Arelith Updates!

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Hoodoo
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Re: Arelith Updates!

Post by Hoodoo » Tue Aug 16, 2022 7:15 am

From Sincra
============
Head selling from container should work normally again.

Note from Hoodoo: If you're still experiencing issues please report it on the bug forum ASAP

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Re: Arelith Updates!

Post by Kalopsia » Tue Aug 16, 2022 12:08 pm

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

[INVOKER - COMPONENTS]
> Eschew Material receives scaling:
CL 14..19 : Invoker has 50% to lower the component cost by 1 (i.e. 1 to 0, 2 to 1).
CL 20..27 : Invoker has 50% to lower the component cost by 1 and 25% to lower the component cost by an additional 1.
CL 28+ : Invoker does not consume components.

[HEMOMANCER]
> Blood stack generation adjusted:
Spell level: 1..3 : 1
Spell level: 4..6 : 1
Spell level: 7..9 : d2
> Blood stack % chance adjusted: 45 + Spell Level * 5% (which mainly increases the chance on lower levels)

[RED_HARVEST]
> Will not gain Focus/Healing out of neutral/friendly NPCs (NPC party members) and friendly summons.
> Cooldown has been increased:
- Self Harvest: 45 sec.
- Target: 60 sec, and if the ability kills the target then 30 sec.
> Base Focus gain lowered from 3 to 2.
> Self Harvest Stack gain lowered to 1.
> Red Harvest status gain loss becomes fixed:
- Self: -5 food, -5 water, -3 rest
- Other: +5 food, +5 water, (+1.5 rest if the target is killed)
> Healing on 9 stacks lowered from 1.5 damage to 1.25 damage.
> Overheal lowered per hard charisma:
- Base 1*CL
- 7+ : 2*CL
- 9+ : 3*CL

>Empowerment adjusted:
- Stage 2
Physical Damage Immunity : Lowered to 2%
- Stage 3
Physical Damage Immunity : Lowered to 3%
Universal Save : Removed
- Stage 4
Physical Damage Immunity : Lowered to 4%
Universal Save : Removed
- Stage 5
Physical Damage Immunity : Lowered to 5%
Universal Save : Removed
- Stage 6
Physical Damage Immunity : Lowered to 5%
Universal Save : Removed

Commentary:
A lot of Hemomancer mechanic and burst damage capabilities come from the speed of Stack generation.
Lowering the generation rate will make the signature spells weaker across the board as the consequence.
It - paired with CD adjustment - will also lower the speed of focus generation as the stacks paid a significant factor in how much focus is returned from one casting.


[ELEMENTALIST]
Passive Focus gain increased by 5 across all stages.
Paths of Fire and Water get an additional +1 Dodge AC (does not apply when monk levels are present) from Path bonuses III+ (should not require to relevel).

[ELEMENTAL OVERCHARGE]
> AC penalty changed from 20 to 5.
> Focus will not be reduced to 50 but extra duration from that feature is removed as well.
> Spell cast during elemental overcharge do not consume spell components.

[SPELLS]
> Implosion and Soul Shriek will correctly recognize Assassins' ETHERAL_VISAGE.

> Fear - if 10 or more Hemomancer levels are present: feared creatures will be also paralyzed by fear for 2 rounds.

> Massacre damage will not work against targets under ETHEREAL_VISAGE, ETHEREALNESS, GREATER_SANCTUARY - in line with Soul Shriek.

> Massacre and Sould Shriek damage multiplier and base lowered by 1.

> Elemental Hammer
- Cost adjusted to +1.25.
- Damage from successful save vs spell adjusted from .6 to half.
- During Elemental Overcharge the spell will not cause Force Damage.
- Force damage require now at least 80 focus.

> Elemental Annihilation
- Force damage require now at least 80 focus.
- Damage on scaling lowered adjusted:
25..40: from d8 to d6
40..75: from d8+CL to d6+CL
90+: from d12+CL to d10+CL
- During Elemental Overcharge the spell will not cause Force Damage.

> EH and EA - evasion and counterplay:
- Targets with Evasion or under the effect of SPELL_MINOR_GLOBE_OF_INVULNERABILITY take 25% less damage.
- Targets with Improved Evasion or under the effect of SPELL_GLOBE_OF_INVULNERABILITY take 50% less damage.
- MGOI, GOI, or Imp Evasion protect against Daze on EH.
- GOI or Imp Evasion protect against Daze on EA.

Commentary:
Focus gain is adjusted lightly (other adjustments will be done after items are introduced - SoonTM).
Evasion is now taken into account even if it is still not removing all the damage. The family of GoI gives breachable counterplay for PCs which aligns it with Hemomancer spells.

