Creating a party
At the beginning of the game you will be given to create four characters who from the base for your party. Later in game you will be able to recruit NPCs to join your cause (one or two, depending on whether one of your characters has the Leadership feat). There are quite a few ways to build your party, and there isn't one that's perfect, as much depends on individual preferences and experience. In my opinion, the build suggested by the game, as it is quite effective and universal - fighter, wizard, rogue and cleric. This combination also allows you to make best use of the first NPC you will be able to recruit - Umoja (druid). When creating your characters, consider giving them different alignments, as the use of some of the items depends on your alignment.
Storm of Zehir puts emphasis on skills. They're often used in conversations and on the world map. For instance, one of the traders will offer you a magic ring, but after using dialog option with Spellcraft one of your characters reveals that the item isn't actually magical at all. Merchant will admit that he tried to misguide you and will offer you a lower price for it. This time, Appraise comes in handy, as one of your character realizes that the price is still too high for a genuine ring like this. On the world map, Survival comes in handy, as character with points in this skill moves faster than those without. Do your best to diversify and distribute skills among your characters in such a way, to gain access to as many skills as possible - if you don't have to, don't duplicate the skills - this way you should gain access to most dialog options and be able to solve your problems the way you want to. You can also take a look at the NPC companions that join you early in the game (Umoja, Inshula, Lastri), pick one of them (I recommend Umoja), check what skills he or she has and save on those skills when creating your characters.
Companions in Samarach
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Umoja
You will meet him in Samargol. Talk to him and offer to join your party. Umoja will consult with his dinosaur and agree to join you. His 'pet' is a quite powerful, making Umoja, a valuable cohort.
Level: 4
Race: Human
Class: Druid
Character: Neutral Good
Attributes: Strength 12 / Dexterity 14 / Constitution 12 / Intelligence 9 / Wisdom 17 / Charisma 10
Skill points in: Concentration, Listen, Spot, Survival
Inshula Sar Mashewe
You will meet her in Samargol. Talk to her for a while and ask whether she wants to join you. You may use Diplomacy and tell her that the ship crashing on the beach and your meeting was no coincidence. She will agree, but will ask you to give her 300 $ for her sister. You can also tell her to check what the cards have to say but it's not a good idea - she will ask for 500 $ if you don't stop her from doing that. You can bargain however, to lower the price to 300 $. While she's reading the cards you may use Bluff or Sleight of Hand to gain her trust - this way, Inshula will join you for free.
Level: 5
Race: Human
Class: Ranger
Character: Neutral
Attributes: Strength 12 / Dexterity 17 / Constitution 10 / Intelligence 9 / Wisdom 14 / Charisma 8
Skill points in: Concentration, Hide, Move Silently, Parry, Search, Survival
Lastri Kassireh
You will meet her at the very beginning of the game as the captain of the ship you're on. You will be able to invite her to your party after completing one of the early quests in Samargol (see quest: Missing Personel).
Level: 4
Race: Halfling
Class: Swashbuckler
Character: Neutral
Attributes: Strength 8 / Dexterity 19 / Constitution 12 / Intelligence 13 / Wisdom 10 / Charisma 11
Skill points in: Diplomacy, Lore, Parry, Tumble
Chir Darkflame
You will find him in the Black Market. He and some other gnomes are being held prisoner if you want to free him, you will need to open his cell, provoking the Illithids to attack you. After you kill them off talk to Chir, and he will join you.
Level: 3
Race: Gnome
Class: Wizard
Alignment: Chaotic evil
Attributes: Strength 8 / Dexterity 14 / Constitution 12 / Intelligence 19 / Wisdom 10 / Charisma 8
Skill points in: Concentration, Craft Alchemy, Craft Armor, Craft Weapons, Lore, Spellcraft
Companions on the Sword Coast
Soraevora Aeravand
You will meet her in the second part of the game on the Sword Coast, in the Crossroads Keep.
Level: 8
Race: Sun elf
Class: Favored Soul
Alignment: Chaotic good
Attributes: Strength 16 / Dexterity 9 / Constitution 10 / Intelligence 13 / Wisdom 10 / Charisma 20
Skill points in: Concentration, Heal, Spellcraft
Grykk Bannersworn
You will meet him in the Neverwinter tavern. Using Diplomacy you may convince him to join your party for free. Otherwise, you will have to pay a donation of 1000 $.
Level: 8
Race: Half-orc
Class: Paladin
Alignment: Lawful good
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Attributes: Strength 17 / Dexterity 10 / Constitution 14 / Intelligence 8 / Wisdom 12 / Charisma 15
Skill points in: Move Silently, Parry
Belueth the Calm
She is in Waukeen temple in Neverwinter. You can hire her for 5000 $ or 3000 $ if you have enough ranks in: Bluff, Diplomacy, Intimidate.
Level: 8
Race: Aasimar
Class: Rogue (Level 6), Shadow Thief of Amn (Level 2)
Alignment: Neutral evil
Attributes: Strength 12 / Dexterity 22 / Constitution 14 / Intelligence 14 / Wisdom 10 / Charisma 10
Skill points in: Appraise, Bluff, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Search, Set Trap, Spot, Tumble
Quarrel
You'll find him in West Harbor. You need to complete West Harbor - Path of the Master, to recruit him.
