Bonds of Blood

Narc's 3.5 Rules Server: Terra Firma Chapter 2 - Bonds of Blood is a Neverwinter Nights module that has taken 19 months and over 7500+ (creator) hours to create, before it was released on September 1, 2004. An additional 3000+ (team members) hours has been invested in testing, creating creatures, and creating items for this world.

Before entering this new world forget everything that you know about Neverwinter Nights. Neverwinter Nights was not designed for large persistent worlds. It was not designed for player versus player activity. And it is based on the D&D 3.0 ruleset, which has been dramatically improved in the D&D 3.5 ruleset, which this module is based upon. All spells, creatures, items, weapons, classes, new rules, Neverwinter features, etc. have been created/modified to D&D 3.5 specification. This ensures balance and offers an experience that is as close to D&D 3.5 as you will get in all of GameSpy.

It is important to note that this world uses many new technologies. To list a few there is a new AI system, a new spawn system, a new dynamic area population system, a new battle system, and a lot of anti-cheat systems. The AI system makes Bosses more life-like, they use better tactics in combat, and its more efficient than the old Neverwinter AI. This world also features a new spawn system, which is dramatically more efficient then the Neverwinter spawn system and superior to the current spawn systems designed by the Neverwinter community. Because this world is a persistent world a new dynamic area populations system has been added so that dungeons can be repopulated after it has been looted by a previous party. And finally, there is a new battle system that implements the Surprise round in D&D that was not offered in Neverwinter. This system makes skills like listen, hide, spot, and move silently more valuable, as they should be.

The story of this world can be found in game. It includes the story of the chapter 1 module called Narc's Tale of Seven Dragons, and how chapter 2, Narc's Bonds of Blood, came to be. This module also included many influences from Norse, Greek, Roman mythology, from other cultures, the Holy Bible, and other games. The Latin language is also used in this world to add an old age feel to the experience.

This module has been designed with the Shadows of Undrentide and Hordes of the Underdark expansion packs. The Hordes of the Underdark features are used in character level 20+ areas. The Shadows of Undrentide features are mixed into the low level areas. This module requires both expansion packs as of the 1.69 patch.

Bannable Violations
Upon breaking any of these rules you will be removed from the newsgroup and be CD-key banned from ALL Narc servers.

Bannable violations includes all exploits, ways to gain infinite gold, infinite experience, infinite spells, walking through walls, using 3rd party software to cheat, purposely crashing the server, personal threats to a player, sexual harassment, negative comments to the DM, lying to the DM, being a witness to an exploit and not saying anything, etc.

Punishable Violations
Upon breaking any of these rules you will be docked 3 or more levels. On the second offense half your levels and/or half of your gold and/or your items with be removed. On the third offense you will be banned.

These include any cheats, using the standard pickpocket option and not the new pickpocket action item, taking advantage of a bug and not reporting it to the DM, etc.

Annoying the DM
For this you can be docked 1 level.

Do not ask the DM for hints, directions, character adjustments, alignment adjustments, or for items.

Alignment Rules
All players are expected to act appropriate to their alignment.

Alignment Adjustments
Alignments are not adjusted in this world due to some multi-class exploits, instead an experience penalty system is used.

Common Law
The common law is a general moral code that all good aligned players are obligated to.

Thou must be compassionate to the weak.

Thou shall not lie.

Thou shall not steal.

Thou shall not commit acts of lust.

Thou shall not hurt or murder the weak and the innocent.

PvP Rules
PvP is also known as CvC, Character vs Character.

PvP Eligibility
It is fine to kill another player when the target is eligible for PvP.

A player becomes eligible for PvP if a player activates the intimidate action, bluff action, counterspell, pickpocket, or scry device on another player target then the activator will become eligible for PvP by any level player.

If a player enters a faction’s headquarters (behind their gate), then the player will be eligible for PvP by any level player.

If a player kills any other player they will be eligible for PvP by any level player.

If a player declares war on any faction the player becomes eligible for PvP by any level player.

If a player is in a designated PvP zone for faction wars then they will be eligible for PvP by any level player.

If the victim of PvP is NO less then HALF the level of the killer then the target is eligible for PvP. For example, if the target is level 2 and the killer is level 4 PvP is fine. If the target is level 20 and the killer is level 40 then PvP is fine. If the target is level 1 and the killer is level 4 then the target is not available for PvP.

Once a player becomes eligible for PvP, they remain eligible for PvP until the server reboots.

Protection from PvP
If a player is killed and is not eligible for PvP then the killer will suffer a penalty equal to the death penalty. The victim will suffer no death penalty.

How to detect if the target is eligible for PvP

Use the PvP Device to detect if a player is eligible for PvP. If a flag is shown above the targets head then they are fair game.

How to make a hostile uneligible low level player eligible for PvP

Activate the PvP Device on the low level player while he is current attacking you and he will become eligible for PvP.

Faction Rules
Many factions exist in the Land of Termes, There is an Evil faction, a Neutral-Good faction, a Human faction, a Halfling faction, a Half-Orc faction, an Elf faction, a Half-Elf faction, a Dwarf faction, a Gnome faction, and a Monster faction.

Faction Membership
To join a faction a player must find a faction that meets his race or alignment requirements and speak to its members about becoming a recruit (If there are no members, then he can unofficially claim the faction as his own).

To become an official faction member a player must do a special quest that can only be done at a level 10+ area. This quest will require defeating a powerful creature and taking its remains back to the faction’s altar to be used in a ceremony to anoint the player. During the ceremony, or anointment, there must be 4 witnesses with the faction’s race or alignment requirement present. If the ceremony is successfully completed the player will gain a faction rune. Until a player has completed the faction quest, he is considered an unofficial member.

A player is only allowed to belong to one race-based faction and one alignment-based faction at a time.

Faction Leadership
To become a faction leader a player must be anointed at the faction’s altar a second time. During this ceremony, 7 witnesses of that faction must be present. Each witness must possess that particular faction’s rune. The leader must also possess the faction’s rune and have completed the faction quest a second time and have the special quest item. The leader will gain a rune that can remove faction runes from players of his faction and the leader rune has exclusive access to some locked areas.

To remove a leader the challenger/group must defeat/assassinate the leader (if leader logs out its considered a death) and there must be a majority vote to remove the leader from his position within 24 hours of the leaders death (in-game with screenshot). There must be a minimum of 7 votes to remove the leader.

If the above is true the leader must remove his rune and the he is not allowed to get a leader rune for 1 week; if either rule is broken all his characters will be deleted.

Faction Ranks
To keep a faction active a faction leader should appoint a player to be his second in command, a spiritual leader, a military leader, etc

Faction Duels
Factions may duel at the Locus Pugnae to resolve disputes or to prove their strength

The Locus Pugnae is designed for a Capture-the-Flag match. The twist is that if a team member dies, he gets placed in the other faction’s jail, which can only be opened with a lever outside of the jail

Factions should wager gold and items on the match to make it more meaningful and interesting

Faction Benefits
Official faction members can teleport to their faction. They also get access to free bed rolls, treasure, and other special items.

Other Server Rules
You are not allowed to have a blank name, a name with swear words, or anything inappropriate in your name or character description.

If you find a bug, exploit, cheat, unbalance, or find that someone is cheating, take a screenshot and send your findings to narcissuslair@yahoo.com

At times you may question why a new or old feature works in a certain way. Or you may question why there are so many restrictions. Trust the creator on this. The creator has been building modules for a few years now and knows most of the exploits, cheats and bugs in Neverwinter.

These rules are in place to ensure fair play.This world is high magic, encourages roleplay, high action, puzzles, balance, and most importantly is fun.

Races and subraces
Each playable race has several subraces available in this module.

Aasimar
+2 wisdom, +2 charisma, -2 dexterity, darkvision, +2 listen, +2 spot, 5/- resistance to acid

Elder
+2 wisdom, -2 strength

Tiefling
+2 dexterity, +2 intelligence, -2 charisma, darkvision, +2 bluff, +2 hide, 5/- resistance to fire

Dwarf subraces
Dwarves get +4 discipline as a racial bonus.

Deep dwarf
+2 universal saves, +3 saves versus poison, sensitive to light

Gray dwarf
-2 charisma, +1 listen, +1 spot, +4 move silently, sensitive to light, and immune to paralysis.

Aquatic elf
+2 constitution, -2 intelligence, darkvision, aquatic

Drow
+2 intelligence, +2 charisma, darkvision, +2 will saves, sensitive to light

Gray elf
+2 intelligence, -2 strength

Wild elf
-2 intelligence, remove the -2 elf constitution penalty by adding +2 constitution

Wood elf
+2 strength, -2 intelligence

Svirfneblin
-4 charisma, -2 strength, +2 dexterity, +2 wisdom, +2 lore, +2 hide, +2 search, +2 listen, darkvision, +2 universal saves

Forest gnome
+6 hide, +4 move silently, -2 strength

Tallfellow
+2 search, +2 spot, +2 listen, -2 move silently

Deep halfling
+2 appraise, +2 craft weapon, +2 craft armor, +2 craft trap, +2 lore, sensitive to light

Tribal orc
+2 wisdom, -2 intelligence, sensitive to light

Deep orc
+2 strength, 5/- resistance to fire, 5/- resistance to cold, +2 craft weapon, +2 craft armor, sensitive to light

Large Monster Races
Half-Orc race only, -2 AC, Reduced Weapon Size

Annis hag
Female only, +4 strength, -2 charisma, +2 spot, +2 listen, darkvision, +4 grapple, -4 hide, -4 move silently, large size

Bugbear
+2 strength, +2 dexterity, sensitive to light

Ettin
Male only, +4 strength, -4 intelligence, +2 listen, +4 search, +2 spot, -4 hide, -4 move silently, +4 grapple, large size'

Giant
+4 strength, -2 dexterity, +4 constitution, -2 intelligence, -4 hide, -4 move silently, +4 grapple, large size

Gnoll
+2 strength

Lizardfolk
+2 constitution, aquatic

Minotaur
+4 strength, +2 constitution, -2 intelligence, -4 hide, -4 move silently, darkvision, +4 grapple, large size

