The weak spawn of the nerul cultists in the Grove north of Vallaki, the skeleton guardian (the small one) there drinks potions when badly injured. Kills himself in the process.
Those are actually stuck there.. Try to move close to that wall and it might happen to you to. Same in all those rooms that look alike :(
dunno if others get that too but cloak bought at the store look all metalic, so does the head of the thouls?
Meh, oozes all have the 'Transparent' special ability, meaning you can run into them and get engulfed if they are larger than you... Gelatinous cubes anyone?I don't understand, is this not working, or do they not have it? I only recall giving gelatinous cubes an engulfing ability (requires a special script).
Nightmare Spinner,
You see your own weakness in my eyes...
Well.. Alot of the slimy puddles of Jello here are a bit odd in the coloring...you have to turn off texture mapping...or turn it on, I can't remember which :P
I know next to nothing about scripting, I just know alot about PnP...
And my bad, its only the Cube that has engulf, but All oozes, (except for black pudding, and Ochre jelly) Have transparency, or should.
Since, face it, your not going to see a giant wad of jello until its digesting you.
The shades in Zalaph's lair are a PAIN with them hips. They wiped a huge group of us last summer, high levels too. We just stood there while they killed us, lol it was.. pathetic
oh and in regards to the wraith spiders there undead right?..so how come dragrins bone rattle gloves dont do the extra damgage there suppposed to with facing undead?...oh and richards sword too? maybe checking there settings whatever thats tied to perhaps?
Quoteoh and in regards to the wraith spiders there undead right?..so how come dragrins bone rattle gloves dont do the extra damgage there suppposed to with facing undead?...oh and richards sword too? maybe checking there settings whatever thats tied to perhaps?
(Actually, I think that's because wraith spiders are only part undead, kinda lika Pale Master, and you don't get the bonus vs them either)
Barovian snakes ain't no sissy snakes. They are tough as nail.
On a related note, there is a problem in the new Crypts dungeon. In the southernmost room on the first level, there are gargoyles spawning and those gargoyles are hostile to the critters, so they start fighting each other.
not there Helaman, go explore ;)
also in the new place the damn Trilochs in the second floor are INSANE !! so far only mage can beat those, been witnessing some horrible deaths of friends on those creatures
imp invis -> death howl -> imp invis -> death howl -> imp invis ........ you see the pattern ? :P uber nastyness. though thats a good example to bring that mage along to kill em *wink wink, nudge nudge*
Barovian snakes ain't no sissy snakes. They are tough as nail.Did I use the wrong statue placeables? :oops: :oops: :oops:
On a related note, there is a problem in the new Crypts dungeon. In the southernmost room on the first level, there are gargoyles spawning and those gargoyles are hostile to the critters, so they start fighting each other.
Barovian snakes ain't no sissy snakes. They are tough as nail.
On a related note, there is a problem in the new Crypts dungeon. In the southernmost room on the first level, there are gargoyles spawning and those gargoyles are hostile to the critters, so they start fighting each other.
In Barovia, snake eats you!
Not sure if this is the place for it... but....Shadow Demons are outsiders, not undead, so healing would work normally. :P EDIT: To clarify, this isn't a bug. Shadow Demons are supposed to be outsiders, so this isn't a bug at all. ;)
Various oozes aren't immune to critical hits.
Shadow Demon's are healed by a paladin's lay on hands instead of hurt.
Dunno 'bout Slashdot, but Thestral's comment seems to be a play on Yakov Smirnoff's old comedy routine ("In Soviet Russia, car drives you!") ;)In Barovia, snake eats you!
Reading the Slashdot again, Mr Thestral? Where's the obligatory reference to a Beowulf Cluster of Snakes? (Or since it's D&D, we could have Beowulf, holding a cluster of snakes)
In Barovia, snake eats you!Dunno 'bout Slashdot, but Thestral's comment seems to be a play on Yakov Smirnoff's old comedy routine ("In Soviet Russia, car drives you!") ;)
In the hag area to the west of Barovia.... There is a rock near the back of the area that one enemy always spawns in, and as such is trapped. On high spawns a Berserker gets pinned there, and on low spawns its instead a darkling.can you screenshot it? need to know exactly where I need to make changes on the map ;)
In Soviet Russia, Slashdot reads you!In Barovia, snake eats you!Dunno 'bout Slashdot, but Thestral's comment seems to be a play on Yakov Smirnoff's old comedy routine ("In Soviet Russia, car drives you!") ;)
Which is the same source of the Slashdot reference.....(Note to self: Thestral and Blue do not read Slashdot).
Jack Frosts still anger eachother with their cone of colds. Also... They can be crit. :shock:the cone of cold thing is due to AOEs and full pvp settings...the crits are normal. Jack Frosts are fey, which can take critical hits. Stop assuming everything is undead :lol:
Is there anyway to make Ice Mummies use their stronger spells first? They usually spam ice dagger and ray of frost's even when they still have ice storm to use.would require some AI rescripting, which is not my area. I'll check to make sure they're using the correct scripts, at least.
Jack Frosts still anger eachother with their cone of colds. Also... They can be crit. :shock:the cone of cold thing is due to AOEs and full pvp settings...the crits are normal. Jack Frosts are fey, which can take critical hits. Stop assuming everything is undead :lol:
Gilos tends to get raped while he's busy buffing.
Is there any chance that his spells could be cut down to just essentials? I'm thinking just one or two castings of Holy sword and nothing else.
In the Barovian Mausoleum several creatures seem to be really tired:
Bodaks: Out of six Bodak one attacked me, the others prefered a spanking
Morghs: Morghs were even lazier, they didn't strike back at all
The Ghouls, Ghasts and Agarats seemed fine though.
Eraldur is getting the kill button next time I see him in game for that.... ;)
maybe i should just boost the ghouls' hide and m/s skills! :evillol:
By the newest updates to the AI, creatures will enter sneak mode if hearing commotion nearby (not spotting enemy) and their Hide/MS is above 10. Ghouls must have just above that, but not by much, since they are so easily detected. Could adjust the values I guess, but improving on their code in other ways anyway.
That cleric in the wolf caves was/is close to impossible now.. Much improved.. One thing that was quite odd though was that her spells refreshed themselves very rapidly.. Didnt take more than 3 minutes before she was fully healed and had all her spells back.. Would think that things would be the same for all casting creatures, and that is just way to fast..
That cleric in the wolf caves was/is close to impossible now.. Much improved.. One thing that was quite odd though was that her spells refreshed themselves very rapidly.. Didnt take more than 3 minutes before she was fully healed and had all her spells back.. Would think that things would be the same for all casting creatures, and that is just way to fast..
Well, a new feature in the system has it so that if a player repeatedly enters an area, fights and get wounded, then exits again to regenerate only to enter again and repeat this manoeuvre shamelessly persistent, the creatures will restore health and spells between each fight... much seeming like a DM was standing there playing tricks with the player :P
Anyway, let's hear more... ;)
That cleric in the wolf caves was/is close to impossible now.. Much improved.. One thing that was quite odd though was that her spells refreshed themselves very rapidly.. Didnt take more than 3 minutes before she was fully healed and had all her spells back.. Would think that things would be the same for all casting creatures, and that is just way to fast..
Well, a new feature in the system has it so that if a player repeatedly enters an area, fights and get wounded, then exits again to regenerate only to enter again and repeat this manoeuvre shamelessly persistent, the creatures will restore health and spells between each fight... much seeming like a DM was standing there playing tricks with the player :P
Anyway, let's hear more... ;)
So evil.. Ruins my hit and run tactics :lol:
To the topic, I've noticed that some critters still sort of lock up and refuse to react to anything, but I'm trying to track down a pattern in this... Any experiences and observations on that field would be most helpful. Pay attention to wether it's a certain type of creature, a certain situation or something like that.
