Yeah, that's part of the problem; few people have ever played here because of the whole dwarf/gnome restriction, and it seems like dorf races aren't really favored by a lot of NS4 players. For me, dwarves and gnomes are some of my favorite races to play, so I don't mind the faction. Plus RK has probably the best positioning of all the factions, most of the other faction cities aren't more than 10 areas away from RK. Or maybe it's just because you can build a dorf anywhere, and people in guilds will build toons to support their guild.Alkapwn wrote:No one has ever really liked RK because of the race limitations but its strengths are very strong.
ECL 3 races
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Re: ECL 3 races
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Re: ECL 3 races
so no dwarf/gnome in any faction but rk? i can do it 

Re: ECL 3 races
I'll give you that. I haven't played PnP DnD in a while, but I don't ever remember playing a dwarf or gnome in PnP. I'm sure it carried over into when i selected TC as my first faction.Elagneros wrote:Yeah, that's part of the problem; few people have ever played here because of the whole dwarf/gnome restriction, and it seems like dorf races aren't really favored by a lot of NS4 players.
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Re: ECL 3 races
Everything I've ever built in nwn caps at 127 regardless. I'm sure with enviromental factors and such it rolls higher.Daral0085 wrote:It is possible to build 131 hide SD in RK,
131 hide (in theory) you would need a 56 buffed dex in theory, svirf with 20 starting dex +10dex feats +10grdex feats and a +4 book + hide feats. thats a pretty tight build Not to mention on your method of maxing hide

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Re: ECL 3 races
We (TNC) looked into that 127 cap very closely and as far as we can tell, it does not exist in the game engine. It doesn't stop people from talking about it, but it most likely does not actually exist.Alkapwn wrote:Everything I've ever built in nwn caps at 127 regardless. I'm sure with enviromental factors and such it rolls higher.Daral0085 wrote:It is possible to build 131 hide SD in RK,
131 hide (in theory) you would need a 56 buffed dex in theory, svirf with 20 starting dex +10dex feats +10grdex feats and a +4 book + hide feats. thats a pretty tight build Not to mention on your method of maxing hide
As for the methods of getting 131 hide, I will disclose nothing other than that 131 is not fully optimized for hide. It's possible to get slightly more. If you want to know how, then just learn to build better.

P.S. Not sure where you got your math from. You might want to find a different source. 43 base ranks + 15 feats + let's say 19 dex mod (48 dex total) + 4 size + 50 magic = 131. 56 dex not required.
Bargeld wrote:It's been shown in past relic events even, if NC actually has a decent amount of players involved, they will win.
Re: ECL 3 races
The maximum skill level possible is 127, counting all items, ranks, feats, and ability score modifiers. This is a limitation of the game engine, which assigns only an 8-bit number to tracking this.
If you are saying you can build a 133 hider in rk there are two possible reasons:
1) You are incompetent
2) You think the people reading this are incompetent
I don't care what is the reason but stop with this sick propaganda. It won't make the ex LA players (who whipped you for half the server years) to come back to rk and ao only for your entertainment.
They are tired of having everything constantly nerfed.
And don't say they don't have teamwork. It's because of their great teamwork (and only for the teamwork) RK won many times.
I've rolled a 123 hider in rk with 75 ac, saves to the roof and epic dodge. if you can build a 127 hide rk sd with those specs show us.
If you are saying you can build a 133 hider in rk there are two possible reasons:
1) You are incompetent
2) You think the people reading this are incompetent
I don't care what is the reason but stop with this sick propaganda. It won't make the ex LA players (who whipped you for half the server years) to come back to rk and ao only for your entertainment.
They are tired of having everything constantly nerfed.
And don't say they don't have teamwork. It's because of their great teamwork (and only for the teamwork) RK won many times.
I've rolled a 123 hider in rk with 75 ac, saves to the roof and epic dodge. if you can build a 127 hide rk sd with those specs show us.

