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.
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.
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)
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)
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.
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..
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).
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
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.
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.
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 Blakes 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 possessors
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.
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!
- 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.
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.
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 Champions 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.
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.