Arelith Updates!

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Sincra
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Re: Arelith Updates!

Post by Sincra » Mon Dec 12, 2022 11:15 pm

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

Several new fixtures:

[Alchemy]
- Brain in a Jar
- Potion Rack
- Tube Rack
- Alchemy (Brew Set)*

[Art Crafting]
- Colorful Pot (Tall, Blue)
- Colorful Pot (Tall, Orange)
- Colorful Pot (Tall, Purple)
- Colorful Pot (Wide, Orange)
- Colorful Pot (Wide, Purple)
- Colorful Pot (Small, Yellow)
- Colorful Pot (Small, Red)
- Colorful Pot (Small, Purple)
- Crystal Ball (Small)
- Contraption
- Stone Throne (Regal)
- Table (Marble)

[Carpentry]
- Bed (Single, Red)
- Bed (Single, Green and White)
- Chair (Large, Ornate)
- Chair (Wooden, Ornate)
- Combat Dummy (Large)
- Drum (Large)
- Drum (Medium)
- Drum (Small)
- Table (Low)
- Table (Simple)
- Wine Press
- Wooden Bucket

[Smithing]
- Book Stand
- Cooking (Cookpot)*
- Cooking (Tripod Cauldron)*

* Workstations

Image
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Re: Arelith Updates!

Post by DM Starfish » Tue Dec 13, 2022 12:28 am

From Aellowyn
=============
- Empower your gritty half sized rogue with a variety of new male hin heads
- Two older ones were upgraded to appear less child like
Roleplay is a two way street.

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Re: Arelith Updates!

Post by Kalopsia » Wed Dec 14, 2022 5:52 pm

From Kalopsia
==============
CUSTOM DAMAGE ESSENCES:
  • Added Permanent Essence variants for Psychic, Entropy and Poison damage.
  • Craft Recipes:
    • +1d4 damage: Glass Bottle, Alchemistic Catalyst (Standard), corresponding gem x 2 (Alchemy: DC 30, 60 CP)
    • +1d6 damage: Glass Bottle, Alchemistic Catalyst (Greater), corresponding gem x 3 (Alchemy: DC 35, 120 CP)
    • +4 damage: Glass Bottle, Alchemistic Catalyst (Greater), corresponding gem x 4 (Alchemy: DC 40, 180 CP)
    • These recipes will be added within the next few days.
  • The corresponding gem is:
    • Amber for Poison damage,
    • Onyx for Psychic damage and
    • Tourmaline for Entropy damage.
  • These new essences can only be used on weapons and gloves; assembly templates are currently unsupported.
  • The damage is applied separately as an on-hit effect, but gets multiplied normally on critical hits.

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Re: Arelith Updates!

Post by Sincra » Wed Dec 14, 2022 6:40 pm

From Sincra
===================
Gold, Death and You:
- Gold Piles will now be hidden from the dead person, please note from the "DEAD" person, the individual who dropped the gold and died and entered the fugue, no one else.
- This will not effect gold dropped from Subdual or Bleedout states.
- Should also stop gold dropping from a god save.

It has been noted people were corpse running, this is not intended and so gold will now be hidden for actual death.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Thu Dec 15, 2022 10:02 pm

From sorrowkitten:
=============================
Drowned Temple:
- Algae shrine should no longer delete entire stacks of Seagod Offerings.

Bottles of Chocolate & Coffee:
- Will no longer reduce by 2 units when used.


From Sincra:
==================
:: Bug fixes ::
Blood Frenzy:
- Now works as intended regardless of if the Transmutation feats have no more uses left.

Desert Flower:
- Should now actually re-spawn correctly, apologies, I was not aware it had palette issues.
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Re: Arelith Updates!

