Multiclassing is allowed, but you are limited to 3 total classes, including prestige classes.
Also, the core levels for player characters tend to be 7 – 10, so if your character survives very long, it’s best to plan your feats and skills so that they’re optimized for those levels, as you’ll likely be spending most of your time with your character there.
No current changes.
No current changes.
Cleric domains have not been modified since the revival, and there are both changes to clerics relative to pen and paper D&D that have been made both by NWN and further by ALFA.
See the NWN Wiki for NWN cleric changes: http://nwn.wikia.com/wiki/Category:Cleric_domains
See the old ALFA Player Handbook for ALFA cleric changes Category:Cleric domains | NWNWiki | Fandom(page 46): https://drive.google.com/file/d/18vOURDhE690S-c8HftwSNRtCdWGb7x62/view
Druids native to the Moonshae Isles tend to follow the local goddess known as the Earthmother. See the Moonshaes player guide for more.
There’s also some druid stuff on page 48 of the old manual.
An animal companion can be initially “summoned” only in wilderness areas. After that, the animal companion may be called back at any time by use of a whistle found in inventory after the first summons.
A good tank is indispensable. Fighters are really good at lower levels since they can survive in the lower level statics better than most other classes. However, playing a front-line fighter in a higher-level group can be tricky, and they are frequently among the first to go down when things get rough if group tactics are not carefully considered and followed.
Rogues are one of the more useful classes in ALFA Sea of Swords. Aside from serving as extremely valuable scouts for a group, they are able to pick locks and disable traps, which are common in many static dungeons.
This is a beta system and is included on Baldur’s Gate and will be included on other servers once finalized. When you perform a pickpocket, be wary of drawing the attention of your marks, because the guard us often within shouting distance.
A note on scouting
Due to how spawns in dungeons are randomly spawned, there exists a possibility that an unbeatable group of spawns will spawn in an area ahead of you. The successful team will have a scout that will be able to spot such groups before your party, which will in turn know when to turn back.
No current changes.
Feeding no longer heals a familiar. Regeneration, Damage Reduction and Spell Resistance have been removed below HD10.
Familiar permadeath: Acquiring a new familiar is only possible with the help of a DM. The death of a familiar incurs an XP loss multiplied by the PCs level and a knockdown effect if a fortitude save is missed. If the save is made, there is half XP loss and no knockdown. Special ability granted by familiar fades after 60 seconds real time upon death or dismissal of familiar.
Mage Hand will pull mundane objects to the caster.
Open/Close will open and close doors.
Summon Monster (I – IX) summons level-appropriate creatures based on canon that can be selected via the emote ball or radial menu (gear icon). Summon Creature spells have been rescripted to reduce the amount of time an extraplanar ally remains with the wizard per canon. The time limit increases as the wizard increases in skill.
Druids who multiclass—even as a fighter or a ranger—must continue to abide by the druidic vow to abstain from all metal armors. Weapons and gods must still be chosen from those allowed to pure druids. Druid gear and domains in ALFA go by the 3rd Edition Player’s Handbook and not by the Forgotten Realms Campaign Setting.
Monks who multiclass are never again allowed to advance as a monk, having lost the focus required by their stringent lifestyle.
Paladins who multiclass after progressing any distance down the path of becoming a god’s champion
are never again allowed to advance as a paladin. They have voluntarily fallen from the single-minded pursuit of fighting as a holy warrior in their god’s causes.
Prestige classes are available after level 10 and require DM approval.