NWN: Magic Items?


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Heretic Apostate said:
Is there a list of magic items supported in NWN? Or should I assume it's pretty much everything listed in the DMG?

There is a LOT of stuff in the DMG that isn't directly supported.

Most weapons would be pretty simple to re-create. +1 Arrows, for example...

The vast majority of other items can be constructed with some scripting. I would say most of those wouldn't require (to me) terribly difficult scripting. There are some however that would be quite difficult to script in, I think. It would depend on what you wanted to include.

If you need any help including stuff, feel free to leave a message, I'm sure myself or some of the others would be more than willing.
 

The weird thing is that +1 arrows are one of the things that aren't supported; you can only apply damage bonus effects to ranged weapon ammunition.

I love the customization capabilities of NWN's items wizards. Already in my game I've introduced custom armors, weapons, wondrous items, you name it. The monks at my monastery brew an ale that can cure minor wounds. The undead guardians in my crypt guard a halberd that drips acid, but which drives the wielder to attack recklessly (-1 to AC). My merchants sell custom armors that look different than the "default" sets and are sometimes so well crafted that they offer a minor boost to moving silently or hiding checks. All my big-ticket items have backstories and the more powerful ones usually have drawbacks.

As LP said there are a lot of things in the DMG that can't be easily simulated in NWN, but the flip side is there are literally MILLIONS of combinations possible given the many qualities you can tack on an item.

As a final note, there are some significant glitches in the system; for instance, the belts that grant immunity to certain kinds of attacks (bludgeoning, piercing, slashing) are grossly underpriced. But overall you can have a lot of fun with it. I have entire toolset sessions where all I do is design items for later inclusion in my campaigns.
 

For instance, what say I wanted to create the Rings of Elemental Command, but bypassing the two-ring limitation, and without the negatives to saving throws. (Basically, a weaker version of the Master Rings from the series magic article in Dragon back in the AD&D2E days.) Is that doable?

Bear in mind, I'm not going to be getting the game until it's had a few patches (I've been burned WAY too many times...) and until it's been out long enough for the demand to drop. So this is all just theoretical, to see what's possible. (I'm already a little miffed that you can't run a party of 4 through single player, but can only run the one character and whatever NPCs are available in the module....)
 

Heretic Apostate said:
For instance, what say I wanted to create the Rings of Elemental Command, but bypassing the two-ring limitation, and without the negatives to saving throws. (Basically, a weaker version of the Master Rings from the series magic article in Dragon back in the AD&D2E days.) Is that doable?

(I'm already a little miffed that you can't run a party of 4 through single player, but can only run the one character and whatever NPCs are available in the module....)

Umm, you can ran the campaign multiplayer, can't you? I mean, I haven't tried, but it should be possible.

As for the rings, largely yes. The spells would be little problem to add... most of the spells, if they aren't in the game, could be scripted. The Earth spells and about half the Water ones would be completely useless. Also, the "Wall" spells would be fairly difficult to script, since there isn't really a good effect for them.

The non-approaching and charming would be fairly simple to script - I've done something rather similar, but for orcs. It would be a bit difficult to link the two as in the DMG, but I can think of a couple ways you might go about it. The planar bonuses would be easily put in, and the conversation is something you would have to script in, though it would be fairly easy through user defined events.
 

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