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Show posts MenuQuoteNew Domains
That's right! We are addingtwenty twothirty three (see the reply) new domains, designed specifically for Escape from Underdark. These are entirely optional, and can be accessed simply by downloading a "domains.2da" override and unzipping it into your NWN override directory.
This new "domains.2da" override adds the following exciting new domains:Racial Powers
- Chaos Domain
Spells: Cloud of Bewilderment (3), Confusion (5)
Abilities: Turn Outsiders.- Luck Domain
Spells: True Strike (1), Bestow Curse (2), Protection from Spells (6)
Abilities: Defensive Roll.- Law Domain
Spells: Clarity (2), Hold Monster (5)
Abilities: Turn Outsiders.- Ooze Domain
Spells: Grease (1), Stinking Cloud (3), Evard's Black Tentacles (4)
Abilities: Command Slimes.- Cavern Domain
Spells: Darkness (1), One with the Land (2), Call Lightning (4)
Abilities: Once/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.- Darkness Domain
Spells: Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4)
Abilities: Ultravision, once/day.- Hatred Domain
Spells: Bestow Curse (2), Inflict Critical Wounds (3), Harm (5)
Abilities: Once/day, target a particular enemy to gain a +1 AB bonus and a +1 Negative Energy damage bonus, both versus their racial type, that last for one round/level.- Metal Domain
Spells: Shelgarn's Persistent Blade (1), Darkfire (2), Keen Edge (5)
Abilities: Once/day, add temporary fire damage to your weapon for one round/level: +1 Fire damage for non-hammer weapons, and +1d4 Fire damage for hammers. This should stack with Darkfire.- Portal Domain
Spells: Summon Creature III (2), Dismissal (3), Displacement (4)
Abilities: Portal Sense -- supernatural ability to detect nearby hidden portals using Wisdom.- Spider Domain
Spells: Web (1), Poison (3)
Abilities: Command Spiders.- Drow Domain
Spells: Charm Person (2), Clairvoyance & Clairaudience (3), Improved Invisibility (5)
Abilities: Racial Power.- Orc Domain
Spells: Prayer (2), Blood Frenzy (3), War Cry (5)
Abilities: Racial Power.- Dwarf Domain
Spells: Glyph of Warding (2), Greater Magic Weapon (3)
Abilities: Racial Power.- Elf Domain
Spells: True Strike (1), Cat's Grace (2)
Abilities: Racial Power.- Halfling Domain
Spells: Cat's Grace (2), Freedom of Movement (3)
Abilities: Racial Power.- Gnome Domain
Spells: Color Spray (1), Displacement (3)
Abilities: Racial Power.- Illusion Domain
Spells: Invisibility (2), Displacement (3), Phantasmal Killer (4)
Abilities:- Spells Domain
Spells: Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6)
Abilities:- Reptilian Domain
Spells: Magic Fang (1), Greater Magic Fang (2), Poison (3)
Abilities: Command Lizards.- Undeath Domain
Spells: Stone Bones (1), Negative Energy Burst (3)
Abilities: Turning Boost -- same as Sun domain.- Sea Caves Domain
Spells: Ironguts (1), Drown (5)
Abilities: Underwater Breathing -- boosts the length of time which you can stay underwater before drowning.- Fungus Domain
Spells: Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5)
Abilities:
Certain racial domains grant a once/day racial power. This power grants a temporary +1 AB and +1 save bonus versus fear, plus +1 to whatever that race's associated stat is (STR for orcs, CON for dwarves, DEX for elves/drow and halflings, INT for gnomes), and +2 AB versus that race's favored enemy (Elves for orcs and drow, Orcs for dwarves and elves, Goblins for halflings, and Kobolds for gnomes) for all friendly members of that race within 30ft, lasting one round/level. Racial powers are unlocked via Crafting Menu -> Player Tools.
Ooh! How do I get it?
To get the new domains, simply download the following "domains.2da" file, unzip it, and put it in the "override" directory inside your NWN folder. If you already have the Luck Domain override, you should be able to overwrite it -- the Luck Domain is included with the others in this package.
