Feat list

Alignment shifts in NWN2[]

Alignment on the Good-Evil and Lawful-Chaotic axes is treated as bands running from 0 to 30, 31 to 69 and 70 to 100.

Alignment 100 … 70 69 … 31 30 … 0
100 … 70 Lawful good Neutral good Chaotic good
69 … 31 Lawful neutral True neutral Chaotic neutral
30 … 0 Lawful evil Neutral evil Chaotic evil

By doing certain actions in-game (usually during conversations) your alignment is shifted in a direction. When such an action takes you over an alignment-boundary your character’s alignment-rating is automatically placed at the middle of the new band (i.e. 15, 50, 85)

Example: Your character started as Lawful Good with a rating of 85:85 (law-chaos:good-evil) during the game he committed several evil and some lawful acts, so that his alignment-rating is now 90:72. If he now commits another evil act that shifts his alignment by 3 points toward evil (90:69), his alignment will change to Lawful Neutral and the character’s alignment rating will be set to 90:50, so that he can’t shift back to Lawful Good by doing just one noble deed.

To shift alignment during the original campaign, see original campaign alignment shifts.

Spellcasting[]

Type Prepared
Intelligence arcane yes
  • Sorcerer/Wizard Spell List: Wizards share the same spell list as Sorcerers.

A Wizard casts Arcane spells, which are drawn from the Sorcerer/Wizard Spell List. A Wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the Wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth).
Wizards learn new spells from Wizard scrolls they find during play. The Difficulty Class for a saving throw against a Wizard’s spell is 10 + the spell level + the Wizard’s Intelligence modifier.

A Wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook. A Wizard begins play with a spellbook containing all 0-level Wizard spells (except those from her prohibited school or schools, if any) plus three 1st-level spells of your choice. For each point of Intelligence bonus the Wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new Wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new Wizard level) for her spellbook. For example, when a Wizard attains 5th level, he can cast 3rd-level spells. At this point, he can add two new 3rd-level spells to his spellbook, or one 2nd-level spell and one 3rdlevel spell, or any combination of two spells between 1st and 3rd level. At any time, a Wizard can also add spells found in other Wizards’ spellbooks to his own.

School Specialization

A school is one of eight groupings of spells, each defined by a common theme. If desired, a Wizard may specialize in one school of magic (see below), or be a generalist, where there are no bonuses and no penalties.

The eight schools of arcane magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

The Wizard must choose whether to specialize and, if he does so, choose his specialty at 1st level. At this time, he must also give up another school of magic, which become his prohibited school (see table below). A Specialist Wizard then can prepare one additional spell per spell level each day. Unlike in the original DnD rules, the additional spell need not be of the specialist school.

Spells of the prohibited school or schools are not available to the Wizard, and he can not cast such spells from scrolls. He can use wands with prohibited school spells though. He may not change his specialization later.

This does not only affect a Wizards spell selection; school specialization takes precedence over other base classes or Use Magic Device checks.

For instance, a multi-classed Wizard/Cleric can not cast Clerical spells from the prohibited school. So if that Wizard/Cleric has Conjuration as a prohibited school, he can no longer use Resurrection scrolls. It also means that the tip from the official rulebooks of taking a level in the Sorcerer class on a Specialist Wizard, to yet gain access to all arcane items from the prohibited school, does not work. (However, see Talk:Wizard)

Specialist Wizards get +2 on Spellcraft checks when dealing with spells from their own school and can memorize one additional spell per spell level per day(ie. with an 18 int, at 1st level, a wizard normally gets three 1st level spells, a specialist would get four 1st level spells). Other than that, there seems to be no difference between specialists implemented in NWN2.

