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FAQ
(Note: This FAQ used to be hosted on dcxvault.com, but the site no longer exists, so this is a mirror of its latest state, according to the Internet Archive Wayback Machine.)
What's New in this FAQ
- Server Rules
- Roleplay Awards
- Character & Stat Reference, and updated information about classes
- Lots of information updated
About Dark Century: X
What is Dark Century?
Dark Century:X (DC:X) is an Persistent World Experience that utilizes Never Winter Nights (NWN) as it's platform. Unlike most MMORPGs\persistent worlds that emphasize the game aspect of a Role Playing Game (RPG), Dark Century: X is more in tune with many realism aspects.
Dark Century:X is a Persistent World Experience running a custom ruleset. Unlike many other 'high fantasy' servers where nearly everyone is walking around with magical items of extreme power, Dark Century puts more of the focus on character development (both in roleplaying and in skill\feat\ability score selection). We are devoted to creating a realistic environment in which players can adventure and inspire player driven communities, economies and events. Those just looking for an enjoyable fair and balanced game can find it here while those looking for a platform for a larger roleplaying experience can enjoy such an environment as well.
Is Dark Century: X a strict AD&D 3rd edition rules game?
Dark Century utilizes many aspects of AD&D 3E and some default aspects of NWN. Some of the aspects of Dark Century will not be found in any other AD&D game. Some of the notable differences are: a custom magic/spell system based on mana points, dramatically reduced emphasis on magic items, delayed XP gain system, and an alternate 'resting' process. You will find that Dark Century provides an incredibly unique and refreshingly different play environment.
What are the fundamental differences between Dark Century: X and Neverwinter Nights?
Dark Century: X is highly customized, and is practically a completely different game in terms of the systems that have been implemented.
Here is a list of achievements that DC:X has accomplished since its inception.
- The implementation of a custom mana-based spell casting system with over 240 custom spells, spell duration and bonus stacking system so that multiple buffs of the same type can work together (and on top of that, travel across servers and survive logouts AND crashes; they are persistent!)
- A 'mind-based' XP gaining system
- Skinning, animals (hundreds of pelts and hides to collect or sell!)
- Foraging,for herbs (different areas have different herbs and have varying effects)
- Location-based INJURIES, (get injuries on arms, legs, chest, internal organs, head and nervous system) with multiple levels of severity (wounds can bleed and more!)
- Custom lock-picking system, with persistent chests that have locks, and traps, chests are a fun way to get randomized loot and gold.
- Custom database spawn system, with many spawn features and decreased server load for a more pleasant playing experience
- Custom ai
- Persistent floating discs
- Custom item properties, such as flares and sanctification, along with a host of other special items that have a wide variety of effects
- Custom item equipping, boots and gloves are now visible!
- Persistent tombstones, upon incurring the most serious death penalty, your equipment is placed in a tombstone that is restored even after a server crash
- Custom location teleportation rings, use your rings to got anywhere in the realm! each ring having its own unique location!
- Custom spell DC's and Save's
- Custom pets and summons, multiple pets!
- Custom rest system for absorbing that hard earned experience
- Draggable corpses, drag your comrades to safety, drag them to town to be healed by the local medics!
- Death notification system, clerics and other classes can detect death, even where it happened!
- Persistent banks, keep your money safe from the clutches of pirates and death
- Innate elements produce random visual effects when using elemental based spells
- Crime system
- Multiple layer protection of character loss upon server crash
- High speed connection and high performance server
- Custom death and respawn system
What are the server rules? What are the rules concerning PvP(player versus player) and PKing (player killing)?
When a player is warned online by a DM for a rules violation, they will be placed on the watchlist. Also at this time the DM may remove equipment gained via rule breaking, and may impose an XP fine.
The purpose of the watchlist is to facilitate communication among the team. If a character is seen breaking a rule after being placed on the watchlist, they will be subject to more severe punishment.
- Griefing is not allowed. Griefing is playing your character with the intent to make another person playing their character feel genuine distress and anger through disruption of their gaming session.
- Player vs. Player combat is illegal. However, Character vs. Character combat is LEGAL. A "player" is defined by the person sitting behind the screen playing the game. A "character" is defined by the alternate personality you portray within the game. Characters can have disagreements and fight over them, but as soon as it becomes a personal matter between the players behind the characters, it is no longer justified.
- Dark Century X is a roleplaying server. People should be in character at all times. Shouting is limited to IC usage ONLY. Using shout, tells, IRC, and the party channel to convey in-character information is not allowed.
- Exploitation of bugs to gain experience, wealth, or to save time is not allowed and a bannable offense.
- Do not speak for or post forum messages as NPCs unless you have the title "DM" in your name. You speak for your own characters but not NPCs. The city guard, members of the government, commoners, priests at the temples of various gods, etc. are all off limits to non-DMs.
- The floating name above a character's head DOES NOT actually exist IC. It cannot be used to reveal a character's name if the said character has not told you his or her name. The floating name can be used if your character already knows the other character (as long as the other character told you their real name).
- No stupid names. Also, it is strongly recommended that names from fiction, literature, movies, etc. also be avoided. DMs have the authority to order a player to start a new character if the DM thinks the player's current character name is not in line. If a player refuses to start over with a new character, the character in violation of the name policy will be deleted from the servervault.
- Common sense is a rule. If an action goes against common sense, it's not allowed.
- Twinking is not allowed, it is considered cheating and is a punishable offense. Twinking is when a player passes items between two or more of his characters. Gift giving between two players is legitimate as long as both characters have a reason for the exchange.
- Dark Century: X forbids hacking or cheating of any kind. If you are caught using a hack, it will result in a ban from the Dark-Century: X server.
Regarding Powergaming and Metagaming
Powergaming is level advancement without character development. Sure, you can make an excuse like "My character is a fighter so he likes to go around killing stuff," but that does not make for an in-depth character and such a person will likely not be included very much in community affairs and relationships.
Powergaming is not against the rules, but it is not condoned, and chronic powergamers will be persecuted. A good rule of thumb is that if you reach level 20, the team should know *who* you are.
There is no real reason to powergame. If you want to be 40th level, fine. If you powergame your way to 40th level, and the team sees you do it, you *probably* won't be banned. But you also won't be part of any plotlines or special quests either. Basically you will shoot yourself in the foot because once you reach 40th there will be nothing for you to do in the world, and you will leave or keep powergaming characters to 40th until you get sick of it and then leave. Dark Century: X will not miss you either, because you didn't contribute anything to it while you were here. It's the people who take time to smell the roses and put emphasis on roleplaying that will get the most out of their time here.
A clarification of terms, Powergaming and Metagaming explained.
Powergaming
Put simply, powergaming is level advancement without character development. It can also be generally defined as doing things for purely OOC reasons or mechanical advantages, or in-game actions that are done to increase the power of your character that make no IC sense. It's related to metagaming because you're approaching your character from the standpoint of how to make them more powerful, rather then as someone growing a character based on events that happen to them.
There is no real reason to powergame. If you powergame your way to 20th level, and the team sees you do it, you probably won't be banned. But you also won't be part of any plotlines or special quests, because it is the team's stance to wholly ignore powergamers. Some examples of unacceptable powergaming actions are listed below.
Unacceptable:
- Taking a single level in a class because of some benefit you get for having that class. (i.e. 1/19 Paladin/Sorcerer. Or taking a single level of Rogue, for the ability to pick locks higher then a certain DC)
- Finding an area that allows you to make a lot of XP rather quickly, then spending several hours every day there, for no other reason then to gain those XP. There is nothing wrong with monster hunting, or spending several hours doing it. It's only when you stay in the same area for hours that there's a problem. This is also known as camping.
- Going to an area to kill NPCs or grab loot that would be against your character's beliefs in some way. (i.e. A paladin breaking into houses, or a dwarf looting a religious area sacred to dwarves.)
- Spending every moment you are online killing monsters and gathering loot. Killing monsters and gathering loot in and of itself is not bad. But if that's all you do, then there's a problem, because you are obviously not playing your role.
- Having a really low score in one stat so you can have a really high score in a different one, but not playing as if you had that really low score. (i.e., Having an 8 in Wisdom and Charisma but acting as if you had a high score in both).
Metagaming
Metagaming is simply another term for using OOC information rather than just IC information your character has learned while playing him.
Picking stats, skills, feats, and so on are all examples of metagaming. When you level up, you again are metagaming, because you pick skills, feats, and so on. There can be IC reasons for what you decide, such as multiclassing because of something that happened to your character. Say he now lives in the woods, so you think he will develop ranger skills. But most character development is done though metagaming.
Metagaming can be a bad thing, if it's done in a way that harms or affects other PCs. The best example of this is the floating name that appears over PCs, NPCs, and monsters in game. The floating name is OOC information. If you have never met a certain PC before, you should ask his name, despite the fact that you already know it because it floats above his avatar's head. Knowing one's name from the floating text and using it without asking it is metagaming.
Below are some examples of both good and bad metagaming. These are not hard and fast rules, just examples types of behavior so you can judge if what you are doing is acceptable or not.
Good:
- Increasing your Int/Wis/Cha score so you can cast higher level spells.
- Taking levels of another class for IC reasons. (i.e. you had a religious experience and decide to take levels as a cleric.)
- Increasing an attribute that isn't of primary use for your class to qualify for feats that are useful to you. (i.e. Increasing Int to 13 so you can get Improved Knockdown)
- Taking a feat, not for the sake of the feat, but for other feats you can now qualify for.
- Using the floating name to identify someone you know well, but whose avatar looks like other PCs.
- Using the Player list to see if a friend is online at the time.
- Using the examine option to read the description someone has written there.
Bad:
- Taking levels of another class with no logical IC reason for doing so (i.e. Your PC isnt religious, but want to be able to cast buffs [enhancing spells like Stoneskin] so you take levels as a cleric.).
- Canceling out of a level up process to get a better HP roll.
- Using the floating name to identify someone you've never met before.
