Neverwinter Nights Walkthrough :
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Walkthrough - Cleric FAQThis FAQ can be reposted on any site without permission in part or full, I don't care. Bill Lumbergh's Neverwinter Nights Cleric FAQ (08/21/02, updated 9/27/02) heavyarms@istillhateyou.com I've decided to use a similar layout to the Sorc FAQ posted by blah at GameFaqs. You can find his work at http://www.gamefaqs.com/computer/doswin/game/27528.html and look for the Sorc FAQ. Table of Contents - to skip to a section merely ctrl-f and search for the accompanying Greek letter (case specific) ----------------- 1.) Race ( Alpha ) 2.) Stats ( Beta ) 3.) Skills ( Gamma ) 4.) Feats ( Delta ) 5.) Multiclassing ( Epsilon ) 6.) Equipment ( Zeta ) 7.) Spells ( Eta ) a.) Zeroeth Level Spells ( Theta ) b.) First Level Spells ( Iota ) c.) Second Level Spells ( Kappa ) d.) Third Level Spells ( Lambda ) e.) Fourth Level Spells ( Mu ) f.) Fifth Level Spells ( Nu ) g.) Sixth Level Spells ( Xi ) h.) Seventh Level Spells ( Omicron ) i.) Eighth Level Spells ( Pi ) j.) Ninth Level Spells ( Rho ) k.) Domains ( Sigma ) 1.) Air 2.) Animal 3.) Death 4.) Destruction 5.) Earth 6.) Evil 7.) Fire 8.) Good 9.) Healing 10.) Knowledge 11.) Magic 12.) Plant 13.) Protection 14.) Strength 15.) Sun 16.) Travel 17.) Trickery 18.) War 19.) Water 8.) Play Tips ( Tau ) Why use a cleric? ------------------- As a cleric, you are the closest thing to multiclassing a fighter and mage, without actually doing it. Thus you get decent attack bonuses, HP, and divine magic. In addition to that, you get some of the most deadly spells in the game, Harm, and Destruction, as well as the most useful healing spells, Heal and Greater Restoration. These facts alone make you a class that is feared by enemies, and loved by allies. Keep in mind though, with divine magic, you are better suited toward healing and recovery, than you are causing damage. Yes you do have some very useful spells for attacking, but they are rather specialized.. you can't go blowing off Harm like sorcerers can fireballs. So be prepared to spend more of your time fighting, while throwing down some holy smack down or loving when needed. Class Stats Alignment Restrictions: None (though role players will need to be the same, or one step away from their deity) Hit Die per Level: d8 (1-6) Armor Proficiencies: All plus Shields Weapon Proficiencies: All Simple Weapons Saving Throws: Fortitude & Will (primary), Reflex (secondary) Skill Points Per Level: 2+Int Modifier (x4 at 1st character level) Class Skills: Concentration, Heal, Lore, Parry, Persuade, Spellcraft Class Features: Turn Undead, Divine Spellcasting, Domain Powers What is Turn Undead? You have the ability to rebuke or destroy undead by your faith. To put it simply, you can FEAR undead in a colossal area. It's dependant on a skill roll, your level, and the level and HP of the undead you're trying to turn. It's an EXCELLENT skill, almost as valuable as your spell casting. What is Divine Spellcasting? Rather than learning magic through study, or having the gift like Arcane magic, you are granted power by your deity or religion. You don't need to scribe spells or pick from a list like a Wizard or Sorcerer, you know every spell available to you at that level, and you prepare what to cast like a wizard. Easy huh? The spells of divine magic are more focused on healing and helping rather than direct damage, but you can bring the pain.. so use them well. Why not be a druid? Probably the main reason would be role playing, or simply personal preference. While a serious role player as a cleric can play in the bounds of his particular faith, a serious druid must play in bounds of nature, always. That being said, the cleric offers a few advantages over the druid. One, and probably the largest, is turn undead. Two is heavy armor, and a wider selection of weapons. Also is spell selection. They both cast divine magic, and have many of the same spells. The druid's is slightly more targeted to the enemy than it is to the ally as with the cleric. However with proper domain selection, the cleric not only has a wider selection, but can be as targeted as he or she sees fit. ****************************************************************************************** ******************************** 1.) Race ( Alpha ) ------------------ Though no race has a wisdom bonus or penalty, several do have other penalties that can hurt the usefulness of a Cleric. Though any race can be a cleric, Human, Half-Elves, Elves, and Dwarves offer the most. Human -extra feat gives you greater flexibility -extra skill point every level You can't go wrong with a Human. The extra feat is defiantly helpful, since the cleric only has the standard feats. The extra skill point allows you to leave your INT relatively low and still get enough skill points to max 2 skills, or raise 3 to a decent level. Also with a favored class of ANY, you can multiclass without worrying about XP penalties. -I highly recommend a human player, especially if you are new to the game or this is your first cleric. Half-Elves +1 to Listen, Search, and Spot skill checks +2 saving throw versus Enchantment spells Like Humans, you receive no stat penalties, so Half-Elves make a valid choice for a cleric. The bonuses to search and saving