Arelith Updates!
Re: Arelith Updates!
Live now:
An RPB of 20 or above is now required to roll for an award.
Awards otherwise have the same requirements to obtain.
An RPB of 20 or above is now required to roll for an award.
Awards otherwise have the same requirements to obtain.
Re: Arelith Updates!
Live next reset:
[Bookshelves & Fixtures]
-Bookshelves that aren't tagged with a character or a faction name will be public, and anyone is free to take books out of them.
-Bookshelves and Message Boards now compare the character's name without tags in (parentheses), meaning a slave character doesn't need to add the (Slave) tag to their name on a bookshelf or message board.
-Fixtures without tags are automatically renameable by anyone. This is simply for convenience, as picking them up a few times accomplished the same thing.
[Miscellaneous]
-Players are no longer able to unequip items for which they have no inventory space. They'll get a warning instead.
-Unfulfilled assassination contracts will now properly expire after 30 days of being placed, or from the last time the bounty was increased. Expired contracts are not refunded.
-Summons and henchmen will no longer carry on with an order to attack (using player tool 1) if they lose sight of their target.
[Bookshelves & Fixtures]
-Bookshelves that aren't tagged with a character or a faction name will be public, and anyone is free to take books out of them.
-Bookshelves and Message Boards now compare the character's name without tags in (parentheses), meaning a slave character doesn't need to add the (Slave) tag to their name on a bookshelf or message board.
-Fixtures without tags are automatically renameable by anyone. This is simply for convenience, as picking them up a few times accomplished the same thing.
[Miscellaneous]
-Players are no longer able to unequip items for which they have no inventory space. They'll get a warning instead.
-Unfulfilled assassination contracts will now properly expire after 30 days of being placed, or from the last time the bounty was increased. Expired contracts are not refunded.
-Summons and henchmen will no longer carry on with an order to attack (using player tool 1) if they lose sight of their target.
Re: Arelith Updates!
Live now courtesy of Artenides:
Gift of Wealth now gives 5000 gp monthly.
Within the Abyss/Lost desert area transitions shouldn't take you back to the same area.
Edit Disguise/Slave/Stealth:
We updated our rename plugin to fix a rare bug.
However this also had the consequence of changing expected behavior while renaming PCs. You will currently not see any of your name changes, however observers will.
Gift of Wealth now gives 5000 gp monthly.
Within the Abyss/Lost desert area transitions shouldn't take you back to the same area.
Edit Disguise/Slave/Stealth:
We updated our rename plugin to fix a rare bug.
However this also had the consequence of changing expected behavior while renaming PCs. You will currently not see any of your name changes, however observers will.
Re: Arelith Updates!
Courtesy of Artenidas:
Deep Imaskari can now take writs in Skal.
Courtesy of Mourisson:
GSF: Transmutation Teleport now has a cooldown of 10 RL mins. Resting still replenishes uses.
Deep Imaskari can now take writs in Skal.
Courtesy of Mourisson:
GSF: Transmutation Teleport now has a cooldown of 10 RL mins. Resting still replenishes uses.
Re: Arelith Updates!
From our developers:
- Quill, messages and basin description menus have a new [Set text from pin] option. This allows the player to replace the working text with a copy of the contents from latest map pin created (Via the 'Map Icon') or modified while the menu is open. With this option the player can circumvent the text input limitations of the chat bar, and copy & paste several paragraphs at once through the map pin interface. (Silvard)
- Wisp bottles: These magical items can be used to send a (speedy) message to a character in the form of a wisp. The bottles are sold only by the djinn merchant in Sibayad. (Artenides)
- Abjurer's ward will slow opponents for 5 rounds after the stun effect ends. (Artenides)
- A common cause of crashing due to the EE Resize Function has been fixed (Silvard)
- Orog now starts 10% larger (110%) from normal sized Half-Orcs, and can take +/- 5% on their height through the character creation options and -height command (if not already applied). (Spyre)
- Wild Dwarf now starts 10% smaller (90%) from a normal sized Dwarf, and can take +/- 5% on their height like Orog's can. (Spyre)
- A Woodcutters Hatchet, a Gem Hammer and Pick Axe have been added to the game.
These specialised tools will greatly increase resource gathering potential of low strength/APR characters. This update will make resource gathering finally viable for low-level PCs. The speed/effectiveness of normal weapons have NOT been significantly reduced, though they will receive a message advising them that their chosen tool is not ideal.
Currently these items will show up in 'junk' containers, such as crates and barrels. Once the numbers have been finally adjusted they will also appear on certain starter characters, according to race and class. (msheeler)
- Quill, messages and basin description menus have a new [Set text from pin] option. This allows the player to replace the working text with a copy of the contents from latest map pin created (Via the 'Map Icon') or modified while the menu is open. With this option the player can circumvent the text input limitations of the chat bar, and copy & paste several paragraphs at once through the map pin interface. (Silvard)
- Wisp bottles: These magical items can be used to send a (speedy) message to a character in the form of a wisp. The bottles are sold only by the djinn merchant in Sibayad. (Artenides)
- Abjurer's ward will slow opponents for 5 rounds after the stun effect ends. (Artenides)
- A common cause of crashing due to the EE Resize Function has been fixed (Silvard)
- Orog now starts 10% larger (110%) from normal sized Half-Orcs, and can take +/- 5% on their height through the character creation options and -height command (if not already applied). (Spyre)
- Wild Dwarf now starts 10% smaller (90%) from a normal sized Dwarf, and can take +/- 5% on their height like Orog's can. (Spyre)
- A Woodcutters Hatchet, a Gem Hammer and Pick Axe have been added to the game.
These specialised tools will greatly increase resource gathering potential of low strength/APR characters. This update will make resource gathering finally viable for low-level PCs. The speed/effectiveness of normal weapons have NOT been significantly reduced, though they will receive a message advising them that their chosen tool is not ideal.
Currently these items will show up in 'junk' containers, such as crates and barrels. Once the numbers have been finally adjusted they will also appear on certain starter characters, according to race and class. (msheeler)
Re: Arelith Updates!
-usefeat has some additional options.
Re: Arelith Updates!
The next round of HAKS is going live now.
This is an extensive visual overhaul of many tilesets and placeables, and the superior 'HaK' version to the popular 'Facelift Override Package on the Vault'
In addition to this we have reskinned approximately 40 different creatures (especially some demons/devils') and added approximately 60 new creatures models which will be gradually introduced in the next days.
Due to the nature of this facelift there will be some areas that will need to reworked, as this applies a ceiling to the mines/caves, and that tileset has been used on a couple of 'exterior' areas.
Cordor especially is going to look really quite different, so it will take some getting used to.
The rural and rural winter override introduces many trees which can obscure vision, and we'll be cutting back on those in the next few updates.
Overall a radical improvement though. Players will be prompted to download the new HAKs when joining the game.
This is an extensive visual overhaul of many tilesets and placeables, and the superior 'HaK' version to the popular 'Facelift Override Package on the Vault'
In addition to this we have reskinned approximately 40 different creatures (especially some demons/devils') and added approximately 60 new creatures models which will be gradually introduced in the next days.
