Post by Rain on Mar 10, 2009 17:21:32 GMT
Introduction: Evil cleric's heartbane and enervation ability definately adds lots of fun to normal cleric's spell choice, when i look back at the open subrace, i found i really love svirfneblin. it gave free save boosting and +2 skill points per lvl as a gnome. as an open subrace, +lvl sr indeed helps a lot for lvling too.
What this build will have:
--Max Wisdom as an Open subrace(plus an extra +2 Wisdom bonus from subby bonus as well)
--Able to cast all cleric spells including Heartbane
--Good defense( Evasion, tumble ac, Stoneskin and LSF:Divination for Gate)
--4 Cleric Epic spells (Including IOF)
--3 Legendary Spell Focus: Evocation, Necromancy and Divination
--Decent Universal Saves
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Race/Subrace:
Gnome/Svirfneblin
Alignment: Lawful Evil
58Cleric/1Ranger/1Monk (Ranger lvl taken before lvl 20, monk lvl taken at lvl 40)
"Svirfneblin"
- FC: Cleric
- base SR0 +1/lvl, CON -2, CHA -2, DEX +2, WIS +2, free feat: Darkvision, universal saves +2, listen +2, hide +2, speaks Undercommon, speaks Svirfneblin
Starting stats:
Str: 6
Dex: 14 (16 after subby change)
Con: 16 (14 after subby change)
Int: 10
Wis: 18 (20 after subby change)
Cha: 8 (6 after subby change)
Save all skill points for discipline at level 20 and 40, and Tumble at level 40. See Important note (in Yellow) at end of Epic level section for details.
Cleric Domain: Earth(Stoneskin/energy buffer) and Evil(Enervation)
Level Progression Cleric [Levels 1 through 19] ---> Ranger [Level 20] ---> Cleric [Levels 21 through 39] ---> Monk [Level 40]
Lvl 1: Cleric
Cleric domain: Earth, Evil
Skills: Concentration+1
Feats: Extend spell
Lvl 2: Cleric
Skills: Concentraion+1
Lvl 3: Cleric
Skills: Concentration+1
Feats: Spell focus: Evocation
Lvl 4: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 5: Cleric
Skills: Concentration+1
Lvl 6: Cleric
Skills: Concentration+1
Greater Spell focus: Evocation
Lvl 7: Cleric
Skills: Concentration+1
Lvl 8: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 9: Cleric
Skills: Concentration+1
Feats: Spell penetration
Lvl 10: Cleric
Skills: Concentration+1
Lvl 11: Cleric
Skills: Concentration+1
Lvl 12: Cleric
Skills: Concentration+1
Feats: Greater spell penetration
Stat bonus: +1 Wisdom
Lvl 13: Cleric
Skills: Concentration+1
Lvl 14: Cleric
Skills: Concentration+1
Lvl 15: Cleric
Skills: Concentration+1
Feats: Spell focus: necromancy
Lvl 16: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 17: Cleric
Skills: Concentration+1
Lvl 18: Ranger
Skills: Discipline +21
Feats: Spell focus: Divination
Ranger bonus feat: Greater spell focus: necromancy
Lvl 19: Cleric
Skills: Concentration+1
Lvl 20: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 21: Cleric
Skills: Concentration+1
Feats: Greater spell focus: Divination
Lvl 22: Cleric
Skills: Concentration+1
Lvl 23: Cleric
Skills: Concentration+1
Lvl 24: Cleric
Skills: Concentration+1
Feats: Epic spell focus: Evocation
Cleric bonus feat: Epic spell focus: Necromancy
Stat bonus: +1 Wisdom
Lvl 25: Cleric
Skills: Concentration+1
Lvl 26: Cleric
Skills: Concentration+1
Lvl 27: Cleric
Skills: Concentration+1
Feats: Epic spell focus: Divination
Cleric bonus feat: Epic spell penetration
Lvl 28: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 29: Cleric
Skills: Concentration+1
Lvl 30: Cleric
Skills: Concentration+1
Feats: Greater Wisdom I
Cleric bonus feat: Greater Wisdom II
Lvl 31: Cleric
Skills: Concentration+1
Lvl 32: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 33: Cleric
Skills: Concentration+1
Feats: Greater Wisdom III
Cleric bonus feat: Greater Wisdom IV
Lvl 34: Cleric
Skills: Concentration+1
Lvl 35: Cleric
Skills: Concentration+1
Lvl 36: Cleric
Skills: Concentration+1
Feats: Greater Wisdom V
Cleric bonus feat: Greater Wisdom VI
Stat bonus: +1 Wisdom
Lvl 37: Cleric
Skills: Concentration+1
Lvl 38: Cleric
Skills: Concentration+1
Lvl 39: Cleric
Skills: Concentration+1
Feats: Greater Wisdom VII
Cleric bonus feat: Greater Wisdom VIII
Lvl 40: Monk
Skills: Concentration+1, Discipline +22, Tumble +40
Stat bonus: +1 Wisdom
Lvl 41: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 42: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Legendary spell focus: Evocation
Stat bonus: +1 Wisdom
Lvl 43: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 44: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 45: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Legendary spell focus: Necromancy
Lvl 46: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 47: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 48: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Legendary spell penetration
Stat bonus: +1 Wisdom
