NWTactics Rules

 INTRODUCTION

NWTactics is a Player versus Player Capture The Flag type of game for Neverwinter Nights designed for team play, challenging fights, and balanced settings. You are being summoned by kobold conjurors to fight a war for their masters, the Dragon-Lords.

And what do Dragons want ? Gold, of course !

Under the severe rules of their Dragon Lords, the teams must strive and fight to hoard more Gold Pieces to please their master! Players can use stealth and cunning to enter the ennemy base, or brute force to break in, and go for their gold. But they then have to make it alive back to their Lord to deliver the precious metal to his greedy appetite.

 

What makes NWTactics unique are the following features:

1. The exploit prevention features: We are allowing players to use Local characters and we have a robust anti-cheat coding that adds up to the one already used by Bioware. Characters customized outside of what the normal NWN rules allows will be booted at the entry or when using invalid abilities for their build. We are working hard to provide a fair playground for everybody, and we will be continuing to improve our coding to actively prevent cheating or any abuse of the way the game works.

2. Balance: not every class has to be equal in killing power, but making sure that each class can use their abilities to their fullest in the spirit of the Dungeon and Dragons game is the objective. We want to make sure that the game stays fun for every class and every build. One of the first thing we have done in the mod is restore True Seeing to it's true D&D definition: only allowing to see magically hidden things. This simple things changed a lot of things for rogues characters that can now focus on their main sneaking skills.

3. We encourage players to act as a team, and to accomplish the mission as such. There is no artificial separations of characters on the NWtactics servers, and every player starts with exactly the same assets. All characters have the same level in game, and every built has strengths, and weaknesses. The way to complement these weakness is to work with your party members, and play as a team. We don't discourage playing solo, of course, but most of the fun comes from team interaction.

4. An objective to the map other than just mindless killing. Your goal is to bring gold from the enemy treasure back to your Dragon Lord. The tactics you will use to fullfil this goal are what make all the interest of the game, and pitting your team's resources versus the other team's resource will make your games as rewarding as epic quests! Much like statndard FPS games, each game is fast paced, and limited in time. Maps rotate and players can vote for the next map they want to play on.

5. A Training Ground allows you to practice and explore the maps while fighting NPC. This is the NWTactics-Wargames mod, that you will find in the NWTactics file. You can play solo to explore the map and visit the different areas, or with a limited number of players, and still be able to maneuver your NPC allies and have fun.

6. Statistics published on the web (www.nwtactics.com) will allow you to track how well you do individualy (ratio kill/death) but also how much you contribute to your team (Gold brought back, as well as number of teams' victories). A weekly Hall of Fame displays the names of the best players of the week, where each of the criterias (Individual ratio, gold, victory ration) count for 1/3 each. As there is no XP to win in NWTactics, these statistics will allow you to measure your progress with the different character builds you chose to make.

 

Come join us, and may your fights be fun and fair!

PDL Northpal.

 

ENTERING THE MOD

When you enter the mod, you have been suummoned by the Kobolds conjurers to fight the War for their Dragons Masters. You are standing in front of the Gatekeeper (and the kobold conjurors that brought you there).

You can talk to the Kobolds to be set to the level all the other characters playing this mod are (level 12 for NWtactics-Gold, or level 40 for NWTactics-Lords). You will also automatically be brought to this level when you step in the stone circle. Only characters with this standard level will be allowed in. There is no experience points gain when you play NWTactics, as we want to keep the game fair and balanced between all the players that play together.

If you were of a higher level than the standard level you will have to save your character, then log out and log back in with your character saved at the appropriate level.

When you enter the stone circle around the Gatekeeper, all your items will be removed from your inventory, and if you are not already of the standard level, you will gain or lose xp to be set to this level. This is an important feature for keeping the game fair: all the players have access to the same resources in the game. If you need to save your character, do so before stepping in the stone circle.

There is no restriction in building your character. No classes or builds are banned or invalid. If you are not familiar with the level of the Mod, you can log off, download some pre-generated NWTactics character files from our web site http://www.nwtactics.com, Unzip the .bic file in your local vault folder of your Neverwinter Nights installation, and join NWTactics again with your selected character.

Remember that in NWN you are allowed to "cumulate" your skill points from one level to the next one, and spend them all at the last level you have been brought to, if you so chose (As much as we would have loved to see this implemented so that nobody can keep Skill points from one level to another, this is a NeverWinterNights feature that can't be controlled in NWTactics).

Once your character is ready to enter the module, talk to the Gatekeeper Dragon. He will propose you to join the game, or you can select either of the two teams you will be playing with. Simply joining the game willa utomatically put you in the team that need players. if you ask for a specific team, you may receive an answer that this team is full, as adding you in it would imbalance the game at that moment.

In NWTactics, the Deity information is used to as a Tribe's password. If you have filled the Deity information in your character record with your Tribe's password (your choice of password), the Gatekeeper will offer you to send you to the team where other Tribes members already are, provided they are already in the game,a nd provided the team can accept new players without unbalancing the game. This feature allows you to play regularly with friends in the same team, by sharing the same Tribe's password.

The entry area is a zone under Spell Watch. This means that any spell you cast here won't have any effects. Other areas in the mod, like the City or the Shrine, will be under Spell Watch.

Wizards can get scroll spells from the Kobolds conjurors to allow them to complete their spell book. These scrolls should not be used to cast in the entry area, but to learn the spell you may not have yet learned, as the main strength of wizards is diversity and adaptability.

Remember than when you talk to the Gatekeeper, if your character has been enhanced beyond what your build is, is sneaking, is invisible in any way, has an alignment that does not fit the classes you have selected, or does not use the standard skin for the race you have chosen, your character will be booted from the game.

 

IN THE SANCTUARY

Once you have chosen a team, you will be sent to the team's sanctuary. The sanctuaries are the only place where you can rest, and here you'll find your team's officers who will equip you at your request. Your opponents can't enter your sanctuary, and you can't attack other players in them. You can cast all spells there except summoning other creatures or familiars.

In the sanctuary, you have the possibility when talking to the team's officers to vote for one of the maps featured on the server you are playing on. You can vote once per game, and the map with the most votes when the game finishes will become the next one to be played. Once you have given your vote on one game, you can't vote again until one of the teams achieve victory on the current map.

From the officers, you also have the option to ask to respawn on the map (in front of your sanctuary door) or inside the sanctuary. Respawning in your team sanctuary is the default option. When you die ont he map, you will respawn after a certain lapse of time, and can get back into the game. if you keeping the option to respawn in the Sanctuary, you'll stay dead on the map for 2 rounds instead of 3 rounds if you decide to respawn on the map, ast you have to reload the sanctuary area each time you die. Respawning in the Sanctuary iss the best options for spell and buff reliant characters. Pure melees will do better by respawning directly on the map to be able to get back in the heat as soon as possible.
Some classes have the choice of respawning in different locations (see
Classes)

From the sanctuaries you have access to different exit:,they are marked with banners:
The main exit leads to the map and the standard respawn point.
The backdoor exits (on both sides of the main exit) lead inside the base to a location that is likely to cut off the escape route of enemies.
The entry at your right when looking toward the officers leads to City, where you can find the Arena, the Market, The Shrine and the Tavern (see
Locations)
The door behind the officer is the Dragon Friend room, and you can only enter it when you have a Trophy (see
Trophies)

 

GEAR

The officers are here to equip you. They will give you armor and up to three combinations of weapons and shields, then one of the available kits. The kit details can be found in the journal entry under Kits, or on the Kit web page from the nwtactics.com web site. You are allowed to get only one ranged or thrown weapon in the mod.

Once you have selected a kit, if you come back to talk to the officers, you will be allowed to restock the material in the chosen kit. Restock allows you to get the spell charges your kit offerswithout having to rest. If you wish to change kit, you need to select new gear, including armor and weapons. This will clear all your inventory anr equipped items, excluding the gear you may have won during the course of the game. Restocking or renewing your gear removes all effects you may have had cast on yourself. You can't wear one kit and get the benefits from the spells of another one.

Armor and weapons are specific to each team in colors, and will allow you to easily identify friends from foes in the game. Redstone team uses flaming weapons, while Greenwood uses Acid weapons, BlueRidge uses Ligntning weapons and SilverStream uses Cold Weapons. Kits allows you to choose a set of different powers or abilities according to your liking. They may complement your character build, or reinforce some weak areas.

If you have built a pure class character (Character that only has one class), you will get access to special Master item according to that class. As there is no experience point gain or loss in NWTactics, it is a way to give pure classes some extra potential that multi-classed ones gain naturally from their multicasting choices.

Some items have limited uses only, and you need to restock them in your sanctuary to get to use them again. There is no limit to the number of time you can re-equip, but each time you do so, all your current buffs are removed. So it is useless to buff up, and then try to get new kits.
NB: The trap kit has specific restocking rules (See
Traps)

 

TROPHIES

At the end of each game, if your team has achieved the objective of the game, or if you have brought back at least 15000 Gold to your team, you will be given a dragon scale which is a trophy for your achievement. If you change teams during a game, your gold already gathered count in your total to get your trophy, but you can only change team to balance teams if you are in the wining team.

When you kill an enemy carrying Gold, you immediately benefit from the amount of Gold he/she was carrying toward the total amount of Gold you need to get the trophy.

With such a trophy, you can go see the Dragon-Friend, whose door is the one that is guarded by the stone gargoyles statues, behind the officers. The Dragon friend will exchange your trophies for gold, and will allow you to equip with some cool items of his design. The basic rule is that one trophy allows you to get one item. The items are not meant to unbalance the game, and you will keep them up until you quit the game. You can re-equip, restock, or change team with these items without losing them. Special quivers give you access to cool looking arrows (fire, sonic... - you need to discard your current arrows, and use the packed ammos items once you have the quiver to get the new arrows).

