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(Added Calamities, I was wondering what those auras were.) |
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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, 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. | |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. | | 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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| 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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|'''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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|Silken Mail || None || Gain the effects of Mage Armor on your equipped armor twice per day, cast at your character level | |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 || | |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 || | |Herald || 4 ranks of Persuade || May make sendings at no cost | ||
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|Arcane Physician || | |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. | |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. | |Practiced Spellcaster || None || Your caster level increases by 4, but no higher than your total character level. | ||
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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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| '''Improved Two-weapon Fighting ''' || Prequisite is 8 Base Attack Bonus | | '''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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|'''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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|'''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. | |'''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 weapon group. | |'''Weapon Focus''' || Instead of applying to an individual weapon, this feat now applies to a categorical weapon group. | ||
'''Axes:''' | '''Axes:''' Greataxes, Battleaxes, Dwarven Waraxes, Handaxes, Double Axes, Throwing Axes | ||
'''Heavy Blades:''' | '''Heavy Blades:''' Greatswords, Longswords, Bastard Swords, Katanas, Two-Bladed Swords, Falchions | ||
'''Light Blades:''' | '''Light Blades:''' Shortswords, Scimitars, Daggers, Rapiers, Sickles, Kamas, Kukris, Darts | ||
'''Close Quarters:''' Unarmed, | '''Close Quarters:''' Unarmed Strikes, Quarterstaffs, Creature Weapons, Shurikens, Magic Staffs, Whips | ||
'''Maces and Flails:''' | '''Maces and Flails:''' Maces, War Maces, Light Flails, Heavy Flails, Morningstars, Dire Maces | ||
'''Hammers and Clubs:''' | '''Hammers and Clubs:''' Warhammers, Mauls, Light Hammers, Tools, Clubs | ||
'''Polearms:''' | '''Polearms:''' Halberds, Spears, Short Spears, Tridents, Lances, Scythes | ||
'''Ranged:''' Heavy | '''Ranged:''' Heavy Crossbows, Light Crossbows, Shortbows, Longbows, Slings | ||
|'''Weapon Specialization''' || Instead of applying to an individual weapon, this feat now applies to a weapon group. | |- | ||
|'''Weapon Specialization''' || Instead of applying to an individual weapon, this feat now applies to a categorical weapon group. | |||
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|'''Improved Critical''' || Instead of applying to an individual weapon, this feat now applies to a weapon group. | |'''Improved Critical''' || Instead of applying to an individual weapon, this feat now applies to a categorical weapon group. | ||
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|} | |} | ||
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" | |||
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! Category !! | |||
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|'''Axes''' || Ankus, Greataxe, Battleaxe, Dwarven Waraxe, Handaxe, Double Axe, Throwing Axe | |||
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|'''Heavy Blades''' || Greatsword, Longsword, Bastard Sword, Katana, Double Bladed Sword, Falchion | |||
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|'''Light Blades''' || Shortsword, Scimitar, Dagger, Rapier, Sickle, Kama, Kukri, Throwing Knives | |||
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|'''Close Quarters''' || Bag Nakh, Unarmed, Quarterstaff, Creature Weapons, Shurikens, Magic Staff, Whip, War Fan | |||
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|'''Maces and Flails''' || Light Mace, War Mace, Light Flail, Heavy Flail, Morningstar, Dire Mace | |||
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|'''Hammers and Clubs''' || Warhammer, Maul, Light Hammer, Tools, Club | |||
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|'''Polearms''' || Halberd, Spear, Short Spear, Trident, Lance, Scythe | |||
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|'''Ranged''' || Heavy Crossbow, Light Crossbow, Short Bow, Long Bow, Sling | |||
|} | |||
== Encumbrance Changes == | == Encumbrance Changes == |
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