Customizations — Homer's LOTR

This module is built on stock Neverwinter Nights rules (plus CEP 2 content), but a number of spells, mechanics, and systems have been deliberately changed. This page is the full reference for what has — and has not — been modified relative to a vanilla NWN game. The short, in-game version lives in your journal under Server Info → Module Customizations; everything below expands on it with the specifics drawn directly from the module's scripts.

If you are looking for where to play rather than how the rules differ, see the Leveling Guide and the Quest Guide.


Spell Changes

Epic spells are dramatically stronger than stock NWN, a few utility spells are re-tuned, and one is disabled outright.

Epic Spell Enhancements

The epic spells have been rebuilt to feel genuinely epic. Several summon and ward effects cannot be dispelled.

SpellThis module
Dragon KnightSummons the Epic Dragon Knight — a level-60 Fighter Red Dragon (CR 123, 540 HP, Str/Dex/Con/Cha 40). 30-round duration. Cannot be dispelled.
Mummy DustSummons the Epic Mummy Reaper — a dual-class level-60 undead warrior (CR 212, 520 HP). 30-hour duration. Cannot be dispelled.
Epic WardDamage Reduction 60/+20. Cannot be dispelled. Duration = 1 round per caster level (so ~40 rounds / 4 minutes at the level-40 caster cap). It also expires early once it has absorbed 35 × caster level total damage (≈ 1,400 at caster level 40), whichever comes first.
Hellball10d20 of each damage type (Acid, Electrical, Fire, Sonic) over a massive area. Reflex save for partial reduction; knocks down targets if total damage exceeds 200.
Greater Ruin500d20 damage to a single target (roughly 500–10,000, averaging ~5,250). Fortitude save (DC = your epic spell save DC). On a successful save the damage is divided by 300 — i.e. cut to a few dozen points, effectively negligible rather than merely halved.
Curse Song (Bard)Fully custom debuff that scales with your Perform skill and Bard level across 23 tiers, in a colossal-radius (30 ft) sphere. At the top tier: −15 attack, −10 damage, −7 all saves, −15 AC, −18 all skills, and 98 sonic damage. See the full Curse Song ladder below.

Curse Song Ladder (Bard)

Curse Song is not a single formula but a ladder of 23 tiers. You reach a tier only when you meet both its Perform-skill rank and its Bard-level requirement; the song then applies every penalty on that row to enemies in a 30 ft (colossal-radius) sphere. The lowest tier kicks in at Perform 1 / Bard 1. Base duration is 15 rounds — the Lingering Song feat adds +15 rounds, and Lasting Impression multiplies the duration ×15.

Perform ≥Bard lvl ≥AttackDamageWillFortReflexSonic dmgACSkills
8030−15−10−7−7−798−15−18
7529−13−8−5−5−556−10−17
6028−10−6−4−4−444−8−16
5527−8−6−4−4−442−8−15
5026−7−6−3−2−240−6−14
4525−7−5−3−2−238−6−13
4024−6−5−3−2−236−5−12
3523−6−5−3−2−234−5−11
3022−6−5−3−2−232−5−10
2521−6−5−3−2−230−5−9
2020−6−5−3−2−228−5−8
1519−5−4−3−2−226−5−7
1218−5−4−3−2−224−5−6
1017−5−4−3−2−222−5−5
916−4−4−3−2−220−5−4
815−4−4−2−2−216−4−3
714−4−4−1−1−116−3−2
612−4−3−1−1−18−2−2
58−3−3−1−1−180−1
46−2−3−1−1−100−1
23−2−3−1−10000
12−1−2−100000
11−1−1000000

Other Spell Changes

  • Summon Creature I–IX — fixed duration of 24 hours; no longer scales with caster level.

Time Stop is disabled. It cannot be cast on this server — attempting to cast it does nothing.


Character Progression

Predictable hit points and an extended level ceiling past the normal cap of 40.

Maximum Hit Points on Level-Up

Every character gains maximum hit points on every level-up, server-wide — no hit-die roll, no bad rolls. Your HP per level is always the top of your class hit die plus Constitution. (Set at module load via the administration max hit points play option.)

