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ALFA NWN1 - Player Guide
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A Land Far Away

Players’ Guide

ALFA NWN1

www.alfanwn1.org

Introduction to A Land Far Away -
Neverwinter Nights Enhanced Edition

A Land Far Away (ALFA) began as an ambitious project to recreate the entire Forgotten Realms campaign settings in Neverwinter Nights 1 (NWN1). Over several years beginning in 2001, servers representing geographic locations within the setting were put in place and maintained by Head Dungeon Masters (HDMs) for each server. These servers were linked by portals so that one could travel between servers and play with a diverse set of players and Dungeon Masters in a persistent world.

Among its players ALFA gained a reputation for high-quality role-playing and difficult, strict gameplay, including permanent death for characters that die, in many cases.

ALFA Philosophy

Roleplay First, Mechanics Second

As a roleplaying server, ALFA strives to create a plausible representation of what life would be like for adventurers in the Forgotten Realms setting. We play the game primarily as a means of exploring character concepts and the world around them. This works out to something like writing fantasy fiction, but as collaborative storytelling, which is more reactive to a world that is beyond your own control.

ALFA players generally enjoy seeing new and interesting concepts for characters and exploring the world. We care more about a character’s motivations and goals than we care about how much damage they can do.

ALFA Is a Game

While roleplay is the primary focus of the server, ALFA is still a game. Part of the fun is the mechanics and discovering new and interesting ways to overcome (or fail to overcome) challenges. One should keep in mind, however, that as a roleplay-first server, that does not mean that all game mechanics that exist because of the platform are fair game.

Our DM team has worked hard to provide fun, high-quality static content, but exploits will always be around. If something feels like you shouldn’t be able to do it in real life--like finding some way to keep hostile mobs from chasing you that wouldn’t happen in ‘real life,’--then it’s probably an exploit. It is your responsibility to report such issues to the DMs. To keep advancement equitable, players that abuse exploits will be sanctioned at DM discretion.

Permadeath

ALFA is a permadeath server. While in-character resurrections are available according to the rules of D&D, rezzes are handled on a case-by-case basis by DMs, and while new players of low-level characters may be given some leniency, experienced players of high-level characters may find rezzes harder to come by, especially if they are imposing upon the grace of the gods with frequency.

ALFA players tend to take varying approaches to resurrections when they are made available. Some players make characters that will not come back to the world once they have passed on. Others will bring characters back if given the chance. How you want to play is up to you, but know that it is the DM team that has the final say on whether your character returns.

Consequences

DMs will facilitate good and bad consequences for characters based on their or their player’s actions. Examples of out-of-character contributions are things like helping to report bugs, testing game mechanics when a DM asks for help, or adding to player guides. In-character contributions would be things like adding dynamic content, such as writing a song and posting it in the Library on the forums, or organizing a player event. Examples of out-of-character offenses are things like exploiting game mechanics or going against a DM’s directive if told to do something. An example of an in-character offense would be making a drow and walking around on the street. Drow are kill-on-sight in Waterdeep.

Solo & Parties

In the spirit of D&D, ALFA has been built to encourage group play. Many static encounters have elements that require various skill sets to tackle optimally. That said, soloing is not against the rules. Of course, the consequences for solo failure can be very permanent as no-one will be able to take your character’s corpse back to a temple.

Risk & Reward

Risk can be very real when playing on a permadeath server. DMs prefer to see characters taking risks, and reward characters better who do so and succeed. DMs try to make challenges appropriate for player level, and actively discourage high level characters from aiding low level characters too much. As well, the concept of ‘farming’ is frowned on. If you find yourself going back to the same easy-to-do static content over, then you may be considered farming by a DM, who may let you know to back off. If you’re not sure how much is too much, just ask a DM or ask in Discord. We want the game to be fun, and we want people to use the content we’ve made, but we don’t want unfair advancement either.

Welcome to ALFA and Good Luck with Your Second Character!

It’s our motto for good reason. This isn’t WoW. ALFA is intended to be very challenging, and players who enjoy serious challenges, risks, and consequences will enjoy it here. There is a wide variety of play from players who enjoy pushing the limits and rolling up new characters to players that are extremely cautious and keep their characters around for years.

2017 Revival

With the release of NWN2, ALFA moved fully into the new game and ceased supporting the NWN1 platform.

In 2017, two of the most popular NWN1 servers—Waterdeep and Daggerford—were revived by former DMs. Several former players found their way back and began to play, with a player base primarily consisting of former NWN1 players who gradually returned.

While the community still prides itself on high-quality role-play, and permanent death and difficult gameplay are still in place, there are a few notable differences from the previous iteration.

Waterdeep

Since the revival, the Waterdeep server has been the most active server. Ayergo is the HDM of this server. Currently the server has one other active DM, Electryc (as of February 2021).

The Moonshae Islands

The Moonshae Islands server was revived on February 18, 2021. Bartleby is the HDM of this server. Currently the server has three other active DMs, Senor T, zetamog, and El Grillo. Weekly events open to all are Fridays at 8pm US Eastern Time (as of February 2021).

Note: the crafting and skill systems described in this document are not currently active on Moonshaes. Crafting and skills are planned and are a work in progress.

Difficulty

Alfa is Full PvP. Most multiple-target offensive spells and abilities will affect allies even if the description states otherwise.

Waterdeep’s innocuous appearance conceals unseen threats and your character would be well advised to seek advice and gossip from other residents, check notice boards in taverns, and to never let their guard down in the streets or alleys, particularly at night.

Technical Notes

Buy NWN: EE

ALFA runs off Neverwinter Nights: Enhanced Edition released by Beamdog in 2017. You can buy the 20 dollar version. There’s a more expensive one, but you don’t need that. You can buy it from Steam (which is friendlier for updates), GOG, or you can buy it directly from the developer Beamdog.

NWN1 runs on both PC and Mac, but the toolset only works on Windows.

Note: There are many advantages to running the game using the Steam client instead of the Beamdog client, the most notable of which is that Steam retains your HAKs and TLKs when you update the game, and Beamdog wipes them out, meaning you must make a backup and restore them manually every time the game is updated. As well, you can easily subscribe to overrides and portrait packs using the Steam library.

If you have purchased the game using the Beamdog client, you may activate a copy of the game in Steam by downloading the Steam client and following these steps:

NW Sync

You don’t have to do anything to download your hak and tlk files and keep them updated anymore! Now it’s handled automatically via Beamdog’s nwsync feature! Yay!

Just find the server in the game client server list, click on it to join it, download some stuff, and enjoy!

Music and Portraits (Optional)

http://www.alandfaraway.info/NWN1/

Weapons Overrides (Optional)

If you have the Steam version, you can subscribe to the Beamdog weapon overrides:
https://steamcommunity.com/profiles/76561198407315141/myworkshopfiles?appid=704450

If you have the Beamdog version, you can download this file and extract it to your Documents/Neverwinter Nights/overrides folder: https://www.dropbox.com/s/3b997kp9vcohe5e/Weapons%20Override.rar?dl=0

Discord and Forums

Stop by the discord channel to introduce yourself and get the password. (https://discordapp.com/invite/9pZKj9Y)

Read the forums to stay on top of events and content updates in game. (How to request access if you don’t have it already? Ask in discord for now.)

Creating a Character

You are allowed as many PCs as you wish at once. This is a rule change from 2019.

