Survive in Narfell.



  • Here I'll be posting the tips mentioned in the other thread, and I'll update it as I advance. I'll sticky it, too, so people can always find it with ease.

    Consumables

    Healing
    Common consumables
    Non common consumables

    Feats
    Skills
    General Skills
    Class Specific Skills
    Equipment
    Item properties
    Party Roles
    How to gather money/consumables
    Where
    How
    Alone or with a group?
    Spells
    Tactics & Retreats
    Game Mechanics



  • Class Specific Skills

    These are the skills that can only be used by certain classes. You can't even rank in them as crossclass skills. Only the right class can take ranks in it.

    Animal Empathy: Only Druids and Rangers may take this skill. You can befriend animals and magical beasts. Animal's DC is 15+Animals HD, for magical beasts is 19+beasts HD. If you succeed the check, the creature becomes your friend and fights for you.
    Things to note:

    1- If you fail the check by 5 or more, the creature will go hostile. (if it wasn't already!)
    2- You roll 20 when out of combat.
    3- Lasts 1min/level

    Perform This skill can only be chosen by bards. and it determines how good your bardsong/curse song will be. Here's a table that will help you know if you need more ranks or if you're okay.
    http://nwn.wikia.com/wiki/Bard_song

    Use Magic Device: Only usable by rogues and bards.
    Can be used to read casters scrolls limited to each caster class, and to use items that have restrictions. The more powerful the item, the higher the difficulty check. In order of difficulty, these are the restrictions you have to bypass with the skill: Class, Race, Aligment.
    This means it'll be easier to bypass class restriction than to bypass Race restriction on an item…etc.



  • #3 Skills

    Skillpoints have 5 factors.
    a) Ranks: On level up, the number of skillpoints you invest. Some skill effects only apply based on ranks, and not based on total skill amount.
    b) Stat adjustment: Each skill is directly linked to a stat that modifies said skill. (i.e: hide and ms with DEX. If you're dex is 18 (+4) you get +4 to the skill.
    c) Items: Some items have properties that give you points in skills. (i.e: Cloak of hiding +4 to hide). Other items have penalties to certain skills inherently. (I.e: Full plate has -10 hide/ms)
    d) Feats: Some feats give you bonuses to skills (sneaky: +2hide +2ms)
    e) Trained/not trained: Some skills will only have effect if you put at least 1 rank in them. These skills are: Animal Empathy, Open Lock, Disable/Set Trap, SpellCraft, Tumble, Pick Pocket, Use Magic Device

    General Skills

    Skills that can be used by all classes. Note the diference between crossclass and class skills. If your class isn't eligible to a certain skill, they may still take ranks in it at double cost. So a fighter trying to get ranks in spot, will have to spend on level up 2 skillpoints to increase 1 rank in spot.

    Appraise: This skill is only useful for RP, as it's been disabled in Narfell.
    Bluff: This is a purely RP skill.
    Concentration: This is a very usefull skill that has 3 uses:
    1- Taunt is countered by Concentration: Taunt attempt rolls vs your concentration.
    2- Spell interruption resistance: When you get hit while casting a spell, you have to make a check of [1d20+ concentration vs damage taken] or the spell will be interrupted and you'll lose it.
    3- Defensive Casting Mode: When in this mode you don't get attacks of opportunity for casting a spell, yet you have to make a check of [1d20+concentration vs 15+ spell level]. If you fail the save, the spell is lost.
    Craft Armor/Trap/Weapon: Disabled in Narfell. If you put ranks in these, is as substitute of the "language" skill. 2 ranks in these, equals 1 more language. Unless you're a bard, then it's 1 for 1.
    Disable Trap: Allows the character to disable traps. There's a few things to know about this skill:
    1- When out of combat you always roll 20.
    2- If you fail the check by more than 10, you trigger the trap.
    3- Only rogues can disarm traps of DC 36+
    4- If you reach 5 ranks in Set Trap, you get a +2 synergy bonus.
    Discipline: Allows the character to resist Knock Downs, Called Shots, Bygby Spells and certain creature abilities like bebilithis armor's rip off. When a KD or Called Shot is attempted at you, you make this check [1d20 + Discipline vs Attack Roll] ((Attack Roll being the total number of the attack roll and not just the AB of the creature)).
    Heal: In Narfell this has 3 uses:
    1- Apply healkits to PC's before they rest so they heal more HP. The higher the roll, the more HP the PC will heal.
    2- Remove disease if the DC is passed.
    3- Remove certain slow effects, like the ones caused by spikes/caltrops.
    Hide/Move Silently: These skills always go hand to hand as stealth is a single action that requires from both of them. When you stealth, you make a Hide roll and a Move silently roll. Every creature makes an opposed roll to that, of spot and listen. These rolls happen every round. Keep in mind, is not the same to spot a creature and to listen them. If you only listen to them, you are still flatfooded and lose your dodge AC (And you still get sneak attacks on you if they have that).
    There's also a few modifiers that affect this whole stealth/detect thing:

