We're currently working on a Deep Imaskari themed update (A fantastic D&D race created by @BruceCordell
) on Arelith, with new areas and added features to the race.
At the start of NWN EE we launched a 3rd server with all new content. Low level, action based - intended as an introduction for new players to NWN Multiplayer.
Still popular, today we have launched another major update, nearly doubling its size.
Beneath the frozen lands of Skal lies a region of the upperdark that is equally isolated. This is the wildark - far from the great drow and duergar nations, a savage frontier of primitive tribes and unusual monsters. The ettercap spider shepherds, the myconids and nomadic quaggoth tribes - all exist in a place that, until now, had been left largely undisturbed.
A timy enclave of Deep Imaskari are the only civlised denizens of the Skaldark. Living within their tower on the slopes of Myrk-Fælinn they observe the life of lesser beings both above and below, for these men and women have forever foresworn the hidden city of Deep Imaskar in order to live among the world beyond the Great Seal.
This expansion of the Distant Shores server introduces many new areas, creatures and dungeons to the 'low level' starting location of Skaljard, nearly doubling its size and providing many new opportunities for those adventurers willing to brave the frozen wastes.
With updates to the Deep Imaskar player race, and a new start location on the Distant Shores, this update also sees the addition of dozens of new creatures, and the ability for player towns to select an official faith for their settlement.
Details of this update can be found on our forums.
The time has come. Many new updates, most of all thanks to the wonderful addition of the EE auto downloader, Arelith has now expanded to use Haks. Using special small groupings of files the used haks will be automatically placed and usable in a matter of seconds. No huge gb size haks. More shall be released over time so as not to use some players metered bandwidth to a large extent. The auto Downloader checks for new haks available and will only load in what sections are new each time.
Come one come All, as Arelith enters our newest Era, with the skills of our talented dev teams in full view.
Please note as we are implementing haks in sections, and not large community packs, please rename your current hak folder to hak2 for example, so you can take advantage, but without running about with still unsupported content.
Important for all mobile/Android players of Arelith!
Following our recent update some textures won't show on your device, leading to 'invisible' objects. To fix this download from the following link (and read instructions)
Well, as promised! Here is the article detailing our development on Tyrants of the Moonsea, an official Forgotten Realms #dungeonsanddragons release for @BeamdogInc
's NWN EE
"Realizing the Forgotten Realms in NWN Enhanced Edition"
From the Moonsea to the Sword Coast, from Waterdeep to Calimshan; the world of Faerûn has fallen into undeath, its great heroic figures, the very gods that watched over it, powerless prevent the encroaching horror. Even remote Arelith, the shining city state of Cordor...is no more.
A few survivors, adventurers that had the good sense to recognise a battle that could not be won, have fled to Distant Shores, in the futile hope of finding some place to hide, somewhere to wait out the apocalypse.
This year Arelith is running our Halloween event on Sunday the 3rd of November, so as to hit peak hours, and because most of our players and staff were busy on the actual day.
And most especially because it is not something we want anyone to miss.
At 8pm GMT (3PM EST) We'll be shutting down our regular servers, and launching a version of Arelith Distant Shores, so as to see just what happens when the Faerun falls to the Deadites, in an alterate timeline limited event.
With this we'll be revisiting our PvP Zombie Survival Halloween event from a decade ago, but this time with a distinctly 'Evil Dead' twist... We all know that the world of Dungeons & Dragons is filled with many magical grimoires, but this time someone, somewhere, has read from precisely the wrong one...
You'll be able to log in as your regular character (or a new one if so desired) and take your place as one of the last survivors of the Deadite apocalypse. If your character gets killed, expect to join the ranks of the enemy. As ever our DM team will be on hand to give the story some real life.
After a certain hour, when only a few survivors are left, we'll be locking the server down for those players who are still there to enjoy the the final act of the story, while everyone else can get back to the regular world and play on an Arelith unaffected by the deadite menace.
Needless to say this is just a spot of fun, and won't in any way affect the Arelith narrative in itself, which will return to normal just as soon as we're finished! (And obviously is no way formally associated with the Evil Dead Franchise!)
Details on how to connect will be posted on our forums shortly before the event.
I have been trying to get into your server for the last 2 days. Every time I try to make a character, no matter what class, skills, points, recommend settings or not, whenever I click that play button I get kicked and it pops up "Delete Character". I don't know anything about RP and couldn't find any information on new character requirements so I'm at a loss as that why your server (all 3 of them) won't let me create a character to play. Any idea/suggestions?
Try changing your online user name in the nwnplayer.ini file. Look for Player Name=. I know if you use a name that has already been taken, the game will simply kick you out after creation, and your character will be deleted (or not created in the first place).
By popular demand from many of our players, Minotaurs have now been added as a playable race to Arelith.
To play this rare race a player must qualify for a reward via the 'epic sacrifice option', and they start in the Underdark city of Andunor, and have the following statistics
+4 str
+2 Con
-2 Wis
-2 Cha
Immunity to Maze,
Minotaur skin, +4 spot/search/listen, Darkvision, Spring Attack feat Track Skill.
Weapon Focus: 2H, 5% PI
Natural Armour bonus to AC (+2)
ECL +4
Alignment: Non-good
Languages: Animal, Jotun, and Undercommon
As always one can read more about this, as well as other details about the latest update on our forums.
Upper Shyr, Assassin Quests & Player Fixtures
20/01/01
The Arelith Team
For the 1st day of the new decade we have an update that extremely far-reaching, with a great many different aspects. So without further ado...
The Upper Shyr
The river than flows down from the Dark Spires through the Earthkin Village of Bendir is one of the major waterways of Arelith, and now has a large region in central Arelith. Idyllic Meadows, the goblin town of Green Gullet, home of the Broke Tooth tribe, and a sprawling farmstead, to be bid upon by the rival settlements of Arelith. This large area update is the first major content to feature one of the new tilesets introduced in Tyrants of the Moonsea.
The Assassin Quests
Assassins of the Arelith are now able to advance through the ranks of the Assassin Guild by undertaking a series of unique missions, advancing from a lowly Clipper to a Master Assassin.
As with other guild systems the character will unlock a number of benefits as they progress through the organization.
Player Crafted Fixtures
A large part of Arelith has always been the ability of player characters to customize the world around them, and with the addition of 'HAK' content we have been able to increase our options for player made craftable fixtures and furnishings with close to one hundred new recipes!
And the rest...
Areas of the Underdark have been given a facelift, some changes for Shadow Mages and much else, as usual details are on our forums.
"Large, fierce humanoids, firbolgs live for the hunt. They value independence, courage, and the middle ground between good and evil. They are agents of destiny, death, and the unforgiving wild."
A new reward race added to Arelith. The Firbolg
Alignment: Non lawful
Race: Fey
Size: Large
+4 str
+2 con
-2 dex
-4 cha
Fast Healing (+1 regen per 15 levels starting at 1, so +3 at 30)
Tracking
Deflect arrow
10/- Damage Resistance Vs Cold
Darkvision
Languages: Giant
Base Race: Human
ECL: +2
Optional Gift - Moon Seer (-2 Str +2 Wis)
NOTE: Arelith has chosen to adopt the 4e concept of Firbolg Lore (Minus the Feywild Association)
In other recent updates we have introduced a number of new resources for our crafting system, a fantastic new adjustment to our spawn system, and introduced a major update to Cordor's Social Club, and introduced a new Tavern, the Silver Bough, in Nexus Falls.
First we are happy so many console players and others have been coming to visit with us.
I know a few have been frustrated because they find themselves in the middle of active rp and dont know how to join in.
> one of our major things on Arelith is all in character conversations and such are kept In character. we dont use text speak, or anything like that, so if you have come across other players giving you an emote of *looking at him/her funny* or asking what part of the mainland your from that your common is so awful?
this isnt a crack or an insult, we are just staying in character. Using Tells by clicking the portrait in the text bar is considered out of character and we will happily respond normaly and offer to help anyone who needs it.
