Change Log: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
No edit summary |
||
(45 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
= | ===General Changes=== | ||
== | ====Skills==== | ||
=== | * EFU Secondary Skills system has been removed | ||
* | * All classes now get 2 additional skill point per level | ||
* All classes get access to the following skills: | |||
** Alchemy | |||
** Archaeology | |||
** Astronomy | |||
** Athletics | |||
** Bluff | |||
** Building | |||
** Consecration | |||
** Cooking | |||
** Engineering | |||
** Fishing | |||
** Herbalism | |||
** Intimidate | |||
** Mining | |||
** Painting | |||
** Persuade | |||
** Sailing | |||
** Smithing | |||
** Survival | |||
** Tailoring | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:650px; overflow:auto; margin-left: 30px;” ><div style="font-weight:bold;line-height:1.6;"> Further descriptions are available here. </div> | |||
<div class="mw-collapsible-content"> | |||
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. | |||
Archaeology | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Archaeology is used to locate and preserve antiquities. | |||
Use: Selected. | |||
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 | |||
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. | |||
Building | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Building allows you to create shelter and furnishings. | |||
Use: Selected. | |||
Consecration | |||
Ability: Charisma. | |||
Requires Training: No. | |||
Classes: All. | |||
Consecration allows you to perform prayers and rituals. | |||
Use: Selected. | |||
Cooking | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Cooking is used to create food and drink. | |||
Use: Place reagents onto a campfire or stove. | |||
Herbalism | |||
Ability: Intelligence. | |||
Requires Training: Yes. | |||
Classes: All. | |||
Herbalism is used to create natural remedies and totems. | |||
Use: Place reagents onto an Herbalism Apparatus. | |||
Mining | |||
Ability: Wisdom. | |||
Requires Training: No. | |||
Classes: All. | |||
Mining allows you to locate and extract minerals. | |||
Use: Selected. | |||
Painting | |||
Ability: Charisma. | |||
Requires Training: No. | |||
Classes: All. | |||
Painting allows you to create art. | |||
Use: Selected. | |||
Sailing | |||
Ability: Wisdom. | |||
Requires Training: No. | |||
Classes: All. | |||
Sailing allows you to navigate bodies of water, reducing the cost of travel. | |||
Use: Automatic. | |||
Smithing | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Smithing allows you to work metal. | |||
Use: Selected. | |||
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 | |||
Ability: Intelligence. | |||
Requires Training: No. | |||
Classes: All. | |||
Tailoring allows you to weave cloth and manufacture stylish clothes. | |||
Use: Selected. | |||
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. | |||
Engineering | |||
Ability: Intelligence. | |||
Requires Training: Yes. | |||
Classes: All. | |||
Engineering is used to create mechanical devices. | |||
Use: Place reagents onto a Tinker's Apparatus. | |||
</div></div> | |||
=== | ==== Racial changes==== | ||
' | Two new options are available | ||
* | * [[Stonefolk]] have been added as a new base race | ||
* [[Ashfolk]] have been added as a new application only Halfling subrace | |||
Following races have been removed | |||
* Half-Orc | |||
* Recondite | |||
* Drow | |||
* Half-Drow | |||
* Svirfneblin | |||
* Mongrels | |||
* Deep Orc | |||
===Classes=== | |||
====New Classes==== | |||
* [[Astrologian]], a new arcane spellcasting class with it's own unique feats and spell list | |||
* [[Fencer]], a new martial class that gets bonuses from dexterity and intelligence | |||
====Base Class Adjustments==== | |||
=====Barbarian===== | |||
* Barbarian Furors have been Removed | |||
* Barbarians have a new set of [[Barbarian_Perks|pure Barbarian perks]] to choose from | |||
* Barbarian Rage | |||
** Duration is equal to 7 + CON rounds (previously Wisdom based) | |||
** Bonuses to Strength and Constitution is equal to 4 + 1 per unmodified CHA | |||
* Bonus Barbarian Movement Speed at level 7 has been removed | |||