Due to the nature of this facelift there will be some areas that will need to reworked, as this applies a ceiling to the mines/caves, and that tileset has been used on a couple of 'exterior' areas.
Cordor especially is going to look really quite different, so it will take some getting used to.
The rural and rural winter override introduces many trees which can obscure vision, and we'll be cutting back on those in the next few updates.
Overall a radical improvement though. Players will be prompted to download the new HAKs when joining the game.
Re: Arelith Updates!
Southern Peninsula
--------
- Jungle Hut replaced with a non 'cave' version.
- Crow's Nest expanded, with more shops, NPCs and player housing.
- Added a number of useful resources nearby
Creatures
---------------
- Added the next round of new creautres, including Owlbears and Scorpions (Giant and Normal)
From Anatida
-------------------
Reported texture issues on docked ships is now fixed, and will go live at the next HAK update
From Artinedes
---------------------
- Lesser teleport cooldown starts on cast. If the target cancels the dialog the cooldown is reset. This will prevent the opening of multiple teleport dialogs.
- Animal companion bug fix: Skill is not disabled on use to prevent cooldown issues when server transitioning.
Approved Suggestions
---------------------------------
- Some approved suggestions have been actioned, and will be announced in due course.
--------
- Jungle Hut replaced with a non 'cave' version.
- Crow's Nest expanded, with more shops, NPCs and player housing.
- Added a number of useful resources nearby
Creatures
---------------
- Added the next round of new creautres, including Owlbears and Scorpions (Giant and Normal)
From Anatida
-------------------
Reported texture issues on docked ships is now fixed, and will go live at the next HAK update
From Artinedes
---------------------
- Lesser teleport cooldown starts on cast. If the target cancels the dialog the cooldown is reset. This will prevent the opening of multiple teleport dialogs.
- Animal companion bug fix: Skill is not disabled on use to prevent cooldown issues when server transitioning.
Approved Suggestions
---------------------------------
- Some approved suggestions have been actioned, and will be announced in due course.
Re: Arelith Updates!
(From Xerah - after next reset)
Faith in the Forgotten realms is based upon everyone having a patron deity but also being able to worship other deities is part of a polytheistic society.
This was not represented well on Arelith. Arelith’s deity system suffered from some choices being mechanically better due to piety gaining reasons or the availability of god saves with that deity. This severely limited a lot of RP options because often for QoL reasons a player would not select a god to RP if they were going to have difficulty in gaining piety.
This update is an attempt to take away what is mechanically optimal without penalizing anyone and allow for a more diverse set of worship. Thanks to Ropes for help with ideas and testing.
Deity System Adjustments:
• Boon removed from aspects (this means that a PC has access to any god save regardless of deity). All god saves operate under the same cooldown (though that is no different than how it is now)
• The disguise god save (i.e. old trickery boon) now costs 10% piety and requires 5 ranks in Bluff or Perform
• All characters can have a patron god. Any character may also attune/pray to another god (i.e. secondary; a Tyrran praying to Umberlee or Valkur before a sea voyage for example). When you pray to another god, the only thing that changes are your piety gaining aspects. Note that this is an IC action
• To switch, just select [Attune] at a consecrated altar. To return to just your patron, attune again. This does not take EXP or piety loss.
• -date now tells you your patron and if you have attuned to someone else.
Aspects and minor God adjustments:
• Fey Gods: Opened to all races; there are various different races that follow the fey gods. Nathair Sgiathach: Magic to K&I. Verenestra: H&H to Nature
• Orc Gods: A lot of the alignments were messed up a bit, so they have been adjusted.
• Kurtulmak: T&D to W&D, he is the god of sorcerers and war
• Anhur: now nature + W&D
• Osiris: now nature + H&H
• Selune, added paladins. There is an order from he Champion of Valor called Order of the Crescent Moon that has Selune paladins
• The following gods do not allow druids (but still have nature aspect): Ghaundaur, Shaundakul, Sharindlar, Gorellik, Marthammor Duin, Yondalla, Yurtrus, Dagon
• A number of Heresies and Dead gods will be (re)added (the system will be slightly different) but will require the gift of the holy to select (more info later)
REMOVED:
• Zinzerena: Dead, aspect of Lolth
• Kikanuti – not canon to FR
• Dallah Thaun – not canon to FR
• Bhaal – Dead, followers are actually worshiping Cyric
ADDED:
• Laogzed T&T + W&D (Trogs)
• Naralis Analor H&H + W&D (Elves) – LG/NG/CG (allows Elven paladins, 2e god, not mentioned in 3e, returns in 5e, was never killed)
• Pazuzu H&H + W&D [all these demon ones are CN/CE/NE]
• Orcus Magic + W&D
• Graz'zt Magic + K&I
• Baphomet W&D + T&D
• Demogorgon W&D + Magic
• Dagon W&D + Nature
• Ravana W&D + T&D (LE, LN, NE) Rakshasa god
Faith in the Forgotten realms is based upon everyone having a patron deity but also being able to worship other deities is part of a polytheistic society.
This was not represented well on Arelith. Arelith’s deity system suffered from some choices being mechanically better due to piety gaining reasons or the availability of god saves with that deity. This severely limited a lot of RP options because often for QoL reasons a player would not select a god to RP if they were going to have difficulty in gaining piety.
This update is an attempt to take away what is mechanically optimal without penalizing anyone and allow for a more diverse set of worship. Thanks to Ropes for help with ideas and testing.
Deity System Adjustments:
• Boon removed from aspects (this means that a PC has access to any god save regardless of deity). All god saves operate under the same cooldown (though that is no different than how it is now)
• The disguise god save (i.e. old trickery boon) now costs 10% piety and requires 5 ranks in Bluff or Perform
• All characters can have a patron god. Any character may also attune/pray to another god (i.e. secondary; a Tyrran praying to Umberlee or Valkur before a sea voyage for example). When you pray to another god, the only thing that changes are your piety gaining aspects. Note that this is an IC action
• To switch, just select [Attune] at a consecrated altar. To return to just your patron, attune again. This does not take EXP or piety loss.
• -date now tells you your patron and if you have attuned to someone else.
Aspects and minor God adjustments:
• Fey Gods: Opened to all races; there are various different races that follow the fey gods. Nathair Sgiathach: Magic to K&I. Verenestra: H&H to Nature
• Orc Gods: A lot of the alignments were messed up a bit, so they have been adjusted.
• Kurtulmak: T&D to W&D, he is the god of sorcerers and war
• Anhur: now nature + W&D
• Osiris: now nature + H&H
• Selune, added paladins. There is an order from he Champion of Valor called Order of the Crescent Moon that has Selune paladins
• The following gods do not allow druids (but still have nature aspect): Ghaundaur, Shaundakul, Sharindlar, Gorellik, Marthammor Duin, Yondalla, Yurtrus, Dagon
• A number of Heresies and Dead gods will be (re)added (the system will be slightly different) but will require the gift of the holy to select (more info later)
REMOVED:
• Zinzerena: Dead, aspect of Lolth
• Kikanuti – not canon to FR
• Dallah Thaun – not canon to FR
• Bhaal – Dead, followers are actually worshiping Cyric
ADDED:
• Laogzed T&T + W&D (Trogs)
• Naralis Analor H&H + W&D (Elves) – LG/NG/CG (allows Elven paladins, 2e god, not mentioned in 3e, returns in 5e, was never killed)
• Pazuzu H&H + W&D [all these demon ones are CN/CE/NE]
• Orcus Magic + W&D
• Graz'zt Magic + K&I
• Baphomet W&D + T&D
• Demogorgon W&D + Magic
• Dagon W&D + Nature
• Ravana W&D + T&D (LE, LN, NE) Rakshasa god
Re: Arelith Updates!
