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Topics - Kinslayer988

#1
The duelist being dex focused (or at least requiring dex with light and medium armor) is a much needed change and stops players from auto defaulting to it for +AB. However, the perk was dealt too much of a nerf in my opinion with the removal of uncanny dodge. Since the focus of the perk is more on dexterity characters, getting uncanny dodge would be a major help to these lightly armored warriors. Otherwise duelists are going to be picking fighter/rogue instead to regain some of their previously lost bonuses.
#2
Suggestions / Slight Barb Rage Change
February 05, 2019, 08:28:53 AM
I think that even with all of the changes, barbs could use one more.

I am suggesting that barb rage be done through charges rather than having just one.

As an example, you get 1 at lv1, 2 at lv4, 3 at lv8. Each rage charge you have has its own timer. So what would happen is when you use a charge a timer starts so timer1 begins. Five minutes later you use another rage charge and that starts timer2. Five minutes again and you use charge 3. So by this time your cooldowns for your charges would look like (assuming this barb has a 12 minute CD):

Timer1: 2 minutes left
Timer2: 9  minutes left (+2 from fatigue)
Timer3: 16 minutes left (+4 from fatigue)

I think that this would keep in line with how barbarians were played in the past and allow them to use their signature rage far more frequently.
#3
Bug Reports / PC Missing 2 Stat Points
January 20, 2019, 11:53:10 PM
I am having an issue where I was able to make my character without having all 30 of the stat points spent. I have done the math and the stats add up to 28 instead of 30. If a DM could please help me by changing one variable on my PC, I would very much appreciate not rerolling this pc.

Pc name: Riccaro Dossi
#4
Bug Reports / QA - Glumdrum Basement Mobs Not Hostile
January 20, 2019, 01:57:02 AM
The monsters on the quest were not hostile on entry
#5
Announcements / Stepping Down
October 31, 2018, 02:38:14 AM
Hey players and DM. DMing has been a journey in a rough time of my life. I've been here for almost a decade because this game is unique, this game is special. Although I fumbled it had role-play, action, addicting risk and reward, and a supportive team. I had a good series of characters and the heart of a positivist so the team took a chance. I wanted to use the opportunity to push forward into the gaming industry with some modding and levels under my belt.


EFU is complex. Things are never as they seem, and that goes for the team too. Although some of them try to put up a business like face they are some funny people who work hard. There is no true way to 'fix' EFU, but there is a way to play EFU, and a way to enjoy EFU. Some things will never be fixed, but most of that is a problem of base design over a certain dm decision. I know that I felt that when I was DMing, it ran me up the wall.

At least I got to tell a lot of stories. I will enjoy my memories of demon-fairy battles, the many fascinating characters, the Council's rise and fall, and all of my time as a player. You guys rock.

Thank you to the DM team and the mentorship they gave me.


A fantastic thank you to the players who make the place what it is. I've known some of you for years and you made playing fun both player and dmside. Thank you.
#6
Player Workshop / Kinslayer's Guide to Playermade Content
September 04, 2018, 09:39:30 AM

Kinslayer's Guide to Playermade Content

Hi everyone, as someone who was always eager to make things as a player, I wondered how to contribute. I didn't understand what I was doing at the time, and found few resources. I decided not to build, but now that I have devoted time to build I am surprised how easy it is. If you want to build custom content for EFU, I am more than happy to oblige in interpreting player content into server content.


What can I make?
What EFU can always use more of is explorable content, quests, in-game dungeons, and scripted systems. To define:
- Explorables are areas that spawn in the world based on EFU's in-game timer. Explorable cycle for the tags in the area. Content resets when the server resets.
- Scripted Quests are static quests found in the world where players must complete a certain objective, and then collect a reward. The quest resets anew after.
-  In-Game dungeons are static dungeons that can be found in the gameworld. These are expected to be completed once and removed, unlike the other two.
- Scripted Systems are a combination of scripts that allow for something unique in the gameworld. A puzzle, a new type of quest, a special feature, etc. This is the least needed and if you want to do this you will HAVE TO talk to one of our DMs in our Discord's #player-workshop first.


