Other sitesPhantasia GameBlitzkriegWoW RP ProfilerRage of Mages

HomeAbout the GameHistory
ArticlesCheatsEncyclopedia


Phantasia.nl - Rage of Mages 2

Editor HelpPicturesFiles
Hat ServersLinksForum

Menu  Register  Login

Topic: Albadaran's Hat needs players


Navigation: Forums \ Rage of Mages 2


Author: Albadaran (simondekker [at] hotmai [dot] com)
Date: 02-Nov-08, 12:40:47
I created a new account and sent a msg to hotmail.
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 02-Nov-08, 04:33:09
God dammit....wrong extention on the file link....sorry.

This should work:

[URL=http://12.240.5.112/rom2pack.zip]ROM2pack[/URL]

-NOVA
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 02-Nov-08, 04:29:58
I can help you with the rom2pack, but you'll have to talk to Simon about an account on his HAT.

[URL=http://12.240.5.112/rom2pack.rar]ROM2Pack[/URL]

In order to connect to Simon's HAT, you'll also need to have hamachi running and be in a hamachi network shared by Simon.

Good luck,
NOVA
 
Author: person (person [at] hotmail [dot] com)
Date: 02-Nov-08, 03:49:02
I would gladly join any hat but currently I have two problems I need to setup a account with your server and i need to be able to download the hat patch for rom2 but the site is not working. Stinken90@hotmail.com
 
Author: Lord Atton (cosmclord [at] yahoo [dot] com)
Date: 25-Oct-08, 05:12:53
Yes I am playing there already!!!

Lord Atton
 
Author: Lord Atton (cosmclord [at] yahoo [dot] com)
Date: 25-Oct-08, 05:11:53
You NWN Player are Posting in the wrong place LOL. But if Ronnie don't mind I don't!

I am looking into the NWN1 and NWN2 games. AS far as I can see this is the best alternative to a Rom3 which is 3D, has a tool set (map maker) and has real depth to quests example is the "Rhun" map. I will grant you I don't know mucvh about NWN. It really looks and plays well. I am really enjoying playing on Nova's Rhun module. My fighter is level 35 now. Will make 36 shortly.

Nova is level 40 and beat me there. LOL I don't have as much time to play with alot of personal stuff going down.

I think the potential to make maps and modules to our own liking is huge. Granted it is a big undertaking. But one perhaps well worth it. Look at Rom2 some 9 years later and we are still playing it running servers for it and modding it all over the place.

I think the same can be done with NWN. The question is which version. One or the Two. I am purchasing the Two version and plan to examine it closely.

In either case that are a huge number of peeps playing NWN one or NWN two. There are modules out there aplenty.

I think the real fun is the creating of a custom module. I am intending to build a world based on my GreenWorld Fantasy Novel. I am in the process rewirtting it now.
It has 368 pages of excitement. I made it hair raising. It does tell a story. I have three more books planned. Based on the GreenWorld. Many more could be made.

NWN has the map making tool. I have not worked with it. I plane too. I also think you can mod the Rhun module too. It is a matter of getting used to using the aurora tool set or the newer tool set for NWN2.

I will investigate these things and report back

Take care all!

Lord Atton
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 24-Oct-08, 22:24:21
Yes, I've seen that Spanish update (though I have not looked inside of it to see specifically what they added/modded). I prefer not to have Epic gear sold in the shops in Etum (it's just silly). At least you have to complete a killer Epic Quest to get to the Epic gear shop in the Ancient City of Taer (although that shop needs some serious alterations too).

I agree it is silly that you lose the overage XP when you finally level. You should not be penalized for leveling right away. If you die right after leveling you wind up losing that level and have to go through the hassle of leveling up all over again. Waiting until you have a buffer of some extra XP simply makes sense. If you could show me how to "fix" that I would like to do that.

As to the resting limitation, I have already implemented a version of that. Resting is only allowed once every 5 game hourse (15 minutes real time). Sadly for mages, this makes things even harder for them. But it does make healing potions useful. With unlimited resting, there is much less need for healing potions. That's why I changed it.

By the way, I have found "healing" potions for the undead faction. The merchants in Stralad Castle sell vials of blood which act the same as a HEAL potion when drank by the undead.

