Which exotic Weapon?

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Claudius
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Which exotic Weapon?

Postby Claudius » Wed Aug 21, 2013 11:06 am

My character has exotic weapon proficiency on a build I lifted from GameFAQS.

What should I get: Dwarven Waraxe? Katana? Bastard sword?

I am playing Shadows of Undrentide
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Scottg
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Postby Scottg » Wed Aug 21, 2013 2:03 pm

Katana.

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wikkid
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Postby wikkid » Wed Aug 21, 2013 6:11 pm

Personally I always liked the bastard swords for my chars, when I have points to spare for Exotic Weapons.
But the choice of weapon should really depend more on your character type... as in you should decide what weapon you will use and THEN get the proficiency that matches. The way you phrase the question any answers would basically just be blowing dust... without knowing what you're trying to achieve it's pointless to be recommending anything.
But, unless you're playing on high difficulty I'd say just go with the weapon you like the most. Especially since you're playing the official campaign, you don't really NEED to min/max your character and that allows you to play how you like and tailor the character for your tastes.

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Postby Myrr Disparo » Wed Aug 21, 2013 6:28 pm

Scottg wrote:Katana.

I'm curious, why? They all have the same base damage (1-10, 5,5 average), the same critical damage bonus (19-20/x2 in bastard sword and katana comes to 1,10 damage multiplier over time, same as x3 for the dwarven waraxe). I understand one may prefer more frequent criticals over more damaging ones, and so the bastard sword and katana would be better than the DWA, but why katana over bastard sword?
Also, to Claudius:
What is it for? Dual wielding, sword and board? Because if you're going pure damage and you have a high strength, maybe you should consider a two-hander, and in that category, I'd say the scythe knows no equal. I once did a main bard with Red Dragon Disciple and Champion of Torm wielding a scythe (this was in HotU), and that was my best char by far. Very buff dependant, though, so it took a while to get trucking, but when it did... Oh my god.

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Postby wikkid » Wed Aug 21, 2013 7:01 pm

I think the reason may be that there are some really good katanas available in SoU, then that choice would make sense. I don't know this for a fact, I never played that part, most of my time with NWN was spent in PWs.

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Scottg
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Postby Scottg » Wed Aug 21, 2013 9:48 pm

wikkid wrote:I think the reason may be that there are some really good katanas available in SoU, then that choice would make sense.



Yes, overall a greater selection of Katana's with more useful effects - at least against many opponents (though not all).

Note though, that I believe that most chests are variable.. so getting the weapon you want usually requires saving and then opening the chest - and re-loading if you aren't getting what you are looking for (based on the treasure that chest is capable of providing).

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Postby Claudius » Thu Aug 22, 2013 11:34 am

Yes, I was essentially asking which katanas are good for placed drops in shadows of undrentide. I think a katana might even be lighter than a bastard sword? I am sword and board, baby. In HotU you can craft your weapon.
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Postby Scottg » Thu Aug 22, 2013 1:08 pm

Claudius wrote:Yes, I was essentially asking which katanas are good for placed drops in shadows of undrentide. I think a katana might even be lighter than a bastard sword? I am sword and board, baby. In HotU you can craft your weapon.



I don't think there is much in the way of placed drops for any of those weapon-types. Longswords, Daggers, Staffs - are more likely. In the Desert section (mid-point in the game) there is a variable weapon based on class-type "Desert Fury" - which I believe provides a Scimitar for Fighter-types.

If you don't mind spoilers, you can read through all of this walk-through that ALSO has info. on placed items (highlight each page to read):

http://www.gamespot.com/features/neverwinter-nights-shadows-of-undrentide-walkthrough-6087305/?page=3

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Claudius
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Postby Claudius » Thu Aug 22, 2013 3:35 pm

@scottg, There is a placed +1 scimitar with massive 1d4 criticals in a bandit cave in the high forest. Also GB equipment database says I can buy +4 and +5 later. I am saving up gold. Desert Fury is always a morningstar I think. At least in my game it is with as a fighter with weapon specialization. I should check out your walkthrough.
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Postby Scottg » Thu Aug 22, 2013 3:50 pm

Claudius wrote:@scottg, There is a placed +1 scimitar with massive 1d4 criticals in a bandit cave in the high forest. Also GB equipment database says I can buy +4 and +5 later. I am saving up gold. Desert Fury is always a morningstar I think. At least in my game it is with as a fighter with weapon specialization. I should check out your walkthrough.



Ah, yes - in that guide (not mine), it says morningstar is one of the options - specifically: kama, staff, morningstar, or scimitar.

Really, not a lot of placed weapons in the game.. singing sword (plot device I believe), and holy avenger (for paladins), Jergal's claw, etc..

