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	<updated>2026-04-29T11:22:07Z</updated>
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		<id>http://wiki.avlis.org/w/index.php?title=Aarilax&amp;diff=55589</id>
		<title>Aarilax</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Aarilax&amp;diff=55589"/>
		<updated>2026-02-26T01:23:52Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NWNEEmigration}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Aarilax.jpg|right|150px]]&lt;br /&gt;
'''Symbol:''' A dagger with a snake for a blade&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Black, Dark Green&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Neutral_Evil|Neutral Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshipers' Alignment:''' NE&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Murder, Lust, Survival, [[Shaahesk]], [[Sahuagin]]&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Death_domain|Death]], [[Magic:Level#Evil|Evil]], [[Magic:Level#Protection|Protection]], [[Magic:Level#Trickery|Trickery]], [[Magic:Level#Water|Water]]&lt;br /&gt;
&lt;br /&gt;
'''Holy Warrior:''' [[Annihilator]]&lt;br /&gt;
&lt;br /&gt;
'''Religious Orders:''' [[Guild: Order of Aarilax|Order of Aarilax]]&lt;br /&gt;
&lt;br /&gt;
'''Center of Worship:''' [[Drotid]]&lt;br /&gt;
&lt;br /&gt;
Lizard folk and sahuagin tend to follow their creator, '''Aarilax'''. Getting what you want is essential. You may have to work with others to get it, or then again, you may have to eat them. They don't care if anyone else exists or not, so long as they can get what they wants. This does not necessarily have to involve hurting everyone in sight, but it could.&lt;br /&gt;
&lt;br /&gt;
According to Aarilax, The most holy thing ever created is desire. Many individuals in the world strive to better themselves, or to become enlightened. Theologians of Aarilax always debate whether there is any such way of becoming enlightened at all, whether through good or evil, law or chaos. After all, what is the proof?&lt;br /&gt;
&lt;br /&gt;
When you are left without a path to enlightenment or other higher places, the only thing you have remaining is your desire and your feelings. The gods gave these wonderful creations to all the intelligent races, and it must have been for a reason. They must be useable to obtain something worthwhile.&lt;br /&gt;
&lt;br /&gt;
Keeping Aarilax's precepts means worshiping them as the keeper of this philosophy, and the one who teaches it to all of their followers. However, worship of Aarilax is secondary to worshiping YOURSELF. Every being has the right to get what they want. The strong ones will of course have an easier time with this, but it does not make the weak any less privileged. They just have to work harder.&lt;br /&gt;
&lt;br /&gt;
Paying attention to your own inner emotions and feelings is the important key. Most people do not even know what they are feeling at a given moment. You must not only simply pay attention to your feelings, however. You must also do whatever you can to satisfy them. They are your guide, and your direct link to Aarilax's will. When it is all said and done, at the end of the day, all you have left is your feelings.... so they better be worth having.&lt;br /&gt;
&lt;br /&gt;
Sometimes people have feelings that conflict with each other. This is the will of the gods. They made us, and they test us according to our feelings to see what we will do. The one whose feelings prevail on a matter will triumph in the eyes of the gods, however they achieve their means. If they need to remove others to get to their goal, so be it. It is a simple complication along the way.&lt;br /&gt;
&lt;br /&gt;
Patience can be a virtue in these matters but it is not required. The intelligent and the wise will use patience to their advantage when acting out their feelings. However, being impulsive is also part of the game if you are like that. The gods made people of both varieties for a purpose.&lt;br /&gt;
&lt;br /&gt;
Outside of their center of worship in [[Drotid]], Aarilax has a temple just outside [[Mikona]].&lt;br /&gt;
&lt;br /&gt;
= The Mantles of Lust and Survival =&lt;br /&gt;
&lt;br /&gt;
In recent years, Aarilax has added to their spheres of influence. In one case, Aarilax took the mantle of Lust from the god Kelvos. In another episode, they gained the mantle of Survival from Keros.&lt;br /&gt;
&lt;br /&gt;
Aarilax's priests teach that survival is something a living being must choose every day. Survival is never guaranteed. There are many ways to survive. Many of Aarilax's followers choose to interpret the command to survive as meaning they must preserve their own life and their own interests at any cost - certainly above any costs to others. But, equally, survival may mean bowing down to a deadly or influential superior; in other cases, it may mean surviving as part of a group, working together to mutual benefit and protection. Aarilax commands preservation and elevation of the self: the means matter much less to them than the end.&lt;br /&gt;
&lt;br /&gt;
The main consequence of Aarilax's acquisition of Survival is that they now empower Druids.&lt;br /&gt;
&lt;br /&gt;
= Churches of Aarilax =&lt;br /&gt;
&lt;br /&gt;
For a long time the cults and churches of Aarilax within Drotid were the ascendant worshippers of their creator on Avlis, gifted with the Murderlord's favor and many boons. The so-called Southern churches, with their smaller numbers and greater representation of non-lizardkin worshippers, were held in less esteem, especially by Drotid's Shaahesk overlords. However, following the failure of Drotid's invasion of the free countries of Negaria and the service rendered by Southern worshippers to Aarilax's pursuit of the mantle of Survival, the churches of Drotid have been thrown into disfavor by their patron. This has had disastrous consequences in that nation. Non-lizardkin Aarilaxans, on the other hand, find themselves looked upon much more kindly by Aarilax's serpentine eye - for the time being.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Aarilax&amp;diff=55588</id>
		<title>Aarilax</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Aarilax&amp;diff=55588"/>
		<updated>2026-02-26T01:23:25Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Updated Aarilax info post-Keros.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NWNEEmigration}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Aarilax.jpg|right|150px]]&lt;br /&gt;
'''Symbol:''' A dagger with a snake for a blade&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Black, Dark Green&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Neutral_Evil|Neutral Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshipers' Alignment:''' NE&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Murder, Lust, [[Shaahesk]], [[Sahuagin]]&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Death_domain|Death]], [[Magic:Level#Evil|Evil]], [[Magic:Level#Protection|Protection]], [[Magic:Level#Trickery|Trickery]], [[Magic:Level#Water|Water]]&lt;br /&gt;
&lt;br /&gt;
'''Holy Warrior:''' [[Annihilator]]&lt;br /&gt;
&lt;br /&gt;
'''Religious Orders:''' [[Guild: Order of Aarilax|Order of Aarilax]]&lt;br /&gt;
&lt;br /&gt;
'''Center of Worship:''' [[Drotid]]&lt;br /&gt;
&lt;br /&gt;
Lizard folk and sahuagin tend to follow their creator, '''Aarilax'''. Getting what you want is essential. You may have to work with others to get it, or then again, you may have to eat them. They don't care if anyone else exists or not, so long as they can get what they wants. This does not necessarily have to involve hurting everyone in sight, but it could.&lt;br /&gt;
&lt;br /&gt;
According to Aarilax, The most holy thing ever created is desire. Many individuals in the world strive to better themselves, or to become enlightened. Theologians of Aarilax always debate whether there is any such way of becoming enlightened at all, whether through good or evil, law or chaos. After all, what is the proof?&lt;br /&gt;
&lt;br /&gt;
When you are left without a path to enlightenment or other higher places, the only thing you have remaining is your desire and your feelings. The gods gave these wonderful creations to all the intelligent races, and it must have been for a reason. They must be useable to obtain something worthwhile.&lt;br /&gt;
&lt;br /&gt;
Keeping Aarilax's precepts means worshiping them as the keeper of this philosophy, and the one who teaches it to all of their followers. However, worship of Aarilax is secondary to worshiping YOURSELF. Every being has the right to get what they want. The strong ones will of course have an easier time with this, but it does not make the weak any less privileged. They just have to work harder.&lt;br /&gt;
&lt;br /&gt;
Paying attention to your own inner emotions and feelings is the important key. Most people do not even know what they are feeling at a given moment. You must not only simply pay attention to your feelings, however. You must also do whatever you can to satisfy them. They are your guide, and your direct link to Aarilax's will. When it is all said and done, at the end of the day, all you have left is your feelings.... so they better be worth having.&lt;br /&gt;
&lt;br /&gt;
Sometimes people have feelings that conflict with each other. This is the will of the gods. They made us, and they test us according to our feelings to see what we will do. The one whose feelings prevail on a matter will triumph in the eyes of the gods, however they achieve their means. If they need to remove others to get to their goal, so be it. It is a simple complication along the way.&lt;br /&gt;
&lt;br /&gt;
Patience can be a virtue in these matters but it is not required. The intelligent and the wise will use patience to their advantage when acting out their feelings. However, being impulsive is also part of the game if you are like that. The gods made people of both varieties for a purpose.&lt;br /&gt;
&lt;br /&gt;
Outside of their center of worship in [[Drotid]], Aarilax has a temple just outside [[Mikona]].&lt;br /&gt;
&lt;br /&gt;
= The Mantles of Lust and Survival =&lt;br /&gt;
&lt;br /&gt;
In recent years, Aarilax has added to their spheres of influence. In one case, Aarilax took the mantle of Lust from the god Kelvos. In another episode, they gained the mantle of Survival from Keros.&lt;br /&gt;
&lt;br /&gt;
Aarilax's priests teach that survival is something a living being must choose every day. Survival is never guaranteed. There are many ways to survive. Many of Aarilax's followers choose to interpret the command to survive as meaning they must preserve their own life and their own interests at any cost - certainly above any costs to others. But, equally, survival may mean bowing down to a deadly or influential superior; in other cases, it may mean surviving as part of a group, working together to mutual benefit and protection. Aarilax commands preservation and elevation of the self: the means matter much less to them than the end.&lt;br /&gt;
&lt;br /&gt;
The main consequence of Aarilax's acquisition of Survival is that they now empower Druids.&lt;br /&gt;
&lt;br /&gt;
= Churches of Aarilax =&lt;br /&gt;
&lt;br /&gt;
For a long time the cults and churches of Aarilax within Drotid were the ascendant worshippers of their creator on Avlis, gifted with the Murderlord's favor and many boons. The so-called Southern churches, with their smaller numbers and greater representation of non-lizardkin worshippers, were held in less esteem, especially by Drotid's Shaahesk overlords. However, following the failure of Drotid's invasion of the free countries of Negaria and the service rendered by Southern worshippers to Aarilax's pursuit of the mantle of Survival, the churches of Drotid have been thrown into disfavor by their patron. This has had disastrous consequences in that nation. Non-lizardkin Aarilaxans, on the other hand, find themselves looked upon much more kindly by Aarilax's serpentine eye - for the time being.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:Cheesing&amp;diff=55501</id>
		<title>Rules:Specific Rules:Cheesing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:Cheesing&amp;diff=55501"/>
		<updated>2025-11-29T14:22:53Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Tidied a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
==Cheesing==&lt;br /&gt;
&amp;quot;Cheesing&amp;quot; of races or abilities is not acceptable on Avlis.&lt;br /&gt;
&lt;br /&gt;
*ahem* *puts on his professor cap*&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cheesing&amp;quot; a race is the act of picking one of the standard NWN player character races and then entering some other non-NWN race into the subrace in order to try and pass yourself off as a non-standard race. &amp;quot;Cheesing&amp;quot; an ability is the act of playing your character as if they have an ability which the NWN engine would not otherwise allow them to have.&lt;br /&gt;
&lt;br /&gt;
Example: You cannot be a giant-kin by picking half-orc and writing &amp;quot;Veerbeeg&amp;quot; in the subrace field. This is not allowed, and if you are caught doing this you will be forced to re-make your character.&lt;br /&gt;
&lt;br /&gt;
ONLY real races are allowed. Custom races are goblin, kobold, half-ogre, half-nymph, half-dryad, drangonari elf, lizardman, and orc. You CANNOT play any other races other than these and the standard elf, dwarf, human, halfling, etc.&lt;br /&gt;
&lt;br /&gt;
Example2: You cannot say your character is a vampire with exceptional strength and the ability to make other characters into a vampire by biting them. ONLY abilities that are granted by your class, race, and level within NWN are in-game. Extra powers that you make up or pretend to have are unacceptable.&lt;br /&gt;
&lt;br /&gt;
There is a very very good reason that we have this rule. A long time ago *evil grin* a player came in and decided they wanted to be a vampire. So they did all kinds of things to fake being a vampire, and none of the abilities were really implimented in NWN. It got to be really bad because in order for that vampire to be successful, OTHER player characters had to PRETEND that this person was a vampire. So it became this whole big thing about having REAL NWN abilities and abilities that you are PRETENDING to have. Not only is that really cheesy, IMO, it can get very confusing.&lt;br /&gt;
&lt;br /&gt;
Player1: *pretends to whack Player2 over the head*&lt;br /&gt;
Player2: What was that for?&lt;br /&gt;
Player1: You're unconcious now. I whacked you over the head.&lt;br /&gt;
Player2: No I'm not. You didn't do any damage to me at all.&lt;br /&gt;
Player1: But I have a 42 strength. I'm a giant.&lt;br /&gt;
Player2: No you aren't. You look like a halfling, and your character sheet says you have a 7 strength.&lt;br /&gt;
Player1: I know. I know. That's what my character sheet says. But I'm REALLY a giant and I have a 42 strength, so you better roleplay being knocked out, buster.&lt;br /&gt;
Player2: That is the stupidest fucking thing I have ever heard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's just an example. You can substitute *pretends to bite your neck and suck blood* in there for the first line if you want. But I think you see my point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyone caught doing these things will be asked to remake their character to conform with the NWN engine and to stop faking abilities.&lt;br /&gt;
===Character Backgrounds===&lt;br /&gt;
In addition to Player Character races, the PC's background could have the possibility of falling into this cheesing category. Though it is perfectly IC to have one of the following traits in your background, you MUST have an approval of a (vet or senior) DM before you can RP this out.&lt;br /&gt;
&lt;br /&gt;
This list contains examples and is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
# PC's are assumed to NOT to have any direct/blood relationship (Son, Daughter, wife, husband, lover, etc...) to deities.&lt;br /&gt;
# PC's are assumed to NOT to have any special &amp;quot;gateway&amp;quot; from a foreign world to Avlis, ie: Magical Cloud, Divine intervention, Special Borg Spaceship, Birth from a Rock, Formed by the faeces of a god, transport via a microbiomolecular transport, etc. (Exception: Other than CoPaP, in which case, you must make your character in that CoPaP World then come to Avlis ICly).&lt;br /&gt;
# PC's are assumed to NOT to have any special blood of non-playable avlisian races. (Drow, Vampires, Vampyres, Balors, chickens, demons, badgers, Celestials, Dragons[*See below for Dragon Disciple Exception] etc..)&lt;br /&gt;
&lt;br /&gt;
We encourage players to come up with great backgrounds for their PC's, but like in PnP, if your character has a special background, you must clear it with the DM. We are just making sure the players know that.&lt;br /&gt;
&lt;br /&gt;
Thank you&lt;br /&gt;
&lt;br /&gt;
Avlis DMs&lt;br /&gt;
&lt;br /&gt;
===Races===&lt;br /&gt;
You cannot play a custom race that is not created by the AutoBic golem. Filling in the subrace field is not acceptable. [[Custom_Races|Custom Races]]&lt;br /&gt;
====Elves====&lt;br /&gt;
All this information is already posted on the boards or in the players guide. I have consolidated these statements into one place, since players are claiming to not be aware of them. Ignorance is no excuse.&lt;br /&gt;
&lt;br /&gt;
1) Do not make elves with dark skin and white hair on Avlis.&lt;br /&gt;
&lt;br /&gt;
2) Avlisian Elf (directly form the players guide)&lt;br /&gt;
The most common type of Elf, referred to simply as an Avlissian Elf, is generally akin to a high elf in 2nd Edition AD&amp;amp;D terms. Their skin tones range from milky white to a mild tan, although there are sometimes grayish or bluish undertones visible in rare individuals. Their hair can range from a deep black or blackish green, to a bright blonde or red, much like the human hair colors. The almond shaped eyes of these elves can cover the entire human range of blues, greens, and browns, but violet is also seen. All other statistics for physical stature and size, as well as game play, are identical to high elves.&lt;br /&gt;
&lt;br /&gt;
3) Ghost Elf&lt;br /&gt;
Physically, these elves are much more thin and frail looking than Avlissian Elves, but their state of delicacy is a beautiful one. Their skin is almost always a bright yellow, or bright yellow with a very slight greenish tinge. From some angles, their skin almost seems to give off a faint glow, hence the name ghost elf.&lt;br /&gt;
&lt;br /&gt;
4) Drangonari Elf&lt;br /&gt;
They appear mostly elven in form, except they have scales much like a lizard in colors ranging from the darkest green to a bluish color. Their hair is always black, and their eyes contain slit pupils and range in color from gold to dark brown, with the occasional violets and greys.&lt;br /&gt;
*Drangonari PCs always have black hair and green skin regardless of the colours chosen in character generation&lt;br /&gt;
&lt;br /&gt;
====Drow====&lt;br /&gt;
* Avlis reserves the right to protect what we call the &amp;quot;Tone &amp;amp; Feel&amp;quot; of Avlis. This is defined by the entire Avlis works that make up the world's history, culture, and traditions, and is marked by its contrast to other famous campaign settings such as Forgotten Realms, Greyhawk, and Dragonlance.&lt;br /&gt;
&lt;br /&gt;
* Native Avlis Drow are against the Tone &amp;amp; Feel of Avlis and are illegal. You may not play any drow character that is purported to be born on Avlis or from any ficticious drow societies on Avlis, of which there are none.&lt;br /&gt;
&lt;br /&gt;
* Drow PC's from OTHER CoPaP are wholly welcome to play on Avlis so long as they go by the following stipulations:&lt;br /&gt;
&lt;br /&gt;
1) The PC must be created with Red Golem's AutoBic character generator on another CoPaP world, otherwise it will be considered &amp;quot;cheesing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
2) The drow must be roleplayed as a drow in the biological sense, i.e. sensitive to light, and any other physical drow characteristic.&lt;br /&gt;
&lt;br /&gt;
3) The drow may be of any alignment so long as it follows 1) and 2).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Drow PC's from other CoPaP worlds must be aware of their IC plight on Avlis: There was another race called Sereg'wethrin which were a dark-skinned elven race that is native to Avlis. This race was hated and feared by the inhabitants of Avlis even more than the inhabitants of the Forgotten Realms hate drow. There were NO examples of good Sereg'wethrin. Thus the inhabitants of Avlis automatically assumed that any dark-skinned elves are up to no good. If you play a drow and come to Avlis, you WILL be mistaken for a Sereg'wethrin by those you encounter, unless they are otherwise educated ICly. This is regardless of your drow's alignment.&lt;br /&gt;
&lt;br /&gt;
* Actions taken against your character by other players within the bounds of Sereg'wethrin treatment are not considered griefing if it is a legitimate IC/CvC situation.&lt;br /&gt;
&lt;br /&gt;
* The actions of Avlis inhabitants against Sereg'wethrin or drow mistaken as sereg are not a personal attack against you as a player. &lt;br /&gt;
&lt;br /&gt;
If you feel your drow PC has been treated unfairly by another player in game, take the appropriate measures listed in our rules for reporting grief behavior.&lt;br /&gt;
&lt;br /&gt;
If you feel your drow PC has been mistreated by a DM, report the incident immediately to the Avlis Team by sending a private message to the [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=3799 &amp;quot;Dungeon Masters&amp;quot; group] on the Avlis forum. Avlis does NOT condone DM-harrassment of drow PC's simply because they are drow. However, they WILL mobilize the NPC population of Avlis to react appropriately to you, thus giving you a hard time in that way.&lt;br /&gt;
&lt;br /&gt;
===Pregnancy===&lt;br /&gt;
Female PC's cannot become pregnant.&lt;br /&gt;
&lt;br /&gt;
If you want your character to become pregnant, you:&lt;br /&gt;
&lt;br /&gt;
1) Have to retire her permanently from PC status and make her an NPC.&lt;br /&gt;
&lt;br /&gt;
2) Need to have team approval to do this.&lt;br /&gt;
&lt;br /&gt;
There are no if's, no but's, and all those things. I really hope this doesn't need to be clarified any further.&lt;br /&gt;
&lt;br /&gt;
===Additional Rules around Pregnancy===&lt;br /&gt;
&lt;br /&gt;
* Can a player play the child of another one of their characters? No.&lt;br /&gt;
&lt;br /&gt;
* Can a player play a child (ie. Character under age 18)? No.&lt;br /&gt;
&lt;br /&gt;
* Can a player play the adult child of another player's character? Only with an approved background - Write the Avlis team (send a private message to the [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=3799 &amp;quot;Dungeon Masters&amp;quot; group] on the Avlis forum) beforehand. The team will look over what you're doing and THEN get back to you with a Yes or No.&lt;br /&gt;
&lt;br /&gt;
* Can a….? No.&lt;br /&gt;
* But…? No.&lt;br /&gt;
&lt;br /&gt;
As you can see, the default answer around situations regarding pregnancy is No. It's been our experience that this area can lead to considerable issues between players and it's been overall better for the community to not allow these situations.&lt;br /&gt;
&lt;br /&gt;
===Prestige Classes===&lt;br /&gt;
1. Red Dragon Disciple (RDD) and Champion of Torm (CoT) prestige classes are not, should not and will not be available for taking for Avlis characters on Avlis.&lt;br /&gt;
&lt;br /&gt;
- ad. RDD: Red dragons do not exist on Avlis, your native Avlis character will not be able to have the most important IC requirement: red dragon blood in his/her veins. He/she should not even know a Red Dragon exists, unless he has knowledge about other planes.&lt;br /&gt;
Your Avlis character should in no way be able to take this PrC, not even on other worlds, unless he/she is not a native to Avlis because of the lack of said dragon blood.&lt;br /&gt;
If your character is not a native to Avlis, you should have made it on another world in the first place. Characters native to Avlis that have RDD class will be deleveled by DMs.&lt;br /&gt;
The argument that certain spells allow you to summon or change your shape into a red dragon will no longer hold ground. Coders are all set to remove those effects from the involved spells and replace them with Avlis specific creatures.&lt;br /&gt;
&lt;br /&gt;
- ad CoT: Champion of Torm can only be made by Torm or an order dedicated to Torm. Torm does also not exist on Avlis as a god, so you should head over to another world that does have the Deity Torm in its pantheon if you want to ever be able to take this PrC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1A. Note that the [[Avlis Dragon Disciple]] prestige class does exist, and may be taken after developing an IC understanding with a dragon of the relevant type. Contact the Team to learn more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prestige classes in general: The option to gain a prestige class on Avlis should only be available if you meet the requirements AND have done a quest to unlock the class (either scripted or by DM intervention).&lt;br /&gt;
&lt;br /&gt;
If you have taken a PrC on Avlis without meeting these requirements you have intentionally or unintentionally abused a bug in the PrC disabling code. You should contact a DM to get rid of the levels, if you do so on your own you will receive your XP back.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Kuthos&amp;diff=55380</id>
		<title>Kuthos</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Kuthos&amp;diff=55380"/>
		<updated>2025-07-12T19:51:13Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Nixed Sereg mention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Underdark}}&lt;br /&gt;
&amp;lt;div align=&amp;quot;justify&amp;quot;&amp;gt;&lt;br /&gt;
'''Alignment''': Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
'''Worshippers' Alignment''': Any Evil&lt;br /&gt;
&lt;br /&gt;
'''Clerics' Alignment''': Within one step of Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
'''Domains''': Chaos, War&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an unsuspecting [[Wikipedia:Glabrezu|glabrezu]] demon on the [[Wikipedia:Abyss (plane)|Abyss]], '''Kuthos''' was suddenly summoned to Avlis by a [[Demon Lords|Demon Lord]] named [[Kimonictinus]]. From there, Kuthos made history as the Demon Lord's main enforcer and executioner. Generally, Kuthos' strengths do not lie in his intellect. Fortunately, Kimonictinus did not recruit him for the purpose of thinking. Kuthos' job was doing. Any plans or ideas that were passed to him were carried out with primal glee and twisted pleasure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like anything else in [[Tanar'ri]] society, perserverance is not a key element in Kuthos' mindset. Eventually he tired of being the muscle behind Kimonictinus' conquest and he revolted from his main city of [[Demon's Teeth]], deep within the [[Underdark]]. In that long battle, Kuthos gained his independence as a Demon Lord no longer subject to anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since that time, the worship and holdings of Kuthos have grown. The brutality and callous cruelty of his followers is known throughout the underdark, and feared accordingly. Like their Demon Lord, followers of Kuthos are not known for their elaborate scheming, planning, or ideas. Instead they are known for the blind, yet effective, way in which they charge into a situation with rage and hatred until victory is achieved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only the most cruel and evil races have a tendancy to worship Kuthos. Most of these are [[Human, Adomkuro|Adomkuro]] and [[Dwarf, Kharakuro|kharakuro]]. As usual, exceptions are made, but not frequently.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Demon Lords|Kuthos]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Spellreaver&amp;diff=55247</id>
		<title>Spellreaver</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Spellreaver&amp;diff=55247"/>
		<updated>2025-04-03T18:03:46Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: added prereqs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[:Category:Abjuration Spells|Abjuration]]-aligned [[Advanced Mage Specialization]] (AMS) enables the user to enhance certain protective spells and extend them to multiple party members, as well as to steal the spell effects from their foes. &lt;br /&gt;
&lt;br /&gt;
Spellreavers modify protective spells, with the strength of the modifications increasing per AMS Rank of the Spellreaver. Additionally, their dispels can reave (steal) the effects of spells dispelled, with the maximum number of effects capable to be stolen increasing per Rank.&lt;br /&gt;
&lt;br /&gt;
Spellreaving is a technique new to the South. Those seeking to learn its secrets are advised to contact the [[Academy of Mortal Magic]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Prerequisites:''' &lt;br /&gt;
&lt;br /&gt;
Spellreavers are required to have the applicable Spell Focus for each rank (Spell Focus: Abjuration for Rank 1, Greater Spell Focus: Abjuration for Rank 2, Epic Spell Focus for Rank 3) and Arcane Defense: Abjuration.&lt;br /&gt;
&lt;br /&gt;
== '''Protective Spells Affected''' ==&lt;br /&gt;
The Spellreaver modifies the following spells when cast, with higher-ranked Spellreavers producing more powerful effects.&lt;br /&gt;
&lt;br /&gt;
Notably, Spellreavers can turn spells that normally only affect one person into an Area of Effect (AOE), casting the spell effect onto a number of additional allies, as listed below.&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Stoneskin|Stoneskin]] ===&lt;br /&gt;
'''Rank 1''' - 15/+6 max (150), AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - 20/+7 max (175), AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - 25/+8 max (200), AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Energy Buffer|Energy Buffer]] ===&lt;br /&gt;
'''Rank 1''' - Soak 43+(CL/2)/-, adds 50 max absorption, AOE affect 1 ally &lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Soak 46+(CL/2)/-, adds 75 max absorption,  AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Soak 49+(CL/2)/-, adds 100 max absorption,  AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Lesser Spell Mantle|Lesser Spell Mantle]] ===&lt;br /&gt;
'''Rank 1''' - Add +2 Spell levels, AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Add +3 Spell levels, AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Add +4 Spell levels, AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Ilyykur's Mantle|Ilyykur's Mantle]] ===&lt;br /&gt;
'''Rank 1''' - Add 5/- Magic resistance, add 5/- Negative resistance, AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Add 10/- Magic resistance, add 10/- Negative resistance, AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Add 15/- Magic resistance, add 15/- Negative resistance, AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
== '''Reaving Effects''' ==&lt;br /&gt;
A Spellreaver can reave, or steal and add to themselves, the spell effects they dispel from opponents when casting dispels. The spells a Spellreaver can cast to reave spell effects are: [[Magic:Lesser Dispel|Lesser Dispel]], [[Magic:Dispel Magic|Dispel Magic]], [[Magic:Greater Dispelling|Greater Dispelling]], [[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]], [[Magic:Mordenkainens Disjunction|Mordenkainen's Disjunction]]&lt;br /&gt;
&lt;br /&gt;
'''Rank 1''' - Can reave up to three spells.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Can reave up to six spells.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Can reave up to nine spells.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Keros&amp;diff=55170</id>
		<title>Keros</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Keros&amp;diff=55170"/>
		<updated>2025-01-17T16:06:53Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NWNEEmigration}}&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;https://www.avlis.org/viewtopic.php?p=1470066#p1470066&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Demigods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Keros.jpg|150px|right]]&lt;br /&gt;
'''Symbol:''' Knife and Bow.&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Red and Brown.&lt;br /&gt;
&lt;br /&gt;
'''Alignment''': [[Alignment#Neutral_Evil|Neutral Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers' Alignment''': Any&lt;br /&gt;
&lt;br /&gt;
'''Area of Control''': Survival&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Animal|Animal]], [[Magic:Level#Plant|Plant]], [[Magic:Level#Strength|Strength]], [[Magic:Level#Travel|Travel]]&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Deceased, killed by Aarilax&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The word “survive” literally means “to live longer than others.”  “Survival” is the word often used to describe the set of skills needed in harsh, wilderness climates, where successful employment of such skills can indeed allow one to live longer than one’s peers.  It is in such harsh climes, be it the tundra of [[Tyedu]], the steaming jungles of [[Jechran]], the unforgiving [[The_Wastelands|Wastelands]], or elsewhere in [[Negaria]], that one once encountered followers of Keros.&lt;br /&gt;
&lt;br /&gt;
Keros was one of those deities, like [[Verossa]] and [[Ingoren]], who was often prayed to when people wanted them to refrain from acting.  Just as sailors may beseech Ingoren or Verossa to not cause a tidal wave or a storm, Kerosians beseeched the Lord of the Fittest to not subject them to a harsh test of survival.  Keros was a god who delighted in testing and judging his worshippers; those who passed were rewarded with survival and perhaps a boon; those who failed were punished, commonly with death.  Those unfamiliar with surviving in the wilderness thought of it as a combination of skill and luck.  Kerosians once prided themselves on mastering the former, because for them, the latter was not a roll of chance, but the hand of Keros, and his hand could be fickle.&lt;br /&gt;
&lt;br /&gt;
There was no formal, organized Church of Keros, because in the places where most of his worshippers could be found people were too busy trying to eke out a living day to day to concern themselves with such things as titles and hierarchies.  Keros had no holy texts or scriptures; his teachings which were handed down were the skills and information needed to survive in the places where his worshippers live.  Keros's [[druid]]s were just as, if not more common, than priests or shamans.  Those who were granted divine power by Keros were often the advisor to a tribal chieftain; in some cases they led the tribe themselves.  Kerosians were practical; they looked out for themselves first, their followers/parishioners second (for Keros sought to have as many followers as he could, the more he could judge for fitness), and others third.  There were typically few power struggles among the priests and druids of Keros, for in the end, Keros himself weeded out those who were unworthy to lead.  Most would not have described Kerosians as generous – if withholding information will lead to one surviving over one’s rivals and possibly receiving Keros’ favor, then a Kerosian would keep that information to themselves.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Keros began as a Tyeduan spirit-god who was worshipped in a single village in the southwestern region of that nation.  Keros was a harsh spirit-god for a harsh land, and demanded sacrifices to be appeased.  Typically, his tribe sacrificed animals they had hunted.  But when times were rough, and it was thought that Keros was especially angry, they would sacrifice humans, either captives from other tribes, or in dire circumstances, some of their own people.&lt;br /&gt;
&lt;br /&gt;
One day a band of soldiers from [[Cytheria]] entered Tyedu, scouting the tundra for resources.  They happened upon the village.  It had been a rough year for the villagers, and to appease Keros they were about to sacrifice some of their children.  The soldiers, worshippers of [[O'Ma]], were disgusted by what they saw.  They slaughtered all of the men in the tribe, and took the women and children back to Cytheria, where they were placed with [[Kurathene]] families to be integrated into the empire.&lt;br /&gt;
&lt;br /&gt;
A lone druid villager was on a hunting trip when the Cytherian soldiers attacked his village.  He returned to find his village razed, the menfolk slain, and the women and children gone.  This druid, named Resh-Nar, then received a vision from Keros.  The Lord of the Fittest, weakened by the loss of his followers, bid Resh-Nar to wander Tyedu, converting other tribes to worship him.  For twenty years he crisscrossed the tundra, telling all who would listen his story.  Many tribes near Tyedu’s southern border were fueled by anti-Kurathene sentiment, and willingly converted.  Other tribes had similar spirit-gods, or had worshipped a spirit-god that had died, and were also easily swayed to pray to Keros.  In this way Keros gained enough followers to attain demigod status.&lt;br /&gt;
&lt;br /&gt;
Once Keros became a demigod, he sent a vision to Resh-Nar once more.  The druid, who by now had become the High Shaman of the religion, was commanded to head south, to gain even more followers.  So Resh-Nar hiked southeast, across the mountains and into Jechran.  Though unable to supplant [[Yeraiah]] or [[Dre'Ana]], he convinced many of the female-dominated tribes to worship Keros as a secondary or supplemental deity.  But another group in Jechran made Keros their patron god – castoff males.  In some of the harsher climates in that nation, older males who are no longer considered useful to the tribe were ejected, and sent out into the jungle to fend for themselves.  Most quickly perished, but a lucky few managed to band together and eke out a life in the wilderness.  These all-male groups worshiped Keros, depending upon his druids, shamans and rangers to teach them survival techniques.&lt;br /&gt;
&lt;br /&gt;
Another twenty years passed, and for a third time High Shaman Resh-Nar received a vision from the Lord of the Fittest.  This time he was ordered to go even further south, that Keros may have followers across Negaria.  It is said that Resh-Nar continued to wander the southern nations, preaching to any and all who will listen, until [http://www.avlis.org/viewtopic.php?f=138&amp;amp;t=137388 another vision] led him to establish a shrine at the east coast of [[M'Chek]].&lt;br /&gt;
&lt;br /&gt;
=== Keros, the [[Avariel]], and the [[Drangonari]] ===&lt;br /&gt;
Though Keros was not well-known in southern Negaria, some of his actions have had a profound effect on races living in the region.  When Keros was first elevated to demigodhood, [[Angadar]] approached him and took him under his wing.  He told Keros that if he wanted to make an impression upon the mortals of Negaria, not to mention the other gods and goddesses, he needed to do something impressive, a feat that would display his newfound godly powers to all.  Angadar pointed out the avariel race; their home city of [[Toostan-of-the-Clouds]] had just been annihilated by Angadar’s drangonari elves.  Angadar argued that this was proof that the few avariel who remained did not deserve to survive.  Keros agreed, and laid down a strict judgement, doubly cursing the avariel; not only did he weaken their bodies so that they could no longer fly, he also took from them their fertility, so that they could no longer reproduce.&lt;br /&gt;
&lt;br /&gt;
The avariel did not know how or why they had been cursed.  [[NPC:Queen_Adathi|Queen Adathi]] and the few remaining avariel tried to lift the curse without success.  They appealed to the [[Guild:Healers_of_Cha'reth|Healers of Cha’reth]] for help.  Two high priestesses of [[Cha'reth]], [[PCs:Eldraea|Eldraea]] and [[PCs:Vandor,_Rika|Rika Vandor]], came upon the wandering Resh-Nar one day.  Through speaking with him they realized that it had been Keros who had bestowed the curse.  They were able to convince Resh-Nar that Angadar had tricked Keros into cursing the avariel.  The two priestesses told Resh-Nar that they were willing to sacrifice their own fertility, in return for Keros lifting the curse.&lt;br /&gt;
&lt;br /&gt;
Resh-Nar beseeched his god.  Keros realized that he had been used by Angadar, but he was loath to admit his mistake.  So he removed only part of the curse, restoring their strength and allowing the avariel to procreate again.  However, as punishment for their loss against the drangonari, avariel still cannot fly to this day.&lt;br /&gt;
&lt;br /&gt;
Keros then turned his eye towards Angadar’s creations.  Seeing the avariel and drangonari as two races directly pitted against each other for survival, he thought it only fair to level the playing field.  So Keros took the wings from all drangonari elves.  Even those drangonari who have been able to regain their wings are unable to fly.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Many people assumed that the bow in Keros’ holy symbol is the kind used to shoot arrows, for hunting.  Newer, more stylized versions of the symbol depicted it as such, especially the further south one goes in Negaria.  However, the bow was originally the kind used in a bow drill to start fires.&lt;br /&gt;
&lt;br /&gt;
It is thought that Keros lived in the [https://en.wikipedia.org/wiki/Outer_Plane#Gray_Waste Gray Waste].  He did not have a home there, but endlessly wandered the plane, preying on newly arrived souls, similar to the way his nomadic followers on Negaria followed herds of prey animals.&lt;br /&gt;
&lt;br /&gt;
=== The Murder of Keros ===&lt;br /&gt;
In the year 7 AR, Keros was tracked, defeated, and destroyed by the Greater God Aarilax. A group of champions, appointed by Aarilax to do the Murderlord's bidding, tracked the fugitive Resh-Nar through the Gray Waste of Hades. After several adventures, they cornered Resh-Nar and slew him. The death of his proxy drew Keros out of hiding, leaving him vulnerable to Aarilax's attack. &lt;br /&gt;
&lt;br /&gt;
Shortly after the act, [https://www.avlis.org/viewtopic.php?f=86&amp;amp;t=145617&amp;amp;p=1497842 an account of the death of Keros was spread far and wide].&lt;br /&gt;
&lt;br /&gt;
Keros is now considered a deceased god, with his mantle of Survival stolen by Aarilax. Keros no longer empowers worshippers, priests, or druids.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Keros&amp;diff=55169</id>
		<title>Keros</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Keros&amp;diff=55169"/>
		<updated>2025-01-17T16:05:43Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Updated to put Keros in the past tense, added link to IC narrative, provided brief background.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NWNEEmigration}}&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;https://www.avlis.org/viewtopic.php?p=1470066#p1470066&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Demigods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Keros.jpg|150px|right]]&lt;br /&gt;
'''Symbol:''' Knife and Bow.&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Red and Brown.&lt;br /&gt;
&lt;br /&gt;
'''Alignment''': [[Alignment#Neutral_Evil|Neutral Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers' Alignment''': Any&lt;br /&gt;
&lt;br /&gt;
'''Area of Control''': Survival&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Animal|Animal]], [[Magic:Level#Plant|Plant]], [[Magic:Level#Strength|Strength]], [[Magic:Level#Travel|Travel]]&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Deceased, killed by Aarilax&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The word “survive” literally means “to live longer than others.”  “Survival” is the word often used to describe the set of skills needed in harsh, wilderness climates, where successful employment of such skills can indeed allow one to live longer than one’s peers.  It is in such harsh climes, be it the tundra of [[Tyedu]], the steaming jungles of [[Jechran]], the unforgiving [[The_Wastelands|Wastelands]], or elsewhere in [[Negaria]], that one once encountered followers of Keros.&lt;br /&gt;
&lt;br /&gt;
Keros was one of those deities, like [[Verossa]] and [[Ingoren]], who was often prayed to when people wanted them to refrain from acting.  Just as sailors may beseech Ingoren or Verossa to not cause a tidal wave or a storm, Kerosians beseeched the Lord of the Fittest to not subject them to a harsh test of survival.  Keros was a god who delighted in testing and judging his worshippers; those who passed were rewarded with survival and perhaps a boon; those who failed were punished, commonly with death.  Those unfamiliar with surviving in the wilderness thought of it as a combination of skill and luck.  Kerosians once prided themselves on mastering the former, because for them, the latter was not a roll of chance, but the hand of Keros, and his hand could be fickle.&lt;br /&gt;
&lt;br /&gt;
There was no formal, organized Church of Keros, because in the places where most of his worshippers could be found people were too busy trying to eke out a living day to day to concern themselves with such things as titles and hierarchies.  Keros had no holy texts or scriptures; his teachings which were handed down were the skills and information needed to survive in the places where his worshippers live.  Keros's [[druid]]s were just as, if not more common, than priests or shamans.  Those who were granted divine power by Keros were often the advisor to a tribal chieftain; in some cases they led the tribe themselves.  Kerosians were practical; they looked out for themselves first, their followers/parishioners second (for Keros sought to have as many followers as he could, the more he could judge for fitness), and others third.  There were typically few power struggles among the priests and druids of Keros, for in the end, Keros himself weeded out those who were unworthy to lead.  Most would not have described Kerosians as generous – if withholding information will lead to one surviving over one’s rivals and possibly receiving Keros’ favor, then a Kerosian would keep that information to themselves.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Keros began as a Tyeduan spirit-god who was worshipped in a single village in the southwestern region of that nation.  Keros was a harsh spirit-god for a harsh land, and demanded sacrifices to be appeased.  Typically, his tribe sacrificed animals they had hunted.  But when times were rough, and it was thought that Keros was especially angry, they would sacrifice humans, either captives from other tribes, or in dire circumstances, some of their own people.&lt;br /&gt;
&lt;br /&gt;
One day a band of soldiers from [[Cytheria]] entered Tyedu, scouting the tundra for resources.  They happened upon the village.  It had been a rough year for the villagers, and to appease Keros they were about to sacrifice some of their children.  The soldiers, worshippers of [[O'Ma]], were disgusted by what they saw.  They slaughtered all of the men in the tribe, and took the women and children back to Cytheria, where they were placed with [[Kurathene]] families to be integrated into the empire.&lt;br /&gt;
&lt;br /&gt;
A lone druid villager was on a hunting trip when the Cytherian soldiers attacked his village.  He returned to find his village razed, the menfolk slain, and the women and children gone.  This druid, named Resh-Nar, then received a vision from Keros.  The Lord of the Fittest, weakened by the loss of his followers, bid Resh-Nar to wander Tyedu, converting other tribes to worship him.  For twenty years he crisscrossed the tundra, telling all who would listen his story.  Many tribes near Tyedu’s southern border were fueled by anti-Kurathene sentiment, and willingly converted.  Other tribes had similar spirit-gods, or had worshipped a spirit-god that had died, and were also easily swayed to pray to Keros.  In this way Keros gained enough followers to attain demigod status.&lt;br /&gt;
&lt;br /&gt;
Once Keros became a demigod, he sent a vision to Resh-Nar once more.  The druid, who by now had become the High Shaman of the religion, was commanded to head south, to gain even more followers.  So Resh-Nar hiked southeast, across the mountains and into Jechran.  Though unable to supplant [[Yeraiah]] or [[Dre'Ana]], he convinced many of the female-dominated tribes to worship Keros as a secondary or supplemental deity.  But another group in Jechran made Keros their patron god – castoff males.  In some of the harsher climates in that nation, older males who are no longer considered useful to the tribe are ejected, and sent out into the jungle to fend for themselves.  Most quickly perish, but a lucky few manage to band together and eke out a life in the wilderness.  These all-male groups worship Keros, depending upon his druids, shamans and rangers to teach them survival techniques.&lt;br /&gt;
&lt;br /&gt;
Another twenty years passed, and for a third time High Shaman Resh-Nar received a vision from the Lord of the Fittest.  This time he was ordered to go even further south, that Keros may have followers across Negaria.  It is said that Resh-Nar continued to wander the southern nations, preaching to any and all who will listen, until [http://www.avlis.org/viewtopic.php?f=138&amp;amp;t=137388 another vision] led him to establish a shrine at the east coast of [[M'Chek]].&lt;br /&gt;
&lt;br /&gt;
=== Keros, the [[Avariel]], and the [[Drangonari]] ===&lt;br /&gt;
Though Keros was not well-known in southern Negaria, some of his actions have had a profound effect on races living in the region.  When Keros was first elevated to demigodhood, [[Angadar]] approached him and took him under his wing.  He told Keros that if he wanted to make an impression upon the mortals of Negaria, not to mention the other gods and goddesses, he needed to do something impressive, a feat that would display his newfound godly powers to all.  Angadar pointed out the avariel race; their home city of [[Toostan-of-the-Clouds]] had just been annihilated by Angadar’s drangonari elves.  Angadar argued that this was proof that the few avariel who remained did not deserve to survive.  Keros agreed, and laid down a strict judgement, doubly cursing the avariel; not only did he weaken their bodies so that they could no longer fly, he also took from them their fertility, so that they could no longer reproduce.&lt;br /&gt;
&lt;br /&gt;
The avariel did not know how or why they had been cursed.  [[NPC:Queen_Adathi|Queen Adathi]] and the few remaining avariel tried to lift the curse without success.  They appealed to the [[Guild:Healers_of_Cha'reth|Healers of Cha’reth]] for help.  Two high priestesses of [[Cha'reth]], [[PCs:Eldraea|Eldraea]] and [[PCs:Vandor,_Rika|Rika Vandor]], came upon the wandering Resh-Nar one day.  Through speaking with him they realized that it had been Keros who had bestowed the curse.  They were able to convince Resh-Nar that Angadar had tricked Keros into cursing the avariel.  The two priestesses told Resh-Nar that they were willing to sacrifice their own fertility, in return for Keros lifting the curse.&lt;br /&gt;
&lt;br /&gt;
Resh-Nar beseeched his god.  Keros realized that he had been used by Angadar, but he was loath to admit his mistake.  So he removed only part of the curse, restoring their strength and allowing the avariel to procreate again.  However, as punishment for their loss against the drangonari, avariel still cannot fly to this day.&lt;br /&gt;
&lt;br /&gt;
Keros then turned his eye towards Angadar’s creations.  Seeing the avariel and drangonari as two races directly pitted against each other for survival, he thought it only fair to level the playing field.  So Keros took the wings from all drangonari elves.  Even those drangonari who have been able to regain their wings are unable to fly.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Many people assumed that the bow in Keros’ holy symbol is the kind used to shoot arrows, for hunting.  Newer, more stylized versions of the symbol depicted it as such, especially the further south one goes in Negaria.  However, the bow was originally the kind used in a bow drill to start fires.&lt;br /&gt;
&lt;br /&gt;
It is thought that Keros lived in the [https://en.wikipedia.org/wiki/Outer_Plane#Gray_Waste Gray Waste].  He did not have a home there, but endlessly wandered the plane, preying on newly arrived souls, similar to the way his nomadic followers on Negaria followed herds of prey animals.&lt;br /&gt;
&lt;br /&gt;
=== The Murder of Keros ===&lt;br /&gt;
In the year 7 AR, Keros was tracked, defeated, and destroyed by the Greater God Aarilax. A group of champions, appointed by Aarilax to do the Murderlord's bidding, tracked the fugitive Resh-Nar through the Gray Waste of Hades. After several adventures, they cornered Resh-Nar and slew him. The death of his proxy drew Keros out of hiding, leaving him vulnerable to Aarilax's attack. &lt;br /&gt;
&lt;br /&gt;
Shortly after the act, [https://www.avlis.org/viewtopic.php?f=86&amp;amp;t=145617&amp;amp;p=1497842 an account of the death of Keros was spread far and wide].&lt;br /&gt;
&lt;br /&gt;
Keros is now considered a deceased god, with his mantle of Survival stolen by Aarilax. Keros no longer empowers worshippers, priests, or druids.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Deific_Chart&amp;diff=55168</id>
		<title>Deific Chart</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Deific_Chart&amp;diff=55168"/>
