Journal

Custom Class Abilities

Clerics:

Clerics Must Have their Holy Symbols equipped in order to cast their spells. Not only that Clerics that deviate too far from their Gods alignment will find that their spells fail completely.

Clerics of 7th Level or above ( as with Paladins and Blackguards ) can convert NPCs to their religion, thus gaining their God and themselves Piety Points. Piety Points are necessary for Clerics to complete their Epic Quest (required for advancing beyond level 24). Piety Points also play a much greater role when any character class reaches Level 30 – here the characters must ascend to demi god status and can only gain further levels by earning the required experience points as well as piety points.

All the clerics that serve the most popular God have many of their Buff and Healing spells extended / empowered. You can ask most head clerics of various temples what the standing of the 9 Gods popularity is. The popularity scores are reset at the start of each new game year (about 12 days real time)

Evil Clerics Rebuke undead instead of turning them. These undead become completely under the control of the cleric for a duration same as if they were turned.

Monks:

Monks are refugees from Yendola. Their country was all but destroyed by the Obsidion Empire invasion. Only the Sai San Monks resist down south.

Monks have to be pure class and when they reach a certain level they can travel to the Sai San Monastery and learn the Way of The Drunken Fist which can improve their fighting power when they get drunk on Rice Wine.

Sorcerors:

Sorcerors can join various schools to specialise their spells. They can become a Necromancer by joining the School of Necromancy or they can become an Elementalist by enrolling at the University of Elemental Sorcery. Female Sorcerors can also choose to become a witch. Please check Spell Changes in Journal to see what spells are affected for these various schools. Sorcerors in the Epic levels will be able to create totally unique spells.

Wizards:

Wizards start in the Obsidion Empire (unless you choose Wizard as your 2nd class) and as long as they are in the Obsidion Empire faction. They are not called Wizards here, they are Engineers where Magic is a Science. The term ‘Wizard’ and art of ‘Wizardry’ was lost thousands of years ago. Engineers are supplied with robes, and the Channeling Ring and when they reach higher levels, a Construction Manual to manufacture their own Golems and later on more powerful Obsidion War Machines and other contraptions. Wizards will have access to a special set of spells in their Epic Levels providing they remain in the Obsidion Empire. All Wizards that start in the Obsidion Empire have their Alignment Set to Evil.

Bards:

Bards can use standard music instruments to give street performances to gain fame and fortune. They can also use their instruments to set the ambient music of any area that they happen to be in. Bards are given a key to access the Black Hand Rogues Guild. Female Bards may opt to become a Witch.

Rangers:

Rangers from level 3 onwards can receive free specialist ranger arrows from Rochallor of Ivrin, just seek him out in North Manay Bowyers. Rangers also get a special Tracking Tool and also a key to access the Black Hand Rogues Guild.

Druids:

Female Druids may opt to become a Witch. Epic Level Druids will have abilities to enter various Elemental Planes at will.

Assassins:

Assassins can use the PC scry tool to see if any contracts have been placed on other players. Upon successfully killing that player, the contracted reward if given to the Assassin ( minus a commission ). Assassins that attack a player with a price on his head will be flagged a criminal for attacking But will not receive a murder count. The Murder Count is given to the person that placed the contract in the first place. Assassins may not place contracts on players. Contracts can be purchased from the Shadow Society Base.

Paladins:

Paladins have to be Pure Class in Dalakora. Paladins get a Holy Symbol which they need to equip to cast spells, turn undead or lay on hands. Paladins can also convert like the Cleric to gain Piety points. Paladins have a permanent Aura of Protection Against Evil and when they reach level 11 they can collect their Corthirian Medal from Baron Whelan which grants them extra abilities. Epic Paladins will have the ability of making any weapon they wield gain Holy Avenger properties. Paladins may later on choose to become a Crusader gaining further abilities but also some restrictions.

Paladins upon reaching level 20 will be able to become a Crusader. In order to become one you need to speak with Duke Cromwell who is a Hakarnian Duke on visit in South Manay. Once you have become a Crusader you cannot undo it.

