EFU: Miscellaneous

Started by StevenMaurer, February 18, 2012, 08:40:24 AM

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StevenMaurer

This is a placeholder for all small miscellaneous topics not currently documented.

StevenMaurer

Campfires

Campfires are not made of tinder, started by flint and  steel, but instead made with oil. Oil can be purchased from various  merchants. To start a fire, use the oil and target the ground.

Campfires can be used to rest. Any number of PCs may rest at a campfire,  not just the one who started the fire. However, just because you make a campfire, does not mean that rest is possible at it. Notably, a campfire  started on the Mistlocke map, even in portions that seem naturalistic and private, will  not allow you to rest. The PC also needs a Sleeping roll in their  inventory for rest to take place.

Campfires do not last very long. Wizard players should not make a campfire and then start selecting spells; it may run out before you are done.

StevenMaurer

Quarterstaves

The quarterstaff has been changed in EFU to be a double-sided weapon capable of making a "light off-hand" attack. As its weapon proficiencies have not changed, this makes it the most accessible double-sided weapon in the game. All other double-sided weapons require Exotic Weapon proficiency, as is normal in base NwN.

Note that for base quarterstaves, the Dual Wield and Ambidexterity feats are required to avoid prohibitive attack penalties. However, there are superior Quarterstaves in EFU which have both Duel Wield and Ambidexterity as free weapon feats.

MrCrafty

Miscellaneous

Although a placeholder has been put up, I figured I'll just start this for the moment and add as something comes to my attention. The subheadings are in alphabetical order for simplicity.

Courtesy:

The placeable transition can be found often on the server. Some normal transitions and others Exploration areas. Yet another is a placeable that has been specially placed by a DM that is or is planning to run an event of some sort. They are fairly easy to tell and when the latter type is found you should always send a tell to the DM channel and wait for response before proceeding for any reason.

Gloves:

Gloves can now be enchanted. Magic Weapon, Greater Magic Weapon, Bless Weapon, and Keen Weapon all work on gloves. This makes the use of unarmed combat much more viable and on par with PCs that use normal weaponry. That covers most of your weapon enchanting spell but not all work on gloves, the most readily example being Deafening Clang.

Item Additions:

Climbing Claw - Item that can be purchased that allows the scaling of certain cliffs and elevation changes. Different terrain and elevation can have an effect on DC. If you are having trouble with using it you may need to better position yourself and where you target. Additionally, some places are purposely marked to not allowing climbing for one reason or another. The message will usually state something along the line of it being too dangerous. As Mort once mentioned, climbing with the claw is more of a dextrous act so take that into consideration.

Rope - Now has functional use where a member can tie it off to climb  down or to allow your party members to more easily traverse certain  areas. As Mort once mentioned, rope climbing takes strength so take that into consideration.

Shovel - Certain terrain can be utilized to either hide something or uncover something hidden with the use of this item.

Life or Death:

Around the server there are certain spots that are designated "Deer Jump" and other similarly descriptive names. They are only mentioned because they can often look like placeable transitions and while I am not aware of anyone making that mistake, better to just cover it. There are clearly high risks that come with using them but they could also be the desperate escape that saves your life.

Shape Changing:


Polymorph spell has additional forms that are custom to EFU. Casters can access this menu via the crafting menu to organize their presets. As a simple heads up, Umberhulk form gives +10 spot instead of True Seeing. All other abilities are better found out by trying the forms out.

Druid wild shapes also have custom forms for EFU. Upon reaching level 5 you will have access to them via the crafting menu. There are two other "groups" of wild shapes that are available. The first is achieved simply by reaching level 8*. Once again they will be found in the crafting menu. Finally there are special forms which you can apply for should you feel it suits your character. In addition, some druid wild shapes have special abilities. Be sure to check for possible feat additions granted while in the form only and your spell list in the radial menu.

*Note that recent changes may alter the access of level 8 forms.

Aethereal

Equipment Dyes Reference Charts

Although the Dyes available in-game are labeled fairly well now, finding just the right colour for our character's outfit by name alone still leaves the possibility of not getting that look we desired and the frustration that comes along with it.

In an effort to mitigate this issue, the charts below make for an excellent quick reference for the EFU fashion victims out there.:

Each dye is labeled with a reference number which can be seen under the dye description upon examination.


[INDENT]Example: Refined Dark Hell Red Clothing Dye has a reference number of 91. Note that 91 in the Cloth and Leather chart below is what this dye will appear as in-game.[/INDENT]

This reference number directly correlates with the colour of the swatch of the same numeral allocated in the colour charts below. The Cloth and Leather dyes share the same chart, whilst the metal dyes are organised differently as displayed in the second chart.

Cloth and Leather:



Metal:



Hope it helps folks, enjoy!
---
'Even life eternal is not time enough to see, all the folly and despair of poor Humanity.' - [url=https://www.youtube.com/watch?v=OJAoaCHdTJY]To Life - A Shoggoth on the Roof[/url]

It is through Art, and through Art only, that we can realise our perfection.

Aethereal

Time in the Game World

Time in EFU Game World abides the following:

Days are longer than nights: dawn is at 5:00 AM, dusk is at 8:00 PM.

Hours have been changed to 27 real life minutes (so there's gradual variety). However, an in-game calendar day still passes according to a real-world day, thus the game world goes through 2 cycles of day/night per in-game calendar day.


Game Mechanic Hours

1 hour for the purposes of spell durations and resting in-game is equivalent to 5 minutes in real life. So a period of 30 mins (6 hours in-game) in real life must pass before a character can rest again.
---
'Even life eternal is not time enough to see, all the folly and despair of poor Humanity.' - [url=https://www.youtube.com/watch?v=OJAoaCHdTJY]To Life - A Shoggoth on the Roof[/url]

It is through Art, and through Art only, that we can realise our perfection.