> ignoring rp. we have met a few people who are running about like its an MMO like the Neverwinter Warcraft clone. Please take the time and react when people try to involve you in our rp.
our whole server is build with storys and the characters we bring to life in the world, and we would like to include you.
Now again im just a player not part of any of the dev teams or DMs. This isnt from them this is from one player to other players, and just trying to be helpful so everyone has a good time.
A large expansion to the Skull Crags region sees three new Tilesets employed for what is another major update to Arelith as we expand the region in preparation for the upcoming city.
The Logging Grounds of Guldorand
A band of mountain orcs now roams the Howling Pass, and in the ancient Monastery atop the Windswept Peak the monks of the Night Serpent brook no intruders on their land.
A monk within the ancient monastery
In this update:
- 6 large new areas, with many more updated, including two greatly expanded dungeons.
- A host of new creatures, including the crag stirge, and acolytes of Dendar.
- Guldorand gets an expansive new logging grounds north of the village.
The Glacial Caverns that run beneath the Dark Spire Mountains, connecting the realms of the Upperdark to the frozen peaks have received a major thematic update. A region of the Underdark quite unlike any other, where players pass between vast sheets of ice, frozen channels that lead down to the Great Melt below.
The Undermountains of the Glacial Caverns
A Planar Portal in the Frozen Upperdark
A bridge crosses one of the chasms
Elsewhere the central hub in the city of Andunor has recieved a long anticipated update, with a player run market and Arelith's unique bar system where players can improve their skills at bartending, and make some coin along the way.
The Bar in the Hub
A player character attempts to sell his wares to passers-by
As usual the full update details can be read on our forums.
Across the frozen wastes that border the village of Skaljard, the Laird Alastair Dunmarle resides in a castle, recently restored from a centuries-old ruin. With a large household, an retinue of mercenaries hired from the ports of Moonshae and the Sword Coast, there is some mystery as to both his origins, and his intentions on Skal.
Disfigured, with a face hidden by an ivory mask, he is nevertheless reputed to be a benevolent leader, and plays willing host to many of the adventurers of Skaljard village.
The Laird Alastair Dunmarle
This major update to Skal introduces the first new 'settlement' area for characters on the Distant Shores isle of Skal, including;
A number of new player quarters within the Rustfire Inn
three new player run shops
Skal's first fertile land for PC horticulture
2 Man-at-Arms henchmen, ready to serve any character who has selected the 'Noble' Reward
A large new dungeon.
The Crypts of Dunmarle Castle
Elsewhere, across the ocean, and beneath the isle of Arelith, the city of Andunor is playing host to the 7th legion of Gracklstugh, a duergar metropolis of the Underdark and home to one of its foremost armies. Speculation is rife as to their intentions, though with the preparation of their forces for an assault against the Illitihids of the Mind's Eye, it is clear that once again the denizens of Arelith Underdark face a critical period in their history.
The Camp of the 7th Legion in Greyport
As usual, full update details, including a large expansion to the 'Spellsword' class are on our forums.
After over a year of development, we finally begin to roll out the new city and nation content across the north-eastern Arelith. Also in this update are a number of new shadow spells taken from the pages of D&D, and the addition of new magical robes.
The Nation of Guldorand, a city-state to rival Cordor in the south, finally completes the previously undeveloped region of the Arelith mainland, spanning the land between the Minmir Coast and the Logging Camp in the Skull Crag Mountains. With a huge amount of new area content, much once again using brand new tileset content to Arelith, characters can now explore right up to the gates of the new city, and see first-hand what promises to become one of the great power-bases of the server.
The Bridge of Thieves at the Gap of Aeons
In addition to a vast wilderness there are two new dungeons, new caravan routes serving the Radiant Heart, Banite Church & Soulhaven, the Monastery in the Mountain. New creatures can also be seen, as we have added 'Meenlocks' to Arelith's ever-expanding list of foes.
An undead Meenlock
While both the city and monastery remain sealed, the region alone represents the largest single area update to Arelith since the addition of Skal Island and the 'Distant Shores' server following the initial release of the Enhanced Edition.
New Spells!
Taken from the pages of D&D, the following spells have been added to Arelith.
Daltims Fiery Tentacles
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s): Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude(Special)
Spell Resistance: No
A field of thick, 10 foot long fiery tentacles erupt from the ground. Each is capable of grappling a target doing 1 point of fire damage per caster level(maximum 15). If grappled, the target must then make a fortitude saving throw or become paralyzed by the grappling tentacles. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.
Kyristans Malevolent Tentacles
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy Descriptor(s):
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude(Special)
Spell Resistance: No
A field of thick, 10 foot life draining tentacles erupt from the ground. Each is capable of grappling a target. If grappled, the target must then make fortitude saving throws against level drain(1) and paralysis. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.
Descriptor(s): Darkness, Mind Affecting Component(s): Verbal, Somatic
Range: long (40 meters)
Area of Effect: Huge
Duration: Instant
Save: Will(Special)
Spell Resistance: Yes
You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target(s). You can hurl one bolt for every two caster levels you have (maximum seven bolts). A darkbolt deals 2d8 points of magic damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save. A creature struck by multiple bolts during the same round can only be dazed for 1 round. An undead creature takes no damage but is slowed for 1 round if it fails it's save.
Mass Hold Monster
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Descriptor(s): Mind Affecting Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large
Duration: 1 round / Level
Save: Will
Spell Resistance: Yes
Greater Shadow Evocation
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Illusion
Descriptor(s): Mind Affecting Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Shadow Storm, Bigby's Interposing Hand, Ball lighting, Ice Storm Shadow Storm - From a sudden rift into the Plane of Shadow, torrents of shadow arc out, striking nearby creatures for electricity and cold damage. Much like some of the most fearsome weather found on the Plane of Shadow the storm strikes one target initially, then arcs to other targets.The initial strike deals 1d8 points of damage per caster level (maximum 20d8). Half of this damage is electricity damage, and the other half is cold damage. After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did.
Shadow Evocation
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Descriptor(s): Mind Affecting Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Shadowbolt, Wall of Fire, Elemental Shield, Gust of Wind Shadowbolt - A line of crackling, bolts erupt from your fingertips. Any creature struck by a shadowbolt takes 1d8 damage per caster level (maximum 10d8), split evenly between electricity and negative energy damage. Will save for half.
Shadow Conjuration
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4 School: Illusion
Descriptor(s): Mind Affecting Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Mage Armor, Ghostly Visage, Grease, Summon Shadow(2), Mestil's Acid Breath.
Greater Shadow Conjuration
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6 School: Illusion
Descriptor(s): Mind Affecting Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Web, Minor Globe of Invulnerability, Stoneskin, Summon Shadow(3), Flame Arrow.
Conjure a cloud of shadow energy from the plane of shadow that deals 4d6 cold damage/round and blinds enemies as if the darkness spell.
New Craftables!
Following our 'Great New Year Robe Poll', where players were invited to suggest and vote upon new craftables robes, the winners have now been added, plus one more of our own choosing.
Grand Magi's Robes
The original creator of these robes had thought to combine efficiency with fashion. He can safely claim to have accomplished at least one of
those things. While the high-quality cloth and enchantments used in its creation speak of the robe's quality, the garish colors leave much to be desired for
the more modest wizard.
Bonus spell slot: Wizard level 6
Bonus spell slot: Wizard level 6
Enhancement Bonus: Intelligence +2
Bonus skill: Concentration +3
Bonus skill: Spellcraft +3
Runic
Only Usable by Wizard
UMD Req = 50
Inception of Nightmares
Seemingly woven from the flesh of dead shades as a kind of sacrament, with every move this iridescent diaphanous fabric seems to shift and
mold itself to your form. On closer examination the robe seems to whisper faint voices of knowledge and vengeance only you can hear, the
words changing into silhouettes of your own as you continue to wear it and listen.
