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=February 2020=
===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">


==02.22==
Alchemy
===v5_1333===
Ability: Intelligence.
* Minor bug fixes
Requires Training: Yes.
* Barbarian Rage now uses base wisdom and charisma to determine duration and furor effects. Eagles Splendor will not effect bonuses, in other words.
Classes: All.
* Shadow summoning theme should work properly
* Planar Fragments discoveries were split into three areas. After doing some investigating crashes may have been caused by large areas. If you still experience them, or suspect them, let me know and please take into account which version (I, II, or III) it is
Alchemy is used to create arcane materials and conduct experiments.
Use: Place reagents onto an Alchemist's Apparatus.


==02.20==
Archaeology
===v5_1331===
Ability: Intelligence.
* Added new 2-6 low level quest
Requires Training: No.
Classes: All.
Archaeology is used to locate and preserve antiquities.
Use: Selected.


==02.19==
Astronomy
===v5_1329===
Ability: Intelligence.
* Only rogues will receive Uncanny Dodge II+
Requires Training: No.
* Changes have been made to the Terrifying Rage Furor
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.


==02.13==
Athletics
===v5_1325===
Ability: Strength.
* Green ash can be combined
Requires Training: No.
* Dirty Yellow Ash is converted to yellow ash at a rate of 3 charges
Classes: All.
* Positivist brewing hopefully fixed for real
Athletics improves your ability to climb and swim.
Check: Each rank increases your ability to climb and swim.
Use: Automatic.


==02.11==
Building
===v5_1324===
Ability: Intelligence.
* Positivist brewing should be fixed
Requires Training: No.
* Potions of Inflict Wounds can now be brewed
Classes: All.
* Ash refiners require only two pouches of ash. Yellow, Orange, and Purple ash can be combined up to 36 charges. Dirty Yellow ash can be combined, for up to 30 charges, into 12 charges of yellow ash as usual.
Building allows you to create shelter and furnishings.
Use: Selected.


==02.06==
Consecration
===v5_1314===
Ability: Charisma.
* A new system to manage merchant stalls has been developed by a member of the community:  
Requires Training: No.
Classes: All.
Consecration allows you to perform prayers and rituals.
Use: Selected.


A new Shopkeeping System has been added, and the old one should be mostly removed. It works a little differently.
Cooking
Now you will be able to select as one of your Player Tools (In the crafting menu) as "Manage Shop Inventory." Using this on an item in your pack will add the item to a registry token that will be created one time called Shop Inventory Token. Using this token, you'll be able to see your list of wares, set prices, and remove the item from the registry. Once you have set up this token, click on a shop stall sign to rent it as normal, and instead of dumping all your things into a box, your wares will be instantly displayed (not removed from your inventory!) in the catalogue. Only items that are in your inventory will be displayed, and once you sell something you can click on the sign and 'refresh' your listing to update it.  
Ability: Intelligence.
Requires Training: No.
Classes: All.
Cooking is used to create food and drink.
Use: Place reagents onto a campfire or stove.


Note, that wares will still display in your token registry until you remove them from it.
Herbalism
It is advised assigning the playertool to a quickslot to quickly add all your wares to a registry with a simple FButton click, then go through and price them all.
Ability: Intelligence.
Please report any bugs that might have been undiscovered in the testing phase!
Requires Training: Yes.
Classes: All.
Herbalism is used to create natural remedies and totems.
Use: Place reagents onto an Herbalism Apparatus.


==02.05==
Mining
===v5_1309===
Ability: Wisdom.
* Sorry for the discovery overspawning. Had tried to make a simple method for us to remove and add themes to the pool. Ought to be fixed for real now
Requires Training: No.
* Witchhunter receives a +5 bonus to alchemy and herbalism
Classes: All.
* Summoned elementals reverted to vanilla models. New ones still causing lag
Mining allows you to locate and extract minerals.
Use: Selected.


==02.04==
Painting
===v5_1308===
Ability: Charisma.
* Repeated hits when subdued will no longer cause packs to drop. This will need to be fully tested. Report strange behavior. In essence, '/c yank_pack' will be the only way to remove a pack now
Requires Training: No.
* Unpredictable Sorcerer can now potentially add fire damage with flame weapon
Classes: All.
Painting allows you to create art.
Use: Selected.


===v5_1306===
Sailing
* Removed Planar Fragments discovery theme to stop crashes while we continue to search for root cause
Ability: Wisdom.
Requires Training: No.
Classes: All.
Sailing allows you to navigate bodies of water, reducing the cost of travel.
Use: Automatic.


===v5_1305===
Smithing
* Added new high level quest Brute Leech Bog 5-11
Ability: Intelligence.
* Moved Brute Leech Bog and Ghylherd Tribe into an explorable theme 'Monsters in the Foothills' which will spawn one or the other per reset (a further high level quest in this area is also in the works, watch this space)
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&nbsp; </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>
=====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 &nbsp;
|-
| 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 &nbsp;
|-
| 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 &nbsp;
|-
! 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
  • 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
  • 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
  • Time subdomain
    • 2nd Circle: Slow
    • 3rd Circle: Future Pain
    • 4th Circle: Haste
    • 7th Circle: Time Stop
  • Tyranny subdomain
  • 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
  • Druids have gained access to a number of new spells
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

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 ability
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.

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

Hearthfire

  • Moved from Bard 1 to Bard 2
  • Moved from Druid 1 to Druid 2
  • Moved from Ranger 1 to Ranger 2

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

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

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

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