<?xml version="1.0"?>
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	<id>https://ns4ee.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Garn</id>
	<title>Neversummer 4 EE Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ns4ee.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Garn"/>
	<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php/Special:Contributions/Garn"/>
	<updated>2026-04-29T12:12:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Tiefling_Mercenary_Tunic&amp;diff=9158</id>
		<title>Tiefling Mercenary Tunic</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Tiefling_Mercenary_Tunic&amp;diff=9158"/>
		<updated>2025-10-26T19:37:10Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Tiefling Mercenary Tunic|&lt;br /&gt;
Desc=Piecemeal or complete armors of this grade are meager protection, no better than garments made of cloth or even rags.|&lt;br /&gt;
Lvl=40|&lt;br /&gt;
Enhance=0|&lt;br /&gt;
Dex=None|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
ACP=0|&lt;br /&gt;
Type=None|&lt;br /&gt;
Fail=0%|&lt;br /&gt;
Weight=1.0|&lt;br /&gt;
Add=Slashing Resist 10 / -, Bludgeoning Resist 10 / -|&lt;br /&gt;
Ele=0|&lt;br /&gt;
AddImm=Slashing 10% Damage Immunity, Bludgeoning 10% Damage Immunity|&lt;br /&gt;
EleImm=None|}}&lt;br /&gt;
'''Bonus Spell Slot:''' [[Wizard]] [[Level 8 Spells|Level 8]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus Spell Slot:''' [[Wizard]] [[Level 9 Spells|Level 9]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus Spell Slot:''' [[Wizard]] [[Level 9 Spells|Level 9]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:None]]&lt;br /&gt;
[[Category:Planar Items]]&lt;br /&gt;
[[Category:Level 40 Robes]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Tiefling_Mercenary_Tunic&amp;diff=9157</id>
		<title>Tiefling Mercenary Tunic</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Tiefling_Mercenary_Tunic&amp;diff=9157"/>
		<updated>2025-10-26T19:36:17Z</updated>

		<summary type="html">&lt;p&gt;Garn: Created page with &amp;quot;{{Armors| Item=Tiefling Mercenary Tunic| Desc=Piecemeal or complete armors of this grade are meager protection, no better than garments made of cloth or even rags.| Lvl=30| En...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Tiefling Mercenary Tunic|&lt;br /&gt;
Desc=Piecemeal or complete armors of this grade are meager protection, no better than garments made of cloth or even rags.|&lt;br /&gt;
Lvl=30|&lt;br /&gt;
Enhance=0|&lt;br /&gt;
Dex=None|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
ACP=0|&lt;br /&gt;
Type=None|&lt;br /&gt;
Fail=0%|&lt;br /&gt;
Weight=1.0|&lt;br /&gt;
Add=Slashing Resist 10 / -, Bludgeoning Resist 10 / -|&lt;br /&gt;
Ele=0|&lt;br /&gt;
AddImm=Slashing 10% Damage Immunity, Bludgeoning 10% Damage Immunity|&lt;br /&gt;
EleImm=None|}}&lt;br /&gt;
'''Bonus Spell Slot:''' [[Wizard]] [[Level 8 Spells|Level 8]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus Spell Slot:''' [[Wizard]] [[Level 9 Spells|Level 9]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus Spell Slot:''' [[Wizard]] [[Level 9 Spells|Level 9]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:None]]&lt;br /&gt;
[[Category:Planar Items]]&lt;br /&gt;
[[Category:Level 40 Robes]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Faern_Robes&amp;diff=9156</id>
		<title>Faern Robes</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Faern_Robes&amp;diff=9156"/>
		<updated>2025-10-26T19:34:27Z</updated>

		<summary type="html">&lt;p&gt;Garn: adding a missing spacebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Faern Robes|&lt;br /&gt;
Desc=Piecemeal or complete armors of this grade are meager protection, no better than garments made of cloth or even rags.|&lt;br /&gt;
Lvl=30|&lt;br /&gt;
Enhance=0|&lt;br /&gt;
Dex=None|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
ACP=0|&lt;br /&gt;
Type=None|&lt;br /&gt;
Fail=0%|&lt;br /&gt;
Weight=1.0|&lt;br /&gt;
Add=Piercing Resist 20 / -|&lt;br /&gt;
Ele=0|&lt;br /&gt;
AddImm=Piercing 25% Damage Immunity|&lt;br /&gt;
EleImm=None|}}&lt;br /&gt;
'''Bonus Spell Slot:''' [[Wizard]] [[Level 7 Spells|Level 7]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus Spell Slot:''' [[Wizard]] [[Level 8 Spells|Level 8]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:None]]&lt;br /&gt;
[[Category:Planar Items]]&lt;br /&gt;
[[Category:Level 30 Robes]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Hezrou_Brass_Knuckles&amp;diff=9155</id>
		<title>Hezrou Brass Knuckles</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Hezrou_Brass_Knuckles&amp;diff=9155"/>
		<updated>2025-10-26T19:33:27Z</updated>

		<summary type="html">&lt;p&gt;Garn: Created page with &amp;quot;{{Gauntlets| Item=Hezrou Brass Knuckles| Desc=Gloves forged by the god of the sea for use by his generals in battle.| Lvl=35| Bonus=Strength +6|}} '''Attack Bonus:''' +7 &amp;lt;br&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gauntlets|&lt;br /&gt;
Item=Hezrou Brass Knuckles|&lt;br /&gt;
Desc=Gloves forged by the god of the sea for use by his generals in battle.|&lt;br /&gt;
Lvl=35|&lt;br /&gt;
Bonus=Strength +6|}}&lt;br /&gt;
'''Attack Bonus:''' +7 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Bonus:''' +2d12 Bludgeoning Damage &amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Bonus:''' +1d4 Acid Damage &amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Bonus:''' +1 Divine Damage &amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Bonus:''' +1d4 Electrical Damage &amp;lt;br&amp;gt;&lt;br /&gt;
'''Regeneration:''' +1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Use:''' [[Greater Dispelling]] (15) 1 Use/Day&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Hezrou_Shield&amp;diff=9154</id>
		<title>Hezrou Shield</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Hezrou_Shield&amp;diff=9154"/>
		<updated>2025-10-26T19:31:17Z</updated>

		<summary type="html">&lt;p&gt;Garn: Created page with &amp;quot;{{Tower_Shields| Item=Hezrou Shield| Desc=The tower shield is a veritable wall of protection, though it can be quite cumbersome to carry on an adventure.| Lvl=40| ACB=+6| Add=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tower_Shields|&lt;br /&gt;
Item=Hezrou Shield|&lt;br /&gt;
Desc=The tower shield is a veritable wall of protection, though it can be quite cumbersome to carry on an adventure.|&lt;br /&gt;
Lvl=40|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
Add=20/- Bludgeoning Resist|&lt;br /&gt;
AddImm=25% Bludgeoning Immunity|&lt;br /&gt;
EleImm=25% Acid Immunity|}}&lt;br /&gt;
'''Armor Bonus vs. Lawful: +7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Vulnerability:''' 10% Fire Vulnerability &amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Vulnerability:''' 10% Negative Vulnerability&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Tanarukk_Blades&amp;diff=9153</id>
		<title>Tanarukk Blades</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Tanarukk_Blades&amp;diff=9153"/>
		<updated>2025-10-26T19:28:26Z</updated>

		<summary type="html">&lt;p&gt;Garn: Created page with &amp;quot;{{Weapons:Double Axes| Desc=Whatever can be said of the orc race, there is no doubting the impact they have had on warfare. The orc double axe is a perfect example, patterened...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapons:Double Axes|&lt;br /&gt;
Desc=Whatever can be said of the orc race, there is no doubting the impact they have had on warfare. The orc double axe is a perfect example, patterened after their &amp;quot;One blade good, two blades better!&amp;quot; wisdom.|&lt;br /&gt;
Lvl=35|&lt;br /&gt;
Add=+4d10 Slashing Damage|&lt;br /&gt;
Ele=+1d6 Divine Damage, +1d6 Magical Damage|&lt;br /&gt;
Enhance=None|&lt;br /&gt;
Crit=4d6 Damage&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:''' +8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' 10/- Piercing Resist &amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' 10% Piercing Immunity Bonus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' 5% Piercing Immunity Bonus &amp;lt;br&amp;gt;&lt;br /&gt;
'''Keen''' &amp;lt;br&amp;gt;|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Seeker_Arrow(Item)&amp;diff=9146</id>
		<title>Seeker Arrow(Item)</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Seeker_Arrow(Item)&amp;diff=9146"/>
		<updated>2025-10-05T15:56:22Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapons:Arrows|&lt;br /&gt;
Desc=Arrows can very in form and function, but most are 20 to 40 inches long and have some form of fletching (usually feathers) to provide stabilization.|&lt;br /&gt;
Lvl=20|		&lt;br /&gt;
Add=+2d8 Piercing Damage|	&lt;br /&gt;
Ele=+1d8 Fire Damage, +2 Positive Energy Damage vs. Chaotic Evil|}}&lt;br /&gt;
&lt;br /&gt;
Note: This item will only drop if spawned as a [[Unique|{Unique}]] item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Seeker_Arrow(Item)&amp;diff=9145</id>
		<title>Seeker Arrow(Item)</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Seeker_Arrow(Item)&amp;diff=9145"/>
		<updated>2025-10-05T15:55:58Z</updated>

		<summary type="html">&lt;p&gt;Garn: Created page with &amp;quot;{{Weapons:Arrows| Desc=Arrows can very in form and function, but most are 20 to 40 inches long and have some form of fletching (usually feathers) to provide stabilization.| Lv...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapons:Arrows|&lt;br /&gt;
Desc=Arrows can very in form and function, but most are 20 to 40 inches long and have some form of fletching (usually feathers) to provide stabilization.|&lt;br /&gt;
Lvl=20|		&lt;br /&gt;
Add=+2d8 Piercing Damage|	&lt;br /&gt;
Ele=+1d8 Fire Damage, +2 Positive Energy Damage vs. Chaotic Evil|}}&lt;br /&gt;
&lt;br /&gt;
Only drops if spawned as a {Unique} item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Grease&amp;diff=8112</id>
		<title>Grease</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Grease&amp;diff=8112"/>
		<updated>2024-08-27T21:41:46Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells|&lt;br /&gt;
Casters=[[:Category:Mage_Spells#1|Wizard/Sorcerer 1]],&lt;br /&gt;
[[:Category:Bard_Spells#1|Bard 1]],&lt;br /&gt;
[[:Category:Druid_Spells#1|Druid 1]],&lt;br /&gt;
[[:Category:Ranger_Spells#1|Ranger 1]]|&lt;br /&gt;
Innate=1|&lt;br /&gt;
School=[[:Category:Conjuration|Conjuration]]|&lt;br /&gt;
Range=Short|&lt;br /&gt;
Save=Reflex|&lt;br /&gt;
SR=Yes|&lt;br /&gt;
AOE=Medium|&lt;br /&gt;
Duration=2 rounds + 1 round / 3 caster levels|&lt;br /&gt;
Count=[[Freedom of Movement]]|&lt;br /&gt;
Description=A field of churning oil and grease fills the targeted area, causing all creatures caught within the area of effect to move at a slower pace or fall down if they fail the reflex save.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Reflex save on this spell has been capped at 25.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Note:''' This spell doesn't check your bonuses to Saving Throws vs. Spells, such as that from the Skill, Spellcraft.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Conjuration]]&lt;br /&gt;
[[Category:Mage_Spells]]&lt;br /&gt;
[[Category:Bard_Spells]]&lt;br /&gt;
[[Category:Druid_Spells]]&lt;br /&gt;
[[Category:Ranger_Spells]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Grease&amp;diff=8111</id>
		<title>Grease</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Grease&amp;diff=8111"/>
		<updated>2024-08-27T21:41:35Z</updated>

		<summary type="html">&lt;p&gt;Garn: doesn't check spellcraft saves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spells|&lt;br /&gt;
Casters=[[:Category:Mage_Spells#1|Wizard/Sorcerer 1]],&lt;br /&gt;
[[:Category:Bard_Spells#1|Bard 1]],&lt;br /&gt;
[[:Category:Druid_Spells#1|Druid 1]],&lt;br /&gt;
[[:Category:Ranger_Spells#1|Ranger 1]]|&lt;br /&gt;
Innate=1|&lt;br /&gt;
School=[[:Category:Conjuration|Conjuration]]|&lt;br /&gt;
Range=Short|&lt;br /&gt;
Save=Reflex|&lt;br /&gt;
SR=Yes|&lt;br /&gt;
AOE=Medium|&lt;br /&gt;
Duration=2 rounds + 1 round / 3 caster levels|&lt;br /&gt;
Count=[[Freedom of Movement]]|&lt;br /&gt;
Description=A field of churning oil and grease fills the targeted area, causing all creatures caught within the area of effect to move at a slower pace or fall down if they fail the reflex save.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Reflex save on this spell has been capped at 25.&lt;br /&gt;
'''Note:''' This spell doesn't check your bonuses to Saving Throws vs. Spells, such as that from the Skill, Spellcraft.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Conjuration]]&lt;br /&gt;
[[Category:Mage_Spells]]&lt;br /&gt;
[[Category:Bard_Spells]]&lt;br /&gt;
[[Category:Druid_Spells]]&lt;br /&gt;
[[Category:Ranger_Spells]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Staff_of_the_Mountain&amp;diff=8086</id>
		<title>Staff of the Mountain</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Staff_of_the_Mountain&amp;diff=8086"/>
		<updated>2024-08-10T00:30:34Z</updated>

		<summary type="html">&lt;p&gt;Garn: usage restrictions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapons:Magic Staves|&lt;br /&gt;
Desc=This mighty staff was forged deep inside Giant Mountain. It has the power to protect its user from great harm. It was believed to have been crafted by Lord Grezor, the head of the [[:Category: Giants|Giantkin]].|&lt;br /&gt;
Lvl=16|&lt;br /&gt;
Enhance=+3|&lt;br /&gt;
Add=+2d6 Bludgeoning Damage|&lt;br /&gt;
Ele=+1d6 Sonic Damage|&lt;br /&gt;
Crit=2d6 Damage|&lt;br /&gt;
}}&lt;br /&gt;
'''Light:''' Normal (15m) Orange &amp;lt;br&amp;gt;&lt;br /&gt;
'''Regeneration:''' +2 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Use:''' [[Acid Fog]] (11) 2 Charges/Use &amp;lt;br&amp;gt;&lt;br /&gt;
'''Use:''' [[Greater Bull's Strength]] (11) 2 Charges/Use &amp;lt;br&amp;gt;&lt;br /&gt;
'''Use:''' [[Greater Stoneskin]] (11) 2 Charges/Use &amp;lt;br&amp;gt;&lt;br /&gt;
'''Only Useable By:''' [[Sorcerer]], [[Wizard]] &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7847</id>
		<title>Dragon Knight</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7847"/>
		<updated>2024-02-08T14:32:23Z</updated>

		<summary type="html">&lt;p&gt;Garn: solars &amp;amp; balors don't get overwhelming crit, per bargeld&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats|&lt;br /&gt;
Type=General|&lt;br /&gt;
Pre=Epic [[Cleric]]/[[Druid]]/[[Pale Master]]/[[Sorcerer]]/[[Wizard]], Spellcraft 22, Cast 9th level spells|&lt;br /&gt;
Req=None|&lt;br /&gt;
Spec=Casts the Dragon Knight spell 1x per day (see below).|&lt;br /&gt;
Use=Cast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Spells|&lt;br /&gt;
Casters=10|&lt;br /&gt;
Innate=10|&lt;br /&gt;
School=[[:Category:Conjuration|Conjuration]]|&lt;br /&gt;
Range=Short|&lt;br /&gt;
Save=None|&lt;br /&gt;
SR=None|&lt;br /&gt;
AOE=Point|&lt;br /&gt;
Duration=1 turn/level|&lt;br /&gt;
Count=None|&lt;br /&gt;
Description=Summons a Planar creature.  Solar, Slaad, or Balor, depending on the caster's alignment.&lt;br /&gt;
&lt;br /&gt;
All Dragon Knight summons receive the following bonuses:&lt;br /&gt;
&lt;br /&gt;
* An AB, AC, strength, dexterity, and constitution increase equal to the sum of the following:&lt;br /&gt;
** + 3 if the caster is a planar race.  The following subraces are considered planar: [[Aasimar]], [[Tiefling]], [[Githyanki]], [[Githzerai]], [[Air Genasi]], [[Earth Genasi]], [[Fire Genasi]], [[Water Genasi]], [[Azerblood]], and [[Durzagon Fiend]].&lt;br /&gt;
** + 2,4, or 6 for [[Spell Focus]], [[Greater Spell Focus]], or [[Epic Spell Focus]] in [[:Category:Conjuration|Conjuration]] respectively.&lt;br /&gt;
* A spell resistance increase equal to the sum of the above x3.&lt;br /&gt;
* A spot increase of caster level/2.&lt;br /&gt;
* A discipline increase of caster level x3/4.&lt;br /&gt;
* Temporary HP equal to 1d20 for every caster level above the summon's level, maximum 4d20.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Unlike other planar summons, the Dragon Knight summons do not get bonuses from Good or Evil Domain.&lt;br /&gt;
&lt;br /&gt;
See the [[Summons Guide]] for more information.&lt;br /&gt;
&lt;br /&gt;
= Dragon Knight Summons =&lt;br /&gt;
*All summon stats are listed without bonuses from spell focus feats, domains, caster race, or caster level.&lt;br /&gt;
*Use these stats as a base and use the above summon bonus guide to find final stats of your summon.&lt;br /&gt;
*The stats are considered &amp;quot;naked&amp;quot; stats in that they are listed without any bonuses that count towards any caps except for the summons' weapon enchantment bonuses.&lt;br /&gt;
== Solar ==&lt;br /&gt;
*Available to good-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Solar Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:'''44/39/34/29&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 24 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 35%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 65%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats* ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Irrelevant armor and weapon feats not listed&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 33&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 53&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Slaad ==&lt;br /&gt;
*Available to neutral-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 12&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 540&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Slaad Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:''' 44/39/34/29(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 17 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
'''WISDOM:''' +8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 15(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 20%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Acid 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Cold 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 40%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Sonic 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 49&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hide:''' 16&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 31(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 51(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Taunt:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Balor ==&lt;br /&gt;
*Available to evil-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 43&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Balor Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:''' 45/40/35/30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 18 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Chaotic Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Slashing 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 50%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electricity 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 37&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 57&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Feats]]&lt;br /&gt;
[[Category: Spells]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Basic_Endgame_Character_Building_Guidelines&amp;diff=7819</id>
		<title>Basic Endgame Character Building Guidelines</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Basic_Endgame_Character_Building_Guidelines&amp;diff=7819"/>
		<updated>2023-11-20T21:26:19Z</updated>

		<summary type="html">&lt;p&gt;Garn: /* Weapons */ flurry of blows was changed to work for quarterstaves &amp;amp; shurikens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are some very basic guidelines for building strong level 40 characters. You don't have to make a strong level 40 character in order to beat people in PvP or to beat the hardest bosses in PvE, but it certainly helps if you do. If you don't want to read a guide and just build a character, then click the previous/back button in your browser and go do that.&lt;br /&gt;
&lt;br /&gt;
=== PvP vs. PvE ===&lt;br /&gt;
PvE has all been done already, and its easy enough that a group of 10 players of the right roles(not necessarily builds) can reliably beat every boss in the game. Feel free to use PvP characters to do PvE, endgame or not.&amp;lt;br&amp;gt;&lt;br /&gt;
PvP, however, is hard, as it is in all games. This intentionally barebones guide will cover building characters for PvP, though it may be changed in the future to account for PvE as well.&lt;br /&gt;
&lt;br /&gt;
=== Faction ===&lt;br /&gt;
Decide which faction you want to be in before you make your character. All characters have to be in a faction.&amp;lt;br&amp;gt;&lt;br /&gt;
The factions are actually balanced pretty well these days, believe it or not.&amp;lt;br&amp;gt;&lt;br /&gt;
Players generally decide that they are obligated to support one specific faction and its allied faction above all other factions, and new players are encouraged to do so, though some players just try to get PvP wherever they can by playing as all 6 factions.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has its own [[Jobs]], the completion of which bestow permanent bonuses upon your character that persist through death and de-levelling, which usually totals to 2 items with 1 or 2 uses of a significant unique power per day, +1(magical) to one stat and another stat, various magical skill bonuses ranging from +2 to +7, and other miscellaneous bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
You may only do your own faction's jobs, and not those of your ally or enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if you manage to lose enough reputation with your faction, via. friendly fire against an NPC or not, then all of your job bonuses will be lost forever, barring DM intervention.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raiding vs. Defending ===&lt;br /&gt;
PvP on this server is typically a version of capture-the-flag whose playing field spans most of this very large module, and the flags are located in capital cities. You may read the [[Relic System]] page for more information, although this will regardless be briefly explained below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All capital cities are, obviously, guarded by NPCs; there are a good number of these NPCs, whose challenge ratings average out at 19 across all factions.&amp;lt;br&amp;gt;&lt;br /&gt;
However, relic rooms, where the flags are stored, have a chance to spawn with 1-4 epic NPCs, whose challenge ratings are 31-34 or so, do not drop loot(unless its unique), and are no more or less powerful than other typical NPCs of their level; it is extremely frowned upon to, when defending, pump your relic room until you have epic defenders, and people may ostracize and refuse to PvP with you if you do this.&amp;lt;br&amp;gt;&lt;br /&gt;
It is very realistically possible to clean out a relic room that spawns with 4 epic defenders, depending on your build and which faction you're invading, although you'd better hope that theres nobody there to defend the relic room if a few epic NPCs spawn.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot remove a relic(flag) from a relic cradle right away. In order to remove a relic from its relic cradle, you must first slay all hostile NPCs on the map where the relic cradle is, and then you must click on the relic cradle, after which point the relic cradle will put a relevant message in the /shout channel, and the relic cradle will then weaken over a duration of 2-4 minutes or so(variable) until the cradle allows you to take a relic from the cradle(at which point the relic cradle shouts again). If you, at that point, wait for more than 2 rounds or so to take the relic, then the relic cradle will have to be weakened all over again before you can take a cradle out of it.&amp;lt;br&amp;gt;&lt;br /&gt;
After taking an enemy's relic, all of your buffs get dispelled, and then you must carry it all the way back to your or your ally's capital city, and then deposit it into the friendly relic cradle or get a friend to do it for you.&amp;lt;br&amp;gt;&lt;br /&gt;
Invading an enemy's capital city to capture a relic that they have is called raiding, and defending your relic cradle in your or your ally's capital city is called defending.&amp;lt;br&amp;gt;&lt;br /&gt;
Some PvP characters make good raiders, but bad defenders, and some PvP characters make bad raiders, but good defenders, and some PvP characters are good at both. The ones that are not good at both are not necessarily better than other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, when choosing what kind of character to make, consider whether you want your character to raid, defend, or both. Feel free to make a character to kill people out in the world instead, though people don't really do that anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender ===&lt;br /&gt;
Gender has no non-cosmetic effect on your character beyond whether a [[Drow]]'s favored class is Wizard(male) or Cleric(female), which only impacts how fast you'll level up if you pick the relevant class.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
[[Half-Elf|Half-Elves]] are perhaps the only bad race. No items have a racial restriction of half-elf only, and half-elves have no subraces.&amp;lt;br&amp;gt;&lt;br /&gt;
Base races are almost always outclassed by their subraces, though they aren't bad enough that you shouldn't entertain the idea of picking a base race other than half-elf.&amp;lt;br&amp;gt;&lt;br /&gt;
All subraces are good for at least one optimal character build.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, some subraces are Planar races, which means that players with [[Planar Turning]] can turn them. Furthermore, [[Cleric|Clerics]] of the [[Good Domain]] can turn evil planar characters without [[Planar Turning]], and [[Cleric|Clerics]] of the [[Evil Domain]] can turn good planar characters without [[Planar Turning]], although, in the case of the good or evil domain being used to turn you without planar turning, you'll get to add your spell resistance to your turn resistance. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Azerblood]] and elemental genasi are treated as outsiders, rather than as elementals, by [[Turn Undead]]. Spell resistance does increase your turn resistance if the turner doesn't have [[Planar Turning]]. And although good number of people have characters who have &amp;gt;39 levels and planar turning, the benefits of picking a planar race usually outweigh the risk of being turned.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Undead]] has been heavily modified on Neversummer 4; refer to its [[Turn Undead|article]] for more information. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to encourage the diversity of character builds, no further advice will be given about race selection. See [[:Category:Race]] for more details about races and subraces.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
Most classes have been changed in some way or the other from version 1.69 of Neverwinter Nights. Players who want to build a strong character are advised to look up each class that they want to know more about before making a character.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, many class restrictions exist on this server.&amp;lt;br&amp;gt;&lt;br /&gt;
Neversummer 4 has possibly a few hundred optimal PvP character builds, considering '''only''' which classes are picked, and when other factors are considered, excluding which weapon(s) you specialize in(but not how many) and only considering what the gist(key phrase: the gist) of the build is, the number of optimal PvP character builds probably exceeds 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, some classes, at epic levels, receive something called pure class bonuses if they only ever have 1 class.&amp;lt;br&amp;gt;&lt;br /&gt;
All classes have some sort of optimal use or the other, including even [[Harper Scout]]s and [[Purple Dragon Knight]]s, except that characters with more than 35 [[Rogue]] levels kinda suck, str-focused characters with the Epic Blackguard feat are also kinda bad, and undead shape is a wasted feat.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that no one build can beat all other builds; '''all''' builds have a weakness in 1v1. 1v1 PvP is often a game of rock, paper, scissors, so people prefer to engage in group PvP over 1v1 PvP when they can.&amp;lt;br&amp;gt;&lt;br /&gt;
For more information on classes, pure class bonuses, and class restrictions, see [[:Category:Class]] and [[:Category:Factions]].&amp;lt;br&amp;gt;&lt;br /&gt;
In order to encourage people the diversity of builds, no further advice will be given about class selection, except that you shouldn't get [[Undead Shape]] because it sucks.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, read the [[Shifting Guide]] if you plan to make a character that is built around shapeshifting, and be extra sure to read the page on [[Shifter]]s if you plan to make a shifter.&lt;br /&gt;
&lt;br /&gt;
=== Alignments ===&lt;br /&gt;
Some items have alignment restrictions on them, and some of these items are powerful. You won't be missing out on too much if you can't wear it, as slightly-less-powerful alternatives exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Some people make characters who take a number of [[Great Smiting]] feats, and can kill you very quickly and easily if you're of the wrong alignment. Changes have been made on Neversummer 4 that grant high-level [[Paladin|Paladins]] and [[Blackguard|Blackguards]] a token that refreshes their smites unlimited times per day on a cooldown, so smiting is a real consideration when making a character.&amp;lt;br&amp;gt;&lt;br /&gt;
Some endgame NPCs have smite good or smite evil, as well as [[Extra Smiting]] and [[Great Smiting]] X, which can hit for upwards of 500 raw damage, and critically strike even harder.&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Many feats have been changed in Neversummer 4.&amp;lt;br&amp;gt;&lt;br /&gt;
The most prominent examples of these are that the [[Spell Focus]] feats grant bonuses to certain spells beyond increasing their DC, that [[Hellball]] becomes self-friendly at caster lvl 35, and party-friendly at caster level 40(both counting only your highest caster class), that [[Dragon Knight]] and [[Mummy Dust]] were massively buffed, that [[Blinding Speed]] lasts for clvl*2 rounds and offers 1 more dodge AC than haste does, that [[Overwhelming Critical]] additionally increases your critical threat range by 2, stacking with [[Ki Critical]], [[Improved Critical]], and the Keen weapon property, and that [[Devastating Critical]], instead of causing its victim to make fortitude save or die, increases your critical damage multiplier by 1, stacking with [[Increased Multiplier]].&amp;lt;br&amp;gt;&lt;br /&gt;
This does indeed mean that scythes can have 14-20/x6 crits, that rapiers can have 8-20/x4 crits, and overwhelming and devastating critical do work for ranged weapons and unarmed strike, as well as for creature weapons such as dragon claws(via. unarmed strike feats), although [[Weapon Master]]s still can't pick fists or ranged weapons as their weapon of choice. Believe it or not, these changes to overwhelming and devastating critical don't make dex characters bad, but instead allow strength characters to compete with dex characters on roughly equal footing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
Some books in Neversummer 4 are rare and valuable items that have the amazing power to permanently increase your strength, dexterity, constitution, intelligence, wisdom, or charisma by +2 or +4, applying to your character in the same way that subracial stat bonuses do(and stacking with them), and so qualifying you for feats and such. These increases persist through death, and through de-levelling all the way down to to level 1. You may have a combined total of +4 to all stats from these books(subracials and [[Dragon Abilities]] don't count towards or against the cap), and +2 books of the same stat do not stack, and are overwritten by +4 books of its stat.&amp;lt;br&amp;gt;&lt;br /&gt;
Books disappear into thin air after being used, and are non-refundable, although a nice dungeon master might give you a full or partial book refund in exchange for the head of an NPC called The Great Wandering One and the deletion of your character(said character's items can be transferred to another character of yours before deletion).&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty much everybody, even hardcore powergamers, did not make an optimal first character on Neversummer 4, and still wouldn't if someone '''actually''' gave them 6 +4 books because this is all pretty much new ground to tread if you haven't tried building a few characters here before.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 books are obtained by killing NPCs of a challenge rating of 9 or higher that aren't animals or vermin, and by opening most chests associated with enemies of those levels(fine wooden or better). Their drop rate is estimated to be 1/1000, and so they are realistically farmable. CR=9 enemies have the same drop rate as CR=40+ enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
+4 books are obtained by killing NPCs of a challenge rating of 20 or higher that aren't animals or vermin, and by opening most chests associated with enemies of those levels(magical jeweled or better). Their drop rate was recently increased by the devs, and is currently unknown, though they are supposed to be realistically farmable. The higher an enemy's challenge rating, the higher their chance of dropping a +4 book.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
People who use an intelligence book will typically delevel their character to level 1 after using it, in order to get the most out of the book, as skill points are not retroactively granted by intelligence books.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking(so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Most weapon types are currently good for building an optimal character around.&amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, the following few weapon types are not advisable to build your character around, either because they aren't worth the feat or because a high-enough-level option doesn't exist for them; these weapons are the Bastard Sword(which would be okay if not outclassed by the longsword), the Dwarven Waraxe(unless you're a dwarf), the Club(not counting the demonflesh golem's weapon), the Dart, the Light Crossbow, the Throwing Axe, and, unless you know '''exactly''' what you're building, the Sickle.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, you shouldn't build your character around Unarmed Strike if you're a strength-focused character unless you're a shapeshifter of some sort, since the options for hard-hitting gloves that have high strength aren't very good compared to the ones with less strength on them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each weapon type has a maximum available enhancement bonus that ranges between '''+6''' and '''+8''', though the best Shurikens and Sickles are only +5. +6 weapons are not necessarily bad(nor are Shurikens if you use them right), and +8 weapons are not necessarily the best, but if the weapon type you're specialized in has a higher enhancement/attack bonus available than what you're using, then you should probably use that weapon over what you have.&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+6 damage reduction include [[Skull of Demogorgon the Demon Lord]] and [[Nature's Balance]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+7 damage reduction include [[Dragon Shape]] and the [[Red Dragon Disciple]]'s [[Red Dragon Shape]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+8 damage reduction include the [[Earth Genasi]]'s racial token, [[Divine Wrath]] when between 25 and 29 [[Champion of Torm]] levels are used to cast it, [[Shadow Evade]] when between 26 and 29 [[Shadowdancer]] levels are used to cast it, [[Epic Warding]], and Inertial Barrier from Mindflayer Shape from [[Greater Wildshape IV]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+9 damage reduction include Shadow Evade at Shadowdancer lv30, and Divine Wrath for Champion of Torm at lv30. These are the highest available forms of damage reduction available to players.&lt;br /&gt;
&lt;br /&gt;
One-handed endgame weapons will typically have +20 average damage's worth of damage flares on it, 7 of which are non-physical, as well as being keen and having 2d10 massive criticals.&amp;lt;br&amp;gt;&lt;br /&gt;
Double-sided endgame weapons(the good ones) will typically have +30 average damage's worth of damage flares on it, 12.5 of which are non-physical, as well as being keen and having 2d10 or 2d12 massive criticals, 15% to a physical damage immunity, and 10/- to a physical damage resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Large endgame weapons that aren't double-sided(the good ones) will typically have +30-40 average damage's worth of damage flares on it, 10-13 of which are non-physical, as well as being keen and having +2d12 massive criticals. Be warned, however, that some level 35 large weapons hit much harder than other level 35 large weapons, so research the weapon options well before picking a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
Punching gloves/gauntlets(the good ones) will typically have a +7 attack bonus and +20-23.5 average damage's worth of damage flares on it, 11-13 of which are physical. [[Fists of Poseidon]] are generally regarded to be the best punching gloves, though you might find a reason to punch people with a different pair of gloves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that you can't make use of a large critical threat range if you can barely hit your opponent in the first place, so if your attack bonus is only going to be &amp;quot;Decent&amp;quot;, then consider specializing in a weapon that has a low critical threat range, as opposed to one with a medium or high critical threat range.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, '''some weapons types have had their base properties changed in Neversummer 4''', and these changes are not necessarily reflected in the items' tooltips. These changes include:&amp;lt;br&amp;gt;&lt;br /&gt;
-The base damage type dealt by Scythes is only slashing, whereas it was both piercing and slashing before.&amp;lt;br&amp;gt;&lt;br /&gt;
-The base damage type dealt by Heavy Flails is both bludgeoning and piercing, whereas it was only bludgeoning before.&amp;lt;br&amp;gt;&lt;br /&gt;
-Light Hammers gain +1 to their critical threat multiplier, which stacks with both Devastating Critical and Increased Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dire Maces gain +1 to their critical threat multiplier, which stacks with both Devastating Critical and Increased Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
-Tridents innately have a 19-20 critical threat range, where as their innate threat range was only 20 before; this threat range is increased by 2 points by each of Improved Critical: trident, and the keen weapon property, together resulting in 15-20/x2(not 17-20/x2). This can obviously stack with [[Overwhelming Critical]] and [[Ki Critical]], granting a combined total of an 11-20 threat range.&amp;lt;br&amp;gt;&lt;br /&gt;
-Quarterstaves use the Monk's special unarmed base attack bonus progression if you are a Monk, and you can use Flurry of Blows with quarterstaves.&amp;lt;br&amp;gt;&lt;br /&gt;
-Shurikens use the Monk's special unarmed base attack bonus progression if you are a Monk, and you can use Flurry of Blows with shurikens.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, some weapons have options available that have an extra damage type; specifically:&amp;lt;br&amp;gt;&lt;br /&gt;
-Greatswords have an endgame option(+7) that has extra melee damage: bludgeoning on it.&amp;lt;br&amp;gt;&lt;br /&gt;
-Katanas have an endgame option(+7) that has extra melee damage: piercing on it, but is not keen.&amp;lt;br&amp;gt;&lt;br /&gt;
-Light Flails have an endgame option(+7) that has extra melee damage: slashing on it.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sickles have an endgame option(+5) that has extra melee damage: piercing on it; only a pure paladin might care about this, and only if they want a finessable double-damage type weapon and don't have room for exotic weapon proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
-Whips have an endgame option(+6) that has extra melee damage: piercing on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Equipment ===&lt;br /&gt;
All equipment in the entire game lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, and immunity to any debuff. As such, spells such as [[Mass Charm]], [[Wail of the Banshee]], [[Phantasmal Killer]], [[Entangle]], and [[Sanctuary]] aren't completely useless on this server.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor AC doesn't get higher than +6. Some items offer +7 armor AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Shield AC doesn't get higher than +6. Some items offer +7 shield AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflection AC doesn't get higher than +5 unless you're an [[Arcane Archer]]. Some items offer +6 deflection AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Natural AC doesn't get higher than +5.&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame dodge AC from items comes in 3 packages: boots that have 3 dodge AC and 8 dexterity, boots that have 5 dodge AC and 7 dexterity, and boots that have 7 dodge AC and no dexterity.&amp;lt;br&amp;gt;&lt;br /&gt;
Helms typically offer intelligence, skill bonuses, deflection AC, and/or will save, among other miscellaneous things. Their intelligence bonus typically doesn't get higher than +8, except a few reach +9.&amp;lt;br&amp;gt;&lt;br /&gt;
Non-punching gloves/gauntlets/bracers typically offer strength and/or skill bonuses, and possibly also other miscellaneous bonuses. Their strength never gets higher than +8.&amp;lt;br&amp;gt;&lt;br /&gt;
Punching gloves/gauntlets typically offer damage, as well as low strength, and possibly also other miscellaneous bonuses. Their strength never gets higher than +4 or +5&amp;lt;br&amp;gt;&lt;br /&gt;
Rings typically offer skill bonuses, and possibly also other miscellaneous bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
Amulets typically offer wisdom, natural AC, and/or will save, and possibly also other miscellaneous bonuses. Their wisdom never gets higher than +8, except a certain amulet gives +9.&amp;lt;br&amp;gt;&lt;br /&gt;
Belts typically offer constitution and fortitude save, and possibly also other miscellaneous bonuses. Their constitution never gets higher than +8.&amp;lt;br&amp;gt;&lt;br /&gt;
Boots typically offer dexterity, dodge AC, and/or reflex save, and possibly also other miscellaneous bonuses. Their dexterity is described above, in the part about dodge AC.&amp;lt;br&amp;gt;&lt;br /&gt;
Cloaks typically offer charisma, deflection AC, and/or saves vs. an element, and possibly also other miscellaneous bonuses. Their charisma, doesn't go above +8, with the exception of [[Death's Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical strength bonuses can only be found on gloves/gauntlets/bracers and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical dexterity bonuses can only be found on boots and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical constitution bonuses can only be found on belts and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical intelligence bonuses can only be found on helms and from jobs and buffs, as well as on [[Gith's Star]].&amp;lt;br&amp;gt;&lt;br /&gt;
Magical wisdom bonuses can only be found on amulets and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical charisma bonuses can only be found on cloaks and from jobs and buffs, as well as on [[Gith's Star]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chest armor typically offers +armor AC, as well as immunity to one physical damage type, and resistance to the same or a different physical damage type, as well as other miscellaneous bonuses, which can include 10-25% immunity to a non-physical non-divine damage type. Armor AC limitations are described above. The granted physical immunity typically doesn't surpass 25%, while the granted physical resistance never surpasses 20/-.&amp;lt;br&amp;gt;&lt;br /&gt;
Shields, small, large, or tower, typically offer +shield AC, as well as immunity to one physical damage type, and resistance to the same or a different physical damage type, as well as other miscellaneous bonuses, which can include 10-25% immunity to a non-physical non-divine damage type. Shield AC limitations are described above. The granted physical immunity typically doesn't surpass 25%, while the granted physical resistance never surpasses 20/-.&amp;lt;br&amp;gt;&lt;br /&gt;
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On Neversummer 4, people will typically change out their chest armor, and, if they use them, shields, according to what type of physical damage is dealt by the enemy that they are preparing to face. This makes a tremendous difference in the outcome of the fight, PvP or not. This also means that weapons with two damage types are particularly useful in small-scale PvP, though it doesn't matter so much in large-scale PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
NPCs will typically also have physical damage resistances and immunities, except at low levels.&amp;lt;br&amp;gt;&lt;br /&gt;
In PvP, dexterity-based melee characters are about as powerful as Strength-based melee characters are on this server, even with the changes to overwhelming and devastating critical, believe it or not.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Consumables and Use Per Day items ===&lt;br /&gt;
Only one single item in Neversummer 4 that isn't equippable or a job item offers uses per day of anything, and that is [[Formian Planar Link]]. Its only real use in PvP is to annoy people(possibly including the caster) with its low-level summon and to dispel bigby's hands.&amp;lt;br&amp;gt;&lt;br /&gt;
Neversummer 4 has some equippable items that offer a use per day of something that is good. Notable effects from such items that you won't be frowned upon for using in PvP just to use the spell and then take it off include:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bull's Strength]](15), from [[Demon Lord Bracers]] and [[Fiend Plate]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Cat's Grace]](15), from [[Black Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Eagle's Splendor]](15), from [[Sentinel of the Elder Eye Amulet]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ultravision]](6), from [[Darkstar Amulet]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[True Seeing]](9), from [[Sioxinala Amulet of Sight]], 2x/day, and a helm that you can buy from merchants has charges of true seeing, but does nothing else&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Freedom of Movement]](7), from [[Forest Imbued Leather]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Aura of Vitality]](13), from [[Elysian Dragon Scale Torc]], which casts it as an extended spell&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Invisibility]](3), from [[Derro Robes]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Greater Dispelling]](15), from [[The Purifier]], [[Bahumat Sword of Righteousness]], and the spell, [[Holy Sword]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bless Weapon]](10), from [[Ring of Brom]]; although this only helps vs. [[Mummy Dust]] and [[Create Greater Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Darkness]](3), from [[Drow Elite Robes]], 3x/day&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Haste]](10), from [[Glimmerskin Boots]], [[Black Cloth]], and [[Ice Plate]]&lt;br /&gt;
-[[Expeditious Retreat]], from [[Dragonskin Boots]]; this has a special duration of rounds=str(not str mod), and is undispellable&lt;br /&gt;
&lt;br /&gt;
Some other equipment exists with 1 or more use per day of other spells, such as [[Cure Critical Wounds]] or [[Cone of Cold]], but it is frowned upon to use these items' spells per day unless you have them equipped in PvP most of the time, so, for example, you can use the chain lightning on [[Skull of the Demilich]] in PvP, but only if you were going to wear that helm during combat anyway, and you can use cure critical wounds from [[Ring of Health]], but only if you don't mind wearing it most of the time during PvP and when anticipating PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many consumable items exist in Neversummer 4, and most of them come from the Arcane Crafting profession.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is a list of consumables that people are generally not frowned upon for using in PvP:&amp;lt;br&amp;gt;&lt;br /&gt;
-traps&amp;lt;br&amp;gt;&lt;br /&gt;
-items with bless, aid, or prayer&amp;lt;br&amp;gt;&lt;br /&gt;
-items with haste&amp;lt;br&amp;gt;&lt;br /&gt;
-items with bull's, cat's, endurance, fox's, owl's, eagle's, greater cat's grace, or aura of vitality&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[True Seeing]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[Ultravision]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that casts [[Darkness]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants Freedom of Movement&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that dispels magic, including scrolls of [[Mordenkainen's Disjunction]] and [[Greater Dispelling]]&amp;lt;br&amp;gt;&lt;br /&gt;
-scrolls of [[Raise Dead]] or [[Resurrection]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using any consumables in PvP that aren't listed above, such as potions of lesser spell mantle, potions of elemental shield, scrolls of delayed blast fireball, scrolls of elemental swarm, and healing potions, might get you ostracized and made fun of in PvP, and perhaps have other consequences as well.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Haste ===&lt;br /&gt;
Every successful PvP character has either haste, expeditious retreat, or another way to get themselves +50% or more to their movement speed, or they exclusively PvP with a friend that can cast haste on them. Slow players are dead players, unless they're '''extremely''' beefy. You need at least +50% movement speed to count as not being slow.&amp;lt;br&amp;gt;&lt;br /&gt;
Heres what you probably want to know about haste on this server:&amp;lt;br&amp;gt;&lt;br /&gt;
The current function of haste, as has been mentioned earlier in this guide, is a total of only the following effects:&amp;lt;br&amp;gt;&lt;br /&gt;
1: +1 AB&amp;lt;br&amp;gt;&lt;br /&gt;
2: +1 AC(2 if from [[Blinding Speed]])&amp;lt;br&amp;gt;&lt;br /&gt;
3: +1 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
4: +1 attack per round&amp;lt;br&amp;gt;&lt;br /&gt;
5: +50% movement speed(less if you're a lvl 3+ monk, see below)&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spellcasters will not have their spells quickened by haste, and will cast spells just as fast with haste as they will without it. Therefore, all builds that invest more than half of their levels into cleric, druid, sorceror, or wizard will be '''severely''' gimped if they don't get [[Automatic Quicken Spell]] III, unless of course you're a dragon shape pure druid or some kind of shifter, the former of whom loves AQ3, but can survive without if they focus hard enough on dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
Some important notes about haste's movement speed, however, are that only two forms of movement speed increase will stack with haste or expeditious retreat: The first is [[Barbarian Fast Movement]], which fully stacks with haste, and the second is [[Monk Speed]], which only partially stacks with haste and expeditious retreat. For every 3 monk levels you have, haste or expeditious retreat will boost your movement speed by 5% less, subtractively, until haste doesn't boost your movement speed anymore. Also, haste doesn't stack with expeditious retreat, and having one will prevent the other from working until it wears off.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said, these are the sources of +50%(or more) movement speed that Neversummer 4 has to offer to player characters:&amp;lt;br&amp;gt;&lt;br /&gt;
-the spell, [[Haste]]; the vast majority of clerics will pick the travel domain for this one spell, and [[Barbarian]]s get free undispellable haste while raging once they have 25 or more barbarian levels, pure barbarian or not&lt;br /&gt;
-the spell, [[Expeditious Retreat]]; this is commonly used by sorcerors and wizards that aren't built around [[Tenser's Transformation]] because, unlike haste, this isn't dispelled by [[Slow]] or [[Vine Mine]]&amp;lt;br&amp;gt;&lt;br /&gt;
-the item, [[Dragonskin Boots]]; this popular pair of boots has a special version of expeditious retreat twice per day that lasts for a duration equal to your raw strength score, and cannot be dispelled... don't rely on these unless you have 25 or more naked and unbuffed strength&amp;lt;br&amp;gt;&lt;br /&gt;
-the feat, [[Blinding Speed]]; this popular feat lasts for 2 rounds per character level(so 8 turns at level 40), grants +1 dodge AC over all other forms of haste, and cannot be dispelled&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Monk Endurance|Monk Speed]]&amp;lt;br&amp;gt;&lt;br /&gt;
-the pure [[Fighter]]'s sprint token, which lasts for 1 round/lvl and can be used twice per day&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Wild Shape]]: panther; this form, dire or not, is extremely ineffective in endgame combat, but comes with a passive +50% movement speed boost, which can be used to save blinding speed for later if you're paranoid about being ambushed before reaching your enemy's capital city, or to run the flag to your capital city after blinding speed wears off if there isn't anyone close enough to attack you, but you can't afford to rest... this one is only mentioned because I'm listing all of the sources of +50% or more to movement speed&amp;lt;br&amp;gt;&lt;br /&gt;
-potions of haste, which only last for a minute, take half a round to use, invoke an attack of opportunity, and are easily dispelled; do not rely on these, except to use them on summoned creatures, if at all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unique Items ===&lt;br /&gt;
Whenever an NPC that can drop an equippable item spawns, it has an extremely small chance to be unique item, similar to the chance of finding a +2 book; a unique item is a special version of the specified item, with one or more of its properties changed. Unique items can be game-changers depending on what they do, and can constitute a reason to make a new +4 character or replace an existing one. See [[Unique]] for more information, and do not feel obligated to find a decent unique item before making even a character that uses 6 +4 books.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Animal Empathy''': This skill is of little use to people who aren't members of [[The Circle]]. Members of [[The Circle]] have quick access from their capital city of Melencia to the [[Forest Home]], where they can use animal empathy on an Elder Dire Bear, or, if it is nighttime, a Silvastalker or Dark Mamba. Elder Dire Bears are big and have &amp;quot;extremely high&amp;quot; hp and hit for 60 or so piercingslashing damage, but have an &amp;quot;extremely low&amp;quot; attack bonus and armor class. Silvastalkers have [[Hide in Plain Sight]] with &amp;quot;low&amp;quot; hide and move silently skills, as well as an &amp;quot;extremely low&amp;quot; attack bonus and armor class and &amp;quot;good&amp;quot; hp, and will sneak attack for 80 or so piercingslashing damage if unresisted, and they make up for their tiny attack bonus by sometimes attacking from stealth. Dark Mambas are assassins with &amp;quot;extremely low&amp;quot; AB and AC, &amp;quot;decent&amp;quot; hp, and 40 or so piercing damage if unresisted(80 or so if its a sneak attack), except instead of lolth poison(and death attack?), they have a DC=low-40s poison that initially lowers your constitution, and then puts you to sleep for 1 turn if you fail your second save. Don't get a Dark Mamba unless you know that your opponent has a very low fortitude save. You only need 25 animal empathy(and a take 20) to get an Elder Dire Bear or Silvastalker, and slightly less for Dark Mambas. Other factions can only get low-level animals at the best, and aren't worth it except to potentially provide an attack of opportunity at a time that is bad for your enemy or annoy someone. Animal Empathy has a 6 second cooldown, and is a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
People who aren't members of the circle will want to get 1 point into animal empathy if they can spare the point so that they can, for example, empathy a nearby deer or something in PvP to distract a summon, or bait an attack of opportunity while you're out of range of the opponent, and by doing so make the opponent lose all other attacks during that round, allowing you to get some hits in without worrying about retaliation.&lt;br /&gt;
&lt;br /&gt;
'''Concentration''': This skill is desired to resist taunts and prevent your spells from being interrupted by damage taken. Do note that players with [[Automatic Quicken Spell]] III aren't absolutely immune to having their spells be interrupted by damage taken, and that it will happen every now and then if you don't have enough concentration, even on other servers... below are the ranges for concentration, concerning only the resisting of taunts:&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 96+&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 86-95&amp;lt;br&amp;gt;&lt;br /&gt;
High: 76-85&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 66-75&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 56-65&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 55 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
If you cast spells during combat, you always want to have concentration, even if its &amp;quot;Very Low&amp;quot;, unless maybe its just a divine favor every now and then when noone is attacking you. Do consider that characters with high amounts of damage immunity/resistance/reduction don't need as much concentration to prevent their spellcasting from being interrupted, although these characters should try to have 43 base concentration anyway. Do also that it is acceptable to have 0 concentration as a build that relies on casting spells if you have AQIII, so long as you can tolerate the small risk of having your spells interrupted by a luckily-timed attack, or maybe some caltrops.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Craft Trap''': See the [[Craft Trap]] article for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Disable Trap''': If you have disable trap, try to get it to 43, and possibly also 5 into Set Trap; some players think they can't have too much set trap, so try to get as much disable trap as you can if you take this skill, though don't feel pigeonholed into getting more than 1 feat to help with it.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Discipline''': Arguably the most important skill in the game, this prevents you from getting knocked down, disarmed, or getting debilitated by called shot, which doesn't just happen in PvP, but also in PvE, starting at lvl 9-13 or so. Your character '''will''' be a bad character without discipline unless you have [[Hide in Plain Sight]], are an [[Assassin]], or rely on the [[Protection Domain]] to stay hidden until you rest. These are the ranges for discipline:&amp;lt;br&amp;gt;&lt;br /&gt;
Pure Fighter: 99-127&amp;lt;br&amp;gt;&lt;br /&gt;
Only Worried About Pure Fighters: 95-98&amp;lt;br&amp;gt;&lt;br /&gt;
Very Safe: 91-94&amp;lt;br&amp;gt;&lt;br /&gt;
Mostly Safe: 87-90&amp;lt;br&amp;gt;&lt;br /&gt;
Generally Safe: 83-86&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Unsafe: 79-82&amp;lt;br&amp;gt;&lt;br /&gt;
Vulnerable: 75-78&amp;lt;br&amp;gt;&lt;br /&gt;
Very Vulnerable: 71-74&amp;lt;br&amp;gt;&lt;br /&gt;
Knockdown Bait/Don't Bother: 70 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some players feel safe having 80 discipline. Feel free to knock them down with only 65 attack bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Heal''': Some players will relentlessly make fun of you for using healing kits in PvP and possibly refuse to fight or team up with you until you stop doing it. The number of hit points healed by a healing kit is (1d20+Heal Skill+Heal Kit Modifier)d3. Do not ever invest a single raw skill point into heal unless you can't think of a better dump stat, or you're a PvE character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hide''': The most important component of stealth due to how Spot works, there is no such thing as too much Hide; these are the ranges for Hide:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-79&amp;lt;br&amp;gt;&lt;br /&gt;
Might be seen by NPCs in capital cities or players who didn't invest into spot: 59 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even with 59 or less hide, corner sneaking can still be of limited use; consider taking hide and MS as a dump stat for corner sneaking if you don't have anything better to spend skill points on.&lt;br /&gt;
&lt;br /&gt;
'''Intimidate''': Only useful for barbarians with terrifying rage; you should, if you get terrifying rage, try to get as much intimidate as you can, possibly excluding regular skill focus: intimidate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Listen''': The little brother of Spot, Listen is generally regarded to be inferior to Spot, due to how it, unlike spot, doesn't make the enemy stay detected after you detect the enemy, allowing a non-HiPSer to elude you after detection without having to go around a corner. You should only take spot over listen if you have alot of [[Bard]] levels. There regardless is no such thing as too much Listen. Here are the ranges for Listen:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 79 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Lore''': Items of a level higher than 30 can only be identified by players. You need less than 50 lore in order to identify the most powerful items in the game. Obviously, this skill is completely useless in PvP, given that disarmed weapons can't be identified until the victim rests, but the skill is otherwise great for farming gold.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Move Silently''': Barely any players are listeners, so you don't need as much move silently as you do hide, to the extent that you can even consider foregoing epic skill focus: move silently if you're a HiPSer, so long as you're sure that NPCs won't see you. There is still no such thing as too much Move Silently. Here are the ranges for Move Silently:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-79&amp;lt;br&amp;gt;&lt;br /&gt;
Might be heard by NPCs in capital cities: 44-59&amp;lt;br&amp;gt;&lt;br /&gt;
Might be heard by players who didn't invest into Listen: 43 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even with 43 or less MS, corner sneaking can still be of limited use; consider taking hide and MS as a dump stat for corner sneaking if you don't have anything better to spend skill points on.&lt;br /&gt;
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'''Open Lock''': Some endgame locks need something like 100 Open Lock to pick, but any and all PvP locks, of which there is only one in a certain tunnel leading to Menzoduran, need only 1 raw skill point, as well as a take 20 and some open lock gear, to be picked. If you get more than 1 raw skill point into open lock, then invest very many raw skill points into it, even if its just so that you can lock that certain door to prevent someone from coming that particular way or chasing you through there.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Parry''': One might think that high parry+[[Epic Dodge]] will always deflect 4 attacks per round from an enemy with 4 attacks per round, but, due to Bioware's implementation of parry, this is not the case. Do not ever get parry unless you know '''exactly''' what you're doing.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Perform''': See [[Bard Song]] and [[Curse Song]] for more details. Do not get more points into perform than you need to get the highest possible non-THP/damage effects from bard/curse song that your bard level can get, unless you don't have anything better to spend your skill points on.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Search''': If you have Search, try to get it to 43; some players think they can't have too much set trap, so try to get as much search as you can if you take this skill, though don't feel pigeonholed into getting more than 1 feat to help with it.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Set Trap''': If you have Set Trap, try to get it to 43, and possibly also 5 into Disable Trap; some players think theres no such thing as too much set trap.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Spellcraft''': This skill increases your saves vs. spells by Spellcraft/5, as well as identifying spells so that you can counterspell them or know what people are casting, and its also a prerequisite for epic spells. Try to make sure that your total spellcraft skill, including '''non-raw''' spellcraft, ends in 0 or 5, and is high enough to counterspell if you want to do that. This is one of the best choices for a dump skill.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Spot''': If you hate HiPSers, theres no such thing as having too much spot; here are the ranges for Spot:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 79 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Taunt''': The bane of many a dexer and spellcaster, taunt allows you to reduce a person's AC by up to 6, as well as inflicting them with 30% spell failure, both for 4 rounds. Taunt has a 6 second cooldown, and is a free action. Some players have more damage immunity/resistance/reduction than others, and can taunt more safely than other players can; consider also that, while spending the 3 or so seconds that it takes to Taunt, you'll be flat-footed, which spells death for dexers if they time it wrong. Furthermore, people can just run from you if you taunt them, but it is regardless a great skill to have for PvP. Do consider taking this as a dump stat if you don't have a more important skill to dump into, such as spellcraft. Here are the taunt ranges:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-Irresistable: 90+&amp;lt;br&amp;gt;&lt;br /&gt;
Works Pretty Much Every Time: 85-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Reliable: 80-84&amp;lt;br&amp;gt;&lt;br /&gt;
More Than Reliable: 75-79&amp;lt;br&amp;gt;&lt;br /&gt;
Reliable: 70-74&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Reliable: 65-69&amp;lt;br&amp;gt;&lt;br /&gt;
Unreliable: 60-64&amp;lt;br&amp;gt;&lt;br /&gt;
Very Unreliable: 55-59&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely Unreliable: 50-54&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 49 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having something like 3 or 8 raw skill into taunt as a dump stat can be of limited use vs. people who have 0 concentration, but do note that, in that case, their sheer constitution modifier and coincidental skill bonuses from gear might be enough to resist your taunt.&lt;br /&gt;
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'''Tumble''': Tumble not only allows you to avoid attacks of opportunity while moving, but it also increases your AC when you aren't flat-footed by (tumble/5), which, unlike spellcraft, does not count effects such as [[Glimmerskin Boots]], epic skill focus: tumble, or your dexterity modifier. Make sure that you have either 0, 20, 21, or 40 raw points into tumble. 21 is for people who use full plate and a shield with a low dexterity modifier, while 0 is for weapon masters who don't care about how much AC they have.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Use Magic Device''': Be sure to consider your resting charisma modifier when calculating how much Use Magic Device you'll want to have, if any at all, or feel free to rely upon equipping UMD items in order to be able to equip your normal gear and then unequipping the UMD items, and having to do so every single time you log in, but do consider that this takes time to do, which you might not have under some circumstances. See [[Use Magic Device]] for more details.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Other Important Stats ===&lt;br /&gt;
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'''Attack Bonus''':&lt;br /&gt;
Here are the ranges for Attack Bonus:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-undodgeable: 76+&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 74-75&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 72-73&amp;lt;br&amp;gt;&lt;br /&gt;
High: 70-71&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 68-69&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 66-67&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 64-65&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 62-63; consider making a different character if you rely on AB and can't get more than 61 AB&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 60-61&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 58-59&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother Without Support: 57 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note, however, that people who can rely on being able to taunt their opponent will effectively have an extra 6 AB, that bards can rely on curse song being up for an extra 2-4 effective AB, that HiPSers tend to ignore dex and dodge AC, and that assassins also ignore dex and dodge AC until they apply their poison, after which point it probably won't matter. Furthermore, some builds that have certain disables can get away with having a low AB if they can defeat or almost-defeat their opponent during said disables, though pure fighters probably won't like having less than 62 AB either way. &amp;lt;br&amp;gt;&lt;br /&gt;
Just don't expect something like a devcritting dual-kama 27 rogue/6 monk/7 weapon master with improved sneak attacks and 53 AB to do more than a small amount of damage to people who care enough about their AC to get armor skin unless you've got support from a con barb or something to disable them so you can actually hit them.&lt;br /&gt;
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'''Armor Class''':&lt;br /&gt;
Here are the ranges for Armor Class:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-invulnerable: 87+&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 84-86&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 81-83&amp;lt;br&amp;gt;&lt;br /&gt;
High: 78-80&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 75-77&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 72-74&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 69-71; consider not bothering with AC if you can't get at least 69 AC&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 66-68&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 63-65&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-62&amp;lt;br&amp;gt;&lt;br /&gt;
You Probably Don't Care: 59 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that, if your opponent's attack bonus is too low, he can't critically strike you because his threat rolls won't be high enough, even if he rolls a double 20.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Hit Points''':&lt;br /&gt;
Here are the ranges for Hit Points, not counting Temporary Hit Points:&amp;lt;br&amp;gt;&lt;br /&gt;
Your Build is Probably Bad: 1427 or higher&amp;lt;br&amp;gt;&lt;br /&gt;
Con Barb: 1330-1426&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 1200-1329&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 1100-1199&amp;lt;br&amp;gt;&lt;br /&gt;
High: 1000-1099&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty High: 900-999&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 800-899&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 700-799&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 600-699&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 500-599&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 400-499&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 300-399&amp;lt;br&amp;gt;&lt;br /&gt;
Make a New Character: 299 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even a drow pure wizard with 6 base con and no toughness can manage to have more than 300 hp(with a +4-5 endurance and +7-8 con belt), so its hard to imagine a build that has less than 300 hp.&lt;br /&gt;
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'''Saves''':&lt;br /&gt;
Instead of listing ranges for saves, I'll list what the threats are in PvP that check each save.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note that, in Neversummer 4, rolling a 1 does '''not''' result in an automatic failure, concerning saving throws, while rolling a 20 still results in an automatic success, also concerning saving throws.&amp;lt;br&amp;gt;&lt;br /&gt;
I won't be listing weapon procs as threats, including vorpal, because all of these are DC=26 at the most, and everyone should be able to beat these every time unless they're evil-planar-turned or something.&lt;br /&gt;
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'''Fortitude Save''':&lt;br /&gt;
Here are the threats in PvP that check your fortitude save:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: Max DC=46; deafens you for 1 turn if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-Slow Iron Golem Breath: Max DC=46, radius=medium cone. Slows people who fail the save for 5 rounds. Used by [[Shifter]]s in Iron Golem shape from [[Construct Shape]]. Checks poison immunity and +saves vs. poison.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Wail of the Banshee]]: Max DC=48; pretty much nobody wails in PvP, except to deafen people, if at all.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Weird]]: Max DC=48; pretty much nobody uses weird in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Black Blade of Disaster]]: Like implosion, except the radius is about an in-game inch long. Don't worry about this unless you're standing still or something for more than a second. Max DC=48&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Implosion]]: Almost as dangerous as ever, this fatal spell usually has a DC of 47, or 48(which is max DC) if the enemy is a member of the [[Northern Coalition]]. Almost nobody outside of the [[Northern Coalition]] makes imploders.&amp;lt;br&amp;gt;&lt;br /&gt;
-Lolth Poison: max DC=56-59, depending on where the [[Assassin]] is. This poison is only obtainable and usable by [[Assassin]]s, and ignores poison immunity, immunity to death magic, and immunity to sneak attacks and critical hits, but does not work on non-living targets, such as [[Druid]]s in [[Elemental Shape]] and people under the effects of [[Polymorph Self]]: Zombie. This divine poison's initial effect is death.&amp;lt;br&amp;gt;&lt;br /&gt;
-Death Attack: max DC=61, or you can just cast freedom of movement or get some [[Forest Imbued Leather]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Stunning Fist: DC=variable; expect it to be 50 or higher. Do note that beamdog nerfed its duration from 3 rounds to 1 round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Reflex Save''':&lt;br /&gt;
Here are the threats in PvP that check your reflex save:&amp;lt;br&amp;gt;&lt;br /&gt;
-many damage-dealing spells&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Grease]]: max DC=25; failing the save knocks you down for 1 round, +saves vs. spells do not apply to this spell, and the knockdown component ignores both spell resistance and spell immunity, including that from [[Woodland Stride]].&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: max DC=46; knocks you down for 2 rounds if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Earthquake]]: Deals 20d6 bludgeoning damage in a colossal radius(reflex for half), ignores spell resistance, and causes all affected creatures to make a reflex save or be knocked down for 1 round. Max DC=48. Friendly fires.&amp;lt;br&amp;gt;&lt;br /&gt;
-Knockdown Bolt: This ranged touch attack is used by [[Shifter]]s in Stone Golem form, granted by [[Construct Shape]]. +saves vs. spells apply. Max DC=46, and Discipline is not checked. Failure results in a 2 round knockdown.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fire Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Brass [[Dragon Shape]], by [[Red Dragon Disciple]]s in [[Red Dragon Shape]], and by people that cast [[Shapechange]]: Red Dragon; DC=50, damage=20d10 fire, reflex save for half.&amp;lt;br&amp;gt;&lt;br /&gt;
-Slow Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Copper [[Dragon Shape]], DC=40+1d10, duration=5 rounds&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Will Save''':&lt;br /&gt;
Here are the threats in PvP that check your will save:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: max DC=46; stuns you for 2 rounds if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Dominate Monster]]: max DC=48; duration=(casterlvl/2)+1 rounds, failing the save dazes you, and high HD will not save you from this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bigby's Crushing Hand]]: max DC=48; duration=3 rounds, failing the save stuns you, and it counts as a mind-affecting spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Terrifying Rage]]: All this does is, if you fail a will save, it lowers your AB and saves by 2 for 2 turns... unless the barbarian is of a higher level than you are; the DC can vary, but don't expect it to be higher than 51.&amp;lt;br&amp;gt;&lt;br /&gt;
-Bloody Roar: An ability exclusive to pure [[Barbarian]]s, this ability will hold you if you fail the fortitude save; the DC is usually 47, but con barbs(which are a real build) can get a DC of up to 56.&amp;lt;br&amp;gt;&lt;br /&gt;
-Psionic Assault: An ability exclusive to the [[Githyanki]], this ability is usually used by con barbs if Bloody Roar fails to debilitate you or you're still alive after it ends. DC=Bloody Roar DC. Failure results in 5 rounds of confusion.&amp;lt;br&amp;gt;&lt;br /&gt;
-Contagion(Blackguard): This attempts to curse you, and is only used by the extremely rare(and kinda bad) planar-turning 10/30 fighter or cleric/blackguard that stacks charisma: Max DC=51. Failing the will save applies a curse that reduces all 6 ability scores by half of the blackguard's charisma modifier, which in that case would be 10.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Storm of Vengeance]]: +saves vs. spells don't apply to this spell. Max DC=48&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Weird]]: Max DC=48; pretty much nobody uses weird in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sleep(Harper Scout): Max DC=53, Duration=Same as spell. Having more than 5 HD will not protect you from this version of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Purple Dragon Knight): Max DC=53, radius=medium, duration=5 rounds. After being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Red Dragon Disciple): DC=35, radius=colossal, duration=5 rounds. After being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you. If you actually get feared by this, then consider changing your equipment or re-making your character, as this is a non-rare hazard in PvP that is very easy to protect yourself against.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Shadow Daze]]: Max DC=63!!!; fortunately, shadowdancers don't hit very hard when their DC is that high... duration=5 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Shifter): Max DC=53, radius=colossal, duration=5 rounds; after being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you.&amp;lt;br&amp;gt;&lt;br /&gt;
-Mind Blast: Max DC=45, radius=medium cone, duration=5 rounds. Failing a will save will subtractively reduce your slashing, piercing, and bludgeoning immunities by 50%, and whether or not you make the save, your will save will be reduced by 4 after the fact, not stacking. Used by [[Shifter]]s in Mindflayer shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sleep Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Bronze [[Dragon Shape]], DC=40+1d10, duration=5 rounds.&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Basic_Endgame_Character_Building_Guidelines&amp;diff=7818</id>
		<title>Basic Endgame Character Building Guidelines</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Basic_Endgame_Character_Building_Guidelines&amp;diff=7818"/>
		<updated>2023-11-20T21:25:47Z</updated>

