Arelith Updates!

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Sincra
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Re: Arelith Updates!

Post by Sincra » Thu Sep 15, 2022 1:17 am

From Sincra
=====================
Elkstones:
- Now gives a quantity of gems equal to the stack size consumed.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Thu Sep 15, 2022 11:32 am

From Starfish and Fiendish55
========
Any fishing rod crafted hence forth will have a new and fancy model. Enjoy!
Roleplay is a two way street.

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Re: Arelith Updates!

Post by DM Starfish » Thu Sep 15, 2022 11:52 am

New recipe in next reset:
Whale Oil Refinement (Herbalism) DC 10, Points 20
Input: 8 Whale Oil
Outputs: 12 Flask of Oil
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Re: Arelith Updates!

Post by DM Starfish » Thu Sep 15, 2022 11:59 am

New recipe in next reset:
Sweetberry Refinement (Herbalism) DC 5, Points 10
Input: 10 Sweetberry
Outputs: 5 Sugar
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Re: Arelith Updates!

Post by Kenji » Sat Sep 17, 2022 2:22 am

From Kenji
==========
Cleric Seekers now synergize with Swashbucklers. 2/3 seeker cleric levels count towards the following:
  • Panache at 8 (3 swash + 9 seeker or 4 + 6 seeker)
  • Luck of Heroes at 11 (3 swash + 12 seeker)
  • Slippery Mind at 17 (3 swash + 21 seeker)

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Re: Arelith Updates!

Post by DM Starfish » Sat Sep 17, 2022 8:41 am

From Starfish
=====================
Crafted foods:
- Food and water values have been doubled across the latest crafted delicacies. Eat well and be hearty!
Roleplay is a two way street.

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Re: Arelith Updates!

Post by Sincra » Sun Sep 18, 2022 9:28 pm

From The Team:
===================
Chests and Their Destruction:
* As some have noticed, destroying chests no longer gives the same loot as it did before.
- * No loot from bashed/destroyed chests.

* This currently includes gold but this will be adjusted shortly in the coming days so that gold once again is spawned by a destroyed chest.

Rationale:
It was not the intention to allow chests to act as a loot piñatas and at some point in the past year or more they were made that way.

This has now been corrected.

Feel free to post on the feedback section, I know there is some upset regarding this change but as stated, it was not the intention, however feedback is read and appreciated.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Mon Sep 19, 2022 5:41 pm

From Silvard:
=============

Outfits and Gear Sets:

* -saveoutfit now saves all your currently equipped items (except ammunition) in addition to their appearances, and -loadoutfit allows you to conveniently switch to any set or subset of equipment you've saved and are carrying in your inventory, with the appearance they were saved in for that particular outfit. Only the equipment slots saved in the saved outfit are affected during its loading.

* -loadoutfit with the new -a parameter allows you to apply only the appearance of a saved outfit without swapping to any of the saved gear. This can be used to transfer appearances to different gear, and is exactly how -loadoutfit previously worked (except it now covers all slots).

* Outfits saved prior to this update still function as they used to, with or without the -a parameter.

* Various improvements:
- Applying new appearances through outfits does not remove equipment from your quick bar, and does not spam the combat log.

- -loadoutfit warns you if you don't have inventory space to apply a new appearance or equip a different item, rather than drop the item on the floor. It also requires less free inventory space now.

- Outfits can now be saved with upper case letters in their names, but -loadoutfit is case insensitive. (e.g. You can [-saveoutfit Joffrey Baratheon the Just] and can still [-loadoutfit joffrey baratheon the just]. This will also automatically load any non-empty description saved under "Joffrey Baratheon the Just".)





From Sincra:
==============================
Containers and their weight:
I have made some adjustments to the weight calculations, this time using the 2da route instead of NWNX.

What this should result in:
- Weights are now exact, it will increase and decrease by the proportional weight of an item added/removed.
- * E.g 5.0lbs on a 20% container will increase by 1.0lb.

