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Ambrosia

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Ambrosia is atypical in that it is not part of the standard D&D multiverse. It also reflects an attempt to incorporate certain massively-multiplayer features into an NWN player world.

Crafting is developed to a large degree.

Connection information
GameSpy category: not listed
Server name: n/a
Module name: n/a
Direct connect:
Password required: no
Required hakpaks:
 
Player information
Primary game type(s):
Levels played:
Maximum players: nominally 40, in practice no more than 10 due to server lag
Vault type: server vault
Enforce legal characters:
Item level restrictions:
Player vs. player:
 
Server information
Server admin/owner: UOAbigail
DM timezone(s):
Web site: http://ambrosia.washington-tech.com/AmbrosiaPW

[edit] Critique

Note: This section may contain unsubstantiated information, and may have been compiled by biased parties.

Ambrosia is an unusual player world in a number of respects:

  • There are no DMs. The module does not even allow one to log in as a DM due to its size and an NWN bug. The administrator is aware of this and it is in line with his policy.
  • The module is available from the vault.
  • The module is a low-XP world.
  • There are "zoned transitions". That is, one can walk between adjacent maps at every point where they touch instead of only at fixed transitions.

Ambrosia knows few visitors.

[edit] Noteworthy

The builder (UOAbigail) has included much creative scripting in the module.

  • The crafting system is use-based rather than level-based.
  • Ambrosia has a custom spawning system that spawns NPC's in an area as long as a PC is in it. On the one hand this makes for interestingly random spawns, but on the other hand it is totally unintuitive that hostiles continue to spawn in "closed" areas, such as a cave that was swept from the mouth. In these cases, it looks more like a spawning script in action rather than a "natural" occurrence. In addition, this makes it almost impossible to carry out a standard "reconnoitre, plan, fight, withdraw" strategy.
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