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5- Fighters need strength for melee combat. Not a useful wizard stat.
6- Carrying a Shield increases arcane spell failure rate up to 90%.
* BARBARIAN / WIZARD: OK multiclass Character. Same Pros and Cons as a fighter.
A little better due to dexterity helps both classes.
* PALADIN / WIZARD: OK multiclass Character. Same Pros and Cons as a fighter.
A little better due to clerical spells and other minor bonuses.
* BARD / WIZARD: Poor multiclass Character.
* PROS
1- Bards get a panther familiar for extra muscle.
2- Wizard gain the bard song.
* CONS
1- Bards need charisma for bard songs. Not a useful wizard stat.
2- Loose a lot of skill points due to dissimilar skills.
3- Every level of Wizard greatly weakens the characters class.
4- Not a good pool of feats for both classes.
5- Shares a lot of similar spells.
* CLERIC / WIZARD: Poor multiclass Character. Same Pros and Cons as a fighter plus:
* CONS
1- Clerics need wisdom to cast spells. Not a useful wizard stat.
2- You end up with a lot of low level spells that are not very useful.
* SORCERER / WIZARD: Worst multiclass Character for a wizard.
* PROS
1- You get a few more low level spells
* CONS
1- Fewer high level spells
2- Sorcerers need charisma for spells. Not a useful wizard stat.
3- Every level of Wizard greatly weakens the characters class.
*******************************************************************************
*****************
8- CLASS VS CLASS
*****************
This section will give you some ideas on how to deal with different classes. This will help you deal with the bosses in the single player campaign and if you play multiplayer. These are just suggestions. If you find a style that works for you against another class, use it.
* VERY LOW LEVEL FIGHTS: Character levels 2 - 5
* General
1- Summon your familiar and Summon Creature
2- Cast Color Spray to try to daze your opponent
3- Buff your minions or cast Foxes Cunning on yourself to make your spells harder to resist.
4- Cast Invisibility or Ghostly Visage to make yourself harder to hit.
5- Heal your familiar by feeding it.
* VS Fighter, Barbarian or Monks
1- Do not engage in melee combat. Stay behind your minions.
* VS Cleric, Paladins
1- Do not engage in melee combat. Stay behind your minions.
2- Cast Frost Ray, Magic Missile, or Melfs Acid arrow to disrupt their spell casting.
3- If they cast Sanctuary, an Invisible spell, focus your attacks on their minions or cast an area spell like Lesser Dispel or Web.
* VS Rogue
1- Always face your opponent to prevent sneak attacks
2- Cast Frost Ray, Magic Missile, or Melfs Acid arrow to disrupt if they try to cast a spell from a scroll.
3- Cast Burning Hands if you are near them and they are fighting your minions.
* VS Bard, Rangers, or Druid
1- If a they start using ranged attacks possess your familiar and attack the them directly then unpossess and attack their minion.
2- Cast Sleep on their minion and get your minions to attack them.
3- Cast Burning Hands if you are near them and they are fighting your minions.
* VS Wizard or Sorcerer
1- Try to cast your spells first. The first one to cast generally wins.
2- Use mostly direct damage spells.
3- Cast Frost Ray, Magic Missile, or Melfs Acid arrow to disrupt their spell casting.
* LOW TO MID LEVEL FIGHTS: Character levels 6 - 10
* General
1- Cast Improved Invisibility to make yourself harder to hit.
2- Cast Haste to speed up spell casting.
3- Summon your familiar and Summon Creature. Spiders work very nice at these levels.
4- Buff your minions or cast Foxes Cunning on yourself to make your spells harder to resist.
5- Remember to heal your familiar by feeding it.
6- Fireball, Flame Arrow, Cone of Cold, Dismissal, Enervation, and
Phantasm Killer are your main weapons at these levels.
7- Stoneskin, Minor Globe of Invulnerability, and Elemental Shield are your best buffing spells
* VS Fighter, Barbarian or Monks
1- Do not engage in melee combat. Stay behind your minions.
2- Use Ghoul Touch to paralyze them.
3- Beware of Knockdown spam attack. (Use Knockdown repeatedly.)
* VS Cleric
1- Do not engage in melee combat. Stay behind your minions.
2- Clerics are very good a removing invisibility spells and dismissing summoned creatures so wait a few seconds before casting these.
* VS Rogues
1- If a they start using ranged attacks possess your familiar and attack the them directly then unpossess and attack their minion.
2- Cast Ghostly Visage to make their ranged attacks less effective.
