|Settlements - Factions|
Quarters - Shops - Bank
Riding - Sailing
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
|Description - Disguise / Covered|
Languages - Experience - Quests
Pickpocket - Rest
Death - Lycanthropy - Investigate
Sequencers - Runic Sequencers
|Classes - Skills - Feats|
Spells - Summons - Misc
|Rules - Roleplay - Maps|
Common Bugs - Staff
This page lists and explains miscellaneous changes that have been made from how things work in Vanilla NWN.
The weigh that characters can carry has been increased so physically weaker characters can carry more items. The exact weigh goes like this:
For strength values above 25 there are no custom changes.
Fixes and Overrides
The Harper Paragon can't select Divine Might, Divine Shield or Turn Undead unless they have levels in an existing divine class. This 2da file fixes this, but needs to be saved to your local override folder.
Players that have been inactive for 30 real life minutes will automatically be disconnected from the server and may freely reconnect.
On creation, you have a few options to alter slightly the height and size of your character. These options range from Short (-5% size) to Tall (+5% Size) with several values in-between. Additionally, every character is able to use the -height, but only once. If you want to alter your character's height again, you will have to ask a DM and use the Character Editor Room.
Item Creation and Customization
- Crafting allows the creation of new items.
- Dweomercrafting allows the customization of existing items.
Rarely, magical equipment may be obtained as drop from different sources. Either looted from a corpse, or sitting pretty within a chest. These items are unlike others as they are not predefined, but instead they are randomly generated within a defined spectrum of skills and abilities.
Occasionally, tailored items may be dropped from bosses or looted from chests. These items are special in the way that they adapt specifically to the stats of a member of the party. For Example:
- If a skill, it will only include Combat skills that you have invested points into, plus discipline.
- Combat Skills include: Concentration, Hide, Listen, Move Silently, Parry, Perform, Spot, Taunt, Spellcraft. Jewelry may also spawn with Heal.
- If a stat, it will use your two highest stats plus CON, excluding INT if you don't have a level in wizard or assassin.
Each tic of time increases the chance that a tailored item will be found, but once one is found the chance is divided again. Otherwise, magical items without tailored abilities can be found.
There are basically two tiers of power of these magical items. Potentially, they can be as good as something a master enchanting may craft.
The quality and tier of these items is relevant to the difficulty and level of the creature/chest from where they are obtained.
Occasionally, runic magical items may be found. Runic items are further described here.
Consuming a Heal Potion lowers sobriety at the same rate as spirits. This restricts the number of heal potions that can be consumed quickly. The Ironguts spell halves the sobriety loss from the potions.
A blade orb is an anti-pickpocket item. A character that pickpockets a blade orb will be paralyzed for a couple of rounds.
- Blade orbs are usually found as part of loot in the modules, either from mobs or chests.
- A high Search score from part of the pickpocketer will allow the pickpocketer to avoid the blade orbs altogether.
- Pickpocketing grabs one slot.
- A single blade orb has a (low, but reasonable) base chance of intercepting any successful pickpocket attempt. However, carrying additional blade orbs (even stacked) will further increase this chance.
A lasso has four functions. It can be either used to capture certain mobs, or it can be flung to certain specific locations to generate shortcuts, OR it can be used as a climbing rope to help other characters perform climb checks OR it can be used to constrict subdued characters.
The lasso can only be used to capture a limited array of creatures, following a few conditions:
- Not boss-type creatures;
- Not flagged as plot or immortal;
- Not PC associates;
- Medium or Small sized;
- Near Death.
Attempting to capture a creature is a ranged touch attack. On successful touch attack and with all conditions met, the creature is captured and added to the party as a henchman. They will not attack, cannot be controlled in any way, and only passively follow the lassoer.
Note: Using the lasso on non hostile NPC's will cause them and others to turn hostile on you. This includes horses.
After capturing, bear in mind that:
- One PC can only capture one creature at a time.
- When you drop the lasso item, log off, or die, the captured creature will flee.
- You can use the lasso item again on the captured creature to release it (it will flee) or you can use the lasso item on another PC, to transfer the captured creature to the targeted PC.
- Captured creatures can be taken through transitions, portals and servers.
