Love story. Impact on companions. Detailed briefing Characters in the Fortress-at-the-Crossroads and notable service characters

Neverwinter Nights 2: Storm of Zehir (NWN2:SoZ) - developed and published; For . The game received the code name NX2 from the developers. The story takes place on the Sword Coast and the Chultan Peninsula of the world. The add-on is similar to and, including full party customization, dungeon clearing and freedom to explore the game's non-linear world through the Overland Map. The game is also associated with upcoming changes in the new, fourth edition of the D&D rules.

Gameplay

The campaign is designed for approximately 20-30 hours of play. Gameplay in general outline Reminiscent of the original game, but with some drastic changes. So, in Storm of Zehir the player creates not one character, but a party (from 1 to 4 characters). The team can be replenished with up to 5 (or 6 if the Leadership feat is taken) party members during the game, choosing from 11 characters different races and classes. 2 races, 1 base class and 2 prestige classes have been added to the game. A global map has appeared with random encounters and hidden locations. More tangible elements of economic strategy were introduced into the game.

Global map

Global map Storm of Zehir.

A fully functional global map is one of the most significant innovations in the series Neverwinter Nights. Before Storm of Zehir This has never happened in any official game or add-on.

When moving around the map, the terrain through which the party moves (forest, plain, road) is taken into account, based on what, as well as skill Survival leader of the squad, the movement speed is calculated. There are always many creatures, guard units, and trade caravans on the map. Meetings between them often end in a fight, and the hero has the opportunity to come to their aid. Skill secrecy allows a unit to pass by the enemy undetected, and skills hearing And search help when searching for hidden locations and objects. Random encounters also occur from time to time, which may result in a new task or interesting information.

Dialogue system

The dialogue system in Storm of Zehir has been changed to better suit group play rather than just one character. The player now has the ability to switch from one character to another (including attached companions), using their strengths. This makes it possible not to create a separate diplomat character, but to distribute the development of speaking skills across all party characters. However, compared to the original NWN2 campaign, all dialogue between companions is simply absent - now they have no personality, their own history, quests associated with them, etc.

Trading system

An important gameplay change in Storm of Zehir became a trading system. The player is entrusted with the management of a trading company, small at first. There are three types of basic goods: ore, wood and leather. By trading them, you can earn trade bars (the main “corporate” currency), which can either be exchanged for money or put into circulation. Over time, you can open trading posts in all neighboring cities, organize the movement and protection of caravans, and begin trading in rarer and more valuable resources. The player can also join one of three trade unions, each of which provides its own line of tasks.

New races

  • Gray Orc(orc subrace)
  • Pureblood Yuan-ti

New classes

Main classes:

  • Dodger(Swashbuckler)

Prestige classes:

  • Guide of Destiny(Doomguide)
  • Hellfire Warlock(Hellfire Warlock)

Satellites

Unlike the original game and other add-ons and modifications, in Storm you create your own squad. Initially, it can consist of 4 companions (including the leader), but you can increase this number to 6 with the help of the “Leadership” skill (the leader must take the skill, and can be obtained upon reaching level 6). In addition, there are 11 new characters in the game who can be recruited.

Inshula Sar Mashu- perhaps she will meet you first, you will find her in the Samagorla market square, her sister, a trophy buyer, will be standing next to you, you can recruit a bald girl tracker by simply paying 300 gold coins.

Umoja- a druid who can be met in Samagorla, after a conversation with his faithful dinosaur companion Umoja will decide to join you completely free of charge.

Chir Dark Flame(Dark Flame) - you will find this gnome girl with a rather original voice acting on the Underdark black market. You can recruit her only if you destroy all the “staff” of the market. You will find her among the slaves, and if you have a place in your team, you can recruit her on the spot for free. If there is no space, Chir will leave, but then she can be found in the Trick of Leira tavern, located in Samagorl.

Lastri— you will get to know this companion before anyone else (you will get to know him, but not recruit him). To recruit a halfling thug, you need to complete two quests. First you will have to free her from the clutches of the Batiri (story quest). Then Lastri will give you a quest to rescue her second assistant; if you complete it successfully, Lastri will join you for free. Lastry's ending will depend on your choices during one of the quests associated with Port Llast. If you kill the priestess Amberly, then she will remain in the guard of Neverwinter, if you part with the priestess in peace, then Lastri will buy a new ship and will plow the seas and oceans.

Quarrel- A half-drow who fanatically worships Ammon Jerro. Quarrel is a multi-class character; when you find him, he will be a level 10 warlock + a level 1 hellfire warlock. You can only recruit him if you kill the dragons that are besieging West Harbor.

Septimund- the most interesting and also the most difficult character to recruit. Septimund is a man, a priest of Kelemvor, and subsequently a conductor of death. Septimund was once the lover of Nya (a merchant in Port Llast previously encountered in the main campaign of Neverwinter Nights 2). You will definitely come across Septimund sooner or later; he will be in Port Llast and try with all his might to fight the undead that have appeared (later it turns out that these undead were sent by Nya to clear the city of the Luskans). Septimund can only be recruited if you have resolved the problems with the undead, and also invited him to join the squad. In absolutely all other cases, you will not be able to recruit him.

Rebrol— remember the crazy monk from the original version? So, here you can recruit him, and completely free of charge. All you need to do is find Shaaran's hideout on the world map (near the city of Neverwinter) and rescue him from his cell. Along the way, you can kill all the Shaaran and collect everything useful. The ribbreaker is very useful when you need to delay the enemy or cause a lot of damage to him at the cost of just one soldier.

Grikk Standard Bearer- this surprisingly educated half-orc will meet you in the Neverwinter tavern, he will join a good character for free, a neutral one for 2000 gold coins, and evil ones cannot recruit him at all. Grikk's class is paladin.

Finch- The easiest bard companion to recruit, you will meet him in all taverns of the Sword Coast, except Neverwinter and Port Llast. He will only ask that you persuade Sir Nival to let him into the city (due to one incident, Finch was not allowed into Neverwinter). This will be pretty easy. Once you complete the quest, you can go to any other tavern and turn it in, after which Finch will be waiting for you at your trading company headquarters and ask for permission to join the party.

Sorevora Endruand— the chosen sun elf, she herself will meet you at the Fortress-at-the-Crossroads. She will explain that her god ordered her to help you, and she joins the party absolutely free of charge.

Baluet Unflappable- aasimar-rogue. No matter how strange it may be, she is of an evil worldview. You will meet her in the temple of Neverwinter, her services will cost you 3000 gold (2000 if you get a discount).

Unfortunately, the characters lack any personality beyond special lines in various dialogues. Conversations with them are short, there are two options: “Goodbye, leave the squad” and simply “Goodbye.” But each character has his own unique item in his inventory when recruited.

Plot

As in other games in the series Neverwinter Nights, the game takes place on the continent of the planet. The main locations are the Sword Coast and the Chult Peninsula. In terms of time, the campaign events take place a little later than the campaign of the first addition - .

Samarakh

The four main characters accept the offer of the well-known writer Volothamp Geddarma and find themselves on the ship "Vigilant", which is shipwrecked on the southern coast of Chult, near the city of Samargol, in the kingdom of Samarakh. Encountered by savage, matriarchal tribes of Batiri (local goblins), they emerge from the thicket of the jungle, where they are promptly arrested by Samargol patrols for "collaborating with". Yuan-ti are related to snakes, but some of them, as is known, can take the form of people and infiltrate the politics of states, so the actions of the Samarakh guards and the constant suspicion of local residents are quite justified.

In order not to be executed, the main characters accept help from the merchant Sa’Sani, and over time become her right hand. Later it turns out that the shipwreck was faked, and one of the crew members was a yuan-ti who carried out a coup for the sake of some mysterious god. As the suspicions of the Supreme Phantasm (the government of Samargol) become greater and greater, the merchant Sa’Sani, along with the main characters, is expelled from the city. They travel to the Sword Coast using a portal in the Lantan Dwarves' camp.

