Here are some of our features:
There are five levels of cold weather. Generally, the farther north you go, the colder it gets. So, to the south, there is no cold, but up in the Dragonspines is where you feel the bone chilling cold of level five cold.
The cold level will rise one level at night. Thus, a level two area will become cold level three at night. So, as I said, on the southern coast you won't notice any cold, but as soon as you reach the west coast, you will feel the bite at night. That's level one cold. It will give you a small penalty, while level five cold gives the severest penalties.
Wearing a cloak to keep you warm reduces one level of cold, but not while resting. Furthermore, campfires will keep you warm while resting. The best way to keep warm while resting is to have both a campfire and a tent. Resting high up in the mountains at night is not possible, but you can always search for a (monster) cave, which will be warmer.
Many kinds of ore are waiting to be mined. Iron, silver, gold, dlarun, mithral, arandur and adamantine.
To mine, you need a mining pickaxe (No proficiencies required). The better othe ore, the better the pickaxe you will need. To mine, simply Bash the ore node with your pickaxe. When you have got ore, you can either smelt it at a smelter, or simply sell it.
Smelted ore yields ingots, which can be used in smithing. Some ingots need to be enchanted to get the right durability and properties. Some ingots can be purchased as well.
To craft weapons and armour you will need ingots and be at a forge. Some ingots are enchanted ones, others are not. Rare metals like Mithral and Arandur, among others, have magical properties. On weaponry that mostly translates into elemental damage, while armour have resistances.
Having skill ranks in Craft Weapon/Armour is a good idea if you want to craft items. The DC's of the differen metals are increases in difficultty, in the following order: Steel, Silver, Dlarun, Gold, Mithral, Arandur and Adamantine.
While Adamantine takes a master smith, Steel smithing is known to the novice smith.
When you have crafted weaponry or armour, you may want to enchant it. There is an NPC willing to do +1 to +3 enhancements, for a steep price, mind you. Only non-enhanced weapons and armour can be enchanted.
A +1 enhancement is available at level 5, +2 is available at level 10, and +3 is available at level 15.
There are several PnP spells that are customly scripted. These are available at level up, or as scrolls.
Some of them are: Alter Appearance, Tenser's Floating Disc, Chill Touch, Shocking Grasp, Otiluke's Resilient Sphere, Dimension Door, Zajimarn's Ice Claw Prison, Divine (Deific) Vengeance, Corpse Candle and more.
Here, we use a customly sripted loot system that works just like a Dungeon Master's Guide in PnP. Table after table with nice loot are available in five different tiers. Each container has been manually customized via variables to allow maximum control over what spawns.
Note: Containers cannot be bashed, as they are set to plot to avoid blowing up the loot with AoE spells, and also because that could crash the server.
Many shops use a custom script that randomizes what the shopkeeper sells. They do have a set stock of items, but also ramdomly created items that resets with the server. In many aspects these shops work just like a loot container, making shopping that more fun.
Encounters in a certain area calls creatures from a certain pool of monsters. That way, you can never be certain if and what manner of creature you are facing. Some places, like caves, there is a limited pool of creatures available, but most areas are quite random. These custom encounters makes adventuring more fun.
EXP is based on a certain number of EXP and a d12, plus different modifiers. Furthermore, certain monsters that are extremely dangerous, like beholders and dragons, yeld additional EXP. Also, party play is encouraged, so there will be a 5% bonus EXP for party members.
Spellcasters get one predifined cantrip/orizon that is unlimited, meaning you can cast it over and over again without having to memorise it. These are found in the Radial Menu under Special Abilities.
Bard: Daze.
Cleric/Druid: Cure Minor Wounds.
Sorcerer/Wizard: Ray of Frost.
When you set up camp and put up your tent, your location is saved. When the server resets, your saved location can be reached through the portal in the Welcome area.