Maximum Ability Score Bonus from Items

The stock NWN cap on ability score bonuses from items and effects is +12. This server raises it to +24, allowing high-end gear and buffs to reach higher stat totals without hitting an invisible wall. (Set via ruleset.combat.max-ability-bonus in settings.tml.)

Legendary Levels: 41–60

Standard NWN stops at level 40. Once you reach 40 you may continue to level 60 through the Legendary Leveling system — speak to the Legendary Leveler NPC in the Legendary Leveling area (reachable from the Well of Eru). It is built on the Higher Ground Legendary Level System (HGLL).

On each Legendary level you DO gainOn each Legendary level you do NOT gain
  • Skill points
  • Hit points (from your highest-class hit die)
  • Ability score increases (at standard intervals)
  • One selectable feat per level
  • Caster level increases (spell power is frozen at 40)
  • New spell slots or spell levels
  • Class progression (no new class features, BAB, or saving-throw gains)

In short, Legendary levels make you tougher and more versatile through raw stats and feats, but do not increase spellcasting power. The XP cost climbs steeply — from roughly 49,000 for level 41 to over 3,000,000 for level 60 (about 17.5M XP total to reach 60). See the Leveling Guide for where to earn it.


Death, Dying & Respawn

A bleed-out window when you drop, and a light respawn penalty with no XP loss.

Bleeding Out

When you fall to 0 HP or below you begin bleeding rather than dying instantly. You lose 1 HP every round (6 seconds) and die at −20 HP (twice the vanilla −10 threshold), giving allies a longer window to reach you. Each bleeding round there is a 10% chance to stabilize; once stabilized you begin slowly healing back instead of bleeding. (Expect the usual pained voice-lines while you are down.)

You Cannot Log Out of Death

Logging out and back in does not restore health or spells — and it does not escape death. If you disconnect while dead or bleeding, you are still dead or bleeding when you return; your state is saved across the logout, so there is no relog trick to recover.

Respawn Penalty

Pressing the respawn button returns you to your bind point with:

  • 5 HP (not the vanilla 1 HP), then a full effect clear.
  • No XP loss — the XP penalty is disabled entirely.
  • A 10% gold penalty — that gold is dropped at your place of death in a bag that anyone can loot, so a quick recovery run can get it back.

Appearance & Crafting

Free cosmetic changes to your character and gear, plus paid enchanting at the Forge of Wonders.

Player Appearance & Alignment

Visit the Appearance Changer and Character Modifying Area in Bree to open an appearance menu with 315+ creature forms. The change is free and permanent until you change it again.

The same area also lets you change your alignment (good/evil and law/chaos). This is how you set up otherwise-impossible class combinations — shift your alignment to qualify for builds like a monk/barbarian or a paladin/blackguard.

Item Appearance Crafting

Armor and weapon appearance can be remodelled with the CEP crafting system (the Craft Armor / Craft Weapon options in conversation). There is no fail chance — every appearance change succeeds automatically, regardless of your skill ranks.

Forge of Wonders — Item Enchanting

Three Forge of Wonders locations let you permanently add or replace magical properties on any equippable item, for a gold cost equal to the increase in the item's assessed value. Each forge is staffed by a smith NPC; place exactly one item on the nearby anvil, then speak to the smith. Each tier also enforces a maximum item value and a maximum number of enchantments: a forge will refuse to apply any enchantment that would raise an item's assessed value past that tier's ceiling, or push the item past that tier's property limit.

How it works: Place exactly one item on the anvil placeable in the forge room, then speak to the smith. Pick the property you want from the menus; the smith calculates the cost before you confirm. When an existing property of the same type is already on the item it is replaced, not stacked.

Pricing is on the item's true value: the cost is always computed as if the item were fully identified and unrestricted — leaving an item unidentified (or any other trick that zeroes its sell value) no longer discounts the enchantment or slips past the value caps.