		<summary type="html">&lt;p&gt;Garn: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are some very basic guidelines for building strong level 40 characters. You don't have to make a strong level 40 character in order to beat people in PvP or to beat the hardest bosses in PvE, but it certainly helps if you do. If you don't want to read a guide and just build a character, then click the previous/back button in your browser and go do that.&lt;br /&gt;
&lt;br /&gt;
=== PvP vs. PvE ===&lt;br /&gt;
PvE has all been done already, and its easy enough that a group of 10 players of the right roles(not necessarily builds) can reliably beat every boss in the game. Feel free to use PvP characters to do PvE, endgame or not.&amp;lt;br&amp;gt;&lt;br /&gt;
PvP, however, is hard, as it is in all games. This intentionally barebones guide will cover building characters for PvP, though it may be changed in the future to account for PvE as well.&lt;br /&gt;
&lt;br /&gt;
=== Faction ===&lt;br /&gt;
Decide which faction you want to be in before you make your character. All characters have to be in a faction.&amp;lt;br&amp;gt;&lt;br /&gt;
The factions are actually balanced pretty well these days, believe it or not.&amp;lt;br&amp;gt;&lt;br /&gt;
Players generally decide that they are obligated to support one specific faction and its allied faction above all other factions, and new players are encouraged to do so, though some players just try to get PvP wherever they can by playing as all 6 factions.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has its own [[Jobs]], the completion of which bestow permanent bonuses upon your character that persist through death and de-levelling, which usually totals to 2 items with 1 or 2 uses of a significant unique power per day, +1(magical) to one stat and another stat, various magical skill bonuses ranging from +2 to +7, and other miscellaneous bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
You may only do your own faction's jobs, and not those of your ally or enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if you manage to lose enough reputation with your faction, via. friendly fire against an NPC or not, then all of your job bonuses will be lost forever, barring DM intervention.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raiding vs. Defending ===&lt;br /&gt;
PvP on this server is typically a version of capture-the-flag whose playing field spans most of this very large module, and the flags are located in capital cities. You may read the [[Relic System]] page for more information, although this will regardless be briefly explained below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All capital cities are, obviously, guarded by NPCs; there are a good number of these NPCs, whose challenge ratings average out at 19 across all factions.&amp;lt;br&amp;gt;&lt;br /&gt;
However, relic rooms, where the flags are stored, have a chance to spawn with 1-4 epic NPCs, whose challenge ratings are 31-34 or so, do not drop loot(unless its unique), and are no more or less powerful than other typical NPCs of their level; it is extremely frowned upon to, when defending, pump your relic room until you have epic defenders, and people may ostracize and refuse to PvP with you if you do this.&amp;lt;br&amp;gt;&lt;br /&gt;
It is very realistically possible to clean out a relic room that spawns with 4 epic defenders, depending on your build and which faction you're invading, although you'd better hope that theres nobody there to defend the relic room if a few epic NPCs spawn.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot remove a relic(flag) from a relic cradle right away. In order to remove a relic from its relic cradle, you must first slay all hostile NPCs on the map where the relic cradle is, and then you must click on the relic cradle, after which point the relic cradle will put a relevant message in the /shout channel, and the relic cradle will then weaken over a duration of 2-4 minutes or so(variable) until the cradle allows you to take a relic from the cradle(at which point the relic cradle shouts again). If you, at that point, wait for more than 2 rounds or so to take the relic, then the relic cradle will have to be weakened all over again before you can take a cradle out of it.&amp;lt;br&amp;gt;&lt;br /&gt;
After taking an enemy's relic, all of your buffs get dispelled, and then you must carry it all the way back to your or your ally's capital city, and then deposit it into the friendly relic cradle or get a friend to do it for you.&amp;lt;br&amp;gt;&lt;br /&gt;
Invading an enemy's capital city to capture a relic that they have is called raiding, and defending your relic cradle in your or your ally's capital city is called defending.&amp;lt;br&amp;gt;&lt;br /&gt;
Some PvP characters make good raiders, but bad defenders, and some PvP characters make bad raiders, but good defenders, and some PvP characters are good at both. The ones that are not good at both are not necessarily better than other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, when choosing what kind of character to make, consider whether you want your character to raid, defend, or both. Feel free to make a character to kill people out in the world instead, though people don't really do that anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender ===&lt;br /&gt;
Gender has no non-cosmetic effect on your character beyond whether a [[Drow]]'s favored class is Wizard(male) or Cleric(female), which only impacts how fast you'll level up if you pick the relevant class.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
[[Half-Elf|Half-Elves]] are perhaps the only bad race. No items have a racial restriction of half-elf only, and half-elves have no subraces.&amp;lt;br&amp;gt;&lt;br /&gt;
Base races are almost always outclassed by their subraces, though they aren't bad enough that you shouldn't entertain the idea of picking a base race other than half-elf.&amp;lt;br&amp;gt;&lt;br /&gt;
All subraces are good for at least one optimal character build.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, some subraces are Planar races, which means that players with [[Planar Turning]] can turn them. Furthermore, [[Cleric|Clerics]] of the [[Good Domain]] can turn evil planar characters without [[Planar Turning]], and [[Cleric|Clerics]] of the [[Evil Domain]] can turn good planar characters without [[Planar Turning]], although, in the case of the good or evil domain being used to turn you without planar turning, you'll get to add your spell resistance to your turn resistance. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Azerblood]] and elemental genasi are treated as outsiders, rather than as elementals, by [[Turn Undead]]. Spell resistance does increase your turn resistance if the turner doesn't have [[Planar Turning]]. And although good number of people have characters who have &amp;gt;39 levels and planar turning, the benefits of picking a planar race usually outweigh the risk of being turned.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Undead]] has been heavily modified on Neversummer 4; refer to its [[Turn Undead|article]] for more information. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to encourage the diversity of character builds, no further advice will be given about race selection. See [[:Category:Race]] for more details about races and subraces.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
Most classes have been changed in some way or the other from version 1.69 of Neverwinter Nights. Players who want to build a strong character are advised to look up each class that they want to know more about before making a character.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, many class restrictions exist on this server.&amp;lt;br&amp;gt;&lt;br /&gt;
Neversummer 4 has possibly a few hundred optimal PvP character builds, considering '''only''' which classes are picked, and when other factors are considered, excluding which weapon(s) you specialize in(but not how many) and only considering what the gist(key phrase: the gist) of the build is, the number of optimal PvP character builds probably exceeds 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, some classes, at epic levels, receive something called pure class bonuses if they only ever have 1 class.&amp;lt;br&amp;gt;&lt;br /&gt;
All classes have some sort of optimal use or the other, including even [[Harper Scout]]s and [[Purple Dragon Knight]]s, except that characters with more than 35 [[Rogue]] levels kinda suck, str-focused characters with the Epic Blackguard feat are also kinda bad, and undead shape is a wasted feat.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that no one build can beat all other builds; '''all''' builds have a weakness in 1v1. 1v1 PvP is often a game of rock, paper, scissors, so people prefer to engage in group PvP over 1v1 PvP when they can.&amp;lt;br&amp;gt;&lt;br /&gt;
For more information on classes, pure class bonuses, and class restrictions, see [[:Category:Class]] and [[:Category:Factions]].&amp;lt;br&amp;gt;&lt;br /&gt;
In order to encourage people the diversity of builds, no further advice will be given about class selection, except that you shouldn't get [[Undead Shape]] because it sucks.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, read the [[Shifting Guide]] if you plan to make a character that is built around shapeshifting, and be extra sure to read the page on [[Shifter]]s if you plan to make a shifter.&lt;br /&gt;
&lt;br /&gt;
=== Alignments ===&lt;br /&gt;
Some items have alignment restrictions on them, and some of these items are powerful. You won't be missing out on too much if you can't wear it, as slightly-less-powerful alternatives exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Some people make characters who take a number of [[Great Smiting]] feats, and can kill you very quickly and easily if you're of the wrong alignment. Changes have been made on Neversummer 4 that grant high-level [[Paladin|Paladins]] and [[Blackguard|Blackguards]] a token that refreshes their smites unlimited times per day on a cooldown, so smiting is a real consideration when making a character.&amp;lt;br&amp;gt;&lt;br /&gt;
Some endgame NPCs have smite good or smite evil, as well as [[Extra Smiting]] and [[Great Smiting]] X, which can hit for upwards of 500 raw damage, and critically strike even harder.&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Many feats have been changed in Neversummer 4.&amp;lt;br&amp;gt;&lt;br /&gt;
The most prominent examples of these are that the [[Spell Focus]] feats grant bonuses to certain spells beyond increasing their DC, that [[Hellball]] becomes self-friendly at caster lvl 35, and party-friendly at caster level 40(both counting only your highest caster class), that [[Dragon Knight]] and [[Mummy Dust]] were massively buffed, that [[Blinding Speed]] lasts for clvl*2 rounds and offers 1 more dodge AC than haste does, that [[Overwhelming Critical]] additionally increases your critical threat range by 2, stacking with [[Ki Critical]], [[Improved Critical]], and the Keen weapon property, and that [[Devastating Critical]], instead of causing its victim to make fortitude save or die, increases your critical damage multiplier by 1, stacking with [[Increased Multiplier]].&amp;lt;br&amp;gt;&lt;br /&gt;
This does indeed mean that scythes can have 14-20/x6 crits, that rapiers can have 8-20/x4 crits, and overwhelming and devastating critical do work for ranged weapons and unarmed strike, as well as for creature weapons such as dragon claws(via. unarmed strike feats), although [[Weapon Master]]s still can't pick fists or ranged weapons as their weapon of choice. Believe it or not, these changes to overwhelming and devastating critical don't make dex characters bad, but instead allow strength characters to compete with dex characters on roughly equal footing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
Some books in Neversummer 4 are rare and valuable items that have the amazing power to permanently increase your strength, dexterity, constitution, intelligence, wisdom, or charisma by +2 or +4, applying to your character in the same way that subracial stat bonuses do(and stacking with them), and so qualifying you for feats and such. These increases persist through death, and through de-levelling all the way down to to level 1. You may have a combined total of +4 to all stats from these books(subracials and [[Dragon Abilities]] don't count towards or against the cap), and +2 books of the same stat do not stack, and are overwritten by +4 books of its stat.&amp;lt;br&amp;gt;&lt;br /&gt;
Books disappear into thin air after being used, and are non-refundable, although a nice dungeon master might give you a full or partial book refund in exchange for the head of an NPC called The Great Wandering One and the deletion of your character(said character's items can be transferred to another character of yours before deletion).&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty much everybody, even hardcore powergamers, did not make an optimal first character on Neversummer 4, and still wouldn't if someone '''actually''' gave them 6 +4 books because this is all pretty much new ground to tread if you haven't tried building a few characters here before.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 books are obtained by killing NPCs of a challenge rating of 9 or higher that aren't animals or vermin, and by opening most chests associated with enemies of those levels(fine wooden or better). Their drop rate is estimated to be 1/1000, and so they are realistically farmable. CR=9 enemies have the same drop rate as CR=40+ enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
+4 books are obtained by killing NPCs of a challenge rating of 20 or higher that aren't animals or vermin, and by opening most chests associated with enemies of those levels(magical jeweled or better). Their drop rate was recently increased by the devs, and is currently unknown, though they are supposed to be realistically farmable. The higher an enemy's challenge rating, the higher their chance of dropping a +4 book.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
People who use an intelligence book will typically delevel their character to level 1 after using it, in order to get the most out of the book, as skill points are not retroactively granted by intelligence books.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking(so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Most weapon types are currently good for building an optimal character around.&amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, the following few weapon types are not advisable to build your character around, either because they aren't worth the feat or because a high-enough-level option doesn't exist for them; these weapons are the Bastard Sword(which would be okay if not outclassed by the longsword), the Dwarven Waraxe(unless you're a dwarf), the Club(not counting the demonflesh golem's weapon), the Dart, the Light Crossbow, the Throwing Axe, and, unless you know '''exactly''' what you're building, the Sickle.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, you shouldn't build your character around Unarmed Strike if you're a strength-focused character unless you're a shapeshifter of some sort, since the options for hard-hitting gloves that have high strength aren't very good compared to the ones with less strength on them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each weapon type has a maximum available enhancement bonus that ranges between '''+6''' and '''+8''', though the best Shurikens and Sickles are only +5. +6 weapons are not necessarily bad(nor are Shurikens if you use them right), and +8 weapons are not necessarily the best, but if the weapon type you're specialized in has a higher enhancement/attack bonus available than what you're using, then you should probably use that weapon over what you have.&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+6 damage reduction include [[Skull of Demogorgon the Demon Lord]] and [[Nature's Balance]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+7 damage reduction include [[Dragon Shape]] and the [[Red Dragon Disciple]]'s [[Red Dragon Shape]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+8 damage reduction include the [[Earth Genasi]]'s racial token, [[Divine Wrath]] when between 25 and 29 [[Champion of Torm]] levels are used to cast it, [[Shadow Evade]] when between 26 and 29 [[Shadowdancer]] levels are used to cast it, [[Epic Warding]], and Inertial Barrier from Mindflayer Shape from [[Greater Wildshape IV]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+9 damage reduction include Shadow Evade at Shadowdancer lv30, and Divine Wrath for Champion of Torm at lv30. These are the highest available forms of damage reduction available to players.&lt;br /&gt;
&lt;br /&gt;
One-handed endgame weapons will typically have +20 average damage's worth of damage flares on it, 7 of which are non-physical, as well as being keen and having 2d10 massive criticals.&amp;lt;br&amp;gt;&lt;br /&gt;
Double-sided endgame weapons(the good ones) will typically have +30 average damage's worth of damage flares on it, 12.5 of which are non-physical, as well as being keen and having 2d10 or 2d12 massive criticals, 15% to a physical damage immunity, and 10/- to a physical damage resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Large endgame weapons that aren't double-sided(the good ones) will typically have +30-40 average damage's worth of damage flares on it, 10-13 of which are non-physical, as well as being keen and having +2d12 massive criticals. Be warned, however, that some level 35 large weapons hit much harder than other level 35 large weapons, so research the weapon options well before picking a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
Punching gloves/gauntlets(the good ones) will typically have a +7 attack bonus and +20-23.5 average damage's worth of damage flares on it, 11-13 of which are physical. [[Fists of Poseidon]] are generally regarded to be the best punching gloves, though you might find a reason to punch people with a different pair of gloves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that you can't make use of a large critical threat range if you can barely hit your opponent in the first place, so if your attack bonus is only going to be &amp;quot;Decent&amp;quot;, then consider specializing in a weapon that has a low critical threat range, as opposed to one with a medium or high critical threat range.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, '''some weapons types have had their base properties changed in Neversummer 4''', and these changes are not necessarily reflected in the items' tooltips. These changes include:&amp;lt;br&amp;gt;&lt;br /&gt;
-The base damage type dealt by Scythes is only slashing, whereas it was both piercing and slashing before.&amp;lt;br&amp;gt;&lt;br /&gt;
-The base damage type dealt by Heavy Flails is both bludgeoning and piercing, whereas it was only bludgeoning before.&amp;lt;br&amp;gt;&lt;br /&gt;
-Light Hammers gain +1 to their critical threat multiplier, which stacks with both Devastating Critical and Increased Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dire Maces gain +1 to their critical threat multiplier, which stacks with both Devastating Critical and Increased Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
-Tridents innately have a 19-20 critical threat range, where as their innate threat range was only 20 before; this threat range is increased by 2 points by each of Improved Critical: trident, and the keen weapon property, together resulting in 15-20/x2(not 17-20/x2). This can obviously stack with [[Overwhelming Critical]] and [[Ki Critical]], granting a combined total of an 11-20 threat range.&amp;lt;br&amp;gt;&lt;br /&gt;
-Quarterstaves use the Monk's special unarmed base attack bonus progression if you are a Monk, but you cannot use Flurry of Blows with quarterstaves.&amp;lt;br&amp;gt;&lt;br /&gt;
-Shurikens use the Monk's special unarmed base attack bonus progression if you are a Monk, but you cannot use Flurry of Blows with shurikens.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, some weapons have options available that have an extra damage type; specifically:&amp;lt;br&amp;gt;&lt;br /&gt;
-Greatswords have an endgame option(+7) that has extra melee damage: bludgeoning on it.&amp;lt;br&amp;gt;&lt;br /&gt;
-Katanas have an endgame option(+7) that has extra melee damage: piercing on it, but is not keen.&amp;lt;br&amp;gt;&lt;br /&gt;
-Light Flails have an endgame option(+7) that has extra melee damage: slashing on it.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sickles have an endgame option(+5) that has extra melee damage: piercing on it; only a pure paladin might care about this, and only if they want a finessable double-damage type weapon and don't have room for exotic weapon proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
-Whips have an endgame option(+6) that has extra melee damage: piercing on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Equipment ===&lt;br /&gt;
All equipment in the entire game lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, and immunity to any debuff. As such, spells such as [[Mass Charm]], [[Wail of the Banshee]], [[Phantasmal Killer]], [[Entangle]], and [[Sanctuary]] aren't completely useless on this server.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor AC doesn't get higher than +6. Some items offer +7 armor AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Shield AC doesn't get higher than +6. Some items offer +7 shield AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflection AC doesn't get higher than +5 unless you're an [[Arcane Archer]]. Some items offer +6 deflection AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Natural AC doesn't get higher than +5.&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame dodge AC from items comes in 3 packages: boots that have 3 dodge AC and 8 dexterity, boots that have 5 dodge AC and 7 dexterity, and boots that have 7 dodge AC and no dexterity.&amp;lt;br&amp;gt;&lt;br /&gt;
Helms typically offer intelligence, skill bonuses, deflection AC, and/or will save, among other miscellaneous things. Their intelligence bonus typically doesn't get higher than +8, except a few reach +9.&amp;lt;br&amp;gt;&lt;br /&gt;
Non-punching gloves/gauntlets/bracers typically offer strength and/or skill bonuses, and possibly also other miscellaneous bonuses. Their strength never gets higher than +8.&amp;lt;br&amp;gt;&lt;br /&gt;
Punching gloves/gauntlets typically offer damage, as well as low strength, and possibly also other miscellaneous bonuses. Their strength never gets higher than +4 or +5&amp;lt;br&amp;gt;&lt;br /&gt;
Rings typically offer skill bonuses, and possibly also other miscellaneous bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
Amulets typically offer wisdom, natural AC, and/or will save, and possibly also other miscellaneous bonuses. Their wisdom never gets higher than +8, except a certain amulet gives +9.&amp;lt;br&amp;gt;&lt;br /&gt;
Belts typically offer constitution and fortitude save, and possibly also other miscellaneous bonuses. Their constitution never gets higher than +8.&amp;lt;br&amp;gt;&lt;br /&gt;
Boots typically offer dexterity, dodge AC, and/or reflex save, and possibly also other miscellaneous bonuses. Their dexterity is described above, in the part about dodge AC.&amp;lt;br&amp;gt;&lt;br /&gt;
Cloaks typically offer charisma, deflection AC, and/or saves vs. an element, and possibly also other miscellaneous bonuses. Their charisma, doesn't go above +8, with the exception of [[Death's Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical strength bonuses can only be found on gloves/gauntlets/bracers and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical dexterity bonuses can only be found on boots and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical constitution bonuses can only be found on belts and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical intelligence bonuses can only be found on helms and from jobs and buffs, as well as on [[Gith's Star]].&amp;lt;br&amp;gt;&lt;br /&gt;
Magical wisdom bonuses can only be found on amulets and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical charisma bonuses can only be found on cloaks and from jobs and buffs, as well as on [[Gith's Star]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chest armor typically offers +armor AC, as well as immunity to one physical damage type, and resistance to the same or a different physical damage type, as well as other miscellaneous bonuses, which can include 10-25% immunity to a non-physical non-divine damage type. Armor AC limitations are described above. The granted physical immunity typically doesn't surpass 25%, while the granted physical resistance never surpasses 20/-.&amp;lt;br&amp;gt;&lt;br /&gt;
Shields, small, large, or tower, typically offer +shield AC, as well as immunity to one physical damage type, and resistance to the same or a different physical damage type, as well as other miscellaneous bonuses, which can include 10-25% immunity to a non-physical non-divine damage type. Shield AC limitations are described above. The granted physical immunity typically doesn't surpass 25%, while the granted physical resistance never surpasses 20/-.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On Neversummer 4, people will typically change out their chest armor, and, if they use them, shields, according to what type of physical damage is dealt by the enemy that they are preparing to face. This makes a tremendous difference in the outcome of the fight, PvP or not. This also means that weapons with two damage types are particularly useful in small-scale PvP, though it doesn't matter so much in large-scale PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
NPCs will typically also have physical damage resistances and immunities, except at low levels.&amp;lt;br&amp;gt;&lt;br /&gt;
In PvP, dexterity-based melee characters are about as powerful as Strength-based melee characters are on this server, even with the changes to overwhelming and devastating critical, believe it or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Consumables and Use Per Day items ===&lt;br /&gt;
Only one single item in Neversummer 4 that isn't equippable or a job item offers uses per day of anything, and that is [[Formian Planar Link]]. Its only real use in PvP is to annoy people(possibly including the caster) with its low-level summon and to dispel bigby's hands.&amp;lt;br&amp;gt;&lt;br /&gt;
Neversummer 4 has some equippable items that offer a use per day of something that is good. Notable effects from such items that you won't be frowned upon for using in PvP just to use the spell and then take it off include:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bull's Strength]](15), from [[Demon Lord Bracers]] and [[Fiend Plate]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Cat's Grace]](15), from [[Black Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Eagle's Splendor]](15), from [[Sentinel of the Elder Eye Amulet]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ultravision]](6), from [[Darkstar Amulet]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[True Seeing]](9), from [[Sioxinala Amulet of Sight]], 2x/day, and a helm that you can buy from merchants has charges of true seeing, but does nothing else&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Freedom of Movement]](7), from [[Forest Imbued Leather]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Aura of Vitality]](13), from [[Elysian Dragon Scale Torc]], which casts it as an extended spell&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Invisibility]](3), from [[Derro Robes]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Greater Dispelling]](15), from [[The Purifier]], [[Bahumat Sword of Righteousness]], and the spell, [[Holy Sword]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bless Weapon]](10), from [[Ring of Brom]]; although this only helps vs. [[Mummy Dust]] and [[Create Greater Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Darkness]](3), from [[Drow Elite Robes]], 3x/day&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Haste]](10), from [[Glimmerskin Boots]], [[Black Cloth]], and [[Ice Plate]]&lt;br /&gt;
-[[Expeditious Retreat]], from [[Dragonskin Boots]]; this has a special duration of rounds=str(not str mod), and is undispellable&lt;br /&gt;
&lt;br /&gt;
Some other equipment exists with 1 or more use per day of other spells, such as [[Cure Critical Wounds]] or [[Cone of Cold]], but it is frowned upon to use these items' spells per day unless you have them equipped in PvP most of the time, so, for example, you can use the chain lightning on [[Skull of the Demilich]] in PvP, but only if you were going to wear that helm during combat anyway, and you can use cure critical wounds from [[Ring of Health]], but only if you don't mind wearing it most of the time during PvP and when anticipating PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many consumable items exist in Neversummer 4, and most of them come from the Arcane Crafting profession.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is a list of consumables that people are generally not frowned upon for using in PvP:&amp;lt;br&amp;gt;&lt;br /&gt;
-traps&amp;lt;br&amp;gt;&lt;br /&gt;
-items with bless, aid, or prayer&amp;lt;br&amp;gt;&lt;br /&gt;
-items with haste&amp;lt;br&amp;gt;&lt;br /&gt;
-items with bull's, cat's, endurance, fox's, owl's, eagle's, greater cat's grace, or aura of vitality&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[True Seeing]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[Ultravision]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that casts [[Darkness]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants Freedom of Movement&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that dispels magic, including scrolls of [[Mordenkainen's Disjunction]] and [[Greater Dispelling]]&amp;lt;br&amp;gt;&lt;br /&gt;
-scrolls of [[Raise Dead]] or [[Resurrection]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using any consumables in PvP that aren't listed above, such as potions of lesser spell mantle, potions of elemental shield, scrolls of delayed blast fireball, scrolls of elemental swarm, and healing potions, might get you ostracized and made fun of in PvP, and perhaps have other consequences as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
Every successful PvP character has either haste, expeditious retreat, or another way to get themselves +50% or more to their movement speed, or they exclusively PvP with a friend that can cast haste on them. Slow players are dead players, unless they're '''extremely''' beefy. You need at least +50% movement speed to count as not being slow.&amp;lt;br&amp;gt;&lt;br /&gt;
Heres what you probably want to know about haste on this server:&amp;lt;br&amp;gt;&lt;br /&gt;
The current function of haste, as has been mentioned earlier in this guide, is a total of only the following effects:&amp;lt;br&amp;gt;&lt;br /&gt;
1: +1 AB&amp;lt;br&amp;gt;&lt;br /&gt;
2: +1 AC(2 if from [[Blinding Speed]])&amp;lt;br&amp;gt;&lt;br /&gt;
3: +1 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
4: +1 attack per round&amp;lt;br&amp;gt;&lt;br /&gt;
5: +50% movement speed(less if you're a lvl 3+ monk, see below)&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spellcasters will not have their spells quickened by haste, and will cast spells just as fast with haste as they will without it. Therefore, all builds that invest more than half of their levels into cleric, druid, sorceror, or wizard will be '''severely''' gimped if they don't get [[Automatic Quicken Spell]] III, unless of course you're a dragon shape pure druid or some kind of shifter, the former of whom loves AQ3, but can survive without if they focus hard enough on dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
Some important notes about haste's movement speed, however, are that only two forms of movement speed increase will stack with haste or expeditious retreat: The first is [[Barbarian Fast Movement]], which fully stacks with haste, and the second is [[Monk Speed]], which only partially stacks with haste and expeditious retreat. For every 3 monk levels you have, haste or expeditious retreat will boost your movement speed by 5% less, subtractively, until haste doesn't boost your movement speed anymore. Also, haste doesn't stack with expeditious retreat, and having one will prevent the other from working until it wears off.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said, these are the sources of +50%(or more) movement speed that Neversummer 4 has to offer to player characters:&amp;lt;br&amp;gt;&lt;br /&gt;
-the spell, [[Haste]]; the vast majority of clerics will pick the travel domain for this one spell, and [[Barbarian]]s get free undispellable haste while raging once they have 25 or more barbarian levels, pure barbarian or not&lt;br /&gt;
-the spell, [[Expeditious Retreat]]; this is commonly used by sorcerors and wizards that aren't built around [[Tenser's Transformation]] because, unlike haste, this isn't dispelled by [[Slow]] or [[Vine Mine]]&amp;lt;br&amp;gt;&lt;br /&gt;
-the item, [[Dragonskin Boots]]; this popular pair of boots has a special version of expeditious retreat twice per day that lasts for a duration equal to your raw strength score, and cannot be dispelled... don't rely on these unless you have 25 or more naked and unbuffed strength&amp;lt;br&amp;gt;&lt;br /&gt;
-the feat, [[Blinding Speed]]; this popular feat lasts for 2 rounds per character level(so 8 turns at level 40), grants +1 dodge AC over all other forms of haste, and cannot be dispelled&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Monk Endurance|Monk Speed]]&amp;lt;br&amp;gt;&lt;br /&gt;
-the pure [[Fighter]]'s sprint token, which lasts for 1 round/lvl and can be used twice per day&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Wild Shape]]: panther; this form, dire or not, is extremely ineffective in endgame combat, but comes with a passive +50% movement speed boost, which can be used to save blinding speed for later if you're paranoid about being ambushed before reaching your enemy's capital city, or to run the flag to your capital city after blinding speed wears off if there isn't anyone close enough to attack you, but you can't afford to rest... this one is only mentioned because I'm listing all of the sources of +50% or more to movement speed&amp;lt;br&amp;gt;&lt;br /&gt;
-potions of haste, which only last for a minute, take half a round to use, invoke an attack of opportunity, and are easily dispelled; do not rely on these, except to use them on summoned creatures, if at all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unique Items ===&lt;br /&gt;
Whenever an NPC that can drop an equippable item spawns, it has an extremely small chance to be unique item, similar to the chance of finding a +2 book; a unique item is a special version of the specified item, with one or more of its properties changed. Unique items can be game-changers depending on what they do, and can constitute a reason to make a new +4 character or replace an existing one. See [[Unique]] for more information, and do not feel obligated to find a decent unique item before making even a character that uses 6 +4 books.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Animal Empathy''': This skill is of little use to people who aren't members of [[The Circle]]. Members of [[The Circle]] have quick access from their capital city of Melencia to the [[Forest Home]], where they can use animal empathy on an Elder Dire Bear, or, if it is nighttime, a Silvastalker or Dark Mamba. Elder Dire Bears are big and have &amp;quot;extremely high&amp;quot; hp and hit for 60 or so piercingslashing damage, but have an &amp;quot;extremely low&amp;quot; attack bonus and armor class. Silvastalkers have [[Hide in Plain Sight]] with &amp;quot;low&amp;quot; hide and move silently skills, as well as an &amp;quot;extremely low&amp;quot; attack bonus and armor class and &amp;quot;good&amp;quot; hp, and will sneak attack for 80 or so piercingslashing damage if unresisted, and they make up for their tiny attack bonus by sometimes attacking from stealth. Dark Mambas are assassins with &amp;quot;extremely low&amp;quot; AB and AC, &amp;quot;decent&amp;quot; hp, and 40 or so piercing damage if unresisted(80 or so if its a sneak attack), except instead of lolth poison(and death attack?), they have a DC=low-40s poison that initially lowers your constitution, and then puts you to sleep for 1 turn if you fail your second save. Don't get a Dark Mamba unless you know that your opponent has a very low fortitude save. You only need 25 animal empathy(and a take 20) to get an Elder Dire Bear or Silvastalker, and slightly less for Dark Mambas. Other factions can only get low-level animals at the best, and aren't worth it except to potentially provide an attack of opportunity at a time that is bad for your enemy or annoy someone. Animal Empathy has a 6 second cooldown, and is a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
People who aren't members of the circle will want to get 1 point into animal empathy if they can spare the point so that they can, for example, empathy a nearby deer or something in PvP to distract a summon, or bait an attack of opportunity while you're out of range of the opponent, and by doing so make the opponent lose all other attacks during that round, allowing you to get some hits in without worrying about retaliation.&lt;br /&gt;
&lt;br /&gt;
'''Concentration''': This skill is desired to resist taunts and prevent your spells from being interrupted by damage taken. Do note that players with [[Automatic Quicken Spell]] III aren't absolutely immune to having their spells be interrupted by damage taken, and that it will happen every now and then if you don't have enough concentration, even on other servers... below are the ranges for concentration, concerning only the resisting of taunts:&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 96+&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 86-95&amp;lt;br&amp;gt;&lt;br /&gt;
High: 76-85&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 66-75&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 56-65&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 55 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
If you cast spells during combat, you always want to have concentration, even if its &amp;quot;Very Low&amp;quot;, unless maybe its just a divine favor every now and then when noone is attacking you. Do consider that characters with high amounts of damage immunity/resistance/reduction don't need as much concentration to prevent their spellcasting from being interrupted, although these characters should try to have 43 base concentration anyway. Do also that it is acceptable to have 0 concentration as a build that relies on casting spells if you have AQIII, so long as you can tolerate the small risk of having your spells interrupted by a luckily-timed attack, or maybe some caltrops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Craft Trap''': See the [[Craft Trap]] article for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Disable Trap''': If you have disable trap, try to get it to 43, and possibly also 5 into Set Trap; some players think they can't have too much set trap, so try to get as much disable trap as you can if you take this skill, though don't feel pigeonholed into getting more than 1 feat to help with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Discipline''': Arguably the most important skill in the game, this prevents you from getting knocked down, disarmed, or getting debilitated by called shot, which doesn't just happen in PvP, but also in PvE, starting at lvl 9-13 or so. Your character '''will''' be a bad character without discipline unless you have [[Hide in Plain Sight]], are an [[Assassin]], or rely on the [[Protection Domain]] to stay hidden until you rest. These are the ranges for discipline:&amp;lt;br&amp;gt;&lt;br /&gt;
Pure Fighter: 99-127&amp;lt;br&amp;gt;&lt;br /&gt;
Only Worried About Pure Fighters: 95-98&amp;lt;br&amp;gt;&lt;br /&gt;
Very Safe: 91-94&amp;lt;br&amp;gt;&lt;br /&gt;
Mostly Safe: 87-90&amp;lt;br&amp;gt;&lt;br /&gt;
Generally Safe: 83-86&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Unsafe: 79-82&amp;lt;br&amp;gt;&lt;br /&gt;
Vulnerable: 75-78&amp;lt;br&amp;gt;&lt;br /&gt;
Very Vulnerable: 71-74&amp;lt;br&amp;gt;&lt;br /&gt;
Knockdown Bait/Don't Bother: 70 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some players feel safe having 80 discipline. Feel free to knock them down with only 65 attack bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Heal''': Some players will relentlessly make fun of you for using healing kits in PvP and possibly refuse to fight or team up with you until you stop doing it. The number of hit points healed by a healing kit is (1d20+Heal Skill+Heal Kit Modifier)d3. Do not ever invest a single raw skill point into heal unless you can't think of a better dump stat, or you're a PvE character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hide''': The most important component of stealth due to how Spot works, there is no such thing as too much Hide; these are the ranges for Hide:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-79&amp;lt;br&amp;gt;&lt;br /&gt;
Might be seen by NPCs in capital cities or players who didn't invest into spot: 59 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even with 59 or less hide, corner sneaking can still be of limited use; consider taking hide and MS as a dump stat for corner sneaking if you don't have anything better to spend skill points on.&lt;br /&gt;
&lt;br /&gt;
'''Intimidate''': Only useful for barbarians with terrifying rage; you should, if you get terrifying rage, try to get as much intimidate as you can, possibly excluding regular skill focus: intimidate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Listen''': The little brother of Spot, Listen is generally regarded to be inferior to Spot, due to how it, unlike spot, doesn't make the enemy stay detected after you detect the enemy, allowing a non-HiPSer to elude you after detection without having to go around a corner. You should only take spot over listen if you have alot of [[Bard]] levels. There regardless is no such thing as too much Listen. Here are the ranges for Listen:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 79 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Lore''': Items of a level higher than 30 can only be identified by players. You need less than 50 lore in order to identify the most powerful items in the game. Obviously, this skill is completely useless in PvP, given that disarmed weapons can't be identified until the victim rests, but the skill is otherwise great for farming gold.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move Silently''': Barely any players are listeners, so you don't need as much move silently as you do hide, to the extent that you can even consider foregoing epic skill focus: move silently if you're a HiPSer, so long as you're sure that NPCs won't see you. There is still no such thing as too much Move Silently. Here are the ranges for Move Silently:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-79&amp;lt;br&amp;gt;&lt;br /&gt;
Might be heard by NPCs in capital cities: 44-59&amp;lt;br&amp;gt;&lt;br /&gt;
Might be heard by players who didn't invest into Listen: 43 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even with 43 or less MS, corner sneaking can still be of limited use; consider taking hide and MS as a dump stat for corner sneaking if you don't have anything better to spend skill points on.&lt;br /&gt;
&lt;br /&gt;
'''Open Lock''': Some endgame locks need something like 100 Open Lock to pick, but any and all PvP locks, of which there is only one in a certain tunnel leading to Menzoduran, need only 1 raw skill point, as well as a take 20 and some open lock gear, to be picked. If you get more than 1 raw skill point into open lock, then invest very many raw skill points into it, even if its just so that you can lock that certain door to prevent someone from coming that particular way or chasing you through there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Parry''': One might think that high parry+[[Epic Dodge]] will always deflect 4 attacks per round from an enemy with 4 attacks per round, but, due to Bioware's implementation of parry, this is not the case. Do not ever get parry unless you know '''exactly''' what you're doing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Perform''': See [[Bard Song]] and [[Curse Song]] for more details. Do not get more points into perform than you need to get the highest possible non-THP/damage effects from bard/curse song that your bard level can get, unless you don't have anything better to spend your skill points on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Search''': If you have Search, try to get it to 43; some players think they can't have too much set trap, so try to get as much search as you can if you take this skill, though don't feel pigeonholed into getting more than 1 feat to help with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Set Trap''': If you have Set Trap, try to get it to 43, and possibly also 5 into Disable Trap; some players think theres no such thing as too much set trap.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Spellcraft''': This skill increases your saves vs. spells by Spellcraft/5, as well as identifying spells so that you can counterspell them or know what people are casting, and its also a prerequisite for epic spells. Try to make sure that your total spellcraft skill, including '''non-raw''' spellcraft, ends in 0 or 5, and is high enough to counterspell if you want to do that. This is one of the best choices for a dump skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Spot''': If you hate HiPSers, theres no such thing as having too much spot; here are the ranges for Spot:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 79 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Taunt''': The bane of many a dexer and spellcaster, taunt allows you to reduce a person's AC by up to 6, as well as inflicting them with 30% spell failure, both for 4 rounds. Taunt has a 6 second cooldown, and is a free action. Some players have more damage immunity/resistance/reduction than others, and can taunt more safely than other players can; consider also that, while spending the 3 or so seconds that it takes to Taunt, you'll be flat-footed, which spells death for dexers if they time it wrong. Furthermore, people can just run from you if you taunt them, but it is regardless a great skill to have for PvP. Do consider taking this as a dump stat if you don't have a more important skill to dump into, such as spellcraft. Here are the taunt ranges:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-Irresistable: 90+&amp;lt;br&amp;gt;&lt;br /&gt;
Works Pretty Much Every Time: 85-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Reliable: 80-84&amp;lt;br&amp;gt;&lt;br /&gt;
More Than Reliable: 75-79&amp;lt;br&amp;gt;&lt;br /&gt;
Reliable: 70-74&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Reliable: 65-69&amp;lt;br&amp;gt;&lt;br /&gt;
Unreliable: 60-64&amp;lt;br&amp;gt;&lt;br /&gt;
Very Unreliable: 55-59&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely Unreliable: 50-54&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 49 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having something like 3 or 8 raw skill into taunt as a dump stat can be of limited use vs. people who have 0 concentration, but do note that, in that case, their sheer constitution modifier and coincidental skill bonuses from gear might be enough to resist your taunt.&lt;br /&gt;
&lt;br /&gt;
'''Tumble''': Tumble not only allows you to avoid attacks of opportunity while moving, but it also increases your AC when you aren't flat-footed by (tumble/5), which, unlike spellcraft, does not count effects such as [[Glimmerskin Boots]], epic skill focus: tumble, or your dexterity modifier. Make sure that you have either 0, 20, 21, or 40 raw points into tumble. 21 is for people who use full plate and a shield with a low dexterity modifier, while 0 is for weapon masters who don't care about how much AC they have.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Use Magic Device''': Be sure to consider your resting charisma modifier when calculating how much Use Magic Device you'll want to have, if any at all, or feel free to rely upon equipping UMD items in order to be able to equip your normal gear and then unequipping the UMD items, and having to do so every single time you log in, but do consider that this takes time to do, which you might not have under some circumstances. See [[Use Magic Device]] for more details.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Important Stats ===&lt;br /&gt;
&lt;br /&gt;
'''Attack Bonus''':&lt;br /&gt;
Here are the ranges for Attack Bonus:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-undodgeable: 76+&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 74-75&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 72-73&amp;lt;br&amp;gt;&lt;br /&gt;
High: 70-71&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 68-69&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 66-67&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 64-65&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 62-63; consider making a different character if you rely on AB and can't get more than 61 AB&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 60-61&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 58-59&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother Without Support: 57 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note, however, that people who can rely on being able to taunt their opponent will effectively have an extra 6 AB, that bards can rely on curse song being up for an extra 2-4 effective AB, that HiPSers tend to ignore dex and dodge AC, and that assassins also ignore dex and dodge AC until they apply their poison, after which point it probably won't matter. Furthermore, some builds that have certain disables can get away with having a low AB if they can defeat or almost-defeat their opponent during said disables, though pure fighters probably won't like having less than 62 AB either way. &amp;lt;br&amp;gt;&lt;br /&gt;
Just don't expect something like a devcritting dual-kama 27 rogue/6 monk/7 weapon master with improved sneak attacks and 53 AB to do more than a small amount of damage to people who care enough about their AC to get armor skin unless you've got support from a con barb or something to disable them so you can actually hit them.&lt;br /&gt;
&lt;br /&gt;
'''Armor Class''':&lt;br /&gt;
Here are the ranges for Armor Class:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-invulnerable: 87+&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 84-86&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 81-83&amp;lt;br&amp;gt;&lt;br /&gt;
High: 78-80&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 75-77&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 72-74&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 69-71; consider not bothering with AC if you can't get at least 69 AC&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 66-68&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 63-65&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-62&amp;lt;br&amp;gt;&lt;br /&gt;
You Probably Don't Care: 59 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that, if your opponent's attack bonus is too low, he can't critically strike you because his threat rolls won't be high enough, even if he rolls a double 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''':&lt;br /&gt;
Here are the ranges for Hit Points, not counting Temporary Hit Points:&amp;lt;br&amp;gt;&lt;br /&gt;
Your Build is Probably Bad: 1427 or higher&amp;lt;br&amp;gt;&lt;br /&gt;
Con Barb: 1330-1426&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 1200-1329&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 1100-1199&amp;lt;br&amp;gt;&lt;br /&gt;
High: 1000-1099&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty High: 900-999&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 800-899&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 700-799&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 600-699&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 500-599&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 400-499&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 300-399&amp;lt;br&amp;gt;&lt;br /&gt;
Make a New Character: 299 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even a drow pure wizard with 6 base con and no toughness can manage to have more than 300 hp(with a +4-5 endurance and +7-8 con belt), so its hard to imagine a build that has less than 300 hp.&lt;br /&gt;
&lt;br /&gt;
'''Saves''':&lt;br /&gt;
Instead of listing ranges for saves, I'll list what the threats are in PvP that check each save.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note that, in Neversummer 4, rolling a 1 does '''not''' result in an automatic failure, concerning saving throws, while rolling a 20 still results in an automatic success, also concerning saving throws.&amp;lt;br&amp;gt;&lt;br /&gt;
I won't be listing weapon procs as threats, including vorpal, because all of these are DC=26 at the most, and everyone should be able to beat these every time unless they're evil-planar-turned or something.&lt;br /&gt;
&lt;br /&gt;
'''Fortitude Save''':&lt;br /&gt;
Here are the threats in PvP that check your fortitude save:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: Max DC=46; deafens you for 1 turn if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-Slow Iron Golem Breath: Max DC=46, radius=medium cone. Slows people who fail the save for 5 rounds. Used by [[Shifter]]s in Iron Golem shape from [[Construct Shape]]. Checks poison immunity and +saves vs. poison.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Wail of the Banshee]]: Max DC=48; pretty much nobody wails in PvP, except to deafen people, if at all.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Weird]]: Max DC=48; pretty much nobody uses weird in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Black Blade of Disaster]]: Like implosion, except the radius is about an in-game inch long. Don't worry about this unless you're standing still or something for more than a second. Max DC=48&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Implosion]]: Almost as dangerous as ever, this fatal spell usually has a DC of 47, or 48(which is max DC) if the enemy is a member of the [[Northern Coalition]]. Almost nobody outside of the [[Northern Coalition]] makes imploders.&amp;lt;br&amp;gt;&lt;br /&gt;
-Lolth Poison: max DC=56-59, depending on where the [[Assassin]] is. This poison is only obtainable and usable by [[Assassin]]s, and ignores poison immunity, immunity to death magic, and immunity to sneak attacks and critical hits, but does not work on non-living targets, such as [[Druid]]s in [[Elemental Shape]] and people under the effects of [[Polymorph Self]]: Zombie. This divine poison's initial effect is death.&amp;lt;br&amp;gt;&lt;br /&gt;
-Death Attack: max DC=61, or you can just cast freedom of movement or get some [[Forest Imbued Leather]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Stunning Fist: DC=variable; expect it to be 50 or higher. Do note that beamdog nerfed its duration from 3 rounds to 1 round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Reflex Save''':&lt;br /&gt;
Here are the threats in PvP that check your reflex save:&amp;lt;br&amp;gt;&lt;br /&gt;
-many damage-dealing spells&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Grease]]: max DC=25; failing the save knocks you down for 1 round, +saves vs. spells do not apply to this spell, and the knockdown component ignores both spell resistance and spell immunity, including that from [[Woodland Stride]].&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: max DC=46; knocks you down for 2 rounds if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Earthquake]]: Deals 20d6 bludgeoning damage in a colossal radius(reflex for half), ignores spell resistance, and causes all affected creatures to make a reflex save or be knocked down for 1 round. Max DC=48. Friendly fires.&amp;lt;br&amp;gt;&lt;br /&gt;
-Knockdown Bolt: This ranged touch attack is used by [[Shifter]]s in Stone Golem form, granted by [[Construct Shape]]. +saves vs. spells apply. Max DC=46, and Discipline is not checked. Failure results in a 2 round knockdown.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fire Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Brass [[Dragon Shape]], by [[Red Dragon Disciple]]s in [[Red Dragon Shape]], and by people that cast [[Shapechange]]: Red Dragon; DC=50, damage=20d10 fire, reflex save for half.&amp;lt;br&amp;gt;&lt;br /&gt;
-Slow Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Copper [[Dragon Shape]], DC=40+1d10, duration=5 rounds&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Will Save''':&lt;br /&gt;
Here are the threats in PvP that check your will save:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: max DC=46; stuns you for 2 rounds if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Dominate Monster]]: max DC=48; duration=(casterlvl/2)+1 rounds, failing the save dazes you, and high HD will not save you from this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bigby's Crushing Hand]]: max DC=48; duration=3 rounds, failing the save stuns you, and it counts as a mind-affecting spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Terrifying Rage]]: All this does is, if you fail a will save, it lowers your AB and saves by 2 for 2 turns... unless the barbarian is of a higher level than you are; the DC can vary, but don't expect it to be higher than 51.&amp;lt;br&amp;gt;&lt;br /&gt;
-Bloody Roar: An ability exclusive to pure [[Barbarian]]s, this ability will hold you if you fail the fortitude save; the DC is usually 47, but con barbs(which are a real build) can get a DC of up to 56.&amp;lt;br&amp;gt;&lt;br /&gt;
-Psionic Assault: An ability exclusive to the [[Githyanki]], this ability is usually used by con barbs if Bloody Roar fails to debilitate you or you're still alive after it ends. DC=Bloody Roar DC. Failure results in 5 rounds of confusion.&amp;lt;br&amp;gt;&lt;br /&gt;
-Contagion(Blackguard): This attempts to curse you, and is only used by the extremely rare(and kinda bad) planar-turning 10/30 fighter or cleric/blackguard that stacks charisma: Max DC=51. Failing the will save applies a curse that reduces all 6 ability scores by half of the blackguard's charisma modifier, which in that case would be 10.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Storm of Vengeance]]: +saves vs. spells don't apply to this spell. Max DC=48&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Weird]]: Max DC=48; pretty much nobody uses weird in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sleep(Harper Scout): Max DC=53, Duration=Same as spell. Having more than 5 HD will not protect you from this version of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Purple Dragon Knight): Max DC=53, radius=medium, duration=5 rounds. After being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Red Dragon Disciple): DC=35, radius=colossal, duration=5 rounds. After being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you. If you actually get feared by this, then consider changing your equipment or re-making your character, as this is a non-rare hazard in PvP that is very easy to protect yourself against.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Shadow Daze]]: Max DC=63!!!; fortunately, shadowdancers don't hit very hard when their DC is that high... duration=5 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Shifter): Max DC=53, radius=colossal, duration=5 rounds; after being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you.&amp;lt;br&amp;gt;&lt;br /&gt;
-Mind Blast: Max DC=45, radius=medium cone, duration=5 rounds. Failing a will save will subtractively reduce your slashing, piercing, and bludgeoning immunities by 50%, and whether or not you make the save, your will save will be reduced by 4 after the fact, not stacking. Used by [[Shifter]]s in Mindflayer shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sleep Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Bronze [[Dragon Shape]], DC=40+1d10, duration=5 rounds.&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Basic_Endgame_Character_Building_Guidelines&amp;diff=7817</id>
		<title>Basic Endgame Character Building Guidelines</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Basic_Endgame_Character_Building_Guidelines&amp;diff=7817"/>
		<updated>2023-11-20T21:25:08Z</updated>

		<summary type="html">&lt;p&gt;Garn: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are some very basic guidelines for building strong level 40 characters. You don't have to make a strong level 40 character in order to beat people in PvP or to beat the hardest bosses in PvE, but it certainly helps if you do. If you don't want to read a guide and just build a character, then click the previous/back button in your browser and go do that.&lt;br /&gt;
&lt;br /&gt;
=== PvP vs. PvE ===&lt;br /&gt;
PvE has all been done already, and its easy enough that a group of 10 players of the right roles(not necessarily builds) can reliably beat every boss in the game. Feel free to use PvP characters to do PvE, endgame or not.&amp;lt;br&amp;gt;&lt;br /&gt;
PvP, however, is hard, as it is in all games. This intentionally barebones guide will cover building characters for PvP, though it may be changed in the future to account for PvE as well.&lt;br /&gt;
&lt;br /&gt;
=== Faction ===&lt;br /&gt;
Decide which faction you want to be in before you make your character. All characters have to be in a faction.&amp;lt;br&amp;gt;&lt;br /&gt;
The factions are actually balanced pretty well these days, believe it or not.&amp;lt;br&amp;gt;&lt;br /&gt;
Players generally decide that they are obligated to support one specific faction and its allied faction above all other factions, and new players are encouraged to do so, though some players just try to get PvP wherever they can by playing as all 6 factions.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has its own [[Jobs]], the completion of which bestow permanent bonuses upon your character that persist through death and de-levelling, which usually totals to 2 items with 1 or 2 uses of a significant unique power per day, +1(magical) to one stat and another stat, various magical skill bonuses ranging from +2 to +7, and other miscellaneous bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
You may only do your own faction's jobs, and not those of your ally or enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if you manage to lose enough reputation with your faction, via. friendly fire against an NPC or not, then all of your job bonuses will be lost forever, barring DM intervention.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raiding vs. Defending ===&lt;br /&gt;
PvP on this server is typically a version of capture-the-flag whose playing field spans most of this very large module, and the flags are located in capital cities. You may read the [[Relic System]] page for more information, although this will regardless be briefly explained below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All capital cities are, obviously, guarded by NPCs; there are a good number of these NPCs, whose challenge ratings average out at 19 across all factions.&amp;lt;br&amp;gt;&lt;br /&gt;
However, relic rooms, where the flags are stored, have a chance to spawn with 1-4 epic NPCs, whose challenge ratings are 31-34 or so, do not drop loot(unless its unique), and are no more or less powerful than other typical NPCs of their level; it is extremely frowned upon to, when defending, pump your relic room until you have epic defenders, and people may ostracize and refuse to PvP with you if you do this.&amp;lt;br&amp;gt;&lt;br /&gt;
It is very realistically possible to clean out a relic room that spawns with 4 epic defenders, depending on your build and which faction you're invading, although you'd better hope that theres nobody there to defend the relic room if a few epic NPCs spawn.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot remove a relic(flag) from a relic cradle right away. In order to remove a relic from its relic cradle, you must first slay all hostile NPCs on the map where the relic cradle is, and then you must click on the relic cradle, after which point the relic cradle will put a relevant message in the /shout channel, and the relic cradle will then weaken over a duration of 2-4 minutes or so(variable) until the cradle allows you to take a relic from the cradle(at which point the relic cradle shouts again). If you, at that point, wait for more than 2 rounds or so to take the relic, then the relic cradle will have to be weakened all over again before you can take a cradle out of it.&amp;lt;br&amp;gt;&lt;br /&gt;
After taking an enemy's relic, all of your buffs get dispelled, and then you must carry it all the way back to your or your ally's capital city, and then deposit it into the friendly relic cradle or get a friend to do it for you.&amp;lt;br&amp;gt;&lt;br /&gt;
Invading an enemy's capital city to capture a relic that they have is called raiding, and defending your relic cradle in your or your ally's capital city is called defending.&amp;lt;br&amp;gt;&lt;br /&gt;
Some PvP characters make good raiders, but bad defenders, and some PvP characters make bad raiders, but good defenders, and some PvP characters are good at both. The ones that are not good at both are not necessarily better than other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, when choosing what kind of character to make, consider whether you want your character to raid, defend, or both. Feel free to make a character to kill people out in the world instead, though people don't really do that anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender ===&lt;br /&gt;
Gender has no non-cosmetic effect on your character beyond whether a [[Drow]]'s favored class is Wizard(male) or Cleric(female), which only impacts how fast you'll level up if you pick the relevant class.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
[[Half-Elf|Half-Elves]] are perhaps the only bad race. No items have a racial restriction of half-elf only, and half-elves have no subraces.&amp;lt;br&amp;gt;&lt;br /&gt;
Base races are almost always outclassed by their subraces, though they aren't bad enough that you shouldn't entertain the idea of picking a base race other than half-elf.&amp;lt;br&amp;gt;&lt;br /&gt;
All subraces are good for at least one optimal character build.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, some subraces are Planar races, which means that players with [[Planar Turning]] can turn them. Furthermore, [[Cleric|Clerics]] of the [[Good Domain]] can turn evil planar characters without [[Planar Turning]], and [[Cleric|Clerics]] of the [[Evil Domain]] can turn good planar characters without [[Planar Turning]], although, in the case of the good or evil domain being used to turn you without planar turning, you'll get to add your spell resistance to your turn resistance. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Azerblood]] and elemental genasi are treated as outsiders, rather than as elementals, by [[Turn Undead]]. Spell resistance does increase your turn resistance if the turner doesn't have [[Planar Turning]]. And although good number of people have characters who have &amp;gt;39 levels and planar turning, the benefits of picking a planar race usually outweigh the risk of being turned.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Undead]] has been heavily modified on Neversummer 4; refer to its [[Turn Undead|article]] for more information. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to encourage the diversity of character builds, no further advice will be given about race selection. See [[:Category:Race]] for more details about races and subraces.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
Most classes have been changed in some way or the other from version 1.69 of Neverwinter Nights. Players who want to build a strong character are advised to look up each class that they want to know more about before making a character.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, many class restrictions exist on this server.&amp;lt;br&amp;gt;&lt;br /&gt;
Neversummer 4 has possibly a few hundred optimal PvP character builds, considering '''only''' which classes are picked, and when other factors are considered, excluding which weapon(s) you specialize in(but not how many) and only considering what the gist(key phrase: the gist) of the build is, the number of optimal PvP character builds probably exceeds 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, some classes, at epic levels, receive something called pure class bonuses if they only ever have 1 class.&amp;lt;br&amp;gt;&lt;br /&gt;
All classes have some sort of optimal use or the other, including even [[Harper Scout]]s and [[Purple Dragon Knight]]s, except that characters with more than 35 [[Rogue]] levels kinda suck, str-focused characters with the Epic Blackguard feat are also kinda bad, and undead shape is a wasted feat.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that no one build can beat all other builds; '''all''' builds have a weakness in 1v1. 1v1 PvP is often a game of rock, paper, scissors, so people prefer to engage in group PvP over 1v1 PvP when they can.&amp;lt;br&amp;gt;&lt;br /&gt;
For more information on classes, pure class bonuses, and class restrictions, see [[:Category:Class]] and [[:Category:Factions]].&amp;lt;br&amp;gt;&lt;br /&gt;
In order to encourage people the diversity of builds, no further advice will be given about class selection, except that you shouldn't get [[Undead Shape]] because it sucks.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, read the [[Shifting Guide]] if you plan to make a character that is built around shapeshifting, and be extra sure to read the page on [[Shifter]]s if you plan to make a shifter.&lt;br /&gt;
&lt;br /&gt;
=== Alignments ===&lt;br /&gt;
Some items have alignment restrictions on them, and some of these items are powerful. You won't be missing out on too much if you can't wear it, as slightly-less-powerful alternatives exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Some people make characters who take a number of [[Great Smiting]] feats, and can kill you very quickly and easily if you're of the wrong alignment. Changes have been made on Neversummer 4 that grant high-level [[Paladin|Paladins]] and [[Blackguard|Blackguards]] a token that refreshes their smites unlimited times per day on a cooldown, so smiting is a real consideration when making a character.&amp;lt;br&amp;gt;&lt;br /&gt;
Some endgame NPCs have smite good or smite evil, as well as [[Extra Smiting]] and [[Great Smiting]] X, which can hit for upwards of 500 raw damage, and critically strike even harder.&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Many feats have been changed in Neversummer 4.&amp;lt;br&amp;gt;&lt;br /&gt;
The most prominent examples of these are that the [[Spell Focus]] feats grant bonuses to certain spells beyond increasing their DC, that [[Hellball]] becomes self-friendly at caster lvl 35, and party-friendly at caster level 40(both counting only your highest caster class), that [[Dragon Knight]] and [[Mummy Dust]] were massively buffed, that [[Blinding Speed]] lasts for clvl*2 rounds and offers 1 more dodge AC than haste does, that [[Overwhelming Critical]] additionally increases your critical threat range by 2, stacking with [[Ki Critical]], [[Improved Critical]], and the Keen weapon property, and that [[Devastating Critical]], instead of causing its victim to make fortitude save or die, increases your critical damage multiplier by 1, stacking with [[Increased Multiplier]].&amp;lt;br&amp;gt;&lt;br /&gt;
This does indeed mean that scythes can have 14-20/x6 crits, that rapiers can have 8-20/x4 crits, and overwhelming and devastating critical do work for ranged weapons and unarmed strike, as well as for creature weapons such as dragon claws(via. unarmed strike feats), although [[Weapon Master]]s still can't pick fists or ranged weapons as their weapon of choice. Believe it or not, these changes to overwhelming and devastating critical don't make dex characters bad, but instead allow strength characters to compete with dex characters on roughly equal footing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
Some books in Neversummer 4 are rare and valuable items that have the amazing power to permanently increase your strength, dexterity, constitution, intelligence, wisdom, or charisma by +2 or +4, applying to your character in the same way that subracial stat bonuses do(and stacking with them), and so qualifying you for feats and such. These increases persist through death, and through de-levelling all the way down to to level 1. You may have a combined total of +4 to all stats from these books(subracials and [[Dragon Abilities]] don't count towards or against the cap), and +2 books of the same stat do not stack, and are overwritten by +4 books of its stat.&amp;lt;br&amp;gt;&lt;br /&gt;
Books disappear into thin air after being used, and are non-refundable, although a nice dungeon master might give you a full or partial book refund in exchange for the head of an NPC called The Great Wandering One and the deletion of your character(said character's items can be transferred to another character of yours before deletion).&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty much everybody, even hardcore powergamers, did not make an optimal first character on Neversummer 4, and still wouldn't if someone '''actually''' gave them 6 +4 books because this is all pretty much new ground to tread if you haven't tried building a few characters here before.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 books are obtained by killing NPCs of a challenge rating of 9 or higher that aren't animals or vermin, and by opening most chests associated with enemies of those levels(fine wooden or better). Their drop rate is estimated to be 1/1000, and so they are realistically farmable. CR=9 enemies have the same drop rate as CR=40+ enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
+4 books are obtained by killing NPCs of a challenge rating of 20 or higher that aren't animals or vermin, and by opening most chests associated with enemies of those levels(magical jeweled or better). Their drop rate was recently increased by the devs, and is currently unknown, though they are supposed to be realistically farmable. The higher an enemy's challenge rating, the higher their chance of dropping a +4 book.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
People who use an intelligence book will typically delevel their character to level 1 after using it, in order to get the most out of the book, as skill points are not retroactively granted by intelligence books.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking(so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Most weapon types are currently good for building an optimal character around.&amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, the following few weapon types are not advisable to build your character around, either because they aren't worth the feat or because a high-enough-level option doesn't exist for them; these weapons are the Bastard Sword(which would be okay if not outclassed by the longsword), the Dwarven Waraxe(unless you're a dwarf), the Club(not counting the demonflesh golem's weapon), the Dart, the Light Crossbow, the Throwing Axe, and, unless you know '''exactly''' what you're building, the Sickle.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, you shouldn't build your character around Unarmed Strike if you're a strength-focused character unless you're a shapeshifter of some sort, since the options for hard-hitting gloves that have high strength aren't very good compared to the ones with less strength on them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each weapon type has a maximum available enhancement bonus that ranges between '''+6''' and '''+8''', though the best Shurikens and Sickles are only +5. +6 weapons are not necessarily bad(nor are Shurikens if you use them right), and +8 weapons are not necessarily the best, but if the weapon type you're specialized in has a higher enhancement/attack bonus available than what you're using, then you should probably use that weapon over what you have.&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+6 damage reduction include [[Skull of Demogorgon the Demon Lord]] and [[Nature's Balance]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+7 damage reduction include [[Dragon Shape]] and the [[Red Dragon Disciple]]'s [[Red Dragon Shape]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+8 damage reduction include the [[Earth Genasi]]'s racial token, [[Divine Wrath]] when between 25 and 29 [[Champion of Torm]] levels are used to cast it, [[Shadow Evade]] when between 26 and 29 [[Shadowdancer]] levels are used to cast it, [[Epic Warding]], and Inertial Barrier from Mindflayer Shape from [[Greater Wildshape IV]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+9 damage reduction include Shadow Evade at Shadowdancer lv30, and Divine Wrath for Champion of Torm at lv30. These are the highest available forms of damage reduction available to players.&lt;br /&gt;
&lt;br /&gt;
One-handed endgame weapons will typically have +20 average damage's worth of damage flares on it, 7 of which are non-physical, as well as being keen and having 2d10 massive criticals.&amp;lt;br&amp;gt;&lt;br /&gt;
Double-sided endgame weapons(the good ones) will typically have +30 average damage's worth of damage flares on it, 12.5 of which are non-physical, as well as being keen and having 2d10 or 2d12 massive criticals, 15% to a physical damage immunity, and 10/- to a physical damage resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Large endgame weapons that aren't double-sided(the good ones) will typically have +30-40 average damage's worth of damage flares on it, 10-13 of which are non-physical, as well as being keen and having +2d12 massive criticals. Be warned, however, that some level 35 large weapons hit much harder than other level 35 large weapons, so research the weapon options well before picking a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
Punching gloves/gauntlets(the good ones) will typically have a +7 attack bonus and +20-23.5 average damage's worth of damage flares on it, 11-13 of which are physical. [[Fists of Poseidon]] are generally regarded to be the best punching gloves, though you might find a reason to punch people with a different pair of gloves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that you can't make use of a large critical threat range if you can barely hit your opponent in the first place, so if your attack bonus is only going to be &amp;quot;Decent&amp;quot;, then consider specializing in a weapon that has a low critical threat range, as opposed to one with a medium or high critical threat range.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, '''some weapons types have had their base properties changed in Neversummer 4''', and these changes are not necessarily reflected in the items' tooltips. These changes include:&amp;lt;br&amp;gt;&lt;br /&gt;
-The base damage type dealt by Scythes is only slashing, whereas it was both piercing and slashing before.&amp;lt;br&amp;gt;&lt;br /&gt;
-The base damage type dealt by Heavy Flails is both bludgeoning and piercing, whereas it was only bludgeoning before.&amp;lt;br&amp;gt;&lt;br /&gt;
-Light Hammers gain +1 to their critical threat multiplier, which stacks with both Devastating Critical and Increased Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dire Maces gain +1 to their critical threat multiplier, which stacks with both Devastating Critical and Increased Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
-Tridents innately have a 19-20 critical threat range, where as their innate threat range was only 20 before; this threat range is increased by 2 points by each of Improved Critical: trident, and the keen weapon property, together resulting in 15-20/x2(not 17-20/x2). This can obviously stack with [[Overwhelming Critical]] and [[Ki Critical]], granting a combined total of an 11-20 crit range&amp;lt;br&amp;gt;&lt;br /&gt;
-Quarterstaves use the Monk's special unarmed base attack bonus progression if you are a Monk, but you cannot use Flurry of Blows with quarterstaves.&amp;lt;br&amp;gt;&lt;br /&gt;
-Shurikens use the Monk's special unarmed base attack bonus progression if you are a Monk, but you cannot use Flurry of Blows with shurikens.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, some weapons have options available that have an extra damage type; specifically:&amp;lt;br&amp;gt;&lt;br /&gt;
-Greatswords have an endgame option(+7) that has extra melee damage: bludgeoning on it.&amp;lt;br&amp;gt;&lt;br /&gt;
-Katanas have an endgame option(+7) that has extra melee damage: piercing on it, but is not keen.&amp;lt;br&amp;gt;&lt;br /&gt;
-Light Flails have an endgame option(+7) that has extra melee damage: slashing on it.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sickles have an endgame option(+5) that has extra melee damage: piercing on it; only a pure paladin might care about this, and only if they want a finessable double-damage type weapon and don't have room for exotic weapon proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
-Whips have an endgame option(+6) that has extra melee damage: piercing on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Equipment ===&lt;br /&gt;
All equipment in the entire game lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, and immunity to any debuff. As such, spells such as [[Mass Charm]], [[Wail of the Banshee]], [[Phantasmal Killer]], [[Entangle]], and [[Sanctuary]] aren't completely useless on this server.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor AC doesn't get higher than +6. Some items offer +7 armor AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Shield AC doesn't get higher than +6. Some items offer +7 shield AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflection AC doesn't get higher than +5 unless you're an [[Arcane Archer]]. Some items offer +6 deflection AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Natural AC doesn't get higher than +5.&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame dodge AC from items comes in 3 packages: boots that have 3 dodge AC and 8 dexterity, boots that have 5 dodge AC and 7 dexterity, and boots that have 7 dodge AC and no dexterity.&amp;lt;br&amp;gt;&lt;br /&gt;
Helms typically offer intelligence, skill bonuses, deflection AC, and/or will save, among other miscellaneous things. Their intelligence bonus typically doesn't get higher than +8, except a few reach +9.&amp;lt;br&amp;gt;&lt;br /&gt;
Non-punching gloves/gauntlets/bracers typically offer strength and/or skill bonuses, and possibly also other miscellaneous bonuses. Their strength never gets higher than +8.&amp;lt;br&amp;gt;&lt;br /&gt;
Punching gloves/gauntlets typically offer damage, as well as low strength, and possibly also other miscellaneous bonuses. Their strength never gets higher than +4 or +5&amp;lt;br&amp;gt;&lt;br /&gt;
Rings typically offer skill bonuses, and possibly also other miscellaneous bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
Amulets typically offer wisdom, natural AC, and/or will save, and possibly also other miscellaneous bonuses. Their wisdom never gets higher than +8, except a certain amulet gives +9.&amp;lt;br&amp;gt;&lt;br /&gt;
Belts typically offer constitution and fortitude save, and possibly also other miscellaneous bonuses. Their constitution never gets higher than +8.&amp;lt;br&amp;gt;&lt;br /&gt;
Boots typically offer dexterity, dodge AC, and/or reflex save, and possibly also other miscellaneous bonuses. Their dexterity is described above, in the part about dodge AC.&amp;lt;br&amp;gt;&lt;br /&gt;
Cloaks typically offer charisma, deflection AC, and/or saves vs. an element, and possibly also other miscellaneous bonuses. Their charisma, doesn't go above +8, with the exception of [[Death's Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical strength bonuses can only be found on gloves/gauntlets/bracers and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical dexterity bonuses can only be found on boots and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical constitution bonuses can only be found on belts and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical intelligence bonuses can only be found on helms and from jobs and buffs, as well as on [[Gith's Star]].&amp;lt;br&amp;gt;&lt;br /&gt;
Magical wisdom bonuses can only be found on amulets and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical charisma bonuses can only be found on cloaks and from jobs and buffs, as well as on [[Gith's Star]].&amp;lt;br&amp;gt;&lt;br /&gt;
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Chest armor typically offers +armor AC, as well as immunity to one physical damage type, and resistance to the same or a different physical damage type, as well as other miscellaneous bonuses, which can include 10-25% immunity to a non-physical non-divine damage type. Armor AC limitations are described above. The granted physical immunity typically doesn't surpass 25%, while the granted physical resistance never surpasses 20/-.&amp;lt;br&amp;gt;&lt;br /&gt;
Shields, small, large, or tower, typically offer +shield AC, as well as immunity to one physical damage type, and resistance to the same or a different physical damage type, as well as other miscellaneous bonuses, which can include 10-25% immunity to a non-physical non-divine damage type. Shield AC limitations are described above. The granted physical immunity typically doesn't surpass 25%, while the granted physical resistance never surpasses 20/-.&amp;lt;br&amp;gt;&lt;br /&gt;
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On Neversummer 4, people will typically change out their chest armor, and, if they use them, shields, according to what type of physical damage is dealt by the enemy that they are preparing to face. This makes a tremendous difference in the outcome of the fight, PvP or not. This also means that weapons with two damage types are particularly useful in small-scale PvP, though it doesn't matter so much in large-scale PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
NPCs will typically also have physical damage resistances and immunities, except at low levels.&amp;lt;br&amp;gt;&lt;br /&gt;
In PvP, dexterity-based melee characters are about as powerful as Strength-based melee characters are on this server, even with the changes to overwhelming and devastating critical, believe it or not.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Consumables and Use Per Day items ===&lt;br /&gt;
Only one single item in Neversummer 4 that isn't equippable or a job item offers uses per day of anything, and that is [[Formian Planar Link]]. Its only real use in PvP is to annoy people(possibly including the caster) with its low-level summon and to dispel bigby's hands.&amp;lt;br&amp;gt;&lt;br /&gt;
Neversummer 4 has some equippable items that offer a use per day of something that is good. Notable effects from such items that you won't be frowned upon for using in PvP just to use the spell and then take it off include:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bull's Strength]](15), from [[Demon Lord Bracers]] and [[Fiend Plate]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Cat's Grace]](15), from [[Black Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Eagle's Splendor]](15), from [[Sentinel of the Elder Eye Amulet]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ultravision]](6), from [[Darkstar Amulet]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[True Seeing]](9), from [[Sioxinala Amulet of Sight]], 2x/day, and a helm that you can buy from merchants has charges of true seeing, but does nothing else&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Freedom of Movement]](7), from [[Forest Imbued Leather]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Aura of Vitality]](13), from [[Elysian Dragon Scale Torc]], which casts it as an extended spell&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Invisibility]](3), from [[Derro Robes]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Greater Dispelling]](15), from [[The Purifier]], [[Bahumat Sword of Righteousness]], and the spell, [[Holy Sword]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bless Weapon]](10), from [[Ring of Brom]]; although this only helps vs. [[Mummy Dust]] and [[Create Greater Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Darkness]](3), from [[Drow Elite Robes]], 3x/day&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Haste]](10), from [[Glimmerskin Boots]], [[Black Cloth]], and [[Ice Plate]]&lt;br /&gt;
-[[Expeditious Retreat]], from [[Dragonskin Boots]]; this has a special duration of rounds=str(not str mod), and is undispellable&lt;br /&gt;
&lt;br /&gt;
Some other equipment exists with 1 or more use per day of other spells, such as [[Cure Critical Wounds]] or [[Cone of Cold]], but it is frowned upon to use these items' spells per day unless you have them equipped in PvP most of the time, so, for example, you can use the chain lightning on [[Skull of the Demilich]] in PvP, but only if you were going to wear that helm during combat anyway, and you can use cure critical wounds from [[Ring of Health]], but only if you don't mind wearing it most of the time during PvP and when anticipating PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
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Many consumable items exist in Neversummer 4, and most of them come from the Arcane Crafting profession.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is a list of consumables that people are generally not frowned upon for using in PvP:&amp;lt;br&amp;gt;&lt;br /&gt;
-traps&amp;lt;br&amp;gt;&lt;br /&gt;
-items with bless, aid, or prayer&amp;lt;br&amp;gt;&lt;br /&gt;
-items with haste&amp;lt;br&amp;gt;&lt;br /&gt;
-items with bull's, cat's, endurance, fox's, owl's, eagle's, greater cat's grace, or aura of vitality&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[True Seeing]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[Ultravision]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that casts [[Darkness]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants Freedom of Movement&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that dispels magic, including scrolls of [[Mordenkainen's Disjunction]] and [[Greater Dispelling]]&amp;lt;br&amp;gt;&lt;br /&gt;
-scrolls of [[Raise Dead]] or [[Resurrection]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using any consumables in PvP that aren't listed above, such as potions of lesser spell mantle, potions of elemental shield, scrolls of delayed blast fireball, scrolls of elemental swarm, and healing potions, might get you ostracized and made fun of in PvP, and perhaps have other consequences as well.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Haste ===&lt;br /&gt;
Every successful PvP character has either haste, expeditious retreat, or another way to get themselves +50% or more to their movement speed, or they exclusively PvP with a friend that can cast haste on them. Slow players are dead players, unless they're '''extremely''' beefy. You need at least +50% movement speed to count as not being slow.&amp;lt;br&amp;gt;&lt;br /&gt;
Heres what you probably want to know about haste on this server:&amp;lt;br&amp;gt;&lt;br /&gt;
The current function of haste, as has been mentioned earlier in this guide, is a total of only the following effects:&amp;lt;br&amp;gt;&lt;br /&gt;
1: +1 AB&amp;lt;br&amp;gt;&lt;br /&gt;
2: +1 AC(2 if from [[Blinding Speed]])&amp;lt;br&amp;gt;&lt;br /&gt;
3: +1 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
4: +1 attack per round&amp;lt;br&amp;gt;&lt;br /&gt;
5: +50% movement speed(less if you're a lvl 3+ monk, see below)&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spellcasters will not have their spells quickened by haste, and will cast spells just as fast with haste as they will without it. Therefore, all builds that invest more than half of their levels into cleric, druid, sorceror, or wizard will be '''severely''' gimped if they don't get [[Automatic Quicken Spell]] III, unless of course you're a dragon shape pure druid or some kind of shifter, the former of whom loves AQ3, but can survive without if they focus hard enough on dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
Some important notes about haste's movement speed, however, are that only two forms of movement speed increase will stack with haste or expeditious retreat: The first is [[Barbarian Fast Movement]], which fully stacks with haste, and the second is [[Monk Speed]], which only partially stacks with haste and expeditious retreat. For every 3 monk levels you have, haste or expeditious retreat will boost your movement speed by 5% less, subtractively, until haste doesn't boost your movement speed anymore. Also, haste doesn't stack with expeditious retreat, and having one will prevent the other from working until it wears off.&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, these are the sources of +50%(or more) movement speed that Neversummer 4 has to offer to player characters:&amp;lt;br&amp;gt;&lt;br /&gt;
-the spell, [[Haste]]; the vast majority of clerics will pick the travel domain for this one spell, and [[Barbarian]]s get free undispellable haste while raging once they have 25 or more barbarian levels, pure barbarian or not&lt;br /&gt;
-the spell, [[Expeditious Retreat]]; this is commonly used by sorcerors and wizards that aren't built around [[Tenser's Transformation]] because, unlike haste, this isn't dispelled by [[Slow]] or [[Vine Mine]]&amp;lt;br&amp;gt;&lt;br /&gt;
-the item, [[Dragonskin Boots]]; this popular pair of boots has a special version of expeditious retreat twice per day that lasts for a duration equal to your raw strength score, and cannot be dispelled... don't rely on these unless you have 25 or more naked and unbuffed strength&amp;lt;br&amp;gt;&lt;br /&gt;
-the feat, [[Blinding Speed]]; this popular feat lasts for 2 rounds per character level(so 8 turns at level 40), grants +1 dodge AC over all other forms of haste, and cannot be dispelled&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Monk Endurance|Monk Speed]]&amp;lt;br&amp;gt;&lt;br /&gt;
-the pure [[Fighter]]'s sprint token, which lasts for 1 round/lvl and can be used twice per day&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Wild Shape]]: panther; this form, dire or not, is extremely ineffective in endgame combat, but comes with a passive +50% movement speed boost, which can be used to save blinding speed for later if you're paranoid about being ambushed before reaching your enemy's capital city, or to run the flag to your capital city after blinding speed wears off if there isn't anyone close enough to attack you, but you can't afford to rest... this one is only mentioned because I'm listing all of the sources of +50% or more to movement speed&amp;lt;br&amp;gt;&lt;br /&gt;
-potions of haste, which only last for a minute, take half a round to use, invoke an attack of opportunity, and are easily dispelled; do not rely on these, except to use them on summoned creatures, if at all&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Unique Items ===&lt;br /&gt;
Whenever an NPC that can drop an equippable item spawns, it has an extremely small chance to be unique item, similar to the chance of finding a +2 book; a unique item is a special version of the specified item, with one or more of its properties changed. Unique items can be game-changers depending on what they do, and can constitute a reason to make a new +4 character or replace an existing one. See [[Unique]] for more information, and do not feel obligated to find a decent unique item before making even a character that uses 6 +4 books.&lt;br /&gt;
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=== Skills ===&lt;br /&gt;
'''Animal Empathy''': This skill is of little use to people who aren't members of [[The Circle]]. Members of [[The Circle]] have quick access from their capital city of Melencia to the [[Forest Home]], where they can use animal empathy on an Elder Dire Bear, or, if it is nighttime, a Silvastalker or Dark Mamba. Elder Dire Bears are big and have &amp;quot;extremely high&amp;quot; hp and hit for 60 or so piercingslashing damage, but have an &amp;quot;extremely low&amp;quot; attack bonus and armor class. Silvastalkers have [[Hide in Plain Sight]] with &amp;quot;low&amp;quot; hide and move silently skills, as well as an &amp;quot;extremely low&amp;quot; attack bonus and armor class and &amp;quot;good&amp;quot; hp, and will sneak attack for 80 or so piercingslashing damage if unresisted, and they make up for their tiny attack bonus by sometimes attacking from stealth. Dark Mambas are assassins with &amp;quot;extremely low&amp;quot; AB and AC, &amp;quot;decent&amp;quot; hp, and 40 or so piercing damage if unresisted(80 or so if its a sneak attack), except instead of lolth poison(and death attack?), they have a DC=low-40s poison that initially lowers your constitution, and then puts you to sleep for 1 turn if you fail your second save. Don't get a Dark Mamba unless you know that your opponent has a very low fortitude save. You only need 25 animal empathy(and a take 20) to get an Elder Dire Bear or Silvastalker, and slightly less for Dark Mambas. Other factions can only get low-level animals at the best, and aren't worth it except to potentially provide an attack of opportunity at a time that is bad for your enemy or annoy someone. Animal Empathy has a 6 second cooldown, and is a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
People who aren't members of the circle will want to get 1 point into animal empathy if they can spare the point so that they can, for example, empathy a nearby deer or something in PvP to distract a summon, or bait an attack of opportunity while you're out of range of the opponent, and by doing so make the opponent lose all other attacks during that round, allowing you to get some hits in without worrying about retaliation.&lt;br /&gt;
&lt;br /&gt;
'''Concentration''': This skill is desired to resist taunts and prevent your spells from being interrupted by damage taken. Do note that players with [[Automatic Quicken Spell]] III aren't absolutely immune to having their spells be interrupted by damage taken, and that it will happen every now and then if you don't have enough concentration, even on other servers... below are the ranges for concentration, concerning only the resisting of taunts:&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 96+&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 86-95&amp;lt;br&amp;gt;&lt;br /&gt;
High: 76-85&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 66-75&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 56-65&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 55 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
If you cast spells during combat, you always want to have concentration, even if its &amp;quot;Very Low&amp;quot;, unless maybe its just a divine favor every now and then when noone is attacking you. Do consider that characters with high amounts of damage immunity/resistance/reduction don't need as much concentration to prevent their spellcasting from being interrupted, although these characters should try to have 43 base concentration anyway. Do also that it is acceptable to have 0 concentration as a build that relies on casting spells if you have AQIII, so long as you can tolerate the small risk of having your spells interrupted by a luckily-timed attack, or maybe some caltrops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Craft Trap''': See the [[Craft Trap]] article for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Disable Trap''': If you have disable trap, try to get it to 43, and possibly also 5 into Set Trap; some players think they can't have too much set trap, so try to get as much disable trap as you can if you take this skill, though don't feel pigeonholed into getting more than 1 feat to help with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Discipline''': Arguably the most important skill in the game, this prevents you from getting knocked down, disarmed, or getting debilitated by called shot, which doesn't just happen in PvP, but also in PvE, starting at lvl 9-13 or so. Your character '''will''' be a bad character without discipline unless you have [[Hide in Plain Sight]], are an [[Assassin]], or rely on the [[Protection Domain]] to stay hidden until you rest. These are the ranges for discipline:&amp;lt;br&amp;gt;&lt;br /&gt;
Pure Fighter: 99-127&amp;lt;br&amp;gt;&lt;br /&gt;
Only Worried About Pure Fighters: 95-98&amp;lt;br&amp;gt;&lt;br /&gt;
Very Safe: 91-94&amp;lt;br&amp;gt;&lt;br /&gt;
Mostly Safe: 87-90&amp;lt;br&amp;gt;&lt;br /&gt;
Generally Safe: 83-86&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Unsafe: 79-82&amp;lt;br&amp;gt;&lt;br /&gt;
Vulnerable: 75-78&amp;lt;br&amp;gt;&lt;br /&gt;
Very Vulnerable: 71-74&amp;lt;br&amp;gt;&lt;br /&gt;
Knockdown Bait/Don't Bother: 70 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some players feel safe having 80 discipline. Feel free to knock them down with only 65 attack bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Heal''': Some players will relentlessly make fun of you for using healing kits in PvP and possibly refuse to fight or team up with you until you stop doing it. The number of hit points healed by a healing kit is (1d20+Heal Skill+Heal Kit Modifier)d3. Do not ever invest a single raw skill point into heal unless you can't think of a better dump stat, or you're a PvE character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hide''': The most important component of stealth due to how Spot works, there is no such thing as too much Hide; these are the ranges for Hide:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-79&amp;lt;br&amp;gt;&lt;br /&gt;
Might be seen by NPCs in capital cities or players who didn't invest into spot: 59 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even with 59 or less hide, corner sneaking can still be of limited use; consider taking hide and MS as a dump stat for corner sneaking if you don't have anything better to spend skill points on.&lt;br /&gt;
&lt;br /&gt;
'''Intimidate''': Only useful for barbarians with terrifying rage; you should, if you get terrifying rage, try to get as much intimidate as you can, possibly excluding regular skill focus: intimidate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Listen''': The little brother of Spot, Listen is generally regarded to be inferior to Spot, due to how it, unlike spot, doesn't make the enemy stay detected after you detect the enemy, allowing a non-HiPSer to elude you after detection without having to go around a corner. You should only take spot over listen if you have alot of [[Bard]] levels. There regardless is no such thing as too much Listen. Here are the ranges for Listen:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 79 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Lore''': Items of a level higher than 30 can only be identified by players. You need less than 50 lore in order to identify the most powerful items in the game. Obviously, this skill is completely useless in PvP, given that disarmed weapons can't be identified until the victim rests, but the skill is otherwise great for farming gold.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move Silently''': Barely any players are listeners, so you don't need as much move silently as you do hide, to the extent that you can even consider foregoing epic skill focus: move silently if you're a HiPSer, so long as you're sure that NPCs won't see you. There is still no such thing as too much Move Silently. Here are the ranges for Move Silently:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-79&amp;lt;br&amp;gt;&lt;br /&gt;
Might be heard by NPCs in capital cities: 44-59&amp;lt;br&amp;gt;&lt;br /&gt;
Might be heard by players who didn't invest into Listen: 43 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even with 43 or less MS, corner sneaking can still be of limited use; consider taking hide and MS as a dump stat for corner sneaking if you don't have anything better to spend skill points on.&lt;br /&gt;
&lt;br /&gt;
'''Open Lock''': Some endgame locks need something like 100 Open Lock to pick, but any and all PvP locks, of which there is only one in a certain tunnel leading to Menzoduran, need only 1 raw skill point, as well as a take 20 and some open lock gear, to be picked. If you get more than 1 raw skill point into open lock, then invest very many raw skill points into it, even if its just so that you can lock that certain door to prevent someone from coming that particular way or chasing you through there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Parry''': One might think that high parry+[[Epic Dodge]] will always deflect 4 attacks per round from an enemy with 4 attacks per round, but, due to Bioware's implementation of parry, this is not the case. Do not ever get parry unless you know '''exactly''' what you're doing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Perform''': See [[Bard Song]] and [[Curse Song]] for more details. Do not get more points into perform than you need to get the highest possible non-THP/damage effects from bard/curse song that your bard level can get, unless you don't have anything better to spend your skill points on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Search''': If you have Search, try to get it to 43; some players think they can't have too much set trap, so try to get as much search as you can if you take this skill, though don't feel pigeonholed into getting more than 1 feat to help with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Set Trap''': If you have Set Trap, try to get it to 43, and possibly also 5 into Disable Trap; some players think theres no such thing as too much set trap.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Spellcraft''': This skill increases your saves vs. spells by Spellcraft/5, as well as identifying spells so that you can counterspell them or know what people are casting, and its also a prerequisite for epic spells. Try to make sure that your total spellcraft skill, including '''non-raw''' spellcraft, ends in 0 or 5, and is high enough to counterspell if you want to do that. This is one of the best choices for a dump skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Spot''': If you hate HiPSers, theres no such thing as having too much spot; here are the ranges for Spot:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 79 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Taunt''': The bane of many a dexer and spellcaster, taunt allows you to reduce a person's AC by up to 6, as well as inflicting them with 30% spell failure, both for 4 rounds. Taunt has a 6 second cooldown, and is a free action. Some players have more damage immunity/resistance/reduction than others, and can taunt more safely than other players can; consider also that, while spending the 3 or so seconds that it takes to Taunt, you'll be flat-footed, which spells death for dexers if they time it wrong. Furthermore, people can just run from you if you taunt them, but it is regardless a great skill to have for PvP. Do consider taking this as a dump stat if you don't have a more important skill to dump into, such as spellcraft. Here are the taunt ranges:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-Irresistable: 90+&amp;lt;br&amp;gt;&lt;br /&gt;
Works Pretty Much Every Time: 85-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Reliable: 80-84&amp;lt;br&amp;gt;&lt;br /&gt;
More Than Reliable: 75-79&amp;lt;br&amp;gt;&lt;br /&gt;
Reliable: 70-74&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Reliable: 65-69&amp;lt;br&amp;gt;&lt;br /&gt;
Unreliable: 60-64&amp;lt;br&amp;gt;&lt;br /&gt;
Very Unreliable: 55-59&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely Unreliable: 50-54&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 49 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having something like 3 or 8 raw skill into taunt as a dump stat can be of limited use vs. people who have 0 concentration, but do note that, in that case, their sheer constitution modifier and coincidental skill bonuses from gear might be enough to resist your taunt.&lt;br /&gt;
&lt;br /&gt;
'''Tumble''': Tumble not only allows you to avoid attacks of opportunity while moving, but it also increases your AC when you aren't flat-footed by (tumble/5), which, unlike spellcraft, does not count effects such as [[Glimmerskin Boots]], epic skill focus: tumble, or your dexterity modifier. Make sure that you have either 0, 20, 21, or 40 raw points into tumble. 21 is for people who use full plate and a shield with a low dexterity modifier, while 0 is for weapon masters who don't care about how much AC they have.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Use Magic Device''': Be sure to consider your resting charisma modifier when calculating how much Use Magic Device you'll want to have, if any at all, or feel free to rely upon equipping UMD items in order to be able to equip your normal gear and then unequipping the UMD items, and having to do so every single time you log in, but do consider that this takes time to do, which you might not have under some circumstances. See [[Use Magic Device]] for more details.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Important Stats ===&lt;br /&gt;
&lt;br /&gt;
'''Attack Bonus''':&lt;br /&gt;
Here are the ranges for Attack Bonus:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-undodgeable: 76+&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 74-75&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 72-73&amp;lt;br&amp;gt;&lt;br /&gt;
High: 70-71&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 68-69&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 66-67&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 64-65&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 62-63; consider making a different character if you rely on AB and can't get more than 61 AB&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 60-61&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 58-59&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother Without Support: 57 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note, however, that people who can rely on being able to taunt their opponent will effectively have an extra 6 AB, that bards can rely on curse song being up for an extra 2-4 effective AB, that HiPSers tend to ignore dex and dodge AC, and that assassins also ignore dex and dodge AC until they apply their poison, after which point it probably won't matter. Furthermore, some builds that have certain disables can get away with having a low AB if they can defeat or almost-defeat their opponent during said disables, though pure fighters probably won't like having less than 62 AB either way. &amp;lt;br&amp;gt;&lt;br /&gt;
Just don't expect something like a devcritting dual-kama 27 rogue/6 monk/7 weapon master with improved sneak attacks and 53 AB to do more than a small amount of damage to people who care enough about their AC to get armor skin unless you've got support from a con barb or something to disable them so you can actually hit them.&lt;br /&gt;
&lt;br /&gt;
'''Armor Class''':&lt;br /&gt;
Here are the ranges for Armor Class:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-invulnerable: 87+&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 84-86&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 81-83&amp;lt;br&amp;gt;&lt;br /&gt;
High: 78-80&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 75-77&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 72-74&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 69-71; consider not bothering with AC if you can't get at least 69 AC&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 66-68&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 63-65&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-62&amp;lt;br&amp;gt;&lt;br /&gt;
You Probably Don't Care: 59 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that, if your opponent's attack bonus is too low, he can't critically strike you because his threat rolls won't be high enough, even if he rolls a double 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''':&lt;br /&gt;
Here are the ranges for Hit Points, not counting Temporary Hit Points:&amp;lt;br&amp;gt;&lt;br /&gt;
Your Build is Probably Bad: 1427 or higher&amp;lt;br&amp;gt;&lt;br /&gt;
Con Barb: 1330-1426&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 1200-1329&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 1100-1199&amp;lt;br&amp;gt;&lt;br /&gt;
High: 1000-1099&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty High: 900-999&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 800-899&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 700-799&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 600-699&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 500-599&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 400-499&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 300-399&amp;lt;br&amp;gt;&lt;br /&gt;
Make a New Character: 299 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even a drow pure wizard with 6 base con and no toughness can manage to have more than 300 hp(with a +4-5 endurance and +7-8 con belt), so its hard to imagine a build that has less than 300 hp.&lt;br /&gt;
&lt;br /&gt;
'''Saves''':&lt;br /&gt;
Instead of listing ranges for saves, I'll list what the threats are in PvP that check each save.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note that, in Neversummer 4, rolling a 1 does '''not''' result in an automatic failure, concerning saving throws, while rolling a 20 still results in an automatic success, also concerning saving throws.&amp;lt;br&amp;gt;&lt;br /&gt;
I won't be listing weapon procs as threats, including vorpal, because all of these are DC=26 at the most, and everyone should be able to beat these every time unless they're evil-planar-turned or something.&lt;br /&gt;
&lt;br /&gt;
'''Fortitude Save''':&lt;br /&gt;
Here are the threats in PvP that check your fortitude save:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: Max DC=46; deafens you for 1 turn if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-Slow Iron Golem Breath: Max DC=46, radius=medium cone. Slows people who fail the save for 5 rounds. Used by [[Shifter]]s in Iron Golem shape from [[Construct Shape]]. Checks poison immunity and +saves vs. poison.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Wail of the Banshee]]: Max DC=48; pretty much nobody wails in PvP, except to deafen people, if at all.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Weird]]: Max DC=48; pretty much nobody uses weird in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Black Blade of Disaster]]: Like implosion, except the radius is about an in-game inch long. Don't worry about this unless you're standing still or something for more than a second. Max DC=48&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Implosion]]: Almost as dangerous as ever, this fatal spell usually has a DC of 47, or 48(which is max DC) if the enemy is a member of the [[Northern Coalition]]. Almost nobody outside of the [[Northern Coalition]] makes imploders.&amp;lt;br&amp;gt;&lt;br /&gt;
-Lolth Poison: max DC=56-59, depending on where the [[Assassin]] is. This poison is only obtainable and usable by [[Assassin]]s, and ignores poison immunity, immunity to death magic, and immunity to sneak attacks and critical hits, but does not work on non-living targets, such as [[Druid]]s in [[Elemental Shape]] and people under the effects of [[Polymorph Self]]: Zombie. This divine poison's initial effect is death.&amp;lt;br&amp;gt;&lt;br /&gt;
-Death Attack: max DC=61, or you can just cast freedom of movement or get some [[Forest Imbued Leather]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Stunning Fist: DC=variable; expect it to be 50 or higher. Do note that beamdog nerfed its duration from 3 rounds to 1 round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Reflex Save''':&lt;br /&gt;
Here are the threats in PvP that check your reflex save:&amp;lt;br&amp;gt;&lt;br /&gt;
-many damage-dealing spells&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Grease]]: max DC=25; failing the save knocks you down for 1 round, +saves vs. spells do not apply to this spell, and the knockdown component ignores both spell resistance and spell immunity, including that from [[Woodland Stride]].&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: max DC=46; knocks you down for 2 rounds if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Earthquake]]: Deals 20d6 bludgeoning damage in a colossal radius(reflex for half), ignores spell resistance, and causes all affected creatures to make a reflex save or be knocked down for 1 round. Max DC=48. Friendly fires.&amp;lt;br&amp;gt;&lt;br /&gt;
-Knockdown Bolt: This ranged touch attack is used by [[Shifter]]s in Stone Golem form, granted by [[Construct Shape]]. +saves vs. spells apply. Max DC=46, and Discipline is not checked. Failure results in a 2 round knockdown.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fire Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Brass [[Dragon Shape]], by [[Red Dragon Disciple]]s in [[Red Dragon Shape]], and by people that cast [[Shapechange]]: Red Dragon; DC=50, damage=20d10 fire, reflex save for half.&amp;lt;br&amp;gt;&lt;br /&gt;
-Slow Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Copper [[Dragon Shape]], DC=40+1d10, duration=5 rounds&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Will Save''':&lt;br /&gt;
Here are the threats in PvP that check your will save:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: max DC=46; stuns you for 2 rounds if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Dominate Monster]]: max DC=48; duration=(casterlvl/2)+1 rounds, failing the save dazes you, and high HD will not save you from this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bigby's Crushing Hand]]: max DC=48; duration=3 rounds, failing the save stuns you, and it counts as a mind-affecting spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Terrifying Rage]]: All this does is, if you fail a will save, it lowers your AB and saves by 2 for 2 turns... unless the barbarian is of a higher level than you are; the DC can vary, but don't expect it to be higher than 51.&amp;lt;br&amp;gt;&lt;br /&gt;
-Bloody Roar: An ability exclusive to pure [[Barbarian]]s, this ability will hold you if you fail the fortitude save; the DC is usually 47, but con barbs(which are a real build) can get a DC of up to 56.&amp;lt;br&amp;gt;&lt;br /&gt;
-Psionic Assault: An ability exclusive to the [[Githyanki]], this ability is usually used by con barbs if Bloody Roar fails to debilitate you or you're still alive after it ends. DC=Bloody Roar DC. Failure results in 5 rounds of confusion.&amp;lt;br&amp;gt;&lt;br /&gt;
-Contagion(Blackguard): This attempts to curse you, and is only used by the extremely rare(and kinda bad) planar-turning 10/30 fighter or cleric/blackguard that stacks charisma: Max DC=51. Failing the will save applies a curse that reduces all 6 ability scores by half of the blackguard's charisma modifier, which in that case would be 10.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Storm of Vengeance]]: +saves vs. spells don't apply to this spell. Max DC=48&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Weird]]: Max DC=48; pretty much nobody uses weird in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sleep(Harper Scout): Max DC=53, Duration=Same as spell. Having more than 5 HD will not protect you from this version of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Purple Dragon Knight): Max DC=53, radius=medium, duration=5 rounds. After being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Red Dragon Disciple): DC=35, radius=colossal, duration=5 rounds. After being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you. If you actually get feared by this, then consider changing your equipment or re-making your character, as this is a non-rare hazard in PvP that is very easy to protect yourself against.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Shadow Daze]]: Max DC=63!!!; fortunately, shadowdancers don't hit very hard when their DC is that high... duration=5 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Shifter): Max DC=53, radius=colossal, duration=5 rounds; after being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you.&amp;lt;br&amp;gt;&lt;br /&gt;
-Mind Blast: Max DC=45, radius=medium cone, duration=5 rounds. Failing a will save will subtractively reduce your slashing, piercing, and bludgeoning immunities by 50%, and whether or not you make the save, your will save will be reduced by 4 after the fact, not stacking. Used by [[Shifter]]s in Mindflayer shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sleep Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Bronze [[Dragon Shape]], DC=40+1d10, duration=5 rounds.&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Basic_Endgame_Character_Building_Guidelines&amp;diff=7816</id>
		<title>Basic Endgame Character Building Guidelines</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Basic_Endgame_Character_Building_Guidelines&amp;diff=7816"/>
		<updated>2023-11-20T21:22:43Z</updated>