Specialization Prohibited School
Abjuration Conjuration
Evocation Conjuration
Transmutation Conjuration
Divination Illusion
Enchantment Illusion
Conjuration Transmutation
Illusion Enchantment
Necromancy Divination

Ошибка DirectX в Neverwinter Nights 2


«DirectX Runtime Error»

«DXGI_ERROR_DEVICE_RESET»

«DXGI_ERROR_DEVICE_HUNG»

«DXGI_ERROR_DEVICE_REMOVED»

  • Первым делом необходимо установить «чистую» версию драйвера вашей видеокарты (то
    есть не стоит сразу спешить устанавливать тот же GeForce Experience, ничего лишнего
    от AMD и аудио).
  • При наличии второго монитора попробуйте отключить его, а также отключите G-Sync и
    любые другие виды дополнительных/вспомогательных устройств.
  • Воспользуйтесь средством проверки системных файлов для восстановления повреждённых
    или отсутствующих системных файлов.
  • В случае если используете видеокарту от Nvidia, тогда попробуйте включить

    «Режим
    отладки»

    в панели управления видеокартой.
  • Часто причиной ошибки служит перегретая видеокарта, поэтому для проверки её
    работоспособности рекомендуем воспользоваться программой

    FurMark

    . Если это оказалось действительно так, тогда следует
    понизить частоту видеокарты.

  • Если вдруг столкнулись с другими ошибками, тогда рекомендуем переустановить DirectX,
    но перед этим лучше на всякий случай удалить старую версию (при этом обязательно
    удалите в папке перед переустановкой все файлы начиная с

    «d3dx9_24.dll»

    и
    заканчивая

    «d3dx9_43.dll»

    ).

Boots[]

  • nw_it_mboots002 Boots of Elvenkind (Move Silently +5)
  • nw_it_mboots003 Dragon Slippers (Dexterity +2, Immunity Fear, Immunity Knockdown, Spell Resistance 10)
  • nw_it_mboots004 Gargoyle Boots (AC Bonus: +2 AC Dodge Modifier, Improved Saving Throws: Fortitude +3, Use: Stoneskin (7) 5 Charges/Use
  • nw_it_mboots005 Boots of Speed (Use: Haste (10) 3 Uses/Day)
  • nw_IT_MBOOTS001 Boots of Striding +1 (Enhancement Bonus: Constitution +1)
  • nw_IT_MBOOTS006 Boots of Striding +2 (Enhancement Bonus: Constitution +2)
  • nw_IT_MBOOTS007 Boots of Striding +3 (Enhancement Bonus: Constitution +3)
  • nw_IT_MBOOTS008 Boots of Striding +4 (Enhancement Bonus: Constitution +4)
  • nw_it_mboots009 Boots of Striding +5 (Enhancement Bonus: Constitution +5)
  • nw_it_mboots010 Boots of Reflexes +1 (Improved Saving Throws: Reflex +1)
  • nw_it_mboots011 Boots of Reflexes +2 (Improved Saving Throws: Reflex +2)
  • nw_it_mboots012 Boots of Reflexes +3 (Improved Saving Throws: Reflex +3)
  • nw_it_mboots013 Boots of Reflexes +4 (Improved Saving Throws: Reflex +4)
  • nw_it_mboots014 Boots of Reflexes +5 (Improved Saving Throws: Reflex +5)
  • nw_it_mboots015 Boots of Hardiness +1 (AC Bonus: +1 AC Dodge Modifier, Enhancement Bonus: Constitution +1)
  • nw_it_mboots016 Boots of Hardiness +2 (AC Bonus: +2 AC Dodge Modifier, Enhancement Bonus: Constitution +2)
  • nw_it_mboots017 Boots of Hardiness +3 (AC Bonus: +3 AC Dodge Modifier, Enhancement Bonus: Constitution +3)
  • nw_it_mboots018 Boots of the Sun Soul +1
  • nw_it_mboots019 Boots of the Sun Soul +2
  • nw_it_mboots020 Boots of the Sun Soul +3
  • nw_it_mboots021 Boots of the Sun Soul +4 (AC Bonus: +4 AC Dodge Modifier, Enhancement Bonus: Dexterity +2, Only Useable By: Monk)
  • nw_it_mboots022 Boots of the Sun Soul +5 (AC Bonus: +5 AC Dodge Modifier, Enhancement Bonus: Dexterity +3, Only Useable By: Monk)

Domain List[]

A cleric chooses two domains at their first class level, ideally representing the deity they have chosen to follow. Each domain adds to the cleric’s spell list at least 2 domain spells, as well as possibly gaining a granted power. The cleric gets the granted powers of both the domains selected.