Your PCs are not allowed to be used as storage for your own other PCs.

Take extreme caution when your PCs would have cause to know each other. In general, avoid your PC doing anything that would directly and blatantly aid another if your own PCs. The multiple PC system is a newer rule and exists on the honor system. For example, having one character that exists to sell things using its maxed appraise skill, or to brew potions for your barbarian character could easily be interpreted as exploitative and your PCs would be subject to DM intervention.

Races and Subraces

ALFA uses a custom subrace system that allows players to play subraces of elves, dwarves, or halflings. Place the required subrace into the subrace field during character creation.  You can use either the english or Faerun name (e.g. Sun Elf, Ar-Tel-Quessir).

This system is not perfect: for example, Sun and Wild Elves are granted +2 and -2  INT respective, which is applied after logging in. Subrace bonuses are not accounted for at character creation or level-up.

This means Sun Elf wizards lose prepared spells that fall outside of what would be allowed without the bonus on logging.  Wild Elves retain the bonus Skill at levelup as this is calculated on base INT rather than the modified INT.  You may opt to have a DM edit your character to permanently modify these stats at character creation. If your subrace bonus matters for something during the creation process (for example how INT modifies skill points), you should account for that during attribute allocation and have a DM modify your attribute scores after creation.

Subraces

Note: INT-adjusted subraces should seek DM assistance on PC creation so as to avoid losing skill points on creation/level up. The current subrace system uses the following keywords to adjust abilities after login and the modified ability scores do not count during level up.

Shield Dwarves

Subrace Keywords: shield
Ability Adjustment: +2 Con, -2 Cha
Favored Class: Fighter

Gold Dwarves

Subrace Keywords: gold
Ability Adjustment: +2 Con, -2 Dex
Favored Class: Fighter

Gray Dwarves (Duergar)

Subrace Keywords: gray, grey, deep, duergar
Ability Adjustment: +2 Con, -4 Cha
Favored Class: Fighter

Moon Elves

Subrace Keywords: moon, silver, gray, grey, teu-tel
Ability Adjustment: +2 Dex, -2 Con
Favored Class: Wizard

Dark Elves

Subrace Keywords: drow, dark, black, ilythiiri, dhaerow, mori, ssri-tel, gothrim
Ability Adjustment: +2 Dex, -2 Con, +2 Int, +2 Cha
Favored Class: Wizard (male), Cleric (female)

Note: Drow are considered kill-on-sight in Waterdeep.

Wood Elves

Subrace Keywords: wood, green, forest

Ability Adjustment: +2 Str, +2 Dex,

-2 Con, -2 Int, -2 Cha

Favored Class: Ranger

Sun Elves

Subrace Keywords: sun, gold, ar-tel

Ability Adjustment: +2 Int, -2 Con

Favored Class: Wizard

Wild Elves

Subrace Keywords: wild, savage, sy-tel

Ability Adjustment: +2 Dex, -2 Int

Favored Class: Sorcerer

Rock Gnomes

Subrace Keywords: rock

Ability Adjustment: +2 Con, -2 Str

Favored Class: Wizard

Deep Gnomes

Subrace Keywords: deep, svirfneblin

Ability Adjustment: +2 Dex, +2 Wis, -2 Str, -4 Cha

Favored Class: Wizard

Ghostwise Halflings

Subrace Keywords: ghost

Ability Adjustment: +2 Dex, -2 Str

Favored Class: Barbarian

Lightfoot Halflings

Subrace Keywords: light

Ability Adjustment: +2 Dex, -2 Str

Favored Class: Rogue

Strongheart Halflings

Subrace Keywords: strong

Ability Adjustment: +2 Dex, -2 Str

Favored Class: Rogue

Base Classes

Multiclassing is allowed, but you are limited to 3 total classes, including prestige classes.

Also, the core levels for player characters tend to be 7 - 10, so if your character survives very long, it’s best to plan your feats and skills so that they’re optimized for those levels, as you’ll likely be spending most of your time with your character there.

Bards

Performance Venues (Waterdeep): Bards can sing using their perform skill to earn gold and experience at various venues within the city. The checks for successful performances increase as character level increases.

Bard Performances Guide from Forums

http://www.alandfaraway.info/phpBB3/viewtopic.php?f=383&t=52434

Clerics

Cleric domains have not been modified since the revival, and there are both changes to clerics relative to pen and paper D&D that have been made both by NWN and further by ALFA.

See the NWN Wiki for NWN cleric changes:  http://nwn.wikia.com/wiki/Category:Cleric_domains

See the old ALFA Player Handbook for ALFA cleric changes Category:Cleric domains | NWNWiki | Fandom(page 46): https://drive.google.com/file/d/18vOURDhE690S-c8HftwSNRtCdWGb7x62/view

Druids

Since the 2017 revival, a large rural woodlands area has been added to the mod north of Waterdeep where druids and other nature-oriented PCs can frolic and stuff. Yay!

Druids and Rangers can use Animal Empathy to Tame Animals and use them as summonable companions thanks to a 2019 update. See the Animal Empathy section under Skill Changes.

Wildshape
Druids in ALFA have additional Wildshape forms available (raven, dog, bat, deer, white stag, rat, and chicken). These forms are accessed by “remapping” one of the original forms. Remapping is persistent through logout, but will need to be remapped again after a server reset. To access the new forms, select the Badger form and follow the instructions in the pop-up window. Since Badger form itself has been replaced by this menu, in order to use Badger form you must remap it to one of the other forms. There is no limit to how often you can remap the forms and it does not cost a Wildshape use to access the remapping menu.You do, however, still need to have at least 1 use of Wildshape available in order to access the remapping menu.

At level 12, a druid gains Improved Wildshape which replaces all of the standard NWN animal forms with “dire” versions. None of the new forms on the expanded list are scaled in this way. Also, the Dire Badger form cannot be accessed because the remapping only allows you to choose the mundane badger form. One further hurdle (at the time this was written) is that once you remap one of the dire forms to anything else, it cannot be undone to return to the original dire form without a server reset. Remapping will only allow you to restore back to a mundane version of the animal.


Animal Companions

Animal Companions for both Druids and Rangers have been rescripted to allow for a greater depth of roleplay between PC and animal. The list of potential animals has been vastly increased and randomized within a regional framework.

An animal companion can be initially “summoned” only in wilderness areas. After that, the animal companion may be called back at any time by use of a whistle found in inventory after the first summons.

Animal choice at PC creation has no effect on the summoning of animal companions.New druid PCs can summon their first companion in the start area before entering Waterdeep. Animals may not be summoned during combat. New companions might not come when summoned from within an urban area, depending on the server (this is the case on Waterdeep). Animals may be dismissed temporarily or permanently. They persist across servers and level up with the PC at levels 3, 6, 9, 12, 15, 18. Rangers summon level 1 animals at level 6 and at 5 levels less than PC level thereafter.

Known summon spots on Waterdeep - you can find an animal companion in the start area by "summoning." Otherwise it is very unlikely you will find one within city limits, or near to the city. While having a summoned companion in the city, it’s best to be mindful of what would be allowed by the authorities. A cat, bird, or rat would likely be fine, but a wild hyena or bear would probably cause some trouble with the watch.

The River Dessarin to the south of the city is a known summon spot, as well as coastal areas.

