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Kingdom of Haven
Neverwinter Nights 2
Persistent World
Handbook
edited by KEMO
dra! 0.8
Welcome to Haven
! ! ! ! ! ! Bar Fubaz
! Welcome to the Kingdom of Haven Neverwinter Nights 2 Persistent World. Haven is
the second-largest “PW” in the NWN2 community, and the largest social server. It is based
in the Forgotten Realms campaign world. Haven is defined as an adult social/roleplay server.
This means several things:
• Adult erotic roleplay is actively encouraged and pervasive across Haven,
though it is not required. Public displays are not uncommon.
• Social, engaged behavior is encouraged as well: playing together in pairs or
groups is the norm. Characters may not always be friendly, but players
should be.
• In-character (IC) and out-of-character (OOC) conversations and actions are
kept distinct, to encourage roleplaying (RP). OOC areas are set aside for
those taking a break from RP.
! If any of the above is not to your liking, Haven is probably not the place for you.
Haven Staff
! Haven is supported and maintained by a number of dedicated volunteers:
Bar Fubaz, head DM, sysop and developer, playing Telron Elvenforge
KEMO, DM, sysop and developer, playing Thyateira Eryahu
! Assistant DMs:
Conn Torrodon, playing Conn Cain
Gentle_Breeze, playing Isabe(a Ginn and Lady Tanis
Gritsy
GoatRoper, playing Greyik Terog
Nightshade/KHart115, playing Shena’la Tza’dorin
! ! NoMats
! These individuals are available to assist players, but bear in mind that they are
volunteers and cannot always spare time the way paid administrators of larger MMOs can.
Haven Forum
! The primary off-server place where players and DMs meet is found at nwnhaven.com.
Please create an account there at your earliest convenience, so you may be kept apprised of
updates and changes, and can contribute to the improvement of the server.
Getting Started
! Before you can log into the Haven server you will need to prepare a few things. First,
go into the My Documents\Neverwinter Nights 2\override folder and make sure that it is
empty. The Haven server does not allow overrides and, with some exceptions, they will be
ignored. So, it is best to remove anything you have there so as to avoid technical difficulties
later.
! Haven uses a number of HAK files to distribute its content (clothing, tilesets, etc.).
For the most part these files can be downloaded the first time you log in: the
Autodownloader service will copy the files into the correct places on your hard drive. There
is one exception to this, however—see below for details.
! If you wish to download the content files before logging in (which can save you the
trouble of having to wait a long while with the NWN2 program running), go to
! http://z6.invisionfree.com/Haven_Forums/index.php?showtopic=8737
and download the collection of base HAKs. Use a program that can extract 7z files (like 7-
Zip) and place the extracted files into the My Documents\Neverwinter Nights 2\hak
folder.
! There is one HAK file that comes in two versions, and you must choose one before
logging in. The Autodownloader will not copy this file to your computer: you must do so
manually. This is the Haven effects HAK. One version contains the full light-emitting
effects and requires a robust graphics card. The other version contains non-light-emitting
effects, and will be the better choice for older graphics cards.
! The next step is optional but highly recommended. The NWN2 community
contributer Skywing has developed a Client Extension (currently at version 14) that
enhances the experience of playing on a persistent world and resolves some long-standing
bugs in the game. You can download the Client Extension here:
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=712217&forum=118
! Follow the instructions provided to install and set up the Client Extension.
! You are now ready to log into Haven. You can do this in one of two ways: via Direct
Connection or through the Gamespy interface. Follow the instructions in the NWN2
manual for more details on how to use these two methods. Haven’s direct connection
address is
! 65.87.19.123
and our Gamespy location is in the Social tab of the interface. If everything has been set up
correctly, you will be presented with the Autodownloader screen. At this point, the game
will begin downloading any files that have been recently updated. Please read through the
Server Info, Server News and Server Rules while these downloads are in progress.
! At this time you may create a new character or select an existing one. Haven uses a
server character vault, which means that you cannot use local characters (characters stored
on your computer) inside Haven. Characters stored on the server vault are persistent and
will be available each time you log in. Characters that have been inactive for more than 60
days will be archived, but they can be restored upon request.
Character Naming Conventions
! Do not take a fictional character’s name verbatim. Haven allows some leeway for
common enough names, but you may be asked to rebuild your character if the name is too
closely associated with a well known fictional character. Also, do not take the name of an
existing Forgotten Realms character (from game materials or the books). Do not use 133t-
speak, color coding or noble titles in your character’s name.
! Minimize the amount of punctuation in the name. Quotation marks and apostrophes
create trouble, especially for other players trying to send /tells to you. Avoid accents as well,
since non-English language support is incomplete in NWN2. Generally speaking, you
should not use Earth-bound names for characters in the Forgotten Realms, but this is not a
hard and fast rule.
! There are some useful regional guidelines that may help you name and flesh out your
character. Following these guidelines is not required, but is strongly encouraged. Other
players will appreciate a well thought out name.
! English names come primarily from the Moonshae Islands, Neverwinter, Waterdeep,
the Sword Coast and the Dalelands. Silverymoon elves tend to have English, human first
names and elven last names. Other conventions include:
• Amn: Spanish
• Calimshan: Arabic, Hebrew
• Chessenta: Classical Greek
• Chult: African languages
• Cormyr: French
• Durpar: Hindi
• Kara-Tur: Chinese
• Koryo: Korean
• Kozakura: Japanese
• Moonsea: Polish/Slavic
• Rashemen: Russian, Finnish
• Sembia: Italian
• Shaar: African languages
• Shou Long: Chinese
• Tethyr: German, Spanish
• Wa: Japanese
! Mulhorand and Thay are nominally ancient Egyptian, but tend to have either ancient
Egyptian, quasi-Russian or just plain fantasy-sounding names. Naming of Thayans is
important because they are a racially ruled caste system. Non-Mulhorandi do not progress
far and names are a big part of that.
! Elves should have fantasy, Tolkien-esque or Forgotten Realms first and last names, or
“English”-translated names like Elvenforge, Moonsong or Silverspell. English-translated
names are more common in Silverymoon, as noted above.
! Most immigrants to Haven come from along the Sword Coast, in the Neverwinter-
Baldur’s Gate-Waterdeep area. You may choose to have your character come from one of
these major cities, or any existing village, town or city in Faerun. If, however, you wish to
have your character hail from a place that does not already exist in Forgotten Realms lore,
please do not “create” anything larger than a small town (roughly 1,000 inhabitants).
Anything larger than this may interfere with established Forgotten Realms lore, and this is
to be avoided.
! Unusual Background Requests are also required for any character backgrounds and
abilities that are outside the norm for those races available at character creation. Examples
of approved UB races include:
• Avariel (winged elf). Pick Moon Elf as the race, with a pale skin color.
Also submit an Avatar Request for a tail and/or wings.
• Fey’ri (daemonfey descendant). Pick Sun Elf as the race and submit an
Avatar Request for a tail and/or wings.
• Half-Tanar’ri (demon) and Half-Baatezu (devil). With special
circumstances or limitations, half-breed demons and devils are permitted.
Pick Tiefling as the race.
• Half-Celestial (angel). With special circumstances or limitations, half-
breed celestials are permitted. Pick Aasimar as the race.
! This does not mean, however, that certain behaviors are prohibited. For example:
• Feline or canine behaviors. PCs are welcome to behave like cats or dogs (or horses,
fish, ticks, sea anemones, amoebae. . .) as long as it is strictly understood that
they are not actually that race type, and that for all official purposes they will
be treated as sapient creatures.