ForgeLocationAccessTierMax item valueMax properties
Tagget's Smith Shop Taggets Smith Shop (Bree) Open to all — no key required Low 250,000 gp 4
Rivendell Smithy The Smithy of Rivendell Elrond's Writ must be in your inventory to access the forge option Mid 500,000 gp 5
Moria Forge of Wonders Moria: Forge of Wonders Forgekey (dropped by the Balrog of Moria) + Legendary travel menu High 750,000 gp 6

Maximum item value: each forge refuses to apply an enchantment that would raise the item's assessed gold value past its tier ceiling — 250,000 gp at Tagget's (Low), 500,000 gp at Rivendell (Mid), and 750,000 gp at the Moria Forge (High). The refusal is graceful: the smith tells you the item is already as fine as that forge can make it and no gold is charged. To push an item further, take it to a higher-tier forge — each forge enforces only its own ceiling, so a higher tier does not raise the lower limits. The forges only enchant an item upward: a smith will not apply any change that would lower the item's assessed value (no refunds for downgrading a property).

Maximum properties: each forge also caps how many enchantments one item may carry — 4 at Tagget's, 5 at Rivendell, 6 at the Moria Forge. Replacing an existing property of the same type is always allowed; adding a new one past the cap is refused until you have the smith strip an enchantment first.

Appraise raises the value ceiling: a high Appraise skill lets a forge bind more worth into a single item. The smith always lets you "take 20" on the appraisal (your Appraise skill + 20, with no dice roll, so the result is the same every time), and the extra headroom scales with that result up to a maximum of +500,000 gp at an Appraise check of 65 — reachable by a level-40 character with full Appraise ranks and a little Charisma or an Appraise-boosting item. You need at least one point of Appraise (one rank, a +1 Charisma modifier, or an Appraise item) before any bonus applies; with none, the ceilings are exactly the per-tier values above.

The bonus stacks on top of each forge's tier ceiling: a maxed appraiser can push a piece to 750,000 gp at Tagget's, 1,000,000 gp at Rivendell, and 1,250,000 gp at the Moria Forge. The forge tells you its current ceiling and your remaining headroom before you spend.

Disenchanting (no refunds): every forge smith offers "Strip an enchantment from the item on the anvil". You pick exactly one property from the item's list and the smith destroys it permanently. The magic is simply lost — no gold is ever paid out for removed enchantments.

⚠ Contraband gear: an item that has been modified beyond the legal limits — more than 6 enchantments or 750,000 gp assessed value — is contraband. Carrying one into the Well of Eru (or logging in with one) lands you in the Pit Prison, where the Forge Warden will strip enchantments from it (no refunds) and release you only once your gear is lawful again. Unmodified relics that are naturally that powerful are not affected — only gear forged past the limits.

Gear you forged lawfully above 750,000 gp because of your Appraise (see above) is not contraband: the forge records the lawful ceiling on the item itself, so it stays legal no matter who carries it — you will never be jailed for it, even if you later change your Appraise gear or trade the item away.

Available enchantments by tier:

PropertyLow (Tagget's)Mid (Rivendell)High (Moria)
AC Bonus+1 to +4+4 to +8+8 to +12
Attack Bonus+1 to +5+1 to +10+10 to +16
Enhancement Bonus+1 to +5+1 to +10+9 to +14
Ability Bonus (all 6 stats)+1 to +4+4 to +8+8 to +12
Mighty +1 to +5+1 to +10+10 to +15
Damage Bonus — typesSlashing, Bludgeoning, PiercingSlash, Bludg, Pierce, Fire, ColdSlash, Bludg, Pierce, Fire, Cold, Acid, Lightning, Sonic
Damage Bonus — dice1, 2, 3, 1d4, 1d61d8, 1d10, 1d122d6, 2d8, 2d10
Massive Criticals 1, 2, 3, 1d4, 1d61d8, 1d10, 1d122d6, 2d8, 2d10
Damage Resistance — amount5, 10 per round15, 20 per round20, 25 per round
Damage Resistance — typesSlashing, Bludgeoning, PiercingSlash, Bludg, Pierce, Fire, ColdSlash, Bludg, Pierce, Fire, Cold, Acid, Lightning, Sonic
Damage Immunity — %5%10%
Damage Immunity — typesSlash, Bludg, Pierce, Fire, ColdSlash, Bludg, Pierce, Fire, Cold, Acid, Lightning, Sonic
Damage Reduction/+1 to /+5, soak 5–15/+5 to /+10, soak 15–25/+10 to /+15, soak 20–30
Spell ResistanceSR 10–22SR 22–32
Improved Saving ThrowsFort / Reflex / WillFort / Reflex / Will / All
On-Hit Properties7 effects; DC 14–20 — see list12 effects; DC 14–26 — see list12 effects; DC 14–26 — see list
Miscellaneous ImmunityFear, Disease, Paralysis, Poison, Level Drain
Hasteyesyesyes
Keenyesyesyes
Darkvisionyesyes
Lightyesyes
Vampiric Regenerationyesyesyes
Freedom of Movementyesyesyes
Weight Reduction10–40%10–60%10–80%
Arcane Spell Failure−10% to −30%
Skill Bonus+1–+5+5–+10+15–+20
Bonus Featyesyes
Unlimited Ammoyesyesyes

Mighty adds your Strength modifier to ranged weapon damage rolls — essential for archer builds that want STR to contribute to bow damage. The number you pick is the cap on how much of your STR modifier gets applied; pick a value at or above your expected STR modifier. Low (Tagget's) caps at +5; Mid (Rivendell) +1–+10; High (Moria) +10–+15.

Massive Criticals adds a fixed extra damage roll on every critical hit. Each forge tier offers an exclusive dice band: Low uses flat values and small dice (1, 2, 3, 1d4, 1d6); Mid uses medium dice (1d8, 1d10, 1d12); High uses large dice (2d6, 2d8, 2d10). Go to the appropriate forge for the size you want — higher tiers do not repeat lower dice.

On-Hit Properties — available effects

On-hit properties trigger a magical effect each time you land a physical blow on an enemy. After picking the effect, you choose a saving throw DC and a probability/duration pair. All forges offer the same five probability/duration options: 75% / 1 round, 50% / 2 rounds, 25% / 3 rounds, 10% / 4 rounds, 5% / 5 rounds.

EffectLow (Tagget's)Mid (Rivendell)High (Moria)Save DC optionsNotes
Ability DrainyesyesyesLow: 14 only; Mid/High: 14–24Low drains CON/INT/WIS/CHA; Mid/High drains any of the 6 stats
BlindnessyesyesyesLow: 14–20; Mid/High: 14–26
Confusionyesyes14–26
Dazeyesyes14–26
DeafnessyesyesyesLow: 14–20; Mid/High: 14–26
DoomyesyesyesLow: 14–20; Mid/High: 14–26
Fearyesyes14–26
Holdyesyes14–26
SilenceyesyesyesLow: 14–20; Mid/High: 14–26
SleepyesyesyesLow: 14–20; Mid/High: 14–26
SlowyesyesyesLow: 14–20; Mid/High: 14–26
Stunyesyes14–26

Custom Gameplay Items

Items that add mechanics the base game does not have.

Rod of Fast Buffing

Sold at the Well-Mart at the Well of Eru, the Rod of Fast Buffing lets casters batch their pre-combat buffs into a single action:

  • Store spells by casting buff spells at the rod — each one is remembered, in order.
  • Activate the rod (out of combat) to re-cast every stored spell on yourself, one after another, in one go.
  • The rod cannot be used in combat — it is a setup tool, not an in-fight panic button.

This is a big quality-of-life upgrade for buff-heavy casters who would otherwise click through a dozen spells before every fight. Based on the Rod of Fast Buffing prefab from the Neverwinter Vault.


Notable Custom Systems

Larger persistent systems layered on top of the base game.

