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LittleWolfie

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Awesome items - Bat (cloak) and Fang (dagger)

Adds a module with overpowered items.

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Hello. 

I've decided to reinstall Neverwinter Nights 2 and I came across an old file that might be interesting. 

The module itself is just a place to acquire the items and provides no additional interaction. 
Therefore, I thought it might be better to place it under the "Miscellaneous" category than "Modules" as it does not provide additional interaction unlike most mods in the latter category. 

To install download the archive, extract it and copy the "TRENING 2" file in: Documents > Neverwinter Nights 2 > modules. 

To use the items in the module, load the module, grab the items (you can also equip them), export your character and use the exported character in your game (the official campaigns or other modules). 

You might be wondering about the name of the file. 

Well, it's the Slovenian word for "training" in English except it's a noun. It is a noun denoting training of any kind and is not limited to physical exercise. 
E.g. If you want to "train" in mathematics, you'll do exercises with calculations. The "2" in the name denotes that it is meant for NWN 2. 
I created it ages ago when I had an obsession with capital letters and honestly, I'm too lazy to rename it. :P 
It should be easy to locate with a plain yet unique name. ;) 

Now that the linguistics are covered, here are the descriptions of the items. 

Bat - cloak: 

It has the following properties (copied from the toolset): 

- AC Bonus [+20]
- Darkvision
- Immunity: Specific Spell [Darkness] 
- Bonus Hitpoints [+50] - twice  
- Damage Reduction: 40
- Freedom of Movement
- Haste
- True Seeing
- Improved Evasion
- Light [Low (10m)] [Color: Blue] 
- Regeneration [+20] - 3 times
- Saving Throw Bonus: Specific: Fortitude [+20]
- Saving Throw Bonus: Specific: Reflex [+20]
- Saving Throw Bonus: Specific: Will [+20]
- Spell Resistance [40] - twice 

- Ability Bonuses (all twice):
+ Charisma [+12] 
+ Constitution [+12] 
+ Dexterity [+12] 
+ Intelligence [+12] 
+ Strength [+12]
+ Wisdom [+12] 

- Immunity: Damage Types:
+ Acid [100% Immunity Bonus]
+ Bludgeoning [100% Immunity Bonus]
+ Cold [100% Immunity Bonus]
+ Divine [100% Immunity Bonus]
+ Electrical [100% Immunity Bonus]
+ Fire [100% Immunity Bonus]
+ Magical [100% Immunity Bonus]
+ Negative Energy [100% Immunity Bonus]
+ Physical [100% Immunity Bonus]
+ Piercing [100% Immunity Bonus]
+ Positive Energy [100% Immunity Bonus]
+ Slashing [100% Immunity Bonus]
+ Sonic [100% Immunity Bonus]
+ Subdual [100% Immunity Bonus]

- Immunity: Miscellaneous:
+ Critical Hits
+ Immunity: Miscellaneous: Death Magic
+ Immunity: Miscellaneous: Fear
+ Immunity: Miscellaneous: Knockdown
+ Immunity: Miscellaneous: Level/Ability Drain
+ Immunity: Miscellaneous: Disease
+ Immunity: Miscellaneous: Mind-Affecting Spells
+ Immunity: Miscellaneous: Paralysis
+ Immunity: Miscellaneous: Poison
+ Immunity: Miscellaneous: Sneak Attack

- Skill Bonuses (all twice):
+ Appraise [+50]
+ Bluff [+50]
+ Concentration [+50]
+ Craft Alchemy [+50]
+ Craft Armor [+50]
+ Craft Trap [+50]
+ Craft Weapon [+50]
+ Diplomacy [+50]
+ Disable Device [+50]
+ Heal [+50]
+ Hide [+50]
+ Intimidate [+50]
+ Listen [+50]
+ Lore [+50]
+ Move Silently [+50]
+ Open Lock [+50]
+ Parry [+50]
+ Perform [+50]
+ Search [+50]
+ Set Trap [+50]
+ Sleight of Hand [+50]
+ Spellcraft [+50]
+ Spot [+50]
+ Survival [+50]
+ Taunt [+50]
+ Tumble [+50]
+ Use Magic Device [+50]

- Bonus Feats:
+ Alertness
+ Armor Proficiency (Heavy)
+ Armor Proficiency (Light)
+ Armor Proficiency (Medium)
+ Blind-Fight
+ Combat Casting
+ Combat Expertise
+ Craft Magic Arms and Armor
+ Craft Wand
+ Craft Wondrous Items
+ Dash
+ Deflect Arrows
+ Disarm
+ Disarm (Whip)
+ Dodge
+ Extra Wild Shape
+ Great Fortitude
+ Greater Two-Weapon Fighting
+ Hide in Plain Sight
+ Improved Combat Expertise
+ Improved Disarm
+ Improved Initiative
+ Improved Knockdown
+ Iron Will
+ Lightning Reflexes
+ Mobility
+ Monkey Grip
+ Nimble Fingers
+ Negotiator
+ Open Minded
+ Quicken Spell
+ Rapid Reload
+ Rapid Shot
+ Resist Acid Energy
+ Resist Cold Energy
+ Resist Disease
+ Resist Electrical Energy
+ Resist Fire Energy
+ Resist Poison
+ Resist Sonic Energy
+ Self Sufficient
+ Shield Proficiency
+ Skilled Offense
+ Sneak Attack (+10d6)
+ Spring Attack
+ Stealthy
+ Swift and Silent
+ Toughness
+ Two-Weapon Fighting
+ Use Poison
+ Weapon Finesse
+ Weapon Proficiency (Creature)
+ Weapon Proficiency (Exotic)
+ Weapon Proficiency (Martial)
+ Weapon Proficiency (Simple)
+ Whirlwind Attack

Fang - dagger:  

- Enhancement Bonus [+20]
- Regeneration: Vampiric [+20]
- Attack Bonus [+20]
- Regeneration: Vampiric [+20] - 5 times
- Regeneration [+20] - 6 times
- Visual Effect: Cold
- Massive Criticals [40]

- On Hit:
+ Blindness [DC=16] [Duration: 100% / 5 Round]
+ Deafness [DC=16] [Duration: 100% / 5 Round]
+ Silence [DC=16] [Duration: 100% / 5 Round]
+ Poison [DC=16] [Amount: 1d2 Strength Damage]
+ Stun [DC=16] [Duration: 100% / 5 Round]

- Extra Melee Damage Types:
+ Bludgeoning
+ Piercing
+ Slashing

- Damage Bonuses:
+ Acid [40]
+ Bludgeoning [40]
+ Cold [40]
+ Divine [40]
+ Electrical [40]
+ Fire [40]
+ Magical [40]
+ Negative Energy [40]
+ Physical [40]
+ Piercing [40]
+ Positive Energy [40]
+ Slashing [40]
+ Sonic [40]
+ Subdual [40]

Both items should be identified and will only have their effects if they are worn (the cloak) or used (the dagger).  

In version 2 both items are marked as "plot" and should stay in the player's inventory in any module or campaign.  

Permission notes: 
Make sure to credit me for Awesome items - Bat (cloak) and Fang (dagger) mod.
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