Arelith Updates!

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Sincra
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Re: Arelith Updates!

Post by Sincra » Sun Nov 06, 2022 3:18 pm

From Sincra:
===============================
Resources, The Desert Flower:
- Now respawns as per normal flowers.

As this has been made a non-once per restart resource the rare FOIG mechanic related to the flower has been stripped of a very beneficial effect.

Disguise and Races:
- Shadovar can now disguise as Humans.

From Kalopsia
==============
SPELLBOUND WANDS:
Coveted by spellcasters across Faerûn, spellbound wands bear potent dweomers that enable them to store the magic of harmful spells. Skilled wielders can harness and even amplify these powers; meanwhile, those familiar with their imbued arcana are able to recharge them by sacrificing their own energy.
  • Acquiring a Spellbound Wand:
    • Spellbound Wands are equippable items that can be enchanted at a Dweomercraft Basin.
    • They can be crafted in three tiers with increasingly expensive material requirements. This tier determines the maximum innate level a wand can contain (see below).
    • Craft recipes:
      • Lesser Spellbound Wand (Tier 1)
        Carpentry (DC: 10 - CP: 24)
        • Ingot (Silver) x1
        • Hardwood x1
        • Topaz x1
        • Alchemic Catalyst (Lesser) x1
      • Greater Spellbound Wand (Tier 2)
        Carpentry (DC: 25 - CP: 60)
        • Ingot (Mithril) x1
        • Rare Hardwood x1
        • Ruby x1
        • Alchemic Catalyst (Standard) x1
      • Masterly Spellbound Wand (Tier 3)
        Carpentry (DC: 40 - CP: 96)
        • Ingot (Adamantine) x1
        • Rare Hardwood x1
        • Star Sapphire x1
        • Alchemic Catalyst (Greater) x1
  • Empowering a blank Spellbound Wand:
    • Spellbound Wands can contain harmful spells with a maximum innate level depending on their tier (cantrips excluded):
      • Tier 1 (Lesser Spellbound Wand): Innate level 1
      • Tier 2 (Greater Spellbound Wand): Innate level 2
      • Tier 3 (Masterly Spellbound Wand): Innate level 3
    • Wands are empowered by targeting them with the desired spell. The reagent cost to do so is 2500gp per innate level. The Craft Wand feat is NOT required.
      • Only harmful spells can empower spellbound wands. Further, a number of these spells are disabled for balance reasons: Balagarn's Iron Horn, Evard's Black Tentacles, Faerie Fire, Negative Energy Burst, Wall of Fire & Ice
    • Once empowered, the wand attunes to the caster class used to empower it:
      • It becomes "Only Usable By" this class. The UMD DC to bypass this requirement is 15 per innate level.
      • It gains a character level requirement of 5 per innate level.
      • The chosen class and spell cannot be changed.
  • Activating a Spellbound Wand:
    • Spellbound wands can only be activated while equipped. Unlike regular wands, the contained spell is then available via the the "Special Abilities" radial menu (like the GSF infispells available to Wizards and Sorcerers). This means hasted characters can activate the wand twice per round.
    • Activating this "Special Ability" decreases the wand's remaining charges by 1.
      • If no charges remain, the spell fails, but the wand doesn't get destroyed.
    • Arcane Spell Failure is a factor for wands empowered by Arcane Caster Classes.
    • The caster level of spellbound wands is as follows:
      • Characters of the same class as the wand's attuned class are able to use their related caster level for the spell.
      • Otherwise (or if it is higher), the caster level is the wielder's Character Level, divided by 2.
        Exceeding a wand's UMD requirement increases this CL by +1 for every 5 ranks above its required UMD score.
        Loremaster levels increase this caster level as they normally would. Additionally, they grant the usual chance to preserve charges.
      • The calculated caster level is displayed when examining the wand.
  • Recharging a Spellbound Wand:
    • Spellbound wands can be recharged by casting any level 1 or higher spell on them. Scrolls and items do not count.
    • The replenished charges equal the spell's level in the class spellbook used to recharge the wand (i.e., a Spellsword's Time Stop, which is a level 8 spell for the class, would restore 8 charges)
    • The maximum spell charges a wand can contain are 30.
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Re: Arelith Updates!

