Neverwinter Nights: Difference between revisions

no edit summary
(Created page with "- If the game is really beating your ass, pop open the aurora editor that came with the game and make yourself a little one room level with a chest, and fill that with whatever c...")
 
No edit summary
Line 1: Line 1:
- If the game is really beating your ass, pop open the aurora editor that came with the game and make yourself a little one room level with a chest, and fill that with whatever crazy items you desire, gold, etc. Oh and you can make unequippable items with infinite uses of spells that you simply right click and select to use. just remember to save your character after loading him up with gear.
* If the original campaign starts feeling dry, the expansions Shadows of Undrentide and Hordes of the Underdark make up their own two-part story meant to be started with a fresh level 1 character. This expansion campaign, especially Hordes of the Underdark, is universally considered more interesting than the main one.


- In single player mode it really helps to have a good NPC henchman following you around. In my experience the best are the Cleric girl, or the Halfling Rogue guy, assuming you are not the same class.
* Make sure to recruit one of the available henchmen when playing the main campaign, preferably one that complements your own character's class. The thief (Tomi Undergallows), cleric (Linu La'Neral) and barbarian (Daelan Red Tiger) are particularly useful depending on what you need. Their AI isn't the best, so set commands such as "attack" and "follow" to your hotbars to have an easier time getting them to do what you want.


- Skip directly to Shadows of Undrentide and Hordes of the Underdark. There is seriously no comparison to the original campaign, these expansions are what NWN should have been and SoU starts at level 1 so there's no need to even touch the OC.
* Straightforward melee classes such as Barbarians and Paladins are probably the easiest to start with for a beginner. Clerics are also a very strong and safe class if you want more variety without the early game fragility of classes like Wizards or Rogues.


- [http://nwvault.ign.com/View.php?category_show_all=1&persist_search=850cdc3c0a6f0b05fd81aaabee87acc4&view=Modules.HOF&Data_page=1 Hall of Fame NWN Modules]
* Many consider user-created modules the real draw of NWN 1. For some examples, see: [https://neverwintervault.org/article/reference/neverwinter-nights-hall-fame Hall of Fame NWN 1 Modules]


- You can bank your Skill Points as you level up in order to avoid cross-class penalties. This is mostly applicable to multiclassing. For instance, if you're going Fighter/Rogue, you can bank your SP to dump into Tumble (always in multiples of 5) when you take a Rogue level for a big AC boos. This also applies to Spellcraft for magic saves bonuses.
* Don't underestimate Healer's Kits. In addition to providing good healing and poison/disease removal with a moderate investment in the Heal skill, using them in battle doesn't give your enemies free attacks the way using healing potions does.


- Healing Kits are kind of a big deal. They can get rid of poison/disease effects with a moderate investment in Heal skill. Healing potions are great, but there's really no substitute for a Healing Kit.
* Take advantage of your enemy's weaknesses when fighting powerful bosses. Melee brutes often have low Will and/or Reflex saves whereas spellcasters often have low Fortitude saves, making it easier to land spells and abilities that check against those saves. Melee characters in particular shouldn't neglect their Knockdown ability which, with enough Discipline, can render casters nearly helpless.


- You only need one level of Monk to get the sick Wisdom-to-AC bonus for Druid/Shifter classes. You can accomplish this with a Lawful Neutral character. However, doing this makes the game stupid easy.
* Low levels can be pretty tough for Wizards and Sorcerers. Make good use of your familiar and/or monster summoning spells, and bring a physically tough henchman with you. Get a ranged weapon such as a crossbow for tagging monsters between spells.


- Low levels can be pretty tough for Wizards and Sorcerers. Make good use of a powerful familiar like the Panther, and also use your most powerful Monster Summoning spell available. Also, get a crossbow for tagging monsters.
* When choosing a Familiar as a Wizard or Sorcerer, the Pixie is a very strong candidate. She has all the rogue skills and will open chests and disarm traps for you, allowing you to bring a sturdier henchman than the Rogue with you.


- Master the henchman AI as soon as possible.
* If you plan to multiclass, it can be worth banking some Skill Points as you level up in order to avoid cross-class penalties. For example Fighter/Rogues can spend saved up skill points on Tumble once they take a Rogue level in order to get the AC bonuses from the skill faster.


- When fighting powerful spellcaster bosses, Improved Knockdown (for melee types), Spell Mantle (for wizards) are your best friends.
* If you're really struggling, pop open the Aurora editor that comes with the game and make yourself a little one room level with a chest, and fill that with whatever crazy stuff you desire. Just remember to save your character after loading him up with gear.
 
- Devastating Critical builds, while very powerful and cheesy, are somewhat overrated. You can do better with well-tuned IK/SA fighters, battle bards, or Charisma paladins.
 
- On your first playthrough, always play as a warrior class(Fighter, Barbarian, Paladin or Ranger) or Cleric. They can take on pretty much any challenge without you knowing what lies ahead. It's easy for spellcasters and rogues to get in over their heads very quickly, and they should always be reserved for a time when you know your way around the engine(and the specific campaign) a little bit better.
 
- Play at least the Prologue and first chapter of the OC, if only for the tutorial and as a means to judge the other expansions and user mods against.
 
- The best Familiar hands down is the pixie. She has all the rogue skills and will open chests and disarm traps for you, freeing you up to not lug the rogue around all the time.
 
- Pursue a romance with the elf commander lady (It's been a while, her name escapes me) it will help you in the end. Just be a nice guy, listen to her problems, exhaust all her dialog trees, check back for something new. She will eventually give you something, hang on to it.
 
- Summon monsters are very helpful for wizards/sorcerers.
 
- Pretty much any class you start with will have difficulty with the first two areas (whichever they happen to be). Just keep struggling and use a hireling (The Orc is good but the thief is good for loot) and you should be fine by the time you get to level 6 or 7.


[[Category:Games]]
[[Category:Games]]
1,220

edits