You can get cool looking armor by taking the appropriate armor set items (You can check the available armor sets on the web site) . Once the armor set is in your inventory, you need to equip it, then use oit. you will then get a dragon head token. Next time you go talk to an officer, and asks for armors, you will be given the armor you requested according to the selected token.

Dragon Friend items do not provide any special bonuses. They are mainly there to allow you to show off and carry different armors than the one everybody has.

 

PLAYING THE GAME

When you enter the map, you are now in a territory where the enemy can sneak up to or attack you at any time. Your Dragon Lord requires that you go plunder the opposing team's gold, and bring it back to him. Your character will be automatically given temporary hit points to bring him to the maximum of hit point possible with the character choices you have done (in case you didn't max out hit points during character generation, which a lot of players do - you will find a max out tool on the nwtactics.com web site). Once you are on the map, you can return to your sanctuary by clicking on the sanctuary door.

When you talk to your Dragon, show proper respect and behaviour. They are sensible fellows but their way of handling tough talk is to kill the offender (even from their own team).

If you die, you will respawn after two or three rounds according to your respawn choice . Remember that you can't rest on the map; you need to get back in your sanctuary to do so.

Do not trade during the game, as it is useless. Objects that you drop or trade with other players will disappear after several seconds. This is to ensure that no unbalancing occurs during the game,a nd that no group of players can gain undue adavantages by knowing each others beforehand. Some NWTactics modules may allow you to get objects in a controlled fashion and under special circumstances (like the Bags of Gold...). Weapons dropped are put back in your inventory automatically after 1 round to take into account the disarm power. The only way to get rid of a weapon is to go see your team officer to ask new gear, or to drop it in the Dragon Friend area or in the sanctuary.

Most of your spells or effects will only hurt enemies. The mod will handle the party for your team automatically. You do not have to leave your party by yourself.

If you successfully pick the lock of a door, your hide and move silently skills values will be reduced for 3 rounds by -15 each. When using an enemy catapult, the same reduction applies but for 9 seconds only. When taking bags of gold, your hide and move silently skill values will be reduced by -5 per bag for 5 rounds. You can take only one bag of gold per second. Each of them weighs 30 lbs, and they may encumber your character. You can't get more than 5 bags at any one time. If a bag of gold is dropped, it will disappear and can't be picked up again.

 

 Teams and game balance mechanisms

- When joining the game you are sent to the team with less players.
- Once in the game, you can't change team unless the opposite team has less kills than your team has (you can't change team if you are the team Captain - the team Captain is different from the Party leader - check the scoreboards on the maps).
- If, during a game, one team gets more than twice as many kills as the other team, or more than 1/3 of the gold brought back has been brought back while the team number of kills was uneven, the game is not accounted for in the stats and a team shuffle occurs.
- Madness does not occur when teams are unbalanced (madness are very short maps where you need to survive and reach the other side. Every survivor going out of Madness brings 1000 Gold for his team on the next game).
- When you enter the game, the first game is usualy not logged for you unless you came in very early on.
- Quitting the game (disconnecting) after the first bag of gold has been brought back and before the end of the game is counted as a disconnect in the stats. The ration of disconnects is used in the stats asa tie breaker, the less you have the best it is.
- Quitting the game (disconnecting) if you do not have your full hit points, or if you are in Madness, will give you a warning. After a certain ratio of warnings versus games played, your character stats will be inactivated. We do not encourage players to jump out when they are about to be killed. Those that abuse this possibility will simply be removed from the stats.
- Qutting a game in progress and logging in another character is not recommended. It disrupts the game in progress. For players that do this, and log back in with another character right away, their kills for the remaining of the game will not be counted, while their deathes will. The gold and team victory either will not be counted for this game.

Most of these rules relies on the stats that can be consulted from the www.nwtactics.com web site..

 

 RACES IN NWTACTICS

In NWTactics, Half Elves get a +2 bonus to all their saves.
Gnomes get a +10 bonus to the set traps and to the Disarm trap skills, as well as a +2 will save bonus versus Phantasmal killer spell (hardiness to illusions).

 

 CLASSES IN NWTACTICS

In NWTactics (level 12), a character is considered of a specific class once he has 7 levels in this class. So for NWTactics purpose, a Barbarian 7, Druid 5 will be considered as a Barbarian. Someone with no class level above 6 will be considered multiclassed.

A character is considered Master if he has only one class (some prestige classes level can count as the same classe for specific classes). Master characters have access to special items.

Barbarians
Barbarians level 7+ get a Combatant focus that gives them +2 Constitution and +2 Strength.
Master level item for Barbarians is either an Amulet of Constitution +2, Strength +2 and Discipline + 4; an Amulet of Constitution +2, Universal save +2 and Discipline + 4; an Amulet of Constitution +2, Dexterity +2 or a special +2 enhancement, +2 discipline weapon, +1d4 extra damage weapon of their choice.
Rage can be piled up...the second extra instance will give a bonus of +1 Attack bonus and 12 + Constitution modifier temporary hit points. Each subsequent instance will provide 12 + Constitution modifier extra hit points.
Recommended Kit:
Offense

Bards
Bards level 7+ get a Harp of Haste 1/day.
Master level item for Bards is a Ring of Sound burst x1, Cure Critical Wounds x1, and either Taunt +1 and Improved Evasion; or Charisma +2, Taunt +3, Discipline +3; or Strength +2, Discipline +3, Parry +3; or Dexterity +2, Parry +3, Taunt +3
Bardsong effect lasts three times longer on the bard itself (base is 10 + charisma modifer rounds) and gives a Constitution bonus to the bard who casts it. The effects have been reworked to fit both with the specific level 12 and the kits content. Skill point bonuses are halved for non bards who hear the song. AC Bonus is a dodge bonus.
Perform >= 46, Level >= 12 : AB +2, Damage +2, Will +2, Fort +2, Reflex +2, Constitution +5, AC +4, Skills Bonus = 4
Perform >= 44, Level >= 11 : AB +2, Damage +2, Will +2, Fort +2, Reflex +2, Constitution +4 ,AC +4 ,Skills Bonus = 4
Perform >= 42, Level >= 11 : AB +2, Damage +2, Will +1, Fort +2, Reflex +2, Constitution +4, AC +4, Skills Bonus = 4
Perform >= 39, Level >= 10 : AB +2, Damage +2, Will +1, Fort +2, Reflex +2, Constitution +4, AC +3, Skills Bonus = 4
Perform >= 36, Level >= 10 : AB +2, Damage +2, Will +1, Fort +2, Reflex +2, Constitution +4, AC +3, Skills Bonus = 3
Perform >= 33, Level >= 9 : AB +2, Damage +2, Will +1, Fort +2, Reflex +1, Constitution +4, AC +3, Skills Bonus = 3
Perform >= 30, Level >= 8 : AB +2, Damage +2, Will +1, Fort +2, Reflex +1, Constitution +4, AC +2, Skills Bonus = 3
Perform >= 27, Level >= 7 : AB +2, Damage +2, Will +1, Fort +1, Reflex +1, Constitution +3, AC +2, Skills Bonus = 2
Perform >= 24, Level >= 6 : AB +2, Damage +2 , Will +1, Fort +1, Reflex +1, Constitution +2, AC +2, Skills Bonus = 2
Perform >= 21, Level >= 5 : AB +2, Damage +2, Will +1, Fort +1, Reflex +1, Constitution +2, AC +1, Skills Bonus = 1
Perform >= 18, Level >= 4 : AB +1, Damage +2, Will +1, Fort +1 ,Reflex +1 ,Constitution +2, AC +1, Skills Bonus = 1
Perform >= 16, Level >= 3 : AB +1, Damage +2 ,Will +1, Fort +1, Reflex +0, Constitution +2, AC +0, Skills Bonus = 0
Perform >= 13, Level >= 2 : AB +1, Damage +1, Will +1, Fort +0, Reflex +0, Constitution +2, AC +0, Skills Bonus = 0
Perform >= 10, Level >= 1 : AB +1, Damage +1, Will +0 ,Fort +0, Reflex +0, Constitution +1, AC +0, Skills Bonus = 0
Bards can get special lore items (See
Lore Skill): Gloves of performing (+10 Perform) for (10) Lore, SpellTune Ring: One spell of level IV if Bard level 7+ for (15) Lore, SpellSong Ring: one spell level V if bard level 12 for (20) Lore.
Bards can chose to respawn in the Tavern.
Recommended Kit:
SpellDancer

Clerics
Master level item for Clerics is a Holy Symbol of Cure Light Wounds and Aid
Selecting a specific domain provides the advantages below in NWTactics
The following domains provides additional effects:
SUN Domain: Daze effect duration of Hammer of god is 3 rounds.
EVIL Domain: Harm does 85 damage instead of 70. Negative energy ray and negative energy burst do 2 more points of damage to each target.
DEATH Domain: Circle of doom does 1d6 per caster level instead of d4.
GOOD Domain enhances duration of Bless, Aid and prayer spells by one turn per cleric level on each target of these spells.
WATER Domain allows the cleric to be immune to the permanent effects of disease, curses and poisons. They do apply as normal but dissipate naturally.
DESTRUCTION Domain power increase by +2 the save malus given by the spells Bestow Curse (WILL), Disease (FORT) and Poison (REFL)
WAR domain power lasts 1 turn per charisma modifier above the normal value.
STRENGTH Domain power lasts 1 turn per charisma modifier above the normal value.
TRICKERY Domain power lasts 1 turn per charisma modifier above the normal value.
FIRE Domain provides bonus damage equal to caster level on the fire portion of the flame strike spell (after save is applied)
ANIMAL Domain summons list is modified
:
I -III: Dire Spider
IV: Stag Beettle (75 HP)
V: Wolven (Pack Leader)
VI: Spider Queen
Recommended Kit:
Healing Kit

