Arelith Updates!

Kalopsia
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Re: Arelith Updates!

Post by Kalopsia » Sat May 28, 2022 11:08 am

From Kalopsia
==============
UNDERDARK MUSHROOMS:
  • Mushrooms won't trigger generic poison trap effects anymore. Instead, they are randomly assigned one of various fungus variants with unique spore effects.
  • Not all characters will be able to identify these spores, but if so, they will also receive a flavor text describing typical symptoms associated with the spores they encountered.
  • This change might not immediately affect all UD mushrooms, but areas will gradually be updated to use the new system.

CLASS MIGRATIONS:
  • DM-administered class migrations can now also reset general feats selected at level 1. Previously only bonus feats were affected.

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Re: Arelith Updates!

Post by DM Starfish » Sun May 29, 2022 5:15 am

From next reset and when NPCs and recipes are added over the following days:
From Starfish:
==========
New foods
Herbalism:
- Leafy Salad
1 Salt
2 Mintspear
2 Yarrow
Makes: 5 Leafy Salad

- Fried Calamari Rings
1 Squid
1 Salt
1 Flour
1 Oil
1 Speckled Egg
Makes: 3 Fried Calamari Rings

- Hardy Stew
1 Big Meat
1 Salt
3 Water
1 Minstspear
1 Spices
Makes: 2 Hardy Stew

- Bone Broth
10 Fish Bones
1 Salt
3 Water
Makes: 3 Bone Broth

- Fungal Casserole
1 Medium Meat
2 Ripplebark
2 Water
1 Salt
1 Spices
Makes: 3 Fungal Casserole

- Pasta Bolognese
3 Flour
1 Spices
3 Small Meat
1 Wine
1 Cheese
Makes: 3 Pasta Bolognese

- Grilled Kebab
4 Small Meat
1 Salt
3 Fruit
Makes: 3 Kebabs

- Roast Boar Leg
2 Medium Meat
1 Salt
Makes: 2 Roast Boar Leg

- Fried Egg
4 Speckled Egg
1 Oil
1 Salt
Makes: 4 Fried Egg

- Fruit Medley
8 Berries
4 Fruit
Makes: 3 Fruit Medley

- Fried Crab Leg
4 Crab Leg
1 Flour
1 Speckled Egg
1 Salt
1 Oil
Makes: 4 Fried Crab Leg

- Sweetberry Jelly
4 Sweetberry
2 Sugar
4 Jelly
Makes: 4 Sweetberry Jelly

- Lime Prawn Suspension
4 Fruit
2 Sugar
4 Jelly
4 Murk Prawn
Makes: 4 Lime Prawn Suspension

- Butterbiscuits
4 Sugar
1 Flour
2 Milk
1 Salt
Makes: 4 Butterbiscuit

- Roasted Rothe Ribs
1 Big Meat
1 Sugar
1 Salt
1 Spices
Makes: 2 Roasted Rothe Ribs

- Squig Sausages
3 Small Meat
1 Salt
1 Spices
Makes: 3 Squig Sausages

- Fried Fish
3 Small Meat
1 Salt
1 Oil
1 Flour
1 Speckled Egg
Makes: 3 Fried Fish

- Tako Nigiri
4 Tentacles
1 Rice
1 Salt
1 Kelp
Makes: 4 Tako Nigiri

- Sweetberry Cupcake
4 Sweetberry
1 Sugar
1 Flour
2 Milk
1 Speckled Egg
Makes: 4 Sweetberry Cupcake

- Lime Cupcake
4 Fruit
1 Sugar
1 Flour
2 Milk
1 Speckled Egg
Makes: 4 Lime Cupcake

- Chocolate Cupcake
2 Cocoa Powder
1 Sugar
1 Flour
2 Milk
1 Speckled Egg
Makes: 4 Chocolate Cupcake

- Roast Fowl
2 Medium Meat
1 Salt
Makes: 2 Roast Fowl

- Bread
3 Flour
3 Water
1 Salt
Makes: 3 Bread

- Gourmet Sandwich
1 Bread
1 Cheese
1 Leafy Salad
1 Roast Boar Leg
1 Fried Egg
Makes: 3 Gourmet Sandwich