		<updated>2025-01-17T15:55:43Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Applied recent changes to Keros, Aarilax, Dead Dreamer, Bobil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| '''Name''' || '''Deity Alignment''' || '''Worshipers' Alignment''' || '''Mantle (Area of Control)'''|| '''Deity status'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Aarilax]]|| NE || NE || Murder, Lust, Survival, Lizardmen and Sahuagin || Greater Avlissian&lt;br /&gt;
|-&lt;br /&gt;
|[[Andria]]||CN||Any||Mortal Magic, Arcane Power, Arcane Knowledge|| Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|[[Angadar]]||LE||Any non-chaotic||Drangonari Elves, Psionics||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Aryeh Gidol]]||LN||Any Wemic||Wemics||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Balgar]]||N||Any Wemic||Wemics||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Berryn]]||NG||NG||Spring, &amp;amp; Halflings||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobil]]||LN||Any||None (formerly Physical Strength and Brute Force)||Deceased&lt;br /&gt;
|-&lt;br /&gt;
|[[Cha'reth]]||CG||Any Good||Healing, Peace||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Dagath]]||N||Any||Death &amp;amp; Rebirth||Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|[[Dead Dreamer]]||NE||Any Evil||None ||Deceased Pseudo-Deity&lt;br /&gt;
|-&lt;br /&gt;
|[[Dra'Nar]]||NG||Any good||Heroes, Orphans||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Dre'Ana]]||NG||Any good or neutral female||Warrior Maidens||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Dru'El]]||CG||NG &amp;amp; CG||Elves, Nature||Greater Avlissian&lt;br /&gt;
|-&lt;br /&gt;
|[[Evrak]]||NE||Any Evil||Suffering, Strife, Famine||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Fegall]]||CN||Any Chaotic or Gnome||Craftsmen, Gnomes||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Forian]]||CN||CN||Changelings, Chaos||Greater Avlissian&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorethar]]||LG||LG||Dwarves, Craftsmen, Warriors of Goodness||Greater Avlissian&lt;br /&gt;
|-&lt;br /&gt;
|[[The_Harpinger |(The) Harpinger]]||CE||Any||Music, Messenger of Death||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Hurine]]||LN||Any||Merchants, Trade, Negotiation||Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|[[Ingoren]]||N||Any||Sailors, Oceans||Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|[[Kelvos]]||NE||Any||Lost Love, Star Crossed Lovers, Revenge, Lost Causes||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Keros]]||NE||Any||None (formerly Survival)||Deceased&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesa]]||NG||Any||Found Love, Marriage, Relationships, Lost Causes||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Maleki]]||CE||CE||Giant-Kin, Hatred, Slaughter, Disease||Greater Avlissian&lt;br /&gt;
|-&lt;br /&gt;
|[[Mikon]]||N||Any||Humans, Balance||Greater Avlissian&lt;br /&gt;
|-&lt;br /&gt;
|[[Mishlekh]]||CG||CG||Wine||Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|[[Naren]]||N||Any||Performers, the Arts||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[O'Ma]]||NG||Any good||Fairy Races, Forests||Greater Avlissian&lt;br /&gt;
|-&lt;br /&gt;
|[[Paragus]]||LE||Any Minotaur||Minotaurs||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Pelar]]||NG||Any good/TN/NE||Hunting, Rangers||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Qinoxitl]]||CE||CE||Madness, Circular Logic, Unknowable Thoughts, Confusion||Pseudo-Deities&lt;br /&gt;
|-&lt;br /&gt;
|[[Ra-Ghul]]||CN||Any Chaotic||Unorganized Warfare, Frenzied Combat, Berserkers||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Senath]]||LN||Any Lawful||Strategy||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Skern]]||N||N or CG||Centaurs, Community, Natural Balances||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Stephanus]]||NE||Any Evil||Finesse, Trickery||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[The'ton]]||LE||Any Evil||Fear, Intimidation||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Ti'si'faan]]||NG||Any Good||The Sun||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Toran]]||LN||LN||Dracon, Soldiers||Greater Avlissian&lt;br /&gt;
|-&lt;br /&gt;
|[[Valok]]||LE||Lawful||Orcs, Politics, Intrigue, Deceit||Greater Avlissian&lt;br /&gt;
|-&lt;br /&gt;
|[[Verossa]]||CE||Any Chaotic||Natural Destruction||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Vorin]]||N||Any||Knowledge, Information||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Wilsash]]||NE||Any Evil||Moon, Nightmares||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Xenon]]||CE||Any Lycanthrope||Lycanthropes||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|[[Yeraiah]]||N||Any Female||Fertility, Femininity, Strength||Lesser&lt;br /&gt;
|-&lt;br /&gt;
|[[Zhitaril]]||NE||Any evil||Undeath, Undead||Demigod&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| '''Name''' || '''Deity Alignment''' || '''Worshipers' Alignment''' || '''Mantle (Area of Control)'''|| '''Deity status'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Blibdoolpoolp]]||NE||Any Sahuagin or Lizard Man||Sahuagin &amp;amp; Lizard Men||Greater (foreign)&lt;br /&gt;
|-&lt;br /&gt;
|[[Clangeddin_Silverbeard | Clangeddin]]||LG||Any Dwarf or Gnome||Dwarves, Blacksmiths||Greater (foreign)&lt;br /&gt;
|-&lt;br /&gt;
|[[Corellon_Larethian | Corellon Larethian]]||CG||Any good||Elves, Battle||Greater (foreign)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gruumsh]]||CE||Any evil||Orcs||Greater (foreign)&lt;br /&gt;
|-&lt;br /&gt;
|[[Titania]]||N||Any Fairy||Titanian Fairies||Greater (foreign)&lt;br /&gt;
|-&lt;br /&gt;
|[[Tobin]]||N||Any Dracon||Dracon||Greater (foreign)&lt;br /&gt;
|-&lt;br /&gt;
|[[Ptah]]||N||Any||Travel||Greater (foreign)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| '''Name''' || '''Deity Alignment''' || '''Worshipers' Alignment''' || '''Mantle (Area of Control)'''|| '''Deity status'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Alifanitax]]||CE||Any Evil||Chaos, Knowledge || Demon Lord&lt;br /&gt;
|-&lt;br /&gt;
|[[Kimonictinus]]||CE||Any Evil||Chaos, Death, Earth ||Demon Lord&lt;br /&gt;
|-&lt;br /&gt;
|[[Kuthos]]||CE||Any Evil||Chaos, War||Demon Lord&lt;br /&gt;
|-&lt;br /&gt;
|[[Sharistracterus]]||CE||Any Evil||Scheming, Evil, Plotting||Demon Lord&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion|Deific]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Spellreaver&amp;diff=55121</id>
		<title>Spellreaver</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Spellreaver&amp;diff=55121"/>
		<updated>2025-01-16T03:29:47Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[:Category:Abjuration Spells|Abjuration]]-aligned [[Advanced Mage Specialization]] (AMS) enables the user to enhance certain protective spells and extend them to multiple party members, as well as to steal the spell effects from their foes. &lt;br /&gt;
&lt;br /&gt;
Spellreavers modify protective spells, with the strength of the modifications increasing per AMS Rank of the Spellreaver. Additionally, their dispels can reave (steal) the effects of spells dispelled, with the maximum number of effects capable to be stolen increasing per Rank.&lt;br /&gt;
&lt;br /&gt;
Spellreaving is a technique new to the South. Those seeking to learn its secrets are advised to contact the [[Academy of Mortal Magic]].&lt;br /&gt;
&lt;br /&gt;
== '''Protective Spells Affected''' ==&lt;br /&gt;
The Spellreaver modifies the following spells when cast, with higher-ranked Spellreavers producing more powerful effects.&lt;br /&gt;
&lt;br /&gt;
Notably, Spellreavers can turn spells that normally only affect one person into an Area of Effect (AOE), casting the spell effect onto a number of additional allies, as listed below.&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Stoneskin|Stoneskin]] ===&lt;br /&gt;
'''Rank 1''' - 15/+6 max (150), AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - 20/+7 max (175), AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - 25/+8 max (200), AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Energy Buffer|Energy Buffer]] ===&lt;br /&gt;
'''Rank 1''' - Soak 43+(CL/2)/-, adds 50 max absorption, AOE affect 1 ally &lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Soak 46+(CL/2)/-, adds 75 max absorption,  AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Soak 49+(CL/2)/-, adds 100 max absorption,  AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Lesser Spell Mantle|Lesser Spell Mantle]] ===&lt;br /&gt;
'''Rank 1''' - Add +2 Spell levels, AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Add +3 Spell levels, AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Add +4 Spell levels, AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Ilyykur's Mantle|Ilyykur's Mantle]] ===&lt;br /&gt;
'''Rank 1''' - Add 5/- Magic resistance, add 5/- Negative resistance, AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Add 10/- Magic resistance, add 10/- Negative resistance, AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Add 15/- Magic resistance, add 15/- Negative resistance, AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
== '''Reaving Effects''' ==&lt;br /&gt;
A Spellreaver can reave, or steal and add to themselves, the spell effects they dispel from opponents when casting dispels. The spells a Spellreaver can cast to reave spell effects are: [[Magic:Lesser Dispel|Lesser Dispel]], [[Magic:Dispel Magic|Dispel Magic]], [[Magic:Greater Dispelling|Greater Dispelling]], [[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]], [[Magic:Mordenkainens Disjunction|Mordenkainen's Disjunction]]&lt;br /&gt;
&lt;br /&gt;
'''Rank 1''' - Can reave up to three spells.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Can reave up to six spells.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Can reave up to nine spells.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Spellreaver&amp;diff=55120</id>
		<title>Spellreaver</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Spellreaver&amp;diff=55120"/>
		<updated>2025-01-16T03:29:26Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Explained AOE.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[:Category:Abjuration Spells|Abjuration]]-aligned [[Advanced Mage Specialization]] (AMS) enables the user to enhance certain protective spells and extend them to multiple party members, as well as to steal the spell effects from their foes. &lt;br /&gt;
&lt;br /&gt;
Spellreavers modify protective spells, with the strength of the modifications increasing per AMS Rank of the Spellreaver. Additionally, their dispels can reave (steal) the effects of spells dispelled, with the maximum number of effects capable to be stolen increasing per Rank.&lt;br /&gt;
&lt;br /&gt;
Spellreaving is a technique new to the South. Those seeking to learn its secrets are advised to contact the [[Academy of Mortal Magic]].&lt;br /&gt;
&lt;br /&gt;
== '''Protective Spells Affected''' ==&lt;br /&gt;
The Spellreaver modifies the following spells when cast, with higher-ranked Spellreavers producing more powerful effects.&lt;br /&gt;
&lt;br /&gt;
Notably, Spellreavers can turn spells that normally only affect one person into an Area of Effect, casting the spell effect onto a number of additional allies, as listed below.&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Stoneskin|Stoneskin]] ===&lt;br /&gt;
'''Rank 1''' - 15/+6 max (150), AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - 20/+7 max (175), AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - 25/+8 max (200), AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Energy Buffer|Energy Buffer]] ===&lt;br /&gt;
'''Rank 1''' - Soak 43+(CL/2)/-, adds 50 max absorption, AOE affect 1 ally &lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Soak 46+(CL/2)/-, adds 75 max absorption,  AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Soak 49+(CL/2)/-, adds 100 max absorption,  AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Lesser Spell Mantle|Lesser Spell Mantle]] ===&lt;br /&gt;
'''Rank 1''' - Add +2 Spell levels, AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Add +3 Spell levels, AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Add +4 Spell levels, AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Ilyykur's Mantle|Ilyykur's Mantle]] ===&lt;br /&gt;
'''Rank 1''' - Add 5/- Magic resistance, add 5/- Negative resistance, AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Add 10/- Magic resistance, add 10/- Negative resistance, AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Add 15/- Magic resistance, add 15/- Negative resistance, AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
== '''Reaving Effects''' ==&lt;br /&gt;
A Spellreaver can reave, or steal and add to themselves, the spell effects they dispel from opponents when casting dispels. The spells a Spellreaver can cast to reave spell effects are: [[Magic:Lesser Dispel|Lesser Dispel]], [[Magic:Dispel Magic|Dispel Magic]], [[Magic:Greater Dispelling|Greater Dispelling]], [[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]], [[Magic:Mordenkainens Disjunction|Mordenkainen's Disjunction]]&lt;br /&gt;
&lt;br /&gt;
'''Rank 1''' - Can reave up to three spells.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Can reave up to six spells.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Can reave up to nine spells.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Spellreaver&amp;diff=55119</id>
		<title>Spellreaver</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Spellreaver&amp;diff=55119"/>
		<updated>2025-01-16T03:27:22Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page, added details on what it does.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[:Category:Abjuration Spells|Abjuration]]-aligned [[Advanced Mage Specialization]] (AMS) enables the user to enhance certain protective spells and extend them to multiple party members, as well as to steal the spell effects from their foes. &lt;br /&gt;
&lt;br /&gt;
Spellreavers modify protective spells, with the strength of the modifications increasing per AMS Rank of the Spellreaver. Additionally, their dispels can reave (steal) the effects of spells dispelled, with the maximum number of effects capable to be stolen increasing per Rank.&lt;br /&gt;
&lt;br /&gt;
Spellreaving is a technique new to the South. Those seeking to learn its secrets are advised to contact the [[Academy of Mortal Magic]].&lt;br /&gt;
&lt;br /&gt;
== '''Protective Spells Affected''' ==&lt;br /&gt;
The Spellreaver modifies the following spells when cast, with higher-ranked Spellreavers producing more powerful effects.&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Stoneskin|Stoneskin]] ===&lt;br /&gt;
'''Rank 1''' - 15/+6 max (150), AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - 20/+7 max (175), AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - 25/+8 max (200), AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Energy Buffer|Energy Buffer]] ===&lt;br /&gt;
'''Rank 1''' - Soak 43+(CL/2)/-, adds 50 max absorption, AOE affect 1 ally &lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Soak 46+(CL/2)/-, adds 75 max absorption,  AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Soak 49+(CL/2)/-, adds 100 max absorption,  AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Lesser Spell Mantle|Lesser Spell Mantle]] ===&lt;br /&gt;
'''Rank 1''' - Add +2 Spell levels, AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Add +3 Spell levels, AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Add +4 Spell levels, AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
=== [[Magic:Ilyykur's Mantle|Ilyykur's Mantle]] ===&lt;br /&gt;
'''Rank 1''' - Add 5/- Magic resistance, add 5/- Negative resistance, AOE affect 1 ally&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Add 10/- Magic resistance, add 10/- Negative resistance, AOE affect 2 allies&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Add 15/- Magic resistance, add 15/- Negative resistance, AOE affect 3 allies&lt;br /&gt;
&lt;br /&gt;
== '''Reaving Effects''' ==&lt;br /&gt;
A Spellreaver can reave, or steal and add to themselves, the spell effects they dispel from opponents when casting dispels. The spells a Spellreaver can cast to reave spell effects are: [[Magic:Lesser Dispel|Lesser Dispel]], [[Magic:Dispel Magic|Dispel Magic]], [[Magic:Greater Dispelling|Greater Dispelling]], [[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]], [[Magic:Mordenkainens Disjunction|Mordenkainen's Disjunction]]&lt;br /&gt;
&lt;br /&gt;
'''Rank 1''' - Can reave up to three spells.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' - Can reave up to six spells.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3''' - Can reave up to nine spells.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Justicar&amp;diff=55106</id>
		<title>Justicar</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Justicar&amp;diff=55106"/>
		<updated>2025-01-13T01:07:47Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Tidied link to Soldier's Resolve.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Holy Warriors]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
{{Classes}}&lt;br /&gt;
{{MixedKnowledge}}&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
|name=Justicar&amp;lt;br&amp;gt;([[NWN:Prestige Class|Prestige Class]])&lt;br /&gt;
|image=Toran.jpg&lt;br /&gt;
|hitdice=d10&lt;br /&gt;
|bab=+1/level&lt;br /&gt;
|prof=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:Armor proficiency (light)|Light Armor]]&lt;br /&gt;
*[[NWN:Armor proficiency (medium)|Medium Armor]]&lt;br /&gt;
*[[NWN:Shield proficiency|Shields]]&lt;br /&gt;
*[[NWN:weapon proficiency (simple)|Simple Weapons]]&lt;br /&gt;
*[[NWN:weapon proficiency (martial)|Martial Weapons]]&lt;br /&gt;
|skillpoints=2 + [[NWN:int|INT]] modifier&lt;br /&gt;
|skills=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:concentration|Concentration]]&lt;br /&gt;
*[[NWN:discipline|Discipline]]&lt;br /&gt;
*[[NWN:heal (skill)|Heal]]&lt;br /&gt;
*[[NWN:intimidate|Intimidate]]&lt;br /&gt;
*[[NWN:Listen|Listen]]&lt;br /&gt;
*[[NWN:lore|Lore]]&lt;br /&gt;
*[[NWN:parry|Parry]]&lt;br /&gt;
*[[NWN:persuade|Persuade]]&lt;br /&gt;
*[[NWN:Search|Search]]&lt;br /&gt;
*[[NWN:Spot|Spot]]&lt;br /&gt;
|saves=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:fortitude|Fortitude]]&lt;br /&gt;
|align=&amp;lt;br&amp;gt;&lt;br /&gt;
*Lawful Neutral Only&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Justicars are the Holy Warriors of the greater god [[Toran]], founded to maintain law and order.&lt;br /&gt;
&lt;br /&gt;
Justicars originated in the lands of [[Toran Shaarda]], where the centauroid race of [[Dracon]] is dominant. The Dracon live in a very hive-minded society, where all is done for the greater order of things. Non-conformity is a sin in Toran's eyes. Law and order rules above all, and to disobey that order is to become chaotic in their eyes.&lt;br /&gt;
&lt;br /&gt;
The chaos of the Fairy War sparked the creation of the Justicars. The war began in [[T'Nanshi]] and quickly became in danger of spreading everywhere. In order to keep the fairies within their own country from fighting, the Dracon clerics of Toran decided it was time to employ some muscle. First, they made laws against participating in the fairy struggle within their borders. Next, they created the Justicars to enforce those laws... heavily.&lt;br /&gt;
&lt;br /&gt;
The first Justicars were Dracon warriors loyal to Toran who were charged with the task of quelling any struggle between the fairies in their nation. Once the war was finished, and the Great War started, their task expanded. They were told to keep the entire war away. Securing their lands against an onrush of Orc refugees was tough, and they almost did not manage. Many lives were lost on both sides, but in the end, the Justicars prevailed and Toran Shaarda was saved.&lt;br /&gt;
&lt;br /&gt;
After the war, the Justicars were employed as a regular police force, at which point they began to expand. The first outside nation to realize their use was [[The Kurathene Empire]]. The Emperor, Kuras, took them in and allowed them to set up many churches to Toran on his lands. He knew that they would be excellent tools at enforcing whatever laws he made in his dominion, and he was correct. Until the end, Imperial law was enforced by the Justicars, without question. Since then, many of them have taken up to serving the local lords, and the rest have started to spread to other nations. In this time period, non-Dracon races have joined the organization. In Mikona, the Church of Toran is one of the largest in the city, and the Justicars are welcome there.&lt;br /&gt;
&lt;br /&gt;
Justicars like heavy armor, the heavier the better. Dracon are very strong creatures, and more than able to bear the weight, and this has carried over to the other races. The main weapon of the order is considered to be the longsword, though Dracon have often employed greatswords as well.&lt;br /&gt;
&lt;br /&gt;
The Justicars have a definite hierarchy, which is the same as the hierarchy for the clerical church, though separate.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
'''Base Attack Bonus:''' +7&lt;br /&gt;
&lt;br /&gt;
'''Feats:''' Armor Proficiency: Heavy, Weapon Focus: Long Sword, Cleave&lt;br /&gt;
&lt;br /&gt;
'''Skills:''' Discipline (8 Ranks)&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' LN&lt;br /&gt;
&lt;br /&gt;
'''Deity:''' Toran&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
{| border=2 style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!rowspan=2|Lvl&lt;br /&gt;
!rowspan=2|BAB&lt;br /&gt;
!colspan=3|Saves&lt;br /&gt;
!rowspan=2|Feats&lt;br /&gt;
!rowspan=12 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|Base Class Divine&amp;lt;br&amp;gt;Casting Progression&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!Fort&lt;br /&gt;
!Ref&lt;br /&gt;
!Will&lt;br /&gt;
|- align=center&lt;br /&gt;
|1st || +1 || +2 || +0 || +0 ||align=left|[[Protection vs Chaos]] 1x/day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|2nd || +2 || +3 || +0 || +0 ||align=left|[[Soldier's Resolve]] 1x/day ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|3rd || +3 || +3 || +1 || +1 ||align=left|[[NWN:Divine Grace|Divine Grace]] ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|4th || +4 || +4 || +1 || +1 ||align=left|[[NWN:Aura of Courage|Aura of Courage]] ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|5th || +5 || +4 || +1 || +1 ||align=left|[[Magic:Remove Blindness and Deafness|Remove Blindness/Deafness]] 1x/day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|6th || +6 || +5 || +2 || +2 ||align=left|[[Holy Warrior Smite|Smite Chaos]] ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|7th || +7 || +5 || +2 || +2 ||align=left|[[Lay on Harm]] ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|8th || +8 || +6 || +2 || +2 ||align=left|[[Shatter Doubt]] (Psionic: Suppress Fear) 1x/day ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|9th || +9 || +6 || +3 || +3 ||align=left|[[Magic:Battletide|Battletide]] 1x/day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|10th || +10 || +7 || +3 || +3 ||align=left|[[Inspire Confidence]] 1x/day ||+1 caster level&lt;br /&gt;
|}&lt;br /&gt;
'''Selectable Class Feats''': Divine Might, Divine Shield, [[Spell Focus]], [[Greater Spell Focus]],  ... (Needs Research)&lt;br /&gt;
&lt;br /&gt;
==Epic Progression==&lt;br /&gt;
{| border=2 style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!Lvl&lt;br /&gt;
!Feats&lt;br /&gt;
!rowspan=21 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!Base Class Divine Casting Progression&lt;br /&gt;
|- align=center&lt;br /&gt;
|11th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|12th ||align=left|Soldier's Resolve 2x/day ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|13th ||align=left|Bonus feat ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|14th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|15th ||align=left|Remove Blindness/Deafness 2x/day, Inspire Confidence 2x/day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|16th ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|17th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|18th ||align=left|Battletide 2x/day ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|19th ||align=left|Bonus feat ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|20th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|21st ||align=left|Inspire Confidence 3x/day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|22nd ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|23rd ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|24th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|25th ||align=left|Bonus feat ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|26th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|27th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|28th ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|29th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|30th ||align=left| ||+1 caster level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Epic Bonus Feats:''' [[NWN:Armor Skin|Armor Skin]], [[Aura vs. Chaos]], [[NWN:Devastating Critical|Devastating Critical]], [[NWN:Epic Spell Focus|Epic Spell Focus]], [[NWN:Epic Toughness|Epic Toughness]], [[NWN:Epic Weapon Focus|Epic Weapon Focus]], [[NWN:Epic Weapon Focus|Epic Weapon Focus (longsword)]], [[NWN:Epic Prowess|Epic Prowess]], [[NWN:Epic Reputation|Epic Reputation]], [[Holy_Warrior_Smite|Great Smiting]], [[NWN:Greater Spell Focus|Greater Spell Focus]], [[NWN:Improved Combat Casting|Improved Combat Casting]], [[Inspire Greatness]], [[NWN:Overwhelming Critical|Overwhelming Critical]], [[NWN:Perfect Health|Perfect Health]], [[NWN:Planar Turning|Planar Turning]], [[NWN:Spell Focus|Spell Focus]], Toran's Insight ([[Clairsentience#Danger Sense|Psionic: Danger Dense]]), Unshakeable Will ([[Telepathy#Tower of Iron Will|Psionic: Tower of Iron Will]]).&lt;br /&gt;
&lt;br /&gt;
'''Epic Selectable Class Feats:''' [[NWN:Blinding Speed|Blinding Speed]], [[Magic:Dragon Knight|Dragon Knight]], [[Magic:Greater Ruin|Greater Ruin]], [[Magic:Hellball|Hellball]], [[Magic:Mummy Dust|Mummy Dust]].&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Soldier%27s_Resolve&amp;diff=55105</id>
		<title>Soldier's Resolve</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Soldier%27s_Resolve&amp;diff=55105"/>
		<updated>2025-01-13T01:05:40Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Added link to Justicar page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldier's Resolve grants the [[Justicar]] a bonus of half their Justicar level to saves vs. [https://nwn.fandom.com/wiki/Mind-affecting Mind affecting spells]. It also grants the [[Telepathy#Intellect Fortress|Intellect Fortress]] effect. &lt;br /&gt;
&lt;br /&gt;
The duration of Soldier's Resolve is 5 + Justicar Level + Charisma modifier Turns.&lt;br /&gt;
&lt;br /&gt;
The bonuses granted by Soldier's Resolve, and the duration, are increased if the Justicar is [[Cleric#Favored Cleric|Favoured]].&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Soldier%27s_Resolve&amp;diff=55104</id>
		<title>Soldier's Resolve</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Soldier%27s_Resolve&amp;diff=55104"/>
		<updated>2025-01-13T01:05:03Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldier's Resolve grants the Justicar a bonus of half their Justicar level to saves vs. [https://nwn.fandom.com/wiki/Mind-affecting Mind affecting spells]. It also grants the [[Telepathy#Intellect Fortress|Intellect Fortress]] effect. &lt;br /&gt;
&lt;br /&gt;
The duration of Soldier's Resolve is 5 + Justicar Level + Charisma modifier Turns.&lt;br /&gt;
&lt;br /&gt;
The bonuses granted by Soldier's Resolve, and the duration, are increased if the Justicar is [[Cleric#Favored Cleric|Favoured]].&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Profane_Weapon&amp;diff=55036</id>
		<title>Profane Weapon</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Profane_Weapon&amp;diff=55036"/>
		<updated>2025-01-08T02:11:21Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Feedback damage was never implemented.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Class Abilities]]&lt;br /&gt;
Temporarily enchants the Blackguard's weapon with a +3 enhancement bonus (+1 for every 5 Blackguard levels), 2d6 Negative Energy damage vs. Good and Vampiric Regeneration equal to Blackguard levels.&lt;br /&gt;
&lt;br /&gt;
Duration: Blackguard levels + Charisma bonus rounds.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Player_Registration&amp;diff=54985</id>
		<title>Player Registration</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Player_Registration&amp;diff=54985"/>
		<updated>2024-12-16T02:34:03Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Added caveat about spam filtering new registrations and what to do about it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoList}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== New Player Instructions ==&lt;br /&gt;
&lt;br /&gt;
Avlis is implemented as a [[Wikipedia:Persistent World|persistent world]] for the [[Neverwinter Nights: Enhanced Edition]] (NWN:EE) roleplaying game. To register, follow these steps:&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Register on the Avlis Forums === &lt;br /&gt;
&lt;br /&gt;
If you haven't already created an account on the Avlis forum, [http://avlis.org/ucp.php?cid=&amp;amp;mode=register please register here]. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Formal communication from the Avlis Team (public or private) is sent via the Avlis forum.&amp;lt;/font&amp;gt;''' If you encounter any issue with registering on the Avlis forum, ask for help in our Discord server, [[Avlis Chat|Chat with the Team]].&lt;br /&gt;
&lt;br /&gt;
The forums are also an integral way to communicate and participate with the Avlis Community, both out of character and in character. The forums can enhance your role play experience, and give you an offline way to interact with the world. They contain a wealth of information.	&lt;br /&gt;
&lt;br /&gt;
NOTE: When registering a new account on the forums, you may notice you can't post or send PMs. This is a measure we have put in place to deal with a spam issue we have had. 	&lt;br /&gt;
&lt;br /&gt;
When you try to post, forum moderators are notified, and they can approve or reject your posts, temporarily.&lt;br /&gt;
&lt;br /&gt;
To get out of the probationary Newly Registered status, you need to do the following:&lt;br /&gt;
&lt;br /&gt;
A. Make five posts accepted by the moderation team.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
B. Reach out to Admins on Discord (they have red names) asking to be moved out of the Newly Registered group.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Create your NWN:EE Player Name ===  &lt;br /&gt;
&lt;br /&gt;
The Player Name is the name you type the Neverwinter Nights Enhanced Edition (NWN:EE) Multiplayer Options. Check [[Avlis:EE_Tips_and_Tricks#How_Do_I_Change_My_Player_Name|EE Tips and Tricks]] to see how.&lt;br /&gt;
&lt;br /&gt;
:: You can use multiple player names, if you wish.&lt;br /&gt;
&lt;br /&gt;
== Returning Player Instructions ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Transfer your CD key file from NWN v. 1.69 ===  &lt;br /&gt;
&lt;br /&gt;
If you are a '''returning player''' (you played on Avlis Neverwinter Nights v. 1.69 in the past and want to continue playing the same characters), you need to transfer your &amp;lt;code&amp;gt;nwncdkey.ini&amp;lt;/code&amp;gt; file:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ⚠️ Do '''NOT''' open the &amp;lt;code&amp;gt;nwncdkey.ini&amp;lt;/code&amp;gt; and copy the keys. Copy ''only'' the FILE itself, ''not'' the contents. If you do not have the file on hand, refer to the instruction links.&lt;br /&gt;
&lt;br /&gt;
:::: [[Avlis:EE_GOG_Galaxy#CD_Key_Transfer|Click here]] for instructions, if you acquired your NWN:EE copy from Good Old Games (GOG).&lt;br /&gt;
:::: [[Avlis:EE_Steam#CD_Key_Transfer|Click here]] for instructions, if you acquired your NWN:EE copy from Steam.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Enter your GSID as your NWN:EE Player Name ===  &lt;br /&gt;
&lt;br /&gt;
The Player Name is the name you type into the Neverwinter Nights Enhanced Edition (NWN:EE) Multiplayer Options. Check [[Avlis:EE_Tips_and_Tricks#How_Do_I_Change_My_Player_Name|EE Tips and Tricks]] to see how.&lt;br /&gt;
&lt;br /&gt;
:: Once you have completed the CD key file transfer, enter the player name you used on NWN v. 1.69 (known as Gamespy or GSID). Please note that the player name is '''case sensitive''' (e.g. Orleron is not orleron).&lt;br /&gt;
&lt;br /&gt;
== Returning Player FAQ ==&lt;br /&gt;
&lt;br /&gt;
==== I am a returning player and I get a message &amp;quot;Your player name is already in use&amp;quot; when I try to log in. ====&lt;br /&gt;
&lt;br /&gt;
If you receive a message such as '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Your player name is already in use&amp;lt;/font&amp;gt;''' and you have followed the transfer steps above, please [https://dev.avlisnwn.com/projects/team-requests submit a New Player Team Request].&lt;br /&gt;
&lt;br /&gt;
==== I am a returning player and cannot remember my GSID from NWN v. 1.69. What can I do? ====&lt;br /&gt;
&lt;br /&gt;
We may still be able to reunite you with your player characters. Please [https://dev.avlisnwn.com/projects/team-requests submit a New Player Team Request] with the characters you used to play.&lt;br /&gt;
&lt;br /&gt;
==== I am a returning player and I used multiple CD keys on NWN v. 1.69. Which one(s) should I transfer? ====&lt;br /&gt;
&lt;br /&gt;
Pick one -- does not matter which one. For pre-EE characters, the Avlis framework checks the player name (formerly Gamespy or GSID) and NWN v. 1.69 CD keys. In order to get access to your characters, you must have played them under the same combination of player name &amp;amp; CD key before.&lt;br /&gt;
&lt;br /&gt;
==== I am a returning player and I followed the transfer instructions but I do not see my characters. ====&lt;br /&gt;
&lt;br /&gt;
Remember, the player name is case sensitive. If you are positive that you have entered it correctly, please [https://dev.avlisnwn.com/projects/team-requests submit a New Player Team Request] with your player name and the characters you used to play.&lt;br /&gt;
&lt;br /&gt;
==== I am a returning player and I see an error or other problem when I try to play a specific character. ====&lt;br /&gt;
&lt;br /&gt;
Refer to the [https://www.avlis.org/viewtopic.php?f=423&amp;amp;t=142221 Broken Character Help Thread] on the Avlis forums or ask for help in our Discord server, [[Avlis Chat|Chat with the Team]].&lt;br /&gt;
&lt;br /&gt;
==== I used to play on another [[CoPaP]] world on NWN v. 1.69. Can I continue to play on Avlis in NWN:EE? ====&lt;br /&gt;
&lt;br /&gt;
Yes. Any pre-existing player characters (PCs) from other CoPaP worlds, who have logged into Avlis prior to the migration to EE, are saved on our side. You will see a version of your PC from the last time you logged into Avlis. Please note that '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;any PCs you play on Avlis cannot be played on other CoPaP worlds&amp;lt;/font&amp;gt;''' at this time. As of October 01, 2022 there are no active portals between Avlis and the rest of CoPaP. The portal closures are [https://www.avlis.org/viewtopic.php?f=169&amp;amp;t=142265 IC (example)].&lt;br /&gt;
&lt;br /&gt;
==== It has been a very long time since I played on Avlis. What are the current custom systems and tools? ====&lt;br /&gt;
&lt;br /&gt;
There are several ways to review those at-a-glance. [1] In Game: Talk to the '''''ASK AWAY!''''' NPC guide in any Avlis server's start area. A copy of the guide has been exported  on the Avlis Wiki ([[ASK AWAY]]). [2] Avlis Wiki: Browse the [[Systems and Tools]] directory. [3] Avlis Wiki: The [[Avlis Command Prompt]] contains an index of all chat commands for all systems.&lt;br /&gt;
&lt;br /&gt;
==== I used to have player housing, persistent storage or merchants but they are gone, or I lost access. ====&lt;br /&gt;
&lt;br /&gt;
Please check [[Rules:Player_Housing#Archivals|Player Housing Archivals]] -- your options depend on the type of property (player made or made by the Avlis team).&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Forian&amp;diff=54980</id>
		<title>Forian</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Forian&amp;diff=54980"/>
		<updated>2024-12-03T04:00:28Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Reverted edits by Sarmanos (talk) to last revision by TwiBel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Forian.jpg|right|150px]]&lt;br /&gt;
'''Colors:''' Orange, Yellow and Green... Maybe.  Sometimes, could be?&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Chaotic_Neutral|Chaotic Neutral]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers' Alignment:''' CN&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' [[Changeling|Changelings]], Chaos&lt;br /&gt;
&lt;br /&gt;
'''Holy Warrior:''' [[Confounder]]&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Animal|Animal]], [[Magic:Level#Destruction|Destruction]], [[Magic:Level#Magic|Magic]], [[Magic:Level#Protection|Protection]], [[Magic:Level#Trickery|Trickery]]&lt;br /&gt;
&lt;br /&gt;
'''Religious Orders:''' [[Guild:Followers_of_Forian|Followers of Forian]]&lt;br /&gt;
&lt;br /&gt;
'''Center of Worship:''' Anywhere&lt;br /&gt;
&lt;br /&gt;
Um, 42, yeah that's it. 42. That's the answer to everything. Remember that, and you'll be fine. Now good. Always remember 42. Or was it 52?&lt;br /&gt;
&lt;br /&gt;
We do whatever feels right in the moment.  People spend too much time worrying about what they have done, or what they will do. They never see where they are, or what they are doing NOW. Even the ones who DO concentrate on the moment often spend a lot of time trying to categorize it or judge it. &amp;quot;Is this the right thing to do?&amp;quot; &amp;quot;How will this effect me down the road?&amp;quot; That's dire bear shit. &lt;br /&gt;
&lt;br /&gt;
We are created into this life not for any purpose. There is nowhere to go, and nothing to do. We are already there. Where are we, one may ask? Here. Now. There is no journey. There is no goal. Everything that matters is right here, right now.&lt;br /&gt;
&lt;br /&gt;
The above best sums up the outlook of Forian, whose influences are difficult to document, for example, when the gods set about creating their followers, Forian, always wanted a highly versatile and unpredictable race. He did not want them to have the unpleasant disadvantage of having only one form all their life. He also did not like the idea of depending on another god's advice when that would just take away from his individuality and originality. So, feeling especially unique one day, Forian went out alone and created the changelings, a race of beings that can change form. These beings immediately spread much confusion about Avlis. The confusion that they spread was not good, nor was it evil. It was just...well it was confusing.&lt;br /&gt;
&lt;br /&gt;
So now what? If enlightenment is a crock, what do we do?&lt;br /&gt;
&lt;br /&gt;
The answer is very simple. We do whatever feels right in the moment. When a bird flies through the morning air chirping, it doesn't worry about whether it SHOULD be chirping, or WHY it is flying. It simply chirps, and flies. If at the end of that chirping flight he nets himself a nice juicy worm, he does not reflect on all that flying and chirping he just did. He eats the worm as if the flying part never happened. Then he takes off again and looks for another worm, never contemplating his recent meal.&lt;br /&gt;
&lt;br /&gt;
People spend too much time worrying about what they have done, or what they will do. They never see where they are, or what they are doing NOW. Even the ones who DO concentrate on the moment often spend a lot of time trying to categorize it or judge it. &amp;quot;Is this the right thing to do?&amp;quot; &amp;quot;How will this effect me down the road?&amp;quot; That's dire bear shit.&lt;br /&gt;
&lt;br /&gt;
To know Forian's will, one must simply act in the NOW, without regard to past or future. If it feels good, hey, why not do it? If you don't want to do it, then don't. If you hate something, deal with it right then. If you like something, show it. Want to help someone? Go ahead. Only care about yourself? That's fine too.&lt;br /&gt;
&lt;br /&gt;
All of it is fine, so long as you don't give it a second thought. Wars are fought, marriages are broken, and people are murdered all because of THOUGHT. Who need's it? There are no organized temples of Forian, they have no need for it, the mere erection of the temple building would require more disciplined organization than Forian desires, and to the best of this researchers knowledge, the organization of the church is such that even if a structure was erected in Forian's name, No cleric would have the time or the inclination to reside there.&lt;br /&gt;
&lt;br /&gt;
The holy warrior of Forian, is like that of [[Mikon]], aptly named: &amp;quot;The confounder&amp;quot;. It is not known for certain where or when Confounders came about. Some people even believe that they arose in several different places at the same time. It's entirely possible. It IS known, however, that they all follow Forian, and Forian's philosophy of self-gratification. &lt;br /&gt;
&lt;br /&gt;
[[Ferrell]] is known to have a shrine to Forian.&lt;br /&gt;
&lt;br /&gt;
=====See also:=====&lt;br /&gt;
Further (ic &amp;amp; ooc) discussions and information about Forian, may or may not be found in the [http://www.avlis.org/viewforum.php?f=245 Follower of Forian subforum]. Apply via the [http://www.avlis.org/ucp.php User control panel]&lt;br /&gt;
&lt;br /&gt;
To request access click on user control panel at the top. Follow these steps:&lt;br /&gt;
&lt;br /&gt;
*User Control Panel at the top&lt;br /&gt;
*Usergroups on left hand side&lt;br /&gt;
*Then click on the circle next to Followers of Forian&lt;br /&gt;
*At bottom of page click box next to join&lt;br /&gt;
*Profit &lt;br /&gt;
&lt;br /&gt;
After you've done that, send a PM to Brayon. &lt;br /&gt;
&lt;br /&gt;
I know, a little too much order for a chaotic group.  42&lt;br /&gt;
&lt;br /&gt;
[[Category:Greater_Gods]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Character_Creation&amp;diff=54895</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Character_Creation&amp;diff=54895"/>
		<updated>2024-10-04T16:18:56Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: /* Race */ changed outdated wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
All of the rules that govern the classes in NWN are the same way on Avlis. The point of the world is to be as all-inclusive as possible so that everyone will have an opportunity to play the kind of character they want. The general rule is that if you want to play it, you can probably manage it on Avlis. There are only a few exceptions to this rule – for example, drow and duergar do not exist on Avlis, and half-demon characters are not allowed. &lt;br /&gt;
&lt;br /&gt;
==Restrictions/Considerations for Planning==&lt;br /&gt;
As many people like to plan out their builds, check this list out to make sure you don't get caught off guard. For anything that requires an unlock, we recommend you start RPing the training as soon as you think you might want the unlock rather than wait until you mechanically qualify. This has many benefits to it RP-wise, but also has system limitations as you cannot bank multiple character levels. See [[Experience_System#Level_Banking_Policy|the Level Banking Policy]] for more information. We want to make sure you're able to plan accordingly, so have compiled a list of items that may greatly impact your ability to plan and progress.&lt;br /&gt;
&lt;br /&gt;
'''Please note that on Avlis we have the following restrictions:'''&lt;br /&gt;
* Characters cannot save more than 1 skill point per level. (No banking all of your Skill Points). See [https://www.avlis.org/viewtopic.php?f=147&amp;amp;t=81732 Skill Point Saving rule] for additional info.&lt;br /&gt;
* [[nwn:Enforce_legal_character|ELC]] Considerations. Some races have [[ASK_AWAY#PC_race_specific|padded levels]]. Please be sure to check the specific race below for additional info.&lt;br /&gt;
* ALL [[Prestige Classes]] Require Unlocking&lt;br /&gt;
** This includes all [[Holy Warriors]] PrCs besides [[Paladin]], which is a [[nwn:base class|Base Class]] and may be taken at first level during character creation.&lt;br /&gt;
* Dual [[Prestige_Classes|PrC]] requires [[:Category:Team:Event_DM|Event DM]] approval to unlock. This is rare so be extremely cautious &amp;quot;planning&amp;quot; for it unless you have pre-approval.&lt;br /&gt;
* [[AMS|Advanced Mage Specializations]], are a soft-class but may have requirements to be eligible for the AMS. See [https://www.avlis.org/viewtopic.php?f=423&amp;amp;t=143501 About AMS] forum discussion for more info.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
One the biggest decisions you will have in creating a character is choosing what race you want to play. Each race brings with it a distinct cultural attributes, abilities, advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
[[Races | The Races of Avlis]]&lt;br /&gt;
&lt;br /&gt;
As a player, you can shape whatever history or education you want into your character but choosing a race tends to bring certain permanent attributes to your character. If you play a [[Halfling]] for example, you will be of shorter stature to most of the races in NWN. You can be an unusually large Halfling but you still will be seen as a Halfling by the rest of the world. Also consider some races have an irrational dislike of other races. These are things to consider when picking a race.&lt;br /&gt;
&lt;br /&gt;
The particulars of the culture of each race will not be dealt with as each can be subject to interpretation by the player when creating a character. The bonuses and penalties are described as they effect your character in the game. Please review the [[Rules:Specific_Rules:Cheesing|Cheesing Rules]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' No PC can be one of the following:&lt;br /&gt;
:* Vampire&lt;br /&gt;
:* Lich&lt;br /&gt;
:* Jedi&lt;br /&gt;
:* Sith&lt;br /&gt;
:* Werehamster&lt;br /&gt;
:* Your own homebrew race known only to you and your pets&lt;br /&gt;
:* etc.,&lt;br /&gt;
:* Ad infinitum...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please be aware that [[nwn:Drow | drow]] '''do not exist''' on Avlis. The only dark-skinned elves on Avlis are [[Elf,Sereg | Sereg'wethrin]]. They are not currently available as a PC race. There are '''no''' half-Sereg.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As always the common sense rule is: If you have to ask if it's fine, then it probably isn't. If in doubt, refer to the [http://www.avlis.org/viewforum.php?f=174 Ask the Team] section on the Avlis forums.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
That having been said, there are a few general guidelines for some of the classes:&lt;br /&gt;
&lt;br /&gt;
===[[Fighter]]===&lt;br /&gt;
Fighters are good at combat, experts with weapons and combat feats.&lt;br /&gt;
&lt;br /&gt;
===[[Barbarian]]===&lt;br /&gt;
Barbarians are powerful and tough wild fighters.  They can get themselves into a frenzy and cause massive damage to their opponents.&lt;br /&gt;
&lt;br /&gt;
===[[Rogue]]===&lt;br /&gt;
Rogues are experts at many skills, including some stealthy and some mechanical.  Rogues also study the body and are able to target critical points and cause great pain.&lt;br /&gt;
&lt;br /&gt;
===[[Bard]]===&lt;br /&gt;
Bards are masters of ballads, comedy and tragedy.  Through their entertainment they can inspire all manner of emotion.&lt;br /&gt;
&lt;br /&gt;
===[[Druid]]===&lt;br /&gt;
Druids are essentially priests of nature. In the older editions of the D&amp;amp;D Player's Handbook (PHB), druids had a very hierarchical structure to their organization. This is possible on Avlis too, but it is not the only norm. Structure depends on alignment. Therefore druidic orders with neutral or lawful alignments will have more order than chaotic druidic orders. Not all gods on Avlis can produce druids. In fact relatively few can. They are:  &lt;br /&gt;
[[Balgar]], &lt;br /&gt;
[[Berryn]], &lt;br /&gt;
[[Cha'reth]], &lt;br /&gt;
[[Dagath]], &lt;br /&gt;
[[Dre'Ana]],&lt;br /&gt;
[[Dru'El]],&lt;br /&gt;
[[O'Ma]], &lt;br /&gt;
[[Pelar]], &lt;br /&gt;
[[Skern]], &lt;br /&gt;
[[Titania]], &lt;br /&gt;
[[Verossa]], and &lt;br /&gt;
[[Yeraiah]].&lt;br /&gt;
&lt;br /&gt;
Druidic orders are often not related organizationally to the church of the same god. However, sometimes they work together, like in the case of the Church of O'Ma and O'Ma's druidic order. Sometimes there is tension between the church and its druidic order because they do things a little differently ritualistically and they have concerns in different areas.&lt;br /&gt;
&lt;br /&gt;
===[[Monk]]===&lt;br /&gt;
Monks on Avlis are varied. There are a few monk orders attached to gods, like O'Ma again for instance. About half of the monk orders are attached to some natural formation or area, such as a mountain or river, and the remaining quarter of monk orders are simply contemplative - i.e., not attached to anything except existence itself. The orders that follow a deity or a philosophy are the most likely ones to produce adventuring monks. Orders that attach themselves to a formation usually stay within the vicinity, although sometimes their members are sent on vision quests.&lt;br /&gt;
&lt;br /&gt;
Orders that are attached to a god will usually be closely associated with a church if that church is of lawful alignment, much like the Catholic orders of nuns and monks are today as opposed some Zen Buddhist orders.&lt;br /&gt;
&lt;br /&gt;
See also: [[Monk Orders]].&lt;br /&gt;
&lt;br /&gt;
===[[Psion]]===&lt;br /&gt;
A psion is the master of mind. Unlike a warrior or thief, a priest or mage, he is not reliant on outside entities, energies or items to pursue his art. His power is from within, and it is his mind that focuses and directs that power. Introspection and mediation, delving into the varied, perhaps fragmented, perhaps dark, corners of his own mind, to discipline and control the subconscious, is the path of the psion. Deeper understanding, greater self discipline and stronger focus unlocks more and more of the power of the mind, allowing the psion to discover a greater range of mental powers. See also: [[Psionics]] on Avlis.&lt;br /&gt;
&lt;br /&gt;
===[[Ranger]]===&lt;br /&gt;
This class is as described from the rules given for it in the Player’s Handbook, together with some 3.5E powers. However, Rangers on Avlis may not only take a specific race as a hated enemy, but also a specific organization or group, such as the Green Order or the Equalizers of Mikon.&lt;br /&gt;
&lt;br /&gt;
Rangers may choose any god that fits their moral alignment. That is, for example, any good ranger may follow Cha’Reth, O’Ma, or Dru’El. Any neutral ranger may follow Skern, Dagath or Yeraiah, and any evil ranger may follow Verossa.&lt;br /&gt;
&lt;br /&gt;
Unlike Druids, however, Rangers' abilities are not dependent on their faith but on nature at large.&lt;br /&gt;
&lt;br /&gt;
===[[Sorcerer]] and [[Wizard]]===&lt;br /&gt;
Practitioners of [[Arcane]] magic are usually accepted or tolerated, whether they pay homage to the god of magic [[Andrinor]] and are part of his [[Arcane#Andrinor's Trust | Trust]], or faithful to his cunning rival [[Angadar]].&lt;br /&gt;
&lt;br /&gt;
The only place where this is not true is in orcish society.&lt;br /&gt;
&lt;br /&gt;
: [[Orc]] mages are hunted down and killed by the other orcs because long ago all of the orcish mages banded together to cast a spell against their enemies and it backfired as a great explosion, destroying almost every orc in the world. Only the intercession of [[Mikon]] saved the orcs from being wiped out completely by the other races.&lt;br /&gt;
&lt;br /&gt;
: Shortly after this time, the [[Dominator | Dominators]] of [[Valok]] were founded as a deterrent against orc mages. Their mission was to finish the extermination of mages that began with the explosion they caused at the end of [[The Great War]]. Even today, the Dominators are not fond of arcane casters, though they are willing to accept their existence, unless they are an orc.&lt;br /&gt;
&lt;br /&gt;
: Also in present day, any non-orc mages entering into orcish society are also hunted down and killed. Generally, all orcs and half-orcs raised around orcs have a hatred for mages that borders on violence. Things like public spell casting and talk of magic are generally a no-no around orcs, but in other places they are only met with suspicion.&lt;br /&gt;
&lt;br /&gt;
===[[Paladin]]===&lt;br /&gt;
Paladins are the holy warriors of Gorethar, one of the nine major gods of Avlis. Thus one who plays a paladin is automatically a follower of Gorethar.&lt;br /&gt;
&lt;br /&gt;
===[[Cleric]]===&lt;br /&gt;
