Safiya.

That will start the Fragments of a Mask quest, which will last for quite a while. Nadaj believes that Dalenka is a spy, and is somehow tied to the disappearance of the Wood Man and the deaths of the berserkers.

She wants you to foment an insurrection by speaking to the five remaining berserkers at the post and turning them all against Dalenka. Volomer will only join if three of the other berserkers have already joined the rebellion. With a little talking to, he can likely be brought over to the side of the insurrection. No matter what you do here, you'll wind up having to take down all of the outpost's inhabitants.

Soresko is much less credulous than Odesya, but can still be threatened or wooed to your side with a good conversation skill. Goryen will likewise require a high conversation skill to bring him over to your side. Dalenka can be quickly taken down if you focus on her, while Kozlov is a bit tougher. Unfortunately, after you eliminate Dalenka, Nadaj will return and set the remaining berserkers onto you.

Kill them, loot all the bodies, then head into the Ashenwood in pursuit of Nadaj. Nadaj has…changed. Nadaj waits at the foot of the great ash tree. Tip: If you have Okku in your party but are interested in playing as an evil character, you may wish to part ways with him before talking to Nadaj.

Nadaj will attack, and be quickly cut down by your party. Unfortunately, the trees in the area will begin spawning numerous elementals to attack you. Press Z to check out the Genius Loci at their bases; you need to attack each of these loci in order to prevent them from issuing elementals.

Attack the four small loci and the big one on the ash tree itself. That will cause the Wood Man to appear. The conversation is pretty lengthy, but boils down to two choices: you can try to channel your own energy into the Wood Man to restore his health, or attempt to just eat the old bat.

Doing the former is a Good action, and will net you the Bestow Life Force ability, which should make it a lot easier to reduce your Craving level in the future. Using that ability is also a Good action.

Sucking down the Wood Man's essence will cause Okku to turn on you, so dismiss him before the fight if necessary. You'll also gain the Wood Man's essence, which says that it can be bound with another token of tainted nature to make a staff. We tried to enchant it with the Large Charred Branch that was found in the Burning Grove, but nothing happened. Return to Sheva Whitefeather with news of your victory. One way or another, this quest will end when you speak to her. Check the corpse and the beetle mound for items, then speak to Fentomy on the shore.

If you do wait until dusk, a Shadowy Portal will appear. Head through it and explore a bit. Fentomy is here, as well, and offers you a deal. These guards are the least of your problems here. First you need to actually get inside the building: that will entail clearing out some of the other petitioners in the area.

Count Crowroost: On the Shadow plane side of the beach here, a small imp stands guard over a coffin. Inside lies Count Crowroost, a vampire. Barring that, you can try to Intimidate him to leave.

Telthor : If you have Okku in your party, he will want to drive these Telthor off from the area; they apparently have been corrupted by dwelling in the shadow plane. Uthraki : The Uthraki here are somewhat hostile to your presence, or at least they were to us, since we killed the Hill Tribe in the Wells of Lurue. There are three groups of petitioners inside the Coveya that you need to deal with if you want to reach the Coven. Gawatha : Gawatha is an orc shaman that has come to ask the Coven about a boy in his possession, named Kepob.

You have some options here: you can simply attack Gawatha, if you wish, which will net you some experience, gold, and a peculiar piece of medium armor.

In our case, we traded for Kepob, who was added as a temporary party member. If you want to keep him alive, simply park him a good deal to the rear of any fights that you get in, and order your other party members around manually. Uthraki : The Uthraki group in the next room refused to bargain with us, and in fact attacked us as soon as they saw us coming, so we were forced to take them down.

These undead are not in the mood for chitchat. Undead : Ankhriva the lich and his minions are first in line. Luckily, you can prepare yourself for this fight and choose when to become hostile. Keep your ranged attackers back, summon a couple of creatures to help you out, and go to town. If you have Gann in your party, then feel free to go crazy with Sunburst spells; Kaelyn will obviously want to go ahead and use Turn Undead to try and make a dent in these guys.

Mistress : When you defeat the undead, speak to the guard and head through to talk to the Mistress. Kepob will run away at this point. No matter what you say, the Mistress will teleport you to the Skein when your conversation is done. You find yourself in the Skein at this point; an underground dungeon filled with flooded passages and discarded hagspawn. Must people always be trying to kill you?

Luckily for you, your map is marked with some notable areas. The Sleeper is a woman who appears to be lost in dreams, standing nearby. If you can return to the Sleeper at this point the path may be inaccessible if you killed the earth elemental , then you can talk to her to enter her dreams. Nab the Swift Golem Legs off of the golem on the ground here before examining the elemental itself. This elemental isn't too difficult to take down. Be sure to use Devour Spirit on it to gain a Pristine essence.