3- Cast Flame Arrows, Melfs Acid Arrows, and Magic Missiles instead of
Fireballs.
* VS Bards and Druids
1- Try to enter Counterspelling mode to break up their spells.
2- Cast Flame Arrows, Melfs Acid Arrows, and Magic Missiles to disrupt their spellcasting.
3- Use Enervation to weaken them.
* VS Wizard or Sorcerer
1- Use Enervation to weaken them.
2- Cast Flame Arrows, Melfs Acid Arrows, and Magic Missiles to disrupt their spellcasting.
3- Use Dispel Magic to disrupt their invisibility spells.
* MID LEVEL FIGHTS: Character levels 11 - 16
* General
1- Cast Improved Invisibility to make yourself harder to hit.
2- Cast Haste to speed up spell casting.
3- Summon your familiar and Summon Creature.
4- Use Tensors Transformation to finish them off if they are damaged.
5- Use Mordenkainen's Sword instead of Summon Creature.
6- Use Horrid Wilting as soon as you get it as a primary attack because most of your opponents will have some form of elemental resistance.
* VS Fighter, Barbarian or Monks
1- Do not engage in melee combat. Stay behind your minions.
2- Maxed Magic Missiles work very well.
* VS Cleric, Paladins
1- Immediately cast a Lesser Spell Mantle to stop Harm attacks
2- Use Enervation to weaken them.
3- Cast Finger of Death to kill them.
* VS Rogues
1- Spiders still work very well.
2- Use your minions to kill them as area affect spells don't work well.
3- Cast Maxed Flame Arrows, Melfs Acid Arrows, and Magic Missiles.
* VS Bards, Rangers, and Druids
1- Use Enervation to weaken them.
2- Use Spell Mantel to protect against their spells.
3- Try to enter Counterspelling mode to break up their spells.
4- Use Greater Spell Breach if they try to buff up and rush you.
* VS Wizard or Sorcerer
1- Use Enervation to weaken them.
2- Use Spell Mantel to protect against their spells.
3- Use Greater Spell Breach if they try to buff up.
4- Cast Maxed Flame Arrows, Melfs Acid Arrows, and Magic Missiles.
5- Use Buffing and Magic Resistance Spells followed by a Tensors
Transformation and engage in melee combat.
* HIGH LEVEL FIGHTS: Character levels 17 - 20
* General
1- Time Stop is the first spell that should be cast followed by your choice of maxed direct damage spells, Save or Die Spells or Horrid
Wiltings. Finish with a Power Word Kill. This will generally end the battle.
If this fails use:
2- Premonition, Shadow Shield, Greater Stoneskin, and Spell Mantle are your best buffs.
3- Summon your familiar and Greater Planar Binding creature.
* VS Fighter, Barbarian, Paladins, or Monks
1- Try to have 2 Time Stops and cast your second one as your fourth spell
2- Use maxed damage spells first then multiple Horrid Wiltings.
3- Use a Weird spell to end the fight right away.
* VS Cleric, Druids, Rangers, or Rogues
1- Use a Time stop followed by a Greater Spell Breach and then your choice of maxed direct damage spells, or Horrid Wiltings.
* VS Wizard, Sorcerer, or Bard
1- Use a Time stop followed by a Greater Spell Breach and then your choice of maxed direct damage spells, or Horrid Wiltings. Finish with a Power Word Kill. Due to low Hit points 2 - 4 Maxed Magic
Missiles followed by a Power Word Kill is all that is needed to end the fight.
2- Use a Wail of the Banshee spell to end the fight right away.
* POWER WORD KILL
I need to include on section on this spell as it is a vital spell to use in conjunction with the Time Stop spell.
At the higher levels Fighters, Barbarians, Rangers, and Paladins have an incredible amount of hit points and hit very hard. Clerics, Druids, Wizards and Sorcerers have a devastating array of spells. Monks, Rogues, and Bards have some great innate resistance to spells and high saving throws. Most opponents at this stage will also have resistance and or immunity to a range of spells. The Power Word Kill spell helps negate these advantages by eliminating
99 hit points without any saving throw or immunity but only if used in the right circumstances.
Power Word Kill will not affect your opponent unless he is under 100 hit points. Usually this is Badly Wounded for a high level Wizard, Sorcerer,
Rogue, and Bard or Near Death for Fighters, Barbarians, Rangers, and
Paladins.
Clerics, Druids and Monks are in between this. This spell causes instant death if used properly. Think of the Power Word Kill as the spell that delivers the final killing blow and therefore should be used last to end the fight.
