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About Quest items and Crossroad Keep
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Old 11.05.07
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Default About Quest items and Crossroad Keep

Hello all.

I am new to nwn2 (never played nwn1 either) but I am addicted so much to its depth, nice storyline, exceptional graphics, etc
I am already in act 3 but still some questions unanswered:

Are the quest items of any use? For example the masters' sword, shield and staff, or an orcish head and many other things that are required for you to finish a quest but they do not disappear at the end of it.

Also I had some hard time with crafting too but now I am begining to learn the basics of it - too bad that nowhere I researched at early stages of me playing the game, did I read, that I had to give the craft magic armor and weapon / wondrous items feats to my characters.Now I am level 16 and having a hard time to level plus I dont know when I get feat upgrade again :-)

Regarding the Crossroad Keep it seems I cant have so many recruits - can you please give me a good number of soldiers I should have at the end so that I know where I am going with this?
Plus roads and farms are at the mercy of bandits despite sending Bevil on road patrols, or assigning my men to patrolling either farms or roads.It was Low now it is Very Low :-(
I am at 52% of keep progress and I total around 110 greycloaks atm, have upgraded armor and weapons at maximum, and training is best.

Thanks and keep the good work up.
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Re: About Quest items and Crossroad Keep
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Old 11.05.07
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Default Re: About Quest items and Crossroad Keep

Quest items: The quest items are generally either useful rewards (always a good thing to have) or are required to complete certain quests. Some, such as the master's set, will allow you alternative ways to solve certain problems. They are all generally useful, some more so than others.

Crafting feats: Since you are at level 16, you only have one more feat slot at level 18 ( plus one more metamagic at level 20 if you are a mage) where you can add those feats in. If necessary you can always use the console commands to remove and then add feats to your character, but a better solution would be to add them to Elanee, Sand, Qara and/or Zhaejve.

The command for adding the feats is:

~ (opens the console)
DebugMode 1
givefeat 1092
givefeat 1093
DebugMode 0
~ (closes the console)

When doing this make sure the character you want to have the feats is highlighted (right click).

Crossroad Keep: Anything more than 600 Greycloaks is probably a good number. That was the original intended limit for the size of the greycloak force in the game but the limit checks are executed properly and its easy to exceed that. Having in excess of 2500 Greycloaks is NOT impossible, but 600 should do it. Not sure why your greycloak numbers are lagging so badly- generally if you raise LAND security to the max, you should attract a large number of volunteers to your greycloaks. What are the other sergeants doing?

I suggest you scan the crossroad keep section for some tips and hints.

http://www.thieves-guild.net/index.php?pid=144
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#2
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Old 11.05.07
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Default #2

Hello kgambit.

I find it quite encouraging that I still have the chance to craft some magic items - level 18 that will be.

I dont quite understand what I do wrong with Crossroad keeps and while I have almost complete upgrades (all interior, walls, roads, only church /monastery missing) my level at farms and roads is very low.I think after some recruiting I 'll switch to farm patrols.
What is considered a 'keep turn' so I can issue orders in Kane about Greycloaks?

I had missed the dancer who I recruited and I am left to see what effect she will have.As for sergeants I only took the first duel with Holy Light (is that her name?) and missed Katrina cause I didn know I had to visit Old Well (now disappeared from the map) with the paladin guy in my party.
Also I am now sending my guys out for recruiting more greycloaks, and that is what I am going to do until I reach 600+ - hope I got it right.

I did read (in fact printed and read) your guide and that's the reason I came into this nice site.Also another post in the stickies about management of the Keep is being repeating itself about ore locations an issue never faced even a noob like myself
In fact I try to spoil my game as less as possible so I followed your guide up to the point I consider safe for my gameplay.

One more question - is it worth of keeping say Longsword +1 or Adamantine Mace, shield etc (from loot) to further enhance them with a caster and later sell them for some extra profit?

Thanks again.
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Re: #2
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Default Re: #2

Quote:
Originally Posted by Mann View Post
Hello kgambit.

I find it quite encouraging that I still have the chance to craft some magic items - level 18 that will be.

I dont quite understand what I do wrong with Crossroad keeps and while I have almost complete upgrades (all interior, walls, roads, only church /monastery missing) my level at farms and roads is very low.I think after some recruiting I 'll switch to farm patrols.
What is considered a 'keep turn' so I can issue orders in Kane about Greycloaks?

I had missed the dancer who I recruited and I am left to see what effect she will have.As for sergeants I only took the first duel with Holy Light (is that her name?) and missed Katrina cause I didn know I had to visit Old Well (now disappeared from the map) with the paladin guy in my party.
Also I am now sending my guys out for recruiting more greycloaks, and that is what I am going to do until I reach 600+ - hope I got it right.

I did read (in fact printed and read) your guide and that's the reason I came into this nice site.Also another post in the stickies about management of the Keep is being repeating itself about ore locations an issue never faced even a noob like myself
In fact I try to spoil my game as less as possible so I followed your guide up to the point I consider safe for my gameplay.