From Artenides:
- Assassinate bonus damage is applied to offhand weapons as well when present.
(Wiki will need updating - http://wiki.arelith.com/Assassin)
- Assassinate bonus damage is applied to offhand weapons as well when present.
(Wiki will need updating - http://wiki.arelith.com/Assassin)
Re: Arelith Updates!
Shadow Plane Update!
------------------
- Many new areas.
- Wharftown Reborn
- Large Expansion to Shadovar Trade Post with functioning 'Auction System'
- New Creatures
- Performance enchacements across many existing Shadow Plane areas (Plus Cordor)
Black and White Shader
-----------------
A black and white shader added for the Shadow Plane. Currently this cannot be delivered via NwSync so please ensure you have also downloaded the Arelith Override Package from Symphony
Cave Tileset Bug (From Anatida)
------------------------
You should no longer fly inside caves. Retire your capes!
Details on our news feed.
------------------
- Many new areas.
- Wharftown Reborn
- Large Expansion to Shadovar Trade Post with functioning 'Auction System'
- New Creatures
- Performance enchacements across many existing Shadow Plane areas (Plus Cordor)
Black and White Shader
-----------------
A black and white shader added for the Shadow Plane. Currently this cannot be delivered via NwSync so please ensure you have also downloaded the Arelith Override Package from Symphony
Cave Tileset Bug (From Anatida)
------------------------
You should no longer fly inside caves. Retire your capes!
Details on our news feed.
Re: Arelith Updates!
A couple of things that were left off the last update post.
- Attunement Potions on C&P no longer take the character to Andunor
- Talona, Sseth, mask Vhearun, Shar clerics with over 50% piety can pay 10% to enter Shadow Doors.
Also if you haven't checked Mord's post on overrides - please take a look: viewtopic.php?f=23&t=25105
- Attunement Potions on C&P no longer take the character to Andunor
- Talona, Sseth, mask Vhearun, Shar clerics with over 50% piety can pay 10% to enter Shadow Doors.
Also if you haven't checked Mord's post on overrides - please take a look: viewtopic.php?f=23&t=25105
Re: Arelith Updates!
Courtesy of DM Apollo:
[Portal Updates]
![Image](https://cdn.discordapp.com/attachments/385357517619986442/621519144705196032/unknown.png)
[Portal Updates]
- Portal now shows current player-name rather than the player-name chosen at character creation.
- At the top of the portal is a new time section:
- This shows the current day/time in game. This should be correct for all servers.
- Clicking "Calendar" will open up a date/time selector which will show you what day/time it will be in game at the associated real day/time.
- Clicking Create Event will create a.chronus.eu countdown which you can then send to other players to coordinate times
- Note - the "Calendar" feature is not available for mobile users.
![Image](https://cdn.discordapp.com/attachments/385357517619986442/621519144705196032/unknown.png)
Discord: @malkalz
Determine your Public CD Key here
Can't see your vault? Have you migrated your accounts? If you have tried, and still can't see them, message me.
Re: Arelith Updates!
Courtesy of Xerah as the rest of us have been maining monks:
Monk Adjustments:
- Diamond Soul feat removed. Instead, monks gain a scripted Spell Resistance effect starting at level 12. This Spell Resistance is equal to 10 + 1 per Class Level, capping at +32 at 22 Class Levels.
- Each Epic Spell Resistance feat adds +2 to the scripted Spell Resistance effect. The requirement for Epic Spell Resistance has been changed to Monk level 12, rather than the Diamond Soul feat.
- Monks now get Weapon Focus: Unarmed at level 2.
- Monks now get Uncanny dodge at level 12.
- Monks now get whirlwind at level 20.
- Monks now get improved whirlwind at level 25
- Monk no longer gets Blinding Speed at 26 and Epic Dodge at 28 or any other free weapon feat from the previous updates.
- Improved Stunning Fist removed from Fighter and CoT bonus feats
- Add spot and perform as class skills (as PnP)
- Monks do not suffer -4 to AB when equipping katana
----Katana changed to allow WF/ImpCrit with monk proficiency
----Katana removed as a monk weapons (i.e. no flurry or monk extra attack)
DAMAGE & AB Bonuses to fists
LEVEL 10 --> AB = 0; Damage = 1
LEVEL 13 --> AB = 1; Damage = 1
LEVEL 16 --> AB = 1; Damage = 2
LEVEL 18 --> AB = 2; Damage = 2
LEVEL 20 --> AB = 2; Damage = 3
LEVEL 24 --> AB = 3; Damage = 3
LEVEL 28 --> AB = 5; Damage = 6
In addition, applied only to fists:
Ki Strike +4 = +2 damage
Ki Strike +5 = +2 damage
Bonus for monk weapons:
LEVEL 20 --> Damage = 1
LEVEL 24 --> Damage = 2
LEVEL 28 --> Damage = 3
- All monk characters are given an automatic, mandatory relevel.
Monk Adjustments:
- Diamond Soul feat removed. Instead, monks gain a scripted Spell Resistance effect starting at level 12. This Spell Resistance is equal to 10 + 1 per Class Level, capping at +32 at 22 Class Levels.
- Each Epic Spell Resistance feat adds +2 to the scripted Spell Resistance effect. The requirement for Epic Spell Resistance has been changed to Monk level 12, rather than the Diamond Soul feat.
- Monks now get Weapon Focus: Unarmed at level 2.
- Monks now get Uncanny dodge at level 12.
- Monks now get whirlwind at level 20.
- Monks now get improved whirlwind at level 25
- Monk no longer gets Blinding Speed at 26 and Epic Dodge at 28 or any other free weapon feat from the previous updates.
- Improved Stunning Fist removed from Fighter and CoT bonus feats
- Add spot and perform as class skills (as PnP)
- Monks do not suffer -4 to AB when equipping katana
----Katana changed to allow WF/ImpCrit with monk proficiency
----Katana removed as a monk weapons (i.e. no flurry or monk extra attack)
DAMAGE & AB Bonuses to fists
LEVEL 10 --> AB = 0; Damage = 1
LEVEL 13 --> AB = 1; Damage = 1
LEVEL 16 --> AB = 1; Damage = 2
LEVEL 18 --> AB = 2; Damage = 2
LEVEL 20 --> AB = 2; Damage = 3
LEVEL 24 --> AB = 3; Damage = 3
LEVEL 28 --> AB = 5; Damage = 6
In addition, applied only to fists:
Ki Strike +4 = +2 damage
Ki Strike +5 = +2 damage
Bonus for monk weapons:
LEVEL 20 --> Damage = 1
LEVEL 24 --> Damage = 2
LEVEL 28 --> Damage = 3
- All monk characters are given an automatic, mandatory relevel.
