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Caps and limits

Every number in this game stops somewhere. This page collects the ceilings a character actually runs into - level, ability scores, attack bonus, armour class, saving throws, skills, and what a single item is allowed to give - and says for each one whether A Dawn of Heroes uses the standard Neverwinter Nights value or a different one.

Three different things get called a cap, and they do not add up together:

  • What an item property may hold. An item cannot be built past it, whatever it costs.
  • What an effect may give. Spells, potions, bardsong and anything else that lands as an effect.
  • What the rules count. The +20 attack bonus cap is this kind: the bonus is really on you, the attack roll simply ignores the part above the line.

Character

LimitHereBase game
Character level40same
Classes on one character3same
Hit points gained on level upalways the maximum for the classrolled
Ability score bought at creation18, before racial modifierssame
Negative levels100same

A natural 1 on a saving throw is not an automatic failure here. In the base game it is.

Ability scores

LimitHereBase game
From one item property+12same
From effects+12, and -30 for a penaltysame

Ability bonuses of the same kind do not stack: the highest one applies, and the rest are wasted. Ranks bought at level up are not a bonus and are not capped by either line above.

Skills

LimitHereBase game
Ranks in a class skillcharacter level + 3same
Ranks in a cross-class skill(character level + 3) / 2, rounded downsame
From one item property+50same
From effects+50same
Spellcraft ranks per +1 to saves against spells99 - out of reach at any levelone per 5 ranks

That last line is the one to read twice: because 99 ranks cannot be reached, Spellcraft gives no saving throw bonus on this server. It is still a skill worth having for what else it does, but not for that.

A cross-class rank costs two skill points where a class rank costs one, and the game does not track half ranks.

Attack bonus

The whole of how an attack roll is put together is on the attack bonus page; this is only where it stops.

LimitHereBase game
Magic attack bonus counted on the roll+20same
From one item property, attack or enhancement+20same
From effects+20same
Attacks in a single flurry5same

What the +20 counts is narrower than it looks. It counts the higher of your weapon's attack bonus or its enhancement bonus, plus spells and spell-like abilities - and an activated feat counts as a spell-like ability. It does not count passive feats such as Weapon Focus, Epic Prowess or Epic Weapon Focus, nor feats spent on a single attack. Those stack on top with no ceiling at all, which is why two characters with the same "+20 capped" gear can still land very differently.

Armour class

LimitHereBase game
Dodge AC from every source together+20, measured after penaltiessame
From one item property+20same
Armour, shield, natural and deflection ACdo not stack - highest of each kindsame

Dodge is the only kind of AC that adds up, and the cap is on the net figure - so dodge above +20 is not entirely wasted, it absorbs a dodge penalty such as a taunt before the cap bites.

Saving throws

LimitHereBase game
From one item property+20same
From effects+20same
A natural 1is not an automatic failurefails

Damage and defences

LimitHereBase game
Damage bonus from one item property+1000+20
Massive criticals from one item property+1000+20
Damage bonus from effects+100same
Spell resistance from one item property6032
Damage resistance, the X/- kind50same
Damage reduction, the soak kind50same
Damage immunity from one item property95%100%
Regeneration from one item property20same

Two of those matter more than the others. Item damage and massive criticals run to four figures here, which is what makes high end weapons look nothing like the base game's. And damage immunity stops at 95%: no item on this server can make you completely immune to a damage type, because the 100% step was removed from the table items are built from.

How these layer on each other - what absorbs before what, and what stacks with what - is on Damage and stacking.

Movement

LimitHereBase game
Speed bonus1.5xsame
Speed bonus, monk2.5x3.0x
Slowest a penalty can make you0.125xsame

Feats whose numbers we changed

These are not caps on a character so much as ceilings written into a feat, but they are the other half of the same question.

FeatHereBase game
Epic self concealment, ranks 1 to 520 / 30 / 40 / 60 / 70%10 / 20 / 30 / 40 / 50%
Epic toughness, per rank30 hit points, to 300 at rank 1020, to 200
Defensive stance+6 Con, +6 dodge AC, +4 saves, +4 Str+4 / +4 / +2 / +2
Dwarven defender damage reduction63
Extra stunning attacks per day53
Dirty fighting bonus dice84
Epic bane of enemies damage dice32
Epic overwhelming critical die21
Improved power attack, to hit-5-10
Quivering palm base DC1210
Two-handed weapon Strength multiplier2.0x1.5x
Taunt modifier6same

Party, items and storage

LimitValue
Henchmen slots8
Associate slots in total12
Items stored in the vault100
Charges on one item250, where the base game allows 50

Where these numbers come from

Nothing here is quoted from a description. The character and combat lines come from the server's own ruleset settings and from ruleset.2da in the module; the item property lines come from the cost tables an item is built from (iprp_meleecost, iprp_bonuscost, iprp_damagecost, iprp_srcost, iprp_immuncost, iprp_resistcost, iprp_soakcost, iprp_skillcost); the base game column is the same file as Beamdog ships it. Where a number moves, this page moves with it - tell us at the foot of the page if you catch one that did not.