Arelith Updates!

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ActionReplay
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Re: Arelith Updates!

Post by ActionReplay » Fri Nov 05, 2021 12:38 am

Next reset:

- New Ship Models added along with 117 new Ship Related Placeables created by FallenDabus. I'll be slowly rolling out new and updated ships with these new additions. But for now we are testing it with limited new content in the form of:
- Added a new Player Ship for Sencliff
- You can now fire Warning Shots against other Player Ships, these do no damage but will set both Ships in a combat state and prompt a warning message.
- Ships without a Grapple Cannon can now engage NPC Vessels as well
- Bug fix related to Pirate Chests

From Sincra
==============
Earthkin defender stance:
-Lasts turns/(EKD levels*2) instead of 10 turns.
-Example duration, 6 levels of EKD -> 12 turns.
-Defensive stance effects are removed on joining the server, this is due to what was an exploit to remove the speed penalties.
-Rejoining will set a shorter timer, 2 rounds vs 5, provided you had defensive stance on still. This is to avoid punishing net issues, do not abuse this!
-Staying in defensive stance for the full duration removes all stance effects, starts the 5 rounds timer and alert you via a new message in the combat log.

Shop signs:
-Faction members with bank withdrawl rights can now access the sales log on store signs.

Assassin poison DC's:
-Now correctly gives +6 at 18, was capped at +5.

Loremaster Secret of Gathering:
-Now correctly adds % chance throughout mining.

Slave "Quest":
-Now respects stacks of required [Redacted]. No longer does the system consume the pile as one.

Containers:
-Containers now use party lore to identify when doing the following:
=Adding items to container singularly with selector tool.
=Adding items to container using store all in conversation.
-No longer will our wrists be punished.

Equipment Durability and Rest Menu:
-On the rest menu the Equipment durability option is now in the sub page, "Equipment".
-Toggle options cleaned up and made clearer.
-Sub page contains Equipment durability options and new option.

New Options for Equipment Durability:
-Toggle Un-equip at low durability:
=Can be set for each item slot individually, where relevant to combat wear and tear.
=Un-equips item when they are damaged and fall to 1 charge.
=Does not stop you equipping the item again.
=Can drop item onto the floor if your inventory is full.

Awaken Spell:
-Now remains on the companion before, during and after a nap.
-Rejoice, your slightly more aware badger persists.

Maze Spell:
-Now reports when a target is immune.
-Provides feedback when the Maze cannot be found, please report this using the template.

Language award menu:
-New option added, "Return to Award Selection", does what it says. You will find it at the end of the languages available.

From Kalopsia and Sincra
==========================
Disguise cover:
-Now correctly uses your disguisename-cover description as intended.
-Make sure when naming your cover it is the same as the intended disguise, e.g. '-description +save_cover example' will produce "example-cover" and should be used with '-disguise example'.

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Re: Arelith Updates!

Post by garrbear758 » Sat Nov 06, 2021 2:46 am

From next reset:
From Starfish:
Fishing:
- 40 NEW FISH! More will be added in the future if needed
- 4 new sizes of fish. Small, medium, large and extra large
- Fish populations are divided into location and temperature with some overlap
- Expanded pool of fishing junk
- Fishing grants XP per catch (even for Commoners) but it's not all easy sailing as you may attract unwanted attention
- 3 tiers of new craftable fishing rods, the old ones will no longer work. Simple, Sturdy and Reinforced fishing rods. They start with a hook of their respective tier
- Rods no longer randomly break on failure, durability damage may occur instead. If your line snaps you need a new hook
- Fishing requires both a hook and bait to be added to your fishing rod and you can't attach bait without a hook
- 5 new hooks, 3 are craftable. Copper, Iron and Damask fish hooks
- 4 sizes of craftable bait. One for each of the fish sizes
- 6 bugs, of which all can be used as small bait. Caterpillar, grub, shiny beetle, dragonfly, small spider and worm
- Chance when digging to get worms
- A craftable bug jar to store your bugs. The item also allows you to forage for bugs. Eggs may also sometimes be found when foraging
- Berley, sometimes called chum. A craftable mix of fish offcuts and meat that you throw in the water to attract fish. Lowers fishing time
- A gutting knife to chop up your caught fish without the crafting menu, gives lots of new fishy bits
- Craftable potion of Water Breathing with Herbalism. Similar to the water breathing spell
- Craftable potion of Feather Falling with Herbalism. Halves damage on failed climb check
- Craftable fishing boots (that provide a bonus to fishing) with Tailoring

From Garrbear, Kalopsia, Kenji, et el. (2021)
======================================
Next Reset:
======================================
Fall 2021 Balance Adjustments - Part I
- Foreword:
This is part 1 of some more changes to come. Some future changes are noted in the above to give time for players to buffer for some changes, more will come over the course of this season.
--=============--
- Class Changes -
--=============--
+Monk:
Monk Weapon Proficiency now includes Katars
Evasion moved from lvl1 to lvl4
Whirlwind moved from 20 to 12
Defensive Roll moved from 18 to 17
No more scaling Bonus Movement Speed, only 10% just like Barbarians
Monk Weapons gain the following bonuses at different marks, the bonuses do not stack with each other:
+1 Dmg: Ki Strike 4 or 20+ lvls of Monk
+1 AB: Ki Strike 4 or 23+ lvls of Monk
+2 Dmg: Ki Strike 5 or 24+ lvls of Monk
+2 AB: Ki Strike 5 or 25+ lvls of Monk

+Barbarian:
Remove Mighty Rage 20+ Barbarian Levels requirement
Lower Thundering Rage Base Str prerequisite from 25 to 23
Lower max Con for Rage AB bonus from 18 to 16

+Weapon Master:
(Reverted to Vanilla)
Removed 10th level free Epic Prowess
Removed 10th level Bonus Feat
Removed access to Epic Weapon Specialization
Retrict Bonus Feats to Weapon of Choice again (except for epic feats)
+Divine Champion:
While wielding a melee weapon, Divine Champions gain 1 passive AB per 5 class levels. This bonus is reduced by 2 if base Cha is lower than 20, or 1 if base Cha is lower than 24. The passive AB bonus will not go below 0.
Divine Wrath progression changes:
Damage and DR remains unchanged
Upon activation, +1 AB, Save, and Regen for every 5 levels of Divine Champion
Cooldown changed to 5 minutes, reduced by two rounds for every hard constitution modifier

+Invisible Blade:
Class features now work for all melee weapons that belong to a size category smaller than the wielder
Ex. A human Invisible Blade can wield Short Swords and qualify for Invisible Blade class features, but not halflings.
A halfling Invisible Blade can wield Kukris and qualify for Invisible Blade Class features.

+Rogue:
All finessable weapons are now valid Rogue Specialty Weapons.

+Swashbuckler:
All finessable weapons are now valid Swashbuckler Weapons.

--=================--
- Base Item Changes -
--=================--
+Weapon Adjustments:
Kama changed from 20/x2 to 19-20/x2
Light Mace changed from 20/x2 to 20/x3
Sai changed from 20/x2 to 19-20/x2
Spear size changed from medium to small (so small-sized PCs can wield it 1H)
Whips changed from 19-20/x2 to 20/x2

Note:
There are plans to reduce Scythe's critical multiplier, this is a preemptive warning to those who wish to take exotic weapon proficiency feat at the first level just for scythe alone. There will be no grandfathering for existing scythes.
Fall 2021 Balance Adjustments - Part 1 Continued
--==================--
- Mechanical Changes -
--==================--
+Divine Shield:
If a character has epic dodge, both duration and AC bonus are halved

+Twohanding Weapons:
Changed from +2 AB to +1 AB

+Sprint:
Free active feat for everyone, which gets to sprint for a short duration based on their hard physical modifiers:
Bonus Movement Speed of 105% + 5% for each Hard Str Mod and Hard Dex Mod, minimum of 105% even with negative Physical modifiers
Duration of Hard Con Mod per round, minimum of 1 round
Cooldown of 3 Turns
--==================--
- Racial Adjustments -
--==================--
+Svirfneblin:
Removed +1 untyped AC
Removed +2 universal save (1 from the feat Lucky, another from scripted bonus)
There will be no grandfathering

+Drow:
Drow will now suffer mechanical penalties when entering sunlit areas. Note that the existing rules regarding Drow and the surface remain unchanged.