You are allowed 1 attempt per rest. There is no known limit on using the whistle and dismissing the companion over and over.

There’s also some druid stuff on page 48 of the old manual.

Fighters

A good tank is indispensable. Fighters are really good at lower levels since they can survive in the lower level statics better than most other classes. However, playing a front-line fighter in a higher-level group can be tricky, and they are frequently among the first to go down when things get rough if group tactics are not carefully considered and followed.

The Snookery (Waterdeep): Fighters can turn in various creature bits at The Snookery training hall in the Trades Ward for experience.

Rangers

Druids and Rangers can use Animal Empathy to Tame Animals and use them as summonable companions thanks to a 2019 update. See the Animal Empathy section under Skill Changes.

For information on Animal Companions, see that section under Druids.

Rogues

Rogues are one of the more useful classes in Waterdeep. Aside from serving as extremely valuable scouts for a group, they are able to pick locks and disable traps, which are common in many static dungeons.

Pickpocket: Ayergo did attempt to put a pickpocket system in place, but it didn’t really work out, so I wouldn’t put any points in that unless you want to RP it or otherwise bother Ayergo so he revisits this system (there’s lots of nuances with a pickpocketing system that make it fairly difficult to implement well). Otherwise, a rogue may want to consider investing points in trap crafting, as recovering traps that have been laid has been removed in most cases. There are still a few places to buy them though if you know where to look.

A note on scouting: due to how spawns in dungeons are randomly spawned, there exists a possibility that an unbeatable group of spawns will spawn in an area ahead of you. The successful team will have a scout that will be able to spot such groups before your party, which will in turn know when to turn back.

Sorcerers

Sorcerers have Intimidate as a class skill so you can see your enemies flee before you as your barely-armored, battle-crazed sorcerer approaches them. Intimidate is an ALFA-customized skill that can give hostile creatures a fear effect if they fail their Will save. Intimidate DC is increased by ranks in the Intimidate skill and by wearing lighter armor. See the Intimidate section for more details.

Sorcerers have an ALFA-customized spell surge that provides a 5% chance per sorcerer level of adding a random amount of Cha modifier to spell level.

Wizards

Familiar changes: Feeding no longer heals a familiar. Regeneration, Damage Reduction and

Spell Resistance have been removed below HD10.

Familiar permadeath: Acquiring a new familiar is only possible with the help of a DM.

The death of a familiar incurs an XP loss multiplied by the PCs level and a knockdown effect if a fortitude save is missed. If the save is made, there is half XP loss and no knockdown. Special ability granted by familiar fades after 60 seconds real time upon death or dismissal of familiar.

Bonuses: Familiars grant skill bonuses while they are summoned that depends on familiar type.

Waterdeep: Familiars are expected to be licensed within Waterdeep. Visit Castle Waterdeep to purchase your license.

The Watchful Order (Waterdeep): Wizards can join the order to have access to the wizard store, fight fires for experience and gold, and turn in creature bits from the sewers for experience and gold.

Prestige Classes

Yes! There are some! Red Dragon Disciples and Shadowdancers, among others! If prestige classes interest you, it’s very important to plan ahead, so find out the requirements for the class early on so you can allocate skill points appropriately.

In addition to the NWN requirements, ALFA requires characters be a minimum of 10th level and have completed a character specific prestige quest.  Please contact a DM to arrange for this.

Shadowdancer

Long ago, ALFA decided that the Hide in Plain Sight ability was OP (“overpowered”) and reduced it to being a 6x-per-day ability.

There is also an existing bug where shadowdancers cannot use Hide in Plain Sight while being attacked from range.

Red Dragon Disciple

This is a supported prestige class too! I don’t know much about it except eventually at some high level you get wings, so that’s neat. I’d recommend NWN wiki here.

Arcane Archer

Also a prestige class. No-one’s done it yet though, but some people have talked about it.

Weapon Master

Same as the last one! Again, NWN wiki is a better friend than this doc for the time being.

Spells

ALFA Spell changes

(this section is going to be incorporated into the Spells section eventually)

Teleport is scripted to teleport players to the Adventurer’s Quarter by default. A focus can be given by the DM to allow alternate locations.

RP Placeholder Level 2 has been replaced with a custom swimming spell that significantly increases swim speed for a duration that lengthens with caster level.

Note: There is a bug with this spell where it only kicks in when the target enters water. That means that if this spell is cast on a target in the water, the target will not receive the spell benefit until the character exits and reenters the water.

RP Placeholder Level 3 has been replaced with a custom water breathing spell that provides water breathing for a number of rounds per caster level. The rounds tick down while in water only and display in the console.

RP Placeholder Level 4 has been replaced with a custom spell called Form Stability, which provides protection against being turned to stone for 20 seconds per caster level. This spell nullfies stoneskin on the target.

Summoning changes

Summon Monster (I - IX) summons randomized elemental creatures. Characters can acquire focus items that allow summons to be locked to a single element/domain. Summon Creature spells have been rescripted to reduce the amount of time an extraplanar ally remains with the wizard. The time limit increases as the wizard increases in skill.

Clerics summon celestial creatures by default, druids summon animals, sorcerors/wizards summon random elemental creatures.

A list of further changes can be found on the forums here.

Feats

Feat changes

Brewing: Required for brewing potions. See Crafting section.

Craft Wand: Required for construct crafting and enchanting; used as a replacement for Craft Wondrous Item. See Crafting section.

Expertise: On ALFA you can move while Expertise is active but can’t cast spells - including through enchanted equipment, scrolls, or wands - or use potions, without it deactivating.

Skills

ALFA has implemented a number of skill changes that are different from standard NWN that are documented here.

Animal Empathy

Animal Empathy is a class skill for Druid, Ranger, and Shifter. Unlike previous incarnations of ALFA, the Animal Empathy skill functions per NWN default allowing a PC to attempt to temporarily dominate an Animal, Dire Animal, Beast, or Magical Beast. Animal Empathy is also required for Animal Taming as described in the crafting section.

Climbing, Jumping, and Flying

These skills are usable via a fly/climb/jump radial option in the class animations area. If you can reach a location that you right-click on via one of these skills (which is calculated by your actual skills and then rolled for I think), then you will be animated going to that spot with an appropriate animation. In this way you can fly via the fly spell, jump using the jump skill, and climb using the climb skill.

Gather Information

In ALFA, the Innuendo skill is replaced by Gather Information. At this time, Innuendo is still in the emote ball.

Healing

Healing is used to determine success for using herbs and medical equipment to heal hp and status effects, such as those that can be bought from the apothecary or tools that can be bought from the medicinal supply shop in the Market. When attempting to use an item requiring the Heal skill, you will roll 1d100 + you Heal skill score (with invested points counting twice). Using a medical instrument will result in varying degrees of success or failure depending on your result. Success means the target is healed, failure means the patient takes damage. The better or worse your score it, the more or less damage is taken, so wayward surgery can kill someone with low HP.  Leeches work with a similar mechanism, but heal status effects on a successful roll, and always damage the target. The chance for failure with leeches is higher than surgical kits.  Most heal items can be used on yourself, but surgical kits only work on others.