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Re: Arelith Updates!

Post by Kalopsia » Tue Aug 16, 2022 8:16 pm

From Kalopsia
==============
ITEM UPDATES:
  • Craftable Cavalier Hammers now grant bonus Piercing Damage instead of Bludgeoning Damage.
  • Craftable Cavalier Swords now grant bonus Slashing Damage instead of Piercing Damage.
  • Existing items will be updated retroactively.
  • The purpose of this change is to prevent the above bonuses from stacking with Enhancement Bonus damage.

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Re: Arelith Updates!

Post by Hoodoo » Wed Aug 17, 2022 9:21 pm

From Liareth, Silvard, And Hoodoo
============================

- Significant performance improvements and optimizations to decrease lag.

There is a ~65% reduction in average lag spikes and a significant overall improvement to performance.

Note: As we eliminate sources of performance overhead, new ones previously hidden will begin to reveal themselves. As we continue to solve these issues, we'll also be able to more easily find new problems that we can fix.

A graph comparison. (Higher is better)

Before:
Image

After:
Image

Comparison:
Good to note:
Players in "After Optimization" grew to be ~10-20 players higher than "Before Optimization"
Server performance usually takes a much more major hit after first stabilization and players first join.
Image





Also if you cannot use wands, one relog will fix it. This issue has been found, fixed, and will be in next reset. Summons should be fixed now too.

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Re: Arelith Updates!

Post by Hoodoo » Sat Aug 20, 2022 9:29 pm

Just a small perf update after few tweaks and more data gathered for those interested:

Again, higher is better. The yellow portion is the mean of the tickrate in the last 10 datapoints, and the green portion is the actual tick rate at that time.

At 90+ players the average graph before optimizations looked something like the following:
Image

After the recent optimizations with the same amount of players (actually more at points) it looks something like this:
Image

It's still an ongoing process but we're happy to see progress being made, we hope that you guys feel some difference!

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Re: Arelith Updates!

Post by Kalopsia » Sat Aug 20, 2022 10:43 pm

From Kalopsia
==============
ELEMENTAL STRIKE CHANGES:
  • Electrical Strike:
    • Now reduces Elemental Maelstrom cooldown by 6 seconds on critical hits, if combined with Electrical Imbue.
      (Magic Imbue and Elemental Maelstrom will not trigger this feature.)
    • Damage on nearby targets is always empowered (i.e. 6d8 at maximum), regardless of active imbues.
  • Necrotic Strike:
    • Now strips Negative Energy Protection on critical hits, if combined with Negative Imbue.
      (Magic Imbue will not trigger this feature.)
    • This bonus also applies to Elemental Maelstrom.
  • Incendiary Strike: Burn damage ticks are never empowered (i.e. 4d8 at maximum), regardless of active imbues.
  • Vitriolic Strike: The -1 AC penalty is now applied as an Armor AC Penalty.

AWARD COOLDOWNS:
  • The -awards command now displays the remaining Epic Sacrifice cooldown.

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Re: Arelith Updates!

Post by Sincra » Sun Aug 21, 2022 2:54 am

From Kuma
==============
WRIT FLAVOURING
- I'm making an ongoing effort to tweak, spice, and fix a lot of the text used for our quest/jobs system. This is half to fix ones made obsolete by area updates/redesigns (like poor directions and new/updated spawns), as well as a fluff and worldbuilding upgrade.
- You may not even really notice anything just yet as I'm doing it in pieces as I find things in need of a fix or an update.
- If there's any writs with outdated or inaccurate text feel free to help me out by posting in this thread! viewtopic.php?f=37&t=38833
- Here's a lil preview:
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Sun Aug 21, 2022 12:19 pm

From Starfish:
======================
Fishing:
- Rolled back the change that limits treasure fish catching
- Cod liver and both types of roe are now properly edible
Roleplay is a two way street.

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Re: Arelith Updates!

Post by Sincra » Mon Aug 22, 2022 12:31 am

From Sincra and Amnesy
================================
Invokers can now use a chat command: "-focus_bar" to bring in a NUI bar which will display the amount of focus present and will be updated live as spells are cast, on rest, and on server ticks.

Big things to Sincra for figuring it out.

Image
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Hoodoo » Wed Aug 24, 2022 12:22 pm

From Liareth
================================

Added a new armour customisation GUI! You can access it through the rest menu: Appearance -> Modify Armour -> Open/Refresh Appearance Editor. This is a work in progress that will improve in the future, especially with the next NWN patch, where we can make the colours appear like they do on the Wiki instead of opaque blocks.

