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KNOWLEDGE - The only decent one here is True Seeing, and it isnt that useful in the single player campaign. The only good use for it would be in PvP against rogues, but a good rogue would know to use items to protect them against it, so in the end, True Seeing is worthless. This domain is just as bad as DEATH.
MAGIC - One of the better domains to take. There's 2 real reason to take this, stoneskin, and icestorm. Icestorm is nice since it scales up very well all the way to level 20, and it's superior to flamestrike since it does not allow a saving throw to 1/2 damage. With this domain, you basically obtain one of the better spells wizards/sorcerors get to have. :) Stoneskin is always nice.
PLANT - Barkskin gives you natural armor boost, something your amulet already gives you, and if you decide not to wear natural armor amulets, then drink a potion, it's cheap, hence, the barkskin spell is useless. Creeping doom is inferior to 7th level spell Destruction so it's not worth it. Turn vermin, ack. Stay away.
PROTECTION - You want protection from magic? Simply cast spell resistance to boost your SR all the way up. Another useless domain.
STRENGTH - Divine Power available at level 3, and again at level 4. More joy for those who likes to bash the skulls of their enemies in with a big weapon. :)
Stoneskin for some real protection. A good domain for melee clerics.
SUN - The real shine of this domain is the fact it gives you Searing Light at level 2, increasing your arsenal of offensive spells by a huge leap. Searing Light is a really powerful spell considering how low level it is. It deals 1D8/lvl against undead, 1D6/lvl against construct, and up to 5D8 against all others. WITH
NO SAVE ALLOWED. The other extras are just icing on the cake. :) Only good when you are level 9 or above, and especially good empowered/maximized.
TRAVEL - Freedom you can have via belt or rings. Haste you already have via boots or weapons, slow isn't going to affect strong enemies since it's DC is low. Web and Entagle, you must be joking, right? Stay away from this domain. However, if you are playing on servers where haste is rare or non existant on items, it is worth it to pick this. Haste is one of the uber abilities.
TRICKERY - One of the better domains, the main reason to take it is due to improve invisibility. This spell is godly against enemies who can't dispel it. Gives 50% concealment, at 1 turn per lvl, maximum of 20 turns. That's a very long time. 50% conceal is a life saver, all the time, everytime. Take this domain if you truly want to be safe. As if you aren't already safe enough behind your 40+ AC & stoneskin. :)
WAR - Would be good, but the special ability lasts a very short amount of time, and can only be used once per day. Cat's grace is negligible since a simple potion can do the same. Aura of Vitality is similar to a barbarian's rage, but it requires 7th level spell, that's one less Destruction for a few rounds of increase ability points. Me, i say stay away.
WATER - Icestorm is a good spell, but MAGIC has it along with a few better spells, poison is pathetic. Such a low DC anything worth it's pixel will resist it. Turn elemental.. bah!
3. CLERIC SPELLS
I shall give a brief summary on each spells purpose, usage and special details.
A major factor to consider: if the spells allow a saving throw to negate it's effects, then that said spell will be rather useless as you face tougher foes with better saves. Hence, the best spells are ones that do not allow saves.
Use spells in combination, spells that deal damage over time requires you to disable your enemy previously somehow, that way, they can just stand there, and take it all. Back up spells are good, make sure to have one or two that can be a life saver.. spells such as invisibility, or stoneskin will make a get away possible even in the direst of situations. a) Cantrips
Cure Minor Wounds - heals 4 hp, 6 with domain Healing, good for low lvls.
Light - too dark? turn up the gamma. it also serves to counter darkness.
Resistance - great spell from lvl 1 to 20, boost saves, which is ALWAYS GOOD.
Virtue - 1 extra hp, forget it. b) 1st Level
Bless - always good, more so as your level grows since it lasts longer.
Cure Light Wounds - hey, its healing, your choice.
Doom - great against melee types, since its a wis save.
Protection From Alignment - great multipurpose spell, always cast it on yourself.
Remove Fear - not entirely needed, your high wis saves should prevent fear.
Sanctuary - instead of wasting a slot for this.. just.. run. :)
Scare - not that great, as anything it actually affects isnt going harm you.