Surgical Kits - Heal HP

Leeches - Cure Disease, Poison

Cranial Drill - Cure Confused, Charmed, Dominated, Frightened (high risk of death)

Swimming

In certain areas you can walk into the water (currently the sea cave and the ocean to the west of the city, including the Cache of Umberlee). The higher your swim ability, the faster you can move. Swimming and holding your breath can be augmented by items for sale at the Umberlee temple south of the city or using placeholder spells or potions for swimming and water breathing. Keep an eye on your logs as they will let you know when you are swimming and how many rounds of water breathing remain.

Intimidate

                                                                                                         Original post on the forums by jmecha » Thu Jul 18, 2019                        

                                                                                                   

The new Intimidate Mechanic is very similar to the Fear Effect of the Barbarian's Rage, except that it is available to all Characters at all times, regardless of Class, Weapons Equipped or Armor worn, so long as the Character has invested skill ranks into Intimidate.

When an Enemy perceives the Character, the Enemy if they are capable of Fear will be forced to make a Will Save with a DC determined by the Character's Class Levels, Intimidate, and Equipment Equipped.

The basic formula is ...

Barbarian Levels + Intimidate + Weapon Value - Armor & Shield Value = The Will Save DC

If your Character has No Barbarian Levels then the formula for said Character looks like this....

Intimidate + Weapon Value - Armor & Shield Value = The Will Save DC

Intimidating  Weapons Values

Value 3

Value 2

Value 1

Dire Mace

Double Axe

Two Bladed Sword

Quarterstaff

Great Axe

Greatsword

Halberd

Heavy Flail

Trident

Great Hammer

Scythe

All other puny weapons

Shields

Armor

Small Shield 3

Large Shield 5

Tower Shield 6

None 0

Padded 1

Leather 2

Studded Leather / Hide 3

Chain Shirt / Scale Mail 4

Chainmail / Breastplate 5

Splint Mail / Banded Mail 6

Half-Plate 7

Full Plate 8

Intimidate Examples

Thorne is 12th level Fighter who not only maxed out his cross class Skill ranks in Intimidate but also wears Full Plate, Wields a Bastardsword and Towershield Combo.

Intimidate 7 + Bastard Sword 1 - Full Plate 8 - Towershield 6 = Will Save DC -6

((Most Enemies, Thorne, our example 12th level Fighter will be facing, will not flee or scatter at the sight of Thorne, but those that roll a natural 1 will))

Eva "Evil Eye" Evens is a 6th level Rogue, and she not only maxed Intimidate but has invested heavily in Charisma, wields a Rapier, and wears Leather Armor without using a Shield.

Intimidate 12 + Rapier 1 - Leather 2 = Will Save DC 10

((Now she might break the nerve of some enemies because she is Intimidating))

Grak Turd da Half-Orc 5th level Barbarian has maxed Intimidate, Wields a Great Axe, and wears minimal clothing.

Barbarian 5 + Intimidate 8 + Great Axe 2 - Clothing 0 = Will Save DC 15

((While he has Horrible AC, his Intimidating Savagery on the Battlefield will cause more foes than most to break and scatter, giving him the opportunity to put his Great Axe to use without to many distractions.))

Crafting

Custom Crafting Systems

Animal Taming

Animal Taming makes use of the skill Animal Empathy to allow the courageous adventurer to tame and keep at their side a plethora of very unique animals. It requires being a Druid or Ranger to use (Use Magic Device may allow this to work?), skill investment into Animal Empathy, a Bridle (50gp, one use only), an animal and lucky rolling!

How It Works
  1. Purchase a Bridle (50gp), be a Ranger or Druid and have skill points invested in Animal Empathy.
  2. Find an animal you wish to tame.
  3. Use the Bridle on the animal while it is not in combat, following the information on preparing to tame and the DC involved.
  4. Roll for DC.
  1. Failure: you are stunned for 15 seconds and the animal goes one tier lower with its attitude toward you (Friendly/Neutral/Hostile).
  2. Success: you will receive a small summon orb in your backpack and lose XP based on the formula prior to this section.
  1. The item allows you to summon that companion once per rest.
Details

The raw formula is as follows: DC = 15 + crAttitude + crLevel

To explain a bit further...

The initial DC is 15 + Creature's Attitude (Friendly -5, Hostile +5, Neutral +0) + Creature's Level (+1 to DC per level)

As an example, if you were to attempt to use a Bridle on a level 1 deer, the formula would look like the following...

DC = 15 + 0 + 1 for a DC 16 to beat.

It will roll a die and then add to your Animal Empathy for the final roll value. If you fail the Bridle use, you are stunned for 15 seconds, the creature you were trying to tame will shift one attitude direction toward hostile, and your single-use Bridle is consumed. This means a Friendly creature will become Neutral and a Neutral creature will become Hostile to the tamer.

What You Can Tame

*Even though bridles work on vermin, the Animal Empathy skill does not. This means you will not be able to dominate vermin with Animal Empathy before bridling them as you could with other creatures.

Target creatures cannot be in combat.

Ways to Prepare the Taming

If it's a neutral animal, you need only attempt to use the Bridle on the animal as it will not be in combat.

Animal Empathy, if successful, will make the animal Friendly toward you. This makes the DC much easier. This method is not possible with Vermin.

Charm Animal, if successful, acts similar to Animal Empathy.

Hold Animal/Hold Monster is best used in cases where you cannot actually Charm or Empathize with the animal you wish to tame. A proper Hold spell will treat the animal as not being in combat, allowing you attempts to tame (but it will still be considered hostile).

Hide/Move Silently. Even if the animal is hostile, if it hasn't spotted you to begin combat, you can use a Bridle and pray. If you fail, you will be stunned and possibly murdered.

The Cost

The act of taming a creature is not just a 50gp sink for the Bridle and a DC roll. Similar to all crafting, it will cost XP to complete the taming.

The formula is as follows...

(CR3) + (3x(DC+15))

DC cubed + 3 multiplied by DC+15

ex. A level 7 Animal that is hostile toward you will yield the following cost if you tame it as is:

(7^3)+(3*(27+15)) = 469xp

It's very expensive if you do not have means of lowering the DC!

Other Information

To dismiss a construct or animal that you have summoned, right click on it (or its portrait in the party sidebar) and select remove from party. Be aware, if the default status of the creature is hostile, it will be hostile for a few seconds after you dismiss it. It is recommended to have all friendly PCs and henchmen at a distance before you remove it from the party. Some creatures will attack party members or your other henchmen (and vice versa) in these few seconds. If the creature is killed before it disappears, you will lose the command stone (and access to the creature) permanently.

Brewing

Feat Required: Brewing

To brew a character must be able to take the Brewing feat, which requires three levels of a spell casting class. Once you’ve done so, you can use an alchemical apparatus to combine ingredients into potions. To use an alchemical apparatus, click on it and select brew potion. A list of potions will be displayed that you can create with items in your inventory (see recipes below).There is an experience loss per potion crafted this way that is dependent on the potion.

        Potion Recipes

Creates

xp

ingredient 1

ingredient 2

ingredient 3

Holy Water

1

water

skeleton knuckle

Alchemist's Fire

1

water

fire beetle belly

Acid Flask

1

ichor

ichor

Acid Breath

?