Post by DM Starfish » Wed Nov 09, 2022 8:34 pm

From Aellowyn
================
A range of 62 new upper arm options have been added. Fashion increases.
Unfortunately that means there are way too many to show off feasibly in a preview. Enjoy!
Roleplay is a two way street.

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Re: Arelith Updates!

Post by Sincra » Tue Nov 15, 2022 2:17 am

From Sincra:
===================================
Sequencers & Warlock Feat (Deceive Item):
- Now adds 2 to the Innate level check for all classes.
- This means a 25/5 Hexblade/Warlock would be technically recognised as capable of Innate level 6 spells in a Sequencer, resulting in a caster level duration instead of 10 CL.

Runic Property & Description:
- Now has a brighter purple colour.
- Now shows the rune that was used in the description. ("This object has been infused with a [Script type] rune...")
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Re: Arelith Updates!

Post by Sincra » Tue Nov 15, 2022 8:09 am

From Amnesy
====================
[New Feat: Hostilizer]

Available to all base classes at level 1, (current PCs will be granted the Feat with a script upon login)

Hostilizer (Radial Menu, at a Class)
Set relation between yourself and other PC(s) to hostile.

Modes:
Target a Creature: Set target Creature (PC) as hostile.
Target Self: Set all Creatures(PCs) within a Colossal sphere around you as hostile.
Target Location(Ground): Set all Creatures(PCs) within Hudge sphere around selected location as hostile.
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Re: Arelith Updates!

Post by Sincra » Fri Nov 18, 2022 9:21 pm

From Sincra
=======================
Subdual & Gold:
- Subdued people now drop all gold in a radius around themselves.
- Due to limitations this will be capped at 50,000 per gold pile, so you may see quite a few if carrying alot of gold. (Pináta mode enabled!)
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Fri Nov 18, 2022 11:00 pm

From Twohand
============

- A new large dungeon has been added to the vicinity of Jormundul Rocks, the Ravine. It comes with its own writ available in Westcliff and Guldorand.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Sun Nov 20, 2022 12:34 am

From Amnesy, Kalopsia, SK, and Starfish
====== Spellmagedon Part 1 ======
  • Hostilizer update
  • Hemonancer adjustment on Hard CHA requirement
  • Spell adjustment
  • New Blood Arcana spells (All Blood Arcana spells should be working on scribe scroll)
  • New Epic spells
-============================-
#Hostilizer#
  • Does not flag unseen targets.
  • Should no longer grant piety gain on use.
  • Should no longer interrupt expertise and other toggle-mode stance feats.
-============================-
#Hemonancer adjustment on Hard CHA requirement#
  • Minimum Hard Charisma to access empowerment and Red Harvest healing are lowered by 2 to allow for the features to be accessible for non +2 CHA races starting without 18 CHA.
-============================-
#Spell Adjustments: Elementalist line#
Frost Nova
Elementalist (Cold) - The area of effect increased from Huge to Gargantuan.

Gedlee's Electric Loop
Elementalist (Air) - The area of effect increased from Large to Huge.
All - With ESF Evocation the spell does not target friendly units.

Scorching Ray
Elementalist (Fire) - Can fire an additional ray at caster level 23 and another one at 27.

Melf's Acid Arrow
Elementalist (Earth) - Initial damage increased by 1d6 per 2 caster levels (caps at 12d6).
-============================-
#Spell Adjustments: All#
Crumble
The damage cap increased from 15d6 to 20d6.
The spell works against petrified creatures as well.

Spell Mantle,
All variants have the number level of spells absorption adjusted:
Lesser: 1d6 + 1/6 CL (avg: 9.5, empowered: 11)
Regular: 2d6 + 1/6 CL (avg: 11, empowered: 16)
Greater: 4d6 + 1/6 CL (avg: 18, empowered: N/A)

Kyristan's Malevolent Tentacles
The spell deals additional d4+1 damage per tentacle (successful grapple). (Negative Energy, or with ESF Necromancy: Entropy Damage).
The Level Drain is reduced from d4+1 to d3.

Darkbolt
Damage reduced from 2d6+2 to 2d6 per ray.
-============================-
#Epic Spells#
Elemental Meteor
Wis/Sor; Cle/Fav; Ele; Sha; Dru
AoE damage with summoning an elemental monolith.

