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Submitted by System on 09/03/2006, 09:50. Print file.
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- Also, when able to cast lv2 spells, ghostly visage will be a great problem, since your main way to deal damage comes from your minions natural weapons. Best idea is to
Ghostly yourself too (bards usually use 1d6 damage weapons or bows) so you can wait for your minions to crush their ghostly first.

[VS. DRUID]

- Very similar to Bard matches, but they have some more hp's and their main disablers are SLEEP and ENTANGLE. The usually hit harder than bards too. Warning from their lv2 spell Flame Lash, damage taken from that spell can be a problem.

[VS. WIZARD/SORC]

- At these low levels usually the spellcaster that casts first wins the combat, just cast your most powerful disabler and hope it connects. Be warned against sorcs, they can try to win by barraging direct damage spells, one after another (specially Acid arrows)


* LOW/MID LEVEL DUELS:

- Remember this combo: Improved Invisibility [lv4] + Haste [lv3]. Your first spell cast at any combat should be one of these two.

- Be warned... enemies can start having spell resistances (usually a SR12 girdle)

[VS. FIGHTER TYPES + MONK]

- Improve Invisibility yourself. Now your enemies have a 50% failure rate on their attacks so you can cast your spells peacefully (first enemies have to score a HIT and then the invisibility concealement will be rolled). Second cast a Dire Spidey so if it ever scores a hit, enemy will be doomed in matter of rounds (remember Spidey's STR venom damage and DC26 save throw); third cast your disabler (a ghoul touch is nice, since it paralizes - opponent doesn't "wake up" after a hit -) so you can wait for venom to take effect. If enemy fails the disabler save throw, your spider nearly has a granted hit, and your familiar will have a lot of fun sneaking. Just help a little with direct damage.

- Be warned for rushes... They can perfectly forget about your minions and try to knockdown-stuck you (they'll just use knockdown until u're dead)... that's why the improved invisibility is a life saver

[VS. CLERIC]

- Be very warned against INVISIBILITY PURGE and DISMISSAL, these two spells, if succesfully cast, can turn the tides of the battle; your best idea is just to wait a little. If cleric rushes just cast improved invisibility, your familiar will be already around. If enemy starts casting Divine Power or Summon, then disable and if connects get your summon up. If cleric also waits soon will have your panther rushing and you'll be free to cast something interesting...

[VS. ROGUE]

- You'll mostly find that the rogue will start using a Bow, yo he'll try to pelt you and you'll not be able to cast many spells that way. The best idea is just to cast
a Ghostly Visage so at most (and unless Rogue has mighty bow and some +STR bonus) you'll take 1-3 damage per arrow - if hit is not not a critical one - Think that not many arrows will come your way since your Familiar should rush the instant it sees the
Rogue (and using a Proyectile Weapon allows Oportunity Attacks to nearby melee atackers). Your Panther's SPOT SKILL should be sufficiently high to disable Thieves hide-hit-and-run tactics. You'll find most thieves will play with two weapons and will mostly use Parry skill. Parry is nice against physical damage classes... but you just stick with magical damage. Also, be aware that your Fireballs and the like are nearly guaranteed only half damage... so better pelt'em with Melf's and Magic
Missiles.

[VS. BARD]

- Again, a good mach to have. If Bard already has his minion around first thing he should do is to sing, so they both will have pretty decent increased mods. You still have a 3 to 2 advantage, but their minion is more powerful than yours because of the
Bard's Song.

- First, you should chose the Dire Spider as a minion. Since Bard's Fortitude usually are low in one or two hits (very comon... those spider's are a pain in the @$$, if you've played solo) This will disable most direct attacks in matter of rounds. Just hide (improved invisibility and let her do the job. No matter bard's song... a DC26 is still tooo difficult to get rid of (opponents - fighter types - will have about +10 at most).

- Now that you've disabled direct attacks, you have to disable long range ones.
Stoneskin is very useful... but you should choose a Ghostly Visage since you should not be against +2 bolts/arrows.

- Finally, pelt him with some Melf's and let the damage stack. He may become invisible, but this will only help him for one hit/spell, or until your panther SPOTS him. Just protect yourself with more spells or couter the one he'll try to cast.


[VS. DRUID]

- Difficult mach. You'll not believe, but they can ever have better direct damage spells than you... FLAME STRIKE (lv4) will deal 1d6 fire/divine damage per level, and there's no spell that can resist divine damage so you're guaranteed full damage from the divine part of the spell... that's bad. They also get the Dire Spider and Dispel
Magic as lv4 spells... so you'll have a bad time. Be warned against their CALL
LIGHTNING... they can even have it as a pre-combat preparation.

- Your main way to win is to cast either a big disabler (and hope it connects) or a big damage spell as a counter (hope you have better initiative than him); then pelt him with Melf's, and hope he has not Acid Resistance

- Also... Invisibility (no matter normal or improved) is a life saver against Druids since A) Thay cannot hit you with targeting spells (spells that require a seen target to have effect - both FLAME STRIKE and FLAME LASH are targeting spells -) and B) the always useful 50% concealement. I'd recommend Improve Inv. yourself and go
CounterSpell Mode so you can block Druid attempts to dispel you. If he turns against your minions... pelt him.

[VS. WIZARD/SORC.]

Your main way to win is A) to have a Dispel ready and purge enemy's invisibility; and
B) kick in an Enervation so enemy's spells go to shit. Try to pair minions so you stand an one on one combat. If Enervation kicked in you have level and spell advantage. Else go elemental or physical damage (depending on enemy's protections...) you can even Polymorph yourself and go physical.


* MID LEVEL DUELS:

- Duh... many +2/+3 protection equipment here... and the Ring of Elemental Resistance
(15/- resistance to elemental damages) is a big problem too.

