I just picked it up yesterday night. Haven't had too much time to look through everything in depth, since i wanted to read the new toys for artficers and it was late when I was done with my actual game-running, but here's some rundown ness:
Chapter One covers magic in the setting as a whole. It goes from region to region, describing a bit on how magic is viwed and practiced, some plot hooks, and then a textbox on all of them on what options for those styles of magic are in the book.
And its not just Khorvaire that gets covered either. Argonessan, the Dragon Prophecy, Psionics, the Daelkyr, Aerenal, and even Xen'drick, are all covered pretty nicely. There's also a plethora of nifty sites of note, though sometimes i wondered if the maps might of been a tad big. There is also a section on artifice at the beginning, seeing as how artficiers effect the setting as they do, as well as how to research new Infusions and all that.
The crunch in here is pretty light. They mention thing sin later sections, give soem stats, and a few things for research purposes. But overall, its all fluff. Pretty neat chapter overall.
Chapter Two is about character options. This where the fluff starts. In here there is a new race, the daelkyr half-breed, but I haven't read in too much detail, so I can't be of too much help of what they're about. There is a section on Psiforged in the setting as well, but it is actually just a Warforged who takes the Psionic Body feat later in the book, so its mostly on where they are from and all that jazz.
This is followed by a variant on the artificer for psionics. The jit of them is that they swap out the skills and feats specific to magic and magic items, replace them with the psionic version. The infusions all work the same, save they create Power-based effects, rather hten Spell-based ones, ect. Pretty neat, not too messy. I like it. Though, I'd of liked there to of been an option for total transparecy and having normal Artificers be able to do psionic stuff, but ah well
The chaptr has a few other things of note. The new Dragon Rituals are basically ways for characters to tap into the Draconic Prophecy. There are feats around it as well. There is also a plethora of new feats in general, from nice new tricks for Artificers (I particulerly like the feat to let you quicken a single Infusion a day, and th eone to let you sacrafice wands for power burst things).
Chapter Three are prestige classes. To be honest, while the nifty info on the various PrCs in here was nice, I am with others in not liking the new format in the books. They're cool and flesh things out, but if they're going to make hte new PrCs fluffy, atleast tone it down a
little bit. Half as much is sitll pretty good.
The chapter does have some coolness though. There is a sidebar on how PrCs effect Artificers, which is really neat. Additionally, the classes had a couple rather cool ones, off the top of my head:
- A potion adapt, who uses potions to cast spells not normally castable in the aclhemical form, and other neat tricks with them. Mainly playing iwht option rules.
- Dragon Prophet, for those wanting to play more with the Prophecy.
- Quori Mindhunter. Haven't read what it actually does, admitedly, but it looks cool!
Chapter Four is about Spells, and Powers. The chapter starts with a discussion on how magic effects the environment of Eberron, such as how its probably better to view it as more Renaissance themed and looking, but to keep in mind that its also not heavy industrial. Neat setting stuff again to help get an idea of the world. There's even a part on professional spellcasters
The book then goes into the nitty gritty on lists. There are new Infusions, new spells for all the core casters (though Druids, admitedly, only get two), and like seven or eight powers for psions, wilders, and psychic warriors. Pretty good stuff all around.
Chapter Five is toys. It starts with Artificer items, things that mostly anyone can use, but get their full benefit if you burn Infushions into them to get soem neat tricks. I particulerly like the Infinate Scrollcase.
The book also has a slew of new items, ranging from dragonshards of all types, quori shards, new materials, elemental vehicles, daelkyr engines of freakiness, psionic items, psionic warforged components, and so on.
There is also a couple neat new items, of course. The first are minor schemas. They're basically Eternal Wands with rules on how to calculate their cost. They are pretty simple, and are mostly for magewrights, though, they don't actually work as the flavor text insists. Still, they're easy to make on lower levels and add a nice little niche for magic items in the setting.
The other are grafts. I didn't read them too detailedly, but htere are spoilers for this on the website. I'll talke more on them when I get to reading them.
Chapter Six finishes with critters. These range from new sorts of Quori, new Inspired examples, three new sorts of Hommonculli, and Daelkyr symbiots. Pretty cool.
Now then, this is what's in it. I have to actually sit and read the rest through. But a lot of the things i was afraid of aren't present (Psioforged aren't a subrace, there aren't too radical of changes to how psionic artificers work), and the new stuff opens a lot of cool ideas for Eberron, or really any game if you want to do such importing.
And that's that. More later.
Stuff.