Neverwinter nights 2 love lines. Love story. Romantic line in every game

What makes the game strong is its characters. Incredibly bright and memorable characters, each of which is perceived as a whole person and evokes lively genuine emotions.

A couple of Neeshka & Khelgar - a tiefling thief and a gnome fighter - incredibly pleased the entire first part of the game. Familiar to all love-hate relationships, constant squabbling and banter, nascent trust .. Unfortunately, as soon as Kelgar admitted that a dishonest tiefling girl can be a good friend, the couple was completely abandoned. From the second half of the game, they slide into a living wage of dialogues and pay less and less attention to each other. It is a pity, because the clarification of their relationship greatly enlivened life and the potential here is clearly not all wasted.

If there was once in the games something most reminiscent of all the stages of the formation of a sincere and strong friendship, then this is Shandra Jerro. Maybe due to the constant presence next to the GG and the plot binding to her legacy, or maybe the developers were simply generous with dialogues regarding Shandra, but we constantly chatted with her. About the house, about childhood, about parents, aspirations and goals in life. Our worldview surprisingly coincided and my influence on Shandra grew not only by unfortunate individuals, but also by +2, +4. Incredibly balanced, slightly mocking (not venomous sarcasm, like Sand, and not jokes bordering on insults, like Quara), she was just the perfect party member. And for male characters - I won't be the first to point out - it would be just perfect romanсing interest. And even the finale of the second act would only make this novel more poignant and deeper. There, when Shandra talks about friendship, you really believe that you were friends.

The voice acting is without any flaws. Just wonderful. Playful Nishka, caustic Sand, clumsy Kelgar - the actors delicately convey characters and emotions. Bishop's venomous, hissing voice is just a fairy tale for the "bad" girls who play an affair with him (or rather, his scraps that fell into the OC. The romance itself was in best traditions cut before release).

And yes, yes. Novels. Obsidian comrades, you can finally learn from Bioware!
In NWN2 novels .. a whole one - for m and f, respectively. Moreover, the unfortunate positive protagonists were given well, sooooooo ... well, it just brings cheekbones, what. For some reason, "female" novels and Bioware never turned out to be particularly bright - they were very standard Valen, Sky, Anomen (the latter, at least, had an amazing conceit .. for which the male part of the players fiercely hated him), but Obsidian beats all records .. From his "betrothed" was shaking. A noble exile, a paladin with a dark past... and a Chaliapin bass. I would have killed myself if I had been allowed to.
With my romancing interest, Casavir was actually the one and only (last) sane LoveTalk. The rest of the time he was tormented by his unauthorized departure from Neverwinter. As someone aptly noted on the AG forum - "if it were not for the posts and would not have realized that there was an affair with Casavir, he only talks about the Well."
In the old Baldur for one Shadows of Amn (without TOB) romancing guide took 107 (one hundred and seven!!!) pages in tenth font! An abyss of branching dialogue, unique sidequests and events, cross-romances and jealousy of other characters.. Novels were terribly difficult to play the first time without the help of this Talmud (I mean romancing guide), because many LoveTalks were tied to certain events or environments ( for example, be sure to spend the night outside the city), and if you miss one, the romance is gone. But the delight from the depth and sincerity of the relationship was simply overwhelming.

The Influence Point system is brilliant. In the first NWN, when at the end of the game your friends, who went through fire and water with you, *so* easily and without hesitation went over to the side of Mephistopheles simply because the hero did not have the Diplomacy skill - it looked wild. In NWN2, everything is fair, you carry your favorites with you and if your worldview matches, you become a significant figure for them.

I really liked the inclusion of highly specialized "chips" in the dialogue options. Lore now not only defines items, but also helps the character flaunt the depths of knowledge in conversation. Spellcraft, Hide, Tumble, Appraise and many more have found a second life in dialogue.
Armor, cloak and different kind headwear is now visible not only on the "doll" of the characters, but also on their portraits. Helmets, however, only on GG, and then I edited the corresponding file and removed their display, since they spoiled the appearance pretty much. Although the golden hoop on the portrait of the character looked very advantageous))

The game is very beautiful. Pre-sunset rays of the sun, gilded clothes of heroes, ripples on the water .. Smooth, natural movements of the characters. And various - when I gave my Teria a long sword in her hands, she walked slowly, throwing it over her shoulder, and rushed into battle, intercepting the hilt with both hands. Facial animation.. none. Say thank you that the characters move their lips. The music was also a disappointment - half of the themes from the first NWN, half are simply inexpressive.

New - Tamagotchi "Build your own castle". Mini-strategy in role play. We rebuild the walls and towers of Stronghold Keep, hire blacksmiths and miners, recruit volunteers for our troops, find ore to improve their weapons and armor, restore order in the surrounding lands. In general, it is brilliant, although it is not always possible to immediately understand the influence of your actions on the morale of the troops and the defense of the castle. Plus, this strange binding of time to the exit / entrance to the castle really bothered me; if I had not studied "Stronghold Guide", I would hardly have guessed right away.
Stronghold Keep's defense is good - we've already seen it in the first NWN, here Obsidian goes the Bioware route, but does it well. The missions are varied and the combat itself is well played out.

Just a cry from the heart: this is not a game, but one big bug! The game started by cutting out my five-channel sound and ended up not launching Media Player Classic after it. In between, there were countless glitches and crashes + monstrous handling. Why, well, why was it necessary to reinvent the wheel, if Bioware had already licked everything before them in the original NWN and brought it to perfection. In NWN, I didn’t think about management at all, everything was so convenient and logical .. In NWN2, I struggled for several days before setting it up more or less for myself ..
Until the end of the game, I managed to encounter Light of Heavens that did not respond to me, Deakin did not sell me goods, did not want to remain a Kelgar fighter (even if the influence on the hero goes off scale - an obvious bug), a monk who did not see the Holy Avenger point-blank in my hand, from - for which part of the quests remained unfulfilled.
The number of small bugs that I have not paid attention to is beyond description. For example, according to the plot, she must take away a magic book from a defeated villain. Tome of Iltkazar. I'm taking *two*. The magician, who demanded this book, does not see a single one. The sidequest, also associated with this volume, generally passes by.
Sword of Gith. The most powerful weapon for the Main Hero. Unique, with a bunch of special abilities. At some point in time, I find the second one in inventory. I'm trying to foist Casavir (not to disappear as good). I took it, but the sword lost all its unique properties. Well, yes, I'm the Heart of the Sword. Sorry, sorry..
Act III Vale of Merdelain. We are teleported there by the whole party and *in theory* a window for choosing four satellites should open. But - another glitch - and the window does not open. No, I don't go into the depths of the dungeon alone. *everyone* is following me. ... twenty companions, and magicians also called familiars and creatures (which periodically began to squabble among themselves and with party members). From this I was stunned, fell into an insoluble sediment and all the catacombs wandered detachedly between the corpses of unlucky adventurers who found their last rest here, while my whole mob with howling and hooting drove the unfortunate mummies, skeletons and Shadows through the dungeon.

Well, and as a result. On the one hand, NWN2 is very worthy: in order to encourage me to write such a review, the game must be very impressive. But individual brilliant ideas still did not bestow the feeling of that all-consuming delight that does not leave me in the games from Bioware. And they don’t overshadow the feelings of disappointment from the ending (Vermi, you will like it .. But the ending of the game is simply amazingly “empty”, devoid of any emotions other than slight amazement: “And this is *all* that they could tell us about the characters with which we spent so many months real life?" Truly, Obsidian does not want to learn from his mistakes.). dragon age.

Beauty with golden eyes - it's me, Teria Vennes. I've always played only humans, but in the third edition D&D just fell in love with the aasimar. Which, in general, are people .. with a small admixture of heavenly blood.

How young we were. Very young, inexperienced Teria and the first traveling companion, the dwarf Kelgar. Rescuing Nishka from bandits in military uniform. By the end of the game, a pumped-up Nishka with swords in each hand, a full branch of dual fighting / dual defense and a bunch of delicious thieves' chips will be able to single-handedly take down an army of such warriors.

Nishka and Kelgar's favorite pastime is honing their tongues on each other. Quara is happy to show non-professionals *how* to call names.


Thanks to the druid Elani, this scene will not end in bloodshed. Captured wolves can not only be released, but also persuaded to fight on their side.

"Questions, questions - go ahead, I" m all horns ". Nishka's quotes are luxurious, as is her voice acting - especially when she teases Kelgar :) The screenshot is just one of those moments.

Shandra will go with us all the way from a farmer to a professional warrior and will open the gates of Ammon Jerro's Shelter for us.


Kistrel the Spider. One of the creatures that you can feed and take with you to the Fortress-at-Crossroads. Note Yaz-Sand's comment: "It doesn't seem to be attacking.. But what I wouldn't give for a huge book to crush it flat right now." With humor in NWN2, everything is in order.


We were granted Crossroad Keep.

Duel with Light of Heavens. Two paladins, two aasimar - a rare sight! And how I, it turns out, is good in chain mail .. hmm. :D


Nolaloth the Dragon. It would be more accurate to say Nolaloth the Dead dragon. Luxuriously beautiful scene of a conversation with the spirit of the dragon.

Siege of Crossroad Keep. From the military council as part of the entire party to the breakthrough of enemy troops into the courtyard of the fortress.


The sculptural group "I, Nishka and Casavir" goes to count the bones of skeletons and other undead. Nishka, however, hinted that she was much more comfortable behind the castle walls. In my hands I have the Strongest weapon for killing Glavgad, Silver Sword of Gith. Yes, yes, with such parameters, it probably doesn’t need me at all.

A wonderful mini-game "open the coffin with a vampire." Creatures that burn with a scream in a sheaf of light are they, the bloodsuckers.

A warm welcome at the end of the journey. Are you offended by vampires?

That same romantic scene with Casavir against the backdrop of the rebuilt Crossroad Keep. You have no idea how my hand twitched to choose the third answer!


An hour of epiphany for a hero. The hour of truth for his comrades. Who will betray, who will step aside, and who will remain .. will remain with you even under an enemy spell.

To whom: Fans of the genre.

Why: Uselessly, but with pleasure, spend the next few evenings of your life. =)

"NWN 2" is a rare example of a sequel that is not inferior to the original.

Considering how cult for most roleplayers Neverwinter night 1 was at one time, for the developers of the second part (and this was no longer the well-known Bioware, which accounted for at least three very successful projects - the dilogy Baldur's Gate and Icewind Dale, and the first part itself NWN, and the young company Obsidian Entertainment) the main concern was not to fall below the bar set by its predecessors. And they did it brilliantly.

The only significant claim to the developers is that the game requires a very large computer power: how random access memory(1 GB or more (at 512 it goes, but with very noticeable brakes)) and video cards (at least 128 MB). Released half a year earlier, TES4:Oblivion, with much more detailed and lively graphics, required less. However, if you have a sufficiently powerful machine, this drawback can not be considered as such :)

The developers responsibly treated both the reproduction of the world and the possibilities of creating characters, many subraces were introduced and the range of prestige classes offered was greatly expanded, and another main class was added, the so-called "Warlock", something in between a battle mage and light armor oriented warrior.

