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(Added Calamities, I was wondering what those auras were.) |
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| In-game Clock || In-game hours are twenty seven minutes long outside of game, instead of only two. Turns remain unmodified at one minute outside of game. Everything that was hour-duration in vanilla Neverwinter Nights is now 5 minutes, unless stated otherwise. | | In-game Clock || In-game hours are twenty seven minutes long outside of game, instead of only two. Turns remain unmodified at one minute outside of game. Everything that was hour-duration in vanilla Neverwinter Nights is now 5 minutes, unless stated otherwise. | ||
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|Resting || Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire | |Resting || Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire, or in special "free resting" locations. Free resting is provided by most associations, factions, and in-game properties. You may rest once every 15 minutes. Class benefits for resting exist for Rangers, Druids, and Barbarians. Perks for some classes affect this as well. | ||
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|Rest Tokens || All players now get a rest token. Spellcasters can cast spells on their rest tokens, so long as the spell is 1) non-hostile and 2) has a valid target of 'self'. These spells will then be cast on them when they finish resting so long as the spell is available to the spellcaster, appropriately "using up" the slots. | |||
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|Spell Effects || Various spell visual effects have been removed/shortened. | |Spell Effects || Various spell visual effects have been removed/shortened. | ||
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|Stealth || Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. | |Stealth || Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. | ||
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|Defensive Casting || The DC for defensive casting is DC 15 + level (default) instead of DC 10 + level. There is no longer a -4 penalty to concentration while in melee range | |||
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| Taunt || Taunt is now instant and no longer consumes an action. It is still on a 6-second cooldown. When used, it broadcasts an Attack of Opportunity. | |||
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| Caltrops || Caltrops will not stack when dropped on top of each other. | | Caltrops || Caltrops will not stack when dropped on top of each other. | ||
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| AC Stacking || AC from Bracers will not work if your character has an armor modifier from other sources (such as padded, leather, or metal armors). | | AC Stacking || AC from Bracers will not work if your character has an armor modifier from other sources (such as padded, leather, or metal armors). | ||
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|Small Stature || "Small" creatures, including halfling and gnome characters, no longer receive +1 AB/+1 AC. | |||
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| Lethal vs Nonlethal Damage || There are various damage modes (subdual, sparring, blackout, and full damage) all accessible through the Crafting Menu or by using [https://wiki.efupw.com/index.php?title=Voice_Commands#Subdual Voice Commands]. Blackout mode sends a PC into a special "unconscious" area. You can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is an unavoidable bug due to the game's engine, so be careful. | | Lethal vs Nonlethal Damage || There are various damage modes (subdual, sparring, blackout, and full damage) all accessible through the Crafting Menu or by using [https://wiki.efupw.com/index.php?title=Voice_Commands#Subdual Voice Commands]. Blackout mode sends a PC into a special "unconscious" area. You can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is an unavoidable bug due to the game's engine, so be careful. | ||
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! Change !! | ! Change !! | ||
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|'''DM XP''' ||DM XP can be awarded for many feats: Doing interesting 'things', pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. It is worth noting that DM XP is not a guarantee, but can also be earned if you persevere through a "spiced" quest. Merely being present for an important event may also earn you some XP | |'''DM XP''' ||DM XP can be awarded for many feats: Doing interesting 'things', pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. It is worth noting that DM XP is not a guarantee, but can also be earned if you persevere through a "spiced" quest. Merely being present for an important event may also earn you some XP. | ||
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|'''Delivery Quests'''||We have some pretty basic delivery quests around. Note that the delivery NPC will be marked by our system as part of the quest system, which may lead to some confusion. | |'''Delivery Quests'''||We have some pretty basic delivery quests around. Note that the delivery NPC will be marked by our system as part of the quest system, which may lead to some confusion. | ||