Sword Coast

On the Sword Coast, Sa'Sani and her assistants are reviving the local economy, which had fallen into disrepair after the war with the Shadow King. You can see how the Coast has changed since the original campaign. So, for example, Lazlo Backman becomes the mayor of Western Harbor, and an attack by two blacks is being prepared. Port Llast is captured by the Luskans, and an ancient curse comes into force, due to which undead rise from their graves throughout the area, attacking only Luskan soldiers. Kelgar Ironfist, in the absence of the Knight-Captain, becomes one of the Neverwinter Nine, and commands Crossroads Fortress. Forming in Neverwinter trade organizations, namely the Circle of Friends, the Forgotten Lords of Waterdeep and the Winds of Doom (who are believed to have had ties to the Zhentarim in the past). The main characters are offered to join one of these organizations.

Later, at one of the meetings, the ruler of the Winds of Fate reports: “ A new time has come, where only the strong will rule and the weak will be destroyed. We have been recognized as weak, and we accept it. However, He will come soon. Zehir. And then the Sword Coast will have a new ruler" After these words, the leader of the Winds of Fate takes poison, and crowds of serpentine yuan-ti rush into the meeting room. Later, attacks by yuan-ti who used to pretend to be traders occur throughout the Sword Coast. Moreover, the merchant Sa'Sani also turned out to be a yuan-ti. After killing the servants at the Crossroads Fortress, she traveled through the portal back to Samara.

The final

The main characters go after Sa'Sani. Sa'Sani makes the excuse that she is from House Sauringar, while the Winds of Fate were from House Se'Segen. The Se'Segen betrayed the goddess Ssest, the patroness of the yuan-ti, in the name of the new mysterious god Zehir. Sa’Sani also says that if Se’Segen is not stopped in time, they will capture all of Samarakh and the Sword Coast, for soon the Herald of Zehir himself will appear at the Temple of the World Lizard. She proposes a plan: Sa'Sani leads House Sauringar's army, and distracts the yuan-ti Se'Segen while the protagonists infiltrate the Temple of the World Lizard.

Having penetrated inside and passed through many halls inhabited by serpentine yuan-ti, raptors and reptile-like servants, the main characters come to the site of the ritual. They see two flickering eyes - the eyes of Zehir himself, as well as the lord of the house Se'Segen, along with a huge serpentine creature - the Herald of Zehir. Zehir's voice comes from the heavens, addressing the yuan-ti: " What are you telling me about the global power of your clan when you cannot deal with ordinary strangers?» The Yuan-ti decide to correct their mistake, but the main characters defeat him and Herald Zehir. After this, Zehir, in a calm voice, tells the heroes that he underestimated them, but their victory is nothing compared to the rest of the intrigues arranged by him, Zehir. After this, Zehir's eyes disappear. At the end, Sa'Sani comes and declares that she still intends to rule trade on the Sword Coast. The heroes can kill her, or they can allow her to rule on the condition that Sa’Sani promises that her actions will be aimed only at good.

In the taverns of the cities of the Sword Coast you can meet two bards: Shimon and Skarbunkel (a reference to the famous duet of the 60s), if bards are present in the tavern, the ordinary melody is replaced with a melody with a vocal part.

During the adventures in Neverwinter Nights 2, the main character will meet 12 satellites, which will help to cope with various difficulties and solve assigned tasks. Relationships in the group, trust, loyalty and many little things depend on the level of influence on companions. Loyal Companions more willing to share information and provide support. Influence is formed during the game due to the decisions made. It should be remembered that companions have different personalities, so it will not be possible to please everyone at the same time. The squad should be composed taking into account the nature of the companions, then the chances will increase that decision will not affect the relationship too much and will not go against their life principles. If the influence on some companions by the end of the game is too low, they may leave the squad and at the decisive moment go over to the side of the King of Shadows (refers to natures with an evil and chaotic worldview).

You can establish closer relationships with some characters: the male gender is the elf Elani, the female gender is Kasavir. Only the right way There is no way to constantly maintain influence at the proper level, since most of the decisions made in dialogues still affect one of the companions. You can travel in Neverwinter Nights 2 either alone or with a whole group of three or four companions. There is not enough room for everyone in the squad at once; the rest will wait either at their uncle’s inn at the Neverwinter Docks, or at. You can communicate with companions through the command menu by holding the right mouse button on the satellite icon in the upper right corner of the screen and selecting the “Conversation” option.

Companions in Neverwinter Nights 2:

  1. / Khelgar Ironfist (dwarf, warrior/monk, neutral good) - Weeping Willow Inn.
  2. Nishka/ Neeshka (tiefling, rogue, neutral) - in front of the entrance to Fort Loke.
  3. Elani/ Elanee (wood elf, druid, neutral good) - on the road to Highcliffe.
  4. Kara/ Qara (human, sorcerer, chaotic neutral) - near Duncan's tavern while going around the guard posts.
  5. Grobnar/ Grobnar (rock gnome, bard, chaotic good) - on the way to the Old Owl spring.
  6. Casavir/ Casavir (human, paladin, orderly good) - after leaving the Bone Gnawer's lair in the Old Owl spring.
  7. Bishop/ Bishop (human, ranger, chaotic evil) - after Shandra's kidnapping at the end of the first chapter.
  8. Shandra Jerro/ Shandra Jerro (human, warrior, neutral good) - beginning of the second chapter, later dies.
  9. Sand/ Sand (moon elf, wizard, orderly neutral) - beginning of the second chapter.
  10. Zjaev/ Zhjaeve (Githzerai, Priest, Ordered Neutral) - After fighting Black Garius in the fortress.
  11. Ammon Jerro/ Ammon Jerro (human, warlock, neutral evil) - after the battle in the shelter.
  12. / Construct (warrior, neutral) - after finding all the components and restoring them by Grobnar.
Directly see indicators of influence on the companion This is not possible; to do this, you must use a special command entered into the console. The console is called by the [~] key (tilde, keyboard layout must be English). Enter the command DebugMode 1 And rs kr_influence, press the key. In the dialog box that appears, you can view the indicators of influence, and also change them towards improving or worsening the relationship. Having found out the influence value, enter the command into the console DebugMode 0 and press the key. Some commands are case sensitive, that is, they must be entered as indicated above. You can see a detailed diagram of the distribution of influence points on companions in dialogues

One of the advantages of the series Neverwinter Nights- multifaceted, intriguing characters. They accompanied us in every part of the game - good and evil, cunning and simple, dexterous and clumsy, perky and serious, sarcastic and receptive, sensitive and callous. IN Neverwinter Nights 2 we constantly watched their squabbles, calming our allies with a smile. And if we took someone’s side of the conflict, we would definitely grow in the eyes of our chosen one. It was possible to increase your influence during lengthy dialogues, but this was of little use. Our efforts only gained meaning in the finale, when our companions chose to stay with us or defect to the enemy camp.

Neverwinter Nights 2: Mask of the Betrayer inherited both the versatility of the characters and the system of influence on them. With one amendment: now our actions actually play a role in further development events and affect both the allies and us.

And besides everything else, main character can have a real romance with an NPC. If you choose a male character, the sorceress Safiya can become your companion. If female - handsome Gann.

Safiya

    Race Human;

    Worldview neutral;

    Class enchantress;

    Prestige class red sorceress.

Characteristics:

    Strength 9;

    Dexterity 15;

    Endurance (Constitution) 14;

    Intelligence 19;

    Wisdom 11;

    Charisma 14.

Safiya will meet you in the cave of spirits and explain there that she is a red sorceress from Thay, sent to help you by her mother, who runs one of the Academies. Without further details, the girl will tell you where you ended up after the battle with the King of Shadows, and hint that it’s time to move on - the inhabitants of the cave are not happy with us.

In addition to Safiya's magic, you also get the nimble paws of her homunculus Kaji. He is an experienced thief, excellent at picking locks and disarming traps. It can’t store anything in its inventory, but it copes well with reconnaissance and periodically bites enemies. If desired, Kaji can be used as cannon fodder to briefly slow down the enemy.

The first meeting with Safiya - she finds the main character in a semi-conscious state in the Cave of Spirits.

It is important: In the cities of Rashemen, people from Thay are not liked, so Safiya is forced to disguise herself and wear a simple robe instead of her red one. Her basic clothing is a great option at first, so don't forget about it once you're out of town.

This couple is indispensable in the team if your character is hopeless in terms of thieving skills, and his magical experiments lead to unexpected consequences. Safiya openly sympathizes with the main character. And even if she's not your type, her skills are something else entirely.