The frequent character export is not really a problem only because there are so few players on my server. If there were ever a lot of players, it WOULD become a problem indeed. In fact with few players it's kind of a nice backup plan to regularly save character files in case I forget to set an autosave interval on the server. I'd still like to know how to change that, but I'd probably file that information away for future (it's not a top priority by any means).

You can remove the level restrictions. Shayan (one of the original Rhun modders) posted the NWN Vault explaining how to do so. However, I personally think it's an excellent system (when it works properly) to prevent noob character tanks from running around the server. It means your character's power has to closely match the power of the item before they can use it. I think that's a GOOD thing. We can of course quarrel over what constitutes a "close match".

What I'd like to do is start a list of potential updates. I have a short list already started and I'll post that under a totally new thread under GENERAL DISCUSSION. Please add any/all suggestions for alterations to that list and of course include any information you might already have as to HOW those alterations might be accomplished.

With that said, I agree with you that the mages got screwed in Rhun (think of this a Rage of Mages 3 if you like....lol). I haven't had the chance to play too many other character classes or races to see how they fare, but I'm trying to. I want to be sure each character has a roughly equal standing (or at least if there are inequities that they are fully explainable by the Rhun storyline...yes there is a Rhun storyline woven through the module).

And to your question on the Matron Mothers, yes I have fought them solo with several different characters and won (with great difficulty admittedly) with each one...a fighter, an arcane archer, a monk. I don't know how many other character types would fare well solo against a Matron. But the Matrons are far from the toughest encounters in the module. There are MUCH worse lurking inside Rhun. At any rate, I'm open to suggestions as to how to make the game play more evenly balanced for ALL races and classes.


Whew....that's it.

-NOVA
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 24-Oct-08, 15:29:32
Hello.
I have found a different version of Rhun.
It improves a little the version we know.

There are some new quests added in Etum, but written in spanish.
A new vendor is in the trade district, and sells epic gear.
Costs and level requirement of epic gear sold, are the same you are used to though.
There are some new areas with monsters. But author fail to say where.

If you want to look:
http://nwvault.ign.com/View.php?view=Modules.Detail&id=5665

I have not made those modifications, be clear.

But I can provide you some script modifications if you are interested, and explain in detail how to apply them.

Some examples of script modifications:
-- It is possible to remove the XP loss when you finish the level up.

-- It is possible to make that if you die you never suffer XP or gold loss.
-- Or is possible to increase the amount of gold lost, if you are wicked.

-- I can introduce worldwide resting limitation, if you want more challenge.
Resting can be limited in many ways:
* by time,
* by class hit die,
* by distance from nearby monsters.
Or combos of the above.
Or I can reduce the minumum distance from monsters that is required to rest.

-- One annoying feature is that the module export your characters every 10 minutes of play and every time a rest is taken. Maybe you want that removed.
They are hard coded exports (in the module scripts).
And unnecessary, because the server application has a programmable feature to do it already.
If you let the server do the exports when the admin wants, your hard disk will thank you (you would have much less writings done over hours of play).

-- Maybe I can remove the level requirement on items too.
I do not know. I will have to check. I just thought of it at this moment.

Let me know if you wish something, probably I can help.

I would send you the required files by mail, and explain how to apply the change (two minutes work there, believe me).
Also the scripts are short text files, so you can check against the originals that I do not cheat you.
And you do not have to re-download megabytes of stuff :-)

-fox



Oh!
Aldebaran hat needs players, do not forget rom2.

-fox
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 24-Oct-08, 13:01:54
Hello NOVA,
I said it bad perhaps.

With 400 areas and a number of encounters per area, thinking of changing every encounter to adjust monsters is insane (but I am slowly doing it). This much we agree on, I believe.

So my idea was to work on the problem from the other end.
You do not touch the encounters. You do touch the templates that define the monsters spawned by the encounters.

By altering a single template file it is possible to affect all monster types that the template is used to spawn in Rhun.
Think of Galum Hills area. Many little goblins there.
We know there are not only goblins, but pretend it is only goblins for a moment.

If you modify the goblin template, then all goblins in Galum Hills are automatically modified.
And not only there. All other areas populated with those same goblins would automatically be affected.
The number of goblins spawned would not change. But the stats of goblins would.