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|'''Rare Spawns'''||There are a variety of rare random monster spawns that can be quite rewarding to kill. Some are "Hero Spawns" (randomly named and titled NPCs), others are just very rare. These famed heroes among monsters may seek out experienced characters that are avoiding their lairs. | |'''Rare Spawns'''||There are a variety of rare random monster spawns that can be quite rewarding to kill. Some are "Hero Spawns" (randomly named and titled NPCs), others are just very rare. These famed heroes among monsters may seek out experienced characters that are avoiding their lairs. | ||
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|'''Calamity Spawns'''|| The Calamity system is centered on the Calamity Harbinger creature. It has an aura that will affect its allies in its domain in a variety of ways, for example: | |||
* Buff them in unique ways | |||
* When they die or damaged, the killer or damager might suffer debuffs or damage | |||
* A combination of the above, and more | |||
There's a very small chance creatures will spawn as Calamity Harbingers (same as how the hero system works, but the chance is smaller). Hero spawns have 1 out of 6 chance to spawn as Calamity Harbingers. | |||
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|'''Scavenging'''||There are a lot of areas that can be "scavenged," particularly with high Search skill. You might spontaneously find nice treasure just lying around or in rubble. Certain [[Rogue_Perks#Treasure_Hunter|perks]] may help grant additional bonuses. | |'''Scavenging'''||There are a lot of areas that can be "scavenged," particularly with high Search skill. You might spontaneously find nice treasure just lying around or in rubble. Certain [[Rogue_Perks#Treasure_Hunter|perks]] may help grant additional bonuses. | ||
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!Feat !! Prerequisites !! Effect | !Feat !! Prerequisites !! Effect | ||
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|Drifter || Survival | |Arcane Armor Training || Light Armor Proficiency and ability to cast 1st-level spells || Reduce the arcane spell failure chance due to the armor you are wearing by up to 15% | ||
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|Arcane Armor Mastery || Medium Armor Proficiency, Arcane Armor Training and ability to cast 1st-level spells|| Reduce the arcane spell failure chance due to the armor you are wearing by up to 30%. This value replaces and does not stack with Arcane Armor Training | |||
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|Silken Mail || None || Gain the effects of Mage Armor on your equipped armor twice per day, cast at your character level | |||
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|Drifter || 4 ranks of Survival || May rest without a campfire, gain a small amount of gold on completing Exploration Random Areas. | |||
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|Herald || 4 ranks of Persuade || May make sendings at no cost | |||
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|Arcane Physician || 4 ranks of Heal || Increase amount healed by Cure Wounds Spells by 1 points per 5 heal skill | |||
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|Torch Fighter || None || You are an intrepid explorer accustomed to delving into dark and forgotten places. You have learned to turn your trusty torch, and source of light, into a deadly weapon. While holding a torch your melee attacks deal 1d6 fire damage. You cannot use this ability while fighting unarmed. | |||
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| | |Practiced Spellcaster || None || Your caster level increases by 4, but no higher than your total character level. | ||
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| | |Fight or Flight || 4 ranks of Athletics || You are light on your feet, able to chase down prey, or turn and run on a moment's notice. Once per day, gain +50% movement speed for one round per 5 ranks in athletics. At 5th level this improves to Haste. | ||
|} | |} | ||
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! Change !! | ! Change !! | ||
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|'''Ambidexterity''' || Pre-requisite is 14 DEX, instead of 15 DEX. | |||
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|'''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;">In addition to vanilla effects and some custom effects still listed on the [[Spell Focus]] page: | |||
Spell Focus is not required to take the feat | |||
Must now be able to cast 1st level spells | |||
Taking the feat grants a unique 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 colossal 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 other perceptive Divination effects (like True Seeing or Clairvoyance) from all creatures in a colossal 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 colossal area and grants See Invisibility for a number of rounds equal to character level. | |||
Necromancy | |||