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Claudius
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Postby Claudius » Thu Aug 22, 2013 4:24 pm

I find a lot of placed items?? There is also half-plate in Blumberg. Maybe based on those instances I assumed the loot was placed. Also in the orc cave there is a dead ranger by the lead orc and there is always a mighty longbow.
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Postby Scottg » Thu Aug 22, 2013 5:16 pm

Claudius wrote:I find a lot of placed items?? There is also half-plate in Blumberg. Maybe based on those instances I assumed the loot was placed. Also in the orc cave there is a dead ranger by the lead orc and there is always a mighty longbow.



items yes, weapons ..not compared to other games (or at least not really good weapons).

I think I remember getting a good weapon drop (or from a near-by chest) - (variable), from the big-bad mummy. Something like Nameless Light (Bastard sword) or Master Li's Way (Katana). It's been a very long time since I've played it though.. :oops:

Actually, if it was Nameless Light and you don't need a good dis-abler like some of the best Katana's - then Bastard Sword would be a better option. Just about everything is evil - so you get your +5 enhancement bonus to evil AND 1d6 of electrical with that weapon, and I believe earlier than even any +3 weapon.

The two play-through's that I remember best were a Monk and an Arcane Archer. The one item that is the most clear in my memory is Boots of the Shifting Sands from the merchant in the Desert.

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Claudius
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Postby Claudius » Thu Aug 22, 2013 8:37 pm

Have you ever played a wizard or sorceror? Seems like it would be tough in the early maps.
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Postby Claudius » Thu Aug 22, 2013 8:41 pm

^^^^ +1 1d4 massive criticals should be katana not scimitar (a few posts up)
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Postby Scottg » Thu Aug 22, 2013 8:46 pm

Claudius wrote:Have you ever played a wizard or sorceror? Seems like it would be tough in the early maps.



Yes, a Sorcerer. The crypt fight near the beginning (central chamber) was brutal - if I remember correctly the priestess had spell resistance (..and I don't think I'd chosen Melf's :rolleyes: ) . It was pretty easy at the end though, I remember using a few Ice Storms on top of the Shadowvar citadel to good effect - particularly in combination with Improved Invisibility.

I have reasonably fond memories of SOU.. particularly the length of it, and that things didn't seem over-powered. I also really liked the little "puffs" of sand when walking in the desert. :D The only real let-down for this module IMO - was the final battle which didn't really feel like a final battle.. I mean using a "corridor" as venue for the finale? o_O

Oh, one of the other builds I liked was a Blackguard.. (I think it was a matter of saying: "I'm getting hosed on looting crypts with evil alignment changes - so why not take it all the way?")

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Postby Claudius » Thu Aug 22, 2013 10:45 pm

I'm playing on easy, lol. It's that or spam reload. I'm really not a talented player. My last character I gave tons of levels and that made the monsters more powerful. Those monsters that are a type of intellect devourer were brutal when spawned versus a level 20 character. I had to use greater sanctuary to clear the map!
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Postby Scottg » Thu Aug 22, 2013 11:33 pm

Claudius wrote:I'm playing on easy, lol. It's that or spam reload. I'm really not a talented player. My last character I gave tons of levels and that made the monsters more powerful. Those monsters that are a type of intellect devourer were brutal when spawned versus a level 20 character. I had to use greater sanctuary to clear the map!




When in doubt at lower levels, craft a Druid Archer (pure Druid).

Summon, Snare, and Snipe. :p

It's what got me through Temple of Elemental Evil without any real problem (and it's loads more difficult than SOU). :)

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Postby Claudius » Sat Aug 24, 2013 1:53 pm

Summon, Snare, and Snipe. :p


Does entangle work in dungeons in NWN1? You could make a AA/Wizard/Druid?
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Postby Scottg » Sat Aug 24, 2013 2:00 pm

Claudius wrote:Does entangle work in dungeons in NWN1? You could make a AA/Wizard/Druid?



I believe it does.

http://nwn.wikia.com/wiki/Entangle_(spell)

No limitation in the description.

Don't forget Spike Growth:

http://nwn.wikia.com/wiki/Spike_growth

I'd keep it a pure Druid though for the Summons and the Animal Companion improvements. (..and an Elf for the Dexterity boost and the Longbow proficiency). Improvements to Wild Shape can also add a little variety.

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Postby Claudius » Mon Aug 26, 2013 5:51 pm

Yes I got the emperor of Wi Lu katana. I forget what plus probably +2. It has keen and 1d4 acid which is quite good in SoU.

Now I am in HotU. What level were you starting HotU. I started at level 13.
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.