Instructions:

* Left click on a colour channel to make it active, then left click on the palette to change the colour.
* Right click on per-part colours to clear them.
* If you change armour while customizing, select the option to open the appearance editor again while the editor is still open to refresh all of the fields.

https://cdn.discordapp.com/attachments/ ... editor.mp4

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Re: Arelith Updates!

Post by Sincra » Mon Aug 29, 2022 7:29 am

From Sincra
======================
Tracks:
- Should now recognise gender anomalies correctly.
- * Not sure why the additional genders suddenly turned up but should be fixed now!

True Sequencers (On Staves):
- DC Calculation should now use your primary caster class.
- * This will not change the Caster Level, only the DC for spells where relevant.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Liareth » Mon Aug 29, 2022 9:39 am

From Liareth:
================================

Added a tracker for divine might/shield timers. Type -nui divine to access.

https://cdn.discordapp.com/attachments/ ... hicons.mp4

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Re: Arelith Updates!

Post by Sincra » Tue Aug 30, 2022 8:57 pm

From Sincra
=============================
Investigate and Quarter Chests:
- Now support the command "-investigate", this will spawn tracks nearby as per Fixture remains or Quarter door usage.
- Hiding the record of taken items is a Sleight of Hand check.
- Will notify you if any item has been taken, but not what item.
- Seeing that an item was taken is a Spot or Search check, whichever is higher.


Quarter Doors and Chests:
- Will only tell if you there are new records since you last were notified to a break in attempt or taken item.
- Will now not inform you of your own attempts.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Tue Aug 30, 2022 9:34 pm

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

- Elementalists can now buy things from Westin in the Arcane Tower.
- A certain area previously only accessible by Rangers and Druids can now be accessed by Shamans too, and before you ask, no, they can't choose a totem.

From Starfish and Twohand
============

The new Bugbear models are now fully functional and, after the next reset, all Bugbear NPCs will be using them (there was a last minute glitch, sorry!). To make the two races more distinct, the Underdark Quaggoths will still use the old, original Bugbear models, and are now considered Monstrous Humanoids, a lore tweak.

From Kalopsia and Twohand
============

To represent Monstrous Humanoids of the Aquatic subtype (instead of lumping them all together with Reptilians), a new race was created: Amphibian. At the moment it consists of Kuo-Toas, Bullywugs, and Sahuagin, but bear in mind that a respective Favored Enemy feat does not exist yet. The Maelstrom Pike had its damage bonus 'vs Reptilians' adjusted accordingly to 'vs Amphibians', and existing weapons are grandfathered.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Wed Aug 31, 2022 9:03 am

From Amnesy and Starfish

Invoker items. Wearing or wielding invoker specific weapons and armour provides a discount to the base focus use (spell individual cost added for balancing is not discounted). Armours provide 10%, weapons provide 10%. Armours and weapons stack with one another while weapons do not (which means dual wielding the daggers or a staff and a dagger will not increase the discount).

======= Athame of Carnage =======
Dagger

Enhancement Bonus +2
Ability Bonus: Charisma +1
Additional Property: Use Magic Device 50
Skill Bonus: Spellcraft +2
Skill Bonus: Concentration +2
Skill Bonus: Intimidate +2
Bonus Feat: Spell Penetration
Immunity Damage Type: Bleeding [5%]
Saving Throw Bonus: Universal +1
Use Limitation: Class : Hemomancer
Visual Effect : Drops, Red
Rune T3 - Fiendish

Craft Type: Smithing
Craft Points: 350
Craft DC: 45
Craft Components:
4 Shaped Obsidian (Superior)
4 Onyx
1 Rogue Stone
1 Scroll: Vampire Touch
1 Vial of Preserved Blood

======= Runestaff of Elements =======
Mage's Staff

Ability Bonus: Charisma +2
Additional Property: Use Magic Device 50
Cast Spell: Isaac's Lesser Missle Storm [13] [unlimited] +2CL
Saving Throw: Universal +1
Immunity Damage Type: Entropy [5%]
Use Limitation: Class : Elementalist
Skill Bonus: Concentration +3
Skill Bonus: Leadership +2
Skill Bonus: Spellcraft +3
Rune T3 - Thorass
Sequencer: No

Craft Type: Carpentry
Craft Points: 470
Craft DC: 52
Craft Components:
2 Rare Hardwood
2 Gold Ingot
1 Beljuril Gem
5 Scroll: Isaac's Lesser Missle Storm
4 Emerald
======= Invoker's Bindings =======
Clothing