How do I make this? I don't know any of the connecting scripts!? What if I want to use extra features like climbing or underwater?
I know that you don't know the connecting scripts that make EFU work. Let me break it down for you. EFU has many scripting systems that stores info on our online database. There is no way for you to connect your content to ours without it. So don't worry about it! I will personally (unless I am not around) connect the content. If you have an EFU custom feature that needs to be implemented, tell me where and I will put it in for you. I will do my best to work with players to make sure your content comes into the game the way you want it, complete with all of our bells and whistles.


Custom Features Include:
- Climbing (You have to tell us yes or no)
- Loot tables (EFU uses a system where loot is stored in a container. When another container is opened, it pulls an item from the storage container. Simply put the loot reward you want to give in a container. Label the container with the loot as lootcontainer, and the containers you want players to open for loot as lootreceiver. Make sure the lootcontainer is in an inaccessible corner)
- Ambient Area Description (We are able to set triggers to certain places where when a player walks through it, they receive an ambient message. If you would like that, name the trigger as Ambient Area Trigger and when sending the area in, send us your descriptive text and if there are any restrictions on who gets it)
- Underwater (You have to tell us yes or no)
- Environmental Effects (EFU has a number of weather effects such as blizzard, storm, and wild magic zones. if you want one, tell us which. You can't have all of them.)
- Special Traps (We have some special traps such as rockfall, pitfall, teleport, spawn monster, etc. Tell us if you want one and label it in your module)
- Certain puzzles (While we have a few puzzles such as pillars and colors, you would likely need to script your own puzzle features)
- Visual Effects (We use a tag system that changes the visual property of both NPCs and objects. If you would like for an object to be affected by a visual effect, such as shadowshield or barkskinned, make notes when sending me the content)
- And more... (We have many unlisted custom features that if you find something ig not listed, PM me and we can talk about it)


OK! I am ready to make my custom content. How should I start?
The best way to start is to draw a map of what you want to make, along with a feature list. Listing your npcs, items, objective, and story. When you have the base of your content ready, it is time to implement it in the aurora engine. if you are unfamiliar with the engine, my best advice is to play around with it on your own. It is easier to make content once you understand how it works. I suggest that you run this by other players and/or a DM in #player-workshop when you are ready. I will separate my advice into the various types of custom content:


Explorables Content
While complex for people who focus on its scripting nature, explorable content is by far the easiest content to make. Explorables are areas that spawn in the world based on EFU's in-game timer. Explorable cycle for the tags in the area. Content resets when the server resets. What this means is that you have to build a small scenario that resets with EFU's reset.

When designing an explorable:
- Create a particular scenario. Lets divide scenario into: Ambiance, battle, and trade. Ambiance explorables focus on setting a mood or tone particular to the area. Battle explorables focus on an encounter with an enemy (If you want an EFU monster, tell us. If you made your own, put them in the module). Trade explorables focus on a trader NPC/Object that the player can purchase special items from (you need to make your own shop, we will not make it for you unless it is one of our already made shops).
- Use one module area. An explorable area usually has 2-10 separate scenarios within them. Keep scenarios to 2x2 to 5x5 tiles large. If you want to go bigger, look at the In-game dungeon advice.
- Create a tangible risk/reward for each area. if a player is talking to an NPC, don't give them 1,000 experience points or if a player kills a goblin don't give them a super sword. Likewise, don't put a 'Unkillable behemoth' meant to grief players into your battle explorables.

Scripted Quest Content
Scripted quests are one of EFU's key pillars. They are complex in the surface, and rely on the aurora engine, and efu's custom online data. It would be impossible player-side to make a 100% compatible quest, so you will need someone on the DM team to help make your dream quest a reality. But first, lets make sure that you can do everything you possibly can on your end, and thus make integrating your quest eezy-peezy.


1. Set up a theme, power level, and objective.
- Theme Examples: A Satyr's Wood, An Animatron Gone Mad, Glimpsing Into the Void, Demonic Clothing, Bludgeoning Only, Girl Kidnapped By Goblins
- Common Level Groups: 2-4, 3-7, 4-9, 6-12
- Objectives: Save a Damsel, Kill a Boss, Protect a Ranch, Defend a Leyline from Invaders, Explore a Cave, Talk Down a Mad Wizard


2. Pick a tileset and box out the area
- Quests should typically be 10x10 tiles large, with some deviation depending on power level.
- The time it should take to finish a quest is often dependent on the difficulty, size, and quest level. The higher difficulty a quest, the longer it is likely to be. I suggest that you keep your quests around the 45 minute mark. If you wish to make a longer quest, understand that some players may become fatigued or disinterested after the 45 minute mark unless you can keep the player excited and promise them something special for their efforts.
- Try to use only one area for your quest. If you wish to go bigger, understand that it will take more effort to get it integrated with our server.


