General Changes & Feat Changes
Jump to navigation
Jump to search
Major EFU Changes
Many changes have been made to EFU: Sands of Intrigue that have no home elsewhere in the Wiki. This is where you can find information on those topics.
Mechanical changes
Change | |
---|---|
Bioware Parties | Bioware Parties have been disabled in EFU. This is for the enjoyment of all players and DMs. |
HP Rolls on Level Up | Characters roll max HP on each level up and it is no longer randomized. |
Starting Level | Characters start at level 2 in the OOC starting area. Level 5 is very easy to reach by performing many of the quests available to starting players. While level 7 is achievable for almost any player, the difficulty will begin to sharply increase from there. Level 10 is sometimes attained by accomplished long-term characters. Levels 11+ are reached only very rarely, by very influential PCs, and require an application to be approved prior to leveling up in-game. |
Saving throws | Saving throws do not auto-fail on rolling 1's, but still auto-succeed on 20's. |
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. |
Resting | Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire and bedroll, 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. |
Spell Effects | Various spell visual effects have been removed/shortened. |
Ability Bonuses | Ability stat bonuses from multiple items do not stack. Bonuses from items and spells will stack |
Stealth | Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. |
Caltrops | Caltrops will not stack when dropped on top of each other. |
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). |
Lethal vs Nonlethal Damage | There are various damage modes (subdual, sparring, blackout, and full damage) all accessible through the Crafting Menu or by using 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. |
Scripted Changes
Change | |
---|---|
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 is either permanent, or normal, depending on the DM's decision. |
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. |
Exploration Random Areas | We have more than a hundred of these, easily. Basically, throughout the course of the day different transitions spawn in different areas that either a solitary PC or a group can explore. Some are insanely challenging, some are nothing more than an empty room with a huge pile of loot. They're fun, but sometimes very deadly. Players often refer to these as "randoms" or simply "explorables". |
Random Ambients | lots of different little small "things" spawn all around the module also. Strange shrines, or deadly plants... etc. |
Rumors | We have a "rumors" system by which we can very easily and dynamically update the rumors that NPCs or placeables mention via our web console. Thus, very often we'll hide lore or plot hints or remarks on player actions in-game. It can be worthwhile to speak with NPCs and read placeables scattered across the module... |
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. |
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 perks may help grant additional bonuses. |
Merchants | Occasionally, special merchants with stores will spawn in-game with discounted or randomly generated wares. They can be found in "explorable" areas that populate across the module. Many of these stores sell mundane, flavorful wares. You might also find something among them worthwhile or something to aid your roleplay, such as collectibles, keys, a bit of lore, or just something sort of interesting or unique. |
Interaction NPCs | Some of the random spawn NPCs in settlements can be interacted for the possibility of a reward, such as an arm-wrestling contest wagering gold. |
Reinforced Gold Chests | In EFU:Sands of Intrigue, occasionally you will encounter 'Reinforced Gold Chests'. A minimum number of players is required to open these chests, requiring more people depending on the size of the chest. This is to provide incentive, and reward for larger parties. In order to open a 'Reinforced Gold Chest', players must gather in close proximity to the chest. Quests that contain these chests will often, but not always, have two types of chest: one chest for a medium sized parties and one chest for large sized parties. |
Gold Piles | In EFU: Sands of Intrigue, many quests feature gold piles that can be found as tiny, small, medium, large, or huge piles. Each pile can be clicked on to receive a random value of gold within a set range, varying depending upon the size of the pile. For example, a small pile might reward you with 25-50 gold, a medium pile with 50-75 gold, and so on. These piles will despawn on use. |
Sacks of Gold | In EFU: Sands of Intrigue, Sacks of Gold can be found in many quests, and can be collected by multiple players. Each player will receive randomized value of gold depending upon the quest. This does not despawn once used, but can only be used once per a quest by each player. |
Treasure Boxes | In EFU: Sands of Intrigue, special reward placeables can be found in quests that reward every player who opens it. These placeables are usually appear as a pile of boxes. Keep an eye out! |
Delivery Order NPCS | As an inversion of Delivery Quests, players can pay for the collection of a randomized package of loot. Several NPCs offering their services for a bit of coin exist throughout the Desert |
Raise Dead | Raise Dead has been disabled for Cleric PCs. Respawn deaths should considered as simply having been seriously injured or knocked out. |
Cleric Spellcasting | Clerics are now Relic Guardians and require you to be attuned to a relic in order to cast spells. You may only attune to a single relic at a time, only once per rest, and they will determine what circle of spells you are able to properly cast. |
Graverobbing | Bash a sealed Sarcophagus and it produces a plundered tomb placeable with a description that tells pcs how it was damaged. Rob tombs or hunt down those who do! |
Falling Damage | Failing climbing checks will generally result in falling damage, which will inflict a significant amount of bludgeoning to your character. This can be lethal if you are reckless enough! |
New Shape Change AI | A new shapechanger AI has been added to appropriate NPCs. |
Sticky Combat Modes | Sticky Combat Modes have been implemented. You may walk around freely with Flurry of Blows, Expertise, Dirty Fighting, Parry, Defensive Casting, and other combat stances. |
New Feats
Feat | Prerequisites | Effect | Silken Mail | None | Gain the effects of Mage Armor on your equipped armor once per day, cast at your character level | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Drifter | Survival 5 Ranks | May rest without a campfire or bedroll | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Herald | Persuade 5 Ranks | May make up to 3 free sendings per rest | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Arcane Physician | Heal 5 Ranks | Increase amount healed by Cure Wounds Spells by 1 points per 5 heal skill
Feat Changes
Encumbrance ChangesEncumbrance limits were increased. Weight capacity has been increased by 10 at each point of Strength below 16. At 16 Strength, capacity is only increased by 5. From 17 Strength onward the values remain consistent with vanilla NWN.
|