• Feline/canine pet play. This is basically the same as #1 but it involves more than one
PC, with one acting usually as the pet owner. The pet owner may attempt to
get third parties to treat the pet PC as a cat/dog/fish/etc., but no third party is
required to go along with the play.
! The UBR system exists for the sole purpose of upholding standards of character
creation in a setting where everything is meant to be special and magical, but not downright
outlandish. Without these standards, one would not be able to walk the streets of Sharessia
without seeing purple elves and demi-gods. It isn’t a perfect system of course, but in the end
we as volunteer workers can only do our best, and the UBR system has served us well in the
past. Many may not realize it, but the UBRs also help to flesh out characters even further
before creation. It gives the player the opportunity/motivation to research a character
concept in detail and show it off to the rest of the world before the character is even
conceived on Haven.
! If your UBR is accepted, please indicate the date of approval in your character bio, so
that DMs and others can confirm the status. Do not begin playing your character’s unusual
background until the UBR has been approved.
Approval Tips
The best way to get approval is to follow a few simple guidelines:
Research. Haven follows Forgotten Realms lore. Supply source links if possible, or
references to source books. Remember that Haven operates off 3e/3.5e, and
anything outside that will not likely be valid here.
Detailed Creativity. Don’t be afraid to post a long submission and try to grab the
readers attention with it. If your UBR is 4 sentences long you’ll just be asked
to flesh it out more anyway, if it isn’t outright denied.
Sanity. Sometimes players forget the beauty of simply roleplaying a standard race or
background. Your half-elf can be more fascinating than that succubus; it
comes down to how you RP. Try to avoid outlandish backgrounds unless you
have some really fascinating reasons for them.
Accept the decision. DM’s don’t hold grudges, but they do have memories, and if
you explode on them for not approving your UBR it really does hurt your
reputation as a person. DM’s do their best to polish a UBR up to something
more reasonable, but sometimes denial is the only way.
! There was once a drow city called Rivaulen—something of a remote outpost of the
Underdark, really—beneath Haven. They tunneled extensively under the surrounding isles.
The main entrance was under the village of Chauntea’s Hold, which they destroyed in a
surface raid. The city and House of Rivaulen was destroyed in the encompassing war. Some
refugees and visitors ended up on the surface, leaving abandoned the secret places beneath
Haven.
! The Kingdom of Haven comprises a collection of small islands and one large island.
Its primary influence encompasses the following areas:
• Sharessia, the capital city, formerly City of Haven
• Arena Island
• Chauntea’s Hold
• Goblin Island
• Sunbright Island
! The Isle of Woodland Harts is a protectorate of the Kingdom, established in 1376
DR. Gloom Keep was at one time an enemy of Haven, but in 1376 DR it sank into the sea,
and is no longer a threat.
! Surrounding the core islands is a larger island, Paradise Isle, in the north of which is
the capital of the Kortugan March. The March is controlled by Margrave Thyateira
Eryahu, whose authority is derived from a vague treaty between Haven and the Zhentarim.
Kortuga Cove was at one time a Zhent outpost; it has since been claimed by Haven.
Regional names in the March are particularly confusing. The name of the region is the
Kortugan March. The name of the capital is Kortuga, which is situated in Kortuga Cove.
! The March comprises most of the northern half of Paradise Isle, including the
Valley of Death and the West Island Wood, the latter of which marks the southernmost
territory of the March. Kortuga enjoys relative independence, even to the point of having its
own laws and militia. Prior to the establishment of the Margrave’s authority, Kortuga was
largely ungoverned. This is changing, however, as House Eryahu’s influence in the region
grows.
! Thay has established an Enclave within the city of Kortuga, on the western bank of
the river bisecting the Cove. This Enclave is a trading outpost; it has its own law
enforcement organization, but its authority does not extend beyond its walls and it has
pledged ad hoc military support to its host city.
! Underneath the west coast of the northernmost edge of the March is the Underdark
city of Mithuth, ruled by the drow House Tza’dorin. At one time the Mithuth colony was
controlled by Rivaulen, but after their defeat during the last war it was abandoned and later
recolonized by its current inhabitants.
! The final authority in Haven worth noting is found underneath the Valley of Death.
A demi-lich known only as Satoris has taken up residence in what the locals call the
Flooded Tomb. Expeditions to the Tomb have returned with reports of undead hordes
massing there, waiting for the right time to burst forth and invade the surface.
Allegiance
! All free citizens arriving in Haven are assumed to have allegiance to the Kingdom.
Anyone may change allegiance to Kortuga, the Enclave or Mithuth by speaking to the
appropriate NPC in those regions. This allegiance change is free the first time; any
additional allegiance changes will cost a considerable amount of money.
! Allegiance determines where your character returns from Purgatory (after death) and
where your character may send and receive mail. Real estate may only be owned by those
who hold allegiance to the area in which that property is located.
! Servants and slaves are automatically switched to the allegiance of their owners.
(This occurs the first time the slave is leashed.) Servants and slaves may not voluntarily
change allegiance under any circumstances.
Haven Servants
! All Servants enter Haven as property of Queen Ilsa. The crown is the sole controller
of all unowned Servants, and other free people may not issue orders to Servants. The only
exception to this is that, during auctions, Auctioneer Zed has complete control over
Servants being auctioned.
! Servants are given the right to decide whether or not they wish to be sold to a private
owner. To do so, a Servant can either join a regularly-scheduled Auction in the Auction
House, or be purchased directly from the Crown. If a Servant chooses to be sold at Auction,
it is not possible for the Servant to choose the eventual owner. To complete a private sale,
speak to Donal in Haven Keep. Haven Servants may remain property of the Crown
indefinitely, and are not required to be sold under any circumstances.
! Haven Servants may only be hit to discipline or correct his or her behavior(s). The
only person who may hit a Servant is their current master, the queen, or the auctioneer
during an Auction. Servants may not be killed. Mistreatment of a Servant outside the city
limits is still considered a crime, regardless of the local jurisdiction.
! Any Servant may report excessive force to a Knight of the Order of Thorn. The
Knight can provide protection to the Servant in the Keep, or, in extreme circumstances, by
locking them in the jail cell. The matter is then referred to the Queen, who will hear the
input of both sides and any witnesses. Citizens and Knights may not intervene unless
protection is requested by the Servant.
! The benefit of the doubt always rests with the master, though if the Servant makes a
compelling case for use of excess force, the master can lose their Servant. In extreme cases,
a trial may be ordered. If the master is found to be in the right, the Servant will be returned
to him or her.
! Haven Servants usually arrive in the Kingdom after being purchased (as slaves) from
various groups on the mainland. They are brought to Sharessia and given their new collars.
Haven Servants are never taken from the general population of the Kingdom, and so no
Haven Servants are native to the islands.
Kortugan Slaves
! Guild slaves may be sold by the head of the guild, Margrave Thyateira Eryahu, or her
proxy, Morlen. Thyateira reserves the right not to sell a guild slave, for any reason. There is
no limit to the number of Kortuga slaves a free person may own. However, Thyateira is
careful not to permit any other House to acquire enough property to be a threat to her
position as governor. Guild slaves may not be sold to private owners until the slave character
has achieved level 10.
! Kortugan, Underdark and Thayan slaves may be hit by their owners, for any reason,
at the whim of the owner, except in Sharessia where Haven laws apply. They may be
maimed, executed, dismembered, flattened by boulders, etc. In Haven, owners will be
expected to obey the city’s laws, and abuse or murder will be treated as criminal offenses,
even when perpetrated against a slave.
