What to know before you go.

Beware the lightning! Weather is integral to the experience in Arenthyor.
Below are special customizations to the Neverwinter Nights game that player should be aware of when designing characters or expect to see within the world of Arenthyor.
This is not an exhaustive list, but focuses on the key differences that may affect a PC's choices.
Click on each customization to learn more.
Area Transitions During combat
PCs are not permitted to transition from one area to another while 'in combat'. Combat is defined as active combat or the ~6 seconds after combat when the combat music is still playing and the Rest icon is yellowed-out. Make sure that combat occurs sufficiently far from a transition point that, should you need to flee, you can safely exit combat before entering the transition. When entering an area, do not stay immediately near the transition point. Move into the area to give yourself the option to return.
Weather effects
Whether it is raining, snowing, or the heat of the summer, the weather in Arenthyor has been dramatically affected by the Riftening. Lightning can thunder from the sky, driving into the ground right next to you. Hail and pummel the ground around you. Oppressive heat from the scorching sun can beat upon your armored back. These elements can work against you as you trudge through the mud to the cave opening, the frostbite on your fingertips slowing your reflexes.
death and dying
Dying results in the dropping of a random non-plot item in your backpack. Death results in the loss of some xp, though raising or resurrection will prevent this penalty. Death as a result of CvC do not result in penalties or dropped items. You will be returned to the mortal realm provided that you have curried enough favor with your deity in order to warrant their attention (via praying at the altar to your god or by tithing gold at the temple). If you die and your reputation is not at a sufficient level to beg the attention of your god, you will be required to sell a portion of your soul in order to return to the material plane. You may only sell your soul a number of times based upon your level. If, over time, you have ended up selling too much of your soul, well, the Devils will have their due...
resting
Players do not regain full hit points upon completion of each rest. Instead, the amount of HP regain is based on certain factors. First of all, must remove your armor and shield to rest. Secondly, resting is only allowed every 6 real minutes (~3 hours game-time). Once you begin to rest, HP regain is based on 1 HP regain/level + CON bonus. Additionally, If you have a bedroll and rations in your inventory, you will gain the maximum HP regain. If you lack one, you will regain HPs at half what a full rest would have gained you (because you could not rest well as a result of being uncomfortable (no bedroll) and/or hungry (no rations)). However, a bedroll and rations are not necessary to rest. They only ensure maximum HP regain. Spells will be restored and resting will commence, but without those items, your health will not be improved as much.
spell: arcane spellcasting
Given the world lore of Arenthyor, the "lesser races" were abandoned after their self-proclaimed shepherds, the fey races, fled to their homeland taking with them most magical items and all of their innate knowledge of arcane energies. As of the most recent age, the gnomes have discovered a new path to tap into arcane energies that is different than how the elven wizards command the energies. One key difference is that these lesser races must use a conduit, also known as a spell component, to call forth the arcane energy of the world. Thus, all non-elven characters must be sorcerers and use spell components.
spell: divine spellcasting
Divine spellcasters are calling forth the divine will of their deity. In Arenthyor, that divine will is channeled through the most holy of objects - the holy symbol of the god. Clerics and other divine casters are required to equip their deity's holy symbol (in their torch/shield hand) in order to successfully cast a spell or use divine feats (e.g. turn undead). In addition, divine casting uses a measure of the cleric's reputation with their deity.
Ability: Turn Undead & Rebuke Undead
Evil divine characters Rebuke Undead rather than Turn them, depending upon the Turn Undead attempt. If successful, the PC may be given temporary command of those undead who would have been turned, rather than destroying them or making them run in fear. This ability may also affect undead PC characters, so be warned.
spell: casting & Expertise feat
If your character is casting a spell while in Expertise or Improved Expertise mode, he/she will discontinue use of those feats. As a spellcaster, a character needs to concentrate on his/her spells, whereas the Expertise and Improved Expertise feats are intended simulate going into active defensive maneuver positions (dodging and weaving - focusing on avoiding contact). Spellcasting, which requires focus and concentration, is counter to the physical activity simulated by the Expertise/Improved Expertise feats and therefore cannot be used together. Casters can re-use the Expertise feats once the spell is cast.
spell: summon creature (duration)
Summon Creature (I - IX) spell duration has been altered to be dynamic and scale with the power of the caster and the complexity of the spell, rather than a flat duration regardless of caster level or spell. There is a minimum of 5 hours (10 minutes) and a maximum of 24 hours (48 minutes). Easier summon spells will last longer than harder summon spells (i.e. a 7th level caster will see a longer summon duration from casting Summon Creature I than with Summon Creature III).
Spell: specific spell changes
Continual Light: Applies a permanent light to the item, but also marks the item as stolen, so merchants will not purchase it.
Harm: Modified damage. Now deals 30 points damage + 3pts/level. Casting it on undead (including Vampire PCs) heals them at the same rate.
Heal: Modified heal. Now heals 30 hitpoints +3pts/level. Casting it on undead (including Vampire PCs) inflicts damage at the same rate.
Harm: Modified damage. Now deals 30 points damage + 3pts/level. Casting it on undead (including Vampire PCs) heals them at the same rate.
