Arelith Updates!

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Sincra
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Re: Arelith Updates!

Post by Sincra » Thu May 19, 2022 2:29 pm

From Eira:
======================
Battlebard Tabard:
Now has a description when crafted, no longer must you suffer an empty description.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Thu May 19, 2022 6:04 pm

From Sincra
======================
Rest Menu:
New Toggle Option in Miscellaneous Settings -> Equipment:
- "Toggle Stop Component Pouches being destroyed. [Active/Inactive]"
- > Determines whether the first pouch found has enough components, if no and the option is toggled to active then it will stop the spell rather than destroy the pouch.
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Re: Arelith Updates!

Post by DM Starfish » Thu May 19, 2022 9:44 pm

From Starfish:
==========
- Fish now go in the hunting bag, you can still withdraw any fish you may have put into the tackle boxes
- Tackleboxes no longer think rods are hooks
- Megalodon lootsplosions are now less top tier
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Re: Arelith Updates!

Post by Sincra » Thu May 19, 2022 10:21 pm

from Sincra
========================
Scroll case capacity limiter:
- This has been removed due to a rework to fix the Too Many Instruction error.

Containers in general:
- As the storage system is shared this will cascade to others, one of the other issues I found and addressed while fixing the TMI is a possible source of some weight oddity. This should help make containers more accurate when items are added or removed.
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Re: Arelith Updates!

Post by Irongron » Fri May 20, 2022 8:30 pm

Also on our News List

Major update from myself to Skal.

- Over a dozen new areas, including the new region of 'Skal Fell'

- 7 new writs (Mostly available at Dunmarle Castle)

- Many new creature encounters.

Furthermore:

- Some facelifts to other Skal areas

- Fixed a bug since launch - Skal characters can now finally use their lasso to capture minotaurs from the Northern Trails, and if returned to Skaljard Village, sold at the Artificer Tower to fuel their nefarious Minogon factories.

- Added a new trap type (NPC ONLY) the 'Dismissal Spell Trap', this will gradually be rolled out (sparingly) at various boss encounters across the module

(Finally keep in mind there were other recent updates to Skal, including two excellent dungeons from Twohand, and a two-way travel option beween the village of Skaljard and Dunmarle Castle)

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Re: Arelith Updates!

Post by Kalopsia » Sat May 21, 2022 9:21 pm

From Kalopsia
==============
REST MENU:
  • Added an option to "Disable Automatic Two-Handed Mode" in Miscellaneous Settings -> Equipment.
  • This new setting can be used to wield weapons supporting twohand mode with an empty offhand, thus gaining Parry AC.

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Re: Arelith Updates!

Post by DM Starfish » Sun May 22, 2022 12:18 am

From Starfish:
==========
- Hopefully the final bugfix for the new changes, fishing equipment no longer storable in the hunting bag
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Re: Arelith Updates!

Post by Irongron » Sun May 22, 2022 1:50 am

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

- Added 2 more areas to Skal Fell; a new dungeon of the Galeb-duhr.
- One more writ, associated with the above
- Added a 'Outdoor/Mountaineer' merchant to Dunmarle Castle
- Reworked the Dunmarle Man-at-Arms henchmen.

From Twohand:
==============

- Various fixes and improvements to Zamishar's Woe and the Lair of the Shadowcrafter

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Re: Arelith Updates!

Post by Irongron » Mon May 23, 2022 8:25 am

From Amnesy
===========

- A new Elven Crypt, the 'Lye Ansrivarr' added to Arelith Forest.

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

- 2 new gem resource nodes, and accompanying recipes; Tourmaline & Onyx - these will be added to in game locations in the coming days.

From Starfish
===========

- More fishing locations added across the servers.

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Re: Arelith Updates!

Post by Irongron » Mon May 23, 2022 9:55 am

From Sorrowkitten & DM Starfish
===========================

New Prestige Class - Dirgesinger

- After extensive testing and feedback we're releasing this highly detailed and thematic class to the live server, with many new songs, vfx and abilities.

Details on our News Feed

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Re: Arelith Updates!

