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Messages - TimelessStudy

#1
Introductions and Group Management /
May 19, 2011, 11:32:17 PM
The Order isn't good.
#2
Introductions and Group Management /
May 18, 2011, 10:44:13 PM
Still going strong with 6 active members besides myself. We also have all new faction gear these days!
#3
Suggestions /
May 18, 2011, 10:37:54 PM
It's AB bonus doesn't stack with bless IIRC, or some of the other spell types. I forget since my cleric of Garagos died.
#4
General Discussion /
May 15, 2011, 08:45:49 PM
A lot of lag the past few nights and today, reported by quite a few people I was interacting with.
#5
Off-topic Discussion /
May 15, 2011, 03:17:49 AM
Ninelives is mediocre at best.
#6
General Discussion /
May 13, 2011, 03:21:58 AM
Removed duplicate reports of changes - Re-worded a few mechanical changes - Elaborated on tracking checks - fixed reported changes that were reported once again with a new change.
#7
General Discussion /
May 13, 2011, 03:20:51 AM
[hide=Major Changes]Major Changes:

Characters start at level 2.

Rolling a 1 is not an auto-failure on saving throws.

Hours are twenty seven real-life minutes long, instead of two. Turns remain unmodified at one minute. Everything that used to be hour-duration is now 5minutes, unless otherwise modified.

Your character may rest only in an inn room (after having paid the innkeep) or out in the wild with a campfire and bedroll. You may rest once every 20 minutes.

Being a paladin requires having an appropriate deity in your deity field.

Casting spells as a cleric requires have an appropriate deity and domains as well as alignment matching your deity.

Casting spells as a druid requires appropriate deity.

Various spell visual effects have been removed/shortened.

Ability stat bonuses from multiple items do not stack. Bonuses from items and spells will stack

Rangers get a special tracking ability (accessible through a player tool or by /c track). This skill is based upon Search, Spot, and Lore

Paladins get a special Detect Evil ability (accessible through player tool or /c detect evil). Paladins are forbidden by their code to knowingly quest with evil characters.

Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. A PC that is transluscent has been heard only, not spotted (this is default, but bears repeating: although difficult to enforce, we ask that people do not definitively identify characters who have only been "heard").

There are various damage modes (subdual, sparring, blackout and full damage) all accessible through the crafting menu, player tools, or voice command (/c subdual, /c full damage, /c sparring, /c subdual blackout). 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 a bug and an unavoidable one so be careful.

Characters may choose flavorful "Perks" at level 5. Note - choose carefully, once selected perks can not be changed and there will be no confirmation dialogue to ensure you selected the perk you want.

Characters have access to "EFU Secondary Skill" point system. [/hide]

[hide=Ability Changes]Ability Changes:

"Feeding" your animal companion or familiar can only be done once every fifteen minutes, and will heal 1d4 hitpoints.

An animal companion or familiar's master will lose experience and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two. The loss of a familiar incurs 100 XP loss; the loss of an animal companion incurs 200 XP loss.

Trickery domain power will give a Bluff bonus rather than a Persuade bonus.

Death Domain shadow avatar will not appear before level four. The avatars have also been modified to be appropriate for each particular deity.

Turn Undead has been modified to allow for commanding as well as destroying. Specifically,
  • Clerics with an evil alignment will command the undead.
Clerics with the Good domain will command good-aligned outsiders.
Clerics with the Evil domain will command evil-aligned outsiders.
Clerics with the Fire domain will command Fire Elementals (likewise for the Earth, Air, and Water domains).[/list]Skill Changes:

Bioware pickpocket is disabled. Pickpocketing is done via a pickpocket tool, subject to our own custom limitations. See forums for details.

Use Magic Device requires a DC Check of 15 + spell level to successfully use a wand. If you do not succeed in your check, a charge is not expended. Some DM-only loot may not work this way.

Scroll use with UMD requires a check of 25 + spell level of scroll, scroll is not lost if you fail.

Craft Weapons - Bioware crafting is not supported.