3. Create your challenge
-  Challenges can be environmental, monster based, or trap based. Being able to combine these elements lead to an interesting quest.
- Your environment should revolve just as much around battle as it does immersion. Understand how players will act in your environment is key. Are there choke points? Will players be playing cautiously or will they run through the open space? A notorious example is taken from EFU:A long ago, with the Orcs 1 quest. In it, players had to fend off a horde of orcs attacking their exposed position save for a tower. However, players did something funny. They found a rock in the corner and managed to completely block line of sight while taking on only a few orcs at a time. It broke the quest completely and had to be changed. Be mindful of your environment while building.
- Monsters will be the core of player engagement. It is difficult to build a balanced monster, but here are a few helpful tips. It is much better to have higher ab and lower damage, than to have high damage and low ab. Depending on the quest, keep your monster HP high and their AC low. It makes attacking the monster feel much more rewarding. When designing your monsters focus on a gimmick/theme. An orc berserker has high strength and an axe, but has low HP. While they can deal a lot of damage, they can be hurt easily.
- Traps go hand in hand with environment. Some players love traps, others hate them. Lucky for you, the DM team loves traps, but not always in the traditional way. EFU has a number of custom trap features including: defensive obelisks, magic shooters, spell projectors, and custom traps. If you would like to use those, please name the object/trap in the module as the name of the object you want. So name a tower defensive obelisk and we will make it an obelisk. Traps can add a great amount of difficulty on quests, so focus on where you use them. It is better to put high damage traps on objects rather than covering a whole hallway with 1d100 traps. The less a trap does, the more you can put them around.


4. Start Adding!
- Use builder's notes and stick to them, else you get a quest with a weird identity
- EFU's quests use the nwn encounter system to function. What this means is that the encounter pulls NPCs from the creature palette and spawns them at a certain area when players walk over the encounter trigger. Remember to place your encounters ahead of where the enemies spawn (unless they are assassin types).
- Try to build around what EFU systems you are missing. If it is integral, we will try to work with you hand in hand to make sure your quest's vision meets ours.
- Reflect on steps 1-3 again to make sure you are on track.


5. Sending it In
There will be a big send-in section up ahead detailing what to do to send it in.


In-Game Dungeons
Imagine explorables, except they can be done only once and are larger than a scripted quest. EFU has had many In-Game dungeons in its history. Some examples include the Mad King's Oubliette (EFUM), Castle Avgardii (EFUR), Thultanthar (EFUM), the Illithyri Crown Dungeons (EFUM) and Traensyr (EFU1/EFUR). These areas are expansive and are often complete with traps, high power enemies, tricks, hidden stories, and something for players to do. They are not scripted quests, and don't reset. Players will be expected to complete these areas over multiple resets, with various checkpoints to save their process (keys, passwords, puzzle answers, etc). These areas are ambitious undertakings and I cannot recommend them for newer builders.


Some things to take in mind while building this:
- These dungeons are a massive undertaking and I suggest you run the idea past a DM first to find a combined vision for the dungeon in the gameworld.
- Understand what your players would want for their investment in your dungeon. Is it some massive treasure, rumors of a magic item, some puzzlesolver's challenge, a lore secret (less likely) or a big fantastical boss encounter.
- I cannot recommend this for newcomers because you will very likely NEED to do some scripting if you want to include custom puzzles, riddles, etc. EFU likes to keep its codebank clean so if we can do it in our system all the better.
- When building think about how the dungeon will interact with the main world. Is it a dungeon hidden in the Dark Lake? Was an entrance dug up by miners? Do you get to it through a strange portal? Who made that portal and why? Keeping these in mind helps your dungeon better integrate with the gameworld. An example of something appropriate would be the lair of a famous thief who wants to challenge other rogues, the den of a werewolf and its coven, or the caverns ruled by an estranged half-beast druid. An example of something inappropriate would be the home of a demigod, the den of a dragon, or a gateway to literal hell/elemental plane. While EFU is fantastical, we try to place a limit on these big world-impacting challenges.
- Understand that the dungeon is a contained experience, and will likely not be affecting the gameworld outside of a text announcement/rumor of its existence to entice players.


