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Submitted by System on 09/03/2006, 09:50. Print file.
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want to. Dexterity also governs most rogue skills.

Intelligence- Governs your skill points per level, and what level/how many arcane spells you can cast as a wizard. Also governs speech impediments (keep it above nine, unless you're a half orc.)

Wisdom- Governs your Will save, what level/how many divine spells you can cast, your Lore, and some conversation "Insights." Definetely expendible in most multiplayer MODS, less expendable in single player.

Charisma- Governs your Persuade skill, which gets you more reward from conversations, and governs the prices merchants charge you. Governs what level/how many arcane spells you can cast as a sorcerer or bard.

So what stats should you raise? Don't worry, I've got your answers here. REMEMBER TO DISREGARD any notices from BioWare suggesting you click the recommended button. The very act of reading this FAQ raises you above the level of Abject Newbie, so don't worry. You're in good hands. The suggestions below every class will suggest how many points you should raise each stat. The number in (parentheses) is what the adjusted stat will be if the character is human.

Barbarian- As with most melee classes, you'll need strength to hit things, constitution to take hits. Barbarians who want to fight with medium or light armor will also want high dexterity for their armor class, while those aspiring to heavier platemail may want to leave it average. Intelligence and Wisdom are both partially expendable- if you're a half-orc, you should ditch Intelligence. (levelling it up to thirteen would be more trouble than its worth.) All other races may want to drop wisdom, as intelligence gives combat feats, and barbarians are all about combat. Charisma is vaguely important for all classes, but shouldn't be boosted too high- you need the points for your more vital stats.

A good setup might be Str +6 (14), Dex +6 (14), Con +7 (15), Int +5
(13), Wis +0 (8), Cha +5 (13). Half-Orcs may want to switch intelligence and wisdom.

Bard- Bards really have it rough. They need almost every stat- Strength to hit, constitution to take hits, dexterity to dodge, (bards in heavy plate can't cast spells) charisma for their spells and song, and intelligence for their rogue skills. Only wisdom (ironically enough) is expendable, but gimping it would hamper the largest advantage of a bard- Lore. Basically, you're going to have to decide what kind of Bard you want to be- melee or magic - and work on that. One loophole you have is the Weapon Finesse feat, which lets you use your dexterity bonus instead of strength for light weapons- you could gimp strength and pour the extra into dexterity.

I'm not going to even attempt to suggest bard stats, since you should be experienced in NWN (or at least D&D) before attempting to play one.
Try to have at least 16 Charisma, or prepare to wear some nymph cloaks.

Cleric- You'll need high Wisdom for spells, and constitution to take hits. Strength is also important, especially in single player when you're not part of a whole party. Dexterity is less important, as most clerics wear encumbering armor anyway. Charisma is vaguely important for all classes, but shouldn't be boosted too high- you need the points for your more vital stats.

A nice setup might be Str +4 (12) Dex +4 (12) Con +7 (15)  Int +2 (10)
Wis +8 (16) Cha +4 (12)

Druid- You'll need high Wisdom for spells, and constitution to take hits. Strength is sort of important, but you have damage spells to back you up if you decide to leave it average. Dexterity is quite important, as you need it to make up for your ethos that permits you from wearing anything heavy. Intelligence can be gimped, if you want- keep it above nine though (sigh) as your character will become illiterate if it dips into the single digits. Charisma is vaguely important for all classes, but shouldn't be boosted too high- you need the points for your more vital stats.