    1- If you are in combat, the DC to spot someone increases in +10
    2- If the target is standing still, the DC to spot them increases in +5
    3- If you are standing still, the DC to spot is reduced in -5
    4- If it's night time and you have no light items, the DC to spot them increases in +5
    5- If it's night time and they have light items on them, the DC to spot them is reduced in -10
    6- If they come from behind, the DC to spot them is increased in +5

    Intimidate: Purely RP skill
    Listen: See "Hide" Skill. For listen these special modifiers apply:

    1- If you are in combat, the DC to listen someone increases in +10
    2- If the target is standing still, the DC to listen them increases in +5
    3- If you are standing still, the DC to listen is reduced in -5
    4- The DC increases in +1 for every 3 meters of distance from the target.
    5- In outdoor areas, the DC increases in +5 for every 40cm of object (includes creatures) between the target and you.
    6- In indoor areas, the DC increases in +2 if the target is NOT in line of sight and withing 4 tiles of distance.

    Lore: Allows you to identify magic items. The better the item, the more lore you need to identify it.
    Open Lock: Used to unlock and lock doors/chests. When out of combat you always roll 20.
    Parry: I'll leave this one for later.
    Persuade: RP skill
    Pick Pocket In Narfell it only allows you to snatch a few coins from some ones purse. Read the IG information from the Pick Pocket tool!
    Ride: Never used it. I'll get back to it with info from custom narfell's skill.
    Set Trap: This allows you to set traps. You roll 20 when not in combat, but if in combat and you fail the DC in more than 10 points, the trap triggers on you. As mentioned before, 5 ranks in this will give you +2 to disable trap, but only once. (10 ranks dont give +4 bonus).
    Don't understimate the use of traps, they are very powerful. That's why craft trap skill is disabled.

    The DC to set each trap: http://nwn.wikia.com/wiki/Set_trap
    Effect of each trap: http://nwn.wikia.com/wiki/Trap#Notes

    Spellcraft: This skill is used for two things.
    1- To identify spells being cast. DC to be beaten is always 15 + spell level. So max DC is 24. Identifying a spell is the first step towards counterspelling, so if you don't have spellcraft, you won't be able to do it.
    2- Every 5 points in Spellcraft, you get +1 to ALL saves vs spells. There's a few spells that are not affected by this, but 90% are.

    ** you get a +2 for your favoured school spellcraft checks, but a -5 to your opposite school's spellcraft checks.

    Spot: See Hide/MS
    Search: This is used to detect secret doors and spot traps. Only rogues can detect any of those that have higher DC than 35.
    There's relevant differences between being in detect mode and not being in detect mode:
    1- When you're in detect mode, the radious you can spot traps and the frequency you roll to spot them is twice better.
    2- When you're in detect mode, you roll a d20 dice instead of a d10 dice for spot/listen rolls.
    3- When you're in detect mode, your full skill bonus is applied to the rolle, instead of only half of it, for spot/listen rolls.
    Taunt: This skill has three things to keep in mind:
    1- When you taunt an opponent, you have to pass a check in order for it to have an effect. The check is always [1d20 + Taunt vs 1d20 + Concentration] If the check is made, the opponent gets 30% spellfailure.
    2- When you taunt an opponent, you lower their AC in 1 point for every point above the DC Check, to a maximum of +6.
    3- When you are taunting an opponent, you're flatfooded. So you can be sneakattacked and you lose your dodge AC.
    Tumble: This skill has several things to be noticed:
    1- For every 5 ranks (Ranks on level up, not total skill) you get +1AC.
    2- When running in battle near enemies, you make a DC 15 tumble check to see if they get a free attack on you. So having enough tumble can prevent this to happen.
    3- When you're flatfooded (attacked from stealth/invis, attacked while proned/stun/inside darkness) you lose all the AC gained by this.
    4- Armors and shields have all penalties to tumble.