The death of the elemental will cause the Skein to begin to collapse. In order to do so, head to the northwestern corner of the map and proceed through the door here. In order to power up the machine, grab the Imaskari Globe from it. Touch it to a corpse nearby it needs to be a "fresh corpse" , then find the air elemental in the area, kill it, and use the Globe to absorb the essence it leaves behind.

With that done, return to the Imaskari device and pop the globe back in. These devices are scattered around the level. When they're all activated, they'll open up a load of loot for you. You need to find the lever for it before you can turn it on. Remove the lever from the device that controls the elemental, then return with it to the northwest and insert it into the device here.

Using it will turn the machine on, net you some essences, and reduce the water levels throughout the area. There are two other Imaskari devices of the same nature in the area, with one of them already containing a lever in its control device. The gnoll has the last lever, and is using it as a club. Killing the elemental will unlock the door leading to her chamber; completing the water-draining quest will open a shortcut around the door.

If you have Safiya in your party, try to have her cast Mind Blank on the party before heading inside. If you managed to cast Mind Blank, though, everyone should be able to safely ignore the aura and attack away. Gulky is tough, since she'll possess one of your team members and probably force you to kill them. Play along with the fiction here to earn some influence with Gann. No matter what you do, Magda, Jasper, and the audience will attack you. Kill them and speak to the actors again to open a portal moving onward.

You can choose to visit the prisons of any of them. Freeing any single one of the prisoners will let you move on. Bard : Durler in here wishes to play a game called Hells with you. With a lot of work, you can cash out Durler, but the difference between winning multiple rounds to cash him out and letting him win is a scant 2, XP. This makes a walkthrough relatively difficult to write, but luckily all you really need to do is just lose and watch Durler walk out of the tavern to move on.

Mindflayer : The illithid here has been trapped in a mine prison, and needs to escape from the clutches of the githyanki that patrols. We managed to do this by simply heading directly to the west from the start, and then head directly to the north, but we may have just gotten lucky. Windelhelm: If you like listening to people talk, then you can step into the fray between Windelhelm and Enzibur in his dreamscape.

Windelhelm made a deal with a devil to achieve greater power, but now wishes to reclaim his soul. Unfortunately, Enzibur has him under contract. If you want to complete this encounter, read the contract carefully, ask Enzibur and Windelhelm all the questions that you can, then inquire with Windelhelm about the tasks that he was supposed to perform. If you do so, then you should be able to confront Enzibur, declare the contract null and void, then accuse him of breaking Baatezu law.

Apparently Windy wished his master to disappear, but Enzibur instead killed him, thus causing one of the conditions to be met. One way or another, you're going to be fighting your way out of here. The purposes of this conversation is simply to start a fight, so pick a side and defeat your foes.

Bishop will never dump a load of cargo again. Before you talk to any of them, though, you can enter the dreamscapes of the remaining thralls here and attempt to rescue them; that will eliminate them from the upcoming fight if indeed there is a fight.

The conversation that ensues will be significantly lengthy; you can expect to spend a goodly amount of minutes in dialogue. If Gann is with you, you can get a big influence bonus by agreeing that his search for justice is necessary. The hags won't take kindly to your eating of their dream.

After you get the information about Lienna and Nefris from the hags, you can inquire more about different subjects of import to you, such as what happened to your companions at the end of NWN2, the location of the Sword of Gith, and so on. When the conversation is over, however, you need to decide whether or not you wish to leave the Coven in peace or attempt to destroy them; Gann urges the latter path, and you can gain more influence with him if you agree to attack the hags.

If you fought them, then all of the petitioners and guards will be hostile to you. Ask him to open the fourth gate so that you can reach the Thayvian Academy, then head through the portal to do so. Buff yourself thoroughly before proceeding up the mountain here. The archers here hit pretty hard, so try to take them down with spells and your own ranged attacks before moving too far down.

The wyverns here will cast a debuff on you, but it will fade away after a turn or two, so no need to use Restoration on it. There are a couple of maverick fire elementals here that you can use Provoke Spirits on if you happen to need to eat some souls. Make your way to the front gates of the Academy, bashing the doors down if need be. There are a number of quests here on the first floor, so start getting them. Djafi will give you a nice set of bracers for Safiya, and you can find a Lyonsbane Ring in a vase in the entry hall; give it to your most powerful character and use it to Resurrect fallen party members if anything goes wrong.

