Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

Town of Luce
 This topic has been pinned, so it's probably important
Mrtwonder  [developer] Mar 24, 2019 @ 8:47pm
About / Game Changes
**ALL RECENT INFORMATION IS ON OUR DISCORD CHANNEL, WE ARE NOT USING STEAM DISCUSSIONS ANY LONGER***

https://discord.gg/Q2wSj2c



About
Luce brings some newer concepts to Neverwinter Nights, such as regenerative spells, animal companions (for all classes), scaling spells/feats, etc... We strive to make your gaming experience well rewarded and keep it difficult, but attainable. The story of Luce is somewhat given away from the picture you may see on this page. More of this will be revealed in game.

*Please note that we have limited number of scripters and builders, but we get stuff done :)

If you have any questions please reach me on Steam, I check it regularly.

XP rewards are set low(ish) as we plan on capping the main story to level 20. At the moment, we have enough content to keep you busy for a good few days. We constantly create new ideas/scripts, so you may have the best time of your life and encounter boss fights like never before!

This is not a role-play server (in-mind), but please do go ahead if you prefer. Shops and quests are operated in a timely fashion to keep the game organic and realistic (as much as we can). Some other elements may seem to operate like a role-play server however (low XP, limited gear, etc...), but there are hidden treasures and chances to get some powerful items. More of these will be added as we go, to keep things bountiful.

General Rules
-Don't kill players (unless both parties are role-playing or it is DM approved)

-If you'd like to pick-pocket, only do so on non-player creatures

-Please help each other, as the fights are designed to be challenging

Levelling
Maximum Level
-Caps at 20, including Animal Companions and other summons.

Classes
Fully Released
-Barbarian, Bard, Cleric, Fighter, Rogue

Not In Yet
-Druid, Monk, Paladin, Ranger, Sorcerer

Disabled
-All original NWN prestige classes, Wizard
*Prestige abilities can be earned via levelling, quests, or items.

Questing/Partying
-Party members that turn in quests MUST BE in the same area. This also applies to any quest advancing/items during boss fights, etc...

-The player that lands the blow (or their companion) will determine the status of quest completion for themselves and their party members. All members must be on the same progress level to advance together (same journal/quest progression).

-Questing level cap between players has been set to 3.

-There are XP bonuses for playing among friends. Please see the XP tag down below for details.

Monsters
CR
-Currently up to CR 16

Abilities
-Some mobs do make use of fighting feats: ex. disarm, knockdown, called shot

Bosses
-After landing a killing blow to some bosses, the player gains the option to focus on bonus skills/abilities the boss soul may bring. This is selected by using the Soul Jar on the owner (if the player owns one). These split your earned (from kills) XP between your player and the activated boss soul. As your boss soul levels up, its effects will increase.

-Bosses spawn every 15 minutes (with the exception of a few).

-There is a chance a boss will drop extra items (20 on a d20 roll). Generally, they drop a key to open a nearby treasure chest

Animal Companions
Creatures
-There are three creatures for now that will become a companion: bear, spider, and an undisclosed.

Forms
-Companions grow stronger as they level. Every 5 levels, they grow into an improved form. They follow attribute and feat distribution practices similar to a PC toon (every 3 levels - new feat, every 4 levels - attribute increase).

-They also get buffs and this improves every 5 levels.

The How
-You may visit west of Luce; head towards "Forest Path". Somewhere around there, you will find Frago, who teaches how to capture a wild beast. It is recommended you do this first thing so your companion levels alongside your character. Do bring some gold with you.

Resting
-You may visit the inns to rent a room and as a result rest indefinitely.

-Outside of inns, a character may rest once again after 120 seconds multiplied by their level:
*ex: a level 4 character can rest again in 8 minutes (real time)

-You may also pay 500 GP multiplied by level ( level 4 toon = 2000) GP) in Temple styled buildings, to reset this time counter - so you can rest right away. This charges 'Book of Progression' as well, which then is used to let a player be 'calm' enough to rest right away.

-Mentioning again, do make use of your 'Book of Progression' to trigger a rest. The book gets filled once again after a server restart (every 4 hours). This can be also be enabled in temples/healers in various towns (adds 3 charges instead of 1).

-Why did we implement this? This will force the player to prepare ahead of time and make use of health kits often. Also, it encourages a caster to make use of regenerative spells (so you don't have to rest).

-You may type "rest_counter" in chat to see how long you have until a rest is allowed. 1 tick equals 120 seconds (plus whatever you had remaining since past tick was in effect).

Porting
-You may use the Stone of Recall in your inventory to port back to town (for free, 1 / Day use). From Luce, you may also use the main town portal to port back to: where you died, party leader, where you last used your stone (this costs 500 gold).