Requirements : Lawful Good Alignment, Paladin Level 20, Piety Points 1000

Penalties :

1. Cannot Possess More than Level * 1000 Gold.

2. Item Limit 75.

3. Double Alignment Loss for evil acts.

4. XP Loss Double on Respawn if Alignment is not Lawful Good.

5. Cannot use Missile Weapons At All.

Bonuses :

1. Increased Morale for Party. ( Improves with level )

2. Weapon of Choice Feat. ( Choose Weapon Type when becoming a Crusader )

3. Increased Multiplier. ( After 2 levels gained as Crusader or Over level 24)

4. Superior Weapon Focus. ( After 3 levels gained as Crusader or Over level 25)

5. Ki Critical. ( After 4 levels gained as Crusader or Over level 26)

6. Squire – can take a Squire with you on adventures. Pick one up from Temple of Lithor.

 

Custom Systems

Fame System

When you kill monsters harder than you, you gain fame points. When you perform outstanding deeds or complete important quests you also gain fame points. Fame Points affects your fame title, which can affect the price of goods in stores and also can boost your Charisma Score. You lose fame points when you die.

Alignment Shifts

Performing Good or Evil deeds can shift ones alignment in the corresponding direction. In order to reverse these shifts one can perform opposite actions. In order to change alignment back towards good, one must make donations at Good Temples. To swing alignment on the Law / Chaos scale requires a lot more… you have to find a special temple and pay in Fame Points.

Good Deed System

Casting Healing Spells on other players that are injured can give swing to good alignment once per day. Same with bandages.

Healing

There are no normal Bioware Healing Kits. Instead there are Bandages and Medicine Bags. Medicine Bags can cure poison or diseases (before they set in). Medicine Bags can also be used to remove disabled states or revive someone who is bleeding to death. Bandages can be used to heal hit points on a target. Each target can only be bandaged once every few hours. The amount of points healed is directly related to the Heal Skill.

Traps

You need to use the special Search Tool to look for traps and secret doors. In order to disarm traps and pick locks, you MUST use special Thieves Tools. The Normal Bioware Radial Menu will not work.

Use Magical Devices (UMD)

We have several custom UMD restrictions in place. The main one is that you cannot abuse the system of stockpiling Skill points and then taking 1 level of Rogue much later to then get maximized UMD skill. We have capped it so that the most points you spend in UMD is equal to number of Rogue/Bard/Assassin levels + 3. (Bonuses from Stats, Items, Feats etc are not restricted by this). Should you put too many points in, you will need to relevel your character.

Custom Parry System

Characters that use 2-handed Weapons (Great Axes, Halberds, etc.) or opt to fight without a shield but use our custom Main Gauche (Parrying Dagger) will get a bonus to their Armour Class if they spend points in Parrying. The maximum bonus you can ever get from this is +8 to your AC but that will require 40 in Parrying. You will not be able to just pile in points as this particular feature only counts the Levels in Martial Classes – ie Fighter, Barbarian, Rangers, Blackguards, Paladins, Weapon Master & Dwarven Defender. In this regard it works similarly to the UMD skill. If you were level 5 Barbarian and 3 Rogue but have 11 points in Parry ( not counting bonuses) – only 8 of those points will count towards this custom parrying system. ( Penalties from Armour are removed for calculating how many parry points go towards this system) – You do not need to be in Parry Mode to Use this.

EPIC Quest System

Once you have reached level 25, in order to continue to gain levels up to level 30, you must complete Epic Quests. You need to complete 1 Epic Quest for each level you wish to gain above 25. So in order to reach level 30 you need to complete 5 Epic Quests. These Quests can be found by talking to NPCs once you are above level 20.

ASCENSION System

In order to level beyond 30, you must choose the path of ascention to begin your quest to become a Demi God. All characters on this path will require Piety Points as well as Experience Points to level. Piety Points are gained in exactly the same way as Clerics, when you ascend you will be given a Holy Symbol that corresponds to your patron Deity if you do not already possess one.

