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		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=2168</id>
		<title>Small Gods of the City (Local Faiths)</title>
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		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Associated domains are recommendations, not requirements, and a Primary Domain must still be taken to be valid as a Relic Guardian (Cleric).&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;Official Faith of the Realm&#039;&#039;=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;Due to recent in-game events, only one form of worship is legally permitted by the ruling Peerage, and citizenship in the Peerage Ward requires public devotion to it.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==The Lord &amp;amp; Lady==&lt;br /&gt;
&lt;br /&gt;
[[File:Triune.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains:  Nobility, Law, Sun, Travel, War, Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Peerage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The faith of the Lord &amp;amp; Lady is the organised religion of the Peerage Ward, endorsed by the Royal Archives and (supposedly) practised by all members of the nobility and their sworn vassals.  The centre of the mythology revolves around the Lord Departed, who once ruled over the Peerage Ward but left to undertake a quest of errantry to vanquish a Great Evil, leaving his newborn child (often interpreted as a euphemism for the Peerage Ward) in the care of his Lady-in-Waiting - with a Promise made through the blood of their child that he would one day return to her.  Several different interpretations of this myth exist, though all of them revolve around this core plot and character archetypes.&lt;br /&gt;
&lt;br /&gt;
This broad religion is the parent faith of three component parts - the Lady-in-Waiting, the Lord Departed, and the ancient sun deity known as the Promise.  As the primary foundation on which the social structure of the Peerage Ward rests, all citizens of the Ward are expected to profess devotion to this faith - to do otherwise is to invite suspicion, social rejection and potentially even accusations of heresy or dreaded Changeling witchcraft...&lt;br /&gt;
&lt;br /&gt;
Followers of the Lord &amp;amp; Lady are expected to adhere to several commandments, which form the cornerstone of the faith:&lt;br /&gt;
&lt;br /&gt;
 1. To obey their sworn liege, and defend them and their honour unto death.&lt;br /&gt;
 2. To be loyal to the King.&lt;br /&gt;
 3. To attend Communion.&lt;br /&gt;
 4. To be true to their word.&lt;br /&gt;
 5. To condemn other faiths and all Changelings.&lt;br /&gt;
&lt;br /&gt;
Essential to correctly following the Lord &amp;amp; Lady is rejecting other religions as evil and sinister. Only the Lady-in-Waiting and the Lord Departed are bound by the sacred Promise, and so all other deities who seek worship and prayer are tricksters and charlatans who threaten the feudal order and the lawful oaths between a liege and their vassals. Whilst Peers are not expected to be violent towards the unfaithful, it is socially frowned upon to be seen in the company of heretics and making use of their magic or blessings is perceived as sinful and potentially even criminal.&lt;br /&gt;
&lt;br /&gt;
Crucial to being seen as a &#039;proper&#039; devotee of the Lord &amp;amp; Lady is regular attendance at Communion, a sacred ritual which sees the entirety of the Peerage Ward gather at the Grand Vestry to receive a sermon from a member of the ordained clergy. During this ritual, attendants will perform the Rite of Fealty, wherein an offering of blood is made before the altar as a renewal of oaths and promises - be it to friends, family, business partners or one&#039;s liege. As the left palm is commonly used as the cutting place for drawing blood during the Rite of Fealty, having a &#039;Fealty Scar&#039; on one&#039;s left palm is generally regarded as a sign of piety and is an easy way of checking whether another person is a member of the faith. Attendance at Communion is almost always rewarded with prestige, and also serves as an opportunity for particularly noteworthy individuals who have achieved deeds of merit to be acknowledged and praised by the faithful community.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious and pay close attention to the piety of other practitioners. A culture of &#039;competition&#039; to be seen as the most devout is encouraged, and the sacredness of blood as a symbol for trustworthiness and unbreakable promises should be represented in roleplay. Members of House Nephezar and House Sunpurse are the most likely to have this religion feature heavily in their roleplay and faction portrayal, though players from other Houses will also have this religion feature in their roleplay - be they devout practitioners or otherwise.&lt;br /&gt;
&lt;br /&gt;
Practitioners of the Lord &amp;amp; Lady faith have a small selection of religious gestures unique to their culture:&lt;br /&gt;
&lt;br /&gt;
 1. Placing three fingers over the heart when an oath is sworn indicates a pious intention to carry out this duty, and a belief that the oath has been witnessed by the Lord, the Lady and the Promise.&lt;br /&gt;
 2. Tapping the underside of the wrist several times is considered a gesture to ward off evil and bad omens.&lt;br /&gt;
 3. Pressing the forefinger and ring-finger of the right hand into the palm of the left - where the Fealty Scar usually sits - indicates a plea to the Lord &amp;amp; Lady for courage and strength. Often done before a dangerous undertaking or a battle.&lt;br /&gt;
&lt;br /&gt;
Practicing secretive heretical doctrines, unorthodox behaviours, and otherwise being subtly deviant/controversial is allowed if it is suitable for your concept. Understand that doing so is likely to have severe IC consequences if discovered, but is likely to be narratively interesting and fun. Conversely, if religion is not a major theme of your character, it is encouraged for you to practice the religion dutifully and normally if you are a Peerage member.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;Common Faiths&#039;&#039;=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;Although nominally outlawed, the following religious creeds are still popular among the people of the City, especially outside of the Peerage Ward.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
[[File:9god.jpg|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;9 - Chaos, Luck&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 - Death, Undeath&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;7 - Evil, Destruction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;6 - Good, Renewal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;5 - Travel, Portal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 - Knowledge, Spells&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 - Magic, Strength&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 - Healing, Hatred&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 - Law, Fate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity at all and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influence reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with this faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead, followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last, they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God is believed to be the most commonly held among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
[[File:Phanax.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Travel, Luck, Trade, Charm, Portal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Wealthseekers, Hedonists, Politicians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Knowledge, Travel, Ooze, Cavern, Fungus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Scumpickers, Hoarders, Paupers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
[[File:Grandpa.png|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Death, Trickery, Darkness, Luck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Knaves, Criminals, Shadows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about Grandfather, each a different telling, but the local thieves and criminal element of Ring 99, in particular, are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill-fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however, there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard for even those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in-game will be grown over time and noteworthy PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==The Lord Departed==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Magic, Knowledge, Sun, Spells, Nobility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: House Nephezar, Sorcery, the Golden City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From the sacrosanct halls of House Nephezar to the meagre almshouses of the Mongrelwoods, righteous men and women of holy inclination whisper their prayers to the God who once reigned in heaven, awaiting the day He shall return in all His glory to make right all the evils in the world. These desperate prayers take many forms, from pleading to bartering to invitation, but all address the profound absence felt at Heaven&#039;s heart. This absence is what they believe has allowed evil and corruption to take root. &lt;br /&gt;
&lt;br /&gt;
Yet while the Lord has gone from heaven, He has not gone from the world—or so those of the faith believe. By inviting Him into one&#039;s heart, and living a life of purity, faith, and righteousness, the faithful makes ready God&#039;s throne for His renewed ascent.&lt;br /&gt;
&lt;br /&gt;
The House of Nephezar claim a miraculous descent from the Lord Departed and His Blessed Angels, and those among the faith are often drawn to the house, where they perform innumerable liturgies, prayers, and rites in their archaic tongue.&lt;br /&gt;
&lt;br /&gt;
==The Sun==&lt;br /&gt;
&lt;br /&gt;
Among men, the objects which stir most strongly their faith are the primal and elemental forces they witness in motion every day. The most immutable and precious of these forces is the Sun. Accordingly, it is worshipped within the Rings by not one singular cult, but by several. Its followers deny the primacy of other sects and often engage in ritualized contests to prove the virtue of their individual cult. &lt;br /&gt;
&lt;br /&gt;
===Yeman, the Shining Lord===&lt;br /&gt;
&lt;br /&gt;
[[File:Yeman.jpg|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Sun, Law, Fire, Retribution, Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Sun, Glory, Perfection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Chaotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sun in its aspect as a bringer of light and divine majesty to the Ring.  Also called &amp;quot;the Burning Lord,&amp;quot; acolytes can invoke His wrath against the unclean, the unworthy, the unsociable, and the meek.  His followers praise bold action and noble bearing and despise those who are meek or indecisive.   Magistrates, Inquisitors, and the prideful might call this faith their own. &lt;br /&gt;
&lt;br /&gt;
===El, the Sprinting Light===&lt;br /&gt;
&lt;br /&gt;
[[File:Sprint.jpg|Frameless|350px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Sun, Chaos, Air, Travel, Storm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Sun, Freedom, Weather&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Lawful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sun in its aspect as a fickle being of perpetual motion and change.  El sprints jubilantly to the horizon each morning and races the winds across the skies each day, to rest behind the edge of the world each night, nestled in the arms of his gusty lover.  To followers of this flighty faith, the Sun and Sky are one — divine wedlock of wind and light.  Acolytes of this faith can invoke powers of motion and movement, can quicken feet and summon warm winds.  The adventurous, the capricious, and the free might call this faith their own.&lt;br /&gt;
&lt;br /&gt;
===Sa&#039;i, Who Showeth the Way===&lt;br /&gt;
&lt;br /&gt;
[[File:sai.png|Frameless|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Sun, Knowledge, Magic, Fate, Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Sun, Prophecy, Arcana&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sun in its aspect as a bringer of morning revelations. He who Showeth the Way comes garbed in a robe of white light, and carries in one hand a gilded ankh whose shining loop unveils with utmost clarity the divine Truth of the world.  His is the power to unveil the strands of a man&#039;s fate, and His are the keys to unlock every door.  Acolytes of Sa&#039;i can invoke great divinations and are gifted revelations of the ways of magic.&lt;br /&gt;
&lt;br /&gt;
===The Promise===&lt;br /&gt;
&lt;br /&gt;
[[File:promise.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Sun, Death, Repose, Darkness, Healing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Sun, Cycles, Redemption&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sun in its aspect as a being in diaspora, eternally doomed to leave the skies to darkness, but likewise prophesied to forever return.  The followers of this strange faith congregate when their object of worship has left the sky and plunged the world into night.  They light torches, sing praises, and make a great show of remembering the Sun each night, that it might return to them.  During the day they are at peace, confident in the assurance that their nightly rites have ensured the return of the day.  Acolytes of this faith wield powers of hope and renewal, and through strange signs can banish the undead and sunder dark magic.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;Fringe Faiths&#039;&#039;=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;Although the cults following these creeds are rare and small, they stubbornly endure in the remote places of the City.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Healing, Renewal, Suffering, Knowledge, Travel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Philosophers, Mendicants, Flagellants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then, they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Chaos, Animal, Trickery, Illusion, Charm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Transformation, Depravity, Beauty, Mayhem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Chaotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, among dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshipers include artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, the Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
[[File:Pumpkin.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Earth, Undeath, Fungus, Plant, Repose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Necromancers, the Superstitious, Pragmatists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yevathax (sometimes &amp;quot;Yevethax;&amp;quot; the exact spelling is disputed) is a minor deity in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. Its faith is spread through rumours of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that mature into terrible undead creatures that relentlessly attack the would-be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;the Pumpkin Tree&amp;quot; the planar explorers who come across Yevathax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevathax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favour of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevathax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevathax&#039;s colours. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevathax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labour, the defeat of one&#039;s enemies or the defence of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
[[File:Tchunfin.jpg|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Destruction, Strength, Suffering, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Corruption, Slaughter, Madness, Doom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Evil, Application&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper was best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism could strike without warning: it began with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increased in intensity and terror until even waking life was a frenzied affliction of haunted visions. Tchunites, once they fully succumbed to their dreadful faith, became obsessed with performing acts of extreme wickedness in pursuit of the seemingly impossible task of awakening &amp;quot;Tchun the Sleeper.&amp;quot; Merely hearing the name of Tchun could sow the seeds of madness in the weak-minded. It was one of the City&#039;s greatest horrors.&lt;br /&gt;
&lt;br /&gt;
The plague of Tchunism eventually culminated in great cataclysm wherein which Tchun the Sleeper arose at last. The streets ran red with blood. Gentle hearts grew hard and vicious. Cruel madness scythed through every level of society. But as the world teetered on collapse, brave heroes rose to unseat this ancient evil and (at great cost) returned the Sleeper to his slumber. Their efforts sent Tchun&#039;s icy prison hurling toward the darkest, farthest edges of reality, as a dread comet streaking across the night sky. As a consequence of this banishment, Tchunism has widely faded from the world, with only a few scattered holdouts remaining.&lt;br /&gt;
&lt;br /&gt;
Although no new infections of Tchunism are known to occur, if you would like to play a surviving slave of Tchun, feel welcome to send &#039;&#039;&#039;DM whyemmdee&#039;&#039;&#039; a message on the EFU forum to discuss your potential character, or otherwise file a formal application for your concept through &#039;&#039;&#039;[[EFUSL2]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==The Imitation Goddess==&lt;br /&gt;
&lt;br /&gt;
[[File:Imitation.png|Frameless|350px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Chaos, Trickery, Luck, Illusion, Suffering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Lies, Scams, Subterfuge, Delusion, Secrets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Lawful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worshipped as the matron of lies, blind faith, and lost causes- little is known of the woman who calls herself the Imitation Goddess. Currently, she is believed to live somewhere deep within the labyrinthine tenement housing of Ticker Square. She has quickly attracted a small but devoted cult of feverish devotees by plying promises of everything from miraculous cures to escape from the rings.&lt;br /&gt;
&lt;br /&gt;
Her followers divide themselves into two sects. The first, her &amp;quot;White Lies,&amp;quot; are self-described knights of the virtues of blind faith and hopeless causes. The second, her &amp;quot;Black Lies&amp;quot;, are accused of being little more than secretive madmen, revelling in the act of deception. Paradoxically, the two sects have been known to work together closely in matters of faith.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Divine Alphabet==&lt;br /&gt;
&lt;br /&gt;
[[File:Divine Alphabet.jpg|Frameless|350px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Knowledge, Protection, Rune, Spell, Travel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Literacy, Conservation, Secret Patterns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Faith of the Divine Alphabet is a small and obscure cult of itinerant scholars found in occasional pockets throughout the City of Rings. Followers of the faith believe that the Divine and its many potent truths and powers can be grasped through the careful and complete study of the City’s many texts, runes, and glyphs. In these units of abstraction more commonly known as &amp;quot;letters&amp;quot; can be discerned sacred atomicity, geometric beauty, and hidden power. Other gods tend to be dismissed as lower powers that lack divinity but are simply manifestations of the universal truths contained within the complexities of the Alphabet-Divine-So-Inscribed. &lt;br /&gt;
&lt;br /&gt;
Followers of the Divine Alphabet are few in number and lack an organized hierarchy. One legend that is occasionally spoken of is the Burning of the Logeion, an incident in which their Logeion (a principle temple-library) was burned by a mob. It is disputed where the Logeion was located and who was responsible for its destruction, although followers of the Nine Faced God are commonly blamed and indeed there often tends to be considerable hostility between the two sects.&lt;br /&gt;
&lt;br /&gt;
==The Timeless One==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Death, Undeath, Fate, Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Necromancy, Forbidden Lore, Ambition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A relatively new power of undeath, followers of the Timeless One believe the figure holds absolute power over both life and death. Feared equally as animators and murderers, it is said they will stop at nothing in their pursuit of dark knowledge and magic. A holy site of pilgrimage known only as the Bone Gates is whispered of where they are said to leave dark offerings in the hopes of being chosen by the Timeless One to serve eternally.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;Monstrous Faiths&#039;&#039;=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;These vile powers, dressed in rumour and contradiction, are only known to be worshipped by the City&#039;s monsters.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
===Ngog===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Chaos, Strength, Hatred, War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ozod===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Chaos, Spells, Trickery, Renewal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, assassination and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Hidden One==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Earth, Trickery, Plant, Animal, Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Mongrelwoods, Mongrelfolk, Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is said that the freakish changelings who lurk in the Mongrelwoods worship a figure known only as the &amp;quot;Hidden One&amp;quot; and perform gruesome blood rituals in the hope of gaining his favour.&lt;br /&gt;
&lt;br /&gt;
==The Empress==&lt;br /&gt;
&lt;br /&gt;
[[File:SnakeGod.jpg|Frameless|350px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Reptilian, Undeath, Nobility, Fate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Sibilant Empire, Slavery, Regicide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A little known figure spoken of only in fables of a mythical past, the Empress was once the ruler of the Sibilant Empire. Those Lizardfolk still clinging to their former glory revere her with an almost religious fanaticism despite her death many ages ago.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=2167</id>
		<title>Small Gods of the City (Local Faiths)</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=2167"/>
		<updated>2022-04-02T03:46:30Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Associated domains are recommendations, not requirements, and a Primary Domain must still be taken to be valid as a Relic Guardian (Cleric).&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;Official Faith of the Realm&#039;&#039;=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;Due to recent in-game events, only one form of worship is legally permitted by the ruling Peerage, and citizenship in the Peerage Ward requires public devotion to it.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==The Lord &amp;amp; Lady==&lt;br /&gt;
&lt;br /&gt;
[[File:Triune.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains:  Nobility, Law, Sun, Travel, War, Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Peerage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The faith of the Lord &amp;amp; Lady is the organised religion of the Peerage Ward, endorsed by the Royal Archives and (supposedly) practised by all members of the nobility and their sworn vassals.  The centre of the mythology revolves around the Lord Departed, who once ruled over the Peerage Ward but left to undertake a quest of errantry to vanquish a Great Evil, leaving his newborn child (often interpreted as a euphemism for the Peerage Ward) in the care of his Lady-in-Waiting - with a Promise made through the blood of their child that he would one day return to her.  Several different interpretations of this myth exist, though all of them revolve around this core plot and character archetypes.&lt;br /&gt;
&lt;br /&gt;
This broad religion is the parent faith of three component parts - the Lady-in-Waiting, the Lord Departed, and the ancient sun deity known as the Promise.  As the primary foundation on which the social structure of the Peerage Ward rests, all citizens of the Ward are expected to profess devotion to this faith - to do otherwise is to invite suspicion, social rejection and potentially even accusations of heresy or dreaded Changeling witchcraft...&lt;br /&gt;
&lt;br /&gt;
Followers of the Lord &amp;amp; Lady are expected to adhere to several commandments, which form the cornerstone of the faith:&lt;br /&gt;
&lt;br /&gt;
 1. To obey their sworn liege, and defend them and their honour unto death.&lt;br /&gt;
 2. To be loyal to the King.&lt;br /&gt;
 3. To attend Communion.&lt;br /&gt;
 4. To be true to their word.&lt;br /&gt;
 5. To condemn other faiths and all Changelings.&lt;br /&gt;
&lt;br /&gt;
Essential to correctly following the Lord &amp;amp; Lady is rejecting other religions as evil and sinister. Only the Lady-in-Waiting and the Lord Departed are bound by the sacred Promise, and so all other deities who seek worship and prayer are tricksters and charlatans who threaten the feudal order and the lawful oaths between a liege and their vassals. Whilst Peers are not expected to be violent towards the unfaithful, it is socially frowned upon to be seen in the company of heretics and making use of their magic or blessings is perceived as sinful and potentially even criminal.&lt;br /&gt;
&lt;br /&gt;
Crucial to being seen as a &#039;proper&#039; devotee of the Lord &amp;amp; Lady is regular attendance at Communion, a sacred ritual which sees the entirety of the Peerage Ward gather at the Grand Vestry to receive a sermon from a member of the ordained clergy. During this ritual, attendants will perform the Rite of Fealty, wherein an offering of blood is made before the altar as a renewal of oaths and promises - be it to friends, family, business partners or one&#039;s liege. As the left palm is commonly used as the cutting place for drawing blood during the Rite of Fealty, having a &#039;Fealty Scar&#039; on one&#039;s left palm is generally regarded as a sign of piety and is an easy way of checking whether another person is a member of the faith. Attendance at Communion is almost always rewarded with prestige, and also serves as an opportunity for particularly noteworthy individuals who have achieved deeds of merit to be acknowledged and praised by the faithful community.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious and pay close attention to the piety of other practitioners. A culture of &#039;competition&#039; to be seen as the most devout is encouraged, and the sacredness of blood as a symbol for trustworthiness and unbreakable promises should be represented in roleplay. Members of House Nephezar and House Sunpurse are the most likely to have this religion feature heavily in their roleplay and faction portrayal, though players from other Houses will also have this religion feature in their roleplay - be they devout practitioners or otherwise.&lt;br /&gt;
&lt;br /&gt;
Practitioners of the Lord &amp;amp; Lady faith have a small selection of religious gestures unique to their culture:&lt;br /&gt;
&lt;br /&gt;
 1. Placing three fingers over the heart when an oath is sworn indicates a pious intention to carry out this duty, and a belief that the oath has been witnessed by the Lord, the Lady and the Promise.&lt;br /&gt;
 2. Tapping the underside of the wrist several times is considered a gesture to ward off evil and bad omens.&lt;br /&gt;
 3. Pressing the forefinger and ring-finger of the right hand into the palm of the left - where the Fealty Scar usually sits - indicates a plea to the Lord &amp;amp; Lady for courage and strength. Often done before a dangerous undertaking or a battle.&lt;br /&gt;
&lt;br /&gt;
Practicing secretive heretical doctrines, unorthodox behaviours, and otherwise being subtly deviant/controversial is allowed if it is suitable for your concept. Understand that doing so is likely to have severe IC consequences if discovered, but is likely to be narratively interesting and fun. Conversely, if religion is not a major theme of your character, it is encouraged for you to practice the religion dutifully and normally if you are a Peerage member.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;Common Faiths&#039;&#039;=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;Although nominally outlawed, the following religious creeds are still popular among the people of the City, especially outside of the Peerage Ward.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
[[File:9god.jpg|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;9 - Chaos, Luck&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 - Death, Undeath&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;7 - Evil, Destruction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;6 - Good, Renewal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;5 - Travel, Portal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 - Knowledge, Spells&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 - Magic, Strength&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 - Healing, Hatred&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 - Law, Fate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity at all and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influence reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with this faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead, followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last, they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God is believed to be the most commonly held among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
[[File:Phanax.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Travel, Luck, Trade, Charm, Portal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Wealthseekers, Hedonists, Politicians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Knowledge, Travel, Ooze, Cavern, Fungus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Scumpickers, Hoarders, Paupers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
[[File:Grandpa.png|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Death, Trickery, Darkness, Luck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Knaves, Criminals, Shadows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about Grandfather, each a different telling, but the local thieves and criminal element of Ring 99, in particular, are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill-fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however, there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard for even those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in-game will be grown over time and noteworthy PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==The Lord Departed==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Magic, Knowledge, Sun, Spells, Nobility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: House Nephezar, Sorcery, the Golden City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From the sacrosanct halls of House Nephezar to the meagre almshouses of the Mongrelwoods, righteous men and women of holy inclination whisper their prayers to the God who once reigned in heaven, awaiting the day He shall return in all His glory to make right all the evils in the world. These desperate prayers take many forms, from pleading to bartering to invitation, but all address the profound absence felt at Heaven&#039;s heart. This absence is what they believe has allowed evil and corruption to take root. &lt;br /&gt;
&lt;br /&gt;
Yet while the Lord has gone from heaven, He has not gone from the world—or so those of the faith believe. By inviting Him into one&#039;s heart, and living a life of purity, faith, and righteousness, the faithful makes ready God&#039;s throne for His renewed ascent.&lt;br /&gt;
&lt;br /&gt;
The House of Nephezar claim a miraculous descent from the Lord Departed and His Blessed Angels, and those among the faith are often drawn to the house, where they perform innumerable liturgies, prayers, and rites in their archaic tongue.&lt;br /&gt;
&lt;br /&gt;
==The Sun==&lt;br /&gt;
&lt;br /&gt;
Among men, the objects which stir most strongly their faith are the primal and elemental forces they witness in motion every day. The most immutable and precious of these forces is the Sun. Accordingly, it is worshipped within the Rings by not one singular cult, but by several. Its followers deny the primacy of other sects and often engage in ritualized contests to prove the virtue of their individual cult. &lt;br /&gt;
&lt;br /&gt;
===Yeman, the Shining Lord===&lt;br /&gt;
&lt;br /&gt;
[[File:Yeman.jpg|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Sun, Law, Fire, Retribution, Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Sun, Glory, Perfection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Chaotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sun in its aspect as a bringer of light and divine majesty to the Ring.  Also called &amp;quot;the Burning Lord,&amp;quot; acolytes can invoke His wrath against the unclean, the unworthy, the unsociable, and the meek.  His followers praise bold action and noble bearing and despise those who are meek or indecisive.   Magistrates, Inquisitors, and the prideful might call this faith their own. &lt;br /&gt;
&lt;br /&gt;
===El, the Sprinting Light===&lt;br /&gt;
&lt;br /&gt;
[[File:Sprint.jpg|Frameless|350px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Sun, Chaos, Air, Travel, Storm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Sun, Freedom, Weather&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Lawful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sun in its aspect as a fickle being of perpetual motion and change.  El sprints jubilantly to the horizon each morning and races the winds across the skies each day, to rest behind the edge of the world each night, nestled in the arms of his gusty lover.  To followers of this flighty faith, the Sun and Sky are one — divine wedlock of wind and light.  Acolytes of this faith can invoke powers of motion and movement, can quicken feet and summon warm winds.  The adventurous, the capricious, and the free might call this faith their own.&lt;br /&gt;
&lt;br /&gt;
===Sa&#039;i, Who Showeth the Way===&lt;br /&gt;
&lt;br /&gt;
[[File:sai.png|Frameless|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Sun, Knowledge, Magic, Fate, Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Sun, Prophecy, Arcana&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sun in its aspect as a bringer of morning revelations. He who Showeth the Way comes garbed in a robe of white light, and carries in one hand a gilded ankh whose shining loop unveils with utmost clarity the divine Truth of the world.  His is the power to unveil the strands of a man&#039;s fate, and His are the keys to unlock every door.  Acolytes of Sa&#039;i can invoke great divinations and are gifted revelations of the ways of magic.&lt;br /&gt;
&lt;br /&gt;
===The Promise===&lt;br /&gt;
&lt;br /&gt;
[[File:promise.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Sun, Death, Repose, Darkness, Healing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Sun, Cycles, Redemption&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sun in its aspect as a being in diaspora, eternally doomed to leave the skies to darkness, but likewise prophesied to forever return.  The followers of this strange faith congregate when their object of worship has left the sky and plunged the world into night.  They light torches, sing praises, and make a great show of remembering the Sun each night, that it might return to them.  During the day they are at peace, confident in the assurance that their nightly rites have ensured the return of the day.  Acolytes of this faith wield powers of hope and renewal, and through strange signs can banish the undead and sunder dark magic.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;Fringe Faiths&#039;&#039;=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;Although the cults following these creeds are rare and small, they stubbornly endure in the remote places of the City.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Healing, Renewal, Suffering, Knowledge, Travel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Philosophers, Mendicants, Flagellants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then, they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Chaos, Animal, Trickery, Illusion, Charm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Transformation, Depravity, Beauty, Mayhem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Chaotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, among dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshipers include artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, the Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
[[File:Pumpkin.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Earth, Undeath, Fungus, Plant, Repose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Necromancers, the Superstitious, Pragmatists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yevathax (sometimes &amp;quot;Yevethax;&amp;quot; the exact spelling is disputed) is a minor deity in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. Its faith is spread through rumours of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that mature into terrible undead creatures that relentlessly attack the would-be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;the Pumpkin Tree&amp;quot; the planar explorers who come across Yevathax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevathax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favour of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevathax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevathax&#039;s colours. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevathax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labour, the defeat of one&#039;s enemies or the defence of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
[[File:Tchunfin.jpg|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Destruction, Strength, Suffering, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Corruption, Slaughter, Madness, Doom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Evil, Application&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper was best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism could strike without warning: it began with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increased in intensity and terror until even waking life was a frenzied affliction of haunted visions. Tchunites, once they fully succumbed to their dreadful faith, became obsessed with performing acts of extreme wickedness in pursuit of the seemingly impossible task of awakening &amp;quot;Tchun the Sleeper.&amp;quot; Merely hearing the name of Tchun could sow the seeds of madness in the weak-minded. It was one of the City&#039;s greatest horrors.&lt;br /&gt;
&lt;br /&gt;
The plague of Tchunism eventually culminated in great cataclysm wherein which Tchun the Sleeper arose at last. The streets ran red with blood. Gentle hearts grew hard and vicious. Cruel madness scythed through every level of society. But as the world teetered on collapse, brave heroes rose to unseat this ancient evil and (at great cost) returned the Sleeper to his slumber. Their efforts sent Tchun&#039;s icy prison hurling toward the darkest, farthest edges of reality, as a dread comet streaking across the night sky. As a consequence of this banishment, Tchunism has widely faded from the world, with only a few scattered holdouts remaining.&lt;br /&gt;
&lt;br /&gt;
Although no new infections of Tchunism are known to occur, if you would like to play a surviving slave of Tchun, feel welcome to send &#039;&#039;&#039;DM whyemmdee&#039;&#039;&#039; a message on the EFU forum to discuss your potential character, or otherwise file a formal application for your concept through &#039;&#039;&#039;[[EFUSL2]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==The Imitation Goddess==&lt;br /&gt;
&lt;br /&gt;
[[File:Imitation.png|Frameless|350px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Chaos, Trickery, Luck, Illusion, Suffering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Lies, Scams, Subterfuge, Delusion, Secrets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Lawful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worshipped as the matron of lies, blind faith, and lost causes- little is known of the woman who calls herself the Imitation Goddess. Currently, she is believed to live somewhere deep within the labyrinthine tenement housing of Ticker Square. She has quickly attracted a small but devoted cult of feverish devotees by plying promises of everything from miraculous cures to escape from the rings.&lt;br /&gt;
&lt;br /&gt;
Her followers divide themselves into two sects. The first, her &amp;quot;White Lies,&amp;quot; are self-described knights of the virtues of blind faith and hopeless causes. The second, her &amp;quot;Black Lies&amp;quot;, are accused of being little more than secretive madmen, revelling in the act of deception. Paradoxically, the two sects have been known to work together closely in matters of faith.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Divine Alphabet==&lt;br /&gt;
&lt;br /&gt;
[[File:Divine Alphabet.jpg|Frameless|350px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Knowledge, Protection, Rune, Spell, Travel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Literacy, Conservation, Secret Patterns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Faith of the Divine Alphabet is a small and obscure cult of itinerant scholars found in occasional pockets throughout the City of Rings. Followers of the faith believe that the Divine and its many potent truths and powers can be grasped through the careful and complete study of the City’s many texts, runes, and glyphs. In these units of abstraction more commonly known as &amp;quot;letters&amp;quot; can be discerned sacred atomicity, geometric beauty, and hidden power. Other gods tend to be dismissed as lower powers that lack divinity but are simply manifestations of the universal truths contained within the complexities of the Alphabet-Divine-So-Inscribed. &lt;br /&gt;
&lt;br /&gt;
Followers of the Divine Alphabet are few in number and lack an organized hierarchy. One legend that is occasionally spoken of is the Burning of the Logeion, an incident in which their Logeion (a principle temple-library) was burned by a mob. It is disputed where the Logeion was located and who was responsible for its destruction, although followers of the Nine Faced God are commonly blamed and indeed there often tends to be considerable hostility between the two sects.&lt;br /&gt;
&lt;br /&gt;
==The Timeless One==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Death, Undeath, Fate, Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Necromancy, Forbidden Lore, Ambition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A relatively new power of undeath, followers of the Timeless One believe the figure holds absolute power over both life and death. Feared equally as animators and murderers, it is said they will stop at nothing in their pursuit of dark knowledge and magic. A holy site of pilgrimage known only as the Bone Gates is whispered of where they are said to leave dark offerings in the hopes of being chosen by the Timeless One to serve eternally.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;Monstrous Faiths&#039;&#039;=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;These vile powers, dressed in rumour and contradiction, are only known to be worshipped by the City&#039;s monsters.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
===Ngog===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Chaos, Strength, Hatred, War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ozod===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Chaos, Spells, Trickery, Renewal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, assassination and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Hidden One==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Earth, Trickery, Plant, Animal, Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Mongrelwoods, Mongrelfolk, Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is said that the freakish changelings who lurk in the Mongrelwoods worship a figure known only as the &amp;quot;Hidden One&amp;quot; and perform gruesome blood rituals in the hope of gaining his favour.&lt;br /&gt;
&lt;br /&gt;
==The Empress==&lt;br /&gt;
&lt;br /&gt;
[[File:SnakeGod.jpg|Frameless|350px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Reptilian, Undeath, Nobility, Fate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: The Sibilant Empire, Slavery, Regicide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A little known figure spoken of only in fables of a mythical past, the Empress was once the ruler of the Sibilant Empire. Those Lizardfolk still clinging to their former glory revere her with an almost religious fanaticism despite her death many ages ago.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THIS IS A TEST EDIT BY THE SHADOW&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1443</id>
		<title>Item Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1443"/>
		<updated>2019-11-18T02:32:43Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wands and Scrolls==&lt;br /&gt;
In order to use charges of higher level spells, you must have sufficiently high class levels. Full spellcasters (cleric, druid, sorcerer, wizard) may use scrolls of twice their level. Bards, Rangers, and Paladins may use scrolls up to their level. (&amp;quot;spell circle&amp;quot;). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in a full spellcasting class, or 4 levels as a Bard. A 1wizard/5fighter multiclass would not be able to use such a wand or scroll, but instead must have 2 wizard (or sorcerer) levels. A 1wizard/5fighter would, however, still be able to use wands with level 1 spells (shield, protection from alignment, etc.). A level 2cleric/3fighter would only be able to use divine wands up to level 4. A level 3 ranger can only use divine wands up to level 3. Etc.&lt;br /&gt;
&lt;br /&gt;
If you have insufficient caster levels to use such a wand or scroll, you will simply be unable to do so but will not lose a charge.&lt;br /&gt;
&lt;br /&gt;
Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 2 wands.&lt;br /&gt;
&lt;br /&gt;
UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don&#039;t have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don&#039;t make that chance, they then lose a charge. If they do make that 60% chance, they have a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don&#039;t lose a charge, as per standard).&lt;br /&gt;
&lt;br /&gt;
UMD has been unchanged in terms of how scrolls work.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Short Spear&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d6&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Piercing&lt;br /&gt;
 Weapon Size: Medium&lt;br /&gt;
 Feats Required: Simple&lt;br /&gt;
 Base Weight: 3lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Falchion&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4-1&lt;br /&gt;
 Base Critical Threat: 18-20/x2&lt;br /&gt;
 Base Damage Type: Slashing&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 16lb&lt;br /&gt;
 &lt;br /&gt;
 Note that the -1 damage is a special property universally applied to falchion items. Falchions without this modification are equivalent in rarity and value to other +1 damage weapons sometimes found in-game.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Great Maul&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d12&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 12lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;War Mace&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4&lt;br /&gt;
 Base Critical Threat: 20/x4&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Exotic&lt;br /&gt;
 Base Weight: 17lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Throwables==&lt;br /&gt;
(**) indicates a work in progress. Documentation may not be 100% accurate, as these features have not been documented prior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many items can be thrown in EFU to produce magical effects. The following is a list of some of the unique Throwables, and changes to the Bioware Default. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stancebreach&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Disrupts combat stances such as Expertise, dealing XXX magic damage to the target if successful. ** &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Sparks of Revelation&#039;&#039;==== &lt;br /&gt;
&lt;br /&gt;
Disrupts stealth and removes invisibility from player characters in a medium range. **&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039; Magic Disruptor &#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Dispels magic, ignoring spell resistance or immunity. **&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039; Alchemist Fire&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 fire damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Acid Flasks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 acid damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Caltrops&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Produces a field of caltrops that deal 1d4 damage to all creatures within its effect per a tick, up to a total of 25 total damage before dissipating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1442</id>
		<title>Item Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1442"/>
		<updated>2019-11-18T02:32:18Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wands and Scrolls==&lt;br /&gt;
In order to use charges of higher level spells, you must have sufficiently high class levels. Full spellcasters (cleric, druid, sorcerer, wizard) may use scrolls of twice their level. Bards, Rangers, and Paladins may use scrolls up to their level. (&amp;quot;spell circle&amp;quot;). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in a full spellcasting class, or 4 levels as a Bard. A 1wizard/5fighter multiclass would not be able to use such a wand or scroll, but instead must have 2 wizard (or sorcerer) levels. A 1wizard/5fighter would, however, still be able to use wands with level 1 spells (shield, protection from alignment, etc.). A level 2cleric/3fighter would only be able to use divine wands up to level 4. A level 3 ranger can only use divine wands up to level 3. Etc.&lt;br /&gt;
&lt;br /&gt;
If you have insufficient caster levels to use such a wand or scroll, you will simply be unable to do so but will not lose a charge.&lt;br /&gt;
&lt;br /&gt;
Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 2 wands.&lt;br /&gt;
&lt;br /&gt;
UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don&#039;t have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don&#039;t make that chance, they then lose a charge. If they do make that 60% chance, they have a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don&#039;t lose a charge, as per standard).&lt;br /&gt;
&lt;br /&gt;
UMD has been unchanged in terms of how scrolls work.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Short Spear&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d6&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Piercing&lt;br /&gt;
 Weapon Size: Medium&lt;br /&gt;
 Feats Required: Simple&lt;br /&gt;
 Base Weight: 3lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Falchion&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4-1&lt;br /&gt;
 Base Critical Threat: 18-20/x2&lt;br /&gt;
 Base Damage Type: Slashing&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 16lb&lt;br /&gt;
 &lt;br /&gt;
 Note that the -1 damage is a special property universally applied to falchion items. Falchions without this modification are equivalent in rarity and value to other +1 damage weapons sometimes found in-game.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Great Maul&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d12&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 12lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;War Mace&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4&lt;br /&gt;
 Base Critical Threat: 20/x4&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Exotic&lt;br /&gt;
 Base Weight: 17lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Throwables==&lt;br /&gt;
