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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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|Spell Effects || Various spell visual effects have been removed/shortened. | |Spell Effects || Various spell visual effects have been removed/shortened. | ||
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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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!Feat !! Prerequisites !! Effect | !Feat !! Prerequisites !! Effect | ||
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| | |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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|Drifter || Survival 5 Ranks || May rest without a campfire | |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 || Survival 5 Ranks || May rest without a campfire | |||
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|Herald || Persuade 5 Ranks || May make up to 3 free sendings per rest | |Herald || Persuade 5 Ranks || May make up to 3 free sendings per rest | ||
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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: | |'''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 | Spell Focus is not required to take the feat | ||
Must now be able to cast 1st level spells | Must now be able to cast 1st level spells | ||
Taking the feat grants | Taking the feat grants a unique 1/day ability | ||
</div> | </div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
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Divination | Divination | ||
Removes all See Invisibility effects and Divination | Removes all See Invisibility effects and other perceptive Divination effects (like True Seeing or Clairvoyance) from all creatures in a colossal area | ||
Enchantment | Enchantment | ||
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Illusion | Illusion | ||
Removes all invisibility effects from all creatures in a | 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 | Necromancy | ||
Grants 50% | Grants 50% immunity to negative energy, and immunity to fear, death, and ability drain for a number of rounds equal to character level. | ||
Transmutation | Transmutation | ||
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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 ''' || Perquisite is 8 Base Attack Bonus | |||
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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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|'''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. | |'''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. | ||
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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''' | |'''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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