*outdated* Sigil - City Of Doors In Nutshell

Important announcements. Incase of problems logging in, try:
Direct connect address: scod.game-server.cc
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Sigil – City of Doors (SCoD) is persistant world for neverwinter nights 2, set in Planescape campaign settings of Dungeons and Dragons. The server will primarily be focusing on roleplaying, which is attempted by creating the environment to support and inspire RP. There is also plenty places to go that characters can adventure in and some quests to find and deal in manner the character would, adventuring is not limited by levels or maximum number of group.

Planescape comic for those interested in short overlook of the setting: HERE
    [i][font=optima][size=50]Welcome, addle-cove! Welcome to the worlds beyond your world, the great wheel of the cosmos. This is a great place! Where else can a poor sod mingle with minions of the great powers, or sail the astral ocean, or visit the flaming courts of the City of Brass, or even battle fiends on their home turf? Hey, welcome to the lands of the living and the dead! So, where to begin? Sigil, of course - there ain't no other place worth beginning. Sigil: the City of Doors. This town's the gateway to everything and everywhere that matters. Step through one door and enter the halls of Ysgard, or turn down a particular alley and discover the Abyss. There are more gateways in Sigil than can be imagined; with all those doors Sigil's a useful place - and then some. Want to share a drink with a fiend, or maybe discuss philosophy with a deva? Here it can happen in the same day, the same afternoon, even at the same table - nothing's too unlikely for Sigil. Strange folks abound here, and any one of them may prove ally or foe. Where else but in Sigil do humans, elves, dwarves, githzerai, bariaur, and tieflings form adventuring companies? Where but in Sigil can a well-heeled cutter hire a githyanki ship or a legion of yugoloth mercs? This is place to live... or die. No surprise every basher out there wants Sigil! The Cage'd be a pearl for any tanar'ri prince or baatezu lord. 'Course, a few big shots have tried to storm the city, but Sigil's not without her defenses. The birdcage's got more ways to close her doors than folks know about. Then there's the Mazes. Nasty little places Sigil makes for would-be dictators. Those that get caught inside go barmy, poor berks - sometimes they scream so much a body can hardly stand it. But there's a lot more out there than just Sigil. Get outside the city and there's the planes themselves: the throne of the gods, the battleground of the eternal Blood War, and home to more horrors and wonders than ever existed on any prime world. There's enough crusades, exploits, treasures and mysteries to keep a band of adventurers busy for centuries to come (though why a body'd want to go to some of those places is beyond reasoning). Anyway, all it takes is the right door, so step right through![/size][/font][/i] [/li]
Although focus goes to roleplay, it does not mean that SCoD will be very restricted, the admin believes that NWN 2 limitations should not step on the way of player creativity, meaning that no classes or races are restricted.
wrote:Sigil – City of Doors in nutshell
Concentration:
    - SCoD is mainly roleplay server with possibility to adventure in many planes. - Plenty lore will be provided, but you are not required to read all of it to play. - Experience will not be made overly hard to get, but monsters wonÂ’t be overly difficult to require superior builds to play either. There will be multiple ways to gain experience. - SCoD is concentrating towards mature audience. [/li]
Requirements to Play
    - [i]Mask of the Betrayer[/i] and [i]Storm of Zehir[/i] expansion packs. (both) - PWC and haks. [i](Just log in to the server, the autodownloader will download you the needed files during logging in!)[/i] [/li]
Restrictions
    - No standard NWN 2 race restrictions. - No standard NWN 2 class restrictions. (due to lack of multiple PnP classes, more choices are left open) - No character build/multiclass restrictions. (except the standard, 4 classes max like in NWN 2 normally) - Levels are restricted to ECL races. (Max level = 30 – ECL, ECL +1 race can get to level 29 and so forth), this is to avoid “I’m playing something odd, but won’t even try to roleplay it” mentality. - General thoughts are: DnD is not balanced. So we are not trying to balance things for the sake of balance. Epic levels are not considered epic either, when your character is level 21, they aren't tough enough to match with gods, nor are they in level 30. [/li]
Other systems
    - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=2525470]Roleplaying Reward Systems (Experience Pools)[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=2483457]Level Adjusted races[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=2426851]De-leveling[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=2426865]Factions[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=2426818]Death System[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=2426885]Resting[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=1957881]Experience system[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=1987683]Monsters and scaling[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=1987685]Portals and Portal Keys[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=1987687]Stores and Equipment[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=1987703]Crafting[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=1987707]Modified and Disabled spells,feats, classes and abilities[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=3476386]Druid Backgrounds and Wildshape changes[/url] - [url=http://z13.invisionfree.com/nwn2planescape/index.php?showtopic=156&view=findpost&p=3503317]Faction Badges[/url] [/li]
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Experience system:
This one is rather complex system, but I will try to make it simple and understandable.
    - There is party experience bonus, you will receive more experience by joining group. - Big level differences affects negatively to your experience gain, however there is no hard limit preventing everyone from gaining experience, but that said, it will not be very rewarding for level 1 and level 30 to tag along either. - Fighting harder foes is more rewarding. [/li]
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Monsters and scaling:
    - Monsters scale by level in SCoD, this is mostly dependant on areas how they scale. Some areas scale smoothly for small level range, where as some areas might have multiple different level ranges it's designed to. - Monsters also scale based on number of people in group. - Monsters have been tried to design for different combat styles, some classes handles other creatures better than others. Then there are foes that are more of single monster only spawns, difficult, but also rewards the difference compaired to fighting group of foes. - There are often some type of mini-bosses included to groups, sometimes they spawn, sometimes they don't. There are many variables that should keep encounters refreshingly different. [/li]
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Portals and Portal Keys:
    - In SCoD there are plenty portals all around city of Sigil that provides access to other planes. That is nothing new, this one however is probably more alien to most, you need to have right 'portal key' to be able to see or use the portals. - Portal Keys, what are they, where can you get one? Those are likely first questions to come. Portal Key can be 'anything'... a song, rock, garbage, golden statue. Anything... however we are attempting to provide plenty hints in game what are portal keys to most planes, be it through quests or other means. (as we aren't trying to make one of those "guess which of these million items opens the portal" games. [/li]
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Stores and Equipment:
    - Stores in SCoD will not buy anything for more than 200 gold pieces maximum. Some will find it odd no doubt. This has been decided in attempt to support players trading between each other rather than with the NPC (as you may easily gain more profit of selling it to player than selling it to NPC). - Almost all basic equipment up to +2 enchantment can be found from Great Bazaar that will serve as good place for starting trading. More specialized shops (up to +5 items) can be found from public faction guildhalls (after they're finished), both to release pressure on lagging area by having too big inventories in one place, and to make more function for factions. - Special material equipment (such as: cold iron, alchemical silver, darksteel etc.) will be mostly limited to crafting skills, to have actual purpose to take craft weapons/armors. - Item appearance changer can be found in game, some appearance choices might be taken out if they are deemed too odd for SCoD. [/li]
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Crafting/Enchanting
    - Craft wands, Scribe Scrolls and Brew Potions prices will be modified to make sure it's cheaper to make these than buy them from stores. - You are able to craft weapons/armors (non-magical) through workbenches as usual, which is also reason why we have left most materials out of stores, so you'd rather craft yourself a cold iron or alchemical silver weapon to overcome damage reductions of foes. [/li]
Enchanting works like this:
Required Items: Recipe item, the recipe item will describe what other items or gold is required.
Gaining the Required Items: Gems/Essences can be gained through loot, the Essences are required to be distilled from monster body parts that are in loot tables... such as ghouls hand/demon blood. To distil them you will need mortal and pestle and target it on those pieces.
Using the Recipe: Use the recipe item to target on the item you wish to enchant (recipies are limited to item types).
Feats: Feats required are dependant on the recipe and is listed in those.
Caster Level Required: SoZ crafting does not require specific spells, only caster level (which is once more specified in the recipe scrolls).
Maximum enchantment numbers: +5 enchantment/ability bonus, 15 Energy Resistance, no immunities.