Cleric Domain Special Ability Spell Level
1 2 3 4 5 6 7 8 9
Air Uncanny dodge Call lightning Chain lightning
Animal Animal companion   Cat’s grace True seeing
Chaos* Slippery mind Color Spray Confusion
Cold* Cold resistance 5 Creeping Cold Hypothermia Polar Ray
Darkness* Blind Fight Blindness Deafness Shadow Conjuration Power Word, Blind
Death Negative plane avatar       Phantasmal killer         Power Word, Kill
Destruction Smite infidel Rage Acid fog
Dream* Immunity to sleep Sleep Phantasmal Killer Hiss of Sleep
Earth Toughness Stoneskin Energy immunity
Evil Able to turn outsiders Evard’s black tentacles Weird
Fire Fire resistance 5 Fireball Wall of fire
Fury Battle Master Enlarge person Tenser’s transformation
Good Aura of courage Magic circle against alignment Planar Binding, Lesser
Healing Empowered healing Cure serious wounds Heal
Knowledge Extra spells Identify Knock Clairaudience Clairvoyance True seeing Legend lore
Law* Iron Will Lionheart Hold Monster Mass Hold Person
Luck* Luck of Heroes Freedom of Movement Spell Mantle, Greater
Magic Extra spells Mage armor Melf’s acid arrow Assay resistance Greater Dispel Magic Spell mantle Blackstaff
Plant Woodland stride Entangle Barkskin Poison Mass camouflage Vine Mine
Protection Divine protection Globe of Invulnerability, Lesser Energy immunity
Strength Divine Strength Bull’s Strength Divine Power
Sun Exceptional turning Searing Light Sunbeam
Time* Improved Initiative Haste Premonition
Travel Fast movement Freedom of movement Haste
Trickery Feint Grease Invisibility Confusion
Undeath* Extra Turning Animate Dead Create Greater Undead
War* Weapon Focus Flame Strike Power Word, Stun
Water Evasion Poison Ice storm
* indicates domain added with Mask of the Betrayer expansion.

Amulets (Neck)[]

  • nw_IT_MNECK001 AmuletofNaturalArmor+1
  • nw_IT_MNECK012 Amulet of Natural Armor+2
  • nw_IT_MNECK013 Amulet of Natural Armor+3
  • nw_IT_MNECK014 Amulet of Natural Armor+4
  • nw_IT_MNECK015 Amulet of Natural Armor+5
  • x2_IT_MNECK001 AmuletofVitality+2
  • x2_IT_MNECK002 AmuletofVitality+4
  • nw_it_mneck024 AmuletofWill+1
  • nw_it_mneck025 AmuletofWill+2
  • nw_it_mneck027 AmuletofWill+4
  • nw_it_mneck028 AmuletofWill+5
  • x2_IT_MNECK016 AmuletofWill+6
  • nw_IT_MNECK006 ScarabofProtection+1
  • nw_IT_MNECK007 PeriaptofWisdom+1
  • nw_IT_MNECK008 PeriaptofWisdom+2
  • nw_IT_MNECK009 PeriaptofWisdom+3
  • nw_IT_MNECK010 PeriaptofWisdom+4
  • nw_IT_MNECK011 Periapt of Wisdom +5
  • nw_IT_MNECK006 Amulet of Protection+1
  • nw_IT_MNECK016 Scarab of Protection+2
  • nw_IT_MNECK017 Scarab of Protection+3
  • nw_IT_MNECK018 Scarab of Protection+4
  • nw_IT_MNECK019 Scarab of Protection+5

Use[]

  1. Right-click on the character you want to receive the item.
  2. Open the console by pressing the tilde key (~). On non-US keyboards, this should be the key directly to the left of your backspace key (you may also need to hold the shift-key to get it right).
  3. Type «giveitem <code>» — where the <code> is any of the codes below, and the optional is how many of those items will be given. If successful, you will receive a confirmation message.
  4. Close the console by hitting the tilde key (~) again (see 2.).

