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		<id>https://wiki.efupw.com/index.php?title=Druid&amp;diff=936</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Druid&amp;diff=936"/>
		<updated>2019-02-25T23:02:50Z</updated>

		<summary type="html">&lt;p&gt;Sn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General=&lt;br /&gt;
&lt;br /&gt;
[[File:Druid.jpg]]&lt;br /&gt;
&lt;br /&gt;
Druids are the guardians of the wilderness and its natural balance, defending their territory against the encroachment of all that is a violation of nature. In EFU druids derive their powers from ancient tradition and nature itself and need not be a servant of a specific deity.  Specifically this means you do not need a god such as &amp;quot;Silvanus&amp;quot; in your deity slot, put you should put something as &amp;quot;Nature&amp;quot; or &amp;quot;Destruction&amp;quot; or whatever is fitting to your druid concept.  Druids that violate key oaths or who do not take their duties seriously will swiftly lose their ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Neutral&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 8+CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Armor (Light, Medium), Shields, Weapon (Druid)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 4+int modifier per level (4+int modifier)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039; Fort High, Will High, Ref Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +3/4 levels&lt;br /&gt;
&lt;br /&gt;
=Druids in EFU: City of Rings=&lt;br /&gt;
&lt;br /&gt;
Druids in EFU: City of Rings do not require the patronage of a specific deity in order to cast spells. Players of druids should generally put something appropriately descriptive within their deity field.&lt;br /&gt;
&lt;br /&gt;
Druid characters must maintain a commitment to a lifestyle that eschews the trapping of conventional civilized life.&lt;br /&gt;
&lt;br /&gt;
In the decayed urban setting of the Rings, this can be a difficult thing. Furthermore, players should be aware that there exists a consistent prejudice within the Rings against all druids (often referred to as &#039;Changelings&#039;) and indeed any who exhibit the power to dramatically change their form.&lt;br /&gt;
&lt;br /&gt;
Druids (or Changelings, as many have come to embrace the term) thus tend to spend time away from settled neighbourhoods and large groups of people, often preferring the company of vermin and stray animals or seeking out patches of wildness.&lt;br /&gt;
&lt;br /&gt;
There exist regions of the Rings that have become overgrown parks or vine-covered patches of wildness, these areas tend to attract the attention of Changelings who seek to expand them or violently protect them from the incursions of others.&lt;br /&gt;
&lt;br /&gt;
Some Changelings possess a connection with the Fey (and perhaps receive their strange powers as a result of it), and tend to exhibit those peculiar characteristics of that strange kind: a childlike capriciousness, a love of tricks and trickery, a wild and ever-changing emotional state, an appreciation for beauty and grotesque oddity to the same degree, and in general a certain passionate eccentricity.&lt;br /&gt;
&lt;br /&gt;
Regardless, all Druids / Changelings should generally adhere to the following guidelines lest they lose their strange powers:&lt;br /&gt;
&lt;br /&gt;
* An aversion to civilization and conventional civilized behavior&lt;br /&gt;
* A refusal to use tools, weapons, and armor that bears too heavy a mark of civilization (limited to druid weapon proficiency weapons with some small exceptions; non-metal armor only)&lt;br /&gt;
* A general respect for nature: animals &amp;amp; plantlife&lt;br /&gt;
* A strong dislike of such practices as: animating the dead, summoning demons &amp;amp; devils, the conjuration of bizarre extra planar creatures from beyond the City, and other acts of high magic&lt;br /&gt;
* There are many reasons for the prejudice and dislike of Changelings within the Rings. But it is widely believed that the presence of Changelings tends to bring bad luck.&lt;br /&gt;
&lt;br /&gt;
=Spellcasting=&lt;br /&gt;
Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.&lt;br /&gt;
&lt;br /&gt;
Custom spell changes: We have introduced a number of new spells.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
*Druid (Level 1):&lt;br /&gt;
**Transmutation&lt;br /&gt;
***Jump&lt;br /&gt;
*Druid (Level 2):&lt;br /&gt;