It is important: there are some places and certain plot points where Safia's presence Necessarily. For example, the Academy of Wizards, where it is useless to go without a fighting friend.

Interestingly, there are plenty of bugs in the localized version of the game, but one of them is closely related to Safiya. When you decide that it’s time for her to rest and take another character in her place, the inscription will light up on the screen: “Safiya will be waiting for you at the gates of Mulzantir.” In fact, she will be standing in the Veil Theater, in the room where the portal to the Shadow Plane of the city opens.

How to conquer a sorceress?

From the very first dialogue you will be able to grow in the eyes of your ward. The main levers of pressure on Safiya are compassion, understanding, support, forgiveness, flirting, using skills Knowledge(Lore) and Witchcraft(Spellcraft), affectionate treatment of Kaji.

So, when you meet the sorceress and she introduces you to her pet, notice that Safiya takes good care of him and is clearly attached to the homunculus. It will bring you 6 influence points. Ask Kaji what he can do and tell him that his skills will be useful to you. This will add more 6 points to your piggy bank.

It is important: the maximum number of influence points is 100. It often happens that you have already scored the coveted maximum, but points are still awarded in dialogues. And then you make a bad joke - and respect drops by 11 points. In this case, despite the fact that you have already crossed the limit a long time ago, there will be a descent to the level of 91. The picture looks like this: 100 + 35-11 = 100-11. Unfair, but true.

Our motley crew is somewhere between worlds.

Then, when it's time to revive the golem, you can either use the skill Spellcraft, naming the required element, or allow Safiya to inspect the steel carcass and voice her verdict. In the first case you will earn 11 points, in the second - 6 . The work is done, it's time to move on - and now the heroes are approaching the stern spirit of the bear Okku. Safiya will begin to hear voices and feel bad. Ask if everything is okay - this will give you 6 more influence points.

After emerging from the caves, you head towards Mulsantir. A conversation will begin near the gate, during which you can show erudition ( Knowledge skill at least level 23) and mention the Thayan raids on Rashemen. Get 6 glasses, sign. So, you're in the city. Talk to Kaji and tell him he's stupid. Don’t put your finger in the animal’s mouth - it will answer you sharply. Agree that he made you - and this will add more 6 units of influence on Safia.

Then we will talk about the inhabitants of Rashemen. Say they understand spirits and get 6 more units. Ask what Safiya plans to do now. When you hear in response that she is going to help you, thank her and earn more 6 points.

So you've already earned it 50 influence points. The sorceress will say that she is going to teach you. Rejoice at this news - and get additional 6 units. Now Safiya is friendly enough to you to ask her about the mysterious voices. At the end of the monologue, thank the girl for her frankness - plus 6 points to the piggy bank.

The time has come to form an alliance with Gunn. When you enter his cell, notice that the protective runes have been changed from the inside ( Spellcraft level 15 or higher). Knowledge of magic will bring 6 influence points. When you visit the port inn "Sloop", you will encounter pirates who do not like your partner. Advise them to keep their mouths shut - this will give you 11 points of influence.

Now it's time to go to the Shadow Plane again. Opposite the Veil Theater you will see a house with open door. Behind her lies the weakling Heilari. Instruct Safiya to complete the ritual of transformation - you will conquer more 6 favor points. In the theater itself you will meet a golem, the Keeper of Doors. Ask the sorceress about him and replenish your piggy bank with 6 points.

Women in red aroused distrust among pirates...

Safiya decided to pay tribute to her pyromaniac friends.

After a while, she will ask what it's like to be a Spirit Eater. Instead of giving her a straight or boring answer, start flirting with her. If successful you will receive 6 units of influence. A little later you will find yourself in the Lake of Tears Garrison. During a dialogue with the witch Nadaj, say that your companions force you to show your best side. Safia will be flattered, and the scale of influence will grow by another 6 points.

After talking with the Ancient One (Forester in the localized version and Wood Man in the English version), during the dialogue, choose any line that implies that you are not going to give up and will fight hunger with all your might. This will add 6 points to the overall result. On the shore in front of the entrance to the Sunken City you will meet the fisherman Fentomy. If you have a sufficiently developed skill Knowledge or Witchcraft, note that in front of you is none other than the genie. The sorceress will be pleasantly surprised by your knowledge, and you will receive 11 influence points. Nearby you will find a coffin with the local Dracula - ask Kaji to open it and you will conquer more 11 points.

You will soon find yourself in the Skein labyrinth. Here you can repair three ancient devices. For the first two, you will be charged 6 points for the last one - 15 .

After you resolve all issues with the Slumbering Coven, there will be four opportunities to increase your influence:

    Flirt with Safia ( 6 points);

    Tell us about your dreams ( 11 points);

    Show your support when she shares her visions ( 6 points);

    After you mention the dream about Araman and the woman in red, explain what it was ordinary vision ( 6 points).

Very soon you and your small army will reach the Academy of Magicians.

It is important: There is no point in going to the Academy without Safiya - one of the story tasks cannot be completed without her participation. In addition, here you will be able to earn an impressive amount of additional influence points, so take advantage of the opportunity.

After meeting with the Ancient One, we decided to take a photo for memory...

When you talk to Master Djafi, he will ask you to tell you a lot of incriminating information about the sorceress. It is, of course, interesting, but it is better not to embarrass the girl - this will increase the scale of influence on 11 points.

As soon as you open the door in the headmistress's tower, your team will be attacked by red magicians, among whom will be Japhy. Convince him to come over to your side and defend Safiya. In gratitude, she will increase her favor towards you by 15 units. After killing Myrkul, the sorceress will ask you several questions. The main thing is to answer them, no matter how. It will bring 6 influence points.

Pretty soon you will meet the Founder. During her story, say that you would have done the same thing in her place ( 11 points), thank Safia for being with you ( 6 points), and finally spare the unfortunate woman ( 35 points).

It is important: if you kill the Founder, Safiya will hate you and her influence will fall to 70 points. It is no longer possible to fix this.

OK it's all over Now. You stand in front of the Traitor's Gate, Safiya confesses her love, you reciprocate - and hand in hand you walk onto the field last battle. And in the finale you will have a wedding, which will bring together your surviving friends and your adoptive father. And they lived happily ever after...

It is important: if you manage to say that you didn’t care about Safiya’s feelings, your influence will fall to 74 point.

Pleasant advantages

If you followed my advice and reached the maximum possible influence on Safiya - 100 points - and also declared your love for her, then you will receive several useful little things as a reward.

The little pranks of Safiya and Gunn - The Night Hunters are shocked.

In the case of the red sorceress, they are divided into three types - those that she receives, those that you receive, and those that apply to both.

Pros of Safia:

    Influence 25: +2 to concentration;

    Influence 50: +4 to concentration, + 1 to intelligence, improved enhanced spell;

    Influence 75: +6 Concentration, +2 Intelligence, Improved Enhanced Spell, +2 Spell Difficulty Class.

Your advantages:

    Influence 50: +1 to intelligence, +2 to spell difficulty class;

    Impact 100: +2 to intelligence, + 4 to spell difficulty class.

General advantages:

    Safia's Love: +2 to wisdom, +35 to magic resistance.

Gann

    Race witch's spawn;

    Worldview neutral/chaotic;

    Class spirit shaman;

Characteristics:

    Strength 10;

    Dexterity 14;

    Endurance (Constitution) 14;

    Intelligence 10;

    Wisdom 20;

    Charisma 14.

You will meet Gunn in Mulzantir Prison. He is a very unusual prisoner, imprisoned of his own free will. Maybe he killed or robbed someone? No, Gunn is too handsome and drives girls crazy (sometimes literally, as we will see during the passage). He also knows how to travel through dreams and often uses this for his own purposes. That is why he decided to secure the world from your presence.

And here we meet Gunn. He's still impudent...

Gunn will not immediately agree to join your group - at first he will play a comedy, and you will be able to appreciate his conceit. In addition, it is impossible to shut up the shaman - he chatters incessantly and constantly makes fun of friends and enemies.

