Neverwinter Nights Walkthrough :
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Walkthrough - FAQ/WalkthroughNeverwinter Nights FAQ and Walkthrough v1.2 Copyright 2002 by Orest (y_orest@yahoo.com) Last updated on October 16, 2002 *********************************************************************** SOME CORYRIGHT NOTE: This document was written by Orest also known as D.Y. and cannot be used without his permission. To receive my permission you need only one thing: email (y_orest@yahoo.com) me and receive my permission. Of course, you can read and print this document but don't post this document on your site without my permission. I hate copyright violence so don't angry me. *********************************************************************** SOME EMAIL NOTE: If you have questions about my guide or want to add or correct something then send me a message (y_orest@yahoo.com). But don't try to send letters with some nasty remarks. Please put "NWN" subject when emailing me. Latest updates of this guide are available at www.gamefaqs.com and www.neoseeker.com. I am sorry if I don't respond to the letters because I read my mailbox not often. I can respond to the letters lately. *********************************************************************** VERSION HISTORY v1.0 The first release of the NWN FAQ/Walkthrough (September 25, 2002) v1.1 Second version (October 7, 2002) Added some additional information Fixed some grammar and spell mistakes Corrected some information Added arcane spells section Luskan: Colmorr's Fantabulous Contraptulater quest solution (by Madruk) v1.2 Current version (October 16, 2002) I've beaten the game again with rogue(11)/ranger(9) character so I've included some major updates Added some additional information Fixed some grammar and spell mistakes Corrected some information Added divine spells section Added some secondary quests (South Road: Poor Neva, Luskan: The Ghoul Lords, Luskan: The Ruins of Illusk) All henchman quests completed *********************************************************************** TABLE OF CONTENTS: PART 0 INTRODUCTION PART 1 CREATING MAIN CHARACTER 1)gender 2)race 3)class 4)alignment 6)abilities 7)skills 8)feats 9)my characters 10)arcane spells 11)divine spells PART 2 GENERAL INFORMATION AND STRATEGY PART 3 WALKTHROUGH 1)Prelude 2)Chapter 1 a)City Core b)Peninsula District c)Blacklake District d)Docks District e)Beggar's Nest f)Finale g)Henchmans and their quests (all quests completed) 3)Chapter 2 a)Port Llast b)North (North Road) c)East (East Road, Neverwinter Wood) d)South (South Road, Charwood) e)Luskan and Host tower f)Henchmans and their quests (all quests completed) 4)Chapter 3 a)Beorunna's Well b)Coldwood c)Moonwood d)Fort Ilkard e)Henchman and their quests (all quests completed) 5)Chapter 4 Final Battle PART 4 CREDITS AND SPECIAL THANKS ----------------------------------------------------------------------- *********************************************************************** ----------------------------------------------------------------------- PART 0 Introduction In this FAQ I will cover some aspects about Neverwinter Nights game processing. Part 1 explains the aspects of the creating the main hero of the game. There is no information in the FAQ that is available in the manual just only my opinion. I beat the game twice and have some experience. Of course, it is possible to spoil the game if for example create the fighter with strength 8, and so here some my advices on creating characters. Part 2 contains some general information about the game and some strategy tips based on my experience. I recommend you to choose D&D Hardcore Rules difficulty level because the lower difficulty levels make the game very easy and boring. Part 3 contains the full walkthrough and secondary quests. It also contains henchman's quests. I also recommend you to read the game manual because it contains a lot of information about NWN rules and creating characters. ----------------------------------------------------------------------- *********************************************************************** ----------------------------------------------------------------------- Part 1 Creating main character 1)gender 2)race 3)class 4)alignment 6)abilities 7)skills 8)feats 9)my characters 10)arcane spells 11)divine spells ----------------------------------------------------------------------- ----------------------------------------------------------------------- 1)Gender I've found that gender has some influence on the NPC dialogs and some game environment . But this part of the character creation is not important. ----------------------------------------------------------------------- 2)Race Here is all races and some my advices about this races. I will not cover the race characteristics because they are available in game manual. ----------------------------------------------------------------------- 1.Human Human is not a bad choice for all classes. Humans does not have real bonuses and no penalties and they are very smart than other races. A human rogue with high intelligence will gain a lot of skill points. Recommended classes: all, but for some classes other races more recommended. Not recommended classes: none. ----------------------------------------------------------------------- 2.Elf Elves are a good choice for wizard and rogue characters, especially ranged weapon fighters, but -2 CON penalty makes them bad melee fighters. Recommended classes: wizard, rogue, ranged weapon fighter classes. Not recommended classes: melee fighter classes. ----------------------------------------------------------------------- 3.Dwarf Dwarves are an excellent choice for fighters and barbarians, but for charismatic characters not recommended. Recommended