Vampiric Feast
Wis/Sor; Cle/Fav; Hem; PMa
AoE curse with short-lasting bleed damage DoT, partially healing the caster.
-============================-
#Blood Arcana spells#
Bestow Wound
Wis/Sor: 0; Spe: 0; War: 0; Cle/Fav: 0; Hem: 0; Bar: 0
Small damage and healing.

Hemorrhage
Wis/Sor: 3; Spe: 3; War: 3; Cle/Fav: 3; Hem: 3; Bar: 3; Hex: 3; Ran: 3
A vulnerability curse with negative and bleeding damage (increasing the more wounded the target is).

Predator
Wis/Sor: 4; Spe: 4; War: 4; Cle/Fav: 4; Hem: 4; Bar: 4; Hex: 4; Ran: 4
Taking an aspect of a hunter to increase prey-chasing effectiveness.

Soul Scour
Wis/Sor: 5; Spe: 5; War:5; Cle/Fav: 5; Hem: 5; Bar: 5
Anti-Divine version of Feeblemind.

Redbolt
Wis/Sor: 6; Spe: 6; War:6; Cle/Fav: 6; Hem: 6; Bar: 6
Multiple rays deal bleeding damage and heal the caster (upgrade from Bestow Wound). Upon a certain condition, it can fear the subject for 1 round.

Grim Terror
Wis/Sor: 7; Spe: 7; War:7; Cle/Fav: 7; Hem: 7
AoE fear with psychic damage.

Curse Storm
Wis/Sor: 9; Spe: 8; War: 8; Cle/Fav: 9; Hem: 9
AoE Strom which can inflict a random greater curse onto those caught within (8 different possible curses).
-============================-
#Detailed Spell Description:#
Name: Elemental Meteor
Spell Level: Epic - Wis/Sor; Cle/Fav; Ele; Sha; Dru
Spell School: Conjuration
Descriptor: [Fire][Acid][Cold][Electric][Summoning]
Components: Somatic
Range: Medium
Area of effect: Sphere, Colossal
Subject of effect: All creatures within the zone
Duration: Instant; (Summon: 24 hours)
Save: Reflex (Half), Neglects Evasion
Spell Resistance: No
Spellcraft Required: 32

Description: The caster calls down an elementally charged meteor that does 20d6 damage to all targets in its blast radius. Damage is dependent on the current elemental stream, if no stream is selected then one of the four basic elements will be chosen. After impact a Monolothic Elemental of the same type as the meteor will spawn as a minion of the caster, serving for 24 hours.

Meteor damage per stream:
Air: 10d6 Lightning and 10d6 Sonic
Fire: 20d6 Fire
Water: 10d6 Cold and 10d6 Blunt
Earth: 15d6 Blunt and 5d6 Force
Ooze: 20d6 Acid

Elemental Stream affects the monolith conjured. Elementlists are locked with their element of choice.

Name: Vampiric Feast
Spell Level: Epic - Wis/Sor; Cle/Fav; Hem; PMa
Spell School: Necromancy
Descriptor: [Blood Arcana][Evil]
Components: Verbal
Range: Personal
Area of effect: Sphere, 15m (centred on the caster)
Subject of effect: All creatures within the zone
Duration: 6 rounds
Save: -
Spell Resistance: No
Spellcraft Required: 32

Description: The caster issues forth a powerful curse. The area around the caster becomes rich with profane sigils and vile energy. Before long a calamity curse is unleashed with a single burst of power. Those affected become the subject of the curse spoken and branded as the prey for the caster's ungovernable, maddening hunger: the mark of the vampiric feast, the mark of the prey.

Creatures with blood will suffer 3d6 bleeding damage twice per round for a period of 6 rounds. Each time they take damage it heals the caster for 1d4+2 damage (no overheal).
Creatures without blood take entropy damage instead and do not contribute to healing.

A creature can be subject to only 1 such curse at a given time. (It does not stack).

The effect ends early if the caster dies.

The caster without ESF Necromancy or Gift of Necromancy (LM) will take 40d4 damage after the spell is concluded.