Ability Bonus: Charisma +2
Cast Spell: Globe of Invulnerability CL15 [2 Uses/Day]
Immunity Damage Type: Fire, Cold, Acid, Electricity [5%]
Skill Bonus: Concentration +3
Skill Bonus: Leadership +2
Skill Bonus: Spellcraft +3
Additional Property: Use Magic Device 45
Use Limitation: Class : Hemomancer
Use Limitation: Class : Elementalist
Rune T3 - Thorass

Craft Type: Tailoring
Craft Points: 450
Craft DC: 44

Craft Components:
1 Mithril Dust
1 Star Saphire
2 Bolt of Silk
4 Diamond


======= Ichoret =======
Light Armor (4/3)

Light Armor (4/3)
Ability Bonus: Charisma +1
Ability Bonus: Constitution +1
Skill Bonus: Spellcraft +2
Skill Bonus: Concentration +2
Skill Bonus: Intimidate +3
Immunity Damage Type: Bleeding [10%]
Immunity Damage Type: Slashing [5%]
AC Bonus +2
Arcane Spell Failure [-20%]
Additional Property: Use Magic Device 40
Use Limitation: Class : Hemomancer
Use Limitation: Class : Elementalist
Rune T3 - Fiendish
Divine Shield is ineffective while wearing this armour.

Craft Type: Tailoring
Craft Points: 485
Craft DC: 47

Craft Components:
5 Blood of a Magic Creature
4 Dragonhide
5 Shaped Obsidian (Superior)
1 Ingot (Adamantine)
1 Alchemistic Catalyst (Greater)
======= Impermissicon's Shard =======
Medium Armor (5/2)

Medium Armor (5/2)
AC Bonus +3
Ability Bonus: Constitution +2
Arcane Spell Failure [-30%]
Immunity Damage Type: Slashing [5%]
Immunity Damage Type: Entropy [10%]
Skill Bonus: Spellcraft +3
Skill Bonus: Concentration +3
Additional Property: Use Magic Device 45
Use Limitation: Class : Hemomancer
Use Limitation: Class : Elementalist
Weight Reduction 20%
Rune T3 - Iokharic
Divine Shield is ineffective while wearing this armour.

Craft Type: Smithing
Craft Points: 550
Craft DC: 54

Craft Components:
1 Leather Torso
2 Mithril Dust
2 Ingot (Adamantine)
2 Rogue Stone
4 Ingot (Greensteel)
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Re: Arelith Updates!

Post by Liareth » Wed Aug 31, 2022 3:28 pm

From Liareth (next reset!):
================================

Added the -aoo chat command. When toggled, -aoo will prevent the player from making attacks of opportunity. This is useful for any class that fights in melee, for example a mage, healer, or bard with a guard, who do not wish to waste their action attacking random enemies that happen to cast or run near them. Gone are the days of equipping a sling with no ammunition!

The maximum price per item that a shop will purchase for now scales properly with stacks. You'll no longer have to split stacks up and sell them one by one! Example: An item has a base price of 1000. The shop has a max price of 600. You have three of the item, stacked. Before, you would split the stack up and sell each individually, for a total of 1,800 and an unhealthy dose of RSI. Now, you can sell the stack directly and receive 1,800. Note that the price offered at the bottom of the GUI will reflect the old pricing as this is a server-side change. If you're unsure, test it with a small number of items stacked before selling your big tickets!

The divine buff tracker now tracks Divine Wrath as well. Further, when you qualify for Divine Synergy (divine might casts divine shield, or vice versa), the two bars that would previously track divine might and divine shield separately become one bar.

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Re: Arelith Updates!

Post by Kalopsia » Sat Sep 03, 2022 10:52 pm

From Kenji, Amnesy, Kalopsia, et al. (2022)
===================================
FEAT CHANGES:
  • Dirty Fighting Overhaul
    • This is now a set of active instant-use abilities that can target and damage an enemy like Divine Smite
    • Requirements: Base Attack Bonus +3, Dexterity 13+
    • All Dirty Fighting techniques are done at -4 AB and have a 9-second cooldown
    • DC is 10 + Character Level / 3 + (Bluff, Sleight of Hand, Taunt, or Intimidate) / 6
    • Damage is 1d4 + Dex Mod, unarmed will use the fist and all of its bonus damage as damage
    • Debuff only works on mostly humanoids and animals
    • All are limited to melee range
    • Techniques (usable by both melee and ranged wielders for as long as conditions apply):
      • Sand in the Eyes - blinds for 6 seconds, Reflex negates, can be used when having a free hand (Not dual-wielding or holding a shield with a weapon, twohand and ranged without shield can use this)
      • Pommel Strike - dazes for 3 seconds, Fortitude negates, can be used when wielding a melee weapon
      • Low Blow - slows for 6 seconds, Will negates, can be used by all weapon styles
      • Nosebreak - stuns for 3 seconds, Fortitude negates, can be used when holding a shield or wearing heavy armor
      • Headbutt - confuses for 3 seconds, Will negates, can be used by all weapon styles
  • New Feat: Monkey Grip (PGCC only!)
    • Prerequisite: BAB +3, Strength 13+
    • A character with this feat is considered one size larger when it comes to wielding weapons and can do the following:
      • Equip a weapon that is one size larger than the wielder with a shield at a -2 AB penalty
      • Dual-wield two weapons of the same-size as the wielder with only the same dual-wield penalty as dual-wielding a weapon of the same-size as the wielder and a light weapon
      • Equip a ranged weapon that is two sizes larger than the wielder
      • Small-sized characters can equip Tower Shields at a -1 AC penalty (Can't do both 2H and Tower Shield for Small)
      • Tiny-sized characters can equip Large Shields at a -1 AC penalty (Can't do both 2H and Large Shield for Tiny)
    • Monkey Grip will only be available on PGCC for now. Please provide feedback and report bugs on the forums!