For the creatures seeming like doing nothing for short durations, like a few seconds, typically after casting a spell or using a special ability, it's not actually having any other effect that it looks a bit silly visually. I'll see if I can fix it, but I consider it minor.
Seems like almost any monster capable of casting will occasionally do that. Seen it happen to mummy priests too. Usually when they're badly wounded, they'll start to cast a spell, but then abruptly stop before finishing and just stand there till they're killed. Believe there was a bug in the AI like this a while ago too, so maybe it's just cropping up again?
Oh, on the topic of weird casting..... I dominated a Vampire priest and then watched him kill himself by casting Cure Critical wounds on himself. :?
Oh, on the topic of weird casting..... I dominated a Vampire priest and then watched him kill himself by casting Cure Critical wounds on himself. :?
Brilliant!
for some funny reason Bianca was seen casting spell. I couldnt see what she did but my chat log gave the msg *Bianca Zeklos cast unknowned spell* made me laugh. Does she has bard lvl or something?
Doom bats. Their "Gaze" does absolutely nothing and each bat casts it two times before attacking. Useless if you ask me.
Both the doom bats' gaze and the agarats' howls cast the Doom spell as an effect,
Both the doom bats' gaze and the agarats' howls cast the Doom spell as an effect,
Doom requires a target. Who are the bats targeting, if anyone?
Doom
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Doom
Caster Level: Cleric 1
Innate Level: 1
School: Enchantment
Component(s): V, S
Range: Medium
Save: Will Negates
Spell Resistance: Yes
Immunity Type: Mind-Affecting
Area of Effect/Target: Single
Duration: 1 Turn / Level
Additional Counterspells: Bless
Description: The target creature receives a -2 modifier to all Attack rolls, magical damage, Saving throws, Ability checks and skill checks.
Mummy Priest
A fairly difficult monster all around, but for some reason it has Clarity as one of it's level 3 spells. It promptly wastes that spell as soon as anyone enters the lower level of the crypts, so would it be possible to have Clarity switched to protection from elements or something?
Most skeletons have some form of piercing and slashing resistance. I've noticed the skeleton archers still don't. Might want to check the skeleton warriors too.Noooo.........
The Scrags have a messed up voice set when I last encountered them. It is kinda stuck in a loop, playing continuously until the scrag dies.
Most skeletons have some form of piercing and slashing resistance. I've noticed the skeleton archers still don't.
since I've got to give them knuckles anyway, I'll go ahead and fix this at the same time :)Most skeletons have some form of piercing and slashing resistance. I've noticed the skeleton archers still don't.
Bumpity bump. Skeleton archers are the only skeletons I've come across lately still missing the proper weapon damage immunities.
Methinks the newb body count is about to rise... :)
The Osyluth's in the Barovia Crypts summon a skeleton chieftan, the skeleton takes two swings tops with his sword, gets unsummoned and the Osyluth summons another skeleton, the skeleton goes bye-bye, osyluth resummons...could reduce the amount of summon undead spells they get, then they'd only do it once.
Is the summoning supposed to be time so low or does the osyluth AI need a revision?
I was there before the last patch I think, and I'm not sure if it's been corrected since or is even wrong, but... In the purple crypts in the mountains, and connecting tunnels to the vamp crypt, you can critical hit and sneak attack both the xeg-yi and the drelbs.
correct, they're both outsiders and thus not immune to critical hits or sneak attacks
In the Barovian Crypts, the Giant Skeletons and the Hellcats attack eachother. Don't know if this is normal or not, but considering there's Giant Skeletons in the room opposite to them, AND in the room behind them...hmm it's either a faction error or the giant skeletons are hitting the hellcats with their fireball attack. I'll check it out
Also, a disembodied gremishka attacked my new cleric yesterday. He had a floating name and injury status, but no body. Therefore, I couldn't target him with sling attacks, mace attacks, Inflict Light Wounds, Scare or anything else. Fortunately, auto-counterattacking still worked, so the gremishka got one free swing at my cleric before she clubbed him into the dirt mercilessly. ;)
I guess it's rare enough that it doesn't really bear weight for investigating, though. Besides, it was a gremishka. I could see disembodied yetis being a problem, but not one of those mini-wererat-fey things. 8)
Yeah, those musk oxen are pretty disappointing. Try being a ranger who tames one. "Good boy! Good boy! Kill the crag cat!" *mouses over the musk ox's thumbnail* "Oh, wait...what kind of a Hit Point count is that?!?" *watches as the crag cat kills the musk ox with one good swat* :(
Also, a disembodied gremishka attacked my new cleric yesterday. He had a floating name and injury status, but no body. Therefore, I couldn't target him with sling attacks, mace attacks, Inflict Light Wounds, Scare or anything else. Fortunately, auto-counterattacking still worked, so the gremishka got one free swing at my cleric before she clubbed him into the dirt mercilessly. ;)
I guess it's rare enough that it doesn't really bear weight for investigating, though. Besides, it was a gremishka. I could see disembodied yetis being a problem, but not one of those mini-wererat-fey things. 8)
Yeah, those musk oxen are pretty disappointing. Try being a ranger who tames one. "Good boy! Good boy! Kill the crag cat!" *mouses over the musk ox's thumbnail* "Oh, wait...what kind of a Hit Point count is that?!?" *watches as the crag cat kills the musk ox with one good swat* :(
Would make hunting them for 'easy' meat fun too!
*watches the now 30-40 hp beast of charging fury bear down on him*
Darklings flat out suck.They're good sniping practice, though. Then again, I suppose most creatures are. :mrgreen:
Darklings practically dive into the arrows that would have otherwise missed. That's how much they suck.Just to be different, Viorica stealthed into the middle of a mob of seven Darklings not too long ago, then lunged into two-bladed melee. Bear in mind that Viorica has steel weapons, Cleave and Improved Two-Weapon Fighting.
There is no reason for ochre jellies to KD spam, since they appear in mobs up to 50, see invisible, and give no XP.There's no reason for ochre jellies to exist at all. Bring back the hook horrors! :|
Running back from the village and saw werebats fighting with wolfweres. I could even stop and they paid me no attention at all.
Shh.... Ray of frost is ~very~ scary, let them spam it all they want.
Consumed Demonologists quickly fall to Cantrips too, after spamming a Timestop, Horrid Wilthing, Chain Lighting and Weird - sometimes they skip those and go straight to Ray of Frosting you.
Ogre High Mages -ONLY- do Cantrips.
Solution: I posses him and wait for people to try and fight.
Result: Everyone that fights him dies.
I like it. :D
what makes him inneffective is his breathweapon, every cleric 17+ can make the entire party immune to it.stopping you right there because Zalaph wasn't intended for characters of that level. The area he's in is intended for mid-level characters (8-12). He wasn't even intended to be a normal boss, since the only way to fight him is to insult him in his conversation.
but using chars like Samuel and Roland as the Basis of any balancing is bad... as they are both level 20 chars...
and I think it was sometime last year, they revised it too make Steel more difficult too aquire, but I might be wrong
Along the same lines as the razorback/ boar relationship. I noticed that Morghs and Bodaks will attack Carrion Crawlers in the Sanctuary of Blessed Succor's mausoleum. Might be intentional but thought worth mentioning.