A good idea might be Str +2 (10) Dex +8 (16) Con +4 (12) Wis +5 (16)
Int +2 (10) Cha +2 (10)

Fighter- Most fighters will need Strength to hit things (with small weapons and the weapon finesse feat, you can use your Dexterity) and
Constitution to take hits. Dexterity, an old must-have from Baldur's
Gate and 2nd edition, is unecessary for fighters who hope to have heavy armor- most heavy plate armors max your dexterity bonus at one. Wisdom is an expendable, as the only dowsides for losing it are your Will Save and occasionaly Conversation insights. Charisma is vaguely important for all classes, but shouldn't be boosted too high- you need the points for your more vital stats. RAISE YOUR INTELLIGENCE TO 13. My largest regret from my first character was his low (10) intelligence. I forgot you needed 13 intelligence to perform a good number of combat feats, such as disarm. Intelligence also gives you extra skillpoints each level, and skillpoints are at a premium for fighters.

A good fighter setup might be Str +7 (15) Dex +4 (12) Con +7 (15) Wis
+2 (10) Int +3 (13) Cha +3 (11)

Monk- Monks are in nearly as tight a boat as Bards, but they don't need to worry about spellcasting. They need decent strength for attack bonus and damage, constitution to stand up in melee, and dexterity and wisdom for armor class (pooling these statpoints to one or the other causes the game to devour your stat pool in moments). Charisma is vaguely important for all classes, but shouldn't be boosted too high- you need the points for your more vital stats.

A good monk combo might be Str +6 (14) Dex +6 (14) Con +6 (14)  Wis +6
(14) Int +2 (10) Cha +4 (12)

Paladin- Paladins have a lot of ground to cover as well, utilizing
Strength to hit and damge, Constitution to take hits, Charisma for their skills (especially Lay Hands), and a little Wisdom and Dexterity for spells and Armor Class, respectively. Intelligence should be kept average for speech purposes and skillpoints. Wisdom is NOT as much of a necessity as Paladins don't cast that many spells anyway- a +1 bonus will do just fine.

An appropriate setup might be Str +6 (14) Dex +4 (12) Con +6 (14) Wis
+1 (12) Int +2 (10) Cha +7 (15)

Ranger- Rangers need Strength to hit and damage, Dexterity for their AC (most rangers wear light armor to keep their two-weapon fighting feats) and constitution for hitpoints. They need thirteen intelligence to get the most out of their combat feats. They can actually skimp a bit more than most people might think in Wisdom- Ranger spells are only used on special occasions anyway, such as elmental resistance when fighting a dragon or Cat's Grace at a boss. Take this advice firsthand from someone who has beat the game with one and looks back with regret- leave your wisdom at 11, and boost intelligence to 13. Charisma is vaguely important for all classes, but shouldn't be boosted too high- you need the points for your more vital stats.

My ideal ranger is Str +6 (14) Dex +6 (14) Con +6 (14) Wis +3 (13) Int
+5 (13) Cha +2 (10)

Rogues can skimp on strength if they want to use smaller weapons- just take the weapon finesse feat, and you can use dexterity in place of strength for daggers, short swords, rapiers, and more. This is good, because you need dexterity anyway for Armor Class, because you can't excel in anything heavier than light armor. You need constitution for hitpoints. Wisdom should be kept average, so as not to gimp your Will save and conversational insights. Intelligence is important- it determines skillpoints per level, which a rogue depends on. Charisma is vaguely important for all classes, but shouldn't be boosted too high- you need the points for your more vital stats.

A nice rouge is Str +2 (10) Dex +8 (16) Con +6 (14) Wis +2 (10) Int +6
(14) Cha +4 (12)

Sorcerers cast spells through their charisma, which they'll need a good amount of. They can use a good amount of dexterity, as they cannot wear armor without a penalty to arcane spells. Strength is not quite essential, but constitution is important for hitpoints. Wisdom should be kept average, and a bonus to intelligence helps with skillpoints and the spellcraft skill.

A good sorcery set is Str +2 (10) Dex +6 (14) Con +6 (14) Wis +2 (10)
Int +4 (12) Cha +5 (16)

Wizards need intelligence to cast their spells, and should have a decent amount of it. They can use a good amount of dexterity, as they cannot wear armor without a penalty to arcane spells. Strength is not quite essential, but constitution is important for hitpoints. Wisdom should be kept average. Charisma is vaguely important for all classes, but shouldn't be boosted too high- you need the points for your more vital stats.