! Slaves have no recourse against this treatment. They may attempt to file grievances
with the governing body of their respective status (Kortuga, Mithuth, Enclave), but will
likely be returned to the owner immediately. Interference in the use (read: punishment,
abuse, execution) of another owner’s slave is frowned upon, and in Kortuga is punishable by
enslavement.
! Kortugan slaves come from a variety of sources. Kortugan Slave Hounds often
purchase slaves from other organizations on the mainland, or capture slaves themselves.
They have no qualms about capturing native Kortugans, so there are always one or two
slaves in the pens who were born in the March.
Thayan Slaves
! Most Enclave slaves are communal property. Each Red Wizard may be granted one
personal slave attendant, at the Khazark’s discretion. Enclave slaves are imported from
Thayan lands. Slaves may not be taken from among the free people of the region: a treaty
exists between the Khazark and the Margrave that the Enclave will not enslave people in
Kortuga. The treaty stipulates that there are exceptional circumstances that permit
breaching this rule, specifically catching someone on Enclave property breaking Thayan
laws. The Khazark must petition the Margrave for permission to collar the trespasser.
Enclave slaves must be collared at character creation. Exceptions may be permitted
irregularly, at the DMs’ discretion.
! Thayan slaves are shipped in from other Thayan holdings. The trade pact and treaty
between the Enclave and Kortuga prevents the capture of Kortugans (and by extension
anyone traveling in Kortuga).
Underdark Slaves
! There are two groups of Underdark slaves: communal property and the property of
House Tza’dorin. The House may enslave anyone who trespasses. Until very recently,
Mithuth has not imported slaves from other areas. As of Ches 25, 1377, Mithuth imports
slaves from Skullport who have been selected as the most compliant and well-trained. This
is an experiment that may result in failure, leading to the sacrifice of these slaves at the end
of one month.
General Rules for Servants and Slaves
! Slaves must do as their owners ask. The primary exception to this is if someone asks
you to do something sexual that you do not wish to participate in. Simply send that person
an out-of-character tell to stop. Continued unwanted behavior is against server rules and
will be dealt with accordingly.
! Loyalty to one’s owner is a legal obligation, though that does not mean that a certain
slave will, in fact, be loyal. A Servant caught disobeying a direct order will face legal
discipline. A Kortugan, Thayan or Underdark slave caught disobeying a direct order is
subject to whatever punishment the owner(s) choose, up to and including execution.
! All Servants of the Crown, whether privately or publicly owned, must obey Queen
Ilsa and her designated proxies. All Servants who are in an Auction must obey Auctioneer
Zed.
! Kortugan slaves that are the property of the Slavers Guild must obey the Margrave.
Thayan slaves must obey all Enclave Red Wizards. Underdark slaves must obey all Mithuth
citizens, especially members of House Tza’dorin.
! By the laws of the city of Haven, slaves are legally recognized as having the same
rights as Servants. Servants are recognized as citizens with limited rights in the Mithuth and
the Thayan Enclave. They are recognized as free but otherwise weak and contemptible
citizens in Kortuga.
Manumission (Freedom)
! Despite the considerable freedom given to Haven Servants, it is very rare for a
Haven Servant to be manumitted or released as a free person. Manumission is solely at the
discretion of Queen Ilsa and her proxies.
! Kortugan slaves may be manumitted by their owners for a fee paid to the Margrave.
((The price is 1,000g per level.)) Technically speaking this manumission is first a sale back to
the Slavers Guild and then a bribe to have the collar removed. As such, the Margrave is
under no obligation to comply with the request even after receiving payment. This allows
owners to enjoy manumission RP while letting the slave’s player to continue playing the
character as a slave.
! Kortugan slaves whose owners have been banished from the realm or are otherwise
no longer present revert to being the property of the Guild.
! Characters that have been enslaved cannot be re-created uncollared; the collar will
persist through the re-creation. You may not re-create a slave character with everything the
same except for the name in order to get around this rule, as this violates the unusual
background request requirement (by having a retroactive change in reality following the
character around). This includes names that differ only by a single character, or the addition
of punctuation (such as an apostrophe). If a character is caught violating this rule (i.e., self-
freeing), it will be burned in the fires of hell, a.k.a., deleted.
Delayed Collars
! The following details compensate for the fact that sometimes it takes a while to find
a DM to handle collaring and ownership transfers in Haven and Kortuga.
! Haven Servants wishing to be owned privately may reserve themselves for the
exclusive use of the potential owner until such time as a proper transaction is completed.
This is largely a product of the fact that the Crown’s representatives do not look too closely
at the practice: it is frowned upon, but everyone usually looks the other way.
! A free person captured in Kortuga for collaring is not considered property until the
collar is in place. When the captive is presented to the Margrave or her proxy for collaring,
the Margrave reserves the right to retain the slave as a guild slave and not sell to the captor.
Excessive slave-catching by anyone who is not a Hound will not be looked upon favorably;
these captives will likely be kept by the Guild. Guild slaves may be used by anyone who
chooses to do so. They may not be reserved for private use except by permission of the guild
head. It is not permitted to sequester captives or guild-owned slaves (with intent to enslave/
purchase) without the Margrave’s permission. Failure to comply will result in fines,
banishment or enslavement, at the Margrave’s discretion.
! As far as Kortuga slaves are concerned, there is no limit on the number that may be
owned. There is no limit, public or secret. However, for the sake of fair play, we want to
foster an environment where any player who wants his or her PC to own a Kortuga slave will
have the opportunity to do so, without having to scramble to “get there first.” If a player is
in the habit of tracking down every Kortuga slave who logs in and confronting them before
they have had a chance even to set their ERP Prefs, that player will not be permitted to own
any more slaves.
! Some players insist upon strictly RPing whatever happens to their characters. This is
laudable, but it can lead to cases where a PC is forced into a situation that the player doesn’t
enjoy. If that situation happens to involve being collared (or ownership-transferred), please
take advantage of the fact that the Margrave can arbitrarily refuse to sell. In other words, if
you wish, you can avoid an unwanted capture without breaking RP or being forced to go
OOC to say “No.”
Experience & Death
Custom Experience Award System
! Haven’s hunting xp gains are controlled by a system developed specifically for the
server. It encourages group hunting and discourages power-leveling.
! The basic formula for determining an xp award is as follows:
! The Base XP Award is equal to 50 plus twice the creature’s level. This means that,
across all of Haven, the base award will generally be between 52xp and 110xp. There are a
few exceptional cases at the epic end, but the majority of base awards will fall in this range.
! The minimum Multiplier can range anywhere from 0.5 (solo hunter) to 0.07 (7-
person party).
! The Party Size modifier is determined by adding 0.25 to the Multiplier for every
party member after the first. So, a three-person party will have a Party Size modifier of 0.5.
The maximum Party Size modifier is 1.5 (a seven-person party).
! The Relative Level modifier is where the bulk of the variation in xp awards exists.
The farther away your character’s level is from that of the creature your party has killed, the
greater your modifier. The largest modifier possible is 1.98.
! This means that if you are hunting creatures considerably higher or lower in level
than your character, you are better served by being in a large party. The greatest Multiplier
possible is found in a seven-person party, hunting creatures that are roughly your character’s
level. In that case, the Multiplier will be 1.0 + 1.98 - 0.0, or 2.98. If you are at level 30,
fighting level 30 creatures, your xp award would be 327xp per kill.
XP Tokens
! Greater awards are possible by using XP Tokens. The most common way to receive
an XP Token is to eat (activate) a fish-based meal (created using Cooking, from fish acquired
by Fishing). There are three types of XP Tokens that can be had by this method.