** indicates a work in progress. Documentation may not be 100% accurate, as these features have not been documented prior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many items can be thrown in EFU to produce magical effects. The following is a list of some of the unique Throwables, and changes to the Bioware Default. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Stancebreach&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Disrupts combat stances such as Expertise, dealing XXX magic damage to the target if successful. ** &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Sparks of Revelation&#039;&#039;==== &lt;br /&gt;
&lt;br /&gt;
Disrupts stealth and removes invisibility from player characters in a medium range. **&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039; Magic Disruptor &#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Dispels magic, ignoring spell resistance or immunity. **&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039; Alchemist Fire&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 fire damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Acid Flasks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 acid damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Caltrops&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Produces a field of caltrops that deal 1d4 damage to all creatures within its effect per a tick, up to a total of 25 total damage before dissipating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1441</id>
		<title>Item Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1441"/>
		<updated>2019-11-18T02:17:37Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wands and Scrolls==&lt;br /&gt;
In order to use charges of higher level spells, you must have sufficiently high class levels. Full spellcasters (cleric, druid, sorcerer, wizard) may use scrolls of twice their level. Bards, Rangers, and Paladins may use scrolls up to their level. (&amp;quot;spell circle&amp;quot;). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in a full spellcasting class, or 4 levels as a Bard. A 1wizard/5fighter multiclass would not be able to use such a wand or scroll, but instead must have 2 wizard (or sorcerer) levels. A 1wizard/5fighter would, however, still be able to use wands with level 1 spells (shield, protection from alignment, etc.). A level 2cleric/3fighter would only be able to use divine wands up to level 4. A level 3 ranger can only use divine wands up to level 3. Etc.&lt;br /&gt;
&lt;br /&gt;
If you have insufficient caster levels to use such a wand or scroll, you will simply be unable to do so but will not lose a charge.&lt;br /&gt;
&lt;br /&gt;
Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 2 wands.&lt;br /&gt;
&lt;br /&gt;
UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don&#039;t have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don&#039;t make that chance, they then lose a charge. If they do make that 60% chance, they have a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don&#039;t lose a charge, as per standard).&lt;br /&gt;
&lt;br /&gt;
UMD has been unchanged in terms of how scrolls work.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Short Spear&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d6&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Piercing&lt;br /&gt;
 Weapon Size: Medium&lt;br /&gt;
 Feats Required: Simple&lt;br /&gt;
 Base Weight: 3lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Falchion&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4-1&lt;br /&gt;
 Base Critical Threat: 18-20/x2&lt;br /&gt;
 Base Damage Type: Slashing&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 16lb&lt;br /&gt;
 &lt;br /&gt;
 Note that the -1 damage is a special property universally applied to falchion items. Falchions without this modification are equivalent in rarity and value to other +1 damage weapons sometimes found in-game.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Great Maul&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d12&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 12lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;War Mace&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4&lt;br /&gt;
 Base Critical Threat: 20/x4&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Exotic&lt;br /&gt;
 Base Weight: 17lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Throwables==&lt;br /&gt;
&lt;br /&gt;
Many items can be thrown in EFU to produce magical effects. In addition to entirely unique items to EFU, such as Stancebreach or Sparks of Revelation, the Bioware default throwables have been updates as follows. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039; Alchemist Fire&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 fire damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Acid Flasks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 acid damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Caltrops&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Produces a field of caltrops that deal 1d4 damage to all creatures within its effect per a tick, up to a total of 25 total damage before dissipating.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1440</id>
		<title>Item Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1440"/>
		<updated>2019-11-18T02:17:08Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wands and Scrolls==&lt;br /&gt;
In order to use charges of higher level spells, you must have sufficiently high class levels. Full spellcasters (cleric, druid, sorcerer, wizard) may use scrolls of twice their level. Bards, Rangers, and Paladins may use scrolls up to their level. (&amp;quot;spell circle&amp;quot;). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in a full spellcasting class, or 4 levels as a Bard. A 1wizard/5fighter multiclass would not be able to use such a wand or scroll, but instead must have 2 wizard (or sorcerer) levels. A 1wizard/5fighter would, however, still be able to use wands with level 1 spells (shield, protection from alignment, etc.). A level 2cleric/3fighter would only be able to use divine wands up to level 4. A level 3 ranger can only use divine wands up to level 3. Etc.&lt;br /&gt;
&lt;br /&gt;
If you have insufficient caster levels to use such a wand or scroll, you will simply be unable to do so but will not lose a charge.&lt;br /&gt;
&lt;br /&gt;
Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 2 wands.&lt;br /&gt;
&lt;br /&gt;
UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don&#039;t have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don&#039;t make that chance, they then lose a charge. If they do make that 60% chance, they have a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don&#039;t lose a charge, as per standard).&lt;br /&gt;
&lt;br /&gt;
UMD has been unchanged in terms of how scrolls work.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Short Spear&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d6&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Piercing&lt;br /&gt;
 Weapon Size: Medium&lt;br /&gt;
 Feats Required: Simple&lt;br /&gt;
 Base Weight: 3lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Falchion&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4-1&lt;br /&gt;
 Base Critical Threat: 18-20/x2&lt;br /&gt;
 Base Damage Type: Slashing&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 16lb&lt;br /&gt;
 &lt;br /&gt;
 Note that the -1 damage is a special property universally applied to falchion items. Falchions without this modification are equivalent in rarity and value to other +1 damage weapons sometimes found in-game.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Great Maul&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d12&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 12lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;War Mace&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4&lt;br /&gt;
 Base Critical Threat: 20/x4&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Exotic&lt;br /&gt;
 Base Weight: 17lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Throwables==&lt;br /&gt;
&lt;br /&gt;
Many items can be thrown in EFU to produce magical effects. In addition to entirely unique items to EFU, such as Stancebreach or Sparks of Revelation, the Bioware default throwables have been updates as follows. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039; Alchemist Fire&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 fire damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Acid Flasks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 acid damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Caltrops&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Produces a field of caltrops that deal 1d4 damage to all creatures within its effect per a tick, up to a total of 25 total damage before dissipating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1439</id>
		<title>Item Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1439"/>
		<updated>2019-11-18T02:16:44Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wands and Scrolls==&lt;br /&gt;
In order to use charges of higher level spells, you must have sufficiently high class levels. Full spellcasters (cleric, druid, sorcerer, wizard) may use scrolls of twice their level. Bards, Rangers, and Paladins may use scrolls up to their level. (&amp;quot;spell circle&amp;quot;). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in a full spellcasting class, or 4 levels as a Bard. A 1wizard/5fighter multiclass would not be able to use such a wand or scroll, but instead must have 2 wizard (or sorcerer) levels. A 1wizard/5fighter would, however, still be able to use wands with level 1 spells (shield, protection from alignment, etc.). A level 2cleric/3fighter would only be able to use divine wands up to level 4. A level 3 ranger can only use divine wands up to level 3. Etc.&lt;br /&gt;
&lt;br /&gt;
If you have insufficient caster levels to use such a wand or scroll, you will simply be unable to do so but will not lose a charge.&lt;br /&gt;
&lt;br /&gt;
Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 2 wands.&lt;br /&gt;
&lt;br /&gt;
UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don&#039;t have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don&#039;t make that chance, they then lose a charge. If they do make that 60% chance, they have a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don&#039;t lose a charge, as per standard).&lt;br /&gt;
&lt;br /&gt;
UMD has been unchanged in terms of how scrolls work.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Short Spear&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d6&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Piercing&lt;br /&gt;
 Weapon Size: Medium&lt;br /&gt;
 Feats Required: Simple&lt;br /&gt;
 Base Weight: 3lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Falchion&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4-1&lt;br /&gt;
 Base Critical Threat: 18-20/x2&lt;br /&gt;
 Base Damage Type: Slashing&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 16lb&lt;br /&gt;
 &lt;br /&gt;
 Note that the -1 damage is a special property universally applied to falchion items. Falchions without this modification are equivalent in rarity and value to other +1 damage weapons sometimes found in-game.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Great Maul&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d12&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 12lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;War Mace&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4&lt;br /&gt;
 Base Critical Threat: 20/x4&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Exotic&lt;br /&gt;
 Base Weight: 17lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Throwables==&lt;br /&gt;
&lt;br /&gt;
Many items can be thrown in EFU to produce magical effects. In addition to entirely unique items to EFU, such as Stancebreach or Sparks of Revelation, the Bioware default throwables have been updates as follows. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039; Alchemist Fire&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 fire damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Acid Flasks&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 acid damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Caltrops&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Produces a field of caltrops that deal 1d4 damage to all creatures within its effect per a tick, up to a total of 25 total damage before dissipating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOSECTIONEDIT__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1438</id>
		<title>Item Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1438"/>
		<updated>2019-11-18T02:15:37Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wands and Scrolls==&lt;br /&gt;
In order to use charges of higher level spells, you must have sufficiently high class levels. Full spellcasters (cleric, druid, sorcerer, wizard) may use scrolls of twice their level. Bards, Rangers, and Paladins may use scrolls up to their level. (&amp;quot;spell circle&amp;quot;). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in a full spellcasting class, or 4 levels as a Bard. A 1wizard/5fighter multiclass would not be able to use such a wand or scroll, but instead must have 2 wizard (or sorcerer) levels. A 1wizard/5fighter would, however, still be able to use wands with level 1 spells (shield, protection from alignment, etc.). A level 2cleric/3fighter would only be able to use divine wands up to level 4. A level 3 ranger can only use divine wands up to level 3. Etc.&lt;br /&gt;
&lt;br /&gt;
If you have insufficient caster levels to use such a wand or scroll, you will simply be unable to do so but will not lose a charge.&lt;br /&gt;
&lt;br /&gt;
Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 2 wands.&lt;br /&gt;
&lt;br /&gt;
UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don&#039;t have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don&#039;t make that chance, they then lose a charge. If they do make that 60% chance, they have a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don&#039;t lose a charge, as per standard).&lt;br /&gt;
&lt;br /&gt;
UMD has been unchanged in terms of how scrolls work.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Short Spear&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d6&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Piercing&lt;br /&gt;
 Weapon Size: Medium&lt;br /&gt;
 Feats Required: Simple&lt;br /&gt;
 Base Weight: 3lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Falchion&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4-1&lt;br /&gt;
 Base Critical Threat: 18-20/x2&lt;br /&gt;
 Base Damage Type: Slashing&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 16lb&lt;br /&gt;
 &lt;br /&gt;
 Note that the -1 damage is a special property universally applied to falchion items. Falchions without this modification are equivalent in rarity and value to other +1 damage weapons sometimes found in-game.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Great Maul&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d12&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 12lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;War Mace&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4&lt;br /&gt;
 Base Critical Threat: 20/x4&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Exotic&lt;br /&gt;
 Base Weight: 17lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Throwables==&lt;br /&gt;
&lt;br /&gt;
Many items can be thrown in EFU to produce magical effects. In addition to entirely unique items to EFU, such as Stancebreach or Sparks of Revelation, the Bioware default throwables have been updates as follows. &lt;br /&gt;
&lt;br /&gt;
=== Alchemist Fire ===&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 fire damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
=== Acid Flasks ===&lt;br /&gt;
&lt;br /&gt;
Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 acid damage to the Target, and +1d4 splash damage to surrounding enemies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
&lt;br /&gt;
Produces a field of caltrops that deal 1d4 damage to all creatures within its effect per a tick, up to a total of 25 total damage before dissipating.&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Wizard&amp;diff=1437</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Wizard&amp;diff=1437"/>
		<updated>2019-11-12T18:07:23Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General=&lt;br /&gt;
[[File:wiz.jpg]]&lt;br /&gt;
&lt;br /&gt;
Practitioners of the arcane who have devoted no small amount of time to studying the complexities of the weave. Ranging from mad magi delving into arcane secrets too much for them to handle to benign scholars hoping to use their knowledge for the good of Faerun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 4+CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039;  Armor (none), Weapon (Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039;  2+int modifier per level (2+int modifier)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039;  Fort Low, Will High, Ref Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039;  +1/2 levels&lt;br /&gt;
&lt;br /&gt;
=Spellcasting=  &lt;br /&gt;
Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips:&#039;&#039;&#039; Cantrips are unlimited on EFU. The slots are automatically refreshed after casting.&lt;br /&gt;
&lt;br /&gt;
=Plane Sickness= &lt;br /&gt;
&lt;br /&gt;
As a result of the unique aspects of the Wizard class, spells cast by a Wizard impart points of [[Plane_Sickness|Plane Sickness]] upon the individual who receives the spell. This only applies to &#039;&#039;&#039;Non-Hostile&#039;&#039;&#039; effects. This effect can be negated with the use of an &#039;&#039;&#039;Arcane Foci&#039;&#039;&#039;, which will absorb a certain number of points depending upon the quality of the Foci. The exact value is indicated upon each Foci. The amount of points that will be absorbed by each Foci will be restored to their original values upon rest. &lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells=   &lt;br /&gt;
We have introduced a number of new spells. [[Custom_Spells|Here]] is an exhaustive list of the [[Custom_Spells|custom spells]] which we have implemented to date for Wizards and Sorcerers.&lt;br /&gt;
=Familiars=&lt;br /&gt;
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].&lt;br /&gt;
&lt;br /&gt;
*[[Familiars#Bat|Bat]]&lt;br /&gt;
*[[Familiars#Rat|Rat]]&lt;br /&gt;
*[[Familiars#Floating_Skull|Floating Skull]]&lt;br /&gt;
*[[Familiars#Imp|Imp]]&lt;br /&gt;
*[[Familiars#Gull|Gull]]&lt;br /&gt;
*[[Familiars#Parrot|Parrot]]&lt;br /&gt;
*[[Familiars#Chicken|Chicken]]&lt;br /&gt;
*[[Familiars#Raven|Raven]]&lt;br /&gt;
*[[Familiars#Snake|Snake]]&lt;br /&gt;
*[[Familiars#Ooze|Ooze]]&lt;br /&gt;
*[[Familiars#Eyeball|Eyeball]]&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Wizard&amp;diff=1436</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Wizard&amp;diff=1436"/>
		<updated>2019-11-12T18:03:35Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General=&lt;br /&gt;
[[File:wiz.jpg]]&lt;br /&gt;
&lt;br /&gt;
Practitioners of the arcane who have devoted no small amount of time to studying the complexities of the weave. Ranging from mad magi delving into arcane secrets too much for them to handle to benign scholars hoping to use their knowledge for the good of Faerun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 4+CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039;  Armor (none), Weapon (Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039;  2+int modifier per level (2+int modifier)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039;  Fort Low, Will High, Ref Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039;  +1/2 levels&lt;br /&gt;
&lt;br /&gt;
=Spellcasting=  &lt;br /&gt;
Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips:&#039;&#039;&#039; Cantrips are unlimited on EFU. The slots are automatically refreshed after casting.&lt;br /&gt;
&lt;br /&gt;
=Plane Sickness= &lt;br /&gt;
&lt;br /&gt;
As a result of the unique aspects of the Wizard class, spells cast by a Wizard impart points of [[Plane_Sickness|Plane Sickness]] upon the individual who receives the spell. This only applies to &#039;&#039;&#039;Non-Hostile&#039;&#039;&#039; effects. This effect can be negated with the use of an Arcane Foci (!!!), which will absorb a certain number of points depending upon the quality of the Foci. The exact value is indicated upon each Foci. The amount of points that will be absorbed by each Foci will be restored to their original values upon rest. &lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells=   &lt;br /&gt;
We have introduced a number of new spells. [[Custom_Spells|Here]] is an exhaustive list of the [[Custom_Spells|custom spells]] which we have implemented to date for Wizards and Sorcerers.&lt;br /&gt;
=Familiars=&lt;br /&gt;
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].&lt;br /&gt;
&lt;br /&gt;
*[[Familiars#Bat|Bat]]&lt;br /&gt;
*[[Familiars#Rat|Rat]]&lt;br /&gt;
*[[Familiars#Floating_Skull|Floating Skull]]&lt;br /&gt;
*[[Familiars#Imp|Imp]]&lt;br /&gt;
*[[Familiars#Gull|Gull]]&lt;br /&gt;
*[[Familiars#Parrot|Parrot]]&lt;br /&gt;
*[[Familiars#Chicken|Chicken]]&lt;br /&gt;
*[[Familiars#Raven|Raven]]&lt;br /&gt;
*[[Familiars#Snake|Snake]]&lt;br /&gt;
*[[Familiars#Ooze|Ooze]]&lt;br /&gt;
*[[Familiars#Eyeball|Eyeball]]&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Wizard&amp;diff=1435</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Wizard&amp;diff=1435"/>
		<updated>2019-11-12T18:03:08Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General=&lt;br /&gt;
[[File:wiz.jpg]]&lt;br /&gt;
&lt;br /&gt;
Practitioners of the arcane who have devoted no small amount of time to studying the complexities of the weave. Ranging from mad magi delving into arcane secrets too much for them to handle to benign scholars hoping to use their knowledge for the good of Faerun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 4+CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039;  Armor (none), Weapon (Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039;  2+int modifier per level (2+int modifier)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039;  Fort Low, Will High, Ref Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039;  +1/2 levels&lt;br /&gt;
&lt;br /&gt;
=Spellcasting=  &lt;br /&gt;
Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips:&#039;&#039;&#039; Cantrips are unlimited on EFU. The slots are automatically refreshed after casting.&lt;br /&gt;
&lt;br /&gt;
=Plane Sickness= &lt;br /&gt;
&lt;br /&gt;
As a result of the unique aspects of the Wizard class, spells cast by a Wizard impart points of [[Plane_Sickness|Plane Sickness]] (!!!) upon the individual who receives the spell. This only applies to &#039;&#039;&#039;Non-Hostile&#039;&#039;&#039; effects. This effect can be negated with the use of an Arcane Foci (!!!), which will absorb a certain number of points depending upon the quality of the Foci. The exact value is indicated upon each Foci. The amount of points that will be absorbed by each Foci will be restored to their original values upon rest. &lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells=   &lt;br /&gt;
We have introduced a number of new spells. [[Custom_Spells|Here]] is an exhaustive list of the [[Custom_Spells|custom spells]] which we have implemented to date for Wizards and Sorcerers.&lt;br /&gt;
=Familiars=&lt;br /&gt;
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].&lt;br /&gt;
&lt;br /&gt;
*[[Familiars#Bat|Bat]]&lt;br /&gt;
*[[Familiars#Rat|Rat]]&lt;br /&gt;
*[[Familiars#Floating_Skull|Floating Skull]]&lt;br /&gt;
*[[Familiars#Imp|Imp]]&lt;br /&gt;
*[[Familiars#Gull|Gull]]&lt;br /&gt;
*[[Familiars#Parrot|Parrot]]&lt;br /&gt;
*[[Familiars#Chicken|Chicken]]&lt;br /&gt;
*[[Familiars#Raven|Raven]]&lt;br /&gt;
*[[Familiars#Snake|Snake]]&lt;br /&gt;
*[[Familiars#Ooze|Ooze]]&lt;br /&gt;
*[[Familiars#Eyeball|Eyeball]]&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Wizard&amp;diff=1434</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Wizard&amp;diff=1434"/>
		<updated>2019-11-12T17:55:12Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General=&lt;br /&gt;
[[File:wiz.jpg]]&lt;br /&gt;
&lt;br /&gt;
Practitioners of the arcane who have devoted no small amount of time to studying the complexities of the weave. Ranging from mad magi delving into arcane secrets too much for them to handle to benign scholars hoping to use their knowledge for the good of Faerun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 4+CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039;  Armor (none), Weapon (Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039;  2+int modifier per level (2+int modifier)*4 at 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039;  Fort Low, Will High, Ref Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039;  +1/2 levels&lt;br /&gt;
&lt;br /&gt;
=Spellcasting=  &lt;br /&gt;
Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell&#039;s level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips:&#039;&#039;&#039; Cantrips are unlimited on EFU. The slots are automatically refreshed after casting.&lt;br /&gt;
&lt;br /&gt;
=Plane Sickness= &lt;br /&gt;
&lt;br /&gt;
As a result of the unique aspects of the Wizard class, spells cast by a Wizard impart points of Plane Sickness (!!!) upon the individual who receives the spell. This only applies to &#039;&#039;&#039;Non-Hostile&#039;&#039;&#039; effects. This effect can be negated with the use of an Arcane Foci (!!!), which will absorb a certain number of points depending upon the quality of the Foci. The exact value is indicated upon each Foci. The amount of points that will be absorbed by each Foci will be restored to their original values upon rest. &lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells=   &lt;br /&gt;
We have introduced a number of new spells. [[Custom_Spells|Here]] is an exhaustive list of the [[Custom_Spells|custom spells]] which we have implemented to date for Wizards and Sorcerers.&lt;br /&gt;
=Familiars=&lt;br /&gt;
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].&lt;br /&gt;
&lt;br /&gt;
*[[Familiars#Bat|Bat]]&lt;br /&gt;
*[[Familiars#Rat|Rat]]&lt;br /&gt;
*[[Familiars#Floating_Skull|Floating Skull]]&lt;br /&gt;
*[[Familiars#Imp|Imp]]&lt;br /&gt;
*[[Familiars#Gull|Gull]]&lt;br /&gt;
*[[Familiars#Parrot|Parrot]]&lt;br /&gt;
*[[Familiars#Chicken|Chicken]]&lt;br /&gt;
*[[Familiars#Raven|Raven]]&lt;br /&gt;
*[[Familiars#Snake|Snake]]&lt;br /&gt;
*[[Familiars#Ooze|Ooze]]&lt;br /&gt;
*[[Familiars#Eyeball|Eyeball]]&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Fighter_Perks&amp;diff=1433</id>
		<title>Fighter Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Fighter_Perks&amp;diff=1433"/>
		<updated>2019-11-12T17:36:16Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Fighter Perks=&lt;br /&gt;
Like many classes in EFU, Fighters have a large list of perks to choose from. You may select a perk by opening your character&#039;s Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters receive a free action based on their perk that can be activated by entering &#039;&#039;&amp;quot;/c fighter_perk&amp;quot;&#039;&#039; and is usable once (1) per rest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bonus feats (such as dual-wielder&#039;s Ambidexterity or squire&#039;s Disarm) count towards the prerequisites of further feats (such as Improved Two Weapon Fighting or Improved Disarm).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will lose these perks if you take levels in a base class other than Fighter!&#039;&#039;&#039; [[Prestige Classes]] do not disable class perks, but may come with other restrictions.&lt;br /&gt;
&lt;br /&gt;
==Body Guard==&lt;br /&gt;
Be it a Sheik&#039;s loyal eunuch guarding his harem or a King&#039;s most trusted Knight guarding his vulnerable heir, powerful men have always needed trustworthy and loyal men to guard what they treasure most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+1 vs Mind Affecting&lt;br /&gt;
*Immunity: Charm Person&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+3 Discipline&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+1 Will&lt;br /&gt;
*Immunity: Dominate Person&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bounty Hunter==&lt;br /&gt;
When a runner is noted and bounty is posted, the target is all that matters. Bounty hunter seeks the wanted for fair reward, and no one else. Nothing can come in between the payday and the hunter when contract is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*25% movement speed increase. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Special tanglefoot bag each reset&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+4 Disable Trap&lt;br /&gt;
*+4 Set Trap&lt;br /&gt;
*Receive a trap kit each rest&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Gain 5% movement speed&lt;br /&gt;
*5% physical immunity&lt;br /&gt;
*+4 saving throw vs traps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brawler==&lt;br /&gt;
While the powerful of the Realms seek their enjoyment in grand tourneys involving gleaming armor and groomed destriers, the peasants make do with a baser form of contest: the bareknuckle brawl. The haggard men and women who take part in this bloody and storied contest in the inns and streets of the great cities bear its clear markings of flattened noses, missing teeth, and swelled brows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*Gloves receive 1d4 bludgeoning damage bonus and the brawler gets 5/+1 damage reduction for 30 points of damage. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*2/- Damage Resistance vs Bludgeoning&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Weapon Specialization: Unarmed Strike feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Improved Critical: Unarmed Strike feat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutthroat==&lt;br /&gt;
Every city has its slum, and every slum has its thug-- dim men, often as not, who rule their shabby blocks by right of might and fear. From thieves guild enforcer to dockside pimp, these lesions of humanity plague the already grim lives of the poor and oppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +5 Intimidate&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Use Poison feat&lt;br /&gt;
* Double duration of poison weapon&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 10% Concealment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Desert Warrior==&lt;br /&gt;
Be it a Calishite Mameluke or a Bedine raider, the harsh deserts of Faerun produce a unique breed of warrior. As harsh and sharp as the red sun, these men and women are death on the sands with their shamshirs gleaming bright.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*  +4 vs Fire&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +2 Fortitude&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 20% Fire Immunity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Drill Sergeant==&lt;br /&gt;
The terror of the aspirant, you are the supreme commander and second to none -- upon the training grounds. Where others vied their martial talents to selfish or protective duties, you have dedicated yourself to ensure the future generations know which end of the blade to hold. A master of practice matches and troop inspiration, your students will praise all the devious little assignments given them. Someday.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* 20 temporary hitpoints given allies. Lasts for 5 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* You train characters at or below half your levels + 2 (max level 7). &lt;br /&gt;
:* They receive bonus XP for getting beaten in sparring matches (time limited)&lt;br /&gt;
:* You regenerate up to 1/4th of your own max HP if you lose&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Concentration&lt;br /&gt;
* +1 Discipline&lt;br /&gt;
* +1 Heal&lt;br /&gt;
* +1 Intimidate&lt;br /&gt;
* +1 Listen &lt;br /&gt;
* +1 Spot&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 2/day Master of the Drill Ability:&lt;br /&gt;
** +1 Attack Bonus &lt;br /&gt;
** +1 AC&lt;br /&gt;
** +10% movement speed &lt;br /&gt;
** Allies gain 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration&lt;br /&gt;
** Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dual-wielder==&lt;br /&gt;
Regardless of whether you started as right handed or left handed, you always considered favoring one over the other would hamper you in the long run. Sacrificing the comfort and reliance of a shield you instead enter combat with blades blazing, whether in the form of two singular weapons or a staff for both hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk fire|acid|electrical|cold&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain +1d4 elemental damage for 2 turns. Overrides existing bonus. &lt;br /&gt;
* If held, off-hand weapon receives +2 Deflection AC for 5 turns. Defaults to fire, changing text after voice command will change the bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain Ambidexterity feat if Dexterity is 13 or above&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* 5% physical damage immunity&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 off-hand attack bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Duelist==&lt;br /&gt;
Quick-footed, quick-tongued, and quick-witted men go by many names in the realms: bravos, swashbucklers, fencers, corsairs. Eschewing the heavy arms and armor of the traditional warrior, they live (and die) by their cunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* +1 attack bonus and +1 AC while wearing cloth, light, or medium armor. Lasts 1 turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Parry&lt;br /&gt;
* +3 Taunt&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Dodge AC vs. Piercing&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* Uncanny Dodge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Houndmaster==&lt;br /&gt;
Where others focused solely on their own martial expertise, you broadened your training to include a particular breed of species. Now wherever battle is joined you fight fiercely beside man&#039;s best friend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Calls your faithful companion to join you.&lt;br /&gt;
* The dog gains XP over time and will grow stronger while called.&lt;br /&gt;
* On its death you get a new pup.&lt;br /&gt;
* Can name it with the /c name_companion command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +2 intimidate&lt;br /&gt;
* Animals are less likely to attack you&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Gain access to Tracking Tool&lt;br /&gt;
* +2 Spot&lt;br /&gt;
* +2 Listen&lt;br /&gt;
* +2 Search&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 2/- DR piercing &lt;br /&gt;
* Your dog is trained more rapidly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lay Sword==&lt;br /&gt;
Temples of all faiths often boast a number of lay members skilled with blade and hammer, but unsuited for the life of a priest. These men wage war for their respective deities, taking orders not from worldly lords but the sanctified mouths of priests and priestesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* If Evil aligned you receive +2 AB and +1 AC vs Good&lt;br /&gt;
* If Good aligned you receive +2 AC and +1 universal saving throw vs Evil&lt;br /&gt;
* If Neutral aligned you receive +1 AC and +1 fortitude save&lt;br /&gt;
* Bonuses last for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +1 saves vs Divine&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Will&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1 Universal Saves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Man-at-arms==&lt;br /&gt;
These rugged men make up the bulk of any Lord&#039;s army, but they are not the characters of tales and stories. Often as not, these soldiers die nameless deaths on the battlefield-- fodder for the tales of greater men. Still, someone must walk the walls and guard the tents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain 20% physical damage immunity. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +4 saves vs Disease&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +3 Discipline&lt;br /&gt;
* Cleave feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 10% Physical Damage Immunity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Marksman==&lt;br /&gt;
Favoring shots of precision and strength, marksmen are a common contribution in any army. Few things are as intimidating as a deadly shot aimed at close range and the cold certainty that the man behind it will not miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Spot&lt;br /&gt;
* +3 Listen&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Spawn a bundle of magical bolts each rest&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Dexterity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pit Fighter==&lt;br /&gt;
Be it a freeman seeking coins and glory in the Great Arena of Westgate or a Thayan slave fighting for his very life, pit fighters are a common fixture among the realm. These men, if they survive, tend to be excellent warriors but poor soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain bonuses depending on hitpoint percentage:&lt;br /&gt;
** With at least 70% hitpoints, gain +1 AC and 5% movement speed&lt;br /&gt;
** With at least 40% hitpoints gain +1 AC, +1 Regeneration, and 5% movement speed&lt;br /&gt;
** With less than 40% hitpoints gain +1 AB, +1 AC, +2 Regeneration, and 10% movement speed&lt;br /&gt;
* Bonuses last 1 turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Taunt&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Dodge Feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 10% movement speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rebel==&lt;br /&gt;
Champion of freedom or a rabble-rouser going alone, rebels fight against the established government for personal or idealistic reasons. As their path often leads to being an outcast, they befriend easily fellow outlaws and rarely depend on beds to get back lost strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaotic Alignment Only.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* All nearby chaotic-aligned creatures receive +2 AB. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain one Potion of protection vs Law each reset&lt;br /&gt;
* Can rest without campfire in the wilderness&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +2 Dodge vs Lawful &lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1 Damage vs Lawful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Self-taught==&lt;br /&gt;
Not every man is so lucky to have a mentor to school them in battle. Some, forced by circumstance, win their martial skill through the teachers of hardship and experience. These individuals, while lacking the discipline of formally trained soldiers, can be fearsome with their unorthodox and unpredictable styles-- if they manage to survive long enough to hone them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Random [-2 to +4] attack decrease/bonus and [-2 to +4] AC decrease/bonus. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* -5 Concentration&lt;br /&gt;
* -5 Discipline&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Attack Bonus&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1 Dodge AC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sellsword==&lt;br /&gt;
Base men with loyalties as fluid as a dying man&#039;s bowels, sellswords can be found milling about potential conflicts like carrion crows. It has been said that a sellsword can only be trusted as far as he can be paid, and many a lordling has been ruined by ignoring this wisdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Sellsword bribes nearby reasonable creatures to consider him neutral for 4d6 gp. Lasts for 2 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* 1d4 gp gained each rest/reset&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +5 Intimidate&lt;br /&gt;
* +2 Appraise&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 1d6 Sneak Attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sharpshooter==&lt;br /&gt;
A trained longbowman or selftaught, the Sharpshooter is a force to be reckoned upon the battlefield. With the know-how to destroy an opponent from afar, few enemies have the chance to ever inspect the fighter&#039;s expertise at a close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Held bow receives +1 attack bonus and +2 Mighty. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Spot&lt;br /&gt;
* +3 Listen&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Spawn a bundle of magical arrows each rest&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Dexterity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slaver==&lt;br /&gt;
Whether a former man of Stenton, a pirate, or one of the many slaver bands that roam the mainland, you&#039;ve spent your life making a profit off the suffering and misery of others. Indifferent to the plight of your fellow man you will capture and sell anyone or anything you can, from beasts to monsters and other sentient races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Slaver throws out a set of chains trapping up to two hostile creatures to himself.&lt;br /&gt;
* Chained victims receive 30% movement speed penalty.&lt;br /&gt;
* Lasts for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Appraise&lt;br /&gt;
* +3 Intimidate&lt;br /&gt;
* Special tanglefoot throwable each reset&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Dominate Person 1/day, Weapon Proficiency Exotic Feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* On login gain a set of shackles that disappear on reset&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Squire==&lt;br /&gt;
The children of the wealthy receive a very different sort of warrior&#039;s education than the common footman-- one based as much in morality and honor as it is in swordplay and siegecraft. Though some see such codes as more hindrance than help, the noble warriors of the realm see it as the only thing separating them from the common filth that pollute the battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Immunity to Fear and +2 Will. Lasts for 5 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Persuade&lt;br /&gt;
* +3 Lore&lt;br /&gt;
* +3 Concentration&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Disarm Feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Charisma&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vagabond==&lt;br /&gt;
Drifting from place to place and caravan to caravan, vagabonds pack lightly for speed of journey. Long years of experience have made them adept at fending off blows, nimbleness replacing their more thickly armored counterparts&#039; reliance on armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Invisibility. Lasts 2 turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Light Armor bonus (maximum bonus of 2 AC)&lt;br /&gt;
* Can track in wilderness.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Light Armor bonus (maximum bonus of 3 AC)&lt;br /&gt;
* +10% Movement speed.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* Light Armor bonus (maximum bonus of 4 AC)&lt;br /&gt;
* +1 Reflex. &lt;br /&gt;
* Evasion feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor bonus&#039;&#039;&#039;&lt;br /&gt;
* Adds armor bonus to &#039;&#039;&#039;Leathers&#039;&#039;&#039;, &#039;&#039;&#039;Studded Leathers&#039;&#039;&#039;, and &#039;&#039;&#039;Chain Shirt&#039;&#039;&#039; armor pieces worn; No other armors receive this bonus (Cloths, Padded Cloth, Breastplates, or Heavy Armors).&lt;br /&gt;
* Your armor will be increased to a maximum of 4/5/6 AC at levels 1/5/8 respectively.&lt;br /&gt;
* Enhancements to armor like Mage Armor or them having an AC bonus already on the armor, are included in these calculations. They do not stack.&lt;br /&gt;
* Dexterity modifiers above two will be subtracted from this bonus. If you have a dexterity modifier of 3/4, the bonus is reduced by 1/2, and so forth.&lt;br /&gt;
::For example, if you are level 8 and have a dexterity modifier of 3 while wearing Leathers that grants 2 AC, the bonus granted to your armor will be 3 AC, not 4 AC.&lt;br /&gt;
::If you have a dexterity modifier of 0 at level 8, if you will only be given 4 AC onto those same Leathers, because it can only grant a maximum of 4.&lt;br /&gt;
&lt;br /&gt;
==Vigilante==&lt;br /&gt;
Champions of the established rule or of their own governance, vigilantes hunt mercilessly any dissenters who stray from the desired path. They are more capable upon familiar grounds, this often being the place they reside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lawful Alignment Only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* +1 Attack Bonus and 15% bonus movement speed. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain one Potion of Protection vs Chaos each reset&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* 2/- Physical Damage Resistance vs Chaotic&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1 Attack vs Chaotic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Watchman==&lt;br /&gt;
Every settlement from Waterdeep to the hamlet of Pig&#039;s Bottom has its guards. These warriors vary as much as the towns they serve-- some are little more than farmer&#039;s whelps armed with cudgels, while others more closely resemble a standing army. All have some expertise in watching the walls and bringing low threats from within and without.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* You gain See Invisibility for 2 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +4 Spot&lt;br /&gt;
* +4 Listen&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Worn Helmet has Darkvision&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 saves vs Mind Affecting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character_Perks]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1432</id>
		<title>Item Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Item_Changes&amp;diff=1432"/>
		<updated>2019-11-12T17:35:25Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wands and Scrolls==&lt;br /&gt;
In order to use charges of higher level spells, you must have sufficiently high class levels. Full spellcasters (cleric, druid, sorcerer, wizard) may use scrolls of twice their level. Bards, Rangers, and Paladins may use scrolls up to their level. (&amp;quot;spell circle&amp;quot;). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in a full spellcasting class, or 4 levels as a Bard. A 1wizard/5fighter multiclass would not be able to use such a wand or scroll, but instead must have 2 wizard (or sorcerer) levels. A 1wizard/5fighter would, however, still be able to use wands with level 1 spells (shield, protection from alignment, etc.). A level 2cleric/3fighter would only be able to use divine wands up to level 4. A level 3 ranger can only use divine wands up to level 3. Etc.&lt;br /&gt;
&lt;br /&gt;
If you have insufficient caster levels to use such a wand or scroll, you will simply be unable to do so but will not lose a charge.&lt;br /&gt;
&lt;br /&gt;
Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 2 wands.&lt;br /&gt;
&lt;br /&gt;
UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don&#039;t have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don&#039;t make that chance, they then lose a charge. If they do make that 60% chance, they have a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don&#039;t lose a charge, as per standard).&lt;br /&gt;
&lt;br /&gt;
UMD has been unchanged in terms of how scrolls work.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Short Spear&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d6&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Piercing&lt;br /&gt;
 Weapon Size: Medium&lt;br /&gt;
 Feats Required: Simple&lt;br /&gt;
 Base Weight: 3lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Falchion&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4-1&lt;br /&gt;
 Base Critical Threat: 18-20/x2&lt;br /&gt;
 Base Damage Type: Slashing&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 16lb&lt;br /&gt;
 &lt;br /&gt;
 Note that the -1 damage is a special property universally applied to falchion items. Falchions without this modification are equivalent in rarity and value to other +1 damage weapons sometimes found in-game.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Great Maul&#039;&#039;====&lt;br /&gt;
 Base Damage: 1d12&lt;br /&gt;
 Base Critical Threat: 20/x3&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Martial&lt;br /&gt;
 Base Weight: 12lb&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;War Mace&#039;&#039;====&lt;br /&gt;
 Base Damage: 2d4&lt;br /&gt;
 Base Critical Threat: 20/x4&lt;br /&gt;
 Base Damage Type: Bludgeoning&lt;br /&gt;
 Weapon Size: Large&lt;br /&gt;
 Feats Required: Exotic&lt;br /&gt;
 Base Weight: 17lb&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1385</id>
		<title>Small Gods of the City (Local Faiths)</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1385"/>
		<updated>2019-10-23T00:46:28Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players may input &amp;quot;Tchun the Sleeper&amp;quot; on character creation, and if they do should select a non-good alignment. &lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
[[File:Grandpa.png|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Old Grandfather&amp;quot; is a local god of thieves, skulls, criminality, death, murder, jewels, and darkness. &lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
[[File:Pumpkin.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yevathax (or &amp;quot;Yevethax,&amp;quot; as the exact spelling is disputed) is a minor deity in the city. It is one of a small handful of gods of undeath that are worshiped in dark corners and dusty cellars. Its faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that mature into terrible undead creatures that relentlessly attack the would-be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;the Pumpkin Tree&amp;quot; the planar explorers who come across Yevathax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevathax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevathax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevathax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevathax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
[[File:Phanax.jpg]]&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Lord Departed==&lt;br /&gt;
&lt;br /&gt;
From the sacrosanct halls of House Nephezar to the meager almshouses of the Mongrelwoods, righteous men and women of holy inclination whisper their prayers to the God who once reigned in heaven, awaiting the day He shall return in all His glory to make right all the evils in the world. These desperate prayers take many forms, from pleading to bartering to invitation, but all address the profound absence felt at Heaven&#039;s heart. This absence is what they believe has allowed evil and corruption to take root. &lt;br /&gt;
&lt;br /&gt;
Yet while the Lord has gone from heaven, He has not gone from the world- or so those of the faith believe. By inviting Him into one&#039;s heart, and living a life of purity, faith, and righteousness, the faithful make ready God&#039;s throne for His renewed ascent.&lt;br /&gt;
&lt;br /&gt;
The House of Nephezar claim a miraculous descent from the Lord Departed and His Blessed Angels, and those among the faith are often drawn to the house, where they perform innumerable liturgies, prayers, and rites in their archaic tongue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:Pumpkin.jpg&amp;diff=1384</id>
		<title>File:Pumpkin.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:Pumpkin.jpg&amp;diff=1384"/>
		<updated>2019-10-23T00:46:05Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1383</id>
		<title>Small Gods of the City (Local Faiths)</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1383"/>
		<updated>2019-10-23T00:33:26Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players may input &amp;quot;Tchun the Sleeper&amp;quot; on character creation, and if they do should select a non-good alignment. &lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
[[File:Grandpa.png|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Old Grandfather&amp;quot; is a local god of thieves, skulls, criminality, death, murder, jewels, and darkness. &lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
[[File:Yevathex.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yevathax (or &amp;quot;Yevethax,&amp;quot; as the exact spelling is disputed) is a minor deity in the city. It is one of a small handful of gods of undeath that are worshiped in dark corners and dusty cellars. Its faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that mature into terrible undead creatures that relentlessly attack the would-be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;the Pumpkin Tree&amp;quot; the planar explorers who come across Yevathax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevathax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevathax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevathax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevathax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
[[File:Phanax.jpg]]&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Lord Departed==&lt;br /&gt;
&lt;br /&gt;
From the sacrosanct halls of House Nephezar to the meager almshouses of the Mongrelwoods, righteous men and women of holy inclination whisper their prayers to the God who once reigned in heaven, awaiting the day He shall return in all His glory to make right all the evils in the world. These desperate prayers take many forms, from pleading to bartering to invitation, but all address the profound absence felt at Heaven&#039;s heart. This absence is what they believe has allowed evil and corruption to take root. &lt;br /&gt;
