Arelith Updates!

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Spyre
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Re: Arelith Updates!

Post by Spyre » Mon Oct 14, 2019 4:42 am

As of last reset:

- Players can -relevel again, even if they already have to fix any issues encountered in bugs. We strongly recommend this to ensure people have all their skill points! But, don’t be rushed into it either as you can see with the next point.

- Disabled the 48 hour timer on relevels. There is no immediate pressure or fear of missing the window now.

- Silvard has patched the skill point issue at level 1. You should not be missing any more skill points when trying to level. You will still get the message that you need to take three levels in your primary class - but when you go to level again, you should retain all expected skill points and be able to progress.

- Commoner no longer deletes characters on creation. Should be a class that can be taken.

- AA can be taken once more. We had to adjust how the feats were handled in the code as well as our 2da. We apologize to all AA that got confused as to why they couldn't level back into it.

- Players can make monks again. It won't delete your character.

[More to likely come when I catch up...]
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Re: Arelith Updates!

Post by Irongron » Mon Oct 14, 2019 10:10 am

- Added the first 23 magical rods to the loot matrix. In keeping with D&D lore these powerful high level spell items do not require class or skill checks, and are open for universal use.

A mixture of single use and charged items, all of significant use to player characters.

- Added the recipes for the first 3 of the 7 new weapons.

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Re: Arelith Updates!

Post by Spyre » Tue Oct 15, 2019 1:45 pm

Latest batch of fixes (after the next reset):

- Language fixes are in place - people should be understanding languages as expected.

- Fighter feats that were added have been re-added. Please let us know if you are still missing expected feats.

- Improved Dweomercrafting should now appear.

- Courtesy of Irongron, another half dozen loot items were added in.

- Commoner BAB progression has been corrected. It was off by 1.

- Sai and Shortbow updated to reflect true values.

- Heavy Flail crit range to 20/x2. Updated the old code chart below:

Code: Select all

+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|                  |      |          |           |                 |               |          |          |         |         |        |
|      Weapon      | Size |  Damage  | Criticals |   Damage Type   | 1H Concussion | 1H Edged | 2-Handed | Polearm | Missile | Thrown |
|                  |      |          |           |                 |               |          |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|    Light Flail   |   S  |    1d8   |     x2    |     Bludgeon    |       *       |          |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Warhammer    |   M  |    1d8   |     x3    |     Bludgeon    |       *       |          |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|    Light Mace    |   S  |    1d6   |     x2    |     Bludgeon    |       *       |          |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|       Club       |   M  |    1d6   |     x2    |     Bludgeon    |       *       |          |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|   Light Hammer   |   T  |    1d4   |     x3    |     Bludgeon    |       *       |          |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|    Morningstar   |   M  |    1d8   |     x2    | Bludgeon-Pierce |       *       |          |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|       Whip       |   S  |    1d2   |     x2    |      Slash      |       *       |          |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|    Light Pick    |   T  |    1d4   |     x3    |      Pierce     |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|    Heavy Pick    |   M  |    1d8   |     x3    |      Pierce     |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|    Shortsword    |   S  |    1d6   |  19-20/x2 |      Pierce     |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Longsword    |   M  |    1d8   |  19-20/x2 |      Slash      |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Battleaxe    |   M  |    1d8   |     x3    |      Slash      |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|      Dagger      |   T  |    1d4   |  19-20/x2 |      Pierce     |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|      Handaxe     |   S  |    1d6   |     x3    |      Slash      |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|       Kama       |   T  |    1d6   |     x2    |      Slash      |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|       Kukri      |   T  |    1d4   |  18-20/x2 |      Slash      |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|      Rapier      |   M  |    1d6   |  18-20/x2 |      Pierce     |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Scimitar     |   M  |    1d6   |  18-20/x2 |      Slash      |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|      Sickle      |   S  |    1d6   |     x2    |      Slash      |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|  Dwarven Waraxe  |   M  |   1d10   |     x3    |      Slash      |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|        Sai       |   T  |    1d4   |     x2    |   Bludgeon      |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Wakizashi    |   S  |    1d6   |  19-20/x2 |      Slash      |               |     *    |          |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|      Katana      |   M  |   1d10   |  19-20/x2 |      Slash      |               |     *    |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|   Bastard Sword  |   M  |   1d10   |  19-20/x2 |      Slash      |               |     *    |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
| Two-bladed Sword |   L  |  1d8/1d8 |  19-20/x2 |      Slash      |               |          |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|    Greatsword    |   L  |    2d6   |  19-20/x2 |      Slash      |               |          |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Greataxe     |   L  |    3d4   |     x3    |      Slash      |               |          |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Dire Mace    |   L  |  1d8/1d8 |     x2    |     Bludgeon    |               |          |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|    Double Axe    |   L  |  1d8/1d8 |     x3    |      Slash      |               |          |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Falchion     |   L  |    2d4   |  18-20/x2 |      Slash      |               |          |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|    Heavy Flail   |   L  |    3d6   |  20/x2    |     Bludgeon    |               |          |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|    Heavy Mace    |   L  |   1d10   |     x2    |     Bludgeon    |               |          |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|       Maul       |   L  |    2d6   |     x3    |     Bludgeon    |               |          |     *    |         |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|   Quarterstaff   |   L  |  1d6/1d6 |     x2    |     Bludgeon    |               |          |     *    |    *    |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|      Halberd     |   L  |   1d12   |     x3    |   Pierce-Slash  |               |          |          |    *    |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|      Scythe      |   L  |    2d4   |     x4    |   Pierce-Slash  |               |          |          |    *    |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|       Spear      |   M  |    1d6   |     x3    |      Pierce     |               |          |          |    *    |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|       Lance      | M(S) | 1d8(1d6) |     x3    |      Pierce     |               |          |          |    *    |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|      Trident     |   L  |   1d10   |     x3    |      Pierce     |               |          |          |    *    |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Naginata     |   L  |   1d10   |     x3    |   Pierce-Slash  |               |          |          |    *    |         |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|  Light Crossbow  |   S  |    1d8   |  19-20/x2 |      Pierce     |               |          |          |         |    *    |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|  Heavy Crossbow  |   M  |   1d10   |  19-20/x2 |      Pierce     |               |          |          |         |    *    |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Short Bow    |   M  |    1d6   |     x3    |      Pierce     |               |          |          |         |    *    |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Long Bow     |   L  |    1d8   |     x3    |      Pierce     |               |          |          |         |    *    |        |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|       Sling      |   S  |    1d4   |     x2    |     Bludgeon    |               |          |          |         |    *    |    *   |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|       Dart       |   S  |    1d4   |     x2    |      Pierce     |               |          |          |         |         |    *   |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|   Throwing Axe   |   S  |    1d8   |     x2    |      Slash      |               |          |          |         |         |    *   |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
|     Shuriken     |   T  |    1d3   |     x2    |      Pierce     |               |          |          |         |         |    *   |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
Note: More weapon changes may occur for balancing purposes if too strong. Please continue to provide your valued feedback.

Edit: Spyre made a typo on Shortbow (that already existed) - Corrected.
Last edited by Spyre on Tue Oct 15, 2019 9:38 pm, edited 1 time in total.
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Re: Arelith Updates!

Post by Spyre » Tue Oct 15, 2019 9:36 pm

Recent Bug Fix:

- Create Ammunition Feat is once more functional. Players must first have their weapon equipped in hand before using the feat to produce the proper type of ammo bundles. Throwing weapons (darts, shuriken, throwing axe) will need to also be in hand to produce ammo (so save at least one!)
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Re: Arelith Updates!