classes:fighter,barbarian,ranger. Not recommended classes: bards, sorcerers, paladins. Other classes: you can experiment with other classes. ----------------------------------------------------------------------- 4.Halfing Halfing have some thieving bonuses. Recommended classes: rogue(highly recommended). Not recommended classes:fighter,barbarian,paladin,monk. Other classes: you can experiment with other classes. ----------------------------------------------------------------------- 5.Gnome Gnomes are a good choice for spellcasters. Recommended classes:wizard,sorcerer. Not Recommended classes:fighter, barbarian, paladin, monk, ranger. Other classes: you can experiment with other classes. ----------------------------------------------------------------------- 6.Half-elf Half-elves are not so smart as humans, but they gain some nice bonuses and no penalties Recommended classes: all. Not recommended classes: none. ----------------------------------------------------------------------- 7.Half-Orc I did not find in manual any information about this half-orc ability but when I create half-orc fighter character I receive one extra feat as humans receive. Half-Orcs are an excellent choice for stupid chaotic evil fighters who crush everything in this world. Low wisdom for this characters not recommended because mind-affecting spells will nerve you. My henchman was Daelon and Owl's Wosdom was one of my favourite spells because he ran from battle while fighting some evil mummies and other monsters with aura of fear, but his damage make him killing machine. Recommended classes:Barbarian,Fighter. Not recommended: wizard, sorcerer, bard, paladin. Other classes: you can experiment with other classes. ---------------------------------------------------------------------- ====================================================================== 3)Class Here is classes and my advices. Multiclass system I will not cover because I played with single class characters. I will not cover the characteristics which are covered in manual. ----------------------------------------------------------------------- 1.Barbarian This class gains a lot of hit points (HP) per level, more then other classes and with high constitution you can reach wonderful results in gaining HP. Use Rage ability in battles and take Power Attack feat.Good for offensive fighting and exotic weapons feat recommended. Defense is fair but for barbarians with low or medium dexterity armor proficiency (heavy) feat recommended to increase defense. Abilities:high strength(STR) and constitution(CON) recommended,low or medium dexterity(DEX), for human and half-orcs characters medium wisdom(WIS) recommended, you can increase your intelligence (INT) for more skill points but high INT is not recommended,low charisma(CHA). About skills and feats see in Feats and Skills section. ---------------------------------------------------------------------- 2.Bard The maximum bard's spell level is level 6 so bard need CHA 16 to cast level 6 spells. Fair for offensive fighting and fair defense. Heavy armor not recommended because arcane spell failure will be very high in heavy armor. Advices:medium STR, medium or high CON,medium or high DEX,low or medium WIS, low or medium INT, medium or high CHA (I recommend CHA 14+ , at high levels CHA must be 16+). ----------------------------------------------------------------------- 3)Cleric To cast a spell must have WIS 10+spell's level (at the higher levels WIS 19+ recommended in order to cast level 9 spells). Fair for offensive fighting and good defense (high DEX not recommended because heavy armor has some DEX penalties). Advices:medium STR,medium CON,high WIS (16+ ) (I recommend WIS 16),medium INT,low or medium DEX, medium or high CHA (cleric's Turn Undead ability based on CHA modifier and cleric's level ). ----------------------------------------------------------------------- 4)Druid To cast a spell must have WIS 10+spell's level (at the higher levels WIS 19+ recommended in order to cast level 9 spells). Bad in offensive fighting and fair defense (armor proficiency(heavy armor) feat recommended) spells: Divine (druids cannot access some cleric's spells (such as Ressurection), but have some unique spells which cannot be accessed by clerics). Advices: medium STR, medium or high CON,high WIS (16+),low or medium INT,low or medium DEX,low or medium CHA. ----------------------------------------------------------------------- 5)Fighter Good in offensive fighting and good defense (high DEX not recommended) Recommended INT 13, because some useful fighter feats require INT 13. spells:none. Advices:high STR and CON,low or medium WIS,INT 13,low or medium DEX,low CHA. ----------------------------------------------------------------------- 6)Monk Monks are specialists in unarmed strike and during leveling up gain some useful attack and defense bonuses. Bad armor defense, but monk defence bonuses compensate this penalty. Advices:high STR,medium or high CON,medium or high WIS,medium or high DEX,low INT and CHA. ----------------------------------------------------------------------- 7)Paladin To cast spells must have WIS 10+spell's level (max spell level 4) Good in offensive fighting and good defense. Advices:high STR,medium or high CON,WIS 14+,low or medium DEX,low or medium INT,medium or high (very good) CHA. ----------------------------------------------------------------------- 8)Ranger To cast spells must have WIS 10+spell's level (max spell level 4) Good in offence and fair defense. Remember that ranger receive for free some useful two-weapon fighting feats. Advices:medium or high STR,medium or high CON,WIS 14,medium or high DEX,low or medium INT,low CHA. ----------------------------------------------------------------------- 