&lt;br /&gt;
Yet while the Lord has gone from heaven, He has not gone from the world- or so those of the faith believe. By inviting Him into one&#039;s heart, and living a life of purity, faith, and righteousness, the faithful make ready God&#039;s throne for His renewed ascent.&lt;br /&gt;
&lt;br /&gt;
The House of Nephezar claim a miraculous descent from the Lord Departed and His Blessed Angels, and those among the faith are often drawn to the house, where they perform innumerable liturgies, prayers, and rites in their archaic tongue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
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	</entry>
	<entry>
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	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1381</id>
		<title>Small Gods of the City (Local Faiths)</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1381"/>
		<updated>2019-10-23T00:29:44Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
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&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players may input &amp;quot;Tchun the Sleeper&amp;quot; on character creation, and if they do should select a non-good alignment. &lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
[[File:Grandpa.png|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Old Grandfather&amp;quot; is a local god of thieves, skulls, criminality, death, murder, jewels, and darkness. &lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
[[File:DeadTree.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yevathax (or &amp;quot;Yevethax,&amp;quot; as the exact spelling is disputed) is a minor deity in the city. It is one of a small handful of gods of undeath that are worshiped in dark corners and dusty cellars. Its faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that mature into terrible undead creatures that relentlessly attack the would-be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;the Pumpkin Tree&amp;quot; the planar explorers who come across Yevathax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevathax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevathax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevathax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevathax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
[[File:Phanax.jpg]]&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Lord Departed==&lt;br /&gt;
&lt;br /&gt;
From the sacrosanct halls of House Nephezar to the meager almshouses of the Mongrelwoods, righteous men and women of holy inclination whisper their prayers to the God who once reigned in heaven, awaiting the day He shall return in all His glory to make right all the evils in the world. These desperate prayers take many forms, from pleading to bartering to invitation, but all address the profound absence felt at Heaven&#039;s heart. This absence is what they believe has allowed evil and corruption to take root. &lt;br /&gt;
&lt;br /&gt;
Yet while the Lord has gone from heaven, He has not gone from the world- or so those of the faith believe. By inviting Him into one&#039;s heart, and living a life of purity, faith, and righteousness, the faithful make ready God&#039;s throne for His renewed ascent.&lt;br /&gt;
&lt;br /&gt;
The House of Nephezar claim a miraculous descent from the Lord Departed and His Blessed Angels, and those among the faith are often drawn to the house, where they perform innumerable liturgies, prayers, and rites in their archaic tongue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1380</id>
		<title>Small Gods of the City (Local Faiths)</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1380"/>
		<updated>2019-10-23T00:29:19Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players may input &amp;quot;Tchun the Sleeper&amp;quot; on character creation, and if they do should select a non-good alignment. &lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
[[File:Grandpa.png|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Old Grandfather&amp;quot; is a local god of thieves, skulls, criminality, death, murder, jewels, and darkness. &lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
[[File:DeadTree.jpg]]&lt;br /&gt;
Yevathax (or &amp;quot;Yevethax,&amp;quot; as the exact spelling is disputed) is a minor deity in the city. It is one of a small handful of gods of undeath that are worshiped in dark corners and dusty cellars. Its faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that mature into terrible undead creatures that relentlessly attack the would-be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;the Pumpkin Tree&amp;quot; the planar explorers who come across Yevathax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevathax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevathax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevathax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevathax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
[[File:Phanax.jpg]]&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Lord Departed==&lt;br /&gt;
&lt;br /&gt;
From the sacrosanct halls of House Nephezar to the meager almshouses of the Mongrelwoods, righteous men and women of holy inclination whisper their prayers to the God who once reigned in heaven, awaiting the day He shall return in all His glory to make right all the evils in the world. These desperate prayers take many forms, from pleading to bartering to invitation, but all address the profound absence felt at Heaven&#039;s heart. This absence is what they believe has allowed evil and corruption to take root. &lt;br /&gt;
&lt;br /&gt;
Yet while the Lord has gone from heaven, He has not gone from the world- or so those of the faith believe. By inviting Him into one&#039;s heart, and living a life of purity, faith, and righteousness, the faithful make ready God&#039;s throne for His renewed ascent.&lt;br /&gt;
&lt;br /&gt;
The House of Nephezar claim a miraculous descent from the Lord Departed and His Blessed Angels, and those among the faith are often drawn to the house, where they perform innumerable liturgies, prayers, and rites in their archaic tongue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:DeadTree.jpg&amp;diff=1379</id>
		<title>File:DeadTree.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:DeadTree.jpg&amp;diff=1379"/>
		<updated>2019-10-23T00:28:42Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: Yevathex, Tree of the Dead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Yevathex, Tree of the Dead.&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Necromancy&amp;diff=1378</id>
		<title>Necromancy</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Necromancy&amp;diff=1378"/>
		<updated>2019-10-22T18:17:36Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Necromancy Systems&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Animating the Dead has been heavily customized in EFU: City of Rings using the spell [[Spell_changes#Animate.2FCreate_Undead|Animate/Create Undead]].&lt;br /&gt;
&lt;br /&gt;
While much of the system is best discovered in game for your own personal sense of enjoyment and achievement, there are several core mechanics that should be common knowledge, and are as follows:&lt;br /&gt;
&lt;br /&gt;
== Animate Undead ==&lt;br /&gt;
&lt;br /&gt;
In order to animate your undead, you need to be capable of casting the spell Animate Undead or Create Undead. Additionally, you can access the spell through items, scrolls, wands, or through the appropriate Sorcerer Perks, [[Sorcerer_Perks#Bone_Warden|Bone Warden]], [[Sorcerer_Perks#Rotbringer|Rotbringer]] and [[Sorcerer_Perks#Carrion_Feaster|Carrion Feaster]]. You must be a casting class in order to make use of these items, however, or the spell will simply fizzle. &lt;br /&gt;
&lt;br /&gt;
* Once you have access to the spell, simply cast it upon the ground to animate a zombie, or upon an appropriate corpse. For example, &#039;Skeleton Bones (Warrior)&#039; are common corpses that can be utilized for animating the undead. There are many of these corpses that can be found in exploration, purchased, or acquired through other means. &lt;br /&gt;
&lt;br /&gt;
* You can also animate the undead through the [[Player_Tools#Animate_Undead|Animate Undead]] player tool. Simply use the player tool on any corpse object or on the ground, as with the Animate Dead. &lt;br /&gt;
&lt;br /&gt;
* Spell focus: Necromancy and Greater Spell Focus: Necromancy reduce the cost of animation by 25% and 50% respectively. This is non-cumulative. [[Summoning#Summoning_Points|Summoning Points]]. This is important to assembling hordes of undead, as each undead can cost significant amounts of points. &lt;br /&gt;
&lt;br /&gt;
* Note, undead animated by Wands, Scrolls, Spells, and Items are mutually exclusive. You cannot animate an undead through an item and a spell at the same time. Undead summoned through Items, Scrolls, and Wands are lost on resting. Undead animated from spells and the player tool are persistent on resting.&lt;br /&gt;
&lt;br /&gt;
== Enhancing your Undead == &lt;br /&gt;
&lt;br /&gt;
Each undead you animate can be further enhanced, simply by interacting with the undead. From the menu that appears, you can either enhance the undead or give it a weapon to equip. &lt;br /&gt;
&lt;br /&gt;
* Enhancing your undead comes at a cost. You will take constitution damage, magical damage, or both each time you enhance your undead. You can increase the number of times that you can enhance your undead by the following formula: &#039;&#039;&#039; Spellcraft + Lore + EFUSS Alchemy + (G)SF Necromancy&#039;&#039;&#039;. Exactly how much you can enhance your undead, and in what ways is best discovered in-game. &lt;br /&gt;
&lt;br /&gt;
* In order to give your undead a weapon to equip, lay the weapon on the ground and interact with the undead. Select the &#039;&#039;&#039;Give Weapon&#039;&#039;&#039; command, and the undead will collect the weapon if able. It will equip the weapon if able upon entering combat. These weapons can be collected from the undead after they are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Unique Features of Necromancy == &lt;br /&gt;
&lt;br /&gt;
* Necromancers with the Spell Focus: Necromancy have access to the [[Player_Tools#Unleash_Undead|Unleash Undead]] player tool, allowing for semi-persistent Undead to be created. &lt;br /&gt;
* Unlike standard summons, including planar binding and &#039;summon swarm&#039;, Undead from the Spells Animate Undead and Create Undead have a 24-hour duration that lasts through resting. &lt;br /&gt;
* Necromancers have a unique prestige class that they may pursue that has been changed for EFU - City of Rings, see [[Pale Master]].&lt;br /&gt;
* With many custom spells and spell effects in EFU: City of Rings, it can be helpful to glance at the [[Spell_changes#Necromancy|Necromancy]] page under spell changes for custom effects on Undead. Keep in mind that many normal spells, such as Mage Armor, work normally with many Undead. &lt;br /&gt;
* Undead summons are now considered henchman, and should remain after crashes and logouts&lt;br /&gt;
* Undead may be reclaimed and released using the release undead player tool, and unsummoned via the radial menu &amp;quot;remove from party&amp;quot; option.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Special thanks to Mort and Diz-e for inspiration and information relating to this topic. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1372</id>
		<title>Small Gods of the City</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1372"/>
		<updated>2019-10-20T00:31:30Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;9 - Chaos, Luck&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 - Death, Undeath&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;7 - Evil, Destruction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;6 - Good, Renewal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;5 - Travel, Portal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 - Knowledge, Spells&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 - Magic, Strength&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 - Healing, Hatred&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 - Law, Fate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Chaos, Animal, Trickery, Illusion, Charm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Chaos, Changelings, Madness, Artists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Chaotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, among dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshipers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Destruction, Strength, Suffering, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Corruption, Slaughter, Madness, Doom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
[[File:Grandpa.png|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Death, Evil, Trickery, Darkness, Luck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Thieves, Criminals, Murderers, Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Law, Retribution, War, Protection, Rune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Arbiters, Law, Vigilantes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Lawful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Good, Healing, Renewal, Suffering, Travel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Pacifism, Healers, Philosophers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, the Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Death, Undeath, Fungus, Plant, Repose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Necromancers, the Superstitious, Pragmatists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yevathax (or &amp;quot;Yevethax,&amp;quot; as the exact spelling is disputed) is a minor deity in the city. It is one of a small handful of gods of undeath that are worshiped in dark corners and dusty cellars. Its faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that mature into terrible undead creatures that relentlessly attack the would-be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;the Pumpkin Tree&amp;quot; the planar explorers who come across Yevathax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevathax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevathax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevathax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevathax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Travel, Luck, Trade, Charm, Portal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Beggars, Wealthseekers, Hedonists, Politicians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Travel, Ooze, Cavern, Darkness, Fungus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Scumpickers, Hoarders, Outcasts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ngog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Chaos, Strength, Hatred, War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ozod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Evil, Chaos, Magic, Trickery, Renewal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Lord Departed==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Magic, Sun, Spells, Nobility, Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: House Nephezar, the Golden City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From the sacrosanct halls of House Nephezar to the meager almshouses of the Mongrelwoods, righteous men and women of holy inclination whisper their prayers to the God who once reigned in heaven, awaiting the day He shall return in all His glory to make right all the evils in the world. These desperate prayers take many forms, from pleading to bartering to invitation, but all address the profound absence felt at Heaven&#039;s heart. This absence is what they believe has allowed evil and corruption to take root. &lt;br /&gt;
&lt;br /&gt;
Yet while the Lord has gone from heaven, He has not gone from the world—or so those of the faith believe. By inviting Him into one&#039;s heart, and living a life of purity, faith, and righteousness, the faithful make ready God&#039;s throne for His renewed ascent.&lt;br /&gt;
&lt;br /&gt;
The House of Nephezar claim a miraculous descent from the Lord Departed and His Blessed Angels, and those among the faith are often drawn to the house, where they perform innumerable liturgies, prayers, and rites in their archaic tongue.&lt;br /&gt;
&lt;br /&gt;
==The Lady in Waiting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associated Domains: Good, Suffering, Nobility, Protection, Repose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Honor, Chivalry, Mourning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1340</id>
		<title>Small Gods of the City</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1340"/>
		<updated>2019-10-10T15:56:34Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;9 - Chaos, Luck&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 - Death, Undeath&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;7 - Evil, Destruction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;6 - Good, Renewal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;5 - Travel, Portal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 - Knowledge, Spells&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 - Magic, Strength&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 - Healing, Hatred&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 - Law, Fate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Chaos, Animal, Trickery, Illusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Chaos, Changelings, Madness, Artists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Chaotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Destruction, Strength, Suffering, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Death, Murder, Madness, Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Death, Evil, Chaos, Trickery, Cavern, Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Thieves, Criminals, Murderers, Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Law, Strength, Planning, Retribution, Rune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Arbiters, Law, Vigilantes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Lawful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Good, Healing, Renewal, Suffering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Pacifism, Healers, Philosophers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Death, Undeath, Fungus, Plant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Necromancers, the Superstitious, Pragmatists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yevathax, The Tree of the Dead is a minor diety in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. It&#039;s faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that when mature produce terrible corpses raised into undeath that relentlessly attack the would be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;The Pumpkin Tree&amp;quot; the planar explorers who come across Yevethax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevethax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevethax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevethax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevethax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Travel, Luck, Trade, Charm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Beggars, Wealthseekers, Hedonists, Politicians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Travel, Ooze, Cavern, Darkness, Fungus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Scumpickers, Hoarders, Outcasts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ngog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Chaos, Strength, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ozod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Chaos, Magic, Trickery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Golden Elect==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Magic, Sun, Spells, Nobility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Nephezar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: House Nephezar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Angelic being that sired House Nephezar, the Golden Elect is a distant figure that nonetheless seems to respond to the House&#039;s prayers; supposedly a source of the potent magic in Nephezar&#039;s blood and as proof of their divine right to rule, the faith focuses a great deal on blood magic and ritual rather than actual worship of the being, whose name is rarely spoken and never in prayer.&lt;br /&gt;
&lt;br /&gt;
Instead of worshipping the being, they tend to idolise sorcery in general, seeking out powerful blood for the House and extolling its virtues; antagonism toward wizardry is common, which is viewed as a destructive and corruptive force.&lt;br /&gt;
&lt;br /&gt;
==The Lady in Waiting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Good, Suffering, Nobility, Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Honour, Chivalry, Mourning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Red Axe==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Strength, War, Metal, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Warriors, Gladiators, Duellists, Gloryseekers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As much a quest as a religion, the followers of the Red Axe believe in it as a real physical weapon, either hidden away somewhere in the City or held ready to bestowed upon a true hero of the faith. An icon of personal strength and battle, its devout run from honourable duellists and strategic commanders to crazed berserkers and bandits, all of them confident in the righteousness of their own quest to acquire the mythical weapon.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1337</id>
		<title>Small Gods of the City</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1337"/>
		<updated>2019-10-03T14:29:39Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;9 - Chaos, Luck&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 - Death, Undeath&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;7 - Evil, Destruction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;6 - Good, Renewal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;5 - Travel, Portal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 - Knowledge, Spells&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 - Magic, Strength&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 - Healing, Hatred&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 - Law, Fate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Chaos, Animal, Trickery, Illusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Chaos, Changelings, Madness, Artists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Chaotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Destruction, Strength, Suffering, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Death, Murder, Madness, Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Death, Evil, Chaos, Trickery, Cavern, Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Thieves, Criminals, Murderers, Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Law, Strength, Planning, Retribution, Rune, Suffering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Arbiters, Law, Vigilantes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Lawful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Good, Healing, Renewal, Repose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Pacifism, Healers, Philosophers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Death, Undeath, Fungus, Plant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Necromancers, the Superstitious, Pragmatists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yevathax, The Tree of the Dead is a minor diety in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. It&#039;s faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that when mature produce terrible corpses raised into undeath that relentlessly attack the would be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;The Pumpkin Tree&amp;quot; the planar explorers who come across Yevethax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevethax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevethax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevethax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevethax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Travel, Luck, Trade, Charm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Beggars, Wealthseekers, Hedonists, Politicians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Travel, Ooze, Cavern, Darkness, Fungus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Scumpickers, Hoarders, Outcasts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ngog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Chaos, Strength, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ozod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Chaos, Magic, Trickery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Golden Elect==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Magic, Sun, Spells, Nobility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Nephezar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: House Nephezar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Angelic being that sired House Nephezar, the Golden Elect is a distant figure that nonetheless seems to respond to the House&#039;s prayers; supposedly a source of the potent magic in Nephezar&#039;s blood and as proof of their divine right to rule, the faith focuses a great deal on blood magic and ritual rather than actual worship of the being, whose name is rarely spoken and never in prayer.&lt;br /&gt;
&lt;br /&gt;
Instead of worshipping the being, they tend to idolise sorcery in general, seeking out powerful blood for the House and extolling its virtues; antagonism toward wizardry is common, which is viewed as a destructive and corruptive force.&lt;br /&gt;
&lt;br /&gt;
==The Lady in Waiting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Good, Suffering, Nobility, Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Honour, Chivalry, Mourning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Red Axe==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Strength, War, Metal, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Warriors, Gladiators, Duellists, Gloryseekers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As much a quest as a religion, the followers of the Red Axe believe in it as a real physical weapon, either hidden away somewhere in the City or held ready to bestowed upon a true hero of the faith. An icon of personal strength and battle, its devout run from honourable duellists and strategic commanders to crazed berserkers and bandits, all of them confident in the righteousness of their own quest to acquire the mythical weapon.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1336</id>
		<title>Small Gods of the City</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1336"/>
		<updated>2019-10-01T20:20:52Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;9 - Chaos, Luck&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 - Death, Undeath&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;7 - Evil, Destruction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;6 - Good, Renewal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;5 - Travel, Portal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 - Knowledge, Spells&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 - Magic, Strength&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 - Healing, Hatred&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 - Law, Fate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Chaos, Animal, Trickery, Illusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Chaos, Changelings, Madness, Artists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Chaotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Destruction, Strength, Suffering, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Death, Murder, Madness, Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Death, Evil, Chaos, Trickery, Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Thieves, Criminals, Murderers, Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Law, Strength, Retribution, Rune, Suffering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Arbiters, Law, Vigilantes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Lawful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Good, Healing, Renewal, Repose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Pacifism, Healers, Philosophers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Death, Undeath, Fungus, Plant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Necromancers, the Superstitious, Pragmatists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yevathax, The Tree of the Dead is a minor diety in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. It&#039;s faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that when mature produce terrible corpses raised into undeath that relentlessly attack the would be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;The Pumpkin Tree&amp;quot; the planar explorers who come across Yevethax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevethax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevethax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevethax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevethax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Travel, Luck, Trade, Charm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Beggars, Wealthseekers, Hedonists, Politicians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Travel, Ooze, Cavern, Darkness, Fungus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Scumpickers, Hoarders, Outcasts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ngog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Chaos, Strength, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ozod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Chaos, Magic, Trickery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Golden Elect==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Magic, Sun, Spells, Nobility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Nephezar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: House Nephezar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Angelic being that sired House Nephezar, the Golden Elect is a distant figure that nonetheless seems to respond to the House&#039;s prayers; supposedly a source of the potent magic in Nephezar&#039;s blood and as proof of their divine right to rule, the faith focuses a great deal on blood magic and ritual rather than actual worship of the being, whose name is rarely spoken and never in prayer.&lt;br /&gt;
&lt;br /&gt;
Instead of worshipping the being, they tend to idolise sorcery in general, seeking out powerful blood for the House and extolling its virtues; antagonism toward wizardry is common, which is viewed as a destructive and corruptive force.&lt;br /&gt;
&lt;br /&gt;
==The Lady in Waiting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Good, Suffering, Nobility, Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Honour, Chivalry, Mourning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Red Axe==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Strength, War, Metal, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Warriors, Gladiators, Duellists, Gloryseekers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As much a quest as a religion, the followers of the Red Axe believe in it as a real physical weapon, either hidden away somewhere in the City or held ready to bestowed upon a true hero of the faith. An icon of personal strength and battle, its devout run from honourable duellists and strategic commanders to crazed berserkers and bandits, all of them confident in the righteousness of their own quest to acquire the mythical weapon.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1335</id>
		<title>Small Gods of the City</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1335"/>
		<updated>2019-10-01T20:20:13Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;9 - Chaos, Luck&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 - Death, Undeath&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;7 - Evil, Destruction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;6 - Good, Renewal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;5 - Travel, Portal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;4 - Knowledge, Spells&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;3 - Magic, Strength&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2 - Healing, Hatred&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1 - Law, Fate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&#039;&#039;The Masked God, The Shapeless One, Master of the Endless Revel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Chaos, Animal, Trickery, Illusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Chaos, Changelings, Madness, Artists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Chaotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&#039;&#039;The Sleeper&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Destruction, Strength, Suffering, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Death, Murder, Madness, Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Death, Evil, Chaos, Trickery, Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Thieves, Criminals, Murderers, Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Law, Strength, Retribution, Rune, Suffering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Arbiters, Law, Vigilantes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Lawful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Good, Healing, Renewal, Repose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Pacifism, Healers, Philosophers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Dwarf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Death, Undeath, Fungus, Plant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Necromancers, the Superstitious, Pragmatists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yevathax, The Tree of the Dead is a minor diety in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. It&#039;s faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that when mature produce terrible corpses raised into undeath that relentlessly attack the would be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;The Pumpkin Tree&amp;quot; the planar explorers who come across Yevethax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevethax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevethax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevethax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevethax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Travel, Luck, Trade, Charm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Beggars, Wealthseekers, Hedonists, Politicians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Travel, Ooze, Cavern, Darkness, Fungus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Scumpickers, Hoarders, Outcasts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ngog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Chaos, Strength, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ozod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Evil, Chaos, Magic, Trickery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Goblins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Goblin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Golden Elect==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Magic, Sun, Spells, Nobility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Nephezar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: House Nephezar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Angelic being that sired House Nephezar, the Golden Elect is a distant figure that nonetheless seems to respond to the House&#039;s prayers; supposedly a source of the potent magic in Nephezar&#039;s blood and as proof of their divine right to rule, the faith focuses a great deal on blood magic and ritual rather than actual worship of the being, whose name is rarely spoken and never in prayer.&lt;br /&gt;
&lt;br /&gt;
Instead of worshipping the being, they tend to idolise sorcery in general, seeking out powerful blood for the House and extolling its virtues; antagonism toward wizardry is common, which is viewed as a destructive and corruptive force.&lt;br /&gt;
&lt;br /&gt;
==The Lady in Waiting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Good, Suffering, Nobility, Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Honour, Chivalry, Mourning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: Non-Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Red Axe==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains: Strength, War, Metal, Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus: Warriors, Gladiators, Duellists, Gloryseekers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Requirements: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As much a quest as a religion, the followers of the Red Axe believe in it as a real physical weapon, either hidden away somewhere in the City or held ready to bestowed upon a true hero of the faith. An icon of personal strength and battle, its devout run from honourable duellists and strategic commanders to crazed berserkers and bandits, all of them confident in the righteousness of their own quest to acquire the mythical weapon.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1334</id>
		<title>Small Gods of the City</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1334"/>
		<updated>2019-10-01T20:08:14Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&#039;&#039;The Masked God, The Shapeless One, Master of the Endless Revel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
Domains: Chaos, Animal, Trickery, Illusion&lt;br /&gt;
Focus: Chaos, Changelings, Madness, Artists&lt;br /&gt;
Special Requirements: Chaotic&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&#039;&#039;The Sleeper&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Domains: Evil, Destruction, Strength, Suffering, Hatred&lt;br /&gt;
Focus: Death, Murder, Madness, Evil&lt;br /&gt;
Special Requirements: Non-Good (descending into Evil madness if Neutral)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
Domains: Death, Evil, Chaos, Trickery, Darkness&lt;br /&gt;
Focus: Thieves, Criminals, Murderers, Darkness&lt;br /&gt;
Special Requirements: Non-Good&lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
Domains: Law, Strength, Retribution, Rune, Suffering&lt;br /&gt;
Focus: Arbiters, Law, Vigilantes&lt;br /&gt;
Special Requirements: Lawful&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
Domains: Good, Healing, Renewal, Repose&lt;br /&gt;
Focus: Pacifism, Healers, Philosophers&lt;br /&gt;
Special Requirements: Good&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
Domains: Relic&lt;br /&gt;
Focus: Dwarves&lt;br /&gt;
Special Requirements: Dwarf&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
Domains: Death, Undeath, Fungus, Plant&lt;br /&gt;
Focus: Necromancers, the Superstitious, Pragmatists&lt;br /&gt;
Special Requirements: Non-Good&lt;br /&gt;
&lt;br /&gt;
Yevathax, The Tree of the Dead is a minor diety in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. It&#039;s faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that when mature produce terrible corpses raised into undeath that relentlessly attack the would be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;The Pumpkin Tree&amp;quot; the planar explorers who come across Yevethax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevethax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevethax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevethax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevethax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
Domains: Travel, Luck, Trade, Charm &lt;br /&gt;
Focus: Beggars, Wealthseekers, Hedonists, Politicians&lt;br /&gt;
Special Requirements: None&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
Domains: Travel, Ooze, Cavern, Darkness, Fungus&lt;br /&gt;
Focus: Scumpickers, Hoarders, Outcasts&lt;br /&gt;
Special Requirements: None&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
Ngog&lt;br /&gt;
Domains: Evil, Chaos, Strength, Hatred&lt;br /&gt;
Focus: Goblins&lt;br /&gt;
Special Requirements: Goblin&lt;br /&gt;
&lt;br /&gt;
Ozod&lt;br /&gt;
Domains: Evil, Chaos, Magic, Trickery&lt;br /&gt;
Focus: Goblins&lt;br /&gt;
Special Requirements: Goblin&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
==The Golden Elect==&lt;br /&gt;
&lt;br /&gt;
Domains: Magic, Sun, Spells, Nobility&lt;br /&gt;
Focus: Nephezar&lt;br /&gt;
Special Requirements: House Nephezar&lt;br /&gt;
&lt;br /&gt;
An Angelic being that sired House Nephezar, the Golden Elect is a distant figure that nonetheless seems to respond to the House&#039;s prayers; supposedly a source of the potent magic in Nephezar&#039;s blood and as proof of their divine right to rule, the faith focuses a great deal on blood magic and ritual rather than actual worship of the being, whose name is rarely spoken and never in prayer.&lt;br /&gt;
&lt;br /&gt;
Instead of worshipping the being, they tend to idolise sorcery in general, seeking out powerful blood for the House and extolling its virtues; antagonism toward wizardry is common, which is viewed as a destructive and corruptive force.&lt;br /&gt;
&lt;br /&gt;
==The Lady in Waiting==&lt;br /&gt;
&lt;br /&gt;
Domains: Good, Suffering, Nobility, Protection&lt;br /&gt;
Focus: Honour, Chivalry, Mourning&lt;br /&gt;
Special Requirements: Non-Evil&lt;br /&gt;
&lt;br /&gt;
==The Red Axe==&lt;br /&gt;
&lt;br /&gt;
Domains: Strength, War, Metal, Hatred&lt;br /&gt;
Focus: Warriors, Gladiators, Duellists, Gloryseekers&lt;br /&gt;
Special Requirements: None&lt;br /&gt;
&lt;br /&gt;
As much a quest as a religion, the followers of the Red Axe believe in it as a real physical weapon, either hidden away somewhere in the City or held ready to bestowed upon a true hero of the faith. An icon of personal strength and battle, its devout run from honourable duellists and strategic commanders to crazed berserkers and bandits, all of them confident in the righteousness of their own quest to acquire the mythical weapon.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1333</id>
		<title>Small Gods of the City</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City&amp;diff=1333"/>
		<updated>2019-10-01T18:59:51Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: Created page with &amp;quot;=Local Faiths=  ==The Nine Faced God==  Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players may input &amp;quot;Tchun the Sleeper&amp;quot; on character creation, and if they do should select a non-good alignment. &lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Old Grandfather&amp;quot; is a local god of thieves, skulls, criminality, death, murder, jewels, and darkness. &lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
Yevathax, The Tree of the Dead is a minor diety in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. It&#039;s faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that when mature produce terrible corpses raised into undeath that relentlessly attack the would be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;The Pumpkin Tree&amp;quot; the planar explorers who come across Yevethax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevethax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevethax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of  Yevethax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevethax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=1328</id>
		<title>Factions &amp; Associations</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=1328"/>
		<updated>2019-09-28T13:00:29Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In EFU: City of Rings, there are many organisations a character can join. Associations do not require an [[Applications|application]] to the DMs, however to join a Faction you must send in an application.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Associations=&lt;br /&gt;
&lt;br /&gt;
==Peerage Ward Associations==&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The Peerage? You can laugh at their moat of sewage...chuckle at their wobbly castles and titles to non-existent lands.... just watch yourself if you get too close, runner, for they can be a dangerous folk. Watch out for prickly lords with guardsmen as fanatic as they come. And above all else, just see you never get between them and some chipped royal tea saucer ... because that&#039;s when they&#039;ll really start to fight dirty.&amp;quot;&lt;br /&gt;
 -- Codwick the Scribbler&lt;br /&gt;
&lt;br /&gt;
According to legend, the Peerage was once the undisputed governing authority of all of Ring 99. The self-proclaimed nobles families of the Peerage claimed the right of rule on account of purity of blood, deeds of rebellion against the Lizardfolk Master of many ages past, and above all else the blessing of the King.&lt;br /&gt;
&lt;br /&gt;
Time have changed, and the Peerage is now in much decline. The Guilds of the Ring have established their own Ward-Authority in Ticker Square and the Peers do not really control anything past their bridge.&lt;br /&gt;
&lt;br /&gt;
The Peerage itself has become a viper&#039;s nest of shifting allegiances, petty rivalries, constant one-upsmanship, and intrigue between and among the different houses. The only thing that truly unites them is a shared language of tradition, superiority, and obsession with the royal markers of prestige.&lt;br /&gt;
&lt;br /&gt;
While the Peerage technically has a Lord&#039;s Council that governs affairs, it has not formally met for a long time and ward&#039;s only genuinely unifying figure would be the supposed &amp;quot;Royal&amp;quot; Archivist, that staid and grim figure who seems to be only interested in keeping an accounting of which house stands where in the local hierarchy.&lt;br /&gt;
&lt;br /&gt;
It is clear that the Peerage itself exists in a state of flux where strong, proactive retainers have an opportunity to leave an indelible mark upon both the success of their House as well as the future of the entire Ring itself.&lt;br /&gt;
&lt;br /&gt;
In order to join a House, it is necessary to:&lt;br /&gt;
* 1) Be a human&lt;br /&gt;
* 2) Secure the approval of the existing members of the House&lt;br /&gt;
* 3) Pay an admission fee to cover the cost of your equipment (typically around 1k GP)&lt;br /&gt;
* 4) Swear to serve faithfully. Note: If you wish to portray either a treacherous member of the House or someone who will not be primarily focused on the House, it is necessary to consult with a DM before hand.&lt;br /&gt;
* 5) No application or DM approval is required.&lt;br /&gt;
&lt;br /&gt;
There are five principle Houses that characters are able to join. While we recommend actually visiting the different estates in-game to get a sense of their differences, here is some basic information:&lt;br /&gt;
&lt;br /&gt;
===House Orza===&lt;br /&gt;
&lt;br /&gt;
[[File:HouseOrza.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Orza are a relatively new power in the Ward.  Grigori Orza proclaimed his ambitions for a lordly seat as a young man, then merely the captain of the Gutterknives - a band of brigands-turned-sellsword.  Wielding overwhelming military force as his primary tool, Orza first killed for the Lords until his prowess could not be denied - and then claimed his seat.  The Orzas have recently claimed the fastness of the prestigious House Moonspear, in that lord&#039;s absence -- an unpopular move with their rival Houses.&lt;br /&gt;
&lt;br /&gt;
Retainers of House Orza maintain its peerless martial tradition, and even in peacetime they compose themselves as rough-shod soldiers on a long campaign.  The Orza represent a new way of thinking in the Peerage Ward, the idea that might and discipline triumph over ancient titles.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Application:&#039;&#039;&#039; Not Required. Earn membership in-game.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any, however Evil PCs will have an easier time.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Class:&#039;&#039;&#039; Any Non-Druid&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
===House Glitt===&lt;br /&gt;
&lt;br /&gt;
[[File:HouseGlitt.jpg]]&lt;br /&gt;
&lt;br /&gt;
Once a gathering place for noble, heroic, and worthy Peers, House Glitt has experienced a meteoric fall.  The reigning Lord Glitt is a pale shadow of his father, and has squandered the House fortunes on drink, brawling, and other darker vices... the house is in utter shambles.  Only the memory of what Glitt once was ensures its tenuous standing among the Peers.&lt;br /&gt;
&lt;br /&gt;
While some of the House&#039;s retainers wish to restore honor and virtue to the old House, most appear to be the true dregs of society. Nonetheless, there does seem to be a certain spirit about the place and the House&#039;s buffoonish retainers (drunk as they may appear) do seem to usually come to demonstrate an intense affection and loyalty for the Glitt name.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Application:&#039;&#039;&#039; Not Required. Earn membership in-game.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any, however Chaotic PCs will have an easier time.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Class:&#039;&#039;&#039; Any Non-Druid&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
===House Sunpurse===&lt;br /&gt;
&lt;br /&gt;
[[File:HouseSunpurse.jpg]]&lt;br /&gt;
&lt;br /&gt;
The solemn and dutiful retainers of House Sunpurse have been a presence in the Ward since its founding.  The heirs of the House are afflicted by a curse of ill luck, and each has met his untimely demise before his 35th name day.  Currently, there is no living male heir to the house - Phelan Sunpurse has gone missing.  The Widow to the late Lord now exists in a state of perpetual mourning, locking herself away in the crypt-like basement. &lt;br /&gt;
&lt;br /&gt;
Retainers to House Sunpurse are generally phlegmatic, dutiful, and focused on the dusty histories of their prestigious House.  The ideal Sunpurse is demure, focused, and driven - measuring ambition with assured success.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Application:&#039;&#039;&#039; Not Required. Earn membership in-game.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Class:&#039;&#039;&#039; Any Non-Druid&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
===House Velstra===&lt;br /&gt;
&lt;br /&gt;
[[File:HouseVelstra.jpg]]&lt;br /&gt;
&lt;br /&gt;
House Velstra has endured the tenure of its reigning lord, Norbert Velstra, badly.  It is a House afflicted by constant scandal, and extravagant excess.  Lord Norbert is infamous for siring many bastards, colloquially mocked as the &amp;quot;Winespills&amp;quot; -- it is a testament to Norbert&#039;s good humor that this now stands as their official surname.   Despite the aforementioned, the House maintains its position through shrewd and intelligent political angling; Norbert&#039;s network of uplifted bastards and loyal retainers comprise the most comprehensive information net in all Ring 99. &lt;br /&gt;
&lt;br /&gt;
Retainers of House Velstra are perfectionists, cunning at their trade, and poetic in their execution.  They are artists, hedonists, and gourmands... but not lacking in restraint, when called for.  The ideal Velstra is a peerless socialite, and a shrewd politician.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Application:&#039;&#039;&#039; Not Required. Earn membership in-game.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Class:&#039;&#039;&#039; Any Non-Druid&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Human (Winespill bastards possible, check with a DM)&lt;br /&gt;
&lt;br /&gt;
===House Nephezar===&lt;br /&gt;
&lt;br /&gt;
[[File:HouseNephezar.jpg]]&lt;br /&gt;
&lt;br /&gt;
The haughty and mystic House Nephezar is among the oldest of the Peerage, and contend that their bloodline holds the purest and most noble lineage.  The heirs of this house are prone to profound genius, or abhorrent madness; the official line of thought is that not all heirs of the family can contend with the potency of the Celestial blood in their veins, and some grow mad or mutant.    Currently, the Lord of the House is indisposed - and it falls to his Brother and twin children to administrate affairs.&lt;br /&gt;
&lt;br /&gt;
Retainers to House Nephezar are dogmatic and zealous Censors, or mystical and estoeric Thaumaturges.  A strong arcane tradition dominates the house, though rather than the classical atheism espoused by most wizards, the Thaumaturges of Nephezar contend that their magical prowess is nothing less than a gift of the Gods.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Application:&#039;&#039;&#039; Not Required. Earn membership in-game.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Class:&#039;&#039;&#039; Any Non-Druid, Wizards will have a tougher time.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Human (Non-Humans, particularly Sorcerers, may be admitted as &amp;quot;pets&amp;quot;, check with a DM)&lt;br /&gt;
&lt;br /&gt;
==Ticker Square Assocations==&lt;br /&gt;
&lt;br /&gt;
===Rumor Mill===&lt;br /&gt;
&lt;br /&gt;
[[File:RumorMill.jpg]]&lt;br /&gt;
&lt;br /&gt;
Formed by Guildmistress Priscilla Klink, the Rumour Mill is advertised as being the premier publication within the City of Rings; filled with salacious Peer scandals, heroic retellings of the deeds of heroes, and back-page advertisements for services throughout the Rings.&lt;br /&gt;