! Freshwater fish produce XP Tokens that add a percentage bonus to each kill until the
total bonus xp reaches a certain amount, at which point the Token disappears. For example,
a +25%/500xp Token would give a +25% bonus to each xp award until the total bonus
received has reached 500xp.
! Saltwater fish produce XP Tokens that add a percentage bonus to each kill for a
specified number of kills. For example, a +25%/20k Token would give a +25% bonus to the
next 20 xp awards.
! Crustaceans and shellfish produce XP Tokens that add a small percentage bonus to
each kill over a number of levels. While the bonus is small (between +1% and +5%), the
Token lasts a very long time, and has the potential to give tens of thousands of bonus xp.
! Only one Token is active at a time. However, you may have up to one of each type in
your inventory. Freshwater XP Tokens take priority, followed by Saltwater XP Tokens.
Locations
! Boat to Sharessia: Most characters will start here. The boat to Sharessia is located on
the northern part of the island. Right in front of the boat is a rest spot. Proceeding right
from the boat will lead the character toward the entrance from the Vermin Caves. Heading
left will lead them to the Ranger’s Station, and later to the enterance to the Goblin Caves.
! Ranger’s Station: Located toward between the two mountains formations that house
the Vermin and Goblin Caves is a Ranger’s station. Within it, players will find a rest tent,
several stools, some archery targets, and a deck which can be used as a good spot for
attacking at range.
Bestiary
! Large/Big Spiders: These creatures, while weak, can still be deadly to a low level
character. They possess a poisonous bite which drains strength. Once a character has gained
a few levels, however, they are not much of a threat. They appear either alone or in pairs just
outside the entrance to the Vermin Caves.
! Rats/Dire Rats: Rats are fairly weak, but can swarm in a decently sized group at
certain points. They possess a bite attack that inflicts disease, draining a character’s
constitution. Like spiders, once a character has gained a few levels they do not pose much
threat. Rats appear heading left from the boat as one makes their way to the Ranger’s
Station.
! Goblin Sorcerers: These goblin spellcasters appear in groups near tents on the southern
side of the island. They are most notable for casting magic missile, which in sufficient
numbers can be devastating to even the heartiest of characters. If possible a character who
is immune to magic missile (one who has either Shield or Nightshield cast upon them)
should get their attention and deal with their other, weaker spells such as Electric Loop and
Ray of Frost via elemental resistance. They also have a habit of casting daze, freezing
characters with a low will save in place.
! Haglor the Unpleasant: A powerful Ogre Mage who appears randomly around the
island. He can be considered a “boss” encounter. If a character approaches Haglor, or simply
wanders too close, he will cast Disintegrate upon them, very likely killing any character who
fails the save unless they have an astounding amount of hit points. When in close, he will
unleash a burst of cold in those gathered around him. Defensively he is very tough, and
possesses Spell Resistance. Recommended tactics are to have a hearty tank character
(preferably with a high and boosted fortitude save) to engage first, in order to tank the
Disintegrate. Characters with low hit points should stay back, preferably attacking with
ranged weapons. If possible, offensive spellcasters should try to lower Haglor’s Spell
Resistance with spells such as Assay Resistance and/or Lesser Spell Breach, before attacking
him with spells.
! Headsman Swine: A very large and very strong boar that appears randomly around the
island. He, like Haglor, can be considered a “boss” encounter. The Headsman Swine’s tactics
are fairly simple, in that it will simply attempt to gore you in melee. Its attacks are very
strong, so characters with lower hit points should avoid the Swine’s attention, either by
having a stronger character attacking it, or by impeding its movement and attacking it at a
range. Offensive spellcasters should also be aware that the Swine possesses Spell Resistance,
and they should use Assay Resistance and/or Lesser Spell Breach before attacking the
creature, if possible.
Kortugan Caves
DMFI Tools
! The Dungeon Master Friendly Initiative is somewhat of a misnomer when it comes
to the player interface. For players the DMFI interface consists of the following five
buttons:
! The first two buttons (from the left) give options to roll dice against abilities or
skills. See the chapter Ski( and Ability Ro(s for more information on how to use these
options. The third button allows players to roll dice without having them attached to any
game mechanics. They can be used to resolve disputes, or just to have a friendly (or
unfriendly?) game of chance.
! The Follow button is an important option. If you select another PC and then click
this button, your character will begin to follow the other. Your PC will transition across
areas if the followed character does. Please note that this button does not exist to be
abused. The follow will be automatically shut off after three minutes and will not operate
around the OOC Room. To stop following someone, click the button that appeared near
the DMFI Panel when you clicked the Follow button.
KEMO Buttons
! The buttons displayed at the right are a set of
three panels that can be opened, closed or moved
independently to suit your needs. To close a button
panel, click on the X in the upper right corner. To open
a panel, click on the + button on the preceding panel.
! Many of the buttons will be treated in subsequent
sections, and so are only mentioned here.
• KEMO PC Scry. This opens a player list panel. See below.
• KEMO Custom Animations. This opens a custom animation panel. See the
Custom Animations section below.
• Toggle Closeness. With this button clicked, your character will be able to pass
through other characters. Click again to turn this off. Avoid passing through
people indiscriminately; its usefulness is primarily for some forms of erotic
roleplay. Abusing this button to pass through locked doors runs the risk of
having your character deleted.
• OOC-AFK Room. This button will shunt you to a room where you can go out-of-
character without interrupting others’ roleplay, or go AFK for up to 20
minutes before being booted from the server. Other options are available in
the room that will be discussed below.
• Whisper Lock Toggle. When this toggle is active, all of your /local and /shout
chats will be sent as /whispers instead. Use this for those times when you
wish to remain private and cannot trust yourself not to blunder into an
embarrassing announcement.
• Toggle Rooted. This button will root your character to the spot, preventing it
from being moved accidentally (by another character or by your own mouse
clicks, for example).
• Toggle Frozen. Your character will stop all movement, including the idle
breathing animation. This button is useful if you wish to lock yourself into a
pose that you cannot otherwise achieve. It is not recommended to use this
button as a way to move yourself into position while using a KEMO
animation; there are other tools specifically for that purpose that will
preserve the ability of others to see your animation.
• Item Info. If you have an inventory item selected when you click this button, your
combat log will show information about it, including its gold value
equivalent if your Lore skill is sufficiently high. If you have another PC
selected when you click the button, you will see information about the PC’s
player, level and free/slave status.
• Wearable Objects. Special visual effects become available through this button.
See below.
• Loot Distribution Vote. See the Experience and Death chapter for information
about how this button is used.
• ERP Prefs. See the section below on how to set up your ERP preferences.
• Chat Emote and OOC Color Filters. Normally, OOC comments are identified
by typing (( or // in front of the OOC text. When the OOC filter is active,
the OOC text will be colored a light purple. When the chat emote filter is
active, emotes identified by the * (asterisk) symbol will be colored pink to
match the color of your name in the chat window. This button is a toggle
with four settings: All Off, chat emote filter only, OOC filter only and All
On.
• Submission Collar Controls. See below.
• Slave Collar Controls. See below.
• Crafting Skills. See the Cra!ing and Enchanting chapter.
Right-Click Context Menu
! Most of the options in the context menu are the same as
those in the single-player game. A few, however, are specific to
Haven and other persistent worlds. You can activate Heed’s PC
Tools from the menu if you have accidentally closed it. If you
right-click on yourself you can edit your Bio and Portrait (see
below). If you right-click on another PC you can Inspect that
person to see his or her Bio and Portrait.
