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#1
General Discussion / EFU Newbie Survival Guide v6
November 20, 2023, 05:52:27 AM
EFU Newbie Survival Guide v6

This is a redone EFU survival guide. Some of this is my own opinion, so take it for what it's worth. Big props to the prior survival guide which is still an excellent reference.

Before we get into it, there are three rules to playing EFU you should understand.

Rule 1: Challenge is Fun! EFU is hard. Your character will die. Your pixels live and die by numbers that will generally slowly tick upwards over time which aren't really a reflection on you or your own abilities. It is OK to die. Everyone else has. Many times.

Rule 2: Challenge is not always Consensual! Sometimes you will end up in an unwinnable situation. Sometimes your team is not as helpful as it could be. Sometimes other player characters will beat you up and possibly take your gold or some potions. Unexpected things make things interesting because if you could perfectly predict the course of events, you would probably get bored quickly.

Rule 3: You deserve to have Fun! If you started a character and you're not necessarily enjoying your time, it is OK to quit your character without a dramatic death scene or a fond farewell. Your time is valuable. If you respect your own time and focus on things you find rewarding, you will have a more enjoyable experience. It is OK to take a break from EFU sometimes, be that for a weekend, a couple weeks, or even a few years.

With that out of the way...

What Should I Play?
Generally, whatever you find fun. Some paths are harder than others. You should be aware of roleplaying guidelines for your chosen race/class on the wiki main page. A good way to get started is to play an awakened or amnesiac (background wiki) human fighter that uses a one-handed weapon and a shield. This way, you can become accustomed to some of the systems in EFU with a hardier but potentially easier to play character. If you enjoy your experience, stick with it. If you're not in love with your character but you think you have a better idea for one now that you have played for a little while, see Rule 3.

How Do I Play?
Most experience is gained by performing quests. Many quests have hints for their location in the module (the nuisance department in Hashemma's Hope, the job board in the Krak de Roses, etc.). If you are still having difficulty, most player characters know where some (if not most) of the quests are and can help you, as most quests after a certain point require at least two player characters. Once located, characters typically have to traverse a dangerous, monster filled quest area and defeat some sort of boss monster at the end. Most quests allow for anywhere from 2 to 6 player characters to attempt them.

Included in EFU are also a large world full of secrets to discover, roving monsters, random explorable areas, bounties on powerful NPC monsters and enemies, difficult monster fortress attack battles that can host the entire player base at once, and unique DM events and quests. Player characters also have their own motivations and can sometimes become antagonists against the larger player base. This robust environment provides a great deal of variety and potential challenges and will hopefully provide you with a great deal of enjoyment.

How Do I Play Better?
EFU has a robust consumable item economy. You will find many items and most of them have a use to someone somewhere, but you should pay particular attention to items that heal or make your character better at fighting. Of particular importance for fighting characters are potions of bark skin and blur, as these will dramatically reduce the number of times you are struck in combat. Invisibility and expeditious retreat potions are useful for surviving situations that might not be winnable (you will eventually get in over your head). Your success will ultimately boil down to how you manage supplies so you are generally prepared for quests and other dangers you might encounter while also dealing with the limitations of encumbrance and your pack size. If you find you are lacking for supplies you think you might need, some player characters are capable of crafting potions and can exchange your gold for whatever you might need.

You will typically want to heal when you yourself become 'badly injured' (50% health or lower), or heal someone else when they are 'injured' if you are not fighting that moment. Teamwork can make action economy much better with one character good at dodging/taking blows fighting while the other heals.

Finally, positioning in combat is important. Fighting characters need to be careful about charging into groups of enemies and attempt to use choke points like hallways and doors to limit the amount of enemies they fight at once. Fighting characters should generally try to attack a creature that is attacking them, as this will prevent that creature from gaining a flanking bonus (+2 AB to hit, or 10% roughly) as well as deny the attacker any sort of sneak attack. Weaker characters need to try to keep fighting characters between themselves and the enemies, but should make themselves useful by using their other abilities to keep those characters alive, such as healing.

On Death:
Your character will die. It's not an if. If you are frustrated, take a break and come back. If you aren't having fun after you're done being frustrated, see rule #3 and do something else, be that playing a different game for a while or starting an entirely new character. Respawning allows you to roleplay a near death experience and return at a lower level than you were before. Usually, this will give you the opportunity to do some early quests that will dramatically increase your supplies and potentially let you find better gear. If your character isn't above level 6 this isn't really much of a setback, as you will gain experience over time until you are level 6 anyways even by just walking around town and interacting.