&lt;br /&gt;
Though largely self-sufficient, Priscilla never turns down the aid of those inquisitive or prolific enough to garner her attention.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Application:&#039;&#039;&#039; Not Required. Earn membership in-game. Access granted via DM only.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Class:&#039;&#039;&#039; Any Non-Druid&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any&lt;br /&gt;
:::&#039;&#039;&#039;Note:&#039;&#039;&#039; This association is primarily a support / bonus to PCs who want to make newspapers. Other PCs will be considered by concept.&lt;br /&gt;
&lt;br /&gt;
===Stonebuilder&#039;s Guild===&lt;br /&gt;
&lt;br /&gt;
[[File:StonebuildersGuild.jpg]]&lt;br /&gt;
&lt;br /&gt;
When Ticker Square separated from the Peerage and its various guard forces, the Merchants Guild needed to find muscle &amp;amp; security - naturally, they turned to the strongest folk around, the Stonebuilders.&lt;br /&gt;
&lt;br /&gt;
After the initial construction boom in the Square was over, the Stonebuilders had to turn to other sources of income. Maintenace paid little and so therefore they branched out into the other fields of work for those strong enough in the Rings: provision of &amp;quot;protection&amp;quot; and &amp;quot;safety&amp;quot; services. This was eventually expanded by the Merchant&#039;s Guild to cover Ticker Square in general with a long running contract - they keep the peace and easily get to eat.&lt;br /&gt;
&lt;br /&gt;
Now the Stonebuilders are something more than a mercenary company but less than an actual law enforcement agency. Appreciated by the common folk of Ticker Square, but disliked by those with their own personal guards, many Stonebuilders have turned their attention outwards from the Square to remain out of trouble. Helping with this is the fact that a significant number of them are quite superstitious, fairly obsessed with the masonry of the Rings and its mystical properties...&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Application:&#039;&#039;&#039; Not Required. Earn membership in-game.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Class:&#039;&#039;&#039; Any Non-Druid&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
===The Butchers===&lt;br /&gt;
&lt;br /&gt;
[[File:Butchers.jpg]]&lt;br /&gt;
&lt;br /&gt;
Officially employees of &amp;quot;Solomon Krown Enterprises - Fine Meat &amp;amp; Hooch&amp;quot;, the Butchers are better known as one of the more brutal gangs of Ring 99. Fortunately for Ticker Square however, their activities are largely directed against the Peerage - except, of course, for those who would think of undermining their boss&#039; monopolies. Founded by Solomon Krown, the Butchers spend part of their time dismantling meat and fermenting booze, and the rest of the time brutalising folk from other Wards or those too cheap to pay for Guild protection. They have particular enmity with House Orza - a blood fued that both sides seem more than willing to engage over at the drop of a hat.&lt;br /&gt;
&lt;br /&gt;
The men and women who don the apron tend to be grim and hard-bitten individuals, completely uncaring about any nonsense regarding curses or mysteries of the Rings. They style themselves as being in &amp;quot;Service to the Krown&amp;quot; - a saying that at once is completely at odds with their straightforward and unpretentious boss and insulting towards the distant and legendary King.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Application:&#039;&#039;&#039; Not Required. Earn membership in-game.&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Non-Good&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Class:&#039;&#039;&#039; Any Non-Druid&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Elite Factions=&lt;br /&gt;
&lt;br /&gt;
Application only DM factions.&lt;br /&gt;
&lt;br /&gt;
Note that unlike previous Chapters, the intention this time is that there will not be any Earn In Game for Factions. Instead your application will either be approved or declined.&lt;br /&gt;
&lt;br /&gt;
===Arbiters of the Hundred Scrolls===&lt;br /&gt;
&lt;br /&gt;
[[File:Arbiters.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scrolls are the indomitable enforcers of a complex tradition of laws written upon sacred scrolls. The Arbiters believe that they are judge, jury, and executioner. They are custodians of the law and mediators of disputes, carrying on a tradition as ancient as the City itself. Rumours brand the Arbiters both as irksome vigilantes who cause more trouble than they cure, and indispensable champions who strike fear into the hearts of the wicked. In the philosophy of the Arbiters, they are all that stand between the City and total chaos.&lt;br /&gt;
&lt;br /&gt;
Ranking Arbiters are called Monitors, and the Arbiters are ultimately led by a secretive assembly known as the Synod.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Non-Chaotic&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Class:&#039;&#039;&#039; Non-Druid, Non-Wizard&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Non-Monstrous&lt;br /&gt;
&lt;br /&gt;
===The Knaves of 99===&lt;br /&gt;
&lt;br /&gt;
[[File:Knaves.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Knaves of 99 are a thieves guild that consider themselves the masters of all criminal activity in Ring 99. Rumour has it that no act of criminality happens without the Knaves having a hand in it, or at least knowing about it. Because of this, they are often the (willing) scapegoats of crimes they didn&#039;t commit. The Knaves are best known for pulling off bold heists that frustrate both the nobles of the Peerage Ward and the guilds of Ticker Square in equal measure, all rumoured to further some unknown &#039;dark design&#039;. They are associated with any number of criminal enterprises including occasional dark dealings with narcotics and assassination.&lt;br /&gt;
&lt;br /&gt;
Despite being full-time thieves and part-time murderers, the Knaves of 99 apparently have a strict code and hierarchy known only to their members.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Non-Good&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Class:&#039;&#039;&#039; Non-Druid, Non-Paladin&lt;br /&gt;
:::&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1296</id>
		<title>Small Gods of the City (Local Faiths)</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1296"/>
		<updated>2019-09-18T23:27:18Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Frameless]]&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players may input &amp;quot;Tchun the Sleeper&amp;quot; on character creation, and if they do should select a non-good alignment. &lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Old Grandfather&amp;quot; is a local god of thieves, skulls, criminality, death, murder, jewels, and darkness. &lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
Yevathax, The Tree of the Dead is a minor diety in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. It&#039;s faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that when mature produce terrible corpses raised into undeath that relentlessly attack the would be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;The Pumpkin Tree&amp;quot; the planar explorers who come across Yevethax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevethax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevethax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of  Yevethax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevethax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1295</id>
		<title>Small Gods of the City (Local Faiths)</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Small_Gods_of_the_City_(Local_Faiths)&amp;diff=1295"/>
		<updated>2019-09-18T23:26:08Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Local Faiths=&lt;br /&gt;
&lt;br /&gt;
==The Nine Faced God==&lt;br /&gt;
&lt;br /&gt;
Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god&#039;s many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:&lt;br /&gt;
&lt;br /&gt;
* 9 - Fortune, Luck, Chance, Possibility&lt;br /&gt;
* 8 - Life, Death, Immortality, Eternity&lt;br /&gt;
* 7 - Apocalypse, Doom, Destruction, Darkness&lt;br /&gt;
* 6 - Hope, Salvation, Light&lt;br /&gt;
* 5 - Travel, Growth, Learning, Experience&lt;br /&gt;
* 4 - History, the Past, Knowledge, Ancient&lt;br /&gt;
* 3 - Mystery, Power&lt;br /&gt;
* 2 - Love, Hatred, Passion&lt;br /&gt;
* 1 - Fate&lt;br /&gt;
&lt;br /&gt;
There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God&#039;s Nine Faces, until at last they meet their final fate.&lt;br /&gt;
&lt;br /&gt;
Some followers tend to use the phrase &amp;quot;marked by &amp;lt;a number&amp;gt;&amp;quot; as a way to describe their own views and path. For example, &amp;quot;marked by nine&amp;quot; tends to mean that they have had a lucky life. A scholar might be &amp;quot;marked by four&amp;quot; or an explorer as &amp;quot;marked by five.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The faith of the Nine Faced God tends to be one of the more common ones among those who dwell in the City of Rings.&lt;br /&gt;
&lt;br /&gt;
==Pzatharun==&lt;br /&gt;
&lt;br /&gt;
[[File:Change.jpg|Border]]&lt;br /&gt;
&lt;br /&gt;
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, amongst dozens of other conspiracies.&lt;br /&gt;
&lt;br /&gt;
His worshippers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to DI for this faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tchun the Sleeper==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;faith&amp;quot; of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken &amp;quot;Tchun the Sleeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.&lt;br /&gt;
&lt;br /&gt;
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.&lt;br /&gt;
&lt;br /&gt;
Players may input &amp;quot;Tchun the Sleeper&amp;quot; on character creation, and if they do should select a non-good alignment. &lt;br /&gt;
&lt;br /&gt;
Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.&lt;br /&gt;
&lt;br /&gt;
Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand. &lt;br /&gt;
&lt;br /&gt;
Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.&lt;br /&gt;
&lt;br /&gt;
==Old Grandfather==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Old Grandfather&amp;quot; is a local god of thieves, skulls, criminality, death, murder, jewels, and darkness. &lt;br /&gt;
&lt;br /&gt;
There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.&lt;br /&gt;
&lt;br /&gt;
Of particular note is &amp;quot;Grandfather&#039;s Code,&amp;quot; a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard &amp;quot;Grandfather&#039;s Code&amp;quot; are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather&#039;s Code.&lt;br /&gt;
&lt;br /&gt;
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man  who turned to the life of a gentleman thief after his family&#039;s inheritance was stolen by wild brigands. &lt;br /&gt;
&lt;br /&gt;
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...&lt;br /&gt;
&lt;br /&gt;
==The Hundred Scrolls==&lt;br /&gt;
&lt;br /&gt;
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...&lt;br /&gt;
&lt;br /&gt;
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls. &lt;br /&gt;
&lt;br /&gt;
Indeed, there are few who do.&lt;br /&gt;
&lt;br /&gt;
The Arbiters of the Hundred Scroll are an exception.&lt;br /&gt;
&lt;br /&gt;
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of &amp;quot;The Hundred Scrolls.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.&lt;br /&gt;
&lt;br /&gt;
==The Renunciation==&lt;br /&gt;
&lt;br /&gt;
Located in a distant monastery along the great sludge-canal of Ring 97, the mystery cult of the &amp;quot;Monastery of the Candid Hemlock&amp;quot; has become a new and bustling site of pilgrimage for the followers of a new path simply described as, &#039;The Renunciation.&#039;&lt;br /&gt;
&lt;br /&gt;
According to the followers of this faith, existence - which they call &amp;quot;The Razor Web&amp;quot; - is a state of profound and continuous suffering that mortal selves find themselves entangled in.&lt;br /&gt;
&lt;br /&gt;
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.&lt;br /&gt;
&lt;br /&gt;
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Valpolicella &amp;amp; Iron Oligarch for this interpretation of a faith and creed for EFU.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Ancestors==&lt;br /&gt;
&lt;br /&gt;
The faith of the Ancestors is known to the dwarves as one of the &amp;quot;true faiths&amp;quot;; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.&lt;br /&gt;
&lt;br /&gt;
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.&lt;br /&gt;
&lt;br /&gt;
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy  PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.&lt;br /&gt;
&lt;br /&gt;
==Yevathax, The Tree of the Dead==&lt;br /&gt;
&lt;br /&gt;
Yevathax, The Tree of the Dead is a minor diety in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. It&#039;s faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that when mature produce terrible corpses raised into undeath that relentlessly attack the would be explorers. &lt;br /&gt;
&lt;br /&gt;
Sometimes called &amp;quot;The Pumpkin Tree&amp;quot; the planar explorers who come across Yevethax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it. &lt;br /&gt;
&lt;br /&gt;
Those that offer prayer to Yevethax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevethax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of  Yevethax&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
The Followers of Yevethax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one&#039;s enemies or the defense of one&#039;s family.&lt;br /&gt;
&lt;br /&gt;
==Phanax of Opulence==&lt;br /&gt;
&lt;br /&gt;
Known variously as the Smiling Merchant or the Laughing Lord, Phanax is a very new Small God in Ring 99, entirely unheard of until recently. Despite this, he has already gained a following, heralded by gaudy preachers draped in gold and fineries who frequent the taverns of the City. &lt;br /&gt;
&lt;br /&gt;
Considered by his faithful to be a patron of wealth, charm and leisure, his name and image (that of an enormously fat man, smiling jovially) are called upon both by those seeking to make their fortunes and those seeking to enjoy the fortunes they have already acquired. &lt;br /&gt;
&lt;br /&gt;
He is followed by people from all walks of life; beggars, merchants and mercenaries pray to him to see both their purses and their wineskins filled; conmen, bards and socialites for gilded tongues and rapturous crowds; drunkards and hedonists for memorable nights.&lt;br /&gt;
&lt;br /&gt;
==Pitter Peter==&lt;br /&gt;
&lt;br /&gt;
[[File:Pitter.jpg]]&lt;br /&gt;
&lt;br /&gt;
The small god, known as &amp;quot;Pitter Peter&amp;quot; is the personification of the nearly endless piles of rubble and trash scattered throughout the City of the Rings. It is a covetous god of hoarding and collecting, and many scumpickers pay it tribute - If only to ensure their own findings are a little better than trash. One of its largest shrines is located on Trash Island.&lt;br /&gt;
&lt;br /&gt;
==Ngog and Ozod==&lt;br /&gt;
[[File:NgogAndOzod.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1294</id>
		<title>Chat Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1294"/>
		<updated>2019-09-18T23:16:00Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Chat Commands=&lt;br /&gt;
&lt;br /&gt;
We&#039;re using an advanced listener system to directly process and/or hide text that players send to the server. In simple terms, this allows us to create &amp;quot;chat text commands&amp;quot; that you type directly into the chat bar (or attach to a quick slot). Features already implemented in this system include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Text Macros=&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/m&amp;quot; command, you can create as many chat macros as you like with the following parameters;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;/m add test1 This is a test.&#039;&#039;&#039; This will create a new macro named &amp;quot;test1&amp;quot; that will state &amp;quot;This is a test&amp;quot; when used.&lt;br /&gt;
*&#039;&#039;&#039;/m rem test1&#039;&#039;&#039; This will remove an old macro named &amp;quot;test1&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;/m test1&#039;&#039;&#039; This will play the macro named, &amp;quot;test1&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Once you have created your first Macro, you will receive a Macro helper token that lists your available Macros.&lt;br /&gt;
&lt;br /&gt;
==Emote commands==&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/e&amp;quot; command, the new emotes unlocked are as listed;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cross&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Point&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Think Headache&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Follow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crouch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Speaking through an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to &amp;quot;speak&amp;quot; through an animal companion, dominated monster, familiar, henchman, or summon. Each must be prefixed with &amp;quot;/v&amp;quot; (standing for voice-throwing), followed by a single letter that identifies which creature to speak through, and finally a message to have that creature speak.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v a&#039;&#039;&#039;&amp;quot; to speak through your Animal Companion&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v d&#039;&#039;&#039;&amp;quot; to speak through a Dominated Monster&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v f&#039;&#039;&#039;&amp;quot; to speak through your Familiar&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v h&#039;&#039;&#039;&amp;quot; to speak through a Henchman&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v s&#039;&#039;&#039;&amp;quot; to speak through a Summoned Creature&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;&#039;&#039;&#039;/v f Hello!&#039;&#039;&#039;&amp;quot; will make your familiar say &amp;quot;Hello!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Activating Stealth and Detect modes for an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to place your associates into stealth and detect modes. &lt;br /&gt;
 &lt;br /&gt;
===Familiars===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Animal Companions===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect  a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Henchmen===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-Handed==&lt;br /&gt;
&lt;br /&gt;
Gives the currently equipped melee weapon a damage bonus as if they had 1.5 strength modifier, as with a Two Handed weapon. Only uses BASE strength modifier. &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c two-handed&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Detect Evil==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Paladin]] Detect Evil ability.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c detect evil&#039;&#039;&#039;&amp;quot; activates Detect Evil.&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Ranger]] Track ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track&#039;&#039;&#039;&amp;quot; search for nearby tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race giant&#039;&#039;&#039;&amp;quot; search for nearby giant tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -size huge&#039;&#039;&#039;&amp;quot; search for nearby huge creature tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race goblinoid -size medium&#039;&#039;&#039;&amp;quot; search for nearby medium-size goblinoid tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -name Harry Halfwit&#039;&#039;&#039;&amp;quot; search for Harry Halfwit&#039;s tracks (Harry Halfwit is an example name).&lt;br /&gt;
&lt;br /&gt;
==Dispel==&lt;br /&gt;
&lt;br /&gt;
Allows selective dispelling of beneficial effects from your own PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel skins&#039;&#039;&#039;&amp;quot; dispel barkskin/stoneskin/shadow shield.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel invis&#039;&#039;&#039;&amp;quot; dispel invisibility and sanctuary.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel blur&#039;&#039;&#039;&amp;quot; dispel ghostly visage.&lt;br /&gt;
&lt;br /&gt;
==Subdual==&lt;br /&gt;
&lt;br /&gt;
Switch subdual mode. Subdual is your PvP damage mode.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;/c subdual prev&amp;quot;&#039;&#039;&#039; cycle to the previous subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual next&#039;&#039;&#039;&amp;quot; cycle to the next subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual subdual&#039;&#039;&#039;&amp;quot; switch to subdual mode. When you would normally kill a player character (PC), you will only knock them to the ground for a short duration, subduing them. Players that have been defeated this way should remain where they were dropped, unless told by the winner or a DM, what they can do. You cannot kill a PC while in this mode. This is the default mode for most PvP.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual spar&#039;&#039;&#039;&amp;quot; switch to sparring mode. This means that you will only wind a PC when their health reaches zero, they can get up when they want, and the duration they have to remain on the ground is extremely short. You cannot kill a player while in this mode.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (blackout | bo)&#039;&#039;&#039;&amp;quot; switch to blackout mode. When you bring a PC&#039;s health to zero in this mode, their body will become an item that can be carried. At any time, you can choose to wake the PC by interacting with the item. You can, and should, RP that you are carrying someone in this manner.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (full | fd)&#039;&#039;&#039;&amp;quot; switch to full damage mode. When a PC&#039;s health reaches zero, their character will permanently die. Only through permission from the killer or a DM, can the player be revived.&lt;br /&gt;
&lt;br /&gt;
==Hostile== &lt;br /&gt;
&lt;br /&gt;
Set yourself hostile to people.&lt;br /&gt;
&lt;br /&gt;
To set people unhostile, use &amp;quot;&#039;&#039;&#039;/c unhostile ...&#039;&#039;&#039;&amp;quot; with these same sorts of parameters.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile nearest&#039;&#039;&#039;&amp;quot; will set you hostile to the nearest person.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile radius&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see within a fixed radius.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile area&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see in the area.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile all&#039;&#039;&#039;&amp;quot; will set you hostile to everybody on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are able to specifically target players  not be set to hostile unless you specifically target them.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Thoop&#039;&#039;&#039;&amp;quot; will set you hostile with the character named Thoop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Tho&#039;&#039;&#039;&amp;quot; will set you hostile with nearest character name that starts with Tho, in this example, Thoop.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
To follow up on setting players hostile, you are able to whitelist people that will not be set to hostile unless you specifically target them.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Thoop&#039;&#039;&#039;&amp;quot; will whitelist the character named Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Tho&#039;&#039;&#039;&amp;quot; will whitelist the nearest character name that starts with Tho, in this example, Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
==Swivel Chair==&lt;br /&gt;
&lt;br /&gt;
Swivel chair rotation control.&lt;br /&gt;
&lt;br /&gt;
You must be sitting in a swivel chair for this command to work.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 45&#039;&#039;&#039;&amp;quot; will rotate your chair by 45 degrees.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 90&#039;&#039;&#039;&amp;quot; will rotate your chair by 90 degrees.&lt;br /&gt;
&lt;br /&gt;
==Catapult Commands==&lt;br /&gt;
&lt;br /&gt;
Catapult siege equipment control.&lt;br /&gt;
&lt;br /&gt;
Can only be used when you&#039;re close enough to operate the catapult.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult aim&#039;&#039;&#039;&amp;quot; will aim the catapult in your direction.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult power_up&#039;&#039;&#039;&amp;quot; will increase the catapult&#039;s tension/power.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult angle_down&#039;&#039;&#039;&amp;quot; will decrease the catapult&#039;s angle.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult status&#039;&#039;&#039;&amp;quot; will display a status report on the catapult.&lt;br /&gt;
&lt;br /&gt;
==Knock==&lt;br /&gt;
&lt;br /&gt;
Knock on the nearest door; can be heard on other side.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c knock&#039;&#039;&#039;&amp;quot; will knock on the nearest door.&lt;br /&gt;
 &lt;br /&gt;
==Diagnose==&lt;br /&gt;
&lt;br /&gt;
Attempt to diagnose the target&#039;s medical condition. (Heal skill based)&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c diagnose Thoop&#039;&#039;&#039;&amp;quot; will have you try to determine whether Thoop is poisoned / diseased / etc. &lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
&lt;br /&gt;
Recalls all associates (animal companion, summons, familiar, etc) to your location. Can only be used outside of combat.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c recall&#039;&#039;&#039;&amp;quot; will recall your associates to your location. &lt;br /&gt;
&lt;br /&gt;
==Drop Pack==&lt;br /&gt;
&lt;br /&gt;
Drop your gold/items into a pack onto the ground.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack&#039;&#039;&#039;&amp;quot; will drop your gold and inventory items.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack purse&#039;&#039;&#039;&amp;quot; will just drop your gold.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack everything&#039;&#039;&#039;&amp;quot; will drop your gold, equipped items, and inventory items.&lt;br /&gt;
 &lt;br /&gt;
==Yank Pack==&lt;br /&gt;
&lt;br /&gt;
Yank a subdued/bleeding PC&#039;s pack onto the ground. This works on the nearest subdued/bleeding PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack&#039;&#039;&#039;&amp;quot; will yank their gold and inventory items into the pack. This takes four seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack purse&#039;&#039;&#039;&amp;quot; will just yank their gold into the pack. This takes two seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack quick&#039;&#039;&#039;&amp;quot; will yank their gold and readily-grabbed equipped items (like weapons). This takes three seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack everything&#039;&#039;&#039;&amp;quot; will yank their gold, equipped items, and inventory. This takes five seconds.&lt;br /&gt;
&lt;br /&gt;
==Collect_Pack==&lt;br /&gt;
&lt;br /&gt;
Automatically pick up all the items in a dropped pack that belongs to you.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c collect_pack&#039;&#039;&#039;&amp;quot; will collect up your pack.&lt;br /&gt;
&lt;br /&gt;
==Parsed Emotes==&lt;br /&gt;
&lt;br /&gt;
You can activate a rudimentary emote parser by typing &amp;quot;/e &amp;quot;. This will be revised and heavily improved soon, but at present you can already make use of such handy features as:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall&#039;&#039;&#039;&amp;quot; fall forward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall back&#039;&#039;&#039;&amp;quot; fall backward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e stand&#039;&#039;&#039;&amp;quot; stand back up again.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e whistles&#039;&#039;&#039;&amp;quot; whistle a jaunty tune.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e bends&#039;&#039;&#039;&amp;quot; reach down to the ground.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e casts&#039;&#039;&#039;&amp;quot; wave your arms about as though casting a spell.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e steals&#039;&#039;&#039;&amp;quot; play the &#039;sneaky stealing&#039; animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e shakes head&#039;&#039;&#039;&amp;quot; play a somewhat-awkward head-shaking animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c toggle parse_emotes&#039;&#039;&#039;&amp;quot; to turn dynamic emote parsing on: this will search through everything that you say in the Talk channel and play emotes that it finds. To avoid having this be annoying, it only responds to specific emotes: *reads* will trigger an animation of you reading a note or scroll, but not *reads the sign*. Once activated, this can be deactivated using the same command.&lt;br /&gt;
&lt;br /&gt;
==Rolling Dice==&lt;br /&gt;
&lt;br /&gt;
You can roll skill checks, ability checks, saves, or just arbitrary dice using either &amp;quot;/c roll &amp;quot; or just speaking &amp;quot;*roll *&amp;quot;, where is one of the possibilities below:&lt;br /&gt;
&lt;br /&gt;
===(skill/ability) check===&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll int check&#039;&#039;&#039;&amp;quot; will make you roll an Intelligence ability check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll lore check&#039;&#039;&#039;&amp;quot; will make you roll a Lore skill check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll heal check&#039;&#039;&#039;&amp;quot; will also make you roll a Heal skill check.&lt;br /&gt;
&lt;br /&gt;
===(will/fort/reflex) save===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll fort save&#039;&#039;&#039;&amp;quot; will make you roll a Fortitude save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll will save&#039;&#039;&#039;&amp;quot; will make you roll a Will save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll reflex save&#039;&#039;&#039;&amp;quot; will make you roll a Reflex save.&lt;br /&gt;
&lt;br /&gt;
===(melee/ranged) attack=== &lt;br /&gt;
&lt;br /&gt;
Roll a (melee/ranged) attack roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack*&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
Roll an arbitrary number of arbitrary dice.&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 3d10&#039;&#039;&#039;&amp;quot; will roll three ten-sided dice and report their sum.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 1d20&#039;&#039;&#039;&amp;quot; will roll one twenty-sided die and report the result.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 21d7&#039;&#039;&#039;&amp;quot; will roll twenty-one seven-sided dice and report their sum.&lt;br /&gt;
&lt;br /&gt;
==Tell Filtering==&lt;br /&gt;
&lt;br /&gt;
There is an optional tell filtering system, to allow you to temporarily ignore all tells (except those from DMs). This can be used in circumstances where a flood of OOC tells would break immersion. To use this system, first activate it with the command below, and then turn &amp;quot;silence&amp;quot; mode on and off at will. When in &amp;quot;silence&amp;quot; mode, all tells except those from players on your permit-list, and DMs, will be ignored. You will get a message when a tell is ignored, and the player sending the tell will get a similar message.&lt;br /&gt;
&lt;br /&gt;
===Activate/Deactivate===&lt;br /&gt;
&lt;br /&gt;
Turn the system on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter activate&#039;&#039;&#039;&amp;quot; will turn on the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter deactivate&#039;&#039;&#039;&amp;quot; will turn off the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle active&#039;&#039;&#039;&amp;quot; will toggle whether or not the system is activated.&lt;br /&gt;
 &lt;br /&gt;
===Silence/Unsilence===&lt;br /&gt;
&lt;br /&gt;
Turn &amp;quot;silence mode&amp;quot; on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter silence&#039;&#039;&#039;&amp;quot; will turn on silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unsilence&#039;&#039;&#039;&amp;quot; will turn off silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle silence&#039;&#039;&#039;&amp;quot; will toggle silence mode on and off. &lt;br /&gt;
&lt;br /&gt;
===Permit/Unpermit===&lt;br /&gt;
&lt;br /&gt;
Configure your permit list.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter permit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will add Arkov Bartelisk to your permit list.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unpermit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will remove Arkov Bartelisk from your permit list.&lt;br /&gt;
&lt;br /&gt;
==Hood on/off==&lt;br /&gt;
&lt;br /&gt;
In order to change your head from the hooded model, and the standard model, you can use the following command.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c togglehood&#039;&#039;&#039; toggles between the &#039;Hooded&#039; model and your original model.&lt;br /&gt;
&lt;br /&gt;
This does not work with if you select the hooded model as your original model. &lt;br /&gt;
&lt;br /&gt;
==Show Backpack==&lt;br /&gt;
&lt;br /&gt;
This can be used to display various &#039;backpack&#039; items, including quivers, scabbards, and true backpacks.&lt;br /&gt;
&lt;br /&gt;
To reset the backpack, just write /c setbackpack and write anything that isn&#039;t a following option. For example, &amp;quot;/c setbackpack blerg&amp;quot; will set the back pack to none. &lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack greatsword&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Wereshift==&lt;br /&gt;
&lt;br /&gt;
Lycanthropy shifting control.&lt;br /&gt;
&lt;br /&gt;
Only usable by lycanthropes.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift human&#039;&#039;&#039;&amp;quot; will shift you to human form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift hybrid&#039;&#039;&#039;&amp;quot; will shift you to hybrid form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift animal&#039;&#039;&#039;&amp;quot; will shift you to animal form.&lt;br /&gt;
&lt;br /&gt;
==Creating spell notes==&lt;br /&gt;
&lt;br /&gt;
You can save your current​ set of spells in the form of a spell note, an item which is stored in your inventory and changes your spell set when used. Having multiple such notes helps you quickly switch between different spell sets. When you stop using a particular spell set, you can simply trash the note.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c sb_save name&#039;&#039;&#039;&amp;quot; create a spell note with the given name from your current spell set.&lt;br /&gt;
&lt;br /&gt;
==Limb Loss==&lt;br /&gt;
&lt;br /&gt;
To help role play two new chat commands that modify the worn armor to show the disfigurement properly. These are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_apply&#039;&#039;&#039; To remove armorparts that otherwise conceal the limb loss. For legs, you get a nice peg leg. It changes the armor based on what you have lost.&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_remove&#039;&#039;&#039; To bring the armor back to original. This command can be used by anyone, limbless or otherwise.&lt;br /&gt;
=Keen Sense (Elves Only)=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;/c keensense&#039;&#039;&#039; Elves may now use this command to toggle the Keen Sense ability, allowing them to walk using detect mode.&lt;br /&gt;
&lt;br /&gt;
=Combat Styles=&lt;br /&gt;
&lt;br /&gt;
Several combat stances are available in the welcome area to change combat animations for your character. Not all styles are available for all of the classes, genders, and races. Combat styles must be selected before leaving the welcome area, though you will be able to turn on and off combat styles while in the game world. Not all weapons are able to be used with each style, experiment in game with your chosen weapon before entering the game world. &lt;br /&gt;
&lt;br /&gt;
In order to view what combat stances are available to you, enter the following command: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style list&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To change from any combat_style back to normal, use the following command:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style normal&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
After selecting a combat style appropriate to your class in the welcome area, enter the following command to change to the appropriate combat style:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style warrior&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, Rangers, and Clerics.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style kensai&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins,and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style heavy&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style demon&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style fencing&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, and Bards.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tiger_fang&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style sun_fist&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style dragon_palm&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style bear_claw&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style assassin&#039;&#039;&#039;&amp;quot; Only usable by : Rogues. &lt;br /&gt;
&lt;br /&gt;
Two additional combat style&#039;s are available depending on race and gender: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style non-combat&#039;&#039;&#039;&amp;quot; Only usable by: Human male, Half-elf male. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tired&#039;&#039;&#039;&amp;quot; Usable by: Any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1293</id>
		<title>Chat Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1293"/>
		<updated>2019-09-18T23:15:10Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Chat Commands=&lt;br /&gt;
&lt;br /&gt;
We&#039;re using an advanced listener system to directly process and/or hide text that players send to the server. In simple terms, this allows us to create &amp;quot;chat text commands&amp;quot; that you type directly into the chat bar (or attach to a quick slot). Features already implemented in this system include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Text Macros=&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/m&amp;quot; command, you can create as many chat macros as you like with the following parameters;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;/m add test1 This is a test.&#039;&#039;&#039; This will create a new macro named &amp;quot;test1&amp;quot; that will state &amp;quot;This is a Test&amp;quot; when used.&lt;br /&gt;
*&#039;&#039;&#039;/m rem test1&#039;&#039;&#039; This will remove an old macro named &amp;quot;test1&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;/m test1&#039;&#039;&#039; This will play the macro named, &amp;quot;test1&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Once you have created your first Macro, you will receive a Macro helper token that lists your available Macros.&lt;br /&gt;
&lt;br /&gt;
==Emote commands==&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/e&amp;quot; command, the new emotes unlocked are as listed;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cross&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Point&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Think Headache&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Follow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crouch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Speaking through an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to &amp;quot;speak&amp;quot; through an animal companion, dominated monster, familiar, henchman, or summon. Each must be prefixed with &amp;quot;/v&amp;quot; (standing for voice-throwing), followed by a single letter that identifies which creature to speak through, and finally a message to have that creature speak.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v a&#039;&#039;&#039;&amp;quot; to speak through your Animal Companion&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v d&#039;&#039;&#039;&amp;quot; to speak through a Dominated Monster&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v f&#039;&#039;&#039;&amp;quot; to speak through your Familiar&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v h&#039;&#039;&#039;&amp;quot; to speak through a Henchman&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v s&#039;&#039;&#039;&amp;quot; to speak through a Summoned Creature&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;&#039;&#039;&#039;/v f Hello!&#039;&#039;&#039;&amp;quot; will make your familiar say &amp;quot;Hello!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Activating Stealth and Detect modes for an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to place your associates into stealth and detect modes. &lt;br /&gt;
 &lt;br /&gt;
===Familiars===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Animal Companions===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect  a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Henchmen===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-Handed==&lt;br /&gt;
&lt;br /&gt;
Gives the currently equipped melee weapon a damage bonus as if they had 1.5 strength modifier, as with a Two Handed weapon. Only uses BASE strength modifier. &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c two-handed&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Detect Evil==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Paladin]] Detect Evil ability.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c detect evil&#039;&#039;&#039;&amp;quot; activates Detect Evil.&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Ranger]] Track ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track&#039;&#039;&#039;&amp;quot; search for nearby tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race giant&#039;&#039;&#039;&amp;quot; search for nearby giant tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -size huge&#039;&#039;&#039;&amp;quot; search for nearby huge creature tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race goblinoid -size medium&#039;&#039;&#039;&amp;quot; search for nearby medium-size goblinoid tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -name Harry Halfwit&#039;&#039;&#039;&amp;quot; search for Harry Halfwit&#039;s tracks (Harry Halfwit is an example name).&lt;br /&gt;
&lt;br /&gt;
==Dispel==&lt;br /&gt;
&lt;br /&gt;
Allows selective dispelling of beneficial effects from your own PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel skins&#039;&#039;&#039;&amp;quot; dispel barkskin/stoneskin/shadow shield.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel invis&#039;&#039;&#039;&amp;quot; dispel invisibility and sanctuary.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel blur&#039;&#039;&#039;&amp;quot; dispel ghostly visage.&lt;br /&gt;
&lt;br /&gt;
==Subdual==&lt;br /&gt;
&lt;br /&gt;
Switch subdual mode. Subdual is your PvP damage mode.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;/c subdual prev&amp;quot;&#039;&#039;&#039; cycle to the previous subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual next&#039;&#039;&#039;&amp;quot; cycle to the next subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual subdual&#039;&#039;&#039;&amp;quot; switch to subdual mode. When you would normally kill a player character (PC), you will only knock them to the ground for a short duration, subduing them. Players that have been defeated this way should remain where they were dropped, unless told by the winner or a DM, what they can do. You cannot kill a PC while in this mode. This is the default mode for most PvP.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual spar&#039;&#039;&#039;&amp;quot; switch to sparring mode. This means that you will only wind a PC when their health reaches zero, they can get up when they want, and the duration they have to remain on the ground is extremely short. You cannot kill a player while in this mode.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (blackout | bo)&#039;&#039;&#039;&amp;quot; switch to blackout mode. When you bring a PC&#039;s health to zero in this mode, their body will become an item that can be carried. At any time, you can choose to wake the PC by interacting with the item. You can, and should, RP that you are carrying someone in this manner.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (full | fd)&#039;&#039;&#039;&amp;quot; switch to full damage mode. When a PC&#039;s health reaches zero, their character will permanently die. Only through permission from the killer or a DM, can the player be revived.&lt;br /&gt;
&lt;br /&gt;
==Hostile== &lt;br /&gt;
&lt;br /&gt;
Set yourself hostile to people.&lt;br /&gt;
&lt;br /&gt;
To set people unhostile, use &amp;quot;&#039;&#039;&#039;/c unhostile ...&#039;&#039;&#039;&amp;quot; with these same sorts of parameters.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile nearest&#039;&#039;&#039;&amp;quot; will set you hostile to the nearest person.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile radius&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see within a fixed radius.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile area&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see in the area.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile all&#039;&#039;&#039;&amp;quot; will set you hostile to everybody on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are able to specifically target players  not be set to hostile unless you specifically target them.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Thoop&#039;&#039;&#039;&amp;quot; will set you hostile with the character named Thoop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Tho&#039;&#039;&#039;&amp;quot; will set you hostile with nearest character name that starts with Tho, in this example, Thoop.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
To follow up on setting players hostile, you are able to whitelist people that will not be set to hostile unless you specifically target them.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Thoop&#039;&#039;&#039;&amp;quot; will whitelist the character named Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Tho&#039;&#039;&#039;&amp;quot; will whitelist the nearest character name that starts with Tho, in this example, Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
==Swivel Chair==&lt;br /&gt;
&lt;br /&gt;
Swivel chair rotation control.&lt;br /&gt;
&lt;br /&gt;
You must be sitting in a swivel chair for this command to work.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 45&#039;&#039;&#039;&amp;quot; will rotate your chair by 45 degrees.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 90&#039;&#039;&#039;&amp;quot; will rotate your chair by 90 degrees.&lt;br /&gt;
&lt;br /&gt;
==Catapult Commands==&lt;br /&gt;
&lt;br /&gt;
Catapult siege equipment control.&lt;br /&gt;
&lt;br /&gt;
Can only be used when you&#039;re close enough to operate the catapult.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult aim&#039;&#039;&#039;&amp;quot; will aim the catapult in your direction.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult power_up&#039;&#039;&#039;&amp;quot; will increase the catapult&#039;s tension/power.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult angle_down&#039;&#039;&#039;&amp;quot; will decrease the catapult&#039;s angle.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult status&#039;&#039;&#039;&amp;quot; will display a status report on the catapult.&lt;br /&gt;
&lt;br /&gt;
==Knock==&lt;br /&gt;
&lt;br /&gt;
Knock on the nearest door; can be heard on other side.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c knock&#039;&#039;&#039;&amp;quot; will knock on the nearest door.&lt;br /&gt;
 &lt;br /&gt;
==Diagnose==&lt;br /&gt;
&lt;br /&gt;
Attempt to diagnose the target&#039;s medical condition. (Heal skill based)&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c diagnose Thoop&#039;&#039;&#039;&amp;quot; will have you try to determine whether Thoop is poisoned / diseased / etc. &lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
&lt;br /&gt;
Recalls all associates (animal companion, summons, familiar, etc) to your location. Can only be used outside of combat.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c recall&#039;&#039;&#039;&amp;quot; will recall your associates to your location. &lt;br /&gt;
&lt;br /&gt;
==Drop Pack==&lt;br /&gt;
&lt;br /&gt;
Drop your gold/items into a pack onto the ground.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack&#039;&#039;&#039;&amp;quot; will drop your gold and inventory items.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack purse&#039;&#039;&#039;&amp;quot; will just drop your gold.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack everything&#039;&#039;&#039;&amp;quot; will drop your gold, equipped items, and inventory items.&lt;br /&gt;
 &lt;br /&gt;
==Yank Pack==&lt;br /&gt;
&lt;br /&gt;
Yank a subdued/bleeding PC&#039;s pack onto the ground. This works on the nearest subdued/bleeding PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack&#039;&#039;&#039;&amp;quot; will yank their gold and inventory items into the pack. This takes four seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack purse&#039;&#039;&#039;&amp;quot; will just yank their gold into the pack. This takes two seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack quick&#039;&#039;&#039;&amp;quot; will yank their gold and readily-grabbed equipped items (like weapons). This takes three seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack everything&#039;&#039;&#039;&amp;quot; will yank their gold, equipped items, and inventory. This takes five seconds.&lt;br /&gt;
&lt;br /&gt;
==Collect_Pack==&lt;br /&gt;
&lt;br /&gt;
Automatically pick up all the items in a dropped pack that belongs to you.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c collect_pack&#039;&#039;&#039;&amp;quot; will collect up your pack.&lt;br /&gt;
&lt;br /&gt;
==Parsed Emotes==&lt;br /&gt;
&lt;br /&gt;
You can activate a rudimentary emote parser by typing &amp;quot;/e &amp;quot;. This will be revised and heavily improved soon, but at present you can already make use of such handy features as:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall&#039;&#039;&#039;&amp;quot; fall forward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall back&#039;&#039;&#039;&amp;quot; fall backward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e stand&#039;&#039;&#039;&amp;quot; stand back up again.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e whistles&#039;&#039;&#039;&amp;quot; whistle a jaunty tune.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e bends&#039;&#039;&#039;&amp;quot; reach down to the ground.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e casts&#039;&#039;&#039;&amp;quot; wave your arms about as though casting a spell.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e steals&#039;&#039;&#039;&amp;quot; play the &#039;sneaky stealing&#039; animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e shakes head&#039;&#039;&#039;&amp;quot; play a somewhat-awkward head-shaking animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c toggle parse_emotes&#039;&#039;&#039;&amp;quot; to turn dynamic emote parsing on: this will search through everything that you say in the Talk channel and play emotes that it finds. To avoid having this be annoying, it only responds to specific emotes: *reads* will trigger an animation of you reading a note or scroll, but not *reads the sign*. Once activated, this can be deactivated using the same command.&lt;br /&gt;
&lt;br /&gt;
==Rolling Dice==&lt;br /&gt;
&lt;br /&gt;
You can roll skill checks, ability checks, saves, or just arbitrary dice using either &amp;quot;/c roll &amp;quot; or just speaking &amp;quot;*roll *&amp;quot;, where is one of the possibilities below:&lt;br /&gt;
&lt;br /&gt;
===(skill/ability) check===&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll int check&#039;&#039;&#039;&amp;quot; will make you roll an Intelligence ability check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll lore check&#039;&#039;&#039;&amp;quot; will make you roll a Lore skill check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll heal check&#039;&#039;&#039;&amp;quot; will also make you roll a Heal skill check.&lt;br /&gt;
&lt;br /&gt;
===(will/fort/reflex) save===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll fort save&#039;&#039;&#039;&amp;quot; will make you roll a Fortitude save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll will save&#039;&#039;&#039;&amp;quot; will make you roll a Will save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll reflex save&#039;&#039;&#039;&amp;quot; will make you roll a Reflex save.&lt;br /&gt;
&lt;br /&gt;
===(melee/ranged) attack=== &lt;br /&gt;
&lt;br /&gt;
Roll a (melee/ranged) attack roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack*&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