9)rogue Fair offence(special assasin's weapons will be useful ,sneak attack is very good and not good armor defence (recommended high DEX). skill points per level:8+INT modifier(!!!) (VERY GOOD) Sneak Attack(extra damage (+1d6 damage at 1-st level and +1d6 damage every two levels), some creatures are immune to sneak attack) Advices:medium STR,medium or high CON,low or may be medium WIS,high DEX,low or medium INT(medium or high INT is not a bad idea),low or medium CHA. Human rogue will be smart one but halfing or elf is a good choice too. ----------------------------------------------------------------------- 10)sorcerer to cast spell must have CHA 10+spell's level (at the higher levels CHA 19 recommended) Bad offence and bad armor defense (using armor feats not recommended because spell failure penalties) Light armor is not a bad idea. Few skill points. Special Abilities: does not need to prepare spells every day unlike wizard and can cast spells multiply times, but cannot memorize spells from scrolls to the spellbook and has lesser spell slots than wizard, gain new spells when leveling up and can get rid of useless spells when leveling up. Advices:low STR,medium or high CON,low or medium WIS,medium or high DEX,medium INT,high CHA16+. ----------------------------------------------------------------------- 11)wizard to cast spell must have INT 10+spell's level (at the higher level INT 19 recommended) Very bad offense and bad armor defense. Spells and only spells. For this class high INT required to cast high level spell, first it seems that wizards gain few skill points, but high INT compensate this disadvantage (my character human wizard with INT 23 at level 20 gained 9 skill points). special abilities: wizard specialist(while creating new wizard character you can become specialist in some magic school, it has some advantages in chosen magic school and disadvantages because every magic school has prohibited school of magic). Wizard specialist gains one additional slot for each spell level but cannot cast the spells from prohibited school of magic. need to prepare spells every day and can cast each spell once per day, contain more spell slots than sorcerer, can memorize spells from scrolls and get rid of useless spells from memory at any time. Use some metamagic feats. Advices:low STR,medium or high CON,low or medium WIS,medium or high DEX,high INT(16+),low CHA. ----------------------------------------------------------------------- ======================================================================= 4) alignment There are 9 alignments in Neverwinter Nights: lawful good, lawful neutral,lawful evil,neutral good,true neutral,neutral evil,chaotic good,chaotic neutral,chaotic evil. Remember that your actions in game can change your alignment and if you break your class alignment restriction you cannot gain new levels,for example nonlawful good paladin cannon gain levels until he would become lawful good again. Alignment influence on NPC's reaction and can be changed during the game with your actions. For example, if you have lawful(85) good(60) alignment and then some evil action decrease your good alignment towards 10 and your alignment will be lawful(85) neutral(50). I recommend you to choose alignment according to your future actions(good or evil,lawful or chaotic). ----------------------------------------------------------------------- ======================================================================= 5)abilities 1.Strength With higher strength you can do much damage in melee combat and can carry more items in inventory. High STR recommended for melee fighters. 2.Dexterity DEX modifier adds to AC and Reflex saving throws,range weapon fighters need high DEX. High DEX is strongly recommended for rogues.Low DEX recommended for characters who wear heavy armor and don't use ranged weapons. 3.Constitution High CON increase your number of hit point and hit point you gained per level. CON modifier adds to your fortitude saving throw (very useful) and spellcasters with low constitution can easily be interrupted while casting spells.Low CON not recommended for all classes. 4.Intelligence Number of skill points you gain per level depends on INT modifier. INT is very important for wizard class: with high INT wizard can cast more spells, their spells are more powerful and it is very hard to resist this spells(INT is added to your spell DC when enemy attempts saving throw against spell). Strongly recommended for wizards.Low INT is not recommended for characters who gain few skill points per level. 5.Wisdom WIS modifier adds to Will saving throw. WIS is very important for clerics and druids, and important for rangers and paladins. Low wisdom not recommended for halfings,humans,half-orcs(I recommend 10+). I've found that with high WIS some NPC dialogs appear with 'Insight' option which are not available for characters with lower WIS. 6.Charisma CHA is very important for sorcerers and paladins,important for bards,clerics and monks. It influence cleric's and paladin's turn undead ability. I think that CHA is useless for other classes , especially for evil characters(not sorcerers). ----------------------------------------------------------------------- ======================================================================= 6)Skills I will not describe each skill because you can read their description during the game. I describe only my opinion about all skills. You need only one skill point to increase your class skill else you need two skill points. 1)Animal empathy Accesible only by druids and rangers.Recommended for druids and rangers. 2)Concentration Strongly recommended for spellcasters (especially wizards,sorcerers,clerics,druids). 