FAQ Index PDF Print E-mail
Written by Obyvatel   
Thursday, 11 June 2009 14:07

Frequently Asked Questions

In this Section one can get answers to questions often asked in last Years about 3 Towns and NWN. On right side in Arcticle Index, you can easily reach  single answers to quefstions. Please be patient while we build this up.

NWN Basics:
  • Is there Maximum Ability Bonus?f
  • My NWN keeps Crashing, is there a way out?
  • What Chat Bar Commands are available in game?
  • My Invite Party Window does not appear, no one can invite me, help!?
  • "brb, afk..." or " you need str 11, since there is cap on..." What does that mean? - Commonly used Abbreviations in Online NWN games
  • What are Critical Hits?
  • What AC Bonuses are possible?
  • I do not understand why is my AC so low? - Understanding AC
  • What are Summons and the problems they cause?
  • I like Roleplaying, any tips?
  • I seem not to be able to design good Character, where can i find more information?

3 Towns Basics:

  • Where can i get more information about 3 Towns?
  • Who are Minos, where is CAE? ...erm meet at 10D? - A Guide to Abbreviations and Terminology on 3 Towns
  • Can i get my Armor dyed? I would really like some fancy colours!
  • What is that all about Smiths Guild, do i really need that Scrap? (or Scrap Metal System)
  • Can I get Wings / Tails / Special Alterations for my char?
  • Why can't I use that nice shiny Rapier?! - Weapons in 3 Towns
  • Can i craft Weapons in 3 Towns?
  • Can i craft Traps in 3 Towns?
  • I am Master of Arcane Arts, how does Magic work in this World?
  • How can I shift my alignment to X?
  • How Much do Certain Things Affect My Reputation? How can i get better Prices at Pawnbroker Shop?
  • DM Events in 3 Towns, are there any?
  • Player vs. Player in 3 Towns, what should i know about it?
  • Why do i have to pay to get through Northwest Passage, or Taxing in 3 Towns

Security Related questions:

  • I Am Having Trouble With the 3T Security System? - It Keeps Booting Me!
  • OOops i did something wrong, i forgot to check rules? ... or Banning in 3 Towns
  • Someone is not fair and nasty to me, i just want to play and have fun? ... or Griefing in 3 Towns

3 Towns Guilds:

  • What are guilds, and how can I join?
  • How does the Guild Reputation system work?
  • How Does Spending Guild Reputation Effect My Guild? (Leaders)
  • How Do Guild Stances Affect My Guild?
  • How Can I increase My Guild Reputation?
  • What Do Guild Guards Do?


 



Is there Maximum Ability Bonus?

The max of a ability or so-called "ability cap" is the Base Ability +12.
Examples:
My Intelligence Base is 22, I can add a total of +12 from items and spells to my Intelligencel making the maximum 34.
Or, Base Constitution 20, +12 from items gives maximum 32



I am assuming Intermediate knowledge for this as I don’t really want to do a click here, click there type guide, I know that most of you are pretty good with the settings in Windows and in Neverwinter Nights. As a little disclaimer, I cannot be held responsible for any changes you make to your system, if something goes wrong you're on your own. In general this guide is pretty simplistic and doesn't require any alterations that could cause system problems.

::Video Settings and FPS Stressing::
I would recommend to most of you to try and maintain around 20-30 FPS in battles and that includes masses of spells flying around. To check the FPS in game press the tilda key (Key below escape) and type fps then press enter. This brings up a yellow indicator of the current fps and will remain till you go back to the console and re-type it.

If you find your FPS dropping to very low numbers try adjusting your video settings to a lower and more suitable level. Typically the shadowing and lighting take up the most horsepower so turn these off first, then anti-aliasing, then the screen resolution. Most of the other options don't produce massive differences in FPS unless your video card is very old (2-3 years or more). You should try to keep your FPS up for general game-play experience, and more importantly to stop it crashing because of the system load over long periods.

::Sound Issues:: - Important for SBLive/Audigy Users
The sound engine in NWN is not very stable and often crashes, so for most users I suggest changing the sound settings if you experience crashes entering new areas or when entering areas that use heavy doppler/echo/reverb effects. For SBLive/Audigy users turn off 'Enable EAX' and if the crashing persists turn off 'Enable Hardware Sound'.

The hardware sound option will also help those with older sound cards or on-board sound chips. In the advanced sound option you will find some other sound drivers for the engine, the best of which is probably the Miles 2D driver (although saying that, even that is pretty old now), the RAD driver is very slow and the DirectSound 3D drivers also seem quite slow causing slight stuttering.

::Sound Acceleration::
The last tip applies mostly to Win2k/WinXP users. Go to the 'Run Command' box from the 'Start Menu' and type in dxdiag and enter. Click 'no' to search for digitally signed drivers. Under the Sound tab is a part called audio acceleration, if you reduce this by one notch to 'Standard Acceleration' this can also help with sound related crashing.

If you disable sound altogether in the configure menu when you start nwn.exe you may find this can be the ultimate fix, but it's a little drastic, just depends how much crashing your getting.

::Drivers::
An obvious one for many of you, but I’ve found a few times recently using the latest and greatest(?) drivers for your video/sound card is not always the best solution, in other words don't use Beta drivers if you can help it. For example I recently used the beta 71.80 NVIDIA drivers and this caused 'Neverwinter Nights' to lock-up my PC completely after 10mins every time without fail. So keep all drivers up to date, trying where possible to avoid Betas. You could say that Betas often fix the very problem you had with the previous full driver, but unless it's a major problem I would still wait for a final version.

::The Animation Fix::
This is probably the most overrated fix I’ve heard about, it basically reverts the animations to pre HOTU which in turn fixes (for some) issues regarding some of the combat animations causing them to crash to the desktop. More specifically stealthy opponents attacking your character used to cause a CTD (Crash to desktop), but was fixed (apparently) some time ago. The other issues that some say cause crashing are the robes, they don't move correctly and clip properly. Anyhow it does get rid of those constipated animations, so for that reason you may as well install it.

Download Link: Animation Fix for HOTU

Original Article written by Zas

 

 


 

 

As many of you know you can imput commands into the chat bar to change who you are talking to and to deal with party functions. Since some of you don't this FAQ will bring you into the former catagory. These are mostly used whilst dead although the shout and party shortcuts are very useful all of the time and are faster than changing the chat mode manually.

For this FAQ the following abbreviations/terms will be used:
* MSG = Whatever you want to say
* Character Name = The name of the character ingame you want to speak to
* Player Name = The account name of the player you want to speak to

1. CHAT

Party Chat: /p MSG

Talk: /tk MSG
or /talk

DM Chat: /dm MSG

Whisper: /w MSG

Shout: /s MSG

2. TELLS

Leave the quote marks in

To a Character: /tell "character name" MSG
or /t "character name" MSG

To a Player: /tp "player name" MSG

3. PARTY CONTROLS

To Invite Someone: /invite Character Name

To Accept an Invitation: /accept

 

There are probably a couple more, possibly /reject for party use but I havn't used it, but the ones listed are the ones you will use most commonly.

Advice from DM Dirion: The best advice is to Never change your channel to shout but get used you using /s instead this really cuts down on accidental shouts and the embarrassment they cause.

 

 



Now, that seems to happen very often. One accidentally clicks on Field "Never show this again" and alas, after that when someone invites you, you see Invitation as usual in your Chat Bar , but the Window where you can click Accept or Ignore is disappeared. Pity, but there is no option in GUI to bring back old Behaviour... Although, as seen in previous FAQ Article, you can simply type "/accept" in Chat Bar, it is often incovenient for many people.

 

To solve this, you have to go to your NWN Installation Folder and then you have to change one Option in nwnplayer.ini file. Search for this: "DisablePartyInvitePopup=1" and change Value 1 to 0, and here you go. You can have that Invite Window again.

