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Type of feat
Divine
Prerequisite
Turn undead ability, Extra Turning
Required for
None
Specifics

You can spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action. This is a supernatural ability. Doomguides receive this feat for free at level 6.

Use
Selected

Gameplay notes[]

  • The feat has a minor visual bug - unlike other divine feats that use shared Turn Undead attempts pool, Divine Vengeance does not show remaining attempts count on it's icon.
  • Contrary to description, this ability lasts for number of rounds equal to the character's Charisma bonus.
  • Descriptions of this feat and Sacred Vengeance are almost identical but the feats themselves aren't. To be precise:
  • Divine Vengeance uses a standard action for activation. Effect lasts for a number of turns equal to character's Charsima bonus and adds 2d6 damage. It also requires one more feat (Extra Turning) as prerequisite.
  • Sacred Vengeance activation is a free action. Effect lasts for 1 round and adds 2d10 damage.
  • As we can see, Divine Vengeance is generally a better choice for a high Charisma melee-capable character that have a feat to spare.
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