3)Disable Trap Recommended for all characters because there are a LOT OF traps in the game and some traps damages you greatly and can kill you instantly. 4)Discipline Not bad for melee fighters classes 5)Heal Recommended for all characters exept clerics 6)Hide Recommended for stealth characters especially rogues. 7)Listen Useless skill 8)Lore Useless, because you can identify items with traders. 9)Move silently Recommended for stealth characters, especially rogues. 10)Open lock Not recommended for wizards and sorcerers and characters with high STR,because lock can be opened with spells or bashed with weapon. Recommended for rogues and bards. 11)Parry Recommended for melee fighter classes but this skill is not so important for them 12)Perform Bard unique skill.Increase as high as possible. 13)Persuade Very interesting skill. I recommend for all characters because it makes game more interesting. This skill works in conversation. With this skill you can purchase good items, more gold from NPC and access some NPC quests. 14)Pick Pocket Recommended for bards and rogues. 15)Search Recommended for all classes exept wizards,sorcerers and bards,because they have find traps spell. 16)Set traps May be for rogues but I thing it is useless. 17)Spellcraft Strongly recommended for spellcasters. It helps them to identify spell and perform counter spell. 18)Spot Useless skill 19)Taunt Useless.May be for evil characters. 20)Use magic device Only for rogues and bards. Very useful. ----------------------------------------------------------------------- ======================================================================= 7)Feats Some advices about feats. 1.Alertness Useless 2.Ambidexterity(requires DEX 15+) Good for two weapon fighters 3.Armor Proficiency (light,medium,heavy) Some classes have this feat as default. 4.Called shot (requires base attack bonus +1 or higher) Good for fighter classes 5. Cleave (requires STR 13+ and Power Attack feat) Not bad for melee fighter classes 6.Combat Casting Spellcasters must have 7.Deflect arrows(require DEX 13+,Improve unarmed strike feat) Not bad for all characters.Monks receive this for free at level 2. 8.Disarm (requires INT 13+) Not bad for melee fighters 9.Dodge(requires DEX 13+) Not recommended for wearers heavy armor, but it is not bad. 10.Empower spell (Metamagic) Good for spellcasters(FireBall or Chain Lighting spell with this feat very good) 11.Extend Spell(Metamagic) Not bad for spellcasters 12.Extra Turning(for clerics and paladins) Good. 13.Great fortitude Usefull for all 14.Improved critical(requires proficiency with chosen weapon and attack bonus 8+) Very good for nonmagic characters 15.Improved disarm(INT 13+,Disarm feat) good for fighter classes 16.Improved knockdown(requires Knockdown feat and base attack bonus +7) very good for melee fighters 17.Improved Parry(Int 13+) good for melee fighters 18.Improved Power Attack(STR 13+,Power attack feat) very useful for fighters anf barbarians 19.Improved Two-weapon fighting(requires two-weapon fighting and ambidexterity feats) for two-weapon fighters 20.Improved unarmed strike for monks(they receive this feat for free) 21.Iron will for characters with low WIS 22.Knockdown fighters and barbarians must have, very useful for fighters classes. 23.Lighting reflexes for characters with low DEX 24.Maximize spell(metamagic) expensive pleasure 25.Mobility (DEX 13+ ,Dodge feat) recommended for fighter and rogue classes.Not recommended for wearers heavy armor. 26.Point Blank Shot range weapon fighters must have this feat 27.Power Attack(STR 13+) Fighters,Barbarians and other fighter classes must have this feat) 28.Quicken spell(metamagic, ability to cast 4-th level spells) Very expensive pleasure(for example with this feat you can cast maximum level 6 spells on level 9 spell slots) 29.Rapid Shot(DEX 13+,Point Blank Shot) for range weapon fighters 30.Sap(Base attack bonus +1,Called shot feat) not bad for fighter and rogue characters 31.Shield not bad for rogues 32.Silent spell useless (may be in Multiplayer) 33.Skill focus for all characters who wants increase some skill but I don't recommend this feat 34.Spell focus very good for wizards and sorcerers 35.Spell penetration spellcasters must have 36.Still spell very useful for wizards who wants wear some heavy or medium armor without spell penalties You can choose all three armor proficiency feats and this feat then wear some magical heavy or medium armor and prepare all spells with this feat. Only level 9 spells will suffer armor penalties. 37.Stunning fist(DEX 13+,WIS 13+,Sap,Improved Unarmed Strike,base attack bonus 8+) Monks receive this feat for free, for other characters it is very expensive 38.Toughness very good at lower levels, bad at higher and medium levels. For all classes. if you choose this feat at level 1 then at level 20 you will have additional 20 hit points (good for spellcasters and rogues) 39. Two-Weapon Fighting for two-weapon fighters 40. weapon finesse(base attack bonus 1+) very good for rogues and light weapon fighters with high DEX 41.Weapon focus(proficiensy with chosen weapon, base attack bonus 1+) fighters must have for weapon specialization feat 42.Weapon proficiency exotic good for monks 43.Weapon proficiency martial all fighter classes exept monks receive this feat for free not bad for clerics 44.Weapon proficiency simple all classes exept monks,druids,rogues and wizards receive this feat for free 45.Weapon Specialization(fighters only,base attack 4+,weapon focus feat in chosen weapon) Fighters must have 46.Rogue Special Feats( this feats accessible only by rogue class): a) crippling strike must have b) opportunist good c)skill mastery not bad d)slippery mind must have e)improved evasion very good f)defensive roll not bad ----------------------------------------------------------------------- ======================================================================= 8)my characters Here is some characters which I created and walk through the game. I chose D&D Hardcore Rules difficulty level. ----------------------------------------------------------------------- Character 1: gender:male Race:human Class:wizard(generalist) alignment:lawful good abilities: STR 8 DEX 14 CON 14 WIS 10 INT 18 CHA 8 skills: concentration +4 disarm trap +2 heal +4 lore +4 persuade +2 search +2 spellcraft +4 feats: default race and class feats combat casting spell penetration familiar: panther While playing this character my henchman was Daelan Red Tiger(Half-Orc Barbarian). At the end of the game I killed Morag Queen with one reloading. My favoutite spells were chain lighting, Meteor Swarm (good against crowd of enemies),Premonition,Protections from spells,Greater Stone skin (good protection spells),Greater Planar Binding( celestian avenger is very good in battle),Finger of Death (good against nonundead strong enemies),mass haste(good in critical moments),Gate(EXELLENT , before using this spell it is strongly recommended to cast protection from evil),ShapeChange (good if all alies are dead),Tenser's Transformation (use it until you reach Shapechange spell),Animate dead (good in the middle of the game),Dismissal(good against summoned enemies),hold monster(use it on melee fighers who attacks you),Time Stop(VERY VERY GOOD),Improved Invisibility(use it always),Resist elements(useful at the beginning of the game),lighting bolt,flame arrow,fireball(use it always),find traps(good),magic missile(use it always),burning hands(effective at the beginning of the game against the crowd of enemies),owl's wisdom(increase wisdom). ----------------------------------------------------------------------- Character 2: gender:female race:human class:cleric alignment:lawful evil abilities STR 14 DEX 8 CON 14 WIS 16 INT 12 CHA 12 skills: concentration +4 disarm trap +2 persuade +4 spellcraft +4 feats: default race and class feats extra turning toughness domains: air (turn undead ability works on elementals and I gain some useful offense Arcane spells) death (summoned avatar and some good death Arcane spells) Playing this character was not difficult.I killed queen Morag with no reloadings. My henchman was Tony (rogue), Grimgnow (monk) and other henchmans in some locations. My hero was equiped with powerful morning star and wearing heavy dragon scale armor. At the end of the game my AC was 39 so queen Morag can't hit me with melee weapon. At level 19 I've change my class to rogue. This helped me to gain sneak 1d6 damage attack and skill points bonus at level 20. I've also increase my DEX with rogue's ring. Character 3: gender:female race:elf class:rogue alignment:chaotic neutral abilities STR 12 DEX 18 CON 12 WIS 12 INT 14 CHA 8 skills: disarm trap +4 hide +4 move silently +4 open lock +4 persuade +4 pick pocket +4 search +4 set trap +4 spot +4 use magic device +4 feats: default race and class feats disarm When I achieved level 11 then I change my class to ranger. So at the end of the game my character was rogue(11)/ranger(9). At level 3 I chose weapon finesse feat and always used small weapons and long bow. My character was balanced melee and ranged warrior. When I chose improved disarm feat then I became a really good disarmer (I disarmed Loxar,Calik,Desther in chapter 1, Gorkan,Vardoc in chapter 2, high captains in Luskan and Aribeth in Chapter 4). When I became a ranger I used two-weapon tactics in melee and strong long bow with magical damage arrows as a ranged weapon. I created a fine dagger with Daze 75%/round effect in Chapter 1 and used it always. Few enemies can resist daze(undead, golems, immune to mind-affecting) so when the enemy became dazed I damaged the enemy with sneak attack (6d6 damage at level 11). In chapter 3 I created a powerful mace with the damage and attack bonus against undead . My AC was 33 at the end of the game. With rogue sneak attack and ranger's attack bonuses and two-weapon feats I had no problems when fighting melee fighters (exept undead and golems). I've killed queen Morag with no reloadings (first I killed two powerful Morag's lizards then I destroyed the trap and killed the Protector from Sword with Aribeth's Sword (my magic device skill was 16) and dagger with daze effect). I also used disarm and improved disarm feats with tough enemies. At level 10 I chose very useful crippling strike rogue feat. As a ranger I chose racial bonus feat against giants and lizardmen. My henchmans were Linu and Grimgnow. ----------------------------------------------------------------------- 10) Arcane spells In this section there is only my opinion and strategy in using all arcane magic spells. Bards also use Arcane magic but I will not cover some bard spells which are not accessible by wizard and sorcerer. Spells: Level 0 spells (cantrips): 1. Daze (Enchantment) Useless 2. Light (Evocation) Useless 3. Ray of Frost(Conjuration) Use it to kill some weak enemy with "near death" hit points 4. Resisatnce (Abjuration) Useless Level 1 spells: 1. Burning Hands ( Transmutation ) Use this spell at the beginning of the game against the crowd of enemies but watch your allies because they are also can be damaged by this spell (D&D Hardcore rules). 2. Charm person (Enchantment) I found this spell useless but you can experiment with this spell on different NPCs. 3. Color Spray (Illusion) Not bad against the crowd. 4. Endure elements (Abjuration) Use it at the beginning of the game as a defensive spell until you reach higher defensive spells. 5. Grease (Conjuration) Useless 6. Identify (Divination) Useless. You can identify the items by traders. Use it if you develop your Lore skill and cannot identify the item by yourself. 