Lvl 49: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 50: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 51: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Legendary spell focus: Divination
Lvl 52: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 53: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 54: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Greater Wisdom IX
Stat bonus: +1 Wisdom
Lvl 55: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 56: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 57: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Greater Wisdom X
Lvl 58: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 59: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 60: Cleric
Skills: Concentration+1, Choose Parry as many points as you can, Choose Heal as many points as you can
Feats: Epic Reflex
Stat bonus: +1 Wisdom
Read Tome of Transmutation for IOF
Tomes of Knowledge, in this case Transmutation, can be read at any point after level 41. They will grant you an Epic Spell Focus in the school stated. Gaining Epic Spell Focus: Transmutation will increase the power of all spells in the school Transmutation and will grant you access to the Instruments of Faith (IOF) epic spell. This epic spell is found at a secret location and grants all pary members +16 Great Magic Weapon (GMW) for a considerable amount of time. +16 GMW will allow your tanks to hit through ANY monsters soak DR in the game, allowing your groups tanks the maximum possible damage per hit. It is not a surprise that this is one of the more popular cleric epic spells in the mod.
Feat Appendix
Meta Magic: Extended Spell
Taking this metamagic feat serves two purposes. The first is that spells cast Extended have longer durations than normal spells. So, buffs last longer and offensive spells have longer duration of effect. The second is to allow diversification of your spell book. Extended spells are memorized one tier higher than a normal spell. So, you may memorize two rungs of a spell that is particularly useful in a given area instead of being constrained to the normal spell selection at each level.
Spell focus:Evocation (Basic, Greater, Epic, Legendary)
These feats increase the difficulty check and power of spells in the Evocation school. Cleric's main death magic spell, Implosion, is in this school. So, getting a legendary focus is highly desirable. Getting the Epic focus in this school also qualifies you for Conversion, an Higher Ground epic spell. This spell allows you to permanently capture a monsters to serve as your loyal minion, until it becomes a liability and you release it or it dies.
Spell focus:Necromancy (Basic, Greater, Epic, Legendary)
These feats increase the difficulty check and power of spells in the Necromancy school. This will increase the power of your draining spells (Energy Drain, Enervation), and the instant kill potential of your Heartbane and Destruction spells. The epic focus feat, in this case, qualifies you for the Eternal Return spell. When used this spell will cause you to be instantly resurrected upon death and placed into Greater Sanctuary. So, long as you don't take aggressive action you will be free to rebuff or rez party members. Basically party wipe insurance.
Spell focus: Divination (Basic, Greater, Epic, Legendary)
These feats increase the difficulty check and power of spells in the Divination school. These feats are taken mainly to bump the defensive power of your Gate spell. The epic focus grants you access to the Miracle epic spell. This spell will resurrect any player on the same screen as you and give all players (alive or dead) 1000 free hitpoints. Additionally it stuns enemy on the screen and causes them to "run away". This is great save the party from a wipe situation epic and can be used to break up large packs of monsters (divide and conquer).
Spell Focus: Transmutation (Epic)
Focus will increase the power of any spells in the transmutation school. While you do not have the Regular or Greater versions of this focus, the mod only respects the highest version of the focus you have. So, there is no power lost because you gained this feat via a tome. Mainly this feat is taken to gain access to the instruments of Faith epic spell. This has been described by many as the most powerful offensive spell on Higher Ground. This spell grants all party members +16 greater magic weapon. The highest soak possible is +15, so weapons with +16 gmw will bypass the monsters soak damage reduction and cause all hits to land with full damage. Most casters can only achieve +14 GMW, which cannot defeat +15 soak DR. So, clerics with this spell are highly desired in groups.
