THE BIG GREEN BOOK

Aventia 3 merged all the servers into one.
Naria, Dusk and Southisle are the core areas off which all other areas can be reached froml, and the Hall of Commerce is for appearance crafting and low level shops server with a gold, xp and item bank, QP item library for browsing and display cases (see the bookshelf for the most up to date QP items), a character modifier, QP shard converter and a QP shard exchanger as well as a QP item store.

Our forums are located here: http://aventia3.freeforums.net

-No intentionally exploiting major bugs (cheats), hacking the server or toons.

-No griefing players, PPing PCs, or disarming PCs and not allowing them to get their weapon back

-No spawn running. Kill your spawns please.

-No harrassing players or any sort of vulgar, or hateful language in the shout channel.

-No Boss camping.

Aventia Custom Rules : See the guild pages at http://social.bioware.com/group/4586/ for most to date info as the book may not get updated as often as the module.

Aventia allows you to gain levels after 40, you do not receive feats and other things you would normally get, read the sections to find out what you do get.

The weapon bonuses are calculated on rest, on login, on level up, on equip, and when a restoration spell is cast on you.

The HP bonuses are calculated at those times except on equip and are also calculated when you are fully healed.

Spell bonuses are automatically calculated based on your current XP.

Starting at level 50, and every 25 levels after you can take 2 additional ability points to the stat(s) of your choosing. There is a device in the Naria The Re-Leveler and PEL Facilitatorr area, and can do this for you.

There are runes available that increase either your melee or magic post 40 by a certain amount. Lesser magic Runes  give a 13% bonus and Greater magic Runes give 25% bonus, and epic magic runes give 50% bonus to your post 40 magic dmg, and duration (e.g. lvl 50 pure wiz gets 1% dmg increas per post 40 lvl so at lvl 50 that's a 10% increase to spell dmg, with a Epic magic rune it would be 15% increase.

Lesser melee runes add .25 to your MF,

and greater melee runes add .5, and Epic Melee runes add 1.0 MF to your toon.

If a character is over 40 and has a strength or Dex or Wis or Int or Cha modifier of 12 or more, a planar rift property is put on their weapon (or amunition if str, dex, or wis). This does damage on every hit of :  ((Base Weapon x 2) + mod) x MeleeFactor and also gains 1% per level after 40.

If your using 2H large weapons your melee mod recieves a 2x multiplier to your melee stat for the purpose of calculating the damage. Str based characters also recieve an additional bonus.

Melee factor (MF)''' is a measure of how close you are to a pure fighter. Each class is''' given a value between 1 and 0 which determines how close to a fighter it is. For each level in a class you have sum this number and do the same for your other classes, then divide this total sum by 40 to get the MF.

MF .25: Wiz, and Sorc

MF .5: Cleric, Druid, Pale Master

MF .625: Shifter, Bard

MF .875: Fighters, Harper Scouts, and RDD

MF .75: All others

Example: 20 FTR 20 Wiz

MF =  ((20*.875)+(20*.25))/40= 0.5625  Characters gain a Damage depending on your melee factor, with MF 1 accumulating them the fastest, and lower MF get a slower progression. This extra bonus is modified by runes. The damage bonuses are applied as temporary effects on the character's weapon, but are only applied if they exceed existing damage on the weapon already. Subsequently many 12 and 24 QP ( Quest Point )  weapons have alternate  versions meant to optimize them for players with alot of post 40. The damage cap for each damage type is 40d20. The damage is distributed among all types of elemental, and energy damage types.

Please note, due to a display bug with the character sheet, some damage incriments at high levels show on the sheet as -128. However if you check your combat log, you will see the appropiate amount of dmg is being applied.

The post 40 Temp HP calculation is: [(True level-40)* (1+MF+Con modifier+ 1 (for toughness) + 1 (for each of the (EPIC Toughness) ET bonuses)]/2 ET bonuses are 1 for ET 1, 2 for ET 2 and 3, 3 for ET 4, 4 for ET 5, 5 for ET 6 and 7, 6 for ET 8, 7 for ET 9, and 8 for ET 10.

Regen does not replenish this, but resting, restores, and heals do.

Required experience is the same as below 40, so to go from lvl 99 -> 100 you will need 99k XP.

Aventia does not impose a level limit but the maximum experience in NWN is 2,147,483,648.

All spells gain 1% damage and/or duration per post40 level if a pure caster. If a mix of caster and non caster you get a % of this (e.g. 20 wiz, 20 ftr would get 1%*(20/40)=0.5%

The spell Epic Warding gains 1% on both the total damage that can be absorbed and the duration.

All the different spell mantles get 1% per post40 level on the number of absorbed spells.

All aspects of a Bards song (or Curse) gain 1% per post40 level.

Your Effective Turn level is your Level x Turn Undead Class Levels/40.

The post 40 attack bonus calculation is post 40 level/40 * MF(including runes). So a MF 1 toon will get their first post 40 ab (not including from PEL ability stats applied to melee stat) at level 80 (and every 40 levels after.) If that same toon has an epic melee rune (which boosts AB by 1.0) they will get their first post 40 ab bonus at level 60 (and every 20 levels thereafter.) These are uncapped, stack with buffs and weapon properties.

