In Haze, a modification of Neverwinter Nights (NWN), we've introduced several core changes that impact the game mechanics. These alterations are crucial for an enhanced gameplay experience but do not fit into other specific categories. Below is a comprehensive list of these changes.
In Haze, the Damage Reduction (DR) mechanics have been modified. Unlike the standard NWN system where Attack Bonus (AB) can overcome DR, Haze requires a full enhancement bonus on a weapon.
The shield mechanics in Haze have been revised. Instead of using 'Shield Proficiency,' shield usage is determined by your armor proficiency:
While under the Frightened Condition, players will receive:
Haze introduces a custom system for whispers and listening. If someone whispers within your talk range, you perform a Listen Check, influenced by distance and other factors, to potentially overhear the whisper. This system allows for eavesdropping on distant conversations, giving you the chance to hear information not meant for you.
Status effects impacting hearing are more realistic in Haze:
Haze modifies the carry weight system of NWN:
The Monk AC bonus in Haze is prevented if you:
Druids in Haze:
Haze offers various ways to gain and control up to 5 Companions that follow you on your adventures, including:
Note: Use the !v
command to communicate as your Companion in ways that make sense in-character (IC). For multiple Companions, use !v
and target a specific one. Please use this feature responsibly.
To prevent kiting:
⚠️ DO NOT KITE ENEMIES!
In Haze, domination is not absolute:
Backpacks in Haze:
Swarm Creature types in Haze:
The below traps all have crafting recipes at the time of editing this wiki page:
Type | Strength | Target | Damage | Special | Save | DC | Detect DC | Set DC | Disarm DC |
---|---|---|---|---|---|---|---|---|---|
spike | wooden | single creature | 1d6 piercing | - | reflex | 15 | 15 | 10 | 15 |
minor | single creature | 2d6 piercing | - | reflex | 15 | 15 | 15 | 20 | |
average | single creature | 3d6 piercing | - | reflex | 15 | 15 | 20 | 25 | |
strong | single creature | 5d6 piercing | - | reflex | 15 | 15 | 25 | 30 | |
deadly | single creature | 8d6 piercing | - | reflex | 15 | 15 | 30 | 35 | |
acid splash | minor | 5 ft radius | 2d4 acid | - | reflex | 15 | 15 | 15 | 20 |
average | 5 ft radius | 3d4 acid | - | reflex | 15 | 15 | 20 | 25 | |
strong | 10 ft radius | 5d4 acid | - | reflex | 15 | 15 | 25 | 30 | |
deadly | 10 ft radius | 8d4 acid | - | reflex | 15 | 15 | 30 | 35 | |
fire | minor | 5 ft radius | 2d4 fire | - | reflex | 15 | 15 | 15 | 20 |
average | 5 ft radius | 3d4 fire | - | reflex | 15 | 15 | 20 | 25 | |
strong | 10 ft radius | 5d4 fire | - | reflex | 15 | 15 | 25 | 30 | |
deadly | 10 ft radius | 8d4 fire | - | reflex | 15 | 15 | 30 | 35 | |
sonic | minor | 10 ft radius | 2d4 sonic | stun, 2 rounds | will | 15 | 15 | 15 | 20 |
average | 10 ft radius | 3d4 sonic | stun, 2 rounds | will | 15 | 15 | 20 | 25 | |
strong | 10 ft radius | 5d4 sonic | stun, 2 rounds | will | 15 | 15 | 25 | 30 | |
deadly | 10 ft radius | 8d4 sonic | stun, 2 rounds | will | 15 | 15 | 30 | 35 | |
tangle | minor | 5 ft radius | - | slow, 2 rounds | reflex | 12 | 15 | 15 | 20 |
average | 5 ft radius | - | slow, 2 rounds | reflex | 15 | 15 | 20 | 25 | |
strong | 5 ft radius | - | entangle, 2 rounds | reflex | 12 | 15 | 25 | 30 | |
deadly | 5 ft radius | - | entangle, 2 rounds | reflex | 15 | 15 | 30 | 35 |
Gas trap strength | Initial damage | Secondary damage | Save DC | Detect DC | Set DC | Disarm DC |
---|---|---|---|---|---|---|
minor | 1d2 constitution | 1d2 dexterity | 15 | 15 | 15 | 20 |
average | 1d4 constitution | 1d4 dexterity | 15 | 15 | 20 | 25 |
strong | 1d6 constitution | 1d6 dexterity | 15 | 15 | 25 | 30 |
deadly | 2d4 constitution | 2d4 dexterity | 15 | 15 | 30 | 35 |
The below traps are not craftable at the time of writing this wiki, but are used in dungeons and other locations
Type | Strength | Target | Damage | Special | Save | DC | Detect DC | Set DC | Disarm DC |
---|---|---|---|---|---|---|---|---|---|
acid blob | minor | single creature | 2d4 acid | paralysis, 2 rounds | reflex | 15 | 15 | 30 | 35 |
average | single creature | 3d4 acid | paralysis, 3 rounds | reflex | 15 | 15 | 30 | 35 | |
strong | single creature | 5d4 acid | paralysis, 4 rounds | reflex | 15 | 15 | 30 | 35 | |
deadly | single creature | 8d4 acid | paralysis, 5 rounds | reflex | 15 | 15 | 30 | 35 | |
frost | minor | single creature | 2d4 cold | paralysis, 1 round | fortitude | 15 | 15 | 30 | 35 |
average | single creature | 3d4 cold | paralysis, 2 rounds | fortitude | 15 | 15 | 30 | 35 | |
strong | single creature | 5d4 cold | paralysis, 3 rounds | fortitude | 15 | 15 | 30 | 35 | |
deadly | single creature | 8d4 cold | paralysis, 4 rounds | fortitude | 15 | 15 | 30 | 35 | |
negative | minor | single creature | 2d4 negative | -1 strength | fortitude | 15 | 15 | 30 | 35 |
average | single creature | 3d4 negative | -1 strength | fortitude | 15 | 15 | 30 | 35 | |
strong | single creature | 5d4 negative | -2 strength | fortitude | 15 | 15 | 30 | 35 | |
deadly | single creature | 8d4 negative | -1 level | fortitude | 15 | 15 | 30 | 35 | |
electrical | minor | 4 creatures, 15 ft radius | 2d4 electrical | - | reflex | 15 | 15 | 15 | 20 |
average | 5 creatures, 15 ft radius | 3d4 electrical | - | reflex | 15 | 15 | 20 | 25 | |
strong | 6 creatures, 15 ft radius | 5d4 electrical | - | reflex | 15 | 15 | 25 | 30 | |
deadly | 7 creatures, 15 ft radius | 8d4 electrical | - | reflex | 15 | 15 | 30 | 35 |