Druids
Master level item for Druids is a Ring of summon Elemental, or Greater Restoration (without it's healing component), or Creepig Doom. Elementals summoned are according to the team of the Druid (GreenWood summon Earth Elemental, RedStone summon fire elementals, BlueRidge summon Air Elemental, SilverStream summon Water Elemental)
Druid summons list is modified :
I -III: Wolf, Pack Leader
IV: Dire Bear
V: Tiger Dire
VI: Ancient Dire Bear or Elemental (If the Druid as the Master level Ring).
Druids can be affected by the Hold Animal spell (they are considered as animals for the purpose of this spell)
Recommended Kit:
Elemental Kit

Fighters
Fighters level 7+ get a Combattant focus that gives them +2 Constitution and +2 Strength.
Master level item for Fighters is either a Ring AC +5, or Will save +5 and AC+2, or Fort save +5 and AC+2, or Ref save +5 and AC+2, or a special +2 enhancement, +2 discipline weapon, +1d4 extra damage weapon of their choice.
Recommended Kit:
Combat Kit

Monks
Monks level 7+ get Monk's glove , +1 AB, +1d4 Bludgeoning damage, Discipline + 3, Weapon Finesse Feat.
Master Level item for Monks is a choice between Gloves with +4 hide, +6 Discipline, Weapon Finesse, and either +3 AB/+ 1 damage; or +2 AB/+1d4 damage; or +1 AB and +4 Damage. Monks level 12 can also select a special kama +2 when choosing their weapon (kama of Deafness, kama of Blindness or kama of Weakening). NB: Only monks level 12 can get kamas (or characters with no monk levels).
Recommended Kit:
Martial Artist Kit

Paladin
Paladins at level 7+ get a ring Charisma +2, Strength +2
Master Level item for Paladins is a Ring of Charisma +4; or Charisma +2 and Strength +2; or Charisma +2 and Dexterity +2; or a choice of Holy Avenger one handed weapons (Swords, Axes or Flails)
Paladins that acquire the power of summoning through another class get access to the following list:
I: Hound Archon (paladin level 4+)
II:Half-Celestial (Paladin level 5+)
III: Celestial Avenger (Paladin Level 6+)
Paladin get extended durations and other advantages when casting
Aid, Bless , Prayer and Resistance spells
The Paladin cure disease ability does not remove the permanent effect of a disease.
Recommended Kit:
Purple Dragon Knight

Ranger
Rangers level 7+ get a Ranger Focus (+2 WIS, +2 DEX)
Master Level item for Rangers is either a Ranger Focus +2 WIS, +2STr; or +2WIS, +2 DEX; or +2 WIs, +2 CON; or one ranger weapon amongst these: Hunter bow +2 to hit, Mighty +5, +1d10 critical; or Ranger Weapon (long sword, short sword (+2 to hit, +1d6 damage, 1d10 massive critical)  , scimitar or rapier (+2 to hit, +1d6 damage, 1d6 massive critical); or Axes (battle or hand axe) with same powers except 2d6 massive critical and damage bonus is bludgeoning.
Ranger summon list is modified:
I: Grig (Ranger level 4+)
II: Pixie (Ranger level 5+)
III: Dryad (Ranger level 6+)
Rangers get extended durations when casting the
Aid spell, and get an increased effect when casting Resist Elements, Protection from Elements and Invisibility Purge.
Rangers get increased DC equal to ranger level when casting Entangle, Hold Animal and Sleep spells
Composite bows (Bows with the mighty attribute, which allows using strength modifier for damage) are only available to Rangers and/or Arcane Archers (use the total level of these two classes: Level 1-3 gives Mighty +1, level 4-6 gives Mighty +2, level 7-9 gives Mighty +3, Level 10-11 gives Mighty +4).
Recommended Kit:
Scout

Rogues
Rogues level 7+ get a bag of Holding, a rogue focus (+2 PickPocket +2 Move Silently) and a rogue dagger. The bag allows the character to carry gold without being encumbered. The rogue dagger is +1 attack bonus, and has powers according to your alignment.
Good = Silence DC 22, 50%, 2 rounds
Evil = Fear DC 14, 50%/2 rounds
Neutral = Slow, DC 16, 75%/ 1 round

Rogues level 7 or more can choose to respawn at the Inn.

Rogues get becomes Master Rogues if the sum of rogues and assassin level of the character is at least equal to 10.
Master Rogues get a Rogue Focus (+2 Dex, +2 move silently, +4 hide + 2 pickpocket, +2 open locks) If the character has only a single class Rogue, the Rogue Focus is then +2 DEX, +10 Hide, +5 Move silently, +2 pickpocket, +3 openlocks.

Master Rogues can also select an item from the following
- backstab dagger: +2 Attack Bonus, Keen, +1 slashing damage, +2d6 Massive Critical damage.
- Level 7+ rogue dagger (see above)
- combat dagger: +2 Enhancement Bonus, weapon finesse.
- Evading dagger: +1 AB, Improved Evasion
- Deflecting dagger: +1 AB, damage resistance +1/10
- Shadow boots : +3 hide, +3 Move silently, +2 AC

Rogues can get a special choice of lore potions: Cat's grace (3), Bull's strength(3), clarity(5), invisibility(5), heal(7) and freedom of movement(7). These potions canno't be kept from one game to the next.
When successfully picking the lock of a door, your hide and move silently skills values will be reduced for 3 rounds by -15 each. When using an enemy catapult, the same reduction applies but for 9 seconds only. When taking bags of gold, your hide and move silently skill values will be reduced by -5 for each bag picked for 5 rounds.
NB: In NWTactics, True seeing does NOT allow seeing hidden characters any more.
Recommended Kit:
Spy

Sorcerers
Master Level item for Sorcerers is a Ring of Meteor Swarm
Recommended Kit:
SpellCrafter

Wizards
Master Level item for Wizards is a Ring of Meteor Swarm.
Wizards get to learn all the spells they want. They can talk to the kobolds in the entry area to get spell scrolls for use in learning all spells that they want, and should learn them before entering the module.
Recommended Kit: Red Wizard of Thay

  PRESTIGE CLASSES IN NWTACTICS  

Arcane Archer
Fire arrows inflicts an extra 2d6 damage per caster level to the targets in the area of effect (reflex save like fireball)
Seeker arrow inflicts normal piercing arrow damage and and extra 12 + 3d12 magical damage.
Composite bows (Bows with the mighty attribute, which allows using strength modifier for damage) are only available to Rangers and/or Arcane Archers (use the total level of these two classes: Level 1-3 gives Mighty +1, level 4-6 gives Mighty +2, level 7-9 gives Mighty +3, Level 10-11 gives Mighty +4).

Assassin
Each Assassin level count as the same as a rogue level, for purpose of getting access to the rogue focus and Rogue master item.
Assassins have the possibility to select more than one Master Dagger, provided they qualify for Master Item. In this case, Assassins have access to a special Wounding dagger which is unavailable to characters with no Assassin level.

Blackguard
Blackguard summons are a Ghast, (lev 3) a Whight (lev 5) or a Doom knight (lev 7) according to the Blackguard level.

Harper Scout
Tymora smile provides a bonus of 2 + Charisma Modifier to all saving throw for 5 turns.
Harper Scout can freely enter the Harper's Sanctuary. They can chose to respawn there. They can duplicate a potion there, provided they have already one with them. They need to go to the Harper Cabinet to do so, and open it.
Harper Scout have access to all potions as lore items like Rogues do. All potions are available regardless of Harper level, and an extra polymorph potion is also available for 12 lore points.

Shadow Dancer
Shadow Dancers only have access to one type of weapon: melee shadow weapons. They can not get ranged or thrown weapons, and they do not get benefit from any weapon that would be included in a kit, even if the pre requisite for the kit's weapon are met.. Shadow weapons have +1d10 damage of their type, and a +3 spot bonus attached to them. When hitting, the shadow dancer will lose Hide and move silently for a 2 rounds.
Shadow Dancers can not use Shields.
When failing a saving throw in a non instantaneous non dazing Area of Effect spells, the shadow dancers lose -50 to their stealth abilities for the duration of the effect they failed against.
Casting a spell for a shadow dancer reduces stealth by -50 for 2 rounds after casting.
Shadow Dancer of level 1 and 2 get a -10 malus to Hide and Move Silently.

Champion of Torm
Divine Wrath duration is 3 rounds plus charisma modifier.

Red Dragon Disciples
They can use the breath of their team's Dragon Lord. This breat inflict elemental damage and can daze the opponent for 1 round.

Shifters
Kobold commando form sword is the same as shaodw sword. Kobold commandos get penalties to sneak after they attack, for 2 rounds (See Shadow Dancers)
A polymorphed shifter in a AOE dispel has to roll a dispel check or be unpolymorphed, on top of the normal AOE dispel effect.

Weapon Masters
Weaponmasters levels count as other classes level for special items for the following classes: fighter, barbarian and Rangers.