The plot, if you break it down into stages and tell it in a nutshell, is simple and predictable to the point of banality, but the point is HOW it is told to us. A simple story is flavored with so many goodies and mysteries that at some point the player realizes that perhaps the authors and lead him by the hand along the standard path of the fantasy "Chosen One", but do not want to turn off this path at all.

In addition, in NWN2, for the first time after Baldur's Gate 2, the interpersonal relationships of the characters were complicated, and this, of course, is still “not right”, but much more than I dared to expect from this cycle, plus the ability to choose between good and evil has been added. The hero may well follow the path of evil, earn a reputation for himself as a notorious criminal element and eventually join the "world's evil" or do everything quite the opposite :). "World evil" by the way is not so evil, if you look.

My Favorites:

Anti-paladin and champion of the Darkness Stan, for which my willpower was not enough to pump, Spooky Knight Finn(with him we went through a single company to the end) and a druid Novel(we just started playing with him online) .

Girls: evil sorceress Eleranta(basic Persian for network game), a no less vicious Mystic Archer Lissa and tracker Nika, on the example of which I tried novels with the male half of the NPC population of Faerûn :).

By the way, the proportions are observed :) That is how the elves of this world are smaller than people.

During the game, the hero meets 11 companions who want to share his path, but since the team can take no more than 3 and then 4 people at a time, the choice of companions remains on the player’s conscience :)

And actually, here they are, all those who this time made my journey through Faerûn especially interesting:

Calgar Ironfist:

Neutral good Shield dwarf. Fighter.

Hero to Enemies: Three of you to one dwarf, that's not fair!

Kalgar: Not fair? *thinks* Well then let them call their friends!

Shandra: Mom often told me how my grandfather rocked me in his arms, and I pulled his beard.

Kalgar is a dwarf warrior who loves to fight, an ax master who dreams of becoming a monk (LOL) because he once marveled at their ability to fight and now wants to become stronger and help his clan. This is the very first companion you meet on the way. Likes a fair fight and beer, doesn't really like to think =).

Nishka:

Completely neutral tiefling (tieflings are half-breeds born from a human-demon connection). Dodger.

Kalgar to the hero: If you want your children to grow up like a pack of wolves, listen to the druids.

Nishka to the hero: If you want your children to grow up to be idiots, listen to Kalgar.

Nishka is a cheat and a thief, because of her demonic blood she always gets into ridiculous and sometimes dangerous situations. She constantly fights with Kalgar and Elani with or without reason. He loves money and falls for the main character a little if he is a man and has no matter how high influence on her (however, I did not develop this line in the game and cannot say anything more specific). She is completely unscrupulous, but sincerely does not understand what is wrong with this :) In general, a sweetie :) But since she is useful in the team only in the first couple, she was rarely my companion.

Elani:

Neutral good wood elf. Druid.

Elani to the hero: I was there for many years and watched how you lived, how you looked out the window into Big world and thought about him, and one day this world came for you.

Elani is a very good druid, developing towards magic rather than combat or transformation. He tries to keep a little apart from everyone. A little arrogant, a little moralistic. Always stands for a peaceful solution to the problem. She doesn't really care which side she's on. main character if only he was close and merciful with nature. Very jealous. She is the main candidate for beloved for the hero. Although, in general, the romance with her is rather insipid, but it has a logical conclusion :). In general, very correct views, most often of the same opinion with the paladin.

Kara:

Chaotic neutral person. Witch.

Kelgar: Everyone knows about the honor and manhood of the Ironfist family!

Kara: Ahh... About the two smallest things in Faerûn?

Bright and very eccentric sorceress. With any sideways glance in her direction, she throws a fireball at the "enemy", considers herself perhaps the most powerful sorceress of Neverwinter. She was kicked out of the academy for burning down the stable. Arrogant, caustic, but not too smart. Her sympathies depend on whether the hero allows her to "do whatever she likes." Organically does not tolerate another magician of the Sand group.

Grobnar:

Neutral good rock gnome. Bard.

Sand: Well, one of us knows what to do now.

Hero: Oh... It better not be Grobnar.

Sand: Are we going to take this spider with us?

Kelgar: Well, we got Grobnar.

Grobnar is a good bard and craftsman, but funny and somewhat eccentric. Therefore, half of the other NPCs joke about him inoffensively. He firmly believes in the Undersnivens, mythical invisible and omnipotent creatures living in some heavenly kingdoms. Later, when completing a certain quest, Grobnar finds indirect evidence of their existence. He is very trusting, which sometimes does not play into the hands of the heads of the hero.

Casavir:

A law-abiding good person. Paladin.

Hero: You don't seem to trust Neverwinter.

Casavir: I don't trust cities, states. But I believe in people.

A strong calm and very balanced paladin. He is well over 30, with everyone except Bishop is in an even, but somewhat distant relationship. He never jokes and takes everything responsibly and seriously. He is immersed in his own moral problems associated with a broken debt to Neverwinter. He believes that people need protection more than any rulers and states. If you play as a girl or a paladin, then there will be a storyline with Casavir or additional quest, respectively. He is also the main candidate for romantic companions if you play as a girl. The novel will develop quite predictably, except that Bishop, with the high influence of the heroine on him, will introduce a certain amount of chaos into what is happening.

It should be noted that Casavir is my second favorite hero in the game. =)

Bishop:

Chaotic evil person. Ranger.

Bishop: No, I'm afraid then you won't be able to sleep because of the nightmares, and I know a lot more pleasant ways to deprive you of sleep.

Casavir to the heroine: It is difficult for me to follow the path that I used to, I doubt ...

Bishop (appearing from another room) to the heroine: Paladins have a crisis of faith just when they betray their duty, and then get carried away with a woman.

Bishop: And when they ordered me to burn the village, I decided that I would solve two problems at once, kill the Luskans and destroy the place that produced that "honest and kind man" that you now see in front of you.

IMHO, the most interesting character in the game. In the past, a Luskan (Luskan is the main enemy of Neverwinter) soldier, an excellent tracker, master of the bow and combat with two swords. Good looking and knows it. Bad character, bad reputation. Clever, cunning, but very inconsistent in his actions. As he gains influence on him, he falls in love with the heroine or acquires friendly sympathy for the hero (if the influence is not increased, he will hate both). Unfortunately, there is no full-fledged love line with him, although relations are developing in this direction.

He hates the paladin, especially if you play as a girl, and harasses those around you with his caustic jokes. The team does not get along with almost no one except Amon. He loves himself no more than those around him, but prefers that his help be appreciated. He does not believe in gods, does not accept everything that can fetter him, and is ready to go to freedom by any road, even if his life is the final price.

Uh-huh, if someone else didn’t understand from the description, Bishop is my big, albeit not very pure, love in the game =)

Shandra Jerro:

Neutral good, human. Fighter.

Adventurers: On the way, we took a cat from a tree, and her old owner gave us an apple each.

Calgar (skeptically): Well, you have to start somewhere.

Shandra: Yes, if our captain got into this situation (the hero there eventually gets the captain's rank), the tree would burn down, the cat would die, and the old woman would go traveling with him ...

Shandra is not a full-fledged NPC, she appears in the story and walks with the heroes, regardless of the player’s desire, several main quests. This is a village girl, the granddaughter of the court magician Amon Jerro, who once stole the Silver Sword Gith. Her blood should open the way to his hideout.

In his adventures, the hero becomes indirectly responsible for the destruction of her house and farm, because of her blood, she is drawn into the adventure against her will. He considers the hero "a mercenary dragging around the cities for a couple of gold pieces", but later, when he learns his story, he is imbued with sympathy.

Shandra is simple, says what she thinks, sometimes scandals, and in all disputes she takes the side of ordinary people. Sand and Bishop make fun of her, and Casavir constantly stands up for her.

Sand:

A law-abiding neutral moon elf. Wizard.

When entering the provincial town of Port Last:

Sand: Be careful, my friend, walk carefully, otherwise the local culture will stick to your boots ...

Sand: This matter is urgent, we leave immediately.

Kara: We can do without the help of seedy magicians.

Sand: Karochka, dear, if we need to burn Luskan, we will call you. But now I need to work on my head.

Torio Klaven: Sand, please, let's not expose our bad sides.

Sand *in mock surprise*: Do you have any good ones? Wait, I have to write this down.

Sand, IMHO, is the best sorcerer in the game. He, too, hails from Luskan, spying for Neverwinter in the towers of the Lords for a time, and later sought refuge with Lord Nasher during the war. He is very intelligent and has a subtle and caustic sense of humor. Excellent diplomat. He appears in your team as a lawyer, called upon to clear the name of the main character from false accusations at the trial.

Hardly endures Kara's company. With the rest in a very even relationship, which does not prevent him from sometimes laughing at them. He has a very high opinion of his mental abilities, loves when others appreciate them. He does not tolerate rudeness in his address.

Undoubtedly the most courtly and aristocratic hero of the game :)

And one more of my unconditional sympathies =) He lacks only his own strong storyline to complete delight :)


Zjav:
Lawful neutral githzerai. Priestess .

Zjav to the hero: They say that if the sword Gith is taken out of its sheath, it will never return there, but now you are the sheath of this sword, the heart of this sword.

Priestess Git, Zjav appears towards the end of the story, she is a good priest, but IMHO the most imp useful NPC in the game, which is aggravated by the fact that you have to carry it around a lot and often with you throughout the story. Zdzhav is pompous and somewhat fanatical. She does not love Amon Jerro and the feeling is mutual. Otherwise, she only appears because the protagonist is Kalak-cha, the Sword Thief, the one whom the sword forged by the leader of her people recognized as its master.

She believes that his destiny is not only to defeat the Guardian, but to go a much longer way ... And she is right.

Amon Jerro:

Neutral evil person. Warlock.

Grobnar on Amon Jerro: Well, if the mage was weird but quiet, then his hideout shouldn't be a scary place.

Amon Jerro: You just unleashed the most fearsome creatures in the nether worlds, and now you accuse ME of being irresponsible?

Warlock. A very useful NPC, and the only one who can replace Zjav in some rituals. The grandfather of Shandra Jerro, who was considered long dead, is another fighter against the Guardian, who preaches the principle of the lesser evil. Believes that the death of a few is acceptable for the common good. Communicates with the demons of the lower worlds, for a long time stood in the way of the main characters, although they pursued the same goals. The former owner of the Silver Sword, who never recognized him. Ultimately, he takes the side of the hero, because he has no other opportunity to confront the Guardian.