Some parting tips:
Encumbrance is important. A way to shed pounds without sacrificing much is picking lighter weapon types, such as the spear, short sword, or longsword. Strongly consider armors that weigh less if they provide equivalent AC, even if some of the other bonuses are slightly better. If you get overweight and have to drop something, decide which item(s) you're more likely to actually use in the short term and hang on to those while dropping the rest.

Sometimes drinking an expensive blur potion is actually cheaper than downing 20 healing potions or healing item charges. Some situations aren't survivable without lots of extra spells and protection. A good rule of thumb is 'reading the room' and mimicking what other player characters are doing when you have no idea what you should be doing. If your buddy Bob the Berserker starts drinking every potion he has, for example, it's probably time to go all out too.

Make friends. You will live or die by them. A low charisma character might be accurately portrayed and abrasive and unlikeable, but this means you're potentially going to struggle to do much of anything at all if you can't join quests or safely explore. Again, see rule #3.
#2
Bug Reports / Stone Bones Issue
November 19, 2023, 07:49:23 PM
Level 7 stone bones only gives one natural armor bonus during testing. This doesn't seem to correspond with the spell description for this level.
#3
Bug Reports / Mislead Issues
November 18, 2023, 11:12:12 PM
Hello, I've encountered a few issues with the spell Mislead.

It describes itself as a second level Wizard/Sorcerer spell when examined but prepares/casts at the first level.

It appears to price as a 2nd level spell with wand making.
#4
On the Nature of Unlife

Most are familiar with Undeath and the disgusting, evil, once-living beings that infest sewer and crypt. Beside this concept is a different phenomenon that exists elsewise in this decayed Ring that is wholly an entirely different phenomenon I am terming 'unlife,' which until some of my initial research on the matter I mistook to be an extension of the former.

For the uninitiated, Student Alecto Hadwyn-Zagar has provided the following observations about the Revenant in his work, "The Great Book of Dangers of the Great Ash Desert." For the record, I confirm his observations and build upon them.

Quote"These tragic creatures are victims of ash storms - now you know why we shout about them so much, their lives and individuality burned by the positive energy of fire and ash. They are now forever condemned to walk among the storms until they fall apart, either by time or by the blade of another. The crumbling ones are fairly easy to kill, but beware the others. Some of them are able to summon phillars of burning sand from nowhere to strike an area. Others can become immune to damage over time, with each hit making them stronger until they become completely immune to one type of damage - always bring magic. Do not attempt to fight the storm. Do not try to face it. Do not try to get into its heart. For the love of all the gods, do not condemn yourself to such a fate."

For the scholar suspect of the loose tongued charlatan, I present the following repeatable observations:

Unliving specimens, such as revenants and ash wraiths, take no damage from the Disrupt Undead cantrip.

Unliving specimens similarly take no damage from healing effects, such as healing waters.

Further examination is needed to determine whether or not unliving specimens are healed by healing waters or respond abnormally to negative energy. My 'research colleagues' have been most efficient in dispatching the roaming variants I have encountered with due haste to date, and thus, my own experimentation is not yet complete on this matter. I will update this manual as my search for repeatable observations on this subject matter progresses. However, I suspect that Unlife is neither harmed nor healed by curative spells, which might lead to a method to formally identify of other suspect specimens (nyths, for example).

Unlife exists along a spectrum that similarly mirrors Undeath in its anathema to life. On one end, one might find an extreme that hosts ghouls, zombies, skeletons, and the like, while on the opposite, revenants and ash wraiths exist. Both of these extremes stand apart on far ends of this spectrum with life as we know it compromising a small zone of survivability in the middle. While only a few variants of the Unliving have been identified to date, it might be that this phenomenon could host all the variety of Undeath that are whispered to have once existed.

Those souls originating from the Rings that Were will recall that ash was a relatively common curative found widely, but the same ash that once healed now is anathema to life as we know and live since Ringfall as our world dies. This leads to two theories:

The nature of Ash has changed: What was life now is poison, a theory evidenced by a dying, ash covered world. This suggests Ash is still a potent, energetic material albeit in a different manner than known before. Many physicians relate that herbs in specific weights might be medicine while in greater weights become poison. Perhaps Ash might even have become stronger than it once was, thus causing the current effects? Surely Ash was, if anything, less common in those days than it is now.

The nature of the World has changed, and by extension, it's denizens: Ash is now poison only in the sense that it is now alien to us. With Ringfall the very fabric of our world is so destroyed and corrupted that it hastens to its death but by the intervention of B'aara's healing waters. Where once verdant oasis and gardens could be found in the Wastes years bygone now exists only swirling ash storms and those creatures that are not so easily stomped out.