Many spells have been changed, they are listed here by level (where ambiguous i went for the lower level). lvl stands for Caster Level

Level 9: Divine
IX
 * * Elemental Swarm - Uses same powered up Elementals as Summon


 * * Gate - Balor beefed up

immunity
 * * Implosion - Reduces Targets HP by 80%, 20% if save, no


 * * Mass Heal - Damage capped at 5/lvl vs Undead

on a failed reflex, no evasion, Decreasing damage, Only 1 at a time
 * * Storm of Vengeance - d6/lvlx1.1 Acid and the same Electric

1/lvl rounds
 * * Summon IX - 20 different elementals, buffed, Duration: 10 +


 * * UEF, doubled ac increase ( Dodge ac )

Level 9: Arcane
DC is Spell DC + ability modifier + D20 vs Str, Paralysis immunity does not help, Duration: CL/13 rounds
 * * Bigby's Crushing Hand - Up to 20 hands. Damage: 2/lvl Blud,

every damage, no rift hit
 * * Black Blade of Disaster - Summon improved, small amounts of

time it is cast on a certain target
 * * Energy Drain - increased to 2d6, and effect is halved each


 * * Gate - Balor beefed up

evasion
 * * Meteor Swarm - d6/lvl Blud no save Power+20, d6/lvl Fire no


 * * Power Word Kill - 12HP/lvl + post40 is the death limit

1/lvl rounds
 * * Summon IX - 20 different elementals, buffed, Duration: 10 +

1 round. 2 min cool down.
 * * Time Stop - localized, paralyzes all hostiles in range for

or silenced makes immune, On a successful save base damage  increased to 10d12+ CL+ post 40, and target is immune to spell for 4 rounds
 * * Wail of the Banshee - Targets killed instantly, Being deaf

successful save base dmg increased to 10d12+ CL+ post 40, and target is immune to spell for 2 rounds.
 * * Weird - No fort save, Stopped by Mind Immunity, On a

Level 8 Spells
to 15 based on magicPost40, Y can be 6,8 or 10 depending on caster level (doesnt stack with neg damage on weapon, gets multiplied on crits) in addition to the dispell effect
 * * Blackstaff, doubled enhancement bonus to +8, and adds  XDY negative damage to weapon, X goes from 3


 * * Greater Sanctuary: 2 min cool down

and  up to 3x the CL HD worth of creatures (i.e. a lvl 40 caster could charm 1 80HD creature, or 2 40HD creatures, ect...)
 * * Mass Charm, can now charm humanoids with up to 2x CL HD,

damage
 * * Aura vs alignment, doubled all bonuses (except SR), and

lvl/2
 * * Bigby's Clenched Fist - Up to 10 hands are cast. Duration:


 * * Bombardment - d10/lvl Sonic, Cannot be resisted

targets that take full damage, Druids have 5% chance of inducing a death save  if over lvl 19.
 * * Earthquake - d10/lvl Magical, Cannot be resisted, KDs


 * * Firestorm, uncapped, and increased base dmg to d10


 * * Greater Planar Binding - Avenger and Slaad Summons buffed

immune
 * * Horrid Wilting - d12 per caster level undead and constructs

damage, only 1 at time
 * * Incendiary Cloud - d6/lvl, No onenter damage, Decreasing

of points absorbed equal to 30 * Duration
 * * Premonition- DR increased to +10/30 with a maximum number

10 + 1/lvl rounds
 * * Summon VIII - 20 different elementals, beefed up, Duration:

on save
 * * Sunbeam- Uncapped, and increased base damage to d10, 10d10

positive,
 * * Sunburst: base dmg d10, level uncapped, changed damage to

Level 7 Spells

 * * Aura of vitality, doubled all bonuses.

Spell DC + ability modifier + d20 vs a str check, Paralysis immunity will stop, Duration: CL/15
 * * Bigby's Grasping Hand - Up to 20 hands are cast. DC is

d4 d2 /lvl, Druids cause lvl% Spell Failure
 * * Creeping Doom - 7 rounds, ramp up then down, d2 d4 d6 d8 d6

damage on reflex save along with its 1d4 fire damage/lvl
 * * Delayed Blast Fireball - added 1d4 blug per level with 1/2


 * * Destruction - d10/lvl on successful save


 * * Great Thunderclap - d8/lvl, save vs deaf, stun, knockdown

4 rounds, and dmage on save increased to 10d12 +CL
 * * Finger of Death - On a successful save immune to spell for


 * * Firestorm, uncapped, and increased base dmg to d8

increased base dmg to d8
 * * Prismatic Spray, has 50% chance at applying 2 effects,


 * * Power Word Stun - 12HP/lvl + post40 is the stun limit

stun and blind
 * * Word of Faith - d8/lvl Sonic, kills summons, save vs deaf


 * * Shadow Shield: Neg  dmg immune is 10% + CL caped at 30%

rounds
 * * Summon VII - 20 different elementals, Duration: 10 + 1/lvl

Level 6 Spells
Metal armor the DC is increased
 * * Chain Lightning - d8/lvl, No evasion primary target, vs

otherwise
 * * Crumble, kills constructs that fail a fort save does d8*CL

enemies with in the area to have 5% dmg vunerability to all types, which increases to a max of 25% with post 40
 * * Dirge creates an aura aoe around the bard which causes


 * * Issacs Greater Missile Storm- 8d6/missile and up to 10 missiles.

damage, Duration: Caster/2, Only 1 at a time
 * * Acid Fog - d4/lvl +1/lvl, No entry damage, Decreasing

ability modifier, additional slow effect
 * * Bigby's Forcefull Hand - Caster's roll is d20 + Spell DC, +


 * * Blade Barrier - d8/lvl No onenter damage, Only 1 at a time


 * * Energy buffer, doubled amount absorbed


 * * Flesh to Stone - 25 Second Duration

no post40 duration
 * * Greater Sanctucary - 24 Second duration, 4 minute cooldown,

round of duration and gives 10% slashing immune + 1% per 4 wiz and/or sorc and or druid levels.
 * * Greater Stoneskin, increased to +7, with 20 Points per


 * * Harm - Damage capped at 5/lvl + 100


 * * Heal - Damage capped at 5/lvl + 100 vs Undead


 * * Planar Binding - Archon and Slaad Summons buffed

for death effect
 * * Prismatic Spray - Damage portions are d6/lvl, no immunity


 * * Regenerate, increased to 8

rounds
 * * Summon VI - Tiger Summon buffed, Duration: 10 + 1/lvl

Already has post40 magic mod applied to hit dice effected.
 * * Undeath to Death- Removed cap of 20d4 hit dice turned.