- Using the Player list to see if a PC you want to attack is online at the time.
- Using the Examine option to see what buffs someone has or to estimate their level.
Interacting with DMs:
If a DM speaks to you about a problem, please be polite. We are here to have fun also, and dealing with rule breaking is not fun in the first place; a player being an ass only makes it more unpleasant.
Contacting the Team:
If you feel you have been griefed, or have seem someone powergaming or metagaming or exploiting, or have found an exploit yourself, or if you have an issue with a team member's actions, do not make a post about it on the forums. Instead, Please e-mail a detailed account of the situation to [email protected]
Character Creation
How do I design a character?
Do a little bit of research; Decide on your character's basic 'theme' and a brief biographical history; Work up the specific character sheet stats that will allow you to bring your character to life in the game world; Then log on and have fun!
When designing your character stats, you generally will NOT want to use the 'recommended' stats from NWN when designing a character for use on DCX. Check out the suggestions in the Character Design FAQ (See Below) and under the Player Guides forum for the different classes. Also note that the custom magic system has a wide-ranging impact on your choice of skills and feats, as well as on the stats that affect spell-casting abilities.
When dreaming up your character theme and writing a character bio, remember that the world of Dark Century is NOT Faerun, nor Elanthia, nor Middle Earth, etc. Dark Century is its own world, the history of which is only slowly being revealed and is being written by the very characters that inhabit it, every day. Good reference material can be found in the History page, in the player's Roleplay Forum and Biography Forum, and in the Gods Section of DCXVault. It is a good idea to have at least a brief character biography in mind (you don't have to post it to the forum) when you log on, because role-playing opportunities will exist from the moment your character first steps foot in Dark Century.
Character Design FAQ
Character Stats
Strength
Bonus to hit and damage in melee. Also added to ranged damage. Determines carrying capacity. Affects the distance you can walk while dragging the corpse of another character. Affects the Discipline skill. Hiphap root can temporarily increase your Strength.
Several spells can also temporarily increase the Strength ability:
- Arcane (9) ? Elemental Strength
- Divine (16) ? Frenzy
- Druid (7) ? Adrenaline Surge
- Ranger (6) ? Natural Strength
A score of 13 is required for the Power Attack, Improved Power Attack, and Cleave feats.
Dexterity
Bonus to armour class (limited by the armour you're wearing). Bonus to hit with a ranged attack. Applies to Elemental saves. Can be used as a bonus to hit in melee in combination with the Weapon Finesse feat. Affects ability to skin corpses. Affects Hide, Move Silently, Open Lock, Pick Pocket, Parry, and Set Trap skills. Hiphap root can temporarily increase your Dexterity. The Druid (7) ? Adrenaline Surge spell can also temporarily increase your Dexterity. A score of 13 is required for the Deflect Arrows, Dodge, Mobility, Stunning Fist, and Rapid Shot feats. A score of 15 is required for the Ambidexterity feat.
Constitution
Bonus to hit points (retroactive). Affects mana transfer rate. Affects the Concentration skill. Hiphap root can temporarily increase your Constitution. The Spiritual (15) ? Vigor spell can also temporarily increase your Constitution.
Wisdom
Applies to the Difficulty Challenge of all Spiritual spells. Affects the maximum size of the Mind capacity. Applies to Spiritual saves. Can be used as a bonus to hit in ranged combat in combination with the Zen Archery feat. Affects the Heal, Listen, and Spot skills. Affects the number of charges added to a weapon when using pure white potions or salves. Affects your ability to forage an area. Affects the ability to create wands using the Elemental (20) ? Magic Item Creation spell. Norban root can temporarily increase your Wisdom. A score of 13 is required for the Stunning Fist feat.
Intelligence
Adds number of skill points gained per level. Applies to the Difficulty Challenge of all Elemental spells. Affects how much experience is converted over from Mind with each server pulse. Affects Disable Trap, Lore, Search, and Spellcraft. Affects the ability to create wands using the Elemental (20) - Magic Item Creation spell. Norban root can temporarily increase your Intelligence. A score of 13 is required for the Disarm, Improved Disarm, Improved Knockdown, and Improved Parry feats.
Charisma
Half of the Charisma bonus is applied to the Difficulty Challenge of both Elemental and Spiritual spells. Half of the Charisma bonus also applies to both Elemental and Spiritual saves. Affects mana transfer rate. Affects maximum mana (2 times charisma bonus in extra mana). Affects the results of several bard spells:
- Bard (4) ? Perfect Gem
- Bard (16) ? Song of Depression
- Bard (20) ? Song of Sonic Disruption
Hit Points
How much damage you can take. Based off of class and constitution. 5% of maximum hit points are healed with each server pulse(every two minutes). You die at 0 hit points (some worlds have a buffer down to ?10 before you die; DCX does not). Hit points are reduced by Magic Item Burn. You can use a weapon of any level at any level, however for each level you are lower than the level of the weapon, you take five points of damage every time a server pulse hits. The Arcane (10) ? Temporary Health spell grants temporary additional hit points.
The following spells heal hit points permanently:
- Cleric (15) ? Conciliate
- Cleric (20) ? Exorcism
- Druid (4) ? Empathic Link (works on pets only)
- Empath (1) ? Restore Blood Loss
- Empath (9) ? Selflessness
- Necromantic (1) ? Hand of Tuukos
- Sorcerer (4) ? Life Drain
Your current hit points are saved with each server pulse or editing of your journal, and are restored to that level if you quit and then log back into the game.
Mana
Replacement for the NWN spell memorization system, all spells cost an amount of mana equal to the level of the spell. Mana is based off of class and charisma. Pure spellcasters (Wizards and Sorcerers) get 5 mana per level. Non-spellcasters (Fighters, Rogues, etc) get 1 mana per level. Other classes are in between. 25% of maximum mana is regenerated with each server pulse. If you get reduced to negative mana (usually through overcasting), you will take 5 points of damage for every mana point below zero you go.
The following spells have to do with transferring mana or gaining mana:
- Arcane (16) - Drain Mana
- Bard (12) - Song of Unraveling
- Divine (3) - Satisfy Appetite
- Divine (15) - Heroism
- Empath (7) - Selflessness
- Necromantic (5) - Blood Ritual
- Sorcerer (19) - Dark Catalyst
- Spiritual (18) - Mana Focus
Eating manna bread increases your mana regain rate for the next 4 server pulses.
There are mana stones that allow you to transfer mana from yourself to the target, this is based on your Mana Share.
Mind System
A new, custom stat that affects how much experience can be learned at a time. Things that would normally provide experience fill up a certain percentage of your Mind instead. Every time a server pulse hits, part of the stored experience is transferred over to your permanent experience, as your character slowly absorbs what he has learned. Mind Capacity = 240 + (2 * Level) + (10 * Wisdom Modifier). The amount of Experience converted over from the Mind capacity into permanent Experience= calculation based on % Mind which is full + INT Bonus + (1 + 1 per 10 levels).
Difficulty Classes and Saves
Elemental Difficulty Challenge:
The number which is compared against a target?s Elemental Save to determine if a spell takes effect or not. Elemental DC=(Level + INT Bonus + 1/2 CHA Bonus) * (1.0 + ((Spellcraft + Use Magic Device) / 100)) + Feats + Bonuses
Spiritual Difficulty Challenge:
The number which is compared against a target?s Spiritual Save to determine if a spell takes effect or not. Spiritual DC=(Level + WIS Bonus + 1/2 CHA Bonus) * ( 1.0 + ((Concentration + Use Magic Device) / 100))) + Feats + Bonuses
Elemental Save:
Resistance to Elemental spells. Elemental Save=(10 + Level + Reflex Save + 1/2 CHA Bonus) + Feats + Bonuses
Spiritual Save:
Resistance to Spiritual spells. Spiritual Save= (10 + Level + Will Save + 1/2 CHA Bonus) + Feats + Bonuses
Thus, anything that affects base NWN Will or Reflex saves will have an effect on your spell saving throws. Reflex Save:
The core NWN Reflex save?s main use is to augment the Elemental save statistic. However, Reflex save is used on its own for a few spells instead of using the Elemental save:
- Arcane (20) ? Meteor Storm
- Elemental (15) ? Elemental Strike
- Ranger (16) ? Spike Thorn
- Ranger (20) ? Killer Weed
- Wizard (17) ? Molten Soil
The spell Ranger (18) ? Mobility spell will increase your Reflex save. So will the Epic Lightning Reflexes, Lightning Reflexes, Luck of Heroes, or Snake Blood feats.
Will Save:
The core NWN save is only used in augmenting Spiritual save. Will save can also be improved through the Bullheaded, Epic Will, Iron Will, Luck of Heroes or Strong Soul feats.
Fortitude Save:
The core NWN save is only used against special attacks that cause poison, stun, or disease. No spells are affected by Fortitude. Fortitude save can also be improved through the Epic Fortitude, Great Fortitude, Luck of Heroes, or Strong Soul feats.
Race
Are all races found in DCX?
You may play any of the seven standard races. DC:X does not provide special abilities for sub-races
Will I get all of my racial special abilities?
Because of the DCX custom spell system, some racial abilities related to spells no longer provide any benefit:
Dwarf: Hardiness vs. Spells
Elf: Hardiness vs. Enchantments
Gnome: Hardiness vs. Illusions, Spell Focus (Illusion)
Half-Elf: Hardiness vs. Enchantments
Class
What class is an "Empath" and why don't I see the Paladin class?
In DCX, the character class of Paladin has a little bit different nature than the NWN version. To emphasize this different nature, the class is referred to as Empath instead of Paladin. The Empath uses their divine powers with a significant emphasis on healing and a lesser emphasis on smiting or turning undead.
Can I use my special class abilities in DCX?