Of course, any analysis of Unlife and the revenant is perhaps incomplete without mention of the Kinslayer curse, an effect which is rumored to occur if either of the Stonefolk or Ashfolk races happen to strike down their own kind. I have not personally witnessed this phenomenon (thankfully), but if the product of this action is unlife then it stands to reason such an action is anathema to the nature of this world. Could it be these creatures are so suffused with Ash this is a natural occurrence? If this is the case, why does not occur when they simply perish? There exists evidence to suggest that the kinslayer curse is an old phenomenon predating Ringfall, but such examination does not sit well with a natural phenomenon theory. These races of beings are seemingly cursed by some fell magic transcending time and generations, and by extension, so now is the world itself. With this realization comes further questions; what being could hold such power and for what intents?

Further work with negative energy is also warranted, to see if the possibility of neutralizing the harmful positive energies suffusing our world is possible (or, for that matter, even practical at scale).

Delmar Miniskos,
Student of Sandstone College

#5
The Menace Below – Sand Maws

A premier on the threat of Sand Maws, an unusual threat found in the wide deserts.

Foreword:
This text is dedicated to the ongoing efforts of Sandstone College to deliver the finest education possible to up and comers in the academic community of Ephia's Well.

Premise:
The Sand Maw is an unusual creature that remains completely buried in the sands of the the Great Ash Desert but is still able to not only attack but engulf unwary prey on the surface. I will recount my harrowing experience with one for the edification of future scholars, who might go on to survive and potentially save their companions some troubles when facing such a threat.

To me, much is unknown about the Sand Maw. Its size must be at least larger than a man, for I witnessed such a creature capture and seemingly devour a hobgoblin whole. I imagine its other senses, such as vision and possibly intelligence, are atrophied as a result of living underground. During the encounter it made no sort of contact I would recognize as intelligent.

The Sand Maw is a creature that cannot readily travel through air or stone. Therefore, it is possible to earn some defense against this creature despite its unorthodox tactics. Standing on solid features such as large stones, pavers, and structures prevents the Sand Maw from attacking you. Conversely, moving with great haste may prevent the Sand Maw from pursuing you effectively. After covering some ground, the Sand Maw seemingly lost interest in chasing us.

Recognizing a Sand Maw in the vicinity can be difficult. Look for things like local wildlife and your companions getting sucked under the sands. Additionally, Sand Maws will often emit a torrent of sand upwards like a geyser. If you see these tall tale signs, the use of the earlier strategies will be key to your survival.

The following strategies are speculative and should be used only if solid ground and hasted retreat are impossible.

It is believed the creatures use a form of tremor sense, or rather, the ability to feel vibrations in the sands, so they might not be able to easily detect a creature that is perfectly still.

Prayers to Warad may be of some use, but in my experience, the gods are often more inclined to help those who help themselves. Consider donating at a Wheel sign before a trek, or prayers if stuck on a rock.

Sound travels differently through earth than air. Silence might serve you better than you know.

Obviously, being able to fly or teleport is ideal in such a circumstance, but such means are considered beyond the scope of most readers.

Again, the latter strategies are all speculative. Do take care if you encounter such a threat.

Sincerely,

Delmar Miniskos
Student of Sandstone College


#6
From Sewers to Sandstone

A guide to 'pulling oneself up by one's own bootstraps' in the seemingly bereft environ of the 'Gutters,' written by none other than Delmar Miniskos!

Foreword:
It is with utmost respect and humility that I submit the following prose for the benefit and erudition of future refugees, that they might make a name for themselves or at the very least acquire a gainful trade or purpose while in Ephia's Well.

Premise:
Ah, you poor fettered refugee, stinking of desperation and camel dung. Fret not! Tis I, Delmar Miniskos, here to provide you a plan befitting a noble soul such as yourself to toil and eventually prosper from within this bastion of blessed life, Ephia's Well. Unfortunately, this method is perhaps not for the squeamish or those of meek constitution, yet nevertheless if you persevere with my method even the Wastes' daintiest flower can find success.

The key to all of this is the humble sandworm. The sandworm is a disgusting creature that is prolific throughout the Wastes and is generally considered a nuisance for their aggressive nature when encountering anything of meat (namely, people much like yourself). These creatures would have died out long ago were it not for their ability to voraciously subsist on literal filth and then prolifically reproduce. These creatures also possess an envenomed bite, but most hardy individuals seem to shrug such off with little worry. Commonly, these creatures will be similar in size to a snake, but rarely they will grow to an impressive size. Some theorize or even claim sandworms have grown larger than buildings and could grow indefinitely provided the right conditions, but such claims must be the product of exaggeration. Surely.

