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D&D Rule Changes

There are many changes to the standard Bioware/D&D rules on World of Torr in order to make it more playable in a Persistent World Setting as well as fit in with the low magic scale found here. These changes might seem drastic and may appear to totally nerf a class or spell but you must bear in mind that the environment and mobs in this gameworld are also low powered. Without these changes, certain classes and spells will easily dominate entire sections of the world with 100% guaranteed efficiency. Also bear in mind that not all the changes are in place, many are added or changed over time to bring the effectiveness of the different classes in line with each other on this world.

Spells

  • Buff Durations - Any spell which increases your attributes or abilities and had a duration of  1 Turn/level or more has been changed to be 5 rounds + 1 round/level. This means instead of those spells lasting 10-30 minutes or more, they now last from at least 1 minute to 3 minutes, at most, unless extended. Buff spells include things like Bull's Strength, Invisibility, Darkfire, Elemental shield etc.
  • Time Stop - The normal time stop effect has been changed to a similar effect of freezing in place all creatures in the entire area. The duration of Timestop is 1 + 1d3 rounds. For every casting of Timestop within the same 5 minute period, the duration you obtain will be at an additional -1 round. This can cause the spell to actually fail on a 3rd consecutive casting! Also, Timestop has been given a chance for spell resistance to work on every every creature affected. This means that not only high powered/magical enemies might resist its effects but it also means your allies can resist its effects also, especially if they are prepared.
  • True Seeing - This spell does NOT grant the Truesight ability, instead it grants See Invisibility, immunity to phantasmal killer and offers a +1 Spot skill per 2 levels of caster. It will not automatically reveal stealthed targets but there are other ways to do that, See Stealth
  • Mestil's Acid Sheath - Damage reduced, also does not stack with other damage shields.
  • Elemental Shield - Damage reduced, also does not stack with other damage shields.
  • Isaac's Greater Missile Storm -  Maximum 5 missiles per target
  • Firebrand - Maximum 5 missiles per target
  • Stoneskin - Damage Reduction lowered to 10 / +5
  • Ethereal Visage - Damage Reduction lowered to 15 / +3
  • Greater Stoneskin - Damage Reduction lowered to 15 / +5
  • Premonition - Damage Reduction lowered to 20 / +3
  • Darkfire - Damage granted is 1d6 + 1 per 4 levels of caster with no level cap
  • Flame Weapon - Damage granted is 1d6 + 1 per 4 levels of caster with no level cap
  • Bigby's Hand spells - For all versions of this spell that hold/crush a target, the target receives a Spell Resistance check as well as a Strength Ability check to break free from the spell EVERY round.
  • Hold Person - Target gets a Strength save every round to break the effect
  • Paralyze - Target gets a willpower save every round to break the effect
  • Bull's Strength - The amount of ability increase is now determined by the level of the caster... UC
  • Fox's Cunning - Same as Bull's Strength
  • Owl's Wisdom - Same as Bull's Strength
  • Heal - The spell does not fully heal the target, instead it grants a very large heal of at least 60 hitpoints. The amount healed is calculated as a percentage of the targets maximum Hitpoints and size. Heal will heal a percentage of the targets maximum hitpoints equal to 90%, 75%, 50%, 25%, 10% for Tiny, Small, Medium, Large, Huge sized creatures respectively. There is a penalty for potions and healing
  • Harm - Similar to Heal but in reverse. Harm will do damage to a target determined by a percentage of their maximum hitpoints and their size. Harm will do a percentage of damage to the targets maximum hitpoints as follows: 90%, 75%, 50%, 25%, 10% for Tiny, Small, Medium, Large, Huge sized creatures respectively. Harm will always do at least 60 damage and can kill their target (There is no 1d4 remaining hitpoints as the original spell)
  • Greater Restoration - This spell no longer heals damage but removes all ill effects.

Healing Potions

Taking healing potions consecutively has a reduced effect. The amount you have been healed by potions is tracked as a penalty to further potion heals that happen with 5 minutes. If your potion heals your for 5, the next one will be reduced by 5 and the next one after that will be reduced by the combined amount you have been healed so far by potions etc. Once you get a big heal with a big heal potion, any more potions within 5 minutes won't be effective. Healing potions will always heal at least 1 hp of damage so they can be used to remove the Wounding effect. Please note that casted healing spells do not suffer from these penalties, it only applies to heals by potions.

Stealth & Invisibility

  •  Stealth and Invisibility will be broken within 10 seconds of taking/healing any damage or having any spell cast upon you. This includes healing potions, regeneration and buff spells.
  • If stealth is broken by the above means, then you will receive a temporary penalty to Hide and Move Silently equal to half your current skill for 30 seconds. This makes using Hide in Plain Sight more difficult to abuse repeatedly and easier for everyone to reveal hidden targets through area effect spells (i.e. Fireball).

Picking Pockets

When you steal an item from a player or NPC, ever other player and NPC nearby get a spot and listen check to detect you. The difficulty is reduced by range and extends to 30 meters for spot and 15 meters for listen. There is also a bonus for attempting this at night and/or being Indoors or in an underground area. Please see The Law for more details on crimes like this.

Class Specific

  • Rangers -  Rangers make good guides! For every level of Ranger you have, you will get an additional +10% XP for exploration (i.e. at level 10 Ranger your XP for exploring is doubled  +100%). Furthermore, for every level of Ranger you have you get 5% of the XP that any of  your party members receive for exploration as long as you are within 50 meters. A level 10 Ranger would get double his normal exploration XP plus 50% of the XP all his party members receive for exploration when triggered
  • Bards - A Movement Increase effect has been added to the standard Bards song. The percentage of movement goes up along with the other enhancements. In addition, the level cap on Bard Song has been removed. This means the power of the bard song is set purely by your Perform skill. There are Multiclassing penalties under Earning XP to be aware of before attempting to exploit this.
  • Druids - There are a few special portals for Druids that allow them to "Forestwalk" between the woodlands of the world. This can be done free of charge and a druids entire group can be teleported with them. You need to have at least 5 levels in druid to activate these portals but more destinations become available depending on how many levels of druid you have.
  • Paladin - Detect Evil coming soon
  • Blackguard - Detect Good coming soon

 

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