Post by Sincra » Mon May 23, 2022 11:27 am

With the previous announcement the following is relevant:

From sorrowkitten
================
Dirgesinger Adjustments
- Increased the DCs of Dirges, Macabre Eulogy, and other Dirgesinger features with DCs on them to (10 + Dirgesinger Levels + 1/5 Perform). All Dirgesinger abilities now respect Spellcraft.
- Changed Skill prerequisites to 5 Intimidate and 5 Lore. The Perform requirement was deemed too hindering for build variety, and so it was removed. All other feat prerequisites apply.
- Increased Dirge of Woe’s 1-round movement speed penalty to 10% instead of 5%.
- Blinding Speed now grants Haste if you have Rhapsody of Blood. This is to benefit the Dirgesinger/Assassin builds, as Blinding Speed would not increase the rate in which you can cast your Dirges. It now will for that specific synergy.
- All feat descriptions have been updated.
- The wiki has also been updated with all changes in mechanics.
- Dirgesinger is now available on live servers. Thanks for all the help testing out the class and for your feedback on its many features. Please enjoy!

Inspiring Minstrel
- Now granted to Bard builds that utilize Harper Master or Zhentarim Operative in cases where they are effectively treated as level 20+ Bards.
- This means that, for example, 15 Bard / 5 Zhentarim Operative or 5 Harper Master is now automatically granted Inspiring Minstrel, and can take Lasting Inspiration if they so choose.
- As long as your combined Bard, Zhentarim Operative, and Harper Master levels are 20 or more, you will be given the pre-requisite feat.
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Re: Arelith Updates!

Post by Sincra » Mon May 23, 2022 2:10 pm

From Kalopsia
==============
RULESET UPDATES:
- Quicken Spell: Now increases a Spell's Level by 1, like Extend Spell. The feat prerequisite was adjusted accordingly.
- Skill Focus: The skill bonus granted by regular skill foci has been increased from +3 to +5.
- Traps: Characters without Rogue levels can now detect and disarm traps above a DC of 35.
- Resting: The radius at which hostile creatures, whether visible or not, prevent resting has been reduced.

PALADIN:
- Greater Oath of Reckoning: Increased the biteback damage to 1d8 + hard CHA modifier.
- Epic Oath of Reckoning: Increased the additional Divine Shield AC from +1 to +2.

SPELLSWORD:
- Base Skill Points increased from 3 to 4.
- Epic Feat Progression changed from 24/28 to 23/26/29.
- Automatic Quicken/Still/Silent Spell are now on the Spellsword Bonus Feat list.
- The Bonus Attack formerly gained at level 28 is now granted at level 27. Monk levels will disable it.
- At level 26, Spellswords now become more resilient against dispels. Their caster level against dispels increases by 3.
- At level 28, Spellswords now become more resilient against spell breaches. The amount of breached wards is reduced by 1, to a minimum of 1.
- Elemental Strike: Synergy bonuses granted by Magic Imbue crits no longer increase the DC of secondary effects, only the damage and duration.
- Spellbook Changes:
> Mass Haste: Changed to spell level 8.
> Mind Blank: Removed from spellbook.
- Spell Changes:
> Mage Armor: The AC bonus no longer increases with Spellsword levels.
> Shadow Shield: The duration no longer increases to hours per level for Spellswords.
> Protection from Spells: When cast via the Spellsword spellbook, this spell now only affects the targeted creature - or the caster, if a location was targeted. Scrolls and items are unaffected.
> Blackstaff: Characters with at least 80% Spellsword levels now use the Elemental Strike DC formula for Blackstaff DCs, i.e. 10 + Spellsword levels / 2 + INT modifier.
- Path Changes:
> Bladesinger: Now grants the Deflect Arrows feat.
- Due to the nature of these changes, a relevel will be required.

SPELL CHANGES:
- Blackstaff: Damage vulnerabilities can only increase once per round.
- Protection from Spells: Targeting was improved; the area of effect is now centered around the spell target creature or location.

Developer Commentary:
After giving the class several months to settle with only minor adjustments, I have come to the conclusion that there is an unhealthy disparity between the classes' performance in dungeons and player versus player battles. The reason appears to be the long-lasting Shadow Shields, which negated harmful spells in otherwise challenging encounters, and the high Mage Armor AC when fighting NPCs without means to breach it. The purpose of the above changes is to close this gap and make dungeons more challenging again.

Another point that has come to my attention is the distinct lack of build versatility. An overwhelming majority of spellswords was pureclassed - and while this made balance decisions rather straightforward, it also removed much of the fun and flavor that class dips can provide. Today's changes enable spellswords to access new skills and other abilities that should allow for greater customization and RP choices.

My third and last observation was that the presence of a spellsword made regular mages rather obsolete. Every support spell a wizard could provide, a spellsword could as well - but at a higher caster level. For this reason, I have decided to make some spell and spellbook adjustments that will limit their party support without affecting the spellsword itself. It struck me as thematic for a class with such a varied training to be slightly more focused on self-buffs than your average mage.



