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= | =EFU Secondary Skills (EFUSS)= | ||
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'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. | 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'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. | ||
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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'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 "class skills," 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. | 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'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 "class skills," 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. | ||
Any bonuses to primary skills will not appear until your character transitions, or after your next login, whichever comes first. When this occurs, the bonus shall be permanently added to your character's skin. If your character changes skins for any reason (e.g. because they are a lycanthrope) then they cannot benefit from EFUSS bonuses to their primary skills. | |||
==EFUSS Chat Commands== | |||
EFU Secondary Skills are available to all PCs, accessible via the [[Voice Commands|Voice Command]] "/c efuss --help" | |||
===EFUSS List=== | |||
You can get a complete listing of all available EFUSS skills by using the command: | |||
"/c efuss list" | |||
===Adding Points=== | |||
You can add more points by starting with the command: | |||
"/c efuss add alchemy X" | |||
Replacing X with the desired value of points you want to allocate will increase that specific skill. Alchemy in EFUSS can only increase up to 10, but other sources such as Lore and Spellcraft, will enhance them. Only the points allocated specifically by this system. | |||
===Rolling Checks=== | |||
You can roll an EFUSS stat just like any other skill, but a little differently. An example of this is: | |||
"/c efuss roll alchemy" | |||
This will cause your PC to roll 1d20 + Alchemy, or simply show off the stat to other players in a way to reveal your proficiency. A good such use is while you are managing beakers, reagents, or performing alchemy itself in front of others. This can help other player characters and DMs see how much you have put into a specific stat. It is also something that a DM might request of you, for example, if you are performing alchemy as part of an event they are directly overseeing. These checks will include all other sources and give out the final result. An example for Alchemy is that your Spellcraft, Lore, and any direct bonuses from items, will be added into the calculations. | |||
=Available Secondary Skills= | =Available Secondary Skills= | ||
==Alchemy== | ==Alchemy== | ||
- Requires finding an Alchemist's Circle | |||
- Ingredients (including rare reagents | - Read [[Crafting|HERE]] for more detailed information. | ||
- Alchemy is significantly more dangerous than standard adventuring and can result in a wide variety of explosions or planar incursions | - Requires finding an Alchemist's Circle in order to conduct experiments. | ||
- Not recommended for | |||
- Ingredients (including rare reagents) can produce potentially more than 1000 different items. | |||
- Alchemy is significantly more dangerous than standard adventuring and can result in a wide variety of explosions or planar incursions. | |||
- Not recommended for new players unless comfortable with death or in the company of a mentor. | |||
==Archaeology== | ==Archaeology== | ||
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that wishes to delve into ancient ruins and discover ancient secrets | - Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that wishes to delve into ancient ruins and discover ancient secrets. | ||
==Astronomy== | ==Astronomy== | ||
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==Climbing== | ==Climbing== | ||
- An | - An extremely useful skill for navigating difficult terrain around the City of Rings. It allows a 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. | ||
In order to access climbing, the following tools are available: | |||
*'''Player Tool:''' - 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. | |||
*'''Climbing Claw:''' - This is an item that can be found or purchased and reduces the DC to climb; works otherwise the same as the player tool. | |||
*'''Standard Rope:''' - 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. | |||
*'''Grapping Gun / Hook + Rope:''' - 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 'Entering Horizontal/Vertical Climbing Zone') | |||
*'''Ladder:''' - Heavy but makes for very easy climbing. | |||
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. | |||
==Consecration== | ==Consecration== | ||
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==Tinkering== | ==Tinkering== | ||
- | - Read [[Crafting|HERE]] for more detailed information. | ||
- | |||
- Requires finding a Tinkerer's Table in order to conduct experiments | |||
- Ingredients (including rare materials) can produce potentially more than 1000 different items. | |||
- A skilled tinker can repair many "broken" items in EFU and create special tools to unlock ever more intricate designs. | |||
- Relatively safe compared to other kinds of crafting, and relatively limited in scope. | |||
==Entertainment== | ==Entertainment== | ||
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==Herbalism== | ==Herbalism== | ||
- | |||
- | - Read [[Crafting|HERE]] for more detailed information. | ||
- Not | - Requires finding an Herbalist's Kit in order to conduct experiments. | ||
- Ingredients (including rare reagents) can produce potentially more than 1000 different items. | |||
- Herbalism is more dangerous than standard adventuring and can result in a wide variety of strange happenings and hostile creations. | |||
- Not recommended for brand new players! | |||
==Leatherworking== | ==Leatherworking== | ||
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic leatherworking | - Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic leatherworking. | ||
==Masonry== | ==Masonry== | ||
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic masonry | - Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic masonry. | ||
==Metalworking== | ==Metalworking== | ||
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic metalworking | - Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic metalworking. | ||
==Mining== | ==Mining== | ||
- Representing mining skills, this can be helpful with | - Representing mining skills, this can be helpful with harvesting ores or retrieving delicate healing shards from rare Purple Crystal placeables. | ||
==Painting== | ==Painting== | ||
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==Sailing== | ==Sailing== | ||
- | - Representing sailing skills, this can provide a discount when embarking ships because the character can help work the rigging. | ||
==Secondary Bluff== | |||
- Provides +1 Bluff per 5 ranks. | |||
==Secondary Concentration== | |||
- Provides +1 Concentration per 5 ranks. | |||
==Secondary Discipline== | |||
- Provides +1 Discipline per 5 ranks. | |||
==Secondary Heal== | |||
- Provides +1 Heal per 5 ranks. | |||
==Secondary Intimidate== | |||
- Provides +1 Intimidate per 5 ranks. | |||
==Secondary Lore== | |||
- Provides +1 Lore per 5 ranks. | |||
==Secondary Persuade== | |||
- Provides +1 Persuade per 5 ranks. | |||
==Smelting== | ==Smelting== | ||
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==Wilderness Survival== | ==Wilderness Survival== | ||
- Reduces the chance you need food in order to rest while in the wilderness, | - Reduces the chance you need food in order to rest while in the wilderness. Improves the collection of meat, animal hides, and poison glads. Other hidden features. | ||
==Woodworking== | ==Woodworking== | ||
- Little to no scripted features at this time, primarily a 'flavor' 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. | - Little to no scripted features at this time, primarily a 'flavor' 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. | ||
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Latest revision as of 21:52, 19 April 2020
EFU Secondary Skills (EFUSS)
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'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.