In addition to the druid's spells, mixed with magic relating to spirits (he can summon, weaken, drive away and kill them), the scoundrel can shoot from bows and crossbows. And although many people use this particular weapon, I would advise giving Gann a spear. Firstly, shooting does not bring visible results due to high level difficulties. Secondly, if the entire group was killed, it would be better not only to shower the enemies with meteor shower, but also to hit them over the head with something heavy. And our friend is just dexterous enough to both dodge the blow and hit himself. More than once I had situations when he pulled out the entire battle precisely due to his spear and natural abilities. This suggests a conclusion: Gunn is a vital character in the team.

It is important: in Neverwinter Nights 2: Mask of the Betrayer there are locations and quests in which you cannot do without Gunn. So, for example, there is no point in going to the Underwater City without your friend and it is completely useless to travel through dreams without him. Not so much because it may not work out, but because other people’s fantasies are quite dangerous and where one person fails, two will always get out.

As mentioned above, Gunn falls in love with the main character if you choose a female character. His feelings are equally beautiful and beneficial. The shaman's sympathy will improve your charm and much more, but, let me tell you right away, an affair with Safiya is more valuable in this regard.

How to win over a heartthrob?

The first meeting with Gunn will take place in the Mulzantir prison. During the conversation, you will get many chances to impress him. First, tell him that you are his liberator and benefactor, and not his jailer ( 6 points). Then notice that the runes in the chamber have been changed by the expert ( 6 points). When you start convincing Gunn to join your ragtag team, use the skill Charm- if successful you will receive 11 points. Next, say that the journey will be much more exciting than the conclusion, but don’t promise anything. In this case, you can earn more 6 influence points. When you get the chance, tell him you'll see what you can do to satisfy his pride ( 6 points). Ask him why he is in prison. Hearing that beauty is to blame for everything, the heroine says: “I’ll try to restrain myself” ( 6 points) - the hero will say that it is not worth making sacrifices for him ( 6 points). And finally, respond to an attack about insincerity with gratitude for the compliment. Gunn loves barbs, and his respect will rise by 6 units.

Watch on screens in 2009: a remake of the film “Timur and His Team”!

Having enlisted the help of a charming scoundrel, start a conversation with him about life. He will talk about family and some memories. Explain that you are an orphan just like him. This will add 6 influence points. When it comes to Gunn's parents, there's no point in showing any remorse. On the contrary, it serves them right, the unfortunate ones. He completely agrees, and respect will increase by another 6 points.

When you meet Kaelin, Gunn will start flirting and admiring her eyes. Tell a girl that he has a huge ego - he will appreciate the barb, and you will get 6 influence points.

Soon you will find yourself in the Temple of Kelemvor, where the local priest will hold a theological debate. At the end of the dialogue, snort that you could come up with something better than the Wall of Unbelievers. Due to his atheism, Gann will support you, and your respect will rise by 6 units.

When talking to Kaelin about Akachi, ask if he did all his actions because his woman died, and then say that she blames you for not understanding. A faithful friend and comrade will again take your side - rejoice, the influence scale has increased by 6 points. You may also notice that what Kaelin says is just another case of love ruining a beautiful relationship. Gunn will agree and you will receive 6 influence points.

If you still play as a male character, in one of the dialogues with Kaelin, offer her a kiss. These words will add to respect 6 points. But Safiya won’t appreciate the joke. When you uncover the plot of spies in the docks of Shadow Mulzantir and come to Shelvedar for an explanation, accept a bribe of 3000 gold. Gann will appreciate your ability to find profit in everything and always. Plus 6 points.

It's time to help the girl who once fell victim to the passion of our ally. During a conversation with her father, ask for what purpose he said the word “stable” - metaphorically or?.. You deserve 6 points. In the dream of an unhappy girl, use Diplomacy(Diplomacy) when you ask Gunn to compete with his clone in declarations of love. During the second dialogue (after rescuing Anna), start threatening him. More 6 units of location are guaranteed to you.

Like his older brother Neo, he could stop arrows in mid-flight.

At the door of Coveya Kurg'annis, a conversation will begin with the guards. When finished, tell Gunn that you would rather communicate with him. This will give 6 influence points. Then, when the Mistress blocks your path to the Sleeping Coven, let a friend speak for you. He'll be flattered - plus 6 points.

Finally the shaman will meet his mother. The dialogue will not begin in happy tones, but let Gunn speak. In gratitude, the respect scale will rise by 6 points. Now that your influence on your friend has reached 75, after talking with his mother, he confesses his love for you. If you accept his feelings, his affection will increase by 15 points.

So now you have to walk through dreams. In the theater illusion, agree to participate in the play ( 6 points). When you meet Araman, you will agree that there is nothing higher than love ( 6 points). Then, while talking to Bishop, notice that Gunn is your friend ( 6 points), or, playing as a girl, explain that he is very dear to you ( 11 points).

Have you really reached the Sleeping Coven? Well, support the shaman during the conversation with the witches ( 11 points), and at the end of the conversation agree to kill them ( 15 points). Before entering the Foundress's chambers, you will again come across Araman. He will begin to accuse Akachi of betraying him because of a woman. React to this ancient wisdom- we always have a choice. Apparently Gann thinks the same, and his influence increases by 6 units. In the chambers themselves, tell the elderly woman that her appearance is nothing compared to the meaning of love ( 11 points).

Well, before the Traitor's Gate, if you play as a female character, Gunn will again confess his love to you. Answer him in kind, and the influence will increase even further. 15 points. Before our eyes, the transformation of an arrogant heartthrob into a devoted heart friend took place...

How does Gunn help?

Since making friends with a spirit shaman is quite difficult due to his character (especially if you didn’t listen to me), here all the possibilities are available at around 75 influence points (unlike Safia, where this figure is 100). And if your heroine accepted his love, enjoy the benefits of an almost married life.

The villain and his charming retinue.

Pros of Gann:

    Influence 25: +1 to charm;

    Influence 50: +2 to charm;

    Influence 75: +4 to Charisma.

Your advantages:

    Influence 50: +1 to charm, +5% to spirit absorption;

    Impact 100: +2 to charisma, +10% to spirit absorption.

General advantages:

    Heart of a Dreamer (for the heroine): +30 to magic resistance, immunity to mind-affecting spells.

    Heart of a Dreamer (for Gunn): +5 to magic resistance, immunity to spells that affect the mind.

The final is just around the corner, and our players are happy and love each other. This time everything ended well, no one died, and the wedding among loved ones brought a smile and tenderness.

I hope my tips helped and you found answers to your questions. See you again, because the adventures continue!

To whom: For fans of the genre.

For what: Without benefit, but with pleasure, spend the next few evenings of your life. =)

NWN 2 is a rare example of a sequel that is as good as the original.

Considering how cult Neverwinter night 1 was for most role-players at one time, for the developers of the second part (and this was no longer the widely known Bioware, which has at least three very successful projects - the Baldur's Gate and Icewind Dale dulogies, and the first part itself NWN, a young company called Obsidian Entertainment), the main concern was not to fall below the level set by its predecessors. And they did it brilliantly.

The only significant complaint against the developers is that the game requires very high computer power: both RAM (1 GB or more (it runs on 512, but with very noticeable brakes)) and a video card (at least 128 MB). Released six months earlier, TES4:Oblivion, with much more detailed and lively graphics, required less. However, if you have a sufficiently powerful machine, this disadvantage can not be considered as such :)

The developers took a responsible approach to both the reproduction of the world and the possibilities of creating characters, many subraces were introduced and the range of offered prestige classes was greatly expanded, and another main class was added, the so-called “Warlock”, something between a battle mage and light armor oriented warrior.

The plot, if you break it down into stages and tell it in a nutshell, is simple and predictable to the point of banality, but the point is HOW it is told to us. The simple story is flavored with so many goodies and mysteries that at some point the player understands that perhaps the authors are leading him by the hand along the standard path of the fantasy “Chosen One,” but he doesn’t want to turn away from this path at all.

In addition, for the first time since Baldur’s Gate 2, NWN2 has made it more difficult interpersonal relationships heroes, and this, of course, is still “not that”, but much more than I dared to expect from this cycle, plus the ability to choose between good and evil has been added. The hero may well follow the path of evil, earn a reputation as a notorious criminal element and eventually join the “world’s evil” or do the exact opposite :). “World evil”, by the way, is not so evil, if you look at it.