 



Here is a list of common meanings for abbreviations. Some people will maybe use different meanings for different things, but this should be a pretty good guide to start with:

Some background abbreviations - general terms that may crop up from time to time:

NWN - guess, Neverwinter Nights :)
PvP - Player vs Player
PvM - Player vs Monster
D&D - Dungeons and Dragons (the roleplaying game NWN is built on)
AD&D - Advanced Dungeons and Dragons (also known as D&D 2nd edition. For 3rd edition, they dropped the 'advanced' and returned to calling it D&D)
PnP - Pen and Paper (Usually used to mean the sitting-round-a-table, lots of dice, non computer version of D&D)
RPG - Roleplaying Game
MMORPG - Massive Multiplayer Online Roleplaying Game (Usually a persistent game, run on a companies servers and you pay a subscription every month to play, like Ultima Online, but can also mean non-subscription games)
PW - Persistent World (a server that runs a game 24/7, like 3 Towns Server)
PC - Player Character (real people playing the game, or the characters they use in the game)
NPC - Non-Player Character (computer AI controlled character. Usually NPC's are not hostile - people like shopkeepers and the like. Usually, hostile enemies are called monsters or creatures, but the term NPC can still be applied)


Some technical abbreviations, most of these terms are to do with the actual workings of the game. For definitions of the terms themselves, please refer to your NWN manuals:

AB - Attack Bonus
AC - Armor Class
BA - Base Attack
BAB - Base Attack Bonus
DR - Damage Resistence
DC - Difficulty Class
SR - Spell Resistence
HP - Hit Points
XP - Experience Points
STR - Strength
DEX - Dexterity
CON - Constitution
INT - Intellegence
WIS - Wisdom
CHA - Charisma
AA - Arcane Archer
CoT - Champion of Torm
DD - Dwarven Defender
RDD - Red Dragon Deciple
SD - Shadowdancer
WM - Weapon Master
Pally - Paladin
PM - Palemaster
Sorc - Sorcerer
KD - Knockdown
UMD - Use Magic Device
d2 - A two sided die (usually a coin is used)
d4 - A four sided die.
d6 - A six sided die.
d8 - An eight sided die.
d10 - A ten sided die.
d12 - A twelve sided die.
d20 - A twenty sided die.
d100 - A 100 sided die.
AT - Area Transitions
PP - Pickpocket-ing, stealing out of someone's inventory.
PK - PC Killing


Some chat abbreviations. These are generally used in conversations on the server with other players:


AFK - Away from Keyboard
AFAIK - As far I know
BRB - Be Right Back
BBL - Be Back Later
FYI - For your information
GF - Good Fight (it is decent to say this after a PvP fight, no matter who won or lost)
HF & GL - Have Fun and Good Luck
IMHO - In my humble Opinion
LFP - Looking for Party
LFG - Looking for Group, essentially same as above
LOL - Laugh Out Loud (or Lots Of Love, though this meaning is seldom used)
NM - Never mind
NP - No Problem
PST - Please send tell (often use in shout channel to notice that replies are not meant for shouting chanel, but shall be continued on talk channel)
RL - Real Life as opposite to Game ;)
ROTF - Rolling On The Floor (as in laughing that hard)
ROFL - Similar version
ROTFLMAS - Rolling On The Floor Laughing My Ass Off (reserved for only the best comedy moments :P)
ROFLMAO - Similar version
TBH - To be honest
TY - Thank you
YW - You're Welcome


There are other abbreviations that are used now and then, but this list should set you up with most of the common ones.


 



One important aspect of melee combat is the critical hit, but many people are not sure exactly how this works.

 


There are 2 important statistics that are different for different weapons, the "Threat Range" and the "Critical multiplier". It is important to understand what these mean.

Example : Bastard Sword : crit range 19/20, critical multiplier x2.

This means that if an attack roll (before modifiers) is 19 or 20, then that hit scores a critical threat, which just means a chance for a critical. On a critical threat, the attacker makes another roll, and that roll must also hit in order to score an actual critical hit. Because of this, a high threat range and Attack bonus both help in scoring crits.

So, lets say we scored a critical hit - what happens now? Well this is where the critical multiplier comes in. In the case of our bastard sword that is x2. That means that on a critical hit, the damage is doubled. For x3 the damage would be tripled and so on.

So for lots of crits, but less damage per crit, look for weapons like kukris, rapier and scimitar. For rare, but hugely damaging crits go for axes or the ultimate crit weapon of scythe which has a x4 critical multiplier. Please remember that in 3 Towns, Weapons ar pretty different, so check that FAQ Section about Weapon Differences

Keen will also help - it doubles the threat range for the weapon, so our bastard sword would become 17-20. Improved crit also helps - with keen and imp crit a bastard sword becomes crit range of 15-20 - very dangerous :)

 

 


 

This Guide covers possible AC bonuses one can get in game. There are other dynamic ways to lower AC of others like Taunt skill, Called Shot, Prayer, Bard curse song, etc, but here we cover just static ways which one develops through items, spells, classes, feats, and which affect only him/herself.


* Ho do i calculate AC i have or would have?

AC (Armor Class) is determined by adding 10 (any character gets 10 automatically) + Base + Armour + Shield+ Deflection + Natural + Dodge + Innate + Situational AC Bonuses.

* Stacking, what's that?

This means when bonuses stack, they will be added together. For example, Boots and Haste magic give both Dodge AC Bonus type. Dodge AC Bonuses stack, upto maximum of 20. It means if you have Boots +3 AC and Haste magic (which gives you autmatically +4AC), you will get +7 Dodge AC Bonus. But Natural AC Bonuses like Natural Armor and Barkskin magic won't stack. Only higher one will be used. It means if you have Amulet of Natural Armor +3 you have +3 AC Bonus. You decide now to drink Barkskin potion (on level 16) so you can get +4 AC bonus. As they dont stack your AC won't be +7 but only +4 because only higher Natural AC Bonus counts. That is meaning of "not stackable" or "they don't stack"

* What AC Bonuses are there which i could use?

In the table below, (+x) is the very probably theoretical maximum bonus AC one can get at level 40. AC can be improved through items, spells, abilities, features, race. I have described what kind is needed to achieve desired bonus AC. All bonuses are listed on separate lines within an AC bonus type with remark about stacking possiblity, which is: "all stack", "stack up to xx maximum", or "do not stack". For description of some feats or spells you are interested in, look into your Handbook.

Base AC (all stack)
· item - Armour (0 for none upto 8 for full plate, and extra AC, for example Full Plate +3, which means: 8+3=11 Armour Ac one gets)
· item - Shield (1 small, 2 large, 3 tower, same as above)

Armour AC bonuses (do not stack)
· item - Armour (+10)
· item - Bracers (+10)
· spell - Mage Armour (+1)
. spell - Magic Vestment (+5)


Shield AC bonuses (do not stack)
· item - Shield (+10)
. spell - Magic Vestment (+5)
. spell - Shield (+4)

Deflection AC bonuses (do not stack)
· item - Cloak (+10)
· item - Ring (+10)
· item - Helm (+10)
· item - Gauntlets (+10)
· item - Belt (+10)
· spell - Mage Armour (+1)
. spell - Protection from Alignment (+2)
. spell - Aura versus Alignment (+4)
. spell - Shield of Faith (+5)

Natural AC bonuses (do not stack)
· item - Amulet (+10)
· spell - Barkskin (+5)
· spell - Mage Armour (+1)
· spell - Shadow Shield (+5)
· spell - Tenser’s Transformation (+4)

Dodge AC bonuses (stack up to 20 maximum)
· item - Boots (+10)
· spell - Haste (+4)
· spell - Mage Armour (+1)
. spell - Undeath's Eternal Foe (+4)
· feat - Divine Shield (+20)
· feat - Dodge (+1)
. feat - Mobility (+4)
· class feat Bard - Bard Song (+7)
· class feat Dwarven Defender- Defensive Stance (+4)
. class feat Shadowdancer - Shadow Evade (+7)
· racial feat - Battle Training v Giants (+4)
· epic spell feat - Epic Mage Armour (+5)


Innate ('natural in nwn') AC bonuses (all stack)
· class feat Palemaster - Bone Skin (+6)
· class feat Red Dragon Disciple - Draconic Armour (+8)
· class feat Monk - Monk Armour (+8)
· skill - Tumble skill (+8)
· general feat - Armour Skin (+2)

Situational bonuses (all stack)
· ability - Dexterity (+20) *unless "flat-footed"
· feat - Expertise (Normal +5 and Improved +10)
· class - Monk Wisdom class (+20) *if not wearing armour or shield




Note from DM Dave: while it is possible to get +10 (+12 actually) on many bonuses on items, 3T doesnt have items with those bonuses on.

Thanks to DM Marius for minor corrections and missing spell.

 

 



There are several different types of AC (Armor Class) in NWN. Below we have broken down each AC type, along with what equipment carries that type, whether it stacks, basic associated feats, and so on. AC types that stack mean that having two items of the same AC type will increase overall AC.