In addition, I can not help but pay attention to some non-playable NPCs, a kind of storytelling glitches:

Hero's Adoptive Father: Daigun Forlong. A sullen half-elf ranger, noble, but full of head, but immersed in his grief. At one time he was an adventurer and the best ranger of the Sword Coast, but the death of friends and the loss of his wife broke him. IMHO, Daigong has the saddest line in the game.

Duncan. Owner of the Drowned Flask. Half-elf, half-brother of Daigun, uncle of the protagonist. Unlike his brother, he is cheerful and cheerful, all the time a little (or a lot) drunk, quarrelsome. In principle, he is friends with Sand, but they often entertain the player with mutual jokes about each other. Also a former adventurer.

Lord Nasher aged from the first part, completely bald, got a crown with Neverwinter's "eye", and became even more pragmatic and cautious. His methods are sometimes obnoxious, but Nasher has the courage and strength with which he rules his troubled country.

Sir Nival. Leader of the Nine (The Nine are Nasher's bodyguard knights and defenders of the city) and Nasher's closest and most trusted person. Seems like the most handsome man in Neverwinter. A careerist who believes that the duty of citizens to Neverwinter is above their personal interests, on the basis of which he clashes with Casavir. Periodically changes armor for more expensive and beautiful =) However, he never has time for a fight, he comes at a moment when everything is already over. I don't like him for this :E

Officer Kahn, who controls the Fortress at the Crossroads. The protagonist's first assistant, who has a somewhat samurai outlook on service.

Enemies: lorne(a huge barbarian berserker, the older brother of a childhood friend of the protagonist who sold himself to Luskan and black Garius), Torio Claven(Luskan's emissary in Neverwinter, a real snake, defeat her in a verbal contest in the court "problem for a C", dresses very colorful and vulgar) and Black Garius(the same person who woke the Guardian and brought trouble to the Sword Coast, the only representative of absolute evil in the game).

And of course he is the Guardian of Illefarn, the King of Shadows….

But when Gith's sword cuts the Guardian's shadow for the last time, it won't be a victory for the hero... After all, even the wisest men of Faerun know that whoever wields this sword has a long way to go, both across the Worlds and beyond ... But that's a completely different story.. (With)

Mod adds romance and flirting to your game NWN2 (main company ( OS ) and the Mask of the Traitor add-on ( MotB ).). It allows the main character (depending on their gender) to flirt with party members Bishop, Casavir, Sand, Elani, Nishka, Gunn and Safiya using special flirting dialogues. Moreover, full romantic tracks have been created for Bishop and Casavir, and a scene on the castle wall has been added for Bishop and Nishka. The mod also includes romantic epilogues for four characters OS in addition " Mask of the Traitor ».

WARNING.
The characters of the original characters may differ from the characters prescribed in the modification.

Compatibility

This mod is designed to work with NWN2-OC and MotB . Because of nature Electron Engine the mod will be incompatible with any other that uses the same files NWN2-OC . The creators of any other mods for NWN2-OC-MotB , who intend to make additions and changes to the same files and in doing so wish to maintain compatibility with NWN2-OC-MotB Romance Pack , can use the files for free OC-MotB modified by us and apply additional changes to them.

To ensure compatibility, this mod includes 3 earlier modifications released separately: " Bishop's Romance "(in Russian translation -" Romance with Bishop »), « MotB Mule Pack " and " Requiem-MotB ". If you have these mods installed, uninstall them before installing this package.

  1. Download, unzip the archive 7zip . You will get two folders: fp_v4 and FP_Music
  2. Place a folder fp_v4 to the game folder override (Program Files\Atari\Neverwinter Nights 2\override(NOT in Documents! ).
  3. Place a folder FP_Music to the game folder musical (Program Files\Atari\Neverwinter Nights 2\music (NOT in Documents! ).
  4. Start the game from the beginning or from any save. Enjoy!

From the translator: although the authors of the mod insist that the files must be placed in the appropriate folders Program Files , in fact, there is no difference in which of the two folders of the same name override and musical they will appear. The mod will still work. Removal
Just extract the mod folders from the game folders override and musical .

New content

The modification adds new dialogues and expands the existing dialogue branches. It includes a complete flirting package for Bishop and Casavir, a romantic final scene on the fortress wall for Bishop and Nishka, flirting dialogues for all 6 romanceable characters in the game (Bishop, Casavir, Nishka, Sand, Hann and Safiya).

Flirt packages will be available through the main questions menu, where a new option will appear (Flirt with...). Flirting dialogues are different for different activities of the game, and differ depending on the stages of the relationship. The mod does not change the effect on the characters, so as not to upset the balance of the game. AT OS (of the original campaign) the first lines of dialogues with the Bishop are voiced (this decision is in the style NWN1 ). Videos with Nishka and Bishop are fully voiced. A cut-scene on the fortress wall with Nishka if the influence on her in the final game is higher than the influence on Elani.

Romance with the Bishop, information about the features. Several dialogues with the Bishop are "hidden". They are attached to certain events and certain decisions the main character, and therefore can only appear if you try to flirt with the Bishop after these events and as a result of such decisions.
You don't have to be an evil character or have a strong influence on Bishop to "romance" him. But the last meeting with the Bishop still requires high level influence him to get an alternative outcome for your relationship.

Romance with Casavir, information about features. Several dialogues with Casavir are also "hidden" and only appear if certain events happen and you talk to Casavir. If such a conversation is of a "love" nature, then even if you missed the plot point, you can get it by talking to Casavir a little later.
You don't need to be of an orderly and good alignment or have a lot of influence with Casavir to "romance" him, however, his reaction to some of the most active flirtations will be more favorable if you are not evil and if your level of influence on him is high enough.
You can choose to end the affair voluntarily by telling Casavir that you don't appreciate his attentions, or by simply choosing appropriate offensive responses. Similarly, you can resume flirting by telling him that you are sorry for the misunderstanding. However, the latter requires Casavir's influence level to be 5 or higher for Act 2 and 10 or higher for Act 3 respectively.
Please note that the Casavir romance expansion does not disable any of the original content, so some game events will still occur.
If you get to the point in the game where you feel like a paladin's testimony can help you, and if you decide you want Casavir to say a few words in your defense, talk to Sand about it.

New epilogues. We've added some new epilogues to MotB for romantic characters OC . To see your results love story with Casavir, Elani and Nishka, you need to give up your love interest MotB and declare that you still love and remain faithful to your former lover(s). Talk to Ammon Jerro and express your hope that your loved one is alive.
In the case of the Bishop, you will need to make him hold on to his life to the last, and bargain to the last opportunity with Kelemvor.

From a translator.
This mod contains about 120 dialogues and replicas. Some of them only slightly complement the original ones, others are completely new. Great work of people deeply interested in improving the game! The authors in the form of dialogues have practically restored all the cut storylines and biographical moments of the characters. And although they warn of a possible mismatch with the characters shown through the mod with the original character characters, getting into the image here is almost perfect.
You should probably keep a few things in mind:

  1. If you experiment with flirting with several characters at the same time, the flirting dialogs may not develop. Everything is like in life - too windy people do not enjoy special trust among those whom they are trying to care for, and they are not particularly frank with them.
  2. On the other hand, by flirting with only one character, you will not get jealous dialogues.
  3. In flirting dialogues, some questions remain unchanged for quite a long time. But the character's answers to such questions change. Depending on the level of influence, the events experienced together and ... just randomly. The effect of the changeability of the mood of the hero, apparently.
  4. The character of Sand is decided by the authors of the mod as a romantic object for a hero of any gender.
  5. Some interesting story dialogues will not appear if the character was not taken by you on the mission that this dialogue is talking about.
  6. Romantic dialogues don't end when a character confesses their love to you. They continue until the very end of the game. And some only occur after you've reciprocated your romantic interest. So, do not get lost and call your beloved (beloved) for a conversation, even in between battles in the last mission.
  7. Epilogue, which will mention the fate of your beloved (beloved) from OS may not work if Mask of the Traitor » You will not reject the love of Safiya or Gann. (in response to a love confession, it must be said that you are going to be faithful to your former love). So it seems impossible to get an exclusive epilogue without breaking the heart of a new admirer.

Some mods and fixes perfectly complement and improve the Romance Pack. But we cannot simply add them to this distribution due to copyright. Therefore, we simply give here a list of these works, which, we believe, will expand:

for bug fixes.
Thank you so much for explaining the translation process!

Original Acknowledgments

First, a big thanks to the wonderful community at The Gibberlings Three. Thanks to this still active and vibrant Infinity Engine modding community that welcomed their wayward pervy Electron fancier. Thanks to berelinde for diving right into Electron and swimming very fast!

Thanks to the fanfiction.net community that first took interest in the project while it was still a pile of dialogues and ideas, nowhere near becoming a mod.

Thanks to all the good folk at the BioWare forums for encouragement, help and answering this newb's coding questions.

A special gratitude is reserved for Dirtywick for catching the bug that almost killed the mod and drove me insane!

And, of course, a standing ovation to the following people whose participation and good will made this mod possible:
Principal Writers: Berelinde, Domi, OfficerDonNZ, Rachel Peterson
Additional Writers: Jadekau, Alinia, Only2morrow, Fiery Dove
coders: Berelinde, Domi, Indifferent honest
editor: Krista (aka sininsilence), Rachel Peterson

Music Themes:
Bishop's Romance - Kat Bella
Casavir's Romance - “Medieval City" by Partners in Rhyme, used by license from musicloops.com

Voice talent:
Bishop - Rob Dupuis
Casavir (in Bishop's Romance) - Jackie Cooper
Grobnar - Daniel Roberts
Neeshka
Luskan Assassin - Shugojin
Shandra-Wynne

testers:
Churr, Simi Parthenopaeus, rachellespen, swimhard2787, Nhadaliinia , Lawfully Good rizzdog, sisterpatrick, Skadi_the_Evil_Elf, 7Isulder, ChonNiso, Laelia Corona, nobodyy, SirThugsAlot, sisterpatrick, Spidercat, Moirnelithe, Only2morrow, Selene Moonsong
Rogue Dao's Lip Flappers were used for the facial animations during the conversations.

I’m creating a topic, because I’ve already rummaged through a lot of topics and met links where all possible points are described where, on whom and how to earn influence, but all the links are broken, it’s not difficult for anyone, skinte pliz. It is very interesting where and who can be influenced ((((:

IMPACT ON THE ENTIRE GAME!!!
Prologue.

Before you start your fight with the Mossfield brothers, Will Mossfield will offer you to bet on your fight with him. You will receive +5 influence points on Bevil if you refuse, citing that betting on a fight is against the rules. If you agree to the bet, you will lose influence on Bevil (-5 points).

Hotel "Weeping Willow".
When receiving the Assault quest from Hera, you can get +1 influence with Kelgar if you immediately agree to help her, and -1 if you refuse to help her.

The cave in the swamps.
After you've saved Galen from the Lizard Men attack, ask his bodyguards "Are you scared?" and after they start insulting you, offer to "find it out right now" to gain +1 Kelgar Influence.