Level 5 Spells

 * * Awaken, boosted

the DC is increased
 * * Ball LIghtning - d4/lvl + 4/lvl, one ball, vs metal armor

(uncapped)
 * * Circle of doom, reduced to d6, but made x CL instead of +CL

damage, Duration: Caster/2, Only 1 at a time
 * * Cloudkill - d6/lvl +1/lvl No entry damage, Decreasing

for 9 secs if it takes full damage
 * * Cone of Cold - d6/lvl, and 25% chance of petrifying target

up to lvl 2 spells, and gives 30% conceal.
 * * Ethereal Visage (6 for mages) now soaks +9/20, and absorbs


 * * Firebrand - d6/lvl


 * * Healing Circle, uncapped, and increased base to d8


 * * Ice Storm - does 2d4 BLUDG +2d6 ICE every 3 levels


 * * Inferno - d3/lvl

Shifter damage depends on those class levels, and gives 10% immune to acid plus 1% per 2 wiz and/or sorc levels.
 * * Mestil's Acid Sheath - Damage: 2/lvl+1d6, Palemaster and


 * * Monstrous regeneration, increased to 6.

doubled its' multiplier
 * * Slay living, increased base dmg successful save to d10, and


 * * Stoneskin- 10 Points per round of duration


 * * Summon V - Bear Summon buffed, Duration: 10 + 1/lvl rounds

Level 4 Spells
5% dmg vunerability to all damage types. Increases with post 40 (caps at 50% vunerability)
 * * Bestow curse now lowers all ability scores by 2, and gives

adds  XDY Positive damage to weapon, X goes from 3 to 15 based on magicPost40, Y can be 6,8,10 or 20 depending on caster level (doesnt stack with divine damage on weapon, gets multiplied on crits)
 * * Holy Sword - Dual wielders will get both weapons done, and

missiles.
 * * Issac's Lesser Missle Storm- 4d6/missile, up to 10

% immune to all damage types +1% per 20 post 40 lvls to a max of 10%, which lasts 3 min. Casting again within that time frame, will merely reset the cool down timer.
 * * Warcry, does nothing if not a bard casting it, and gives 1

Shifter damage depends on those class levels and gives 10% immune to fire, cold and electrical plus 1% per 3 wiz and or sorc levels
 * * Elemental Shield - Damage: 1/lvl+1d6, Palemaster and

cast on a certain target
 * * Enervation - No save, d6, effect is halved each time it is

d3xCL
 * * Everads Black Tentacles - Has a check of monsters AC vs


 * * Flame Strike - uncapped, and increased base to d6


 * * Hammer of Gods - Increased base dmg to d6 +1/lvl


 * * Ice storm does 2d4 BLUDG +2d6 ICE every 3 levels


 * * Inflict wounds, doubled

trickery domain.)
 * * Improved invis, reduced concealment to 20% (Except for

On a successful save increased to 10d8, and immune to spell for 4 rounds
 * * Phantasmal Killer - No fort save, Stopped by Mind Immunity,

rounds
 * * Summon IV- Spider Summon buffed, Duration: 10 + 1/lvl

Duration: lvl/3
 * * Wall of Fire - d6/lvl, No onenter, Decreasing damage,

Level 3 Spells
wielders will get both weapons buffed, and it adds XDY positive damage to weapon (vs favored enemy), X goes from 3 to 15 based on magicPost40, Y can be 6,8 or 10 baased off # of Ranger levels.
 * * Blade thirst-  Dual

adds  XDY fire damage to weapon, X goes from 3 to 10 based on magicPost40, Y can be 4,6,8 or 10 depending on caster level (doesnt stack with fire damage on weapon, gets multiplied on crits)
 * * Darkfire - Dual wielders will get both weapons flamed, and

and starting at level 50 the animal companion gains 1% immune per 10 levels to all dmg types while this spell is active
 * * Magic fang (and greater): Damage bonus has been doubled,

dmg +1% per 2 cleric levels (it still gives immune to negative effect like level drain, ability drain).
 * * Negative energy protection- base of 10% immune to negative


 * * Spike Growth- 2d12, 50% slow.

shield plus 10 % immune to sonic plus 1% per 3 bard levels
 * * Wounding Whispers gives 1d6 per bard caster level damage

d4, and increased multiplier to 10
 * * Flame Arrow, decreased base to

will get both weapons done
 * * GMW, increased enhancement bonus to +7, and dual wielders


 * * Infestation of Maggots, increased multiplier for dmg to 10

multiplier to 10
 * * Healing sting, reduced base dmg to d4, and increased


 * * Magic vestment, doubled ac increase from magic vestment

caster str check to CL/2 from CL/4
 * * Negative energy burst, increased base to 12, and changed


 * * Quillfire, reduced base dmg to d4, and uncapped

everything else, uncapped
 * * Searing light, d10 vs undead, d8 vs constructs, d6 against


 * * Vampiric touch, reduced base dmg to d4, and uncapped

Druids, No Evasion, VS Metal armor DC is increased - if weather is rainy does +1 damage per Cater Level
 * * Call Lightning - d4/lvl damage for Clerics, x1.4 for


 * * Displacement, reduced concealment to 15%

+ d20 vs Trap DC, uses skill if higher
 * * Find Traps - Disables traps in 30 ft radius, your Spell DC


 * * Fireball - d4/lvl + 1/lvl


 * * Keen Edge - Dual wielders will get both weapons done

increased
 * * Lightning Bolt - d6/lvl uncapped, vs Metal armor DC is


 * * Mestil's Acid Breath- Max of 40d4

per round of duration. With the normal cap of 30 points per attack.
 * * Protection from Elements- Cap 30 point of damage absorbed