KEMO PC Scry
ERP Preferences
Avatar Golem
Tailoring
! There are three tailoring locations on the server. One is in Sharessia, near the
entrance dock, run by the NPC Myrin. Another is in Kortuga, in a special room inside the
Silver Dagger Inn, run by Laurelle. The third is in Mithuth, near the teleport entrance, off
the main cavern.
! Tailoring services allow you to customize the look of your character’s armor. Not all
armor can be customized (belts in particular), and not all armor variants are available to the
tailor. The cost of tailoring is based on your social skills (Appraise, Diplomacy, Intimidate)
and the value of your armor. However, be aware that there is a bug in the tailoring script
such that the cost of tailoring will always be based on your body armor, even if you are
tailoring another piece. To avoid the unnecessary costs, remove your body armor before
tailoring another piece.
! In addition to basic tailoring, the three tailors offer stores with simple gear as well as
a bodysculpting service. The bodysculpting service allows you to purchase nude outfits
different from the starting outfit, each with different visual features. Because transsexual
characters require approved unusual background requests, it is recommended that female
characters not use male outfits purchased from the tailors. Instead, go to the Kortuga
Mercantile and purchase a harness with the desired color and style.
! Please note that there is an unfixable bug in the way belts (including penises and
some skirts) are displayed on a character. Belt items do not have an appearance. However,
some outfits may have a belt appearance. Equipping a belt item will force any current belt
appearance (or the absence of one) to “stick” permanently until you remove the belt item
and swap clothes. To avoid this, always unequip your belt item before switching outfits. At
the same time, this bug can be used to mix belt appearances with other outfits, by equipping
and unequipping your belt item at the appropriate times.
Custom Animations
Craftbanker
Auctioneer
Chat Commands
! The following commands can be entered into the chat window. Be sure to include the
symbol indicated.
/t “charactername” text
! The /t command sends a private message (a /tell) to the character indicated in quotes.
In most cases you must use the quotation marks.
/r text
! The /r command sends a /tell to the last person who spoke within your hearing range
(including, possibly, yourself).
>r text
! Use the >r command followed by text. For example, “>r Hello!” This will send the
message to the last person who sent a /tell to you. Note that if you use the NWN2 Client
Extension, you can get the same functionality by using /re and /rt. /re replies to the last
person who sent you a /tell. /rt replies to the last person to whom you sent a /tell.
/p text
! The /p command sends a message to your party. Party messages are visible to anyone
in your party and to all DMs currently online.
/w text
! The /w command sends a /whisper. Whispers are like standard chat speech—they can
be heard by anyone—but can only be heard for a short range.
>w
! The >w command will toggle the Whisper Lock. This command is functionally
identical to the Whisper Lock button.
>tb
! Use the >tb command to block all incoming /tells (or to reverse the block). Others
will be informed that you are blocking when they try to /tell you.
>tp name
! Use the >tp command followed by a PC’s full name. For example, “>tp Thyateira
Eryahu” This will block tells from that character (permanent until reversed by the same
command). The blocked player will only be told that you are blocking tells, not that the
block is specific to that player.
>setbio text
! Use the >setbio command followed by any text. This will set your current KEMO
Bio text. By this method, in combination with the Client Extension (using the external chat
window), you can paste text from outside NWN2 into your bio. Only use this command
when your KEMO Bio panel is closed. (This command does not eliminate the option to set
your bio using the Bio panel.)
>clearbio
! Use the >clearbio command to clear your KEMO Bio text quickly. Only use this
command when your KEMO Bio panel is closed.
>setport filename
! Use the >setport command to change your KEMO Bio portrait from the chat line.
Do not include the filename extension. (This command does not eliminate the option to set
the portrait using the Bio panel.)
]xx text
! Use the ] command followed by any two letters/numbers, then chat text, to set up a
macro. For example, “]si *sighs histrionically.*” would save the macro “*sighs histrionically*”
to the code si. When the macro is expanded out again (see below), it will be adjusted by any
filters you may currently have set up (emote pink or ooc brown), not the filters you had set
up when you made the macro. Because macros are identified by 2 letters/numbers, you can
have up to 1296 macros defined.
[xx
! The [ command activates a macro that you have previously set, using the two letter/
number code.
>m
! The >m command will list all of your currently set macros.
Crafting & Enchanting
Secondary Skills System
! A new skill/crafting system has been implemented on Haven as of January 2010.
Players of GURPS (by Steve Jackson Games) may recognize this skill system, as it is inspired
by the skill system found in that PnP RPG. The system is called “secondary” not because it
is of lesser usefulness or in some way a “second tier” form of crafting. It is called “secondary”
because it uses a second set of skills different from those found in stock D&D.
! Skill levels are bought with points. The base skill, achieved by spending one point, is
10 + one half of the relevant ability modifier (INT, DEX, WIS or CHA). There are defaults
for skills into which you have not yet placed points; see the table below. In what follows, the
term Innate Level refers to the calculation of 10 + modifier/2. The first point you spend gives
the base skill value; the second gives +1; the fourth gives +2; every additional 4 points after
this gains another +1. You may spend a maximum of 60 points on an individual skill, for a
total increase of +16.
! Your effective skill is the number you roll against. Effective skill is adjusted by any
relevant D&D skill ranks: +1 for every 8 ranks, to a maximum of +4 at skill rank 32. It is also
adjusted by recipe difficulty. In addition, if you are not near a necessary appropciate crafting
bench, you suffer a penalty ranging from -1 to -4, depending on the skill involved. If you do
not have the necessary tools for the recipe, you suffer a penalty of up to -10. Soil and time of
day affect planting attempts; time of day affects fishing and gathering attempts. The
maximum effective skill you can have is 20, although this is only important for Fishing
(which uses your margin of success to determine the quality of the fish you catch), since the
highest you can roll is 18.
! Skills are rolled against 3d6. Rolls equal to or below the effective skill level are
successes; higher rolls are failures. It is possible also to critically succeed and critically fail. A
regular failure results in a roughly 2% chance of loss (or 100% chance partial loss for
farming/gardening); a critical failure results in a 100% chance total loss of crafting materials
for a given recipe. Critical successes produce more favorable results, usually a doubling of
what was being crafted. On a failure, you must wait 5 minutes before you are able to use the
same skill again. On a critical failure, the delay is 15 minutes.
! A roll of 3 or 4 is always a critical success. If your effective skill is 15 or higher, a roll
of 5 is also a critical success. If your effective skill is 16 or higher, a roll of 6 is a critical
success. A roll of 18 is always a critical failure. A roll of 17 is a critical failure if your effective
skill is 15 or below. In addition, any roll of 10 greater than your effective skill is a critical
failure.
! The baseline one-point value of an easy skill is equal to its innate level. The baseline
of an average skill is Innate Level - 2. The baseline of a hard skill is Innate Level - 4. The
baseline of a very hard skill is Innate Level - 6.
! The twenty skills (and their controlling abilities, difficulties and defaults) are below.
Skills List
Cra!ing Learning Difficulty Default (0-point) Level
Reaping
Enchanting
How to Craft
! First, you want to spend your skill points. You get 3.3
points per level (rounded down for the final number), to a
maximum of 100
points at level 30. This number does not vary
based on class or other considerations. To spend
your points, find the rightmost button on the
third KEMO button bar; it looks like a clock face
made of red dots. Click on this, and then again
on the same icon on the square panel that
appears. This will bring up your skill list. Clicking
a + will add a point to a skill.