Troglodyte
-2 strength, -2 dexterity, +4 constitution, +6 hide, darkvision

Medium Monster Races
Human Race only

Dryad
Female only, +2 dexterity, +2 charisma, -2 strength, +1 hide, +1 move silently, +6 animal empathy

Githyanki
+2 dexterity, +2 constitution, -2 wisdom, darkvision

Githzerai
Neutral only, +2 dexterity, -2 intelligence, +2 wisdom, darkvision

Hobgoblin
+2 dexterity, +2 constitution, -4 intelligence, darkvision, +4 move silently

Hound archon
Male, lawful good only, +2 strength, +2 wisdom, +2 charisma, -2 dexterity, darkvision, +1 saves versus poisons, 10/- electricity

Lycan
Chaotic evil only, +2 wisdom, -2 intelligence, darkvision, 5/+1 damage reduction, +2 will saves, +4 animal empathy, +1 hide, +1 listen, +1 move silently, +1 spot, +4 search, sensitive to light

Rakshasa
Lawful evil only, +4 intelligence, +4 charisma, -2 dexterity, darkvision, +4 bluff

Succubus
Female, chaotic evil only, +4 charisma, -2 strength, darkvision, 20/- resistance to electric

Yuan-ti
+2 dexterity, +2 charisma, -2 constitution, +2 listen, +2 spot, darkvision

Small Monster Races
Halfling Only, Increased Weapon Size

Child
+1 hide, +1 move silently, +1 pickpocket, +1 perform, -1 listen

Goblin
-2 charisma, +4 move silently, darkvision

Kobold
-2 strength, +4 hide, darkvision, +2 craft trap, +2 search, sensitive to light

Pixie
Female only, -4 strength, +4 dexterity, +2 intelligence, +2 charisma, +2 listen, +2 search, +2 spot, 5/- cold resistance, spell resistance 10

Aquatic
Aquatic Subraces have no need for air and operate underwater without penalty. In addition they are immune to Drown spells.

Light Sensitive
Any subrace sensitive to light suffers a standard penalty in daylight. The standard penalty is -1 from reflex saves, -1 from attack bonus, and -1 AC. This penalty can be found on armor and weapons.

Barbarians
At level 5, Barbarians get Improved Uncanny Dodge. This feat can be activated through an item that can be used only once per day. When Improved Uncanny Dodge is activated the activator becomes immune to Sneak Attacks for 3 + 1 round for every 3 levels in any of the above classes.

At level 15, Barbarians get Indomitable Will. This ability gives the barbarian +4 to his will saves.

Bards
Bard Song - All the bard abilities with positive effects have been combined into the Bard Song.

Level 1 with 3 perform skills points - +1 AB, +1 damage

Level 3 with 6 perform skills points - +1 AB, +1 damage, +2 to all skill

Level 8 with 9 perform skills points - +2 AB, +2 damage, +2 to all skill, +2 will, +1 fortitude

Level 11 with 12 perform skills points - +4 AB, +2 damage, +2 to all skill, +2 will, +1 fortitude, 2d10 HP

Level 14 with 15 perform skills points - +4 AB, +3 damage, +2 to all skill, +2 will, +1 fortitude, 2d10 HP

Level 17 with 18 perform skills points - +4 AB, +3 damage, +2 to all skill, +4 will, +5 fortitude, +4 reflex, 2d10 HP, 4 AC

Level 20 with 21 perform skills points - +5 AB, +4 damage, +2 to all skill, +5 will, +5 fortitude, +4 reflex, 2d10 HP, 4 AC

Bard Spell Failure - Bard’s get 10% less spell failure on all armor.

Clerics
Modified Domains

Animal: The Cleric’s Hold Person spell can also hold Animals.

Death: Instantly kills any creature, within arms reach of the cleric, with less hitpoints then the cleric’s roll of (cleric’s level)d6. The cleric must make a successful melee touch attack roll prior to this attempt.

Protection: Gives +1 Universal Save for turns/cleric level.

Strength: Gives +1 Damage for turns/cleric level.

Trickery: Gives +4 Skill points to Hide, Move Silently, and Search for turns/cleric level.

War: Gives +1 Attack Bonus for turns/cleric level.

Druids and Shifters
Shape-shifting spell-abilities have been limited. Many of the spell-abilities in the different forms had infinite uses. They are now treated as if they were 9 spell levels with a finite amount of uses.

Shape-shifting forms have been adjusted to D&D 3.5 as best as possible. The player’s current armor and weapon stats may merge with the new form.

Wildshape - HD 4 forms

Greater Wildshape I - HD 6 forms

Greater Wildshape II - HD 8 forms

Greater Wildshape III - HD 10 forms

Humanoid Shape - HD 12 forms

Greater Wildshape IV - HD 15 forms

Undead Shape - HD 20 forms

Outsider Shape - HD 24 forms

Construct Shape - HD 28 forms

Dragon Shape - HD 32 forms

Druids, Rangers, and Shifters have a new feature called True Animal Domination.

his feature allows these classes to capture animals and use them at a later time. True Animal Domination is achieved by first dominating an animal with an Animal Empathy check, then redominating the animal a second time with a special True Domination item. If successful the animal will be placed in the dominators inventory and can be summoned at anytime.

True Domination can only be attempted on an animal once.

The dominator may summon 1 monster per wisdom modifier point (max 9) per day.

Animal Companions

Rangers and Druids can change their Animal Companions.

Every 2 ranger levels count as 1 druid level for Animal Companion formulas.

At level 1, if the Animal Companion’s master casts a buff/protection spell on himself and the familiar is very close to the master, then the familiar will also get the effects of the spell. Only buff/protection spells that can be used on other people can be shared with the familiar.

At druid level 3, the Animal Companions gets Evasion.

At druid level 6, the Animal Companion gets +4 to its will save.

At druid level 9, the Animal Companion gets an additional attack for free.

At druid level 15, the Animal Companion gets Improved Evasion.

At druid levels 3, 6, 9, 12, 15, 18, 21, 24, 27, 30, 33, 36, and 39 the Animal Companion gets a few bonuses:

+2 HD, +2 AC, +1 strength, and +1 dexterity

Summon I-IX spells have been changed to Nature’s Ally I-IX.

Monks
Monks no longer get faster after level 9. Also the monk feat Empty Body now does a Sanctuary effect once per day (makes monks undetectable). The DC of the sanctuary effect is 10 + the monk’s level/2 + wisdom modifier. This effect lasts 1 round per 4 monk levels.

The 1 level monk AC bonus cheat can no longer be exploited. Players can only get 1 AC bonus per level of monk (assuming the player is a Cleric or Druid and has a wisdom bonus). The penalty can be seen on the player’s armor. Pure classes are not affected by this penalty.

Paladins
At level 1, a Paladin can detect if a creature is evil with an alignment detection item.

The 1 level paladin/blackguard Universal Save bonus cheat can no longer be exploited. Players can only get 1 Universal Save bonus per level of paladin and blackguard (assuming the player is Sorcerer or Bard and has a charisma bonus). The penalty can be seen on the player’s armor. Pure classes are not affected by this penalty.

Rogues
At level 8, Rogues get Improved Uncanny Dodge. This feat can be activated through an item that can be used only once per day. When Improved Uncanny Dodge is activated the activator becomes immune to Sneak Attacks for 3 + 1 round for every 3 levels in any of the above classes.

Rangers
At level 1, Rangers may use the tracking ability to track enemies within a natural terrain. This can be activated via the Ranger’s Tracking Device. For every 2 ranger levels the ranger can track 1 more creature to a maximum of 10. The tracking roll is [ranger’s level + his wisdom modifier + 1d20] versus the [target’s move silently rank + 1d20].

At level 9, Rangers get +4 to their reflex saves.

At level 13, Rangers get +5 to their hide skill.

At level 17, Rangers can use the Improved Stealth Mode item to emulate Hide In Plain Sight. The difference between the shadowdancer’s Hide In Plain Sight and the rangers Hide In Plain Sight, is that the ranger can only hide in natural terrains above ground. (See Shadowdancers for more details)

Rangers have a new feature called True Animal Domination (see Druids for more details).

Ranger Animal Companion have been adjusted (see Druids for more details).

Summon I-IV spells have been changed to Nature’s Ally I-IV.

Wizards and Sorcerers
Wizards and sorcerers my now select the type of familiar they summon via the companion tool.

In addition wizards may craft Golems.

Summoned Familiars
Familiars get approximately half the hitpoints of their master.

Familiars attack bonus is equal to the master’s base attack bonus + the familiars strength or dexterity modifier.

Familiars get the saves and skills of their master if the master’s saves and skills are higher.

Familiars get an extra 1 AC for every 2 of their master’s levels.

A Familiar’s minimum intelligence is set to 5 + 1 for every 2 of their master’s levels.

At level 1, all familiars get improved evasion.

At level 1, if the familiar’s master casts a buff/protection spell on himself and the familiar is very close to the master, then the familiar will also get the effects of the spell. Only buff/protection spells that can be used on other people can be shared with the familiar.

At level 11, all familiars get spell resistance equal to their master’s level + 5.

When a familiar dies its master should lose 200 exp per level per D&D. Instead the master will now be damaged (non-lethal) 1d2 damage per level.

Familiars must be fed food or healed with a spell to recover hitpoints.

Crafted Golems
In order to craft a golem the crafter must have a high enough caster level, high enough skills in spellcraft/craft weapon/craft armor, use a Golem Crafting Apparatus, find a book with a golem recipe, and have ingredients to craft the golem.

Golems can become lifetime companions and protectors because they can be summoned and unsummoned/stored by using any golem book. They are like familiars and can only be summoned once per day.

Prestige Classes
Prestige classes are capped at level 20. Though a player may have over 20 levels of prestige classes between 2 different prestige classes.

Arcane Archers
Arcane Archer class can only be taken up to 10 times per character. Also the Arcane Archer levels on any character may not exceed half the total levels of the character at any given time. This means in order to have 7 levels of Arcane Archer, the character must have at least 14 total levels (7 Arcane Archer, 7 something else).