Greater dust devils are invincible. 31 AB while spamming knockdown in groups of 4 might be a bit much for the server. Maybe have them cast gust of wind a few times and then just attack without the knockdown spam? Even with the knockdowns out of the picture, it took our wizard 4 negative energy bursts, 2 empowered fireballs, and 4 lesser issac's missile storms to kill one dust devil that was 'path trapped' by a wall. He otherwise would have killed every NPC in the city and leveled all buildings in a 4 mile radius.
They're killable by a fully buffed fighter, but... have to kind of pick them off.
Not sure if this has ever been posted, but Orge High Mages basically engage with a crossbow and thats it. Ive witnessed this numerous times. In fact I dont think Ive ever seen them do anything else even in melee.
Not sure anything can be done about this, but as far as "iineffective" creatures go, I'd like to point out the giant ants and their battle animations. They use their antennae to attack with. This is the equivalent of me trying to beat them to death using my nose and eyes as a weapon.There's absolutely nothing that can be done about this. That's how the model was animated.
Think the vampire sorceress mob in the vampire crypt is broken. Was casting ultravision or true sight over and over until it had no charges left on the spell level. Making it a breeze to kill in the meantime.
Think the vampire sorceress mob in the vampire crypt is broken. Was casting ultravision or true sight over and over until it had no charges left on the spell level. Making it a breeze to kill in the meantime.
They seem to have stopped this routine and begun only casting Evards black tentacles instead
Skeletons are running away now, I don't know if that is intended or not.
Ogre high mage likes to cast dispells when you dont even have any buffs on you.
The Prisoner-Slayer of Perfidus seems really weak, considering that if I understand it right, he's the highest ECL monster on whole server.
His AB, damage and AC are just so low that he generally can't dash more than a couple of hits before already dead. He does have Dispel and some Negative Energy abilities, but the Dispel has pretty low DC and can't get rid of most high level buffs and his Negative Energy stuff is almost completely neglected with any damage resistance to it.
This comes especially true when compared to Malthor.
How about the dark stalkers and their little friends under dervishhiem? Something with a +11 ish to hit, 90% conecealment, about 7 hp, and what looks like about 2-3 d6 sneak attack while spamming hips.
Even a level 6 doesn't get xp for them, but with their concealment and hips they can take out well over a lvl 10 char who doesn't have aoe spells.
How about the dark stalkers and their little friends under dervishhiem? Something with a +11 ish to hit, 90% conecealment, about 7 hp, and what looks like about 2-3 d6 sneak attack while spamming hips.
Even a level 6 doesn't get xp for them, but with their concealment and hips they can take out well over a lvl 10 char who doesn't have aoe spells.
They're actually very easy to kill with magic missile or missile storms. But I agree, they're just frustrating and un-fun because of their 90% concealment.
How about the dark stalkers and their little friends under dervishhiem? Something with a +11 ish to hit, 90% conecealment, about 7 hp, and what looks like about 2-3 d6 sneak attack while spamming hips.
Even a level 6 doesn't get xp for them, but with their concealment and hips they can take out well over a lvl 10 char who doesn't have aoe spells.
They're actually very easy to kill with magic missile or missile storms. But I agree, they're just frustrating and un-fun because of their 90% concealment.
Meh. I don't find I mind them much at all. It may be frustrating to fight them with an auto attacker, but for a mage they have such low hp that they're super satisfying. One spell can clear out a whole group of them. :mrgreen:
but not everyone has spells at their disposal, mind. A fighter at level 10+ shouldn't have an issue with something that is obviously a cr 2 or 3 judging by its low hit points. But i've seen non casters get pretty beaten down by them in a short amount of time, mainly because of the auto spam hips and sneak attack, followed by the fact that when you do get to swing at them they have that 90% concealment.
I consider them to be another tool in the dev's toolbox, and they're used rather sparingly as is.
How about the dark stalkers and their little friends under dervishhiem? Something with a +11 ish to hit, 90% conecealment, about 7 hp, and what looks like about 2-3 d6 sneak attack while spamming hips.
Even a level 6 doesn't get xp for them, but with their concealment and hips they can take out well over a lvl 10 char who doesn't have aoe spells.
They're actually very easy to kill with magic missile or missile storms. But I agree, they're just frustrating and un-fun because of their 90% concealment.
Meh. I don't find I mind them much at all. It may be frustrating to fight them with an auto attacker, but for a mage they have such low hp that they're super satisfying. One spell can clear out a whole group of them. :mrgreen:
but not everyone has spells at their disposal, mind. A fighter at level 10+ shouldn't have an issue with something that is obviously a cr 2 or 3 judging by its low hit points. But i've seen non casters get pretty beaten down by them in a short amount of time, mainly because of the auto spam hips and sneak attack, followed by the fact that when you do get to swing at them they have that 90% concealment.
I consider them to be another tool in the dev's toolbox, and they're used rather sparingly as is.
Werefoxes are terrifying and give no xp, what the what?!
Needlemen are ridiculously op.
I saw a group of them for the first time today near the Treeant Forest. There were six of them but only two saw me and fired quillfire at me. Each spike did between 10 to 20 damage and each of them fired 6 spikes each. I died very quickly, because I was totally not prepared for that. I can't believe it's intentional that so large groups of so powerful enemies can spawn in an area intended for low to mid leveled players. They would get wasted!
Needlemen are ridiculously op.
I saw a group of them for the first time today near the Treeant Forest. There were six of them but only two saw me and fired quillfire at me. Each spike did between 10 to 20 damage and each of them fired 6 spikes each. I died very quickly, because I was totally not prepared for that. I can't believe it's intentional that so large groups of so powerful enemies can spawn in an area intended for low to mid leveled players. They would get wasted!
They are suppose to spread out to multiple targets and are affected by low DR, not a place to wander in alone!
wrong type of spray. Time add in giant skunks .
wrong type of spray. Time add in giant skunks .
sorry. double post.
There are two forms of this ability—the monster ability (also used as a cast spell item property) and the shifted ability.
For the monster ability, there are 6 spikes, each dealing 1d8 + 2 piercing damage.
For the shifted ability, the number of spikes is half the caster's shifter level to a maximum of 5. If given to a non-shifter in the Toolset, the number of spikes is fixed at 6. (In the case of a non-shifter gaining this ability through a non-standard polymorph, the number of spikes is half the caster level to a maximum of 5.) The damage each spike inflicts is one d4 per spike fired. (So if three spikes were fired, each would do 3d4 damage, for a total of 9d4 damage spread over up to three targets.)
The monster ability only targets enemies, while the shifted ability will also target neutral player characters and associates.
Typically the difference between the (intended) monster ability and the shifted ability assigned via the Toolset is the damage of each spike (1d8 + 2 for the monster ability vs. 6d4 for the shifted).
Not so much about erroneous or ineffective creatures, but with the layout of the forums it's difficult to decide where to talk about this.
Low level dungeons, across the board, need to be addressed. The risk vs reward for 'low level' dungeons such as the gremishka and bahkna rahkna cave (which anyone who hasn't been here for years knows only as the cave of 'small creatures' and 'small humanoids'... but that's for another topic) have CR .25 to CR 1 creatures. Which is fine, but they easily have 20 of these. That's a problem. See, unless you're making a character at the same time as a couple of friends, you'll probably be alone when low enough level to actually go into these dungeons.
So let's say you're a dwarven barbarian with 20 con. You get 34 hitpoints, holy hot-damn! The 'small humanoids' easily do 5 damage on a non-crit. So you'll be dead in 7 hits. You walk into the main room, and the little mosnters are armed with bows and arrows - the whole room filled with them. Let's say your AC at level 2 is 20, because you somehow powerbuilt yourself to hell. Good for you! Well, the 'small creatures' have a +7 AB, and there's likely a half-dozen to a dozen of those guys walking about, each only needing to roll a 13 to hit you. Meanwhile, the 'small humanoids' have a +5 bonus, so while they need a 15 to hit you, remember there's a ton of those guys, and they're ranged. In other words, your powerbuilt high AC barbarian with ridiculously high hitpoints for your level is dead unless you kill everything in that cave within a few rounds. You're playing anything that's NOT a 20 con dwarf with 20 AC out of the box, you'd better have that assassin imp familiar.
