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Messages - Relinquish

#1
Screen Shots & Obituaries /
July 18, 2012, 04:37:21 PM
Quote from: Spiffy Has;296386To old veterans of EFU, the Screenshot of using INFESTATION OF MAGGOTS on Ice Elementals is an skill perfected by our friend Mr. Oroborous.


It's also a huge bug.
#2
General Discussion /
July 17, 2012, 02:42:25 PM
I've had deaths that were deemed "acceptable and fine" by DMs where the interaction was nothing more than 15 minutes with no prior interactions. It's when I hear my characters death was legitimate by a DM under circumstances like this when PvP etiquette becomes something of a joke.
#3
Suggestions /
July 11, 2012, 04:30:15 AM
Unless you are some sort of fish-creature the shark is easily going to outmaneuver your fullplate fighter underwater. And I recall certain aquatic subraces receiving perma-haste underwater.
#4
Bug Reports /
June 26, 2012, 07:17:57 PM
Try resting?
#5
Bug Reports /
June 01, 2012, 06:17:02 AM
Ranger/Barbarian speed does work underwater, you do move faster.

Futzing equipping shield/armor/weapon tends to reset any bugs with movement speed underwater.
#6
Bug Reports /
May 21, 2012, 06:26:02 AM
Quote from: BigMudders;288877The same goes for Caermyn bunks. I don't know about retainers, but associates are unable to use these.

you have to pay, talk to the guy behind the desk
#7
Bug Reports /
May 19, 2012, 04:23:41 AM
Being in old stones lowers your vs fear saves, may be the case.
#8
Bug Reports /
May 03, 2012, 05:46:55 PM
If you receive the bonus in the specific area it shows up on the character sheet. Many areas are probably difficult to mark as indoors or forgotten to be.
#9
Bug Reports /
April 30, 2012, 03:49:19 AM
Still happens
#10
General Discussion /
April 24, 2012, 11:16:23 PM
Pretty much, what you see is what you get.
#11
General Discussion /
April 21, 2012, 06:19:40 AM
Quote from: Caster13;284546Sorcerer Background: A Drop of Shadow

Somewhere down your ancestral line, shadow and darkness was introduced into your bloodline. How or why? You don't know and perhaps you wouldn't dare to know. You just know that when you pluck at the strings of the Weave, the Weave responds by allow shadows and darkness to flow through you.

Level 1: +2 vs. negative energy, +2 vs. fear

Level 5: Ultravision (5) 1/day, Darkness (2) 3/day

Level 8: Immune to effects of the Old Stones Darkness

I like it, but I'll suggest some adjustments to the bonuses.

Level 1. Immune to Old Stones Effects
Level 5. +2 vs negative/fear
Level 8 1/day Greater Shadow Conjuration, 1/day Shadow Conjuration
#12
Bug Reports /
April 21, 2012, 02:52:24 AM
#13
General Discussion /
April 21, 2012, 01:18:12 AM
Fighter Perk
Title: Mages Custodian
Description: Wherever mages go, they are often followed by servants whom are more martially inclined. While these servants are unable to produce their own spells, they have an uncanny familiarity with them. Always eager to clean up after a messy alchemist or escort a fragile mage in search of lost knowledge.

Level 1: 10 Spell Resistance +3 Spellcraft
Level 5: +2 Saves VS Spells
Level 8: 16 Spell Resistance
#14
General Discussion /
April 18, 2012, 02:15:41 PM
QuoteIf you are playing a paladin/cleric/druid, there are RP elements involved such as oaths, and dogmas, to follow. These classes are reliant on deities for the source of their powers, and if they betray the deity, or fail to earn their powers, they can lose them.

This is generally well known, but for the sake of clarity, here is a brief explanation of some of the elements involved!

Paladins

Paladins are possibly the most demanding class. They not only have to answer to their deity's dogmatic needs, but also uphold their oaths of paladin conduct.

Fealty

Paladins must uphold the teachings of their deity. This does not mean street preaching, but they must live their lives and exhibit themselves in their deities image. They must obey the tenets of their god. They must strive to act in a manner that is in the interest of their god.

For example, a paladin of Lathander who is miserable and hopeless will no longer be a paladin of Lathander. A paladin of Torm who is reluctant to combat evil will no longer be a paladin of Torm, etc.

