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(11B/9R) - Eleven barbarian, nine rogue. The sneak attack here would really shake up some opponents. Also the immence ammount of skill points would be a nice addition. Just a better version than the minor multi-class one.
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)=- 3.6 Which Is Right For Me? -=(
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The great question. Which one? How much? What kind? etc. Here I will actaully "recomend" what _____ is for you, like what race, how much strength. What type of feats, and so on. Feel free to e-mail me on any ideas you have.
(=- 3.61 Types Of Barbarian -=)
There are many types of barbarian you can make. A big strength based half-orc brute, or a dual wieling human. From what you'v read (assuming you read all the above info) you'll be fairly knowledgable of all the factors that make a barbarian. From knowing this you will be able to make your own special type of barbarian. I will be adding more soon, e-mail me any ones you want in here!
(Brute) - Preety much self explanatory, but in case your thick (like me) I will explain it. Choose Half-Orc, give him eighteen ,or more, strength. Then focus on constitution give it about fourteen to sixteen. Now spread the rest of the stat points as you feel necesary. For skill points place them on dicipline and lore, save money. Now as for feats you will need, power attack, weapon focus, weapon specialization, improved critical, improved power attack, and then you will want some that will give you a big advantage in battle.
Maybe either, cleave, knockdown, etc. You will probabally want to use a greataxe or sword, perhaps even a scythe (make sure you read the part about scythes). As for armor you want as much AC as you can get, be greedy. The rest is really up to you.
(Dual Weilder) - Two weapons are better than one, right? Well they should be.
Go for Human, because you get the extra feat, and skill points. Strength is not as important, but don't neglect it, maybe fourteen up to sixteen. For dexterity you could put this real high and get Weapon Fineese, or stay around fourteen. Best to use medium armor, so keep constitution regular to low. You can spend the rest on where ever, perhaps wisdom? Now a big choice is weapons.
I personally find having one weapon with a 3X critical, and another weapon with a 19-20 2X critical, a very good combo. Make sure you put the 3X critical weapon in your primary hand, as to get more dammage on the big critical. For armor get the best medium armor you can find, make sure it will let you use your dexterity to the fullest. Again the rest is up to you, so expeirament.
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)=- 4.0 Barbarian Items -=(
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Through out the game your barbarian will no doubt, find various items. Weapons armor, belts, rings, etc. This part of the FAQ will go threw, which weapon, what kind of ring, how much AC in the armor, you get the idea. Note that some items appear at random times and places. I'm still trying to figure this out but be aware that you may get some very unique items through out the game, keep them!
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)=- 4.1 Weapons -=(
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My favorite items to have, simply because, you can't wreak havoc with out it.
The barbarian, being a big melee fighter will want something big and deadly.
Perhaps a Greatsword? No, something with high critical. How about a Scythe?
Or do you want the Double Axe? This is where a lot of people get very confused and end up picking the humble "dagger". Well, not to worry, we'll match you with your ideal weapon. So let's play, Blind Dat ... I mean ... Blind Weapon.
(=- 4.11 Greataxe -=)
Ahh, the very great, greataxe (Yeah bad grammar, I know). The greataxe is probably the most used barbarian weapon, if not this, then the greatsword.
With 1D12 damage, and 3x critical, it certainly is threatening. This is going to be your only real choice in the begging, this or the greatsword. You will eventually find a greataxe plus one, in chapter one. You will then want to go get it upgraded, for an adamantine and five hundred gold, to a "Stone Fire
Greataxe" which has two additional fire damage, and a cool new look. Next you'll be in chapter two. At the Green Griffon Inn you will be able to buy a great axe plus two. Also another special one, but you have to be level fourteen to use it, so don't bother with it yet. You also may well run across some other special kind of greataxe, I didn't. Then in the begging of chapter three there will be a forge and a place to get a greataxe plus three. If you still have your "Stone Fire Greataxe" and an adamantine you can make it do
1D6 damage instead of plus two. The rest of the game will have you either staying with the greataxe plus three or the "Stone Fire Greataxe" or if you find another really sweet greataxe.
(=- 4.12 Greatsword -=)
The biggest of the swords, ironically it's called the, greatsword (Bad joke, I know). The difference between this and the greataxe is, that the greatsword does 2D6 damage and a 19-20 2x critical. The difference between this and the greataxe is, the same difference which made me choose the greatsword over the greataxe is. The greataxe does 1D12 which gives you an average of six and a range of one to twelve. Now with the greatsword you do 2D6, this gives you an average of seven and a range of two to twelve. So in case you got lost in my math mumbo-jumbo. The greatsword will never do one and has a higher average than the greataxe. Of course the critical can make you look the other way on this, seeing as the greataxe has a 3x, which is very good. The greatsword is found quite common everywhere you go. Whether you start with this or the greataxe makes little difference now. Towards the end of the first chapter you'll either want to use your adamantine on the greataxe or greatsword. If you go for the greatsword the rest of the game will be the same as the greataxe would be. You do happen, to get more special greatswords, I did, like the "Blade of Rishmi", which has spell resistance.