Imbue Arrow does (Arcane Archer level x 2)d6 fire damage to all creatures within it’s radius.

Assassins
At level 5, Assassins get Improved Uncanny Dodge. This feat can be activated through an item that can be used only once per day. When Improved Uncanny Dodge is activated the activator becomes immune to Sneak Attacks for 3 + 1 round for every 3 levels in any of the above classes.

At level 8, Assassins can now use the Improved Stealth Mode item to emulate Hide In Plain Sight. (See Shadowdancers for more details)

Blackguard
At level 1, Blackguards can detect if a creature is good with an alignment detection item.

Fiendish Servant (Gained at level 5)

At level 1, a Blackguards’s fiendish servant gets improved evasion.

At level 1, a Blackguards’s fiendish servant shares buff/protection spells with his master. The servant must be close to the blackguard and the spells must be useable on others.

At level 1, a Blackguards’s fiendish servant gets the blackguard’s saves if it is higher then the servants.

The Blackguards’s fiendish servant gets bonuses based on the masters overall level. At level 1 the servant gets +2 HD, +1 AC, +1 strength, and at least 6 intelligence. At level 13 the servant gets +2 HD, +3 AC, +1 strength, and at least 7 intelligence. At level 16 the servant gets +2 HD, +5 AC, +1 strength, and at least 8 intelligence. At level 19 the servant gets +2 HD, +7 AC, +1 strength, and at least 9 intelligence. At 15 blackguard levels the servant gets +2 HD, +2 more AC, +1 strength, and at least +1 intelligence. At 20 blackguard levels the servant gets +2 HD, +2 more AC, +1 strength, and at least +1 intelligence.

At level 16 (Blood Bond), the Blackguards’s fiendish servant gets +2 on saves and +2 on attack rolls.

At level 19, the Blackguards’s fiendish servant gets spell resistance equal to its master’s level + 5.

Fiendish Servants are considered henchman so they have no duration of stay.

Champion of Torm
Divine Wrath now gives +2 Attack Bonus and Damage at level 5 and an extra +1 for every 5 levels.

Dwarven Defenders
At level 6, Dwarven Defenders get Improved Uncanny Dodge. This feat can be activated through an item that can be used only once per day. When Improved Uncanny Dodge is activated the activator becomes immune to Sneak Attacks for 3 + 1 round for every 3 levels in any of the above classes.

Harper Scouts
Harper Scouts can no longer create potions.

Pale Masters
Pale Masters are treated as partial undead creatures. Any spell that hurts undead may also hurt Pale Masters.

Undead Graft

The DC for all effects from the Undead Graft spell is 14 (fortitude save)

Undead Graft has a few new effects that are applied randomly:

One effect is 1d6 strength damage or

1d6 constitution damage or

Paralyzation for 1d6+2 rounds (elves are immune) or

1 negative level or

If Undead Graft is used on an undead creature with lower HD then the caster’s level, then it will be dominated for rounds/caster level.

Deathless Master Touch DC is 17 and it cannot be used on creatures larger then the Large size (Dragons, etc).

Summon Undead

Summons an HD 7 undead creature.

This summon also gets a +4 turn resistance bonus.

Summon Greater Undead

Summons an HD 15 undead creature.

This summon also gets a +4 turn resistance bonus.

Palemasters cannot have Red Dragon levels and vice versa.

Red Dragon Disciples
Red Dragons Disciples cannot have Palemaster levels and vice versa.

Shadowdancers
At level 5, Shadowdancers get Improved Uncanny Dodge. This feat can be activated through an item that can be used only once per day. When Improved Uncanny Dodge is activated the activator becomes immune to Sneak Attacks for 3 + 1 round for every 3 levels in any of the above classes.

Shadowdancers now use the Improved Stealth Mode item to emulate Hide In Plain Sight. Hide In Plain Sight works as long as the shadowdancer is within 10 feet of a shadow. A shadowdancers chance of hiding is highly dependent upon the environment. For example, night is an excellent time for hiding. Hiding during the day in broad daylight may not be as successful. This also assumes that the shadowdancer is able to hide and move (silently) better then the pursuer can spot and listen.

Shadowdancer Shadow Illusion

The Shadow now has a turn resistance bonus of +12.

The Shadow also gets +2 HD for every 3 levels.

The Shadow is now a henchman so it has no duration for stay.

Shadow Evade

Shadow Evade has been changed to Shadow Jump per D&D 3.5 rules.

Shadow Jump allows the Shadowdancer to jump between shadows. This is similar to Hide in Plain Sight except that it doesn’t require a hide or move silently check. It is undetectable by creatures. The only way this ability will fail is based on the availability of a shadow. Like HIPS, this spell is more successful at night then it would be in the daytime in areas above the ground.

Shadow Jump duration is 1 round per 2 levels starting at the 4th Shadowdancer level.

Disabled Feats
All Devastating Critical feats, Improved Spell Resistance feats, Epic Damage Reduction 6/- and 9/-, Self Concealment 40+ feats, Improved Sneak Attack 6+ feat, Great Smiting 6+ feat have been removed due to some extreme values.

Expertise
Expertise mode has been modified for spell casters. Spell failure increases to 10% when expertise is activated, 20% when improved expertise is activated. This does not effect potion use or still spells.

Epic Spells
Epic spell feats have been removed as they are designed completely wrong. This allows mages to take other feats.

Whirlwind
Whirlwind attack can only be used once every 2 rounds because it is directly linked to lag.

Skill Point Distribution
Skill checks are now made at every level-up to stop the skill point carry over exploit. The maximum base skills, minus items and feats, a player can have at any given level is 3 + class 1 levels (divide by 2 if cross-class skill) + class 2 levels (divide by 2 if cross-class skill) + class 3 levels (divide by 2 if cross-class skill) + the ability modifier for that skill. For example, a level 20 fighter can have 23 (not including strength modifier) discipline skill points because discipline is a class skill for fighters. Now if a level 20 fighter is trying to max his hide skills, the maximum he could have is 13 (not including his dexterity modifier) since the hide skill is a cross-class skill for a fighter (basically half of a class skill).

Bluff
To fool (or feint) a creature a player must use the Bluff action item. Activate the item by right clicking it.

The bluff check is the bluff skill + 1d20 versus the victim’s hitdice + the victim’s wisdom modifier + 1d20. The victim also receives a bonus to avoiding a bluff due to low intelligence. If the victims intelligence less then 5 it will receive a +8 bonus versus bluffs and if the it’s intelligence is less then 10 it will receive a +4 bonus to bluffs.

A fooled creature will lose it’s dexterity bonus to AC for 1 round (Feint) and can only be bluffed once every 10 rounds.

Healing
Healer’s kits can be used to cure poison and disease and it also heals hitpoints.

In order to cure a player of disease or poison the user of the healer’s kit must make a heal roll of 10 or more depending on the DC of the ailment.

The maximum hitpoints that can be replenished with a healer’s kit is 1d8 + heal rank/2.

Intimidate
To intimidate a creature a player must use the Intimidate action item.

The intimidation check is the player’s Intimidation rank + 1d20 versus the victim’s hitdice + wisdom modifier + 1d20. Size is calculated in the formula (-4 for small, 0 for medium, +4 for large). An intimidated creature is intimidated for 2 rounds + 1 round for every 4 points the player’s roll is above the victim’s roll (max 5). The victim can only be intimidated once every 10 rounds. An intimidated creature suffers -2 to attacks, -2 to all saves, and -2 to all abilities. This condition is called “shaken” in D&D.

The target cannot be intimidated if the intimidator is invisible or the target is blind.

Lore
The Idem Optical can identify an item for experience points if the item is successfully identified with it. The identification roll is the users lore skill vs. the DC to identify the item, which has been set by Bioware.

The Idem Optical can only identify items in the user’s possession or items that are on the ground.

Opening Locks
There are a few types of doors: Normal, Locked, and Sealed. Normal doors are usually unlocked. Locked doors are locked and may sometimes be broken open. Sealed doors can only be opened with special keys, with levers, or some cannot be opened at all. That’s a part of their mystery.

Locked doors can be opened in a few ways. First they can be unlocked with the Unlock skill. Second some can be bashed down with spells or weapons but physical damage is usually most effective. It is important to know that not all locked doors can be opened. It may depend on the day, but some doors will be impossible to open and the next day it may be possible to open.

Chests may be unlocked, locked, and trapped. It’s possible that a chest may be locked and trapped.

Locked chests can be opened by using the unlock skill or through force.

If a chest is destroyed there is a chance that the contents will be destroyed. The chance is 25%.

If a trap is triggered there is a chance that the contents will be destroyed. The chance is 25%.

Stealth Skills
Classes who specialize in hiding will be glad to know that the new True Seeing SPELL can only see invisible creatures (not hidden creatures in stealth mode), see through darkness, and increases will saves. True Seeing as a NATURAL ability has been removed from the game because it is not implemented correctly in the NWN engine. This change makes hide in plain sight and stealth more valuable.

Improved Stealth Mode
When this tool is activated the player is automatically put in stealth mode and disappears for a moment to hide from any creatures pursuing him. This serves as an excellent escape tool.

When Improved Stealth Mode is active, the normal Stealth Mode is used to disable it.

This feature can only be activated if the player is not in plain sight of an enemy and the player’s Move Silently rank + 1d20 is higher then all the enemy’s Listen rank + 1d20.

Only Rangers, Shadowdancers, and Assassins can hide while in plain sight with this device.

Pickpocket
DO NOT USE THE Neverwinter PICKPOCKET SYSTEM or you will be punished severely. A player must use the new pickpocket action item to pickpocket another player or creature.

A player can pickpocket gold from other players and can pickpocket both gold and items from monsters. The pickpocket formula has a range of [0, pickpocket rank/2] x the targets challenge rating/2. So with a pickpocket skill of 30 and a target of level 10, a player could pickpocket a minimum of 0gp and maximum of 15 x 5 = 75gp. A pickpocket must roll at least 20 to pickpocket a non-hostile creature and at least 30 to pickpocket a hostile creature. To detect a pickpocket, the target must have a spot check higher then the pickpocket check.

