From Flattedfifth
Gem Recut Change: (thanks to SwordSaintKatherine for input)
Gem recutting has been changed to be more accessible. Now it involves two rolls: An appraise skill check to see if you can determine the best way to recut the gem, and a luck roll to see if the flaws/inclusions are in a place that will allow cutting around them, or if the structure of the gem will allow chips to be added to downgrade it without breaking it.
Skill roll DC = 30 for marring a gem to downgrade quality. Improving a gem is DC 35, + 5 if it’s a sunstone or bloodstone, + 10 if it’s a jasmal or diamond.
Luck roll: 50% if it’s a jasmal or diamond, 60% if it’s a sunstone or bloodstone, 70% otherwise.
(for example, 70% success = you roll d100 and if it’s above 30, you succeed).
If you pass both rolls, you successfully recut the gem.
If you fail either roll, the gem cannot be recut.
If you fail both rolls, you shatter the gem.
Creature Weapons Change: (thanks to TheRealNeverOutPunned for input)
All creature weapons now have the same attack distance as non-creature weapons of the same size category, except for kick/tail, which have 0.1 meters greater range. This is being done to improve the attack animations of non-humanoid creatures such as dragons and wolves. Note that if humanoid creatures using creature weapons start looking like they’re swiping at thin air then these figures will be brought back down; at least for the non-giant versions of the weapons.
Multi-Attack change:
Some legacy characters may have regular multi-attack instead of “Natural Multiattack” feat. Code added to login script that makes sure that all races that should be getting natural multiattack, do.
Crafting Changes:
Creature weapons now have a range of base cost to create. Instead of all of them having a base cost of 100 copper, tiny creature weapons cost 60, small 70, etc, up to huge costing 100.
Player-crafted items cannot be sold to stores for more than 10% over the base cost to make a plain version of that item with no special materials and no enchantment.
Interesting Skulls Change:
The quest item “Interesting Skull” now spawns from the basilisk tomb in undersigil only once per casket per character per day to prevent people from simply camping there, but now interesting skulls are added to the rare loot drop for Nifleheim
Alertness Change:
Ages ago we had a persistent bug in the engine wherein the alertness feat would cause an AC bonus equal to a character’s constitution mod. Since then we replaced alertness with a custom version of the same thing, which did not work. I didn’t get around to fixing that custom version until now because of higher priority things and RL stuff, but I have now. However, while the new alertness is working fine if chosen from gaining a level or when granted in some way directly to the character, due to the nature of bonus feats on items a persistent feat like this doesn’t work when it’s an item property unless its the base game hardcoded version. Therefore all items with Bonus Feat: Alertness will have that property removed so that you may use that 1 point of enchantment value on something else, and Bonus Feat: Alertness has been removed from enchanting. If Dae-Glyth can find the cause of the engine bug that was causing the original problem, then default base game Alertness will be restored and added to enchanting (and people who have the custom version of alertness on their character will seamlessly have that replaced with the original).
From edmaster44:
Warchanter!
https://sigil-nwn2.fandom.com/wiki/War_Chanter
Update 6/28/2025

