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Tuesday, July 20, 2010

some news

So I finally got every item I was trying to find that existed in the original mists. Granted none have been altered to be the way they were in the original mists. I decided to personally go through each item and adjust it to suit my ideals for the servers needs.

In addition I planned out the first 15 new areas for the Port Turner ( formerly known as Freeport) for questing and exploration. One thing that will be different about the new mists is minus shop keepers, every non guard npc inside a town will have a quest attached to them. Most if not all of the town guard that have names will have quests.

As far as encounters go I do intend on using some of the old creatures but I intend on using more of the newer appearances that came out with the cep2.3. In fact I really want to shy away from using most of the standard nwn creature appearances. I hate to say it but I feel like they have been over used. I cant count how many servers or mods that at first level you fight either rats,bats,bugs,goblins,kobolds, or wolves . Well sorry I have other ideas in store for players.

As far as max enchantment bonus on weapons goes I was thinking of going with +7 being the max any player can get out of crafting or a shop. I do plan on having some artifacts that could be found if a series of quests are done. And the artifacts would hold a slightly higher level of power ( +8), they would be very hard to find and finding out about them would be a large undertaking in and of itself. In addition I would not be using what is called perma haste or perma true seeing. I can understand that some people may be upset with this decision, and my reasons behind it are as follows. 1. I wanted the casting of spells to matter. 2. IMO spells that have permanent effects on items make things a bit too easy and unbalanced. 3. perma anything on a item is something now everyone should own. If anything it would be a unique quality a item may have . 4. perma haste lets someone move fast all the time and they get a +4 to ac, monks with perma haste can almost (?) move as fast as dm's . I remember a time in gaming when a pair of boots of speed meant something, not just 20,000gp in a shop. 5. perma true seeing allows the sight of people using hide automatically . I have altered the original spell to not do this so allowing perma true seeing would unbalance the spell adjustment I made.


As far as immunity's go I will not be using immune to critical hits or immune to sneak attack. Both make the game's PVP aspect pointless. I know a number of people are thinking great that means most pvp builds will be palemaster. That's fine as any palemaster that becomes undead will gain all the vulnerability's that undead have as well. i.e. turning and the positive and divine vulnerability. So that gives divine caster pvp builds a advantage. Not to mention holy avengers will only work for paladins on the new mists.