Examples:

  • — gives the selected character a pair of Boots of Elvenkind
  • — gives the selected character 99 arrows (default amount for arrows)
  • — gives the selected character 7,500 gold ( has the same effect)

Epic Levels[]

Characters in Neverwinter Nights 2: Mask of the Betrayer can reach a maximum character level of 30. 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 (3, 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. See the individual base class description pages for a description of the specific benefits for reaching levels 21 through 30 in each of the base classes.

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, 29). These feats are in addition to the bonus feats mentioned in the base class descriptions for specific classes.
  • Ability score improvements continue every 4 levels (levels 24, 28).
  • Base Attack Bonus and Base Saves continue as normal.
  • Epic level characters continue to gain additional attacks per round with every 5 BAB, unlike in D&D where the base number of attacks is capped at 4.
  • Any spellcaster gains +1 DC to all of their spells every third epic level (23, 26, 29).

Rings[]

  • nw_it_MRING001 Ring of Protection +1
  • nw_it_MRING002 Ring of Elemental Resistance
  • nw_it_MRING003 Ring of Invisibility
  • nw_it_MRING004 Ring of Regeneration
  • nw_it_MRING005 Ring of Magic Defenses (the same as MRING010?)
  • nw_it_MRING006 Ring of Clear Thought +1
  • nw_it_MRING007 Ring of Holiness
  • nw_it_MRING008 Ring of Protection +2
  • nw_it_MRING009 Ring of Cyan
  • nw_it_MRING010 Ring of Magic Defenses (the same as MRING005?)
  • nw_it_MRING011 Ring of Jade
  • nw_it_MRING012 Ring of Insight
  • nw_it_MRING013 Ring of Scholars
  • nw_it_MRING014 Ring of Clear Thought +2
  • nw_it_MRING015 Ring of Clear Thought +3
  • nw_IT_MRING016 RingofClearThought+4 (does this work?)
  • nw_it_MRING017 Ring of Clear Thought +5
  • nw_it_MRING018 Ring of Protection +3
  • nw_it_MRING019 Ring of Protection +4
  • nw_it_MRING020 Ring of Protection +5
  • nw_it_MRING021 Copper Ring
  • nw_it_MRING022 Silver Ring
  • nw_it_MRING023 Gold Ring
  • nw_it_MRING024 Ring of Fortitude +1
  • nw_it_MRING025 Ring of Fortitude +2
  • nw_it_MRING026 Ring of Fortitude +3
  • nw_it_MRING027 Ring of Fortitude +4
  • nw_it_MRING029 Lesser Ring of Power
  • nw_it_MRING030 Ring of Power
  • nw_it_MRING031 Ring of Resistance +1
  • nw_it_MRING032 Ring of Resistance +2
  • nw_it_MRING033 Ring of Resistance +3

x2_IT_MRING025 RingofFortitude+6

Implementation[]

To lay out the check and DC, they are (roughly):

Feint user: d20 + total modifed Bluff skill
Target DC:  d20 + Base Attack Bonus + total modified Spot skill
Other bonuses:
    +4 for non-humanoid
    +8 if unintelligent (1 or 2 intelligence)
    or Impossible if 0 intelligence.

The formula listed above for the target’s DC is an educated guess, though it seems to be consistent with the results of this feat. There is a stochastic component to the target’s DC, modified by their spot and BAB; it is unknown as to whether the «other bonuses» are added or not. This formula is consistent with the PnP target DC except that spot has been substituted for sense motive.