**Transmutation&lt;br /&gt;
***Cat&#039;s Grace&lt;br /&gt;
***Eagle&#039;s Splendor&lt;br /&gt;
***Fox&#039;s Cunning&lt;br /&gt;
***Owl&#039;s Wisdom&lt;br /&gt;
*Druid (Level 3):&lt;br /&gt;
**Transmutation&lt;br /&gt;
***Mass Ultravision&lt;br /&gt;
*Druid (Level 5):&lt;br /&gt;
**Transmutation&lt;br /&gt;
***Baleful Polymorph&lt;br /&gt;
*Druid (Level 6):&lt;br /&gt;
**Divination&lt;br /&gt;
***Scrying&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=Resting=&lt;br /&gt;
 &lt;br /&gt;
Unlike most other classes in EFU Druids do not require a bedroll or campfire to rest.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=Tracking=&lt;br /&gt;
Starting at level 6 druids are able to track NPCs(not PCs) in the same area as themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is tracking?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tracking in hunting is the science and art of observing a place through animal footprints and other signs, including: tracks, beds, chews, scat, hair, etc. ... So called, &#039;master trackers&#039;, are able to know an animal through its tracks and trails, also known as spoor. These include not only identification and interpretation of tracks, but also scat (or feces), feathers, kills, scratching posts, trails, drag marks, sounds, marking posts, and more. There is a story in most of these marks to be found. The skilled tracker is able to discern these markings and recreate what transpired.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- Wikipedia, on Tracking&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the extra benefits that we provide for rangers and other wilderness oriented characters is a scripted Tracking ability. Rangers get this ability at ranger level two, and druids get it at druid level six. Tracking allows a character to use their keen observation skills to collect information on nearby animals, monsters, and characters without directly observing them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How does tracking work on EFU?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To perform tracking, you can use either the Tracking option in the crafting menu, or the &amp;quot;/c track&amp;quot; voice command. They both do the same thing: your character will stoop for four seconds, and tracking information will be displayed in the combat window.&lt;br /&gt;
&lt;br /&gt;
Successful tracking will yield a list of results. The amount of information conveyed in these results depends on the degree to which the tracker&#039;s roll to track exceeds the prey&#039;s roll to avoid being detected. The following are sample results, in increasing order of success:&lt;br /&gt;
&lt;br /&gt;
    (nothing)&lt;br /&gt;
    Other undistinguishable tracks here.&lt;br /&gt;
    Creature tracks to the N.&lt;br /&gt;
    Small creature tracks to the N.&lt;br /&gt;
    Small creature tracks to the NNW.&lt;br /&gt;
    Small creature tracks to the NNW, nearby.&lt;br /&gt;
    Small animal tracks to the NNW, nearby.&lt;br /&gt;
    Small animal tracks roughly 5 meters to the NNW.&lt;br /&gt;
    Small animal tracks (of the Rabbit of Caerbannog) roughly 5 meters to the NNW.&lt;br /&gt;
&lt;br /&gt;
Tracking is done in EFU using opposed rolls. A tracker&#039;s ability to track his prey is a combination of the following:&lt;br /&gt;
&lt;br /&gt;
    The tracker&#039;s ranger levels.&lt;br /&gt;
    The tracker&#039;s spot and search skills.&lt;br /&gt;
    The tracker&#039;s lore skill, capped by his ranger levels.&lt;br /&gt;
    The distance between the tracker and his prey.&lt;br /&gt;
    Whether the prey is the tracker&#039;s favored enemy.&lt;br /&gt;
    Whether the tracker has special vision (low-light vision or darkvision).&lt;br /&gt;
&lt;br /&gt;
The prey&#039;s ability to confound a tracker is a combination of the following:&lt;br /&gt;
&lt;br /&gt;
    The prey&#039;s size.&lt;br /&gt;
    The weight the prey is carrying.&lt;br /&gt;
    Whether the prey is flying/levitating.&lt;br /&gt;
    The prey&#039;s hide and move silently skills.&lt;br /&gt;
    Whether the prey is moving in Stealth Mode.&lt;br /&gt;
    Whether the prey has the Trackless Step feat.&lt;br /&gt;
&lt;br /&gt;
What environmental factors can affect tracking?&lt;br /&gt;
&lt;br /&gt;
Tracking is easiest in outdoor natural environments. Attempting to track in an indoors environment, or in an artificial environment, will incur a small penalty, due to the decreased number of visible cues (no rocks to displace, no lichen to trample, no mushrooms to brush aside).&lt;br /&gt;