CLASS ADJUSTMENTS:
  • Invoker:
    • Elementalist:
      • Disjunction is being removed from spells known.
      • Greater Spell Breach added to SL6. Flame Lash to SL2.
      • 1 known spell added to SL5 (Compensate for signature SLA). SL9 will not be compensated.
      • Metamagic increases cost by increasing the effective spell level.
    • Hemomancer:
      • Disjunction is being removed from spells known.
      • Greater Spell Breach moved to SL6 from SL8. Enervation to SL4 from SL5. Ghoul Touch added to spells known at SL2.
      • 1 known spell added to SL7 (Compensate for signature SLA). SL9 will not be compensated.
      • Metamagic increases cost by increasing the effective spell level.
    • Invokers will be forced to relevel to accommodate for these changes.
  • Ranger:
    • Dual-wield Mastery is no longer required to unlock the bonus dual-wield AB as a Ranger.
      • The feat is now depreciated. Characters that have selected it will be forced to relevel.
    • Blood Lust and Call of the Wild no longer have Strength requirements
  • Druid:
    • Druids may now select Blood Lust and Call of the Wild feats to boost their Awaken spell
    • Totem druids get Blood Lust at level 15 and Call of the Wild at 23 for free
  • Arcane Marauder:
    • Imbue Weapon:
      • Now applies an Attack Bonus instead of an Enhancement Bonus.
      • The passive bonuses formerly unlocked at level 26 have been removed.
    • Weave Affinity: Bonus AC cannot exceed a Marauder's base DEX modifier.
    • Elemental Maelstrom: Cooldown is no longer halved.
  • Blackguard:
    • Divine Might and Shield no longer empower the Fiendish Servant
  • Cavalier:
    • Cavalier Spirited Charge damage now also scales with Dexterity at half the rate of Strength scaling (Both can stack), resulting in a net increase in damage unless either ability scores are negative
    • Dual damage type weapons should now be detected properly for Spirited Charge: Pierce/Slash counts as Pierce and Slash, Pierce/Bludgeon counts as Bludgeon
  • Vigilante:
    • Divine Paths are disabled, another PrC will be introduced in their stead
    • Other paths are adjusted, details are on the Vigilante spreadsheet
    • New Class Skills: Tumble, Hide, and Move Silently
  • Cleric:
    • Warpriest now synergizes with Ranger and Barbarian:
      • If multiclassed to Ranger, 2/3 cleric levels count towards dual-wield/called shot, exploration, out-of-combat travel speed, and tracking progression (ITWF/CS at 9 levels of Cleric, assuming having multiclassed 3 levels of rangers)
      • If multiclassed to Barbarian, 2/3 cleric levels count towards Rage AB/Damage progression and Dodge AC when not wearing Heavy Armor
    • New Seeker Path, details below.