(Feint user:bluff)-(Target:bab+spot) Success Rate
<=-20
-19 0.0025
-18 0.0075
-17 0.015
-16 0.025
-15 0.0375
-14 0.0525
-13 0.07
-12 0.09
-11 0.1125
-10 0.1375
-9 0.165
-8 0.195
-7 0.2275
-6 0.2625
-5 0.3
-4 0.34
-3 0.3825
-2 0.4275
-1 0.475
0.525
1 0.5725
2 0.6175
3 0.66
4 0.7
5 0.7375
6 0.7725
7 0.805
8 0.835
9 0.8625
=10 0.8875
11 0.91
12 0.93
13 0.9475
14 0.9625
15 0.975
16 0.985
17 0.9925
18 0.9975
>=19 1

Низкий FPS, Neverwinter Nights 2 тормозит, фризит или лагает

  • Запустите диспетчер задач и в процессах найдите строку с названием игры
    (Neverwinter Nights 2). Кликайте ПКМ по ней и в меню выбирайте

    «Приоритеты»

    , после
    чего установите значение

    «Высокое»

    . Теперь остаётся лишь перезапустить
    игру.
  • Уберите всё лишнее из автозагрузки. Для этого все в том же диспетчере задач нужно
    перейти во вкладку

    «Автозагрузка»

    , где нужно отключить лишние процессы при
    запуске системы. Незнакомые приложения лучше не трогать, если не знаете, за что они
    отвечают, иначе рискуете испортить запуск системы.
  • А также рекомендуем в настройках, связанных с энергопотреблением, установить

    «Максимальную производительность»

    . То же касается и видеокарты: нужно
    установить максимальную производительность в настройках графического процессора (это
    можно сделать в

    «Управлении параметрами 3D»

    ), а в фильтрации текстур
    выбирайте параметр

    «Качество».
  • Если ваша видеокарта от Nvidia по возрасту не старше серии графических процессоров
    GTX 10, тогда частоту кадров вполне реально поднять за счёт ускорения работы с
    видеокартой. Для реализации задуманного опять-таки нужно открыть

    «Панель
    управления»

    Видеокарты, перейти
    в уже знакомую вкладку

    «Управление параметрами 3D»

    и выбрать в списке с
    программами игру, после чего отыскать

    «Вертикальный синхроимпульс»

    и кликнуть
    по нему, чтобы в меню выставить параметр

    «Быстро»

    .

  • Следует удалить временные папки, ненужные файлы и кэш. На просторах интернета можно
    найти кучу самых разных программ, которые помогают это сделать. Мы рекомендуем
    воспользоваться для этого программой

    BleachBit

    или

    CCleaner

    .

  • Проведите дефрагментацию или оптимизацию жёсткого диска. Для этого перейти в

    «Свойства жёсткого диска»

    вкладка
    «Сервис»

    «Дефрагментация» или
    «Оптимизация»

    . Кроме того, там же можно провести проверку/очистку диска, что
    в некоторых случаях помогает.

  • В конце концов, перейдите на простое оформление, чтобы компьютер не нагружался
    ресурсоёмкими эффектами. К примеру, можно смело отключать встроенные отладчики,
    индексирование поиска и многое другое.
Лучшие видеокарты для комфортной игры в 1080p

Пусть 4K доминирует в заголовках и привлекает многих техноблоггеров, сейчас большинство игроков
предпочитает Full HD и будет это делать еще несколько…

Racial features[]

Level adjustment: +2. Drow are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 than it would for normal races, for example.

Size: Medium

Favored class: Wizard. A multiclass drow’s wizard class does not count when determining whether he takes a penalty for multiclassing.

  • Drow wizard

    Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.

  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Darkvision: Drow can see in the dark up to 120 feet. This replaces the low-light vision ability most elves receive.
  • Spell Resistant: Spell resistance of 11 + character level.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) weapons.
  • Keen Sense: An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Skill Affinity (Listen): +2 to Listen
  • Skill Affinity (Search): +2 to Search
  • Skill Affinity (Spot): +2 racial bonus to Spot
  • Light Blindness: Drow suffer -1 circumstance penalty to attack rolls, saves, and skill checks when outside. This is improperly applied whenever the drow character is outdoors, even during night time.
  • Spell-Like Abilities:
    • 1/day — Darkness as sorcerer of equal level.
    • 1/day — Light (spell) as sorcerer of equal level.
    • 1/day — See invisibility as sorcerer of equal level.