Acid Flask

Spirits

Fire Breath

1

Alchemist's Fire

fire beetle belly

Static Electricity Ball

1

dead lightning bugs

water

Lightning Breath

1

dead lightning bugs

Static Electricity Ball

Water Breathing

1

Coldstone

Spirits (6gp)

Frost Breath

1

Water Breathing Potion

coldstone

Cure Light Wound

2

Holy Water

Holy Water

Alchemist's Fire

Cure Moderate Wound

2

CLW

Acid Flask

Cure Serious Wound

5

CMW

CMW

Troll Skin

Lesser Restoration

1

CLW

Goblin Ear

Elemental Resistance

2

Holy Water

Imp Horns

Speed

2

spirits

rust monster antenna

Stoneskin

10

Speed

scaladar stinger

scaladar stinger

Potion of Seeing

2

Holy Water

Fire Breath

Potion of Improved Invisibility

5

Holy Water

Dweomervore Corpse

Fine Motor Skills

1

Coldstone

Acid Flask

Death Armor

1*

Coldstone

Dead Baby

Elemental Protection

2

Elemental Resistance

Lesser Restoration

Potion of Form Stability

10

Werewolf Eye

Potion of Stoneskin

Potion of Restoration

2

Lesser Restoration

Necrovine Root

Holy Wooden Stake

2

Restoration

Necrovine Root

*Also causes an alignment shift towards evil by 1 point.

Bombs can also be brewed, but can only be brewed using a gnomish bomb-making kit. The gnomes who can produce this kit guard it carefully, only allowing access to those who they trust.

Bombs

Creates

xp

Ingredient 1

Ingredient 2

Acid Bomb

5

Wyvern blood

Acid breath

Fire Bomb

Inferno beetle gland

Fire breath

Frost Bomb

5

Frost breath potion

Frozen water elemental essence

Electric Bomb

5

Lightning breath potion

Air elemental essence

Web Bomb

1

Spider silk gland

Spirits

Dispel Bomb

3

Web bomb

Beholder eyestalk

Holy Hand Grenade

5

Cure Moderate Wound

Water breathing potion

Construct Creation

Feat Required: Craft Wondrous Item

Skills Required: Spellcraft & Lore

The feat Craft Wondrous Item will allow a character to produce constructs using a Golem Crafting Workbench and to enchant equipable items using an enchanting table.

To create a construct one must first purchase/acquire the book with the recipe, which will tell you how many points of spellcraft and lore are required, what ingredients are required to craft it, and the experience and gold expense. These books have charges, can only be used a limited number of times, and are very expensive. To craft a construct, place the required ingredients into the workbench, then use the book as an item on the workbench. To acquire the construct control stone, you must attack the workbench, at which point the stone will move to your inventory. Be careful, because once you do so, you cannot drop the stone. Your construct will spawn when you use the stone on the ground nearby and can be dismissed by right-clicking on the construct and removing it from your party. You may have up to 5 constructs in play at any one time. When you use a construct to fight, you will suffer an experience penalty for kills.

To dismiss a construct that you have summoned, right click on it and select remove from party.

Be careful when dismissing constructs because they may display as hostile between the period they are removed before they disappear (no more than seconds). Guards may attack them if they see them during this period, and an errant click could induce a playful love tap from your buddy before they go away. If your construct has an area effect around it that damages enemies (such as the ice golem’s cold effect), it will damage anything within the area of effect prior to disappearing.

Scribing Scrolls

Feat Required: Scribe Scroll

Scrolls can be scribed once per day by casting a prepared spell on blank scrolls (which can be purchased at the Watchful Order tower) or by casting a spell directly on your spellbook if you are a wizard. The cost is 5xp and 25 gold per spell level.

        There are some custom ALFA spells such as dimension door and teleport for which there is an existing bug where all custom spells cost the xp/gold for a level 5 spell.

Trap Crafting

Skill required: Craft Trap

Trap Crafting uses the Craft Trap skill. You must use a trap crafting station (Trapmakers’ Workbench) to craft traps. All traps require 2 of the specified ingredient for a Minor trap, 3 for Average, and 5 for Strong. Deadly and Epic traps cannot be crafted with this system. Click on the table and follow the dialogue to see which traps you can make based on the ingredients in your inventory. You will roll for success (1d20 + skill). If you fail, a mishap will occur and you will take some sort of damage and lose your ingredients. There is no xp loss associated with trap crafting. In fact, if successful you will actually gain xp!
        The DC for creating a trap varies depending on the type of trap and its strength (Minor, Average, or Strong). The base Crafting DC for minor traps will be 15, 20, or 25 depending on the trap. The DC increases by +5 for each strength tier above Minor. This Crafting DC is completely independent of the Save DC for the completed trap. For information on trap stats including the Save DC, refer to
Trap | NWNWiki | Fandom. 

        Trap recipes are embedded in the trap crafting station dialogue. NOTE: The Acid Trap recipe incorrectly lists Acid Flask as the ingredient. The ingredient has since been changed to Acid Breath for consistency with the other trap recipes.


        TRAP                        Base DC*        INGREDIENT

  1. Fire Trap                25                Fire Breath Potion
  2. Electrical Trap                25                Scaladar Tail
  3. Tangle Trap                15                Spidersilk Gland
  4. Spike Trap                15                Garbage
  5. Holy Trap                15                CLW Potion
  6. Gas Trap                20                Sewerm Poison
  7. Frost Trap                15                Coldstone
  8. Negative Trap                15                Blackened Crystalized Heart
  9. Sonic Trap                15                Thunderstone
  10. Acid trap                15                Acid Breath Potion (not Acid Flask)

*Base DC is to create a Minor trap. Add +5 for Average, and +10 for Strong.

Enchanting

Feat Required: Craft Wondrous Item

Skills required: Spellcraft

Tool Required: Enchanting Table

Item Enchanting makes use of the Spellcraft skill and the Craft Wondrous Item feat to produce results depending upon the materials used, skill ranks invested, and luck of the dice.

To enchant an item you must have access to an Item Enchanting Table, a metal ingot, and a scroll of the spell you wish to enchant. You may also cast a desired spell directly on the table. You may also add a gem to the table to reduce the DC. Item Enchanting Tables can be found at player faction buildings or places such as the Tower of the Watchful Order.

The item enchantment process:

  1. Place an equipable item, metal ingot, and any additional components onto the Item Enchanting Table.
  2. Attack the Item Enchanting Table, which will display a readout of the DC and XP cost it will take to enchant the item.
  3. On the first strike, it will display a list of modifiers to the DC of your attempt and the final DC you must roll using spellcraft. As you continue to attack the table a countdown will be displayed.
  1. You may cancel the attempt once you have seen the DC and XP readout and reclaim what you’ve placed on the table.
  2. To craft your item, continue attacking until the fourth hit, when you will make the spellcraft roll for the enchantment.

Enchantment DC is influenced by:

How many times you can cast the spell with the enchanted item depends on what type of metal you are using:

Mastercrafting

Mastercrafting means that your item will receive a random effect that is based on your character’s race and/or its highest stat (for example, a character that has DEX as its highest stat may mastercraft an item that has a bonus to a dex-based skill, or a DEX+X modifier). If you use better metal, your mastercrafted item will have better bonuses.

Mastercrafting is not possible when enchanting an item with a cantrip.

[Racial mastercraft things need to go here.]

Jmecha’s Enchanting Guide on the Forums

Armor Crafting

Skill Used: Craft armor

Armor Crafting can produce a wide variety of results depending upon the materials used, skill ranks invested, and luck of the dice. Some of the important things to remember is to craft a piece of armor, your character has to be able to equip that piece of armor, and the difficulty of crafting scales not only with the grade of the material (metal ingot) you use, but also with the size and complexity of the the armor being crafted.