 

FEATS IN NWTACTICS

Brew Potion feat allows the character to access the lore potions from rogues and harper scouts for the same lore price.
Craft Wand reduce the lore cost of the wans by half.
Defensive Roll feat allows "faking death". When you have been killed for the first time after exiting your sanctuary, and you click on respawn, you respawn where you have been killed with 1/4 your maximum hit points. You can use this ability only once before having to go back to your sanctuary as it is reset at that time. Until it is reset, or until the first time you die, your "second" death will not be logged in the stats.
Dirty Fighting mode provides you immunity to sneak attacks while you are in dirty fighting mode.
Expertise Feat feat reduce your choice of armors. You will not be able to ask for heavy armors or Tower shields at the officers.
Divine Might damage bonus is Charisma modifier (max +5), and the duration is equal to 3 + charisma modifer rounds.
Divine Shield armor bonus is equal to 3 + Charisma modifier/2, and the duration is equal to 3 + charisma modifer rounds.
Improved Parry allows your character to get immunity from critical hits while in parry mode.
Opportunist feat gives a +8 bonus to Disarm traps, Appraise and Craft skill Rolls.
Slippery Mind feat gives immunity to the death effect of Phantasmal Killer spell (default damage done by the spell still applies).
Skill Mastery feat allows taking 20 on the open locks roll, and gives +4 bonus when doing set traps roll for trap effects.

 

SKILLS IN NWTACTICS

Animal Empathy: This skill can be used to befriend animals from herds showing up on the maps. It can also be used to avoid damage from spells or swarms of animals (like creeping doom). There is a specific area in the Market (the zoo) where you can find animals to use empathy on. The higher your skill roll is, the more levels these animals will have (one extra level per 10 over a DC 10 base)
Appraise: This skill can be used in the Market, when searching the crates of unused materials for bit and pieces. A successful skill roll will allow you to find enough material to form a Grenade type weapon, provided you do not already have one. You will be able to do one Grenade for every 5 points of your skill roll.
Bluff: This skill can be used to reduce the persuade roll of the enemy team in the Tavern, when talking to the mercenary Captain, as well as in the Market, when talking to Doo-It Youssef.
Craft Trap: Craft Trap allows to rebuild a trap that has been lost (Still under work), when visiting the Tinker at the Market (Doo-Hit Youssef).
Craft Weapons and Craft Armors can be redeemed at the market for Gold. This gold can then be used to use these craft skills, or buy some special items for the merchant shop in the Market (On top of the central stairs). Gold can also be used to rest in the Inn at the market (there is only one common room so fight may erupt there). From the Inn you can get diretcly into the tavern.
Disable Traps: Disable Traps is used automatically when the character step on an enemy trap, provided the trap has previously been detected (using the search roll).If the Disable Trap roll exceed the Set Trap roll of the character that did set the trap, then the trap triggers with no effects (it is not lost, and can be recovered at the officers). The Opportunist feat gives a +8 bonus to this skill, and One with the Land spell gives a +4 bonus.
Intimidate: Thisskill is used automaticaly in NWtactics in the following way. Whenever you damage a NPC character or monter, you roll an intimidation check versus 15 + HitDie of the NPC + Intelligence modifier of the NPC. If you succeed at your roll, the NPC breaks morale and will rou for 2 rounds.
Lore: The Lore skill points that your character has is a pool that can be used for each NWtactics game to get minor items: Potion of Moderate Wounds (1), Wand of Identify (2), Potion of Cure Serious Wound (3), Potion of cure Blindness (2), Wand of lesser dispel (4), Potion of Lesser Restoration (5), Potion of Cure Critical Wounds (6), Wand of Unpolymorph (6), Wand of Knock (7), Wand of Dispel (8), Wand of Dismissal (9), Dark Blake’s crypt key (10-non good only),
Harpers Pin (10-Non Evil Only). The number indicates the number of lore points used to get the item. You can't get more bonus items during a map than your lore skill value (taking into account the bard's bardic knowledge feat). At the end of each map, this value is reset to allow you to get new items. Rogues get access to special potions (See rogues description)
Parry Skill: The following weapons give parry bonuses: dagger +2, katana +2, quarterstaff +4, long sword +4, war hammer +4, short sword +6, light hammer +3, halberd +6, hand axe +6, kama +5, dire mace + 10, light shield +10, large shield +6, tower shield +2.
When in parry mode, you get immunity to critical and sneak attacks for one round, for every round you spend in parry mode, if you have the feat Improved Parry.
Pick Locks: This skill is used to pick the closed locks of doors. The DC is usualy hard (30 to 40 for level 12). Some doors can have lower DCs. Doors with a secret mechanism can't be opened by picking the lock, only with the search skill. When the roll is done, the system will automatically take 20 and display a success, but a second d20 roll is then made and the door will unlock only if this second roll is successful. So you may fail this second roll, even if the NWN interface indicates a success on the lock. This feature is done to give a real impact to the open locks skill bonuses variation, and avoid ultra optimization, by just putting enough skill points to reach a required DC and succeed 100% of the time. The Skill Mastery feat allows you to prevent this second roll.
PickPocket: Objects stolen through pickpocket will disappear after some seconds and will be removed from their possessor’s inventory.
Search: This skill is applied automatically when trying to open a door that has a secret mechanism. Usual DC is between 20 and 30, and only one attempt per round is allowed.
Set Trap: The set trap roll is used to gauge the effect of the traps that have been placed. The roll is made when the trap is triggered. Gnomes get a +10 bonus to their Set Trap roll, for trap effects (see traps below). The feat Skill Mastery gives a +4 bonus to the set trap roll.
Spellcraft: some spells have been changed to type_spells, for which the spellcraft save bonus of +1/5rank does apply. The spells are Hold person, Hold Monster, Doom and Fear.
Use Magic Device: The use magic device skill is used to activate objects on the maps on the maps (like catapults, magic gongs, or special levers). If you have skills in it, the item effect will be better. It will also allow you to activate usable items belonging to the other team, which can't normally be used (the base DC for this is 10). Some devices (levers) may spawn Guardians if you have this skill. In this case, a successful roll indicates that the monster will then try to reach the gold delivery point for the other team and may force open the doors of the enemy team when so doing. When using your own a catapult, if the roll beat a DC20, then your friends in the area will not be hurt by the catapult effect.
Persuade: You can go to the Tavern to Persuade one of the mercenaries there to join your cause. If you succeed, you will get to choose where a mercenary soldier of the chosen faction will appear on the map. You will then be transported immediately to the selected spot, and can at leisure order the soldier around. Only one persuade roll is allowed per visit to the tavern, and even if it failed, you will have to go back to your sanctuary at least once before the mercenaries will talk to you again.
Tumble: If your character has 10 ranks in tumble or more, he or she can't select any medium of heavy armors from the officers, nor any Tower or large shield. With 5 ranks or more, only the heavy armors will not be available, as well as the tower shield.

ITEMS

Armors
Robes and clothes give +2 reflex save (Dragon Friend robes give a +1 Concentration bonus).
Padded gives +1 discipline (Dragon friend padded armors give another a +1 Hide and Move Silently bonus).
Leather armor gives +1 discipline (Dragon friend leather armors give another +1 Hide bonus).
Studded armor gives +1 discipline, and 10% invulnerability to piercing.
Scale Mail armor gives 25% invulnerability to piercing, and 10% vulnerability to bludgeoning.
Chain Mail armor gives +2 discipline.
Splint mail gives +2 discipline and 50% invulnerability to piercing, and 25% vulnerability to bludgeoning damage.
Half Plate gives +3 discipline and 25% invulnerability to piercing, and 10% vulnerability to bludgeoning
Full plate gives +3 discipline.
Dragon Friend Helmets give a +1 Discipline bonus.
Dragon Friend Helms give a +1 Listen bonus.
The Arena Champion helmet provides +1 AC.

Weapons
Melee weapons.
Melee weapons do an extra 1d8 elemental damage according to the team the player is in. Small and double weapons have 1d6 extra damage, and kukri have 1d4+1 extra damage.
Switching weapons generates an attack malus of -20 for 3 seconds.
Attacking and hurting a NPC enemy with a melee weapon can result in a loss of morale if you have the intimidation skill (see
Skills)

Disarming.
A disarmed weapon is lost when disarmed and is recreated in it's owner inventory after one round. Daggers are broken when disarmed, and are not recovered.

Ranged and thrown weapons.
All ranged and throwing weapons, once equipped, provide a move malus of 15%. This is done to prevent the run and gun feature with such weapons.
To get your normal speed back, you need to unequip your weapon. You can only get one type of ranged or throwing weapon from the officers.
Composite bows (Bows with the mighty attribute which allows using your strength modifier for damage) are only available to Rangers (Level 1-3 gives Mighty +1, level 4-6 gives Mighty +2, level 7-9 gives Mighty +3, Level 10-11 gives Mighty +4). The Hunter bows (special item for ranger level 12) are Mighty +5.
Normal bows break if they are disarmed.
All ammunitions in NWTactics come packed. To be used they need to be unpacked (use the power of the packed weapon object).

Special rulesfor weapons.
Kamas
are only available to characters with either 0 Monks levels or Master monks. Master Monks get a special choice of extra kamas.
Whips generate a pain spell effect on hit (see Pain Spells)
Halberds when bashing a door open, does 1 extra structural point of damage per hit.

Shields
Small shield provides a bonus of +10 to parry. They are magical and provide +1 AC bonus.
Large shield provide a bonus to parry of +6, and 10% invulnerability to piercing weapons. They are magical and provide +1 AC bonus.
Tower shield provides a bonus of +2 to Parry. They are magical and provide +2 AC bonus.

Shields used by a non spell casting build get a +3 bonus discipline.
 

Others
Insect Repellant: carrying this bottle allows you to avoid being perceived by vermin (e.g spiders and beetles). It also protects from the bites of angry wasps (like the ones on the map Trouble at Tiny Town).