-There are hidden portals across the realm that can be discovered and travelled back to. This is useful for replenishing kits/items during a long quest line. For this, do use the second portal in Luce, near the coast line.

XP
Scaling
Depending on monster level compared to player:
-5 levels: 1
-4 levels: 2
-3 levels: 3
-2 levels: 4
-1 level: 5
Same level: 10
+1 level: 20
+2 level: 30
+3 level: 50
+4 level: 75
+5 level and more : 100

Companion XP
-Companions can earn up to 150 XP and aren't limited to the party level difference cap of 3 levels.


Multi-classing
-Original NWN multi-class penalties still apply. Favoured classes have been altered (a bit). We are working on allowing one of your classes to get 'pure' bonuses, even when you have multi-classed. This will be earned via a quest.

Companions
-Animal companions earn their own XP.

Party XP
-Players and companions must be at a maximum of 50 meters apart to gain XP.

-Members that have done the same quest, but has the quest item in their inventory (some bosses allow this), will receive bonus XP when another player hands in the quest item

-When players hand a quest in together, their WHOLE party (regardless of quest progress) receives bonus XP (the more players the merrier)

-There is an additional party bonus XP when adventuring together, calculated by taking the average of all XP earned, divided by 4.
*ex: 20, 15, average= 17.5, divided by 4 is ~ 4 Bonus XP (the maximum is 50)

-XP level cap between players has been set to 3.

Spells
Scaling
-Spells often scale up every 5 levels and reach their maximum at level 15 caster levels. Our plan is to implement quests to increase spell damage output as well as DC for higher level casters.

Focused/Regenerating Spells
-As mentioned above, a caster may use a tool to regenerate their uses in spells. This involves careful study of spell schools, as only one spell from each school may be 'focused' on. The caster will gain bonus feats at level 1 to make use of this method. Focused spells may alter the base spell to increase in effectiveness. During questing, you may come across an NPC to teach you how to do this :)

Spell Failure
-For non-focused (regenerating) spells, there is a spell failure chance from a roll of 20. Upon rolling 1, the caster's spell will fail, possibly damaging them. This can be omitted via using 'focused' spells. Armor spell penalties still apply as normal.

Spell Criticals
-Some spells allow for criticals, similar to weapon hits. These are generally based on a d20 roll (crit on a 20); however, a few quests/items in game may further improve these as well. Mostly, these will increase damage, but some spells introduce various effects instead.

Haste
-There is no haste spell/effect on this server (at least for players); nonetheless, there are items/features that provide movement speed and extra attack bonuses.

Feats
-Feat distribution and availability has been modified.

-Only Fighters can take Weapon Focus feats, as well as improved forms of some generic feats, such as: Improved Expertise, Improved Cleave, Improved Disarm, Improved Critical, etc...as well as the 'Weapon proficiency (exotic)' feat.

*These are strictly available as fighter bonus feats (not general).

-Only Rangers can take bow focused feats (Point blank shot, Rapid Shot, Rapid Reload).

-Rogues do get Improved Two-weapon Fighting as a bonus feat.

-No epic feats can be taken, but some are given at pre-epic levels or via items/quests.

Skills
-Players will make use of almost all skills, so it is crucial to build a well-rounded character as much as possible.

UMD
-For items that normally have spell effects - such as scrolls, UMD + Spellcraft skills are combined to determine if one can properly cast using these items. If the roll is not sufficient, the user may be hurt. Some items give bonuses for the DC calculation, depending on certain classes.

-Generic UMD calculations are in effect, to calculate if a character can equip an item. The required skill level for these are higher than default NWN settings.

Items
Weapons & Armor
-Some items require specific stats to be equipped. Please check item descriptions for hints.

-Weapons and armor are capped at +3 ac/attack/enchantment bonuses.

-There will be quests around improving one's effectiveness with weapons for, such as: damage output, crit-chance.

-Only Fighters and Paladins may (naturally) equip heavy shields (tower shield) and full-plates.

-Maximum dexterity bonuses for armor has been reworked.

-Weapons provide damage only based on their size and types. For instance, most 'simple' small weapons will give the user the same weapon damage bonus. As the types increase, so going from 'simple' weapons to 'martial or likewise- the damage roll of weapons increase.

Remains
-Monsters have a chance to drop randomized loot. This is put in to help players generate gold.

Chests
-It is quite safe to assume that players will need at least one skill in Disable Trap and Open Lock.

-Boss chests have a timer before the items in them disappear. They will be refilled once the boss has respawn.

-There are "dangerous" chests, that are hidden across the world;. These generally require high points in Disable Trap and Open Lock.

-Depending on boss difficulty, chests may include 'Enchanted' items, which are pretty much randomly generated armor or weapons.