Nefris is dead, but her tower here in the school may hold some clues as to what she was up to. Head there and attempt to find out how she communed with Myrkul. If you come across enemies in closed classrooms, try to lure them out into the hallways to kill them one by one. If you enter the southeastern room and kill the three students there, you can loot a Mysterious Device from a table inside.

You can also find a few shades in the closet off of this room, should you need to devour a spirit. Master Inarus, on the eastern side of the classroom floor, asks you to devour a soul or a spirit in front of his class. Devouring a soul is, obviously, an evil act, while devouring a spirit will negatively impact your influence on Okku.

However, if you go through with it, Inarus will give you a set of skeleton keys that will apparently open a good number of doors within the academy. Which, of course, means that you should head downstairs and open it.

If you head inside, Inarus will appear behind you, blocking your exit, and start to buff himself up. Kill him to end the quest. Remove the hammer from the table, first off, then place a golem head, arms, legs, and torso onto the table, along with a Volatile Spirit Essence. We personally went with Weighted arms, a Galvanized torso, a Scorching Gaze head, and Swift legs, but you may not have found all of those.

When everything is in the table, right-click on the hammer in your inventory and use it on the table to create your golem. The golem fights can be an entertaining and profitable diversion.

Before starting the fights, be sure to try and talk to the golem. You can also cast buff spells on the golem, so be sure to load it up with Stoneskin, Barkskin, Spiderskin, and so on. You can repair your golem in between each round by speaking to it, but our souped-up model actually managed to win all five rounds without ever taking damage, so hopefully the model that you construct will be as hardy. Note that you can make side bets for the final round of the match.

Or something. Just get to solving the damn puzzle, already. Anyway, the solution to the puzzle is pretty simple: attack all of the obelisks in both of the rooms to cause them to start arcing lightning out. When you do that, opening the door will cause lightning to kill a random mephit. Keep clicking on the door lever until all the mephits are dead, then pick up and drop the bodies so that all of the red mephits are in one room, and all the white mephits are in the other.

The Soul Repository is at the center of this area. This will be important in some of the upcoming quests. The consequences of taking more than your alloted souls out of the repository can be…drastic.

As a note, there are a ton of soul housings in the repository itself, but you can only check out one at a time. If you attempt to leave the room with more than one housing in your inventory, the defense system will activate which is worth checking out at least once and return you to the repository.

Pretty handy. Unfortunately, if you attempt to come back to the upper level, you'll wind up getting warped into the defense mechanisms, so try not to do this unless you need to. Find these quests and complete them to find all four of the souls that you need, then come back and unlock the door.

Both of these latter locations will give you quests. Poor Bebtu, he's gone and lost his soul. Ammon Jerro lies, soulless, in the corner of the same room as Bebtu.

They have his soul, but require a decent amount of goods in exchange for it: 50, gold and three souls of the students of the academy. If you manage to succeed in an Appraise check, you can knock the price down to 20, gold and two souls. Gann can also make this deal if you fail the Appraise check and you have a high enough influence with him. You should be able to find two soul housings on this floor, each of which will contain the soul of a student.

If you need a third soul, you may try to find one in the soul repository we think is a student soul , or you can build the ultimate golem and enter it in the tournament upstairs. Ammon's just as surly as ever, but he'll be handy to have around. Ammon Jerro, when revived, acts as an information source for the end of the NWN2 campaign.

Pump him for info, then ask him to rejoin you. They have some pristine and brilliant essences for sale, so nab those if you like. They want a soul of a rich, poor, self-centered, and selfless individual. Head up to the Classrooms level and speak to Master Poruset, the golem-esque teacher who experiments with souls. He can take two souls and attempt to fuse them together, and will do so for you if you pressure him enough.

With the note that he gives you, head to the Repository caretaker, then nab souls and 91 from the stacks and bring them back to Poruset. Only by refracting the light through Safiya will you be able to complete this puzzle.

What you need to do is take the activation orb, place it on the hotbar of one of your characters, then place Safiya into the focusing site between the obelisk and the first mirror.

Use the Hold command to ensure that Safiya stays put, then head through the level and ensure that the beams can reach their final destination by rotating the mirrors. Bring Safiya to the receptacle and have her speak to the image to receive the Incomplete Soul.

You can speak to him for as long as you like to learn a bit more about your curse, and how it came about, but no matter what you do, Araman will leave, with seven instructors remaining behind to take you down.