Re: Arelith Updates!
(Note; This update puts a little wind back in the sails of Katana wielding monks, and that aspect of this update may well be altered when the full range of new monk weapons and special combination attacks gets added) - see this post for details - viewtopic.php?f=37&t=25250#p201941
-Monks with WF:Katana now get stacking +AB on katanas (same as fighter) at level 23 = +1; 25 = +2; 28 = +3 (i.e. a pure monk with a masterly damask katana will get +6 weapon)
-ki strike 4/5 gives +1/+2 AB (21 WIS requirement remains unchanged)
-Monks with WF:Katana now get stacking +AB on katanas (same as fighter) at level 23 = +1; 25 = +2; 28 = +3 (i.e. a pure monk with a masterly damask katana will get +6 weapon)
-ki strike 4/5 gives +1/+2 AB (21 WIS requirement remains unchanged)
Re: Arelith Updates!
From Artenides:
The -dispel console command now can have multiple arguments.
Issuing a -dispel clar inv gho command will remove clarity, invisibility and ghostly visage from the target but not the rest of the wards.
For more info type -dispel ?
This change will allow players to macro the command easily.
From Yellowcateyes:
The maximum number of studied enemies for Ranger is now Class Level / 5 + An additional at levels 27 and 30, + 1 for each wisdom mod for every 10 levels. (that is 1 additional if you have a wis mod of 1 at level 10, 2 additional if you have a wis mod of 2 at lvl 20).
Fixture Limits:
We are beginning to adjust fixture limits across the module, increasing it for shared living spaces, and lowering it for many exteriors. No existing fixtures will be lost as the cap is lowered (they will remain saved until removed). Please remember to check the local limit when placing them.
The -dispel console command now can have multiple arguments.
Issuing a -dispel clar inv gho command will remove clarity, invisibility and ghostly visage from the target but not the rest of the wards.
For more info type -dispel ?
This change will allow players to macro the command easily.
From Yellowcateyes:
The maximum number of studied enemies for Ranger is now Class Level / 5 + An additional at levels 27 and 30, + 1 for each wisdom mod for every 10 levels. (that is 1 additional if you have a wis mod of 1 at level 10, 2 additional if you have a wis mod of 2 at lvl 20).
Fixture Limits:
We are beginning to adjust fixture limits across the module, increasing it for shared living spaces, and lowering it for many exteriors. No existing fixtures will be lost as the cap is lowered (they will remain saved until removed). Please remember to check the local limit when placing them.
Re: Arelith Updates!
A truly major update from Action Replay, as we add many new spells (And VFX) to Arelith.
Read about it on our news feed: http://arelith.com/index.php/news-list/new-spells-added
- In addition to this we've also added about 2000 new placeables, which as they're rolled out into our various areas will change the world significantly. Bear with us though, updating the world on that scale will likely be a project taking at least two years to complete!
Read about it on our news feed: http://arelith.com/index.php/news-list/new-spells-added
- In addition to this we've also added about 2000 new placeables, which as they're rolled out into our various areas will change the world significantly. Bear with us though, updating the world on that scale will likely be a project taking at least two years to complete!
-
- Project Lead
- Posts: 1630
- Joined: Mon Sep 08, 2014 5:09 pm
- Location: Sweden
Re: Arelith Updates!
Spell update, next reset
As expected here's the first update for the new spells:
Avascular Mass
Behaves the same but damage is capped at 10 HP / Caster Level. A successful Fortitude Save (Partial) will cut the damage in half and avoid the Stun effect; any sort of Mind Immunity will automatically be Partial for the target. Damage type is Negative.
Maze
Freedom of Movement counter-spells Maze. Targets with FoM or Respite will be immune to Maze Effects. Targets returning from Maze will give off a burst of wind, removing all AoE effects within a radius of the return location.
Higher CR mobs, aka end-tier bosses, can't be Mazed.
Blasphemy
Changed from persistent AoE to a single, instant, AoE at target location. HD table altered and looks at Caster's Level (Not HD) vs Target's HD:
Up to caster level -1 - Dazed (1 Round)
Up to caster level -5 - Dazed, Weakened (d4 Rounds)
Up to caster level -10 - Dazed, Weakened, Paralyzed (d3 Rounds)
Up to caster level -15 - Dazed, Weakened, Paralyzed, Killed (If not Immune)
Good Hope
Changed to only give +2 morale bonus on saving throws and +2 skill checks.
Wrathful Castigation
Respects Death Immunity
Fixed various bugs and Magic Vestment should work properly now once more. Clarified some spell copy to clear any confusion.
Added proper Metamagic behavior to the new spells.
As expected here's the first update for the new spells:
Avascular Mass
Behaves the same but damage is capped at 10 HP / Caster Level. A successful Fortitude Save (Partial) will cut the damage in half and avoid the Stun effect; any sort of Mind Immunity will automatically be Partial for the target. Damage type is Negative.
Maze
Freedom of Movement counter-spells Maze. Targets with FoM or Respite will be immune to Maze Effects. Targets returning from Maze will give off a burst of wind, removing all AoE effects within a radius of the return location.
Higher CR mobs, aka end-tier bosses, can't be Mazed.
Blasphemy
Changed from persistent AoE to a single, instant, AoE at target location. HD table altered and looks at Caster's Level (Not HD) vs Target's HD:
Up to caster level -1 - Dazed (1 Round)
Up to caster level -5 - Dazed, Weakened (d4 Rounds)
Up to caster level -10 - Dazed, Weakened, Paralyzed (d3 Rounds)
Up to caster level -15 - Dazed, Weakened, Paralyzed, Killed (If not Immune)
Good Hope
Changed to only give +2 morale bonus on saving throws and +2 skill checks.
Wrathful Castigation
Respects Death Immunity
Fixed various bugs and Magic Vestment should work properly now once more. Clarified some spell copy to clear any confusion.
Added proper Metamagic behavior to the new spells.
Re: Arelith Updates!
- Lose XP and other functions enabling character to freely drop levels have been removed.
This has been done for a number of reasons, including, but not limited to:
The function was enabling character to exist indefinitely, simply by essentially remaking their character every few months - something that is especially problematic in light of quarter and guildhouse-hogging, and general stagnation.
It was allowing for a number of exploits, in relation to crafting skills and languages. Commonly this was repeatedly used to drop to one point below level 30 so that a character could switch between abilities at will
Feeding into a focus on mechanics that went against the server's puported focus on RP. Characters would relevel to gain mechanical advantage, with little or no thought given to the RP background for this change.
As an RP server choices should reflect solid commitments, and changes to a character must be made in accordance with their current roleplay.
Any character wanting to delevel will now be required to contact the DMs, and to justify, in terms of narrative, the reason for the delevel.
The Lose XP function may be ennabled after certain updates in future, though more commonly we'd just offer a full scripted rebuild.
This has been done for a number of reasons, including, but not limited to:
The function was enabling character to exist indefinitely, simply by essentially remaking their character every few months - something that is especially problematic in light of quarter and guildhouse-hogging, and general stagnation.