Soul Jar
-Once a player obtains a Soul Jar, then they may benefit from capturing a companion, or even special abilities after they land the killing blow on a boss. Read the description of the Jar for more details.

Focus Orb
-The Focus Orb helps a player regenerate spell uses. Read its description once you fully unlock it please.

Enchanted Items
-As a treasure chest is filled by the spawn of a boss and an enchanted item is made, the stats of these enchanted items reflect the lowest member's level in the killer’s party. The amount of each enchantment and the total number of enchantments on these items are determined by this level. The effects scale every 5 character levels - if the chest permits. Only some chests allow for higher quality items to be spawned.

-The required level to equip these random items are also set by the highest level character in the party.

-An equipped enchanted item will bind to the wearer on the first successful attempt.

*Only party members near by will be able to use these enchanted items (ex. party kills boss together and item gets distributed amongst. If an enchanted item is bound, no other player may use the item. You may however sell the item back to a merchant (Pawn Shop). Once sold, another player may buy and successfully equip these. The binding effect will still apply to the next wearer. We are thinking about building an auction house in the future for these special items.

Death
-Once a character's HP is below 0, a roll can be made to raise back up. This roll is based on the player's BASE Concentration and Heal skill. Either one of these skills must be at a minimum of 5 for this roll to be in effect. The higher these skills are (in conjunction), the player is more likely to get up.

-A party member can also use heal-kits to bring a dead PC back to health. This can only be done once between character rests for the dying player.

-Upon respawning, the PC will lose 25 percent of XP earned since levelling, and from total gold carried. There is no XP penalty for players lower than character level 3; however, if they have more than 200 gold, 25 percent of the total gets removed.

Traps
-Be wary of secret traps in certain areas. These re-spawn even after they have been disabled. Traps may not be recovered.

Horses
-Horses cannot be mounted just yet. Only some classes will be able to make use of this in time.

Server Restarts
-The server restarts every 4 hours. You may type " server_time" to see how long it has been since the previous restart. By voting to extend server restart, the players may gain an extra hour of play (via 'delay_restart' command). Upon rejoining, you will spawn back in "The Nightmare Begins" area, so please time your questing accordingly.
Last edited by Mrtwonder; Jul 1, 2021 @ 1:05pm
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Showing 1-15 of 15 comments
this sounds terrible and unfun
what's the point in the level 6 max level
why are there only 3 classes right now
why in the world have you disabled wizard
Mrtwonder  [developer] May 31, 2019 @ 8:53pm 
Hey Innkeeper. The server is being built and all classes are redone. At the moment I am working on Rogue and more will come in time. Level 6 cap is only on at the moment due to limited quests. We plan on upping that to 20 as the campaign will build into it. Thanks for checking it out. Cheers.
Morganlefey Jun 3, 2019 @ 9:44pm 
I didn't find it awfully hard, not easy, but too easy is boring.. too hard, frustrating. I didn't find it too bad, I hate losing gold when I die... but then I hate losing xp when I die so *shrug* that is pretty normal.
I typically play Cleric, but I get it that this is in testing so went with Fighter - Fun :o)
I enjoyed it, I am an rp'er, but I do love a good story, I look forward to checking it out some more
Mrtwonder  [developer] Jun 4, 2019 @ 11:13pm 
@ Morganlefey - thanks for having a go at it :) I love playing Cleric myself, so I can't wait to finish that up and jump on it with you all. I am planning on implementing a bank/storage system eventually. I really appreciate the feedback too. Cheers!
Morganlefey Jun 10, 2019 @ 5:35pm 
I just want to confirm that Frago is somewhere on the Forest Path correct? :)
Mrtwonder  [developer] Jun 10, 2019 @ 9:39pm 
Originally posted by Morganlefey:
I just want to confirm that Frago is somewhere on the Forest Path correct? :)

Yes :) A bit tricky to find, but do try north of the map and look for where the river runs.
Morganlefey Jun 11, 2019 @ 8:54pm 
Ahh, found it. Weirdness ensued LOL When I summoned my companion it was a naked man (I'm not complaining lol ) a Barbarian he didn't follow me like a companion, but he did move to the next area when I did. When I entered the Kobold cave with him I gained 17 xp about 100 times lol enough to gain 3 levels and some weird error that I couldnt copy paste Im sorry :(
Anywhoo.. something weird yes?
Last edited by Morganlefey; Jun 11, 2019 @ 8:54pm
Mrtwonder  [developer] Jun 11, 2019 @ 9:55pm 
Originally posted by Morganlefey:
Ahh, found it. Weirdness ensued LOL When I summoned my companion it was a naked man (I'm not complaining lol ) a Barbarian he didn't follow me like a companion, but he did move to the next area when I did. When I entered the Kobold cave with him I gained 17 xp about 100 times lol enough to gain 3 levels and some weird error that I couldnt copy paste Im sorry :(
Anywhoo.. something weird yes?

