Welcome & Features

Information and updates for the EftA mod. If you have any questions or suggestions for the mod, please post them here. Click here to visit the official web site.

Moderators: erevos, mouse

Post Reply
User avatar
mouse
Retired staff
Angel
Posts: 520
Joined: Mon Aug 12, 2002 8:51 pm
Location: near Portland, OR, USA

Welcome & Features

Post by mouse » Sat Mar 27, 2004 6:21 am

Welcome to the new EftA forum! Hopefully this is the continuation of something good :cool:

Here's list of the current mod features:

************FEATURES********************

Classes and Skills:
6 new classes (hero & heroine are very very similar, only differing in about 8 skills):
:Druid is now Summoner - even more minions and elemental skills
:Amazon is now Huntress - pure bow with traps
:Barbarian is now Viking - melee & elemental attacks
:Necromancer is now Magi - elemental attacks and golems - similar to sorceress
:Sorceress is now Heroine - two handed melee specialist, dodges & werewolf transformation
:Paladin is now Hero - sword & dagger specialist, werebear transformation
:Assassin is now Witch - curses, poison & skeleton summoning - similar to old necro - the new class most like an old class

:32 skills for each class, many of which are new
:3 skill points per level
:skills are acquired at level 1,8,16,24,32,40,60 (instead of 1,6,12,18,24,30)
:the first point in each skill is free - encouraging experimentation and allowing everyone a minimum (and/or maximum) of diversity
:::the second point in any skill costs 1 point, thereafter each skill costs 2 points
:::class archetype skills cost 3 points for the 4th point, and 4 points per level thereafter
:no prerequisite skills (not that it would matter with the first point being free anyway ;) )
item only skills: see Equipment section just below
:this mod is very minion-centric (working codename is "The Minion Mod") - all classes have at least 1, if not 2, minions

Equipment:
-new class only items for each class, with staffmods & special automods. staff + auto on weapons, just staff on armor (staffmods are the +random class skills, automods are just something else - str for vikings, run speed for huntresses, etc.)
:Summoner = pelts, rods (new wand)
:Witch = wreaths (new headgear), twigs (new wand)
:Magi = slippers (new shoes), staves, wands
:Viking = fury helms, braces (new belts), viking spears (new spear)
:Hero = auric shields, brands (new swords)
:Heroine = cuffs (new gloves), bo staves (new staves)
:Huntress = forest garb (new armor), hunter crossbows (new xbows)
:all classes have class only rings with staffmods

-Armor Weight
:85% of armors (including the heavier belts, boots, gloves & helmets) slow your movement. The melee classes have skills to offset this, but all classes will need to choose their gear with a little bit more thought than before.

-Redone affixes
:slightly boosted many magic affixes, especially elemental damage ones
:removed many 'useless' mods in relation to certain item types - ie no more hit causes fleeing on wands
:jewels & charms are better
:higher damage/defense mods can spawn on rares

:700 new uniqs so far with more to come
:63 new sets (225 new set items) so far: 52 new class sets and 11 new generic sets
:many custom item only skills, many transforms - at least half the exceptional/elite sets have custom transforms. Check out the screen shot page for some examples!
:The following pre-existing skills can only be gained by equipping the proper item: cloak of shadows, conversion, charge, energy shield, fireball,skeleton mastery, raise skeleton, raise skeletal mage, bone prison,revive,cleansing, resist lightning,redemption, holy shock,leap,raven,iron golem,inner sight,guided arrow,lightning fury, holy shield, dim vision, blaze, teeth
:The followign new skills can only be gained from an item: time stop, slow, prime sphere (meph cold ball) & cow call (mu hahahaha), summon naga magi, summon naga magus, summon polong, fear aura, plague (like a distance cast rabies), summon treant, joy of magic (magic find aura, you know you want it!), summon balrog
items with various combinations of gems
:new properties available on items: lightning thorns per level, fire thorns, fire thorns per level, cold thorns, cold thorns per level, lower enemy magic resistance, enhanced damage for all magical skills, +x to all fire/cold/lightning/magic or poison skills (each is a separate property like the old +x to fire skills)

:"Stonewords": comprised of filling up a 2 or 3 socket item with the same "new" stones (harvest, mana,etc) or a 4 socket item with 3 of the same stone and 1 jewel.
:"Gemwords": fill up 2 socket item with the same quality & type of gem, or 3-5 socket