NEW CLERIC PATH - SEEKER:
  • Heresy and vice, relic and treasure, secrets and sins - Seekers use their prodigious powers of investigation and skulduggery to identify these wherever the dictates of their faith require. Frequently found far from their mother Church, a scant few Seekers operate inside their own ranks, rooting out whatever actions are considered abominable to their faith.*
  • Weapon Proficiency: Rogue
  • Armor Proficiency: Light, Shield
  • Special:
    • Divine Favor and Divine Power are now double duration and can be extended again for a total of 4 times the original duration
    • While Divine Power is active, gains a chance to refund Divination and Illusion spells depending on spell level
    • +2 DC on Divination and Illusion spells
    • If multiclassed to Ranger, 2/3 cleric levels count towards dual-wield/called shot, exploration, out-of-combat travel speed, and tracking progression (ITWF/CS at 9 levels of Cleric, assuming having multiclassed 3 levels of rangers)
    • If multiclassed to Rogue, 2/3 cleric levels count towards specialty weapon, armor to dodge AC, and uncanny dodge progression (24 levels of cleric gets +1 AB for Finessable Weapons, assuming having multiclassed 3 levels of rogue)
    • If multiclassed to Monk, 2/3 cleric levels count towards Ki Strike progression and Whirlwind, thereby granting access to Improved Ki Strike 4 (can be taken as either general or bonus Cleric feat). Clerics will have no access to Improved Ki Strike 5.
    • If multiclassed to Assassin, 2/3 cleric levels count towards Hidden Danger and Arelith Custom Poison progression
    • Gains Improved Sneak Attack every 3 levels of cleric
    • Uncanny Dodge I at level 12
    • Gains +2 Spot, +2 Hide, +2 Move Silently, +4 Open Lock, +4 Disarm Trap, and +4 Search at level 18
    • +3 CL at level 21
  • Drawbacks:
    • Divine Power only grants full BAB as soft AB and does not provide extra APRs
    • Divine Favor only grants AB and increased refund chance, but not extra magic damage
    • Wearing Heavy Armor or wielding Tower Shield will incur a Spell Failure chance penalty.
    • Can't Summon

RACE ADJUSTMENTS:
  • Stone Half-Giant: Constitution modifier lowered from +4 to +2
    • Existing Stone Half-Giants can apply for -setstats with the DMs via forum PMs.
  • Vampire: Added immunity to negative energy damage and permanent Ultravision, matching NPC Undead

SPELL CHANGES:
  • Awaken: can now target any Animal, Beast, Magical Beast, and Vermin allies
    • Expected targets are Animal Companions, Animal Empathy Henchmen, and Summon I through V summons.
    • PCs are excluded.
  • Undeath to Death: Necromancy specialist wizards and casters with ESF Necromancy will not be subject to the 20CL cap.
  • Epic Spells now also require spell components or piety when cast.

NEW SPELLS:
  • Sacred Flame (Cantrip)
    • Spell Level: Cleric 0, Favored Soul 0
    • Innate level: 0
    • School: evocation
    • Descriptor(s): Positive
    • Component(s): Verbal, Somatic
    • Range: Medium (20 meters)
    • Area of effect / Target: Single
    • Duration: instantaneous
    • Save: none
    • Spell Resistance: yes
    • Description: Inflicts between 1d3 and 1d6 damage for every 3 caster levels to a single target creature, depending on the distance between caster and target. Damage type is dependent on caster alignment or the current stream. Good/Neutral casters default to Positive damage, Evil casters default to Negative damage. Damage type can be changed via planar streams, the celestial stream would result in Positive damage. The demon, devil, and yugoloth streams will result in Negative damage.
  • Crimson Lightning (Blood Arcana)
    • Level: Sorcerer 4, Wizard 4, Hemomancer 4, Spellsword 4, Warlock 4, FavSoul 4, Hexblade 4.
    • School: Evocation
    • Descriptor(s): Electricity, Curse
    • Components: Verbal, Somatic, Material
    • Range: Medium.
    • Area: 20-ft sphere centered on the target creature.
    • Duration: Instantaneous.
    • Saving Throw: Reflex half, Fortitude negates special, see text.
    • Spell Resistance: Yes.
    • Description: You release a tangle of razor-sharp briars of electrical energy that deals 1d6 points of damage per caster level (maximum 15d6) to the targets within the area. If the main target dies from this spell the briars explode wounding everyone in the area and dealing 1d3 points of damage per caster level (maximum 15d3) and applies a minor curse (-2 Att) (Fortitude negates both the curse and damage). The secondary effect is not affected by metamagic. Half of the damage is Electricity, and half is Bleeding (certain enemies will be immune).
    • Special: This spell belongs to Blood Arcana, as such to cast it a portion of own health needs to be sacrificed as part of the material component.
  • Vermilion Stars (Blood Arcana)
    • Level: Sorcerer 6, Wizard 6, Hemomancer 6, Spell Sword 6, Warlock 6.
    • School: Evocation
    • Descriptor(s): Death, Electricity
    • Components: Verbal, Somatic, Material
    • Range: Personal
    • Area: Large, centered on the caster.
    • Duration: Instantaneous.
    • Saving Throw: Reflex half.
    • Spell Resistance: Yes.
    • Description: You release a swarm of energy-charged missiles that deals 1d4 points of damage per caster level (maximum 20d4) to each target within the range around the caster, reflex save for half damage.