Name: Bestow Wound
Spell Level: Wis/Sor: 0; Spe: 0; War: 0; Cle/Fav: 0; Hem: 0; Bar: 0
Spell School: Necromancy
Descriptor: [Blood Arcana]
Components: Verbal, somatic
Range: Short
Area of effect: -
Subject of effect: A creature with blood
Duration: Instant
Save: -
Spell Resistance: Yes

Description: The caster drains the subject dealing d3 points of bleeding damage for every 3 caster levels. Healing self for 1 point for every 3 caster levels.

Name: Hemorrhage
Spell Level: Wis/Sor: 3; Spe: 3; War: 3; Cle/Fav: 3; Hem: 3; Bar: 3; Hex: 3; Ran: 3
Spell School: Necromancy
Descriptor: [Blood Arcana]
Components: Verbal, somatic
Range: Short
Area of effect: -
Subject of effect: A creature with blood
Duration: 10 rounds
Save: Fort, special (see text)
Spell Resistance: Yes

Description: The caster weaves a vulnerability curse at the target. The curse causes a burst of bleeding damage and decreases resistance to damage.

The caster causes 3d8 + 1d8 / per 3 caster levels (max 10d8) points of damage. This is further (damage dice and DC) increased:
by 1 if the target is: lightly wounded (80%-50% HP);
by 2 if the target is heavily wounded (50%-25% HP);
by 3 if the target is near death (below 25% HP).

Half of the damage is negative, half is bleeding type.

Fortitude saves halves the damage received and neglects the curse. (The curse is tagged, multiple applications and sources do not stack).

Curse of Hemorrhage: vulnerability to slashing, piercing, and bleeding 10%.
Increases by 5% if the caster has Epic Spell Focus (Necromancy).
Increases by 5% if the caster is Wizard Necromancy Specialist, Pale Master, Hemomancer, Warlock(Undying II), Cleric with Death or Undeath domain.

Name: Soul Scour
Spell Level: Wis/Sor: 5; Spe: 5; War:5; Cle/Fav: 5; Hem: 5; Bar: 5
Spell School: Necromancy
Descriptor: [Blood Arcana]
Components: Verbal, somatic
Range: Medium
Area of effect: -
Subject of effect: A creature.
Duration: Instant
Save: Will Negates.
Spell Resistance: Yes

Description: Does 1d4 points of wisdom and charisma damage every 4 caster levels. If the wisdom or charisma would drop below 3, the target is stunned instead for 1 round/level.

If subject of the spell is a divine spellcaster (Cleric, Druid, Shaman, Paladin, Fav Soul, Ranger) the DC of the spell rises by 4.

Name: Grim Terror
Spell Level: Wis/Sor: 7; Spe: 7; War:7; Cle/Fav: 7; Hem: 7
Spell School: Necromancy
Descriptor: [Blood Arcana]
Components: Verbal, somatic
Range: Personal
Area of effect: Sphere (centred on the caster), see text
Subject of effect: All creatures within the zone
Duration: Instant
Save: Will, see text
Spell Resistance: Yes

Description: The caster outcries forth a nightmare curse.
The caster causes 4d6 + 1d6 / per 4 caster levels (max 15d6) points of psychic damage and frightens everyone within the area. Will save: half the damage received and neglects the fear effect. (Creatures with mind effect immunity take no damage).

The DC is increased by 2 if the caster is below 50% HP.

Base Size: Huge.
Size increases by 1 category if the caster has Epic Spell Focus (Necromancy).
Furthermore size increases by 1 category if the caster is Wizard Necromancy Specialist, Pale Master, Hemomancer, Warlock(Undying II), Cleric with Death or Undeath domain.

Name: Predator
Spell Level: Wis/Sor: 4; Spe: 4; War: 4; Cle/Fav: 4; Hem: 4; Bar: 4; Hex: 4; Ran: 4
Spell School: Necromancy
Descriptor: [Blood Arcana]
Components: Verbal, somatic
Range: Personal
Area of effect: -
Subject of effect: Caster
Duration: 2 rounds per CL, see text
Save: -
Spell Resistance: No

Description: The caster takes the aspect of the relentless hunter. For the duration of the effect the caster gains:
Movement Speed Increase: 30%
Immunity to Movement Speed Decrease
Concealment: 20%.

SF Necromancy increases Concealment by 5%, and Speed by 5%.
GSF Necromancy increases Concealment by another 5%, Speed by another 5%, and extends the duration to 3 rounds per CL.
ESF Necromancy further increases Speed by 10%.