Scripted Systems
The reason why scripted systems are the least likely is that EFU tends to keep a clean codebank, and sometimes playermade systems can collide with that. If you would like to code a system for EFU it is best to talk to one of our script-savy DMs (you will know who is one if they redirect you or not). Talk out what kind of system you are creating, and if it would work well with the rest of the server. We know you want alchemy, we know you want to do a custom smithing system, but sometimes that just doesn't work with the design of the server at the time. It is better to keep scripted systems minimal and concise. An example of some great secluded features include:


- The Gould Wheel (Pay coin to spin lever for a chance to win prizes)
- Nghelion's Sphere (A long ranged communicator)
- A Scripted Sequence (Some of the special sequences of the 'Distant Shores' quest)
- Daily Merchant System (A merchant that changes his goods every reset)
- Making A Literal 'Lights-Out' Game IG (Look up the puzzle 'Lights-Out')
- Scripting a 'DIE' Barrel (Try to make your very own click and die object)
- A Boss You Can Only Hit By Certain Elements When He Changes Colors (Please don't steal Akmatt's wet dream)
- A Boss You Cannot Kill Normally (That this existed is something you Kant believe)


Some advice:
- Talk about it. Seriously, talk to a scripting DM or better, your fellow player in #player-workshop. Tons of people have knowledge on the niche Aurora Engine's scripting and there are many guides online. The community is a great resource if you get stuck scripting.
- Don't go too big. Focus on a finite system that you can port into the EFU world. If you want to add a big feature you will need to talk to us first. Stay away from things like new alchemy, smithing, custom haks, and server wide systems.
- Test your systems before you send them in please.


Sending In Your Project
For ease of sending in your project, please PM it to me through the forums instead of through Discord.


- Keep your project on one module, and focus on one project at a time. It is much harder to implement your content if you send me multiple projects at a time. Send in your content via PM and keep it on one module. When it is properly integrated IG and you can walk through it, send in your next project.
- Your module should contain the area, any custom enemies/items, and any custom scripts. Remember to keep custom scripts to a minimum.
- Try to follow these guidelines:


[hide="Kin's Custom Explorable PM"]
PM TITLE: Player Name - Custom Explorable - Custom Content Name


Attached File: Module (Module name should be Playername_Projectname)
Project Name:
Theme:
Number of Explores:
Basic Info On Each Explorable:
EFU Required Features:
Pictures of Where Features Are Needed:
[/hide]



[hide="Kin's Scripted Quest PM"]
PM TITLE: Player Name - Scripted Quest - Custom Content Name


Attached File: Module (Module name should be Playername_Projectname)
Project Name:
Synopsis (short):
Quest Type (Delivery, Survival, Kill Boss, Talk to NPC, Explore, etc):
Difficulty (Easy, Medium, Hard, Very Hard, Insane, Impossible):
Expected Length (In Minutes):
Level Range:
Questgiver:
Quest Name:
Journal Entry Description:
EFU Required Features:
Pictures of Where Features Are Needed:
[/hide]



[hide="Kin's In-Game Dungeon PM"]
PM TITLE: Player Name - In-Game Dungeon - Custom Content Name


Attached File: Module (Module name should be Playername_Projectname)
Project Name:
Theme:
Place Of Entry:
Description:
Dungeon Walkthrough:

Difficulty (Easy, Medium, Hard, Very Hard, Insane, Impossible):
Expected Length (In Hours):
Custom Scripts Used (Explain functions and use):
EFU Required Features:
Pictures of Where Features Are Needed:
[/hide]



[hide="Kin's Scripted System PM"]
PM TITLE: Player Name - Scripted System - Custom Content Name


Attached File: Test Module (Module name should be Playername_Projectname)
Project Name:
DETAILED Description of System (You will have to explain how your entire system works, and what it does):
Number of Scripts Used:
EFU Required Features:
Pictures of Where Features Are Needed:
[/hide]


And More...
I understand that what players can offer to help with is without bounds. If there is something not listed above that you would like to work on such as a perk, a class feature, a subrace, summoning theme, a custom lair, or something else, you will need to discuss it in #player-workshop with players and DMs. If you have an idea you like but are unsure on what you want to do, run it through the suggestions forum with a presentable write-up. I want to do everything within my power to see player efforts integrated into the gameworld. If you have anymore questions please go to #player-workshop.