If you modify all monster templates (at least all monsters that make appearence in Rhun), then you have modified the entire module, and without touching a single area.
The good news is that there is no real need to modify all the templates.
The most part of the monsters is ok.
Only some areas feature monsters that are over pumped.

You recognize a over pumped monster when you see that your high level Wizard can hardly defeat it. Or maybe he can not hurt him at all.
This is not because I like Wizards so much :-)
But because spells are no swords.

A warrior can find insane weapons and armors and become insane strong and fight insane monsters.
But for mage is different. Items can give your mage extra spells, but they can not raise the power of a spell beyond the maximum.
You have to modify the very spell to do that. But Rhun uses the standard spells.
And if you modify the very spells, then, it is trouble for warriors too, because monsters use spells as well.
So modifying the spells is not the way to go.

When a monster is able to resist the best (standard) spells, easily too, you know that the monster is over pumped.
Monks achieve high magic resistance. And most characters can achieve high saving throws anyway, in case they lack the magic resistance of Monks.

But monsters generally feature high life, good armor class, and none or moderate magic resistance.
It is their saving throws that protect them from your spells.
If they have insane saving throws, then your spells do not hit the target, or cause very limited damage.
This is what is very wrong in Rhun and need to be addressed.

Monsters must see their saving throws lowered. In some extreme case they need to be cut in half or even less. Otherwise there is no purpose for mages in Rhun.

Have you fought a Matron Mother? I believe you did.
But you fought them with a Monk, or a Warrior maybe.
Have you tried to launch spells at a Matron Mother?
Have you noticed that they have a crazy triplette of saves that is 100/100/100?
No spell in the game can beat a save of 100!
A platoon of Epic Wizards, all built to unleash hell on their worst day, could never scratch a Matron Mother! The Matron could lay down and sleep, while the Mages spit blood in attempt to cause 1 damage point to that abomination.
Do you know how much life has a Matron Mother? It is 3000 points.
The best spells cause max 240 points of damage, and not 1 more, never.
Even if the Matron Mother has 10/10/10 saves, it would take about 20 such spells to kill her.
A single Wizard can not load that many powerful spells.
I can barely load 6. 12 if I sacrifice other useful things (which is suicide, considering the previous encounters).
But only the last 6 would guarantee a hit of 240 points. And only if the Matron Mother is not immune to that specific kind of spells. Would not surprise me if she is.

To cast spells you need time. And then time to wait that the spell produce the effect.
In the while, the Matron Mother skins your back with her whip that causes 50 damage per hit.
If your Wizard reaches 400 life it is a miracle.
With 6 attacks per round (if not more), you are cadaver in 8 seconds.
In that time you cast maybe 3 spells, and only if you have feats to make your spells not interruptable.
Otherwise you cast nothing, because the high damage you take aborts your spells during conjuration phase.
So you understand that no mage can win against a Matron Mother in Rhun.
That thing is totally cheated, not to mention her character level, which is 60 and not 40.
Rhun needs adjustment. It is more Beta than you believe.

-fox



Oh, I forgot.
Aldebaran hat needs players.

-fox
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 23-Oct-08, 20:52:05
Actually, I don't think I can explain that any better than you already have....well done.

Monks are definitely THE class to play if you plan to run around solo and just kick some ass. It's not until you start encountering monsters that kill you in one hit (regardless of protections, saving throws, or how much health you have) that you run into any real trouble. But that applies to any class you play and you'll likely curse a blue streak when you first run into these monsters (for instance the Epic Cockatrice along the Taer Shoreline). That thing looks like a little chicken running around, but it whoops yer ass up and down.

Just curious, how do you go from claiming it's EASY to modify the Rhun module and then saying you have to modify every individual monster encounter? Those two statements don't jive with one another. There are over 400 defined regions in the Rhun module and each region has anywhere between 1 and perhaps 35+ individually defined encounter groups. Unless you're already a practiced modder, or have endless free time, it's not an easy thing to modify or create a NWN module at all. Yes it is POSSIBLE to make alterations, but I have neither the time required nor the motivation to make anything beyond very minor alterations. I work 10+ hours per day as well as having various sick, ailing, and near death relatives. And with one of my co-workers having recently quit, I now have to absorb most of his work load as well. Couple that with the fact that I've lost about half my net worth with the recent stock market crash (which took me 22 years to accumulate, btw). Prior to this, I was looking at perhaps another 7 working years prior to retirement. I'm now facing more like another 20 years (if all goes well, longer if things don't). Frankly, by the time I crawl my way home at the end of another grueling work day, I'm just looking forward to a few hours of aimless and effortless entertainment. The last thing I want to do is hassle over the minor flaws in a game module.