+Minotaur:
Removed +2 untyped AC
Removed Spring Attack
Existing Minotaurs will be forced to relevel
Sprint is automatically adjusted at 150% bonus
There will be no grandfathering

--=================--
- Spell Adjustments -
--=================--
+Bless:
Duration reverted to Rounds per CL

+War Cry & Battletide:
AB Bonus no longer stack

- Other -
The endless -relevel chat command will eventually be disabled in the next few patches. With it, however, will come new ways to redo said levels with some form of loss.
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

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Re: Arelith Updates!

Post by ActionReplay » Sun Nov 07, 2021 4:12 pm

- 2 new Diving Bell Writs for Sencliff (Wanna test these and then I'll add to other Writ Givers)
- Ocean Floor deepest areas increased loot chance
- Pirate Chest Loot increased and added new items for it

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Re: Arelith Updates!

Post by Irongron » Wed Nov 10, 2021 11:52 pm

From myself and Aniel (From next reset)
--------------------------------

Guldorand Mid-Level Start GP amount increased to 75k

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Re: Arelith Updates!

Post by Irongron » Sun Nov 14, 2021 12:00 am

From Next Reset

Cordor Crypts Update
--------------------------------

- An expansion to the top level, and a number of connections throughout the rest, ensuring that all the various different family crypts (Derlson, Nebankh, Buried Mausoleum) now have routes in/out of the central crypts. The key to access the lower levels is now no longer required, as there are a number of other routes below.

Goblin Fortress
----------------------

- Removed the need for a key to access the lower dungeons.


Whidershin Festival Grounds
-----------------------------------------

- Fixed up some broken stalls and the dice tables not working in the gambling tent.



Elsewhere I've made a few other smaller changes, fixing typos in conversations, broken climbling spots etc.

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Re: Arelith Updates!

Post by ActionReplay » Mon Nov 15, 2021 8:11 pm

Next reset:

- Added Ship Tutorials
These are messages that will pop up automatically when using the ship system. The tutorials are enabled by default but can be disabled (or enabled again) using the -ship command and toggle it off under [Settings] (This sticks over resets).

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Re: Arelith Updates!

Post by Irongron » Wed Nov 17, 2021 3:34 am

From Red Ropes, Kalo, Kenji, Sweet Potato, et alii
====

The following weapons & shield have been tweaked and changed and will appear this way in game.

[ARMOR]

[SMITHING, PALADIN]
Paladin Chainmail will lose its Harm Immunity (and all existing ones will as well.) It is going to be updated in the future and the old versions w/o harm immunity will be grandfathered.

[SMITHING]
Serpent's Woe Aegis

AC Bonus +4
Additional Property: Use Magic Device - +30
Arcane Spell Failure +50%
Bonus Feat: Alertness
Decreased Ability Score: Dexterity -1
Immunity: Damage Type: Bludgeoning 5% Immunity Bonus
Immunity: Damage Type: Piercing 5% Immunity Bonus
Immunity: Damage Type: Slashing 5% Immunity Bonus
Saving Throw Bonus: Specific: Will +2 -
Use Limitation: Class: Blackguard
Use Limitation: Class: Divine Champion
Use Limitation: Class: Fighter
Use Limitation: Class: Knight
Use Limitation: Class: Paladin
Weight Increase 555 lbs.
ILR 21
Base Strength Requirement: 16
Runic Properties -1
Tier 3 Rune (Any)

[WEAPONS]

[SMITHING, HALFLING]
Dale Sword

Additional Property: Use Magic Device - +30
Damage Bonus vs. Racial Type: Giant 1d8 Damage Piercing
Damage Bonus vs. Racial Type: Goblinoid 1d8 Damage Piercing
Damage Bonus vs. Racial Type: Orc 1d8 Damage Piercing
Enhancement Bonus +4
Extra Melee Damage Type: Slashing
Keen
Use Limitation: Racial Type: Halfling
ILR 21
Tier 3 Espruar Rune


[CARPENTRY]
Scalebeast Render

Attack Bonus +3
Damage Bonus: Bludgeoning 2 Damage
Damage Bonus: Slashing 4 Damage
Damage Bonus vs. Racial Type: Aberration 1d6 Damage Piercing
Damage Bonus vs. Racial Type: Beast 1d6 Damage Piercing
Damage Bonus vs. Racial Type: Magical Beast 1d6 Damage Piercing
Damage Bonus vs. Racial Type: Vermin 1d6 Damage Piercing
Extra Melee Damage Type: Bludgeoning
Keen
ILR 16

[SMITHING, OROG]
Orog Bastard Sword

Additional Property: Use Magic Device - +30
Damage Bonus: Bludgeoning 2 Damage
Enhancement Bonus +4
Extra Melee Damage Type: Bludgeoning
Keen
Use Limitation: Racial Type: Half-Orc
Use Limitation: Racial Type: Orc
Weight Increase 30 lbs.
ILR 21
Base Strength Requirement: 22

[SMITHING, OROG]
Orog Slayer-sword (renamed from Orog Greatsword)

Additional Property: Use Magic Device - +30
Damage Bonus: Bludgeoning 3 Damage
Enhancement Bonus +4
Extra Melee Damage Type: Bludgeoning
Keen
Use Limitation: Racial Type: Half-Orc
Use Limitation: Racial Type: Orc
Weight Increase 50 lbs.
ILR 21
Base Strength Requirement: 24

[SMITHING, ORC]
Orcish Blood-Axe

Additional Property: Use Magic Device - +30
Cast Spell: Blood Frenzy (7) Unlimited Uses/Day +23
Damage Bonus vs. Racial Type: Dwarf 1d8 Damage Slashing
Damage Bonus vs. Racial Type: Elf 1d8 Damage Slashing
Enhancement Bonus +4
Keen
Massive Criticals 2d6 Damage
Regeneration: Vampiric +3
Use Limitation: Racial Type: Half-Orc
Use Limitation: Racial Type: Orc
ILR 21
Tier 3 Dethek Rune


[SMITHING, ORC]
Orcish Blood-Sword

Additional Property: Use Magic Device - +30
Cast Spell: Blood Frenzy (7) Unlimited Uses/Day +23
Damage Bonus vs. Racial Type: Dwarf 1d8 Damage Slashing
Damage Bonus vs. Racial Type: Elf 1d8 Damage Slashing
Enhancement Bonus +4
Massive Criticals 2d4 Damage
Regeneration: Vampiric +3
Use Limitation: Racial Type: Half-Orc
Use Limitation: Racial Type: Orc
ILR 21
Tier 3 Dethek Rune


[SMITHING, ORC]
Orcish Blood-Mace

Additional Property: Use Magic Device - +30
Cast Spell: Blood Frenzy (7) Unlimited Uses/Day +23
Damage Bonus vs. Racial Type: Dwarf 1d8 Damage Piercing
Damage Bonus vs. Racial Type: Elf 1d8 Damage Piercing
Enhancement Bonus +4
Extra Melee Damage Type: Piercing
Keen
Massive Criticals 1d8 Damage
Regeneration: Vampiric +3
Use Limitation: Racial Type: Half-Orc
Use Limitation: Racial Type: Orc
ILR 21
Tier 3 Dethek Rune

There are also a few new weapons being added. They are...

(Keep in mind it may be a few days until these are added to the craftable matrix)

+ Pike
Base Damage: 1d8
Threat Range: 20
Critical Multiplier: x3
Damage Type: Piercing
Proficiency: Simple, Primitive, Sea Elf
Size: Large
Weapon Group: Polearm

New Recipes:

+ Dragoon Swordspear (Pike)
- Crafting
Trade: Forging
DC: 50
CP: 500
Materials:
1 Dragon Oil
1 Rogue Stone
1 Adamantine Ingot
1 Ancient Wood
4 Coal
- Stats
AB: +4 (+5 vs Dragons)
Dmg: +1 Bludgeon, +2 Pierce, +1 Slash, 1d10 Electrical
Specific Dmg: 1d6 Magical vs Dragon
Keen
Save +5 vs Fear
Usable by Good and Lawful Neutral
UMD 30+
ILR 21

+ Maelstrom (Pike)
- Crafting
Trade: Carpentry
DC: 47
CP: 450
Materials:
1 Emulsified Oil
1 Rogue Stone
1 Giant Bone
1 Ancient Wood
1 Pearl
Requirement:
Sea Elf Carpenter
- Stats
Enhancement: +4
Dmg: 1d10 Sonic
Specific Dmg: 1d6 Bludgeon vs Reptilian/Kobold/Troglodyte
Keen
Massive Crit +1d8
On-hit cast: Drown (14) (20% hp instead of 90% hp)
ILR 21

