Jump to page:
Sponsors:
+ Bonus to spells. There are very nice caps with (usually low level) spell bonuses.
+ Bonus to skills (specially Concentration, Persuade, Search...)
+ Bonus to INT (or even CHA, so you'll be able to raise Persuade skill)
+ Immunity against Critical Hits (Think of a lv13 Half-Orc fighter With Boots of Speed, speciallization on Greatswords and Enhanced Critical on Greatswords... ouch)
* ARMOR: Well... don't even think of wearing leather armor or something. At first levels try to find a robe of resistance (any kind will do, but you'll find that at first levels the Fire resistance ones are better. Next you should find Mage's Battlerobes to put on.
Think that AC is SECONDARY. At lower levels you'll have too low life to engage melee, and at higher levels any fighter type opponent will have too high to-hit bonuses so your
AC will not be usefull (they'll just have to roll a 2+ to hit you, no matter which AC you have...) a well crafted Fighter could have a +19/+14/+9 to hit at lv13 or even more - at least I have this on my Greatsword Half-Orc fighter - ; so, your defense will mainly consist of Damage Reduction spells.
Bonuses you should look in an OUTFIT:
+ Elemental resistance (better +10 to all than +15 to just one type, you don't know what you'll find ahead... UNLESS you know what you'll find ahead)
+ Physical Damage Reduction (even +5 will help... but think that here usually will come some penalties to any of the three kinds, so you can find 5/- to slashing and crushing but +25% damage received with piercing... but, well... +25% damage received only is added to the BASE damage of the weapon)
+ Bonuses to skills (usually you'll find here bonuses to mage skills, that's handy)
* WEAPON: At low levels we'll need some kind of support weapon for helping our minions do their job, so find out a ranged weapon (Crossbows are best). At higher levels you'll find you're not able to hit in a decent rate, so search for a weapon with nice bonuses rather than damage.
Bonuses you should look in a WEAPON:
+ To-hit bonus (look FIRST for to-hit bonuses, damage is secondary. Remember that x-bows don't add STR bonus to their damage, so it's way better a +1 light x-bow than a normal heavy x-bow). Remember that you'll only use this weapon for the first levels, where enemies are somewhat easy to hit.
+ Extra spell bonus. When you have a higher level and you find that enemies have too high AC for you hit them in a decent rate, start looking for other bonuses instead to-hit ones. At these levels you'll bang with low-level spells, so having +1 or +2 bonus to spells (usually you'll find +1 to lv1 spells, +1 to lv2 spells,...) will allow you to damage a little more.
+ AC bonus. Yep, some weapons come as DEFENDER types, so better gain some AC here either than a non-useful anymore +2 x-bow.
* MANTLES/ROBES: At low levels you'll not be able to afford even the lesser of the cloaks (usually there are not normal cloaks out there) so you'll have some decent level when you'll be able to afford one.
Bonuses you should look in a CLOAK/MANTLE:
+ Bonus to save throws. This is MOST important for a wizard. The only save throw wizards can succeed without problems are the WILL ones... but you have to find a way to help you succeed against FORTITUDE (Instant Death spells come to mind here, Wail of the Banshee requires AT LEAST a Fortitude against DC 23 - Base DC 10, +9 (lv9 spell), +4 (at least a
Wizard must have INT 19 to cast Banshee's... that's a +4 bonus -) and REFLEX (Enhanced
Fireballs, Dragon Beath, trap damage...) ones.
+ Spell Resistance. Even only 10 spell resistance is good, look for this
+ STAT Bonuses (INT and CHA are the most common here)
* GLOVES: At low levels you should find some lesser gloves of somewhat (Concentration and
Spellcraft are most useful), and at higher levels llok for Greater versions of the same or somewhat else.
Bonuses you should look in a GLOVE:
+ Bonus to skills. You'll find Concentrations and Spellcraft ones most useful; these usually come on two kinds: Lesser (+3) version and Greater (+6) version.
+ Bonus to DEX (You can find too Gauntlets of Ogre Power too but... you're not going to find them useful unless you want to acrry A LOT of equipment); +DEX bonuses can help you raise AC a little, raise to-hit bonus with ranged attacks, and raise some thieving skills you may have.