As a bonus, the pickpocket skill rank works as a percentage to find items on a monster.

Scrying
Scrying is the act of detecting a targets location and information. Only bards, clerics, druids, sorcerers, and wizards can scry. They must be at least level 6.

A Scrying Optical can be used to gain knowledge on a specific target. The scry roll is 10 + 4 (level 4 spell) + modifier (higher of wisdom, intelligence, or charisma) + 1d20 versus the target’s will save + 1d20 + 10 (10 is a modifier due to unfamiliarity of the target). If successful at scrying a monster, the user will gain information on the monster’s statistics. The caster must win on each save to view each group of statistics.

Some creatures are immune to scrying.

Tumble
The Tumble skill rank is now capped at 40. Also, Amulet AC (natural AC subtype) and Tumble AC (dodge AC subtype) have been combined into a single AC type therefore they are not allowed to stack. This has been done to keep the AB to AC ratio within range of each other. Also you should not get +1 AC per 5 tumble ranks per D&D 3.5. This was an incorrect implementation of Tumble by Bioware. The maximum combined Tumble AC and Amulet AC may not exceed the [player’s level/5 + 1] max +8. A script will automatically regulate this feature.

Basic Crafting Rules
Only items that have 1 use can be created. This includes: keys, traps, healer’s kits, scrolls, potions, throwing items, ammunition, and grenades.

If a 1 is ever rolled while crafting the item you are copying is deleted. This only happens 5% of the time (1d20).

Unidentified items cannot be crafted.

Plot items cannot be crafted.

You must have an Original item in order to duplicate it.

Crafted items are considered duplicates not Originals.

The maximum charges that an item can have is 50.

Experience can be gained by duplicating an item.

Crafting
If a player is creating an item they must have the Original item. Crafted items are considered duplicates. Duplicates lose the workmanship of the original, so the original must be acquired to create an item.

The player can only craft the item at the appropriate apparatus. For example, crafting a trap would require using a Trap Maker’s Mat.

Place the item in the appropriate Pool of Appraisal to display DC, gold cost, experience cost, required feats, required skills, etc.

Next, the player should place the item (if a stack place a single item) he would like to copy in the Crafting Container located in his inventory. Then speak to the specific crafting apparatus.

A player may duplicate the item 1, 5, 10, 25, 50, or 100 times if that type of item allows it. For example, arrows max stackable size is 100 and potion max stackable size is 10.

Per the D&D 3.5 rules creating an item requires 1/2 the value in gold 1/25 the value in experience points. Experience cost is reversed here to encourage crafting as a way to gain experience, therefore the crafter will receive experience points. If creation of an item fails then only ¼ of the gold is lost. For example, if a trap is worth 50gp it will cost the crafter 25gp to create. If the attempt fails then the crafter will lose 12gp. If he succeeds he will make 1 trap and gain some experience points.

If an item is created successfully then it is dropped into the crafter’s inventory.

Duration of crafting an item is equal to a number based on the value of the item.

If a crafter is ever interrupted while crafting an item he must wait out the crafting duration or rest to regain his focus before crafting a new item. Focus is lost when the crafter moves from his location or is distracted while crafting.

Repairing
Armor and weapons must be repaired on occasion or they will fall apart. Repairable armor types are exclusive to armor, shields and helmets. Repairable weapons types are exclusive to gloves and short range weapons like swords. Ranged weapons do not need to be repaired as the ammunition itself is damaged in combat. Also, in order to use a range weapon a player has to purchase ammunition so this is a penalty in itself.

The maximum charges that a repairable item can have is 10 + the items level. Durability is represented by charges.

Repairable items can be repaired at an Anvil of Repair with a light hammer. It is free to repair as long as the repair DC is met. Items can be repaired for a fee at a Magical Forge.

To repair a weapon manually a player must have a high enough Craft Weapon skill.

To repair armor manually a player must have a high enough Craft Armor Skill.

All armor, shields, helmets, and weapons must be repaired after so many battles.

If an item ever reaches 0 charges in battle it is destroyed.

Repairing costs are 1/5 the value of the item in gold. This is assuming that the item has 1 charge and needs to be fully charged. The formula for cost per charge is the Item’s Value/5 then divided by its maximum charges for each charge. If the items value is 1000gp then the cost per charge is 1000/5/11 = 18gp per charge. 9gp is lost if the repairer does not meet the repair DC of the item.

When repairing someone else’s items it’s very important that they place the item in the anvil, you repair it, then they remove it. Do not touch their item or it may be destroyed.

Recharging
Wands, rods, books, and staffs must be recharged.

The maximum charges that a rechargeable item can have is 10 + the items level.

Recharging items requires the Craft Wand feat, which can be obtained at level 5 and spellcraft for the recharge DC.

Rechargeable items are wands, staffs, books, and rods.

Rechargeable items can be recharged at a Magical Forge for a fee or at an Altar of Recharge by a magic user. The recharge cost per charge is 1/5 the items value divided by the maximum charges it can hold. For example, an item worth 2000gp that has a maximum of 12 charges will cost 2000/5/12 = 33gp per charge.

If a player decides not to use a Magical Forge the first step is to place the item in an Altar of Recharge. Next cast any spell, from memory or from an item, at the Altar of Recharge. Not all spells can target the altar appropriately so a player may have to try a few different spells till one works. Each successful attempt to recharge the item will result in 1 charge being added to the item. Any unsuccessful recharge attempt will result in lost gold to repair the damage.

When recharging someone else’s items it’s very important that they place the item in the altar, you repair it, then they remove it. Do not touch their item or it may be destroyed.

Cooking
All uncooked foods can be cooked. Cooked food heals more hitpoints, is safer to eat, and is more valuable then raw food.

To cook food, clace uncooked food in a cooking apparatus, place salt or garlic in the cooking apparatus to initiate cooking.

Food heals a player as good as or better than a potion.

Food cannot be eaten in battle.

Food healing qualities range from 1-13. The formula for food healing is (food quality)d6.

If food is eaten raw it may poison or disease the player.

Eventually, higher quality food becomes too heavy to carry in large quantities. Food will become the barbarian’s primary healer. Weak mages can use their healing spells.

Bioware Crafts
Armor and Weapon Tailoring are now free and requires no skill.

Item Dying requires dye kits, which can be purchased at a dye merchant.

Making a Living
Crafting can provide gold profit and experience points.

Selling a crafted item to an Item Exchange store can result in a small profit.

Items can be sold to a player for more profit. When bartering ask a player to add gold to the trade.

Merchants
Either a player’s Persuade or Appraise skill points will be used to adjust the “buy” prices on items sold at a merchant. For every 1 point in the highest skill the player gets to mark the item down 1% more. The maximum a player can persuade a merchant or appraise an item for is 60% of its value.

Items can only be sold for 40% of its value.

Crafted items can be sold to certain merchants for a little over 50% of its value. All crafted items cost 50% of its value to be made therefore a crafter can make a small profit on his crafted items.

No merchants can identify items. Wizards and Bards must be sought to identify items. To identify an item between two players the item can be placed on the ground and the identifier can right-click the item and examine it. Also an Idem Optical can identify an item for experience points if the item is successfully identified with a lore check.

Bartering Rule
There is only one ways to trade an item between players; the player must use the barter window. If any other method is attempted the item will be deleted. To barter, simply drag the item to the player who wishes to trade and the barter window will appear. The item cannot be bartered if it is plot or unidentified.

All barters over 7000gp are taxed at a rate of 20% and lower valued items may be taxed at a 5% rate (singles not stacks).

Gold Rules
The maximum gold a player is allowed to carry is the player’s level x player’s level x 5000. Excess gold will be deleted. This also stops a few gold exploits. So the maximum gold that a level 2 player can carry is 2 x 2 x 5000 = 20,000gp. The maximum gold a level 40 can carry is 8,000,000.

Rest System
A player can only rest if he has at least 50% of this total health. Standard D&D rest rule only heals a player 1 hitpoint per level; so this 50% health rule is quite generous. This also makes food a lot more important as it should be.

A player can only rest once every (10 + player’s level x 2) in rounds. This stops some well known spell exploits and allows for players to use a little more strategy.

Resting in an Inn or on a bedroll cures a player of all ailments and the time rest restriction and food rest restriction do not apply.

Ambush Rule
If the player does not have an encounter in the immediate area then the area is not secure and there is a chance that he may be ambushed while resting.

While resting it is possible to get an encounter if the immediate area was not secured. Standard encounter chance is 15% in the day and 25% at night. The Hide skill is used to lower a player’s ambush chances. Players who use armor and shields will get ambushed more often because armor and shields have an armor check penalty, which lowers a player’s hide skill. It is best to buy light armor for sleeping.

If a player is ever disturbed while in deep sleep, which is represented by Z’s, then he must wait the full rest restriction to rest again.

Battle System
The new battle system only affects the very first round of battle called the surprise round. The surprise round is only in affect if either the party or the enemy has initiative.

The battle system is based on four skills, one ability, a few feats, and a few spells. The skills are spot, hide, listen, and move silently. Dexterity, Improved Initiative, and Superior Initiative are taken into consideration when determining initiative. Spells like Invisibility, Camouflage, Clairvoyance, etc can increase a party’s chances of success in the Surprise Round. The party’s average skills are taken into consideration when determining the battle scenario.

The only way a player may include his hide and move silently skills in the battle calculations is he must be in stealth mode prior to battle. If the player’s hide and/or move silently skill is less then 0 then by activating stealth mode the player will raise their hide/and or move silently skills to 0, which is a generous boost if the player has -17 in both skills.

Sanctuary and Hide In Plain Sight are not calculated in the Battle System. But they may provide an advantage after the start of the Surprise Round.

There are 13 different scenarios, which are determined by the rolls of the four skills and the dexterity roll.

The battle scenario affects the entire party. So if one player has very low hide points its possible that the party may get spotted more often.

Combat Skills
Spot is opposed to hide and listen is opposed to move silently. Before a battle begins both enemy and party spot checks are made versus the enemy’s and party’s hide skill. If the enemy and/or party wins the spot check then the battle begins. If either group does not spot each other then both parties are invisible to each other for the entire surprise round.