7. Mage Armor (Conjuration) Forget about AC and this spell 8. Magic Missile (Evocation) Very useful offensive spell during the game. Use it always. 9. Negative energy ray (Necromancy) Useless. You can use it at the beginning of the game but don't use it on undead. 10. Protection from alignment (Abjuration) Use it on some figher allies. I recommend protection from evil because there are a lot of evil enemies. At the beginning of the game it has a short duration so wait until you will be more experienced. 11. Ray of Enfeeblement (Necromancy) Use it against some powerful fighters. But for sorcerers it is a very expensive pleasure. 12. Scare (Necromancy) Useful against weak enemies but you can kill this weak enemies with other more useful spells. Remember that some races has strong mind-affecting defence. Don't use it against undead. 13. Sleep (Enchantment) Useless. May be against some humans and half-orcs. 14. Summon creature (Conjuration) Use it until you reach more high summoning spells. Level 2 spells: 1. Blindness/Deafness (Enchantment) Useless 2. Bull's strength (Transmutation) Use it on your fighter allies and on yourself to increase your inventory weight. 3. Cat's Grace (Transmutation) Use it on Tony henchman. 4. Darkness (Evocation) Useless 5. Eagle's splendor (Transmutation) If you have low CHA then this is your spell. You can also use this spell on Linu henchman when fighting some undead. 6. Endurance (Transmutation) Use it on yourself 7. Fox's cunning (Transmutation) If you are a wizard use it always on yourself. 8. Ghostly visage (illusion) Use it as a defense spell when fighting some tough enemies until you reach more higher spells. 9. Ghoul touch (Necromancy) Useless 10.Invisibility (Illusion) You can use this spell to explore the area but I recommend to forget about this spell. 11.Knock (Transmutation) Use it to unlock the locks. Very useful spell. 12.Lesser dispel (Abjuration) Use it against some weak mages with defensive spell aura. But I recommend you to forget about spell at the beginning of the game. 13.Melf's Acid arrow (Conjuration) Use it as a main level 2 offensive spell. At the end of the game this spell has a small effects on enemies. 14.Owl's wisdom (Transmutation) Use it to compensate low mind saving throw. 15.Resist elements (Abjuration) Use it as a main level 2 defense spell 16.See Invisibility (Divination) Useless. 17.Summon Creature 2 (Conjuration) Use it as main summoning level 2 spell 18.Ultravision (Transmutation) Useless 19.Web Sometimes useful against the crowd of enemies. Level 3 spells: 1. Clairaudience/Clairvoyance (Divination) Forget 2. Clarity (Necromancy) Forget 3. Dispel magic (Abjuration) Use it to dispel enemy magic defense or for counterspelling 4. Find traps (Divination) Use it to find and destroy traps. 5. Fireball (Evocation) Use it always against the crowd of enemies. Very useful with Empower spell feat. 6. Flame arrow (Conjuration) Use it as a main level 3 offensive spell during the game 7. Haste (Transmutation) Very useful but has short duration. Use it in critical situation. At the end of the game the duration of this spell will be good. 8. Hold person (Enchantment) Use it on powerful melee fighters 9. Invisibility sphere (Illusion) For amateurs 10.Lighting Bolt (Evocation) Useful spell. Use it always but watch for allies near target enemy. 11.Magic circle against alignment (Abjuration) Good but has a very short duration 12. Negative energy burst (Necromancy) Not bad but fireball, lighting bolt and flame arrow are more recommended. 13. Protection from Elements (Abjuration) Use it as a main level 3 defense spell 14. Slow (Transmutation) Useless 15. Stinking cloud (Conjuration) Useless 16. Summon creature 3 (Conjuration) Use it as a main level 3 summoning spell 17. Vampiric Touch (Necromancy) Useless (this is not a Morrowind) Level 4 spells: 1. Bestow curse (Transmutation) Forget 2. Charm monster (Enchantment) Forget 3. Confusion (Enchantment) Forget 4. Contagion (Necromancy) Forget 5. Elemental Shield (Evocation) Not bad and not good. 6. Enervation (Necromancy) I found this spell useless but you can experiment on powerful enemies. 7. Evard's black tentacles (Conjuration) Forget 8. Fear (Necromancy) Sometimes is not bad but I recommend to forget about this spell. 9. Ice Storm (Evocation) Extremely useful and dangerous offensive spell. Use it always but watch for allies. 10.Improved invisibility (Illusion) Very useful. Use it with other defensive spells. 11. Lesser spell breach (Abjuration) Forget 12. Minor Globe of Invulnerability (Abjuration) Not bad. You can use it in some situations. 13. Phantasmal Killer (Illusion) Interesting spell. I recommend you to leave one slot for this spell. Sometimes you can kill tough enemy instantly with this spell. I recommend to use this spell on rude creatures (such as Orcs,Minotaurs and others). 14. Polymorph Self (Transmutation) Not bad but I recommend you to wait for some higher polymorph spells. 15. Remove blindness/deafness (Divination) Forget. Useless spell. 16. Remove curse (Abjuration) Useless 17. Shadow Conjuration (Illusion) Not good 18. Stone skin (Abjuration) Use it as a main level 4 defensive spell until you reach Greater Stone Skin spell 19. Summon Creature 3 (Conjuration) Use it to summon a creature 20. Wall of Fire (Evocation) Good spell but Ice Storm is more recommended Level 5 spells: 1. Animate dead (Necromancy) Use it as a main summoning spell in the middle of the game until you reach Greater Planar Binding spell. Has a duration 24 hours (long duration). 2. Cloudkill (Conjuration) Useful against weak enemies. 