throws to Enchantment spells are a plus. Other than that, however, the half-elf doesn't offer much. Something to consider if you want to break from the sea of humans. Elves +2 Dexterity, -2 Constitution +2 to Listen, Search, and Spot skill checks Longsword and bow proficiency. Unless you are building a high DEX character, then the elf is a poor choice. The -2 Constitution isn't that terrible, but does require some consideration. If you are building a high DEX character, then the elf is probably the best choice, even over a human. The skill proficiencies are fine, but not really critical to you as a cleric. The weapon proficiencies are probably the biggest plus (if not for the dex bonus), as they expand your limited weapon uses. Dwarves +2 Constitution, -2 Charisma +2 saving throw versus poison and versus spells +1 against Orcs and goblins and +4 against giants Though the dwarf isn't an obvious choice for a cleric, they are worth considering. Being a cleric means you'll often be in combat, so the +2 to CON will help out with the hit points and fortitude. The -2 t0 CHA hurts, a lot. It's really a kick in the junk. If you leave it at -6, you can only turn undead 1 time a day (without the Extra Turning feat). If you want to raise it to any respectable level, you'll lose whatever bonus you gained to CON. The +2 to saving throws vs. spells is great in of itself. This is a interesting choice for someone who wants to focus on more fighting than casting. Gnomes +2 Constitution, -2 Strength +2 saving throw versus illusions +1 attack against kobolds and goblins and +4 versus giants +2 to Listen and Alchemy skill checks Gnomes don't offer a lot to the cleric. The +2 Constitution is all right, but the -2 Strength hurts your ability to fight and carry stuff, doubly bad. The rest of his abilities are OK, but stuff you could live without. Plus he's small in size, further limiting your weapon selection. A valid choice if you want to focus more on casting than fighting, but you could do that with a human with more feats and skill points. Half-Orcs +2 Strength, -2 Intelligence, -2 Charisma Ouch. +2 Strength is good, but the cost is way to high. -2 to charisma reduces your undead fighting, -2 intelligence reduces your skill points, which you don't get many anyway. If you want to focus on fighting, be a fighter. A possible choice if you want to be a decent fighter with some backup buff spells, but really a poor choice for a serious cleric. Halflings +2 Dexterity, -2 Strength +1 to Armor Class and +1 to attack because of size +2 Listen, and Move Silently skill checks +1 to all saving throws and +2 versus fear checks Almost as bad as the Half-Orc, maybe even worse. +2 to Dex could be gained as an Elf, without the painful -2 STR. The skill bonuses aren't important to a cleric, and though the saving throws are always a bonus, the penalties are too taxing for a fighter caster. If you're looking for a challenge, or want to be REALLY different, then yeah go for it. But if you want to be the most useful cleric you can, then go with a different race. ****************************************************************************************** ******************************** 2.) Stats ( Beta ) ------------------ The stats that are important depend heavily on the type of cleric you want to be. You can choose to focus more on fighting, more on casting, or take the middle road. Either way, you'll always be decent at both. Keep in mind Wisdom is the stat that determines your spell casting abilities. To cast a spell, you need a wisdom of 10 + the spell level. So if you want to cast a level 2 spell, you must have a wisdom of 12. In order to cast 9th level spells, it must be 19. Any wisdom factor above that grants you extra spell slots. Another thing, as JP points out, the largest stat bonus you can recieve, either due to equipment or spells, is +10. Only even numbers on stats are beneficial to obtain the bonus to saves and abilities, so try to setup your final stats to be on an even number. If you want the maximum amount of wisdom, go with 17, add all points to wisdom to hit 22, then with +10 in wisdom bonus items, you'll have 32. Putting it at 18 and topping out at 33 does little good, and cost 3 extra stat points at character creation that could be better put to use. That of course doesn't apply to racial bonuses with dwarves and elves, as you can get them all the way to 19 at character creation (JEBUS). Of course, all that applies only if you plan on dumping all 5 level up stat bonuses into the same stat. If not, then just set it up to end up on an even number if possible. Overview- Strength: Use is obvious. The more you have, the harder you hit(damage bonus), and more often(attack bonus, unless you are using weapon finesse with the appropriate weapon). Being a cleric is a fighter/caster, you defiantly want some, but don't over do it, as you have spells to increase this. Dexterity: Dexterity adds a dodge bonus to your AC. It also adds a bonus to your reflex save. Usually, DEX is the least important stat for the cleric, as you will often have heavy armor, which negates most of that dodge bonus. Also, since your reflex is your secondary save, it will never be very high unless you pump a lot of points into dex. So you might think you should just leave it at 8 so you can