+ Shrinemaiden's Hair Pin (Sai)
- Crafting
Trade: Forging
DC: 48
CP: 425
Materials:
1 Rogue Stone
1 Adamantine Ingot
1 Mithril Ingot
1 Skull Emblem
2 Coal
- Stats
AB: +4
AC: +3 (Deflection)
Dmg: +2 Bludgeon, +2 Pierce
Keen
Massive Crit +2
Usable by Assassin, Monk, Cleric, Favored Soul
UMD 30+
ILR 21

+ Unfettering Edge (Great Sword)
- Crafting
Trade: Forging
DC: 50
CP: 525
Materials:
1 Freedom of Movement Scroll
1 Rogue Stone
2 Adamantine Ingot
1 Mithril Ingot
4 Coal
- Stats
AB: +4
Dmg: +1d6 Cold, +1d6 Sonic
Specific Dmg: +1d6 Pierce vs Lawful
Keen
Massive Crit +1d6
Usable by Chaotic
Cast Spell: Freedom of Movement (7) [2 uses/day]
UMD 30+
ILR 21

+ Colossi's End (Greataxe)
- Crafting
Trade: Forging
DC: 48
CP: 495
Materials:
1 Giant's Bane (temporary essence bottle)
2 Adamantine Ingot
1 Mithril Ingot
1 Silver Ingot
4 Coal
Requirement:
Dwarven Smith
- Stats
Enhancement: +4 (+5 vs Giants)
Specific Dmg: +4 Electrical vs Giants/Ogres/Firbolgs/Minotaurs/Aberrations/Monstrous Humanoids
Keen
Massive Crit +1d6
Usable by Good and Lawful Neutral
UMD 30+
ILR 21

===
These weapons and shield also sport a lot of visible changes now - including the materials that we have in their creation, quality types.

ILR = item level requirement.
Runic Tier = corresponding 1-3 tier of an enchanter.
Specifically named runes = you need to know a language associated with that type of rune.
Runic Property = +/- to enchanting possibilities.
+# by Spell abilities = a bonus to the CL of the spell.
Base (Stat) Requirement: You need the HARD number in that stat to wield it.

Red Ropes is doing an "item update and audit" so expect to see more updates to old/existing things to bring them in line with our newer systems and balance changes.

The Orcish Blood Weapons are updated to their new versions except for the negative damage bonuses, which will remain untouched and replace the physical damage bonuses on the new items.

Material types and qualities are also being added & may be useful in the future.


From Myself
-------------------

Writ XP Changes

- Recommended level ranges for writs will once again show. Characters can still do them at any level, but for every level ABOVE the maximum recommended level 20% of the 'immediate' XP will instead be given as adventure XP (So if 5 levels above it will be 100%). This only applies to characters outside the level range, not to those within it who may be completing the writ alongside them.

- Adventure XP for writs is no longer doubled for first time completion (This should have been removed before when writs got changes to being a single time deal.)

- Many writs have had their rewards adjusted. For the most part (But not all) these are minor decreases to the XP rewards

(The reason for the above changes should be clear. The XP was VERY high in some cases, meaning characters were actually levelling faster than the available writs, meaning that 'easy' writs were routinely being left over for later, and thus completed without challenge.)


20 new writs added

- Across all servers other than the Distant Shores, including a number covering epic levels. These should more than offset the XP reductions mentioned above. These include:

Cordor: Derlson Crypts, Tombs of Nebankh, Thoraminds Workshop, Lower Shade Asylum

Underdark: Cloaker Spiral, Minogon Plant, Mind Flayers, Burning Shores, Cauldron of Slime

Surface: Lower section of Goblinoid Fortress

Guldorand: Soulhaven Crypts, and approximately 9 special Deep Well hunts.

(I do intend to add more in coming weeks, especially 'patrol' writs covering common travel routes, one of the only types of writs that can currently be repeated. We are also aware of an issue with duplicate Courier Writs, which we hope to look into soon.)


Adventure XP Tavern Drain

- Rather than receiving a larger portion of their adventure XP drain while roleplaying in taverns, characters receive a 50% rebate. Thus, if you are receiving 100xp from your Adventure Pool per tick, while in taverns only 50xp will actually be reduced from the pool.

(This represents a significant bonus to tavern based roleplay so long as a character has a pool to deplete, and as such is on a trial basis.)




Obviously with an update on this scale players may well experience bugs, or have related feedback. If so please use the appropriate forum section.

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Re: Arelith Updates!

Post by Spyre » Wed Dec 01, 2021 4:03 pm

Live this reset:

From Sincra
============
Scribe Scroll:
-Epic casters can now craft on bulk with scrolls.
-As above, must have 21 caster levels.
-Inverse amount by Innate Level, so:
=9th Innate -> 1 scroll
=8th Innate -> 2 scrolls
=7th Innate -> 3 scrolls
=6th Innate -> 4 scrolls
=5th Innate -> 5 scrolls
=4th Innate -> 6 scrolls
=3rd Innate -> 7 scrolls
=2nd Innate -> 8 scrolls
=1st Innate -> 9 scrolls
=0th Innate -> 10 scrolls
-Cost is multiplied by the amount to be crafted.
-Works similarly to brew potion.
-Will only craft up to the number above or the amount in a stack of scrolls, whichever is smaller.

Mining nodes:
-Static nodes (Non-RNG) should now respect bonuses from Earth genasi, Loremaster and Bard song to amount mined.

Rest timer:
-When over 50% rest the timer will now show minutes instead of seconds until you can rest again outside of rest zones.

Rest and Craft Menu updates:
-Craft menu (on the radial menu) has lost all items except:
=Portrait, head and sound set options. These are only visible in relevant areas.
=Craft trap.

-Rest menu has gained:
=Outfit manager as per old system, with an addition of deleting a saved slots outfit.
=Spell-book manager as per old system, now says if slot has a saved spell-book in the dialogue.
=Shield, weapon and backpack modifying.

-Rest menu change:
=Settings option is now found under Miscellaneous, was previously in Character.

Radiant Heart and Pirate writs:
-Should no longer submit all writs if you level up partway through submission.

From Kalopsia
==============

IMPROVED PRAY COMMAND:
- Prayers will now take current HP into account: If you're near death but have some minor debuffs, an increasing amount of healing is guaranteed.
- Prayers will prioritize effects that prevent you from controlling your character. Once there are no such effects, lesser debuffs will get removed.
- The existing maximum of 10 healing per character level or 3 removed debuffs remains unchanged.
- Additional Fixes:
> Prayers can once more result in Lesser Divine Favors
> Prayers can now also remove Turn Undead effects
> Restoring debuffs no longer disproportionally reduces pray healing for low level characters
Discord: MalKalith#8042
Determine your Public CD Key here
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Re: Arelith Updates!

Post by Spyre » Wed Dec 01, 2021 6:24 pm

The scroll changes above has been temporarily reverted, along with earlier merging of crafting / rest menus.

We will update when this has been put back as the announcements state. Thanks.
Discord: MalKalith#8042
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Re: Arelith Updates!

Post by Red Ropes » Sat Dec 11, 2021 5:27 pm

The issue above has been resolved - you can (and probably might notice) you can do scrolls again. Next reset, most likely, the following will go into effect.

==============
From Sincra & Red Ropes:
==============

-the "dwarven rune" on the Desperado Raiment, Serpentwoe Shield, and other items was a bug. It's now properly showing up as a THORASS rune.

-Arcane Runes will show up as "Thorass" runes as well. They are the new "generic".

- Infernal renamed to Fiendish as the runes are still "infernal" but so that people know that more than Infernal can be used.

- Gnoll added the Fiendish category since Abyssal has influenced their language and they have no distinct writing system.

- Old runes will convert to the newer system, e.g.:
= "elven" will become "Espruar", Tier 3 Rune.
= "arcane" will become "Thorass", Tier 3 Rune.

- If the conversion fails, you will see a Thorass, Tier 1 Rune.
= This is a fail state, but may be naturally generated by loot systems, if you encounter this on a created item that should be more, please report it.

==============
From Sincra:
==============
Gift of Wealth:
-Now triggers once every IG hour.
-Gives 400 gold per IG hour.
-20 Hours of gameplay equals 24 thousand, previously payout was 20 thousand every 9 days.

==============
From Red Ropes & Kalopsia:
==============
ITEM UPDATES, various items have been revised. Updates of the Base Boots, Amulets, and some paladin armors/art helms. Most of these will be grandfathered - but "Fine Elven Boots" and the "Blackguard Helmet" will be losing its 1/day Divine Shield, and will likely resemble their new forms (with old variants removed of glut.) This is the second, of many future revisions/updates of items (so keep that in mind when it comes to feedback - many stealth/sense items are being modeled w/ against one another.)