Some of the special class abilities have been replaced with abilities gained from the spell circles available to your class of character. For example, the Empath/Paladin would not use the Remove Disease ability, but instead would use one of the Empath healing spells. In a few other cases, some special class abilities have been disabled for other conceptual reasons. For example, the Cleric Spontaneous Cast ability has no effect since it doesn't really apply within the DCX custom spell system. In those cases where a class ability has been replaced or removed there will be no effect if you try to use the original NWN special class ability. The disabled/replaced abilities are:
Bard: Bardic Knowledge, Bardic Music
Cleric: Spontaneous Cast, Turn Undead
Druid: Animal Companion, Woodland Stride, Resist Nature's Lure, Wild Shape, Elemental Shape
Paladin: Lay on Hands, Smite Evil, Turn Undead
Ranger: Animal Companion
Sorcerer: Summon Familiar
Wizard: Summon Familiar
With all these customizations can I still use the Shadows of Undrentide prestige classes in DCX?
Yes. However some of the spell-like special abilities granted by the prestige classes have been disabled and will eventually be replaced with DCX spells that fit into the DCX spell system. You may take any of the prestige classes that you want, but you won't get the full benefits of the classes in DCX at this time. Full support for the prestige classes is a project that is still in progress.
How am I supposed to play a Sorcerer/Wizard/Druid/Ranger without my trusty Familiar/Animal Companion?
The spells available to your class will most definitely make up for the lack of the NWN Familiar/Companion. The mage classes gain some defensive spells and other offensive spells that make them much less dependent on a Familiar in order to survive melee encounters. The Sorcerer in particular gains the ability to mind control just about ANY animal that he'd like for a companion. Similarly, the Druid gains several kinds of animal companions that he can summon via spells. The Ranger gains a true Animal Companion once he reaches a higher level.
Is there one class that is better than another to play in DCX?
Several different classes have particular areas in which they excel in the DCX environment. Clerics, for example, do very well because their usually high INT and WIS allow them to level a bit faster than other classes. Druids do well because their animal summon spells allow them to create their own hunting party and therefore they can be fairly independent. Rogues are often in demand because all the best loot comes in chests that creatures drop, but the chests from higher level creatures really can't be opened profitably except by a good locksmith.
How are prestige classes different in DCX?
Blackguard/ Necromancer:
The Blackguard has been changed into the summoner of undead, the necromancer. The PrC?s power comes from the bond with the dark god Thakos and its powerful summons. To realize the power of this PrC, the character must slay a creature and then raise it. The more powerful the slain creature, the more powerful the undead servant will be.
Harper Scout/ Scout
Since this is not the FR, there are no Harper Scouts, but in DCX, there are Scouts. These PrC is a fusion of the ranger/rogue, with powers of a great hunter. The scout is the bane of all those with summoned creatures of all types, especially those that are unnatural.
Palemaster/ Lich
The focus of the palemaster is changed from being a simple summoner of undead, to the true power of unlife, the lich. As the character progresses down the path of Lich, he sacrifices his own flesh to gain the power of the undead?.
Shifter/ Shifter
As with the druid PrC in the standard game, the Shifter can assume other shapes. However, the PrC now has to learn the form of the creature before it can mimic it. With each level, the Shifters skill increases and gains an additional form. The Shifter changes shape, he truly becomes that creature?
Champion of Torm/ Guardian
The Champion of Torm still holds true to its roots, though the name has changed. This PrC is the first true Paladin class in DCX. This PrC can make a Fighter a holy champion or a cleric into a chosen warrior of a god. The powers of this PrC come from the characters connection to a god.
Arcane Archer/ Arcane Archer
This PrC is basically the same as in the standard NWN game, just without the standard NWN spells backing the PrC feat based powers up.
Assassin/ Assassin
This PrC is basically the same as in the standard NWN game, just without the standard NWN spells backing the PrC feat based powers up.
Dwarven Defender/ Durwargen Defender
Other than a name change, this PrC is basically the same as in the standard NWN game, just without the standard NWN spells backing the PrC feat based powers up.
Red Dragon Disciple/ Malefic Summoner
The Malefic Summoner has found the link to the true evil unleashed in the world, demons of the nether world. The Malefic Summoner's power stems from the link the character has to a demon lord. As the bond grows, so does the character?s power, even to the point of his appearance changing to look more demon like.
Shadowdancer/ Shadowdancer
This PrC is basically the same as in the standard NWN game, just without the standard NWN spells backing the PrC feat based powers up.
Weapon Master/ Weapon Master
This PrC is basically the same as in the standard NWN game, just without the standard NWN spells backing the PrC feat based powers up.
Class Descriptions
Base Classes
Barbarian
HP/level: 1d12 + Con bonus
Mana/level: 1
Skill points per level: 4 + Int bonus
Requirements: Non-Lawful alignment
Bonus Feats: Simple & Martial Weapons, Light & Medium Armor, Shields
Special abilities:
-Fast Movement (+10% movement speed)
-Barbarian Rage (Strength +4, Constitution +4, Will +2, AC -2, 1/day)
-Level 2: Uncanny Dodge (retain Dex bonus when caught flat footed)
-Level 4: Barbarian Rage (2/day, +1/day every 4 levels)
-Level 11: Damage Reduction (1/- every 3 levels)
-Level 15: Greater Rage (Strength +6, Constitution +6, Will +3, AC -2)
-Level 24: Epic Bonus Feat every 4 levels
Spellcasting: None
Removed Abilities:
-Uncanny Dodge does not help against traps
Bard
HP/level: 1d6 + Con bonus
Mana/level: 4
Skill points per level: 4 + Int bonus
Requirements: Non-Lawful alignment
Bonus feats: Simple Weapons, Light & Medium Armor, Shields
Special abilities:
-Level 23: Epic Bonus Feat every 3 levels
Spellcasting:
-Bard and Elemental spell circles
Removed abilities:
-Bard song
-Bardic Knowledge
-Core NWN spellcasting
Cleric
HP/level: 1d8 + Con bonus
Mana/level: 4
Skill points per level: 2 + Int bonus
Requirements: None
Bonus Feats: Simple Weapons, Light, Medium & Heavy Armor, Shields
Special Abilities:
-Level 23: Epic Bonus Feat every 3 levels
Spellcasting:
-Cleric and Divine or Spiritual spell circles
Removed abilities:
-Cleric domains
-Core NWN spellcasting
-Spontaneous Cast
-Turn Undead
Druid
HP/level: 1d8 + Con bonus
Mana/level: 4
Skill points per level: 4 + Int bonus
Requirements: Neutral alignment
Bonus feats: Club, Dagger, Quarterstaff, Dart, Sling, Sickle, Spear, Scimitar
Light & Medium Armor, Shields
Special Abilities:
-Nature Sense (+2 bonus to attack when in wilderness areas)
-Level 3: Trackless Step (Hide+4, Move Silently+4 when in wilderness areas)
-Level 9: Venom Immunity (Immune to Poison)
-Level 24: Epic Bonus Feat every 4 levels
Spellcasting:
-Two spells/level from: Druid, Elemental, or Spiritual spell circles
Removed Abilities:
-All Shapeshifting (Elemental Shape, Improved Elemental Shape, Wild Shape)
-Animal Companion
-Core NWN Spellcasting
-Resist Nature's Lure
-Woodland Stride
Empath (Paladin)
HP/level: 1d10 + Con bonus
Mana/level: 3
Skill points per level: 2 + Int bonus
Requirements: Lawful Good
Bonus Feats: Simple & Martial Weapons, Light, Medium & Heavy Armor, Shields
Special Abilities:
-Divine Grace (Charisma Bonus added to all Saves)
-Divine Health (Immune to Disease)
-Level 2: Aura of Courage (Immune to Fear)
-Level 23: Epic Bonus Feat every 3 levels
Spellcasting:
-Two spells/level from: Empath, Divine or Spiritual spell circles
Removed Abilities:
-Core NWN spellcasting
-Lay on Hands
-Remove Disease
-Smite Evil
-Turn Undead
Fighter
HP/level: 1d10 + Con bonus
Mana/level: 1
Skill points per level: 2 + Int bonus
Requirements: None
Bonus feats: Simple & Martial Weapons, Light, Medium & Heavy Armor, Shields
Special abilities:
-Level 1: Fighter Bonus Feat
-Level 2: Fighter Bonus Feat every 2 levels (Epic Bonus Feat if above Level 21)
Spellcasting: None
Removed Abilities: None
Monk
HP/level: 1d8 + Con bonus
Mana/level: 2
Skill points per level: 4 + Int bonus
Requirements: Lawful alignment
Bonus feats:Club, Dagger, Quarterstaff, Sling, Light & Heavy Crossbow, Handaxe, Kama,
Shuriken, Light & Medium Armor, Shields, Cleave, Improved Unarmed Strike
Special abilities:
-Unique unarmed combat chart that allows for more attacks than normal
as the monk's level rises, but at a lower BAB than the warrior BAB chart -AC Bonus (Wisdom Bonus added to AC, AC+1 every 5 levels)
-Evasion (save vs reflex for no damage)
-Flurry of Blows (+1 attack/round, all attacks at -2 to hit)
-Stunning Fist (1/day per level)
-Level 2: Deflect Arrows (save vs reflex to avoid 1 missile)
-Level 3: Monk Speed (+10% movement speed every 3 levels)
-Level 3: Still Mind (+2 save vs mind spells)
-Level 5: Purity of Body (Immune to Disease)
-Level 6: Knockdown, Improved Knockdown
-Level 7: Wholeness of Body (Heal 2 hp/level, 1/day)
-Level 9: Improved Evasion (save vs reflex for no damage, half damage on fail)
-Level 10: Ki Strike (Unarmed considered +1 at Level 10, +2 at Level 13, +3 at Level 16)
-Level 11: Diamond Body (Immune to Poison)
