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Video-Based Walkthrough for NWN2: Storm of Zehir by David Milward


INTRODUCTION  |  USING YOUR CHARACTERS  |  EQUIPPING YOUR CHARACTERS  |  EPIC BUILDS  |  CAST OF CHARACTERS  | 
PROLOGUE  |  ACT I  |  ACT II  |  ACT III  |||  MotB  |  SoZ  |  MoW  | 
About the Walkthrough  |  Future Updates  |  About the Maps  |  About the Author  | 
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STORM OF ZEHIR  |  EPIC BUILDS   |  CHARACTER DEVELOPMENT FOR SOZ   |  CHARACTER ROSTER   |  ITEM CRAFTING IN SOZ  
Prologue  |  Act 1  |  Act 2  |  Act 3  

Act II:   Crossroad Keep  |  Neverwinter  |  Phandalin  |  Thundertree  |  Conyberry  |  New Leaf  |  Leilon  |  West Harbor  |  Epic Levels  |  Return to Neverwinter  |  Port Llast  |  North Sword Coast  |  Thayan Enclave  |  Khelgar's Quests  |  Volo's Quests  |  Missing Associates  | 

Epic Levels

Epic Grinding

At this point, I figure I'll now take the time to grind all the way to the 29th level of experience. The game is perfectly winnable at the point where I'm at now, 19th to 20th level or so. And chances are I would basically win at this level anyway during a regular playthrough. But part of the purpose for this walkthrough is to demonstrate what certain epic-level builds are capable of. And so I make my way back to Samarach through the portal in Crossroad Keep.

Now the best way to reach my goal is to make my way to the Viper Temple, which is at #15 on the Samarach overland map. I cannot go through or around the Temple for the time being. But on the other side of the Temple are higher level monsters like Fire Giants (EL 15), Wyverns (EL 15), Soulsworn Batari (EL 15), Fell Trolls (EL 16), and Megaraptors (EL 17).

Samarach Overland Map

Now one of the tricks is to get myself right up to the edge of the Temple. If a monster group appears on the other side of the Temple, I can still click on it, fight those monsters, and collect the xp. I'll still appear on the near side of the Temple after the fight is over.

I kicked Finch out of the party for the time being, but left Umoja in the party. The reason for keeping Umoja is that his Spot and Listen skills increase the probability of finding higher-level monsters on the other side of the Temple. The point behind kicking Finch out is to increase the xp rewards I get at the conclusion of each reward. I'll simply pay Daerred the gold to level Finch back up once he rejoins.

The video shows me clicking on each of the different types of high-level monster groups from the other side of the Temple, and then killing them for xp by way of examples.

There's another trick as well. There's a certain spot just a little to the right and up against the wall of the Temple, as shown in the screenshot below.

Janette

When I'm in this spot, I rest up. I'll usually get a high-level monster encounter to interrupt my resting up about every other rest up. Once in a while I get an interruption two rest ups in a row. Once in a while it takes a few rest ups. Once in a while I get a lower-level monster encounter, but then I'll just reload.

Keep in mind that I don't raise my levels. At things are now, I get 420xp for a EL 15 encounter, 512xp for a EL 16 encounter, and 610xp for a EL 17 encounter. If I raise my levels, those xp rewards will decrease.

I keep grinding, for about 10,000xp at a time per gaming session, until I've reached a level. When I figure I've acquired 10,000xp in a session, I head back to Crossroad Keep. Once there, I collect my trade bars from Variel, and trade them in for gold if my trade bars seem to be getting too high. I repeat the process, 10,000xp at a time, until I reach my ultimate goal of 406,000xp.

There is a reason why I recommend doing things in intervals in this way. There is a bug whereby if too many trade bars come in over too long a period of time, it could result in actually getting an immense negative value in trade bars when I next speak to Variel. The point of periodically checking in with Variel at 10,000xp intervals is to avoid the bug. One the other hand, there's no risk to too much gold. The maximum gold the party can carry is 999,999,999gp. I can always cash in trade bars for gold that goes above the maximum gold limit with no risk, and I can still use that 999,999,999gp to buy things.