* Barbarian Physical Damage Immunity | |||
** Level 5: +10% Physical Damage Immunity | |||
** Level 7: +10% Physical Damage Immunity (previously level 8) | |||
=====Cleric===== | |||
* New Relic system and unique [[Cleric]] feats | |||
** Cleric 3: Relic Sacrifice, consecrate Divine Relics to gain sacrificed relic points | |||
** Cleric 4: Relic Enhance, consecrate your own Divine Relic and enhance its properties permanently. | |||
** Cleric 6: Relic Enchant, consecrate your own Divine Relic with various temporary item properties. | |||
** Cleric 8: Sanctify Item, consecrate any item to be only usable by followers of the Cleric’s deity. | |||
* New Deity worship system | |||
** Entirely new pantheon of local deities has been added | |||
** Bonuses spell effects on creatures that share your Deity | |||
** Clerics get bonuses to Turn Undead the more prominent their deity | |||
** Other possible benefits… | |||
* Clerics have gained access to three new spells | |||
** [[Custom_Spells#Death_Knell|Death Knell]], Necromancy 2 | |||
** [[Custom_Spells#Living_Undeath|Living Undeath]], Necromancy 3 | |||
** [[Custom_Spells#Blood_to_Water|Blood to Water]], Necromancy 6 | |||
* Updates to many existing Domains | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto; margin-left: 50px;” ><div style="font-weight:bold;line-height:1.6;"> Domain Changes </div> | |||
<div class="mw-collapsible-content"> | |||
* Creation Primary Domain | |||
** [[Turn_Undead#Creation_Domain|Turn Undead]] | |||
** Innate: Trackless Step & Animal Friendly (Level 5) | |||
** 1st Circle: Entangle | |||
** 3rd Circle: Spike Growth | |||
** 4th Circle: Barkskin | |||
* Frost Primary Domain | |||
** [[Turn_Undead#Frost_Domain|Turn Undead]] | |||
** Innate: Resist Energy Cold (Level 5) | |||
** 1st Circle: Ice Dagger | |||
** 3rd Circle: [[Custom_Spells#Wall of Ice|Wall of Ice]] | |||
** 4th Circle: Ice Storm | |||
* Ooze Primary Domain (previously Secondary domain) | |||
** [[Turn_Undead#Ooze_Domain|Turn Undead]] | |||
** Innate: Resist Energy Acid (Level 5) | |||
** 1st Circle: Grease | |||
** 3rd Circle: Stinking Cloud | |||
** 4th Circle: Evard’s Black Tentacles | |||
* Stars Primary Domain | |||
** [[Turn|Turn Undead]] | |||
** Innate: Skill Focus Astronomy | |||
** 1st Circle: [[Custom_Spells#Project_Star_Chart|Project Star Chart]] | |||
** 2nd Circle: [[Custom_Spells#Star_Shard|Star Shard]] | |||
** 4th Circle: [[Custom_Spells#Celestial_Regeneration|Celestial Regeneration]] | |||
* Blood subdomain | |||
** Innate: Blooded | |||
** 2nd Circle: Heart Clutch | |||
** 3rd Circle: Vampiric Touch | |||
** 4th Circle: [[Custom_Spells#Blood_Transcription|Blood Transcription]] | |||
** 5th Circle: Beltyn’s Burning Blood | |||
* Decay subdomain | |||
** Innate: Spell Focus Necromancy (level 5) | |||
** 2nd Circle: Contagion | |||
** 3rd Circle: Infestation of Maggots | |||
** 5th Circle: Enervation | |||
* Destruction subdomain (previously Primary) | |||
** No longer offers it’s previous turn undead options | |||
** Innate: Skill Focus Engineering | |||
** 3rd Circle: [[Custom_Spells#Gas_Explosion|Gas Explosion]] | |||
** 4th Circle: Horizikaul’s Shout | |||
** 5th Circle: Crumble | |||
** 6th Circle: [[Custom_Spells#Disintegrate|Disintegrate]] | |||
* Knowledge subdomain (previously Primary) | |||
** No longer offers it’s previous turn undead options | |||
** Innate: Skill Focus Lore | |||
** 1st Circle: Identify | |||
** 2nd Circle: Knock | |||
** 4th Circle: True Seeing | |||
** 5th Circle: Feeblemind | |||
** 6th Circle: Legend Lore | |||
* Moon subdomain | |||
** Innate: Skill Focus Divination | |||
** 1st Circle: Identify | |||
** 2nd Circle: Invisibility Purge | |||
** 4th Circle: [[Custom_Spells#Lunar Bolt|Lunar Bolt]] | |||
** 5th Circle: Mind Fog | |||
* Poison subdomain | |||
** Innate: Snake Blood (Level 3) | |||
** 2nd Circle: Poison | |||
** 3rd Circle: Quillfire | |||
** 4th Circle: [[Custom_Spells#Mass Phantasmal Affliction|Mass Phantasmal Affliction]] | |||
* Time subdomain | |||
** 2nd Circle: Slow | |||
** 3rd Circle: [[Custom_Spells#Future Pain|Future Pain]] | |||
** 4th Circle: Haste | |||
** 7th Circle: Time Stop | |||
* Tyranny subdomain | |||