- An easier time seeing what is causing your containers to break, and maybe even this will fix it without any additional work.
- * If they keep breaking, please make reports with the general usage/last items you took out of the container.
- * I will add a debug option to the dialog menu if this continues.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kenji » Tue Sep 20, 2022 3:24 am

From Kenji, Amnesy, Kalopsia, et al. (2022)
=========
  1. Rogue
    1. Gains Dirty Fighting for free at level 4
    2. Bonus Feat Progression are now 7, 10, 13, 16, 19, 23, 26, 29
      (Previously 10, 13, 16, 19, 24, 28)
    3. Improved Evasion and Defensive Roll are available for Rogue's Bonus Feats at 10th level or higher (doesn't affect Swashbucklers)
    4. Skill Mastery: gains +4 Open Lock, Disarm Trap, and Set Trap on top of taking 20 in-combat for those three skills
    5. Opportunist: gains +4 Hide, Move Silently, and Sleight of Hand on top of +4 AB for Attacks of Opportunity
    6. All former rogue-only grenades now require Method: Simple Experimental Device for access; level requirements remain the same.
    7. Bonus Feats can be used to take the following Methods:
      1. Simple Experimental Device (Access to Rogue-only Grenades)
      2. Signature Weapon (+1 AB and +2 Intimidate when using a chosen weapon)
      3. Skirmish Maneuvers (+1 AB when using Dirty Fighting, +2 Hide, +2 Move Silently)
      4. Gruesome Technique (Fear on killing blow)
    8. Disjunction Shard Grenades are now guaranteed to have two breaches regardless of save or not. If the target fails the save, then there will be three breaches.
  2. Vigilante (PGCC ONLY)
    1. Vigilance Cause now gains scripted UBAB (for unarmed only):
      +1 APR with 7+ BAB and 4+ Vigilante levels
      +2 APR with 13+ BAB and 8+ Vigilante levels
      Loses one bonus APR upon equipping armor or holding a shield (loses both APR if equipped with both armor and shield)
    2. Improved Method: Complex Experimental Device will count Vigilante and Liberator levels towards Rogue grenades for usage and DC calculation. It also improves the failed save breaches for Disjunction Shard from 3 to 4. Baseline 2 breaches are unchanged.
  3. Liberator (PGCC ONLY)
    • Description: (PRESTIGE CLASS) A Liberator is an enduring symbol of liberty and freedom from tyranny. These champions of freedom and equality are strong-willed, independent-minded, and virtuous. They particularly direct their efforts against lawful evil societies that are dictatorships or plutocracies. These liberators also target slaveholders, slave traders, and powerful, corrupt governments. However, they also recognize the possibility of tyranny even in a state of anarchy where strong individuals may impose their will on weaker people.

      Hit die: d10
      Proficiencies: all simple and martial weapons, all types of armor and shields
      Skill points: 4 + int modifier
      Skills: climb, concentration, craft mastery, discipline, heal, intimidate, leadership, lore, parry, ride, sail, taunt
      Primary saving throw(s): Fortitude & Will
      Base attack bonus: +1/level

      Requirements
      Alignment: Chaotic Good
      Base attack bonus: +6
  4. Developer Commentary
    • With this patch, some of the methods intended initially for Vigilantes will become available to Rogues and live servers.
    • Rogues will no longer be shoehorned into the Grenadier concept as the grenades will be only available to Rogues with the Method: Simple Experimental Device. But given that the method can be taken at level 7, this should be a minimal change to any existing Grenadier Rogues.
    • Vigilante and Liberator are entering the final testing phase on PGCC; all features are now complete. They will be released Soon™
Liberator Spreadsheet:
https://docs.google.com/spreadsheets/d/ ... =882680237
Vigilante Spreadsheet:
https://docs.google.com/spreadsheets/d/ ... =340340384

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Re: Arelith Updates!

Post by Silvard » Tue Sep 20, 2022 10:15 pm

From Twohand, Amnesy, Kalopsia, and Silvard
============

Several weapons and Invoker items have been tweaked, mostly buffed. Old weapons will be retroactively updated too.

+ = Addition
~ = Change
- = Removal

[Part 1: Melee Weapons]
---------

Rankbreaker - (Naginata)
+ Keen
+ Thorass Rune, Tier 3
---

Joyous Dance - (Handaxe)
+ Keen
~ Massive Criticals from 1d4 to 1d6
---

Force of Honor - (Katana)
+ Thorass Rune, Tier 3
---

Legacy of Wyrmrever - (Colossal Sword)
+ Enhancement Bonus +4
~ Massive Criticals from 1d8 to 1d10
- Attack Bonus +4
- Damage Bonus Slashing 3
---

Valiance - (Colossal Axe)
+ Enhancement Bonus +4
- Attack Bonus +4
- Damage Bonus Slashing 3
---

Assuran's Retribution - (Short Sword)
+ Thorass Rune, Tier 3
- Electric Jolt on Hit
---