The problem is the sheer number of stuff you expect lowbies to fight. True lowbies, fresh from the mists, tend to have only a few hit points, low ACs, tiny ABs, very few spells, and if they have animal companions or familiars, those have been made useless (with one noted exception). Even if their enemies need 20s to hit them, surrounded by 20 of them they can expect to be hit EVERY ROUND. And the enemies NEVER need a 20 to hit them.
My suggestion? Revamp the low-level dungeons. I'm talking the really low level ones, like the 'small creature' cave and the 'fire beetles'. Even the sewers with their kajillions of rat-swarms, or at least certain areas which are intended to be navigable to low levels (like places on the way to the drain for lowbie caliban). Their CR is stupid for how dead they'll make you, but more importantly both of these dungeons have enormous swarms present throughout them. Reduce the number in the swarms, and make their CR a little higher. Even if you make the enemies tougher (which I honestly don't think is needed considering who these are intended for) just having less of them will make things SO much more manageable. There's only a handful of dungeons that fit this category, so it shouldn't be too difficult to overhaul, and it would do wonders for improving the first impression new players have when they get here. I'd include the thoul cave among those to fix, but I'm not sure if that's intended to be a lowbie dungeon or just a place for high levels to blast everything in sight with ease while collecting cave-fungus for herbalism. I don't think I've ever had a small team of ~ level 4s successfully get through the thouls on any spawn greater than bats.
Not so much about erroneous or ineffective creatures, but with the layout of the forums it's difficult to decide where to talk about this.
Low level dungeons, across the board, need to be addressed. The risk vs reward for 'low level' dungeons such as the gremishka and bahkna rahkna cave (which anyone who hasn't been here for years knows only as the cave of 'small creatures' and 'small humanoids'... but that's for another topic) have CR .25 to CR 1 creatures. Which is fine, but they easily have 20 of these. That's a problem. See, unless you're making a character at the same time as a couple of friends, you'll probably be alone when low enough level to actually go into these dungeons.
So let's say you're a dwarven barbarian with 20 con. You get 34 hitpoints, holy hot-damn! The 'small humanoids' easily do 5 damage on a non-crit. So you'll be dead in 7 hits. You walk into the main room, and the little mosnters are armed with bows and arrows - the whole room filled with them. Let's say your AC at level 2 is 20, because you somehow powerbuilt yourself to hell. Good for you! Well, the 'small creatures' have a +7 AB, and there's likely a half-dozen to a dozen of those guys walking about, each only needing to roll a 13 to hit you. Meanwhile, the 'small humanoids' have a +5 bonus, so while they need a 15 to hit you, remember there's a ton of those guys, and they're ranged. In other words, your powerbuilt high AC barbarian with ridiculously high hitpoints for your level is dead unless you kill everything in that cave within a few rounds. You're playing anything that's NOT a 20 con dwarf with 20 AC out of the box, you'd better have that assassin imp familiar.
The problem is the sheer number of stuff you expect lowbies to fight. True lowbies, fresh from the mists, tend to have only a few hit points, low ACs, tiny ABs, very few spells, and if they have animal companions or familiars, those have been made useless (with one noted exception). Even if their enemies need 20s to hit them, surrounded by 20 of them they can expect to be hit EVERY ROUND. And the enemies NEVER need a 20 to hit them.
My suggestion? Revamp the low-level dungeons. I'm talking the really low level ones, like the 'small creature' cave and the 'fire beetles'. Even the sewers with their kajillions of rat-swarms, or at least certain areas which are intended to be navigable to low levels (like places on the way to the drain for lowbie caliban). Their CR is stupid for how dead they'll make you, but more importantly both of these dungeons have enormous swarms present throughout them. Reduce the number in the swarms, and make their CR a little higher. Even if you make the enemies tougher (which I honestly don't think is needed considering who these are intended for) just having less of them will make things SO much more manageable. There's only a handful of dungeons that fit this category, so it shouldn't be too difficult to overhaul, and it would do wonders for improving the first impression new players have when they get here. I'd include the thoul cave among those to fix, but I'm not sure if that's intended to be a lowbie dungeon or just a place for high levels to blast everything in sight with ease while collecting cave-fungus for herbalism. I don't think I've ever had a small team of ~ level 4s successfully get through the thouls on any spawn greater than bats.
Not so much about erroneous or ineffective creatures, but with the layout of the forums it's difficult to decide where to talk about this.
Low level dungeons, across the board, need to be addressed. The risk vs reward for 'low level' dungeons such as the gremishka and bahkna rahkna cave (which anyone who hasn't been here for years knows only as the cave of 'small creatures' and 'small humanoids'... but that's for another topic) have CR .25 to CR 1 creatures. Which is fine, but they easily have 20 of these. That's a problem. See, unless you're making a character at the same time as a couple of friends, you'll probably be alone when low enough level to actually go into these dungeons.
So let's say you're a dwarven barbarian with 20 con. You get 34 hitpoints, holy hot-damn! The 'small humanoids' easily do 5 damage on a non-crit. So you'll be dead in 7 hits. You walk into the main room, and the little mosnters are armed with bows and arrows - the whole room filled with them. Let's say your AC at level 2 is 20, because you somehow powerbuilt yourself to hell. Good for you! Well, the 'small creatures' have a +7 AB, and there's likely a half-dozen to a dozen of those guys walking about, each only needing to roll a 13 to hit you. Meanwhile, the 'small humanoids' have a +5 bonus, so while they need a 15 to hit you, remember there's a ton of those guys, and they're ranged. In other words, your powerbuilt high AC barbarian with ridiculously high hitpoints for your level is dead unless you kill everything in that cave within a few rounds. You're playing anything that's NOT a 20 con dwarf with 20 AC out of the box, you'd better have that assassin imp familiar.
The problem is the sheer number of stuff you expect lowbies to fight. True lowbies, fresh from the mists, tend to have only a few hit points, low ACs, tiny ABs, very few spells, and if they have animal companions or familiars, those have been made useless (with one noted exception). Even if their enemies need 20s to hit them, surrounded by 20 of them they can expect to be hit EVERY ROUND. And the enemies NEVER need a 20 to hit them.
My suggestion? Revamp the low-level dungeons. I'm talking the really low level ones, like the 'small creature' cave and the 'fire beetles'. Even the sewers with their kajillions of rat-swarms, or at least certain areas which are intended to be navigable to low levels (like places on the way to the drain for lowbie caliban). Their CR is stupid for how dead they'll make you, but more importantly both of these dungeons have enormous swarms present throughout them. Reduce the number in the swarms, and make their CR a little higher. Even if you make the enemies tougher (which I honestly don't think is needed considering who these are intended for) just having less of them will make things SO much more manageable. There's only a handful of dungeons that fit this category, so it shouldn't be too difficult to overhaul, and it would do wonders for improving the first impression new players have when they get here. I'd include the thoul cave among those to fix, but I'm not sure if that's intended to be a lowbie dungeon or just a place for high levels to blast everything in sight with ease while collecting cave-fungus for herbalism. I don't think I've ever had a small team of ~ level 4s successfully get through the thouls on any spawn greater than bats.
Those are some very good points, considering those places are meant for newly created characters that are still very ill equipped to survive.