 * * Prayer - Negative effects will not effect neutral NPC

increased
 * * Scintillating Sphere - d4/lvl + 1/lvl, vs Metal armor DC is


 * * Summon III - Dire Wolf buffed, Duration: 10 + 1/lvl rounds

Level 2 Spells
up to +14 for pure druids, 13 for lvl 38+ druids, 12 for lvl 35+ druids, ect...... Capped at +7 Natural at lvl 23 for Cleric
 * * Barkskin - base 4 AC (natural armor), increasing for druids

flamed, and adds  XDY sonic damage to weapon, X goes from 3 to 10 based on magicPost40, Y can be 4,6,8 or 10 depending on caster level (doesnt stack with sonic damage on weapon, gets multiplied on crits.
 * * Deafening Clang - Dual wielders will get both weapons

per 4 wiz or sorc levels
 * * Death Armor- Uncapped, and gives 10% magic immune plus 1%

undead this is cast on gains 1% immune per 10 levels to all dmg types while this spell is active
 * * Stone bones AC is doubled, and starting at level 50 the


 * * Web - No onenter, Only 1 at a time


 * * Aid, quadrupled HP bonus


 * * Aura of Glory, doubled all effects


 * * Balagarn's iron horn, uncapped


 * * Combust, reduced base dmg to d6, and uncapped


 * * Darkness - Duration: lvl/2


 * * Flamelash, increased base dmg to d8

and adds  XDY fire damage to weapon, X goes from 3 to 10 based on magicPost40, Y can be 4,6,8 or 10 depending on caster level (doesnt stack with fire damage on weapon, gets multiplied on crits.
 * * Flame Weapon - Dual wielders will get both weapons flamed,

uncapped
 * * Gedlee's electic loop, decreased base dmg to d4, and

Lock DC, uses Open Lock Skill if it's higher then DC
 * * Knock - Opens locks in 50 ft radius, your Spell DC + d20 vs

multiplier to 10
 * * Melf's acid arrow, decreased base to d4, and increased

caster lvl to 20
 * * Negative Energy Ray, increased base damage to d4, and max


 * * Sound Burst, reduced base to d4, and uncapped

Level 1 Spells
cleric levels.
 * * Entropic Shield- Gives 10% immune to pierce plus 1% per 4

sorc levels.
 * * Iron Guts- Guts 5% bludgeoning immune + 1% per 4 wiz and/or

weapons flamed, and adds  XDY sonic or positive damage to weapon, X goes from 3 to 10 based on magicPost40, Y can be 4,6,8 or 10 depending on caster level
 * * Amplify AND Bless weapon Dual wielders will get both


 * * Balagrn's Horn d20 +Str vs d20 + (2xCL)


 * * Bless, Doubled bonuses


 * * Burning hands, reduced to d3, and uncapped

caps at 20
 * *Divine Favor  :+1ab/dmg per 5 caster lvls and gets post40

of duration. With the normal cap of 20 points per attack.
 * * Endure Elements- Cap 20 point of damage absorbed per round


 * * Horizkaul's boom, reduced to d3, and uncapped

uncapped
 * * Ice Dagger,  d4, and


 * * Mage armor, doubled


 * * Magic fang (and greater): Damage bonus has been doubled.


 * * Magic Missile- 2d6+1/missile up to 10 missiles.


 * * Negative Energy Ray, decreased base to d3, and uncapped


 * * Protection from alignment, doubled bonuses

to 12
 * * Ray of emfeblment, reduced to d3, but increased the CL cap

per 4 CL
 * * Shield of faith, doubled ac cap, 10% positive immune +1%


 * * True strike now is +10, but duration is 2 + CL

cantrips

 * * Resistance, doubled bonus

Feat/Ability changes
detailed here

Monks may take the feat Zen Archery to use Wis as the stat determining melee AB provided they don't have weapon finesse and their Wis is higher than their STR.

Whirl WInd

-Base radius is increased to 7 meters (10 for imp WW)

-Starting at level 41 WW damage nova range begins to increase (base 3 m, 4 if imp ww), and has a chance of doing a damage nova (magical damage) which gets stronger with post 40.

Turn Undead:

TurnLevel = (Cleric+Paladin+Blackguard+chaMOD) with magic post40 applied after if monster HD is less than the turnLevel you can turn it, and u can turn as many HD as TurnLevel  The caster's HD continues to increase post 40 for the purposes of this ability. Sun domain gets a 25% boost to turn Lvl

Toughness adds 1 HP to your post 40 HP every post 40 level.

Epic Toughness adds 1 HP per post 40 level, 2 for ET 2 and 3, 3 for ET 4, 4 for ET 5, 5 for ET 6 and 7, 6 for ET 8, 7 for ET 9, and 8 for ET 10 per post 40 level.

 

Spell penetration:

These feats now give +10, 20, and 30 respectively.

Smite

base dmg has been doubled (including that from GS feats), and it gets a 1% dmg increase for every level over 40. E.G. a level 40 pure pally with GS10 will do 880 dmg on a smite, and that same build at level 140 will do 1760 dmg, ect...

(((Note these traps are bugged in that only the first entering creature is damaged, and any creatures (including party members) withing in it's zone. )))

===-New elite traps are available from the rogue merchant and kits can be purchased for 2 QP. The specifics are:===

* Elite Magical Trap ( d4 magical dmg per level, with post 40, and a Reflex save vs

* Elite Negative Trap ( d4 negative dmg per level, with post 40, and a Reflex save vs Traps against d8 + 1 Level Drain[Permanent])

* Elite Piercing Trap ( d4 piercing dmg per level, with post 40, and a Reflex save vs Traps against 75% movement speed decrease[d4 + 1 rounds])

* Elite Positive Trap ( d4 positive dmg per level, with post 40, and a Reflex save vs Traps against Confusion[d4 + 1 rounds])

* Elite Slashing Trap ( d4 slashing dmg per level, with post 40, and a Reflex save vs Traps against Curse -10 stats[Permanent])

* Elite Sonic Trap ( d4 sonic dmg per level, with post 40, and a Reflex save vs Traps against Stun[d4 + 1 rounds])

