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Scimitars or Long Swords?

Discussion in 'Neverwinter Nights (Classic)' started by ywpark89, Jul 23, 2002.

  1. ywpark89 Guest

  2. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    The longswords I used were the Astral Sword you can make in chapter 1 with a diamond, the Cold Iron sword which is +1 and does 1d6 cold damage, the Gladiator sword which is +2 and does 1d6 acid damage, and something like Angduval that does 1d6 fire damage. I used the later two all the way to the end from when I got them.
     
  3. Abyssal Knight Gems: 10/31
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    I liked the Astral Longswords +1 in chapter 1 and Astral Longswords +2 in chapter 3. I aslo found an Angurvadal and a Blessing of Daystar that I used through the game. For scimitars I made a Desert Wind Scmitar in chapter one and I used it until the middle of chapter two because I found better longswords, so overall I prefer longswords.
     
  4. Ragusa

    Ragusa Eternal Halfling Paladin Veteran

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    I have barely found good l'swords - mainly good b'swords - probably that depends on your weapon of choice. Maybe when you focus and specialize on scimitars you find better scimitars.

    Scimitars offer the advantage of a wider critical range 18-20 while dealing out the same damage like a l'sword. Add improved crit and you'll deal out critical damage from 17-20, not too bad. Scimitars an interesting choice.
     
  5. Capt. Tripps Gems: 9/31
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    I had my Druid get Weapon Focus(Scimitar)and by Chap2E had the Scimitar of Speed. Does 1D6 sonic damage and grants Haste. Cast a couple of quick spells at the start and then Tank time.
     
  6. Invoker Gems: 12/31
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    I actually like rapiers the best (well, my rogue/fighter does anyway :) )
    base crit range of 18-20 like the scimitar.
    I took improved critical in rapiers which made this crit range 15-20. Later on I found a wonderful rapier (rapier of the highroad i think) which is +1, keen and does 1d6 acid damage - looks incredibly cool too :p That brought the critical range to 12-20 :D
    Now I'm dual wielding two rapiers and critical hitting at least two times every round.
     
  7. Syrel Gems: 6/31
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    [​IMG] I've found a ton of good longswords with my Ranger :)
    like +2 longsword of acid (1-6)
    the gladiatiors long sword is good you can buy that in chap 2 and it is better then the astral longsword. i think it is +1 or +2 with 1-6 cold dmg
    i've found several long swords that are
    +1 /+2 /+3 with fire/cold/acid etc added mostly i've found these random but i know the gladiators longsword can be purchased in chap 2.
     
  8. Rastor Gems: 30/31
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    Guys, the improved crit on weapons with an 18-20 normal is 16-20. At the beginning of Chapter Three, all I've found is a longsword +2. Where is this Angurvadal at? Also, I never seemed to get a dialogue option with the smiths to ask about making items.
     
  9. Invoker Gems: 12/31
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    If the base crit range for a weapon is 18-20 (you roll 18, 19, or 20 for a crit - 3 point range) and you get improved crit feat which doubles this range, your new critical range will be 15-20 (15, 16, 17 - an extra 3). A keen weapon will triple (together with the improved crit) this range making it 12-20 (9 points) making you critical hit 45% of the time :)
    Is it broken? Yeah I think so :p

    [This message has been edited by Invoker (edited July 24, 2002).]
     
  10. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Rastor - Most of the really good magical weapons are found randomly in chests that usually have very high DC traps on them. Whenever Tomi couldn't disarm a trap on a chest, I knew I'd find a nice magical item in it :)

    Gladiator was the only longsword that I used to the end that I was able to purchase.

    There are only two smiths that can make items for you. The one in chapter one you can only get to if you persuade the main shopkeeper to let you into the back room where the smith is. In chapter three, all you have to do is talk to the right smith.

    [This message has been edited by Blackthorne TA (edited July 24, 2002).]
     
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