And unless you happen to be in a larger group or with the exact right class(es) and (power)builds, you can't really stand much of a chance.
You can make up for a lot with gear, items, etc. But the areas mentioned are intended for new players and characters who haven't got the wits or means to acquire any of that yet.
We all know this server is supposed to have a steep learning curve, but those sound like solid suggestions on improving the gameplay value without compromising the overall experience.
Something also worth considering is to tune down the max spawn encounters in low level areas, as the level range (difference in level requirements between low and high spawns) of dungeons is absurdly broad sometimes. For example, both the Vallaki Sewers and the Morninglord Crypts fluctuate between challenges for a level 2 party when on the lowest spawns. And encounters that I've seen parties including fully buffed level 10 or higher members struggle with when on max spawn. That's an extreme difference.
(This thread appears to be more about "too effective creatures" than "ineffective", but yeah. Some of the max spawn mobs are seriously out of place for the intended target audience of the respective areas.)
The additional bonus is that this coincedentally makes it less appealing for higher level players to farm lower level dungeons.
Gelugons, Cornugons, Hamatulas, Malebranches, and (possibly) Dogai are all worth less experience than they are challenging for. It would be nice to see these enemies raised to a higher level than desert trolls or mummies. The reason it should be higher is because the mummies and such come in absolutely massive groups, and while the outsiders in Perfidus are more dangerous, they come in smaller groups. So equal CR would still not make them worth fighting for experience. As it is, these things are mostly just fought for hearts, or as a way into the temple itself. I'd like to see the hardest enemies on the server be on par in experience reward with everything else.
Gelugons, Cornugons, Hamatulas, Malebranches, and (possibly) Dogai are all worth less experience than they are challenging for. It would be nice to see these enemies raised to a higher level than desert trolls or mummies. The reason it should be higher is because the mummies and such come in absolutely massive groups, and while the outsiders in Perfidus are more dangerous, they come in smaller groups. So equal CR would still not make them worth fighting for experience. As it is, these things are mostly just fought for hearts, or as a way into the temple itself. I'd like to see the hardest enemies on the server be on par in experience reward with everything else.
You could say the same thing about the silver mine, it doesn't even have loot other than a few low-end crumbs.
Not sure if they are suposed to be this way or not, but it seems the green oozes are not immune to acid damage. Not sure on the others as I usaly avoid them like the plauge. Black Puddings [shudder]Yeah, they should be immune to acid. Thanks for pointing that out, I'll get them fixed.
Not sure if they are suposed to be this way or not, but it seems the green oozes are not immune to acid damage. Not sure on the others as I usaly avoid them like the plauge. Black Puddings [shudder]Yeah, they should be immune to acid. Thanks for pointing that out, I'll get them fixed.
Alpha deep forest wolves should have their CR raised.
Those things can party-wipe even high level groups, if they're not careful.
Even if it's just by a little bit.
Pls.
Alpha deep forest wolves should have their CR raised.
Those things can party-wipe even high level groups, if they're not careful.
Even if it's just by a little bit.
Pls.
Alpha deep forest wolves should have their CR raised.
Those things can party-wipe even high level groups, if they're not careful.
Even if it's just by a little bit.
Pls.
Alpha deep forest wolves should have their CR raised.
Those things can party-wipe even high level groups, if they're not careful.
Even if it's just by a little bit.
Pls.
Actually they are far less problematic than skeleton knights who use GS or Falchion.
The deep forest alpha is CR 11 so quite high allready. It is the creature that makes HOLD animal usefull:)
Alpha deep forest wolves should have their CR raised.
Those things can party-wipe even high level groups, if they're not careful.
Even if it's just by a little bit.
Pls.
Actually they are far less problematic than skeleton knights who use GS or Falchion.
The deep forest alpha is CR 11 so quite high allready. It is the creature that makes HOLD animal usefull:)
The only reason skeleton knights are more dangerous is because they roll 20s every few seconds. Which, may be denied, but from experience, I know it to be true.
The Deep Forest Alpha Wolf is deadly, much more so than the knights, other than that bug. CR 11? That's low for how powerful it is.
Alpha deep forest wolves should have their CR raised.
Those things can party-wipe even high level groups, if they're not careful.
Even if it's just by a little bit.
Pls.
Actually they are far less problematic than skeleton knights who use GS or Falchion.
The deep forest alpha is CR 11 so quite high allready. It is the creature that makes HOLD animal usefull:)
The only reason skeleton knights are more dangerous is because they roll 20s every few seconds. Which, may be denied, but from experience, I know it to be true.
The Deep Forest Alpha Wolf is deadly, much more so than the knights, other than that bug. CR 11? That's low for how powerful it is.
Alpha deep forest wolves should have their CR raised.
Those things can party-wipe even high level groups, if they're not careful.
Even if it's just by a little bit.
Pls.
Actually they are far less problematic than skeleton knights who use GS or Falchion.
The deep forest alpha is CR 11 so quite high allready. It is the creature that makes HOLD animal usefull:)
The only reason skeleton knights are more dangerous is because they roll 20s every few seconds. Which, may be denied, but from experience, I know it to be true.
The Deep Forest Alpha Wolf is deadly, much more so than the knights, other than that bug. CR 11? That's low for how powerful it is.
That is a common misconception. Skeletons don't roll more 20s than everyone else. They crit more because they use weapons with high crit range and some have improved crit as a feat, which expands the crit range even more.
Actulally Troukk and swbf2lord both of you are correct.
They do tend to roll a lot of 20-s, and they do have the enhanced critical range.
Also both the DFWA and the SK have pa and i think IPA as well. These two the massive amount of crits they land, and the IPA is what makes them dangerous.
However usually you ahve to fight a skeleton knight in a less open area, which makes them in my oppinion harder to kill.
A deep forest alpha can be more easily disposed of if you have a spotter in group. Also their skins grant 44 gp, not to mention useable leather for midlow level.
So i think their CR needs not be changed. With carefull planning a group of level 3-s ( 3 level 3-s) can dispose of them.
I had lead some hunting parties to kill deep forest wolves in the last NCW. And i still on occasions lead new low level folks and show them how you can dispose of them with the least risk.
The only thing that is annoying in them is the high demand of animal empahty which is required to befriend them, which with an CR raise would become even higher, and their saves. (They have if i recall well +4 or +6 to will save, makeing them quite hard to be held via hold animal spell.)
I think the deep forest alpha is quite fitting for it's range. If you start to up it's CR, then thereafter quite a chain of monsters CR should be raised.
Since this creature requires a spotter to be easily fended off, whereas certain other creatures require in game ITEMS, or certain spells. (Magic weapon, magic varnihs +1 items etc.)
So actually i woudl leave this creatures CR where it is at, this is perhaps one of the FEW creatures on the server, that allows for nature kind of classes to shine a bit. (especially rangers)
Could the name be kept 'Deep Forest Wolf' even if it's just shifted to the bigger normal wolves? It sounds more intimidating than 'advanced wolf' or 'dire wolf pack leader.'
Could the name be kept 'Deep Forest Wolf' even if it's just shifted to the bigger normal wolves? It sounds more intimidating than 'advanced wolf' or 'dire wolf pack leader.'
Not to mention, "Deep Forest Wolf" sounds more engaging.
"Deep forest alpha" is going away as a name and is not coming back. It is far too specific and modern. It sounds like something a modern biologist would come up with.
"Advanced" might not be the best descriptor, but it is the standard term in D&D for a monster that has in advanced in levels and hit dice over the standard monster. It also sounded better than "strong", "tough", or "dangerous".