Bonus spell slot: Wizard Level 5
Bonus spell slot: Sorcerer Level 5
Enhancement Bonus: Intelligence +2
Enhancement Bonus: Charisma +2
Bonus skill: Hide +4
Bonus skill: Move Silently +4
Bonus skill: Bluff +4
Camouflage (5): 2 uses per day
Runic
Only Usable by Wizard/Sorcerer
Only Usable by Evil
UMD Req = 55
Jester's Jubilant Attire:
It is rumored that the first of these outfits were designed by a highly eccentric travelling bard. The bard wandered the land, telling many
tales, entertaining in both taverns and king's courts, all the while known to be fashionable and charming, with many admirers. During his
wandering performances, he would sometimes keep an eye out for the most unlikely of persons to become his students. After one of his students
completed their training, they would be left with one of these outfits, and be on their way to continue bardic traditions abroad.
The rumors surrounding the bard and their students are myriad, probably much to the joy of any bards who trade freely in such tall tales.
Nevertheless, the stylish design is sure to make any wandering wearer draw the eyes of a large audience of admirers, probably much to the
chagrin of any significant others they might have.
Bonus spell slot: Bard 4
Bonus spell slot: Bard 7
Enhancement Bonus: Charisma +2
Enhancement Bonus: Dexterity +1
Bonus skill: Perform +4
Damage Immunity: 10% Sonic
Only Usable by Bard
Only Usable by Non-Lawful
UMD Req = 60
Arch Priest's Duty
The role of the leader of a church is not to fight the church's battles; it is to inspire others to do so in their name. These robes signify that responsibility.
Bonus spell slot: Cleric 6
Enhancement Bonus: Wisdom +2
Bonus skill: Concentration +3
Bonus skill: Persuade +3
Bonus spell: Restoration 1 use/day
Bonus spell: Remove Blindness/Deafness 1 use/day
Runic
[Can be further runed with a Masterwork Tailoring rune]
Only Usable by Cleric
UMD Req = 60
As normal the full details of this update can be seen on our forums.
Two truly major additions to Arelith, as we add a new base class, and vastly increase the number of head models available to characters.
NEW CLASS - SWASHBUCKLER
We are adding our first new base class since the commoner. This one is much more adventuring focused, and will fill a niche in between bard, rogue, and fighter that wasn’t properly covered by any of those classes. This class will be initially available only on PGCC to allow for testing and feedback prior to official release on the main server. All class features are subject to change as we fine tune balance.
"The swashbuckler is the paragon of panache. Equally formidable in both dueling and discourse, they exude daring and bravado. Unlike the unruly barbarian or uncultured druid, the swashbuckler wins fights using their brain and their finesse rather than brute strength or magical prowess. Foregoing heavy armor and bulky weapons in favor of acrobatics and precision, the swashbuckler is a force to be reckoned with."
Hit Die: d10
BAB: High
Proficiencies: Simple and martial weapons and light armor
Saving Throws: High: Fortitude and Reflex; Low: Will
A swashbuckler gains a +1 bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level, +3 at 20th level, and +4 at 29th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when using a large shield or tower shield."
Level 3: Insightful Strike
At 3rd level, while using a finessable weapon, a swashbuckler is able to use their knowledge of anatomy to deal extra damage and gains bonus damage equal to their intelligence modifier. This damage cannot exceed their swashbuckler level. A swashbuckler loses this bonus when wearing medium or heavy armor or when using a large or tower shield."
Level 5: Swashbuckler Dodge
A swashbuckler is light on their feet and gains +1 dodge AC at level 5. This bonus increases by 1 every 5 levels, to a maximum of +6 at level 30. A swashbuckler loses this bonus when wearing medium or heavy armor or when using a large or tower shield."
Level 7: Mobility
Level 8: Panache!
At 8th level, the effects of the swashbuckler's outrageous panache become more apparent. Their bonus to social skills from charisma is doubled.
Level 10: Elegant Strike
At 10th level, while using a finessable weapon, a swashbuckler is able to aim for weak points such as the gaps in armor or the soft spots on a creature's body. They gain +1 damage, +1 per additional 10 levels not to exceed their dexterity modifier. A swashbuckler loses this bonus when wearing medium or heavy armor or when using a large or tower shield."
Level 11: Luck of Heroes
Level 12: Uncanny Dodge
Level 13: Acrobatics Skill Mastery
At 13th level, a swashbuckler becomes so confident in their acrobatic skills, that they can make a daring dash across the battlefield. For one round, the swashbuckler gains a 50% boost to their movement speed. Due to the physical strain of this maneuver, it can only be performed once every 3 minutes. Additionally, swashbucklers will automatically succeed on climb, jump, and use rope checks.
Level 14: Feint
At 14th level, when using a finessable weapon, a swashbuckler can use feints to deceive their opponent. The intention is to trick an opponent by launching one or more fake attacks, forcing them to mount an unnecessary defensive move, thus straining themselves. A successful feint will force your opponent to fight more defensively, dropping their strength by the swashbuckler’s hard intelligence modifier. Once per round, on a successful hit, a DC of their intelligence modifier + 1/2 swashbuckler level + the highest of persuade, bluff, or intimidate / 5 will be rolled against your opponent’s reflex save. A swashbuckler loses this ability when wearing medium or heavy armor or when using a large or tower shield.
Level 16: Evasion
Level 17: Slippery Mind
Level 19: Second Intention
At 19th level, when using a finessable weapon, a swashbuckler can perform an advanced feint, where you design your entire move with a second strike firmly in mind. Their first attack is a feint that their opponent will parry. After the parry, their opponent will launch a riposte which the swashbuckler then parries before launching a premeditated counterattack into a weak point, which, if successful, will lower their constitution by the swashbuckler’s hard intelligence modifier. Once per round, on a successful hit, a DC of their intelligence modifier + 1/2 swashbuckler level + the highest of persuade, bluff, or intimidate / 5 will be rolled against your opponent’s fortitude save. A swashbuckler loses this ability when wearing medium or heavy armor or when using a large or tower shield.
Level 21: Third Intention
An epic swashbuckler is the paragon of intuition and fighting with their brain over their brawn. Rather than simply feint or perform a second intention to deceive their opponent before performing a deadly attack, an epic swashbuckler is fighting three steps ahead of their opponent. Aware of their opponents plans, the swashbuckler can avoid all damage and crowd control effects for three seconds. A maneuver this complicated is no simple task to perform, and therefore can only be done once every 5 minutes. At 25th level, further training reduces this to 3 minutes, and at level 28, a master swashbuckler only waits 1 minute between third intentions.
Level 24: Improved Acrobatics Skill Master
At 24th level, a swashbuckler is an expert outshined by none in acrobatics. When they use their acrobatic skill mastery to dash across the battlefield, not even magical binds can stop their intrepid traverse. For one round, the swashbuckler gains a 50% boost to their movement speed and freedom of movement. Due to the physical strain of this maneuver, it can only be performed once every 3 minutes. Additionally, swashbucklers will automatically succeed on climb, jump, and use rope checks.
Swashbucklers gain bonus feats at levels 23, 26, and 29. Their bonus feat list includes: all of the fighter bonus feats with the exception of weapon specialization and epic weapon specialization, blinding speed, improved evasion, defensive roll, and epic dodge. Additionally, blinding speed’s cooldown will be reduced by one turn for every twelve swashbuckler levels.
NEW CUSTOM HEADS
In a huge expansion to the range of heads available to character on Arelith, we have added no less than 268 options spread across all races and genders, in addition to optimizing some of the existing choices.
A few of the new heads now available to our players.
These heads taken from various community packages available on the NWNVault.
The breakdown by race and gender is as follows:
Halfling male - 2 optimized, 3 new
Halfling female - 1 optimized, 9 new
Dwarf male - 17 new
Dwarf female - 3 new
Elf male - 12 new
Elf female - 1 optimized, 26 new
Gnome male - 13 new
Gnome female - 1 new
Human male - 62 new
Human female - 64 new
Half-Orc male - 5 new
Half-Orc female - 5 new
Note: Please be aware that not all custom heads will be properly resized for the larger 'phenotype' - this is an unavoidable consequence of using certain content of this kind.
