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Home » PC » NeverWinter Nights - Hordes of the Underdark » NeverWinter Nights - Hordes of the Underdark FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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While most of these are nice, I'd go for Universal more than the others because it increases your chances of avoiding damage from EVERYTHING.
The ironic thing is that Saving Throw Bonus (With the exception of Universal.) applies to LESS than what Saving Throw Bonus: Specific usually does.


===== Saving Throw Bonus: Specific
Sub-Property: Fortitude, Reflex, and Will.
Item Cost Paramater: +1 to +20

While there's not a whole lot that's really special about these, high Saving
Throw Bonuses can come in handy because you actually use them all the time.
You're attacked, Fortitude steps in.  You spring a trap or certain spells get cast on you, Reflex comes in.  Something uses certain spells, (Notably
Illusion spells.) and you make a Will save to keep from falling for it.
The interesting thing is, if your Saving Throws are high enough, you can actually negate the damage done from high-powered spells, deadly traps, and that axe-wielding beserker that wants your head.


===== Spell Resistance
(Thanks to Shione and TigerClawDude.)
Sub-Property: 10, 12, 14... 32, 34, 36

This increases your natural Spell Resistance from regular spells, weapons and armor with the On Hit Cast Spell property, and (probably) spell-like abilities thrown at you by creatures. Now, higher is always better, but suppose that you're facing a lvl 20 Sorcerer and you have a Spell Resistance of 30.
Depending on the die roll, there's a good chance that spell won't affect you, because Caster Level + d20 + (any of the Spell Penetration feats) has to be greater than your Spell Resistance.  (I don't know if you get a die roll or not.)
A note though, Spell Resistance DOES NOT STACK, the game just uses the highest value you have and ignores the rest.



+----------+   Weapon-Exclusive Effects   +----------+


===== Damage Bonus
Sub-Property: Acid, Bludgeoning, Cold, Divine, Electrical, Fire, Magical,
Negative Energy, Piercing, Positive Energy, Slashing, and Sonic.
Item Cost Parameter: 1 to 2d4, 1 to 2d8, 1 to 2d10, 1 to 2d12, and 1 to 20 damage.
In game, looks like... Damage Bonus: (Type)[(2nd Type) Damage]

Now, this can be slightly confusing, as you can put multiple Sup-Props of the same element on the weapon.  However, THESE WILL NOT STACK!  (The game will use whichever property is the most expensive.)  You can't slap on 20 points of a Fire damage bonus and the 2d12 to get only 20 to 24 points of damage.  Instead, you'll just do 20 points of damage all the time.
HOWEVER, you can add DIFFERENT Sub-Props (For example, Cold and Fire.) to the same weapon and BOTH will have an effect.  (For example, a weapon with Damage
Bonus: Cold[10 Damage] and Damage Bonus: Fire[10 Damage] will do ten points of Cold and ten points of fire.)


===== Enhancement
(Thanks to Noo Bee for the correction.)
Item Cost Parameter: +1 to +20

The higher the number, the higher the level of Damage Reduction you can cut through without penalty.  Not only does it bypass Damage Reduction, +(ICP)
Enhancement gives +(ICP) to attack rolls and +(ICP) to damage rolls.


===== Extra Melee/Ranged Damage Type
Sub-Property: Bludgeoning, Piercing, and Slashing.

While putting a damage type on a weapon that already has it does nothing, putting a different type grants the weapon extra damage with a particular attack type.  Say you put Extra Melee Damage Type: Slashing on a dagger.  Now, the weapon will deal out slashing damage like it was naturally a slashing weapon.
Normally, weapons with two damage types just have different animations and if an enemy is immune or resistant to one type, you'll still do full damage with a different type of attack.  Most of the time, you won't even know it unless you know that a monster has an Immunity or Resistance to a certain type of physical damage and your weapon has an Extra Melee/Ranged Damage Type property that they don't have any protection against.


===== Holy Avenger
(Taken directly from the HotU manual.)

This is among the most powerful weapons that a paladin can find.  It has a +5
Enhancement Bonus, does 1d6 additional points of Holy Damage and every time it hits an opponent it attempts to dispel their magical protections.  Non-paladins who wield a Holy Avenger, find that it only acts as a +2 weapon for them.


===== Keen

Doubles your chances of a critical hit. (When you have the Feat: "Improved
Critical", this effect is tripled.)


===== Massive Criticals
Item Cost Parameter: 1 to 2d4, 1 to 2d8, 1 to 2d10, 1 to 2d12, and 1 to 20 damage.

When you make a successful Critical Hit, this property adds that much more damage to your attack as a bonus.  (Works best with the Improved Critical feat and the Keen property.)


