Arenthyor World Customizations
This page is designed to inform players of special customizations to the Neverwinter Nights game that they should be aware of when designing characters or expect to see within the world of Arenthyor.
Death and Dying
Dying results in the dropping of a random non-plot item in your backpack. Death results in the loss of 10% of your xp, though raising or ressurection will prevent this penalty. Death as a result of CvC do not result in penalties or dropped items. Additionally, you will only be allowed to be returned to the mortal world by your deity a number of times, depending on the level of your character. If you die more than this, you will be required to sell a portion of your soul in order to return to the material plane. If you sell too much of your soul, well, the Devil will have his due...
Multiclassing
Multiclassing is allowed in Arenthhyor, though if you choose to multiclass, you will be required to continue to level in that new class until you are within 3 levels of your old class. For example, if you are a level 8 fighter and choose to add the rogue class, you will have to take at least 5 Rogue levels before you can level again as a fighter.
Devastating Critical Feat Supressed
The feat "Devastating Critical" has been supressed due to game balance issues. You can still take the feat, but it will only deal critical damage as per a normal critical hit.
Prestige Classes Locked
Prestige classes are locked and characters are unable to level into them without prior DM approval. DMs will collaborate with players to develop a sufficient RP quest/test for PCs wishing to become prestige classes. Upon successful completion of the quest, a PC will be allowed to level into the agreed-upon prestige class.
Arcane Spellcasting
Given the world lore of Arenthyor, the "lesser races" were abandoned after their self-proclaimed shepards, the fey races, fled to their homeland taking with them most magical items and all of their innate knowledge of arcane energies. As of the most recent age, the lesser races have discovered a new path to tap into arcane energies that is different than how the elven wizards command the energies. One key difference is that these lesser races must use a conduit, also known as a spell component, to call forth the arcane energy of the world. Thus, all non-elven characters are required to have spell components in their inventory to cast an arcane spell.
Divine Spellcasting
Divine spellcasters are calling forth the divine will of their deity. In Arenthyor, that divine will is channeled through the most holy of objects - the holy symbol of the god. Clerics and other divine casters are required to equip their deity's holy symbol (in their torch/shield hand) in order to successfully cast a spell or use divine feats (e.g. turn undead).
Pickpocketable Items Restricted
Pickpocket is allowed, but the action will not take large items (swords, shields, etc...) for which it is unreasonable to assume that those types of items would be stolen.
Spellcasting and Expertise Feats
If your character is casting a spell while in Expertise or Improved Expertise mode, he/she will discontinue use of those feats. As a spellcaster, a character needs to concentrate on his/her spells, whereas the Expertise and Improved Expertise feats are intended simulate going into active defensive maneuver positions (dodging and weaving - focusing on avoiding contact). Spellcasting, which requires focus and concentration, is counter to the physical activity simulated by the Expertise/Improved Expertise feats and therefore cannot be used together. Casters can re-use the feats once the spell is cast.
Persistent Save Locations
Arenthyor uses a system to automatically retain the last area entered by your character and saves that location to the database. When you re-enter Arenthyor, you will be returned to the same area that you last entered. Please make sure that you ENTER a safe location before you logout so that when you return, you do not materialize into a difficult situation unprepared. There are some special areas that do not allow persistent location saving (quest dungeons, for example). In those cases, you will be returned to the last area you entered that allowed location saving.