! Next, you will want to get a crafter’s component bag. To do this, click on any of the
skill buttons in the square panel except for Thaumatology and Theology. You will then
receive a bag. (Close the panel that appears.) In order for the crafting system to recognize
what materials you have, you need to put them in this component bag.
! To find out what recipes are available and what their component requirements are,
click on the eyeball icon next to the skills button, then click on one of the crafting skills
(not Thaumatology or Theology). You will be presented with a full list of all recipes available
for that skill, including those for which you do not have the necessary components. To see
the requirements for each recipe, click the hammer icon to the left of the recipe name. If
you do not have one of the components, the category label in the ingredients list will appear
in red. If none of these labels appears in red, double-clicking on the hammer icon will
attempt to craft the recipe.
! If you click on a skill icon without clicking on the eyeball first, you will get only the
list of recipes that you are currently able to craft (you have the components and spells, if
any). To craft a recipe that is available to you, double-click on the hammer icon. The panel
will close and your skill will be rolled. The notification window will give you the results.
! Some recipes require the use of a Support skill. These are secondary skills that are
rolled before the main secondary skill. The bonuses and penalties for the support skill are
halved (usually making the roll less difficult). On a success, you receive a +2 bonus to your
main roll. On a failure, you receive a -5 penalty. On a critical failure, you do not finish
attempting to craft the recipe. You do not lose any components on a support skill critical
failure.
How to Plant
! Farming and Gardening work differently. To use
How to Enchant
! Thaumatology and Theology allow you to enchant. From either of these two panels,
click on the Enchant button. If you do not already have one, you will receive a component
bag. Put all necessary enchanting materials as well as any items you wish to enchant into this
bag. Then click on the Enchant button again. You will get a list of all enchantable items in
the bag. Click on one and you will get a list of enchantments that may be placed on that
item. Click on an enchantment to attempt it.
! Critical failures for enchanting work the same way as crafting critial failures. On a
critical success, you may get an enchantment result one tier higher. This will not occur if the
enchantment you are attempting is already the maximum tier.
How to Fish
! The first step is to acquire a fishing pole (fresh- or saltwater catches) or fishing trap
reel (shellfish and crustaceans). These can be made from Woodworking and Engineering,
respectively. Some poles and reels are of higher quality, providing skill bonuses when they
are used. Fishing trap reels are harder to use, with the basic item having a -20 skill penalty
attached to it. (Higher quality reels can bring that penalty down to -12.) This may seem
counterintuitive and contrary to reality (setting fishing traps doesn’t require practice the
way angling does), but it works this way—for Fishing subsystem purposes—because shellfish
and crustaceans are considerably more valuable than fish. One way to RP the discrepancy is
to suppose that these specially engineered fishing traps (which are attached to the end of
the reel you are holding) are designed to trap only things for which they have been properly
(and carefully) calibrated.
! Once you have a pole or reel (hereafter just “pole”), you must then locate a fishing
spot. These are identifiable as rocks underneath the water’s edge in various locations around
Haven. Freshwater fishing spots are found in lakes and rivers; saltwater fishing spots are on
beaches.
! To begin fishing, equip and then activate the pole. Target and click on the fishing
spot. This will begin a fishing attempt that will last anywhere from 1 to 60 seconds. At the
end of this time, you will be informed of the result. If you succeed, you will receive a fish.
The value of the fish depends on the margin of success of your skill roll—that is, the
difference between your roll and your effective skill level. The default modifier for
freshwater fishing is a -1 penalty. The default for saltwater is -2. The default for crustacean
and shellfish trapping is -3 (which is added to the penalty attached to the fishing trap reel
you are using).
! Each use of a pole uses up one charge. Poles start with fifty charges. Every area has
the potential to become over-fished. If that happens, you will have to wait for the fish
population to return before you can successfully fish again. Every time you fish (successfully
or not), a counter goes up by 1. Once it hits 20, the area is over-fished, and all fishing spots
of the same type (freshwater or saltwater) in that area will stop giving fish.
! The counter drops by 1 every 3 minutes, never going below 0. It therefore takes a full
hour for an area to recover completely. However, you may fish any time the counter is below
20, whether or not it has hit 20 recently. Practically speaking, this means that once you have
hit the limit, you can only fish once every three minutes. Bear in mind that if there is more
than one fishing PC in the area, the counter will go up more rapidly.
! Once you have successfully fished, you can use Cooking to grill or otherwise cook
the fish to produce meals that provide experience bonus tokens. The meals may be sold or
given out to others, but once they are eaten (activated) the xp tokens are Cursed and
therefore non-transferrable. You may only have one token of each type in your inventory at
one time, and only one of these tokens will be active. See Experience and Death for more
information.
Alternate Calculation
! Another way to look at the character sheet bonus is to discard the Innate Level and
include the ability modifier/2 calculation as part of the character sheet bonus. Then, the
maximum possible bonus is +10. The character sheet bonus is added to a baseline number
based on the learning difficulty of the skill: Easy is 10, Average is 8, Hard is 6 and Very Hard
is 4. Skill levels from skill points are then added to this result. This is a simpler calculation,
but it confuses the distinction between innate capability (ability modifier/2) and learned skill
(feat and skill rank bonuses).
Skill Rolls
Bluff
Counter with Bluff or Will save, whichever is higher.
! If bluff is used to counter and the defender wins the roll, the bluff is spotted to be a
lie. If a will save is used instead and the defender wins, the bluff is disbelieved, but is not
known instantly as a lie. If the Bluff is beaten by 1.5 x the Will save, then it is spotted to be a
lie. Common sense does take quite a bit of play here: ridiculous lies like “your head is a
square” will not require a roll to determine that the person is lying.
Diplomacy
Counter with Diplomacy or Will save, whichever is higher.
! There will always be certain things that a character can never be convinced to do if it
goes against their core principles. It may sound like not such a bad idea, but they may still
be unmoved on their decision.
Hide
Counter with Spot.
Intimidate
Counter with Intimidate or Will save, whichever is higher.
! Intimidate vs Intimidate: This is used in place of Will saves if higher for reasons like
the following example: two veteran warriors get into an argument at a local tavern, both
trying to intimidate one another. They both have very high intimidate skill, but low will
saves. If will was the only thing used, they would both be very easily scared of each other.
This does not make sense. So Intimidate is used in its place.
! Fear immunity does not make you immune to an intimidate skill check. This is one of
the most misunderstood occurrences with the skill. The enchantment by D&D core rules
states that it only works against magical induced fear, but as this is NWN2, the defender
with Fear immunity simply wont run away pissing their pants. Instead they will be shaken,
second guessing the other person, etc. They will still be afraid or unnerved, but not
cowering on the other side of the room. How afraid the opponent becomes is based on the
severity of their failure on the counter roll. Becoming simply jarred and upset is also an
acceptable reaction to an intimidate.
! In certain cases, an intimidated character can become hostile to try and neutralize
the threat. This is not always going to be the case, and will almost always require the persons
life to be under threat for such a drastic measure. And always, always give a warning before
PvP flagging and making sure its okay. RP combat can work too. Do not ever do this if you
are not willing to do a give and take. One should keep in mind that a poorly RPed threat
should not produce a drastic reaction.
Move Silently
Counter with Listen.
Taunt
Counter with Will save or Concentration, whichever is higher.
! Taunt is simply attempting to get someone riled up or otherwise grab their attention
and usually is immediately followed by other types of rolls: Diplomacy, Intimidate, etc. If
the will save or concentration check is failed, the player can not ignore the offender and
must respond in some fashion. A successful will save or concentration check means that the
offender is ignored. Taunts do not include threats, which would be intimidate.