When to cast a Power Word Kill spell
6- Carrying a Shield increases arcane spell failure rate up to 90%.
* BARBARIAN / WIZARD: OK multiclass Character. Same Pros and Cons as a fighter.
A little better due to dexterity helps both classes.
* PALADIN / WIZARD: OK multiclass Character. Same Pros and Cons as a fighter.
A little better due to clerical spells and other minor bonuses.
* BARD / WIZARD: Poor multiclass Character.
* PROS
1- Bards get a panther familiar for extra muscle.
2- Wizard gain the bard song.
* CONS
1- Bards need charisma for bard songs. Not a useful wizard stat.
2- Loose a lot of skill points due to dissimilar skills.
3- Every level of Wizard greatly weakens the characters class.
4- Not a good pool of feats for both classes.
5- Shares a lot of similar spells.
* CLERIC / WIZARD: Poor multiclass Character. Same Pros and Cons as a fighter plus:
* CONS
1- Clerics need wisdom to cast spells. Not a useful wizard stat.
2- You end up with a lot of low level spells that are not very useful.
* SORCERER / WIZARD: Worst multiclass Character for a wizard.
* PROS
1- You get a few more low level spells
* CONS
1- Fewer high level spells
2- Sorcerers need charisma for spells. Not a useful wizard stat.
3- Every level of Wizard greatly weakens the characters class.
*******************************************************************************
*****************
8- CLASS VS CLASS
*****************
This section will give you some ideas on how to deal with different classes. This will help you deal with the bosses in the single player campaign and if you play multiplayer. These are just suggestions. If you find a style that works for you against another class, use it.
* VERY LOW LEVEL FIGHTS: Character levels 2 - 5
* General
1- Summon your familiar and Summon Creature
2- Cast Color Spray to try to daze your opponent
3- Buff your minions or cast Foxes Cunning on yourself to make your spells harder to resist.
4- Cast Invisibility or Ghostly Visage to make yourself harder to hit.
5- Heal your familiar by feeding it.
* VS Fighter, Barbarian or Monks
1- Do not engage in melee combat. Stay behind your minions.
* VS Cleric, Paladins
1- Do not engage in melee combat. Stay behind your minions.
2- Cast Frost Ray, Magic Missile, or Melfs Acid arrow to disrupt their spell casting.
3- If they cast Sanctuary, an Invisible spell, focus your attacks on their minions or cast an area spell like Lesser Dispel or Web.
* VS Rogue
1- Always face your opponent to prevent sneak attacks
2- Cast Frost Ray, Magic Missile, or Melfs Acid arrow to disrupt if they try to cast a spell from a scroll.
3- Cast Burning Hands if you are near them and they are fighting your minions.
* VS Bard, Rangers, or Druid
1- If a they start using ranged attacks possess your familiar and attack the them directly then unpossess and attack their minion.
2- Cast Sleep on their minion and get your minions to attack them.
3- Cast Burning Hands if you are near them and they are fighting your minions.
* VS Wizard or Sorcerer
1- Try to cast your spells first. The first one to cast generally wins.
2- Use mostly direct damage spells.
3- Cast Frost Ray, Magic Missile, or Melfs Acid arrow to disrupt their spell casting.
* LOW TO MID LEVEL FIGHTS: Character levels 6 - 10
* General
1- Cast Improved Invisibility to make yourself harder to hit.
2- Cast Haste to speed up spell casting.
3- Summon your familiar and Summon Creature. Spiders work very nice at these levels.
4- Buff your minions or cast Foxes Cunning on yourself to make your spells harder to resist.
5- Remember to heal your familiar by feeding it.
6- Fireball, Flame Arrow, Cone of Cold, Dismissal, Enervation, and
Phantasm Killer are your main weapons at these levels.
7- Stoneskin, Minor Globe of Invulnerability, and Elemental Shield are your best buffing spells
* VS Fighter, Barbarian or Monks
1- Do not engage in melee combat. Stay behind your minions.
2- Use Ghoul Touch to paralyze them.
3- Beware of Knockdown spam attack. (Use Knockdown repeatedly.)
* VS Cleric
1- Do not engage in melee combat. Stay behind your minions.
2- Clerics are very good a removing invisibility spells and dismissing summoned creatures so wait a few seconds before casting these.
* VS Rogues
1- If a they start using ranged attacks possess your familiar and attack the them directly then unpossess and attack their minion.
2- Cast Ghostly Visage to make their ranged attacks less effective.
3- Cast Flame Arrows, Melfs Acid Arrows, and Magic Missiles instead of
Fireballs.
