Skill Changes: Difference between revisions
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* Please note that skills requiring training (Animal Empathy, Perform, Tumble, Open Lock, Disable Device, Set Trap, Pick Pocket, UMD) will require at least 1 point spent on the skill for item bonuses to apply. | * Please note that skills requiring training (Animal Empathy, Perform, Tumble, Open Lock, Disable Device, Set Trap, Pick Pocket, UMD) will require at least 1 point spent on the skill for item bonuses to apply. | ||
* Any skill not mentioned here is unchanged. | * Any skill not mentioned here is unchanged. | ||
==Alchemy== | |||
Reduces the cost of brewing potions and crafting wands by 1% per 5 ranks. | |||
Alchemy | |||
Ability: Intelligence. | |||
Requires Training: Yes. | |||
Classes: All. | |||
Alchemy is used to create arcane materials and conduct experiments. | |||
Use: Place reagents onto an Alchemist's Apparatus. | |||
==Animal Empathy== | ==Animal Empathy== | ||
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==Appraise== | ==Appraise== | ||
You should not | You should not roleplay being a talented haggler without ranks in this skill. DMs will use Appraise as a skill check for negotiating prices in any kind of RP interaction. High Appraise may reveal special items in shops. High Appraise may reduce the price of bundled goods from certain NPCs. However, please note that the base NWN functionality of Appraise is greatly reduced on EFU; basic vendors purchase very few if any items and always for a very small amount of money. | ||
Once you have at least five base ranks in Appraise, each stall you open generates a market rumor, alerting potential customers of where you are located. The most accessible stalls exist in "the Souk of Salt and Spices," the primary trading district of Ephia's Well. | |||
==Archaeology== | |||
Archaeology | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Archaeology is used to locate and preserve antiquities. | |||
Use: Selected. | |||
==Astronomy== | |||
Astronomy | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Astronomy is the art, science, and discipline of studying the stars. It can help you guide a caravan through the sands, use a telescope, or navigate away from a terrible storm. Astrologians draw particular power from this discipline, and taking ranks in this skill enhances many of their spells and abilities. | |||
Use: Selected. | |||
==Athletics== | |||
Athletics | |||
Ability: Strength. | |||
Requires Training: No. | |||
Classes: All. | |||
Athletics improves your ability to climb and swim. | |||
Check: Each rank increases your ability to climb and swim. | |||
Use: Automatic. | |||
==Bluff== | ==Bluff== | ||
Generally unchanged. It is however frowned upon to roleplay being a good liar without ranks in this skill. DMs may also use this skill to determine ability at things such as disguise and forgery. | Generally unchanged. It is however frowned upon to roleplay being a good liar without ranks in this skill. DMs may also use this skill to determine ability at things such as disguise and forgery. | ||
== | ==Building== | ||
Building | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Building allows you to create shelter and furnishings. | |||
Use: Selected. | |||
==Concentration== | ==Concentration== | ||
Unchanged from Bioware Default. Now used in [[Crafting#Cooking|Cooking]]. | Unchanged from Bioware Default. Now used in [[Crafting#Cooking|Cooking]]. | ||
==Consecration== | |||
Consecration | |||
Ability: Charisma. | |||
Requires Training: No. | |||
Classes: All. | |||
Consecration allows you to perform prayers and rituals. | |||
Use: Selected. | |||
==Cooking== | |||
Cooking | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Cooking is used to create food and drink. | |||
Use: Place reagents onto a campfire or stove. | |||
==Engineering== | |||
Engineering | |||
Ability: Intelligence. | |||
Requires Training: Yes. | |||
Classes: All. | |||
Engineering is used to create mechanical devices. | |||
Use: Place reagents onto a Tinker's Apparatus. | |||
==Fishing== | |||
Fishing | |||
Ability: Wisdom. | |||
Requires Training: No. | |||
Classes: All. | |||
Fishing allows you to catch fish. | |||
Use: Equip a fishing pole, use it to select your bait, then interact with a fishing spot. | |||
==Heal== | ==Heal== | ||
EFU does not use default Healing Kits, instead EFU has custom Healing Kits that are used to store Medicinal Herbs. Aside from Medicinal Herbs, there are two other items available that utilize the Heal skill: Antitoxins and Salutatory Tonics. | EFU does not use default Healing Kits, instead EFU has custom Healing Kits that are used to store Medicinal Herbs. Aside from Medicinal Herbs, there are two other items available that utilize the Heal skill: Antitoxins and Salutatory Tonics. | ||
'''Medicinal Herbs''' | '''Medicinal Herbs''' | ||
Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round. | Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round. | ||
* The total amount healed is the difference between your Heal check and the DC. | * The total amount healed is the difference between your Heal check and the DC. | ||
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* Herbs and Healer's Kits have a guaranteed duration of Heal skill / 5 Rounds. This includes on uninjured targets. | * Herbs and Healer's Kits have a guaranteed duration of Heal skill / 5 Rounds. This includes on uninjured targets. | ||
* Herbs and Healer's Kits will not stop applying their regeneration effect once the target reaches Uninjured, and can be used to add a short duration Regeneration effect. | * Herbs and Healer's Kits will not stop applying their regeneration effect once the target reaches Uninjured, and can be used to add a short duration Regeneration effect. | ||