Do I now need this to play on EfU?
No! It is entirely optional. You simply won't be able to create a character using the new domains if you don't have the override.
Will these new domains work elsewhere?
Simply put, no. The new domains will not work at all on other servers -- such servers will likely reject the character immediately. They may work to a certain extent in single player, but the domain abilities will not be available.
QuoteRogue[/hide]
Rogue on EFU is a very versatile class, able to fill a lot of different roles. Although it works well in combination as a multiclass, the EFU DM team would give this additional incentive to remain pure and help better realize your character's concept through sixteen new perks added specifically for rogues - as a bonus to the selection already available.
Some of them have additional bonuses if you play a pure rogue (PRC allowed), some of them only work if you play pure and all of them are selectable at your leisure from the time you hit the required level (as a rogue).
You may only select one level 5 perk and one level 8 perk. Once taken, they are yours even if you drop a few levels.
Level 5 perks:
[indent]Diplomat
[indent]"You have made a living of moving in diplomatic circles, adapting to the social climate and improving your own skills in the same."
Bonus: +2 Bluff, Intimidate, Persuade[/indent]
Engineer
[indent]"Mechanical contraptions and magical devices have always fascinated you. From an early age you have been fiddling with different devices, enough to know a bit more than your peers on how to avoid wrecking such."
Bonus: +1 Disable Trap, +1 Open Lock, +1 Use Magic Device
Pure Bonus: 1 random throwable object each reset.[/indent]
Locksmith
[indent]"The study of locks - particularly belonging to others - has drawn you to it. You know the trademarks of the best locks in Faerun and have picked a few yourself."
Bonus: +3 Open Lock
Pure Bonus: +1 Thieves' Tools each reset.[/indent]
Poisoner
[indent]"Few things are as deadly or as promising as the poisoner's arts. Through careful study you have learnt to apply poison and your failures have given you an increased resistance to being poisoned."
Bonus: +2 vs Poison
Pure Bonus: 1 random poison each reset, Use Poison Ability[/indent]
Smuggler
[indent]"Transferring illegal contraband from one place to another is a thrill you chase. Whether successful or not, you have learnt enough to carry on with the trade and how to avoid getting caught with contraband that'll see you dead."
Bonus: +3 Pick Pocket
Pure Bonus: Able to better hide items when being searched.[/indent]
Thief
[indent]"Personal property is a foreign word to you and so you pay it no heed. Whether a two-story man, cutpurse or enterprising looter, you know how to open locks people make much effort to keep locked and get away with the contents."
Bonus: +2 Open Lock, +1 Hide and Move Silently[/indent]
Trapsmith
[indent]"The careful application of a length of wire, the keeping of tension where the thread is cut, the concealed manner of placement - you know a lot about traps and it keeps you alive."
Bonus: +2 Disable Trap, +2 Set Trap, +2 Search
Pure Bonus: 1 random trap each reset.[/indent][/indent]
Level 8 perks:
All these perks require you to remain pure.
[indent]Archaeologist
[indent]"Delving into old ruins, studying lost civilization and uncovering strange artifacts, the life of an archaeologist enticed you from the beginning and over time you have only grown more experienced in studying ancient ruins, searching for the lost."
Perk bonuses: +2 Disable Trap, +2 Lore, +2 Search, +2 Spot, +4 Saving Throw vs Traps (All).[/indent]
Athletic
[indent]"Chased throughout childhood and being on the run have given you increased speed as a trait of survival. A standing motto for you have always been to be a bit faster than the slowest of the group."
Perk bonus: +10% movement speed.[/indent]
Commander
[indent]"You were born with an influence that touched others, meant to lead in noble campaigns or ruthless slaughter. When the world is in chaos and danger near, you are the one they look to for inspiration."
Perk bonus:QuoteCommand 1/day[/indent]
Provide bonuses to companions around you and yourself.
+1 AB, +1 AC, +5% movement speed, +10 temporary hitpoints, +2 will, +2 concentration, +2 discipline, 5/+1 Damage Reduction for 10 damage.