** Innate: Skill Focus Intimidate | |||
** 2nd Circle: [[Custom_Spells#Heart Clutch|Heart Clutch]] | |||
** 3rd Circle: [[Custom_Spells#Dread Seizure|Dread Seizure]] | |||
** 4th Circle: [[Custom_Spells#Virulent Walking Bomb|Virulent Walking Bomb]] | |||
* Sand subdomain | |||
** Innate: +5% Movement Speed Increase | |||
** 2nd Circle: Death Armor (Sand) | |||
** 4th Circle: Stoneskin | |||
** 5th Circle: Elemental Shield (Rock) | |||
=== | All Domain updates are viewable here [[https://docs.google.com/spreadsheets/d/e/2PACX-1vSvys8ChS3u4nsknu9gYtJ-ZA5xK1xMga_z1R7cY8foRYe-4h75Vg_HoqRU8DkJPQeJStXPIowdMKxf/pubhtml?gid=0&single=true Domain Spreadsheet]] | ||
'' | </div></div> | ||
* New | =====Druid===== | ||
* | * Wild Shape has been removed | ||
* Animal Companions reworked | |||
** Removed Custom EFU animal companion training system | |||
** Choose from the available Animal Companions on level-up, including: | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 50px;” | |||
|- | |||
! Animal Companions | |||
|- | |||
| Crocodile | |||
|- | |||
| Dire Rat | |||
|- | |||
| Fox | |||
|- | |||
| Giant Spider | |||
|- | |||
| Goat | |||
|- | |||
| Hawk | |||
|- | |||
| Hyena | |||
|- | |||
| Leopard | |||
|- | |||
| Lion | |||
|- | |||
| Lizard | |||
|- | |||
| Scarab | |||
|- | |||
| Tortoise | |||
|- | |||
| Viper | |||
|- | |||
| Wild Dog | |||
|} | |||
* Druids have gained additional spell slots, bringing them in line with clerics, in addition to the following changes: | |||
** Flame Lash | |||
*** Changed to 1d6 fire damage + 1d6 per 2 CL | |||
*** Moved from Druid 2 to Druid 1 | |||
** Healing Sting | |||
*** Moved from Druid 3 to Druid 2 | |||
** Crumble | |||
*** Moved from Druid 6 to Druid 5 | |||
** Drown | |||
*** Moved from Druid 6 to Druid 5 | |||
** Slay Living | |||
*** Moved from Druid 5 to Druid 6 | |||
* Druids have gained access to a number of new spells | |||
** [[Custom_Spells#Sand Splash|Sand Splash]], Conjuration 1st Circle | |||
** [[Custom_Spells#Quicksand|Quick Sand]], Conjuration 2nd Circle | |||
** [[Custom_Spells#Sand Pillar|Sand Pillar]], Evocation 3rd Circle | |||
** [[Custom_Spells#Ice Whip|Ice Whip]], Evocation 3rd Circle | |||
** [[Custom_Spells#Spiderskin|Spiderskin]], Transmutation 3rd Circle | |||
** [[Custom_Spells#Cone of Stone|Cone of Stone]], Conjuration 4th Circle | |||
** [[Custom_Spells#Greater Creeping Cold|Greater Creeping Cold]], Transmutation 4th Circle | |||
** [[Custom_Spells#Sand Storm|Sand Storm]], Evocation 5th Circle | |||
** [[Custom_Spells#Extract Water Elemental|Extract Water Elemental]], Transmutation 5th Circle | |||
=====Ranger===== | |||
* Animal Companions reworked | |||
** Removed Custom EFU animal companion training system | |||
** Choose from the available Animal Companions on level-up, including: | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 50px;” | |||
|- | |||
! Animal Companions | |||
|- | |||
| Crocodile | |||
|- | |||
| Dire Rat | |||
|- | |||
| Fox | |||
|- | |||
| Giant Spider | |||
|- | |||
| Goat | |||
|- | |||
| Hawk | |||
|- | |||
| Hyena | |||
|- | |||
| Leopard | |||
|- | |||
| Lion | |||
|- | |||
| Lizard | |||
|- | |||
| Scarab | |||
|- | |||
| Tortoise | |||
|- | |||
| Viper | |||
|- | |||
| Wild Dog | |||
|} | |||
* Ranger-specific Spell Changes | |||
** [[Custom_Spells#Hearthfire|Hearthfire]] has been moved from Ranger 1 to Ranger 2 | |||
** [[Custom_Spells#Alter Self|Alter Self]] has been removed from Ranger’s spell list | |||
=====Rogue===== | |||
Level 8 Rogue perk '''Swashbuckler''' has been renamed to '''Sand Dancer''' | |||
=====Sorcerer===== | |||
* Losing one spell known, starting at 3rd circle and higher | |||
** 1st and 2nd circles are unaffected | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 50px;” | |||
|- | |||
! colspan="7" | Sorcerer Spells Known by Level | |||
|- | |||
! Level !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th | |||
|- | |||
| 1 || 3 | |||
|- | |||
| 2 || 3 | |||
|- | |||
| 3 || 4 | |||
|- | |||
| 4 || 4 || 2 | |||
|- | |||
| 5 || 5 || 3 | |||
|- | |||
| 6 || 5 || 3 || 1 | |||