You can talk Djafi out of his role in the upcoming battle if you choose correctly in the options, however, which will leave you with six spellcasters. Casting Mordenkainen's Disjunction will let you drop most of the protections of these spellcasters. Djafi will probably be the first one to die, assuming you managed to convince him to join you; most of the enemies will attack him first, leaving you relatively unmolested as you cut a swath through the casters.

If you can survive a rest and need to rebuff, you may want to do that now. Myrkul has seen better days. Uploaded by Jason Scott on July 7, Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip.

Video Audio icon An illustration of an audio speaker. Because of their command of one of the most destructive aspects of nature, stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.

Spellcasting: Able to cast 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.

Special Abilities Electricity Resistance: At 1st level, a stormlord gains electrical resistance 5. This increases to electrical resistance 10 at 4th level and electrical resistance 15 at 7th level. Shock Weapon: At 2nd level, a stormlord may enchant any equipped thrown weapon or spear to deal an additional 1d8 points of electricity damage.

This effect lasts 20 rounds. Shocking Burst Weapon: At 5th level, a stormlord may enchant any equipped thrown weapon or spear to deal an additional 1d8 points of electricity damage and an extra 2d8 points of weapon damage on a critical hit 4d8 if the critical multiplier is x3, 6d8 if the critical multiplier is x4.

Shocking Burst and Sonic Weapon: At 8th level, the stormlord may enchant any equipped thrown weapon or spear to deal an additional 1d8 points of electrical damage, an extra 1d8 points of sonic damage, and an extra 2d8 points of weapon damage on a critical hit 4d8 if the critical multiplier is x3, 6d8 if the critical multiplier is x4. Electricity Immunity: At 9th level, the stormlord gains immunity to electrical damage.

Extended Storm Avatar: At 10th level, the stormlord can cast storm avatar as if he were a druid with a caster level equal to his character level. This ability is usable once per day and otherwise functions as the 8th-level druid spell of the same name, lasting twice the normal duration.

Levels 21 through 30 are considered epic levels and unlock access to more powerful feats and other benefits. While prestige class maximum levels are the same as in NWN2 5 or 10, depending upon the class , characters can advance up to level 30 in any base class.

If a character has multiple classes, it is their total level that determines whether they are an epic character. Below is a brief description of epic bonuses gained by all characters, followed by the specific benefits for reaching levels 21 through 30 in each base class. All Characters The following benefits apply to all epic level characters, regardless of class level. New feats are gained every other level instead of every third level levels 21, 23, 25, 27, These feats are in addition to the bonus feats mentioned below for specific classes.

Ability score improvements continue every 4 levels levels 24, Base Attack Bonus and Base Saves continue as normal. Turn Undead level continues to increase with class level. These bonus feats can be from the rogues special list. All of these have a prerequisite of 21st level.

These feats are outlined in the below tables. For more detailed information, please check the in-game descriptions.

Automatic Quicken Spell Quicken Spell, Spellcraft 30 ranks, ability to cast 9th- level arcane or divine spells You cast all 0- and 1st-level spells as quickened spells without using higher-level spell slots. Each additional time you take this feat, the maximum spell level that is automatically quickened increases by 1. So if you take this feat three times, your spells of level 0 through 3 will be automatically quickened. Automatic Silent Spell Silent Spell, Spellcraft 24 ranks, ability to cast 9th- level arcane or divine spells You cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.

Each additional time you take this feat, the maximum spell level that is automatically silenced increases by 3. So if you take this feat three times, all of your spells will be automatically silenced. Automatic Still Spell Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells You cast all 0-, 1st-, 2nd-, and 3rd-level spells as still spells without using higher-level spell slots.

Each additional time you take this feat, the maximum spell level that is automatically stilled increases by 3. So if you take this feat three times, all of your spells will be automatically stilled. Blazing Aura 21st level, Wis 25, Diamond Soul As a standard action, you can engulf your body in magical flames. While this aura is active, you deal an additional 1d10 fire damage with every attack, and enemies that attack you in melee take 1d6 fire damage whether they hit or miss.

It has a cooldown of 20 rounds. Blinding Speed 21st level, Dex 25 Once per day, you can act as if hasted for 5 rounds. Your Song of Heroism ability now rallies the entire party.

There is a cool down of 20 rounds before this ability can be used again. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects or class features such as the barbarians damage reduction. Epic Animal Companion 21st level, Wis 25, Animal Companion Your animal companions abilities are determined as if you possessed three additional druid levels.