Post by MalKalz » Fri Dec 16, 2022 6:29 pm

Crafting Recipes Live (from Spyre)
==================================

===[Alchemy]===

- Fixture: Brain in a Jar
DC 21 / CP 10
1 Alchemistic Catalyst (Standard)
1 Fixture: Science Tube
3 Blood of a Magic Creature
1 Animal meat (Medium)

- Fixture: Crystal Ball (Small)
DC 19 / CP 10
1 Alchemistic Catalyst (Standard)
3 Glass
2 Ingot (Silver)

- Fixture: Potion Rack
DC 15 / CP 5
1 Hardening Finish
4 Glass Bottle
3 Hardwood

- Fixture: Tube Rack
DC 15 / CP 5
1 Hardening Finish
4 Glass Vial
3 Hardwood

- Workstation: Alchemy (Brew Set)
DC 23 / CP 20
3 Ingot (Steel)
2 Ingot (Copper)
3 Glass Vial
2 Brass Gear

===[Art Crafting]===

- Fixture: Colorful Pot (Tall, Blue)
DC 12 / CP 3
2 Granite
2 Clay
1 Cloth Dye, Light Blue

- Fixture: Colorful Pot (Tall, Orange)
DC 12 / CP 3
2 Granite
2 Clay
1 Cloth Dye, Light Orange

- Fixture: Colorful Pot (Tall, Purple)
DC 12 / CP 3
2 Granite
2 Clay
1 Cloth Dye, Purple

- Fixture: Colorful Pot (Wide, Orange)
DC 13 / CP 4
2 Granite
3 Clay
1 Cloth Dye, Light Orange

- Fixture: Colorful Pot (Wide, Purple)
DC 13 / CP 4
2 Granite
3 Clay
1 Cloth Dye, Purple

- Fixture: Colorful Pot (Small, Yellow)
DC 11 / CP 2
1 Granite
2 Clay
1 Cloth Dye, Yellow

- Fixture: Contraption
DC 35 / CP 100
1 Alchemistic Catalyst (Greater)
4 Ingot (Steel)
3 Ingot (Copper)
1 Brass Gear
4 Flask of Oil

- Fixture: Stone Throne (Regal)
DC 21 / CP 12
2 Marble
1 Granite
2 Ingot (Gold)

- Fixture: Table (Marble)
DC 16 / CP 14
5 Marble

===[Carpentry]===

- Fixture: Bed (Single, Red)
DC 18 / CP 15
1 Bolt of Silk
1 Fixture: Cushions
2 Hardwood
1 Softwood

- Fixture: Bed (Single, Green and White)
CP 11 / CP 6
1 Fixture: Cushions
3 Hardwood
2 Cloth (Large)

- Fixture: Chair (Large, Ornate)
DC 14 / CP 2
2 Ingot (Iron)
3 Hardwood
1 Rare Hardwood

- Fixture: Chair (Wooden, Ornate)
DC 11 / CP 2
1 Ingot (Iron)
2 Hardwood
1 Softwood (Ancient Yew)

- Fixture: Combat Dummy (Large)
DC 23 / CP 20
2 Leather (Large)
10 Cotton
2 Hardwood
2 Ingot (Steel)
4 Ingot (Iron)

- Fixture: Drum (Large)
DC 19 / CP 15
2 Leather (Large)
1 Leather (Medium)
3 Hardwood

- Fixture: Drum (Medium)
DC 17 / CP 10
2 Leather (Medium)
1 Hardwood
2 Softwood

- Fixture: Drum (Small)
DC 15 / CP 8
1 Leather (Medium)
2 Leather (Small)
2 Softwood

- Fixture: Table (Low)
DC 16 / CP 15
3 Hardwood
2 Softwood
1 Ingot (Iron)

- Fixture: Table (Simple)
DC 19 / CP 20
5 Hardwood
3 Softwood
1 Ingot (Iron)

- Fixture: Wine Press
DC 24 / CP 40
4 Ingot (Steel)
2 Softwood
3 Softwood
1 Hardening Finish

- Fixture: Wooden Bucket
DC 3 / CP 1
1 Ingot (Iron)
2 Softwood

===[Smithing]===

- Fixture: Book Stand
DC 15 / CP 10
2 Ingot (Steel)
1 Ingot (Silver)

- Workstation: Cooking (Cookpot)
DC 21 / CP 12
4 Coal
2 Ingot (Iron)

- Workstation: Cooking (Tripod Cauldron)
DC 21 / CP 12
4 Coal
2 Ingot (Steel)

Essences:

+1d4 damage Poison: Glass Bottle, Alchemistic Catalyst (Standard), 2 Amber (Alchemy: DC 30, 60 CP)
+1d6 damage Poison: Glass Bottle, Alchemistic Catalyst (Greater), 3 Amber (Alchemy: DC 35, 120 CP)
+4 damage Poison: Glass Bottle, Alchemistic Catalyst (Greater), 4 Amber (Alchemy: DC 40, 180 CP)