Details of this update can also be found on our forums.
Soulhaven Monastery, in the nation of Guldorand, has been refounded. Within 'Monastery in the Mountain' these ascetic monks seek enlightenment through meditation, physical training, and study. A place open to many different orders of Faerûn, and serving as the main portal hub for the new nation, it is quite unlike anything previously seen on the isle of Arelith...
Features -
Hall of Contests
No ordinary arena, this combat ground allows for single combat or team play. The terrain rewards, and provides opportunity for, only the most inventive of fighters. Whether as a combatant or a spectator, the Hall of Contests is something entirely new to the server.
School of Clear Thought
The scholastic monks of Soulhaven maintain a school that is without equal on Arelith, with a debating chamber, classrooms, and a library intended to contain hundreds of texts completed over the years by the players of Arelith, with many taken directly from the Encyclopedia Arelithica, or from the pages of the Forgotten Realms Wiki. The School of Clear Thought is intended as a location where both player and character can spend hours learning about both the isle of Arelith, and the larger world.
The library within the School of Clear Thought
Soulhaven Crypts
Extensive catacombs spread beneath the monastery, where the people of Guldorand pay to be interned, sure of the fact that the brothers of the monastery will ensure that tehir rest is not disturbed. This large dungeon is but the first of many that will spread far beneath the new city.
Soulhaven Gardens
Whether it is beekeeping, raising crops to feed the brotherhood, maintaining their vineyard or simple contemplating nature, the verdant gardens of Soulhaven are a place of unrivaled serenity on an otherwise tumultuous isle.
Elsewhere the monastery contains several new quarters, play shops and temple, and promises to be a major new hub on the server. It can reached by caravan or portal, and is open to all character who dwell upon the surface of Arelith.
A quarter within the monastery
For more information on this update, including the addition of the powerful new spell 'Anti-Magic Field', please visit our forums.
We're adding two new base classes and a new prestige class. The Shaman, Favored Soul and Cavalier. The Shaman fulfills the niche of being a spontanteous caster utilizing the druid spell list, the Favored Soul fulfills the niche of being a spontanteous caster utilizing the cleric spell list whilst Cavalier takes a martial presence from horseback. These classes will initially be available only on the PGCC server for testing and feedback prior to the full official release on the main servers.
SHAMAN
Shamans are divine spellcasters who draw upon primal forces to power their spells. These forces can range from spirits, tribal deities, or even the planes themselves. Their relationship with their source can also vary widely, from either a willing bond with the source to a parasitic relationship, where the Shaman bends its source to do their bidding. While initially they may be mistaken for a druid, the Shaman lacks the druid’s bond with nature and their strict adherence to its balance. The role of a Shaman can also vary by community: some are direct leaders of a tribe or village, some are spiritual leaders, and some are simply 'wise folk' sought out for guidance. Shamans can also take the role of a healer or witch doctor for their community, both feared and respected for their magical prowess.
Hit Die: d8
BAB: Medium
Proficiencies: Simple weapons, light and medium armor, and shields
Saving Throws: High: Fortitude and Will; Low: Reflex
Spellcasting: Divine, druid spell list, wisdom-based (a base wisdom score of 10 + the spell’s level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and spontaneous cast (no spell preparation required).
Special: Shaman levels stack with barbarian levels for rage bonuses (but not rage feats). Additionally, shamans can tend to plants and encourage their growth.
Level 1: Use poison
Level 8: Spell Focus Divination
Level 16: Greater Spell Focus Divination
Epic Bonus Feats: Level 23, 26, and 29
FAVORED SOUL
Favored Souls are the chosen agents of the gods. Although they are divine spellcasters, their magic comes to them innately through their connection to a god or goddess, rather than through prayer or ritual. While many Favored Souls may be chosen by intentionally earning the favor of a certain divine being, some may be chosen against their will. Favored Souls do not have to worship the being that granted them their powers, and they may not even want the powers they have been given. In spite of this, their newfound connection to a certain god or goddess may give them urges to do their patron being’s will, even if it goes against the Favored Soul's morals or personal code of honor.
Hit Die: d8
BAB: Medium
Proficiencies: Simple weapons, all armor, and shields
Spellcasting: Divine, cleric spell list, charisma-based (a base charisma score of 10 + the spell’s level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).
Special: Favored Souls are unable to use the feats Divine Might and Divine Shield.
Level 4: Resist Energy Fire
Level 8: Resist Energy Cold
Level 12: Resist Energy Electrical
Level 16: Resist Energy Acid
Level 18: Haste 4/day (as the spell)
Level 20: Resist Energy Sonic
Epic Bonus Feats: Level 23, 26, and 29
CAVALIER
Cavaliers are warriors who specialize in fighting while mounted rather than on foot. While they can take many forms, ranging from the prototypical heavily armored knight to the lightly armored raider, they are usually seen using a lance as their weapon of choice. As expert horsemen, they have a special bond with their steed, who is usually never far from them. Whether they fight for a cause, for profit, or for glory, Cavaliers can always be found charging fearlessly into combat.
Hit Die: d12
BAB: High
Prerequisites: +6 BAB, 8 ranks Ride Skill
Proficiencies: Simple and martial weapons, all armor, and shields
Saving Throws: High: Fortitude, Low: Reflex and Will
Level 1: Fearless +2 - A Cavalier is conditioned to charge into battle against even the most fearsome of opponents, and gains a +2 bonus to saving throws vs fear. This bonus increases to +4 at level 3, and +6 at level 5.
Level 1: Practiced Rider - A Cavalier is an expert horseman, and gains a bonus to ride equal to five times their cavalier level.
Level 4: Spirited Charge - A Cavalier can use a lance while mounted to charge against their opponent, delivering a single devastating blow before riding away to prepare their next attack. The Cavalier’s attack bonus is increased by 10, and their attacks per rounds are reduced to 1. Upon successfully hitting an opponent they gain a damage bonus equal to 6 times their character level +1d20. The attack carries with it a 5% chance to deal +50% bonus damage. This attack has a cooldown of nine seconds.
Level 5: Summon Mount - A level 5 Cavalier is bonded with their horse, and they can summon their personal steed if it isn’t already nearby.
Comments
) on Arelith, with new areas and added features to the race.
(link: http://archive.wizards.com/default.asp?x=dnd/ex/20031003b) archive.wizards.com/default.asp?x=…
You can read the recent discussion on the race here our forums: (link: http://forum.arelith.com/viewtopic.php?f=13&t=24035) forum.arelith.com/viewtopic.php?…
Added more exclusive art from our Load Screen Project as wallpapers for patrons!
When we finally get this live it's going to make a big difference to any @BeamdogInc
NWN servers out there wishing to use them (Logo will be removed).
(link: http://arelith.com/index.php/news-list/load-screens-more) arelith.com/index.php/news…
(link: https://www.patreon.com/arelith) patreon.com/arelith
Still popular, today we have launched another major update, nearly doubling its size.
Welcome to Skal
(link: http://arelith.com/index.php/news-list/skaldark) arelith.com/index.php/news…
The Skaldark
19/06/05
Irongron
Beneath the frozen lands of Skal lies a region of the upperdark that is equally isolated. This is the wildark - far from the great drow and duergar nations, a savage frontier of primitive tribes and unusual monsters. The ettercap spider shepherds, the myconids and nomadic quaggoth tribes - all exist in a place that, until now, had been left largely undisturbed.
A timy enclave of Deep Imaskari are the only civlised denizens of the Skaldark. Living within their tower on the slopes of Myrk-Fælinn they observe the life of lesser beings both above and below, for these men and women have forever foresworn the hidden city of Deep Imaskar in order to live among the world beyond the Great Seal.