For example:

Clothing is one of the easiest pieces of armors to craft.

Full plate is one of the most difficult pieces of armor to craft.

To craft armor you will need an Armor Crafting Mannequin, a metal ingot, any additional components for added bonuses, and you must equip the armor you wish to craft. Armor Crafting Mannequins are available in player factions such as the Adventurers’ Guild.

The armor crafting process:

  1. Equip the armor you wish to craft.
  2. Place the metal ingot and components you wish to use into the inventory of the Armor Crafting Mannequin.
  3. Attack the Armor Crafting Mannequin, which will display a readout of the DC and XP cost it will take to create the armor.
  1. You may choose not to stop crafting by cancelling your attack and reclaiming your components. The attempt resets after a 30-second timer.
  2. Or you may continue your attack, which will display a countdown and eventually produce results. You crafted armor will replace your components on the Armor Crafting Mannequin.

The raw formula for calculating DC is as follows:

(iDC = 20) + (iValueDC) + (iSizeDC) + (iPropertyDC) + (iModDC)

In English:

Initial Difficulty is 20
+
Armor Value DC from the table below
+
Armor Type DC according to the table below
+
Armor Properties DC according to the table below
+ DC for Materials Used

Results:

Craft Roll

Result

Natural 1

You lose all materials and your equipped armor and gain xp equal to your craft armor skill x10.

Fail to beat DC

You learn from your errors and gain xp equal to your craft armor skill.

beat DC

You craft flawed armor.

beat DC by 6 or more

Successful crafting with enhancements according to materials used.

beat DC by 10 or more

Mastercrafted armor with enhancements plus bonuses
(See
Mastercrafting section).

Natural 20

Guaranteed Mastercrafted armor.

The armor you are wearing when you craft serves as the template for the armor you are attempting to produce. Armor is broken down into a few different size and value groups for the purpose of crafting.

Armor Value DC

Armor Value

Base DC Change

If less than 15gp

-5

15gp - 119gp

No Change

120gp - 849gp

+2

850gp - 1,619gp

+3

1,620gp - 2,999gp

+4

3,000gp - 5,999gp

+5

6,000gp - 8,999gp

+6

9,000gp - 11,999gp

+8

above 12,000 gp

+10

Armor Type DC

Armor Type

Base DC Change

Clothing

Padded Armor

-3

Leather Armor

-2

Studded Leather Armor
Hide
Small Shield

-1

Chain Shirt
Scale Mail
Helmet
Hood
Large Shield

No Change

Chain Mail
Breast Plate
Tower Shield

+1

Splint Mail
Banded Mail

+2

Half Plate

+3

Full Plate

+4

Armor Properties DC

Number of Existing Properties

Base DC Change

No Properties

-2

1 Property

+1

2 Properties

+4

4 Properties

+16

Now onto Materials!

Armor Crafting materials are represented by metal ingots and come in five different grades. Armor with better bonuses can be crafted from rarer metal ingots.

How Ingot Type Affects Armor Bonus and DC

Ingot Type

Armor Bonus

Base DC Change

Iron

No Bonus

No Change

Silver

+1 Armor

+1 Base DC

Darksteel

+2 Armor

+2 Base DC

Adamantine

+3 Armor

+4 Base DC

Mithral

+4 Armor

+6 Base DC

Additional Components for Added Effects

You can add Spell Resistance and Elemental Resistance to armor with the following components by adding them to the Armor Crafting Stand. Adding properties increases the DC as described.

Elemental Protections

To add protection from the various dangerous elements to their armor, crafters may add some extra additives.

Fire

Component

Protection

Base DC Change

Potion of Fire Breath

10%

+2

Potion of Fire Breath
Ruby

25%

+3

Potion of Fire Breath
Ruby

Fire Elemental Essence

50%

+5

Acid

Component

Protection

Base DC Change

Potion of Acid Breath

10%

+2

Potion of Acid Breath
Emerald

25%

+3

Potion of Acid Breath
Emerald

Earth Elemental Essence*

50%

+5

* Not yet available in-game

Cold

Component

Protection

Base DC Change

Potion of Cold Breath

10%

+2

Potion of Cold Breath
Sapphire

25%

+3

Potion of Cold Breath
Sapphire

Ice Elemental Essence

50%

+5

Electrical

Component

Protection

Base DC Change

Potion of Lightning Breath

10%

+2

Potion of Lightning Breath
Diamond

25%

+3

Potion of Lightning Breath
Diamond

Air Elemental Essence

50%

+5

Note that the type of protection against elements used for elemental protection does stack, so that if you wear two items with 50% protection, you will have 100% protection against that element.

Spell Resistance

Obsidian can be added to Silver, Dark Steel, Adamantine, and Mithral to provide Spell Resistance Property, but it adds a +5 to the Base DC.

Results

Whenever armor is crafted there is a chance the armor may be masterwork or flawed, depending upon the Craft Armor roll in relation to the final DC.

Masterwork Armor

Iron

80% of normal weight

Silver

60% of normal weight

Darksteel

40% of normal weight

Adamantine

20% of normal weight

Mithril

10% of normal weight

Masterwork Perks

If armor is masterwork, a d100 is rolled with the following results.

If the result is 20 or greater, then it will randomly select a skill associated with the crafter’s highest attribute and provide a bonus based on the quality of the metal used to make the Armor.

If the result is above 50 but less than 90, it will also add a bonus to a save based on the quality of material used.

If the result is above 90, the armor will also provide a +1 Attribute Bonus to the highest Attribute of the crafter at the time of crafting.

STRENGTH

Climb

Discipline

Jump

Swim

DEXTERITY

Hide

Move Silently

Open Lock

Parry

Pick Pocket

Set Trap

Tumble

CONSTITUTION

Discipline

Concentration

Jump

Swim

INTELLIGENCE

Appraise

Craft Armor

Craft Trap

Disable Trap

Lore

Search

Spell Craft

WISDOM

Heal

Listen

Spot

Sense motive

CHARISMA

Animal Empathy

Bluff

Intimidate

Perform

Persuade

Taunt

Use Magical Device

Armor Bonuses

As well, another d100 is rolled with the crafter's skill ranks in Craft Weapon added to the roll.

If the result is higher than 50, then a coin is tossed.

If heads, the armor gains an additional +1 to AC vs a particular damage type such as Bludgeoning, Piercing or Slashing.

If tails the armor gains an additional +1 to Damage Resistance against Bludgeoning, Piercing, or Slashing.

Alignment

Sometimes mastercrafted armor will be restricted to use by your alignment.

Special Class-Based Bonuses

Rangers: the Armor provides +1 AC against their Favored Enemy.

Bard: then roll a behind the Scenes d100 + Perform Skill, and if they roll greater then 80 they will craft Armor that has DR against Sonic Damage.

Added Feats

d100 is rolled + Craft Armor Ranks and if you beat a 70 the Armor will grant one of the following feats.

Some Racial Perks

d100 is rolled + Craft Armor Ranks and if you beat a 70 the Armor will grant one of the following attributes according to the crafter’s race.