Craft Weapons - Bioware crafting is not supported.

Craft Traps - Bioware crafting is not supported. [/hide]

[hide=Spell Changes]Spell Changes:

Arcane
All cantrips are 1d4 + 1 in damage.

Charm person has a duration increase, the duration is 1round/level.

Blindness/Deafness has a duration of 2 rounds/level, and will not affect constructs, undead, or oozes.

Clairvoyance/Clairaudience grants +15 spot/listen, 2rounds/level.

Negative Energy Burst's will save negates the STR drain in addition to halving the damage.

Greater Magic Weapon: +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc) duration is turn/level.

Ray of Enfeeblement lasts for turn/level.

Resist Elements last for 24 hours.

Keen Edge: duration is turn/level, and can be used on all melee weapons (regardless of damage type)

War Cry: bonus is added to allies

Find Traps: No longer disarms traps, merely identifies them

Mind Fog: Duration is increased to round/level

Shelgarn's Persistent blade: Duration is decreased to round/level

Shield: Blocks Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.

Mage Armor: +4 Armor AC (the way this is implemented, it will not stack with magic vestment as it applies to your clothing

Flame Weapon/Darkfire: 1d4 fire damage, 1d6 fire damage level 8+ - These will not stack with one another, nor will different elemental types of damage

Charm Animal: duration is round/level

Energy Buffer: hour/level duration

True Seeing: no longer automatically sees stealthed opponents. The effects that this spell grant are See Invisibility and immunity to illusions (which includes color spray, phantasmal killer, and so on).

Polymorph Self: Additional forms can be accessed through Crafting Menu, Bioware forms have been adjusted (reduced regeneration on troll form, umber hulk form has +10 spot instead of True Seeing)

Isaac's Greater Missile Storm: 1d6/level capped at 20

Stoneskin/Greater Stoneskin. Duration is turn/level. Greater Stoneskin has damage reduction of 15/+5

Mind Blank duration is hour/level

Incendiary Cloud has damage of 10d6 fire damage

Premonition has damage reduction of 20/+5, duration remains at hour/level.

Blackstaff duration is turn/level

Dominate Monster duration is turn/level

Summons changed to 3 rounds/level, minimum six rounds. Default summons reflect an basic island type of theme. A number of additional themes are available through reagents, items, and other means in game. Although still being tweaked, spell focus conjuration/greater spell focus conjuration are useful in summoning more summons at once. Modified to consider PaleMaster levels.

Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic are updated to allow the maximum caster level to be improved through spell focus and greater spell focus abjuration. These spells can be resisted by Spell Resistance.

Lesser Spell Breach/Greater Spell Breach are updated to increase the number of effect dispelled by one if the caster has Spell Focus Abjuration, by an additional one if the caster also has Greater Spell Focus Abjuration, and recuced by one of the target has Arcane Defense Abjuration.

Hold Person was updated to use mind spell saves.

Hold Monster was updated to use mind spell saves.

Hold Animal was updated to use mind spell saves.

Invisibility Sphere is now the same as casting Invisibility on everybody within two meters, except lasting for only one round/level.

Scare is not restricted by HD.

Ball Lightning gives 1d9 damage per ball

Divine
Magic Vestment is +1 at levels 1-6, +2 at levels 7-12, +3 for levels 13+. It will also only work on armor; not on shields.

Freedom: grants immunity petrification

Cure light wounds now heals 4 + 1d4 + 1 per caster level. This way, it will always be more effective than cure minor wounds.

Battletide: bonuses to allies

Harm: 10 negative damage/caster level, capped at 150; will save halves damage, can be fatal

Word of Faith: Will save is involved, duration of blindness turn/level

Earthquake: On failed reflex save, the victim is KDed for 1d4 rounds

Sunbeam blindness duration is increased to round/level

Drown: magical damage

Continual flame will mark items as plot to prevent exploits.


Raise Dead - The raise dead spell now requires a small diamond as a component, and has a high % chance of spell failure based on a number of factors including alignments, and how faithful a priest the caster is.