Base
Stackable: Yes
Base Items: Character, Racial, Class
Common Items: N/A
Notes: Some people don't consider this a type of "AC", but we'll include it so as to get a complete understanding. Base character AC is one of the simplest things to overlook. Every character in NWN starts with 10 points of AC. This is adjusted based on your race, class, and so on. Racial bonuses to AC are not seen on your character sheet, as they normally affect combat against only certain types of creatures. For example: A dwarf has a racial AC bonus when fighting giants. Halfing's and Gnomes have a feat called "Small Stature", which I believe also gives an AC bonus when fighting creatures of a Large size or bigger. Class can also boost your natural AC. For example, a Red Dragon Disciple gains +1 base AC at levels 1, 5, 8, and 10.

Two very useful feats for melee based characters (and even spell casters without epic combat casting) are Expertise and Improved Exportise. Expertise adds +5 to your base AC while giving you a -5 to your attack bonus (AB). For mages, AB is normally of little use, so this is quite useful. However, melee fighters must sacrifice their ability to hit the enemy in order to avoid being hit themselves. Imp. Expertise adds +10 to AC and -10 to AB. These two feats cannot be used together, but you retain access to both and can activate the one of your choosing. Remember that these feats both require and Int of 13 or higher.

Another thing to note with Base AC is the use of the Tumble skill. For every 5 points of tumble skill (unmodified by Dex or skill focus) you receive +1 to your Base AC. This is not affected by armor (and I believe is not affected by being flat-footed). Monks and other classes that receive this skill as a class skill can often increase their AC by +4 as of L17. Classes receiving this as a cross-class skill will often receive a +2 to AC as of L18 (or is it 19?). Though it costs you skill points, a few AC points can often mean the difference between a miss and a trip to the bind stone.


Deflection
Stackable: No
Base Items: Rings, Cloaks, Weapons, Helmets, Belts, Gauntles/Gloves/Bracers
Common Items: Ring of Protection +X, Cloak of Protection +X
Notes: Deflection is one of the easiest types to add to your character, but remember that because it does not stack, multiple items will not help (such as Cloak and Ring of protection). Make sure to watch where your AC is coming from. Only the highest deflection AC is counted.


Natural
Stackable: No
Base Items: Amulets
Common Items: Amulet of Natural Armor +X
Notes: Natural armor is very useful, though at a sacrifice to your other stats. Since natural armor is only found in amulets, you will not be able to wear other amulets, such as Amy of Health (useful in Caendryll), Amy of Wisdom, Reflex, Elemental Resistance Types, Scarabs of Protection, etc. It is often useful to carry different amulets with you. Just watch out for rogues.


Dodge
Stackable: Yes
Base Items: Boots
Common Items: Boots of the Sun Soul +X
Notes: Dodge - along with base AC - are the only AC types that stack. Dex-based characters receive a dodge bonus to their AC (based on their Dex modifier). The only drawback to Dex-based dodge AC is that if you are caught flat-footed (by being flanked, sneak attacked, asleep, paralyzed, etc.) you lose all your Dex-based AC, often leaving a dex-based character wide open for a world of hurt. Monks who use their Wisdom to boost their AC should note that this is also added as Dex-based dodge AC.

A couple of feats to note for this type is the "Dodge" and "Mobility" feats. The Dodge feat grants the character +1 AC against an opponent they attack or an opponent that attacks them (if they engage them directly in combat). However, just like the Dex-based dodge AC, if you are caught flat-footed, you do not receive this donus.

Mobility gives you a +4 dodge AC against attacks of opportunity. This means that the enemy is less likely to hit you while moving around in combat. I would strongly suggest that if you do take dodge and mobility you continue on to take Spring Attack, which gives you immunity to attacks of opportunity. It also means you have 3 out of the 6 required feats for the Weapon Master Presteige class. Last note is that all three feats require a Dex of 13 or higher. Haste also gives a +4 Dodge AC.


Armor
Stackable: No
Base Items: Armor, some cloaks (unless the descriptions are wrong)
Common Items: Full Plate
Notes: Armor is almost always a melee character's best friend (unless they're dex based). It provides some of the highest protection with minimal effort. Regular full plate adds +8 armor AC. This alone is higher than any other based (unmodified) item (accept maybe the Adamantine Tower Shield). And a really suped-up suit of plate can give upwards of 13 AC without breakin' a sweat (such as Adamantine Full Plate). There are a couple of drawbacks that come with armor, however. Though you can wear this massive armor, it does weigh quite a bit. Also, arcane spell failures are higher for heavier/larger armor. Yet another drawback is that the maximum Dex modifier is severly limited based on the armor type you wear (this has several negatives including limiting Dodge AC and decreasing Reflex saving throws).


Shield
Stackable: No
Base Items: Shields
Common Items: Small/Large/Tower Shield +X
Notes: Shields range from small to massive, covering as little as the arm to as much as the entire body. Shields allow for easy AC (+1-3 for small through tower stock sheilds) and you can also find many shields with enhancements that can help your characters (elemental resistance, spell resistance, ability and skill bonuses, etc.). Two weapon fighters and monks cannot use shields. Mages can carry shields (given the Shield feat), but run the risk of arcane spell failure. Shields - like armor - can give a quick "shot in the arm" of AC, adding upwards of +8 AC (Adamantine Tower shield). Unlike armor, shields do not affect Dex-based dodge and reflex bonuses, so Dex-based melee fighters should find shields most useful. Shields are limited in use based on character size, however.


Special thanks to OmegaAxis' post in the 3T forums for his basic breakdown of AC items.




Summons can be great allies, especially in the tough world of Three Towns. They take damage for the PC (player-character), protect their retreats, aide in attacks, and often have abilites that the PC wouldn't have on their own. Summon types run the gamut: undead creations, shades, animals, mythical beasts, elementals, etc. There are however, several problems that can arise due to the nature of summons and their innate behaviors.

The term "summon" often refers to a created creature or a controlled familiar, but in this case the definition must be slightly extended in order to encompass the problems that can arise from these potentially deadly - and often haphazard - creatures. Our definition of summons will include any creature under the direct control of a PC - this includes any creature that is being controlled by magic or other means (such as the spell Dominate).

So, before you become Dr. Doolittle running around with your very own army of summons, here's a few scenarios to consider.


Common Problem 1: Summons have a mind of their own.

Examples: Summons run around - mostly following their PC, but sometimes not. They can accidently bring down unwanted enemis on the PC, get into conflict with other NPCs, run enemies into other NPCs, or kill-steal from other PC's. They can also be damaged by other PCs while in pursiut of unintended targets. This can lead to another PC killing your summon in self defense.

Solution: Keep a tight reign on your summons. An easy way to do this is to watch your map (M-key) to make sure they don't take-off on their own. In the vacinity of other players (not in your party), it is often best to change your summons' settings so as to stay close by your character. Know your summon commands. If you are unfamiliar with your familiars (sorry, had to do it), then practice with them prior to taking them into battle.


Common Problem 2: Summons can be VERY powerful.

Example: A high-level wizard decides to dominate a grindel brute. The brute follows the wizard, slaying creatures and taking damage as any loyal summon would. While travelling through a mid- to low-level area, the wizard's domination wears off, or they simply forget about the dominated creature. At this point, the grindel is freed, and begins laying waste to all those low- and mid-level characters that shouldn't even see a grindel for many levels to come.

Solution: This solution is should be familiar (sorry, couldn't help myself) to problem 1. Pay attention to your summons. If your domination spell is wearing off, re-dominate the creature or destroy them yourself. Any character high-enough to dominate a creature should be high-enough to destroy it.


Common Problem 3: It's the summon's fault!

Example: Though any of the above examples can be blamed on the summon's AI, another example of blaming summons is when a PC uses a summon - normally while possessing said summon - to attack another PC or interfere with their actions.

Solution: Unless you want to provoke PvP (player vs. player combat) DON'T DO IT! The player knows that YOU should have control of your summon at all times, whether it is being possessed or not, and you will be held accountable for it's actions.


Accidents do happen, and most people are level-headed enough to work out most problems with summons. A saying that goes far in this world is "With great power comes great responsibility." Be courteous of others, and don't let your summons interfere with their fun (or your own).



What is Role-Play?

Essentially someone is said to be playing a role when the act out their characters personality and interests. Within NWN your characters class, race, gender and alignment will contribute to the role-play shaping of your character.


What do the different alignments mean for Role-Play?

Good versus Evil...

Good
'Good' implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

Neutral
'Neutral' people are committed to others by personal relationships. Animals and other creatures incapable of moral action are neutral rather than good or evil. Being neutral on the good–evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view.

Evil
'Evil' implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.)