If anyone else is interested in making those alterations or even perhaps collaborating in a group effort to make module improvements (or a totally new module even), please let me know. Perhaps in collaboration we can accomplish what each of us cannot (or won't attempt) individually.

-NOVA
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 23-Oct-08, 12:17:32
thank you very much fox
your detailed explanation will certainly be a big help

oh, i almost forgot
Albadaran's hat still needs players :)
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 23-Oct-08, 03:31:39
NOVA,
Rhun is not hard to mod.
Scripts do not need to be touched. They are ok.
But maybe the part that steal your experience after the level up...

What should be changed is the number of monsters in a single pack.
But this is a per-pack setting... meaning that you must change all packs one by one, area by area.
It is insane to even think to do it.

Another thing that need to be changed are the saving throws of some monsters.
This is more plausible, because it is a per-template setting.
Changing one template affects all monsters spawned by it.
The mountain orcs need to be changed. Their health is ok if you lower their throws.
The illithids too have saving throws too high.
The drow priestesses too. But the regular drows are ok.





Bbking,
you can make a kicking ass Monk with 10 attacks per round.

--------------------------------------------------
I explain.
Attack progressions in NWN are not the same for every class.
Some classes are more affine with combat than others.

There are 3 groups of attack progressions.
Every class fall into one group or another, depending on their affinity with combat.

One of the first rate attackers is the Fighter, with a BAB (base attack bonus) of 4/4: meaning +4 attack points gained every 4 levels taken.
Monks are second rate attackers with a bab of 3/4, that is: +3 attack every 4 levels taken.
Wizards, Sorcerers and Pale Masters are third rate attackers, with a bab of 2/4.

The difference in bab is only for the pre-epic levels: that is, from level 1 to level 20.
In the epic levels (from 21 to 40) bab progression becomes 2/4 for every class.
In other words, from level 21 to 40 all characters gain only +10 bab, no matter the class.

So if you have to take a second class that can improve your bab, it is best taken in the first 20 levels.
Instead if you need to take a second class that can ruin your bab, it is best taken in the last 20 levels.
This should sound logic and flawless.

--------------------------------------------------
Combat happens in a continous way, but is divided in rounds.
1 round lasts for 6 game seconds.
So every 6 seconds of fight, a new round has begun.

Some actions can be taken only at the begin of a round.
Other actions last for the duration of the current round.
So you can imagine why combat is split in rounds.

Characters have a number of attacks per round, that is the number of attacks they can perform in 6 seconds of fight.
You start with 1 attack per round.
So initially your battles are like valium. No worry, it improves very soon.

As you gain levels, your BAB improves.
With more bab, you gain more attacks per round.
With more attacks per round, you inflict more damage within 6 seconds of time.
And battles become more exciting. Or you get beaten more badly... haha.

Without telling all the details, Monks can naturally reach 5 attacks per round.
All the attacks per round a character gains thanks to bab, are developed during the first 20 levels.
If you want more attacks per round, you have to do other things. Leveling is not enough anymore.

--------------------------------------------------
A Monk rule says that Monks gain 1 new attack per round every 3 points of bab.
A level 20 Monk has a bab of 15, and therefore 5 attacks per round.
If the Monk could get past bab 15 within level 20...
But he can!
Lucky you, different bab progressions can stack.
If you take enough levels in a class with bab higher than that of the Monk, you can exceed bab 15 within 20 levels.
By taking 4 Fighter levels you can do it, and obtain bab 16 at level 20 :-)
Thanks to it you gain 1 extra attack per round. Which is the 6th Monk attack.

