Hunting Area & Character Builds Guide
Feb 2, 2014 5:27:38 GMT -5
Post by Deleted on Feb 2, 2014 5:27:38 GMT -5
Hunting Areas & Character Builds
{1. Where can I hunt from level 1-40 to gain experience and gold? (Click Here)}
Hunting/Levelling Area Location Guide
For Epic (40) Areas: Click Here
XP = High / Gold = High (Can depend on Hunting Area) / Party XP = Mostly Higher than Solo / Respawn Losses = Very Low
DMs will also award RP with XP and sometimes gold. It's perfectly possible to level up just from attending events, even if it might take a bit longer than mostly hunting.
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Some recommended items that help a lot under level 20 especially:
Four Kings (Mo): +5 ac "Amulet" (Approx 20k)
Four Kings (Mo): Rings with +2 to Attributes (Approx 7k/ring)
Four Kings (Carna): Belt: +5str/dex + 5 pierce resistance (Approx 60k) [Pierce especially for East Sewers, Caemlyn, Lower Level]
Ebou Dar (Jewelry Shop): Amulet Acid Resist /10 [Specifically for East Sewers, Caemlyn, Lower Level]
-------------------------------------------------
Ebou Dar Combat Dummies (1-3 "Free")
Practice your combat skills!
- NE corner of Ebou Dar
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian, then boat to Ebou Dar
Ebou Dar Sewers (1-7)
The sewers beneath Ebou Dar require cleaning up.
- NE corner of Ebou Dar
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian, then boat to Ebou Dar
Caemlyn West Sewers (1-7)
The sewers beneath Caemlyn are infested with all manner of bugs and rats.
- Caemlyn
- Next to where you enter if you go to Caemlyn from the Start Area. South of Tar Valon.
Tar Valon - River Cave (1-10)
Tar Valon has a series of river caves home to more crabs then can be fished out. Go and assist in the crab harvest.
- Speak to the Boatman in Tar Valon’s Alindaer Bridge Town (the south-western gate of Tar Valon) and asked for the River Cave
- Alternatively head north through Caemlyn and New Braem to Tar Valon Alindaer
- Return crab legs to a sign post in Alindaer Bridge Town (opposite side to where the boatman is)
Illian Warehouses (1-7)
Seek out the Warehouses in Illian. Are you there to bring justice to smugglers or to purloin coin and commodities for yourself?
- SE corner of Illian, Warehouse #2
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian
Illian Marsh Jungle (2-12)
The marsh jungle is home to various bears and big cats.
- North of Illian to Maredo Causeway -> Find a path on the west of the map taking you to Illian Marsh -> then head to the north-west corner of that map
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian
Braem Bear Cave [9-14]
A large cave containing a large species of bear.
- South of Tar Valon, then south of New Braem [or just on the road north of caemlyn]
- Very close to the entrance to New Braem, on a hill
Caemlyn East Sewers (8-15) [Piercing resist recommended for top level [belt with piercing resist sold by a merchant on the East side of Four Kings [West of Caemlyn], Acid resist recommended from the jewellery shop in Ebou Dar for the lower level]
It is rumoured that the east sewers harbour mercenaries, smugglers and traitors.
- Caemlyn East [Caemlyn = South of Tar Valon]
Tar Valon - Island Woods (11-20)
Tar Valon rears a great number of boars in the Island Woods. Help keep the numbers down to prevent overpopulation.
- Speak to the Boatman in Tar Valon’s Alindaer Bridge Town (the south-western gate of Tar Valon) and asked for the Island Woods
- Alternatively head north through Caemlyn and New Braem to Tar Valon Alindaer
- Return boar tusks to a sign post in Alindaer Bridge Town (opposite side to where the boatman is)
Altara: Cave (7-13)
A species of bear has taken up residence in the cave.
- Take the Silver Road North of Illian -> Follow the road and take the left fork to Altara: The Illian Road -> Search the (central) north side of the road for the bear cave
Ebou Dar: The Rahad [10-15]
The Rahad is full of thieves looking for a quick purse.
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian, then boat to Ebou Dar
- Talk to Horatio near the Docks; ask for the Rahad
Hills of Kintara Crypts (8-15)
It is rumoured that strange creatures lurk in the hills.
- South-western corner of the Hills of Kintara (East)
- Head south from Caemlyn until you reach the Hills of Kintara North Road. Find the entrance to the Hills of Kintara (East) by searching along the left handside of the North Road
Arad Doman - Pirates(10-15)
Pirates patrol in the coves off the shore.
