Please note that new user registrations disabled at this time.

Magic resistance

This forum is to be used for all discussions pertaining to BioWare's Neverwinter Nights, its Shadows of Undrentide and Hordes of the Underdark expansion packs, and any user-created or premium modules.
Post Reply
User avatar
Brynn
Posts: 4655
Joined: Sun Dec 07, 2003 12:00 pm
Location: Zul'Gurub
Contact:

Magic resistance

Post by Brynn »

Hi

My char is a rouge/ranger/cleric, and she did very well so far (I'm at the Green Griffon inn at the moment). She's very good at fighting, but I see more and more spellcaster enemies turn up on my way (there weren't much to face until now). My question is: how can I protect myself against magic damage?

I already found that I can prevent being stunned by drinking a Potion of Clarity, but is there a way to resist magic missiles and other magical attacks?
(Fireballs are my favourite, since I always evade those without effort :D )
Up the IRONS!
User avatar
Paranitis
Posts: 343
Joined: Fri Aug 27, 2004 7:26 pm
Location: Sacramento, California USA
Contact:

Post by Paranitis »

Well, being a rogue and having the improved evasion helps a bit with the anti-caster type of character..but as far as just all out resisting magic instead of making your saves..then you need items with high Spell Resistance on them. I believe the highest SR you can get from items in NWN is 12..maybe 13.

Other than that, if you are overly cautious about spells then pick items that up your saves and resistances to specific damage types like acid and electricity and all that stuff.

Just remember though, wearing something with an SR of 12 and wearing something with an SR of 13 doesn't mean you have an SR of 25, it means you have the SR of the highest number on you at the time. Which in this case means you have 13 SR.

Same thing applies to different AC types, and I am pretty sure it also applies to saves as well..other than Universal saves (means ref/will/fort all in one package) which are stackable I do believe, same with the Dodge AC type.

So basically..up your saves/resistances through items/spells.

*Edited*
OH! And I forgot another thing..if you can interupt someone from casting a spell, then they won't be able to cast it..so have a ranged weapon handy, or haste ready and target casters first.
User avatar
Brynn
Posts: 4655
Joined: Sun Dec 07, 2003 12:00 pm
Location: Zul'Gurub
Contact:

Post by Brynn »

OK, thanks. I always try to interrupt them, but that attempt is not always successful, since wizards ususally have high intelligence/concentration scores.

Well, it seems that it's best to have an item equipped that provides high MR, another that increases AC, another that seepds me up and another one to raise my saving throws. So, not two of the same type, b/c those effects will not stack, right?
Up the IRONS!
User avatar
Paranitis
Posts: 343
Joined: Fri Aug 27, 2004 7:26 pm
Location: Sacramento, California USA
Contact:

Post by Paranitis »

Straight from the NWN (Gold) book that came with game..

EFFECT DESCRIPTIONS
"Bonuses from various sources can stack with each other but the same bonus or negative modifier from the same sources can never be applied twice. For example the spell Bull's Strength proves a temporary bonus to Strength. The character can never have two bonuses applied from Bull's Strength at the same time even if the same caster cast the spell twice. However, if the character had a +3 bonus to Strength from Bull's Strength and a +2 bonus from a magic ring then these would stack to give the character a +5 total bonus to Strength. Bonuses applied from the same source do not stack but the higher is applied. So, if the character had Bull's Strength cast on them twice for a bonus of +5 and +2 respectively then the +5 would apply even if it were not the last spell cast."
[No need for me to explain since it explains itself there]

AC MODIFIED

"An Armor Class bonus is applied to the character. There are five types of AC bonuses in Neverwinter Nights: armor enhancement, shield enhancement, Dodge, natural, and deflection. Only Dodge bonuses can stack, up to a maximum of +10. For all other types of bonus, the signle highest modifier is applied."
[Meaning, if you got a ring of protection +3 (+3 deflection bonus) and a cloak of protection +2 (+2 deflection bonus) then you only get a +3 deflection bonus from the ring since the two types don't stack. But Dodge bonus is stackable upto +10.]

COMBAT ENHANCEMENT MODIFIED

"The character gains a non-cumulative bonus to attack and damage."
[Which means that if your sword has an enhancement bonus of +5 and gloves with attack bonus of +4 you get +9 to hit (I think)..but if your weapon has an attack bonus of +5 and your gloves have an attack bonus of +4, then you only get the higher attack bonus (which would be the weapon's bonus).]

SAVING THROW MODIFIED

"Saving throws can be improved or reduced individually or as a whole. They can also be modified versus only certain effect, such as poison or mind-affecting spells or abilities."
[I am really not sure about this one..I BELIEVE it works like the others such as having gloves with +4 reflex save and boots with +2 reflex save equals +4 reflex (from gloves). And +3 universal save on gloves with +5 universal save on boots means +8 universal save.]

I could be wrong with some of it..but I am PRETTY sure that's how it works.
User avatar
Brynn
Posts: 4655
Joined: Sun Dec 07, 2003 12:00 pm
Location: Zul'Gurub
Contact:

Post by Brynn »

Clear. Thanks very mcuh, I really didn't know anything about these...
Up the IRONS!
User avatar
Drakosha
Posts: 84
Joined: Tue Aug 17, 2004 4:17 am
Contact:

Post by Drakosha »

Dodge bonus cap is 20 in HoU.
User avatar
PowerBook
Posts: 1
Joined: Mon Sep 06, 2004 11:02 pm
Contact:

Post by PowerBook »

My method of dealing with magic (and damage in general) on my fighter has been to wear items with a full range of elemental protection/reduction (i.e. the Ring of Elemental Resistance you get at the end of Ch.1) and items that give you immunity to the various mind spells (Golden Circlet, Daelan's Amulet). For a while I tried getting things to boost my resistance, but found that it was easier just to take the hits and find ways to absorb the damage. This may be easier because I'm a fighter and have gobs of HP, but I think it would help any character. By doing this, the low level traps don't do any damage to you at all, and the higher level ones are reduced to the point where you can survive them. I mention traps because I prefered to take a henchman that can deal out damage (Daelan or the creepy monk) to Tomi who died constantly, and prefered to spend my own credits on more worthy skills than disable trap.

