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Autore Complete type up of each race you can choose in NWN 2.
cdaulepp
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Inviato: lunedì, 14 agosto 2006 07:38
I spent a little time today typing up every racial description from the pictures I took at Gen-Con. This might make it easier to find what you're looking for instead of searching for the right photograph.


Here they are, exactly as seen at Gen-Con:

DWARVES

Gold Dwarf

The gold dwarves maintained their great kingdom in the Great Rift and managed to survive terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride. Sine the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of the region. The folk of other lands have learned that while some gold dwarves are aloof and suspicious for the most part they are forthright warriors and shrews traders.

Racial Traits:
• Ability Adjustments: +2 constitution, -2 Dexterity
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Stonecunning: +2 bonus to Search checks when inside.
• Lore Affinity: +2 bonus to Lore checks.
• Weapon Familiarity: Dwarven waraxes are treated as martial weapons, rather than exotic weapons.
• Hardiness vs. Poisons: +2 racial bonus to saving throws against poison.
• Hardiness vs. Spells: +2 racial bonus to saving throws against spells and spell-like effects
• Battle Training vs. Giants: +4 dodge bonus to Armor Clss against monsters of the giant type (such as ogres, trolls, and hill giants).
• Battle Training vs. Aberrations: +1 racial bonus on attack rolls against aberrations.
• Favored Class: Fighter.


Gray Dwarf (Duergar)

After rising up against their mind flayer enslavers, the gray dwarves, or duergar, emerged as a new subrace of dwarf with limited mental powers. Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair and gray skin.

Racial Traits:
• Ability Adjustments: +2 constitution, -4 charisma
• Darkvision: Duergar can see in the dark up to 120 feet.
• Weapon Familiarity: Dwarven waraxes are treated as martial weapons, rather than exotic weapons.
• Stonecunning: +2 bonus to Search checks when inside.
• Immunity to Poisons: Immunity to all poisons.
• Immunity to Phantasms: Immune to the spells phantasmal killer and weird.
• Immunity to Paralysis: Duergar cannot be paralyzed.
• Hardiness vs. Spells: +2 racial bonus to saving throws against spells and spell-like effects
• Battle Training vs. Giants: +4 dodge bonus to Armor Clss against monsters of the giant type (such as ogres, trolls, and hill giants).
• Battle Training vs. Orcs and Goblinoids: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
• Stealthy: +4 racial bonus to Move Silently checks.
• Keen Senses: +1 racial bonus to Listen and Spot checks.
• Spell Like Abilities:
1/day – Enlarge as a wizard twice the duergar’s level (minimum 3rd level)
1/ day – Invisibility as a wizard twice the duergar’s level (minimum 3rd level)
• Light Sensitivity: -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight.
• Favored Class: Fighter…
• Level Adjustment: +2. Duergar are more powerful and gain levels more slowly than other races. It will take much more experience for a duergar to reach level 2 than it would for normal races, for example.


Shield Dwarf

The dwarven kingdoms of long ago became locked in eternals wars with goblin-kind and other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark. The clans that survived these battles are the shield dwarves, and they are the most common type of dwarf seen throughout the Realms.

Racial Traits:
• Ability Adjustments: +2 constitution, -2 charisma.
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Stonecunning: +2 bonus to Search checks when inside.
• Lore Affinity: +2 bonus to Lore checks.
• Weapon Familiarity: Dwarven waraxes are treated as martial weapons, rather than exotic weapons.
• Hardiness vs. Poisons: +2 racial bonus to saving throws against poison.
• Hardiness vs. Spells: +2 racial bonus to saving throws against spells and spell-like effects
• Battle Training vs. Giants: +4 dodge bonus to Armor Clss against monsters of the giant type (such as ogres, trolls, and hill giants).
• Battle Training vs. Orcs and Goblinoids: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
• Favored Class: Fighter…
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Edited By cdaulepp on 08/14/06 19:48

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Inviato: lunedì, 14 agosto 2006 07:40
ELVES

Drow

Descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes inshades of lilac, silver, pink, and blue. They also tend to be smaller and slimmer than most elves.