Spell penetration (Basic, Greater, Epic, Legendary)
Your base spell penetration is affected by the number of levels in your caster control class and the number of feats you have devoted to spell penetration. The creators of this mod assume you have a pure or near pure caster (58 to 60 levels in your control class) and have taken all the feats possible in spell penetration when determining monster spell resistance levels. If your spell penetration cannot overcome a monsters spell resistance, your spells will not land. The only exceptions are spells such as Earthquake that do not have a spell resistance check. So, these feats are needed on almost any caster.
Greater Wisdom (1 through 10)
Every two points in wisdom increases your will save by 1. Every two points in wisdom also increase the difficulty check (D/C) of every spell in your spellbook by 1. More D/C equals more damage and more affects such as instant death landing successfully on monsters. Most casters on higher ground try and maximize their main casting stat as much as possible (in this case wisdom) because of this
Epic Reflex
Clerics have a terrible reflex save without any help. This feat brings your reflex up by 4 points.
2>. Skill Points( at lvl 60):
Concentration:63
Heal:47
Parry:63
Discipline:43
Tumble:40
Only choose concentration before lvl 40 so u can max discipline and tumble at lvl 40. after lvl 40 choose the rest cuz gnome skill bonus comes after lvl 40.
3>. Universal Saves at lvl 60:
Fortitude: 57
Reflex: 55
Will: 77
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About the build and Playering:
1. Svirfneblin gives 2 free universal save so on save feats, i only take Epic reflex. fortitude with gnome con bonus and subby +2 it's not bad at all, 57 at lvl 60.
2. I donot have Greater Ruin cuz this is mostly designed to play on LL runs and pre-LL runs as an open subrace. and greater ruin isnot that useful on these areas. However, if u really like it, u can drop LSF:divination for Greater Ruin, i donot think it really hurts that much without LSF:divination. otherwise dropping Epic Reflex is another choice.
3. For lvling as a cleric, the best gear is heavy armor +tower shield. donot bother to use robe+torch on LL areas cuz wisdom ac doesnot really help much. armor+shield gives almost the same ac and some nice immunity bonus. there're quite some implosion immune armor/shield so it helps greatly. even without monk wis ac, the monk lvl still helps a lot. evasion and tumble ac will be pretty handy especially for LL/pre-LL runs.
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Spell Choice:
Lvl 1:
Endure Elements:
This is the spell i always have in autocaster and i sometimes buff on tanks who's low in elemetanl immunity. +9%elemental immune is handy.
Entropic Shield:
what i always have in autocaster too. helps a lot on LL runs against ranged attackers like the archor in sissy/desert/uroboros and imp in hells too.
Foundation of Stone (fos):
This is a lvl 1 spell, however i use it as extended on lvl 2 spell slots. It makes ya completely immune to knockdown effects no matter where you're. one thing i wanna mention is quickslot a command to cancel the effect if needed. the command is: /tp "accountname" !cancel 2076
Lvl 2:
Aid:
Autocaster spell, it gives temporary HP equal to heal skill.
Remove Paralysis:
This is actually the only spell that can remove the paralyse from ice reaver/imp/murkfiend/etc. in hell and the paralyse from a lich(like the one in uroboros).
Lvl 3:
Corona of Cold
I use it mostly on LL runs only since in hell there're many party kb mobs. once they hit ya, it gives party kb. not like mage, cleric stays in battleline all the time so really not a good idea to keep this buff in hell all the time especially in phleg/malb/mala/cania.
Darkfire (df)
always do a !who party class before a run to check how many tanks there're so u can prepare beforehand. and ask if ur not sure they use 1 weapon or 2.
Bestow Curse (bc)
I use it a lot in LL runs and hell too before i could use ruby rod. for the purpose of lowering the sr of the mobs.
Prayer
together with battletide, use it on any mobs before u cast a dc spell. note this spell's effect doesnot stack with bard's wail of doom or mages' eyebites when it comes to lower enemies' saves/skills.
Remove Curse
It can remove the maze effect in aboleth/elysium; it can remove the curse in rona. it can also remove the curse on some certain cursed items in game.
Remove Disease (RD)
remove the eggs planted by swarm master, mephestohelis, asmodeus etc.
Lvl 4:
Heartbane (HB):
use it on any monster not immune to crit hit. on LL runs most non-boss monster arenot immune to it. in hell, anything except boss(mini-boss), use this mainly on Cornugons, Amnizus and Gelugons since they canot be insta'ed by other cleric spells and they're a big threat to caster too.
Death Ward
gives ya immunity to the vorpal effects from the solar/vorpal sword in elysium.