Roll an arbitrary number of arbitrary dice.&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 3d10&#039;&#039;&#039;&amp;quot; will roll three ten-sided dice and report their sum.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 1d20&#039;&#039;&#039;&amp;quot; will roll one twenty-sided die and report the result.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 21d7&#039;&#039;&#039;&amp;quot; will roll twenty-one seven-sided dice and report their sum.&lt;br /&gt;
&lt;br /&gt;
==Tell Filtering==&lt;br /&gt;
&lt;br /&gt;
There is an optional tell filtering system, to allow you to temporarily ignore all tells (except those from DMs). This can be used in circumstances where a flood of OOC tells would break immersion. To use this system, first activate it with the command below, and then turn &amp;quot;silence&amp;quot; mode on and off at will. When in &amp;quot;silence&amp;quot; mode, all tells except those from players on your permit-list, and DMs, will be ignored. You will get a message when a tell is ignored, and the player sending the tell will get a similar message.&lt;br /&gt;
&lt;br /&gt;
===Activate/Deactivate===&lt;br /&gt;
&lt;br /&gt;
Turn the system on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter activate&#039;&#039;&#039;&amp;quot; will turn on the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter deactivate&#039;&#039;&#039;&amp;quot; will turn off the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle active&#039;&#039;&#039;&amp;quot; will toggle whether or not the system is activated.&lt;br /&gt;
 &lt;br /&gt;
===Silence/Unsilence===&lt;br /&gt;
&lt;br /&gt;
Turn &amp;quot;silence mode&amp;quot; on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter silence&#039;&#039;&#039;&amp;quot; will turn on silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unsilence&#039;&#039;&#039;&amp;quot; will turn off silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle silence&#039;&#039;&#039;&amp;quot; will toggle silence mode on and off. &lt;br /&gt;
&lt;br /&gt;
===Permit/Unpermit===&lt;br /&gt;
&lt;br /&gt;
Configure your permit list.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter permit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will add Arkov Bartelisk to your permit list.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unpermit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will remove Arkov Bartelisk from your permit list.&lt;br /&gt;
&lt;br /&gt;
==Hood on/off==&lt;br /&gt;
&lt;br /&gt;
In order to change your head from the hooded model, and the standard model, you can use the following command.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c togglehood&#039;&#039;&#039; toggles between the &#039;Hooded&#039; model and your original model.&lt;br /&gt;
&lt;br /&gt;
This does not work with if you select the hooded model as your original model. &lt;br /&gt;
&lt;br /&gt;
==Show Backpack==&lt;br /&gt;
&lt;br /&gt;
This can be used to display various &#039;backpack&#039; items, including quivers, scabbards, and true backpacks.&lt;br /&gt;
&lt;br /&gt;
To reset the backpack, just write /c setbackpack and write anything that isn&#039;t a following option. For example, &amp;quot;/c setbackpack blerg&amp;quot; will set the back pack to none. &lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack greatsword&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Wereshift==&lt;br /&gt;
&lt;br /&gt;
Lycanthropy shifting control.&lt;br /&gt;
&lt;br /&gt;
Only usable by lycanthropes.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift human&#039;&#039;&#039;&amp;quot; will shift you to human form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift hybrid&#039;&#039;&#039;&amp;quot; will shift you to hybrid form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift animal&#039;&#039;&#039;&amp;quot; will shift you to animal form.&lt;br /&gt;
&lt;br /&gt;
==Creating spell notes==&lt;br /&gt;
&lt;br /&gt;
You can save your current​ set of spells in the form of a spell note, an item which is stored in your inventory and changes your spell set when used. Having multiple such notes helps you quickly switch between different spell sets. When you stop using a particular spell set, you can simply trash the note.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c sb_save name&#039;&#039;&#039;&amp;quot; create a spell note with the given name from your current spell set.&lt;br /&gt;
&lt;br /&gt;
==Limb Loss==&lt;br /&gt;
&lt;br /&gt;
To help role play two new chat commands that modify the worn armor to show the disfigurement properly. These are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_apply&#039;&#039;&#039; To remove armorparts that otherwise conceal the limb loss. For legs, you get a nice peg leg. It changes the armor based on what you have lost.&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_remove&#039;&#039;&#039; To bring the armor back to original. This command can be used by anyone, limbless or otherwise.&lt;br /&gt;
=Keen Sense (Elves Only)=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;/c keensense&#039;&#039;&#039; Elves may now use this command to toggle the Keen Sense ability, allowing them to walk using detect mode.&lt;br /&gt;
&lt;br /&gt;
=Combat Styles=&lt;br /&gt;
&lt;br /&gt;
Several combat stances are available in the welcome area to change combat animations for your character. Not all styles are available for all of the classes, genders, and races. Combat styles must be selected before leaving the welcome area, though you will be able to turn on and off combat styles while in the game world. Not all weapons are able to be used with each style, experiment in game with your chosen weapon before entering the game world. &lt;br /&gt;
&lt;br /&gt;
In order to view what combat stances are available to you, enter the following command: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style list&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To change from any combat_style back to normal, use the following command:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style normal&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
After selecting a combat style appropriate to your class in the welcome area, enter the following command to change to the appropriate combat style:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style warrior&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, Rangers, and Clerics.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style kensai&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins,and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style heavy&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style demon&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style fencing&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, and Bards.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tiger_fang&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style sun_fist&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style dragon_palm&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style bear_claw&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style assassin&#039;&#039;&#039;&amp;quot; Only usable by : Rogues. &lt;br /&gt;
&lt;br /&gt;
Two additional combat style&#039;s are available depending on race and gender: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style non-combat&#039;&#039;&#039;&amp;quot; Only usable by: Human male, Half-elf male. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tired&#039;&#039;&#039;&amp;quot; Usable by: Any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Domains&amp;diff=1292</id>
		<title>Domains</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Domains&amp;diff=1292"/>
		<updated>2019-09-18T05:46:03Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Domains==&lt;br /&gt;
===Air Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Call Lightning (3), Chain Lightning (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Air Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Death Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Phantasmal Killer (4), Enervation (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Death Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances.&lt;br /&gt;
&lt;br /&gt;
===Earth Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stoneskin (4), Energy Buffer (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Earth Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Evil Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&lt;br /&gt;
&lt;br /&gt;
Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Evil Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Fire Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wall of Fire (4), Energy Buffer (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Fire Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Good Domain===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stoneskin (4), Lesser Planar Binding (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Good Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Water Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&lt;br /&gt;
&lt;br /&gt;
Poison (3), Ice Storm (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Water Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Chaos Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cloud of Bewilderment (3), Confusion (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Chaos Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Law Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Clarity (2), Hold Monster (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Law Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Knowledge Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Identify (1), Knock (2), Clairaudience/Clairvoyance (3), True Seeing (4), Legend Lore (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Knowledge Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Magic Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Mage Armor (1), Melf&#039;s Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Spells Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Destruction Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Stinking Cloud (3), Acid Fog (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Destruction Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Drow Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Charm person (2), Clairvoyance/Clairaudience (3), Improved Invisibility (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Racial Power&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Drow Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Elf Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
True Strike (1), Cat&#039;s Grace (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Racial Power&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Elf Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Dwarf Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Glyph of Warding (2), Greater Magic Weapon (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Racial Power&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Dwarf Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Halfling Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Cat&#039;s Grace (2), Freedom of Movement (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Racial Power&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Halfling Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Gnome Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Color Spray (1), Displacement (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Racial Power&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Gnome Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
===Orc Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Prayer (2), Blood Frenzy (3), War Cry (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Racial Power&lt;br /&gt;
&lt;br /&gt;
[[Turn Undead#Orc Domain|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
==Secondary Domains==&lt;br /&gt;
&lt;br /&gt;
===Animal Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Cat&#039;s Grace (2), True Seeing (3), Polymorph Self (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Summon Creature spell is cast as if it were the next spell level higher&lt;br /&gt;
&lt;br /&gt;
===Cavern Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Darkness (1), One with the Land (2), Call Lightning (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.&lt;br /&gt;
&lt;br /&gt;
===Charm Domain===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Charm person (1), Aura of Glory (2), Charm Monster (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Darkness Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ultravision 1/day&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Associated Deities&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Fate Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
True Strike (1), See Invisibility (2), Clairaudience/Clairvoyance (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Bonus Feat - Uncanny Dodge&lt;br /&gt;
&lt;br /&gt;
===Fungus Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Hatred Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Bestow Curse (2), Inflict Critical Wounds (3), Harm (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1/day, target a particular enemy to gain a +1 AB bonus and a +1 negative energy damage bonus, both versus their racial type, that last for one round/level&lt;br /&gt;
&lt;br /&gt;
===Healing Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Cure Serious Wounds (2), Heal (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Empowered Healing - The following healing spells are cast as if with the empower spell feat: cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds.&lt;br /&gt;
&lt;br /&gt;
Cure Minor Wounds, when casting as a spell, is not affected. When casting via a trinket, functions as normal. Healing spells cast via trinkets no longer benefit from this ability. &lt;br /&gt;
&lt;br /&gt;
===Illusion Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Invisibility (2), Displacement (3), Phantasmal Killer (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Luck Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
True Strike (1), Bestow Curse (2), Protection from Spells (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Bonus Feat - Defensive Roll&lt;br /&gt;
&lt;br /&gt;
===Metal Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shelgarn&#039;s Persistent Blade (1), Darkfire (2), Keen Edge (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1/day, add temporary fire damage to your weapon for one round/level: +1 Fire damage for non-hammer weapons, and +1d4 Fire damage for hammers and great mauls. This should stack with Darkfire.&lt;br /&gt;
&lt;br /&gt;
===Nobility Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Rallying Cry (1), Charm Person (2), See Invisibility (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Ooze Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Grease (1), Stinking Cloud (3), Evard&#039;s Black Tentacles (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Command Slimes&lt;br /&gt;
&lt;br /&gt;
===Planning Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Identify (1), See Invisibility (2), Clairaudience/Clairvoyance (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
===Plant Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Barkskin (2), Creeping Doom (7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Turn Vermin&lt;br /&gt;
&lt;br /&gt;
===Portal Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Summon creature III (2), Dismissal (3), Displacement (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Portal Sense - automatic supernatural ability to detect nearby hidden portals using Wisdom&lt;br /&gt;
&lt;br /&gt;
===Protection Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Minor Globe of Invulnerability (4), Energy Buffer (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Divine Protection - The cleric is able to cast an improved form of Sanctuary that sets the save difficulty class at 10 + Cha Modifier + Cleric Level. This has a duration of 1 round per caster level + the cleric&#039;s Charisma modifier&lt;br /&gt;
&lt;br /&gt;
===Renewal Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Cure Moderate Wounds (1), Remove disease (2), Restoration (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Repose Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Remove disease (2), Death ward (3), Undeath to Death (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Bonus Feat - Favored Enemy (Undead)&lt;br /&gt;
&lt;br /&gt;
===Reptilian Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Magic Fang (1), Greater Magic Fang (2), Poison (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Command Lizards&lt;br /&gt;
&lt;br /&gt;
===Retribution Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Death Armor (2), Death ward (3), Elemental Shield (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Bonus Feat - Divine Might&lt;br /&gt;
&lt;br /&gt;
===Rune Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Identify (1), Glyph of Warding (2), Delayed Blast Fireball (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Bonus Feat - Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
===Sea Caves Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ironguts (1), Drown (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Underwater Breathing - boosts the length of time which you can stay underwater before drowning&lt;br /&gt;
&lt;br /&gt;
===Spells Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Spider Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Web (1), Poison (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Command Spiders&lt;br /&gt;
&lt;br /&gt;
===Strength Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Divine Power (3), Stoneskin (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Divine Strength- The cleric gains a bonus to Strength equal to 2 + 1 per 3 class levels. This has a duration of 5 rounds + the cleric&#039;s Charisma modifier&lt;br /&gt;
&lt;br /&gt;
===Storm Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Gust of Wind (2), Call Lightning (3), Ice Storm (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Bonus Feat - Resist Energy (Electricity)&lt;br /&gt;
&lt;br /&gt;
===Suffering Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ray of Enfeeblement (1), Death Armor (2), Enervation (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Sun Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Searing Light (2), Sunbeam (7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Trade Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Identify (1), Knock (2), See Invisibility (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Bonus Feat - Skill Focus (Appraise)&lt;br /&gt;
&lt;br /&gt;
===Travel Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Trickery Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Divine Trickery - Bonus to hide, bluff, search, disable trap, move silently, open lock, and pick pocket checks equal to 1 per 2 caster levels. This effect lasts for 5 turns + the cleric&#039;s charisma modifier&lt;br /&gt;
&lt;br /&gt;
===Undeath Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Stone Bones (1), Negative Energy Burst (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===War Domain===&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Cat&#039;s Grace (2), Aura of Vitality (7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 caster levels to dexterity, constitution, attack rolls and damage. As well, the cleric gains damage reduction twice this amount. The effect will last for 5 rounds + charisma modifier&lt;br /&gt;
&lt;br /&gt;
==Racial Powers==&lt;br /&gt;
Certain racial domains grant a 1/day racial power. This power grants a temporary +1 AB and +1 save bonus versus fear, plus +1 to whatever that race&#039;s associated stat is (Str for orcs, Con for dwarves, Dex for elves/drow and halflings, Int for gnomes), and +2 AB versus that race&#039;s favored enemy (Elves for orcs and drow, Orcs for dwarves and elves, Goblins for halflings and gnomes) for all friendly members of that race within 30ft, lasting one round/level.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Frequently_Asked_Questions&amp;diff=1291</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Frequently_Asked_Questions&amp;diff=1291"/>
		<updated>2019-09-18T05:43:10Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FAQ=&lt;br /&gt;
&lt;br /&gt;
Below is a list of questions that new players commonly ask for information about.&lt;br /&gt;
&lt;br /&gt;
If there&#039;s anything that you think should be included here, feel free to suggest it.&lt;br /&gt;
&lt;br /&gt;
==How do I change my armor&#039;s appearance?==&lt;br /&gt;
&lt;br /&gt;
You can&#039;t alter the appearance of armor or clothing that you find in the game world. However, you can use certain tailors and blacksmiths to create entirely custom pieces exactly to your liking, at a cost. If you do this, you can also add up to two bonuses to the item for an extra cost, one skill bonus and one save bonus.&lt;br /&gt;
&lt;br /&gt;
==Where can I rest?==&lt;br /&gt;
&lt;br /&gt;
To rest in EFU: City of Rings, you have two choices. Either find an inn and pay for a room to rest in or create a campfire and, if you have a bedroll and some food, you can rest by it. However, campfires can not be made in all areas. Indoor areas and quest areas especially do not allow you to create a fire.&lt;br /&gt;
&lt;br /&gt;
Also, there is an [[EFUSS|EFUSS]] called Wilderness Survival that reduces your chance to require food when resting at a campfire. Druids do not require a campfire or bedroll to rest in the wilderness, rangers need only a bedroll, and barbarians only need a campfire.&lt;br /&gt;
&lt;br /&gt;
In some places, you can find pre-placed campfires that only require you to have food to rest at.&lt;br /&gt;
&lt;br /&gt;
==How do I set a spawn point?==&lt;br /&gt;
&lt;br /&gt;
To set a spawn point, talk to NPC bartenders in inns and there will be a dialogue option to do so. Alternatively, there are camps and caves around the City of Rings where you will see a &#039;Set Spawnpoint&#039; marker. When you set a spawn point, this is where your character will log in to after resets. If you don&#039;t set a spawn point, you will log in to Ring 100 after each reset.&lt;br /&gt;
&lt;br /&gt;
==Why can&#039;t I sell things to NPC merchants?==&lt;br /&gt;
&lt;br /&gt;
To prevent massive inflation of the amount of gold available to PCs, selling most things to NPC merchants is disabled. Some items, such as gems and scrolls, can be sold for a nominal fee to NPC merchants. However, we encourage PCs to trade between themselves. You will find temporarily rentable stalls in Ticker Square, the Peerage Ward and Pauper Ponds for you to trade with other PCs.&lt;br /&gt;
&lt;br /&gt;
==Why don&#039;t I get XP from killing monsters?==&lt;br /&gt;
&lt;br /&gt;
In EFU: City of Rings, the majority of XP is earned through quests. At lower levels, you will receive XP for killing monsters but this fades gradually as you reach higher levels. It is intended to prevent people &#039;farming&#039; easier enemies in order to reach high levels and to encourage PC interaction so that you go out and find friends to adventure with.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Frequently_Asked_Questions&amp;diff=1290</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Frequently_Asked_Questions&amp;diff=1290"/>
		<updated>2019-09-18T05:42:23Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FAQ=&lt;br /&gt;
&lt;br /&gt;
Below is a list of questions that new players commonly ask for information about.&lt;br /&gt;
&lt;br /&gt;
If there&#039;s anything that you think should be included here, feel free to suggest it.&lt;br /&gt;
&lt;br /&gt;
==How do I change my armour&#039;s appearance?==&lt;br /&gt;
&lt;br /&gt;
You can&#039;t alter the appearance of armour or clothing that you find in the game world. However, you can use certain tailors and blacksmiths to create entirely custom pieces exactly to your liking, at a cost. If you do this, you can also add up to two bonuses to the item for an extra cost, one skill bonus and one save bonus.&lt;br /&gt;
&lt;br /&gt;
==Where can I rest?==&lt;br /&gt;
&lt;br /&gt;
To rest in EFU:CoR, you have two choices. Either find an inn and pay for a room to rest in or create a campfire and, if you have a bedroll and some food, you can rest by it. However, campfires can not be made in all areas. Indoor areas and quest areas especially do not allow you to create a fire.&lt;br /&gt;
&lt;br /&gt;
Also, there is an [[EFUSS|EFUSS]] called Wilderness Survival that reduces your chance to require food when resting at a campfire. Druids do not require a campfire or bedroll to rest in the wilderness, rangers need only a bedroll, and barbarians only need a campfire.&lt;br /&gt;
&lt;br /&gt;
In some places you can find pre-placed campfires that only require you to have food to rest at.&lt;br /&gt;
&lt;br /&gt;
==How do I set a spawn point?==&lt;br /&gt;
&lt;br /&gt;
To set a spawn point, talk to NPC bartenders in inns and there will be a dialogue option to do so. Alternatively, there are camps and caves around the City of Rings where you will see a &#039;Set Spawnpoint&#039; marker. When you set a spawnpoint, this is where your character will log in to after resets. If you don&#039;t set a spawnpoint, you will log in to Ring 100 after each reset.&lt;br /&gt;
&lt;br /&gt;
==Why can&#039;t I sell things to NPC merchants?==&lt;br /&gt;
&lt;br /&gt;
To prevent a massive inflation of the amount of gold available to PCs, selling most things to NPC merchants is disabled. Some items, such as gems and scrolls, can be sold for a nominal fee to NPC merchants. However, we encourage PCs to trade between themselves. You will find temporarily rentable stalls in Ticker Square, the Peerage Ward and Pauper Ponds for you to trade with other PCs.&lt;br /&gt;
&lt;br /&gt;
==Why don&#039;t I get XP from killing monsters?==&lt;br /&gt;
&lt;br /&gt;
In EFU:CoR, the majority of XP is earned through quests. At lower levels, you will receive XP for killing monsters but this fades gradually as you reach higher levels. It is intended to prevent people &#039;farming&#039; easier enemies in order to reach high levels, and to encourage PC interaction so that you go out and find friends to adventure with.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1289</id>
		<title>Chat Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1289"/>
		<updated>2019-09-18T05:42:00Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Chat Commands=&lt;br /&gt;
&lt;br /&gt;
We&#039;re using an advanced listener system to directly process and/or hide text that players send to the server. In simple terms, this allows us to create &amp;quot;chat text commands&amp;quot; that you type directly into the chat bar (or attach to a quick slot). Features already implemented in this system include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Text Macros=&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/m&amp;quot; command, you can create as many chat macros as you like with the following parameters;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m add test1 &amp;quot;This is a test.&amp;quot;&#039;&#039;&#039; This will create a new macro named &amp;quot;test1&amp;quot;.&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m rem test1 &amp;quot;This is a test.&amp;quot;&#039;&#039;&#039; This will remove an old macro named &amp;quot;test1&amp;quot;. &lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m test1&#039;&#039;&#039; This will play the macro named, &amp;quot;test1&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Once you have created your first Macro, you will receive a Macro helper token that lists your available Macros.&lt;br /&gt;
&lt;br /&gt;
==Emote commands==&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/e&amp;quot; command, the new emotes unlocked are as listed;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cross&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Point&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Think Headache&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Follow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crouch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Speaking through an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to &amp;quot;speak&amp;quot; through an animal companion, dominated monster, familiar, henchman, or summon. Each must be prefixed with &amp;quot;/v&amp;quot; (standing for voice-throwing), followed by a single letter that identifies which creature to speak through, and finally a message to have that creature speak.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v a&#039;&#039;&#039;&amp;quot; to speak through your Animal Companion&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v d&#039;&#039;&#039;&amp;quot; to speak through a Dominated Monster&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v f&#039;&#039;&#039;&amp;quot; to speak through your Familiar&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v h&#039;&#039;&#039;&amp;quot; to speak through a Henchman&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v s&#039;&#039;&#039;&amp;quot; to speak through a Summoned Creature&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;&#039;&#039;&#039;/v f Hello!&#039;&#039;&#039;&amp;quot; will make your familiar say &amp;quot;Hello!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Activating Stealth and Detect modes for an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to place your associates into stealth and detect modes. &lt;br /&gt;
 &lt;br /&gt;
===Familiars===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Animal Companions===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect  a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Henchmen===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-Handed==&lt;br /&gt;
&lt;br /&gt;
Gives the currently equipped melee weapon a damage bonus as if they had 1.5 strength modifier, as with a Two Handed weapon. Only uses BASE strength modifier. &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c two-handed&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Detect Evil==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Paladin]] Detect Evil ability.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c detect evil&#039;&#039;&#039;&amp;quot; activates Detect Evil.&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Ranger]] Track ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track&#039;&#039;&#039;&amp;quot; search for nearby tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race giant&#039;&#039;&#039;&amp;quot; search for nearby giant tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -size huge&#039;&#039;&#039;&amp;quot; search for nearby huge creature tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race goblinoid -size medium&#039;&#039;&#039;&amp;quot; search for nearby medium-size goblinoid tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -name Harry Halfwit&#039;&#039;&#039;&amp;quot; search for Harry Halfwit&#039;s tracks (Harry Halfwit is an example name).&lt;br /&gt;
&lt;br /&gt;
==Dispel==&lt;br /&gt;
&lt;br /&gt;
Allows selective dispelling of beneficial effects from your own PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel skins&#039;&#039;&#039;&amp;quot; dispel barkskin/stoneskin/shadow shield.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel invis&#039;&#039;&#039;&amp;quot; dispel invisibility and sanctuary.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel blur&#039;&#039;&#039;&amp;quot; dispel ghostly visage.&lt;br /&gt;
&lt;br /&gt;
==Subdual==&lt;br /&gt;
&lt;br /&gt;
Switch subdual mode. Subdual is your PvP damage mode.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;/c subdual prev&amp;quot;&#039;&#039;&#039; cycle to the previous subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual next&#039;&#039;&#039;&amp;quot; cycle to the next subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual subdual&#039;&#039;&#039;&amp;quot; switch to subdual mode. When you would normally kill a player character (PC), you will only knock them to the ground for a short duration, subduing them. Players that have been defeated this way should remain where they were dropped, unless told by the winner or a DM, what they can do. You cannot kill a PC while in this mode. This is the default mode for most PvP.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual spar&#039;&#039;&#039;&amp;quot; switch to sparring mode. This means that you will only wind a PC when their health reaches zero, they can get up when they want, and the duration they have to remain on the ground is extremely short. You cannot kill a player while in this mode.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (blackout | bo)&#039;&#039;&#039;&amp;quot; switch to blackout mode. When you bring a PC&#039;s health to zero in this mode, their body will become an item that can be carried. At any time, you can choose to wake the PC by interacting with the item. You can, and should, RP that you are carrying someone in this manner.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (full | fd)&#039;&#039;&#039;&amp;quot; switch to full damage mode. When a PC&#039;s health reaches zero, their character will permanently die. Only through permission from the killer or a DM, can the player be revived.&lt;br /&gt;
&lt;br /&gt;
==Hostile== &lt;br /&gt;
&lt;br /&gt;
Set yourself hostile to people.&lt;br /&gt;
&lt;br /&gt;
To set people unhostile, use &amp;quot;&#039;&#039;&#039;/c unhostile ...&#039;&#039;&#039;&amp;quot; with these same sorts of parameters.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile nearest&#039;&#039;&#039;&amp;quot; will set you hostile to the nearest person.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile radius&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see within a fixed radius.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile area&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see in the area.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile all&#039;&#039;&#039;&amp;quot; will set you hostile to everybody on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are able to specifically target players  not be set to hostile unless you specifically target them.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Thoop&#039;&#039;&#039;&amp;quot; will set you hostile with the character named Thoop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Tho&#039;&#039;&#039;&amp;quot; will set you hostile with nearest character name that starts with Tho, in this example, Thoop.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
To follow up on setting players hostile, you are able to whitelist people that will not be set to hostile unless you specifically target them.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Thoop&#039;&#039;&#039;&amp;quot; will whitelist the character named Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Tho&#039;&#039;&#039;&amp;quot; will whitelist the nearest character name that starts with Tho, in this example, Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
==Swivel Chair==&lt;br /&gt;
&lt;br /&gt;
Swivel chair rotation control.&lt;br /&gt;
&lt;br /&gt;
You must be sitting in a swivel chair for this command to work.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 45&#039;&#039;&#039;&amp;quot; will rotate your chair by 45 degrees.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 90&#039;&#039;&#039;&amp;quot; will rotate your chair by 90 degrees.&lt;br /&gt;
&lt;br /&gt;
==Catapult Commands==&lt;br /&gt;
&lt;br /&gt;
Catapult siege equipment control.&lt;br /&gt;
&lt;br /&gt;
Can only be used when you&#039;re close enough to operate the catapult.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult aim&#039;&#039;&#039;&amp;quot; will aim the catapult in your direction.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult power_up&#039;&#039;&#039;&amp;quot; will increase the catapult&#039;s tension/power.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult angle_down&#039;&#039;&#039;&amp;quot; will decrease the catapult&#039;s angle.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult status&#039;&#039;&#039;&amp;quot; will display a status report on the catapult.&lt;br /&gt;
&lt;br /&gt;
==Knock==&lt;br /&gt;
&lt;br /&gt;
Knock on the nearest door; can be heard on other side.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c knock&#039;&#039;&#039;&amp;quot; will knock on the nearest door.&lt;br /&gt;
 &lt;br /&gt;
==Diagnose==&lt;br /&gt;
&lt;br /&gt;
Attempt to diagnose the target&#039;s medical condition. (Heal skill based)&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c diagnose Thoop&#039;&#039;&#039;&amp;quot; will have you try to determine whether Thoop is poisoned / diseased / etc. &lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
&lt;br /&gt;
Recalls all associates (animal companion, summons, familiar, etc) to your location. Can only be used outside of combat.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c recall&#039;&#039;&#039;&amp;quot; will recall your associates to your location. &lt;br /&gt;
&lt;br /&gt;
==Drop Pack==&lt;br /&gt;
&lt;br /&gt;
Drop your gold/items into a pack onto the ground.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack&#039;&#039;&#039;&amp;quot; will drop your gold and inventory items.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack purse&#039;&#039;&#039;&amp;quot; will just drop your gold.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack everything&#039;&#039;&#039;&amp;quot; will drop your gold, equipped items, and inventory items.&lt;br /&gt;
 &lt;br /&gt;
==Yank Pack==&lt;br /&gt;
&lt;br /&gt;
Yank a subdued/bleeding PC&#039;s pack onto the ground. This works on the nearest subdued/bleeding PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack&#039;&#039;&#039;&amp;quot; will yank their gold and inventory items into the pack. This takes four seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack purse&#039;&#039;&#039;&amp;quot; will just yank their gold into the pack. This takes two seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack quick&#039;&#039;&#039;&amp;quot; will yank their gold and readily-grabbed equipped items (like weapons). This takes three seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack everything&#039;&#039;&#039;&amp;quot; will yank their gold, equipped items, and inventory. This takes five seconds.&lt;br /&gt;
&lt;br /&gt;
==Collect_Pack==&lt;br /&gt;
&lt;br /&gt;
Automatically pick up all the items in a dropped pack that belongs to you.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c collect_pack&#039;&#039;&#039;&amp;quot; will collect up your pack.&lt;br /&gt;
&lt;br /&gt;
==Parsed Emotes==&lt;br /&gt;
&lt;br /&gt;
You can activate a rudimentary emote parser by typing &amp;quot;/e &amp;quot;. This will be revised and heavily improved soon, but at present you can already make use of such handy features as:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall&#039;&#039;&#039;&amp;quot; fall forward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall back&#039;&#039;&#039;&amp;quot; fall backward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e stand&#039;&#039;&#039;&amp;quot; stand back up again.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e whistles&#039;&#039;&#039;&amp;quot; whistle a jaunty tune.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e bends&#039;&#039;&#039;&amp;quot; reach down to the ground.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e casts&#039;&#039;&#039;&amp;quot; wave your arms about as though casting a spell.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e steals&#039;&#039;&#039;&amp;quot; play the &#039;sneaky stealing&#039; animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e shakes head&#039;&#039;&#039;&amp;quot; play a somewhat-awkward head-shaking animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c toggle parse_emotes&#039;&#039;&#039;&amp;quot; to turn dynamic emote parsing on: this will search through everything that you say in the Talk channel and play emotes that it finds. To avoid having this be annoying, it only responds to specific emotes: *reads* will trigger an animation of you reading a note or scroll, but not *reads the sign*. Once activated, this can be deactivated using the same command.&lt;br /&gt;
&lt;br /&gt;
==Rolling Dice==&lt;br /&gt;
&lt;br /&gt;
You can roll skill checks, ability checks, saves, or just arbitrary dice using either &amp;quot;/c roll &amp;quot; or just speaking &amp;quot;*roll *&amp;quot;, where is one of the possibilities below:&lt;br /&gt;
&lt;br /&gt;
===(skill/ability) check===&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll int check&#039;&#039;&#039;&amp;quot; will make you roll an Intelligence ability check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll lore check&#039;&#039;&#039;&amp;quot; will make you roll a Lore skill check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll heal check&#039;&#039;&#039;&amp;quot; will also make you roll a Heal skill check.&lt;br /&gt;
&lt;br /&gt;
===(will/fort/reflex) save===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll fort save&#039;&#039;&#039;&amp;quot; will make you roll a Fortitude save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll will save&#039;&#039;&#039;&amp;quot; will make you roll a Will save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll reflex save&#039;&#039;&#039;&amp;quot; will make you roll a Reflex save.&lt;br /&gt;
&lt;br /&gt;
===(melee/ranged) attack=== &lt;br /&gt;
&lt;br /&gt;
Roll a (melee/ranged) attack roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack*&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
Roll an arbitrary number of arbitrary dice.&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 3d10&#039;&#039;&#039;&amp;quot; will roll three ten-sided dice and report their sum.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 1d20&#039;&#039;&#039;&amp;quot; will roll one twenty-sided die and report the result.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 21d7&#039;&#039;&#039;&amp;quot; will roll twenty-one seven-sided dice and report their sum.&lt;br /&gt;
&lt;br /&gt;
==Tell Filtering==&lt;br /&gt;
&lt;br /&gt;
There is an optional tell filtering system, to allow you to temporarily ignore all tells (except those from DMs). This can be used in circumstances where a flood of OOC tells would break immersion. To use this system, first activate it with the command below, and then turn &amp;quot;silence&amp;quot; mode on and off at will. When in &amp;quot;silence&amp;quot; mode, all tells except those from players on your permit-list, and DMs, will be ignored. You will get a message when a tell is ignored, and the player sending the tell will get a similar message.&lt;br /&gt;
&lt;br /&gt;
===Activate/Deactivate===&lt;br /&gt;
&lt;br /&gt;
Turn the system on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter activate&#039;&#039;&#039;&amp;quot; will turn on the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter deactivate&#039;&#039;&#039;&amp;quot; will turn off the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle active&#039;&#039;&#039;&amp;quot; will toggle whether or not the system is activated.&lt;br /&gt;
 &lt;br /&gt;
===Silence/Unsilence===&lt;br /&gt;
&lt;br /&gt;
Turn &amp;quot;silence mode&amp;quot; on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter silence&#039;&#039;&#039;&amp;quot; will turn on silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unsilence&#039;&#039;&#039;&amp;quot; will turn off silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle silence&#039;&#039;&#039;&amp;quot; will toggle silence mode on and off. &lt;br /&gt;
&lt;br /&gt;
===Permit/Unpermit===&lt;br /&gt;
&lt;br /&gt;
Configure your permit list.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter permit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will add Arkov Bartelisk to your permit list.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unpermit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will remove Arkov Bartelisk from your permit list.&lt;br /&gt;
&lt;br /&gt;
==Hood on/off==&lt;br /&gt;
&lt;br /&gt;
In order to change your head from the hooded model, and the standard model, you can use the following command.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c togglehood&#039;&#039;&#039; toggles between the &#039;Hooded&#039; model and your original model.&lt;br /&gt;
&lt;br /&gt;
This does not work with if you select the hooded model as your original model. &lt;br /&gt;
&lt;br /&gt;
==Show Backpack==&lt;br /&gt;
&lt;br /&gt;
This can be used to display various &#039;backpack&#039; items, including quivers, scabbards, and true backpacks.&lt;br /&gt;
&lt;br /&gt;
To reset the backpack, just write /c setbackpack and write anything that isn&#039;t a following option. For example, &amp;quot;/c setbackpack blerg&amp;quot; will set the back pack to none. &lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack greatsword&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Wereshift==&lt;br /&gt;
&lt;br /&gt;
Lycanthropy shifting control.&lt;br /&gt;
&lt;br /&gt;
Only usable by lycanthropes.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift human&#039;&#039;&#039;&amp;quot; will shift you to human form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift hybrid&#039;&#039;&#039;&amp;quot; will shift you to hybrid form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift animal&#039;&#039;&#039;&amp;quot; will shift you to animal form.&lt;br /&gt;
&lt;br /&gt;
==Creating spell notes==&lt;br /&gt;
&lt;br /&gt;
You can save your current​ set of spells in the form of a spell note, an item which is stored in your inventory and changes your spell set when used. Having multiple such notes helps you quickly switch between different spell sets. When you stop using a particular spell set, you can simply trash the note.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c sb_save name&#039;&#039;&#039;&amp;quot; create a spell note with the given name from your current spell set.&lt;br /&gt;
&lt;br /&gt;
==Limb Loss==&lt;br /&gt;
&lt;br /&gt;
To help role play two new chat commands that modify the worn armor to show the disfigurement properly. These are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_apply&#039;&#039;&#039; To remove armorparts that otherwise conceal the limb loss. For legs, you get a nice peg leg. It changes the armor based on what you have lost.&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_remove&#039;&#039;&#039; To bring the armor back to original. This command can be used by anyone, limbless or otherwise.&lt;br /&gt;
=Keen Sense (Elves Only)=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;/c keensense&#039;&#039;&#039; Elves may now use this command to toggle the Keen Sense ability, allowing them to walk using detect mode.&lt;br /&gt;
&lt;br /&gt;
=Combat Styles=&lt;br /&gt;
&lt;br /&gt;
Several combat stances are available in the welcome area to change combat animations for your character. Not all styles are available for all of the classes, genders, and races. Combat styles must be selected before leaving the welcome area, though you will be able to turn on and off combat styles while in the game world. Not all weapons are able to be used with each style, experiment in game with your chosen weapon before entering the game world. &lt;br /&gt;
&lt;br /&gt;
In order to view what combat stances are available to you, enter the following command: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style list&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To change from any combat_style back to normal, use the following command:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style normal&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
After selecting a combat style appropriate to your class in the welcome area, enter the following command to change to the appropriate combat style:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style warrior&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, Rangers, and Clerics.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style kensai&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins,and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style heavy&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style demon&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style fencing&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, and Bards.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tiger_fang&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style sun_fist&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style dragon_palm&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style bear_claw&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style assassin&#039;&#039;&#039;&amp;quot; Only usable by : Rogues. &lt;br /&gt;
&lt;br /&gt;
Two additional combat style&#039;s are available depending on race and gender: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style non-combat&#039;&#039;&#039;&amp;quot; Only usable by: Human male, Half-elf male. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tired&#039;&#039;&#039;&amp;quot; Usable by: Any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1288</id>
		<title>Chat Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1288"/>
		<updated>2019-09-18T05:41:49Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Chat Commands=&lt;br /&gt;
&lt;br /&gt;
We&#039;re using an advanced listener system to directly process and/or hide text that players send to the server. In simple terms, this allows us to create &amp;quot;chat text commands&amp;quot; that you type directly into the chat bar (or attach to a quick slot). Features already implemented in this system include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Text Macros=&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/m&amp;quot; command, you can create as many chat macros as you like with the following parameters;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m add test1 &amp;quot;This is a test.&amp;quot;&#039;&#039;&#039; This will create a new macro named &amp;quot;test1&amp;quot;.&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m rem test1 &amp;quot;This is a test.&amp;quot;&#039;&#039;&#039; This will remove an old macro named &amp;quot;test1&amp;quot;. &lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m test1&#039;&#039;&#039; This will play the macro named, &amp;quot;test1&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Once you have created your first Macro, you will receive a Macro helper token that lists your available Macros.&lt;br /&gt;
&lt;br /&gt;
==Emote commands==&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/e&amp;quot; command, the new emotes unlocked are as listed;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cross&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Point&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Think Headache&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Follow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crouch&#039;&#039;&#039;&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Speaking through an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to &amp;quot;speak&amp;quot; through an animal companion, dominated monster, familiar, henchman, or summon. Each must be prefixed with &amp;quot;/v&amp;quot; (standing for voice-throwing), followed by a single letter that identifies which creature to speak through, and finally a message to have that creature speak.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v a&#039;&#039;&#039;&amp;quot; to speak through your Animal Companion&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v d&#039;&#039;&#039;&amp;quot; to speak through a Dominated Monster&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v f&#039;&#039;&#039;&amp;quot; to speak through your Familiar&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v h&#039;&#039;&#039;&amp;quot; to speak through a Henchman&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v s&#039;&#039;&#039;&amp;quot; to speak through a Summoned Creature&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;&#039;&#039;&#039;/v f Hello!&#039;&#039;&#039;&amp;quot; will make your familiar say &amp;quot;Hello!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Activating Stealth and Detect modes for an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to place your associates into stealth and detect modes. &lt;br /&gt;
 &lt;br /&gt;
===Familiars===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Animal Companions===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect  a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Henchmen===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-Handed==&lt;br /&gt;
&lt;br /&gt;
Gives the currently equipped melee weapon a damage bonus as if they had 1.5 strength modifier, as with a Two Handed weapon. Only uses BASE strength modifier. &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c two-handed&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Detect Evil==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Paladin]] Detect Evil ability.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c detect evil&#039;&#039;&#039;&amp;quot; activates Detect Evil.&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Ranger]] Track ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track&#039;&#039;&#039;&amp;quot; search for nearby tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race giant&#039;&#039;&#039;&amp;quot; search for nearby giant tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -size huge&#039;&#039;&#039;&amp;quot; search for nearby huge creature tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race goblinoid -size medium&#039;&#039;&#039;&amp;quot; search for nearby medium-size goblinoid tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -name Harry Halfwit&#039;&#039;&#039;&amp;quot; search for Harry Halfwit&#039;s tracks (Harry Halfwit is an example name).&lt;br /&gt;