The following is a list of suggested domains in NWN for clerics to take based on the god/goddess they worship. Please note, this is not a list of required domains, only suggestions. No one will be asked to change their domains or remake their character. If a DM sees someone playing a Cleric of Gorethar (or any other Avlis deity) with domains not listed here, they will do nothing about it. The majority of this list was written by Spell Singer, and edited, approved by the Avlis staff. Consider these the officially suggested domains. Detailed information on the deities of Avlis can be found in [[Player_Guide#Culture_and_Religion | Culture and Religion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you wish to choose a deity please ensure it is from the Avlis pantheon.&lt;br /&gt;
* ''When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level. This applies for other divine casting classes, as well as cleric (druid, ranger, paladin and blackguard).''&lt;br /&gt;
&lt;br /&gt;
====Deities and Recommended Cleric Domains====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=100%  cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border-color: #8888aa; border: #8888aa solid 1px&amp;quot; |&lt;br /&gt;
! Deity&lt;br /&gt;
! Divine Level&lt;br /&gt;
! Domains&lt;br /&gt;
|-&lt;br /&gt;
| [[Aarilax]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Trickery | Trickery]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Andrinor]]&lt;br /&gt;
| [[:Category:Intermediate Gods | Intermediate]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Angadar]]&lt;br /&gt;
| [[:Category:Intermediate Gods | Intermediate]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Trickery | Trickery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Aryeh Gidol]]&lt;br /&gt;
| [[:Category:Demigods | Demigoddess]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Balgar]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Strength | Strength]], [[Magic:Level#Travel | Travel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Berryn]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Good | Good]], [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Sun | Sun]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blibdoolpoolp]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Trickery | Trickery]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Dead god! | [[Bobil]] &lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Earth | Earth]], [[Magic:Level#Strength | Strength]] --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cha'reth]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clangeddin Silverbeard]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Earth | Earth]], [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Strength | Strength]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Corellon Larethian]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Sun | Sun]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[Dagath]]&lt;br /&gt;
| rowspan=3 | [[:Category:Intermediate Gods | Intermediate]]&lt;br /&gt;
| Order of Life:[[Magic:Level#Good | Good]], [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Sun | Sun]]&lt;br /&gt;
|-&lt;br /&gt;
| Order of Death:[[Magic:Level#Death | Death]], [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Strength | Strength]]&lt;br /&gt;
|-&lt;br /&gt;
| Order of Rebirth: Select one from each of &amp;quot;Order of Life&amp;quot; and &amp;quot;Order of Death&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead_Dreamer | Dead Dreamer]]&lt;br /&gt;
| [[:Category:Demonic_pseudo-deities | Pseudo-Deity]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Magic | Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dra'Nar]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Strength | Strength]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dre'Ana]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dru'El]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Good | Good]], [[Magic:Level#Plant | Plant]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Sun | Sun]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Evrak]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fegall]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Earth | Earth]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forian]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Trickery | Trickery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorethar]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Earth | Earth]], [[Magic:Level#Good | Good]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Protection | Protection]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gruumsh]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Strength | Strength]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hurine]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Travel | Travel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ingoren]]&lt;br /&gt;
| [[:Category:Intermediate Gods | Intermediate]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Travel | Travel]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kelvos]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Keros]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Animal|Animal]], [[Magic:Level#Plant|Plant]], [[Magic:Level#Strength|Strength]], [[Magic:Level#Travel|Travel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimonictinus]]&lt;br /&gt;
| [[:Category:Demon_Lords | Demon Lord]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Earth | Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuthos]]&lt;br /&gt;
| [[:Category:Demon_Lords | Demon Lord]]&lt;br /&gt;
| [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lesa]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maleki]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Strength | Strength]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mikon]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Good | Good]], [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mishlekh]]&lt;br /&gt;
| [[:Category:Intermediate Gods | Intermediate]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Earth | Earth]], [[Magic:Level#Plant | Plant]]&lt;br /&gt;
|-&lt;br /&gt;
| [[O'Ma]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Good | Good]], [[Magic:Level#Healing | Healing]], [[Magic:Level#Plant | Plant]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Paragus]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pelar]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Travel | Travel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ptah]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Earth | Earth]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Travel | Travel]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ra-Ghul]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Strength | Strength]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Senath]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Trickery | Trickery]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skern]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Plant | Plant]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stephanus]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Darkness | Darkness]], [[Magic:Level#Evil | Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Harpinger]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The'ton]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Trickery | Trickery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ti'si'faan]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Good | Good]], [[Magic:Level#Strength | Strength]], [[Magic:Level#Sun | Sun]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titania]]&lt;br /&gt;
| [[:Category:Demigods | Greater]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Fire | Fire]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Plant | Plant]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tobin]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Fire | Fire]], [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Toran]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Strength | Strength]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Valok]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Trickery | Trickery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Verossa]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Earth | Earth]], [[Magic:Level#Fire | Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vorin]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Healing | Healing]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Magic | Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wilsash]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Trickery | Trickery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Xenon]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Evil | Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Yeraiah]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Earth | Earth]], [[Magic:Level#Healing | Healing]], [[Magic:Level#Strength | Strength]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Zhitaril]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Death|Death]], [[Magic:Level#Evil|Evil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=25930 Rules regarding PC background can be found here: ]&lt;br /&gt;
&lt;br /&gt;
Note: Any bizarre background, or any background which does ~not~ fit in with Avlis lore/norms ~must~ be cleared with the team.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
Rules regarding naming conventions can be found here: [http://www.avlis.org/viewtopic.php?t=12504 PC Names]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' A common sense rule is that if you have to ask if the name is fine then it probably isn't.&lt;br /&gt;
&lt;br /&gt;
== Regarding Elven skintones: ==&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=33313 Skintones]&lt;br /&gt;
&lt;br /&gt;
Note: The rule about skintones is a common sense rule. This applies not only to elves but also to most races. If you are unsure of what the acceptable skintones are for your PC race please consult the Avlis wikipedia or follow one of the links above.&lt;br /&gt;
&lt;br /&gt;
If you have a PC with a bizarre colouring, please contact the team and we will arrange to do a rebuild.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Character Staging ==&lt;br /&gt;
&lt;br /&gt;
Following Player Character creation, on exiting the Start Area of each Avlis server, the PC will enter a New Character Staging area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The area features merchants offering weapons, ammunition, armor, shields, helms, hoods, cloaks, various accessories at base prices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You can only enter the area once for each new PC.&lt;br /&gt;
* All new PCs will have 200 GP on entering the area.&lt;br /&gt;
* Free alterations (0 GP) are available for all items.&lt;br /&gt;
* You can change your [[Character Height|PC height]], head model, hair, skin and tattoo colors.&lt;br /&gt;
* You can convert your character to a [[Religion|deity]] and receive [[Holy_Symbols_and_Robes|holy symbol and robe]] (plus [[Cleric#Wieldable_Holy_Symbols|clerical holy symbol]], if applicable).&lt;br /&gt;
* All new PCs are given 100 XP on exiting the area.&lt;br /&gt;
&lt;br /&gt;
Accidental leave of the area (eg. clicking on the door exit) is prevented by a scripted text warning. Click a second time to exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The staging area is an [[OOC]] area. The history of your gear from an [[IC]] perspective is up to your imagination. Recall [[Rules#Common_Sense|Rule 0]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Creation Guides==&lt;br /&gt;
&lt;br /&gt;
[https://discord.gg/T5HjskKbzs Join our Official Discord Server] and head over to #character-builds for community input, bouncing around concepts, or if you have any questions!&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20110507053854/http://nwn.bioware.com/players/characterguide.html BioWare Character Creation Guide] - ''Internet Archive link.''&lt;br /&gt;
&lt;br /&gt;
[http://www.ign.com/wikis/neverwinter-nights/Character_Creation IGN Walkthrough - Character Creation]&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20080325030905/http://www.servantsofmystery.com/fathermatt/character%20creation.htm FatherMatt's Musings on Character Creation] - ''Internet Archive link.''&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20101203165745/http://nwn.bioware.com/about/faq3.html#3.07 Character Creation FAQ (BioWare)] - ''Internet Archive link.''&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?f=151&amp;amp;t=20478 To make a new character, I start with: (Avlis Forum Poll and Discussion)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Half-Elf&amp;diff=54879</id>
		<title>Half-Elf</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Half-Elf&amp;diff=54879"/>
		<updated>2024-09-25T16:26:14Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Scrubbed Sereg references, ameliorated tone in some places, removed references to Ghost Elf &amp;quot;breeding problems&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Hybrid Races:''' {{HybridRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| align=right&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Halfelf_male.jpg|thumb|110px|Half-Elf male]]&lt;br /&gt;
||[[Image:Halfelf_female.jpg|thumb|110px|Half-Elf female]]&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Any&lt;br /&gt;
&lt;br /&gt;
'''Feats and Special Abilities:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Immunity to Sleep|Sleeplessness]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Partial Skill Affinity (Listen)|Partial Skill Affinity: Listen]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Partial Skill Affinity (Search)|Partial Skill Affinity: Search]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Partial Skill Affinity (Spot)|Partial Skill Affinity: Spot]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Low-light Vision|Lowlight Vision]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Halfelf2_pic.png|thumb|An Avlissian Half-Elf ranger.]]&lt;br /&gt;
[[Half-Elf|Half-elves]] are born of a union between a human and an elf. On Avlis, there are a number of different elven subraces:&lt;br /&gt;
* [[Elf, Avlissian|Dru'Elian high elves]]&lt;br /&gt;
* [[Elf, Ghost|Ghost elves]]&lt;br /&gt;
* [[Elf, Drangonari|Drangonari elves]]&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
&lt;br /&gt;
All of the above mentioned forms of elf are able to foster hybrid offspring with humans, however combinations with anything other than Dru'Elian high elves are exceedingly rare, and almost never occur. &lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
=== Common Avlissian ===&lt;br /&gt;
&lt;br /&gt;
A half-elf's appearance varies greatly depending on which kind of elven subrace their parent belongs to. Typical Avlissian half-elves have slightly rounded almond shape eyes, ranging in color from dark brown or black to a light blue or steely grey. Skin color is usually inherited from their human parent in these cases, as well as the ability to grow facial hair, which is unheard of in all elven races. Though their facial features are not as chiseled as a full elf?s, they appear more defined than those of a human face. Half-elves are also a little taller than normal elves, but shorter than average humans. Males regularly attain 5 ? feet by adulthood, and females easily reach 5 feet.&lt;br /&gt;
&lt;br /&gt;
=== Ghost Elf ===&lt;br /&gt;
&lt;br /&gt;
When fathered by a [[Elf, Ghost|Ghost elf]], these beings inherit a goldish-green color to their skin, and blonde hair. Their skin does not glow or give off light like a full-blooded ghost elf, however. Eye colors in these cases are almost always inherited from the human mother.&lt;br /&gt;
&lt;br /&gt;
=== Drangonari Elf ===&lt;br /&gt;
[[Image:Halfelf1_pic.png|thumb|A Half-Drangonari warrior.]]&lt;br /&gt;
Combinations with [[Elf, Drangonari|Drangonari]] elves are a sad and pitiful mix. If bred with a drangonari that possesses wings, the child will have them too, but they will be stunted and non-functional. Their skin is composed of rough patches resembling scales, and colors range from a pale sickly green to brown. About half of these offspring have slit-shaped pupils, and they usually inherit eye color from their elven parent.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
To varying extents, all half-elves are outcasts from their human and elven societies. For the most common type of half-elves, those that have an Avlissian or ghost elven parent, acceptance into the elven communities as an equal participant is hard-won because of their human-like features and shortened lifespan. A half-elf may have the exact same love of nature as their elven kin, but because they only live for at most three to four centuries, the elves will never believe that they can know nature as they do. Drangonari half-elves are strongly disliked by their full-blooded kin, and are often ousted from the community at a young age. Usually they are asked nicely at first, and more forcefully if the warning needs to be repeated.&lt;br /&gt;
&lt;br /&gt;
Half-elves have difficulty fitting in many human societies, as the half-elf's lifespan far exceeds that of humans. Growing up in a human society is hard for them because they see their human friends and loved ones getting old and dying over periods of time that seem short to the half-elf.&lt;br /&gt;
 &lt;br /&gt;
Most non-human and non-elven races barely make a distinction between a half-elf and an elf or human. Those races that have poor relations with the elves will often extend those relations to half-elves, and this includes humans in many cases. Races that have good relations with the elves, such as the fairies, will generally be kind towards the hybrids. Fairy-elf and fairy-human hybrids are often especially sympathetic towards half-elves, for they share a common theme.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
In general, there is no average alignment for half-elves. They come from so many different backgrounds and have such varying life experiences that they run the whole range of law and chaos and good and evil. Those that are raised around elves often tend towards goodness. On the other hand, half-elves that have experienced extreme negativity from one of their parent races may feel the need to strike out in a way that would lean them towards evil or chaos.&lt;br /&gt;
&lt;br /&gt;
== Half-elf Lands ==&lt;br /&gt;
&lt;br /&gt;
There is no singular country ruled by these beings. Many of them exist among humans in [[M'Chek]] and the [[Kurathene|Kurathene Empire]]. Half-elves may also congregate in large cities, whatever the dominant race may be, if any. Places such as the Seven Cities often house many half-elves because of the cosmopolitan nature of urban life. There are also a large number of half-elven individuals in the nation of [[Pg:Jechran|Jechran]], where their racial differences are not stressed as much. A fairy hybrid haven known as Elysia lies near the nation of [[T'Nanshi]], and this fortress has also been known as a haven for elven hybrids as well.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The most likely religion for a half-elf is the one it was raised with. If they were raised among humans, there can be many possibilities, for humans are varied in their religious tastes. They worship major gods such as [[Mikon]] and [[Valok]], but also many of the minor ones. Those individuals that were raised among the Avlissian or ghost elves will often lean towards [[Dru'El]].&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Half-elves raised around humans will use the common tongue as their main language. Many speak [[Nanshilae|Nanshi Elven]] as well, especially those who lived near elves for great lengths of time, and it is not too uncommon for some half-elves to know some of the fairy or woodland languages.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Half-elves will have human or elven names depending on where they were living when they were born. This is true of both first and last names. For both humans and elves, the last name signifies a family and can carry some degree of prestige which can also be carried by the half-elf in some cases.&lt;br /&gt;
&lt;br /&gt;
'''Male Names:''' Alaran, Earar, Kohav, Maher, Lonovan, Larold, Saman, Tinan, Zeke&lt;br /&gt;
&lt;br /&gt;
'''Female Names:''' Amelia, Delia, Gene, Melina, Nansha, Samara, Talyooma, Toova, Yeledela'dru'el, Yoofeh&lt;br /&gt;
&lt;br /&gt;
'''Last Names:''' Arkald, Fenton, Ju?Eir, Sunstreamer, Trellewin&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Half-elves are often tormented by inner fears and chaos that lead them to the roads of adventure. Many wish to run away from life and civilization, becoming rangers in the wilds, or druids. Some go the other way and try to lose themselves in city life by joining the underground societies there and learning the ways of the rogues. Many possible adventures await these folk, though some do not seek it out.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Elf|Elven racial group]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hybrid Races]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=54878</id>
		<title>Avlis Command Prompt</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=54878"/>
		<updated>2024-09-15T14:30:40Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server help message about ACP commands and usage.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;)'': Displays help on a specific Avlis Command Prompt topic.&lt;br /&gt;
:&amp;lt;code&amp;gt;ams&amp;lt;/code&amp;gt; - Help about available [[#AMS | AMS]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;chat&amp;lt;/code&amp;gt; - Help about available [[#Chat | Chat]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;check&amp;lt;/code&amp;gt; - Help about available [[#Information | check (information)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;emote&amp;lt;/code&amp;gt; - Help about available [[#Emotes | emote]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;roll&amp;lt;/code&amp;gt; - Help about available [[#Dice_Rolls | dice roll]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;loot_order&amp;lt;/code&amp;gt; - Help about available [[#Loot_Randomizer | Loot Randomizer]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Descriptions of available ACP commands and how to use &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; itself (This is the default if '''parameter1''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help ams&amp;lt;/code&amp;gt; - Displays help about available [[#AMS | AMS]] commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Other Help====&lt;br /&gt;
&lt;br /&gt;
'''Other ACP System Help Formats:''' &lt;br /&gt;
:&amp;lt;code&amp;gt;/cts help&amp;lt;/code&amp;gt; - Help about available [[#Companion_Training_System_.28CTS.29 | Companion Training System (CTS)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp help&amp;lt;/code&amp;gt; - Help about available [[#Looking_for_Party | Looking for Party (LFP)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; - Help about available [[#Psionics | Psionics]] commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alias ===&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is now possible for PCs to set an alias that changes what is shown in chat, in the party list, and on the character sheet. Abuse of this system will bring the pain.&lt;br /&gt;
&lt;br /&gt;
'''Intended Use'''&lt;br /&gt;
&lt;br /&gt;
* You are a disguised PC in some fashion and want to make it easier to RP being disguised.&lt;br /&gt;
* You are a changeling and want your name (proper noun name) to match your current form (see Rule 3).&lt;br /&gt;
* Your PC is now married, divorced, goes by a different name for another valid reason.&lt;br /&gt;
'''Rules'''&lt;br /&gt;
&lt;br /&gt;
* You may not impersonate another PC by taking their name.&lt;br /&gt;
* You may not impersonate an NPC.&lt;br /&gt;
* You may not use a generic name to seem like an NPC (i.e. Mangy dog, Peasant, cat).&lt;br /&gt;
* You may not convey OOC information (i.e. afk, lfg, brb).&lt;br /&gt;
&lt;br /&gt;
'''Parameter1''' ''(Must be included)''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''help'''&amp;lt;/code&amp;gt; - Print out help on how to use the commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''set &amp;lt;Name Goes Here&amp;gt;'''&amp;lt;/code&amp;gt; - (omit the &amp;lt; &amp;gt;) Sets and enables your alias so that you and other PCs see your alias name instead of your actual PC name.&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''check'''&amp;lt;/code&amp;gt; - Check what alias you currently have saved in the DB for your PC.&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''on'''&amp;lt;/code&amp;gt; - Enable your saved alias as what you and other PCs see.&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''off'''&amp;lt;/code&amp;gt; - Disable your saved alias, you and other PCs will see your actual PC name as usual.&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''clear'''&amp;lt;/code&amp;gt; - Set your alias in the DB to a blank string and disable it, you and other PCs will see your actual PC name as usual.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Management===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Ammunition management system allows the user to select a bag (or a specific stack) ammo is taken from when the current stack runs out, instead of relying on BioWare's auto-selector. The [[Ammunition Management System]] page has more details.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;toggle&amp;lt;/code&amp;gt; - Toggles between disabling and enabling the different modes used by the ammunition management system.&lt;br /&gt;
:&amp;lt;code&amp;gt;queue&amp;lt;/code&amp;gt; - Queues a bag or stack of ammunition (must be selected using Player Tool 10 prior to this command).&lt;br /&gt;
:&amp;lt;code&amp;gt;combat&amp;lt;/code&amp;gt; - Toggles whether or not to disengage from combat when exhausting all queued ammunition, rather than falling back to the BioWare mode (using the next available unqueued stack of ammunition). Should the user re-engage combat without first equipping and queuing more ammunition, the system will fall back to BioWare mode without breaking combat, until the next stack is exhausted.&lt;br /&gt;
:&amp;lt;code&amp;gt;clear&amp;lt;/code&amp;gt; - clears/resets all ammo management settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo toggle&amp;lt;/code&amp;gt; - This will switch through &amp;quot;Disabling managed mode&amp;quot;, &amp;quot;Enabling managed mode: Container based&amp;quot; and &amp;quot;Enabling managed mode: Tag based&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo combat&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Remains in combat after exhausting queued ammunition&amp;quot;, it will set it to &amp;quot;Exits combat after exhausting ammunition&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AMS===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Commands available to different [[Advanced Mage Specialization|Advanced Mage Specializations (AMS)]]. All parameters are not required in every case (see the examples). These commands are only used if you have the specific AMS for the specific command, and the required level in it. See the [[Advanced Mage Specialization]] page for more information.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;whitenecro&amp;lt;/code&amp;gt; - Toggles White Necromancy AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;transmutant&amp;lt;/code&amp;gt; - Toggles Transmutant AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;psimage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psi&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psimagic&amp;lt;/code&amp;gt; - Depending on the parameters following this, it is used to enable/disable psionic augmentation, psionic energy substitution or psionic metamagic.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to disabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;augment&amp;lt;/code&amp;gt; - If &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; is added as '''parameter3''', this will enable or disable psionic augmentation. Unlike other AMS commands, there is no toggle between enabled and disabled, so the &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; '''parameter3''' is required.&lt;br /&gt;
:&amp;lt;code&amp;gt;sub&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;metamagic&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;meta&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets psionic augmentation to disabled.&lt;br /&gt;
&lt;br /&gt;
:''The following '''parameter3''' commands for psionic energy substitution and psionic metamagic types are used to toggle between enabled and disabled. They can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4.'''''&lt;br /&gt;
:&amp;lt;code&amp;gt;acid&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;cold&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;electric&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;electrical&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;sonic&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;extend&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;empower&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;maximize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro&amp;lt;/code&amp;gt; - If the current setting for White Necromancy is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro on&amp;lt;/code&amp;gt; - Sets White Necromancy to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi augment on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type electric between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical off&amp;lt;/code&amp;gt; - Sets the psionic energy substitution type electric to disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type maximize between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize on&amp;lt;/code&amp;gt; - Sets the psionic metamagic type maximize to enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barbarian Rage Specializations===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs '''parameter1''' '''[text|number]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Lists all shouts currently stored. Provides shout ID numbers.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds a new shout with the specified '''[text]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;del&amp;lt;/code&amp;gt; - Deletes an existing shout with the specified '''[shout ID number]'''.&lt;br /&gt;
&lt;br /&gt;
'''Example''' (Delete shout by ID)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs del 2&amp;lt;/code&amp;gt; will delete the shout with ID 2, as seen in &amp;lt;code&amp;gt;/brs list&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs&amp;lt;/code&amp;gt; - Tells you the proper syntax for using this command to list, add and delete custom shouts.&lt;br /&gt;
&lt;br /&gt;
===Character Portrait===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pickportrait'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_pickportrait.jpg preview]) that allows you to set your PC/NPC/DM avatar's portrait, revert changes you've made, page through portraits available in-game, and an input box to type in custom portrait names from your portraits folder or the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chat===&lt;br /&gt;
&lt;br /&gt;
''See [http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=134720 Chat] on the Avlis forums for more information (or use &amp;lt;code&amp;gt;/help chat&amp;lt;/code&amp;gt;).''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat [''player or character name''] [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c [''player or character name''] [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply ±notify&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r ±notify&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Chat is much like the [[#Looking_for_Party | Looking for Party (LFP)]] system, but for private messages across servers. Colors chosen with the &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; LFP command will apply to any &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; messages as well. You can also use the [[#Player_List | Player List]] &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; command to find player/character (and DM) names on other servers.&lt;br /&gt;
&lt;br /&gt;
*Use &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/c&amp;lt;/code&amp;gt;) to send the player/character name your message. The first time you receive one of these from another player, a little tutorial message will pop up as well.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' You don't need to spell out the full name: any uniquely identifiable sub-string will work. E.g., &amp;lt;code&amp;gt;/chat to [''message'']&amp;lt;/code&amp;gt; will match the names like Tor and Gortog, and send the message if there are no other names with that sub-string. If there are, a list of those matching names is returned instead. &lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; command will automatically designate the last player to send you a chat message, so no names need be entered. This is persistent across server transition (and when relogging). Enabling the notify option via &amp;lt;code&amp;gt;+notify&amp;lt;/code&amp;gt; will inform you if your &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; target will change. You can disable this option using &amp;lt;code&amp;gt;-notify&amp;lt;/code&amp;gt;. If you want to confirm who you are replying to, type &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r&amp;lt;/code&amp;gt; and press Enter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [player or character name]&amp;lt;/code&amp;gt; - Shows chat history for this player or character (a partial match will suffice).&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [lfp] [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h [lfp] [''number'']&amp;lt;/code&amp;gt; - Displays chat messages you’ve recently sent and received.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) chat messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) chat messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays all chat messages you’ve recently sent and received. Like the LFP system, chat uses the server log to display messages, so the history command is useful when you suspect you've missed a chat in a torrent of combat messages. &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' lfp parameter will show LFP history messages, as well chat ones. Bringing up the history for LFP messages also shows messages sent from before logging in, making it useful for getting right into crumping with a group that's already forming. This will work with the number parameter below.&lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter can limit (or increase) the message history output. By default, the &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays up to 25 of your most recent messages, but the number parameter changes that.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' that history is periodically purged (every 8 hours or so), so don't be alarmed if you don't see every message you've ever been sent.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands that are part of LFP also work with the chat system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat Tor Heya! What's up?&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c Tor Heya! What's up?&amp;lt;/code&amp;gt; - Sends Tor Varson the message: &amp;quot;[CHAT] '''Your PC Name''': Heya! What's up?&amp;quot; in his server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply There be nithlings in Zvid again.&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r There be nithlings in Zvid again.&amp;lt;/code&amp;gt; - Sends you the reply from Tor: &amp;quot;[CHAT] Tor: There be nithlings in Zvid again.&amp;quot; in your server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h&amp;lt;/code&amp;gt; - Displays the 25 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history 10&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h 10&amp;lt;/code&amp;gt; - Displays the 10 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3c:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history lfp 30&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h lfp 30&amp;lt;/code&amp;gt; - Displays the 30 most recent chat and LFP messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 5:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Companion Training System (CTS)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [[CTS_Mechanics#CTS_Commands | Companion Training System Mechanics]] page for a description of all commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clerical Holy Symbols===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The following commands allow for saving and managing prayer phrases, to go with your Clerical [[Cleric#Wieldable_Holy_Symbols|Wieldable Holy Symbol]]:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs&amp;lt;/code&amp;gt; - Command overview.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs list&amp;lt;/code&amp;gt; - Shows all your saved prayers in a numbered list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs add [prayer text]&amp;lt;/code&amp;gt; - Adds the prayer to your list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs del [#]&amp;lt;/code&amp;gt; - Deletes the prayer from your list (numbers are visible from &amp;quot;/ahs list&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Crafting Plant Harvesting===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can harvest all or just one item from plants. To switch between modes, type &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: if you choose to harvest one component, you will truly only be able to harvest one, not one at a time.  So if you go to an apple tree and try to harvest apples normally you will get six apples until the tree respawns more apples.  If you use &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt; you will only get one apple until the tree respawns.  You will NOT get six apples one at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Create Magic Tattoo===&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;/help magictat&amp;lt;/code&amp;gt; to get all options for spell [[Magic:Create_Magic_Tattoo|Create Magic Tattoo]]&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Current options:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''1ab'''&amp;lt;/code&amp;gt; +1 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''ac'''&amp;lt;/code&amp;gt; +1 armor class&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''reflex'''&amp;lt;/code&amp;gt; +2 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''fort'''&amp;lt;/code&amp;gt; +2 fort saves&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''will'''&amp;lt;/code&amp;gt; +2 will save&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''saves'''&amp;lt;/code&amp;gt; +2 to all saving throws&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''2ab'''&amp;lt;/code&amp;gt; +2 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''sr'''&amp;lt;/code&amp;gt; spell resistance&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''str'''&amp;lt;/code&amp;gt; +2 STR&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''dex'''&amp;lt;/code&amp;gt; +2 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''con'''&amp;lt;/code&amp;gt; +2 CON&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''int'''&amp;lt;/code&amp;gt; +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''wis'''&amp;lt;/code&amp;gt; +2 WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magic tat '''cha'''&amp;lt;/code&amp;gt; +2 CHA&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''(Soon to be deprecated) Format:'''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Current options:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''1ab'''&amp;lt;/code&amp;gt; +1 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''ac'''&amp;lt;/code&amp;gt; +1 armor class&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''reflex'''&amp;lt;/code&amp;gt; +2 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''fort'''&amp;lt;/code&amp;gt; +2 fort saves&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''will'''&amp;lt;/code&amp;gt; +2 will save&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''saves'''&amp;lt;/code&amp;gt; +2 to all saving throws&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''2ab'''&amp;lt;/code&amp;gt; +2 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''sr'''&amp;lt;/code&amp;gt; spell resistance&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''str'''&amp;lt;/code&amp;gt; +2 STR&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''dex'''&amp;lt;/code&amp;gt; +2 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''con'''&amp;lt;/code&amp;gt; +2 CON&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''int'''&amp;lt;/code&amp;gt; +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''wis'''&amp;lt;/code&amp;gt; +2 WIS&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/magictat '''cha'''&amp;lt;/code&amp;gt; +2 CHA&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/debug&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
:No target it will return area info. Target an item with Player Tool #10. Returns a server message with the item/current area name, tag, and resref.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Description - Character, Companion, Familiar===&lt;br /&gt;
&lt;br /&gt;
'''Method 1 - Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/setdescription&amp;lt;/code&amp;gt;       ''(PCs)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/setdescription companion&amp;lt;/code&amp;gt; ''(Ranger or Druid companions)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/setdescription familiar&amp;lt;/code&amp;gt; ''(Wizard or Sorcerer familiars)''&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_setdescription.jpg preview]) to set your PC/NPC/DM, your companion, or your familiar description. It has an input box which is about the size of the Examine window's text. It also has 3 buttons to set the description, undo changes you've made to the description since opening the UI, and reverting the description back to what it was at character creation.&lt;br /&gt;
&lt;br /&gt;
''Note: This is compatible with descriptions added/modified via the text-based /description command below. i.e. there are 2 ways to accomplish the same thing.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Method 2 - Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description '''parameter1''' '''[text_description]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; - Changes a PC's description to the new '''[text_description]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description without adding a new line.&lt;br /&gt;
:&amp;lt;code&amp;gt;paragraph&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description, after adding 2 line breaks (creates a blank line between the text).&lt;br /&gt;
:&amp;lt;code&amp;gt;restore&amp;lt;/code&amp;gt; - Reverts any custom descriptions changes, and restores a PC's original description.&lt;br /&gt;
:&amp;lt;code&amp;gt;nui&amp;lt;/code&amp;gt; - Evokes the graphic user interface (see: [https://nwn.wiki/display/NWN1/NUI NUI]) to make PC description changes.&lt;br /&gt;
&lt;br /&gt;
'''Example 1''' (New description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description new This is my new description.&amp;lt;/code&amp;gt; will change your description to &amp;quot;This is my new description.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2''' (Add text to existing description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description add My added description text.&amp;lt;/code&amp;gt; will add &amp;quot;My added description text.&amp;quot; to the existing description without adding a new line first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Normally you can't add line breaks from the chat line (unless you use \n or other special characters), but the paragraph parameter below will simplify the process.&lt;br /&gt;
&lt;br /&gt;
'''Example 3''' (Add new lines)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description paragraph My new description paragraph.&amp;lt;/code&amp;gt; will add 2 new lines (\n\n) and then &amp;quot;My new description paragraph.&amp;quot; to the existing description (as new paragraph).&lt;br /&gt;
&lt;br /&gt;
'''Example 4''' (Restore description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description restore&amp;lt;/code&amp;gt; will undo any changes to the original description (restores it).&lt;br /&gt;
&lt;br /&gt;
'''Extra''': You can even try colored ALT-codes and see if they work in the description. See: [https://neverwintervault.org/project/nwn1/other/tool/goth-girls-color-tag-creator-v2-carcerians-color-code-mini-tutorial Goth Girl's Color Tag Creator V2 (+ Carcerian's Color Code Mini-Tutorial)]&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' You can also use the '''[[#Self_Examine | Self Examine]]''' (&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;) command to see your description changes.&lt;br /&gt;
&lt;br /&gt;
=== Devastating Critical (Dev Crit) ===&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/devcrit&amp;lt;/code&amp;gt;&lt;br /&gt;
:This is a player toggle that enables a player to toggle between Standard Dev Crit and Avlis Dev Crit.&lt;br /&gt;
:&lt;br /&gt;
:Avlis Dev Crit specifics&lt;br /&gt;
:* Fort save vs double damage&lt;br /&gt;
:* The DC of the save is the same DC as the PC would have on Standard Dev Crit&lt;br /&gt;
:* Double damage is ONLY applied on a failed save&lt;br /&gt;
:* Crit immune creatures are still crit immune&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Dice rolls using ACP have 4 available parameters. '''Parameter2''' can be left out for saving throws and ability checks (only required for skill and dice rolls). '''Parameter1''' and '''parameter4''' have default values that don't need to be entered unless you want to change them (see the examples below and the parameter list for default values).&lt;br /&gt;
&lt;br /&gt;
:To make a roll only seen by DMs, &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; must be the first parameter, otherwise the roll result will be spoken in regular chat. The second parameter chooses between a save, skill or ability check, or doing an unmodified dice roll (redundant when doing a saving throw or ability check, so it can be left out for them). The 3rd parameter selects the type of save, skill, ability or dice size (This parameter is always required). The 4th parameter is used to set how many dice to roll only for an unmodified roll, if more than one is needed.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default is public*)'': Private or public results.&lt;br /&gt;
:&amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; - This optional parameter will send the roll result to the DM channel only. If it isn't included, the results will be spoken in regular chat.&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''There is no &amp;quot;public&amp;quot; parameter (it is assumed when &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; is not included) so do not try use it. The results will be unpredictable, and cause an error.''&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2''' ''(Required only for skill and dice rolls)'': Specify the type of roll.&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a saving throw (optional when '''parameter3''' is a valid save type).&lt;br /&gt;
:&amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a skill check.&lt;br /&gt;
:&amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an ability check (optional when '''parameter3''' is a valid ability).&lt;br /&gt;
:&amp;lt;code&amp;gt;dice&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an unmodified dice roll.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3''' ''(Must be included)'': Specifies the save, ability, skill or size of dice to roll.&lt;br /&gt;
:&amp;lt;ins&amp;gt;Saving Throw (save)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;will&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fortitude&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;fort&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ref&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Skill Check (skill)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;animalempathy&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ae&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;appraise&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;bluff&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;concentration&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftarmor&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;crafttrap&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftweapon&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dt&amp;lt;/code&amp;gt; (disable traps)&lt;br /&gt;
:&amp;lt;code&amp;gt;discipline&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disc&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;heal&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intimidate&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;listen&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;lore&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;movesilently&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ms&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;openlock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;picklock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ol&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;parry&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;perform&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;persuade&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;pickpocket&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;pp&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ride&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;search&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;settrap&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;st&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spellcraft&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spot&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;taunt&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;tumble&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;umd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Ability Check (ability)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;strength&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dex&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;constitution&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;con&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intelligence&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;int&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;wisdom&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wis&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;charisma&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cha&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Unmodified Dice Roll (dice)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;d2&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d3&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d4&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d6&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d8&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d10&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d12&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d20&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;)'': How many dice to roll for unmodified rolls only.&lt;br /&gt;
:Any valid integer (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or negative numbers are changed to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll private will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and send the result to the DM channel (specifying the type of roll &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and speak the result in regular chat.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save ref&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll save reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ref&amp;lt;/code&amp;gt; - roll a d20 with your reflex save modifier and speak the result in regular chat (see the parameter list for optional shorted versions of many commands).&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private skill hide&amp;lt;/code&amp;gt; - roll a d20 with your hide skill modifier and send the result to the DM channel.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll ability dex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ability dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dex&amp;lt;/code&amp;gt; - roll a d20 with your dexterity ability modifier and speak the result in regular chat (specifying the type of roll &amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 5a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d20&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dice d20 1&amp;lt;/code&amp;gt; - roll 1d20 and speak the result in regular chat (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is the default for number of dice to roll, so it can be left out).&lt;br /&gt;
&lt;br /&gt;