Fort Lock.
Upon receiving the Bandit Ransom, Thor's Sacred Symbol, or Bandit Bounty quest (depending on which of these quests you get first), Nishka will gleefully announce that the bandit camp is sure to be full of valuable items that you can assign to yourself. You will get +1 Influence with her and -1 Influence with Kelgar if you agree to loot the camp. If you say that you are not going to do this, you will lose 1 point of influence on Nishka.

Ambush near Fort Lok.
On your first exit from Fort Lok, if you head to the graveyard or bandit camp, a bandit ambush will be waiting for you. If you can talk the bandits out of the fight, you'll get +1 influence with Kelgar if you say "You'll still have plenty of opportunities to fight - they just weren't worth our attention" and -1 if you say you're the one taking solution.

Bandit camp.
After you have freed the hostages (only if you freed them with a fight), tell Nishka that you are grateful for her help - this will give you +1 influence point. If you say "If you really want attention, you'll get it" or "If it wasn't for me, no one would have thought to help these people", you'll lose 1 Influence with her. If you tell her to keep quiet and follow you, it will cost you 2 influence points.

Cemetery (East Crypt.)
When completing the Lost Patrol quest (only if Commander Tanna is not in your group), you will find the corpse of one of the members of the patrol. Say "a dead man is just a dead man" for +1 influence with Nishka and -1 influence with Kelgar, or "better die with honor" for +1 influence with Kelgar and -1 influence with Nishka.

Road to Highcliff.

After you agree to take Elani into your group and say to Nishka "If she wanted to harm us..." or "She's coming with us because I decided so..." you will lose 1 influence point with Nishka. If you say that you don't trust Elani, but you need her in this situation, you will lose 1 point of influence with Elani. (This conversation option only occurs when playing as a male hero.)

After Elani asks why you're heading to Neverwinter, tell her about the silver shard (+1 Influence with Elani) or tell her it's none of her business (-1 Influence).

Glade of the Virgin.
After arriving at the Glade, say that Eridis sounds like an Illefarn name (you must have a few points in the Lore/History skill to get this option in conversation) to gain +1 influence with Elani.

After the fight with the wolves after arriving in the clearing, say that you'd rather kill all the animals (+1 CP with Kelgar and -1 CP with Elani), sneak around (+1 CP with Nishka and -1 CP with Elani), or whatever you want to avoid bloodshed if possible (+1 CP with Elani).

After you find the corpses of the slain wolves, decide to investigate what's going on in the Glade to get +1 Influence with Elani or say you'd rather go straight to Highcliff, which will cost you -1 Influence with Elani and give you + 1 point of influence on Nishka.

Highcliff.
Drunken sailors will come after you on Highcliff Street. Saying you don't want to fight will earn you +1 Influence with Elani and -1 Influence with Kelgar. If you say you want to teach them a lesson, it will give you +2 Influence with Kelgar and -1 Influence with Elani. If you state that you just want to deal with them, it will give you +1 point of influence with Kelgar and -1 point with Elani.

After receiving the Missing Children quest from Hera and Zahan, say that you are most interested in the reward and you will receive +1 influence with Nishka and -1 with Elani. If you say you just want to help, it will give you +1 influence with Elani and -1 with Nishka.

Neverwinter (arrival).

Port.
On your very first conversation with Duncan in his tavern, say that you would prefer to join the City Guard (for gaining 1 influence with Kelgar and losing 1 influence with Nishka). If you say you would rather join the thieves, you will lose 1 Influence with Kelgar and gain 1 Influence with Nishka.

Near the building of the City Guard, you will come across Bennon, an old acquaintance of Nishka (only if Nishka herself is in your group). When talking to Bennon, say that if he has any scores with Nishka, then he will have to deal with you in order to gain 1 point of influence with Nishka and lose 1 point with Elani. Or tell Nishka to get out of her troubles on her own to gain +1 Influence with Elani and lose 1 Influence with Nishka. After you defeat Bennon, tell Nishka that you will protect her (+2 Influence with Nishka, -1 with Elani) or that she should deal with her problems with Leldon herself (-2 Influence with Nishka, +1 influence point with Elani).

When you find an injured wolf (only if Elani is in your party), ask Elani if ​​she can heal it for 1 influence, move on without healing the wolf (-1 influence) or kill it (-5 influence) . You will also lose 1 Influence with Elani if ​​you choose not to mention the Silver Shards to the wolf during the conversation.

After you've met Quara, talk to her about Clay and Hit. If you say "as long as you know when to use your power, that's enough for me", it will earn you 3 points of influence with Quara. If you tell her that she must learn to control her power, you will lose 3 influence points.

When talking to Quara about her teachers at the Academy, say "experience and instinct are the best mentors" to gain 3 Influence points on her, or state that her teachers were only trying to teach her how to use her gift properly to lose 3 Influence points.

After meeting with Praven, ask Quara about him and either approve of her attacking the students (which will earn you 3 influence points on her) or criticize her (-3 influence points).

After meeting with Jokris, tell him that if he persecutes Kwara, he will pay for it or that "cruelty is the best teacher for the weak" for 3 points of influence on Kwara or insist on a peaceful solution to the problem (- 3 points of influence).

After a conversation between Quara and Sand in his shop, support Quara in her negative opinion of Sand (+1 influence point) or disagree with her (-1 influence point).

Trade Area.
At the very entrance to the Trade District, you will meet Tremmel (only if you have already met Bennon), another old acquaintance of Nishka. After you deal with him, if you tell Nishka that "calm down ...", you will lose 1 point of influence on her. After Nishka offers you her plan to steal the coin from Leldon's house, agree with her for 1 Influence or object, which will cost you -1 Influence with Nishka.
If Elani was in your group when meeting with Tremmel, then a small argument will arise between her and Nishka. You will lose 1 Influence with Elani if ​​you support Nishka during this dispute.

In the Moonstone Mask establishment, tell Ofala that if Leldon threatens Nishka, he will pay for it, for 2 influence points on Nishka, or that you want to protect Nishka (+ 1 influence point). If you say that you just want to deal with Leldon, you will lose 1 point of influence with Nishka.

In The Mask of the Moonstone, there will be a small argument between Elani and the dancer Teela (only if you are playing as a male hero and only if Elani was in your party when you first spoke to Teela). Tell Thila "Elani is my friend..." for 2 Influence with Elani. If you say "Enough of both of you!" you will lose 1 influence point with Elani, and if you tell her "You couldn't make a living with this anyway" it will cost you 2 influence points.

At Leldon's house (if he caught you stealing the coin) or in the park (where Leldon will invite you to meet after the theft), tell him "Touch her and you're dead!" to get 1 influence point with Nishka. If you choose a different answer, you will lose 1 influence point with her.

Side Alley.
When you come across a large group of guards, Quara/Nishka/Elani will suggest that you start a fire to distract the guards.
If you select Elani to set fire to and thank her afterwards, you will gain +1 Influence with her. If you choose a different answer after setting it on fire, you will lose 1 Influence point.
If you choose Nishka for arson, you will gain 1 point of influence on it.
If you choose Kwara to set fire to, you will gain 1 influence point on it, and another point if you then say "Next time, burn whatever you want..." (any other choice will cost you 1 influence point).

If you decide not to start a fire, but to attack the guards head-on, you will get +1 influence point on Kelgar and +1 influence point on Kwara (rare case when the same decision will give you influence on more than one NPC).

Only for those who have chosen the path of the Guardian:
In the middle of the Alley, after you deal with the very group of guards and thieves, where you had the option to distract the guards with a fire, Kelgar and Nishka will start a small argument. You get +1 Influence with Kelgar if you say "Gold is no reason to break the law". If you say "You do everything you can to survive" you will gain +1 influence with Nishka.
Note: This conversation option seems to only occur if both Kelgar and Nishka are in your party at the same time.

When you reach the cart with smuggled weapons at the end of the Alley, Nishka will offer to search it in order to appropriate the most valuable things for yourself. If you agree with her, it will give you +1 influence point with Nishka and -1 influence point with Kelgar. (And, accordingly, vice versa if you refuse.)

Warehouse of smugglers.
(only for those who have chosen the path of the Guardian)
If you fail a saving throw when encountering Trenton Went when you try to use your diplomatic skills to coax him into the house, a guard will approach you and you will have an opportunity to arrest Trenton. If you do this (the first and second dialogue options lead to his arrest), you will lose 1 influence point with Nishka and Elani, and gain 1 influence point with Kelgar if you choose any dialogue option other than "Let's get out of here..." After that, Elani complain that the rules of life in the city are incomprehensible to her. If you say "It's just a different set of rules..." you will gain +1 Influence with Elani. If you say that a city dweller, finding himself in the forest, would also feel out of place, you will get +2 points of influence with Elani.
Strangely enough, when choosing the "If you don't like it, leave" option in version 1.10, you also get +2 influence points with Elani, although it would be more logical the other way around (bug?).

When clearing the smugglers' warehouse, after you find the necessary documents, Nishka will offer to search the warehouse for additional loot. Allow her to do so (+1 Influence) or refuse (-1 Influence).

If you let Nishka rob the warehouse, Kelgar will interject a few remarks about how tieflings are nothing but trouble. If you respond to him in a rude manner, you will lose 1 point of influence with him. If you say "you're right... and I'll try to keep her out of trouble" you gain 1 influence with Kelgar.

After Nishka returns with the loot, if you ask her if she found anything else and fail the Diplomacy saving throw, you lose 2 influence with her.

Dwarf scouts and Ironfist Fortress.

After meeting with Kulmar Ironfist and his scouts, say that you will help them for +3 influence with Kelgar or refuse to help the dwarves (-3 influence with Kelgar).

If, after finding the dwarf's corpse, you select the response options in which you say that Kelgar would not be able to do or change anything if he went with the scouts, you will lose 1 point of influence on him.

After you free Caillard from the bugbers and he says that the Ironfist clan will always welcome you with honor, you tell him "it's a great honor", you will gain 1 point of influence with Kelgar - or call him a fool (-1 point of influence with Kelgar).
In the subsequent conversation with Kelgar, tell him that he left his clan for personal gain (it doesn't matter if you say it to him in a rude way or try to be gentle) and you will lose 1 point of influence with him.

When you reach the locked door inside the keep, say "all the treasures are now yours" to get +1 influence with Nishka and -1 influence with Kelgar. If you say "we are not robbers", you will lose 1 influence point with Nishkra and gain 1 influence point with Kelgar.

After Grobnar opens the locked door in the stronghold with the part you found, thank him for +1 Influence or tell him to "talk less and move faster next time" for a loss of 1 Influence.

After finding the Ironfist Gloves, give them to Kelgar (+4 Influence) or keep them for yourself (-4 Influence if you disrespect Kelgar's gift).