Racial Traits:
• Ability Adjustments: +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution.
• Hardiness vs. Enchantments: Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• Keen Senses: +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes with 5 feet of a secret or concealed door is entitles to a Search check to notice it as if she were actively looking for it.
• Spell-Like Abilities:
1/day – Darkness as sorcerer of equal level.
1/day – See Invisibility as sorcerer of equal level.
• Spell Resistance: Spell resistance of 11 + character level.
• Strong Will: +2 racial bonus to Will saves against spells and spell-like abilities.
• Light Sensitivity: Drow suffer -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight.
• Favored Class: Wizard…
• Level Adjustment: +2: Drow are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 than it would for normal races, for example.


Moon Elves

Moon elves are the most common sort of elves in Faerun. Also called silver elves they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind, and most half-elves are descended from moon elves.

Racial Traits:
• Ability Adjustments: +2 Dexterity, -2 Constitution.
• Hardiness vs. Enchantments: Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• Keen Senses: +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes with 5 feet of a secret or concealed door is entitles to a Search check to notice it as if she were actively looking for it.
• Favored Class: Wizard…


Sun Elf

Sun elves are less common across Faerun than moon elves, because most live on Evermeet, where nonelves are not allowed. Also called gold elves, they have bronze skin, golden blond, copper, or black hair, and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from nonelven races.

Racial Traits:
• Ability Adjustments: +2 Intelligence, -2 Constitution.
• Hardiness vs. Enchantments: Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• Keen Senses: +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes with 5 feet of a secret or concealed door is entitles to a Search check to notice it as if she were actively looking for it.
• Favored Class: Wizard…


Wood Elf

Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found.

Racial Traits:
• Ability Adjustments: +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence.
• Hardiness vs. Enchantments: Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• Keen Senses: +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes with 5 feet of a secret or concealed door is entitles to a Search check to notice it as if she were actively looking for it.
• Favored Class: Ranger…
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GNOMES

Deep Gnome

Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. The deep gnomes may be the world’s stealthiest and most elusive folk. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention.

Racial Traits:
• Ability Adjustments: +2 Dexterity, +2 Wisdom, -2 Strength, -4 Charisma.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Darkvision: Deep gnomes can see in the dark up to 120 feet.
• Illusion Affinity: Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
• Battle Training vs. Goblinoids: +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).
• Battle Training vs. Reptilians: +1 racial bonus on attack rolls against kobolds.
• Slippery Defense: +4 dodge bonus to Armor Class against all opponents.
• Durability: +2 racial bonus to all saving throws.
• Keen Hearing: +2 racial bonus to Listen checks.
• Keen Smell: +2 racial bonus to Craft Alchemy checks.
• Spell-Like Abilities:
1/day – Blindness as sorcerer of equal level.
1/day – Entropic Shield as sorcerer of equal level.
1/day – Invisibility as sorcerer of equal level.
• Spell Resistance: Spell resistance of 11 + character level.
• Favored Class: Wizard…
• Level Adjustment: +3: Deep gnomes are more powerful and gain levels more slowly than other races. It will take much more experience for a deep gnome to reach level 2 than it would for normal races for example.


Rock Gnome

Rock gnomes are the most common type of gnomes in the region, and are usually just called gnomes since they are the only sort that surface dwellers ever see. Equipped by nature with keen curiousity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toy making, and clockwork engineering.

Racial Traits:
• Ability Adjustments: +2 Constitution, -2 Strength.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
• Hardiness vs. Illusions: +2 racial bonus to saving throws against illusions.
• Illusion Affinity: Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
• Battle Training vs. Goblinoids: +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).
• Battle Training vs. Reptilians: +1 racial bonus on attack rolls against kobolds.
• Battle Training vs. Giants: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).
• Keen Hearing: +2 racial bonus to Listen checks.
• Keen Smell: +2 racial bonus to Craft Alchemy checks.
• Favored Class: Bard…
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HALF-ELVES

Half-Elf

Humans and elves sometimes wed, the elf attracted to the human’s energy and the human to the elf’s grace. These marriages end quickly as elves count years because a human’s life is so brief, but they leave an enduring legacy- half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers, more aloof, more sensitive, less ambitious, and slower to mature.