A complete developer process through designing a custom quest coming soon.
#7

I think about balancing fairly often. Mostly because I enjoy throwing things into EFU and seeing how they play out. I began reading this thread http://www.efupw.com/forums/index.php?topic=687492.0 and began writing. By its end I felt that making a new thread would be better.


EFU is a game of drastically different skill levels. Some people can 3 man hard quests while some will have to 8 man it. Sometimes you do it because that is just how many people you have in a group. Other times people want to get the most loot for their group size possible.


A part of how current efu content is scaled is the less people you have the more loot you will get.However the less people you have the harder the quest will be.


Some quests are scaled to be harder with more people but can offer certain bonuses like the big gold chest that requires a party to open.


My reply on the 'crushing' is that this has been an issue since Efu1 where some people are just 'better' at questing. Determining when to use potions, how to optimize supplies, and how to have a net gain. Match that with the other factor. Some players just have more time or desire to dump into the mechanics side. Players from every chapter are accused of powergaming, questing too much, or being too mechanically minded.


As a player I played a PC named Ysarach Imral and one of my ooc goals was to experience all the questing content I floundered with on past pcs and get a lot of supply to pvp. I had a group of pcs in a small faction who wanted to join me and our little group began to go through the questing cycle.


I learned from the experience just how much time one can dump to become powerful/supplied and it was very long. I remember questing once for 6 hours straight. It got me tired and mentally fatigued. Repeat this over multiple days and yes you could get supplied but it is exhausting.


The experienced got me into a mindset of searching for ways to look over questing and loot as a whole. To put it in simple terms people who are able to quest or crush with absolute ease are deviations of the norm. However most people do so because they genuinely enjoy questing and that part of the server! Some people just like being more mechanically powerful. To me I want to find some balance as a developer so that the gameworld doesn't suddenly break while not removing something fun for others.


EFU is a roleplaying game. It is also an action game with PVE and PVP. DND is also a roleplaying game with PVE and PVP. There have been talks on EFU that pve and pvp are not true aspects of the server. Mechanical baggage that can be used as a tool to exert control and force the game. The fact is that EFU must strike a perpetual balance. In DND it would be like someone from another dnd party enters your game levels higher than you, stacked with loot, and suddenly starts talking big. Maybe even fighting you! It is a huge imbalance to say the least. Yet that player worked for it in the other campaign. Spent their time even if you never saw it. Yet it still remains unfair.


I think that there is a mechanical balance to be struck with these 'crushers' and everyone else. Certain players make strong and powerful pcs. Most of the time these pcs go on to become prominent figures. Heroes or villains that control the server so long as they remain supplied. I think that these characters provide an obstacle. Something to conquer and a true feat to overcome. While they can stay, one has to yet wonder how fair it is.


Looking at the efur loot tables and end quests I can certainly say our current situation was unintentional and came from the gradual changes of the original efur design. Post Crystal War or efur part 2, we decided to slowly change the design for gold and supply gain. Part of this resulted in levels and quests being changed and people being able to reach higher levels fairly easily but supplies trailing off. The supply trail off was unintended as not all quests were rennovated to undertake the balancing of efur part 2.


Options for rebalancing would be:
A) Scaling loot up and removing 'garbage' which would increase loot gain for small and big groups. (Small groups benefit more)
B) Make the quest spawns static and unchanging regardless of how many people take the quest. (Less people the more difficult but more loot/xp and more people an easier quest)
C) Offer special chests that spawn when more people enter the quest. (Scaling more loot to make doing the quest with more people on par)
D) All of the above
E) Got a better idea? Post it!


I am eager to hear what the server has to say in this conversation so we can craft a better EFU experience for everyone. Be it they quest one night a week or everyone day.
#8
Announcements / Secretive Prelude
February 20, 2018, 03:18:51 AM
Hi everyone. I am launching another prelude. This one with a more finite start and end. Due to the secretive nature of this prelude, I will discuss very little here. What I will say is:



       
  • Players will play nature-oriented PCs and be rejected from the hub.
  • Players may choose to take a secretive, or open route.
  • Pvp is expected to occur often.
  • Immediate injection into a current plot.
If you are interested please come to #tribe where you will be fed some basic information.
#9
General Discussion / 2018 Bi-Monthly Feedback
February 02, 2018, 08:25:57 AM
Hi everyone it is February 1st and you all know that means another day to give feedback. Instead of going by month, I will be doing every two months for the year. As always we are here to listen to how people feel about the current setting, what problems persist, anything you want to say goes :D .