Post by ActionReplay » Wed Oct 16, 2019 7:27 am

Spell Tweaks:

Avascular Mass changed to do 1/2 damage on successful save (reverted back)

Iceberg was previously saveless in the center (5m radius) for damage, now instead it has an increased DC of +3 for damage and immobilize effect in the center.

Sound Lance changed to do a Medium AoE damage with a chance to deafen targets if they fail a save.

Finger of Agony will increase damage by 1d6 each round its active (3d6, 4d6, 5d6).

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Re: Arelith Updates!

Post by Spyre » Thu Oct 17, 2019 1:28 am

Character Rebuilds:

The DM team and I have received requests for rebuilds; this being a redo of their first level to modify starting stats, initial class, and feats to tailor to a new build. This comes with the recent changes due to some changes heavily impacting characters sustainability, character design and the player's fun. We have been rejecting these at first; however, I have opened the door to accept these. It is important that people enjoy their concept and do not feel forced into not playing it because of changes.

But, there are guidelines for how this will go:

- The request will require you to submit a detailed forum message to myself. You will need to include your current Level 1 class, starting stats, and feat choices and what you intended to build from the rebuild (those stats, skill selections on level 1, and feats).

- Requests will be accepted if the subject starts with Rebuild - (Character Name / Account Name). This will filter into my folder for easy tracking purposes.

- The expectations on completion of these requests kept realistic. I am already putting in 6 - 8 hours daily on character fixes now. I am one person, and I have a lot of workload to assist. It will get done as soon as possible.

- Characters will have the following restrictions on rebuilds:

- Characters can only step one alignment spot away from their current. You cannot suddenly want to go from CE to LG.

- Characters with backgrounds (Outcast / Pirate) will retain those backgrounds; there is no rebuild request to avoid your previously established concept.

- Classes changes have to be realistic. Your Fighter is not going to suddenly become a Druid. I will reject silly proposals that go for an extreme change.

- Character paths cannot change. If you are a Warlock, your path will remain warlock. If you are an Archer, you'll be an Archer. I won't have time to edit everyone's path and it wouldn't make sense to just abandon it. So tailor your requests to stick to your class path as best you can.

- Gifts can not change in theory (if you had 2 minor and 1 major and wanted two major and a minor, I can only tailor your stats around what was chosen. So you won’t exceed your original gift amount)

- Inventories will not be substituted to build off these new class decisions you make. You will retain your original inventory and have to earn it yourself.

- Character appearances and names will remain the same.

If you have any questions, do not hesitate to ask.

Thanks,

Sean
Last edited by Spyre on Thu Oct 17, 2019 4:19 pm, edited 2 times in total.
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Re: Arelith Updates!

Post by Spyre » Thu Oct 17, 2019 11:07 am

Current Known Issues

- Customization of Sai and inventory issues. The Sai has been reported, and verified, to cause issues with an individuals inventories when customizing its appearance. This results in a layered inventory system that is inaccessible to the player and requires us to restore from a backup.

Please do not customize your sais!

Thanks,

Sean
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Re: Arelith Updates!

Post by Irongron » Thu Oct 17, 2019 11:15 pm

After the next reset.

- Sai fixed (Players are now safe to adjust their appearance)

-project_image XYZ works now as previously been announced. The requirements haven't changed (char level > 20 and GSF: Illusion), its user can send a message in every irl 10 mins. Resting will reset cooldown.

Creating an illusionary clone with ESF: Illusion will no longer interferes with the message sending cooldown. To create a clone, please use the epic ability from the toggle menu, as the -project_image command will no longer work.

Epic Dragon Knight: All Dragons:
-170 hp (this puts them at 300 before CL buffs)
DR -> Down to 10/+4 (From 15/+6)
Physical DI: -> Down to 15% (From 35%)

Greater Sanctuary - Will unsummon any gate/EDK/BBoD spells currently cast ; Also, cannot cast these spells when in GS + Mummy dust (Edit: I missed a note, this was changed to "the summon happens but it breaks GS", but I didn't push that part of the code live, and as such will wait until tomorrow)

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Re: Arelith Updates!