-Level 12: Diamond Soul (Spiritual and Elemental save bonus: +1, +1 every 10 monk levels)
-Level 15: Quivering Palm (Unarmed death blow 1/day)
-Level 18: Empty Body (50% Concealment 2/day)
-Level 20: Perfect Self (20/+1 damage resistance, Immune to Mind Spells)
-Level 20: Monk eyes glow depending on alignment (blue, grey, or red)
-Level 25: Epic Bonus Feat every 5 levels
Spellcasting: None
Removed Abilities:
-Diamond soul changed (see above)
Ranger
HP/level: 1d10 + Con bonus
Mana/level: 3
Skill points per level: 4 + Int bonus
Requirements: None
Bonus Feats: Simple & Martial Weapons, Light & Medium Armor, Shields
Special Abilities:
-Dual-Wield (Main Attack -2, Off Hand Attack -6 only when in light armor)
-Trackless Step (Hide+4, Move Silently+4 when in wilderness areas)
-Level 1: Ranger Bonus Feat
-Level 5: Ranger Bonus Feat every 5 levels (Epic Bonus Feat if above Level 21)
-Level 9: Improved Two-Weapon Fighting
-Level 23: Epic Bonus Feat every 3 levels
Spellcasting:
-Ranger and Spiritual spell circles
Removed Abilities:
-Animal Companion
-Core NWN spellcasting
Rogue
HP/level: 1d6 + Con bonus
Mana/level: 2
Skill points per level: 8 + Int bonus
Requirements: None
Bonus Feats: Club, Dagger, Quarterstaff, Light & Heavy Crossbow, Dart, Mace, Morningstar, Sling, Rapier, Short Sword, Handaxe, Shortbow, Light Armor
Special Abilities:
-Level 1: Sneak Attack (if you are hidden, or the opponent is flat footed, or the
opponent has their back to you and is attacking another target: +1d6 dmg every 2 levels)
-Level 2: Evasion (save vs reflex for no damage)
-Level 3: Uncanny Dodge (retain DEX bonus when caught flat footed)
-Rogue Bonus Feat Level 10, Level 13, Level 16, Level 19
-Level 24: Epic Bonus Feat every 4 levels
Spellcasting: None
Removed abilities:
-Uncanny dodge does not help against traps
Sorcerer
HP/level: 1d4 + Con bonus
Mana/level: 5
Skill points per level: 2 + Int bonus
Requirements: None
Bonus Feats: Simple Weapons
Special Abilities:
-Level 23: Epic Bonus Feat every 3 levels
Spellcasting:
-Two spells/level from: Sorcerer, Elemental or Spiritual spell circles
Removed Abilities:
-Core NWN spellcasting
-Summon Familiar
Wizard
HP/level: 1d4 + Con bonus
Mana/level: 5
Skill points per level: 2 + Int bonus
Requirements: None
Bonus Feats: Club, Dagger, Quarterstaff, Light & Heavy Crossbow
Special Abilities:
-Level 5: Wizard Bonus Feat every 5 levels (Epic Bonus Feat if above Level 21)
-Level 23: Epic Bonus Feat every 3 levels
Spellcasting:
-Two spells/level from: Wizard, Arcane or Elemental spell circles
Removed Abilities:
-Core NWN spellcasting
-Scribe Scroll
-Spell Specialization
-Summon Familiar
Prestige Classes
Arcane Archer
HP/level: 1d8 + Con bonus
Mana/level: 2
Skill points per level: 4 + Int bonus
Requirements: Elf or Half-Elf, Bard, Sorcerer or Wizard, BAB 6, Point Blank Shot, Weapon Focus Longbow or Shortbow
Bonus Feats: Simple & Martial Weapons, Light & Medium Armor, Shields
Special Abilities: -Level 1: Enchant Arrow (+1 bonus to Attack and Damage every 2 levels)
-Level 2: Imbue Arrow (Fireball 3/day)
-Level 4: Seeker Arrow (cannot miss 1/day, 2/day at L6)
-Level 8: Hail of Arrows (arrow at each enemy 1/day)
-Level 10: Arrow of Death (save or die 1/day)
-Level 14: Epic Bonus Feat every 4 levels
Spellcasting: None
Removed Abilities: None
Assassin
HP/level: 1d6 + Con bonus
Mana/level: 1
Skill points per level: 4 + Int bonus
Requirements: Evil alignment, Hide 8, Move Silently 8
Bonus Feats: Simple Weapons, Light Armor
Special Abilities:
-Level 1: Death Attack (if you are hidden, or the opponent is flat footed, or the
opponent has their back to you and is attacking another target: +1d6 dmg every 2
levels plus chance of paralysing opponent)
-Level 2: Uncanny Dodge (retain DEX bonus when caught flat footed)
-Level 2: Resist Poison (+1 save vs poison every 2 levels)
-Level 2: Cast Ghostly Visage (1/day)
-Level 5: Uncanny Dodge (+1 save vs traps, +2 at L10)
-Level 5: Cast Darkness (1/day)
-Level 7: Cast Invisibility (1/day)
-Level 9: Cast Improved Invisibility (1/day)
-Level 14: Epic Bonus Feat every 4 levels
Spellcasting: None
Removed Abilities:
-Uncanny Dodge does not help against traps
Dwarven Defender
HP/level: 1d12 + Con bonus
Mana/level: 1
Skill points per level: 2 + Int bonus
Requirements: Dwarf, Lawful alignment, BAB 7, Dodge, Toughness
Bonus Feats: Simple & Martial Weapons, Light, Medium & Heavy Armor, Shields
Special Abilities:
-Level 1: Defensive Stance (Strength +4, Constitution +4, Saves +2, AC(Dodge) +4, 1/day every 2 levels)
-Level 1: Defensive Awareness (retain Dexterity bonus when caught flat footed)
-Level 6: Defensive Awareness (cannot be flanked)
-Level 6: Damage Reduction (3/- every 4 levels)
-Level 14: Epic Bonus Feat every 4 levels
Spellcasting: None
Removed Abilites:
-Defensive Awareness does not help against traps
Guardian (Champion of Torm)
HP/level: 1d10 + Con bonus
Mana/level: 3
Skill points per level: 2 + Int bonus
Requirements: Non-Evil alignment, BAB 7, Weapon Focus in a melee weapon
Bonus Feats: Simple & Martial Weapons, Light & Medium Armor, Shields
Special Abilities:
-Level 2: Guardian Bonus Feat every 2 levels (Epic Bonus Feat if above Level 21)
-Level 2: Sacred Defense (Saves+1 every 2 levels)
-Level 5: Divine Wrath (+3 bonus to Attack, Damage and Saves, +1/5 damage
reduction for CHA bonus rounds 1/day)
-Level 10: Divine Wrath (+5 bonus to Attack, Damage and Saves, +2 every 5 levels)
-Level 13: Epic Bonus Feat every 3 levels
Spellcasting:
-Guardian and Divine spell circles
Removed Abilities:
-Lay on Hands
-Smite Evil
Lich (Pale Master)
HP/level: 1d6 + Con bonus
Mana/level: 3
Skill points per level: 2 + Int bonus
Requirements: Non-good alignment, Level 3 Bard, Sorcerer or Wizard
Special Abilities:
-Boneskin (Base AC +2)
-Level 3: Darkvision
-Level 4: Boneskin (Base AC +2 every 4 levels)
-Level 5: Deathless Vigor (+3 HP per class level up to character level 20)
-Level 6: Undead Graft (arm replaced by skeletal arm)
-Level 7: Tough as Bone (Immune to Hold, Paralyze and Stun)
-Level 10: Deathless Mastery (immune to critical hits)
-Level 13: Epic Bonus Feat every 3 levels
-Level 15: Deathless Vigor (+5 HP every 5 levels)
Spellcasting:
-Two spells/level from: Death Mastery, Arcane or Elemental spell circles
Removed Abilities:
-All core NWN touch attacks
-All core NWN summoning abilities
-Core NWN spellcasting
Red Dragon Disciple
This class has been disabled
Necromancer (Blackguard)
HP/level: 1d10 + Con bonus
Mana/level: 3
Skill points per level: 2 + Int bonus
Requirements: Evil alignment, BAB 6, Cleave, Hide 5
Bonus Feats: Simple & Martial Weapons, Light, Medium & Heavy Armor, Shields
Special Abilities:
-Level 2: Dark Blessing (Add Charisma bonus to saves)
-Level 4: Sneak Attack (if you are hidden, or the opponent is flat footed, or the opponent has their back to you and is attacking another target: +1d6 dmg every 2 levels)
-Level 13: Epic Bonus Feat every 3 levels
Spellcasting: -Necromancy and Divine spell circles
Removed abilities:
-All core NWN undead summoning
-Bull's Strength
-Contagion
-Inflict Critical Wounds
-Inflict Serious Wounds
-Smite Good
-Turn Undead
Scout (Harper Scout)
HP/level: 1d6 + Con bonus
Mana/level: 4
Skill points per level: 4 + Int bonus
Requirements: Non-evil alignment, Alertness, Iron Will, Discipline 4, Persuade 8, Search 4, Lore 6
Bonus Feats: Simple Weapons, Light Armor
Special abilities:
-Level 1: Scout Bonus Feat (Epic Bonus Feat if a L21 character)
-Level 3: Tymora's Smile (Saves+2 for 5 turns 1/day)
-Level 4: Harper Scout Bonus Feat (Epic Bonus Feat if a L21 character)
-Level 4: Lliira's Heart (+2 save vs mind spells)
-Level 4: Cast Eagles Splendor (1/day)
-Level 5: Cast Invisibility (1/day)
-Cannot advance beyond level 5
Spellcasting:
??? (not implemented yet)
Removed Abilities:
-Bardic Knowledge
-Cat's Grace
-Deneir's Eye
-Sleep
Shadowdancer
HP/level: 1d8 + Con bonus
Mana/level: 1
Skill points per level: 6 + Int bonus
Requirements: Mobility, Hide 10, Move Silently 8, Tumble 5
Bonus feats: Simple Weapons, Light Armor
Special abilities:
-Hide in Plain Sight (can hide even if previously spotted)
-Level 2: Evasion (save vs reflex for no damage)
-Level 2: Uncanny Dodge (retain DEX bonus when caught flat footed)
-Level 2: Darkvision
-Level 4: Shadow Evade (Concealment 5%, 5/+1, AC Base+1 for 5 rounds 3/day)
-Level 5: Defensive Roll (save vs lethal blow for half damage 1/day)
-Level 6: Shadow Evade (Concealment 10%, 5/+2, AC Base+2)
-Level 7: Slippery Mind (reroll save vs mind spells)
-Level 8: Shadow Evade (Concealment 15%, 10/+2, AC Base+3)
-Level 10: Improved Evasion (save vs reflex for no damage, half damage on fail)
-Level 10: Shadow Evade (Concealment 20%, 10/+3, AC Base+4)
-Level 13: Epic Bonus Feat every 3 levels
-Level 15: Shadow Evade (12/+4, extra 2/+1 every 5 levels)
Spellcasting: None
Removed Abilities:
-Shadow Daze
-Summon Shadow
-Uncanny Dodge does not help against traps
Shifter
HP/level: 1d8 + Con bonus
Mana/level: 4
Skill points per level: 4 + Int bonus
Requirements: Level 5 Druid, Wisdom 13, Alertness
Special Abilities:
-Greater Wild Shape I (Red, Green, Black, White, Blue Wyrmling, 6/day, unlimited/day at Level 4)
-Level 3: Greater Wild Shape II (Harpy, Gargoyle, Minotaur, 3/day, unlimited/day at Level 7)
-Level 5: Greater Wild Shape III (Basilisk, Manticore, Drider, 3/day, unlimited/day at Level 10)
-Level 7: Humanoid Shape (Drow Warrior, Lizardfolk Whipmaster, Kobold Commando, 3/day)
-Level 10: Greater Wild Shape IV (Large Dire Tiger, Medusa, Mind Flayer, 3/day)
-Level 13: Epic Bonus Feat every 3 levels
-Level 13: Humanoid Shape (unlimited/day)
-Level 16: Greater Wild Shape IV (unlimited/day)
Spellcasting: None
Removed abilities: None.