Harper's Pin: This sign allows you to enter the Harper's Sanctuary, a place where you can rest. Most often, this entry will be found inside the Harper's Haven next to the healing fountain, but sometimes there can be a direct entry to it from the map. The sign will be lost when going through the door, and only the character using it will benefit from it.

Dark Blake's Crypt Key: This is the only way to get into the Crypt of the dreaded Pirate Dark Blake from the dust covered door located in The Pit. You lose the key when you open the door, but others can enter the crypt at that time until the door closes again. The only exit in the crypt is through a trapped portcullis. If you have a second such key, you will be able to pass through safely.

Map of DeepWoods: Some maps have special shortcuts (deepWoods) that can only be accessed if you are under the effect of the Spell One with the Land or if you possess the Map of DepWoods (Example: snowField Map).

Special quivers: These quivers allow you to get special arrows from the officers when you request new ammunition from them. They arrows are not more powerful than standard arrows but just look cooler!

 

TRAPS

- The Trap kit allows you to select up to 7 different traps from the following:
Tangle: Reflex Save equal to set trap roll, Area Medium Slow for 5 rounds (affects only enemies).
Fire: Reflex save DC 25, Area Large Fire damage 5d6 + 1 point per set trap roll
Electricity: Reflex Save DC 25, Area Large Electrical damage 5d6 + 1 points of set trap roll
Acid: Reflex Save DC 25, Area Large Electrical damage 5d6 + 1/2 points of set trap roll. Evasion reduces damage but less than for electricity and fire.
Frost: Player triggering gets cold damage 6d6, Fort save DC = set trap roll or paralysed 2 rounds
Holy: Player triggering gets X percent of their current hit point lost, X being equal to the Set Trap roll. Minimum damage is half the set trap roll. This trap is available to Good characters only.
Gas (Smoke): Removes invisibility and all effects that the player cast on himself. It also gives -30 to hide and move silently rolls for a number of seconds equal to the set trap roll.
Negative: Player triggering gets -2 to all their abilities if they fail a will save of the set trap roll DC. This curse effect is permament if the character fails a will save. If the character also fails a Reflex save he is Knockdowned for 1 round, and if he fails a Fortitude save he suffers 6d6 negative damage. Trap available to Evil Characters only.
Piercing: damage is equal to a number of d3 equal to creator set trap skill roll minus target AC number (d2 if target has evasion, and d1 if target has improved evasion). Damage is piercing and bypass stoneskins.
Sonic trap: player triggering and all in area of effect gets 6d6 sonic damage, Fort save DC = Set trap roll or be deafened and silenced for 4 rounds. Area of effects increases according to trap roll success.

- The Set Trap roll is done at the moment the trap is triggered.
- Traps are not triggered by players of the same team, but all players regardless of team are affected by the damage effects if they are in the area of a triggered trap (the only exception being the tangle trap which only targets enemies)
- Gnomes characters get a +10 bonus to their Set traps roll for trap effects.
- The skill mastery feat gives a +4 bonus to Set trap rolls.
- Find Trap spell disables all the traps in range, when it is cast. Traps disabled in this way are available again to their original creator in the sanctuary.
- If a trap is triggered by an enemy, the player gets the possibility to replace it if he goes back to his sanctuary.
- If a character dies with traps in his inventory, these traps are lost for this game. The only way to replace them is to go in the Market and pay a visit to Doo-It Youssef. If you have craft trap you will be able to rebuild some.
- When a trap is disarmed or removed by an enemy, the trap is lost to its creator. He won't be able to replace it until the beginning of next game, or until he go visit Doo-It Youssef.
- All the traps set by a player become inactivated when the player leaves the game. If not removed, they just trigger with no effects if someone steps on them.
- A player can't change kit or team while he has some traps that are either lost, or not triggered.
- If an enemy dies just after triggering a trap, his death is logged for the trap creator.
- With the Craft Trap skill, you can go to the Market to recover one of your lost trap.
 

SPELL INFORMATION

For balance reasons, or to make each spell useful in a level 12 setting, some spells have been slightly altered or sometimes modified completely. The durations for the spells that provide beneficial effects are standardized with a minimum time that allows to account for the rapidity at which events occurs in a real time game format like NeverWinterNights. This means that low level spells cast by low level casters still have a duration which makes them worth taking one full round to cast. Those based on hours or turns are now all based on turns, and if the caster level is less than 6, duration is minimum 6 turns. For the kind of spell whose base duration is rounds, minimum duration is 3 rounds.