Dwarf

Damage Reduction 5

Elf

Arcane Spell Failure Reduction

Gnome

Cast Improved Invisibility Daily

Half Elf

Rapid Shot Feat

Halfling

Universal Saves Bonus

Half-Orc

+1d6 Sneak Attack

Human

+ Skill Bonus

Flawed Armor

Iron

5 lbs extra weight

Silver

10 lbs extra weight

Darksteel

15 lbs extra weight

Adamantine

15 lbs extra weight

Mithril

30 lbs extra weight

As with masterwork armor, the script will find the crafter's lowest attribute at the time of crafting and all of the same rolls that happen for masterwork armor now happen, but with the possibility of a negative effect.

Weapon Crafting

Skill used: Craft Weapon

Weapon Crafting can produce a wide variety of results depending upon the materials used, skill ranks invested, and luck of the dice. Some of the important things to remember is to craft a weapon, your character has to be able to equip that weapon, and the difficulty for crafting scales not only with the grade of the material you use, but also with the size and complexity of the weapon being crafted.

For example:

Daggers are small and simple, and are one of the easiest weapons to craft.

Longbows are large and complex, and are one of the most difficult to craft weapons to craft.

To craft a weapon you will need a Weapon Crafting Anvil, a metal ingot, any additional components for added bonuses, and you must equip the weapon you wish to craft. Weapon Crafting Anvils are available in player factions such as the Adventurers’ Guild.

The weapon crafting process:

  1. Equip the weapon you wish to craft.
  2. Place the metal ingot and components you wish to use into the inventory of the Weapon Crafting Anvil.
  3. Attack the Weapon Crafting Anvil, which will display a readout of the DC and XP cost it will take to create the weapon.
  1. You may choose not to stop crafting by cancelling your attack and reclaiming your components. The attempt resets after a 30-second timer.
  2. Or you may continue your attack, which will display a countdown and eventually produce results. Your crafted weapon will replace your components on the Weapon Crafting Anvil.

 

The raw formula for calculating DC is as follows:

(iDC = 20) + (iValueDC) + (iSizeDC) + (iPropertyDC) + (iModDC)

In English:

Initial Difficulty is 20
+
Weapon Value DC from the table below
+
Weapon Size DC according to the table below
+
Weapon Properties DC according to the table below
+ DC for Materials Used

Results:

Craft Roll

Result

Natural 1

You lose all materials and your equipped weapon and gain xp equal to your craft weapon skill x10.

Fail to beat DC

You lose your materials on the anvil, but learn from your errors and gain xp equal to your craft weapon skill.

beat DC

You craft a flawed weapon.

beat DC by 6 or more

Successful crafting with enhancements according to materials used.

beat DC by 10 or more

Mastercrafted weapon with enhancements plus bonuses
(See
Mastercrafting section).

Natural 20

Guaranteed Mastercrafted weapon.

Weapon Value DC

Weapon Value

Base DC Change

If less than 15gp

-5

15gp - 119gp

No Change

120gp - 849gp

+2

850gp - 1,619gp

+3

1,620gp - 2,999gp

+4

3,000gp - 5,999gp

+5

6,000gp - 8,999gp

+6

9,000gp - 11,999gp

+8

above 12,000 gp

+10

Weapon Type DC

Weapon Type

Base DC Change

Dagger

Sling

Dart

Gloves

Shovel

Nunchuck

Kukri

-4

Light Mace

Sickle

Arrow

Bolt

Bullet

Handaxe

Pickaxe

Short Sword

Short Spear

Kama

Light Hammer

Club

Whip

-2

Magicstaff

Morningstar

Battleaxe

Throwing Axe

Light Flail

Longsword

Scimitar

Warhammer

Light Crossbow

Shortbow

No Change

Quarterstaff

Greataxe

Greatsword

Halberd

Heavy Flail

Trident

Great Hammer

Scythe

+1*

Diremace

Double Headed Axe

Two Bladed Sword

Bastard Sword

Dwarven Waraxe

Rapier

Longbow

Heavy Crossbow

Katana

+5*

*Note: all weapon types with a positive base DC change always get a mastercraft bonus of damage, AC, massive crit, or damage bonus of some sort

Weapon Properties DC

Number of Existing Properties

Base DC Change

No Properties

-2

1 Property

+1

2 Properties

+4

4 Properties

+16

A base metal is required to craft weapons. The metals are:

You might optionally want some other bonuses too! For silver and up you can add alchemical properties to the weapon:

Fire Damage -
Firebreath potion: 1 damage
+ Ruby: 2 damage
+ Fire elemental essence: 1d4 damage

Cold Damage -
Icebreath potion: 1 damage
+ Sapphire: 2 damage
+ Water elemental essence: 1d4 damage

Acid Damage -
Acidbreath potion: 1 damage
+ Emerald: 2 damage
+ Earth elemental essence: 1d4 damage

Electrical Damage -
Lightningbreath potion: 1 damage
+ Diamond: 2 damage
+ Air elemental essence: 1d4 damage

Collecting Resources

For Custom Crafting Systems

Collecting resources for crafting requires taking risks. The more valuable the resource, the greater the risk. For example, iron ore (the least valuable ore to craft with) can be mined in the slime caves. Adamantine ore (the most valuable ore currently available in-game) can only currently be mined from within the bellies of purple worms. I’m not making this up.

Mining Ore

Ore can be mined in the slime cave, the dwarven mines at Hope Valley, ice caverns, and Umberlee’s Cache. Pick axes, shovels, and light hammers can be used to extract ore from ore deposits found in these areas.

Mining Mechanics

Mining requires the use of a tool such as shovels, pick axes, or light hammers. Pick axes are generally best, but the martial weapon proficiency feat is required to use them.

Attack an ore vein to attempt to harvest ore. Each attack a d100 is rolled, the result of which is added to your damage against the ore vein, which has Damage Resistance (DR). If your result is greater than 90 on that attack, you will gain ore or a gemstone. You must be able to overcome the DR of the vein to harvest anything, but hit too hard and you may smash anything that you find. Ore vein quality varies and is indicated by DR. Veins are DR 3 - 20 (discovered so far) and can absorb 100 hit points before the vein is exhausted. With a very good roll (99 or 100) on the d100 you may receive valuable ore or a gemstone for your attempt.

To turn ore into craftable ingots, take 10 pieces of the same type of ore to the smelter in the dwarven mining camp at Hope Valley.

Mining Locations

The Slime Caves can be reached by passing through the rat hills. Bludgeoning damage is best for slimes, and be wary, they can be hard to spot until they ooze through the ground below you.

The Dwarven Mines can be reached from the mining camp in the Sword Mountains. You can take a caravan from north of the Troll Gate in the northwest corner of the city. Once you reach the mining camp, travel through the camp and up the mountain behind it to reach the mines. Be cautious of the lightning bugs that live in the mines, which can be difficult to attack, especially on one’s own.

        As with all static dungeons on the server, the deeper you go, the more challenging it is. First levels of all three mines are appropriate for lower-level characters, but only groups with mid-level characters should consider delving deeper, where better ore is found.

The Ice Caverns were a base for Aurilite cultists and now house unstable portals as well as valuable ore. They can be found north of the City of the Dead near the cliffs. Only stronger adventuring groups should venture here.

Umberlee’s Cache lies off the western shore of the city and is said to be haunted by powerful spirits. Of all mining locations, this is the most dangerous, but can also be the most rewarding.