Mass Conviction
Autocaster spell. with the gear i listed in my build u canot max discipline so this spell will help a lot although if u use robe+torch slag is not a problem.
Divine Power:
It gives extra hp as well as ab bonus, this helps when u cast inflict wound series spells.
Lvl 5:
Stoneskin:
Buff spell. extremely useful no matter where ur.
Energy buffer:
Same as stoneskin. this spell's effect doesnot stack with cleric's Gate but it lasts long and it soaks quite a lot of damage before collapses. always keep urself in energy buffer+ stoneskin effects.
Enervation:
Extremely powerful evil cleric spell. drain mob's lvls as well as -9% all immunity. however, in LL runs only use on boss cuz damage and insta kill is more important on these areas.
Battletide
keep it on all the time and keep the mobs within this aura. cancel it when u need to GS urself cuz the batteltide aura interupts Greater Sanctury. the command is: /tp "accountname" !cancel 517
Healing Circle
i use extended version, have it on all the time in any fight. and try keep ur allies inside the blue healing circle aura.
Monstrous Regeneration
Autocaster spell.
Flamestrike
if ur an evil cleric with empowered metamagic. empower flamestrike can be very useful. it doesnot have evasion check like icestorm. in hell it's used mainly on paragon gelugons/non-para tears.
Circle of Doom
I donot see many ppl use it but i wanna mention this because it can lower enemies' wisdom without save check. this is good cuz lower wisdom means lower enemies' will save. you'll need illusion focus to make this work though.
Lvl 6:
Greater Sanctuary (GS)
i always have 4 extended GS in my spellbook just in case. If you have battletide on when u want to GS, make sure to cancel battletide first using the command i mentioned in "battletide" instruction part.
Undeath to Death
Evil cleric's specialized spell. extreme powerful in elysium on all the deathless stuff and on LL runs for lostsouls of vashak in dustbone/desert and all the undead in pyramid. and this spell rocks all the way in dachy maze. it's useful in the lost temple in uroboros too.
Lvl 7:
Destruction
another evil cleric spell. i like it a lot on both LL and hell runs. on LL runs, it's extremely useful in thids/sissy/desert/uroboros. actually i have this spell always filled in my lvl 7 spellslots no whatever where i am. even if the monster is death immune, the huge divine damage is great in any LL runs and on certain mob in hell.
Greater Restoration (GR)
It makes target clear of any penalty in the hells and auto restore each round as well. just wanna mention one more thing, GR can remove fear as well.
Mass Inflict Critical Wounds
another powerful evil cleric spell. can use it on any LL runs against non-undead and extremely awesome in elysium. awesome in mammon's tear and their paragons too.
Word of Faith
it's awesome in LL runs but in hell i never use it. very solid damage on Xevil in db run. but donot use it in thids since most things immune to sonic damage. Blind effect only takes effect when the enemies fail the reflex check which is unlike the nwn default word of faith.
Lvl 8:
Aura vs. alignment
Very very powerful buff spell cuz it makes ya completely immune to stun/daze/sleep. it's always in my autocaster. use unholy aura in elysium/rona and holy aura in other areas.
Earthquake (eq)
This is the most powerful cleric spell in LL runs except that it breaks loot. just need to watch out loot spots then ur ok. just donot use it on any dragon boss except dustbone. nothing can resist positive damage in LL runs.
However, donot use it in hell, there're always better choice on lvl 8 slots than this. for me i always have 3 aura vs alignment+4 mass heal+ extended GR for the rest slots.
Fire Storm
powerful spell in LL runs and it doesnot break loot. for the sake of safety u can use this instead of eq although eq has better damage since there're some mobs in LL runs immune to fire damage.
Lvl 9:
Energy drain
where the fun of evil cleric is, extra CL/DC as well as lvl drain effect. use it in hell mostly where dc means a lot.
Implosion
useful in any area. i think it's the label of a cleric
Gate
Ditto. make sure u have it on all the time then ur invincible.
Undeaths Eternal Foe (uef)
My lvl 9 spell slots is usually 2 UEF, 3 gates, rest plode. UEF isnot that useful in LL runs tho.
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the Downside of the build and the possible solution:
this build is based on Gnome. so small size means u canot use magic staff(dach, UR and Tia cleric staff) together with a shield or torch. stygia cleric parasol will be the ideal mainhand weapon for hell. before that i'd suggest either using a small size weapon+shield or just a magic staff. if you go the latter, i'd suggest going robe instead since this way you can get the wisdom ac.