- Communion Biscuits (Requires Cleric levels)
1 Bless Scroll
1 Holy Water
1 Flour
1 Sugar
Makes: 4 Communion Biscuits

Alchemy:
- Cheese
4 Milk
4 Salt
1 Alchemistic Catalyst (Lesser)
Makes: 8 Cheese

New drinks
Herbalism:
- Bottle of Coffee
5 Water
5 Coffee Bean
Makes: 5 Bottle of Coffee

- Bottle of Cocoa
5 Milk
5 Cocoa Powder
Makes: 5 Bottle of Cocoa

New ingredients:
These will be given to players through NPC merchants which will pop up over the next week or so
- Spices
- Cocoa
- Sugar
- Flour
- Rice
- Coffee Beans

Adjusted old food items:
Previously, I implemented some food items which bestowed buffs to skills. These buffs have been removed. Platters are still three tiers of Well Fed and are a bit less awful to make, quantity wise.
Last edited by DM Starfish on Wed Jun 01, 2022 1:36 am, edited 2 times in total.
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Re: Arelith Updates!

Post by ActionReplay » Sun May 29, 2022 1:10 pm

- Added 1 new Ritual
- Added Ritual Lore books to loot matrix
- Added 2 new Crafting Recipes under Art: Lesser Seagod Offering & Lesser Sacred Offering
- Pirate Chests updated loot

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Re: Arelith Updates!

Post by Sincra » Mon May 30, 2022 7:26 am

from sorrowkitten
============
Bard Song
-> Now has a persistent radius.
--> The radius is 15 meters (slightly bigger than previous Bard Song).
--> You must be within the radius to receive the bonuses.
--> If you leave the radius, the bonuses will fade after 3 rounds.
--> You will receive a message when entering and exiting the radius.
-> While on a ship, it's still ship-wide

Song Charges
-> Fixed a bug where you wouldn't start recharging if you've less than your maximum upon server login.

Curse Song
-> Now with twice the fancy.
Last edited by Sincra on Mon May 30, 2022 11:00 am, edited 1 time in total.
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Re: Arelith Updates!

Post by Kalopsia » Mon May 30, 2022 9:03 am

From Kalopsia
==============
SPELLSWORD:
  • New Passive Ability: Arcane Flux
    • When active, Arcane Flux will replenish the next hostile spell cast via the spellsword spellbook. Dispels and spell breaches are exempt.
    • Arcane Flux will randomly trigger when using Elemental Strike or Elemental Maelstrom.
    • The chance is 10% for non-critical Elemental Strikes and 20% for Elemental Maelstroms and critical Elemental Strikes.
    • There is an internal cooldown to prevent the effect from triggering more than once every couple rounds.
    • The current Arcane Flux effect status can be displayed via the -cooldown command.
  • Spellsword Feat Additions:
    • Level 12: Added Combat Casting
    • Level 24: Added Improved Combat Casting
    • Eligible characters will gain these feats retroactively, no relevel is required.

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Re: Arelith Updates!