Racial Traits:
• Hardiness vs. Enchantments: Immunity to magical sleep effects. +2 racial bonus to saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
• Keen Senses: +1 racial bonus to Listen, Search, and Spot checks.
• Amiable: +2 racial bonus to Diplomacy and Bluff checks.
• Favored Class: Any…
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HALF-ORCS

Half-Orc

In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds.

Racial Traits:
• Ability Adjustments: +2 Strength, -2 Intelligence, -2 Charisma
• Darkvision: Half-orcs can see in the dark up to 60 feet.
• Favored Class: Barbarian…
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Edited By cdaulepp on 08/14/06 19:44

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HALFLINGS

Lightfood Halfling

The most common type of Halflings seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures.

Racial Traits:
• Ability Adjustments: +2 Dexterity, -2 Strength
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Stealthy: +2 racial bonus to Move Silently checks.
• Fearless: +2 morale bonus to saving throws against fear.
• Good Aim: +1 racial bonus to attack rolls with thrown weapons and slings.
• Keen Hearing: +2 racial bonus to Listen checks.
• Lucky: +1 racial bonus to all saving throws.
• Favored Class: Rogue…


Strongheart Halfling

While the lightfoot Halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They build to last, and fiercely defend their homelands against threats that their lightfoot kin would simply flee. Strongheart Halflings enjoy athletic contests and value exceptional skills of all kinds.

Racial Traits:
• Ability Adjustments: +2 Dexterity, -2 Strength
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Stealthy: +2 racial bonus to Move Silently checks.
• Fearless: +2 morale bonus to saving throws against fear.
• Good Aim: +1 racial bonus to attack rolls with thrown weapons and slings.
• Keen Hearing: +2 racial bonus to Listen checks.
• Quick to Master: One extra feat at 1st level.
• Favored Class: Rogue…
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Edited By cdaulepp on 08/14/06 19:45

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HUMANS

Human

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Racial Traits:
• Quick to Master: One extra feat at 1st level.
• Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each following level.
• Favored Class: Any…
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Edited By cdaulepp on 08/14/06 19:45

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PLANE-TOUCHED

Aasimar

Carrying the blood of a celestial, an aasimar typically fights against evil in the world. Some have a minor physical trait suggesting their heritage such as silver ahir, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the deity’s holy symbol or some other mark significant to that faith.

Racial Traits:
• Ability Adjustments: +2 Wisdom, +2 Charisma
• Darkvision: Aasimar can see in the dark up to 60 feet.
• Celestial Resistance: Acid, cold, and electricity resistance 5.
• Spell-like Abilities:
1/day – Light as a sorcerer of equal level.
• Keen Senses: +2 racial bonus to Listen and Spot checks.
• Favored Class: Paladin…
• Level Adjustment: +1. Aasimar are slightly more powerful and gain levels more slowly than other races. It will take more experience for an aasimar to reach level 2 than it would for normal races, for example.


Tiefling

Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity’s holy symbol or another trait related to that evil faith.

Racial Traits:
• Ability Adjustments: +2 Dexterity, +2 Intelligence, -2 Charisma
• Darkvision: Tieflings can see in the dark up to 60 feet.
• Infernal Resistance: Cold, fire, and electricity resistance 5.
• Spell-like Abilities:
1/day – Darkness as a sorcerer of equal level.
• Skill Affinities: +2 racial bonus to Bluff and Hide checks.
• Favored Class: Rogue…
• Level Adjustment: +1: Tieflings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tiefling to reach level 2 than it would for normal races, for example.
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Edited By cdaulepp on 08/14/06 19:46

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Excellent work, thanks.
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cdaulepp
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I have not started on the base class or prestige classes, but I am going to work on those next. Perhaps this topic should be stickied?

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Good work!
Thanks a lot

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Hm, helpful....
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Ottmees

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This stuff needs to be added to the NWN 2 wiki!
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Wiki and sticky! Man, I love rhyming.
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Quote: Posted 08/14/06 20:39:42 (GMT) by Mordaedil

Wiki and sticky! Man, I love rhyming.

No more rhymes I mean it!
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