(Open paren...
The 4 Fighter levels must be taken consecutive and before reaching level 21.
BAB works in fourths. To not ruin the bab built by previous Monk levels, the 4 Fighter levels must be taken starting at a character level that is multiple of 4, plus 1.
So levels good to start getting Fighter class are: 1, 5, 9, 13 and 17.
Best point to select these 4 Fighter levels would be at character levels 17, 18, 19 and 20.
... close paren)

Monks normally fight unarmed.
If they employ weapons, their unique and very special attack progression temporarily reverts to the standard one.
This causes the loss (temporary) of attacks per round.
However, Monks are allowed to make use of one weapon type: the "Kama".
A Monk armed with a Kama retain his unique attack progression (and the number of attacks per round).
So Monks can use Kamas with impunity.

A rule says that a character wielding two weapons gain 1 extra attack.
Monks are no exception. Monks wielding dual Kamas gain a 7th attack per round.

But the penalty for wielding dual weapons is a big reduction in attack rate.
To compensate for this you can take feats.
A rule says that Fighters gain 1 extra feat for every 2 levels taken.
You have taken 4 Fighter levels: you have access to 2 bonus feats.
Use the first bonus to select the "Two Weapons Fighting" feat.
It will reduce the attack penalty for dual weapons.
Use the second bonus to select the "Improved Two Weapons Fighting" feat.
It will give your Monk 1 extra attack per round. The 8th attack.

At this point the attack penalty is much reduced, but still present.
It can be further reduced by taking the "Ambidexterity" feat.
A rule says that all characters gain a bonus feat every 3 levels.
This bonus can stack with other bonus.
I suggested you take Fighter levels at 17, 18, 19 and 20.
Level 18 is multiple of 3, so there you can select 1 bonus feat.
Level 18 is also the 2nd Fighter level you take. So you get to select 1 other bonus feat.
This mean that at level 18 you can select 2 bonus feats together.
At level 20 you get to select the 2nd Fighter bonus feat.
So in 3 levels (18, 19 and 20) you get to select the 3 feats you need to fight well with two weapons.

When you have those 3 feats, the attack penalty for equipping two weapons is near null.
The penalty can be nullified completely by equipping a pair of Kamas with an enchantment bonus of +2 (easy to find).
Kamas with better bonus (+3 and above) will not only nullify your attack penalty, but will add to your attack rating.

So you have reached 8 attacks per round.

Monks possess an ability called "Flurry of Blows". When this ability is active, Monks gain 1 extra attack.
This would be the 9th attack per round.

A rule says that characters under the effect of Haste magic, gain 1 extra attack for the duration of the Haste.
Monks are no exception and a hasted Monk gains 1 extra attack like everyone.
Some items (such as Boots of Haste) give you a permanent Haste.
This would be the 10th attack per round.

10 attacks performed in 6 seconds: it is the maximum, and only Monks can achieve it.
It happens so fast that the game can not show all your moves. But your target takes all the damage regardless.
If you find a pair of good Kamas, your Monk can inflict insane amounts of damage in little time :-)

I believe NOVA can explain this whole in better details.

-fox
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 22-Oct-08, 21:15:32
I agree a MONK is indeed fun as hell to play. The sheer speed of a high level monk is intoxicating and you get spoiled by it. It sucks to go back to any other character (even ones who are hasted) because they move in slow motion by comparison.

As to the limitations of spell-casters, this is not unique to the Rhun module. This is inherent in the NWN game (and particulary in the underlying D&D rules themselves). You can't fault the module for this. And there's nothing I'm going to suddenly "discover" that I don't already know in that regard.

I'm not an apologist for the Rhun module nor the authors, but I do find this module to be the best available alternative for running a 24/7 server for the NWN 1 game. I'm disappointed with some of it's shortcomings as well, but nothing is perfect. Keep in mind this module was released to the public long before it was complete. This happened just prior to the launch of NWN 2 and the authors moved on to that game figuring it would spell the end for NWN1. The Rhun module is far from perfect, but it does a pretty good job of accomodating a wide variety of different character class and race options. With a bit of patience and effort, it's possible to play most of the module solo with many different character classes. There are relatively few exception areas that intentionally require a huge party to conquer. I've never said the module was perfect. If you can find me a better alternative module to run, please tell me and I'd be happy to host it. Despite it's many flaws, this is simply the best alternative I know of short of creating my own (and I'm not going to do that).
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 22-Oct-08, 19:47:52
well, fox, then Monk it will be :)
i gladly take your word for it
besides, i like walking paved roads haha
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 22-Oct-08, 17:58:29
Hello.

