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Feat Changes
Listed below are Changes LoC2 have made to some feats.
- We as a community, try to keep it up to date but if you spot something thats wrong, don't be afraid to get stuck in and make an edit!
: A
- Armor proficiency (heavy)
- Armor proficiency (light)
- Armor proficiency (medium)
- Arrow of death
- See Arcane Archer Page
- Has a "respawn" rate where you can use it again
- Heard from llorelie its a few seconds but thats from a greater god character.
- Automatic quicken spell
- No Change
- Not really needed as does not work with haste (haste does same effect)
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- Bane of Enemy's
- See Ranger Class for changes
- NWN: Any weapon the character wields against any of their Favored Enemies is treated as a bane weapon for that creature type (+2 to hit and an additional +2d6 damage).
- LOC: Bane gives 1d6 extra damage per 5 god levels or 10 warrior chapters.
- LOC: Bane gives a pure ranger with god level 10 a 1 in 4 chance to do 50d10 extra damage to a favored enemy and is activated automatically.
- This is increased 1d10 per Ranger/post 40 level (post 40 capped at ranger level
- Barbarian fast movement
- Does not work with haste (haste does same effect or better)
- Bard Song
- See Bard Class for Changes
- Each New chapter level Song Increases by + 100 HP
- players can get another song boost even tho they may still have bard song effects (so lasting impression is a good feat Now as hp can still be boosted, before song ends.)
- Level 26 + sonic damage resist added
- Level 31 + Immunity to mind spells
- level 35 / 36 + Bards "restore" (Greater Restoration BUT not level drain)
- Level 41 + Immune Knockdown
- Level 46 + Impressive regen added
- Level 60 + Bard now restores 5 Auto Rez
- Level 70 + Now inspire players giving them an extra 1d6 AutoRez
- Bard Instruments Help by boosting damage saves losses etc [1]
- AB: Bard level / 5 + 1
- AC: Bard level / 5 (Capped at +7 AC. Type is Dodge AC)
- Damage: Perform / 10 + Bard level / 5 (Capped at +20. Damage type is sonic)
- Will save: Perform / 10 + Bard level / 5 + 1
- Fortitude save: Perform / 10 + Bard level / 5
- Reflex save: Perform / 10 + Bard level / 5
- Skill bonus(es): Perform / 10 + Bard level / 5 +
- Bonus HP: (Bard level + Charisma mod) * (3 + god/chapter level) + Perform
- Duration: 10 rounds + Charisma mod
- Battle training vs. giants
- Battle training vs. goblins
- Battle training vs. reptilians
- Blind fight
- No Change, Not sure on this, ask on Forums
- Blinding speed
- NWN: The character is able to cast Haste on himself 1x/ day. The effects will last 10 rounds.
- LoC: Currently it gives 60% concealment, +7 dodge bonus, still 1x/ day.
- LoC: Has Changed since to this: (6th September 2008)
- LoC: Blinding Speed now gives an attack that generates a slash flurry attack which does little amounts of damage lots of times
- Brew Potion
- I can tell a Change is coming =D [2]
- As of Currently No Change
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- Crippling strike
- No Change, But could be wrong ask on the Forums If Unsure.
- Curse Song
- See Bard Class for Changes
- If Bard Level >40 then also effects Dodge Armour (by amount /2)
- if Bard Level >60 then also effects Natural Armour (by amount /2)
- if Bard Level >70 then also effects Shiels AC (by amount /2)
- Damage is now also 1d6 per level and the De Buff is now same as bard song buffs
- Bard level can only be increased by Deity Level/Bard Chapter level and you cannot increase beyond your bard level amount i.e a 10 levels in Bard means max of 10 from Deity.
- Bard Instruments Help by boosting damage saves losses etc [3]
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- Damage reduction (barbarian)
- Death attack
- No Change
- But may get a Change when Assassins improved
- Deathless Master Touch
- See Pale Master Class for Changes
- If the target succeeds the fortitude save, it will still lose 25% of it’s current hp. Also if the target creature is too large, the target is unaffected by this attack
- Devastating critical
- NWN: Whenever scoring a critical hit with the chosen weapon, the character's target must make a fortitude save or die instantly. Creatures who are immune to critical hits are not affected by this feat.