It was allowing for a number of exploits, in relation to crafting skills and languages. Commonly this was repeatedly used to drop to one point below level 30 so that a character could switch between abilities at will
Feeding into a focus on mechanics that went against the server's puported focus on RP. Characters would relevel to gain mechanical advantage, with little or no thought given to the RP background for this change.
As an RP server choices should reflect solid commitments, and changes to a character must be made in accordance with their current roleplay.
Any character wanting to delevel will now be required to contact the DMs, and to justify, in terms of narrative, the reason for the delevel.
The Lose XP function may be ennabled after certain updates in future, though more commonly we'd just offer a full scripted rebuild.
-
- Project Lead
- Posts: 1445
- Joined: Fri Sep 12, 2014 2:02 am
Re: Arelith Updates!
The Order of the Radiant Heart
------------------------------------------------
The Radiant Heart has been updated, with adjustments to the lore and underlying mechanics of the organization. The major changes are outlined below.
1) The Radiant Heart is now recruiting for an Arelith-specific Auxiliary. For further details on this special organization and its mission, speak to the updated NPCs in the Radiant Heart.
2) Recruitment is now open to Paladins, Divine Champions, Knights (PDK), and Clerics, so long as the character is Lawful Good or Neutral Good.
3) There are now five ranks. Squire, Junior Knight, Knight, Senior Knight, and Knight-Officer. Existing squires and knights of the Radiant Heart will automatically become Squires and Junior Knights, respectively, in the new organization.
4) There is now a quest system for the Radiant Heart, operating in a manner similar to Sencliff's Pirates. These special quests are offered once a day, are one-time only, and have no max level limit on when they can be finished. Finishing these quests progresses a PC up the Radiant Heart Auxiliary's ranks.
5) The Auxiliary's membership is recorded in Signet Rings, which will both display their rank and store information on active Order quests. As opposed to the old Seals, a Radiant Heart Auxiliary member can only be identified through a bio message when she is wearing the signet ring. To disguise oneself or conceal membership in the Auxiliary, simply remove the ring. Ring-wearers can identify each other without checks, non-members will have to pass a rudimentary Lore check to recognize the Radiant Heart symbol.
6) Various services now open up in the Radiant Heart guildhouse for members of the Auxiliary, depending on their rank. One of these is upgrades to the signet ring. By speaking with the Runesmith, an Auxiliary member will be able to choose to add a new item property to their ring each time they are promoted, up to four upgrades for four promotions. Additionally, Mikaelos will offer illusory message and intelligence services to members of a certain rank.
Note on existing members: By speaking to Aellerin Shimorn, you will automatically convert your membership to the new system. PCs who were Squires under the old system will remain Squires under the new system. PCs who were knights under the old system will become Junior Knights in the new system. You can then, of course, take quests and gain further ranks.
For characters who have roleplayed being a full member of the Radiant Heart: you can still do this. We do not prevent PCs from roleplaying membership in a canon paladin order, whether that order has a presence on Arelith or not. Similarly, we do not mandate any particular response or acknowledgement from other PCs regarding this roleplay.
The change is what is mechanically supported in-game, which is membership in an Arelith-specific Auxiliary created by the Radiant Heart to address the dire threats and manifested evil present in the archipelago.
Finally, there have been some visual updates and hak furniture added to the guildhouse, courtesy of Irongron.
This is a new system, so be prepared for bugs and hiccups. As always, please do send in bug reports and suggestions through the usual channels.
------------------------------------------------
The Radiant Heart has been updated, with adjustments to the lore and underlying mechanics of the organization. The major changes are outlined below.
1) The Radiant Heart is now recruiting for an Arelith-specific Auxiliary. For further details on this special organization and its mission, speak to the updated NPCs in the Radiant Heart.
2) Recruitment is now open to Paladins, Divine Champions, Knights (PDK), and Clerics, so long as the character is Lawful Good or Neutral Good.
3) There are now five ranks. Squire, Junior Knight, Knight, Senior Knight, and Knight-Officer. Existing squires and knights of the Radiant Heart will automatically become Squires and Junior Knights, respectively, in the new organization.
4) There is now a quest system for the Radiant Heart, operating in a manner similar to Sencliff's Pirates. These special quests are offered once a day, are one-time only, and have no max level limit on when they can be finished. Finishing these quests progresses a PC up the Radiant Heart Auxiliary's ranks.
5) The Auxiliary's membership is recorded in Signet Rings, which will both display their rank and store information on active Order quests. As opposed to the old Seals, a Radiant Heart Auxiliary member can only be identified through a bio message when she is wearing the signet ring. To disguise oneself or conceal membership in the Auxiliary, simply remove the ring. Ring-wearers can identify each other without checks, non-members will have to pass a rudimentary Lore check to recognize the Radiant Heart symbol.
6) Various services now open up in the Radiant Heart guildhouse for members of the Auxiliary, depending on their rank. One of these is upgrades to the signet ring. By speaking with the Runesmith, an Auxiliary member will be able to choose to add a new item property to their ring each time they are promoted, up to four upgrades for four promotions. Additionally, Mikaelos will offer illusory message and intelligence services to members of a certain rank.
Note on existing members: By speaking to Aellerin Shimorn, you will automatically convert your membership to the new system. PCs who were Squires under the old system will remain Squires under the new system. PCs who were knights under the old system will become Junior Knights in the new system. You can then, of course, take quests and gain further ranks.
For characters who have roleplayed being a full member of the Radiant Heart: you can still do this. We do not prevent PCs from roleplaying membership in a canon paladin order, whether that order has a presence on Arelith or not. Similarly, we do not mandate any particular response or acknowledgement from other PCs regarding this roleplay.
The change is what is mechanically supported in-game, which is membership in an Arelith-specific Auxiliary created by the Radiant Heart to address the dire threats and manifested evil present in the archipelago.
Finally, there have been some visual updates and hak furniture added to the guildhouse, courtesy of Irongron.
This is a new system, so be prepared for bugs and hiccups. As always, please do send in bug reports and suggestions through the usual channels.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.
Re: Arelith Updates!
Vampire alternate forms have been capped at Level 10.
Re: Arelith Updates!
From next reset...
-Druid Change
-------------------
All Elemental Forms
-----
Fire elemental:
-10 CON
-6 AC
+8 STR
Hellfire Aura swapped for Aura of Fire
Water elemental:
-4 AC
2/3/4 regen (huge/elder/mono)
Air elemental:
-4 AC
Removal of 25% Physical Immunity (10% from Elder)
Totem:
-----
Removal of Monk AC Bonus
Spells
-----
Bombard - 1 round KD effect replaced by daze.
Vine Mine - duration change to CL per round on all options
Spike Growth - Slow changed from 24h to 1round per CL
Inferno - 2d6 base; 3d6 with GSF Trans; 4d6 with ESF Trans
Sunbeam - Remove the inferno trigger.
EPIC SPELLS can NOT be cast while polymorphed
The pure druid is a juggernaut in its current form, with monolith options that are both highly survivable in PvP and capable of soloing epic content in PvE. Druids are widely regarded as an easy class to play, one that trivializes almost all dungeon content. These changes do not fully address all that but are still focused and needed adjustments to specific problematic monolith forms and certain unbalanced spells.