Appraise & Selling to Merchants

A high Appraise skill raises the maximum gold a merchant will pay you for an item. Many shops cap how much they will hand over for any single piece; Appraise lifts that cap for you specifically — up to double (+100%) at an Appraise check of 65 (you always "take 20", so your Appraise skill + 20). The benefit is per-character and never shared with other shoppers. As with the forge, you need at least one point of Appraise before it helps; with none, you sell at the shop's normal cap. Merchants that don't buy from players still don't, and shops with no buy cap are unchanged.

Banking & Family Accounts

Bank NPCs (in Bree, Minas Tirith, and elsewhere) let you deposit and withdraw gold and XP. Beyond a personal balance, a family account is shared across every character on your account, so you can pool gold and pass items between your own characters. XP banking is capped so it cannot be used to over-level past the module's ceiling.

Merit Reward System

DMs can award merit points for contributions like bug reports, exploit reports, and feature ideas. Points accumulate persistently and are redeemed for rewards at the Keeper-of-Records NPC. It is a community-recognition system with no vanilla equivalent.

MeaningWave Philosopher Guides

Eight philosopher NPCs are scattered across Middle-earth. Answer each one's questions to unlock them as a powerful summonable companion that persists between sessions. See the dedicated MeaningWave: A Guide to the Guides for routes and details.

Instant Resting & the Rest Menu

Resting is fully custom. There is no rest cooldown — you can rest whenever you are not in active combat, and each rest is an instant full rest (HP and spells restored immediately, no waiting). Resting opens a custom rest menu that also lets you take other actions from the same place, including teleporting to key destinations and summoning henchmen and Legend companions.

Dungeon Solitaire

A custom card-game-style encounter arena: a sequence of drawn challenges with its own creatures and dialogue, distinct from the open-world encounter zones. It is an in-game port of Dungeon Solitaire — which can also be played stand-alone on any computer with the .NET framework.


Good/Evil Faction — Choosing Your Side

The module's in-game faction system is entirely separate from your character's D&D alignment.

Two player-facing factions govern which NPCs are hostile to you as you travel Middle-earth: Good (Gondor, Rivendell, Lothlórien, Helm's Deep, Edoras, …) and Evil (Mordor, Isengard, Cirith Ungol, Carn Dûm, …). See the Factions page for the full list and reputation matrix.

Alignment ≠ Faction. Your character's D&D alignment (Good / Neutral / Evil on the character sheet) has no effect on NPC hostility. It is cosmetic. All characters — regardless of alignment — choose a side via the orbs. A Neutral-aligned character picks Good or Evil the same as anyone else.

To change your character-sheet alignment, visit the Alignment Adjustment NPC in Bree at any time.

Choosing Your Side in the Well of Eru

Each time you are about to leave the Well of Eru through one of the teleporters, click one of the two orbs to set your faction for the session:

OrbEffect
Shaft of Light (blue/white) Declares you Good. Good-faction NPCs treat you as an ally; Evil-faction NPCs become hostile.
Shaft of Light — Red Declares you Evil. Evil-faction NPCs treat you as an ally; Good-faction NPCs become hostile.

After clicking the orb, use the Guardian of Light (Good) or Guardian of Darkness (Evil) to teleport to your destination. The teleporters each offer a list of faction-appropriate locations.

The faction setting applies for the current session. Re-click the appropriate orb each time you return to the Well of Eru before heading back out into the world.


Not Changed (Stock Standard)

Things that are commonly house-ruled on other servers but are left exactly as the base ruleset defines them here. If you have played elsewhere, do not assume these are altered.

True Seeing
Works exactly as written — penetrates all illusions and invisibility. No nerfs.
Stealth / Hide
Standard mechanics. No custom detection bonuses or penalties beyond what the ruleset provides.
Subraces
There is no subrace system. All characters use the standard NWN races with their default racial bonuses only.
Feats, skills, BAB & saves
Standard progression up to level 40. (Legendary levels 41–60 add feats, skills, HP, and ability scores, but do not change how the base mechanics work — see Character Progression.)
Critical hits & Devastating Critical
Critical threat ranges, confirmation rolls, and the Devastating Critical feat all work exactly as stock NWN — no nerfs, caps, or house rules.