 


Chaos Vs Order...

'Law' implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

Someone who is 'Neutral' with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.

'Chaos' implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.


General Tips...

 Everyone will have their unique role-play style and will use varying techniques, personality 'quirks' and biographies.
Language can often be important, spend some time considering how your character might speak, give them sayings and/or a catch phrase. Invent your own language, and get a friend to translate for you :)

Typically you might a see Barbarian half-orc (Sorry I keep picking on them) with an alignment of Chaotic-Good, acting somewhat un-intelligently, but with an honest and good heart; trying to do what’s right but without conforming to law in order to do it.

Example... A local tax collector for the local baron might one day threaten to take all the land off of a hard working farming family in order to clear their debt in taxes. As a chaotic-good character you would most likely stop the tax collector taking the land, and threaten them to never return. Killing the tax collector would be an act of somewhat debatable evil, and paying the debt would be the lawful answer. A neutral character would not be interested one way or the other in the outcome; of course a neutral person may 'care' if they have a prior relationship with either side of the event.

Refer to the alignment descriptions when choosing the alignment for your character, and take time to think about which alignment would best reflect your role-play motives/ideas. Try if possible to distinctly 'over-act' your character from time to time, this means that other players will pay greater attention to you and make you more memorable. Don't be shy to invent your own personality quirks, like an elven sorcerer might be afraid of rats, or constantly rambling on about his great uncle the famous explorer. Other ideas might be an extremely vain female weapon master or a generous 'robin hood' type rogue; you might even consider a cleric that spends too much time drinking wine than preaching the 'good' word.

I hope this gets some ideas flowing, as it would be nice to see more of this in V7, characters with real characters so to speak :)

Originally written by Zas



This Guide is designed to take a fairly new player through how to design a build or character which can survive and prosper in the harsh world of the Three Towns. This will not produce a foolproof "uber build" but will encourage you to carefully consider your build, look to other influences to help the power of your build and to help you learn the workings of Neverwinter Nights through practical application.

This process has been split into stages, any stage prefixed withy a * is optional and does not have to necessarily be followed.

STAGE 1 - Conception
Initially you have to decide what the objective of your character is, usually this is either roleplaying or powergaming, whether you are designing a Pirate Bard duel wielding scimitars or a Wizard / Pale Master / Dwarven Defender. This is also combined with the idea of a build, whether you want to play a fighter or a mage etc.


STAGE 2 - * Research
The next stage is to look up what other people suggest about the build or type of build you want to make. This is not essential as you may know about builds from talking to people on the Three Towns or seeing them in action, however if you are new to the game then it is advisable that you look at some builds that are suppost to work. You need to be looking out for what skills they max, what feats they take and what combination of classes. However, you need to also realise that builds not designed for the Three Towns will not take into account nerfs or the difficulty of the server and so you should bear this in mind when looking at builds. A general guideline is to take insipration from and understand rather than blindly plagarise.

Good sites to look at are:
- Three Towns Forum
- NWN Wiki
- Bioware Epic Munchkin Builds
- Game FAQs
- NWN Bioware Forums


You can go about the research in two stages:
1) Use the search function to dig out posts concerning your build
2) Post new topics to ask specific questions which still concern you


STAGE 3 - Manual Planning
Whilst you could go straight to the next stage this one is good for a number of reasons. It allows you to plan ahead and get the best out of your character by maximising the feats and combinations of classes. In addition it also allows you to master the workings of the Neverwinter Nights engine and so use and build you character and future characters to the max.

For this stage you need a piece of paper, a pen and your Neverwinter Nights manuals (and if you are new: a list of the errata as the accuracy of the manuals sometimes leaves a lot to be desired).

Read through the manual and make a list of the feats you want to include and the classes you are planning to take. Then write 1-40 down the side of the page and using the manuals try to plan out the character to the best of your abilities. You will also have to work out the characteristics of your build (see "STAGE 3b - Min Maxing").

When progressing through this section there are a number of basic principles that you will need to understand:
1) You receive a feat every 3 levels
2) You receive a stat increase every 4 levels
3) You receive an epic bonus feat every 3 or 4 levels (class dependant) on and after 21
4) You cannot take any more than 20 class or 10 prestige class levels before your total class exceeds 20
5) When you reach level 21 your character is classed as Epic

After you have worked through this a number of times to get the best build you think you can produce you then need to progress to the next section to test it out.

STAGE 3b - Min Maxing
An important concept to designing a character which will perform well in the environment of the Three Towns is "Min Maxing". This is when you take some unimportant characteristics down as low as possible in order to provide points for important ones. The philosophy behind this is that: very very bad isn’t much worse than very bad.

An example of this on a dwarven fighter is lowering the WIS to 8 and the CHA to 6 in order to boost strength and constitution. The opposite of this is to make all the non essential stats 10 but this takes at least 2 points per stat and so your primary stats suffer. You will find that all of the very powerful builds running around Three Towns use Min Maxing.



STAGE 4 - Testing
Now you have your build you need to test it to make sure it can be implemented and you haven’t made any mistakes and also to see if there are any improvements you can make to it.

To do this you need to download a leveller, this is a Neverwinter Nights module which allows you to add and subtract experience levels from your character and give them equipment. Then you can usually summon monsters and try your character out.

I recommend you go to the Neverwinter Vault  and download the "Novice to Epic Character Maker".

Select "Other Module" and load this before creating a new character. Proceed as you would on Three Towns and create a character before levelling him up using your paper plan. You can do this a number of times or take levels off to explore different avenues before making the appropriate alternations to your paper copy.

Once you are happy with your build and have played around with it for a while you can progress to the next stage.


STAGE 5 - * Feedback
If you are happy with your build, go on and create it and see how it goes. If you are not so sure then you can follow these suggestions to improve it.

Through posting parts or all of your build in forums you can get advice from experienced builders and 3Towners in how to improve it and maximise its potential. For this I would suggest the 3Towns forums (address above) as then any suggestions will take into account the difficulty and peculiarities of the Three Towns server.

However the problem with this is that your build will be free for everyone to use and copy and if you want your build to be unique then this stage is not very advisable.


STAGE 6 - Implementation

Load up NWN, log onto Three Towns and give it your best shot.


STAGE 7 - * Modification

You can reach this stage via two routes. The first is that you have got stuck with your character but want to redesign it to make it more powerful and the second is that you have taken your character to the end when the build tops out (ie. Dragon form for a shifter) and doesn't improve any more and you want to rebuild it newer and better. For this you basically go through this list again but much faster due to your experience and then enter the world once more.

 

Originally written by Flamesworduk

 

 



Where can i get more information about 3 Towns?

 

There are enough Starting Points to keep you busy for some time, and this should be comprehensive Listing:

 - Of course, 3 Towns Forums that's the place where people speak about burning Issues, where we inform each other, Crew, Players...
 - Wealth of Information is to be found in 3t Wiki. It is as with all Wikis, open for Collaboration and building up Knowledge Base for everyone :)
 - In Game you can ask many people about this and that, but do not be surprised if they sent you to Forums, or to re-read Rules, since many Answers to  Your Questions can be found here
 - Take time and check out our Home Page even if you are here now, check Side Bar for most important links. We suggesst this should be Starting Point Number One :)

 

 



This covers some of the specific 3 Towns Terminology you are likely to hear when playing on the server. This does not cover the basic online gaming or D&D abbreviations and so you should also look at Oby's FAQ on Common Abbreviations in Online NWN Games.