&lt;br /&gt;
What counts as &amp;quot;outdoor&amp;quot; or &amp;quot;artificial&amp;quot; in the Underdark? A mushroom grove is an outdoor natural environment. The streets of Traensyr are an outdoor artificial environment. The interior of the Sanctuary Town Hall is an artificial indoor environment.&lt;br /&gt;
&lt;br /&gt;
Certain areas also impose spot and listen modifiers, due to low amounts of light, constant echoing, or other environmental factors. These modifiers will factor into tracking by changing the effective spot and listen skills of the tracker.&lt;br /&gt;
&lt;br /&gt;
How does Favored Enemy factor into tracking?&lt;br /&gt;
&lt;br /&gt;
Good question! Rangers study their favored enemies and develop a keen understanding of their weaknesses; this understanding allows them to more skillfully track these foes. When attempting to decipher the tracks of a favored enemy, a ranger gets a bonus to their tracking roll.&lt;br /&gt;
&lt;br /&gt;
Furthermore, certain racial types which an ordinary tracker might not be able to tell apart simply by virtue of their tracks (aberration tracks and outsider tracks are both &amp;quot;strange&amp;quot;, magical beast tracks don&#039;t look that different from regular beast tracks, half-elf tracks look very similar to human tracks, et cetera) can be distinguished by a tracker for whom such creatures are favored enemies.&lt;br /&gt;
&lt;br /&gt;
This emphasizes the favored enemy choice. A tracker with Favored Enemy: Aberrations isn&#039;t just a tracker: he is an aberration hunter, who can track aberrations better than his peers and identify the fine distinctions between an ordinary vrock&#039;s talon scratches and a hated hook horror&#039;s claw marks.&lt;br /&gt;
&lt;br /&gt;
Does tracking properly identify the racial types of subrace PCs?&lt;br /&gt;
&lt;br /&gt;
Yes! If you are attempting to track a goblin or kobold PC, they will show up as goblinoid or reptilian, not halfling (the base racial type which those subraces are built upon in our subrace system). Everything will work as expected, when it comes to tracking subrace characters.&lt;br /&gt;
&lt;br /&gt;
How does filtering work for the &amp;quot;/c track&amp;quot; command?&lt;br /&gt;
&lt;br /&gt;
You can use filtering to reduce the number of results shown when performing tracking. For example, consider a tracker searching a crypt for a drow necromancer. The crypt contains sixteen skeletons, the drow necromancer, and a stealthy drow assassin. Regular tracking results might look like:&lt;br /&gt;
&lt;br /&gt;
    Other undistinguishable tracks here.&lt;br /&gt;
    Medium-sized elf tracks to the WSW, very distant.&lt;br /&gt;
    Medium-sized undead tracks to the WSW, distant.&lt;br /&gt;
    Medium-sized undead tracks to the SSW, distant.&lt;br /&gt;
    Medium-sized undead tracks to the SSW, distant.&lt;br /&gt;
    Medium-sized undead tracks to the SSW, distant.&lt;br /&gt;
    Medium-sized undead tracks to the SSW, distant.&lt;br /&gt;
    Medium-sized undead tracks to the SSW, distant.&lt;br /&gt;
&lt;br /&gt;
(...repeated ten more times...)But the tracker doesn&#039;t care about the list of skeletons! Is there a way to get tracking results about the drow whom you care about, without having the flood of results about the skeletons, whom you don&#039;t?&lt;br /&gt;
&lt;br /&gt;
Yes. Use &amp;quot;/c track -race elf&amp;quot;, and the only result you get is &amp;quot;Medium-sized elf tracks to the WSW, very distant.&amp;quot; This removes all of the undesirable information about the skeletons. Notice that it also removes the first result about indistinguishable tracks, coming from the stealthy drow assassin -- despite the fact that he is actually drow, your tracking results weren&#039;t accurate enough to determine that he was drow, and so he got filtered out.&lt;br /&gt;
&lt;br /&gt;
You can do the same trick to filter out creatures by size category, or by name, using &amp;quot;/c track -size&amp;quot; and &amp;quot;/c track -name&amp;quot;. Filters can also be combined, so to get only results about medium-sized goblinoids, you can do &amp;quot;/c track -size medium -race goblinoid&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Divine Wands=&lt;br /&gt;
&lt;br /&gt;
Druids are able to use wands crafted by divine spell-casters.&lt;br /&gt;
&lt;br /&gt;
=Animal Companions=&lt;br /&gt;
&lt;br /&gt;