+1d4 damage Entropy: Glass Bottle, Alchemistic Catalyst (Standard), 2 Tourmaline (Alchemy: DC 30, 60 CP)
+1d6 damage Entropy: Glass Bottle, Alchemistic Catalyst (Greater), 3 Tourmaline (Alchemy: DC 35, 120 CP)
+4 damage Entropy: Glass Bottle, Alchemistic Catalyst (Greater), 4 Tourmaline (Alchemy: DC 40, 180 CP)

+1d4 damage Pyschic: Glass Bottle, Alchemistic Catalyst (Standard), 2 Onyx (Alchemy: DC 30, 60 CP)
+1d6 damage Psychic: Glass Bottle, Alchemistic Catalyst (Greater), 3 Onyx (Alchemy: DC 35, 120 CP)
+4 damage Psychic: Glass Bottle, Alchemistic Catalyst (Greater), 4 Onyx (Alchemy: DC 40, 180 CP)


Bulk Recipes:

- Bulk Tourmaline added
- Bulk Onyx added

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Re: Arelith Updates!

Post by MalKalz » Fri Dec 16, 2022 10:13 pm

Ruling Update:

From Spyre:

Death and You
============

Players are not entitled to remember anything related to the fugue or entering it. Once your character has died you will know nothing of your encounters in the fugue even after respawning. You are allowed to know information leading up to your death but not the person who struck the final blow. This is in effort to treat death more seriously across the server and to remove the undesired effect of people running up after respawning and stating someone just killed them.

For example:

Player X,Y and Z are conversing. Hostilities boil between X and Z, Y is the witness. Player X dies to Player Z and enters the fugue. Player X cannot recall that Player Z was the one who struck the final blow, but can remember details that they were talking to Player Z and Y and are now hazy of the situation that transpired. Player X cannot respawn and run into town and claim the Player Z killed them.

If you have further questions, please reach out to the DM team and we will expand if needed. All rules will be updated where possible, starting with the wiki.

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Re: Arelith Updates!

Post by Sincra » Thu Dec 22, 2022 3:51 pm

From Sincra, as of next reset:
============================
Gold and Fixture drop ranges on Death & Subdual:
- Reduced to 1 metre, this should help alleviate the out of reach issue.
Old ranges:
Gold - 2.5m
Fixture - 1.5m
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Re: Arelith Updates!

Post by Kalopsia » Thu Dec 22, 2022 4:30 pm

From Kalopsia
==============
CUSTOM DAMAGE ESSENCES:
  • Permanent Entropy, Poison and Psychic Damage essences are now supported by Assembly Templates.
INSTANT SPECIAL ATTACKS:
  • Now damage the attacker after hitting creatures with damage shield effects.
  • Can now be parried like regular attacks, but without ripostes.
FAMILIARS:
  • Added a saving throw to their (formerly saveless) bolt attacks.

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Re: Arelith Updates!

Post by DM Starfish » Thu Dec 22, 2022 9:47 pm

From Starfish
=============
- You can now gut Gutted Eel and Gutted Sardine a second time to turn them into generic meats and other items.
- You can now use your gutting knife or butcher's cleaver on your fishing rod to return the currently equipped hook to your inventory. This loses the bait and will damage the fishing rod a little bit.
Roleplay is a two way street.

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Re: Arelith Updates!

Post by Kenji » Thu Dec 29, 2022 8:40 pm

Kenji wrote:From Kenji
==========
Feat Changes
  1. Skill Mastery
    • Recycle traps: upon a successful check, the triggered trap is placed upon where it was set instead of destroyed.
    • The check DC is determined by the following:
      (Trap Setter's Set Trap skill ranks divided by 2
      plus
      Trap Setter's Disarm Trap skill ranks divided by 2
      plus
      d20)
      versus
      10 + Trap setting DC dependent on severity:
      Minor 5 / Average 10 / Strong 15 / Deadly 20 / Epic 25
    • Epic traps also takes a coin toss to see if it is successfully recycled on top of the above formula
  2. Method: Gruesome Technique/Nightmare Tactics
    Now procs on the following events:
    • On Death
    • On Trap Triggering
    • On Grenade Explosion:
      Choking Powder (extra +4 DC)
      Thunderingstone (extra +4 DC)
      Acid/Fire Bomb
      Beholder Dust
      Smoke Bomb

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Re: Arelith Updates!

