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Things that make Cerea worth joining/Remember/Expect
Sunday, 03 February 2008

Things that make Cerea worth joining:

1. Huge amounts of well designed adventures
2. Role play is essential to advance your PC
3. Adventures are easier if you work together
4. Money must be spent wisely
5. You get to know your character's strengths and weaknesses well
6. Joining guilds is hard and worth it
7. Spells, Feats and Skills must be chosen wisely
8. Virtually everyone plays a good or neutral PC
9. You can't take dying lightly
10.You don't get far if you don't respect and help others

Things to Remember:

1. Be patient, it takes time to learn the custom rules
2. Find someone to adventure with you
3. There are almost no magic items
4. You have to find a different trainer every level
5. Reputation points matter - a lot
6. Multiclassing is favored

Pleasant Surprises to Expect:

1. You naturally (if slowly) heal over time
2. You can rest anytime monsters aren't nearby
3. Temples heal everything for free
4. Ritual magic adds a lot of versitility to spell casters
5. Many NWN2 feats can be purchased from trainers

Expanded explanations in the main article. 

Things that make Cerea worth joining:

1. Huge amounts of well designed adventures

At writing time there are more than 150 Scripted quests.

2. Role play is essential to advance your PC

Advancement is regulated by  how the world perceives you. To advance as hero you need to help people.

3. Adventures are easier if you work together

A reasonably balanced party is a great force multiplier. The unique abilities of he different classes really help. 

4. Money must be spent wisely

You  will very likely not have "too much money" in any situation as there is allways something worthwhile to use it on, more likely the feeling is one of: "If I had that much more..", due to the monetary system.


5. You get to know your character's strengths and weaknesses well

Many of the challenges will be way easier if you know your character and its role.  

6. Joining guilds is hard and worth it

The guilds give several benefits to members. They give training, in both basics and in advanced topics. Some provide guild shops for cheaper or exclusive access to some goods. They provide jobs to their members.


7. Spells, Feats and Skills must be chosen wisely

An unoptimised characterwill be felt way more in this environment than in a place where items can make up for the lacks. Also the use of many skills on DM quests gives good reasons to get many of the skills. Ofcourse if you play in DM quests and paries the need to optimise the character lessens as variety of things in the party give support for each other.

8. Virtually everyone plays a good or neutral PC

The focus of Cerea is on the actions of heroes. The heroes do not need to be "four color heroes", but the lines between good and evil are clear, with the idea being that PCs are the good guys.

9. You can't take dying lightly

Dying penalty, while not harsh at first catches up fast if you respawn often, as it is a raising penalty at the number of deaths. So even when you have free respawns left it is good idea to try to avoid using them.

10.You don't get far if you don't respect and help others

To gain advancement in all parts(levels, guilds, housing and so on) You will need to help people, be they NPCs in scripted quests, PCs in their adventures or Someone on DMed quests.

 

Things to Remember:

1. Be patient, it takes time to learn the custom rules

There are many custom systems in use and they may seem intimidating at first. But taking the tutorial will get you well started on your way. Further most of the more advanced things are not needed to enjoy the place, so you can take your time in learning them.


2. Find someone to adventure with you

Things are a lot easier in parties. For example if there is an alive member of the party nearby you do not get killed until everyone in the party is dead or too far as the firends bind your wounds.  Also the diffent classes complement each other.


3. There are almost no magic items

The relative low number of items in use and available is one of the key elements in making all classes matter and be balanced. Expect to get a +1 to attack/damage or protection thing at level 6+ earliest.. and better way later.

4. You have to find a different trainer every level

For each level you want to gain you need to get training. This requires you to find a different trainer for each. There are few basic trainers that train anyone, but for  more training you normally need to join guilds and advance in them.


5. Reputation points matter - a lot

The reputation points represent how the world sees you. You gain the points by helping people and you use them for all the different types of advancement. 

6. Multiclassing is favored

There is no XP penalty in multiclassing regardless of the classes and their levels. There are no "forbidden" or "dicouraged" multiclassings. If you think some class combo would be fun to play feel free.  Also being of many classes allows you to join wider range of guilds.

 

Pleasant Surprises to Expect:


1. You naturally (if slowly) heal over time

Everyone heals based on time, the more hitpoints you have the more you heal, but if you are in combat or move around you heal slower. This represents the natural healing.


2. You can rest anytime monsters aren't nearby

There are no artifical resting limitations. The limitations come from the fact that you cannot sleep too close to enemies or they will likely attack you, so you will still need to find a safe place to do it at.

3. Temples heal everything for free

The temples provide this service to everyone who is of the side of Good so that the heroes can go forth to help the world more.

4. Ritual magic adds a lot of versitility to spell casters

The ritual magic system allows spell users to cast any spell provided they sacrifice enough memorised spells and have high enough spellcraft skill.  Spells that they could cast if they had memorised them are easier and spells of some other profession harder to cast. Also the spell level makes the thing harder ofcourse.

5. Many NWN2 feats can be purchased from trainers

The guilds and some others provide special trainers giving training that gives feats that help in tasks that relate to the guild. For example magic school provides magic user feats, fighter school fighting feats and so on.

 Welcome.

Last Updated ( Monday, 04 February 2008 )
 
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