Level: 8
Race: Half-drow
Class: Sorcerer
Alignment: Chaotic evil
Attributes: Strength 10 / Dexterity 20 / Constitution 12 / Intelligence 12 / Wisdom 10 / Charisma 16
Skill points in: Bluff, Diplomacy, Intimidate, Lore, Move Silently, Parry, Spellcraft
Finch
You will meet him in a tavern somewhere in the Sword Coast. He will join you during the quest Sword Coast - Price of a Song.
Level: 10
Race: Half-elf
Class: Bard
Alignment: Chaotic good
Attributes: Strength 12 / Dexterity 16 / Constitution 10 / Intelligence 11 / Wisdom 8 / Charisma 20
Skill points in: Concentration, Diplomacy, Lore, Perform, Spellcraft, Use Magic Device
Ribsmasher
You will find him locked in a cell in Onyx Cave.
Level: 10
Race: Human
Class: Monk
Alignment: Lawful neutral
Attributes: Strength 22 / Dexterity 14 / Constitution 16 / Intelligence 8 / Wisdom 16 / Charisma 8
Skill points in: Hide, Move Silently, Parry, Tumble
Septimund
You will meet him in Port Llast. He will ask you to solve the undead problem (check Port Llast - Army of the Dead). After completing the quest return to do Port Llast and talk to Septimund. You need a high Diplomacy score to convince him to join you; otherwise he will leave and you'll never see him again.
Level: 13
Race: Human
Class: Cleric (10), Doomguide (3)
Alignment: Lawful neutral
Attributes: Strength 14 / Dexterity 12 / Constitution 14 / Intelligence 12 / Wisdom 22 / Charisma 14
Skill points in: Concentration, Diplomacy, Heal, Lore, Spellcraft
To all good things, a sequel. Or an add-on pack. We're not fussy.Following on from the success of last year's Neverwinter Nights 2, Obsidian have been working on their high-tech equivalent of drawing dungeons on graph paper and poreing over obscure passages in the Monster Manual. Mask of the Betrayer should be complete in time for Autumn.However while promising a hugely increased level-cap, new races and classes as well as a full stand-alone campaign, Obsidian are keeping many details close to their chests.
So when offered the chance to exchange e-mails with Obsidian's very own Elite-class level CEO Feargus Urquhart, we clearly grasped it and tried to resist the urge to just descending to a conversation about how much we liked Planescape Torment when he was back at Black Isle.We fail, rapidly, when we ask him what other game does the 15-20 hour included campaign feels most like, in terms of experience. 'This may sound strange, but the other character based RPG that I can think of is Planescape: Torment,' Feargus notes, 'Both of them are character focused, but in different ways.
Torment was about discovering who you were, while Mask of the Betrayer is more about saving yourself. Another difference is the focus on combat with Mask being more about fun combats and Torment more about your relationship with your companions.'
It also shares with Planescape an interest in the basic elements of role-playing design - that is, character survival and what that really means when you can just reload. 'One of the key things that the design team at Obsidian working on Mask of the Betrayer wanted to focus on was how death worked,' Feargus explains.' Initially, there was talk about having death be more permanent than it was in NWN2, but there were concerns about what would have to change in gameplay and in the engine and whether that was worth it. So, the focus moved to how to make death still matter to the player.'
This turned into an entirely new mechanic that makes time much more critical to the player. Certain areas change as day goes to night and while you can rest in most places, there are going to be other things to consider as you use up that time.' Which implies that the days when you just camp every ten feet down a dungeon to stay at full power may be behind us. Some Dragons. A Dungeon will be along shortly. (Manticores, surely? - Geek Ed)While they're currently not revealing the exact prestige classes and new races yet, Feargus is happy to elabortate how they go about choosing them.
After all, it's not as if there's a shortage of source material to raid.' It is pretty hard to go through what is now close to one hundred books on D&D and figure out what is the best race or class to use,' he explains, 'What makes it a little easier for us is that we are trying to make it so everyone has a Base Class or Prestige Class that lets them play the way they want to play. Prestige Classes are where this is probably the easiest, because what it takes is breaking down the different paths that each of the base classes could take and making sure that there is a Prestige Class for that patch.' Things are a little easier when dealing with actual character's origins. 'As for races, that is much more of popularity contest than anything else,' Feargus adds, 'After NWN2 came out, we immediately were barraged with the same one or two requests - so, those races got on the list.'
However, just because there's this mass of source material, doesn't mean that Obsidian are merely mining it for useful pieces. They've previously talked about designing their own feats for use in the game. Which does beg the question, with so much around to take, why?'
First off, all of us really respect the D&D rules system and want Wizards of the Coast to be pleased with everything we decide to do,' Feargus qualifies, 'So, why a new feat usually comes about is because there is a hole in the implementation of a class or race due to a feat that just doesn't work well in the context of the game. Or, there just isn’t a way to make the work in the game's engine. For example, we wanted a powerful epic feat for warlocks, but the Eldritch Sculptor feat created by Wizards of the Coast would be very difficult to accomplish in the NWN engine. So we created a new feat called Eldritch Mastery that has a lot of the same appeal, but not the exact same benefits.' One similarity to the previously mentioned Planescape Torment is that rather than having a mass of companions, there's fewer who are more detailed. 'We have come up with a whole new cast of companions that both use some of the new races and classes that we are putting in the expansion and really fit within the setting of Mask of the Betrayer,' he says, 'But, we have also changed their focus a bit. Instead of much of the story depending on certain companions like in NWN2, in the expansion you have much more freedom to have who you want in the party, or no one in the party.'
Feargus' personal favourite? 'I really like One of Many. I kind of look at him like Morte from Torment's evil step brother and I think it's really cool how you get him into your party.'