-leave_party command
It is now possible to leave one's current party with the command -leave_party (or -lparty). This circumvents the issue that polymorphed characters can't leave party through the radial menu due to the option being replaced. It also allows lazy people to use their keyboard more exclusively rather than having to make tedious mouse clicks.
-Druid Change
-------------------
All Elemental Forms
-----
Fire elemental:
-10 CON
-6 AC
+8 STR
Hellfire Aura swapped for Aura of Fire
Water elemental:
-4 AC
2/3/4 regen (huge/elder/mono)
Air elemental:
-4 AC
Removal of 25% Physical Immunity (10% from Elder)
Totem:
-----
Removal of Monk AC Bonus
Spells
-----
Bombard - 1 round KD effect replaced by daze.
Vine Mine - duration change to CL per round on all options
Spike Growth - Slow changed from 24h to 1round per CL
Inferno - 2d6 base; 3d6 with GSF Trans; 4d6 with ESF Trans
Sunbeam - Remove the inferno trigger.
EPIC SPELLS can NOT be cast while polymorphed
The pure druid is a juggernaut in its current form, with monolith options that are both highly survivable in PvP and capable of soloing epic content in PvE. Druids are widely regarded as an easy class to play, one that trivializes almost all dungeon content. These changes do not fully address all that but are still focused and needed adjustments to specific problematic monolith forms and certain unbalanced spells.
-leave_party command
It is now possible to leave one's current party with the command -leave_party (or -lparty). This circumvents the issue that polymorphed characters can't leave party through the radial menu due to the option being replaced. It also allows lazy people to use their keyboard more exclusively rather than having to make tedious mouse clicks.
Re: Arelith Updates!
Some new area content sent live.
Partial Visual Overhaul of Cordor
-------------------------------------
A refurbished Nomad, a number of large ships in the harbor, and an entirely new location in the docklands. The addition of HAK content should be increasingly clear to anyone visiting the city.
![Image](https://cdn.discordapp.com/attachments/328149418111008774/628427755012358145/Notice_Board2.png)
Skull Crag Foothills
----------------------------
More updates to this region as we edge ever closer to the addition of a second city. A further , extremely large wilderness update will follow in the next few weeks.
(I will now be leaving country and will not be responding to PMs during my absence)
Partial Visual Overhaul of Cordor
-------------------------------------
A refurbished Nomad, a number of large ships in the harbor, and an entirely new location in the docklands. The addition of HAK content should be increasingly clear to anyone visiting the city.
![Image](https://cdn.discordapp.com/attachments/328149418111008774/628427755012358145/Notice_Board2.png)
Skull Crag Foothills
----------------------------
More updates to this region as we edge ever closer to the addition of a second city. A further , extremely large wilderness update will follow in the next few weeks.
(I will now be leaving country and will not be responding to PMs during my absence)
Re: Arelith Updates!
The -project_image (the messenger component) command now requires the character to be at least level 21 and must have Greater Spell Focus: Illusion.
The ability has a 10 min RL cooldown that resets when the character finishes a rest.
The ability has a 10 min RL cooldown that resets when the character finishes a rest.
Re: Arelith Updates!
A very large update, from the entire team.
*Follow in game prompts for a free relevel of any existing character you log in with. Free rebuilds will be offered for 48 hours after your first log in. Type -relevel to access that option.
Full details below, or you can read a condensed version on our News Feed
Weapon Changes
-------------
The following weapons have been added:
Sai, Wakizashi, Naginata. (see below for stats)
The following weapons have been changed:
Light hammer, light flail, heavy flail, greataxe, halberd, trident.
Katana will soon be a medium weapon, you have some time to find a suitable off hand weapon
Individual weapon feats have been removed, and weapons now belong to one or more weapon groups depending on wield or fighting style. The effect of each group feat applies to all the weapons that belong to it. In the case of weapons that belong to more than one group the effect of the same feat for different applicable groups will not stack.
This does not cover Weapon Masters, and their 'Weapon of Choice' feat, thus they are now the only class that needs wed itelf to one particular weapon.
Weapon Groups are:
1 Handed Edged
1 Handed Concussion
Pole Arms
Missile
Thrown
2 Handed
(See table at end of update post for details of groups and weapon properties)
New Weapons
---------------------
Sai:
Base Damage: 1d4
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Tiny
Feats Required: Exotic or Monk
Wakizashi:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Weapon Size: Small
Feats Required: Exotic or Monk\nSpecial: Grants Shield AC Only Equippable in Off-hand
Naginata:
Base Damage: 1d10
Base Critical Threat: x3
Base Damage Type: Bludgeoning and Slashing
Weapon Size: Large
Feats Required: Exotic or Monk
Heavy Mace, Maul, Light Pick, Heavy Pick & Falchion added over next few days.
(Currently new weapons are only available via crafting (following secondary reset later) or via stores in Skaljard and Sibayad.)
Skill Changes
-------------------
-Lore & UMD
No amount of UMD enables the use of scrolls. Their use is strictly limited by these conditions:
1) It's a scroll with no restriction, like Raise Dead or Restoration.
2) It's a scroll that belongs to one of the character's class spell lists, and they have access to a spell level that's at least half, rounded up, of the spell level at which the spell on the scroll appears in their spell list, and the relevant primary casting ability modifier for that class matches or exceeds that spell level.
3) They have enough Lore to beat a check based on the spell's innate level that allows them to circumvent any limitations.
4) If the character is a specialist wizard, they can't use scrolls from their opposed school.
Sources of Lore which contribute to the Lore value used for scroll usage: Skill Ranks, Intelligence modifier, + Lore on equipment, the Dwarven bonus to Lore, Courteous Magocracy , Skill Focus: Lore and Epic Skill Focus: Lore. It does NOT include the spells Identify, Legend Lore, or the Bardic Lore Bonus.
UMD requirements across the board have been bumped up by 5 across the board starting from 200gp in value, except for equipment which has set UMD requirements and Wands. For wands their UMD requirement has been adjusted to increase according to their innate level, starting at 1 and ending at 15.
Lore contribution to language understanding, effectively giving a 1% chance of understanding any given utterance for every 2 Lore points (which stack the same as they did before), capping at 25%.
Language recognition scales at a rate of 10% per 2 Lore points, capping at 100%.
- Craft Weapon/Armour
Craft Weapon and Craft Armor have been combined into a single skill: Craft Mastery. Each rank in Craft Mastery increases the your crafting point max by 1, and every 10 ranks increases you mundane dweomercrafting tier by 1.
Improved Dweomercrafting has been added as a feat which increases both your magical and mundane dweomercrafting tier by 1.
Feat Changes
-------------------
- Disarm
Doesn't make you lose your weapon any more. Instead it prevents you access to it for 6 seconds, lowering your AB by 10 in each hand and causing to do no damage unless you have Improved Unarmed Strike, in which case you do half damage. You can't unequip or equip weapons while under the effect of disarm
When you're successfully disarmed you're immune to getting disarmed again for 12 seconds.
- Knockdown
When you're successfully knocked down by the Knockdown or Improved Knockdown feats you're immune to getting knocked down again for 18 seconds.
New Classes
------------------
Commoner
----------------
- Hit Die: d6
- BAB: 3/5
- High Save: Fortitude
- Proficiencies: Simple weapons and light armor.