Post by Spyre » Sat Oct 19, 2019 12:13 am

Rebuilds:

Those seeking a rebuild, and have submitted them thus far, please kindly ask for a DM to reset your -relevel command so that you can drop down to level 1. You will not lose your items, despite the message - this was disabled awhile ago and the message has just not been cleaned up.

This will help me process things far quicker. And, you will maintain your experience.

Regards,

Sean
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Re: Arelith Updates!

Post by Irongron » Tue Oct 22, 2019 12:45 am

From Bat Country

- A number of areas across Cities & Planes revisited to include new HAK content. As this continues expect a significant quality increase on the server.

From DM Hoodoo

- A new dialogue option in Dweomercraft basins will be added that allow PCs to take possession of items that they've found, looted, or bought without having to enchant them beforehand. This will not work if the item has been previously renamed/described or is a fixture. But WILL work if it has been enchanted by another PC and gives it away or sells it off without renaming/re-describing said item. (As per the approved suggestion)

From Xerah

- A fix to the Gold Dragon Summon

From myself

- Added citizen storage to Greyport.

A number of changes following feedback on this thread (More to come)

- Removal of deadly traps from Cordor Crypts
- Adjustment on climb check in Underdark haunted caverns
- Addition of missing boss in upper levels and other changes to derro lair
- Toning down of the Ramheart archer on Distant Shores
- Large expansion to the Founder's Cave of Skaljard, and poison removed from the Hairy Spiders
- Expansion of the Granary area and Stores in Skalard

- Addition of a new dungeon to Skaljard Village.

(Will add/adjust actual quest rewards in the next days)

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Re: Arelith Updates!

Post by Irongron » Tue Oct 22, 2019 11:08 pm

From the next reset.

- MESTILS ACID SHEATH, ELEMENTAL SHIELD & DEATH ARMOR are now at the top of the breach list

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Re: Arelith Updates!

Post by Irongron » Tue Nov 05, 2019 11:52 am

From Artenides (after next reset)

Portal names are now prefixed with the server name they are on. The display colour has been changed as well: if the destination portal is on the same server then the name will be displayed in green (no server transition is required), otherwise the name will be displayed in yellow (indicating that a server transition is required to reach that destination)

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Re: Arelith Updates!

Post by Spyre » Sat Nov 30, 2019 6:25 am

Rebuilds will no longer be offered for characters after these changes (at least done by myself).

Those players that have submitted them will be processed slowly if the rebuild is possible from the criteria surrounding it.
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Re: Arelith Updates!

Post by Irongron » Tue Dec 10, 2019 9:15 pm

Completion of some approved suggestions:
- Surface characters who have been enslaved post-creation now have access to Andunorian writs for as long as they have a clamp.
- The Zurkhwood Grove is no longer gatelocked to all non-druids. Non-druids still cannot purchase quarters within the Grove.
- Characters can now pass through Shadow Doors if they are partied with and nearby a character with Shadowdancer levels or the Shadow Mage path.
- Books retrieved from bookshelves can now be freely renamed/redescribed without needing to enchant them first.

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Re: Arelith Updates!

Post by DM Hoodoo » Sun Dec 15, 2019 2:01 am

Dweomercraft has been fixed and re-enabled.

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Re: Arelith Updates!

Post by DM Hoodoo » Sun Dec 15, 2019 1:48 pm

Courtesy of Artenides:
- Assassin's Hidden Danger bonus applies to slings when used by a medium or large creature.

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Re: Arelith Updates!

Post by Irongron » Mon Dec 16, 2019 1:12 am

From the next reset...