  • Alone or with group?

    Whilst there's some type of characters that can make decent gold/consumable runs on their own, there's characters than can't. And honestly, even if you can, is better and more profitable if you go with someone else that can complement your abilities.

    Even I go with someone when I gather consumables or want to make money with María. Not just because it's funnier and safer, but it's also more profitable. Even if you have to split in two afterwards, trust me, it's worth.

    Casters & Warrior relationship: Low Str casters (wiz/bard/sorc, etc) can't carry much loot, and they can't really defeat enemies progressively unless they are all in the same spot. So bringing a warrior with you it's great, because they can do the killing for you, thanks to your spells, and they can carry way more weight than you. On their own, warrior types wouldn't be able to go on their own either, or not without using their own consumables (mage armor/barkskin pots, bulls, etc). So both sides win.

    Warrior & rogue/ranger/squish relationship: Warriors with expertice might be able to defend from Gnolls (example) easily while in this mode, but unable to hit them often enough. So bringing someone along that can dish damage from a safe distance will be great, as they can then advance without spending too many consumables in the process. If the warrior doesn't have expertice, then more of a reason to bring someone. The faster you kill, the less you get hurt.

    etc, etc… you see how teaming up is benefitial for this task. Teamwork is key. If you go to more difficult places, which also have more reward, you'll do good in having a larger group to avoid ending using more healing than money you'd get to replace it.

    If by any reason you can't find someone to go with you, or you don't have enough time for it, settle for easier spawns. Even normal kobolds (those not in the cave) if you clear both maps you can make easy 200-300 coins,.



  • How?

    When you loot, you have a limit, both in inventory space and weight you can carry. I'll give you an example of what I do in the Kobold Warrens in regards to this:

    1- Scrolls and Shurikens are a "always pick". They barely have no weight nor occupy much inventory space.

    2- Start picking up crossbows, until you're encumbered. If you're encumbered and you find another crossbow (or any other item worth more than 5 coins), drop the first crossbow you picked and substitute it with the one that just dropped. (So that it won't disappear with the corpse).

    3- Armors are not worth their weight. If you have enough strengh, alright. If you don't, don't bother.

    4- About space. If you're filled with Crossbows, and you find a MW shortsword, drop a crossbow (preferably inside of the corpose of the kobold you killed so that it disappears too and you don't lag the server) and pick the sword, simply because it's worth much more.

    I think you see how it works.

    5- I personaly pick anything worth more than 5 coins that doesn't weight more than what they sell for. (more or less)

    6- When you decide to go back, pick those crossbows you've been dropping because you were encumbered. You've cleared the dungeon, so you should be safe even if you're encumbered.

    7- MAGIC BAGS ARE YOUR BEST FRIEND. Needless to say… weight reduction and more space. YAY! It's worth investing in these.



  • #2 How to gather money/consumables

    Gathering consumables or making money is not necessarily a grinding activity or farming activity. It's up to each individual player how they want to approach this issue, but what I will post here will be the nowhere near farming.

    Where to go?

    There's several maps in the server that are good for this purpose. First thing to keep in mind is of how much time you dispose, and whether you want consumables or gold. (that can be used to buy consumables that don't drop normally or that do so rarely).

    Always keep in mind that, even if you can kill X spawns to get barkskin's potions, perhaps you'll be able to get more if you kill Y spawns for money and buy the potions from a merchant. This is specially true with healing potions.

    Be reasonable with where you're going. If you're gonna spend more resources than money/consumables you'll get, then aim for something less taxing, even if there's small benefit to be taken.

    Also remember that asking does never hurt. If your character is in need of healing potions for example, you can ask Joe Bob "Hey, do ya know where could I get sum healin'?" maybe he can point you to the proper spawns that usualy carry potions of those you need!



  • 3- NON COMMON CONSUMABLES

    These are rarer potions that I would save mainly for events, unless I'm in a pinch while adventuring. Some can be found as loot, others can be bought from stores, and others are DM drop only. I'll specify in ech case.