Defenses[]

Since at least the mid-1300s DR, Neverwinter had a standing army, the Graycloaks, In the mid-to-late 1300s DR, they were composed of 400 archers and spearmen, who served as a city guard at the walls and harbor, operated as a police force, and patrolled the High Road from Port Llast to Leilon. At any one time in peacetime, sixty were on duty, sixty were on leave, and sixty were in training. Much like their city, they had a reputation for quiet efficiency and professionalism.


…in such numbers that it seemed a hailstorm.

— Eyewitness account of Neverwinter’s missiles, pre-1357 DR

If the city’s walls were threatened by orcs or Luskan forces, the defenders could catapult explosive missiles down on the attackers, often slaughtering and routing them. Both missiles and the specially designed catapults were devised by the best ‘skilled hands’ of the city, its craftsfolk and wizards. These explosive missiles could also be used as grenades by the soldiers. They were not for sale and their manufacture was a state secret, but many groups desired them.

The city also had its own navy.

In desperate situations, Lord Nasher could call upon the wizards of the order of the Many-Starred Cloak for help. Lord Nasher’s personal bodyguard were the well-equipped warriors of the Neverwinter Nine.

As of 1479 DR, the standing army were the Neverwinter Guard, which was composed mostly of the Mintarn mercenaries hired by Lord Neverember. A few independent militia forces assembled by the citizens helped to protect the city in times of need. Lord Neverember also hired to deal with threats to the city that the Mintarn mercenaries could not handle.

With the city rebuilding in the late 1480s DR, many of the Sons of Alagondar volunteered to serve in the Neverwinter Guard, causing Lord Neverember to depend less on the mercenaries’ services. Lord Neverember still hired adventurers and mercenaries to help protect Neverwinter and train local troops rather than accept the help of the armies of the Masked Lords of Waterdeep, whom he felt had betrayed him.

Gameplay[]

Okku begins with STR 32, DEX 12, CON 27, INT 9, WIS 12, CHA 16. Unlike most companions, Okku levels up automatically on his own, as he «recalls» combat techniques of when he was alive. He is highly specialized in using natural weapons, and in time his claws have adamantine properties. He is a very powerful frontline fighter, far more so than Kaelyn. However, if you obtain him you cannot get One of Many. Be warned that because of his race Okku is not affected by spells like Enlarge Person. His race also makes him susceptible to Gann’s Chastise/Weaken Spirits at Hardcore difficulty.

If you choose to get Okku be sure to visit Nak’kai, the old shaman in Mulsantir’s Ice Troll Berzerker Lodge. With the proper dialogue he will grant Okku an additional level and give the party XP.

Though Okku cannot wear equipment, he can wear rings and an amulet. However, many rings don’t have any effect on Okku. Rings which buff resistances, saves and armor class don’t appear to have any effect. Rings which buff stats or add regeneration do help.

Okku’s essence together with other ‘special’ essences, can be used to craft a very powerful item.

Файлы, драйверы и библиотеки

Практически каждое устройство в компьютере требует набор специального программного обеспечения. Это драйверы, библиотеки и прочие файлы, которые обеспечивают правильную работу компьютера.

  • Скачать драйвер для видеокарты Nvidia GeForce
  • Скачать драйвер для видеокарты AMD Radeon

Driver Updater

  • загрузите Driver Updater и запустите программу;
  • произведите сканирование системы (обычно оно занимает не более пяти минут);
  • обновите устаревшие драйверы одним щелчком мыши.

существенно увеличить FPSAdvanced System Optimizer

  • загрузите Advanced System Optimizer и запустите программу;
  • произведите сканирование системы (обычно оно занимает не более пяти минут);
  • выполните все требуемые действия. Ваша система работает как новая!