(NOTE: All core NWN shapeshifting will eventually be removed. Different forms will eventually be learned on a per-level basis, replacing the core NWN Shapeshifting)
Weapon Master
HP/level: 1d10 + Con bonus
Mana/level: 1
Skill points per level: 2 + Int bonus
Requirements: BAB 5, Whirlwind Attack, Weapon Focus in a melee weapon, Intimidate 4
Special Abilities:
-Weapon of Choice (select one weapon type for bonuses)
-Ki Damage (Weapon of Choice does maximum damage, 1/day per level)
-Level 5: Increased Multiplier (Weapon of Choice critical damage multiplier +1)
-Level 5: Superior Weapon Focus (Weapon of Choice Attack +1)
-Level 7: Ki Critical (Weapon of Choice critical hit range +2)
-Level 13: Epic Superior Weapon Focus (Weapon of Choice Attack +1 every 3 levels)
-Level 13: Epic Bonus Feat every 3 levels
Spellcasting: None
Removed Abilities: None
Alignment
How strict are alignment requirements in DCX?
There are virtually no alignment rules in DCX. Certain classes however should be roleplayed in a certain way check DCXVault for an overview of Prestige classes and their descriptions.
Skills [This section is incomplete]
I've heard that there are some skills that aren't really used in DCX. Is this true?
In a word - Yes. Some skills have been modified to different uses than in NWN. Other skills currently have no use. However the DC:X staff intends all skills to have a use. Some skills that are not currently used in DC:X are:
- Appraise
- Craft Trap
- Persuade
- Set Trap
Are there any skills that are used differently in DCX than in NWN?
Yes, In particular are the skills related to opening locked chests (Disable Trap, Search, Open Lock) and those related to spell casting (Concentration and Spellcraft).
- Animal Empathy - is used automatically during spell casting for Druid animal summons.
- Concentration - is also used as a significant component in one's Spiritual spell casting abilities, both defensively and offensively.
- Disable Trap - is used automatically when using the Trap Disarming Kits to disarm traps on chests. The Assess, Flag and Recover aspects of trap disabling are not used. Selecting this skill from the radial menu does not work.
- Lore - is not used to identify magic items. All magic items (the few that exist) are already fully identified to all characters. However, lore is used when skinning a carcass, searching for herbs and also when bashing open a chest (to reduce the chances of damaging the contents of the chest)
- Open Lock - is used automatically when using the Lockpick to open a chest. Once a chest is unlocked, it cannot be relocked. Selecting this skill from the radial menu does not work.
- Search - is used automatically when using the Trap Detection Kits to identify what kind of trap is on a locked chest. Since the only kind of trap that exists in the world are those traps set on the locked chests, there is no need to enter Search mode when walking around.
- Spellcraft - is not used to identify spells, but instead is used as a significant component in one's Elemental spell casting abilities. (It does not affect your ability to defend against Elemental spells.)
- Use Magic Device - is used automatically when casting spells regardless of whether the spell is cast from a wand or from a rune. Your ability to use magic devices impacts your spell casting ability to some degree. (It does not affect your ability to defend against spells.)
Feats [This section is incomplete]
Are there any feats that work differently in DCX than NWN?
Yes. For the most part it is those that are related to spell casting:
Called Shot - in addition to the original function of the feat, having this feat also improves the chance of wounding your opponent in combat. (See Wound System.)
Combat Casting & Epic Combat Casting
Having this feat gives a bonus to spell casting abilities/defense.
Quicken Spell
Having this feat gives a reduces the time it takes to prepare a spell by 2 seconds.
Spell Penetration, Greater Spell Penetration, & Epic Spell Penetration
Having this feat gives a bonus to spell casting abilities
Also Devestating Critical has been disabled for balance reasons.
Other
Can I use a custom portrait or voice set?
Yes, if you want to. Just remember that any other players that do not have the custom portrait or voice set on their machine won't be able to see or hear you. Check on the forums under Links forum and you will find a link to a web site where many of the custom portraits may be downloaded. It would be nice for you to arrange for your custom portrait to be available for download so that other players can see your portrait, too.
What Spell School or Domain should I select for my mage or cleric?
Spell schools and domains are not used at all in DCX. You have to pick something just to be able to finish your character creation, but it does not matter what you pick.
What do I do when it asks me to pick spells for my spell book?
The NWN standard spells have been disabled in DCX, but the character creation process still requires that you have to pick spells from the NWN choices. Just pick anything, anything at all. It doesn't matter because the spell books are not used in DCX.
The Gameworld
I made it into the game but I'm lost! Now what?
The world of Dark Century is a new and exciting place. Players start in the Welcome room. From there you can select a starting city, the population of each city is displayed next to the city name.
Do not worry if you don't know your way around; that is to be expected at first. While inside of any town, you will find that the map will be clearly visible for you (you do not need to explore each and every corner of the town to reveal it on the map). You can access the map, by default, by hitting the M key. Also found on the map are many map notes which point out where important locations such as shops and roads are.
Note that every time the server 'pulses' (every 2 minutes real time), the server records your geographic position. When you log in again, you will be returned to your last recorded location. It may be wise to take care that you log out from a 'safe' location and that you wait for a server pulse, or update your journal by using it to ensure that your location is recorded.
What is a server 'pulse'?
Once every 2 minutes (real time), the server "pulses". Think of it as the heartbeat of the server. Several things happen at each pulse that may be of interest to you.
- Your geographical location on the server is saved to the database.
- You regain a portion of their HP and Mana. You will see a combat log message stating your current mana and HP.
- Spells which cost mana to maintain will have the mana cost deducted.
- A portion of the knowledge that is stored in your mind will be absorbed into your permanent experience.
- Any summons you have will also regain HP, you will also be charged a mana upkeep for summons or creatures you have under your control. (Animals dominated through Animal Empathy do not contribute to your mana upkeep)
I think I've made a mistake in my character, how do I change it?
"Rerolls" are not allowed on DC:X. You can either accept it as a character flaw or create a new character.
Are there any maps of the world?
As of the writing of this FAQ, there is a map in progress being built at uDCX
What cities are there in the world?
Dark Century currently has 5 cities.
- Agrinor
- Black Cove
- Frostmule
- Helmsford
- Rivend
Where can I learn about the Gods of the world?
You can find a listing and description of all the Gods and Goddesses at DCXVault
Earning Experience & Combat
What kind of roleplaying awards can I receive?
When DMs are online they will hand out experience rewards to PCs. The most common reward is the DM "cookie," a small XP reward handed out for good RP. You never know when a DM could be watching, so it is suggested that you remain in character at all times, even when it seems like no one else is around.
I've been killing some creatures but I always seem to gain 0 experience points. What am I doing wrong?
You are not doing anything wrong. Dark Century does not work on an instant XP reward system for a few reasons, but mostly for game balance. You can tell that you are gaining experience from two indicators: first the message indicating that "Your mind is x% full." will increase in percentage and second you will see a message similar to "You feel that you have gained from this experience.". Players at level 1 get a large XP boost per kill and players at level 2 get a moderate XP boost per kill. From level 3+ players gain XP at the normal rate.
How does this mind percentage system work?
The idea behind the mind percentage system is that without proper rest, you can only learn so much in a day. For that reason, there is a cap that determines how much XP will get you up to 100%. It varies slightly from player to player based on level and the player's INT and WIS ability scores.
As you are hunting, while you are below 100%, you will gain experience at a normal rate. Once you hit 100%, you can still gain experience but you will only gain 20% of the experience per kill\action than you normally would. In this way, when your mind is totally full, you will mostly only "remember" the more difficult actions or portions of some moderate actions as opposed to gaining full experience from even easy actions.
For players at level 1 and 2, resting (Normal Rest) will result in the mind being instantly emptied and all the experience that was being stored will be claimed. For players at or above level 3, experience is gained at every "pulse" (every 2 real life minutes) based on how full your mind is. The more full it is, the greater percentage you will claim out of the total. If your mind is below 100% capacity you will gain experience at the normal rate. Some useful formulas regarding the mind percentage system:
- Mind Capacity = 240 + (2*Level) + (10*Wis Modifier)
- XP Gained per pulse = calculation based on % full + Int Modifier + (1+1 per 10 levels)
Why does it seem like I am getting less experience for being in a group?