Grants 50% immunity 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> | |||
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|'''Blooded''' || Additionally grants +1 Fortitude and increases chances of stabilizing when bleeding out (stacks with the Rogue [[Rogue_Perks#Survivor|Survivor]] perk) | |'''Blooded''' || Additionally grants +1 Fortitude and increases chances of stabilizing when bleeding out (stacks with the Rogue [[Rogue_Perks#Survivor|Survivor]] perk) | ||
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|'''Brew Potion''' || Brewing potions has been streamlined and made more efficient in EFU. You can purchase a Potion Cauldron to create | |'''Brew Potion''' || Brewing potions has been streamlined and made more efficient in EFU. You can purchase a Potion Cauldron to create potions (the number of potions you can brew at a time using the cauldron is determined by character level) from a single spell-cast or use a Brewer's Elixir to check the maximum cost of brewing each potion. To use either, simply cast the spell onto the item. Brewing costs are randomized, but never exceed the Elixir's maximum, and are reduced by your Alchemy skill. Potion Cauldrons are also affected by your level, determining how many potions you can brew at once. Paladins and Rangers can only brew one potion at a time, even with a potion cauldron. Brewing does not cost XP on EFU. | ||
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|'''Bullheaded''' || Additionally grants 1d12 temporary HP on rest | |'''Bullheaded''' || Additionally grants 1d12 temporary HP on rest | ||
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|'''Combat Casting''' || | |'''Combat Casting''' || Provides a flat +4 Concentration and makes Mage Armor undispelable. | ||
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|'''Courteous Magocracy''' || Additionally grants +2 Persuade | |'''Courteous Magocracy''' || Additionally grants +2 Persuade | ||
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|'''Craft Wand''' ||To avoid having to spend a large amount of resources experimenting, EFU has Crafting Scepters that can be found in-game and used to determine the maximum crafting cost of each wand. Prices differ depending on the same formulas described for Brew Potion (excluding Appraise benefits). | |'''Craft Wand''' ||To avoid having to spend a large amount of resources experimenting, EFU has Crafting Scepters that can be found in-game and used to determine the maximum crafting cost of each wand. Prices differ depending on the same formulas described for Brew Potion (excluding Appraise benefits). Crafting does not cost XP on EFU. | ||
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|'''Disarm & Improved Disarm''' || No longer provides bonus AB based on the difference between combatants' weapon size categories. | |'''Disarm & Improved Disarm''' || No longer provides bonus AB based on the difference between combatants' weapon size categories. | ||
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| '''Dual-Wield & Two-Weapon Fighting''' || The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist's Fire duplicated to off-hand weapon when cast on your main weapon. | | '''Dual-Wield & Two-Weapon Fighting''' || The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist's Fire duplicated to off-hand weapon when cast on your main weapon. | ||
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| '''Improved Two-weapon Fighting ''' || Prequisite is 8 Base Attack Bonus | |||
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|'''Evasion''' || Evasion now requires the character to be wearing Light Armor or below. It also requires that you not be under the effect of a disable that stops you from taking move actions (Confusion, Domination, Paralyze, etc) | |||
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|'''Expertise''' || +3 bonus to AC, -3 penalty to AB | |'''Expertise''' || +3 bonus to AC, -3 penalty to AB | ||
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'''Fire''' - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made. | '''Fire''' - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made. | ||
'''Cold''' - Damaged targets make a saving throw or suffer Slow for one round. | '''Cold''' - Damaged targets make a saving throw or suffer Slow for one round. | ||
'''Acid''' - Damaged targets make a save throw or experience -2 | '''Acid''' - Damaged targets make a save throw or experience -2 Armor Class for 1d6 rounds. | ||
'''Electrical''' - Damaged targets spread 1d4 electrical damage to other nearby targets. | '''Electrical''' - Damaged targets spread 1d4 electrical damage to other nearby targets. | ||
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| '''Improved Critical''' || Perquisite is 6 Base Attack Bonus | |||
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| '''Improved Knock-down ''' || Perquisite is 6 Base Attack Bonus | |||
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|'''Power Attack''' || +3 bonus to attack damage, -3 penalty to AB | |'''Power Attack''' || +3 bonus to attack damage, -3 penalty to AB | ||