increase something else, and this actually OK. But keep in mind, even full plate will allow a +1 AC bonus from DEX, and thus if you leave it at 8, you will receive a -1 to your AC. This isn't critical, but worth considering. You'll also receive a -1 to your reflex save, which are pitiful as it is. I really can't tell you if you should leave it at 8, put it at 10, or take it to 12. The choice is yours. If you do increase it, I suggest you sacrifice from Charisma first, then STR or CON. Keep in mind though, you lose that dodge bonus when casting, so don't rely on it to save your butt if you only have 10 HP and are praying for a Heal. Constitution: Better fortitude saves, and more HP. Putting more in this is never a bad idea, as any spell you cast to increase this will only be that much be better. Intelligence: The only benefit a cleric gets from this is skill points. Since you get little skill points, keep this at no lower than 10. While more is always good, sacrificing your other stats for it is not a good idea. If you must raise it, I suggest you sacrifice points from CON or CHA. Wisdom: The key factor for your magic. Also increases Will saves. Keep it high. You will need at least 19 to cast 9th level spells, and each modifier point you increase, adds another spell slot to each spell level, starting lowest and moving to an extra 8th level spell with a wisdom of 30. Charisma: It's not only how you look, but also the "force of your personality". For you, it's most important for your Turn undead ability. A powerful personality is needed for a powerful faith, and a powerful faith is needed to turn undead. It's also is a factor in several Domain spell abilities(will go into that later). For everybody, it's important for the Persuade skill. If you leave it at 10, you can turn 3 times a day (without extra turning feat). Each modifier point gives you an extra turn. Here are a few ideas on how to build your stats. I'm not going to go into every race. But will just give some ideas how the most common cleric races can be setup. The stats for Human also apply to Half-Elves. --Fighter Cleric-- You will focus more on your ability to bash stuff rather than spell casting or turning undead. Human: Focus on your strength on your con, with a bit if wisdom. Put about 3 points into wisdom so you can cast 5th level, to get all your good buffs. Then everything else should focus on strength and constitution. Or you can take example two, add an extra point into INT later, to be able to take some of the improved combat feats. Strength :16 or 16 or 17 Dexterity :10 8 8 Constitution :16 16 16 Intelligence :10 12 12 Wisdom :12 12 11 Charisma :10 10 8 Dwarf: Jack up your CON to righteous levels, to have a godlike amount of HP available. You will be quite effective as a tank, since you can take lots of blows, and still have some decent strength to dish it out. Later levels you can put either into STR or CON, your choice. You may also be tempted to just screw our charisma, and add it into INT for some combat feats, or WIS for better casting. Again, your call. Strength :16 or 16 or 14 Dexterity :8 8 8 Constitution :18 18 20 Intelligence :10 12 10 Wisdom :12 14 14 Charisma :10 6 6 Elf: Either ignore your DEX completely, or embrace it slightly, and only wear light or medium armor to gain an AC bonus. Careful though, as you generally won't have as high CON as you could. You'll enjoy the weapon bonuses most likely. Strength :16 Dexterity :10 Constitution :14 Intelligence :10 Wisdom :12 Charisma :12 --Dexterity/Finesse Cleric-- At first I shunned this idea completely, but after a little research (and a lot of arguing with Kozm0) I've come to believe this has potential. Instead of using strength to rely on your fighting abilities, you use your agility. What you lose is generally low stats elsewhere (duh), and potential lose of skill points in feats, which will be needed to best utilitize your high DEX, but would normally increase your overall clericness. What you gain however, is a very different style of playing, almost Druid like, yet still having access to the cleric spell layout, with as high level spells as you want, not to mention a needed boost to your weak reflex saves. Also take DEX dependant feats, like Dodge, Weapon Finesse and the such. Human: Do your best to give yourself great dexterity, while not completely abandoning your other stats. If you can sacrifice some of the other stats to boost it even higher, if that's absolutely necessary. Strength :12 or 14 or 12 or 10 Dexterity :16 16 17 17 Constitution :12 12 12 14 Intelligence :10 10 10 10 Wisdom :14 12 14 14 Charisma :12 10 9 9 Dwarf: The notion of a high dexterity dwarf is some what laughable... but non the less you can do it if you want. But since you're a dwarf, you might as well focus on his strength's, and don't even try to make up for his weaknesses. Strength :10 or 10 or 10 or 14 Dexterity :16 16 18 16 Constitution :16 18 16 16 Intelligence :10 10 10 10 Wisdom :14 14 12 14 Charisma :10 6 6 6 Elf: Use your DEX bonus to it's best, neglect strength and hits points. Take weapon finesse, and improved critical on your elf rapier, and be the ultimate cheeze. Add all your points to DEX, and enhance your meager strength with items. Strength :12 14 13 |
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