* Elite Acid Trap ( d4 Acid dmg per level, with post 40, and a Reflex save vs Traps against Paralysis[d4 + 1 rounds])

* Elite Bludgeoning Trap ( d4 Bludg dmg per level, with post 40, and a Reflex save vs Traps against Knockdown[d4 + 1 rounds])

* Elite Frost Trap ( d4 cold dmg per level, with post 40, and a Reflex save vs Traps against Petrify[d4 + 1 rounds])

* Elite Divine Trap ( d6 Divine dmg per level, with post 40, and a Reflex save vs Traps against Blindness[Permanent})

* Elite Electrical Trap ( d4 electrical dmg per level, with post 40, and a Reflex save vs Traps against Daze[d4 + 1 rounds]

* Elite Fire Trap ( d4 fire dmg per level, with post 40, and a Reflex save vs Traps against d8 + 1 CON Drain[Permanent])

===-Monks also may take the feat Zen Archery to use Wis as the stat determining melee AB provided they don't have weapon finesse and their Wis is higher than their STR, but only the updated monk weapons will receive the monk uBAB bonus (e.g. increased APR.)===

===-Assassins may also take the feat Dirty Fighting, and if they have 10 or more assassin levels can use INT as the stat determining melee AB/AC provided they don't have weapon finesse and their INT is higher than their STR. (AC respects MDB on armors.)===

===-Bards, BG, CoT, and Pallys may take the feat Inproved Initiative, and if they have 10 or more BG/COT/Pally/Bard levels can use Cha as the stat determining melee AB provided they don't have weapon finesse and their Cha is higher than their STR.===

Evasion: On sucessful save you take 1/4 dmg instead of none

Improved Evasion: On sucessful save you take 1/4 dmg instead of none, and on failed save half dmg like normal.

Summons

A number of other summons have been beefed up.

EPIC SUMMONS

-The Dragon Knight is now a half dragon lvl 60 and has 3000 HP, along with a large number of spells as special abilites.

-Mummy Dust:

The mummy is now a lvl 60 Fighter with 1900 HP and +8 weapons.

-Epic Fiendish Servant:

The BG may summon a powerfull Vrock with 2000 HP, and increased survivability.

All of these are 2x/rest.

Epic Warding (dmg absorbed, and duration), Exchanged 20 resists + 50 reduction for: 50 to all 3 physical resists that expires after the the same absorb calc diminishes.

Mage Armor (+10 AC bonuses, duration)

Ruin (dmg increased, dc increased, and ability to shattered petrified/frozen targets)- Recharges every 3 min.

Hellball (dmg increased, extra dmg type added (cold), and DC increased) all have post 40 (dmg and/or duration.)- Recharges every 5 min.

((Doubled the attack bonuses, save bonuses, and increased the damage bonus to cap at 20.

The duration for these two feats has been doubled, and if you have the Extend spell feat the duration is tripled instead of doubled.))

Divine  Shield:

- Added 1d6 + 2 per casterlvl dmg shield

- Modified the AC bonus to Shield type

- Capped max AC of 20

-Gives 10% immune to divine + 1% per (cleric+pally+CoT lvls)/2

- Added Post40 Duration like Might had

- Recasting will refresh the duration

Divine Might:

-Dual wielders will get both weapons buffed, and it adds XDY divine damage to weapon, X goes from 3 to 15 based off of your Cha mod and Post40 level, Y can be 6,8 or 10 baased off # of cleric, pally, and BG levels. (stacks with divine damage on weapon [but possibly not post 40 divine dmg], gets multiplied on crits)

- Recasting will refresh the duration

===-Assassins may take the feat Dirty Fighting, and if they have 10 or more assassin levels can use INT as the stat determining melee AB provided they don't have weapon finesse and their INT is higher than their STR.===

Dev Crit now does STR mod x Base weapon dmg x Base weapons critical multiplier x weapon size (1 for tiny up to 4 for large) on failed save, with no instant death effect. The DC is 10 + STR mod + 1/2 HD. This damage is magical, and is applied in addition (stacks) to your planar rift dmg, and the damage you do with whatever weapon your using.

-Unarmed can now get dev crit, and gloves are considered d10, 18-20 threat range, and 2x multiplier. 

Numerous single use per day abilities and feats have been changed to 2 or 3 uses per day, and multiple use per day abilities/feats increased.

Blinding Speed

Requires 25 Dex, but gives you a deflection AC bonus equal your highest melee ability modifier (STR, DEX, CHA, INT, or WIS which ever one you are using) while activated. It lasts your ability modifier in rounds. In addition when it is not active you recieve 7/10 of your bonus as a permanent deflection bonus. This is added at the same time as post 40 bonuses. You still gain haste for the activated duration.

Standard rage, the ability bonuses have been replaced with attack, damage and HP bonuses. The will save increase got changed to reflex.

-The HP bonus is 1 + 1 (if GR) + 1 (if MR) per lvl

===-Barbarians have their DR increased while raging to +1 every 2 levels instead of every 3. This does take Epic DR feats into account but will not double them.===

-If you have Greater Rage (lvl 15) and you are 40+ it will add 0.13 to your Melee Factor. If you have the Epic Feat Mighty rage it will add 0.25.

Mighty Rage  effects are now part of the main rage script so you have the same number of uses as your normal rage, using the Mighty Rage feat itself does nothing.

Terrifying rage, causes a panic for creatures up to 2x the barbs HD on failed save, and does -4 to attack and saves for creatures over 2x the barbs HD

Thundering Rage- Adds XDY electrical damage to weapon, X goes from 3 to 15 based on magicPost40, Y can be 6,8 or 10 based off barb levels. Dual wielders will get both weapons buffed. Ç   ÿÿÿÿ       · Bane of enemies:

In addition to it's original effect, it also now boost the amount of damage added from blade thirst up to a maximum of d20 (ranger lvl 31+), and d10 (for rangers 21+)

Auto Still Spell:

1, 2, 3- Add 3.4 to the amount of dr the caster can wear. So that Auto Still Spell 3 allows a pure  mage +10 to the DR they can wear (in other words 30/)

Most Classes remain largely intact however there are some some small changes detailed here.