Misc:
:110 player levels
-Mercenary Changes:
:mercs do 50% to bosses at all difficulties
:mercs are tougher, level faster and get better skills
:mercenaries can now use any non-class (1 handed) weapon, belt, gloves, boots, amulet & 1 ring
::some caveats: act 1 mercs won't use bow skills when not equipped with bows *duh*
::melee mercs won't use certan melee skills when equipped with the wrong weapon class *duh*
:mercenary skills are now as follows (might not start with all, but will get when level is high enough)
::act 1 fire normal : burning arrow, flaming arrow, inner sight, slow missiles
::act 1 cold normal : frozen arrow, freezing arrow, inner sight, slow missiles
::act 1 fire nm: plague arrow, poison arrow, inner sight, slow missiles
::act 1 cold nm: splitting shot, inner sight, slow missiles
::act 1 fire hell: Lightning Shot, Lightning Mastery, inner sight, slow missiles
::act 1 cold hell: Rain of Arrows, inner sight, slow missiles
::act 2 combat normal: jab, cleansing (with hp regen),
::act 2 defense normal: jab, defiance
::act 2 offense normal: jab, blessed aim
::act 2 combat nml: jab, thorns
::act 2 defense nm: jab, holy freeze
::act 2 offense nm: jab, might
::act 2 combat hell: jab, conviction
::act 2 defense hell: jab, salvation
::act 2 offense hell: jab, concentration
::act 3 fire normal: Breath of Surtur, Fireball
::act 3 cold normal: Ice Spike, Enchant Cold, Icy Blast
::act 3 ltng normal: Ground Lightning, Lightning Bolt
::act 3 fire nm: Fire Ball, Flamestrike, Volcano {fire elemental}
::act 3 cold nm: Ice Spike, Freezing Orb, Enchant Cold, Hurricane
::act 3 ltng nm: Ground Lightning, Chain Lightning, Shocking Field, Lightning Wave
::act 3 fire hell: Poison Splash, Chaos Hex, Possession Loa, Poison Loa {drow magus}
::act 3 cold hell: Rage of Bones, Bone Wave, Bone Projection, The Rotting [Aura] {lich}
::act 3 ltng hell: Comet Fall, Ice Storm, Storm Incarnate, Tornado {drow magus}
::act 5 barb A normal: bash, stun, battle cry, sword mastery
::act 5 barb B normal: bash, stun, quickness, sword mastery
::act 5 barb A nm: bash, stun, ignition, undead slayer [aura], sword mastery
::act 5 barb B nm: bash, stun, vengeance, demon slayer [aura], sword mastery
::act 5 barb A hell: bash, stun, blessed strike, battle fury, sword mastery
::act 5 barb B hell: bash, stun, blessed strike, war cry, sword mastery


:several new monster animations - aerieal servant, ettin, pit fiend, lich, drow magus, baby wyvern, lesser fire elemental, treant, myconid, acaste, giant skeleton, trigit, djinni, bugbear captain, earth elemental, ice elemental, curst guard
:Larger stash via goro3d's plugin
:resist penalties increased to -60 in nightmare & -130 in hell

Cube Recipes (so far):
:recipes for cubing magical -> rare -> set -> unique
:recipes for crafting your own rings and amulets - a great way to eat up useless rares! very slow to power these up, but they can be very, very powerful - each can have like 8-10 mods which you can keep stacking on right up until you craft the item.
:recipes for adding 1-2 sockets to magics, rares, sets & uniques
:recipes for increasing damage/def on any weapon or armor using sharpening & balancing stones
:runes can be cubed all the way up to zod


Future Plans (in the order I plan to address them):
:new runewords
:gemwords
:even more new uniqs
:new cube recipes
:More new monsters
:a few new skills
:New map/monster configurations (after I teach myself map editing)

Credits:


-??: ettin plugin (modified by mouse),pitfiend plugin (modified by mouse), red myconid plugin (modified by mouse)
-Acromatic Aria & infinitum - Ice Golem new token plugin
-Alkalund: bone golem plugin, chimera plugin
-Baron-Josh & SVR - hireling inventory plugin!
-demon666 - act 1 town plugin
-digibo - d1 item pack
-goro3d: big cube/stash/inventory plugin
-Har'lea'quinn: aeriel servant plugin
-Jbouley & Charsi's Forge for the web hosting!
-jbouley - item packs 2 & 3, rune pack
-joel & red havoc - arcane sanctuary plugin
-kingpin - tropo new token plugin
-om & jbouley - item packs 1 & 2
-phrozen heart - sherical animated gif, bugbear captain dcc's
-Red Havoc: several overlays & misiles from his re-colored missile & overlay package
-riparious - gem images
-Vegabond_635 - shadow new token plugin,cofs+data for earth elemental, curst guard
-Volf - cow level plugin
-1999 utopiafonts. dale_thorpe@bssc.edu.au - seraphim font
-blizzard (of course!) for making such an awesome, moddable game. (and for the wallpaper image I used for the gameselect screen ; )

-uncountable helpful people at the Phrozen Forums who have helped me through my journey into mod making
-me/mouse: everything else
Last edited by mouse on Mon Mar 29, 2004 4:35 am, edited 2 times in total.

Post Reply

Return to “Escape From The Afterlife”