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|'''Improved Power Attack''' || +6 bonus to attack damage, -6 penalty to AB | |'''Improved Power Attack''' || +6 bonus to attack damage, -6 penalty to AB | ||
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|'''Scribe Scroll''' ||The addition of the Inkwell Arcana, an item that can be found in-game and used to determine the price each inscribing of a scroll will cost you. | |'''Luck of the Heroes''' || Renamed to Fortunate | ||
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|'''Scribe Scroll''' ||The addition of the Inkwell Arcana, an item that can be found in-game and used to determine the price each inscribing of a scroll will cost you. Scribing does not cost XP on EFU. | |||
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| '''Resist Disease''' || Having the feat Resist Disease grants 3/+1 DR while in the Gutters. | | '''Resist Disease''' || Having the feat Resist Disease grants 3/+1 DR while in the Gutters. | ||
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| '''Resist Energy''' || Pre-requisite is five fortitude save. | |||
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|'''Silent Spell''' || Having the Silent Spell feat passively negates spell failure when underwater. | |'''Silent Spell''' || Having the Silent Spell feat passively negates spell failure when underwater. | ||
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|'''Snake Blood''' || Additionally grants the "Use Poison" feat | |'''Snake Blood''' || Additionally grants the "Use Poison" feat | ||
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|'''Spring Attack''' || All pre-requisites are removed and can be taken at any level - i.e. dexterity 13+, dodge, mobility, base attack bonus +4 are NOT required. | |||
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|'''Still Spell''' || Having the Still Spell feat passively negates spell failure from limb loss. | |'''Still Spell''' || Having the Still Spell feat passively negates spell failure from limb loss. | ||
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|'''Stunning Fist''' || Duration is, properly, 12 seconds to match the original duration prior to Beamdog's change | |'''Stunning Fist''' || Duration is, properly, 12 seconds to match the original duration prior to Beamdog's change | ||
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|'''Turn Undead''' | |'''Thug''' || Extends the duration of Barbarian Rage to add 1round/Barbarian level not 1/2 levels. Provides access to special items on certain merchants. | ||
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|'''Turn Undead''' || Clerics use a custom, unique system in EfU. See [[Turn Undead]] for more information related to this feat. Paladin Turn Undead remains unchanged. | |||
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|'''Weapon Focus''' || Instead of applying to an individual weapon, this feat now applies to a categorical weapon group. | |||
'''Axes:''' Greataxes, Battleaxes, Dwarven Waraxes, Handaxes, Double Axes, Throwing Axes | |||
'''Heavy Blades:''' Greatswords, Longswords, Bastard Swords, Katanas, Two-Bladed Swords, Falchions | |||
'''Light Blades:''' Shortswords, Scimitars, Daggers, Rapiers, Sickles, Kamas, Kukris, Darts | |||
'''Close Quarters:''' Unarmed Strikes, Quarterstaffs, Creature Weapons, Shurikens, Magic Staffs, Whips | |||
'''Maces and Flails:''' Maces, War Maces, Light Flails, Heavy Flails, Morningstars, Dire Maces | |||
'''Hammers and Clubs:''' Warhammers, Mauls, Light Hammers, Tools, Clubs | |||
'''Polearms:''' Halberds, Spears, Short Spears, Tridents, Lances, Scythes | |||
'''Ranged:''' Heavy Crossbows, Light Crossbows, Shortbows, Longbows, Slings | |||
|- | |||
|'''Weapon Specialization''' || Instead of applying to an individual weapon, this feat now applies to a categorical weapon group. | |||
|- | |||
|'''Improved Critical''' || Instead of applying to an individual weapon, this feat now applies to a categorical weapon group. | |||
|- | |||
|} | |} | ||
Weapon Focus/Weapon Spec/Imp Crit feats are now chosen per weapon group, not individual weapon. The benefits of these feats apply to the group. | |||
== Weapon Groups== | |||
{| class="wikitable" | |||
|- | |||
! Category !! | |||
|- | |||
|'''Axes''' || Ankus, Greataxe, Battleaxe, Dwarven Waraxe, Handaxe, Double Axe, Throwing Axe | |||
|- | |||
|'''Heavy Blades''' || Greatsword, Longsword, Bastard Sword, Katana, Double Bladed Sword, Falchion | |||
|- | |||
|'''Light Blades''' || Shortsword, Scimitar, Dagger, Rapier, Sickle, Kama, Kukri, Throwing Knives | |||
|- | |||
|'''Close Quarters''' || Bag Nakh, Unarmed, Quarterstaff, Creature Weapons, Shurikens, Magic Staff, Whip, War Fan | |||
|- | |||
|'''Maces and Flails''' || Light Mace, War Mace, Light Flail, Heavy Flail, Morningstar, Dire Mace | |||
|- | |||
|'''Hammers and Clubs''' || Warhammer, Maul, Light Hammer, Tools, Club | |||
|- | |||
|'''Polearms''' || Halberd, Spear, Short Spear, Trident, Lance, Scythe | |||
|- | |||
|'''Ranged''' || Heavy Crossbow, Light Crossbow, Short Bow, Long Bow, Sling | |||
|} | |||
== Encumbrance Changes == | == Encumbrance Changes == |
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