From Kalopsia & Sincra with ABSOLUTELY no involvement or credit to Garrbear for shapes.
====================
Druid changes:
- The ingame method of obtaining a bonus feat for level 25 Druids has been disabled.
- Druid epic bonus feat progression changed to 23/26/29, netting 1 extra epic feat.
- All Druids will be releveled and the feat from the in game method removed.

Rationale:
All other caster classes including semi-hybrids worked on a 23/26/29 basis.
The original reason for this setup via the in game method was due to pre-hak Arelith being unable to offer an alternative.

As for what the in game method becomes, that is not yet determined. It will likely require an area developer to be involved for any significant change, but for now all dialogue that once progressed to the feat is disabled and should either not show or do anything.

Dragonshape:
- Now Plantshape.
- Prereq changed to 25 wisdom. The prohibitively expensive attribute requirement was another reason for the in game method.

Specifics:
Red Dragon:
- Now called Shambling Mound.

* Base statistics *
- Attributes:
- > Strength: 56
- > Dexterity: 32
- > Constitution: 40

- Weapon:
- > +5 Attack Bonus
- > 2d10 bludgeoning

- AB from attributes: 23
- Dodge AC Bonus: 20
- Size: Large

Blue Dragon:
- Now called Fungal Shambler.

* Base statistics *
- Attributes:
- > Strength: 56
- > Dexterity: 38
- > Constitution: 36

- Weapon:
- > +5 Attack Bonus
- > 2d10 bludgeoning

- AB from attributes: 23
- Dodge AC Bonus: 20
- Size: Large


Green dragon:
- Now called Deep Fungal Shambler.

* Base statistics *
- Attributes:
- > Strength: 48
- > Dexterity: 38
- > Constitution: 36

- Weapon:
- > +4 Attack Bonus
- > 2d6 bludgeoning
- > Extra Melee Damage Type: Slashing

- Special:
- > Sneak Attacks (3d6)
- > Con poison on hit (DC26)
- > Darkvision
- > +12 Hide/Move Silently

- AB from attributes: 19
- Dodge AC Bonus: 20
- Size: Large


All Three:
- Immunities:
- > Cold (50%)
- > Piercing (25%)
- > Slashing (25%)
- > Disease
- > Fear
- > Knockdown
- > Mind Affecting
- > Poison

- Vulnerabilities:
- > Bludgeoning (50%)
- > Fire (50%)

- Passives:
- > Regeneration (3)

For those wanting to see how they look:
Mound, Shambling:
https://cdn.discordapp.com/attachments/ ... nknown.png

Fungal, Shambling:
https://cdn.discordapp.com/attachments/ ... nknown.png

Deep Fungal, Shambling:
https://cdn.discordapp.com/attachments/ ... nknown.png




From Twohand, Eira, Kenji, et al. (2022)
========================================
Summer Unique Crafts 2022

[1][Fiendish Reaver] (Greataxe)
Attack Bonus: +4
Damage Bonus: 2 Piercing
Damage Bonus: 2 Slashing
Damage Bonus: 1d10 Acid
Damage Bonus vs Good: 2 Bludgeoning
Damage Bonus vs Outsider: 2 Magical
Massive Criticals: 2d6
Vampiric Regeneration: +3
Rune: Fiendish (Tier 3)
Only Usable by: Evil
UMD Requirement: 30
(Crafted by Blackguard, Warlock, or Hexblade smith)

[2][Lawful Protector] (Halberd)
Attack Bonus: +4
Damage Bonus: 1d4 Bludgeoning
Damage Bonus: 2 Slashing
Damage Bonus: 1d8 Electrical
Massive Criticals: 2d4
Use: Shield (5) 2 uses/day
Use: Mage Armor (2) 1 uses/day
Keen
Runic (Thorass)

[3][Plague's Cure] (Heavy Flail)
Attack Bonus: +4
Attack Bonus: +5 vs Vermin
Damage Bonus: 2 Slashing
Damage Bonus: 2 Bludgeoning
Damage Bonus: 1d10 Fire
Damage Bonus vs.: Vermin 2 Magical
Use: Remove Disease (5) 2 uses/day
Use: Neutralize Poison (5) 2 uses/day
Use: Lesser Restoration (3) 1 uses/day
Keen
Runic (Espruar)
(Crafted by Paladin, Cleric, Ranger, or Druid smith)

[4][Man-Slayer] (Scythe)
Attack Bonus: +4
Damage Bonus: 3 Slashing
Damage Bonus: 1d6 Bludgeoning vs Human
Damage Bonus: 1d4 Bludgeoning vs Half-elf
Damage Bonus: 1d4 Bludgeoning vs Half-orc
Massive Criticals: 1d8
Runic (Thorass)