- Enter a ship located in the north-west of the Road: Arad Doman/Saldaea
- From Tar Valon (South Harbour) -> Tear -> Illian -> Ebou Dar -> Falme -> Docks District (All by ship) -> Falme Centre District -> Falme City Gate -> Head north of this next area to Bandar Eban -> then north gate of Bandar Eban to the road
Two Rivers - Taren Ferry Forest (10-15)
It is thought that wild dogs inhabit the forest.
- Head West of Caemlyn to Four Kings -> Continue West to Whitebridge -> Keep going West to Baerleon -> In Baerleon head south to the Ferry -> Speak to the Ferrymen to get to Taren Ferry, then search the north-west of the map for a forest entrance
Saldaea - Mines (15-19)
The mines are infested with spiders.
- Head out of the Saldaean gate in Tar Valon
- Speak to the peddler outside the bridge town who will take you north
- Go to the Mehar and Bandar Eban Road (West of the Maradon)
- On the Saldaea West Road search in the north-west corner for the Mines
Two Rivers - Shadow Forest (15-28)
The area is thought dangerous and lost, a fell presence is in the air, and ravens, the Dark One's minions crowd the trees...
- Head West of Caemlyn to Four Kings -> Continue West to Whitebridge -> Keep going West to Baerleon -> In Baerleon head south to the Ferry -> Speak to the Ferrymen to get to Taren Ferry -> Head south, and immediately go right through a forest entrance
Haddon Mirk: Forest (18-25)
This murky realm remains a harbour for all kinds, away from the powers of Cairhien...it is thought that strange creatures have taken up residence.
- Quickest way from Tar Valon (South Harbour) – boat to Tear -> then to Tear: Inner City -> Then East to Tear-Tavar -> then go out and left, taking a path above the trees on the road until you find an entrance on the far side of the map
Kandor - Bear Cave(20-29)
A large species of white furred bear is populous in this area, and has become a threat to trade. The Kandori merchants are happy with your services and pay a price for each pelt.
- Head out of the Saldaean gate in Tar Valon
- Speak to the peddler outside the bridge town who will take you north
- Enter the Maradon
- Head toward Kandor
- Immediately turn left up the slope, and explore the higher level until you find the cave
- Turn in the bear fur in Kandor (a sign near the guard captain)
Two Rivers - Sand Hills (25-30)
Though the Children of the Light have left the Two Rivers, it is thought that a strange group have set up residence in some caves and ruins, under an insane leader.
Head West of Caemlyn to Four Kings -> Continue West to Whitebridge -> Keep going West to Baerleon -> In Baerleon head south to the Ferry -> Speak to the Ferrymen to get to Taren Ferry -> Head south and keep going until Two Rivers: Devens Ride -> Then search the centre west of the map for the entrance [requires finding a jumping spot and using the climb skill widget]
Abandoned Mines - On the Road to Shienar (20-35)
A band of trollocs have hidden in an abandoned mine, trying to prey on the casual traveler.
- Head to Tar Valon, take the north harbour ship to Fal Dara
- Then head south of Fal Dara, exploring the raised area off the road to the middle east of the map
Saldaea - Borderfort Under Siege (30-38)
Assist the Saldaean forces in keeping trollocs at bay.
- Head out of the Saldaean gate in Tar Valon
- Speak to the peddler outside the bridge town who will take you north
- Enter the Maradon
- Keeping heading north until you get there
- [Note: creatures respawn better if you complete the area, leave, then return]
Mayene - Warehouse (32-38)
Seek out the Warehouses in Mayene. Are you there to bring justice to smugglers or to purloin coin and commodities for yourself?
- Head to Tar Valon, take the south harbour ship to Tear
- Then go to Tear: Godan
- Take the ladder immediately behind to Mayene
- From Mayene docks, head left, looking for a door somewhere on the right hand side (But still quite south on the map)
- Go through into a small area and take a small boat to the warehouse (clicking the rope)
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Difficult - [Not Epic Loot]
Ebou Dar: Six Storey Building (40, Party Required)
A very strange house.
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian, then boat to Ebou Dar
- Talk to Horatio near the Docks; ask for the Rahad
- Then go to the North-East, an Alley, find a door way there
Hunting/Levelling Area Location Guide
For Epic (40) Areas: Click Here
XP = High / Gold = High (Can depend on Hunting Area) / Party XP = Mostly Higher than Solo / Respawn Losses = Very Low
DMs will also award RP with XP and sometimes gold. It's perfectly possible to level up just from attending events, even if it might take a bit longer than mostly hunting.
