TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » NeverWinter Nights » NeverWinter Nights FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04

Sponsors:

to gain one more feat during customizing. There other bonus is the extra skill points per level. Also you won't be getting penalized for multi-classing. If you want a balanced race this is it.



(=- 3.12 Elf -=)

A great race for over using dexterity. They get a decrease in Constitution from there dexterity bonus. They also have some good special attributes, like, plus two to saving throws against enchantment spells. Keen senses, Weapon proficiency (Elf).  A dilemma with the elf is there favored class, wizard, you can avoid this but, it is a problem. Still a great choice for the dexterity based barbarian.



(=- 3.13 Dwarf -=)

Another Great Race to use, there stats that are modified are possibly the best their is. With the increase in Constitution, for a decrease in charisma, this is defiantly a great deal. There favored class will be a bit of a problem for you. But overall if you plan on going "straight" barbarian you'll be sweet.



(=- 3.14 Halfling -=)

Not a great choice, low strength will land you in the dumpster. His high dexterity is good, but not worth a loss in strength. Also his smallness will find you trying to think of the dagger as a "great" dagger, with his access to only medium weapons. The favored class is also a problem. Defiantly not a great choice, but a challenging choice.



(=- 3.15 Gnome -=)

Like the Halfling, low strength, but a change is the bonus in Constitution.
Still defiantly not worth it, considering his favored class too. Also has the same problem with the weapons that the Halfling has. Slightly better than the Halfling, but still not a good one.



(=- 3.16 Half-Elf -=)

Not much experience with them, only slightly different than the Human.
Half-Elves give up the extra feat and skill points for some other nifty things, immunity to sleep, plus two on saving throws against enchantments, also they have plus one to their listen, search, and spot. They have the same multi-classing ability the human has. A bit like an elf and a bit like a human, probably why it's called "Half-Elf" (Durr).



(=- 3.17 Half-Orc -=)

Half-Orcs, arguably the best race to use for a barbarian. They get a bonus to strength with minuses in the barbarians most useless stats, intelligence and charisma. They also have the barbarian as the favored class, which will aid you greatly if you plan on multi-classing. If you plan on just kicking @$$, this is the super deluxe package.



{=---------------=}
)=- 3.2 Stats -=(
{=---------------=}

Stats, without these, your character would be as good as a fence post, but probably worse. This is the most important thing when designing your character, in my opinion. Since this is a game with many different people playing it, there are many different builds for you character. I will write up my personal builds here, and later, hopefully, people will e-mail me more.



(=- 3.21 Strength -=)

Most important, max this baby out. Strength is going to aid you in battle and help you carry lots of items. I'd say putting this anywhere between, fourteen and eighteen. For every two strength points over ten you will get a plus one damage in battle. If you're a Half-Orc it should be no lower than sixteen. If you go much lower than fourteen your going to get in trouble.


(=- 3.22 Dexterity -=)

Now comes a choice, should you go for high dexterity by losing a couple stats from strength and Constitution, Or keep it regular? You will be choosing between this and Constitution. It's really up to you on this. Go for anything between twelve and fourteen, more if you going on the dexterity side.



(=- 3.23 Constitution -=)

Here's your other choice if you didn't choose dexterity. This will make sure your characters still standing there after a few big hits. If you take
Constitution over dexterity your also going to be getting the Heavy Armor
Proficiency, or should. This will give you high hit points and high AC. This was the choice I took on most of my characters, but once again, it's all up to you. About the same for dexterity, if your going to try to keep them the same, do something like, thirteen dexterity, fourteen Constitution.



(=- 3.24 Intelligence -=)


Not to useful for a barbarian. No need to cast spells or summon creatures, when you can just kill the enemy with your greataxe/greatsword. Maybe keep it above nine just to avoid your barbarian from being stupid, unless you like him talk like this.



(=- 3.25 Wisdom -=)

Around your third most important stat. Not epically useful for much, but it will give you high saving throws. I never understood wisdom much (probably because I have none), if you're multi-classing with a class that needs it then perhaps spend some extra points here. I usually have mine between ten and twelve.



(=- 3.26 Charisma -=)

Most useless stat. It should just be persuade as a skill point. I know, a few, and I mean a few, classes use it a little bit. But on the whole it's really only useful for persuading. If you really must, then get this up to, nine or ten, but please make sure you want to.



{=----------------------=}
)=- 3.3 Skill Points -=(
{=----------------------=}

An important aspect of any character, barbarian or not, is skill points.
These will give you a lot of bonuses, like better discipline, which will make it harder for enemies to knock you down, called shots, etc. There's also parry, which will allow you to block opponents attacks easier and counter attack. Taunt will keep those pesky mages from casting their flash spells.
There are lots of skill points, but for every class there are only a few, like between three and six, different places to place these. You can of course place these wherever but, it will cost you more skill points.
Barbarian's favored skills are, discipline, parry, heal, listen, lore, and taunt. I'm not a particular expert on skill points, but I do know that you need plenty of discipline, max it out at the start then add one every time.
Parry, I don't think many people use it, but I maybe wrong, it's not very good so stay away from it. Heal, There's not much point in healing yourself when you have high hit points. I find this skill quite useless, because you also have to buy the healing kits to heal yourself. Probably best to keep this skill at zero. Listen is a fairly good skill it will allow you to see that dire spider in the next room, or that skeleton on the hill top. Give this full stats at the begging, then when you fell it necessary give it a point or two. Lore isn't going to be that useful, it does let you identify items, but that's it. Either give this stat lots or none. Taunt is a good skill to have,
I'm told, and I never personally use it much. But used when someone's casting a spell, can disrupt them and let you move in for the kill. I would say give this full at first and then give it points when you think it needs them. Now after all that you should have some skill points left. I'd say to spend these on search, which will help you find traps, and spot, which will let you see enemies that are hidden.