[VS. FIGHTER TYPES + MONK]

- First... the ring of elemental resistance can negate a LOT of damage (think of a maxed fireball - 60 dmg - resisted to 30 damage and reduced to 15 by the ring...)

- Main killing way... try the Mind Fog with a Will Save disabler (after Improved
Invisibility, of course) this will grant you time for readying your defenses and cast your Spider (stick with the spider, just for the venom STR damage). Hold Monster is a good idea after the Fog. Add stacking Melf's (look if damage is resisted after the 1st one) or throw volleys of Magic missiles.

[VS. CLERIC]

- Damn, there's a problem here... their HARM spell. This spell doesn't allow a Save
Throw, counts as a TOUCH ATTACK (so it'll nearly be a sure hit) and reduces your life to a measly 1d4. HARM and a direct damage spell = you dead. Your first spell here should always be a LESSER SPELL MANTLE, since it blocks spell levels targeting you
(HARM is one of them). Now Cleric will have to Dispel or rush (go counter if cleric tries to dispel, cast Improved Inv. if he waits/rushes, then stoneskin). So, first Mantle yourself, and then cast Improved Invisibility (so if cleric dispels the mantle, his HARM will still have 50% failure rate.

- Be aware of this... if you're HARMED, cleric can turn and kill your familiar, so you take another 1d6 (remember that you are only left with 1d4) and usually die. So, if you see he tries to kill your familiar... unsummon him (you can wait a little so your familiar deals some damage, but unsummon if he has less than half life) Cleric could even HARM your familiar and then deal the killing blow.

- Also, be warned abour Blade Barrier, hold your dogs of war ("Follow Me" and even use it on your advantage if you don't get struck in the middle.

- Don't try WILL save dispels... clerics are very good at them

[VS. ROGUE]

- Well, the main problem here is to get rid of his ability to nullify damage from area spells. The best way is just to think the thief is a low end warrior (that is, cast the Mind Fog and wait for it to connect, then lock him with will save based spells while your minions do the killin' - again, spider summon will be more useful than any other -.

[VS. BARD]

- Usually he'll try to protect himself via spells then rush to you. Still, he's a thief with no sneaks and some spellcasting potential. An Enervation will do the job against his spellcasting potential, while your spider will help against his physical damage. It's a good idea to have a stoneskin and a Ghostly Visage learnt to use them as COUNTERSPELLS (you'll want your minions to do the killin', so he must not be protected against normal attacks)

[VS. DRUID]

- Oh shit... be warned against their SLAY LIVING. This can be a one-hit kill since it involves a Fortitude Save (the ones you're not very fond of) So Spell Mantle can save the day.

- Also... you'll really, really, really want to dispel their SPELL RESISTANCE (12 + their character level), hope they haven't cast it pre-combat or you're in deep shit.
Still, this one has a short duration, so you may survive till it fades off.

- The best way is to play defensive (Greater Stoneskin, Spell Mantle, maybe even a
Glove of Invulnerability) and hope your minions will be able to do something with him (usually not... Druid can also be Stoneskinned). Their main attack pattern is to cast some protective spells and then rush you, not worried about your allies) So better prepare your spells acordingly - that is... a lot of countering; DON'T allow him to cast any defensive spell - if you can block/cancel his defenses, you'll have advantage for you're three and they're usually only two. Spell Breach will be a must.

[VS. WIZARD/SORC.]

- If you feel risky, try Feeblemind; if it kicks in battle's over. Else, I'd recomend
Enervation first, then a Spell Breach, then go pure damage.


* MID/HIGH LEVEL DUELS:

- Well. Powerful equipment is so damn common at this levels that you'll have even problems to raise your defences. You'll need something that gives you haste so you'll have time to at least cast something.

- Usually your best choices are fight non-spellcasters. If well prepared they have no chance breaking your spells.

[VS. FIGHTER TYPES + MONK]

- Hope you're hasted. At this level they'll have AT LEAST four attacks per round and usually they will not miss. Also, 99% of them will have Boots of Speed or the like so you'll have them near you in no time. So, first cast a GREATER STONESKIN so you will be able to reduce a lot of damage coming your way. Now, summon a MORDENKAINEN or a
CELESTAL AVENGER to keep them busy and try a PRISMATIC SPRAY or a Paralyze spell (no matter which one). Have your lv5 spell slots fully loaded with MAXED FB's/LB's, so they deal some damage.

- Another idea, if you see they're not acid protected you can have a barrage of maxed
Melf's thrown at them... and then sit down and enjoy the pile of 6hp damage rise.

[VS. CLERIC]

- Hum... DESTRUCTION and WORD of FAITH can be one hit killers so cast a Shadow Shield or have some instant death protection equiped. Then I'd recommend to have some Delayed
Fireballs around acting as a shield (so Cleric will think twice before rushing).

- You could try killing by direct damage (Horrid Wilting packs a punch and it's
Negative Energy, so no elemental resistance is available) followed by maxed Cones of
Cold too.

[VS. ROGUE]

- Treat this one as his low level partners... but now you have much more damaging spells.

[VS. BARD]

- Be warned for his Greater Dispel and Energy buffer. You may waste precious time dispelling/ getting up your defences.

[VS. DRUID]

- First: CREEPING DOOM. Usually anything nearby them will automatically get killed in the process. Second: FINGER of DEATH: As same as the cleric. Third: PREMONITION: so
Greater Spell Breach will be a must. Fourth: HARM (ouch).

- Go for direct damage.

[VS. WIZARD/SORC.]

- Try as many consecutive Horrid Wiltings as you can. Damage will be sufficiently
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