Lasts 60s.
Merchant Lord
[indent]"Coin and commerce, both are words that you learnt the meaning of long ago. Now you are an enterprising individual through which the currency flows, a person of repute in circles coveting gold."
Perk Bonuses: +4 Appraise, 2d20 gp each rest.[/indent]
Politician
[indent]"Your character's ordeals and trials in the game of politics have paid off, giving you increased presence. Your character receives +2 charisma to represent his force of personality."
Perk bonus: +2 Charisma / additional In-Game consideration.[/indent]
Scout
[indent]"A life in the wilderness has become yours by choice or force. Whether a nomad or a hired scout, you have grown fond of the wilds and your place in it, at the point where animals consider you one of them and leave you alone for the most parts."
Perk bonuses: +2 Hide, +2 Move Silently, Animals don't attack you.[/indent]
Shadow
[indent]"Years of elusive play has made you a part of the background, more easily concealed in both day and night."
Perk bonuses: 10% Concealment, +3 Hide, +3 Move Silently.[/indent]
Swashbuckler
[indent]"A swift cut here, a taunt there and an impossible backflip that leaves you out of harm's way - the way of a Swashbuckler. You have learnt the art of fighting a style that most consider mere theatrics than actual swordplay. Of course, you know better."
Perk bonus:QuoteSwashbuckling 1/day[/indent]
Get bonuses and penalty depending on number of enemies nearby:
0-1: +1 AB, +1 AC, -1 damage.
2-3: +2 AB, +2 AC, -2 damage.
4+ : +3 AB, +3 AC, +1 attack a round, -3 damage.
Lasts 60s.
Thug
[indent]"Your character has survived a tough life in the streets and the fights have paid off. You are able to shrug off some damage and strike with more precision."
Perk bonuses: +1 AB, 2/+4 DR, 10 temporary hitpoints after rest.[/indent][/indent]
QuoteHenceforth, bards will be able to acquire songbooks in which they can collect several unique songs and curses. When a bard possesses a songbook with songs in it she may "activate" a song, after which the Bard Song ability will use that song. To switch back to the default song, choose the option to deactivate the songbook. A songbook is not required to use the ability itself.[/hide]
Songbooks allow bards to scribe known songs at variable costs and absorb other songbooks. The latter will copy any unknown song from the source songbook to the target songbook and proceed to destroy the source songbook. All characters may also destroy songbooks directly. Given the rarity of some songs, this can be a serious blow to the songbook's owner -- that should be kept in mind by all parties, which is not to say that songbooks are in any way sacred (quite the contrary). Individual songs may not be transferred directly from one book to another, though bards may remove songs from any given songbook.
Take not that all information about songs is stored on the songbooks themselves, not the characters. This may seem obvious but it can have some unforeseen consequences, such as Bard Song suddenly not using the song you expected it to.
Some chat commands are provided as well. Type /c songbook help for more.
The songs, of course, are a secret, but as a teaser the vast majority of them have a distinctly EfU feel. Look forward to hopefully seeing some of these as loot.
Quote
- Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom have been changed as follows:
- A caster without SF nor GSF: Transmutation casts the spell as normal with a 1 + 1d4 enhancement
- A caster with SF: Transmutation casts the spell with a 2+1d3 enhancement
- A caster with GSF: Transmutation casts the spell with a 3+1d2 enhancement
- Shield has been changed as follows:
- A caster without SF nor GSF: Abjuration casts the spell as normal. It grants +4 deflection AC.
- A caster with SF: Abjuration casts the spell with a +2 armor enhancement bonus (does not stack with mage armor)
- A caster with GSF: Abjuration casts the spell with a +4 armor enhancement bonus (does not stack with mage armor)
- This is designed to counteract the weirdness of abjurers being worse at protecting themselves than mages of other schools (by missing out on the mage armor spell). This brings them up to a par again, with protection consistent with casting mage armor on oneself.