[ART]

[HELMS]
Celestial Crown

Ability Bonus: Charisma +1
AC Bonus +3
AC Bonus vs. Alignment Group: Evil +4
Additional Property: Use Magic Device - +50
Bonus Spell Slot of Level: Paladin Level 1
Bonus Spell Slot of Level: Paladin Level 2
Bonus Spell Slot of Level: Paladin Level 3
Cast Spell: Dismissal (18) 2 Uses/Day +2
Darkvision
Skill Bonus: Intimidate +2
Skill Bonus: Leadership +2
Skill Bonus: Listen +1
Skill Bonus: Spot +1
Skill Bonus: Taunt +2
Use Limitation: Alignment Group: Good
Use Limitation: Class: Divine Champion
Use Limitation: Class: Harper Paragon
Use Limitation: Class: Paladin
ILR 21
Tier 3 Celestial Rune

---
Circlet of Corruption --> Fiendish Crown

Ability Bonus: Charisma +1
AC Bonus +3
AC Bonus vs. Alignment Group: Good +4
Additional Property: Use Magic Device - +50
Bonus Feat: Spell Focus (Conjuration)
Bonus Feat: Spell Focus (Necromancy)
Cast Spell: Doom (5) Unlimited Uses/Day +25
Cast Spell: Lesser Planar Binding (9) 2 Uses/Day -
Darkvision
Skill Bonus: Bluff +1
Skill Bonus: Intimidate +2
Skill Bonus: Leadership +2
Skill Bonus: Taunt +2
Use Limitation: Alignment Group: Evil
Use Limitation: Class: Blackguard
Use Limitation: Class: Divine Champion
Use Limitation: Class: Zhentarim Enforcer
ILR 21
Tier 3 Fiendish Rune

[AMULETS]
Lesser Holy Symbol

Ability Bonus: Constitution +1
Bonus Spell Slot of Level: Cleric Level 2
Bonus Spell Slot of Level: Cleric Level 3
Bonus Spell Slot of Level: Favored Soul Level 2
Bonus Spell Slot of Level: Favored Soul Level 3
Skill Bonus: Concentration +2
Use Limitation: Class: Cleric
Use Limitation: Class: Favored Soul
Tier 1 Thorass Rune

---
Holy Symbol

Ability Bonus: Constitution +1
Bonus Spell Slot of Level: Cleric Level 3
Bonus Spell Slot of Level: Cleric Level 4
Bonus Spell Slot of Level: Favored Soul Level 3
Bonus Spell Slot of Level: Favored Soul Level 4
Skill Bonus: Concentration +2
Use Limitation: Class: Cleric
Use Limitation: Class: Favored Soul
ILR 12
Tier 2 Thorass Rune

---
Greater Holy Symbol

Ability Bonus: Wisdom +2
Bonus Spell Slot of Level: Cleric Level 4
Bonus Spell Slot of Level: Cleric Level 5
Skill Bonus: Concentration +3
Use Limitation: Class: Cleric
ILR 21
Tier 3 Thorass Rune
Runecraft -1

---
Communion Chain

Ability Bonus: Charisma +2
Bonus Spell Slot of Level: Favored Soul Level 4
Bonus Spell Slot of Level: Favored Soul Level 5
Skill Bonus: Concentration +3
Use Limitation: Class: Favored Soul
ILR 21
Tier 3 Thorass Rune
Runecraft -1

---
Shaman's Necklace - Lesser Shaman Fetish

Ability Bonus: Wisdom +1
Bonus Spell Slot of Level: Shaman Level 2
Bonus Spell Slot of Level: Shaman Level 3
Skill Bonus: Concentration +2
Use Limitation: Class: Shaman
Tier 1 Thorass Rune

---
Witch Doctor's Necklace-->Shaman Fetish

Ability Bonus: Wisdom +1
Bonus Spell Slot of Level: Shaman Level 3
Bonus Spell Slot of Level: Shaman Level 4
Skill Bonus: Concentration +2
Use Limitation: Class: Shaman
ILR 12
Tier 2 Thorass Rune

---
Shaman Beads

Ability Bonus: Wisdom +2
Bonus Spell Slot of Level: Shaman Level 5
Bonus Spell Slot of Level: Shaman Level 6
Skill Bonus: Concentration +3
Use Limitation: Class: Shaman
ILR 21
Tier 3 Thorass Rune
Runecraft -1

---
Totem Necklace -> Druidic Torc

Ability Bonus: Wisdom +1
Bonus Spell Slot of Level: Druid Level 3
Bonus Spell Slot of Level: Druid Level 4
Skill Bonus: Animal Empathy +3
Skill Bonus: Concentration +2
Use Limitation: Class: Druid
ILR 8
Tier 2 Druidic Rune

---
Greater Totem Necklace--> Greater Druidic Torc

Ability Bonus: Wisdom +2
Bonus Spell Slot of Level: Druid Level 5
Bonus Spell Slot of Level: Druid Level 6
Skill Bonus: Animal Empathy +5
Skill Bonus: Concentration +3
Use Limitation: Class: Druid
ILR 21
Tier 3 Druidic Rune

---
Tribal Necklace --> Warrior Brave Torc

Ability Bonus: Constitution +1
AC Bonus +2
Additional Property: Use Magic Device - +15
Decreased Skill Modifier: Lore -2
Saving Throw Bonus: Fear +2
Skill Bonus: Discipline +1
Skill Bonus: Intimidate +2
Skill Bonus: Taunt +2
Use Limitation: Class: Barbarian
Weight Increase 5 lbs.
Tier 1 Thorass Rune

---
Chieftain's Necklace --> Warrior Chief Torc

Ability Bonus: Constitution +1
AC Bonus +3
Additional Property: Use Magic Device - +20
Decreased Skill Modifier: Lore -3
Saving Throw Bonus: Fear +2
Skill Bonus: Discipline +2
Skill Bonus: Intimidate +3
Skill Bonus: Taunt +3
Use Limitation: Class: Barbarian
Weight Increase 5 lbs.
ILR 21
Tier 2 Thorass Rune

---
Sapphire Necklace --> Sapphire Choker

Ability Bonus: Charisma +2
Skill Bonus: Leadership +3
Skill Bonus: Perform +3
ILR 12
Tier 2 Thorass Rune

---
Ruby Necklace --> Ruby Necklet

Ability Bonus: Charisma +2
Skill Bonus: Bluff +3
Skill Bonus: Leadership +3
ILR 12
Tier 2 Thorass Rune

[FORGING]

[HELMS]

Blackguard's Helmet --> Helm of the Villain
ar_it_chelm003

Ability Bonus: Charisma +1
Ability Bonus: Constitution +1
AC Bonus +1
AC Bonus vs. Alignment Group: Good +2
Immunity: Damage Type: Bludgeoning 10% Immunity Bonus
Skill Bonus: Bluff +2
Skill Bonus: Intimidate +1
Skill Bonus: Leadership +1
Skill Bonus: Perform +2
Skill Bonus: Taunt +1
Use Limitation: Alignment Group: Evil

---
Fighter's Helmet --> Helm of the Warrior
ar_it_chelm002

Ability Bonus: Constitution +1
AC Bonus +1
Darkvision
Immunity: Damage Type: Bludgeoning 10% Immunity Bonus
Skill Bonus: Discipline +2
Spell Resistance 16
Tier 1 Thorass Rune

---
Elven Helmet --> Helm of Keen Senses
ar_it_chelm005

Ability Bonus: Constitution +1
AC Bonus +1
AC Bonus vs. Racial Group: Fey +2
AC Bonus vs. Racial Group: Outsider +2
AC Bonus vs. Racial Group: Shapechanger +2
AC Bonus vs. Racial Group: Undead +2
Darkvision
Immunity: Damage Type: Bludgeoning 10% Immunity Bonus
Skill Bonus: Listen +2
Skill Bonus: Search +2
Skill Bonus: Spot +2
Tier 1 Thorass Rune

---
Dwarven Helmet --> Helm of the Hero
ar_it_chelm004

Ability Bonus: Charisma +1
Ability Bonus: Constitution +1
AC Bonus +1
AC Bonus vs. Alignment Group: Evil +2
Bonus Spell Slot of Level: Paladin Level 1
Immunity: Damage Type: Bludgeoning 10% Immunity Bonus
Skill Bonus: Bluff +2
Skill Bonus: Intimidate +1
Skill Bonus: Leadership +1
Skill Bonus: Perform +2
Skill Bonus: Taunt +1
Use Limitation: Alignment Group: Good

