Arelith Updates!

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Spyre
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Re: Arelith Updates!

Post by Spyre » Fri Jan 08, 2021 8:34 pm

From DangerDolphin
==================

- Fixed bug where damage from curse song was applying twice
- Reduced the amount of feedback produced when you use a song with less than optimal perform
- Bards using Medium or lighter Armor now gain +1 Dodge AC. This bonus only applies to pure Bards, or characters with at least 20 Bard levels

Developer commentary:
With the release of the new heavy armors, heavy armor became best in slot for Bard once again. This made the new medium armor ASF bonuses a trap as you would be sacrificing 1 AC and 4-5 points of gearing for Dexterity just to be able to cast a small number of spells in medium armor.
The change rectifies the AC side of that equation, and avoids forcing pure and other bard multiclassess to pick up the heavy Armor feat if they want to compete with Fighter/Paladin/Blackguard multiclasses.

Div bards will still want to wear heavy armor as they will avoid having to gear for another 4-5 points of Dexterity and the dodge AC bonus granted to medium armor will count towards the +20 Dodge AC cap. Div bards are already at this cap when they activate Divine Shield and have Bard song Dodge AC active at the same time.
Discord: MalKalith#8042
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Spyre
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Re: Arelith Updates!

Post by Spyre » Sat Jan 09, 2021 12:02 pm

Live Next Reset:

From Garrbear
===================
Loremaster Rework
-Now Max 5 Levels (previously 10)
-Added prerequisite: Skill Focus: Lore
-Weapon/Armor Proficiencies are no longer granted at Loremaster(LM) 1.
-Wand/Rod/Language Features are granted at every level instead of every other level
-+1 CL at LM 1 and 5
-LM gets a secret at levels 2-5

Secrets are divided into lesser secrets and greater secrets
-Lesser Secrets can be taken at any Loremaster level.
-Greater secrets can only be taken at Loremaster 4 or 5.

Lesser Secrets (these are unchanged except explorer was buffed):
Health (+30 hp)
Inner strength (+2 will save)
True Stamina (+2 fort save)
Avoidance (+2 reflex save)
Weapon trick (+1 ab)
Dodge Trick (+1 dodge ac)
Exploration (+100% adventure xp gain from area and portal discoveries; 25% as immediate xp, the full amount also added as bank gold) (now also gets ranger mapping bonus)
Gathering (25% increase gathering common materials, 10% on rare)
Mechanical Animator (construct golems)

Greater Secrets:
Warding, Summoning, Scrying, Domination, Evocation, Illusion (now grants project image as well), Necromancy, Teleportation (these feats no longer require the relevant greater spell focus)
Tutor (previously free at LM 10)
Artisan (add lore/5 to crafting points, access class specific recipes)

Developer commentary:
Loremaster was in a weird place where it required too many levels to obtain the desirable class features, while also not providing nearly enough to be worth that investment. As a 3/4 BAB 10 level class which lacks discipline and tumble, Loremaster did not fit well into any build. Additionally, it had features which synergized well with casters, but it lacked any caster level. The class has been compressed into 5 levels, which fits better for its features and makes it somewhat competitive with similar dips such as fighter, PDK, paladin, hexblade, etc.

A relevel will occur upon login for all characters with Loremaster levels.

From Aniel and Garrbear
============================
Swashbuckler (definitely not a) rework
-Elegant strike now gives 1 soft ab instead of 1 damage per 10 levels.
-Feint and 2nd Intention now stack on repeated failed saves
-Feint and 2nd Intention now ignore spellcraft for saving throws
-Acrobatics Mastery now always cleanses CC. At level 24 the cooldown is reduced from 3 minutes to 2.
-3rd intention duration is now 6 seconds. (previously 3)
-3rd intention cooldown is now 3 minutes / 1 minute / 30 seconds (previously 5/3/1)

Developer Commentary: Swashbuckler has been in a great place as a dip, but there was little incentive to go above around 10 levels. These buffs will improve both the offense and survivability, making deep swashbuckler more worthwhile.

Since nothing has significantly changed beyond a few numbers, relevels will not be offered for this change.

From Kenji
=============
Assembly Template Spell progression nerfed, they are now on par with permanent or temporary essences (with a few exceptions) rather than being flat-out stronger.

Magic Weapon (Physical)
Level 1-10: 1 dmg, Level 11+: 2 dmg

GMW (Physical)
Level 1-10: 1 dmg, Level 11-20: 2 dmg, Level 21+: 3 dmg

Deafening Clang (Sonic)
Level 1-6: 1 dmg, Level 7-13: 2 dmg, Level 14-20: 3 dmg, Level 21+: 4 dmg

Darkfire (Fire, Negative)
Level 1-10: 1 dmg each, Level 11+: 2 dmg each

Flame Weapon (-stream)
Level 1-10: 1d4 dmg, Level 11+: 1d6 dmg

Bless Weapon (Divine)
Level 1-15: 2d4 vs Undead, Level 16-25: vs Outsider, Level 26-30: vs Dragon

Holy Sword (Divine)
All Levels: 1d8 vs Evil

Keen Edge (Physical)
Level 1-10: 2 dmg, Level 11+: 1d4 dmg
Same Wounding progression as before

Blade Thirst (Negative)
Level 1-10: 2 dmg & 1 vamp, Level 11-20: 1d4 dmg & 2 vamp, Level 21+: 1d4 dmg & 3 vamp

Blackstaff (Magical)
Level 1-15: 1 dmg, Level 16+: 2 dmg

Inflict Serious Wounds (Blackguard, Negative)
Level 1-10: 2 dmg, Level 11+: 1d4 dmg

Inflict Critical Wounds (Blackguard, Negative)
Level 1-10: 2 dmg, Level 11-20: 1d4 dmg, Level 21+: 1d6 dmg

From Bat Country
================
- 16 more bard song locations added, more to come.
- Miscellaneous bug fixes.
Discord: MalKalith#8042
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DM Hoodoo
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Re: Arelith Updates!

