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just getting started in nwn, i think i'm about 90% done with the prison and it's pretty cool so far. but, i'm wondering about a couple things....

i've found a bunch of theives' tools +10, they won't do my fighter/dorfdef any good right? i couldn't figure out how to give them to the halfling henchman. i've been keeping one in my inventory, just in case. same thing goes for the healers' kits? only useable by healer classes? are they consumable or something?


aaaand i've already forgotten the other two things i wanted to ask. thanks!
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axhed: just getting started in nwn, i think i'm about 90% done with the prison and it's pretty cool so far. but, i'm wondering about a couple things....

i've found a bunch of theives' tools +10, they won't do my fighter/dorfdef any good right? i couldn't figure out how to give them to the halfling henchman. i've been keeping one in my inventory, just in case. same thing goes for the healers' kits? only useable by healer classes? are they consumable or something?

aaaand i've already forgotten the other two things i wanted to ask. thanks!
I can't remember if the henchmen can use the thieves tools, but I don't think they can. They are consumables. You can put a point in Open Lock and then use them, but there's really not much worth unlocking that you can't bash open as a fighter.

Healer kits are consumables as well. They work like potions. You can probably use them, but you might need at least 1 point in the Heal skill to use them. I can't remember if you need a point or not.
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axhed: just getting started in nwn, i think i'm about 90% done with the prison and it's pretty cool so far. but, i'm wondering about a couple things....

i've found a bunch of theives' tools +10, they won't do my fighter/dorfdef any good right? i couldn't figure out how to give them to the halfling henchman. i've been keeping one in my inventory, just in case. same thing goes for the healers' kits? only useable by healer classes? are they consumable or something?

aaaand i've already forgotten the other two things i wanted to ask. thanks!
Both are usable by anyone, though I think you might need to put one point in both lockpicking and healing, but I'm not sure of that. Both have a bonus number that's how many points they add to the respective skills.

Easiest to use them both is by dragging them from inventory to quickbar, then just click the quickbar and the lock you want to open or the person you want to heal.

Healing kits are what keeps characters with no healing skill going in long combats or when sleeping is not an option.
thanks for the quick replies! i'm glad i saved the healkits then. i took one critcal potion so far and it healed for a LOT less than i thought it was going to ha ha.
Lockpicks offer a one time bonus to your Open Lock skill, useful for the most difficult locks. However, you need at least one skill point in Open Lock to even use it.

Healing Kits allow you to make a "healing check" of 1d20 + your heal kill + the bonus on the kit. If you have a poison and/or disease it will remove the affliction if the healing check > difficulty of poison/disease. It will also heal the amount OF the healing check. It will also ALWAYS roll 20 out of combat.

So let's say you're at 20 out of 50 HP with a 23 DC poison and a 26 DC disease. You have 1 Heal skill and a +3 Healing Kit. You use the kit out of combat. Thus your roll is 20 + 1 + 3 = 24. So you remove the poison (but not the EFFECTS of the poison, just the poison itself) and heal yourself for 24 HP. You do NOT remove the disease since the difficulty is 26 -- for that you need more healing skill or a better healing kit.
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Jarmo: Healing kits are what keeps characters with no healing skill going in long combats or when sleeping is not an option.
This is false -- during combat you'll mainly want to use potions UNLESS you're investing massive points into the Heal skill. Even then most modules/campaigns wind up offering healing potions far stronger and more efficient than healing kits -- but healing kits are amazing at low levels out of combat. Not so much an issue in the original campaign since you can rest just about everywhere, though.
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axhed: thanks for the quick replies! i'm glad i saved the healkits then. i took one critcal potion so far and it healed for a LOT less than i thought it was going to ha ha.
A Cure Critical Wounds potion (on hardcore rules, meaning the rules apply equally to you and enemies) will deal 4d8 + 7 HP which is 18 + 7 which is 25 HP on average both in and out of combat. With 0 Heal skill and a +1 Healing Kit you'll only heal for 11.5 average per kit in combat (but 21 per kit out of combat).

Eventually (chapter 3 and beyond, possibly chapter 2) you'll find "Potions of Heal" which heal you back to full health, period -- whether that be 20 HP or 200 HP. Those rather outclass Healing Kits once you find them.
Post edited June 30, 2014 by MagicalMaster
ty for the clarification. here's a few more but they're probably related more towards mods, i would think...

is it possible to move the conversation window from the top left corner more towards the center of the screen? i'm getting a kink in my neck.

i get a hitch when i pan the camera around, and it ends up going farther than i intended. i've got 4gb of ram plus 1gb on the hd4670 so there should be plenty of memory. is there some way to force the game to load everything in the zone at once?

also can you increase the draw distance in town?


thanks again.
1. Not possible as far as I know. However, playing at a lower resolution makes the UI larger which may help you. I actually play at 800 x 600 despite having a 1680 x 1050 monitor.

2. Where is this hitch occurring? Doesn't sound like something I've encountered solely from panning the camera around.

3. Not that I know of. Could you provide an example of where you want to see more than you can?
Oh, minor tip: the more you're zoomed in the further ahead of you that you can see, it seems. Guessing "draw distance" is based on the location of the camera rather than the location of the camera.