WM can obtain an item (the Weapon Master's War Stone)  from the alberg mountain store that allows them to use a ki strike useage to deal automatic dmg based off the WM's equiped weapon and either their str or dex modifier which ever is higher.

Shifter:
All your items will now merge when shifting to any form. Special abilities of alot of the forms have been changed. The primary mele base stat has been upgraded so that with +12 from items in that stat they will have a minimum of 34 allowing them to be able to get planar rift too just like everyone else. Also at least one shape in each form now has a mele weapon (excluding dragon/wyrmling), and all unarmed shapes use kamas (including dragon and wyrmling) so they get their base -weapons merged as well, and monk hybrids can make use of flurry. Demon Flesh golem, specter, and Azer have been given a quarterstaff, medusa has been given an unlimited amo bow, Epic drider was given a katana, and the epic kobold was given a kukri, all so they could make use of the monk UBAB with those items. All armed (not with a kama) shapes that don't have 3 other special abilities, got divine power added to give a BAB increase (hence an extra attack.) Many appearances have been changed.

-All the wyrmlings have alternate pulse abilities, and red has bolt of fire.

-Gargoyle has crumble, and the epic also has bolt of shards, and stone hold

-Drow warrior has displacement and sunburst

-Lizard folk has bolt of KD and epic also has quillfire

-Stone Golem, golem slam, hurl rocks and bombardment

-Iron Golem has Posion Gas, golem slam and cone of acid

-minotaur whirl wind, and epic minotaur imp WW and flame lash

-Medusa Gaze of Paralysis, and acid bolt with post 40

-Dire Tiger the unnatural aura, greater ferocity, and sonic howl

-Replaced Acid Breath of Rak for Black Staff

-Vampire has Shadow blend with 50% conceal, and vampiric touch

-Epic Drider Natures Balance, and changed magic missile to greater missile swarm for the epic and lesser for the non epic.

-Death slad has slay living, and holy pulse added

-Azer has fire bolt dded

-Epic Kobold, has improved invis, and darkness added

-Dragon Shapes have winged buffet, and the red and blue have auras added, and green has a secondary breath (weaken)

-Demonflesh golem has firestorm and improved evasion added.

-Epic Manticore spikes, dmg has been doubled, and gave it creeping doom as well as quillfire.

-Harpy added captivating song is similar to bard curse and gets better with post 40, as well as stunning howl. Epic has death howl, captivating, and sonic howl.

-Epic Basilisk added quill fire

-Specter added pulse negative

-Mind Flyer, added extract brain ability, and replaced mind blast with psionic mass concussion (with post 40), and internal barrier with beholder anti magic cone (25%)

Shadowdancer:
-Shadow Evade- Can give up to 50% conceal, 20/+20, +7 AC at 30 SD levels, to 20% Conceal, +7/5, and 4 AC at 4 SD levels, and lasts 20 rounds.

If you have the Epic Shadowlord feat your shadow will be a lvl40 Fighter with 1300 HP no matter how many Shadowdancer levels you have.

Rogue:
-Assassins, Blackguards, and Rogues all now get post 40 to their sneak attacks added into their planar rift damage. Normal sneaks still apply when possible, but the post 40 sneak damage occurs on every hit to every spawn type provided your mele stat is high enough to get planar rift.

-Rogues may aquire elite traps and trap kits which have post 40. See feats

RDD
Dragon breath has been increased for damage and DC, and given post 40.

Ranger
-Animal companions have beefed up stats and hitpoints.

-Rangers got a huge boost from Blade thirst (see spells)

-Bane See feats.

-Rangers also have the penalty from dual wielding reduced by 2 if 9 rangers levels or more, and wearing robes or light armors.

PDK:
-Last Stand gives 10% immune to all dmg types, and +10 regen to all party members. This increases by 1% of the base per post 40 level, capping at 40% immune and +40 regen. 1x per day, duration is 2 min.

-Rallying Cry gives party members 1 extra APR, and +5 to attack, for 10 * PDK lvls/2 rounds duration 3x per day.

-Heroic Shield adds 3d PDK levels shield ac for 10* PDK lvls/2 rounds duration. 3x/day

-Inspire Courage adds 5 to attack, 20 to damage (Magical), 10 to all saves, and lasts 10 * PDK lvls/2 rounds duration. 3x per day

-Oath of wrath now casts mass resurrection/heal. 1x/day

Palemaster
Almost all of the greater undead summons from epic levels have gained HP. The casters from lvl 22 onwards have had their caster levels increased too.

-Undead Graft DC and duration have been increased

-Undead Mastery Touch DC has been increased.

Paladin
You must have 10 Paladin Levels and be Lawfull-Good to weild a Holy Avenger weapon. This also prevents UMD chars from using them.

Casting the spell on your weapon will still work if you do not unequip it.

-Lay of hands has post 40.

-TU- See Feats

-Paladins also got a huge boost from holy sword (see spells)

-See Smite

Monk
-Empty body is 3x per day, and lasts 10 seconds per monk lvl. It is currently 50% concelement

-Wholeness of body has post 40.

-Quivering Palm- changed it to CR (instead of HD) affected being your post 40 level * (monk level/40) * 4 (in other words a lvl 100 pure monk could QP a CR 400 monster provided it isn't crit immune, and fails it's save. If used in PvP the level of the target is considered it's CR, and the CR affected is halved (e.g. a lvl 100 pure monk could QP a lvl 200 PC if it fails it's save.) The dc on the save is still default.

-Monks may also use kama, short and long bows, shurkens, katana, daggers, and quarterstaff with the same BAB progression as unarmed.