Magic Fang and Greater Magic Fang, when used by clerics with the Reptilian domain, will affect summoned creatures.

Stone Bones changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider PaleMaster levels.

Magic Circle vs Evil is now the same as casting Protection from Evil on everybody within three meters.

Magic Circle vs Good is now the same as casting Protection from Good on everybody within three meters.

Animate Dead currently summons a zombie with half of the HD of its caster. Animate Dead can be used on special corpse objects to summon a variety of zombies.

Bigby's Forceful Hand now has a strength bonus of +4 instead of +14.

Evard's Black tentacles now only gives a bonus to the number of tentacles when cast with Empower Spell, instead of increasing the number of tentacles and damage of each tentacle. Freedom of Movement makes you immune to paralysis, Spell Resistance is checked, and it can be absorbed by Spell Mantles. Small creatures are not automatically immune but receive +8 to their grapple check to avoid tentacles.

Lesser Planar Binding conjures whatever you would summon at level 3 for 24 hour duration.

Call Lightning is restricted to exterior areas during rain, causing 1d10 damage[/hide]

[hide=Death]Death

Death has serious consequences.

Respawning removes 1/3 total experience. Characters that have died from a PvP action can not respawn, but can only be raised. Consult a DM if you feel that you have been griefed.

Raise Dead removes 1/6 total experience.

Resurrection removes 1/9 total experience.[/hide]

[hide=Other]Other

Caltrops will not stack when dropped on top of each other.

AC from Bracers will not work if your character is wearing any form of armor beyond clothing.
[/hide]


[hide=Class Changes]Class Changes

[hide=Cleric]Cleric

Clerics must worship a deity accepted by our system. The character's alignment and domains must match with this deity. Additional domains are available via override.


QuoteNew Domains

That's right! We are adding twenty two thirty 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:
  • 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:
Racial Powers
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.

You've begged for more domains to add flavor to your cleric concepts, and behold, I provide: 11 new domains. Download the override here and unzip the 2DAs to your override folder; you're done! This is completely optional; existing clerics won't be broken. The Faiths of Faerun pages haven't been updated yet, so the deities that are supported are listed below, along with the domain mechanics.

---
DOMAIN (NWN displayed name)
Feat: If any
N: Nth-level(circle) spell
Deities: ...
---
FATE (Destiny)
Feat: Uncanny Dodge
1: True Strike
2: See Invisibility
3: Clairaudience/Clairvoyance
Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Myrkul, Savras.
---
CHARM (Charmed)
Feat: None
1: Charm Person
2: Aura of Glory
3: Charm Monster
Deities: Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune.
---
NOBILITY (Noble)
Feat: None
1: Rallying Cry
2: Charm Person
3: See Invisibility
Deities: Horus-Re, Lathander, Milil, Nobanion, Red Knight, Siamorphe.
---
PLANNING (Plot)
Feat: Extend Spell
1: Identify
2: See Invisibility
3: Clairaudience/Clairvoyance
Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao.
---
RENEWAL (Renewal)
Feat: None
1: Cure Moderate Wounds
2: Remove Disease
3: Restoration
Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus.
---
REPOSE (Rest)
Feat: Favored Enemy: Undead
2: Remove Disease
3: Death Ward
5: Undeath to Death
Deities: Jergal, Kelemvor, Osiris, Urogalan.
---
RETRIBUTION (Vengeance)
Feat: Divine Might
2: Death Armor
3: Death Ward
4: Elemental Shield
Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr, Uthgar.
---
RUNE (Runestone)
Feat: Scribe Scroll
1: Identify
2: Glyph of Warding
4: Delayed Blast Fireball
Deities: Deneir, Dugmaren Brightmantle, Jergal, Mystra, Thoth.
---
STORM (Stormwalker)
Feat: Resist Energy: Electricity
2: Gust of Wind
3: Call Lightning
5: Ice Storm
Deities: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee.
---
SUFFERING (Pain)
Feat: None
1: Ray of Enfeeblement
2: Death Armor
5: Enervation
Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus.
---
TRADE (Barter)
Feat: Skill Focus Appraise
1: Identify
2: Knock
3: See Invisibility
Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen.[/quote][/hide]
[hide=Rogue]
QuoteRogue

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

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.
[/indent]
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

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.
[/indent]
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]
[/hide]

[hide=Bard]Bard
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.