-------------------------------------------------
Some recommended items that help a lot under level 20 especially:
Four Kings (Mo): +5 ac "Amulet" (Approx 20k)
Four Kings (Mo): Rings with +2 to Attributes (Approx 7k/ring)
Four Kings (Carna): Belt: +5str/dex + 5 pierce resistance (Approx 60k) [Pierce especially for East Sewers, Caemlyn, Lower Level]
Ebou Dar (Jewelry Shop): Amulet Acid Resist /10 [Specifically for East Sewers, Caemlyn, Lower Level]
-------------------------------------------------
Ebou Dar Combat Dummies (1-3 "Free")
Practice your combat skills!
- NE corner of Ebou Dar
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian, then boat to Ebou Dar
Ebou Dar Sewers (1-7)
The sewers beneath Ebou Dar require cleaning up.
- NE corner of Ebou Dar
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian, then boat to Ebou Dar
Caemlyn West Sewers (1-7)
The sewers beneath Caemlyn are infested with all manner of bugs and rats.
- Caemlyn
- Next to where you enter if you go to Caemlyn from the Start Area. South of Tar Valon.
Tar Valon - River Cave (1-10)
Tar Valon has a series of river caves home to more crabs then can be fished out. Go and assist in the crab harvest.
- Speak to the Boatman in Tar Valon’s Alindaer Bridge Town (the south-western gate of Tar Valon) and asked for the River Cave
- Alternatively head north through Caemlyn and New Braem to Tar Valon Alindaer
- Return crab legs to a sign post in Alindaer Bridge Town (opposite side to where the boatman is)
Illian Warehouses (1-7)
Seek out the Warehouses in Illian. Are you there to bring justice to smugglers or to purloin coin and commodities for yourself?
- SE corner of Illian, Warehouse #2
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian
Illian Marsh Jungle (2-12)
The marsh jungle is home to various bears and big cats.
- North of Illian to Maredo Causeway -> Find a path on the west of the map taking you to Illian Marsh -> then head to the north-west corner of that map
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian
Braem Bear Cave [9-14]
A large cave containing a large species of bear.
- South of Tar Valon, then south of New Braem [or just on the road north of caemlyn]
- Very close to the entrance to New Braem, on a hill
Caemlyn East Sewers (8-15) [Piercing resist recommended for top level [belt with piercing resist sold by a merchant on the East side of Four Kings [West of Caemlyn], Acid resist recommended from the jewellery shop in Ebou Dar for the lower level]
It is rumoured that the east sewers harbour mercenaries, smugglers and traitors.
- Caemlyn East [Caemlyn = South of Tar Valon]
Tar Valon - Island Woods (11-20)
Tar Valon rears a great number of boars in the Island Woods. Help keep the numbers down to prevent overpopulation.
- Speak to the Boatman in Tar Valon’s Alindaer Bridge Town (the south-western gate of Tar Valon) and asked for the Island Woods
- Alternatively head north through Caemlyn and New Braem to Tar Valon Alindaer
- Return boar tusks to a sign post in Alindaer Bridge Town (opposite side to where the boatman is)
Altara: Cave (7-13)
A species of bear has taken up residence in the cave.
- Take the Silver Road North of Illian -> Follow the road and take the left fork to Altara: The Illian Road -> Search the (central) north side of the road for the bear cave
Ebou Dar: The Rahad [10-15]
The Rahad is full of thieves looking for a quick purse.
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian, then boat to Ebou Dar
- Talk to Horatio near the Docks; ask for the Rahad
Hills of Kintara Crypts (8-15)
It is rumoured that strange creatures lurk in the hills.
- South-western corner of the Hills of Kintara (East)
- Head south from Caemlyn until you reach the Hills of Kintara North Road. Find the entrance to the Hills of Kintara (East) by searching along the left handside of the North Road
Arad Doman - Pirates(10-15)
Pirates patrol in the coves off the shore.
- Enter a ship located in the north-west of the Road: Arad Doman/Saldaea
- From Tar Valon (South Harbour) -> Tear -> Illian -> Ebou Dar -> Falme -> Docks District (All by ship) -> Falme Centre District -> Falme City Gate -> Head north of this next area to Bandar Eban -> then north gate of Bandar Eban to the road
Two Rivers - Taren Ferry Forest (10-15)
It is thought that wild dogs inhabit the forest.