    • Potion of Greater..: These potions increase your stat in 2d4+1 for 10IG hours (40 min). It removes any previous cast of the similar spell. So if you had a bulls on you, and you drink this potion, the bulls buff will be removed and won't add. However, if you cast the bulls spell (or drink potion) after you've drank the Greater Bulls Potion, the bonuses WILL stack. Due to the long duration of these potions, they can be used for more than just one encounter. If you only have 1 of a kind, I recommend to try to save it for towards the end of the event or the second half of it.

    a) Bulls: These are creature drop. Specialy useful for melee characters. Gain of 2-4AB and 2-4 damage.

    b) Grace: These are creature drop, but rarely. Specialy useful for archers and dex based characters (to increase their Attack Bonus) and for anyone using robes (from 2-4 AC from dex can be gained). With this potion you also gain +2-4 to reflex saves.

    c) Endurance: Specialy useful for anyone. HP are always a boost. There's two things to keep in mind. First, it can be dispelled, so you'd lose those HP in a blink, keep this in mind and be careful about it. Second, it can be used as temporary healing. Gaining 2-4hp/level, at level 10, can be 20-40 more HP that can save your life.

    d) WIS/INT/CHA: Specially useful for casters that benefit from each stat when casting. INT (Wizards), CHA (Sorc and Bards), WIS (Clerics, Druids, Rangers, Paladins). These potions will increase the DC of their spells in 2-4.

    But there's other clases that may benefit from these potions:
    CHA will be very useful for paladins too, as this will increase their saving throws in 2-4 points and give them more uses (and 2-4 damage) of Divine Might/Shield (if they have the feat).
    WIS will be very useful for monks, as it'll increase their will saves and AC in 2-4 points. Will be useful too for those using Zen archery, to increase their Attack Bonus.
    INT will be somewhat and situationally useful for rogues, when trying to disable a trap (or recover) that is beyond their skill. Gaining 2-4 points in the skill might do the trick. Make your maths before you drink it.

    • Freedom of movement: Will make you inmune to hold/stun/entangle spells/abilities and any effect that hinders your movement (slow). Including being encumbered. If you're heavily heavily encumbered, and not even with a strengh spell you can walk at normal speed, freedom will fix this. Note, you wont be able to RUN still, but you'll walk at normal speed at least.

    • Deathward: Potions can be bought. This will make you inmune to all death spells except for 3. Implosion. Phantasmal Killer. Weird. It also works vs death auras and gazes like bodak's death gaze. You're pretty much covered vs death spells/abilities with this potion. Use it when you are going to fight Bodaks and other creatures/NPC's that you suspect could be using deathspells. Also against big bad things with Auras that could be death auras. Better safe than sorry. You can always ask your teammates.

    • Protection from negative energy: This potion can be bought. It will protect you from negative energy spells/abilities for 7 minutes. It's the only thing that will prevent level drain and ability drain, and it also makes you inmune to negative energy damage. It's a good thing to drink these when fighting things that have draining abilities, such as some undead and some outsiders.

    • Potion of True Seeing: The potion allows you to see through darkness spells, invisible creatures, and sneaks. Additionaly makes blindess to have no effect on you. Useful vs spawns that tend to blind a lot (Abyss trip anyone?), and vs sneaky spawns.

    • Ethereal Visage: Only DM drop, these potions are very useful when engaging certain monsters. They last only 66 seconds, but they absorb 20 damage everytime you get hit, from all type of weapons that are not +3 or higher. They also make you inmune to level 1 and level 2 spells, and give you 25% concealment. (1 out of 4 hit attempts miss!) Because this potions are so rare, it's better to save them for when going into melee with bosses or desperate situations. (i.e: surrounded by several spawns that you know can slap your face too hard)

    • Spell Resistance: Only DM drop, these potions are only useful when fighting spellcaster spawns. So it's pretty easy to know when to use them. They last only 9 minutes, and the resistance to spells is not 100% guaranted, but they are still very useful. They give 21 SR. Against a hostile with caster level 9, this would protect you from 55% of the spells.

    • Lesser Dispell/Dispell scrolls: These are creature drop, fairly common too. Dispell scrolls aren't very powerful, as they have a small caster level, but they can succesfuly dispel area of effect spells (darkness, blade barriers, etc..) as well as some buffs from low caster level creatures. (Creature might be lvl 20, but maybe is 16 fighter 4 mage). By carrying around dispell scrolls you also can opt for using these for RP, instead of preparing the spell yourself.



  • 2- COMMON CONSUMABLES: It doesn't matter if it's in form of scroll or potions, but these consumables I'll list here are both, useful, and easily affordable/can be found in spawns.

