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Submitted by System on 09/03/2006, 09:50. Print file.
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from high DEX bonus). As a rogue, you will get Sneak Attack, decent skills (you'd concentrate on maxing SEARCH, DISABLE TRAPS, PICK LOCKS, PERSUADE and common rogue skills; and leaving WIZ levels for maxing LORE, CONCENTRATION , HEAL and
SPELLCRAFT. That way you'll end with a bunch of useful skill so you can change your hench, familiar and minion acordingly.

There are two ways to play this, as a pure wizard with some rogue levels added, or by equaling levels. No matter what way you choose, but I'd start as a rogue (for gaining the lv1 skill boost) then multiclass to Wiz at Chlv 2.

Now, the two main ideas. If you want to go pure wizard, you should end W17/R3, you'll get a starting SKILL boost, you'll start MAXING quickly some useful rogue feats, you'll get a +2d6 sneak (useful for adding damage done by a X-bow or similar if near enough) and the ability to NULLIFY spell damage if a REFLEX save is involved. Then, when you start to take wizard levels you can still add to rogue based skills. Also, if you end choosing this idea, you'll be able to cast every spell level available to wizards.

The second way is to equal the classes a little more. This way you'd end as W11/R9; which allow you to cast Arcane lv6 spells, will have +5d6 sneaks, a LOT of rogue skills and a pretty decent REFLEX save.

* WIZARD / BARD: similar to Wizard/Rogue, but i'd still choose the rogue variant. As a bard you'll lose a lot of skill points, the always useful sneak and some rogue based feats. The gains are only the Bard Song (that may prove useful if you have your hench, minion and familiar around) and some extra arcane spells (and as a CON here, you'll have to drop some points in CHA if you want those spells to be useful). I shouldn't take this multiclass, but if you have tested it and have some opinions, feel free to mail me.

* WIZARD / MONK: Ver nice multiclass available. As a Monk you'll get acceso to some
VERY powerful equipment (monk robes, monk bracers, monk boots) that can add a HUGE boost to your AC. Also, you add your WIS bonus to your AC. And the best, Monk Robes don't have Arcane penalties, so even adding a little monk levels may prove very useful. More advantages are the improved Monk saves, extra speed and a bunch of special feats only available to Monks.

As for CONS... well, errr... the main CON I see in this multiclass is knowing when stopping to level up in one class and start with the other. Since both classes compliment very well (well, you only will lack some proyectile weapon potential here).
A W10/M10 is a nice option, that will allow cast up to Arcane lv5 spells, and will allow you 3 attacks per round unarmed, 130% movement, +7 to all save throws from your monk bonuses (Added to another +7 against MIND, and +3 against FORTITUDE and REFLEX.
Don't forget a lot of useful MONK feats (Evasion, Immunity to Poison, wholeness of
Body,...) that will enhance your Wiz.

Also, you may focus a little more or a little less in your MONK part depending on your personal preferences.

* WIZARD / CLERIC: Well, you'll find three main problems here; First, as a CLERIC, you'll mainly wear a Heavy armor, and commonly a shield (unless you want to chose a heavy weapon instead) so you'll end with a lot of Arcane failure rate. Second, while the DIVINE spells may probe useful, the fact is that you'll need to add also to your
WISDOM stat, in order to enhance them. Third, as for most spellcaster/spellcaster multiclasses, unless you only take little levels form one of them, you'll end with a lot of low level spells; and will have no big fuck***, and be sure that this will be a real problem a higher levels.

* WIZARD / DRUID: I still prefer this multiclass even that it's cleric counterpart.
The real advantage here is that Druids don't use heavy armors, and rely comonly on leather or at most studded. Also, they hit decently, and you get some useful low level
Druidical spells (Flame Lash, Silence) without worrying a lot from Arcane failure (maybe a 10%, at most 20%) also, the best idea here is to pick only little Druid levels (lv5 or at most lv7) so you'll have a good quantity of spells to cast (lv7-8 Arcane; up to lv4 druidical - that nets you some pretty nice low level druidical killers -) and focus mainly on your Wizard part. You can add more Druid levels here, but I'd want at least be able to cast lv6 arcane spells)

* WIZARD / SORCEROR: Ugh, don't like that. I'd go pure instead. If you pick little sorcerer levels here, you'll end only with a bunch of lv1 and lv2 sorcerer spells at most, non useful against the big suckers at higher levels, and your Wiz part will lack extra high level spells that could probe more useful (what do you prefer, 6 extra lv1 magic missiles, or one extra Time Stop and one Celestial Avenger?)