- Head West of Caemlyn to Four Kings -> Continue West to Whitebridge -> Keep going West to Baerleon -> In Baerleon head south to the Ferry -> Speak to the Ferrymen to get to Taren Ferry, then search the north-west of the map for a forest entrance
Saldaea - Mines (15-19)
The mines are infested with spiders.
- Head out of the Saldaean gate in Tar Valon
- Speak to the peddler outside the bridge town who will take you north
- Go to the Mehar and Bandar Eban Road (West of the Maradon)
- On the Saldaea West Road search in the north-west corner for the Mines
Two Rivers - Shadow Forest (15-28)
The area is thought dangerous and lost, a fell presence is in the air, and ravens, the Dark One's minions crowd the trees...
- Head West of Caemlyn to Four Kings -> Continue West to Whitebridge -> Keep going West to Baerleon -> In Baerleon head south to the Ferry -> Speak to the Ferrymen to get to Taren Ferry -> Head south, and immediately go right through a forest entrance
Haddon Mirk: Forest (18-25)
This murky realm remains a harbour for all kinds, away from the powers of Cairhien...it is thought that strange creatures have taken up residence.
- Quickest way from Tar Valon (South Harbour) – boat to Tear -> then to Tear: Inner City -> Then East to Tear-Tavar -> then go out and left, taking a path above the trees on the road until you find an entrance on the far side of the map
Kandor - Bear Cave(20-29)
A large species of white furred bear is populous in this area, and has become a threat to trade. The Kandori merchants are happy with your services and pay a price for each pelt.
- Head out of the Saldaean gate in Tar Valon
- Speak to the peddler outside the bridge town who will take you north
- Enter the Maradon
- Head toward Kandor
- Immediately turn left up the slope, and explore the higher level until you find the cave
- Turn in the bear fur in Kandor (a sign near the guard captain)
Two Rivers - Sand Hills (25-30)
Though the Children of the Light have left the Two Rivers, it is thought that a strange group have set up residence in some caves and ruins, under an insane leader.
Head West of Caemlyn to Four Kings -> Continue West to Whitebridge -> Keep going West to Baerleon -> In Baerleon head south to the Ferry -> Speak to the Ferrymen to get to Taren Ferry -> Head south and keep going until Two Rivers: Devens Ride -> Then search the centre west of the map for the entrance [requires finding a jumping spot and using the climb skill widget]
Abandoned Mines - On the Road to Shienar (20-35)
A band of trollocs have hidden in an abandoned mine, trying to prey on the casual traveler.
- Head to Tar Valon, take the north harbour ship to Fal Dara
- Then head south of Fal Dara, exploring the raised area off the road to the middle east of the map
Saldaea - Borderfort Under Siege (30-38)
Assist the Saldaean forces in keeping trollocs at bay.
- Head out of the Saldaean gate in Tar Valon
- Speak to the peddler outside the bridge town who will take you north
- Enter the Maradon
- Keeping heading north until you get there
- [Note: creatures respawn better if you complete the area, leave, then return]
Mayene - Warehouse (32-38)
Seek out the Warehouses in Mayene. Are you there to bring justice to smugglers or to purloin coin and commodities for yourself?
- Head to Tar Valon, take the south harbour ship to Tear
- Then go to Tear: Godan
- Take the ladder immediately behind to Mayene
- From Mayene docks, head left, looking for a door somewhere on the right hand side (But still quite south on the map)
- Go through into a small area and take a small boat to the warehouse (clicking the rope)
--------------------------------------
Difficult - [Not Epic Loot]
Ebou Dar: Six Storey Building (40, Party Required)
A very strange house.
- Quickest way from Tar Valon (South Harbour) – boat to Tear then boat to Illian, then boat to Ebou Dar
- Talk to Horatio near the Docks; ask for the Rahad
- Then go to the North-East, an Alley, find a door way there
{2. How can I get help about building a NwN's character? (Click Here)}
If you need help with class, skill or feat selection please either ask in party or post here.
If you need help with class, skill or feat selection please either ask in party or post here.
{3. Are there any epic areas for characters near or at level 40? (Click Here)}
Epic Areas - Most Dangerous Areas in the World
Epic Areas - Most Dangerous Areas in the World
{4. Are there any custom spell or class changes to the normal NwN mechanics here? (Click Here)}
WIP: Custom Spells and Classes
- Help us with this list of existing stuff if you note things in use thanks!
