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Video-based Walkthrough for Neverwinter Nights 2


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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  Valeria  |  Zarathos  |  Khelgar  |  Neeshka  |  Elanee  |  Qara  |  Grobnar  |  Casavir  |  Bishop  |  Shandra  |  Sand  |  Zhjaeve  |  The Construct  |  Ammon Jerro

ZHJAEVE, F LN GITHZERAI CLERIC 15

Zhjaeve

Zhjaeve brings pretty much what you'd expect from a D&D 3.5e Cleric, plenty of healing and buffing and the odd offensive touch. Her Githzerai heritage also gives her spell resistance that increases as she levels up. Zhjaeve can be decent in close quarter combat, especially when pre-buffed. But she's not overwhelming either. She is also the only other character besides Ammon Jerro who can use the True Name Scroll on the dreaded Shadow Reavers.

*NOTE* I installed the Zhjaeve Unvieled mod, which changes her model so that whatever armor she is wearing will now actually show on her.

Stats

Skills

Zhjaeve emphasizes Concentration, Heal, Lore and Parry.

Feats

Starting Feats:

15th level: Extend Spell - Useful for extending buffs like Battle Tide and Stone Body to twice their duration, and for just one spell level higher. It's worth the cost. It's also a prerequisite for the Persistent Spell feat.

18th level: Persistent Spell - Quite a nifty feat in the hands of a Cleric. It allows Zhjaeve to cast a Divine Favor (+3 attack bonus, +3 magic damage) on herself that will last until when next she rests. She can also cast a Prayer spell covering a very wide radius around the party that will also last indefinitely until when next she rests. The reason I avoided doing certain quests during Act II until after I freed Crossroad Keep was to avoid Zhjaeve already being at her 15th level by the time she joined, so she could get both the Extend Spell and Persistent spell feats.

Spells Frequently Used

Keep in mind that a Cleric is very often a situational spellcaster. Once in a great while a character might get diseased, so Zhjaeve will have a Cure Disease ready just in case. I don't go over every spell like that. I only describe the ones I have her cast with a noticable frequency.

Weapon of Impact - Allows her to double the critical hit range of her mace.

Magic Vestment - Her armor of choice has an enhancement bonus of +1, and her shield has an enhancement bonus of +2. Both have other multiple enchantments besides, so I can't enchant them to raise their enhancement bonus. This spell allows me to raise the enhancement bonus of both her armor and her shield, even if they already have three or more enchantments, and it lasts for hours.

Hammer of the Gods - Allows her to inflict some damage on nearby enemies and stun them at the same time.

Death Ward - As much as possible, I like to have everyone wearing items that will protect against ability / level draining. For a few of the companions, I just can't fit that into their set ups. The fix is easy. Zhjaeve can simply cast a Death Ward on the party member, and he or she will be protected against ability / level draining for hours.

Battle Tide - Exudes an aura over a wide area that will impose -2 penalties on attack bonus and saving throws for all enemies. A very good de-buffer that Zhjaeve will often lead off a battle with.

Heal - Cures a party member of 150 hit points. Can really come in hardy during tough / intense fights.

Harm - A touch-attack spell that can inflict 150 points of damage on a single-target. Can be useful in battles against particularly powerful foes.

Stone Body - A very powerful buff that Zhjaeve sometimes casts on herself just as battle starts. It provides +4 to Strength and damage reduction 10/adamantine. It also provides immunity to critical hits, blindness, stunning, deafness, disease, poison, and ability draining. The drawback is -4 Dexterity and a -50% penalty to movement. However, the drawback can be avoided completely if she wears an item that provides Freedom of Movement, which in her case is a Ring of Power.

Word of Faith - One of the best spells there is for a Cleric. It will inflict blindness on all enemies over a very large area, and it won't affect party members. It usually has the effect of enemies running about helplessly and unable to fight back. Enemies like undead and constructs are immune to a lot of status-effects, but not blindness, so this spell will work on them too.

Divine Favor (Persistent) - Gives Zhjaeve a +3 to attack bonus and a bonus +3 magic damage that will last until when next she rests. This is one of the reasons a Cleric is particularly well-suited to take advantage of the Persistent Spell feat.

Fire Storm - Inflicts a hefty amount of both fire damage and divine damage over all enemies in a very wide radius, but without harming party members.

Mass Heal - Will heal all party members of 150 points damage within a certain radius. If any undead are within that radius, they'll take the same amount of positive energy damage. The healing power of the spell is worthy enough in its own right. It can become an absolute trump card in battles against even very powerful undead.

Storm of Vengeance - At the very least it will inflict 3d6 acid damage on all enemies caught within its very large effect. Those who fail a Reflex saving throw take an extra +6d6 electrical damage and get stunned for 2 rounds. Multiple castings of this spell can lead to multiple saving throw checks that can stun enemies.

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