I suppose it is overkill to do this, but then it serves two purposes. One is to show a reliable way to grind into the epic-levels during SoZ for anyone who wants to. The other, again, is to show what some effective epic-level builds are capable of.

After this, I figure I can now level up and rely on quest xp bonuses to get me the rest of the way to 435,000xp and the 30th level of experience.

20th Level

I return to Crossroad Keep. I bring Finch back into my party.

I then make my way to the Adventurer's Guild. Finch pays up the gold to Daerred so that his experience catches up to the rest of the party.

The party members advance to their 20th level. One highlight includes Logan reaching his 5th level of Frenzied Berserker and obtaining the Enhanced Power Attack ability. The other highlight is Gallard taking a moment to switch back to a Divine Champion level. There's a specific reason why.

21st Level

Now I advance everyone to their 21st level.

Highlights include:

The Intelligence-based bonus damage from both Combat Insight and Insightful Strike will stack together.

22nd Level

Now I advance the players to their 22nd level. The 22nd level usually doesn't have much in the way of highlights, since bonus feats usually aren't available during that level-up. One exception is Logan picking up an eighth Fighter level, allowing him to take Greater Weapon Focus (Falchion) as a bonus feat.

The other highlights are Gallard going back to maxing out his Duelist levels, and Janette taking the time to start adding a couple of Divine Champion levels, with a view towards the Improved Critical (Spear) feat.

23rd Level

Now I have the party members advance to their 23rd level. One highlight is Finch picking up the Song of Requiem, which in turn is the prerequisite for the Hymn of Requiem.

Another highlight is Janette picking the Improved Critical (Spear) feat with her second Divine Champion level. The point is to maximize the chances of her spear attacks triggering an extra +2d8 electrical damage and an extra +2d8 sonic damage on a critical hit, neither of which was available until she had acquired enough Stormlord levels.

24th Level

The party members advance to their 24th level. The one highlight is Logan obtaining Overwhelming Critical (Falchion) as a bonus feat, which allows him to add massive critical damage to his weapon on critical hits.

25th Level

The party members now advance to their 25th level. Most of the party members spent their epic feat(s) on increasing their key attributes, Charisma for Finch, Strength for Logan, Wisdom for Umoja. Gallard begins to up his Dexterity, not only to increase his own natural attribute, but also to qualify for the Perfect Two-Weapon Fighting feat.

Vandala acquires her first of several Epic Eldritch Blast feats.

26th Level

The party members advance to their 26th level. One highlight is Logan obtaining the Greater Weapon Specialization (Falchion) feat upon obtaining his 12th Fighter level. Another highlight is Gallard obtaining a +2 Swashbuckler dodge bonus to armor class on obtaining his 10th level in Swashbuckler.

27th Level

The party members advance to their 27th level. Highlights include:

And indeed, the Hymn of Requiem is a key target for Finch, as it allows him to inflict sonic damage on his enemies and heal his party members at the same time.

28th Level

The party members advance to their 28th level, which means they can add another bonus to their key abilities (i.e. without adding a Great (attribute) feat).

One highlight is Gallard switching back to Divine Champion levels, with another bonus feat in mind.

Another highlight is Logan acquiring Epic Weapon Focus (Falchion) as a bonus feat after taking a fourth level in Divine Champion.

Lastly, Janette takes her 10th level in Favored Soul. Her 10th Favored Soul level would normally mean that she has to add a small energy bonus. However, taking that 10th level during the epic levels allows her to turn that energy bonus into an epic spell instead. Her choice was Epic Gate, as its effectiveness does not depend on saving throw DC. Umoja, with a much better saving throw DC, is a better candidate for using offensive epic spells like Vampiric Feast and Hellball.

29th Level


The party advances to the 29th level. One highlight is Gallard obtaining Improved Parry as a bonus feat with his 6th level in Divine Champion, and Perfect Two-Weapon Fighting as a regular epic feat. The former maximizes his chances of counter attacking his enemies. The latter maximizes the number of times he can parry multiple attacks each round.

Another highlight is Umoja obtaining the Epic Animal Companion feat. This, in combination with Natural Bond, allows Yushai to reach above and beyond the normal 30 level limit for animal companions.

Now it is time to return to Neverwinter.



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