- LoC: Enemys can Only be "Dev'd" When below 25% HP left. Weapon masters can Dev higher % then this. See Weapon Master Class for Changes. [4]
- Certain minimum level requirements needed also:
- 30 levels of Fighter
- 35 levels of Barbarian/Paladin/Ranger
- 25 levels of Weapon Master
- 27 levels of Champion of Torm and Blackguard
- 26 levels of Dwarven Defender (Dwarven Waraxe and Light Hammer only)
- 24 levels of Monk (Quarterstaff only)
- 36 levels of Monk (Quarterstaff and Unarmed only)
- Diamond Soul
- See Monk Class for changes
- God/Chapter levels taken into account when determining Spell Resistance
- Dirty fighting
- Gives more Monk Punch damage if you use the feat (Have to click it)
- Divine might
- NWN: Duration: 1 round / cha mod
- LoC: Duration: 1 round / cha mod
- NWN:
- LoC:
- Adds Cha mod to Attack bonus and deals Divine damage (to max 20)
- Adds 8 damage per cha Mod and 15 Damage PER SMITE feat, this is not every attack but will get floating text telling you when extra damage is done. This damage is Divine Damage. Cleric, Paladin and Blackguard Levels count Towards this. Post 40 levels are capped at your Class levels.
- Note : If you have 21+ blackguard levels you get a +10 level bonus
- Divine shield
- NWN: Duration: 1 round / cha mod
- LoC: Duration: 1 round / (cha mod + pal level + bg level) (not cleric)
- NWN:
- LoC:
- Base adds Cha mod to Dodge AC but when have 20 pally/10 Black levels also adds to shield AC (cha mod)
- Hit point increase 5% per level to max of 100 hp per level.
- Pally 40+, Black 30+ also gets the following
- Regenderation Level x 5 per 6 seconds
- Damage reduction 30 up to level *100 points
- Pally 51+, Black 40+ also gets the following
- Imunity Knockdown
- Spell absorption up to 5 x level spells levels.
- Divine Wrath
- See Champion of Torm Class for changes
- NWN:
- LoC:
- Duration: Charisma mod + CoT level / 2
- Special: If you’re a good aligned CoT, +5 levels will be added to determine the bonuses you get.
- Champion of Torm level 5 gets Attack bonus of +3 a Damage bonus (positive) of +5. +3 to Saves and Damage Reduction of +1/5
- Champion of Torm level 10 gets Attack bonus of +5 a Damage bonus (positive) of +7. +5 to Saves and Damage Reduction of +2/10
- Champion of Torm level 15 gets Attack bonus of +7 a Damage bonus (positive) of +9. +7 to Saves and Damage Reduction of +3/15
- Champion of Torm level 20 gets Attack bonus of +9 a Damage bonus (positive) of +11. +9 to Saves and Damage Reduction of +4/20
- Champion of Torm level 25 gets Attack bonus of +11 a Damage bonus (positive) of +15. +11 to Saves and Damage Reduction of +5/25
- Champion of Torm level 30 gets Attack bonus of +13 a Damage bonus (positive) of +18. +13 to Saves and Damage Reduction of +10/30
- Champion of Torm level 35 gets Attack bonus of +15 a Damage bonus (positive) of +20. +15 to Saves and Damage Reduction of +20/35
- This is a combination of divine might and divine shield. It adds 8 damage per Cha mod + 4 per level and 15 per smite feat, it gives 5% hp increase to a max of 90 per level.
- Draconic armor
- No Change
- Note that because of this reroll of a RDD is impossible
- Dragon shape
- See Shifter Class and Druid Class for changes
- Appearance changes over level
- Breath power Increases
- Add more to me If you know something
- Dwarven defender damage reduction
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- Elemental Shape
- See Druid Class for changes
- NWN:
- LoC:
- Empty Body
- See Monk Class for changes
- NWN:
- LoC:
- If Monk level is 36+ the concealment is equal to 2 * (Monk level – 35 ) + 50 (capped at 75% concealment)
- If Monk level is 35 and below, it acts as normal
- Epic barbarian damage reduction
- Epic Shadowlord
- May be Improved if a good model/ creature can be found for them says necrom
- For the shadow dancers/familiars ..well ...be patients plz ..got to talk with shine about that first. [5]
- Epic Spell Focus ...