      If enough blood gets spilled, there is a chance a secondary explosion will occur, which will petrify everything around the caster for d3 rounds, fortitude save negates.
    • Special: This spell belongs to Blood Arcana, as such to cast it a portion of own health needs to be sacrificed as part of the material component.
  • Cursed Lightning (Blood Arcana)
    • Caster Level(s): Sorc/Wiz 8, Cleric 8, Fav Soul 8, Hemomancer 8.
    • School: Necromancy
    • Components: Verbal, Somatic, Material
    • Range: Long
    • Area of effect: Huge
    • Duration: Instant
    • Save: Reflex, see text
    • Spell Resistance: yes
    • Description: Fueled by the caster's own life force, a curse erupts from the chosen area taking shape of a corrupted electric shock. Those caught in the explosion risk further damage as the curse slowly erodes their flesh.

      Effect:
      Primary Damage: 1d6 per 3 Caster Levels + 1d6 per Evocation Spell Focus feat chain - Type: Electricity.
      Secondary Damage: 1d6 per 3 Caster Levels - Type: Negative changes to Entropy if the caster has ESF Necromancy feat. While Hemomancer will cause Bleeding damage type.
      Reflex Save halves the damage. Targets with Evasion or Improved Evasion feats who pass the saving throw also dodge the Damage Over Time (DOT) effect.

      Damage Over Time Effect:
      Duration: 2 + 1 per 10 Caster Levels. Extend Spell Metamagic adds 2 rounds. Damage ticks every 3 seconds.
      Stacking: DOT does not stack.
      Damage: 1d6 + (1d6 if the caster has ESF Evocation of Primary Damage (Electricity)) + (1d6 if the caster has ESF Necromancy of Primary Damage (Electricity)).
      1d10 of Secondary Damage type (see above).
    • Special: This spell belongs to Blood Arcana, as such to cast it a portion of own health needs to be sacrificed as part of the material component.


from sorrowkitten
==================
NPC UNDEAD ADJUSTMENTS:
  • Added 100% Negative Damage Immunity (should have had this in the first place)

UNDEAD STREAM CHANGES:
  • Mummy Stream:
    • T1: Spell Resistance +10; Base Intelligence is now 13
    • T2: Spell Resistance +12; Base Intelligence is now 13
    • T3: Spell Resistance +14; Base Intelligence is now 13
    • T4: Spell Resistance +16; Base Intelligence is now 13
    • T5: Spell Resistance +18; Base Intelligence is now 13
    • T6: Spell Resistance +22; Base Intelligence is now 13
    • T7: Spell Resistance +26; Base Intelligence is now 15
  • Skeleton Stream:
    • T1: No longer has +1/-5 DR.
  • Wraith Stream:
    • DR removed from all tiers. Wasn't enough to help them that much anyway!

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Silvard
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Re: Arelith Updates!

Post by Silvard » Mon Sep 05, 2022 6:51 pm

From The Team
===================
Ioun Stones and Skleens:
* Ioun Stones have had their colors and visual effects updated. Their duration and uses per day have been increased, to 8 in-game hours and 3 uses per day respectively. Existing Ioun Stones will be updated upon using them. Invokers can now use Green Ioun Stones. The colors are as follows:
- Ioun Stone (Blue): +2 Wisdom
- Ioun Stone (Red): +2 Dexterity
- Ioun Stone (Green): +2 Charisma
- Ioun Stone (Purple): +2 Intelligence
- Ioun Stone (Orange): +2 Constitution
- Ioun Stone (White): +2 Strength
- Ioun Stone (Rainbow): +1 Shield AC

* Newly made Skleens now have more descriptive on use properties that unambiguously indicate what attribute they're buffing. They no longer have any visual effects. The constitution enhancing Skleen (Pink) is now Skleen (Orange).

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DM Starfish
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Re: Arelith Updates!

Post by DM Starfish » Tue Sep 06, 2022 12:11 pm

New Herbalism recipe from Starfish:
- Flour:
10 Nuts
Output: 8 Flour
- Bulk Flour:
40 Nuts
Output: 32 Flour
- Bulk Medium Meat:
10 Big meat
Output: 10 Medium Meat, 10 Small Meat
- Bulk Small Meat:
10 Medium Meat
Output: 20 Small Meat
Roleplay is a two way street.

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Liareth
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Re: Arelith Updates!

Post by Liareth » Tue Sep 06, 2022 8:25 pm

From Liareth (next reset!)
================================

Some improvements to the divine buff tracker (-nui divine):

* Added the chat alias -nuid to open it more quickly.
* The window position, size, and open/closed state now persists between relogs and server transitions, so you will no longer need to reopen it unless you explicitly close it.
* Now shows the current Turn Undead charges in the window title.