Yes, NWN is the best translation of D&D in videogames. Rhun is for NWN 1.
You have +1 weapons and stuff, feats, skills, saving throws, spells to prepare, familiars, animal companions, summons, size issues, elementals, outsiders...

Lol bbking, no negative energy potions, no :-)

D&D rules fill a whole book. But they are logic and quick to learn.
Just play and do not worry.

Based on my experience with Rhun, if you want to play it, Monk is the single most advantaged class in the module. Lot of Monk gear is available. And the Monk attack progression and bonus feats are handy to have.

From what I have seen, the best party to play Rhun would be:
-- Monk
-- Cleric
-- Wizard
-- Rogue/Shadowdancer
Such party have all the tools to succeed everywhere with little effort.
Maybe in Owidd mountain they would find pause. But Owidd is full of super cheated foes.
Standard game rules do not apply there, so the place does not count.

Monks are Number 1 anti-magic. And good warriors.
Clerics are Number 1 anti-undeads. And good warriors. And can enhance/heal a party too.
Rogue/Shadowdancers are lethal killers (except versus undeads and dragons).

A Wizard is like a Commando. Best description is: one-man army.
Nothing is safe around a Wizard. They excel at destroying and can enhance a party too.
But they are limited by their need to rest and recharge their spells.
In Rhun, this limitation can be a serious problem :-(
I am afraid nova will find out soon why I complained so much.

Wizards are completely built around their Intelligence stat.
This give them the opportunity to raise several skills to very high levels.

Clerics and Wizards together can also severely lower the defences of monsters, paving the way for Monks, Rogues and Fighters.

-fox
 
Author: Albadaran (simondekker [at] hotmai [dot] com)
Date: 22-Oct-08, 15:24:45
Never knew NWN is based on the d&d rules. Is it really about +1 and +2 weapons, that kind of stuff? Btw, are you guys playing NWN 1 or 2?

As for the thread's heading: Like BB stated, we need players on the rom hat's. Not only mine, also on Atton's. And I think many players who now play the Russian hat would feel more comfortable here: we take effort in making a balanced game, profession based gearsets and some alternative ways to play. So yes, give it a try!
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 22-Oct-08, 11:02:43
hey gray fox
i suppose there are no negative energy potions? lol
btw, only yesterday i read the long but very interesting exchange of thoughts between you and NOVA about your NWN Rhun mod experience from a couple of months ago.
and i must say i'm impressed with the knowledge you both demonstrated about the in-game mechanics.
it must take a mathematician to fully grasp the D&D rules and unfortunately i never was any good in mathematics.
but i'm impressed nevertheless.
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 22-Oct-08, 04:20:30
--NOVA
Negative energy would have a healing effect on undeads.

But in 1.68 negative energy traps will wound undeads.
It is a bug, fixed in 1.69.
Bug only for traps.

Negative energy spells will heal undeads, any patch.

Druids and Clerics can cast Harm, the mirror of Heal.
Harm will unheal your lich to full health.

Any spell causing negative energy damage will do your lich good (ungood?).

-fox
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 22-Oct-08, 02:39:31
I've bought NWN, incl. the 2 exp. packs, via U.K. eBay yesterday. I expect to receive it within one week.
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 22-Oct-08, 00:07:24
So does my NWN server.....

I started a LICH character last night. It's a bitch to play. Your start town is Lord Stralten's Castle (which is surrounded by very strong monsters). Plus, you can't be outside during daylight hours. If daylight hits you, you take damage...and at low level that pretty much means instant death the moment the sun comes up. Plus, healing potions do NOT work for the undead for some reason. So you can't heal any damage you take (at least I haven't figured out another way yet).

But the character looks COOL, so that at least some consolation.

So if anyone other there has the NWN-1 game, come join us online. Check my post under the non-ROM2 section or post here if you have trouble connecting.

-NOVA
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 21-Oct-08, 18:36:32
spread the word :)
 
^top