This expansion of the Distant Shores server introduces many new areas, creatures and dungeons to the 'low level' starting location of Skaljard, nearly doubling its size and providing many new opportunities for those adventurers willing to brave the frozen wastes.
With updates to the Deep Imaskar player race, and a new start location on the Distant Shores, this update also sees the addition of dozens of new creatures, and the ability for player towns to select an official faith for their settlement.
Details of this update can be found on our forums.
Come one come All, as Arelith enters our newest Era, with the skills of our talented dev teams in full view.
Please note as we are implementing haks in sections, and not large community packs, please rename your current hak folder to hak2 for example, so you can take advantage, but without running about with still unsupported content.
Hope to see you all soon!!
Which is, hopefully, in a little less than 2 hours from now.
Follow these instructions to save download time later!
http://forum.arelith.com/viewtopic.php?
The city of Cordor
(Now looking it's age...)
With over one hundred new creature skins added, we're going to see a lot more monsters cropping up in the next weeks...
Following our recent update some textures won't show on your device, leading to 'invisible' objects. To fix this download from the following link (and read instructions)
http://forum.arelith.com/viewtopic.php?f=23&p=200116#p200116
modernizing NWN for 2019.
Read all about it on our news feed.
http://arelith.com
The Plane of Shadow just got a lot larger, including the return of a very signficant location.
Read about it on our News Feed
http://arelith.com/index.php/news-list/plane-shadow
remember, to see the 'greyscale Shadow Plane, You need: https://steamcommunity.com/sharedfiles/fi
http://forum.arelith.com/viewtopic.php?f=38&t=24925
Below is one of the Astrolabe, that I've put it side by side with the painting it inspired!
You can also still read about our facelift here:
http://arelith.com/index.php/news
's NWN EE
"Realizing the Forgotten Realms in NWN Enhanced Edition"
http://arelith.com/index.php/news
For the first time since 2006 the spellcasters of @BeamdogInc
NWN have got some new content.
Read about this and other spellcaster changes on our news feed:
http://arelith.com/index.php/news
Arelith 2019 Halloween Weekend Event
19/10/31
The Arelith Team
The world, as we know it, has ended.
From the Moonsea to the Sword Coast, from Waterdeep to Calimshan; the world of Faerûn has fallen into undeath, its great heroic figures, the very gods that watched over it, powerless prevent the encroaching horror. Even remote Arelith, the shining city state of Cordor...is no more.
A few survivors, adventurers that had the good sense to recognise a battle that could not be won, have fled to Distant Shores, in the futile hope of finding some place to hide, somewhere to wait out the apocalypse.
This year Arelith is running our Halloween event on Sunday the 3rd of November, so as to hit peak hours, and because most of our players and staff were busy on the actual day.
And most especially because it is not something we want anyone to miss.
At 8pm GMT (3PM EST) We'll be shutting down our regular servers, and launching a version of Arelith Distant Shores, so as to see just what happens when the Faerun falls to the Deadites, in an alterate timeline limited event.
With this we'll be revisiting our PvP Zombie Survival Halloween event from a decade ago, but this time with a distinctly 'Evil Dead' twist... We all know that the world of Dungeons & Dragons is filled with many magical grimoires, but this time someone, somewhere, has read from precisely the wrong one...
You'll be able to log in as your regular character (or a new one if so desired) and take your place as one of the last survivors of the Deadite apocalypse. If your character gets killed, expect to join the ranks of the enemy. As ever our DM team will be on hand to give the story some real life.
After a certain hour, when only a few survivors are left, we'll be locking the server down for those players who are still there to enjoy the the final act of the story, while everyone else can get back to the regular world and play on an Arelith unaffected by the deadite menace.
Needless to say this is just a spot of fun, and won't in any way affect the Arelith narrative in itself, which will return to normal just as soon as we're finished! (And obviously is no way formally associated with the Evil Dead Franchise!)
Details on how to connect will be posted on our forums shortly before the event.
I have been trying to get into your server for the last 2 days. Every time I try to make a character, no matter what class, skills, points, recommend settings or not, whenever I click that play button I get kicked and it pops up "Delete Character". I don't know anything about RP and couldn't find any information on new character requirements so I'm at a loss as that why your server (all 3 of them) won't let me create a character to play. Any idea/suggestions?
New Race - Minotaur
19/12/16
The Arelith Team
By popular demand from many of our players, Minotaurs have now been added as a playable race to Arelith.
To play this rare race a player must qualify for a reward via the 'epic sacrifice option', and they start in the Underdark city of Andunor, and have the following statistics
+4 str
+2 Con
-2 Wis
-2 Cha
Immunity to Maze,
Minotaur skin, +4 spot/search/listen, Darkvision, Spring Attack feat Track Skill.
Weapon Focus: 2H, 5% PI
Natural Armour bonus to AC (+2)
ECL +4
Alignment: Non-good
Languages: Animal, Jotun, and Undercommon
As always one can read more about this, as well as other details about the latest update on our forums.
Upper Shyr, Assassin Quests & Player Fixtures
20/01/01
The Arelith Team
For the 1st day of the new decade we have an update that extremely far-reaching, with a great many different aspects. So without further ado...
The Upper Shyr
The river than flows down from the Dark Spires through the Earthkin Village of Bendir is one of the major waterways of Arelith, and now has a large region in central Arelith. Idyllic Meadows, the goblin town of Green Gullet, home of the Broke Tooth tribe, and a sprawling farmstead, to be bid upon by the rival settlements of Arelith. This large area update is the first major content to feature one of the new tilesets introduced in Tyrants of the Moonsea.
The Assassin Quests
Assassins of the Arelith are now able to advance through the ranks of the Assassin Guild by undertaking a series of unique missions, advancing from a lowly Clipper to a Master Assassin.
As with other guild systems the character will unlock a number of benefits as they progress through the organization.
Player Crafted Fixtures
A large part of Arelith has always been the ability of player characters to customize the world around them, and with the addition of 'HAK' content we have been able to increase our options for player made craftable fixtures and furnishings with close to one hundred new recipes!
And the rest...
Areas of the Underdark have been given a facelift, some changes for Shadow Mages and much else, as usual details are on our forums.
New Race - Firbolg
20/01/08
Liareth
"Large, fierce humanoids, firbolgs live for the hunt. They value independence, courage, and the middle ground between good and evil. They are agents of destiny, death, and the unforgiving wild."
A new reward race added to Arelith. The Firbolg
Alignment: Non lawful
Race: Fey
Size: Large
+4 str
+2 con
-2 dex
-4 cha
Fast Healing (+1 regen per 15 levels starting at 1, so +3 at 30)
Tracking
Deflect arrow
10/- Damage Resistance Vs Cold
Darkvision
Languages: Giant
Base Race: Human
ECL: +2
Optional Gift - Moon Seer (-2 Str +2 Wis)
NOTE: Arelith has chosen to adopt the 4e concept of Firbolg Lore (Minus the Feywild Association)
In other recent updates we have introduced a number of new resources for our crafting system, a fantastic new adjustment to our spawn system, and introduced a major update to Cordor's Social Club, and introduced a new Tavern, the Silver Bough, in Nexus Falls.
The Social Club in Cordor.
The Silver Bough Tavern at Nexus Falls
First we are happy so many console players and others have been coming to visit with us.
I know a few have been frustrated because they find themselves in the middle of active rp and dont know how to join in.
> one of our major things on Arelith is all in character conversations and such are kept In character. we dont use text speak, or anything like that, so if you have come across other players giving you an emote of *looking at him/her funny* or asking what part of the mainland your from that your common is so awful?
this isnt a crack or an insult, we are just staying in character. Using Tells by clicking the portrait in the text bar is considered out of character and we will happily respond normaly and offer to help anyone who needs it.
> ignoring rp. we have met a few people who are running about like its an MMO like the Neverwinter Warcraft clone. Please take the time and react when people try to involve you in our rp.
our whole server is build with storys and the characters we bring to life in the world, and we would like to include you.