		<summary type="html">&lt;p&gt;Garn: /* Weapons */ dwarven waraxes don't suck anymore&lt;/p&gt;
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&lt;div&gt;These are some very basic guidelines for building strong level 40 characters. You don't have to make a strong level 40 character in order to beat people in PvP or to beat the hardest bosses in PvE, but it certainly helps if you do. If you don't want to read a guide and just build a character, then click the previous/back button in your browser and go do that.&lt;br /&gt;
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=== PvP vs. PvE ===&lt;br /&gt;
PvE has all been done already, and its easy enough that a group of 10 players of the right roles(not necessarily builds) can reliably beat every boss in the game. Feel free to use PvP characters to do PvE, endgame or not.&amp;lt;br&amp;gt;&lt;br /&gt;
PvP, however, is hard, as it is in all games. This intentionally barebones guide will cover building characters for PvP, though it may be changed in the future to account for PvE as well.&lt;br /&gt;
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=== Faction ===&lt;br /&gt;
Decide which faction you want to be in before you make your character. All characters have to be in a faction.&amp;lt;br&amp;gt;&lt;br /&gt;
The factions are actually balanced pretty well these days, believe it or not.&amp;lt;br&amp;gt;&lt;br /&gt;
Players generally decide that they are obligated to support one specific faction and its allied faction above all other factions, and new players are encouraged to do so, though some players just try to get PvP wherever they can by playing as all 6 factions.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has its own [[Jobs]], the completion of which bestow permanent bonuses upon your character that persist through death and de-levelling, which usually totals to 2 items with 1 or 2 uses of a significant unique power per day, +1(magical) to one stat and another stat, various magical skill bonuses ranging from +2 to +7, and other miscellaneous bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
You may only do your own faction's jobs, and not those of your ally or enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if you manage to lose enough reputation with your faction, via. friendly fire against an NPC or not, then all of your job bonuses will be lost forever, barring DM intervention.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Raiding vs. Defending ===&lt;br /&gt;
PvP on this server is typically a version of capture-the-flag whose playing field spans most of this very large module, and the flags are located in capital cities. You may read the [[Relic System]] page for more information, although this will regardless be briefly explained below.&amp;lt;br&amp;gt;&lt;br /&gt;
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All capital cities are, obviously, guarded by NPCs; there are a good number of these NPCs, whose challenge ratings average out at 19 across all factions.&amp;lt;br&amp;gt;&lt;br /&gt;
However, relic rooms, where the flags are stored, have a chance to spawn with 1-4 epic NPCs, whose challenge ratings are 31-34 or so, do not drop loot(unless its unique), and are no more or less powerful than other typical NPCs of their level; it is extremely frowned upon to, when defending, pump your relic room until you have epic defenders, and people may ostracize and refuse to PvP with you if you do this.&amp;lt;br&amp;gt;&lt;br /&gt;
It is very realistically possible to clean out a relic room that spawns with 4 epic defenders, depending on your build and which faction you're invading, although you'd better hope that theres nobody there to defend the relic room if a few epic NPCs spawn.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot remove a relic(flag) from a relic cradle right away. In order to remove a relic from its relic cradle, you must first slay all hostile NPCs on the map where the relic cradle is, and then you must click on the relic cradle, after which point the relic cradle will put a relevant message in the /shout channel, and the relic cradle will then weaken over a duration of 2-4 minutes or so(variable) until the cradle allows you to take a relic from the cradle(at which point the relic cradle shouts again). If you, at that point, wait for more than 2 rounds or so to take the relic, then the relic cradle will have to be weakened all over again before you can take a cradle out of it.&amp;lt;br&amp;gt;&lt;br /&gt;
After taking an enemy's relic, all of your buffs get dispelled, and then you must carry it all the way back to your or your ally's capital city, and then deposit it into the friendly relic cradle or get a friend to do it for you.&amp;lt;br&amp;gt;&lt;br /&gt;
Invading an enemy's capital city to capture a relic that they have is called raiding, and defending your relic cradle in your or your ally's capital city is called defending.&amp;lt;br&amp;gt;&lt;br /&gt;
Some PvP characters make good raiders, but bad defenders, and some PvP characters make bad raiders, but good defenders, and some PvP characters are good at both. The ones that are not good at both are not necessarily better than other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
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So, when choosing what kind of character to make, consider whether you want your character to raid, defend, or both. Feel free to make a character to kill people out in the world instead, though people don't really do that anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Gender ===&lt;br /&gt;
Gender has no non-cosmetic effect on your character beyond whether a [[Drow]]'s favored class is Wizard(male) or Cleric(female), which only impacts how fast you'll level up if you pick the relevant class.&lt;br /&gt;
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=== Race ===&lt;br /&gt;
[[Half-Elf|Half-Elves]] are perhaps the only bad race. No items have a racial restriction of half-elf only, and half-elves have no subraces.&amp;lt;br&amp;gt;&lt;br /&gt;
Base races are almost always outclassed by their subraces, though they aren't bad enough that you shouldn't entertain the idea of picking a base race other than half-elf.&amp;lt;br&amp;gt;&lt;br /&gt;
All subraces are good for at least one optimal character build.&amp;lt;br&amp;gt;&lt;br /&gt;
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However, some subraces are Planar races, which means that players with [[Planar Turning]] can turn them. Furthermore, [[Cleric|Clerics]] of the [[Good Domain]] can turn evil planar characters without [[Planar Turning]], and [[Cleric|Clerics]] of the [[Evil Domain]] can turn good planar characters without [[Planar Turning]], although, in the case of the good or evil domain being used to turn you without planar turning, you'll get to add your spell resistance to your turn resistance. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Azerblood]] and elemental genasi are treated as outsiders, rather than as elementals, by [[Turn Undead]]. Spell resistance does increase your turn resistance if the turner doesn't have [[Planar Turning]]. And although good number of people have characters who have &amp;gt;39 levels and planar turning, the benefits of picking a planar race usually outweigh the risk of being turned.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Undead]] has been heavily modified on Neversummer 4; refer to its [[Turn Undead|article]] for more information. &amp;lt;br&amp;gt;&lt;br /&gt;
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In order to encourage the diversity of character builds, no further advice will be given about race selection. See [[:Category:Race]] for more details about races and subraces.&lt;br /&gt;
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=== Classes ===&lt;br /&gt;
Most classes have been changed in some way or the other from version 1.69 of Neverwinter Nights. Players who want to build a strong character are advised to look up each class that they want to know more about before making a character.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, many class restrictions exist on this server.&amp;lt;br&amp;gt;&lt;br /&gt;
Neversummer 4 has possibly a few hundred optimal PvP character builds, considering '''only''' which classes are picked, and when other factors are considered, excluding which weapon(s) you specialize in(but not how many) and only considering what the gist(key phrase: the gist) of the build is, the number of optimal PvP character builds probably exceeds 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, some classes, at epic levels, receive something called pure class bonuses if they only ever have 1 class.&amp;lt;br&amp;gt;&lt;br /&gt;
All classes have some sort of optimal use or the other, including even [[Harper Scout]]s and [[Purple Dragon Knight]]s, except that characters with more than 35 [[Rogue]] levels kinda suck, str-focused characters with the Epic Blackguard feat are also kinda bad, and undead shape is a wasted feat.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that no one build can beat all other builds; '''all''' builds have a weakness in 1v1. 1v1 PvP is often a game of rock, paper, scissors, so people prefer to engage in group PvP over 1v1 PvP when they can.&amp;lt;br&amp;gt;&lt;br /&gt;
For more information on classes, pure class bonuses, and class restrictions, see [[:Category:Class]] and [[:Category:Factions]].&amp;lt;br&amp;gt;&lt;br /&gt;
In order to encourage people the diversity of builds, no further advice will be given about class selection, except that you shouldn't get [[Undead Shape]] because it sucks.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, read the [[Shifting Guide]] if you plan to make a character that is built around shapeshifting, and be extra sure to read the page on [[Shifter]]s if you plan to make a shifter.&lt;br /&gt;
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=== Alignments ===&lt;br /&gt;
Some items have alignment restrictions on them, and some of these items are powerful. You won't be missing out on too much if you can't wear it, as slightly-less-powerful alternatives exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Some people make characters who take a number of [[Great Smiting]] feats, and can kill you very quickly and easily if you're of the wrong alignment. Changes have been made on Neversummer 4 that grant high-level [[Paladin|Paladins]] and [[Blackguard|Blackguards]] a token that refreshes their smites unlimited times per day on a cooldown, so smiting is a real consideration when making a character.&amp;lt;br&amp;gt;&lt;br /&gt;
Some endgame NPCs have smite good or smite evil, as well as [[Extra Smiting]] and [[Great Smiting]] X, which can hit for upwards of 500 raw damage, and critically strike even harder.&lt;br /&gt;
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=== Feats ===&lt;br /&gt;
Many feats have been changed in Neversummer 4.&amp;lt;br&amp;gt;&lt;br /&gt;
The most prominent examples of these are that the [[Spell Focus]] feats grant bonuses to certain spells beyond increasing their DC, that [[Hellball]] becomes self-friendly at caster lvl 35, and party-friendly at caster level 40(both counting only your highest caster class), that [[Dragon Knight]] and [[Mummy Dust]] were massively buffed, that [[Blinding Speed]] lasts for clvl*2 rounds and offers 1 more dodge AC than haste does, that [[Overwhelming Critical]] additionally increases your critical threat range by 2, stacking with [[Ki Critical]], [[Improved Critical]], and the Keen weapon property, and that [[Devastating Critical]], instead of causing its victim to make fortitude save or die, increases your critical damage multiplier by 1, stacking with [[Increased Multiplier]].&amp;lt;br&amp;gt;&lt;br /&gt;
This does indeed mean that scythes can have 14-20/x6 crits, that rapiers can have 8-20/x4 crits, and overwhelming and devastating critical do work for ranged weapons and unarmed strike, as well as for creature weapons such as dragon claws(via. unarmed strike feats), although [[Weapon Master]]s still can't pick fists or ranged weapons as their weapon of choice. Believe it or not, these changes to overwhelming and devastating critical don't make dex characters bad, but instead allow strength characters to compete with dex characters on roughly equal footing.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Books ===&lt;br /&gt;
Some books in Neversummer 4 are rare and valuable items that have the amazing power to permanently increase your strength, dexterity, constitution, intelligence, wisdom, or charisma by +2 or +4, applying to your character in the same way that subracial stat bonuses do(and stacking with them), and so qualifying you for feats and such. These increases persist through death, and through de-levelling all the way down to to level 1. You may have a combined total of +4 to all stats from these books(subracials and [[Dragon Abilities]] don't count towards or against the cap), and +2 books of the same stat do not stack, and are overwritten by +4 books of its stat.&amp;lt;br&amp;gt;&lt;br /&gt;
Books disappear into thin air after being used, and are non-refundable, although a nice dungeon master might give you a full or partial book refund in exchange for the head of an NPC called The Great Wandering One and the deletion of your character(said character's items can be transferred to another character of yours before deletion).&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty much everybody, even hardcore powergamers, did not make an optimal first character on Neversummer 4, and still wouldn't if someone '''actually''' gave them 6 +4 books because this is all pretty much new ground to tread if you haven't tried building a few characters here before.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 books are obtained by killing NPCs of a challenge rating of 9 or higher that aren't animals or vermin, and by opening most chests associated with enemies of those levels(fine wooden or better). Their drop rate is estimated to be 1/1000, and so they are realistically farmable. CR=9 enemies have the same drop rate as CR=40+ enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
+4 books are obtained by killing NPCs of a challenge rating of 20 or higher that aren't animals or vermin, and by opening most chests associated with enemies of those levels(magical jeweled or better). Their drop rate was recently increased by the devs, and is currently unknown, though they are supposed to be realistically farmable. The higher an enemy's challenge rating, the higher their chance of dropping a +4 book.&amp;lt;br&amp;gt;&lt;br /&gt;
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People who use an intelligence book will typically delevel their character to level 1 after using it, in order to get the most out of the book, as skill points are not retroactively granted by intelligence books.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking(so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
Most weapon types are currently good for building an optimal character around.&amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, the following few weapon types are not advisable to build your character around, either because they aren't worth the feat or because a high-enough-level option doesn't exist for them; these weapons are the Bastard Sword(which would be okay if not outclassed by the longsword), the Dwarven Waraxe(unless you're a dwarf), the Club(not counting the demonflesh golem's weapon), the Dart, the Light Crossbow, the Throwing Axe, and, unless you know '''exactly''' what you're building, the Sickle.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, you shouldn't build your character around Unarmed Strike if you're a strength-focused character unless you're a shapeshifter of some sort, since the options for hard-hitting gloves that have high strength aren't very good compared to the ones with less strength on them.&amp;lt;br&amp;gt;&lt;br /&gt;
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Each weapon type has a maximum available enhancement bonus that ranges between '''+6''' and '''+8''', though the best Shurikens and Sickles are only +5. +6 weapons are not necessarily bad(nor are Shurikens if you use them right), and +8 weapons are not necessarily the best, but if the weapon type you're specialized in has a higher enhancement/attack bonus available than what you're using, then you should probably use that weapon over what you have.&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+6 damage reduction include [[Skull of Demogorgon the Demon Lord]] and [[Nature's Balance]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+7 damage reduction include [[Dragon Shape]] and the [[Red Dragon Disciple]]'s [[Red Dragon Shape]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+8 damage reduction include the [[Earth Genasi]]'s racial token, [[Divine Wrath]] when between 25 and 29 [[Champion of Torm]] levels are used to cast it, [[Shadow Evade]] when between 26 and 29 [[Shadowdancer]] levels are used to cast it, [[Epic Warding]], and Inertial Barrier from Mindflayer Shape from [[Greater Wildshape IV]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+9 damage reduction include Shadow Evade at Shadowdancer lv30, and Divine Wrath for Champion of Torm at lv30. These are the highest available forms of damage reduction available to players.&lt;br /&gt;
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One-handed endgame weapons will typically have +20 average damage's worth of damage flares on it, 7 of which are non-physical, as well as being keen and having 2d10 massive criticals.&amp;lt;br&amp;gt;&lt;br /&gt;
Double-sided endgame weapons(the good ones) will typically have +30 average damage's worth of damage flares on it, 12.5 of which are non-physical, as well as being keen and having 2d10 or 2d12 massive criticals, 15% to a physical damage immunity, and 10/- to a physical damage resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Large endgame weapons that aren't double-sided(the good ones) will typically have +30-40 average damage's worth of damage flares on it, 10-13 of which are non-physical, as well as being keen and having +2d12 massive criticals. Be warned, however, that some level 35 large weapons hit much harder than other level 35 large weapons, so research the weapon options well before picking a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
Punching gloves/gauntlets(the good ones) will typically have a +7 attack bonus and +20-23.5 average damage's worth of damage flares on it, 11-13 of which are physical. [[Fists of Poseidon]] are generally regarded to be the best punching gloves, though you might find a reason to punch people with a different pair of gloves.&amp;lt;br&amp;gt;&lt;br /&gt;
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Do note that you can't make use of a large critical threat range if you can barely hit your opponent in the first place, so if your attack bonus is only going to be &amp;quot;Decent&amp;quot;, then consider specializing in a weapon that has a low critical threat range, as opposed to one with a medium or high critical threat range.&amp;lt;br&amp;gt;&lt;br /&gt;
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Furthermore, '''some weapons types have had their base properties changed in Neversummer 4''', and these changes are not reflected in the items' tooltips. These changes include:&amp;lt;br&amp;gt;&lt;br /&gt;
-The base damage type dealt by Scythes is only slashing, whereas it was both piercing and slashing before.&amp;lt;br&amp;gt;&lt;br /&gt;
-The base damage type dealt by Heavy Flails is both bludgeoning and piercing, whereas it was only bludgeoning before.&amp;lt;br&amp;gt;&lt;br /&gt;
-Light Hammers gain +1 to their critical threat multiplier, which stacks with both Devastating Critical and Increased Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dire Maces gain +1 to their critical threat multiplier, which stacks with both Devastating Critical and Increased Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
-Tridents innately have a 19-20 critical threat range, where as their innate threat range was only 20 before; this threat range is increased by 2 points by each of Improved Critical: trident, and the keen weapon property, together resulting in 15-20/x2(not 17-20/x2). This can obviously stack with [[Overwhelming Critical]] and [[Ki Critical]], granting a combined total of an 11-20 crit range&amp;lt;br&amp;gt;&lt;br /&gt;
-Quarterstaves use the Monk's special unarmed base attack bonus progression if you are a Monk, but you cannot use Flurry of Blows with quarterstaves.&amp;lt;br&amp;gt;&lt;br /&gt;
-Shurikens use the Monk's special unarmed base attack bonus progression if you are a Monk, but you cannot use Flurry of Blows with shurikens.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, some weapons have options available that have an extra damage type; specifically:&amp;lt;br&amp;gt;&lt;br /&gt;
-Greatswords have an endgame option(+7) that has extra melee damage: bludgeoning on it.&amp;lt;br&amp;gt;&lt;br /&gt;
-Katanas have an endgame option(+7) that has extra melee damage: piercing on it, but is not keen.&amp;lt;br&amp;gt;&lt;br /&gt;
-Light Flails have an endgame option(+7) that has extra melee damage: slashing on it.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sickles have an endgame option(+5) that has extra melee damage: piercing on it; only a pure paladin might care about this, and only if they want a finessable double-damage type weapon and don't have room for exotic weapon proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
-Whips have an endgame option(+6) that has extra melee damage: piercing on it.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Other Equipment ===&lt;br /&gt;
All equipment in the entire game lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, and immunity to any debuff. As such, spells such as [[Mass Charm]], [[Wail of the Banshee]], [[Phantasmal Killer]], [[Entangle]], and [[Sanctuary]] aren't completely useless on this server.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor AC doesn't get higher than +6. Some items offer +7 armor AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Shield AC doesn't get higher than +6. Some items offer +7 shield AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflection AC doesn't get higher than +5 unless you're an [[Arcane Archer]]. Some items offer +6 deflection AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Natural AC doesn't get higher than +5.&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame dodge AC from items comes in 3 packages: boots that have 3 dodge AC and 8 dexterity, boots that have 5 dodge AC and 7 dexterity, and boots that have 7 dodge AC and no dexterity.&amp;lt;br&amp;gt;&lt;br /&gt;
Helms typically offer intelligence, skill bonuses, deflection AC, and/or will save, among other miscellaneous things. Their intelligence bonus typically doesn't get higher than +8, except a few reach +9.&amp;lt;br&amp;gt;&lt;br /&gt;
Non-punching gloves/gauntlets/bracers typically offer strength and/or skill bonuses, and possibly also other miscellaneous bonuses. Their strength never gets higher than +8.&amp;lt;br&amp;gt;&lt;br /&gt;
Punching gloves/gauntlets typically offer damage, as well as low strength, and possibly also other miscellaneous bonuses. Their strength never gets higher than +4 or +5&amp;lt;br&amp;gt;&lt;br /&gt;
Rings typically offer skill bonuses, and possibly also other miscellaneous bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
Amulets typically offer wisdom, natural AC, and/or will save, and possibly also other miscellaneous bonuses. Their wisdom never gets higher than +8, except a certain amulet gives +9.&amp;lt;br&amp;gt;&lt;br /&gt;
Belts typically offer constitution and fortitude save, and possibly also other miscellaneous bonuses. Their constitution never gets higher than +8.&amp;lt;br&amp;gt;&lt;br /&gt;
Boots typically offer dexterity, dodge AC, and/or reflex save, and possibly also other miscellaneous bonuses. Their dexterity is described above, in the part about dodge AC.&amp;lt;br&amp;gt;&lt;br /&gt;
Cloaks typically offer charisma, deflection AC, and/or saves vs. an element, and possibly also other miscellaneous bonuses. Their charisma, doesn't go above +8, with the exception of [[Death's Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
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Magical strength bonuses can only be found on gloves/gauntlets/bracers and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical dexterity bonuses can only be found on boots and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical constitution bonuses can only be found on belts and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical intelligence bonuses can only be found on helms and from jobs and buffs, as well as on [[Gith's Star]].&amp;lt;br&amp;gt;&lt;br /&gt;
Magical wisdom bonuses can only be found on amulets and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical charisma bonuses can only be found on cloaks and from jobs and buffs, as well as on [[Gith's Star]].&amp;lt;br&amp;gt;&lt;br /&gt;
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Chest armor typically offers +armor AC, as well as immunity to one physical damage type, and resistance to the same or a different physical damage type, as well as other miscellaneous bonuses, which can include 10-25% immunity to a non-physical non-divine damage type. Armor AC limitations are described above. The granted physical immunity typically doesn't surpass 25%, while the granted physical resistance never surpasses 20/-.&amp;lt;br&amp;gt;&lt;br /&gt;
Shields, small, large, or tower, typically offer +shield AC, as well as immunity to one physical damage type, and resistance to the same or a different physical damage type, as well as other miscellaneous bonuses, which can include 10-25% immunity to a non-physical non-divine damage type. Shield AC limitations are described above. The granted physical immunity typically doesn't surpass 25%, while the granted physical resistance never surpasses 20/-.&amp;lt;br&amp;gt;&lt;br /&gt;
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On Neversummer 4, people will typically change out their chest armor, and, if they use them, shields, according to what type of physical damage is dealt by the enemy that they are preparing to face. This makes a tremendous difference in the outcome of the fight, PvP or not. This also means that weapons with two damage types are particularly useful in small-scale PvP, though it doesn't matter so much in large-scale PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
NPCs will typically also have physical damage resistances and immunities, except at low levels.&amp;lt;br&amp;gt;&lt;br /&gt;
In PvP, dexterity-based melee characters are about as powerful as Strength-based melee characters are on this server, even with the changes to overwhelming and devastating critical, believe it or not.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Consumables and Use Per Day items ===&lt;br /&gt;
Only one single item in Neversummer 4 that isn't equippable or a job item offers uses per day of anything, and that is [[Formian Planar Link]]. Its only real use in PvP is to annoy people(possibly including the caster) with its low-level summon and to dispel bigby's hands.&amp;lt;br&amp;gt;&lt;br /&gt;
Neversummer 4 has some equippable items that offer a use per day of something that is good. Notable effects from such items that you won't be frowned upon for using in PvP just to use the spell and then take it off include:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bull's Strength]](15), from [[Demon Lord Bracers]] and [[Fiend Plate]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Cat's Grace]](15), from [[Black Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Eagle's Splendor]](15), from [[Sentinel of the Elder Eye Amulet]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ultravision]](6), from [[Darkstar Amulet]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[True Seeing]](9), from [[Sioxinala Amulet of Sight]], 2x/day, and a helm that you can buy from merchants has charges of true seeing, but does nothing else&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Freedom of Movement]](7), from [[Forest Imbued Leather]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Aura of Vitality]](13), from [[Elysian Dragon Scale Torc]], which casts it as an extended spell&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Invisibility]](3), from [[Derro Robes]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Greater Dispelling]](15), from [[The Purifier]], [[Bahumat Sword of Righteousness]], and the spell, [[Holy Sword]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bless Weapon]](10), from [[Ring of Brom]]; although this only helps vs. [[Mummy Dust]] and [[Create Greater Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Darkness]](3), from [[Drow Elite Robes]], 3x/day&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Haste]](10), from [[Glimmerskin Boots]], [[Black Cloth]], and [[Ice Plate]]&lt;br /&gt;
-[[Expeditious Retreat]], from [[Dragonskin Boots]]; this has a special duration of rounds=str(not str mod), and is undispellable&lt;br /&gt;
&lt;br /&gt;
Some other equipment exists with 1 or more use per day of other spells, such as [[Cure Critical Wounds]] or [[Cone of Cold]], but it is frowned upon to use these items' spells per day unless you have them equipped in PvP most of the time, so, for example, you can use the chain lightning on [[Skull of the Demilich]] in PvP, but only if you were going to wear that helm during combat anyway, and you can use cure critical wounds from [[Ring of Health]], but only if you don't mind wearing it most of the time during PvP and when anticipating PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many consumable items exist in Neversummer 4, and most of them come from the Arcane Crafting profession.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is a list of consumables that people are generally not frowned upon for using in PvP:&amp;lt;br&amp;gt;&lt;br /&gt;
-traps&amp;lt;br&amp;gt;&lt;br /&gt;
-items with bless, aid, or prayer&amp;lt;br&amp;gt;&lt;br /&gt;
-items with haste&amp;lt;br&amp;gt;&lt;br /&gt;
-items with bull's, cat's, endurance, fox's, owl's, eagle's, greater cat's grace, or aura of vitality&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[True Seeing]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[Ultravision]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that casts [[Darkness]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants Freedom of Movement&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that dispels magic, including scrolls of [[Mordenkainen's Disjunction]] and [[Greater Dispelling]]&amp;lt;br&amp;gt;&lt;br /&gt;
-scrolls of [[Raise Dead]] or [[Resurrection]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using any consumables in PvP that aren't listed above, such as potions of lesser spell mantle, potions of elemental shield, scrolls of delayed blast fireball, scrolls of elemental swarm, and healing potions, might get you ostracized and made fun of in PvP, and perhaps have other consequences as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
Every successful PvP character has either haste, expeditious retreat, or another way to get themselves +50% or more to their movement speed, or they exclusively PvP with a friend that can cast haste on them. Slow players are dead players, unless they're '''extremely''' beefy. You need at least +50% movement speed to count as not being slow.&amp;lt;br&amp;gt;&lt;br /&gt;
Heres what you probably want to know about haste on this server:&amp;lt;br&amp;gt;&lt;br /&gt;
The current function of haste, as has been mentioned earlier in this guide, is a total of only the following effects:&amp;lt;br&amp;gt;&lt;br /&gt;
1: +1 AB&amp;lt;br&amp;gt;&lt;br /&gt;
2: +1 AC(2 if from [[Blinding Speed]])&amp;lt;br&amp;gt;&lt;br /&gt;
3: +1 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
4: +1 attack per round&amp;lt;br&amp;gt;&lt;br /&gt;
5: +50% movement speed(less if you're a lvl 3+ monk, see below)&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spellcasters will not have their spells quickened by haste, and will cast spells just as fast with haste as they will without it. Therefore, all builds that invest more than half of their levels into cleric, druid, sorceror, or wizard will be '''severely''' gimped if they don't get [[Automatic Quicken Spell]] III, unless of course you're a dragon shape pure druid or some kind of shifter, the former of whom loves AQ3, but can survive without if they focus hard enough on dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
Some important notes about haste's movement speed, however, are that only two forms of movement speed increase will stack with haste or expeditious retreat: The first is [[Barbarian Fast Movement]], which fully stacks with haste, and the second is [[Monk Speed]], which only partially stacks with haste and expeditious retreat. For every 3 monk levels you have, haste or expeditious retreat will boost your movement speed by 5% less, subtractively, until haste doesn't boost your movement speed anymore. Also, haste doesn't stack with expeditious retreat, and having one will prevent the other from working until it wears off.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said, these are the sources of +50%(or more) movement speed that Neversummer 4 has to offer to player characters:&amp;lt;br&amp;gt;&lt;br /&gt;
-the spell, [[Haste]]; the vast majority of clerics will pick the travel domain for this one spell, and [[Barbarian]]s get free undispellable haste while raging once they have 25 or more barbarian levels, pure barbarian or not&lt;br /&gt;
-the spell, [[Expeditious Retreat]]; this is commonly used by sorcerors and wizards that aren't built around [[Tenser's Transformation]] because, unlike haste, this isn't dispelled by [[Slow]] or [[Vine Mine]]&amp;lt;br&amp;gt;&lt;br /&gt;
-the item, [[Dragonskin Boots]]; this popular pair of boots has a special version of expeditious retreat twice per day that lasts for a duration equal to your raw strength score, and cannot be dispelled... don't rely on these unless you have 25 or more naked and unbuffed strength&amp;lt;br&amp;gt;&lt;br /&gt;
-the feat, [[Blinding Speed]]; this popular feat lasts for 2 rounds per character level(so 8 turns at level 40), grants +1 dodge AC over all other forms of haste, and cannot be dispelled&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Monk Endurance|Monk Speed]]&amp;lt;br&amp;gt;&lt;br /&gt;
-the pure [[Fighter]]'s sprint token, which lasts for 1 round/lvl and can be used twice per day&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Wild Shape]]: panther; this form, dire or not, is extremely ineffective in endgame combat, but comes with a passive +50% movement speed boost, which can be used to save blinding speed for later if you're paranoid about being ambushed before reaching your enemy's capital city, or to run the flag to your capital city after blinding speed wears off if there isn't anyone close enough to attack you, but you can't afford to rest... this one is only mentioned because I'm listing all of the sources of +50% or more to movement speed&amp;lt;br&amp;gt;&lt;br /&gt;
-potions of haste, which only last for a minute, take half a round to use, invoke an attack of opportunity, and are easily dispelled; do not rely on these, except to use them on summoned creatures, if at all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unique Items ===&lt;br /&gt;
Whenever an NPC that can drop an equippable item spawns, it has an extremely small chance to be unique item, similar to the chance of finding a +2 book; a unique item is a special version of the specified item, with one or more of its properties changed. Unique items can be game-changers depending on what they do, and can constitute a reason to make a new +4 character or replace an existing one. See [[Unique]] for more information, and do not feel obligated to find a decent unique item before making even a character that uses 6 +4 books.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Animal Empathy''': This skill is of little use to people who aren't members of [[The Circle]]. Members of [[The Circle]] have quick access from their capital city of Melencia to the [[Forest Home]], where they can use animal empathy on an Elder Dire Bear, or, if it is nighttime, a Silvastalker or Dark Mamba. Elder Dire Bears are big and have &amp;quot;extremely high&amp;quot; hp and hit for 60 or so piercingslashing damage, but have an &amp;quot;extremely low&amp;quot; attack bonus and armor class. Silvastalkers have [[Hide in Plain Sight]] with &amp;quot;low&amp;quot; hide and move silently skills, as well as an &amp;quot;extremely low&amp;quot; attack bonus and armor class and &amp;quot;good&amp;quot; hp, and will sneak attack for 80 or so piercingslashing damage if unresisted, and they make up for their tiny attack bonus by sometimes attacking from stealth. Dark Mambas are assassins with &amp;quot;extremely low&amp;quot; AB and AC, &amp;quot;decent&amp;quot; hp, and 40 or so piercing damage if unresisted(80 or so if its a sneak attack), except instead of lolth poison(and death attack?), they have a DC=low-40s poison that initially lowers your constitution, and then puts you to sleep for 1 turn if you fail your second save. Don't get a Dark Mamba unless you know that your opponent has a very low fortitude save. You only need 25 animal empathy(and a take 20) to get an Elder Dire Bear or Silvastalker, and slightly less for Dark Mambas. Other factions can only get low-level animals at the best, and aren't worth it except to potentially provide an attack of opportunity at a time that is bad for your enemy or annoy someone. Animal Empathy has a 6 second cooldown, and is a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
People who aren't members of the circle will want to get 1 point into animal empathy if they can spare the point so that they can, for example, empathy a nearby deer or something in PvP to distract a summon, or bait an attack of opportunity while you're out of range of the opponent, and by doing so make the opponent lose all other attacks during that round, allowing you to get some hits in without worrying about retaliation.&lt;br /&gt;
&lt;br /&gt;
'''Concentration''': This skill is desired to resist taunts and prevent your spells from being interrupted by damage taken. Do note that players with [[Automatic Quicken Spell]] III aren't absolutely immune to having their spells be interrupted by damage taken, and that it will happen every now and then if you don't have enough concentration, even on other servers... below are the ranges for concentration, concerning only the resisting of taunts:&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 96+&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 86-95&amp;lt;br&amp;gt;&lt;br /&gt;
High: 76-85&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 66-75&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 56-65&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 55 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
If you cast spells during combat, you always want to have concentration, even if its &amp;quot;Very Low&amp;quot;, unless maybe its just a divine favor every now and then when noone is attacking you. Do consider that characters with high amounts of damage immunity/resistance/reduction don't need as much concentration to prevent their spellcasting from being interrupted, although these characters should try to have 43 base concentration anyway. Do also that it is acceptable to have 0 concentration as a build that relies on casting spells if you have AQIII, so long as you can tolerate the small risk of having your spells interrupted by a luckily-timed attack, or maybe some caltrops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Craft Trap''': See the [[Craft Trap]] article for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Disable Trap''': If you have disable trap, try to get it to 43, and possibly also 5 into Set Trap; some players think they can't have too much set trap, so try to get as much disable trap as you can if you take this skill, though don't feel pigeonholed into getting more than 1 feat to help with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Discipline''': Arguably the most important skill in the game, this prevents you from getting knocked down, disarmed, or getting debilitated by called shot, which doesn't just happen in PvP, but also in PvE, starting at lvl 9-13 or so. Your character '''will''' be a bad character without discipline unless you have [[Hide in Plain Sight]], are an [[Assassin]], or rely on the [[Protection Domain]] to stay hidden until you rest. These are the ranges for discipline:&amp;lt;br&amp;gt;&lt;br /&gt;
Pure Fighter: 99-127&amp;lt;br&amp;gt;&lt;br /&gt;
Only Worried About Pure Fighters: 95-98&amp;lt;br&amp;gt;&lt;br /&gt;
Very Safe: 91-94&amp;lt;br&amp;gt;&lt;br /&gt;
Mostly Safe: 87-90&amp;lt;br&amp;gt;&lt;br /&gt;
Generally Safe: 83-86&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Unsafe: 79-82&amp;lt;br&amp;gt;&lt;br /&gt;
Vulnerable: 75-78&amp;lt;br&amp;gt;&lt;br /&gt;
Very Vulnerable: 71-74&amp;lt;br&amp;gt;&lt;br /&gt;
Knockdown Bait/Don't Bother: 70 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some players feel safe having 80 discipline. Feel free to knock them down with only 65 attack bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Heal''': Some players will relentlessly make fun of you for using healing kits in PvP and possibly refuse to fight or team up with you until you stop doing it. The number of hit points healed by a healing kit is (1d20+Heal Skill+Heal Kit Modifier)d3. Do not ever invest a single raw skill point into heal unless you can't think of a better dump stat, or you're a PvE character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hide''': The most important component of stealth due to how Spot works, there is no such thing as too much Hide; these are the ranges for Hide:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-79&amp;lt;br&amp;gt;&lt;br /&gt;
Might be seen by NPCs in capital cities or players who didn't invest into spot: 59 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even with 59 or less hide, corner sneaking can still be of limited use; consider taking hide and MS as a dump stat for corner sneaking if you don't have anything better to spend skill points on.&lt;br /&gt;
&lt;br /&gt;
'''Intimidate''': Only useful for barbarians with terrifying rage; you should, if you get terrifying rage, try to get as much intimidate as you can, possibly excluding regular skill focus: intimidate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Listen''': The little brother of Spot, Listen is generally regarded to be inferior to Spot, due to how it, unlike spot, doesn't make the enemy stay detected after you detect the enemy, allowing a non-HiPSer to elude you after detection without having to go around a corner. You should only take spot over listen if you have alot of [[Bard]] levels. There regardless is no such thing as too much Listen. Here are the ranges for Listen:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 79 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Lore''': Items of a level higher than 30 can only be identified by players. You need less than 50 lore in order to identify the most powerful items in the game. Obviously, this skill is completely useless in PvP, given that disarmed weapons can't be identified until the victim rests, but the skill is otherwise great for farming gold.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move Silently''': Barely any players are listeners, so you don't need as much move silently as you do hide, to the extent that you can even consider foregoing epic skill focus: move silently if you're a HiPSer, so long as you're sure that NPCs won't see you. There is still no such thing as too much Move Silently. Here are the ranges for Move Silently:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-79&amp;lt;br&amp;gt;&lt;br /&gt;
Might be heard by NPCs in capital cities: 44-59&amp;lt;br&amp;gt;&lt;br /&gt;
Might be heard by players who didn't invest into Listen: 43 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even with 43 or less MS, corner sneaking can still be of limited use; consider taking hide and MS as a dump stat for corner sneaking if you don't have anything better to spend skill points on.&lt;br /&gt;
&lt;br /&gt;
'''Open Lock''': Some endgame locks need something like 100 Open Lock to pick, but any and all PvP locks, of which there is only one in a certain tunnel leading to Menzoduran, need only 1 raw skill point, as well as a take 20 and some open lock gear, to be picked. If you get more than 1 raw skill point into open lock, then invest very many raw skill points into it, even if its just so that you can lock that certain door to prevent someone from coming that particular way or chasing you through there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Parry''': One might think that high parry+[[Epic Dodge]] will always deflect 4 attacks per round from an enemy with 4 attacks per round, but, due to Bioware's implementation of parry, this is not the case. Do not ever get parry unless you know '''exactly''' what you're doing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Perform''': See [[Bard Song]] and [[Curse Song]] for more details. Do not get more points into perform than you need to get the highest possible non-THP/damage effects from bard/curse song that your bard level can get, unless you don't have anything better to spend your skill points on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Search''': If you have Search, try to get it to 43; some players think they can't have too much set trap, so try to get as much search as you can if you take this skill, though don't feel pigeonholed into getting more than 1 feat to help with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Set Trap''': If you have Set Trap, try to get it to 43, and possibly also 5 into Disable Trap; some players think theres no such thing as too much set trap.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Spellcraft''': This skill increases your saves vs. spells by Spellcraft/5, as well as identifying spells so that you can counterspell them or know what people are casting, and its also a prerequisite for epic spells. Try to make sure that your total spellcraft skill, including '''non-raw''' spellcraft, ends in 0 or 5, and is high enough to counterspell if you want to do that. This is one of the best choices for a dump skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Spot''': If you hate HiPSers, theres no such thing as having too much spot; here are the ranges for Spot:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 79 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Taunt''': The bane of many a dexer and spellcaster, taunt allows you to reduce a person's AC by up to 6, as well as inflicting them with 30% spell failure, both for 4 rounds. Taunt has a 6 second cooldown, and is a free action. Some players have more damage immunity/resistance/reduction than others, and can taunt more safely than other players can; consider also that, while spending the 3 or so seconds that it takes to Taunt, you'll be flat-footed, which spells death for dexers if they time it wrong. Furthermore, people can just run from you if you taunt them, but it is regardless a great skill to have for PvP. Do consider taking this as a dump stat if you don't have a more important skill to dump into, such as spellcraft. Here are the taunt ranges:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-Irresistable: 90+&amp;lt;br&amp;gt;&lt;br /&gt;
Works Pretty Much Every Time: 85-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Reliable: 80-84&amp;lt;br&amp;gt;&lt;br /&gt;
More Than Reliable: 75-79&amp;lt;br&amp;gt;&lt;br /&gt;
Reliable: 70-74&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Reliable: 65-69&amp;lt;br&amp;gt;&lt;br /&gt;
Unreliable: 60-64&amp;lt;br&amp;gt;&lt;br /&gt;
Very Unreliable: 55-59&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely Unreliable: 50-54&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 49 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having something like 3 or 8 raw skill into taunt as a dump stat can be of limited use vs. people who have 0 concentration, but do note that, in that case, their sheer constitution modifier and coincidental skill bonuses from gear might be enough to resist your taunt.&lt;br /&gt;
&lt;br /&gt;
'''Tumble''': Tumble not only allows you to avoid attacks of opportunity while moving, but it also increases your AC when you aren't flat-footed by (tumble/5), which, unlike spellcraft, does not count effects such as [[Glimmerskin Boots]], epic skill focus: tumble, or your dexterity modifier. Make sure that you have either 0, 20, 21, or 40 raw points into tumble. 21 is for people who use full plate and a shield with a low dexterity modifier, while 0 is for weapon masters who don't care about how much AC they have.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Use Magic Device''': Be sure to consider your resting charisma modifier when calculating how much Use Magic Device you'll want to have, if any at all, or feel free to rely upon equipping UMD items in order to be able to equip your normal gear and then unequipping the UMD items, and having to do so every single time you log in, but do consider that this takes time to do, which you might not have under some circumstances. See [[Use Magic Device]] for more details.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Important Stats ===&lt;br /&gt;
&lt;br /&gt;
'''Attack Bonus''':&lt;br /&gt;
Here are the ranges for Attack Bonus:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-undodgeable: 76+&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 74-75&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 72-73&amp;lt;br&amp;gt;&lt;br /&gt;
High: 70-71&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 68-69&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 66-67&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 64-65&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 62-63; consider making a different character if you rely on AB and can't get more than 61 AB&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 60-61&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 58-59&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother Without Support: 57 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note, however, that people who can rely on being able to taunt their opponent will effectively have an extra 6 AB, that bards can rely on curse song being up for an extra 2-4 effective AB, that HiPSers tend to ignore dex and dodge AC, and that assassins also ignore dex and dodge AC until they apply their poison, after which point it probably won't matter. Furthermore, some builds that have certain disables can get away with having a low AB if they can defeat or almost-defeat their opponent during said disables, though pure fighters probably won't like having less than 62 AB either way. &amp;lt;br&amp;gt;&lt;br /&gt;
Just don't expect something like a devcritting dual-kama 27 rogue/6 monk/7 weapon master with improved sneak attacks and 53 AB to do more than a small amount of damage to people who care enough about their AC to get armor skin unless you've got support from a con barb or something to disable them so you can actually hit them.&lt;br /&gt;
&lt;br /&gt;
'''Armor Class''':&lt;br /&gt;
Here are the ranges for Armor Class:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-invulnerable: 87+&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 84-86&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 81-83&amp;lt;br&amp;gt;&lt;br /&gt;
High: 78-80&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 75-77&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 72-74&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 69-71; consider not bothering with AC if you can't get at least 69 AC&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 66-68&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 63-65&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-62&amp;lt;br&amp;gt;&lt;br /&gt;
You Probably Don't Care: 59 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that, if your opponent's attack bonus is too low, he can't critically strike you because his threat rolls won't be high enough, even if he rolls a double 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''':&lt;br /&gt;
Here are the ranges for Hit Points, not counting Temporary Hit Points:&amp;lt;br&amp;gt;&lt;br /&gt;
Your Build is Probably Bad: 1427 or higher&amp;lt;br&amp;gt;&lt;br /&gt;
Con Barb: 1330-1426&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 1200-1329&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 1100-1199&amp;lt;br&amp;gt;&lt;br /&gt;
High: 1000-1099&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty High: 900-999&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 800-899&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 700-799&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 600-699&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 500-599&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 400-499&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 300-399&amp;lt;br&amp;gt;&lt;br /&gt;
Make a New Character: 299 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even a drow pure wizard with 6 base con and no toughness can manage to have more than 300 hp(with a +4-5 endurance and +7-8 con belt), so its hard to imagine a build that has less than 300 hp.&lt;br /&gt;
&lt;br /&gt;
'''Saves''':&lt;br /&gt;
Instead of listing ranges for saves, I'll list what the threats are in PvP that check each save.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note that, in Neversummer 4, rolling a 1 does '''not''' result in an automatic failure, concerning saving throws, while rolling a 20 still results in an automatic success, also concerning saving throws.&amp;lt;br&amp;gt;&lt;br /&gt;
I won't be listing weapon procs as threats, including vorpal, because all of these are DC=26 at the most, and everyone should be able to beat these every time unless they're evil-planar-turned or something.&lt;br /&gt;
&lt;br /&gt;
'''Fortitude Save''':&lt;br /&gt;
Here are the threats in PvP that check your fortitude save:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: Max DC=46; deafens you for 1 turn if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-Slow Iron Golem Breath: Max DC=46, radius=medium cone. Slows people who fail the save for 5 rounds. Used by [[Shifter]]s in Iron Golem shape from [[Construct Shape]]. Checks poison immunity and +saves vs. poison.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Wail of the Banshee]]: Max DC=48; pretty much nobody wails in PvP, except to deafen people, if at all.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Weird]]: Max DC=48; pretty much nobody uses weird in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Black Blade of Disaster]]: Like implosion, except the radius is about an in-game inch long. Don't worry about this unless you're standing still or something for more than a second. Max DC=48&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Implosion]]: Almost as dangerous as ever, this fatal spell usually has a DC of 47, or 48(which is max DC) if the enemy is a member of the [[Northern Coalition]]. Almost nobody outside of the [[Northern Coalition]] makes imploders.&amp;lt;br&amp;gt;&lt;br /&gt;
-Lolth Poison: max DC=56-59, depending on where the [[Assassin]] is. This poison is only obtainable and usable by [[Assassin]]s, and ignores poison immunity, immunity to death magic, and immunity to sneak attacks and critical hits, but does not work on non-living targets, such as [[Druid]]s in [[Elemental Shape]] and people under the effects of [[Polymorph Self]]: Zombie. This divine poison's initial effect is death.&amp;lt;br&amp;gt;&lt;br /&gt;
-Death Attack: max DC=61, or you can just cast freedom of movement or get some [[Forest Imbued Leather]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Stunning Fist: DC=variable; expect it to be 50 or higher. Do note that beamdog nerfed its duration from 3 rounds to 1 round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Reflex Save''':&lt;br /&gt;
Here are the threats in PvP that check your reflex save:&amp;lt;br&amp;gt;&lt;br /&gt;
-many damage-dealing spells&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Grease]]: max DC=25; failing the save knocks you down for 1 round, +saves vs. spells do not apply to this spell, and the knockdown component ignores both spell resistance and spell immunity, including that from [[Woodland Stride]].&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: max DC=46; knocks you down for 2 rounds if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Earthquake]]: Deals 20d6 bludgeoning damage in a colossal radius(reflex for half), ignores spell resistance, and causes all affected creatures to make a reflex save or be knocked down for 1 round. Max DC=48. Friendly fires.&amp;lt;br&amp;gt;&lt;br /&gt;
-Knockdown Bolt: This ranged touch attack is used by [[Shifter]]s in Stone Golem form, granted by [[Construct Shape]]. +saves vs. spells apply. Max DC=46, and Discipline is not checked. Failure results in a 2 round knockdown.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fire Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Brass [[Dragon Shape]], by [[Red Dragon Disciple]]s in [[Red Dragon Shape]], and by people that cast [[Shapechange]]: Red Dragon; DC=50, damage=20d10 fire, reflex save for half.&amp;lt;br&amp;gt;&lt;br /&gt;
-Slow Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Copper [[Dragon Shape]], DC=40+1d10, duration=5 rounds&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Will Save''':&lt;br /&gt;
Here are the threats in PvP that check your will save:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: max DC=46; stuns you for 2 rounds if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Dominate Monster]]: max DC=48; duration=(casterlvl/2)+1 rounds, failing the save dazes you, and high HD will not save you from this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bigby's Crushing Hand]]: max DC=48; duration=3 rounds, failing the save stuns you, and it counts as a mind-affecting spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Terrifying Rage]]: All this does is, if you fail a will save, it lowers your AB and saves by 2 for 2 turns... unless the barbarian is of a higher level than you are; the DC can vary, but don't expect it to be higher than 51.&amp;lt;br&amp;gt;&lt;br /&gt;
-Bloody Roar: An ability exclusive to pure [[Barbarian]]s, this ability will hold you if you fail the fortitude save; the DC is usually 47, but con barbs(which are a real build) can get a DC of up to 56.&amp;lt;br&amp;gt;&lt;br /&gt;
-Psionic Assault: An ability exclusive to the [[Githyanki]], this ability is usually used by con barbs if Bloody Roar fails to debilitate you or you're still alive after it ends. DC=Bloody Roar DC. Failure results in 5 rounds of confusion.&amp;lt;br&amp;gt;&lt;br /&gt;
-Contagion(Blackguard): This attempts to curse you, and is only used by the extremely rare(and kinda bad) planar-turning 10/30 fighter or cleric/blackguard that stacks charisma: Max DC=51. Failing the will save applies a curse that reduces all 6 ability scores by half of the blackguard's charisma modifier, which in that case would be 10.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Storm of Vengeance]]: +saves vs. spells don't apply to this spell. Max DC=48&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Weird]]: Max DC=48; pretty much nobody uses weird in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sleep(Harper Scout): Max DC=53, Duration=Same as spell. Having more than 5 HD will not protect you from this version of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Purple Dragon Knight): Max DC=53, radius=medium, duration=5 rounds. After being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Red Dragon Disciple): DC=35, radius=colossal, duration=5 rounds. After being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you. If you actually get feared by this, then consider changing your equipment or re-making your character, as this is a non-rare hazard in PvP that is very easy to protect yourself against.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Shadow Daze]]: Max DC=63!!!; fortunately, shadowdancers don't hit very hard when their DC is that high... duration=5 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Shifter): Max DC=53, radius=colossal, duration=5 rounds; after being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you.&amp;lt;br&amp;gt;&lt;br /&gt;
-Mind Blast: Max DC=45, radius=medium cone, duration=5 rounds. Failing a will save will subtractively reduce your slashing, piercing, and bludgeoning immunities by 50%, and whether or not you make the save, your will save will be reduced by 4 after the fact, not stacking. Used by [[Shifter]]s in Mindflayer shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sleep Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Bronze [[Dragon Shape]], DC=40+1d10, duration=5 rounds.&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Basic_Endgame_Character_Building_Guidelines&amp;diff=7815</id>
		<title>Basic Endgame Character Building Guidelines</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Basic_Endgame_Character_Building_Guidelines&amp;diff=7815"/>
		<updated>2023-11-20T21:18:08Z</updated>

