Races, classes and character build rules.

Server features, server rules and NWN changes.
Somnium
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Races, classes and character build rules.

Post by Somnium » Sun Jan 11, 2015 12:16 pm

Rules and tips for character builds.

Class and Multiclass restrictions (see the posts below for class-specific enhancements and changes):
  • Upon reaching level 40, a character must have at least 6 levels in all chosen classes.
  • The following classes may not be taken: Shadow Dancer
  • Palemaster requires the download of our override files - they do not get crit immunity.
  • The Monk class may be taken, but does not gain the Monk Speed feat (if you play a Monk, you must download and install the custom files).
Restrictions and tips about skills:
  • The Pick Pocket skill is forbidden to use against PCs and useless against NPCs, so it may not be taken.
  • The Appraise skill is not used on Alangara.
  • The Persuade skill is not used on Alangara.
  • As there are no rideable horses on Alangara, the Riding skill is useless.
  • As most containers and many gates on Alangara are locked, it can be useful to take some ranks in the Open Locks skill.
Feat restrictions:
  • It is not permitted to take the Devastating Critical feat.
  • You may not take the Mounted Combat and Mounted Archery feats, as there are no rideable horses on Alangara.
Information about playable races:
There are no special subraces on Alangara. All standard races are allowed.

Alignment on Alangara:
Alangara is in many ways about the struggle between the alignment extremes ( good vs. evil, order vs. chaos ). Bear this in mind when choosing your alignment, as it will affect the role you play in the world at large. There are however no "neglected" alignments - neutrality is as valid an alignment choice as the extremes.

Somnium
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Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Multiple characters and the Main Character concept.

Post by Somnium » Wed Jan 14, 2015 4:13 pm

Main Character concept:
All players may choose a single character to be their main character in Alangara. This is the character you choose as your "prime avatar", i.e. the one you primarily use.

Main characters make take advantage of the following server features:
  • A Main Character may own a farm (your farm may be harvested by your alts though).
  • A Main Character may own private housing and private land area.
  • A Main Character may (eventually) become a Reborn.
  • A Main Character may be boosted by the following quests, and thus given permanent stat increases:
    • Morrowar's Hunt.
    • The Book of Winter.
    • The call of Zertihn.
How to change your main character:
It is possible to change your main character. However, to encourage continuity in the choice of characters, and thus the Roleplay inside the world, we strongly recommend sticking with te same main character. If however need be then so be it... Please observe that if you have a farm it must be cleared and set up for sale Again for 10.000 gold pieces, as it was bought for.

Multiple characters (character "alts"):
  • You may have several active characters at a time.
  • Alternate characters must all be either of the same alignment as the main character, or true neutral. This is to ensure that plots and rivalry is not too obvious to the players behind the characters.
  • Players may NEVER have 2 or more characters inside the game at the same time on different accounts, since "two-boxing", i.e. playing 2 or more characters simultaneously, is a server violation. If you have 2 accounts with a character on each and you have a friend etc. over playing one of them... fine - but one online character = one attending player.
Somnium (a.k.a. Seeker)

Somnium
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Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Arcane Archer

Post by Somnium » Thu Jan 15, 2015 6:17 am

Arcane Arcers gains the ability to summon the mighty "Spear Maidens" , a powerfull custom summon that grows with the AA levels.

Arcane Archers have access to very powerful custom arrows like rangers and bards.

The four "arrow feats" are all changed and massively improved making the AA holder of thee most powerful attacks in game, without any comparison.

Somnium
Site Admin
Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Assassin

Post by Somnium » Thu Jan 15, 2015 6:17 am

Assassin Weapon Power

Assassins have access to a special weapon boost spell granting the targets weapons and natural weapons 2d8 acid damage.

Assassin Defense Power.

Once per day via an item. This was given to "compensate" for the fact that all classes in Alangara have easy access to ghostly Visage items. This is thus an Assassin only upgraded version

Damage reduction +10 / 10
Concealment 25%
Regenerate +2
Duration: Assassin levels +2, Turns.

Somnium
Site Admin
Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Barbarian

Post by Somnium » Thu Jan 15, 2015 6:18 am

Special features:
  • Barbarians of level 25+ have access to buy powerful weapons in the Dwarven Halls. These weapons can be used by the character, as long as he hasn't multiclassed to any classes besides the following: Barbarian, Fighter, Paladin, Ranger and Weapon Master.
  • Barbarians receive special permanent stat bonuses from DMs at the following Barbarian class levels. (i.e a level 15 ranger 5 barbarian is not a level 20 barbarian.):
    • Level 20 Barbarian: +4 STR and +4 CON
    • Level 30 Barbarian: an additional +4 STR, +4 CON and +4 DEX

Somnium
Site Admin
Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Bard

Post by Somnium » Thu Jan 15, 2015 6:18 am

Special features:
  • The effectiveness of Bardsong has been significantly increased in Alangara.

    The bardsong scales with "1 to 1" meaning you need 1 bardlevel and one perform to get bardsong level 1. A level 7 bard must have 7 perform to get a level 7 bardsong etc. presently it caps at level 40 bard/40 perform.

    Currently we have not tweaked the curse song, and as bards have severel other bonusesses we have no current plans to tweak it either.
  • Bards have access to special arrow summoning items from Evelyn's Archery in Castle Balder City District.
  • Bards get the special summon "Valkyrie":
    • At level 11: Valkyrie
    • At level 17: Valkyrie Knight
    • At level 21: Valkyrie Muse
    • Observe our special power "playertool I", which can be found in your radial menu under your class. activating it and clicking on ground will command all your ascosiated creatures to move to said spot and stay for around 10 seconds. activating it and clicking on hostile creatures will command them to attack said creature. Also observe that all summon creature I to IX and most other summon spells have been heavely upgraded/customized and have 24 hours duration.

Somnium
Site Admin
Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Blackguard

Post by Somnium » Thu Jan 15, 2015 6:19 am

Black Guards have access to a special weapon boost spell granting the targets weapons and natural weapons 2d8 Negative damage.

Black Guards summons are customized and more powerful than standard.

Somnium
Site Admin
Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Champion of Torm

Post by Somnium » Thu Jan 15, 2015 6:19 am

Check spellchanges section and the below post about Feats.

Somnium
Site Admin
Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Cleric

Post by Somnium » Thu Jan 15, 2015 6:20 am

Special restrictions:
  • Check Spell changes section.

Somnium
Site Admin
Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Druid

Post by Somnium » Thu Jan 15, 2015 6:20 am

Special features:
The following animal companions have been significantly improved in Alangara (be certain to choose one of these when choosing your animal companion):
  • Panther : significantly increased damage output.
  • Direwolf : a balance between damage output and survivability.
  • Bear : Significantly increased survivability
  • Check spell changes section.
  • If you download the small spells.2da from this forum druids can cast an upgraded version of clarity at spell level 3.
  • Observe our special power "playertool I", which can be found in your radial menu under your class. activating it and clicking on ground will command all your ascosiated creatures to move to said spot and stay for around 10 seconds. activating it and clicking on hostile creatures will command them to attack said creature. Also observe that all summon creature I to IX and most other summon spells have been heavely upgraded/customized and have 24 hours duration.

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