- Summon duration has been reduced to 4 rounds/level for vanilla casting, 5 rounds/level for SF: Conjuration and the usual 6 rounds/level for GSF: Conjuration (i.e. casters with GSF: Conjuration will, for the most part, be unaffected by this change). To compensate for losing transmutation spells for spell school specialization: conjuration, this will grant an additional 2 rounds/level duration on summoning spells.
- Clairvoyance/Clairaudience has been changed as follows:
- Vanilla casting casts the spell as normal.
- Double duration for SF: Divination
- Double again for GSF: Divination
- If the caster has GSF: Divination and targets themselves, then they will also receive a glowy eye effect and 5/+1 damage reduction to represent a sort of minor form of premonition (consolation for missing out on ghostly visage).
- Masochism has been changed as follows:
- Vanilla casting casts the spell as normal
- HP reduction denominator decreased from 5 to 4 in case of SF: Enchantment
- HP reduction denominator decreased from 5 to 3 in case of GSF: Enchantment
- Vampiric touch has been changed as follows:
- Vanilla casting deals only 1d5 damage per 2 levels
- 1d6 damage per 2 levels for SF: Necromancy (consistent with what it used to be)
- 1d7 damage per 2 levels for GSF: Necromancy
- Cure blindness/deafness has been changed as follows:
- Vanilla casting is unaffected
- If cast with SF: Divination, the spell will give a residual 2 round/level immunity to blindness and deafness.
- If cast with GSF: Divination, the spell will give a residual 5 round/level immunity to blindness and deafness.
- Clarity has been changed as follows:
- Vanilla casting is unaffected
- With SF: Abjuration, the duration is doubled
- With GSF: Abjuration, the duration is doubled again
- See invisible has been changed to have double duration for GSF: Divination
- True strike has been changed as follows:
- Only +15 AB for vanilla casting
- +20 AB for SF: Divination (Consistent with what it used to be)
- +25 AB for GSF: Divination
- Polymorph Self has been changed as follows:
- The duration is only 1 turn/2 levels for vanilla casting
- The duration is 1 turn/level for SF: Transmutation (consistent with what it used to be)
- The duration is 2 turns/level for GSF: Transmutation
- Augment Familiar has been changed as follows:
- Only 1 round/level for vanilla casting
- 2 rounds/level for SF: Transmutation (consistent with what it used to be)
- 3 rounds/level for GSF: Transmutation
- Ghostly visage has been changed as follows:
- 10% concealment for vanilla casting
- 15% concealment for SF: Illusion
- 20% concealment for GSF: Illusion
- Invisibility sphere has been changed as follows
- Vanilla casting is unaffected
- Duration is double for SF: Illusion
- Duration is double again for GSF: Illusion
- Protection from/Resist/Endure Elements have been changed as follows:
- No modification for vanilla casting
- The absorption limit is increased by 5 for SF: Abjuration
- The absorption limit is increased by another 5 for GSF: Abjuration
- Feeblemind has been changed to drain all three of intelligence, charisma and wisdom
- Summons created by animate dead without corpses have received a downgrade. They now have wizard AB progression, lower AC and no automatic strength upgrades.
- Haste has been changed as follows:
- Vanilla haste is unaffected.
- Haste with SF: Transmutation provides an additional 5% movement speed increase if targeted on the caster
- Haste with GSF: Transmutation provides an additional 10% movement speed increase if targeted on the caster.
- Expeditious retreat has been changed as follows:
- Vanilla expeditious retreat is unchanged (50% movement speed increase)
- Expeditious retreat with SF: Transmutation provides a 55% movement speed increase.
- Expeditious retreat with GSF: Transmutation provides a 60% movement speed increase.
- Bestow Curse has been changed as follows:
- Vanilla bestow curse is unchanged
- Bestow curse with GSF: Transmutation reduces all abilities by 3 rather than just 2
[/hide]
- Balagarn's Iron Horn has been modified as follows:
- The vanilla spell casts with an opposed strength roll of 14 (rather than 20) to knock opponents over
- With SF: Enchantment, the opposed strength roll is 18 (rather than 20)
- With GSF: Enchantment, the opposed strength roll is 22 (rather than 20)
- Find Traps has been modified as follows
- Undisarmable traps are disregarded
- If the caster has neither SF nor GSF Divination, the maximum disarm DC for traps which can be disarmed by this spell is 20.