'''Healer's Kits''' | '''Healer's Kits''' | ||
These items can be used to store Herbs. They weigh 5.5lbs but do not get any heavier when a Herb charge is added to the Kit. | These items can be used to store Herbs. They weigh 5.5lbs but do not get any heavier when a Herb charge is added to the Kit. | ||
* Use the Unique Power on a Herb item (Medicinal Herbs, Improved Herbs, Lizardfolk Healing Charm etc). Special Herb items do not add their Heal check bonuses when added to a kit, so it may be best to store those separately. | * Use the Unique Power on a Herb item (Medicinal Herbs, Improved Herbs, Lizardfolk Healing Charm etc). Special Herb items do not add their Heal check bonuses when added to a kit, so it may be best to store those separately. | ||
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* You can also use the Unique Power of a Kit on another Healer's Kit to transfer uses charges from one Kit to another. | * You can also use the Unique Power of a Kit on another Healer's Kit to transfer uses charges from one Kit to another. | ||
* WARNING: This will destroy the targeted kit and add to the kit you are using. Be sure you are targeting the correct kit. | * WARNING: This will destroy the targeted kit and add to the kit you are using. Be sure you are targeting the correct kit. | ||
'''Antitoxins''' | '''Antitoxins''' | ||
This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC. | This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC. | ||
* While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated. | * While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated. | ||
* While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated. | * While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated. | ||
* Will also give the Ironguts buff to target on DC 20 and Lesser Restoration for DC 30. | * Will also give the Ironguts buff to target on DC 20 and Lesser Restoration for DC 30. | ||
'''Salutatory Tonics''' | '''Salutatory Tonics''' | ||
This item cures diseases with a successful Heal check of 1d20 + Heal vs DC. | This item cures diseases with a successful Heal check of 1d20 + Heal vs DC. | ||
* While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated. | * While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated. | ||
* While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated. | * While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated. | ||
==Herbalism== | |||
Herbalism | |||
Ability: Intelligence. | |||
Requires Training: Yes. | |||
Classes: All. | |||
Herbalism is used to create natural remedies and totems. | |||
Use: Place reagents onto an Herbalism Apparatus. | |||
==Hide== | ==Hide== | ||
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==Lore== | ==Lore== | ||
Generally unchanged. Note that the "Identify" | Generally unchanged. Note that the "Identify" only gives a +3 Lore boost now. "Legend Lore" still provides the vanilla boost. Lore is also used in [[Crafting#Tinkering|Tinkering]], [[Crafting#Cooking|Cooking]], [[Crafting#Alchemy|Alchemy]] and [[Crafting#Herbalism|Herbalism]] , gives a small bonus to the [[Ranger#Tracking|Tracking]] ability of Rangers/Druids, and is used in EFU’s custom [[Necromancy]] system. | ||
==Mining== | |||
Mining | |||
Ability: Wisdom. | |||
Requires Training: No. | |||
Classes: All. | |||
Mining allows you to locate and extract minerals. | |||
Use: Selected. | |||
==Move Silently== | ==Move Silently== | ||
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule. | Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule. | ||
==Navigation== | |||
Navigation | |||
Ability: Wisdom. | |||
Requires Training: No. | |||
Classes: All. | |||
Navigation allows you to reduce the cost of travel. Reductions occur at 7, 10, and 15 ranks. | |||
Use: Automatic. | |||
==Painting== | |||
Reduces the cost of scribing scrolls by 1% per 5 ranks. | |||
Painting | |||
Ability: Charisma. | |||
Requires Training: No. | |||
Classes: All. | |||
Painting allows you to create art. | |||
Use: Selected. | |||
==Parry== | ==Parry== | ||
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==Search== | ==Search== | ||
Unchanged. Used in the [[Ranger#Tracking|Tracking]] ability of Rangers/Druids. | Unchanged. Used in the [[Ranger#Tracking|Tracking]] ability of Rangers/Druids. | ||
==Smithing== | |||
Smithing | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Smithing allows you to work metal. | |||
Use: Selected. | |||
==Spellcraft== | ==Spellcraft== | ||
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==Spot== | ==Spot== | ||
Generally unchanged, though used in many custom EFU systems, such as [[Ranger#Tracking|Tracking]] ability of Rangers/Druids and the [[Rogue#Examine_Mark|Examine Mark]] ability of Rogues. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule. | Generally unchanged, though used in many custom EFU systems, such as [[Ranger#Tracking|Tracking]] ability of Rangers/Druids and the [[Rogue#Examine_Mark|Examine Mark]] ability of Rogues. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule. | ||
==Survival== | |||
Survival | |||
Ability: Wisdom. | |||
Requires Training: No. | |||
Classes: All. | |||
Survival improves your ability to live off the land, allowing you to rest without consuming food. | |||
Use: Automatic. | |||
==Tailoring== | |||
Tailoring | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Tailoring allows you to weave cloth and manufacture stylish clothes. | |||
Use: Selected. | |||
==Tumble== | ==Tumble== |
Latest revision as of 02:53, 2 April 2024
Skill Changes General Overview
Many skills have been modified, turned off, or replaced to better balance and fit in with EFU's unique design.
