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====Skills==== | ====Skills==== | ||
* EFU Secondary Skills system has been removed | * EFU Secondary Skills system has been removed | ||
* All classes now get | * All classes now get 2 additional skill point per level | ||
* All classes get access to the following skills: | * All classes get access to the following skills: | ||
** Alchemy | ** Alchemy | ||
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Alchemy | Alchemy | ||
Ability: | Ability: Intelligence. | ||
Requires Training: Yes. | Requires Training: Yes. | ||
Classes: All. | Classes: All. | ||
Line 36: | Line 36: | ||
Archaeology | Archaeology | ||
Ability: | Ability: Intelligence. | ||
Requires Training: No. | Requires Training: No. | ||
Classes: All. | Classes: All. | ||
Line 45: | Line 45: | ||
Astronomy | Astronomy | ||
Ability: | Ability: Intelligence. | ||
Requires Training: No. | Requires Training: No. | ||
Classes: All. | Classes: All. | ||
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Cooking | Cooking | ||
Ability: | Ability: Intelligence. | ||
Requires Training: No. | Requires Training: No. | ||
Classes: All. | Classes: All. | ||
Line 91: | Line 91: | ||
Herbalism | Herbalism | ||
Ability: | Ability: Intelligence. | ||
Requires Training: Yes. | Requires Training: Yes. | ||
Classes: All. | Classes: All. | ||
Line 163: | Line 163: | ||
Engineering | Engineering | ||
Ability: | Ability: Intelligence. | ||
Requires Training: Yes. | Requires Training: Yes. | ||
Classes: All. | Classes: All. | ||
Line 188: | Line 188: | ||
====New Classes==== | ====New Classes==== | ||
* [[Astrologian]], a new arcane spellcasting class with it's own unique feats and spell list | * [[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==== | ====Base Class Adjustments==== | ||
=====Barbarian===== | =====Barbarian===== | ||
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** Clerics get bonuses to Turn Undead the more prominent their deity | ** Clerics get bonuses to Turn Undead the more prominent their deity | ||
** Other possible benefits… | ** Other possible benefits… | ||
* Clerics have gained access to three new spells | * Clerics have gained access to three new spells | ||
** [[Custom_Spells#Death_Knell|Death Knell]], Necromancy 2 | ** [[Custom_Spells#Death_Knell|Death Knell]], Necromancy 2 | ||
Line 462: | Line 460: | ||
* Light, Celestial, Devil, Infernal & Abyssal themes have been removed | * 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 | * Added four new evil Djinn Themes: Fire and Blood, Earth and Flesh, Air and Shadow, & Water and Light | ||
Recovery XP | Recovery XP disabled. | ||
=====Item Crafting===== | =====Item Crafting===== | ||
Brew Potion, Craft Wand, and Scribe Scroll feats | Brew Potion, Craft Wand, and Scribe Scroll feats | ||
Line 481: | Line 479: | ||
** Previously, this was not always the case for Druids and Clerics. | ** Previously, this was not always the case for Druids and Clerics. | ||
** This includes all spells awarded by Cleric Domains. | ** This includes all spells awarded by Cleric Domains. | ||
=====Feats | =====Feats===== | ||
Four new feats | Four new feats | ||
* [[Silken Mail]] - Gain the effects of Mage Armor on your equipped armor once per day. | * [[General_Changes_%26_Feat_Changes#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 | * [[General_Changes_%26_Feat_Changes#New_Feats|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. | * [[General_Changes_%26_Feat_Changes#New_Feats|Herald]] - Requires Persuade 5+, and you make free sendings up to three times per day. | ||
* [[Arcane Physician]] - Requires Heal 5+, and increases Cure Wounds spells | * [[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 | 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: | <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 | Remove the Spell Focus requirement | ||
Must be able to cast | Must be able to cast 1st spell circle in order to take the feat. | ||
Arcane Defense | Arcane Defense | ||
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* If the caster wasn’t the target, or an item was used, the mental stats are locked at 3 | * 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 | * 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