Yaizog Bonecreak's lair.
After meeting with the false messenger in Yaizog's cave, insist on escorting him to Neverwinter - and he will eventually agree and join your group. Nishka will state that she does not trust him (she will only say this if the false messenger joins you). If you say that you will look after him, you will gain 1 point of influence on her. If you ignore her warning, you will lose 1 influence point.

Lair of Logram Okodral.
When encountering white wolves, say that you don't want to harm them (+1 influence point with Elani) or kill them (-1 influence point). After talking to the wolves, let them go in peace (+2 Influence with Elani) or decide to kill them anyway (-3 Influence with Elani).

After you find a group of wounded orcs on the first level of the cave, kill them (-1 CP with Casavir and Elani) or spare them. If you spare them, you will receive:
+ 1 influence point with Kelgar;
+1 Influence with Elani if ​​Kelgar is not in your party;
+1 Influence with Casavir if neither Elani nor Kelgar is in your party.

When you find the corpses at the entrance to the third level of the caves, say "they deserve a funeral pyre" for 2 influence with Casavir or choose to search the corpses for additional loot (-2 influence with Casavir). In the subsequent conversation, say you want to find out what's going on here (+2 Influence with Casavir) or say you intend to leave the cave as soon as possible (-2 Influence).

When Nishka says she doesn't like this place (same corpse conversation), say you trust her instincts (+1 influence point) or ignore her warning (-1 influence point).

If you have Kwara in your group, when you meet the Shadow Priest, tell him that you will protect Kwara (+1 influence point on her) or tell him that he can take her if he wants (-1 influence point on Quara).

If Qara is not in your group, the Shadow Priest will speak to Casavir. Tell the Priest that you intend to stop his experiments (+1 influence point with Casavir) or tell the paladin to deal with him himself (-1 influence point with Casavir).

When meeting an Issani messenger, say you are "here to help" (+2 influence with Casavir) or be rude to him (-2 influence with Casavir).

Well of the Old Owl.
When talking between Callum and Casavir (only after you free the Issani envoy), side with Casavir (+1 Influence) or say you don't care (-1 Influence).
All in the same conversation, say that you will support Casavir and protect him if necessary (+ 1 influence point) or state again that it is none of your business (- 1 influence point).

Neverwinter - return.

Neverwinter Archives.
When meeting with the Archives Overseer, swear truthfully to guard the secrets of Neverwinter for 1 Influence with Casavir, or lie (+1 Influence with Nishka). If you threaten the overseer you will lose 1 influence with Casavir, and if you kill the overseer you will lose 3 influence with the paladin.

If you correctly answer the question about Illefarn's code on the first try, you will gain 1 point of influence with Grobnar.

If you answer the Death of the Sailor and the Flat Farun Theory questions correctly on the first try, you can gain 1 influence point with Grobnar for each answer. But this does not always happen - it depends on what kind of question you got (for example, the answer to the question of who managed to intervene in the Stream does not bring influence on Grobnar). Save before you open the book, and reload if you get the "no influence" question.

Amber.
Upon entering Amber, Bishop will notice that something is wrong here. If you have a well-developed Spot/Spot skill, then you will have an additional answer option "You're right - I don't see any villagers or their animals..." and if you choose it, you will get +2 points of influence on Bishop.
If you say "don't see any villagers", you will get +1 influence point on Bishop.
If you state that you don't care, you will lose 1 Influence point with Bishop.

In the subsequent conversation, decide to wait and find out what's the matter - this will give you +1 influence with Bishop (and -1 influence with Quara). If you decide to go ahead without delay, you will gain 1 influence with Quara and lose 1 influence with Bishop.

If after. as you repel the githyanki attack, you will say that "if that was all they can do, then nothing threatens us ...", this will earn you + 1 point of influence with Quara.

If your GG has good Wisdom, then in the conversation after the attack of the githyanki you will have an additional option to answer "if they divided their forces, it's good, but on the other hand ..." and if you choose it, you will get + 1 point of influence on Bishop.

In the conversation after the attack, offer to linger to make sure the villagers are all right (- 1 influence point with Bishop, + 1 influence point with Casavir). If in a subsequent conversation you protest to Bishop that the villagers are innocent (or that you do not like to kill), you will lose 1 more influence point with him.

If you are rude to Elaine while talking to her, you will gain +1 influence with Bishop and -1 influence with Casavir. (Conversely, if you are polite and when Bishop insults Elaine, tell him to shut up.)

If, after talking to Marcus, you order Bishop to give Marcus the knife and do not promise a reward in return, you will lose 3 Influence with him.

Githyanki cave.
When entering the cave, say that you only want to find Shandra so that you can find Amon Jerro's Sanctuary, or that you don't mind killing a couple of githyanki - this will earn you 1 point of influence with Bishop. (This conversation only occurs when playing as a male hero and only if Elani is in your party.)

When you find Zaxis on the second level of the cave, say that you want to talk to him first - and you will lose 1 point of influence on Kelgar.

When talking to Mephasm, thank Nishka for the warning about the cunning of the devils (+ 2 influence points) or ignore her warning (- 2 influence points).

When talking to Mephasm, say that his speeches bore you (+1 point of influence with Nishka).

When talking to Mephasm, say that "if you touch the barrier with an object from another dimension, it will disappear" (for this option to appear in the conversation, you need to have high Intelligence or high Magic Knowledge / Spellcraft) to gain + 1 point of influence on Grobnar.

When talking to Zeyiri, tell her that she will pay for Shandra's kidnapping - and you will get +1 influence point on Shandra - or say that you do not care about Shandra's fate (-1 influence point on Shandra).

When talking to Zeyiri, successfully use Bluff to make her "lose face" among other githyanki - this will earn you + 1 point of influence with Bishop.

When talking to Zeyiri, offer her silver shards in exchange for freedom for your allies and Shandra (- 1 influence point with Bishop, + 1 influence point with Shandra).

After you defeat Zeyiri, kill her during your last conversation (+1 Influence with Bishop).

Neverwinter.

If, while talking to Bishop, you ask him for his opinion on the upcoming trial and fail the Diplomacy saving throw when you say "If I kept doing everything everyone else told me...", you will lose 1 point of influence with Bishop. If your saving throw succeeds, you gain 1 point of influence with him.

In the same conversation, agree with Bishop that the best way out of the situation would be to kill the Laskan Ambassador Torio Klaven - and you will get 1 point of influence on him - and minus 1 point if you do not agree.

In the same conversation, Bishop will offer you to escape from Neverwinter and go with him to the forest expanses for a couple of years. You will get +1 influence with him if you agree and -1 influence if you refuse. (This conversation option is only available to female GGs.)

At the first conversation with Casavir, ask him why he looks alarmed in recent times, and the paladin will share his doubts about Bishop with you. Thank him for his concern (+1 point of influence) or tell him not to interfere in his own business (-1 point of influence). (This conversation option is only available to female GGs.)

When talking to Bishop, he will ask you what you need from him that you cannot get from Casavir. If during the conversation you say that you care about the paladin, you will lose 1 influence point with Bishop and gain 1 influence point with Casavir, even if he is on this moment will not be in your group (he is eavesdropping behind the door, or what?). If you convince Bishop that you don't care about the paladin, you get +1 influence with Bishop and -1 influence with Casavir. (This conversation option is only available to female GGs and only if you have very high influence with Casavir and very low influence with Bishop.)

When talking to Shandra, select the "You seem a little confused..." option and during the conversation reassure her that you don't doubt her abilities (+1 influence point) or that you don't care (-1 influence point).

When talking to Shandra, select the "You look a little confused again..." option and she will apologize for being harsh with you before. If you politely accept her apology, you will gain +1 influence with her, and if you are rude, you will gain +1 influence.

When talking to Shandra, ask her about her family and in return tell her that Duncan used to be an adventurer (+3 influence points), and in response to her further questions, tell her that you lost your mother early (+3 influence points).

After talking with Tasha, when Nishka declares her intention to rob the Collector, agree with her (+ 2 influence points) or try to dissuade her (- 2 influence points).

Trade Area.

If you talk to Ofala, the owner of the Moonstone Mask, about Torio Klaven and her accusation against you, Ofala will have no doubt that Sand can be of great help to you. Agree with her (+1 point of influence on Sand) or object (-1 point of influence on Sand).

Blacklake.

When meeting with the artist Peppin Polo, he will offer to paint a portrait of Shandra. If you offer to buy a portrait, you will lose 1 influence point with Nishka and Elani (at the same time). If you offer an artist 500 gold for a painting, you will lose 1 more point of influence on Nishka. If you offer to buy the painting for 150 gold, you will lose 1 influence point on Shandra, and if you claim that it was all a waste of time, it will cost you 2 influence points on her.
If you play a male GG, then at the end of the conversation you will get + 4 points of influence on Shandra if you offer to buy her portrait for 500 gold and + 2 points if you buy it for 300. If you play a heroine, you will only get + 2 points influence with Shandra whether you pay the artist 300 or 500 gold. You can also avoid losing influence with Elani and Nishka if you don't offer to buy the painting right away and first ask how much it will cost you. (But if you pay 500 gold for the painting, you will lose 1 influence with Nishka anyway.)

If Elani is in your group when meeting Kylie Bruce, offer to go to the crypt and find her sister, then say "Don't worry Kylie..." and you will get +1 influence with Elani. If you don't have Elani in your party then you will get +1 Shandra Influence.

When meeting with Kylie Bruce, tell her that "Lisbeth is free to do as she pleases ..." - and you will receive + 1 point of influence on Nishka. If you say that Lizbeth needs discipline, you will lose 1 point of influence on Nishka.

When you talk to Lizbeth in the Bruce Crypt, say that she "was ready to give her soul for a couple of beautiful words and kisses" - this will earn you + 1 influence point with Bishop and - 1 influence point with Elani.

During the bard competition, ask Grobnar to play with you - this will bring you + 3 points of influence on him.

During the bard competition, ask Qaru to set up fireworks on the stage - this will earn you + 1 Qaru influence point.

During the bard competition, ask Sand to make fun of Kane - this will earn you +1 influence point on Sand.
Note: During the bard competition, you can only ask one follower to help you, so choose the one whose influence is more important to you.

If Qara is in your group when you meet Jenks, he will recognize her and start making fun of her. You'll get +1 Influence on Kwara if you say "Burn him, I'll cover you..." and -1 Influence on Kwara if instead of standing up for her, you start upholding the Sunken Bottle's honor. ("Hey! The Sunken Bottle Isn't a Hole!")

When you meet Jenks, tell him that the best way to treat animals is kindness and you will get +1 influence with Elani. (This conversation option is only available if Qara is not in your party.)

Glade of Consolation.

When Shandra speaks to you during your rite, thank her for her concern or tell her you don't want to get her into trouble (+1 influence with Shandra). If you tell her to sit quietly and not get in the way, you will lose 1 point of influence.

After the fight with the Lascans, thank Shandra for her help (+2 influence points) or tell her that she has already caused you enough trouble. (- 2 points of influence).

Port Llast.