- Please note that skills requiring training (Animal Empathy, Perform, Tumble, Open Lock, Disable Device, Set Trap, Pick Pocket, UMD) will require at least 1 point spent on the skill for item bonuses to apply.
- Any skill not mentioned here is unchanged.
Alchemy
Reduces the cost of brewing potions and crafting wands by 1% per 5 ranks.
Alchemy Ability: Intelligence. Requires Training: Yes. Classes: All. Alchemy is used to create arcane materials and conduct experiments. Use: Place reagents onto an Alchemist's Apparatus.
Animal Empathy
If an animal is AE'd while attacking another player, it will continue attacking until commanded to do otherwise. A dominated animal can be spoken through with the voice command "/v d [insert text]". This does not mean your character can talk through animals, it just makes you capable of emoting things like: [growls menacingly at Joe Blow]. The "Control Companion" player tool also allows for greater control of dominated creatures. The voice command "/c recall" will teleport a stuck/stubborn animal to your side as long as you are not in combat. Also, the higher this skill, the less likely animals will attack you.
Appraise
You should not roleplay being a talented haggler without ranks in this skill. DMs will use Appraise as a skill check for negotiating prices in any kind of RP interaction. High Appraise may reveal special items in shops. High Appraise may reduce the price of bundled goods from certain NPCs. However, please note that the base NWN functionality of Appraise is greatly reduced on EFU; basic vendors purchase very few if any items and always for a very small amount of money.
Once you have at least five base ranks in Appraise, each stall you open generates a market rumor, alerting potential customers of where you are located. The most accessible stalls exist in "the Souk of Salt and Spices," the primary trading district of Ephia's Well.
Archaeology
Archaeology Ability: Intelligence. Requires Training: No. Classes: All. Archaeology is used to locate and preserve antiquities. Use: Selected.
Astronomy
Astronomy Ability: Intelligence. Requires Training: No. Classes: All. Astronomy is the art, science, and discipline of studying the stars. It can help you guide a caravan through the sands, use a telescope, or navigate away from a terrible storm. Astrologians draw particular power from this discipline, and taking ranks in this skill enhances many of their spells and abilities. Use: Selected.
Athletics
Athletics Ability: Strength. Requires Training: No. Classes: All. Athletics improves your ability to climb and swim. Check: Each rank increases your ability to climb and swim. Use: Automatic.
Bluff
Generally unchanged. It is however frowned upon to roleplay being a good liar without ranks in this skill. DMs may also use this skill to determine ability at things such as disguise and forgery.
Building
Building Ability: Intelligence. Requires Training: No. Classes: All. Building allows you to create shelter and furnishings. Use: Selected.
Concentration
Unchanged from Bioware Default. Now used in Cooking.
Consecration
Consecration Ability: Charisma. Requires Training: No. Classes: All. Consecration allows you to perform prayers and rituals. Use: Selected.
Cooking
Cooking Ability: Intelligence. Requires Training: No. Classes: All. Cooking is used to create food and drink. Use: Place reagents onto a campfire or stove.
Engineering
Engineering Ability: Intelligence. Requires Training: Yes. Classes: All. Engineering is used to create mechanical devices. Use: Place reagents onto a Tinker's Apparatus.
Fishing
Fishing Ability: Wisdom. Requires Training: No. Classes: All. Fishing allows you to catch fish. Use: Equip a fishing pole, use it to select your bait, then interact with a fishing spot.
Heal
EFU does not use default Healing Kits, instead EFU has custom Healing Kits that are used to store Medicinal Herbs. Aside from Medicinal Herbs, there are two other items available that utilize the Heal skill: Antitoxins and Salutatory Tonics.
Medicinal Herbs Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round.
- The total amount healed is the difference between your Heal check and the DC.
- While out of combat, using a Medicinal Herb will roll 1d20 + Heal vs DC 11 to determine the amount healed.
- While in combat, using a Medicinal Herb will roll 1d20 + Heal vs DC 16 to determine the amount healed.