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Re: ECL 3 races
In terms of getting hide/ms, always remember: Optimising things for stupid is really easy. You can push ridiculously high hide/ms with SD or Cleric easily.Ogami wrote:The maximum skill level possible is 127, counting all items, ranks, feats, and ability score modifiers. This is a limitation of the game engine, which assigns only an 8-bit number to tracking this.
If you are saying you can build a 133 hider in rk there are two possible reasons:
1) You are incompetent
2) You think the people reading this are incompetent
I don't care what is the reason but stop with this sick propaganda. It won't make the ex LA players (who whipped you for half the server years) to come back to rk and ao only for your entertainment.
They are tired of having everything constantly nerfed.
And don't say they don't have teamwork. It's because of their great teamwork (and only for the teamwork) RK won many times.
I've rolled a 123 hider in rk with 75 ac, saves to the roof and epic dodge. if you can build a 127 hide rk sd with those specs show us.
Insofar as the 127 skills cap:
You can push past it with: Ranger/druid hide boost outdoors. Small Size bonus. Maluses to others (i.e. curse song, albeit that might be a stupid technicality, its what makes bards amazing meleers - +3/4 AB/AC relative to enemy is huge. Probably possible to bug your way past it with other stuff.
133 hide:
20 dex
17 feats
43 ranks
Cap:
- 32 gear
- 2 Svrif?
- 16 trickery (30 cler)
- That +50.
Thats 130, so lets call it a round 127, drop 3 dex for ease of use, perhaps, or drop 6 cler. so you can go 5 SD 9 monk for Edodge.
Now 4 small size, so 131. To call it 133, would probably roll druid or ranger instead of monk. So maybe 25 cler 10 SD 5 ranger, losing a little more around the place but able to get 133 hide.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
Re: ECL 3 races
my math is good just didnt calculate size mod. doesnt go on character sheet...... 19 mod = 48 dex +8 for 56 = another +4....Daral0085 wrote:We (TNC) looked into that 127 cap very closely and as far as we can tell, it does not exist in the game engine. It doesn't stop people from talking about it, but it most likely does not actually exist.Alkapwn wrote:Everything I've ever built in nwn caps at 127 regardless. I'm sure with enviromental factors and such it rolls higher.Daral0085 wrote:It is possible to build 131 hide SD in RK,
131 hide (in theory) you would need a 56 buffed dex in theory, svirf with 20 starting dex +10dex feats +10grdex feats and a +4 book + hide feats. thats a pretty tight build Not to mention on your method of maxing hide
As for the methods of getting 131 hide, I will disclose nothing other than that 131 is not fully optimized for hide. It's possible to get slightly more. If you want to know how, then just learn to build better.
P.S. Not sure where you got your math from. You might want to find a different source. 43 base ranks + 15 feats + let's say 19 dex mod (48 dex total) + 4 size + 50 magic = 131. 56 dex not required.
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Re: ECL 3 races
Man, what does a 127 hide build even matter? Most of those 127 hide builds are weak as hell anyways. There are thousands and thousands of builds that are possible in this game and you all are complaining about some niche build that can only be used to distract cradle defenders.
RK doesn't get the perfect race for everything because then RK would be LA, but with a unique prestige class.
RK doesn't get the perfect race for everything because then RK would be LA, but with a unique prestige class.
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Re: ECL 3 races
127 is the number the game reads maximum stats on your char sheet...this is where the "127 cap" comes from
i'm pretty sure its been proven that the actual game engine can read you higher even though your char sheet only says 127...so...are you all incompetent?
i'm pretty sure its been proven that the actual game engine can read you higher even though your char sheet only says 127...so...are you all incompetent?

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Re: ECL 3 races
Always preferable to Incontinent.Amoenotep wrote: i'm pretty sure its been proven that the actual game engine can read you higher even though your char sheet only says 127...so...are you all incompetent?
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Re: ECL 3 races
Its been proven, and unproven, and reproven.Amoenotep wrote:127 is the number the game reads maximum stats on your char sheet...this is where the "127 cap" comes from
i'm pretty sure its been proven that the actual game engine can read you higher even though your char sheet only says 127...so...are you all incompetent?

Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
Re: ECL 3 races
nobody is asking the perfect race in rk but just a +4 hide and +4 spot like any other faction does. The faction needs an sd as good as other factions. Because the allied faction AO doesn't have sd at all!
In the ages factions gained and lost stuff, lets do a brief summary if it:
tc got monks it didn't have in the beginning, ma got travel domain, nc got trickery domain, nc gained a 2nd prc.
Ancient Ones faction lost paladin... I cant remember exactly when. Probably at that time there were a lot of noobs ( i remember a sl guy of a certain guild crying "how did you blind me?!?!" probably people had never seen word of faith before when i had 4 removed blindness I never used...), and they got really scared of paladin / rdd with the (omg!) divine shield.
Paladin fits perfectly with rdd, and it doesn't make an OP class, saves and feats are lower than a cot, ac isn't higher and there are no $%$# immunities like shifter or palemaster.
Nothing was touched in ao for years but when LA players had to move to AO look what happened:
- removed wizards (la players had a lot of wizard type builds)
- removed earth genasi clerics (another popular build of la players)
- removed dwarfs (azer is nice isn't it?) r
- removed gnomes (those smurfs are the best spotters aren't they?)
- REMOVED SD!!! (you really hate those people huh?).
Are you guys enjoying the pvp lately? How was the event with no rk/ao and just 3-5 nc/tc players?. Some said it was fun but I've heard some cry stuff like "where is everyone"?
I'm sure you are enjoying it, with your imagination anything can be done
In the ages factions gained and lost stuff, lets do a brief summary if it:
tc got monks it didn't have in the beginning, ma got travel domain, nc got trickery domain, nc gained a 2nd prc.
Ancient Ones faction lost paladin... I cant remember exactly when. Probably at that time there were a lot of noobs ( i remember a sl guy of a certain guild crying "how did you blind me?!?!" probably people had never seen word of faith before when i had 4 removed blindness I never used...), and they got really scared of paladin / rdd with the (omg!) divine shield.
Paladin fits perfectly with rdd, and it doesn't make an OP class, saves and feats are lower than a cot, ac isn't higher and there are no $%$# immunities like shifter or palemaster.
Nothing was touched in ao for years but when LA players had to move to AO look what happened:
- removed wizards (la players had a lot of wizard type builds)
- removed earth genasi clerics (another popular build of la players)
- removed dwarfs (azer is nice isn't it?) r
- removed gnomes (those smurfs are the best spotters aren't they?)
- REMOVED SD!!! (you really hate those people huh?).
Are you guys enjoying the pvp lately? How was the event with no rk/ao and just 3-5 nc/tc players?. Some said it was fun but I've heard some cry stuff like "where is everyone"?
I'm sure you are enjoying it, with your imagination anything can be done