The Animal Companion system has been customized for EfU. More information on animal companions can be found [https://wiki.efupw.com/index.php?title=Animal_Companions here]&lt;br /&gt;
&lt;br /&gt;
EFU uses a more dynamic animal companion system where you have to find the companion yourself in the wilderness of the Underdark. A Player Tool called Train Companion is available at the time your ranger or druid receive the Summon Animal Companion feat. By targeting an animal empathized creature, you learn if the animal can be trained as a companion, if you have enough levels (druid and ranger levels) to train the animal, the XP cost of doing so, whether it will replace your old animal companion and ask you to confirm. Repeatedly targeting the animal with the player tool will then turn the animal into your new animal companion.&lt;br /&gt;
&lt;br /&gt;
Use of the Summon Animal Companion feat will call upon the trained animal companion. However, if the animal companion dies it is dead for good and you will have to train a new animal. There is no XP cost for the animal dying.&lt;br /&gt;
&lt;br /&gt;
You can name your animal companion through the voice command:&lt;br /&gt;
    /c name_companion Biter&lt;br /&gt;
&lt;br /&gt;
Which will name your companion Biter. It usually takes a few seconds after the animal companion is summoned or the voice command is issued before you can see the change. Alternatively, you may have to enter a new area. Only one name (no surnames) can be applied at this time.&lt;br /&gt;
&lt;br /&gt;
The start area also have a selection of starting animal companions from the surface. See the parrot.&lt;br /&gt;
&lt;br /&gt;
With this change it is possible for us to give you unique custom animal companions. If you get one of these, remember that death is final.&lt;br /&gt;
&lt;br /&gt;
Also there are some commands available for your companion:&lt;br /&gt;
    /c astealth a      &amp;lt;i&amp;gt;Puts your companion in stealth mode.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    /c adetect a       &amp;lt;i&amp;gt;Puts your companion in detect mode.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    /v a      &amp;lt;i&amp;gt;Speaks through your companion.  You do not actually speak through your companion, but you can make it say things such as &amp;quot;Growls&amp;quot;.  Type /v a &amp;quot;Growls&amp;quot;.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Wildshapes=&lt;br /&gt;
&lt;br /&gt;
The Wildshapes available to Druids have been significantly altered to a custom system that allows a much larger variety of forms, some of which are unlocked at higher level or through applications. Additionally your base physical stats before adjustments from buffs now affect the the power of your forms. The exact effects of these custom forms are not publicly disclosed and must be discovered in game.&lt;br /&gt;
&lt;br /&gt;
In addition your character&#039;s own physical scores translate into bonuses for the wildshapes. Note that this corresponds to your unmodified score, meaning buffs will not be taken into account. The bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039;&lt;br /&gt;
    11 -- +1 piercing damage&lt;br /&gt;
    13 -- +1 piercing damage, +1 AB&lt;br /&gt;
    15 -- +2 piercing damage, +1 AB, 1/+1 damage reduction (can pierce through damage reduction +1).&lt;br /&gt;
    17 -- +2 piercing damage, +2 AB, 1/+2 damage reduction (can pierce through damage reduction +2).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039;&lt;br /&gt;
    11 -- +1 hide/move silently,&lt;br /&gt;
    13 -- +2 hide/move silently, 5% concealment versus ranged&lt;br /&gt;
    15 -- +3 hide/move silently, 10% concealment versus ranged, +1 AC&lt;br /&gt;
    17 -- +4 hide/move silently, 15% concealment versus ranged, +2 AC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039;&lt;br /&gt;
    11 -- +1 con&lt;br /&gt;
    13 -- +2 con&lt;br /&gt;
    15 -- +3 con, +5% physical damage immunity&lt;br /&gt;
    17 -- +4 con, +10% physical damage immunity&lt;br /&gt;
&lt;br /&gt;
Wildshape bonuses lost when the skin refreshes can be reset with the command: &lt;br /&gt;
    /c wildshape_reset  &lt;br /&gt;
This can be used an unlimited amount of times once you have wildshaped at least once.  Please do not abuse this. &lt;br /&gt;
&lt;br /&gt;
Existing wildshapes which require an application:&lt;br /&gt;
&lt;br /&gt;
**Great Lizard&lt;br /&gt;
**Ancient Cave Bear&lt;br /&gt;
**Great Black Wolf&lt;br /&gt;
**Lesser Water Elemental&lt;br /&gt;
**Lesser Fire Elemental&lt;br /&gt;
**Lesser Earth Elemental&lt;br /&gt;
**Lesser Air Elemental&lt;br /&gt;
&lt;br /&gt;