|- | |||
| 7 || 6 || 4 || 2 | |||
|- | |||
| 8 || 6 || 4 || 2 || 1 | |||
|- | |||
| 9 || 6 || 5 || 3 || 2 | |||
|- | |||
| 10 || 6 || 5 || 3 || 2 || 1 | |||
|- | |||
| 11 || 6 || 6 || 4 || 3 || 2 | |||
|- | |||
| 12 || 6 || 6 || 4 || 3 || 2 || 1 | |||
|- | |||
| 13 || 6 || 6 || 5 || 4 || 3 || 2 | |||
|} | |||
* Sorcerers have gained access to a number of new spells | |||
** [[Custom_Spells#True Dodge|True Dodge]], Divination 1 | |||
** [[Custom_Spells#Prismatic Flames|Prismatic Flames]], Illusion 2 | |||
** [[Custom_Spells#Phantasmal Affliction|Phantasmal Affliction]], Illusion 2 | |||
** [[Custom_Spells#Blood Transcription|Blood Transcription]], Necromancy 2 | |||
** [[Custom_Spells#Mass Phantasmal Affliction|Mass Phantasmal Affliction]], Necromancy 3 | |||
** [[Custom_Spells#Prismatic Sparks|Prismatic Sparks]], Illusion 3 | |||
** [[Custom_Spells#Phantasmal Assault|Phantasmal Assault]], Illusion 3 | |||
** [[Custom_Spells#Foiled Future|Foiled Future]], Divination 3 | |||
** [[Custom_Spells#Dread Seizure|Dread Seizure]], Necromancy 3 | |||
** [[Custom_Spells#Mass Foiled Future|Mass Foiled Future]], Divination 4 | |||
** [[Custom_Spells#Spiderskin|Spiderskin]], Transmutation 4 | |||
** [[Custom_Spells#Hypnotic Pattern|Hypnotic Pattern]], Illusion 5 | |||
** [[Custom_Spells#Extract Water Elemental|Extract Water Elemental]], Transmutation 6 | |||
===General Changes=== | |||
Commotion | |||
* New chat command [[Chat_Commands#Commotion|/c Commotion]] | |||
* Checks important or widely-travelled parts of the hub and provides a broad summary of the amount of traffic in those areas. | |||
* Can only be used within said areas. | |||
Simple Weapon Proficiency | |||
* Light Hammer has been moved from Martial Proficiency to Simple Proficiency | |||
* Light Flail has been moved from Martial Proficiency to Simple Proficiency | |||
Warmace base weapon | |||
* Warmace damage dice increased from 2d4 to 3d4 | |||
* Warmace critical multiplier reduced from 4 to 3 | |||
Summoning Themes | |||
* Light, Celestial, Devil, Infernal & Abyssal themes have been removed | |||
* Added four new evil Djinn Themes: Fire and Blood, Earth and Flesh, Air and Shadow, & Water and Light | |||
Recovery XP disabled. | |||
=====Item Crafting===== | |||
Brew Potion, Craft Wand, and Scribe Scroll feats | |||
* Can no longer be bought from NPCs | |||
* When crafted by Arcane spellcasting classes are usable by one another: | |||
** Astrologian | |||
** Bard | |||
** Sorcerer | |||
** Wizard | |||
* When crafted by Divine spellcasting classes are usable by one another: | |||
** Cleric | |||
** Druid | |||
** Paladin | |||
** Ranger | |||
Scribe Scroll | |||
* For every 5 ranks of [[Painting]] skill, the cost of scribe scroll is reduced by 1% | |||
* All spells can now be crafted as scrolls. | |||
** Previously, this was not always the case for Druids and Clerics. | |||
** This includes all spells awarded by Cleric Domains. | |||
=====Feats===== | |||
Four new feats | |||
* [[General_Changes_%26_Feat_Changes#New_Feats|Silken Mail]] - Gain the effects of Mage Armor on your equipped armor once per day. | |||
* | * [[General_Changes_%26_Feat_Changes#New_Feats|Drifter]] - Requires Wilderness Survival 5+, and you may rest without a campfire. | ||
* | * [[General_Changes_%26_Feat_Changes#New_Feats|Herald]] - Requires Persuade 5+, and you make free sendings up to three times per day. | ||
* [[General_Changes_%26_Feat_Changes#New_Feats|Arcane Physician]] - Requires Heal 5+, and increases the effects of all Cure Wounds spells (excluding Minor) by 1 point per 5 Heal skill. | |||
Arcane Defense | |||
=== | <div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto; margin-left: 50px;” ><div style="font-weight:bold;line-height:1.6;">Arcane Defense Changes: | ||
Feats retain their vanilla effects, but in addition: | |||
Remove the Spell Focus requirement | |||
Must be able to cast 1st spell circle in order to take the feat. | |||
Arcane Defense | |||
1/day ability </div> | |||
<div class="mw-collapsible-content"> | |||
Abjuration | |||
Grants immunity to Lesser Dispel & Dispel Magic for a number of rounds equal to character level. | |||