Spellcraft
! Knowing what a spell is, its construction and composition. Spellcraft is not an
offense skill and cant be used as such. It is not a determination of your spell power, just
knowledge of its workings.
Royal Navy
Order of the Thorn
Arcanists Guild
Bards Guild
Nature Guild
Crafters Guild
Grand Lodge of Sharessia
Fest Hall
Sensual Services
Royal Servants
Royal Marine Expeditionary Force
Draconic Order
Divine Guard
House Eryahu
Kortuga Militia
Kortugan Slave Hounds
Forced March Club
Silver Dagger Inn
! The Silver Dagger Inn is run by House Saintsfield of Kortuga. It is a place of neutral
ground, where paladins and murderers are equally welcome as long as their coin is good and
they follow the houserules. Known to host events now and then, even upon request, the
staff works hard to make the Dagger the place it is. In addition to the taproom, private
rooms and a tailor’s shop are available. The management of the Dagger is known to offer
various jobs to those looking for work.
House Saintsfield/Eclipse
! House Saintsfield is a major merchant House located in Kortuga. It operates the
Silver Dagger Inn and offers various other jobs and services.
! Beneath this cover, however, is another organization calling itself Eclipse. Eclipse
members’ interests lie mainly in the welfare of Kortuga, though also their own benefit,
pulling various strings behind the curtains. Not an ordinary Thieves Guild, Eclipse is
accepting of all kinds of people, with all kinds of talents. However, its ruling Council has a
strict set of rules, ensuring the secret existence and safety of the Council, and selecting only
those whom they consider worthy material to join their ranks. Breaking the rules rules can
have fatal consequences, while loyality is well rewarded. Eclipse has its own ranking system
and privileges are gained only through hard work.
Thayan Enclave
! The Thayan Enclave is a trade embassy to the Kingdom of Haven, located on
sovereign soil on the western bank of Kortuga Cove. With civil unrest back in Thay, where
Szass Tam consolidates his power upon the Thaymount, the Enclave has become a haven of
its own for Thayans wishing to escape the strife.
! The Enclave is ruled by Red Wizards, chief among them a Khazark, who manage the
facility and its shipping interests. Enclave members come from a variety of backgrounds,
professions and religions but all enjoy a common culture, rich history and an interest in
shared security and economic prosperity.
House Tza’dorin
! House Tza’dorin is a shady drow mercantile House based out of the Underdark city
of Mithuth. The organization was founded within the belly of the Paradise Isles, and has
continued to thrive thanks to their ties to the greater Underdark and mastery of drug and
poison crafting. While claiming neutrality and lack of a central deity, the city they’ve
constructed seems to speak strongly of dark intent. The members are elusive, and
membership is utterly exclusive.
! The House and the city of Mithuth to which it is inextricably tied are officially part
of the Kingdom of Haven, but the Kingdom itself exercises no force upon either and the
House itself denies this truth altogether.
House Duul’ssom
Harts Company
Order of the Balanced Hand
Order of the Roaming Cats
The Avenger
Chronology
Calendar
! Haven uses a modified Calendar of Harptos to match the real world calendar. A
month is three ten-days long, but Haven ignores the ten-day in favor of traditional weeks.
Festivals are inserted in between on occasion. Two days disappear out of Alturiak (February)
and become the holidays Passionfest and All Hallow’s Eve. The added days are as follows:
History
! The following is a combination of Forgotten Realms history and Haven history. As of
this writing it is the year 1377 by Dalereckoning.
Classes
! The Neverwinter Nine prestige class is prohibited on Haven, and has been removed.
The Shadow Thief of Amn prestige class has been altered to receive Skill Focus: Appraise
instead of the original 10% Buy/Sell modifier. The Kortugan Slave Hound prestige class has
been added.
Spells
! The spell fixes package by RPGPlayer1 has been implemented. For details on the
contents of this package, see the Spell Fixes 3.42 entry on the Neverwinter Vault. Also,
Shadow Simulacrum has been reduced in strength and Word of Faith has been adjusted to
work around an AI bug.
Accepting Consquences
! Whether or not your character is happy about the results of a given RP storyline, as a
player you are obligated by server etiquette to accept the consequences of your character’s
actions. If you do not feel that you can accept such consequences, do not put your character
in that position.
! This issue is of greatest importance to players of Chaotic Evil and Lawful Good
characters. Such characters stand at the extremes of the behavioral spectrum, but both
behave in ways that ultimately show little regard for the interests of other individuals. If you
are not prepared to follow the RP that you generate to its logical conclusions, you should
not play such a character.
! The threat of jail is the most common situation where accepting consequences is an
important virtue. If your character has broken the law or breached the peace, for any reason,
the Haven Guard is obligated to perform its duties by arresting and detaining that character.
If you as a player refuse to accept the consequences, then you are griefing under definition
#3 above, because you are deliberately preventing the Guard player(s) from pursuing the
appropriate RP.
Appendix 3: Client Extension Readme
! This appendix reproduces excerpts from Skywing’s NWN2 Client Extension readme
that are useful for Haven’s players. The most useful sections are identified in bold.
The Client Extension can either plug-in to the player or DM client, or it can
operate as an independent DM client. To get started with using the Client
Extension as a player or a DM, use one of the following methods:
(a) Start the game with the included NWLauncher program (recommended).
1) Run NWLauncher.exe and the game will start with the client extension
already active. You need to keep NWLauncher.exe and ClientExtension.hdl
in the same place for the launcher to work correctly.
It is recommended that you use the game in windowed mode to get the most
out of the client extension.
You may pass command line arguments to the game by providing them to
NWLauncher.exe, e.g. by creating a shortcut. This is useful for launching
the game in DM mode with the -dmc option.
- or -
2) (First time only.) Install the updated Visual C++ 2005 SP1 libraries. You
can download them from this link (choose the vcredist_x86.exe option):
http://www.microsoft.com/downloads/details.aspx?familyid=766a6af7-ec73-40ff-
b072-9112bab119c2&displaylang=en
Pick the x86 binary even if you use 64-bit Windows as the game is a 32-bit
program.
5) Log on to your server as normal. You must follow steps 3-5 again each time
you exit Neverwinter Nights 2. Be sure to apply the extension -before- you
log on to your server.
Features
--------
The Client Extension includes a number of new features and bug fixes that are
designed to improve your multiplayer experience:
- Command history is now available for the client! The client extension has a
separate text-entry user interface which allows a history of all chat text
that you send to be accessed. Even text you enter in to the normal game chat
interface is added to the command history, but you may only access the
command history from the new text-entry user interface. The new text-input
user interface is described in the "Text-input User Interface" section.
- Larger chat messages can now be sent (up to approximately 4,096 characters).
Please use this feature appropriately. Long text messages do not cause any
problems for normal clients or servers, but sending an overly long message
may produce results that are difficult to read. Large text messages are only
available through the new text-input user interface.
Tip: You can also paste directly into the separate text-entry user interface
as an option to paste chat into the game.
- Only senders of tells (not other chat messages) are set to the reply
target.
The /re command can be used in both the normal game interface and the
separate text-entry user interface.
When using the separate text-entry user interface, you may use /r as a
shorthand for /re. However, using /r in the normal game interface will
access the old reply function that ships with the game.
- A re-tell function (/rt) is now available. This command sends a tell to the
last player you have sent a tell to. Like all other new slash-commands, this
command is available both through the normal game interface and through the
separate text-entry user interface.
Tip: You can use /invertrun instead of activating Tracking Mode if you would
like to walk by default. You still have easy access to run mode
without having to toggle a mode button when using /invertrun, as you
just need to use WASD or hold down SHIFT.