Post by Kenji » Tue May 31, 2022 9:53 pm

From the Team, et al. (2022)
=============
Summer Balance Adjustment
Spell Changes
  • Iron Guts: Moved up on the breach list as the 1st spell to be breached. Halves Sobriety gain from Heal Potions. Can be removed/countered by Poison or Disease.
  • Magic vestment: can no longer be cast on summons (still works on henchmen)
  • Good Hope/Blasphemy: changed from no immunity type to Mind-Affecting (refundable by Evangelist path, and affected by specific save boost)
  • All Restoration spells and Undeath to Death changed from no immunity type to Positive (refundable by Healer path, and affected by specific save boost)
  • Divine Favor now provides +1 specific save for the following paths:
    Healer: Fort, Defiler: Death, Evangelist: Mind, Cloistered: Will
Class Changes
  • Cleric Paths:
    Cloistered, Healer, and Defiler paths now get 2/3 monk AC scaling instead of 1/2
    Warpriest's +3 CL vs Dispel replaced with +3 overall CL when cleric levels are over 21, DC for hostile spells reduced by 3 instead of 2
  • Cleric Domains:
    Domain powers no longer share a cooldown, and they can be used immediately upon rest.
    Good/Evil domain power replenishes every 3 minutes
    Protection domain power replenishes every 30 seconds
    Suffering domain power no longer Empowers inflict-line spells and Harm.
    All clerics get 2 domain change tokens
  • Cavalier Spirited Charge Changes:
    No longer lowers the Cavalier's APR to 1
    Damage lowered from 70~100% to 20~50% of the original charge
    If a target is recently Spirited Charged by a Cavalier (mounted version), the target is immune to being Spirited Charged for 6 seconds
    Self-Root from Charging a PC changes:
    Only self-roots for 3 seconds if charging a PC wielding a melee weapon that isn't a Magical Staff/Wand/Rod
    If the target is twohanding a weapon, then self-root duration increased to 4.5 seconds
Mechanics Changes
  • Sprint: Being large races or mounted now gains 150% speed instead of calculated bonus from strength and dexterity. Mounted Sprint now has a flat duration of 5 rounds.
  • Ride: Mount AC reduced to 1 AC per 7 hard ranks (4 max at 28) from 1 per 5 (6 max at 30)
  • Whirlwind: Enabled again for characters who are mounted and dual-wielding or twohanding weapons
  • Ranged kiting penalty reduced to -8 AB from -15 AB
Weapon Changes
  • Katana: now finessable for Small Creatures
  • Naginata: now x3 instead of 19-20 x2 and finessable for Medium Creatures
  • Cavalry Sword: now 18-20 x2 instead of 19-20 x2, damage lowered from 2d4 to 2d3
  • Dart: size is now Tiny instead of Small
Racial Changes
  • Ogres:
    Bonus +2 Dexterity fixed to -2 Dexterity
    Intelligence adjusted from -4 to -2
    "Gift of the Magi" is now "Bloodline of the Ogre Magus" and does not take a minor gift
  • Firbolgs:
    "Gift of the Moon-Seer" is now "Bloodline of the Moon-Seer" and does not take a minor gift
  • Minotaur:
    Can now choose "Bloodline of the Minotaur Mystic" for -2 Str -2 Dex +4 Wis
    ECL lowered to +3 from +4 (allows a minor gift)

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Re: Arelith Updates!

Post by Kenji » Tue May 31, 2022 10:38 pm

From Kenji, Eira, sorrowkitten, R0GUE, et al. (2022)
==========
On the next PGCC server reset:
New PrC - Vigilante (available only on PGCC for testing)

Detailed Write-up: https://docs.google.com/document/d/1yNP ... sp=sharing
Overview Spreadsheet: https://docs.google.com/spreadsheets/d/ ... sp=sharing

Many details are subject to change and nothing is final.

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Re: Arelith Updates!

Post by DM Starfish » Wed Jun 01, 2022 1:42 am

Bottles of Coffee and Chocolate Milk will be in next reset along with Lime and Chocolate Cupcakes
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Re: Arelith Updates!

Post by Irongron » Wed Jun 01, 2022 9:13 pm

Another large update from myself, detailed on the News Feed



- 2 new dungeons

- A new player quarter.

- The addition of a Lizardfolk Village.

- Overhauled Spawn Sets (Lizardfolk and Snake Cultists), using entirely new models to Arelith.

- Over a dozen new monster types.

- A new destination for the ship sytem. -- Pending Further Resets.

- 2 New Writs (Quests) -- Pending Further Resets.

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Re: Arelith Updates!

Post by ActionReplay » Fri Jun 03, 2022 9:15 am

- 3 new Arcane Rituals added, Diviner's Shroud & Diviner's Sanctum & Cometfall
- 2 new Ritual Lore books will be added to loot matrix
- Arcane Rituals tied to Spell Schools
- Exposed some more details on ritual progress and feedback
- More Ritual VFX and fluff

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Re: Arelith Updates!

Post by ActionReplay » Fri Jun 03, 2022 9:03 pm

- A new NPC Ship made by TwoHand can be encountered at the edge of the sea. The Scarlet Corsairs.
These are dangerous pirates, rivalling Amnian Vessels in difficulty.

- Added Greater components for Rituals. These are optional items to be used for a Ritual, but will grant a stronger outcome if the ritual is successful. These items will only be taken from the ritual caster if the ritual is successful and reaches a certain criteria for a greater bonus of that particular ritual. Rituals using greater components will have that stated in their description.

