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Whats Your Favourite weapon and Why?

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Arakasi
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Whats Your Favourite weapon and Why?

Post by Arakasi »

Q: what has been the best weapon(s) that you have seen in Nwn and why?

for me it is the +2 Stonefire Axe and the dual blade of the Gladiator / Astral Balde +2 - guarenteed to have the enemys guts in a pile!
SHEPERDS WE SHALL BE
FOR THEE MY LORD FOR THEE
POWER HATH DECENDED FORTH FROM THY HAND
THAT OUR FEET MAY SWIFTLY CARRY OUT THY COMMAND
WE WILL FLOW A RIVER FORTH UNTO THEE
AND TEEMING WITH SOULS SHALL IT EVER BE
IN NOMINE PARTRIE
ET FILI
ET SPIRITUS SANCTI
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Eriks
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Post by Eriks »

I dual wield the Mercykiller Rapier +2 1d6 Fire damage, and the <<Something>> Fury Katana +3 1d6 Electrical damage $$
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Nagroth
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Post by Nagroth »

My fav weapon combo for my Ranger/Rogue is the Sword Saint´s Legacy+1 and the Mercykiller rapier. I am still looking for a nice longsword /Greatsword for my Paladin, though, or a nice Greataxe for my Barbarian/Rogue.
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Xyx
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Post by Xyx »

Tenser's Sword. +3, 1d6 fire damage (good thing I play an elven cleric). :)

Some of the Daze/Stun weapons are also pretty good. You can keep people out of the fight with those.
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Demis
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Post by Demis »

Since i'm still at the end of chapter 2, my Paladin weilds Harbringer Kin +1, and has Desert Wind and Mace of Disruption +2 (dual wielding) as an alternitive.
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koz-ivan
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Post by koz-ivan »

the desert wind scimitar.

respectable weapon damage
fire damage
wide crit range

and it looks very cool when equipped, what's not to love?
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free_fall
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Post by free_fall »

I ended up with two combos I alternated for most of the fighting: the Gladiator and Cold Steel swords, and the Gladiator sword and and Bone something mace with 1D6 fire damage.

I think the Gladiator was the coolest-looking and I liked how the little green drops dripped from it. It looked good in combo with the Cold Steel, electric green in one hand and frosty white in the other.

I used other things on occasion, mostly the big double-axe with massive criticals and Fear, I forget its name. And I used the Dragon shield/Blood Disipline(?) broadsword with fire against evil.

I kept Tomi armed with the1D8 +1 mace w/ 1D6 electrical and +2 Discipline, I think that's the stats.
free_fall

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Nagroth
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Post by Nagroth »

@ free_fall : what do you mean, you kept Tomi equipped ? How can you choose your henchman´s equipment ? I thought you could only tell him/her to switch between melee and ranged weapons !
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StigTC
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Post by StigTC »

Axe of Culling and Deaths Handmaiden.

Axe of Culling (Great axe):
Enchantment Bonus +3.
+1d6 fire damage.
Dispel on hit DC 14 or 16, don't remember.

Deaths Handmaiden (Scythe):
Enchantment Bonus +4.
Keen.
Vampiric regeneration +3.

Nuff said.
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Xyx
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Post by Xyx »

Did we get this one yet? Found in some chest at the end of Chapter 2.

Hammer of Thunderbolts
Damage Bonus: Electrical 1d6 Damage
Enhancement Bonus +5
On Hit: Stun DC=14 75% / 1 Round

*drools*

Now why didn't I pick Martial Weapons Proficiency!?
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BackStabber
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Post by BackStabber »

Duel Wielding Divine Fury :D

1d10
+3 enchantment
1d6 electric
DC 14 stun

Great thing is, once they're stunned, my 2 rogue levels adds another 1d6 sneak attack. :D Eats bosses for lunch.
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Mathurin
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Post by Mathurin »

@Nagroth There are some player written scripts that increase the NPC's combat intelligence as well as allowing you to change there equipment. I can't remember the address for the site though. They work well but are a pain in the butt since you have to delete and reload the files it changes every time you patch then put the files back in your overrides every time.
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free_fall
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Post by free_fall »

>Nagroth

I found these scripts to be a great addition to the game and work extremely well although, as Mathurin says, they entail a little extra effort to utilize.

You must also remember to take back any items you give your henchman before you or he levels up and before a chapter ending as the game destroys, then recreates, him/her and their equipment - so, poof!, anything you gave them will disappear.

Download http://snow.prohosting.com/wperpo/henchinv.zip
http://snow.prohosting.com/wperpo/battle.zip
free_fall

... and when I look at you I think, if I were a psychopath and we were standing on an extremely high cliff above a pounding surf that would drown out your scream ... well ... you know ...
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Nagroth
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Post by Nagroth »

Thanks for the replies. I don´t think this is worth the trouble, though since I don´t use the henchmen very much except as lightning rods. :) Anyway, maybe there´ll be a patch sometime which will deal with this.
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Obike Fixx
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Post by Obike Fixx »

Schimitar!

Schimitar Desert wind and desert wind +2, look at my avatar! (Drizzt).
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sandman76
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Post by sandman76 »

My dwarf fighter loves to dual his Sword Saint Legacy and the Frost handaxe you can make (forgot name :o ), but I also do like the Stonefire axe.....I am only middle of chap. 2 so I don't have any of the really good stuff yet...

what are magical bastard swords?
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Mr Flibble
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Post by Mr Flibble »

Keen Rapier when using Improved Criticals feat. Threat range is 12-20, so heaps of critical hits. Not much survives 5 of those a round. :cool:
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Ivory_Phoenix
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Post by Ivory_Phoenix »

Especially when it's a +5 keen, vorpal, improved critical rapier....MWAHAHAHHAAHHA!
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