Any question or suggestion on the build is welcome to either post here or send pm to me.
What this build will have:
--Max Wisdom as an Open subrace(plus an extra +2 Wisdom bonus from subby bonus as well)
--Able to cast all cleric spells including Heartbane
--Good defense( Evasion, tumble ac, Stoneskin and LSF:Divination for Gate)
--4 Cleric Epic spells (Including IOF)
--3 Legendary Spell Focus: Evocation, Necromancy and Divination
--Decent Universal Saves
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Race/Subrace:
Gnome/Svirfneblin
Alignment: Lawful Evil
58Cleric/1Ranger/1Monk (Ranger lvl taken before lvl 20, monk lvl taken at lvl 40)
"Svirfneblin"
- FC: Cleric
- base SR0 +1/lvl, CON -2, CHA -2, DEX +2, WIS +2, free feat: Darkvision, universal saves +2, listen +2, hide +2, speaks Undercommon, speaks Svirfneblin
Starting stats:
Str: 6
Dex: 14 (16 after subby change)
Con: 16 (14 after subby change)
Int: 10
Wis: 18 (20 after subby change)
Cha: 8 (6 after subby change)
Save all skill points for discipline at level 20 and 40, and Tumble at level 40. See Important note (in Yellow) at end of Epic level section for details.
Cleric Domain: Earth(Stoneskin/energy buffer) and Evil(Enervation)
Level Progression Cleric [Levels 1 through 19] ---> Ranger [Level 20] ---> Cleric [Levels 21 through 39] ---> Monk [Level 40]
Lvl 1: Cleric
Cleric domain: Earth, Evil
Skills: Concentration+1
Feats: Extend spell
Lvl 2: Cleric
Skills: Concentraion+1
Lvl 3: Cleric
Skills: Concentration+1
Feats: Spell focus: Evocation
Lvl 4: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 5: Cleric
Skills: Concentration+1
Lvl 6: Cleric
Skills: Concentration+1
Greater Spell focus: Evocation
Lvl 7: Cleric
Skills: Concentration+1
Lvl 8: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 9: Cleric
Skills: Concentration+1
Feats: Spell penetration
Lvl 10: Cleric
Skills: Concentration+1
Lvl 11: Cleric
Skills: Concentration+1
Lvl 12: Cleric
Skills: Concentration+1
Feats: Greater spell penetration
Stat bonus: +1 Wisdom
Lvl 13: Cleric
Skills: Concentration+1
Lvl 14: Cleric
Skills: Concentration+1
Lvl 15: Cleric
Skills: Concentration+1
Feats: Spell focus: necromancy
Lvl 16: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 17: Cleric
Skills: Concentration+1
Lvl 18: Ranger
Skills: Discipline +21
Feats: Spell focus: Divination
Ranger bonus feat: Greater spell focus: necromancy
Lvl 19: Cleric
Skills: Concentration+1
Lvl 20: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 21: Cleric
Skills: Concentration+1
Feats: Greater spell focus: Divination
Lvl 22: Cleric
Skills: Concentration+1
Lvl 23: Cleric
Skills: Concentration+1
Lvl 24: Cleric
Skills: Concentration+1
Feats: Epic spell focus: Evocation
Cleric bonus feat: Epic spell focus: Necromancy
Stat bonus: +1 Wisdom
Lvl 25: Cleric
Skills: Concentration+1
Lvl 26: Cleric
Skills: Concentration+1
Lvl 27: Cleric
Skills: Concentration+1
Feats: Epic spell focus: Divination
Cleric bonus feat: Epic spell penetration
Lvl 28: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 29: Cleric
Skills: Concentration+1
Lvl 30: Cleric
Skills: Concentration+1
Feats: Greater Wisdom I
Cleric bonus feat: Greater Wisdom II
Lvl 31: Cleric
Skills: Concentration+1
Lvl 32: Cleric
Skills: Concentration+1
Stat bonus: +1 Wisdom
Lvl 33: Cleric
Skills: Concentration+1
Feats: Greater Wisdom III
Cleric bonus feat: Greater Wisdom IV
Lvl 34: Cleric
Skills: Concentration+1
Lvl 35: Cleric
Skills: Concentration+1
Lvl 36: Cleric
Skills: Concentration+1
Feats: Greater Wisdom V
Cleric bonus feat: Greater Wisdom VI
Stat bonus: +1 Wisdom
Lvl 37: Cleric
Skills: Concentration+1
Lvl 38: Cleric
Skills: Concentration+1
Lvl 39: Cleric
Skills: Concentration+1
Feats: Greater Wisdom VII
Cleric bonus feat: Greater Wisdom VIII
Lvl 40: Monk
Skills: Concentration+1, Discipline +22, Tumble +40
Stat bonus: +1 Wisdom
Lvl 41: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 42: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Legendary spell focus: Evocation
Stat bonus: +1 Wisdom
Lvl 43: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 44: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 45: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Legendary spell focus: Necromancy
Lvl 46: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 47: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 48: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Legendary spell penetration
Stat bonus: +1 Wisdom
Lvl 49: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 50: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 51: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Legendary spell focus: Divination