Keep in Mind that Player List needs some updating ;)


And so for the list:

3T - Three Towns (the server, Settlement, PW, and whole Microcosmos in itself)
10D - Ten Dragons (Area)
Ammanas Bananas - Ammanas Maashes
Assjerk - Someone who makes playing unfun for others
Assys/Asabis/Asabs (or similar) - Asabiats (Monsters in the Great Desert)
Bananas - Ammanas Maashes
Bassys (or similar) - Basilisks (Monsters in the Mountains near CAE)
BE - Bleeding Eye (Monsters in the Vanguard)
Caen - short term for Doomed City of Caendryll
CAE - Contested Area East (Area)
Cards (The) - The Deck of Many Things found in the Tower of Ba'Nazhun
CAW - Contested Area West (Area)
CoD - Church of Donblas (Guild)
CoE - Cult of Exiles (Guild)
CoJ - City of Jewels (Area)
ding - Kind of Annoucement you just reached next Level
Deck - Deck of Many Things (Found in the tower of Ba'Nazhun)
Disarm Stealing - (When you disarm a player and keep their weapon)
DM Event - (A specific quest or activity run by a DM rather than the computer)
Draco - Dracolich (The Dragon in Necro)
Farming - (Repeatedly killing the same loop of enemies for XP, Loot or both)
FoE - Fer Outskirts East (Area)
FoW - Fer Outskirts West (Area)
FS - For Sale
GG - Guardian Guild (Guild)
GL - Guild Leader (Guild Rank)
Finale - could be gg, or sids, or exile, as prefix for Final Quest
Gratz! - Congratulations (usually on someone attaining a level)
Griefing - "causing any player deliberate hassle frequently and relentlessly, sometimes even despite being told to stop" (from Rules)
(Level) Grinding - (Playing constantly at farming creatures, often not doing quests or engaging in any RP)
Grinds - Grindels (Monsters in the Wild Lands)
IB - Iron Brotherhood (Monsters in the areas from CAW to Stormhold)
Icies - Ice Giants (Monsters in the Frozen North)
Kick - Remove from party
Lag Death - Dying because the lag meant that you could not get away from or kill the monsters
Laggy - kinde Lag at moment in Connection, could be a lot, Server, Your Connection or some other strange Data Packet, distrupting your Fun
LFG/LFP - Looking for Group/Party
LFGM/LFPM - Looking for Group/Party Members
LFM- Looking for more (you will need to send a tell rather than invite)
Lt - Lieutenant or Lieutenant Commander (Guild Rank, second in command)
LTB - Like to Buy, or Looking To Buy
LTS - Like to Sell
Mano - Manonera (Area)
Minos - Oukrata Minotaurs (Monsters through the Western Gate)
Muling - (Transfering items from one of your characters to another)
Necro - The Necropolis (The Undead dungeon outside Harata)
Nob Nob (Quest) - (The quest which is entitled "A simple delivery" in the journal)
NPC - Non Player Character (ie. a computer controlled character)
NWP - North West Passage (Area)
OL - Outlaw (The "Guild" which preceeded the Cult of Exiles)
PK - Player Kill (Killing another player)
PKer Player Killer (Someone who has killed another player)
Plaza - Place for the Bravest, glurp
Portal Party - (A party getting the items to open the portal to epic lands)
PST - Please Send Tell
PvM/PvE - Player vrs Monsters/Environment
PvP - Player Versus Player (combat)
Rep - Guild Rep
Res Bug - (Hitting the respawn button and respawning where you died, not at the shrine)
Res Killed - (Hitting the respawn button and being killed after you are ressed and before you are teleported to the shrine)
Shout Spamming - Using the shout channel excessivly or immaturely
SoL - Servants of Lloth (Guild)
Spawn(s) - (Either as a verb when enemy start to appear, or as a noun when refering to the rest spawn system.)
Splat(s) - Asabiats (Monsters in the Great Desert)
Standing - (The amount of scrap you have collected with the Guild of Smiths, covers what level items you can buy)
ToTa - Templars of the Arcane (Guild)
Tower (The) - Tower of Ba'Nazhun found in the Great Desert South
Twinking - "ANY ACTION that helps a lower level character get XP, gold or Items they would not be able to get otherwise" (from Rules)
UD - Underdark (Area)
VM - Vanguard Marches (Area)
WTB - Want to Buy
WTS - Want to Sell

Player Name Abbreviations (some confusing login/player names translated as well):

Arnan - Player id Destacaine
Aud - Audemed
Bart - Barthus De Fer (player id Sonic3D)
'bama - Alabama Harold
Cat - Splattercat/Catofsplat
Dac - Dacarlo (player id Urbanhacker)(DM)
Dark Deblon - Gothric
DD - Dragondiner (DM)
Deb/Deblon - Gothric
Drado - Bolto4
'duck(y) - Flamesworduk
Eb - Ebany ap Devaberiel
'glum - Cyberglum (Dev)
Flameduck - Flamesworduk
Flames - Flamesworduk
JB - JibbaJabba
Marcus - lastnightmarefox
Marius - MBorg_PL
OA - Omega Axis
Oby - Obyvatel (DM)
Viv - Vivaelamor
Xan - Xanadan Sturm (player id Mark_Moores)
Woc - Wocidej (DEV)
Woj - Wocidej (DEV)
Zas - Zaspath (ex-DEV)

DM
Contributions by...
-DM Dragondiner
-DM Oby
-DM Dave
-Audemed
-TheBarny
-Ebany ap Devaberiel
-Dakota
-OmegaAxis
-Kraacker
-DM Dirion (player and forum ID Dirion Scrab)



 

In past, before discovery of Manonera, in the epic lands, everyone was able to find and buy dyes and enamels. Old parchment describes what was possible to do with them:

"There are three basic types:

CLOTH dyes: These are used to dye robes and padded armor.

LEATHER dyes: These are used to dye leather armors

METAL enamels: These are used to colour metal armor
To use a dye or enamel, take the dye pot and the armor to Harata where a primer can be purchased off. Each dye or enamel must be used with a primer to dye a set of armor. Primers are used to set which colour layer the dye is to be used at.

Normal each type of armor will have two layers/colors that make up thze colour of the armor. These two colours can either be dyed seperately, using different colours and primer, or together using 1 dye and 1 combination primer.

Once an armor is dyed there is no way to restore it to its original colours.

The rarest of all dyes are pure black and pure white."


Now these rare items disappeared, and only old citizens, remeber them and tell stories about them to their children, during long winter nights...

 

3 Towns Guilds improved their structures and now members are able to change colours of armor like helmet or armour, through new dye magic can, and assistant who helps you dyeing your precious armor.

There is no free choice of colours, but you can dye every possible armor with guild colors. Cost of Dying is currently set to 2% of item cost, minimum of 1k.

Current colours are:
Gold/Yellow/Silver for Guardians
Blue/Silver for Church of Donblas
Black/Gray/Red for Exile
Blacks/Greys for Unseen
Black/Purple for Servants of Lloth


 

 



To reflect the metal-poor environment of Three Towns, characters who wish to have metal-intensive gear made must bring in salvaged scrap metal to a local representative of the Guild of Smiths, who will pay the character for his efforts and make a note of the contribution in the log. When a character has brought in enough metal, the smith guild will make more and more services available to him, at better and better prices as the character's reputation increases. Using the smith vendors costs the character a small bit of reputation on each use as a control measure. Characters who gain or lose plateaus in their relations with the Guild of Smiths are notified of the event by floaty text and a message in the server chat box. When you have reached the maximum, the message will inform you of such.

Currently the towns are rated from Wheaton (the lowest) then Arakan, Fer and finally Mountain Dwarf Town (the highest).

 

So you gathered already some Pile of Scrap, but how to know how much you have to carry all that heavy Metal till you can see some nice Weapon or Armor, Smiths are offering?

Just to put it into perspective, if you started from 0 standing, you need to get to a rating of 20,000 with the merchants to see their very best selection.

Normal scrap is worth 1
Quality scrap is worth 5
Mithril scrap is worth 20
Adamantine scrap is worth 100
Rare Adamantine is worth 500

There are 10 levels of reputation, as follows:

Level 1 - 10
Level 2 - 30
Level 3 - 80
Level 4 - 150
Level 5 - 300
Level 6 - 600
Level 7 - 1,200
Level 8 - 3,000
Level 9 - 7,000
Level 10 - 20,000

Each time you turn in scrap, you get 10 times the value of your scrap in gold as a reward - so if you turn in 1 piece of normal scrap you get 10 gold pieces. If you turn in 5 pieces of adamatine scrap you get 5000 gold pieces (5*100*10).

Notice: Goirin is a new member of the 3T smiths guild - his standing and the 3T smiths standing are the same - collect scrap for one of them and your reputation with them all goes up. Goirin offers slightly less value for sells, and he will not offer any discount due to your reputation in the Towns, but he is accessible by all and there is no head tax to access his store.


 


 

Character alterations can be performed by the DM Team, subject to various conditions and a gold cost. The current prices are listed in the General Forum, in a sticky post called  The Three Towns Rules, Price List and General Info ,consult those for specific conditions and prices.

Note: Character Alteration Tools (like Spetznaz_ADMIRAL Character Extender) that allow a player to alter their appearance during creation are not allowed on 3T. Characters who get their appearances customised through legitimate means are recorded in the database. A DM can check if the wings you are carrying around are legit or not with a single click, and if not, they will be removed and you will be given a warning, at least.


 



Weapons on 3 Towns are of slightly different kind, due to historical issues, and many other environmental causes.