+ AC Bonuses (If all else fails, look for some of these... but only if ALL else fails)
* BELT: As usual.. belts are only magical, and somewhat hard to find... unless you find a light one quickly. Later find any kind of protection type girdle.
Bonuses you should look in a BELT
+ Spell Resistance. Somewhat common in belts, even the lesser of these can give you a nice 12 spell ressitance.
+ Physical Damage Reduction (as same as in ARMOR, look there for more information)
* BOOTS: You can find nice bonuses in boots. There are no non-magical boots, so'll have to wait a little to obtain magical ones (but the lesser ones are cheap, you'll be able to afford them shortly)
Bonuses you should look in BOOTS:
+ Save Throws bonuses. These will be the first boots you'll find/buy. Look for Fortitude or Reflex ones.
+ CON bonus. Nice for some extra fortitude saves bonuses.
+ Haste. The universal known Boots of Speed. The +1 extra attack per round is not useful, but being always hasted allows you to escape difficult situations. Also, getting an extra spell cast per round can prove useful.... ^_^
* RINGS: Now here we can find a lot of useful MODs for our mage. At low leves we'll only be able to afford the Light ones (which we shouldn't buy unless we find one, but then we'll start finding Save Throw ones and more.
Bonuses you should look in a RING:
NOTE: There are lots of useful mods in a ring, so I'll list the most important ones for low, medium and high end equipment
LOW END EQUIPMENT:
+ Save Throw bonuses (single). You'll quickly find rings giving you a +1 to ONE type of save throw. Useful at low levels. As usual, look for REFLEX/FORTITUDE ones
* Light (15 radius). Look for a Cyan one and AVOID as Hell a Crimson type. The type of ring will change the color of the light it generates (so, Cyan will make a Blue 15 light radius... and Crimson will make a RED 15 light radius... red... yep, red... SAME
COLOR as found traps. This ring only makes found traps harder to see, beware)
MID END EQUIPMENT:
+ +INT bonuses. Usually the main INT upgrader is a ring item, so look for them.
+ Saving Throws bonuses (All - Ring of Protection) Better than the single type, gives a bonus to all saving throws. Remember that save throws are UNIVERSAL, so will not stack with other save throw bonuses from other equipment - as the bonuses given by a Cloak of
Protection - so choose if you want the cloak, necklace or a ring to give you the bonus.
HIGH END EQUIPMENT
+ Stat bonuses (DEX and INT most recomended) As same as other + STAT equipment. Remember that + STAT bonuses DO STACK.
+ Spell bonuses. As same as other spell bonus equipment
+ Elemental Resistance (Usually come in form of 15/- resistance to all but Negative
Energy. Nice)
* NECKLACES: Less bonuses than in rings, but you'll surelly find something that suits you
Bonuses you should look in a NECKLACE:
+ Stat Bonus (Usually WIS) You'll find mainly Wisdom enhancements here, but there are other stat bonuses on Necklaces
+ Save Throws. As usual, choose which item you want to give U the bonus. Usually you'll want the robe to give you the bonus, but can hose also to place the save bonus here so you free the robe and/or a ring slot.
+ Spell bonuses. As same as other spell bonus equipment
+ Skill bonuses (usually somewhat rogue oriented)
+ AC bonus. Usually a Natural Armor modifier, so will stack very nicely with other AC bonuses
------------------------------------------------------------------------------------------
==================
VI-. MULTICLASSING
==================
All right, so you're interested on multiclassing your wizard and get some extra abilities, ?aren't you?. Here you'll find some tips about the best multiclassing options
I've found so far.
First, I hereby recommend you not to multiclass unless you really want to do it. The main power of any spellcaster comes from their higher level spells, and if you multiclass, you can even forbid access to the higher spell levels. So, if you really want to multiclass think that Slv8 (spell level 8) requires at least Wiz. lv15, and for Slv9 you need Wiz. lv17. That only leaves 3-5 levels to multiclass if you want to keep some of the most powerful spells.
* WIZARD / FIGHTER: I haven't found any armor wearing classes very useful for multiclassing. As a fighter you'll usually wear a heavy armor, that can net you at least 30%+ spell failure rate. Sure you can put off your armor, cast the spell and place your armor on... but that's not the way; as a warrior you'll be a frontline fighter and cannot afford lose time changing armor in mid-combat...