- Skill Points: 4+ Int Modifier.
- Skill list: appraise, bluff, craft armor, craft weapon, heal, intimidate, listen, lore, perform, persuade, ride, search, spot, taunt.
-Cannot take levels in other classes besides specialist
Special:
- Tradeworker: Gains an additional 2 crafting points each level.
- No XP from combat (kills)
- Unable to select writs.
- Commoner gain an additional 20XP every game hour
- Adventure XP from crafting x 10
Specialist
-------------
- Hit Die: d6
- Proficiencies: No additional proficiencies.
- Skill Points: 6+ Int Modifier.
- Skill list: All. Bonus Epic Feats: (Epic) Skill Focus (all/any). Every 3 levels.
Requirements:Level 21
Feat: Any skill focus.
Class Changes
---------------------
Knight
----------
Knight class features scale off the highest of Persuade or Intimidate.
Harper
............
- Harper scout can only take improved evasion or defensive roll on lvl 5
Paladin
-----------
--Holy Sword can only trigger once per flurry now (i.e. 2 second cool down as per spellsword imbues)
Monk
---------
-- Weapon Prociciency includes new weapons; Sai, Wakizashi, Naginata
--- Sai and Nagitata work with monk UBAB
--All monk proficiency melee weapons that do not benefit from the UBAB (except Wakizashi) now obtain the same benefits as katata (20: +1 dmg; 24: +2 dmg; 28: +3 damage // 23: +1 AB; 25: +2 AB; 28: +3 AB)
Spell Changes
---------------------
Avascular Mass: Making the save will no longer 1/2 the damage output, but will still avoid the stun.
Disintegrate, Nightmare: Added Maximized and Empower metamagic
Burst of Glacial Wrath: 25d6 cap removed, now caps at 30d6 (For Players)
Frozen Status Effect:
A Frozen creatures gain DR 10/-, 2d6 points of Dexterity damage, 50% Movement Reduction, vulnerability to fire, and immunity to cold and electricity.
Anyone targeted by a restoration-type spell (Lesser Restoration, Restoration, Greater Restoration) will now have their thirst, hunger, and rest values reset to 0% if it was lower.
New Spells
-----------------
Bigby's Disrupting Hand
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
A small, spectral hand springs into existence before your target. It hovers in the air, ready to deliver a backhanded blow when the subject attempts to cast a spell. This attack causes no damage, but it forces the subject to make a Concentration check with a DC equal to this spell's save DC. If the subject fails the check, the hand's blow ruins the casting attempt.
Sound Lance
Caster Level(s): Cleric 4, Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: Silence
Save: Fortitude 1/2
Spell Resistance: Yes
This spell causes a projectile of intense sonic energy to leap from you to a target dealing 1d8 points of sonic damage per caster level (maximum 10d8).
The sound lance cannot penetrate the area of a silence spell.
Finger of Agony
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 3 Rounds
Additional Counter Spells:
Save: Fortitude Partial
Spell Resistance: Yes
As you crook your finger, your enemy feels their vitals rupture within them. You magically disrupt the subject's internal organs, causing it great pain. Each round the subject takes 3d6 points of damage and becomes Sickened for 3 rounds.
A successful Fortitude save halves the damage and avoids Sickened for that round.
Freeze
Caster Level(s): Druid 6
Innate Level: 6
School: Conjuration
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells: Scorching Ray
Save: Reflex Partial
Spell Resistance: Yes
A violent blue ray swirled with white streaks emerges from your outstretched hand striking your target.
You must make a successful ranged touch attack to hit. A target struck takes 4d6 points of cold damage and must succeed on a Reflex save or be Frozen for 1 round per caster level.
Frozen creatures gain DR 10/-, 2d6 points of Dexterity damage, 50% Movement Reduction, vulnerability to fire, and immunity to cold and electricity.
Iceberg
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 1 Round / Level
Additional Counter Spells: Meteor Swarm
Save: Reflex Partial
Spell Resistance: Yes
Iceberg is a brutal and direct spell dealing 1d6 blunt and cold damage per two caster levels to targets closest to the center. Affected targets will be encased in ice if they fail a saving throw, effectively immobilizing them for 1d3 rounds. Creatures larger than Medium are unaffected by the immobilizing effect.
Targets outside the center of the spell, 5m or more, has a chance to save for half damage.
Bug Fixes
--------------
A number of reported bugs with the Radiant Heart have been fixed.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TABLES:
Lore requirements and new wand UMD requirements table.
Weapon damage and group table.
*Follow in game prompts for a free relevel of any existing character you log in with. Free rebuilds will be offered for 48 hours after your first log in. Type -relevel to access that option.
Full details below, or you can read a condensed version on our News Feed
Weapon Changes
-------------
The following weapons have been added:
Sai, Wakizashi, Naginata. (see below for stats)
The following weapons have been changed:
Light hammer, light flail, heavy flail, greataxe, halberd, trident.
Katana will soon be a medium weapon, you have some time to find a suitable off hand weapon
Individual weapon feats have been removed, and weapons now belong to one or more weapon groups depending on wield or fighting style. The effect of each group feat applies to all the weapons that belong to it. In the case of weapons that belong to more than one group the effect of the same feat for different applicable groups will not stack.
This does not cover Weapon Masters, and their 'Weapon of Choice' feat, thus they are now the only class that needs wed itelf to one particular weapon.
Weapon Groups are:
1 Handed Edged
1 Handed Concussion
Pole Arms
Missile
Thrown
2 Handed
(See table at end of update post for details of groups and weapon properties)
New Weapons
---------------------
Sai:
Base Damage: 1d4
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Tiny
Feats Required: Exotic or Monk
Wakizashi:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Weapon Size: Small
Feats Required: Exotic or Monk\nSpecial: Grants Shield AC Only Equippable in Off-hand
Naginata:
Base Damage: 1d10
Base Critical Threat: x3
Base Damage Type: Bludgeoning and Slashing
Weapon Size: Large
Feats Required: Exotic or Monk
Heavy Mace, Maul, Light Pick, Heavy Pick & Falchion added over next few days.
(Currently new weapons are only available via crafting (following secondary reset later) or via stores in Skaljard and Sibayad.)
Skill Changes
-------------------
-Lore & UMD
No amount of UMD enables the use of scrolls. Their use is strictly limited by these conditions:
1) It's a scroll with no restriction, like Raise Dead or Restoration.
2) It's a scroll that belongs to one of the character's class spell lists, and they have access to a spell level that's at least half, rounded up, of the spell level at which the spell on the scroll appears in their spell list, and the relevant primary casting ability modifier for that class matches or exceeds that spell level.
3) They have enough Lore to beat a check based on the spell's innate level that allows them to circumvent any limitations.
4) If the character is a specialist wizard, they can't use scrolls from their opposed school.
Sources of Lore which contribute to the Lore value used for scroll usage: Skill Ranks, Intelligence modifier, + Lore on equipment, the Dwarven bonus to Lore, Courteous Magocracy , Skill Focus: Lore and Epic Skill Focus: Lore. It does NOT include the spells Identify, Legend Lore, or the Bardic Lore Bonus.