When you enter Port Llast, if you tell Sand that you are happy to have him in your ranks, you will gain +2 Influence with him. If you order him to be silent, you will lose 2 influence points.

If you are rude to Elaine when you meet her, you will lose 1 influence point on Shandra, and if you assure her that you only want to help, you will gain 1 influence point.

If after talking to Elaine you decide to leave her alone, you will gain +1 influence with Shandra and -1 influence with Sand. If you choose to use her to your advantage, it will cost you 1 Influence with Shandra.

When talking to Malin in the tavern, tell her "If you have any problems with Bishop, you better forget about them..." (+ 1 influence point with Bishop) or tell Bishop to hold his tongue (- 1 influence point).

When talking to Malin, tell Bishop "It's good that it's you and not her with me..." for 1 influence point. If you tell him to choose his words, you will lose 1 influence point.

When receiving a reward from Niya, say that you will keep her amulet to get + 2 influence points with Elani (for a male GG) or + 2 points of influence with Casavir (for a female GG). You will also lose 2 Influence with Bishop. If you publicly ask how much you can get for the amulet, it will cost you 2 points of influence with Elani / Casavir and you will gain + 2 points of influence with Bishop. If you say you don't care, you will lose 1 Influence with Elani/Casavir and gain +1 Influence with Bishop.
Note: The Influence talk option only occurs if Elani/Casavir is in your party.

When Sand discovers a strange corpse, praise him for his observation (+1 influence point) or ignore his find (-1 influence point).

Duskwood forest.

Upon entering Duskwood, offer to investigate the problem of the forest and resolve it if possible - and you will receive +3 influence with Elani. If you say that you fear for Elani's health and offer to return, it will give you +1 influence with her. If you dismiss Elani's warning, you will lose 3 Influence with her.

When Sand announces that no magic works here, if Qara is in your group, then an argument will immediately arise between her and Sand in which you can support Quara (+ 2 points of influence with Quara, - 2 points of influence with Sand) or Sanda (+2 influence with Sand, -2 influence with Qara). If you try to settle the matter peacefully (“No one wanted to hurt anyone...”), you will gain +2 influence with Sand and lose 2 influence with Quara. If you threaten both of them, then, accordingly, you will lose influence with both (- 2 points of influence with Sand and Quara at the same time).
If Kvara is not in your group, then you can either thank Sand for the warning (or ask for details this phenomenon) and you will gain +2 Influence with him. If you accuse him of not warning you earlier, you will lose 2 Influence.

When talking to the dwarves at the cave, tell Grobnar that you'd rather have him stay with you - and you'll get +1 influence point on him. If you say you'd rather he leave, you'll lose 1 Influence.

If you pretend to be Lorne when you meet the dryad Lissa, you will lose 1 point of influence with Casavir. If you claim you are not Lorne, you will lose 1 Influence with Sand and gain +1 Influence with Casavir.

If your Bluff succeeds and you get the Magic Powder, you gain 1 Influence with Sand.
If you agree to the dryad's offer to steal magic stone Goblins, you gain 1 Influence with Sand. If you refuse to deal with Lissa, you will lose 1 influence point with Sand.

Goblin Cave.

After you feed the collection of insects to the spider Kistrel and invite him with you, say that you will always be glad to have allies that nature sends, and you will receive +1 influence point with Elani. If you declare that you intend to use the spider solely for personal purposes, you will lose 1 point of influence on it.

If you declare to the goblins guarding the Shining Stone that you intend to take it for yourself, you will lose 3 points of influence with Elani.

Nevers Castle - before the trial.

If, upon receiving the quest "Suspicious Connections" from Sir Neval, you say that your duty is to serve Neverwinter, you will receive:
+ 1 influence point with Casavir,
- 1 influence point with Bishop,
- 1 influence point with Sand (unless Bishop is in your party).

If you refuse Neval's quest, you will receive +1 influence with Bishop and +1 influence with Sand (at the same time).

Nevers Castle - court.

If you tell Sandu how unlucky you are to have him as your lawyer, you will lose 1 influence point with him.

If you ask Sand for advice on how to behave during the process, and after his answer call his advice useless, you will lose 1 influence point with Sand.

If you thank Sand for agreeing to represent you in court, you will gain +1 Influence with Sand.

If you successfully use your diplomatic skills to piss off Torio before the hearing, you will gain +1 Influence with Sand. You will lose 1 influence with him if you fail.

If, during your own interrogation, you successfully use your diplomatic skills to make listeners believe that the Laskans are dishonest, you will gain +1 point of influence with Sand (-1 point if your attempt fails).

Temple of Tyr - before the duel.

When Kelgar offers you himself as a replacement to fight Lorne, either agree (+3 Influence with Kelgar) or tell him you want someone who won't rely on instinct to fight (-3 Influence). If you tell Kelgar to leave the temple, you will lose 3 influence points.

When Sand offers you potions to help you fight Lorne, accept them (+1 influence with Sand) or refuse (-1 influence).

When Quara offers himself to you as a replacement for the duel with Lorne, accept (+ 1 influence point) or refuse (- 1 influence point, even if you are very, very polite).

When Nishka arrives at the temple of Tyr, say that you are glad to have her company (+ 1 influence point) or tell her to leave (- 1 influence point).

When Nishka tells you her plan to damage Lorne's armor and sword, agree with her idea (+2 influence points) or say that you prefer to fight honestly (-1 influence point).

Ask Shandra if she was really worried about you because of your duel with Lorne and either thank her for caring (+1 influence point with Shandra) or tell her that you don't need her participation (-1 influence point with Shandra).

Nevers Castle - after the trial.

When talking to Lord Nasher and Sidney Natal, insist that Laskan acknowledge his responsibility for what happened in Ember (+4 influence with Shandra Jerro) or agree to leave it in the past (-4 influence with Shandra Jerro).

Mansion Tavorik.

Say that you are going to use the explosive orbs you found to defend the house - this will earn you +1 point of influence with Grobnar. If Grobnar is not in your group, then you will get +1 influence point on Sand.

If you choose to open the Orb Barrel at your own risk, it will earn you +2 Influence with Grobnar.

If you tell your companions not to touch the barrels, you will lose 1 point of influence with Grobnar.

Crossrod Castle (Fortress at the Crossroads). First visit.

By the field next to the castle you will see the corpse of a peasant.
If you say it's all just another dead man, you'll get +2 Influence with Bishop and -2 Influence with Shandra. If you tell Bishop to show respect to the dead, you will lose 2 influence with him and gain +2 influence with Shandra.
If you offer to bury the peasant's body, you will gain +2 influence with Shandra. (This conversation option is only available if Bishop is not in your group.)

After Garius starts his ritual, tell Vale to stay out of your way and this will earn you +1 Influence with Bishop.

Crossrod Castle. After taking possession.

When Pentin starts talking about leaving, threaten him to force him to stay (+1 Influence with Bishop if your Threat attempt is successful) or kill him (+2 Influence with Bishop, -2 Influence with Casavir). If you claim that he owes you money and successfully extract the debt from him, then this will earn you +1 point of influence on Sand.

When Grobnar suggests using Iltkazar's Book to repair the golem, agree with him and praise the idea (+1 influence point with Grobnar) or tell him not to dig into the golem (-1 influence point with Grobnar).

When Grobnar finishes repairing the golem, praise him for his efforts (+2 influence with Grobnar) or tell him that the golem looks like it's about to fall apart (-2 influence with Grobnar).

If you decide to upgrade your golem but fail your Alchemy saving throw, Sand will offer to do it for you. If you agree, you will get +1 influence point with Sand, and if you tell him not to touch the golem, you will lose 1 influence point.

Ruins of Arvan.

If you successfully use Diplomacy in a conversation with Utank ("I didn't know that Logram was your brother...."), you will gain +1 influence point on Sand.

If you choose the Intimidate option while talking to Utank ("Logram lost because he was weak..."), it will give you +1 influence with Kelgar.

Rivergard Castle.

If you are polite and say "Greetings..." when meeting with Gell, it will give you +1 influence with Sanda and -1 influence with Kelgar.

If you agree to Gell's offer to kill Utank, you will gain +1 influence with Bishop.

If you agree to Gell's proposal to kill Utank, and at the same time Casavir is in your group, he will try to dissuade you from helping Gell. If you say it's your decision or that Utank's death will end the Orcs in the area, you will lose 1 Influence point with Casavir. If you claim that Utank is just a savage, you will lose 1 influence with the paladin and gain 1 influence with Bishop. If you agree with Casavir, you will gain 1 influence with him and lose 2 influence with Bishop.

If you ask Ridgebreaker to break the door for you, behind which the Illefarn statue is located and let him break it until he dies from damage, you will receive (at the same time):
+ 1 point of influence with Bishop;
– 1 influence point with Shandra;
- 1 influence point with Casavir.

If you ask Ribbreaker to break the door, but stop him after he starts taking damage, reasoning that he might die, this will bring you (simultaneously):
+ 1 influence point with Casavir;
+ 1 influence point with Shandra;
- 1 influence point with Bishop.

If you break the door yourself to get to the statue, you will gain +2 influence with Zhiavi.

Gem mine.

When talking to Master Aizim about the Guardian, say that you consider his sacrifice noble (+ 2 influence points with Casavir, - 2 influence points with Bishop). If you say that you think patriotism is stupid or that no nation is worth such a sacrifice, you will get +2 influence with Bishop and -2 influence with Casavir.

Temple of the Seasons.

When Casavir starts a conversation with you near the statue, say that you see nobility in him or that the common people of Neverwinter do noble deeds every day - and you will receive +2 points of influence with him. If you tell him to shut up or tell him that you are not interested in his doubts, you will lose 2 influence with the paladin.

Destroyed West Harbor.

In a conversation with Shandra, say that you left West Harbor to protect the villagers and you will receive +3 influence points with her. If you say you hated your village and its inhabitants, it will cost you 2 Influence with Shandra.

If after Shandra expresses her condolences to you, you tell her not to be distracted or order her to be silent, you will lose 2 points of influence with her.

In the same conversation with Shandra, say that she may become famous in the future (+ 1 influence point with Shandra).

In the subsequent conversation with Shandra about West Harbor, say you hope your actions prevent more trouble than they cause (+1 influence with Shandra) or say you hope to cause more damage in the future (-1 influence).

Shelter of Ammon Jerro - approach to the fortress.

When approaching the geyser, if you say that the strange smell is sulfur, you will gain +1 influence with Elani. (This option will only be available at high Intelligence).

If you fail your Dexterity/Evasion saving throw when attempting to draw water from the geyser, you gain +2 influence with Nishka.

If you decide not to kill the barbarian shaman and say that it seems unfair to you, then it will bring you
+ 2 influence points with Casavir;
+ 2 influence with Shandra;
- 1 influence point with Bishop.

If you say to the shaman "The easier it will be to kill you", it will bring you:
- 2 influence points with Casavir;
- 1 influence point with Shandra;
+2 Influence with Bishop.