Now again im just a player not part of any of the dev teams or DMs. This isnt from them this is from one player to other players, and just trying to be helpful so everyone has a good time.
Enjoy the realm and Welcome to Arelith.com
The Skull Crags
20/02/01
Irongron
A large expansion to the Skull Crags region sees three new Tilesets employed for what is another major update to Arelith as we expand the region in preparation for the upcoming city.
The Logging Grounds of Guldorand
A band of mountain orcs now roams the Howling Pass, and in the ancient Monastery atop the Windswept Peak the monks of the Night Serpent brook no intruders on their land.
A monk within the ancient monastery
In this update:
- 6 large new areas, with many more updated, including two greatly expanded dungeons.
- A host of new creatures, including the crag stirge, and acolytes of Dendar.
- Guldorand gets an expansive new logging grounds north of the village.
- New Quests
The entrance to the Temple of the Viper
Underdark Update - The Hub & Ice Road
20/02/16
Bat Country & Action Replay
The Glacial Caverns that run beneath the Dark Spire Mountains, connecting the realms of the Upperdark to the frozen peaks have received a major thematic update. A region of the Underdark quite unlike any other, where players pass between vast sheets of ice, frozen channels that lead down to the Great Melt below.
The Undermountains of the Glacial Caverns
A Planar Portal in the Frozen Upperdark
A bridge crosses one of the chasms
Elsewhere the central hub in the city of Andunor has recieved a long anticipated update, with a player run market and Arelith's unique bar system where players can improve their skills at bartending, and make some coin along the way.
The Bar in the Hub
A player character attempts to sell his wares to passers-by
As usual the full update details can be read on our forums.
The Laird of Dunmarle Castle
20/03/02
Irongron
Across the frozen wastes that border the village of Skaljard, the Laird Alastair Dunmarle resides in a castle, recently restored from a centuries-old ruin. With a large household, an retinue of mercenaries hired from the ports of Moonshae and the Sword Coast, there is some mystery as to both his origins, and his intentions on Skal.
Disfigured, with a face hidden by an ivory mask, he is nevertheless reputed to be a benevolent leader, and plays willing host to many of the adventurers of Skaljard village.
The Laird Alastair Dunmarle
This major update to Skal introduces the first new 'settlement' area for characters on the Distant Shores isle of Skal, including;
A number of new player quarters within the Rustfire Inn
three new player run shops
Skal's first fertile land for PC horticulture
2 Man-at-Arms henchmen, ready to serve any character who has selected the 'Noble' Reward
A large new dungeon.
The Crypts of Dunmarle Castle
Elsewhere, across the ocean, and beneath the isle of Arelith, the city of Andunor is playing host to the 7th legion of Gracklstugh, a duergar metropolis of the Underdark and home to one of its foremost armies. Speculation is rife as to their intentions, though with the preparation of their forces for an assault against the Illitihids of the Mind's Eye, it is clear that once again the denizens of Arelith Underdark face a critical period in their history.
The Camp of the 7th Legion in Greyport
As usual, full update details, including a large expansion to the 'Spellsword' class are on our forums.
The Nation of Guldorand
20/03/08
The Arelith Team
After over a year of development, we finally begin to roll out the new city and nation content across the north-eastern Arelith. Also in this update are a number of new shadow spells taken from the pages of D&D, and the addition of new magical robes.
The Nation of Guldorand, a city-state to rival Cordor in the south, finally completes the previously undeveloped region of the Arelith mainland, spanning the land between the Minmir Coast and the Logging Camp in the Skull Crag Mountains. With a huge amount of new area content, much once again using brand new tileset content to Arelith, characters can now explore right up to the gates of the new city, and see first-hand what promises to become one of the great power-bases of the server.
The Bridge of Thieves at the Gap of Aeons
In addition to a vast wilderness there are two new dungeons, new caravan routes serving the Radiant Heart, Banite Church & Soulhaven, the Monastery in the Mountain. New creatures can also be seen, as we have added 'Meenlocks' to Arelith's ever-expanding list of foes.
An undead Meenlock
While both the city and monastery remain sealed, the region alone represents the largest single area update to Arelith since the addition of Skal Island and the 'Distant Shores' server following the initial release of the Enhanced Edition.
New Spells!
Taken from the pages of D&D, the following spells have been added to Arelith.
Daltims Fiery Tentacles
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s): Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude(Special)
Spell Resistance: No
A field of thick, 10 foot long fiery tentacles erupt from the ground. Each is capable of grappling a target doing 1 point of fire damage per caster level(maximum 15). If grappled, the target must then make a fortitude saving throw or become paralyzed by the grappling tentacles. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.
Kyristans Malevolent Tentacles
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy Descriptor(s):
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude(Special)
Spell Resistance: No
A field of thick, 10 foot life draining tentacles erupt from the ground. Each is capable of grappling a target. If grappled, the target must then make fortitude saving throws against level drain(1) and paralysis. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.
Darkbolt
Caster Level(s): Cleric(Darkness) 5, Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Darkness, Mind Affecting Component(s): Verbal, Somatic
Range: long (40 meters)
Area of Effect: Huge
Duration: Instant
Save: Will(Special)
Spell Resistance: Yes
You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target(s). You can hurl one bolt for every two caster levels you have (maximum seven bolts). A darkbolt deals 2d8 points of magic damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save. A creature struck by multiple bolts during the same round can only be dazed for 1 round. An undead creature takes no damage but is slowed for 1 round if it fails it's save.
Mass Hold Monster
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Descriptor(s): Mind Affecting Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large
Duration: 1 round / Level
Save: Will
Spell Resistance: Yes
Greater Shadow Evocation
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Illusion
Descriptor(s): Mind Affecting Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Shadow Storm, Bigby's Interposing Hand, Ball lighting, Ice Storm Shadow Storm - From a sudden rift into the Plane of Shadow, torrents of shadow arc out, striking nearby creatures for electricity and cold damage. Much like some of the most fearsome weather found on the Plane of Shadow the storm strikes one target initially, then arcs to other targets.The initial strike deals 1d8 points of damage per caster level (maximum 20d8). Half of this damage is electricity damage, and the other half is cold damage. After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did.
Shadow Evocation
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Descriptor(s): Mind Affecting Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Shadowbolt, Wall of Fire, Elemental Shield, Gust of Wind Shadowbolt - A line of crackling, bolts erupt from your fingertips. Any creature struck by a shadowbolt takes 1d8 damage per caster level (maximum 10d8), split evenly between electricity and negative energy damage. Will save for half.
Shadow Conjuration
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4 School: Illusion
Descriptor(s): Mind Affecting Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Mage Armor, Ghostly Visage, Grease, Summon Shadow(2), Mestil's Acid Breath.
Greater Shadow Conjuration
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6 School: Illusion
Descriptor(s): Mind Affecting Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Web, Minor Globe of Invulnerability, Stoneskin, Summon Shadow(3), Flame Arrow.
Shadow Plague
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s): Darkness Component(s): Verbal, Somatic
Range: long (30 meters)
Area of Effect: large (5 meter radius)
Duration: 1 Round / level
Save: Reflex
Spell Resistance: No
Conjure a cloud of shadow energy from the plane of shadow that deals 4d6 cold damage/round and blinds enemies as if the darkness spell.
New Craftables!
Following our 'Great New Year Robe Poll', where players were invited to suggest and vote upon new craftables robes, the winners have now been added, plus one more of our own choosing.
Grand Magi's Robes
The original creator of these robes had thought to combine efficiency with fashion. He can safely claim to have accomplished at least one of
those things. While the high-quality cloth and enchantments used in its creation speak of the robe's quality, the garish colors leave much to be desired for
the more modest wizard.
Bonus spell slot: Wizard level 6
Bonus spell slot: Wizard level 6
Enhancement Bonus: Intelligence +2
Bonus skill: Concentration +3
Bonus skill: Spellcraft +3
Runic
Only Usable by Wizard
UMD Req = 50
Inception of Nightmares
Seemingly woven from the flesh of dead shades as a kind of sacrament, with every move this iridescent diaphanous fabric seems to shift and
mold itself to your form. On closer examination the robe seems to whisper faint voices of knowledge and vengeance only you can hear, the
words changing into silhouettes of your own as you continue to wear it and listen.
