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Features
Items:
All ammunition stacks have been set to 100. This includes arrows, bolts, bullets, throwing daggers, darts and throwing axes. Potions, scrolls, gems and non-magical rings & amulets have had their stacks increased to 50.
The speed factor for bows, crossbows and slings has been restored by adding it to the ammunition. Arrows have a speed factor of 7, bolts 8 and bullets 6. Enchanted ammunition has lower speed factors.
All crossbows gain +2 to THAC0 and heavy crossbows gain +1 to damage and only attack 1/2 rounds
Strength bonuses no longer apply to darts and throwing daggers.
Every armor now comes in five different versions, one for each race (elves and half-elves use the same). This restriction applies to shields as well, but not to helmets. Magical armors and shields can be worn by any race, however, as they automatically change size to fit the wearer.
For each type of weapon in the game there is a low quality and a high quality version that provide a penalty and a bonus to hit respectively.
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NPCs:
All NPCs will be at the same level as the party when they join the group. Dwarven, gnome and halfling NPCs now gain the same saving throw bonuses as PC characters of these races do.
Viconia's magic resistance is 50% at 1st level and will increase by 2% for each level thereafter. She also has a one-time bonus of +2 to her saving throws vs. rod/staff/wand and spell.
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Lore:
Lore has been limited to bards who gain 5 points per level. There is no bonus due to high intelligence or wisdom scores. The lore values of all magical items have been altered to reflect this change.
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Poison:
All types of poison now do their full damage instantly rather than doing a few points of damage for a number of rounds. Slow Poison, Neutralize Poison, the antidote and the elixir of health now also provide immunity to poison for certain durations in addition to their previous effects.
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Races:
Gnomes and halflings who are size Small cannot use Large weapons. These include Long Bows, Halberds, Two-handed Swords and Quarter Staves.
Elves have gained 90% resistance to sleep and charm related spells and effects.
Half-elves have gained 30% resistance to sleep and charm related spells and effects.
Dwarves gain +1 to hit hobgoblins. Ogres and ogre mages suffer a -4 penalty to hit dwarves. Half-ogres are at -2 to hit.
Gnomes gain +1 to hit kobolds. Gnolls, ogres, ogre mages and half-ogres suffer a -4 penalty to hit gnomes.
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Reputation:
All characters begin the game with the same reputation regardless of their alignment. A high reputation does not lower store prices as much as it did previously. Donating money to a temple to increase reputation has become a lot more expensive.
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Spells:
All friendly spells now ignore magic resistance to take into account that any being with magic resistance can lower it at will.
All spellcasters lose any dexterity bonus to their armour class at the instant of casting.
There were some spells previously with descriptions that did not match their effects. This has been corrected. Remember to have a look at the spells you use to make sure you know how they work.
Spheres of Access
-Cleric
Major: All, Chaos, Charm, Combat, Creation, Divination, Guardian, Healing, Law, Necromantic, Protection, Summoning, Thought, Wards
Minor: Elemental Water, Elemental Earth
The cleric loses access to the sphere of sun, elemental air and elemental fire while retaining minor access to elemental water and elemental earth.
-Druid
Major: All, Animal, Elemental (All), Healing, Plant, Weather, Sun
The druid loses access to the sphere of divination and gains major access to the sphere of sun.
Opposition Schools
Abjurer: Alteration & Illusion
Conjurer: Divination & Invocation/Evocation
Diviner: Conjuration/Summoning
Enchanter: Invocation/Evocation & Necromancy
Illusionist: Necromancy, Invocation/Evocation & Abjuration
Invoker: Enchantment/Charm & Conjuration/Summoning
Necromancer: Illusion & Enchantment/Charm
Transmuter: Abjuration & Necromancy
Universal Magic
This school of magic is essential to any magic-user and therefore all wizards have access to it. The spells include:
Identify
Knock
Dispel Magic
Remove Curse
Bestow Curse
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Stores:
Buy and sell percentages used to be the same in all stores but these now vary so that some are cheap and others are expensive. Rooms also have different prices depending on the inn you are visiting and most inns do not have all four rooms. Temples sell priest scrolls now and will also buy certain kinds of items. Most stores have new items for sale.
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Thieving skills:
Thieves now gain experience points for disarming traps and opening locked objects such as chests and doors.
Armors affect thieving skills as follows:
-No Armor
Pick pockets: +5%
Stealth: +10%
-Leather Armor
Negates the bonuses gained from wearing no armor.
-Studded Leather Armor:
Pick pockets: -30%
Open locks: -10%
Find/remove traps: -10%
Stealth: -20%
Negates the bonuses gained from wearing no armor.
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XP cap:
The XP cap has been increased to 400,000 xp.
Fighter/Paladin/Ranger: 9
Cleric: 9
Druid: 12
Mage/Specialist: 11
Thief/Bard: 11
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