These are things to keep in mind:

1. Rapier and Scimitar require exotic proficiency.

2. Kamas do not exist in 3 Towns, except in Fairy Tales of 10 Dragons Monastery.

3. Exotic proficiency requires Martial proficiency.

4. Base damages, and in one or two cases the criticals, are increased (none are decreased). Katanas are bigger in 3 Towns.

5.Table on this 3t Wiki Article, Weapon Changes, shows needed Proficiencies and Size, Weapon, base damage of weapon, critical range, critical multiplier, type of damage and other special characteristic of given weapon.

6. Note that you will still see standard NWN informations about your weapons on character sheet. If you want to see actual damage, you will need to download 2da file which is available on Downloads section of 3T site. Once you extract it, put it into your override folder (where NWN installation resides, ie c:\program files\nwn\override\) and Voilá, you will also see correct numbers in your Character Sheet.

thanks to shadowveawer for kama reminder


Crafting Arrows and Sling Bullets is currently beside Trap Crafting System, only craft system implemented on 3 towns.

You can make ammunition up to 2D10 elemental damage or thrown weapons with either +7 enchantment or +6 and 2D10 elemental damge

you need 1 each of 3 types of item.

1. First one which controls the weapon type (fletchers equipment for arrows, bullet mold for sling bullets etc.) these are all from the lvl 1 archer merchant.

2. Type item, there are 3 of these Basic ammunition maker (merchant 1) , shocking ammunition maker or Icy ammunition maker (merchant 3 or 4) this controls the damage type. There are Reports people found even other Ammutionion makers, but one should investigate...

3. A power item there are 7 of these Basic, recruits, adepts, master, veteran, elite, legendary

use 1 each of these items. Notice in the combat window that it tells you which ones you have set each time you activate one. Crafting won't work unless each line of these has an item listed.

Then activate the craft menu radial 1 (9 O'clock) then 5 (12 O'clock). this starts a conversation choose craft ammunition or throwing weapon. you are then offered the option of crafting the item along with the cost and the DC.

Success generates the item and takes gold.

Failure takes half the gold cost

Success by >20 will reduce the gold cost. very high skill will reduce the cost to 1/10th of base so it is worth experimenting with cheaper ammo for normal PvM use and keeping the best you can make for bosses and PvP.

More Information about Crafting is available in 3 Towns Wiki.

 

 



Basics

There are three primary values concerned with when playing a trapper, Trapper level, Set Trap Roll, and Craft trap. The Trapper Level determines the max power of a placed trap, the Set Trap Rolldetermines the actual strength of a placed trap, and Craft Trap allows you to, wait for it, craft the traps. The higher your craft trap the bigger discount. For a known comparison, it is exactly how bard level and perfom work together for bardsong.

Trapper level is determined as follows with this handy equation.

Trapper Level = 2x (Harper scout + Shadowdancer) + (Ranger + Rogue + Assassin) + 0.5x (All other classes)

Examples: A 40 pure rogue would be a 40 trapper. A 40 wizard would be a 20 trapper. A 30/10 Rogue/SD would be a 50 trapper.

Set Trap Roll is determined as follows, note that this is DIFFERENT than the roll you see when you place the trap. This is intentional to preserve a sense of randomness.

Set Trap Roll = 1d20 + Character Sheet Set Trap Score + 10 if the feat Skill Mastery Is possessed.

As you can see the d20 roll is always present, and in many cases this can cause a wide fluctuation in damage dice. You've been warned!

Due to an apparent hard-coded cap of 127 on skill rolls, I generally aimed for 120 set trap as a requirement for full benefits of 40 trapper levels. So beware when building builds that go above 40 trap levels.

At this moment there are 16 new traps. These will replace 16 of the old school traps. These old school traps are no longer available in merchants, but unaffected traps are. IF YOU FIND A REPLACED TRAP IN A SHOP (not pawnbrokers), FILE A BUG REPORT.

Currently effected traps:

Sonic :: Minor, Average, Strong, Deadly
Spike :: Minor, Average, Strong, Deadly
Fire :: Minor, Average, Strong, Deadly
Frost :: Minor, Average, Strong, Deadly

Crafting

With one minor exception detailed later, all new traps are only accessible via crafting. To craft a trap you only need two things, the trap's blueprint and money. Blueprints will be available in merchants throughout the world and eventually as loot drops.

Once you possess a blueprint, use its activation power on yourself. You will see a confirmation dialogue in your combat log. Now simply open the crafting dialogue, same one you use for ammo, and access the trap section.

If you see no confirmation dialogue when you activate the blueprint on yourself, access the crafting dialogue and select the "Reset Blueprints" option. This will delete and recreate all blueprints in your inventory with the most up to date version, and thusly should function properly.

The blueprints do have a secondary function. Whenever you recover a trap you will be given the 'old-school' version of the trap. By activating the corresponding blueprint on the old school trap in your inventory you will convert the trap to the new version.

In summary:

1: Obtain Blueprint
2: Obtain Money
3: Activate Blueprint on Yourself
4: Access Crafter dialogue
5: Craft Craft Craft!

As far as pricing goes know the following. Traps become more expensive the higher your trapper level, but decrease in price the more craft trap you have. Ergo, get those craft trap items early!

Setting the Trap

Time for business!

First a warning. This system ONLY works on traps placed on the ground. Traps placed on placeables or doors WILL NOT work. If you want to trap a door or placeable, put the trap on the ground in front of it.

Set traps on the ground just like you have always done, just note some caveats.

You can only place traps a mininum 3 meters of any triggers, that includes other traps, ATs, and unseen triggers the module uses for such things as journal updates. When you are too close to a trigger, you are notified, the trap you placed is destroyed, and a new kit is placed in your inventory.
When a trap goes off, it notifies the victim who set the trap.
When a trap goes off, it notifies the trapper how much damage was dealt and to whom.
If a trap goes off in a no pvp zone, it destroys itself with no negative effects to the victim.
If a trap goes off and the trapper has since logged off or left the area, it destroys itself with no negative effects to the victim.

Toolset or DM placed traps have power based on the victim, thus all such traps are a danger regardless of where they are found.

The detection and disarm DCs are a fraction of the set trap roll, whether it is currently too high or low remains to be seen and may be adjusted in the future.

All trap PVP action will be subject to the current PVP rules. Trappers beware when trapping high traffic areas. Victims note you are given the trapper's name and if damage is done, they are in the same area. Victims also note you maybe disrupting a trapper in the field who is trying to farm. Don't automatically assume they are out to make your life miserable. I realize I'm asking for much here, but act like grownups. If a complaint is necessary, as always document everything with screenshots.

I'll be watching this thread, question responses will appear as edits to this first posting rather than spamming the thread.

So no specific trap crafting skill is required?
Oh you caught me. Craft trap is required for crafting. Higher craft trap = lower prices.

 

 

This Guideis written by Omega Axis

 



 

 

Many times a player asks how exactly does a spell work on 3T?

Firstly, functioning of Magic differs in 3 Towns a lot from usual known settings due to many factors. Very exhaustive List of all those Changes is compiled in 3 Towns Wiki, and one can also buy Mage Manual Book in Cities, with all those changes documented so one can have it at hand during games :)

This FAQ will explain exactly how a caster's spell DC is calculated. And how saving throws and Spell Resistance work also.



How does DC work?

DC is the difficulty to save vs a effect whether it would be a spell, a ability or triggering a trap. The higher the DC the more diffcult it is to save vs the effect.

For purposes here I will assume we are talking about DC's on spells. When a player casts a spell the DC formula for the spell cast is the following

DC base of 10 + the spell's level + your primary casting modifier (INT, WIS or CHA), + Any spell focus feats on the spell + Any Epic 3T caster bonuses

·All DC's always begin on 10 no matter what

·Spell level = which level your spell came from. A 4th level spell would be a + 4 to the DC. A 9th level spell would be a + 9 to the DC

·Primary Modifer is the + Modifer from your primary casting mod. 20 INT would be a + 5 modifer.

·Spell Focus feats can add either + 2, + 4 or even + 6 to the DC's depending on what spell focus you have in that school of magic you are casting (Normal, Greater, Epic)

·Epic 3T caster bonus is a custom addition here on the 3T module. For every 3 epic caster levels your caster has all your spells gain + 1 to DC and if it a damage spell another 1d6 damage.

How do saving throws work?