- Higher quality herbs may add bonuses to the check. This will be visible in the log if so.
- Example: Using a Medicinal Herb while out of combat with a roll of 17 will heal 6 hp over 6 rounds.
- Herbs and Healer's Kits have a guaranteed duration of Heal skill / 5 Rounds. This includes on uninjured targets.
- Herbs and Healer's Kits will not stop applying their regeneration effect once the target reaches Uninjured, and can be used to add a short duration Regeneration effect.
Healer's Kits These items can be used to store Herbs. They weigh 5.5lbs but do not get any heavier when a Herb charge is added to the Kit.
- Use the Unique Power on a Herb item (Medicinal Herbs, Improved Herbs, Lizardfolk Healing Charm etc). Special Herb items do not add their Heal check bonuses when added to a kit, so it may be best to store those separately.
- The Herb item will be destroyed and the combat log will show you the number of uses the kit now has.
- You can also use the Unique Power of a Kit on another Healer's Kit to transfer uses charges from one Kit to another.
- WARNING: This will destroy the targeted kit and add to the kit you are using. Be sure you are targeting the correct kit.
Antitoxins This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC.
- While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated.
- While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated.
- Will also give the Ironguts buff to target on DC 20 and Lesser Restoration for DC 30.
Salutatory Tonics This item cures diseases with a successful Heal check of 1d20 + Heal vs DC.
- While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated.
- While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated.
Herbalism
Herbalism Ability: Intelligence. Requires Training: Yes. Classes: All. Herbalism is used to create natural remedies and totems. Use: Place reagents onto an Herbalism Apparatus.
Hide
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
Listen
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
Lore
Generally unchanged. Note that the "Identify" only gives a +3 Lore boost now. "Legend Lore" still provides the vanilla boost. Lore is also used in Tinkering, Cooking, Alchemy and Herbalism , gives a small bonus to the Tracking ability of Rangers/Druids, and is used in EFU’s custom Necromancy system.
Mining
Mining Ability: Wisdom. Requires Training: No. Classes: All. Mining allows you to locate and extract minerals. Use: Selected.
Move Silently
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
Navigation Ability: Wisdom. Requires Training: No. Classes: All. Navigation allows you to reduce the cost of travel. Reductions occur at 7, 10, and 15 ranks. Use: Automatic.
Painting
Reduces the cost of scribing scrolls by 1% per 5 ranks.
Painting Ability: Charisma. Requires Training: No. Classes: All. Painting allows you to create art. Use: Selected.
Parry
Balanced for EFU. For every 5 base ranks in Parry, characters gain +1 Deflection AC if and only if their Parry ranks are maintained after modifiers.
Perform
EFU has a unique bard song system featuring 40+ setting-specific songs (?), usable through songbooks. Bard level is used to determine the strength of bard songs, not Perform. Every 3 points in Perform will add 1 round of Bard/Curse song however. More details can be found under the Bard Class description.
Pick Pocket
Bioware Pick Pocket disabled. EFU uses a custom Cut Purse system. Some NPCs have dialog options to allow you to try to pick his/her/it's pocket as well.
Search
Unchanged. Used in the Tracking ability of Rangers/Druids.
Smithing
Smithing Ability: Intelligence. Requires Training: No. Classes: All. Smithing allows you to work metal. Use: Selected.
Spellcraft
Generally unchanged, though also used in Alchemy skill as well as EFU’s custom Necromancy system.
Spot
Generally unchanged, though used in many custom EFU systems, such as Tracking ability of Rangers/Druids and the Examine Mark ability of Rogues. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
Survival
Survival Ability: Wisdom. Requires Training: No. Classes: All. Survival improves your ability to live off the land, allowing you to rest without consuming food. Use: Automatic.
Tailoring
Tailoring Ability: Intelligence. Requires Training: No. Classes: All. Tailoring allows you to weave cloth and manufacture stylish clothes. Use: Selected.
Tumble
Balanced for EFU. For every 5 base ranks in Tumble, characters gain +1 Dodge AC if and only if their Tumble ranks are maintained after modifiers.
Example: A level 7 Bard with 14 dexterity, wearing chainmail, and using a large shield has 10 base ranks of Tumble. This character gains +2 Tumble from their dexterity modifier, but suffers -5 armor check penalty from wearing chainmail and an additional -2 armor check penalty from equipping a large shield. This character's total Tumble after modifiers is 5 and therefore only gain +1 AC instead of +2. In order to retain their +2 AC bonus, their Tumble after modifiers must be at least 10.
Use Magic Device
Balanced for EFU. Crafted wands have a DC of (15 + spell level). Scrolls have a DC of (20 + spell level). Failed UMD checks do not result in loss of a charge or scroll. More information on UMD and its' mechanics, specifically Use Magic Device Item Cost Table, can be found Here.