- Class Balancing Thread: srweaves.proboards.com/thread/373/class-balancing-love-unused-classes
Spells - Based off Caster Level
Hellball: Up to 80d6 for each damage type
Greater Ruin: Up to 240d6
Ray of Frost Up to 10d4+10 bonus
Ray of Enfeeblement: 1d6+8 strength damage
Magic Missile Up to 20d4+20 bonus
Burning Hands: Up to 8d4 extra damage
Fireball: Up to 24 d6 extra damage
Icestorm: Up to 2d6 physical, 21d6 Cold bonus
Finger of Death: Bonus DC Up to 30
Wail of the Banshee: Bonus DC up to 25
Ball Lightning Up to bonus 20d6 electical, no save. Up to 2 extra balls at 6d6 with no save.
Firebrand: Up to 23d6 fire extra damage no save
Isaacs Great Missile Storm: Up to 2 extra missiles at 8d6
Sunburst 30d6 vs non-undead, 40d6 vs undead. No save.
Firestorm: Bonus damage 63d6 at level 38
Stoneskin: Up to bonus 190/200 damage blocked
Premonition allows natural weapons to penetrate epic warding, DR 30/+20.
Tenser's Transformation: Buffs without shape shift I believe?
Time Stop: Disabled
Gate: Disabled
Summon Creature and Planar Binding Spells: Summon Lore Friendly Variant "Weaves" depending on Gender
True Seeing: Now grants see invisible, ultravision, and 1 point of spot skill per caster level.
Magic Fang: Now identical to the cleric spell Divine Favor.
Greater Magic Fang: Now a self-only haste spell. (Requires a minimum of 5 Druid levels)
Classes
Druid
Greater Magic Fang: Now a self-only haste spell. (Requires a minimum of 5 Druid levels)
Monk
Monk empty body currently adds wisdom mod to AB [Capped I believe at: +4]
Ranger Suggested Favoured Enemies:
Some Trollocs = Orc
Shadowspawn/Trollocs = Aberration
Drowned Lands Creatures = Fey
Arafel Trollocs = Undead
Human: Some PvE and PvP
Elves: Mostly PvP
WIP: Custom Spells and Classes
- Help us with this list of existing stuff if you note things in use thanks!
- Class Balancing Thread: srweaves.proboards.com/thread/373/class-balancing-love-unused-classes
Spells - Based off Caster Level
Hellball: Up to 80d6 for each damage type
Greater Ruin: Up to 240d6
Ray of Frost Up to 10d4+10 bonus
Ray of Enfeeblement: 1d6+8 strength damage
Magic Missile Up to 20d4+20 bonus
Burning Hands: Up to 8d4 extra damage
Fireball: Up to 24 d6 extra damage
Icestorm: Up to 2d6 physical, 21d6 Cold bonus
Finger of Death: Bonus DC Up to 30
Wail of the Banshee: Bonus DC up to 25
Ball Lightning Up to bonus 20d6 electical, no save. Up to 2 extra balls at 6d6 with no save.
Firebrand: Up to 23d6 fire extra damage no save
Isaacs Great Missile Storm: Up to 2 extra missiles at 8d6
Sunburst 30d6 vs non-undead, 40d6 vs undead. No save.
Firestorm: Bonus damage 63d6 at level 38
Stoneskin: Up to bonus 190/200 damage blocked
Premonition allows natural weapons to penetrate epic warding, DR 30/+20.
Tenser's Transformation: Buffs without shape shift I believe?
Time Stop: Disabled
Gate: Disabled
Summon Creature and Planar Binding Spells: Summon Lore Friendly Variant "Weaves" depending on Gender
True Seeing: Now grants see invisible, ultravision, and 1 point of spot skill per caster level.
Magic Fang: Now identical to the cleric spell Divine Favor.
Greater Magic Fang: Now a self-only haste spell. (Requires a minimum of 5 Druid levels)
Classes
Druid
Greater Magic Fang: Now a self-only haste spell. (Requires a minimum of 5 Druid levels)
Monk
Monk empty body currently adds wisdom mod to AB [Capped I believe at: +4]
Ranger Suggested Favoured Enemies:
Some Trollocs = Orc
Shadowspawn/Trollocs = Aberration
Drowned Lands Creatures = Fey
Arafel Trollocs = Undead
Human: Some PvE and PvP
Elves: Mostly PvP