- You can sell the captured creature to certain NPCs in the modules. The NPC buyers will demand different specific creatures each reset; selling these creatures will double the gold reward.
- Selling the creature grants a relatively small sum of gold and Adventure XP.
- Alternatively, characters can surrender creatures to the jailer of Cordor's Outskirts, but they won't receive any gold for it, only the capture XP.
- Lassoed creatures will not incur an experience penalty like other summons or companions.
- Distance of the creatures from the creature trader, the amount of creatures of the same type sold recently, and the time since the last a creature of the type was sold all factor in the rewarded gold/experience, from lowering the base reward to a 10%, or increasing it up to 150%.
- A good appraise score increases the gold reward as well.
Alternatively, the lasso can be used to generate shortcuts or paths to otherwise unreachable areas.
For these purposes, you will have the climb skill calculated out of different elements.
Along with this skill, you will also use the highest of your Spot or Search when you use the lasso.
The lasso can only be used in specific location. If your Search/Spot score is high enough, a floating text will appear when you approach one of these locations. Using the lasso in these locations will make a hookable element appear, like a rock or a ledge. If you click (just click, don't use the lasso again) on the element you will fling the lasso, putting the location DCs against your Rope Use skill.
Once the lasso is set, you can interact with it from either side to open a dialogue box with three options:
- Climb - this uses the usual climbing mechanics (similar to the ones required to determine the Use Rope skill), but the DC is the DC of the location minus the lassoer Rope Use skill - this means that a lassoer with enough skill can make the climbing DC fall to 0!
- Retrieve - This will return the lasso to the inventory, with a DC equal to the lassoer Use Rope skill - this means that the owner of the lasso can always retrieve their own lasso, provided that their stats didn't change.
- Cut - This will destroy both the path and the lasso. There's no DC for this option.
Lastly, a lasso can be used on subdued PCs. An explanation of that is given in the subdual article, but the Use Rope mechanics are explained just above.
There are many secrets and treasures buried in the island of Arelith, around, and below it. If you think you've found the place where one of these secrets are hidden, you can try luck with the shovel!
If you are lucky - or clever - enough to find something, you will receive a small amount of experience, along with hauling to the surface whatever that was buried.
Note that these secret locations can only be dug once per reset, and if somebody has already dug it, you will get the same feedback as if there was nothing there!
There are no Bags of Holding, per se, in Arelith, but there are a few bags that can carry a few specific items. Currently the available bags are:
- Headbag - for bounty heads.
- Mining Bag - For ores (coal, gold chunks, raw gems)
- Hunting Bag - for meats and hides.
- Herbalism Bag - For Herbs and Cotton
- Keyrings - for keys.
- Book Bag - For non-magical books.
- Scroll Case - For Scrolls.
- Jewelry Case - For non magical rings and amulets.
- Gem Pouch - For gems and gem dusts.
All the bags have a limit of how much how much they can carry.
- Mundane bags will carry up to 105 lbs - these can be usually bought from merchants.
- Magic bags will carry up to 262.5 lbs and will reduce the content's weigh to 40% of its max value - these are part of the loot matrix of most dungeons.
- Greater magic bags will carry up to 525 lbs and will reduce the content's weigh to 20% of its max value - these are the rarer to find, and part of the matrix loot of legendary and epic dungeons.
For example, a bounty head weighs 10.5 lbs - this means that a mundane bag can carry up to 10 heads. A magic bag can carry 25, and a greater magical bag 50.
A keyring, usually bought from merchants, can store a very high number of keys, as long as they are not "cursed" keys. Quarter keys can be used automatically from within the keyring, but most other keys will require to be manually extracted from the keyring to be used.
Some classes in Arelith (and vanilla NWN) are prevented from using certain items. Specialist wizards of certain schools may never cast spells from their opposing schools, True Flame sorcerers may only cast evocation spells.
Enter mundane items, which through completely non-magical, chemical and other sorts of means, basically mimic some of these effects. Due to their mundane nature, they can be used by those who would be normally exempt, including the above-mentioned classes.
These items ignore spell resistance, and will not be affected by Wild Magic or Null Magic areas.
To see whether an item is mundane or not, simply check its description.