When detremining saves vs spells. The general following forumla is used

1d20 roll + save (Fortitude,Reflex or Will) + spellcraft score

·1d20 is a random dice roll with the result being between 1 and 20. Note for saves that if you roll a 1 no matter what your save is you automatically fail the save. The reverse happens for 20 rolls. rolling a 20 will mean you automatically pass the save even if you still would of have normally failed the save.

·Save is whatever save you have on your character sheet that is being used to save vs a effect. Sometimes though you might have other effects added to this score that are not shown on your character saves list for example
- any items with specific saves (mind-affecting, death, paralysis)
- innate race abilities like the drawf's toughness vs spells ability
- specific feats like the arcane defense feats.
- spellcraft bonus (see below)

·Spellcraft has a secondary effect apart from helping you to Identify spells. For every 5 ranks of spellcraft your saves vs spells increases by 1. Note also that, any increase in your spellcraft score from your INT modifer and items will increase saves. Spellcraft saves though do count towards the + 20 maximum cap you can increase your saves by items.

How does spell resistance work?

To determine if you even get affected by a spell there is a check made to see if it gets past any spell resistance that may be present. The formula for checking if a spell beats spell resistance is the following

1d20 roll + Caster level + Spell Pentration Feats vs Opposing Spell Resistance score

·1d20 is a random dice roll with the result being between 1 and 20. In the case of Spell Resistance checks rolling a 1 is not a auto fail and rolling a 20 is not a auto pass roll.

·Caster level is the number of levels you have in your caster class where you are casting your spell. For every caster level you gain 1 point to this check. Palemaster and Arcane archer bonus casting levels do not help with spell penetration.

·Spell Pentration Feats can add either + 2, + 4 or even + 6 to your caster level score for the purpose of getting past spell Resistance (Normal, Greater, Epic)

 

 





As DMs we have the ability to change alignments. This can be bbe done by DM only, and only a little at a time for good roleplay of a character. In this manner your Character can grow and mature in whichever way you choose to roleplay them.





comming soon



Some tips out of good ole 3T DM Skool:

 

1. DM events are an ocassion where a DM attempts to bring some extra life and variation to the server.

2. Players are not forced to take part in any event nor are DM's forced to run them or to accept every player on every event

3. Players should remember there might be 49 of them and 1 DM and be patient or if they can't just quietly go away. running in circles, picking pockets or casting spells(other than buffs) in an event preparation area is not going to help anyone find out what is going on. EVEN IF IT IS GOOD RP. remember if caught it will be good RP for a DM to jail you for theft/distubing the peace until the event is organised and underway

4. during an event TALK should be in character and SHOUT should only be used by the DM or for normal party finding/trading only. PARTY, TELL & DM can be assumed to be OOC though may contain in character & RP details

5. If an event calls for multiple party play each party should elect a spokescharacter.

6. Individuals and Spokescharacters should use /DM to answer OOC requests for information. Information should relate to the party and be brief i.e 6 Lvl 11-14's not 6 seperate tells giving full stats.

7. Deliberately disrupting events will result in jailing or booting or fining of players.

8. Events will often start with an unusual character making some kind of aproach to a PC, or might involve monsters very much out of place, or finding unusual items whose descriptions might give a clue. If this happens to you and you are unsure if this is an event then use /dm to find out. You may choose to walk away if you wish but if you do please tell the DM and try to go far enough away so as not to disrupt the event for the next person along.

9. If you identify an event start and wish to take part then that character may then shout for a party or whatever and is allowed to either say or indicate this is for an event.

 




PvP, Player Verses Player combat is something that is a central part of 3T yet the phrase "PvP" encompasses a wide scope of combat that very from fun to griefing. This FAQ aims to look at the different types of PvP to help illustrate some of the rules and to perhaps persuade devout PvMers that there is something in PvP that is for them. But, firstly, make yourself well acquainted with 3 Towns PvP Rules. Then you can always come back here and enjoy this Article :)

1. Retaliatory PvP
This is probably the most accessable form of PvP. Someone does something that you don't like such as insult you or kill steal and you respond by wasting them. As long as you give them (a bit of) warning its perfectly within the rules and is a very practical way of defending you honour, loot and XP. As a divise for having fun however, it isn't the most enjoyable of experiences. There is a great deal of satisfaction in it but this is born of anger and bad feeling rather than a desire for contest. There is a lot of bad feeling in this and it usually boils over into shouts or abusive tells afterwards and people are left with a bitter taste in their mouths. Most people are put off PvP by this, and many consider it to be the extent of PvP however its much more enjoyable than this.

2. Organised PvP
More specifically DM DragonDiner's PvP Event.
I've been on 3T for a long time and this has to be some of the most fun that I've had, theres nothing to lose and everthing to gain. Held usually on a sunday night at about 9 it takes place in the Black Lion Inn's Arena in Wheaton Outskirts North and the server is reset before the event and during it periodically to prevent lag.
Usually you can expect between 10 and 30 players involved at any one time, there are no penalties for death and everyone is there in a good mood to have a fun time. There is a mixture of FFA Capture the Benches, Kill the Kobald, FFA Combat, Duels, Team Capture the Bench, etc... Winning a duel or FFA is rewarded with Reward Gems giving either gold/xp/Guild rep and the bigger matches and team maches reward limited edition items such as PvP reward items and unique clothing (such as DD's Fairy Outfit).
Everyone is looking for a good time and thanks to the DMs it runs smoothly every time and there are no bad feelings and many memorable events. If you are new its a good place to meet with and hang out with people to make friends to play with and get tips of the vets and regs.

3. Guild PvP
This is probably the most noticable on the combat log. In its smallest there are a couple high level rival guild members chasing each other round the map with the occassional kill or someone farming Guild Guards. This is ok but Guild PvP comes into its own when there are 10+ people involved. Here chains of command and tactics start coming into play and the battle usually spills over into all the Fer areas and down the Passage towards exile.
If you see recruitment calls for defence of the Guildhouse its always good run to come in as long as the teams are balenced.
The problems with Guild PvP are that the teams can easily be unbalenced and become unfun and its dominated by level 40s and so if you are lower than level 30 you will usually get walked over. However, saying that, I've seen some lowbies having great fun and RP in a high level battle and its a good way to get noticed especially if you want to become an Officer.
As a sidenote: it is frowned upon to randomly attack someone just because they are in an opposing Guild. If they are of a similar level you can come upto them and make a suitably RP comment such as "Renounce your sins Exile scum!" but you need to give them the chance to back out of it to comply with server rules.

4. Relogging
This is where your Level 19 fighter/bg gets pwned by a level 20 sorc so you log your level 35 wiz/sd and obliterate them. This is against the server rules and you could find yourself banned and your server vault wiped.
The way to deal with being pwned is to level up above them and then kill them or rebuild so you are a better build and kill them, logging another character is not the answer.

5. Lowbie Killing

Killing people who are significantly lower level for no good reason is lowbie killing. If it feels like it might be it probably is. This is also a ban-able offence so don't do it. If they don't have a fighting chance then don't kill them. However if they insult you or attack you they are free game but usually you should screen shot (Print Scrn Key) the offence incase they call a DM.

6. Griefing
Griefing is when you repeatedly kill someone for no reason, if they attack you kill them once, killing them twice for one offence is against the rules. If they continue to attack you and ask for it though, go ahead but screenie.

7. Friendly PvP

This is where you fight with friends in the arena (and sometimes not) for fun and experience. Always useful to perfect tactics and great fun since only pride is at stake.

Thats a list of pretty much every type of PvP, the final word is try it out in the arena in DD's organised event and in mass combat with Guild PvP (they are very different experiences) before deciding that you want to opt out totally.

Originally written by Flamesworduk.



First a little definition: "Taxing" is the term for when a player declares an area to be taxed - any other player wishing to pass through may have to pay a fee for safe passage or be attacked. It can be a fun thing to do, and can get some good RP going, but it can cause problems too. So, here are the 3T rules on Taxing:


- Taxing is allowed in any Full-PvP area, except areas directly outside towns and settlements (so the 3 town territories are off limits as is the area between Harata gates and the shrine and the Harata town itself.).

- Prior warning must be given to the entire server, by way of a shout, that the tax is about to come into effect in a particular area. Please be sensible here, and a little role-play wouldn’t go amiss.

- You must set the server hostile. It is recommended to refresh this occasionally as people login afterwards.

- When taxing an area, there are maximum taxes that can be applied: The maximum amount is 100gp per level of the TAXER. Thus a level 20 char could charge tax up to 2k. Anyone trying to charge fines above that will be penalised by the Team. You can charge less and it's sensible to do so for easy toons.