Aid gives an attack bonus of 1, and a bonus to saving throw versus Fear equal to 1 + paladin level of the caster. It does not provide temorary hit points anymore. If caster is Paladin level 7, target also benefits from +1 damage (positive type). Duration of the spell is increased by + 1 turn per Paladin or Ranger level of the target + 1 turn per cleric level of the caster if he has the GOOD domain.
Acid Fog duration is half caster level in rounds. Movement speed reduction is 80%. Damage is 4d6 per round.
Acid Splash: see Pain spells
Amplify duration is 2 rounds per caster level. The spell gives a +5 bonus to the Listen skill.
Animate Dead must be cast near a dead body. All dead bodies in the area of effect will spawn a zombie. These creatures are mindless corpses that will be driven to attack the enemy Lord, possibly hindering the enemy team in the process (a maximum of 4 zombies can be created for the same time at any given time).
Banishment (SoU) removes all summoned or dominated creatures, outsiders, henchmen animal companions and familiars in the area of effect and inflict 12 damage Magical damage to their controler (No Save) per creature thus removed. Area of effect is one step bigger than dismissal.
Barkskin gives a Natural AC bonus. AC bonus is equal to druid level + (cleric level / 4) with a maximum 5 (according to normal level rule for the spell) and a minimum of +1.
Bestow curse reduces target Will save by 3 points for a number of rounds equal to the caster level (this effect is not subject to SR or saving throws). If the caster has the Destruction domain, malus is 5 instead of 3. If the caster has the Spell Focus: Necromancy feat, the curse can only be removed by the remove curse spell. Resting or respawning will not get rid of necromantic curses. There is a herbalist at the tavern that can cure cursed characters for a small amount of the team's current gold.
Blade Thirst give a +3 enhancement bonus for 5 rounds.
Bless has its duration extended + 1 turn per Paladin level of the target + 1 turn per cleric level of the caster if he has the Good domain. Bless provides +1 attack, and +1 + half caster Paladin level to saves vs fear.
Blindness/Deafness spell DC is increased by 2. It also prevents using stealth effectively, reducing it by 50 for the duration of the spell. Duration is half caster level.
Bull Strength STR bonus is +4 (Uses D&D 3.5 edition rules)
Chain Lightning spell does 16d6 base damage, instead of caster's level.
Charm Person* spell lasts for 6 seconds (9 if maximised). It also forces the target to drop the item held in right hand, and give a stealth malus to the target for 2 rounds.
Charm Monster* spell lasts for 2 rounds (3 if maximised). It also forces the target to drop the item held in right hand, and give a stealth malus to the target for 4 rounds.
Circle of Healing heals 1d6 per caster level with the Healing domain, or 1d4 without it to all friendlies in range.
Circle of Doom deals 1d6 per caster level with the Death domain, or 1d4 without it to all enemies in range. Radius effect is Colossal. negate Stealth for 2 rounds if save failed.
Circle of Death deals 4 levels lost to the enemies in range, and kills all creature in the area that have less than 12 levels/Hit dice. Radius effect is Colossal. negate Stealth for 3 rounds if save failed.
Clarity duration is 4 rounds + 4 rounds/caster level. Clarity doesn't protect any more from fear and hold effects.
Clairaudience duration is 6 rounds + 2 rounds per caster level. Bonus to spot and listen is 4 + half caster level.
Cloud of bewilderment last 1 round per caster level and generate a 1 round daze and 1d6 round blindness
Cloudkill duration is 1 round per 2 caster levels. Creatures level 1 to 6 are killed automatically and creatures of level 7 to 11 must save or die. Damage is 2d8 per round. Characters failing a fort save (each round) in the area get poisoned.
Color Spray effects is blindness/deafness, and lasts for 1d2 rounds (See Blindness for effect).
Combust will inflict initial 2d6 damage, +1d6 per round until the save is made.
Confusion* duration capped to 5 rounds.
Contagion introduces red slaad eggs in victim's body. Disease effects are permanent and can only be removed by a cure disease even if the character dies and respawns, or restocks his material. Contagion also reduces victim's Fort save by 3 points for a number of rounds equal to half the caster level (this effect is not subject to SR or saving throws). There is a herbalist at the tavern that can cure diseased characters for a small amount of the team's current gold.
Create Undead creates a Ghoul (caster level 1-3), a Ghast (caster level 4-6), a Wight (caster level 7-9) or a Spectre (caster Level 10+)
Crumble (HotU) on top of it's normal effect completely removes any stoneskin spell on the target. If the target is encased in stone (stonehold), target is killed.
Cure spells effect can be increased: with healing domain, bonus is either +1 (CLW), + caster level/3 (CMW), caster level *2/3 (CSW), + caster level (CCW). If Druid, ranger, paladin or bard, bonus of charisma modifier is added as a bonus. After visiting the Curator's shrine, the total amount is doubled,a s an extra bonus. Casting cure on other characters removes invisibility and concealment .
Darkfire last for 3 round plus half caster level and damage bonus is half caster level.
Darkness duration reduced to 1 round per two caster levels.
Daze affects characters regardless of level for 2 seconds.
Death Armor provides immunity to cold 20%. Shield effect inflicts d4cold damage to the opponent hiting the caster. The spell lasts 1 round per caster level.
Dismissal now works with no saving throws or spell resistance on summoned monsters, animal companions and familiars in the area of effect.
Displacement for wizards and sorcerers level 7+, gives concealment 50%. For all others, it gives only 25% concealment.
Divine favor (SoU) Duration is 5 rounds.Damage bonus for Paladins and Blackguards is 1d4 (level 1-3), 1d6 (level 4-6), 1d8(level 7-9) or 1d10 (level 10-12)
Divine Power doesn't give extra attacks any more, but provides a + 6 STR and a bonus to your attack bonus to bring your character to an attack bonus equal to your caster level. You also gain extra hit points equal to the 3 x caster level, above and beyond the maximum number of hit points you can have according to your build.
Divine shield (SoU) armour bonus is Magical armor instead of dodge. Bonus is 3 + half Charisma modier, and the duration is equal to 3 + charisma modifer rounds.
Doom is now a type_spell effect. Doom also reduces victim's Fort save by 1 point for a number of rounds equal to half the caster level (this effect is not subject to SR or saving throws).
Dominate Person* duration is 2 rounds + 1d2 rounds. DC for save is increased by 1 point. It's an offensive spell, and as such negates invisibility and sanctuary.
Electrical loop damage is 2d6 and save versus will or be dazed 1 round.
Electrical Jolt: see Pain spells
Elemental Protections: All elemental protection spells covers these five type of energy in the same way: Fire, electricity, cold, acid and sonic.
Endure Elements: See Elemental protections.
Energy Buffer:
See Elemental protections.
Enervate
requires a ranged touch but there is no save.
Entangle spell has an increased DC for Rangers equal to the ranger's level. Duration reduced to caster level / 3 (minimum 1 round).
Etherealness (SoU): See Greater Sanctuary.
Ethereal Visage : Duration is 6 rounds + 2 rounds per caster level. Concealment effect is separated from other effects which will not be removed anymore by Invisibility purge. Damage resistance is 20/+2.
Expeditious Retreat (SoU): Duration is 3 rounds, and spee increase is 140%. Expeditious retreat does not affect undeads, and does not stack with haste.
Fear duration has been capped to a maximum of 2 rounds of duration (3 rounds if metamagic used). Spell type is type_spell instead of mind_affecting (it is still cancelled by lesser mind blank or mind blank kit, but not by clarity spell)
Feeblemind spell generates a loss of intelligence, wisdom and charisma of d4 + caster level that lasts for 2 rounds per caster level.
Firebrand (SoU) spell now has a dexterity save for half damage. Improved evasion works.
FireShield : Fireshield provides 50% immunity to fire and electricity. Shield effect inflicts d6 + half caster level fire damage to the opponent hiting the caster. The spell lasts 1 round per caster level.
Flame arrow's SR check is made once for the spell, not once per arrow. Each arrow does 4d6 + 1 damage.
Flame Weapon lasts 3 rounds plus half caster level and damage bonus is caster level/3.
Flare: see Pain spells
Flesh to Stone (SoU) duration is now 3 rounds
Ghoul touch cloud effects last for 2 + 1d6 rounds instead of 2 + 1d6 turns.
Ghostly Visage duration is 6 rounds + 2 rounds per caster level. Concealment effect is separated from the other effect (See Etheral visage). Protection is 10/+1.
Globe of Invulnerability duration is 6 rounds + 2 rounds per caster level.
Greater Restoration also provides immunity to blindness, deafness, curses, poison and diseases for 1 turn per caster levels to the target. It also removes all permanent effects of diseases and poison and curses.
Greater Sanctuary (SoU) transport the cleric on the ethereal plane. This plane provides shortcuts to different places on the map! A character can not enter or leave the ethereal plane while his mind is not at peace (i.e. while he is in combat mode), or while carrying Gold. Invisibility and sanctuary effects do not carry on from one plane to another.
Greater Shadow Conjuration : See Shadow Magic below
Greater Stoneskin duration reduced to 1 turn per caster level, and is pierced by weapons +3 or greater.
Gust of wind (SoU) knockdown effect last for only 1 round. The dispel effect for AOE last for 3 consecutive rounds.
Hammer of the Gods daze effect lasts 2 rounds unless the cleric has the Sun domain, in which case duration is 3 rounds.
Haste only provides up to +40% movement speed increase. This increase can stack with other movement increases but is capped to 140% of character movement rate. A monk level 12 that has 140% will only gain 5% more speed. The spell does not provide an increase in attacks, spell casting or armor class any more. Haste does not affect undeads.
Harm does a maximum of 70 damage points and 85 dmg with the Evil domain.
Heal spell only does a full heal if the cleric has the Healing domain. Otherwise it heals 80 hit points.
Hold animal* has a DC increased for Rangers equal to the ranger's level. This spell also affects characters if they have at least one druid level. Spell type is type_spell instead of type_mind_effect, thus every 5 spellcraft points get +1 save bonus versus this spell.
Hold person* lasts for 1 round +1d2 rounds. Spell type is type_spell instead of type_mind_effect, thus every 5 spellcraft points get +1 save bonus versus this spell.
Hold monster* lasts for 2 rounds + 1d2 round. Spell type is type_spell instead of type_mind_effect, thus every 5 spellcraft points get +1 save bonus versus this spell.
Horizikaul boom is d3 sonic damage per two caster levels
Improved Invisibility has its duration reduced to 2 rounds per caster level. For wizards and sorcerers level 7+, concealment is 50%. For all others, it gives only 20% concealment.
Ice dagger damage is d4 + caster level.
Identify provides information about the target character (race, player, classes and level, alignment, kit equipped, team, kills, deaths, Abilities values, AC, Fort, Refl and Will base save). If cast on oneself, it gives information about the closest character in the same area.
Invisibility Purge: if cast by a ranger, gives an additional see invisibility effect for 1 round when cast. The spell remove invisibility and concealment effects, and only affects enemy characters.
Isaac missiles (SoU) are considered like magic missiles, and are stopped by the Shield spell. No single creature in the Area of effect can take more than half the total number of missiles from one instance of this spell. This applies to both versions of the spell.
Keen edge duration is 3 rounds plus half caster level. It does not apply to kukri and scythe.
Knock spell inflicts 30 structural damage on one gate, at a rate of 10 structural points per round. Only one knock effect can be one any one door at a given time.
Legend Lore gives information about all characters in the game at the moment the spell is cast (race, player, classes and level, alignment, kit equipped, team, kills, deaths, AC, Fort, Refl and Will base save), as well as a +10 bonus to Lore check for 3 turns.
Lesser Mind Blank protects versus all type_mind_affecting spell, as well as type_spell, thus covering a broader selection of spells than clarity.
Lesser Spell mantle duration is 6 rounds + 2 rounds per casterl level.
Lesser Planar binding paralyses any outsider with no save or summons powerful outsiders, but for a short amount of time. The summon lasts for 2 rounds per caster level. The monster summoned is according to alignment: Good: Light Archon. Neutral: Battle Horror. Evil: Imp Lord.
Light , if cast on an enemy, reduces its Hide and Move Silently skills by 25 points for one round per caster level, and increases the spot of the target by 2 points for 1 turn per caster level. Caster receives a penalty of 25 hide and move silently for 3 rounds when casting this spell. Shadow weapon do have this spell automatically cast on successful hit.
Mage Armor AC bonus is equal to wizard or sorcerer level + cleric level / 4, with a maximum of +4 AC and a minimum of +1 AC. AC Bonus is Armour enchantment.
Magic vestment will only give +1 AC bonus per garment, and lasts 1 round per caster level.
Magic Weapons: The normal one only gives +1 enhancement , the greater one will provide a +2 enhancement bonus for 3 rounds plus half caster level.
Mass Haste gives +40% speed and mage armor to all team members in radius. It doesn't give faster attack or spell casting any more. Speed is still capped at 140%. haste does not affect undeads. Radius is Huge instead of colossal.

Melf's Acid Arrow do requires a ranged touch attack to hit.
Mestil Acid's sheath : This spell provides 50% immunity to Acid. Shield effect inflicts d6 + half caster level acid damage to the opponent hiting the caster. The spell lasts 2 rounds per caster level.
Meteor Swarm: Meteor Swarm spell damage output is dependant of the current health of the caster. A caster with 50% of his hit points left will only do 50% of the damage output for each target in the area.
Mind Fog's will save decrease last for 6 + d6 rounds instead of 2d6 rounds.
Minor Globe of Invulnerability has a duration of 2 rounds per caster level + 6 rounds.
Pain Spells: All pain spells require a ranged touch attack and inflict d3 damage and the same amount of discipline loss for 4 rounds.
Phantasmal Killer* kills the victim that fails a fort and a will save. It is prevented by the slippery mind rogue feat and by the true seeing spell. Gnomes get +2 will save versus this spell. The spell is an illusion,not a mind effect.
Planar Ally (SoU) has a "gate like" effect. Lawful characters summon a Spynx, Chaotic a Demon and neutral a Stone golem for a duration of 6 rounds.
Planar Binding spell: automatically paralyses creatures that have some Outsider level or are outsiders if targeted on one or has a "gate like" effect. Evil characters summon a balor, good a paragon (A celestial Giant) and neutral an iron golem, for a duration of 5 rounds(6 rounds for the iron golem). Support spells need to be cast before or the caster suffers a magical disjunction that incapacitates him or her and a random powerful creature enters the map in a random place and will attack anybody regardless of team. Support spells are either protection from Evil/Good or Magic circle of protection or holy/unholy aura.
Poison causes -4 Reflex save malus for 1 rnd/ 2 caster levels (no SR, no save) above the normal effect. Poison effect is now Wraith Spider venom (DC 26 1d6 const loss, secondary 2d6 STR). Poison can only be removed by the remove poison spell. Resting or respawning does not get rid of poison. There is the Blardovian healer at the tavern that can cure cursed characters for a small amount of the team's current gold (1000 Gold).
Prayer's duration is 1 round per caster level + 1 turn per Paladin level of the target + 1 turn per cleric level of the caster if he has the Good domain.

