These monsters, which she calls the Waterdhavian creatures, are what the attackers are most likely after. Once the last one has fallen, Aribeth will tell you that they have been working on a cure for the Wailing Death that requires several different monsters to make. Four mages will teleport into the room and you will be forced to battle them with a few of the other trainees. ![]() She will congratulate you on completing your training, after which the Academy will be attacked. Now that you've finished your training, you can speak with Lady Aribeth here in the Graduation Chamber. Once you have finished your test, however, he will grant you access so that you can speak with Lady Aribeth. Until you have finished your combat, arcane, divine, or stealth training, the guard here will not allow you to enter the south door into the Assembly Hall. Once finished, you will be rewarded with a couple of Minor Spike Trap Kits. You will be required to use your thieving skills, such as picking a lock or disabling a trap, to complete your testing. Rogues can pay Ketta a visit in this room to receive their training. The training includes healing an injured man and turning undead (if you're a cleric), after which you'll receive a suit of Chainmail. You will not be able to open this door, however, until you've speaken with Lady Aribeth at area #12 and received the key.Ĭlerics and Druids will want to make their way to this room and speak with Elynwyd to receive their divine training. This door leads down to the second floor of the Academy and is covered in our Academy Training 2 section. After completing your training, Jaroo will reward you with a Rod of Frost. He'll ask that you destroy the statue in the middle of the room with a spell, and will offer you scrolls of Melf's Acid Arrow and Magic Missile in the chest behind him in order to complete the task. Jaroo is the instructor, so speak with him if you're a magic-user. Wizards and Sorcerers conduct their training here in this room. You can't actually injure them (although you can fire a ranged weapon at them if you want), so there's not a whole lot here to keep your interest for very long. The Menagerie is made up of five cells, each housing a different type of creature (Dire Spider, Stag Beetle, Umber Hulk, Ettercap, and Hook Horror). For that you will be rewarded with a set of Chainmail Armor. Once you complete your combat training you can return back and talk with Herban again. He'll explain what the Menagerie is if you talk to him, and offer for you to have a look inside if you'd like. Ferdinand is the Academy's Keeper of Exotic Creatures and runs the Menagerie at area #6. A third man, Ferdinand, stands outside of the northwest door. If not (or once you're done training), feel free to speak to the two men (Erdan and Gilbert) training on some combat dummies. If you chose a melee class, talk with Herban to begin your training. ![]() This room is designed to teach new recruits how to use melee and ranged weapons. Once finished, you can search one of the bookshelves and sift through the pile of books to reveal a couple of regular tomes on various Neverwinter history. Regardless of whether or not you buy anything, he'll give you some sort of armor to start you off with (such as a Chain Shirt for Fighters or a suit of Studded Leather Armor for Rogues).īerna is another instructor here at the Academy, and will teach you how to use your journal if you want. He sells basic nonmagical weapons and armor, as well as a few potions and scrolls. He will offer you a tutorial on managing your inventory and even sell you some goods. Olgerd is a short fellow that manages a store here in the Academy. Once you're finished with the tutorial (or if you refuse it), Bim will open the eastern door so you can exit into the Training Halls. Bim will offer you a tutorial on adventuring, which will go over many of the controls you'll be using in the game. ![]() Once you're finished speaking with him, head over to his brother Bim near the east door. When you enter this room, one of the Academy's new recruits, Pavel, will approach you and give you a little background information about the Wailing Death plague that is sweeping across Neverwinter. Each of the three west rooms can be searched - the room where you begin has a chest that contains a regular Club (or a magical version, if you start with a higher level character) and the other two rooms offer some random treasure (such as a Healer's Kit +1, gems, or gold). Your adventure begins in Neverwinter's Training Academy, where you'll find yourself in one of the rooms of the senior barracks. You have arrived at the city of Neverwinter answering the call to help the town in its efforts to overcome a strange Plague called the Wailing Death. Did we miss anything in this location? Is there something we didn't discover? Let us know!
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