Lvl 52: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 53: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 54: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Greater Wisdom IX
Stat bonus: +1 Wisdom
Lvl 55: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 56: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 57: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Feats: Greater Wisdom X
Lvl 58: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Stat bonus: +1 Wisdom
Lvl 59: Cleric
Skills: Concentration+1, Choose Parry as many points as you can
Lvl 60: Cleric
Skills: Concentration+1, Choose Parry as many points as you can, Choose Heal as many points as you can
Feats: Epic Reflex
Stat bonus: +1 Wisdom
Read Tome of Transmutation for IOF
Tomes of Knowledge, in this case Transmutation, can be read at any point after level 41. They will grant you an Epic Spell Focus in the school stated. Gaining Epic Spell Focus: Transmutation will increase the power of all spells in the school Transmutation and will grant you access to the Instruments of Faith (IOF) epic spell. This epic spell is found at a secret location and grants all pary members +16 Great Magic Weapon (GMW) for a considerable amount of time. +16 GMW will allow your tanks to hit through ANY monsters soak DR in the game, allowing your groups tanks the maximum possible damage per hit. It is not a surprise that this is one of the more popular cleric epic spells in the mod.
Feat Appendix
Meta Magic: Extended Spell
Taking this metamagic feat serves two purposes. The first is that spells cast Extended have longer durations than normal spells. So, buffs last longer and offensive spells have longer duration of effect. The second is to allow diversification of your spell book. Extended spells are memorized one tier higher than a normal spell. So, you may memorize two rungs of a spell that is particularly useful in a given area instead of being constrained to the normal spell selection at each level.
Spell focus:Evocation (Basic, Greater, Epic, Legendary)
These feats increase the difficulty check and power of spells in the Evocation school. Cleric's main death magic spell, Implosion, is in this school. So, getting a legendary focus is highly desirable. Getting the Epic focus in this school also qualifies you for Conversion, an Higher Ground epic spell. This spell allows you to permanently capture a monsters to serve as your loyal minion, until it becomes a liability and you release it or it dies.
Spell focus:Necromancy (Basic, Greater, Epic, Legendary)
These feats increase the difficulty check and power of spells in the Necromancy school. This will increase the power of your draining spells (Energy Drain, Enervation), and the instant kill potential of your Heartbane and Destruction spells. The epic focus feat, in this case, qualifies you for the Eternal Return spell. When used this spell will cause you to be instantly resurrected upon death and placed into Greater Sanctuary. So, long as you don't take aggressive action you will be free to rebuff or rez party members. Basically party wipe insurance.
Spell focus: Divination (Basic, Greater, Epic, Legendary)
These feats increase the difficulty check and power of spells in the Divination school. These feats are taken mainly to bump the defensive power of your Gate spell. The epic focus grants you access to the Miracle epic spell. This spell will resurrect any player on the same screen as you and give all players (alive or dead) 1000 free hitpoints. Additionally it stuns enemy on the screen and causes them to "run away". This is great save the party from a wipe situation epic and can be used to break up large packs of monsters (divide and conquer).
Spell Focus: Transmutation (Epic)
Focus will increase the power of any spells in the transmutation school. While you do not have the Regular or Greater versions of this focus, the mod only respects the highest version of the focus you have. So, there is no power lost because you gained this feat via a tome. Mainly this feat is taken to gain access to the instruments of Faith epic spell. This has been described by many as the most powerful offensive spell on Higher Ground. This spell grants all party members +16 greater magic weapon. The highest soak possible is +15, so weapons with +16 gmw will bypass the monsters soak damage reduction and cause all hits to land with full damage. Most casters can only achieve +14 GMW, which cannot defeat +15 soak DR. So, clerics with this spell are highly desired in groups.