"Large" works. It will have to wait until the update after next, though."Deep forest alpha" is going away as a name and is not coming back. It is far too specific and modern. It sounds like something a modern biologist would come up with.
"Advanced" might not be the best descriptor, but it is the standard term in D&D for a monster that has in advanced in levels and hit dice over the standard monster. It also sounded better than "strong", "tough", or "dangerous".
"Large" might work as a descriptor, since the stronger wolves will be slightly larger. "Advanced" definitely sounds too modern as well.
How about "Great" Deep Forest Wolf?
Especially since in a medieval society, they would give the wolves more universal names. They wouldn't care whether a wolf was from a forest or mountain or meadow, so why would they name them as such?
Not sure if this is where to put this, but will'o'wisps are immune to nearly 'all' magic, and pretty much slaughtered.I don't understand this statement. Are you saying they're immune to magic and getting slaughtered, or that their immunity to magic made them able to slaughter your group?
And just an opinion but these 'advanced wolf'ves running about using KD spam is going to make things hella hard for low level and new players..They aren't new; the only thing that has changed is their name and appearance. Mechanically they are the same as they have been for many years under the name and appearance of a normal wolf.
Fair enough, just never seen them knock down spam the way they did to my unfortunate mage recently..they're immune to magic and getting slaughtered, or that their immunity to magic made them able to slaughter your group <-- ThisQuoteAnd just an opinion but these 'advanced wolf'ves running about using KD spam is going to make things hella hard for low level and new players..They aren't new; the only thing that has changed is their name and appearance. Mechanically they are the same as they have been for many years under the name and appearance of a normal wolf.
Which? The second one? So they slaughtered your group?they're immune to magic and getting slaughtered, or that their immunity to magic made them able to slaughter your group<-- This
Not sure if this is where to put this, but will'o'wisps are immune to nearly 'all' magic, and pretty much slaughtered.
And just an opinion but these 'advanced wolf'ves running about using KD spam is going to make things hella hard for low level and new players..
That's normal for will-o'-wisps and they've been that way on the server for years.Not sure if this is where to put this, but will'o'wisps are immune to nearly 'all' magic, and pretty much slaughtered.
And just an opinion but these 'advanced wolf'ves running about using KD spam is going to make things hella hard for low level and new players..
To clarify this for you blue
The will'o'wisps and Great are impervious to nearly all magic/elements it seems. I threw acid, fire, ice at it and took no damage. I threw issacs missles at it, immune, and Instinct threw even stronger spells and nothing. They pretty much nearly wiped us out even after the entirety of our barrage.
Immunity to Magic (Ex)I can perhaps look into a different way to implement this ability than what is being used now, however, since its spell resistance will usually protect it from magic missiles
A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.
As for the wolves. I've been attacked by the emaciated and the stronger, including worgs and I've never been KD'd by them, but today one "Advanced wolf" was spamming it.Again, they've had that feat for a very long time. The only changes made were the name (from "wolf" to "advanced wolf") and the size (scaled larger by 10%).
Hope that clears things up
This isn't so much a comment on their effectiveness so much as curiosity, but why do the mechanical golems in the Alhoon Layer drop unusable bars of steel. I was wondering if maybe the steel bar could be made so it can be smelted down into several ingots of steel or maybe swap out the steel bar with an electrical essence since they tend to shoot off relatively powerful lightning bolts and there's a bit of a shortage of creatures that drop electrical essences anyway. Just an idea.
Giant weasels! I like the idea of bleed effects and damage over time. However, -holy -crap.-
There are giant weasels in kobold caves, which are something of a lowbie staple dungeon. I'm still okay with bleeding damage in lowbie dungeons, but the disorienting, thematically inconsistent element is that their bleed damage continues to very, very quickly whittle you down once you've been knocked unconscious/below 1. My PC was knocked to 0 (by the bleed, in fact, I think) and then hopelessly bled out along with her three other party members. Had the bleed been the sort to stop at 0, it might not have been a total party wipe - but even that's not truly important. What I find important is that Ravenloft's system for handling dying, which I like very much, does not align with what happens when you die to bleeding damage like this.
Ravenloft's dying system is nicely-developed, and I don't think this kind of bleeding damage is healthy for the expectations of new players.
I'm not sure if this necessarily belongs in" Erroneous and ineffective creatures.", but it certainly strikes me as "erroneous" given the way dying works in Ravenloft in all other cases (in my experience).
Giant weasels! I like the idea of bleed effects and damage over time. However, -holy -crap.-
There are giant weasels in kobold caves, which are something of a lowbie staple dungeon. I'm still okay with bleeding damage in lowbie dungeons, but the disorienting, thematically inconsistent element is that their bleed damage continues to very, very quickly whittle you down once you've been knocked unconscious/below 1. My PC was knocked to 0 (by the bleed, in fact, I think) and then hopelessly bled out along with her three other party members. Had the bleed been the sort to stop at 0, it might not have been a total party wipe - but even that's not truly important. What I find important is that Ravenloft's system for handling dying, which I like very much, does not align with what happens when you die to bleeding damage like this.
Ravenloft's dying system is nicely-developed, and I don't think this kind of bleeding damage is healthy for the expectations of new players.
I'm not sure if this necessarily belongs in" Erroneous and ineffective creatures.", but it certainly strikes me as "erroneous" given the way dying works in Ravenloft in all other cases (in my experience).
SO, I found one but it isn't a encounter monster, it's a summon. The level 4 spell shadow conjuration will summon a level 7 shadow fiend. the level 6 spell shades will also summon a level 7 shadow fiend. the difference, summoning via the 6th level spell lasts 2 rounds shorter.
That looks like an oversight to me. I'll check to see if we can stop the Bleeding effect once the PC is down.
That looks like an oversight to me. I'll check to see if we can stop the Bleeding effect once the PC is down.
Another thing I've noticed in that cave is that unlike other older dungeons the monsters do not give you that few moments of courtesy once your recover from death to book it.
There's an odd getup going on with port calibans. The ones that are unarmed provoke attacks of opportunities as intended, but the armed calibans get free sneak attacks whenever a pc automatically deals out that AoO.
Basically, the armed calibans are getting free sneak attacks when they shouldn't be.
There's an odd getup going on with port calibans. The ones that are unarmed provoke attacks of opportunities as intended, but the armed calibans get free sneak attacks whenever a pc automatically deals out that AoO.
Basically, the armed calibans are getting free sneak attacks when they shouldn't be.
I'll give the calibans Improved Unarmed Strike, which will solve both problems at once. :twisted:
There's an odd getup going on with port calibans. The ones that are unarmed provoke attacks of opportunities as intended, but the armed calibans get free sneak attacks whenever a pc automatically deals out that AoO.
Basically, the armed calibans are getting free sneak attacks when they shouldn't be.
I'll give the calibans Improved Unarmed Strike, which will solve both problems at once. :twisted:
Maybe Magic Fang instead?
Not sure if anyone made mention of this in this thread yet, but wolfweres appear to cast magic weapon on themselves and visibly having no effect. This seems like simply an extra easy round of attacks and an AoO for the person attacking them.They actually have weapons equipped, they just don't show up because the creature models aren't set up to show equipped items.
I would argue the same would go toward their casting of the Resistance cantrip, but that one 'works', unlike casting magic weapon on what one would assume would be creature weapons (I assume this because the 'applied' vfx of the spell doesn't pop up on them).
Not sure if anyone made mention of this in this thread yet, but wolfweres appear to cast magic weapon on themselves and visibly having no effect. This seems like simply an extra easy round of attacks and an AoO for the person attacking them.They actually have weapons equipped, they just don't show up because the creature models aren't set up to show equipped items.
