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Submitted by System on 09/03/2006, 09:50. Print file.
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Class skills: Appraise, Craft trap, Heal, Hide, Listen, Lore, Move silently,
Persuade, Pickpocket, Tumble.

***************************************************************
** Class **       BAB         ** Fortitude ** Reflex ** Will **
** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
***************************************************************
**   1   **      +0           **    +0     **  +2    **  +2  **
**   2   **      +1           **    +0     **  +3    **  +3  **
**   3   **      +2           **    +1     **  +3    **  +3  **
**   4   **      +3           **    +1     **  +4    **  +4  **
**   5   **      +3           **    +1     **  +4    **  +4  **
***************************************************************

Note: Reflex and Will are primary and Fortitude is secondary saving throw.

**********************************************************************
5. Shadow Dancer
Hit Dice: d8
Proficiences: simple weapons and light armor
Skill points: 6+INT modifier
REQUIREMENTS: Skills: Move Silently (10), Hide (10), Tumble (5),
Feats: Dodge and Mobility.
Abilities: see game manual
My opinion: Shadow dancer is some kind of bard mixed with rogue
. He has more useful abilities than bard but the requirements are available only by rogue oriented classes with some benefits lately. He receives a lot of skill points which is plus. He is also the most stealthy class. Useful and deadly class. Try to experiment with him.

Class skills: Heal, Hide, Listen, Lore, Move Silently, Persuade, Pickpocket,
Search, Spot, Tumble.

***************************************************************
** Class **       BAB         ** Fortitude ** Reflex ** Will **
** Level **(Base Attack Bonus)**   Save    **  Save  ** Save **
***************************************************************
**   1   **      +0           **    +0     **  +2    **  +0  **
**   2   **      +1           **    +0     **  +3    **  +0  **
**   3   **      +2           **    +1     **  +3    **  +1  **
**   4   **      +3           **    +1     **  +4    **  +1  **
**   5   **      +3           **    +1     **  +4    **  +1  **
**   6   **      +4           **    +2     **  +5    **  +2  **
**   7   **      +5           **    +2     **  +5    **  +2  **
**   8   **      +6           **    +2     **  +6    **  +2  **
**   9   **      +6           **    +3     **  +6    **  +3  **
**   10  **      +7           **    +3     **  +7    **  +3  **
***************************************************************

Note: Reflex is primary and Will with Fortitute are secondary saves for Shadow
Dancer.

*****************************************************************
2) skills

Well, some new skills has been added to NWN SoU game. For more info see game manual but there is only my opinion.

1. Appraise
You can save some money with traders if this skill is high but I prefer another skills. SoU is money dependent game so it is useful to increase this skill if it is your class skill.
2. Craft Trap
Not bad but I prefer my weapons and spells
3. Tumble
Very useful. Every 5 points will add +1 to AC and you have the chance to avoid hit in some situations with high Tumble skills. If it is your class skill than increase it as high as possible.

*****************************************************************
3) feats
There are a lot of new feats. Some of the feats are familiar from Icewind
Dale 2 game. Beware, some of the feats are only available at 1-st level.

1. Arcane Defense
Not bad, especially for Evocation School

2. Artist
Bards, bards, those bards...

3. Blind fight
Not bad. Useful in some situations.

4. Blooded
+2 to initiative is good but no more.

5. Bullheaded
Useful in multiplayer against taunts

6. Circle kick
Monks be prepared to take this feat

7. Courteous Magocracy
Useless

8. Dirty fighting
Cannot be used with power attack feat. Useful for rogues or assasins.

9. Divine Might
Useful for characters with turn undead ability (cleric, paladin and blackguard)

10. Divine Shield
Useful

11. Expertise
Useful for fighter classes with low AC

12. Extra Music
Bards get stronger

13. Extra Stunning Attacks
MONKS, GO, GO!!!

14. Great Cleave
Very useful against the crowd of enemies

15. Greater Spell Focus
Mages, get ready. Greater Spell Focus: Evocation.

16. Greater Spell Penetration
Beware, spell resistant creatures

17. Improved Expertise
See expertise

18. Improves Initiative
So, so

19. Lingering Song
What the hell is going on with those bards?

20. Luck of the Heroes
This is my choise at the beginning of the game

21. Rapid Reload
Crossbow RULEZ!!!

22. Resist desease
I prefer to be deseased and healed with healing kit

23. Resist poison
Why is feat? Potions, potions and spells.

24.  Resistance to Energy
Not a bad idea. It depends on situations so this feat is risky.

25.  Silver Palm
Why, why, why?

26.  Snake blood
Lighting reflexes feat is more useful

27.  Spring Attack
Not bad but expensive

28.  Stealthy
I prefer to increase skills

29.  Strong Soul
Useful for rogue but Luck of the Heroes is more useful.

30. Thug not bad

31. Zen Archery
Cleric archer. Not bad. New possibilities.
***********************************************************************
4) Arcane spells
Well, some new arcane spells. Here we go.

Level 0:
1. Flare no, no, no
2. Acid Splash no, no, no
3. Electric Jolt no, no, no

Level 1:
1. Shield
Those annoying magic missiles. Good, realy.
2. True Strike
Well, cast a spell and fight, fight, FIGHT!!!
3. Expeditious retreat low level Haste, well, well
4. Balagarn's Iron horn
Bards have unique spells, its interesting
5. Amplify useless
Level 2:
1. Tasha's Hideous Laugher
I remember this spell from Planescape Torment game. Not bad but be careful
2. Continual flame useless
3. Balagarn's Iron Horn useful against weak creatures
Level 3:
1. Gust of Wind
Weak creatures, beware
2. Displacement useful
3. Wounding whispers not bad for bard
Level 4:
1. Isaac's Lesser missile storm
Interesting name. Who is Isaac?! Useful spell.
Level 5:
1. Bigby's Interposing hand
Very useful against fighter classes
2. Firebrand
Very useful
Level 6:
1. Bigby's forceful hand
Useful for fighters
2. Isaac's Greater Missile Storm
Well, Isaac becomes stronger and stronger
3. Dirge
Very useful for bard
Level 7:
1. Bigby's Grasping hand
Bigby can hold the enemy
2. Banishment beware, summons and familiars
Level 8:
1. Bigby's clenched fist
Well, Bigby's fists are dangerous.
2. Sunburst
Very dangerous
3. Greater sanctuary
Are you a scout or mage? Or maybe scout/mage?
Level 9:
1. Bigby's Crushing hand
So, if you are not forced or clenched by Bigby then you will be crushed.
*********************************************************************
5) Divine spells
Some divine spells are also arcane spells (see Arcane spells section). Some spells are only available by one class such as Druid or Cleric.

Level 0:
1. Inflict minor wounds no, no
Level 1:
1. Bane
Antiblessing spell
2. Inflict light wound
More good
3. Divine Favor
This is very useful for paladin or blackguard (blackguard's armor has this spell).
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