		<summary type="html">&lt;p&gt;Garn: /* Raiding vs. Defending */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are some very basic guidelines for building strong level 40 characters. You don't have to make a strong level 40 character in order to beat people in PvP or to beat the hardest bosses in PvE, but it certainly helps if you do. If you don't want to read a guide and just build a character, then click the previous/back button in your browser and go do that.&lt;br /&gt;
&lt;br /&gt;
=== PvP vs. PvE ===&lt;br /&gt;
PvE has all been done already, and its easy enough that a group of 10 players of the right roles(not necessarily builds) can reliably beat every boss in the game. Feel free to use PvP characters to do PvE, endgame or not.&amp;lt;br&amp;gt;&lt;br /&gt;
PvP, however, is hard, as it is in all games. This intentionally barebones guide will cover building characters for PvP, though it may be changed in the future to account for PvE as well.&lt;br /&gt;
&lt;br /&gt;
=== Faction ===&lt;br /&gt;
Decide which faction you want to be in before you make your character. All characters have to be in a faction.&amp;lt;br&amp;gt;&lt;br /&gt;
The factions are actually balanced pretty well these days, believe it or not.&amp;lt;br&amp;gt;&lt;br /&gt;
Players generally decide that they are obligated to support one specific faction and its allied faction above all other factions, and new players are encouraged to do so, though some players just try to get PvP wherever they can by playing as all 6 factions.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has its own [[Jobs]], the completion of which bestow permanent bonuses upon your character that persist through death and de-levelling, which usually totals to 2 items with 1 or 2 uses of a significant unique power per day, +1(magical) to one stat and another stat, various magical skill bonuses ranging from +2 to +7, and other miscellaneous bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
You may only do your own faction's jobs, and not those of your ally or enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if you manage to lose enough reputation with your faction, via. friendly fire against an NPC or not, then all of your job bonuses will be lost forever, barring DM intervention.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raiding vs. Defending ===&lt;br /&gt;
PvP on this server is typically a version of capture-the-flag whose playing field spans most of this very large module, and the flags are located in capital cities. You may read the [[Relic System]] page for more information, although this will regardless be briefly explained below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All capital cities are, obviously, guarded by NPCs; there are a good number of these NPCs, whose challenge ratings average out at 19 across all factions.&amp;lt;br&amp;gt;&lt;br /&gt;
However, relic rooms, where the flags are stored, have a chance to spawn with 1-4 epic NPCs, whose challenge ratings are 31-34 or so, do not drop loot(unless its unique), and are no more or less powerful than other typical NPCs of their level; it is extremely frowned upon to, when defending, pump your relic room until you have epic defenders, and people may ostracize and refuse to PvP with you if you do this.&amp;lt;br&amp;gt;&lt;br /&gt;
It is very realistically possible to clean out a relic room that spawns with 4 epic defenders, depending on your build and which faction you're invading, although you'd better hope that theres nobody there to defend the relic room if a few epic NPCs spawn.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot remove a relic(flag) from a relic cradle right away. In order to remove a relic from its relic cradle, you must first slay all hostile NPCs on the map where the relic cradle is, and then you must click on the relic cradle, after which point the relic cradle will put a relevant message in the /shout channel, and the relic cradle will then weaken over a duration of 2-4 minutes or so(variable) until the cradle allows you to take a relic from the cradle(at which point the relic cradle shouts again). If you, at that point, wait for more than 2 rounds or so to take the relic, then the relic cradle will have to be weakened all over again before you can take a cradle out of it.&amp;lt;br&amp;gt;&lt;br /&gt;
After taking an enemy's relic, all of your buffs get dispelled, and then you must carry it all the way back to your or your ally's capital city, and then deposit it into the friendly relic cradle or get a friend to do it for you.&amp;lt;br&amp;gt;&lt;br /&gt;
Invading an enemy's capital city to capture a relic that they have is called raiding, and defending your relic cradle in your or your ally's capital city is called defending.&amp;lt;br&amp;gt;&lt;br /&gt;
Some PvP characters make good raiders, but bad defenders, and some PvP characters make bad raiders, but good defenders, and some PvP characters are good at both. The ones that are not good at both are not necessarily better than other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, when choosing what kind of character to make, consider whether you want your character to raid, defend, or both. Feel free to make a character to kill people out in the world instead, though people don't really do that anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender ===&lt;br /&gt;
Gender has no non-cosmetic effect on your character beyond whether a [[Drow]]'s favored class is Wizard(male) or Cleric(female), which only impacts how fast you'll level up if you pick the relevant class.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
[[Half-Elf|Half-Elves]] are perhaps the only bad race. No items have a racial restriction of half-elf only, and half-elves have no subraces.&amp;lt;br&amp;gt;&lt;br /&gt;
Base races are almost always outclassed by their subraces, though they aren't bad enough that you shouldn't entertain the idea of picking a base race other than half-elf.&amp;lt;br&amp;gt;&lt;br /&gt;
All subraces are good for at least one optimal character build.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, some subraces are Planar races, which means that players with [[Planar Turning]] can turn them. Furthermore, [[Cleric|Clerics]] of the [[Good Domain]] can turn evil planar characters without [[Planar Turning]], and [[Cleric|Clerics]] of the [[Evil Domain]] can turn good planar characters without [[Planar Turning]], although, in the case of the good or evil domain being used to turn you without planar turning, you'll get to add your spell resistance to your turn resistance. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Azerblood]] and elemental genasi are treated as outsiders, rather than as elementals, by [[Turn Undead]]. Spell resistance does increase your turn resistance if the turner doesn't have [[Planar Turning]]. And although good number of people have characters who have &amp;gt;39 levels and planar turning, the benefits of picking a planar race usually outweigh the risk of being turned.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Undead]] has been heavily modified on Neversummer 4; refer to its [[Turn Undead|article]] for more information. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to encourage the diversity of character builds, no further advice will be given about race selection. See [[:Category:Race]] for more details about races and subraces.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
Most classes have been changed in some way or the other from version 1.69 of Neverwinter Nights. Players who want to build a strong character are advised to look up each class that they want to know more about before making a character.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, many class restrictions exist on this server.&amp;lt;br&amp;gt;&lt;br /&gt;
Neversummer 4 has possibly a few hundred optimal PvP character builds, considering '''only''' which classes are picked, and when other factors are considered, excluding which weapon(s) you specialize in(but not how many) and only considering what the gist(key phrase: the gist) of the build is, the number of optimal PvP character builds probably exceeds 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, some classes, at epic levels, receive something called pure class bonuses if they only ever have 1 class.&amp;lt;br&amp;gt;&lt;br /&gt;
All classes have some sort of optimal use or the other, including even [[Harper Scout]]s and [[Purple Dragon Knight]]s, except that characters with more than 35 [[Rogue]] levels kinda suck, str-focused characters with the Epic Blackguard feat are also kinda bad, and undead shape is a wasted feat.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that no one build can beat all other builds; '''all''' builds have a weakness in 1v1. 1v1 PvP is often a game of rock, paper, scissors, so people prefer to engage in group PvP over 1v1 PvP when they can.&amp;lt;br&amp;gt;&lt;br /&gt;
For more information on classes, pure class bonuses, and class restrictions, see [[:Category:Class]] and [[:Category:Factions]].&amp;lt;br&amp;gt;&lt;br /&gt;
In order to encourage people the diversity of builds, no further advice will be given about class selection, except that you shouldn't get [[Undead Shape]] because it sucks.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, read the [[Shifting Guide]] if you plan to make a character that is built around shapeshifting, and be extra sure to read the page on [[Shifter]]s if you plan to make a shifter.&lt;br /&gt;
&lt;br /&gt;
=== Alignments ===&lt;br /&gt;
Some items have alignment restrictions on them, and some of these items are powerful. You won't be missing out on too much if you can't wear it, as slightly-less-powerful alternatives exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Some people make characters who take a number of [[Great Smiting]] feats, and can kill you very quickly and easily if you're of the wrong alignment. Changes have been made on Neversummer 4 that grant high-level [[Paladin|Paladins]] and [[Blackguard|Blackguards]] a token that refreshes their smites unlimited times per day on a cooldown, so smiting is a real consideration when making a character.&amp;lt;br&amp;gt;&lt;br /&gt;
Some endgame NPCs have smite good or smite evil, as well as [[Extra Smiting]] and [[Great Smiting]] X, which can hit for upwards of 500 raw damage, and critically strike even harder.&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Many feats have been changed in Neversummer 4.&amp;lt;br&amp;gt;&lt;br /&gt;
The most prominent examples of these are that the [[Spell Focus]] feats grant bonuses to certain spells beyond increasing their DC, that [[Hellball]] becomes self-friendly at caster lvl 35, and party-friendly at caster level 40(both counting only your highest caster class), that [[Dragon Knight]] and [[Mummy Dust]] were massively buffed, that [[Blinding Speed]] lasts for clvl*2 rounds and offers 1 more dodge AC than haste does, that [[Overwhelming Critical]] additionally increases your critical threat range by 2, stacking with [[Ki Critical]], [[Improved Critical]], and the Keen weapon property, and that [[Devastating Critical]], instead of causing its victim to make fortitude save or die, increases your critical damage multiplier by 1, stacking with [[Increased Multiplier]].&amp;lt;br&amp;gt;&lt;br /&gt;
This does indeed mean that scythes can have 14-20/x6 crits, that rapiers can have 8-20/x4 crits, and overwhelming and devastating critical do work for ranged weapons and unarmed strike, as well as for creature weapons such as dragon claws(via. unarmed strike feats), although [[Weapon Master]]s still can't pick fists or ranged weapons as their weapon of choice. Believe it or not, these changes to overwhelming and devastating critical don't make dex characters bad, but instead allow strength characters to compete with dex characters on roughly equal footing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
Some books in Neversummer 4 are rare and valuable items that have the amazing power to permanently increase your strength, dexterity, constitution, intelligence, wisdom, or charisma by +2 or +4, applying to your character in the same way that subracial stat bonuses do(and stacking with them), and so qualifying you for feats and such. These increases persist through death, and through de-levelling all the way down to to level 1. You may have a combined total of +4 to all stats from these books(subracials and [[Dragon Abilities]] don't count towards or against the cap), and +2 books of the same stat do not stack, and are overwritten by +4 books of its stat.&amp;lt;br&amp;gt;&lt;br /&gt;
Books disappear into thin air after being used, and are non-refundable, although a nice dungeon master might give you a full or partial book refund in exchange for the head of an NPC called The Great Wandering One and the deletion of your character(said character's items can be transferred to another character of yours before deletion).&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty much everybody, even hardcore powergamers, did not make an optimal first character on Neversummer 4, and still wouldn't if someone '''actually''' gave them 6 +4 books because this is all pretty much new ground to tread if you haven't tried building a few characters here before.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 books are obtained by killing NPCs of a challenge rating of 9 or higher that aren't animals or vermin, and by opening most chests associated with enemies of those levels(fine wooden or better). Their drop rate is estimated to be 1/1000, and so they are realistically farmable. CR=9 enemies have the same drop rate as CR=40+ enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
+4 books are obtained by killing NPCs of a challenge rating of 20 or higher that aren't animals or vermin, and by opening most chests associated with enemies of those levels(magical jeweled or better). Their drop rate was recently increased by the devs, and is currently unknown, though they are supposed to be realistically farmable. The higher an enemy's challenge rating, the higher their chance of dropping a +4 book.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
People who use an intelligence book will typically delevel their character to level 1 after using it, in order to get the most out of the book, as skill points are not retroactively granted by intelligence books.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking(so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Most weapon types are currently good for building an optimal character around.&amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, the following few weapon types are not advisable to build your character around, either because they aren't worth the feat or because a high-enough-level option doesn't exist for them; these weapons are the Bastard Sword(which would be okay if not outclassed by the longsword), the Dwarven Waraxe(which isn't worth the feat over a battleaxe or warhammer), the Club(not counting the demonflesh golem's weapon), the Dart, the Light Crossbow, the Throwing Axe, and, unless you know '''exactly''' what you're building, the Sickle.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, you shouldn't build your character around Unarmed Strike if you're a strength-focused character unless you're a shapeshifter of some sort, since the options for hard-hitting gloves that have high strength aren't very good compared to the ones with less strength on them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each weapon type has a maximum available enhancement bonus that ranges between '''+6''' and '''+8''', though the best Shurikens and Sickles are only +5. +6 weapons are not necessarily bad(nor are Shurikens if you use them right), and +8 weapons are not necessarily the best, but if the weapon type you're specialized in has a higher enhancement/attack bonus available than what you're using, then you should probably use that weapon over what you have.&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+6 damage reduction include [[Skull of Demogorgon the Demon Lord]] and [[Nature's Balance]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+7 damage reduction include [[Dragon Shape]] and the [[Red Dragon Disciple]]'s [[Red Dragon Shape]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+8 damage reduction include the [[Earth Genasi]]'s racial token, [[Divine Wrath]] when between 25 and 29 [[Champion of Torm]] levels are used to cast it, [[Shadow Evade]] when between 26 and 29 [[Shadowdancer]] levels are used to cast it, [[Epic Warding]], and Inertial Barrier from Mindflayer Shape from [[Greater Wildshape IV]].&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame sources of x/+9 damage reduction include Shadow Evade at Shadowdancer lv30, and Divine Wrath for Champion of Torm at lv30. These are the highest available forms of damage reduction available to players.&lt;br /&gt;
&lt;br /&gt;
One-handed endgame weapons will typically have +20 average damage's worth of damage flares on it, 7 of which are non-physical, as well as being keen and having 2d10 massive criticals.&amp;lt;br&amp;gt;&lt;br /&gt;
Double-sided endgame weapons(the good ones) will typically have +30 average damage's worth of damage flares on it, 12.5 of which are non-physical, as well as being keen and having 2d10 or 2d12 massive criticals, 15% to a physical damage immunity, and 10/- to a physical damage resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
Large endgame weapons that aren't double-sided(the good ones) will typically have +30-40 average damage's worth of damage flares on it, 10-13 of which are non-physical, as well as being keen and having +2d12 massive criticals. Be warned, however, that some level 35 large weapons hit much harder than other level 35 large weapons, so research the weapon options well before picking a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
Punching gloves/gauntlets(the good ones) will typically have a +7 attack bonus and +20-23.5 average damage's worth of damage flares on it, 11-13 of which are physical. [[Fists of Poseidon]] are generally regarded to be the best punching gloves, though you might find a reason to punch people with a different pair of gloves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that you can't make use of a large critical threat range if you can barely hit your opponent in the first place, so if your attack bonus is only going to be &amp;quot;Decent&amp;quot;, then consider specializing in a weapon that has a low critical threat range, as opposed to one with a medium or high critical threat range.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, '''some weapons types have had their base properties changed in Neversummer 4''', and these changes are not reflected in the items' tooltips. These changes include:&amp;lt;br&amp;gt;&lt;br /&gt;
-The base damage type dealt by Scythes is only slashing, whereas it was both piercing and slashing before.&amp;lt;br&amp;gt;&lt;br /&gt;
-The base damage type dealt by Heavy Flails is both bludgeoning and piercing, whereas it was only bludgeoning before.&amp;lt;br&amp;gt;&lt;br /&gt;
-Light Hammers gain +1 to their critical threat multiplier, which stacks with both Devastating Critical and Increased Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dire Maces gain +1 to their critical threat multiplier, which stacks with both Devastating Critical and Increased Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
-Tridents innately have a 19-20 critical threat range, where as their innate threat range was only 20 before; this threat range is increased by 2 points by each of Improved Critical: trident, and the keen weapon property, together resulting in 15-20/x2(not 17-20/x2). This can obviously stack with [[Overwhelming Critical]] and [[Ki Critical]], granting a combined total of an 11-20 crit range&amp;lt;br&amp;gt;&lt;br /&gt;
-Quarterstaves use the Monk's special unarmed base attack bonus progression if you are a Monk, but you cannot use Flurry of Blows with quarterstaves.&amp;lt;br&amp;gt;&lt;br /&gt;
-Shurikens use the Monk's special unarmed base attack bonus progression if you are a Monk, but you cannot use Flurry of Blows with shurikens.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, some weapons have options available that have an extra damage type; specifically:&amp;lt;br&amp;gt;&lt;br /&gt;
-Greatswords have an endgame option(+7) that has extra melee damage: bludgeoning on it.&amp;lt;br&amp;gt;&lt;br /&gt;
-Katanas have an endgame option(+7) that has extra melee damage: piercing on it, but is not keen.&amp;lt;br&amp;gt;&lt;br /&gt;
-Light Flails have an endgame option(+7) that has extra melee damage: slashing on it.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sickles have an endgame option(+5) that has extra melee damage: piercing on it; only a pure paladin might care about this, and only if they want a finessable double-damage type weapon and don't have room for exotic weapon proficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
-Whips have an endgame option(+6) that has extra melee damage: piercing on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Equipment ===&lt;br /&gt;
All equipment in the entire game lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, and immunity to any debuff. As such, spells such as [[Mass Charm]], [[Wail of the Banshee]], [[Phantasmal Killer]], [[Entangle]], and [[Sanctuary]] aren't completely useless on this server.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor AC doesn't get higher than +6. Some items offer +7 armor AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Shield AC doesn't get higher than +6. Some items offer +7 shield AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflection AC doesn't get higher than +5 unless you're an [[Arcane Archer]]. Some items offer +6 deflection AC vs. an alignment.&amp;lt;br&amp;gt;&lt;br /&gt;
Natural AC doesn't get higher than +5.&amp;lt;br&amp;gt;&lt;br /&gt;
Endgame dodge AC from items comes in 3 packages: boots that have 3 dodge AC and 8 dexterity, boots that have 5 dodge AC and 7 dexterity, and boots that have 7 dodge AC and no dexterity.&amp;lt;br&amp;gt;&lt;br /&gt;
Helms typically offer intelligence, skill bonuses, deflection AC, and/or will save, among other miscellaneous things. Their intelligence bonus typically doesn't get higher than +8, except a few reach +9.&amp;lt;br&amp;gt;&lt;br /&gt;
Non-punching gloves/gauntlets/bracers typically offer strength and/or skill bonuses, and possibly also other miscellaneous bonuses. Their strength never gets higher than +8.&amp;lt;br&amp;gt;&lt;br /&gt;
Punching gloves/gauntlets typically offer damage, as well as low strength, and possibly also other miscellaneous bonuses. Their strength never gets higher than +4 or +5&amp;lt;br&amp;gt;&lt;br /&gt;
Rings typically offer skill bonuses, and possibly also other miscellaneous bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
Amulets typically offer wisdom, natural AC, and/or will save, and possibly also other miscellaneous bonuses. Their wisdom never gets higher than +8, except a certain amulet gives +9.&amp;lt;br&amp;gt;&lt;br /&gt;
Belts typically offer constitution and fortitude save, and possibly also other miscellaneous bonuses. Their constitution never gets higher than +8.&amp;lt;br&amp;gt;&lt;br /&gt;
Boots typically offer dexterity, dodge AC, and/or reflex save, and possibly also other miscellaneous bonuses. Their dexterity is described above, in the part about dodge AC.&amp;lt;br&amp;gt;&lt;br /&gt;
Cloaks typically offer charisma, deflection AC, and/or saves vs. an element, and possibly also other miscellaneous bonuses. Their charisma, doesn't go above +8, with the exception of [[Death's Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical strength bonuses can only be found on gloves/gauntlets/bracers and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical dexterity bonuses can only be found on boots and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical constitution bonuses can only be found on belts and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical intelligence bonuses can only be found on helms and from jobs and buffs, as well as on [[Gith's Star]].&amp;lt;br&amp;gt;&lt;br /&gt;
Magical wisdom bonuses can only be found on amulets and from jobs and buffs.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical charisma bonuses can only be found on cloaks and from jobs and buffs, as well as on [[Gith's Star]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chest armor typically offers +armor AC, as well as immunity to one physical damage type, and resistance to the same or a different physical damage type, as well as other miscellaneous bonuses, which can include 10-25% immunity to a non-physical non-divine damage type. Armor AC limitations are described above. The granted physical immunity typically doesn't surpass 25%, while the granted physical resistance never surpasses 20/-.&amp;lt;br&amp;gt;&lt;br /&gt;
Shields, small, large, or tower, typically offer +shield AC, as well as immunity to one physical damage type, and resistance to the same or a different physical damage type, as well as other miscellaneous bonuses, which can include 10-25% immunity to a non-physical non-divine damage type. Shield AC limitations are described above. The granted physical immunity typically doesn't surpass 25%, while the granted physical resistance never surpasses 20/-.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On Neversummer 4, people will typically change out their chest armor, and, if they use them, shields, according to what type of physical damage is dealt by the enemy that they are preparing to face. This makes a tremendous difference in the outcome of the fight, PvP or not. This also means that weapons with two damage types are particularly useful in small-scale PvP, though it doesn't matter so much in large-scale PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
NPCs will typically also have physical damage resistances and immunities, except at low levels.&amp;lt;br&amp;gt;&lt;br /&gt;
In PvP, dexterity-based melee characters are about as powerful as Strength-based melee characters are on this server, even with the changes to overwhelming and devastating critical, believe it or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Consumables and Use Per Day items ===&lt;br /&gt;
Only one single item in Neversummer 4 that isn't equippable or a job item offers uses per day of anything, and that is [[Formian Planar Link]]. Its only real use in PvP is to annoy people(possibly including the caster) with its low-level summon and to dispel bigby's hands.&amp;lt;br&amp;gt;&lt;br /&gt;
Neversummer 4 has some equippable items that offer a use per day of something that is good. Notable effects from such items that you won't be frowned upon for using in PvP just to use the spell and then take it off include:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bull's Strength]](15), from [[Demon Lord Bracers]] and [[Fiend Plate]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Cat's Grace]](15), from [[Black Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Eagle's Splendor]](15), from [[Sentinel of the Elder Eye Amulet]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ultravision]](6), from [[Darkstar Amulet]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[True Seeing]](9), from [[Sioxinala Amulet of Sight]], 2x/day, and a helm that you can buy from merchants has charges of true seeing, but does nothing else&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Freedom of Movement]](7), from [[Forest Imbued Leather]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Aura of Vitality]](13), from [[Elysian Dragon Scale Torc]], which casts it as an extended spell&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Invisibility]](3), from [[Derro Robes]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Greater Dispelling]](15), from [[The Purifier]], [[Bahumat Sword of Righteousness]], and the spell, [[Holy Sword]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bless Weapon]](10), from [[Ring of Brom]]; although this only helps vs. [[Mummy Dust]] and [[Create Greater Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Darkness]](3), from [[Drow Elite Robes]], 3x/day&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Haste]](10), from [[Glimmerskin Boots]], [[Black Cloth]], and [[Ice Plate]]&lt;br /&gt;
-[[Expeditious Retreat]], from [[Dragonskin Boots]]; this has a special duration of rounds=str(not str mod), and is undispellable&lt;br /&gt;
&lt;br /&gt;
Some other equipment exists with 1 or more use per day of other spells, such as [[Cure Critical Wounds]] or [[Cone of Cold]], but it is frowned upon to use these items' spells per day unless you have them equipped in PvP most of the time, so, for example, you can use the chain lightning on [[Skull of the Demilich]] in PvP, but only if you were going to wear that helm during combat anyway, and you can use cure critical wounds from [[Ring of Health]], but only if you don't mind wearing it most of the time during PvP and when anticipating PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many consumable items exist in Neversummer 4, and most of them come from the Arcane Crafting profession.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is a list of consumables that people are generally not frowned upon for using in PvP:&amp;lt;br&amp;gt;&lt;br /&gt;
-traps&amp;lt;br&amp;gt;&lt;br /&gt;
-items with bless, aid, or prayer&amp;lt;br&amp;gt;&lt;br /&gt;
-items with haste&amp;lt;br&amp;gt;&lt;br /&gt;
-items with bull's, cat's, endurance, fox's, owl's, eagle's, greater cat's grace, or aura of vitality&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[True Seeing]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[Ultravision]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants [[Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that casts [[Darkness]]&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that grants Freedom of Movement&amp;lt;br&amp;gt;&lt;br /&gt;
-anything that dispels magic, including scrolls of [[Mordenkainen's Disjunction]] and [[Greater Dispelling]]&amp;lt;br&amp;gt;&lt;br /&gt;
-scrolls of [[Raise Dead]] or [[Resurrection]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using any consumables in PvP that aren't listed above, such as potions of lesser spell mantle, potions of elemental shield, scrolls of delayed blast fireball, scrolls of elemental swarm, and healing potions, might get you ostracized and made fun of in PvP, and perhaps have other consequences as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
Every successful PvP character has either haste, expeditious retreat, or another way to get themselves +50% or more to their movement speed, or they exclusively PvP with a friend that can cast haste on them. Slow players are dead players, unless they're '''extremely''' beefy. You need at least +50% movement speed to count as not being slow.&amp;lt;br&amp;gt;&lt;br /&gt;
Heres what you probably want to know about haste on this server:&amp;lt;br&amp;gt;&lt;br /&gt;
The current function of haste, as has been mentioned earlier in this guide, is a total of only the following effects:&amp;lt;br&amp;gt;&lt;br /&gt;
1: +1 AB&amp;lt;br&amp;gt;&lt;br /&gt;
2: +1 AC(2 if from [[Blinding Speed]])&amp;lt;br&amp;gt;&lt;br /&gt;
3: +1 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
4: +1 attack per round&amp;lt;br&amp;gt;&lt;br /&gt;
5: +50% movement speed(less if you're a lvl 3+ monk, see below)&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spellcasters will not have their spells quickened by haste, and will cast spells just as fast with haste as they will without it. Therefore, all builds that invest more than half of their levels into cleric, druid, sorceror, or wizard will be '''severely''' gimped if they don't get [[Automatic Quicken Spell]] III, unless of course you're a dragon shape pure druid or some kind of shifter, the former of whom loves AQ3, but can survive without if they focus hard enough on dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
Some important notes about haste's movement speed, however, are that only two forms of movement speed increase will stack with haste or expeditious retreat: The first is [[Barbarian Fast Movement]], which fully stacks with haste, and the second is [[Monk Speed]], which only partially stacks with haste and expeditious retreat. For every 3 monk levels you have, haste or expeditious retreat will boost your movement speed by 5% less, subtractively, until haste doesn't boost your movement speed anymore. Also, haste doesn't stack with expeditious retreat, and having one will prevent the other from working until it wears off.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said, these are the sources of +50%(or more) movement speed that Neversummer 4 has to offer to player characters:&amp;lt;br&amp;gt;&lt;br /&gt;
-the spell, [[Haste]]; the vast majority of clerics will pick the travel domain for this one spell, and [[Barbarian]]s get free undispellable haste while raging once they have 25 or more barbarian levels, pure barbarian or not&lt;br /&gt;
-the spell, [[Expeditious Retreat]]; this is commonly used by sorcerors and wizards that aren't built around [[Tenser's Transformation]] because, unlike haste, this isn't dispelled by [[Slow]] or [[Vine Mine]]&amp;lt;br&amp;gt;&lt;br /&gt;
-the item, [[Dragonskin Boots]]; this popular pair of boots has a special version of expeditious retreat twice per day that lasts for a duration equal to your raw strength score, and cannot be dispelled... don't rely on these unless you have 25 or more naked and unbuffed strength&amp;lt;br&amp;gt;&lt;br /&gt;
-the feat, [[Blinding Speed]]; this popular feat lasts for 2 rounds per character level(so 8 turns at level 40), grants +1 dodge AC over all other forms of haste, and cannot be dispelled&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Monk Endurance|Monk Speed]]&amp;lt;br&amp;gt;&lt;br /&gt;
-the pure [[Fighter]]'s sprint token, which lasts for 1 round/lvl and can be used twice per day&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Wild Shape]]: panther; this form, dire or not, is extremely ineffective in endgame combat, but comes with a passive +50% movement speed boost, which can be used to save blinding speed for later if you're paranoid about being ambushed before reaching your enemy's capital city, or to run the flag to your capital city after blinding speed wears off if there isn't anyone close enough to attack you, but you can't afford to rest... this one is only mentioned because I'm listing all of the sources of +50% or more to movement speed&amp;lt;br&amp;gt;&lt;br /&gt;
-potions of haste, which only last for a minute, take half a round to use, invoke an attack of opportunity, and are easily dispelled; do not rely on these, except to use them on summoned creatures, if at all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unique Items ===&lt;br /&gt;
Whenever an NPC that can drop an equippable item spawns, it has an extremely small chance to be unique item, similar to the chance of finding a +2 book; a unique item is a special version of the specified item, with one or more of its properties changed. Unique items can be game-changers depending on what they do, and can constitute a reason to make a new +4 character or replace an existing one. See [[Unique]] for more information, and do not feel obligated to find a decent unique item before making even a character that uses 6 +4 books.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Animal Empathy''': This skill is of little use to people who aren't members of [[The Circle]]. Members of [[The Circle]] have quick access from their capital city of Melencia to the [[Forest Home]], where they can use animal empathy on an Elder Dire Bear, or, if it is nighttime, a Silvastalker or Dark Mamba. Elder Dire Bears are big and have &amp;quot;extremely high&amp;quot; hp and hit for 60 or so piercingslashing damage, but have an &amp;quot;extremely low&amp;quot; attack bonus and armor class. Silvastalkers have [[Hide in Plain Sight]] with &amp;quot;low&amp;quot; hide and move silently skills, as well as an &amp;quot;extremely low&amp;quot; attack bonus and armor class and &amp;quot;good&amp;quot; hp, and will sneak attack for 80 or so piercingslashing damage if unresisted, and they make up for their tiny attack bonus by sometimes attacking from stealth. Dark Mambas are assassins with &amp;quot;extremely low&amp;quot; AB and AC, &amp;quot;decent&amp;quot; hp, and 40 or so piercing damage if unresisted(80 or so if its a sneak attack), except instead of lolth poison(and death attack?), they have a DC=low-40s poison that initially lowers your constitution, and then puts you to sleep for 1 turn if you fail your second save. Don't get a Dark Mamba unless you know that your opponent has a very low fortitude save. You only need 25 animal empathy(and a take 20) to get an Elder Dire Bear or Silvastalker, and slightly less for Dark Mambas. Other factions can only get low-level animals at the best, and aren't worth it except to potentially provide an attack of opportunity at a time that is bad for your enemy or annoy someone. Animal Empathy has a 6 second cooldown, and is a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
People who aren't members of the circle will want to get 1 point into animal empathy if they can spare the point so that they can, for example, empathy a nearby deer or something in PvP to distract a summon, or bait an attack of opportunity while you're out of range of the opponent, and by doing so make the opponent lose all other attacks during that round, allowing you to get some hits in without worrying about retaliation.&lt;br /&gt;
&lt;br /&gt;
'''Concentration''': This skill is desired to resist taunts and prevent your spells from being interrupted by damage taken. Do note that players with [[Automatic Quicken Spell]] III aren't absolutely immune to having their spells be interrupted by damage taken, and that it will happen every now and then if you don't have enough concentration, even on other servers... below are the ranges for concentration, concerning only the resisting of taunts:&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 96+&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 86-95&amp;lt;br&amp;gt;&lt;br /&gt;
High: 76-85&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 66-75&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 56-65&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 55 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
If you cast spells during combat, you always want to have concentration, even if its &amp;quot;Very Low&amp;quot;, unless maybe its just a divine favor every now and then when noone is attacking you. Do consider that characters with high amounts of damage immunity/resistance/reduction don't need as much concentration to prevent their spellcasting from being interrupted, although these characters should try to have 43 base concentration anyway. Do also that it is acceptable to have 0 concentration as a build that relies on casting spells if you have AQIII, so long as you can tolerate the small risk of having your spells interrupted by a luckily-timed attack, or maybe some caltrops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Craft Trap''': See the [[Craft Trap]] article for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Disable Trap''': If you have disable trap, try to get it to 43, and possibly also 5 into Set Trap; some players think they can't have too much set trap, so try to get as much disable trap as you can if you take this skill, though don't feel pigeonholed into getting more than 1 feat to help with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Discipline''': Arguably the most important skill in the game, this prevents you from getting knocked down, disarmed, or getting debilitated by called shot, which doesn't just happen in PvP, but also in PvE, starting at lvl 9-13 or so. Your character '''will''' be a bad character without discipline unless you have [[Hide in Plain Sight]], are an [[Assassin]], or rely on the [[Protection Domain]] to stay hidden until you rest. These are the ranges for discipline:&amp;lt;br&amp;gt;&lt;br /&gt;
Pure Fighter: 99-127&amp;lt;br&amp;gt;&lt;br /&gt;
Only Worried About Pure Fighters: 95-98&amp;lt;br&amp;gt;&lt;br /&gt;
Very Safe: 91-94&amp;lt;br&amp;gt;&lt;br /&gt;
Mostly Safe: 87-90&amp;lt;br&amp;gt;&lt;br /&gt;
Generally Safe: 83-86&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Unsafe: 79-82&amp;lt;br&amp;gt;&lt;br /&gt;
Vulnerable: 75-78&amp;lt;br&amp;gt;&lt;br /&gt;
Very Vulnerable: 71-74&amp;lt;br&amp;gt;&lt;br /&gt;
Knockdown Bait/Don't Bother: 70 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some players feel safe having 80 discipline. Feel free to knock them down with only 65 attack bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Heal''': Some players will relentlessly make fun of you for using healing kits in PvP and possibly refuse to fight or team up with you until you stop doing it. The number of hit points healed by a healing kit is (1d20+Heal Skill+Heal Kit Modifier)d3. Do not ever invest a single raw skill point into heal unless you can't think of a better dump stat, or you're a PvE character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hide''': The most important component of stealth due to how Spot works, there is no such thing as too much Hide; these are the ranges for Hide:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-79&amp;lt;br&amp;gt;&lt;br /&gt;
Might be seen by NPCs in capital cities or players who didn't invest into spot: 59 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even with 59 or less hide, corner sneaking can still be of limited use; consider taking hide and MS as a dump stat for corner sneaking if you don't have anything better to spend skill points on.&lt;br /&gt;
&lt;br /&gt;
'''Intimidate''': Only useful for barbarians with terrifying rage; you should, if you get terrifying rage, try to get as much intimidate as you can, possibly excluding regular skill focus: intimidate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Listen''': The little brother of Spot, Listen is generally regarded to be inferior to Spot, due to how it, unlike spot, doesn't make the enemy stay detected after you detect the enemy, allowing a non-HiPSer to elude you after detection without having to go around a corner. You should only take spot over listen if you have alot of [[Bard]] levels. There regardless is no such thing as too much Listen. Here are the ranges for Listen:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 79 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Lore''': Items of a level higher than 30 can only be identified by players. You need less than 50 lore in order to identify the most powerful items in the game. Obviously, this skill is completely useless in PvP, given that disarmed weapons can't be identified until the victim rests, but the skill is otherwise great for farming gold.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move Silently''': Barely any players are listeners, so you don't need as much move silently as you do hide, to the extent that you can even consider foregoing epic skill focus: move silently if you're a HiPSer, so long as you're sure that NPCs won't see you. There is still no such thing as too much Move Silently. Here are the ranges for Move Silently:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-79&amp;lt;br&amp;gt;&lt;br /&gt;
Might be heard by NPCs in capital cities: 44-59&amp;lt;br&amp;gt;&lt;br /&gt;
Might be heard by players who didn't invest into Listen: 43 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even with 43 or less MS, corner sneaking can still be of limited use; consider taking hide and MS as a dump stat for corner sneaking if you don't have anything better to spend skill points on.&lt;br /&gt;
&lt;br /&gt;
'''Open Lock''': Some endgame locks need something like 100 Open Lock to pick, but any and all PvP locks, of which there is only one in a certain tunnel leading to Menzoduran, need only 1 raw skill point, as well as a take 20 and some open lock gear, to be picked. If you get more than 1 raw skill point into open lock, then invest very many raw skill points into it, even if its just so that you can lock that certain door to prevent someone from coming that particular way or chasing you through there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Parry''': One might think that high parry+[[Epic Dodge]] will always deflect 4 attacks per round from an enemy with 4 attacks per round, but, due to Bioware's implementation of parry, this is not the case. Do not ever get parry unless you know '''exactly''' what you're doing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Perform''': See [[Bard Song]] and [[Curse Song]] for more details. Do not get more points into perform than you need to get the highest possible non-THP/damage effects from bard/curse song that your bard level can get, unless you don't have anything better to spend your skill points on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Search''': If you have Search, try to get it to 43; some players think they can't have too much set trap, so try to get as much search as you can if you take this skill, though don't feel pigeonholed into getting more than 1 feat to help with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Set Trap''': If you have Set Trap, try to get it to 43, and possibly also 5 into Disable Trap; some players think theres no such thing as too much set trap.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Spellcraft''': This skill increases your saves vs. spells by Spellcraft/5, as well as identifying spells so that you can counterspell them or know what people are casting, and its also a prerequisite for epic spells. Try to make sure that your total spellcraft skill, including '''non-raw''' spellcraft, ends in 0 or 5, and is high enough to counterspell if you want to do that. This is one of the best choices for a dump skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Spot''': If you hate HiPSers, theres no such thing as having too much spot; here are the ranges for Spot:&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 120-127; 127 is realistically attainable&amp;lt;br&amp;gt;&lt;br /&gt;
High: 110-119&amp;lt;br&amp;gt;&lt;br /&gt;
Medium: 100-109&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 90-99&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 80-89&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 79 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Taunt''': The bane of many a dexer and spellcaster, taunt allows you to reduce a person's AC by up to 6, as well as inflicting them with 30% spell failure, both for 4 rounds. Taunt has a 6 second cooldown, and is a free action. Some players have more damage immunity/resistance/reduction than others, and can taunt more safely than other players can; consider also that, while spending the 3 or so seconds that it takes to Taunt, you'll be flat-footed, which spells death for dexers if they time it wrong. Furthermore, people can just run from you if you taunt them, but it is regardless a great skill to have for PvP. Do consider taking this as a dump stat if you don't have a more important skill to dump into, such as spellcraft. Here are the taunt ranges:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-Irresistable: 90+&amp;lt;br&amp;gt;&lt;br /&gt;
Works Pretty Much Every Time: 85-89&amp;lt;br&amp;gt;&lt;br /&gt;
Very Reliable: 80-84&amp;lt;br&amp;gt;&lt;br /&gt;
More Than Reliable: 75-79&amp;lt;br&amp;gt;&lt;br /&gt;
Reliable: 70-74&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Reliable: 65-69&amp;lt;br&amp;gt;&lt;br /&gt;
Unreliable: 60-64&amp;lt;br&amp;gt;&lt;br /&gt;
Very Unreliable: 55-59&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely Unreliable: 50-54&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother or Dump Stat: 49 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having something like 3 or 8 raw skill into taunt as a dump stat can be of limited use vs. people who have 0 concentration, but do note that, in that case, their sheer constitution modifier and coincidental skill bonuses from gear might be enough to resist your taunt.&lt;br /&gt;
&lt;br /&gt;
'''Tumble''': Tumble not only allows you to avoid attacks of opportunity while moving, but it also increases your AC when you aren't flat-footed by (tumble/5), which, unlike spellcraft, does not count effects such as [[Glimmerskin Boots]], epic skill focus: tumble, or your dexterity modifier. Make sure that you have either 0, 20, 21, or 40 raw points into tumble. 21 is for people who use full plate and a shield with a low dexterity modifier, while 0 is for weapon masters who don't care about how much AC they have.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Use Magic Device''': Be sure to consider your resting charisma modifier when calculating how much Use Magic Device you'll want to have, if any at all, or feel free to rely upon equipping UMD items in order to be able to equip your normal gear and then unequipping the UMD items, and having to do so every single time you log in, but do consider that this takes time to do, which you might not have under some circumstances. See [[Use Magic Device]] for more details.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Important Stats ===&lt;br /&gt;
&lt;br /&gt;
'''Attack Bonus''':&lt;br /&gt;
Here are the ranges for Attack Bonus:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-undodgeable: 76+&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 74-75&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 72-73&amp;lt;br&amp;gt;&lt;br /&gt;
High: 70-71&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 68-69&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 66-67&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 64-65&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 62-63; consider making a different character if you rely on AB and can't get more than 61 AB&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 60-61&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 58-59&amp;lt;br&amp;gt;&lt;br /&gt;
Don't Bother Without Support: 57 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note, however, that people who can rely on being able to taunt their opponent will effectively have an extra 6 AB, that bards can rely on curse song being up for an extra 2-4 effective AB, that HiPSers tend to ignore dex and dodge AC, and that assassins also ignore dex and dodge AC until they apply their poison, after which point it probably won't matter. Furthermore, some builds that have certain disables can get away with having a low AB if they can defeat or almost-defeat their opponent during said disables, though pure fighters probably won't like having less than 62 AB either way. &amp;lt;br&amp;gt;&lt;br /&gt;
Just don't expect something like a devcritting dual-kama 27 rogue/6 monk/7 weapon master with improved sneak attacks and 53 AB to do more than a small amount of damage to people who care enough about their AC to get armor skin unless you've got support from a con barb or something to disable them so you can actually hit them.&lt;br /&gt;
&lt;br /&gt;
'''Armor Class''':&lt;br /&gt;
Here are the ranges for Armor Class:&amp;lt;br&amp;gt;&lt;br /&gt;
Nigh-invulnerable: 87+&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 84-86&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 81-83&amp;lt;br&amp;gt;&lt;br /&gt;
High: 78-80&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 75-77&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 72-74&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 69-71; consider not bothering with AC if you can't get at least 69 AC&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 66-68&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 63-65&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 60-62&amp;lt;br&amp;gt;&lt;br /&gt;
You Probably Don't Care: 59 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that, if your opponent's attack bonus is too low, he can't critically strike you because his threat rolls won't be high enough, even if he rolls a double 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''':&lt;br /&gt;
Here are the ranges for Hit Points, not counting Temporary Hit Points:&amp;lt;br&amp;gt;&lt;br /&gt;
Your Build is Probably Bad: 1427 or higher&amp;lt;br&amp;gt;&lt;br /&gt;
Con Barb: 1330-1426&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely High: 1200-1329&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: 1100-1199&amp;lt;br&amp;gt;&lt;br /&gt;
High: 1000-1099&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty High: 900-999&amp;lt;br&amp;gt;&lt;br /&gt;
Good: 800-899&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty Good: 700-799&amp;lt;br&amp;gt;&lt;br /&gt;
Decent: 600-699&amp;lt;br&amp;gt;&lt;br /&gt;
Somewhat Low: 500-599&amp;lt;br&amp;gt;&lt;br /&gt;
Low: 400-499&amp;lt;br&amp;gt;&lt;br /&gt;
Very Low: 300-399&amp;lt;br&amp;gt;&lt;br /&gt;
Make a New Character: 299 or lower&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even a drow pure wizard with 6 base con and no toughness can manage to have more than 300 hp(with a +4-5 endurance and +7-8 con belt), so its hard to imagine a build that has less than 300 hp.&lt;br /&gt;
&lt;br /&gt;
'''Saves''':&lt;br /&gt;
Instead of listing ranges for saves, I'll list what the threats are in PvP that check each save.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note that, in Neversummer 4, rolling a 1 does '''not''' result in an automatic failure, concerning saving throws, while rolling a 20 still results in an automatic success, also concerning saving throws.&amp;lt;br&amp;gt;&lt;br /&gt;
I won't be listing weapon procs as threats, including vorpal, because all of these are DC=26 at the most, and everyone should be able to beat these every time unless they're evil-planar-turned or something.&lt;br /&gt;
&lt;br /&gt;
'''Fortitude Save''':&lt;br /&gt;
Here are the threats in PvP that check your fortitude save:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: Max DC=46; deafens you for 1 turn if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-Slow Iron Golem Breath: Max DC=46, radius=medium cone. Slows people who fail the save for 5 rounds. Used by [[Shifter]]s in Iron Golem shape from [[Construct Shape]]. Checks poison immunity and +saves vs. poison.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Wail of the Banshee]]: Max DC=48; pretty much nobody wails in PvP, except to deafen people, if at all.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Weird]]: Max DC=48; pretty much nobody uses weird in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Black Blade of Disaster]]: Like implosion, except the radius is about an in-game inch long. Don't worry about this unless you're standing still or something for more than a second. Max DC=48&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Implosion]]: Almost as dangerous as ever, this fatal spell usually has a DC of 47, or 48(which is max DC) if the enemy is a member of the [[Northern Coalition]]. Almost nobody outside of the [[Northern Coalition]] makes imploders.&amp;lt;br&amp;gt;&lt;br /&gt;
-Lolth Poison: max DC=56-59, depending on where the [[Assassin]] is. This poison is only obtainable and usable by [[Assassin]]s, and ignores poison immunity, immunity to death magic, and immunity to sneak attacks and critical hits, but does not work on non-living targets, such as [[Druid]]s in [[Elemental Shape]] and people under the effects of [[Polymorph Self]]: Zombie. This divine poison's initial effect is death.&amp;lt;br&amp;gt;&lt;br /&gt;
-Death Attack: max DC=61, or you can just cast freedom of movement or get some [[Forest Imbued Leather]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Stunning Fist: DC=variable; expect it to be 50 or higher. Do note that beamdog nerfed its duration from 3 rounds to 1 round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Reflex Save''':&lt;br /&gt;
Here are the threats in PvP that check your reflex save:&amp;lt;br&amp;gt;&lt;br /&gt;
-many damage-dealing spells&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Grease]]: max DC=25; failing the save knocks you down for 1 round, +saves vs. spells do not apply to this spell, and the knockdown component ignores both spell resistance and spell immunity, including that from [[Woodland Stride]].&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: max DC=46; knocks you down for 2 rounds if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Earthquake]]: Deals 20d6 bludgeoning damage in a colossal radius(reflex for half), ignores spell resistance, and causes all affected creatures to make a reflex save or be knocked down for 1 round. Max DC=48. Friendly fires.&amp;lt;br&amp;gt;&lt;br /&gt;
-Knockdown Bolt: This ranged touch attack is used by [[Shifter]]s in Stone Golem form, granted by [[Construct Shape]]. +saves vs. spells apply. Max DC=46, and Discipline is not checked. Failure results in a 2 round knockdown.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fire Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Brass [[Dragon Shape]], by [[Red Dragon Disciple]]s in [[Red Dragon Shape]], and by people that cast [[Shapechange]]: Red Dragon; DC=50, damage=20d10 fire, reflex save for half.&amp;lt;br&amp;gt;&lt;br /&gt;
-Slow Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Copper [[Dragon Shape]], DC=40+1d10, duration=5 rounds&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Will Save''':&lt;br /&gt;
Here are the threats in PvP that check your will save:&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Great Thunderclap]]: max DC=46; stuns you for 2 rounds if you fail. Don't expect the DC to be higher than 43.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Dominate Monster]]: max DC=48; duration=(casterlvl/2)+1 rounds, failing the save dazes you, and high HD will not save you from this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Bigby's Crushing Hand]]: max DC=48; duration=3 rounds, failing the save stuns you, and it counts as a mind-affecting spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Terrifying Rage]]: All this does is, if you fail a will save, it lowers your AB and saves by 2 for 2 turns... unless the barbarian is of a higher level than you are; the DC can vary, but don't expect it to be higher than 51.&amp;lt;br&amp;gt;&lt;br /&gt;
-Bloody Roar: An ability exclusive to pure [[Barbarian]]s, this ability will hold you if you fail the fortitude save; the DC is usually 47, but con barbs(which are a real build) can get a DC of up to 56.&amp;lt;br&amp;gt;&lt;br /&gt;
-Psionic Assault: An ability exclusive to the [[Githyanki]], this ability is usually used by con barbs if Bloody Roar fails to debilitate you or you're still alive after it ends. DC=Bloody Roar DC. Failure results in 5 rounds of confusion.&amp;lt;br&amp;gt;&lt;br /&gt;
-Contagion(Blackguard): This attempts to curse you, and is only used by the extremely rare(and kinda bad) planar-turning 10/30 fighter or cleric/blackguard that stacks charisma: Max DC=51. Failing the will save applies a curse that reduces all 6 ability scores by half of the blackguard's charisma modifier, which in that case would be 10.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Storm of Vengeance]]: +saves vs. spells don't apply to this spell. Max DC=48&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Weird]]: Max DC=48; pretty much nobody uses weird in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sleep(Harper Scout): Max DC=53, Duration=Same as spell. Having more than 5 HD will not protect you from this version of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Purple Dragon Knight): Max DC=53, radius=medium, duration=5 rounds. After being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Red Dragon Disciple): DC=35, radius=colossal, duration=5 rounds. After being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you. If you actually get feared by this, then consider changing your equipment or re-making your character, as this is a non-rare hazard in PvP that is very easy to protect yourself against.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Shadow Daze]]: Max DC=63!!!; fortunately, shadowdancers don't hit very hard when their DC is that high... duration=5 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
-Fear Aura(Shifter): Max DC=53, radius=colossal, duration=5 rounds; after being feared, you'll have -2 AB and saves and be immune to fear for 2 turns, which does not result in already-existing fears being removed from you.&amp;lt;br&amp;gt;&lt;br /&gt;
-Mind Blast: Max DC=45, radius=medium cone, duration=5 rounds. Failing a will save will subtractively reduce your slashing, piercing, and bludgeoning immunities by 50%, and whether or not you make the save, your will save will be reduced by 4 after the fact, not stacking. Used by [[Shifter]]s in Mindflayer shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-Sleep Dragon Breath: This is used by [[Druid]]s and [[Shifter]]s in Bronze [[Dragon Shape]], DC=40+1d10, duration=5 rounds.&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7813</id>
		<title>Dragon Knight</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7813"/>
		<updated>2023-11-19T21:52:58Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats|&lt;br /&gt;
Type=General|&lt;br /&gt;
Pre=Epic [[Cleric]]/[[Druid]]/[[Pale Master]]/[[Sorcerer]]/[[Wizard]], Spellcraft 22, Cast 9th level spells|&lt;br /&gt;
Req=None|&lt;br /&gt;
Spec=Casts the Dragon Knight spell 1x per day (see below).|&lt;br /&gt;
Use=Cast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Spells|&lt;br /&gt;
Casters=10|&lt;br /&gt;
Innate=10|&lt;br /&gt;
School=[[:Category:Conjuration|Conjuration]]|&lt;br /&gt;
Range=Short|&lt;br /&gt;
Save=None|&lt;br /&gt;
SR=None|&lt;br /&gt;
AOE=Point|&lt;br /&gt;
Duration=1 turn/level|&lt;br /&gt;
Count=None|&lt;br /&gt;
Description=Summons a Planar creature.  Solar, Slaad, or Balor, depending on the caster's alignment.&lt;br /&gt;
&lt;br /&gt;
All Dragon Knight summons receive the following bonuses:&lt;br /&gt;
&lt;br /&gt;
* An AB, AC, strength, dexterity, and constitution increase equal to the sum of the following:&lt;br /&gt;
** + 3 if the caster is a planar race.  The following subraces are considered planar: [[Aasimar]], [[Tiefling]], [[Githyanki]], [[Githzerai]], [[Air Genasi]], [[Earth Genasi]], [[Fire Genasi]], [[Water Genasi]], [[Azerblood]], and [[Durzagon Fiend]].&lt;br /&gt;
** + 2,4, or 6 for [[Spell Focus]], [[Greater Spell Focus]], or [[Epic Spell Focus]] in [[:Category:Conjuration|Conjuration]] respectively.&lt;br /&gt;
* A spell resistance increase equal to the sum of the above x3.&lt;br /&gt;
* A spot increase of caster level/2.&lt;br /&gt;
* A discipline increase of caster level x3/4.&lt;br /&gt;
* Temporary HP equal to 1d20 for every caster level above the summon's level, maximum 4d20.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Unlike other planar summons, the Dragon Knight summons do not get bonuses from Good or Evil Domain.&lt;br /&gt;
&lt;br /&gt;
See the [[Summons Guide]] for more information.&lt;br /&gt;
&lt;br /&gt;
= Dragon Knight Summons =&lt;br /&gt;
*All summon stats are listed without bonuses from spell focus feats, domains, caster race, or caster level.&lt;br /&gt;
*Use these stats as a base and use the above summon bonus guide to find final stats of your summon.&lt;br /&gt;
*The stats are considered &amp;quot;naked&amp;quot; stats in that they are listed without any bonuses that count towards any caps except for the summons' weapon enchantment bonuses.&lt;br /&gt;
== Solar ==&lt;br /&gt;
*Available to good-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Solar Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:'''44/39/34/29&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 24 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 35%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 65%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats* ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Irrelevant armor and weapon feats not listed&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Overwhelming Critical (greatsword)&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 33&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 53&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Slaad ==&lt;br /&gt;
*Available to neutral-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 12&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 540&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Slaad Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:''' 44/39/34/29(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 17 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
'''WISDOM:''' +8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 15(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 20%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Acid 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Cold 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 40%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Sonic 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 49&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hide:''' 16&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 31(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 51(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Taunt:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Balor ==&lt;br /&gt;
*Available to evil-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 43&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Balor Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:''' 45/40/35/30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 18 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Chaotic Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Slashing 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 50%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electricity 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Overwhelming Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 37&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 57&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Feats]]&lt;br /&gt;
[[Category: Spells]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7812</id>
		<title>Dragon Knight</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7812"/>
		<updated>2023-11-19T21:51:55Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats|&lt;br /&gt;
Type=General|&lt;br /&gt;
Pre=Epic [[Cleric]]/[[Druid]]/[[Pale Master]]/[[Sorcerer]]/[[Wizard]], Spellcraft 22, Cast 9th level spells|&lt;br /&gt;
Req=None|&lt;br /&gt;
Spec=Casts the Dragon Knight spell 1x per day (see below).|&lt;br /&gt;
Use=Cast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Spells|&lt;br /&gt;
Casters=10|&lt;br /&gt;
Innate=10|&lt;br /&gt;
School=[[:Category:Conjuration|Conjuration]]|&lt;br /&gt;
Range=Short|&lt;br /&gt;
Save=None|&lt;br /&gt;
SR=None|&lt;br /&gt;
AOE=Point|&lt;br /&gt;
Duration=1 turn/level|&lt;br /&gt;
Count=None|&lt;br /&gt;
Description=Summons a Planar creature.  Solar, Slaad, or Balor, depending on the caster's alignment.&lt;br /&gt;
&lt;br /&gt;
All Dragon Knight summons receive the following bonuses:&lt;br /&gt;
&lt;br /&gt;
* An AB, AC, strength, dexterity, and constitution increase equal to the sum of the following:&lt;br /&gt;
** + 3 if the caster is a planar race.  The following subraces are considered planar: [[Aasimar]], [[Tiefling]], [[Githyanki]], [[Githzerai]], [[Air Genasi]], [[Earth Genasi]], [[Fire Genasi]], [[Water Genasi]], [[Azerblood]], and [[Durzagon Fiend]].&lt;br /&gt;
** + 2,4, or 6 for [[Spell Focus]], [[Greater Spell Focus]], or [[Epic Spell Focus]] in [[:Category:Conjuration|Conjuration]] respectively.&lt;br /&gt;
* A spell resistance increase equal to the sum of the above x3.&lt;br /&gt;
* A spot increase of caster level/2.&lt;br /&gt;
* A discipline increase of caster level x3/4.&lt;br /&gt;
* Temporary HP equal to 1d20 for every caster level above the summon's level, maximum 4d20.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Unlike other planar summons, the Dragon Knight summons do not get bonuses from Good or Evil Domain.&lt;br /&gt;
&lt;br /&gt;
See the [[Summons Guide]] for more information.&lt;br /&gt;
&lt;br /&gt;
= Dragon Knight Summons =&lt;br /&gt;
*All summon stats are listed without bonuses from spell focus feats, domains, caster race, or caster level.&lt;br /&gt;
*Use these stats as a base and use the above summon bonus guide to find final stats of your summon.&lt;br /&gt;
*The stats are considered &amp;quot;naked&amp;quot; stats in that they are listed without any bonuses that count towards any caps except for the summons' weapon enchantment bonuses.&lt;br /&gt;
== Solar ==&lt;br /&gt;
*Available to good-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Solar Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:'''44/39/34/29&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 24 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 35%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 65%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats* ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Irrelevant armor and weapon feats not listed&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Overwhelming Critical (greatsword)&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 33&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 53&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Slaad ==&lt;br /&gt;
*Available to neutral-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 12&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 540&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Slaad Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:''' 44/39/34/29(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 17 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wisdom:''' +8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 15(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 20%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Acid 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Cold 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 40%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Sonic 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 49&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hide:''' 16&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 31(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 51(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Taunt:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Balor ==&lt;br /&gt;
*Available to evil-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 43&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Balor Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:''' 45/40/35/30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 18 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Chaotic Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Slashing 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 50%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electricity 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Overwhelming Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 37&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 57&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Feats]]&lt;br /&gt;
[[Category: Spells]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7811</id>
		<title>Dragon Knight</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7811"/>
		<updated>2023-11-19T21:50:56Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats|&lt;br /&gt;
Type=General|&lt;br /&gt;
Pre=Epic [[Cleric]]/[[Druid]]/[[Pale Master]]/[[Sorcerer]]/[[Wizard]], Spellcraft 22, Cast 9th level spells|&lt;br /&gt;
Req=None|&lt;br /&gt;
Spec=Casts the Dragon Knight spell 1x per day (see below).|&lt;br /&gt;
Use=Cast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Spells|&lt;br /&gt;
Casters=10|&lt;br /&gt;
Innate=10|&lt;br /&gt;
School=[[:Category:Conjuration|Conjuration]]|&lt;br /&gt;
Range=Short|&lt;br /&gt;
Save=None|&lt;br /&gt;
SR=None|&lt;br /&gt;
AOE=Point|&lt;br /&gt;
Duration=1 turn/level|&lt;br /&gt;
Count=None|&lt;br /&gt;
Description=Summons a Planar creature.  Solar, Slaad, or Balor, depending on the caster's alignment.&lt;br /&gt;
&lt;br /&gt;
All Dragon Knight summons receive the following bonuses:&lt;br /&gt;
&lt;br /&gt;
* An AB, AC, strength, dexterity, and constitution increase equal to the sum of the following:&lt;br /&gt;
** + 3 if the caster is a planar race.  The following subraces are considered planar: [[Aasimar]], [[Tiefling]], [[Githyanki]], [[Githzerai]], [[Air Genasi]], [[Earth Genasi]], [[Fire Genasi]], [[Water Genasi]], [[Azerblood]], and [[Durzagon Fiend]].&lt;br /&gt;
** + 2,4, or 6 for [[Spell Focus]], [[Greater Spell Focus]], or [[Epic Spell Focus]] in [[:Category:Conjuration|Conjuration]] respectively.&lt;br /&gt;
* A spell resistance increase equal to the sum of the above x3.&lt;br /&gt;
* A spot increase of caster level/2.&lt;br /&gt;
* A discipline increase of caster level x3/4.&lt;br /&gt;
* Temporary HP equal to 1d20 for every caster level above the summon's level, maximum 4d20.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Unlike other planar summons, the Dragon Knight summons do not get bonuses from Good or Evil Domain.&lt;br /&gt;
&lt;br /&gt;
See the [[Summons Guide]] for more information.&lt;br /&gt;
&lt;br /&gt;
= Dragon Knight Summons =&lt;br /&gt;
*All summon stats are listed without bonuses from spell focus feats, domains, caster race, or caster level.&lt;br /&gt;
*Use these stats as a base and use the above summon bonus guide to find final stats of your summon.&lt;br /&gt;
*The stats are considered &amp;quot;naked&amp;quot; stats in that they are listed without any bonuses that count towards any caps except for the summons' weapon enchantment bonuses.&lt;br /&gt;
== Solar ==&lt;br /&gt;
*Available to good-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Solar Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:'''44/39/34/29&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 24 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 35%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 65%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats* ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Irrelevant armor and weapon feats not listed&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Overwhelming Critical (greatsword)&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 33&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 53&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Slaad ==&lt;br /&gt;
*Available to neutral-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 12&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 540&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Slaad Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:'''44/39/34/29(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 17 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wisdom:''' +8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 15(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 20%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Acid 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Cold 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 40%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Sonic 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 49&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hide:''' 16&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 31(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 51(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Taunt:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Balor ==&lt;br /&gt;
*Available to evil-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 43&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Balor Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:''' 45/40/35/30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 18 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Chaotic Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Slashing 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 50%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electricity 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Overwhelming Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 37&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 57&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Feats]]&lt;br /&gt;
[[Category: Spells]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7810</id>
		<title>Dragon Knight</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7810"/>
		<updated>2023-11-19T21:50:43Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats|&lt;br /&gt;
Type=General|&lt;br /&gt;
Pre=Epic [[Cleric]]/[[Druid]]/[[Pale Master]]/[[Sorcerer]]/[[Wizard]], Spellcraft 22, Cast 9th level spells|&lt;br /&gt;
Req=None|&lt;br /&gt;
Spec=Casts the Dragon Knight spell 1x per day (see below).|&lt;br /&gt;
Use=Cast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Spells|&lt;br /&gt;
Casters=10|&lt;br /&gt;
Innate=10|&lt;br /&gt;
School=[[:Category:Conjuration|Conjuration]]|&lt;br /&gt;
Range=Short|&lt;br /&gt;
Save=None|&lt;br /&gt;
SR=None|&lt;br /&gt;
AOE=Point|&lt;br /&gt;
Duration=1 turn/level|&lt;br /&gt;
Count=None|&lt;br /&gt;
Description=Summons a Planar creature.  Solar, Slaad, or Balor, depending on the caster's alignment.&lt;br /&gt;
&lt;br /&gt;
All Dragon Knight summons receive the following bonuses:&lt;br /&gt;
&lt;br /&gt;
* An AB, AC, strength, dexterity, and constitution increase equal to the sum of the following:&lt;br /&gt;
** + 3 if the caster is a planar race.  The following subraces are considered planar: [[Aasimar]], [[Tiefling]], [[Githyanki]], [[Githzerai]], [[Air Genasi]], [[Earth Genasi]], [[Fire Genasi]], [[Water Genasi]], [[Azerblood]], and [[Durzagon Fiend]].&lt;br /&gt;
** + 2,4, or 6 for [[Spell Focus]], [[Greater Spell Focus]], or [[Epic Spell Focus]] in [[:Category:Conjuration|Conjuration]] respectively.&lt;br /&gt;
* A spell resistance increase equal to the sum of the above x3.&lt;br /&gt;
* A spot increase of caster level/2.&lt;br /&gt;
* A discipline increase of caster level x3/4.&lt;br /&gt;
* Temporary HP equal to 1d20 for every caster level above the summon's level, maximum 4d20.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Unlike other planar summons, the Dragon Knight summons do not get bonuses from Good or Evil Domain.&lt;br /&gt;
&lt;br /&gt;
See the [[Summons Guide]] for more information.&lt;br /&gt;
&lt;br /&gt;
= Dragon Knight Summons =&lt;br /&gt;
*All summon stats are listed without bonuses from spell focus feats, domains, caster race, or caster level.&lt;br /&gt;
*Use these stats as a base and use the above summon bonus guide to find final stats of your summon.&lt;br /&gt;
*The stats are considered &amp;quot;naked&amp;quot; stats in that they are listed without any bonuses that count towards any caps except for the summons' weapon enchantment bonuses.&lt;br /&gt;
== Solar ==&lt;br /&gt;
*Available to good-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Solar Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:'''44/39/34/29&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 24 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 35%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 65%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats* ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Irrelevant armor and weapon feats not listed&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Overwhelming Critical (greatsword)&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 33&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 53&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Slaad ==&lt;br /&gt;
*Available to neutral-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 12&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 540&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' Unarmed&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Slaad Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:'''44/39/34/29(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 17 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wisdom:''' +8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 15(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 20%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Acid 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Cold 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 40%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Sonic 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 49&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hide:''' 16&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 31(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 51(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Taunt:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Balor ==&lt;br /&gt;
*Available to evil-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 43&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Balor Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:''' 45/40/35/30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 18 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Chaotic Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Slashing 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 50%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electricity 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Overwhelming Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 37&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 57&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Feats]]&lt;br /&gt;
[[Category: Spells]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7809</id>
		<title>Dragon Knight</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Dragon_Knight&amp;diff=7809"/>
		<updated>2023-11-19T21:50:06Z</updated>

		<summary type="html">&lt;p&gt;Garn: updated the entry for slaadi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats|&lt;br /&gt;
Type=General|&lt;br /&gt;
Pre=Epic [[Cleric]]/[[Druid]]/[[Pale Master]]/[[Sorcerer]]/[[Wizard]], Spellcraft 22, Cast 9th level spells|&lt;br /&gt;
Req=None|&lt;br /&gt;
Spec=Casts the Dragon Knight spell 1x per day (see below).|&lt;br /&gt;
Use=Cast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Spells|&lt;br /&gt;
Casters=10|&lt;br /&gt;
Innate=10|&lt;br /&gt;
School=[[:Category:Conjuration|Conjuration]]|&lt;br /&gt;
Range=Short|&lt;br /&gt;
Save=None|&lt;br /&gt;
SR=None|&lt;br /&gt;
AOE=Point|&lt;br /&gt;
Duration=1 turn/level|&lt;br /&gt;
Count=None|&lt;br /&gt;
Description=Summons a Planar creature.  Solar, Slaad, or Balor, depending on the caster's alignment.&lt;br /&gt;
&lt;br /&gt;
All Dragon Knight summons receive the following bonuses:&lt;br /&gt;
&lt;br /&gt;
* An AB, AC, strength, dexterity, and constitution increase equal to the sum of the following:&lt;br /&gt;
** + 3 if the caster is a planar race.  The following subraces are considered planar: [[Aasimar]], [[Tiefling]], [[Githyanki]], [[Githzerai]], [[Air Genasi]], [[Earth Genasi]], [[Fire Genasi]], [[Water Genasi]], [[Azerblood]], and [[Durzagon Fiend]].&lt;br /&gt;
** + 2,4, or 6 for [[Spell Focus]], [[Greater Spell Focus]], or [[Epic Spell Focus]] in [[:Category:Conjuration|Conjuration]] respectively.&lt;br /&gt;
* A spell resistance increase equal to the sum of the above x3.&lt;br /&gt;
* A spot increase of caster level/2.&lt;br /&gt;
* A discipline increase of caster level x3/4.&lt;br /&gt;
* Temporary HP equal to 1d20 for every caster level above the summon's level, maximum 4d20.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Unlike other planar summons, the Dragon Knight summons do not get bonuses from Good or Evil Domain.&lt;br /&gt;
&lt;br /&gt;
See the [[Summons Guide]] for more information.&lt;br /&gt;
&lt;br /&gt;
= Dragon Knight Summons =&lt;br /&gt;
*All summon stats are listed without bonuses from spell focus feats, domains, caster race, or caster level.&lt;br /&gt;
*Use these stats as a base and use the above summon bonus guide to find final stats of your summon.&lt;br /&gt;
*The stats are considered &amp;quot;naked&amp;quot; stats in that they are listed without any bonuses that count towards any caps except for the summons' weapon enchantment bonuses.&lt;br /&gt;
== Solar ==&lt;br /&gt;
*Available to good-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Solar Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:'''44/39/34/29&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 24 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 35%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 65%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats* ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Irrelevant armor and weapon feats not listed&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Overwhelming Critical (greatsword)&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 33&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 53&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Slaad ==&lt;br /&gt;
*Available to neutral-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 40&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 12&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 540&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 42&amp;lt;br&amp;gt;(excluding size category)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' Unarmed&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Slaad Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:'''44/39/34/29(excluding size category)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 17 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wisdom:''' +8&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 15(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Neutral Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Immunity:''' Slashing 20%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Acid 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Cold 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electrical 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 40%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Sonic 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&lt;br /&gt;
Toughness&lt;br /&gt;
Weapon Focus (Greatsword)&lt;br /&gt;
Weapon Specialization (Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 49&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hide:''' 16&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 31(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 51(excluding armor)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Taunt:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Balor ==&lt;br /&gt;
*Available to evil-aligned casters.&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Str:''' 42&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dex:''' 22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Con:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Int:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wis:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cha:''' 26&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
'''HP:''' 515&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level:''' Outsider (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AC:''' 43&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Main Weapon:''' +5 Balor Greatsword (No Keen!)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack Bonus:''' 45/40/35/30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage:''' 2d6 + 18 + 1d10 fire + 2d10 Slashing (17-20/x2)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' +3 Fullplate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Check Penalty:''' -8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcane Spell Failure:''' 0%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fortitude:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reflex:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Will:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack:''' 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' Large&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell Resistance:''' 32&amp;lt;br&amp;gt;&lt;br /&gt;
'''Alignment:''' Chaotic Evil&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Outsider&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Piercing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Slashing 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Resistance:''' Bludgeoning 5/-&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Slashing 25%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Fire 50%&amp;lt;br&amp;gt;&lt;br /&gt;
'''Elemental Immunity:''' Electricity 100%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
Alertness&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Proficiency (heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
Automatic Quicken Spell III&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Great Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Sense&amp;lt;br&amp;gt;&lt;br /&gt;
Monster Uncanny Reflex&amp;lt;br&amp;gt;&lt;br /&gt;
Overwhelming Critical (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Focus (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Proficiency (martial)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Specialization (greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Concentration:''' 55&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' 50&amp;lt;br&amp;gt;&lt;br /&gt;
'''Listen:''' 37&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spellcraft:''' 30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spot:''' 57&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''Heal''' 1x/day&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Feats]]&lt;br /&gt;
[[Category: Spells]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Storm_of_Vengeance&amp;diff=7803</id>
		<title>Storm of Vengeance</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Storm_of_Vengeance&amp;diff=7803"/>
		<updated>2023-11-10T18:53:47Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Caster Level''': [[:Category:Cleric_Spells#9|Cleric 9]], [[:Category:Druid_Spells#9|Druid 9]]&lt;br /&gt;
&lt;br /&gt;
'''Innate Level''': 9 &lt;br /&gt;
&lt;br /&gt;
'''School''': [[:Category:Conjuration|Conjuration]]&lt;br /&gt;
&lt;br /&gt;
'''Component(s)''': V, S &lt;br /&gt;
&lt;br /&gt;
'''Target''': Personal&lt;br /&gt;
&lt;br /&gt;
'''Save''': Special &lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance''': Yes&lt;br /&gt;
&lt;br /&gt;
'''Area of Effect/Range''': Colossal&lt;br /&gt;
&lt;br /&gt;
'''Duration''': 10 Rounds&lt;br /&gt;
&lt;br /&gt;
'''Description''': The area around the caster is blasted by lightning and acidic rain. Each round, all enemies within the area of effect make a series of saves.&lt;br /&gt;
&lt;br /&gt;
    Fort      3d6 Acid&lt;br /&gt;
    Reflex    3d6 Electrical&lt;br /&gt;
    Will      1rd Stun&lt;br /&gt;
&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
Spell resistance is only checked once; If you fail, you're subject to all rolls &amp;amp; effects. If you're immune to mind-affecting, then no roll is rolled for the Will Save component.&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike most Spells, this Spell doesn't account for your bonuses to Saving Throws vs. Spells from [[Spellcraft]].&lt;br /&gt;
[[Category:Cleric Spells]]&lt;br /&gt;
[[Category:Druid Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Conjuration]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Storm_of_Vengeance&amp;diff=7802</id>
		<title>Storm of Vengeance</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Storm_of_Vengeance&amp;diff=7802"/>
		<updated>2023-11-10T18:53:30Z</updated>

		<summary type="html">&lt;p&gt;Garn: mentioned that this spell doesn't check spellcraft saves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Caster Level''': [[:Category:Cleric_Spells#9|Cleric 9]], [[:Category:Druid_Spells#9|Druid 9]]&lt;br /&gt;
&lt;br /&gt;
'''Innate Level''': 9 &lt;br /&gt;
&lt;br /&gt;
'''School''': [[:Category:Conjuration|Conjuration]]&lt;br /&gt;
&lt;br /&gt;
'''Component(s)''': V, S &lt;br /&gt;
&lt;br /&gt;
'''Target''': Personal&lt;br /&gt;
&lt;br /&gt;
'''Save''': Special &lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance''': Yes&lt;br /&gt;
&lt;br /&gt;
'''Area of Effect/Range''': Colossal&lt;br /&gt;
&lt;br /&gt;
'''Duration''': 10 Rounds&lt;br /&gt;
&lt;br /&gt;
'''Description''': The area around the caster is blasted by lightning and acidic rain. Each round, all enemies within the area of effect make a series of saves.&lt;br /&gt;
&lt;br /&gt;
    Fort      3d6 Acid&lt;br /&gt;
    Reflex    3d6 Electrical&lt;br /&gt;
    Will      1rd Stun&lt;br /&gt;
&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
Spell resistance is only checked once; If you fail, you're subject to all rolls &amp;amp; effects. If you're immune to mind-affecting, then no roll is rolled for the Will Save component.&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike most Spells, this Spell doesn't account for your bonuses to Saving Throws vs. Spells from [[Spellcraft]]&lt;br /&gt;
[[Category:Cleric Spells]]&lt;br /&gt;
[[Category:Druid Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Conjuration]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Zetch%27r%27r%27s_Armor&amp;diff=7758</id>
		<title>Zetch'r'r's Armor</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Zetch%27r%27r%27s_Armor&amp;diff=7758"/>
		<updated>2023-10-01T14:06:17Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Zetch'r'r's Armor|&lt;br /&gt;
Desc= Surprisingly, this armor is not dragon-proof.|&lt;br /&gt;
Lvl=40|&lt;br /&gt;
Enhance=1|&lt;br /&gt;
Dex=8|&lt;br /&gt;
ACP=0|&lt;br /&gt;
Fail=5%|&lt;br /&gt;
Type=[[Armor Proficiency (Light)|Light Armor]]|&lt;br /&gt;
Weight=5.0|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
Add=10/- Bludgeoning Resist, 10/- Slashing Resist|&lt;br /&gt;
AddImm=15% Bludgeoning Immunity, 15% Slashing Immunity|&lt;br /&gt;
EleImm=None|}}&lt;br /&gt;
'''Armor Bonus vs.:''' Aberration +7 (AC Armor Modifier)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Bonus vs.:''' Human +7 (AC Armor Modifier)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Regeneration:''' +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Light Armor]]&lt;br /&gt;
[[Category: Level 40 Light Armor]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Zetch%27r%27r%27s_Armor&amp;diff=7757</id>
		<title>Zetch'r'r's Armor</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Zetch%27r%27r%27s_Armor&amp;diff=7757"/>
		<updated>2023-10-01T14:06:03Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Zetch'r'r's Armor|&lt;br /&gt;
Desc= Surprisingly, this armor is not dragon-proof.|&lt;br /&gt;
Lvl=40|&lt;br /&gt;
Enhance=1|&lt;br /&gt;
Dex=8|&lt;br /&gt;
ACP=0|&lt;br /&gt;
Fail=10%|&lt;br /&gt;
Type=[[Armor Proficiency (Light)|Light Armor]]|&lt;br /&gt;
Weight=5.0|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
Add=10/- Bludgeoning Resist, 10/- Slashing Resist|&lt;br /&gt;
AddImm=15% Bludgeoning Immunity, 15% Slashing Immunity|&lt;br /&gt;
EleImm=None|}}&lt;br /&gt;
'''Armor Bonus vs.:''' Aberration +7 (AC Armor Modifier)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Bonus vs.:''' Human +7 (AC Armor Modifier)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Regeneration:''' +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Light Armor]]&lt;br /&gt;
[[Category: Level 40 Light Armor]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Zetch%27r%27r%27s_Armor&amp;diff=7756</id>
		<title>Zetch'r'r's Armor</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Zetch%27r%27r%27s_Armor&amp;diff=7756"/>
		<updated>2023-10-01T14:05:26Z</updated>

		<summary type="html">&lt;p&gt;Garn: This is Padded Armor; not Leather Armor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Zetch'r'r's Armor|&lt;br /&gt;
Desc= Surprisingly, this armor is not dragon-proof.|&lt;br /&gt;
Lvl=40|&lt;br /&gt;
Enhance=1|&lt;br /&gt;
Dex=8|&lt;br /&gt;
ACP=0|&lt;br /&gt;
Fail=10%|&lt;br /&gt;
Type=[[Armor Proficiency (Light)|Light Armor]]|&lt;br /&gt;
Weight=10.0|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
Add=10/- Bludgeoning Resist, 10/- Slashing Resist|&lt;br /&gt;
AddImm=15% Bludgeoning Immunity, 15% Slashing Immunity|&lt;br /&gt;
EleImm=None|}}&lt;br /&gt;
'''Armor Bonus vs.:''' Aberration +7 (AC Armor Modifier)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Bonus vs.:''' Human +7 (AC Armor Modifier)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Regeneration:''' +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Light Armor]]&lt;br /&gt;
[[Category: Level 40 Light Armor]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Dragon_Eyrie_Data&amp;diff=7748</id>
		<title>Dragon Eyrie Data</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Dragon_Eyrie_Data&amp;diff=7748"/>
		<updated>2023-09-30T15:26:46Z</updated>

