Alternate Combat Animations (ACP)
Alternate Combat Animations adds a level of customization to your character never thought possible in the early days of Neverwinter Nights. Choose from over twelve different fighting styles. Wether you are a Monk from a temple to the mountains in the far North or a Barbarian that likes to cleave their opponent in little manageable bits, you can find a fighting style that is completely your own.
ACP allows your character to walk, run, and fight in a manner that more reflects their personality. These animations are unlocked by quests and finding teachers throughout the module or another player who has acquired them and will take the time to show you.
Customizable Fighting Styles
With the ACP you’ll be able to choose from a wide range of styles.
- Bear Claw
- Demon Blade
- Dragon Palm
- Arch Mage
- Sun Fist
- Tiger Fang
Languages - Learnable and Teachable
There are now a host of languages that your character can learn during their travels. Players will acquire these by completing quests or observing another player who can speak in the tongue. Mages can research in libraries in the hopes of unearthing ancient texts that activate their learning with just one click. No longer limited to just one language you will enjoy dynamic role-play as you switch between languages on the fly.
The list of learnable languages includes
- Thieves’ Cant
Player Action Widget (PAW)
This module makes use of an innovative item called the Player Action Widget, from here out we'll refer to as the PAW. An intelligent widget, the PAW offers players numerous play options that were 'standards' in Pen and Paper D&D but sadly lacking in NWN.
Each player receives this item when entering. The PAW allows characters to actively search for traps, secret objects, and hidden compartments. They can also use it to leap gaps, listen at doors, use items in the inventories to spike doors open and shut, lower ropes into pits, etc... The best thing about the widget, though, is that it does not display useless options. It only offers choices that make sense for the target selected.
The full list of options available to players through the PAW is as follows:
- Listen at the door
- Detect Traps
- Spike this door shut
- Spike this door open
- Remove the spikes from this door
- Search this object for hidden compartments
- Search this area (25 foot radius)
- Create a campsite here
- Drive a spike into the ground, secure a rope to it, and lower it into the pit.
- Retrieve rope
- Climb down the rope
- Quill -
- Sheet of Paper - This can be written on by activating a quill’s Unique Power and targeting a Sheet of Paper. Paper has a limited quantity of characters that can be used for it’s title and body of text. If you need further space to record our thoughts look no further than books.
- Books - Books operate much in the same manner as paper in that you activate a quill to use them but they provide a much larger character limit that will enable you to tell longer stories.
- Bulletin Board Notice - These items are used to post messages to the player community. Review the entry on Bulletin Boards for more details.
- Signet Rings ???
In this area you can use the models there to customize your character in the following manner.
- Head model
- Hair color
- Skin color
You may also talk to the statue to gain insight and tips for new players.
If you are unfortunate enough to trigger the trap and fail your reflex saving throw. A fellow party members will also be able to lower a rope for them or climb down the rope, themselves, to the bottom of the pit. Alternately if you have a Grappling Hook and Rope you can use that to escape.
No bridge is safe from their menace…and their cook pot is warm.
If you hit and knock one unconscious, expect it to get back up again unless you deliver a devastating blow by elements such as fire, or acid. The standard torch will damage the troll, as long as you attacks the troll while its unconscious and a torch is equipped.
A note on Elves and Dwarves
The Players Handbook states that Elves get to roll a search check just as if they were actively searching, just by coming within 5ft of a hidden object. Likewise, Dwarves get to roll a search check just for coming within 20ft of a hidden object that is built into stonework. The game will do a hidden object search for that character in the background and reveal the object to them if they make the DC roll.
Hidden tracks have only a DC for detection purposes and they don't reset. However, they have three additional 'message' check that determine what a player examining the track detects. The messages are set to allow three 'levels' of information:
- a general low level message that anyone examining the tracks can gather
- a message level that only rangers can gather from the tracks, and
- a message level that only rangers 7th level and above can gather.
There are two different ways that players can rest. First, by pressing the "R" key on their keyboard. Second, by selecting the option from the Player Action Widget. The PAW allows players to initiate resting, even if monsters are nearby, but give's no option to set AFK status. If players initiate resting by using the "R" key, they are presented with two options.
- Set Status: Away From Keyboard
By default - players can rest once every 4 game hours (8 minutes real time) and players can go AFK and Back, whenever they want. The AFK status is a visual indicator for your party but does not protect you from attack. If you move away from your location you will automatically drop out of AFK status.
Players can make use of the items listed below to create a more restful environment for their characters.
- Oilcloth or Burlap Tent
- Burlap Adventurers Tent
The better the environment, the more hit points their character can recover from resting. Players can use different items individually to create a campsite, or they can use the PAW to scan their pack inventories and create the best camp possible with the items they are carrying Resting indoors in a bed will provide a full recovery.