Conjuration | |||
All summons around the caster in a collosal radius roll a will save against the character's level + 15 and are destroyed on a failed save. | |||
Divination | |||
Removes all See Invisibility effects and Divination sight spell effects (see invis / true seeing / clair) from all creatures in a collosal area | |||
Enchantment | |||
Grants immunity to mind spells for a number of rounds equal to character level. | |||
Evocation | |||
Grants +10 Reflex for a number of rounds equal to character level. | |||
Illusion | |||
Removes all invisibility effects from all creatures in a collosal area and grants See Invisibility for a number of rounds equal to character level. | |||
Necromancy | |||
Grants 50% immmunity to negative energy, and immunity to fear, death, and ability drain for a number of rounds equal to character level. | |||
Transmutation | |||
Grants immunity to slow, petrification, and involuntary shapechanging for a number of rounds equal to character level. | |||
</div></div> | |||
=== | ===Spell Changes=== | ||
====General Spell Adjustments==== | |||
Flame Lash | |||
* Changed to 1d6 fire damage + 1d6 per 2 CL | |||
Polarization | |||
* No longer provides damage immunity to Positive Energy | |||
[[Custom_Spells#Hearthfire|Hearthfire]] | |||
* Moved from Bard 1 to Bard 2 | |||
=== | * Moved from Druid 1 to Druid 2 | ||
* Moved from Ranger 1 to Ranger 2 | |||
* | [[Custom_Spells#Curse of Impending Blades|Curse of Impending Blades]] | ||
* | * On failed save, also dispels the effects of Shield, Shield of Faith, and Shield Other from the target | ||
* This change applies to Mass Curse of Impending Blades as well | |||
* | [[Custom_Spells#Virulent Walking Bomb|Virulent Walking Bomb]] | ||
* Caster may now choose an element between Acid, Fire, or Negative Energy | |||
* Moved from Sorcerer 3 to Sorcerer 4 | |||
* Moved from Wizard 3 to Wizard 4 | |||
* | [[Custom_Spells#Devastating Bodyswap|Devastating Bodyswap]] | ||
* Save switched from Will to Fort | |||
* If the caster is a PC, they can only target other PCs or hostile creatures | |||
Lesser Restoration | |||
* Now removes only ability decrease | |||
Remo'''v'''e Curse | |||
* | * Also removes the following bad effects: Ability decrease, Skill decrease, AC decrease, AB decrease, damage decrease, Damage immunity decrease, Saving decrease, Movement Speed decrease | ||
Lunar Bolt | |||
* Inflicts magical damage according to the day of the month | |||
* Minimum damage is 0, at the beginning and end of each months | |||
* Maximum is 4d4 magical damage on the 15th of each month | |||
Summon Storm | |||
* Removed | |||
Wormsight | |||
* Removed | |||
Summon Shadow (Shadow Conjuration) | |||
* If the caster targets themselves, the mental stats of the shadow are locked at the following values: | |||
** Maximum of 11 for Shadow Conjuration | |||
* | ** Maximum of 12 for Greater Shadow Conjuration | ||
** Maximum of 13 for Shades | |||
* If the caster wasn’t the target, or an item was used, the mental stats are locked at 3 | |||
* Shadows are now able to cast low level spells, limited by their mental stats | |||
* | |||
* | |||
* | |||
* | |||
* | |||
'' | |||
* | |||
* | |||
* | |||
* | |||
* | |||
* | |||
* | |||
* | |||
Latest revision as of 17:08, 3 July 2024
General Changes
Skills
- EFU Secondary Skills system has been removed
- All classes now get 2 additional skill point per level
- All classes get access to the following skills:
- Alchemy
- Archaeology
- Astronomy
- Athletics
- Bluff
- Building
- Consecration
- Cooking
- Engineering
- Fishing
- Herbalism
- Intimidate
- Mining
- Painting
- Persuade
- Sailing
- Smithing
- Survival
- Tailoring
Further descriptions are available here.
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.
Archaeology Ability: Intelligence. Requires Training: No. Classes: All. Archaeology is used to locate and preserve antiquities. Use: Selected.
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 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.
Building Ability: Intelligence. Requires Training: No. Classes: All. Building allows you to create shelter and furnishings. Use: Selected.
