Item Changes

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Wands and Scrolls

In order to use charges of higher level spells, you must have sufficiently high class levels. Full spellcasters (cleric, druid, sorcerer, wizard) may use scrolls of twice their level. Bards, Rangers, and Paladins may use scrolls up to their level. ("spell circle"). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in a full spellcasting class, or 4 levels as a Bard. A 1wizard/5fighter multiclass would not be able to use such a wand or scroll, but instead must have 2 wizard (or sorcerer) levels. A 1wizard/5fighter would, however, still be able to use wands with level 1 spells (shield, protection from alignment, etc.). A level 2cleric/3fighter would only be able to use divine wands up to level 4. A level 3 ranger can only use divine wands up to level 3. Etc.

If you have insufficient caster levels to use such a wand or scroll, you will simply be unable to do so but will not lose a charge.

Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 2 wands.

UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don't have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don't make that chance, they then lose a charge. If they do make that 60% chance, they have a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don't lose a charge, as per standard).

UMD has been unchanged in terms of how scrolls work.

Custom Weapons

Short Spear

Base Damage: 1d6
Base Critical Threat: 20/x3
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Simple
Base Weight: 3lb

Falchion

Base Damage: 2d4-1
Base Critical Threat: 18-20/x2
Base Damage Type: Slashing
Weapon Size: Large
Feats Required: Martial
Base Weight: 16lb

Note that the -1 damage is a special property universally applied to falchion items. Falchions without this modification are equivalent in rarity and value to other +1 damage weapons sometimes found in-game.

Great Maul

Base Damage: 1d12
Base Critical Threat: 20/x3
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial
Base Weight: 12lb

War Mace

Base Damage: 2d4
Base Critical Threat: 20/x4
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Exotic
Base Weight: 17lb


Throwables

Many items can be thrown in EFU to produce magical effects. In addition to entirely unique items to EFU, such as Stancebreach or Sparks of Revelation, the Bioware default throwables have been updates as follows.

Alchemist Fire

Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 fire damage to the Target, and +1d4 splash damage to surrounding enemies.

Acid Flasks

Applies +1d4 damage when applied to a weapon ; When throw it deals 1d10 acid damage to the Target, and +1d4 splash damage to surrounding enemies.

Caltrops

Produces a field of caltrops that deal 1d4 damage to all creatures within its effect per a tick, up to a total of 25 total damage before dissipating.