All creatures have only a base amount of experience points that they will give to someone of a certain level. If the creature were to give 12 experience points for example, if only one person were to kill it, that person would receive all of the points. If a group of 2 people were to kill a creature that normally provided 12 xp, both members would gain 8 experience points each. For every extra person in a group, the amount of XP each player receives is reduced by 4 experience points. That is, if a group of 2 killed a creature and each player gained 8xp, if a group of 3 killed the same creature, each member would gain 4xp. This is because the creature was less difficult for each of the players who participated. When grouping it is often better to attempt to hunt creatures of a higher level and difficulty since the experience rewarded is greater and will prove a normal to difficult challenge to the group members.
I am getting a message indicating that I am extremely exhausted. What does this mean?
This means you have gained 15,000 experience in a single week from killing monsters. The experience you gain after this point is reduced. You can spend as much time playing as you like. The 15,000 weekly XP limit is a soft cap. Someone actually earned over 28,000 XP in the past week. Aside from that, most people don't even hit the cap. Both sides of the spectrum, the hardcore power gamers and the more casual gamers, are accommodated.
Is there a bonus for landing the killing blow on a creature?
There is a small experience reward for landing the final shot. This experience is on top of the experience the creature would normally give so in landing the final shot you are gaining a little extra experience, but not taking away from the total your party would be sharing.
I'm not able to damage undead creatures, help!
You must be sanctified in order to be able to physically affect the undead. Drink a white potion, ask a cleric to bless you, or, if you are a Cleric or Paladin, use a sanctified weapon. When using a potion or blessing, every blow you attempt reduces your sanctification a small amount, and eventually it will be completely used up. At that point, you need another potion or blessing to be sanctified again.
Economy, Gold, and Treasure
I found the shops, but everything is so expensive! What gives?
The economy in Dark Century is far different from traditional AD&D and especially NWN. The cost of items may seem outrageously expensive, but they become very affordable once you begin hunting creatures with loot. When starting out, selling equipment that you find on the ground is a great way to build up some initial gold to buy that sword or bow you want to get. However, the only merchant that is interested in buying loot is the Pawndealer. He will offer you a fair price for used items. The other merchants will not. Gems and Jewels, however, will bring the best price if sold to the Gemcutter.
Where can I buy equipment?
Every town has a little of something, most every one has weapons and armor, but if you are looking for a certain kind of gauntlet, you may need to head to Helmsford, or Agrinor for boots.
Is there anything I can do with this dead animal carcass that's lying on top of my loot bag?!
If you have the proper skills and a good skinning knife (available at most general stores near you), you can try to skin the carcass by using the unique power of the skinning knife and targeting the carcass. If you succeed against the skinning skill check (which is based on a combination of Lore, Dexterity, Class and Level), then different creatures will produce different types of items such as hides, pelts, scalps, feathers, bones, etc. Check with different merchants, some of them may be interested in purchasing these items from you.
I found some sort of book/treasure chest on a creature. What can I do with it?!
Treasure chests are a fun way to get randomized loot and gold. In order to access the chest, it must be activated from the player's inventory (right click on the check and select "Unique Power"). The chest will appear on the ground in front of you. Chests are often (but not always) trapped and are always locked. The difficulty of any trap on the chest, the difficulty of the lock and the value and quantity of the treasure inside is determined by the creature that dropped the chest. You have 3 choices for opening the chest - Bash it open, use lockpicking-related skills to open it using locksmiths' tools, or cast a spell on the chest that can open it.(Lockpicking in Dark Century is different than the default NWN version of the skill. The 'Unlock' choice that you seen when right clicking on an object has been disabled in Dark Century.)
To open a chest using locksmiths' tools, typically it is a 3-step process and requires 3 different tools, all of which can be bought at a locksmith's shop. The tools are: Trap Detection Kit, Trap Disarming Kit, Lockpick (any kind, although mithril, sanct and other special lockpicks will provide bonuses to picking). You will need the Search, Disable Trap and Open Lock skills, respectively, in order to use these tools. To use one of these tools, right click on the tool and select "Use unique power", then click on the chest to use the tool on the chest. Detecting and disabling traps on a locked chest is optional, but highly recommended. Use first the Trap Detection Kit, then the Trap Disarming Kit (if a trap is found). Lastly, use the Lockpick to actually open the chest. The higher the quality of your lockpick, the less chance that the pick will break while using it.
If you choose to bash the chest open (either physically or by casting a destructive spell at it), you will most likely set off whatever trap is on the chest. Each attack on the chest runs a risk of destroying an item in the chest. Five blows may mean five destroyed objects! The Lore skill and player level help reduce damage to chest contents.
Some of the elemental spell circles offer the chance to learn spells that can disable traps or unlock chests. There are also spells that can enhance a player's chance to detect/disable traps and unlock. If you use a spell to disable a trap or to unlock a chest, you do not need to have the locksmith tools.
Do I get experience for picking a locked chest?!
Yes. Depending on your level and the difficulty of the box you will gain experience from unlocking a chest. You always get at least 1 experience point no matter the difficulty.
You also gain experience for disarming chests thanks to our new and improved chest system.
What do I do with all this gold I'm holding now?!
Go to the bank and open an account! Carrying around a lot of gold is dangerous, for several reasons, to be safe, most players stop by the bank and deposit the gold they are carrying prior to heading out on any adventuring mission. The bank keeps very good records and you may take your money out of the bank at any time.
Can I buy a place to live?
Unfortunately, no, not at this time.
Life & Death
How do I regain HP when I am injured?
For 'normal' HP-only damage (see next question about serious wounds): At levels 1 and 2, move to a safe spot and do a Normal Rest to fully heal yourself. At levels 3 and up, you will regain health slowly by merely resting (at every server pulse you will regain a portion of HP). To heal faster, you may want to use either healing potions or bandages. The effectiveness of these items will be affected by your Heal skill. Potions may be purchased from any herbalist or healer store. These potions heal a random amount of HP. The stronger the potion the higher the possible maximum amount of HP that it will heal. Bandages are another effective method of healing. Bandages come in stacks of 10 and can be a bit heavy to carry, but they can be used quickly, even in battle and with a good Heal skill can heal much greater damage than potions can. For maximum healing, use bandages AFTER combat is finished.
In Dark Century, the Paladin class has focused much more on the empathic and healing divine arts. Paladins are generally called Empaths. Empaths, at their first level, learn healing spells that can be very effective. Clerics also learn a healing spell, but not until they have reached a higher level.
Ouch! I have a leg, arm, organ or head wound. How did I get that?
DCX uses a custom wound system so that combat can result in more serious injury than just HP damage. During combat there is a fairly small chance that you (or your opponent) will do more serious damage than 'just' a 'flesh wound' (HP only). Characters skilled in sneak or death attacks, called shot or crippling strike have an even larger chance of being able to inflict serious damage. A die roll against the chance determines whether each injury results in a serious wound. If the injury DOES result in a serious wound, a die roll then determines which kind of serious wound you have received, in order of most to least likely:
- Leg - each leg wound causes a decrease in your movement speed
- Organ - each organ wound causes additional HP damage
- Arm - each arm wound reduces your attack bonus
- Head - each head wound causes you to be either stunned or put to sleep for one combat round (6 seconds). Being skilled in Stunning Fist increases the chance that a head wound you inflict causes sleep rather than just stun.
Creatures that are undead or that are protected by the Empath Strength of Body spell (level 20) cannot be seriously wounded.
You will continue to bleed (take a small amount of HP damage every time the server pulses) from EACH of your serious wounds until they are healed. (You cannot die from a bleeding serious wound, however.)
NOTE: Watch your combat log because the combat log messages are the ONLY way you can find out or see what your injuries are. Empaths, however, can cast the Diagnose spell on you to determine what wounds you have.
Help! My hands are shaking and I have nerve damage!
Nerve damage is another kind of serious wound that you may acquire, but it does not come from combat, per se. When a spell caster uses more mana than they have, it is called over-extending (some people also call it 'mana burn'). When this happens, the spell caster has used up their supply of mana and has begun to pull the energy for his spells from his own physical essence. This causes physical damage to the spell caster in the form of HP damage.
The first time you over-extend it will cause your hands to shake. If you cast another spell while you are still at negative mana, then you will begin to cause yourself nerve damage - causing you to be stunned for one combat round. Casting a third time while at negative mana will stun you for two combat rounds AND your hands will shake so badly that you will drop any items you are holding in your hands. At this point, the nerve damage is so bad that until your nerve damage is healed, you are unable to control your hands well enough to gesture to cast spells.
My bandages don't seem to be healing my serious wounds, what am I doing wrong?
Note: At the time of this FAQ writing, more serious wounds are, for the most part, disabled. They are being integrated and balanced into a larger system.
Nothing. Bandages can only heal HP damage, they cannot heal wounds. There are three ways that wounds (limb, organ, head or nerve) can be healed:
An Empath (either NPC or PC) can diagnose your injuries and then cast healing spells to heal the wounds. The NPC healers at the Empath clinics will charge a fee for each wound that they heal.
Alternately, certain herbs that can be found growing around the area can be used to heal wounds. Forage for these herbs and carry some with you at all times: Brominas Leaf, Lowifrew Lichen, Eleolas Stem, Sabal Moss.
Some of the alchemists or herbalist merchants have figured out how to distill these herbs into potions that you may purchase: Ginstem, Latneo, Frostheras and Molbara potions.
What happens when I die and what are deeds for?
When you die, you may choose to: respawn, wait to be resurrected by a friendly cleric if one is available, or hope that a strong ally will drag your body to the nearest Healer's clinic for resurrection. Each of these options have various benefits and detriments. No matter which option you choose, any XP that is still in your mind and not yet absorbed will be lost, you will lose all of your current mana, and you will lose one of your deeds (if you have any). You may purchase deeds from the Wandering Preachers at the Temples. The cost of a deed varies depending on the player's level and on how many other deeds the player currently holds.