This effect is breachable.

Name: Redbolt
Spell Level: Wis/Sor: 6; Spe: 6; War:6; Cle/Fav: 6; Hem: 6; Bar: 6
Spell School: Necromancy
Descriptor: [Blood Arcana]
Components: Verbal, somatic
Range: Medium
Area of effect: -
Subject of effect: A creature with blood.
Duration: Instant
Save: -
Spell Resistance: Yes

Description: The caster fires 1 bolt every 3 caster levels (maximum 5 bolts). With a successful ranged test attack, each bolt deals 4d4 bleeding damage and drains the subject, healing the caster for 1d4 points (no overheal).

If all 5 bolts manage to damage a target, it needs to resist a fear effect (will negates) or becomes panicked for 1 round.

Empower Metamagic does not increase healing.

Name: Curse Storm
Spell Level: Wis/Sor: 9; Spe: 8; War: 8; Cle/Fav: 9; Hem: 9
Spell School: Necromancy
Descriptor: [Blood Arcana][Evil]
Components: Verbal
Range: Personal
Area of effect: -
Subject of effect: Sphere, Gargantuan (centred on the caster)
Duration: Special, see text
Save: Special, see text
Spell Resistance: Yes

Description: The caster issues forth forlorn names of powerful curses. The area around the caster becomes damp with crimson vapor forming clouds. Before long a storm is unleashed with a single burst of power on everyone within its premise. Those unfortunate to be caught in the storm risk being subjected to one or more of the curses raging within the region.

Curses:
1 - Curse of Rot - Fort Save - Death - Neglects immunity to death effects, uses disease immunity instead. Instantaneous.
2 - Curse of Despair - Fort Save - 3d6 bleeding damage per round (Does not stack). Healing spells harm. Inflicting spells heal. 1 round /3 CL.
3 - Curse of Isolation - Fort Save - Petrify, Silence, Blindness/Deafness. 1 turn /3 CL.
4 - Curse of Exhaustion - Fort Save - d4+6 Attribute and 1d4+1 Level drain. Instantaneous.
5 - Curse of Paranoia - Will Save - Panic(Fear) - 10 rounds. If the creature is still feared at the end of the duration it receives d6(CL) psychic damage (no damage if immune to fear / immune to mind-affecting).
6 - Curse of Madness - Will Save - 3d6 psychic damage per round. (Does not stack). Confusion. 1 round /3 CL.
7 - Curse of Nightmares - Will Save - Sleep - If the creature is not awake in 10 rounds is subjected to a Nightmare effect (d10(CL) psychic damage). 10 rounds.
8 - Curse of Misfortune - No Save - -2 penalty on attack rolls, armor class, saving throws, and skill checks. 10 rounds. (Does not stack). Breaches 1 effect (save-less): 2 effects with ESF: Necromancy.

1 curse is picked at random.

If the caster is Wizard Necromancy Specialist, Pale Master, Hemomancer, Warlock(Undying II), Cleric with Death or Undeath domain - and has over 21 CL, the DC of the spell is increased by 2.

If the caster has Epic Spell Focus Necromancy, the size of the area increases to Colossal.
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Re: Arelith Updates!

Post by DM Starfish » Sun Nov 20, 2022 1:15 am

From Starfish
=====================
- Four new Gnoll colours for each models: Black, grey, red, alternate brown
- Two new Minotaur colours for each model: Black, red
- Six new Troglodyte colours for each model: White, green, purple, black, red, blue
Please note: Purple and blue are not as vibrant as shown

Please reach out to a DM if you would like a colour swap.

Image
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Re: Arelith Updates!

Post by Sincra » Mon Nov 21, 2022 11:08 pm

From The Team:
=======================
Bard Balance Adjustments:
Silence:
* The Song Source (Bard):
- * Entering the Silence aura removes the song from all affected by that Bards' song, including the Bard.
- * Exiting the Silence re-applies the song for free, as if newly cast.

* Song Effected individuals:
- * Entering the Silence drops the song effect from themself.
- * Exiting the Silence re-applies the song only if they are within a relevant radius around the original Bard they lost the song effect from.