- Conjuration and Necromancy only ones altered
- see Creature Summons Page for how they affect summons
- Basically Conjuration + 1 all Non-Undead summons apart from blackguards and Necromancy + 1 all Undead summons apart from Blackguard
- Epic spell: Dragon Knight (DK)
- NWN: The caster summons a powerful adult red dragon to the targeted location to fight on his side. This spell is not affected by armor casting penalties, nor can it be interrupted.
- LoC: See Creature Summons Page for all Dragon Knights
- Epic spell: Epic Mage Armor (EMA)
- NWN: The caster gets a +20 armor class bonus. This spell is not affected by armor casting penalties, nor can it be interrupted. This spell cannot be dispelled.
- LoC: Gives AC bonus to each of the following armor class types: Armor AC, Deflection AC, Dodge AC and Natural AC
- AC bonus is 5 + (God / chapter level) + (God / chapter level) / 2 (capped at +20 AC)
- So with 10 god or 20 chapter levels, you get +20 AC to every listed armor classes
- Epic spell: Epic Warding (EW)
- NWN: The spell conjures a powerful magical ward around the caster protecting against all bludgeoning, piercing and slashing damage. It grants damage reduction 50/+20 and absorbs 50 points of melee damage per caster level before collapsing. This spell is not affected by armor casting penalties, nor can it be interrupted.
- LoC: Same ?
- Epic spell: Greater Ruin (GR)
- NWN: The caster deals 35d6 positive energy damage to a single target. This spell is not affected by armor casting penalties, nor can it be interrupted.
- LoC: Damage is 1d12 * (Caster level + God/Chapter * 2) + 200 – Uses left * 10 of positive damage and (1d12 * (Caster level + God/Chapter * 2) + 200) / 2 – Uses left * 10 of divine damage. Successful fortitude save halves the damage done.
- If your total level is 101 or over, the damage dealt is 1d12 * (Caster level + God/Chapter * 2) + 1000 – Uses left * 10 of positive damage and (1d12 * (Caster level + God/Chapter * 2) + 1000) / 2 – Uses left * 10
- Epic spell: Hellball (HB)
- NWN: The caster creates a ball of energy that does 10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius. This spell is not affected by armor check penalties, nor can it be interrupted. For saves, the evasion feat does not apply.
- LoC: Damage is 1d10 * (Caster level + God * 2 + Ability modifier (int for wizards, cha for sorcerers and wis for druids/clerics)) – Uses left * 10 of fire, negative and magical damage (negative damage is exchanged to positive damage if you’re good aligned). Chapter mages has one difference. Formulae is 1d10 * (Caster level + Chapter level + Ability modifier) – Uses left * 10. Note also that these formulas are used for every damage type, not total damage done
- Epic spell: Mummy Dust (MD)
- NWN: The caster summons a powerful mummy warrior to do their bidding. This spell is not affected by armor casting penalties, nor can it be interrupted.
- LoC: See Creature Summons Page for all Mummy Dusts
- Epic Superior Weapon Focus
- Epic Toughness I
- Your Armour Resistance's Get better
- Epic Toughness V
- Your Armour Resistance's Get better again
- Epic Weapon Specialization
- Extra smiting
- No Change
- Helps having more in some Wisdom based classes such as the Paladin
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- Flurry of blows
- Reduces the amount of Monk punch extra damage that is applied
- But as a benefit you get an extra attack with unarmed or with kamas only
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- Greater spell penetration
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- Hardiness vs. enchantments
- Hide in Plain Sight (HIPS)
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- Imbue Arrow
- See Arcane Archer Class for changes
- NWN: Hardcoded to be 3 by so dont get more ???
- LoC: Deals various damage types, perhaps through the Houseguard Chest not sure....
- Ask on the Forums
- Improved Power Attack
- NWN: This feat allows the character to trade a -10 penalty on his Attack roll to gain a +10 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents.
- LoC: will be as if your str modifier was greater by 2.0x.