		<summary type="html">&lt;p&gt;Garn: bahamut paladins are immune to cold damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=1 cellpadding=5 cellspacing=0 style=&amp;quot;text-align:left;font-family:system-ui&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:center;text-align:center;background-color:#CCCCCC;font-weight:bold;font-size:1em&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:100px;&amp;quot;|Name||Race&amp;lt;br/&amp;gt;CR&amp;amp;Align||AB&amp;amp;Damage &amp;lt;br/&amp;gt;Melee(Range)||AC||Physical&amp;lt;br/&amp;gt;Imm&amp;amp;Res||SR||Saves||Elemental&amp;lt;br/&amp;gt;Imm&amp;amp;Res||Others||style=&amp;quot;width:220px;&amp;quot;|Drops&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|'''Vritru'''||[[:Category:Dragons|Dragon]]||75&amp;lt;br/&amp;gt;'''PS'''||51||'''S'''50%10/-&amp;lt;br/&amp;gt;'''P'''65%10/-&amp;lt;br/&amp;gt;'''B'''65%10/-||||||&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''85%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Self Concealment|Conceal]]=50%&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;Posion (dc46 vs fort)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;DR20/+7||&amp;lt;li&amp;gt;[[Scale of the Mist Dragon]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Belt of the Mist Dragon]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|'''Komodo&amp;lt;br/&amp;gt;Mistress'''||[[:Category:Reptilian Humanoids|Reptilian]]||61&amp;lt;br/&amp;gt;'''S'''||64||'''S'''30%10/-&amp;lt;br/&amp;gt;'''P'''30%10/-&amp;lt;br/&amp;gt;'''B'''30%10/-||||||||&amp;lt;li&amp;gt;[[Bard Song]](+4)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Curse Song]](-4)||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|'''Naga&amp;lt;br/&amp;gt;Master'''||[[:Category:Reptilian Humanoids|Reptilian]]||64&amp;lt;br/&amp;gt;'''P'''||64||'''S'''5%10/-&amp;lt;br/&amp;gt;'''P'''5%10/-&amp;lt;br/&amp;gt;'''B'''5%10/-||||||||&amp;lt;li&amp;gt;[[Weapon Master]]||&amp;lt;li&amp;gt;[[Naga Mighty Trident]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|'''Gila&amp;lt;br/&amp;gt;Sire'''||[[:Category:Reptilian Humanoids|Reptilian]]||||60||'''S'''25%5/-&amp;lt;br/&amp;gt;'''P'''25%5/-&amp;lt;br/&amp;gt;'''B'''25%5/-||||||||&amp;lt;li&amp;gt;[[Epic Dodge]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Hide in Plain Sight|HIPS]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Improved Expertise]]||&amp;lt;li&amp;gt;[[Gila Arch-Wizard Robes]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Copper&amp;lt;br/&amp;gt;Wyrmling||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CG||'''PS'''||||'''S'''50%10/-&amp;lt;br/&amp;gt;'''P'''50%10/-&amp;lt;br/&amp;gt;'''B'''50%10/-||||||||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Copper&amp;lt;br/&amp;gt;Wyrm||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CG||71&amp;lt;br/&amp;gt;'''PS'''||||'''S'''50%10/-&amp;lt;br/&amp;gt;'''P'''50%10/-&amp;lt;br/&amp;gt;'''B'''50%10/-||||||||&amp;lt;li&amp;gt;Slow Breath (dc46 vs Reflex)||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Bahamut&amp;lt;br/&amp;gt;Minstrel||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CG||70&amp;lt;br/&amp;gt;'''S'''||63||'''S'''50%15/-&amp;lt;br/&amp;gt;'''P'''75%20/-&amp;lt;br/&amp;gt;'''B'''50%15/-||0||||&amp;lt;span style=&amp;quot;color:#01ff01;background-color:#000000&amp;quot;&amp;gt;'''A'''100%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Epic Dodge]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Bard Song]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Curse Song]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[War Cry]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Slow]]||&amp;lt;li&amp;gt;[[Cord of Resonance]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Bahamut Copper Scales]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Sliver&amp;lt;br/&amp;gt;Wyrmling||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LG||'''PS'''||||'''S'''30%0/-&amp;lt;br/&amp;gt;'''P'''30%0/-&amp;lt;br/&amp;gt;'''B'''30%0/-||0||||&amp;lt;span style=&amp;quot;color:#99ffff;background-color:#000000&amp;quot;&amp;gt;'''C'''100%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''-50%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;Attack EB = 0||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Sliver&amp;lt;br/&amp;gt;Wyrm||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LG||72&amp;lt;br/&amp;gt;'''PS'''||71||'''S'''30%0/-&amp;lt;br/&amp;gt;'''P'''30%0/-&amp;lt;br/&amp;gt;'''B'''30%0/-||0||||&amp;lt;span style=&amp;quot;color:#99ffff;background-color:#000000&amp;quot;&amp;gt;'''C'''100%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''-50%&amp;lt;/span&amp;gt;||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Bahamut&amp;lt;br/&amp;gt;Paladin||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LG||71&amp;lt;br/&amp;gt;'''S'''||74||'''S'''75%20/-&amp;lt;br/&amp;gt;'''P'''75%20/-&amp;lt;br/&amp;gt;'''B'''50%15/-||32||||&amp;lt;span style=&amp;quot;color:#99ffff;background-color:#000000&amp;quot;&amp;gt;'''C'''100%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''-15%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#0166ff;background-color:#000000&amp;quot;&amp;gt;'''E'''10%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''35%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Divine Might]](&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''20&amp;lt;/span&amp;gt;)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Smite Evil]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Improved Knockdown]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;DR20/+7||&amp;lt;li&amp;gt;[[Bahamut's Fang]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Bahamut Plate of the Pure]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Bahamut Helm of Defense]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Bahamut&amp;lt;br/&amp;gt;Cleric||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LG||70&amp;lt;br/&amp;gt;'''S'''||64||'''S'''50%20/-&amp;lt;br/&amp;gt;'''P'''75%20/-&amp;lt;br/&amp;gt;'''B'''50%20/-||0||||&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''10/-&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''100%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#CC77FF;background-color:#000000&amp;quot;&amp;gt;'''M'''50%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#999999;background-color:#000000&amp;quot;&amp;gt;'''N'''-10%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Divine Might]](&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''15&amp;lt;/span&amp;gt;)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Spell Resistance]](62)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Storm of Vengeance]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Implosion]](dc50)||&amp;lt;li&amp;gt;[[Bahumat Sword of Righteousness]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Bahamut Holy Helm]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Bronze&amp;lt;br/&amp;gt;Wyrmling||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LG||'''PS'''||||'''S'''&amp;lt;br/&amp;gt;'''P'''&amp;lt;br/&amp;gt;'''B'''||||||||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Bronze&amp;lt;br/&amp;gt;Wyrm||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LG||60&amp;lt;br/&amp;gt;'''PS'''||48||'''S'''50%10/-&amp;lt;br/&amp;gt;'''P'''50%10/-&amp;lt;br/&amp;gt;'''B'''50%10/-||0||'''F'''50||||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Bahamut&amp;lt;br/&amp;gt;Monk||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LG||70&amp;lt;br/&amp;gt;'''B'''||60||'''S'''75%10/-&amp;lt;br/&amp;gt;'''P'''40%20/-&amp;lt;br/&amp;gt;'''B'''50%10/-||High||||||&amp;lt;li&amp;gt;[[Improved Knockdown]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Self Concealment|Conceal]]=50%&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;STR=60||&amp;lt;li&amp;gt;[[Bahamut Lightning Staff]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Bahamut Robes of Order]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|'''Saber'''||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LG||82&amp;lt;br/&amp;gt;'''PS'''||76||'''S'''50%20/-&amp;lt;br/&amp;gt;'''P'''50%20/-&amp;lt;br/&amp;gt;'''B'''50%20/-||0||||&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''100%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#999999;background-color:#000000&amp;quot;&amp;gt;'''N'''50%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;Breath Fire x2&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;STR=80||&amp;lt;li&amp;gt;[[Draconic Metallic Seal]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Green&amp;lt;br/&amp;gt;Wyrmling||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LE||51&amp;lt;br/&amp;gt;'''PS'''||41||'''S'''50%15/-&amp;lt;br/&amp;gt;'''P'''50%15/-&amp;lt;br/&amp;gt;'''B'''50%15/-||||||||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Green&amp;lt;br/&amp;gt;Wyrm||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LE||71&amp;lt;br/&amp;gt;'''PS'''||||'''S'''50%15/-&amp;lt;br/&amp;gt;'''P'''50%15/-&amp;lt;br/&amp;gt;'''B'''50%15/-||||||||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Black&amp;lt;br/&amp;gt;Wyrmling||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CE||'''PS'''||||'''S'''&amp;lt;br/&amp;gt;'''P'''&amp;lt;br/&amp;gt;'''B'''||||||||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Tiamat&amp;lt;br/&amp;gt;Ranger||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LE||'''(PS)'''||||'''S'''75%10/-&amp;lt;br/&amp;gt;'''P'''50%10/-&amp;lt;br/&amp;gt;'''B'''50%20/-||0||||||&amp;lt;li&amp;gt;[[Hide in Plain Sight|HIPS]]||&amp;lt;li&amp;gt;[[Tiamat Longbow]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Tiamat Green Robes]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Tiamat&amp;lt;br/&amp;gt;Blackguard||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CE||70&amp;lt;br/&amp;gt;'''S'''||68||'''S'''50%15/-&amp;lt;br/&amp;gt;'''P'''75%20/-&amp;lt;br/&amp;gt;'''B'''50%15/-||0||||&amp;lt;span style=&amp;quot;color:#01ff01;background-color:#000000&amp;quot;&amp;gt;'''A'''100%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#999999;background-color:#000000&amp;quot;&amp;gt;'''N'''10%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Divine Might]](&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''20&amp;lt;/span&amp;gt;)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Smite Good]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;STR=60||&amp;lt;li&amp;gt;[[Tiamat Greataxe]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Tiamat Plate of Malice]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Tiamat Sinister Helm]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|'''Kultach'''||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CE||80&amp;lt;br/&amp;gt;'''PS'''||59||'''S'''50%15/-&amp;lt;br/&amp;gt;'''P'''50%15/-&amp;lt;br/&amp;gt;'''B'''50%15/-||0||||&amp;lt;span style=&amp;quot;color:#01ff01;background-color:#000000&amp;quot;&amp;gt;'''A'''100%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''15/-&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''50%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#CC77FF;background-color:#000000&amp;quot;&amp;gt;'''M'''50%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#999999;background-color:#000000&amp;quot;&amp;gt;'''N'''90%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Crippling Strike]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Improved Disarm]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Improved Knockdown]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Hellball]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;STR=80||&amp;lt;li&amp;gt;[[Ring of Kultach]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Crown of Kultach]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Kultach's Scales]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Tiamat&amp;lt;br/&amp;gt;Warrior||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CE||'''P'''||66||'''S'''50%15/-&amp;lt;br/&amp;gt;'''P'''75%20/-&amp;lt;br/&amp;gt;'''B'''50%15/-||0||||&amp;lt;span style=&amp;quot;color:#99ffff;background-color:#000000&amp;quot;&amp;gt;'''C'''100%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;DR15/+7||&amp;lt;li&amp;gt;[[Icicle]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[White Wyrm Scale]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Tiamat Ice Helm]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|White&amp;lt;br/&amp;gt;Wyrmling||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CE||'''PS'''||||'''S'''50%10/-&amp;lt;br/&amp;gt;'''P'''50%10/-&amp;lt;br/&amp;gt;'''B'''75%20/-||30||||&amp;lt;span style=&amp;quot;color:#99ffff;background-color:#000000&amp;quot;&amp;gt;'''C'''100%&amp;lt;/span&amp;gt;||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|White&amp;lt;br/&amp;gt;Wyrm||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CE||'''PS'''||||'''S'''50%10/-&amp;lt;br/&amp;gt;'''P'''50%10/-&amp;lt;br/&amp;gt;'''B'''75%20/-||30||||&amp;lt;span style=&amp;quot;color:#99ffff;background-color:#000000&amp;quot;&amp;gt;'''C'''100%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Improved Invisibility]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Hide]]||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Blue&amp;lt;br/&amp;gt;Wyrmling||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LE||51&amp;lt;br/&amp;gt;'''PS'''||44||'''S'''50%10/-&amp;lt;br/&amp;gt;'''P'''50%10/-&amp;lt;br/&amp;gt;'''B'''50%10/-||0||||&amp;lt;span style=&amp;quot;color:#0166ff;background-color:#000000&amp;quot;&amp;gt;'''E'''100%&amp;lt;/span&amp;gt;||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Blue&amp;lt;br/&amp;gt;Wyrm||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LE||70&amp;lt;br/&amp;gt;'''PS'''||60-||'''S'''50%10/-&amp;lt;br/&amp;gt;'''P'''50%10/-&amp;lt;br/&amp;gt;'''B'''50%10/-||0||||&amp;lt;span style=&amp;quot;color:#0166ff;background-color:#000000&amp;quot;&amp;gt;'''E'''100%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;STR=60||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Tiamat&amp;lt;br/&amp;gt;Sorc||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LE||40&amp;lt;br/&amp;gt;'''B'''||61||'''S'''50%10/-&amp;lt;br/&amp;gt;'''P'''75%20/-&amp;lt;br/&amp;gt;'''B'''50%10/-||30||||||&amp;lt;li&amp;gt;[[Wail of the Banshee]](dc54)||&amp;lt;li&amp;gt;[[Tiamat Robes of Sorcery]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Tiamat Helm of Defense]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|'''Sky'''||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LE||73&amp;lt;br/&amp;gt;'''PS'''||81||||||||||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Red&amp;lt;br/&amp;gt;Wyrmling||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CE||'''PS'''||||||||||||||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Red&amp;lt;br/&amp;gt;Wyrm||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CE||77&amp;lt;br/&amp;gt;'''PS'''||72||'''S'''50%20/-&amp;lt;br/&amp;gt;'''P'''50%20/-&amp;lt;br/&amp;gt;'''B'''50%20/-||0||||&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''10/-&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''100%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#CC77FF;background-color:#000000&amp;quot;&amp;gt;'''M'''5~10%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Improved Knockdown]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;STR=70||&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|Tiamat&amp;lt;br/&amp;gt;Cleric||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CE||63&amp;lt;br/&amp;gt;'''BP'''||71||'''S'''50%20/-&amp;lt;br/&amp;gt;'''P'''75%20/-&amp;lt;br/&amp;gt;'''B'''75%20/-||0||'''F'''53||&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''10/-&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#99ffff;background-color:#000000&amp;quot;&amp;gt;'''C'''-15%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''100%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Divine Might]](&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''20&amp;lt;/span&amp;gt;)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Aura versus Alignment]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Improved Invisibility]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Spell Resistance]](62)x2&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Implosion]](dc45)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Planar Turning]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Improved Knockdown]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;STR=50||&amp;lt;li&amp;gt;[[Star of Tiamat]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Tiamat Holy Plate]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|'''Molech'''||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;CE||89&amp;lt;br/&amp;gt;'''PS'''||79||'''S'''50%20/-&amp;lt;br/&amp;gt;'''P'''50%20/-&amp;lt;br/&amp;gt;'''B'''50%20/-||0||||&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''10/-&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''100%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Improved Disarm]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Improved Knockdown]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Hellball]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;STR=90||&amp;lt;li&amp;gt;[[Molech Scale]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Hide of Molech the Terrible]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|'''Radiant&amp;lt;br/&amp;gt;Dragon'''||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;LG||88/83/78/73/68&amp;lt;br/&amp;gt;'''PS'''&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ffffff;background-color:#000000&amp;quot;&amp;gt;'''P'''2d12&amp;lt;/span&amp;gt;||83~85||'''P'''75%20/-||High||||&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''10/-&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;[[Improved Knockdown]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;Imm Lv1~3 Spell&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;Dragon Breath (Kd&amp;amp;Repulse, no save, '''B''' dmg)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;STR=90||&amp;lt;li&amp;gt;[[Shimmering Force]]&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|'''The Great One'''||[[:Category:Dragons|Dragon]]&amp;lt;br/&amp;gt;TN||85~86&amp;lt;br/&amp;gt;ch19~20x2&amp;lt;br/&amp;gt;'''PS'''100&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#01ff01;background-color:#000000&amp;quot;&amp;gt;'''A'''2d10&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#99ffff;background-color:#000000&amp;quot;&amp;gt;'''C'''2d10&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''2d10&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#0166ff;background-color:#000000&amp;quot;&amp;gt;'''E'''2d10&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''2d10&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#999999;background-color:#000000&amp;quot;&amp;gt;'''N'''2d10&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ffffff;background-color:#000000&amp;quot;&amp;gt;'''P'''2d10&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff9901;background-color:#000000&amp;quot;&amp;gt;'''S'''2d10&amp;lt;/span&amp;gt;||72||'''S'''50%15/-&amp;lt;br/&amp;gt;'''P'''65%20/-&amp;lt;br/&amp;gt;'''B'''50%15/-||32||'''F'''127&amp;lt;br/&amp;gt;'''W'''127||&amp;lt;span style=&amp;quot;color:#01ff01;background-color:#000000&amp;quot;&amp;gt;'''A'''50%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#99ffff;background-color:#000000&amp;quot;&amp;gt;'''C'''50%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ffff01;background-color:#000000&amp;quot;&amp;gt;'''D'''10/-&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff0101;background-color:#000000&amp;quot;&amp;gt;'''F'''50%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#CC77FF;background-color:#000000&amp;quot;&amp;gt;'''M'''50%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#999999;background-color:#000000&amp;quot;&amp;gt;'''N'''50%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ffffff;background-color:#000000&amp;quot;&amp;gt;'''P'''50%&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:#ff9901;background-color:#000000&amp;quot;&amp;gt;'''S'''50%&amp;lt;/span&amp;gt;||&amp;lt;li&amp;gt;Fear Aura (dc45)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Hellball]]x3&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;Prismatic Breath (dc62)&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;DR50/+7&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;Regen=40&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;Vampiric Regen=10&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;Imm Harm&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;Imm Kd&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;STR=100&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;Disc=100+||&amp;lt;li&amp;gt;[[Mighty Talon]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Crown of Dragons]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Scale of the Great One]]&amp;lt;br/&amp;gt;&amp;lt;li&amp;gt;[[Head of the Great Wandering One|G1 Head]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Data]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7739</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7739"/>
		<updated>2023-09-26T02:35:57Z</updated>

		<summary type="html">&lt;p&gt;Garn: /* YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines */ mentioned the feat, artist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This server has a GIGANTIC amount of changes from unmodified NWN: EE, including tons of Spell changes, Class changes, &amp;amp; Feat changes.&amp;lt;br&amp;gt;&lt;br /&gt;
But fortunately, this server's development team made sure to actually change the in-game descriptions of Spells, Feats, and Classes to reflect these changes.&amp;lt;br&amp;gt;&lt;br /&gt;
Anyway, you don't gotta read this whole wiki page; in fact, you don't gotta read any of it. Just read the sections that interest you.&lt;br /&gt;
&lt;br /&gt;
=== World of Aetheria ===&lt;br /&gt;
[[Aetheria]] is a world at war. The world is separated into Six [[:Category: Factions|Factions]], which vie for control of their territories. &lt;br /&gt;
&lt;br /&gt;
Each faction has its own  flavor, faction-specific prestige classes, and restrictions on what characters you can make there. It is important to understand these restrictions if you wish to play a certain faction, and to understand that all players must join a faction before they are allowed to venture out into the world or gain experience points. Make sure to review the [[:Category: Factions|Factions]] page while planning you characters.&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
&lt;br /&gt;
[[Faction Table]] for a quick chart.&lt;br /&gt;
&lt;br /&gt;
*'''[[Shadow_Legion|Shadow Legion]]''' - Deep in the Underdark, the Shadow Legion, calling [[Menzoduran]] its home, breeds a manifestation of evil. Fittingly, it is the exclusive home of the deadly [[Assassin]]. While this faction does allow a wide variety of [[:Category: Race|Races]] and [[:Category: Class|Classes]], all non-[[Drow]] must be evil, as well as the [[Drow]] themselves. Powerful [[Wizard|Wizards]] and [[Sorcerer|Sorcerers]], disreputable warriors and thieves, and deadly [[Assassin|Assassins]] strike fear into the hearts of Aetherians.  [[Cleric|Clerics]] in [[Menzoduran]] may take any domain except [[Air Domain|Air]], [[Fire Domain|Fire]], [[Good Domain|Good]], [[Plant Domain|Plant]], or [[Sun Domain|Sun]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Mystral_Ascendancy|Mystral Ascendancy]]''' - Isolated on the southwestern coast of [[Aetheria]] is the town of [[Garagoth]], home of the arcane and a host of [[Rogue|Roguish]] types. Any non-good [[:Category: Race|Races]] are accepted, and allowed [[:Category: Class|Classes]] include [[Wizard|Wizards]], [[Sorcerer|Sorcerers]], [[Bard|Bards]], [[Rogue|Rogues]], [[Fighter|Fighters]], and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Garagoth]] may take the [[Magic Domain|Magic]], [[Travel Domain|Travel]], [[Trickery Domain|Trickery]], [[Death Domain|Death]], [[Evil Domain|Evil]], [[Knowledge Domain|Knowledge]], or [[War Domain|War]] domains. The [[Mystral Ascendancy]] is also the exclusive home to the [[Pale Master]], which, among other things, is an extremely powerful summoner. &lt;br /&gt;
&lt;br /&gt;
*'''[[Ragnar's_Kin|Ragnar's Kin]]''' - With wide carved halls and an underground [[Dwarven Stronghold|Stronghold]] rivaling surface kingdoms, the loyal [[:Category: Dwarf|Dwarves]] of [[Aetheria]] call the underside of the Redhorn Mountains their home. Not wanting to shun any of their kinfolk, they are quite open about alignment and [[:Category: Class|Class]] selection (except Arcane Archer), but do not accept any of the surface races into their ranks. [[:Category: Gnome|Gnomes]], being an underground cousin to the [[:Category: Dwarf|Dwarves]], are accepted with open arms. This faction is the exclusive home to the nigh-impervious [[Dwarven Defender]].  [[Cleric|Clerics]] in [[Ragnar's Kin]] may take any [[Domain]] except [[Air Domain]], [[Plant Domain]], or [[Sun Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Ancient_Ones|Ancient Ones]]''' - Ruled by the powerful Dragons, this faction is located in the northeastern corner of [[Aetheria]]. Though Dragonkin and lizardfolk are most noted for their hatred of other [[:Category: Race|Races]], they are more than willing to accept slaves and followers to support their cause. Along with openly accepting any alignment, and [[:Category: Class|Class]], except Paladins or Shadowdancers, they are also the exclusive home of the very powerful [[Red Dragon Disciple]].  [[Cleric|Clerics]] in [[Sleeth]] may not take the [[Earth Domain]], [[Plant Domain]], [[Trickery Domain]], or [[Water Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Northern_Coalition|Northern Coalition]]''' - Located in the northwestern corner of [[Aetheria]], the city of [[Daeron]] hosts the home of those who fight for all that is good in this world. A collection of [[Cleric|Clerics]], [[Bard|Bards]], [[Paladin|Paladins]], and [[Monk|Monks]] make up the majority of this group, while also accepting [[Ranger|Rangers]] and [[Fighter|Fighters]] of good heart to join their righteous battle against evil. While accepting all non-Evil [[:Category: Race|Races]], any who wish to join must be of good or lawful alignment and cannot be chaotic or evil in any way. This is the exclusive home of the zealous [[Champion of Torm]] and the inspiring [[Purple Dragon Knight]].  [[Cleric|Clerics]] in [[Daeron]] may not take the [[Evil Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[The_Circle|The Circle]]''' - In the midst of the serenity of the enchanted forest here in [[Aetheria]] lies the home of those who wish to preserve that which is around them, [[Melencia]]. While accepting all non-evil [[:Category: Race|Races]] into their humble home, they only allow [[Druid|Druids]], [[Ranger|Rangers]], [[Barbarian|Barbarians]], [[Bard|Bards]], [[Fighter|Fighters]], [[Monk|Monks]] and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Melencia]] may take [[Travel Domain]], [[Plant Domain]], [[Animal Domain]], [[Air Domain]], [[Fire Domain]], [[Earth Domain]], [[Water Domain]], [[Healing Domain]], [[Protection Domain]], [[Sun Domain]], or [[Destruction Domain]]. Alignments are restricted to Lawful Neutral, Neutral Good, True Neutral, Chaotic Neutral, Chaotic Good. They are the exclusive home of the highly versatile [[Shifter]].&lt;br /&gt;
&lt;br /&gt;
One other city of note in Aetheria is the City of Trade, [[Avendell]]. It is neutral to all [[:Category: Factions|Factions]] and is a sanctuary to the war outside its gates. (no fighting allowed in [[Avendell]] or the immediate area around it). [[Avendell]] is closest to [[Neversummer City]], the capitol of the [[Last Alliance]], being not too far north of it. Inside of [[Avendell]] shops of all kinds can be found, along with The Hilltop Inn, and its own graveyard.&lt;br /&gt;
&lt;br /&gt;
Alliances have been formed between many of these factions. The alliances include that of the [[Shadow Legion]] and the [[Mystral Ascendancy]], that of the [[Northern Coalition]] and [[The Circle]], and that of [[Ragnar's Kin]] and the [[Ancient Ones]].&lt;br /&gt;
&lt;br /&gt;
=== Commandments ===&lt;br /&gt;
Neversummer 4 has a set of commandments which all players are required to abide by, lest you ruin someone else's fun or be punished by a Dungeon Master. Please see [[Commandments]] or your in-game journal for more information.&lt;br /&gt;
&lt;br /&gt;
=== Whats the first thing I should do? ===&lt;br /&gt;
When you first enter the server, you will be in an area where you are asked to join a faction (see above). Each faction has advantages and limitations (i.e. not all classes, particularly prestige classes, races, alignments, or clerical domains are allowed in all factions). If you have a specific character build in mind, then check the wiki to make sure that it's legal in the faction that you want to join. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talk to some of the NPCs in your faction's starting zone to get information about where to go, such as where to find instructions for a faction job to introduce you to the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The starter jobs are challenging, but very achievable at low levels; the ones easiest for a level 1 player involve killing things. &amp;lt;br&amp;gt;&lt;br /&gt;
* Think about the strengths and weaknesses of your build thus far – if you have low STR but high DEX and don't have weapon finesse, then try using a ranged weapon to start until your melee abilities catch up... or if your hp is particularly low, then stand back and use a ranged weapon anyway... just don't kill them from really, really, really far away, lest you not be given any experience points for the kill &amp;lt;br&amp;gt;&lt;br /&gt;
* Choose your battles so as not to be... overwhelmed &amp;lt;br&amp;gt;&lt;br /&gt;
* For casters, summons spells are very powerful, especially at low levels (and moreso with the appropriate feats, and in some cases, races or domains), and these spells are very helpful for levelling (familiars and animal companions are disabled, but those classes have the summoning spells; animal empathy can work well too, but isn't always reliable). Enchanted armor &amp;amp; shields sold at shops for level 1 characters have 5% immunity to either slashing, bludgeoning, or piercing damage. Most creatures in that level range do 1 damage per hit, and the 5% resistance will absorb a minimum of 1 damage, making it great for staying alive. (slashing is the most common type, in case you're unsure which to get) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starter gear is available via: &amp;lt;br&amp;gt;&lt;br /&gt;
* a faction quartermaster, who will be in the same building that you enter your faction – they sell mundane weapons, armor, and ammo, which are the cheapest equipable items in the game by leaps and bounds &amp;lt;br&amp;gt;&lt;br /&gt;
* an NPC named Elvin in the market area of your faction city – he sells healing kits, cure wounds potions, thieves tools, and a few other sundries &amp;lt;br&amp;gt;&lt;br /&gt;
* shops in the faction city centers – sell better gear for L1, L5, and L9, including, weapons, armor, and other. The gear is not labelled with the required level (there is a naming system), but you can try it on before you buy it, and if you are too low level you will not be able to equip and there will be a message saying you are too low level. These merchants will also identify items of for you, for a price &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the only potions sold by any vendor on the server are healing potions – all other potions must be found or crafted. &amp;lt;br&amp;gt;&lt;br /&gt;
* Spellcasters, including even Paladins and Rangers, can make potions and/or scrolls for most spells they area able to cast (including healing potions), for an cost of experience points and gold; look for scroll scribing or potion crafting stations in a magic shop or temple. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Where do I go?===&lt;br /&gt;
Adventuring around your faction's capital will get you to L5-9, possibly a little higher. After that, most players start to try to make their way to the neutral city of Avendell, then points beyond …&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are [[:Category:Maps|Maps]] and some descriptions of [[:Category:Areas|Areas]], including by level.&lt;br /&gt;
&lt;br /&gt;
It’s okay to use the shout channel to find a party and ask questions, so long as you don't overdo it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What should I build first? ===&lt;br /&gt;
&lt;br /&gt;
Most players on NS4 end up making many characters, especially considering that an experienced player can casually reach level 40 in a few weeks, so don't get stressed out about your first character - just have fun!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't know what to build as your first character, then heres some recommendations for first character builds, which are designed not for PvP or endgame PvE(though some are capable of one or both); they are designed for getting to know the server... if a race is not specified, then pick whichever race you'd like:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-a half-ogre 40 barbarian with devastating critical(1h melee weapon), a shield(not for the AC), mighty rage, thundering rage, epic damage reduction III, and some discipline... cannot be a member of the Northern Coalition or the Mystral Ascendancy&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 druid, 35 druid/5 monk, 35 druid/5 bard, 35 druid/5 harper scout, or if your faction allows evil characters, 35 druid/5 blackguard; just make sure you've get discipline and animal empathy, as well as automatic quicken spell III, and epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, and epic spell: hellball... all of these cannot be a member of the Northern Coalition, Shadow Legion, or Mystral Ascendancy, and do note that, if this guy isn't a blackguard, he can be a max-level leatherworker to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 35 or more wizard levels who has some sort of discipline, a bit of investment into constitution, automatic quicken spell III, toughness, epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, epic spell: epic warding and hellball, and possibly epic mage armor... cannot be a member of The Circle or the Northern Coalition&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 paladin who has 30 or more charisma if given a magical +12 charisma bonus, as well as divine might, divine shield, devastating critical(1h melee weapon), a shield, armor skin, and discipline... must be a member of the Northern Coalition or Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 fighter with devastating critical(1h melee weapon &amp;amp; 2h weapon), a shield(when using the 1h weapon)(not for the AC), and a LOT of discipline... go for the 1h weapon first, and do note that this guy can also be a max-level armor or weapon crafter to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 32 or more cleric levels; just make sure you get some discipline, automatic quicken spell III, and the travel domain, and although some clerics do like epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, some other clerics don't like those&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 5 or 10 shadowdancer levels and a very high amount of hide and move silently; if you don't include either devastating critical:(any weapon) or huge sneak attacks, this guy will take a very, very, very long time to level up... cannot be a member of the Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a 12 druid/28 shifter or 10 druid/30 shifter with outsider shape, construct shape, dragon shape, some discipline and animal empathy, and, if you can make room, blinding speed... must be a member of The Circle&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 red dragon disciple levels, as well as blinding speed, devastating critical: unarmed strike, and some discipline; your good spare class choices include monk, barbarian, cleric(which needs divine shield and some cha to be worth it)&lt;br /&gt;
, and fighter... monk is the most common one because, although they don't get their wisdom-based AC while in Red Dragon Shape, they do get their unarmed attack progression while in Red Dragon Shape... must be a member of The Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 dwarven defender levels, as well as devastating critical: (1h melee weapon(with a shield) or two-sided weapon) and epic damage reduction III, and some discipline; don't worry about your AC at epic levels... must be a member of Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-an 8 wizard/2 rogue/30 pale master with epic spell focus: necromancy, epic spell: epic warding, and some discipline and AC... must be a member of the Mystral Ascendancy; do note that your super-summon will be doing most of the work as this build&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said, some basic starter builds can be found here: https://ns4ee.com/forum_archive/viewtopic.php?f=20&amp;amp;t=1004282&amp;amp;sid=fe6cc9b391f758dd70ce388f60f8c1f6&lt;br /&gt;
&lt;br /&gt;
=== Jobs ===&lt;br /&gt;
Each faction has 2 or 3 [[Jobs]], small quests that are obtained from NPCs in the faction capital city and allow new players to learn a little about the areas (some keep you close to home, some send you much further). Completion of each provides a small permanent magical boost to skills and/or ability scores, an activatable token with useful properties(1-3 times per day), or both. Talk to the NPCs around the area where you first came into your faction's city to get started.&lt;br /&gt;
&lt;br /&gt;
=== PvP ===&lt;br /&gt;
The conflict between the factions is a primary feature of NS4, so go get 'em! PvP (Player Vs. Player combat) is allowed and encouraged on the server, within the guidelines of the [[Commandments]]. Outside of a few designated no-PvP zones (Avendell and Frostdale), all areas of Aetheria are open for PvP, and any level can participate. Periodic events, claiming of maps, ambushes, can and will happen, so be prepared! That said, griefing, venge logging, and other jerk behaviors are not tolerated and will be stopped forthwith. &amp;lt;br&amp;gt;&lt;br /&gt;
The [[Relic System]] is a feature wherein each faction posesses a relic which they must defend, while capturing their enemies relics in order to earn the favor of the gods. Factions that possess their relic along with some of their enemies' receive a significant XP bonus, so competition is fierce - raiding and defending become regular occurences. Planned events with large scale fighting are periodically staged around this system, with rewards and unlimited glory for the victors!&amp;lt;br&amp;gt;&lt;br /&gt;
No experience loss occurs upon death to another PC, and no XP is earned for a player kill. The exception is in raiding and defending - defenders receive an XP reward upon successfully killing an enemy opponent in their faction city, and raiders who die lose a smallish amount of gold which is rewarded to their killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Solo Server? Party Server? ===&lt;br /&gt;
Concerning non-PvP content, Neversummer 4 is not a solo server, but rather, a party server; that said, however, there are still many, many ways to level up by yourself, including at low levels, but some character builds can't reach level 40 by themselves without fighting enemies of a level far below them. Even for the more capable builds, you'll have a lot more options for where to level if you're in a group. Many bosses, including all endgame bosses, are not designed to be able to be defeated by a single player of an appropriate level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Low Magic? High Magic? ===&lt;br /&gt;
For endgame gear, the stat bonuses are typically +8 and none exceed +10 on any single item. Weapon enchantment bonuses max out at +8, and AC bonuses from items max out at +6 armor, +6 shield, +5 deflection, +5 natural, and +5 dodge (+7 if the boots have no dex). Some AC values may exceed those vs specific races, alignments, or other criteria.&amp;lt;br&amp;gt;&lt;br /&gt;
Haste has been modified to, in total, have ONLY the following effects: +1 AB, +1 dodge AC, +1 reflex save, +1 attack per round, +50% movespeed (less if you're a monk, although monks are still speedy). [[Blinding Speed]] grants an additional +1 dodge AC. No equipment in the entire game has perma-haste as an item property, and if people want to cast spells quickly, they're going to need Automatic Quicken Spell (I, II, III).&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, no item offers Immunity: Poison, Disease, Level/Ability Drain, Fear, Mind-Affecting Spells, Death Magic, Knockdown, Slow, or Freedom of Movement either. Certain classes may provide immunities and or spell-like abilities that can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No spell in the game offers immunity to fear or death magic, and the only thing that offers immunity to mind-affecting spells is [[Perfect Self]]. All endgame melee weapons other than [[Katana of the Sun]] are keen.&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spells such as [[Wail of the Banshee]], [[Dominate Monster]], [[Slow]], [[Infestation of Maggots]], [[Fear]], and [[Energy Drain]] are all useful in both PvE and PvP on this server, even at level 40... although endgame NPCs (35+) mostly have very high saves, and will just save against all of that stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, saves were modified on NS4 so that rolling a 1 doesn't result in an automatic failure, so no spamming petrification gaze or implosion on endgame bosses until they roll a 1 and die; AC was not similarly changed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class And Feat Changes ===&lt;br /&gt;
Neversummer 4 has had tons and tons of class and feat changes, some of the more interesting ones of which which will be highlighted here:&lt;br /&gt;
&lt;br /&gt;
Among the class changes include epic pale masters getting an extremely powerful summon, epic red dragon disciples getting dragon shape (red only), assassins getting a self-only godly poison, dwarven defenders getting 10% physical damage immunity every 10 levels (which goes well with some equipment that this server has), [[Divine Wrath]] having a much longer duration, epic rangers getting wilderness-only [[Hide in Plain Sight]], a few base classes getting huge bonuses at epic levels if they don't multiclass, harper scouts and purple dragon knights actually being good, blackguards getting a better epic fiendish servant, monk ac from wisdom not applying while shifted, and not being allowed to have monk levels with epic shifter feats in the same build, although shifters were extremely modified and are still good... although, unfortunately, animal companions and familiars are disabled due to bugs and balance issues.&lt;br /&gt;
&lt;br /&gt;
Among the feat changes include overwhelming crit adding 2 threat range and devcrit adding 1 critmult instead of fort save or die, both of which stack with everything and makes str characters be able to compete with dexers, blinding speed lasting for lvl*2 rounds, spell focus feats making some spells better beyond increasing their DC, dragon knight and mummy dust actually being useful (with focus feats), and hellball being self-friendly at caster lvl 35 and party-friendly at caster lvl 40.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
The following skills are of absolutely no use in Neversummer 4 beyond, where applicable, being a prerequisite for a prestige class:&amp;lt;br&amp;gt;&lt;br /&gt;
Appraise&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate, unless you have [[Terrifying Rage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Persuade&amp;lt;br&amp;gt;&lt;br /&gt;
Pick Pocket&amp;lt;br&amp;gt;&lt;br /&gt;
Ride&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All other skills are useful on this server in some way or the other.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, there is a custom crafting system for weapons, armor, wearables, and consumable items that do not utilize the Craft Armor or Craft Weapon skills. See the '''Crafting''' section above for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subraces ===&lt;br /&gt;
Take care when selecting [[:Category: Race|Subraces]] in NS4. Many Subraces have powerful features that set them above the stock races, but may carry unwanted side-effects. One such side-effect is effective character level, or ECL. In a nutshell, the more ECL you have, the slower you level up. You don't need to pick a max ECL subrace to be a strong character, as the strongest possible characters in Neversummer 4 have an ECL penalty varying between none and the maximum.&lt;br /&gt;
&lt;br /&gt;
The bonuses given to subraces are hard-coded bonuses that are applied after your character has been created, meaning that they are natural and can qualify you for thing such as [[:Category: Feats|Feat]] selection or [[:Category: Spells|Spell]] Level, and are completely unrelated to the magical ability bonus cap of +12, but subracial ability bonuses will have no effect upon how you take your first level(1, not 2). Also, if a [[:Category: Race|Subrace]] has a bonus or penalty to Intelligence, it will affect the number of [[:Category: Skills|Skill]] Points a character receives at levels 2-40. Futhermore, if you take a feat at level 1 that has a stat prerequisite(such as [[Power Attack]]), and then, after your subrace is applied to your character, you no longer meet that prerequisite, you'll keep that feat, which will function normally.&lt;br /&gt;
&lt;br /&gt;
[[Race Table]] for a quick chart of ability bonuses.&lt;br /&gt;
&lt;br /&gt;
[[Race overview]] for a single page view of all the races.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking (so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting===&lt;br /&gt;
Neversummer 4 utilizes its own unique crafting system, which makes no use of [[Brew Potion]], [[Craft Wand]], or [[Scribe Scroll]]. Crafting professions include Armorsmithing, Martial Weaponsmithing (which includes Simple weapons), Exotic Weaponsmithing, Fletching, Leatherworking, Tailoring, and Arcane Crafting. Your maximum crafting level for these professions is unrelated to your feats and your Craft Armor and Craft Weapon skills, and has solely to do with your class levels, and you may only have one of these professions at a time. Items ranging from levels 1-30 may be crafted. Furthermore, any spellcaster can craft potions and scrolls of any spell that they can cast without class restrictions or the utilization of the Arcane Crafting profession, although the crafting of scrolls and especially potions have their own restrictions. Being a Potion Brewer or Scroll Scriber do not prevent you from being either or from having a different profession. See [[General Crafting]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
Each faction city has a vendor that sells items without special properties for starting characters, which are the cheapest items on the server, and by a lot. In most cities, these merchants are on the map that the character first sees when joining that faction after the cutscenes are over.  These merchants offer items from a menu of selections, but items cannot be sold to them.&lt;br /&gt;
&lt;br /&gt;
All other merchants in NS4 are custom-designed to be more like an actual store. All shops are open at all hours, with the exception of the archery shop in Melencia, whose hours are listed on the sign in front of it. All equipment on the server, bought or not, has level restrictions of 1, 5, 9, 13, 16, 20, 25, 30, 35, or 40, but you can't buy items of a level higher than 16, barring ammunition and throwing weapons, for which you can buy up to level 30 items. Merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]] carry level 1-9 gear, buy level 1-13 items, and identifies level 1-16 items while [[Avendell]] has level 1-13, buys level 1-16 items, and identifies level 1-20 items. The merchant in [[Frostdale]] sells level 13-16 throwing weapons and ammunition, buys level 1-25 items, and identifies level 1-30 items, and a merchant in the [[:Category: Planes|Planes]] has level 13-16 gear, including thrown weapons and ammunition of up to level 30, and buys and identifies level 1-30 items. The rest of the gear must be found from hostile NPCs and bosses located around [[Aetheria]] by killing them, and in the [[:Category: Planes|Planes]] beyond in the same manner, or by crafting them; see the '''Crafting''' section above for more details.&lt;br /&gt;
&lt;br /&gt;
To use the merchant shops, you must select the equipment you want from the chests in the store, then take it to the merchant for purchasing. It is highly recommended that you try items before you buy if you are unsure if you can use them. If you are not high enough level for that item you will be told so in the combat dialog box. Along with buying items, merchants will also allow you to sell and Identify your goods for you. Please note that some stores are unable to buy some items. This includes [[:Category: Quests|quest]] items and [[:Category: Items|items]] of a level that is too high for some stores. For example, you may not sell diamonds or rubies to merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]], and no NPC will buy level 35 or 40 items because they're too high-level.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, shoplifting is impossible; leaving a store with unpurchased items causes them to disappear into thin air, even if the server resets before you leave the store.&lt;br /&gt;
&lt;br /&gt;
=== Summons ===&lt;br /&gt;
The summons in NS4 have been completely revamped. Some Spell Focus [[:Category: Feats|Feats]] and [[Cleric]] [[:Category: Domains|Domains]] affect the strength of your summons. Summon creature spells are affected by good/neutral/evil alignment in that they will summon different creatures. Prestige classes like the [[Pale Master]] and [[Blackguard]], moreso the [[Pale Master]], have quite powerful custom summons, but require dedication to be strong. For more information, see the [[Summons_Guide|Summon Guide]]&lt;br /&gt;
&lt;br /&gt;
It also should be noted that [[Animal Companion|Animal Companions]] and [[Summon Familiar|Familiars]] are disabled.&lt;br /&gt;
&lt;br /&gt;
=== Shifting ===&lt;br /&gt;
Neversummer 4 uses a custom shifting system that merges items into shifted forms in a more natural way.  Unlike the bioware system, all bonuses from items and spells stack just the same as they would unshifted.  For more information, see the NS4 [[Shifting Guide]].&lt;br /&gt;
&lt;br /&gt;
=== Alignment Changes ===&lt;br /&gt;
There is only one way to change your alignment in Aetheria, and that is by becoming a [[Pale Master]], which will irreversibly turn you evil. There is no other way to change your alignment in Aetheria, so consider this when deciding what kind of character to make.&lt;br /&gt;
&lt;br /&gt;
=== Experience Loss ===&lt;br /&gt;
In Aetheria, dying and clicking the respawn button will, in most non-PvP cases, result in a loss of experience points equal to lvl*50(and costing 10% of your gp and teleporting you to your bind point), which can cause you to lose a level, and can potentially reduce your level all the way down to 1. If a player makes the killing blow against you, respawning will incur no experience penalty. Furthermore, crafting items also consumes experience points depending upon what you're making, but it cannot cause you to lose a level, in which case the item(s) will simply not be crafted because you don't have enough experience points to craft the item without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that you can continue to gain experience points after you've taken your 40th level, which will only serve to let you craft items and click the respawn button however many times without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Automated Server Resets ===&lt;br /&gt;
Every 4 hours, the server will undergo an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Your progress, aside from which part of the zone you're in you're in, will be saved just before this happens, and the server will typically be back online in no more than 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The server shouts when there are 10 minutes before an automated reset, and again when there are 5 minutes before an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you log on, at the top of the combat log, the server will display how much time there is until the next automated reset. The chat command /resettimer will also help with this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Server Size ===&lt;br /&gt;
Neversummer 4's module is so large that the module is nearly at its file size limit, with over 600 areas. Spells, feats, and other content are extensively customized for balance and fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lag ===&lt;br /&gt;
As with almost any online game, lag is an inevitable issue, especially when alot of players are online on Wednesday nights and most of them are nearby. Turning off the combat log may reduce lag if many players are nearby. During times of lag, NPC conversation may be slow, or be halted altogether, though these days they usually aren't. If you get no response at all, ask nicely for a reset on the DM channel or shout (a DM may be on as a player). When the server does go down for a non-automatic reset, the DM will usually give enough warning for you to get to a safe spot, rest, and use your diary to save your character's progress.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances, the server has been known to crash (which is extremely rare), causing a possible loss of xp, items, etc.  Using your diary and resting normally do save your character, but if the server crashes it seems to roll back to an earlier point of the database, causing the loss of up to a couple of hours' worth of data.  Logging off and then back on will prevent this loss--logging off seems to set your data in the database so that it does not get lost in a crash.&lt;br /&gt;
&lt;br /&gt;
=== Character Deletion ===&lt;br /&gt;
&amp;lt;strong&amp;gt;If you wish to reuse the same character name you MUST wait until after the server resets before recreating the character!&amp;lt;/strong&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have a character that very sure that you don't want to play anymore, you can't delete them via. the delete character button on the character selection screen. Instead, that character must speak to any NPC named Devil Angel, which can be found in each capital city of the playable factions, as well as on the map where new characters select which faction to join.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Character deletion is an irreversible process, these characters cannot be restored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines ===&lt;br /&gt;
Some basic tips specific to NS4 are below - for some even more details, see [[Basic Endgame Character Building Guidelines]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of the existence of that guide, some very basic tips will be provided for character building so that, for example, you don't make a character with 30 Champion of Torm levels without Extend Spell, and THEN finally find out that Divine Wrath will last for twice as long if you have Extend Spell and get upset about not having known that vital information earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-There exist many class restrictions on this server that don't exist in Bioware's official single-player campaigns. See [[:Category:Class]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you are a pure-classed [[Barbarian]], [[Fighter]], or [[Paladin]], then, at epic levels, joining the NPC-run Purist Guild in [[Avendell]] will permanently grant your character many powerful abilities as you progress through epic levels, but all of these abilities will permanently vanish if you ever, at any point, take a second class, even if you delevel to get rid of the second class afterwards. Not even a Dungeon Master can get them back if you take a second class. The Purist Guild in [[Avendell]] is the only NPC-run guild on the server, and you may be in both a player-run guild and the Purist Guild at the same time.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Overwhelming Critical]] and [[Devastating Critical]] were changed to no longer have the fort save or die thing, but instead make you crit like a [[Weapon Master]]; [[Weapon Master]]s with [[Overwhelming Critical]] and [[Devastating Critical]] will crit even harder and even more often, essentially becoming '''double''' [[Weapon Master]]s, who, surprisingly, aren't overpowered with their crits ranging from 14-20/x4 to 14-20/x6 or 8-20/x4.&amp;lt;br&amp;gt;&lt;br /&gt;
-All equipment on the entire server lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, immunity to death magic, and immunity to any debuff. Maximum weapon enhancement bonuses range from +6 to +8, maximum armor enhancement bonuses range from +5 to +7, and maximum str/dex/con/wis/int/cha bonuses on gear typically max out at +8 to the stat when combined together, causing spells such as [[Bull's Strength]], [[Finger of Death]], [[Dominate Monster]], [[Entangle]], [[Infestation of Maggots]], and [[Sanctuary]] to be useful at more than just low and medium levels. You can easily get +8 to str/dex/con/int/wis/cha from endgame gear without gimping yourself, except you'll probably have to make a substantial sacrifice to get your dex from +7 to +8 from gear.&amp;lt;br&amp;gt;&lt;br /&gt;
-No spell in the entire game will grant you immunity to mind-affecting spells or death magic, so watch out for mind-affecting spells and death magic, even if you have mind blank or death ward.&amp;lt;br&amp;gt;&lt;br /&gt;
-Because [[Haste]] doesn't increase spellcasting speed on this server, 100% of characters that are focused on spellcasting will want to have [[Automatic Quicken Spell]] III by the time they reach level 40. [[Bard]]s are still good, even without the ability to autoquicken their spells.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[War Cry]] adds a substantial amount of damage to your attacks, but it'll add twice as much damage if you have [[Artist]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Strength-stacking characters should try to get [[Devastating Critical]] by level 40; Arcane Archers will commonly take [[Devastating Critical]] too, though arcane archers almost never get more than 25 base strength.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters, even if lacking spells, are not made bad by the changes to [[Devastating Critical]]; dexers are still good.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters who aren't high-level [[Bard]]s, [[Sorcerer]]s, [[Wizard]]s, or [[Cleric]]s with the [[Travel Domain]] will want to get [[Blinding Speed]] by level 40, which is undispellable, provides +1 AC more than regular haste, and has a duration of HD*2 rounds, which results in 8 minutes at level 40.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Assassin]]s want to stack either dex or int.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Barbarian]]s want to stack str, but if they're [[Githyanki]] pure barbarians, then they might opt to stack con instead.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Divine Wrath]], on this server, has a duration of CoT lvl+chamod rounds, both elements of which are automatically doubled if you have the [[Extend Spell]] feat, so people with a lot of [[Champion of Torm]] levels will always want to have at least 1 level in a caster class so that they can get extend spell. People with more than 10 [[Champion of Torm]] levels usually rest a lot.&amp;lt;br&amp;gt;&lt;br /&gt;
-People who heavily invest into spellcasting as a [[Cleric]], [[Druid]], [[Sorcerer]], or [[Wizard]] will typically want to get [[Epic Spell Focus]] into one or more schools of magic in order to empower important spells such as [[Implosion]], [[Storm of Vengeance]], [[Dominate Monster]], [[Dragon Knight]], or [[Mummy Dust]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Pure [[Fighter]]s shouldn't be afraid to specialize in more than one type of weapon. Also, pure fighters should get as much discipline as is reasonably possible to make their special AoE knockdown good.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Harper Scout]]s have some actual use on this server, but some will want to stack either wis or cha in order to increase the DC of their sleep feat, which works on enemies of all levels. Theres a few real reasons to be a harper scout without a high wisdom or charisma, but not as many as if you do.&amp;lt;br&amp;gt;&lt;br /&gt;
-People will commonly build characters with [[Divine Might]], [[Divine Shield]], or both. Said characters, by level 40, will typically have a self-buffed chamod of 10 or higher if they have one, or 12 or higher if they have both.&amp;lt;br&amp;gt;&lt;br /&gt;
-The [[Monk]]'s wisdom-based AC bonus does not apply while you are polymorphed, but their level-based AC bonus, speed, and unarmed attack progression do.&amp;lt;br&amp;gt;&lt;br /&gt;
-Characters with 20 or more [[Pale Master]] levels will want to get [[Epic Spell Focus]]: Necromancy in order to empower their [[Summon Greater Undead]] feat. The second-best summon requires at least regular spell focus, while the best one requires at least greater spell focus, at which point you might as well get epic spell focus to make it even stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Purple Dragon Knight]]s usually want to stack charisma; they also don't suck on this server, at least if you stack charisma.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s will want to take the following [[Favored Enemy]] feats if they're concerned about endgame PvE: Outsider (especially Outsider), Undead, Elf, Human, Aberration, and Dragon are the important ones, while less important ones include Dwarf, Gnome, Construct, Reptilian Humanoid, Vermin, and Magical Beast, although you don't really need magical beast since you can get animal empathy... and for endgame PvP, you'll want, in order of importance (not considering [[Shifter]]s), Human, Elf, Half-orc, Dwarf, Gnome, Halfling, Dragon/Elemental, Undead/Outsider. Nobody makes Half-elves, so don't bother picking them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s gain wilderness-only [[Hide in Plain Sight]] at level 21, so characters with epic ranger levels will probably want to make some sort of investment into [[Hide]] and [[Move Silently]], even if you don't take any feats to improve them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Red Dragon Disciple]]s will want to have either 10 or 30 levels by level 40, with a grey area only existing at level 11. Epic [[Red Dragon Disciple]]s get [[Red Dragon Shape]] with no stat requirements, which has a fixed amount of base str/dex/con and grows in power as the red dragon disciple levels up. As such, characters with 30 red dragon disciple levels will usually get [[Devastating Critical]]: Unarmed Strike, [[Blinding Speed]], and possibly also [[Epic Damage Reduction]] III, all in the same build, and also have barbarian, cleric, fighter, or monk levels, and are pretty scary in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you intend to specialize into a particular [[Shifter]] shape, then do not make a [[Shifter]] until you've done research about [[Shifter]]s; [[Shifter]]s are very, very, very, very different on this server than on other servers. See [[Shifter]] and [[Shifting Guide]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]], [[Outsider Shape]], [[Construct Shape]], and [[Dragon Shape]](not counting RDD dragon shape) will not function if you have even a single level in any class that isn't named [[Druid]] or [[Shifter]]. As before, you don't need to be a [[Shifter]] to use [[Dragon Shape]], though having 10 or more shifter levels while in dragon shape will automatically grant you a colossal fear aura(aura lasts forever, fear is 5 rounds) of DC=30+wismod while in dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]] kinda sucks; don't bother taking it unless you can't think of anything else to spend a feat on, or you plan to de-level and re-level later.&lt;br /&gt;
&lt;br /&gt;
== Missing Pages? ==&lt;br /&gt;
&lt;br /&gt;
This wiki is a direct port of the 1.69 version of the wiki, except we weren't able to get access to its code, so we had to port the articles manually, that is, by copying/pasting each article into this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
If theres a page that we missed, then you'll probably be able to find it in the 1.69 version of this wiki, which, due to how new this EE server is, is still up to date, and it can be found at: http://www.nsrealm.com/ns4wiki/index.php/NewPlayerGuide .&lt;br /&gt;
&lt;br /&gt;
[[Category: Main]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7738</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7738"/>
		<updated>2023-09-26T02:25:12Z</updated>

		<summary type="html">&lt;p&gt;Garn: /* Merchants */ the FD vendor can id up to lvl 30 stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This server has a GIGANTIC amount of changes from unmodified NWN: EE, including tons of Spell changes, Class changes, &amp;amp; Feat changes.&amp;lt;br&amp;gt;&lt;br /&gt;
But fortunately, this server's development team made sure to actually change the in-game descriptions of Spells, Feats, and Classes to reflect these changes.&amp;lt;br&amp;gt;&lt;br /&gt;
Anyway, you don't gotta read this whole wiki page; in fact, you don't gotta read any of it. Just read the sections that interest you.&lt;br /&gt;
&lt;br /&gt;
=== World of Aetheria ===&lt;br /&gt;
[[Aetheria]] is a world at war. The world is separated into Six [[:Category: Factions|Factions]], which vie for control of their territories. &lt;br /&gt;
&lt;br /&gt;
Each faction has its own  flavor, faction-specific prestige classes, and restrictions on what characters you can make there. It is important to understand these restrictions if you wish to play a certain faction, and to understand that all players must join a faction before they are allowed to venture out into the world or gain experience points. Make sure to review the [[:Category: Factions|Factions]] page while planning you characters.&lt;br /&gt;
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=== Factions ===&lt;br /&gt;
&lt;br /&gt;
[[Faction Table]] for a quick chart.&lt;br /&gt;
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*'''[[Shadow_Legion|Shadow Legion]]''' - Deep in the Underdark, the Shadow Legion, calling [[Menzoduran]] its home, breeds a manifestation of evil. Fittingly, it is the exclusive home of the deadly [[Assassin]]. While this faction does allow a wide variety of [[:Category: Race|Races]] and [[:Category: Class|Classes]], all non-[[Drow]] must be evil, as well as the [[Drow]] themselves. Powerful [[Wizard|Wizards]] and [[Sorcerer|Sorcerers]], disreputable warriors and thieves, and deadly [[Assassin|Assassins]] strike fear into the hearts of Aetherians.  [[Cleric|Clerics]] in [[Menzoduran]] may take any domain except [[Air Domain|Air]], [[Fire Domain|Fire]], [[Good Domain|Good]], [[Plant Domain|Plant]], or [[Sun Domain|Sun]].&lt;br /&gt;
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*'''[[Mystral_Ascendancy|Mystral Ascendancy]]''' - Isolated on the southwestern coast of [[Aetheria]] is the town of [[Garagoth]], home of the arcane and a host of [[Rogue|Roguish]] types. Any non-good [[:Category: Race|Races]] are accepted, and allowed [[:Category: Class|Classes]] include [[Wizard|Wizards]], [[Sorcerer|Sorcerers]], [[Bard|Bards]], [[Rogue|Rogues]], [[Fighter|Fighters]], and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Garagoth]] may take the [[Magic Domain|Magic]], [[Travel Domain|Travel]], [[Trickery Domain|Trickery]], [[Death Domain|Death]], [[Evil Domain|Evil]], [[Knowledge Domain|Knowledge]], or [[War Domain|War]] domains. The [[Mystral Ascendancy]] is also the exclusive home to the [[Pale Master]], which, among other things, is an extremely powerful summoner. &lt;br /&gt;
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*'''[[Ragnar's_Kin|Ragnar's Kin]]''' - With wide carved halls and an underground [[Dwarven Stronghold|Stronghold]] rivaling surface kingdoms, the loyal [[:Category: Dwarf|Dwarves]] of [[Aetheria]] call the underside of the Redhorn Mountains their home. Not wanting to shun any of their kinfolk, they are quite open about alignment and [[:Category: Class|Class]] selection (except Arcane Archer), but do not accept any of the surface races into their ranks. [[:Category: Gnome|Gnomes]], being an underground cousin to the [[:Category: Dwarf|Dwarves]], are accepted with open arms. This faction is the exclusive home to the nigh-impervious [[Dwarven Defender]].  [[Cleric|Clerics]] in [[Ragnar's Kin]] may take any [[Domain]] except [[Air Domain]], [[Plant Domain]], or [[Sun Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Ancient_Ones|Ancient Ones]]''' - Ruled by the powerful Dragons, this faction is located in the northeastern corner of [[Aetheria]]. Though Dragonkin and lizardfolk are most noted for their hatred of other [[:Category: Race|Races]], they are more than willing to accept slaves and followers to support their cause. Along with openly accepting any alignment, and [[:Category: Class|Class]], except Paladins or Shadowdancers, they are also the exclusive home of the very powerful [[Red Dragon Disciple]].  [[Cleric|Clerics]] in [[Sleeth]] may not take the [[Earth Domain]], [[Plant Domain]], [[Trickery Domain]], or [[Water Domain]].&lt;br /&gt;
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*'''[[Northern_Coalition|Northern Coalition]]''' - Located in the northwestern corner of [[Aetheria]], the city of [[Daeron]] hosts the home of those who fight for all that is good in this world. A collection of [[Cleric|Clerics]], [[Bard|Bards]], [[Paladin|Paladins]], and [[Monk|Monks]] make up the majority of this group, while also accepting [[Ranger|Rangers]] and [[Fighter|Fighters]] of good heart to join their righteous battle against evil. While accepting all non-Evil [[:Category: Race|Races]], any who wish to join must be of good or lawful alignment and cannot be chaotic or evil in any way. This is the exclusive home of the zealous [[Champion of Torm]] and the inspiring [[Purple Dragon Knight]].  [[Cleric|Clerics]] in [[Daeron]] may not take the [[Evil Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[The_Circle|The Circle]]''' - In the midst of the serenity of the enchanted forest here in [[Aetheria]] lies the home of those who wish to preserve that which is around them, [[Melencia]]. While accepting all non-evil [[:Category: Race|Races]] into their humble home, they only allow [[Druid|Druids]], [[Ranger|Rangers]], [[Barbarian|Barbarians]], [[Bard|Bards]], [[Fighter|Fighters]], [[Monk|Monks]] and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Melencia]] may take [[Travel Domain]], [[Plant Domain]], [[Animal Domain]], [[Air Domain]], [[Fire Domain]], [[Earth Domain]], [[Water Domain]], [[Healing Domain]], [[Protection Domain]], [[Sun Domain]], or [[Destruction Domain]]. Alignments are restricted to Lawful Neutral, Neutral Good, True Neutral, Chaotic Neutral, Chaotic Good. They are the exclusive home of the highly versatile [[Shifter]].&lt;br /&gt;
&lt;br /&gt;
One other city of note in Aetheria is the City of Trade, [[Avendell]]. It is neutral to all [[:Category: Factions|Factions]] and is a sanctuary to the war outside its gates. (no fighting allowed in [[Avendell]] or the immediate area around it). [[Avendell]] is closest to [[Neversummer City]], the capitol of the [[Last Alliance]], being not too far north of it. Inside of [[Avendell]] shops of all kinds can be found, along with The Hilltop Inn, and its own graveyard.&lt;br /&gt;
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Alliances have been formed between many of these factions. The alliances include that of the [[Shadow Legion]] and the [[Mystral Ascendancy]], that of the [[Northern Coalition]] and [[The Circle]], and that of [[Ragnar's Kin]] and the [[Ancient Ones]].&lt;br /&gt;
&lt;br /&gt;
=== Commandments ===&lt;br /&gt;
Neversummer 4 has a set of commandments which all players are required to abide by, lest you ruin someone else's fun or be punished by a Dungeon Master. Please see [[Commandments]] or your in-game journal for more information.&lt;br /&gt;
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=== Whats the first thing I should do? ===&lt;br /&gt;
When you first enter the server, you will be in an area where you are asked to join a faction (see above). Each faction has advantages and limitations (i.e. not all classes, particularly prestige classes, races, alignments, or clerical domains are allowed in all factions). If you have a specific character build in mind, then check the wiki to make sure that it's legal in the faction that you want to join. &amp;lt;br&amp;gt;&lt;br /&gt;
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Talk to some of the NPCs in your faction's starting zone to get information about where to go, such as where to find instructions for a faction job to introduce you to the area. &amp;lt;br&amp;gt;&lt;br /&gt;
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The starter jobs are challenging, but very achievable at low levels; the ones easiest for a level 1 player involve killing things. &amp;lt;br&amp;gt;&lt;br /&gt;
* Think about the strengths and weaknesses of your build thus far – if you have low STR but high DEX and don't have weapon finesse, then try using a ranged weapon to start until your melee abilities catch up... or if your hp is particularly low, then stand back and use a ranged weapon anyway... just don't kill them from really, really, really far away, lest you not be given any experience points for the kill &amp;lt;br&amp;gt;&lt;br /&gt;
* Choose your battles so as not to be... overwhelmed &amp;lt;br&amp;gt;&lt;br /&gt;
* For casters, summons spells are very powerful, especially at low levels (and moreso with the appropriate feats, and in some cases, races or domains), and these spells are very helpful for levelling (familiars and animal companions are disabled, but those classes have the summoning spells; animal empathy can work well too, but isn't always reliable). Enchanted armor &amp;amp; shields sold at shops for level 1 characters have 5% immunity to either slashing, bludgeoning, or piercing damage. Most creatures in that level range do 1 damage per hit, and the 5% resistance will absorb a minimum of 1 damage, making it great for staying alive. (slashing is the most common type, in case you're unsure which to get) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starter gear is available via: &amp;lt;br&amp;gt;&lt;br /&gt;
* a faction quartermaster, who will be in the same building that you enter your faction – they sell mundane weapons, armor, and ammo, which are the cheapest equipable items in the game by leaps and bounds &amp;lt;br&amp;gt;&lt;br /&gt;
* an NPC named Elvin in the market area of your faction city – he sells healing kits, cure wounds potions, thieves tools, and a few other sundries &amp;lt;br&amp;gt;&lt;br /&gt;
* shops in the faction city centers – sell better gear for L1, L5, and L9, including, weapons, armor, and other. The gear is not labelled with the required level (there is a naming system), but you can try it on before you buy it, and if you are too low level you will not be able to equip and there will be a message saying you are too low level. These merchants will also identify items of for you, for a price &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the only potions sold by any vendor on the server are healing potions – all other potions must be found or crafted. &amp;lt;br&amp;gt;&lt;br /&gt;
* Spellcasters, including even Paladins and Rangers, can make potions and/or scrolls for most spells they area able to cast (including healing potions), for an cost of experience points and gold; look for scroll scribing or potion crafting stations in a magic shop or temple. &amp;lt;br&amp;gt;&lt;br /&gt;
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===Where do I go?===&lt;br /&gt;
Adventuring around your faction's capital will get you to L5-9, possibly a little higher. After that, most players start to try to make their way to the neutral city of Avendell, then points beyond …&lt;br /&gt;
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There are [[:Category:Maps|Maps]] and some descriptions of [[:Category:Areas|Areas]], including by level.&lt;br /&gt;
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It’s okay to use the shout channel to find a party and ask questions, so long as you don't overdo it.&lt;br /&gt;
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=== What should I build first? ===&lt;br /&gt;
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Most players on NS4 end up making many characters, especially considering that an experienced player can casually reach level 40 in a few weeks, so don't get stressed out about your first character - just have fun!&amp;lt;br&amp;gt;&lt;br /&gt;
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If you don't know what to build as your first character, then heres some recommendations for first character builds, which are designed not for PvP or endgame PvE(though some are capable of one or both); they are designed for getting to know the server... if a race is not specified, then pick whichever race you'd like:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-a half-ogre 40 barbarian with devastating critical(1h melee weapon), a shield(not for the AC), mighty rage, thundering rage, epic damage reduction III, and some discipline... cannot be a member of the Northern Coalition or the Mystral Ascendancy&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 druid, 35 druid/5 monk, 35 druid/5 bard, 35 druid/5 harper scout, or if your faction allows evil characters, 35 druid/5 blackguard; just make sure you've get discipline and animal empathy, as well as automatic quicken spell III, and epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, and epic spell: hellball... all of these cannot be a member of the Northern Coalition, Shadow Legion, or Mystral Ascendancy, and do note that, if this guy isn't a blackguard, he can be a max-level leatherworker to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 35 or more wizard levels who has some sort of discipline, a bit of investment into constitution, automatic quicken spell III, toughness, epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, epic spell: epic warding and hellball, and possibly epic mage armor... cannot be a member of The Circle or the Northern Coalition&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 paladin who has 30 or more charisma if given a magical +12 charisma bonus, as well as divine might, divine shield, devastating critical(1h melee weapon), a shield, armor skin, and discipline... must be a member of the Northern Coalition or Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 fighter with devastating critical(1h melee weapon &amp;amp; 2h weapon), a shield(when using the 1h weapon)(not for the AC), and a LOT of discipline... go for the 1h weapon first, and do note that this guy can also be a max-level armor or weapon crafter to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 32 or more cleric levels; just make sure you get some discipline, automatic quicken spell III, and the travel domain, and although some clerics do like epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, some other clerics don't like those&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 5 or 10 shadowdancer levels and a very high amount of hide and move silently; if you don't include either devastating critical:(any weapon) or huge sneak attacks, this guy will take a very, very, very long time to level up... cannot be a member of the Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a 12 druid/28 shifter or 10 druid/30 shifter with outsider shape, construct shape, dragon shape, some discipline and animal empathy, and, if you can make room, blinding speed... must be a member of The Circle&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 red dragon disciple levels, as well as blinding speed, devastating critical: unarmed strike, and some discipline; your good spare class choices include monk, barbarian, cleric(which needs divine shield and some cha to be worth it)&lt;br /&gt;
, and fighter... monk is the most common one because, although they don't get their wisdom-based AC while in Red Dragon Shape, they do get their unarmed attack progression while in Red Dragon Shape... must be a member of The Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 dwarven defender levels, as well as devastating critical: (1h melee weapon(with a shield) or two-sided weapon) and epic damage reduction III, and some discipline; don't worry about your AC at epic levels... must be a member of Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-an 8 wizard/2 rogue/30 pale master with epic spell focus: necromancy, epic spell: epic warding, and some discipline and AC... must be a member of the Mystral Ascendancy; do note that your super-summon will be doing most of the work as this build&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, some basic starter builds can be found here: https://ns4ee.com/forum_archive/viewtopic.php?f=20&amp;amp;t=1004282&amp;amp;sid=fe6cc9b391f758dd70ce388f60f8c1f6&lt;br /&gt;
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=== Jobs ===&lt;br /&gt;
Each faction has 2 or 3 [[Jobs]], small quests that are obtained from NPCs in the faction capital city and allow new players to learn a little about the areas (some keep you close to home, some send you much further). Completion of each provides a small permanent magical boost to skills and/or ability scores, an activatable token with useful properties(1-3 times per day), or both. Talk to the NPCs around the area where you first came into your faction's city to get started.&lt;br /&gt;
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=== PvP ===&lt;br /&gt;
The conflict between the factions is a primary feature of NS4, so go get 'em! PvP (Player Vs. Player combat) is allowed and encouraged on the server, within the guidelines of the [[Commandments]]. Outside of a few designated no-PvP zones (Avendell and Frostdale), all areas of Aetheria are open for PvP, and any level can participate. Periodic events, claiming of maps, ambushes, can and will happen, so be prepared! That said, griefing, venge logging, and other jerk behaviors are not tolerated and will be stopped forthwith. &amp;lt;br&amp;gt;&lt;br /&gt;
The [[Relic System]] is a feature wherein each faction posesses a relic which they must defend, while capturing their enemies relics in order to earn the favor of the gods. Factions that possess their relic along with some of their enemies' receive a significant XP bonus, so competition is fierce - raiding and defending become regular occurences. Planned events with large scale fighting are periodically staged around this system, with rewards and unlimited glory for the victors!&amp;lt;br&amp;gt;&lt;br /&gt;
No experience loss occurs upon death to another PC, and no XP is earned for a player kill. The exception is in raiding and defending - defenders receive an XP reward upon successfully killing an enemy opponent in their faction city, and raiders who die lose a smallish amount of gold which is rewarded to their killer.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Solo Server? Party Server? ===&lt;br /&gt;
Concerning non-PvP content, Neversummer 4 is not a solo server, but rather, a party server; that said, however, there are still many, many ways to level up by yourself, including at low levels, but some character builds can't reach level 40 by themselves without fighting enemies of a level far below them. Even for the more capable builds, you'll have a lot more options for where to level if you're in a group. Many bosses, including all endgame bosses, are not designed to be able to be defeated by a single player of an appropriate level.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Low Magic? High Magic? ===&lt;br /&gt;
For endgame gear, the stat bonuses are typically +8 and none exceed +10 on any single item. Weapon enchantment bonuses max out at +8, and AC bonuses from items max out at +6 armor, +6 shield, +5 deflection, +5 natural, and +5 dodge (+7 if the boots have no dex). Some AC values may exceed those vs specific races, alignments, or other criteria.&amp;lt;br&amp;gt;&lt;br /&gt;
Haste has been modified to, in total, have ONLY the following effects: +1 AB, +1 dodge AC, +1 reflex save, +1 attack per round, +50% movespeed (less if you're a monk, although monks are still speedy). [[Blinding Speed]] grants an additional +1 dodge AC. No equipment in the entire game has perma-haste as an item property, and if people want to cast spells quickly, they're going to need Automatic Quicken Spell (I, II, III).&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, no item offers Immunity: Poison, Disease, Level/Ability Drain, Fear, Mind-Affecting Spells, Death Magic, Knockdown, Slow, or Freedom of Movement either. Certain classes may provide immunities and or spell-like abilities that can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No spell in the game offers immunity to fear or death magic, and the only thing that offers immunity to mind-affecting spells is [[Perfect Self]]. All endgame melee weapons other than [[Katana of the Sun]] are keen.&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spells such as [[Wail of the Banshee]], [[Dominate Monster]], [[Slow]], [[Infestation of Maggots]], [[Fear]], and [[Energy Drain]] are all useful in both PvE and PvP on this server, even at level 40... although endgame NPCs (35+) mostly have very high saves, and will just save against all of that stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, saves were modified on NS4 so that rolling a 1 doesn't result in an automatic failure, so no spamming petrification gaze or implosion on endgame bosses until they roll a 1 and die; AC was not similarly changed.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Class And Feat Changes ===&lt;br /&gt;
Neversummer 4 has had tons and tons of class and feat changes, some of the more interesting ones of which which will be highlighted here:&lt;br /&gt;
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Among the class changes include epic pale masters getting an extremely powerful summon, epic red dragon disciples getting dragon shape (red only), assassins getting a self-only godly poison, dwarven defenders getting 10% physical damage immunity every 10 levels (which goes well with some equipment that this server has), [[Divine Wrath]] having a much longer duration, epic rangers getting wilderness-only [[Hide in Plain Sight]], a few base classes getting huge bonuses at epic levels if they don't multiclass, harper scouts and purple dragon knights actually being good, blackguards getting a better epic fiendish servant, monk ac from wisdom not applying while shifted, and not being allowed to have monk levels with epic shifter feats in the same build, although shifters were extremely modified and are still good... although, unfortunately, animal companions and familiars are disabled due to bugs and balance issues.&lt;br /&gt;
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Among the feat changes include overwhelming crit adding 2 threat range and devcrit adding 1 critmult instead of fort save or die, both of which stack with everything and makes str characters be able to compete with dexers, blinding speed lasting for lvl*2 rounds, spell focus feats making some spells better beyond increasing their DC, dragon knight and mummy dust actually being useful (with focus feats), and hellball being self-friendly at caster lvl 35 and party-friendly at caster lvl 40.&lt;br /&gt;
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=== Skills ===&lt;br /&gt;
The following skills are of absolutely no use in Neversummer 4 beyond, where applicable, being a prerequisite for a prestige class:&amp;lt;br&amp;gt;&lt;br /&gt;
Appraise&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate, unless you have [[Terrifying Rage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Persuade&amp;lt;br&amp;gt;&lt;br /&gt;
Pick Pocket&amp;lt;br&amp;gt;&lt;br /&gt;
Ride&amp;lt;br&amp;gt;&lt;br /&gt;
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All other skills are useful on this server in some way or the other.&amp;lt;br&amp;gt;&lt;br /&gt;
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However, there is a custom crafting system for weapons, armor, wearables, and consumable items that do not utilize the Craft Armor or Craft Weapon skills. See the '''Crafting''' section above for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Subraces ===&lt;br /&gt;
Take care when selecting [[:Category: Race|Subraces]] in NS4. Many Subraces have powerful features that set them above the stock races, but may carry unwanted side-effects. One such side-effect is effective character level, or ECL. In a nutshell, the more ECL you have, the slower you level up. You don't need to pick a max ECL subrace to be a strong character, as the strongest possible characters in Neversummer 4 have an ECL penalty varying between none and the maximum.&lt;br /&gt;
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The bonuses given to subraces are hard-coded bonuses that are applied after your character has been created, meaning that they are natural and can qualify you for thing such as [[:Category: Feats|Feat]] selection or [[:Category: Spells|Spell]] Level, and are completely unrelated to the magical ability bonus cap of +12, but subracial ability bonuses will have no effect upon how you take your first level(1, not 2). Also, if a [[:Category: Race|Subrace]] has a bonus or penalty to Intelligence, it will affect the number of [[:Category: Skills|Skill]] Points a character receives at levels 2-40. Futhermore, if you take a feat at level 1 that has a stat prerequisite(such as [[Power Attack]]), and then, after your subrace is applied to your character, you no longer meet that prerequisite, you'll keep that feat, which will function normally.&lt;br /&gt;
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[[Race Table]] for a quick chart of ability bonuses.&lt;br /&gt;
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[[Race overview]] for a single page view of all the races.&lt;br /&gt;
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=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking (so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Crafting===&lt;br /&gt;
Neversummer 4 utilizes its own unique crafting system, which makes no use of [[Brew Potion]], [[Craft Wand]], or [[Scribe Scroll]]. Crafting professions include Armorsmithing, Martial Weaponsmithing (which includes Simple weapons), Exotic Weaponsmithing, Fletching, Leatherworking, Tailoring, and Arcane Crafting. Your maximum crafting level for these professions is unrelated to your feats and your Craft Armor and Craft Weapon skills, and has solely to do with your class levels, and you may only have one of these professions at a time. Items ranging from levels 1-30 may be crafted. Furthermore, any spellcaster can craft potions and scrolls of any spell that they can cast without class restrictions or the utilization of the Arcane Crafting profession, although the crafting of scrolls and especially potions have their own restrictions. Being a Potion Brewer or Scroll Scriber do not prevent you from being either or from having a different profession. See [[General Crafting]] for more information.&lt;br /&gt;
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=== Merchants ===&lt;br /&gt;
Each faction city has a vendor that sells items without special properties for starting characters, which are the cheapest items on the server, and by a lot. In most cities, these merchants are on the map that the character first sees when joining that faction after the cutscenes are over.  These merchants offer items from a menu of selections, but items cannot be sold to them.&lt;br /&gt;
&lt;br /&gt;
All other merchants in NS4 are custom-designed to be more like an actual store. All shops are open at all hours, with the exception of the archery shop in Melencia, whose hours are listed on the sign in front of it. All equipment on the server, bought or not, has level restrictions of 1, 5, 9, 13, 16, 20, 25, 30, 35, or 40, but you can't buy items of a level higher than 16, barring ammunition and throwing weapons, for which you can buy up to level 30 items. Merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]] carry level 1-9 gear, buy level 1-13 items, and identifies level 1-16 items while [[Avendell]] has level 1-13, buys level 1-16 items, and identifies level 1-20 items. The merchant in [[Frostdale]] sells level 13-16 throwing weapons and ammunition, buys level 1-25 items, and identifies level 1-30 items, and a merchant in the [[:Category: Planes|Planes]] has level 13-16 gear, including thrown weapons and ammunition of up to level 30, and buys and identifies level 1-30 items. The rest of the gear must be found from hostile NPCs and bosses located around [[Aetheria]] by killing them, and in the [[:Category: Planes|Planes]] beyond in the same manner, or by crafting them; see the '''Crafting''' section above for more details.&lt;br /&gt;
&lt;br /&gt;
To use the merchant shops, you must select the equipment you want from the chests in the store, then take it to the merchant for purchasing. It is highly recommended that you try items before you buy if you are unsure if you can use them. If you are not high enough level for that item you will be told so in the combat dialog box. Along with buying items, merchants will also allow you to sell and Identify your goods for you. Please note that some stores are unable to buy some items. This includes [[:Category: Quests|quest]] items and [[:Category: Items|items]] of a level that is too high for some stores. For example, you may not sell diamonds or rubies to merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]], and no NPC will buy level 35 or 40 items because they're too high-level.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, shoplifting is impossible; leaving a store with unpurchased items causes them to disappear into thin air, even if the server resets before you leave the store.&lt;br /&gt;
&lt;br /&gt;
=== Summons ===&lt;br /&gt;
The summons in NS4 have been completely revamped. Some Spell Focus [[:Category: Feats|Feats]] and [[Cleric]] [[:Category: Domains|Domains]] affect the strength of your summons. Summon creature spells are affected by good/neutral/evil alignment in that they will summon different creatures. Prestige classes like the [[Pale Master]] and [[Blackguard]], moreso the [[Pale Master]], have quite powerful custom summons, but require dedication to be strong. For more information, see the [[Summons_Guide|Summon Guide]]&lt;br /&gt;
&lt;br /&gt;
It also should be noted that [[Animal Companion|Animal Companions]] and [[Summon Familiar|Familiars]] are disabled.&lt;br /&gt;
&lt;br /&gt;
=== Shifting ===&lt;br /&gt;
Neversummer 4 uses a custom shifting system that merges items into shifted forms in a more natural way.  Unlike the bioware system, all bonuses from items and spells stack just the same as they would unshifted.  For more information, see the NS4 [[Shifting Guide]].&lt;br /&gt;
&lt;br /&gt;
=== Alignment Changes ===&lt;br /&gt;
There is only one way to change your alignment in Aetheria, and that is by becoming a [[Pale Master]], which will irreversibly turn you evil. There is no other way to change your alignment in Aetheria, so consider this when deciding what kind of character to make.&lt;br /&gt;
&lt;br /&gt;
=== Experience Loss ===&lt;br /&gt;
In Aetheria, dying and clicking the respawn button will, in most non-PvP cases, result in a loss of experience points equal to lvl*50(and costing 10% of your gp and teleporting you to your bind point), which can cause you to lose a level, and can potentially reduce your level all the way down to 1. If a player makes the killing blow against you, respawning will incur no experience penalty. Furthermore, crafting items also consumes experience points depending upon what you're making, but it cannot cause you to lose a level, in which case the item(s) will simply not be crafted because you don't have enough experience points to craft the item without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that you can continue to gain experience points after you've taken your 40th level, which will only serve to let you craft items and click the respawn button however many times without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Automated Server Resets ===&lt;br /&gt;
Every 4 hours, the server will undergo an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Your progress, aside from which part of the zone you're in you're in, will be saved just before this happens, and the server will typically be back online in no more than 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The server shouts when there are 10 minutes before an automated reset, and again when there are 5 minutes before an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you log on, at the top of the combat log, the server will display how much time there is until the next automated reset. The chat command /resettimer will also help with this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Server Size ===&lt;br /&gt;
Neversummer 4's module is so large that the module is nearly at its file size limit, with over 600 areas. Spells, feats, and other content are extensively customized for balance and fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lag ===&lt;br /&gt;
As with almost any online game, lag is an inevitable issue, especially when alot of players are online on Wednesday nights and most of them are nearby. Turning off the combat log may reduce lag if many players are nearby. During times of lag, NPC conversation may be slow, or be halted altogether, though these days they usually aren't. If you get no response at all, ask nicely for a reset on the DM channel or shout (a DM may be on as a player). When the server does go down for a non-automatic reset, the DM will usually give enough warning for you to get to a safe spot, rest, and use your diary to save your character's progress.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances, the server has been known to crash (which is extremely rare), causing a possible loss of xp, items, etc.  Using your diary and resting normally do save your character, but if the server crashes it seems to roll back to an earlier point of the database, causing the loss of up to a couple of hours' worth of data.  Logging off and then back on will prevent this loss--logging off seems to set your data in the database so that it does not get lost in a crash.&lt;br /&gt;
&lt;br /&gt;
=== Character Deletion ===&lt;br /&gt;
&amp;lt;strong&amp;gt;If you wish to reuse the same character name you MUST wait until after the server resets before recreating the character!&amp;lt;/strong&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have a character that very sure that you don't want to play anymore, you can't delete them via. the delete character button on the character selection screen. Instead, that character must speak to any NPC named Devil Angel, which can be found in each capital city of the playable factions, as well as on the map where new characters select which faction to join.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Character deletion is an irreversible process, these characters cannot be restored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines ===&lt;br /&gt;
Some basic tips specific to NS4 are below - for some even more details, see [[Basic Endgame Character Building Guidelines]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of the existence of that guide, some very basic tips will be provided for character building so that, for example, you don't make a character with 30 Champion of Torm levels without Extend Spell, and THEN finally find out that Divine Wrath will last for twice as long if you have Extend Spell and get upset about not having known that vital information earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-There exist many class restrictions on this server that don't exist in Bioware's official single-player campaigns. See [[:Category:Class]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you are a pure-classed [[Barbarian]], [[Fighter]], or [[Paladin]], then, at epic levels, joining the NPC-run Purist Guild in [[Avendell]] will permanently grant your character many powerful abilities as you progress through epic levels, but all of these abilities will permanently vanish if you ever, at any point, take a second class, even if you delevel to get rid of the second class afterwards. Not even a Dungeon Master can get them back if you take a second class. The Purist Guild in [[Avendell]] is the only NPC-run guild on the server, and you may be in both a player-run guild and the Purist Guild at the same time.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Overwhelming Critical]] and [[Devastating Critical]] were changed to no longer have the fort save or die thing, but instead make you crit like a [[Weapon Master]]; [[Weapon Master]]s with [[Overwhelming Critical]] and [[Devastating Critical]] will crit even harder and even more often, essentially becoming '''double''' [[Weapon Master]]s, who, surprisingly, aren't overpowered with their crits ranging from 14-20/x4 to 14-20/x6 or 8-20/x4.&amp;lt;br&amp;gt;&lt;br /&gt;
-All equipment on the entire server lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, immunity to death magic, and immunity to any debuff. Maximum weapon enhancement bonuses range from +6 to +8, maximum armor enhancement bonuses range from +5 to +7, and maximum str/dex/con/wis/int/cha bonuses on gear typically max out at +8 to the stat when combined together, causing spells such as [[Bull's Strength]], [[Finger of Death]], [[Dominate Monster]], [[Entangle]], [[Infestation of Maggots]], and [[Sanctuary]] to be useful at more than just low and medium levels. You can easily get +8 to str/dex/con/int/wis/cha from endgame gear without gimping yourself, except you'll probably have to make a substantial sacrifice to get your dex from +7 to +8 from gear.&amp;lt;br&amp;gt;&lt;br /&gt;
-No spell in the entire game will grant you immunity to mind-affecting spells or death magic, so watch out for mind-affecting spells and death magic, even if you have mind blank or death ward.&amp;lt;br&amp;gt;&lt;br /&gt;
-Because [[Haste]] doesn't increase spellcasting speed on this server, 100% of characters that are focused on spellcasting will want to have [[Automatic Quicken Spell]] III by the time they reach level 40. [[Bard]]s are still good, even without the ability to autoquicken their spells.&amp;lt;br&amp;gt;&lt;br /&gt;
-Strength-stacking characters should try to get [[Devastating Critical]] by level 40; Arcane Archers will commonly take [[Devastating Critical]] too, though arcane archers almost never get more than 25 base strength.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters, even if lacking spells, are not made bad by the changes to [[Devastating Critical]]; dexers are still good.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters who aren't high-level [[Bard]]s, [[Sorcerer]]s, [[Wizard]]s, or [[Cleric]]s with the [[Travel Domain]] will want to get [[Blinding Speed]] by level 40, which is undispellable, provides +1 AC more than regular haste, and has a duration of HD*2 rounds, which results in 8 minutes at level 40.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Assassin]]s want to stack either dex or int.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Barbarian]]s want to stack str, but if they're [[Githyanki]] pure barbarians, then they might opt to stack con instead.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Divine Wrath]], on this server, has a duration of CoT lvl+chamod rounds, both elements of which are automatically doubled if you have the [[Extend Spell]] feat, so people with a lot of [[Champion of Torm]] levels will always want to have at least 1 level in a caster class so that they can get extend spell. People with more than 10 [[Champion of Torm]] levels usually rest a lot.&amp;lt;br&amp;gt;&lt;br /&gt;
-People who heavily invest into spellcasting as a [[Cleric]], [[Druid]], [[Sorcerer]], or [[Wizard]] will typically want to get [[Epic Spell Focus]] into one or more schools of magic in order to empower important spells such as [[Implosion]], [[Storm of Vengeance]], [[Dominate Monster]], [[Dragon Knight]], or [[Mummy Dust]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Pure [[Fighter]]s shouldn't be afraid to specialize in more than one type of weapon. Also, pure fighters should get as much discipline as is reasonably possible to make their special AoE knockdown good.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Harper Scout]]s have some actual use on this server, but some will want to stack either wis or cha in order to increase the DC of their sleep feat, which works on enemies of all levels. Theres a few real reasons to be a harper scout without a high wisdom or charisma, but not as many as if you do.&amp;lt;br&amp;gt;&lt;br /&gt;
-People will commonly build characters with [[Divine Might]], [[Divine Shield]], or both. Said characters, by level 40, will typically have a self-buffed chamod of 10 or higher if they have one, or 12 or higher if they have both.&amp;lt;br&amp;gt;&lt;br /&gt;
-The [[Monk]]'s wisdom-based AC bonus does not apply while you are polymorphed, but their level-based AC bonus, speed, and unarmed attack progression do.&amp;lt;br&amp;gt;&lt;br /&gt;
-Characters with 20 or more [[Pale Master]] levels will want to get [[Epic Spell Focus]]: Necromancy in order to empower their [[Summon Greater Undead]] feat. The second-best summon requires at least regular spell focus, while the best one requires at least greater spell focus, at which point you might as well get epic spell focus to make it even stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Purple Dragon Knight]]s usually want to stack charisma; they also don't suck on this server, at least if you stack charisma.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s will want to take the following [[Favored Enemy]] feats if they're concerned about endgame PvE: Outsider (especially Outsider), Undead, Elf, Human, Aberration, and Dragon are the important ones, while less important ones include Dwarf, Gnome, Construct, Reptilian Humanoid, Vermin, and Magical Beast, although you don't really need magical beast since you can get animal empathy... and for endgame PvP, you'll want, in order of importance (not considering [[Shifter]]s), Human, Elf, Half-orc, Dwarf, Gnome, Halfling, Dragon/Elemental, Undead/Outsider. Nobody makes Half-elves, so don't bother picking them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s gain wilderness-only [[Hide in Plain Sight]] at level 21, so characters with epic ranger levels will probably want to make some sort of investment into [[Hide]] and [[Move Silently]], even if you don't take any feats to improve them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Red Dragon Disciple]]s will want to have either 10 or 30 levels by level 40, with a grey area only existing at level 11. Epic [[Red Dragon Disciple]]s get [[Red Dragon Shape]] with no stat requirements, which has a fixed amount of base str/dex/con and grows in power as the red dragon disciple levels up. As such, characters with 30 red dragon disciple levels will usually get [[Devastating Critical]]: Unarmed Strike, [[Blinding Speed]], and possibly also [[Epic Damage Reduction]] III, all in the same build, and also have barbarian, cleric, fighter, or monk levels, and are pretty scary in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you intend to specialize into a particular [[Shifter]] shape, then do not make a [[Shifter]] until you've done research about [[Shifter]]s; [[Shifter]]s are very, very, very, very different on this server than on other servers. See [[Shifter]] and [[Shifting Guide]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]], [[Outsider Shape]], [[Construct Shape]], and [[Dragon Shape]](not counting RDD dragon shape) will not function if you have even a single level in any class that isn't named [[Druid]] or [[Shifter]]. As before, you don't need to be a [[Shifter]] to use [[Dragon Shape]], though having 10 or more shifter levels while in dragon shape will automatically grant you a colossal fear aura(aura lasts forever, fear is 5 rounds) of DC=30+wismod while in dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]] kinda sucks; don't bother taking it unless you can't think of anything else to spend a feat on, or you plan to de-level and re-level later.&lt;br /&gt;
&lt;br /&gt;
== Missing Pages? ==&lt;br /&gt;
&lt;br /&gt;
This wiki is a direct port of the 1.69 version of the wiki, except we weren't able to get access to its code, so we had to port the articles manually, that is, by copying/pasting each article into this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
If theres a page that we missed, then you'll probably be able to find it in the 1.69 version of this wiki, which, due to how new this EE server is, is still up to date, and it can be found at: http://www.nsrealm.com/ns4wiki/index.php/NewPlayerGuide .&lt;br /&gt;
&lt;br /&gt;
[[Category: Main]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7737</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7737"/>
		<updated>2023-09-26T02:22:29Z</updated>

