The Easting Reach Wiki

The module offers the following features

Characters[]

Changes to skills, feats, spells and classes, such as:

  • Scroll/Potion/wand crafting uses components, creates more powerful versions for higher levels and can turn a profit if sold
  • All classes except druids can hold and use all weapons (at an ab penalty if they're not proficient)
  • Casters gain more spell slots but many spells have shortened durations
  • Clerics lose their heavy armour but have more domains to choose from
  • Druids have more wildshape options
  • Summon Creature uses themes
  • Bards learn an extra Bard Song each level
  • Rogues can craft poisons
  • Rangers can choose between dual-wielding and archery, they also get tracking
  • Paladins get Detect Evil (which is not 100% reliable)
  • Wizards can research spells as an alternative to buying scrolls
  • Detect Magic cantrips provide extra information to casters
  • And much more

Items[]

  • Ranged weapons are less effective: Sneak Attack damage is halved and ammunition is more expensive
  • Mauls, Light and Heavy Picks and one-handed Spears have been included
  • Custom healing kits separate the Cure and Heal abilities, reducing the latter to Healing over Time
  • Custom potions with a wide range of effects
  • Custom treasure, loot and pickpocket tables
  • Both randomly generated and manually designed magical items
  • Coin-based system to replace NWN's GP
  • Some items are perishable, disappearing over time
  • Some items are cursed, having unadvertised effects or being unremovable without magical help
  • Some items have properties which change depending on the wielder
  • Alcoholic drinks no longer have the INT reduction effect
  • Custom starting gear
  • Custom tailoring system
  • Persistent storage is available
  • Trash cans are available. Discarded items can be rescued if minds change quickly enough.
  • Merchant prices are influenced by PC reputation as wealthy or poor
  • Names and descriptions of items can be changed
  • Writable items like books and scrolls have support for user-friendly name/description changes

Dungeons[]

  • Custom spawning system with more intelligent monsters
  • Some creatures can alert others
  • Some creatures suffer morale failure
  • Traps and locks can be randomized or respawn
  • Objects and passages can be hidden
  • Traps can be recovered as kits or as components
  • Doors and chests can creak, alerting monsters
  • Different characters may get different area descriptions
  • Multi-area dungeons respawn as a cluster
  • Monsters don't grant XP
  • Exploration and advancing through a dungeon do grant XP

Death[]

  • No XP lost on death
  • Death decreases XP gain and may reduce an attribute
  • Permadeath if an attribute is reduced below 3 due to successive deaths
  • NPC priests offer spells to restore attribute loss due to death, amongst others
  • Priests who share your character's deity offer a discount
  • Dead PCs remain active as ghosts, but ghosts which die have XP gain suppressed for longer
  • Dead PCs leave a body which can be transported, revived or buried
  • Grave stones can be inscribed and persist over resets
  • PCs can respawn once/x days when travelling with a group or a set number of times at level 1
  • Characters (alive or dead) can be deleted at will
  • Characters have XP caps which automatically raise over time

Resting[]

  • Resting is (mostly) limited to assigned locations
  • Inns offer full recovery of spells and HP
  • The Wilderness and Dungeons offer spell and HP recovery based on comfort (tent, food etc.)
  • Specialty wizards must memorize a spell of their school each spell level or lose that bonus slot for the day
  • Ambushes can happen in the wilderness and particularly in dungeons
  • After resting the PC must wait 60 minutes to rest again
  • Interrupted rests can be resumed once before the PC must wait
  • Inns offer a choice between a single rest and hogging a room all day
  • Inn room doors open from the inside even without keys

Other[]

  • Overview of PCs who recently logged in
  • Custom language system
  • Custom horse system with armour and saddlebags
  • Automatic travelling system between settlements to free hands for chatting on the move
  • Special terrain (dense growth, ice patches etc.) can help or hinder PCs
  • A tax system allows purchase of in-game rights
  • The Crafting Menu offers additional character options such as an ability to define attributes in more detail
  • Many chat-activated commands to support DMs and players
  • Such as the ability to make dice rolls or lower skills/attributes/saves on purpose
  • The ability to follow other PCs
  • The ability to change your character description
  • And many others


(Below has been taken from another page and is currently being changed) Below is just some of the changes away from normal NWN mechanics.

XP[]

There is no longer an XP reward for mindless slaughter.

There is also a time sensitive XP cap. For the first month of play, it maxes out at 3,000 (meaning you can hit level 3, but not advance any faster than that). This is no longer in effect, XP gain is currently uncapped for an indefinite trial period.

Things that do award XP

  1. Exploration. Every time you find a new area, there's a small XP bonus.
  2. Overcoming Challanges. Reaching certain points within dungeons, nets good amounts of XP to each person in the party. This bonus slowly refills with time.

Travel[]

There are a few tricks to travel here

  • @leader. At level 1, a character may at any time teleport to their party leader, this goes away at level 2 to avoid abuse.
  • Spawn Locations. Every server reset, there are four locations you may spawn. Sarshel, Vlasta, Filur, or an @home spot set when your PC was there previously.
  • Milestones. Major roads (currently just between Sarshel and Outentown) there are milestones, which when activated causes the PC to walk along a safe set of waypoints to the next town. Use @release to stop auto traveling.
  • Rope. There are occasional points where a PC may take a shortcut, via tying a rope (or jumping, but rope is cheaper than HP).
  • Caravans. There are a few routes around is one route which PCs may pay for the use of. This is not fast travel, it still takes a fair amount of time and you may exit early along the route.
  • Known ones include:
    • Vlasta to Sarshel, 30 coppers. Visit "Gojoko Orlov, Traveling Merchant" on the main street of Vlasta
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