My Favorites:

Anti-paladin and champion of darkness Stan, which my willpower was never enough to level up, Dread Knight Finn(with him we went through the solo campaign to the end) and the druid Novel(we just started playing with it online) .

Girls: evil sorceress Eleranta(main character for multiplayer), no less malicious Mystic Archer Lissa and tracker Nika, on the example of which I tried romances with the male half of the NPC population of Faerun :).

By the way, the proportions are correct :) This is exactly how much smaller the elves of this world are than people.

During the game, the hero meets 11 companions who want to share his path, but since you can take no more than 3 and then 4 people into a team at a time, the choice of companions remains on the conscience of the player :)

And here they are, all those who this time made my journey through Faerun especially interesting:

Calgar Ironfist:

Neutral good Shield dwarf. Fighter.

Hero to enemies: There are three of you for one dwarf, this is not fair!

Calgar: Unfair? *thinks* Well then, let them invite their friends!

Shandra: Mom often told me how my grandfather rocked me in his arms, and I pulled his beard.

Calgar is a fighting-loving dwarf warrior, an ax master, who dreams of becoming a monk (LOL) because he was once amazed by their ability to fight and now wants to become stronger and help his clan. This is the very first companion you meet on the way. Loves a fair fight and beer, doesn't really like to think =).

Nishka:

A completely neutral tiefling (tieflings are half-breeds born from the connection between a human and a demon). Rogue.

Calgar to the hero: If you want your children to grow up like a pack of wolves, listen to the Druids.

Nisha to the hero: If you want your children to grow up to be idiots, listen to Calgar.

Nishka is a cheat and a thief, because of her demonic blood she always ends up in ridiculous, and sometimes even dangerous situations. She constantly quarrels with Calgar and Elani with or without reason. She loves money and somewhat falls for the main character if he is a man and has any kind of high influence on her (however, I did not develop this line in the game and cannot say anything more specific). She’s completely unprincipled, but she sincerely doesn’t understand what’s wrong with it :) In general, she’s a sweetheart :) But since she’s only useful in the first couple of days on a team, she’s rarely been my companion.

Elani:

Neutral good forest elf. Druid.

Elani to the hero: I was there for many years and watched how you lived, how you looked out the window into Big world and thought about it, and one day this world came for you.

Elani is a very good druid, developing towards magic rather than combat or transformation. He tries to stay a little apart from everyone. A little arrogant, a little moralistic. Always advocates for a peaceful solution to a problem. She essentially doesn’t care which side the main character is on, as long as he is close and merciful to nature. Very jealous. She is the main candidate for the hero's lover. Although overall the romance with her is rather bland, it has a logical conclusion :). In general, very correct views, most often of the same opinion as the paladin.

Kara:

Chaotic neutral person. Witch.

Calgar: Everyone knows about the honor and manhood of the Ironfist family!

Kara: Ahh... About the two smallest things in Faerûn?

A bright and very eccentric sorceress. With any sideways glance in her direction, she throws a fireball at the “enemy” and considers herself perhaps the most powerful sorceress in Neverwinter. She was kicked out of the academy for burning down the stable. Arrogant, sarcastic, but not too smart. Her sympathies depend on whether the hero allows her to “do whatever she likes.” Organically does not tolerate the other magician of Sanda's group.

Grobnar:

Neutral good rock gnome. Bard.

Sand: Well, one of us knows what to do now.

Hero: Oh... It better not be Grobnar.

Sand: Are we going to take this spider with us?

Calgar: Well, we took Grobnar.

Grobnar is a good bard and craftsman, but funny and somewhat eccentric. That's why half the other NPCs joke about him harmlessly. He firmly believes in the Undersniven, mythical invisible and omnipotent creatures living in some heavenly kingdoms. Later, while completing a certain quest, Grobnar finds indirect evidence of their existence. He is very trusting, which sometimes does not play into the hands of the main character.

Casavir:

Law-abiding good person. Paladin.

Hero: It seems you don't trust Neverwinter.

Kasavir: I don’t trust cities or states. But I believe in people.

A strong, calm and very balanced paladin. He is well over 30, and has an even, but somewhat distant relationship with everyone except Bishop. He never jokes and takes everything responsibly and seriously. Immersed in my own moral problems, associated with a broken duty to Neverwinter. Believes that people need protection more than any rulers or states. If you play as a girl or a paladin, then there will be a storyline or an additional quest with Kasavir, respectively. He is also the main candidate for a romantic companion if you play as a girl. The novel will develop quite predictably, except that Bishop, with the heroine’s high influence on him, will introduce a certain amount of chaos into what is happening.

It should be noted that Casavir is my second favorite hero in the game. =)

Bishop:

Chaotic evil person. Ranger.

Bishop: No, I'm afraid then you won't be able to sleep because of the nightmares, and I know a lot of more pleasant ways to deprive you of sleep.

Kasavir to the heroine: It’s difficult for me to follow the same path as before, I doubt it...

Bishop (appearing from another room) to the heroine: A crisis of faith occurs among paladins just when they betray their duty and then become carried away by a woman.

Bishop: And when they ordered me to burn the village, I decided that I would solve two problems at once, kill the Luskans and destroy the place that produced that “honest and kind man” you see before you now.

IMHO, the most interesting character in the game. In the past, he was a Luskan soldier (Luskan is the main enemy of Neverwinter), an excellent ranger, a master of the bow and fighting with two swords. He's good-looking and knows it. The character is very bad, the reputation is even worse. Smart, cunning, but very inconsistent in his actions. As he gains influence over him, he falls in love with the heroine or acquires friendly sympathies for the hero (if he does not increase his influence, he will hate both). Unfortunately, there is no full-fledged love line with him, although the relationship is developing in this direction.

He hates the paladin, especially if you play as a girl, and harasses those around him with his sarcastic jokes. Almost no one on the team gets along with anyone except Amon. He loves himself no more than those around him, but he prefers that his help be appreciated. He does not believe in gods, does not accept everything that can fetter him, and is ready to go to freedom any way, even if the final price is his life.

Uh-huh, if someone else hasn’t understood from the description, Bishop is my big, albeit not very pure, love in the game =)

Shandra Jerro:

Neutral kind, man. Fighter.

Adventurers: On the way, we took a cat from a tree, and its old lady owner gave us an apple.

Calgar (skeptically): Well, we have to start somewhere.

Shandra: Yes, if our captain got into this situation (the hero there eventually receives the captain’s rank), the tree would burn down, the cat would die, and the old lady would go traveling with him...

Shandra is not a fully-fledged NPC; she appears in the story and goes with the heroes, regardless of the player’s desire, for several main quests. This is a village girl, the granddaughter of the court magician Amon Jerro, who once stole the Silver Sword of Gith. Her blood should open the way to his hideout.

In his adventures, the hero becomes indirectly responsible for the destruction of her home and farm; because of her blood, she is drawn into the adventure against her will. He considers the hero “a mercenary dragging around the cities for a couple of gold pieces,” but later, when he learns his story, he is imbued with sympathy.

Shandra is simple, she says what she thinks, sometimes makes scandals, and in all disputes she takes the side of ordinary people. Sand and Bishop make fun of her, and Casavir constantly stands up for her.

Sand:

Lawful neutral moon elf. Wizard.

Upon entering the provincial town of Port Last:

Sand: Be careful, my friend, walk carefully, otherwise the local culture will stick to your boots...

Sand: This matter is urgent, we’ll leave immediately.

Kara: We can do without the help of seedy magicians.

Sand: Karochka, dear, if we need to burn down Luskan, we will call you. But now we need to work with our heads.

Torio Klaven: Sand, please, let's not show off our bad sides.

Sand *with feigned surprise*: Do you have any good ones? Wait, I have to write this down.

Sand, IMHO, is the best sorcerer in the game. He also hails from Luskan, spent some time spying for Neverwinter in the Towers of the Lords, and then sought refuge with Lord Nasher during the war. He is very smart and has a subtle and caustic sense of humor. An excellent diplomat. He appears on your team as a lawyer, called upon to clear the name of the protagonist from false accusations in court.

Can hardly stand Kara's company. He has a very even relationship with the others, which does not stop him from laughing at them from time to time. He has a very high opinion of his mental abilities, loves when others appreciate them. Does not tolerate rudeness towards him.