&lt;br /&gt;
==Dispel==&lt;br /&gt;
&lt;br /&gt;
Allows selective dispelling of beneficial effects from your own PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel skins&#039;&#039;&#039;&amp;quot; dispel barkskin/stoneskin/shadow shield.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel invis&#039;&#039;&#039;&amp;quot; dispel invisibility and sanctuary.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel blur&#039;&#039;&#039;&amp;quot; dispel ghostly visage.&lt;br /&gt;
&lt;br /&gt;
==Subdual==&lt;br /&gt;
&lt;br /&gt;
Switch subdual mode. Subdual is your PvP damage mode.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;/c subdual prev&amp;quot;&#039;&#039;&#039; cycle to the previous subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual next&#039;&#039;&#039;&amp;quot; cycle to the next subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual subdual&#039;&#039;&#039;&amp;quot; switch to subdual mode. When you would normally kill a player character (PC), you will only knock them to the ground for a short duration, subduing them. Players that have been defeated this way should remain where they were dropped, unless told by the winner or a DM, what they can do. You cannot kill a PC while in this mode. This is the default mode for most PvP.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual spar&#039;&#039;&#039;&amp;quot; switch to sparring mode. This means that you will only wind a PC when their health reaches zero, they can get up when they want, and the duration they have to remain on the ground is extremely short. You cannot kill a player while in this mode.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (blackout | bo)&#039;&#039;&#039;&amp;quot; switch to blackout mode. When you bring a PC&#039;s health to zero in this mode, their body will become an item that can be carried. At any time, you can choose to wake the PC by interacting with the item. You can, and should, RP that you are carrying someone in this manner.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (full | fd)&#039;&#039;&#039;&amp;quot; switch to full damage mode. When a PC&#039;s health reaches zero, their character will permanently die. Only through permission from the killer or a DM, can the player be revived.&lt;br /&gt;
&lt;br /&gt;
==Hostile== &lt;br /&gt;
&lt;br /&gt;
Set yourself hostile to people.&lt;br /&gt;
&lt;br /&gt;
To set people unhostile, use &amp;quot;&#039;&#039;&#039;/c unhostile ...&#039;&#039;&#039;&amp;quot; with these same sorts of parameters.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile nearest&#039;&#039;&#039;&amp;quot; will set you hostile to the nearest person.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile radius&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see within a fixed radius.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile area&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see in the area.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile all&#039;&#039;&#039;&amp;quot; will set you hostile to everybody on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are able to specifically target players  not be set to hostile unless you specifically target them.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Thoop&#039;&#039;&#039;&amp;quot; will set you hostile with the character named Thoop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Tho&#039;&#039;&#039;&amp;quot; will set you hostile with nearest character name that starts with Tho, in this example, Thoop.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
To follow up on setting players hostile, you are able to whitelist people that will not be set to hostile unless you specifically target them.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Thoop&#039;&#039;&#039;&amp;quot; will whitelist the character named Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Tho&#039;&#039;&#039;&amp;quot; will whitelist the nearest character name that starts with Tho, in this example, Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
==Swivel Chair==&lt;br /&gt;
&lt;br /&gt;
Swivel chair rotation control.&lt;br /&gt;
&lt;br /&gt;
You must be sitting in a swivel chair for this command to work.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 45&#039;&#039;&#039;&amp;quot; will rotate your chair by 45 degrees.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 90&#039;&#039;&#039;&amp;quot; will rotate your chair by 90 degrees.&lt;br /&gt;
&lt;br /&gt;
==Catapult Commands==&lt;br /&gt;
&lt;br /&gt;
Catapult siege equipment control.&lt;br /&gt;
&lt;br /&gt;
Can only be used when you&#039;re close enough to operate the catapult.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult aim&#039;&#039;&#039;&amp;quot; will aim the catapult in your direction.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult power_up&#039;&#039;&#039;&amp;quot; will increase the catapult&#039;s tension/power.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult angle_down&#039;&#039;&#039;&amp;quot; will decrease the catapult&#039;s angle.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult status&#039;&#039;&#039;&amp;quot; will display a status report on the catapult.&lt;br /&gt;
&lt;br /&gt;
==Knock==&lt;br /&gt;
&lt;br /&gt;
Knock on the nearest door; can be heard on other side.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c knock&#039;&#039;&#039;&amp;quot; will knock on the nearest door.&lt;br /&gt;
 &lt;br /&gt;
==Diagnose==&lt;br /&gt;
&lt;br /&gt;
Attempt to diagnose the target&#039;s medical condition. (Heal skill based)&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c diagnose Thoop&#039;&#039;&#039;&amp;quot; will have you try to determine whether Thoop is poisoned / diseased / etc. &lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
&lt;br /&gt;
Recalls all associates (animal companion, summons, familiar, etc) to your location. Can only be used outside of combat.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c recall&#039;&#039;&#039;&amp;quot; will recall your associates to your location. &lt;br /&gt;
&lt;br /&gt;
==Drop Pack==&lt;br /&gt;
&lt;br /&gt;
Drop your gold/items into a pack onto the ground.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack&#039;&#039;&#039;&amp;quot; will drop your gold and inventory items.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack purse&#039;&#039;&#039;&amp;quot; will just drop your gold.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack everything&#039;&#039;&#039;&amp;quot; will drop your gold, equipped items, and inventory items.&lt;br /&gt;
 &lt;br /&gt;
==Yank Pack==&lt;br /&gt;
&lt;br /&gt;
Yank a subdued/bleeding PC&#039;s pack onto the ground. This works on the nearest subdued/bleeding PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack&#039;&#039;&#039;&amp;quot; will yank their gold and inventory items into the pack. This takes four seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack purse&#039;&#039;&#039;&amp;quot; will just yank their gold into the pack. This takes two seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack quick&#039;&#039;&#039;&amp;quot; will yank their gold and readily-grabbed equipped items (like weapons). This takes three seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack everything&#039;&#039;&#039;&amp;quot; will yank their gold, equipped items, and inventory. This takes five seconds.&lt;br /&gt;
&lt;br /&gt;
==Collect_Pack==&lt;br /&gt;
&lt;br /&gt;
Automatically pick up all the items in a dropped pack that belongs to you.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c collect_pack&#039;&#039;&#039;&amp;quot; will collect up your pack.&lt;br /&gt;
&lt;br /&gt;
==Parsed Emotes==&lt;br /&gt;
&lt;br /&gt;
You can activate a rudimentary emote parser by typing &amp;quot;/e &amp;quot;. This will be revised and heavily improved soon, but at present you can already make use of such handy features as:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall&#039;&#039;&#039;&amp;quot; fall forward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall back&#039;&#039;&#039;&amp;quot; fall backward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e stand&#039;&#039;&#039;&amp;quot; stand back up again.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e whistles&#039;&#039;&#039;&amp;quot; whistle a jaunty tune.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e bends&#039;&#039;&#039;&amp;quot; reach down to the ground.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e casts&#039;&#039;&#039;&amp;quot; wave your arms about as though casting a spell.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e steals&#039;&#039;&#039;&amp;quot; play the &#039;sneaky stealing&#039; animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e shakes head&#039;&#039;&#039;&amp;quot; play a somewhat-awkward head-shaking animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c toggle parse_emotes&#039;&#039;&#039;&amp;quot; to turn dynamic emote parsing on: this will search through everything that you say in the Talk channel and play emotes that it finds. To avoid having this be annoying, it only responds to specific emotes: *reads* will trigger an animation of you reading a note or scroll, but not *reads the sign*. Once activated, this can be deactivated using the same command.&lt;br /&gt;
&lt;br /&gt;
==Rolling Dice==&lt;br /&gt;
&lt;br /&gt;
You can roll skill checks, ability checks, saves, or just arbitrary dice using either &amp;quot;/c roll &amp;quot; or just speaking &amp;quot;*roll *&amp;quot;, where is one of the possibilities below:&lt;br /&gt;
&lt;br /&gt;
===(skill/ability) check===&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll int check&#039;&#039;&#039;&amp;quot; will make you roll an Intelligence ability check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll lore check&#039;&#039;&#039;&amp;quot; will make you roll a Lore skill check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll heal check&#039;&#039;&#039;&amp;quot; will also make you roll a Heal skill check.&lt;br /&gt;
&lt;br /&gt;
===(will/fort/reflex) save===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll fort save&#039;&#039;&#039;&amp;quot; will make you roll a Fortitude save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll will save&#039;&#039;&#039;&amp;quot; will make you roll a Will save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll reflex save&#039;&#039;&#039;&amp;quot; will make you roll a Reflex save.&lt;br /&gt;
&lt;br /&gt;
===(melee/ranged) attack=== &lt;br /&gt;
&lt;br /&gt;
Roll a (melee/ranged) attack roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack*&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
Roll an arbitrary number of arbitrary dice.&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 3d10&#039;&#039;&#039;&amp;quot; will roll three ten-sided dice and report their sum.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 1d20&#039;&#039;&#039;&amp;quot; will roll one twenty-sided die and report the result.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 21d7&#039;&#039;&#039;&amp;quot; will roll twenty-one seven-sided dice and report their sum.&lt;br /&gt;
&lt;br /&gt;
==Tell Filtering==&lt;br /&gt;
&lt;br /&gt;
There is an optional tell filtering system, to allow you to temporarily ignore all tells (except those from DMs). This can be used in circumstances where a flood of OOC tells would break immersion. To use this system, first activate it with the command below, and then turn &amp;quot;silence&amp;quot; mode on and off at will. When in &amp;quot;silence&amp;quot; mode, all tells except those from players on your permit-list, and DMs, will be ignored. You will get a message when a tell is ignored, and the player sending the tell will get a similar message.&lt;br /&gt;
&lt;br /&gt;
===Activate/Deactivate===&lt;br /&gt;
&lt;br /&gt;
Turn the system on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter activate&#039;&#039;&#039;&amp;quot; will turn on the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter deactivate&#039;&#039;&#039;&amp;quot; will turn off the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle active&#039;&#039;&#039;&amp;quot; will toggle whether or not the system is activated.&lt;br /&gt;
 &lt;br /&gt;
===Silence/Unsilence===&lt;br /&gt;
&lt;br /&gt;
Turn &amp;quot;silence mode&amp;quot; on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter silence&#039;&#039;&#039;&amp;quot; will turn on silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unsilence&#039;&#039;&#039;&amp;quot; will turn off silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle silence&#039;&#039;&#039;&amp;quot; will toggle silence mode on and off. &lt;br /&gt;
&lt;br /&gt;
===Permit/Unpermit===&lt;br /&gt;
&lt;br /&gt;
Configure your permit list.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter permit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will add Arkov Bartelisk to your permit list.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unpermit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will remove Arkov Bartelisk from your permit list.&lt;br /&gt;
&lt;br /&gt;
==Hood on/off==&lt;br /&gt;
&lt;br /&gt;
In order to change your head from the hooded model, and the standard model, you can use the following command.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c togglehood&#039;&#039;&#039; toggles between the &#039;Hooded&#039; model and your original model.&lt;br /&gt;
&lt;br /&gt;
This does not work with if you select the hooded model as your original model. &lt;br /&gt;
&lt;br /&gt;
==Show Backpack==&lt;br /&gt;
&lt;br /&gt;
This can be used to display various &#039;backpack&#039; items, including quivers, scabbards, and true backpacks.&lt;br /&gt;
&lt;br /&gt;
To reset the backpack, just write /c setbackpack and write anything that isn&#039;t a following option. For example, &amp;quot;/c setbackpack blerg&amp;quot; will set the back pack to none. &lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack greatsword&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Wereshift==&lt;br /&gt;
&lt;br /&gt;
Lycanthropy shifting control.&lt;br /&gt;
&lt;br /&gt;
Only usable by lycanthropes.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift human&#039;&#039;&#039;&amp;quot; will shift you to human form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift hybrid&#039;&#039;&#039;&amp;quot; will shift you to hybrid form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift animal&#039;&#039;&#039;&amp;quot; will shift you to animal form.&lt;br /&gt;
&lt;br /&gt;
==Creating spell notes==&lt;br /&gt;
&lt;br /&gt;
You can save your current​ set of spells in the form of a spell note, an item which is stored in your inventory and changes your spell set when used. Having multiple such notes helps you quickly switch between different spell sets. When you stop using a particular spell set, you can simply trash the note.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c sb_save name&#039;&#039;&#039;&amp;quot; create a spell note with the given name from your current spell set.&lt;br /&gt;
&lt;br /&gt;
==Limb Loss==&lt;br /&gt;
&lt;br /&gt;
To help role play two new chat commands that modify the worn armor to show the disfigurement properly. These are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_apply&#039;&#039;&#039; To remove armorparts that otherwise conceal the limb loss. For legs, you get a nice peg leg. It changes the armor based on what you have lost.&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_remove&#039;&#039;&#039; To bring the armor back to original. This command can be used by anyone, limbless or otherwise.&lt;br /&gt;
=Keen Sense (Elves Only)=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;/c keensense&#039;&#039;&#039; Elves may now use this command to toggle the Keen Sense ability, allowing them to walk using detect mode.&lt;br /&gt;
&lt;br /&gt;
=Combat Styles=&lt;br /&gt;
&lt;br /&gt;
Several combat stances are available in the welcome area to change combat animations for your character. Not all styles are available for all of the classes, genders, and races. Combat styles must be selected before leaving the welcome area, though you will be able to turn on and off combat styles while in the game world. Not all weapons are able to be used with each style, experiment in game with your chosen weapon before entering the game world. &lt;br /&gt;
&lt;br /&gt;
In order to view what combat stances are available to you, enter the following command: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style list&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To change from any combat_style back to normal, use the following command:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style normal&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
After selecting a combat style appropriate to your class in the welcome area, enter the following command to change to the appropriate combat style:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style warrior&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, Rangers, and Clerics.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style kensai&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins,and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style heavy&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style demon&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style fencing&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, and Bards.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tiger_fang&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style sun_fist&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style dragon_palm&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style bear_claw&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style assassin&#039;&#039;&#039;&amp;quot; Only usable by : Rogues. &lt;br /&gt;
&lt;br /&gt;
Two additional combat style&#039;s are available depending on race and gender: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style non-combat&#039;&#039;&#039;&amp;quot; Only usable by: Human male, Half-elf male. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tired&#039;&#039;&#039;&amp;quot; Usable by: Any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1287</id>
		<title>Chat Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1287"/>
		<updated>2019-09-18T05:41:29Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Chat Commands=&lt;br /&gt;
&lt;br /&gt;
We&#039;re using an advanced listener system to directly process and/or hide text that players send to the server. In simple terms, this allows us to create &amp;quot;chat text commands&amp;quot; that you type directly into the chat bar (or attach to a quick slot). Features already implemented in this system include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Text Macros=&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/m&amp;quot; command, you can create as many chat macros as you like with the following parameters;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m add test1 &amp;quot;This is a test.&amp;quot;&#039;&#039;&#039; This will create a new macro named &amp;quot;test1&amp;quot;.&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m rem test1 &amp;quot;This is a test.&amp;quot;&#039;&#039;&#039; This will remove an old macro named &amp;quot;test1&amp;quot;. &lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m test1&#039;&#039;&#039; This will play the macro named, &amp;quot;test1&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Once you have created your first Macro, you will receive a Macro helper token that lists your available Macros.&lt;br /&gt;
&lt;br /&gt;
==Emote commands==&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/e&amp;quot; command, the new emotes unlocked are as listed;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;Cross&#039;&#039;&#039;&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;Point&#039;&#039;&#039;&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;Think Headache&#039;&#039;&#039;&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;Follow&#039;&#039;&#039;&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;Crouch&#039;&#039;&#039;&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Speaking through an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to &amp;quot;speak&amp;quot; through an animal companion, dominated monster, familiar, henchman, or summon. Each must be prefixed with &amp;quot;/v&amp;quot; (standing for voice-throwing), followed by a single letter that identifies which creature to speak through, and finally a message to have that creature speak.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v a&#039;&#039;&#039;&amp;quot; to speak through your Animal Companion&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v d&#039;&#039;&#039;&amp;quot; to speak through a Dominated Monster&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v f&#039;&#039;&#039;&amp;quot; to speak through your Familiar&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v h&#039;&#039;&#039;&amp;quot; to speak through a Henchman&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v s&#039;&#039;&#039;&amp;quot; to speak through a Summoned Creature&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;&#039;&#039;&#039;/v f Hello!&#039;&#039;&#039;&amp;quot; will make your familiar say &amp;quot;Hello!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Activating Stealth and Detect modes for an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to place your associates into stealth and detect modes. &lt;br /&gt;
 &lt;br /&gt;
===Familiars===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Animal Companions===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect  a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Henchmen===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-Handed==&lt;br /&gt;
&lt;br /&gt;
Gives the currently equipped melee weapon a damage bonus as if they had 1.5 strength modifier, as with a Two Handed weapon. Only uses BASE strength modifier. &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c two-handed&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Detect Evil==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Paladin]] Detect Evil ability.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c detect evil&#039;&#039;&#039;&amp;quot; activates Detect Evil.&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Ranger]] Track ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track&#039;&#039;&#039;&amp;quot; search for nearby tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race giant&#039;&#039;&#039;&amp;quot; search for nearby giant tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -size huge&#039;&#039;&#039;&amp;quot; search for nearby huge creature tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race goblinoid -size medium&#039;&#039;&#039;&amp;quot; search for nearby medium-size goblinoid tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -name Harry Halfwit&#039;&#039;&#039;&amp;quot; search for Harry Halfwit&#039;s tracks (Harry Halfwit is an example name).&lt;br /&gt;
&lt;br /&gt;
==Dispel==&lt;br /&gt;
&lt;br /&gt;
Allows selective dispelling of beneficial effects from your own PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel skins&#039;&#039;&#039;&amp;quot; dispel barkskin/stoneskin/shadow shield.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel invis&#039;&#039;&#039;&amp;quot; dispel invisibility and sanctuary.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel blur&#039;&#039;&#039;&amp;quot; dispel ghostly visage.&lt;br /&gt;
&lt;br /&gt;
==Subdual==&lt;br /&gt;
&lt;br /&gt;
Switch subdual mode. Subdual is your PvP damage mode.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;/c subdual prev&amp;quot;&#039;&#039;&#039; cycle to the previous subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual next&#039;&#039;&#039;&amp;quot; cycle to the next subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual subdual&#039;&#039;&#039;&amp;quot; switch to subdual mode. When you would normally kill a player character (PC), you will only knock them to the ground for a short duration, subduing them. Players that have been defeated this way should remain where they were dropped, unless told by the winner or a DM, what they can do. You cannot kill a PC while in this mode. This is the default mode for most PvP.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual spar&#039;&#039;&#039;&amp;quot; switch to sparring mode. This means that you will only wind a PC when their health reaches zero, they can get up when they want, and the duration they have to remain on the ground is extremely short. You cannot kill a player while in this mode.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (blackout | bo)&#039;&#039;&#039;&amp;quot; switch to blackout mode. When you bring a PC&#039;s health to zero in this mode, their body will become an item that can be carried. At any time, you can choose to wake the PC by interacting with the item. You can, and should, RP that you are carrying someone in this manner.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (full | fd)&#039;&#039;&#039;&amp;quot; switch to full damage mode. When a PC&#039;s health reaches zero, their character will permanently die. Only through permission from the killer or a DM, can the player be revived.&lt;br /&gt;
&lt;br /&gt;
==Hostile== &lt;br /&gt;
&lt;br /&gt;
Set yourself hostile to people.&lt;br /&gt;
&lt;br /&gt;
To set people unhostile, use &amp;quot;&#039;&#039;&#039;/c unhostile ...&#039;&#039;&#039;&amp;quot; with these same sorts of parameters.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile nearest&#039;&#039;&#039;&amp;quot; will set you hostile to the nearest person.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile radius&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see within a fixed radius.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile area&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see in the area.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile all&#039;&#039;&#039;&amp;quot; will set you hostile to everybody on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are able to specifically target players  not be set to hostile unless you specifically target them.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Thoop&#039;&#039;&#039;&amp;quot; will set you hostile with the character named Thoop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Tho&#039;&#039;&#039;&amp;quot; will set you hostile with nearest character name that starts with Tho, in this example, Thoop.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
To follow up on setting players hostile, you are able to whitelist people that will not be set to hostile unless you specifically target them.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Thoop&#039;&#039;&#039;&amp;quot; will whitelist the character named Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Tho&#039;&#039;&#039;&amp;quot; will whitelist the nearest character name that starts with Tho, in this example, Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
==Swivel Chair==&lt;br /&gt;
&lt;br /&gt;
Swivel chair rotation control.&lt;br /&gt;
&lt;br /&gt;
You must be sitting in a swivel chair for this command to work.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 45&#039;&#039;&#039;&amp;quot; will rotate your chair by 45 degrees.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 90&#039;&#039;&#039;&amp;quot; will rotate your chair by 90 degrees.&lt;br /&gt;
&lt;br /&gt;
==Catapult Commands==&lt;br /&gt;
&lt;br /&gt;
Catapult siege equipment control.&lt;br /&gt;
&lt;br /&gt;
Can only be used when you&#039;re close enough to operate the catapult.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult aim&#039;&#039;&#039;&amp;quot; will aim the catapult in your direction.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult power_up&#039;&#039;&#039;&amp;quot; will increase the catapult&#039;s tension/power.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult angle_down&#039;&#039;&#039;&amp;quot; will decrease the catapult&#039;s angle.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult status&#039;&#039;&#039;&amp;quot; will display a status report on the catapult.&lt;br /&gt;
&lt;br /&gt;
==Knock==&lt;br /&gt;
&lt;br /&gt;
Knock on the nearest door; can be heard on other side.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c knock&#039;&#039;&#039;&amp;quot; will knock on the nearest door.&lt;br /&gt;
 &lt;br /&gt;
==Diagnose==&lt;br /&gt;
&lt;br /&gt;
Attempt to diagnose the target&#039;s medical condition. (Heal skill based)&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c diagnose Thoop&#039;&#039;&#039;&amp;quot; will have you try to determine whether Thoop is poisoned / diseased / etc. &lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
&lt;br /&gt;
Recalls all associates (animal companion, summons, familiar, etc) to your location. Can only be used outside of combat.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c recall&#039;&#039;&#039;&amp;quot; will recall your associates to your location. &lt;br /&gt;
&lt;br /&gt;
==Drop Pack==&lt;br /&gt;
&lt;br /&gt;
Drop your gold/items into a pack onto the ground.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack&#039;&#039;&#039;&amp;quot; will drop your gold and inventory items.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack purse&#039;&#039;&#039;&amp;quot; will just drop your gold.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack everything&#039;&#039;&#039;&amp;quot; will drop your gold, equipped items, and inventory items.&lt;br /&gt;
 &lt;br /&gt;
==Yank Pack==&lt;br /&gt;
&lt;br /&gt;
Yank a subdued/bleeding PC&#039;s pack onto the ground. This works on the nearest subdued/bleeding PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack&#039;&#039;&#039;&amp;quot; will yank their gold and inventory items into the pack. This takes four seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack purse&#039;&#039;&#039;&amp;quot; will just yank their gold into the pack. This takes two seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack quick&#039;&#039;&#039;&amp;quot; will yank their gold and readily-grabbed equipped items (like weapons). This takes three seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack everything&#039;&#039;&#039;&amp;quot; will yank their gold, equipped items, and inventory. This takes five seconds.&lt;br /&gt;
&lt;br /&gt;
==Collect_Pack==&lt;br /&gt;
&lt;br /&gt;
Automatically pick up all the items in a dropped pack that belongs to you.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c collect_pack&#039;&#039;&#039;&amp;quot; will collect up your pack.&lt;br /&gt;
&lt;br /&gt;
==Parsed Emotes==&lt;br /&gt;
&lt;br /&gt;
You can activate a rudimentary emote parser by typing &amp;quot;/e &amp;quot;. This will be revised and heavily improved soon, but at present you can already make use of such handy features as:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall&#039;&#039;&#039;&amp;quot; fall forward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall back&#039;&#039;&#039;&amp;quot; fall backward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e stand&#039;&#039;&#039;&amp;quot; stand back up again.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e whistles&#039;&#039;&#039;&amp;quot; whistle a jaunty tune.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e bends&#039;&#039;&#039;&amp;quot; reach down to the ground.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e casts&#039;&#039;&#039;&amp;quot; wave your arms about as though casting a spell.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e steals&#039;&#039;&#039;&amp;quot; play the &#039;sneaky stealing&#039; animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e shakes head&#039;&#039;&#039;&amp;quot; play a somewhat-awkward head-shaking animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c toggle parse_emotes&#039;&#039;&#039;&amp;quot; to turn dynamic emote parsing on: this will search through everything that you say in the Talk channel and play emotes that it finds. To avoid having this be annoying, it only responds to specific emotes: *reads* will trigger an animation of you reading a note or scroll, but not *reads the sign*. Once activated, this can be deactivated using the same command.&lt;br /&gt;
&lt;br /&gt;
==Rolling Dice==&lt;br /&gt;
&lt;br /&gt;
You can roll skill checks, ability checks, saves, or just arbitrary dice using either &amp;quot;/c roll &amp;quot; or just speaking &amp;quot;*roll *&amp;quot;, where is one of the possibilities below:&lt;br /&gt;
&lt;br /&gt;
===(skill/ability) check===&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll int check&#039;&#039;&#039;&amp;quot; will make you roll an Intelligence ability check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll lore check&#039;&#039;&#039;&amp;quot; will make you roll a Lore skill check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll heal check&#039;&#039;&#039;&amp;quot; will also make you roll a Heal skill check.&lt;br /&gt;
&lt;br /&gt;
===(will/fort/reflex) save===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll fort save&#039;&#039;&#039;&amp;quot; will make you roll a Fortitude save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll will save&#039;&#039;&#039;&amp;quot; will make you roll a Will save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll reflex save&#039;&#039;&#039;&amp;quot; will make you roll a Reflex save.&lt;br /&gt;
&lt;br /&gt;
===(melee/ranged) attack=== &lt;br /&gt;
&lt;br /&gt;
Roll a (melee/ranged) attack roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack*&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
Roll an arbitrary number of arbitrary dice.&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 3d10&#039;&#039;&#039;&amp;quot; will roll three ten-sided dice and report their sum.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 1d20&#039;&#039;&#039;&amp;quot; will roll one twenty-sided die and report the result.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 21d7&#039;&#039;&#039;&amp;quot; will roll twenty-one seven-sided dice and report their sum.&lt;br /&gt;
&lt;br /&gt;
==Tell Filtering==&lt;br /&gt;
&lt;br /&gt;
There is an optional tell filtering system, to allow you to temporarily ignore all tells (except those from DMs). This can be used in circumstances where a flood of OOC tells would break immersion. To use this system, first activate it with the command below, and then turn &amp;quot;silence&amp;quot; mode on and off at will. When in &amp;quot;silence&amp;quot; mode, all tells except those from players on your permit-list, and DMs, will be ignored. You will get a message when a tell is ignored, and the player sending the tell will get a similar message.&lt;br /&gt;
&lt;br /&gt;
===Activate/Deactivate===&lt;br /&gt;
&lt;br /&gt;
Turn the system on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter activate&#039;&#039;&#039;&amp;quot; will turn on the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter deactivate&#039;&#039;&#039;&amp;quot; will turn off the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle active&#039;&#039;&#039;&amp;quot; will toggle whether or not the system is activated.&lt;br /&gt;
 &lt;br /&gt;
===Silence/Unsilence===&lt;br /&gt;
&lt;br /&gt;
Turn &amp;quot;silence mode&amp;quot; on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter silence&#039;&#039;&#039;&amp;quot; will turn on silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unsilence&#039;&#039;&#039;&amp;quot; will turn off silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle silence&#039;&#039;&#039;&amp;quot; will toggle silence mode on and off. &lt;br /&gt;
&lt;br /&gt;
===Permit/Unpermit===&lt;br /&gt;
&lt;br /&gt;
Configure your permit list.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter permit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will add Arkov Bartelisk to your permit list.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unpermit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will remove Arkov Bartelisk from your permit list.&lt;br /&gt;
&lt;br /&gt;
==Hood on/off==&lt;br /&gt;
&lt;br /&gt;
In order to change your head from the hooded model, and the standard model, you can use the following command.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c togglehood&#039;&#039;&#039; toggles between the &#039;Hooded&#039; model and your original model.&lt;br /&gt;
&lt;br /&gt;
This does not work with if you select the hooded model as your original model. &lt;br /&gt;
&lt;br /&gt;
==Show Backpack==&lt;br /&gt;
&lt;br /&gt;
This can be used to display various &#039;backpack&#039; items, including quivers, scabbards, and true backpacks.&lt;br /&gt;
&lt;br /&gt;
To reset the backpack, just write /c setbackpack and write anything that isn&#039;t a following option. For example, &amp;quot;/c setbackpack blerg&amp;quot; will set the back pack to none. &lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack greatsword&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Wereshift==&lt;br /&gt;
&lt;br /&gt;
Lycanthropy shifting control.&lt;br /&gt;
&lt;br /&gt;
Only usable by lycanthropes.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift human&#039;&#039;&#039;&amp;quot; will shift you to human form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift hybrid&#039;&#039;&#039;&amp;quot; will shift you to hybrid form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift animal&#039;&#039;&#039;&amp;quot; will shift you to animal form.&lt;br /&gt;
&lt;br /&gt;
==Creating spell notes==&lt;br /&gt;
&lt;br /&gt;
You can save your current​ set of spells in the form of a spell note, an item which is stored in your inventory and changes your spell set when used. Having multiple such notes helps you quickly switch between different spell sets. When you stop using a particular spell set, you can simply trash the note.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c sb_save name&#039;&#039;&#039;&amp;quot; create a spell note with the given name from your current spell set.&lt;br /&gt;
&lt;br /&gt;
==Limb Loss==&lt;br /&gt;
&lt;br /&gt;
To help role play two new chat commands that modify the worn armor to show the disfigurement properly. These are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_apply&#039;&#039;&#039; To remove armorparts that otherwise conceal the limb loss. For legs, you get a nice peg leg. It changes the armor based on what you have lost.&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_remove&#039;&#039;&#039; To bring the armor back to original. This command can be used by anyone, limbless or otherwise.&lt;br /&gt;
=Keen Sense (Elves Only)=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;/c keensense&#039;&#039;&#039; Elves may now use this command to toggle the Keen Sense ability, allowing them to walk using detect mode.&lt;br /&gt;
&lt;br /&gt;
=Combat Styles=&lt;br /&gt;
&lt;br /&gt;
Several combat stances are available in the welcome area to change combat animations for your character. Not all styles are available for all of the classes, genders, and races. Combat styles must be selected before leaving the welcome area, though you will be able to turn on and off combat styles while in the game world. Not all weapons are able to be used with each style, experiment in game with your chosen weapon before entering the game world. &lt;br /&gt;
&lt;br /&gt;
In order to view what combat stances are available to you, enter the following command: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style list&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To change from any combat_style back to normal, use the following command:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style normal&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
After selecting a combat style appropriate to your class in the welcome area, enter the following command to change to the appropriate combat style:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style warrior&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, Rangers, and Clerics.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style kensai&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins,and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style heavy&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style demon&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style fencing&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, and Bards.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tiger_fang&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style sun_fist&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style dragon_palm&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style bear_claw&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style assassin&#039;&#039;&#039;&amp;quot; Only usable by : Rogues. &lt;br /&gt;
&lt;br /&gt;
Two additional combat style&#039;s are available depending on race and gender: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style non-combat&#039;&#039;&#039;&amp;quot; Only usable by: Human male, Half-elf male. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tired&#039;&#039;&#039;&amp;quot; Usable by: Any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Spell_changes&amp;diff=1286</id>
		<title>Spell changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Spell_changes&amp;diff=1286"/>
		<updated>2019-09-18T05:39:27Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EFU has undergone massive changes to vanilla NWN spells. As well as global changes to spells, Specialist Wizards receive even further bonuses to their school of choice. &lt;br /&gt;
&lt;br /&gt;
Please refer to the list below for the current changes.&lt;br /&gt;
&lt;br /&gt;
=Common Use Spells=&lt;br /&gt;
These are changes related to some of the most commonly used spells within EFU.&lt;br /&gt;
&lt;br /&gt;
==Cantrips==&lt;br /&gt;
&#039;&#039;&#039;All Cantrips&#039;&#039;&#039; are now 1d4 + 1 damage and can be cast infinitely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Minor Wounds&#039;&#039;&#039;, when cast as a spell and not from an item, will only heal bleeding characters or damage undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inflict Minor Wounds&#039;&#039;&#039;, when cast as a spell and not from an item, will only damage living creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare&#039;&#039;&#039; now inflicts 1d3 damage.&lt;br /&gt;
&lt;br /&gt;
==Summon Monster==&lt;br /&gt;
&#039;&#039;&#039;Summon Monster&#039;&#039;&#039; duration has been reduced to 4 rounds/level for vanilla casting, with the following bonuses for Spell Focus feats/specialisations:&lt;br /&gt;
&lt;br /&gt;
* 5 rounds/level for SF: Conjuration&lt;br /&gt;
* 6 rounds/level for GSF: Conjuration&lt;br /&gt;
* Additional 2 rounds/level for Specialist Conjurers&lt;br /&gt;
* Pale Master levels considered when calculating duration&lt;br /&gt;
&lt;br /&gt;
Default summons reflect a basic City based theme. A number of additional themes are available through reagents, items, and other means in game.&lt;br /&gt;
&lt;br /&gt;
PCs can speak through their summons using the chat command &amp;quot;/v s &amp;lt;message&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For additional information see [[Voice Commands]].&lt;br /&gt;
&lt;br /&gt;
==Animate/Create Undead==&lt;br /&gt;
&#039;&#039;&#039;Animate/Create Undead&#039;&#039;&#039; has been heavily customised in EFU and strength of summoned creatures, for both spells, is related to the type/quality of the in-game Corpse Item used as target when casting. Creatures summoned without a Corpse Item are much weaker than their corpse-summoned brethren (Wizard AB progression, lower AC, lower STR)&lt;br /&gt;
&lt;br /&gt;
All corpses can be further experimented on, given weapons etc. to increase their power. For further details, please refer to [[necromancy]].&lt;br /&gt;
&lt;br /&gt;
==Bull&#039;s Strength/Endurance/Eagle&#039;s Splendor/Fox&#039;s Cunning/Cat&#039;s Grace/Owl&#039;s Wisdom==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull&#039;s Strength/Endurance/Eagle&#039;s Splendor/Fox&#039;s Cunning/Cat&#039;s Grace/Owl&#039;s Wisdom&#039;&#039;&#039; have received the following changes:&lt;br /&gt;
&lt;br /&gt;
* A caster without SF nor GSF: Transmutation casts the spell as normal with a 1 + 1d4 enhancement&lt;br /&gt;
* A caster with SF: Transmutation casts the spell using the best roll of 2 (1+1d4) rolls for enhancement&lt;br /&gt;
* A caster with GSF: Transmutation casts the spell using the best roll of 3 (1+1d4) rolls for enhancement&lt;br /&gt;
&lt;br /&gt;
==Protection from/Resist/Endure Elements==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection from/Elements/Resist Elements/Endure Elements&#039;&#039;&#039; have been changed as follows:&lt;br /&gt;
&lt;br /&gt;
* No modification for vanilla casting (duration 24 hours)&lt;br /&gt;
* The absorption limit is increased by 5 for &#039;&#039;&#039;SF: Abjuration&#039;&#039;&#039;&lt;br /&gt;
* The absorption limit is increased by another 5 for &#039;&#039;&#039;GSF: Abjuration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Protection Against Alignment==&lt;br /&gt;
&#039;&#039;&#039;Protection Against Alignment&#039;&#039;&#039; has been changed as follows:&lt;br /&gt;
&lt;br /&gt;
* Protection Against Neutrality has been added (Including Lawful Neutral, True Neutral, Chaotic Neutral)&lt;br /&gt;
* Blanket Mind-Affecting and Fear effects against Alignment has been changed to 7 + (Spell caster level / 3) bonus to Mind Affecting and Fear saves against Alignment&lt;br /&gt;
&lt;br /&gt;
==Magic Circle Against Alignment==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Circle Against Alignment&#039;&#039;&#039; has been changed as follows:&lt;br /&gt;
&lt;br /&gt;
* Magic Circle Against Alignment is now the same as casting Protection from Evil/Good/Chaos/Law/Neutral on everybody within three metres&lt;br /&gt;
* Blanket Mind-Affecting and Fear effects against Alignment has been changed to 7 + (Spell caster level / 3) bonus to Mind Affecting and Fear saves against Alignment (same as PfA).&lt;br /&gt;
&lt;br /&gt;
==Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic&#039;&#039;&#039; have been changed to allow the maximum caster level to be improved through Spell Focus feats. These spells can be resisted by Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
* When targeting a target, a caster with &#039;&#039;&#039;SF and GSF Divination&#039;&#039;&#039; can destroy a Mirror Image when targeting a Mirror Image with all three.&lt;br /&gt;
* When targeting an area, a caster with &#039;&#039;&#039;SF Divination&#039;&#039;&#039; can destroy Mirror Images up to: 3 with Disepl, 5 with Greater Dispel.&lt;br /&gt;
* When targeting an area, a caster with &#039;&#039;&#039;GSF Divination&#039;&#039;&#039; can destroy Mirror Images up to: 2 with Lesser Dispel, 6 with Dispel, 10 with Greater Dispel.&lt;br /&gt;
&lt;br /&gt;
==Lesser Spell Breach/Greater Spell Breach==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Spell Breach/Greater Spell Breach&#039;&#039;&#039; have been changed to be improved by Spell Focus feats.&lt;br /&gt;
&lt;br /&gt;
* +1 effect dispelled if caster has &#039;&#039;&#039;Spell Focus Abjuration&#039;&#039;&#039;&lt;br /&gt;
* +1 (additional) effects dispelled if caster has &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039;&lt;br /&gt;
* -1 effects dispelled if target has &#039;&#039;&#039;Arcane Defence Abjuration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hold Person/Animal/Monster==&lt;br /&gt;
&#039;&#039;&#039;Hold Person/Hold Animal/Hold Monster&#039;&#039;&#039; have been changed to use mind spell saves.&lt;br /&gt;
&lt;br /&gt;
==Summon Shadow==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoned Shadow&#039;&#039;&#039; from &#039;&#039;&#039;Shadow Conjuration/Greater Shadow Conjuration/Shades&#039;&#039;&#039; has been changed to use custom shadow clone summons.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;Summon Shadow&#039;&#039;&#039; variant of each of the spells, and targeting the ground, the caster summons a Shadow Clone of the closest PC to the targeted area, or the likeness of the caster if no PC can be found (note: if used from an item, the Shadow Clone will take the likeness of the caster in all instances).&lt;br /&gt;
&lt;br /&gt;
You may only have one Shadow Clone active at any one time, and cannot have any other summons active. The Shadow Clone has the following stats/abilities/durations:&lt;br /&gt;
&lt;br /&gt;
* It is considered incorporeal (50% Concealment)&lt;br /&gt;
* Mental ability points (INT, WIS, CHA) are always capped to maximum of 3.&lt;br /&gt;
* Created from Shadow Conjuration: Copied physical ability points (STR, DEX, CON) are capped to a maximum of 7 points for non-caster targets and when used from items. This cap is increased to 11 points if the caster targets themselves. Duration is 5 rounds + 2 round per caster level.&lt;br /&gt;
* Created from Greater Shadow Conjuration: Copied physical ability points are capped to a maximum of 9 points for non-caster targets and when used from items. This cap is increased to 13 points if the caster target herself. Duration is 10 rounds + 2 round per caster level.&lt;br /&gt;
* Created from Shades: Copied physical ability points are capped to a maximum of 11 points for non-caster targets and when used from items. There is no cap for physical ability points if the caster targets herself. Duration is 15 rounds + 2 round per caster level.&lt;br /&gt;
&lt;br /&gt;
In addition to the above, all summoned Shadow Clones get the following benefits depending on the caster’s Spell School (if the caster is a Wizard) or Greater Spell Focus feat (if the caster is a Sorcerer; note: multiple bonuses from GSF stack for Sorcerers):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Abjuration&#039;&#039;&#039;: The shadow gains Spell Resistance 12, 14 and 16 respectively&lt;br /&gt;
* &#039;&#039;&#039;Conjuration&#039;&#039;&#039;: Duration is increased by 5 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Evocation&#039;&#039;&#039;: The shadow gains 20%/30%/50% increased movement speed, respectively.&lt;br /&gt;
* &#039;&#039;&#039;Transmutation&#039;&#039;&#039;: The shadow gains +1 to STR, CON and DEX and increases the relevant caps by the same amount.&lt;br /&gt;
* &#039;&#039;&#039;Illusion&#039;&#039;&#039;: The caster becomes ethereal for 1 round after casting the spell on herself.&lt;br /&gt;
* &#039;&#039;&#039;Necromancy&#039;&#039;&#039;: The shadow gains 5/- resistance against divine and positive energies and +2 regeneration.&lt;br /&gt;
&lt;br /&gt;
=Arcane Spell Changes=&lt;br /&gt;
Arcane spells are those cast by either a Bard, Sorcerer or Wizard.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
===Resistance===&lt;br /&gt;
* A caster with SF: Abjuration grants the target 1/+1 DR, to an absorption limit of 10.&lt;br /&gt;
* A caster with GSF: Abjuration grants the target 2/+1 DR, to an absorption limit of 10.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* A caster without SF nor GSF: Abjuration casts the spell as normal. It grants +4 deflection AC and immunity to: Magic Missile, Isaac&#039;s Lesser Missile Storm and Isaac&#039;s Greater Missile Storm.&lt;br /&gt;
* A caster with SF: Abjuration casts the spell with a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor)&lt;br /&gt;
* A caster with GSF: Abjuration casts the spell with a +4 armor enhancement bonus (does not stack with mage armor or base AC from armor)&lt;br /&gt;
&lt;br /&gt;
This is designed to counteract the weirdness of abjurers being worse at protecting themselves than mages of other schools (by missing out on the mage armor spell). This brings them up to a par again, with protection consistent with casting mage armor on oneself.&lt;br /&gt;
&lt;br /&gt;
===Clarity===&lt;br /&gt;
               &lt;br /&gt;
Duration for the spell: (10 Rounds + (1 Round/Level * (2 if has &#039;&#039;&#039;Spell Focus Abjuration&#039;&#039;&#039;) * (2 if has &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039;) * (2 if Extended))&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; also applies the buff on yourself (same bonuses as to the main target)&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Divination&#039;&#039;&#039; grants the target +5 Concentration and +2 Lore. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Divination&#039;&#039;&#039; grants +10 Concentration and +4 Lore.&lt;br /&gt;
&lt;br /&gt;
===Wounding Whispers===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level, GSF Abjuration to 3 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Necromancy&#039;&#039;&#039; grants 50% negative damage immunity. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Necromancy&#039;&#039;&#039; increases duration to 2 rounds / level and grants 75% negative damage immunity.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Evocation&#039;&#039;&#039; releases a Huge (6.67m) AoE blast that deals 1d8 + 1 / caster level sonic damage to all enemies. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Evocation&#039;&#039;&#039; increases damage to 2d8 + 1 / caster level and makes enemies roll fort save against deafness.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Divination&#039;&#039;&#039; grants +1 lore / 3 caster level for the duration of spell. GSF divination grants +1 lore / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