[5][Shard of the Moonmaiden] (Greatsword)
Attack Bonus: +4
No Damage (no 2d6 slashing damage)
Ability Bonus: +2 Int
Damage Bonus: +2 Bludgeoning
Damage Bonus: +X Magical (scales with soft int mod)
Blue Light (radius scales with soft int mod)
Usable by Chaotic Good, Chaotic Neutral, and Neutral Good

[6][Berserker's Waistcloth] (cloth armor)
Ability Bonus: +2 Con
Ability Bonus: +1 Str
Ability Bonus: +1 Dex
Damage Vulnerability: 25% Cold
Decreased AC: AC Armor -1
Decreased AC: AC Dodge -1
Decreased Saving Throw: Cold -1
Immunity Damage Type: Physical 10%
Regeneration +1
Saving Throw Bonus: Fear +2
Saving Throw Bonus: Mind-Affecting +2
Usable by Chaotic and Barbarian


From Sorrowkitten:
================================
Palemaster & Mummy Dust:
- A bug should now be fixed where Palemasters of 13 levels who receive and qualify to receive Mummy Dust can't access the ability on their radial menu. It seemed to only give access to the feat itself once reaching 15 levels of Palemaster, even though they have it in their character sheet. I'm hoping this fixes that issue.

Honorary Remention:
viewtopic.php?f=23&t=25&p=295579#p295554
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Re: Arelith Updates!

Post by Sincra » Mon May 23, 2022 3:10 pm

From Sweet Potato, DM Starfish, Kalopsia, Kenji, et al. (2022)
=================
Mounts:
1. Everyone can mount everywhere except areas smaller than or equal to 144 units (12x12, 18x8, 24x6, etc. are all too small).
2. There will also be exceptions that will disallow riders to ride in certain areas, such as housing areas split up into smaller rooms and corridors but have dimensions greater than 144 units of area.
3. UD riders are 10% slower than surface riders overall, but they will not receive a penalty when riding large enough interior or underground area whereas surface riders will.
4. Please post feedback and let the area developers know which areas fit the description from #2 or areas you think that just shouldn't be mountable!

Cavalier:
New mount available only for Cavaliers: Dreadsteed
All UD Riders can only summon Dreadsteed as both standard and special mount.
Exceptions are Drow and Evil Class UD Cavaliers can still summon Nightmares via special mount.
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Re: Arelith Updates!

Post by Sincra » Tue May 24, 2022 5:47 pm

From Sincra & Kalopsia
====================================
To Druids:
Apologies but you will need to relevel one more time if you have:
- Dragonshape/Plantshape
- Hellball
- Greater Ruin
We had a minor issue regarding a part of the relevel script last time that was due to a misunderstanding of another internal system it was meant to fix.
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Re: Arelith Updates!

Post by Kalopsia » Tue May 24, 2022 5:57 pm

From Kalopsia
==============
SPELLSWORD:
  • Bladesinger: The Empty Offhand AC Bonus progression is now 3 + 1 per 8 class levels
  • Abjurant Champion: The Shield Imbue AC Bonus progression is now 1 + 1 per 8 class levels

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Re: Arelith Updates!

Post by DM Starfish » Wed May 25, 2022 10:50 am

From Starfish:
==========
Fishing bait recipe tweak will be live:
- Meat requirements are unchanged
- Baits now require equal parts animal blood and fish guts
- Small: 3
- Medium: 6
- Big: 9
- Huge: 12
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Re: Arelith Updates!

Post by Kalopsia » Wed May 25, 2022 6:13 pm

From Kalopsia
==============
SPELLSWORD:
  • Some more spellbook adjustments:
    • Blackstaff: Lowered from 7th to 6th level
    • War Cry: Lowered from 7th to 4th level

from sorrowkitten
===================
Lich Lyrics
-> Damage Dice reduced to d6.
--> Was previously d8.

Dirge of Reprisal
-> No longer deals Momento Mori damage.
--> Reason being that Dirgesinger had a lot of ability to stack AoE damage by using this ability between heavy-hitting Lich Lyrics and Dirge of Harvest. Reprisal is instant, so this is dangerous for momentum.

Dirge of Terror
-> Duration on paralysis reduced.
--> Now 2 rounds with Lasting Inspiration and 1 round without.
--> It was too easy to incapacitate targets for too long.

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Re: Arelith Updates!