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Re: Arelith Updates!

Post by Sincra » Sat Jun 04, 2022 8:24 am

From Sincra
===================
Sequencers:
- Premonition
- > Added to Self and Party target only.

Please keep in mind that visual effects on fixtures cause lag.
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Re: Arelith Updates!

Post by Irongron » Sun Jun 05, 2022 10:40 pm

From myself (With some scripting magic from Sincra)
===========================================

The Upperdark Update

- Finally released a massive 6 area formian dungeon streamed at the end of last year.
- A rework of the Trade Post, including a new registry agent.
- 6 entirely new writs, some of which are also avaialble to Brogendenstein.
- Opening up of other existing Crystal Cave writs to Underdark PCs via the Trade Post
- 2 new dungeons (The Fungal Bloom & Fallen Mausoleum)
- An NPC Caravan operating between the Trade Post and Deep Kiln
- A new player guildhouse, in the region of the Trade Post
- Many new creatures, and the addition of others not yet seen in the Underdark.
- A number of enlarged and expanded areas in the region

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Re: Arelith Updates!

Post by Kenji » Mon Jun 06, 2022 2:22 am

From Kenji:
===========
Divine Power Changes
Effects now depend on cleric paths.
They will all automatically raise certain ability scores to 18 or increase by a minimum of 2, whichever gains more (still limited by 12 soft cap).
Ex.
10 would become 18
16 would become 18
17 would become 19

[1][Path of the Cleric (Vanilla)]
Receives full BAB progression and gains an APR up to 4 APR (same as before)
Gains temporary HP per caster level for the duration
Raises Strength or Dexterity, whichever has higher base, strength takes priority over dexterity if both are the same.

[2][Path of the Warpriest]
Receives full BAB progression and gains an APR up to 4 APR (same as before)
Gains 5 times the temporary HP per caster level for the duration
Duration lasts twice as long and can be extended for a total of four times the original duration
Raises Strength or Dexterity, whichever has higher base, strength takes priority over dexterity if both are the same.

[3][Path of the Cloistered]
Receives half of the full BAB progression rounded down as soft AB, no bonus APR
Duration lasts ten times as long and can be extended for a total of twenty times the original duration.
Raises Intelligence

[4][Path of the Evangelist]
Receives half of the full BAB progression rounded down as soft AB, no bonus APR
Duration lasts ten times as long and can be extended for a total of twenty times the original duration.
Raises Charisma

[5][Path of the Defiler]
Receives half of the full BAB progression rounded down as soft AB, no bonus APR
Duration lasts ten times as long and can be extended for a total of twenty times the original duration.
Raises Constitution

[6][Path of the Healer]
Gains 1/- Damage Resistance for every 6 caster levels that stacks with EDR, but not Damage Reduction like Stoneskin.
Duration lasts ten times as long and can be extended for a total of twenty times the original duration.
Raises Constitution

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Re: Arelith Updates!

Post by Sincra » Mon Jun 06, 2022 2:56 am

From Kalopsia
==============
CANTRIP OVERHAUL:
- Cantrips are now infinite; uses are automatically replenished after casting.
- Cantrip Changes:
> Acid Splash, Electric Jolt, Ray of Frost: Damage increased to 1d6 per 3 caster levels.
> Flare: No longer applies an AB penalty. Instead, the cantrip inflicts 1d6 fire damage per 3 caster levels.
> Daze: Inflicts 1d4 psychic damage per 3 caster levels. The duration of the daze effect is now 1d2 rounds. The damage applies regardless of whether the daze affects the target.
> Cure Minor Wounds: Healing increased to 1d3 per 3 caster levels (minimum of 4). Damage versus Undead increased to 1d6 per 3 caster levels.
> Inflict Minor Wounds: Damage increased to 1d6 per 3 caster levels. Healing on Undead increased to 1d3 per 3 caster levels.
> Virtue: Now grants 1d3 temporary hit points per 3 caster levels. Does not stack with itself.
> Resistance: The original effect was replaced with scaling damage reduction (starts at 1/+1, improving to 2/+2 at CL7+, 3/+3 at CL14+, 4/+4 at CL21+ and 5/+5 at CL28+). The effect can absorb CL+1d6 damage before it fades. Duration is 1 hour.
- Cantrips and Metamagic:
> All cantrips can be cast with Quicken Spell, Still Spell and Silent Spell.
> Cantrips with a duration (Daze, Virtue, Resistance, Light) can be cast with Extend Spell.
> Cantrips intentionally cannot be empowered or maximized, nor will they be affected by similar class or feat effects.
> Metamagic does not prevent cantrips from getting replenished.