		<summary type="html">&lt;p&gt;Garn: /* YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This server has a GIGANTIC amount of changes from unmodified NWN: EE, including tons of Spell changes, Class changes, &amp;amp; Feat changes.&amp;lt;br&amp;gt;&lt;br /&gt;
But fortunately, this server's development team made sure to actually change the in-game descriptions of Spells, Feats, and Classes to reflect these changes.&amp;lt;br&amp;gt;&lt;br /&gt;
Anyway, you don't gotta read this whole wiki page; in fact, you don't gotta read any of it. Just read the sections that interest you.&lt;br /&gt;
&lt;br /&gt;
=== World of Aetheria ===&lt;br /&gt;
[[Aetheria]] is a world at war. The world is separated into Six [[:Category: Factions|Factions]], which vie for control of their territories. &lt;br /&gt;
&lt;br /&gt;
Each faction has its own  flavor, faction-specific prestige classes, and restrictions on what characters you can make there. It is important to understand these restrictions if you wish to play a certain faction, and to understand that all players must join a faction before they are allowed to venture out into the world or gain experience points. Make sure to review the [[:Category: Factions|Factions]] page while planning you characters.&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
&lt;br /&gt;
[[Faction Table]] for a quick chart.&lt;br /&gt;
&lt;br /&gt;
*'''[[Shadow_Legion|Shadow Legion]]''' - Deep in the Underdark, the Shadow Legion, calling [[Menzoduran]] its home, breeds a manifestation of evil. Fittingly, it is the exclusive home of the deadly [[Assassin]]. While this faction does allow a wide variety of [[:Category: Race|Races]] and [[:Category: Class|Classes]], all non-[[Drow]] must be evil, as well as the [[Drow]] themselves. Powerful [[Wizard|Wizards]] and [[Sorcerer|Sorcerers]], disreputable warriors and thieves, and deadly [[Assassin|Assassins]] strike fear into the hearts of Aetherians.  [[Cleric|Clerics]] in [[Menzoduran]] may take any domain except [[Air Domain|Air]], [[Fire Domain|Fire]], [[Good Domain|Good]], [[Plant Domain|Plant]], or [[Sun Domain|Sun]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Mystral_Ascendancy|Mystral Ascendancy]]''' - Isolated on the southwestern coast of [[Aetheria]] is the town of [[Garagoth]], home of the arcane and a host of [[Rogue|Roguish]] types. Any non-good [[:Category: Race|Races]] are accepted, and allowed [[:Category: Class|Classes]] include [[Wizard|Wizards]], [[Sorcerer|Sorcerers]], [[Bard|Bards]], [[Rogue|Rogues]], [[Fighter|Fighters]], and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Garagoth]] may take the [[Magic Domain|Magic]], [[Travel Domain|Travel]], [[Trickery Domain|Trickery]], [[Death Domain|Death]], [[Evil Domain|Evil]], [[Knowledge Domain|Knowledge]], or [[War Domain|War]] domains. The [[Mystral Ascendancy]] is also the exclusive home to the [[Pale Master]], which, among other things, is an extremely powerful summoner. &lt;br /&gt;
&lt;br /&gt;
*'''[[Ragnar's_Kin|Ragnar's Kin]]''' - With wide carved halls and an underground [[Dwarven Stronghold|Stronghold]] rivaling surface kingdoms, the loyal [[:Category: Dwarf|Dwarves]] of [[Aetheria]] call the underside of the Redhorn Mountains their home. Not wanting to shun any of their kinfolk, they are quite open about alignment and [[:Category: Class|Class]] selection (except Arcane Archer), but do not accept any of the surface races into their ranks. [[:Category: Gnome|Gnomes]], being an underground cousin to the [[:Category: Dwarf|Dwarves]], are accepted with open arms. This faction is the exclusive home to the nigh-impervious [[Dwarven Defender]].  [[Cleric|Clerics]] in [[Ragnar's Kin]] may take any [[Domain]] except [[Air Domain]], [[Plant Domain]], or [[Sun Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Ancient_Ones|Ancient Ones]]''' - Ruled by the powerful Dragons, this faction is located in the northeastern corner of [[Aetheria]]. Though Dragonkin and lizardfolk are most noted for their hatred of other [[:Category: Race|Races]], they are more than willing to accept slaves and followers to support their cause. Along with openly accepting any alignment, and [[:Category: Class|Class]], except Paladins or Shadowdancers, they are also the exclusive home of the very powerful [[Red Dragon Disciple]].  [[Cleric|Clerics]] in [[Sleeth]] may not take the [[Earth Domain]], [[Plant Domain]], [[Trickery Domain]], or [[Water Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Northern_Coalition|Northern Coalition]]''' - Located in the northwestern corner of [[Aetheria]], the city of [[Daeron]] hosts the home of those who fight for all that is good in this world. A collection of [[Cleric|Clerics]], [[Bard|Bards]], [[Paladin|Paladins]], and [[Monk|Monks]] make up the majority of this group, while also accepting [[Ranger|Rangers]] and [[Fighter|Fighters]] of good heart to join their righteous battle against evil. While accepting all non-Evil [[:Category: Race|Races]], any who wish to join must be of good or lawful alignment and cannot be chaotic or evil in any way. This is the exclusive home of the zealous [[Champion of Torm]] and the inspiring [[Purple Dragon Knight]].  [[Cleric|Clerics]] in [[Daeron]] may not take the [[Evil Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[The_Circle|The Circle]]''' - In the midst of the serenity of the enchanted forest here in [[Aetheria]] lies the home of those who wish to preserve that which is around them, [[Melencia]]. While accepting all non-evil [[:Category: Race|Races]] into their humble home, they only allow [[Druid|Druids]], [[Ranger|Rangers]], [[Barbarian|Barbarians]], [[Bard|Bards]], [[Fighter|Fighters]], [[Monk|Monks]] and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Melencia]] may take [[Travel Domain]], [[Plant Domain]], [[Animal Domain]], [[Air Domain]], [[Fire Domain]], [[Earth Domain]], [[Water Domain]], [[Healing Domain]], [[Protection Domain]], [[Sun Domain]], or [[Destruction Domain]]. Alignments are restricted to Lawful Neutral, Neutral Good, True Neutral, Chaotic Neutral, Chaotic Good. They are the exclusive home of the highly versatile [[Shifter]].&lt;br /&gt;
&lt;br /&gt;
One other city of note in Aetheria is the City of Trade, [[Avendell]]. It is neutral to all [[:Category: Factions|Factions]] and is a sanctuary to the war outside its gates. (no fighting allowed in [[Avendell]] or the immediate area around it). [[Avendell]] is closest to [[Neversummer City]], the capitol of the [[Last Alliance]], being not too far north of it. Inside of [[Avendell]] shops of all kinds can be found, along with The Hilltop Inn, and its own graveyard.&lt;br /&gt;
&lt;br /&gt;
Alliances have been formed between many of these factions. The alliances include that of the [[Shadow Legion]] and the [[Mystral Ascendancy]], that of the [[Northern Coalition]] and [[The Circle]], and that of [[Ragnar's Kin]] and the [[Ancient Ones]].&lt;br /&gt;
&lt;br /&gt;
=== Commandments ===&lt;br /&gt;
Neversummer 4 has a set of commandments which all players are required to abide by, lest you ruin someone else's fun or be punished by a Dungeon Master. Please see [[Commandments]] or your in-game journal for more information.&lt;br /&gt;
&lt;br /&gt;
=== Whats the first thing I should do? ===&lt;br /&gt;
When you first enter the server, you will be in an area where you are asked to join a faction (see above). Each faction has advantages and limitations (i.e. not all classes, particularly prestige classes, races, alignments, or clerical domains are allowed in all factions). If you have a specific character build in mind, then check the wiki to make sure that it's legal in the faction that you want to join. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talk to some of the NPCs in your faction's starting zone to get information about where to go, such as where to find instructions for a faction job to introduce you to the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The starter jobs are challenging, but very achievable at low levels; the ones easiest for a level 1 player involve killing things. &amp;lt;br&amp;gt;&lt;br /&gt;
* Think about the strengths and weaknesses of your build thus far – if you have low STR but high DEX and don't have weapon finesse, then try using a ranged weapon to start until your melee abilities catch up... or if your hp is particularly low, then stand back and use a ranged weapon anyway... just don't kill them from really, really, really far away, lest you not be given any experience points for the kill &amp;lt;br&amp;gt;&lt;br /&gt;
* Choose your battles so as not to be... overwhelmed &amp;lt;br&amp;gt;&lt;br /&gt;
* For casters, summons spells are very powerful, especially at low levels (and moreso with the appropriate feats, and in some cases, races or domains), and these spells are very helpful for levelling (familiars and animal companions are disabled, but those classes have the summoning spells; animal empathy can work well too, but isn't always reliable). Enchanted armor &amp;amp; shields sold at shops for level 1 characters have 5% immunity to either slashing, bludgeoning, or piercing damage. Most creatures in that level range do 1 damage per hit, and the 5% resistance will absorb a minimum of 1 damage, making it great for staying alive. (slashing is the most common type, in case you're unsure which to get) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starter gear is available via: &amp;lt;br&amp;gt;&lt;br /&gt;
* a faction quartermaster, who will be in the same building that you enter your faction – they sell mundane weapons, armor, and ammo, which are the cheapest equipable items in the game by leaps and bounds &amp;lt;br&amp;gt;&lt;br /&gt;
* an NPC named Elvin in the market area of your faction city – he sells healing kits, cure wounds potions, thieves tools, and a few other sundries &amp;lt;br&amp;gt;&lt;br /&gt;
* shops in the faction city centers – sell better gear for L1, L5, and L9, including, weapons, armor, and other. The gear is not labelled with the required level (there is a naming system), but you can try it on before you buy it, and if you are too low level you will not be able to equip and there will be a message saying you are too low level. These merchants will also identify items of for you, for a price &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the only potions sold by any vendor on the server are healing potions – all other potions must be found or crafted. &amp;lt;br&amp;gt;&lt;br /&gt;
* Spellcasters, including even Paladins and Rangers, can make potions and/or scrolls for most spells they area able to cast (including healing potions), for an cost of experience points and gold; look for scroll scribing or potion crafting stations in a magic shop or temple. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Where do I go?===&lt;br /&gt;
Adventuring around your faction's capital will get you to L5-9, possibly a little higher. After that, most players start to try to make their way to the neutral city of Avendell, then points beyond …&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are [[:Category:Maps|Maps]] and some descriptions of [[:Category:Areas|Areas]], including by level.&lt;br /&gt;
&lt;br /&gt;
It’s okay to use the shout channel to find a party and ask questions, so long as you don't overdo it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What should I build first? ===&lt;br /&gt;
&lt;br /&gt;
Most players on NS4 end up making many characters, especially considering that an experienced player can casually reach level 40 in a few weeks, so don't get stressed out about your first character - just have fun!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't know what to build as your first character, then heres some recommendations for first character builds, which are designed not for PvP or endgame PvE(though some are capable of one or both); they are designed for getting to know the server... if a race is not specified, then pick whichever race you'd like:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-a half-ogre 40 barbarian with devastating critical(1h melee weapon), a shield(not for the AC), mighty rage, thundering rage, epic damage reduction III, and some discipline... cannot be a member of the Northern Coalition or the Mystral Ascendancy&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 druid, 35 druid/5 monk, 35 druid/5 bard, 35 druid/5 harper scout, or if your faction allows evil characters, 35 druid/5 blackguard; just make sure you've get discipline and animal empathy, as well as automatic quicken spell III, and epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, and epic spell: hellball... all of these cannot be a member of the Northern Coalition, Shadow Legion, or Mystral Ascendancy, and do note that, if this guy isn't a blackguard, he can be a max-level leatherworker to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 35 or more wizard levels who has some sort of discipline, a bit of investment into constitution, automatic quicken spell III, toughness, epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, epic spell: epic warding and hellball, and possibly epic mage armor... cannot be a member of The Circle or the Northern Coalition&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 paladin who has 30 or more charisma if given a magical +12 charisma bonus, as well as divine might, divine shield, devastating critical(1h melee weapon), a shield, armor skin, and discipline... must be a member of the Northern Coalition or Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 fighter with devastating critical(1h melee weapon &amp;amp; 2h weapon), a shield(when using the 1h weapon)(not for the AC), and a LOT of discipline... go for the 1h weapon first, and do note that this guy can also be a max-level armor or weapon crafter to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 32 or more cleric levels; just make sure you get some discipline, automatic quicken spell III, and the travel domain, and although some clerics do like epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, some other clerics don't like those&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 5 or 10 shadowdancer levels and a very high amount of hide and move silently; if you don't include either devastating critical:(any weapon) or huge sneak attacks, this guy will take a very, very, very long time to level up... cannot be a member of the Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a 12 druid/28 shifter or 10 druid/30 shifter with outsider shape, construct shape, dragon shape, some discipline and animal empathy, and, if you can make room, blinding speed... must be a member of The Circle&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 red dragon disciple levels, as well as blinding speed, devastating critical: unarmed strike, and some discipline; your good spare class choices include monk, barbarian, cleric(which needs divine shield and some cha to be worth it)&lt;br /&gt;
, and fighter... monk is the most common one because, although they don't get their wisdom-based AC while in Red Dragon Shape, they do get their unarmed attack progression while in Red Dragon Shape... must be a member of The Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 dwarven defender levels, as well as devastating critical: (1h melee weapon(with a shield) or two-sided weapon) and epic damage reduction III, and some discipline; don't worry about your AC at epic levels... must be a member of Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-an 8 wizard/2 rogue/30 pale master with epic spell focus: necromancy, epic spell: epic warding, and some discipline and AC... must be a member of the Mystral Ascendancy; do note that your super-summon will be doing most of the work as this build&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said, some basic starter builds can be found here: https://ns4ee.com/forum_archive/viewtopic.php?f=20&amp;amp;t=1004282&amp;amp;sid=fe6cc9b391f758dd70ce388f60f8c1f6&lt;br /&gt;
&lt;br /&gt;
=== Jobs ===&lt;br /&gt;
Each faction has 2 or 3 [[Jobs]], small quests that are obtained from NPCs in the faction capital city and allow new players to learn a little about the areas (some keep you close to home, some send you much further). Completion of each provides a small permanent magical boost to skills and/or ability scores, an activatable token with useful properties(1-3 times per day), or both. Talk to the NPCs around the area where you first came into your faction's city to get started.&lt;br /&gt;
&lt;br /&gt;
=== PvP ===&lt;br /&gt;
The conflict between the factions is a primary feature of NS4, so go get 'em! PvP (Player Vs. Player combat) is allowed and encouraged on the server, within the guidelines of the [[Commandments]]. Outside of a few designated no-PvP zones (Avendell and Frostdale), all areas of Aetheria are open for PvP, and any level can participate. Periodic events, claiming of maps, ambushes, can and will happen, so be prepared! That said, griefing, venge logging, and other jerk behaviors are not tolerated and will be stopped forthwith. &amp;lt;br&amp;gt;&lt;br /&gt;
The [[Relic System]] is a feature wherein each faction posesses a relic which they must defend, while capturing their enemies relics in order to earn the favor of the gods. Factions that possess their relic along with some of their enemies' receive a significant XP bonus, so competition is fierce - raiding and defending become regular occurences. Planned events with large scale fighting are periodically staged around this system, with rewards and unlimited glory for the victors!&amp;lt;br&amp;gt;&lt;br /&gt;
No experience loss occurs upon death to another PC, and no XP is earned for a player kill. The exception is in raiding and defending - defenders receive an XP reward upon successfully killing an enemy opponent in their faction city, and raiders who die lose a smallish amount of gold which is rewarded to their killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Solo Server? Party Server? ===&lt;br /&gt;
Concerning non-PvP content, Neversummer 4 is not a solo server, but rather, a party server; that said, however, there are still many, many ways to level up by yourself, including at low levels, but some character builds can't reach level 40 by themselves without fighting enemies of a level far below them. Even for the more capable builds, you'll have a lot more options for where to level if you're in a group. Many bosses, including all endgame bosses, are not designed to be able to be defeated by a single player of an appropriate level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Low Magic? High Magic? ===&lt;br /&gt;
For endgame gear, the stat bonuses are typically +8 and none exceed +10 on any single item. Weapon enchantment bonuses max out at +8, and AC bonuses from items max out at +6 armor, +6 shield, +5 deflection, +5 natural, and +5 dodge (+7 if the boots have no dex). Some AC values may exceed those vs specific races, alignments, or other criteria.&amp;lt;br&amp;gt;&lt;br /&gt;
Haste has been modified to, in total, have ONLY the following effects: +1 AB, +1 dodge AC, +1 reflex save, +1 attack per round, +50% movespeed (less if you're a monk, although monks are still speedy). [[Blinding Speed]] grants an additional +1 dodge AC. No equipment in the entire game has perma-haste as an item property, and if people want to cast spells quickly, they're going to need Automatic Quicken Spell (I, II, III).&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, no item offers Immunity: Poison, Disease, Level/Ability Drain, Fear, Mind-Affecting Spells, Death Magic, Knockdown, Slow, or Freedom of Movement either. Certain classes may provide immunities and or spell-like abilities that can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No spell in the game offers immunity to fear or death magic, and the only thing that offers immunity to mind-affecting spells is [[Perfect Self]]. All endgame melee weapons other than [[Katana of the Sun]] are keen.&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spells such as [[Wail of the Banshee]], [[Dominate Monster]], [[Slow]], [[Infestation of Maggots]], [[Fear]], and [[Energy Drain]] are all useful in both PvE and PvP on this server, even at level 40... although endgame NPCs (35+) mostly have very high saves, and will just save against all of that stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, saves were modified on NS4 so that rolling a 1 doesn't result in an automatic failure, so no spamming petrification gaze or implosion on endgame bosses until they roll a 1 and die; AC was not similarly changed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class And Feat Changes ===&lt;br /&gt;
Neversummer 4 has had tons and tons of class and feat changes, some of the more interesting ones of which which will be highlighted here:&lt;br /&gt;
&lt;br /&gt;
Among the class changes include epic pale masters getting an extremely powerful summon, epic red dragon disciples getting dragon shape (red only), assassins getting a self-only godly poison, dwarven defenders getting 10% physical damage immunity every 10 levels (which goes well with some equipment that this server has), [[Divine Wrath]] having a much longer duration, epic rangers getting wilderness-only [[Hide in Plain Sight]], a few base classes getting huge bonuses at epic levels if they don't multiclass, harper scouts and purple dragon knights actually being good, blackguards getting a better epic fiendish servant, monk ac from wisdom not applying while shifted, and not being allowed to have monk levels with epic shifter feats in the same build, although shifters were extremely modified and are still good... although, unfortunately, animal companions and familiars are disabled due to bugs and balance issues.&lt;br /&gt;
&lt;br /&gt;
Among the feat changes include overwhelming crit adding 2 threat range and devcrit adding 1 critmult instead of fort save or die, both of which stack with everything and makes str characters be able to compete with dexers, blinding speed lasting for lvl*2 rounds, spell focus feats making some spells better beyond increasing their DC, dragon knight and mummy dust actually being useful (with focus feats), and hellball being self-friendly at caster lvl 35 and party-friendly at caster lvl 40.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
The following skills are of absolutely no use in Neversummer 4 beyond, where applicable, being a prerequisite for a prestige class:&amp;lt;br&amp;gt;&lt;br /&gt;
Appraise&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate, unless you have [[Terrifying Rage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Persuade&amp;lt;br&amp;gt;&lt;br /&gt;
Pick Pocket&amp;lt;br&amp;gt;&lt;br /&gt;
Ride&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All other skills are useful on this server in some way or the other.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, there is a custom crafting system for weapons, armor, wearables, and consumable items that do not utilize the Craft Armor or Craft Weapon skills. See the '''Crafting''' section above for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subraces ===&lt;br /&gt;
Take care when selecting [[:Category: Race|Subraces]] in NS4. Many Subraces have powerful features that set them above the stock races, but may carry unwanted side-effects. One such side-effect is effective character level, or ECL. In a nutshell, the more ECL you have, the slower you level up. You don't need to pick a max ECL subrace to be a strong character, as the strongest possible characters in Neversummer 4 have an ECL penalty varying between none and the maximum.&lt;br /&gt;
&lt;br /&gt;
The bonuses given to subraces are hard-coded bonuses that are applied after your character has been created, meaning that they are natural and can qualify you for thing such as [[:Category: Feats|Feat]] selection or [[:Category: Spells|Spell]] Level, and are completely unrelated to the magical ability bonus cap of +12, but subracial ability bonuses will have no effect upon how you take your first level(1, not 2). Also, if a [[:Category: Race|Subrace]] has a bonus or penalty to Intelligence, it will affect the number of [[:Category: Skills|Skill]] Points a character receives at levels 2-40. Futhermore, if you take a feat at level 1 that has a stat prerequisite(such as [[Power Attack]]), and then, after your subrace is applied to your character, you no longer meet that prerequisite, you'll keep that feat, which will function normally.&lt;br /&gt;
&lt;br /&gt;
[[Race Table]] for a quick chart of ability bonuses.&lt;br /&gt;
&lt;br /&gt;
[[Race overview]] for a single page view of all the races.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking (so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting===&lt;br /&gt;
Neversummer 4 utilizes its own unique crafting system, which makes no use of [[Brew Potion]], [[Craft Wand]], or [[Scribe Scroll]]. Crafting professions include Armorsmithing, Martial Weaponsmithing (which includes Simple weapons), Exotic Weaponsmithing, Fletching, Leatherworking, Tailoring, and Arcane Crafting. Your maximum crafting level for these professions is unrelated to your feats and your Craft Armor and Craft Weapon skills, and has solely to do with your class levels, and you may only have one of these professions at a time. Items ranging from levels 1-30 may be crafted. Furthermore, any spellcaster can craft potions and scrolls of any spell that they can cast without class restrictions or the utilization of the Arcane Crafting profession, although the crafting of scrolls and especially potions have their own restrictions. Being a Potion Brewer or Scroll Scriber do not prevent you from being either or from having a different profession. See [[General Crafting]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
Each faction city has a vendor that sells items without special properties for starting characters, which are the cheapest items on the server, and by a lot. In most cities, these merchants are on the map that the character first sees when joining that faction after the cutscenes are over.  These merchants offer items from a menu of selections, but items cannot be sold to them.&lt;br /&gt;
&lt;br /&gt;
All other merchants in NS4 are custom-designed to be more like an actual store. All shops are open at all hours, with the exception of the archery shop in Melencia, whose hours are listed on the sign in front of it. All equipment on the server, bought or not, has level restrictions of 1, 5, 9, 13, 16, 20, 25, 30, 35, or 40, but you can't buy items of a level higher than 16, barring ammunition and throwing weapons, for which you can buy up to level 30 items. Merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]] carry level 1-9 gear, buy level 1-13 items, and identifies level 1-16 items while [[Avendell]] has level 1-13, buys level 1-16 items, and identifies level 1-20 items. The merchant in [[Frostdale]] sells level 13-16 throwing weapons and ammunition, and buys and identifies level 1-25 items, and a merchant in the [[:Category: Planes|Planes]] has level 13-16 gear, including thrown weapons and ammunition of up to level 30, and buys and identifies level 1-30 items. The rest of the gear must be found from hostile NPCs and bosses located around [[Aetheria]] by killing them, and in the [[:Category: Planes|Planes]] beyond in the same manner, or by crafting them; see the '''Crafting''' section above for more details.&lt;br /&gt;
&lt;br /&gt;
To use the merchant shops, you must select the equipment you want from the chests in the store, then take it to the merchant for purchasing. It is highly recommended that you try items before you buy if you are unsure if you can use them. If you are not high enough level for that item you will be told so in the combat dialog box. Along with buying items, merchants will also allow you to sell and Identify your goods for you. Please note that some stores are unable to buy some items. This includes [[:Category: Quests|quest]] items and [[:Category: Items|items]] of a level that is too high for some stores. For example, you may not sell diamonds or rubies to merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]], and no NPC will buy level 35 or 40 items because they're too high-level.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, shoplifting is impossible; leaving a store with unpurchased items causes them to disappear into thin air, even if the server resets before you leave the store.&lt;br /&gt;
&lt;br /&gt;
=== Summons ===&lt;br /&gt;
The summons in NS4 have been completely revamped. Some Spell Focus [[:Category: Feats|Feats]] and [[Cleric]] [[:Category: Domains|Domains]] affect the strength of your summons. Summon creature spells are affected by good/neutral/evil alignment in that they will summon different creatures. Prestige classes like the [[Pale Master]] and [[Blackguard]], moreso the [[Pale Master]], have quite powerful custom summons, but require dedication to be strong. For more information, see the [[Summons_Guide|Summon Guide]]&lt;br /&gt;
&lt;br /&gt;
It also should be noted that [[Animal Companion|Animal Companions]] and [[Summon Familiar|Familiars]] are disabled.&lt;br /&gt;
&lt;br /&gt;
=== Shifting ===&lt;br /&gt;
Neversummer 4 uses a custom shifting system that merges items into shifted forms in a more natural way.  Unlike the bioware system, all bonuses from items and spells stack just the same as they would unshifted.  For more information, see the NS4 [[Shifting Guide]].&lt;br /&gt;
&lt;br /&gt;
=== Alignment Changes ===&lt;br /&gt;
There is only one way to change your alignment in Aetheria, and that is by becoming a [[Pale Master]], which will irreversibly turn you evil. There is no other way to change your alignment in Aetheria, so consider this when deciding what kind of character to make.&lt;br /&gt;
&lt;br /&gt;
=== Experience Loss ===&lt;br /&gt;
In Aetheria, dying and clicking the respawn button will, in most non-PvP cases, result in a loss of experience points equal to lvl*50(and costing 10% of your gp and teleporting you to your bind point), which can cause you to lose a level, and can potentially reduce your level all the way down to 1. If a player makes the killing blow against you, respawning will incur no experience penalty. Furthermore, crafting items also consumes experience points depending upon what you're making, but it cannot cause you to lose a level, in which case the item(s) will simply not be crafted because you don't have enough experience points to craft the item without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that you can continue to gain experience points after you've taken your 40th level, which will only serve to let you craft items and click the respawn button however many times without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Automated Server Resets ===&lt;br /&gt;
Every 4 hours, the server will undergo an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Your progress, aside from which part of the zone you're in you're in, will be saved just before this happens, and the server will typically be back online in no more than 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The server shouts when there are 10 minutes before an automated reset, and again when there are 5 minutes before an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you log on, at the top of the combat log, the server will display how much time there is until the next automated reset. The chat command /resettimer will also help with this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Server Size ===&lt;br /&gt;
Neversummer 4's module is so large that the module is nearly at its file size limit, with over 600 areas. Spells, feats, and other content are extensively customized for balance and fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lag ===&lt;br /&gt;
As with almost any online game, lag is an inevitable issue, especially when alot of players are online on Wednesday nights and most of them are nearby. Turning off the combat log may reduce lag if many players are nearby. During times of lag, NPC conversation may be slow, or be halted altogether, though these days they usually aren't. If you get no response at all, ask nicely for a reset on the DM channel or shout (a DM may be on as a player). When the server does go down for a non-automatic reset, the DM will usually give enough warning for you to get to a safe spot, rest, and use your diary to save your character's progress.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances, the server has been known to crash (which is extremely rare), causing a possible loss of xp, items, etc.  Using your diary and resting normally do save your character, but if the server crashes it seems to roll back to an earlier point of the database, causing the loss of up to a couple of hours' worth of data.  Logging off and then back on will prevent this loss--logging off seems to set your data in the database so that it does not get lost in a crash.&lt;br /&gt;
&lt;br /&gt;
=== Character Deletion ===&lt;br /&gt;
&amp;lt;strong&amp;gt;If you wish to reuse the same character name you MUST wait until after the server resets before recreating the character!&amp;lt;/strong&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have a character that very sure that you don't want to play anymore, you can't delete them via. the delete character button on the character selection screen. Instead, that character must speak to any NPC named Devil Angel, which can be found in each capital city of the playable factions, as well as on the map where new characters select which faction to join.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Character deletion is an irreversible process, these characters cannot be restored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines ===&lt;br /&gt;
Some basic tips specific to NS4 are below - for some even more details, see [[Basic Endgame Character Building Guidelines]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of the existence of that guide, some very basic tips will be provided for character building so that, for example, you don't make a character with 30 Champion of Torm levels without Extend Spell, and THEN finally find out that Divine Wrath will last for twice as long if you have Extend Spell and get upset about not having known that vital information earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-There exist many class restrictions on this server that don't exist in Bioware's official single-player campaigns. See [[:Category:Class]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you are a pure-classed [[Barbarian]], [[Fighter]], or [[Paladin]], then, at epic levels, joining the NPC-run Purist Guild in [[Avendell]] will permanently grant your character many powerful abilities as you progress through epic levels, but all of these abilities will permanently vanish if you ever, at any point, take a second class, even if you delevel to get rid of the second class afterwards. Not even a Dungeon Master can get them back if you take a second class. The Purist Guild in [[Avendell]] is the only NPC-run guild on the server, and you may be in both a player-run guild and the Purist Guild at the same time.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Overwhelming Critical]] and [[Devastating Critical]] were changed to no longer have the fort save or die thing, but instead make you crit like a [[Weapon Master]]; [[Weapon Master]]s with [[Overwhelming Critical]] and [[Devastating Critical]] will crit even harder and even more often, essentially becoming '''double''' [[Weapon Master]]s, who, surprisingly, aren't overpowered with their crits ranging from 14-20/x4 to 14-20/x6 or 8-20/x4.&amp;lt;br&amp;gt;&lt;br /&gt;
-All equipment on the entire server lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, immunity to death magic, and immunity to any debuff. Maximum weapon enhancement bonuses range from +6 to +8, maximum armor enhancement bonuses range from +5 to +7, and maximum str/dex/con/wis/int/cha bonuses on gear typically max out at +8 to the stat when combined together, causing spells such as [[Bull's Strength]], [[Finger of Death]], [[Dominate Monster]], [[Entangle]], [[Infestation of Maggots]], and [[Sanctuary]] to be useful at more than just low and medium levels. You can easily get +8 to str/dex/con/int/wis/cha from endgame gear without gimping yourself, except you'll probably have to make a substantial sacrifice to get your dex from +7 to +8 from gear.&amp;lt;br&amp;gt;&lt;br /&gt;
-No spell in the entire game will grant you immunity to mind-affecting spells or death magic, so watch out for mind-affecting spells and death magic, even if you have mind blank or death ward.&amp;lt;br&amp;gt;&lt;br /&gt;
-Because [[Haste]] doesn't increase spellcasting speed on this server, 100% of characters that are focused on spellcasting will want to have [[Automatic Quicken Spell]] III by the time they reach level 40. [[Bard]]s are still good, even without the ability to autoquicken their spells.&amp;lt;br&amp;gt;&lt;br /&gt;
-Strength-stacking characters should try to get [[Devastating Critical]] by level 40; Arcane Archers will commonly take [[Devastating Critical]] too, though arcane archers almost never get more than 25 base strength.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters, even if lacking spells, are not made bad by the changes to [[Devastating Critical]]; dexers are still good.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters who aren't high-level [[Bard]]s, [[Sorcerer]]s, [[Wizard]]s, or [[Cleric]]s with the [[Travel Domain]] will want to get [[Blinding Speed]] by level 40, which is undispellable, provides +1 AC more than regular haste, and has a duration of HD*2 rounds, which results in 8 minutes at level 40.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Assassin]]s want to stack either dex or int.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Barbarian]]s want to stack str, but if they're [[Githyanki]] pure barbarians, then they might opt to stack con instead.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Divine Wrath]], on this server, has a duration of CoT lvl+chamod rounds, both elements of which are automatically doubled if you have the [[Extend Spell]] feat, so people with a lot of [[Champion of Torm]] levels will always want to have at least 1 level in a caster class so that they can get extend spell. People with more than 10 [[Champion of Torm]] levels usually rest a lot.&amp;lt;br&amp;gt;&lt;br /&gt;
-People who heavily invest into spellcasting as a [[Cleric]], [[Druid]], [[Sorcerer]], or [[Wizard]] will typically want to get [[Epic Spell Focus]] into one or more schools of magic in order to empower important spells such as [[Implosion]], [[Storm of Vengeance]], [[Dominate Monster]], [[Dragon Knight]], or [[Mummy Dust]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Pure [[Fighter]]s shouldn't be afraid to specialize in more than one type of weapon. Also, pure fighters should get as much discipline as is reasonably possible to make their special AoE knockdown good.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Harper Scout]]s have some actual use on this server, but some will want to stack either wis or cha in order to increase the DC of their sleep feat, which works on enemies of all levels. Theres a few real reasons to be a harper scout without a high wisdom or charisma, but not as many as if you do.&amp;lt;br&amp;gt;&lt;br /&gt;
-People will commonly build characters with [[Divine Might]], [[Divine Shield]], or both. Said characters, by level 40, will typically have a self-buffed chamod of 10 or higher if they have one, or 12 or higher if they have both.&amp;lt;br&amp;gt;&lt;br /&gt;
-The [[Monk]]'s wisdom-based AC bonus does not apply while you are polymorphed, but their level-based AC bonus, speed, and unarmed attack progression do.&amp;lt;br&amp;gt;&lt;br /&gt;
-Characters with 20 or more [[Pale Master]] levels will want to get [[Epic Spell Focus]]: Necromancy in order to empower their [[Summon Greater Undead]] feat. The second-best summon requires at least regular spell focus, while the best one requires at least greater spell focus, at which point you might as well get epic spell focus to make it even stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Purple Dragon Knight]]s usually want to stack charisma; they also don't suck on this server, at least if you stack charisma.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s will want to take the following [[Favored Enemy]] feats if they're concerned about endgame PvE: Outsider (especially Outsider), Undead, Elf, Human, Aberration, and Dragon are the important ones, while less important ones include Dwarf, Gnome, Construct, Reptilian Humanoid, Vermin, and Magical Beast, although you don't really need magical beast since you can get animal empathy... and for endgame PvP, you'll want, in order of importance (not considering [[Shifter]]s), Human, Elf, Half-orc, Dwarf, Gnome, Halfling, Dragon/Elemental, Undead/Outsider. Nobody makes Half-elves, so don't bother picking them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s gain wilderness-only [[Hide in Plain Sight]] at level 21, so characters with epic ranger levels will probably want to make some sort of investment into [[Hide]] and [[Move Silently]], even if you don't take any feats to improve them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Red Dragon Disciple]]s will want to have either 10 or 30 levels by level 40, with a grey area only existing at level 11. Epic [[Red Dragon Disciple]]s get [[Red Dragon Shape]] with no stat requirements, which has a fixed amount of base str/dex/con and grows in power as the red dragon disciple levels up. As such, characters with 30 red dragon disciple levels will usually get [[Devastating Critical]]: Unarmed Strike, [[Blinding Speed]], and possibly also [[Epic Damage Reduction]] III, all in the same build, and also have barbarian, cleric, fighter, or monk levels, and are pretty scary in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you intend to specialize into a particular [[Shifter]] shape, then do not make a [[Shifter]] until you've done research about [[Shifter]]s; [[Shifter]]s are very, very, very, very different on this server than on other servers. See [[Shifter]] and [[Shifting Guide]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]], [[Outsider Shape]], [[Construct Shape]], and [[Dragon Shape]](not counting RDD dragon shape) will not function if you have even a single level in any class that isn't named [[Druid]] or [[Shifter]]. As before, you don't need to be a [[Shifter]] to use [[Dragon Shape]], though having 10 or more shifter levels while in dragon shape will automatically grant you a colossal fear aura(aura lasts forever, fear is 5 rounds) of DC=30+wismod while in dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]] kinda sucks; don't bother taking it unless you can't think of anything else to spend a feat on, or you plan to de-level and re-level later.&lt;br /&gt;
&lt;br /&gt;
== Missing Pages? ==&lt;br /&gt;
&lt;br /&gt;
This wiki is a direct port of the 1.69 version of the wiki, except we weren't able to get access to its code, so we had to port the articles manually, that is, by copying/pasting each article into this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
If theres a page that we missed, then you'll probably be able to find it in the 1.69 version of this wiki, which, due to how new this EE server is, is still up to date, and it can be found at: http://www.nsrealm.com/ns4wiki/index.php/NewPlayerGuide .&lt;br /&gt;
&lt;br /&gt;
[[Category: Main]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7736</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7736"/>
		<updated>2023-09-26T02:22:06Z</updated>

		<summary type="html">&lt;p&gt;Garn: /* YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This server has a GIGANTIC amount of changes from unmodified NWN: EE, including tons of Spell changes, Class changes, &amp;amp; Feat changes.&amp;lt;br&amp;gt;&lt;br /&gt;
But fortunately, this server's development team made sure to actually change the in-game descriptions of Spells, Feats, and Classes to reflect these changes.&amp;lt;br&amp;gt;&lt;br /&gt;
Anyway, you don't gotta read this whole wiki page; in fact, you don't gotta read any of it. Just read the sections that interest you.&lt;br /&gt;
&lt;br /&gt;
=== World of Aetheria ===&lt;br /&gt;
[[Aetheria]] is a world at war. The world is separated into Six [[:Category: Factions|Factions]], which vie for control of their territories. &lt;br /&gt;
&lt;br /&gt;
Each faction has its own  flavor, faction-specific prestige classes, and restrictions on what characters you can make there. It is important to understand these restrictions if you wish to play a certain faction, and to understand that all players must join a faction before they are allowed to venture out into the world or gain experience points. Make sure to review the [[:Category: Factions|Factions]] page while planning you characters.&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
&lt;br /&gt;
[[Faction Table]] for a quick chart.&lt;br /&gt;
&lt;br /&gt;
*'''[[Shadow_Legion|Shadow Legion]]''' - Deep in the Underdark, the Shadow Legion, calling [[Menzoduran]] its home, breeds a manifestation of evil. Fittingly, it is the exclusive home of the deadly [[Assassin]]. While this faction does allow a wide variety of [[:Category: Race|Races]] and [[:Category: Class|Classes]], all non-[[Drow]] must be evil, as well as the [[Drow]] themselves. Powerful [[Wizard|Wizards]] and [[Sorcerer|Sorcerers]], disreputable warriors and thieves, and deadly [[Assassin|Assassins]] strike fear into the hearts of Aetherians.  [[Cleric|Clerics]] in [[Menzoduran]] may take any domain except [[Air Domain|Air]], [[Fire Domain|Fire]], [[Good Domain|Good]], [[Plant Domain|Plant]], or [[Sun Domain|Sun]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Mystral_Ascendancy|Mystral Ascendancy]]''' - Isolated on the southwestern coast of [[Aetheria]] is the town of [[Garagoth]], home of the arcane and a host of [[Rogue|Roguish]] types. Any non-good [[:Category: Race|Races]] are accepted, and allowed [[:Category: Class|Classes]] include [[Wizard|Wizards]], [[Sorcerer|Sorcerers]], [[Bard|Bards]], [[Rogue|Rogues]], [[Fighter|Fighters]], and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Garagoth]] may take the [[Magic Domain|Magic]], [[Travel Domain|Travel]], [[Trickery Domain|Trickery]], [[Death Domain|Death]], [[Evil Domain|Evil]], [[Knowledge Domain|Knowledge]], or [[War Domain|War]] domains. The [[Mystral Ascendancy]] is also the exclusive home to the [[Pale Master]], which, among other things, is an extremely powerful summoner. &lt;br /&gt;
&lt;br /&gt;
*'''[[Ragnar's_Kin|Ragnar's Kin]]''' - With wide carved halls and an underground [[Dwarven Stronghold|Stronghold]] rivaling surface kingdoms, the loyal [[:Category: Dwarf|Dwarves]] of [[Aetheria]] call the underside of the Redhorn Mountains their home. Not wanting to shun any of their kinfolk, they are quite open about alignment and [[:Category: Class|Class]] selection (except Arcane Archer), but do not accept any of the surface races into their ranks. [[:Category: Gnome|Gnomes]], being an underground cousin to the [[:Category: Dwarf|Dwarves]], are accepted with open arms. This faction is the exclusive home to the nigh-impervious [[Dwarven Defender]].  [[Cleric|Clerics]] in [[Ragnar's Kin]] may take any [[Domain]] except [[Air Domain]], [[Plant Domain]], or [[Sun Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Ancient_Ones|Ancient Ones]]''' - Ruled by the powerful Dragons, this faction is located in the northeastern corner of [[Aetheria]]. Though Dragonkin and lizardfolk are most noted for their hatred of other [[:Category: Race|Races]], they are more than willing to accept slaves and followers to support their cause. Along with openly accepting any alignment, and [[:Category: Class|Class]], except Paladins or Shadowdancers, they are also the exclusive home of the very powerful [[Red Dragon Disciple]].  [[Cleric|Clerics]] in [[Sleeth]] may not take the [[Earth Domain]], [[Plant Domain]], [[Trickery Domain]], or [[Water Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Northern_Coalition|Northern Coalition]]''' - Located in the northwestern corner of [[Aetheria]], the city of [[Daeron]] hosts the home of those who fight for all that is good in this world. A collection of [[Cleric|Clerics]], [[Bard|Bards]], [[Paladin|Paladins]], and [[Monk|Monks]] make up the majority of this group, while also accepting [[Ranger|Rangers]] and [[Fighter|Fighters]] of good heart to join their righteous battle against evil. While accepting all non-Evil [[:Category: Race|Races]], any who wish to join must be of good or lawful alignment and cannot be chaotic or evil in any way. This is the exclusive home of the zealous [[Champion of Torm]] and the inspiring [[Purple Dragon Knight]].  [[Cleric|Clerics]] in [[Daeron]] may not take the [[Evil Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[The_Circle|The Circle]]''' - In the midst of the serenity of the enchanted forest here in [[Aetheria]] lies the home of those who wish to preserve that which is around them, [[Melencia]]. While accepting all non-evil [[:Category: Race|Races]] into their humble home, they only allow [[Druid|Druids]], [[Ranger|Rangers]], [[Barbarian|Barbarians]], [[Bard|Bards]], [[Fighter|Fighters]], [[Monk|Monks]] and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Melencia]] may take [[Travel Domain]], [[Plant Domain]], [[Animal Domain]], [[Air Domain]], [[Fire Domain]], [[Earth Domain]], [[Water Domain]], [[Healing Domain]], [[Protection Domain]], [[Sun Domain]], or [[Destruction Domain]]. Alignments are restricted to Lawful Neutral, Neutral Good, True Neutral, Chaotic Neutral, Chaotic Good. They are the exclusive home of the highly versatile [[Shifter]].&lt;br /&gt;
&lt;br /&gt;
One other city of note in Aetheria is the City of Trade, [[Avendell]]. It is neutral to all [[:Category: Factions|Factions]] and is a sanctuary to the war outside its gates. (no fighting allowed in [[Avendell]] or the immediate area around it). [[Avendell]] is closest to [[Neversummer City]], the capitol of the [[Last Alliance]], being not too far north of it. Inside of [[Avendell]] shops of all kinds can be found, along with The Hilltop Inn, and its own graveyard.&lt;br /&gt;
&lt;br /&gt;
Alliances have been formed between many of these factions. The alliances include that of the [[Shadow Legion]] and the [[Mystral Ascendancy]], that of the [[Northern Coalition]] and [[The Circle]], and that of [[Ragnar's Kin]] and the [[Ancient Ones]].&lt;br /&gt;
&lt;br /&gt;
=== Commandments ===&lt;br /&gt;
Neversummer 4 has a set of commandments which all players are required to abide by, lest you ruin someone else's fun or be punished by a Dungeon Master. Please see [[Commandments]] or your in-game journal for more information.&lt;br /&gt;
&lt;br /&gt;
=== Whats the first thing I should do? ===&lt;br /&gt;
When you first enter the server, you will be in an area where you are asked to join a faction (see above). Each faction has advantages and limitations (i.e. not all classes, particularly prestige classes, races, alignments, or clerical domains are allowed in all factions). If you have a specific character build in mind, then check the wiki to make sure that it's legal in the faction that you want to join. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talk to some of the NPCs in your faction's starting zone to get information about where to go, such as where to find instructions for a faction job to introduce you to the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The starter jobs are challenging, but very achievable at low levels; the ones easiest for a level 1 player involve killing things. &amp;lt;br&amp;gt;&lt;br /&gt;
* Think about the strengths and weaknesses of your build thus far – if you have low STR but high DEX and don't have weapon finesse, then try using a ranged weapon to start until your melee abilities catch up... or if your hp is particularly low, then stand back and use a ranged weapon anyway... just don't kill them from really, really, really far away, lest you not be given any experience points for the kill &amp;lt;br&amp;gt;&lt;br /&gt;
* Choose your battles so as not to be... overwhelmed &amp;lt;br&amp;gt;&lt;br /&gt;
* For casters, summons spells are very powerful, especially at low levels (and moreso with the appropriate feats, and in some cases, races or domains), and these spells are very helpful for levelling (familiars and animal companions are disabled, but those classes have the summoning spells; animal empathy can work well too, but isn't always reliable). Enchanted armor &amp;amp; shields sold at shops for level 1 characters have 5% immunity to either slashing, bludgeoning, or piercing damage. Most creatures in that level range do 1 damage per hit, and the 5% resistance will absorb a minimum of 1 damage, making it great for staying alive. (slashing is the most common type, in case you're unsure which to get) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starter gear is available via: &amp;lt;br&amp;gt;&lt;br /&gt;
* a faction quartermaster, who will be in the same building that you enter your faction – they sell mundane weapons, armor, and ammo, which are the cheapest equipable items in the game by leaps and bounds &amp;lt;br&amp;gt;&lt;br /&gt;
* an NPC named Elvin in the market area of your faction city – he sells healing kits, cure wounds potions, thieves tools, and a few other sundries &amp;lt;br&amp;gt;&lt;br /&gt;
* shops in the faction city centers – sell better gear for L1, L5, and L9, including, weapons, armor, and other. The gear is not labelled with the required level (there is a naming system), but you can try it on before you buy it, and if you are too low level you will not be able to equip and there will be a message saying you are too low level. These merchants will also identify items of for you, for a price &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the only potions sold by any vendor on the server are healing potions – all other potions must be found or crafted. &amp;lt;br&amp;gt;&lt;br /&gt;
* Spellcasters, including even Paladins and Rangers, can make potions and/or scrolls for most spells they area able to cast (including healing potions), for an cost of experience points and gold; look for scroll scribing or potion crafting stations in a magic shop or temple. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Where do I go?===&lt;br /&gt;
Adventuring around your faction's capital will get you to L5-9, possibly a little higher. After that, most players start to try to make their way to the neutral city of Avendell, then points beyond …&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are [[:Category:Maps|Maps]] and some descriptions of [[:Category:Areas|Areas]], including by level.&lt;br /&gt;
&lt;br /&gt;
It’s okay to use the shout channel to find a party and ask questions, so long as you don't overdo it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What should I build first? ===&lt;br /&gt;
&lt;br /&gt;
Most players on NS4 end up making many characters, especially considering that an experienced player can casually reach level 40 in a few weeks, so don't get stressed out about your first character - just have fun!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't know what to build as your first character, then heres some recommendations for first character builds, which are designed not for PvP or endgame PvE(though some are capable of one or both); they are designed for getting to know the server... if a race is not specified, then pick whichever race you'd like:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-a half-ogre 40 barbarian with devastating critical(1h melee weapon), a shield(not for the AC), mighty rage, thundering rage, epic damage reduction III, and some discipline... cannot be a member of the Northern Coalition or the Mystral Ascendancy&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 druid, 35 druid/5 monk, 35 druid/5 bard, 35 druid/5 harper scout, or if your faction allows evil characters, 35 druid/5 blackguard; just make sure you've get discipline and animal empathy, as well as automatic quicken spell III, and epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, and epic spell: hellball... all of these cannot be a member of the Northern Coalition, Shadow Legion, or Mystral Ascendancy, and do note that, if this guy isn't a blackguard, he can be a max-level leatherworker to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 35 or more wizard levels who has some sort of discipline, a bit of investment into constitution, automatic quicken spell III, toughness, epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, epic spell: epic warding and hellball, and possibly epic mage armor... cannot be a member of The Circle or the Northern Coalition&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 paladin who has 30 or more charisma if given a magical +12 charisma bonus, as well as divine might, divine shield, devastating critical(1h melee weapon), a shield, armor skin, and discipline... must be a member of the Northern Coalition or Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 fighter with devastating critical(1h melee weapon &amp;amp; 2h weapon), a shield(when using the 1h weapon)(not for the AC), and a LOT of discipline... go for the 1h weapon first, and do note that this guy can also be a max-level armor or weapon crafter to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 32 or more cleric levels; just make sure you get some discipline, automatic quicken spell III, and the travel domain, and although some clerics do like epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, some other clerics don't like those&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 5 or 10 shadowdancer levels and a very high amount of hide and move silently; if you don't include either devastating critical:(any weapon) or huge sneak attacks, this guy will take a very, very, very long time to level up... cannot be a member of the Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a 12 druid/28 shifter or 10 druid/30 shifter with outsider shape, construct shape, dragon shape, some discipline and animal empathy, and, if you can make room, blinding speed... must be a member of The Circle&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 red dragon disciple levels, as well as blinding speed, devastating critical: unarmed strike, and some discipline; your good spare class choices include monk, barbarian, cleric(which needs divine shield and some cha to be worth it)&lt;br /&gt;
, and fighter... monk is the most common one because, although they don't get their wisdom-based AC while in Red Dragon Shape, they do get their unarmed attack progression while in Red Dragon Shape... must be a member of The Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 dwarven defender levels, as well as devastating critical: (1h melee weapon(with a shield) or two-sided weapon) and epic damage reduction III, and some discipline; don't worry about your AC at epic levels... must be a member of Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-an 8 wizard/2 rogue/30 pale master with epic spell focus: necromancy, epic spell: epic warding, and some discipline and AC... must be a member of the Mystral Ascendancy; do note that your super-summon will be doing most of the work as this build&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said, some basic starter builds can be found here: https://ns4ee.com/forum_archive/viewtopic.php?f=20&amp;amp;t=1004282&amp;amp;sid=fe6cc9b391f758dd70ce388f60f8c1f6&lt;br /&gt;
&lt;br /&gt;
=== Jobs ===&lt;br /&gt;
Each faction has 2 or 3 [[Jobs]], small quests that are obtained from NPCs in the faction capital city and allow new players to learn a little about the areas (some keep you close to home, some send you much further). Completion of each provides a small permanent magical boost to skills and/or ability scores, an activatable token with useful properties(1-3 times per day), or both. Talk to the NPCs around the area where you first came into your faction's city to get started.&lt;br /&gt;
&lt;br /&gt;
=== PvP ===&lt;br /&gt;
The conflict between the factions is a primary feature of NS4, so go get 'em! PvP (Player Vs. Player combat) is allowed and encouraged on the server, within the guidelines of the [[Commandments]]. Outside of a few designated no-PvP zones (Avendell and Frostdale), all areas of Aetheria are open for PvP, and any level can participate. Periodic events, claiming of maps, ambushes, can and will happen, so be prepared! That said, griefing, venge logging, and other jerk behaviors are not tolerated and will be stopped forthwith. &amp;lt;br&amp;gt;&lt;br /&gt;
The [[Relic System]] is a feature wherein each faction posesses a relic which they must defend, while capturing their enemies relics in order to earn the favor of the gods. Factions that possess their relic along with some of their enemies' receive a significant XP bonus, so competition is fierce - raiding and defending become regular occurences. Planned events with large scale fighting are periodically staged around this system, with rewards and unlimited glory for the victors!&amp;lt;br&amp;gt;&lt;br /&gt;
No experience loss occurs upon death to another PC, and no XP is earned for a player kill. The exception is in raiding and defending - defenders receive an XP reward upon successfully killing an enemy opponent in their faction city, and raiders who die lose a smallish amount of gold which is rewarded to their killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Solo Server? Party Server? ===&lt;br /&gt;
Concerning non-PvP content, Neversummer 4 is not a solo server, but rather, a party server; that said, however, there are still many, many ways to level up by yourself, including at low levels, but some character builds can't reach level 40 by themselves without fighting enemies of a level far below them. Even for the more capable builds, you'll have a lot more options for where to level if you're in a group. Many bosses, including all endgame bosses, are not designed to be able to be defeated by a single player of an appropriate level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Low Magic? High Magic? ===&lt;br /&gt;
For endgame gear, the stat bonuses are typically +8 and none exceed +10 on any single item. Weapon enchantment bonuses max out at +8, and AC bonuses from items max out at +6 armor, +6 shield, +5 deflection, +5 natural, and +5 dodge (+7 if the boots have no dex). Some AC values may exceed those vs specific races, alignments, or other criteria.&amp;lt;br&amp;gt;&lt;br /&gt;
Haste has been modified to, in total, have ONLY the following effects: +1 AB, +1 dodge AC, +1 reflex save, +1 attack per round, +50% movespeed (less if you're a monk, although monks are still speedy). [[Blinding Speed]] grants an additional +1 dodge AC. No equipment in the entire game has perma-haste as an item property, and if people want to cast spells quickly, they're going to need Automatic Quicken Spell (I, II, III).&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, no item offers Immunity: Poison, Disease, Level/Ability Drain, Fear, Mind-Affecting Spells, Death Magic, Knockdown, Slow, or Freedom of Movement either. Certain classes may provide immunities and or spell-like abilities that can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No spell in the game offers immunity to fear or death magic, and the only thing that offers immunity to mind-affecting spells is [[Perfect Self]]. All endgame melee weapons other than [[Katana of the Sun]] are keen.&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spells such as [[Wail of the Banshee]], [[Dominate Monster]], [[Slow]], [[Infestation of Maggots]], [[Fear]], and [[Energy Drain]] are all useful in both PvE and PvP on this server, even at level 40... although endgame NPCs (35+) mostly have very high saves, and will just save against all of that stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, saves were modified on NS4 so that rolling a 1 doesn't result in an automatic failure, so no spamming petrification gaze or implosion on endgame bosses until they roll a 1 and die; AC was not similarly changed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class And Feat Changes ===&lt;br /&gt;
Neversummer 4 has had tons and tons of class and feat changes, some of the more interesting ones of which which will be highlighted here:&lt;br /&gt;
&lt;br /&gt;
Among the class changes include epic pale masters getting an extremely powerful summon, epic red dragon disciples getting dragon shape (red only), assassins getting a self-only godly poison, dwarven defenders getting 10% physical damage immunity every 10 levels (which goes well with some equipment that this server has), [[Divine Wrath]] having a much longer duration, epic rangers getting wilderness-only [[Hide in Plain Sight]], a few base classes getting huge bonuses at epic levels if they don't multiclass, harper scouts and purple dragon knights actually being good, blackguards getting a better epic fiendish servant, monk ac from wisdom not applying while shifted, and not being allowed to have monk levels with epic shifter feats in the same build, although shifters were extremely modified and are still good... although, unfortunately, animal companions and familiars are disabled due to bugs and balance issues.&lt;br /&gt;
&lt;br /&gt;
Among the feat changes include overwhelming crit adding 2 threat range and devcrit adding 1 critmult instead of fort save or die, both of which stack with everything and makes str characters be able to compete with dexers, blinding speed lasting for lvl*2 rounds, spell focus feats making some spells better beyond increasing their DC, dragon knight and mummy dust actually being useful (with focus feats), and hellball being self-friendly at caster lvl 35 and party-friendly at caster lvl 40.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
The following skills are of absolutely no use in Neversummer 4 beyond, where applicable, being a prerequisite for a prestige class:&amp;lt;br&amp;gt;&lt;br /&gt;
Appraise&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate, unless you have [[Terrifying Rage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Persuade&amp;lt;br&amp;gt;&lt;br /&gt;
Pick Pocket&amp;lt;br&amp;gt;&lt;br /&gt;
Ride&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All other skills are useful on this server in some way or the other.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, there is a custom crafting system for weapons, armor, wearables, and consumable items that do not utilize the Craft Armor or Craft Weapon skills. See the '''Crafting''' section above for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subraces ===&lt;br /&gt;
Take care when selecting [[:Category: Race|Subraces]] in NS4. Many Subraces have powerful features that set them above the stock races, but may carry unwanted side-effects. One such side-effect is effective character level, or ECL. In a nutshell, the more ECL you have, the slower you level up. You don't need to pick a max ECL subrace to be a strong character, as the strongest possible characters in Neversummer 4 have an ECL penalty varying between none and the maximum.&lt;br /&gt;
&lt;br /&gt;
The bonuses given to subraces are hard-coded bonuses that are applied after your character has been created, meaning that they are natural and can qualify you for thing such as [[:Category: Feats|Feat]] selection or [[:Category: Spells|Spell]] Level, and are completely unrelated to the magical ability bonus cap of +12, but subracial ability bonuses will have no effect upon how you take your first level(1, not 2). Also, if a [[:Category: Race|Subrace]] has a bonus or penalty to Intelligence, it will affect the number of [[:Category: Skills|Skill]] Points a character receives at levels 2-40. Futhermore, if you take a feat at level 1 that has a stat prerequisite(such as [[Power Attack]]), and then, after your subrace is applied to your character, you no longer meet that prerequisite, you'll keep that feat, which will function normally.&lt;br /&gt;
&lt;br /&gt;
[[Race Table]] for a quick chart of ability bonuses.&lt;br /&gt;
&lt;br /&gt;
[[Race overview]] for a single page view of all the races.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking (so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting===&lt;br /&gt;
Neversummer 4 utilizes its own unique crafting system, which makes no use of [[Brew Potion]], [[Craft Wand]], or [[Scribe Scroll]]. Crafting professions include Armorsmithing, Martial Weaponsmithing (which includes Simple weapons), Exotic Weaponsmithing, Fletching, Leatherworking, Tailoring, and Arcane Crafting. Your maximum crafting level for these professions is unrelated to your feats and your Craft Armor and Craft Weapon skills, and has solely to do with your class levels, and you may only have one of these professions at a time. Items ranging from levels 1-30 may be crafted. Furthermore, any spellcaster can craft potions and scrolls of any spell that they can cast without class restrictions or the utilization of the Arcane Crafting profession, although the crafting of scrolls and especially potions have their own restrictions. Being a Potion Brewer or Scroll Scriber do not prevent you from being either or from having a different profession. See [[General Crafting]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
Each faction city has a vendor that sells items without special properties for starting characters, which are the cheapest items on the server, and by a lot. In most cities, these merchants are on the map that the character first sees when joining that faction after the cutscenes are over.  These merchants offer items from a menu of selections, but items cannot be sold to them.&lt;br /&gt;
&lt;br /&gt;
All other merchants in NS4 are custom-designed to be more like an actual store. All shops are open at all hours, with the exception of the archery shop in Melencia, whose hours are listed on the sign in front of it. All equipment on the server, bought or not, has level restrictions of 1, 5, 9, 13, 16, 20, 25, 30, 35, or 40, but you can't buy items of a level higher than 16, barring ammunition and throwing weapons, for which you can buy up to level 30 items. Merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]] carry level 1-9 gear, buy level 1-13 items, and identifies level 1-16 items while [[Avendell]] has level 1-13, buys level 1-16 items, and identifies level 1-20 items. The merchant in [[Frostdale]] sells level 13-16 throwing weapons and ammunition, and buys and identifies level 1-25 items, and a merchant in the [[:Category: Planes|Planes]] has level 13-16 gear, including thrown weapons and ammunition of up to level 30, and buys and identifies level 1-30 items. The rest of the gear must be found from hostile NPCs and bosses located around [[Aetheria]] by killing them, and in the [[:Category: Planes|Planes]] beyond in the same manner, or by crafting them; see the '''Crafting''' section above for more details.&lt;br /&gt;
&lt;br /&gt;
To use the merchant shops, you must select the equipment you want from the chests in the store, then take it to the merchant for purchasing. It is highly recommended that you try items before you buy if you are unsure if you can use them. If you are not high enough level for that item you will be told so in the combat dialog box. Along with buying items, merchants will also allow you to sell and Identify your goods for you. Please note that some stores are unable to buy some items. This includes [[:Category: Quests|quest]] items and [[:Category: Items|items]] of a level that is too high for some stores. For example, you may not sell diamonds or rubies to merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]], and no NPC will buy level 35 or 40 items because they're too high-level.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, shoplifting is impossible; leaving a store with unpurchased items causes them to disappear into thin air, even if the server resets before you leave the store.&lt;br /&gt;
&lt;br /&gt;
=== Summons ===&lt;br /&gt;
The summons in NS4 have been completely revamped. Some Spell Focus [[:Category: Feats|Feats]] and [[Cleric]] [[:Category: Domains|Domains]] affect the strength of your summons. Summon creature spells are affected by good/neutral/evil alignment in that they will summon different creatures. Prestige classes like the [[Pale Master]] and [[Blackguard]], moreso the [[Pale Master]], have quite powerful custom summons, but require dedication to be strong. For more information, see the [[Summons_Guide|Summon Guide]]&lt;br /&gt;
&lt;br /&gt;
It also should be noted that [[Animal Companion|Animal Companions]] and [[Summon Familiar|Familiars]] are disabled.&lt;br /&gt;
&lt;br /&gt;
=== Shifting ===&lt;br /&gt;
Neversummer 4 uses a custom shifting system that merges items into shifted forms in a more natural way.  Unlike the bioware system, all bonuses from items and spells stack just the same as they would unshifted.  For more information, see the NS4 [[Shifting Guide]].&lt;br /&gt;
&lt;br /&gt;
=== Alignment Changes ===&lt;br /&gt;
There is only one way to change your alignment in Aetheria, and that is by becoming a [[Pale Master]], which will irreversibly turn you evil. There is no other way to change your alignment in Aetheria, so consider this when deciding what kind of character to make.&lt;br /&gt;
&lt;br /&gt;
=== Experience Loss ===&lt;br /&gt;
In Aetheria, dying and clicking the respawn button will, in most non-PvP cases, result in a loss of experience points equal to lvl*50(and costing 10% of your gp and teleporting you to your bind point), which can cause you to lose a level, and can potentially reduce your level all the way down to 1. If a player makes the killing blow against you, respawning will incur no experience penalty. Furthermore, crafting items also consumes experience points depending upon what you're making, but it cannot cause you to lose a level, in which case the item(s) will simply not be crafted because you don't have enough experience points to craft the item without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that you can continue to gain experience points after you've taken your 40th level, which will only serve to let you craft items and click the respawn button however many times without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Automated Server Resets ===&lt;br /&gt;
Every 4 hours, the server will undergo an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Your progress, aside from which part of the zone you're in you're in, will be saved just before this happens, and the server will typically be back online in no more than 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The server shouts when there are 10 minutes before an automated reset, and again when there are 5 minutes before an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you log on, at the top of the combat log, the server will display how much time there is until the next automated reset. The chat command /resettimer will also help with this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Server Size ===&lt;br /&gt;
Neversummer 4's module is so large that the module is nearly at its file size limit, with over 600 areas. Spells, feats, and other content are extensively customized for balance and fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lag ===&lt;br /&gt;
As with almost any online game, lag is an inevitable issue, especially when alot of players are online on Wednesday nights and most of them are nearby. Turning off the combat log may reduce lag if many players are nearby. During times of lag, NPC conversation may be slow, or be halted altogether, though these days they usually aren't. If you get no response at all, ask nicely for a reset on the DM channel or shout (a DM may be on as a player). When the server does go down for a non-automatic reset, the DM will usually give enough warning for you to get to a safe spot, rest, and use your diary to save your character's progress.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances, the server has been known to crash (which is extremely rare), causing a possible loss of xp, items, etc.  Using your diary and resting normally do save your character, but if the server crashes it seems to roll back to an earlier point of the database, causing the loss of up to a couple of hours' worth of data.  Logging off and then back on will prevent this loss--logging off seems to set your data in the database so that it does not get lost in a crash.&lt;br /&gt;
&lt;br /&gt;
=== Character Deletion ===&lt;br /&gt;
&amp;lt;strong&amp;gt;If you wish to reuse the same character name you MUST wait until after the server resets before recreating the character!&amp;lt;/strong&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have a character that very sure that you don't want to play anymore, you can't delete them via. the delete character button on the character selection screen. Instead, that character must speak to any NPC named Devil Angel, which can be found in each capital city of the playable factions, as well as on the map where new characters select which faction to join.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Character deletion is an irreversible process, these characters cannot be restored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines ===&lt;br /&gt;
Some basic tips specific to NS4 are below - for some even more details, see [[Basic Endgame Character Building Guidelines]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of the existence of that guide, some very basic tips will be provided for character building so that, for example, you don't make a character with 30 Champion of Torm levels without Extend Spell, and THEN finally find out that Divine Wrath will last for twice as long if you have Extend Spell and get upset about it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-There exist many class restrictions on this server that don't exist in Bioware's official single-player campaigns. See [[:Category:Class]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you are a pure-classed [[Barbarian]], [[Fighter]], or [[Paladin]], then, at epic levels, joining the NPC-run Purist Guild in [[Avendell]] will permanently grant your character many powerful abilities as you progress through epic levels, but all of these abilities will permanently vanish if you ever, at any point, take a second class, even if you delevel to get rid of the second class afterwards. Not even a Dungeon Master can get them back if you take a second class. The Purist Guild in [[Avendell]] is the only NPC-run guild on the server, and you may be in both a player-run guild and the Purist Guild at the same time.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Overwhelming Critical]] and [[Devastating Critical]] were changed to no longer have the fort save or die thing, but instead make you crit like a [[Weapon Master]]; [[Weapon Master]]s with [[Overwhelming Critical]] and [[Devastating Critical]] will crit even harder and even more often, essentially becoming '''double''' [[Weapon Master]]s, who, surprisingly, aren't overpowered with their crits ranging from 14-20/x4 to 14-20/x6 or 8-20/x4.&amp;lt;br&amp;gt;&lt;br /&gt;
-All equipment on the entire server lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, immunity to death magic, and immunity to any debuff. Maximum weapon enhancement bonuses range from +6 to +8, maximum armor enhancement bonuses range from +5 to +7, and maximum str/dex/con/wis/int/cha bonuses on gear typically max out at +8 to the stat when combined together, causing spells such as [[Bull's Strength]], [[Finger of Death]], [[Dominate Monster]], [[Entangle]], [[Infestation of Maggots]], and [[Sanctuary]] to be useful at more than just low and medium levels. You can easily get +8 to str/dex/con/int/wis/cha from endgame gear without gimping yourself, except you'll probably have to make a substantial sacrifice to get your dex from +7 to +8 from gear.&amp;lt;br&amp;gt;&lt;br /&gt;
-No spell in the entire game will grant you immunity to mind-affecting spells or death magic, so watch out for mind-affecting spells and death magic, even if you have mind blank or death ward.&amp;lt;br&amp;gt;&lt;br /&gt;
-Because [[Haste]] doesn't increase spellcasting speed on this server, 100% of characters that are focused on spellcasting will want to have [[Automatic Quicken Spell]] III by the time they reach level 40. [[Bard]]s are still good, even without the ability to autoquicken their spells.&amp;lt;br&amp;gt;&lt;br /&gt;
-Strength-stacking characters should try to get [[Devastating Critical]] by level 40; Arcane Archers will commonly take [[Devastating Critical]] too, though arcane archers almost never get more than 25 base strength.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters, even if lacking spells, are not made bad by the changes to [[Devastating Critical]]; dexers are still good.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters who aren't high-level [[Bard]]s, [[Sorcerer]]s, [[Wizard]]s, or [[Cleric]]s with the [[Travel Domain]] will want to get [[Blinding Speed]] by level 40, which is undispellable, provides +1 AC more than regular haste, and has a duration of HD*2 rounds, which results in 8 minutes at level 40.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Assassin]]s want to stack either dex or int.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Barbarian]]s want to stack str, but if they're [[Githyanki]] pure barbarians, then they might opt to stack con instead.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Divine Wrath]], on this server, has a duration of CoT lvl+chamod rounds, both elements of which are automatically doubled if you have the [[Extend Spell]] feat, so people with a lot of [[Champion of Torm]] levels will always want to have at least 1 level in a caster class so that they can get extend spell. People with more than 10 [[Champion of Torm]] levels usually rest a lot.&amp;lt;br&amp;gt;&lt;br /&gt;
-People who heavily invest into spellcasting as a [[Cleric]], [[Druid]], [[Sorcerer]], or [[Wizard]] will typically want to get [[Epic Spell Focus]] into one or more schools of magic in order to empower important spells such as [[Implosion]], [[Storm of Vengeance]], [[Dominate Monster]], [[Dragon Knight]], or [[Mummy Dust]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Pure [[Fighter]]s shouldn't be afraid to specialize in more than one type of weapon. Also, pure fighters should get as much discipline as is reasonably possible to make their special AoE knockdown good.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Harper Scout]]s have some actual use on this server, but some will want to stack either wis or cha in order to increase the DC of their sleep feat, which works on enemies of all levels. Theres a few real reasons to be a harper scout without a high wisdom or charisma, but not as many as if you do.&amp;lt;br&amp;gt;&lt;br /&gt;
-People will commonly build characters with [[Divine Might]], [[Divine Shield]], or both. Said characters, by level 40, will typically have a self-buffed chamod of 10 or higher if they have one, or 12 or higher if they have both.&amp;lt;br&amp;gt;&lt;br /&gt;
-The [[Monk]]'s wisdom-based AC bonus does not apply while you are polymorphed, but their level-based AC bonus, speed, and unarmed attack progression do.&amp;lt;br&amp;gt;&lt;br /&gt;
-Characters with 20 or more [[Pale Master]] levels will want to get [[Epic Spell Focus]]: Necromancy in order to empower their [[Summon Greater Undead]] feat. The second-best summon requires at least regular spell focus, while the best one requires at least greater spell focus, at which point you might as well get epic spell focus to make it even stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Purple Dragon Knight]]s usually want to stack charisma; they also don't suck on this server, at least if you stack charisma.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s will want to take the following [[Favored Enemy]] feats if they're concerned about endgame PvE: Outsider (especially Outsider), Undead, Elf, Human, Aberration, and Dragon are the important ones, while less important ones include Dwarf, Gnome, Construct, Reptilian Humanoid, Vermin, and Magical Beast, although you don't really need magical beast since you can get animal empathy... and for endgame PvP, you'll want, in order of importance (not considering [[Shifter]]s), Human, Elf, Half-orc, Dwarf, Gnome, Halfling, Dragon/Elemental, Undead/Outsider. Nobody makes Half-elves, so don't bother picking them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s gain wilderness-only [[Hide in Plain Sight]] at level 21, so characters with epic ranger levels will probably want to make some sort of investment into [[Hide]] and [[Move Silently]], even if you don't take any feats to improve them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Red Dragon Disciple]]s will want to have either 10 or 30 levels by level 40, with a grey area only existing at level 11. Epic [[Red Dragon Disciple]]s get [[Red Dragon Shape]] with no stat requirements, which has a fixed amount of base str/dex/con and grows in power as the red dragon disciple levels up. As such, characters with 30 red dragon disciple levels will usually get [[Devastating Critical]]: Unarmed Strike, [[Blinding Speed]], and possibly also [[Epic Damage Reduction]] III, all in the same build, and also have barbarian, cleric, fighter, or monk levels, and are pretty scary in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you intend to specialize into a particular [[Shifter]] shape, then do not make a [[Shifter]] until you've done research about [[Shifter]]s; [[Shifter]]s are very, very, very, very different on this server than on other servers. See [[Shifter]] and [[Shifting Guide]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]], [[Outsider Shape]], [[Construct Shape]], and [[Dragon Shape]](not counting RDD dragon shape) will not function if you have even a single level in any class that isn't named [[Druid]] or [[Shifter]]. As before, you don't need to be a [[Shifter]] to use [[Dragon Shape]], though having 10 or more shifter levels while in dragon shape will automatically grant you a colossal fear aura(aura lasts forever, fear is 5 rounds) of DC=30+wismod while in dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]] kinda sucks; don't bother taking it unless you can't think of anything else to spend a feat on, or you plan to de-level and re-level later.&lt;br /&gt;
&lt;br /&gt;
== Missing Pages? ==&lt;br /&gt;
&lt;br /&gt;
This wiki is a direct port of the 1.69 version of the wiki, except we weren't able to get access to its code, so we had to port the articles manually, that is, by copying/pasting each article into this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
If theres a page that we missed, then you'll probably be able to find it in the 1.69 version of this wiki, which, due to how new this EE server is, is still up to date, and it can be found at: http://www.nsrealm.com/ns4wiki/index.php/NewPlayerGuide .&lt;br /&gt;
&lt;br /&gt;
[[Category: Main]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7735</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7735"/>
		<updated>2023-09-26T02:21:33Z</updated>