---
Barbarian's Helmet --> Helm of the Stag
ar_it_chelm001

Ability Bonus: Constitution +1
Ability Bonus: Dexterity +1
AC Bonus +1
AC Bonus vs. Racial Group: Animal +2
AC Bonus vs. Racial Group: Beast +2
AC Bonus vs. Racial Group: Magical Beast +2
AC Bonus vs. Racial Group: Vermin +2
Bonus Spell Slot of Level: Ranger Level 1
Immunity: Damage Type: Bludgeoning 10% Immunity Bonus
Skill Bonus: Animal Empathy +3
Skill Bonus: Discipline +1
Skill Bonus: Intimidate +2

[CHAINMAIL, PALADIN]
Chainmail of the Holy Knight --> Mail of the Holy Knight

Ability Bonus: Dexterity +2
AC Bonus +4
AC Bonus vs. Alignment Group: Evil +5
Additional Property: Use Magic Device - +50
Cast Spell: Remove Fear (2) 2 Uses/Day +13
Cast Spell: Word of Faith (13) 1 Use/Day +7
Immunity: Damage Type: Bludgeoning 5% Immunity Bonus
Immunity: Damage Type: Piercing 5% Immunity Bonus
Immunity: Damage Type: Slashing 10% Immunity Bonus
Saving Throw Bonus: Fear +3
Skill Bonus: Intimidate +3
Skill Bonus: Leadership +3
Skill Bonus: Ride +5
Skill Bonus: Taunt +3
Use Limitation: Alignment Group: Good
Use Limitation: Class: Cavalier
Use Limitation: Class: Divine Champion
Use Limitation: Class: Harper Paragon
Use Limitation: Class: Knight
Use Limitation: Class: Paladin
ILR 21
Tier 3 Celestial Rune

[TAILORING]

[PADDED ARMOR, PALADIN]
Padded Vestment of the Holy Squire --> Gambeson of the Holy Squire

Ability Bonus: Dexterity +2
AC Bonus +4
AC Bonus vs. Alignment Group: Evil +5
Additional Property: Use Magic Device - +50
Bonus Spell Slot of Level: Paladin Level 1
Bonus Spell Slot of Level: Paladin Level 1
Bonus Spell Slot of Level: Paladin Level 2
Bonus Spell Slot of Level: Paladin Level 2
Cast Spell: Raise Dead (9) 2 Uses/Day -
Immunity: Damage Type: Bludgeoning 5% Immunity Bonus
Immunity: Damage Type: Slashing 10% Immunity Bonus
Skill Bonus: Heal +5
Skill Bonus: Listen +2
Skill Bonus: Ride +5
Skill Bonus: Spot +2
Use Limitation: Alignment Group: Good
Use Limitation: Class: Cavalier
Use Limitation: Class: Divine Champion
Use Limitation: Class: Harper Paragon
Use Limitation: Class: Knight
Use Limitation: Class: Paladin
ILR 16
Tier 3 Celestial Rune

[BOOTS]
Boots of the Ultimate Coward --> Boots of the Coward

Ability Bonus: Constitution +1
AC Bonus +1
Bonus Feat: Dodge
Cast Spell: Expeditious Retreat (5) 2 Uses/Day +10
Decreased Saving Throws: Fear -2
Decreased Saving Throws: Mind Affecting -2
Decreased Saving Throws: Specific: Will -1
Skill Bonus: Bluff +1 -
Skill Bonus: Climb +2
Skill Bonus: Hide +1 -
Skill Bonus: Move Silently +1 -
Tier 1 Thorass Rune

---
Blue-Seude Boots --> Boots of the Reveler

Ability Bonus: Charisma +1
Ability Bonus: Constitution +1
AC Bonus +1
Bonus Spell Slot of Level: Bard Level 1
Bonus Spell Slot of Level: Bard Level 2
Skill Bonus: Climb +2
Skill Bonus: Concentration +2
Skill Bonus: Perform +2
Skill Bonus: Tumble +3
Use Limitation: Class: Bard

---
Elven Boots of Stealth --> Lesser Slippers of Soft Movement

Ability Bonus: Dexterity +1
Skill Bonus: Hide +2
Skill Bonus: Move Silently +2
Tier 1 Thorass Rune

---
Fine Elven Boots --> Slippers of Soft Movement

Ability Bonus: Dexterity +2
Skill Bonus: Hide +3
Skill Bonus: Move Silently +3
ILR 16
Tier 2 Thorass Rune

New Recipe:
1 Lesser Slippers of Soft Movement
1 Standard Catalyst
3 Potions of Invisibility

---
Elven Boots of Hearing --> Boots of Trap Finding

Ability Bonus: Constitution +1
AC Bonus +1
Saving Throw Bonus: Specific: Reflex +1
Skill Bonus: Disable Trap +2
Skill Bonus: Listen +2
Skill Bonus: Search +2
Skill Bonus: Spot +2
Tier 1 Thorass Rune

---
Elven Boots of Silence --> Slippers of the Acrobat

Ability Bonus: Constitution +1
Ability Bonus: Dexterity +1
AC Bonus +1
Saving Throw Bonus: Specific: Reflex +1
Skill Bonus: Climb +3
Skill Bonus: Discipline +1
Skill Bonus: Perform +2
Skill Bonus: Tumble +5
🤡

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Spyre
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Re: Arelith Updates!

Post by Spyre » Mon Dec 13, 2021 3:40 pm

Live next reset:

From Aniel
==========

Earthkin Defender:

Ability score prerequisites for Earthkin Defender abilities have been removed.

Spell resistance from Magebane has been increased from 12 + Earthkin Defender level to 16 + Earthkin Defender level.

The movement speed penalty reduction to Defensive Stance/Iron Stance associated with Epic Earthkin Defender, as well as the +3 DR are now granted at the 10th level of Earthkin Defender.

Banner now has critical hit immunity. In addition, slashing and piercing damage immunity has been increased from 50% to 80% with bludgeoning being increased from 50% to 70%.
Safeguard now takes no action to cast, but will no longer apply to Banner.

From Hoodoo & Spyre
===================

New chat command: -discordlink

Function: The command serves to enroll players into the giveaway opportunities by linking their public CD key to their Discord ID. The player must use the chat command in-game and have their Discord account in the official server where the Arelith Bot is housed to receive the verification message.

Full Disclosure: Your information is important to you, and so is its privacy. To be absolutely transparent and abate any fears, I wanted to share the following: Your Discord ID is not collected or shared in any other systems of Arelith or outside of the game and is not able to be accessed by others. The table will be purged the moment the giveaways have concluded as it will not be needed further. It is only used to enable you for giveaways. If you have any concerns, please reach out to Spyre personally and he will answer any questions.

Usage Example: Typing -discordlink MagicMan#1111 in-game will send a message to the bot within 5 minutes of the command with a verification button. If you requested this, remember to click verify. Otherwise, please ignore it.

Image

Note: We are aware the bot is currently in an offline status and will provide updates when able.

From Spyre
==========

As we are nearing the holidays, I wanted to remind players that the giveaways are still going to be underway in the coming days and spanning until all prizes are gone. Further details will be provided near the date with full instructions. For now, please see above as the first step.

Thank you.
Discord: MalKalith#8042
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.

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Red Ropes
Contributor
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Posts: 937
Joined: Sun Feb 28, 2016 11:42 pm

Re: Arelith Updates!

Post by Red Ropes » Mon Dec 13, 2021 10:52 pm

From Sincra:
==============
More Gift of Wealth Changes, based on some of the Feedback:
-Now has a limit of 1000 * Character level per in game month for gold payout.
-Payout increased to 500 per 20 minutes.
-Payout increases further to 1000 at level 21.
-Month changes reset the limit.
-Will now actually payout the 20k on being taken.
-Text on the Gift menu is updated to reflect changes.
🤡

Kalopsia
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Posts: 628
Joined: Thu Sep 28, 2017 10:34 am
Location: Izlude's Torment

Re: Arelith Updates!

Post by Kalopsia » Sun Dec 19, 2021 2:22 pm

From myself:
===========

PALADIN - OATH UPDATE

General changes:
  • An extensive class update featuring 5 different oaths with unique abilities, details below!
  • Greater Spell foci removed from bonus feat list.
  • Level-dependent Wisdom bonus removed.