* VS Bards and Druids
1- Try to enter Counterspelling mode to break up their spells.
2- Cast Flame Arrows, Melfs Acid Arrows, and Magic Missiles to disrupt their spellcasting.
3- Use Enervation to weaken them.
* VS Wizard or Sorcerer
1- Use Enervation to weaken them.
2- Cast Flame Arrows, Melfs Acid Arrows, and Magic Missiles to disrupt their spellcasting.
3- Use Dispel Magic to disrupt their invisibility spells.
* MID LEVEL FIGHTS: Character levels 11 - 16
* General
1- Cast Improved Invisibility to make yourself harder to hit.
2- Cast Haste to speed up spell casting.
3- Summon your familiar and Summon Creature.
4- Use Tensors Transformation to finish them off if they are damaged.
5- Use Mordenkainen's Sword instead of Summon Creature.
6- Use Horrid Wilting as soon as you get it as a primary attack because most of your opponents will have some form of elemental resistance.
* VS Fighter, Barbarian or Monks
1- Do not engage in melee combat. Stay behind your minions.
2- Maxed Magic Missiles work very well.
* VS Cleric, Paladins
1- Immediately cast a Lesser Spell Mantle to stop Harm attacks
2- Use Enervation to weaken them.
3- Cast Finger of Death to kill them.
* VS Rogues
1- Spiders still work very well.
2- Use your minions to kill them as area affect spells don't work well.
3- Cast Maxed Flame Arrows, Melfs Acid Arrows, and Magic Missiles.
* VS Bards, Rangers, and Druids
1- Use Enervation to weaken them.
2- Use Spell Mantel to protect against their spells.
3- Try to enter Counterspelling mode to break up their spells.
4- Use Greater Spell Breach if they try to buff up and rush you.
* VS Wizard or Sorcerer
1- Use Enervation to weaken them.
2- Use Spell Mantel to protect against their spells.
3- Use Greater Spell Breach if they try to buff up.
4- Cast Maxed Flame Arrows, Melfs Acid Arrows, and Magic Missiles.
5- Use Buffing and Magic Resistance Spells followed by a Tensors
Transformation and engage in melee combat.
* HIGH LEVEL FIGHTS: Character levels 17 - 20
* General
1- Time Stop is the first spell that should be cast followed by your choice of maxed direct damage spells, Save or Die Spells or Horrid
Wiltings. Finish with a Power Word Kill. This will generally end the battle.
If this fails use:
2- Premonition, Shadow Shield, Greater Stoneskin, and Spell Mantle are your best buffs.
3- Summon your familiar and Greater Planar Binding creature.
* VS Fighter, Barbarian, Paladins, or Monks
1- Try to have 2 Time Stops and cast your second one as your fourth spell
2- Use maxed damage spells first then multiple Horrid Wiltings.
3- Use a Weird spell to end the fight right away.
* VS Cleric, Druids, Rangers, or Rogues
1- Use a Time stop followed by a Greater Spell Breach and then your choice of maxed direct damage spells, or Horrid Wiltings.
* VS Wizard, Sorcerer, or Bard
1- Use a Time stop followed by a Greater Spell Breach and then your choice of maxed direct damage spells, or Horrid Wiltings. Finish with a Power Word Kill. Due to low Hit points 2 - 4 Maxed Magic
Missiles followed by a Power Word Kill is all that is needed to end the fight.
2- Use a Wail of the Banshee spell to end the fight right away.
* POWER WORD KILL
I need to include on section on this spell as it is a vital spell to use in conjunction with the Time Stop spell.
At the higher levels Fighters, Barbarians, Rangers, and Paladins have an incredible amount of hit points and hit very hard. Clerics, Druids, Wizards and Sorcerers have a devastating array of spells. Monks, Rogues, and Bards have some great innate resistance to spells and high saving throws. Most opponents at this stage will also have resistance and or immunity to a range of spells. The Power Word Kill spell helps negate these advantages by eliminating
99 hit points without any saving throw or immunity but only if used in the right circumstances.
Power Word Kill will not affect your opponent unless he is under 100 hit points. Usually this is Badly Wounded for a high level Wizard, Sorcerer,
Rogue, and Bard or Near Death for Fighters, Barbarians, Rangers, and
Paladins.
Clerics, Druids and Monks are in between this. This spell causes instant death if used properly. Think of the Power Word Kill as the spell that delivers the final killing blow and therefore should be used last to end the fight.
When to cast a Power Word Kill spell
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