Bonus spell slot: Wizard Level 5
Bonus spell slot: Sorcerer Level 5
Enhancement Bonus: Intelligence +2
Enhancement Bonus: Charisma +2
Bonus skill: Hide +4
Bonus skill: Move Silently +4
Bonus skill: Bluff +4
Camouflage (5): 2 uses per day
Runic
Only Usable by Wizard/Sorcerer
Only Usable by Evil
UMD Req = 55
Jester's Jubilant Attire:
It is rumored that the first of these outfits were designed by a highly eccentric travelling bard. The bard wandered the land, telling many
tales, entertaining in both taverns and king's courts, all the while known to be fashionable and charming, with many admirers. During his
wandering performances, he would sometimes keep an eye out for the most unlikely of persons to become his students. After one of his students
completed their training, they would be left with one of these outfits, and be on their way to continue bardic traditions abroad.
The rumors surrounding the bard and their students are myriad, probably much to the joy of any bards who trade freely in such tall tales.
Nevertheless, the stylish design is sure to make any wandering wearer draw the eyes of a large audience of admirers, probably much to the
chagrin of any significant others they might have.
Bonus spell slot: Bard 4
Bonus spell slot: Bard 7
Enhancement Bonus: Charisma +2
Enhancement Bonus: Dexterity +1
Bonus skill: Perform +4
Damage Immunity: 10% Sonic
Only Usable by Bard
Only Usable by Non-Lawful
UMD Req = 60
Arch Priest's Duty
The role of the leader of a church is not to fight the church's battles; it is to inspire others to do so in their name. These robes signify that responsibility.
Bonus spell slot: Cleric 6
Enhancement Bonus: Wisdom +2
Bonus skill: Concentration +3
Bonus skill: Persuade +3
Bonus spell: Restoration 1 use/day
Bonus spell: Remove Blindness/Deafness 1 use/day
Runic
[Can be further runed with a Masterwork Tailoring rune]
Only Usable by Cleric
UMD Req = 60
As normal the full details of this update can be seen on our forums.
New Class - Swashbuckler + Custom Head Models
20/03/22
Garrbear, Aniel, BHR55 & Silvard (Swashbuckler) Anatida & Aellowyn (Custom Heads)
Two truly major additions to Arelith, as we add a new base class, and vastly increase the number of head models available to characters.
NEW CLASS - SWASHBUCKLER
We are adding our first new base class since the commoner. This one is much more adventuring focused, and will fill a niche in between bard, rogue, and fighter that wasn’t properly covered by any of those classes. This class will be initially available only on PGCC to allow for testing and feedback prior to official release on the main server. All class features are subject to change as we fine tune balance.
"The swashbuckler is the paragon of panache. Equally formidable in both dueling and discourse, they exude daring and bravado. Unlike the unruly barbarian or uncultured druid, the swashbuckler wins fights using their brain and their finesse rather than brute strength or magical prowess. Foregoing heavy armor and bulky weapons in favor of acrobatics and precision, the swashbuckler is a force to be reckoned with."
Hit Die: d10
BAB: High
Proficiencies: Simple and martial weapons and light armor
Saving Throws: High: Fortitude and Reflex; Low: Will
Skill Points: 4 + Int
Class Skills: Bluff, Craft Mastery, Craft Trap, Discipline, Heal, Intimidate, Lore, Parry, Persuade, Spot, Taunt, Tumble, RideSwashbuckler
Primary Abilities: Dexterity and Intelligence
Level 1: Weapon Finesse
Level 2: Grace
A swashbuckler gains a +1 bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level, +3 at 20th level, and +4 at 29th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when using a large shield or tower shield."
Level 3: Insightful Strike
At 3rd level, while using a finessable weapon, a swashbuckler is able to use their knowledge of anatomy to deal extra damage and gains bonus damage equal to their intelligence modifier. This damage cannot exceed their swashbuckler level. A swashbuckler loses this bonus when wearing medium or heavy armor or when using a large or tower shield."
Level 5: Swashbuckler Dodge
A swashbuckler is light on their feet and gains +1 dodge AC at level 5. This bonus increases by 1 every 5 levels, to a maximum of +6 at level 30. A swashbuckler loses this bonus when wearing medium or heavy armor or when using a large or tower shield."
Level 7: Mobility
Level 8: Panache!
At 8th level, the effects of the swashbuckler's outrageous panache become more apparent. Their bonus to social skills from charisma is doubled.
Level 10: Elegant Strike
At 10th level, while using a finessable weapon, a swashbuckler is able to aim for weak points such as the gaps in armor or the soft spots on a creature's body. They gain +1 damage, +1 per additional 10 levels not to exceed their dexterity modifier. A swashbuckler loses this bonus when wearing medium or heavy armor or when using a large or tower shield."
Level 11: Luck of Heroes
Level 12: Uncanny Dodge
Level 13: Acrobatics Skill Mastery
At 13th level, a swashbuckler becomes so confident in their acrobatic skills, that they can make a daring dash across the battlefield. For one round, the swashbuckler gains a 50% boost to their movement speed. Due to the physical strain of this maneuver, it can only be performed once every 3 minutes. Additionally, swashbucklers will automatically succeed on climb, jump, and use rope checks.
Level 14: Feint
At 14th level, when using a finessable weapon, a swashbuckler can use feints to deceive their opponent. The intention is to trick an opponent by launching one or more fake attacks, forcing them to mount an unnecessary defensive move, thus straining themselves. A successful feint will force your opponent to fight more defensively, dropping their strength by the swashbuckler’s hard intelligence modifier. Once per round, on a successful hit, a DC of their intelligence modifier + 1/2 swashbuckler level + the highest of persuade, bluff, or intimidate / 5 will be rolled against your opponent’s reflex save. A swashbuckler loses this ability when wearing medium or heavy armor or when using a large or tower shield.
Level 16: Evasion
Level 17: Slippery Mind
Level 19: Second Intention
At 19th level, when using a finessable weapon, a swashbuckler can perform an advanced feint, where you design your entire move with a second strike firmly in mind. Their first attack is a feint that their opponent will parry. After the parry, their opponent will launch a riposte which the swashbuckler then parries before launching a premeditated counterattack into a weak point, which, if successful, will lower their constitution by the swashbuckler’s hard intelligence modifier. Once per round, on a successful hit, a DC of their intelligence modifier + 1/2 swashbuckler level + the highest of persuade, bluff, or intimidate / 5 will be rolled against your opponent’s fortitude save. A swashbuckler loses this ability when wearing medium or heavy armor or when using a large or tower shield.
Level 21: Third Intention
An epic swashbuckler is the paragon of intuition and fighting with their brain over their brawn. Rather than simply feint or perform a second intention to deceive their opponent before performing a deadly attack, an epic swashbuckler is fighting three steps ahead of their opponent. Aware of their opponents plans, the swashbuckler can avoid all damage and crowd control effects for three seconds. A maneuver this complicated is no simple task to perform, and therefore can only be done once every 5 minutes. At 25th level, further training reduces this to 3 minutes, and at level 28, a master swashbuckler only waits 1 minute between third intentions.
Level 24: Improved Acrobatics Skill Master
At 24th level, a swashbuckler is an expert outshined by none in acrobatics. When they use their acrobatic skill mastery to dash across the battlefield, not even magical binds can stop their intrepid traverse. For one round, the swashbuckler gains a 50% boost to their movement speed and freedom of movement. Due to the physical strain of this maneuver, it can only be performed once every 3 minutes. Additionally, swashbucklers will automatically succeed on climb, jump, and use rope checks.