Courtesy

A paladin must conduct themselves with a modicum of proper behavior. They are expected to be respectful of others. A paladin who routinely spreads slander and speaks ill of others behind their backs could lose powers. A paladin who engages in street brawls could lose their powers.

This does not mean a paladin has to be a nicey nicey patsy, they just must behave with a semblance of dignity. They are the 'elite' representatives of their faith and are expected to act as such.

For example, a paladin of Torm who spreads words around town about how much he hates a local Banite, and spreads tales about his ill behavior without proof, could lose powers.

On the other hand, if the same paladin openly speaks plainly of foul deeds comitted by the Banite, and urges others to be cautious against, or take actions against, the Banite, is fine.

Basically, confrontation is ok, but shit-talking is not. Likewise, a paladin who gets in arguments and fisticuffs with local thugs could lose power, but one who engages in honorable duals or fights to defend themselves is fine.

Honesty

A paladin is expected to be honest in words and deeds. Paladins can not lie under any circumstances. They may choose to not speak at all, as opposed to lying. They also can not practice deceit. Disguising themselves in order to sow discontent among their rivals is dishonest.

A paladin may 'disguise' themselves so as not to be seen immediately for who they are, but they may not use this to their advantage, by pretending to be someone else when confronted, or to perform actions in the guise of another, or an unknown.

For example, a paladin, if captured, and asked by the enemy where to find the undefended leader of the paladin's group, can not lie, but may refuse to answer.

A paladin may wear a large cloak over his head to pass through an unfriendly town unmolested, but they may not wear the cloak in order to hand out notices signed by a false name, or to spread word about their rivals crimes while pretending to be a local thug.

Valor

A paladin is expected to be courageous, both in battle and out. While retreat is, at times, the only sensible option, if a paladin routinely flees prematurely, or flees in a manner that endangers his companions, he could lose his paladinhood. Likewise, a paladin is expected to be brave in representing his faith, and standing up against his enemies out of battle as well.

For example, a paladin who flees a powerful orc once he takes a solid blow, and thus allows the orc to slay his companions, could lose powers. If a paladin finds himself surrounded by powerful orcs, with no hope for victory, he may retreat honorably, but still must take care to see that his retreat does not cause loss of innocent lives.

Likewise, a paladin who becomes meek and timid when confronted by representatives of rival faiths, could lose powers.

Honor

Honor is everyting to a paladin, at times almost to a fault. He is expected to be respectful to all, even his enemies. No pissing on their corpses for the paladin. He is also expected to be willing to go all the way to see that his honor is maintained. He will always keep his word once given, or die trying.

For example, if an enemy he has defeated behaved courageously in his own way, a paladin might even adhere to his dying wish, or see a proper burial performed. A paladin will never desecrate the dead.

If a paladin is challenged to a duel by someone of similar ability, he must accept. If, say, a drunken commoner well beneath him challenges him, he may turn away, as this shows greater honor than beating the man.

Some more specific examples things a paladin will and will not do...

- Will not work alongside evil people, in any way. A paladin may meet with them, or have conversations, but nothing that remotely benefits the evil one is allowed, including plotting, questing, giving them gold, etc.

- Will not break his word without giving full effort to uphold it.

- Will not lie or deceive.

- Will not attack, or harm in any way, an innocent.

- Will not torture in any way, for any reason.

- Will not break the law, unless the law is unjust or in conflict with their deity's dogma. Even then, they will strive to see it overturned without breaking it.

- Will never betray a friend, ever.

- Will never take dirty money or items, or otherwise enrich themselves off the misdeeds of others.

- Will not desecrate the dead in any manner.

- Will not attack or kill an unarmed, and/or unaware foe.

- Will not use poisons to defeat an enemy.

- Will obviously not steal, murder, etc.

go go copy paste
http://www.escapefromundeath.com/forums/showthread.php?t=32474
#15
Bug Reports /
April 15, 2012, 01:58:52 AM
According to this glyph of warding got a pretty hefty upgrade. But it has never ever worked. If this is to be fixed to work as a functional spell, I don't think giving clerics a "fireball" spell makes sense, especially that two domains give the spell a circle lower.