===Dismissal===&lt;br /&gt;
               &lt;br /&gt;
Also instantly destroys all mirror images within area of effect.&lt;br /&gt;
&lt;br /&gt;
===Remove Curse===&lt;br /&gt;
               &lt;br /&gt;
&#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; also grants the target immunity to curses for 1 hour / caster level.&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
               &lt;br /&gt;
Duration is turn/level.&lt;br /&gt;
&lt;br /&gt;
===Minor Globe of Invulnerability===&lt;br /&gt;
               &lt;br /&gt;
&#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard &#039;&#039;&#039;also requires Spell School Abjuration&#039;&#039;&#039; in addition to &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; to receive increased duration.&lt;br /&gt;
&lt;br /&gt;
===Energy Buffer===&lt;br /&gt;
               &lt;br /&gt;
Hour/level duration&lt;br /&gt;
           &lt;br /&gt;
===Lesser Mind Blank===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; grants the buff to the caster in addition to the target.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Divination&#039;&#039;&#039; increases the duration to 2 turns per caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Divination&#039;&#039;&#039; will increase the duration to 3 turns per caster level.&lt;br /&gt;
&lt;br /&gt;
===Greater Stoneskin===&lt;br /&gt;
               &lt;br /&gt;
* Duration is turn/level. Provides damage reduction of 15/+5&lt;br /&gt;
           &lt;br /&gt;
===Globe of Invulnerability===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard &#039;&#039;&#039;also requires Spell School Abjuration&#039;&#039;&#039; in addition to &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; to receive increased duration.&lt;br /&gt;
&lt;br /&gt;
===Mind Blank===&lt;br /&gt;
               &lt;br /&gt;
Duration is changed to hour/level.&lt;br /&gt;
           &lt;br /&gt;
===Banishment===&lt;br /&gt;
               &lt;br /&gt;
Also instantly destroys all mirror images within area of effect.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
===Mage Armour===&lt;br /&gt;
Improves the armor of the target to 4, will not grant armor bonus if the target is already 4 or above.&lt;br /&gt;
&lt;br /&gt;
===Grease===&lt;br /&gt;
* Duration changed to 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Conjuration&#039;&#039;&#039; causes -2 to reflex saves for 10 rounds on any who fail the reflex save in grease.  Reflex penalty does not stack.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Conjuration&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Web===&lt;br /&gt;
               &lt;br /&gt;
* Duration increased to 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Conjuration&#039;&#039;&#039; grants sticky webs: movement speed reduce stays for 1d4 rounds after leaving the webbed area.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Conjuration&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Melf&#039;s Acid Arrow===&lt;br /&gt;
               &lt;br /&gt;
Damage over time duration increased to 1 + 1 round/2 levels.&lt;br /&gt;
&lt;br /&gt;
===Stinking Cloud===&lt;br /&gt;
               &lt;br /&gt;
* All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave. Fortitude save. Duration 1 round / level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Conjuration&#039;&#039;&#039; also causes a 1d2 CON loss if fortitude save fails.&lt;br /&gt;
&lt;br /&gt;
===Evard&#039;s Black Tentacles===&lt;br /&gt;
               &lt;br /&gt;
* Now only gives a bonus to the number of tentacles when cast with Empower Spell, instead of increasing the number of tentacles and damage of each tentacle. &lt;br /&gt;
* It entangles, rather than paralyses. Freedom of Movement makes you immune to entanglement, Spell Resistance is checked, and it can be absorbed by Spell Mantles. &lt;br /&gt;
* Small creatures are not automatically immune but receive +8 to their grapple check to avoid tentacles. &lt;br /&gt;
* Tentacles damage is not dealt in bulk, but per tentacle and the damage does not count as magic, thus can be (mostly) countered by Ghostly Visage, for example.&lt;br /&gt;
&lt;br /&gt;
===Lesser Planar Binding===&lt;br /&gt;
               &lt;br /&gt;
Conjures whatever you would summon with Summon Monster 3 for a 24 hour duration.&lt;br /&gt;
           &lt;br /&gt;
===Mestil&#039;s Acid Sheath===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Conjuration&#039;&#039;&#039; grants 40% Acid Immunity.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Conjuration&#039;&#039;&#039; grants 80% Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
===Acid Fog===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Conjuration&#039;&#039;&#039; increases duration to 1 round / level, &#039;&#039;&#039;Greater Spell Focus Conjuration&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; lowers Fortitude Save by -4 for hour/level, &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; also makes creatures to roll against &#039;&#039;&#039;Iron Golem Fumes poison&#039;&#039;&#039;.&lt;br /&gt;
           &lt;br /&gt;
===Planar Binding===&lt;br /&gt;
               &lt;br /&gt;
Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a Level 4 Summon Monster Spell with a 24h duration.&lt;br /&gt;
&lt;br /&gt;
===Greater Planar Binding===&lt;br /&gt;
               &lt;br /&gt;
Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a Level 5 Summon Monster Spell with a 24h duration.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
===True Strike===&lt;br /&gt;
* +15 AB for vanilla casting&lt;br /&gt;
* +20 AB for &#039;&#039;&#039;Spell Focus Divination&#039;&#039;&#039;&lt;br /&gt;
* +25 AB for &#039;&#039;&#039;Greater Spell Focus Divination&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Enchantment&#039;&#039;&#039; provides all nearby non-hostile units (Huge Area of Effect) with +1 AB for 1 round/caster level.&lt;br /&gt;
&lt;br /&gt;
===See Invisibility===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Divination&#039;&#039;&#039; doubles the duration.&lt;br /&gt;
&lt;br /&gt;
===Clairvoyance/Clairaudience===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla casting casts the spell as follows: +15 Spot/Listen, 3 rounds/level.&lt;br /&gt;
* 1.5x duration for &#039;&#039;&#039;Spell Focus Divination&#039;&#039;&#039;&lt;br /&gt;
* 1.5x duration again for &#039;&#039;&#039;Greater Spell Focus Divination&#039;&#039;&#039;&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Greater Spell Focus Divination&#039;&#039;&#039; and targets themselves, then they will also receive 5/+1 damage reduction to represent a sort of minor form of premonition.&lt;br /&gt;
&lt;br /&gt;
===Find Traps===&lt;br /&gt;
               &lt;br /&gt;
* Undisarmable traps are disregarded&lt;br /&gt;
* If the caster has neither &#039;&#039;&#039;Spell Focus nor Greater Spell Focus Divination&#039;&#039;&#039;, the maximum disarm DC for traps which can be disarmed by this spell is 20.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Spell Focus Divination&#039;&#039;&#039;, the maximum disarm DC for traps which can be disarmed by this spell is 23.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Greater Spell Focus Divination&#039;&#039;&#039;, the maximum disarm DC for traps which can be disarmed by this spell is 26.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Divination&#039;&#039;&#039; causes all creatures within area of effect to glow bright red light for 3 rounds if they are holding trapkits in their inventory.&lt;br /&gt;
* Also instantly destroys all mirror images within area of effect.&lt;br /&gt;
&lt;br /&gt;
===Remove Blindness/Deafness===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla casting is unaffected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Divination&#039;&#039;&#039; blindness/deafness immunity increased to 1 turn / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Divination&#039;&#039;&#039; blindness/deafness immunity increased to 1 hour / level.&lt;br /&gt;
&lt;br /&gt;
===Feeblemind===&lt;br /&gt;
* Now renders a PC brain dead (disabled) if intelligence is reduced below 3. &lt;br /&gt;
* Feeblemind has been changed to drain all three of intelligence, charisma and wisdom.&lt;br /&gt;
* Feeblemind has a 30% chance of dispelling the target from ALL PfA effects (effect applied before the save against confusion).&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus and Greater Spell Focus Divination&#039;&#039;&#039; increases the chance to dispel PfA effects by 60% and 90% respectively.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Divination&#039;&#039;&#039; now causes Feeblemind to add the Intelligence taken to the spellcaster for 1 round/level.&lt;br /&gt;
&lt;br /&gt;
===True Seeing===&lt;br /&gt;
               &lt;br /&gt;
No longer automatically sees stealthed opponents. The effects that this spell grants are See Invisibility and Immunity to illusions (which includes Color Spray, Phantasmal Killer, and so on).&lt;br /&gt;
&lt;br /&gt;
===Premonition===&lt;br /&gt;
               &lt;br /&gt;
Provides damage reduction of 20/+5, duration remains at hour/level.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
===Daze===&lt;br /&gt;
* If the target humanoid creature has 5 HD or less, they are dazed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
===Charm Person===&lt;br /&gt;
* Now operates similarly to the standard NWN &amp;quot;Dominate&amp;quot; effect. You can control monsters you cast this on.&lt;br /&gt;
* Duration increase, the duration is 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Enchantment&#039;&#039;&#039;: An additional +1 DC Bonus&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Enchantment&#039;&#039;&#039;: An additional +2 DC Bonus&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Enchantment&#039;&#039;&#039;: Number of creatures that can fall asleep is doubled.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Necromancy&#039;&#039;&#039;: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Necromancy&#039;&#039;&#039;: Doom&#039;s duration after waking is increased to 5 + (1 round per caster level).&lt;br /&gt;
&lt;br /&gt;
===Balagarn&#039;s Iron Horn===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla spell casts with an opposed strength roll of 14 (rather than 20) to knock opponents over&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Enchantment&#039;&#039;&#039; increases the opposed strength roll to 18 (rather than 20)&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Enchantment&#039;&#039;&#039; increases the opposed strength roll to 22 (rather than 20)&lt;br /&gt;
&lt;br /&gt;
===Blindness/Deafness===&lt;br /&gt;
               &lt;br /&gt;
* Duration of 2 rounds/level&lt;br /&gt;
* Does not affect undead, constructs or oozes.&lt;br /&gt;
&lt;br /&gt;
===Tasha&#039;s Hideous Laughter===&lt;br /&gt;
               &lt;br /&gt;
* Lasts 1 round/level&lt;br /&gt;
* Increase DC by +1 when your target is the same race as you.&lt;br /&gt;
&lt;br /&gt;
===Charm Monster===&lt;br /&gt;
* Now operates similarly to the standard NWN &amp;quot;Dominate&amp;quot; effect. You can control monsters you cast this on.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Enchantment&#039;&#039;&#039;: An additional +2 DC Bonus&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Enchantment&#039;&#039;&#039;: An additional +3 DC Bonus&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
               &lt;br /&gt;
* If the caster is a sorcerer or a bard and has SF Enchantment, An additional +1 bonus to DC&lt;br /&gt;
* If the caster is a sorcerer or a bard and has GSF Enchantment, An additional +2 bonus to DC&lt;br /&gt;
&lt;br /&gt;
===War Cry===&lt;br /&gt;
               &lt;br /&gt;
Bonuses also affect allies.&lt;br /&gt;
&lt;br /&gt;
===Mind Fog===&lt;br /&gt;
               &lt;br /&gt;
* Duration is increased to round/level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Conjuration&#039;&#039;&#039; increases duration to 2 rounds/level, &#039;&#039;&#039;Greater Spell Focus Conjuration to 3 rounds/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Enchantment&#039;&#039;&#039; will instantly strip ALL creatures who enter from ALL Protection from Alignment spells upon entry regardless of save.  (Other mind immunity spells, such as clarity, will not be affected by this)&lt;br /&gt;
           &lt;br /&gt;
===Dominate Person===&lt;br /&gt;
               &lt;br /&gt;
* The target person temporarily becomes a faithful and loyal servant of the caster. Will negates. Duration: 2 rounds + 1 round / 3 caster levels.&lt;br /&gt;
* PCs and NPCs can be commanded to move and act using the [[Control Companion]] [[player tool]].&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Enchantment&#039;&#039;&#039; increases the duration to 1 round / level.&lt;br /&gt;
&lt;br /&gt;
===Dominate Monster===&lt;br /&gt;
               &lt;br /&gt;
Duration is turn/level. Allows the Dominator to speak through the Dominated creature (NPC or PC). This is done by using the chat command &amp;quot;/v d &amp;lt;message&amp;gt;&amp;quot;. PCs and NPCs can be commanded to move and act using the [[Control Companion]] [[player tool]].&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
===Shelgarn&#039;s Persistent Blade===&lt;br /&gt;
* The spell is targeted on &#039;&#039;&#039;weapons&#039;&#039;&#039;.&lt;br /&gt;
* The caster animates any non-plot WEAPON in his inventory to work as a loyal servant.&lt;br /&gt;
* Duration is 1 minute / level. &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; increases duration to 2 minutes / level.&lt;br /&gt;
* The weapon is destroyed when the summon dies/vanishes unless specifically decreed otherwise (by DM or on the weapon itself)&lt;br /&gt;
* Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have &#039;&#039;&#039;Spell Focus Evocation&#039;&#039;&#039;, you can have 3 animated weapons activate at the same time. At level 7 with &#039;&#039;&#039;Greater Spell Focus Evocation&#039;&#039;&#039; you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
&lt;br /&gt;
The weapon gains the following bonuses based on caster level:&lt;br /&gt;
                 &lt;br /&gt;
* +1 AB / 2 caster levels.&lt;br /&gt;
* +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
===Elemental Shield===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Abjuration&#039;&#039;&#039; increases the damage immunity to 65% for cold and fire. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; increases immunity 80% for cold and fire. &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Evocation&#039;&#039;&#039; increases duration to 2 rounds / level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Evocation&#039;&#039;&#039; increases duration to 3 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Wall of Fire===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Evocation&#039;&#039;&#039; increases the duration to 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Ice Dagger===&lt;br /&gt;
Fortitude save against Frozen Effect for 2 rounds. SF and GSF Evocations raises Frozen DC as well.&lt;br /&gt;
&lt;br /&gt;
===Flame Weapon===&lt;br /&gt;
               &lt;br /&gt;
* 1d4 fire damage at caster level 1-7&lt;br /&gt;
* Increased to 1d6 fire damage level 8+&lt;br /&gt;
* Does not stack with Darkfire, or other elemental types of damage&lt;br /&gt;
* Damage type can be changed to a variety of [[Elemental damage variables]]&lt;br /&gt;
* Applies to thrown weapons (axes, darts shuriken etc) but not to bows and crossbows&lt;br /&gt;
&lt;br /&gt;
===Gedlee&#039;s Electric Loop===&lt;br /&gt;
               &lt;br /&gt;
* Area of Effect increased from small to medium.&lt;br /&gt;
&lt;br /&gt;
===Flame Arrow===&lt;br /&gt;
               &lt;br /&gt;
The caster launches 1 conjured fiery arrow at the target creature for every 2 caster levels. Each arrow does 2d6 points of fire damage.  Reflex save halves the damage for each arrow.&lt;br /&gt;
&lt;br /&gt;
===Gust of Wind===&lt;br /&gt;
This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust. Fortitude save against being knocked down for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Evocation&#039;&#039;&#039; deals 2d4 magical damage (fall damage) to all who fail the fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Evocation&#039;&#039;&#039; deals 3d4 magical damage to all who fail the fortitude save.&lt;br /&gt;
&lt;br /&gt;
===Ball Lightning===&lt;br /&gt;
               &lt;br /&gt;
Damage changed to 1d9 damage per ball&lt;br /&gt;
           &lt;br /&gt;
===Bigby&#039;s Interposing Hand===&lt;br /&gt;
               &lt;br /&gt;
* Lesser Restoration no longer removes the effects of this spell.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;: Duration is increased to 2 rounds per caster level.&lt;br /&gt;
&lt;br /&gt;
===Isaac&#039;s Greater Missile Storm===&lt;br /&gt;
               &lt;br /&gt;
Damage is 1d6/level capped at 20&lt;br /&gt;
           &lt;br /&gt;
===Bigby&#039;s Forceful Hand:===&lt;br /&gt;
               &lt;br /&gt;
Now has a strength bonus of +4 instead of +14.&lt;br /&gt;
&lt;br /&gt;
===Incendiary Cloud===&lt;br /&gt;
               &lt;br /&gt;
Damage changed to 10d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
=== Invisibility===&lt;br /&gt;
&lt;br /&gt;
* The effects of haste will remove the invisibility effect of invisibility. &lt;br /&gt;
&lt;br /&gt;
===Improved Invisibility===&lt;br /&gt;
&lt;br /&gt;
* The effects of haste will remove the invisibility effect of Improved Invisibility. The Concealment effect should still remain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ghostly Visage===&lt;br /&gt;
               &lt;br /&gt;
* 10% concealment for vanilla casting&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Illusion&#039; provides 15% concealment&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Illusion&#039;&#039;&#039; provides 20% concealment.&lt;br /&gt;
&lt;br /&gt;
===Continual Flame=== &lt;br /&gt;
* Marks items as plot to prevent exploits.&lt;br /&gt;
* This creates a magical flame that burns as bright as a torch. It can be cast on any item that can be equipped to create a permanent source of light. The spell continues working normally if cast on friendly, neutral and item targets (granting the light source).&lt;br /&gt;
* If cast on a hostile PC, The hostile target rolls a fortitude save against fire, &#039;&#039;&#039;Spell Focus and Greater Spell Focus Evocation&#039;&#039;&#039; increase DC normally. If the target fails the save, it gets caught in a long lasting flame that deals 1 fire damage every round. The duration is 1 [[hour]] / level.&lt;br /&gt;
* The spell can be removed by two ways before the duration ends: &lt;br /&gt;
** Getting fully submerged in water (entering an underwater area) &lt;br /&gt;
** Getting dispelled. &lt;br /&gt;
Both ways instantly remove the effect. When a PC hits 0 HP or gets subdued, the spell ends. Be advised that there is no icon to show the effect on your PC.&lt;br /&gt;
&lt;br /&gt;
===Displacement===&lt;br /&gt;
               &lt;br /&gt;
When cast as a spell by character (potion, item etc. use unchanged).&lt;br /&gt;
&lt;br /&gt;
Duration increased to 3 rounds / level. In addition to normal effects (50% concealment on the target), the spell creates a Mirror Image out of the target.&lt;br /&gt;
&lt;br /&gt;
* Mirror Image makes a weak copy of the target. The copy has all stats dropped to 3. If target is the caster itself, constitution remains whatever the caster has as a base.&lt;br /&gt;
* Mirror Image is immune to mind spells, has -10 AC and 50% Concealment. Cannot be disarmed and holds no other items than what the target has currently equipped.&lt;br /&gt;
* Mirror Image is a custom summon, preventing any other summons to be active at the same time (Unsummons every summon the PC possesses, and Mirror Images vanish when summons are summoned).&lt;br /&gt;
* Mirror Image can be also be released similar to undead releasing, making a long lasting decoy that wanders around on its own and can no longer be controlled by the caster. You can only have one released decoy out at the same time. Duration is until destroyed or replaced by a new one.&lt;br /&gt;
                 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Illusion&#039;&#039;&#039; increases the maximum number of Mirror Images you can summon by 2. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Illusion&#039;&#039;&#039; increase the maximum number by additional 2, so a GSF Illusionist can have a maximum of 5 Mirror Images out at the same time (still only one long lasting, wandering decoy)&lt;br /&gt;
* In order to have 5 Mirror Images with GSF: Illusion, you will need to cast the spell five times. &lt;br /&gt;
* The command /c mirror-image will mark whether the Mirror Image you release will be hostile to others or not. (default is hostile).&lt;br /&gt;
&lt;br /&gt;
===Invisibility Sphere===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla casting - same as casting Invisibility on everybody within two meters, except lasting for only one round/level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Illusion&#039;&#039;&#039; insreases duration to 1 turn / 3 caster levels.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Illusion&#039;&#039;&#039; increases duration to 1 turn / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
===Ray of Enfeeblement===&lt;br /&gt;
* Duration lasts [[turn]]/level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Necromancy&#039;&#039;&#039;: Target undead creature gains + 1 strength per 3 caster levels for 1 round per caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Necromancy&#039;&#039;&#039;: Also casts [[Expeditious Retreat]] on target undead creature. Lasts 1 round/caster level.&lt;br /&gt;
&lt;br /&gt;
===Scare===&lt;br /&gt;
No longer restricted by a creature&#039;s HD.&lt;br /&gt;
           &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Necromancy&#039;&#039;&#039;: An additional +1 bonus to DC.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Necromancy&#039;&#039;&#039;: An additional +1 bonus to DC.&lt;br /&gt;
&lt;br /&gt;
===Negative Energy Ray===&lt;br /&gt;
The following two changes only come in to play the spell &#039;&#039;&#039;is not&#039;&#039;&#039; cast from an item.&lt;br /&gt;
           &lt;br /&gt;
* If a wizard has &#039;&#039;&#039;Spell School Necromancy&#039;&#039;&#039; or a Sorcerer has &#039;&#039;&#039;Spell Focus Necromancy&#039;&#039;&#039;, casting the spell deals an additional 1d6 negative energy damage to the target.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Necromancy&#039;&#039;&#039; also gives a targeted undead creature +2 regeneration for 1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
===Death Armor===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Necromancy&#039;&#039;&#039; increases the duration to 2 rounds / level and 25% negative damage immunity.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Necromancy&#039;&#039;&#039; increases the duration to 3 rounds / level and 50% negative damage immunity.&lt;br /&gt;
* Damage type changed to negative.&lt;br /&gt;
&lt;br /&gt;
===Ghoul Touch===&lt;br /&gt;
               &lt;br /&gt;
If the target succeeds the save and the caster has SF or GSF Necromancy, the target rolls again. On a failed save, the target is slowed.&lt;br /&gt;
&lt;br /&gt;
===Negative Energy Burst===&lt;br /&gt;
               &lt;br /&gt;
Negative Energy Burst&#039;s will save negates the STR drain in addition to halving the damage.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Necromancy&#039;&#039;&#039; increases damage to 2d8 + 1 caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Necromancy&#039;&#039;&#039; increases strength drain to 1 + 1 / 4 caster levels if will save fails.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Touch===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla casting deals only 1d5 damage per 2 levels&lt;br /&gt;
* 1d6 damage per 2 levels for &#039;&#039;&#039;Spell Focus Necromancy&#039;&#039;&#039;&lt;br /&gt;
* 1d7 damage per 2 levels for &#039;&#039;&#039;Greater Spell Focus Necromancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Contagion===&lt;br /&gt;
               &lt;br /&gt;
Now selects randomly from one of EFU&#039;s [[custom plagues]].&lt;br /&gt;
&lt;br /&gt;
===Fear===  &lt;br /&gt;
&lt;br /&gt;
If the caster is a [[Sorcerer]] or a [[Bard]]:&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Necromancy&#039;&#039;&#039;: An additional +1 bonus to DC&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Necromancy&#039;&#039;&#039;: An additional +2 bonus to DC&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
===Expeditious Retreat===&lt;br /&gt;
* New VFX. &lt;br /&gt;
* Vanilla expeditious retreat is unchanged (50% movement speed increase)&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; provides a 55% movement speed increase&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; provides a 60% movement speed increase.&lt;br /&gt;
&lt;br /&gt;
===Burning Hands===&lt;br /&gt;
If the reflex save fails, the spell deals additional 1d6 fire damage each round for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
===Knock===&lt;br /&gt;
               &lt;br /&gt;
Functions on all pick-able doors, up to a certain lock DC and depending on &#039;&#039;&#039;Spell Focus and Greater Spell Focus Transmutation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stone Bones===&lt;br /&gt;
&lt;br /&gt;
Changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider Pale Master levels.  Duration 10 minutes / level.&lt;br /&gt;
               &lt;br /&gt;
If the caster is a sorcerer, in addition to the above changes and regardless of the target&#039;s racial type, the target receives the following bonuses for 1 hour per caster level.&lt;br /&gt;
                     &lt;br /&gt;
* Caster level 3: +1 Natural AC, 2/- Bludgeoning resist&lt;br /&gt;
* Caster level 7: +2 Natural AC, 3/- Bludgeoning resist&lt;br /&gt;
* Caster level 11: +3 Natural AC, 4/- Bludgeoning resist&lt;br /&gt;
&lt;br /&gt;
This AC bonus does not stack with the undead creature&#039;s bonus AC. If the caster is a non-sorcerer, the target does not receive the natural AC bonus but still gains the bludgeoning resist.&lt;br /&gt;
&lt;br /&gt;
===Ultravision===&lt;br /&gt;
               &lt;br /&gt;
* Grants +2 Spot on target. &lt;br /&gt;
* +1 additional spot for &#039;&#039;&#039;Spell Focus and Greater Spell Focus Divination&#039;&#039;&#039; respectively.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
&lt;br /&gt;
* Vanilla haste is unaffected.&lt;br /&gt;
* Haste with &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; provides an additional 5% movement speed increase if targeted on the caster&lt;br /&gt;
* Haste with &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; provides an additional 10% movement speed increase if targeted on the caster.&lt;br /&gt;
* Haste now dispels the effects of Invisibility (this is an experiment).&lt;br /&gt;
&lt;br /&gt;
===Magic Weapon===&lt;br /&gt;
&lt;br /&gt;
Applies to bows, crossbows and all other ranged weaponry. Unlike Flame Weapon.&lt;br /&gt;
&lt;br /&gt;
===Greater Magic Weapon===&lt;br /&gt;
               &lt;br /&gt;
* +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc)&lt;br /&gt;
* Duration is turn/level.&lt;br /&gt;
&lt;br /&gt;
===Keen Edge===&lt;br /&gt;
               &lt;br /&gt;
Duration is turn/level, and can be used on all melee weapons (regardless of damage type), except for Mauls.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
               &lt;br /&gt;
All enemy creatures within the area of effect are slowed, having their movement lowered by 50% and lose a single attack per round. 1 round / level. Will negates.&lt;br /&gt;
&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; and any of the targets fail the will save, the caster will gain Expeditious Retreat for 1 round / 2 caster levels.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; and any of the targets fail the will save, the caster will gain Haste for 1 round / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
===Polymorph Self===&lt;br /&gt;
&lt;br /&gt;
* Greatly expanded form lists that can be accessed via the chat command  &amp;quot;&#039;&#039;&#039;/c polymorph list &#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* Macro-based casting of Polymorph Self is enabled via &amp;quot;&#039;&#039;&#039;/c polymorph_cast&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* Bioware forms have been adjusted (reduced regeneration on troll form, umber hulk form has +10 spot instead of True Seeing). &lt;br /&gt;
* Zombie form has been removed. It will now turn you into a giant spider unless you have set it to something else.&lt;br /&gt;
* Sorcerers with the [[Sorcerer_Perks#Witchcraft|Witchcraft perk]] may now gain Polymorph Self (7) at 5th level.&lt;br /&gt;
* All Special Abilities have 3 uses/day. This is due to bioware limitations make Special Abilities to be infinite uses/day, so any uses after the 3rd will have no effect. &lt;br /&gt;
* For a complete list of all polymorph shapes, click [[Polymorph_Shapes|Here]]&lt;br /&gt;
&lt;br /&gt;
* The duration is 1 turn /level for vanilla casting&lt;br /&gt;
* The duration is 1.5 turns/level for &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039;&lt;br /&gt;
* The duration is 2 turns per level for &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; and makes Polymorph Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
===Bestow Curse===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla bestow curse is unchanged&lt;br /&gt;
* Bestow Curse with &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; reduces all abilities by 3 rather than just 2.&lt;br /&gt;
&lt;br /&gt;
===Blackstaff===&lt;br /&gt;
               &lt;br /&gt;
Duration has changed to turn/level.&lt;br /&gt;
&lt;br /&gt;
=Divine Spell Changes=&lt;br /&gt;
Divine spells are those cast by either a Cleric, Druid, Ranger or Paladin. Spells will not be repeated here if they were referenced in the Arcane Spell Changes section.&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
               &lt;br /&gt;
The target immediately becomes ethereal for 1 round (The effect of Greater Sanctuary with greatly reduced duration. Does not work from items.). Only works if the caster is not the target.&lt;br /&gt;
&lt;br /&gt;
===Glyph of Warding===&lt;br /&gt;
               &lt;br /&gt;
Deals 1d6 damage up to a maximum of 10d6, rather than 1d8 per two levels.&lt;br /&gt;
            &lt;br /&gt;
===Negative Energy Protection===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; grants the buff to the caster in addition to the target.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
===Cure Light Wounds===&lt;br /&gt;
               &lt;br /&gt;
Now heals 4 + 1d4 + 1 per caster level. This way, it will always be more effective than cure minor wounds.&lt;br /&gt;
&lt;br /&gt;
===Neutralize Poison===&lt;br /&gt;
               &lt;br /&gt;
* Target also becomes immune to poisons for 2 rounds per caster level. (does not work from items.)&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Abjuration&#039;&#039;&#039; increases poison immunity duration to 3 rounds per caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; increases poison immunity duration to 4 rounds per caster level.&lt;br /&gt;
&lt;br /&gt;
===Freedom of Movement===&lt;br /&gt;
               &lt;br /&gt;
Grants immunity to Flesh to Stone (but not Petrification gaze).&lt;br /&gt;
&lt;br /&gt;
===Healing Circle===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Abjuration&#039;&#039;&#039; heals 2d8 +1 per caster level instead.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Abjuration&#039;&#039;&#039; heals 3d8 +1 per caster level instead.&lt;br /&gt;
            &lt;br /&gt;
===Raise Dead===&lt;br /&gt;
               &lt;br /&gt;
&#039;&#039;&#039;THE RAISE DEAD SPELL IS UNAVAILABLE FOR CASTING BY PLAYER CHARACTERS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can read about how Raise Dead works in EFU [https://wiki.efupw.com/index.php?title=Death_in_EFU#Raise_Dead here].&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
               &lt;br /&gt;
Penalties for the spell Bane have been increased to -2.&lt;br /&gt;
&lt;br /&gt;
===Charm Person or Animal=== &lt;br /&gt;
* Now operates similarly to the standard NWN &amp;quot;Dominate&amp;quot; effect. You can control monsters you cast this on.&lt;br /&gt;
* Duration has changed to round/level             &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Enchantment&#039;&#039;&#039;: Charm Person or Animal has 35% (up from 15%) chance of dispelling the target from all instances PfA (effect is applied before the save against charm)&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Enchantment&#039;&#039;&#039;: Charm person or Animal has 50% (up from 30%) chance of dispelling the target from all instances of PfA (effect is applied before the save against charm)&lt;br /&gt;
&lt;br /&gt;
===Chaav&#039;s Laugh===&lt;br /&gt;
               &lt;br /&gt;
Gives bonuses to nearby targets of good alignment, and penalties to nearby targets of evil alignment.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
===Darkfire===&lt;br /&gt;
               &lt;br /&gt;
* 1d4 fire damage at caster level 1-7&lt;br /&gt;
* Increased to 1d6 fire damage level 8+&lt;br /&gt;
* Does not stack with Flame Weapon, or other elemental types of damage&lt;br /&gt;
* Damage type can be changed to a variety of [[Elemental damage variables]]&lt;br /&gt;
&lt;br /&gt;
===Flame Lash===&lt;br /&gt;
               &lt;br /&gt;
Increases in HD every two levels rather than three.&lt;br /&gt;
&lt;br /&gt;
===Sound Burst===&lt;br /&gt;
               &lt;br /&gt;
* All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned for 2 rounds.&lt;br /&gt;
* Bards deal 2d8 + 1 / caster level sonic damage instead of vanilla 1d8.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Evocation&#039;&#039;&#039; causes creatures hit to roll fort save against deafness for 1 turn / level.&lt;br /&gt;
&lt;br /&gt;
===Call Lightning===&lt;br /&gt;
There are two modes to this spell:&lt;br /&gt;
&lt;br /&gt;
* When Outdoors and while it is raining, the spell functions as Vanilla Call Lightning.&lt;br /&gt;
* While inside a Wilderness terrain area (Caves) it represents a cave in, not a lightning storm, causing 1d8 bludgeoning damage/level. &lt;br /&gt;
        &lt;br /&gt;
===Word of Faith===&lt;br /&gt;
               &lt;br /&gt;
Will save is now required, duration of blindness changed to turn/level.&lt;br /&gt;
            &lt;br /&gt;
===Earthquake===&lt;br /&gt;
               &lt;br /&gt;
On failed reflex save, the victim is Knocked Down for 1d4 rounds.&lt;br /&gt;
            &lt;br /&gt;
===Sunbeam===&lt;br /&gt;
               &lt;br /&gt;
Blindness duration is increased to round/level.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
===Silence===&lt;br /&gt;
               &lt;br /&gt;
Duration increased to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
               &lt;br /&gt;
Target rolls against random poison instead.&lt;br /&gt;
            &lt;br /&gt;
===Healing Sting===&lt;br /&gt;
               &lt;br /&gt;
Damage is 2d8 points + 1 per caster level instead, heals but cannot gain HP above maximum. If fortitude fails, also deals 1d2 constitution damage to the target.&lt;br /&gt;
            &lt;br /&gt;
===Quillfire===&lt;br /&gt;
               &lt;br /&gt;
Quillfire has been changed to throw one poisonous quill at the target for every two caster levels(rounded down). Each quill does 1d8 physical damage. The target also rolls for large scorpion venom for half of the quills (There will be at least one roll for poison regardless of the number of quills).&lt;br /&gt;
&lt;br /&gt;
===Circle of Doom===&lt;br /&gt;
               &lt;br /&gt;
Damage is increased to 4d8, +1 point negative damage per caster level. All creatures hit by the spell must make a Will save (same DC as the fortitude DC for halving damage) or be Doomed for 1 turn per caster level.&lt;br /&gt;
            &lt;br /&gt;
===Death Ward===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Abjuration grants the buff to the caster in addition to the target.&lt;br /&gt;
&lt;br /&gt;
===Harm===&lt;br /&gt;
               &lt;br /&gt;
10 negative damage/caster level, capped at 150; will save halves damage, &#039;&#039;&#039;can be fatal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
===Camouflage===&lt;br /&gt;
               &lt;br /&gt;
Now gives +6 hide, +2 Move Silently&lt;br /&gt;
&lt;br /&gt;
===Magic Fang and Greater Magic Fang===&lt;br /&gt;
               &lt;br /&gt;
When used by clerics with the [[Reptilian domain]], will affect summoned creatures.&lt;br /&gt;
&lt;br /&gt;
===Bless Water===&lt;br /&gt;
               &lt;br /&gt;
Creates holy water.&lt;br /&gt;
&lt;br /&gt;
===Deafening Clang===&lt;br /&gt;
               &lt;br /&gt;
* Duration increased to 3 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; increase duration to 5 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; provides a +2 AC bonus VS Evil AND Chaos (applied on armor) that lasts as long as the weapon enchantment does.&lt;br /&gt;
&lt;br /&gt;
===Bless Weapon===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; gives additional 1 divine damage vs Evil AND Chaos&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; gives 1d4 divine damage vs Evil AND Chaos.&lt;br /&gt;
&lt;br /&gt;
===Blood Frenzy===&lt;br /&gt;
               &lt;br /&gt;
* Duration increased to 1.5 rounds per level (rounded down).&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus Transmutation&#039;&#039;&#039; increases the bonuses to +3 str, +3 con and +2 Will. Penalties remain -1 AC.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus Transmutation&#039;&#039;&#039; grants the caster +1 regeneration for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
===Magic Vestment===&lt;br /&gt;
               &lt;br /&gt;
* AC bonus is +1 at levels 1-6&lt;br /&gt;
* AC bonus is +2 at levels 7-12&lt;br /&gt;
* AC bonus is +3 for levels 13+. &lt;br /&gt;
* Only works on Armour (not Shields).&lt;br /&gt;
&lt;br /&gt;
===Battletide===&lt;br /&gt;
               &lt;br /&gt;
Also provides bonuses to allies.&lt;br /&gt;
&lt;br /&gt;
===Drown===&lt;br /&gt;
               &lt;br /&gt;
Damage type changed to magical damage.&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=1285</id>
		<title>General Changes &amp; Feat Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=General_Changes_%26_Feat_Changes&amp;diff=1285"/>
		<updated>2019-09-18T05:36:07Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major EFU Changes = &lt;br /&gt;
&lt;br /&gt;
Many changes have been made to EFU: City of Rings that have no home elsewhere in the Wiki. This is where you can find information on those topics. &lt;br /&gt;
&lt;br /&gt;
== Mechanical changes == &lt;br /&gt;
&lt;br /&gt;
* Bioware Parties have been disabled in EFU. This is for the enjoyment of all players and DMs.&lt;br /&gt;
* Characters roll max HP on each level up and it is no longer randomized.&lt;br /&gt;
* Characters start at level 2 in the OOC stating area. Level 5 is very easy to reach by performing many of the quests available to starting players. While level 7 is very achievable to reach for almost any player, the difficulty will begin to sharply increase with each level. Level 10 can be reached for very long term characters. Levels 11+ are reached only very rarely, by very influential PCs, and require an [[Applications|application]] to be approved prior to achieving in-game.&lt;br /&gt;
* Saving throws do not auto-fail on rolling 1&#039;s, but still auto-succeed on 20&#039;s.&lt;br /&gt;
* In-game hours are twenty seven minutes long outside of game, instead of only two. Turns remain unmodified at one minute outside of game. Everything that was hour-duration in vanilla Neverwinter Nights is now 5 minutes, unless stated otherwise.&lt;br /&gt;
* Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire and bedroll or in special free-rest spots. You may rest once every 15 minutes. Class benefits for resting exist for Rangers, Druids, and Barbarians. Perks for some classes affect this as well.&lt;br /&gt;
* Various spell visual effects have been removed/shortened.&lt;br /&gt;
* Ability stat bonuses from multiple items do not stack. Bonuses from items and spells will stack&lt;br /&gt;
* Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. &lt;br /&gt;
* Caltrops will not stack when dropped on top of each other.&lt;br /&gt;
* AC from Bracers will not work if your character is wearing any form of armor beyond clothing.&lt;br /&gt;
* There are various damage modes (subdual, sparring, blackout, and full damage) all accessible through the Crafting Menu or by using [https://wiki.efupw.com/index.php?title=Voice_Commands#Subdual Voice Commands]. Blackout mode sends a PC into a special &amp;quot;unconscious&amp;quot; area. You can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is an unavoidable bug due to the game&#039;s engine, so be careful.&lt;br /&gt;
* Metal Domain power now affects Great Maul as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scripted Changes ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exploration XP&#039;&#039;&#039; - The first time you go to many areas you will receive XP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DM XP&#039;&#039;&#039; - DM XP can be awarded for many feats: Doing interesting &#039;things&#039;, pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. It is worth noting that DM XP is not a guarantee, but can also be earned if you persevere through a &amp;quot;spiced&amp;quot; quest. Merely being present for an important event may also earn you some XP. DM XP is either permanent, or normal, depending on the DM&#039;s decision. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Delivery Quests&#039;&#039;&#039; - We have some pretty basic delivery quests around. Note that the delivery NPC will be marked by our system as part of the quest system, which may lead to some confusion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exploration Random Areas&#039;&#039;&#039; - We have more than a hundred of these, easily. Basically, throughout the course of the day different transitions spawn in different areas that either a solitary PC or a group can explore. Some are insanely challenging, some are nothing more than an empty room with a huge pile of loot. They&#039;re fun, but sometimes very deadly. Players often refer to these as &amp;quot;randoms&amp;quot; or simply &amp;quot;explorables&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Random Ambients&#039;&#039;&#039; - lots of different little small &amp;quot;things&amp;quot; spawn all around the module also. Strange shrines, or deadly plants... etc. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rumors&#039;&#039;&#039; - We have a pretty nice &amp;quot;rumors&amp;quot; system by which we can very easily and dynamically update the rumors that NPCs or placeables mention via our web console. Thus, very often we&#039;ll hide lore or plot hints or other things in rumors or placeables. It can be worth speaking with NPCs and reading placeables scattered across the module...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rare Spawns&#039;&#039;&#039; - There are a variety of rare random monster spawns that can be quite rewarding to kill. Some are &amp;quot;Hero Spawns&amp;quot; (specially named NPCs), others are just very rare... These famed heroes may seek out experienced characters that are avoiding their lairs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scavenging&#039;&#039;&#039; - There&#039;s a lot of areas that can be &amp;quot;scavenged&amp;quot; particularly with high search, you might randomly find nice treasure just lying around or in rubble. Certain [[Rogue_Perks#Treasure_Hunter|perks]] may help grant additional bonuses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039; - Various merchants with randomly generated stores can spawn occasionally. They are most often found in explorable random areas. Many of these stores sell mundane, flavorful wares. You might also find something among them worthwhile or something to aid your roleplay, such as collectibles, keys, a bit of lore, or just something sort of interesting or unique. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Interaction NPCs&#039;&#039;&#039; - Recently, some NPCs have been added to the module that spawn occasionally and can be interacted with the random possibility of getting something very nice. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reinforced Gold Chests&#039;&#039;&#039; - In EFU: City of Rings, occasionally you will encounter &#039;Reinforced Gold Chests&#039;. A minimum number of players is required to open these chests, requiring more people depending on the size of the chest. This is to provide incentive, and reward for larger parties. In order to open a &#039;Reinforced Gold Chest&#039;, players must gather in close proximity to the chest. Quests that contain these chests will often, but not always, have two types of chest: one chest for a medium sized parties and one chest for large sized parties.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gold Piles&#039;&#039;&#039; - In EFU: City of Rings, many quests feature gold piles that can be found as tiny, small, medium, large, or huge piles. Each pile can be clicked on to receive a random value of gold within a set range, varying depending upon the size of the pile. For example, a small pile might reward you with 25-50 gold, a medium pile with 50-75 gold, and so on. These piles will despawn on use.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sacks of Gold&#039;&#039;&#039; - In EFU: City of Rings, Sacks of Gold can be found in many quests, and can be collected by multiple players. Each player will receive randomized value of gold depending upon the quest. This does not despawn once used, but can only be used once per a quest by each player. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boxes&#039;&#039;&#039; - In EFU: City of Rings, treasure placeables called &amp;quot;Boxes&amp;quot; can be found in quests. These placeables reward every player that opens it. Keep an eye out! &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Delivery Order NPCS&#039;&#039;&#039; - Opposite of Delivery Quests, are orders that can be made at the cost of some gold for a later reward that awards randomized loot. Several NPCs offering their services for a bit of groat exist throughout the City of Rings.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead&#039;&#039;&#039;- Raise Dead has been disabled for Cleric PCs. Raise Dead is now a &amp;quot;Miracle of the Waters&amp;quot; and when performed by NPCs now costs XP as well from the PCs who wish to raise the dead PC - the cost being the XP death penalty to the PC divided by each of the PCs near the NPC. Respawn deaths should considered as simply having been seriously injured or knocked out.  &lt;br /&gt;
        &lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; - Paladins now start as mechanically fallen and must find a shrine in game to submit to a Paladin Code in order to receive full benefits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barbarian Rage&#039;&#039;&#039; - There has been significant changes to [[Barbarian Rage]] and the inclusion of [[Barbarian Furors]]. The class tool is no longer used to activate rage and now requires a chat command.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cleric Spellcasting&#039;&#039;&#039; - [[Cleric|Clerics]] are now Relic Guardians and require you to be attuned to a relic in order to cast spells. You may only attune to a single relic at a time, only once per rest, and they will determine what circle of spells you are able to properly cast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graverobbing&#039;&#039;&#039; - Bash a sealed Sarcophagus and it produces a plundered tomb placeable with a description that tells pcs how it was damaged. Rob tombs or hunt down those who do! &lt;br /&gt;
&lt;br /&gt;
== Feat Changes == &lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; - By choosing GSF: Evocation, your selected Flame Weapon element adds a special effect to spells that deal elemental damage of that sort. For example, having cold as your Flame Weapon element will add the below effect to all cold damage spells, such as Icestorm.&lt;br /&gt;
NB: You can choose your Flame Weapon element in the OOC starter zone.&lt;br /&gt;
&lt;br /&gt;
NB: As with other magic changes, the changes to this feat may be subject to further adjustment.&lt;br /&gt;
&lt;br /&gt;
The special effects added are:&lt;br /&gt;
&lt;br /&gt;
     &#039;&#039;&#039;Fire&#039;&#039;&#039; - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made.&lt;br /&gt;
     &#039;&#039;&#039;Cold&#039;&#039;&#039; - Damaged targets make a saving throw or suffer Slow for one round.&lt;br /&gt;
     &#039;&#039;&#039;Acid&#039;&#039;&#039; - Damaged targets make a save throw or experience -2 Armour Class for 1d6 rounds.&lt;br /&gt;
     &#039;&#039;&#039;Electrical&#039;&#039;&#039; - Damaged targets spread 1d4 electrical damage to other nearby targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dual-Wield&#039;&#039;&#039; -  The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist&#039;s Fire duplicated to off-hand weapon when cast on your main weapon.&lt;br /&gt;
* &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039; - The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist&#039;s Fire duplicated to off-hand weapon when cast on your main weapon.&lt;br /&gt;
* &#039;&#039;&#039;Brew Potion&#039;&#039;&#039; - Brewing potions has been streamlined and made more efficient in EFU. You can purchase a Potion Cauldron to create multiple potions (the number of potions you can brew at a time using the cauldron is determined by character level) from a single spell-cast or a Brewer&#039;s Elixir to check the approximate cost of brewing each potion. To use either, simply cast the spell onto the item. Prices for brewing differentiate based on your Appraise, Spellcraft, Intellect, Wizard and Sorcerer levels.&lt;br /&gt;
* &#039;&#039;&#039;Craft Wand&#039;&#039;&#039; - To avoid having to spend a large amount of experience and gold, EFU has Crafting Scepters that can be found in-game and used to determine the crafting cost of each wand. The costs also differ based on values similar to Brew Potion and Scribe Scroll.&lt;br /&gt;
* &#039;&#039;&#039;Death Domain&#039;&#039;&#039; - Shadow avatar will not appear before level four. The avatars have also been modified to be appropriate for each particular deity. You can learn more about domains in EFU [[Cleric#Choosing_Domains|here]].&lt;br /&gt;
* &#039;&#039;&#039;Scribe Scrolls&#039;&#039;&#039; - A notable change is the addition of the Inkwell Arcana, an item that can be found in-game and used to determine the price each scribing of a scroll will cost you.&lt;br /&gt;
* &#039;&#039;&#039;Silver Palm&#039;&#039;&#039; - A special bonus when speaking with merchants.&lt;br /&gt;
* &#039;&#039;&#039;Skill Focus: Heal&#039;&#039;&#039; - Increases the rate at which herbs heal the target (per instance) from 1 to 2.&lt;br /&gt;
* &#039;&#039;&#039;Thug&#039;&#039;&#039; - Additionally reduces the cooldown on [[Barbarian_Rage|Barbarian Rage]] by 2 minutes&lt;br /&gt;
* &#039;&#039;&#039;Turn Undead&#039;&#039;&#039; - Clerics use a custom, unique system in EfU. See [[Turn Undead]] for more information related to this feat. Paladin Turn Undead remains unchanged.&lt;br /&gt;
* &#039;&#039;&#039;Climbing Damage&#039;&#039;&#039; - Climbing damage is now bludgeoning instead of magical.  &lt;br /&gt;
* &#039;&#039;&#039;New Shape Change AI&#039;&#039;&#039; - New shape changer AI has been added.&lt;br /&gt;
* &#039;&#039;&#039;Wholeness of Body&#039;&#039;&#039; - Wholeness of body now restores Monk Level x Wisdom Modifier hit points, or times two, whichever is higher. It will also restore ability damage as per lesser restoration.&lt;br /&gt;
* &#039;&#039;&#039;Sticky Combat Modes&#039;&#039;&#039; - Sticky Combat Modes are enabled. You may walk around with Flurry of Blows, Expertise, Dirty Fighting, Parry, Defensive Casting, and others enabled.&lt;br /&gt;
* &#039;&#039;&#039;Improved Expterise&#039;&#039;&#039; - This feat has been removed from EFU. If you take this feat, you will be forced to retake that level.&lt;br /&gt;
* &#039;&#039;&#039;Uncanny Dodge II and greater&#039;&#039;&#039; - Removed for non-rogues. This is because it made it almost impossible for rogues to flank Barbarians in combat.&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=1284</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=1284"/>
		<updated>2019-09-18T05:31:44Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: You&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5, Travel 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or &lt;br /&gt;
 smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be &lt;br /&gt;
 transported must be within 10 ft.&lt;br /&gt;
 &lt;br /&gt;
 You must have already marked the location which you would like to teleport to. Note that you can mark and set destinations with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 4 rounds / level&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4 &lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target.&lt;br /&gt;
 &lt;br /&gt;
 Remarks: &lt;br /&gt;
  A caster with SF: Divination adds additional 1d4 damage.&lt;br /&gt;
  A caster with GSF: Divination adds 1d4 stun on failed save.&lt;br /&gt;
  A caster with School Focus Divination adds 1d4 damage.&lt;br /&gt;
