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NWN 2: Storm of Zehir Online Walkthrough by David Milward


INTRODUCTION  |  NPCs & ITEMS   
NWN2 OC  |  MotB  |||  SoZ: SAMARACH  |  THE SWORD COAST  |  RETURN TO SAMARACH
About the Walkthrough  |  About the Maps  |  About the Author  |  Where to Begin
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Items:   Arrows  |  Banded Mails  |  Bastard Swords  |  Battle Axes  |  Belts  |  Bolts  |  Boots  |  Bracers  |  Breastplates  |  Bullets  |  Chainmails  |  Chain Shirts  |  Cloaks  |  Clubs  |  Daggers  |  Darts  |  Dwarven Waraxes  |  Falchions  |  Flails  |  Full Plates  |  Gloves  |  Greataxes  |  Greatswords  |  Halberds  |  Halfplates  |  Handaxes  |  Heavy Crossbows  |  Heavy Shields  |  Helmets  |  Hide Armors  |  Instruments  |  Kamas  |  Katanas  |  Kukris  |  Leather Armors  |  Light Crossbows  |  Light Hammers  |  Light Shields  |  Longbows  |  Long Swords  |  Maces  |  Misc Items  |  Morningstars  |  Necklaces  |  Padded Armors  |  Quarterstaves  |  Quest Items  |  Rapiers  |  Rings  |  Robes  |  Scale Armors  |  Scimitars  |  Scythes  |  Shortbows  |  Short Swords  |  Shurikens  |  Sickles  |  Slings  |  Spears  |  Studded Leathers  |  Throwing Axes  |  Tower Shields  |  Wands  |  Warhammers  |  Warmaces

Warhammers

Adamantine Warhammer
Special Properties: Bypasses damage reduction, +2 magic damage
Location: Sold by Tarmas in West Harbor at #8 after you’ve rescued him from the Dragon Caves and after you have defeated the Black Dragons.

Alchemical Silver Warhammer
Special Properties: Bypasses damage reduction for shapechangers and lawful evil fiends
Location:

Cold Iron Warhammer
Special Properties: Bypasses damage reduction for fey creatures and chaotic evil fiends
Location:

Darksteel Warhammer
Special Properties: +1 electrical damage
Location: Sold by Tarmas in West Harbor at #8 after you’ve rescued him from the Dragon Caves and after you have defeated the Black Dragons.

Hammer of Ironfist
Enhancement Bonus: +5
Special Properties: Alchemical Silver, +6 to Strength, +10 electrical resistance, 5% Knockdown for 9 seconds DC=20, Call Lightning effect that inflicts 8d6 damage and stuns for 9 seconds and Deafens for 3 rounds unless a Fortitude save with DC=25 is made (this power causes the hammer to lose the knockdown power until another 15 + 1d15 blows are successfully landed with the hammer).
Useable by: Dwarves only

Hammer of Justice
Enhancement Bonus: +1, +2 vs. Chaotic

Hammer of the Marish
Enhancement Bonus: +2
Special Properties: +1d6 sonic damage, Shield of Faith (5) 3/day

Hammer of the Lost Empire
Enhancement Bonus: +3
Special Properties: +1d6 fire damage, +2 to Strength, +1 Regeneration

Hammer of the Wisp
Enhancement Bonus: +2
Special Properties: Light, Fear DC=16  50% / 2 rounds

Lesser Rift Hammer
Enhancement Bonus: +1
Special Properties: + 1d6 sonic damage

Might Makes Right
Enhancement Bonus: +2
Special Properties: +2 Strength, made of Adamantine

Mithral Warhammer
Special Properties: Weight reduction 60%
Location: Sold by Tarmas in West Harbor at #8 after you’ve rescued him from the Dragon Caves and after you have defeated the Black Dragons.

Mockery of Mail
Enhancement Bonus: +2
Special Properties: 2d8 mass critical

Rift Hammer
Enhancement Bonus: +6
Special Properties: +1d8 sonic damage

Rune Hammer +1
Enhancement Bonus: +1
Special Properties: Spell Resistance 12

Rune Hammer +2
Enhancement Bonus: +3
Special Properties: Spell Resistance 14

Warhammer

Warhammer +1
Enhancement Bonus: +1
Location:

Warhammer +2
Enhancement Bonus: +2

Warhammer +3
Enhancement Bonus: +3
Location:

Warhammer +4
Enhancement Bonus: +4

Warhammer +5
Enhancement Bonus: +5



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