=Natural Swiftness=&lt;br /&gt;
Starting at level 3 Druids begin to move more quickly in natural areas.  10% movement speed increase if the PC has at least 3 druid levels, and is in a wilderness (caves) area.&lt;br /&gt;
&lt;br /&gt;
    15% movement speed increase if the PC has at least 6 druid levels, and is in a wilderness (caves) area&lt;br /&gt;
    20% movement speed increase if the PC has at least 9 druid levels, and is in a wilderness (caves) area.&lt;br /&gt;
&lt;br /&gt;
=Restrictions=&lt;br /&gt;
Druids restrict themselves to non-metal armor and weapons that are permitted by the Druid Class Weapon Proficiency feat. Other weapon types may be considered by DMs on a case by case basis (generally we permit druids to use the favored weapon of their divine patron). All druids should be vigorously opposed to the undead, aberrations, and the encroachment of civilization upon the wild.&lt;br /&gt;
&lt;br /&gt;
=Kits=&lt;br /&gt;
Druids have a number of kits available to them, purely optionally, to further specialize their druidic abilities.&lt;br /&gt;
&lt;br /&gt;
==Primordial Druid==&lt;br /&gt;
Available only through application.&lt;br /&gt;
&lt;br /&gt;
Selectable through the crafting menu and additional class perks .  Must be a non-good druid.  Must remain pure druid (except for PrCs).&lt;br /&gt;
&lt;br /&gt;
Calling upon ancient and strange oozes and slimes, Primordial druids believe their wards are the oldest and most important forms of life on Toril. Typically viewing the ooze as a cleansing force of renewal their methods can bring them into conflict with other druids who take a more careful and precise approach to the balance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In the wake of devastation and destruction, some druids have begun to believe that the only way the world can be renewed and balance restored is for the world to be reverted to the primordial slime. By washing away the abominable horrors by a tide of ooze, new and natural life will begin anew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As druid, except:&lt;br /&gt;
&lt;br /&gt;
**Summoning theme set to ooze&lt;br /&gt;
**Animal companion works similarly as Ooze Devout ooze familiar (degrade tool, can be fed, etc.)&lt;br /&gt;
**25% acid immunity at level 8&lt;br /&gt;
**Access to minor slime form polymorph at level 5, more powerful slime at 8&lt;br /&gt;
&lt;br /&gt;
==Rot Druid==&lt;br /&gt;
Available only through application.&lt;br /&gt;
&lt;br /&gt;
Based primarily in their veneration of the dark deity of Rot, Moander, Rot Druids spread decay, rot, disease and often form alliances with a strange race of insectoid people; the formians. Their ways represent the natural decay of life. Rot Druids gain access custom wild shape forms and if they apply for the Rot lair get some other specialized benefits.  A very difficult class to gain, but perhaps harder to play.  It may require extreme loneliness and few if any allies.&lt;br /&gt;
&lt;br /&gt;
Special Rot shapes:&lt;br /&gt;
&lt;br /&gt;
**Rothive Taskmaster&lt;br /&gt;
**Rothive Myrmarch&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Sn</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Player_Tools&amp;diff=822</id>
		<title>Player Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Player_Tools&amp;diff=822"/>
		<updated>2019-02-02T11:22:55Z</updated>

		<summary type="html">&lt;p&gt;Sn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Player Tools=&lt;br /&gt;
&lt;br /&gt;
Accessible through the crafting menu (right click on your character, click on the icon directly left on the wheel, and on the second wheel click on the anvil directly upwards), there are 10 player tool slots, each of which can be given a player tool. These act as feats and can be put onto the quickslot bar or accessed directly through right clicking on the slot you wish to put it in, or on yourself. Then choose the direct left circle option on the radial menu, and the class tool (in the bottom left on the second option circle) where they can be found (the wand-looking icons). Simply hover the mouse over them to see which player tool slot it relates to.&lt;br /&gt;
&lt;br /&gt;
==How to use them?==&lt;br /&gt;
===Step 1 - Accessing the Crafting Menu===&lt;br /&gt;
&lt;br /&gt;
To access the tools, right click on your character and navigate to the crafting menu - the anvil icon.&lt;br /&gt;