One more question - is it worth of keeping say Longsword +1 or Adamantine Mace, shield etc (from loot) to further enhance them with a caster and later sell them for some extra profit?

Thanks again.
As for the keep, recruiting should be TOTALLY unnecessary. If you simply raise land security, your greycloak numbers will increase at 3 times the rate that increase peasants. It's seems odd that for every peasant you have you get 3 more greycloaks but that's the way it's coded. However, if your land security is dropping, you might need to boost the numbers first for a bit. One tip. You can only switch to recruiting ONCE. So watch your numbers carefully.

Having only one sergeant will slow things down though. The sergeants give you a major boost in the efficienty of your patrols and the results of special missions.

As to the longsword and mace? Probably sell them. There is more than enough adamantine, alchemical silver, cold iron etc. in the game to keep you crafting for hours. lol So much so that you'll probably get bored with crafting mundane items from it and simply go for the really good stuff.

I usually got a matched pair of Cold Iron and alchemical silver +5 Holy +1d6 acidic longswords. Add that to the Holy avenger and my pally is carrying some major whoop-butt. I didn't find a variety of weapon TYPES to make a difference but the difference between the types of metal you use can make a difference.
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Re: About Quest items and Crossroad Keep
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Old 11.05.07
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Default Re: About Quest items and Crossroad Keep

Nice to get answers from a fellow 'pally' player ^^

I chose a paladin too to avoid complexity with casting etc at the begining but later on I found magical spells being impressive, to say the least.

I just finished dwarves and lizardmen alliances, and need to get to the Mere.My greycloaks' numbers still at 160 and I am wondering of that u said...
You can only switch to recruiting ONCE. So watch your numbers carefully.
Does that mean that if I choose, recruit then road patrol then again recruit the 2nd recruit order is invalid? Cause if this is the case I am scre**d.

Also do you remember how fast Kana executes orders? For example the archtitect, I give him an order, I go into the tavern, and when I come out of it he has finished the job.Same goes for weapon / armor smiths.
Kana seems to need me warping somewhere else and coming back.Am I missing something?

I asked about the weapons cause I am short on molds.I didnt buy the stock from docks' merchants and the only supply is in keep's smith - which is very limited.

Out of curiosity what is your paladin's build?

Again many thanks for your replies.
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Re: About Quest items and Crossroad Keep
  #6  
Old 11.05.07
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Wink Re: About Quest items and Crossroad Keep

I found that when you switch to recruit, you have to stick with it. If you change orders Kana does not allow you to go back to recruiting any more. I usually switch to recruiting after the Dragon fight. I always make shure that the Dragon's Horde has arrived safely in the Keep and that my land and road security ranking is very high. While recruiting both rankings will start falling, but it seems to me that the land security drops faster.

As for Paladin build http://www.thieves-guild.net/forum/s...ead.php?t=1061

Last edited by Epirote : 11.05.07 at 16:51. Reason: Edited for grammar
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Re: About Quest items and Crossroad Keep
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Default Re: About Quest items and Crossroad Keep

Quote:
Originally Posted by Mann View Post

Out of curiosity what is your paladin's build?

Again many thanks for your replies.
you're very welcome.

The pally build is a pure 100% pally, no dilution, no corruption, no munckinism.

If I HAD to tweak it I would done this:

Take level 1 as fighter. Power attack and Cleave
Take level 2 as a cleric. Earth domain for Toughness and Darkness domain for Blindfighting. Although Sun for exceptional turning would be a good choice too.
Take all the rest of the levels as a paladin. Divine Might, Divine Shield, Extra Turning, Extra Smiting, and two others: possibly weapon focus long sword and blindfighting.

I'll have to experiment with this one.

Re: About Quest items and Crossroad Keep
  #8  
Old 11.08.07
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Default Re: About Quest items and Crossroad Keep

Well after my greycloaks numbers was raised to 600+ then I sent them out to patrol both roads and fields and everything went to green status - thanks again guys for your help.

Then the scenario proceeded and I was just a moment before the battle starts, and ... crash to desktop
I researched over this matter a bit, and seemed that khelgar (the dwarf) had mysteriously dissapearred, so I found a solution by coping the .ROS files from a previous savegame.
Fact is that I restored khelgar -he appeared normally in the Inn- but to my surprise I ressurected Shandra too lol.To further amuse you I attacked the bridges having Shandra in my party !!! I didnt have the option to choose her (in the battle plan meeting) but she came as an extra, say bonus char in this mission, yet I failed

So before I go on with this and mess with the scenario, Shandra is supposed to be dead right?

Thanks.
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Re: About Quest items and Crossroad Keep
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Old 11.10.07
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Default Re: About Quest items and Crossroad Keep

Yes Shandra should be dead. To paraphrase an immortal line from another genre:

She's an ex-shandra. She's bereft of life. She's pining for the farm
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