An introduction to Alangara

Server features, server rules and NWN changes.
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Somnium
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Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

An introduction to Alangara

Post by Somnium » Sun Jan 11, 2015 12:38 pm

Welcome to ALANGARA, a huge world which offers many interesting features. ALANGARA offers a blend of roleplaying and action, spiced with a lot of custom content and great possibilities for character development and immersion into the world.

Setting: Custom Fantasy World based upon Forgotten Realms
Style: RP / adventure / teamplay
Focus: Roleplaying, action, character development (both RP and otherwise).
Level Progression: 1-40 + custom progression upon reaching lvl 40 (reborn-status)
Magic:High, including special artifact-like items from ”insanely hard” epic party bossmobs

Custom HAKs required: Alangara uses the CEP (Community Expansion Pack) version 2.60.
Download the CEP here: http://neverwintervault.org/cep

Notable features:
  • A custom designed world with a detailed background story that gives a new twist to the Forgotten Realms. Many quests reveal new knowledge of the world, and custom books can be found in game for increased knowledge about the world (and perhaps even quest hints).
  • Overarching story-arcs, involving great underlying struggles to immerse yourself into (or try to steer clear of).
  • Tons of gaming zones - ALANGARA have some 150+ game/adventure-zones filled with adventure, in addition to many additional zones for shops, housing etc.
  • A constantly growing world, which is continuously being updated with new ways of enhancing the player experience.
  • Many quests accessible from the moment you enter the world for the first time.
  • Player housing with either standard houses, player created custom houses, or even entire zones.
  • Personal teleports may be acquired for custom houses, including home-teleportation rings and even party-home-teleportation rings.
  • Quests with permanent ability increases, for further customization of you character.
  • Many custom made magical items, ranging from mundane stat-increasing gear to highly powerful armour and weapons. Some are for sale in various places, while other are given as quest-rewards.
  • Quest-based access to a dynamic item forge, allowing characters to customize their own equipment regardless of class.
  • A script-based, fully database and NPC integrated farming-system for alternate means of economy and with special farming-related quests.
  • Player banking, allowing players to store their gold in the bank.
  • Different factions, all integrated with the world and storyline.
  • Becoming a Reborn. Alangara opens up for an entirely new type of gameplay introducing the "reborn" status. Upon completing the long and hard journey to level 40 and all the quests possible, your character does not have to end his or her career at the peak there. Instead, you may chose to be reborn as a semi-divine being, with considerable more power than a "mere mortal", becoming an even greater part of the world.
  • Many many more...
Somnium (a.k.a. Seeker)

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

Death System

Post by Somnium » Sat Jan 17, 2015 7:00 pm

Alangara uses a standard death system, where you are penalized xp and gold when dying, and is then respawned at a predetermined location.

The instant you die, you lose 150 xp per level, and 10% of your gold. These are the penalties if you choose to respawn. If you are RAISED, you will regain 70 xp per level and half of the lost gold, giving you a net loss of 80 xp per level and 5% of your gold. If you are RESURRECTED, you regain 140 xp per level and half of the lost gold, giving you a net loss of 10 xp per level and 5% of your gold.

Penalties cap at level 25, so in effect the maximum loss for a death is 3750 xp if respawning, 2000 xp if being raised, and 250 xp if being resurrected.

Stones of raise dead, and stones of resurrection, usable by all classes, are available for purchase in-game.

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

XP System

Post by Somnium » Sat Jan 17, 2015 7:01 pm

Alangara uses a nonlinear XP-system, meaning a proportionally fast character development up to level 10, and a real slowdown from around level 20-25. You will get the first levels quite fast, but as you progress into higher levels, the XP gained from killing monsters will be reduced dramatically.

The XP system takes a certain percentage of your xp gained by killing monsters when you employ familiars, summoned monsters or hired henchmen. In a group of players, each character gives a 85% xp bonus to the group, meaning that the group loses almost no xp from adventuring in a party. Playing in groups are thus greatly encouraged.

The maximum amount of XP that can be gained from killing a single monster is 75 xp, in any event.

This XP-system means that you will get an enjoyable character rather fast, but that you'll have to work long and hard to achieve the highest levels.

Note that completing the tutorial quests given by the NPC in the beginning will level your character to level 3.

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

Travel

Post by Somnium » Sat Jan 17, 2015 7:02 pm

Alangara features a well integrated teleportation system based on portals, and you may also buy teleportation portals for your house. As Alangara is rather huge, this is a good way to get from place to place. Portals are unlocked by speaking to "portal spirits" near the destination portals spread around Alangara.

Whenever you log in, you will be teleported to the OOC starting area.

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

Monsters

Post by Somnium » Sat Jan 17, 2015 7:04 pm

All monsters are custom made. They are typically harder than their standard versions. Many monsters have true seeing and regeneration, so in most zones sneaking around is impossible.

Monsters at higher levels are MUCH harder than standard monsters. This also means that "examining" a monster may give you a very wrong picture of it's strenght. The only way to examine a monster truly is to fight it.

Monster's size and appearance may be deceiving. There are spiders of demonic strength and giants that are fairly easy for a seasoned adventurer.

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

Becoming a Reborn

Post by Somnium » Sat Jan 17, 2015 7:04 pm

The Reborn:
The Reborn are powerful semi-divine beings, who through dedicated service to a deity, have earned the privilege of being bestowed with some of that deity's power, in exchange for actively promoting that deity's cause in the Inner Realms. As such, the Reborn can be considered similar to the Chosen of a god.

Requirements:
In order to qualify for Reborn status, the requirements below must be fulfilled:
  • Only a main character who has reached level 40 may become a Reborn.
  • All the quests available to that character must have been completed.
  • As the Reborn status is a reward for improving the roleplaying on Alangara overall, and as it is expected that the Reborn mandate to further the cause of his/her patron god is roleplayed, the character must have been actively roleplayed (as determined by the DMs).
  • When approved, the character must complete a specific DM-driven quest in order to become a Reborn.
Features:
Upon reaching Reborn status, the player must make a new character with the same name and race, appending "The Reborn" to the old character name. The old character will then be deleted. After completing the starting quests with the new Reborn character (and thereby reaching level 3), the following Reborn features are then bestowed upon the character by the DMs:
  • The character's base hp is set to 300 hp.
  • All of the character's base abilities are permanently increased by +6.
  • The character is granted the power to gather his friends to him at will (in effect, a power to summon the entire party to his/her current location).
  • Due to his/her increased power, Reborn only earn 50% of the normal xp rewards for quests and mobs.
  • When the Reborn reaches character level 20, he/she is also bestowed with the power "Reborn blast" (which invokes the spell effect "Greater Ruin")
  • The character is expected to be actively furthering his/her patron deity's cause through both roleplaying and actions.

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