&lt;br /&gt;
[[File:001.jpg]]&lt;br /&gt;
[[File:002.jpg]]&lt;br /&gt;
[[File:003.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Step 2 - Binding the Tools===&lt;br /&gt;
&lt;br /&gt;
Binding a tool is simple. Pick one of the ten slots available -it does not matter which one, though I recommend binding it to a number you will remember!&lt;br /&gt;
&lt;br /&gt;
[[File:004.jpg]]&lt;br /&gt;
&lt;br /&gt;
Certain classes will have different tools, such as domain powers and relic binding for clerics or a tracking tool for rangers. For the purposes of this guide, &amp;quot;Attune Relic&amp;quot; is being bound to Player Tool 1&lt;br /&gt;
&lt;br /&gt;
[[File:005.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 3 - Using the Tools===&lt;br /&gt;
&lt;br /&gt;
Now that the tool is bound, simply add it somewhere to your hotbar.&lt;br /&gt;
&lt;br /&gt;
[[File:006.jpg]]&lt;br /&gt;
&lt;br /&gt;
The symbol we&#039;re navigating to will look different, as it&#039;s dependent on class. But it will always be in the bottom-left corner of the Special Abilities tab&lt;br /&gt;
&lt;br /&gt;
[[File:007.jpg]]&lt;br /&gt;
&lt;br /&gt;
With the tool on the hotbar, simply use it on the desired object/location (Attune Relic: Click the hotbarred tool, then click the relic you wish to bind to)&lt;br /&gt;
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&#039;&#039;Credit goes to HIPAA for creating the above guide - thanks!&#039;&#039;&lt;br /&gt;
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=Player Tool Types=&lt;br /&gt;
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==Control Companion==&lt;br /&gt;
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This can be used to direct summoned creatures, animal companions, familiars or henchmen, allowing finer control. First, use the player tool on the companion. Then, use the same player tool to click on either a location or an object. If you click on a location, the companion will move to where you clicked. Anything locked will be picked (if the companion has open lock) or bashed. Unlocked doors will be opened, while unlocked chests will always be bashed. If you click on any creature, the companion will attack it.&lt;br /&gt;
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==Attune to Relic==&lt;br /&gt;
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Attune to the targeted relic. By attuning to a relic, a [[Cleric]] gains access to divine magic but only up to the limitations of that attunement. You may only attune to a relic once per rest.&lt;br /&gt;
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==Search Inventory==&lt;br /&gt;
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Attempts to search a PC within close enough range, giving a list of all items in their inventory. Use the player tool on the PC. If they are standing, they will be given a confirmation that they agree to be searched, which they can refuse. If they have been subdued, they can be searched without needing confirmation.&lt;br /&gt;
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==Knock==&lt;br /&gt;
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Can be used to knock on a door, which sends a message *Knock* to everyone in talk distance to both sides of the door (even over transitions). Use the tool and click on the door you wish to knock. This is an alternative to using &#039;&#039;&amp;quot;/c knock&amp;quot;&#039;&#039; when near a door.&lt;br /&gt;
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==Potion Homogenizer==&lt;br /&gt;
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This tool can be used to make potions with identical effects and caster levels stack. If you have two potions with identical names and effects that don&#039;t stack, or two potions with different names but identical effects, simply use the tool on both potions. If this doesn&#039;t work, first check to see the effect of the potion, especially the number in the brackets next to the name of the spell effect. If this number is different, the potions won&#039;t stack even after homogenizing. If the number is the same, try using the homogenizer again after you&#039;ve drunk one of each potion.&lt;br /&gt;
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==Climb Tool==&lt;br /&gt;
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Much like the climbing claw, it allows you to climb up rock faces without a claw, at a higher difficulty rather than with a claw. The way one uses said tool is by going up to a cliff side and clicking its top with the tool.&lt;br /&gt;