'''Example 5b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d6 4&amp;lt;/code&amp;gt; - roll 4d6 and speak the totaled result in regular chat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit [chair]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sit on the ground, or in the nearest chair if specified. The '''optional''' chair parameter also works for many placeable seats that aren't normally usable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit&amp;lt;/code&amp;gt; - Sit on the ground.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit chair&amp;lt;/code&amp;gt; - Sit in the nearest chair, couch or throne if it isn't already occupied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horse Conversation===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/horse&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Starts the horse conversation with assigning and mount options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Information===&lt;br /&gt;
&lt;br /&gt;
'''NUI Information Format:''' &lt;br /&gt;
:&amp;lt;code&amp;gt;/pcinfo&amp;lt;/code&amp;gt;&lt;br /&gt;
:Opens a NUI window that provides the same functionality as all commands listed at the bottom of this Information section. Currently displayed section can be printed to your log using the Log Report button.&lt;br /&gt;
&lt;br /&gt;
:[[Image:PCInfo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Old Chat Command Style Information Format:''' &lt;br /&gt;
:&amp;lt;code&amp;gt;/check '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server message with the current status of '''parameter1'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'': Selects what to check.&lt;br /&gt;
:&amp;lt;code&amp;gt;surv&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survival&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survivalist&amp;lt;/code&amp;gt; - Displays current [[Survivalist_Tradeskill | survivalist]] level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;ragexp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;brs&amp;lt;/code&amp;gt; - Displays current [[Barbarian_Rage#Barbarian_Rage_Specializations_.28BRS.29 | rager]] type, level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;magic&amp;lt;/code&amp;gt; - Displays any and all of the following, if applicable: [[Mortal Magic|AMM]] membership status, [[:Category:AMS|AMS]] ranks, [[Mortal Magic|Vortex]] ranks, Favored (by a deity) status, Out of Favor (with a deity) status, Favored Psion status, Paladin status and ranks&lt;br /&gt;
:&amp;lt;code&amp;gt;bart&amp;lt;/code&amp;gt; - Displays current [[Bartending]] level.&lt;br /&gt;
:&amp;lt;code&amp;gt;crafting&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;craftxp&amp;lt;/code&amp;gt; - Displays current [[Crafting_System | crafting]] levels and experience gained in each craft.&lt;br /&gt;
:&amp;lt;code&amp;gt;token&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;tokens&amp;lt;/code&amp;gt; - Returns a server message with current &amp;quot;Gem&amp;quot;, &amp;quot;Metal&amp;quot; and &amp;quot;Organic&amp;quot; Avlis [[Recycling_System | recycling]] token totals.&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt; - Brings a pop-up window displaying your PC Hide, including custom race feats, skills and statistics, Avlis tools implemented as feats, Jali's Reading Glass bonuses, etc.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;XP&amp;lt;/code&amp;gt; - Check experience points ([[XP]]) information, such as remaining XP toward the weekly cap, weekly reset time etc. See also: [[Experience System]]&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check brs&amp;lt;/code&amp;gt; - Displays current rager type, level and experience.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check craftxp&amp;lt;/code&amp;gt; - Displays current crafting levels and experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IRC Style Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me [''text to emote'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Adds the speaker's name to the start of the text, encloses it in * * and changes the color to orange.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me seems hungry&amp;lt;/code&amp;gt; - If the speaker's name is Fred, it will say *Fred seems hungry* in orange letters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Looking for Party===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Looking for Party (LFP)''' is an in-game (cross-server) chat channel, dedicated to organizing parties, similar to [[Wikipedia:Internet_Relay_Chat | IRC]] (though all communication is done internally by the servers). Anyone connected to this [[OOC]] channel can chat with each other, no matter what server they are on. Please see the [http://www.avlis.org/viewtopic.php?f=87&amp;amp;t=133575 Looking for Party (LFP)] news topic on the Avlis forums for guidelines about acceptable use of LFP chat.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default when omitted = Displays a list of who is connected to LFP)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Enables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Disables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; - Shows the help text for LFP.&lt;br /&gt;
&lt;br /&gt;
:Any other text following &amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; is sent as a (server) message to everyone connected to LFP (see '''[[#LFP_Example_1b |Example 1b]]''').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) LFP messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) LFP messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
:The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands and colors set by &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; are also shared with the [[#Chat | Chat]] system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; - Displays a list of who is connected to LFP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;LFP_Example_1b&amp;quot;&amp;gt;'''Example 1b:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp anyone interested in some hot bugbear action?&amp;lt;/code&amp;gt; - Sends &amp;quot;anyone interested in some hot bugbear action?&amp;quot; to all players connected to LFP.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot Randomizer===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/loot_order [''number'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:This command can only be used by a party leader. It will do a secret roll of a d100 for all PCs in the party, and return a list of names in order, from the highest to lowest roll (names only). &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter will return only that many rollers, from the top of the list order (highest to lowest).&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This will work regardless of whether or not the party members have [[#Looking_for_Party | Looking for Party (LFP)]] activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder&amp;lt;/code&amp;gt; - returns a list of names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder 5&amp;lt;/code&amp;gt; - returns a list of the top 5 names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lycanthropy===&lt;br /&gt;
&lt;br /&gt;
''See the [[Lycanthropy]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Animal/Hybrid Default Form Toggle'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles between animal and hybrid as the default form type used by true lycans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Your default form is now set to animal.&amp;quot; it will be changed to &amp;quot;Your default form is now set to hybrid.&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Lycanthropy Transformation Command'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan '''parameter1'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Used by true lycans to change into were-form. If '''parameter1''' is not included, the default animal or hybrid form type (set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;) will be used instead.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;quot;set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&amp;quot;)'': Specifies which form type to use.&lt;br /&gt;
:&amp;lt;code&amp;gt;animal&amp;lt;/code&amp;gt; - Animal form used.&lt;br /&gt;
:&amp;lt;code&amp;gt;hybrid&amp;lt;/code&amp;gt; - Hybrid form used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans&amp;lt;/code&amp;gt; - Transforms a true lycan into the default form (animal or hybrid) set by the &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan hybrid&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans hybrid&amp;lt;/code&amp;gt; - Transforms a true lycan into hybrid form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Signature Moves===&lt;br /&gt;
&lt;br /&gt;
''See the [[Monk Signature Moves]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - This will list all of the Moves that you have learned as well as list your current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to perform a Signature Move, where N is the number of the move. In order to perform a move, you must first learn it.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; - This will tell you how much Signature Move XP and how many Signature Move levels you have, as well as your monk's current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;switchschool X&amp;lt;/code&amp;gt; - This will allow you to switch schools, where X is the school number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov 1&amp;lt;/code&amp;gt; will allow you to perform Signature Move 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Petrification Kill Switch===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/petrifydeath confirm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:This command was introduced as an option to exit [[nwn:Petrified|petrified]] state (eg. caused by the [[Magic:Flesh to Stone|Flesh to Stone]] spell or a similar effect). Type &amp;lt;code&amp;gt;/petrifydeath confirm&amp;lt;/code&amp;gt; to begin your character's [[Death and Dying|Death Travel]] process. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player List===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Type &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; to get a list of characters (and their players) across the Avlis servers. Ordered by server name, character name, player name. &lt;br /&gt;
&lt;br /&gt;
:'''Note:''' An '''[LFP]''' tag next to a name indicates that the player is connected to the '''[[#Looking_for_Party | Looking for Party''']] channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PrC Holy Warrior Smite Evil===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/smite&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:PrC holy warriors (Equalizer/Champion/Avenger) can use this command to smite evil. It includes a bug workaround for the missing/disabled feat caused by the 1.69 NWN update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psionics===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi&amp;lt;/code&amp;gt;&lt;br /&gt;
Provides access to a variety of psionic-system options. Requires at least one level of psion to access.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; gives a list of all implemented commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Extended Dimension Door'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi dimdoor '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles &amp;quot;extended psionic dimension door&amp;quot;* between enabled or disabled. '''Parameter2''' can be set to either &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; to force the setting, but isn't required. Only usable if you have the psionic power (including items), not the arcane spell by the same name.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Extended [[Psychoportation#Dimension_Door | psionic dimension door]]&amp;quot; creates placeable portal doors that remain as long as the caster has PsPs to maintain it, and can be used by any PC to go through. Only used for &amp;quot;psionic&amp;quot; dimension door, and not the [[Magic:Dimension_Door | arcane spell]] by the same name.''&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor&amp;lt;/code&amp;gt; - If the current setting for &amp;quot;extended psionic dimension door&amp;quot; is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor on&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor off&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Metamorphosis'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi metamorph '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi meta '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Selects whether metamorphosis will trigger change into a standard or alternate form, by setting '''parameter2''' to one either &amp;lt;code&amp;gt;standard&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;) or &amp;lt;code&amp;gt;alternate&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summon Planar Creature'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi summon '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi spc '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sets the Good/Neutral/Evil alignment of the summoned creature, by setting '''parameter2''' to one of the alignments. Setting parameter 2 to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; results in a random summon from across the alignment spectrum.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc evil&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of evil alignment&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc good&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of good alignment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Ultrablast'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Alters the behavior of the [[Metapsionics#Ultrablast|Ultrablast]] power by setting '''parameter2'''.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast stun&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;stun&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; results in no damage to the knocked out target.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast kill&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; will incur damage to a knocked out target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Psionic Augmentations'''''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' These commands will not work in combat. They can be chained into a single command such that multiple [[Psionic_Specializations#Psionic_Augmentations|Augmentations]] will apply to the next power (for increased PSP cost). Using 'harness' in a chained command reduces the PSP cost, it does not set it to zero.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi harness&amp;lt;/code&amp;gt; - Psion level 5+, triggers 'harness subconscious' (next attempted power has zero PSP cost). Can only be used once per rest.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi focus&amp;lt;/code&amp;gt; - Psion level 10+, triggers 'meditative focus' (next attempted power auto-passes the power check)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong&amp;lt;/code&amp;gt; - Psion level 15+, triggers 'prolong' (doubles duration of next attempted power - only works if power has duration, [[Metapsionics#Stasis_Field|Stasis Field]] is exempt)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi magnify&amp;lt;/code&amp;gt; - Psion level 21+, triggers 'magnify' (doubles effect size (e.g. damage) of next power - only works if power has an effect that can be doubled)&lt;br /&gt;
:&lt;br /&gt;
:Examples of chained commands:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus&amp;lt;/code&amp;gt; - next power both prolonged and auto-passes the power check&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus harness&amp;lt;/code&amp;gt; - as above, but with a reduce PSP cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi meditate&amp;lt;/code&amp;gt; - places the Psion in meditation animation (for 1-10 rounds, syntax is &amp;lt;code&amp;gt;/psi meditate [number of rounds]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ranger Weapon Dipping===&lt;br /&gt;
&lt;br /&gt;
''See the [[Ranger]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;bag&amp;lt;/code&amp;gt; - This will designate a bag in which the ranger places the materials into which the ranger dips his weapons.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to choose the race against which the ranger is applying the material to his weapon.  Refer to the table below for a list of races and the materials the ranger can use against them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! N&lt;br /&gt;
! Race&lt;br /&gt;
! Material&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Dwarf&lt;br /&gt;
|Potion of Endurance&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Elf&lt;br /&gt;
|Potion of Cat's Grace&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gnome&lt;br /&gt;
|Potion of Fox's Cunning&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Halfling&lt;br /&gt;
|Rogue's Liquor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Half-Elf&lt;br /&gt;
|Nanshaquist&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Half-Orc&lt;br /&gt;
|Potion of Ironguts&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Human&lt;br /&gt;
|Potion of Luck&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Aberration&lt;br /&gt;
|Potion of Clarity&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Animal&lt;br /&gt;
|Pelar's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Beast&lt;br /&gt;
|Dire Animal Blood&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Construct&lt;br /&gt;
|Acid Bomb&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Dragon&lt;br /&gt;
|Dragon Blood&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Goblin&lt;br /&gt;
|Draught of Toran&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Monstrous Humanoid&lt;br /&gt;
|Forian's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Orc&lt;br /&gt;
|Orcish Apple Cider&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Reptilian&lt;br /&gt;
|Potion of Death Armor&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Elemental&lt;br /&gt;
|Elemental Decoction&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Fey&lt;br /&gt;
|Potion of Eagle's Splendor&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Giant&lt;br /&gt;
|Potion of Bull's Strength&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Magical Beast&lt;br /&gt;
|Potion of Displacement&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Outsider&lt;br /&gt;
|Potion of Bless&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Shapechanger&lt;br /&gt;
|Narin's Lycanthropic Cure&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Undead&lt;br /&gt;
|Holy Water&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Vermin&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip 1&amp;lt;/code&amp;gt; will allow you dip ammunition or a thrown weapon in a Potion of Endurance to grant it a temporary damage bonus against dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Recycling (Tokens)===&lt;br /&gt;
&lt;br /&gt;
:To convert tokens into chits, or chits into tokens, use the &amp;lt;code&amp;gt;/token&amp;lt;/code&amp;gt; command:&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token '''parameter1 parameter2 parameter3'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;deposit&amp;lt;/code&amp;gt; will convert chits into tokens&lt;br /&gt;
:&amp;lt;code&amp;gt;withdraw&amp;lt;/code&amp;gt; will convert tokens into chits&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:'''&lt;br /&gt;
Specify the type of tokens from those currently existing in the [[Recycling System]], such as:&lt;br /&gt;
:&amp;lt;code&amp;gt;gems&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;metal&amp;lt;/code&amp;gt; &lt;br /&gt;
:&amp;lt;code&amp;gt;organic&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Parameter3'''&lt;br /&gt;
:&amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;[''number'']&amp;lt;/code&amp;gt;&lt;br /&gt;
This is the number of chits you want to convert into tokens, or tokens into chits. Chits will spawn into your inventory as items with a maximum stack size of 50.&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token deposit gem 15&amp;lt;/code&amp;gt; will convert 15 gem chits into gem tokens.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token withdraw metal 30&amp;lt;/code&amp;gt; will convert 30 of your metal tokens into metal chits.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token withdraw organic all&amp;lt;/code&amp;gt; will convert all of your organic tokens into organic chits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;'''Note:''' A previous version of this command required the use of Player Tool 10. It is no longer required in the current implementation.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rest Confirmation===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/restconfirm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles a NUI confirmation window on/off requiring you to confirm that you want to rest. &lt;br /&gt;
&lt;br /&gt;
:[[Image:restconfirm.png]]&lt;br /&gt;
&lt;br /&gt;
:State of the toggle (on/TRUE or off/FALSE) is displayed in the server message window when typing the command.&lt;br /&gt;
&lt;br /&gt;
:[[Image:restconfirmflag.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Save Character===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/save&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves your character file to the vault and your current location on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Self Examine===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Opens an examine window for the PC executing the command. Normally self examining isn't an option for PCs, unless they quick-slot the command before using it on themselves, so this is simply a shortcut for it.&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Useful when '''[[#Character_Description | editing your Character Description]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speed Toggle===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/speed_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Allows monks of 3rd or higher level to toggle their speed bonus on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spellbooks===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves, loads, deletes or lists PC spellbooks. '''Parameter2''', '''parameter3''' and '''parameter4''' are not used when '''parameter1''' is &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;. '''Parameter2''' and '''parameter3''' are always required when using any other '''parameter1''', while '''parameter4''' can use its default value.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Saves your PC's current spellbook configuration to a name of your choice (a single level of spells can be saved using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; - Loads the spellbook configuration into your PC's spellbook (optionally you may only load a single level of spells using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; - Deletes a saved spellbook configuration (this ignores the '''parameter4''' level value, and all levels of spells are always deleted).&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:''' The name of the spellcasting class (only the first 3 letters are used).&lt;br /&gt;
:&amp;lt;code&amp;gt;cle&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cleric&amp;lt;/code&amp;gt; - Cleric&lt;br /&gt;
:&amp;lt;code&amp;gt;dru&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;druid&amp;lt;/code&amp;gt; - Druid&lt;br /&gt;
:&amp;lt;code&amp;gt;pal&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;paladin&amp;lt;/code&amp;gt; - Paladin&lt;br /&gt;
:&amp;lt;code&amp;gt;ran&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ranger&amp;lt;/code&amp;gt; - Ranger&lt;br /&gt;
:&amp;lt;code&amp;gt;wiz&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wizard&amp;lt;/code&amp;gt; - Wizard (also used by sorcerer and bard)&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:''' The name of the spellbook.&lt;br /&gt;
:Any '''single word''' name may be used (no spaces, or the extra words will be used as additional parameters).&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt;)'': A specific level of spells to load or save.&lt;br /&gt;
:&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; - Load or save the specified level of spells.&lt;br /&gt;
:&amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; - Load or save all spell levels (This is the default if '''parameter4''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs all&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/spellbook save wizard partybuffs&amp;lt;/code&amp;gt; - Saves your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot; (The &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; level '''parameter4''' is the default when omitted).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs 9&amp;lt;/code&amp;gt; - Saves only the 9th level spells to your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot;. '''Note:''' If the &amp;quot;partybuffs&amp;quot; spellbook already exists, only the 9th level spells will be updated in it (nothing else is changed or removed).&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook load cleric undeadpwn 7&amp;lt;/code&amp;gt; - Loads only the 7th level spells from your PC cleric's spellbook configuration previously memorized as &amp;quot;undeadpwn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook delete ranger sneakyspells&amp;lt;/code&amp;gt; - The entire &amp;quot;sneakyspells&amp;quot; ranger spellbook is deleted (you cannot use &amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; on specific levels of spells, though you can &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; an empty level of spells as an update).&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text Colors===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/blue [''text to color blue'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/red [''text to color red'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/green [''text to color green'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Changes the text entered in chat to the specified color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/green This is green&amp;lt;/code&amp;gt; - Changes the color of &amp;quot;This is green&amp;quot; to green text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toggle Auto-Emotes===&lt;br /&gt;
&lt;br /&gt;
''See the list of [[Emote_Keywords | Emote Keywords]] for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles auto-emote keyword usage on or off. Auto-emotes are special keywords used in chat text, enclosed in* *, to perform an emoted action animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Auto-emotes enabled&amp;quot;, it will set it to &amp;quot;Auto-emotes disabled&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ultravision Fix===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/uv_fix&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Workaround for the bug with ultravision/true seeing ending, that causes everyone (PCs and NPCs) to disappear (appear to be invisible). Also restores permanent ultravision to shadowdancers and palemasters, who can lose the effect when being knocked to bleeding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Voice Throw===&lt;br /&gt;
&lt;br /&gt;
''See the [[Voice_Throw | Voice Throw]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;; [''chat message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:When a chat line begins with the &amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt; prefix, the chat message will be spoken by the PC's companion, familiar or summoned creatures.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This requires that [[#Toggle_Auto-Emotes | Auto-Emotes]] (using &amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;) be set to &amp;quot;enabled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Avlis Command Prompt]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Races&amp;diff=54850</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Races&amp;diff=54850"/>
		<updated>2024-07-31T01:38:30Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Playable races up to 24!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| border=0|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|&lt;br /&gt;
The [[races]] of the world of Avlis are the main sentient humanoid species created by the by the Greater gods of Avlis or the product of interbreeding of these creations. &lt;br /&gt;
&lt;br /&gt;
* [[Nine Major Races|The Nine Major Races]]&lt;br /&gt;
* [[Playable Races|All 24 playable races of Avlis]]&lt;br /&gt;
* [[:Category:Races|Index of the races of Avlis]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 style=&amp;quot;background-color:#fefef0&amp;quot;|&lt;br /&gt;
|''Out Of Character Information'' &lt;br /&gt;
[[Human]], [[Elf|elf]], [[Dwarf|dwarf]], [[gnome]], [[halfling]], [[Half-Elf|half-elf]], [[Half-Orc|half-orc]]: these are typical player character races in D&amp;amp;D and are the races NWN allows you to play. All of these races exist on Avlis, in addition to many, many more, sixteen of which you can select as the race of your character. (A total of '''twenty three''' [[Playable Races|playable races]] are available).&lt;br /&gt;
&lt;br /&gt;
While some of the races are identical to the descriptions laid out in D&amp;amp;D game literature, most are slightly different. They are... well, they are Avlissian. And there are some races that do not exist in D&amp;amp;D at all. All of these races have unique developments in accordance with the history and culture of Avlis.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
| valign=top | [[Image:Races_male.jpg|thumb|300px|Males of each NWN playable race]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Image:Races_female.jpg|thumb|300px|Females of each NWN playable race]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=25944 Survey of character race on Avlis] ([http://www.avlis.org/viewtopic.php?t=25944&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;vote=viewresult Results])&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=21373 Favorite custom races] ([http://www.avlis.org/viewtopic.php?t=21373&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;vote=viewresult Results])&lt;br /&gt;
&lt;br /&gt;
* [http://nwn.bioware.com/players/races.html Races (BioWare)]&lt;br /&gt;
** [http://nwn.wikia.com/wiki/Race NWN wiki]&lt;br /&gt;
&lt;br /&gt;
* [[Wikipedia:Race (fantasy)]]&lt;br /&gt;
* [http://www.planetneverwinter.com/nwn/player/character/races/ Races (Planet Neverwinter)]&lt;br /&gt;
* [http://nwn.stratics.com/content/statistics/character/races.shtml Races (NWN Stratics)]&lt;br /&gt;
* [http://www.d20srd.org/srd/races.htm D&amp;amp;D d20 Race]&lt;br /&gt;
* [http://www.crystalkeep.com/d20/rules/DnD3.5Index-Races.pdf D&amp;amp;D Race Index (crystalkeep)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Races| Races]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:CustomRaces&amp;diff=54849</id>
		<title>Template:CustomRaces</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:CustomRaces&amp;diff=54849"/>
		<updated>2024-07-31T01:35:24Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Added tiefling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Human, Adomkuro | Adomkuro]] | [[Elf, Avariel|Avariel]] | [[Centaur]] | [[Changeling]] | [[Elf, Drangonari|Drangonari]] | [[Elf, Ghost|Ghost Elf]] | [[Gnoll]] | [[Goblin]] | [[Half-Dryad]] | [[Half-Nymph]] | [[Half-Ogre]] | [[Kobold]] | [[Orc]] | [[Shaahesk]] | [[Dwarf, Stone|Stone Dwarf]] | [[Tiefling]] | [[Wemic]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|Custom Races]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Playable_Races&amp;diff=54848</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Playable_Races&amp;diff=54848"/>
		<updated>2024-07-31T01:32:47Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Added tiefling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The playable races of Avlis in alphabetical order&lt;br /&gt;
&lt;br /&gt;
*[[Human, Adomkuro | Adomkuro]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elf, Avariel|Avariel]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Centaur]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Changeling]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elf, Drangonari|Drangonari]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dwarf, Dubgaldokin|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elf, Avlissian|Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elf, Ghost|Ghost Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Gnoll]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Gnome]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Goblin]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Half-Dryad]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Half-Elf|Half-elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Half-Nymph]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Half-Ogre]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Half-Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Human, Civilized|Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Kobold]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shaahesk]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dwarf, Stone|Stone Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Tiefling]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Wemic]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Races| Races]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Tiefling&amp;diff=54847</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Tiefling&amp;diff=54847"/>
		<updated>2024-07-31T01:30:59Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +2 [[NWN:Dexterity|Dex]], +2 [[NWN:Intelligence|Int]], -2 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Darkvision|Darkvision]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness vs. Cold: Tieflings have a resistance to cold of 5.&lt;br /&gt;
* Hardiness vs. Fire: Tieflings have a resistance to fire of 5.&lt;br /&gt;
* Hardiness vs. Electricity: Tieflings have a resistance to electricity of 5.&lt;br /&gt;
* [[Magic:Darkness|Darkness]]: Tieflings can cast Darkness once per day as a sorcerer of their level.&lt;br /&gt;
* Skill Affinity (Persuade): +2 racial bonus to Persuade checks.&lt;br /&gt;
* Skill Affinity (Hide): +2 racial bonus to Hide checks.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tieflings are a rare and unusual people on Avlis. Tieflings are mortals who, through some quirk of their background, possess demonic characteristics. Although tieflings are varied, these characteristics most frequently manifest in the form of horns that protrude from the skull, long tails, fanged teeth, forked tongues, and skin tones considered unusual by most surface dwellers such as reds and purples. In addition to these visible characteristics, tieflings are known to have certain other traits that mark them as touched by the demonic.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
On the surface of Avlis, tieflings are an extremely rare and comparatively recent occurrence. The appearance of tieflings on the surface seems to have coincided with the end of the Red Star crisis and the Remaking. The origins of surface tieflings are unknown and hotly debated. It is believed that that rare individuals found themselves suddenly changed after the world was Remade. It is believed by some scholars that these people always had some demonic influence in their heritage, which, they claim, was activated by the unique circumstances of the Red Star crisis and its resolution.&lt;br /&gt;
&lt;br /&gt;
However, in the Underdark of Avlis, tieflings have been a known and accepted, if still rare, phenomenon for many centuries. Most mortal cultures of the Underdark are familiar with the idea that, now and then, an individual will be born with demonic traits. Some Underdark cultures see this as a sign of favour or a mark of a special destiny. Others see it as a regrettable but ultimately benign quirk of living in such close proximity to the warping influence of the Demon Lords.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Tieflings are as varied as the societies in which they live. They are found in small numbers all over the surface of Avlis and in the Underdark, in all walks of life. The touch of the demonic inherent in tieflings does not appear to affect their personality in a serious way, although some may claim that tieflings are more hot-tempered and fickle than others.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
As a new and rare phenomenon, tieflings on the surface are treated more as a curiosity than anything. Many surfacers are used to living alongside the varied and various peoples of Avlis.&lt;br /&gt;
&lt;br /&gt;
In the Underdark, tieflings are engaged in the same struggle for survival, advantage, and advancement as the other peoples of the deep. While some groups and cultures may view tieflings as blessed by the Demon Lords, this does not translate into a widespread phenomenon—nor one that is respected by many of the truly powerful.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
Any, although Underdark tieflings tend to be Evil.&lt;br /&gt;
&lt;br /&gt;
== Society == &lt;br /&gt;
Surface Tieflings have no society of their own, living as they do among the varied cultures and nations of the surface. Some surface tieflings have a tendency to want to seek out and find others of their kind, to better understand themselves.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
Any.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
Tieflings speak the languages of the cultures they were raised in, along with any others they have learned.&lt;br /&gt;
&lt;br /&gt;
== Naming Conventions ==&lt;br /&gt;
Tieflings are named according to the cultures they were raised in, although some have marked the discovery of their tieflingdom by adopting a new moniker to match their changed appearance.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
Some surface tieflings are drawn to adventure, seeking to understand and discover more about themselves, or to test their changed natures and capabilities. Generally, tieflings have as wide a range of reasons for choosing the adventurer’s life as any other people of Avlis.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=54825</id>
		<title>Avlis Command Prompt</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=54825"/>
		<updated>2024-07-05T23:59:47Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Updated Alias rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server help message about ACP commands and usage.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;)'': Displays help on a specific Avlis Command Prompt topic.&lt;br /&gt;
:&amp;lt;code&amp;gt;ams&amp;lt;/code&amp;gt; - Help about available [[#AMS | AMS]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;chat&amp;lt;/code&amp;gt; - Help about available [[#Chat | Chat]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;check&amp;lt;/code&amp;gt; - Help about available [[#Information | check (information)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;emote&amp;lt;/code&amp;gt; - Help about available [[#Emotes | emote]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;roll&amp;lt;/code&amp;gt; - Help about available [[#Dice_Rolls | dice roll]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;loot_order&amp;lt;/code&amp;gt; - Help about available [[#Loot_Randomizer | Loot Randomizer]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Descriptions of available ACP commands and how to use &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; itself (This is the default if '''parameter1''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help ams&amp;lt;/code&amp;gt; - Displays help about available [[#AMS | AMS]] commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Other Help====&lt;br /&gt;
&lt;br /&gt;
'''Other ACP System Help Formats:''' &lt;br /&gt;
:&amp;lt;code&amp;gt;/cts help&amp;lt;/code&amp;gt; - Help about available [[#Companion_Training_System_.28CTS.29 | Companion Training System (CTS)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp help&amp;lt;/code&amp;gt; - Help about available [[#Looking_for_Party | Looking for Party (LFP)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; - Help about available [[#Psionics | Psionics]] commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alias ===&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is now possible for PCs to set an alias that changes what is shown in chat, in the party list, and on the character sheet. Abuse of this system will bring the pain.&lt;br /&gt;
&lt;br /&gt;
'''Intended Use'''&lt;br /&gt;
&lt;br /&gt;
* You are a disguised PC in some fashion and want to make it easier to RP being disguised.&lt;br /&gt;
* You are a changeling and want your name to match your current form.&lt;br /&gt;
* Your PC is now married, divorced, goes by a different name for another valid reason.&lt;br /&gt;
'''Rules'''&lt;br /&gt;
&lt;br /&gt;
* You may not impersonate another PC by taking their name.&lt;br /&gt;
* You may not impersonate an NPC.&lt;br /&gt;
* You may not use a generic name to seem like an NPC.&lt;br /&gt;
&lt;br /&gt;
'''Parameter1''' ''(Must be included)''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''help'''&amp;lt;/code&amp;gt; - Print out help on how to use the commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''set &amp;lt;Name Goes Here&amp;gt;'''&amp;lt;/code&amp;gt; - (omit the &amp;lt; &amp;gt;) Sets and enables your alias so that you and other PCs see your alias name instead of your actual PC name.&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''check'''&amp;lt;/code&amp;gt; - Check what alias you currently have saved in the DB for your PC.&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''on'''&amp;lt;/code&amp;gt; - Enable your saved alias as what you and other PCs see.&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''off'''&amp;lt;/code&amp;gt; - Disable your saved alias, you and other PCs will see your actual PC name as usual.&lt;br /&gt;
:&amp;lt;code&amp;gt;/alias '''clear'''&amp;lt;/code&amp;gt; - Set your alias in the DB to a blank string and disable it, you and other PCs will see your actual PC name as usual.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Management===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Ammunition management system allows the user to select a bag (or a specific stack) ammo is taken from when the current stack runs out, instead of relying on BioWare's auto-selector. The [[Ammunition Management System]] page has more details.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;toggle&amp;lt;/code&amp;gt; - Toggles between disabling and enabling the different modes used by the ammunition management system.&lt;br /&gt;
:&amp;lt;code&amp;gt;queue&amp;lt;/code&amp;gt; - Queues a bag or stack of ammunition (must be selected using Player Tool 10 prior to this command).&lt;br /&gt;
:&amp;lt;code&amp;gt;combat&amp;lt;/code&amp;gt; - Toggles whether or not to disengage from combat when exhausting all queued ammunition, rather than falling back to the BioWare mode (using the next available unqueued stack of ammunition). Should the user re-engage combat without first equipping and queuing more ammunition, the system will fall back to BioWare mode without breaking combat, until the next stack is exhausted.&lt;br /&gt;
:&amp;lt;code&amp;gt;clear&amp;lt;/code&amp;gt; - clears/resets all ammo management settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo toggle&amp;lt;/code&amp;gt; - This will switch through &amp;quot;Disabling managed mode&amp;quot;, &amp;quot;Enabling managed mode: Container based&amp;quot; and &amp;quot;Enabling managed mode: Tag based&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo combat&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Remains in combat after exhausting queued ammunition&amp;quot;, it will set it to &amp;quot;Exits combat after exhausting ammunition&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AMS===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Commands available to different [[Advanced Mage Specialization|Advanced Mage Specializations (AMS)]]. All parameters are not required in every case (see the examples). These commands are only used if you have the specific AMS for the specific command, and the required level in it. See the [[Advanced Mage Specialization]] page for more information.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;whitenecro&amp;lt;/code&amp;gt; - Toggles White Necromancy AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;transmutant&amp;lt;/code&amp;gt; - Toggles Transmutant AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;psimage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psi&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psimagic&amp;lt;/code&amp;gt; - Depending on the parameters following this, it is used to enable/disable psionic augmentation, psionic energy substitution or psionic metamagic.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to disabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;augment&amp;lt;/code&amp;gt; - If &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; is added as '''parameter3''', this will enable or disable psionic augmentation. Unlike other AMS commands, there is no toggle between enabled and disabled, so the &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; '''parameter3''' is required.&lt;br /&gt;
:&amp;lt;code&amp;gt;sub&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;metamagic&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;meta&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets psionic augmentation to disabled.&lt;br /&gt;
&lt;br /&gt;
:''The following '''parameter3''' commands for psionic energy substitution and psionic metamagic types are used to toggle between enabled and disabled. They can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4.'''''&lt;br /&gt;
:&amp;lt;code&amp;gt;acid&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;cold&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;electric&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;electrical&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;sonic&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;extend&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;empower&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;maximize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro&amp;lt;/code&amp;gt; - If the current setting for White Necromancy is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro on&amp;lt;/code&amp;gt; - Sets White Necromancy to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi augment on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type electric between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical off&amp;lt;/code&amp;gt; - Sets the psionic energy substitution type electric to disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type maximize between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize on&amp;lt;/code&amp;gt; - Sets the psionic metamagic type maximize to enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barbarian Rage Specializations===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs '''parameter1''' '''[text|number]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Lists all shouts currently stored. Provides shout ID numbers.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds a new shout with the specified '''[text]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;del&amp;lt;/code&amp;gt; - Deletes an existing shout with the specified '''[shout ID number]'''.&lt;br /&gt;
&lt;br /&gt;
'''Example''' (Delete shout by ID)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs del 2&amp;lt;/code&amp;gt; will delete the shout with ID 2, as seen in &amp;lt;code&amp;gt;/brs list&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs&amp;lt;/code&amp;gt; - Tells you the proper syntax for using this command to list, add and delete custom shouts.&lt;br /&gt;
&lt;br /&gt;
===Character Portrait===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pickportrait'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_pickportrait.jpg preview]) that allows you to set your PC/NPC/DM avatar's portrait, revert changes you've made, page through portraits available in-game, and an input box to type in custom portrait names from your portraits folder or the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chat===&lt;br /&gt;
&lt;br /&gt;
''See [http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=134720 Chat] on the Avlis forums for more information (or use &amp;lt;code&amp;gt;/help chat&amp;lt;/code&amp;gt;).''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat [''player or character name''] [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c [''player or character name''] [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply ±notify&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r ±notify&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Chat is much like the [[#Looking_for_Party | Looking for Party (LFP)]] system, but for private messages across servers. Colors chosen with the &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; LFP command will apply to any &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; messages as well. You can also use the [[#Player_List | Player List]] &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; command to find player/character (and DM) names on other servers.&lt;br /&gt;
&lt;br /&gt;