- Reward Changes - Spearheaded by your new Admin Grumpcat, along with input and work from the code team (especially, once again, DM Hoodoo)

Imp down to Greater Award
Ogre up to Major Award
Aasimar/Fey/Imp/Tiefling available on creation rather than requiring application
Implemented Minotaur for Major Award option

Minotaur Stat Block
+4 str
+2 Con
-2 Wis
-2 Cha
Immunity to Maze, Minotaur skin, +4 spot/search/listen, Darkvision, Spring Attack feat Track Skill.
Weapon Focus: 2H, 5% PI
Natural Armour bonus to AC (+2)
ECL +4

Base-Race: Half-Orc
Alignment: Non-good

Languages: Animal, Jotun, and Undercommon

---------------------------------------------------------------------------------------------------

- Skaljard Updates

Fixed a problem with some areas not spawning in the Skaldark.

Added 8 new quests and half a dozen new creatures.

----------------------------------------------------------------------------------------------------

And finally from Action Replay

- Halflings and Gnomes eradicated from creation. Existing PCs of these races must now roll a Fort. Save when within a 50m radius of an Ogre and dies instantly upon failing the save.

(I'm not sure this one is true, he shall be suitably chastized for abusing the update notification channel)

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Re: Arelith Updates!

Post by Irongron » Thu Dec 19, 2019 10:54 pm

Relatively small update to Skaljard Village, following a few suggestions.

- New Peddler added (similar to that in Cordor)
- Fix to healing kit prices
- Guard NPCs added in Abandoned Quarry.
- Significant visual ovehaul of both the village and quarry.

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Re: Arelith Updates!

Post by The GrumpyCat » Fri Dec 20, 2019 11:33 pm

Crafting Update

The value of bricks (and their unit value Re. Stone) has been updated and increased
There are now bulk recipies for all the cloth and leather options.
There are now also bulk options for Printing Ink, Flasks of Oil, and Tanning Acid.
Charcoal now has it's own recipe!
Finally - you can now craft Spirits! It's under Herbalism.

Not all of these are in right now, but should be come the next round of resets.

Please, please, please - if you spot any mistakes or innacuracies, let me know so I can fix them asap.
This too shall pass.

(I now have a DM Discord (I hope) It's DM GrumpyCat#7185 but please keep in mind I'm very busy IRL so I can't promise how quick I'll get back to you.)

Irongron
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Re: Arelith Updates!

Post by Irongron » Sun Dec 22, 2019 10:34 pm

From the next reset -

- Fix for Ward self cast wasting a charge when you open the radial on yourself.

- Knight class receives light, medium and heavy armour, shield, plus simple & martial weapon proficiencies.
- Sorcerers receive brew potion feat.

-relevel enabled for those having taken the feats

- Added in a number of player made books.

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ActionReplay
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Re: Arelith Updates!

Post by ActionReplay » Mon Dec 23, 2019 8:54 pm

Next reset:

Poison Update:
The underlying system has been updated to move over consumable/editable poisons to new system. This allows us to create more poisons that can work for both Weapons and Edible items using the same poison item in the future.

Sadly this means that existing items of these edible poisons will no longer work and any merchants selling them would be invalid until we get a chance to update them. However, newly crafted edible poisons of these items will work as intended. Just to be clear this does NOT effect poisons you apply to your weapons, only poisons you use on water sources or food items.

You can now also coat Bludgeoning weapons with a Poison.

New Spell 'Detect Poison':
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1, Wizard / Sorcerer 1
Innate Level: 1
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One creature, one object
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

You determine whether a creature or an object has been poisoned or is poisonous.

With Greater Spell Focus in Divination you can determine the exact type of poison and the severity.

Epic Spell Focus in Divination reveals the gender and race of the poisoner.

The Poison spell has been updated to a new, actually potent Poison, and will now scale correctly:
Caster Level(s): Cleric 4, Druid 3
Innate Level: 3
School: Necromancy
Descriptor(s): Poison
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: Neutralize Poison
Save: Fortitude Negates
Spell Resistance: Yes

The target must make a Fortitude save or suffer the effects of poison dealing 1d8 Constitution damage on primary state. If the poison is not treated within a minute the secondary state will hit the target and deal 6 + 4d12 acid damage and stun the target for 1d4 rounds.