--Feat Changes--
Unremitting Cadence:
* Split into two, Unremitting Cadence 1 and Unremitting Cadence 2.
* Unremitting Cadence I applies to Innate spells 1 through 3.
* Unremitting Cadence II applies to Innate spells 4 through 6.
* Unremitting Cadence II requires Unremitting Cadence I.

Song of the Heart now requires:
* Epic Reputation
* Unremitting Cadence 2

--Song Changes--
Base song:
* Base song now gives 1 skill per 6 levels, was 1 per 3.

--Specific Songs:
Song of the Hunter or Ranger's Round:
* Now gives Animal Empathy at Song Level / 4.

All Specific songs:
* Skills they provide are now capped by the targets hard rank investments.
* This is calculated as a % investment of your max possible hard ranks for any given level and your hard ranks.
* Functionally, this means if the person that hears the song is level 30 and has 5 Animal Empathy hard ranks invested, the Ranger's Round would at best give 1 more Animal Empathy, totalling 6 from a level 30 Song.
* Mathematically this is as follows:
Bonus To Skills = Song Skill Bonus * (Hard Skill Ranks / (PC Level + 3))
If Bonus To Skills > Hard Skill Ranks, instead use Hard Skill Ranks.

Masking Melody:
* No longer protects from Scry.

Noisy Songs:
* If a song is noisy (it applies to others) then it will negate bonuses to listen and move silently for the Bard.
* This means only Selfish Solo provides any Listen or Move Silently to the Bard.

Reasoning for change:
Bard had become a class that was capable of out competing almost all other support built classes, in almost every scenario, while then also retaining the capacity to be incredibly hard to defeat.
The above changes are designed address this.

All Bards with Unremitting Cadence will be re-leveled, any other Bard wising to relevel can make use of the -relevel command.
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Re: Arelith Updates!

Post by DM Starfish » Mon Nov 21, 2022 11:59 pm

From Aster
=============
- A beautiful new cooshee texture
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Re: Arelith Updates!

Post by MalKalz » Wed Nov 23, 2022 2:31 am

From Sincra
=================
Mining and Ore Veins:
- Bug with large numbers should be fixed.

Bard song and Silence:
- Bug with silence giving Bard song when unintended fixed.

Bard song and Pray command:
- Pray should no longer remove Bard song.

Dirgesinger and Unremitting Cadence 2:
- Enabled as allowed feat.

From Kenji and Kalopsia and Sincra
=============================
- Monkey Grip enabled on live servers.

Discord: @malkalz
Determine your Public CD Key here
Can't see your vault? Have you migrated your accounts? If you have tried, and still can't see them, message me.


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Re: Arelith Updates!

Post by Sincra » Sun Nov 27, 2022 3:51 pm

From Amnesy & Kalopsia
============================

Fixes to what classes can select new epic spells (PMs should be able to select Vampiric Feast at lvl 15).

Druids who selected Mummy Dust or Vampiric Feast will be releveled.

Invokers who will in the future pick up multiclass with Vigilante (Path of Vigilance) will not stack Dodge AC from Invoker features (i.e. Path of Air 3 dodge AC). Same approach as with Monk.

Evil Blight AOE sphere origin should now be centred on the spell target, not defaulting to the caster.
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Re: Arelith Updates!

Post by Sincra » Sun Nov 27, 2022 7:20 pm

From Sincra:
==========================
Stores and Desired Stacks:
I have rolled out an experimental feature that will auto-populate NPC Stores with stacks of items that people have commonly requested be added in larger amounts.
These are as follows:
- Writing Paper (1,5,10)
- Water Bottles (1,5,10)
- Brew Potion Bottles (1,10)
- Blank Scrolls (1,5,10)
- Blank Wands (1,5,10)

As this is experimental it may not work in all locations, please make a bug report if you notice a store that does NOT create any of the listed stacks above and make sure to include:
- Area details (using -area command)
- Location in area
- Name of NPC
- Item you expected the variant stack sizes to appear for

Bard and Epic Skill Focus Perform:
- Bonuses should now work as intended.
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Re: Arelith Updates!

