Nightmare
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Nightmares are proud and evil creatures with hearts as black as the dark abysses from which they come. They are wild and restless creatures, doing evil wherever they can.
Statistics
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Race: outsider
Alignment: neutral evil
Armor class: 25
Hit points: 54
Attack bonus: +13/+8
Damage: d8+4 bludgeoning damage + d6 fire damage (creature weapon)
| Abilities | ||
|---|---|---|
| strength | 18 | |
| dexterity | 15 | |
| constitution | 16 | |
| intelligence | 13 | |
| wisdom | 13 | |
| charisma | 12 | |
Trained skills:(‡) concentration (15), intimidate (11), listen (15), move silently (13), search (11), spot (15)
Feats: alertness, darkvision, improved initiative, weapon proficiency (creature)
Blueprint:(‡) x3_nightmare001 to x3_nightmare003
Nightmare 1 has barding.
Nightmare 2 is bareback.
Nightmare 3 has a saddle.
Special abilities
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Nightmares 1 and 3 have a fast movement rate.
Notes
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- Added in patch 1.69.
- Nightmares 1 and 3 use the associate script set, so can be readily used as associates. If not used as associates, these versions are still non-hostile by default (members of the commoner faction).
- If saddlebags are enabled in a module, talking to one's nightmare (excluding
x3_nightmare002, which is unsuitable as an associate anyway) may open the nightmare's inventory. Enabling saddlebags consists of setting the local variable "X3_HORSE_ENABLE_SADDLEBAGS" to a non-zero integer value on the module. In addition, each nightmare that has saddlebags must have the local variable "bX3_HAS_SADDLEBAGS" set to a non-zero integer value on the nightmare itself. (No nightmares have this preset.)