Of course, if you want to wear a shield, forget about multiclassing.
The best two multiclassing combinations here are to take W4/F16, or W9/F11. This way you get the +1 attack per round bonuses of the fighter and some spells. In case you take
W4/F16 you'll end with a damn strong lv 16 fighter with 4 attacks per round, a lot of fighting feats and some spells (Slv1 and Slv2) that you'll use mostly to enhance your fighter (Bull's Strenght, Endurance, Ghostly Visage and Resist Elements) and whose you can cast without armor before going adventuring. In W9/F11 case, you'll end with a good fighter with 3 attacks per round and decent hit bonuses. With very good protective spells added (Lesser Spell Mantle, Energy Buffer and Stoneskin), enhancing spells
(Bull's...) and some dispellers in case they're needed.
* WIZARD / BARBARIAN: Slightly better than fighter's multiclass since Barb's rely more on dexterity and light/medium armor than fighters, still, as a barbarian you'll end wearing at least medium armor and in the frontline, so your wizard part of the multiclass will mainly act as a support role, casting enhancing spells pre-combat. I'd recommend same multiclass levels as like Fighter/Wizard (that's W4/B16, or W9/B11.)
* WIZARD / RANGER: By far the best wiz/fighter type multiclass. As a ranger you'll mainly focus either on ranged attacks, or going two-feapon fighting, with light armor as protection (20% arcane spell failure at most) and focusing mainly on DEX bonus to upgrade AC. Acting as a ranger allows you to get get some divine spells (if level is sufficiently high) and to be a decent frontline fighter if something nasty gets near you. Also, you get only little penalties from your armor (look from Leather rather than studded leather (you may lose 1 AC from armor , but can get +2 extra AC from DEX, since Leather usually allow a max DEX bonus of +6, while Studded limits that to +4.
With that good DEX bonus you'll get very nice chances sniping while your henchman, familiar and minion rush. the main problem you'll find is to chose between FEATS (since you'll have two classes to worry about) Also, you'll have to worry of having some WIS bonus, because some spells you'll obtain will come from that way.
As for levels, I'd take W9/Rg11. This way you'll have three atack per round (more if
Dual Wielding), and will be able to cast lv5 Arcane Spells, and lv3 Ranger Spells, usually enough.
* WIZARD / PALADIN: Similar to Wiz /Fgt, but you lose some extra combat feats and gain clerical spells and other bonuses instead. Also, as a Paladin, you'll find yourself more oriented to Heavy Armor, and even you can carry a shield. That will be a big Arcane failure rate problem (up to 90% if using a Tower Shield).
* WIZARD / ROGUE: Some interesting posibilities here. As a rogue you'll commonly not wield more than light armor (and usually you'll stick to leather to take advantage
Jump to page:
Sponsors:
Other files from this game:
- NeverWinter Nights trainer by System on 14/03/2006, 06:30
Chapter unlocker - NeverWinter Nights document by System on 14/03/2006, 06:30
Hints in UHS format - NeverWinter Nights trainer by System on 14/03/2006, 06:30
Mega trainer (for v1.10) - NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights trainer by System on 14/03/2006, 06:30
Goldtrainer - NeverWinter Nights savegame by System on 14/03/2006, 06:30
- NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Campaign Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Guide and FAQ - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Ranger Creation Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Cleric FAQ - NeverWinter Nights solution by System on 09/03/2006, 09:50
- NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Rogue Character Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Cleric FAQ - NeverWinter Nights solution by System on 09/03/2006, 09:50
Weapon Master Character Creation - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Fighter's FAQ - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Arcane Archer FAQ - NeverWinter Nights solution by System on 09/03/2006, 09:50
Chapter Two Sidequest Guide - NeverWinter Nights solution by System on 09/03/2006, 09:50
Spell Guide - NeverWinter Nights solution by System on 09/03/2006, 09:50
Character Creation Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Cleric Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Barbarian FAQ - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Bard FAQ - NeverWinter Nights solution by System on 09/03/2006, 09:50
- NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Wizard Guide - NeverWinter Nights FAQ by System on 09/03/2006, 09:50
Wizard Guide - NeverWinter Nights cheats by System on 09/03/2006, 09:50