3. Cone of Cold (Evocation) Good but I prefer Ice Storm spell (level 4) 4. Dismissal (Abjuration) Use this spell against summoning creatures at the latest stages of the game. 5. Dominate person (Enchantment) I found this spell useless. You can use this spell on some neutral NPC or some Orc. 6. Energy Buffer (Abjuration) Combine this spell with Stone Skin spell. 7. Feeblemind (Divination) Useless 8. Greater Shadow Conjuration (Illusion) I prefer Animate Dead spell 9. Hold monster (Enchantment) Forget 10.Lesser Mind Blank (Abjuration) Not bad but short duration 11.Lesser Planar Binding (Conjuration) You can use this spell as an alternative summoning spell 12.Lesser spell mantle (Abjuration) not bad against spell but short duration 13.Mind Fog (Enchantment) for amateur 15.Summon creature 5 (Conjuration) Dire tiger has a very weak defense Level 6 spells: 1. Acid Fog (Conjuration) not bad but Chain Lighting is more useful 2. Chain Lighting (Evocation) Very strong offensive spell against the crowd of enemies. Use it always. Effective against dragons. 3. Circle of Death (Necromancy) Try to use on some tough fighter 4. Ethernal visage (Illusion) Not bad but I prefer Greater Stone skin 5. Globe of Invulnerability (Abjuration) Sometimes it is very useful (especially against Ice Storm spell) but if you are a sorcerer then forget about this spell and concentrate on more useful 6. Greater Dispelling (Abjuration) More powerful dispel magic spell. I prefer lower Dispel magic spel to save the slots for some other level 6 spells. You can use it to counterspell some powerful spell. 7. Greater spell breach (Abjuration) Always use this on tough enemies to decrease their magic resistance 8. Greater Stone Skin (Transmutation) Use this spell until Premonition spell 9. Legend Lore (Divination) Forget 10.Mass Haste (Enchantment) Use it when fighting a lot of strong enemies 11.Planar Binding (Conjuration) I prefer Animate Dead spell because of spell duration 12.Shades (Illusion) Not so useful 13.Summon creature 6 (Conjuration) I prefer other summoning spells 14.Tenser's Transformation (Transmutation) Use it to fight the enemies. You are a really tough guy. 15.True Seeing (Divination) Useless Level 7 spells: 1. Control Undead (Necromancy) I prefer summoning spells 2. Delayed Blast Fireball (Evocation) Good offensive spell 3. Finger of Death (Necromancy) Good but I prefer other spells 4. Mordenkainen's Sword (Transmutation) Powerful summoning spell but has a very short duration 5. Power Word, Stun (Divination) Useless 6. Prismatic Spray (Evocation) Not bad but I prefer to use some metamagic feat slots for offensive spells on this level 7. Protection from spells (Enchantment) Very useful. Use it always and combine with some damage defensive spells. 8. Shadow shield (Illusion) Useful but has a very short duration 9. Spell Mantle (Abjuration) Useful but has a very short duration 10.Summon creature 7 (Conjuration) not bad but I prefer Animate dead spell Level 8 spells: 1. Create Undead (Necromancy) good but I prefer Greater Planar Binding 2. Greater Planar Binding (Conjuration) The most balanced summoning spell in the game. Medium duration and powerful creature. 3. Horrid Wilting (Necromancy) Very useful against the crowd of enemies. Beware undead. 4. Incendiary Cloud (Evocation) Very powerful offensive spell but watch for allies 5. Mass Blindness/Deafness (Illusion) Useless 6. Mass Charm (Enchantment) Useless 7. Mind Blank (Abjuration) Useful in some situations but has a very short duration 8. Premonition (Divination) The best defensive spell in the game against damage. Use it always. Combine this spell with Improved Invisibility spell and Protection from spells spell. 9. Summon Creature 8 (Conjuration) Powerful spell but I prefer Greater Planar Binding spell Level 9 spells: 1. Dominate monster (Enchantment) Don't lose your spell slot on this spell 2. Energy drain (Necromancy) Useless 3. Gate (Conjuration) The best summoning spell in the game. It has small duration. Before casting this spell cast Protection from Evil spell or you can't control your summoned creature. Use this spell when fighting very powerful enemies (dragons, Maugrim, queen Morag and others) 4. Greater Spell Mantle (Abjuration) Very good but has a very small duration 5. Meteor Swarm (Evocation) The best offensive spell in the game. Use it always to show the enemies who is a really powerful mage. Your allies are not damaged by this spell. 6. Mordenkainen's Disjunction (Abjuration) I prefer lesser dispel magic spells. This spell can counterspell some very powerful spell. 7. Power Word, Kill (Divination) Useless, most of the enemies at the end of the game has more then 100 HP. 8. Shapechange (Transmutation) This spell will transform you to very powerful creature. I prefer to leave the slots for other spells. 9. Summon Creature 9 (Conjuration) You can use it as an alternative to Greater Planar Binding spell 10.Time Stop (Transmutation) Very useful spell. Use it with powerful enemies. Try to cast some offensive or defensive spells while the time is stopped. 11.Wail of the Banshee (Necromancy) I prefer to leave slots for other spells 12.Weird (Illusion) Not bad. You can experiment on enemies. Arcane spells conclusion: It seems that Evocation spell school is the best spell school for offensive spells (I recommend to choose Spell Focus (Evocation) feat). The Abjuration school is the best defensive school magic. Conjuration is the best for summoning spells. Necromancy contains some useful death spells but a lot of necromancy spells are useless. Illusion also has some useful and useless spells. Enchantment and Divination are the weakest spell schools but Divination contains powerful Premonition spell and Enchantment contains Protection from spells spell. Transmutation is the most universal spell school because it contains some good transformation, offensive, defensive and summoning spells and some very useful Level 2 spells. *********************************************************************** 11) Divine spells In this section I'll describe divine spells usefulness. Some divine spells that are available in Arcane magic school I will not describe here. For more info about such spells see arcane spells sections. Here we go! Level 0 spells: 1. Cure minor wounds Not bad at the very beginning of the game 2. Virtue Useless Level 1 spells: 1. Bless (Cleric) Use it always in battles during the game. 2. Cure Light wounds Good at the beginning of the game 3. Doom (Cleric) Not bad. Use it on tough enemies. 