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Whats Your Favourite weapon and Why?
Posted: Wed Aug 21, 2002 4:11 pm
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
Posted: Wed Aug 21, 2002 4:22 pm
by Eriks
I dual wield the Mercykiller Rapier +2 1d6 Fire damage, and the <<Something>> Fury Katana +3 1d6 Electrical damage $$
Posted: Thu Aug 22, 2002 12:37 am
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.
Posted: Thu Aug 22, 2002 1:46 am
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.
Posted: Thu Aug 22, 2002 6:19 am
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.
Posted: Thu Aug 22, 2002 11:45 pm
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?
Posted: Fri Aug 23, 2002 12:02 am
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.
Posted: Fri Aug 23, 2002 12:26 am
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 !
Posted: Fri Aug 23, 2002 2:33 am
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.
Posted: Fri Aug 23, 2002 3:59 am
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!?
Posted: Fri Aug 23, 2002 11:34 am
by BackStabber
Duel Wielding Divine Fury
1d10
+3 enchantment
1d6 electric
DC 14 stun
Great thing is, once they're stunned, my 2 rogue levels adds another 1d6 sneak attack.
Eats bosses for lunch.
Posted: Fri Aug 23, 2002 3:37 pm
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.
Posted: Fri Aug 23, 2002 7:45 pm
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
Posted: Mon Aug 26, 2002 12:02 am
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.
Posted: Tue Aug 27, 2002 11:28 am
by Obike Fixx
Schimitar!
Schimitar Desert wind and desert wind +2, look at my avatar! (Drizzt).
Posted: Thu Aug 29, 2002 7:50 pm
by sandman76
My dwarf fighter loves to dual his Sword Saint Legacy and the Frost handaxe you can make (forgot name
), 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?
Posted: Sun Sep 01, 2002 5:13 am
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.
Posted: Sun Sep 01, 2002 8:24 am
by Ivory_Phoenix
Especially when it's a +5 keen, vorpal, improved critical rapier....MWAHAHAHHAAHHA!