		<summary type="html">&lt;p&gt;Garn: /* YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This server has a GIGANTIC amount of changes from unmodified NWN: EE, including tons of Spell changes, Class changes, &amp;amp; Feat changes.&amp;lt;br&amp;gt;&lt;br /&gt;
But fortunately, this server's development team made sure to actually change the in-game descriptions of Spells, Feats, and Classes to reflect these changes.&amp;lt;br&amp;gt;&lt;br /&gt;
Anyway, you don't gotta read this whole wiki page; in fact, you don't gotta read any of it. Just read the sections that interest you.&lt;br /&gt;
&lt;br /&gt;
=== World of Aetheria ===&lt;br /&gt;
[[Aetheria]] is a world at war. The world is separated into Six [[:Category: Factions|Factions]], which vie for control of their territories. &lt;br /&gt;
&lt;br /&gt;
Each faction has its own  flavor, faction-specific prestige classes, and restrictions on what characters you can make there. It is important to understand these restrictions if you wish to play a certain faction, and to understand that all players must join a faction before they are allowed to venture out into the world or gain experience points. Make sure to review the [[:Category: Factions|Factions]] page while planning you characters.&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
&lt;br /&gt;
[[Faction Table]] for a quick chart.&lt;br /&gt;
&lt;br /&gt;
*'''[[Shadow_Legion|Shadow Legion]]''' - Deep in the Underdark, the Shadow Legion, calling [[Menzoduran]] its home, breeds a manifestation of evil. Fittingly, it is the exclusive home of the deadly [[Assassin]]. While this faction does allow a wide variety of [[:Category: Race|Races]] and [[:Category: Class|Classes]], all non-[[Drow]] must be evil, as well as the [[Drow]] themselves. Powerful [[Wizard|Wizards]] and [[Sorcerer|Sorcerers]], disreputable warriors and thieves, and deadly [[Assassin|Assassins]] strike fear into the hearts of Aetherians.  [[Cleric|Clerics]] in [[Menzoduran]] may take any domain except [[Air Domain|Air]], [[Fire Domain|Fire]], [[Good Domain|Good]], [[Plant Domain|Plant]], or [[Sun Domain|Sun]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Mystral_Ascendancy|Mystral Ascendancy]]''' - Isolated on the southwestern coast of [[Aetheria]] is the town of [[Garagoth]], home of the arcane and a host of [[Rogue|Roguish]] types. Any non-good [[:Category: Race|Races]] are accepted, and allowed [[:Category: Class|Classes]] include [[Wizard|Wizards]], [[Sorcerer|Sorcerers]], [[Bard|Bards]], [[Rogue|Rogues]], [[Fighter|Fighters]], and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Garagoth]] may take the [[Magic Domain|Magic]], [[Travel Domain|Travel]], [[Trickery Domain|Trickery]], [[Death Domain|Death]], [[Evil Domain|Evil]], [[Knowledge Domain|Knowledge]], or [[War Domain|War]] domains. The [[Mystral Ascendancy]] is also the exclusive home to the [[Pale Master]], which, among other things, is an extremely powerful summoner. &lt;br /&gt;
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*'''[[Ragnar's_Kin|Ragnar's Kin]]''' - With wide carved halls and an underground [[Dwarven Stronghold|Stronghold]] rivaling surface kingdoms, the loyal [[:Category: Dwarf|Dwarves]] of [[Aetheria]] call the underside of the Redhorn Mountains their home. Not wanting to shun any of their kinfolk, they are quite open about alignment and [[:Category: Class|Class]] selection (except Arcane Archer), but do not accept any of the surface races into their ranks. [[:Category: Gnome|Gnomes]], being an underground cousin to the [[:Category: Dwarf|Dwarves]], are accepted with open arms. This faction is the exclusive home to the nigh-impervious [[Dwarven Defender]].  [[Cleric|Clerics]] in [[Ragnar's Kin]] may take any [[Domain]] except [[Air Domain]], [[Plant Domain]], or [[Sun Domain]].&lt;br /&gt;
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*'''[[Ancient_Ones|Ancient Ones]]''' - Ruled by the powerful Dragons, this faction is located in the northeastern corner of [[Aetheria]]. Though Dragonkin and lizardfolk are most noted for their hatred of other [[:Category: Race|Races]], they are more than willing to accept slaves and followers to support their cause. Along with openly accepting any alignment, and [[:Category: Class|Class]], except Paladins or Shadowdancers, they are also the exclusive home of the very powerful [[Red Dragon Disciple]].  [[Cleric|Clerics]] in [[Sleeth]] may not take the [[Earth Domain]], [[Plant Domain]], [[Trickery Domain]], or [[Water Domain]].&lt;br /&gt;
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*'''[[Northern_Coalition|Northern Coalition]]''' - Located in the northwestern corner of [[Aetheria]], the city of [[Daeron]] hosts the home of those who fight for all that is good in this world. A collection of [[Cleric|Clerics]], [[Bard|Bards]], [[Paladin|Paladins]], and [[Monk|Monks]] make up the majority of this group, while also accepting [[Ranger|Rangers]] and [[Fighter|Fighters]] of good heart to join their righteous battle against evil. While accepting all non-Evil [[:Category: Race|Races]], any who wish to join must be of good or lawful alignment and cannot be chaotic or evil in any way. This is the exclusive home of the zealous [[Champion of Torm]] and the inspiring [[Purple Dragon Knight]].  [[Cleric|Clerics]] in [[Daeron]] may not take the [[Evil Domain]].&lt;br /&gt;
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*'''[[The_Circle|The Circle]]''' - In the midst of the serenity of the enchanted forest here in [[Aetheria]] lies the home of those who wish to preserve that which is around them, [[Melencia]]. While accepting all non-evil [[:Category: Race|Races]] into their humble home, they only allow [[Druid|Druids]], [[Ranger|Rangers]], [[Barbarian|Barbarians]], [[Bard|Bards]], [[Fighter|Fighters]], [[Monk|Monks]] and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Melencia]] may take [[Travel Domain]], [[Plant Domain]], [[Animal Domain]], [[Air Domain]], [[Fire Domain]], [[Earth Domain]], [[Water Domain]], [[Healing Domain]], [[Protection Domain]], [[Sun Domain]], or [[Destruction Domain]]. Alignments are restricted to Lawful Neutral, Neutral Good, True Neutral, Chaotic Neutral, Chaotic Good. They are the exclusive home of the highly versatile [[Shifter]].&lt;br /&gt;
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One other city of note in Aetheria is the City of Trade, [[Avendell]]. It is neutral to all [[:Category: Factions|Factions]] and is a sanctuary to the war outside its gates. (no fighting allowed in [[Avendell]] or the immediate area around it). [[Avendell]] is closest to [[Neversummer City]], the capitol of the [[Last Alliance]], being not too far north of it. Inside of [[Avendell]] shops of all kinds can be found, along with The Hilltop Inn, and its own graveyard.&lt;br /&gt;
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Alliances have been formed between many of these factions. The alliances include that of the [[Shadow Legion]] and the [[Mystral Ascendancy]], that of the [[Northern Coalition]] and [[The Circle]], and that of [[Ragnar's Kin]] and the [[Ancient Ones]].&lt;br /&gt;
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=== Commandments ===&lt;br /&gt;
Neversummer 4 has a set of commandments which all players are required to abide by, lest you ruin someone else's fun or be punished by a Dungeon Master. Please see [[Commandments]] or your in-game journal for more information.&lt;br /&gt;
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=== Whats the first thing I should do? ===&lt;br /&gt;
When you first enter the server, you will be in an area where you are asked to join a faction (see above). Each faction has advantages and limitations (i.e. not all classes, particularly prestige classes, races, alignments, or clerical domains are allowed in all factions). If you have a specific character build in mind, then check the wiki to make sure that it's legal in the faction that you want to join. &amp;lt;br&amp;gt;&lt;br /&gt;
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Talk to some of the NPCs in your faction's starting zone to get information about where to go, such as where to find instructions for a faction job to introduce you to the area. &amp;lt;br&amp;gt;&lt;br /&gt;
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The starter jobs are challenging, but very achievable at low levels; the ones easiest for a level 1 player involve killing things. &amp;lt;br&amp;gt;&lt;br /&gt;
* Think about the strengths and weaknesses of your build thus far – if you have low STR but high DEX and don't have weapon finesse, then try using a ranged weapon to start until your melee abilities catch up... or if your hp is particularly low, then stand back and use a ranged weapon anyway... just don't kill them from really, really, really far away, lest you not be given any experience points for the kill &amp;lt;br&amp;gt;&lt;br /&gt;
* Choose your battles so as not to be... overwhelmed &amp;lt;br&amp;gt;&lt;br /&gt;
* For casters, summons spells are very powerful, especially at low levels (and moreso with the appropriate feats, and in some cases, races or domains), and these spells are very helpful for levelling (familiars and animal companions are disabled, but those classes have the summoning spells; animal empathy can work well too, but isn't always reliable). Enchanted armor &amp;amp; shields sold at shops for level 1 characters have 5% immunity to either slashing, bludgeoning, or piercing damage. Most creatures in that level range do 1 damage per hit, and the 5% resistance will absorb a minimum of 1 damage, making it great for staying alive. (slashing is the most common type, in case you're unsure which to get) &amp;lt;br&amp;gt;&lt;br /&gt;
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Starter gear is available via: &amp;lt;br&amp;gt;&lt;br /&gt;
* a faction quartermaster, who will be in the same building that you enter your faction – they sell mundane weapons, armor, and ammo, which are the cheapest equipable items in the game by leaps and bounds &amp;lt;br&amp;gt;&lt;br /&gt;
* an NPC named Elvin in the market area of your faction city – he sells healing kits, cure wounds potions, thieves tools, and a few other sundries &amp;lt;br&amp;gt;&lt;br /&gt;
* shops in the faction city centers – sell better gear for L1, L5, and L9, including, weapons, armor, and other. The gear is not labelled with the required level (there is a naming system), but you can try it on before you buy it, and if you are too low level you will not be able to equip and there will be a message saying you are too low level. These merchants will also identify items of for you, for a price &amp;lt;br&amp;gt;&lt;br /&gt;
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Note that the only potions sold by any vendor on the server are healing potions – all other potions must be found or crafted. &amp;lt;br&amp;gt;&lt;br /&gt;
* Spellcasters, including even Paladins and Rangers, can make potions and/or scrolls for most spells they area able to cast (including healing potions), for an cost of experience points and gold; look for scroll scribing or potion crafting stations in a magic shop or temple. &amp;lt;br&amp;gt;&lt;br /&gt;
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===Where do I go?===&lt;br /&gt;
Adventuring around your faction's capital will get you to L5-9, possibly a little higher. After that, most players start to try to make their way to the neutral city of Avendell, then points beyond …&lt;br /&gt;
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There are [[:Category:Maps|Maps]] and some descriptions of [[:Category:Areas|Areas]], including by level.&lt;br /&gt;
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It’s okay to use the shout channel to find a party and ask questions, so long as you don't overdo it.&lt;br /&gt;
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=== What should I build first? ===&lt;br /&gt;
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Most players on NS4 end up making many characters, especially considering that an experienced player can casually reach level 40 in a few weeks, so don't get stressed out about your first character - just have fun!&amp;lt;br&amp;gt;&lt;br /&gt;
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If you don't know what to build as your first character, then heres some recommendations for first character builds, which are designed not for PvP or endgame PvE(though some are capable of one or both); they are designed for getting to know the server... if a race is not specified, then pick whichever race you'd like:&amp;lt;br&amp;gt;&lt;br /&gt;
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-a half-ogre 40 barbarian with devastating critical(1h melee weapon), a shield(not for the AC), mighty rage, thundering rage, epic damage reduction III, and some discipline... cannot be a member of the Northern Coalition or the Mystral Ascendancy&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 druid, 35 druid/5 monk, 35 druid/5 bard, 35 druid/5 harper scout, or if your faction allows evil characters, 35 druid/5 blackguard; just make sure you've get discipline and animal empathy, as well as automatic quicken spell III, and epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, and epic spell: hellball... all of these cannot be a member of the Northern Coalition, Shadow Legion, or Mystral Ascendancy, and do note that, if this guy isn't a blackguard, he can be a max-level leatherworker to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 35 or more wizard levels who has some sort of discipline, a bit of investment into constitution, automatic quicken spell III, toughness, epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, epic spell: epic warding and hellball, and possibly epic mage armor... cannot be a member of The Circle or the Northern Coalition&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 paladin who has 30 or more charisma if given a magical +12 charisma bonus, as well as divine might, divine shield, devastating critical(1h melee weapon), a shield, armor skin, and discipline... must be a member of the Northern Coalition or Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 fighter with devastating critical(1h melee weapon &amp;amp; 2h weapon), a shield(when using the 1h weapon)(not for the AC), and a LOT of discipline... go for the 1h weapon first, and do note that this guy can also be a max-level armor or weapon crafter to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 32 or more cleric levels; just make sure you get some discipline, automatic quicken spell III, and the travel domain, and although some clerics do like epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, some other clerics don't like those&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 5 or 10 shadowdancer levels and a very high amount of hide and move silently; if you don't include either devastating critical:(any weapon) or huge sneak attacks, this guy will take a very, very, very long time to level up... cannot be a member of the Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a 12 druid/28 shifter or 10 druid/30 shifter with outsider shape, construct shape, dragon shape, some discipline and animal empathy, and, if you can make room, blinding speed... must be a member of The Circle&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 red dragon disciple levels, as well as blinding speed, devastating critical: unarmed strike, and some discipline; your good spare class choices include monk, barbarian, cleric(which needs divine shield and some cha to be worth it)&lt;br /&gt;
, and fighter... monk is the most common one because, although they don't get their wisdom-based AC while in Red Dragon Shape, they do get their unarmed attack progression while in Red Dragon Shape... must be a member of The Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 dwarven defender levels, as well as devastating critical: (1h melee weapon(with a shield) or two-sided weapon) and epic damage reduction III, and some discipline; don't worry about your AC at epic levels... must be a member of Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-an 8 wizard/2 rogue/30 pale master with epic spell focus: necromancy, epic spell: epic warding, and some discipline and AC... must be a member of the Mystral Ascendancy; do note that your super-summon will be doing most of the work as this build&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, some basic starter builds can be found here: https://ns4ee.com/forum_archive/viewtopic.php?f=20&amp;amp;t=1004282&amp;amp;sid=fe6cc9b391f758dd70ce388f60f8c1f6&lt;br /&gt;
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=== Jobs ===&lt;br /&gt;
Each faction has 2 or 3 [[Jobs]], small quests that are obtained from NPCs in the faction capital city and allow new players to learn a little about the areas (some keep you close to home, some send you much further). Completion of each provides a small permanent magical boost to skills and/or ability scores, an activatable token with useful properties(1-3 times per day), or both. Talk to the NPCs around the area where you first came into your faction's city to get started.&lt;br /&gt;
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=== PvP ===&lt;br /&gt;
The conflict between the factions is a primary feature of NS4, so go get 'em! PvP (Player Vs. Player combat) is allowed and encouraged on the server, within the guidelines of the [[Commandments]]. Outside of a few designated no-PvP zones (Avendell and Frostdale), all areas of Aetheria are open for PvP, and any level can participate. Periodic events, claiming of maps, ambushes, can and will happen, so be prepared! That said, griefing, venge logging, and other jerk behaviors are not tolerated and will be stopped forthwith. &amp;lt;br&amp;gt;&lt;br /&gt;
The [[Relic System]] is a feature wherein each faction posesses a relic which they must defend, while capturing their enemies relics in order to earn the favor of the gods. Factions that possess their relic along with some of their enemies' receive a significant XP bonus, so competition is fierce - raiding and defending become regular occurences. Planned events with large scale fighting are periodically staged around this system, with rewards and unlimited glory for the victors!&amp;lt;br&amp;gt;&lt;br /&gt;
No experience loss occurs upon death to another PC, and no XP is earned for a player kill. The exception is in raiding and defending - defenders receive an XP reward upon successfully killing an enemy opponent in their faction city, and raiders who die lose a smallish amount of gold which is rewarded to their killer.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Solo Server? Party Server? ===&lt;br /&gt;
Concerning non-PvP content, Neversummer 4 is not a solo server, but rather, a party server; that said, however, there are still many, many ways to level up by yourself, including at low levels, but some character builds can't reach level 40 by themselves without fighting enemies of a level far below them. Even for the more capable builds, you'll have a lot more options for where to level if you're in a group. Many bosses, including all endgame bosses, are not designed to be able to be defeated by a single player of an appropriate level.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Low Magic? High Magic? ===&lt;br /&gt;
For endgame gear, the stat bonuses are typically +8 and none exceed +10 on any single item. Weapon enchantment bonuses max out at +8, and AC bonuses from items max out at +6 armor, +6 shield, +5 deflection, +5 natural, and +5 dodge (+7 if the boots have no dex). Some AC values may exceed those vs specific races, alignments, or other criteria.&amp;lt;br&amp;gt;&lt;br /&gt;
Haste has been modified to, in total, have ONLY the following effects: +1 AB, +1 dodge AC, +1 reflex save, +1 attack per round, +50% movespeed (less if you're a monk, although monks are still speedy). [[Blinding Speed]] grants an additional +1 dodge AC. No equipment in the entire game has perma-haste as an item property, and if people want to cast spells quickly, they're going to need Automatic Quicken Spell (I, II, III).&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, no item offers Immunity: Poison, Disease, Level/Ability Drain, Fear, Mind-Affecting Spells, Death Magic, Knockdown, Slow, or Freedom of Movement either. Certain classes may provide immunities and or spell-like abilities that can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No spell in the game offers immunity to fear or death magic, and the only thing that offers immunity to mind-affecting spells is [[Perfect Self]]. All endgame melee weapons other than [[Katana of the Sun]] are keen.&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spells such as [[Wail of the Banshee]], [[Dominate Monster]], [[Slow]], [[Infestation of Maggots]], [[Fear]], and [[Energy Drain]] are all useful in both PvE and PvP on this server, even at level 40... although endgame NPCs (35+) mostly have very high saves, and will just save against all of that stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, saves were modified on NS4 so that rolling a 1 doesn't result in an automatic failure, so no spamming petrification gaze or implosion on endgame bosses until they roll a 1 and die; AC was not similarly changed.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Class And Feat Changes ===&lt;br /&gt;
Neversummer 4 has had tons and tons of class and feat changes, some of the more interesting ones of which which will be highlighted here:&lt;br /&gt;
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Among the class changes include epic pale masters getting an extremely powerful summon, epic red dragon disciples getting dragon shape (red only), assassins getting a self-only godly poison, dwarven defenders getting 10% physical damage immunity every 10 levels (which goes well with some equipment that this server has), [[Divine Wrath]] having a much longer duration, epic rangers getting wilderness-only [[Hide in Plain Sight]], a few base classes getting huge bonuses at epic levels if they don't multiclass, harper scouts and purple dragon knights actually being good, blackguards getting a better epic fiendish servant, monk ac from wisdom not applying while shifted, and not being allowed to have monk levels with epic shifter feats in the same build, although shifters were extremely modified and are still good... although, unfortunately, animal companions and familiars are disabled due to bugs and balance issues.&lt;br /&gt;
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Among the feat changes include overwhelming crit adding 2 threat range and devcrit adding 1 critmult instead of fort save or die, both of which stack with everything and makes str characters be able to compete with dexers, blinding speed lasting for lvl*2 rounds, spell focus feats making some spells better beyond increasing their DC, dragon knight and mummy dust actually being useful (with focus feats), and hellball being self-friendly at caster lvl 35 and party-friendly at caster lvl 40.&lt;br /&gt;
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=== Skills ===&lt;br /&gt;
The following skills are of absolutely no use in Neversummer 4 beyond, where applicable, being a prerequisite for a prestige class:&amp;lt;br&amp;gt;&lt;br /&gt;
Appraise&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate, unless you have [[Terrifying Rage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Persuade&amp;lt;br&amp;gt;&lt;br /&gt;
Pick Pocket&amp;lt;br&amp;gt;&lt;br /&gt;
Ride&amp;lt;br&amp;gt;&lt;br /&gt;
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All other skills are useful on this server in some way or the other.&amp;lt;br&amp;gt;&lt;br /&gt;
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However, there is a custom crafting system for weapons, armor, wearables, and consumable items that do not utilize the Craft Armor or Craft Weapon skills. See the '''Crafting''' section above for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Subraces ===&lt;br /&gt;
Take care when selecting [[:Category: Race|Subraces]] in NS4. Many Subraces have powerful features that set them above the stock races, but may carry unwanted side-effects. One such side-effect is effective character level, or ECL. In a nutshell, the more ECL you have, the slower you level up. You don't need to pick a max ECL subrace to be a strong character, as the strongest possible characters in Neversummer 4 have an ECL penalty varying between none and the maximum.&lt;br /&gt;
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The bonuses given to subraces are hard-coded bonuses that are applied after your character has been created, meaning that they are natural and can qualify you for thing such as [[:Category: Feats|Feat]] selection or [[:Category: Spells|Spell]] Level, and are completely unrelated to the magical ability bonus cap of +12, but subracial ability bonuses will have no effect upon how you take your first level(1, not 2). Also, if a [[:Category: Race|Subrace]] has a bonus or penalty to Intelligence, it will affect the number of [[:Category: Skills|Skill]] Points a character receives at levels 2-40. Futhermore, if you take a feat at level 1 that has a stat prerequisite(such as [[Power Attack]]), and then, after your subrace is applied to your character, you no longer meet that prerequisite, you'll keep that feat, which will function normally.&lt;br /&gt;
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[[Race Table]] for a quick chart of ability bonuses.&lt;br /&gt;
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[[Race overview]] for a single page view of all the races.&lt;br /&gt;
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=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking (so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Crafting===&lt;br /&gt;
Neversummer 4 utilizes its own unique crafting system, which makes no use of [[Brew Potion]], [[Craft Wand]], or [[Scribe Scroll]]. Crafting professions include Armorsmithing, Martial Weaponsmithing (which includes Simple weapons), Exotic Weaponsmithing, Fletching, Leatherworking, Tailoring, and Arcane Crafting. Your maximum crafting level for these professions is unrelated to your feats and your Craft Armor and Craft Weapon skills, and has solely to do with your class levels, and you may only have one of these professions at a time. Items ranging from levels 1-30 may be crafted. Furthermore, any spellcaster can craft potions and scrolls of any spell that they can cast without class restrictions or the utilization of the Arcane Crafting profession, although the crafting of scrolls and especially potions have their own restrictions. Being a Potion Brewer or Scroll Scriber do not prevent you from being either or from having a different profession. See [[General Crafting]] for more information.&lt;br /&gt;
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=== Merchants ===&lt;br /&gt;
Each faction city has a vendor that sells items without special properties for starting characters, which are the cheapest items on the server, and by a lot. In most cities, these merchants are on the map that the character first sees when joining that faction after the cutscenes are over.  These merchants offer items from a menu of selections, but items cannot be sold to them.&lt;br /&gt;
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All other merchants in NS4 are custom-designed to be more like an actual store. All shops are open at all hours, with the exception of the archery shop in Melencia, whose hours are listed on the sign in front of it. All equipment on the server, bought or not, has level restrictions of 1, 5, 9, 13, 16, 20, 25, 30, 35, or 40, but you can't buy items of a level higher than 16, barring ammunition and throwing weapons, for which you can buy up to level 30 items. Merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]] carry level 1-9 gear, buy level 1-13 items, and identifies level 1-16 items while [[Avendell]] has level 1-13, buys level 1-16 items, and identifies level 1-20 items. The merchant in [[Frostdale]] sells level 13-16 throwing weapons and ammunition, and buys and identifies level 1-25 items, and a merchant in the [[:Category: Planes|Planes]] has level 13-16 gear, including thrown weapons and ammunition of up to level 30, and buys and identifies level 1-30 items. The rest of the gear must be found from hostile NPCs and bosses located around [[Aetheria]] by killing them, and in the [[:Category: Planes|Planes]] beyond in the same manner, or by crafting them; see the '''Crafting''' section above for more details.&lt;br /&gt;
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To use the merchant shops, you must select the equipment you want from the chests in the store, then take it to the merchant for purchasing. It is highly recommended that you try items before you buy if you are unsure if you can use them. If you are not high enough level for that item you will be told so in the combat dialog box. Along with buying items, merchants will also allow you to sell and Identify your goods for you. Please note that some stores are unable to buy some items. This includes [[:Category: Quests|quest]] items and [[:Category: Items|items]] of a level that is too high for some stores. For example, you may not sell diamonds or rubies to merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]], and no NPC will buy level 35 or 40 items because they're too high-level.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, shoplifting is impossible; leaving a store with unpurchased items causes them to disappear into thin air, even if the server resets before you leave the store.&lt;br /&gt;
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=== Summons ===&lt;br /&gt;
The summons in NS4 have been completely revamped. Some Spell Focus [[:Category: Feats|Feats]] and [[Cleric]] [[:Category: Domains|Domains]] affect the strength of your summons. Summon creature spells are affected by good/neutral/evil alignment in that they will summon different creatures. Prestige classes like the [[Pale Master]] and [[Blackguard]], moreso the [[Pale Master]], have quite powerful custom summons, but require dedication to be strong. For more information, see the [[Summons_Guide|Summon Guide]]&lt;br /&gt;
&lt;br /&gt;
It also should be noted that [[Animal Companion|Animal Companions]] and [[Summon Familiar|Familiars]] are disabled.&lt;br /&gt;
&lt;br /&gt;
=== Shifting ===&lt;br /&gt;
Neversummer 4 uses a custom shifting system that merges items into shifted forms in a more natural way.  Unlike the bioware system, all bonuses from items and spells stack just the same as they would unshifted.  For more information, see the NS4 [[Shifting Guide]].&lt;br /&gt;
&lt;br /&gt;
=== Alignment Changes ===&lt;br /&gt;
There is only one way to change your alignment in Aetheria, and that is by becoming a [[Pale Master]], which will irreversibly turn you evil. There is no other way to change your alignment in Aetheria, so consider this when deciding what kind of character to make.&lt;br /&gt;
&lt;br /&gt;
=== Experience Loss ===&lt;br /&gt;
In Aetheria, dying and clicking the respawn button will, in most non-PvP cases, result in a loss of experience points equal to lvl*50(and costing 10% of your gp and teleporting you to your bind point), which can cause you to lose a level, and can potentially reduce your level all the way down to 1. If a player makes the killing blow against you, respawning will incur no experience penalty. Furthermore, crafting items also consumes experience points depending upon what you're making, but it cannot cause you to lose a level, in which case the item(s) will simply not be crafted because you don't have enough experience points to craft the item without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that you can continue to gain experience points after you've taken your 40th level, which will only serve to let you craft items and click the respawn button however many times without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Automated Server Resets ===&lt;br /&gt;
Every 4 hours, the server will undergo an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Your progress, aside from which part of the zone you're in you're in, will be saved just before this happens, and the server will typically be back online in no more than 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The server shouts when there are 10 minutes before an automated reset, and again when there are 5 minutes before an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you log on, at the top of the combat log, the server will display how much time there is until the next automated reset. The chat command /resettimer will also help with this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Server Size ===&lt;br /&gt;
Neversummer 4's module is so large that the module is nearly at its file size limit, with over 600 areas. Spells, feats, and other content are extensively customized for balance and fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lag ===&lt;br /&gt;
As with almost any online game, lag is an inevitable issue, especially when alot of players are online on Wednesday nights and most of them are nearby. Turning off the combat log may reduce lag if many players are nearby. During times of lag, NPC conversation may be slow, or be halted altogether, though these days they usually aren't. If you get no response at all, ask nicely for a reset on the DM channel or shout (a DM may be on as a player). When the server does go down for a non-automatic reset, the DM will usually give enough warning for you to get to a safe spot, rest, and use your diary to save your character's progress.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances, the server has been known to crash (which is extremely rare), causing a possible loss of xp, items, etc.  Using your diary and resting normally do save your character, but if the server crashes it seems to roll back to an earlier point of the database, causing the loss of up to a couple of hours' worth of data.  Logging off and then back on will prevent this loss--logging off seems to set your data in the database so that it does not get lost in a crash.&lt;br /&gt;
&lt;br /&gt;
=== Character Deletion ===&lt;br /&gt;
&amp;lt;strong&amp;gt;If you wish to reuse the same character name you MUST wait until after the server resets before recreating the character!&amp;lt;/strong&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have a character that very sure that you don't want to play anymore, you can't delete them via. the delete character button on the character selection screen. Instead, that character must speak to any NPC named Devil Angel, which can be found in each capital city of the playable factions, as well as on the map where new characters select which faction to join.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Character deletion is an irreversible process, these characters cannot be restored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines ===&lt;br /&gt;
Some basic tips specific to NS4 are below - for some even more details, see [[Basic Endgame Character Building Guidelines]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of the existence of that guide, some very basic tips will be provided for character building so that, for example, you don't make a character with 30 Champion of Torm levels without Extend Spell, and THEN finally find out that Divine Wrath will last for twice as long if you have Extend Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-There exist many class restrictions on this server that don't exist in Bioware's official single-player campaigns. See [[:Category:Class]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you are a pure-classed [[Barbarian]], [[Fighter]], or [[Paladin]], then, at epic levels, joining the NPC-run Purist Guild in [[Avendell]] will permanently grant your character many powerful abilities as you progress through epic levels, but all of these abilities will permanently vanish if you ever, at any point, take a second class, even if you delevel to get rid of the second class afterwards. Not even a Dungeon Master can get them back if you take a second class. The Purist Guild in [[Avendell]] is the only NPC-run guild on the server, and you may be in both a player-run guild and the Purist Guild at the same time.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Overwhelming Critical]] and [[Devastating Critical]] were changed to no longer have the fort save or die thing, but instead make you crit like a [[Weapon Master]]; [[Weapon Master]]s with [[Overwhelming Critical]] and [[Devastating Critical]] will crit even harder and even more often, essentially becoming '''double''' [[Weapon Master]]s, who, surprisingly, aren't overpowered with their crits ranging from 14-20/x4 to 14-20/x6 or 8-20/x4.&amp;lt;br&amp;gt;&lt;br /&gt;
-All equipment on the entire server lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, immunity to death magic, and immunity to any debuff. Maximum weapon enhancement bonuses range from +6 to +8, maximum armor enhancement bonuses range from +5 to +7, and maximum str/dex/con/wis/int/cha bonuses on gear typically max out at +8 to the stat when combined together, causing spells such as [[Bull's Strength]], [[Finger of Death]], [[Dominate Monster]], [[Entangle]], [[Infestation of Maggots]], and [[Sanctuary]] to be useful at more than just low and medium levels. You can easily get +8 to str/dex/con/int/wis/cha from endgame gear without gimping yourself, except you'll probably have to make a substantial sacrifice to get your dex from +7 to +8 from gear.&amp;lt;br&amp;gt;&lt;br /&gt;
-No spell in the entire game will grant you immunity to mind-affecting spells or death magic, so watch out for mind-affecting spells and death magic, even if you have mind blank or death ward.&amp;lt;br&amp;gt;&lt;br /&gt;
-Because [[Haste]] doesn't increase spellcasting speed on this server, 100% of characters that are focused on spellcasting will want to have [[Automatic Quicken Spell]] III by the time they reach level 40. [[Bard]]s are still good, even without the ability to autoquicken their spells.&amp;lt;br&amp;gt;&lt;br /&gt;
-Strength-stacking characters should try to get [[Devastating Critical]] by level 40; Arcane Archers will commonly take [[Devastating Critical]] too, though arcane archers almost never get more than 25 base strength.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters, even if lacking spells, are not made bad by the changes to [[Devastating Critical]]; dexers are still good.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters who aren't high-level [[Bard]]s, [[Sorcerer]]s, [[Wizard]]s, or [[Cleric]]s with the [[Travel Domain]] will want to get [[Blinding Speed]] by level 40, which is undispellable, provides +1 AC more than regular haste, and has a duration of HD*2 rounds, which results in 8 minutes at level 40.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Assassin]]s want to stack either dex or int.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Barbarian]]s want to stack str, but if they're [[Githyanki]] pure barbarians, then they might opt to stack con instead.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Divine Wrath]], on this server, has a duration of CoT lvl+chamod rounds, both elements of which are automatically doubled if you have the [[Extend Spell]] feat, so people with a lot of [[Champion of Torm]] levels will always want to have at least 1 level in a caster class so that they can get extend spell. People with more than 10 [[Champion of Torm]] levels usually rest a lot.&amp;lt;br&amp;gt;&lt;br /&gt;
-People who heavily invest into spellcasting as a [[Cleric]], [[Druid]], [[Sorcerer]], or [[Wizard]] will typically want to get [[Epic Spell Focus]] into one or more schools of magic in order to empower important spells such as [[Implosion]], [[Storm of Vengeance]], [[Dominate Monster]], [[Dragon Knight]], or [[Mummy Dust]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Pure [[Fighter]]s shouldn't be afraid to specialize in more than one type of weapon. Also, pure fighters should get as much discipline as is reasonably possible to make their special AoE knockdown good.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Harper Scout]]s have some actual use on this server, but some will want to stack either wis or cha in order to increase the DC of their sleep feat, which works on enemies of all levels. Theres a few real reasons to be a harper scout without a high wisdom or charisma, but not as many as if you do.&amp;lt;br&amp;gt;&lt;br /&gt;
-People will commonly build characters with [[Divine Might]], [[Divine Shield]], or both. Said characters, by level 40, will typically have a self-buffed chamod of 10 or higher if they have one, or 12 or higher if they have both.&amp;lt;br&amp;gt;&lt;br /&gt;
-The [[Monk]]'s wisdom-based AC bonus does not apply while you are polymorphed, but their level-based AC bonus, speed, and unarmed attack progression do.&amp;lt;br&amp;gt;&lt;br /&gt;
-Characters with 20 or more [[Pale Master]] levels will want to get [[Epic Spell Focus]]: Necromancy in order to empower their [[Summon Greater Undead]] feat. The second-best summon requires at least regular spell focus, while the best one requires at least greater spell focus, at which point you might as well get epic spell focus to make it even stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Purple Dragon Knight]]s usually want to stack charisma; they also don't suck on this server, at least if you stack charisma.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s will want to take the following [[Favored Enemy]] feats if they're concerned about endgame PvE: Outsider (especially Outsider), Undead, Elf, Human, Aberration, and Dragon are the important ones, while less important ones include Dwarf, Gnome, Construct, Reptilian Humanoid, Vermin, and Magical Beast, although you don't really need magical beast since you can get animal empathy... and for endgame PvP, you'll want, in order of importance (not considering [[Shifter]]s), Human, Elf, Half-orc, Dwarf, Gnome, Halfling, Dragon/Elemental, Undead/Outsider. Nobody makes Half-elves, so don't bother picking them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s gain wilderness-only [[Hide in Plain Sight]] at level 21, so characters with epic ranger levels will probably want to make some sort of investment into [[Hide]] and [[Move Silently]], even if you don't take any feats to improve them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Red Dragon Disciple]]s will want to have either 10 or 30 levels by level 40, with a grey area only existing at level 11. Epic [[Red Dragon Disciple]]s get [[Red Dragon Shape]] with no stat requirements, which has a fixed amount of base str/dex/con and grows in power as the red dragon disciple levels up. As such, characters with 30 red dragon disciple levels will usually get [[Devastating Critical]]: Unarmed Strike, [[Blinding Speed]], and possibly also [[Epic Damage Reduction]] III, all in the same build, and also have barbarian, cleric, fighter, or monk levels, and are pretty scary in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you intend to specialize into a particular [[Shifter]] shape, then do not make a [[Shifter]] until you've done research about [[Shifter]]s; [[Shifter]]s are very, very, very, very different on this server than on other servers. See [[Shifter]] and [[Shifting Guide]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]], [[Outsider Shape]], [[Construct Shape]], and [[Dragon Shape]](not counting RDD dragon shape) will not function if you have even a single level in any class that isn't named [[Druid]] or [[Shifter]]. As before, you don't need to be a [[Shifter]] to use [[Dragon Shape]], though having 10 or more shifter levels while in dragon shape will automatically grant you a colossal fear aura(aura lasts forever, fear is 5 rounds) of DC=30+wismod while in dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]] kinda sucks; don't bother taking it unless you can't think of anything else to spend a feat on, or you plan to de-level and re-level later.&lt;br /&gt;
&lt;br /&gt;
== Missing Pages? ==&lt;br /&gt;
&lt;br /&gt;
This wiki is a direct port of the 1.69 version of the wiki, except we weren't able to get access to its code, so we had to port the articles manually, that is, by copying/pasting each article into this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
If theres a page that we missed, then you'll probably be able to find it in the 1.69 version of this wiki, which, due to how new this EE server is, is still up to date, and it can be found at: http://www.nsrealm.com/ns4wiki/index.php/NewPlayerGuide .&lt;br /&gt;
&lt;br /&gt;
[[Category: Main]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7734</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7734"/>
		<updated>2023-09-26T02:07:04Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This server has a GIGANTIC amount of changes from unmodified NWN: EE, including tons of Spell changes, Class changes, &amp;amp; Feat changes.&amp;lt;br&amp;gt;&lt;br /&gt;
But fortunately, this server's development team made sure to actually change the in-game descriptions of Spells, Feats, and Classes to reflect these changes.&amp;lt;br&amp;gt;&lt;br /&gt;
Anyway, you don't gotta read this whole wiki page; in fact, you don't gotta read any of it. Just read the sections that interest you.&lt;br /&gt;
&lt;br /&gt;
=== World of Aetheria ===&lt;br /&gt;
[[Aetheria]] is a world at war. The world is separated into Six [[:Category: Factions|Factions]], which vie for control of their territories. &lt;br /&gt;
&lt;br /&gt;
Each faction has its own  flavor, faction-specific prestige classes, and restrictions on what characters you can make there. It is important to understand these restrictions if you wish to play a certain faction, and to understand that all players must join a faction before they are allowed to venture out into the world or gain experience points. Make sure to review the [[:Category: Factions|Factions]] page while planning you characters.&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
&lt;br /&gt;
[[Faction Table]] for a quick chart.&lt;br /&gt;
&lt;br /&gt;
*'''[[Shadow_Legion|Shadow Legion]]''' - Deep in the Underdark, the Shadow Legion, calling [[Menzoduran]] its home, breeds a manifestation of evil. Fittingly, it is the exclusive home of the deadly [[Assassin]]. While this faction does allow a wide variety of [[:Category: Race|Races]] and [[:Category: Class|Classes]], all non-[[Drow]] must be evil, as well as the [[Drow]] themselves. Powerful [[Wizard|Wizards]] and [[Sorcerer|Sorcerers]], disreputable warriors and thieves, and deadly [[Assassin|Assassins]] strike fear into the hearts of Aetherians.  [[Cleric|Clerics]] in [[Menzoduran]] may take any domain except [[Air Domain|Air]], [[Fire Domain|Fire]], [[Good Domain|Good]], [[Plant Domain|Plant]], or [[Sun Domain|Sun]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Mystral_Ascendancy|Mystral Ascendancy]]''' - Isolated on the southwestern coast of [[Aetheria]] is the town of [[Garagoth]], home of the arcane and a host of [[Rogue|Roguish]] types. Any non-good [[:Category: Race|Races]] are accepted, and allowed [[:Category: Class|Classes]] include [[Wizard|Wizards]], [[Sorcerer|Sorcerers]], [[Bard|Bards]], [[Rogue|Rogues]], [[Fighter|Fighters]], and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Garagoth]] may take the [[Magic Domain|Magic]], [[Travel Domain|Travel]], [[Trickery Domain|Trickery]], [[Death Domain|Death]], [[Evil Domain|Evil]], [[Knowledge Domain|Knowledge]], or [[War Domain|War]] domains. The [[Mystral Ascendancy]] is also the exclusive home to the [[Pale Master]], which, among other things, is an extremely powerful summoner. &lt;br /&gt;
&lt;br /&gt;
*'''[[Ragnar's_Kin|Ragnar's Kin]]''' - With wide carved halls and an underground [[Dwarven Stronghold|Stronghold]] rivaling surface kingdoms, the loyal [[:Category: Dwarf|Dwarves]] of [[Aetheria]] call the underside of the Redhorn Mountains their home. Not wanting to shun any of their kinfolk, they are quite open about alignment and [[:Category: Class|Class]] selection (except Arcane Archer), but do not accept any of the surface races into their ranks. [[:Category: Gnome|Gnomes]], being an underground cousin to the [[:Category: Dwarf|Dwarves]], are accepted with open arms. This faction is the exclusive home to the nigh-impervious [[Dwarven Defender]].  [[Cleric|Clerics]] in [[Ragnar's Kin]] may take any [[Domain]] except [[Air Domain]], [[Plant Domain]], or [[Sun Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Ancient_Ones|Ancient Ones]]''' - Ruled by the powerful Dragons, this faction is located in the northeastern corner of [[Aetheria]]. Though Dragonkin and lizardfolk are most noted for their hatred of other [[:Category: Race|Races]], they are more than willing to accept slaves and followers to support their cause. Along with openly accepting any alignment, and [[:Category: Class|Class]], except Paladins or Shadowdancers, they are also the exclusive home of the very powerful [[Red Dragon Disciple]].  [[Cleric|Clerics]] in [[Sleeth]] may not take the [[Earth Domain]], [[Plant Domain]], [[Trickery Domain]], or [[Water Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Northern_Coalition|Northern Coalition]]''' - Located in the northwestern corner of [[Aetheria]], the city of [[Daeron]] hosts the home of those who fight for all that is good in this world. A collection of [[Cleric|Clerics]], [[Bard|Bards]], [[Paladin|Paladins]], and [[Monk|Monks]] make up the majority of this group, while also accepting [[Ranger|Rangers]] and [[Fighter|Fighters]] of good heart to join their righteous battle against evil. While accepting all non-Evil [[:Category: Race|Races]], any who wish to join must be of good or lawful alignment and cannot be chaotic or evil in any way. This is the exclusive home of the zealous [[Champion of Torm]] and the inspiring [[Purple Dragon Knight]].  [[Cleric|Clerics]] in [[Daeron]] may not take the [[Evil Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[The_Circle|The Circle]]''' - In the midst of the serenity of the enchanted forest here in [[Aetheria]] lies the home of those who wish to preserve that which is around them, [[Melencia]]. While accepting all non-evil [[:Category: Race|Races]] into their humble home, they only allow [[Druid|Druids]], [[Ranger|Rangers]], [[Barbarian|Barbarians]], [[Bard|Bards]], [[Fighter|Fighters]], [[Monk|Monks]] and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Melencia]] may take [[Travel Domain]], [[Plant Domain]], [[Animal Domain]], [[Air Domain]], [[Fire Domain]], [[Earth Domain]], [[Water Domain]], [[Healing Domain]], [[Protection Domain]], [[Sun Domain]], or [[Destruction Domain]]. Alignments are restricted to Lawful Neutral, Neutral Good, True Neutral, Chaotic Neutral, Chaotic Good. They are the exclusive home of the highly versatile [[Shifter]].&lt;br /&gt;
&lt;br /&gt;
One other city of note in Aetheria is the City of Trade, [[Avendell]]. It is neutral to all [[:Category: Factions|Factions]] and is a sanctuary to the war outside its gates. (no fighting allowed in [[Avendell]] or the immediate area around it). [[Avendell]] is closest to [[Neversummer City]], the capitol of the [[Last Alliance]], being not too far north of it. Inside of [[Avendell]] shops of all kinds can be found, along with The Hilltop Inn, and its own graveyard.&lt;br /&gt;
&lt;br /&gt;
Alliances have been formed between many of these factions. The alliances include that of the [[Shadow Legion]] and the [[Mystral Ascendancy]], that of the [[Northern Coalition]] and [[The Circle]], and that of [[Ragnar's Kin]] and the [[Ancient Ones]].&lt;br /&gt;
&lt;br /&gt;
=== Commandments ===&lt;br /&gt;
Neversummer 4 has a set of commandments which all players are required to abide by, lest you ruin someone else's fun or be punished by a Dungeon Master. Please see [[Commandments]] or your in-game journal for more information.&lt;br /&gt;
&lt;br /&gt;
=== Whats the first thing I should do? ===&lt;br /&gt;
When you first enter the server, you will be in an area where you are asked to join a faction (see above). Each faction has advantages and limitations (i.e. not all classes, particularly prestige classes, races, alignments, or clerical domains are allowed in all factions). If you have a specific character build in mind, then check the wiki to make sure that it's legal in the faction that you want to join. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talk to some of the NPCs in your faction's starting zone to get information about where to go, such as where to find instructions for a faction job to introduce you to the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The starter jobs are challenging, but very achievable at low levels; the ones easiest for a level 1 player involve killing things. &amp;lt;br&amp;gt;&lt;br /&gt;
* Think about the strengths and weaknesses of your build thus far – if you have low STR but high DEX and don't have weapon finesse, then try using a ranged weapon to start until your melee abilities catch up... or if your hp is particularly low, then stand back and use a ranged weapon anyway... just don't kill them from really, really, really far away, lest you not be given any experience points for the kill &amp;lt;br&amp;gt;&lt;br /&gt;
* Choose your battles so as not to be... overwhelmed &amp;lt;br&amp;gt;&lt;br /&gt;
* For casters, summons spells are very powerful, especially at low levels (and moreso with the appropriate feats, and in some cases, races or domains), and these spells are very helpful for levelling (familiars and animal companions are disabled, but those classes have the summoning spells; animal empathy can work well too, but isn't always reliable). Enchanted armor &amp;amp; shields sold at shops for level 1 characters have 5% immunity to either slashing, bludgeoning, or piercing damage. Most creatures in that level range do 1 damage per hit, and the 5% resistance will absorb a minimum of 1 damage, making it great for staying alive. (slashing is the most common type, in case you're unsure which to get) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starter gear is available via: &amp;lt;br&amp;gt;&lt;br /&gt;
* a faction quartermaster, who will be in the same building that you enter your faction – they sell mundane weapons, armor, and ammo, which are the cheapest equipable items in the game by leaps and bounds &amp;lt;br&amp;gt;&lt;br /&gt;
* an NPC named Elvin in the market area of your faction city – he sells healing kits, cure wounds potions, thieves tools, and a few other sundries &amp;lt;br&amp;gt;&lt;br /&gt;
* shops in the faction city centers – sell better gear for L1, L5, and L9, including, weapons, armor, and other. The gear is not labelled with the required level (there is a naming system), but you can try it on before you buy it, and if you are too low level you will not be able to equip and there will be a message saying you are too low level. These merchants will also identify items of for you, for a price &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the only potions sold by any vendor on the server are healing potions – all other potions must be found or crafted. &amp;lt;br&amp;gt;&lt;br /&gt;
* Spellcasters, including even Paladins and Rangers, can make potions and/or scrolls for most spells they area able to cast (including healing potions), for an cost of experience points and gold; look for scroll scribing or potion crafting stations in a magic shop or temple. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Where do I go?===&lt;br /&gt;
Adventuring around your faction's capital will get you to L5-9, possibly a little higher. After that, most players start to try to make their way to the neutral city of Avendell, then points beyond …&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are [[:Category:Maps|Maps]] and some descriptions of [[:Category:Areas|Areas]], including by level.&lt;br /&gt;
&lt;br /&gt;
It’s okay to use the shout channel to find a party and ask questions, so long as you don't overdo it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What should I build first? ===&lt;br /&gt;
&lt;br /&gt;
Most players on NS4 end up making many characters, especially considering that an experienced player can casually reach level 40 in a few weeks, so don't get stressed out about your first character - just have fun!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't know what to build as your first character, then heres some recommendations for first character builds, which are designed not for PvP or endgame PvE(though some are capable of one or both); they are designed for getting to know the server... if a race is not specified, then pick whichever race you'd like:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-a half-ogre 40 barbarian with devastating critical(1h melee weapon), a shield(not for the AC), mighty rage, thundering rage, epic damage reduction III, and some discipline... cannot be a member of the Northern Coalition or the Mystral Ascendancy&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 druid, 35 druid/5 monk, 35 druid/5 bard, 35 druid/5 harper scout, or if your faction allows evil characters, 35 druid/5 blackguard; just make sure you've get discipline and animal empathy, as well as automatic quicken spell III, and epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, and epic spell: hellball... all of these cannot be a member of the Northern Coalition, Shadow Legion, or Mystral Ascendancy, and do note that, if this guy isn't a blackguard, he can be a max-level leatherworker to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 35 or more wizard levels who has some sort of discipline, a bit of investment into constitution, automatic quicken spell III, toughness, epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, epic spell: epic warding and hellball, and possibly epic mage armor... cannot be a member of The Circle or the Northern Coalition&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 paladin who has 30 or more charisma if given a magical +12 charisma bonus, as well as divine might, divine shield, devastating critical(1h melee weapon), a shield, armor skin, and discipline... must be a member of the Northern Coalition or Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 fighter with devastating critical(1h melee weapon &amp;amp; 2h weapon), a shield(when using the 1h weapon)(not for the AC), and a LOT of discipline... go for the 1h weapon first, and do note that this guy can also be a max-level armor or weapon crafter to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 32 or more cleric levels; just make sure you get some discipline, automatic quicken spell III, and the travel domain, and although some clerics do like epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, some other clerics don't like those&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 5 or 10 shadowdancer levels and a very high amount of hide and move silently; if you don't include either devastating critical:(any weapon) or huge sneak attacks, this guy will take a very, very, very long time to level up... cannot be a member of the Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a 12 druid/28 shifter or 10 druid/30 shifter with outsider shape, construct shape, dragon shape, some discipline and animal empathy, and, if you can make room, blinding speed... must be a member of The Circle&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 red dragon disciple levels, as well as blinding speed, devastating critical: unarmed strike, and some discipline; your good spare class choices include monk, barbarian, cleric(which needs divine shield and some cha to be worth it)&lt;br /&gt;
, and fighter... monk is the most common one because, although they don't get their wisdom-based AC while in Red Dragon Shape, they do get their unarmed attack progression while in Red Dragon Shape... must be a member of The Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 dwarven defender levels, as well as devastating critical: (1h melee weapon(with a shield) or two-sided weapon) and epic damage reduction III, and some discipline; don't worry about your AC at epic levels... must be a member of Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-an 8 wizard/2 rogue/30 pale master with epic spell focus: necromancy, epic spell: epic warding, and some discipline and AC... must be a member of the Mystral Ascendancy; do note that your super-summon will be doing most of the work as this build&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said, some basic starter builds can be found here: https://ns4ee.com/forum_archive/viewtopic.php?f=20&amp;amp;t=1004282&amp;amp;sid=fe6cc9b391f758dd70ce388f60f8c1f6&lt;br /&gt;
&lt;br /&gt;
=== Jobs ===&lt;br /&gt;
Each faction has 2 or 3 [[Jobs]], small quests that are obtained from NPCs in the faction capital city and allow new players to learn a little about the areas (some keep you close to home, some send you much further). Completion of each provides a small permanent magical boost to skills and/or ability scores, an activatable token with useful properties(1-3 times per day), or both. Talk to the NPCs around the area where you first came into your faction's city to get started.&lt;br /&gt;
&lt;br /&gt;
=== PvP ===&lt;br /&gt;
The conflict between the factions is a primary feature of NS4, so go get 'em! PvP (Player Vs. Player combat) is allowed and encouraged on the server, within the guidelines of the [[Commandments]]. Outside of a few designated no-PvP zones (Avendell and Frostdale), all areas of Aetheria are open for PvP, and any level can participate. Periodic events, claiming of maps, ambushes, can and will happen, so be prepared! That said, griefing, venge logging, and other jerk behaviors are not tolerated and will be stopped forthwith. &amp;lt;br&amp;gt;&lt;br /&gt;
The [[Relic System]] is a feature wherein each faction posesses a relic which they must defend, while capturing their enemies relics in order to earn the favor of the gods. Factions that possess their relic along with some of their enemies' receive a significant XP bonus, so competition is fierce - raiding and defending become regular occurences. Planned events with large scale fighting are periodically staged around this system, with rewards and unlimited glory for the victors!&amp;lt;br&amp;gt;&lt;br /&gt;
No experience loss occurs upon death to another PC, and no XP is earned for a player kill. The exception is in raiding and defending - defenders receive an XP reward upon successfully killing an enemy opponent in their faction city, and raiders who die lose a smallish amount of gold which is rewarded to their killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Solo Server? Party Server? ===&lt;br /&gt;
Concerning non-PvP content, Neversummer 4 is not a solo server, but rather, a party server; that said, however, there are still many, many ways to level up by yourself, including at low levels, but some character builds can't reach level 40 by themselves without fighting enemies of a level far below them. Even for the more capable builds, you'll have a lot more options for where to level if you're in a group. Many bosses, including all endgame bosses, are not designed to be able to be defeated by a single player of an appropriate level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Low Magic? High Magic? ===&lt;br /&gt;
For endgame gear, the stat bonuses are typically +8 and none exceed +10 on any single item. Weapon enchantment bonuses max out at +8, and AC bonuses from items max out at +6 armor, +6 shield, +5 deflection, +5 natural, and +5 dodge (+7 if the boots have no dex). Some AC values may exceed those vs specific races, alignments, or other criteria.&amp;lt;br&amp;gt;&lt;br /&gt;
Haste has been modified to, in total, have ONLY the following effects: +1 AB, +1 dodge AC, +1 reflex save, +1 attack per round, +50% movespeed (less if you're a monk, although monks are still speedy). [[Blinding Speed]] grants an additional +1 dodge AC. No equipment in the entire game has perma-haste as an item property, and if people want to cast spells quickly, they're going to need Automatic Quicken Spell (I, II, III).&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, no item offers Immunity: Poison, Disease, Level/Ability Drain, Fear, Mind-Affecting Spells, Death Magic, Knockdown, Slow, or Freedom of Movement either. Certain classes may provide immunities and or spell-like abilities that can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No spell in the game offers immunity to fear or death magic, and the only thing that offers immunity to mind-affecting spells is [[Perfect Self]]. All endgame melee weapons other than [[Katana of the Sun]] are keen.&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spells such as [[Wail of the Banshee]], [[Dominate Monster]], [[Slow]], [[Infestation of Maggots]], [[Fear]], and [[Energy Drain]] are all useful in both PvE and PvP on this server, even at level 40... although endgame NPCs (35+) mostly have very high saves, and will just save against all of that stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, saves were modified on NS4 so that rolling a 1 doesn't result in an automatic failure, so no spamming petrification gaze or implosion on endgame bosses until they roll a 1 and die; AC was not similarly changed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class And Feat Changes ===&lt;br /&gt;
Neversummer 4 has had tons and tons of class and feat changes, some of the more interesting ones of which which will be highlighted here:&lt;br /&gt;
&lt;br /&gt;
Among the class changes include epic pale masters getting an extremely powerful summon, epic red dragon disciples getting dragon shape (red only), assassins getting a self-only godly poison, dwarven defenders getting 10% physical damage immunity every 10 levels (which goes well with some equipment that this server has), [[Divine Wrath]] having a much longer duration, epic rangers getting wilderness-only [[Hide in Plain Sight]], a few base classes getting huge bonuses at epic levels if they don't multiclass, harper scouts and purple dragon knights actually being good, blackguards getting a better epic fiendish servant, monk ac from wisdom not applying while shifted, and not being allowed to have monk levels with epic shifter feats in the same build, although shifters were extremely modified and are still good... although, unfortunately, animal companions and familiars are disabled due to bugs and balance issues.&lt;br /&gt;
&lt;br /&gt;
Among the feat changes include overwhelming crit adding 2 threat range and devcrit adding 1 critmult instead of fort save or die, both of which stack with everything and makes str characters be able to compete with dexers, blinding speed lasting for lvl*2 rounds, spell focus feats making some spells better beyond increasing their DC, dragon knight and mummy dust actually being useful (with focus feats), and hellball being self-friendly at caster lvl 35 and party-friendly at caster lvl 40.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
The following skills are of absolutely no use in Neversummer 4 beyond, where applicable, being a prerequisite for a prestige class:&amp;lt;br&amp;gt;&lt;br /&gt;
Appraise&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate, unless you have [[Terrifying Rage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Persuade&amp;lt;br&amp;gt;&lt;br /&gt;
Pick Pocket&amp;lt;br&amp;gt;&lt;br /&gt;
Ride&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All other skills are useful on this server in some way or the other.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, there is a custom crafting system for weapons, armor, wearables, and consumable items that do not utilize the Craft Armor or Craft Weapon skills. See the '''Crafting''' section above for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subraces ===&lt;br /&gt;
Take care when selecting [[:Category: Race|Subraces]] in NS4. Many Subraces have powerful features that set them above the stock races, but may carry unwanted side-effects. One such side-effect is effective character level, or ECL. In a nutshell, the more ECL you have, the slower you level up. You don't need to pick a max ECL subrace to be a strong character, as the strongest possible characters in Neversummer 4 have an ECL penalty varying between none and the maximum.&lt;br /&gt;
&lt;br /&gt;
The bonuses given to subraces are hard-coded bonuses that are applied after your character has been created, meaning that they are natural and can qualify you for thing such as [[:Category: Feats|Feat]] selection or [[:Category: Spells|Spell]] Level, and are completely unrelated to the magical ability bonus cap of +12, but subracial ability bonuses will have no effect upon how you take your first level(1, not 2). Also, if a [[:Category: Race|Subrace]] has a bonus or penalty to Intelligence, it will affect the number of [[:Category: Skills|Skill]] Points a character receives at levels 2-40. Futhermore, if you take a feat at level 1 that has a stat prerequisite(such as [[Power Attack]]), and then, after your subrace is applied to your character, you no longer meet that prerequisite, you'll keep that feat, which will function normally.&lt;br /&gt;
&lt;br /&gt;
[[Race Table]] for a quick chart of ability bonuses.&lt;br /&gt;
&lt;br /&gt;
[[Race overview]] for a single page view of all the races.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking (so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting===&lt;br /&gt;
Neversummer 4 utilizes its own unique crafting system, which makes no use of [[Brew Potion]], [[Craft Wand]], or [[Scribe Scroll]]. Crafting professions include Armorsmithing, Martial Weaponsmithing (which includes Simple weapons), Exotic Weaponsmithing, Fletching, Leatherworking, Tailoring, and Arcane Crafting. Your maximum crafting level for these professions is unrelated to your feats and your Craft Armor and Craft Weapon skills, and has solely to do with your class levels, and you may only have one of these professions at a time. Items ranging from levels 1-30 may be crafted. Furthermore, any spellcaster can craft potions and scrolls of any spell that they can cast without class restrictions or the utilization of the Arcane Crafting profession, although the crafting of scrolls and especially potions have their own restrictions. Being a Potion Brewer or Scroll Scriber do not prevent you from being either or from having a different profession. See [[General Crafting]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
Each faction city has a vendor that sells items without special properties for starting characters, which are the cheapest items on the server, and by a lot. In most cities, these merchants are on the map that the character first sees when joining that faction after the cutscenes are over.  These merchants offer items from a menu of selections, but items cannot be sold to them.&lt;br /&gt;
&lt;br /&gt;
All other merchants in NS4 are custom-designed to be more like an actual store. All shops are open at all hours, with the exception of the archery shop in Melencia, whose hours are listed on the sign in front of it. All equipment on the server, bought or not, has level restrictions of 1, 5, 9, 13, 16, 20, 25, 30, 35, or 40, but you can't buy items of a level higher than 16, barring ammunition and throwing weapons, for which you can buy up to level 30 items. Merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]] carry level 1-9 gear, buy level 1-13 items, and identifies level 1-16 items while [[Avendell]] has level 1-13, buys level 1-16 items, and identifies level 1-20 items. The merchant in [[Frostdale]] sells level 13-16 throwing weapons and ammunition, and buys and identifies level 1-25 items, and a merchant in the [[:Category: Planes|Planes]] has level 13-16 gear, including thrown weapons and ammunition of up to level 30, and buys and identifies level 1-30 items. The rest of the gear must be found from hostile NPCs and bosses located around [[Aetheria]] by killing them, and in the [[:Category: Planes|Planes]] beyond in the same manner, or by crafting them; see the '''Crafting''' section above for more details.&lt;br /&gt;
&lt;br /&gt;
To use the merchant shops, you must select the equipment you want from the chests in the store, then take it to the merchant for purchasing. It is highly recommended that you try items before you buy if you are unsure if you can use them. If you are not high enough level for that item you will be told so in the combat dialog box. Along with buying items, merchants will also allow you to sell and Identify your goods for you. Please note that some stores are unable to buy some items. This includes [[:Category: Quests|quest]] items and [[:Category: Items|items]] of a level that is too high for some stores. For example, you may not sell diamonds or rubies to merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]], and no NPC will buy level 35 or 40 items because they're too high-level.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, shoplifting is impossible; leaving a store with unpurchased items causes them to disappear into thin air, even if the server resets before you leave the store.&lt;br /&gt;
&lt;br /&gt;
=== Summons ===&lt;br /&gt;
The summons in NS4 have been completely revamped. Some Spell Focus [[:Category: Feats|Feats]] and [[Cleric]] [[:Category: Domains|Domains]] affect the strength of your summons. Summon creature spells are affected by good/neutral/evil alignment in that they will summon different creatures. Prestige classes like the [[Pale Master]] and [[Blackguard]], moreso the [[Pale Master]], have quite powerful custom summons, but require dedication to be strong. For more information, see the [[Summons_Guide|Summon Guide]]&lt;br /&gt;
&lt;br /&gt;
It also should be noted that [[Animal Companion|Animal Companions]] and [[Summon Familiar|Familiars]] are disabled.&lt;br /&gt;
&lt;br /&gt;
=== Shifting ===&lt;br /&gt;
Neversummer 4 uses a custom shifting system that merges items into shifted forms in a more natural way.  Unlike the bioware system, all bonuses from items and spells stack just the same as they would unshifted.  For more information, see the NS4 [[Shifting Guide]].&lt;br /&gt;
&lt;br /&gt;
=== Alignment Changes ===&lt;br /&gt;
There is only one way to change your alignment in Aetheria, and that is by becoming a [[Pale Master]], which will irreversibly turn you evil. There is no other way to change your alignment in Aetheria, so consider this when deciding what kind of character to make.&lt;br /&gt;
&lt;br /&gt;
=== Experience Loss ===&lt;br /&gt;
In Aetheria, dying and clicking the respawn button will, in most non-PvP cases, result in a loss of experience points equal to lvl*50(and costing 10% of your gp and teleporting you to your bind point), which can cause you to lose a level, and can potentially reduce your level all the way down to 1. If a player makes the killing blow against you, respawning will incur no experience penalty. Furthermore, crafting items also consumes experience points depending upon what you're making, but it cannot cause you to lose a level, in which case the item(s) will simply not be crafted because you don't have enough experience points to craft the item without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that you can continue to gain experience points after you've taken your 40th level, which will only serve to let you craft items and click the respawn button however many times without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Automated Server Resets ===&lt;br /&gt;
Every 4 hours, the server will undergo an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Your progress, aside from which part of the zone you're in you're in, will be saved just before this happens, and the server will typically be back online in no more than 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The server shouts when there are 10 minutes before an automated reset, and again when there are 5 minutes before an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you log on, at the top of the combat log, the server will display how much time there is until the next automated reset. The chat command /resettimer will also help with this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Server Size ===&lt;br /&gt;
Neversummer 4's module is so large that the module is nearly at its file size limit, with over 600 areas. Spells, feats, and other content are extensively customized for balance and fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lag ===&lt;br /&gt;
As with almost any online game, lag is an inevitable issue, especially when alot of players are online on Wednesday nights and most of them are nearby. Turning off the combat log may reduce lag if many players are nearby. During times of lag, NPC conversation may be slow, or be halted altogether, though these days they usually aren't. If you get no response at all, ask nicely for a reset on the DM channel or shout (a DM may be on as a player). When the server does go down for a non-automatic reset, the DM will usually give enough warning for you to get to a safe spot, rest, and use your diary to save your character's progress.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances, the server has been known to crash (which is extremely rare), causing a possible loss of xp, items, etc.  Using your diary and resting normally do save your character, but if the server crashes it seems to roll back to an earlier point of the database, causing the loss of up to a couple of hours' worth of data.  Logging off and then back on will prevent this loss--logging off seems to set your data in the database so that it does not get lost in a crash.&lt;br /&gt;
&lt;br /&gt;
=== Character Deletion ===&lt;br /&gt;
&amp;lt;strong&amp;gt;If you wish to reuse the same character name you MUST wait until after the server resets before recreating the character!&amp;lt;/strong&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have a character that very sure that you don't want to play anymore, you can't delete them via. the delete character button on the character selection screen. Instead, that character must speak to any NPC named Devil Angel, which can be found in each capital city of the playable factions, as well as on the map where new characters select which faction to join.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Character deletion is an irreversible process, these characters cannot be restored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines ===&lt;br /&gt;
Some basic tips specific to NS4 are below - for some even more details, see [[Basic Endgame Character Building Guidelines]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of the existence of that guide, some very basic tips will be provided for character building will serve to prevent people from missing out on much of the functionality of some integral parts of their classes (such as how spellcasters need AQIII because haste doesn't do the job and how rangers get outdoor-only HiPS at lvl 21, and so need some hide/ms), among other things:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-There exist many class restrictions on this server that don't exist in Bioware's official single-player campaigns. See [[:Category:Class]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you are a pure-classed [[Barbarian]], [[Fighter]], or [[Paladin]], then, at epic levels, joining the NPC-run Purist Guild in [[Avendell]] will permanently grant your character many powerful abilities as you progress through epic levels, but all of these abilities will permanently vanish if you ever, at any point, take a second class, even if you delevel to get rid of the second class afterwards. Not even a Dungeon Master can get them back if you take a second class. The Purist Guild in [[Avendell]] is the only NPC-run guild on the server, and you may be in both a player-run guild and the Purist Guild at the same time.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Overwhelming Critical]] and [[Devastating Critical]] were changed to no longer have the fort save or die thing, but instead make you crit like a [[Weapon Master]]; [[Weapon Master]]s with [[Overwhelming Critical]] and [[Devastating Critical]] will crit even harder and even more often, essentially becoming '''double''' [[Weapon Master]]s, who, surprisingly, aren't overpowered with their crits ranging from 14-20/x4 to 14-20/x6 or 8-20/x4.&amp;lt;br&amp;gt;&lt;br /&gt;
-All equipment in the entire game lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, immunity to death magic, and immunity to any debuff. Maximum weapon enhancement bonuses range from +6 to +8, maximum armor enhancement bonuses range from +5 to +7, and maximum str/dex/con/wis/int/cha bonuses on gear typically max out at +8 to the stat when combined together, causing spells such as [[Bull's Strength]], [[Finger of Death]], [[Dominate Monster]], [[Entangle]], [[Infestation of Maggots]], and [[Sanctuary]] to be useful at more than just low and medium levels. You can easily get +8 to str/dex/con/int/wis/cha from endgame gear without gimping yourself, except you'll probably have to make a substantial sacrifice to get your dex from +7 to +8 from gear.&amp;lt;br&amp;gt;&lt;br /&gt;
-No spell in the entire game will grant you immunity to mind-affecting spells or death magic, so watch out for mind-affecting spells and death magic, even if you have mind blank or death ward.&amp;lt;br&amp;gt;&lt;br /&gt;
-Because [[Haste]] doesn't increase spellcasting speed on this server, 100% of characters that are focused on spellcasting will want to have [[Automatic Quicken Spell]] III by the time they reach level 40. [[Bard]]s are still good, even without the ability to autoquicken their spells.&amp;lt;br&amp;gt;&lt;br /&gt;
-Strength-stacking characters should try to get [[Devastating Critical]] by level 40; Arcane Archers will commonly take [[Devastating Critical]] too, though arcane archers almost never get more than 25 base strength.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters, even if lacking spells, are not made bad by the changes to [[Devastating Critical]]; dexers are still good.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters who aren't high-level [[Bard]]s, [[Sorcerer]]s, [[Wizard]]s, or [[Cleric]]s with the [[Travel Domain]] will want to get [[Blinding Speed]] by level 40, which is undispellable, provides +1 AC more than regular haste, and has a duration of HD*2 rounds, which results in 8 minutes at level 40.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Assassin]]s want to stack either dex or int.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Barbarian]]s want to stack str, but if they're [[Githyanki]] pure barbarians, then they might opt to stack con instead.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Divine Wrath]], on this server, has a duration of CoT lvl+chamod rounds, both elements of which are automatically doubled if you have the [[Extend Spell]] feat, so people with a lot of [[Champion of Torm]] levels will always want to have at least 1 level in a caster class so that they can get extend spell. People with more than 10 [[Champion of Torm]] levels usually rest a lot.&amp;lt;br&amp;gt;&lt;br /&gt;
-People who heavily invest into spellcasting as a [[Cleric]], [[Druid]], [[Sorcerer]], or [[Wizard]] will typically want to get [[Epic Spell Focus]] into one or more schools of magic in order to empower important spells such as [[Implosion]], [[Storm of Vengeance]], [[Dominate Monster]], [[Dragon Knight]], or [[Mummy Dust]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Pure [[Fighter]]s shouldn't be afraid to specialize in more than one type of weapon. Also, pure fighters should get as much discipline as is reasonably possible to make their special AoE knockdown good.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Harper Scout]]s don't suck on this server, but some will want to stack either wis or cha in order to increase the DC of their sleep feat, which works on enemies of all levels. There are good reasons to be a harper scout without a high wisdom or charisma, but not as many as if you do.&amp;lt;br&amp;gt;&lt;br /&gt;
-People will commonly build characters with [[Divine Might]], [[Divine Shield]], or both. Said characters, by level 40, will typically have a self-buffed chamod of 10 or higher if they have one, or 12 or higher if they have both.&amp;lt;br&amp;gt;&lt;br /&gt;
-The [[Monk]]'s wisdom-based AC bonus does not apply while you are polymorphed, but their level-based AC bonus, speed, and unarmed attack progression do.&amp;lt;br&amp;gt;&lt;br /&gt;
-Characters with 20 or more [[Pale Master]] levels will want to get [[Epic Spell Focus]]: Necromancy in order to empower their [[Summon Greater Undead]] feat. The second-best summon requires at least regular spell focus, while the best one requires at least greater spell focus, at which point you might as well get epic spell focus to make it even stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Purple Dragon Knight]]s usually want to stack charisma; they also don't suck on this server, at least if you stack charisma.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s will want to take the following [[Favored Enemy]] feats if they're concerned about endgame PvE: Outsider (especially Outsider), Undead, Elf, Human, Aberration, and Dragon are the important ones, while less important ones include Dwarf, Gnome, Construct, Reptilian Humanoid, Vermin, and Magical Beast, although you don't really need magical beast since you can get animal empathy... and for endgame PvP, you'll want, in order of importance (not considering [[Shifter]]s), Human, Elf, Half-orc, Dwarf, Gnome, Halfling, Dragon/Elemental, Undead/Outsider. Nobody makes Half-elves, so don't bother picking them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s gain wilderness-only [[Hide in Plain Sight]] at level 21, so characters with epic ranger levels will probably want to make some sort of investment into [[Hide]] and [[Move Silently]], even if you don't take any feats to improve them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Red Dragon Disciple]]s will want to have either 10 or 30 levels by level 40, with a grey area only existing at level 11. Epic [[Red Dragon Disciple]]s get [[Red Dragon Shape]] with no stat requirements, which has a fixed amount of base str/dex/con and grows in power as the red dragon disciple levels up. As such, characters with 30 red dragon disciple levels will usually get [[Devastating Critical]]: Unarmed Strike, [[Blinding Speed]], and possibly also [[Epic Damage Reduction]] III, all in the same build, and also have barbarian, cleric, fighter, or monk levels, and are pretty scary in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you intend to specialize into a particular [[Shifter]] shape, then do not make a [[Shifter]] until you've done research about [[Shifter]]s; [[Shifter]]s are very, very, very, very different on this server than on other servers. See [[Shifter]] and [[Shifting Guide]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]], [[Outsider Shape]], [[Construct Shape]], and [[Dragon Shape]](not counting RDD dragon shape) will not function if you have even a single level in any class that isn't named [[Druid]] or [[Shifter]]. As before, you don't need to be a [[Shifter]] to use [[Dragon Shape]], though having 10 or more shifter levels while in dragon shape will automatically grant you a colossal fear aura(aura lasts forever, fear is 5 rounds) of DC=30+wismod while in dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]] kinda sucks; don't bother taking it unless you can't think of anything else to spend a feat on, or you plan to de-level and re-level later.&lt;br /&gt;
&lt;br /&gt;
== Missing Pages? ==&lt;br /&gt;
&lt;br /&gt;
This wiki is a direct port of the 1.69 version of the wiki, except we weren't able to get access to its code, so we had to port the articles manually, that is, by copying/pasting each article into this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
If theres a page that we missed, then you'll probably be able to find it in the 1.69 version of this wiki, which, due to how new this EE server is, is still up to date, and it can be found at: http://www.nsrealm.com/ns4wiki/index.php/NewPlayerGuide .&lt;br /&gt;
&lt;br /&gt;
[[Category: Main]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7733</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=New_Player_Guide&amp;diff=7733"/>
		<updated>2023-09-26T02:06:42Z</updated>