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VII-. PVP (PLAYER VS PLAYER) WIZARD
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This section will talk about tips for making a good PVP (Player vs. Player) wizard; this is not intended to be a tool for surviving against PK's (well, there are not many PK's in
Neverwinter Nights) but a tool to give you some nice killer ideas while fighting a fair 1 vs 1 combat.

If you're gonna play a Dueler, you should consider playing only on Servers who don't allow local charas. That's because there's a lot of powerful equipment in NWN, and you will not want to duel your lv3 mage agains a local lv3 fighter with dual +5 protection rings, +5 full plate with haste and a greatsword +5... Think that most local duelers will be uber equiped via Debug Console and the toolset.

Also, note that these are tips only, feel free to try other spell combinations (and if you want, drop me a mail and tell me about them).

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A) MAIN IDEAS
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* RACE: I'd take Gnome, but humans or elves are good too. Humans are granted a bonus feat very valuable for low level duelers, they also get one more skill point, but with your maxed INT you'll not really need it; Gnomes usually get +1 hp per level (+2 to CON), better fortitude saves and free Spell Focus (Illusion) feat. they are harder to hit too, because their small stature. Elves are harder to hit too (+2 to DEX) and are immune to sleep... but sleep will only be a problem at low levels.

NOTE: Also take look at DWARVES... they can make real resistant Wizzies... and they don't need CHA for duelling... :) (LARRY BUEL's idea)

* STATS: Try to max INT from scratch, the more INT you have, more spells you'll gain at low levels and more dificult to avoid will they be (remember that your INT bonus adds to any Save Throw DC your spells allow; specially at low levels this is very important.
The second most important stat is CON. It'll give you more life you you will be able to take one or two more hits. STR and CHA are stats your dueler can even have penalizations in (because you'll not use STR - just don't place a 3 here, you'll need some STR for wearing some equipment on... - and CHA is useless fror a Wizard Dueler; if you could only scare oponents when they see how horrible you Wizard is... XDDDD)

* BONUS POINTS: ALL to intelligence. Any bonus point obtained must get you more bang for your buck (INT will add to your spells and to the difficulty to resist them)

* SKILLS: Max CONCENTRATION and SPELLCRAFT, you usually will not need other skills. give a shoot to LISTEN and SPOT, will help  a lot when fighting invisible enemies. MAX also the
DISCIPLINE skill (no matter it costs 2 points to increase one). This will help against
Fighter types knockdown combo.

* FEATS: I'd take feats in this order:

- COMBAT CASTING: You're a dueler, you cannot afford to lose any spell you're casting.

- SPELL FOCUS(School): Chose your main disabling spell school. At low levels this feat will make the diference, because oponents will not have high Save Throw bonuses;
I'd personally take ILLUSION (Remember that Gnomes start with this FEAT for free, and
Humans can choose TWO feats at lv1) because at low levels Colour Spray ir a real disabler [DC 10, +1 (spell level) +4 (INT bonus) +2 (Spell Focus)]. Thats a DC17 save when oponents will have at most +1 or +2 against Mind Saves (because usually only clerics and monks add to wisdom).

- SILENT SPELL: Most useful against low level Clerics, who like to caste silence. You should have a Silented Dispel Magic at hand, just if it's the case...

- STILL SPELL: I think this is more useful than Silent, but you must chose wich you want to learn first. You'll not use this for wearing armor... but for being able to cast spells WHILE PARALIZED/HELD. Yes, the spell description only says that this feat only negates armor penalties... but you can also cast any still spells when your wiz is victim of a HOLD PERSON and the like... just look when you're held, you'll see it says "You cannot cast any spell requiring Somatic components...", but with STILL SPELL you DON'T require a Somatic Component to cast a spell... :)

- MAXIMIZE SPELL: You'll use this most for maxing the damage your spells will do. You should rely more on casting only two maxed fireballs better than casting 4 normal ones...

- GREAT FORTITUDE: useful for blocking one-hit killer spells, like Finger of Death and the like. You don't need the Reflex feat because it's usually used when rolling for half damage... and usually any roll against half damage will come from an elemental source, which you'd be elemental protected against.

- THOUGHNESS: It gives +1 hp per level, so will not make a big difference at lower levels. At higher ones will mean you can take maybe one more hit.