Premonition duration reduced to 1 turn per caster level, and is pierced by weapons +4 or greater. Visual effect is like greater Stoneskin.
Protection from Elements spell amount of damage buffer is increased by the Ranger level, while the damage resistance value is increased by half Ranger level. Spell protects versus sonic effects.
Quillfire (SoU) poison effect require a failed fortitude save to be applied. As all poison, effect is permament if applied. Target that uses the water domain is immune to the poisonous quill effect
Raise Dead spell can only be cast on team members and the character is brought back to life with 30hp.
Ray of Frost: see Pain spells
Regenerate spell lasts for 4 rounds per caster level instead of one round per caster level.
Remove Disease cures definitively disease, and gives immunity to disease to the target for 1 turn per caster level.
Remove Fear effect lasts for 1 turn per caster level.
Remove Poison cures definitively poisoning, and gives immunity to disease to the target for 1 turn per caster level.
Resist Elements spell amount of damage buffer is increased by the Ranger level, while the damage resistance value is increased by half Ranger level. See Elemental protections.
Resistance spell (level 0) has been changed. It now provides immunity to knockdown for 4 rounds (6 with meta magic extend) to the caster plus 1 person/3 caster levels in the area of effect.
Restoration also provides immunity to curses, poison, blindness and diseases for 1 turn per 2 caster levels to the target. It also removes all permanent effects of diseases and poison and curses.
Sanctuary spell duration is 3 rounds plus half caster level. The DC of sanctuary is equal to 11 + Wisdom modifier (no other modifiers apply).
Scare spell has no level restriction and generates a fear effect for one round.
Shades : See Shadow Magic
Below
Shadow Conjuration: See Shadow Magic
below.
Shadow Shield modified: gives only +3 natural AC and damage reduction 5/+3. Other protections unchanged.
Shield (SoU) spell does provides +2 Armor class, and +1 reflex save. AC bonus is AC ARMOR and not cumulative with mage Armor
Silence generates a malus of 50 to the listen skill of the creature targeted.
Sleep* spell affects as many levels as the mod's character level. Duration is 2 rounds, 3 rounds if extended. If cast by a Ranger, the DC is increased by the Ranger's level.
Slow spell duration is 1 round per two caster levels (+ 2 rounds is extended). Area of effect is gargantuan instead of colossal.
Sound burst, when cast by a bard does 5+1d3/bard level sonic damage. Stun duration is 2 rounds for a bard, and 1d2 rounds for all other classes using the spell. Damage type is magical instead of sonic. The target also loses 25 points of listen for one round.
Spell Resistance gives a spell resistance value of 14 + caster level and lasts 6 rounds + 2 rounds per caster level.
Spike growth (SoU) area of effect duration is reduced to caster level / 3 (minimum 3 rounds). The slow effects last for 1 round instead of 3.
Stonehold (HotU) area of effect last 3 rounds plus 1 round per 2 caster levels. A character trapped in the area is encased in stone, and get a damage resistance of 30 (20 versus bludgeoning damage) and immunity to critical. if a crumble is cast on a character encased in this way will cause instant death.
Stoneskin duration reduced to 1 turn per caster level, and is pierced by weapons +2 or greater.
Summon Monster: See summon spells
below.
Tenser's Transformation provides a discipline bonus equal to caster level, and only one extra attack instead of 2 when polymorphed.
True Seeing provides the effect of See Invisibility and immunity to illusion type spells (phantasmal killer for example). It doesn't allow to automatically see hidden characters any more.
True Strike provides + 20 AB for the first 9 seconds, and +10 AB after that for 9 more seconds.
Turn Undead is based on twice the appropriate class level.
Vampiric Touch heals twice as many points as it deals damage (as long as it doesn't bring you over twice the starting amount of hit points you have), and does not require a touch attack. It still requires getting close to the target though.
Wall of Fire deals 2d6 + caster level damage. If cast on someone it generates a reflex save. If the target makes the save the firewall appears 3 seconds later at the spot the person was at when the spell was cast. If the target fails the save the firewall is created on top of them dealing it's normal damage.
Virtue display the nameof the character with their alignement if they are good or evil.
War Cry fear effect duration is 4 rounds. Allies benefits from the +2 AB effect.
Web duration is half caster level in rounds (minimum 2 rounds).

* All spells marked with an asterisk have their DC reduced according to the distance between the caster and the target. This malus is equal to meters / 5.

SUMMON SPELLS

When casting a summon-type spell you become visible if you were under an invisibility or improved invisibility spell.

Duration for the summon now is:
I: 15 rounds
II: 30 rounds
III: Permanent
IV: 50 rounds
V: 50 rounds
VI: 50 rounds
Level 12 summon duration is permanent.
If a summon is cast with extended meta-magic feat, duration is permament instead.
A summoned creature will always leave its master once it has scored a kill on a player. Outsiders are not bound by this law.

Summon spells now feature the following creatures:
I-III: Troll
IV: Umber Hulk
V: Ettin
VI: Minotaur Chieftain

With Necromancer Amulet on
I - III: Ghoul Ravager
IV: Bone Golem
V: Doom Knight
VI: Mummy Lord

With Elemental Amulet on
V: Invisible Stalker
VI: huge Elemental (according to amulet type)

Ranger and paladin creatures have heal capacity and will respond to the "Heal Me" command. If multiple choices are possible for summoning a creature type, nature and animals have priority over all other types.

Familiars , when the die, generate a loss of hit points equal to 1/3 of the caster total hit points. For Animals companions, the HP loss is equal to the hit dice of the creature, and the master get a -4 saving throw and discipline malus for a number of rounds equal to the hit dice of the companion. The loss of hit points can't kill the master, but can bring him or her to 1 HP.

SHADOW MAGIC

The Shadow spells (Shade, Shadow Conjuration, Greater Shadow Conjuration) require one level of Shadow Dancer or the use of a specific kit: Shadow Adept. The magic weaved by Shar is complex and different, and only spell casters dedicated to Shar can wield this magic. Shadow spells with direct effects automatically bypass magic resistance of the opponent, and usually have an enhanced effect to their original versions.
Shadow Invisibility gives Improved Invisibility for 1 round per caster level.
Shadow Acid Arrow damage lasts 2 more rounds than normal, no SR.
Shadow Minor Globe of Invulnerability duration is 6 rounds plus 3 rounds per caster level.
Shadow Ghostly Visage concealment is 20% instead of 10%
Shadow Wall of Fire has duration doubled.
Shadow Cone of Cold does more damage (+1 per caster level) and DC is increased by 4. No SR.
Shadow Fireball does more damage (+1 per caster level) and DC is increased by 4. No SR.
Shadow Mage Armor gives +1 AC armor enchantment bonus
Shadow Stoneskin get +50 absorption, and 15 damage reduction instead of 10.
Shadow Web does not allow save. Duration is 3 rnds.
Shadow Darkness duration increased by 3 rounds.
Shadow Magic Missile goes through SR automatically.
Shadow Summons are Shade (IV), Shadow Fiend (V) and Shadow Mastiff (VI). All are outsiders, not undead. They stay 2 rounds per caster level.

MAGIC DEVICES

NWTactics has magic devices that can be used through the Use Magic Device skill. The most common are catapults, but other objects like levers or gongs can be seen. Magic devices can be linked to a special team, and in this case only team members can use them without any skills. For non team members, the Use Magic Device roll must reach at least DC 20 for them to have any effects. One of the most known feature of these devices is their inability to differentiate between friends and foes. Therefore, they must be used wisely, as the effects impact everybody in the range. Once used, these magic devices are inactive for 45 seconds, after which, they can be reactivated again.

Catapults
Catapults have a variety of effects:
Meteor Swarm - in the area effect, inflict 8d6 + Use Magic Device roll bludgeoning damages to all targets in range.
Slow - in a sphere of 15 unit radius, all characters get slowed for 6 seconds plus half the Use Magic Device roll in seconds.

Levers
When properly used, the levers summons powerful guardians.Some may be friendly to your team, other may not do much distinction between the team's members.

 

LOCATIONS

NWTactics provides special locations that can be accessed from certains maps. Not all locations are necessarily within reach from all maps, but learning what they are and where they lead to may save your life. Note that sometimes entry is restricted, and every location does not necessarily give an easy way back. Teh access toeach of these location can only be used when not in combat mode, or Stealth mode.

The Harper's Haven
This place has been set up by the Harpers for weary travellers. Some, though, do not hesitate to break the calm of the place and bloody fights can erupt. This area holds a Fountain of Healing which heals 5 points of damage per point you have in the Heal skill. Once used, the fountain can't be used again by anybody for the next 6 rounds. If you do not have any points in the Heal skill, the fountain will not help you. Two doors with secret mechanisms can also be searched with a DC of 20, allowing only one search attempt per round. Only the most inquisitive eye can find the small trigger that will open them. Do not try to unlock it as there is no lock on these doors, and they can't be broken open either. Once open they provide a good shortcut on the map that can be used by friends, as well as foes in hot pursuit! The last door in the Harper's Haven can only be passed by someone in good standing with the Harpers, and wearing the Harper Sign. This sign allows you to access the Harper's Sanctuary, a very quiet and seldom visited place, but the magic of this passage will consume the sign...