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Irongron
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Posts: 4666
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Re: Arelith Updates!

Post by Irongron » Tue Sep 06, 2022 10:58 pm

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

- Extensive visual and playability update to the Devil's Table arena, in preparation for this weekend's player event.

- Hopefully fixed the transition issue at the Orcish Mercenary Camp in the Upperdark.

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Irongron
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Re: Arelith Updates!

Post by Irongron » Wed Sep 07, 2022 9:30 pm

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

- Major facelft to the Spore Farms, expanding the current area, and adding a second. Mounts, henchmen, rare ingredient merchant and extra resources!

- Texture replacement on a number of UD areas, so they now look like the Underdark, including the Hub, Sharps District House and Boreal Keep.

- Expansion of the Sharps houses, so they're larger and more UD themed inside.

- Fixed entrance to Silver Mines.

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Liareth
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Re: Arelith Updates!

Post by Liareth » Sun Sep 11, 2022 11:25 am

New major award, a unique, customizable sentient weapon

Introducing a new type of application-only major award, a unique, customizable sentient weapon called Lunara. This weapon is one of a kind - the character who gets her, gets her, and will be Lunara's only wielder until they retire. Lunara will grow with your character, gaining experience as you do, which can be spent to consume other weapons and unlock customizable VFX. And when you do retire, your story will not end there; we will work with you to update her description and add references to your character's journey to her dialogue, allowing her next wielder to experience a small part of your character's story.

Progression

Lunara has no mechanical statistics of her own. Instead, she relies on the consumption of other weapons to progress with your character. When she consumes a weapon, she becomes a mirror of that weapon mechanically, transforming into its base item type and gaining its item properties. Consuming a weapon costs experience points. As your character gains experience points, so, too, will Lunara.

Customization

Lunara's experience points can be spent to customize her VFX. VFX can be selected from a limited subset, but this is our first iteration, so we will maintain an active dialogue with her wielder and make adjustments if we think there could be improvements here. She has access to a number of VFX events, including but not limited to:

* On hit
* On crit
* On kill
* On equip
* On unequip
* Weapon glow

Trait - jealousy!

Lunara is a jealous, insecure weapon. She'll take note of other weapons around you. Should she see a better, more valuable weapon, she might express that jealousy by nudging you to consume it. If it already has a wielder, her insecurity has been known to get the better of her, compelling her to lash out and insult the other weapon! But you are her wielder, and she will listen to you. If you tire of her nagging, you can always ask her to give you a break. Just make sure to apologise when you're ready to hear more!

How do I get her?

Lunara is an application-only award and there will only be one of her available at any one time. Please submit an application through forum PM to the Active DM group outlining the plan for your character and why you think she would be a good addition to your character's story. There is no RPR requirement, but please note that we are looking for players who are not afraid to give her up when their character's story is over. We will loosely monitor the character activity of her owner to ensure she is not gathering dust at the bottom of an unopened pack for an extended period of time.

One last thing: Lunara is an experiment! If she proves popular, and is RPed well by her wielder, we will consider adding items / weapons like her in the future. If we were ever to add another sentient weapon, they would, of course, have their own unique personality and special traits.

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Liareth
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Re: Arelith Updates!

Post by Liareth » Sun Sep 11, 2022 11:25 am

From Liareth (next reset!)
================================

* Fixes (hopefully) -aoo not working when you are in combat but not actively attacking and an enemy runs near you.
* Opening a door will no longer send everyone nearby flying. Rejoice, arena-dwellers, meeting-havers, and sailors!

Kalopsia
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Re: Arelith Updates!

Post by Kalopsia » Sun Sep 11, 2022 3:18 pm

From Kalopsia
==============
MONKEY GRIP (still PGCC only):
  • Now properly lowers STR damage multiplier from 1.5 to 1 while wielding a 2h weapon with a shield.
    • Due to engine limitations, this reduction currently cannot be updated in real time.
    • To prevent exploits, a minimum reduction is calculated based on base STR and a level-dependent offset.
  • Resting no longer removes Monkey Grip penalties, and relogging properly reapplies them.
  • Various abilities have been updated to treat 2h weapons wielded with a shield as one-handed.
    • Most notably: Divine Might, Barbarian Rage, Instant Special Attacks and the Arcane Marauder path.

MISCELLANEOUS:
  • Large Creatures no longer gain +1AB when using twohand mode with large weapons.
    This bonus only existed because there were no colossal weapon options before.
  • Similarly, large Barbarians no longer gain two-handed Rage Damage by default.
    They now unlock this higher damage progression by using -twohand or wielding a colossal weapon.

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