Spell penetration (Basic, Greater, Epic, Legendary)
Your base spell penetration is affected by the number of levels in your caster control class and the number of feats you have devoted to spell penetration. The creators of this mod assume you have a pure or near pure caster (58 to 60 levels in your control class) and have taken all the feats possible in spell penetration when determining monster spell resistance levels. If your spell penetration cannot overcome a monsters spell resistance, your spells will not land. The only exceptions are spells such as Earthquake that do not have a spell resistance check. So, these feats are needed on almost any caster.
Greater Wisdom (1 through 10)
Every two points in wisdom increases your will save by 1. Every two points in wisdom also increase the difficulty check (D/C) of every spell in your spellbook by 1. More D/C equals more damage and more affects such as instant death landing successfully on monsters. Most casters on higher ground try and maximize their main casting stat as much as possible (in this case wisdom) because of this
Epic Reflex
Clerics have a terrible reflex save without any help. This feat brings your reflex up by 4 points.
2>. Skill Points( at lvl 60):
Concentration:63
Heal:47
Parry:63
Discipline:43
Tumble:40
Only choose concentration before lvl 40 so u can max discipline and tumble at lvl 40. after lvl 40 choose the rest cuz gnome skill bonus comes after lvl 40.
3>. Universal Saves at lvl 60:
Fortitude: 57
Reflex: 55
Will: 77
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About the build and Playering:
1. Svirfneblin gives 2 free universal save so on save feats, i only take Epic reflex. fortitude with gnome con bonus and subby +2 it's not bad at all, 57 at lvl 60.
2. I donot have Greater Ruin cuz this is mostly designed to play on LL runs and pre-LL runs as an open subrace. and greater ruin isnot that useful on these areas. However, if u really like it, u can drop LSF:divination for Greater Ruin, i donot think it really hurts that much without LSF:divination. otherwise dropping Epic Reflex is another choice.
3. For lvling as a cleric, the best gear is heavy armor +tower shield. donot bother to use robe+torch on LL areas cuz wisdom ac doesnot really help much. armor+shield gives almost the same ac and some nice immunity bonus. there're quite some implosion immune armor/shield so it helps greatly. even without monk wis ac, the monk lvl still helps a lot. evasion and tumble ac will be pretty handy especially for LL/pre-LL runs.
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Spell Choice:
Lvl 1:
Endure Elements:
This is the spell i always have in autocaster and i sometimes buff on tanks who's low in elemetanl immunity. +9%elemental immune is handy.
Entropic Shield:
what i always have in autocaster too. helps a lot on LL runs against ranged attackers like the archor in sissy/desert/uroboros and imp in hells too.
Foundation of Stone (fos):
This is a lvl 1 spell, however i use it as extended on lvl 2 spell slots. It makes ya completely immune to knockdown effects no matter where you're. one thing i wanna mention is quickslot a command to cancel the effect if needed. the command is: /tp "accountname" !cancel 2076
Lvl 2:
Aid:
Autocaster spell, it gives temporary HP equal to heal skill.
Remove Paralysis:
This is actually the only spell that can remove the paralyse from ice reaver/imp/murkfiend/etc. in hell and the paralyse from a lich(like the one in uroboros).
Lvl 3:
Corona of Cold
I use it mostly on LL runs only since in hell there're many party kb mobs. once they hit ya, it gives party kb. not like mage, cleric stays in battleline all the time so really not a good idea to keep this buff in hell all the time especially in phleg/malb/mala/cania.
Darkfire (df)
always do a !who party class before a run to check how many tanks there're so u can prepare beforehand. and ask if ur not sure they use 1 weapon or 2.
Bestow Curse (bc)
I use it a lot in LL runs and hell too before i could use ruby rod. for the purpose of lowering the sr of the mobs.
Prayer
together with battletide, use it on any mobs before u cast a dc spell. note this spell's effect doesnot stack with bard's wail of doom or mages' eyebites when it comes to lower enemies' saves/skills.
Remove Curse
It can remove the maze effect in aboleth/elysium; it can remove the curse in rona. it can also remove the curse on some certain cursed items in game.
Remove Disease (RD)
remove the eggs planted by swarm master, mephestohelis, asmodeus etc.
Lvl 4:
Heartbane (HB):
use it on any monster not immune to crit hit. on LL runs most non-boss monster arenot immune to it. in hell, anything except boss(mini-boss), use this mainly on Cornugons, Amnizus and Gelugons since they canot be insta'ed by other cleric spells and they're a big threat to caster too.
Death Ward
gives ya immunity to the vorpal effects from the solar/vorpal sword in elysium.
