Basic Endgame Character Building Guidelines
| PvP vs. PvE | Faction & Raiding |
|---|---|
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PvE — The Easy Path PvP — The Hard Path |
Key Point: Decide faction before making your character. All characters must join a faction. Factions are balanced well these days. PvP is capture-the-flag — see Relic System. Roles: Raiders (attack) • Defenders (protect) • Hybrid (both) |
| Job Rewards | Relic Capture Process |
|
Each faction's Jobs grant permanent bonuses (persist through death/delevel):
⚠ Friendly fire loses rep → all bonuses lost forever (barring DM intervention) |
Relic rooms may spawn 1-4 epic NPCs (CR 31-34). Pumping relic room for epic defenders is frowned upon. |
| Race | Classes | Alignments |
|---|---|---|
|
✗ Avoid: Half-Elves — no unique items, no subraces. Base races usually outclassed by subraces. ✓ All subraces are good for at least one optimal build. Gender: No effect except Drow favored class (Male=Wizard, Female=Cleric). See Category:Race for details. |
Research Required: Most classes changed from 1.69. Look up each class first. Many class restrictions exist. NS4 has hundreds of optimal PvP builds. With other factors, exceeds 1,000. Some classes get pure class bonuses at epic levels. See Category:Class, Category:Factions, Shifting Guide, Shifter. |
Some items have alignment restrictions. Alternatives exist. ⚠ Smite Warning: Great Smiting kills quickly. High-level Paladins/Blackguards get token for unlimited smites. Endgame NPCs with Extra Smiting/Great Smiting X hit for 500+ damage! |
| Planar Races | Classes to Avoid | Rock-Paper-Scissors |
|
Some subraces are Planar — can be turned:
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All classes have optimal uses, including Harper Scouts and Purple Dragon Knights. |
No build beats all others. All builds have weaknesses in 1v1. 1v1 PvP is often rock-paper-scissors. Group PvP preferred over 1v1. |
| Notable Feat Changes | Stat Books | Key Skills |
|---|---|---|
|
⚠ Many feats changed! Spell Focus — Bonuses beyond DC increase Works for ranged, unarmed, creature weapons. Weapon Masters can't pick fists/ranged. Scythes: 14-20/x6 • Rapiers: 8-20/x4 |
Permanent Power: Books permanently increase stats by +2 or +4. Persists through death/delevel! +2 Books: CR 9+ (not animals/vermin), ~1/1000 drop rate, farmable Cap: Max +4 to all stats (doesn't count subracials/Dragon Abilities) INT Tip: Delevel to 1 after using (skills not retroactive) Books disappear after use. Non-refundable (except DM intervention via The Great Wandering One). |
Discipline (MOST IMPORTANT) Hide — No such thing as too much. 127 attainable. Concentration — Resists taunts, prevents spell interrupt |
| More Skills | Stat Benchmarks | Saving Throws |
|
Taunt — -6 AC, 30% spell fail, 4 rounds Tumble — +AC by tumble/5 (raw points only) Spellcraft — +saves vs spells by Spellcraft/5 Set Trap/Disable/Search — Try for 43+ Animal Empathy — The Circle only: Elder Dire Bear, Silvastalker, Dark Mamba (25 needed). Others: 1 point for distraction. UMD — See Use Magic Device. Consider resting CHA mod. |
Attack Bonus Armor Class Hit Points |
Note: Rolling 1 does NOT auto-fail in NS4! Fortitude:
Reflex:
Will:
|
| Weapons | Equipment |
|---|---|
|
Most weapon types good. Max enhancement: +6 to +8 (Shurikens/Sickles only +5). ✗ Avoid: Bastard Sword, Dwarven Waraxe (unless dwarf), Club, Dart, Light Crossbow, Throwing Axe, Sickle. STR unarmed only for shapeshifters. Weapon Stats (endgame):
Extra Damage Type Options: |
⚠ No Perma-buffs: No permahaste/permaFoM/permaTS/crit immunity/debuff immunity. Makes Mass Charm/Wail of the Banshee/Phantasmal Killer/Entangle/Sanctuary useful! AC Caps: Armor +6 (+7 vs alignment) • Shield +6 (+7 vs align) • Deflection +5 (+6 vs align, +6 for Arcane Archer) • Natural +5 Dodge AC packages: 3 dodge+8 DEX boots • 5 dodge+7 DEX • 7 dodge+no DEX Armor/Shields: Up to 25% physical immunity, 20/- physical resistance. Swap based on enemy damage type! — makes tremendous difference. |
| Weapon Changes & Stat Locations | Damage Reduction Tiers |
|
Base Changes (not in tooltips): Stat Locations: |
x/+6 — Skull of Demogorgon the Demon Lord, Nature's Balance |
| Unique Items |
|---|
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NPCs that drop equippable items have an extremely small chance (similar to +2 book rate) to drop a unique item — a special version with changed properties. Can be game-changers and justify making a new character. See Unique for details. Don't feel obligated to find one before using +4 books. |
| Spells | Consumables & Use Per Day Items |
|---|---|
|
⚠ Many spells changed! See Spell Changes. Nerfed: Time Stop, Black Blade of Disaster, Holy Sword dispel level ⚠ Casting cancels Expertise/Improved Expertise! Casters with 50%+ levels in Cleric/Druid/Sorc/Wiz are severely gimped without Automatic Quicken Spell III (except dragon shape druids/shifters). |
Only non-equip Use/Day item: Formian Planar Link (summon, dispel Bigby's) ✓ Acceptable equip-and-use items: |
| Acceptable Consumables | Frowned Upon |
|
Using these in PvP may get you ostracized:
Items like Skull of the Demilich (chain lightning) or Ring of Health (cure crit) — only use if you wear them during combat anyway. |
| Haste — CRITICAL | Sources of +50% Movement Speed |
|---|---|
|
⚠ Every PvP character needs +50% movement speed. Slow players are dead players! Haste effects:
Does NOT quicken spells. Casters need Automatic Quicken Spell III. Stacking: Barbarian Fast Movement fully stacks. Monk Speed partially stacks (−5% per 3 monk levels). Haste doesn't stack with Expeditious Retreat. |
Haste — Vast majority of Clerics take Travel Domain. Barbarians get free undispellable haste while raging at 25+ levels. |
⚔ NEVERSUMMER 4 ⚔