Post by DM Starfish » Wed May 25, 2022 9:56 pm

From Starfish:
==========
New fish:
- Itajara
- Giant Red Herring
- Yellow Prowhead
- Trapjaw
- Blindfish
- Murk Prawn
- Purple Sporefish
- Pale Leech
- Wisptail
- Larval Embertail
- Dusky Drifter
- Brassy Pike
- Whiptail
- Blink Carp

New biomes:
- Warm Swamp
- Underdark Swamp

New fishing spots:
- Go find them!
- Shuffled UD beach and ocean spots around to be geographically appropriate

Tackle box changes:
Phase three of the changeover to the default storage system
- Baits AND hooks now go in the tackle boxes, use the container like any other normal container to access that inventory
- Old hooks that are stored can be removed by targeting the box with it's use ability
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Re: Arelith Updates!

Post by DM Starfish » Thu May 26, 2022 5:11 am

Concerning different varieties of Sea God Offering, these do not currently have a use and as such you may want to keep them until they do. A very exciting thing is on the way.
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Re: Arelith Updates!

Post by MalKalz » Fri May 27, 2022 4:03 am

The following recipe, from an earlier update, is up in the PGCC as a testable weapon. Please provide feedback on the forums - you will find it in the -shop
[Shard of the Moonmaiden] (Greatsword)
Attack Bonus: +4
No Damage (no 2d6 slashing damage)
Ability Bonus: +2 Int
Damage Bonus: +2 Bludgeoning
Damage Bonus: +X Magical (scales with soft int mod)
Blue Light (radius scales with soft int mod)
Usable by Chaotic Good, Chaotic Neutral, and Neutral Good

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Re: Arelith Updates!

Post by DM Starfish » Fri May 27, 2022 4:17 am

From Starfish:
==========
- Fixed tackle box dupe exploit
- Removed stat buffs from current fishing foods in preparation for a major food release (Very soon)
- Can now safely remove multiple large fish from the hunting bag
- Existing gutting implements have lost their edge, they are useless now and must be re crafted (Sorry)
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Re: Arelith Updates!

Post by DM Starfish » Fri May 27, 2022 8:04 am

All connections to the quasi-elemental plane of coffee have temporarily closed. Coffee beverages and a lot of other items with on-use powers will turn back on tomorrow. Sorry!
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Re: Arelith Updates!

Post by Kenji » Fri May 27, 2022 9:57 am

From Kenji and DM Starfish:
==========================
* New chat command
-area
This chat command currently provides the area name, dimensions of the area, and whether your character can mount in this area or not.
It will also soon be updated with telling you the area's Biome, Climate, and if the area is interior or exterior, above ground or underground.

Moonlight Greatsword Shard of Moonmaiden is also renamed to Shard of Moontear with its +2 Bludgeoning bonus damage removed.

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Re: Arelith Updates!

Post by ActionReplay » Fri May 27, 2022 4:07 pm

From Twohand
=============
- A new NPC Ship added: Nelanther Reaver.

From ActionReplay
===============
- Rituals Added
This is a new system that can be accessed from a new -ritual command.

A Ritual can be started by a player granted they meet the requirement for the ritual. They come in different categories such as: Divine, Arcane & Mundane.
For now we are only testing a few Divine Rituals and will be fixing bugs under this testing period before we add more.

The purpose of Rituals can be anything such as granting a boon or affecting an area. They are kept vague on purpose as players will have to find in-game ways of figuring out a specific ritual and how it works.
There are a number of factors that come in play for a Ritual like: Classes, Skills, Feats, Deities, Languages, Items, Locations, etc. The list is long and each ritual also has its own black boxed mechanics.

Once a Ritual has started it goes into a Preparation Stage where other players can join the ritual (From the -ritual command). Once enough participants have joined a specific ritual it will start and can last for a long time before its finished. During a Ritual's progress a number of things can happen, but the end goal is to create a successful ritual which in turn based on the ritual's own mechanics as well as the more generic things related to the system itself, will calculate that specific ritual's success ratio. Which means even if you have a 100% successful Ritual you may not gain all the benefits from it as some things are hidden mechanics for that specific ritual.

Rituals usually results in different strengths (if successful) that will grant something based on that. Could be a specific item is required for a ritual to increase its strength and so on.

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Re: Arelith Updates!

Post by Sincra » Sat May 28, 2022 5:10 am

From Sincra:
===============
Containers (Mining Bag):
- Now accepts Quartz.

Resource nodes (Gems) & Mining system:
- Amber added.
- Tourmaline added.
- Onyx added.
These should now benefit from mining tools; class and racial bonuses
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