Swashbucklers gain bonus feats at levels 23, 26, and 29. Their bonus feat list includes: all of the fighter bonus feats with the exception of weapon specialization and epic weapon specialization, blinding speed, improved evasion, defensive roll, and epic dodge. Additionally, blinding speed’s cooldown will be reduced by one turn for every twelve swashbuckler levels.
NEW CUSTOM HEADS
In a huge expansion to the range of heads available to character on Arelith, we have added no less than 268 options spread across all races and genders, in addition to optimizing some of the existing choices.
A few of the new heads now available to our players.
These heads taken from various community packages available on the NWNVault.
The breakdown by race and gender is as follows:
Halfling male - 2 optimized, 3 new
Halfling female - 1 optimized, 9 new
Dwarf male - 17 new
Dwarf female - 3 new
Elf male - 12 new
Elf female - 1 optimized, 26 new
Gnome male - 13 new
Gnome female - 1 new
Human male - 62 new
Human female - 64 new
Half-Orc male - 5 new
Half-Orc female - 5 new
Note: Please be aware that not all custom heads will be properly resized for the larger 'phenotype' - this is an unavoidable consequence of using certain content of this kind.
Details of this update can also be found on our forums.
Soulhaven Monastery
20/03/29
Irongron & Msheeler
Soulhaven Monastery, in the nation of Guldorand, has been refounded. Within 'Monastery in the Mountain' these ascetic monks seek enlightenment through meditation, physical training, and study. A place open to many different orders of Faerûn, and serving as the main portal hub for the new nation, it is quite unlike anything previously seen on the isle of Arelith...
Features -
Hall of Contests
No ordinary arena, this combat ground allows for single combat or team play. The terrain rewards, and provides opportunity for, only the most inventive of fighters. Whether as a combatant or a spectator, the Hall of Contests is something entirely new to the server.
School of Clear Thought
The scholastic monks of Soulhaven maintain a school that is without equal on Arelith, with a debating chamber, classrooms, and a library intended to contain hundreds of texts completed over the years by the players of Arelith, with many taken directly from the Encyclopedia Arelithica, or from the pages of the Forgotten Realms Wiki. The School of Clear Thought is intended as a location where both player and character can spend hours learning about both the isle of Arelith, and the larger world.
The library within the School of Clear Thought
Soulhaven Crypts
Extensive catacombs spread beneath the monastery, where the people of Guldorand pay to be interned, sure of the fact that the brothers of the monastery will ensure that tehir rest is not disturbed. This large dungeon is but the first of many that will spread far beneath the new city.
Soulhaven Gardens
Whether it is beekeeping, raising crops to feed the brotherhood, maintaining their vineyard or simple contemplating nature, the verdant gardens of Soulhaven are a place of unrivaled serenity on an otherwise tumultuous isle.
Elsewhere the monastery contains several new quarters, play shops and temple, and promises to be a major new hub on the server. It can reached by caravan or portal, and is open to all character who dwell upon the surface of Arelith.
A quarter within the monastery
For more information on this update, including the addition of the powerful new spell 'Anti-Magic Field', please visit our forums.
Three New Classes
20/04/08
Aniel, Garrbear, BHR55
We're adding two new base classes and a new prestige class. The Shaman, Favored Soul and Cavalier. The Shaman fulfills the niche of being a spontanteous caster utilizing the druid spell list, the Favored Soul fulfills the niche of being a spontanteous caster utilizing the cleric spell list whilst Cavalier takes a martial presence from horseback. These classes will initially be available only on the PGCC server for testing and feedback prior to the full official release on the main servers.
SHAMAN
Shamans are divine spellcasters who draw upon primal forces to power their spells. These forces can range from spirits, tribal deities, or even the planes themselves. Their relationship with their source can also vary widely, from either a willing bond with the source to a parasitic relationship, where the Shaman bends its source to do their bidding. While initially they may be mistaken for a druid, the Shaman lacks the druid’s bond with nature and their strict adherence to its balance. The role of a Shaman can also vary by community: some are direct leaders of a tribe or village, some are spiritual leaders, and some are simply 'wise folk' sought out for guidance. Shamans can also take the role of a healer or witch doctor for their community, both feared and respected for their magical prowess.
Hit Die: d8
BAB: Medium
Proficiencies: Simple weapons, light and medium armor, and shields
Saving Throws: High: Fortitude and Will; Low: Reflex
Skill Points: 4 + Int
Class Skills: Animal empathy, concentration, craft mastery, craft trap, heal, lore, parry, persuade, spellcraft
Spellcasting: Divine, druid spell list, wisdom-based (a base wisdom score of 10 + the spell’s level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and spontaneous cast (no spell preparation required).
Special: Shaman levels stack with barbarian levels for rage bonuses (but not rage feats). Additionally, shamans can tend to plants and encourage their growth.
Level 1: Use poison
Level 8: Spell Focus Divination
Level 16: Greater Spell Focus Divination
Epic Bonus Feats: Level 23, 26, and 29
FAVORED SOUL
Favored Souls are the chosen agents of the gods. Although they are divine spellcasters, their magic comes to them innately through their connection to a god or goddess, rather than through prayer or ritual. While many Favored Souls may be chosen by intentionally earning the favor of a certain divine being, some may be chosen against their will. Favored Souls do not have to worship the being that granted them their powers, and they may not even want the powers they have been given. In spite of this, their newfound connection to a certain god or goddess may give them urges to do their patron being’s will, even if it goes against the Favored Soul's morals or personal code of honor.
Hit Die: d8
BAB: Medium
Proficiencies: Simple weapons, all armor, and shields
Saving Throws: High: Fortitude, reflex, and will
Skill Points: 4 + Int
Class Skills: Concentration, Heal, Lore, Parry, Persuade, Spellcraft, Craft Trap, Craft Mastery, Ride
Spellcasting: Divine, cleric spell list, charisma-based (a base charisma score of 10 + the spell’s level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).
Special: Favored Souls are unable to use the feats Divine Might and Divine Shield.
Level 4: Resist Energy Fire
Level 8: Resist Energy Cold
Level 12: Resist Energy Electrical
Level 16: Resist Energy Acid
Level 18: Haste 4/day (as the spell)
Level 20: Resist Energy Sonic
Epic Bonus Feats: Level 23, 26, and 29
CAVALIER
Cavaliers are warriors who specialize in fighting while mounted rather than on foot. While they can take many forms, ranging from the prototypical heavily armored knight to the lightly armored raider, they are usually seen using a lance as their weapon of choice. As expert horsemen, they have a special bond with their steed, who is usually never far from them. Whether they fight for a cause, for profit, or for glory, Cavaliers can always be found charging fearlessly into combat.
Hit Die: d12
BAB: High
Prerequisites: +6 BAB, 8 ranks Ride Skill
Proficiencies: Simple and martial weapons, all armor, and shields
Saving Throws: High: Fortitude, Low: Reflex and Will
Skill Points: 4 + Int
Class Skills: Concentration, craft mastery, craft trap, discipline, heal, intimidate, lore, parry, ride
Level 1: Mounted Combat
Level 1: Fearless +2 - A Cavalier is conditioned to charge into battle against even the most fearsome of opponents, and gains a +2 bonus to saving throws vs fear. This bonus increases to +4 at level 3, and +6 at level 5.
Level 1: Practiced Rider - A Cavalier is an expert horseman, and gains a bonus to ride equal to five times their cavalier level.
Level 4: Spirited Charge - A Cavalier can use a lance while mounted to charge against their opponent, delivering a single devastating blow before riding away to prepare their next attack. The Cavalier’s attack bonus is increased by 10, and their attacks per rounds are reduced to 1. Upon successfully hitting an opponent they gain a damage bonus equal to 6 times their character level +1d20. The attack carries with it a 5% chance to deal +50% bonus damage. This attack has a cooldown of nine seconds.
Level 5: Summon Mount - A level 5 Cavalier is bonded with their horse, and they can summon their personal steed if it isn’t already nearby.
Bonus Feats at levels 2, 4, and 5