Spellcasting:
  • Spellcasting changed to CHA-based. Now spontaneous cast.
    Unfortunately we cannot offer full remakes at this point, so existing characters that started as Paladins will instead gain a permanent +1 dodge AC bonus as a compensation for their now redundant 11 Wisdom.
  • Changes to individual spells:
    • Holy Sword: Self-target only. No more scrolls or wands; existing ones will stop working.
    • Deafening Clang: Duration increases to turns/level when cast using a Paladin spell slot.
    • Bless Weapon: Bonus damage now also affects vampire player characters.
  • New spell list:

    Image


Oath Feats:
Oath feats define a Paladin's skillset and are selected at class level 6. Higher tiers of the chosen oath are automatically granted at Paladin levels 16 and 26; Harper Priest and Paragon count towards this level requirement. A Paladin can only ever have one Oath. Every oath tier grants +1 passive AB and divine damage in addition to the bonuses below:

  • Oath of Inquisition
    The paladin specializes in the elimination of undead and extraplanar threats.
    • +3/+6/+9 Spot skill bonus.
    • Tier 1: Improved Turning feat (granted earlier than usual).
    • Tier 1: +1d2 additional bonus to turn checks per oath tier.
    • Tier 2: Bless weapon bonus damage increases to 2d10, when cast on the Paladin's own weapon.
    • Tier 2: Planar turning feat.
    • Tier 2: Greater Spell Focus: Abjuration, if the Paladin also has Spell Focus: Abjuration.
    • Tier 3: Eldritch Blasts targeting the Paladin inflict reduced damage.
    • Tier 3: The Paladin has a 50% chance to bypass immunity against critical hits.
    • Tier 3: Holy Sword also applies all immunities granted by the Undeath's Eternal Foe spell.
    • Tier 3: Holy Sword grants attacks a chance to restore a use of Turn Undead on hit. Triggers once per flurry.
  • Oath of Perseverance
    The paladin specializes in the art of healing, bolstering his allies in their moments of greatest weakness.
    • +3/+6/+9 Heal skill bonus.
    • Tier 1: Remove Disease also cures various other negative effects.
    • Tier 2: Lay on Hands cooldown decreases to 5 minutes.
    • Tier 2: Extend spell feat.
    • Tier 2: Heal spells are automatically empowered.
    • Tier 2: Bless Weapon: Successful melee attacks heal the Paladin by 2 HP (+1 at levels 16, 21 and 26). Triggers on every hit.
    • Tier 3: Lay on Hands healing increases by 25% when self-targeting and heals both the target and, to a lesser extent, the Paladin when targeting other creatures.
    • Tier 3: Holy Sword also cures various other negative effects when cast.
    • Tier 3: Holy Sword: Successful melee attacks heal the Paladin and nearby allies by 4 HP (+1 at level 26). Stacks with healing from Bless Weapon. Triggers on every hit.
  • Oath of Reckoning
    The paladin specializes in the virtue of persistence, remaining stalwart even in the face of crushing despair.
    • +3/+6/+9 Concentration skill bonus.
    • Tier 1: Heroic Shield feat (Guard ability only, no PDK immunities unless the Paladin is also a PDK)
    • Tier 2: Divine biteback damage (1 per base CHA modifier. Unaffected by Spell Breaches).
    • Tier 2: Divine Shield, if the Paladin also has Power Attack.
    • Tier 3: Divine Shield AC bonus increases by 1 while a shield is equipped.
    • Tier 3: Holy Sword: Duration increased to 3 rounds/level; also grants +5 regeneration.
    • Tier 3: Holy Sword hits lower the target's AB by 2 for 3 rounds (Will save, DC 10 + 1/2 class levels + base CHA modifier). Triggers once per flurry.
  • Oath of Vengeance
    The paladin specializes in sacred warfare, honing his skills to undo evils all over Faerûn.
    • +3/+6/+9 Leadership skill bonus.
    • Tier 1: Movement Speed increases by 10%.
    • Tier 1: Extra Smiting feat.
    • Tier 2: Great Smiting I feat.
    • Tier 2: Divine Might, if the Paladin also has Power Attack.
    • Tier 3: Divine Might damage bonus increases by +2 (+3 while wielding a two-handed weapon).
    • Tier 3: Holy Sword also activates Divine Might and Shield if the Paladin has enough Turn Undead uses.
    • Tier 3: Holy Sword grants attacks a chance to restore a use of Divine Smite on hit. Triggers once per flurry.
  • Oath of the Ancients
    The paladin specializes in ancient traditions and druidic rituals, fostering the spark of life and smiting any who dare obscure it.
    • +3/+6/+9 Animal Empathy skill bonus.
    • Tier 1: Knows Animal Language.
    • Tier 1: Can tend to plants.
    • Tier 1: Woodland Stride feat.
    • Tier 2: Nature Sense feat.
    • Tier 2: Improved Expertise, if the Paladin also has Expertise.
    • Tier 2: Remove Disease also grants a lesser Barkskin effect (+4 AC).
    • Tier 3: Remove Disease's Barkskin effect improves to +5 AC.
    • Tier 3: Holy Sword hits can entangle the target for 1 round (Reflex save, DC 10 + 1/2 class levels + base CHA modifier). Triggers once per flurry.

Divine Smite:
Smite Evil/Good are getting replaced by Divine Smite. This is no longer a traditional combat move like Knockdown or Called Shot, but rather an instant-use melee ability that scales with a character's combined Paladin, Blackguard, Divine Champion, Harper Paragon and Zhentarim Enforcer levels. Details below:
  • Instant use. 6 seconds cooldown in between uses, increased by 1 second per Great Smiting feat.
  • Characters can store a maximum of one use. Extra Smiting increases that to 3.
  • One use gets replenished every 3 minutes. Extra Smiting halves this time.
  • The ability scales with Paladin, Blackguard, Divine Champion, Harper Paragon & Zhentarim Enforcer levels.
  • The maximum bonus damage is 1 for each level in one of the above classes, increased by 1 per Great Smiting feat.
    This bonus damage scales based on alignment difference.
  • Great Smiting V and higher have been disabled.
  • Divine Smite shares the character's weapon threat range and critical multiplier, with the exception of bonuses granted by Weapon Master feats.
  • It can only be used with melee weapons.

Relevels:
Due to the above changes, this update includes automatic relevels for:
  • Characters with Great Smiting V or higher
  • Characters with 6 or more Paladin levels

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Red Ropes
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Re: Arelith Updates!

Post by Red Ropes » Sun Dec 19, 2021 8:41 pm

(just adding this to the forums since some people are confused - remember to read the above because paladins are legendary)

From Sincra:
===============
Rest Menu format changes and (New) items:
-A good portion of this is joined to some back-end cleanup. I'll be working on a few more things in the near future for the rest menu(SoonTM).
-Main menu-:
Rest
Emotes
Character
Appearance
Miscellaneous
Help
[Exit]

-Emotes-:
Same as before

-Character-:
Special Abilities
Trade Skills
Languages
Spellbook (If caster & modifiable Spellbook)
Factions
Mimic
Deities
Domains (If you are a Cleric)

-Appearance-:
Modify Armour
Modify Backpack
Modify Cloak
Modify Helmet
Modify Mainhand
Modify Shield
Toggle Helmet (Newish)
Toggle Hood
Toggle Backpack (This is also in Modify)
Outfits

-Miscellaneous-:
Playerlist
Settings

-Miscellaneous => Settings-:
Tells
Reveal Party
Scrollcase Filter (New) (See additional notes)
Auto-looting Settings
Equipment Settings

-Settings => Equipment Settings-:
Display Equipment Durability
Toggle Backpack on Weapon Equip (New) (See additional notes)
Toggle Backpack on Shield Equip (New) (See additional notes)
Unequip at 1 durability: <Items> (Same as before)

-Help-:
Same as before

Additional notes:
Scroll filter:
-Selecting the menu option to add a scroll will activate the cursor as a selection tool.
-Select a scroll you want to add to the filter.
-That's it.
-Removing it is as simple as selecting it in the remove sub-menu.
-This works for auto-loot and bulk store, single target on the scroll case bypasses filter for purpose of selling/specific storing.
-Limited to 20 as I really don't think unlimited is a good idea, but based on prior forum posts, 20 is above the "core" list of named scrolls.

Toggle Backpack on X:
-This activates on equip and unequip.
-Intended to allow cosmetic shields and weapons on your back to be a more representative item.
-Enabling both and equipping a shield + weapon will just result in it toggling off then on again. Choosing one will work better.
🤡

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garrbear758
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Re: Arelith Updates!