Haha, yes that is definitely a weird error. It shouldn't be a naked man to begin with, let alone give you that much XP :P Thanks for bringing it up, I'll patch that asap!
Morganlefey Jun 11, 2019 @ 9:59pm 
I created a Rogue character until the Fighter has her xp straightened out. I was about 500 from Level 4
Morganlefey Jun 11, 2019 @ 10:05pm 
Oh and just used my stone of Recall and for some reason it took $500 gold from me? is it supposed to do that?
Last edited by Morganlefey; Jun 11, 2019 @ 10:07pm
Mrtwonder  [developer] Jun 11, 2019 @ 10:20pm 
Originally posted by Morganlefey:
I created a Rogue character until the Fighter has her xp straightened out. I was about 500 from Level 4

Thanks. I have fixed the companion issue and will set your fighter back to level 4 with the proper bear companion. You are supposed to find the bear boss in the cave, damage it enough but not kill it, then use the Soul Jar on it. The bug was allowing to capture any creature (dangerous).

Also yes, I believe in the description somewhere it will say that the Recall stone is hungry for some coin. So if you use it to port back to base or use the Luce portal, you will have 500 gold removed. There are 'free' portals within most caves, that will allow you to port to town and back, to rest, equip up, etc...

Let's throw these on the bugs discussion for next time please and feel free to add me on steam chat :)
Morganlefey Jul 13, 2019 @ 3:57pm 
Hiya, back again. Have a question about a quest, well two quests i guess lol When talking to Kharizma regarding the Sword quest, I'm guess you need to have a point in Intimidate or such? and for the Dagger you would need to have a point in Lock pick. Also you would need a point in disable trap to open the one chest in the Goblin cave (first right - this has never re-spawned for me btw?)
It looks like to complete some of the quests I have to take points in Lock pick - Disarm trap - and Intimidate (not sure on this one) some of those are not class skills (depending on class of course - but not for my current class) Just not sure how I would do that before level 5... unless I knew before hand to put points in those before getting the quest. lol I'm confused.... maybe I have this wrong? Am I missing something?


*edit* I did finally succeed in intimidating her without having to take an extra point in intimidate. Lock pick and disarm trap though I did need to take those points to do the quests

Last edited by Morganlefey; Jul 13, 2019 @ 4:01pm
Morganlefey Jul 13, 2019 @ 4:05pm 
Cave Bosses - Should the Boss in any given area have loot (like Boss loot) or a chest that has loot? I have only found one chest that gives loot and that is the one right next to town. The Orc chest was empty and the Goblin one even though it was 2 or three levels of cave fighting to get to the end, and pretty intense at the end there was no boss loot?
Mrtwonder  [developer] Jul 14, 2019 @ 6:49pm 
Originally posted by Morganlefey:
Cave Bosses - Should the Boss in any given area have loot (like Boss loot) or a chest that has loot? I have only found one chest that gives loot and that is the one right next to town. The Orc chest was empty and the Goblin one even though it was 2 or three levels of cave fighting to get to the end, and pretty intense at the end there was no boss loot?

Thank you for these. Yes, for the 'hidden hideout' quest, it is generally meant for the rogue, so you can take 1 skill in open lock (shouldn't need disable trap yet) to progress. You aren't missing too much by not doing that quest line at the moment, and eventually it will be focused for rogues. If you'd like to still get into the hidden hideout, you can choose to not take a class skill (which is fine, just uses 2 skill points instead of 1), unless you are sticking to your rp.

The conversational skill roll checks are meant to be successful (on a good roll), even if you have not put in points in ex. bluff...etc. Some quests will need specific skill scores to advance. There are randomized items you can get from boss chests that may populate items with bonus skill stats.

For the cave bosses, once a boss has spawned, so should item(s) in a boss chest. Items do despawn if you have not killed the boss quick enough (generally a descent amount of time is allowed). I will check again to make sure things are working properly. Boss chests have a guaranteed chance to return gold, and some chance of other items being spawned. I will populate bosses with set items, dropped on death - instead of players counting on boss chests for specific loot. At the moment, I believe only the ogre boss(es) drops an item (pretty hard fight).

Please do feel free to pm and and I can log with you to make sure your character hasn't missed any goodies :) Cheers!
Last edited by Mrtwonder; Jul 14, 2019 @ 6:53pm
Mrtwonder  [developer] Mar 22, 2021 @ 7:00pm 
Any of the newer updates are now listed in our Discord channel: https://discord.com/invite/Q2wSj2c
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