- When a player enters an area you are taxing, you can challenge them. Demand your tax from them. Players are free to refuse to pay the tax, and if that happens, you are free to attack them.

- Players are not allowed to challenge a taxer who is effortless. Conversely a taxer isn't allowed to tax an effortless. Other than this all other normal PvP rules apply. This is to stop an unsportsmanlike 40th removing a level 20 taxer which is hardly the point.

- You can be challenged to PvP by someone outside your PvP level since your taxing invites PvP but only if you choose to try and tax them.

- Once the has paid tax or the victim has been killed, they're free to pass through the taxed area for the rest of the day.

 


Every account has 2 CDKeys and one IP address in the database.

If your CDKey matches either CDKey, and your IP matches, then no problem and nothing changes.
If your CDKey doesnt match, but your IP does, then it will automatically insert that CDKey as a secondary CDKey.
If your CDKey matches but your IP doesnt, then it will change your IP record to match your new IP address.

If your CDKey doesnt match either entry, and your IP doesnt match, then you will be booted.

Effectively this means you should be able to register a second CDKey yourself by first logging your old CDKey on, then logging the new CDKey onto the same account from that same IP address. The new Key will be inserted as a secondary CDKey automatically and it should then allow that new CDKey to be used from any IP address on that account.

 

 

 



The DM's will ban players who they judge to be bad for the server. There are no set rules for why a person is banned, but if you cheat, exploit massive bugs, grief play constantly, spam Shout, or are otherwise a jerk, you may be banned.

We won't ban freely, but we will ban. Keep in mind that playing on Three Towns or any NWN server is a FREE PRIVILEGE and you have no "right" to play on this or any other server, regardless of how twisted your perception of the Bill of Rights may be. We don't get paid for running this server, and you are perfectly free to start your own server which you will also be unpaid for.

Be warned that we have a unique ban system that can be executed in game by a DM at an instant. It is not IP based but will ban you and boot all attempts to enter. Also very few bans have been reversed.

 

 


PvP play is an important part of 3T. The entire server (well, most of it) is set at FULL PvP. We like PvP. We enjoy it. Sometimes, the odd PK (player kill) is necessary. For example - you are in, lets say, contested area east, fighting orcs. You kill all the orcs, including the captain, who's head you need for a quest. As you are collecting the loot that has been dropped, another player runs up and starts picking up your loot. You tell him it is yours, and that you killed the orcs here, but he does not listen, and continues to take your loot. At that point, attacking him and killing him is a reasonable action - you are protecting your hard earned loot. However, there is a difference between the odd PK and grief play. By definition we see Grief Play as causing any player deliberate hassle frequently and relentlessly, sometimes even despite being told to stop. This includes any and all feats/skills/spells used to annoy/hassle/kill the player. Now like many people we can see the occasional joke in using some of your abilities as part of your social interaction on three towns, we can also see the annoyance players can cause. Now we have stayed away from actual figures here in the belief you should be able to gauge what is too much leading to griefing, however it is very realistic that way have to treat you like children and put numerical values on everything and massive restrictions. We don't want this and i'm sure you the players don't either. If in any doubt about you actions, then please consult a DM. 

 

 



work in progress :)

 

 

 



When you join a guild you will automatically donate 10% of all XP you earn through killing monsters to the guild. This will contribute to both guild Reputation and personal reputation.

Personal reputation allows you to shop with the guild merchant, as your reputation increases your standing within the guild improves and the merchant will show you better goods. If you ask any barmaid to show you who the reputation lists, then she will tell you the current top ten reputation holders of each guild - so there is renown and fame to be earned also.

Guild Reputation is a reflection of the power of the guild, and will dictate the order the guilds will appear on the Barmaid's list. Reputation can be used to buy the guild new guards, spare merchants or improve the guards power. Without guards there will also be no merchant, so it is important for guild leaders to have a pool of reputation if you wish to have access to the merchant.

More is explained on Guild Reputation in the appropriate FaQ.

 

 

 


Reputation is important to your guild, because not only will it show up on the lists of fame as a more powerful guild, but a major benefit of being a member is to have access to the guild merchant and they rely on a supply of guild reputation.

Guild merchants must be purchased with guild rep, but also they require the presence of at least one guard. Therefore it is important to understand how the guard system works.

Guards have various posts throughout the areas which come under your guild's control. To begin with there wil be no guards at all. If you purchase one guard, then he will appear the next time the shift changes (area spawns).

The module will keep track of how many guards you have purchased, and will create guards whenever there are guards purchased but not present, untill all guard posts are filled. Once all posts are filled, you may continue to purchase more guards. No more guards will appear, but should guards be slain then new guards will appear to take their place untill your pool of guards falls below the number of posts available. your pool only reduces if a guard is killed by another character, not if they are killed by a DM or monster.

Guards may also be levelled up - this powerful feature can turn your modest level 20 guards with few speciial abilities into a powerful defensive force, capable of dealing with even powerful Epic level characters. Occasionally, at the highest levels, some of them will even acquire special abilities like extra combat feats, immunities or even True Seeing.

However, the process of levelling up is not cheap, and should you run out of guards at any point, then all levels will be lost and you must start from scratch again with new level 20 guards, and untill you do so your members will be without a guild merchant.

If you and your officers fail to maintin the guards and merchant, you risk upsetting your members. Try to be fair and keep the merchant present. Ensure your officers know how the system works also.

 

 


Guild leaders may set a "stance" towards another guild by talking to their guild scribe. There are 3 settings - Neutral, Allied, and Enemy.

Neutral :

Neutral characters (members of neutral guilds) will be ignored by guards. Should a neutral character harm the guards, then guards will fight back indefinitely.

Neutral characters will appear non-hostile to your members. Should there be a fight between two neutral character, then there will be no changes in guild reputation for killer or victim.

Enemy :

Enemy characters will be attacked on sight by guild guards, no questions asked.

Enemy characters will appear hostile to your members. Should they fight, then the killer will gain a small amount of reputation with their guild, their guild will also gain a small amount of reputation. The victim will lose rep, and so will their guild.

Ally :

Guards will appear neutral to an ally. Should an ally accidentally hit a guard they will become hostile, but only untill they realise you are an ally (as soon as another guard sees you you will be set as friendly again).

If a guild member kills an ally, they will lose some rep.

Future work will involve having allied guilds gain reputation for each other at no loss to themselves, resulting in higher reputation for both guilds. This is a possibility for future work.

 

 

 



There are several ways to increase your reputation (rep) :

1. Every time you earn XP through killing enemies you will automatically donate 10% of that XP to your guild. This will build up over time and provide a slow but steady rep increase as your character progresses.

2. Killing the guards of an enemy guild. Each guard you slay will earn you 100 personal rep and the same amount in Guild rep.

3. Winning in a PvP battle with a member of an enemy faction will also earn both personal and guild rep. But bear in mind if you lose you will lose rep and your opponent will gain it.


Number 2 can be done whenever you feel like it - if your guilds are at war then your enemy guild's guards are fair game, and killing them can badly hurt their reputation. Bear in mind though that if you are killing their guards, they may well feel the need to exact vengeance not only on you, but possibly the rest of your guild including your own guards.

Number 3 is a little more tricky. Whatever you do, griefing is not allowed. If you kill an enemy, do not use exploits such as res/kill. We will crack down hard on anyone suspected of doing this. Attacking a far lower level PC, even if they are in an enemy guild, should always be preceeded by a warning or roleplay, the only exception being a full battle situation where all enemies should be treated as a threat, feel free to "nullify" them accordingly.

If someone has taken their beatings and had enough, you should always respect their wishes to be left alone. If you and your level 30+ enemies are duking it out in Fer Territory, then that level 7 guy who is trying to get out of his bind area should be afforded the opportunity to do so.

 

 

 


The Guild Guards are your merchants only defence against surprise attacks. They also help provide a stronghold where your guild can retire in the knowledge they have full support from some powerful NPC.

While they are a great benefit, they can also provide your enemies with what may be percieved as an easy target. Remember that together with your guards you will be capable of repelling a far greater enemy force than on your own, but also that the guards are not expendable - they have cost your guild a lot of reputation and it is up to you as members to protect them, in return they will protect you.


Due to limitations in the AI, Guild Guards may turn hostile on you if you accidentally hit them with physical attacks or more likely an Area of Effect spell. Do not fight back!! If you run away, then upon realising you are an ally they should turn friendly again. This may take a short time, or you may need to find a different guard to recognise you

 

 

 

Last Updated on Monday, 29 March 2010 04:00