Когда с драйверами закончено, можно заняться установкой актуальных библиотек — DirectX и .NET Framework. Они так или иначе используются практически во всех современных играх:

  • Скачать DirectX
  • Скачать Microsoft .NET Framework 3.5
  • Скачать Microsoft .NET Framework 4
  • Скачать Microsoft Visual C++ 2005 Service Pack 1
  • Скачать Microsoft Visual C++ 2008 (32-бит) (Скачать Service Pack 1)
  • Скачать Microsoft Visual C++ 2008 (64-бит) (Скачать Service Pack 1)
  • Скачать Microsoft Visual C++ 2010 (32-бит) (Скачать Service Pack 1)
  • Скачать Microsoft Visual C++ 2010 (64-бит) (Скачать Service Pack 1)
  • Скачать Microsoft Visual C++ 2012 Update 4
  • Скачать Microsoft Visual C++ 2013

Further history and information[]

Like the other elves, drow (dark elves) are not native to Abeir-Toril, but came as immigrants some twenty five millennia ago. The Ssri-Tel-Quessir who were the ancestors of the drow formed part of the second wave of elven immigration, which signaled the end of the Time of the Dragons. The names and whereabouts of the original elven home worlds have long since been lost in the mists of time. Using portals the dark elves passed through various realms of the Fey, but they mainly populated the tropical jungles of Southern Faerûn, in what is now the Shaar. The Dark Elves were a powerful race and quickly established large empires. The most famous (or infamous) of these was Ilythiir. We are told this mighty nation became increasingly ambitious and cruel, and mercilessly attacked the other nations of Southern Faerun. These traits are said to have sparked off the first Crown War, but as in much of elven history nobody really knows the truth of the matter.

More than thirteen thousand years ago, the Crown Wars raged among the Fair Folk, and for three thousand years the elven nations of Aryvandaar, Miyeritar, Shantel Othreier, Keltormir, Ilythiir, and others battled one another in a series of five great conflicts. At the end of the fourth Crown War, circa -10,000 DR, the corrupt dark elven Ilythiiri and others were transformed by Corellon Larethian’s magic into drow as directed through the Protector’s priests and high mages, and banished to the lightless depths of the Underdark.

The first drow civilizations arose in the Underdark of southern Faerun circa -9600 DR. The first great kingdom of the drow was Telantiwar, with its capital in the great cavern of Bhaerynden, the conquered heart of the first great kingdom of the Stout Folk (dwarves), which was seized by the drow in -9001 DR. The drow fought among themselves, noble against noble, priest against priest, for rule of their new realm. This war ended amid great magical explosions that brought down the roof of Bhaerynden. The ceiling collapsed entirely, burying many drow and the shattered dwarven cities they have seized. The cavern, now open to the sky, became known as the Great Rift. Gold dwarf ancestors later resettled the chasm and surrounding caverns to form the Deep Realm.

In the following diaspora known as the Scattering, the surviving drow nobles and priests gathered what people, slaves, and equipment they could seize and fled into the wilds of the Underdark. Since that time, countless cities and smaller settlements have risen and fallen in an increasing radius around the territory held by the empire of Telantiwar.

Physically, drow are characterized by skin the colour of obsidian, though there are extremely rare cases of albino drow, whose skin is bone white. Drow usually have white hair, with older members of the race having silver or other pale colors. Drow have red eyes. Any other color would suggest he/she is not of true drow heritage. Drow are shorter than other elves, and the females are taller than their male counterparts.

The drow are a largely chaotic and evil race, following after their goddess, Lolth. Drow society is female-dominated (except for those cities that worship Vhaeraun) and is composed of families, called houses, each ruled by a matron. Houses typically battle within the city, vying for power, though this battle is usually not open, as the drow pride themselves in cunning assassination and subversion. There is conflict within the house as well. The daughters of the matron are next in line to rule, and it is quite common for them to attempt to overthrow their matron mother to usurp her.

Note: Not all drow are evil. The famous chaotic good ranger, Drizzt Do’Urden is but one example.

Description[]

Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced Cleric can bring people back from the brink of death, and an experienced Cleric can bring back people who have crossed over that brink. As channelers of divine energy, clerics can affect undead creatures. A Cleric can turn away or even destroy undead. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.

Alignment Restrictions: A Cleric’s alignment is typically within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A Cleric may not be neutral unless his deity’s alignment is also neutral. See (A.05) Deity of the NWN2 Reference Guide for a detailed list of allowed alignments.

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