- If the caster has SF: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 23.
- If the caster has GSF: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 26.
[hide=Optional New Spells]
We have introduced a number of new spells which are optionally available for download. Here is an exhaustive list of the custom spells which we have implemented to date:The overrides are available here for download. Instructions are contained within the README.txt file contained in the archive:
- Sorcerer/Wizard (Level 0):
- Necromancy
- Disrupt Undead: Deal 1d6 positive damage to a single undead creature.
- Sorcerer/Wizard (Level 1):
- Enchantment
- Command: For one round, make a target flee, approach, fall or halt.
- Nybor's Gentle Reminder: Stun for 1 round, penalties for 1 round/level after.
- Rouse: Awaken all sleeping creatures in a 10-foot-radius burst.
- Transmutation
- Jump: Significant bonus to Tumble.
- Evocation
- Burning Bolt: Fire multiple flaming bolts at an opponent
- Necromancy
- Chill Touch: Make undead flee. Deal strength and negative energy damage to everyone else.
- Sorcerer/Wizard (Level 2):
- Transmutation
- Augment Familiar: For 1 round/level, your familiar becomes much more effective in combat.
- Whispering Wind: Send messages to distant locations of your choice.
- Evocation
- Scorching Ray: Ranged spell which deals fire damage.
- Abjuration
- Alarm: For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.
- Enchantment
- Masochism: Gain brief, temporary bonuses based on hitpoints lost in any given round
- Sorcerer/Wizard (Level 3):
- Evocation
- Ice Burst: High radius, relatively low-damage burst of ice damage.
- Conjuration
- Regroup: Teleport up to 1 willing companion per level to your position from within a limited radius.
- Necromancy
- Heart Clutch: For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.
- Sorcerer/Wizard (Level 4):
- Divination
- Scrying: For 1 minute/level, spy on any creature in your current area OR any PC within range.
- Arcane Eye: For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.
- Abjuration
- Ward Area: Temporarily protect the current area from scrying.
- Ilyykur's Mantle: You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.
- Lower Spell Resistance: Lower a single target's spell resistance.
- Evocation
- Blast of Flame: Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.
- Acid/Cold/Electric/Fire Orb: Launch an orb of elemental damage against a single target which bypasses spell resistance.
- Transmutation
- Mass Ultravision: Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.
- Sorcerer/Wizard (Level 5):
- Conjuration
- Teleport: Teleport yourself and, if desired, a small party to a predetermined location.
- Transmutation:
- Baleful Polymorph: Turn your victim permanently into a chicken if they fail a -4 fortitude save.
- Cleric (Level 1):
- Transmutation
- Bless Water: Create holy water
- Enchantment
- Command
- Cleric (Level 3):
- Necromancy
- Heart Clutch
- Enchantment
- Masochism
- Cleric (Level 4):
- Abjuration
- Ward Area
- Mass Ultravision
- Lower Spell Resistance
- Cleric (Level 5):
- Enchantment
- Chaav's Laugh: Give bonuses to nearby targets of good alignment, and penalties to nearby targets of evil alignment.
- Cleric (Level 6):
- Divination
- Scrying
- Druid (Level 1):
- Transmutation
- Jump
- Druid (Level 3):
- Transmutation
- Mass Ultravision
- Druid (Level 5):
- Transmutation
- Baleful Polymorph
- Druid (Level 6):
- Divination
- Scrying
- Paladin (Level 1):
- Transmutation
- Bless Water
- Bard (Level 2):
- Abjuration
- Alarm
- Transmutation
- Whispering Wind
- Bard (Level 4)
- Transmutation
- Mass Ultravision
http://www.escapefromunderdark.com/downloads/spells.zip[/hide]
If you notice anything listed here is not actually the way it is in game, please make a bug report post in the bug reports forum
This thread updated for EFU:A[/hide]