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Using a Henchman.

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leeman_s
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Using a Henchman.

Post by leeman_s »

I'm just out of the academy, and I joined the cloak tower guild and completed the prison quest. So far, I don't see any need for a henchman, I have done everything so far with just me and my familiar. I'm a level 5 wizard, and it seems pretty easy so far. Is it going to get a lot harder so I will need a henchman? Thanks.
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fable
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Post by fable »

Well, this really depends, in a sense, on your character's goals in life. Or let's put it this way: would your wizard want to saunter down a corridor, pleasantly whistling, only to be nabbed by an area trap for thirty hitpoints, when he or she has but twenty-two?

Assuming your answer is yes, then you have nothing to worry about. Continue playing solo, and rest assured, though your character dies, again and again, they will do so nobly, giving an italicized meaning to the phrase, no pain, no gain.

Alternatively, your wizard can engage the services of Tomi, the halfling rogue whose hormones twitch as much as his acquisitive sense. Again, it's your choice. Some people take offense at the little, smart-mouthing Viagra-prone nit, but you can always try lacing his coffee with saltpeter, and seeing to it that he, instead of you, ends up dying on a regular basis.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
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THE JAKER
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Post by THE JAKER »

cute, fable, but innacurate - there are spells to detect traps, any character can spot traps in Detect Mode as well. Also the pixie familiar will detect traps and disarm them for you, and pick locks for you too.

You will occasionally run up against a trap the pixe can't disarm, in that case simply instruct the pixie to bash the chest or door or move over the floor area. The pixie will "disarm" the trap quite nicely allowing you to move on at the cost of a very few hit points.
May you walk on warrrrm sannd....
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Ares2382
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Post by Ares2382 »

well I am playing a sorceror and I have a pixie disarm traps and I also have the half orc dude to bash someone in the head with his double axe, but even we ran into enemies that have been able to bash all 3 of us around pretty good. Now I'm not saying that it's not possible to play by yourself, but it helps to have a henchmen at your side. And besides this ain't BG the XP is not split between your party members so you will gain lvls at the same speed with or without your henchmen, so why not take one just for the hell of it, extra quest for you if you take one.
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jim0525
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Post by jim0525 »

not currently using one

i have a half-elf level 3 fighter/1 rogue and the only henchman that i used was during the prelude. there was no way i was going to pay 200gp to that punk thief in the temple. i just came back from the prison with out much trouble. i plan on keeping the levels within 2-3. my next levelup is rogue though it improve my lock-picking.
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RandomThug
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Post by RandomThug »

Heh

I am currently running a halfling Rogue myself so I felt it only neccisary to join with the Grin man himself at first. Of course the prisoners killed him, ahh its the life of a little man.

I think I will need henchmen given my abilities dont front well as a damage soaker and I dont have the luxary of a Familiar. Hiding in shadows will do well for me while my henchmen get smacked.

thug
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KaaZe
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Post by KaaZe »

If you want to solo the game, which I think is very possible. You'll need to either get a multiclass rogue or play someone who is heavy in summoning. Wizard is a perfect choice.

1. Easy to throw in a few level's of rogue, they share a very important attribute. (Actually 2: Dex and Int)

2. Familiar, that means 1 extra pet for you to control

3. Dire <insert creature>, Summon undead etc.. Im not kidding. A skeleton warrior is a kick butt tank in this game. They are immuen to just about everything... Poison, disease, sneak attack.. you name it. And mine has resisted countless turn undead.

Im currently playing a cleric, I think he can solo the game. Might be tough in the early levels. But the down side is... I would misse out on every item that's locked away and I would have to tank traps.... I can only have 1 summoned creature at a time. Druids and wizards has the chance of having 2.

Im gonna try this next, a wizzy... Might even be before I beat the game with my cleric.. the game is just alittle too easy right now.
/Kaaze
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fable
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Post by fable »

cute, fable, but innacurate - there are spells to detect traps, any character can spot traps in Detect Mode as well. Also the pixie familiar will detect traps and disarm them for you, and pick locks for you too.

Have you tried the pixie against a high level trap? I know she (he, it, hell, I don't know) gains levels as you do, but how many skill points are put towards removing traps? I seem to recall a level in Rogue is required to use the Disable Trap skill on some pretty tough chests. It sure would be terrible to see Tinkerbell turn to ash because of a nice, fat container, while you lose half your hit points.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
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Gwalchmai
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Post by Gwalchmai »

Yes, but if you clap your hands, Tinkerbell will come back again, won't she? :D
That there; exactly the kinda diversion we coulda used.
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