Post by Kalopsia » Sun Nov 27, 2022 8:06 pm

From Kalopsia
==============
SPELL BREACHES:
  • Spell Breaches now dispatch a list of all removed spells to affected targets.
AREA SPELLS:
  • Spells with persistent areas of effect are now using an improved DC framework that addresses various inconsistencies regarding DC bonuses & penalties applied by custom classes and paths.
  • Spellbound wands with such spells, as well as the Grease and Web wild surges, should also use the correct DC.
TENTACLE SPELLS:
  • Empowered tentacle spells no longer increase the CL-based amount of tentacles by 50%, only the random amount. The damage per tentacle is unaffected by this change.
  • After entering a tentacle spell area of effect and receiving the initial burst of damage, targets cannot be affected by the same spell again for about 3 seconds. This addresses an issue where the heartbeat script, which fires independently every 6 seconds, occasionally did so very shortly after the initial damage, effectively doubling it.

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Re: Arelith Updates!

Post by Sincra » Tue Nov 29, 2022 5:36 pm

From Sincra
===============================
Stores and Desired Stacks:
- Changes have been made to make this more reliable on checks across all NPC stores.
- This new method, while far more reliable, requires atleast 1 item bought in a store per server reset to function, for this reason if you aren't seeing the stacks try buying a 1gp item. (Secret economy solution?!)
- As before, please make note of any issues and make a bug report if you notice a store that does NOT create any of the stacks and make sure to include:
- Area details (using -area command)
- Location in area
- Name of NPC
- Item you expected the variant stack sizes to appear for
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Wed Nov 30, 2022 4:45 pm

From Kuma:
=====================
Writ updates:
- Updated the following writs descriptions and/or names:
-> The Bad Boys of Wharftown is now The Orphan's Hideout, also new description.
-> Cull the Derro description updated.
-> (Courier) A Touch of Cloth description and objectives updated.

From Twohand:
======================
Hag NPC's racial appearance:
- Should now show correctly instead of all one type.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Wed Nov 30, 2022 4:51 pm

From sk:
====================
Momento Mori: Now applies to Lich Lyrics.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Fri Dec 02, 2022 5:40 pm

From Kalopsia
==============
CUSTOM SAVING THROWS:
  • A new, customized framework for saving throws is going live soon, expanding the options available to developers. Stay tuned for the following changes:
  • Saving throw types are more intuitive: Equipping an item with a bonus to saves against fire helps as much against Fireball spells as it does against mundane flames.
  • Saving throw bonuses that only work against spells (like the Spellcraft skill) now only work against actual spells and abilities specifically marked as such. They stack with the above, type-specific bonuses.
    • Spells with persistent areas of effect count as spells when it comes to saving throws. They still ignore Spell Resistance, however.
    • Poisons, grenades, traps, "mundane" attacks, as well as items with the "Mundane" item property now count as mundane, ignoring all bonuses vs. spells.
    • As a result, the DC formulas of some abilities may be reviewed in future.
  • Targets with 95% or more immunity against a damage type are also immune against the corresponding saving throws.
  • Saving throws that normally halve damage will instead apply no damage if a target is immune against their descriptor:
    • Essentially, this means that a will save against the (mind-affecting) illusion of a Fireball applies no damage to targets with a Lesser Mind Blank.
  • More detailed saving throw descriptors reveal at a glance whether a saving throw included bonuses against spells or not, as well as whether a target was immune.
  • Lots of scripts had to be edited to make this update happen. If you notice any unusual or unexpected behavior, please create a bug report on the forums.
Last edited by Kalopsia on Fri Dec 02, 2022 6:30 pm, edited 1 time in total.

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Re: Arelith Updates!

Post by Sincra » Fri Dec 02, 2022 5:49 pm

From Sincra
========================
Death, Subdual and Fixtures (A Bad Romance Novel):
- Any form of Death or Subdual will now drop all fixtures in your inventory in a 1.5m radius around you.
- They will NOT be dropped as fixtures but instead as an item you can pick up that represents it, this is to stop fixture bombing.
- Loot Goblin Mode Enabled.