Berserker Fang - (Bastard Sword)
+ Enhancement Bonus +4
~ Massive Criticals from 2d4 to 2d6
- Attack Bonus +4
- Damage Bonus Slashing 1d8
---

Knight Commander's Sabre - (Cavalry Sword)
+ Usable also by Harper Paragon and Divine Champion
- Attack Bonus +5
- Attack Penalty -3
+ Enhancement +2
+ Sure Striking +5
~ Damage Bonus Bludgeoning from 4 to 2
---

Plague's Cure (Heavy Flail)
+ Massive Criticals 1d8
---

[Part 2: Alignment Weapons]
---------

Anarchic Razor - (Longsword)
~ Enhancement Bonus from +3 to +4
~ Damage Bonus vs Lawful from 1d4 Divine to 1d4 Piercing
~ Damage Bonus vs Good from 1 Magic to 1 Bludgeoning
- Enhancement Bonus vs Good +4
- Enhancement Bonus vs Lawful +4
---

Black Hand of Bane (Replica) - (Morningstar)
~ Enhancement Bonus from +3 to +4
~ Damage Bonus vs Chaotic from 1d4 Divine to 1d4 Slashing
~ Damage Bonus vs Good from 1 Magic to 1 Bludgeoning
- Enhancement Bonus vs Good +4
- Enhancement Bonus vs Chaotic +4
Svirfneblin Rune Hammer - (Light Hammer)
~ Damage Bonus vs Evil from 1d6 Divine to 1d6 Piercing
---

Katar of Verdant Growth - (Katar)
~ Damage Bonus vs Evil from 2 Magical to 2 Bludgeoning
---

Stormchaser - (Spear)
~ Damage Bonus vs Good from 1 Magical to 1 Slashing
~ Damage Bonus vs Lawful from 1d4 Divine to 1d4 Bludgeoning
---

Scepter of Dawn (Warmace)
~ Enhancement Bonus from +3 to +4
- Enhancement Bonus vs Evil +4
---

Moonphase Scepter (Warmace)
~ Enhancement Bonus from +3 to +4
~ Damage Bonus vs Evil from 1d8 Positive to 1d6 Piercing
- Enhancement Bonus vs Evil +4
- Enhancement Bonus vs Undead +4
---

[Part 3: Ranged Weapons]
---------

Ashwood Repeating Crossbow - (Heavy Crossbow)
~ Attack Bonus from +4 to +1
- Attack Penalty -3
+ Sure Striking +4
---

Hand Crossbow - (Light Crossbow)
+ Bonus Feat: Rapid Reload
---

Bundles of Darts/Throwing Daggers/Shuriken/Throwing Axes - (Ammunition/Throwing Weapons)
~ Crafting DCs for Throwing Weapon bundles now match the DCs of ammunition bundles
+ Bundles of Throwing Daggers are craftable now (up to Damask) [Coming soon]
- Unbundled Ammunition and Throwing Weapons have been deprecated [Coming soon]
---

[Part 4: Invoker Equipment]
---------

Athame of Carnage - (Dagger)
+ Thorass Rune, Tier 3
---

Runestaff of Elements - (Magic Staff)
~ Cast Spell: Isaac's Lesser Missile Storm from CL 15 to CL 20
+ Thorass Rune, Tier 3
+ Level Requirement: 16
---

Invoker's Bindings - (Clothing)
+ Thorass Rune, Tier 3
+ Level Requirement: 16
---

Ichoret - (Light Armor)
+ Thorass Rune, Tier 3
+ Level Requirement: 16
---

Impermissicon's Shard - (Medium Armor)
~ UMD Requirement from 90 to 45
+ Thorass Rune, Tier 3
+ Level Requirement: 16
---

[Part 5: Sure Striking]
---------
A new item property called Sure Striking has been introduced. It allows a weapon to beat Damage Reduction up to the level listed independent of the weapon's Attack or Enhancement Bonus (e.g. Sure Striking: +5 would penetrate 20/+5 damage reduction, even if the weapon itself only has +2 Attack/Enhancement Bonus.). Existing weapons so far have achieved this effect by using a combination of Attack Bonuses and Attack Penalties. Sure Striking will be replacing this combination for existing and future weapons that feature this capability.

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Re: Arelith Updates!