Epic Divine Might 21st level, Cha 21, Str 21, Divine Might, Power Attack, Turn Undead Spend one of your turn undead attempts to add twice your Charisma bonus to your weapon damage for a number of rounds equal to twice your Charisma modifier. Epic Dodge Dex 25, Dodge, Improved Evasion, Defense Roll, Tumble 30 ranks Once per round, when struck by your current target or last attacker, you automatically avoid all damage from the attack.

Special: You can gain this feat multiple times. Its effects stack. Epic Energy Resistance 21st level, Resist Energy type You are even more resistant to the effects of the chosen type of energy acid, cold, electricity, fire or sonic. Your resistance to the selected type of energy increases to This overlaps does not stack with the previous bonus. Epic Resilience 21st level, Toughness, Epic Toughness You no longer automatically fails saving throws on a roll of 1.

You will still fail the save if your result fails to equal or beat the DC. Epic Spell: Damnation 21st level, ability to cast 9th-level cleric spells or dark invocations, Spellcraft 32 You can cast the Epic Spell Damnation see Epic Spells on page Epic Spell: Entropic Husk 21st level, ability to cast 9th-level druid, sorcerer, spirit shaman, or wizard spells, or dark invocations, Spellcraft 31 You can cast the Epic Spell Entropic Husk see Epic Spells on page The effects of Epic Toughness and Toughness stack.

You can this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon. You can take this feat multiple times. Expose Weakness 21st level, Evasion, Epic Prowess As a full attack action, you make a single normal attack against an opponent regardless of the number of attacks per round you normally receive.

If the attack hits, the targets weakness is exposed: every round for 5 rounds the target takes damage equal to your Dexterity bonus minimum of 1. This damage ignores all damage reductions and immunities. During this time, the targets AC is also reduced by 3. Great Charisma 21st level Your Charisma increases by 1 point. This feat can be taken multiple times and its effects stack. Great Constitution 21st level Your Constitution increases by 1 point.

Great Dexterity 21st level Your Dexterity increases by 1 point. Great Intelligence 21st level Your Intelligence increases by 1 point.

Great Smiting 21st level, Cha 25, Smite Evil or Smite Good or Destruction Domain Whenever you make a successful smite attack, add twice the appropriate level to damage rather than just your level. Great Strength 21st level Your Strength increases by 1 point. Great Wisdom 21st level Your Wisdom increases by 1 point. Epic Spell: Hellball 21st level, ability to cast 9th-level druid, sorcerer, spirit shaman, or wizard spells, or dark invocations, Spellcraft 30 You can cast the Epic Spell Hellball see Epic Spells on page Epic Spell: Mass Fowl 21st level, ability to cast 6th-level bard spells or 9th-level druid, sorcerer, spirit shaman, or wizard spells, Spellcraft 24 You can cast the Epic Spell Mass Fowl see Epic Spells on page Epic Spell: Vampiric Feast 21st level, ability to cast 9th-level cleric, druid, sorcerer, spirit shaman, or wizard spells, or dark invocations, Spellcraft 24 You can cast the Epic Spell Vampiric Feast see Epic Spells on page Each time you take the feat, it applies to a different school of magic.

This feat may be taken multiple times. Improved Whirlwind Attack 21st level, Dodge, Combat Expertise, Spring Attack, Whirlwind Attack, Int 13, Dex 23 Your whirlwind attack has a larger area of effect, attacking all nearby opponents with melee attacks made at full base attack bonus.

Last Stand 21st level, Epic Fortitude, Epic Prowess You and all party members gain 20d10 temporary hit points for 1 round per your Charisma bonus. Minimum duration is 2 rounds. This ability can be used once per day and requires a standard action. You can attempt to deliver an extremely powerful ranged attack. This attack ignores all concealment and circumvents any arrow deflection like that granted by Deflect Arrows or Armed Deflection. If the attack hits, it deals maximum damage and inflicts a critical hit, even if the target would normally be immune to critical hits.

This ability has a cooldown of 60 seconds. Creatures immune to critical hits are also immune to the effects of this feat. You can gain this feat multiple times. A ranger with the two- weapon combat style can qualify for this feat even if he doesnt meet the feat and ability prerequisites, but he can only use it while wearing light or no armor.

Planar Turning 21st level, , Cha 25, Turn Undead When turning undead, all outsiders are affected as if they were undead. Song of Requiem Bard level 21, Perform 24 ranks This song damages all enemies within 20 feet for 5 rounds.

For example, with Perform 30, a total of 60 points of damage is inflicted each round. If six or more enemies are affected, they would each take 10 sonic damage per round. If the weapons multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage instead.

