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Guide to Lands of Arda and NWN

 
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Wed Aug 02, 2017 11:14 pm    Post subject: Guide to Lands of Arda and NWN Reply with quote

This guide is intended to cover some basics for new players and for those who may wish to return but have forgotten. Keeping your character alive is a good place to begin.

Damage Resistance

Both piercing and slashing resist on at the same time against:
Bastard swords, long swords, great swords, halberds, scythe, some animals
... otherwise you have no resistance (the unmodified game engine does this but Arda has been amended for swords to just do slashing)

Both piercing and bludgeoning resist on at the same time against:
Morning stars... correction...
Used to be the case but apparently it was patched out at some point so there are no pierce bludgeon weapons now unless custom made.

Slashing resist alone only helps protect against:
Scimitars, kamas, kukris, axes, some animals

Piercing resist alone only helps protect against:
Arrows, bolts, rapiers, spears, short swords, daggers, darts

Bludgeoning resist covers the less common remainder of attacks as expected. For example maces, clubs, slings, zombie fist.

Caution: 10 slashing and 5 piercing equals 5 resistance against a long sword. Game engine uses the lowest value combination you have on.

A wandering dwarf in the Trollshaws may offer a resistance combo ring but only after you complete a perilous task for him.

Rivendell has a 5 point resistance belt of each type but nothing else of the kind for purchase. Relying on one belt will usually offer no protection beyond Breeland, if that. So, a 5 slash resistance bracer at the same store is coming soon. In this way, a character may have the bare minimum protection on to find something adequate nearby.

Lorien has for a long time had a ranger only belt with 5 resistance against all 3 damage types for purchase.

The beacon towers in Rhudaur sometimes yield a 10 resist ring of slashing or piercing type. With both of these on, the world is survivable for your character to a greater extent.

Elemental Resistance

20 point resistance amulets against acid, cold and fire can be purchased in Minas Tirith

Damage Reduction

A shadow shield cloak was rumored to have been lost long ago by some forgotten traveler somewhere in the Weather Hills just beyond Breeland.

The game uses the best applicable reduction you have on. If you have a +4/5 amulet on and a +3/10 shadow shield active you get the 10 reduction. Reduction totals and stacks with physical resistance items for even greater protection.

Exception: your foe has a +3 weapon. It penetrates a +3/10 shadow shield or another item with +3 reduction as if there is no reduction. However, the +4/5 amulet does provide the 5 points against a +3 weapon along with any resistance you may have.

Shadow shield scrolls are found in 1 or 2 stores at least. Sufficient use magic device skill will activate the spell but consume the scroll. Shadow shield reduction fails to protect approximately beyond Isengard and Gundabad. It will also not reduce damage in Angmar or Goblin Town. But it will still protect against most natural animal attacks through the entire module.


Last edited by illuminus on Fri Aug 18, 2017 9:52 pm; edited 2 times in total
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Ithilsilà



Joined: 15 Feb 2007
Posts: 323
Location: Catalonia

PostPosted: Fri Aug 04, 2017 4:21 pm    Post subject: Reply with quote

Braxx wrote in the virtual room:

So Illum that post on the FS is point on awesome this type of knowledge is extremely valuable to returning players, like me, and new players. I think posts such as these go a long way toward inviting players to this incredible server.

Another note the guys told me I missed out on a DM event. I know these are tough to do but even small interactions with the players are great experiences and are valued by the player base so on behalf of us all thank you!

Not sure how to go about acknowledging and posting things as I'm not sure who is looking at what or where. This is my only option to post so if I miss the mark just let me know.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Sat Aug 12, 2017 4:03 pm    Post subject: Reply with quote

Armor Class Tips
Only dodge type AC stacks. The other kinds refer to the AC source having the highest value. Note that plate mail with a base +8 is a different type than the +3 magical enhancement bonus upon it. The two different types on the item are not stacking but added to your overall bonus as different types.

+1 dodge AC per 5 skill points you put into tumble up to a possible 40 for +8
Without monk, rogue, bard, assassin, shadow dancer levels you can only put 20 points into tumble. Having a plate mail and shield applies the bonus just the same as wearing a robe.

Flanked AC? Your enemies get an attack bonus from your sides. Uncanny dodge feat available to rogues, barbarians, defender gets rid of this bonus.

Flat footed, not in combat ready state? All of your Dex dodge bonus to AC is lost until the enemy runs through its attacks for the round. Uncanny dodge eliminates this problem.

Blind? Your enemies get an attack bonus from all sides and your Dex bonus to AC is gone. Blind fight gets rid of the flanked all around penalty. Not sure about having true seeing but not having the blind fight feat but it seems like the enemies still get the all around flank bonus but you keep your Dex bonus.

Monk Wis bonus? I'm unclear if the game treats this like Dex for purposes of getting flanked. My high Wis, lower Dex monk/druid does not seem to take AC losses from certain conditions. I expect a high Dex, lower Wis monk will get hit more often especially without uncanny dodge. Primary Wis, secondary Str and tertiary Dex score has been the best melee prioritization I have found for monks, particularly combined with druid or cleric.

There is a mostly confirmed bug with sor/wiz armor of darkness buff that is supposed to give +8 deflection but under certain unknown conditions makes this is a negative value for a big AC penalty. It either works well or terribly.

Natural AC? Does not stack. Maxes out up to +5 with certain Arda items. The exceptions are probably some shifter forms along with possibly empowering the barkskin spell as a druid caster which may or may not increase it over +5.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Fri Aug 18, 2017 10:09 pm    Post subject: Reply with quote

Maximum number of attacks

The only way to max out your attacks each round is to take 10 or more levels in a warrior type class before reaching 21st level. You can take 10 cleric and then go 10 champion of torm to end up with 4 attacks as one example. 10 ranger and 10 assassin is another way.

Monks are handled differently. They get extra attacks for using monk weapons that flurry of blows will apply to or for unarmed strike. Taking those 10 warrior levels prior to 21st along with 10 monk should result in 4-6 attacks per round depending if flurry is activated.

Other class combos

Wiz/sor with 10 warrior levels may only get you 3 maximum base attacks per round. You may have to take 15 or 16 warrior levels or 4 base attacks are just unattainable with an epic mage build.

Bard 1-10/Fighter 11-21/PM 22-40 can get your 4 attacks along with epic specialization.

Cleric 1-10/DD 11-20/Cleric 21-40 is attainable but the mid levels can be quite challenging without being well equipped.

Haste and reincarnation

Regardless of class combination haste will always add 1 extra attack per round. Furthermore each stage of reincarnation will add an additional attack per round. A 3x reincarnate ranger/monk in flurry mode may get something like 9 or 10 attacks off the main hand weapon alone.
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