A solid wizard has Str +2 (10) Dex +6 (14) Con +6 (14) Wis +2 (10) Int
+5 (16) Cha +4 (12)

2.7 PACKAGES
Looking at the package screen would suggest that you only have a few choices, viewable on the left hand side, for what skills and feats you want. Almost everyone, even complete newbies, are going to want to click the Configure Packages button, convieniently hidden at the bottom center. Disregard any notices from BioWare strongly suggesting you click "Recommended". They're the ones that came up with that godawful stat system, after all.

Avoid the Healing skill, as you'll find more than enough potions throughout the single player game to keep your hitpoints up. Rogues should get the weapon finesse feat, unless they've brought their strength up and/or plan to use medium weapons. Every class that has
Search as a class skill should level Search up, and all excess points should be put into Search and Disable Trap. Many characters may even consider taking a level of rogue (those characters that can, anyway) to level these up, as they are important.

2.8 CUSTOMIZE
You don't need me for this. Have fun.


---WALKTHROUGH NOTES---

Save often.

If you get a valuable item from a chest, chances are loading it and reopening the chest again will produce another valuable item of a different type. With a little persistance, you can outfit yourself very nicely. For this reason alone, you should never feel pressure to craft your character's skills according to a few nice items. Chests that drop a relic-item suitable to your level are referred to as BOSS CHESTS.

In some battles, the object is not to kill, it is to survive long enough to kill. These battles, which I call DEFENSIVE BATTLES, should be approached with Parry Mode On (if you're dual wielding) or the biggest, most powerful shield you can find, (if you're wielding anything else.) or defensive spells acive. You should never use two handed weapons in Defensive battles, (unless you're a caster) and you should cast Cat's Grace or Barkskin if you have the spells. (And for really hard battles, use the potions if you don't.)

Have your map open as often as possible. Most of my references can only be fully digested if you have your map open. If its too big, you can downsize it.

0.0 PRELUDE (a.k.a. Goblins With One Hitpoint Wipe Out a Military
Stronghold)

Neverwinter Nights opens with your character awakening in their bedchamber. The first thing you should do is equip your newbie items and, if you are a spellcaster, open your spellbook (the little circle with dots around it) to memorize your newbie spells. Unmemorize the
Light spell in favor of another Ray of Frost, if you have it.

Then, walk outside. Talk to Pavel to hear the gossip about the latest goings on in Neverwinter. Look around the other bedrooms for some small loot, then talk to Bim, who will let you proceed to the next room. In the next room, you will meet Olgerd the dwarf, who will explain stores and your inventory, and give you a decent item depending on your character class. Proceed to the next room, where you can (if you wish) talk to Berna, who will explain to you the nuances of your journal and map.

Now you're free to talk to the NPCs around the academy and hear the latest news about the plague and the dire state of the city, as well as learn how to use spells and skills. To advance, you'll need to pass a test by your trainer. Sargeant Herban is the melee trainer, found right outside Berna's room. Down the next hall to the left is Jaroo, the head mage. The next door to the left is the home of Ketta, master rogue. The door on the right houses Elwynyd, priest of Tyr. Most characters should explore as much as possible, though you only have to report to your class's headquarters to advance.

Once you've finished looking around, head to the Door Guard at the end of the hall. Tell him you wish entrance, and he'll admit you to the graduation ceremony, where you'll meet Lady Aribeth de Tylmarande.

Lady Aribeth (supposedly your personal sponsor for the academy) is very pleased to speak with you...but your conversation is cut a bit short when four Very Difficult mages teleport in and you, Aribeth, and a handful of recruits have to mop the floor with them. Try to stick near
Aribeth- you wont get experience for anything she kills, but your first two level-ups are going to be fake anyway, automatically rewarded by the game. So you may as well help the most powerful person in the room.
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