Post by DM Hoodoo » Sat Jan 09, 2021 12:54 pm

From Hoodoo
Live Now:
You can now also request re-level tokens on the support page https://support.nwnarelith.com/

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Irongron
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Re: Arelith Updates!

Post by Irongron » Sun Jan 10, 2021 5:23 am

Henchmen Update (Details on News List. )
===============

- Nearly 40 new henchmen added, in Cordor, Skaljard, Sencliff & Brogendenstein, in addition to a few hidden location across the isle.

- Any leadership requirement to recruit is displayed in the henchman's description. (Items and other bonuses DO COUNT towards meeting this requirement)

- Henchmen abandoned on a non-native server will, where fitting, retire to the nearest safe area. Thus those recruited in Brogendenstein may return to the Grotto while in the Underdark, or the Nomad while in Cordor.

- Henchmen requiring the 'Noble' background and unaffected, none of the new additions are so restricted.

Area Work
========

- Explansion to the Great Grotto area, utilizing many of the new gnome buildings.

- Visual Overhaul a number of locations, such as the longhouse in Skaljard.


Music
=====

- The music tracks changed in a number of locations to use many of the latest tracks recently updated into the main game.


Throwing Knives
==============

- Throwing Knives are are now a craftable weapon, and may be used to by any PC able to wield darts.

NOTE: Due to limitation in NWN which prohibit the addition of new throwing weapons the addition of throwing dagger models was achieved by adding as alternative 'dart' appearances, thus they base damage output and proficiency requirement is identical. Throwing daggers differ in that at any addition damage granted by material (Iron, Steel etc) is 'Slashing' Damage, and not 'Piercing'

- Rare throwing daggers added to certain loot drops.

Image

Final Note: All in all this is a pretty big update, with a great deal of associated in game text. Any issues or typos please report in the 'Bugs' section of the forums!

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Spyre
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Re: Arelith Updates!

Post by Spyre » Wed Jan 13, 2021 9:51 pm

From Kenji, Sweet Potato, and DM Starfish:

Praise the Furies! Talassan, Aurilite, and Umberlants rejoice!
Flame Weapon spell now renamed as Elemental Weapon

Elemental Shield Expanded - original Elemental Shield spell now renamed as Flame Shield.

Frost Shield (4th level):
Same functionality as Flame Shield except that it deals cold damage and has a different VFX.

Lightning Shield (5th level):
Deals 1d6 + (3 per 2 CL) electric damage to melee attackers.
It also provides 25% immunity to electrical damage.

The spells are available for Wizards, Sorcerers, Shamans, and Favored Souls.

Developer Commentary:
The initial approach was to allow the elemental shields to change its damage type and VFX by activating streams, much like Flame Weapon (now Elemental Weapon). However, due to engine limits on VFX for initial casting, it can't be as dynamic as the rest of the persistent effects. Separate spells were created in favor of aesthetics over mechanical nuances.

Mechanically, the scaling for Lightning Shield damage is right in between Flame/Frost Shield and Acid Sheath, but it offers 25% immunity to electricity while being on the same spell level as Acid Sheath. This spell being made available to Favored Soul and Shaman only meant that the aforementioned classes now have options to choose a damage shield in their 4th and 5th spell levels. For Favored Souls, it'll be a tight choice, whereas Shamans will have more room to choose.

From Anachorn
=============

Slight additions to prestige classes epic bonus feats to reflect Arelith changes

- Assassin: Blinding Speed, Epic Dodge, Epic Prowess and ESF: Craft Trap, Set Trap, Spot, Listen, Bluff
- Zhent/Harper Priest: Great Charisma
- Pale Master: Greater Spell Focus: All
Discord: MalKalith#8042
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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Thu Jan 14, 2021 5:28 pm

From Garrbear
================
- Fixed a bug with Loremaster 5 being unable to select a secret language (Druidic is intentionally not selectable).

From myself (mostly)
================
- Modest content and QoL update to the Cordor Museum, including rearrangement and expansion of exhibits, fixture limit increase of 80 -> 120 on the Museum floor, and a new quarter.
- Cleanup of Gallery painting names and descriptions (courtesy Kuma).
- Modest content and QoL update to Sibayad, which includes 5 new temp shops, law signs upgraded to law obelisks, and new laws on them to boot (spoiler alert/no meta, if you're a UD race who's not a Duergar or a Svirf, don't go there to read them, since it's not good for you).
"I want to play a dog because I really like dogs and I think I could create a lot of inclusive RP by playing a dog for <z> reasons."

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Spyre
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Re: Arelith Updates!

Post by Spyre » Fri Jan 15, 2021 1:09 am

From Kenji:
=========

Create Ammunition should now be able to create Throwing Dagger bundles

From GrumpyCat
============

- Fey reward is now a Major Reward
- RDD Reward has been moved to requiring a Greater Reward

Spyre Commentary:

The shift in rewards is to enable more opportunity while re-evaluating other rewards. Fey is subject for a later change. With respect to these changes, we will be monitoring their popularity and should numbers be too high, readjusting tiers. Please note that we are also in the initial brainstorming of new rewards for all reward levels.
Discord: MalKalith#8042
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