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==Harvest Meat==&lt;br /&gt;
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The same as the surgical knife or the meat knife, it allows you to gather meat at a higher difficulty rather than with a knife. To use this tool, select it and then click the corpse of an animal that has not yet faded to a loot bag.&lt;br /&gt;
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==Harvest Poison Glands==&lt;br /&gt;
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A new tool that allows one to gather poisons from creatures such as and not limited to spiders and snakes. To use this tool, select it and then click the corpse of an animal that has not yet faded to a loot bag.&lt;br /&gt;
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==Animate Undead==&lt;br /&gt;
This tool will allow the necromancer to animate a zombie or selected corpse item. This tool can be acquired by [[Sorcerer_Perks#Bone_Warden|Bone Warden]], [[Sorcerer_Perks#Rotbringer|Rotbringer]] and [[Sorcerer_Perks#Carrion_Feaster|Carrion Feaster]] Sorcerers.&lt;br /&gt;
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==Unleash Undead==&lt;br /&gt;
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This tool will allow a necromancer to release the undead he/she animated from control and leave them in a certain place of a server. It requires SF: Necromancy feat. When you release your binding, at most you can expect them to possibly not be hostile to you, though even that may not hold forever. The creatures will be hostile to everyone else.&lt;br /&gt;
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==PVP Tool==&lt;br /&gt;
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As the name implies it is a tool to hostile or not hostile a player target. To use this tool, select the tool then click the player. This will either hostile them if they are not hostiled, or unhostile them if they are.&lt;br /&gt;
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==Examine Mark==&lt;br /&gt;
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Select a creature to examine it. When targeting self, you may see info of your PC, such as XP, Favour, and some class related info. When targeting another PC, you may determine if the PC is trying to be stealthy. A rogue is able to glean details about others that most people don&#039;t notice, the depth of the details provided will depend on a number of factors, including how many rogue levels you possess and the number of ranks of spot or heal skill that you have.&lt;br /&gt;
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==Pick Pocket tool (Rogue only)==&lt;br /&gt;
&lt;br /&gt;
A [[Rogue]] receives a Pick Pocket tool (vanilla NWN pick pocket is disabled). To use it, simply target the PC you’d wish to attempt to rob and the science behind it will do the work. &lt;br /&gt;
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However, please keep in mind, that ultimately Pick Pocket &#039;&#039;is a PvP action&#039;&#039; and you need a DM present if attempting to do so in an NPC populated area.&lt;br /&gt;
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Also – bystanders can spot you picking a pocket, so chose your target and moment wisely. Once you use it, you will have to wait 30 minutes to try again.&lt;br /&gt;
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==Cut Purse tool (Rogue only)==&lt;br /&gt;
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A rogue also receives a Cut Purse tool. It works similar to the Pick Pocket tool (please remember that PVP rules apply!) but there are significant differences:&lt;br /&gt;
&lt;br /&gt;
* You can use Cut Purse more often than Pick Pocket as the 30-minute delay only applies to the target you robbed previously, not the tool itself.&lt;br /&gt;
* Size of the purse matters – for someone with five gold coins, losing even one is a major setback and very easy to discern. Get up in the thousands and you may not notice the few gold coins slipping away.&lt;br /&gt;
* Even if you are successful - the target will (after a certain delay) receive a message saying that their purse is missing.&lt;br /&gt;
* If you fail your PC will be dropped out of stealth and an emote forced on your PC indicating that he attempted so.&lt;/div&gt;</summary>
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