4. Entangle (Druid) Forget 5. Remove fear (Cleric) Don't waste the slot 6. Sanctuary (Cleric) Not bad but a very short duration Level 2 spells: 1. Aid (Cleric) Not bad but useless at the latest stages of the game 2. Barkskin (Druid) Good if you want to increase your AC 3. Charm person or animal (Druid) Useless 4. Cure Moderate wounds Use it at the beginning and at the middle of the game 5. Flame lash (Druid) Good druidic offensive spell 6. Lesser Restoration Useful spell. Use it to cancel some negative effects 7. Remove paralysis (Cleric) Forget 8. Silence (Cleric) Very useful against enemy spellcasters 9. Sound burst (Cleric) Nice offensive spell Level 3 spells: 1. Call lighting (Druid) Use it always 2. Cure serious wounds (Cleric level 3 and druid level 4 spell) Use it always 3. Dominate animal (Druid) forget 4. Invisibility Purge (Cleric) Useless 5. Negative energy protection (Cleric) Sometimes is useful 6. Prayer (Cleric) very good but small duration 7. Remove desease Use it to remove desease 8. Searing light (Cleric) Useful against undead and golems Level 4 spells: 1. Cure Critical wounds (Cleric level 4 and Druid level 5 spell) Use it always 2. Death ward (Cleric) (Druid level 5) Useful against death spells but I recommend to skip this spell 3. Divine power (Cleric) Very good but small duration. Use it with powerful enemies. 4. Freedom of Movement Good against paralysis but there are some magic items with Freedom property in the game 5. Hammer of the Gods (Cleric) Good offensive spell 6. Neutralize poison (Cleric level 4 and druid level 3 spell) Very useful when fighting some enemies with poison damage 7. Poison (Cleric) Not bad 8. Restoration (Cleric) Very useful spell in the game. Use it always Level 5 spells: 1. Awaken (Druid) use it on your animal companion 1. Circle of doom (Cleric) Forget 2. Flame strike (Cleric)(level 4 spell for Druid) Not bad 3. Healing circle (Cleric) (Druid level 6 spell) Sometimes is useful 4. Raise dead (Cleric) Useless in Single Player Campaign 5. Slay living Nice death spell 6. Spell resistance Has a very small effect in the game Level 6 spells: 1. Blade Barrier (Cleric) Not bad against a lot of enemies. See you allies 2. Harm (Cleric) (Level 7 druid spell) Useless 3. Heal (Cleric) (Druid level 7) Keep one slot for this spell Level 7 spells: 1. Aura of vitality (Druid) very useful 2. Destruction (Cleric) Good against a single enemy 3. Creeping doom (Druid) Experiment with this spell 4. Greater restoration (Cleric) Use it when restoration spell failed 5. Regenerate (Cleric) (Druid level 6 spell) Nice but I prefer cure wounds 6. Ressurection (Cleric) Useless in Single Player 7. Word of Faith (Cleric) Very useful spell against the crowd of enemies. Use it alaways. Level 8 spells: 1. Aura versus alignment (Cleric) Useful but small duration 2. Create Greater Undead (Cleric) Powerful summoning spell 3. Fire Storm (Cleric) (Druid level 7 spell) Not bad 4. Mass heal (Cleric) (Druid level 9 spell) The best healing spell. Keep one slot. 5. Nature's Balance (Druid) Very good against tough enemies 6. Sunbeam Useful Level 9 spells: 1. Elemental Swarm (Druid) Use it against elementals 1. Implosion (Cleric) Very good. Use it 2. Storm of Vengeance Not bad. Use it Conclusion: It seems that cleric's spells are oriented to healing and blessing (increasing some characteristics). Some cleric's spells are against death magic and good against undead. Remember that healing spells damage undead. Druids have less healing and blessing spells but they receive some useful defensive and offensive spells. Paladins are more close to cleric's spells and rangers are more close to druidic spells. ----------------------------------------------------------------------- *********************************************************************** ----------------------------------------------------------------------- Part 2 General Information and strategy Stone of Recall: Use the Stone of Recall in critical situations. In some areas you cannot use Stone of Recall so be careful (such areas are rare). Hit Points Tip: When you gain and accept new level then your number of hit points increases. It depends on your hit dice and CON modifier. For example if you are a cleric with CON 14 then every level you add 1d8+2 hit points where 1d8 is your class hit dice and +2 is your CON modifier. But 1d8 is a random value (which means the random number between 1-8) so for example you can gain 8+2=10 hit points or 6+2=8 hit points. So I recommend you to see how many hit points you gain before accepting new level and if you don't want to accept this value you can cancel leveling up. Click again on level up button and the value will change. With this tip my cleric character had more then 200 hit points at the level 20. Every level my cleric gained 8+2+1=11 hit points, where 8 is a maximum 1d8 value, +2 CON modifier, +1 toughness feat. Heavy Armor tip: If you are wearing some heavy armor then there is no reason to inscrease your DEX more then 12-13 because of AC DEX penalty. If you have high DEX then there is no reason to wear heavy armor. |
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