The Harper's Sanctuary
This remote and cozy place is only accessible to people in good standing with the Harpers, that can show the Harper's sign (either by having the Harper Kit, being a Harper Scout, or having a Harper's Pin - trophy or lore item), and whose mind is not blurred by the spirit of battle. Most often, the main access is from the Harper's Haven, but it is said that some places allow getting to this place more directly. Trying to break the door open, unlock it or search for a secret mechanism is useless as the Harper's Magic protects this place. Once inside, you are welcomed by the soft sound of the fire in the chimney and the soothing music of the Harpers. You can rest there, and get back health and spells. As the Harpers know many ways, they have provided the traveller with ways out that can lead him closer to his destination, or back in the Harper's Haven if they so wish. It has been said that, sometimes, disrespectful people break the peace of this place. If a Harper is around, though, they can expect a swift death!

The Pit
This damp and dark place is located at the bottom of a stone well. There is more there than just water and garbage: Two doors with secret mechanism can also be searched: with a DC of 30, and only one search attempt per round is allowed. Only the most inquisitive eye can find the small trigger that will open them. Do not try to unlock it as there is no lock on these doors. Once open they provide a good shortcut inside the enemy defensive perimeter. This access can be used by friends, as well as foes in hot pursuit! Another sinister stone door is hidden there, behind cobwebs and filth. This is the entry to Dark Blake's Crypt, a place so dark that sane people do not even mention its existence. But some crazy souls are ready to brave all the dangers; they just need to key to be able to enter Dark Blake's Crypt.

The Waste
This sewerlike place is home of the Ol' Beetle Joe, a very tough and resilient insect that lives amongst foul fumes and dirty waters. The caged lift that take you there does not provide return trip, so make sure you have some search skill before going there. From this place, many exit leads outside, but all the doors are protected by hidden mechanisms, and if you go through the sewers to exit, you better not be too susceptible to poison and diseases.

Dark Blake's Crypt
One of the most infamous pirates of the Sea of Fallen Star has somehow transported its undead essence to this place, as well as the souls of his crew fearfully named the Crimson Corsairs! Whoever disturbs the crypt is bound for trouble, with a high risk of death! Dark Blake has reached Lichdom, and now seeks to fulfill his sinister projects. With his two vampire lieutenants, Irgol and Lana Slayerghest, and the 9 Corsairs that form the crew, they are better left alone. But some know that through the crypt lie secret paths that leads closer to the Gold, as Dark Blake always knows the best and quickest route to the yellow metal... And if you have the skill to go through the crypt unscathed, may be you can also use the fabled Gong of The Undead. With the appropriate Use Magical device skill, this gong can throw the undead crew against your enemies, but you may lose your soul by attempting this extraordinary feat! And who knows, you may be just a pawn in the game that Dark Blake is still playing...

The Tavern
Every good story starts in a Tavern! So it was natural to see a tavern in NWTactics. The tavern is a place patrolled by the Fightmaster, and is under spell watch. Ranged and throwing weapons are bonded, so fighting is not welcome. Outside of gathering and drinking, the tavern also is the place where you can find some mercenaries to help your team out, provided you have some persuasion skills for it. You can also your bluff skill to talk the mercenary captain away from helpingthe other team. You will find the Arena Fight Master that takes registrations to fight in the Arena... You can reach the Tavern by going through the Arena and find the door with the post...

The Arena
The NWTactics arena is a true arena in the original sense of the term... All players can enjoy the spectacle of the fights below from the walled side of the main arena, and gladiators fights can be organized here at will. The Arena is under Spell Watch (meaning that spells are not allowed and ranged or thrown weapons are bonded), except of course for the gladiators that can make full use of their powers when fighting in the Arena...You get to the Arena by using the exit on your right when looking at the officers in the sanctuary. You get into the Arena by talking to the Fight Master at the Tavern. The first person to approach him will be the Champion. The Champion’s name is recorded and he can then go back freely to his team, benefiting from a +1 AC Crown helmet. Once the Fight Master receives the visit of another player, if this player is from a different team than the Champion, and wants to fight, this player will become the Challenger. The Champion will be called back and both he and the Challenger will be sent to the locker rooms immediately, regardless of the Champion's location on the maps. In the locker rooms, both fighters have the time to ready themselves, and must click on the door when they are ready to fight! No summon should be cast in the locker room, as they will not be taken to the Arena floor.... Once the fight is over, the survivor becomes the new Champion and can use one of the two exit door to get back to the Tavern. At that time, he can decide to keep the title of Champion (which comes with a nice looking helmet with a gold crown that provides +1 AC), or opt out by talking to the Fight Master. Winning a fight in The Arena provides a 1000 Gold Pieces reward to the team of the winner (and nothing is lost from the loser's team).

The Market
The marketplace is a nice place, where all sort of crafts and good deals can be found. Alas, some fighting can also be found there, as this area is not under spell watch nor patrolled. If you find your way through safely, you can try to find pieces of material ditched by the locals to create grenade like weapons. You need to appraise the components appropriately, so you need some skill in Appraisal. You can also talk to Doo-it Youssef, who will help you craft traps, to replace the ones you may have lost (provided of course you have the proper skill set). Last if you have someAnimal Empathy, you may be able to get furry friends at the zoo.

LOGS AND STATS

NWTactics benefits from stats on the official web site (http://www.nwtactics.com). Kills, deaths, team wins and gold brought back are recorded and then used to rank players. Disconnecting during the game gives a game loss, unless you disconnect when you are either not wounded at all or dead. Disconnecting from the sanctuary is the best way to avoid a game loss.

CREDITS

Original Design:

DMJhenne (dmjhenne@nwtactics.com)

Mod development

PDL Northpal (northpal@nwtactics.com)

WebMaster

PDL Northpal (northpal@nwtactics.com)

Scripting and Design Contributors:

PDL Northpal (northpal@nwtactics.com)
Mike "Lhurgoyf" (mdonais@nwtactics.com)
Yan Ave and Pentagon
Erich "Chump" Delcamp
Aniem Melamyn
Jumbie
Lenoen
Dark Templar (Guardians summoning code)
ZanshinPK (Barter control code)
Mhzentul Lafarius (Dispel code)


Mappers

Amon[FV] (Lost Island)
Anien Melamyn (Forgotten Battlefield, Lord's Keep)
Chump (Valley of Death, Trouble at TinyTown)
Dark Templar (Death's Calling)
DMJhenne (2Forts)
Lorac (Thieves Den, Resident Evil)
Lorac and Traxx (Escape the Gold Room)
Maudlin (Nocturnal Castle)
Mike "Lhurgoyf" (King Arena)
PDL Northpal (Over The Hill, Hall of the Kings, Dark Blake's Cove)
Senti (Slaad City)
Sneaky Shadow (The Lake)
Talamanthalon Quevloth (The gauntlet, Four corners)
TheBinary Beast (Chartrix Gloom)
Yan Ave (Sun City, Sun Crypt, Sun Emperor, Sun Forest)

Thanks to all the players and servers admin and all of the users of the nwtactics board that helped us making this mod better (/tl, aalilazen, a golem wrtiter, ace flasheart, alabastar, airetransstorm, akaballin, alenda, alina, amonfv, angelofdeath,angeloflife, anienmeliamyn, animosity, aramil, arch_angel00, arclam, ares youngblood, arsham, axlotl, bainithron, big rich, blackwill01, blardov, chumpgorilla, clericpally, cloud, coraghessan, croaker, cr89o, dage, darius, daro, dave the ranger, dex, dmjhenne, dradaanguillet, dragon20142, drain_bamage, earthdog, emry, fabian fearbane, finandawarrior, firekrw, folliot, foo82, foolninja, fyrosklithos, gimli401, gnat, gnomish trapper, goodtremere, gotendbz, gragor, grendel, grey, grim, grodd, guddyods, halvuboar, hehateme , hero, ima, immortalsquish, jade, jodaba, jerakon, joshy, julesbut, juliani Melia, jumbie, kanmekaz, karandor, kc700, kork, ladydevyne, lenoen, leroach, lightwaves, liquidflow714, liverpool fc fan, lorac, lonewolf , lotsofno, lqdtech, lucy fur, machX, maleslayer, mandabar, mari, maudlin27, mdonais, mek, mercantile, minotaur, mittens, myzrain , m1n0s, nachos, nameck, namli, nawf, naz9ul, nazgoth, ndap, nemo49230, night, nijakama, niteshade, nuke, oldenglish, osho, pathfinderlik, pdlhagen, pdl rogerlebut, pentagon, phasm, phoenikz, pieter potmeer, pugs, p'tite diablesse, quetzalcoatl, rabid, raider x, raptor, raptor786214, ream ludis, redeemer the faithfull, reef, reigenleif, roadkill, rowaqiz, san te, saper-grey, Satori, senti, shaaddeer, sharin, shifter, sinayatarcreator, sirin, sirin soulflayer, slayerofshadows, slope, sneakyshadow, sneakysov, socks, solaufeinledrow, soulcat, super trag, svryna, syth, taarak, talamanthalon, talor, tassadar3413, templar316, teriudin, tfk ishamael, tharazar, thebinarybeast, thedecoy, the elf druid, the hand, the nightstar, thedjvan, thewretch, tiowien, thief, tiowien, tko, traxx, trolljerky, tseng, twosheds, ubermonkey, unen, vandal, veruga, wasted, west13, wheeloftimelady, windwalker, wolfbain, wx100, xavier remic, yanave, yoshimaru, ywhtptgtfo, zakilm, zelle, zxel)

Special thanks to Blardov, Light Waves, Osho, Lanwerx and Socks for their support all along !!

Released 4/15/2004. beta tested for over 18 monthes.