In addition, targets dealt a critical hit must make a DC 14 Fortitude save or be deafened for 3 rounds. It is recommended that you not read further into this section until completing the quest Wrath of the Bear God at the end of the games first chapter.

In Mask of the Betrayer, it is possible to become a spirit-eater, an affliction that makes your character more powerful, but at a cost. A spirit-eater develops a thirst for spirits and souls. Without a steady diet of them, its power wanes, and it must seek out opportunities to devour spirits and be restored. Spirit Energy A spirit-eater subsists on energy gained from devouring spirits and souls.

Over time, that energy is consumed, and must be replenished, or its health will begin to decline. Your spirit energy will be displayed to you in the form of a bar on which you can monitor its status. Watermarks on either side of the bar denote points at which you will enter a new stage of health impairment should your energy drop below them.

The progress to new stages accelerates as spirit energy drops, and each of them may mean new penalties to statistics, status impairments, or hit point damage over time.

The final stage, at the very bottom of the bar, means death and the end of the game for a spirit-eater character. Craving The more inclined to embrace its hunger and devour spirits that a spirit-eater is, the more it will begin to crave them, and become dependent upon them.

Conversely, a spirit-eater that tends to fight for control over its hunger will find that it is progressively able to subsist on fewer of them. Just below your spirit energy bar is a horizontal bar that displays your present level of craving.

Its level is influenced by what spirit-eater powers you decide to use, as well as particular decisions you make along the games storyline. The more full the bar, the more consumed you are by your hunger, and the faster your spirit energy will be depleted. However, frequently giving in to your hunger may also cause you to manifest certain new spirit-eater characteristics, and those characteristics may be to your benefit AO atarcommuntg.

Each use after the first causes a significant increase in craving. May not be used on the same day as Suppress. Description: Causes a fixed amount of damage to a target, replenishing your spirit energy and staving off your affliction. May be used only on spirits - elementals, fey such as telthors , and incorporeal undead such as wraiths or shadows. Killing a target with this attack confers a sizeable bonus to your spirit energy and yields a valuable spirit-based crafting essence.

Description: You suppress your urge to consume spirits and regain a small amount of spirit energy. This also reduces your level of craving. Suppress shifts alignment toward Lawful and Good. Provoke Spirits Description: You reveal the nature of your supernatural hunger to spirits in a radius around you. Any neutral spirits within that radius will turn hostile and attack you, thereby making them susceptible to being devoured.

Mold Spirit Description: You gain the ability to use spirit-based crafting essences gained from Devour Spirit in special new crafting recipes. Malleate Spirit Description: You refine your ability to work with spirit-based crafting essences, and are now able to use recipes that feature any grade of spirit essence. Description: This is the same as Devour Spirit, but can be applied to humanoids as well as spirits. Description: You perform the Devour Spirit effect on an undead creature, feeding upon the negative energy that animates it.

This ability causes no craving. Eternal Rest shifts alignment towards Good. Each use causes a significant increase in craving.

Description: This has the same effects as Devour Spirit, but with an area of effect. If you possess the Devour Soul ability, it also gains area of effect. Spirit Gorge shifts alignment toward Evil. Bestow Life Force Limitations: Friendly targets only, cannot be in last stage of affliction. Description: You fully heal your companions using the spirit energy you have stored. Bestow Life Force shifts alignment toward Good.

Each use causes a major increase in craving. Ravenous Incarnation shifts alignment toward Chaotic and Evil. Ad NWNd. When you defeat certain types of creatures, such as elementals or telthors Rashemi spirits , you will receive essences. Unlike in NWN2, you obtain essences automatically and do not have to distill components to acquire them. These essences can be used to add enchantments to almost any equippable item, such as your weapon or helmet.

Item Enchantments Typically, youll find volatile essences. Though this grade of essence is not powerful enough to enchant items, they can be combined to create brilliant essences, which are. Brilliant essences in turn can be combined into pristine essences, which can be used to create even greater enchantments. To enchant an item, just place the item and one or more brilliant or pristine essences into the Enchanters Satchel, which youll find in the inventory of Safiya, a Red Wizard of Thay and your first companion.

Then cast the appropriate spell on the satchel. Your characters level determines how many and how powerful of essences you can use in crafting. If your character doesnt have the appropriate Craft Item feats, then you can use Safiyas abilities to craft. The higher the enchanters caster level, the more essences they can use in recipes: Maximum Essences by Caster Level Caster Level Max of Brilliant Essences Max of Pristine Essences 12 1 0 15 2 0 18 3 0 21 4 0 24 4 1 27 4 2 30 4 3 Items with three or fewer enchantments can receive additional abilities.