Heal: Modified heal. Now heals 30 hitpoints +3pts/level. Casting it on undead (including Vampire PCs) inflicts damage at the same rate.
feat: animal Domination
Rangers, Druids, and Shifters are granted an item that emulates their 'dominate animal' ability (up to 2x per day). Once an animal has been charmed (animal, beast, or magical beast), you may use the item on the creature to attempt to dominate it. The DC of the domination attempt is 10+ the DC of the charm DC. If successful, the empathaized creature disappears and a token is put into your inventory. You can use that token to call upon that animal at some other time. The token is a one-time use only item. If you fail the domination attempt, you cannot attempt to dominate that specific creature again. If you do attempt to dominate a creature a second time, you will anger it and it will shrug off your empathy and become hostile again.
feat: Devastating critical
The feat "Devastating Critical" has been suppressed due to game balance issues. You can still take the feat, but it will only deal critical damage as per a normal critical hit. Don't take this feat.
skill: Pickpocket
Pickpocket is allowed, but the action will not take large items (swords, shields, etc...) for which it is unreasonable to assume that those types of items would be stolen easily or without notice.
class: multiclassing
Multiclassing is allowed in Arenthhyor, though if you choose to multiclass, you will be required to continue to level in that new class until you are within 3 levels of your old class. For example, if you are a level 8 fighter and choose to add the rogue class, you will have to take at least 5 Rogue levels before you can level again as a fighter.
class: prestige classes
Prestige classes are locked and characters are unable to level into them without prior DM approval. DMs will collaborate with players to develop a sufficient RP quest/test for PCs wishing to become prestige classes. Upon successful completion of the quest, a PC will be allowed to level into the agreed-upon prestige class.
class: alignment requirements
Alignment plays a special role in Arenthyor. As such, in order to level-up in certain classes, alignments are required to be within certain parameters. Those clasess affected and their alignments include:
Barbarian: Non-Lawful (i.e. no Lawful Good, Lawful Neutral, or Lawful Evil)
Bard: Non-Lawful (i.e. no Lawful Good, Lawful Neutral, or Lawful Evil)
Druid: True Neutral (i.e. no Neutral Good or Neurtral Evil)
Monk: Lawful
Paladin: Lawful Good
Barbarian: Non-Lawful (i.e. no Lawful Good, Lawful Neutral, or Lawful Evil)
Bard: Non-Lawful (i.e. no Lawful Good, Lawful Neutral, or Lawful Evil)
Druid: True Neutral (i.e. no Neutral Good or Neurtral Evil)
Monk: Lawful
Paladin: Lawful Good
item: Wear & Repair
In combat, there is a change that a telling blow by your weapon will slightly damage it. Also, when you are damaged, there is a chance that the impact will damage a piece of your armor (armor is defined as your armor, helmet, gloves/bracers, belt, or boots). If your item is damaged to 0 points, it will break and will be destroyed.
When you find an item, there are 2 things you should check for:
1) Current Charges: This is found in the item's specifications. It shows how many hit points your item currently carries. When damaged, this number decrements. If it reaches 0, the item breaks and is destroyed.
2) Maximum Charges: This is found in the item's text description. It shows how many hit points your item can possibly have when it is fully repaired.
To care for your weapons and armor, visit the local smith in your town. That NPC is able to repair, for a fee, your items to its fullest value. Player character dwarves and elves can repair items for less cost than what an NPC charges.
What's more, player character dwarves and elves can attempt to 'improve' arms and armor by increasing the maximum charges (hit points) that an item has, up to a certain maximum for that item's level. Using the Craft Armor or Craft Weapon skill, player character dwarves and elves can use the Forge of Repair. This activity is more costly than just repairing an item and failure costs gold as well.
When you find an item, there are 2 things you should check for:
1) Current Charges: This is found in the item's specifications. It shows how many hit points your item currently carries. When damaged, this number decrements. If it reaches 0, the item breaks and is destroyed.
2) Maximum Charges: This is found in the item's text description. It shows how many hit points your item can possibly have when it is fully repaired.
To care for your weapons and armor, visit the local smith in your town. That NPC is able to repair, for a fee, your items to its fullest value. Player character dwarves and elves can repair items for less cost than what an NPC charges.
What's more, player character dwarves and elves can attempt to 'improve' arms and armor by increasing the maximum charges (hit points) that an item has, up to a certain maximum for that item's level. Using the Craft Armor or Craft Weapon skill, player character dwarves and elves can use the Forge of Repair. This activity is more costly than just repairing an item and failure costs gold as well.
Persistent save locations
Arenthyor uses a system to automatically retain the last area entered by your character and saves that location to the database. When you re-enter Arenthyor and speak to Lakhesis, she will return you to the same area that you last entered.
Please make sure that you ENTER a safe location before you logout so that when you return, you do not materialize into a difficult situation unprepared.
Additionally, there is an inventory item you can use to manually save your location. There are some special areas that do not allow persistent location saving (quest dungeons, for example). In those cases, you will be returned to the last area you entered that allowed location saving.
Please make sure that you ENTER a safe location before you logout so that when you return, you do not materialize into a difficult situation unprepared.
Additionally, there is an inventory item you can use to manually save your location. There are some special areas that do not allow persistent location saving (quest dungeons, for example). In those cases, you will be returned to the last area you entered that allowed location saving.