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.
[/hide]
Barbarians

10% movement speed increase feat disabled if in heavy armor.

Barbarian Damage Reduction, disabled in heavy armor.
Level 5 10% damage reduction
level 7 20% damage reduction

Level 8 20% movement speed bonus that's lost with heavy armor.

Charisma bonus is applied to strength/con while raging. (Example a fourteen charisma barbarian would get +2 strength and +2 con in addition to the base +4str/+4con. His rage would be +6 str/+6 con.) Negative charisma will also reduce rage bonuses using this same formula.

Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +8/+8
Level 8 rage uncapped

Rangers and Druids

Ranger tracking has been improved (this may need tweaking)
Druids now receive tracking at level 6

10% movement speed increase if the PC has 3 druid/ranger levels, and is in a wilderness area
15% movement speed increase if the PC has 6 druid/ranger levels, and is in a wilderness area
20% movement speed increase if the PC has 9 druid/ranger levels, and is in a wilderness area

Rangers receive an AB bonus vs. their favored enemies.
This AB bonus is equal to ranger level/2, rounded down.

Rangers receive a +4 spot/listen/search bonus if they have 5 ranger levels and are in a wilderness area.

Prestige Classes

Have gone through considerable adjustments, see elsewhere for details.[/hide]

[hide=Feat Changes to Spells]Feat Changes to Spells

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
  • 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]

[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:
  • 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
The overrides are available here for download. Instructions are contained within the README.txt file contained in the archive:

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]
#8
General Discussion /
May 12, 2011, 04:40:10 AM
Plenty of lag each night still since the server was brought down. NPCs were having a hard time fighting back just 30 minutes prior to this post. 10 pm GMT -7
#9
Bug Reports / New Orb Spells
May 20, 2011, 10:24:15 AM
They do not damage non-hostile targets, yet their secondary effect seems to still apply. It is somewhat rare to face non-hostile targets but happens often enough against NPC targets that aren't hostile to everyone at once, mostly during pvp.
#10
Suggestions / Dock sending cooldown
May 20, 2011, 06:10:05 AM
Please remove it and just punish the abusers, thanks.
#11
[SIZE="4"]The Amaranthine Syndicate[/SIZE]
[/I][/B]

- OOC information -
[/I][/B]

Classes - Non-Paladin, Non-Druid
Race - Any
Alignment - Non-good suggested

The Amaranthine Syndicate is a faction dedicated to both the pursuit of perfection and the study of transmutations in a way that is rather similar to undeath or undead grafts. While I can certainly not take much credit for the idea itself, I do think it is a nice twist on a certain dogma and also on the more typical methods of obtaining the results they seek.

While I can't reveal too much of the agenda, it is certainly not limited to transmutation wizards as far as arcane casters are concerned and is rather open to countless concepts from all sorts of classes.
 (Who wants to establish the Monk order? :D )
Politics and conflict will be heavy!

While I can't promise success or even results of any kind, I can promise that it will be interesting attempting to earn some of the following things for the people who join!

- Permanent modifications to your character
- Political intrigue and struggles
- Conflict with certain factions that would oppose such work
- Timeless existence



- IC information -
[/I][/B]

Founded by Nerisha Harvix, the younger sister of Lord Alistar Harvix, this upstart banner of the Dominion has grown quickly in it's early days. Warriors and even Sorcerers have begun flocking to the side of it's Wizards in hopes of unlocking and maintaining greater abilities, something often promised by it's creator.
#12
Off-topic Discussion / Howland
May 11, 2011, 08:36:28 AM
I insist that you watch Firefly. That is all.