WIZARD:
- Casting a wizard cantrip has a 5% chance to activate Arcane Flux, replenishing the next hostile spell cast via the wizard or spellsword spellbook. Dispels and spell breaches are exempt.
- For Generalist Wizards, this chance increases to 10%.
- Wild Mages cannot access Arcane Flux.

SPELL CHANGES:
- Inflict and Cure Spells now counter each other.
> Example: A character can use Inflict Moderate Wounds to counterspell a target's Cure Moderate Wounds spell
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Re: Arelith Updates!

Post by Kalopsia » Mon Jun 06, 2022 4:41 pm

From Kalopsia
==============
KOBOLDS:
- Certain kobold skins are available in both hooded and regular variants. Characters with these skin options can now use the -hood command to show/hide the hood.

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Re: Arelith Updates!

Post by Irongron » Thu Jun 09, 2022 11:14 pm

Change to Guldorand Start Reward:
==============================


- ECL Reduction Award disabled
- Guldorand Start Award now grants level 16 and 150.000gp
- Guldorand Start Award characters created after today cannot be rolled for an award

New Upperdark Dungeon
=====================

- 4 new areas
- 1 new writ (available both in Brogendenstein and Upperdark Outpost)
- The last of my new dungeon updates for the time being.

Boss and creature fixes
===================

- We isolated a bug which was causing overpowered, infi-casting bosses, and eliminated it.

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Re: Arelith Updates!

Post by Kalopsia » Fri Jun 10, 2022 1:59 pm

From Sweet Potato & Kalopsia
=============================
NEW BELT MODELS
- Added 3 new belt models: a sheathed sword, a dagger and a selection of potion flasks.
- In addition to this, belts are no longer hidden for loincloth robe models.

DYNAMIC SCABBARD
- Added a new scabbard backpack that, just like hoods, will dynamically change colours to match the character's equipped armour.

From Starfish
==============
NEW EYEGLOW VARIANTS
- Added 41 new eyeglow effects that will appear in upcoming developer projects.

Image

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Re: Arelith Updates!

Post by Irongron » Fri Jun 10, 2022 3:00 pm

I've reduced the rewards for some writs. Mostly this quite minor, and especially focused on Skal, where I received feedback that players there were often actually unhappy about reaching the threshold to leave too quickly due to the rapid levelling rate we currently experience.

The only place to have seen a very heavy reduction in writ rewards is the Radiant Heart, which is now in line with similar writs elsewhere.

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Re: Arelith Updates!

Post by Kalopsia » Sun Jun 12, 2022 10:02 am

From Kalopsia
==============
SPELL CHANGES
  • Harm: Damage can no longer exceed a target's current health, regardless of existing Damage Vulnerabilities. The effect of Damage Immunities is unchanged.
  • Blackstaff: Now also applies vulnerability against negative energy.

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Re: Arelith Updates!

Post by Kalopsia » Sun Jun 12, 2022 9:59 pm

From Kalopsia
==============
WEAPON FINESSE:
  • Weapon Finesse is now a free level 1 feat for all classes with medium (3/4) and high BAB.
  • This update will affect existing characters retroactively, as follows:
    • If you started as Swashbuckler, nothing will happen since you already received the feat at level 1.
    • If you don't have Weapon Finesse, no relevel is required. You will simply acquire the feat if one of your classes now grants it.
    • If you do have Weapon Finesse, a relevel will be required to ensure your feat progression remains valid.
    • If you selected the feat at level 1, your character will also receive a general feat token. This token can be used to acquire a new general feat via the -generalfeat command.

ULTRAVISION:
  • The Ultravision visual effect (and eyeglow) has been disabled.

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Re: Arelith Updates!