I can see this being very effective for low HP based characters if you carried a variety of items to cover all types of damage (like the Greater Belts). That way if you run into something that is giving you trouble (like a big golem, or a horde of archers), you could equip the corresponding item and lose 20 damage per hit.

Anyways, this is just what I've found. I've only been playing for like a month or so, so I'm by no means an expert.
User avatar
Brynn
Posts: 4655
Joined: Sun Dec 07, 2003 12:00 pm
Location: Zul'Gurub
Contact:

Post by Brynn »

Well, mine is a rouge/ranger/cleric, and I found her trap detecting and disabling skills very useful! There are many dungeons and castles and chests to loot throughout the game which can be difficult withouth these skills, imho. I've just finished Mutamin's challenge, and was very glad that I had no problem with these :)

Well, the topic is about MR, so back to that. I saw in the manual that there is a cleric spell Spell Resistance, so I'm sure that will help, too! I just have to get to that level to be able to cast it...
Up the IRONS!
User avatar
Drakosha
Posts: 84
Joined: Tue Aug 17, 2004 4:17 am
Contact:

Post by Drakosha »

2Brynn:
Yep. this cleric's spell are exactly for gaining spell resistance. but all SR lowering feats and spells will work on it. :(
User avatar
Noober
Posts: 749
Joined: Wed Mar 31, 2004 3:29 am
Contact:

Post by Noober »

[QUOTE=Paranitis] [Which means that if your sword has an enhancement bonus of +5 and gloves with attack bonus of +4 you get +9 to hit (I think)
[/QUOTE]

I don't think these stack.
"Heya! Have you been to Baldur's Gate? I've been to Baldur's Gate... Oops, stepped into something. Have you stepped into something?"
User avatar
Drakosha
Posts: 84
Joined: Tue Aug 17, 2004 4:17 am
Contact:

Post by Drakosha »

for shure it's not stack! if that such way,monk's AB was very hight. gloves +10 and kama +10 will give only +10 to AB and not +20.
User avatar
Paranitis
Posts: 343
Joined: Fri Aug 27, 2004 7:26 pm
Location: Sacramento, California USA
Contact:

Post by Paranitis »

The reason I thought they stack is because one of them says ATTACK bonus and another says ENHANCEMENT bonus.
User avatar
Drakosha
Posts: 84
Joined: Tue Aug 17, 2004 4:17 am
Contact:

Post by Drakosha »

it's not logical,becouse only unarmed have devision on thouse categories.
Enchanment +N on any weapons means 3 things:
1) +N to AB
2) +N to damage
3) pass DR of N/-

Unarmed matter are totaly different:
1) improved Ki +N = pass DR N/-
2) +N on gloves = +N to AB
User avatar
Brynn
Posts: 4655
Joined: Sun Dec 07, 2003 12:00 pm
Location: Zul'Gurub
Contact:

Post by Brynn »

[QUOTE=Drakosha]2Brynn:
Yep. this cleric's spell are exactly for gaining spell resistance. but all SR lowering feats and spells will work on it. :( [/QUOTE]

That's my HUGE problem... :(

I found that all the basic healing spells can be accessed at the Temple of Tyr, so low-level cleric spells are not reallyuseful. But he higher level spells, like Spell Resistance, can be removed - so why be a celric? :(

SPOILER-->
I've just defeated Voleron, the evil behind the three seals. It wasn't an easy fight! I didn't have time to cast Purge Invisibility b/c the skeletons came upon me, so it was quite hard to hit him, while he kept casting Magic Missiles and Flame Arrows on me form a safe distance! That sucks! I should be able to protect myself against magical damage somehow... <---
Up the IRONS!
User avatar
Drakosha
Posts: 84
Joined: Tue Aug 17, 2004 4:17 am
Contact:

Post by Drakosha »

Why be cleric? becouse epic clerics very powerful! ofcouse since dispel is buged and even lame fighter can dispel powerful mage/cleric - so you need to get more items with imunities. there is difference in gear,while facing mage or fighter.
User avatar
Paranitis
Posts: 343
Joined: Fri Aug 27, 2004 7:26 pm
Location: Sacramento, California USA
Contact:

Post by Paranitis »

I just know that when I played SoU I was able to just use my fighter to run upto ANYTHING, knock it down and then destroy it..same with HotU, knock it down and destroy it :P

To hell with magic when you can just knock stuff down! :P
User avatar
Brynn
Posts: 4655
Joined: Sun Dec 07, 2003 12:00 pm
Location: Zul'Gurub
Contact:

Post by Brynn »

Yeah, I'm trying to follow that kind of tactic, too :D However, this encounter with Valeron made me stop and think that I might be vulnerable to these kind of attacks, and I don't want a stupid mage kill me from a hundred yards!!! :mad: (Fighting mages is challenging for me b/c I played one myself, so I know their advantages and skills very well :) )
Up the IRONS!
Post Reply