*Use &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/c&amp;lt;/code&amp;gt;) to send the player/character name your message. The first time you receive one of these from another player, a little tutorial message will pop up as well.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' You don't need to spell out the full name: any uniquely identifiable sub-string will work. E.g., &amp;lt;code&amp;gt;/chat to [''message'']&amp;lt;/code&amp;gt; will match the names like Tor and Gortog, and send the message if there are no other names with that sub-string. If there are, a list of those matching names is returned instead. &lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; command will automatically designate the last player to send you a chat message, so no names need be entered. This is persistent across server transition (and when relogging). Enabling the notify option via &amp;lt;code&amp;gt;+notify&amp;lt;/code&amp;gt; will inform you if your &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; target will change. You can disable this option using &amp;lt;code&amp;gt;-notify&amp;lt;/code&amp;gt;. If you want to confirm who you are replying to, type &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r&amp;lt;/code&amp;gt; and press Enter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [player or character name]&amp;lt;/code&amp;gt; - Shows chat history for this player or character (a partial match will suffice).&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [lfp] [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h [lfp] [''number'']&amp;lt;/code&amp;gt; - Displays chat messages you’ve recently sent and received.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) chat messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) chat messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays all chat messages you’ve recently sent and received. Like the LFP system, chat uses the server log to display messages, so the history command is useful when you suspect you've missed a chat in a torrent of combat messages. &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' lfp parameter will show LFP history messages, as well chat ones. Bringing up the history for LFP messages also shows messages sent from before logging in, making it useful for getting right into crumping with a group that's already forming. This will work with the number parameter below.&lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter can limit (or increase) the message history output. By default, the &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays up to 25 of your most recent messages, but the number parameter changes that.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' that history is periodically purged (every 8 hours or so), so don't be alarmed if you don't see every message you've ever been sent.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands that are part of LFP also work with the chat system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat Tor Heya! What's up?&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c Tor Heya! What's up?&amp;lt;/code&amp;gt; - Sends Tor Varson the message: &amp;quot;[CHAT] '''Your PC Name''': Heya! What's up?&amp;quot; in his server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply There be nithlings in Zvid again.&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r There be nithlings in Zvid again.&amp;lt;/code&amp;gt; - Sends you the reply from Tor: &amp;quot;[CHAT] Tor: There be nithlings in Zvid again.&amp;quot; in your server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h&amp;lt;/code&amp;gt; - Displays the 25 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history 10&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h 10&amp;lt;/code&amp;gt; - Displays the 10 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3c:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history lfp 30&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h lfp 30&amp;lt;/code&amp;gt; - Displays the 30 most recent chat and LFP messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 5:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Companion Training System (CTS)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [[CTS_Mechanics#CTS_Commands | Companion Training System Mechanics]] page for a description of all commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clerical Holy Symbols===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The following commands allow for saving and managing prayer phrases, to go with your Clerical [[Cleric#Wieldable_Holy_Symbols|Wieldable Holy Symbol]]:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs&amp;lt;/code&amp;gt; - Command overview.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs list&amp;lt;/code&amp;gt; - Shows all your saved prayers in a numbered list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs add [prayer text]&amp;lt;/code&amp;gt; - Adds the prayer to your list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs del [#]&amp;lt;/code&amp;gt; - Deletes the prayer from your list (numbers are visible from &amp;quot;/ahs list&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Crafting Plant Harvesting===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can harvest all or just one item from plants. To switch between modes, type &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: if you choose to harvest one component, you will truly only be able to harvest one, not one at a time.  So if you go to an apple tree and try to harvest apples normally you will get six apples until the tree respawns more apples.  If you use &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt; you will only get one apple until the tree respawns.  You will NOT get six apples one at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Create Magic Tattoo===&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;/help magictat&amp;lt;/code&amp;gt; to get all options for spell [[Magic:Create_Magic_Tattoo|Create Magic Tattoo]]&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current options:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat 1ab&amp;lt;/code&amp;gt; +1 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat ac&amp;lt;/code&amp;gt; +1 armor class&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat reflex&amp;lt;/code&amp;gt; +2 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat fort&amp;lt;/code&amp;gt; +2 fort saves&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat will&amp;lt;/code&amp;gt; +2 will save&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat saves&amp;lt;/code&amp;gt; +2 to all saving throws&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat 2ab&amp;lt;/code&amp;gt; +2 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat sr&amp;lt;/code&amp;gt; spell resistance&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat str&amp;lt;/code&amp;gt; +2 STR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat dex&amp;lt;/code&amp;gt; +2 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat con&amp;lt;/code&amp;gt; +2 CON&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat int&amp;lt;/code&amp;gt; +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat wis&amp;lt;/code&amp;gt; +2 CHA&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat cha&amp;lt;/code&amp;gt; +2 WIS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/debug&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
:No target it will return area info. Target an item with Player Tool #10. Returns a server message with the item/current area name, tag, and resref.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Description - Character, Companion, Familiar===&lt;br /&gt;
&lt;br /&gt;
'''Method 1 - Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/setdescription&amp;lt;/code&amp;gt;       ''(PCs)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/setdescription companion&amp;lt;/code&amp;gt; ''(Ranger or Druid companions)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/setdescription familiar&amp;lt;/code&amp;gt; ''(Wizard or Sorcerer familiars)''&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_setdescription.jpg preview]) to set your PC/NPC/DM, your companion, or your familiar description. It has an input box which is about the size of the Examine window's text. It also has 3 buttons to set the description, undo changes you've made to the description since opening the UI, and reverting the description back to what it was at character creation.&lt;br /&gt;
&lt;br /&gt;
''Note: This is compatible with descriptions added/modified via the text-based /description command below. i.e. there are 2 ways to accomplish the same thing.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Method 2 - Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description '''parameter1''' '''[text_description]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; - Changes a PC's description to the new '''[text_description]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description without adding a new line.&lt;br /&gt;
:&amp;lt;code&amp;gt;paragraph&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description, after adding 2 line breaks (creates a blank line between the text).&lt;br /&gt;
:&amp;lt;code&amp;gt;restore&amp;lt;/code&amp;gt; - Reverts any custom descriptions changes, and restores a PC's original description.&lt;br /&gt;
:&amp;lt;code&amp;gt;nui&amp;lt;/code&amp;gt; - Evokes the graphic user interface (see: [https://nwn.wiki/display/NWN1/NUI NUI]) to make PC description changes.&lt;br /&gt;
&lt;br /&gt;
'''Example 1''' (New description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description new This is my new description.&amp;lt;/code&amp;gt; will change your description to &amp;quot;This is my new description.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2''' (Add text to existing description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description add My added description text.&amp;lt;/code&amp;gt; will add &amp;quot;My added description text.&amp;quot; to the existing description without adding a new line first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Normally you can't add line breaks from the chat line (unless you use \n or other special characters), but the paragraph parameter below will simplify the process.&lt;br /&gt;
&lt;br /&gt;
'''Example 3''' (Add new lines)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description paragraph My new description paragraph.&amp;lt;/code&amp;gt; will add 2 new lines (\n\n) and then &amp;quot;My new description paragraph.&amp;quot; to the existing description (as new paragraph).&lt;br /&gt;
&lt;br /&gt;
'''Example 4''' (Restore description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description restore&amp;lt;/code&amp;gt; will undo any changes to the original description (restores it).&lt;br /&gt;
&lt;br /&gt;
'''Extra''': You can even try colored ALT-codes and see if they work in the description. See: [https://neverwintervault.org/project/nwn1/other/tool/goth-girls-color-tag-creator-v2-carcerians-color-code-mini-tutorial Goth Girl's Color Tag Creator V2 (+ Carcerian's Color Code Mini-Tutorial)]&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' You can also use the '''[[#Self_Examine | Self Examine]]''' (&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;) command to see your description changes.&lt;br /&gt;
&lt;br /&gt;
=== Devastating Critical (Dev Crit) ===&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/devcrit&amp;lt;/code&amp;gt;&lt;br /&gt;
:This is a player toggle that enables a player to toggle between Standard Dev Crit and Avlis Dev Crit.&lt;br /&gt;
:&lt;br /&gt;
:Avlis Dev Crit specifics&lt;br /&gt;
:* Fort save vs double damage&lt;br /&gt;
:* The DC of the save is the same DC as the PC would have on Standard Dev Crit&lt;br /&gt;
:* Double damage is ONLY applied on a failed save&lt;br /&gt;
:* Crit immune creatures are still crit immune&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Dice rolls using ACP have 4 available parameters. '''Parameter2''' can be left out for saving throws and ability checks (only required for skill and dice rolls). '''Parameter1''' and '''parameter4''' have default values that don't need to be entered unless you want to change them (see the examples below and the parameter list for default values).&lt;br /&gt;
&lt;br /&gt;
:To make a roll only seen by DMs, &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; must be the first parameter, otherwise the roll result will be spoken in regular chat. The second parameter chooses between a save, skill or ability check, or doing an unmodified dice roll (redundant when doing a saving throw or ability check, so it can be left out for them). The 3rd parameter selects the type of save, skill, ability or dice size (This parameter is always required). The 4th parameter is used to set how many dice to roll only for an unmodified roll, if more than one is needed.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default is public*)'': Private or public results.&lt;br /&gt;
:&amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; - This optional parameter will send the roll result to the DM channel only. If it isn't included, the results will be spoken in regular chat.&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''There is no &amp;quot;public&amp;quot; parameter (it is assumed when &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; is not included) so do not try use it. The results will be unpredictable, and cause an error.''&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2''' ''(Required only for skill and dice rolls)'': Specify the type of roll.&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a saving throw (optional when '''parameter3''' is a valid save type).&lt;br /&gt;
:&amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a skill check.&lt;br /&gt;
:&amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an ability check (optional when '''parameter3''' is a valid ability).&lt;br /&gt;
:&amp;lt;code&amp;gt;dice&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an unmodified dice roll.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3''' ''(Must be included)'': Specifies the save, ability, skill or size of dice to roll.&lt;br /&gt;
:&amp;lt;ins&amp;gt;Saving Throw (save)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;will&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fortitude&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;fort&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ref&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Skill Check (skill)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;animalempathy&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ae&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;appraise&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;bluff&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;concentration&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftarmor&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;crafttrap&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftweapon&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dt&amp;lt;/code&amp;gt; (disable traps)&lt;br /&gt;
:&amp;lt;code&amp;gt;discipline&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disc&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;heal&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intimidate&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;listen&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;lore&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;movesilently&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ms&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;openlock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;picklock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ol&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;parry&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;perform&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;persuade&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;pickpocket&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;pp&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ride&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;search&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;settrap&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;st&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spellcraft&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spot&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;taunt&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;tumble&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;umd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Ability Check (ability)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;strength&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dex&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;constitution&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;con&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intelligence&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;int&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;wisdom&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wis&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;charisma&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cha&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Unmodified Dice Roll (dice)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;d2&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d3&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d4&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d6&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d8&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d10&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d12&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d20&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;)'': How many dice to roll for unmodified rolls only.&lt;br /&gt;
:Any valid integer (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or negative numbers are changed to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll private will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and send the result to the DM channel (specifying the type of roll &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and speak the result in regular chat.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save ref&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll save reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ref&amp;lt;/code&amp;gt; - roll a d20 with your reflex save modifier and speak the result in regular chat (see the parameter list for optional shorted versions of many commands).&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private skill hide&amp;lt;/code&amp;gt; - roll a d20 with your hide skill modifier and send the result to the DM channel.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll ability dex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ability dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dex&amp;lt;/code&amp;gt; - roll a d20 with your dexterity ability modifier and speak the result in regular chat (specifying the type of roll &amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 5a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d20&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dice d20 1&amp;lt;/code&amp;gt; - roll 1d20 and speak the result in regular chat (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is the default for number of dice to roll, so it can be left out).&lt;br /&gt;
&lt;br /&gt;
'''Example 5b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d6 4&amp;lt;/code&amp;gt; - roll 4d6 and speak the totaled result in regular chat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit [chair]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sit on the ground, or in the nearest chair if specified. The '''optional''' chair parameter also works for many placeable seats that aren't normally usable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit&amp;lt;/code&amp;gt; - Sit on the ground.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit chair&amp;lt;/code&amp;gt; - Sit in the nearest chair, couch or throne if it isn't already occupied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horse Conversation===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/horse&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Starts the horse conversation with assigning and mount options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Information===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server message with the current status of '''parameter1'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'': Selects what to check.&lt;br /&gt;
:&amp;lt;code&amp;gt;surv&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survival&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survivalist&amp;lt;/code&amp;gt; - Displays current [[Survivalist_Tradeskill | survivalist]] level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;ragexp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;brs&amp;lt;/code&amp;gt; - Displays current [[Barbarian_Rage#Barbarian_Rage_Specializations_.28BRS.29 | rager]] type, level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;magic&amp;lt;/code&amp;gt; - Displays any and all of the following, if applicable: [[Mortal Magic|AMM]] membership status, [[:Category:AMS|AMS]] ranks, [[Mortal Magic|Vortex]] ranks, Favored (by a deity) status, Out of Favor (with a deity) status, Favored Psion status, Paladin status and ranks&lt;br /&gt;
:&amp;lt;code&amp;gt;bart&amp;lt;/code&amp;gt; - Displays current [[Bartending]] level.&lt;br /&gt;
:&amp;lt;code&amp;gt;crafting&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;craftxp&amp;lt;/code&amp;gt; - Displays current [[Crafting_System | crafting]] levels and experience gained in each craft.&lt;br /&gt;
:&amp;lt;code&amp;gt;token&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;tokens&amp;lt;/code&amp;gt; - Returns a server message with current &amp;quot;Gem&amp;quot;, &amp;quot;Metal&amp;quot; and &amp;quot;Organic&amp;quot; Avlis [[Recycling_System | recycling]] token totals.&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt; - Brings a pop-up window displaying your PC Hide, including custom race feats, skills and statistics, Avlis tools implemented as feats, Jali's Reading Glass bonuses, etc.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;XP&amp;lt;/code&amp;gt; - Check experience points ([[XP]]) information, such as remaining XP toward the weekly cap, weekly reset time etc. See also: [[Experience System]]&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check brs&amp;lt;/code&amp;gt; - Displays current rager type, level and experience.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check craftxp&amp;lt;/code&amp;gt; - Displays current crafting levels and experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IRC Style Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me [''text to emote'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Adds the speaker's name to the start of the text, encloses it in * * and changes the color to orange.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me seems hungry&amp;lt;/code&amp;gt; - If the speaker's name is Fred, it will say *Fred seems hungry* in orange letters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Looking for Party===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Looking for Party (LFP)''' is an in-game (cross-server) chat channel, dedicated to organizing parties, similar to [[Wikipedia:Internet_Relay_Chat | IRC]] (though all communication is done internally by the servers). Anyone connected to this [[OOC]] channel can chat with each other, no matter what server they are on. Please see the [http://www.avlis.org/viewtopic.php?f=87&amp;amp;t=133575 Looking for Party (LFP)] news topic on the Avlis forums for guidelines about acceptable use of LFP chat.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default when omitted = Displays a list of who is connected to LFP)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Enables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Disables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; - Shows the help text for LFP.&lt;br /&gt;
&lt;br /&gt;
:Any other text following &amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; is sent as a (server) message to everyone connected to LFP (see '''[[#LFP_Example_1b |Example 1b]]''').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) LFP messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) LFP messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
:The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands and colors set by &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; are also shared with the [[#Chat | Chat]] system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; - Displays a list of who is connected to LFP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;LFP_Example_1b&amp;quot;&amp;gt;'''Example 1b:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp anyone interested in some hot bugbear action?&amp;lt;/code&amp;gt; - Sends &amp;quot;anyone interested in some hot bugbear action?&amp;quot; to all players connected to LFP.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot Randomizer===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/loot_order [''number'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:This command can only be used by a party leader. It will do a secret roll of a d100 for all PCs in the party, and return a list of names in order, from the highest to lowest roll (names only). &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter will return only that many rollers, from the top of the list order (highest to lowest).&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This will work regardless of whether or not the party members have [[#Looking_for_Party | Looking for Party (LFP)]] activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder&amp;lt;/code&amp;gt; - returns a list of names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder 5&amp;lt;/code&amp;gt; - returns a list of the top 5 names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lycanthropy===&lt;br /&gt;
&lt;br /&gt;
''See the [[Lycanthropy]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Animal/Hybrid Default Form Toggle'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles between animal and hybrid as the default form type used by true lycans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Your default form is now set to animal.&amp;quot; it will be changed to &amp;quot;Your default form is now set to hybrid.&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Lycanthropy Transformation Command'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan '''parameter1'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Used by true lycans to change into were-form. If '''parameter1''' is not included, the default animal or hybrid form type (set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;) will be used instead.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;quot;set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&amp;quot;)'': Specifies which form type to use.&lt;br /&gt;
:&amp;lt;code&amp;gt;animal&amp;lt;/code&amp;gt; - Animal form used.&lt;br /&gt;
:&amp;lt;code&amp;gt;hybrid&amp;lt;/code&amp;gt; - Hybrid form used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans&amp;lt;/code&amp;gt; - Transforms a true lycan into the default form (animal or hybrid) set by the &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan hybrid&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans hybrid&amp;lt;/code&amp;gt; - Transforms a true lycan into hybrid form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Signature Moves===&lt;br /&gt;
&lt;br /&gt;
''See the [[Monk Signature Moves]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - This will list all of the Moves that you have learned as well as list your current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to perform a Signature Move, where N is the number of the move. In order to perform a move, you must first learn it.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; - This will tell you how much Signature Move XP and how many Signature Move levels you have, as well as your monk's current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;switchschool X&amp;lt;/code&amp;gt; - This will allow you to switch schools, where X is the school number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov 1&amp;lt;/code&amp;gt; will allow you to perform Signature Move 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Petrification Kill Switch===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/petrifydeath confirm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:This command was introduced as an option to exit [[nwn:Petrified|petrified]] state (eg. caused by the [[Magic:Flesh to Stone|Flesh to Stone]] spell or a similar effect). Type &amp;lt;code&amp;gt;/petrifydeath confirm&amp;lt;/code&amp;gt; to begin your character's [[Death and Dying|Death Travel]] process. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player List===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Type &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; to get a list of characters (and their players) across the Avlis servers. Ordered by server name, character name, player name. &lt;br /&gt;
&lt;br /&gt;
:'''Note:''' An '''[LFP]''' tag next to a name indicates that the player is connected to the '''[[#Looking_for_Party | Looking for Party''']] channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PrC Holy Warrior Smite Evil===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/smite&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:PrC holy warriors (Equalizer/Champion/Avenger) can use this command to smite evil. It includes a bug workaround for the missing/disabled feat caused by the 1.69 NWN update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psionics===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi&amp;lt;/code&amp;gt;&lt;br /&gt;
Provides access to a variety of psionic-system options. Requires at least one level of psion to access.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; gives a list of all implemented commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Extended Dimension Door'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi dimdoor '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles &amp;quot;extended psionic dimension door&amp;quot;* between enabled or disabled. '''Parameter2''' can be set to either &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; to force the setting, but isn't required. Only usable if you have the psionic power (including items), not the arcane spell by the same name.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Extended [[Psychoportation#Dimension_Door | psionic dimension door]]&amp;quot; creates placeable portal doors that remain as long as the caster has PsPs to maintain it, and can be used by any PC to go through. Only used for &amp;quot;psionic&amp;quot; dimension door, and not the [[Magic:Dimension_Door | arcane spell]] by the same name.''&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor&amp;lt;/code&amp;gt; - If the current setting for &amp;quot;extended psionic dimension door&amp;quot; is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor on&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor off&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Metamorphosis'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi metamorph '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi meta '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Selects whether metamorphosis will trigger change into a standard or alternate form, by setting '''parameter2''' to one either &amp;lt;code&amp;gt;standard&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;) or &amp;lt;code&amp;gt;alternate&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summon Planar Creature'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi summon '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi spc '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sets the Good/Neutral/Evil alignment of the summoned creature, by setting '''parameter2''' to one of the alignments. Setting parameter 2 to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; results in a random summon from across the alignment spectrum.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc evil&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of evil alignment&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc good&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of good alignment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Ultrablast'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Alters the behavior of the [[Metapsionics#Ultrablast|Ultrablast]] power by setting '''parameter2'''.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast stun&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;stun&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; results in no damage to the knocked out target.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast kill&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; will incur damage to a knocked out target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Psionic Augmentations'''''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' These commands will not work in combat. They can be chained into a single command such that multiple [[Psionic_Specializations#Psionic_Augmentations|Augmentations]] will apply to the next power (for increased PSP cost). Using 'harness' in a chained command reduces the PSP cost, it does not set it to zero.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi harness&amp;lt;/code&amp;gt; - Psion level 5+, triggers 'harness subconscious' (next attempted power has zero PSP cost). Can only be used once per rest.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi focus&amp;lt;/code&amp;gt; - Psion level 10+, triggers 'meditative focus' (next attempted power auto-passes the power check)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong&amp;lt;/code&amp;gt; - Psion level 15+, triggers 'prolong' (doubles duration of next attempted power - only works if power has duration, [[Metapsionics#Stasis_Field|Stasis Field]] is exempt)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi magnify&amp;lt;/code&amp;gt; - Psion level 21+, triggers 'magnify' (doubles effect size (e.g. damage) of next power - only works if power has an effect that can be doubled)&lt;br /&gt;
:&lt;br /&gt;
:Examples of chained commands:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus&amp;lt;/code&amp;gt; - next power both prolonged and auto-passes the power check&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus harness&amp;lt;/code&amp;gt; - as above, but with a reduce PSP cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi meditate&amp;lt;/code&amp;gt; - places the Psion in meditation animation (for 1-10 rounds, syntax is &amp;lt;code&amp;gt;/psi meditate [number of rounds]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ranger Weapon Dipping===&lt;br /&gt;
&lt;br /&gt;
''See the [[Ranger]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;bag&amp;lt;/code&amp;gt; - This will designate a bag in which the ranger places the materials into which the ranger dips his weapons.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to choose the race against which the ranger is applying the material to his weapon.  Refer to the table below for a list of races and the materials the ranger can use against them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! N&lt;br /&gt;
! Race&lt;br /&gt;
! Material&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Dwarf&lt;br /&gt;
|Potion of Endurance&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Elf&lt;br /&gt;
|Potion of Cat's Grace&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gnome&lt;br /&gt;
|Potion of Fox's Cunning&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Halfling&lt;br /&gt;
|Rogue's Liquor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Half-Elf&lt;br /&gt;
|Nanshaquist&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Half-Orc&lt;br /&gt;
|Potion of Ironguts&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Human&lt;br /&gt;
|Potion of Luck&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Aberration&lt;br /&gt;
|Potion of Clarity&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Animal&lt;br /&gt;
|Pelar's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Beast&lt;br /&gt;
|Dire Animal Blood&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Construct&lt;br /&gt;
|Acid Bomb&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Dragon&lt;br /&gt;
|Dragon Blood&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Goblin&lt;br /&gt;
|Draught of Toran&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Monstrous Humanoid&lt;br /&gt;
|Forian's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Orc&lt;br /&gt;
|Orcish Apple Cider&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Reptilian&lt;br /&gt;
|Potion of Death Armor&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Elemental&lt;br /&gt;
|Elemental Decoction&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Fey&lt;br /&gt;
|Potion of Eagle's Splendor&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Giant&lt;br /&gt;
|Potion of Bull's Strength&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Magical Beast&lt;br /&gt;
|Potion of Displacement&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Outsider&lt;br /&gt;
|Potion of Bless&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Shapechanger&lt;br /&gt;
|Narin's Lycanthropic Cure&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Undead&lt;br /&gt;
|Holy Water&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Vermin&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip 1&amp;lt;/code&amp;gt; will allow you dip ammunition or a thrown weapon in a Potion of Endurance to grant it a temporary damage bonus against dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Recycling (Tokens)===&lt;br /&gt;
&lt;br /&gt;
:To convert tokens into chits, or chits into tokens, use the &amp;lt;code&amp;gt;/token&amp;lt;/code&amp;gt; command:&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token '''parameter1 parameter2 parameter3'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;deposit&amp;lt;/code&amp;gt; will convert chits into tokens&lt;br /&gt;
:&amp;lt;code&amp;gt;withdraw&amp;lt;/code&amp;gt; will convert tokens into chits&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:'''&lt;br /&gt;
Specify the type of tokens from those currently existing in the [[Recycling System]], such as:&lt;br /&gt;
:&amp;lt;code&amp;gt;gems&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;metal&amp;lt;/code&amp;gt; &lt;br /&gt;
:&amp;lt;code&amp;gt;organic&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Parameter3'''&lt;br /&gt;
:&amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;[''number'']&amp;lt;/code&amp;gt;&lt;br /&gt;
This is the number of chits you want to convert into tokens, or tokens into chits. Chits will spawn into your inventory as items with a maximum stack size of 50.&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token deposit gem 15&amp;lt;/code&amp;gt; will convert 15 gem chits into gem tokens.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token withdraw metal 30&amp;lt;/code&amp;gt; will convert 30 of your metal tokens into metal chits.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token withdraw organic all&amp;lt;/code&amp;gt; will convert all of your organic tokens into organic chits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;'''Note:''' A previous version of this command required the use of Player Tool 10. It is no longer required in the current implementation.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Save Character===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/save&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves your character file to the vault and your current location on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Self Examine===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Opens an examine window for the PC executing the command. Normally self examining isn't an option for PCs, unless they quick-slot the command before using it on themselves, so this is simply a shortcut for it.&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Useful when '''[[#Character_Description | editing your Character Description]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speed Toggle===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/speed_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Allows monks of 3rd or higher level to toggle their speed bonus on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spellbooks===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves, loads, deletes or lists PC spellbooks. '''Parameter2''', '''parameter3''' and '''parameter4''' are not used when '''parameter1''' is &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;. '''Parameter2''' and '''parameter3''' are always required when using any other '''parameter1''', while '''parameter4''' can use its default value.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Saves your PC's current spellbook configuration to a name of your choice (a single level of spells can be saved using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; - Loads the spellbook configuration into your PC's spellbook (optionally you may only load a single level of spells using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; - Deletes a saved spellbook configuration (this ignores the '''parameter4''' level value, and all levels of spells are always deleted).&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:''' The name of the spellcasting class (only the first 3 letters are used).&lt;br /&gt;
:&amp;lt;code&amp;gt;cle&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cleric&amp;lt;/code&amp;gt; - Cleric&lt;br /&gt;
:&amp;lt;code&amp;gt;dru&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;druid&amp;lt;/code&amp;gt; - Druid&lt;br /&gt;
:&amp;lt;code&amp;gt;pal&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;paladin&amp;lt;/code&amp;gt; - Paladin&lt;br /&gt;
:&amp;lt;code&amp;gt;ran&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ranger&amp;lt;/code&amp;gt; - Ranger&lt;br /&gt;
:&amp;lt;code&amp;gt;wiz&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wizard&amp;lt;/code&amp;gt; - Wizard (also used by sorcerer and bard)&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:''' The name of the spellbook.&lt;br /&gt;
:Any '''single word''' name may be used (no spaces, or the extra words will be used as additional parameters).&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt;)'': A specific level of spells to load or save.&lt;br /&gt;
:&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; - Load or save the specified level of spells.&lt;br /&gt;
:&amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; - Load or save all spell levels (This is the default if '''parameter4''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs all&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/spellbook save wizard partybuffs&amp;lt;/code&amp;gt; - Saves your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot; (The &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; level '''parameter4''' is the default when omitted).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs 9&amp;lt;/code&amp;gt; - Saves only the 9th level spells to your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot;. '''Note:''' If the &amp;quot;partybuffs&amp;quot; spellbook already exists, only the 9th level spells will be updated in it (nothing else is changed or removed).&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook load cleric undeadpwn 7&amp;lt;/code&amp;gt; - Loads only the 7th level spells from your PC cleric's spellbook configuration previously memorized as &amp;quot;undeadpwn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook delete ranger sneakyspells&amp;lt;/code&amp;gt; - The entire &amp;quot;sneakyspells&amp;quot; ranger spellbook is deleted (you cannot use &amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; on specific levels of spells, though you can &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; an empty level of spells as an update).&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text Colors===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/blue [''text to color blue'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/red [''text to color red'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/green [''text to color green'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Changes the text entered in chat to the specified color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/green This is green&amp;lt;/code&amp;gt; - Changes the color of &amp;quot;This is green&amp;quot; to green text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toggle Auto-Emotes===&lt;br /&gt;
&lt;br /&gt;
''See the list of [[Emote_Keywords | Emote Keywords]] for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles auto-emote keyword usage on or off. Auto-emotes are special keywords used in chat text, enclosed in* *, to perform an emoted action animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Auto-emotes enabled&amp;quot;, it will set it to &amp;quot;Auto-emotes disabled&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ultravision Fix===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/uv_fix&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Workaround for the bug with ultravision/true seeing ending, that causes everyone (PCs and NPCs) to disappear (appear to be invisible). Also restores permanent ultravision to shadowdancers and palemasters, who can lose the effect when being knocked to bleeding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Voice Throw===&lt;br /&gt;
&lt;br /&gt;
''See the [[Voice_Throw | Voice Throw]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;; [''chat message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:When a chat line begins with the &amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt; prefix, the chat message will be spoken by the PC's companion, familiar or summoned creatures.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This requires that [[#Toggle_Auto-Emotes | Auto-Emotes]] (using &amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;) be set to &amp;quot;enabled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Avlis Command Prompt]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avenger&amp;diff=54824</id>
		<title>Avenger</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avenger&amp;diff=54824"/>
		<updated>2024-07-02T21:20:46Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Added Persuade to Class Skills (confirmed by Gorgon Avenger has this).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Holy Warriors]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
{{Classes}}&lt;br /&gt;
{{MixedKnowledge}}&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
|name=Avenger&amp;lt;br&amp;gt;([[NWN:Prestige Class|Prestige Class]])&lt;br /&gt;
|image=DruEl.jpg&lt;br /&gt;
|hitdice=d8&lt;br /&gt;
|bab=+1/level&lt;br /&gt;
|prof=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:Armor proficiency (light)|Light Armor]]&lt;br /&gt;
*[[NWN:Armor proficiency (medium)|Medium Armor]]&lt;br /&gt;
*[[NWN:Armor proficiency (heavy)|Heavy Armor]]&lt;br /&gt;
*[[NWN:Shield proficiency|Shields]]&lt;br /&gt;
*[[NWN:weapon proficiency (simple)|Simple Weapons]]&lt;br /&gt;
*[[NWN:weapon proficiency (martial)|Martial Weapons]]&lt;br /&gt;
|skillpoints=4 + [[NWN:int|INT]] modifier&lt;br /&gt;
|skills=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:Animal Empathy|Animal Empathy]]&lt;br /&gt;
*[[NWN:Disable Traps|Disable Traps]]&lt;br /&gt;
*[[NWN:discipline|Discipline]]&lt;br /&gt;
*[[NWN:heal (skill)|Heal]]&lt;br /&gt;
*[[NWN:Hide|Hide]]&lt;br /&gt;
*[[NWN:Listen|Listen]]&lt;br /&gt;
*[[NWN:Move Silently|Move Silently]]&lt;br /&gt;
*[[NWN:Persuade|Persuade]]&lt;br /&gt;
*[[NWN:Set Traps|Set Traps]]&lt;br /&gt;
*[[NWN:Spot|Spot]]&lt;br /&gt;
*[[NWN:Tumble|Tumble]]&lt;br /&gt;
|saves=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:fortitude|Fortitude]]&lt;br /&gt;
|align=&amp;lt;br&amp;gt;&lt;br /&gt;
*Chaotic Good Only&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Avengers are the Holy Warriors of [[Dru'El]].  They stand up for the weak, and strive to make right what is wrong.  They follow the will of Dru’El, and protect his children and his interest.  If an Avenger feels in their heart, that the laws of city, nation, or society, impede the goodness, and free-will of its citizens; that Avenger will often take it upon them self to sponsor revolutionary behavior, or resort to dirty tactics in order to bring goodness back.  &lt;br /&gt;
&lt;br /&gt;
Avengers feel no need to put on a show for anyone, no matter who they are.  They treat everyone the same whether they are a king, or a peasant.  There is no distinction in their eyes between those who have, and those who have not.  These traits tend to cause them to be straightforward people, and they are renowned for saying things like they are.&lt;br /&gt;
&lt;br /&gt;
[[Image:Elfavenger pic.png|thumb|A Dru'Elian elf Avenger.]]&lt;br /&gt;
Avengers have very little solid organization. It is known that they were formed by a cousin of [[NPCs:Solerion_Rinthon|Solerion Rinthon]], named [[NPCs:Eirias Ju'Lel|Eirias Ju'Lel]], during the Great War. Eirias was Solerion's head commando in the war against the orcs. Known for his prowess with a longbow, and his ability to navigate the woods undetected, Eirias trained many others in his art. Eventually towards the end of the war these people became known as &amp;quot;Eirias' Avengers&amp;quot;, and later simply &amp;quot;Avengers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is thought that the Avengers saved Le'Or T'Nanshi and T'Nanshi on so many occasions, that Dru'El himself came down one day and blessed them as his own. From that point on, the Avengers appeared as they do today.&lt;br /&gt;
&lt;br /&gt;
In modern times, Avengers often serve in the T'Nanshi army, or they can be found in other struggles against what they perceive as wrongs. They make it a habit to help those that they feel are being treated unfairly, whatever the surrounding circumstances may be. If they have to, they are able to use some very dirty tactics to achieve what they think of as a greater good in the end. Their cunning ability to survive in the wilds, coupled with their strength and proficiency in a toe-to-toe fight makes them formidable opponents for any dictator or tyrant in power.&lt;br /&gt;
&lt;br /&gt;
Avengers are excellent marksmen, and they usually favor longbows. It is rare to see them in heavy armor, because it impedes their ability to remain silent and unseen in the woodlands. However, in an open field where stealth is no longer an option, the Avengers are the first to take up heavy armor and battle it out. They are capable fighters in both conventional and guerilla tactics.&lt;br /&gt;
&lt;br /&gt;
Organizationally, Avengers do not form massive units, nor do they report to any one leader. They receive training from various training orders who follow Dru'El's ways, and from each other. From there, they are known to head off to wherever they are needed, in which place they become one with the ranks.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* '''[[NWN:Base Attack Bonus|Base Attack Bonus]]''': +7&lt;br /&gt;
&lt;br /&gt;
* '''Deity''': [[Dru'El]]&lt;br /&gt;
&lt;br /&gt;
* '''Feats''': [[NWN:Point Blank Shot|Point Blank Shot]], [[NWN:Weapon Focus|Weapon Focus]]: Longbow, either [[NWN:Trackless Step|Trackless Step]] or [[NWN:Alertness|Alertness]]&lt;br /&gt;
&lt;br /&gt;
* '''Skills''': [[NWN:Heal (skill)|Heal]] - 3, [[NWN:Hide|Hide]] - 3, [[NWN:Move Silently|Move Silently]] - 3, [[NWN:Listen|Listen]] - 6&lt;br /&gt;
&lt;br /&gt;
* '''Alignment''': CG&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
{| border=2 style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!rowspan=2|Lvl&lt;br /&gt;
!rowspan=2|BAB&lt;br /&gt;
!colspan=3|Saves&lt;br /&gt;
!rowspan=2|Feats&lt;br /&gt;
!rowspan=12 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|Base Class Divine&amp;lt;br&amp;gt;Casting Progression&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!Fort&lt;br /&gt;
!Ref&lt;br /&gt;
!Will&lt;br /&gt;
|- align=center&lt;br /&gt;
|1st || +1 || +2 || +0 || +0 ||align=left|[[NWN:Divine Grace|Divine Grace]], Detect Evil, Detect Law ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|2nd || +2 || +3 || +0 || +0 ||align=left|[[Magic:Remove Fear]] 1x/day ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|3rd || +3 || +3 || +1 || +1 ||align=left|[[Holy Warrior Smite|Smite Evil]], Bonus Feat (choose 1 of [[NWN:Enchant Arrow|Enchant Arrow]],  [[NWN:Favored Enemy|Favored Enemy]], [[NWN:Sneak Attack|Sneak Attack]], [[NWN:Extra Smiting|Extra Smiting]]) ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|4th || +4 || +4 || +1 || +1 ||align=left|[[NWN:Turn undead|Turn Undead]] ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|5th || +5 || +4 || +1 || +1 ||align=left|Heal Other ([[Psychometabolism#Lend_Health|Psionic: Lend Health]]) 2x/day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|6th || +6 || +5 || +2 || +2 ||align=left|Bonus Feat (choose 1 of [[NWN:Enchant Arrow|Enchant Arrow]],  [[NWN:Favored Enemy|Favored Enemy]], [[NWN:Sneak Attack|Sneak Attack]]) ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|7th || +7 || +5 || +2 || +2 ||align=left|[[Magic:Eagles Splendor|Eagle's Splendor]] ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|8th || +8 || +6 || +2 || +2 ||align=left|[[NWN:Divine might|Divine Might]] ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|9th || +9 || +6 || +3 || +3 ||align=left|Bonus Feat (choose 1 of [[NWN:Enchant Arrow|Enchant Arrow]],  [[NWN:Favored Enemy|Favored Enemy]], [[NWN:Sneak Attack|Sneak Attack]]) ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|10th || +10 || +7 || +3 || +3 ||align=left|[[NWN:Rogue's cunning|Rogue's Cunning]] 1x/day, [[NWN:Deneir's Eye|Deneir's Eye]] ||+1 caster level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Epic Progression==&lt;br /&gt;
{| border=2 style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!Lvl&lt;br /&gt;
!Feats&lt;br /&gt;
!rowspan=21 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!Base Class Divine Casting Progression&lt;br /&gt;
|- align=center&lt;br /&gt;
|11th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|12th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|13th ||align=left|Bonus feat ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|14th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|15th ||align=left|[[NWN:Rogue's cunning|Rogue's Cunning]] 2x/per day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|16th ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|17th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|18th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|19th ||align=left|Bonus feat ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|20th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|21st ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|22nd ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|23rd ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|24th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|25th ||align=left|Bonus feat ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|26th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|27th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|28th ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|29th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|30th ||align=left| ||+1 caster level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Epic bonus feats:''' [[NWN:Armor Skin|Armor Skin]], [[NWN:Devastating Critical|Devastating Critical]], [[NWN:Enchant Arrow|Enchant Arrow]], [[NWN:Epic Spell Focus|Epic Spell Focus]], [[NWN:Epic Toughness|Epic Toughness]], [[NWN:Epic Weapon Focus|Epic Weapon Focus]], [[NWN:Epic Prowess|Epic Prowess]], [[NWN:Epic Reputation|Epic Reputation]], [[NWN:Favored Enemy|Favored Enemy]], [[Holy_Warrior_Smite|Great Smiting]], [[NWN:Greater Spell Focus|Greater Spell Focus]], [[NWN:Improved Combat Casting|Improved Combat Casting]], [[NWN:Overwhelming Critical|Overwhelming Critical]], [[NWN:Perfect Health|Perfect Health]], [[NWN:Planar Turning|Planar Turning]], [[NWN:Sneak Attack|Sneak Attack]], [[NWN:Spell Focus|Spell Focus]].&lt;br /&gt;
&lt;br /&gt;
'''Epic Selectable Class Feats:''' [[NWN:Blinding Speed|Blinding Speed]], [[Magic:Dragon Knight|Dragon Knight]], [[Magic:Greater Ruin|Greater Ruin]], [[Magic:Hellball|Hellball]], [[Magic:Mummy Dust|Mummy Dust]].&lt;br /&gt;