Consecration Ability: Charisma. Requires Training: No. Classes: All. Consecration allows you to perform prayers and rituals. Use: Selected.
Cooking Ability: Intelligence. Requires Training: No. Classes: All. Cooking is used to create food and drink. Use: Place reagents onto a campfire or stove.
Herbalism Ability: Intelligence. Requires Training: Yes. Classes: All. Herbalism is used to create natural remedies and totems. Use: Place reagents onto an Herbalism Apparatus.
Mining Ability: Wisdom. Requires Training: No. Classes: All. Mining allows you to locate and extract minerals. Use: Selected.
Painting Ability: Charisma. Requires Training: No. Classes: All. Painting allows you to create art. Use: Selected.
Sailing Ability: Wisdom. Requires Training: No. Classes: All. Sailing allows you to navigate bodies of water, reducing the cost of travel. Use: Automatic.
Smithing Ability: Intelligence. Requires Training: No. Classes: All. Smithing allows you to work metal. Use: Selected.
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 Ability: Intelligence. Requires Training: No. Classes: All. Tailoring allows you to weave cloth and manufacture stylish clothes. Use: Selected.
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.
Engineering Ability: Intelligence. Requires Training: Yes. Classes: All. Engineering is used to create mechanical devices. Use: Place reagents onto a Tinker's Apparatus.
Racial changes
Two new options are available
- Stonefolk have been added as a new base race
- Ashfolk have been added as a new application only Halfling subrace
Following races have been removed
- Half-Orc
- Recondite
- Drow
- Half-Drow
- Svirfneblin
- Mongrels
- Deep Orc
Classes
New Classes
- Astrologian, a new arcane spellcasting class with it's own unique feats and spell list
- Fencer, a new martial class that gets bonuses from dexterity and intelligence
Base Class Adjustments
Barbarian
- Barbarian Furors have been Removed
- Barbarians have a new set of pure Barbarian perks to choose from
- Barbarian Rage
- Duration is equal to 7 + CON rounds (previously Wisdom based)
- Bonuses to Strength and Constitution is equal to 4 + 1 per unmodified CHA
- Bonus Barbarian Movement Speed at level 7 has been removed
- Barbarian Physical Damage Immunity
- Level 5: +10% Physical Damage Immunity
- Level 7: +10% Physical Damage Immunity (previously level 8)
Cleric
- New Relic system and unique Cleric feats
- Cleric 3: Relic Sacrifice, consecrate Divine Relics to gain sacrificed relic points
- Cleric 4: Relic Enhance, consecrate your own Divine Relic and enhance its properties permanently.
- Cleric 6: Relic Enchant, consecrate your own Divine Relic with various temporary item properties.
- Cleric 8: Sanctify Item, consecrate any item to be only usable by followers of the Cleric’s deity.
- New Deity worship system
- Entirely new pantheon of local deities has been added
- Bonuses spell effects on creatures that share your Deity
- Clerics get bonuses to Turn Undead the more prominent their deity
- Other possible benefits…
- Clerics have gained access to three new spells
- Death Knell, Necromancy 2
- Living Undeath, Necromancy 3
- Blood to Water, Necromancy 6
- Updates to many existing Domains
Domain Changes
- Creation Primary Domain
- Turn Undead
- Innate: Trackless Step & Animal Friendly (Level 5)
- 1st Circle: Entangle
- 3rd Circle: Spike Growth
- 4th Circle: Barkskin
- Frost Primary Domain
- Turn Undead
- Innate: Resist Energy Cold (Level 5)
- 1st Circle: Ice Dagger
- 3rd Circle: Wall of Ice
- 4th Circle: Ice Storm
- Ooze Primary Domain (previously Secondary domain)
- Turn Undead
- Innate: Resist Energy Acid (Level 5)
- 1st Circle: Grease
- 3rd Circle: Stinking Cloud
- 4th Circle: Evard’s Black Tentacles
- Stars Primary Domain
- Turn Undead
- Innate: Skill Focus Astronomy
- 1st Circle: Project Star Chart
- 2nd Circle: Star Shard
- 4th Circle: Celestial Regeneration
- Blood subdomain
- Innate: Blooded
- 2nd Circle: Heart Clutch
- 3rd Circle: Vampiric Touch
- 4th Circle: Blood Transcription
- 5th Circle: Beltyn’s Burning Blood
- Decay subdomain
- Innate: Spell Focus Necromancy (level 5)
- 2nd Circle: Contagion