		<summary type="html">&lt;p&gt;Garn: revised the part above the table of contents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This server has a GIGANTIC amount of changes from unmodified NWN: EE, including tons of Spell changes, Class changes, &amp;amp; Feat changes.&lt;br /&gt;
But fortunately, this server's development team made sure to actually change the in-game descriptions of Spells, Feats, and Classes to reflect these changes.&lt;br /&gt;
Anyway, you don't gotta read this whole wiki page; in fact, you don't gotta read any of it. Just read the sections that interest you.&lt;br /&gt;
&lt;br /&gt;
=== World of Aetheria ===&lt;br /&gt;
[[Aetheria]] is a world at war. The world is separated into Six [[:Category: Factions|Factions]], which vie for control of their territories. &lt;br /&gt;
&lt;br /&gt;
Each faction has its own  flavor, faction-specific prestige classes, and restrictions on what characters you can make there. It is important to understand these restrictions if you wish to play a certain faction, and to understand that all players must join a faction before they are allowed to venture out into the world or gain experience points. Make sure to review the [[:Category: Factions|Factions]] page while planning you characters.&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
&lt;br /&gt;
[[Faction Table]] for a quick chart.&lt;br /&gt;
&lt;br /&gt;
*'''[[Shadow_Legion|Shadow Legion]]''' - Deep in the Underdark, the Shadow Legion, calling [[Menzoduran]] its home, breeds a manifestation of evil. Fittingly, it is the exclusive home of the deadly [[Assassin]]. While this faction does allow a wide variety of [[:Category: Race|Races]] and [[:Category: Class|Classes]], all non-[[Drow]] must be evil, as well as the [[Drow]] themselves. Powerful [[Wizard|Wizards]] and [[Sorcerer|Sorcerers]], disreputable warriors and thieves, and deadly [[Assassin|Assassins]] strike fear into the hearts of Aetherians.  [[Cleric|Clerics]] in [[Menzoduran]] may take any domain except [[Air Domain|Air]], [[Fire Domain|Fire]], [[Good Domain|Good]], [[Plant Domain|Plant]], or [[Sun Domain|Sun]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Mystral_Ascendancy|Mystral Ascendancy]]''' - Isolated on the southwestern coast of [[Aetheria]] is the town of [[Garagoth]], home of the arcane and a host of [[Rogue|Roguish]] types. Any non-good [[:Category: Race|Races]] are accepted, and allowed [[:Category: Class|Classes]] include [[Wizard|Wizards]], [[Sorcerer|Sorcerers]], [[Bard|Bards]], [[Rogue|Rogues]], [[Fighter|Fighters]], and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Garagoth]] may take the [[Magic Domain|Magic]], [[Travel Domain|Travel]], [[Trickery Domain|Trickery]], [[Death Domain|Death]], [[Evil Domain|Evil]], [[Knowledge Domain|Knowledge]], or [[War Domain|War]] domains. The [[Mystral Ascendancy]] is also the exclusive home to the [[Pale Master]], which, among other things, is an extremely powerful summoner. &lt;br /&gt;
&lt;br /&gt;
*'''[[Ragnar's_Kin|Ragnar's Kin]]''' - With wide carved halls and an underground [[Dwarven Stronghold|Stronghold]] rivaling surface kingdoms, the loyal [[:Category: Dwarf|Dwarves]] of [[Aetheria]] call the underside of the Redhorn Mountains their home. Not wanting to shun any of their kinfolk, they are quite open about alignment and [[:Category: Class|Class]] selection (except Arcane Archer), but do not accept any of the surface races into their ranks. [[:Category: Gnome|Gnomes]], being an underground cousin to the [[:Category: Dwarf|Dwarves]], are accepted with open arms. This faction is the exclusive home to the nigh-impervious [[Dwarven Defender]].  [[Cleric|Clerics]] in [[Ragnar's Kin]] may take any [[Domain]] except [[Air Domain]], [[Plant Domain]], or [[Sun Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Ancient_Ones|Ancient Ones]]''' - Ruled by the powerful Dragons, this faction is located in the northeastern corner of [[Aetheria]]. Though Dragonkin and lizardfolk are most noted for their hatred of other [[:Category: Race|Races]], they are more than willing to accept slaves and followers to support their cause. Along with openly accepting any alignment, and [[:Category: Class|Class]], except Paladins or Shadowdancers, they are also the exclusive home of the very powerful [[Red Dragon Disciple]].  [[Cleric|Clerics]] in [[Sleeth]] may not take the [[Earth Domain]], [[Plant Domain]], [[Trickery Domain]], or [[Water Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Northern_Coalition|Northern Coalition]]''' - Located in the northwestern corner of [[Aetheria]], the city of [[Daeron]] hosts the home of those who fight for all that is good in this world. A collection of [[Cleric|Clerics]], [[Bard|Bards]], [[Paladin|Paladins]], and [[Monk|Monks]] make up the majority of this group, while also accepting [[Ranger|Rangers]] and [[Fighter|Fighters]] of good heart to join their righteous battle against evil. While accepting all non-Evil [[:Category: Race|Races]], any who wish to join must be of good or lawful alignment and cannot be chaotic or evil in any way. This is the exclusive home of the zealous [[Champion of Torm]] and the inspiring [[Purple Dragon Knight]].  [[Cleric|Clerics]] in [[Daeron]] may not take the [[Evil Domain]].&lt;br /&gt;
&lt;br /&gt;
*'''[[The_Circle|The Circle]]''' - In the midst of the serenity of the enchanted forest here in [[Aetheria]] lies the home of those who wish to preserve that which is around them, [[Melencia]]. While accepting all non-evil [[:Category: Race|Races]] into their humble home, they only allow [[Druid|Druids]], [[Ranger|Rangers]], [[Barbarian|Barbarians]], [[Bard|Bards]], [[Fighter|Fighters]], [[Monk|Monks]] and [[Cleric|Clerics]]. [[Cleric|Clerics]] in [[Melencia]] may take [[Travel Domain]], [[Plant Domain]], [[Animal Domain]], [[Air Domain]], [[Fire Domain]], [[Earth Domain]], [[Water Domain]], [[Healing Domain]], [[Protection Domain]], [[Sun Domain]], or [[Destruction Domain]]. Alignments are restricted to Lawful Neutral, Neutral Good, True Neutral, Chaotic Neutral, Chaotic Good. They are the exclusive home of the highly versatile [[Shifter]].&lt;br /&gt;
&lt;br /&gt;
One other city of note in Aetheria is the City of Trade, [[Avendell]]. It is neutral to all [[:Category: Factions|Factions]] and is a sanctuary to the war outside its gates. (no fighting allowed in [[Avendell]] or the immediate area around it). [[Avendell]] is closest to [[Neversummer City]], the capitol of the [[Last Alliance]], being not too far north of it. Inside of [[Avendell]] shops of all kinds can be found, along with The Hilltop Inn, and its own graveyard.&lt;br /&gt;
&lt;br /&gt;
Alliances have been formed between many of these factions. The alliances include that of the [[Shadow Legion]] and the [[Mystral Ascendancy]], that of the [[Northern Coalition]] and [[The Circle]], and that of [[Ragnar's Kin]] and the [[Ancient Ones]].&lt;br /&gt;
&lt;br /&gt;
=== Commandments ===&lt;br /&gt;
Neversummer 4 has a set of commandments which all players are required to abide by, lest you ruin someone else's fun or be punished by a Dungeon Master. Please see [[Commandments]] or your in-game journal for more information.&lt;br /&gt;
&lt;br /&gt;
=== Whats the first thing I should do? ===&lt;br /&gt;
When you first enter the server, you will be in an area where you are asked to join a faction (see above). Each faction has advantages and limitations (i.e. not all classes, particularly prestige classes, races, alignments, or clerical domains are allowed in all factions). If you have a specific character build in mind, then check the wiki to make sure that it's legal in the faction that you want to join. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talk to some of the NPCs in your faction's starting zone to get information about where to go, such as where to find instructions for a faction job to introduce you to the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The starter jobs are challenging, but very achievable at low levels; the ones easiest for a level 1 player involve killing things. &amp;lt;br&amp;gt;&lt;br /&gt;
* Think about the strengths and weaknesses of your build thus far – if you have low STR but high DEX and don't have weapon finesse, then try using a ranged weapon to start until your melee abilities catch up... or if your hp is particularly low, then stand back and use a ranged weapon anyway... just don't kill them from really, really, really far away, lest you not be given any experience points for the kill &amp;lt;br&amp;gt;&lt;br /&gt;
* Choose your battles so as not to be... overwhelmed &amp;lt;br&amp;gt;&lt;br /&gt;
* For casters, summons spells are very powerful, especially at low levels (and moreso with the appropriate feats, and in some cases, races or domains), and these spells are very helpful for levelling (familiars and animal companions are disabled, but those classes have the summoning spells; animal empathy can work well too, but isn't always reliable). Enchanted armor &amp;amp; shields sold at shops for level 1 characters have 5% immunity to either slashing, bludgeoning, or piercing damage. Most creatures in that level range do 1 damage per hit, and the 5% resistance will absorb a minimum of 1 damage, making it great for staying alive. (slashing is the most common type, in case you're unsure which to get) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starter gear is available via: &amp;lt;br&amp;gt;&lt;br /&gt;
* a faction quartermaster, who will be in the same building that you enter your faction – they sell mundane weapons, armor, and ammo, which are the cheapest equipable items in the game by leaps and bounds &amp;lt;br&amp;gt;&lt;br /&gt;
* an NPC named Elvin in the market area of your faction city – he sells healing kits, cure wounds potions, thieves tools, and a few other sundries &amp;lt;br&amp;gt;&lt;br /&gt;
* shops in the faction city centers – sell better gear for L1, L5, and L9, including, weapons, armor, and other. The gear is not labelled with the required level (there is a naming system), but you can try it on before you buy it, and if you are too low level you will not be able to equip and there will be a message saying you are too low level. These merchants will also identify items of for you, for a price &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the only potions sold by any vendor on the server are healing potions – all other potions must be found or crafted. &amp;lt;br&amp;gt;&lt;br /&gt;
* Spellcasters, including even Paladins and Rangers, can make potions and/or scrolls for most spells they area able to cast (including healing potions), for an cost of experience points and gold; look for scroll scribing or potion crafting stations in a magic shop or temple. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Where do I go?===&lt;br /&gt;
Adventuring around your faction's capital will get you to L5-9, possibly a little higher. After that, most players start to try to make their way to the neutral city of Avendell, then points beyond …&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are [[:Category:Maps|Maps]] and some descriptions of [[:Category:Areas|Areas]], including by level.&lt;br /&gt;
&lt;br /&gt;
It’s okay to use the shout channel to find a party and ask questions, so long as you don't overdo it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What should I build first? ===&lt;br /&gt;
&lt;br /&gt;
Most players on NS4 end up making many characters, especially considering that an experienced player can casually reach level 40 in a few weeks, so don't get stressed out about your first character - just have fun!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't know what to build as your first character, then heres some recommendations for first character builds, which are designed not for PvP or endgame PvE(though some are capable of one or both); they are designed for getting to know the server... if a race is not specified, then pick whichever race you'd like:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-a half-ogre 40 barbarian with devastating critical(1h melee weapon), a shield(not for the AC), mighty rage, thundering rage, epic damage reduction III, and some discipline... cannot be a member of the Northern Coalition or the Mystral Ascendancy&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 druid, 35 druid/5 monk, 35 druid/5 bard, 35 druid/5 harper scout, or if your faction allows evil characters, 35 druid/5 blackguard; just make sure you've get discipline and animal empathy, as well as automatic quicken spell III, and epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, and epic spell: hellball... all of these cannot be a member of the Northern Coalition, Shadow Legion, or Mystral Ascendancy, and do note that, if this guy isn't a blackguard, he can be a max-level leatherworker to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 35 or more wizard levels who has some sort of discipline, a bit of investment into constitution, automatic quicken spell III, toughness, epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, epic spell: epic warding and hellball, and possibly epic mage armor... cannot be a member of The Circle or the Northern Coalition&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 paladin who has 30 or more charisma if given a magical +12 charisma bonus, as well as divine might, divine shield, devastating critical(1h melee weapon), a shield, armor skin, and discipline... must be a member of the Northern Coalition or Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-a 40 fighter with devastating critical(1h melee weapon &amp;amp; 2h weapon), a shield(when using the 1h weapon)(not for the AC), and a LOT of discipline... go for the 1h weapon first, and do note that this guy can also be a max-level armor or weapon crafter to boot&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 32 or more cleric levels; just make sure you get some discipline, automatic quicken spell III, and the travel domain, and although some clerics do like epic spell focus: conjuration or necromancy+epic spell: dragon knight or mummy dust, some other clerics don't like those&amp;lt;br&amp;gt;&lt;br /&gt;
-something with 5 or 10 shadowdancer levels and a very high amount of hide and move silently; if you don't include either devastating critical:(any weapon) or huge sneak attacks, this guy will take a very, very, very long time to level up... cannot be a member of the Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a 12 druid/28 shifter or 10 druid/30 shifter with outsider shape, construct shape, dragon shape, some discipline and animal empathy, and, if you can make room, blinding speed... must be a member of The Circle&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 red dragon disciple levels, as well as blinding speed, devastating critical: unarmed strike, and some discipline; your good spare class choices include monk, barbarian, cleric(which needs divine shield and some cha to be worth it)&lt;br /&gt;
, and fighter... monk is the most common one because, although they don't get their wisdom-based AC while in Red Dragon Shape, they do get their unarmed attack progression while in Red Dragon Shape... must be a member of The Ancient Ones&amp;lt;br&amp;gt;&lt;br /&gt;
-a character with 30 dwarven defender levels, as well as devastating critical: (1h melee weapon(with a shield) or two-sided weapon) and epic damage reduction III, and some discipline; don't worry about your AC at epic levels... must be a member of Ragnar's Kin&amp;lt;br&amp;gt;&lt;br /&gt;
-an 8 wizard/2 rogue/30 pale master with epic spell focus: necromancy, epic spell: epic warding, and some discipline and AC... must be a member of the Mystral Ascendancy; do note that your super-summon will be doing most of the work as this build&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said, some basic starter builds can be found here: https://ns4ee.com/forum_archive/viewtopic.php?f=20&amp;amp;t=1004282&amp;amp;sid=fe6cc9b391f758dd70ce388f60f8c1f6&lt;br /&gt;
&lt;br /&gt;
=== Jobs ===&lt;br /&gt;
Each faction has 2 or 3 [[Jobs]], small quests that are obtained from NPCs in the faction capital city and allow new players to learn a little about the areas (some keep you close to home, some send you much further). Completion of each provides a small permanent magical boost to skills and/or ability scores, an activatable token with useful properties(1-3 times per day), or both. Talk to the NPCs around the area where you first came into your faction's city to get started.&lt;br /&gt;
&lt;br /&gt;
=== PvP ===&lt;br /&gt;
The conflict between the factions is a primary feature of NS4, so go get 'em! PvP (Player Vs. Player combat) is allowed and encouraged on the server, within the guidelines of the [[Commandments]]. Outside of a few designated no-PvP zones (Avendell and Frostdale), all areas of Aetheria are open for PvP, and any level can participate. Periodic events, claiming of maps, ambushes, can and will happen, so be prepared! That said, griefing, venge logging, and other jerk behaviors are not tolerated and will be stopped forthwith. &amp;lt;br&amp;gt;&lt;br /&gt;
The [[Relic System]] is a feature wherein each faction posesses a relic which they must defend, while capturing their enemies relics in order to earn the favor of the gods. Factions that possess their relic along with some of their enemies' receive a significant XP bonus, so competition is fierce - raiding and defending become regular occurences. Planned events with large scale fighting are periodically staged around this system, with rewards and unlimited glory for the victors!&amp;lt;br&amp;gt;&lt;br /&gt;
No experience loss occurs upon death to another PC, and no XP is earned for a player kill. The exception is in raiding and defending - defenders receive an XP reward upon successfully killing an enemy opponent in their faction city, and raiders who die lose a smallish amount of gold which is rewarded to their killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Solo Server? Party Server? ===&lt;br /&gt;
Concerning non-PvP content, Neversummer 4 is not a solo server, but rather, a party server; that said, however, there are still many, many ways to level up by yourself, including at low levels, but some character builds can't reach level 40 by themselves without fighting enemies of a level far below them. Even for the more capable builds, you'll have a lot more options for where to level if you're in a group. Many bosses, including all endgame bosses, are not designed to be able to be defeated by a single player of an appropriate level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Low Magic? High Magic? ===&lt;br /&gt;
For endgame gear, the stat bonuses are typically +8 and none exceed +10 on any single item. Weapon enchantment bonuses max out at +8, and AC bonuses from items max out at +6 armor, +6 shield, +5 deflection, +5 natural, and +5 dodge (+7 if the boots have no dex). Some AC values may exceed those vs specific races, alignments, or other criteria.&amp;lt;br&amp;gt;&lt;br /&gt;
Haste has been modified to, in total, have ONLY the following effects: +1 AB, +1 dodge AC, +1 reflex save, +1 attack per round, +50% movespeed (less if you're a monk, although monks are still speedy). [[Blinding Speed]] grants an additional +1 dodge AC. No equipment in the entire game has perma-haste as an item property, and if people want to cast spells quickly, they're going to need Automatic Quicken Spell (I, II, III).&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, no item offers Immunity: Poison, Disease, Level/Ability Drain, Fear, Mind-Affecting Spells, Death Magic, Knockdown, Slow, or Freedom of Movement either. Certain classes may provide immunities and or spell-like abilities that can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
No spell in the game offers immunity to fear or death magic, and the only thing that offers immunity to mind-affecting spells is [[Perfect Self]]. All endgame melee weapons other than [[Katana of the Sun]] are keen.&amp;lt;br&amp;gt;&lt;br /&gt;
As such, spells such as [[Wail of the Banshee]], [[Dominate Monster]], [[Slow]], [[Infestation of Maggots]], [[Fear]], and [[Energy Drain]] are all useful in both PvE and PvP on this server, even at level 40... although endgame NPCs (35+) mostly have very high saves, and will just save against all of that stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, saves were modified on NS4 so that rolling a 1 doesn't result in an automatic failure, so no spamming petrification gaze or implosion on endgame bosses until they roll a 1 and die; AC was not similarly changed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class And Feat Changes ===&lt;br /&gt;
Neversummer 4 has had tons and tons of class and feat changes, some of the more interesting ones of which which will be highlighted here:&lt;br /&gt;
&lt;br /&gt;
Among the class changes include epic pale masters getting an extremely powerful summon, epic red dragon disciples getting dragon shape (red only), assassins getting a self-only godly poison, dwarven defenders getting 10% physical damage immunity every 10 levels (which goes well with some equipment that this server has), [[Divine Wrath]] having a much longer duration, epic rangers getting wilderness-only [[Hide in Plain Sight]], a few base classes getting huge bonuses at epic levels if they don't multiclass, harper scouts and purple dragon knights actually being good, blackguards getting a better epic fiendish servant, monk ac from wisdom not applying while shifted, and not being allowed to have monk levels with epic shifter feats in the same build, although shifters were extremely modified and are still good... although, unfortunately, animal companions and familiars are disabled due to bugs and balance issues.&lt;br /&gt;
&lt;br /&gt;
Among the feat changes include overwhelming crit adding 2 threat range and devcrit adding 1 critmult instead of fort save or die, both of which stack with everything and makes str characters be able to compete with dexers, blinding speed lasting for lvl*2 rounds, spell focus feats making some spells better beyond increasing their DC, dragon knight and mummy dust actually being useful (with focus feats), and hellball being self-friendly at caster lvl 35 and party-friendly at caster lvl 40.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
The following skills are of absolutely no use in Neversummer 4 beyond, where applicable, being a prerequisite for a prestige class:&amp;lt;br&amp;gt;&lt;br /&gt;
Appraise&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Craft Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate, unless you have [[Terrifying Rage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Persuade&amp;lt;br&amp;gt;&lt;br /&gt;
Pick Pocket&amp;lt;br&amp;gt;&lt;br /&gt;
Ride&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All other skills are useful on this server in some way or the other.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, there is a custom crafting system for weapons, armor, wearables, and consumable items that do not utilize the Craft Armor or Craft Weapon skills. See the '''Crafting''' section above for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subraces ===&lt;br /&gt;
Take care when selecting [[:Category: Race|Subraces]] in NS4. Many Subraces have powerful features that set them above the stock races, but may carry unwanted side-effects. One such side-effect is effective character level, or ECL. In a nutshell, the more ECL you have, the slower you level up. You don't need to pick a max ECL subrace to be a strong character, as the strongest possible characters in Neversummer 4 have an ECL penalty varying between none and the maximum.&lt;br /&gt;
&lt;br /&gt;
The bonuses given to subraces are hard-coded bonuses that are applied after your character has been created, meaning that they are natural and can qualify you for thing such as [[:Category: Feats|Feat]] selection or [[:Category: Spells|Spell]] Level, and are completely unrelated to the magical ability bonus cap of +12, but subracial ability bonuses will have no effect upon how you take your first level(1, not 2). Also, if a [[:Category: Race|Subrace]] has a bonus or penalty to Intelligence, it will affect the number of [[:Category: Skills|Skill]] Points a character receives at levels 2-40. Futhermore, if you take a feat at level 1 that has a stat prerequisite(such as [[Power Attack]]), and then, after your subrace is applied to your character, you no longer meet that prerequisite, you'll keep that feat, which will function normally.&lt;br /&gt;
&lt;br /&gt;
[[Race Table]] for a quick chart of ability bonuses.&lt;br /&gt;
&lt;br /&gt;
[[Race overview]] for a single page view of all the races.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Many spells have been changed to act differently in Neversummer 4 than they did in the Bioware campaigns. Among these changes are [[Time Stop]] and [[Black Blade of Disaster]] not being ridiculously overpowered, [[Flame Lash]] and [[Call Lightning]] getting buffed, persistent AoE and non-AoE effects of the same type not stacking (so you can't stack multiple [[Inferno]]s on the same guy or [[Creeping Doom]]s in the same place, for example), [[Holy Sword]]'s dispel level being massively nerfed, and [[True Seeing]] only increasing your spot and search skills by 20-30(depending on focus feats) and acting as see invisibility instead of causing you to automatically see through stealth and whatnot. Please see [[Spell Changes]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
Casting a spell or using a spell-like ability will cancel [[Expertise]] and [[Improved Expertise]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting===&lt;br /&gt;
Neversummer 4 utilizes its own unique crafting system, which makes no use of [[Brew Potion]], [[Craft Wand]], or [[Scribe Scroll]]. Crafting professions include Armorsmithing, Martial Weaponsmithing (which includes Simple weapons), Exotic Weaponsmithing, Fletching, Leatherworking, Tailoring, and Arcane Crafting. Your maximum crafting level for these professions is unrelated to your feats and your Craft Armor and Craft Weapon skills, and has solely to do with your class levels, and you may only have one of these professions at a time. Items ranging from levels 1-30 may be crafted. Furthermore, any spellcaster can craft potions and scrolls of any spell that they can cast without class restrictions or the utilization of the Arcane Crafting profession, although the crafting of scrolls and especially potions have their own restrictions. Being a Potion Brewer or Scroll Scriber do not prevent you from being either or from having a different profession. See [[General Crafting]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
Each faction city has a vendor that sells items without special properties for starting characters, which are the cheapest items on the server, and by a lot. In most cities, these merchants are on the map that the character first sees when joining that faction after the cutscenes are over.  These merchants offer items from a menu of selections, but items cannot be sold to them.&lt;br /&gt;
&lt;br /&gt;
All other merchants in NS4 are custom-designed to be more like an actual store. All shops are open at all hours, with the exception of the archery shop in Melencia, whose hours are listed on the sign in front of it. All equipment on the server, bought or not, has level restrictions of 1, 5, 9, 13, 16, 20, 25, 30, 35, or 40, but you can't buy items of a level higher than 16, barring ammunition and throwing weapons, for which you can buy up to level 30 items. Merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]] carry level 1-9 gear, buy level 1-13 items, and identifies level 1-16 items while [[Avendell]] has level 1-13, buys level 1-16 items, and identifies level 1-20 items. The merchant in [[Frostdale]] sells level 13-16 throwing weapons and ammunition, and buys and identifies level 1-25 items, and a merchant in the [[:Category: Planes|Planes]] has level 13-16 gear, including thrown weapons and ammunition of up to level 30, and buys and identifies level 1-30 items. The rest of the gear must be found from hostile NPCs and bosses located around [[Aetheria]] by killing them, and in the [[:Category: Planes|Planes]] beyond in the same manner, or by crafting them; see the '''Crafting''' section above for more details.&lt;br /&gt;
&lt;br /&gt;
To use the merchant shops, you must select the equipment you want from the chests in the store, then take it to the merchant for purchasing. It is highly recommended that you try items before you buy if you are unsure if you can use them. If you are not high enough level for that item you will be told so in the combat dialog box. Along with buying items, merchants will also allow you to sell and Identify your goods for you. Please note that some stores are unable to buy some items. This includes [[:Category: Quests|quest]] items and [[:Category: Items|items]] of a level that is too high for some stores. For example, you may not sell diamonds or rubies to merchants in [[:Category: Factions|Faction]] [[:Category: Settlements|Cities]], and no NPC will buy level 35 or 40 items because they're too high-level.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, shoplifting is impossible; leaving a store with unpurchased items causes them to disappear into thin air, even if the server resets before you leave the store.&lt;br /&gt;
&lt;br /&gt;
=== Summons ===&lt;br /&gt;
The summons in NS4 have been completely revamped. Some Spell Focus [[:Category: Feats|Feats]] and [[Cleric]] [[:Category: Domains|Domains]] affect the strength of your summons. Summon creature spells are affected by good/neutral/evil alignment in that they will summon different creatures. Prestige classes like the [[Pale Master]] and [[Blackguard]], moreso the [[Pale Master]], have quite powerful custom summons, but require dedication to be strong. For more information, see the [[Summons_Guide|Summon Guide]]&lt;br /&gt;
&lt;br /&gt;
It also should be noted that [[Animal Companion|Animal Companions]] and [[Summon Familiar|Familiars]] are disabled.&lt;br /&gt;
&lt;br /&gt;
=== Shifting ===&lt;br /&gt;
Neversummer 4 uses a custom shifting system that merges items into shifted forms in a more natural way.  Unlike the bioware system, all bonuses from items and spells stack just the same as they would unshifted.  For more information, see the NS4 [[Shifting Guide]].&lt;br /&gt;
&lt;br /&gt;
=== Alignment Changes ===&lt;br /&gt;
There is only one way to change your alignment in Aetheria, and that is by becoming a [[Pale Master]], which will irreversibly turn you evil. There is no other way to change your alignment in Aetheria, so consider this when deciding what kind of character to make.&lt;br /&gt;
&lt;br /&gt;
=== Experience Loss ===&lt;br /&gt;
In Aetheria, dying and clicking the respawn button will, in most non-PvP cases, result in a loss of experience points equal to lvl*50(and costing 10% of your gp and teleporting you to your bind point), which can cause you to lose a level, and can potentially reduce your level all the way down to 1. If a player makes the killing blow against you, respawning will incur no experience penalty. Furthermore, crafting items also consumes experience points depending upon what you're making, but it cannot cause you to lose a level, in which case the item(s) will simply not be crafted because you don't have enough experience points to craft the item without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
Do note, however, that you can continue to gain experience points after you've taken your 40th level, which will only serve to let you craft items and click the respawn button however many times without losing a level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Automated Server Resets ===&lt;br /&gt;
Every 4 hours, the server will undergo an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Your progress, aside from which part of the zone you're in you're in, will be saved just before this happens, and the server will typically be back online in no more than 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The server shouts when there are 10 minutes before an automated reset, and again when there are 5 minutes before an automated reset.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you log on, at the top of the combat log, the server will display how much time there is until the next automated reset. The chat command /resettimer will also help with this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Server Size ===&lt;br /&gt;
Neversummer 4's module is so large that the module is nearly at its file size limit, with over 600 areas. Spells, feats, and other content are extensively customized for balance and fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lag ===&lt;br /&gt;
As with almost any online game, lag is an inevitable issue, especially when alot of players are online on Wednesday nights and most of them are nearby. Turning off the combat log may reduce lag if many players are nearby. During times of lag, NPC conversation may be slow, or be halted altogether, though these days they usually aren't. If you get no response at all, ask nicely for a reset on the DM channel or shout (a DM may be on as a player). When the server does go down for a non-automatic reset, the DM will usually give enough warning for you to get to a safe spot, rest, and use your diary to save your character's progress.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances, the server has been known to crash (which is extremely rare), causing a possible loss of xp, items, etc.  Using your diary and resting normally do save your character, but if the server crashes it seems to roll back to an earlier point of the database, causing the loss of up to a couple of hours' worth of data.  Logging off and then back on will prevent this loss--logging off seems to set your data in the database so that it does not get lost in a crash.&lt;br /&gt;
&lt;br /&gt;
=== Character Deletion ===&lt;br /&gt;
&amp;lt;strong&amp;gt;If you wish to reuse the same character name you MUST wait until after the server resets before recreating the character!&amp;lt;/strong&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have a character that very sure that you don't want to play anymore, you can't delete them via. the delete character button on the character selection screen. Instead, that character must speak to any NPC named Devil Angel, which can be found in each capital city of the playable factions, as well as on the map where new characters select which faction to join.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Character deletion is an irreversible process, these characters cannot be restored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== YOU CAN GO PLAY NOW!! or, if you are still enjoying reading, here are some Very Basic Endgame Character-Building Guidelines ===&lt;br /&gt;
Some basic tips specific to NS4 are below - for some even more details, see [[Basic Endgame Character Building Guidelines]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of the existence of that guide, some very basic tips will be provided for character building will serve to prevent people from missing out on much of the functionality of some integral parts of their classes (such as how spellcasters need AQIII because haste doesn't do the job and how rangers get outdoor-only HiPS at lvl 21, and so need some hide/ms), among other things:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-There exist many class restrictions on this server that don't exist in Bioware's official single-player campaigns. See [[:Category:Class]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you are a pure-classed [[Barbarian]], [[Fighter]], or [[Paladin]], then, at epic levels, joining the NPC-run Purist Guild in [[Avendell]] will permanently grant your character many powerful abilities as you progress through epic levels, but all of these abilities will permanently vanish if you ever, at any point, take a second class, even if you delevel to get rid of the second class afterwards. Not even a Dungeon Master can get them back if you take a second class. The Purist Guild in [[Avendell]] is the only NPC-run guild on the server, and you may be in both a player-run guild and the Purist Guild at the same time.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Overwhelming Critical]] and [[Devastating Critical]] were changed to no longer have the fort save or die thing, but instead make you crit like a [[Weapon Master]]; [[Weapon Master]]s with [[Overwhelming Critical]] and [[Devastating Critical]] will crit even harder and even more often, essentially becoming '''double''' [[Weapon Master]]s, who, surprisingly, aren't overpowered with their crits ranging from 14-20/x4 to 14-20/x6 or 8-20/x4.&amp;lt;br&amp;gt;&lt;br /&gt;
-All equipment in the entire game lacks the following item properties: permahaste, permaFoM, permaTS, immunity to critical hits, immunity to death magic, and immunity to any debuff. Maximum weapon enhancement bonuses range from +6 to +8, maximum armor enhancement bonuses range from +5 to +7, and maximum str/dex/con/wis/int/cha bonuses on gear typically max out at +8 to the stat when combined together, causing spells such as [[Bull's Strength]], [[Finger of Death]], [[Dominate Monster]], [[Entangle]], [[Infestation of Maggots]], and [[Sanctuary]] to be useful at more than just low and medium levels. You can easily get +8 to str/dex/con/int/wis/cha from endgame gear without gimping yourself, except you'll probably have to make a substantial sacrifice to get your dex from +7 to +8 from gear.&amp;lt;br&amp;gt;&lt;br /&gt;
-No spell in the entire game will grant you immunity to mind-affecting spells or death magic, so watch out for mind-affecting spells and death magic, even if you have mind blank or death ward.&amp;lt;br&amp;gt;&lt;br /&gt;
-Because [[Haste]] doesn't increase spellcasting speed on this server, 100% of characters that are focused on spellcasting will want to have [[Automatic Quicken Spell]] III by the time they reach level 40. [[Bard]]s are still good, even without the ability to autoquicken their spells.&amp;lt;br&amp;gt;&lt;br /&gt;
-Strength-stacking characters should try to get [[Devastating Critical]] by level 40; Arcane Archers will commonly take [[Devastating Critical]] too, though arcane archers almost never get more than 25 base strength.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters, even if lacking spells, are not made bad by the changes to [[Devastating Critical]]; dexers are still good.&amp;lt;br&amp;gt;&lt;br /&gt;
-Dexterity-stacking characters who aren't high-level [[Bard]]s, [[Sorcerer]]s, [[Wizard]]s, or [[Cleric]]s with the [[Travel Domain]] will want to get [[Blinding Speed]] by level 40, which is undispellable, provides +1 AC more than regular haste, and has a duration of HD*2 rounds, which results in 8 minutes at level 40.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Assassin]]s want to stack either dex or int.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Barbarian]]s want to stack str, but if they're [[Githyanki]] pure barbarians, then they might opt to stack con instead.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Divine Wrath]], on this server, has a duration of CoT lvl+chamod rounds, both elements of which are automatically doubled if you have the [[Extend Spell]] feat, so people with a lot of [[Champion of Torm]] levels will always want to have at least 1 level in a caster class so that they can get extend spell. People with more than 10 [[Champion of Torm]] levels usually rest a lot.&amp;lt;br&amp;gt;&lt;br /&gt;
-People who heavily invest into spellcasting as a [[Cleric]], [[Druid]], [[Sorcerer]], or [[Wizard]] will typically want to get [[Epic Spell Focus]] into one or more schools of magic in order to empower important spells such as [[Implosion]], [[Storm of Vengeance]], [[Dominate Monster]], [[Dragon Knight]], or [[Mummy Dust]].&amp;lt;br&amp;gt;&lt;br /&gt;
-Pure [[Fighter]]s shouldn't be afraid to specialize in more than one type of weapon. Also, pure fighters should get as much discipline as is reasonably possible to make their special AoE knockdown good.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Harper Scout]]s don't suck on this server, but some will want to stack either wis or cha in order to increase the DC of their sleep feat, which works on enemies of all levels. There are good reasons to be a harper scout without a high wisdom or charisma, but not as many as if you do.&amp;lt;br&amp;gt;&lt;br /&gt;
-People will commonly build characters with [[Divine Might]], [[Divine Shield]], or both. Said characters, by level 40, will typically have a self-buffed chamod of 10 or higher if they have one, or 12 or higher if they have both.&amp;lt;br&amp;gt;&lt;br /&gt;
-The [[Monk]]'s wisdom-based AC bonus does not apply while you are polymorphed, but their level-based AC bonus, speed, and unarmed attack progression do.&amp;lt;br&amp;gt;&lt;br /&gt;
-Characters with 20 or more [[Pale Master]] levels will want to get [[Epic Spell Focus]]: Necromancy in order to empower their [[Summon Greater Undead]] feat. The second-best summon requires at least regular spell focus, while the best one requires at least greater spell focus, at which point you might as well get epic spell focus to make it even stronger.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Purple Dragon Knight]]s usually want to stack charisma; they also don't suck on this server, at least if you stack charisma.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s will want to take the following [[Favored Enemy]] feats if they're concerned about endgame PvE: Outsider (especially Outsider), Undead, Elf, Human, Aberration, and Dragon are the important ones, while less important ones include Dwarf, Gnome, Construct, Reptilian Humanoid, Vermin, and Magical Beast, although you don't really need magical beast since you can get animal empathy... and for endgame PvP, you'll want, in order of importance (not considering [[Shifter]]s), Human, Elf, Half-orc, Dwarf, Gnome, Halfling, Dragon/Elemental, Undead/Outsider. Nobody makes Half-elves, so don't bother picking them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Ranger]]s gain wilderness-only [[Hide in Plain Sight]] at level 21, so characters with epic ranger levels will probably want to make some sort of investment into [[Hide]] and [[Move Silently]], even if you don't take any feats to improve them.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Red Dragon Disciple]]s will want to have either 10 or 30 levels by level 40, with a grey area only existing at level 11. Epic [[Red Dragon Disciple]]s get [[Red Dragon Shape]] with no stat requirements, which has a fixed amount of base str/dex/con and grows in power as the red dragon disciple levels up. As such, characters with 30 red dragon disciple levels will usually get [[Devastating Critical]]: Unarmed Strike, [[Blinding Speed]], and possibly also [[Epic Damage Reduction]] III, all in the same build, and also have barbarian, cleric, fighter, or monk levels, and are pretty scary in PvP.&amp;lt;br&amp;gt;&lt;br /&gt;
-If you intend to specialize into a particular [[Shifter]] shape, then do not make a [[Shifter]] until you've done research about [[Shifter]]s; [[Shifter]]s are very, very, very, very different on this server than on other servers. See [[Shifter]] and [[Shifting Guide]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]], [[Outsider Shape]], [[Construct Shape]], and [[Dragon Shape]](not counting RDD dragon shape) will not function if you have even a single level in any class that isn't named [[Druid]] or [[Shifter]]. As before, you don't need to be a [[Shifter]] to use [[Dragon Shape]], though having 10 or more shifter levels while in dragon shape will automatically grant you a colossal fear aura(aura lasts forever, fear is 5 rounds) of DC=30+wismod while in dragon shape.&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Undead Shape]] kinda sucks; don't bother taking it unless you can't think of anything else to spend a feat on, or you plan to de-level and re-level later.&lt;br /&gt;
&lt;br /&gt;
== Missing Pages? ==&lt;br /&gt;
&lt;br /&gt;
This wiki is a direct port of the 1.69 version of the wiki, except we weren't able to get access to its code, so we had to port the articles manually, that is, by copying/pasting each article into this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
If theres a page that we missed, then you'll probably be able to find it in the 1.69 version of this wiki, which, due to how new this EE server is, is still up to date, and it can be found at: http://www.nsrealm.com/ns4wiki/index.php/NewPlayerGuide .&lt;br /&gt;
&lt;br /&gt;
[[Category: Main]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Bahamut_Plate_of_the_Pure&amp;diff=7732</id>
		<title>Bahamut Plate of the Pure</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Bahamut_Plate_of_the_Pure&amp;diff=7732"/>
		<updated>2023-09-25T23:16:19Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Bahamut Plate of the Pure|&lt;br /&gt;
Desc=Piecemeal or complete armors of this type offer protection equivalent to a set of full plate armor.|&lt;br /&gt;
Lvl=35|&lt;br /&gt;
Enhance=8|&lt;br /&gt;
Dex=1|&lt;br /&gt;
ACP=-8|&lt;br /&gt;
Fail=45%|&lt;br /&gt;
Type=[[Armor Proficiency (Heavy)|Heavy Armor]]|&lt;br /&gt;
Weight=50.0|&lt;br /&gt;
ACB=+6&amp;lt;BR&amp;gt;'''Armor Class Bonus vs. Evil:''' +7|&lt;br /&gt;
Add=20/- Slashing Resist|&lt;br /&gt;
AddImm=25% Slashing Immunity|&lt;br /&gt;
EleImm=10% Cold Immunity, 10% Electrical Immunity, 10% Fire Immunity|}}&lt;br /&gt;
'''Only Usable By:''' Lawful Good&lt;br /&gt;
&lt;br /&gt;
(UMD 40)&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Heavy_Armor]]&lt;br /&gt;
[[Category:Level 35 Heavy Armor]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Ice_Plate&amp;diff=7731</id>
		<title>Ice Plate</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Ice_Plate&amp;diff=7731"/>
		<updated>2023-09-25T23:14:08Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Ice Plate|&lt;br /&gt;
Desc=Piecemeal or complete armors of this type offer protection equivalent to a set of full plate armor.|&lt;br /&gt;
Lvl=30|&lt;br /&gt;
Enhance=8|&lt;br /&gt;
Dex=1|&lt;br /&gt;
ACP=-8|&lt;br /&gt;
Fail=45%|&lt;br /&gt;
Type=[[Armor Proficiency (Heavy)|Heavy Armor]]|&lt;br /&gt;
Weight=50.0|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
Add=20/- Bludgeoning Resist|&lt;br /&gt;
AddImm=25% Bludgeoning Immunity|&lt;br /&gt;
EleImm=25% Cold Immunity|}}&lt;br /&gt;
'''Use:''' [[Haste]] (10) 1 Use/Day &amp;lt;br&amp;gt;&lt;br /&gt;
'''Only Usable By:''' Evil&lt;br /&gt;
&lt;br /&gt;
(UMD 35)&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Heavy_Armor]]&lt;br /&gt;
[[Category:Level 30 Heavy Armor]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Ice_Plate&amp;diff=7730</id>
		<title>Ice Plate</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Ice_Plate&amp;diff=7730"/>
		<updated>2023-09-25T23:13:57Z</updated>

		<summary type="html">&lt;p&gt;Garn: UMD requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Ice Plate|&lt;br /&gt;
Desc=Piecemeal or complete armors of this type offer protection equivalent to a set of full plate armor.|&lt;br /&gt;
Lvl=30|&lt;br /&gt;
Enhance=8|&lt;br /&gt;
Dex=1|&lt;br /&gt;
ACP=-8|&lt;br /&gt;
Fail=45%|&lt;br /&gt;
Type=[[Armor Proficiency (Heavy)|Heavy Armor]]|&lt;br /&gt;
Weight=50.0|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
Add=20/- Bludgeoning Resist|&lt;br /&gt;
AddImm=25% Bludgeoning Immunity|&lt;br /&gt;
EleImm=25% Cold Immunity|}}&lt;br /&gt;
'''Use:''' [[Haste]] (10) 1 Use/Day &amp;lt;br&amp;gt;&lt;br /&gt;
'''Only Usable By:''' Evil&lt;br /&gt;
(UMD 35)&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Heavy_Armor]]&lt;br /&gt;
[[Category:Level 30 Heavy Armor]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Bahamut_Plate_of_the_Pure&amp;diff=7729</id>
		<title>Bahamut Plate of the Pure</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Bahamut_Plate_of_the_Pure&amp;diff=7729"/>
		<updated>2023-09-25T23:11:56Z</updated>

		<summary type="html">&lt;p&gt;Garn: UMD requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Bahamut Plate of the Pure|&lt;br /&gt;
Desc=Piecemeal or complete armors of this type offer protection equivalent to a set of full plate armor.|&lt;br /&gt;
Lvl=35|&lt;br /&gt;
Enhance=8|&lt;br /&gt;
Dex=1|&lt;br /&gt;
ACP=-8|&lt;br /&gt;
Fail=45%|&lt;br /&gt;
Type=[[Armor Proficiency (Heavy)|Heavy Armor]]|&lt;br /&gt;
Weight=50.0|&lt;br /&gt;
ACB=+6&amp;lt;BR&amp;gt;'''Armor Class Bonus vs. Evil:''' +7|&lt;br /&gt;
Add=20/- Slashing Resist|&lt;br /&gt;
AddImm=25% Slashing Immunity|&lt;br /&gt;
EleImm=10% Cold Immunity, 10% Electrical Immunity, 10% Fire Immunity|}}&lt;br /&gt;
'''Only Usable By:''' Lawful Good&lt;br /&gt;
(UMD 40)&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Heavy_Armor]]&lt;br /&gt;
[[Category:Level 35 Heavy Armor]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Shining_Plate_of_Glory&amp;diff=7728</id>
		<title>Shining Plate of Glory</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Shining_Plate_of_Glory&amp;diff=7728"/>
		<updated>2023-09-25T23:09:57Z</updated>

		<summary type="html">&lt;p&gt;Garn: UMD requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Shining Plate of Glory|&lt;br /&gt;
Desc=|&lt;br /&gt;
Lvl=35|&lt;br /&gt;
Enhance=8|&lt;br /&gt;
Dex=1|&lt;br /&gt;
ACP=-8|&lt;br /&gt;
Fail=45%|&lt;br /&gt;
Type=[[Armor Proficiency (Heavy)|Heavy Armor]]|&lt;br /&gt;
Weight=50.0|&lt;br /&gt;
ACB=+6, vs. Evil +7|&lt;br /&gt;
Add=20/- Bludgeoning Resist|&lt;br /&gt;
AddImm=25% Bludgeoning Immunity|&lt;br /&gt;
EleImm=25% Electrical Immunity|}}&lt;br /&gt;
'''Only Useable By:''' Lawful Good &amp;lt;br&amp;gt;&lt;br /&gt;
'''Use:''' [[Prayer]] (5) 3 Uses/Day &amp;lt;br&amp;gt;&lt;br /&gt;
(UMD 40)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Heavy_Armor]]&lt;br /&gt;
[[Category:Level 35 Heavy Armor]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Tiamat_Plate_of_Malice&amp;diff=7727</id>
		<title>Tiamat Plate of Malice</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Tiamat_Plate_of_Malice&amp;diff=7727"/>
		<updated>2023-09-25T23:07:48Z</updated>

		<summary type="html">&lt;p&gt;Garn: UMD requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Tiamat Plate of Malice|&lt;br /&gt;
Desc=Piecemeal or complete armors of this type offer protection equivalent to a suit of full plate armor.|&lt;br /&gt;
Lvl=35|&lt;br /&gt;
Enhance=8|&lt;br /&gt;
Dex=1|&lt;br /&gt;
ACP=-8|&lt;br /&gt;
Fail=45%|&lt;br /&gt;
Type=[[Armor Proficiency (Heavy)|Heavy Armor]]|&lt;br /&gt;
Weight=50.0|&lt;br /&gt;
ACB=+6, vs. Good +7 |&lt;br /&gt;
Add=20/- Piercing Resist|&lt;br /&gt;
Ele=0|&lt;br /&gt;
AddImm=25% Piercing Immunity|&lt;br /&gt;
EleImm=25% Acid Immunity,10% Negative Damage Immunity|}}&lt;br /&gt;
'''Bonus Feat:''' [[Sneak Attack]] (+1d6) &amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Vulnerability:''' Positive Energy 10% Damage Vulnerability &amp;lt;br&amp;gt;&lt;br /&gt;
'''Only Usable By:''' Evil &amp;lt;br&amp;gt;&lt;br /&gt;
(UMD 45)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Heavy_Armor]]&lt;br /&gt;
[[Category:Level 35 Heavy Armor]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=The_Celestial_Defense&amp;diff=7726</id>
		<title>The Celestial Defense</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=The_Celestial_Defense&amp;diff=7726"/>
		<updated>2023-09-25T22:58:59Z</updated>

		<summary type="html">&lt;p&gt;Garn: UMD requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tower Shields|&lt;br /&gt;
Item=The Celestial Defense|&lt;br /&gt;
Desc=|&lt;br /&gt;
Lvl=35|&lt;br /&gt;
Enhance=6|&lt;br /&gt;
Dex=N/A|&lt;br /&gt;
ACB=+6, vs. Chaotic +7|&lt;br /&gt;
Type=[[:Category: Tower Shields|Tower Shield]]|&lt;br /&gt;
Fail=50%|&lt;br /&gt;
Add=20/- Piercing Resist|&lt;br /&gt;
AddImm=25% Piercing Immunity|&lt;br /&gt;
EleImm= Electrical 25% Immunity|}}&lt;br /&gt;
'''Only Useable By:''' Lawful &amp;lt;br&amp;gt;&lt;br /&gt;
'''Reduced Saving Throws:''' Mind Affecting -4 &amp;lt;br&amp;gt;&lt;br /&gt;
(UMD 35)&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Guardian_of_Celestia&amp;diff=7725</id>
		<title>Guardian of Celestia</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Guardian_of_Celestia&amp;diff=7725"/>
		<updated>2023-09-25T22:56:03Z</updated>

		<summary type="html">&lt;p&gt;Garn: UMD requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tower Shields|&lt;br /&gt;
Item=Guardian of Celestia|&lt;br /&gt;
Desc=|&lt;br /&gt;
Lvl=40|&lt;br /&gt;
Enhance=6|&lt;br /&gt;
Dex=N/A|&lt;br /&gt;
ACB=+6, vs. Evil +7|&lt;br /&gt;
Type=[[:Category: Tower Shields|Tower Shield]]|&lt;br /&gt;
Fail=50%|&lt;br /&gt;
Add=20/- Slashing Resist|&lt;br /&gt;
AddImm=25% Slashing Immunity|&lt;br /&gt;
EleImm=None|}}&lt;br /&gt;
'''Light:''' Bright (20m) Yellow &amp;lt;br&amp;gt;&lt;br /&gt;
'''Only Useable By:''' Good &amp;lt;BR&amp;gt;&lt;br /&gt;
'''Regeneration:''' +2 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Use:''' [[Clairaudience/Clairvoyance]] (15) 1 Use/Day &amp;lt;br&amp;gt;&lt;br /&gt;
(UMD 40)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Belt_of_Hatred&amp;diff=7724</id>
		<title>Belt of Hatred</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Belt_of_Hatred&amp;diff=7724"/>
		<updated>2023-09-21T00:28:17Z</updated>

		<summary type="html">&lt;p&gt;Garn: UMD requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Belts|&lt;br /&gt;
Item=The Belt of Hatred|&lt;br /&gt;
Desc=Belts are worn about the midsection, but do not add to the protection given by basic armor unless infused with magic.|&lt;br /&gt;
Lvl=40|}}&lt;br /&gt;
'''Armor Bonus vs:''' Lawful Good +6 (AC Deflection Modifier)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus Feat:''' [[Power Attack]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Enhancement Bonus:''' Constitution +8 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Improved Saving Throws:''' Fortitude +4 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Only Usable By:''' Chaotic Evil &amp;lt;br&amp;gt;&lt;br /&gt;
'''Regeneration:''' +2 &amp;lt;br&amp;gt;&lt;br /&gt;
(UMD 35)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Planar Items]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Unique&amp;diff=7693</id>
		<title>Unique</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Unique&amp;diff=7693"/>
		<updated>2023-09-16T23:54:31Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unique''' items are special items that can have different and/or more item properties than normal items of the same type. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any equippable item dropped by an NPC, including even level 1 ammo, has a very small chance of being unique, and if any enemy has a '''Unique''' item, then said enemy will always drop that '''Unique''' item upon death if you don't remove it from the enemy first.&lt;br /&gt;
&lt;br /&gt;
'''Unique''' items have been known to have the following changes compared to the normal version of the item: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Any existing item property being replaced with a similar one, excluding the attack/enhancement bonus/AC bonus being changed for something else and physical immunities, resistances, and damages becoming non-physical and vice-versa, but certainly including the potential for all charges of all(not some) spells to be replaced with a spell per day... whenever a '''Unique''' item spawns, the only difference will probably be an existing item property being replaced with a similar one, such as +7 concentration becoming +7 persuade, +1d8 acid damage becoming +1d8 cold damage, or 25% sonic immunity becoming 25% fire immunity. &amp;lt;br&amp;gt;&lt;br /&gt;
-An extra ranged damage type, where it didn't exist before; if the weapon spawns with a light, however, such as [[Light Hurler]], then it can't spawn with an extra damage type. &amp;lt;br&amp;gt;&lt;br /&gt;
-An extra +5% to an immunity, physical or not, where it didn't exist before. Divine might possibly be excluded. &amp;lt;br&amp;gt;&lt;br /&gt;
-A bonus feat, where it didn't exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-An enhancement bonus that is 1 higher than the normal one vs. a racial type or alignment; attack bonus will be chosen instead if the weapon had an attack bonus instead of an enhancement bonus. &amp;lt;br&amp;gt;&lt;br /&gt;
-An AC bonus that is 1 higher than the normal one vs. a racial type or alignment. &amp;lt;br&amp;gt;&lt;br /&gt;
-A damage bonus that did not exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-A damage bonus versus a racial type or alignment that did not exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-Regeneration or Vampiric Regeneration where it didn't exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-A skill bonus that didn't exist before; up to +8 has been observed, specifically on a level 30 item. &amp;lt;br&amp;gt;&lt;br /&gt;
-A bonus spell slot that didn't exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-A bonus spell, charges or per day, that didn't exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-An increase to an already-existing saving throw, at least versus a specific descriptor such as death or fear. &amp;lt;br&amp;gt;&lt;br /&gt;
-An added saving throw vs. a specific descriptor that didn't exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-A ranged weapon will always have an extra +2 mighty, if applicable, in addition to some other unique property, whether or not that would be an existing property being replaced with a similar one. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't like the properties of a '''Unique''' item, you can permanently transform it into the normal version of the item by putting it on the [[Anvil]] in [[Avendell]], but, by doing this, you can never get back the uniqueness of the item.&lt;br /&gt;
&lt;br /&gt;
Additionally, equippable [[Valuables]] such as golden crowns and black mantles are perhaps exempt from being able to be unique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Unique&amp;diff=7692</id>
		<title>Unique</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Unique&amp;diff=7692"/>
		<updated>2023-09-16T23:54:13Z</updated>

		<summary type="html">&lt;p&gt;Garn: specified that weapons can't spawn with an extra melee damage type, and that ranged weapons can't either if they spawn with a light&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unique''' items are special items that can have different and/or more item properties than normal items of the same type. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any equippable item dropped by an NPC, including even level 1 ammo, has a very small chance of being unique, and if any enemy has a '''Unique''' item, then said enemy will always drop that '''Unique''' item upon death if you don't remove it from the enemy first.&lt;br /&gt;
&lt;br /&gt;
'''Unique''' items have been known to have the following changes compared to the normal version of the item: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Any existing item property being replaced with a similar one, excluding the attack/enhancement bonus/AC bonus being changed for something else and physical immunities, resistances, and damages becoming non-physical and vice-versa, but certainly including the potential for all charges of all(not some) spells to be replaced with a spell per day... whenever a '''Unique''' item spawns, the only difference will probably be an existing item property being replaced with a similar one, such as +7 concentration becoming +7 persuade, +1d8 acid damage becoming +1d8 cold damage, or 25% sonic immunity becoming 25% fire immunity. &amp;lt;br&amp;gt;&lt;br /&gt;
-An extra ranged damage type, where it didn't exist before; if the weapon spawns with a light, however, such as {{Light Hurler}}, then it can't spawn with an extra damage type. &amp;lt;br&amp;gt;&lt;br /&gt;
-An extra +5% to an immunity, physical or not, where it didn't exist before. Divine might possibly be excluded. &amp;lt;br&amp;gt;&lt;br /&gt;
-A bonus feat, where it didn't exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-An enhancement bonus that is 1 higher than the normal one vs. a racial type or alignment; attack bonus will be chosen instead if the weapon had an attack bonus instead of an enhancement bonus. &amp;lt;br&amp;gt;&lt;br /&gt;
-An AC bonus that is 1 higher than the normal one vs. a racial type or alignment. &amp;lt;br&amp;gt;&lt;br /&gt;
-A damage bonus that did not exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-A damage bonus versus a racial type or alignment that did not exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-Regeneration or Vampiric Regeneration where it didn't exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-A skill bonus that didn't exist before; up to +8 has been observed, specifically on a level 30 item. &amp;lt;br&amp;gt;&lt;br /&gt;
-A bonus spell slot that didn't exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-A bonus spell, charges or per day, that didn't exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-An increase to an already-existing saving throw, at least versus a specific descriptor such as death or fear. &amp;lt;br&amp;gt;&lt;br /&gt;
-An added saving throw vs. a specific descriptor that didn't exist before. &amp;lt;br&amp;gt;&lt;br /&gt;
-A ranged weapon will always have an extra +2 mighty, if applicable, in addition to some other unique property, whether or not that would be an existing property being replaced with a similar one. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't like the properties of a '''Unique''' item, you can permanently transform it into the normal version of the item by putting it on the [[Anvil]] in [[Avendell]], but, by doing this, you can never get back the uniqueness of the item.&lt;br /&gt;
&lt;br /&gt;
Additionally, equippable [[Valuables]] such as golden crowns and black mantles are perhaps exempt from being able to be unique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Durzagon_Fiend_Robes&amp;diff=7690</id>
		<title>Durzagon Fiend Robes</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Durzagon_Fiend_Robes&amp;diff=7690"/>
		<updated>2023-09-14T11:00:08Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Armors|&lt;br /&gt;
Item=Durzagon Fiend Robes|&lt;br /&gt;
Desc=Piecemeal or complete armors of this grade are meager protection, no better than garments made of cloth or even rags.|&lt;br /&gt;
Lvl=35 |&lt;br /&gt;
Enhance=0|&lt;br /&gt;
Dex=None|&lt;br /&gt;
ACP=0|&lt;br /&gt;
Fail=0%|&lt;br /&gt;
Type=None|&lt;br /&gt;
Weight=1.0|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
Add=20/- Bludgeoning Resist|&lt;br /&gt;
AddImm=25% Bludgeoning Immunity|&lt;br /&gt;
EleImm=25% Fire Immunity|}}&lt;br /&gt;
'''Only Usable By:''' Dwarf &amp;lt;br&amp;gt;&lt;br /&gt;
'''Only Usable By:''' Evil &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill Bonus:''' [[Hide]] +7 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill Bonus:''' [[Move Silently]] +7 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Use:''' [[Ultravision]] (6) 1 Use/Day&lt;br /&gt;
&lt;br /&gt;
(UMD 35)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: None]]&lt;br /&gt;
[[Category:Level 35 Robes]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Durzagon_Fiend_Robes&amp;diff=7689</id>
		<title>Durzagon Fiend Robes</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Durzagon_Fiend_Robes&amp;diff=7689"/>
		<updated>2023-09-14T11:00:01Z</updated>

		<summary type="html">&lt;p&gt;Garn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Armors|&lt;br /&gt;
Item=Durzagon Fiend Robes|&lt;br /&gt;
Desc=Piecemeal or complete armors of this grade are meager protection, no better than garments made of cloth or even rags.|&lt;br /&gt;
Lvl=35 |&lt;br /&gt;
Enhance=0|&lt;br /&gt;
Dex=None|&lt;br /&gt;
ACP=0|&lt;br /&gt;
Fail=0%|&lt;br /&gt;
Type=None|&lt;br /&gt;
Weight=1.0|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
Add=20/- Bludgeoning Resist|&lt;br /&gt;
AddImm=25% Bludgeoning Immunity|&lt;br /&gt;
EleImm=25% Fire Immunity|}}&lt;br /&gt;
'''Only Usable By:''' Dwarf &amp;lt;br&amp;gt;&lt;br /&gt;
'''Only Usable By:''' Evil &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill Bonus:''' [[Hide]] +7 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill Bonus:''' [[Move Silently]] +7 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Use:''' [[Ultravision]] (6) 1 Use/Day&lt;br /&gt;
(UMD 35)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: None]]&lt;br /&gt;
[[Category:Level 35 Robes]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Durzagon_Fiend_Robes&amp;diff=7688</id>
		<title>Durzagon Fiend Robes</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Durzagon_Fiend_Robes&amp;diff=7688"/>
		<updated>2023-09-14T10:59:45Z</updated>

		<summary type="html">&lt;p&gt;Garn: UMD requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Armors|&lt;br /&gt;
Item=Durzagon Fiend Robes|&lt;br /&gt;
Desc=Piecemeal or complete armors of this grade are meager protection, no better than garments made of cloth or even rags.|&lt;br /&gt;
Lvl=35 |&lt;br /&gt;
Enhance=0|&lt;br /&gt;
Dex=None|&lt;br /&gt;
ACP=0|&lt;br /&gt;
Fail=0%|&lt;br /&gt;
Type=None|&lt;br /&gt;
Weight=1.0|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
Add=20/- Bludgeoning Resist|&lt;br /&gt;
AddImm=25% Bludgeoning Immunity|&lt;br /&gt;
EleImm=25% Fire Immunity|}}&lt;br /&gt;
'''Only Usable By:''' Dwarf &amp;lt;br&amp;gt;&lt;br /&gt;
'''Only Usable By:''' Evil &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill Bonus:''' [[Hide]] +7 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill Bonus:''' [[Move Silently]] +7 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Use:''' [[Ultravision]] (6) 1 Use/Day&lt;br /&gt;
*UMD 35)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Planar Items]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: None]]&lt;br /&gt;
[[Category:Level 35 Robes]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
	<entry>
		<id>https://ns4ee.com/wiki/index.php?title=Bahamut_Robes_of_Order&amp;diff=7687</id>
		<title>Bahamut Robes of Order</title>
		<link rel="alternate" type="text/html" href="https://ns4ee.com/wiki/index.php?title=Bahamut_Robes_of_Order&amp;diff=7687"/>
		<updated>2023-09-14T02:35:33Z</updated>

		<summary type="html">&lt;p&gt;Garn: UMD requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armors|&lt;br /&gt;
Item=Bahamut Robes of Order|&lt;br /&gt;
Desc=Piecemeal or complete armors of this grade are meager protection,no better than garments made of cloth or even rags.|&lt;br /&gt;
Lvl=35|&lt;br /&gt;
Enhance=0|&lt;br /&gt;
Dex=None|&lt;br /&gt;
ACB=+6|&lt;br /&gt;
ACP=0|&lt;br /&gt;
Type=None|&lt;br /&gt;
Fail=0%|&lt;br /&gt;
Weight=1.0|&lt;br /&gt;
Add=Piercing Resist 20 / -|&lt;br /&gt;
Ele=0|&lt;br /&gt;
AddImm=Slashing 25% Damage Immunity|&lt;br /&gt;
EleImm=15% Cold Immunity, 15% Electrical immunity|}}&lt;br /&gt;
'''Improved Saving Throws:''' Universal +1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Regeneration:''' +1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Only Usable By:''' Lawful Good &amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus Feat:''' [[Improved Critical]] (unarmed strike) &amp;lt;br&amp;gt;&lt;br /&gt;
(UMD 40)&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:None]]&lt;br /&gt;
[[Category:Planar Items]]&lt;br /&gt;
[[Category:Level 35 Robes]]&lt;/div&gt;</summary>
		<author><name>Garn</name></author>
		
	</entry>
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