Undoubtedly the most courtly and aristocratic hero of the game :)

And another one of my unconditional likes =) He only lacks his own strength storyline to complete delight :)


Zjav:
Lawful neutral githzerai. Priestess .

Zjav to the hero: They say that if the sword of Gith is pulled out of its sheath, it will never return there, but now you are the sheath of this sword, the heart of this sword.

Priestess of Gith, Zjav appears towards the end of the story, she is a good priest, but IMHO the most useless NPC in the game, which is aggravated by the fact that she has to be carried around a lot and often throughout the plot. Zjav is pretentious and somewhat fanatical. She doesn't like Amon Jerro, and the feeling is mutual. Otherwise, she appears only because the main character is Kalak-cha, the Thief of the Sword, the one whom the sword forged by the leader of her people recognized as its master.

She believes that his destiny is not only to defeat the Guardian, but to go much further a long way...And she's right.

Amon Jarro:

Neutral evil person. Warlock.

Grobnar about Amon Jerro: Well, if the magician was strange, but quiet, then his refuge should not be a scary place.

Amon Jerro: You just unleashed the most feared creatures in the netherworlds, and now you accuse ME of being irresponsible?

Warlock. A very useful NPC, and the only one who can replace Zjav in some rituals. Shandra's grandfather Jerro, considered long dead, is another fighter against the Guardian, preaching the principle of the lesser evil. Believes that the death of a few is acceptable for the common good. He communicates with the demons of the lower worlds, and for a long time stood in the way of the main characters, although they pursued the same goals. The former owner of the Silver Sword, who never recognized it. Ultimately, he sides with the hero, because he has no other opportunity to resist the Guardian.

In addition, I can’t help but pay attention to some non-player NPCs, peculiar narrative glitches:

The hero's adoptive father: Deigong Forlong. A sullen half-elf ranger, noble, but completely immersed in his grief. At one time he was an adventurer and the best ranger of the Sword Coast, but the death of his friends and the loss of his wife broke him. IMHO, Deigun has the saddest line in the game.

Duncan. The owner of the "Drowned Flask". Half-elf, half-brother of Deigun, uncle of the main character. Unlike his brother, he is cheerful and cheerful, always a little (or a lot) drunk, and quarrelsome. In principle, he is friends with Sand, but they often entertain the player with mutual jokes addressed to each other. Also a former adventurer.

Lord Nasher aged from the first part, completely bald, acquired a crown with Neverwinter’s “eye”, and became even more pragmatic and cautious. Sometimes his methods are unpleasant, but Nasher cannot be denied the courage and strength with which he rules his troubled country.

Sir Nival. The leader of the Nine (the Nine are Nasher’s bodyguard knights and defenders of the city) and Nasher’s closest and most trusted person. Apparently the most handsome man in Neverwinter. A careerist who believes that the citizens' duty to Neverwinter exceeds their personal interests, on the basis of which he quarrels with Casavir. Periodically changes his armor to more expensive and beautiful ones =) However, he never has time for a fight, he comes at the moment when everything is already over. I don't like him for this: E

Officer Kana, who runs the Crossroads Fortress. The main character's first assistant, who holds somewhat samurai views on service.

Enemies: Lorne(a huge barbarian berserker, the older brother of the protagonist’s childhood friend who sold himself to Luskan and the black Garius), Torio Claven(Luskan’s envoy to Neverwinter, a real snake, defeat her in a verbal competition in court “a problem for a C”, dresses very colorfully and vulgarly) and Black Garius(the same man who woke up the Guardian and brought disaster to the Sword Coast, the only representative of absolute evil in the game).

And of course he is the Guardian of Illefarn, the King of Shadows….

But when the sword of Gith cuts the Guardian's shadow for the last time, it will not be a victory for the hero... After all, even the wisest men of Faerun know that whoever wields this sword has a long journey ahead, both across the Worlds and beyond... But that’s a completely different story. (With)

Influence on companions, part 2
Neverwinter.

Port.

If, when talking to Bishop, you ask his opinion about the upcoming trial and fail a Diplomacy saving throw when you say “If I always did everything that others told me to do...”, you will lose 1 influence point with Bishop. If your saving throw succeeds, you will gain 1 influence point on him.

In the same conversation, agree with Bishop that the best way out of the situation would be to kill the Lascan ambassador Torio Klaven - and you will receive 1 point of influence over him - and minus 1 point if you do not agree.

In the same conversation, Bishop will invite you to escape from Neverwinter and go with him to the forest expanses for a couple of years. You will receive +1 influence point with him if you agree and -1 influence point if you refuse.

When you first talk to Casavir, ask him why he seems worried lately, and the paladin will share with you his doubts about Bishop. Thank him for his concern (+ 1 influence point) or tell him not to interfere in his own business (- 1 influence point). (This conversation option is only available to female GGs.)

When talking to Bishop, he will ask you what you need from him that you cannot get from Casavir. If during the conversation you say that you are not indifferent to the paladin, you will lose 1 influence point with Bishop and gain 1 influence point with Kasavir, even if he is not in your group at the moment (is he listening behind the door, or what?). If you convince Bishop that you don't care about the paladin, you will receive + 1 influence point with Bishop and – 1 influence point with Casavir. (This conversation option is only available to female characters and only if you have very high influence with Casavir and very low influence with Bishop.)

When talking to Shandra, select the "You seem a little confused..." option and during the conversation, reassure her that you don't doubt her abilities (+ 1 influence point) or that you don't care (- 1 influence point).

When talking to Shandra, select the "You seem a little confused again..." option and she will apologize for being harsh with you earlier. If you politely accept her apology, you will receive + 1 influence point with her, and if you are rude, then – 1 influence point.

When talking to Shandra, ask her about her family and in response tell her that Duncan used to be an adventurer (+ 3 influence points), and in response to her further questions tell her that you lost your mother early (+ 3 influence points).

After talking with Tasha, when Nishka declares her intention to rob the Collector, agree with her (+ 2 influence points) or try to dissuade her (- 2 influence points).

Shopping District.

If you talk to Ofala, owner of the Moonstone Mask, about Torio Klaven and her accusation against you, Ofala will have no doubt that Sand can be of great help to you. Agree with her (+ 1 influence point on Sand) or disagree (-1 influence point on Sand).

Blacklake.

When you meet the artist Peppin Polo, he will offer to paint a portrait of Shandra. If you offer to buy a portrait, you will lose 1 influence point with Nishka and Elani (at the same time). If you offer the artist 500 gold for a painting, you will lose another 1 influence point on Nishka. If you offer to buy the painting for 150 gold, you will lose 1 influence point with Shandra, and if you claim that it was all a waste of time, it will cost you 2 influence points with her.
If you play a male character, at the end of the conversation you will receive + 4 points of influence on Shandra if you offer to buy her portrait for 500 gold and + 2 points if you buy it for 300. If you play as a heroine, you will only receive + 2 points influence with Shandra, regardless of whether you pay the artist 300 or 500 gold.. You can also avoid losing influence with Elani and Nishka if you do not offer to buy the painting outright, but first ask how much it will cost you. (But if you pay 500 gold for the painting, you will lose 1 influence point with Nishka in any case.)

If Elani is in your group when you meet Kylie Bruce, offer to go to the crypt and find her sister, then say "Don't worry, Kylie..." and you will receive +1 influence point with Elani. If Elani is not in your group, then you will receive +1 influence point on Shandra.

When meeting Kylie Bruce, tell her that “Lisbeth is free to do as she pleases...” - and you will receive + 1 influence point on Nishka. If you say that Lisbeth needs discipline, you will lose 1 influence point on Nishka.

When you talk to Lisbeth in the Bruce crypt, say that she “was ready to give her soul for a few beautiful words and kisses” - this will get you + 1 influence point with Bishop and – 1 influence point with Elani.

During the bard competition, ask Grobnar to play with you as a couple - this will bring you + 3 influence points on him.

During the bard competition, ask Kvara to make fireworks on the stage - this will bring you + 1 influence point on Kvara.

During the bard competition, ask Sand to ridicule Kane - this will give you + 1 influence point on Sand.
Note: During the bard competition, you can only ask one follower to help you, so choose the one whose influence is more important to you.