- 3rd Circle: Infestation of Maggots
- 5th Circle: Enervation
- Destruction subdomain (previously Primary)
- No longer offers it’s previous turn undead options
- Innate: Skill Focus Engineering
- 3rd Circle: Gas Explosion
- 4th Circle: Horizikaul’s Shout
- 5th Circle: Crumble
- 6th Circle: Disintegrate
- Knowledge subdomain (previously Primary)
- No longer offers it’s previous turn undead options
- Innate: Skill Focus Lore
- 1st Circle: Identify
- 2nd Circle: Knock
- 4th Circle: True Seeing
- 5th Circle: Feeblemind
- 6th Circle: Legend Lore
- Moon subdomain
- Innate: Skill Focus Divination
- 1st Circle: Identify
- 2nd Circle: Invisibility Purge
- 4th Circle: Lunar Bolt
- 5th Circle: Mind Fog
- Poison subdomain
- Innate: Snake Blood (Level 3)
- 2nd Circle: Poison
- 3rd Circle: Quillfire
- 4th Circle: Mass Phantasmal Affliction
- Time subdomain
- 2nd Circle: Slow
- 3rd Circle: Future Pain
- 4th Circle: Haste
- 7th Circle: Time Stop
- Tyranny subdomain
- Innate: Skill Focus Intimidate
- 2nd Circle: Heart Clutch
- 3rd Circle: Dread Seizure
- 4th Circle: Virulent Walking Bomb
- Sand subdomain
- Innate: +5% Movement Speed Increase
- 2nd Circle: Death Armor (Sand)
- 4th Circle: Stoneskin
- 5th Circle: Elemental Shield (Rock)
All Domain updates are viewable here [Domain Spreadsheet]
Druid
- Wild Shape has been removed
- Animal Companions reworked
- Removed Custom EFU animal companion training system
- Choose from the available Animal Companions on level-up, including:
Animal Companions |
---|
Crocodile |
Dire Rat |
Fox |
Giant Spider |
Goat |
Hawk |
Hyena |
Leopard |
Lion |
Lizard |
Scarab |
Tortoise |
Viper |
Wild Dog |
- Druids have gained additional spell slots, bringing them in line with clerics, in addition to the following changes:
- Flame Lash
- Changed to 1d6 fire damage + 1d6 per 2 CL
- Moved from Druid 2 to Druid 1
- Healing Sting
- Moved from Druid 3 to Druid 2
- Crumble
- Moved from Druid 6 to Druid 5
- Drown
- Moved from Druid 6 to Druid 5
- Slay Living
- Moved from Druid 5 to Druid 6
- Flame Lash
- Druids have gained access to a number of new spells
- Sand Splash, Conjuration 1st Circle
- Quick Sand, Conjuration 2nd Circle
- Sand Pillar, Evocation 3rd Circle
- Ice Whip, Evocation 3rd Circle
- Spiderskin, Transmutation 3rd Circle
- Cone of Stone, Conjuration 4th Circle
- Greater Creeping Cold, Transmutation 4th Circle
- Sand Storm, Evocation 5th Circle
- Extract Water Elemental, Transmutation 5th Circle
Ranger
- Animal Companions reworked
- Removed Custom EFU animal companion training system
- Choose from the available Animal Companions on level-up, including:
Animal Companions |
---|
Crocodile |
Dire Rat |
Fox |
Giant Spider |
Goat |
Hawk |
Hyena |
Leopard |
Lion |
Lizard |
Scarab |
Tortoise |
Viper |
Wild Dog |
- Ranger-specific Spell Changes
- Hearthfire has been moved from Ranger 1 to Ranger 2
- Alter Self has been removed from Ranger’s spell list
Rogue
Level 8 Rogue perk Swashbuckler has been renamed to Sand Dancer
Sorcerer
- Losing one spell known, starting at 3rd circle and higher
- 1st and 2nd circles are unaffected
Sorcerer Spells Known by Level | ||||||
---|---|---|---|---|---|---|
Level | 1st | 2nd | 3rd | 4th | 5th | 6th |
1 | 3 | |||||
2 | 3 | |||||
3 | 4 | |||||
4 | 4 | 2 | ||||
5 | 5 | 3 | ||||
6 | 5 | 3 | 1 | |||
7 | 6 | 4 | 2 | |||
8 | 6 | 4 | 2 | 1 | ||
9 | 6 | 5 | 3 | 2 | ||
10 | 6 | 5 | 3 | 2 | 1 | |
11 | 6 | 6 | 4 | 3 | 2 | |
12 | 6 | 6 | 4 | 3 | 2 | 1 |
13 | 6 | 6 | 5 | 4 | 3 | 2 |
- Sorcerers have gained access to a number of new spells
- True Dodge, Divination 1
- Prismatic Flames, Illusion 2
- Phantasmal Affliction, Illusion 2
- Blood Transcription, Necromancy 2
- Mass Phantasmal Affliction, Necromancy 3
- Prismatic Sparks, Illusion 3
- Phantasmal Assault, Illusion 3
- Foiled Future, Divination 3
- Dread Seizure, Necromancy 3
- Mass Foiled Future, Divination 4
- Spiderskin, Transmutation 4
- Hypnotic Pattern, Illusion 5
- Extract Water Elemental, Transmutation 6
General Changes
Commotion
- New chat command /c Commotion
- Checks important or widely-travelled parts of the hub and provides a broad summary of the amount of traffic in those areas.