    • Ghostly visage: These potions are creature drop. They give you +1/5 DR and inmunity to level 1 and 0 spells, as well as 10% concealment vs any attacks made against you. That means 1 of every 10 will miss. Lasts only 3 minutes though. These potions are specially useful when you're dealing with:
      a) Things that cast magic missile
      b) fighting creatures that use no weapon (as they normaly don't count as +1)
      c) Creatures that hurl things. Be it boulders, spikes or potatoes. Hurled things are never +1 nor higher, so you absorb the damage.
      d) Against very tough spawns. Will you absorb the damage? No. But if each attack hits you for 20+ damage, you'll be glad to have that 10% concealment.

    If you use this potion and a spawn does you full damage (you don't absorb any of it) stop using it. It takes you 1 second to check the combat chat to see if this is the case.

    -Remove fear: These potions are creature drop. When drunk, a tiny area around you is affected by it. Anyone inside of the area gets two tihngs: Fear status removed if they were previously feared, and they get a +4 bonus save vs fear for 10 minutes. Generaly, you won't need this potion until someone of your party is feared and in danger. You walk next to them and drink it. But if you are going to fight, let's say, mummies… it won't hurt if you drink it before hand for the +4 bonus.

    • Bull's strengh: These potions are creature drop. They work as the spell, except only for 12 minutes. These potions are important because:
      a) Doesn't matter what you play, if you're melee, +1 or +2 ab (attack bonus) makes a difference. And a big one.
      b) If you're dex based, it still gives you +1/+2 damage, which is not as important as AB, but counts.
      c) You get strengh drained by a spell/ability and you can't run anymore. Nothing is more deadly than not being able to run. Drink those strengh potions to keep you going.

    • Elven Meade/Clarity: These potions are creature drop. They make you inmmune to mind affecting spells/abilities for 48 seconds. Due to the short lasting effect, the potions are only useful in very clear scenarios.

    a) You're facing unknown casters. Specially in closed rooms/tiny corridors. Drink it. There's a lot of nasty mind spells out there. Just drink it the first time. Once you know the spells they cast, you can decide whether you need to drink more or not.
    b) You're facing an unknown spawn with an aura. Drink it. It maybe a stunn aura, a fear aura, a death aura, etc… better safe than sorry.
    c) Drink it when you are in doubt. If you doubt. Drink. Or if you have time, ask.

    • Endure elements: These potions are creature drop. They give you elemental resistance for 24IG hours (96min). Absorbs 10/- from any elemental source of damage, until it has absorbed a total of 20 points of damage from any element. Useful to use when:

    a) Fighting spellcasters. An average fireball does around 30damage. If you absorb 20, that's a lot of damage reduced. Or even from a firebrand, which average damage is around 50, taking only 30 damage is almost half damage.
    b) Fighting in cold maps. Sometimes in cold maps you're forced to do a fortitude check vs cold or take minor cold damage. If you drink this potion you avoid taking that minor damage even if you fail the roll. This is good cause you don't lose HP, but also because it could happen the damage applies when you're about to cast a spell and it interrupts you. Or worse, you're low hp, about to drink a heal potion and you get winded because of the minor cold damage. It's unlikely, but it CAN happen. Prevent it.
    c) Fighting vs spawns with elemental damage on their weapons/abilities. For obvious reasons.

    • Barkskin: These potions are creature drop. They give you +3 natural armor AC (that won't stack with your amulet's AC), for 12 minutes. I can't stress enough how important is AC. The higher AC, the less you get hit. Use them if you're melee. Use them if you're ranged and you are against ranged enemies, too. Even if you think it won't help because your AC sucks all the same, remember creatures have more than one attack per round, second and third attack have lower AB, so maybe then you can avoid getting hit by those secondary attacks!

    • Mage armor: These potions are creature drop. They last 8 minutes and give you +1 ac from different sources that won't stack with items (deflection, armor, natural armor). However they also give +1 dodge AC, which does stack. +1 AC is useful, don't think it isn't. If X spawn can hit you on 19 and 20's, and you drink this, they'll only hit you half of the times. That's A LOT of improvement. Use them against spawns that you think you'll be struggling a bit against.

    • Froothing Moongose/remove disease: These potions are creature drop. They instantly remove any disease and it's effects from you. Stat's drains, mostly, except if they come from a curse spell. This is easy to use, when you get diseased, there's no need to use it, you might still make the save. But as soon as you get hit by the negative effect (i.e: str/dex/con drops) drink it. There's nothing more to it.

