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Roleplaying / Re: Rhun
« Last post by Alaric Jadin on November 26, 2020, 04:11:29 AM »Just a quick note about my style of play. I'm not saying my way is the only way or the best way to play Rhun. But it's what works for me.
There are only 2 builds I play NWN 1.69 and EE. Cleric/wizard/Pale Master 17/3/20. The cleric build I have taken through the Original NWN Campaign, and Hordes of the Underdark. It is a solid build but it's very dependent on buffing spells (which can be interrupted during combat whwn surrounded by monsters or when facing a boss monster.
The cleric build is a good starter build (Domains of Magic and Trickery. He gains Mage armor and Divine might at level 1, at level 3 he gains 3 invisibility spells at level 3,Dark Fire at level 5, Stone skin at level 7 and Improved Invisibility at level 9. These are Domain spells, so you can cast with no penalty while wearing armor with a shield.
The Fighter build works best in Rhun, for gaining Devastating Critical hits, some Boss Monsters are immune to Critical Hits, some aren't. The Pale master provides an Ac bonus of +2 at level 1 and at every 4th level (4,8,12,16,20) +12 to your armor is a great survivability boost. at level 10 Pale masters gain Immunity to Critical Hits (including Devastating Crits and Sneak attacks). Check the manual for the requirements for Pale Master. Taking at least 1 Wizard level gives you access to All the Arcane spells for sale in the Magic shops. My usual progression is Fighter (or Cleric) to level 7, Wizard to level 3 then Pale Master 1 level, then back to fighter to level 17, then Pale Master to level 20.
Some players just don their armor grab a weapon and clomp down the road, trail or dungeon hallway fight every monster that gets in the way. I prefer to fight my battles that are important with good items and high XP yields. If will take you a very long time to do any of the epic/high level quests and areas if you just "soldier through".
The best spell for traveling through around monsters is Greater Sanctuary. Often a monster will spot you and move toward you but it can't directly you. It can however cast area affect spells like earthquake or Storm of Vengeance.
I'll try to post the second part of finding your way to Larad'a lair (of course there is a trick to it. It's easy to do once you know it.) this weekend.
I hope all this helps.
-Alaric
There are only 2 builds I play NWN 1.69 and EE. Cleric/wizard/Pale Master 17/3/20. The cleric build I have taken through the Original NWN Campaign, and Hordes of the Underdark. It is a solid build but it's very dependent on buffing spells (which can be interrupted during combat whwn surrounded by monsters or when facing a boss monster.
The cleric build is a good starter build (Domains of Magic and Trickery. He gains Mage armor and Divine might at level 1, at level 3 he gains 3 invisibility spells at level 3,Dark Fire at level 5, Stone skin at level 7 and Improved Invisibility at level 9. These are Domain spells, so you can cast with no penalty while wearing armor with a shield.
The Fighter build works best in Rhun, for gaining Devastating Critical hits, some Boss Monsters are immune to Critical Hits, some aren't. The Pale master provides an Ac bonus of +2 at level 1 and at every 4th level (4,8,12,16,20) +12 to your armor is a great survivability boost. at level 10 Pale masters gain Immunity to Critical Hits (including Devastating Crits and Sneak attacks). Check the manual for the requirements for Pale Master. Taking at least 1 Wizard level gives you access to All the Arcane spells for sale in the Magic shops. My usual progression is Fighter (or Cleric) to level 7, Wizard to level 3 then Pale Master 1 level, then back to fighter to level 17, then Pale Master to level 20.
Some players just don their armor grab a weapon and clomp down the road, trail or dungeon hallway fight every monster that gets in the way. I prefer to fight my battles that are important with good items and high XP yields. If will take you a very long time to do any of the epic/high level quests and areas if you just "soldier through".
The best spell for traveling through around monsters is Greater Sanctuary. Often a monster will spot you and move toward you but it can't directly you. It can however cast area affect spells like earthquake or Storm of Vengeance.
I'll try to post the second part of finding your way to Larad'a lair (of course there is a trick to it. It's easy to do once you know it.) this weekend.
I hope all this helps.
-Alaric