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
| Limit | Here | Base game |
|---|---|---|
| Character level | 40 | same |
| Classes on one character | 3 | same |
| Hit points gained on level up | always the maximum for the class | rolled |
| Ability score bought at creation | 18, before racial modifiers | same |
| Negative levels | 100 | same |
A natural 1 on a saving throw is not an automatic failure here. In the base game it is.
Ability scores
| Limit | Here | Base game |
|---|---|---|
| From one item property | +12 | same |
| From effects | +12, and -30 for a penalty | same |
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
| Limit | Here | Base game |
|---|---|---|
| Ranks in a class skill | character level + 3 | same |
| Ranks in a cross-class skill | (character level + 3) / 2, rounded down | same |
| From one item property | +50 | same |
| From effects | +50 | same |
| Spellcraft ranks per +1 to saves against spells | 99 - out of reach at any level | one 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.
| Limit | Here | Base game |
|---|---|---|
| Magic attack bonus counted on the roll | +20 | same |
| From one item property, attack or enhancement | +20 | same |
| From effects | +20 | same |
| Attacks in a single flurry | 5 | same |
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
| Limit | Here | Base game |
|---|---|---|
| Dodge AC from every source together | +20, measured after penalties | same |
| From one item property | +20 | same |
| Armour, shield, natural and deflection AC | do not stack - highest of each kind | same |
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
| Limit | Here | Base game |
|---|---|---|
| From one item property | +20 | same |
| From effects | +20 | same |
| A natural 1 | is not an automatic failure | fails |
Damage and defences
| Limit | Here | Base game |
|---|---|---|
| Damage bonus from one item property | +1000 | +20 |
| Massive criticals from one item property | +1000 | +20 |
| Damage bonus from effects | +100 | same |
| Spell resistance from one item property | 60 | 32 |
| Damage resistance, the X/- kind | 50 | same |
| Damage reduction, the soak kind | 50 | same |
| Damage immunity from one item property | 95% | 100% |
| Regeneration from one item property | 20 | same |
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
| Limit | Here | Base game |
|---|---|---|
| Speed bonus | 1.5x | same |
| Speed bonus, monk | 2.5x | 3.0x |
| Slowest a penalty can make you | 0.125x | same |
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.
| Feat | Here | Base game |
|---|---|---|
| Epic self concealment, ranks 1 to 5 | 20 / 30 / 40 / 60 / 70% | 10 / 20 / 30 / 40 / 50% |
| Epic toughness, per rank | 30 hit points, to 300 at rank 10 | 20, to 200 |
| Defensive stance | +6 Con, +6 dodge AC, +4 saves, +4 Str | +4 / +4 / +2 / +2 |
| Dwarven defender damage reduction | 6 | 3 |
| Extra stunning attacks per day | 5 | 3 |
| Dirty fighting bonus dice | 8 | 4 |
| Epic bane of enemies damage dice | 3 | 2 |
| Epic overwhelming critical die | 2 | 1 |
| Improved power attack, to hit | -5 | -10 |
| Quivering palm base DC | 12 | 10 |
| Two-handed weapon Strength multiplier | 2.0x | 1.5x |
| Taunt modifier | 6 | same |
Party, items and storage
| Limit | Value |
|---|---|
| Henchmen slots | 8 |
| Associate slots in total | 12 |
| Items stored in the vault | 100 |
| Charges on one item | 250, 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.