Next listen and move silently checks are compared. If the enemy and/or party wins the listen check then the battle begins. If either enemy or party is heard or seen then a visual effect is placed at their location to represent where the sound came from. If both enemy and party fail both spot and listen checks then both sides are startled, and the battle begins. *The highest, not average, enemy/party member's spot/listen is used in the calculations.

Initiative
Battle Initiative is determined by the scenario, which is defined by the previous skill checks. The different types of initiative are: Party Initiative, Enemy Initiative, No Initiative, Party Auto Initiative, and Enemy Auto Initiative. The first two initiative types are determined by which group has the highest total dexterity. If there is a tie then there is No Initiative thus no surprise round. In some cases a group may get Auto Initiative. This may happen in the case when a party spots an enemy, but the enemy does not spot or hear the party. Therefore the party gets Auto Initiative.

Encounter Scenarios
The 13 battle scenarios are listed below. Startled and Normal Encounter are the only two scenarios that cannot go either way for the enemy or the party.

Normal Encounter
Group 1 and group 2 spot each other - This is a normal battle with a standard dexterity roll to check who gets initiative.

Group is Overpowered
Group 1 and group 2 spot each other - This is a normal battle with a standard dexterity roll to check who gets initiative. Also the overpowered group may flee.

One Group Spots and the Other Group Hears
Group 1 spots group 2 and group 2 does not spot group 1 but hears group 1 - a standard dexterity roll is done to determine who gets initiative. A visual effect determines the location of the party that was heard or seen.

Both Groups Hear Each Other
Group1 and group 2 do not spot each other but they hear each other - a standard dexterity roll is done to determine who gets initiative to investigate the cause of the sound. A visual effect determines where the sound came from.

Only One Group Hears The Other Group
Group1 and group2 do not spot each other but group1 hears group 2 - group 1 gets auto initiative and a visual effect determine where the sound came from.

Both Groups Startled
Both groups do not spot or hear each other - a dexterity roll is done to determine who gets initiative.

Sneak Attack
Group 1 spots group 2 and group 2 does not spot or hear group 1; group 1 has a hide check 10 greater then the group 2 spot check - group 1 gets Auto Initiative, +4 to AB (morale bonus), and group 2 gets -4 to AC.

Surrounded or Cornered
Group 1 spots group 2 and group 2 does not spot or hear group 1; group 1 has a hide check 5 greater then the group 2 spot check - group 1 gets Auto Initiative and +4 to AB (morale bonus).

Encounter Positioning
Enemies will position themselves based on the scenario. If the enemy hears the party they may come running. If the enemy surrounds the party then they will be positioned close to the party in a circular formation.

Encounter Spawn Distance
In underground terrain, the distance that an enemy spawns from the party is decreased by half due to echoes, narrow corridors, dust, and low light.

Encounter Special Effects
Red Circle - Signals the start of an encounter and appears at the center location of the party.

Gold Circle - When a gold symbol drops around a player or enemy it means, “GO” for that individual. This also represents the end of the surprise round for that individual therefore they can move freely in real-time.

Green Visual Effect - This shows the position of the enemies if they are seen or heard.

Surprise Round Invisibility - If group 1 does not see group 2 then group 2 will be invisible for the surprise round.

Encounter Frequency
Creature encounter probability increases the further away a party moves from its last encounter location. Encounter probability is also higher at night. If a party stays within 30 meters (edge of the screen if using top-down camera mode and zoomed all the way out) of its last encounter then the party will not get a new battle.

Old Encounters
On occasion you may retreat and get a new encounter. If creatures from a previous encounter are following you they will be included in the calculations of the new battle scenario. The difference is that the old creatures are already “spotted” and “heard” so they will not be invisible.

Grapple
Grappling allows a player to grab a target and stop it from attacking.

A small creature can grapple a target from 2 meters away, a medium creature can grapple a target from 3 meters away, a large creature can grapple a target from 4 meters away.

A grapple check is the grapplers [Base Attack Bonus + Strength Modifier + Size Modifier (-4 if small, 0 if medium) + 1d20] versus the target’s AC. Then a second check is made between the grappler’s [Base Attack Bonus + Strength Modifier + Size Modifier (-4 if small, 0 if medium, + 4 large) + 1d20] versus the targets [Base Attack Bonus + Strength Modifier + Size Modifier (-4 if small, 0 if medium, +4 large) + 1d20]

Whenever a grappler makes an attempt or is currently grappling a target he loses his Dexterity AC for the duration of the grapple.

All victims of a successful grapple take a 0 to -4 Dodge AC penalty for the entire duration depending on the grapple technique.

If grappling with a weapon or shield in hand the grappler takes a -10 penalty to his grapple roll.

Grapple Pin
A pinned target can be held down for a long duration because the grappler will be on the ground with the target to pin it. This is equivalent to tackling. A target can only be pinned if the grappler has the knockdown feat.

Consequences of Pinning: If a grappler attempts to pin a target and fails, he will be knocked down for a long duration. If a grappler pins a target he will be vulnerable to attacks from other creatures.

Grapple Hold
Holding is similar to pinning except that both the grappler and target are standing. This is equivalent to a bear hug. Holding has a medium duration.

Consequences of Holding: If the grappler misses a Hold attempt he will be vulnerable to attacks from other creatures for a medium duration. If the grappler successfully holds a creature he cannot defend himself for the duration.

Grapple Hit
Hit holds the creature for a short duration and attacks it once before it is freed. This is equivalent to holding the target and giving it rabbit punches. Hit can only be done if the grappler is unarmed.

Consequences of Hit: If the grappler fails he will be vulnerable to attacks for a short duration.

Grapple Break Free
Breaking Free is used to free an ally from a grapple.

Select a grappled ally to free it from a grappler.

Retreating
There are several different methods that you can use to retreat from battle. Use invisibility, let the enemy attack your summons as you retreat, use darkness, use sanctuary, run through an area transition, use expeditious retreat, use hide in plain sight, use a summon to distract the enemy, use the new feature called Improved Stealth Mode to hide around corners, etc.

Spawns
Monster spawns are based on the area’s terrain type, the area’s challenging rating, and the time of day.

The amount of monsters spawned is based on the area’s challenge rating and the size of the party (players only). It has nothing to do with the party’s level.

Switching Items
Unequipping an item during combat takes about 1 action to complete (temporarily loses attack bonus). The more attacks per round a player has the shorter the swap delay will be.

There are a ton of exploits that can be used if this was not in place.

Weapon Disarm Rules
If a creature disarms a player then the item will be at either the creature’s or the player’s feet.

Withdraw
A player may attempt to withdraw from battle by using the withdraw device.

Withdraw can only be attempted if the player is in combat. In combat means that the rest icon is yellow and an enemy has attacked the player in the last round.

To withdraw from a battle the [Dexterity modifier of the player + 1d20 must exceed the Average Dexterity modifier of the enemies + 1d20] or the player can Divert the enemy’s attention by making a [Bluff rank +1d20 roll versus the Enemy’s HD + Wisdom Modifier + 1d20]. The player will only be given 1 round to escape from the enemy’s line of sight.

A withdraw can only be attempted once ever [40 rounds minus 1 round per Constitution modifier of the player] with out the risk of getting fatigued.

Fatigue is a standard D&D feature. Fatigue is -2 strength, -2 dexterity, and slowness. This effect lasts 1 hour.

Stealth mode may work well in conjunction with the withdraw feature.

Death and Dying
When a player’s hitpoints are -10 or lower they are dead

Death Penalties
The death penalty is 50 experience per level and 5% of the player’s gold.

Only non-enemies of a player can raise a player from the dead. This stops the raise/kill/raise/kill issue.

If a player kills another player then the death penalty is waived.

Dying Rules
When a player’s hitpoints are 0 to -9 they are considered dying.

Every round a dying player loses 1 hitpoint.

A player’s will save or fortitude save (the higher of the two) is used to determine their chance (1d100) of stabilize if dying. For example, if a player rolls a 31 on their saves and the chance to stabilize that round is 30, then the player with stabilize. If stabilized, their health will return to 1d10 hitpoints. I do not agree with the 10% chance of stabilizing in D&D as I believe the “Will” to live or the “Fortitude” of the player is a better check. There is also a variant dying rule in D&D 3.5 that uses a fortitude save, so that is another reason a fortitude check has been added.

A dying player can fool enemies around him by “playing dead” so he is not attacked while dying, giving him a chance to stabilize. The check is only done once right before the player enters dying mode. The roll is the dying players Bluff rank + 1d20 versus the enemies Will save.

Party members can use cure spells or healer’s kits on a dying player to stabilize them.

Party Rules
A party is any pair or group of travelers within 30 meters of each other.

Maximum party size is 4.

Maximum party member level difference is 8.

If more then 4 players fight a boss it will become invincible temporarily.

Party Balance
It is very important to travel with not just an organized party but also a balanced one. Standard RPG parties have always consisted of at least one healer and one fighter. Since the maximum party size is 4 here, the last 2 members could be should be either archer/fighter build, or archer/rogue build, or a mage of sorts.

Experience Rules
A player does not need to ”party” with another player to receive experience points. Experience is granted on a radius basis. It is recommended that you party anyways.

Summons, familiars, henchmen, and dominated creatures no longer take experience points in battle. It is not fair to penalize a player for his natural abilities, spells, and creatures.

A soloist no longer gains a lot more experience points then a party as it did with the old Neverwinter experience system.

There is an experience penalty for parties with less then 4 players. A party of with 1 player gets a large experience penalty, a party with 2 players gets a medium experience penalty, a party with 3 players gets a small experience penalty and a party with 4 players gets no penalty.

If a player wishes to gain good experience then they must fight creatures rated moderate, challenging, very difficult, overpowering, or impossible. Therefore the key to getting good experience is to always fight creatures at least the same level as the player.

If there are more then 4 players within a party’s battle radius or more then a 8 level difference between any party member then the party will not receive experience. The 4 player max is important because D&D Challenge Rating formula is based on a party of 4. It also helps to reduce lag by traveling in smaller parties. The 8 level range is important because D&D does not give experience to a player or party if the monster’s challenge rating is 8 points less then or greater then the players/parties average level. It also stops power-leveling to some extent.