Respawning:
When you respawn your body will disappear from the location of your death and you will reappear at the nearest temple, alive, but still Badly Wounded. All new players start with 5 deeds. A deed is a spiritual 'contract' that ensures that all of your belongings remain with your body if you respawn. If you respawn without a deed, your belongings will be left in a tombstone located at the place of your death. At levels 1 through 3 there is a very slight experience loss associated with respawning. >From levels 4 through 20, the "normal" death penalty applies. This penalty includes a moderate chunk of experience and all of the gold that the character is carrying at the time The XP penalty increases as the level of the player increases.
Resurrection:
Higher level Clerics may learn spells that allow them to raise the dead. When a player dies, it is possible that a friendly cleric in the area will be willing to come to the player's body and perform a resurrection. Clerics receive high regard due to the incredible value of this service to the community. Higher level Empaths also learn a spell that allows them to raise the dead, however, it comes as the cost of the Empath's own life and so is not nearly as often used. Alternately, if another player is not available, the dead body can be dragged to the nearest Healer's clinic where, for a price, the senior empath can perform a resurrection.
My friend has died, how can I get him to a Healer?
When a player dies, a pool of blood is formed very close to the body. Click on the pool of blood and you will start dragging the dead body. The distance and speed that you can drag a body is dependent on how heavy the body is and how strong you are. Generally, you will need to move at a slow walk, taking only 6 or 7 steps at a time. Stronger players may be able to move at a steady walk without losing their grip on the body. It may be useful to drag a dead body to a safer area and wait for a cleric there, or you may need to drag the victim all the way to the Healer's clinic.
Dark Century: X Spell System
Overview of the spell system.
Dark Century uses a completely custom spell system. ALL of the default NWN spells have been disabled. In brief, spell casting classes of character gets at least a few spells. Spells are cast off of Runes rather than scrolls or spell books. The Runes are provided to you by Spell Trainers that are located in a few places within the cities. Casting a spell requires up to 6 seconds of preparation time, although the prep time decreases with each level you gain. Depending on your class, you will inherently be capable of having a certain amount of mana points when fully rested. Casting a spell uses up a certain amount of your mana. Over time (at each server pulse) you will regain that mana back. As long as you have the Rune and the Mana, you can cast a spell as many times per day as you want. You can cast any spell that you hold the rune for, there is no memorizing of certain spells, etc.
How does mana work?
Mana:
Mana is roughly your spellcasting fortitude. It is a number that represents how much spellcasting you are capable of. Casting a spell costs mana. More accurately, preparing a spell costs mana. If you prepare a spell but don?t end up ever casting it, too bad.. you?ve used up the mana. Every time the server pulses and every time you cast a spell, you will see displayed in your combat log how much mana you have, something like ?You have 22/27 mana points?. This is probably obvious but, the first number is how much mana you have now, the second number is the max amount of mana that you *can* have. Your max mana will increase each time you level and is determined by your class. Pure melee classes get very little, relatively, hydrid-melee (ranger\paladin) get a little more, hybrid casters (cleric, druid, bard etc) get the normal amount and sorcs and wizards get the highest by a bit. ( Beyond that I don?t know what the formula is for determining mana points, sorry. But I think it has to do with both attributes like WIS and CHA, and to do with class) Every time the server pulses you gain a bit of mana until you reach your max. Every time you cast a spell, the combat log will also display your mana status as it stands after the spell is cast. After casting a spell your mana stat will float over your head for a short moment - so watch out for this so that you can keep track of your mana. Watch your mana level carefully! If you spend more mana than you have (say.. cast a 6 mana spell when you have 4 mana) then you will pull the energy to cast that spell from your own physical resources. You will physically harm yourself! And yes.. if you over-extend yourself too far, it is even possible to so totally exhaust yourself that you kill yourself. You have been warned! For every point into the negative you go you will lose 5 HP. Mana at -4 equals 20HP damage to yourself.
Note, at death, you lose all your mana points and will have to wait for it to regenerate. Also, at the lower levels when you use Normal Rest to regain HP quickly, note that mana is NOT acquired by doing a Normal Rest.
Mana Costs:
So.. how do you know how much mana a spell costs? Easy.. the rank of the spell is the same as its mana cost. A 3rd rank spell will cost 3 mana. A 9th rank spell costs 9 mana.
Mana Bread:
If you ever find something called Mana Bread, eating that bread will allow you to regain mana faster for a while. (Clerics have a spell that allows them to create mana bread. Once it is created, anyone can hold it in their inventory and eat it at their leisure.) The rate appears to be something like +1 mana regained per pulse for 2 pulses.
Mana Stones:
One can purchase special stones called Mana Stones. These stones come in varying strengths of 25%, 50%, 75% and 100%. The person who uses one of these mana stones by Using its power and then targeting another person (probably a spellcaster who is low on mana ) can channel up to that percentage of their own unused mana energy to that other person. As each person has a greater or lesser connection to their own mana, each person has a varying ability to channel mana as well ? whether it is to send or receive it. Use your journal and check your status, and at the bottom you will see a listing for your Mana channeling ability. This stat is a percentage based on an equation a few factors:
- + 10% for Extra Turning
- + 20% for Still Spell
- + Constitution%
- + Charisma%
- + Concentration%
- + Level * 2%
- = Total Mana Share
Mana per level by class:
- Assassin 1
- Barbarian 1
- Fighter 1
- Shadow Dancer 1
- Dwarven Defender 1
- Weapon Master 1
- Arcane Archer 2
- Monk 2
- Rogue 2
- Blackguard 3
- Empath 3
- Ranger 3
- Pale Master 4
- Champion of Torm 3
- Bard 4
- Cleric 4
- Druid 4
- Harper 4
- Shifter 4
- Sorcerer 5
- Wizard 5
How do runes work?
Using the Rune to Cast a Spell:
The guide on uDCX covers this topic well.
*Watch your preparation times when using the spell medium! The actions of using the rune and using the spell medium do not stack well in the action queue. I suggest being sure to wait until you see that your spell is prepared (this message appears in the combat log) before targeting the desired person with the spell medium.
Bottom line.. to get the fastest cast of a spell on yourself, you need a quickslot for the rune set up for Unique Power Self Only and a quickslot for the spell medium as Unique Power Self Only. To get the fastest cast on others, a quickslot for the rune set up for Unique Power is all you "must" have. If you often cast both on yourself and others, this requires a lot of quickslots as you gain in levels! Therefore, many people choose one method and set up for it, even though it means an extra step half the time.
Preparation Time:
Once you have used the rune, you may have a delay before the spell is ready to actually cast. This is the preparation time for a spell. The preparation time required for a spell decreases as you increase in level. The initial prep time for a spell when it is first learned is 6 seconds. For each level above the rank of the spell that the caster is, the spell takes 1 seconds less to prepare. The formula then would be: 6 - (Caster level - spell rank). For example: caster level 10, spell rank 6 = 2 second prep time.
Note: After the spell is prepared there is only a certain amount of time that it remains ready in your head before other concerns will cause you to forget the spell. (This is mostly an issue when using the spell medium.) For example, cast a spell that has a 4 second prep time, in 4 seconds you see the message * Your spell is ready *, you now have 5 combat rounds to actually cast the spell before you lose it and would have to prepare it all over again to cast it.
Duration:
Most spells have a period of time that their effect will last. Typically, the duration is a formula such as 30 seconds per level. A 5th level wizard casting the spell would find that it lasted for 2.5 minutes, real time, no matter who he cast it on. When 'buffing' (casting a series of spells that improve your stats prior to entering combat), it is wise to cast the spells in decreasing order of duration - cast the 5 minute duration spell, then the 2.5 minute duration spell, then the 90 second one. More effective that way.
DC Calculations:
Elemental DC: (Level + INT Bonus + 1/2 CHA Bonus) * (1.0 + ((Spellcraft + Use Magic Device) / 100)) + Feats + Bonuses
Spiritual DC: (Level + WIS Bonus + 1/2 CHA Bonus) * ( 1.0 + ((Concentration + Use Magic Device) / 100)) + Feats + Bonuses
Save Calculations:
Elemental Save: (10 + Level + Reflex Save + 1/2 CHA Bonus) + Bonuses
Spiritual Save: (10 + Level + Will Save + 1/2 CHA Bonus) + Bonuses
In case of a tie, where spellcaster's DC is equal to the target's save, the target "wins" and the spell fails.
Metamagic Feats and their uses:
- Quicken Spell - Decrease Preparation time by 2 seconds
- Empower Spell - No function at this time
- Maximize Spell - No function at this time
- Combat Casting - Increases Spell DC
- Spell Penetration - Increases Spell DC
- Extra Turning - Increased Mana Share
- Still Spell - Increased Mana Share
- Extend Spell - Double duration on spell effects
- Silent Spell - Immunity to Silence for preparing spells
- Spell Focus - Increases Spell DC
Spell Circle availability by Class
- Barbarian: none
- Bard: Bard & Elemental
- Cleric: Cleric or Divine or Spiritual (Choose 2)
- Druid: Druid or Elemental or Spiritual (Choose 2)
- Empath: Empath or Divine or Spiritual (Choose 2)
- Fighter: none
- Monk: none
- Ranger: Ranger & Spiritual
- Rogue: none
- Sorcerer: Sorcerer or Elemental or Spiritual (Choose 2)
- Wizard: Wizard or Arcane or Elemental (Choose 2)
- Blackguard (Necromancer) - Necromancy and Divine
- Champion of Torm (Guardian) - Guardian and Divine
- Red Dragon Disciple (Malefic Summoner) - Malefic Summoner
- Pale Master (Lich) - Death Mastery and Arcane
How do I get new runes?