&lt;br /&gt;
==[[CTS]] eligibility==&lt;br /&gt;
Avengers of Dru'El may opt into the Avlis Companion Training System (CTS).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* [[NWN:Favored Enemy|Favored Enemy]]: Favored enemies will work based on Avenger levels. So at 5th level the bonus becomes +2, 10th +3, etc.  &lt;br /&gt;
** It is unclear whether Ranger Favored Enemy feats/levels &amp;quot;stack&amp;quot; with Avenger Favored Enemy feats/levels. '''EDIT:''' Off-line module testing shows that the favored enemy bonuses do not stack between Ranger and Avenger class selection.&lt;br /&gt;
** Although Avengers can take Favored Enemy feats, they are not eligible for the epic [[NWN:Bane of Enemies | Bane of Enemies]] feat (unless it has been taken soley based upon Ranger levels).&lt;br /&gt;
&lt;br /&gt;
==Notable Avenger PCs==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;19%&amp;quot;&amp;gt; [[Image:Jensen.jpg|75px|Avenger Rintel]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;19%&amp;quot;&amp;gt; [[Image:Etz.jpg|75px|Etz in Avenger gear]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;19%&amp;quot;&amp;gt; [[Image:Varion3.jpg|75px|Varion Raykeeshen]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;19%&amp;quot;&amp;gt; [[Image:Cairn_Portrait.jpg|75px|Cairn Mosslel]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td align=&amp;quot;center&amp;quot; width=&amp;quot;19%&amp;quot;&amp;gt; Awaiting Picture&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt; [[PCs:Jensen Rintel|Jensen Rintel]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt; [[PCs:Etzeth Tzeleth|Etzeth Tzeleth]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt; [[PCs:Varion Raykeeshen|Varion Raykeeshen]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt; [[PCs:Cairn Mosslel|Cairn Mosslel]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt; [[PCs:Catrionae Dy'nei|Catrionae Dy'nei]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Nine_Major_Races&amp;diff=54817</id>
		<title>Nine Major Races</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Nine_Major_Races&amp;diff=54817"/>
		<updated>2024-06-24T19:00:13Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: typo: are to were&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are '''nine major races''' corresponding to the nine major alignments. This does not mean that if you are a member of that race that you must be that alignment. All it means is that the average member of that race is of that alignment, with one exception (explained below).&lt;br /&gt;
&lt;br /&gt;
This also does not mean that there are only nine races; quite the contrary. It just means there are nine major races, i.e. races that are very numerous and popular.&lt;br /&gt;
==Lawful Good: Dwarves==&lt;br /&gt;
There is only one kind of [[Dwarf]] on Avlis as far as the rules are concerned, but from a roleplaying perspective, dwarves can be either [[Dwarf, Galdokin|Galdokin]] or [[Dwarf, Dubgaldokin|Dubgaldokin]]. Galdokin are dwarves who live in [[Galdos]], while Dubgaldokin are dwarves who hail from [[Deglos]]. Both Galdokin and Dubgaldokin are played exactly like the dwarves in the rules for NWN. The stature, manner, and coloring of the Galdokin are exactly that of the generic dwarf of the Player's Handbook. In appearance Dubgaldokin are much the same as Galdokin, except they are often tanned by the sun from being outside, and their ideals are often more openminded.&lt;br /&gt;
&lt;br /&gt;
Although it is rare, the close proximity of the dwarves and gnomes sometimes produces unorthodox family units made up of a dwarven and gnomish spouse. These unions will sometimes bear children. Oddly enough, the children appear mostly dwarven, albeit slightly skinnier and lighter. Females however, do not grow beards when they are hybrid. These members of society are often referred to as &amp;quot;[[Dwarf, Stone|stone dwarves]]&amp;quot; because it is thought they look more like their Galdokin cousins. This is true to some extent because Dubgaldokin, although still dwarves, have changed a bit as well over the years. They became a bit more stockier and heavier than the Galdossian dwarves. When combined, the two races wind up making offspring closer in proportion to a Galdossian dwarf. The name &amp;quot;Stone dwarf&amp;quot; refers to the Galdokin xenophobic tendency to stay in their own isolated nation of stone. Galdokin often refer to the Dubgaldokin as &amp;quot;Grass dwarves&amp;quot; to reflect their more ebullient and sociable relations with creatures from the surface.&lt;br /&gt;
&lt;br /&gt;
==Neutral Good: The Fey==&lt;br /&gt;
'[[Fey]]' is a term used to describe anything related to fairies and their kin (i.e. nymphs, sylphs, dryads, nixies, pixies, sprites, half-nymphs, half-dryads etc.). While the pureblooded fairies are identical to those described in D&amp;amp;D game literature, the half-fairies that are unique to Avlis each have their own special abilities that are dependent on their fey parent (these abilities are described in detail in [[Custom Races|Custom Races]]).&lt;br /&gt;
&lt;br /&gt;
There are actually two classifications of fairy in Avlis – those made by the indigenous god [[O'Ma]], and those made by the foreign goddess [[Titania]]. While most [[Fairy, O'Ma|O'Ma fairies]] are Neutral Good, [[Fairy, Titanian|Titanian fairies]] lean more towards the True Neutral alignment of their creator. And while Titanian fairies cannot breed (you will only find female Titanian fairies on Avlis), O'Ma fairies can procreate with themselves as well as other humanoids (usually humans and elves). Friction due to this difference lead to [[Pg:The_Fairy_War|the Fairy War]], which blossomed into [[Pg:The_Great_War|the Great War]].&lt;br /&gt;
&lt;br /&gt;
Two half-fey, half-nymphs and half-dryads, can be played as character races. For more information consult [[Custom Races|Custom Races]]. They are described in detail below.&lt;br /&gt;
===Half-Dryad===&lt;br /&gt;
[[Half-Dryad|Half-dryads]] are even more peculiar than full dryads because they have the blood of two races in them. The life-giving attachment to an oak tree that dryads possess is not shared by them. However, even half-dryads are staunch lovers of oak forests, and are almost impossible to tell apart from full high elves. Their exact features depend on their non-dryad lineage, but they always have hair that changes to a platinum blonde in the winter and a dark brown in the summer. On rare occasions, there is a tinge of green in their darkcolored hair in the summertime. Style of dress among them varies widely, but it usually takes after their non-dryad parent. Half-dryads can speak the language of dryads, the language of their other forbearer (in most cases), and the common tongue. In seldom cases, (10% of the time) they can speak the language common to all the fairy races.&lt;br /&gt;
&lt;br /&gt;
Most often these beings are the product of an elven and a dryad parent. It is this type of half-dryad that usually winds up becoming a druid and dedicating their entire life to nature. On the other hand, if they have a parent from a non-nature emphasizing race, they tend to have severe conflicts in their life between their pull to the forest and their pull to fulfill another destiny. These types of half-dryads are often very sad and very confused individuals who constantly struggle to find themselves. Whatever their ancestry, they are always very individualistic people and are known to follow many different philosophies of nature. This often helps them to remain sane in their difficult life as a half-breed. Since their dryad parent will live as long as its oak tree, half-dryads inherit the longevity of their other parent. So, human half-dryads will live about eighty-to-ninety years, whereas Elven half-dryads will live much, much longer. This aspect of their race enables them to form many long-lasting relationships with people who live as long as they do. Out of all the halfbreeds, half-dryads who are half elven are the most accepted in elven society, and in some places they are even considered a blessing from nature. In any other place, human and elven half-dryads are almost always mistaken for high elves, even if neither parent is elven. The only ones who are not fooled by this are the high elves themselves.&lt;br /&gt;
&lt;br /&gt;
===Half-Nymph===&lt;br /&gt;
[[Half-Nymph|Half-nymphs]] are the result of an unusual union between an Avlissian nymph and a humanoid (usually a human or an elf, but there are exceptions). These beings are exceptionally beautiful, however they are not quite as beautiful as their nymph parent. Looking at a half-nymph is not dangerous, just pleasant. Their frame is usually a lot stockier than a nymph's. This is especially true if they are from non-elven decent. Clothing styles of a half-nymph can also vary depending on the culture they arose from. They rarely ever go nude, though, as their nymph relatives like to do. Half-nymphs usually speak the language of nymphs, the common tongue, and the language of their non-nymph parent. A few half-nymphs (20%) can speak the tongue common to all fairy races.&lt;br /&gt;
&lt;br /&gt;
Half-nymphs have very little trouble fitting in with either society that they are derived from, unless they are half-evlen nymphs. In the latter case they can just barely get by in elven society. Full nymphs are not prejudiced against any race that is not evil, and so as long as the half-nymph is of a kind heart, they will be fully assimilated into nymph society. On the humanoid side of things, they use their incredible comeliness to get on the good side of their relatives, and thus get accepted. Some problems with half-nymphs will arise once in a while in elven society due to the slight xenophobia of the elven race, but these problems are nowhere near as big as the elven wariness of half-elves of human descent. The biggest conflict in a half-nymph's life, therefore, is an internal one. They are constantly torn between the urge to indulge in happiness, and the urge to have a serious impact on the world. Their nymph relatives tell them to be happy and let life drift by, whereas their human or elven relatives tell them to pursue a cause that will further something. This troubles them a lot of times, and often a half-nymph will go back and forth between the pursuit of happiness, and excellence. They have success more often with pursuing excellence than happiness, though, because they are missing the magical abilities of full nymphs that they use to amuse themselves and help others. A half-nymph's lifespan varies depending on what kind of non-nymph parent it has. This can cause some social problems as well. A half-nymph with a human parent will often live two hundred years, in which time they will see their human relatives die out, and they will age too quickly for their nymph relatives. On the other hand, a half-nymph with an elven parent will live roughly six hundred years. In that time, they will outlive their nymph relatives, and age a little too fast for their elven family. This is too often the case with a half-breed race. Half-nymphs of other humanoid descent experience the same cruel juxtaposition of life-spans as the usual half-nymphs.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Good: Elves==&lt;br /&gt;
Initially there were two types of [[Elf|elves]] on Avlis, and later on a third kind arose. The most common type of Elf, referred to simply as an [[Elf, Avlissian|Avlissian Elf]], is generally akin to a high elf in 2nd Edition AD&amp;amp;D terms. Their skin tones range from milky white to a mild tan, although there are sometimes grayish or bluish undertones visible in rare individuals. Their hair can range from a deep black or blackish green, to a bright blonde or red, much like the human hair colors. The almond shaped eyes of these elves can cover the entire human range of blues, greens, and browns, but violet is also seen. All other statistics for physical stature and size, as well as game play, are identical to high elves.&lt;br /&gt;
&lt;br /&gt;
Being close to nature, elvish society is loosely organized. Most individuals are concentrated in the elven nation of T'Nanshi. This nation is run effectively, yet informally, by noble families who take care of foreign affairs and the standing army only. All other affairs are usually taken care of locally by whatever system the given settlement or village has set up for itself. In many cases, there isn't much of a system needed at all. Elves are inherently reverent towards their elders and will usually defer to their word if there is a question of action.&lt;br /&gt;
&lt;br /&gt;
Elven dwellings are often built in the trees, though they are also fond of beautifully camouflaged ground dwellings as well. Cities exist, but they are few, for most elves settle in extended family units somewhere out in the forest. Usually one of these units consists of about 20 to 30 individuals who work cooperatively to support themselves off the land. There are often one or two individuals in each of these bands that practice a trade, and make items to barter with other bands to get what they need.&lt;br /&gt;
&lt;br /&gt;
In elvish cities there is the usual hustle and bustle of trade. However, most of the cities seem to exist as an outlet for the nobles to gather and discuss national affairs. Noble families will often keep luxurious tree homes in these cities in addition to their regular homes. Elven nobles do not pretend to hold claim over portions of land like humans do. They see themselves simply as individuals who have more money than average, and therefore have an obligation to protect their country. They do not claim any serfs or personal armies, although there are many who have followers that support their household in addition to the paid servants.&lt;br /&gt;
&lt;br /&gt;
The other type of elf that was created initially by Dru'El is called the Light Elf, or more commonly the [[Elf, Ghost|Ghost Elf]].&lt;br /&gt;
&lt;br /&gt;
Physically, these elves are much more thin and frail looking than Avlissian Elves, but their state of delicacy is a beautiful one. Their skin is almost always a bright yellow, or bright yellow with a very slight greenish tinge. From some angles, their skin almost seems to give off a faint glow, hence the name ghost elf.&lt;br /&gt;
&lt;br /&gt;
Though these elves look much weaker, they are really just as hearty as their cousins, although they do have a propensity for broken limbs sometimes under rough conditions. Dru'El created them as his personal touch to the elven race, and although they are fairly rare, they get along well with the other elven subraces. &lt;br /&gt;
&lt;br /&gt;
The society of the ghost elves is largely the same as Avlissian Elf society. They occupy the same land, although no nobles of this race are found. The Ghost Evles are known to be even closer to nature than their cousins, and they particularly have an affinity for nighttime, when their skin seems to glow even brighter, like the moon and stars. Surprisingly, their family units do not often mix with their cousins. They mainly keep separate, yet always on good terms. They can be found in the cities very often, sometimes as tradesmen in fine goods. However, they rarely, if ever, leave T'Nanshi.&lt;br /&gt;
&lt;br /&gt;
The third type of elf is the newest to arrive on Avlis in the grand scheme of things, though they have been around for a century and a half: The [[Elf, Drangonari|Drangonari]] Elves. Unlike the other two races, these elves were not created by Dru'El, but instead by the god Angadar. In life, Angadar was himself an elf, and he once ran with another elf who was what they call an &amp;quot;[[Elf, Avariel|Avariel]]&amp;quot;. On their travels, the Avariel made the unfortunate mistake of trying to kill Angadar, and she almost succeeded. In fact, she came closer than any other ever did. For this, Angadar was exceptionally angry, and after killing the Avariel, he vowed to make a mockery of her race one day. (Avariel are winged elves that once had established a small foothold on Avlis.) Thus he did, when he reached godhood.&lt;br /&gt;
&lt;br /&gt;
Physically, the Drangonari look like Avlissian Elves, except they are covered by a reptilian green hide. Their eyes are yellow with slit pupils, and their hair is usually always black, should they choose not to shave it.&lt;br /&gt;
&lt;br /&gt;
At one time, they had thick leathery wings, akin to an Avariel's, but during the war that brought about the extinction of the Avariel race on Avlis the Drangonari lost their wings in an unfortunate magical accident. Now they remain as scaly reptillians with no ability to fly. These elves are not native to T'Nanshi. They come from the nation of Drotid, to the east of T'Nanshi. This is where their main city lies.&lt;br /&gt;
&lt;br /&gt;
Unlike the other kinds of elves, who are generally chaotic good on average, the Drangonari are more organized and devious. They tend to be lawful evil, although just like in all other cases, there are exceptions. Because of their lawful attitude, their society has a strict hierarchy. Breeding is everything, although an individual can reach great power through deeds of cunning... yet they will always be regarded as a second class citizen if their family is considered to be of inferior stock. The higher families usually claim to be direct descendants of Angadar, while the lower ones are often regarded as Angadar's direct magical creations. The degree of a family's bloodline goes down by one for every generation that marries into a magically derived family. Nowadays there are not any direct descendants of Angadar left... they have all met with unfortunate accidents. Yet families of 2nd and 3rd degree exist and are currently in control of the race. The Drangonari elves have no nation to call home, but they control a small portion of land inside Drotid, and they are constantly defending it against the lizard men who claim it.&lt;br /&gt;
&lt;br /&gt;
Once, another form of elf existed on Avlis, the [[Elf, Sereg'wethrin|Sereg'wethrin]], whose origins were shrouded in mystery. It was eventually revealed that these dark-skinned elves were created by T'Nanshi to use as a secret military force. The Sereg'wethrin had an intense hatred of humans and elves both. Their training and conditioning made them fearsome foes. Cells of Sereg'wethrin lived in the Underdark, coming out occasionally to strike against human and elf cities. The Sereg'wethrin numbers dwindled over time until they were finally eradicated.&lt;br /&gt;
&lt;br /&gt;
Ghost, Drangonari and Avariel elves have been implemented as custom races on Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Lawful Neutral: Dracon==&lt;br /&gt;
[[Dracon]] are a race of four legged centaur-like creatures with elephantine bodies below the waist and humanoid dragon bodies above. They dominate the population of Toran Shaarda.&lt;br /&gt;
&lt;br /&gt;
As of this writing, limitations in the NWN game engine have prevented dracon from being implemented in Avlis. Further racial information concerning dracon can be found in the 2nd Edition AD&amp;amp;D Spacefarer's Handbook.&lt;br /&gt;
&lt;br /&gt;
==True Neutral*: Humans==&lt;br /&gt;
(* - actually, humans have no average alignment. They are balanced among all alignments.)&lt;br /&gt;
&lt;br /&gt;
[[Human|Humans]] proliferate Avlis. They can be found almost anywhere, but from a national perspective they make their homes in either the nations of M'Chek, the Kurathene Empire, Jechran or Tyedu. This is not to say that it's difficult to find a human native to any other place. There are plenty that were born outside the human nations.&lt;br /&gt;
&lt;br /&gt;
Depending on their birthplace, humans can have very different cultures. The [[Human, Civilized|humans of Mikona and the Kurathene Empire]] have a very imperialistic attitude towards life, whether they are a commoner or a noble. Each member of society realizes that they have their place; they are either a subject or a master. Nobles of both of these nations have serfs and peasants that live on their land and pledge their loyalty to the local lord. City folk are usually an exception, and especially in Mikona, the city folk are loyal to the nation as a whole most often.... though they usually have a favorite noble.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule in the nation of M'Chek are the [[Human, Romini]]. These folk are akin to the gypsies in other campaign worlds, except for the fact that most of then they are staunchly neutral. Again, there are plenty of exceptions, but the average Romini is in it for the balance. Some are very subtle, while some are blatant about it... even keeping a mental tally of the good and evil acts they commit from day to day.&lt;br /&gt;
&lt;br /&gt;
Consequently, the Romini are usually not trusted. If it wasn't for the fact that they are one of the favored peoples of the god Mikon, the government of M'Chek would probably not tolerate them. Living a nomadic life, the Romini are usually not found anywhere for long, although some factions have settled down in small areas throughout M'Chek. It is unlikely that these settlements will compose more than a few tents scattered about.&lt;br /&gt;
&lt;br /&gt;
The humans of the Kurathene Empire are much like their cousins in M'Chek, except that each of their nobles is the ruler of his or her fiefdom, and that fiefdom is an independent country. The term &amp;quot;Kurathene Empire&amp;quot; is a loose one to define the whole contested area that was once a true empire. Romini are not plentiful in the empire, but other races can be in some spots.&lt;br /&gt;
&lt;br /&gt;
The barren tundra of Tyedu breeds [[Human, Tyeduan|a different sort of human]]. Here life is very harsh because of the climate, and also because of the creatures that lurk everywhere. Humans in this land have no concept of nobility... might makes right. They can be of any alignment, but all will bow to the notion that the strongest survive, and the strongest should rule. Individual tribes dot the land, usually led by their toughest warrior. Often these warriors have a shaman backing them up. These people worship a myriad of gods and goddesses, and even local nature spirits at times. There is often a cohesive interplay between the laws of the gods, nature, and the warrior way within these societies.&lt;br /&gt;
&lt;br /&gt;
[[Jechran]] is an oddity on Avlis, for the social hierarchy in this country is dominated by women. The nation of Jechran is often a tumultuous one. There is some organization among [[Human, Jechrani|the tribes]]. Each sends representatives to a larger council body that governs national affairs, but each individual village or tribe also has autonomy. This paradox often leads to squabbles between tribes that can sometimes branch out into large wars. But these wars never last very long... a week maximum, but tribal grudges can persist for lifetimes.&lt;br /&gt;
&lt;br /&gt;
Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate and slightly chilly climate. The women of this race have risen to the challenge and eked out a living by hunting the creatures there and plying crafts. The men of this race are subdued and their numbers are kept very low. Each village is only allowed to possess ten males and ten male children at any one time. When one of the male children comes of age, the oldest male is thrown out of the village and given a head start before the hunters go out after him. If he can escape the area, he gets to live... but he must never return to Jechran.&lt;br /&gt;
&lt;br /&gt;
Humans from all of these nations are the same in terms of game mechanics. When making a human character you can include his or her nationality in the subrace category if you wish, but it not necessary.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Neutral: Changelings==&lt;br /&gt;
[[Changeling|Changelings]] are just that – shapeshifters that can assume almost any form, even that of inanimate objects. Changelings have no nation of their own; they are too disorganized to form one. Instead they wander all of Avlis, skirting the edges of the societies of other races without ever fully entering them. Indeed, many people have encountered a changeling without ever knowing it.&lt;br /&gt;
&lt;br /&gt;
Changelings have been implemented as a PC race on Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Lawful Evil: Orcs==&lt;br /&gt;
Physically, Avlissian [[Orc|orcs]] are the same as those described in D&amp;amp;D. But when the god [[Valok]] made the orcs of Avlis he favored subtlety, preparedness, and intelligence, and so gifted them with great intelligence, which in turn made them ambitious masters of strategy. Orcs are prevalent in the nations of [[Brekon (nation)|Brekon]] and [[Dubunat]], but can be found all through Avlis. They are strong in arm, but they are also strong in diplomacy and deal-making. It is said by some that making a deal with an orc is akin to making a deal with a demon.... any loophole that can be exploited, will be. Of course, this is wholy an average assumption of the population. As with any race on Avlis, there exist individuals of all alignments. &lt;br /&gt;
&lt;br /&gt;
Orcs have been implemented as a custom race for play in Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Neutral Evil: Lizard Men, Sahuagin==&lt;br /&gt;
[[Reptilian|Lizard men and Sahuagin]] are exactly as described in D&amp;amp;D. They both inhabit the nation of [[Drotid]], with the former being the dominant race. Lizard men have been implemented as a custom race for play in Avlis, and are also known as the [[Shaahesk]]. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Chaotic Evil: Ogres, Giants, Giant-kin==&lt;br /&gt;
Avlissian [[Giant-Kin|ogres, giants, and their kin]] are all the same as those described in D&amp;amp;D. While it is commonly known that these races can be found in Brekon, they also inhabit the mountains and hills of many other nations. [[Half-Ogre|Half-ogres]] have been implemented as a custom race for play in Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Races| Nine]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Nine_Major_Races&amp;diff=54816</id>
		<title>Nine Major Races</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Nine_Major_Races&amp;diff=54816"/>
		<updated>2024-06-24T18:59:44Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Updated Sereg info to reflect their removal from the servers and a couple of details of their past coming to light.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are '''nine major races''' corresponding to the nine major alignments. This does not mean that if you are a member of that race that you must be that alignment. All it means is that the average member of that race is of that alignment, with one exception (explained below).&lt;br /&gt;
&lt;br /&gt;
This also does not mean that there are only nine races; quite the contrary. It just means there are nine major races, i.e. races that are very numerous and popular.&lt;br /&gt;
==Lawful Good: Dwarves==&lt;br /&gt;
There is only one kind of [[Dwarf]] on Avlis as far as the rules are concerned, but from a roleplaying perspective, dwarves can be either [[Dwarf, Galdokin|Galdokin]] or [[Dwarf, Dubgaldokin|Dubgaldokin]]. Galdokin are dwarves who live in [[Galdos]], while Dubgaldokin are dwarves who hail from [[Deglos]]. Both Galdokin and Dubgaldokin are played exactly like the dwarves in the rules for NWN. The stature, manner, and coloring of the Galdokin are exactly that of the generic dwarf of the Player's Handbook. In appearance Dubgaldokin are much the same as Galdokin, except they are often tanned by the sun from being outside, and their ideals are often more openminded.&lt;br /&gt;
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Although it is rare, the close proximity of the dwarves and gnomes sometimes produces unorthodox family units made up of a dwarven and gnomish spouse. These unions will sometimes bear children. Oddly enough, the children appear mostly dwarven, albeit slightly skinnier and lighter. Females however, do not grow beards when they are hybrid. These members of society are often referred to as &amp;quot;[[Dwarf, Stone|stone dwarves]]&amp;quot; because it is thought they look more like their Galdokin cousins. This is true to some extent because Dubgaldokin, although still dwarves, have changed a bit as well over the years. They became a bit more stockier and heavier than the Galdossian dwarves. When combined, the two races wind up making offspring closer in proportion to a Galdossian dwarf. The name &amp;quot;Stone dwarf&amp;quot; refers to the Galdokin xenophobic tendency to stay in their own isolated nation of stone. Galdokin often refer to the Dubgaldokin as &amp;quot;Grass dwarves&amp;quot; to reflect their more ebullient and sociable relations with creatures from the surface.&lt;br /&gt;
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==Neutral Good: The Fey==&lt;br /&gt;
'[[Fey]]' is a term used to describe anything related to fairies and their kin (i.e. nymphs, sylphs, dryads, nixies, pixies, sprites, half-nymphs, half-dryads etc.). While the pureblooded fairies are identical to those described in D&amp;amp;D game literature, the half-fairies that are unique to Avlis each have their own special abilities that are dependent on their fey parent (these abilities are described in detail in [[Custom Races|Custom Races]]).&lt;br /&gt;
&lt;br /&gt;
There are actually two classifications of fairy in Avlis – those made by the indigenous god [[O'Ma]], and those made by the foreign goddess [[Titania]]. While most [[Fairy, O'Ma|O'Ma fairies]] are Neutral Good, [[Fairy, Titanian|Titanian fairies]] lean more towards the True Neutral alignment of their creator. And while Titanian fairies cannot breed (you will only find female Titanian fairies on Avlis), O'Ma fairies can procreate with themselves as well as other humanoids (usually humans and elves). Friction due to this difference lead to [[Pg:The_Fairy_War|the Fairy War]], which blossomed into [[Pg:The_Great_War|the Great War]].&lt;br /&gt;
&lt;br /&gt;
Two half-fey, half-nymphs and half-dryads, can be played as character races. For more information consult [[Custom Races|Custom Races]]. They are described in detail below.&lt;br /&gt;
===Half-Dryad===&lt;br /&gt;
[[Half-Dryad|Half-dryads]] are even more peculiar than full dryads because they have the blood of two races in them. The life-giving attachment to an oak tree that dryads possess is not shared by them. However, even half-dryads are staunch lovers of oak forests, and are almost impossible to tell apart from full high elves. Their exact features depend on their non-dryad lineage, but they always have hair that changes to a platinum blonde in the winter and a dark brown in the summer. On rare occasions, there is a tinge of green in their darkcolored hair in the summertime. Style of dress among them varies widely, but it usually takes after their non-dryad parent. Half-dryads can speak the language of dryads, the language of their other forbearer (in most cases), and the common tongue. In seldom cases, (10% of the time) they can speak the language common to all the fairy races.&lt;br /&gt;
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Most often these beings are the product of an elven and a dryad parent. It is this type of half-dryad that usually winds up becoming a druid and dedicating their entire life to nature. On the other hand, if they have a parent from a non-nature emphasizing race, they tend to have severe conflicts in their life between their pull to the forest and their pull to fulfill another destiny. These types of half-dryads are often very sad and very confused individuals who constantly struggle to find themselves. Whatever their ancestry, they are always very individualistic people and are known to follow many different philosophies of nature. This often helps them to remain sane in their difficult life as a half-breed. Since their dryad parent will live as long as its oak tree, half-dryads inherit the longevity of their other parent. So, human half-dryads will live about eighty-to-ninety years, whereas Elven half-dryads will live much, much longer. This aspect of their race enables them to form many long-lasting relationships with people who live as long as they do. Out of all the halfbreeds, half-dryads who are half elven are the most accepted in elven society, and in some places they are even considered a blessing from nature. In any other place, human and elven half-dryads are almost always mistaken for high elves, even if neither parent is elven. The only ones who are not fooled by this are the high elves themselves.&lt;br /&gt;
&lt;br /&gt;
===Half-Nymph===&lt;br /&gt;
[[Half-Nymph|Half-nymphs]] are the result of an unusual union between an Avlissian nymph and a humanoid (usually a human or an elf, but there are exceptions). These beings are exceptionally beautiful, however they are not quite as beautiful as their nymph parent. Looking at a half-nymph is not dangerous, just pleasant. Their frame is usually a lot stockier than a nymph's. This is especially true if they are from non-elven decent. Clothing styles of a half-nymph can also vary depending on the culture they arose from. They rarely ever go nude, though, as their nymph relatives like to do. Half-nymphs usually speak the language of nymphs, the common tongue, and the language of their non-nymph parent. A few half-nymphs (20%) can speak the tongue common to all fairy races.&lt;br /&gt;
&lt;br /&gt;
Half-nymphs have very little trouble fitting in with either society that they are derived from, unless they are half-evlen nymphs. In the latter case they can just barely get by in elven society. Full nymphs are not prejudiced against any race that is not evil, and so as long as the half-nymph is of a kind heart, they will be fully assimilated into nymph society. On the humanoid side of things, they use their incredible comeliness to get on the good side of their relatives, and thus get accepted. Some problems with half-nymphs will arise once in a while in elven society due to the slight xenophobia of the elven race, but these problems are nowhere near as big as the elven wariness of half-elves of human descent. The biggest conflict in a half-nymph's life, therefore, is an internal one. They are constantly torn between the urge to indulge in happiness, and the urge to have a serious impact on the world. Their nymph relatives tell them to be happy and let life drift by, whereas their human or elven relatives tell them to pursue a cause that will further something. This troubles them a lot of times, and often a half-nymph will go back and forth between the pursuit of happiness, and excellence. They have success more often with pursuing excellence than happiness, though, because they are missing the magical abilities of full nymphs that they use to amuse themselves and help others. A half-nymph's lifespan varies depending on what kind of non-nymph parent it has. This can cause some social problems as well. A half-nymph with a human parent will often live two hundred years, in which time they will see their human relatives die out, and they will age too quickly for their nymph relatives. On the other hand, a half-nymph with an elven parent will live roughly six hundred years. In that time, they will outlive their nymph relatives, and age a little too fast for their elven family. This is too often the case with a half-breed race. Half-nymphs of other humanoid descent experience the same cruel juxtaposition of life-spans as the usual half-nymphs.&lt;br /&gt;
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==Chaotic Good: Elves==&lt;br /&gt;
Initially there were two types of [[Elf|elves]] on Avlis, and later on a third kind arose. The most common type of Elf, referred to simply as an [[Elf, Avlissian|Avlissian Elf]], is generally akin to a high elf in 2nd Edition AD&amp;amp;D terms. Their skin tones range from milky white to a mild tan, although there are sometimes grayish or bluish undertones visible in rare individuals. Their hair can range from a deep black or blackish green, to a bright blonde or red, much like the human hair colors. The almond shaped eyes of these elves can cover the entire human range of blues, greens, and browns, but violet is also seen. All other statistics for physical stature and size, as well as game play, are identical to high elves.&lt;br /&gt;
&lt;br /&gt;
Being close to nature, elvish society is loosely organized. Most individuals are concentrated in the elven nation of T'Nanshi. This nation is run effectively, yet informally, by noble families who take care of foreign affairs and the standing army only. All other affairs are usually taken care of locally by whatever system the given settlement or village has set up for itself. In many cases, there isn't much of a system needed at all. Elves are inherently reverent towards their elders and will usually defer to their word if there is a question of action.&lt;br /&gt;
&lt;br /&gt;
Elven dwellings are often built in the trees, though they are also fond of beautifully camouflaged ground dwellings as well. Cities exist, but they are few, for most elves settle in extended family units somewhere out in the forest. Usually one of these units consists of about 20 to 30 individuals who work cooperatively to support themselves off the land. There are often one or two individuals in each of these bands that practice a trade, and make items to barter with other bands to get what they need.&lt;br /&gt;
&lt;br /&gt;
In elvish cities there is the usual hustle and bustle of trade. However, most of the cities seem to exist as an outlet for the nobles to gather and discuss national affairs. Noble families will often keep luxurious tree homes in these cities in addition to their regular homes. Elven nobles do not pretend to hold claim over portions of land like humans do. They see themselves simply as individuals who have more money than average, and therefore have an obligation to protect their country. They do not claim any serfs or personal armies, although there are many who have followers that support their household in addition to the paid servants.&lt;br /&gt;
&lt;br /&gt;
The other type of elf that was created initially by Dru'El is called the Light Elf, or more commonly the [[Elf, Ghost|Ghost Elf]].&lt;br /&gt;
&lt;br /&gt;
Physically, these elves are much more thin and frail looking than Avlissian Elves, but their state of delicacy is a beautiful one. Their skin is almost always a bright yellow, or bright yellow with a very slight greenish tinge. From some angles, their skin almost seems to give off a faint glow, hence the name ghost elf.&lt;br /&gt;
&lt;br /&gt;
Though these elves look much weaker, they are really just as hearty as their cousins, although they do have a propensity for broken limbs sometimes under rough conditions. Dru'El created them as his personal touch to the elven race, and although they are fairly rare, they get along well with the other elven subraces. &lt;br /&gt;
&lt;br /&gt;
The society of the ghost elves is largely the same as Avlissian Elf society. They occupy the same land, although no nobles of this race are found. The Ghost Evles are known to be even closer to nature than their cousins, and they particularly have an affinity for nighttime, when their skin seems to glow even brighter, like the moon and stars. Surprisingly, their family units do not often mix with their cousins. They mainly keep separate, yet always on good terms. They can be found in the cities very often, sometimes as tradesmen in fine goods. However, they rarely, if ever, leave T'Nanshi.&lt;br /&gt;
&lt;br /&gt;
The third type of elf is the newest to arrive on Avlis in the grand scheme of things, though they have been around for a century and a half: The [[Elf, Drangonari|Drangonari]] Elves. Unlike the other two races, these elves were not created by Dru'El, but instead by the god Angadar. In life, Angadar was himself an elf, and he once ran with another elf who was what they call an &amp;quot;[[Elf, Avariel|Avariel]]&amp;quot;. On their travels, the Avariel made the unfortunate mistake of trying to kill Angadar, and she almost succeeded. In fact, she came closer than any other ever did. For this, Angadar was exceptionally angry, and after killing the Avariel, he vowed to make a mockery of her race one day. (Avariel are winged elves that once had established a small foothold on Avlis.) Thus he did, when he reached godhood.&lt;br /&gt;
&lt;br /&gt;
Physically, the Drangonari look like Avlissian Elves, except they are covered by a reptilian green hide. Their eyes are yellow with slit pupils, and their hair is usually always black, should they choose not to shave it.&lt;br /&gt;
&lt;br /&gt;
At one time, they had thick leathery wings, akin to an Avariel's, but during the war that brought about the extinction of the Avariel race on Avlis the Drangonari lost their wings in an unfortunate magical accident. Now they remain as scaly reptillians with no ability to fly. These elves are not native to T'Nanshi. They come from the nation of Drotid, to the east of T'Nanshi. This is where their main city lies.&lt;br /&gt;
&lt;br /&gt;
Unlike the other kinds of elves, who are generally chaotic good on average, the Drangonari are more organized and devious. They tend to be lawful evil, although just like in all other cases, there are exceptions. Because of their lawful attitude, their society has a strict hierarchy. Breeding is everything, although an individual can reach great power through deeds of cunning... yet they will always be regarded as a second class citizen if their family is considered to be of inferior stock. The higher families usually claim to be direct descendants of Angadar, while the lower ones are often regarded as Angadar's direct magical creations. The degree of a family's bloodline goes down by one for every generation that marries into a magically derived family. Nowadays there are not any direct descendants of Angadar left... they have all met with unfortunate accidents. Yet families of 2nd and 3rd degree exist and are currently in control of the race. The Drangonari elves have no nation to call home, but they control a small portion of land inside Drotid, and they are constantly defending it against the lizard men who claim it.&lt;br /&gt;
&lt;br /&gt;
Once, another form of elf existed on Avlis, the [[Elf, Sereg'wethrin|Sereg'wethrin]], whose origins are shrouded in mystery. It was eventually revealed that these dark-skinned elves were created by T'Nanshi to use as a secret military force. The Sereg'wethrin had an intense hatred of humans and elves both. Their training and conditioning made them fearsome foes. Cells of Sereg'wethrin lived in the Underdark, coming out occasionally to strike against human and elf cities. The Sereg'wethrin numbers dwindled over time until they were finally eradicated.&lt;br /&gt;
&lt;br /&gt;
Ghost, Drangonari and Avariel elves have been implemented as custom races on Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Lawful Neutral: Dracon==&lt;br /&gt;
[[Dracon]] are a race of four legged centaur-like creatures with elephantine bodies below the waist and humanoid dragon bodies above. They dominate the population of Toran Shaarda.&lt;br /&gt;
&lt;br /&gt;
As of this writing, limitations in the NWN game engine have prevented dracon from being implemented in Avlis. Further racial information concerning dracon can be found in the 2nd Edition AD&amp;amp;D Spacefarer's Handbook.&lt;br /&gt;
&lt;br /&gt;
==True Neutral*: Humans==&lt;br /&gt;
(* - actually, humans have no average alignment. They are balanced among all alignments.)&lt;br /&gt;
&lt;br /&gt;
[[Human|Humans]] proliferate Avlis. They can be found almost anywhere, but from a national perspective they make their homes in either the nations of M'Chek, the Kurathene Empire, Jechran or Tyedu. This is not to say that it's difficult to find a human native to any other place. There are plenty that were born outside the human nations.&lt;br /&gt;
&lt;br /&gt;
Depending on their birthplace, humans can have very different cultures. The [[Human, Civilized|humans of Mikona and the Kurathene Empire]] have a very imperialistic attitude towards life, whether they are a commoner or a noble. Each member of society realizes that they have their place; they are either a subject or a master. Nobles of both of these nations have serfs and peasants that live on their land and pledge their loyalty to the local lord. City folk are usually an exception, and especially in Mikona, the city folk are loyal to the nation as a whole most often.... though they usually have a favorite noble.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule in the nation of M'Chek are the [[Human, Romini]]. These folk are akin to the gypsies in other campaign worlds, except for the fact that most of then they are staunchly neutral. Again, there are plenty of exceptions, but the average Romini is in it for the balance. Some are very subtle, while some are blatant about it... even keeping a mental tally of the good and evil acts they commit from day to day.&lt;br /&gt;
&lt;br /&gt;
Consequently, the Romini are usually not trusted. If it wasn't for the fact that they are one of the favored peoples of the god Mikon, the government of M'Chek would probably not tolerate them. Living a nomadic life, the Romini are usually not found anywhere for long, although some factions have settled down in small areas throughout M'Chek. It is unlikely that these settlements will compose more than a few tents scattered about.&lt;br /&gt;
&lt;br /&gt;
The humans of the Kurathene Empire are much like their cousins in M'Chek, except that each of their nobles is the ruler of his or her fiefdom, and that fiefdom is an independent country. The term &amp;quot;Kurathene Empire&amp;quot; is a loose one to define the whole contested area that was once a true empire. Romini are not plentiful in the empire, but other races can be in some spots.&lt;br /&gt;
&lt;br /&gt;
The barren tundra of Tyedu breeds [[Human, Tyeduan|a different sort of human]]. Here life is very harsh because of the climate, and also because of the creatures that lurk everywhere. Humans in this land have no concept of nobility... might makes right. They can be of any alignment, but all will bow to the notion that the strongest survive, and the strongest should rule. Individual tribes dot the land, usually led by their toughest warrior. Often these warriors have a shaman backing them up. These people worship a myriad of gods and goddesses, and even local nature spirits at times. There is often a cohesive interplay between the laws of the gods, nature, and the warrior way within these societies.&lt;br /&gt;
&lt;br /&gt;
[[Jechran]] is an oddity on Avlis, for the social hierarchy in this country is dominated by women. The nation of Jechran is often a tumultuous one. There is some organization among [[Human, Jechrani|the tribes]]. Each sends representatives to a larger council body that governs national affairs, but each individual village or tribe also has autonomy. This paradox often leads to squabbles between tribes that can sometimes branch out into large wars. But these wars never last very long... a week maximum, but tribal grudges can persist for lifetimes.&lt;br /&gt;
&lt;br /&gt;
Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate and slightly chilly climate. The women of this race have risen to the challenge and eked out a living by hunting the creatures there and plying crafts. The men of this race are subdued and their numbers are kept very low. Each village is only allowed to possess ten males and ten male children at any one time. When one of the male children comes of age, the oldest male is thrown out of the village and given a head start before the hunters go out after him. If he can escape the area, he gets to live... but he must never return to Jechran.&lt;br /&gt;
&lt;br /&gt;
Humans from all of these nations are the same in terms of game mechanics. When making a human character you can include his or her nationality in the subrace category if you wish, but it not necessary.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Neutral: Changelings==&lt;br /&gt;
[[Changeling|Changelings]] are just that – shapeshifters that can assume almost any form, even that of inanimate objects. Changelings have no nation of their own; they are too disorganized to form one. Instead they wander all of Avlis, skirting the edges of the societies of other races without ever fully entering them. Indeed, many people have encountered a changeling without ever knowing it.&lt;br /&gt;
&lt;br /&gt;
Changelings have been implemented as a PC race on Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Lawful Evil: Orcs==&lt;br /&gt;
Physically, Avlissian [[Orc|orcs]] are the same as those described in D&amp;amp;D. But when the god [[Valok]] made the orcs of Avlis he favored subtlety, preparedness, and intelligence, and so gifted them with great intelligence, which in turn made them ambitious masters of strategy. Orcs are prevalent in the nations of [[Brekon (nation)|Brekon]] and [[Dubunat]], but can be found all through Avlis. They are strong in arm, but they are also strong in diplomacy and deal-making. It is said by some that making a deal with an orc is akin to making a deal with a demon.... any loophole that can be exploited, will be. Of course, this is wholy an average assumption of the population. As with any race on Avlis, there exist individuals of all alignments. &lt;br /&gt;
&lt;br /&gt;
Orcs have been implemented as a custom race for play in Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Neutral Evil: Lizard Men, Sahuagin==&lt;br /&gt;
[[Reptilian|Lizard men and Sahuagin]] are exactly as described in D&amp;amp;D. They both inhabit the nation of [[Drotid]], with the former being the dominant race. Lizard men have been implemented as a custom race for play in Avlis, and are also known as the [[Shaahesk]]. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Chaotic Evil: Ogres, Giants, Giant-kin==&lt;br /&gt;
Avlissian [[Giant-Kin|ogres, giants, and their kin]] are all the same as those described in D&amp;amp;D. While it is commonly known that these races can be found in Brekon, they also inhabit the mountains and hills of many other nations. [[Half-Ogre|Half-ogres]] have been implemented as a custom race for play in Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Races| Nine]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf&amp;diff=54815</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf&amp;diff=54815"/>
		<updated>2024-06-24T18:56:37Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Updated Sereg info to reflect their removal from the servers, updated lifespan wording to remove &amp;quot;blood mixing&amp;quot; and removed Sereg from chart.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Elves''' on Avlis were created as a personification of the chaotic good alignment by the god [[Dru'El]], with help from [[Corellon Larethian]]. Originally there were two distinct races, the Avlissian elves and the ghost elves. These two original races have always lived together in harmony.&lt;br /&gt;
&lt;br /&gt;
At some point in the past, a now-unknown deity created a race of winged elves, the Avariel. The god [[Angadar]] then created a fourth race of elves, the Drangonari, as a parody of the Avariel. These two races warred with each other, and the Avariel were nearly destroyed in the conflict.&lt;br /&gt;
&lt;br /&gt;
A fifth race of elves, the Sereg'wethrin, were believed to have been created from Avlissian elves by unnatural means. They were distinguished by their jet black skin, and seemed to exist only to eradicate humans. Sereg'wethrin no longer exist on Avlis.&lt;br /&gt;
&lt;br /&gt;
Elves have been known to produce half-dryad, half-human (referred to as ''half-elf''), and half-nymph hybrids.&lt;br /&gt;
&lt;br /&gt;
==Elven Races==&lt;br /&gt;
&lt;br /&gt;
[[Elf, Avariel|Avariel elf]]&lt;br /&gt;
&lt;br /&gt;
[[Elf, Avlissian|Avlissian elf]]&lt;br /&gt;
&lt;br /&gt;
[[Elf, Drangonari|Drangonari elf]]&lt;br /&gt;
&lt;br /&gt;
[[Elf, Ghost|Ghost elf]]&lt;br /&gt;
&lt;br /&gt;
[[Half-Dryad|Half-dryad]]&lt;br /&gt;
&lt;br /&gt;
[[Half-Elf|Half-elf]]&lt;br /&gt;
&lt;br /&gt;
[[Half-Nymph|Half-nymph]]&lt;br /&gt;
&lt;br /&gt;
[[Elf, Sereg'wethrin|Sereg'wethrin]] (Note that Sereg'wethrin no longer exist on Avlis, either as a playable race or as NPCs.)&lt;br /&gt;
&lt;br /&gt;
==Lifespan==&lt;br /&gt;
Elves and half-elves have different ages of maturity and lifespans.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elf Subrace&lt;br /&gt;
! Age of Maturity&lt;br /&gt;
! Average Lifespan&lt;br /&gt;
! Upper-end Lifespan&lt;br /&gt;
|-&lt;br /&gt;
| Avariel&lt;br /&gt;
| 90&lt;br /&gt;
| 450&lt;br /&gt;
| 650&lt;br /&gt;
|-&lt;br /&gt;
| Avlissian&lt;br /&gt;
| 110&lt;br /&gt;
| 550&lt;br /&gt;
| 750&lt;br /&gt;
|-&lt;br /&gt;
| Drangonari&lt;br /&gt;
| 50&lt;br /&gt;
| 300&lt;br /&gt;
| 550&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| 120&lt;br /&gt;
| 600&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
| Half-dryad&lt;br /&gt;
| 100&lt;br /&gt;
| 500&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| Half-human&lt;br /&gt;
| 40&lt;br /&gt;
| 250&lt;br /&gt;
| 350&lt;br /&gt;
|-&lt;br /&gt;
| Half-nymph&lt;br /&gt;
| 100&lt;br /&gt;
| 500&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| Half-sylph&lt;br /&gt;
| 100&lt;br /&gt;
| 500&lt;br /&gt;