Non-Combat Experience
There are several ways to Gain Non-Combat Experience, including:

Players who can unlock or disarm traps not set by another player will gain bonus experience points from the task. If a mage uses a spell to unlock or disarm the object and either fails or succeeds he will not receive experience for the task, nor will any other player who tries thereafter.

Crafting items gives experience points.

Identifying items with an Idem Optical gives experience points. This is the only form of non-combat experience that cannot be used after a level up to gain the 5% non-combat experience due to a cheat.

Healing a player ally, with a spell, while he is in combat with a creature may give the healer some experience points.

Doing jobs and quests also give experience points. Jobs may include delivering goods, patrolling, whipping players, taxing players, making item, etc. Jobs are assigned through a conversation with an NPC.

You are only allowed to get JOB non-combat experience for the first 20% and last 20% of the experience for your level. The remaining 60% must be gained through other types of non-combat experience or through combat experience.

Level-Up Rules
After a player levels up he must gain 5% (50 x level) of that levels experience from non-combat experience. This experience can be gained through crafting, healing, disabling traps, unlocking doors, jobs, quests, etc. If all experience was based on combat then this would be a pure action module.

Before a player levels up he should remove all items that give ability bonuses and skill bonuses so the anti-cheat scripts can work appropriately.

If a player ever loses a level he should remove any gear that he can no longer use due to item level restrictions. If a player does not remove this gear and leaves the server the character may become invalid due to the item level restrictions enforced by the server.

When leveling up, disregard the Familiar and Animal Companion selection screen. These NWN creatures have been disabled and have been replaced by the real Familiar and Animal Companion system from D&D 3.5.

Deity Rules
A player may take inspiration from nearly any non-living item in the game.

You may only have 1 deity at any given time.

Inspiration
Click on an item that you would like to set as your deity with the Deity Tool. Your deity can be an animal, an object, or an item.

Every object will inspire the character differently. Some may offer a bonus to skills, abilities, resistance, or even immunity to some effect. These bonuses last 24 hours and can only be removed by death or resting. These bonuses cannot stack.

Meditation
You must meditate to gain access to the objects powers. The meditate action can be found under the Action Token.

Sacrifice
A player should make a sacrifice to his deity before meditating. Sacrifices are placed on the ground near the meditation location.

Treasure Rules
The Search skill is used as a percentage to determine a player’s chance of finding an extra item or extra gold within a container. The percentage is equal to the player’s Search rank/2 + 1d20. Detect mode does not need to be activated.

If an object is destroyed there is a small chance that it’s bearings will also be destroyed. There is also a small chance that an alarm may be triggered, calling nearby enemies.

If a higher-level player opens a chest it no longer spawns better items as it did in the Neverwinter treasure system.

Drops
Only creatures that would normally carry treasure may drop treasure and gold.

Animals drop meat. Magical animals do not drop meat. The larger the animal the more food it will drop.

Plants drop all types of food from seeds to roots to eggs that have been hidden within its branches.

Monsters can only drop items less then or equal to their level. So if a player is looking for a level 10 item he must fight a level 10 creature.

High level/Unique Items
High-level items are rare and cannot be purchased at shops.

It is possible to acquire a unique item that to no other player possesses.

General Design Rules
Most items that have light on it or a glowing effect get a -4 hide penalty.

Helmets get a -4 listen and -4 spot penalty.

Armor is allowed to have AC, damage reduction, elemental damage resistance, melee damage resistance, and spell resistance.

Shields may have AC or elemental damage resistance.

Weapons are allowed to have attack bonus, enhancement bonus, most damage bonuses, vampiric regeneration, some on-hit effects, and keen.

All the other items are allowed to have saves, damage resistance, spell resistance, spells, and ability bonuses.

Any spells that enhances gear will scale to the wielder’s level.

New Item Properties
Alchemist’s Fire adds temporary fire damage to a weapon.

Bane Weapons - these items have +1 or +2 more enhancement versus a certain race. So a +3 sword could have a +5 property versus dragons.

Chaos, Law, Holy, and Unholy swords do divine damage to the opposing alignment. Negative damage could not be used because there are too many immunity spells to negative damage.

Holy Avenger now does positive damage.

Poison potions add temporary poison damage to bladed weapons.

Sickles, flails, whips, and halberds give the knockdown (trip in D&D 3.5) feat for free if equipped.

Throwing items like darts now provide many new on-hit effects like deafening, stun, etc.

Mage Staves
Staffs are most versatile weapon in D&D, therefore they are allowed to possess most properties.

Staffs may have ability points like intelligence to raise the caster’s DC.

Staffs can have every spell from level 0 to level 9.

Potions
Potions are allowed to have any spell up to level 3 that can only be used on the activator.

Wands
Wands are allowed to have any spell up to level 4. link title

Winter
A fortitude save of 15 must be made during the day to avoid 1d6 cold damage. During the night a fortitude save of 20 must be made to avoid 2d6 cold damage. Damage is applied every turn.

Desert
A fortitude save of 15 must be made during the day to avoid 1d3 fire damage and 1d3 sonic damage from sand storms. Damage is applied every turn.

Underwater
A player may hold his breath up to 2 rounds per constitution point. After that he must make a fortitude save of 10 + 1 per round. When he fails the fortitude save he is dead. To regain his breath the player must leave the water for 3 rounds.

Lava
A fortitude save of 20 must be made to avoid 2d6 fire damage. It is possible that molten rock may hit the party at anytime. Damage is applied every turn.

Lightning Strikes
Though rare is it possible to get hit by lightning during a storm. Lightning does 1d6 electrical damage and strikes every turn.

Extreme
It is possible to find extreme areas that deal twice the damage as the environment effects listed.

Teleportation and Location Binding
A player cannot teleport while in combat.

Teleport Runes
Runes allow a player to teleport to key locations.

Location Binding
A player can teleport to a Locus Emergum as long as he is bound to it. The player must speak to the Locus Emergum to bind their location.

A player can only be bound to one Locus Emergum at a time.

A Teleportation Crystalis allows the player to travel to the Locus Emergum, costing 50gp x the player’s level to teleport a player successfully.

Acid Fog
Duration increased from ½ round/level to rounds/level and the creatures in the fog are slowed (no save and no SR).

Acid Splash
Now ranged touch attack.

Animate Dead
Duration is now turns/level and it can only be used at night. It also summons a new undead creature with 3 HD.

Aura of Fear
Now protects +2 from fear and heals 1 hp per ally.

Aura of Glory
Charisma bonus was +2 now its +4, saves against fear was +6 now +2, All allies are healed 1 hitpoint, and the casters used to get diseased 40% of the time, that has been removed.

Aura Versus Alignment (Greater Spell Immunity/Spell Mantle)
The caster gains protection to level 7 spells and lower if his shield is still intact. The shield can absorb spell levels equal to 7 + 1 per 4 levels.

Awaken (Animal Growth)
Now gives 1d6+2 strength, +4 constitution, +4 on all saves, and 10/+1 DR. This spell now lasts turns/level. Also Maximize and Empower are no longer valid.

Ball of Lightning
The total damage from all missiles have been combined into one damage amount in order to bypass electrical damage resistance. It also hits only 1 target and the spell resistance check now works properly.

Banishment
Fixed a bug that caused creatures killed by the spell to not execute their death scripts.

Barkskin
Target gets +2 natural AC and +1 AC per 3 levels above 3rd level to a maximum of +5. Duration was hours/level, now it is turns/level.

Bigby’s Clenched Fist (Polar Ray)
This spell does up to 25d6 cold damage to a single target.

Bigby’s Crushing Hand (Maw of Chaos)
Now slows the target for the duration of the spell and does 2d6+12 bludgeon damage (no save).

Bigby’s Forceful Hand (Acid Arrow Storm)
This spell does up to 15d6 acid damage to creatures within the main target’s radius.

Bigby’s Grasping Hand
Now slows a target (humanoid) for the duration of the spell and does 1d6+10 bludgeon damage (no save).

Bigby’s Interposing Hand
Used to lower one enemy’s AC by 10, now the enemy's attack bonus is lowered by 4.

Black Blade of Disaster
The blade does 2d12 damage and is considered a +5 weapon. The blade has the attack bonus of the caster + the caster’s modifier (int or cha). The blade’s base stats are equal to that of a 17 HD fighter. This spell no longer requires a concentration check. The duration is now 5 rounds + 1 round/level.

Black Staff (Greater Energy Buffer)
Resists 6d4 elemental damage up to a total of 20d10.

Blade Barrier
Max damage was set to 20d6 per rounds/level. This spell was probably the most overpowered spell I have ever seen in D&D and it didn’t follow the standard D&D spell formulas. Most persistent area of effect spells in D&D do about [(spell level/2)d6] damage per round. Since this spell is divine, it uses d8 for damage calculations, this spell now does 5d8 damage per round (because it has a save and SR). There was also a bug that only damaged the target 1d6 if it made a reflex save, it is now fixed.

Blade Thirst
Give a +1 enhancement to a slashing weapon per 4 caster levels max +3.

Bless Weapon
No longer adds 2d6 damage versus undead. Now it adds +1 enhancement damage versus evil and undead creatures. This also can be added to any range item (not ammo). An additional 1d6 damage vs undead is added to melee weapons. The duration is now turns/level.

Bombard
Added a knockdown if targets fail a save. Anyone within 2 meters of the caster is not harmed.

Bull Strength
Duration was hours/level, now it is turns/level

Call Lightning
Damage was (caster level)d6 now its 3d6 and 3d10 if raining/outdoor (Max 10 bolts).

Cats Grace
Duration was hours/level, now turns/level.

Charm (all)
Duration used to be 2 + level/2 rounds, now its rounds/level

Circle of Death
Was very inefficient, but has been improved. Max HD worth of creatures that can now die is capped at 20d4.

Clarity
This spell now provides +2 saves versus fear spells and +4 saves versus mind spells for turns/level.

Cloudkill
Duration was 1 round/2 levels, now rounds/level (no SR).