Post by garrbear758 » Mon Dec 20, 2021 3:14 pm

Shifter Rework - PGCC ONLY FOR TESTING / FEEDBACK
Now a base class.

Current shifters (all 2 of them) will be grandfathered. No full remakes will be allowed.
HD: d4
Bab: Full
Skills: 6 + Int
All other stats unchanged

Changes to current shapes:
Kobold Commando: Removed Hide in Plain Sight
Risen Lord: Removed Crit/Sneak Immunity. Lowered slash/pierce DI from 50% to 25%
Dragon Shape: Renamed to Plant Shape. Requires 28 shifter. This change also affects druid but prereqs for druid are unchanged.
Dragon Shape: Dragons replaced with treant, shambling mound, and fungal shambling mound. Breath weapons removed. Stats otherwise unchanged

New Forms:
These are divided into 4 archetypes and 4 tiers for a total of 16 new shapes. They will be granted as follows:

Alter Form I: Shifter 2
Alter Form II: Shifter 11
Alter Form III: Shifter 21
Alter Form IV: Shifter 28

(Sorry you 2 current shifters. You won't get access to Tier 4 or Plant Shape since you had to start as a non-shifter, but you're getting grandfathered into something that will be a greater award.)

Of note:

1: No items will merge with the new shape. Not your weapon, not your armor, not your 3rd ring you hacked the game to let you equip. Nothing. This was purely for my sanity in trying to somewhat balance what is effectively 4 new classes.

2: You are not these new races. You are a shifter. That comes with RP rules along the same lines that paladin or druid does. Do not use this class to spend the next 500 hours of your life RPing solely as a dog, or whatever random shape you're into (there isn't a dog form).

3: Old shapes have had their level prereqs changed to scale more appropriately for a base class. Greater Wildshape IV is at 21.

4: The epic shapes (undead, outsider, construct, plant) have had their wisdom requirements changed to as follows:
Construct: 21
Undead: 23
Plant: 25
Outsider: 27


5: All of the shapes will slowly be reworked to be along the lines of the 16 new ones in strength, albeit more specialized with specific strengths and weaknesses. I will be starting with outsider first and working my way down, so it would be a wise idea to build for wisdom if you want to use these in the future.

New Forms!:

Bruiser Archetype, Tier 1: BullyWug
Bruiser Archetype, Tier 2: Lizardfolk Reaver
Bruiser Archetype, Tier 3: Asabi Chieftain
Bruiser Archetype, Tier 4: Aspect of Wrath

Tank Archetype, Tier 1: Bulette
Tank Archetype, Tier 2: Wereboar
Tank Archetype, Tier 3: Grey Render
Tank Archetype, Tier 4: Aspect of the Hunt

Sneak Archetype, Tier 1: Kenku Footpad
Sneak Archetype, Tier 2: Werecat
Sneak Archetype, Tier 3: Blademaster
Sneak Archetype, Tier 4: Aspect of the Night

Mage Archetype, Tier 1: Salt Mephit
Mage Archetype, Tier 2: Stinger Magi
Mage Archetype, Tier 3: Night Hag
Mage Archetype, Tier 4: Aspect of the Arcane

Please see the wiki for detailed stats.
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

Kalopsia
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Re: Arelith Updates!

Post by Kalopsia » Mon Dec 20, 2021 9:24 pm

PALADIN:
  • Oath AB/Damage Bonus Progression changed as follows:
    - Regular Oath: No bonus
    - Greater Oath: +1 AB and divine damage
    - Epic Oath: +3 AB and divine damage
  • Epic Oath of Vengeance:
    - Holy Sword no longer triggers Divine Might and Shield. Instead, the spell's damage bonus vs. evil is doubled.
  • Greater Oath of the Ancients:
    - Nature Sense feat moved to Epic Oath tier.
  • Epic Oath of Perseverance now also grants Inspire Courage on a 3 minute cooldown.
    - The ability also restores negative effects on nearby allies (like Knight Protector).
    - The lingering bonus to saving throws remains a +2.
  • Great Smiting:
    - Tier 1 and 2 damage bonuses halved.

DIVINE CHAMPION:
  • The Charisma thresholds for the passive bonus AB were increased by 1. They are now 21 and 25, respectively.

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garrbear758
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Re: Arelith Updates!

Post by garrbear758 » Wed Dec 22, 2021 1:22 am

The shifter update is being removed from PGCC and postponed indefinitely. I apologize for any disappointment. The dragon shape to plant shape update will still be moving forward based on overwhelming team consensus.
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

Kalopsia
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Re: Arelith Updates!

Post by Kalopsia » Wed Dec 22, 2021 3:24 pm

DIVINE SMITE:
  • Bonus damage no longer scales beyond 20 Smite Class levels.
  • Great Smiting III and IV: Damage bonuses are halved as well.
  • The maximum bonus damage a character can get when smiting is therefore 60.
  • Bugfix: Smite can no longer be activated while incapacitated.
DIVINE CHAMPION:
  • Divine Wrath: Damage progression lowered to +1 per 5 class levels.
OTHER CHANGES:
  • Replenishment timers for Bard Song, Turn Undead and Divine Smite are now included in the -cooldown chat command

Developer commentary:
There was no denying that Divine Smite damage was rather extreme and needed some changes. Today's update closes the gap between "smiter" and regular divine builds, allowing us to keep the ability useful for the latter without negating the benefits granted by investing in the Great Smite line of feats. Divine Champion, meanwhile, gained a significant amount of damage when feats like Epic Weapon Specialization and/or Divine Might were combined with Divine Wrath. Since such flat damage bonuses scale very well with high threat range weapons or classes like Weapon Master, we have decided to tone down the Divine Wrath bonus damage some and make it consistent with the AB progression.


From Spyre
==========
Race Rotations:

- Deep Imaskari moved from Greater to Major
+ Minotaur moved from Major to Greater
+ Firbolg moved from Major to Greater
+ Ogre moved from Major to Greater
- Wild Elf moved from Minor to Normal
+ Gnoll moved from Normal to Minor
+ Aasimar moved from Major to Greater

Developer Commentary: Reward races often see adjustments based on popularity and mechanical bonuses. Some of the races had been toned down in previous updates (see Minotaur) and numbers are lower. With such, we have looked to lower the reward tiers for a lot of Major races. However, the question of 'Why Aasimar and not Tiefling?' will be asked. There is a far larger number of Tiefling players than there are Aasimar. Further changes to tiers are subject to happen based on popularity of the race and any future adjustments / new implementations.

As an aside: Grumpycat will be looking into further Vampire applications as a few slots have opened. Remember that this race has a lot of requests and that there is a control in place as to the number at one time. Please make sure to send these 5% applications to Grumpycat. Thank you!


From Red Ropes
==============
Domain spell tweaks! Noticed quite a few typos and put some notes next to spells we'll implement eventually™.
Some of our domains were just a bit sleepy and needed some strategic depth.
  • Air Domain
    • 6. Sound Burst
  • Animal Domain
    • 5. Quillfire /CHANGED INTO/ Hold Monster
    • 6. Polymorph Self /CHANGED INTO/ Awaken
    • 8. Dominate Animal /NEW/
    • 9. Nature's Balance /NEW/
  • Darkness Domain
    • 4. Silence /NEW/
  • Death Domain
    • 7. Finger of Death /CHANGED INTO/ Halt Undead
  • Healing Domain
    • 1. Cure Moderate Wounds /NEW/
    • 2. Cure Serious Wounds /NEW/
    • 8. Regeneration /NEW/
  • Knowledge Domain
    • 2. See Invisibility /NEW/
    • 5. Legend Lore /NEW/
  • Magic Domain
    • 8. Silence /NEW/
    • 9. Banishment /NEW/
  • Moon Domain
    • 9. Undeath to Death /NEW/
  • Protection Domain
    • 9. Glyph of Warding /NEW/
  • Strength Domain
    • 4. Bigby's Disrupting Hand /NEW/
    • 5. Bigby's Interposing Hand /NEW/
    • 6. Bigby's Interposing Hand /CHANGED INTO/ Greater Bull's Strength
    • 9. Aura of Vitality /NEW/
  • Sun Domain
    • 5. Fireball /NEW/
    • 8. Sunburst /CHANGED INTO/ Undeath to Death
    • 9. Sunburst /NEW/
  • Travel Domain
    • 7. Slow
    • 9. Slow
  • Trickery Domain
    • 3. Invisibility Sphere /CHANGED INTO/ Sleep
    • 7. Sleep /CHANGED INTO/ Rogue's Cunning
  • Vermin Domain
    • 9. Web
  • War Domain
    • 2. Magic Vestment /CHANGED INTO/ Mage Armor
    • 4. Battletide /NEW/
    • 6. War Cry /CHANGED INTO/ Slow
    • 8. War Cry /NEW/
    • 9. Disintegrate /NEW/
Last edited by Kalopsia on Thu Dec 23, 2021 2:39 pm, edited 1 time in total.