The Zoo buff Spells (Bull's Strength, Cat's Grace etc) receives a QoL update and will now stack when cast without Meta Magic, max +5. Meaning if you cast Bull's Strength once and it gives you +3 STR you can cast it again and the value will stack on top of the previous +3 STR to a max of +5.

This hasn't really been tested so let me know how this works out for you.
---

Good Hope has been updated to lasts Turns / Caster Level.

---

Wild Mage Update:
The Sunburst surges has been replaced by the Enlarge Person spell.

Chaos Shield updated, now scales with Caster Level, see below:
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: Special
Additional Counter Spells:
Save: None
Spell Resistance: No

Chaos Shield increases a Wild Mage's chance to gain a favorable result when a wild surge occurs. Every time a roll is made on the Wild Surge chart, your roll starts at 15 changing the roll to 15 + d85 on the chart. The roll is increased by +1 for each Caster Level, capping at 45 at Level 30.

This effect is permanent until it expires after 1 + 1 wild surge per five Caster Levels (Maximum of 7 at Level 30) are triggered or when the caster rests.

This spell can only be used by Wild Mages.

Improved Chaos Shield changed to the old, but updated, Chaos Shield spell:
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 4 meters around creature
Duration: 1 Round / Level
Additional Counter Spells:
Save: Special
Spell Resistance: Yes

Casts a protective aura of wild magic around the caster. Enemies entering and lingering inside the aura has a chance to trigger a random Chaos Shield effect. The chance starts at 20% and will increase for each round there are hostiles inside the Aura but will reset back to 20% as soon as the Chaos Shield triggers and start to work its way back up again.

Chaos Shield effects:
Stun
Fire Damage
Electrical Damage
Blindness
Slow
Knockdown
Miss & Immobilize
Sleep
Attack Bonus Penalty
Cold Damage and Frozen

This spell can only be used by Wild Mages.
A number of minor bug issues fixed mostly related to color tokens.

Happy Holidays everyone!

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Re: Arelith Updates!

Post by Irongron » Thu Jan 02, 2020 1:18 am

A major update to bring us into the new decade. (Details also on our Home Page )
Upper Shyr
---------------

- 7 New Areas
- Many new creatures
- New Player Biddable Farmstead

New Fixtures
-------------------

- 83 new craftable player fixtures.

Assassin Quest System (From Artinedes - Live After Secondary Update)
--------------------------------------

Assassin Questline:
A new NPC called "The Contractor" has been added the Assassin Guildhouse. This NPC offers one quest in every 19 RL hours for assassins only (characters with at least 1 assassin level).There are three types of assassin quests:
- Assassination Quests
- Information Gathering Quests
- Political Quests
The Contractor offers Assassination Quests only at the moment, the other two categories will be added later.

Assassination Quests: A target NPC and their location is generated randomly for each quest. When the assassin enters the area, the NPC spawns. The strength of the NPCs scale up with the level of the assassin.
Upon successful elimination of the target the assassin is rewarded by The Contractor (XP + Gold).
Before offering any quests The Contractor gives an Assassin's Belt to the player. This belt is upgraded every time the character is promoted similar to the Radiant Heart system.

The Assassin Master Quest:
In order to become a Master Assassin the PC has to eliminate another Master Assassin (NPC).

Assassin Ranks:
Rank (completed quests min - max)
Clipper (0-4)
Contractor (5-14)
Liquidator (15-24)
Master Assassin (requires at least 24 completed quests and a completed master quest)

Assassin's Belt Stats Progression:
Clipper
+2 Dex
+2 Hide/move silently

Contractor
+2 Dex
+4 Hide/MS
+2 Bluff

Liquidator
+2 Dex
+4 Hide/MS
+4 Bluff
+2 Int

Master Assassin
+2 Dex
+2 Int
+4 Hide/MS
+4 Bluff
+2 Universal Save

Master Assassins can continue taking assassination quests but no further XP will be given to them upon successful completion (only gold).