Brewing Ingredients

The widest variety of brewing ingredients can be found in the upper sewers, though there are other places to find ingredients as well, such as the slime caves, the ruins of Yintros, and the dwarven mines. Most ingredients can also be turned in elsewhere for gold and/or experience. A good example of this are goblin ears, which can be turned in at the Plumber's Guild, but can also be used to brew lesser restoration potions.

Beginner In-Game Content

Resting

Resting can be done in inn rooms or other places where it would make sense. If you have a bedroll, you can rest every 8 hours. Without a bedroll, you can rest every 20 hours. When you rest, you regain the number of hit points that is the same as your level. There are herbs and other items that can increase how many hit points you regain as well.

Navigation

Refer to the map of Waterdeep posted in the forums to help orient yourself to the city.

There is a cart system (locations marked on the map) that will provide travel around the city for 3 gp per trip.

The Adventurer’s Quarter is the center of the adventuring community within Waterdeep. It is where those seeking to take on mercenary work gather to find leads and learn the ropes. The Safehaven Inn is the common gathering place, though the Beer Golem is occasionally used as well. The Guard Post north of the Safehaven pays rewards for various bounties. Purchasing an in-game map from the cartographer is also recommended.

Quests

As an inexperienced adventurer, it is commonly understood that it is best to begin by taking advantage of the Rat Hills rewards available, as well as a couple other low-level quests (the ooze cave in the Rat Hills and Blackwell Court).

It is best to find someone to help out with the Rat Hills at level one if you can, especially if you are new or playing a more fragile character class.

Arcane casters may wish to join the Tower of the Order (mage’s guild) and become firefighters. The Order also offers rewards for creature remains that can be used as spell components, primarily from creatures that are found in the back tunnels of the sewers.

Bards may opt to train at New Olam (600 GP tuition).

Warriors may opt to train at the Snookery (500 GP tuition).

There are other static quests that may or may not make sense for your character to attempt.  Note that One-Eye (Waterdeep) was killed long ago*, and anything leading to him should be ignored.

__________

* Poor buddy, he probably deserved it though. Who just sits on a stool all the time anyway? Someone who clearly wants to die, that’s who!

DM Loot Notes

Many areas have a boss at the end (e.g. Rat King) that will drop an OOC ‘DM Loot Note’.  Each character may turn in each note only once.  Your first note is redeemed for 1000 GP.  After that, the DM will award a random selection of items to each participating character that has not previously completed the quest. To avoid long delays for these rewards, it is recommended that somebody with a persistent chest store it and post to the server forum the names of those redeeming the note.

How to Die at Level 1

Important Notes

Travelling Between Servers

Currently, there is only one server in ALFA since Daggerford went offline (as of May 2020).

To travel between servers you will need to go to the portal area transition (AT) that will provide you with credentials allowing you to log onto the other server. Once you’ve received your “passport” for the new server, log off. You must wait 10 minutes prior to logging into the server you are travelling to. If you do not, your character in the vault may get corrupted and permanent loss character data could occur.

Lag

Above all evils lag is the enemy, and it is a very real challenge. Lag has a lot of factors, some of which the DM team can control, and some of which it cannot. It’s extremely difficult to track down the cause of lag due to the complexities involved, though we do our best. Lag can be the result of a user’s connection, the speed of their computer, the number of processes the server is attempting to run, the number of scripts that are firing, whether there are any bugs with that script, etc….

Anyway, the point here is we do our best to handle lag, but it’s also a reality that has to be accepted. Try to be smart about putting your character in harm’s way when lag is bad. DMs tend to be forgiving of lag deaths, but if you die multiple times doing the same laggy thing over and over, you’ll just eventually run out of DM goodwill.

Be Kind to Your DMs

DMs are people too. Please respect that they don’t want to spend all their time dealing with issues. They want to play the game too. If you can avoid causing an issue, please do so. Restoring dead PCs can be a tedious task, and while it can be critically important to your enjoyment of the game, it is not critically important to a DMs enjoyment of the game; it is a chore for them. They don’t get paid much to do these chores, we promise. Ration your DM goodwill carefully and you’ll be glad you did.

Resurrection Issues

Turns out coming back from the dead isn’t as simple as you’d think….

A note on the mechanics: Resurrections can be obtained via a script at temples by talking to a priest. However, players should note a couple of issues that currently exist. 1) Never lay a corpse down around friendly NPCs. Even friendly NPCs will loot a corpse and take their gold and items, even if you mean to resurrect them at a temple. This is a known bug that has been tricky to track down. 2) You may need to log out and log back in again once your partymates say that the priest has performed the resurrection. 3) If you’re still experiencing issues with resurrection beyond these two, please ask a DM.

Persistent Storage

If you play regularly, you will likely wish to acquire persistent storage, which will allow you to keep items somewhere that you can retrieve later. Generally a DM will help get you set up with character housing if you ask nicely.

Pro tip: Use the Item Renamer to label boxes so you know what’s in them. Great for brewing and crafting components!

Item Renamer

Item Renamers are handy custom scripted tables that let you rename items and modify their description and appearance. Right-click and examine them for instructions. They can be found in several locations, such as the silversmith, Lantarh’s Emporium, and faction buildings such as the Adventurers’ Guild.

Pro tip: While item renaming and description editing are free, changing appearance costs gp. Changing the appearance of a weapon or piece of armor is much more expensive the more properties it has. If you plan to craft something, it’s best to modify the item first before adding properties to it.

ALFA Player’s Manual

In 2004 the original team wrote a book.  This document reflects the starting point of the existing modules, and while many features have been added on top of the old rules, many of the basic rules for core features (such as death and cleric domains) have been retained. It may or may not match the current server(s). If you are unsure, ask on discord.

Credit Where Credit Is Due

Hey, thanks to these fine peeps:

Notes for gaps for future updates:


Addendum: Old Content

Daggerford

Daggerford is currently offline, but people keep talking about bringing it back, and that’d be neat! Daggerford is the only other ALFA server aside from Waterdeep that has been live in this iteration of NWN1. It is/was managed by Rick7475.

Skullport & Undermountain

The old Skullport server was once put up and technically functioned like the rest of the servers, but has yet to be reviewed and updated from a content perspective and is not hooked up to the portal system. Bother ayergo if you want this to happen.

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This old persistent storage section is outdated and likely no longer applies since we moved to the new permastorage system implemented by Beamdog. But I don’t want to delete it yet.

However, be sure to never place so many objects in your persistent storage that your container goes to 10 pages. This will likely not make you lose items, but it can cause an error on other lines in the database causing others to lose items in their storage. This is very, very bad. Be kind, please don’t over-store.

Also of note is that persistent storage can become laggy when it reads from the sub-optimal database that we currently use. Strangely, this can be offset by storing stuff in containers. So if you’ve got lots of little items that you don’t use often, it’s good to store them in containers, even if they don’t go over the 10 page limit. It’s really weird, but the database only counts a container as one entry even though if it has lots of stuff in it, so it reduces persistent storage lag.

Other persistent worlds have struggled with this also. The more popular worlds limit storage, including Aribeth, which limits storage to like 3 things, and then gives you various ways to increase that up to double or triple the 3 thing limit! So yeah, please just be mindful of what’s being stored and how you’re storing it so we don’t cause lag and don’t need to implement horrible limits that would make the crafting system suck.