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ActionReplay
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Re: Arelith Updates!

Post by ActionReplay » Wed Dec 22, 2021 11:34 pm

From ActionReplay
=================

Live Now, Big Ship Xmas Update!

- The Trackless Sea Map has been expanded with an additional CR of 32 new quadrants.

- These new Quadrants are Extreme CR and offer their own new Locations and Events including:
* New NPC Ghost Ship
* New Massive Dungeon
* 2 New Event Locations
* New Mobs
* New Diving Bell Areas (For the Deeper Depths)
* Amnian Trade Post

- Diving Bell depths capped now at 800m (Was 600m) offering even greater rewards at these levels

- Grappling now only works if the ships are on the same tile

- Additionally there's a new feature for Bombards where they can fire Chain Shots, this is a new mechanic introduced so one can slow down another ship:
* Chain Shots only deal 25% of their regular damage, but will slow another Ship's Speed upon a successful hit
* A critical hit will lower the speed even further
* You can damage but not destroy another ship with Chain Shots (Will take it down to 1 HP at best)
* The slower another ship is the more bonus you get when trying to grapple them

- Swashbucklers now gain Skill Focus: Sail at Level 12 and Epic Skill Focus: Sailing at Level 25, this is applied automatically to existing Swashbucklers.

- Added Trade Writs, these are wris a Nation Leader (Currently Cordor, Brog and Guldorand) can create with the new -writ command.
* Creating a Writ lets you set resources for a contract and a payment price your Nation will pay when completing this contract
* These Writs can then be given to players to be used for their ships by buying the resources at the Amnian Trade Post
* Ships have a fixed Cargo Size (Some more than others) and can transfer goods from a Master of Trade NPCs at the Trade Post to their ship
* They must then deliver these goods based on the writ contract to the home port at a Dockmaster NPC of where the writ was issued
* Upon delivery they will be rewarded
* A ship moving cargo moves slower based on the size of their cargo
* A destroyed ship will lose all its cargo and if destroyed by a Player Ship will automatically transfer it over to them
* Grappled Ships can transfer cargo between them with the -ship command under [Cargo]
* Sencliff and Andunor sailors can trade in goods to their own respective Dockmasters for a GP reward at 90% of the Cargo Value. Basically pirating off of other Player Ships.
* Some Ships have the Cargo Trait, increasing their capacity.
* The Dockmasters now also has a Store for ease of access selling goods in major ports and offering some basic ship supplies.

- Land Encounters are now no longer restricted / locked when a Ship engages them, anyone can enter the same Land Event now.

- Henchmen are now displayed when using a Spyglass on another Vessel

- The Trackless Sea Map is now using NUI so no more swapping areas. Console users will still use the old way.

- And probably a bunch of minor things I forgot and bug fixes. If you've asked me to fix / add something and I approved it its probably in this update.

With updates of this size its bound to have bugs, I will fix them as they get reported. Thanks and Merry Christmas!

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ActionReplay
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Re: Arelith Updates!

Post by ActionReplay » Mon Dec 27, 2021 3:26 pm

From Sincra, Coming in a reset or few:
================
Hope you all had a good 25th!
-Rest Menu Update:
Settings -> Container Settings:
Items removed from a container create a new stack. [Toggle-able]
Sell heads from Head-bags. [Toggle-able]

-Stack option now allows you to choose if items withdrawn from a container will attempt to stack with existing items or not.
-Sell heads from Head-bags allows you to choose if you can sell from Head-bags.

-Storage containers:
=Place all Suitable inventory items into container will now just refresh the inventory rather than close it.
=Selecting an item to remove now shows:
Remove [Custom Amount (Speak amount)]
Remove [1]
Remove [2]
Remove [3]
Remove [5]
Remove [10]
=Options will not show if less than that amount is present.
=Custom amount allows withdrawal of either 100, amount last said, amount inside the container, whichever is smallest.
=Head-bags can now be sold from directly, instead of having to take all the heads out.

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Spyre
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Re: Arelith Updates!

Post by Spyre » Mon Dec 27, 2021 7:14 pm

From Sincra
================
-Large sized creatures now qualify for Concealed blade if using medium weapons (This is used to determine Invisible blade and any 1 size smaller requirements)

-Winged races now "fly" on a climb point.
This will only occur if they have:
=No visible cloak/No equipped cloak.
=Wings that can support flight (e.g. Avariel, Imp and Pixie).
This fly unfortunately only works visually on the exit phase of climb due to limitations. If a workaround is found in future this may change.
Discord: MalKalith#8042
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garrbear758
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Re: Arelith Updates!

Post by garrbear758 » Mon Dec 27, 2021 7:27 pm

From Garrbear
Coming next reset(ish)
==================
Added the rest of the standard dragon colors for dragon disciple
-White and Silver get cold breath weapon / immunity
-Green, copper, and black get acid breath weapon / immunity
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

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Spyre
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Re: Arelith Updates!

Post by Spyre » Thu Dec 30, 2021 7:57 pm

Live next reset:

From Sincra, as of next reset or few:
=================
Climbing (Newer climb points):
-Rangers now get 1/2 level as climb bonus.
-RDD gets full level as climb bonus provided they have reached level 9.
-Flying races now do a VFX at the start to represent "starting flight" to make up for animation lack.

Feather/Slow fall (New climb points):
This is a damage reduction on failing a climb check, and is meant to represent a "recovery" or means of negation.
Air Genasi - 50%
Avariel - 50%
Imp - 50%
Pixie - 50%
Monk - (Every third level)*10% (Level 7 = 20%)
RDD - (9 Onwards)*5% (Level 11 = 15%)

None of the above is intended to work with Shapes, Polymorph or otherwise.

Containers:
-Remove all is now an option, this will remove the amount of the selected item or 100, whichever is smallest.

From Kalopsia
==============
AVARIEL:
- Avariel can now choose between a total of 8 different wing colors on character creation.

Image

From Spyre
==========

- Firbolg moved from Greater to Major

Developer Commentary: With the adjustment of races, we saw a sudden flash flood of Firbolg. This is attributed to our scarcity in options at the higher tiers of award for choice where people used held awards to acquire something that became available that may be interesting at the time. Just examining the numbers since the change, there were 45 Firbolg created in this window - which then lead to only 28 remaining after people went through the testing phases and initial impressions and deleted. However, the flash flood diluted the rarity of the race and the uniqueness of encountering it and made it less special to interact with. We've realigned the shift back to Major and wish those who had them the best of luck with their narratives in telling. We will continue to watch the population spread and look at other potential awards to be used.
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ActionReplay
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Re: Arelith Updates!

Post by ActionReplay » Sun Jan 02, 2022 3:46 pm

Next reset, a small Update to Ships:

From ActionReplay
=================

- Cooldown has been removed from Warning Shots. When firing a warning shot it won't affect cooldown on the weapon itself.

- Changing Ship Flag will broadcast this to all nearby ships in the Vicinity, hiding is ignored for this.

- The Swim DC has been altered when tossed into the sea (Abandon Ship or Sunken Ship).
DC is based on the quadrant CR, weather such as wind, mist, rain and storm etc. Your roll and DC will be displayed in the log as well.

- The Ship Trader out at sea is a viable merchant to sell goods to now if you are pressed on time and can't make it to Port (Reset etc).

Its encourage now to fire a warning shot before engaging Naval Combat, swap flags, or just use the shout channel (If on same quadrant). Why the recent changes above.
Ideally with each of these things time should be given for the other players to respond and IF you are boarding then RP should ALWAYS be offered between the groups.

This is also a reminder to people that you can always allow another ship to grapple yours from the Ship's Wheel / Navigator [Abilities] option by toggling this. So if a ship raises a White Flag the Attacking Ship will be notified of this and could attempt Grapple if they've also allowed this from the Defending ship.

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Re: Arelith Updates!

Post by Spyre » Mon Jan 03, 2022 1:38 pm

From Spyre & Starfish
===================

As of next reset a new crafting category has been created: Fishing

This category consists of:

+ Rods and Hooks
+ Baits
+ Accessories (Gutting Knife, Bug Jar, Waders)
+ Berley

Food related fishing stuff remains in the Food & Drink category.
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