Summon I - great for a meatshield early on, a trap disabler later. c) 2nd Level
Aid - extra hp, but most important, +1 attack bonus, great spell, always.
Bull's Strength - good for melee variants, or when you need to lug 260 pounds.
Cure Moderate Wounds - as always, use as directed/needed.
Darkness - makes you able to activate one enemy at a time, good for escape.
Eagle's Splendor - more char, for.. persuading? good for an ally sorceror.
Endurance - great for buffing before a battle
Find Traps - good if you know there will be plenty o traps ahead
Fox's Cunning - helps to boost modifier for spellcraft, gains +resistances.
Hold Person - great versus melee types, their low wis saves is their weakness.
Lesser Dispel - the dispel series basically gives you 50% chance vs same lvl chars.
Lesser Restoration - use as situation demands.
Negative Energy Ray - weak, since it allows a wisdom save to 1/2 damage.
Owl's Wisdom - good to boost the DC of your spells.
Remove Paralysis - use as situation demands.
Resist Elements - good when enemies use elemental attacks, obviously.
Silence - not good, since you need it most on mages, yet it is a WIS SAVE.
Sound Burst - decent against a group of melee, very good if your WIS is high.
Summon II - good meatshield. d) 3rd Level
Animate Undead - great spell, its power increase as you grow
Bestow Curse - will save negates, tho hold person serves better.
Blindness/Deafness - fortitude save negates, of some use against spell casters
Clarity - use as situation demands
Contagion - fort save, so it will work on spell casters mostly.
Cure Serious Wounds - as with all heal spells, it depends on your situation
Dispel Magic - better dispel, good til lvl 10
Invisibility Purge - use as situation demands
Magic Circle Against Alignment - got a party? use this instead.
Negative Energy Protection - great spell, many devastating attacks are negative
Prayer - excellent spell, no save allowed means it works wonders.
Protection from Elements - use as required
Remove Blindness/Deafness - use as required
Remove Curses - good for places where your enemies use curses a lot, obviously.
Remove Disease - use as required, especially handy against undead
Searing Light - great spell, very good when you hit 9th lvl. empower or max it.
Summon III - fodder. e) 4th Level
Cure Critical Wounds - handy, especially if healing is expensive where you play.
Death Ward - death spells allow fortitude save, your fort is high, so no worries
Dismissal - enemies like to summon? this will ruin their day.
Divine Power - makes you a tough melee fighter, duration is quite short though.
Flame Strike - decent, but the saving throw allowed makes it weak at higher lvls.
Freedom of Movement - hold spells you can save against easily, not needed.
Neutralize Poison - fighting spiders? bring this along.
Poison - weak since its a fort save, you need this against melee, but they save easy
Restoration - use as required, great against vampire and the likes
Summon IV - these things are useful, since they poison things they hit f) 5th Level
Healing Circle - 1D8 + 1/lvl, bah to that! forget it.
Raise Dead - this is what makes clerics special, so use it
Slay Living - fort save, guess what? works wonders on low fort types.. ie mages.
Spell Resistance - basically gives you approx 50% immunity vs same lvl enemies
Summon V - dire tigers are no joke, they hit hard, and often.
Summon Shadow - weak compared to dire tigers
True Seeing - very useful in certain situations, it bypasses illusion spells. g) 6th Level
Blade Barrier - godly. maximize will hit for 120 NO SAVE ALLOWED.
Create Undead - excellent, undead are immune to a lot of things.
Greater Dispelling - again, use as required
Harm - godly. imagine taking 449 hp away from a 450 hp dragon.
Heal - divine intervention. heals to maximum instantly, always needed.
Summon VI - dire bears are powerful, and make excellent warriors. h) 7th Level
Greater Restoration - fully heals and removes negative effects!
Destruction - kill on fail save, 10D6 on save, excellent spell.
Regeneration - 60HP in 10 rounds? bah to that! worthless.
Resurrection - simply divine, a must have.
Summon VII - elementals are weak compared to dire bears
Word of Faith - doesnt always work, i dont know why i) 8th Level
Aura Versus Alignment - great buff spell for the group
Create Greater Undead - undead, always a good summon!