    • Invisiblity: These potions are creature drop, though rarely so. They make you invisible for 3 minutes. Beware of creatures that have True seeing or True seeing- like abilities. Ideally, if you're going somewhere, make sure you ask your companions if they know. You can buy these potions, too. Not really expensive and can save your life. Always carrying 2, minimum. 1 for OMG-IM-GONNA-DIE situations, the other for when you need to retreat and yet you have still to go past regrouped enemies.

    • Haste: These potions can be only bought. They haste you for 30 seconds. Haste is not only speed, haste also gives you one more attack per round, gives you +4 AC (no matter what items you have) and allows you to counterspell hasted casters, or on the contrary, allows you not to be countered by non-hasted casters.
      When to use these potions? If there's no caster in your group, you want to save the haste potion for two situations:
      a) Retreat from stuff that can see through invisibility.
      b) Fight the big bad baddy. Cause it's such a short duration it will only last for an encounter, if at all. I always have one, for when in a pinch.

    • Bless: These drop from creatures as both, potions and scrolls. They give +1ab to the whole party and +1 to saves vs fear for 2 min. I know +1ab seems not enough to be bothered. Yet… use it. +1 AB can make the difference, every +1 counts. And it affects the whole party.
      Use? Not all the time, just when you see special spawns or spawns you think will make you and the party struggle a bit.

    • Ultravision: These are creature drop, both in scroll and potion form. They allow you to see through magical darkness. (i.e: darkness spells). This is usefull because:

    a) If a spawn casts darkness on themselves, you can't target it from outside the darkness.
    b) When attacking someone inside of darkness, you have 50% chance miss
    c) When being attacked by someone inside of darkness, you are flat-footed. Means you don't retain your dodge ac (dex, tumble, dodge ac) and if they are rogues, they get free sneakattacks on you.
    d) If you have ultravision and someone of your team casts darkness, the just mentioned conditions will play in your favour.

    Just drink these when there's a darkness spell cast.

    • Restoration: Not lesser restoration. Restoration. This is useful because is the only thing that will remove level drain. Keep that in mind. Lesser restore won't work, so don't waste it. You can buy these pots and there's also scrolls drop from spawns.


  • #1 Consumables

    Consumables are meant to be consumed. Don't hoard them just because it took you a lot of time to gather them, or because they are rare. Use them, the more you use, the safer you'll be. I can't stress this enough. When in doubt whether to drink or not X potion or use Y consumable. Use it.

    Here's a list of the very important consumables, and my personal advice on how to use them.

    1- HEALING Idealy you will have always three type of healing with you. If you don't, buy it, cause money is worth far less than dying.

    -Full HEAL potions: You need at least ONE. You need it for two overwhelming reasons. First, everytime you chugg a potion, you get AOO'd (AOO = Attacks Of Opportunity = an extra attack) from all adjacent enemies. So if you're very low and in the middle of combat, is better to only drink ONE single potion. Second, HEAL potions also cure disease, blindness and any other affliction like strengh drain, poison, etc.. you might be in a pinch and desperatedly need to remove these effects from you.

    -Medium Heal potions: Depending on your total HP's this could be serious or critical wounds potions: This will be your healing for when in battle. You get down to wounded? Chugg one before you engage with a new target. I don't mean when the fight is completly over. I mean when you go from one target to another within the same combat moment.

    -Small Heal potions: This is mostly brews and light wounds. This healing is just incredibly useful. You use it when you're not in combat, to keep you always full HP'd, or as close as possible. Why? Because of three reasons. First, because you can get critted at any time, and if you are not full HP'd you may die, or drop so low that you'll shit your pants and loose your cool and get killed because of that. Second, because there's spells and things that can kill/stun based on how many HP left you have at that moment. Third, because if you're full HP'd at all times, spells/effects that give you temporary HP will increase your HP above your MAX, so if you take damage you won't lose HP right away.

    -Healing Balms Healing balms are spawn drop, and can be bought too. These are probably the most awesome thing in the world. Anyone can use these to heal themselves or someone else, even if they are no clerics. If you can carry them, I'd always carry some with me.

    *** Special comment about healing potions: If in a group with healers. Healing spells for when in battle, potions for when inbetween battles. Reasons being AOO's, and that while you drink, you cant fight.

    *** Special comment about healing potions: From brews to critical wounds, are loot from creatures that spawn normally in Narfell. Don't be afraid to explore and find out where to get which, and stock up!