* FAMILIAR: At low levels take a Panther. You don't need search for traps and that crap while fighting PvP, what you need is just a meat shield (specially one that is capable of flanking if an enemy rushes you). At higher levels you might find interesting change to the
Fairy JUST for the invisibility spells she can cast, but the damage your panther's sneak can do at higher levels is just A LOT.


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B) DUEL LEVEL
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It's not the same dueling as a lv5 wizard than as a lv 20 one, the diference of spells available and equipment is much wider while at high levels, so you'll have to change tactics acordingly. I ALWAYS assume that your mage has, AT LEAST, sufficient INT bonus from
INT bonus and equipment so you get +1 spell for EACH of the spell levels available (that's, each time you get 1 new spell level you won't start with one spell from that level, but at least TWO):

* LOW LEVEL DUELS (lv1-lv4): While playing very low level duels you'll have not sufficient bang for your buck to being able to do something by yourself, you'll need to rely on your panther and summoned minion to do damage, while you run around the battlefield with your opponent chasing you. If your enemy ever stops and starts attacking your familiar or minion, just cast a Daze so he'll lose a ronund and will be surrounded again; if opponent continues the chase, your minions will get one free opportunity attack (and your panther could even sneak...)

Here you have some tips to do:

- Your mage will not have sufficient hit points to stand two hits (well, you'll stand two hits if your opponent is unlucky with his damage roll). At lv1 you could have about 7-8 hp so maybe only rogues will have to hit you at least twice (because low level rogues usually go for light weapons - usually 1d6 damage ones - and dual wield.

- At lv1 Your main way to attack is to cast your summon and then your most powerful disabler(and start praying the disabler connects). Then try to cast Dazes (since you're fighting less than HD5 opponents) while your minions attack. You can change the Dazes for Rays of Frost, but I find Daze is safer 'cause it allows your minions 1 free attack while your enemy is defenseless. You should use that round to keep distance and prepare your next daze. I'd have about three dazes and one Ray of Frost, or all Dazes.

- At lv2 you gain one more lv1 spell, you should use it for another Disabler, or for a
Burning Hands if your enemy is not a heavy fighter. Also you could try a Ray of
Enfeeblement and hope it connects (and the Strenght damage roll is good).

- At lv3 you gain two lv2 spells. If you can cast pre-combat spells (if the module allows combat preparations), I'd take a FOX CUNNING, because it increases your spells
DC at least by 1 (and you could even increase it by 2 or even by 3, depending on your
INT. Against heavy fighters your second spell should be a Ghostly Visage and have lv0 full of Dazes. Other great idea is to cast Blindness/Deafness on the enemy 'cause they get a 50% hit failure rate, and a 20% spellcasting failure (unless they use Silent
Spells, which shouldn't be the case...)

- At lv4 you should take a Ghoul Touch if you feel confident you'll survive getting near the opponent (and you're confident too that enemy's save roll will be not very high) or a Melf's Acid Arrow (you'll get 3d6 + another 1d6 per round for every three caster levels, so at lv4 you'll get 3d6 +1d6 next round)

- Also, you could change one lv2 spell for a Dire Boar summon, and use the now freed lv1 slot for another disabler or a direct damage spell.

- Another nice way to protect yourself is by casting a DARKNESS centered on YOURSELF.
Since you usually don't rely on to-hit spells, but area disablers, you will not have problems with the 50% concealement... but fighter enemies will still miss half their attacks in the darkened area. Be warned enemies could enter the darkness area followed by your minions, so they'll also get the 50% failure chance; best idea is to cast darkness, cast the disabler and, since darkness is centered on you, area moves with you, so you can remove the area from your enemy.


* LOW/MID LEVEL DUELS (lv5-lv8): At these levels you'll start finding that your loved sleep/colour spray starts missing often than hitting but still can help; you will nedd to start changing your tactics because fighter enemies will start having A LOT of Hp's (think about 14-15 hp's per level, so they can have around 70-75 hp's)

- At lv5 you get one of the MOST useful spells you'll even have... the HASTE. Haste is a MUST for a wizard dueler, not only because it allows you to escape faster... :) but Haste also grant a PARTIAL ACTION per round . Now you'll say... "Well, ok, I gain a partial action each round... and what?". Well, since upcoming 3rd edition rules casting a spell is considered as a PARTIAL action, now Haste grants you ANOTHER partial action... yes, You'll be able to cast TWO spells each round while hasted.
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