Fire Storm - good for a mass of enemies, tho blade barrier is superior.
Mass Heal - uber. the whole party fully healed from the brink of death!
Summon VIII - elementals, bah! give me a dire bear anyday
Sunbeam - searing light is superior in all ways, and its lvl 3. j) 9th Level
Energy Drain - hit mages, make them lose their 9th spells.. bwahaha!
Gate - balors are a great pet, make sure they dont attack you though
Implosion - supreme. a group of low fortitude enemies will drop fast
Storm of Vengeance - great if you can keep them still.. *hint, hint*
Summon IX - compared to a balor, why would you want it?
4. VARIANT FOCUS
Please note that this applies to the default NWN campaign, and servers which use similar ruleset. If you are playing on PW servers, or ones that have hack paks, and their own ruleset, re-think the strategy, although most will still apply.
Equipment suggestions are the optimal ones, ofcourse, when low level, you should replace them with a lower variant types, say ring of resistance +1 instead of +3.
MELEE:
Here you have several choices, from the classic blunt weapon + shield, to wielding a mighty greatsword.
*(23/7/03)* DIVINE POWER: This spell is a must for any melee variant cleric. It does NOT work the way the spell describes. It doesn't just increase the cleric's attack bonus to a fighter, but gives them extra attacks per round as well!
A 8th level cleric casting it will receive 1 EXTRA attack per round, a lvl 11+ will get 2 EXTRA! The extra attacks do not show up on your character sheet, but it is there, after your main swings, you will do the extra swings.
If your level 11 character has an attack bonus of 16/11, it will swing 16, 11, then
16, and 16 again! The extra attacks use your *HIGHEST* bonus! This is the reason why this spell is so overpowering, since your attacks are so accurate. A fighter may get four attacks a round, but they fall off, from 20/15/10/5, and get less and less accurate as the attacks continue.
A level 15 cleric with a high strength will get an attack bonus of say, 22/17/12, he/she will swing 22, 17, 12, 22, 22.. for a total of FIVE attacks per round, with three very accurate swings @ 22 attack bonus!
Another thing to note with this spell, the bonuses from spells such as bless, aid, or prayer will NOT apply to the attack bonus, only your level and strength along with weapon enchantments/feat focus will stack. A level 15 cleric with 22 strength and a +1 weapon will have, when divine power is active, 22/17/12/22/22 no matter the buffs.
The attack bonuses ALSO applies to range weapons. This might be changed in the next patch (current one is 1.29), so keep a look out.
1. TANK: heavy armored, built for survival in the front lines.
Ability Score: str 16, dex 12, con 14, wis 14, int 10, cha 10. By lvl 20, wis 19 so you can cast all spell levels. If you are using a race that has bonus/penalties, then modify according to your liking. Try not to have any stat below 10 besides charisma :), and make sure Wisdom will be 19 or 20 at max level.
Domain: Strength and Animal/Trickery. Strength is a neccesity (divine strength lvl 3 and stoneskin), take Animal if you like a nice summon helper, or Trickery if you like to be really safe during melee thanks to 50% concealment. :)
Feats: Take skill focus (discipline) as needed. If you are human, take combat casting or toughness at level 1.
Lvl 01 - knockdown
Lvl 03 - exotic weapon
Lvl 06 - weapon focus (katana/bastard)
Lvl 09 - extend spell
Lvl 12 - improved critical
Lvl 15 - power attack
Lvl 18 - spell penetration
You will need combat casting since you are up the front lines generally, and you do not want to be interupted while trying to cast a protection/healing/harm or area effect damage spell.
Weapon: Stick with a morningstar or longsword (elves) until you can use a katana or bastard sword.
Equipment: Tower Shield, Amulet of Natural Armor, Ring of Resistance, Ring of
Power, Cloak of Fortitude, Boots of Speed, Greater (Swordman/Brawler/Archer) Belt if you can afford all and switch against different enemies, if not, go with
Swordman belt, since most enemies deal slashing damage. Gauntlet of Ogre Power.
Summary: High AC, High HP (with toughness, will get 220 hp at lvl 20), Good attack bonuses and damage (strength). All in all, a very strong front line fighter that
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