Post by Irongron » Sun Jun 12, 2022 11:04 pm

At upcoming reset.

- Dark Bazaar areas added to Andunor Flood Plains.

This should give players an idea of the venue for next weekend. A chance for UD players to consider events using the areas, and for myself to check for bugs in advance. If any player wish specific adjustments or additions made so as to support their own events please advise me and I'll be happy to help.

- Lesser Reward Level 8 Start

At the suggestion of a player we are adding a level 8 start as a lesser award. This comes with 25K GP.

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Re: Arelith Updates!

Post by Kalopsia » Mon Jun 13, 2022 2:52 pm

From Kalopsia
==============
WARLOCK CHANGES:
  • Warlocks learn one (infinite) cantrip at level 2 and additional ones at levels 10, 20 and 30.
    • Available cantrips: Cure/Inflict Minor Wounds, Daze, Flare, Ray of Frost.
  • Warlocks gain the ability to summon a familiar at level 10.
  • Eldritch Blast:
    • Two new blast damage types: Psychic and Entropy.
    • Positive energy now works like magic blasts: 20% less total damage, but no longer divided in two separate damage effects.
    • Eyeglow VFX corresponding to all blast damage types have been replaced with Starfish's new variants.
    • Fixed a bug that caused Eldritch Doom healing to get treated as a hostile action by NPCs.
  • Pact Changes:
    • Star Pact:
      • Basic Pact now enables Psychic blast damage. Greater Pact enables Entropy blast damage.
      • Ranged Concealment removed.
      • Gains Psychic resistance equal to 5% DI and 5/- DR per Star Pact feat.
      • Gains Entropy resistance equal to 5% DI and 5/- DR for Greater and Epic Star Pact.
      • Eldritch Summon VI / Planar Gate: New pact-specific summon skin for Epic Star Pact.
    • Fathomless Pact:
      • Greater Pact now enables Entropy blast damage.
      • Cold resistance progression lowered to 5% DI and 5/- DR per Fathomless Pact feat.
      • Gains Entropy resistance equal to 5% DI and 5/- DR for Greater and Epic Fathomless Pact.
      • Eldritch Summon VI / Planar Gate: New pact-specific summon skin for Epic Fathomless Pact.
      • With a Greater Fathomless Pact, Evard's Black Tentacles inflict Entropy damage.
    • Unseelie Fey Pact:
      • Greater Pact now enables Acid blast damage. Epic Pact enables Positive blast damage. No longer grants access to magic blasts.
      • All secondary damage inflicted by blasts becomes positive energy damage if the warlock has an Unseelie Fey Pact Feat.
      • Positive energy DR & DI replaced by an identical amount of acid DR & DI.
      • Double Dominate now requires 24+ base CHA.
  • Due to the nature of these changes, a relevel is required.

from sorrowkitten
===========
Bug Fixes:
- Fixed a bug where Lich Lyrics books could not be used by Dirgesingers.
-> You will still require UMD to use it until I track down the item in the files to change the class requirements, but you should be able to learn the song anyway now.
- Fixed Mourner's Raiment's lack of a rune. Existing Mourner's Raiments will be updated automatically.

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Re: Arelith Updates!

Post by Sincra » Tue Jun 14, 2022 10:47 pm

From Sincra
================
Sleight of Hand (Pickpocket) against Players:
- Has a 4 second timer.
- > Moving Automatically fails the timer.
- > Cancelling fails the timer.

- For every 10 hard ranks of Sleight of Hand the timer is reduced by 1 second.
- > This means a 30 HARD Ranks of Sleight of Hand equals 1 second timer.
- > This cannot go to 0 seconds for players.

- New players pockets are now full of lint, they cannot be stolen from!
- NPC Systems are unchanged, they are instant.
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Re: Arelith Updates!

Post by Kalopsia » Wed Jun 15, 2022 8:17 am

From Kalopsia
==============
ARCANE FLUX:
  • Arcane Flux now has an effect icon while active.

SPELLSWORD:
  • Negative Elemental Strike: Healing now scales with a target's immunity/vulnerability against negative energy damage.
Last edited by Kalopsia on Fri Jun 17, 2022 12:37 pm, edited 1 time in total.

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