| 700&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Nine_Major_Races#Chaotic_Good:_Elves|The Nine Major Races: Elves]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Elven Races| Elf]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Nine_Major_Races&amp;diff=54787</id>
		<title>Nine Major Races</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Nine_Major_Races&amp;diff=54787"/>
		<updated>2024-06-06T22:26:26Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: /* Chaotic Good: Elves */ Deleted reference to Ghost Elf &amp;quot;copulation&amp;quot; issues.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are '''nine major races''' corresponding to the nine major alignments. This does not mean that if you are a member of that race that you must be that alignment. All it means is that the average member of that race is of that alignment, with one exception (explained below).&lt;br /&gt;
&lt;br /&gt;
This also does not mean that there are only nine races; quite the contrary. It just means there are nine major races, i.e. races that are very numerous and popular.&lt;br /&gt;
==Lawful Good: Dwarves==&lt;br /&gt;
There is only one kind of [[Dwarf]] on Avlis as far as the rules are concerned, but from a roleplaying perspective, dwarves can be either [[Dwarf, Galdokin|Galdokin]] or [[Dwarf, Dubgaldokin|Dubgaldokin]]. Galdokin are dwarves who live in [[Galdos]], while Dubgaldokin are dwarves who hail from [[Deglos]]. Both Galdokin and Dubgaldokin are played exactly like the dwarves in the rules for NWN. The stature, manner, and coloring of the Galdokin are exactly that of the generic dwarf of the Player's Handbook. In appearance Dubgaldokin are much the same as Galdokin, except they are often tanned by the sun from being outside, and their ideals are often more openminded.&lt;br /&gt;
&lt;br /&gt;
Although it is rare, the close proximity of the dwarves and gnomes sometimes produces unorthodox family units made up of a dwarven and gnomish spouse. These unions will sometimes bear children. Oddly enough, the children appear mostly dwarven, albeit slightly skinnier and lighter. Females however, do not grow beards when they are hybrid. These members of society are often referred to as &amp;quot;[[Dwarf, Stone|stone dwarves]]&amp;quot; because it is thought they look more like their Galdokin cousins. This is true to some extent because Dubgaldokin, although still dwarves, have changed a bit as well over the years. They became a bit more stockier and heavier than the Galdossian dwarves. When combined, the two races wind up making offspring closer in proportion to a Galdossian dwarf. The name &amp;quot;Stone dwarf&amp;quot; refers to the Galdokin xenophobic tendency to stay in their own isolated nation of stone. Galdokin often refer to the Dubgaldokin as &amp;quot;Grass dwarves&amp;quot; to reflect their more ebullient and sociable relations with creatures from the surface.&lt;br /&gt;
&lt;br /&gt;
==Neutral Good: The Fey==&lt;br /&gt;
'[[Fey]]' is a term used to describe anything related to fairies and their kin (i.e. nymphs, sylphs, dryads, nixies, pixies, sprites, half-nymphs, half-dryads etc.). While the pureblooded fairies are identical to those described in D&amp;amp;D game literature, the half-fairies that are unique to Avlis each have their own special abilities that are dependent on their fey parent (these abilities are described in detail in [[Custom Races|Custom Races]]).&lt;br /&gt;
&lt;br /&gt;
There are actually two classifications of fairy in Avlis – those made by the indigenous god [[O'Ma]], and those made by the foreign goddess [[Titania]]. While most [[Fairy, O'Ma|O'Ma fairies]] are Neutral Good, [[Fairy, Titanian|Titanian fairies]] lean more towards the True Neutral alignment of their creator. And while Titanian fairies cannot breed (you will only find female Titanian fairies on Avlis), O'Ma fairies can procreate with themselves as well as other humanoids (usually humans and elves). Friction due to this difference lead to [[Pg:The_Fairy_War|the Fairy War]], which blossomed into [[Pg:The_Great_War|the Great War]].&lt;br /&gt;
&lt;br /&gt;
Two half-fey, half-nymphs and half-dryads, can be played as character races. For more information consult [[Custom Races|Custom Races]]. They are described in detail below.&lt;br /&gt;
===Half-Dryad===&lt;br /&gt;
[[Half-Dryad|Half-dryads]] are even more peculiar than full dryads because they have the blood of two races in them. The life-giving attachment to an oak tree that dryads possess is not shared by them. However, even half-dryads are staunch lovers of oak forests, and are almost impossible to tell apart from full high elves. Their exact features depend on their non-dryad lineage, but they always have hair that changes to a platinum blonde in the winter and a dark brown in the summer. On rare occasions, there is a tinge of green in their darkcolored hair in the summertime. Style of dress among them varies widely, but it usually takes after their non-dryad parent. Half-dryads can speak the language of dryads, the language of their other forbearer (in most cases), and the common tongue. In seldom cases, (10% of the time) they can speak the language common to all the fairy races.&lt;br /&gt;
&lt;br /&gt;
Most often these beings are the product of an elven and a dryad parent. It is this type of half-dryad that usually winds up becoming a druid and dedicating their entire life to nature. On the other hand, if they have a parent from a non-nature emphasizing race, they tend to have severe conflicts in their life between their pull to the forest and their pull to fulfill another destiny. These types of half-dryads are often very sad and very confused individuals who constantly struggle to find themselves. Whatever their ancestry, they are always very individualistic people and are known to follow many different philosophies of nature. This often helps them to remain sane in their difficult life as a half-breed. Since their dryad parent will live as long as its oak tree, half-dryads inherit the longevity of their other parent. So, human half-dryads will live about eighty-to-ninety years, whereas Elven half-dryads will live much, much longer. This aspect of their race enables them to form many long-lasting relationships with people who live as long as they do. Out of all the halfbreeds, half-dryads who are half elven are the most accepted in elven society, and in some places they are even considered a blessing from nature. In any other place, human and elven half-dryads are almost always mistaken for high elves, even if neither parent is elven. The only ones who are not fooled by this are the high elves themselves.&lt;br /&gt;
&lt;br /&gt;
===Half-Nymph===&lt;br /&gt;
[[Half-Nymph|Half-nymphs]] are the result of an unusual union between an Avlissian nymph and a humanoid (usually a human or an elf, but there are exceptions). These beings are exceptionally beautiful, however they are not quite as beautiful as their nymph parent. Looking at a half-nymph is not dangerous, just pleasant. Their frame is usually a lot stockier than a nymph's. This is especially true if they are from non-elven decent. Clothing styles of a half-nymph can also vary depending on the culture they arose from. They rarely ever go nude, though, as their nymph relatives like to do. Half-nymphs usually speak the language of nymphs, the common tongue, and the language of their non-nymph parent. A few half-nymphs (20%) can speak the tongue common to all fairy races.&lt;br /&gt;
&lt;br /&gt;
Half-nymphs have very little trouble fitting in with either society that they are derived from, unless they are half-evlen nymphs. In the latter case they can just barely get by in elven society. Full nymphs are not prejudiced against any race that is not evil, and so as long as the half-nymph is of a kind heart, they will be fully assimilated into nymph society. On the humanoid side of things, they use their incredible comeliness to get on the good side of their relatives, and thus get accepted. Some problems with half-nymphs will arise once in a while in elven society due to the slight xenophobia of the elven race, but these problems are nowhere near as big as the elven wariness of half-elves of human descent. The biggest conflict in a half-nymph's life, therefore, is an internal one. They are constantly torn between the urge to indulge in happiness, and the urge to have a serious impact on the world. Their nymph relatives tell them to be happy and let life drift by, whereas their human or elven relatives tell them to pursue a cause that will further something. This troubles them a lot of times, and often a half-nymph will go back and forth between the pursuit of happiness, and excellence. They have success more often with pursuing excellence than happiness, though, because they are missing the magical abilities of full nymphs that they use to amuse themselves and help others. A half-nymph's lifespan varies depending on what kind of non-nymph parent it has. This can cause some social problems as well. A half-nymph with a human parent will often live two hundred years, in which time they will see their human relatives die out, and they will age too quickly for their nymph relatives. On the other hand, a half-nymph with an elven parent will live roughly six hundred years. In that time, they will outlive their nymph relatives, and age a little too fast for their elven family. This is too often the case with a half-breed race. Half-nymphs of other humanoid descent experience the same cruel juxtaposition of life-spans as the usual half-nymphs.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Good: Elves==&lt;br /&gt;
Initially there were two types of [[Elf|elves]] on Avlis, and later on a third kind arose. The most common type of Elf, referred to simply as an [[Elf, Avlissian|Avlissian Elf]], is generally akin to a high elf in 2nd Edition AD&amp;amp;D terms. Their skin tones range from milky white to a mild tan, although there are sometimes grayish or bluish undertones visible in rare individuals. Their hair can range from a deep black or blackish green, to a bright blonde or red, much like the human hair colors. The almond shaped eyes of these elves can cover the entire human range of blues, greens, and browns, but violet is also seen. All other statistics for physical stature and size, as well as game play, are identical to high elves.&lt;br /&gt;
&lt;br /&gt;
Being close to nature, elvish society is loosely organized. Most individuals are concentrated in the elven nation of T'Nanshi. This nation is run effectively, yet informally, by noble families who take care of foreign affairs and the standing army only. All other affairs are usually taken care of locally by whatever system the given settlement or village has set up for itself. In many cases, there isn't much of a system needed at all. Elves are inherently reverent towards their elders and will usually defer to their word if there is a question of action.&lt;br /&gt;
&lt;br /&gt;
Elven dwellings are often built in the trees, though they are also fond of beautifully camouflaged ground dwellings as well. Cities exist, but they are few, for most elves settle in extended family units somewhere out in the forest. Usually one of these units consists of about 20 to 30 individuals who work cooperatively to support themselves off the land. There are often one or two individuals in each of these bands that practice a trade, and make items to barter with other bands to get what they need.&lt;br /&gt;
&lt;br /&gt;
In elvish cities there is the usual hustle and bustle of trade. However, most of the cities seem to exist as an outlet for the nobles to gather and discuss national affairs. Noble families will often keep luxurious tree homes in these cities in addition to their regular homes. Elven nobles do not pretend to hold claim over portions of land like humans do. They see themselves simply as individuals who have more money than average, and therefore have an obligation to protect their country. They do not claim any serfs or personal armies, although there are many who have followers that support their household in addition to the paid servants.&lt;br /&gt;
&lt;br /&gt;
The other type of elf that was created initially by Dru'El is called the Light Elf, or more commonly the [[Elf, Ghost|Ghost Elf]].&lt;br /&gt;
&lt;br /&gt;
Physically, these elves are much more thin and frail looking than Avlissian Elves, but their state of delicacy is a beautiful one. Their skin is almost always a bright yellow, or bright yellow with a very slight greenish tinge. From some angles, their skin almost seems to give off a faint glow, hence the name ghost elf.&lt;br /&gt;
&lt;br /&gt;
Though these elves look much weaker, they are really just as hearty as their cousins, although they do have a propensity for broken limbs sometimes under rough conditions. Dru'El created them as his personal touch to the elven race, and although they are fairly rare, they get along well with the other elven subraces. &lt;br /&gt;
&lt;br /&gt;
The society of the ghost elves is largely the same as Avlissian Elf society. They occupy the same land, although no nobles of this race are found. The Ghost Evles are known to be even closer to nature than their cousins, and they particularly have an affinity for nighttime, when their skin seems to glow even brighter, like the moon and stars. Surprisingly, their family units do not often mix with their cousins. They mainly keep separate, yet always on good terms. They can be found in the cities very often, sometimes as tradesmen in fine goods. However, they rarely, if ever, leave T'Nanshi.&lt;br /&gt;
&lt;br /&gt;
The third type of elf is the newest to arrive on Avlis in the grand scheme of things, though they have been around for a century and a half: The [[Elf, Drangonari|Drangonari]] Elves. Unlike the other two races, these elves were not created by Dru'El, but instead by the god Angadar. In life, Angadar was himself an elf, and he once ran with another elf who was what they call an &amp;quot;[[Elf, Avariel|Avariel]]&amp;quot;. On their travels, the Avariel made the unfortunate mistake of trying to kill Angadar, and she almost succeeded. In fact, she came closer than any other ever did. For this, Angadar was exceptionally angry, and after killing the Avariel, he vowed to make a mockery of her race one day. (Avariel are winged elves that once had established a small foothold on Avlis.) Thus he did, when he reached godhood.&lt;br /&gt;
&lt;br /&gt;
Physically, the Drangonari look like Avlissian Elves, except they are covered by a reptilian green hide. Their eyes are yellow with slit pupils, and their hair is usually always black, should they choose not to shave it.&lt;br /&gt;
&lt;br /&gt;
At one time, they had thick leathery wings, akin to an Avariel's, but during the war that brought about the extinction of the Avariel race on Avlis the Drangonari lost their wings in an unfortunate magical accident. Now they remain as scaly reptillians with no ability to fly. These elves are not native to T'Nanshi. They come from the nation of Drotid, to the east of T'Nanshi. This is where their main city lies.&lt;br /&gt;
&lt;br /&gt;
Unlike the other kinds of elves, who are generally chaotic good on average, the Drangonari are more organized and devious. They tend to be lawful evil, although just like in all other cases, there are exceptions. Because of their lawful attitude, their society has a strict hierarchy. Breeding is everything, although an individual can reach great power through deeds of cunning... yet they will always be regarded as a second class citizen if their family is considered to be of inferior stock. The higher families usually claim to be direct descendants of Angadar, while the lower ones are often regarded as Angadar's direct magical creations. The degree of a family's bloodline goes down by one for every generation that marries into a magically derived family. Nowadays there are not any direct descendants of Angadar left... they have all met with unfortunate accidents. Yet families of 2nd and 3rd degree exist and are currently in control of the race. The Drangonari elves have no nation to call home, but they control a small portion of land inside Drotid, and they are constantly defending it against the lizard men who claim it.&lt;br /&gt;
&lt;br /&gt;
There is yet another type of elf, the [[Elf, Sereg'wethrin|Sereg'wethrin]], whose origins are shrouded in mystery. It is rumored that these dark-skinned elves were created by T'Nanshi to use as a secret military force. What is known is that the Sereg'wethrin have an intense hatred of humans and elves both, and that their training and conditioning makes them fearsome foes. It is rumored that they live in the Underdark, coming out occasionally to strike against human and elf cities.&lt;br /&gt;
&lt;br /&gt;
Ghost, Drangonari and Avariel elves have been implemented as custom races on Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Lawful Neutral: Dracon==&lt;br /&gt;
[[Dracon]] are a race of four legged centaur-like creatures with elephantine bodies below the waist and humanoid dragon bodies above. They dominate the population of Toran Shaarda.&lt;br /&gt;
&lt;br /&gt;
As of this writing, limitations in the NWN game engine have prevented dracon from being implemented in Avlis. Further racial information concerning dracon can be found in the 2nd Edition AD&amp;amp;D Spacefarer's Handbook.&lt;br /&gt;
&lt;br /&gt;
==True Neutral*: Humans==&lt;br /&gt;
(* - actually, humans have no average alignment. They are balanced among all alignments.)&lt;br /&gt;
&lt;br /&gt;
[[Human|Humans]] proliferate Avlis. They can be found almost anywhere, but from a national perspective they make their homes in either the nations of M'Chek, the Kurathene Empire, Jechran or Tyedu. This is not to say that it's difficult to find a human native to any other place. There are plenty that were born outside the human nations.&lt;br /&gt;
&lt;br /&gt;
Depending on their birthplace, humans can have very different cultures. The [[Human, Civilized|humans of Mikona and the Kurathene Empire]] have a very imperialistic attitude towards life, whether they are a commoner or a noble. Each member of society realizes that they have their place; they are either a subject or a master. Nobles of both of these nations have serfs and peasants that live on their land and pledge their loyalty to the local lord. City folk are usually an exception, and especially in Mikona, the city folk are loyal to the nation as a whole most often.... though they usually have a favorite noble.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule in the nation of M'Chek are the [[Human, Romini]]. These folk are akin to the gypsies in other campaign worlds, except for the fact that most of then they are staunchly neutral. Again, there are plenty of exceptions, but the average Romini is in it for the balance. Some are very subtle, while some are blatant about it... even keeping a mental tally of the good and evil acts they commit from day to day.&lt;br /&gt;
&lt;br /&gt;
Consequently, the Romini are usually not trusted. If it wasn't for the fact that they are one of the favored peoples of the god Mikon, the government of M'Chek would probably not tolerate them. Living a nomadic life, the Romini are usually not found anywhere for long, although some factions have settled down in small areas throughout M'Chek. It is unlikely that these settlements will compose more than a few tents scattered about.&lt;br /&gt;
&lt;br /&gt;
The humans of the Kurathene Empire are much like their cousins in M'Chek, except that each of their nobles is the ruler of his or her fiefdom, and that fiefdom is an independent country. The term &amp;quot;Kurathene Empire&amp;quot; is a loose one to define the whole contested area that was once a true empire. Romini are not plentiful in the empire, but other races can be in some spots.&lt;br /&gt;
&lt;br /&gt;
The barren tundra of Tyedu breeds [[Human, Tyeduan|a different sort of human]]. Here life is very harsh because of the climate, and also because of the creatures that lurk everywhere. Humans in this land have no concept of nobility... might makes right. They can be of any alignment, but all will bow to the notion that the strongest survive, and the strongest should rule. Individual tribes dot the land, usually led by their toughest warrior. Often these warriors have a shaman backing them up. These people worship a myriad of gods and goddesses, and even local nature spirits at times. There is often a cohesive interplay between the laws of the gods, nature, and the warrior way within these societies.&lt;br /&gt;
&lt;br /&gt;
[[Jechran]] is an oddity on Avlis, for the social hierarchy in this country is dominated by women. The nation of Jechran is often a tumultuous one. There is some organization among [[Human, Jechrani|the tribes]]. Each sends representatives to a larger council body that governs national affairs, but each individual village or tribe also has autonomy. This paradox often leads to squabbles between tribes that can sometimes branch out into large wars. But these wars never last very long... a week maximum, but tribal grudges can persist for lifetimes.&lt;br /&gt;
&lt;br /&gt;
Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate and slightly chilly climate. The women of this race have risen to the challenge and eked out a living by hunting the creatures there and plying crafts. The men of this race are subdued and their numbers are kept very low. Each village is only allowed to possess ten males and ten male children at any one time. When one of the male children comes of age, the oldest male is thrown out of the village and given a head start before the hunters go out after him. If he can escape the area, he gets to live... but he must never return to Jechran.&lt;br /&gt;
&lt;br /&gt;
Humans from all of these nations are the same in terms of game mechanics. When making a human character you can include his or her nationality in the subrace category if you wish, but it not necessary.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Neutral: Changelings==&lt;br /&gt;
[[Changeling|Changelings]] are just that – shapeshifters that can assume almost any form, even that of inanimate objects. Changelings have no nation of their own; they are too disorganized to form one. Instead they wander all of Avlis, skirting the edges of the societies of other races without ever fully entering them. Indeed, many people have encountered a changeling without ever knowing it.&lt;br /&gt;
&lt;br /&gt;
Changelings have been implemented as a PC race on Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Lawful Evil: Orcs==&lt;br /&gt;
Physically, Avlissian [[Orc|orcs]] are the same as those described in D&amp;amp;D. But when the god [[Valok]] made the orcs of Avlis he favored subtlety, preparedness, and intelligence, and so gifted them with great intelligence, which in turn made them ambitious masters of strategy. Orcs are prevalent in the nations of [[Brekon (nation)|Brekon]] and [[Dubunat]], but can be found all through Avlis. They are strong in arm, but they are also strong in diplomacy and deal-making. It is said by some that making a deal with an orc is akin to making a deal with a demon.... any loophole that can be exploited, will be. Of course, this is wholy an average assumption of the population. As with any race on Avlis, there exist individuals of all alignments. &lt;br /&gt;
&lt;br /&gt;
Orcs have been implemented as a custom race for play in Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Neutral Evil: Lizard Men, Sahuagin==&lt;br /&gt;
[[Reptilian|Lizard men and Sahuagin]] are exactly as described in D&amp;amp;D. They both inhabit the nation of [[Drotid]], with the former being the dominant race. Lizard men have been implemented as a custom race for play in Avlis, and are also known as the [[Shaahesk]]. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Chaotic Evil: Ogres, Giants, Giant-kin==&lt;br /&gt;
Avlissian [[Giant-Kin|ogres, giants, and their kin]] are all the same as those described in D&amp;amp;D. While it is commonly known that these races can be found in Brekon, they also inhabit the mountains and hills of many other nations. [[Half-Ogre|Half-ogres]] have been implemented as a custom race for play in Avlis. For more information consult [[Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Races| Nine]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Barbarian_Rage&amp;diff=54713</id>
		<title>Barbarian Rage</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Barbarian_Rage&amp;diff=54713"/>
		<updated>2024-03-29T02:11:23Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Corrected typo on “anointed”&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Avlis has made some changes to some of the [[barbarian]] rage feats in NWN.  In addition, we have added a Barbarian Rage System (BRS) that allows barbarians to customize their rages.&lt;br /&gt;
&lt;br /&gt;
==Changes to Rage Feats==&lt;br /&gt;
===[[NWN:Barbarian_rage | Rage/Greater Rage]]===&lt;br /&gt;
&lt;br /&gt;
When using this feat you receive a rage bonus equal to the number of your barbarian levels divided by ten (rounded down), plus two.  This rage bonus increases some of your stats:&lt;br /&gt;
* Attack Bonus: rage bonus * 1&lt;br /&gt;
* Fort Save: rage bonus * 1&lt;br /&gt;
* Weapon Damage: rage bonus * 1 &lt;br /&gt;
* Discipline: rage bonus * 3&lt;br /&gt;
* Concentration: rage bonus * 3&lt;br /&gt;
* Temporary Hit Points: rage bonus * total character levels&lt;br /&gt;
&lt;br /&gt;
You also receive a -2 AC penalty while raging.&lt;br /&gt;
&lt;br /&gt;
The duration of this rage, as well as all of the rages outlined below, is a number of rounds equal to the sum of 7, your PC's CON [[NWN:Ability_modifier | modifier]], and your BRS level (see below for more information on BRS).  You gain an additional 2 rounds for greater rage (gained with 15 barbarian levels).&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of [[Ra-Ghul]] is a 5th level barbarian with 12 CON who has 5 levels in BRS.  His rage bonus is 2 + 5/10 = 2.  When he rages, he receives a -2 AC, +2 AB, +2 fort save, +2 weapon damage, +6 discipline, and +6 concentration.  He receives 2 * 5 = 10 bonus hit points.  His rage lasts for 7 + 1 (modifier for 12 CON) + 5 = 13 rounds.&lt;br /&gt;
* Example: Ruk the Ripper is a 20/20 barbarian/fighter with 18 CON who does not use BRS.  His rage bonus is 2 + 20/10 = 4.  When he rages, he receives a -2 AC, +4 AB, +4 fort save, +4 weapon damage, +12 discipline, and +12 concentration.  He receives 4 * 40 = 160 bonus hit points.  His rage lasts for 7 + 4 (modifier for 18 CON) + 0 + 2 (greater rage) = 13 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Mighty_rage | Mighty Rage]]===&lt;br /&gt;
&lt;br /&gt;
Mighty Rage is the same as Rage and Greater Rage, with the following exceptions:&lt;br /&gt;
* Your rage bonus is increased by 1&lt;br /&gt;
* You no longer incur an AC penalty&lt;br /&gt;
&lt;br /&gt;
Also, if you have the Mighty Rage feat, all of your Rages or Greater Rages count as Mighty Rages.  In other words, if you take the Mighty Rage feat, you will no longer incur an AC penalty when raging.&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of Ra-Ghul is now a 21st level barbarian with 21 CON and 10 levels in BRS.  His rage bonus now is 2 + 21/10 + 1 = 5.  When he rages, he receives +5 AB, +5 fort save, +5 weapon damage, +15 discipline, and +15 concentration.  He receives 5 * 21 = 105 bonus hit points.  His rage lasts for 18 + 5 (modifier for 21 CON) + 5 + 10 = 38 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Thundering_rage | Thundering Rage]]===&lt;br /&gt;
&lt;br /&gt;
In Avlis, the [[Magic:Greater_Magic_Weapon | Greater Magic Weapon]] spell can grant temporary massive criticals to a weapon. These will stack with the additional 2d6 points of damage on a critical hit which [[nwn:Thundering Rage|Thundering Rage]] produces. There is also the 25% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Terrifying_rage | Terrifying Rage]]===&lt;br /&gt;
&lt;br /&gt;
The DC for Terrifying Rage is the sum of your [[nwn:Intimidate|Intimidate]] ranks and your BRS levels.&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of Ra-Ghul is now a 30th level barbarian with 20 BRS levels.  He has 25 ranks in Intimidate.  When he uses Terrifying Rage the DC for his fear aura is 25 + 20 = 45.&lt;br /&gt;
&lt;br /&gt;
==Barbarian Rage Specializations (BRS)==&lt;br /&gt;
===Rage Items and Accruing Rage Experience===&lt;br /&gt;
[[Image:Barbarian_pic.png|thumb| A barbarian learning the ways of the Flamedancer.]]&lt;br /&gt;
The rage specializations must be learned.  To learn a BRS, a barbarian must use what is called a rage item before going into a rage.  There are different rage items for each BRS rage type.  If you use a rage item corresponding to a certain rage type, the next time you go into a rage, you will get the bonuses and penalties of that rage type, as well as gain BRS experience for that rage type for every creature you kill while raging.&lt;br /&gt;
&lt;br /&gt;
Rage items will sometimes be dropped by slain foes.  They can also be purchased from several player-owned [[Economy | p-merchants]], as well as in the shop in the [[Guild:FuryofRa-Ghul |Fury of Ra-Ghul]] guildhouse in [[M'Chek]]. Rest assured the Temple of Ra-Ghul near [[Visimontium]] offers them also, as well as NPC merchants in Deglos and the Underdark.&lt;br /&gt;
&lt;br /&gt;
===BRS Levels===&lt;br /&gt;
&lt;br /&gt;
BRS rage types follow the same [[NWN:Level_progression | level progression]] as character classes.  When you gain 1000 BRS xp and reach 2nd level for that rage type, it becomes your active rage type.  This means that you no longer need to use a rage item before raging to get the bonuses and penalties of that rage type.  In other words, every time you go into a rage, you will automatically use that BRS rage type, and you will continue to gain experience and levels in that rage type as you damage enemies while raging.&lt;br /&gt;
&lt;br /&gt;
You can gain BRS experience infinitely.  However, your '''effective BRS level''' is either your BRS Levels or your barbarian levels, whichever is lower. Your effective BRS level is what is used when calculating the strength and duration of rages.  In other words, your BRS abilities are capped by your barbarian levels.&lt;br /&gt;
&lt;br /&gt;
Your current active BRS rage type and your BRS xp and level for all rage types can be checked at any time by typing ''/check brs'' into the chat window in-game.&lt;br /&gt;
&lt;br /&gt;
===BRS Rage Types===&lt;br /&gt;
&lt;br /&gt;
Similar to the rage bonus used to calculate bonuses for standard rage, the bonuses associated with the BRS rages are tied to BRS Bonuses.  These are related to your BRS level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! BRS Level&lt;br /&gt;
! BRS Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1-3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4-6&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|7-9&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|10-12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|16+&lt;br /&gt;
|6&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
The BRS rage types, the items used to learn them, and their bonuses and penalties are outlined below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rage Type&lt;br /&gt;
! Item&lt;br /&gt;
! Bonuses&lt;br /&gt;
! Penalties&lt;br /&gt;
|-&lt;br /&gt;
|Windwalker&lt;br /&gt;
|Dust of the Windwalker&lt;br /&gt;
|movement speed increase (BRS bonus * 5%)&amp;lt;br/&amp;gt;extra attacks (BRS bonus - 1)&lt;br /&gt;
|damage decrease (BRS bonus/2)&lt;br /&gt;
|-&lt;br /&gt;
|Flamedancer&lt;br /&gt;
|Oil of the Flamedancer&lt;br /&gt;
|fire damage (BRS bonus * 2)&amp;lt;br/&amp;gt;fire damage shield (BRS bonus * 3 + random)&lt;br /&gt;
|slashing/piercing/bludgeoning damage vulnerability(BRS bonus * 3%)&lt;br /&gt;
|-&lt;br /&gt;
|Waverider&lt;br /&gt;
|Water of the Deep Well&lt;br /&gt;
|concealment (BRS bonus * 5%)&lt;br /&gt;
|miss chance (BRS bonus * 2%)&lt;br /&gt;
|-&lt;br /&gt;
|Stonewall&lt;br /&gt;
|Stonewall's Brew&lt;br /&gt;
|slashing/piercing/bludgeoning immunity (BRS bonus * 5 %)&amp;lt;br/&amp;gt;temporary hit points (BRS bonus * d10)&lt;br /&gt;
|movement speed decrease (BRS bonus * 5%)&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirster&lt;br /&gt;
|Vial of Anointed Blood&lt;br /&gt;
|vampiric regeneration on equipped melee weapons (BRS bonus * 2)&lt;br /&gt;
|none&lt;br /&gt;
|-&lt;br /&gt;
|Whirling Frenzy&lt;br /&gt;
|Draught of the Dervish&lt;br /&gt;
|AC increase (BRS bonus)&amp;lt;br/&amp;gt;reflex save bonus (1 + BRS bonus/2)&amp;lt;br/&amp;gt;extra attacks (BRS bonus - 1)&amp;lt;br/&amp;gt;improved evasion&lt;br /&gt;
|AB decrease (BRS bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Demonkin&lt;br /&gt;
|Tanar'ri Essence&lt;br /&gt;
|electric damage resistance (2 + BRS bonus * 8)&amp;lt;br/&amp;gt;fire/acid/cold damage resistance (2 + BRS bonus * 3)&amp;lt;br/&amp;gt;damage reduction (+3/soak BRS bonus * 5)&amp;lt;br/&amp;gt;spell resistance (8 + BRS bonus * 7)&amp;lt;br/&amp;gt;poison immunity&lt;br /&gt;
|divine damage vulnerability (BRS level * 15%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Randy of Ra-Ghul has 17 Windwalker levels, granting him a BRS bonus of 6.  When he rages, in addition to standard rage bonuses he gets a 6 * 5 = 30% movement speed increase, 6 - 1 = 5 extra attacks, and a 6/2 = 3 damage decrease to all attacks.&lt;br /&gt;
* Ruk the Ripper has 1 Whirling Frenzy level.  When he rages he gets a +1 AC bonus, 1 + 1/2 = +1 reflex save bonus, 1 - 1 = 0 extra attacks, improved evasion, and a -1 attack penalty.&lt;br /&gt;
&lt;br /&gt;
===Changing Rage Types===&lt;br /&gt;
&lt;br /&gt;
Barbarians can change their BRS rage type.  If you have an active rage type, you can use a different rage type simply by using one of that type's rage items before raging.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Grazby the Gnome decides to quit being a merchant and joins a Tyeduan tribe, living as a savage.  He starts off using Tanar'ri Essence, and rages enough under its influence to gain 500 Demonkin xp.  Then he changes his mind and starts to use Oil of the Flamedancer.  The next time he rages he gains Flamedancer xp.&lt;br /&gt;
* Ruk the Ripper has 15 Whirling Frenzy levels.  Since it is his active rage type, whenever he rages he automatically gets the Whirling Frenzy bonuses and penalties.  Before battling some druids of [[Verossa]], he decides to take some Tanar'ri Essence for the first time.  When he rages he goes into a Demonkin rage; the electric damage resistance helps him to shrug off their called lightning.  He gains 50 Demonkin xp as a result of the battle.  The next time Ruk rages he decides not to use any items, and thus he goes into a Whirling Frenzy, since it is still his active rage type.&lt;br /&gt;
&lt;br /&gt;
You can only have one active rage type at a time.  If you have 1000xp or more of a rage type, when you use an item of that type and then gain more BRS experience while using that type of rage, that BRS will become your active rage type.  In other words, if you have 2 or more levels in more than one rage type, you can switch back and forth between having those rages as your active type by using rage items.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Grazby the Barbarian has been dabbling in all of the BRS types, and has reached 2nd level in all of them.  His current active rage type is Windwalker.  He enters a battle against orcs and goes into a Windwalker rage.  After that rage wears off, he sees some giants approaching.  He quaffs a Stonewall's Brew, goes into a Stonewall rage, and slays the giants, cackling as he shrugs off blows from their clubs.  Since he already has 2 Stonewall levels, that rage becomes his active type.  The next time he rages, if he doesn't use any items, it will be a Stonewall rage.&lt;br /&gt;
* Later that evening, some frost giants accost Grazby at his camp.  Hearing their approach, he rises from between two buxom gnome maidens, puts on his loincloth, and rubs his body with Oil of the Flamedancer.  Charging from the tent, he enters Flamedancer rage, searing the giants' flesh with both his flaming weapon and his fire-shielded body.  Since he already has 2 Flamedancer levels, this becomes his active BRS.  The next time he rages, if he doesn't use any items, it will be a Flamedancer rage.&lt;br /&gt;
&lt;br /&gt;
You do not lose any rage experience or levels when changing rage types.  As mentioned above, typing ''/check brs'' will give you a report that informs you of your current active BRS as well as your xp and levels in all rage types.&lt;br /&gt;
&lt;br /&gt;
===Ice Bear Rage===&lt;br /&gt;
&lt;br /&gt;
It is rumored that the Ice Bear Clan of [[Tyedu]], the clan of the famous barbarian hero [[PCs:Tor Varson|Tor Varson]], has its own rage specialty.  No rage items associated with this &amp;quot;Ice Bear Rage&amp;quot; have been found.  It is thought that those who wish to learn the ways of this rage type would have to find Tor and submit themselves to his mercy.&lt;br /&gt;
&lt;br /&gt;
==Custom Rage Shouts==&lt;br /&gt;
&lt;br /&gt;
You can store and manage custom rage shouts to use when your PC enters rage. Refer to the [[ACP#Barbarian_Rage_Specializations|Avlis Command Prompt]] for a how-to.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class Abilities|Barbarian Rage]]&lt;br /&gt;
[[Category:Systems|Barbarian Rage System]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=NPCs:Kasseshisrath&amp;diff=54670</id>
		<title>NPCs:Kasseshisrath</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=NPCs:Kasseshisrath&amp;diff=54670"/>
		<updated>2024-03-06T21:33:04Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: past tense for kassy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The former Voivode of [[Drotid]], who led a war to conquer southern Negaria. It is rumoured that he was an ancient hero of the Shaahesk, who was imprisoned for centuries then released in mysterious circumstances during the M'Chek-T'Nanshi war. After uniting the rival Boyars of Shaah Sulehagh under his own leadership - a feat aided by rallying many of the Annihilators of Aarilax to his banner - he declared war on the nations beyond Drotid's borders. He was killed at the war's end.&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs|Kasseshisrath]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Dragon_Disciple&amp;diff=54300</id>
		<title>Avlis Dragon Disciple</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Dragon_Disciple&amp;diff=54300"/>
		<updated>2023-12-15T00:02:28Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Added Granite ADD elements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''THIS PAGE IS A CURRENT WORK-IN-PROGRESS (should be fully finalized post team review)'''&lt;br /&gt;
[[Category:Prestige classes]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
{{Classes}}&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
|name=Avlis Dragon Disciple&amp;lt;br&amp;gt;([[NWN:Prestige Class|Prestige Class]])&lt;br /&gt;
|image=&lt;br /&gt;
|hitdice=d10&lt;br /&gt;
|bab=+3/4 levels&lt;br /&gt;
|prof=&amp;lt;br&amp;gt;&lt;br /&gt;
*None&lt;br /&gt;
|skillpoints=2 + [[NWN:int|INT]] modifier&lt;br /&gt;
|skills=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:Concentration (skill)|Concentration]]&lt;br /&gt;
*[[NWN:Craft trap|Craft Trap]]&lt;br /&gt;
*[[NWN:Discipline|Discipline]]&lt;br /&gt;
*[[NWN:Heal|Heal]]&lt;br /&gt;
*[[NWN:Listen|Listen]]&lt;br /&gt;
*[[NWN:Lore|Lore]]&lt;br /&gt;
*[[NWN:Parry|Parry]]&lt;br /&gt;
*[[NWN:Persuade|Persuade]]&lt;br /&gt;
*[[NWN:Search|Search]]&lt;br /&gt;
*[[NWN:Spellcraft|Spellcraft]]&lt;br /&gt;
*[[NWN:Spot|Spot]]&lt;br /&gt;
|saves=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:Fort|Fort]]&lt;br /&gt;
*[[NWN:Will|Will]]&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Dragon Disciples of Avlis have formed a close bond with a dragon, and thereby gained some of the dragon's essence. This manifests in the form of draconic abilities, powers, and changes in appearance. The nature of the connection between any given Disciple and their sponsor dragon can vary, with the Disciple being viewed as a dear friend, a powerful vassal, or trusted agent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
'''Alignment''': Your character's alignment '''must match''' the alignment of the dragon who is giving your character some of their essence.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': [[NWN:Lore|Lore]] 8, [[NWN:Spellcraft|Spellcraft]] 5&lt;br /&gt;
&lt;br /&gt;
==== How To Unlock The Class: Message The Event DM Team ====&lt;br /&gt;
In order to unlock the class you will need to contact the team to start the in-character roleplay to find/meet/form a connection with a dragon NPC that matches your PC's alignment.&lt;br /&gt;
&lt;br /&gt;
To contact the team send a private message to the Event DM team via the forums at https://www.avlis.org/.&lt;br /&gt;
&lt;br /&gt;
You can also contact the team via Discord via the team-assistance channel: https://discord.gg/sh6SB8WkCv.&lt;br /&gt;
&lt;br /&gt;
From there, your PC will come in contact with a dragon of the type that matches (discussed with the Event team) and about 3 or so in-game sessions will occur (potentially with tasks requested by the dragon but this is not definitive) before the unlock happens. These in-game sessions will revolve around your PC getting to know the dragon and connecting with them in some way and the dragon granting their essence to your PC (unlocking the class.)&lt;br /&gt;
&lt;br /&gt;
==== Will I Work With A Specific Event DM For My Unlock? ====&lt;br /&gt;
A specific event DM will reach out to work with you on the in-game sessions for your unlock (you can certainly ask for an Event DM in particular if you'd like, or not.) The event DM team will keep track of unlocks that are pending and their status and will look to match an event DM with your time zone/play time that allows for things to progress smoothly.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, a DM is unable to complete your unlock then it will be communicated and another event DM will take over the unlock.&lt;br /&gt;
&lt;br /&gt;
==== What Can I Expect For The Relationship With My PC's Dragon Ally Post Unlock? ====&lt;br /&gt;
The relationship between your PC and the dragon they ally with and become a Disciple for is somewhat analogous to the Warlock class in D&amp;amp;D. The relationship depends on your PC, the dragon, and their personalities and connection.&lt;br /&gt;
&lt;br /&gt;
The exact nature of the relationship with the dragon patron varies depending on the dragon.&lt;br /&gt;
&lt;br /&gt;
You or your dragon may wish to continue your connection, your PC may wish to do tasks for your dragon, or in general keep in contact.&lt;br /&gt;
&lt;br /&gt;
It's not required to keep in contact, but it's possible if you as a player want to and ICly it's desired. The NPC is a contact that could be relevant to your PC in the future, could be pulled in for future plots, etc.&lt;br /&gt;
&lt;br /&gt;
The connection with your dragon continues so long as you think it's fun to continue it, just like any NPC connection a PC has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!rowspan=2|Lvl &lt;br /&gt;
!rowspan=2|&amp;amp;nbsp;BAB&amp;amp;nbsp;&lt;br /&gt;
!colspan=3|Saves &lt;br /&gt;
!rowspan=2|Feats &lt;br /&gt;
|rowspan=12 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|AC &amp;lt;br&amp;gt; &amp;amp;nbsp; Bonus &amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|Breath &amp;lt;br&amp;gt; &amp;amp;nbsp; Damage &amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|&amp;amp;nbsp; Breath &amp;amp;nbsp; &amp;lt;br&amp;gt; DC&lt;br /&gt;
!rowspan=2|&amp;amp;nbsp; Str &amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|&amp;amp;nbsp; Dex &amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|&amp;amp;nbsp; Con &amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|&amp;amp;nbsp; Wis &amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|&amp;amp;nbsp; Int &amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|&amp;amp;nbsp; Cha &amp;amp;nbsp;&lt;br /&gt;
|-style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Fort&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Ref&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Will&amp;amp;nbsp;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1st ||+0 ||+2 ||+0 ||+2 || align=&amp;quot;left&amp;quot; |[[NWN:Draconic armor|Draconic Armor]] ||+1 ||- ||- ||- ||- ||- ||- ||- ||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2nd ||+1 ||+3 ||+0 ||+3 || align=&amp;quot;left&amp;quot; |[[NWN:Dragon abilities|Dragon Abilities]] ||+1 ||- ||- ||+2 ||- ||- ||- ||- ||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3rd ||+2 ||+3 ||+1 ||+3 || align=&amp;quot;left&amp;quot; |[[NWN:Dragon breath|Dragon Breath]] ||+1 ||2d10 ||19 ||- ||- ||- ||- ||- ||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4th ||+3 ||+4 ||+1 ||+4 || align=&amp;quot;left&amp;quot; |Dragon Abilities ||+1 ||2d10 ||19 ||+2 ||- ||- ||- ||- ||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5th ||+3 ||+4 ||+1 ||+4 || align=&amp;quot;left&amp;quot; |Draconic Armor ||+2 ||2d10 ||19 ||- ||- ||- ||- ||- ||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|6th ||+4 ||+5 ||+2 ||+5 || align=&amp;quot;left&amp;quot; | ||+2 ||2d10 ||19 ||- ||- ||- ||- ||- ||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|7th ||+5 ||+5 ||+2 ||+5 || align=&amp;quot;left&amp;quot; |Dragon Abilities ||+2 ||4d10 ||19 ||- ||- ||+2 ||- ||- ||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|8th ||+6 ||+6 ||+2 ||+6 || align=&amp;quot;left&amp;quot; |Draconic Armor ||+3 ||4d10 ||19 ||- ||- ||- ||- ||- ||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|9th ||+6 ||+6 ||+3 ||+6 || align=&amp;quot;left&amp;quot; |Dragon Abilities, Gain Wings Or Tail ||+3 ||4d10 ||19 ||- ||- ||- ||- ||+2 ||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|10th ||+7 ||+7 ||+3 ||+7 || align=&amp;quot;left&amp;quot; |[[NWN:Darkvision|Darkvision]], Draconic Armor, Dragon Abilities, Immunity To Element, &amp;amp;nbsp; &amp;lt;br&amp;gt; [[NWN:Immunity to paralysis|Immunity To Paralysis]], [[NWN:Immunity to sleep|Immunity To Sleep]] ||+4 ||6d10 ||19 ||+4 ||- ||- ||- ||- ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Epic Progression==&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!Lvl&lt;br /&gt;
!&amp;amp;nbsp; Feats &amp;amp;nbsp;&lt;br /&gt;
|rowspan=22 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!AC &amp;lt;br&amp;gt; &amp;amp;nbsp; Bonus &amp;amp;nbsp;&lt;br /&gt;
!Breath &amp;lt;br&amp;gt; &amp;amp;nbsp; Damage &amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp; Breath &amp;amp;nbsp; &amp;lt;br&amp;gt; DC&lt;br /&gt;
|-style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|11th ||align=&amp;quot;left&amp;quot;| ||+4 ||6d10 ||19&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|12th ||align=&amp;quot;left&amp;quot;| ||+4 ||6d10 ||19&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|13th ||align=&amp;quot;left&amp;quot;| ||+4 ||7d10 ||19&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|14th ||align=&amp;quot;left&amp;quot;|Bonus feat &amp;amp;nbsp;||+4 ||7d10 ||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|15th ||align=&amp;quot;left&amp;quot;| ||+5 ||7d10 ||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|16th ||align=&amp;quot;left&amp;quot;| ||+5 ||8d10 ||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|17th ||align=&amp;quot;left&amp;quot;| ||+5 ||8d10 ||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|18th ||align=&amp;quot;left&amp;quot;|Bonus feat ||+5 ||8d10 ||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|19th ||align=&amp;quot;left&amp;quot;| ||+5 ||9d10 ||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|20th ||align=&amp;quot;left&amp;quot;| ||+6 ||9d10 ||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|21st ||align=&amp;quot;left&amp;quot;| ||+6 ||9d10 ||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|22nd ||align=&amp;quot;left&amp;quot;|Bonus feat ||+6 ||10d10 ||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|23rd ||align=&amp;quot;left&amp;quot;| ||+6 ||10d10 ||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|24th ||align=&amp;quot;left&amp;quot;| ||+6 ||10d10 ||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|25th ||align=&amp;quot;left&amp;quot;| ||+7 ||11d10 ||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|26th ||align=&amp;quot;left&amp;quot;|Bonus feat ||+7 ||11d10 ||23&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|27th ||align=&amp;quot;left&amp;quot;| ||+7 ||11d10 ||23&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|28th ||align=&amp;quot;left&amp;quot;| ||+7 ||12d10 ||23&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|29th ||align=&amp;quot;left&amp;quot;| ||+7 ||12d10 ||23&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|30th ||align=&amp;quot;left&amp;quot;|Bonus feat ||+8 ||12d10 ||24&lt;br /&gt;
|}&lt;br /&gt;
'''Epic Bonus Feats''': [[NWN:Armor skin|Armor Skin]], [[NWN:Automatic quicken spell|Automatic Quicken Spell]], [[NWN:Automatic silent spell|Automatic Silent Spell]], [[NWN:Automatic still spell|Automatic Still Spell]], [[NWN:Epic damage reduction|Epic Damage Reduction]], [[NWN:Epic_prowess|Epic Prowess]], [[NWN:Epic reputation|Epic Reputation]], [[NWN:Epic spell focus|Epic Spell Focus]], [[NWN:Epic spell penetration|Epic Spell Penetration]], [[NWN:Epic toughness|Epic Toughness]], [[NWN:Greater spell focus|Greater Spell Focus]], [[NWN:Improved combat casting|Improved Combat Casting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types of Dragon and their Disciples ==&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!colspan=3|&amp;amp;nbsp; Avlissian Dragons &amp;amp;nbsp;&lt;br /&gt;
|rowspan=20 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!colspan=3|&amp;amp;nbsp; Avlis Dragon Disciples &amp;amp;nbsp;&lt;br /&gt;
|-style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!Species&lt;br /&gt;
!Alignment&lt;br /&gt;
!&amp;amp;nbsp; Type &amp;amp;nbsp;&lt;br /&gt;
!Prestige Class&lt;br /&gt;
!&amp;amp;nbsp; Breath / Immunity &amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp; Wing Color &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Amber ||Lawful Evil ||Stone ||Dragon Disciple of Fire ||Fire ||&lt;br /&gt;
|-&lt;br /&gt;
|Azurite ||Chaotic Neutral or Chaotic Evil &amp;amp;nbsp; ||Hybrid &amp;amp;nbsp;||Dragon Disciple of Lightning &amp;amp;nbsp;||Electricity ||Blue&lt;br /&gt;
|-&lt;br /&gt;
|Bauxite ||Lawful Evil ||Hybrid ||Dragon Disciple of Fire ||Fire ||Red&lt;br /&gt;
|-&lt;br /&gt;
|Brass ||Chaotic Good ||Metal ||Dragon Disciple of Fire ||Fire ||Brass&lt;br /&gt;
|-&lt;br /&gt;
|Bronze ||Lawful Good ||Metal ||Dragon Disciple of Lightning ||Electricity ||Bronze&lt;br /&gt;
|-&lt;br /&gt;
|Coal ||Chaotic Evil ||Stone ||Dragon Disciple of Acid ||Acid ||Black&lt;br /&gt;
|-&lt;br /&gt;
|Copper ||Chaotic Good ||Metal ||Dragon Disciple of Acid ||Acid ||Copper&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||Lawful Good ||Metal ||Dragon Disciple of Fire ||Fire ||Gold&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||Neutral Evil ||Stone || Dragon Disciple of Fire|| Fire||&lt;br /&gt;
|-&lt;br /&gt;
|Gravel ||True Neutral ||Hybrid ||Dragon Disciple of Ice ||Cold ||&lt;br /&gt;
|-&lt;br /&gt;
|Hematite ||Neutral Good or True Neutral ||Hybrid ||Dragon Disciple of Lightning ||Electricity ||&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||Neutral Evil ||Stone ||Dragon Disciple of Ice ||Cold ||&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||Lawful Neutral or True Neutral ||Hybrid ||Dragon Disciple of Ice ||Cold ||White&lt;br /&gt;
|-&lt;br /&gt;
|Olivine ||True Neutral or Neutral Good ||Hybrid ||Dragon Disciple of Acid ||Acid ||Green&lt;br /&gt;
|-&lt;br /&gt;
|Pyrite ||Chaotic Evil ||Stone ||Dragon Disciple of Fire ||Fire ||&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone &amp;amp;nbsp;||Lawful Neutral or Lawful Good ||Hybrid ||Dragon Disciple of Lightning ||Electricity ||&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||Lawful Good ||Metal ||Dragon Disciple of Ice ||Cold ||Silver&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||Chaotic Neutral ||Hybrid ||Dragon Disciple of Acid ||Acid ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Avlis Changes From Default Red Dragon Disciple==&lt;br /&gt;
====Static Hit Die====&lt;br /&gt;
*Unlike [[NWN:Red dragon disciple|standard Red Dragon Disciple]] the Avlis Dragon Disciple does not gain a hit die increase while levelling. Instead, the Avlis Dragon Disciple has a static hit die of d10.&lt;br /&gt;
'''Breath Weapon'''&lt;br /&gt;
* The breath weapon gained at level 3 depends on the type of dragon that grants your character its essence.&lt;br /&gt;
&lt;br /&gt;
====Wings==== &lt;br /&gt;
* The wings gained at level 9 depends on the type of dragon that grants your character its essence.&lt;br /&gt;
* Available Wing Colors:&lt;br /&gt;
** Brass (Brass Dragon)&lt;br /&gt;
** Bronze (Bronze Dragon)&lt;br /&gt;
** Copper (Copper Dragon)&lt;br /&gt;
** Silver (Silver Dragon)&lt;br /&gt;
** Gold (Gold Dragon)&lt;br /&gt;
** White (Marble Dragon)&lt;br /&gt;
** Black (Coal Dragon)&lt;br /&gt;
** Green (Olivine Dragon)&lt;br /&gt;
** Blue (Azurite Dragon)&lt;br /&gt;
** Red (Bauxite Dragon)&lt;br /&gt;
* Available Wing Types:&lt;br /&gt;
** Dragon&lt;br /&gt;
** Demon&lt;br /&gt;
'''Tails'''&lt;br /&gt;