Note: that when resting your character will not do so inside a tent. there just needs to be one nearby.
When you rest every race except for Elves drop to the ground and are blinded for the duration of their slumber. Elves do not sleep as other races do but go into a meditative state. Therefor they will kneel in prayer and not be blinded.
Poisons can be created using the Alchemy craft or found as part of treasure. It is even rumored there are some merchants who operate a black market selling poisons though most cultures have outlawed this trade.
According to the Dungeon Master's Guide, poisons are divided into four types: Contact, Ingested, Inhaled, Injury. This distinction has been implemented using a new system in Awakening.
can be used to coat a weapon so that creatures hit with it are poisoned. Only weapons that deal slashing and piercing damage can be poisoned. Players who attempt to poison a weapon have a chance of poisoning themselves (poison fumble). Assassins are exempt from this rule and do not have to roll a poison fumble skill check when applying poisons. If you successfully apply poison you will be notified and told how many doses you have applied. Different poisons last longer than others. Each time you hit an opponent one dose is deducted from the weapon.
The container can be thrown so that the gaseous poison bursts out into 5' radius, affecting everyone in the area. With this type of poison you can target the ground nearby.
Contact Poison can be used to
- poison a weapon so that creatures hit with it are poisoned just as with injury poison (see injury poison).
- Coat an item with poison so that creatures picking it up or equipping it are poisoned. Players that pick up the item must make a spot check and if equipped they must make a remove traps check. If they fail they are poisoned but if they pass the item then is given a cast spell ability to Clean the Poison Off. However if you are the one that poisoned the item no such check is required.
- Thrown at someone to poison them. In this case you must target the creature and not the ground. This requires a successful ranged touch attack.
can be used to poison a food and drink items along with drinking sources like wells and streams.
Poisons can be used through activation the the poison vial’s set of Cast Spell abilities implementing the uses in the list below. A poison vial item may be of only a single poison type and only useable once.
- Contact -
Cast Spell: Poison Item
Cast Spell: Poison Weapon
Cast Spell: Throw Poison Vial
- Ingested - Cast Spell: Poison Food
- Inhaled - Cast Spell: Throw Poison Vial
- Injury - Poison Weapon
- Map Books hold Map Pages. These are atlases that can hold up to 32 maps of the same Region. You can combine two Map Books together that share the same region. The description of Map Books is adjusted as you add or remove maps from it. If you are curious which maps are contained in a map book just look at the description.
- Map Pages give you the visibility of area. They can be added to Map Books of their region.
- Where jumping is enabled
- to which they have line the other side
- is within their race's jumping distance
To commence a jump use your PAW to target a location on the ground where you would like to jump to. A conversation will start and If the above conditions are met you will be able to choose the “jump” option from the menu.
On a regular basis you will see two bars in your feedback window. these red and green colored bar shows exactly what a PC’s “level” of thirst and hunger is. All red is bad, all green is good.
This value is the number of game hours plus the PC’s constitution score that the PC can go without risking ill-effects from dehydration and starvation. Once they pass this point a fortitude check is made every hour at increasing difficulty. If the PC fails this check they become fatigued and take dehydration subdual damage” (this is not actual HP damage)
What happens when either the dehydration or starvation subdual damage exceeds the PC’s maximum hit points? Your PCs will suffer worse effect or even die from this.
- Fatigue effects of starvation and dehydration are not removed from either resting or spells. Only eating or drinking removes them.
- Beware, that some items can carry poison, disease, sleep and other properties.
- Lack of food or water will not prevent a PC from being able to rest
Inebriation is tracked much like hunger and thirst but it does not have an info bar. However, as a player drinks more and more, certain effects will worsen and after a certain threshold; you will start performing random acts of drunkenness.
The effect of drunkenness will wear off over time on a character, the longer you have drank, the longer it will take. As the player drinks, unseen fortitude checks of increasing difficulty are made, and failing them cause negative effects to be applied to the PC of varying intensity, which increase the more drunk they become. Eventually the player will temporarily pass out, and they cannot get further drunk than that. characters cannot die from over-drinking. Only the passage of time or resting will remove the effects of alcohol. Removing alcohol effects by resting only require completing the rest, it does not require for the rest to have provided spell or hit point recovery.
- Some henchmen can be hired from the Adventurer’s Guild or other faction strongholds. These are open to all lower level characters if you have the gold which raises by level of the player. These henchmen gain persistent XP by fighting along side of you so the more often you use them the more valuable they will be. If they die these henchmen bleed out similar to how players do. If they perish you cannot hire another henchmen until you die or the server is reset.