Post by Sincra » Wed Sep 21, 2022 2:01 am

From Kalopsia and Sincra
=========================
Rest Menu Settings:
- "Disguise Settings" is now "Disguise & Appearance Settings"

New setting:
- Disable Eyeglow Effects [Toggled State]
- * Reverts the Arelith specific eyeglow VFX to a fallback, this is usually the original VFX of the spell.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Fri Sep 23, 2022 3:07 am

From Sincra
==================
Containers:
- New option in root menu.
- * [DEBUG: Print Information], this will print information in the following format:

DEBUG INFO:
Current Recorded Weight: [Value]
Max Weight: [Value]
Amount Stored: [Value]
Unique Amount Stored: [Value]

- Include this in your bug reports regarding weights being incorrect, please. We will adjust this buttons functionality until the cause is found, at which time it will be removed.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Silvard » Mon Sep 26, 2022 3:29 am

From Silvard
============

Outfits and Spontaneous Spell Slots:

* "-appearance [Outfit Name]" now functions the same as "-loadoutfit -a [Outfit Name]" and applies only the appearance of a saved outfit to currently equipped items. This is essentially what the old loadoutfit used to do, with some improvements, except it can modify the appearance of all items, not just weapons/shields, helmet, cloak and armor.

* "-equip [Outfit Name]" now functions the same as "-loadoutfit [Outfit Name]" and changes the character's equipment to the items saved in the outfit where applicable, while also applying their saved appearance.

* "-listoutfit" now functions the same as "-loadoutfit -list" and displays a list of saved outfits.

* "-replaceoutfit [Outfit Name]" now functions the same as "-saveoutfit -r" and overwrites the named saved outfit with currently equipped items and their appearance. In order to replace the name must be exact, including capitalization.

* "-deleteoutfit [Outfit Name]" now functions the same as "-saveoutfit -d" and deletes the named saved outfit.

- Several bugs involving the saving, deletion and replacing of outfits have been fixed. If you encountered issues with replacing outfits before that may have resulted in duplicate outfits in your list. These can be deleted and the name reused.

---

* Bonus spell slots from equipment for spontaneous casters now behave consistently with bonus spell slots for prepared classes. Unequipping an item with bonus spontaneous spell slots only diminishes slots from the pool of bonus spontaneous spell slots from gear, if they haven't been used, and only once. Subsequent equipping or unequipping of items with bonus spontaneous spell slots have no effect on the remaining usable spontaneous spell slots on your character.

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Re: Arelith Updates!

Post by Sincra » Tue Sep 27, 2022 1:07 am

From sorrowkitten
===============
Murder's Raiment:
(New Stats):
- +2 Intelligence
- +3 AC Bonus
- +3 Bluff
- +3 Hide
- +3 Move Silently
- +3 Perform
- +3 Spot
- Skills were lowered on Spot and Bluff to mitigate skill bloat, bringing them in line with other items which have been rebalanced in previous updates.
- To compensate, Hide and Move Silently was increased to +3.
- Also now has Perform in addition to Bluff of equal value.

Assassin's Belt:
- Now has Perform in addition to Bluff, of the amount equal to what you would get at your assassin rank.

Existing items will be updated retroactively.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Tue Sep 27, 2022 7:46 am

If you find items that have lost their activated property or use action please make a bug report on the forum here:

viewtopic.php?f=12&t=39361#p307886
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Silvard » Wed Sep 28, 2022 8:59 am

From Silvard
============

Outfits and Inventory Management:

* When an outfit is equipped (through -equip or -loadoutfit) it will automatically place any unequipped/swapped out items in the same inventory space as the items being swapped in, maintaining their location in the inventory tabs, with the exception of weapons/shields.

* A new toggle has been added to the Rest Menu, under Settings -> Equipment Settings. If enabled, whenever weapons/shields are unequipped they will prioritize returning to the same inventory space they were last equipped from.

* Attempting to equip an item when you don't have room in your inventory for the item being swapped out will give you a warning instead. This is to prevent items being dropped on the floor and lost.

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Re: Arelith Updates!

Post by Liareth » Wed Sep 28, 2022 9:31 am

From Liareth and Silvard
================================

* Bashed player corpse remains are no longer invulnerable.
* When bashing a player corpse, previously you could loot the corpse's head from its remains. Now you can loot an ear instead. This may be changed to a more customizable trophy system in the future; but for now it's better than a head.
* Player heads, ears, and corpses can no longer be renamed.

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Re: Arelith Updates!