Amount of Enchantments Allowed per Item: 3 (three), be it epic or non-epic.
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Certain spells, feats and skills are or might get disabled, currently those are:
    - Glass Doppelganger (due to several bugs that allow item or gold exploiting) - Shadow Simulacrum (due to several bugs that allow item or gold exploiting) [/li]
Disarm is NOT yet disabled, but if it is ending up bringing too much problems, it also will be disabled or modified.

Modified spells, feats and skills are:
    - Summon I – IX, Gate, Dead Walk, Shadow Dancer "Shadow", Palemasters Summons, Death Domain summon. (There is alignment based summoning, and some of the special abilities are now level scaling.) - Stonebody/Ironbody: Deathward and Freedom of Movement no longer lets you avoid penalties. - Living Undeath: Deathward no longer allows you to avoid penalties. - Sleight of Hands no longer allows pick pocketing from players characters, from non player characters it still allows. It can still be trained normally and roleplayed through DMFI dice bags. - Spells such as Jagged Tooth, Magic Fang, Greater Magic Fang are now castable on any creature that has "creature weapons" regardless of race. This includes special PC races or summons. - Cleric Elemental Domains now allow turning elementals like undead. Destruction domain allows damaging constructs. - Eldritch Blasts SR issue is fixed. [/li]
New Spells:
    Wizard/Sorcerer 1: Horizikaul's Boom, Negative Energy Ray, Shelgarn's Persistent Blade Wizard/Sorcerer 3: Negative Energy Burst Wizard/Sorcerer 4: Dimension Door Wizard/Sorcerer 5: Mestils Acid Sheath Wizard/Sorcerer 7: Great Thunderclap, Stygian Ice Storm Wizard/Sorcerer 9: Black Blade of Disaster, Mechanus Cannon Druid/Spirit Shaman 3: Swarm Curse Cleric/Favored Soul/Paladin 3: Invoke the Cerulean Sign Cleric/Favored Soul 8: Bodak's Glare [/li]
Modified Classes are:
    - Doomguide no longer requires "Kelemvor" as deity. - Red Wizard of Thay no longer requries specific alignments. - Arcane Trickster only requires 1d6 sneak attack OR death attack from any (class/prestige class given) source. - Dwarven Defender no longer requires one to be dwarven to take the class (more correct naming is "Stalwart Defender" - Arcane Archer no longer requires one to be half-elf or elf to take the class levels. - Divine Champion Divine Wrath is now 3 times a day use. - Palemaster now gives proper Eldritch Blast progression with warlock. - Warpriest progression counts now properly to Turn Undead progression [/li]
New Classes:
    - Monstrous classes such as "Outsider", "Undead" and other are allowed to be picked by everyone. However these will give no racial abilities, nor are they required to be taken except by some special race request creatures (the ones requested from DMs, not the ones you can readily select from lists) - Mystic Theurge (PrC) which allows getting progress in any caster class, however classes such as bard, warlock, sorcerer, Spirit Shaman, Favored soul will require at least single class level taken after the mystic theurge to update the spell/invocation selection due to NWN2 engine limitation. While not by the books all combinations are allowed to simulate any of the other dual-caster PrCs same time. Also progresses Warlock Eldritch Blast. [/li]
Summons wrote:Good
    1 Small Viper 2 Celestial Bombardier Beetle 3 Celestial Bear 4 Lantern Archon 5 Hound Archon 6 Bralani Eladrin 7 Djinni 8 Celestial Dire Bear 9 Guardian Naga [/li]
Evil
    1 Fiendish Rat 2 Fiendish Wolf 3 Hell Hound 4 Fiendish Dire Wolf 5 Shadow Mastiff 6 Bezekira (hell cat) 7 Bulezau 8 Gargantuan Fiendish Spider 9 Hezrou [/li]
Neutral
    1 Gibberling 2 Hook Spider 3 Xorn, Minor 4 Carrion Crawler 5 Displacer Beast 6 Gelatinous Cube 7 Xorn 8 Blue Slaad 9 Green Slaad [/li]
Spirit Shaman
    1 Spirit Warrior 2 Spirit Crossbower 3 Spirit Fighter 4 Spirit Fencer 5 Spirit Lurker 6 Spirit Berserker 7 Spirit Archer 8 Spirit Sneaker 9 Spirit Magician [/li]
Druid
    1 Small Viper 2 Hook Spider 3 Stirge 4 Smilodon 5 Displacer Beast 6 Megaraptor 7 Xorn 8 Noble Salamander 9 Unicorn [/li]
Ranger
    1 Loyal Hound 2 Local Ranger 3 Enraged Bear 4 Smilodon [/li]
Blackguard Fiend - Succubus/Erinyes