(=- 4.13 Scythe -=)
Not much experience with the scythe, plan to do some though. The main thing is the 4x critical. The 2D4 isn't great but the critical will keep you safe. The upgrade at the forge is also really good, with 1D6 bonus sonic dammage, and something else I don't remember. Like I said before I don't have much knowledge with the scythe but I will try to get some. - reesespieces72@hotmail.com added the following.
"I know, it only does 2d4 damage, but it has a x4 critical like you said. If you get improved critical however, it becomes 19-20 x4. if you are a half-orc, and get 20 strength, you will have a plus 5 modifier. if you then get weapon focus, it will then add to your normal half orc +1 bonus to damage and you will have 2d4 + 7. follow me so far? ok. then, you will (hopefully) have learned the following feats: weapon proficiency (exotic) weapon focus (scythe) power attack, improved critical (scythe), cleave, and improved power attack. I know, it seems like a lot, but if you multiclass in fighter, no problems. now, if you use improved power attack, it will be 2-8 + 17. this is
19 - 25. if you are a fighter and get weapon specialization, it will be
21 - 27. even at level 1, your attack bonus would go only down to -3. now, finally, the payoff. With a 19-20x4 critical with the scythe, you will end up doing 84 - 108 damage. two of those could take a whole dragon down easy."
(=- 4.14 Double Sword/Double Axe -=)
As far as I know these two weapons are the same, except for look, weight, and critical. Dealing 1D8/1D8 damage, giving you two attacks a round, defiantly a good weapon. I have some experience with these, but not lots. There initial cost is more than usual, but will be paid back soon. They can both be upgraded at the forge before the end of chapter one, fairly well upgraded to. They then follow the same path that the greataxe and greatsword do. Going up each chapter and some special ones along the way. A special double sword that I found along the way "Blade of Corellon" was, extremely useful, with plus three enchantment, along with heal plus two and spot plus two. It also would have fetched a fair price at the merchant, near eight thousand.
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)=- 4.2 Armor, Shields, Helmets, and Cloaks -=(
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Obviously important, with out this your character would be in his undies, cold and scared. Armor is essential for the barbarian, weather you go, heavy armor or stay with medium armor. If you do go with heavy armor, you will of course need the feat.
(=- 4.21 Light Armor -=)
Not a good choice for the barbarian, usually that is. If you want to go for super dexterity, then by all means be my guess. I have absolutely no experience with light armor, so don't ask!
(=- 4.22 Medium Armor -=)
Your starting armor proficiency, I usually use this for a good three quarters of the first chapter. Normally I don't go beyond that with medium armor. What
I do know is that it's a good balance between dexterity and AC. I believe the highest AC on medium armor is six? Not sure on this. The good thing about medium armor, that heavy armor doesn't have is, it has a decent dexterity bonus.
(=- 4.23 Heavy Armor -=)
Here's what I'm talking about, the "good" stuff. Heavy Armor is going to keep you safe and high on hit points. There are also a lot of special heavy armor pieces I've come across, like "White Dragon Armor", "Mithral Splint Mail",
"Enkidu's Armor", etc. Heavy armor has got the "shiz" for AC, with things getting up to AC 10 (For just armor), your going to be doing fine. A downside to heavy armor is that barbarians need to use one of their limited feats to get it, you can always multi-class though.
(=- 4.24 Shields -=)
Not usually associated with barbarians, they do indeed help the AC though.
Probably not such a good idea for a barbarian, unless you have a particularly good medium weapon. There are some shields that add a lot of bonuses, but it is possible to get a barbarian with a shield to be effective. Plan to do some experimenting with this.
(=- 4.25 Helmets -=)
Buy your barbarian a helmet as soon as you can, since there only twenty five gold. There are not that many helmets through out the game that are going to help a barbarian. A good choice could be the "Mask of Persuasion" or "Greater
Mask of Persuasion", simply because you might of neglected your charisma. Or you could get the "Thayvian Circlet". The lack of helmets is a bit of a bummer, but can be ignored.
(=- 4.26 Cloaks -=)
Anything with a plus in AC or damage reducing is a good cloak. As with helmets, there are not lots of cloaks. "Cloak of Protection vs. (good, evil, chaos, law)" is fairly good. Your best bet though is probably any of the
"Cloak of Protection", giving you direct AC bonuses.
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)=- 4.3 Rings, Necklaces, and Boots -=(
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Some very good items here, "Ring of Elemental Resistance", "Amulet of the
Uthgardt". You're allowed two rings, one necklace, and a pair of boots.
(=- 4.31 Rings -=)
The great thing about rings is, if you have two really good rings, you don't have to spend hours, and hours, deciding what ring you want. Because, you can have two! In the begging you're not going to have a whole lot of choice, mostly real crappy protection ones, or crimson/jade/cyan rings, they give off a small light, a bit like a torch. A few of your henchman will give you special rings, nothing great but there better than nothing. Once you get into, about the second chapter you start getting some good rings. Some of these you find, some you buy, and some you steal. By the third chapter you should have
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