* If your character already has wings (e.g., they are an Avariel, have a roleplay reward, etc.) then they will instead be given tail corresponding to the dragon color.&lt;br /&gt;
'''Immunity'''&lt;br /&gt;
* The immunity type gained at level 10 depends on the type of dragon that grants your character its essence.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*All Avlis Dragon Disciples gain immunity to paralysis and sleep at level 10.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Underdark&amp;diff=54294</id>
		<title>Underdark</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Underdark&amp;diff=54294"/>
		<updated>2023-12-13T03:30:08Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Removed Sereg’wethrin mention as inhabitants.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Servers:''' {{Servers}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div align=&amp;quot;justify&amp;quot;&amp;gt;&lt;br /&gt;
{{Underdark}}&lt;br /&gt;
The '''Underdark''' is a vast series of connected caverns under the surface of [[Negaria]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== History ==&lt;br /&gt;
See [[History of the Underdark]].&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
* [[Human, Adomkuro|Adomkuro]]&lt;br /&gt;
* [[:Category:Demon Lords|The Demon Lords of the Underdark]]&lt;br /&gt;
* [[:Category:Demonic pseudo-deities|Demonic Pseudo-Deities of the Underdark]]&lt;br /&gt;
* [[Dwarf, Kharakuro|Kharakuro]]&lt;br /&gt;
* [[The Spawn of Alifanitax|The Spawn of Alifanitax]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Underdark.jpg|frame|right|Underdark inhabitants]]&lt;br /&gt;
&lt;br /&gt;
== In Game Developments == &lt;br /&gt;
* [http://www.avlis.org/viewforum.php?f=332 City of Verloghokbol Forum] Discussion of daily events in the City of Verloghokbol in the Underdark.&lt;br /&gt;
* [http://www.avlis.org/viewforum.php?f=333 Verloghokbol Marketplace]&lt;br /&gt;
* [[:Category:UnderdarkPCs|Underdark PCs]]&lt;br /&gt;
* [[Major Meeting Points#Underdark|Major Meeting Points]]&lt;br /&gt;
* [[Underdark:Recent_Events|Recent Events]]&lt;br /&gt;
* [[Tavern_Locations#The Underdark|Tavern Locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Aspects ==&lt;br /&gt;
* [[Needed_files | Needed Files]]&lt;br /&gt;
* Underdark [[Servers#Underdark | Server Connection Information]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Underdark]]&lt;br /&gt;
[[Category:Servers]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Dragon_Disciple&amp;diff=54291</id>
		<title>Avlis Dragon Disciple</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Dragon_Disciple&amp;diff=54291"/>
		<updated>2023-12-12T13:50:29Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: corrected marble dragon alignment!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''THIS PAGE IS A CURRENT WORK-IN-PROGRESS (should be fully finalized post team review)'''&lt;br /&gt;
[[Category:Prestige classes]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
{{Classes}}&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
|name=Avlis Dragon Disciple&amp;lt;br&amp;gt;([[NWN:Prestige Class|Prestige Class]])&lt;br /&gt;
|image=&lt;br /&gt;
|hitdice=d10&lt;br /&gt;
|bab=+3/4 levels&lt;br /&gt;
|prof=&lt;br /&gt;
|skillpoints=2 + [[NWN:int|INT]] modifier&lt;br /&gt;
|skills=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:Concentration (skill)|Concentration]]&lt;br /&gt;
*[[NWN:Craft trap|Craft Trap]]&lt;br /&gt;
*[[NWN:Discipline|Discipline]]&lt;br /&gt;
*[[NWN:Heal|Heal]]&lt;br /&gt;
*[[NWN:Listen|Listen]]&lt;br /&gt;
*[[NWN:Lore|Lore]]&lt;br /&gt;
*[[NWN:Parry|Parry]]&lt;br /&gt;
*[[NWN:Persuade|Persuade]]&lt;br /&gt;
*[[NWN:Search|Search]]&lt;br /&gt;
*[[NWN:Spellcraft|Spellcraft]]&lt;br /&gt;
*[[NWN:Spot|Spot]]&lt;br /&gt;
|saves=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:Fort|Fort]]&lt;br /&gt;
*[[NWN:Will|Will]]&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Dragon Disciples of Avlis have formed a close bond with a dragon, and thereby gained some of the dragon's essence. This manifests in the form of draconic abilities, powers, and changes in appearance. The nature of the connection between any given Disciple and their sponsor dragon can vary, with the Disciple being viewed as a dear friend, a powerful vassal, or trusted agent.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
'''Alignment''': Your character's alignment '''must match''' the alignment of the dragon who is giving your character some of their essence.&lt;br /&gt;
&lt;br /&gt;
'''Skills''': [https://nwn.fandom.com/wiki/Lore Lore] 8, [https://nwn.fandom.com/wiki/Spellcraft Spellcraft] 5&lt;br /&gt;
&lt;br /&gt;
'''DM Unlock''': Work with event DMs to, through roleplay, gain a dragon's essence to become a Dragon Disciple.&lt;br /&gt;
&lt;br /&gt;
== Types Of Dragon Disciple ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Class Name&lt;br /&gt;
!Breath Weapon/Immunity Type&lt;br /&gt;
!Dragon Colors For Type&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Disciple Of Acid&lt;br /&gt;
|Acid&lt;br /&gt;
|Coal, Copper, Olivine, Slate&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Disciple Of Fire&lt;br /&gt;
|Fire&lt;br /&gt;
|Amber, Bauxite, Brass, Gold, Pyrite&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Disciple Of Ice&lt;br /&gt;
|Cold&lt;br /&gt;
|Gravel, Limestone, Marble, Silver&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Disciple Of Lightning&lt;br /&gt;
|Electricity&lt;br /&gt;
|Azurite, Bronze, Hematite, Sandstone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dragon Colors / Alignment / Type ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Dragon Color&lt;br /&gt;
!Alignment&lt;br /&gt;
!Stone/Hybrid/Metallic&lt;br /&gt;
|-&lt;br /&gt;
|Amber&lt;br /&gt;
|Lawful Evil&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Coal&lt;br /&gt;
|Chaotic Evil&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Granite&lt;br /&gt;
|Neutral Evil&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Limestone&lt;br /&gt;
|Neutral Evil&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Pyrite&lt;br /&gt;
|Chaotic Evil&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Azurite&lt;br /&gt;
|Chaotic Neutral or Chaotic Evil&lt;br /&gt;
|Hybrid&lt;br /&gt;
|-&lt;br /&gt;
|Bauxite&lt;br /&gt;
|Lawful Evil&lt;br /&gt;
|Hybrid&lt;br /&gt;
|-&lt;br /&gt;
|Gravel&lt;br /&gt;
|True Neutral&lt;br /&gt;
|Hybrid&lt;br /&gt;
|-&lt;br /&gt;
|Hematite&lt;br /&gt;
|Neutral Good or True Neutral&lt;br /&gt;
|Hybrid&lt;br /&gt;
|-&lt;br /&gt;
|Marble&lt;br /&gt;
|Lawful Neutral or True Neutral&lt;br /&gt;
|Hybrid&lt;br /&gt;
|-&lt;br /&gt;
|Olivine&lt;br /&gt;
|True Neutral or Neutral Good&lt;br /&gt;
|Hybrid&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone&lt;br /&gt;
|Lawful Neutral or Lawful Good&lt;br /&gt;
|Hybrid&lt;br /&gt;
|-&lt;br /&gt;
|Slate&lt;br /&gt;
|Chaotic Neutral&lt;br /&gt;
|Hybrid&lt;br /&gt;
|-&lt;br /&gt;
|Brass&lt;br /&gt;
|Chaotic Good&lt;br /&gt;
|Metal&lt;br /&gt;
|-&lt;br /&gt;
|Bronze&lt;br /&gt;
|Lawful Good&lt;br /&gt;
|Metal&lt;br /&gt;
|-&lt;br /&gt;
|Copper&lt;br /&gt;
|Chaotic Good&lt;br /&gt;
|Metal&lt;br /&gt;
|-&lt;br /&gt;
|Silver&lt;br /&gt;
|Lawful Good&lt;br /&gt;
|Metal&lt;br /&gt;
|-&lt;br /&gt;
|Gold&lt;br /&gt;
|Lawful Good&lt;br /&gt;
|Metal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!rowspan=2|Lvl &lt;br /&gt;
!rowspan=2|&amp;amp;nbsp;BAB&amp;amp;nbsp;&lt;br /&gt;
!colspan=3|Saves &lt;br /&gt;
!rowspan=2|Feats &lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Fort&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Ref&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Will&amp;amp;nbsp;&lt;br /&gt;
!AC Bonus&lt;br /&gt;
!Breath Damage&lt;br /&gt;
!Breath DC&lt;br /&gt;
!Str&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Wis&lt;br /&gt;
!Int&lt;br /&gt;
!Cha&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1st ||+0 ||+2 ||+0 ||+2 || align=&amp;quot;left&amp;quot; |[https://nwn.fandom.com/wiki/Draconic_armor Draconic Armor]&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2nd ||+1 ||+3 ||+0 ||+3 || align=&amp;quot;left&amp;quot; |[https://nwn.fandom.com/wiki/Dragon_abilities Dragon Abilities]&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3rd ||+2 ||+3 ||+1 ||+3 || align=&amp;quot;left&amp;quot; |[https://nwn.fandom.com/wiki/Dragon_breath Dragon Breath]&lt;br /&gt;
| +1&lt;br /&gt;
|2d10&lt;br /&gt;
|19&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4th ||+3 ||+4 ||+1 ||+4 || align=&amp;quot;left&amp;quot; |[https://nwn.fandom.com/wiki/Dragon_abilities Dragon Abilities]&lt;br /&gt;
| +1&lt;br /&gt;
|2d10&lt;br /&gt;
|19&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5th ||+3 ||+4 ||+1 ||+4 || align=&amp;quot;left&amp;quot; |[https://nwn.fandom.com/wiki/Draconic_armor Draconic Armor]&lt;br /&gt;
| +2&lt;br /&gt;
|2d10&lt;br /&gt;
|19&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|6th ||+4 ||+5 ||+2 ||+5 || align=&amp;quot;left&amp;quot; |&lt;br /&gt;
| +2&lt;br /&gt;
|2d10&lt;br /&gt;
|19&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|7th ||+5 ||+5 ||+2 ||+5 || align=&amp;quot;left&amp;quot; |[https://nwn.fandom.com/wiki/Dragon_abilities Dragon Abilities]&lt;br /&gt;
| +2&lt;br /&gt;
|4d10&lt;br /&gt;
|19&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|8th ||+6 ||+6 ||+2 ||+6 || align=&amp;quot;left&amp;quot; |[https://nwn.fandom.com/wiki/Draconic_armor Draconic Armor]&lt;br /&gt;
| +3&lt;br /&gt;
|4d10&lt;br /&gt;
|19&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|9th ||+6 ||+6 ||+3 ||+6 || align=&amp;quot;left&amp;quot; | Gain Wings Or Tail, [https://nwn.fandom.com/wiki/Dragon_abilities Dragon Abilities]&lt;br /&gt;
| +3&lt;br /&gt;
|4d10&lt;br /&gt;
|19&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|10th ||+7 ||+7 ||+3 ||+7 || align=&amp;quot;left&amp;quot; |[https://nwn.fandom.com/wiki/Darkvision Darkvision], Immunity To Element, [https://nwn.fandom.com/wiki/Immunity_to_paralysis Immunity To Paralysis], [https://nwn.fandom.com/wiki/Immunity_to_sleep Immunity To Sleep], [https://nwn.fandom.com/wiki/Dragon_abilities Dragon Abilities], [https://nwn.fandom.com/wiki/Draconic_armor Draconic Armor]&lt;br /&gt;
| +4&lt;br /&gt;
|6d10&lt;br /&gt;
|19&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
==Epic Progression==&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!rowspan=2|Lvl&lt;br /&gt;
!rowspan=2|Feats &lt;br /&gt;
|'''AC Bonus'''&lt;br /&gt;
|'''Breath Damage'''&lt;br /&gt;
|'''Breath DC'''&lt;br /&gt;
|-style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|11th ||align=&amp;quot;left&amp;quot;| &lt;br /&gt;
| +4&lt;br /&gt;
|6d10&lt;br /&gt;
|19&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|12th ||align=&amp;quot;left&amp;quot;| &lt;br /&gt;
| +4&lt;br /&gt;
|6d10&lt;br /&gt;
|19&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|13th ||align=&amp;quot;left&amp;quot;|&lt;br /&gt;
| +4&lt;br /&gt;
|7d10&lt;br /&gt;
|19&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|14th ||align=&amp;quot;left&amp;quot;| Bonus feat&lt;br /&gt;
| +4&lt;br /&gt;
|7d10&lt;br /&gt;
|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|15th ||align=&amp;quot;left&amp;quot;| &lt;br /&gt;
| +5&lt;br /&gt;
|7d10&lt;br /&gt;
|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|16th ||align=&amp;quot;left&amp;quot;|&lt;br /&gt;
| +5&lt;br /&gt;
|8d10&lt;br /&gt;
|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|17th ||align=&amp;quot;left&amp;quot;| &lt;br /&gt;
| +5&lt;br /&gt;
|8d10&lt;br /&gt;
|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|18th ||align=&amp;quot;left&amp;quot;| Bonus feat&lt;br /&gt;
| +5&lt;br /&gt;
|8d10&lt;br /&gt;
|21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|19th ||align=&amp;quot;left&amp;quot;|&lt;br /&gt;
| +5&lt;br /&gt;
|9d10&lt;br /&gt;
|21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|20th ||align=&amp;quot;left&amp;quot;| &lt;br /&gt;
| +6&lt;br /&gt;
|9d10&lt;br /&gt;
|21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|21st ||align=&amp;quot;left&amp;quot;| &lt;br /&gt;
| +6&lt;br /&gt;
|9d10&lt;br /&gt;
|21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|22nd ||align=&amp;quot;left&amp;quot;|Bonus feat &lt;br /&gt;
| +6&lt;br /&gt;
|10d10&lt;br /&gt;
|22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|23rd ||align=&amp;quot;left&amp;quot;| &lt;br /&gt;
| +6&lt;br /&gt;
|10d10&lt;br /&gt;
|22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|24th ||align=&amp;quot;left&amp;quot;| &lt;br /&gt;
| +6&lt;br /&gt;
|10d10&lt;br /&gt;
|22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|25th ||align=&amp;quot;left&amp;quot;|&lt;br /&gt;
| +7&lt;br /&gt;
|11d10&lt;br /&gt;
|22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|26th ||align=&amp;quot;left&amp;quot;| Bonus feat&lt;br /&gt;
| +7&lt;br /&gt;
|11d10&lt;br /&gt;
|23&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|27th ||align=&amp;quot;left&amp;quot;| &lt;br /&gt;
| +7&lt;br /&gt;
|11d10&lt;br /&gt;
|23&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|28th ||align=&amp;quot;left&amp;quot;|&lt;br /&gt;
| +7&lt;br /&gt;
|12d10&lt;br /&gt;
|23&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|29th ||align=&amp;quot;left&amp;quot;| &lt;br /&gt;
| +7&lt;br /&gt;
|12d10&lt;br /&gt;
|23&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|30th ||align=&amp;quot;left&amp;quot;| Bonus feat&lt;br /&gt;
| +8&lt;br /&gt;
|12d10&lt;br /&gt;
|24&lt;br /&gt;
|}&lt;br /&gt;
'''Epic Bonus Feats''': [https://nwn.fandom.com/wiki/Armor_skin Armor Skin], [https://nwn.fandom.com/wiki/Automatic_quicken_spell Automatic Quicken Spell], [https://nwn.fandom.com/wiki/Automatic_silent_spell Automatic Silent Spell], [https://nwn.fandom.com/wiki/Automatic_still_spell Automatic Still Spell], [https://nwn.fandom.com/wiki/Epic_damage_reduction Epic Damage Reduction], [https://nwn.fandom.com/wiki/Epic_prowess Epic Prowess], [https://nwn.fandom.com/wiki/Epic_reputation Epic Reputation], [https://nwn.fandom.com/wiki/Epic_spell_focus Epic Spell Focus], [https://nwn.fandom.com/wiki/Epic_spell_penetration Epic Spell Penetration], [https://nwn.fandom.com/wiki/Epic_toughness Epic Toughness], [https://nwn.fandom.com/wiki/Greater_spell_focus Greater Spell Focus], [https://nwn.fandom.com/wiki/Improved_combat_casting Improved Combat Casting]&lt;br /&gt;
&lt;br /&gt;
== How To Unlock The Class - Message The Event DM Team ==&lt;br /&gt;
In order to unlock the class you will need to contact the team to start the in-character roleplay to find/meet/form a connection with a dragon NPC that matches your PC's alignment.&lt;br /&gt;
&lt;br /&gt;
To contact the team send a private message to the Event DM team via the forums at https://www.avlis.org/.&lt;br /&gt;
&lt;br /&gt;
You can also contact the team via Discord via the team-assistance channel: https://discord.gg/sh6SB8WkCv.&lt;br /&gt;
&lt;br /&gt;
From there, your PC will come in contact with a dragon of the type that matches (discussed with the Event team) and about 3 or so in-game sessions will occur (potentially with tasks requested by the dragon but this is not definitive) before the unlock happens. These in-game sessions will revolve around your PC getting to know the dragon and connecting with them in some way and the dragon granting their essence to your PC (unlocking the class.)&lt;br /&gt;
&lt;br /&gt;
== Will I Work With A Specific Event DM For My Unlock? ==&lt;br /&gt;
A specific event DM will reach out to work with you on the in-game sessions for your unlock (you can certainly ask for an Event DM in particular if you'd like, or not.) The event DM team will keep track of unlocks that are pending and their status and will look to match an event DM with your time zone/play time that allows for things to progress smoothly.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, a DM is unable to complete your unlock then it will be communicated and another event DM will take over the unlock.&lt;br /&gt;
&lt;br /&gt;
== What Can I Expect For The Relationship With My PC's Dragon Ally Post Unlock? ==&lt;br /&gt;
The relationship between your PC and the dragon they ally with and become a Disciple for is somewhat analogous to the Warlock class in D&amp;amp;D. The relationship depends on your PC, the dragon, and their personalities and connection.&lt;br /&gt;
&lt;br /&gt;
The exact nature of the relationship with the dragon patron varies depending on the dragon.&lt;br /&gt;
&lt;br /&gt;
You or your dragon may wish to continue your connection, your PC may wish to do tasks for your dragon, or in general keep in contact.&lt;br /&gt;
&lt;br /&gt;
It's not required to keep in contact, but it's possible if you as a player want to and ICly it's desired. The NPC is a contact that could be relevant to your PC in the future, could be pulled in for future plots, etc.&lt;br /&gt;
&lt;br /&gt;
The connection with your dragon continues so long as you think it's fun to continue it, just like any NPC connection a PC has.&lt;br /&gt;
&lt;br /&gt;
==Avlis Changes From Default Red Dragon Disciple==&lt;br /&gt;
====Static Hit Die====&lt;br /&gt;
*Unlike [https://nwn.fandom.com/wiki/Red_dragon_disciple standard Red Dragon Disciple] the Avlis Dragon Disciple does not gain a hit die increase while leveling. Instead, the Avlis Dragon Disciple has a static hit die of a d10.&lt;br /&gt;
'''Breath Weapon'''&lt;br /&gt;
* The breath weapon gained at level 3 depends on the dragon type for the dragon that grants your character its essence.&lt;br /&gt;
&lt;br /&gt;
====Wings==== &lt;br /&gt;
* The wings gained at level 9 depends on the dragon type for the dragon that grants your character its essence.&lt;br /&gt;
* Available Wing Colors:&lt;br /&gt;
** Brass (Brass Dragon)&lt;br /&gt;
** Bronze (Bronze Dragon)&lt;br /&gt;
** Copper (Copper Dragon)&lt;br /&gt;
** Silver (Silver Dragon)&lt;br /&gt;
** Gold (Gold Dragon)&lt;br /&gt;
** White (Marble Dragon)&lt;br /&gt;
** Black (Coal Dragon)&lt;br /&gt;
** Green (Olivine Dragon)&lt;br /&gt;
** Blue (Azurite Dragon)&lt;br /&gt;
** Red (Bauxite Dragon)&lt;br /&gt;
* Available Wing Types:&lt;br /&gt;
** Dragon&lt;br /&gt;
** Demon&lt;br /&gt;
'''Tails'''&lt;br /&gt;
* If your character already has wings (e.g., they are an Avariel, have a roleplay reward, etc.) then they will instead be given tail corresponding to the dragon color.&lt;br /&gt;
'''Immunity'''&lt;br /&gt;
* The immunity type gained at level 10 depends on the dragon type for the dragon that grants your character its essence.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*All Avlis Dragon Disciples gain immunity to paralysis and sleep at level 10.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Ships_of_Avlis&amp;diff=54226</id>
		<title>Ships of Avlis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Ships_of_Avlis&amp;diff=54226"/>
		<updated>2023-11-16T21:51:29Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Added Glory's Crown/Crullath section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Work in progress / just for fun. Nation/Location designations may not be accurate.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
=Well Known Ships=&lt;br /&gt;
Ships with a lot of history, multiple sentences/paragraph, captains, stories, etc. If too large consider summary here and then creating a page for it.&lt;br /&gt;
&lt;br /&gt;
==Example Vessel1==&lt;br /&gt;
Ship Classification, Captain(s), Crew Size, Number of Canons, Story/History, etc. Could consider a template/format of information too.&lt;br /&gt;
&lt;br /&gt;
==Example Vessel2==&lt;br /&gt;
Ship Classification, Captain(s), Crew Size, Number of Canons, Story/History, etc. Could consider a template/format of information too.&lt;br /&gt;
&lt;br /&gt;
=Other Ships=&lt;br /&gt;
Bulk list, maybe 1 liner descriptions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M'Chek==&lt;br /&gt;
&lt;br /&gt;
* MPS Daring&lt;br /&gt;
* MPS Heaston&lt;br /&gt;
* MPS Equalor&lt;br /&gt;
* MPS Walsington&lt;br /&gt;
* MPS Barrister&lt;br /&gt;
* MPS Dauntless&lt;br /&gt;
* MPS Skirmisher&lt;br /&gt;
* MPS Hornet&lt;br /&gt;
&lt;br /&gt;
==Kurathene Empire==&lt;br /&gt;
&lt;br /&gt;
* HMS Regent&lt;br /&gt;
* HMS Victory&lt;br /&gt;
* HMS Alegius&lt;br /&gt;
* HMS Sybille&lt;br /&gt;
* HMS Unite&lt;br /&gt;
* HMS Merlin&lt;br /&gt;
* HMS Basilisk&lt;br /&gt;
* HMS Providence&lt;br /&gt;
* HMS Wintercast&lt;br /&gt;
* HMS Horatio&lt;br /&gt;
* HMS Amethyst&lt;br /&gt;
&lt;br /&gt;
== Crullathian Empire ==&lt;br /&gt;
* Glory's Crown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
???&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Galdos&amp;diff=53996</id>
		<title>Galdos</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Galdos&amp;diff=53996"/>
		<updated>2023-08-29T16:10:52Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Added IC info on surface areas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = [[Image:Galdos.JPG|right|thumb|300px]]&lt;br /&gt;
|NationIcon = [[Image:Deglos1.jpg|right|thumb|300px|]] &lt;br /&gt;
|NationIconCaption = Map of Galdos and Deglos&lt;br /&gt;
|NationName = Galdos&lt;br /&gt;
|NationAlias = &lt;br /&gt;
|NationSize = 8,177,000&lt;br /&gt;
|NationCapital = [[Galdhaut]]&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationRegion = Central [[Negaria]]&lt;br /&gt;
|NationRuler = King Redrick Gald III&lt;br /&gt;
|NationGovt = Monarchy&lt;br /&gt;
|NationMilitary = Galdossian Royal Army&lt;br /&gt;
|NationRaces = Dwarves 95% ([[galdokin]]), 5% Other &lt;br /&gt;
|NationLang = Galdokin (Dwarven), Undercommon&lt;br /&gt;
|NationReligion = [[Gorethar]] (primary)&lt;br /&gt;
|NationImports = Surface foodstuffs&lt;br /&gt;
|NationExports = Ores, manufactured goods&lt;br /&gt;
|NationTrade = [[The Seven Cities]] (minor trading partner), [[Deglos]] (major trading partner), The [[Kurathene]] Empire (minor trading partner)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Galdos''' has its roots long ago, when [[Gorethar]] created his patron race, the [[Dwarf|dwarves]]. He set them onto the world as a single clan, The Gald, meaning &amp;quot;stalwart&amp;quot; in the ancient dwarven tongue. It was not long before this one clan spread throughout the mountains where they were created, and diversified slightly in culture and craft. By that time, they had become many clans, tracing their roots back to Gald. Knowing that their best hope of survival against the greater wide world was to have unity, it came time that the leaders of the clans met together to decide which would lead them all. Though they were all rightful decendents of the Gald, there were many branches with different qualities, and no one branch felt they had the right to unilaterally claim the Gald name for their own. So, the clans petitioned their god, Gorethar, to give them an answer. In response, Gorether set before them a series of tests. Though nearly all of his creations were kind-hearted and honorable, they were not equal in strength of character and heart. The tests, it is recorded, were devised by Gorethar to separate out the subjects from the rulers of the land: those who would be noble, and those who would be common. The exact nature of these tests was lost to history, but it is traditionally held that they were trials of courage and wisdom, and the ability to lead. It was also agreed by all the participating dwarven clans that the results of the trials would be honored forevermore, and that the winners would be Gorethar's messengers on Avlis.&lt;br /&gt;
&lt;br /&gt;
Thus was the social structure of the newly forming nation determined. A hearty and charismatic dwarf named Burlock Firehammer rose above the other contestants, and his clan name was accordingly changed to Gald. He became the first king of the new united dwarven nation: Galdos. The other clans who scored well in the contest were given rewards by Gorethar, as well as jobs serving the governing Gald clan in many areas, which afforded them nobility among the population. The contest and its outcome were epic events that led to the birth of the new dwarven nation, which stretched from the northern tip of the continent, just below Tyedu, down to the elven nation of T'Nanshi.&lt;br /&gt;
&lt;br /&gt;
The Gald family dynasty still rules Galdos to this day.  The capital city of Galdos is [[Galdhaut]], which means &amp;quot;Home of the Galds.&amp;quot;  The nation is built on principles of hard work and honor preached by Gorethar, and it functions as a bastion of his faith. A great many dwarves practicing a great many trades with fine precision populate the underground nation, and they live in relative peace when compared to the nations on the surface. Many wars have gripped Avlis, and few have touched Galdos. This is largely due to the fact that the country as a whole is like a fortress. It is difficult to get in. The dwarves control every inch of every tunnel. Only the deepest areas below Galdos are still occupied by underdark monstrosities. The dwarves have spent many centuries clearing the areas and populating them.&lt;br /&gt;
&lt;br /&gt;
The nation itself is generally arranged into clans. The noble clans were given control over large portions of territory, and told to report back to the High King. Within these noble districts, the common clans live peacefully. Politics between clans does exist, and greed has been known to sour relations between them. However, civil war and overt fighting between the clans has never been known, except in the years after Fegall's ascension, when a large portion of the southern clans of Galdos began their transformation into gnomes. The reason for the transformation was due in large part to their worship of this new deity, and with it came large changes in outlook and attitude that were no longer compatible with the north. Luckily, in the end, King Redrick Gald III, who ruled during that era, decided to avert war by appointing his son Rupert Gald the King of the South. He awarded the land of the southern clans to King Rupert, and told them to depart peacefully. Rupert, who was married to a gnome, immediately dispersed the monarchy and set the country to rule by guilds. Thus Deglos was born from Galdos.&lt;br /&gt;
&lt;br /&gt;
Today, the outlook of Galdos is still apparent. As a nation, they value their isolation and do not take kindly to visitors, unless the visitors are worshippers of Gorethar or some other goodly and honorable deity. Trade with other nations is not too common, though they have been known to trade with their cousins in Deglos from time to time. Galdosian dwarves look down on Deglos for its open and more cosmopolitan attitude, since Deglos is not nearly as isolationist. In their minds, the Galdosians wish to keep their country pure and free from evil invaders. To some individuals, that simply means any non-dwarf. To others, it simply means anyone not born in Galdos. The difference is mere semantics. The two groups agree in practice, and they like to keep it that way.&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=33244 Source material]&lt;br /&gt;
&lt;br /&gt;
== Surface Locations ==&lt;br /&gt;
'''The Smotherlands'''&lt;br /&gt;
&lt;br /&gt;
The a deadly, high-altitude swamp known as the Smotherlands is found on the border with Jechran. Known for its unpredictable weather, the swamp located at an altitude nearly two miles above sea level in the mountains of eastern Galdos. The Smotherlands comprises an area two miles wide and nearly nine miles long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Widowmakers'''&lt;br /&gt;
&lt;br /&gt;
The mountains known in Common as the Widowmakers are some of the steepest, deadliest peaks on the Galdosian surface. Almost every mountain in the range rises to an impressive 30,000 feet above sea level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghost's Kiss'''&lt;br /&gt;
&lt;br /&gt;
This abandoned settlement is found in the wilds near the heart of Galdos. Although the town thrived, once, a series of natural disasters led it to abandonment and ruin. While the name of the town has long since passed from memory, the town cemetery is rumored to be haunted. As such, the area is now known as Ghost's Kiss.&lt;br /&gt;
&lt;br /&gt;
== Other Locations in Galdos ==&lt;br /&gt;
* [[Galdmithril]]&lt;br /&gt;
* [[Redrick's_gorge|Redrick's Gorge]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Olivine&amp;diff=53957</id>
		<title>Dragon, Olivine</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Olivine&amp;diff=53957"/>
		<updated>2023-07-30T17:15:30Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Olivine dragons are hybrids of [[Dragon, Bronze|Bronze]] and [[Dragon, Coal|Coal]] dragons.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Olivine dragons are always [[Alignment|Neutral Good or True Neutral]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Forests, rain forests, jungles.&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
The chameleons of the trees, these sleek serpents spend their days slithering from tree to tree in search of food and enemies to the woods. The offspring of Coal and Bronze dragons, these serpents have green-brown hued scales that blend in with nearly any natural surrounding making them nearly impossible to spot in nature. They often find strong communities to support from a distance, preferring to remain a silent and unseen guardian. They often pick up druidic talents rather than traditional sorcery.&lt;br /&gt;
&lt;br /&gt;
These silent serpents are patient hunters, sneaking up on their prey and striking with poison and death. Their fangs extrude poison like a snake and they're capable of spraying this poison in a cloud of corrosive gas like their coal lineage. Their chameleon-like talents allow them to vanish into the trees much like a [[Shadowdancer]] steps into shadow.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Amber&amp;diff=53956</id>
		<title>Dragon, Amber</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Amber&amp;diff=53956"/>
		<updated>2023-07-30T17:13:22Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
The Amber dragons were created by the Greater God [[Mikon]] during the [[The Great War|Great War]].&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Amber Dragons are [[Alignment|Lawful Evil]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Tropical forest. &lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
Haughty, charismatic and ambitious, amber dragons are amongst the most powerful creatures on Avlis. Combining a quick wit and a golden tongue with their majestic and alluring gold-scaled bodies, these dragons not only have great power, but also possess the cunning and charisma necessary to utilize it to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
Amber dragons are taller and leaner than their metallic counterparts, with a beak-like snout, a smooth, unbroken head which spreads into a crest adorned with a pair of sharply swept back horns, bearing a striking resemblance to an elaborate crown. Twin frills that start from the back of their horns and flow into their large sail like wings completing this deceptively lithe figure, and the translucent gold scales along with opaque wings spray its surroundings with a bright auric light. Spreading a scent of exotic spices and fire, these dragons are able to grab and hold the attention of large crowds with little more than their physical presence. Starting as a dull, blood-red color as a hatchling, the amber’s scales gradually turn more translucent and golden as it ages, and gains the characteristic gold halo effect by the time it reaches young adulthood. Like all stone dragons, ambers maintain their eye shape through the course of their lifetime, coal black with golden pupils.&lt;br /&gt;
&lt;br /&gt;
Yet for all their strength and grace in draconic form, it is perhaps in their ability to blend in as polymorphed creatures where ambers truly excel. Rather than the brutish tactics of pyrite dragons, ambers tend to use their ability to shift forms to become humanoid and legitimately become rulers of villages or cities near their forest lairs, slowly corrupting its citizenry and eliminating any potential rivals, eventually turning it into a vassal town with itself at the head.&lt;br /&gt;
&lt;br /&gt;
Ambers see the world as a zero-sum game, and thus do not tolerate the presence of their kin for long, feeling that additional amber dragons in the world simply dilute the overall riches and power to be hoarded. Thus they tend to be extremely paranoid of other dragons, and will go to great lengths to prevent the knowledge of their lairs from spreading to other dragons and jealously covet information which may allow them to find and kill their rival dragonkin.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Marble&amp;diff=53955</id>
		<title>Dragon, Marble</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Marble&amp;diff=53955"/>
		<updated>2023-07-30T17:12:56Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Marble dragons are hybrids.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Marble dragons are always [[Alignment|Lawful Neutral or True Neutral]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Volcanic areas in cold regions..&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
Living in beautiful caverns of marble, these dragons are stoic and elegant like a marble statue. They prize art and knowledge above all other things and often spend their lives collecting paintings, statues, and books for their hoards rather than traditional coin and gems. Their lairs are more attuned to a museum rather than a cave of treasures, and each piece is set carefully on display for anyone lucky enough to find one of their very rare lairs. But thieves beware, they are also masters of traps. Any sticky fingers are likely to lose them if not more if they attempt to steal from a Marble Dragon. The dragons themselves trend on the smaller, sleeker, more elegant side, appearing almost like marble statues themselves. In fact, they are said to be able to stand so still they are often mistaken for the centerpiece of their own museums. Marble dragons are the offspring of granite and silver dragons.&lt;br /&gt;
&lt;br /&gt;
Marble dragons are tacticians when it comes to combat, often having their fight planned out six steps ahead of any would be assailant. If in their lair, they have hallways of death traps, kill rooms, and panic rooms to hide in. If confronted head to head, they'll use their petrifying breath weapon and other similar hold and petrification spells to get away.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Slate&amp;diff=53951</id>
		<title>Dragon, Slate</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Slate&amp;diff=53951"/>
		<updated>2023-07-30T17:06:48Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page, added IC information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Slate dragons are descended from the pairing of a [[Dragon, Coal|Coal]] and a [[Dragon, Copper|Copper]] dragon, during the [[The Great War|Great War]].&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Slate dragons are always [[Alignment|Chaotic Neutral]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Subterranean regions.&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
Slate dragons are an unusual breed of dragon descended from a single union between a Coal and a Copper dragon during the [[The Great War|Great War]]. Every living slate dragon upon Avlis is somehow descended from this corrupted pairing, and their traits are strong enough to be unchanged despite the fact that they often interbreed with Coal dragons. Slate dragons are erratic and their subterranean nature is often seen as a blessing, as they will go quickly from friendly to hostile, benevolent to violent, though all Slate dragons seem to share the inability to remain a consistent or reliable companion for long.&lt;br /&gt;
&lt;br /&gt;
Slates tend to be bulkier than Coal dragons, with the thicker build and limbs present from their Copper dragon heritage. They do however share the Coal dragon’s optimal build for close combat and have many of the same advantages. Their coloration begins as a shade of black with a metallic sheen as hatchlings and gradually fades into a dull grey or even red-grey coloration as they age. Like all stone dragons they maintain their pupils throughout their lives and their eyes are a blood red with green pupils.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Sandstone&amp;diff=53950</id>
		<title>Dragon, Sandstone</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Sandstone&amp;diff=53950"/>
		<updated>2023-07-30T17:02:46Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page, added IC information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Sandstone dragons are hybrids of [[Dragon, Bronze|Bronze]] and [[Dragon, Limestone|Limestone]] dragons.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Sandstone dragons are always [[Alignment|Lawful Neutral or Lawful Good]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Riverbeds.&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
Sandstone dragons are the result of the odd pairing of a [[Dragon, Bronze|Bronze]] and [[Dragon, Limestone|Limestone]] dragon who on occasion have paired in more desolate and isolated locations where the norms of dragon society have been tossed aside. They tend to be aloof as a result of the conflicting nature of their parentage, often being very tidy and orderly in arranging their lairs and their own affairs, but also distant from matters of concern in their environments. Thus they are viewed as an odd contradiction, conscientious yet disinterested, and some go as far as calling them lazy.&lt;br /&gt;
&lt;br /&gt;
Sandstone dragons resemble slightly smaller versions of Bronze dragons, generally slimmer and with less pronounced facial features. Their scales tend to resemble their Limestone parents’ and are flexible with a coloration that ranges from yellow to red with large splotches of grey. They have the same eye coloration as Limestone dragons and some of the lighter shaded Sandstone dragons are often mistaken for their pure-blooded parents.&lt;br /&gt;
&lt;br /&gt;
Sandstone dragons are relatively common despite their mixed heritage and their disinterest in the wider world tends to draw them to locations shared by other sandstone dragons, which make them capable of breeding and sustaining their numbers without outside influence, unlike the other hybrid dragons such as [[Dragon, Gravel|Gravel]] and [[Dragon, Slate|Slate]] dragons.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Olivine&amp;diff=53949</id>
		<title>Dragon, Olivine</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Olivine&amp;diff=53949"/>
		<updated>2023-07-30T16:59:25Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page, added IC information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Olivine dragons are hybrids of [[Dragon, Bronze|Bronze]] and [[Dragon, Coal|Coal]] dragons.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Hematite dragons are always [[Alignment|Neutral Good or True Neutral]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Forests, rain forests, jungles.&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
The chameleons of the trees, these sleek serpents spend their days slithering from tree to tree in search of food and enemies to the woods. The offspring of Coal and Bronze dragons, these serpents have green-brown hued scales that blend in with nearly any natural surrounding making them nearly impossible to spot in nature. They often find strong communities to support from a distance, preferring to remain a silent and unseen guardian. They often pick up druidic talents rather than traditional sorcery.&lt;br /&gt;
&lt;br /&gt;
These silent serpents are patient hunters, sneaking up on their prey and striking with poison and death. Their fangs extrude poison like a snake and they're capable of spraying this poison in a cloud of corrosive gas like their coal lineage. Their chameleon-like talents allow them to vanish into the trees much like a [[Shadowdancer]] steps into shadow.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Marble&amp;diff=53948</id>
		<title>Dragon, Marble</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Marble&amp;diff=53948"/>
		<updated>2023-07-30T16:57:14Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page, added IC information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Marble dragons are hybrids.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Hematite dragons are always [[Alignment|Lawful Neutral or True Neutral]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Volcanic areas in cold regions..&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
Living in beautiful caverns of marble, these dragons are stoic and elegant like a marble statue. They prize art and knowledge above all other things and often spend their lives collecting paintings, statues, and books for their hoards rather than traditional coin and gems. Their lairs are more attuned to a museum rather than a cave of treasures, and each piece is set carefully on display for anyone lucky enough to find one of their very rare lairs. But thieves beware, they are also masters of traps. Any sticky fingers are likely to lose them if not more if they attempt to steal from a Marble Dragon. The dragons themselves trend on the smaller, sleeker, more elegant side, appearing almost like marble statues themselves. In fact, they are said to be able to stand so still they are often mistaken for the centerpiece of their own museums. Marble dragons are the offspring of granite and silver dragons.&lt;br /&gt;
&lt;br /&gt;
Marble dragons are tacticians when it comes to combat, often having their fight planned out six steps ahead of any would be assailant. If in their lair, they have hallways of death traps, kill rooms, and panic rooms to hide in. If confronted head to head, they'll use their petrifying breath weapon and other similar hold and petrification spells to get away.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Hematite&amp;diff=53947</id>
		<title>Dragon, Hematite</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Hematite&amp;diff=53947"/>
		<updated>2023-07-30T16:47:18Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page, added IC information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Hematite dragons are hybrids of [[Dragon, Bronze|Bronze]] and [[Dragon, Coal|Coal]] dragons.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Hematite dragons are always [[Alignment|Neutral Good or True Neutral]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Iron-rich mountains and iron mines.&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
Cross breed of a bronze dragon and a coal stone dragon, the Hematite dragon differs primarily in its habitat of deep iron rich caves. Hematite dragons tend to be simpler than some of their glittery cousins, but what they lack in shine they more than make up for in power. Hematite dragons are hard working and kind, often helping lost cave explorers find their way out. They are natural burrowers and can move through earth almost like it was water. They are extremely shy and do not like to be seen. They are difficult to trust but if you ever earn it, you'll have a friend for life. When they are young their scales are dark with red oxidizing like unprocessed ore and as they age they tend to become shinier like highly polished steel. They have powerful thick limbs and bodies with wide claws perfect for digging. Their crests are built to displace earth and aid in burrowing.&lt;br /&gt;
&lt;br /&gt;
Most hematite dragons avoid combat if possible unless defending an innocent or their lair or are otherwise cornered. They'll use dive tactics, moving into the ground and springing out to strike before burrowing again. They are magical and sometimes druidic and will often unleash magic needed to pacify a situation rather than kill things outright.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Gravel&amp;diff=53946</id>
		<title>Dragon, Gravel</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Gravel&amp;diff=53946"/>
		<updated>2023-07-30T16:44:52Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page, added IC information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Gravel dragons are hybrids of [[Dragon, Brass|Brass]] and [[Dragon, Granite|Granite]] dragons.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Gravel dragons are [[Alignment|True Neutral]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Volcanic hills, deserts.&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
Born of unusual unions between brass and granite dragons, gravel dragons tend to be less inclined towards extremes of behavior that their parents exhibit and instead usually attempt to reconcile the conflicts arising from their background, taking solace in viewing the world through a lens which stresses the importance of balance in their environments. Where other dragons, even metallic ones tend to look for and collect vast amounts of gold and items for their hoards, gravel dragons tend to take only what they need, doing their best to keep their foot print upon their surrounding environment low.&lt;br /&gt;
&lt;br /&gt;
Gravel dragons resemble a stouter version of a brass dragon, roughly similar in shape but with a wider set of shoulders, slightly greater height and less pronounced head plates, as well as longer and thicker chin horns that come together at the ends. Their scales are similar in coloration to granite dragons with varying shades of dark to light grey, though all younger gravel dragons tend to have a metallic shimmer to these scales giving them the appearance of quasi-silver dragons on occasion. This metallic glimmer fades with age, while the scales themselves gain a light sprinkling of red. Gravel dragons have similar eyes to granite dragons though rather than black eyes with grey-red pupils, they have grey eyes with dark-grey pupils that flash with a metallic glimmer.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Bauxite&amp;diff=53945</id>
		<title>Dragon, Bauxite</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Bauxite&amp;diff=53945"/>
		<updated>2023-07-30T16:42:28Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Bauxite dragons are hybrids of [[Dragon, Hematite|Hematite]] and [[Dragon, Pyrite|Pyrite]] dragons.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Bauxite Dragons are always [[Alignment|Lawful Evil]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Iron-rich mountains and iron mines.&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
The offspring of an hematite and Pyrite dragon, the Bauxite dragon is almost like the cruel version of an hematite dragon. They often trick creatures deeper into old mines and dark places to either consume them or enslave them. Their bodies tend to be large and brutish and most end up stuck in deep dark caverns and never see the light of day. Unlike their distant hematite cousins, they are terrible burrowers and must rely on their trickery and slaves to get the things they need rather than traverse deep dark tunnels themselves. Older Bauxite dragons are often very lazy.&lt;br /&gt;
&lt;br /&gt;
Bauxite dragons love combat in the rare circumstances that they get it, but they also do not like a fair fight. If conditions are not optimal, they will often attempt to negotiate more favorable conditions often through trickery and deceit. They have a few natural talents to let them charm their prey into submission or servitude, and when all else fails, they can regurgitate molten metal (they often consume large amounts of iron as part of their diet). They are often natural sorcerers but some in their laziness become wizards instead as their long lazy life often gives them plenty of opportunity to read.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Azurite&amp;diff=53944</id>
		<title>Dragon, Azurite</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Azurite&amp;diff=53944"/>
		<updated>2023-07-30T16:40:46Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Azurite dragons are hybrids of [[Dragon, Copper|Copper]] and [[Dragon, Limestone|Limestone]] dragons.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Azurite Dragons are always [[Alignment|Chaotic Neutral or Chaotic Evil]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Large bodies of water and coral reefs. Some nomadic Azurites live within storm cells.&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
Riders of the storm, these hybrid of Limestone and Copper dragons feel most at home in large bodies of water. Unlike most dragons, they are extremely nomadic until they reach old age, where they tend to find a deep lake, harbor, or coral reef to settle in. While nomadic, they are storm chasers, often following massive storm cells all over the world. When it dissipates, they use their natural weather sense to find the next one. This means they tend to stay in oceanic areas rather than on land, usually only coming to land in the eye of a hurricane or similar storm cell. They are often druids and priests, predominantly following [[Verossa]].&lt;br /&gt;
&lt;br /&gt;
Like the storms they chase, they are ferocious when angered. Areas of over fishing or other damage to natural water may find themselves in the middle of a massive storm cell with unnatural lightning strikes. These dragons will call storms to them if there isn't one present and use both spells and their breath to rain natural hell upon their foes. They rarely land and prefer to remain in the sky during their assaults. If forced onto land, they will continue to rain down hell from the sky above until slain or victory is achieved.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Bauxite&amp;diff=53943</id>
		<title>Dragon, Bauxite</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Bauxite&amp;diff=53943"/>
		<updated>2023-07-30T16:40:22Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page, added IC information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Bauxite dragons are hybrids of [[Dragon, Copper|Copper]] and [[Dragon, Limestone|Limestone]] dragons.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Bauxite Dragons are always [[Alignment|Lawful Evil]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Iron-rich mountains and iron mines.&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
The offspring of an hematite and Pyrite dragon, the Bauxite dragon is almost like the cruel version of an hematite dragon. They often trick creatures deeper into old mines and dark places to either consume them or enslave them. Their bodies tend to be large and brutish and most end up stuck in deep dark caverns and never see the light of day. Unlike their distant hematite cousins, they are terrible burrowers and must rely on their trickery and slaves to get the things they need rather than traverse deep dark tunnels themselves. Older Bauxite dragons are often very lazy.&lt;br /&gt;
&lt;br /&gt;
Bauxite dragons love combat in the rare circumstances that they get it, but they also do not like a fair fight. If conditions are not optimal, they will often attempt to negotiate more favorable conditions often through trickery and deceit. They have a few natural talents to let them charm their prey into submission or servitude, and when all else fails, they can regurgitate molten metal (they often consume large amounts of iron as part of their diet). They are often natural sorcerers but some in their laziness become wizards instead as their long lazy life often gives them plenty of opportunity to read.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dragon,_Azurite&amp;diff=53942</id>
		<title>Dragon, Azurite</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dragon,_Azurite&amp;diff=53942"/>
		<updated>2023-07-30T16:37:58Z</updated>

		<summary type="html">&lt;p&gt;Lycanthropy: Created page, added IC information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Origin ====&lt;br /&gt;
Azurite dragons are hybrids of [[Dragon, Copper|Copper]] and [[Dragon, Limestone|Limestone]] dragons.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Azurite Dragons are always [[Alignment|Chaotic Neutral or Chaotic Evil]].&lt;br /&gt;
&lt;br /&gt;
==== Habitat ====&lt;br /&gt;
Large bodies of water and coral reefs. Some nomadic Azurites live within storm cells.&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
Riders of the storm, these hybrid of Limestone and Copper dragons feel most at home in large bodies of water. Unlike most dragons, they are extremely nomadic until they reach old age, where they tend to find a deep lake, harbor, or coral reef to settle in. While nomadic, they are storm chasers, often following massive storm cells all over the world. When it dissipates, they use their natural weather sense to find the next one. This means they tend to stay in oceanic areas rather than on land, usually only coming to land in the eye of a hurricane or similar storm cell. They are often druids and priests, predominantly following Verossa.&lt;br /&gt;
&lt;br /&gt;
Like the storms they chase, they are ferocious when angered. Areas of over fishing or other damage to natural water may find themselves in the middle of a massive storm cell with unnatural lightning strikes. These dragons will call storms to them if there isn't one present and use both spells and their breath to rain natural hell upon their foes. They rarely land and prefer to remain in the sky during their assaults. If forced onto land, they will continue to rain down hell from the sky above until slain or victory is achieved.&lt;/div&gt;</summary>
		<author><name>Lycanthropy</name></author>
	</entry>
</feed>