If Quara is in your group when you meet Jenks, he will recognize her and start making fun of her. You will receive + 1 influence point on Kvara if you say “Burn him, I’ll cover you...” and – 1 influence point on Kvara if, instead of standing up for her, you start defending the honor of the “Sunken Bottle”. (“Hey! The Sunken Bottle is not a hole!”)

When you meet Jenks, say that the best way to treat animals is kindness, and you will receive +1 influence point with Elani. (This conversation option is only available if Kvara is not in your party.)

Glade of Consolation.

When Shandra speaks to you during your ritual, thank her for her concern or tell her you don't want to get her into trouble (+1 influence point with Shandra). If you tell her to sit quietly and not get in the way, you will lose 1 influence point.

After the fight with the Lascans, thank Shandra for her help (+ 2 influence points) or say that she has already caused you enough trouble. (- 2 influence points).

Port Llast.

If, upon entering Port Llast, you tell Sandu that you are glad to have him in your ranks, you will receive +2 influence points with him. If you order him to remain silent, you will lose 2 influence points.

If you are rude to her when meeting Elaine, you will lose 1 influence point with Shandra, and if you assure her that you only want to help, you will gain 1 influence point.

If after talking with Elaine you decide to leave her alone, you will receive + 1 influence point with Shandra and – 1 influence point with Sand. If you decide to use her to your advantage, it will cost you 1 influence point with Shandra.

When talking to Malin in the tavern, tell her “If you have any problems with Bishop, you better forget about them...” (+ 1 influence point with Bishop) or tell Bishop to hold his tongue (- 1 influence point).

When talking to Malin, tell Bishop "It's good that it's you and not her..." to gain 1 influence point. If you tell him to choose his words, you will lose 1 influence point.

When receiving a reward from Niya, say that you will keep her amulet to get + 2 influence points with Elani (for a male player) or + 2 influence points with Kasavir (for a female player). You will also lose 2 influence points with Bishop. If you publicly ask how much you can get for the amulet, it will cost you to lose 2 influence points with Elani/Kasavir and you will gain + 2 influence points with Bishop. If you say you don't care, you will lose 1 influence point with Elani/Kasavir and gain +1 influence point with Bishop.
Note: the conversation option with the possibility of gaining influence only appears if Elani/Kasavir is in your group.

Amber.

When Sand discovers a strange corpse, praise him for his observation (+ 1 influence point) or ignore his discovery (- 1 influence point).

Duskwood Forest.

Upon entering Duskwood, offer to investigate the forest problem and, if possible, resolve it - and you will receive +3 influence points with Elani. If you say that you fear for Elani's health and offer to return, this will give you +1 influence point with her. If you ignore Elani's warning, you will lose 3 influence points with her.

When Sand announces that no magic works here, if Kvara is in your group, then a dispute will immediately arise between her and Sand, in which you can support Kvara (+ 2 influence points with Kvara, – 2 influence points with Sand) or Sanda (+ 2 influence points with Sanda, - 2 influence points with Kvara). If you try to settle the matter peacefully (“No one wanted to harm anyone...”), you will gain +2 influence points with Sand and lose 2 influence points with Quara. If you threaten both of them, then, accordingly, you will lose influence with both (- 2 influence points with Sand and Kvara at the same time).
If Kvara is not in your group, then you can either thank Sand for the warning (or inquire about the details of this phenomenon), and you will receive + 2 influence points with him. If you blame him for not warning you earlier, you will lose 2 influence points.

When talking to the dwarfs near the cave, tell Grobnar that you would prefer him to stay with you - and you will receive + 1 influence point on him. If you say that you would prefer him to leave, you will lose 1 influence point.

If you pretend to be Lorne when meeting the dryad Lissa, you will lose 1 influence point with Kasavir. If you declare that you are not Lorne, you will lose 1 influence point with Sand and gain +1 influence point with Casavir.

If your Bluff is successful and you receive magic powder, you will gain 1 influence point with Sand.
If you agree to the dryad's offer to steal the goblin's magic stone, you will receive 1 influence point with Sand. If you refuse the deal with Lissa, you will lose 1 influence point with Sand.

Goblin Cave.

After you feed the spider Kistrel a collection of insects and invite him with you, say that you will always welcome the allies that nature sends, and you will receive + 1 influence point with Elani. If you state that you intend to use the spider solely for personal purposes, you will lose 1 influence point with her.

If you tell the goblins guarding the Shining Stone that you intend to take it for yourself, you will lose 3 influence points with Elani.

Castle Nevers - before trial.

If, upon receiving the quest “Suspicious Connections” from Sir Neval, you say that your duty is to serve Neverwinter, you will receive:
+ 1 influence point with Kasavir,
- 1 influence point with Bishop,
- 1 influence point with Sand (if there is no Bishop in your group).

If you refuse Neval's task, you will receive + 1 influence point with Bishop and + 1 influence point with Sand (at the same time).

Castle Nevers - court.

If you tell Sandu how unlucky you are to have him as your lawyer, you will lose 1 influence point with him.

If you ask Sand for advice on how to behave during the process, and after his answer you call his advice useless, you will lose 1 influence point with Sand.

If you thank Sand for agreeing to represent your interests in court, you will receive + 1 influence point with Sand.

If, before the hearing begins, you successfully use your diplomatic skills to piss off Torio, you will receive + 1 influence point with Sand. You will lose 1 influence point with him if your attempt fails.

If, during your own interrogation, you successfully use your diplomatic skills to make your listeners believe in the Lascans' dishonest intentions, you will receive +1 influence point with Sand (-1 point if your attempt is unsuccessful).

Temple of Tyr - before the fight.

When Kelgar offers himself to you as a replacement for the duel with Lorne, agree (+ 3 influence points with Kelgar) or say that you need someone who will not rely on instinct in battle (- 3 influence points). If you tell Kelgar to leave the temple, you will lose 3 influence points.

When Sand offers you potions to help you fight Lorne, accept them (+ 1 influence point with Sand) or refuse them (- 1 influence point).

When Kvara offers herself to you as a replacement for the duel with Lorne, agree (+ 1 influence point) or refuse (- 1 influence point, even if you are very, very polite).

When Nishka appears at the temple of Tyr, say that you are glad to have her company (+ 1 influence point) or tell her to leave (- 1 influence point).

When Nishka tells you her plan to damage Lorne’s armor and sword, agree with her idea (+ 2 influence points) or say that you prefer to fight honestly (- 1 influence point).

Arena.

Ask Shandra if she was really worried about you because of your fight with Lorne and either thank her for her concern (+ 1 influence point with Shandra) or tell her that you don't need her participation (- 1 influence point with Shandra).

Castle Nevers - after the trial.

When talking with Lord Nasher and Sydney Natal, insist that Laskan admit responsibility for what happened in Amber (+ 4 influence points with Shandra Jerro) or agree to leave it in the past (- 4 influence points with Shandra Jerro).

Tavorik's mansion.

Say that you are going to use the explosive balls you found to defend your house - this will give you + 1 influence point with Grobnar. If Grobnar is not in your group, then you will receive + 1 influence point on Sand.

If you decide to open a barrel of balls at your own risk, it will give you +2 influence points with Grobnar.

If you tell your companions not to touch the barrels, you will lose 1 influence point with Grobnar.

Crossrod Castle (Fortress at the Crossroads). First visit.

Near the field next to the castle you will see the corpse of a peasant.
If you say it's just another dead man, you'll get +2 influence points with Bishop and -2 influence points with Shandra. If you tell Bishop to show respect to the dead man, you will lose 2 influence points with him and gain +2 influence points with Shandra.
If you offer to bury the peasant's body, you will receive + 2 influence points with Shandra. (This conversation option is only available if Bishop is not in your party.)

After Garius starts his ritual, tell Vale not to get in your way, and this will give you +1 influence point with Bishop.

Crossrod Castle. After taking possession.

When Pentin starts talking about leaving, threaten him to force him to stay (+ 1 influence point with Bishop if your Threat attempt is successful) or kill him (+ 2 influence points with Bishop, - 2 influence points with Casavir). If you claim that he owes you money and successfully get him out of debt, this will give you +1 influence point over Sand.