As always be respectful of your fellow players.
#10
Announcements / Plot Hooks 1/2018
January 15, 2018, 09:21:52 PM
Hi folks. I wanted to do a little shout out of some opportunities players have to impact the server and current happenings:


The Tentdwellers are irritated workers and refugees who desire lodging and food. Their numbers have recently grown with the rise of aberrant meat and destruction of Workmill. They desperately seek representatives and demand action from Sanctuary council. If they achieve it with violence or peace is uo to their representarives...


A group of elves from the Garden of the Lost have affixed themselves to Sanctuary's government. The Sentinels of the Coming Dawn have been vital in maintaining order, but human decriers have stated that this is a mere fascade. Perhaps there is truth to such certain words?


The merchants of the Gould Estate are profiting off the exploitation of Sanctuary's unemployed and have recently moved to Final Sanctuary. Sanctuary is too chaotic, too unsafe. The Council believed that a pact was made between the merchants and Spellguard. The merchants demand that someone bring order and return their teetering trade.


Mutations have began to change the wildlife outside Sanctuary. The strange beasts have began to reproduce and create disgusting hybrids. One may try to investigate the source, push action to drive them away, or try to cull the infection.


The Exile Collective has made no open investigations into the changes of wildlife. Many of the Vaults claiming there is no difference between the white of mutants or the red of normalcy. They remain unaffected by the 'plague' and seek more pilgrims to extend their embrace throughout Sanctuary. Many have began to suspect a hand within the aberrancy of resources and connections to the Dread Empire.


The Covenant of the Pure teeters on full rebellion against Sanctuary. Blame and despise is open for the breaking of the Bank and Workmill. Guided with the rhetoric of the Masked Man, their views have turned to the dismantling of Sanctuary and revealing the dark secrets that continue to infest the city. They are opposed to the mutations and have began to spread ooze laden goods.


The Spellguard continue to spread their reach outside Sanctuary. New economic opportunities bolstered by the arrival of merchants. Former rebels yell that they are preparing to take over Sanctuary oncemore. They have began to abduct the pure animals from the wild for the creation of a great zoo within their paradise.


Mur and the Mound have continued their war with full force. Sanctuary refuses to officially side with either Ormulax or Magnatz for fear of what may happen if found on the losing side of the war. Individual councilors and factions within Sanctuary scheme and plot to back one or the other in hopes of tipping the balance. The destruction of the Workmill by Mur and the mass kidnapping of nobility by the Mound have led both to be terribly reviled. However those that side with one of the powers are sure to obtain impossible power should their side win.


Etorix-Once-More has resurfaced with Lord Arthur Vlach. They crash through the caverns seeking the Lost Journal of Thomas Alq'vin. Last hidden by Councilor Vastiir, it is said that a legendary artifact and service to the dracolich are offered to those who can find its location and destroy its keepers.

At last the people of Sanctuary are trying to deal with crisis. Many cling to a weakened and crippled Council, while others claim they are roving gangs of indecent men. It has become clear that not all intend what is best for Sanctuary. However those who wish power and to spread their own agenda may achieve it easily with their backing.

Now this is certainly not everything, but this provides some clear plothooks for players to look into and push. If you have not been in the loop, now is the perfect time to jump back in!
#11
Announcements / Stewards Closed
January 13, 2018, 04:59:35 AM
With the recent retreat of Mycopolis by the Stewards, we are announcing that the major faction known through efu's history as the Stewards of the Ark has been closed. They are not destroyed, and the Ark does remain in play. We will not be accepting new applications for the faction.


Current members of the faction are asked to PM me immediately to make a special decision.
#12
Announcements / Urgent Prelude Opportunity!
December 29, 2017, 10:32:36 PM
Hi folks, we have a special prelude coming your way, ideally 24-48 hours from this post.


Requirements:
- This will be your only pc. No alts.
- Non-Good Aligned
- Human Only
- Capable of some form of concealment (Stealth and/or invisibility)


Perks
- Starting supplies
- Immediate entrance into a major plotline
- Opportunities for assassin and another special prc



For more info join #rubies
#13
Announcements / The Sound of Engines Pollute the Dark...
December 13, 2017, 10:58:59 AM
From the deep forges of Serena Tower, terrible war machines open their eager eyes. Panic bells, alerting sirens. The Spellguard's troops rally and scurry to their stations. Talks of war and plenty, a place in Final Sanctuary. The troops prepare to march.