- Can only be used within said areas.
Simple Weapon Proficiency
- Light Hammer has been moved from Martial Proficiency to Simple Proficiency
- Light Flail has been moved from Martial Proficiency to Simple Proficiency
Warmace base weapon
- Warmace damage dice increased from 2d4 to 3d4
- Warmace critical multiplier reduced from 4 to 3
Summoning Themes
- Light, Celestial, Devil, Infernal & Abyssal themes have been removed
- Added four new evil Djinn Themes: Fire and Blood, Earth and Flesh, Air and Shadow, & Water and Light
Recovery XP disabled.
Item Crafting
Brew Potion, Craft Wand, and Scribe Scroll feats
- Can no longer be bought from NPCs
- When crafted by Arcane spellcasting classes are usable by one another:
- Astrologian
- Bard
- Sorcerer
- Wizard
- When crafted by Divine spellcasting classes are usable by one another:
- Cleric
- Druid
- Paladin
- Ranger
Scribe Scroll
- For every 5 ranks of Painting skill, the cost of scribe scroll is reduced by 1%
- All spells can now be crafted as scrolls.
- Previously, this was not always the case for Druids and Clerics.
- This includes all spells awarded by Cleric Domains.
Feats
Four new feats
- Silken Mail - Gain the effects of Mage Armor on your equipped armor once per day.
- Drifter - Requires Wilderness Survival 5+, and you may rest without a campfire.
- Herald - Requires Persuade 5+, and you make free sendings up to three times per day.
- Arcane Physician - Requires Heal 5+, and increases the effects of all Cure Wounds spells (excluding Minor) by 1 point per 5 Heal skill.
Arcane Defense
Arcane Defense Changes:
Feats retain their vanilla effects, but in addition: Remove the Spell Focus requirement Must be able to cast 1st spell circle in order to take the feat.
Arcane Defense
1/day abilityAbjuration Grants immunity to Lesser Dispel & Dispel Magic for a number of rounds equal to character level.
Conjuration All summons around the caster in a collosal radius roll a will save against the character's level + 15 and are destroyed on a failed save.
Divination Removes all See Invisibility effects and Divination sight spell effects (see invis / true seeing / clair) from all creatures in a collosal area
Enchantment Grants immunity to mind spells for a number of rounds equal to character level.
Evocation Grants +10 Reflex for a number of rounds equal to character level.
Illusion Removes all invisibility effects from all creatures in a collosal area and grants See Invisibility for a number of rounds equal to character level.
Necromancy Grants 50% immmunity to negative energy, and immunity to fear, death, and ability drain for a number of rounds equal to character level.
Transmutation Grants immunity to slow, petrification, and involuntary shapechanging for a number of rounds equal to character level.
Spell Changes
General Spell Adjustments
Flame Lash
- Changed to 1d6 fire damage + 1d6 per 2 CL
Polarization
- No longer provides damage immunity to Positive Energy
- Moved from Bard 1 to Bard 2
- Moved from Druid 1 to Druid 2
- Moved from Ranger 1 to Ranger 2
- On failed save, also dispels the effects of Shield, Shield of Faith, and Shield Other from the target
- This change applies to Mass Curse of Impending Blades as well
- Caster may now choose an element between Acid, Fire, or Negative Energy
- Moved from Sorcerer 3 to Sorcerer 4
- Moved from Wizard 3 to Wizard 4
- Save switched from Will to Fort
- If the caster is a PC, they can only target other PCs or hostile creatures
Lesser Restoration
- Now removes only ability decrease
Remove Curse
- Also removes the following bad effects: Ability decrease, Skill decrease, AC decrease, AB decrease, damage decrease, Damage immunity decrease, Saving decrease, Movement Speed decrease
Lunar Bolt
- Inflicts magical damage according to the day of the month
- Minimum damage is 0, at the beginning and end of each months
- Maximum is 4d4 magical damage on the 15th of each month
Summon Storm
- Removed
Wormsight
- Removed
Summon Shadow (Shadow Conjuration)
- If the caster targets themselves, the mental stats of the shadow are locked at the following values:
- Maximum of 11 for Shadow Conjuration
- Maximum of 12 for Greater Shadow Conjuration
- Maximum of 13 for Shades
- If the caster wasn’t the target, or an item was used, the mental stats are locked at 3
- Shadows are now able to cast low level spells, limited by their mental stats