UMD requirements across the board have been bumped up by 5 across the board starting from 200gp in value, except for equipment which has set UMD requirements and Wands. For wands their UMD requirement has been adjusted to increase according to their innate level, starting at 1 and ending at 15.
Lore contribution to language understanding, effectively giving a 1% chance of understanding any given utterance for every 2 Lore points (which stack the same as they did before), capping at 25%.
Language recognition scales at a rate of 10% per 2 Lore points, capping at 100%.
- Craft Weapon/Armour
Craft Weapon and Craft Armor have been combined into a single skill: Craft Mastery. Each rank in Craft Mastery increases the your crafting point max by 1, and every 10 ranks increases you mundane dweomercrafting tier by 1.
Improved Dweomercrafting has been added as a feat which increases both your magical and mundane dweomercrafting tier by 1.
Feat Changes
-------------------
- Disarm
Doesn't make you lose your weapon any more. Instead it prevents you access to it for 6 seconds, lowering your AB by 10 in each hand and causing to do no damage unless you have Improved Unarmed Strike, in which case you do half damage. You can't unequip or equip weapons while under the effect of disarm
When you're successfully disarmed you're immune to getting disarmed again for 12 seconds.
- Knockdown
When you're successfully knocked down by the Knockdown or Improved Knockdown feats you're immune to getting knocked down again for 18 seconds.
New Classes
------------------
Commoner
----------------
- Hit Die: d6
- BAB: 3/5
- High Save: Fortitude
- Proficiencies: Simple weapons and light armor.
- Skill Points: 4+ Int Modifier.
- Skill list: appraise, bluff, craft armor, craft weapon, heal, intimidate, listen, lore, perform, persuade, ride, search, spot, taunt.
-Cannot take levels in other classes besides specialist
Special:
- Tradeworker: Gains an additional 2 crafting points each level.
- No XP from combat (kills)
- Unable to select writs.
- Commoner gain an additional 20XP every game hour
- Adventure XP from crafting x 10
Specialist
-------------
- Hit Die: d6
- Proficiencies: No additional proficiencies.
- Skill Points: 6+ Int Modifier.
- Skill list: All. Bonus Epic Feats: (Epic) Skill Focus (all/any). Every 3 levels.
Requirements:Level 21
Feat: Any skill focus.
Class Changes
---------------------
Knight
----------
Knight class features scale off the highest of Persuade or Intimidate.
Harper
............
- Harper scout can only take improved evasion or defensive roll on lvl 5
Paladin
-----------
--Holy Sword can only trigger once per flurry now (i.e. 2 second cool down as per spellsword imbues)
Monk
---------
-- Weapon Prociciency includes new weapons; Sai, Wakizashi, Naginata
--- Sai and Nagitata work with monk UBAB
--All monk proficiency melee weapons that do not benefit from the UBAB (except Wakizashi) now obtain the same benefits as katata (20: +1 dmg; 24: +2 dmg; 28: +3 damage // 23: +1 AB; 25: +2 AB; 28: +3 AB)
Spell Changes
---------------------
Avascular Mass: Making the save will no longer 1/2 the damage output, but will still avoid the stun.
Disintegrate, Nightmare: Added Maximized and Empower metamagic
Burst of Glacial Wrath: 25d6 cap removed, now caps at 30d6 (For Players)
Frozen Status Effect:
A Frozen creatures gain DR 10/-, 2d6 points of Dexterity damage, 50% Movement Reduction, vulnerability to fire, and immunity to cold and electricity.
Anyone targeted by a restoration-type spell (Lesser Restoration, Restoration, Greater Restoration) will now have their thirst, hunger, and rest values reset to 0% if it was lower.
New Spells
-----------------
Bigby's Disrupting Hand
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
A small, spectral hand springs into existence before your target. It hovers in the air, ready to deliver a backhanded blow when the subject attempts to cast a spell. This attack causes no damage, but it forces the subject to make a Concentration check with a DC equal to this spell's save DC. If the subject fails the check, the hand's blow ruins the casting attempt.
Sound Lance
Caster Level(s): Cleric 4, Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: Silence
Save: Fortitude 1/2
Spell Resistance: Yes
This spell causes a projectile of intense sonic energy to leap from you to a target dealing 1d8 points of sonic damage per caster level (maximum 10d8).
The sound lance cannot penetrate the area of a silence spell.
Finger of Agony
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 3 Rounds
Additional Counter Spells:
Save: Fortitude Partial
Spell Resistance: Yes
As you crook your finger, your enemy feels their vitals rupture within them. You magically disrupt the subject's internal organs, causing it great pain. Each round the subject takes 3d6 points of damage and becomes Sickened for 3 rounds.
A successful Fortitude save halves the damage and avoids Sickened for that round.
Freeze
Caster Level(s): Druid 6
Innate Level: 6
School: Conjuration
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells: Scorching Ray
Save: Reflex Partial
Spell Resistance: Yes
A violent blue ray swirled with white streaks emerges from your outstretched hand striking your target.
You must make a successful ranged touch attack to hit. A target struck takes 4d6 points of cold damage and must succeed on a Reflex save or be Frozen for 1 round per caster level.
Frozen creatures gain DR 10/-, 2d6 points of Dexterity damage, 50% Movement Reduction, vulnerability to fire, and immunity to cold and electricity.
Iceberg
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 1 Round / Level
Additional Counter Spells: Meteor Swarm
Save: Reflex Partial
Spell Resistance: Yes
Iceberg is a brutal and direct spell dealing 1d6 blunt and cold damage per two caster levels to targets closest to the center. Affected targets will be encased in ice if they fail a saving throw, effectively immobilizing them for 1d3 rounds. Creatures larger than Medium are unaffected by the immobilizing effect.
Targets outside the center of the spell, 5m or more, has a chance to save for half damage.
Bug Fixes
--------------
A number of reported bugs with the Radiant Heart have been fixed.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TABLES:
Lore requirements and new wand UMD requirements table.
Code: Select all
+--------------------+--------------------------+-----------------------+
| Innate Spell Level | Lore Required for Scroll | UMD Required for Wand |
+--------------------+--------------------------+-----------------------+
| 0 | 5 | 1 |
+--------------------+--------------------------+-----------------------+
| 1 | 5 | 1 |
+--------------------+--------------------------+-----------------------+
| 2 | 10 | 5 |
+--------------------+--------------------------+-----------------------+
| 3 | 15 | 10 |
+--------------------+--------------------------+-----------------------+
| 4 | 20 | 15 |
+--------------------+--------------------------+-----------------------+
| 5 | 25 | N/A |
+--------------------+--------------------------+-----------------------+
| 6 | 35 | N/A |
+--------------------+--------------------------+-----------------------+
| 7 | 50 | N/A |
+--------------------+--------------------------+-----------------------+
| 8 | 65 | N/A |
+--------------------+--------------------------+-----------------------+
| 9 | 80 | N/A |
+--------------------+--------------------------+-----------------------+
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 | Pierce-Slash | | * | | | | |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+
| 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 | 19-20/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 | 19-20/x2 | 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 | | | | | | * |
+------------------+------+----------+-----------+-----------------+---------------+----------+----------+---------+---------+--------+