 

Custom Systems

PC Morale Check System

Whenever you come into the perception range of a hostile creature that is rated Impossible, a morale check will be made and failing it will mean your character runs away in fear for a short time. There are many factors that affect your morale including size of your party, whether there are healers, bards or paladins in your party, previous successful morale checks, type of enemy and so on.

Custom CD Key Authentication System

Due to the unreliability of Bioware’s Master Authentication Server, we have a custom CD Key authentication system that prevents people from hijacking your accounts. However if you play your account on different PCs with different NWN CD keys you will not be able to access your account and be automatically kicked from the server when you are on a PC that does not have the same CD key as when you first joined the server with that account. However, there is an option in the Crafting Menus that will allow you to disable this extra security check on a character to character basis.

Custom In Game Player to Web Chat

- first, somebody needs to log into the webpage following the link off our homepage or http://www.dalakora.com/cgi-bin/webchat

- the “login” can be anything you want, and there are no passwords, so i guess impersonation can be an issue if people decide to be jerks. with this in mind, i am stating that NO OFFICIAL TOPICS WILL EVER BE DISCUSSED by DMs using this feature. it will be for fun only.

- once logged in the webpage, the user will see a list of players on the right (that autoupdates) and a “message” textbox. hopefully you can figure out what to do with that.

- that message will be sent to each PC in the game from a special NPC

- for the PC to respond, he has to type in: “*web message” (without quotes of course)

- *web is a special character sequence that will enter the “web talking” mode

- this message will be displayed to everyone logged in on the web page as well as each PC in the game

Spell Changes

Heal, healing Circle, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds all give the caster points towards Good Alignment when cast on other injured players. This ‘Good Deed’ will reward Good Alignment points once per game day.

Animate Dead, Create Undead, Create Greater Undead and Gate will give the caster points towards Evil Alignment.

Harm : This spell is capped at 200 points damage and the target gets a Fortitude Save.

Isaacs Missile Storm : Only 5 missiles will hit the same target.

Tensers Transformation : Does what it says in the original spell description instead of the stupid polymorph nonsense.

Time Stop : This spell is local only – 100 metre radius.

Summon Creature Spells : Creature Summoned is random from a set list. Elemental Sorcerors casting the higher level Summoning spells will always get an Elemental related to their School and Necromancers will always get undead.

Greater Magic Weapon : +1 / 4 levels.

Bigby Spells : Reflex Save given to targets.

Greater Sanctuary : Acts the same as normal Sanctuary but with incredibly high DC.

The follow spells are automatically maximized / empowered / extened (where appropriate) for the different Sorceror schools.

 

AIR

Lightning Bolt

Stinking Cloud

Cloud Kill

Chain Lightning

Acid Fog

Incendiary Cloud

Wail of The Banshee (increased Save DC)

Electric Jolt

Electric Loop

Ball Lightning

Great Thunderclap

 

WATER

Ray of Frost

Stinking Cloud

Ice Storm ( Cold Maximized )

Cloud Kill

Cone of Cold

Elemental Shield

Acid Fog

Horrid Wilting

Ice Dagger

 

EARTH

Melf’s Acid Arrow

Mage Armour

Ice Storm ( Bludgeoning Maximized )

Stone Skin

Acid Fog

Greater Stone Skin

Meteor Swarm

Acid Splash

Acid Breath

Acid Sheath

 

FIRE

Burning Hands

Fireball

Flamearrow

Wall of Fire

Elemental Shield

Incendiary Cloud

Meteor Swarm

Combust

Firebrand

 

NECROMANCER

Negative Energy Ray

Ray of Enfeeblement

Ghoul Touch

Animate Dead

Negative Energy Burst

Vampiric Touch

Enervation

Circle of Death

Finger of Death

Control Undead

Create Undead

Create Greater Undead

Energy Drain

Stone Bones

 

WITCH

Charm Person

Owls Wisdom

Eagles Splendor

Clairaudience / Clairevoyance

Hold Person

Clarity

Bestow Curse

Charm Monster

Dominate Person

Finger of Death

Power Word Stun

Dominate Monster

Evil Blight