Combust
Bioware designed it to be potentially infinite causing a performance hit to the server. Now the combust visual lasts only 3 rounds max, but the damage continues.

Continual Flame
Adds light to an object until the caster rests.

Create Undead
Duration is now 1 turn/level and it can only be used at night. It also summons a new undead creature with 11 HD.

Create Greater Undead
Duration is now 1 turn/level and it can only be used at night. It also summons a new undead creature with 15 HD.

Creeping Doom
Now does (caster level/2 + 1)d4 piercing damage to all creatures within its radius. Removed the 1000 damage maximum (no SR).

Darkfire (Mace of Odo)
This spell adds 1d6 divine damage and an on-hit daze effect (DC 14) to the caster’s weapon.

Darkness
Treat this spell as a temporary “smoke screen”. Its duration has been drastically shortened due to very high abuse.

Deafening Clang
This spell only adds a deafening effect to any weapon.

Death Ward
Duration was hours/level, now it is turns/level.

Delay Fireball
Now acts like a normal fireball spell with increased damage.

Dirge (Cacophonic Shield)
Caster receives 20% concealment versus range weapons and gets an attack shield that deals 1d6+1/level max 15 sonic damage to melee attackers.

Dismissal
This spell now only works on 1 creature in the area of effect. The save to resist the spell is equal to the spell’s savecreature’s HD + caster’s level.

Displacement
Now gives 20% concealment, lasts turns/level, and can only be used on the caster.

Dispel
1d20 + caster level (max 10) is used to dispel spells.

Divine Power
This spell was completely bugged. Even Bioware left comments in the code saying it was bugged. Now base attack bonus is set to the caster’s level (max +5 bonus), 1 more attack per round has been added, and the caster gets 1d6 strength. Duration is rounds/level.

Dominate (all)
now rounds/level.

Doom
Fixed a bug that forced the target to make a save and resist the spell or be affected by the doom effects.

Drown
Used to remove all hitpoints except for 1d4 hitpoints. Now it removes all hitpoints and has an immune to death spells check.

Eagles Splendor
Duration was hours/level, now turns/level.

Earthquake
This spell still does 10d6 damage to everyone in radius, it also knocks down all enemies for 1 round, anyone who fails a concentration check of 29 cannot cast a spell during the earthquake, and there is a 25% chance of falling into a fissure which can be avoided with a reflex save of 20. If an enemy falls in a fissure it is damaged a second time (10d6) and is knocked down for 2 rounds. Anyone within 2 meters of the caster is not harmed.

Electric Jolt
Now a range touch attack

Elemental Swarm
Duration was 24 hours, now turns/level.

Endure Elements
Resists 1d4 elemental damage up to a total of 5d4. Duration is turns/level.

Endurance
Duration was hours/level, now turns/level.

Energy Buffer
Resists 2d8 elemental damage up to a total of 15d10. Duration is turns/level.

Entangle
Duration was 3 + level/2 rounds, now its rounds/level.

Entropic Shield
Gives a 20% miss chance against ranged attacks for turns/level.

Ethereal Visage (Mass Confusion)
Confuses all nearby creatures.

Evard’s Black Tentacles
This spell does 1d6+4 bludgeon damage to anyone that it grapples. The grapple check is the caster’s level + 8 + 1d20 versus the targets AC. Any target that is not grappled is still slowed. Duration was level/2 rounds, now rounds/level (no save no SR).

Elemental Shield (Fireshield)
Now does 1d6 + caster level (max 10) in fire damage to the attacker. The caster gets 50% immunity to cold damage. Also shield spells do not stack, they negate eachother.

Elemental Swarm
Summons 4 huge elementals in row.

Feeblemind
A decrease to the enemy’s charisma by 1d4 has been added.

Find Trap
This spell used to disable traps within 90 ft, it now detects traps within 30 ft. It also adds +1 to search for every 2 caster levels (max +10).

Firebrand
The total damage from all missiles have been combined into one damage amount in order to bypass fire damage resistance. This spell also has a save and spell resistance and is now calculated correctly.

Fire Storm
This spell used to do half fire damage and half divine damage. It only does fire damage now, thus twice the fire damage as before. Anyone within 2 meters of the caster is not harmed.

Finger of Death
Damage is now capped at 3d6 + caster level (max 25).

Flame Arrow
Used to do 4d6 damage per arrow, max 5. Now does 1d6 per arrow at 1 arrow per level max 10.

Flame Weapon
Gives +1 fire damage per 2 caster levels (max +10) and lasts 1 round/level. This spell can only be used on the caster.

Flame Lash Flame Sword)
Does 1d8 + 1 per level/2 max 10. It is now a touch attack and has no save.

Flesh to Stone
Freezes target for rounds/levels. The target gets resistance to melee and spells for the duration of the spell. The target also suffers 1d6 constitution damage.

Fox Cunning
Duration was hours/level, now turns/level.

Freedom of Movement
Provides immunity to paralysis, entanglement, and slow (not speed decrease).

Gate
Duration is now 5 rounds + 1 round/level. It also summons a random extraplanar creature with 17-20 HD.

Ghostly Visage (Blur)
Gives 10% concealment for turns/level.

Ghoul Touch
Added a melee touch check.

Globe of Invulnerability
Absorbs 3d6 spell levels up to level 4 spells.

Grease
Duration is now rounds/level.

Greater Dispel
Used to dispel at level 15, now 20. 1d20 + caster level (max 20) is used to dispel spells.

Greater Magic Fang
Now gives +1 AB and +1 magical damage per 4 caster levels.

Greater Magic Weapon (Enhance Familiar/Fortify Familiar)
This spell now adds +1 enhance per 4 caster levels to a maximum of +5 for 1 turn/level.

If used on a familiarThis spells gives the familiar +2 on AB, +2 damage, +2 AC (+4 at level 7), +2 saves, and 10% immunity to slash weapons (at level 7).See Narcian Spells for effects if used on a familiar.

Greater Planar Binding
Duration is now 5 rounds + 1 round/level and a new random extraplanar creature is summoned. Also if this spell is used on an outsider it can paralyze it (will save negates).

Greater Restoration
Now heals petrify and most, if not all ailments. It no longer cures hitpoints.

Greater Sanctuary (Etherealness)
Now makes allies within arms reach ethereal for 2 rounds. The will save is equal to 10 + 6 + wisdom modifier of the caster.

Greater Shadow Conjuration
Still has normal spells, but the summon is now a 9 HD shadow. The duration is now 5 rounds + 1 round/level.

Greater Spell Breach
Used to lower SR 5, now 3d2 points. It also strips 6 spells, it used to strip only 4.

Greater Spell Mantle
Now protects 1d8 + 10 spell levels, was 1d12 +10.

Greater Stoneskin
Absorb up to 150 damage at up to 15/+4 damage reduction. It also lasts turns/level versus hours/level.

Gust of Wind
Now does (1d4)d4 + 2d6 damage to tiny creatures, (1d4)d4 damage to small creatures, and knocks down all creatures up to a medium size.

Hammer of the Gods
Does 5d8 damage, and dazes if target fails a will save.

Harm
Does no damage.

Heal
Does (level)d10 hitpoint restoration max 15d10. A will save negates damage.

Healing Circle (Cure Light Wounds Mass)
This spell heals 1d8+1/level (max 25).

Healing Sting
An exploit has been fixed.

Hold (all)
Duration is now rounds/level.

Holy Weapon
+1 enhancement versus evil is added to a weapon per 4 caster levels to a maximum of +4. Also 1d6 positive damage is added to the weapon.

Horrid Wilting
Does a maximum of 20d6 magic damage to living creatures. Does a maximum of 20d8 magic damage to elementals.

Ice Storm
Does 3d6 bludgeon damage, 2d6 cold damage and an extra 1d6 cold damage per 2 caster levels. The extra damage is capped at 5d6.

Identify
Now adds +10 points to the caster’s lore rank for 2 rounds.

Implosion
Lowered DC by 3. Bioware set the DC too high.

Improved Invisibility (Greater Invisibility)
Now rounds/level, gives the user 10% concealment, and raises the user’s attack bonus by 2. It also has a hide vs spot check.

Incendiary Cloud
Now does 4d6 fire damage and 1d6 smoke/bludgeon damage per round (no SR).

Inferno (Call Lightning Storm)
This spell does 5d6 electrical damage to all creatures and 5d10 electrical damage outdoors while it is raining.

Infestation of Maggots
Duration was 10 + caster level in rounds. It should have been and is now caster level/2 rounds.

Invisibility
Now the duration is rounds/level. It also has a hide vs spot check.

Invisibility Sphere
This spell is now like and Invisibility Mass spell. The duration is rounds/level. It also has a hide vs spot check.

Isaacs Greater Missile Storm
Now hits 1 target, and does 1d4+1 damage per missile, max 15 missiles, at 1 missile per caster level. This spell has been modified to hit 1 target so that spell resistance calculations are done correctly. It also has no save.

Isaacs Lesser Missile Storm
Now hits 1 target, and does 1d4+1 damage per missile, max 10 missiles, at 1 missile per caster level. This spell has been modified to hit 1 target so that spell resistance calculations are done correctly. It also has no save.

Keen Edge
Now lasts 1 turn/level.

Knock
Never worked because it didn’t work with invincible doors, now it does. Also unlocks all doors with a DC equal to or less then 20 + level (max 10). A roll is done for each lock.

Legend Lore
Now lasts 1 turn and can gives the caster a maximum of 20 lore points at 10 + caster level / 2.

Light
Duration was hours/level, now turns/level.

Lesser Dispel
1d20 + caster level (max 5) is used to dispel spells.

Lesser Mind Blank
Provides +8 saves to mind spells. Duration is turns/level.

Lesser Planar Binding
Duration is now 5 rounds + 1 round/level and a new random extraplanar creature is summoned. Also if this spell is used on an outsider it can paralyze it (will save negates).

Lesser Restoration
Heals a single ability decrease effect.

Lesser Spell Breach
Now lowers SR by 1d2.

Lesser Spell Mantle
Absorbs 4 + 1d2 spell levels up to level 5 spells

Mage Armor
Now gives +1d4 AC bonus. It is also turns/level now.