If the enchanter is of an epic level 21 or higher , then they can add enchantments to any item with four or fewer abilities. After you enchant an item, youll have the opportunity to rename it. Enchantment Recipes All standard recipes are explained in the item descriptions of the essences themselves. For example, place a Brilliant Water Essence and a weapon into the Enchanters Satchel, then cast or have Safiya cast ice storm on the satchel.

Your weapon will now inflict cold damage. Warlocks can use their Imbue Item ability on the satchel to mimic the spell. If a similar enchantment is already on the item, then your new enchantment will replace it.

For example, using another Brilliant Water Essence on your weapon will not add additional cold damage but using two would. Special recipes and essences! These recipes may provide more exotic properties or even create powerful artifacts. For recipes involving spirit essences the Mold Spirit feat gained through play is used instead of casting a spell.

Essence Distillation To combine essences, use a Shapers Alembic, which youll also find in Safiyas inventory. The Alembic has the following capabilities: 1. Combine Essences. Upgrades a stack of volatile essences into a brilliant essence or a stack of brilliant essences into a pristine one. The full value of the essences is retained.

Divide Essence. Breaks down a pristine essence into many brilliant essences or a brilliant essence into volatile ones. The full value is retained. Some value is lost in this conversion, however. Some value is lost. AA atarcommuntg. Full descriptions appear in the game. Daze: Weak enemy is dazed. Flare: Dazzles one creature -1 to hit. Light: Creates small light source. Balagarns Iron Horn: Knocks creatures prone. Cause Fear: Causes fear in a weak creature. Charm Person: Befriends one person.

Grease: Slows or knocks down opponents. Identify: Greatly improves Lore skill checks. Joyful Noise: Ends any silence effect on party. Lesser Dispel: Ends weak magic effects. Remove Fear: Ends fear effects on target.

Sleep: Weaker creatures fall asleep. Summon Creature I: Summons an appropriate creature. Tashas Hideous Laughter: Target laughs hysterically, unable to defend itself. Cloud of Bewilderment: Enemies are stunned and blinded 1d6 rounds. Curse of Impending Blades: Target recieves a penalty to his armor class. Darkness: Shrouds creatures in darkness. Hold Person: Paralyzes target humanoid. Invisibility: Target is invisible until it attacks or casts a spell.

Rage: Party affected by barbarians Rage ability. Scare: Causes fear in weak creatures. Silence: Creates a zone of silence around target. Sound Burst: 1d8 sonic damage to creatures in area. Summon Creature II: Summons an appropriate creature. Confusion: Target behaves erratically.

Crushing Despair: Target suffers -2 penalty on attack rolls, saves, ability checks, skill checks, and damage. Deep Slumber: Creatures fall asleep. Dispel Magic: Ends magical effects. Displacement: of attacks miss target. Fear: Causes fear in enemies.

Invisibility Sphere: Sphere of invisibility hides party. Remove Curse: All curses removed from target. See Invisibility: Target can see invisible creatures. Slow: Target is slowed. Weapon of Impact: Blunt weapon more frequently deals critical hits. Dominate Person: Caster temporarily gains control of target humanoid. Freedom of Movement: Target receives immunity to paralysis.

Greater Invisibility: Target is invisible, even when attacking or casting spells. Hold Monster: Target monster is paralyzed. Legend Lore: Greatly improves Lore skill checks for a long time. Neutralize Poison: Cures target of poison. Shadow Conjuration: Casts shadowy version of one of a variety of spells. AG NWNd. Greater Dispel Magic: Ends powerful magic effects. Mind Fog: Those within fog suffer on Will saves. Summon Creature V: Summons an appropriate creature.

Energy Immunity: Grants target immunity to one energy type. Ice Storm: Inicts 3d6 bludgeoning and 2d6 cold damage. Mass Charm Monster: Charms many enemies. Mass Hold Person: Paralyzes many enemies. Summon Creature VI: Summons an appropriate creature. Inict Minor Wounds: Harms target for 1 damage. Virtue: Grants target 1 temporary hit point. Cause Fear: Causes fear in weak creatures. Detect Undead: Undead revealed on minimap.

Doom: Target suffers -2 to hit and damage and -2 on saves, ability, and skill checks. Heals undead. Sanctuary: Nearby enemies ignore caster. Lesser Restoration: Removes all effects penalizing targets ability scores, AC, to hit, damage, spell resistance, or saves. Remove Paralysis: Cures target of paralysis and hold effects. Half of targets damage is redirected to caster.