- Other Henchmen will join your group as part of a quest either as a reward or as part of the plot. If they die these henchmen spawn back at their point of origin.
- Target a bleeding character to stabilize them.
- Apply long term care. A character that successfully receives long term care will heal double their usual amount of hit points the next time they rest. If they are still injured they will have to receive long- term care a second time to get double healing on their next rest.
against many if the odds are in its favor, but will turn if things aren’t going
Players will still be able to use their PAW to actively detect the trap concealed on the object or door. Rogues can also gain experience points for disarming or unlocking a container or door.
Spiking Doors Open or Closed
Players can use their PAW to target a door and if they have spikes and a Spike Hammer they have the choice to spike a door open or closed. This could help them to find a more secure room to rest in or can keep powerful creatures from getting out of a room. When you spike a door the needed items will be automatically looked for in your pack and used. You will see a spike object at the middle base of the door to let you know the job is done.
Listening at Doors
Players are able to use their PAW to target a door and try to listen to what is on the other side. This information could help the party decide wether to enter or try and find another route through a dungeon. Two factors determine the feedback a player gets when he or she listens at a door:
- their skill check roll
- the type of creature on the other side of the door. Heard text will be returned to the player on a successful listen check at the door.
* Long Term Care?
Awakening adds a negative 10 bleed out system to the game per the 3.5 Players Handbook rules.
Whenever a character takes damage that brings them to 0 to -9 hit points, they are considered dying
- Awakening ignores massive damage and all wounds taking the PC to negative hit points will go to the bleeding process. For instance a character at 10 HP that takes 30 points of damage from an attacker will not immediately die but go to -1 HP and start bleeding out, thus offering them the chance to stabilize on their own or by a party member. Thus traveling in parties and investing in ranks of the heal skill are valuable.
- If a player logs out with a character that is at 0 or negative hit points, or at any state other than alive, the next time they log in the character will be killed and thus their state will be set to dead. This is as designed.
- When bleeding, players lose one HP per round (6 real time seconds). In this state monsters assume the character is dead and move on to other targets or just move on about their business if no other targets are around.
- Nearby party members are visually reminded each bleed round alerting them to the fact that their comrade is bleeding.
- Characters have a % chance +/- their constitution bonus and a small contribution from their healing skill to stabilize on their own each round. If they do not succeed this they slip 1 point closer to death.
- Healing Kits have been added which, when used by another player, henchmen, or familiar on a bleeding character, stabilizes that character on a successful healing skill check.
- When a character stabilizes they slow their bleeding. Each game hour they have a % chance to recover (go to 1 HP) or take 1 point of damage.
When a character dies they are sent to the Shadowlands where they must pay the toll of the Reaper in the form of memories (XP Loss) or find another way out. Players are charged a certain amount of XP for each level their character has attained when they re-spawn. But if they have died recently less XP is taken as a way to encourage adventuring.
- When a character dies, all non-plot equipment is dropped onto a corpse object and must be salvaged by the returning character or their party members.
- Some gods in Nordock are more powerful than others and those gods hold sway over death and have the power to recall their champions to the living. Upon death if you worship a major deity you have a small chance of them immediately returning you to the land of the living.
- Other characters can go to a temple and pay for your body to be raised from the dead or resurrected. There will be less of a XP cost here through there will be more of a financial one.
- A cleric of high enough level can cast Raise dead or resurrection upon your corpse in order to raise you to that spot. This is the lowest XP cost.
Upon Resurrection your corpse will be destroyed though your items will remain in a backpack container. You will be provided with death robes as a parting gift from the Reaper. You will be taken back to your faction resurrection location. Over time you can change your resurrection location by adjusting your faction and religion.
- Talk to the scribes who are normally standing next to a bulletin board. They will walk you through the creation of a message. You can then target a board and it will search through your pack and give you the option to post your message.
- Alternately, you can purchase a black bulletin board notice from the writing shop and use a quill to create a message. (See the section on writing tools for more information on this method)
- Halflings and Gnomes suffer an 8% medium armor encumbrance movement penalty or a 15% heavy armor encumbrance movement penalty.
- Humans, Elves, and Half-Orcs suffer a 10% medium armor encumbrance movement penalty and a 20% heavy armor encumbrance movement penalty.
- Dwarves have no armor encumbrance penalties (as specified by the D&D 3.5 edition rules).
Above you see the remains of a treasure chest that was blown to smithereens by a mage's fireball. The chest originally contained one arcane scroll, two potions, and an emerald. All that is left now is one pile of ashes (the remains of the scroll which failed its save vs fire damage), two shattered items (the remains of the potions), and the emerald, which survived the blast.