Defensive stance:
Dwarven Defenders can now acquire an item from the Alberg Mountain Store (Defender's Manual) that uses their defensive stance ability to temporarily buff their defensive capabilities. It:

Increases HP based off DD levels (gives 1 hp per 5 DD lvls per real level including post 40), and gives 1% immunity to all damage types per DD level.

Druid Polymorphs:
-All appearances have been updated

-Dire Animal shapes, added aura of un-natural, and sonic howl

-Dragon Shapes have winged buffet, and the red and blue have auras in addition to the regular breaths. Green has an additional weaken breath

-Elder Air Elemental Whirlwind DC= 10 + 1/2HD + Wisdom modifier. Damage is a D4(D4(CL)), cold pulse and call lightening

-Elder Fire Elemental, has inferno, fire pulse, and flame strike

-Elder Earth Elemental has Golem Slam, and hurl rocks

-Elder Water elemental, drown pulse now only causes ¼ hp loss, and has individual drown spell as well as pulse of electricty

Also the primary mele base stat has been upgraded so that with +12 from items in that stat they will have a minimum of 34 allowing them to be able to get planar rift too just like everyone else. All unarmed shapes use kamas so they get their base weapons merged as well, and monk hybrids can make use of flurry.

Druid
-All of your items now merge when using Wildshape or Dragonshape.

-Special abilites of some of the elemental shape forms have been made more usefull

-Animal companions have beefed up stats and hitpoints, and get a huge boost from greater magic fang.

-Numerous spell edits.

Cleric / Pally
-Lay of hands has post 40

-Changed Divine Wrath so that the COT gains +2 to attack and saves every 5 levels, a dmg bonus from 3-20, and DR of +20/20 for 30 COT levels, +18/18 for 25+, +16/16 for 20+, +14/14 for 15+, +12/12 for 10+, +10/10 for 5+, down to a base of +3/5. Duration is Cha modifier *3

See spells, and TU and feats.

-Sun Domain give 25% bonus to Turn level

-Turn constructs (destruction domain) does 2x dmg

-Divine Trickery: (Trickery Domain) :

- Changed skills to: +1 per lvl, instead of per 2

- 10 + 1% conceal per casterlvl (50% max)

-  Added extend spell checks like might/shield

Battle Mastery ( War Domain )

Below are the base values for any given cleric level. Damage, Attack Bonus, and Duration receive post40 bonuses. Damage type is Bludgeoning Extend Spell feat doubles the duration. +1 AB/Dex/Con, +2 dmg, and +1/20 per 5 cleric levels

All of these use CHA modifier for duration in rounds and have post40 duration.

Blackguard
-See Epic Summons

-Assassins, Blackguards, and Rogues all now get post 40 to their sneak attacks added into their planar rift damage. Normal sneaks still apply when possible, but the post 40 sneak damage occurs on every hit to every spawn type provided your mele stat is high enough to get planar rift.

-TU- See Feats

-BG Bull's STR- 3x/rest +6 STR, +1AB and +1 Negative Dmg for every 5 lvls, dmg has post40. (basically a BG divine favor)

-BG may get 2 items from the Alberg Mtn. store to cast:

-Aura of Despair - -2 saving throws aura (10 foot radius) 1d6 + BG lvl negative dmg shield becomes a -2 +post40 aura if the BG is lvl 22+

-Corrupt Weapon - +1 vamp regen for every 5 BG lvls, with post40. caps at 20, obviously. +1 Enhancement per 3 BG lvls, caps at +7 (GMW)

-See Smite

Bard
Bard song base bonuses at level 30 bard levels with 100 perform are:

Attack = 5;

Damage = 10;

Will = 5;

Fort = 5;

Reflex = 5;

HP = 140;

AC = 7;

Skill = 20;

Regen = 5;

MindImmune = TRUE;

The caps on song with post 40 are +20 AB, 40d20 Sonic dmg, +20 Saves, Uncapped HP, +20 AC, +20 Regen

Bard curse base bonuses at level 30 bard levels with 100 perform are:

Attack = -4;

Damage = -5;

Will = -5;

Fort = -5;

Reflex = -5;

HP =  -140;

AC = -4;

Skill = -20;

SpellFail = -5;

The caps on Curse with post 40 are -40 ab, -20 saves, -HP is uncapped, -AC is uncapped, -40 skills, and 40% spell failure

-Bards have additional uses for their songs using modified versions of the lich lyrics, and custom instruments which are available from the bard guild merchant. The DC on the lich lyric spells are 10 +cha mod+1/10 perform skill+spell focci feats, and they allow bards to use a song to cast horid wilting, mass charm, nature's balance, and wail. The instruments are party buffs.

-The standard Bard song and curse increase all the way up to lvl 30. For both you need an extra 5 perform per level, which means 100 perform at lvl 30 for max bonuses..

 

Assassin / Blackguard
-Assassins, Blackguards, and Rogues all now get post 40 to their sneak attacks added into their planar rift damage. Normal sneaks still apply when possible, but the post 40 sneak damage occurs on every hit to every spawn type provided your mele stat is high enough to get planar rift.

-Assassin Improved Invisibility ability, gives the assassin Ghost walk ( no collision) for 2 minutes, which allows the assassin to never be cornered in addition to the abilities regular effects.

-Additionally If you have 10 or more assassin levels, and dirty fighting it let's you use Int for your AB and AC (respects max dex bonuses).

Arcane Archer
All the use per day abilities, have been increased in number of uses, and seeker and hail recharge every 5 minutes from last use.

-Arcane Archer Death Arrow- DC 10 + AA Level + the greater of his dex or wisdom mod

-Imbue arrow caster level cap increased to 30, and permanently adds  XDY fire damage to the currently equipped stacks of ammunition, X goes from 3 to 15 based on magicPost40, Y can be 4, 6, 8 or 10 based of number of AA levels.When an AA fires an imbued arrow their current stack gets the damage bonus.