Bestow Curse: Target suffers -2 to all ability scores. AB atarcommuntg. Blindness and Deafness: Target is struck blind and deaf. Contagion: Aficts target with random disease.

Invisibility Purge: Removes invisibility from nearby creatures. Remove Blindness and Deafness: Cures nearby allies of blindness and deafness. Remove Curse: Cures target of curses. Remove Disease: Cures target of diseases. Death Ward: Grants target immunity to death and negative energy spells and effects. Dismissal: Dispels the targets summoned companions. Poison: Poisons target. Subjects that share your deity selection receive a greater bonus. Restoration: Removes most negative effects on target, including level drain and blindness.

Summon Creature IV: Summons an appropriate creature. The caster gains an additional attack if not already hasted. Raise Dead: Revives one knocked out party member. Slay Living: Kills target. True Seeing: Caster sees through Ethereal and Invisibility effects. Control Undead: Dominates one undead creature.

Create Undead: Creates one undead creature. This spell cannot kill its target, however. Target is also cured of most negative effects. SO NWNd. Planar Ally: Summons an outsider. Undeath to Death: Slays many undead creatures. Ethereal Jaunt: Enemies cannot detect the caster until he performs a hostile action. Greater Restoration: Cures target of most temporary and all permanent negative effects.

Resurrection: Revives and fully heals one knocked out party member. Word of Faith: Kills or stuns enemies. Create Greater Undead: Creates a powerful undead creature. Earthquake: Inicts 10d6 damage to creatures in a large area. Etherealness: Enemies cannot detect the party until any member performs a hostile action. Gate: Summons a horned devil. Implosion: Kills all nearby living things.

Storm of Vengeance: Toxic rain inicts 3d6 acid damage each round. Summon Creature IX: Summons an appropriate creature. Entangle: Traps enemies with clinging vegetation.

Low-Light Vision: Party can see in the dark like elves. Sleep: Causes 2d4 HD of creatures to fall asleep. Flame Weapon: Adds 1d6 re damage to target weapon. Gust of Wind: Blast of air knocks down creatures and disperses gaseous effects.

Hold Animal: Paralyzes target animal. Lesser Restoration: Removes all effects penalizing targets ability scores, AC, to hit, damage, spell resistance, and saves. Sd atarcommuntg. Dominate Animal: Controls target animal. Infestation of Maggots: Infests target with maggots, inicting 1d4 points of temporary Con damage each round.

Spike Growth: Creates spikes that inict 1d4 damage to enemies each round. Vine Mine: Creates sinuous vines that entangle enemies. Dispel Magic: Ends magic effects.

Freedom of Movement: Grants target immunity to paralysis. Hold Monster: Paralyzes target. Inferno: Burns target for 2d6 re damage each round.

Owls Insight: Grants target bonus to Wis equal to half the casters level. Undead take double damage. Drown: Almost kills a living target. If this spell kills its victim, a water elemental appears to serve you. Stonehold: Creates a cloud that encases creatures in stone. Creeping Doom: Carpet of insects attacks at your command. SA NWNd. Finger of Death: Kills target.

Can also permanently blind enemies. Targets cannot be killed outright by this spell, but those almost slain are frozen solid. Elemental Swarm: Summons elementals.

Shapechange: Caster shapechanges into a powerful form. The weapon also becomes good for purposes of overcoming damage resistance.

Detect Undead: Reveals undead on minimap. Death Ward: Grants target immunity to death spells or effects. Holy Sword: Transforms casters melee weapon into a Holy Avenger. SG atarcommuntg. Hold Animal: Target animal is paralyzed.

Neutralize Poison: Removes poison from target. Remove Disease: Removes diseases from target. Polymorph Self: Caster shapechanges into a monster. Daze E : Weak enemy is dazed. Flare V : Dazzles one creature -1 to hit.

Light V : Create small light source. Ray of Frost V : Inicts 1d4 cold damage. Cause Fear N : Causes fear in a weak creature. Charm Person E : Befriends one person. Color Spray I : Knocks out, blinds, or stuns enemies. Detect Undead D : Undead revealed on minimap. Grease C : Slows or knocks down opponents. Identify D : Greatly improves Lore skill checks. Low-Light Vision T : Party can see in the dark like elves. Ray of Enfeeblement N : Ray inicts 1d6 Str damage.

Sleep E : Weaker creatures fall asleep. Summon Creature I C : Summons an appropriate creature. Blind Sight T : Target can see invisible and in darkness. Blindness and Deafness I : Target is struck blind and deaf.

   


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