Hellfire Warlock - Neeshka replaced with Bulezau, otherwise no changes

Planar Binding, lesser
    Chaotic/Neutral - Red Slaad Evil - Imp Good - Moon Dog Lawful - Duodrone [/li]
Planar Binding/Planar Ally
    Chaotic - Succubus Good - Celestial Bear Lawful - Erinyes Neutral - Sylph [/li]
Greater Planar Binding
    Chaotic - Succubus Good - Celestial Dire Bear Lawful - Erinyes Neutral - Elemental [/li]
Gate
    Chaotic - Death Slaad Evil - Horned Devil Good - Astral Deva Lawful - Marut Inevitable [/li]
Epic Gate
    Evil - Balor Good - Planetar [/li]
Improved but otherwise unchanged:
    Animate Dead (HD now increase with caster level) Create Undead (the Wraith improved somewhat) Fiendish Heritage (should also now have a duration longer than 1 round) Shadow Conjuration Greater Shadow Conjuration Pale Master Summons Death Domain Dead Walk (HD now increase with caster level) Shadow Dancer Summon Extract Water Elemental (duration increase only) [/li]
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Death/Respawn Penalty

Experience: 1% of full experience amount.
Gold: Levels 1-3 causes no gold penalty. On level 4 you will lose 50 gold, level 5 100 gold, level 6 150 gold... and +50 gp on each level after that.

Porting back to place of death possibility: There is such possibility through Dustmen Arcanist whom port you back to the spot of death for 25 gp/level. This will hopefully separate the groups less.

In SCoD we won't be using Fugue Plane system, as we believe that dying itself is kind of... once per a lifetime experience. However neither do we believe everyone are immortal or raise dead/resurrection do not exist (they should be much more rare and expensive to use), by standard a game mechanical death is treated as 'gravely wounded', just keep in mind that roleplay still beats 'immortality' mentality, no one really wants to die (Exception of suicidal).
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


De-Leveling

Water of River Styx - There is bowl in Civic Festhall for you to find which allows this possibility.

In SCoD we have system to de-level character without DM assistance, however it bears reminding that it is 'only' taking experience away, you will not get experience back... there has been added enough warnings in game so it should be pretty difficult to accidentally click it 3 times... DMs will NOT return experience back to you if you lose it on this. Experience should be relatively easy to gain otherwise as well.

If you make mistakes on your builds, this is the thing you should be counting on, not DMs. Also you can use http://nwn2db.com/index.php site to plan your build before.


25% of the lost amount of experience will be added to DM experience pool.
Another 25% of the lost amount of experience will be added to monster experience pool.

More info of the pools: http://z13.invisionfree.com/nwn2planesc ... &p=2525470
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Factions

In SCoD we have 15 large factions in Sigil, they aren't like guilds you might remember on other servers, but rather more similar to 'alignment' and more like a "philosophy to follow", of course they will provide more roleplaying possibilities.

You may join to one of the factions in the OOC room, but we've also left possibility to remain undecided if you rather wish to IC join on one, or not join on one at all.

For more information of Factions and compairing to guilds: http://z13.invisionfree.com/nwn2planesc ... wtopic=283
Post Reply