Post by Irongron » Wed Sep 28, 2022 12:23 pm

From myself and Twohand
======================

Lake Benwick (From Myself)

- The destruction of Benwick Keep gives rise to a new region in Arelith Forest, including a small new dungeon and player quarter. Thanks to the DMs and players that made this update possible. Please note that the removal of Benwick Keep has also removed all associated writs.

Stronghold of Many Eyes (From Twohand)

- Also in Arelith Forest, this impressive bugbear fortress covers a number of areas, and provides much needed content in the mid-high level range.

Details of this upate are also on our News Feed

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Re: Arelith Updates!

Post by Sincra » Fri Sep 30, 2022 2:05 pm

From Sincra:
================================
Lost Activated Abilities on Items:
- This should now be resolved, examine the item or drop it and pick it back up, it should receive the property back.
- This will fix:
Paper
Writing (Used Paper)
Writ Paper
Carpentry Repair Kit
Forge Repair Kit
Tailoring Repair Kit

- Apologies for the inconvenience!
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Silvard » Sat Oct 01, 2022 1:02 am

From Silvard
============
Outfits and Appearances:
* "-appearance" and "-loadoutfit -a" will now allow you to apply appearances to armors of a different base AC than the one saved in the outfit (e.g. copy the appearance settings from plate armor to half plate, or any other armor type). They will apply the saved colors, robes, and all armor parts except for the torso.

* Further tweaks to improve the reliability of swapping equipped items in the same inventory space.

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Re: Arelith Updates!

Post by Irongron » Sun Oct 02, 2022 2:00 am

From Myself
===========

- Update to Cordor Graveyard and Crematory, including 2 new areas.
- Fixed a transition at Sencliff Harpy Rock teleporting players to a DM area

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Re: Arelith Updates!

Post by Irongron » Sun Oct 02, 2022 1:53 pm

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

Fixed the giant UD mushrooms, so that they no longer cause massive issues to the walkmesh below.

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Re: Arelith Updates!

Post by DM MoonMoon » Sat Oct 08, 2022 3:55 pm

From MoonMoon - A reset near you!
---------------------
My first and hopefully successful update to HERBALISM!
We now have fantastic new drinks with enhancements as mundane items!

2 New standard drinks
- Yarrow Fruit Tea : Sobers you up a little after that drinking contest
- Sparkling Holy Water : Such a Pious drink

8 New Special NON-STACKABLE drinks (So you cant just bulk carry these!)
- Ripplebark Beer (Longbite) : Removing Disease and keeping it away VERY POTENT!
- Yarrow Beer : A cheap regenerative potion to sooth worries!
- Fresh Mead : Keep your hopes high with this honey drink
- Rice Wine : Fends off Poisons
- Harnak Spirit : This VERY POTENT drink, makes one brave, or foolish...
- Fruit Brandy : Good old fashioned healing tonic
- Golden Spirit : A special snake oil salesmen tonic, which.. might actually work
- Spiced Rum : Lots of sugars and spices, keeps the feeling of cold away

Tavern Bonus!
- Drinking these 8 special drinks fresh in a tavern will give you additional bonuses! Though you can only have 1 of these bonuses active at a time, overwriting the previous one.

Wait there's more!
- Gold Leaf : A new item created by shaving gold bars very thin, lets decorate your drinks and foods!
- Bee Hives! : Bee hives will be dotted around the surface and will provide honey!


Drinks are made none stackable so that you cannot easily stock up on these speciality drinks. The idea is to have more people frequent Taverns and Inns, and give more RP for Cooks!
Bee Hives may be extended to have other effects and items, for now they work like other plants.

This is my first deployment, so expect bugs! Please report any found, and properties and bonuses may be tweaked over time.
Future updates are to expand on the drinks list and foods!

-Doggo

Image
DM Wraith: @DM MoonMoon Nice one, Idk howl you do it, it does seem a bit furfetched

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Re: Arelith Updates!

Post by DM Starfish » Mon Oct 10, 2022 10:08 pm

Coming soon:
All of the main panels on the new thigh leg plates are now Metal instead of Cloth
[THIS WAS REVERTED TEMPORARILY]
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Re: Arelith Updates!

Post by DM Herald » Thu Oct 13, 2022 4:20 pm

Please note that factions have been reverted to their state on October 12, 2022 at approximately 08:00 UTC. Any faction that has not been touched for over 4 months with under 50,000 gp in the bank have been pruned from the system.

Edit: Announcement changed from 2 to 4 months to reflect most recent changes.

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