Shadow Mage/Shadowdancer Changes (From BHR55)
--------------------------------------

Shadow Mages with Shadow Dancer levels should now have the correct CL/spell pen/dispel resist

Elemental protection line of spells have new limits before collapsing. Damage absorbed remains the same. x 1.5 for Epic Abj
resist elements 30 : 45
endure elements 50 : 75
protection elements 60 : 90
energy buffer 100 : 150

Implosion ignores targets who are in Ethereal Visage, Gsanc, or sanctuary

Word of Faith Auto blind only lasts 9 seconds on successful will save. Normal duration on failed save

QOL tweaks:
Undeath to Death and Halt undead no longer kill or trip up your own and possibly only friends

Circle of Death is now fun for all and not just pale masters. Works like Undeath to death, will slay CL(capped at 20, or 30 for PM) x d4 worth of creatures with = or less HD to your Character level.


Fixture Limit Update (From Bat Country)
-------------------------------------------------

A number of locations on Cities & Planes have an increase to their fixture limit.


Recommend Function (From DM Hoodoo)
----------------------------------------------

30 RPR players can now use -recommend like a 40 would. It will function as per normal, raising a 10 to 20.

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Re: Arelith Updates!

Post by Irongron » Fri Jan 03, 2020 5:34 am

- Some wizardry from Liareth averted disaster for Arelith, as we passed the asset limit for NWN. The importance of this cannot be understated; without this change we would have been unable to continue to update the server.

- Yet more fixtures (Mostly from Anatida)

These incude a lot of different couches with different colors/patterns, white marble altars, dye recipes, scarecrow, different coloured tents and exotic mirrors. (Some of these will require a reset before they appear in the recipes)

- a few improvements/bug fixes in the Upper Shyr.

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Re: Arelith Updates!

Post by Irongron » Fri Jan 03, 2020 3:14 pm

(There has been a few updates the last 48 hours, if you've not read about them please scroll up)

2 New Quests
--------------------
- For the new areas, these quests can be obtained from Bendir or Brogendenstein


New Random Encouters
-----------------------------------

- Also hidden throughout the new areas.


Also various improvements to the new content, and adding in one more recipe (A round tribal sign of two crossed spears and a skull)

(This reset has also sent the other crafting recipes live)

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Re: Arelith Updates!

Post by Irongron » Sun Jan 05, 2020 2:56 am

Another large update tonight.

Taverns:
-------------

- Cordor Social Club

This has received a significant interior update

- The Silver Bough

A new tavern opened at Nexus Falls, including a registry agent for providing writs in Minmir (writs will be added next week as a new large minmir update is finalised)

Facelifts
------------

- Bat Country has been busy in the Underdark "Underdark area updates of a mycological variety."

- Cordor Gallery has been updated to include a host of new art and tapestries, and will be hosting an opening gala event post reset.

Crafting Recipes
-----------------------

- A couple of new recipes have been added, new cushions, and dice table, the existing 'Round Wooden Table' has had it's model changed to a more quality version, which will affect all existing crafted objects of this kind.

New Resources
----------------------

- Rare Hardwood and Ancient Yew Added

These are 'treasure' woods, and are being added to hard to reach locations, and in the former case refer to such woods as mahogany, ebony and teak, and will therefore mostly be found in warmer climates. A number of high end carpentry recipes have been adjusted to require them, while the new wood itself is both significantly more valuable (can be sold as is to peddlers and provides more 'wood' to settlement resources), and also comes with a lower 'yield' rate when chopping - to reflect it's slow growth rate.

The descriptions of many hardwood and softwood trees now explain the difference between the two, and the visual representation of the tree is in keeping with the appropriate species. The Underdark will not get a version of 'Ancient Yew' but a new 'Ancient Zurkhwood' model has been added, and will yield rare hardwood.

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