Magic Circle Against Good/Evil
Now gives +2 AC, a +2 Universal saving throw, and +4 save versus mind spells.

Magic Fang
Now gives +1 AB and +1 magical damage.

Magic Missile
Now gives 1 missile per 2 caster levels after level 1, max 5, and does 1d4+1 damage.

Mass Charm
The caster is immune to this spell because the target location is too close to the caster.

Mass Dominate
The spell does not work right so it has been converted to mass charm.

Mass Heal
Now heals [caster’s level]d10 (max 25d10) hitpoints.

Mestil's Acid Sheath
This spell now does 1d6 + caster level (max 15) acid damage to an attacker. Also shield spells do not stack, they negate eachother.

Meteor Swarm
Used to do 20d6 fire damage. Now it does 2d6 bludgeon damage (no save) twice and 6d6 fire damage (no save) twice to the targets in the radius. Anyone within 2 meters of the caster is not harmed.

Melf’s Acid Arrow
This spell used to do 3d6 damage on impact and 1d6 damage per round. Now it does 2d4 damage on impact and 2d4 damage per round.

Mind Blank
This spell now provides immunity to mind spells, immunity to charm spells, immunity to confuse spells, and immunity to domination spells. Duration is turns/level.

Minor Globe of Invulnerability
Absorbs 3d4 spell levels up to level 3 spells.

Monster Regeneration
Used to regenerate 3 hitpoints, now it regenerates 4 hitpoints per round.

Mordenkainens Disjunction
1d20 + caster level (max 40) is used to dispel spells.

Mordenkainens Sword
Duration is now 5 rounds + 1 round/level and the summoned creature has the base stats of a 13 HD fighter. The summons AB is equal to the casters base AB + the casters modifier (int or cha). The sword does 2d6 slash damage, 2d6 sonic damage, and has a +3 enhancement.

Nature’s Balance (Cure Serious Wounds Mass)
This spells heals 3d8 + caster level (max 35) in hitpoints for all allies.

Negative Energy Burst
Now capped at level 10 for the damage calculations (1d8 + level).

Negative Energy Protection
The spell only protects from level drain and ability decrease.

Negative Energy Ray
The spell is now a touch range attack.

Neutralize Poison
Now the spell target becomes immune to poison (from spells) for turns/level.

One with Land
Was +4 on all skills, now +2. Also replaced set trap with search.

Owl’s Insight
Duration was hours/level, now 1 hour.

Owls Wisdom
This spell now lasts 1 turn/level.

Phantasmal Killer
Fixed the Empower Metamagic option as it was calculated wrong.

Planar Binding
Duration is now 5 rounds + 1 round/level and a new random extraplanar creature is summoned. Also if this spell is used on an outsider it can paralyze it (will save negates).

Polymorph Self
All forms have the stats of a HD 7 creature of that type per D&D 3.5. Pixies also now get a dagger.

Poison
Converted to touch attack. Also it does 1d10 constitution damage.

Premonition (Hardening)
The caster’s body becomes harder and can absorb damage equal to the caster’s level/2 (max 10/+20). Total absorption is 10 x the caster’s level.

Protection From Good/Evil
Was turns/level now rounds/level. It also gives a +4 save versus mind spells.

Prismatic Spray (Greater Shout)
All creatures within the cone receive 10d6 sonic damage (no save) and can be stunned for 1 round (fortitude save) and be deafened (fortitude save for half duration) for 4d6 rounds.

Protection From Elements
Resists 1d8 elemental damage up to a total of 10d8. Duration is turns/level.

Protection From Evil
Can now be extended.

Protection from Good
Can now be extended.

Protection From Spell
Can now be extended.

Power Word Kill
Was an area of effect spell, now only hits 1 target.

Quillfire
Now does piercing damage instead of magic damage.

Raise Dead
Now heals hitpoints equal to the casters level. It also cures poison and disease. There is a 50% chance that you will lose all abilities and spell uses for the day.

Ray of Enfeeblement
This now has a ranged touch attack check.

Ray of Frost
Now a ranged touch attack and does 1d3 damage.

Regeneration
Now cures 4d8 + caster level in hitpoints. It also regenerates the total lost hitpoints/2d10 for 2d10 rounds (max 5 hitpoints per round).

Remove Blindness and Deafness
This spell now only works on 1 target.

Resist Elements
Resists 1d6 elemental damage up to a total of 5d6. Duration is turns/level.

Restoration
Works like lesser restoration but also cures level drain and most negative effects from spells.

Sanctuary
Duration is now 2 rounds.

Scare
Can now be extended.

Searing Light
Now a ranged touch attack. And it does a maximum of 10d8 damage to undead.

See Invisible
Now lasts rounds/level.

Shades
Still has normal spells, but the summon is now a 11 HD shadow. The duration is now 5 rounds + 1 round/level.

Shadow Conjuration
Still has normal spells, but the summon is now a 7 HD shadow. The duration is now 5 rounds + 1 round/level.

Shadow Shield
The caster may only use this spell on himself and it no longer gives immunity to necromancy spells.

Shapechange
All forms have the stats of a HD 17 creature of that type per D&D 3.5.

Shelgarn’s Persistent Blade
Used to last 1 turn per 2 levels, now its last 1 round per 2 levels + 5. It also has been changed to have stats of a level 1 fighter with 14 AC. The blade’s attack bonus is equal to the caster’s modifier (int or cha)/2.

Shield
Caster gets a 1d4 bonus to AC instead of +4.

Silence
This spell also provides 50% immunity to sonic damage, 50% spell failure, immunity to confusion, immunity to charm effects, immunity to domination, and the spell now lasts rounds/level. This spell can only be used on a single target. Also an exploit has been fixed.

Slay Living
The empowered damage of this spell was bugged.

Sleep
Now affects 1d4 hitdice worth of creatures.

Slow
Has a few additions: -1 on attack rolls, -1 AC, -1 reflex saves for rounds/level.

Spell Breech
SR is now lowered 2d2 points.

Spell Mantle
Absorbs 6 + 1d4 spell levels up to level 9 spells.

Spell Resistance (Spell Immunity)
The caster gains protection to level 4 spells and lower if his shield is still intact. The shield can absorb spell levels equal to 4 + 1 per 4 levels.

Spike Growth
Duration was hours/level now its rounds/level.

Stinking Cloud
Dazes creatures for 2 rounds (no SR).

Stoneskin
Absorb up to 100 damage at 10/+2 damage reduction. It also lasts turns/level versus hours/level.

Storm of Vengeance
This spell’s effects are applied instantly rather then in rounds due to the radius of the spell (400ft+). It does 1d6 acid damage (no save) from acid rain, 5d6 bludgeon damage (no save) from large hail, and 10d6 electrical damage (reflex for half) from lightning bolts. Anyone within 2 meters of the caster is not harmed.

Summon I-IX
Replaced with many new summons.

Sunbeam
Blind effect now lasts level/3 rounds. It also used to do 3d6 damage now it does 4d6. And it does 20d6 to undead.

Sunburst
Now does a maximum of 25d6 damage to undead and 6d6 damage to all other targets. It used to blind permanently, now its temporary.

Tasha’s Hideous Laughter
This spell used to knock down a target. Now it makes the target deaf and slow for the duration of the spell. An additional check has been added to check for immunity to mind spells.

Timestop
Freezes everyone is 30ft radius. Enemies cannot be harmed for the 1d2+1 round duration. Timestop now has a spell resistance check per a variant rule in the Epic Character Handbook.

Tenser’s Transformation
Metamagic no longer works with this spell. It also no longer gives temporary hitpoints per D&D. It now gives base attack bonus equal to the casters level. This spell also merges the caster’s current weapon stats with the new tenser’s weapon.

True Seeing
Now it can only see invisible creature, see through darkness, and it gives +4 to will saves.

Undeath’s Eternal Foe
Duration was turns/level now rounds/level. It can also only be applied to 1 ally per 5 levels.

Undeath to Death
This was a very inefficient script and the spell resistance check was being done after the save check. It has been fixed.

Virtue
was turns/level now rounds/level.

Vampire Touch
Now is a touch attack. The temporary hitpoints now last 1 hour. Also the damage is capped at 10d6. And an exploit has been fixed.

Vine Mine (Camouflage)
Now duration is rounds/level.

Vine Mine (Entangle)
Used to have an insane DC. Now it is fixed.

Vine Mine (Hamper Movement)
The duration is now rounds/level. It now has a spell resistance check and a reflex save.

Wall of Fire
Now does 2d4 initial damage to those within 10 feet and 1d4 for those within 20 feet. Every round it does 2d6 + caster level (max 20) in damage. The duration is now longer and is equal to rounds/level. This spell now does double the damage to undead.

War Cry
Now boosts the casters attack bonus and damage by 2.

Wail of Banshees
Was bugged but now fixed. Also the caster does not die from this spell.

Word of Faith
Removed instant killing of Outsider and Elemental race.

Wounding Whispers (Crushing Despair)
All nearby creatures suffer a -2 penalty to attacks, saves, and all abilities.

Hints and Tips
Allies may use a healer’s kit or a cure spell on dying members to save them from death.

Shields can be used with slings.

Keep armor, spells, potions, and weapons in your quickslot so you have instant access to them.

Know when to retreat.

It is best to use range weapons before engaging in melee hand-to-hand combat.

All party members should always focus on one monster at a time.

Bring extra swords, shields, potions, scrolls, food, etc before leaving a safe haven.

AC is overrated. Sometimes your best bet is to focus on saves, damage resistance, and spell resistance.

Just to avoid any penalties always create characters with at least 10 points in each ability.

For every 2 points of strength above 10 a character gets 1 more point of damage per swing.

Dexterity is used to determine accuracy in range weapons.

On leveling up if you don’t receive the maximum hitpoints for your hitdice and constitution score then cancel the level-up till you get the maximum hitpoint roll. This is an exploit, but since I cannot stop it in a reasonable manner I would like even the new players to know this so the experienced players are not the only one’s taking advantage of this.

Favored classes and prestige classes are not calculated in determining the experience penalty.

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