Spell Trainers:
To learn your spells you must visit a Spell Trainer. Talk to the Spell Trainer and tell him what kind of spell you want to learn. The Spell Trainer will give you a Rune that is imbued with the power of the spell you have just learned. You will receive a different rune for each spell that you learn. Without the rune you cannot cast the spell. You do not lose runes at death and runes cannot be pickpocketed. You may drop a rune, but when you revisit the Spell Trainer again you will only be able to pick up another copy of the same rune. You cannot trade it for a different spell. Runes are free, there is no charge for the training process, either.
In order to cast a prepared spell, ask the Spell Trainer for a spell medium. You only need one. They are free. Spell mediums CAN be lost, stolen, etc. and are dropped at death. No worries though - a thief won't have any use for them as they are not valued in gold, and besides you can replace it at any time from the Spell Trainer for free.
Don't forget to visit the Spell Trainer each time you level to acquire your new spells.
What spells are available for each class?
This section of the FAQ can be found on uDCX and the DC:X Forum
How does spell stacking work?
Virtually all NWN spells have removed, and instead spell casting is done via runes that are earn each level.
Formal NWN doesn't have spell stacking. When casting a spell that causes an effect on a creature, the highest stat is applied rather than the total being applied. The Dark Century: X spell stacking system allows effects to be added together, with independent durations, and those effects to be used or cast again to increase those durations.
Dark Century: X Items
What is a floating disc and where can I get one?
A floating disk is a magical platform that floats behind the user, it can carry up to 20 items for its user and it also sends out an ?alarm? if anyone tampers with it (such as taking things from it). A floating disk is activated by breaking open a ?Black Crystal?. Black Crystals can be found in treasure chests dropped by creatures OR created with the Arcane (11) ? Floating Disc spell.
What kind of special properties do weapons have?
Weapons have a number of special properties, such as sanctity (Which allows you to hit undead), Elemental edging provided from spells give a weapon bonuses to damage and attack. There are also soft item level restrictions, where while you can use any level weapon, you will receive damage based on how many levels below that weapon you are. Finally, some weapons have the ability to "flare" which provide bonus damage in the resultant explosion!
What does my journal do?
Your journal does a number of things for you in DCX
- Emote ? You can select a number of animations you would like your character to perform.
- Check My Status ? You can look at special DCX specific information about your character that cannot be seen in the regular NWN interface. Such as the number of deeds you have, your Elemental and Spiritual Ward saves, your Mana Transfer rate and any other information that might be relevant.
- Check Players Online ? The is pretty self explanatory and is a feature of NWN as well, however it also displays the player?s name as well.
- Update My Journal ? DCX uses a database that records a characters progress throughout the game. It saves information every ?pulse? (pulses are handled elsewhere in this FAQ). However you may find that you want to log off before the next pulse. This option will allow you to quickly record your character to the database.
What do polished rings do?
Polished rings can be set to take you around the realm wherever you wish. Each ring is unique, so each ring can take you somewhere different. First use the ring to set the location where you want to teleport to it, and then when you want to go there, use the ring and you will be whisked away! Be careful though, the rings were cursed by pirates and you may find yourself there if luck should fail you.
What do mana stones do?
Mana Stones:
One can purchase special stones called Mana Stones. These stones come in varying strengths of 25%, 50%, 75% and 100%. The person who uses one of these mana stones by Using its power and then targeting another person (probably a spellcaster who is low on mana ) can channel up to that percentage of their own unused mana energy to that other person. As each person has a greater or lesser connection to their own mana, each person has a varying ability to channel mana as well ? whether it is to send or receive it. Use your journal and check your status, and at the bottom you will see a listing for your Mana channeling ability. This stat is a percentage based on an equation a few factors:
- + 10% for Extra Turning
- + 20% for Still Spell
- + Constitution%
- + Charisma%
- + Concentration%
- + Level * 2%
- = Total Mana Share
How do I use the skinning knife?
Unlike in regular NWN bodies in DCX tend to linger around and smell bad, for those that know how, this can offer an opportunity to skin them and make use of their different body parts. Most often a fur trader will buy these pelts. In order to use this knife you must have it in your hand, skilled though you may be it is no use to you in your backpack SO equip it. Then you can select the creature you want to skin. For those of you that haven?t learned your lesson about DCX math yet here is how it works?
Your chance to skin = ((Dexterity Score + Druid Level) * 2) + Lore Skill + (Ranger Level * 3) + All other non Druid/Ranger Levels + Spell Bonuses ? The difficulty class of the creature?s skin
How do I forage?
First off you need a forage tool then it goes something like this?
Using the foraging tool will make you walk around looking for herbs in an area. During this time you make a check to see if you found the herbs in the area:
Find Check: Wisdom Score + Lore Skill + Spot Skill + Bonuses based on your levels
After that, another check is performed that determines whether or not you were successful in foraging the herbs you found.
Forage Check: Lore Skill + Dexterity Score + Wisdom Score + Bonuses based on your levels
What do smoke bombs do?
Smoke bombs work just by throwing them on the ground. They release a cloud of smoke that will reveal any stealthed enemies that may be caught in the smoke.
What can I do with all my coins?
There is a coin collector in Agrinor that will buy and trade these coins. He will give rankings on the rarity of coins as well for those of you that also want to become collectors.
Miscellaneous Questions
Do you have Guilds on Dark Century?
Yes, however, we need players to form them! Once a group of players has a sizeable amount of money, we can start setting up. Some plans are: guild houses/halls, guild spells/abilities, and a private guild forum!
Contact
My question is still not answered. What can I do?
If your question is still not answered please join us on the forum at http://forum.dcxvault.com/. Experienced players or members of the development team are always willing to try and help and answer questions. You can also join us in IRC where DMs and players can answer your questions in real time!
How do I get on IRC?
DCX IRC -- #DCX @ irc.gamesnet.net
First, you need a client to be able to connect. The most popular one is available from www.mirc.com
Once you have that downloaded and installed, you'll need to set it up to connect to the IRC Server.
The first time you run mIRC, you will be prompted with the options dialogue. There is an "add" button in the upper right, click that and enter this information into the fields.
Description : Dark-Century
IRC Server : irc.gamesnet.net
Port : 6667 (Should already be filled in)
Then click "Add"
Then enter your name into Full Name, email into email. Nickname is what is seen by the others in the channel, use your login or character name so people can recognize you. For alternate nickname, just add a number or something to the first one, its unlikely someone will be using your nick anyway.
Once everything is filled out, click connect.
Once you see the message of the day, type into the window's chatline this : /join #DCX
A new window will open, on your right is the player list, that shows everyone in the channel. You can double click a name to send a personal message ( a "tell" ) to that person. Otherwise, you can just enter text into the main window and send to everyone in the channel.
If you want to perform an action you can type "/me" before what you do, such as : /me sighs
What is the forum and why should I use it?
The forum allows you to convey OOC and IC information, ask questions, and make suggestions to the DMs and every player who reads the forums!
Who are the DMs?
Dark Century currently has a team of 5 DMs.
The team consists of:
- DM Gabriel - Admin / Lead Developer / Policy Maker
- DM Tacitus - Senior Coder / Light RP
- DM Micakthul - Content DM (Areas / Creatures) / Light RP
- DM Yashiela - Content DM (Areas / Creatures) / Light RP
- DM Perseus - Head RP DM
- DM Nostromo - RP DM
- DM Balor - RP DM
- DM Zeruel (retired) consigliere, owns server hardware
- DM Ceaser (retired) consigliere
While in game, you may use the DM chat option to contact any DM that is logged in. Some of the DMs may be contacted by email if you have a problem that cannot be answered in the forums. See the DM profiles on the forum for email addresses.
Thanks goto Rational, Reana Talon, MoRiA, the Gormans, and the Avlis team for sections of this FAQ.
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Shoutbox |
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· Bjehsus: woot, just installed NWN finally thx again, andrew
· Lord dEath: So I see. Welcome back
· SGorman: Weee're BAACK!
· DM Perseus: Well, Sera, all you have to do is click on the link to Aralars site...which for some reason redirects you to Genmay, hmmm.....
· Seraphine: Can someone send me Sera's portrait, please i cna't seem to find it on the site listed for sarah portraits =/
· Kelburt: I keep wondering if I should install NWN on my new PC... I'm still addicted to WoW though.
· JimmyJones: Remember........ there are not many who are to be all that there is in being.
· MoRiA: Nothing stopping someone oiling a bow if they want to though, I guess....
· AcidKat: you dont need to oil bows
· TreePlanter: *sits on the bank oiling his bow awaiting a hunting party*
· MoRiA: Yeah, old but better than the thing we had before. I like to know my way around the site's code which I can only do when I write it all myself
· Guyturf: Love the new (old?) look...!
· MoRiA: Yayyyy for shoutbox!
· MoRiA: That poll is screwed. You shouldn't be able to post fifty times per IP.. :p
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· MoRiA: Shame I won't know you then..
· EDGX: Hello, DCX. I am an old player, from Vintons. Great to see things are better than ever.
· MoRiA: Zeh has now been unbanned, "pending further contact from Uriel". And yes, it is rather depressing. Most of the players can be found elsewhere, though
· Llewen: ugh, checking out Aralar's custom portraits makes me realize how many players have left DCX...
· Llewen: what? Zehave was banned? Where?
· MoRiA: *yawn* Someone unban Zehave already. His banning is totally unnecessary
· Balrithor: I do. If it's not correct, then it's Wrong
· MoRiA: Assassin isn't a very common class, and people don't seem to like pointing out errors :p
· Balrithor: *shrug* I noticed it first, even though you had a 5 month or so headstart
· MoRiA: So you've proved Rational wrong, not me
· Balrithor: Ha! Proved you wrong! There IS a mistake there somewhere!
· MoRiA: It makes perfect sense Rational wrote it anyway
· Balrithor: You've got a mistake with the class referances. In the Assassins bit, you've put down Uncanny dodge bonuses as per NWN, but also noted that it doesn't work against traps
· Balrithor: Horizontal rules aren't allowed either...
· MoRiA: Journal slashes problem fixed
Shoutbox Archives..
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