Across the lake the shroomlings spread their expansive spores. Druidic allies preparing defenses against invading armies. Drums of war beat, champions of old resurface. Some even siting a fabled ymphian warrior returned after a long tread on the surface.

Both sides prepare for the first battle in a most terrible

//Delayed atm
#14
Off-topic Discussion / Happy Thanksgiving!
November 23, 2017, 07:04:19 PM
It is the turkey day in United States. Lets spend it being thankful to what we have and eatting a lot of grub.

I am thankful to be happy after a series of tough life events and being able to spend time DMing for all of you awesome people.
#15
Announcements / The Tides of War Change [Open Event]
November 21, 2017, 03:53:44 AM
QuoteFear had broken the barbarian. Uther Gardolfsson had died once, and arose a God. He would not arise a second time. His master had seen in him something of promise within him. Unyielding bravery, sacrifice, animalistic fervor. He looked to himself and saw what was lost to Her Maw. The limbless barbarian dragged himself toward a plane unknown to him. When he could move no longer, the last vestiges of his form fractured into his many totems.

The scent of blood raised across the planes. The concerned patriarch of war rushes to defend the last of his champion's power. On his heels the legions of bloodshed approach. The ancient battle hunger at last found an opportunity to turn the tide against the Father of War. To reclaim his original form once and for all.
THE TIDES OF WAR CHANGE


Uthgar is dying. The two gods of war bring their mightiest champions from across the realms to retrieve him. For this event players may bring back a deceased worshiper of Tempus or Garagos from ANY EFU chapter. Players will be auto-leveled, kitted with loot and equipment, and given small buffs depending on team balance. It is my hope for us to have a bombastic battle to determine the true deity of war.

The event is estimated to take place Nov 25th 6:30 pm PST. The battle itself will start at 7:30pm PST. The reason for this is because it will take some time to locate and unretire many characters and set them up with equipment. Further rules will be explained during the event. Please don't PM me to unretire you before event!
#16
Announcements / Attention: Pyrimo Aftermath
November 20, 2017, 06:16:01 AM
In the aftermath of the pyrimo arena I left the transitions on leading to the loot vault. While I am trusting of the playerbase not to have stolen anything, I know that some 'errors' can be made. So I will make it clear.


If you took something, I will find out in time. I will know what is missing, and I will find it. Those who taken stuff, I will take it back with a warning. Anyone who stole a pyrimo arena item and did not give it back to me will be banned immediately for this abuse.
#17
Suggestions / Quest Suggestions Opportunity Dump
November 18, 2017, 12:07:52 AM
I am open to working on some quest changes in the coming week. Now is the time to make suggestions!

When making suggestions mention the quest and the changes you want with bullet points. These are suggestions for quests in the current module.
#18
Off-topic Discussion / Happy Halloween!
November 01, 2017, 02:07:48 AM
Let the world be spooky and scary in a campy way.... watch all your favorite horror films and eat a bunch of candy regardless of age. Wish you all the best, and safety tonight.



"Its the great pumpkin golem Charlie Brown!"
#19
General Discussion / 2017 Monthly Feedback
October 03, 2017, 11:17:36 AM
Player feedback is vital to the survival and evolution of EFU. We want to ask players: How was your EFU experience last month? Was there anything in particular you enjoyed? Anything that you hated? Anything you want to see? Now is the time to let us know as a community. Please keep things civil and provide positive communication.
#20
Announcements / EFU Short Story Contest 10/06/2017
September 28, 2017, 07:55:45 AM
Hi folks. One of my favorite parts of efu is something that is seldom told, but instead glimpsed at through play. The story and background of an EFU pc.

As with short stories in the past, this one shall also have a theme. The theme of this season's short story is Darkening. Detailing the trials your PC faced on the surface prior to entering Sanctuary.

The reward for the contest will be a personal DM quest ran by me.

Please send all submissions to the team via the NPC letters forum with the title: Player/GSID - PC Name - Story Title. Submissions will stop 10/06/2017 and a winner shall be picked the day after.

Happy writing!