Answering "I have no choice..." will give you +1 Bishop Influence.

After the golem at the entrance demands Jerro's blood, tell Shandra to comply with his demand only if she wishes so (+1 CP with Shandra) or threaten that you will do it yourself if she doesn't hurry (-1 influence point).

Ammon Jerro's hideout is inside the fortress.

When Nishka gets into an argument with Baalbizan, tell her "Be quiet..." or "You should listen to your own advice..." and you will lose 2 Influence with Nishka. If you say "My friend is right..." or "A few threats would be fine..." you get +2 Influence with the tiefling.

If you play as a male hero, you will get the opportunity to offer Baalbizan to clearly demonstrate to him your belonging to the strong half of humanity. If you choose this option, Nishka will try to support you in front of the demon. If you tell her to shut up, you will lose 2 influence with the tiefling. If you tell Baalbizan "Nishka is free to say whatever he wants..." you will gain +2 influence with Nishka.

When Nishka makes fun of Zaxis, tell her to shut up or tell her that her speech will not help you (- 2 influence points). If you say that Zaxis should listen to Nishka, or that she does everything just fine, you will get +2 influence points with Nishka.

After you know the True Name of Zaxis, tell him to stop talking about himself in the third person, and this will earn you +1 point of influence on Nishka.

After you agree to a deal with the succubus Bladen, Casavir will express his distrust of the demoness. If you agree with him (or thank him for the warning), you will gain +3 influence points on the paladin. If you declare that you are the commander here, you will lose 3 influence points with him.

If you're playing as a male character, Bladen will try to charm you ("Gods, what a great specimen..."), and Elani will do everything she can to prevent this charm ("Don't even try to manipulate him, succubus.."). If you tell Elani that you don't need her protection, or that you can stand up for yourself, you will lose 3 Influence with her. If you reply to Bladen with "Elani is right - don't waste your charms on me..." you gain +3 Influence with Elani.

If, after Bladen states that your conversation is starting to bore her, you use the Diplomacy option and say that she is one of the most beautiful women you have ever seen, you will lose 3 points of influence with Elani. (Only for male characters.)

When Bladen asks you to entertain her, select the answer option "Something interesting", and after that - "You are very unstable", and Grobnar will intervene in your conversation and ask for permission to sing the song that your conversation with the succubus reminded him of. If you agree to listen to Grobnar's song, it will earn you +3 influence points on him. If you tell him to shut up, you will lose 3 influence with Grobnar.

After you fulfill Hezebel's condition and reveal to her the True Name of the matron of the Baalbizan clan, Casavir will say that he would not trust Erinyes. If you agree with him or just thank him for the warning, it will earn you +3 influence points. If you state that you didn't ask his opinion, you will lose 3 influence with the paladin.

The tavern of Crossrod Castle upon returning from Jerro's Refuge.

If you attempt to Bluff while talking to Ammon Jerro, saying that you wish to protect the people of Neverwinter, you will lose 1 point of influence with Ammon if you fail the saving throw.

Ask Ammon Jerro why he is so eager to defeat the Shadow King. If you agree with his principles, you will gain +1 influence point with Ammon, and if you try to object, you will lose 1 influence point with him.

Ask Ammon about his past and why he fought you instead of trying to join forces with you. If you successfully use Diplomacy to defend your point of view, you will gain +3 influence points on Ammon. If you fail the saving throw or choose any response other than "You're probably right..." you lose 3 influence with him.

After you ask Ammon why he doesn't like Jiavi so much, he will accuse her of blind fanaticism. You can agree with him or say that Zhiavi is just useful to you - just like Ammon himself (+ 1 point of influence on Ammon) or stand up for Zhiavi (- 1 point of influence).

Explain to Ammon why the githzerai can't interfere with your fight with the Shadow King and you will get +1 influence point on Ammon. (This conversation option will only come up if you've already talked to Zhiavy about it.)

When, in the same conversation, Ammon speaks rather ironically about the wisdom of the githzerai who do not interfere in the conflict, say that you do not agree with the policy of the githzerai (+ 1 point of influence with Ammon) or admit that they are right (- 1 point of influence).

Crossrod Castle

If in a conversation with Grobnar about Shandra you say that the main thing is that you yourself remained alive, and the rest does not bother you much, then you will lose 3 points of influence with Grobnar. If you say "Don't think about it..." you will lose 1 influence point with Grobnar, and if you admit that you are saddened by Shandra's death, you will gain 2 influence points with the dwarf.

In a conversation with Grobnar, when the dwarf tries to prove the existence of Wendersnaven to you, say that he convinced you, and you will receive + 1 point of influence with Grobnar. You will lose 1 Influence with him if you call Grobnar a fool.

When talking to Bishop about the Wendersnaven, say that you don't believe in their existence (+ 1 influence with Bishop, - 1 influence with Grobnar - even if he is not currently in your party.) If you say you believe Grobnar, you will lose 1 influence point with Bishop and gain 1 influence point with Grobnar - again, even if he is not in your party.

When you get close to the Summoning Circle in your castle basement and Ammon warns you, tell him there's nothing to be afraid of next to him - and you will gain 1 influence point with Ammon. If you tell him to leave you alone, you will lose 1 influence point with Ammon.

If you make 3 deals with Mephasm, you will get +1 point of influence on Ammon.

When Degun appears in your castle courtyard with news of the Swamp Circle druids to Elani, tell him that you won't let him involve Elani in a dangerous mission like he did to you - and you will gain +1 Influence with Elani. If you ask Degun "So you came here because of her?", you will lose 1 influence point with Elani.

After listening to Degun's news, agree to go looking for the Swamp Circle druids, arguing that they might be in danger or that they might be strong allies (+1 Influence with Elani). If you ask Elani "Are you doing this for me or for yourself?" or say that you don't want to do it now, you will lose 1 point of influence with Elani.

When talking to Elani about Degun, describe him in flattering terms (+1 Influence with Elani) or speak ill of him (-1 Influence).

Ironfist Fortress

When you enter the refurbished fortress and admire the work of the dwarves while talking to Caillard, you will gain +1 influence with Kelgar. If you say that you expected more or that you don't have time to admire the buildings of the dwarves, you will lose 1 point of influence with Kelgar.

Agree with Kulmar when he asks you to find the Belt of Ironfists (+1 influence with Kelgar) or refuse (-1 influence with Kelgar).

After you get the Ironfist Belt and Kelgar declares that he is going to pick up the Ironfist Hammer, tell him "If anyone is worthy to pick up the Hammer, it's you..." (+1 Influence with Kelgar) or tell "It's too late..." (-1 influence with Kelgar).

Mount Galardrim

Upon entering, when Kelgar starts a conversation about his ancestors and their deeds in this place, say that you will return the Belt or that you will make the giants regret what they did (+ 1 point of influence with Kelgar). If you offer to talk to the giants first or say that you will have to climb the mountain for a long time, you will lose 1 point of influence with the dwarf.

When you find the captives in the giants' camp, insist that they tell you who they are, and eventually they will confess that they are Laskans. If you let them go you will gain +1 Influence with Casavir, and if you keep them captive you will lose 1 Influence with Casavir and gain 1 Influence with Bishop.

When talking to the King of the Fire Giants, defend the Ironfists when he accuses the dwarves of cowardice ("Ironfists don't deserve to be laughed at...") and you get +1 Influence with Kelgar. If you say that you don't care about the showdown between dwarves and giants, you will lose 1 point of influence with him.

In the same conversation, say "Enough talking..." to the king and you'll get +1 Influence with Kelgar. If you tell Kelgar "Ignore what he says..." you will lose 1 influence with Kelgar.

Note: If you say “Enough talk...” immediately after the giant king starts taunting the Ironfists, he will immediately proceed with the deal, and you will miss most of the dialogue and another opportunity to get an influence point with Kelgar.

After you get Ironfist's Belt, tell Kelgar that he will have a chance to fix things or that he is not Lodram and you will gain +1 influence with Kelgar. If you tell him to stop whining, you will lose 1 point of influence with the gnome.

If you first talk to the giants after you kill Tolapsix, then at the end of the conversation you can say to Kelgar "I'm with you, Kelgar" (+ 1 point of influence with Kelgar) or declare "We lost this battle ..." (- 1 Influence with Kelgar).

Glade of the Wendersnavens

When Grobnar finds the invisible tool, say you believe you will find the Wendersnaven one day and you will get +3 Influence with Grobnar. If you say that you've had enough of all this nonsense, you will lose 3 points of influence with the dwarf.

Swamp Circle

When Vashni accuses Elani of neglecting her duties, say "I'm sure Elani didn't mean to hurt the Circle..." (+1 Influence with Elani) or tell her she can be careless at times (-1 Influence with Elani ).

After Vashni asks Elani to leave your group, select the answer option "Your rights in one...". If after that you say "The Circle is infested with Shadows and needs to be cleansed..." or "You owe the Circle nothing, the Swamp is no more..." you will lose 1 Influence point with Elani. If you say "You feel the earth better than they do - you hear its pain, they are deaf to it..." you get +1 Influence with Elani.
If after the phrase "You are right about one thing..." you choose the option "Elani, I know how you feel about me..." and then "You think you made a mistake..." and finally "Elani, believe my feelings as I believe you...", you will gain 1 point of influence with Elani.

If you attack Elani when she decides not to stay with you due to insufficient influence on her, you will receive:

5 influence with Bishop;
+ 5 influence points with Quara;
+ 2 influence points with Zhiavi;
+ 2 influence points with Nishka;

And you will lose:

7 influence points with Casavir;
- 5 influence points with Kelgar;
- 5 influence points with Sand;
- 2 influence points with Grobnar.

highcliff

If, in a conversation with the headman Maine, you say that you are ready to fight the entire army of lizardmen, if necessary, you will gain + 1 point of influence on Kelgar.
If you tell Elder Maine that you will not leave the village until the villagers are safe, you will gain +1 Influence on Casavir and lose 1 Influence on Bishop (you will only lose Influence on Bishop if you are part of your group will be Casavir).
If you tell the headman "you're useless..." you will gain +1 influence with Bishop and lose 1 influence with Casavir.

If, when talking to Headman Main about the captive lizard, you say that you are going to negotiate with him peacefully, this will bring you + 1 influence point with Casavir and - 1 influence point with Bishop. If you declare your intention to extract information from him by force, you will lose 1 influence point with Casavir and gain 1 influence point with Bishop.

If you heal the captive Vlsska Raptor for purely noble reasons, you will gain +1 Influence with Casavir and Elani (simultaneously) and lose 1 Influence with Bishop.

If you say that you don't care about the health of a wounded lizard, or that you heal it just so that it can be interrogated, you will lose 1 point of influence with Elani.

Meeting with Sidney Natal

If you say "Send your bandit away before I let Qara use him as a target..." while talking to Sidney, you will gain +1 point of influence on Qwara, and if you say you find Jalbon funny, you will lose one point of influence on her.