- The bonus is halved if you are using a shield or another off-hand weapon.
- That is, when talking of loc damage bonuses (not AB and such.)
- (does not stack with power attack.)
- The max damage bonus is dictated by level +3
- You do not need to "enable" the feats for it to work, just have.
- Only relevant for STR based build, dexers need to improve their STR for this to work.
- Improved Spell Resistance
- Improved Stunning Fist
- See Monk Class for changes
- NWN:
- LoC: Unsure but It may Improve Monk Punch somehow.
- Improved two-weapon fighting
- Improved Whirlwind Attack
- NOT WORKING CURRENTLY
- NWN: The character performs a full attack action and makes one melee attack at full base Attack roll against each opponent within 10 feet.
- LOC: Weapon Masters gets a powered up improved whirlwind attack (only works for high level WMs) which can daze, knockdown, and more importantly reduce AC of nearby targets (the AC part likely only works with some 10+ warrior chapt / god levels I believe.)
- With 30 Weapon Master levels, the nearby enemies are dazed.
- With 35 Weapon Master levels (Weapon Master with God/Chapter levels), nearby monsters are also knocked down.
- With 40 Weapon Master levels, nearby monsters additionally gets an AC decrease. The amount of AC decreased is determined by the amount of Weapon Master levels divided by 5. So 40 WM / 5 = 8 AC decrease. Duration is WM levels divided by 10.
- Infinite greater wildshape
- Inflict critical wounds (feat)
- Inflict serious wounds (feat)
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- Lasting Inspiration
- See Bard Class for Changes
- Lay on Hands
- See Paladin Class for changes
- NWN:
- LoC:
- Heals (Paladin level + Champion of Torm level) * (Paladin level + Champion of Torm level) / 10 * Charisma modifier amount of hitpoints.
- If your Paladin / Paladin + CoT levels is 36+, you also get the True seeing effect from this ability
- Lingering Song
- See Bard Class for Changes
- Luck of heroes
- No Change
- Does Not count towards +20 cap
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- Mighty Rage
- See Barbarian Class for Changes
- Gives HP equal to ((Barbarian level + 20) * 5 + 10) * Current hitpoints / 100, if you have 15+ barbarian levels and the Mighty Rage feat. Example, you have 40 barbarian levels, 1000 hp and Mighty rage, you get (60 * 5 + 10) * 1000 / 100 = 3100 temporary hp. (May have changed)
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- Partial skill affinity (listen)
- Partial skill affinity (search)
- Partial skill affinity (spot)
- Planar turning
- No Change
- Note: Creatures in LoC are very high level and as such it is very unlikely you will be able to turn them.
- Power Attack
- NWN: A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +5 bonus to the damage roll, but at the cost of -5 to the attack roll.
- LoC: Having Power Attack will be as if your str modifier was greater by 1.5x.
- The bonus is halved if you are using a shield or another off-hand weapon.
- That is, when talking of loc damage bonuses (not AB and such.)
- The max damage bonus is dictated by level +3
- You do not need to "enable" the feats for it to work, just have.
- Only relevant for STR based build, dexers need to improve their STR for this to work.
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- Silver palm
- No Change
- Dont Think this works in LoC
- Skill affinity (concentration)
- Skill affinity (move silently)
- Smite evil
- Possible Change ask on the Forums
- Smite good
- Possible Change ask on the Forums
- Summon Fiend
- See Blackguard Class for changes
- NWN: Summons a few things
- LoC: Summons up to 8 different creatures
- level is +1 per 5 post 40 levels AND this is not adjusted by anything except epic Fiend which adds 1 to Summoning level.
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- Terrifying rage
- See Barbarian Class for Changes
- If you beat the saves you can freeze enemies that are immune to paralyze with this, but low duration.
- Thundering rage
- See Barbarian Class for Changes
- Has a chance to knockdown enemy when you rage (20071111-A)
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- Weapon proficiency (creature)
- Weapon proficiency (druid)
- Weapon proficiency (exotic)
- Weapon proficiency (martial)
- Weapon proficiency (monk)
- Weapon proficiency (rogue)
- Weapon proficiency (simple)
- Weapon proficiency (wizard)
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