Mass Conviction
Autocaster spell. with the gear i listed in my build u canot max discipline so this spell will help a lot although if u use robe+torch slag is not a problem.
Divine Power:
It gives extra hp as well as ab bonus, this helps when u cast inflict wound series spells.
Lvl 5:
Stoneskin:
Buff spell. extremely useful no matter where ur.
Energy buffer:
Same as stoneskin. this spell's effect doesnot stack with cleric's Gate but it lasts long and it soaks quite a lot of damage before collapses. always keep urself in energy buffer+ stoneskin effects.
Enervation:
Extremely powerful evil cleric spell. drain mob's lvls as well as -9% all immunity. however, in LL runs only use on boss cuz damage and insta kill is more important on these areas.
Battletide
keep it on all the time and keep the mobs within this aura. cancel it when u need to GS urself cuz the batteltide aura interupts Greater Sanctury. the command is: /tp "accountname" !cancel 517
Healing Circle
i use extended version, have it on all the time in any fight. and try keep ur allies inside the blue healing circle aura.
Monstrous Regeneration
Autocaster spell.
Flamestrike
if ur an evil cleric with empowered metamagic. empower flamestrike can be very useful. it doesnot have evasion check like icestorm. in hell it's used mainly on paragon gelugons/non-para tears.
Circle of Doom
I donot see many ppl use it but i wanna mention this because it can lower enemies' wisdom without save check. this is good cuz lower wisdom means lower enemies' will save. you'll need illusion focus to make this work though.
Lvl 6:
Greater Sanctuary (GS)
i always have 4 extended GS in my spellbook just in case. If you have battletide on when u want to GS, make sure to cancel battletide first using the command i mentioned in "battletide" instruction part.
Undeath to Death
Evil cleric's specialized spell. extreme powerful in elysium on all the deathless stuff and on LL runs for lostsouls of vashak in dustbone/desert and all the undead in pyramid. and this spell rocks all the way in dachy maze. it's useful in the lost temple in uroboros too.
Lvl 7:
Destruction
another evil cleric spell. i like it a lot on both LL and hell runs. on LL runs, it's extremely useful in thids/sissy/desert/uroboros. actually i have this spell always filled in my lvl 7 spellslots no whatever where i am. even if the monster is death immune, the huge divine damage is great in any LL runs and on certain mob in hell.
Greater Restoration (GR)
It makes target clear of any penalty in the hells and auto restore each round as well. just wanna mention one more thing, GR can remove fear as well.
Mass Inflict Critical Wounds
another powerful evil cleric spell. can use it on any LL runs against non-undead and extremely awesome in elysium. awesome in mammon's tear and their paragons too.
Word of Faith
it's awesome in LL runs but in hell i never use it. very solid damage on Xevil in db run. but donot use it in thids since most things immune to sonic damage. Blind effect only takes effect when the enemies fail the reflex check which is unlike the nwn default word of faith.
Lvl 8:
Aura vs. alignment
Very very powerful buff spell cuz it makes ya completely immune to stun/daze/sleep. it's always in my autocaster. use unholy aura in elysium/rona and holy aura in other areas.
Earthquake (eq)
This is the most powerful cleric spell in LL runs except that it breaks loot. just need to watch out loot spots then ur ok. just donot use it on any dragon boss except dustbone. nothing can resist positive damage in LL runs.
However, donot use it in hell, there're always better choice on lvl 8 slots than this. for me i always have 3 aura vs alignment+4 mass heal+ extended GR for the rest slots.
Fire Storm
powerful spell in LL runs and it doesnot break loot. for the sake of safety u can use this instead of eq although eq has better damage since there're some mobs in LL runs immune to fire damage.
Lvl 9:
Energy drain
where the fun of evil cleric is, extra CL/DC as well as lvl drain effect. use it in hell mostly where dc means a lot.
Implosion
useful in any area. i think it's the label of a cleric
Gate
Ditto. make sure u have it on all the time then ur invincible.
Undeaths Eternal Foe (uef)
My lvl 9 spell slots is usually 2 UEF, 3 gates, rest plode. UEF isnot that useful in LL runs tho.
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the Downside of the build and the possible solution:
this build is based on Gnome. so small size means u canot use magic staff(dach, UR and Tia cleric staff) together with a shield or torch. stygia cleric parasol will be the ideal mainhand weapon for hell. before that i'd suggest either using a small size weapon+shield or just a magic staff. if you go the latter, i'd suggest going robe instead since this way you can get the wisdom ac.
Any question or suggestion on the build is welcome to either post here or send pm to me.