  Creatures that fail the saving throw are knocked down for a single round if the caster has GSF: Divination&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centered on you&lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.&lt;br /&gt;
 Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls an saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20).&lt;br /&gt;
 Evil creatures within the spell&#039;s are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.&lt;br /&gt;
 Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
 Notes: A caster with GSF: Enchantment increases duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that &lt;br /&gt;
 have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Description: Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with Lightning orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and may be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11 meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates deafness&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 2d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails it&#039;s save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates, Will partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it&#039;s extraordinary, supernatural and spell-like abilities, loses it&#039;s ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of it&#039;s new form in place of its own. It still retains it&#039;s class and level (or HD), as well as all benefits deriving therefrom. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype can revert to it&#039;s normal form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell&#039;s save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== Mass Ultravision ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 1 Hour / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== Whispering Wind ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Brd 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=EFUSS&amp;diff=1283</id>
		<title>EFUSS</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=EFUSS&amp;diff=1283"/>
		<updated>2019-09-18T05:29:36Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=EFUSS=&lt;br /&gt;
&lt;br /&gt;
EFUSS or EFU Secondary Skills are available to all PCs, accessible via the [[Voice Commands|Voice Command]] &amp;quot;/c efuss --help&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With each level, you will be granted a number of points to spend on custom skills. All of them can be used like regular skills but most will not have scripted uses (many do!). Some will also never have scripted uses, but they help to define your characters even so. In other words, while some skills will have clear uses, the bottom line is that you should not take skills expecting to use them a lot, necessarily. Kind of like Craft Armor and Craft Weapon until now. Of course, you&#039;re all encouraged to think of uses for these skills, potential new skills (although we will likely not be adding many of these), and general improvements to the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The formula for skill points gained per level is 2 + 1 per positive Intelligence modifier + 1 if human.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An additional 3 skill points are granted at first level.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may spend or bank them as you please, and there is no level cap but a hardcap at 10 per skill. If you lose a level, all skill points spent at that level are stripped and you&#039;re given back however many unspent skill points you had when you attained your current level. There are trained and untrained skills, all of which work as if they were &amp;quot;class skills,&amp;quot; and effective rank is modified by class and racial adjustments (not ability modifiers). Only the base rank, not the effective rank, is subject to the skill cap.&lt;br /&gt;
&lt;br /&gt;
=Available Secondary Skills=&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
&lt;br /&gt;
- Read [[Crafting|here]] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
- Requires finding an Alchemist&#039;s Circle in order to conduct experiments.&lt;br /&gt;
&lt;br /&gt;
- Ingredients (including rare reagents) can produce potentially more than 1000 different items.&lt;br /&gt;
&lt;br /&gt;
- A skilled alchemist uses items created in alchemy/herbalism as additional ingredients to conduct ever more potent experiments.&lt;br /&gt;
&lt;br /&gt;
- Alchemy is significantly more dangerous than standard adventuring and can result in a wide variety of explosions or planar incursions.&lt;br /&gt;
&lt;br /&gt;
- Not recommended for brand new players!&lt;br /&gt;
&lt;br /&gt;
==Archaeology==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that wishes to delve into ancient ruins and discover ancient secrets&lt;br /&gt;
&lt;br /&gt;
==Astronomy==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that has studied the stars. Some rare scripted features allow for the unlocking of extra XP or hidden knowledge with this skill.&lt;br /&gt;
&lt;br /&gt;
==Carpentry==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that has expertise in constructing buildings with wood&lt;br /&gt;
&lt;br /&gt;
==Climbing==&lt;br /&gt;
- An extremely, extremely useful skill in navigating difficult terrain around the City of Rings. It helps your character to climb cliffs and traverse chasms (with the help of a grappling gun and rope-and-grapple). Also provides +1 per 5 ranks to Tumble.&lt;br /&gt;
&lt;br /&gt;
In order to access climbing, the following tools are available:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Player Tool:&#039;&#039;&#039; - This represents climbing with just your hands and thus is the most difficult - access by using the Crafting Menu to set the relevant player tool to Climbing. Then hotkey the selected Player Tool on your hotbar for use. When along a ledge or other appropriate climbing spot, click above/below and your character will attempt to climb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Climbing Claw:&#039;&#039;&#039; - This is an item that can be found or purchased, works otherwise the same as the player tool.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Standard Rope:&#039;&#039;&#039; - Lower a rope down a ledge to climb down and be able to climb back up; note that a rope can be picked up only from the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grapping Gun / Hook + Rope:&#039;&#039;&#039; - Equip a grappling gun, with a rope and hook in your inventory, and use the unique power of the grappling gun to lodge a grapple at the bottom or top of cliffs. You can also use the unique power (self only) in specially marked areas to go across chasms or up/down pits (a message will usually display if you are in one of these special areas (saying &#039;Entering Horizontal/Vertical Climbing Zone&#039;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ladder:&#039;&#039;&#039; - Heavy but makes for very easy climbing.&lt;br /&gt;
&lt;br /&gt;
Note: If you are still confused or in need of help with Climbing, or anything else, do not hesitate to contact a DM, other players in tells, or Discord.&lt;br /&gt;
&lt;br /&gt;
==Consecration==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character (usually a cleric) that focuses on ceremonial blessing, divine purification, etc.&lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
- Find a cooking placeable or buy a portable cooking kit to conduct your &#039;cooking&#039; experiments. This is a completely safe way to understand and explore the mechanics of how Alchemy/Herbalism work. Combine ingredients in bizarre ways to make the basics of a good meal (dough, paste...) that can in turn lead to ever more elaborate dishes! Rare cooking ingredients also unlock special food themes.&lt;br /&gt;
&lt;br /&gt;
==Tinkering==&lt;br /&gt;
- Represents a character&#039;s basic engineering and general mechanical knowledge as well as expertise in figuring out technology. Engineering has a wide variety of scripted uses in EFU best discovered in-game.... (setting up catapults, repairing old machinery, figuring out what bizarre old gizmos do, etc.) Note that in EFU the skill &amp;quot;Craft Trap&amp;quot; is what is used for engineering, EFUSS Engineering just gives a +1 bonus per 5 ranks to the primary skill of Craft Trap (Engineering).&lt;br /&gt;
-Find a Tinkerer&#039;s Table to explore the possibilities of mixing different Tinkering ingredients&lt;br /&gt;
&lt;br /&gt;
==Entertainment==&lt;br /&gt;
- A way to portray if your character is good at entertaining somehow (telling stories, singing, playing an instrument....). Also provides +1 per 5 ranks to Perform &lt;br /&gt;
&lt;br /&gt;
==Farming==&lt;br /&gt;
- Primarily for flavor, farming can however influence your success with harvesting herbal ingredients from some plants.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
- Purchase or find a fishing rod and bait and find a fishing spot (labeled as a white placeable scattered around the Underdark). Use the unique power of the rod on the bait, and then use the fishing rod&#039;s unique power on the placeable. Your character will attempt to catch a fish. Fish can be sold or eaten, but also in many places rare fish or old objects can sometimes be acquired. &lt;br /&gt;
&lt;br /&gt;
==Herbalism==&lt;br /&gt;
- Works similarly as Alchemy (except with Portable Herbalist&#039;s Kit or Herbalism Placeable) except the theme is more natural experimentation&lt;br /&gt;
- Often used to good effect in combination with alchemy as it is helpful with making base reagents&lt;br /&gt;
- Likewise can be very dangerous, failed experiments may result in natural explosions or angering the earth&lt;br /&gt;
- Not really recommended for new players unless comfortable with death or in the company of a mentor&lt;br /&gt;
&lt;br /&gt;
==Leatherworking==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that has expertise in basic leatherworking&lt;br /&gt;
&lt;br /&gt;
==Masonry==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that has expertise in basic masonry&lt;br /&gt;
&lt;br /&gt;
==Metalworking==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that has expertise in basic metalworking&lt;br /&gt;
&lt;br /&gt;
==Mining==&lt;br /&gt;
- Representing mining skills, this can be helpful with successfully removing delicate healing shards from some purple crystal placeables&lt;br /&gt;
&lt;br /&gt;
==Painting==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that has expertise in basic painting.&lt;br /&gt;
&lt;br /&gt;
==Sailing==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that has expertise in basic sailing. Perhaps helpful with accessing rare locales via boat.&lt;br /&gt;
&lt;br /&gt;
==Smelting==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that has expertise in basic smelting. This can occasionally be useful on some scripted quests in unlocking special loot&lt;br /&gt;
&lt;br /&gt;
==Swimming==&lt;br /&gt;
- Very useful for a character that wishes to be underwater a lot. Improves the rate at which you move while underwater&lt;br /&gt;
&lt;br /&gt;
==Tailoring==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that has expertise in basic tailoring. This can occasionally be useful on some scripted quests in unlocking special loot.&lt;br /&gt;
&lt;br /&gt;
==Wilderness Survival==&lt;br /&gt;
- Reduces the chance you need food in order to rest while in the wilderness, other hidden features.&lt;br /&gt;
&lt;br /&gt;
==Woodworking==&lt;br /&gt;
- Little to no scripted features at this time, primarily a &#039;flavor&#039; skill that is suitable for a character that has expertise in basic woodworking. This can occasionally be useful on some scripted quests in unlocking special loot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Multiclass_Restrictions&amp;diff=1282</id>
		<title>Multiclass Restrictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Multiclass_Restrictions&amp;diff=1282"/>
		<updated>2019-09-18T05:28:55Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Multiclassing in EFU=&lt;br /&gt;
&lt;br /&gt;
The vast majority of multiclass options are available to all in EFU: City of Rings. However, some base classes cannot be multiclassed together without either talking to a DM first, via [[https://discord.gg/htBk4fV Discord]] or through [[applications]].&lt;br /&gt;
&lt;br /&gt;
==Perks and Multiclassing==&lt;br /&gt;
&lt;br /&gt;
With the addition of several different perk systems in EFU, multiclassing is not so straight forward anymore. If you have a Fighter or Sorcerer Perk, multiclassing will disable them. Rogue has bonuses for remaining pure, but will not lose all of it&#039;s perks for multiclassing. Utilizing the perk system to your benefit when taking bonuses from rogue or ranger, can result in more diverse builds as well. There at this time, no restrictions on multiclassing when it comes to Perks, as the game handles this itself without the need for a DM.&lt;br /&gt;
&lt;br /&gt;
Prestige Classes are not considered classes by the perk system and your PC will remain &#039;pure&#039; with levels into any of them, retaining all bonuses.&lt;br /&gt;
&lt;br /&gt;
==DM Discussion Multiclasses==&lt;br /&gt;
&lt;br /&gt;
These multiclasses require talking to a DM before taking.&lt;br /&gt;
&lt;br /&gt;
===Monk and Any Other Class===&lt;br /&gt;
&lt;br /&gt;
Before taking monk levels along with another class, speak to a DM beforehand to approve it, except for Druid which requires an application.&lt;br /&gt;
&lt;br /&gt;
===Paladin and Any Other Class===&lt;br /&gt;
&lt;br /&gt;
Before taking paladin levels along with another class, speak to a DM beforehand to approve it. However, different EFU: City of Rings Paladin Orders and Codes may permit multiclass possibilities, but most Paladins will maintain a single class.&lt;br /&gt;
&lt;br /&gt;
==Application-only Multiclasses==&lt;br /&gt;
&lt;br /&gt;
These multiclasses are unlikely to be allowed but with a strong application, they may be.&lt;br /&gt;
&lt;br /&gt;
===Fighter and Barbarian===&lt;br /&gt;
&lt;br /&gt;
Whether barbarian or fighter are your character&#039;s base class, do not multiclass into the other without an application.&lt;br /&gt;
&lt;br /&gt;
===Monk and Druid===&lt;br /&gt;
&lt;br /&gt;
Whether monk or druid are your character&#039;s base class, do not multiclass into the other without an application.&lt;br /&gt;
&lt;br /&gt;
==Prestige Classes==&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]] do not count as multiclassing for the purposes of perk bonuses and have no mechanical requirements. (e.g. a Weapon Master does not need 4 ranks of Intimidate)&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1281</id>
		<title>Chat Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Chat_Commands&amp;diff=1281"/>
		<updated>2019-09-18T05:28:08Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Chat Commands=&lt;br /&gt;
&lt;br /&gt;
We&#039;re using an advanced listener system to directly process and/or hide text that players send to the server. In simple terms, this allows us to create &amp;quot;chat text commands&amp;quot; that you type directly into the chat bar (or attach to a quick slot). Features already implemented in this system include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Text Macro&#039;s=&lt;br /&gt;
&lt;br /&gt;
Accessed via the &amp;quot;/m&amp;quot; command, you can create as many chat macros as you like with the following parameters;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m add test1 &amp;quot;This is a test.&amp;quot;&#039;&#039;&#039; This will create a new macro named &amp;quot;test1&amp;quot;.&lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m rem test1 &amp;quot;This is a test.&amp;quot;&#039;&#039;&#039; This will remove an old macro named &amp;quot;test1&amp;quot;. &lt;br /&gt;
*&amp;quot;&#039;&#039;&#039;/m test1&#039;&#039;&#039; This will play the macro named, &amp;quot;test1&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Once you have created your first Macro, you will receive a Macro helper token that lists your available Macros.&lt;br /&gt;
&lt;br /&gt;
==Speaking through an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to &amp;quot;speak&amp;quot; through an animal companion, dominated monster, familiar, henchman, or summon. Each must be prefixed with &amp;quot;/v&amp;quot; (standing for voice-throwing), followed by a single letter that identifies which creature to speak through, and finally a message to have that creature speak.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v a&#039;&#039;&#039;&amp;quot; to speak through your Animal Companion&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v d&#039;&#039;&#039;&amp;quot; to speak through a Dominated Monster&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v f&#039;&#039;&#039;&amp;quot; to speak through your Familiar&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v h&#039;&#039;&#039;&amp;quot; to speak through a Henchman&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/v s&#039;&#039;&#039;&amp;quot; to speak through a Summoned Creature&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;&#039;&#039;&#039;/v f Hello!&#039;&#039;&#039;&amp;quot; will make your familiar say &amp;quot;Hello!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Activating Stealth and Detect modes for an Associate==&lt;br /&gt;
&lt;br /&gt;
You can use the following commands to place your associates into stealth and detect modes. &lt;br /&gt;
 &lt;br /&gt;
===Familiars===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect f&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Animal Companions===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect  a&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Henchmen===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c astealth h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c adetect h&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-Handed==&lt;br /&gt;
&lt;br /&gt;
Gives the currently equipped melee weapon a damage bonus as if they had 1.5 strength modifier, as with a Two Handed weapon. Only uses BASE strength modifier. &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c two-handed&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Detect Evil==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Paladin]] Detect Evil ability.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c detect evil&#039;&#039;&#039;&amp;quot; activates Detect Evil.&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
&lt;br /&gt;
Activate the [[Ranger]] Track ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track&#039;&#039;&#039;&amp;quot; search for nearby tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race giant&#039;&#039;&#039;&amp;quot; search for nearby giant tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -size huge&#039;&#039;&#039;&amp;quot; search for nearby huge creature tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -race goblinoid -size medium&#039;&#039;&#039;&amp;quot; search for nearby medium-size goblinoid tracks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c track -name Harry Halfwit&#039;&#039;&#039;&amp;quot; search for Harry Halfwit&#039;s tracks (Harry Halfwit is an example name).&lt;br /&gt;
&lt;br /&gt;
==Dispel==&lt;br /&gt;
&lt;br /&gt;
Allows selective dispelling of beneficial effects from your own PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel skins&#039;&#039;&#039;&amp;quot; dispel barkskin/stoneskin/shadow shield.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel invis&#039;&#039;&#039;&amp;quot; dispel invisibility and sanctuary.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c dispel blur&#039;&#039;&#039;&amp;quot; dispel ghostly visage.&lt;br /&gt;
&lt;br /&gt;
==Subdual==&lt;br /&gt;
&lt;br /&gt;
Switch subdual mode. Subdual is your PvP damage mode.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;/c subdual prev&amp;quot;&#039;&#039;&#039; cycle to the previous subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual next&#039;&#039;&#039;&amp;quot; cycle to the next subdual mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual subdual&#039;&#039;&#039;&amp;quot; switch to subdual mode. When you would normally kill a player character (PC), you will only knock them to the ground for a short duration, subduing them. Players that have been defeated this way should remain where they were dropped, unless told by the winner or a DM, what they can do. You cannot kill a PC while in this mode. This is the default mode for most PvP.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual spar&#039;&#039;&#039;&amp;quot; switch to sparring mode. This means that you will only wind a PC when their health reaches zero, they can get up when they want, and the duration they have to remain on the ground is extremely short. You cannot kill a player while in this mode.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (blackout | bo)&#039;&#039;&#039;&amp;quot; switch to blackout mode. When you bring a PC&#039;s health to zero in this mode, their body will become an item that can be carried. At any time, you can choose to wake the PC by interacting with the item. You can, and should, RP that you are carrying someone in this manner.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c subdual (full | fd)&#039;&#039;&#039;&amp;quot; switch to full damage mode. When a PC&#039;s health reaches zero, their character will permanently die. Only through permission from the killer or a DM, can the player be revived.&lt;br /&gt;
&lt;br /&gt;
==Hostile== &lt;br /&gt;
&lt;br /&gt;
Set yourself hostile to people.&lt;br /&gt;
&lt;br /&gt;
To set people unhostile, use &amp;quot;&#039;&#039;&#039;/c unhostile ...&#039;&#039;&#039;&amp;quot; with these same sorts of parameters.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile nearest&#039;&#039;&#039;&amp;quot; will set you hostile to the nearest person.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile radius&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see within a fixed radius.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile area&#039;&#039;&#039;&amp;quot; will set you hostile to everybody you can see in the area.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile all&#039;&#039;&#039;&amp;quot; will set you hostile to everybody on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are able to specifically target players  not be set to hostile unless you specifically target them.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Thoop&#039;&#039;&#039;&amp;quot; will set you hostile with the character named Thoop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c hostile Tho&#039;&#039;&#039;&amp;quot; will set you hostile with nearest character name that starts with Tho, in this example, Thoop.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
To follow up on setting players hostile, you are able to whitelist people that will not be set to hostile unless you specifically target them.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Thoop&#039;&#039;&#039;&amp;quot; will whitelist the character named Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You do not need to use the full name of a player, partials and last names are also valid entries.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setally Tho&#039;&#039;&#039;&amp;quot; will whitelist the nearest character name that starts with Tho, in this example, Thoop. Repeating this command will remove them.&lt;br /&gt;
&lt;br /&gt;
==Swivel Chair==&lt;br /&gt;
&lt;br /&gt;
Swivel chair rotation control.&lt;br /&gt;
&lt;br /&gt;
You must be sitting in a swivel chair for this command to work.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 45&#039;&#039;&#039;&amp;quot; will rotate your chair by 45 degrees.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c swivel 90&#039;&#039;&#039;&amp;quot; will rotate your chair by 90 degrees.&lt;br /&gt;
&lt;br /&gt;
==Catapult Commands==&lt;br /&gt;
&lt;br /&gt;
Catapult siege equipment control.&lt;br /&gt;
&lt;br /&gt;
Can only be used when you&#039;re close enough to operate the catapult.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult aim&#039;&#039;&#039;&amp;quot; will aim the catapult in your direction.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult power_up&#039;&#039;&#039;&amp;quot; will increase the catapult&#039;s tension/power.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult angle_down&#039;&#039;&#039;&amp;quot; will decrease the catapult&#039;s angle.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c catapult status&#039;&#039;&#039;&amp;quot; will display a status report on the catapult.&lt;br /&gt;
&lt;br /&gt;
==Knock==&lt;br /&gt;
&lt;br /&gt;
Knock on the nearest door; can be heard on other side.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c knock&#039;&#039;&#039;&amp;quot; will knock on the nearest door.&lt;br /&gt;
 &lt;br /&gt;
==Diagnose==&lt;br /&gt;
&lt;br /&gt;
Attempt to diagnose the target&#039;s medical condition. (Heal skill based)&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c diagnose Thoop&#039;&#039;&#039;&amp;quot; will have you try to determine whether Thoop is poisoned / diseased / etc. &lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
&lt;br /&gt;
Recalls all associates (animal companion, summons, familiar, etc) to your location. Can only be used outside of combat.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c recall&#039;&#039;&#039;&amp;quot; will recall your associates to your location. &lt;br /&gt;
&lt;br /&gt;
==Drop Pack==&lt;br /&gt;
&lt;br /&gt;
Drop your gold/items into a pack onto the ground.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack&#039;&#039;&#039;&amp;quot; will drop your gold and inventory items.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack purse&#039;&#039;&#039;&amp;quot; will just drop your gold.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c drop_pack everything&#039;&#039;&#039;&amp;quot; will drop your gold, equipped items, and inventory items.&lt;br /&gt;
 &lt;br /&gt;
==Yank Pack==&lt;br /&gt;
&lt;br /&gt;
Yank a subdued/bleeding PC&#039;s pack onto the ground. This works on the nearest subdued/bleeding PC.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack&#039;&#039;&#039;&amp;quot; will yank their gold and inventory items into the pack. This takes four seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack purse&#039;&#039;&#039;&amp;quot; will just yank their gold into the pack. This takes two seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack quick&#039;&#039;&#039;&amp;quot; will yank their gold and readily-grabbed equipped items (like weapons). This takes three seconds.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c yank_pack everything&#039;&#039;&#039;&amp;quot; will yank their gold, equipped items, and inventory. This takes five seconds.&lt;br /&gt;
&lt;br /&gt;
==Collect_Pack==&lt;br /&gt;
&lt;br /&gt;
Automatically pick up all the items in a dropped pack that belongs to you.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c collect_pack&#039;&#039;&#039;&amp;quot; will collect up your pack.&lt;br /&gt;
&lt;br /&gt;
==Parsed Emotes==&lt;br /&gt;
&lt;br /&gt;
You can activate a rudimentary emote parser by typing &amp;quot;/e &amp;quot;. This will be revised and heavily improved soon, but at present you can already make use of such handy features as:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall&#039;&#039;&#039;&amp;quot; fall forward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e fall back&#039;&#039;&#039;&amp;quot; fall backward.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e stand&#039;&#039;&#039;&amp;quot; stand back up again.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e whistles&#039;&#039;&#039;&amp;quot; whistle a jaunty tune.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e bends&#039;&#039;&#039;&amp;quot; reach down to the ground.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e casts&#039;&#039;&#039;&amp;quot; wave your arms about as though casting a spell.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e steals&#039;&#039;&#039;&amp;quot; play the &#039;sneaky stealing&#039; animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/e shakes head&#039;&#039;&#039;&amp;quot; play a somewhat-awkward head-shaking animation.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c toggle parse_emotes&#039;&#039;&#039;&amp;quot; to turn dynamic emote parsing on: this will search through everything that you say in the Talk channel and play emotes that it finds. To avoid having this be annoying, it only responds to specific emotes: *reads* will trigger an animation of you reading a note or scroll, but not *reads the sign*. Once activated, this can be deactivated using the same command.&lt;br /&gt;
&lt;br /&gt;
==Rolling Dice==&lt;br /&gt;
&lt;br /&gt;
You can roll skill checks, ability checks, saves, or just arbitrary dice using either &amp;quot;/c roll &amp;quot; or just speaking &amp;quot;*roll *&amp;quot;, where is one of the possibilities below:&lt;br /&gt;
&lt;br /&gt;
===(skill/ability) check===&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll int check&#039;&#039;&#039;&amp;quot; will make you roll an Intelligence ability check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll lore check&#039;&#039;&#039;&amp;quot; will make you roll a Lore skill check.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll heal check&#039;&#039;&#039;&amp;quot; will also make you roll a Heal skill check.&lt;br /&gt;
&lt;br /&gt;
===(will/fort/reflex) save===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll fort save&#039;&#039;&#039;&amp;quot; will make you roll a Fortitude save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll will save&#039;&#039;&#039;&amp;quot; will make you roll a Will save.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll reflex save&#039;&#039;&#039;&amp;quot; will make you roll a Reflex save.&lt;br /&gt;
&lt;br /&gt;
===(melee/ranged) attack=== &lt;br /&gt;
&lt;br /&gt;
Roll a (melee/ranged) attack roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll melee attack&#039;&#039;&#039;&amp;quot; will make you roll a melee attack roll (Strength modifier + BAB + d20).&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll ranged attack*&#039;&#039;&#039;&amp;quot; will make you roll a ranged attack roll (Dexterity modifier + BAB + d20).&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
Roll an arbitrary number of arbitrary dice.&lt;br /&gt;
&lt;br /&gt;
The following are just examples and not exhaustive. They give you the format for the necessary commands:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 3d10&#039;&#039;&#039;&amp;quot; will roll three ten-sided dice and report their sum.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 1d20&#039;&#039;&#039;&amp;quot; will roll one twenty-sided die and report the result.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c roll 21d7&#039;&#039;&#039;&amp;quot; will roll twenty-one seven-sided dice and report their sum.&lt;br /&gt;
&lt;br /&gt;
==Tell Filtering==&lt;br /&gt;
&lt;br /&gt;
There is an optional tell filtering system, to allow you to temporarily ignore all tells (except those from DMs). This can be used in circumstances where a flood of OOC tells would break immersion. To use this system, first activate it with the command below, and then turn &amp;quot;silence&amp;quot; mode on and off at will. When in &amp;quot;silence&amp;quot; mode, all tells except those from players on your permit-list, and DMs, will be ignored. You will get a message when a tell is ignored, and the player sending the tell will get a similar message.&lt;br /&gt;
&lt;br /&gt;
===Activate/Deactivate===&lt;br /&gt;
&lt;br /&gt;
Turn the system on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter activate&#039;&#039;&#039;&amp;quot; will turn on the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter deactivate&#039;&#039;&#039;&amp;quot; will turn off the system.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle active&#039;&#039;&#039;&amp;quot; will toggle whether or not the system is activated.&lt;br /&gt;
 &lt;br /&gt;
===Silence/Unsilence===&lt;br /&gt;
&lt;br /&gt;
Turn &amp;quot;silence mode&amp;quot; on and off.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter silence&#039;&#039;&#039;&amp;quot; will turn on silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unsilence&#039;&#039;&#039;&amp;quot; will turn off silence mode. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter toggle silence&#039;&#039;&#039;&amp;quot; will toggle silence mode on and off. &lt;br /&gt;
&lt;br /&gt;
===Permit/Unpermit===&lt;br /&gt;
&lt;br /&gt;
Configure your permit list.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter permit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will add Arkov Bartelisk to your permit list.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c tell_filter unpermit Arkov Bartelisk&#039;&#039;&#039;&amp;quot; will remove Arkov Bartelisk from your permit list.&lt;br /&gt;
&lt;br /&gt;
==Hood on/off==&lt;br /&gt;
&lt;br /&gt;
In order to change your head from the hooded model, and the standard model, you can use the following command.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c togglehood&#039;&#039;&#039; toggles between the &#039;Hooded&#039; model and your original model.&lt;br /&gt;
&lt;br /&gt;
This does not work with if you select the hooded model as your original model. &lt;br /&gt;
&lt;br /&gt;
==Show Backpack==&lt;br /&gt;
&lt;br /&gt;
This can be used to display various &#039;backpack&#039; items, including quivers, scabbards, and true backpacks.&lt;br /&gt;
&lt;br /&gt;
To reset the backpack, just write /c setbackpack and write anything that isn&#039;t a following option. For example, &amp;quot;/c setbackpack blerg&amp;quot; will set the back pack to none. &lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack backpack2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack quiver2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbard2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbarda2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack scabbardb2&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c setbackpack greatsword&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Wereshift==&lt;br /&gt;
&lt;br /&gt;
Lycanthropy shifting control.&lt;br /&gt;
&lt;br /&gt;
Only usable by lycanthropes.&lt;br /&gt;
 &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift human&#039;&#039;&#039;&amp;quot; will shift you to human form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift hybrid&#039;&#039;&#039;&amp;quot; will shift you to hybrid form.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c wereshift animal&#039;&#039;&#039;&amp;quot; will shift you to animal form.&lt;br /&gt;
&lt;br /&gt;
==Creating spell notes==&lt;br /&gt;
&lt;br /&gt;
You can save your current​ set of spells in the form of a spell note, an item which is stored in your inventory and changes your spell set when used. Having multiple such notes helps you quickly switch between different spell sets. When you stop using a particular spell set, you can simply trash the note.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c sb_save name&#039;&#039;&#039;&amp;quot; create a spell note with the given name from your current spell set.&lt;br /&gt;
&lt;br /&gt;
==Limb Loss==&lt;br /&gt;
&lt;br /&gt;
To help role play two new chat commands that modify the worn armor to show the disfigurement properly. These are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_apply&#039;&#039;&#039; To remove armorparts that otherwise conceal the limb loss. For legs, you get a nice peg leg. It changes the armor based on what you have lost.&lt;br /&gt;
* &#039;&#039;&#039;/c disfigurement armor_remove&#039;&#039;&#039; To bring the armor back to original. This command can be used by anyone, limbless or otherwise.&lt;br /&gt;
=Keen Sense (Elves Only)=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;/c keensense&#039;&#039;&#039; Elves may now use this command to toggle the Keen Sense ability, allowing them to walk using detect mode.&lt;br /&gt;
&lt;br /&gt;
=Combat Styles=&lt;br /&gt;
&lt;br /&gt;
Several combat stances are available in the welcome area to change combat animations for your character. Not all styles are available for all of the classes, genders, and races. Combat styles must be selected before leaving the welcome area, though you will be able to turn on and off combat styles while in the game world. Not all weapons are able to be used with each style, experiment in game with your chosen weapon before entering the game world. &lt;br /&gt;
&lt;br /&gt;
In order to view what combat stances are available to you, enter the following command: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style list&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To change from any combat_style back to normal, use the following command:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style normal&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
After selecting a combat style appropriate to your class in the welcome area, enter the following command to change to the appropriate combat style:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style warrior&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, Rangers, and Clerics.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style kensai&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins,and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style heavy&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians, Paladins, and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style demon&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, Barbarians and Rangers.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style fencing&#039;&#039;&#039;&amp;quot; Only usable by : Fighters, and Bards.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tiger_fang&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style sun_fist&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style dragon_palm&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style bear_claw&#039;&#039;&#039;&amp;quot; Only usable by : Monks.&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style assassin&#039;&#039;&#039;&amp;quot; Only usable by : Rogues. &lt;br /&gt;
&lt;br /&gt;
Two additional combat style&#039;s are available depending on race and gender: &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style non-combat&#039;&#039;&#039;&amp;quot; Only usable by: Human male, Half-elf male. &lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;/c combat_style tired&#039;&#039;&#039;&amp;quot; Usable by: Any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Player_Tools&amp;diff=1280</id>
		<title>Player Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Player_Tools&amp;diff=1280"/>
		<updated>2019-09-18T05:19:52Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &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;
====Keybinding====&lt;br /&gt;
Now that the tool is bound, you can add it 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, use it on the desired object/location (Attune Relic: Activate the hotbarred tool, then click the relic you wish to bind to.)&lt;br /&gt;
&lt;br /&gt;
====Radial Menu====&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you would like keep slots freed up on your hotbar you can also use Player Tools by accessing the Radial Menu.&lt;br /&gt;
&lt;br /&gt;
Right click your PC to access the Radial Menu, then navigate to your Player Tools and select the option of your choice.&lt;br /&gt;
&lt;br /&gt;
[[File:radialplayertool.png]]&lt;br /&gt;
&lt;br /&gt;
After selecting your Player Tool, your cursor will change for you to click and use the selected Tool on an object/location.&lt;br /&gt;
&lt;br /&gt;
For Player Tools that can be used on other PCs you can right click them directly, instead of right clicking your own PC, and use your Player Tool of choice through the Radial Menu. (Examples: PVP Tool, Examine, Diagnose Plane Sickness)&lt;br /&gt;
&lt;br /&gt;
For Player Tools that can be used on a location (such as the Climbing Tool) you can directly right click the location on your screen and use the Tool.&lt;br /&gt;
&lt;br /&gt;
Right clicking objects in your inventory will not open up the Radial Menu, so you must access it by right clicking your PC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Credit goes to HIPAA for creating the above guide - thanks!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Player Tool Types=&lt;br /&gt;
&lt;br /&gt;
==Diagnose Plane Sickness==&lt;br /&gt;
&lt;br /&gt;
Using this tool will inform you of which tier of [[Plane Sickness]] a PC is afflicted by.&lt;br /&gt;
&lt;br /&gt;
==Control Companion==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Attune to Relic==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
To access the Attune Relic Player Tool, you will need to go into the Crafting Menu by rightclicking your character in-game. Once there, you should find it under Player Tools. If it is not available, reset your class by going to Additional Class Perk within the Crafting Menu. It should then appear available inside the Player Tools if you set it up within Character Creation.&lt;br /&gt;
&lt;br /&gt;
==Search Inventory==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Potion Homogenizer==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Climb Tool==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Harvest Meat==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Harvest Poison Glands==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
==Unleash Undead==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==PVP Tool==&lt;br /&gt;
&lt;br /&gt;
This tool toggles player targets as hostile/unhostile.&lt;br /&gt;
&lt;br /&gt;
==Examine==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Cut Purse Tool (Rogue only)==&lt;br /&gt;
&lt;br /&gt;
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;br /&gt;
&lt;br /&gt;
==Racial [[Domains#Racial_Powers|Domain]] Power==&lt;br /&gt;
&lt;br /&gt;
Several primary cleric domains have received benefits that can be toggled 1/day using the appropriate player tool. &lt;br /&gt;
&lt;br /&gt;
* The following domains are Racial Domain&#039;s : Elf, Dwarf, Gnome, Halfling, Orc, Drow.&lt;br /&gt;
* These Racial Domains grants a temporary +1 AB and +1 save bonus versus fear, plus +1 to whatever that race&#039;s associated stat is (Str for orcs, Con for dwarves, Dex for elves/drow and halflings, Int for gnomes), and +2 AB versus that race&#039;s favored enemy (Elves for orcs and drow, Orcs for dwarves and elves, Goblins for halflings and gnomes) for all friendly members of that race within 30ft, lasting one round/level.&lt;br /&gt;
&lt;br /&gt;
==Secondary [[Domains#Secondary_Domains|Domain]] Power==&lt;br /&gt;
&lt;br /&gt;
Along with Racial Domains, several secondary domains have bonuses that can be toggled with this player tool: &lt;br /&gt;
&lt;br /&gt;
* Darkness - 1/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.&lt;br /&gt;
* Cavern - 1/day, Ultravision &lt;br /&gt;
* Hatred - 1/day, target a particular enemy to gain a +1 AB bonus and a +1 negative energy damage bonus, both versus their racial type, that last for one round/level&lt;br /&gt;
* Metal Domains - 1/day, add temporary fire damage to your weapon for one round/level: +1 Fire damage for non-hammer weapons, and +1d4 Fire damage for hammers. This should stack with Darkfire.&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Necromancy&amp;diff=1279</id>
		<title>Necromancy</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Necromancy&amp;diff=1279"/>
		<updated>2019-09-18T05:18:18Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &#039;&#039;&#039;Necromancy Systems&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Animating the Dead has been heavily customized in EFU: City of Rings using the spell [[Spell_changes#Animate.2FCreate_Undead|Animate/Create Undead]].&lt;br /&gt;
&lt;br /&gt;
While much of the system is best discovered in game for your own personal sense of enjoyment and achievement, there are several core mechanics that should be common knowledge, and are as follows:&lt;br /&gt;
&lt;br /&gt;
== Animate Undead ==&lt;br /&gt;
&lt;br /&gt;
In order to animate your undead, you need to be capable of casting the spell Animate Undead or Create Undead. Additionally, you can access the spell through items, scrolls, wands, or through the appropriate Sorcerer Perks, [[Sorcerer_Perks#Bone_Warden|Bone Warden]], [[Sorcerer_Perks#Rotbringer|Rotbringer]] and [[Sorcerer_Perks#Carrion_Feaster|Carrion_Feaster]]. You must be a casting class in order to make use of these items, however, or the spell will simply fizzle. &lt;br /&gt;
&lt;br /&gt;
* Once you have access to the spell, simply cast it upon the ground to animate a zombie, or upon an appropriate corpse. For example, &#039;Skeleton Bones (Warrior)&#039; are common corpses that can be utilized for animating the undead. There are many of these corpses that can be found in exploration, purchased, or acquired through other means. &lt;br /&gt;
&lt;br /&gt;
* You can also animate the undead through the [[Player_Tools#Animate_Undead|Animate Undead]] player tool. Simply use the player tool on any corpse object or on the ground, as with the Animate Dead. &lt;br /&gt;
&lt;br /&gt;
* Spell focus: Necromancy and Greater Spell Focus: Necromancy cumulatively reduce the cost of animating each undead by 14 [[Summoning#Summoning_Points|Summoning Points]]. This is important to assembling hordes of undead, as each undead can cost significant amounts of points. &lt;br /&gt;
&lt;br /&gt;
* Note, undead animated by Wands, Scrolls, Spells, and Items are mutually exclusive. You cannot animate an undead through an item and a spell at the same time. Undead summoned through Items, Scrolls, and Wands are lost on resting. Undead animated from spells and the player tool are persistent on resting.&lt;br /&gt;
&lt;br /&gt;
== Enhancing your Undead == &lt;br /&gt;
&lt;br /&gt;
Each undead you animate can be further enhanced, simply by interacting with the undead. From the menu that appears, you can either enhance the undead or give it a weapon to equip. &lt;br /&gt;
&lt;br /&gt;
* Enhancing your undead comes at a cost. You will take constitution damage, magical damage, or both each time you enhance your undead. You can increase the number of times that you can enhance your undead by the following formula: &#039;&#039;&#039; Spellcraft + Lore + EFUSS Alchemy + (G)SF Necromancy&#039;&#039;&#039;. Exactly how much you can enhance your undead, and in what ways is best discovered in-game. &lt;br /&gt;
&lt;br /&gt;
* In order to give your undead a weapon to equip, lay the weapon on the ground and interact with the undead. Select the &#039;&#039;&#039;Give Weapon&#039;&#039;&#039; command, and the undead will collect the weapon if able. It will equip the weapon if able upon entering combat. These weapons can be collected from the undead after they are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Unique Features of Necromancy == &lt;br /&gt;
&lt;br /&gt;
* Necromancers with the Spell Focus: Necromancy have access to the [[Player_Tools#Unleash_Undead|Unleash Undead]] player tool, allowing for semi-persistent Undead to be created. &lt;br /&gt;
* Unlike standard summons, including planar binding and &#039;summon swarm&#039;, Undead from the Spells Animate Undead and Create Undead have a 24-hour duration that lasts through resting. &lt;br /&gt;
* Necromancers have a unique prestige class that they may pursue that has been changed for EFU - City of Rings, see [[Pale Master]].&lt;br /&gt;
* With many custom spells and spell effects in EFU: City of Rings, it can be helpful to glance at the [[Spell_changes#Necromancy|Necromancy]] page under spell changes for custom effects on Undead. Keep in mind that many normal spells, such as Mage Armor, work normally with many Undead. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special thanks to Mort and Diz-e for inspiration and information relating to this topic. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Climbing&amp;diff=1278</id>
		<title>Climbing</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Climbing&amp;diff=1278"/>
		<updated>2019-09-18T05:10:10Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Climbing Basics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Climbing is an EFU system to travel in ways that are not supported by the base game. Climbing doesn&#039;t work in all areas. Some forms of climbing allow you to go up/down elevated ledges; whereas others allow you to cross gaps or go up/down cliffs that have been specially marked by builders.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Climbing requires a DC check to be passed to succeed. Your skill in climbing is altered by your [[EFUSS|Climbing EFUSS skill]], armour skill penalties and the weight you are carrying.&lt;br /&gt;
&lt;br /&gt;
Failing a climb check can result in damage being inflicted on your character (to represent falling) or, in particularly treacherous climbs, your character may fall into a different area.&lt;br /&gt;
&lt;br /&gt;
==Methods of Climbing==&lt;br /&gt;
&lt;br /&gt;
In order to access climbing, the following tools are available:&lt;br /&gt;
&lt;br /&gt;
===Player Tool===&lt;br /&gt;
&lt;br /&gt;
This represents climbing with just your hands and thus is the most difficult - access by using the Crafting Menu to set the relevant player tool to Climbing. Then hotkey the selected Player Tool on your hotbar for use. When along a ledge or other appropriate climbing spot, click above/below and your character will attempt to climb.&lt;br /&gt;
&lt;br /&gt;
===Climbing Claw=== &lt;br /&gt;
&lt;br /&gt;
This is an item that can be found or purchased, works otherwise the same as the player tool.&lt;br /&gt;
&lt;br /&gt;
===Standard Rope===&lt;br /&gt;
Lower a rope down a ledge to climb down and be able to climb back up; note that a rope can be picked up only from the top.&lt;br /&gt;
&lt;br /&gt;
===Grapping Gun / Hook + Rope===&lt;br /&gt;
&lt;br /&gt;
Equip a grappling gun, with a rope and hook in your inventory, and use the unique power of the grappling gun to lodge a grapple at the bottom or top of cliffs. You can also use the unique power (self only) in specially marked areas to go across chasms or up/down pits (a message will usually display if you are in one of these special areas (saying &#039;Entering Horizontal/Vertical Climbing Zone&#039;)&lt;br /&gt;
&lt;br /&gt;
===Ladder===&lt;br /&gt;
&lt;br /&gt;
Heavy but makes for very easy climbing.&lt;br /&gt;
&lt;br /&gt;
===Polymorph Formed / Wings===&lt;br /&gt;
&lt;br /&gt;
Some races and classes have access to the ability to fly. These creatures may climb using the appropriate player tool, circumventing the need for Grapple Guns / Hook + Ropes. &lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Climbing&amp;diff=1277</id>
		<title>Climbing</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Climbing&amp;diff=1277"/>
		<updated>2019-09-18T05:08:46Z</updated>

		<summary type="html">&lt;p&gt;TheShadow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Climbing Basics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Climbing is an EFU system to travel in ways that are not supported by the base game. Climbing doesn&#039;t work in all areas. Some forms of climbing allow you to go up/down elevated ledges; whereas others allow you to cross gaps or go up/down cliffs that have been specially marked by builders.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Climbing requires a DC check to be passed to succeed. Your skill in climbing is altered by your [[EFUSS|Climbing EFUSS skill]], armour skill penalties and the weight you are carrying.&lt;br /&gt;
&lt;br /&gt;
Failing a climb check can result in damage being inflicted on your character (to represent falling) or, in particularly treacherous climbs, your character may fall into a different area.&lt;br /&gt;
&lt;br /&gt;
==Methods of Climbing==&lt;br /&gt;
&lt;br /&gt;
In order to access climbing, the following tools are available:&lt;br /&gt;
&lt;br /&gt;
===Player Tool===&lt;br /&gt;
&lt;br /&gt;
This represents climbing with just your hands and thus is the most difficult - access by using the Crafting Menu to set the relevant player tool to Climbing. Then hotkey the selected Player Tool on your hotbar for use. When along a ledge or other appropriate climbing spot, click above/below and your character will attempt to climb.&lt;br /&gt;
&lt;br /&gt;
===Climbing Claw=== &lt;br /&gt;
&lt;br /&gt;
This is an item that can be found or purchased, works otherwise the same as the player tool.&lt;br /&gt;
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===Standard Rope===&lt;br /&gt;
Lower a rope down a ledge to climb down and be able to climb back up; note that a rope can be picked up only from the top.&lt;br /&gt;
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===Grapping Gun / Hook + Rope===&lt;br /&gt;
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Equip a grappling gun, with a rope and hook in your inventory, and use the unique power of the grappling gun to lodge a grapple at the bottom or top of cliffs. You can also use the unique power (self only) in specially marked areas to go across chasms or up/down pits (a message will usually display if you are in one of these special areas (saying &#039;Entering Horizontal/Vertical Climbing Zone&#039;)&lt;br /&gt;
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===Ladder===&lt;br /&gt;
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Heavy but makes for very easy climbing.&lt;br /&gt;
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__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>TheShadow</name></author>
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