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Re: ECL 3 races
Wizards, SD, dwarves, and gnomes were removed from AO at the same time when the faction LA was removed. I do not believe there was a cause and effect of the LA population looking for a new faction to play in and changes to AO classes and races. At the time and any time still: players of old, new, those that played LA and those that never have may choose any faction. Aetheria places no restriction on where you play, the choice to remain in a faction is self imposed. To remain in one is neither a bad thing or a good thing .. just a choice.
For those new to Aetheria and these forums...keep in mind NS4 is an old server, with a vast population spanning multiple cultures. Changes have occured and the opinions regarding those changes vary greatly. Losing a cherished build, ability, or whatever is not an easy thing to accept at times, especially when the reason for the change were not shared or clear.
Those that provide this realm have always stated they are trying to create a balanced world. Changes occur slowly over time, even slower now that dev resources are not what they were when Aetheria was young. The full outcome of any change are not always known until implememtned and enough time passes to see what occurs. AO and RK are not the only factions that have received changes (or nerf if you prefer). Perceptions and opinions as to the nerf score board will vary as to what faction or class received the most or worst, and all will have valid and various reasons for their position.
I started this thread with a simple idea that RK could use another ecl 3 race. I do not play there, for I prefer not to play dwarves or gnomes.
As far as changing the races in RK, is that what is really desired or is it to reopen LA. Seems the underlying comparision comes back to what was allowed in LA and now is not possible in the desired races or in one faction.
For those new to Aetheria and these forums...keep in mind NS4 is an old server, with a vast population spanning multiple cultures. Changes have occured and the opinions regarding those changes vary greatly. Losing a cherished build, ability, or whatever is not an easy thing to accept at times, especially when the reason for the change were not shared or clear.
Those that provide this realm have always stated they are trying to create a balanced world. Changes occur slowly over time, even slower now that dev resources are not what they were when Aetheria was young. The full outcome of any change are not always known until implememtned and enough time passes to see what occurs. AO and RK are not the only factions that have received changes (or nerf if you prefer). Perceptions and opinions as to the nerf score board will vary as to what faction or class received the most or worst, and all will have valid and various reasons for their position.
I started this thread with a simple idea that RK could use another ecl 3 race. I do not play there, for I prefer not to play dwarves or gnomes.
As far as changing the races in RK, is that what is really desired or is it to reopen LA. Seems the underlying comparision comes back to what was allowed in LA and now is not possible in the desired races or in one faction.
Murphy's Law:
Nothing is as easy as it looks.
Everything takes longer than you expect.
And if anything can go wrong,
It will, at the worst possible moment.
Nothing is as easy as it looks.
Everything takes longer than you expect.
And if anything can go wrong,
It will, at the worst possible moment.
Re: ECL 3 races
man, first world problems.
RK and AO both have fewer class restrictions than any other faction. They have the most racial restrictions, but between the two you can play any race. Between the two factions you have access to every class combination that doesn't use a unique prestige class other than wizard arcane archers. That is literally it, you can put together absolutely any other class combination.
Between TC and NC we don't have any arcane casters other than bards, no evil races, no blackguards, no monk AA's. MA and SL have no rangers, no druids, no good races, no paladins. These factions have more racial freedom individually, but still don't have access to every race between their respective alliances like RK and AO do.
If anything, this thread should be everyone else complaining that they don't have as much as RK and AO.
RK and AO both have fewer class restrictions than any other faction. They have the most racial restrictions, but between the two you can play any race. Between the two factions you have access to every class combination that doesn't use a unique prestige class other than wizard arcane archers. That is literally it, you can put together absolutely any other class combination.
Between TC and NC we don't have any arcane casters other than bards, no evil races, no blackguards, no monk AA's. MA and SL have no rangers, no druids, no good races, no paladins. These factions have more racial freedom individually, but still don't have access to every race between their respective alliances like RK and AO do.
If anything, this thread should be everyone else complaining that they don't have as much as RK and AO.
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