The Following fixtures are exempt from this:
- The two runic circles
- Playing cards
- All candles
- All seeds
- Bedrolls

Rationale:
Some may ask, why?
I respond, why are people carrying an altar, a forge and a house?
In truth, it will allow people a method of recourse to fixture theft if seen and discourage carrying an entire workshop with them.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Fri Dec 02, 2022 5:52 pm

From Twohand
============

Due to the war between Amn and the Lords' Alliance, Waterdhavian Frigates can now be found (and attacked) in the outermost tiles of the sea map.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Sun Dec 04, 2022 9:58 pm

From Sincra
======================
Death, Subdual and Fixtures:
- Fixtures dropped as loot bags will now be flagged as not to be cleaned up.
- This means you will be able to leave items dropped by others and not feel guilt.
- Furthermore, you can return and acquire dropped fixtures as a result, given sufficient and reasonable time has passed if it was PvP related.
- Alternatively, you could seek others to help retrieve your fixtures and in doing so make RP.

Stores and Stacks:
- Bone Wands added to stack manager as 1, 5 and 10 checks.
- Scrolls resref fixed (with help from DM Spark getting me data, thank you!)
- Should now work on correctly configured stores without first needing to buy anything, if you don't see the stacks as expected:
-> Buy 1 item
-> Check again
-> Report if still not there
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Re: Arelith Updates!

Post by Kalopsia » Sun Dec 04, 2022 9:59 pm

From Kalopsia
==============
CUSTOM SAVING THROWS:
  • Successful saving throws against spells cast by player characters now apply temporary penalties to saving throws with the same descriptor:
    • This penalty stacks over multiple casts and lasts for 3 rounds. Successful saving throws against spells with the same descriptor refresh the duration.
    • The amount depends on the spell's innate level:
      • 2 for spells of innate levels 7 and above, and
      • 1 for spells of innate levels 4 to 6.
      • Weaker spells do not increase the penalty, but also refresh its duration.
    • The penalty cannot lower a character's effective saving throws below 35, which means that only characters with higher saves are affected.
    • Saving throws against persistent areas of effect and spells cast via items do not increase or extend the penalty.
    • Greater Restoration and the -pray command clear the current penalty.
    • Example: A character with 38 Reflex succeeds at their saving throw against Meteor Swarm. As a result, their future Reflex saves drop to 36 against other fire spells, until 3 rounds have passed (or longer, if targeted by another Fire spell).
  • Shadow spells now have their own saving throw type. This prevents mind immunity from negating their damage entirely, which aligns with lore.
  • The following, now mundane abilities have had their DCs adjusted:
    • Dragon Breath (Dragon Disciple): DC lowered to 10 + Dragon Disciple Level + Charisma modifier
    • Grenades (Rogue/Vigilante): DCs lowered to 10 + (Rogue Levels / 3) + Dexterity modifier
    • Fear (Knight): DC lowered to 10 + Knight Level + [(the highest of Leadership or Intimidate) / 3]
  • Fixed a bug regarding saving throw calculation and stacking.

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Re: Arelith Updates!

Post by DM Starfish » Wed Dec 07, 2022 9:19 pm

From Aellowyn
=============
- 61 specially curated forearm models for fashionistas to enjoy
- 1 new fancy dress bicep
Roleplay is a two way street.

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Re: Arelith Updates!

Post by The GrumpyCat » Sat Dec 10, 2022 10:07 pm

Hopefully two new fixtures - craftable Kegs, now avaiable in Carpentry - or will be after a reset.
Thanks to Twohand for this.
This too shall pass.

(I now have a DM Discord (I hope) It's DM GrumpyCat#7185 but please keep in mind I'm very busy IRL so I can't promise how quick I'll get back to you.)

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Re: Arelith Updates!

Post by Sincra » Sun Dec 11, 2022 1:03 am

From Sincra
================
Gold, Death and You:
- You will now drop carried gold around yourself on death or bleedout the same no matter the status of subdual from an attacker.
- The gold piles will not despawn as normal, this is to allow passing people opportunity to take the gold as before.
- It is hoped this makes the gold on death less binary and does not reward corpse grabbing mid conflict (PvP).

From Kalopsia
=============================
Fixes:
- Quarter ownership signs now show base tax, not modified, as indicated by the conversation.
- Gloaming checks for Shadow Doors should be more reliable.
- Fixed feedback text for immune targets to always use the correct descriptor.
- Elemental Meteor now respects prohibited schools.

From Spyre:
===========

- As of next reset, clothing options for biceps / forearms that disappeared will be available once more.
Irongron wrote:I've literally never used -guard on anyone.

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