-After about level 40 Seeker arrow, death arrow, and Imbue use what ever dmg types your arrows have (including from the imbue buff), and increases with post 40.

-Hail of arrows and Imbue have post 40 and is boosted by a magic rune

-Also note, dmg on bows are applied on hit provided the dmg on the arrows is of a different type (including post 40).

== Warning : You can only take a subrace once. Some of these change your size, and/or gender appearance. If your applying to an existing character, I would make a test toon first to see some of the effects. Also if you don't like the appearance you can always pay 1 QP ( EDIT: have at least 1 QP in your Journal and you can change your appearance for free without wasting your QP  )   for an appearance change.==

To take a subrace, you can not have entered anything into the subrace field on character creation. If you did this, remake the character with out that, and then use the device in the Aventia loading area.

For a list of the available subraces for each base race see the information sign in the Aventia loading area or the forums.

 Safety Time

When you log into the server you will be made invulnerable for 30 seconds just in case you happen to spawn in on top of some monsters. You will whisper to yourself when this period ends.

 

 

 

Resting & Position Saving

If your under level 40 you can rest every 5 min. if your 40 and over it is increased to every 10 min. When you rest and every 5 minutes after you logon your character and position in the game world are saved.

Your position between a server restart is only saved for a short duration after the server comes back up. So if you want to continue where you left off you must log back in within 5 minutes of it coming back up.

Quest Points (QP) and QP Shards

Quest points are given out by DMs during Quests/Events that they run. They can also be aquired by collecting QP shards from bosses. They can be used to buy a variety of items including special 3QP Quest gear that has been designed by old DMs, custom 12 and 24 QP gear submitted by players, mele and caster runes that increase your damage and duration, or to purchase certain services from DM's such as RDD Re-Rolls, lvl 1 re-dos, ect. See the guidelines on the forums for rules and services. You can find information on quest gear in a room on the Hall of Commerce server.

QP shards are unique items the drop from bosses in addition to their loot. The type that drops depends on the CR of the boss, and the APL that kills it, and the chance of them dropping goes from 40% solo, up to 50% in parties of 10 or more. When you collect all 7 types you can then pay 1 million gold (currently) to the Shard Converter on HoC who will convert them into a QP for you. You can also exchange 1 type of shard into another using the Exchanger on HoC.

Multi Class rulesfor DR:

It totals up all of your (class level * class DR) and then divides by total char levels to work out an average DR. It is then rounded down to the nearest 5.

You will be notified of what DR you can wear during login/rest/restore/level and if you try to wear an item with higher DR than you are allowed.

 

Fast casting spell and item buff rods are available from the Draco merchant on the roof of Castle Du Ralt (Dusk), and in the Kobold Etin Pass (Narian suburbs) via old man Winter for lower levels. Please examine them for the description on their use.

There are 2 types of buff rods in the world which allow you to fast cast your buffs:

1) Spell buff rods. These use spells you have memorized, or still have spell uses for (in the case of Sorc and Bards), and have to be pre-loaded onto the rod. You will fast cast them if not in combat, otherwise will cast like normal.

2) Item buff rods. These take spells from an item (and destroy the item in the process), and allow you to store up to 20 spell buffs on a rod. These will fast cast regardless of if you are in combat or not. It only pulls spells from items (and destroys the original item) if the item has a spell buff not already stored. Examine the item for more details. Note: If you drop or barter the buff rod, it will be cleared.

These are available in 2 locations. One is on the roof of Ralt's Castle on Dusk for higher levels, the other for lower levels is rumored to be from old man winter through the kobold caves on Naria.

Armor bonuses and penalties :

 * DR ( Damage Reduction )  limitations per class.


 * 50/-

Fighter

Weapon master

Dwarven defender


 * 40/-

Champion of Torm

Cleric

Paladin

Blackguard

Ranger

Barbarian

Purple dragon knight


 * 35/-

Arcane archer

Harper

Bard

Red dragon disciple

Druid

Shifter


 * 30/

Assassin

Rogue

Shadowdancer

Monk

Sorcerer

Wizard


 * 20/

Pale master

The max dex bonuses (MDB) are server side, so when you view armor it will display the normal bonuses, however our edit does take effect, you will be able to see it on the character sheet, and are as follows:

Full plate has MDB of 12

Half plate has MDB of 14

Banded/splint mail has MDB of 16

Breastplate and chain mail has MDB of 18

Chain shirt and scale mail has MDB of 20

Hide and stuffed leather has MDB of 22

Leather has MDB of 24

Padded has MDB of 26

Cloth has MDB of 100

Armors recieve bonuses to reflex saves vs fire and cold spells, as well as penalties vs electrical spells as follows:

Full plate -8 vs elect, +8 vs cold/fire

Half plate -7vs elect, +7 vs cold/fire

Banded/splint mail -6 vs elect, +6 vs cold/fire

Breastplate and chain mail -5 vs elect, +5 vs cold/fire

Chain shirt and scale mail -4 vs elect, +4 vs cold/fire

Hide and stuffed leather -3 vs elect, +3 vs cold/fire

Leather has -2 vs elect, +2 vs cold/fire

Padded has -1 vs elect, +1 vs cold/fire

Cloth none

'BG/CoT/Pally/Bard may also take the feat  Inproved Initiative  , and if they have 10 or more BG/COT/Pally/Bard levels  can use Cha as the stat determining  AB provided they don't have weapon finesse and their Cha is higher than their STR.

===-Monks also may take the feat Zen Archery to use Wis as the stat determining melee AB provided they don't have weapon finesse and their Wis is higher than their STR, but only the updated monk weapons will receive the monk uBAB bonus (e.g. increased APR.)===

===-Assassins may also take the feat Dirty Fighting, and if they have 10 or more assassin levels can use INT as the stat determining melee AB/AC provided they don't have weapon finesse and their INT is higher than their STR. (AC respects MDB on armors.)===