Crossrod Castle - after obtaining the True Name List

When Ammon Jerro demands to see him the List of True Names of the Shadow Assassins, tell him that it's best if the List stays with Zhiavy for the time being or that their argument about some scraps of paper looks ridiculous and you will lose 1 point of influence with Ammon. If you tell Zhiavy to give the List to Ammon, you will lose 1 Influence point with the githzerai and gain 1 Influence point with Ammon. If you declare that you need to trust each other, you will receive +1 point of influence on Ammon.

After you use the True Name for the first time and destroy the Shadow Assassin, Zhiavy will state that you have collected enough shards, but she does not know how exactly to restore silver sword. If you ask Ammon's opinion on this matter (“Ammon, do you have any ideas...”), you will get +1 point of influence on Ammon, and if you ask Zhiavy, “Zhaivi, you probably know something... ”, then gain +1 influence with the githzerai.

In the same conversation, Ammon mentions Nalaloth for the first time. If you ask him "And you're only talking about this now?", you will lose 1 point of influence on Ammon.

If you say "So let's take advantage of this enemy of the Shadow King...", you will gain +1 influence point on Ammon.

In the same conversation, Jiavi will express his suspicions that Ammon did not mention Nalaloth earlier. If you agree with her, you will get +1 influence point with githzerai and -1 influence point with Ammon. If you state that both of them should share information, or that Ammon didn't know that information about Nalaloth would be useful to you, you gain +1 influence with Ammon and lose 1 influence with Zhiavy.

Road from Highcliff to Crossroad

After the fight with the Shadow Assassin, tell Neval that Callum died an honorable death, buying you time - and you will gain +1 influence with Casavir and lose 1 influence with Bishop.

Crossrod Castle - after Callum's death

If you decide to leave Ammon Jerro alone and not look for him when Aldanon reports his disappearance, then after a while the warlock will return on his own and refuse to answer your question about where he was and what he did. If you declare "Keep up the good work and your next journey will be to your grave..." you will lose 1 point of influence with Ammon.
If you say "It takes both of us to defeat the Shadow King..." or "You're here because I need you, assassin..." you gain 1 Influence with Ammon.

Farm Shandra Jerro

When Ammon Jerro asks you why you came here, answer that you cannot afford to lose the part of the Ritual that he owns (+1 point of influence with Ammon). If you say that you thought he needed help or that he was causing you nothing but trouble, you will lose 1 influence point with Ammon.
Ask Ammon why he returned to Shandra's farm. If, after his answer, you say "Good plan...", you will gain +1 point of influence on Ammon, and your conversation will end there. If you continue the conversation and turn it to Shandra, you will eventually get the option to use your influence with Shandra to tell her story to Ammon Jerro. If your influence save with Shandra succeeds, you gain +10 influence with Ammon.

Crossrod Castle, preparation for battle

Before the first battle with the army of Garius, when you need to select two allies to attack the bridges, you will receive:

1 point of influence on Kelgar if you choose him first and say that you would not want another dwarf near you.
- 1 Influence point with Kelgar if you say you didn't pick him for his fighting ability, but to distract enemies.

1 influence point with Nishka if you choose her and after she declares that she will be glad of your company, say that you, in turn, will be glad of her company.
- 1 Influence with Nishka if you state "Don't flatter yourself, I just need a thief..."

1 influence point with Qara and - 1 influence point with Sand if you choose Qwara after Sand and tell her not to hold back in her destructive spells.
- 1 Influence with Qara and +1 Influence with Sand if you choose Qwara after Sand and tell her to control her powers.
+1 Influence with Quara and -1 Influence with Sand if you choose Sand after Quara and tell him to stay behind you.
- 1 Influence with Quara and +1 Influence with Sand if you recommend Quara to listen to Sand.

1 Influence with Casavir if you choose him. (The only exception is if you pick him after Bishop, you won't get any influence.)
+1 Influence with Casavir if you say "I need your trusty sword...".
- 2 Influence with Casavir if you say you're only taking him with you to distract the undead.
+1 Influence with Casavir and -1 Influence with Bishop if you choose Bishop after Casavir and say that he only comes with you so that Casavir can watch over him.
- 1 Influence with Casavir and +1 Influence with Bishop if you choose Bishop after Casavir and say "I need someone who can fight with no morals..."
+1 influence with Bishop if you choose him and say you need a good scout.
- 1 Influence with Bishop if you say you hope he dies in the fight.

1 Influence with Grobnar if you choose him and say you believe in his ability to wreak havoc.
- 1 Influence with Grobnar if after you choose him you say "Don't get too excited...".

1 Influence with Zhiavi if you choose her.
+1 Influence with Zhiavi if you select Ammon after Zhiavi and tell him "Her name is Zhiavi...".
- 1 Influence point on Zhiavi if you choose Ammon after Zhiavi and say that you need someone with real power.
+1 Influence on Ammon if you choose him and say you need him, because if you lose this battle, all his efforts will be wasted.
- 1 point of influence on Ammon if you choose him and say you need moral support or tell him to shut up.
- 1 Influence point for Ammon if you choose him after Zhiavy.

Interlude on the fortress wall

For male characters:
If, after Elani confesses her feelings to you, you are rude to her, you will lose 10 influence points with Elani.
If you return Elani's confession with a counter-confession, you will gain 10 Influence with her.

Crossrod Castle, battle with Garius's army

After the destruction of the bridges, you will be awakened with a message about the attack and you will need to choose two associates to go with you to the fortress wall. When you choose your companions, you will receive:

1 point of influence on Kelgar if you say "Your fighting qualities are what we need right now..." when you select him.
- 1 point of influence on Kelgar if you declare that you wish him not to fight, but to try to find weakness in enemy towers.

1 Influence with Nishka if you tell her you need someone to watch your back and throw daggers at your enemies' backs.
- 1 influence point with Nishka if you declare that you are taking her with you because you don't have much choice.

1 Influence with Quara if you tell her not to hold back.
- 1 Influence with Quara if you tell her to control herself.
- 1 Influence with Quara if you select Sanda after her and tell her to follow him.

1 Influence with Sand if you choose him after Qara and say "Give Qura enough room to cast spells..."

1 point of influence with Grobnar if after Bishop's words "It's not an honor, idiot.." you say that you need him (Grobnar).
- 1 influence point with Grobnar if you agree with Bishop.

1 Influence point with Casavir if you say that you consider him an honor to participate in the battle.
- 1 point of influence with Casavir if you say that he is only "convenient" for you because of his ability to fight the undead.

1 Influence with Bishop if you say you need someone with keen eyes and a good aim.
- 1 Influence point with Bishop if you respond to his sarcastic "Only if we're lucky..."
- 1 Influence with Bishop if you choose him after Casavir and say "I want to keep you in the public eye" or "I need someone who can make a difficult decision...."

1 Influence with Zhiavi if you choose her.
+ 1 Influence point on Zhiavy and - 1 influence point on Ammon Jerro if you choose Ammon after Zhiavy and say "At least Zhievy I can trust..."
- 1 Influence with Ammon Jerro if you choose him after Javi and say "I need both of you".

Merdelein Valley

When Qara accuses Aldanon of incompetence and the Book of Iltkazar of uselessness, say that your teleportation to the Valley was as successful as it could have been (-3 influence with Qara). If you say you'd rather go to Merdelein on foot, you'll lose 3 Influence with Sand.

When Casavir says that you will hear more about Bishop, reply that Bishop will pay for his betrayal (+1 influence point with Casavir) or say that you do not believe that Bishop intentionally betrayed you (-1 influence point with Casavir).

When Garius tries to take control of Nishka, say "Nishka, I need you..." for 2 Influence with Nishka, or say that she has certain obligations towards you (-2 Influence with Nishka).

During the adventures in Neverwinter Nights 2, the main character will meet 12 satellites which will help to cope with various difficulties and solve tasks. Relationships in the group, trust, devotion and many small things depend on the level of influence on the satellites. Loyal Companions more willing to share information and provide support. Influence is formed in the course of the game due to the decisions made. It should be remembered that satellites have different characters, so it will not work to please everyone at the same time. The squad should be composed with an eye on the nature of the satellites, then the chances will increase that the decision made will not affect the relationship too much and will not run counter to their life principles. If the influence on some companions by the end of the game is too low, they can leave the squad and at the decisive moment go over to the side of the King of Shadows (refers to natures with an evil and chaotic worldview).

With some characters, you can establish closer relationships: male - elf Elani, female - Casavir. There is no one sure way to constantly keep influence at the proper level, since most of the decisions made in the dialogues are still reflected in one of the satellites. You can travel in Neverwinter Nights 2 either alone or as a group of three or four companions. There won’t be enough space for everyone in the detachment at once, the rest will either wait at their uncle’s in the Inn of Neverwinter Docks, or at. You can communicate with satellites through the menu for issuing orders by holding right button click on the satellite icon in the upper right corner of the screen and select the "Talk" option.

Companions in Neverwinter Nights 2:

  1. / Khelgar Ironfist (dwarf, warrior/monk, neutral good) - Weeping Willow Inn.
  2. Nishka/ Neeshka (tiefling, rogue, neutral) - in front of the entrance to Fort Loke.
  3. Elani/ Elanee (wood elf, druid, neutral good) - on the road to Highcliff.
  4. Kara/ Qara (human, sorcerer, chaotic neutral) - near Duncan's tavern when bypassing outposts.
  5. Grobnar/ Grobnar (rock gnome, bard, chaotic good) - on the way to the spring of the Old Owl.
  6. Casavir/ Casavir (human, paladin, ordered-good) - after leaving the lair of Bonebiter in the spring of the Old Owl.
  7. Bishop/ Bishop (human, ranger, chaotic evil) - after Shandra's kidnapping at the end of the first chapter.
  8. Shandra Jerro/ Shandra Jerro (human, warrior, neutral good) - the beginning of the second chapter, later dies.
  9. Sand/ Sand (moon elf, wizard, ordered neutral) - the beginning of the second chapter.
  10. Zdzhaev/ Zhjaeve (githzerai, priest, orderly neutral) - after the battle with Black Garius in the fortress.
  11. Ammon Jerro/ Ammon Jerro (human, warlock, neutral evil) - after the battle in the shelter.
  12. / Construct (warrior, neutral) - after finding all the components and recovering by Grobnar.
Directly see indicators of influence on the satellite you can not, for this you should use a special command entered into the console. The console is called by the [~] key (tilde, keyboard layout must be English). We enter the command Debug Mode 1 and rs kr_influence, press the key. In the dialog box that appears, you can view the impact indicators, as well as change them in the direction of improving or worsening the relationship. Having learned the value of influence, you should enter the command in the console Debug Mode 0 and press the key. Some commands are case-sensitive, that is, they must be entered as indicated above. A detailed diagram of the distribution of points of influence on satellites in the dialogues can be viewed