I would argue the same would go toward their casting of the Resistance cantrip, but that one 'works', unlike casting magic weapon on what one would assume would be creature weapons (I assume this because the 'applied' vfx of the spell doesn't pop up on them).
Slow shadows (black ooze blob model) aren't immune to negative energy and auto-die when they spawn in a certain negative energy area.
Why do lesser shadow wolves know dispel?
Slow shadows (black ooze blob model) aren't immune to negative energy and auto-die when they spawn in a certain negative energy area.
Most shadows I've encountered are not immune to negative energy, now that you mention it. At least those in the Sullen Woods/Retezat Forest area.
Many of the "negative energy" creatures in the tergs like the Tollips aren't considered undead. Among other things, this means they're vulnerable to crits, don't heal from negative energy damage, and bless weapon has no additional effectiveness.
The puny DC 14 Fear cast by Goristros is affecting the Aspect of Chernovog in Lysaga Hill.
9th circle Divine casters are typically immune to DC 14 Will saves, so something is definitely wrong here.
Its death message is also misspelled, reading "disolves" rather than "dissolves."
Slow shadows (black ooze blob model) aren't immune to negative energy and auto-die when they spawn in a certain negative energy area.
There is a creature in Perfidus, in the outdoors portion, its name started with H (edit: It's named Hamatula, courtesy of inkcorvid). After just two or three rounds of combat, it would take over the entire chatbox with its spam messages.
I like return damage as a mechanic, but this is a bit much, it's quite disruptive. Maybe its message could be moved to the combat log or something.
(https://i.imgur.com/Pk6YtnE.png)
There was a screenshot of a Greater Shadow Spider casting both Shield and Shield of Faith, if this could be switched to just Shield (if the shield of faith isn't doing +5 AC for it) it'd have an extra round to do other things (though this is extremely minor).
Noble Salamanders don't try to cast dispel magic on Darkness, preventing them from dispelling other players who hide in the darkness to fight them.
Not sure if this has been mentioned but I have noticed Umber Hulks confusing each other a lot lately. They should probably be immune.
Sometimes Shadows in the Sullen forest cast Darkness before true seeing thus they remain helpless in their own dark and they make me laugh so much the silly sausages :lol:Correct me if im wrong but doesnt darkness is utter useless as they have 50% concealment anyways.. and darkness does the same but those wont stack. I suppose they are stupid enough undead that they dont realize they wont need darkness.. but I think they should have ultravision (thats what you refered to right) as default.
Correct me if im wrong but doesnt darkness is utter useless as they have 50% concealment anyways.. and darkness does the same but those wont stack. I suppose they are stupid enough undead that they dont realize they wont need darkness.. but I think they should have ultravision (thats what you refered to right) as default.
No, its not useless. Casting Darkness before Ultravision is perfectly valid, it stops you from attacking them immediately while they begin their other buffs, while helping hide any other shadows nearby who often stealth when returning to attack.
The effect of darkness does two things, it blinds creatures within, and it gifts concealment (that is pierced by ultravision instead of see invisibility), so as a protective spell it works well.
While attacking a creature that is concealed (not visible by Spot/sight to the player) does offer a 50% concealment anyway, there is a mechanic for being blinded by darkness which causes an "attacker miss chance" percentile of 50% to those blinded as well.
The Blind-Fight feat, rather than offer a reroll against this additional miss chance percentile, actually eliminates it entirely in NWN, so not everyone sees that or knows about it if they've always been told to take blind-fight anyway.
More on the erroneous creature side of things. The Nightwalker (https://www.dandwiki.com/wiki/SRD:Nightwalker) as it appears in POTM seems to be immune to magic (I saw the "magic immunity" message in the combat log vs every spell I cast that allowed a spell resistance check), and acid. These are not properties it has in the SRD/Monster Compendium 3.5. So it looks like it might have some erroneous properties.
As it appears now its not really a nightcrawler, but some kind of super nightcrawler lord/archmage/chosen-of-shar next level undead, and its name should probably reflect that.
The jackalwere in Har akir are way too weak, and spend their time getting curbstomped by other creatures...
More on the erroneous creature side of things. The Nightwalker (https://www.dandwiki.com/wiki/SRD:Nightwalker) as it appears in POTM seems to be immune to magic (I saw the "magic immunity" message in the combat log vs every spell I cast that allowed a spell resistance check), and acid. These are not properties it has in the SRD/Monster Compendium 3.5. So it looks like it might have some erroneous properties.
As it appears now its not really a nightcrawler, but some kind of super nightcrawler lord/archmage/chosen-of-shar next level undead, and its name should probably reflect that.
The Ascendant Nightwalker is immune to magic. Is there a regular nightwalker...and is it also immune to magic?
More on the erroneous creature side of things. The Nightwalker (https://www.dandwiki.com/wiki/SRD:Nightwalker) as it appears in POTM seems to be immune to magic (I saw the "magic immunity" message in the combat log vs every spell I cast that allowed a spell resistance check), and acid. These are not properties it has in the SRD/Monster Compendium 3.5. So it looks like it might have some erroneous properties.
As it appears now its not really a nightcrawler, but some kind of super nightcrawler lord/archmage/chosen-of-shar next level undead, and its name should probably reflect that.
The Ascendant Nightwalker is immune to magic. Is there a regular nightwalker...and is it also immune to magic?
The one I saw was just named "Nightwalker". Maybe it should be renamed to Ascendant Nightwalker if that is what it is?Spoiler: show
We do have Ascendant Nightwalker. One in fact, as a boss in a dungeon. Very strong creature. I haven't tested many spells on it, but it wasn't immune to spells like magic missiles.
First of all, Dandwiki should never be used as a source of anything, it's mostly homebrew. There are other sites that exist (such as d20srd.org, Realmshelps) that are more reliable. Nightwalkers are set up appropriately. Here's from their description (Nightwalkers are a type of Nightshade):Spoiler: show
Also, on a more general level, we will often tweak balance on monsters, especially since not all their PnP abilities can be represented on NwN (ie: Nightwalkers should be able to permanently destroy weapons).
You're looking at the 3.5 version of the Nightwalker, whereas we are using the 3E version. They replaced the Spell Immunity with SR 29 in 3.5, among other changes. They also lowered the CR from 18 to 16.
IIRC, canonical Dire Tigers are also terrifyingly powerful. And ordinary Crag Cats are probably worse than ordinary Tigers. I almost low-key love how unfairly monstrous Dire Crag Cats are: they look deceptively like ordinary Crag Cats, but have caused me no end of party wipes.
Tried to look for the cat stats in the 3E bestiary but i couldnt find it. IMO it needs looking into.Check out Bestiary of the Realms Vol 1. by Thomas Costa and Eric Boyd. PDF is free and legal.
Greater Wolfweres along Lake Zarovich cast both Daze and Charm Person. If the idea was to catch low level players trying to run by, they already have Charm Person for this while Daze makes a mockery of their stature. Though I would argue Charm Person should be something more terrifying overall. They have decent attacks, but they are far too often casting Daze on targets completely immune to it.
Thanks, I'll remove those two spells from their spell list.
Rotting Boars under the orphanage are the only mobs in that dungeon that aren't evil, could it have been an oversight?
In Ghastria - Tunnels, the Small Grave Ooze is so small in fact that you can't really click it. I see the mouse icon turn into a sword only during certain points of its animation, for like a split second.It really is unnecessarily difficult, it'd be easier to click a forest gnome monk.
In Ghastria - Tunnels, the Small Grave Ooze is so small in fact that you can't really click it. I see the mouse icon turn into a sword only during certain points of its animation, for like a split second.