You might be asking what the sandworm has to do with your prosperity? Within Hasheema's Hope one can entreat oneself with the local Worminger's guild for a small bribe. This provides one with a useful amulet which also doubles as a key into the Gutters thereabouts, but more importantly than this, the guild will now pay you to bring them chunks of worm meat.

What do they do with the worm meat, you ask? Hah hah! I don't want to know, and probably neither do you, dear reader.

This, my good friend, is simply the prelude to profitability. It is an open secret that the city is in fact built upon miles of architecture that has since been built over or covered in sand. There is no shortage of treasure for the intrepid explorer that can brave the environs there below, and (generally speaking) at relatively low risk to oneself. As such, the Gutters are a stomping ground for many up-and-coming adventurers looking to make a quick dinar looting some forgotten stockpile. By signing on with these ragtag bands you too might share a portion of this treasure.

Delmar, you say, I know nothing of swordsmanship and have no business on an adventure! That is the beauty of it, dear soul, for with a suitable companion your skill in battle matters not! Simply offer whatever protective spells you might upon your companion and, failing that, sprinkle B'aara's healing waters on them from time to time.

Selecting a Suitable Companion:
Ideally, your companion will possess at least one, if not all, of the following traits: protective armor, a shield, a 'kill or be killed' attitude, and/or an impressive size. These traits will be most helpful in keeping you from being bitten by sandworms and other troubles in the Gutters. Other traits you might normally wish in a companion, such as beauty, wit, grace, or simple manners, are actually of far less importance for this particular sort of enterprise.

Stratagem:
As mentioned above, your boon companion will benefit from whatever protective spells and magics you can offer, but even failing that sufficient water sprinkling will keep your companion upright and killing things. You should endeavor to keep your companion between you and the things trying to attack you that are ahead in the Gutter/tunnel/hole you happen to be in at the time. This can be assisted by providing useful prompts like, "Go on," "Forward," "No, let me loot that," and "Let's keep going!"

As you find discarded treasures your supply of goods will increase. Obviously, healing waters are of use, but beyond this, potions of retreat and invisibility can be useful to you in the tragic event things do not go entirely according to plan. Consider, however, that much of that 'garbage' has a use to someone somewhere. Gems and antique coins are of value to the goodly coinchangers found in Palm Heights, 'goopy' gemstones are a substance formally called Baubalium and purchased by the Nadari in the Souk, and an Ashfolk fellow named Caleb in the Souk is known to buy many other odd ends. I have little doubt with some enterprise on your part the rest of your kit might be sold to some other up-and-coming adventurer, but do try to be sly, for the truly enterprising merchant does technically require a trading license.

It should go without saying that the fellows being bitten and bludgeoned might deserve said treasures slightly more than you do. Whether or not you personally agree, there would be wisdom in allowing your boon companion(s) to select their share before you, for they will likely not balk at your company in the future if they find themselves continually enriched.

Dangers:
There are a myriad of dangers in any adventuring enterprise, but the Gutters are a somewhat limited environ where most risks can be calculated. The first level of the Gutters is relatively safe (relative, of course, with respect to the dangers one might encounter in the Wastes beyond the city), populated mostly by sandworms but also with the occasional rat, slime, or carrion crawler.

The Deeper Gutters are barred by lock, but the key can commonly be found in parts while one explores the Gutters. The parts are actually somewhat ubiquitous, but even if you do not acquire a complete key, one can generally count on an adventuring companion to possess one. The Deeper Gutters, unfortunately, can be a bit more dangerous than the upper portion. In addition to the above threats one can find lesser undead and spell casting constructs which in number can pose a threat to a ragtag assemblage of adventurers.

Finally, crime is not unheard of in the Gutters. Most bandits aren't so brazen to attack a group of adventurers singly, but a lone worminger might have his or her purse taken if caught unawares. One would be most wise to be prepared for all manner of troubles when in the Gutters.

Could you continue to go deeper still in paths unknown and find greater treasures still? Most probably! Will there be greater threats? Undoubtedly so! But I wish you all the best of luck and B'aara's grace in your endeavors, brave reader. Take heart in the thought that the steps you walk have been trodden before.

Delmar Miniskos
Student of Sandstone College
#7
Bug Reports / Moths in Basement (spoilers?)
February 15, 2023, 11:34:47 PM
Moth Swarms sometimes drink random cure potions. Doesn't seem intended.
#8
Bug Reports / Selling Giant Rat Pelt
December 05, 2021, 07:20:08 PM
"Selling" Giant Rat Pelt to Leatherworker Krang Borag yields no coins.