{=---------------=}
)=- 3.4 Feats -=(
{=---------------=}

Feats are a very important part of the "perfect" barbarian. Being a barbarian, considering you don't multi-class, will only get you seven, eight if you're a human, feats. This number, being limiting, can still let you max out your barbarian on many things. Improved Critical is a good one when you know what weapon you're going to finish the game with. Weapon Focus is also good once you know what you want, it will give you bonus attack damage for your weapon. Heavy Armor Proficiency is a good feat to have if you went with the, Constitution based barbarian, it gives you the ability to wear heavy armor (Durr), which, in my opinion is better than light or medium. Dodge and
Mobility are good ones too. Not only are they for the dexterity based barbarian, but there good for both. Weapon Proficiency (Exotic) is only good if you plan on using an exotic weapon the whole game. Because you only have your limited feats. Toughness is a very good one if you choose it in the beginning. Best used if your a human, because you will have that extra feat in the begging. Probably best to stay away from any feats that increase your two weapon fighting skills, simply because a barbarian should not be using two weapons, they should be using large weapons like, greataxe, greatsword, etc. Cleave is extremely good in the beginning, because you will be facing hordes and hordes of low hit point creatures. That's about it for feats. Try to get a good combination of offensive aiding ones and defensive aiding ones.



{=------------------------=}
)=- 3.5 Multi-Classing -=(
{=------------------------=}

An important part of the barbarian. Weather or not to multi-class, and if so, what with? Multi-classing is important to get some extra feats, special abbilites, better fighting abilities, etc. Barbarian's will only be able to multi-class with some classes due to their "Must Be Non-Lawful". So no Monk,
Paladin, and no Druid. Unless their part neutral, then they can be druid. Some of the best classes to have a barbarian multi-class with are, anything that gives you Heavy Armor Proficiency, or Cleave. Most of these, will have you being a Half-Orc, otherwise you'll be going against the experience points penalty. Multi-classing can be used in so many ways, so go at it, and e-mail me any you wanting this FAQ.



(=- 3.51 Minor -=)

(16B/4F) - Sixteen barbarian, four fighter. You can add more levels to fighter. The first couple fighter classes will give you some valuable feats.
Like Heavy Armor Proficiency, a few others to. Could also be a major multi-class. I have tried this and it's a pretty good combo for getting those extra feats. A downfall is not very many skill points.

(18B/2R) - Eighteen barbarian, two rogue. Haven't tried this before. Imagine it will be quite good for getting the sneak attack and the truckloads of skill points. Like I said before, not much experience with it, but I will get to it. If anyone has tried this can they please e-mail me?



(=- 3.52 Major -=)

(11B/9D) - Eleven barbarian, nine druid. Complete theory here. I imagine the casting abbilites of the druid, and the fighting qualities of the barbarian would make an interesting combo. You would have animal companion and barbarian rage. You would be able to cast some fairly good spells. If you do try this you'll want to balance the stats out before starting. Dexterity should take priority over Constitution, take a couple points off strength and slap them on to dexterity. Wisdom is another must have if you plan on being part druid.
Take points off Constitution, and any others you don't really need, add them to wisdom. You should now have a fairly well balanced barbarian/druid. When doing your stats and skill points don't totally neglect one class or the other, try to keep them even.

(11B/9F) - Eleven barbarian, nine fighter. An enhanced version of the minor one. You'll get many, many feats if you take this. You'll also get the fighters Heavy Armor Proficiency. You should still stay basically as strong, maybe a bit weaker. The only main reason to take this is because of the extra feats given.
Jump to page:
01 · 02 · 03 · 04

Sponsors:

Other files from this game:
  1. NeverWinter Nights trainer by System on 14/03/2006, 06:30
    Chapter unlocker
  2. NeverWinter Nights document by System on 14/03/2006, 06:30
    Hints in UHS format
  3. NeverWinter Nights trainer by System on 14/03/2006, 06:30
    Mega trainer (for v1.10)
  4. NeverWinter Nights savegame by System on 14/03/2006, 06:30
  5. NeverWinter Nights savegame by System on 14/03/2006, 06:30
  6. NeverWinter Nights savegame by System on 14/03/2006, 06:30
  7. NeverWinter Nights savegame by System on 14/03/2006, 06:30
  8. NeverWinter Nights savegame by System on 14/03/2006, 06:30
  9. NeverWinter Nights trainer by System on 14/03/2006, 06:30
    Goldtrainer
  10. NeverWinter Nights savegame by System on 14/03/2006, 06:30
  11. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Campaign Guide
  12. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Guide and FAQ
  13. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Ranger Creation Guide
  14. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Cleric FAQ
  15. NeverWinter Nights solution by System on 09/03/2006, 09:50
  16. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Rogue Character Guide
  17. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Cleric FAQ
  18. NeverWinter Nights solution by System on 09/03/2006, 09:50
    Weapon Master Character Creation
  19. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Fighter's FAQ
  20. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Arcane Archer FAQ
  21. NeverWinter Nights solution by System on 09/03/2006, 09:50
    Chapter Two Sidequest Guide
  22. NeverWinter Nights solution by System on 09/03/2006, 09:50
    Spell Guide
  23. NeverWinter Nights solution by System on 09/03/2006, 09:50
    Character Creation Guide
  24. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Cleric Guide
  25. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Barbarian FAQ
  26. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Bard FAQ
  27. NeverWinter Nights solution by System on 09/03/2006, 09:50
  28. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Wizard Guide
  29. NeverWinter Nights FAQ by System on 09/03/2006, 09:50
    Wizard Guide
  30. NeverWinter Nights cheats by System on 09/03/2006, 09:50