===== Mighty
(NOTE: Ranged weapons only!)
Item Cost Parameter: +1 to +20

The Mighty property allows you to add your strength to your damage when attacking with ranged weapons.  I don't know the ratios, but I'm assuming that more is always better.


===== No Combat Damage

Whatever weapon has this, deals out absolutely NO damage or VERY little.


===== On Hit
Sub-Property: Ability Drain, Blindness, Confusion, Daze, Deafness, Disease,
Dispel Magic, Doom, Fear, Greater Dispelling, Hold, Knock, Lesser Dispelling,
Level Drain, Mordenkainen's Disjunction (Really powerful version of Dispel
Magic.), Poison, Silence, Slay Alignment, Slay Alignment Group, Slay Racial
Group, Sleep, Slow, Stun, Vorpal, and Wounding.
Item Cost Parameter: DC=14, 16, 18... to 26

All of the Sub-Props are pretty much self-explanatory except for Vorpal and
Wounding.  When something is hit by a weapon with the Wounding Sub-Prop, then the target continues to take damage, as if they were poisoned in a different
RPG.
"As for Vorpal, on a critical hit, the target makes a Fortitude save against death.  If failed, the target dies.  Both immunity to death and immunity to critical hits can prevent this."
(NOTE: Somebody told me about the Vorpal property sometime last year, and I forgot their name.  So, if you remember who you are, please step forward so I can give you credit.)


===== Visual Effect
Sub-Property: Acid, Cold, Electrical, Evil, Fire, Holy, and Sonic

While the Visual Effect property doesn't really DO anything and costs nothing to put on a weapon, it overrides all other visual effects from Damage Bonuses and other Properties.  So, if you put Damage Bonus: Acid[2d12 Damage] and
Damage Bonus: Fire[2d12 Damage] and you want the Fire visual effect, then you put a Visual Effect: Fire on the weapon and the weapon won't show the Acid visual effect, but will show the Fire visual effect.  However, if you put in two or more Visual Effects, then the one on the top of the list takes effect.
(Personally, I was hoping that they'd put this in a patch or the HotU expansion becasue I was so disappointed when they didn't include it in SoU and I said so on their message boards.  Apparently, Bioware listened to my request.  So Bioware, thank you.)
(NOTE: This even overrides the Holy Avenger's visual effect.)


===== Unlimited Ammunition
(NOTE: Ranged weapons only!)
Sub-Property: Arrow/Bolt/Bullet
Item Cost Parameter: Ammo: Basic, 1d6 Fire, 1d6 Cold, 1d6 Lightning,
+1 to +5 Enhancement to Damage

While having an unlimited amount of Ammunition is a GOOD thing, be forewarned that you can't use ANY other type of ammunition with whatever ranged weapon has this property.  So, if you pack along some uber-powerful arrows that you're created with a weapon that has this property, they're not going to see much use.



+----------+   Armor-Exclusive Effects  +----------+
NOTE: Only the appearance of the torso (Which this will be hidden if you pick a robe.) determines what class the armor will be, as can be seen in a nifty little box to the left of the Appearance box.


===== Arcane Spell Failure
Item Cost Parameter: -50%, -45%... -10%, -5%, +5%, +10%... +45%, +50%

To melee players and those who don't deal with Arcane Spell Failure, no big deal.  To those that have to deal with Arcane Spell Failure and like to melee as well, VERY big deal.
While the negative values decrease the percentage of Arcane Spell Failure, the positive values increase it.
NOTE: Shields can have this property as well.



+----------+   Weapon/Armor/Item Notes  +----------+
These will be straight out of the game so you can compare them side-by-side instead of having to root through each item's properties one-by-one. Some pieces of armor (For example Helmets, Cloaks, Bracers, Rings, etc.) have different Armor Types.  When it come to AC bonuses, items with the same Armor
Type (For example, Deflection.) won't stack and the game will go with just the highest AC bonus.  The only way you'll know, is when you equip the item in the game.
NOTE: All weapons except those under Throwing have the Armor Type:
Deflection.  (The Weapons under throwing can't have an AC Bonus, Damage
Resistance, or Damage Immunity property.)


===== Armor/Clothing
Armor Type: Armor


===== Helmets
Armor Type: Deflection


===== Shield
Armor Type: Shield


===== Belts
Armor Type: Deflection


===== Boots
Armor Type: Dodge


===== Bracers
Armor Type: Armor


===== Cloaks
Armor Type: Deflection


===== Gauntlets
Armor Type: Deflection
Damage Type: Bludgeoning
Gauntlets can be given damage bonuses and enhance the wearer's Unarmed
Strike.


===== Amulets
Armor Type: Natural


===== Rings
Armor Type: Deflection
Rings are the only item where you can equip two at the same time.  (Not including weapons.)


===== Ammunition
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