The formula for skill points gained per level is 2 + 1 per positive Intelligence modifier + 1 if human.
An additional 3 skill points are granted at first level.
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'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 "class skills," 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.
Any bonuses to primary skills will not appear until your character transitions, or after your next login, whichever comes first. When this occurs, the bonus shall be permanently added to your character's skin. If your character changes skins for any reason (e.g. because they are a lycanthrope) then they cannot benefit from EFUSS bonuses to their primary skills.
EFUSS Chat Commands
EFU Secondary Skills are available to all PCs, accessible via the Voice Command "/c efuss --help"
EFUSS List
You can get a complete listing of all available EFUSS skills by using the command:
"/c efuss list"
Adding Points
You can add more points by starting with the command:
"/c efuss add alchemy X"
Replacing X with the desired value of points you want to allocate will increase that specific skill. Alchemy in EFUSS can only increase up to 10, but other sources such as Lore and Spellcraft, will enhance them. Only the points allocated specifically by this system.
Rolling Checks
You can roll an EFUSS stat just like any other skill, but a little differently. An example of this is:
"/c efuss roll alchemy"
This will cause your PC to roll 1d20 + Alchemy, or simply show off the stat to other players in a way to reveal your proficiency. A good such use is while you are managing beakers, reagents, or performing alchemy itself in front of others. This can help other player characters and DMs see how much you have put into a specific stat. It is also something that a DM might request of you, for example, if you are performing alchemy as part of an event they are directly overseeing. These checks will include all other sources and give out the final result. An example for Alchemy is that your Spellcraft, Lore, and any direct bonuses from items, will be added into the calculations.
Available Secondary Skills
Alchemy
- Read HERE for more detailed information.
- Requires finding an Alchemist's Circle in order to conduct experiments.
- Ingredients (including rare reagents) can produce potentially more than 1000 different items.
- Alchemy is significantly more dangerous than standard adventuring and can result in a wide variety of explosions or planar incursions.
- Not recommended for new players unless comfortable with death or in the company of a mentor.
Archaeology
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that wishes to delve into ancient ruins and discover ancient secrets.
Astronomy
- Little to no scripted features at this time, primarily a 'flavor' 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.
Carpentry
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in constructing buildings with wood
Climbing
- An extremely useful skill for navigating difficult terrain around the City of Rings. It allows a 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.
In order to access climbing, the following tools are available:
- Player Tool: - 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.
- Climbing Claw: - This is an item that can be found or purchased and reduces the DC to climb; works otherwise the same as the player tool.
- Standard Rope: - 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.
- Grapping Gun / Hook + Rope: - 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 'Entering Horizontal/Vertical Climbing Zone')
- Ladder: - Heavy but makes for very easy climbing.
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.
Consecration
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character (usually a cleric) that focuses on ceremonial blessing, divine purification, etc.
Cooking
- Find a cooking placeable or buy a portable cooking kit to conduct your 'cooking' 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.
Tinkering
- Read HERE for more detailed information.
- Requires finding a Tinkerer's Table in order to conduct experiments
- Ingredients (including rare materials) can produce potentially more than 1000 different items.
- A skilled tinker can repair many "broken" items in EFU and create special tools to unlock ever more intricate designs.
- Relatively safe compared to other kinds of crafting, and relatively limited in scope.
Entertainment
- 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
Farming
- Primarily for flavor, farming can however influence your success with harvesting herbal ingredients from some plants.
Fishing
- 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'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.
Herbalism
- Read HERE for more detailed information.
- Requires finding an Herbalist's Kit in order to conduct experiments.
- Ingredients (including rare reagents) can produce potentially more than 1000 different items.
- Herbalism is more dangerous than standard adventuring and can result in a wide variety of strange happenings and hostile creations.
- Not recommended for brand new players!
Leatherworking
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic leatherworking.
Masonry
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic masonry.
Metalworking
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic metalworking.
Mining
- Representing mining skills, this can be helpful with harvesting ores or retrieving delicate healing shards from rare Purple Crystal placeables.
Painting
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic painting.
Sailing
- Representing sailing skills, this can provide a discount when embarking ships because the character can help work the rigging.
Secondary Bluff
- Provides +1 Bluff per 5 ranks.
Secondary Concentration
- Provides +1 Concentration per 5 ranks.
Secondary Discipline
- Provides +1 Discipline per 5 ranks.
Secondary Heal
- Provides +1 Heal per 5 ranks.
Secondary Intimidate
- Provides +1 Intimidate per 5 ranks.
Secondary Lore
- Provides +1 Lore per 5 ranks.
Secondary Persuade
- Provides +1 Persuade per 5 ranks.
Smelting
- Little to no scripted features at this time, primarily a 'flavor' 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
Swimming
- Very useful for a character that wishes to be underwater a lot. Improves the rate at which you move while underwater
Tailoring
- Little to no scripted features at this time, primarily a 'flavor' 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.
Wilderness Survival
- Reduces the chance you need food in order to rest while in the wilderness. Improves the collection of meat, animal hides, and poison glads. Other hidden features.
Woodworking
- Little to no scripted features at this time, primarily a 'flavor' 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.