- A new area minimap is available. You can click on a point in the new area
minimap (not the in-game automap) in order to move to that point. This is
often useful if you need to cross a very large area without having to click
many different times. Note that if your pathing orders are too complicated,
the game engine will discard them. The map is further described in the
"Area Map" section.
- A new form of macro-enabled hotbar buttons are available. Macro-enabled
hotbar buttons are created with the /setmacro command (see the documentation
in this file for details). Macro-enabled hotbar buttons can perfrom many
actions per hotbar press, such as enqueuing up many buff spells all at one
time.
More details on hotbar macros are available in the "Custom Hotbar Macros"
section.
- An appending log file with your chat history is available. The log file is
named "nwn2reportlog.log" and is written to your Neverwinter Nights 2
installation directory. (Windows Vista and Windows 7 users may need to click
the "Show compatibility fixes" option in Explorer to see it.)
Tip: You can also copy text from the console window if you enable "Quick
Edit" in the console properties. (Right-click the console icon and
go to the "Properties" menu item.) This is often useful if you want to
copy and paste chat from the game.
- The client should no longer crash when the loading initial area after the
character selection screen, when the initial area has creatures with certain
VFX or animation parameters updating.
- The networking code responsible for sequencing and reliability over UDP in
the game client is replaced with more reliable code (if you apply the
extension before logging on to a game server). This works around several
data corruption and data loss problems that result in some transition crashes
during a zone transfer.
Note that not all transition crashes are caused by these issues. Also,
because the same bugs exist in the server-end of connection, some transition
problems will not be completely fixed unless the server is also using a
rewritten networking subsystem.
The networking subsystem rewrite does not impact compatibility with clients
or servers that do not use the more reliable networking code, however, these
clients and servers will not be protected from their own bugs.
- Point and click movement in the game world no longer waits for a response
from the server before beginning to animate movement. In some cases where
there are dynamic path obstructions, this might result in minor path
"glitching". You may disable this feature by using the /mpredict command.
Movement prediction only applies for point and click in the rendered game
window and not point and click in the area map. This feature improves
perceived responsiveness with respect to movement on laggy servers.
- Right-clicking a name in the game's chat history and choosing the send tell
option will now work for characters with no last name.
The program will create a free-floating text input box (called "Send message")
at startup time. You can use this text input box to enter in commands or chat
like you would through the normal game interface.
You can enter in long messages (up to approximately 4,096 characters) through
the text input box, past the normal limit in-game.
The text input box adds a command history function that keeps track of all chat
text and commands that you send in-game or through the text input box itself.
To access this command history, hold down the CONTROL key, and press the UP or
DOWN arrow keys while the text input box is the active window. This feature is
particularly useful if you have typed a long message, but the person you had
sent it to disconnected before they could read it.
Once you move the cursor to the start or end of the current message, UP/DOWN
arrow keys will also switch to the previous or next command, respectively.
Console Interface
-----------------
The program creates a console (text-mode) window for displaying output text to
you outside of the normal rendered game scene. This window can be observed
even if you minimize the normal game window; it may also be resized or moved
at will.
You cannot enter text directly into the console window; instead, you must use
the normal game interface or the separate text-entry interface.
Player chat and player join/leave events are displayed to the console window,
along with various status miscellaneous pieces of information.
The /cast command (usable both outside and inside of macros) allows you to cast
a spell by name.
When naming a spell, you should use the spell's full display name. For spells
with sub-spells (for example, Protection from Alignment), it is usually best to
cast the specific sub-spell you want. (Many such spells will either do nothing
or take a default behavior that you might not like when casting the main spell
directly.)
For example, if you wanted to cast Protection from Alignment's Protectiom from
Evil sub-spell, you could use the following command:
empower
extend
maximize
quicken
silent
still
persistent
permanent
You must have the appropriate feats and spell levels or readied spell
memorizations available to successfully cast a spell. Otherwise, the spell
casting attempt fails.
The /cast command always uses your current target, unless the spell in question
can only be cast on yourself, in which cast your character is automatically
used as the target.
Custom macro hotbar buttons are a new feature that the Client Extension adds to
the game. Macros allow you to assign a set of text commands that run when you
press a hotbar button.
This feature is particularly useful when you have a large number of repetitive
actions that you would like to consolidate into just one keypress. For a
familiar example, you could create a single hotbar button that, when pressed,
would activate all of a Cleric's, or Wizard's buff spells.
"Hotbar button number" indicates the hotbar button which will be turned into a
macro-enabled hotbar button. Button 1 is the first hotbar button, on row 1.
Button 13 is the first hotbar button on row 2, and buttom 15 is the third
hotbar button on row 2, and so on.
After the hotbar button number, you may provide a list of text commands that
are processed when the hotbar button is pressed. If you would like to run more
than one text command, separate the commands with a semicolon.
Any Client Extension text command, and any text command supported by the game
client itself may be used in a macro. You may also macro up simple chat text,
if desired.
The most common use of macro hotbar buttons is to cast several spells in
succession. There are two ways to do this: by spell name, and by referencing a
different hotbar button.
Tutorial: Creating a hotbar button to cast several buffs at once via casting
spells by name.
----------------------------------------------------------------------------
Let's say that you want to have a single hotbar button which casts several
offensive spells, all in one go. (The spells would be enqueued up to be cast
one after another, just as if you hit two hotbar buttons separately.)
For this example, we will create a hotbar button which casts a quickened
version of Isaac's Lesser Missle Storm, followed by Flame Arrow.
This task can be easily automated by creating a hotbar button that casts both
of these spells. We will use the /cast macro command, which looks up a spell
by name, and casts it on your current target.
We can construct a sequence of /cast commands that will cast the spells that we
want as follows:
The first spell casts the lesser missle storm spell, with the "quicken"
metamagic property. If you wanted to add other metamagic properties to a
spell, you could specify them in a comma-separated list.
For instance, to cast a silent Magic Missle spell, you would use the
following command:
Now, back to our example. We can create a hotbar button that will run both of
the above macro commands with the /setmacro command. Here, we will assign the
macro to hotbar button 1, which is the first button on the first hotbar row.
/setmacro 1 /cast "Isaac's Lesser Missile Storm" quicken ; /cast Flame Arrow
That's all there is to it. Now, the next time you press that hotbar button,
all of the spells you have listed in the macro will be cast.
Tutorial: Creating a hotbar button to cast several buffs at once via hotbar
buttons.
---------------------------------------------------------------------------
Let's consider that you want to cast several buff spells with one hotbar
button. This task can be easily accomplished with the /setmacro command.
First, you must place the spells that you would like to cast on their own
hotbar slots. We'll use hotbar buttons 2, 3, and 4 for this example, so drag
the spells that you would like to cast onto those buttons (first hotbar row).
Now, for this example, we will turn the first hotbar button into a macro-
enabled button which will use buttons 2, 3, and 4. After you have set up those
three hotbar buttons, type the following command:
If everything worked out, you should see a couple of messages written to your
combat log, along the lines of "Configuring macro command: /hotbar 2". You
should also have a new hotbar button which has a "2D Missing Texture" icon in
the button 1 slot. (Don't worry about the missing texture; the button will
still work fine.)
That's it; you're done! Now, the next time you press the first hotbar button
on row 1, the actions that you have assigned to buttons 2-4 will be carried
out.
Tip: If you have buff spells that can buff an ally, select that ally before
you push the macro-enabled hotbar button. Macros will use your currently
selected target for their spell targets, for spells that may target a
creature other than yourself.