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Path of Ascension :: Module Information


 This module is based out of a quaint little town called Ascension where, with a little exploring, you can find numerous shops offering a multitude of goodies and many helpful townsfolk.  Venturing outside of the town is risky, so you will need to be sure you are equipped to survive attacks from beetles, bandits, goblins, hobgoblins, spiders, bats and more.  The farther from town you travel, the deadlier your adversaries get.  But, the rewards are great; for if you reach the deadly Drow queen and kill her, you will find the Crown and THAT can give you immortality...  If you know the way.

 That was AW's version; this is ours.

 We have changed it a bit from that boring old same-same.  While the base quest of obtaining the crown is still in there, you may run into a few hiccups along the way that other Path of Ascension servers do not have.  While too numerous to actually list on this webpage, we will attempt to hit on each and every important thing that we have done to the module.  Everything from out-side data persistence to web-site integration (which you see some of here) to core game changes have been made.  Just how did we do it?  Well, I'm glad you decided to join in the conversation.  Here are some of the changes and just how they have been done.

 Respawn penalties have been changed to suit our needs.  If you die in the Arena or Hell, you get resurrected right away.  If you die anywhere else, you have five minutes before you automatically respawn.   Upon respawning, you will lose GP, XP and have a 1 in 4 chance of losing one of your equipped items, each with an equal chance of being taken.   The GP and XP loss starts at level 6; if you are level 1 to level 5 you do not lose any XP or GP, but still have the same chance of losing an item.  The amounts of GP and XP are not standard per level.  They are a percentage chance (inverse from each other).  You can lose from 0 to 45% of your GP on your character, and you can lose a certain percentage from your XP.  If you lose a lot of GP, you will lose a little XP, and if you lose a little bit of GP, you will lose a lot of XP, and as always, still have that chance to lose an item.

 We also added a new loot system, based loosely off of Shayan's loot system found in Rhun.  When you kill a monster it chooses a random item taken from a chest of items located in the DM's office (or gold, or nothing).  Also, when you click on placeable items throughout the module, it does the same thing.  Makes random loot drops and looting quite a bit more fun.  All new items that we create will be only available in this way; no more are going into the stores.

 We have also added a persistent bank, which saves the money you depoist in a non-interest bearing account in the database.  For clan members, there are no transaction fees; for non-members, it costs a little bit to take money out of the bank.  Since the money is stored in the database, not on the character, you won't lose anything if you die and respawn.

 We have also added in loot splitters that identify all the items placed inside, add up their values, then destroy the items, then give each party member, no matter their location, their equal share of the loot.  This helps in forming parties, and discourages stealing more then your fair share of loot.

 A few areas are non-pvp, however by the default Bioware implementation, it was possible to circumvent a few of their rules and still attack and kill other players.  It was also possible to set traps to kill people in those same areas.  Now, if you set a trap, it is disabled, and all offensive spells (no buffing ones, however) have been disabled.  If you attempt to cast any of them they will do nothing and let you know they did nothing.  Those areas are all named with colored green text.

 Some of the spells have been updated as well.  Timestop now only effects players and monsters within a certain area around the caster and has been shortened in length, it does now 5 seconds plus 1d4 additional time, so a range of 5 to 9 seconds.  Hellball does more damage then normal, as well as Greater Ruin.  Elemental Shield does not do any damage to the attacker any more, but does all the other effects as the normal spell does.  Vampiric Touch deals out more damage.

 Shifters are no longer useless.  When they have equipped items that give them a bonus and they shift, the bonus will carry over even after the new shifted shape un-equips the item, thus improving the shifted character equally as much as other characters of the same level (if the items are the same, that is).

 There is also a chance for you to run across a mutation or two in the module.  Now just a normal spawn has a chance to create a 'mutated' version of the normal baddies, which have increased stats and will probably be a bit more difficult to tackle.  They will also drop higher quality loot and perhaps give you more XP per kill.

The previous versions of PoA that we have been running had the old stores in town, but not our version.  We have a one-stop-shopping experience set up, the Ascension Galleria.  Three levels of pure shopping greatness.  Along with the addition of the store, we have updated all of the custom items in the game, adding colors depending on the item level.  They are all for sale in the stores, however all the new items that we are in the process of adding will just be available in loot drops (see the new loot system, posted above).  Also, there are a couple of quests to enable people to shop in the new galleria.   Talk to the people inside and see what you can do to help them.  Unfortunatley, with the opening of the galleria, other stores in town have since gone out of business, as the galleria sells the same products for cheaper.

 If you're a code geek, the module that we got was a jumble of scripts.  Most have been re-written, which has improved stability in the module (it crashes very rarely now) and reduced the actual size greatly of the module, both of which make it run faster.

 We have just completed a few more things that are major changes to the module, including fixing spells, changing the plot, addition of a multitude of new areas, addition of a forge, an appearance changer, and more script fun.

 Now when you rest, it isn't a straight percentage chance to get interrupted.  Now it takes into account your class, feats and skills when calculating the chance of rest interruption.  Sneaky classes (such as rogues and shadow dancers) have less of a chance of getting interrupted, while brutes (barbarians and fighters) have more of a chance.  Of course it isn't that simple, but basically that is the idea behind it.

 
 
 
       
       
       
       
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