Giant slugs seemingly cannot move, at least where they're found in Dementlieu in the Eastern sewers. Is this intentional?I thought that they just move super slowly?
In Ghastria - Tunnels, the Small Grave Ooze is so small in fact that you can't really click it. I see the mouse icon turn into a sword only during certain points of its animation, for like a split second.
I've tried to resize them a little bit. Let me know if it helps.
ghostly servants in raduta keep cannot be hit with a Bar Ethel (+4 undead), it returns ineffective weapon.
same goes for shadow demons same location, but i dont know how they classify (greater shadows are fine).
ghostly servants in raduta keep cannot be hit with a Bar Ethel (+4 undead), it returns ineffective weapon.
same goes for shadow demons same location, but i dont know how they classify (greater shadows are fine).
Shadow demons are... well, demons. They're not undead.
ghostly servants in raduta keep cannot be hit with a Bar Ethel (+4 undead), it returns ineffective weapon.
same goes for shadow demons same location, but i dont know how they classify (greater shadows are fine).
Shadow demons are... well, demons. They're not undead.
eeeeh... not sure about that. the description says they are demons trapped as shadows, and do drop shadow essences so could be both, could be either...
Bless Weapon
Spell Level: Paladin 1
Innate Level: 1
School: Transmutation
Component: Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Weapon
Duration: 1 Hour + 2 Turns / Level
You empower the touched weapon with a 2d6 divine damage bonus versus undead and a +1 enhancement bonus.
They are still undead.
Bless Weapon functions completely fine against Shadows, and Bless Weapon is distinctly against the Undead type of enemy.Quote from: Bless Weapon descriptionYou empower the touched weapon with a 2d6 divine damage bonus versus undead and a +1 enhancement bonus.
Not only that, but the vanilla game also registers shadows as undead on the official wiki (https://nwn.fandom.com/wiki/Shadow), and summonable Shadow through Shadowdancer. (https://nwn.fandom.com/wiki/Summon_shadow)
While official PnP material may differ, they are most def undead ingame!
Shadow demons, also called shadow fiends, were the product of a demon whose essence could not properly reform in the Abyss. Trapped within the form of a living silhouette, these demons were merely shadows of their former selves.
Some Shadowfiends in the Sullen Woods cast darkness too many times. If you can't see through the darkness it is annoying, but if you have ultravision you get to enjoy 5-7 rounds of free hits before the monsters start attacking you back.
Werebats in western Barovia have a tendency to fly up into the air once you approach. Thematically, this is pretty cool, but the problem is that they tend to land where you were, not where you are. So they basically becoming non threatening if you simply keep running.
Anyone can gain that benefit if they are fast enough with a knockdown, no stealth is really needed.
The flight ability has its pros and cons but personally I think hide in plain sight and a movement speed bonus would suit them better.
I imagine a werebat constantly flying around you and harrying you as you try to flee. The flight ability having no minimum distance works to this end, it makes them confusing to fight and it gives them time to regenerate too. The only problem is how vulnerable they are when landing, and what ZSRunner said about their positioning.
They are still really hard hitting enemies and if the ability does one thing right, it leads to unexpected attacks where one or two fall behind and attack you later, sometimes while you are occupied with other enemies or not paying attention. HiPS might just make them more predictable.
I personally feel the awkwardness of their mechanics gives them charm. Perhaps werebats need to be able to hit you with called shot, like some of the permahasted werewolves that they replaced.
In the swamps of Barovia, the Moor-Man Witchers have a tendency to murder all of their friends with insects. Not sure if it's easier to tweak the AI to not stand in friendly AoE effects, or to turn off Creeping Doom from their spell book, and give them an alternative thing to cast.
Nightwalkers encountered in the Mists will spend the first 5-6 rounds of combat spamming invisibility on themselves while already invisible, making it rather easy to beat up on them before they get the idea in their heads to do anything else.
ghostly servants in raduta keep cannot be hit with a Bar Ethel (+4 undead), it returns ineffective weapon.
same goes for shadow demons same location, but i dont know how they classify (greater shadows are fine).
Vampire Matriarch's were casting Ray of Frost and Daze once their spell count started to deplete to empty.
Desert Troll Fleshshaper seem to cast "Control Undead" on living enemies (no undead were around at all)
Id suggest to change that to something effective against the usual adventurer.
Some Shadowfiends in the Sullen Woods cast darkness too many times. If you can't see through the darkness it is annoying, but if you have ultravision you get to enjoy 5-7 rounds of free hits before the monsters start attacking you back.
Nightwalkers encountered in the Mists will spend the first 5-6 rounds of combat spamming invisibility on themselves while already invisible, making it rather easy to beat up on them before they get the idea in their heads to do anything else.
Can you get me a screenshot of the area, marking down the problematic location? I'll try to have them further apart to the rebels.(https://media.discordapp.net/attachments/579382722615574534/960595817209675826/Screen_Shot_2022-04-04_at_19.43.22.jpg?width=934&height=463)
Something very strange is going on in the Aboleth dungeon, specifically with the Aberrant Gendarme Thralls.
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DM confirmed that Gudkaede Archers of Hazlan are armed with elven shortbows they cannot equip. I am unsure if the weapons the Gudkaedes have match the feats they have in general.
Nordenvall Fane Reliquary Gudkaede Guard regularly spawns as an otter or whatever that is.
(https://cdn.discordapp.com/attachments/977544979733946378/1006057762813382656/unknown.png)
Sometimes that room has six gudkaedes but 50% of the time there is a single otter.
In addition, gudkaede guards have feats for long and short sword, but not for their actual weapon.
Nordenvall Fane Reliquary Gudkaede Guard regularly spawns as an otter or whatever that is.Spoiler: show
Sometimes that room has six gudkaedes but 50% of the time there is a single otter.
In addition, gudkaede guards have feats for long and short sword, but not for their actual weapon.
Huecuvas in the Village cast turn undead that makes the ghouls around them run away in fear.
Hazlan krenshars special ability never works, no dc, no effect, just animation :(
Hazlan krenshars special ability never works, no dc, no effect, just animation :(
The regular "shadows" in the Sullen woods constantly provoke attacks of opportunity whenever they attack. I don't know if it's because they lack a creature weapon, or because their touch attacks are implemented this way. Either way, it's a bit strange, and makes them very easy to deal with.Touch attacks always proc an AOO. The shadows suffer from constantly spamming their draining touch attack, thus provoking a ton of AOO's. If it could be changed so that they are less prone to spamming this attack that would go a long way to fixing it.
The molds that can be found the mushroom filled room of the cave connecting dvergeheim to the southern forest have several problems.
First off, once they've attacked you once, it seems that after a while they manage to move and chase you.
Second, their resistances are very wieird. They have high immunity to cutting, positive energy, electricity even fire.
Plus they corrode weapons on a fairly high DC.
I dont think they add much of anything to the dungeon anyways
I'm also sitting here with 19 AC so I'm unsure as to why I got hit as often as I did. Maybe I don't understand ranged touch attacks?
With manticores, gorgons and ankhegs it's pretty clear the RA are, or were, experimenting with chimera variations, getting clapped by one of your escaped experiments is pretty thematic.
RA members would be expected to use invisibility when travelling (cast or brewed in the case of warmages / illusion restrictions), but aside from that, the manticores already spawn away from the transition. If you found them impassable without being spiked, they either wandered from the area being loaded for too long, or someone lured them, moving them slightly more would be redundant in the latter case. The domain isn't meant to be safe, anyway.
It's the Forbidden Forest to your Hogwarts.
With a fighter and a warmage, I ran past a lot after the rework, and had zero issues with the manticore location.
Must've been lured.