The general rules for victory are similar to those outlined below in the review of the Neverwinter Nights trilogy. One needs to create an asymmetric advantage in battle, such as the physical power of a fighter against the time-consuming armoring of a mage. Crafting is critical for two reasons: earning money and creating powerful cloaks, bracers, and amulets. The author achieved level 20, with 205,000 experience points and several hundred thousand gold in reserve.
Spellcasting. Because NWN2 is a game about light and shadow, spells involving light, such as Sunburst, are very helpful. That spell blinds Nightwalkers, rendering them more vulnerable. Otherwise, light helps to make shadows evident to players with poor spot skills. Unfortunately and irrationally, one can’t cast light on an enemy. Another useful asymmetry is that some shadow creatures have very poor detection capacities. Against skills in Hide and Move Silently near 40, Dread Wraiths are baffled—though skeletal archers, not. The terrible Animus elemental that dogs Qara is defeated entirely by one of the simplest spells of all: Darkness.
The Artificial Intelligence of the game appears is not very inspiring when it comes to spellcasting. The spellcasters spend so much time protecting themselves—often duplicating spells already cast on them, that they endanger the team. One needs to control their actions early in an engagement, calibrating the level of spells to ensure some backup firepower.
Spellcasting by rogues is quirky. A 16th level rogue, 20th level character produced the following reproducible but completely anomalous results:
Virtue (Level 0 or 1), at 60 seconds/level, Player > 20 levels
Grease (Level 1), at 12 seconds + 6 sec/3 levels, Player = 0 levels
Prayer (Level 3), at 6 sec/level, Player > 20 levels
Evard’s tentacles (Level 4), at 6 sec/level Player 6-7 levels
Cloudkill (Level 5), at 6 sec/2 levels Player 8 levels
Wondrous items. Crafting seems to be essential for a good game, though some items can be bought or found. The key items that can be purchased or found are the Amulet of Health and Greater Amulet of Health, Staffs of Remembrance, the Ring of Positive Thinking, Elemental Rings, and Rings of Power. The Rod of Resurrection should be preserved for the final battle. The Scabbard of Blessing and the Brooch of Shielding are highly recommended.
For Qara, a crafting +6 Nymph cloak is important, while Zhaere and Elanee need Amulets of Wisdom +6, and Sand needs a Headband of Intellect +6. A Cloak of Resistance +5 is essential, especially for rogues, who run low on Will and Fortitude saving throws.
Armor. The choices of armor tend to be poor, and crafting is required to obtain the best fits between characters and their armor. Elanee, Sand, and Qara require light or no armor for spellcasting. Ammon Jerro is limited to Medium or Light Armor. Neeshka and Grobnar do best with Light Armor due to strength considerations, and Grobnar has an additional limitation due to the constraints of the Armored Caster feat. Khelgar flips from a heavily armored fighter to an unarmored monk if one chooses that route. The Armor of Comfort seems to be perfect for Zhaeve, whose strength is low, but can be used as an auxiliary fighter.
The author found that crafting Mithral +3 light armor with spell protection and Deflect Arrows, was extremely helpful. Rogue Links was probably the best commercial light armor, although Shadowdancer armor was useful for Dexterity-related tasks, and the Armor of Loyalty worked well for Elanee, since she was able to up-armor relatively easily.
Weapons. There are some excellent pre-fab weapons. The Sword of Quickness and the Icy Blade are great weapons—indeed, the Sword of Quickness is an essential weapon—but they rate relatively low on damage bonus. The same is true of the Astral Blade and Stonefire Axe. The Stonefire Axe has the additional limitation that it can’t be used with a shield. The best weapons are crafted, and can be equipped with up to +5 magical damage, elemental damage, and alignment damage.
An example of an armoring scheme. The author’s choice for Light Armor is mithral enhanced with +3 spell (Base level 4, AC deflection 3), Bracers +5, and the Holy Shield (base +2, AC Deflection +4). This armor allows a dexterity bonus of 6, and is even potentially useful for spellcasters if paired with a spell failure-diminishing mithral shield. It can be enhanced with protection against spells and against arrows or made resistant to critical attacks. The following levels of protection were achieved at dexterity 23:
Base Protection AC 18
With bracers AC 23
With shield AC 24
With armor AC 25
With armor and bracers AC 27
With braces and shield AC 29
With armor and shield AC 31
With armor, bracers, and shield AC 33
With armor, bracers, shield, and barkskin AC 36
Notice that with armor, bracers, and shield, the simple sum of armor plus base protection is 36. So, of 18 potential units of added armor, only three are wasted. Notice also that this is a low-weight solution. It is versatile, accommodating two-weapon fighting. If coupled with Ghostly Visage or Ethereal Visage, is equivalent to an armor of 40 or higher.
An example of weaponry. On crafting weapons, the game gives a hint about alchemical silver being especially good against shape changers and cold iron against demons. This, it turns out, is a bit of a red herring. This hint, false though it was, led the author to craft two short swords, each capable of routinely delivering up to ca. 50 units of damage at a blow. The upper limit was obtained by the electrical sword in sneak attacks on Fire Giants.
The silver sword was enhanced with electrical damage, while the cold iron was enhanced with fire. Both were blessed against evil. As an experiment, two short swords were crafted, producing the following statistics, where damage is listed as total (physical, magical, elemental) +/- standard deviation). The base attack is 15. The first configuration has the cold iron sword on-hand and the silver sword off-hand, while the second configuration, the silver sword is on-hand and the cold iron is off-hand. The results show that the skeletal archers resist 5 points of piercing, as expected. No damage against evil is recorded.
1a. Skeletal archer 18 (8.3, 6.3, 3.3 fire) )+/- 2.6
1b. Dread wraith 22.7 (11, 6, 5 fire ) +/- 1.5
2a. Skeletal archer 17 (8, 5.5, 3.5 electrical ) +/- 2.1
2b. Dread wraith 23.2 (13.8, 6, 3.5 mixed) +/- 3.1
Fortifying the castle. One can delay the onset of missions by the choice of door to the Keep one uses. They are stacked, and the difficult Leeves mission (requires half of 100 well-trained men with basic armor and weapons) actually moves back in queue. The first priority has to be armoring and training the men (requires Qana), to prevent losses. Recruiting is also critical, which requires getting Light of Heaven. Immigration of farmers is also essential to build numbers. Their taxes should be low. The player can craft enough Duskbows to fund most of the basics. Presumably the castle walls should also be given some priority.