Only arcane spell-casters players and henchmen can capture mana sources
Level Range
Players must be lvl17 to enter the pvp arena, a level trainer is present.
Magic Level
High
Schedule
the server usually runs 5pm GMT to 4am GMT.
Treasure
Low
DM Needed
Occasional DM Needed
Experience Rewards
None
PVP
Party PvP
Vault Type
Local
House rules
Fantasy Fortress is a heavily scripted arena setting currently being put through its paces. if something doesn't work, or isn't up to player standards please report it so the problem can be addressed, thank you.
Player Requirements
currently players may bring in their local characters to play, for the duration of the module test runs
Description
FANTASY FORTRESS F.A.Q
Fantasy Fortress is a team arena based on the original NWN classes. Rival teams compete to slay the opposing team's Arch-Wizard. Access to the arena is permitted through a magic portal. A player may only take with them through the portal their equipped gear, from which all enchantments will be stripped. On the other side of the portal enchantments can be added based on a rating system (see enchanting below). At first your team will not have access to the opponent's fortress. Your team must complete arena specific quests, while blocking your rival's quest progression to gain access to the enemy fortress. Fantasy Fortress was never intended to be a "Battle of The Builds", All players who enter the arena will have their level restricted to 17, facilities to level up and remove levels are present. Dont be bashful, work in teams. Just remember if that the party becomes a horde of all your players, that there are other quests that you are neglecting to carryout. Individual kills are not rewarded, instead, the entire team receives sums gold for completing and holding quest locations. Gold can be spent at the fortress store on potions and other items, or gold can be horded till the end and spent on reward items that can pass freely through the portal. Read-on to examine each aspect of gameplay in detail.
Capture Mana Sources - These provide your arch-wizard with magical resources so they can summon monsters and cast spell. The arch wizard has a number of different spell. Only arcane spell casters (Sorcerers, Wizards and Bards) can capture a mana sources however. During the capture countdown the spell caster will be vulnerable, and once they start they cannot abort the capture spell, so it is in the interest of the team's warriors to protect them. Mana is generated every 300 seconds (5mins) from time of capture, if the enemy retakes the source before then all progress is lost. Every time mana is generated the team is rewarded with a larger sum of gold. Success depends on your ability to retake points while holding on to them, with enough mana the arch wizard will easily be able to lay waste to the enemy fortress.
Capture Guard Posts - Limit whos team can access a corresponding door. Controlling a guard post, will often force your rivals to take the long way round, taking pressure off of your mana sources. Anyone may capture a guardpost. Guard Posts also generate a minor amount of gold for the team.
Team Balance:
Teams are assigned automatically when a player enters the arena. Players will be assigned to the team that most needs reinforcing, if this fails and one team drops below a half of the other teams strength, victory will be automatically awarded to the team with the greatest amount of mana.
Henchmen:
An Npc called the Team Captain sell items and henchmen. These Henchman are reduced in level compared to players but are able capture mana sources.
Enchantments and Gear:
Players entering the arena portal will only be allowed to keep their equipped items. All other inventory, and gold will be removed. Make sure that you are prepared before entering! Equipped items will be stripped of all enchantments. Durring the match up players will be able to add enchantments based on a point system. Each player will have 100 points to start with to spend on enchantments rated by power and perceived usefulness. At anytime, enchantments can be removed or added at the globe of enchanting. Over the course of the game, players will be rewarded for quests in gold and more points to spend on enchantments. Items, such as potions, scrolls, can be bought from an Npc Team Captain. After the game, Players will have a another chance to spend their gold at the Reward Items Dealer. These are special items that retain their enchantments when moving through the arena portal.
Summoned Monsters:
Monsters can be summoned by the arch wizard, while weaker they often will out number players 2-1. Each monster type brings its own distinct advantages into play such as certain immunities.
Resting:
Players may rest in the actual arena, however the default resting script has been modified to take longer, and make the player more vulnerable, i.e. find a safe place to nap!
No Movement or Attack Limitations?
There are no movement limitations other than those imposed the game; If you're a fighter expect weaker classes to flee in your terrifying wake! Here's an example of what to do instead of complain, team up with a wizard to cast hold on your mutual foes. If that fails your arch wizard can do it for a sum of mana! Currently every player is restricted to play a level 17 character, however this means that every enemy team player is a target!