When Grobnar suggests using the Book of Iltkazar to repair the golem, agree with him and praise him for the idea (+ 1 influence point with Grobnar) or tell him not to dig into the golem (- 1 influence point with Grobnar).

When Grobnar finishes repairing the golem, praise him for his efforts (+ 2 influence points with Grobnar) or tell him that the golem looks like it's about to fall apart (- 2 influence points with Grobnar).

If you decide to upgrade your golem but fail your Alchemy saving throw, Sand will offer to do it for you. If you agree, you will receive + 1 influence point with Sand, and if you tell him not to touch the golem, you will lose 1 influence point.

Ruins of Arvan.

If you successfully use Diplomacy in a conversation with Uthank (“I didn’t know that Logram was your brother...), you will receive + 1 influence point on Sand.

If in a conversation with Uthank you choose the Threats/Intimidate option (“Logram lost because he was weak...”), this will bring you + 1 influence point with Kelgar.

Rivergard Castle.

If you are polite when meeting Gellu and say "Greetings...", this will give you +1 influence point with Sand and -1 influence point with Kelgar.

If you agree to Gellu's offer to kill Utank, you will receive + 1 influence point with Bishop.

If you agree to Gell's offer to kill Utank, and Casavir is in your group, he will try to dissuade you from helping Gell. If you say that it is your decision or that Uthank's death will end the orcs in the area, you will lose 1 influence point with Kasavir. If you claim that Uthank is just a savage, you will lose 1 influence point with a paladin and gain 1 influence point with Bishop. If you agree with Kasavir, you will gain 1 influence point with him and lose 2 influence points with Bishop.

If you ask the Rebroker to break the door for you, behind which there is an Illefarn statue, and allow him to break it until he dies from the damage, you will receive (at the same time):
+ 1 influence point with Bishop;
– 1 influence point with Shandra;
- 1 influence point with Kasavir.

If you ask the Rebroker to break down a door, but stop him after he starts taking damage, citing the fact that he might die, this will give you (at the same time):
+ 1 influence point with Kasavir;
+ 1 influence point with Shandra;
- 1 influence point with Bishop.

If you break the door yourself to get to the statue, you will receive +2 influence points with Zhievi.

Mine of precious stones.

When talking with Master Aizim about the Guardian, say that you consider his sacrifice noble (+ 2 influence points with Casavir, - 2 influence points with Bishop). If you say that you think patriotism is stupid or that no nation is worth such a sacrifice, you will receive + 2 influence points with Bishop and - 2 influence points with Kasavir.

Temple of the Seasons.

When Casavir starts a conversation with you near the statue, say that you see nobility in him or that ordinary residents of Neverwinter do noble deeds every day - and you will receive + 2 influence points with him. If you tell him to shut up or tell him that his doubts do not interest you, you will lose 2 influence points with the paladin.

Destroyed West Harbor.

When talking to Shandra, say that you left West Harbor to protect the villagers and you will receive +3 influence points with her. If you say that you hated your village and its inhabitants, it will cost you 2 influence points with Shandra.

If, after Shandra expresses her condolences to you, you tell her not to be distracted or order her to shut up, you will lose 2 influence points with her.

In the same conversation with Shandra, say that she too can become famous in the future (+ 1 influence point with Shandra).

In the subsequent conversation with Shandra about West Harbor, say that you hope your actions prevent more harm than they cause (+1 influence point with Shandra) or say that you hope to cause more damage in the future (-1 influence point).

Ammon Jerro's shelter - the approach to the fortress.

If, when approaching the geyser, you say that the strange smell is sulfur, you will receive + 1 influence point with Elani. (This option will only be available with high Intelligence).

If you fail your Dexterity/Evasion saving throw when trying to draw water from a geyser, you will receive +2 influence points with Nishka.

If you decide not to kill the barbarian shaman and say that it seems unfair to you, then this will bring you
+ 2 influence points with Kasavir;
+ 2 influence points with Shandra;
- 1 influence point with Bishop.

If you tell the shaman "The easier it will be to kill you", it will give you:
- 2 influence points with Kasavir;
- 1 influence point with Shandra;
+ 2 influence points with Bishop.

The answer option “I have no choice...” will earn you + 1 influence point on Bishop.

After the golem at the entrance demands Jerro's blood, tell Shandra to comply only if she wishes (+1 influence point with Shandra) or threaten that you will do it yourself if she doesn't hurry (-1 influence point).

Ammon Jerro's hideout is inside the fortress.

When Nishka gets into an argument with Baalbizan, tell her "Shut up..." or "You should listen to your own advice..." and you will lose 2 influence points with Nishka. If you say “My friend is right...” or “A few threats would be in order...”, you will receive +2 influence points with the tiefling.

If you play a male hero, you will have the opportunity to offer Baalbizan to clearly demonstrate to him that you belong to the strong half of humanity. If you choose this option, Nishka will try to support you in front of the demon. If you tell her to shut up, you will lose 2 influence points with the tiefling. If you tell Baalbizan “Nishka is free to say whatever he wants...”, you will receive + 2 influence points with Nishka.

When Nishka starts making fun of Zaxis, tell her to shut up or tell her that her speeches will not help you (- 2 influence points). If you say that Zaxis should listen to Nishka or that she does everything just fine, you will receive + 2 influence points with Nishka.

After you find out Zaxis's True Name, tell him to stop talking about himself in the third person, and this will give you +1 influence point on Nishka.

After you agree to a deal with the succubus Bladen, Casavir will express his distrust of the demoness. If you agree with him (or thank him for the warning), you will receive + 3 influence points on the paladin. If you declare that you are the commander here, you will lose 3 influence points with him.

If you play as a male hero, Bladen will try to charm you (“Gods, what a magnificent specimen...”), and Elani will do her best to prevent this charm (“Don’t even try to manipulate him, succubus..”). If you tell Elani that you don't need her protection or that you can fend for yourself, you will lose 3 influence points with her. If you answer Bladen “Elani is right - don’t waste your charms on me...”, you will gain + 3 influence points with Elani.

If, after Bladen states that your conversation is starting to bore her, you use the Diplomacy option and say that she is one of the most beautiful women you have ever seen, you will lose 3 influence points with Elani. (Only for male heroes.)

When Bladen asks you to entertain her, select the response option “Something interesting”, followed by “You are very unstable”, and Grobnar will interrupt your conversation and ask permission to perform the song that your conversation with the succubus reminded him of. If you agree to listen to Grobnar's song, it will give you +3 influence points on him. If you tell him to shut up, you will lose 3 influence points with Grobnar.

After you fulfill Hezebel's condition and reveal to her the True Name of the matron of the Baalbizan family, Kasavir will say that he would not trust Erinyes. If you agree with him or simply thank him for the warning, it will earn you +3 influence points. If you state that you did not ask his opinion, you will lose 3 influence points with the paladin.

Crossrod Castle Tavern upon returning from Jerro's Vault.

If in a conversation with Ammon Jerro you try to use Bluff, saying that you want to protect the inhabitants of Neverwinter, you will lose 1 point of influence with Ammon if you fail the saving throw.

Ask Ammon Jerro why he is so determined to defeat the Shadow King. If you agree with his principles, you will receive +1 influence point with Ammon, and if you try to object, you will lose 1 influence point with him.

Ask Ammon about his past and why he fought you instead of trying to join forces with you. If you successfully use Diplomacy to defend your point of view, you will receive +3 influence points on Ammon. If you fail the saving throw or choose any answer other than “I guess you're right...”, you will lose 3 influence points with it.

After you ask Ammon why he dislikes Zhievi so much, he will accuse her of being a blind fanatic. You can agree with him or say that Zhievi is only useful to you - just like Ammon himself (+ 1 point of influence on Ammon) or stand up for Zhievi (- 1 influence point).

Explain to Ammon why the Githzerai cannot interfere in your battle with the Shadow King and you will receive +1 Influence Point with Ammon. (This conversation option will only appear if you have already talked to Livey about it.)

In the same conversation, when Ammon makes a very ironic comment about the wisdom of the Githzerai who don't get involved in the conflict, say that you disagree with the Githzerai's policies (+1 influence point with Ammon) or admit that they are right (-1 influence point).

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