Post by Sincra » Thu Dec 29, 2022 8:54 pm

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

### Spells:

VERMILION STARS
Petrify duration increased to d4+1 rounds.

CURSED LIGHTNING
Now scales only with Spell Focus Necromancy line.
GSF Increases the damage by 1d6.
ESF Increases the damage by another 1d6.
Hemomancer bleeding damage type removed. Damage type is Negative, or Entropy if the caster has ESF Necromancy.

BESTOW WOUND
The damage is empowered if the target is frightened.

REDBOLT
Damage changed to 3d6 Negative and 1d6 Bleeding per bolt.
Empower spell metamagic will empower healing received as well.

Added Synergy: IF Target is under HEMORRHAGE (spell) debuff:
Damage will be empowered.
Healing will be maximized.
HEMORRHAGE (spell) debuff will be removed from the target.

CURSE STORM
Floating text will announce the CURSE Issued to the caster, their party, and the target.

### Other:
Invoker library updated to use private floating text to inform of Blood Stacks gained or used.

Casting blood magic spells life force component adjusted:
Spells level 0 - Tier 0 : 1 dmg.
Spells level 1 to 3 - Tier 1 : 2d2 dmg.
Spells level 4 to 6 - Tier 2 : 3d4 dmg.
Spells level 7 to epic - Tier 3 : 5d4 dmg.

Additionally, casting blood magic introduces risk of a blood magic surge. Unlike Wild magic it is filled with only negative effects and only affecting the caster (it can deadly). Effect potency is driven from the power of the spell initialising the surge.
The chance is accumulated through casting, some classes, specialisations, feats reduce the accumulation speed. Once surged, the caster's surge chance is reset to 0 (starts over).

### Hemo Signatures updates:

SOUL SHRIEK
The spell received a small rework:

Name: Soul Shriek
Spell Level: Hemomancer 9 (signature spell)
Spell School: [Evocation][Necromancy]
Descriptor: [Blood Arcana][Evil][Fear]
Components: V, S
Range: Area
Area of effect: Sphere centred on caster, size scales with Hard Charisma (see text)
Subject of effect: Creatures
Duration: Instantaneous; Fear 4d4 rounds.
Save: Fortitude half, Will negates (special, see text)
Spell Resistance: Yes
Description:
You invoke an eruption of primal angst that spreads across the battlefield.
You deal 5 times your caster level Entropic damage (with a small element of randomness). Fortitude saving throw halves the damage.

Blood Stacks:
Scaling requires at least 22 Hard Charisma.
When cast with 5 or more Blood Stacks, the DC of the spell improves by 1 and subjects will require to pass a Will save against FEAR or become frightened.
When cast with 10 Blood Stacks the DC of the spell improves by an additional 1, the damage is empowered by 50%.
Blood Stacks are consumed when the spell is cast using 10 stacks.

Special:
Creatures harmed by Soul Shriek become immune to the spell (regardless of the caster) for 2 rounds.
Does not work on creatures under etherealness.
The area of the effect depends on the caster's Hard Charisma: Base: Large, 20+ Huge, 22+ Gargantuan, 24+ Colossal.
Scales with SF Evo or SF Necro.


RED HARVEST
The ability received a small rework:

Name: Red Harvest
Spell Level: Hemomancer (signature ability)
Spell School: [Evocation][Necromancy]
Descriptor: [Blood Arcana][Evil][Fear]
Components: S
Range: Short
Area of effect: Single Creature
Subject of effect: Creatures with blood
Duration: Instantaneous; Fear 2 rounds
Save: Will save negates Fear
Spell Resistance: Yes

Description:
An ability to leech living targets, defined as Hostile NPCs OR any PCs, to regain Focus. Can be also cast on the self to regain Focus at the cost of own life force.

When targeting others:
Difficulty Class: 16 + (Soft) Charisma MOD + (the higher of: Spell Foci Bonus (Evocation) or Spell Foci Bonus (Necromancy)).
Cool-down: 60 seconds - if the ability kills the target the cool-down is halved.
Damage: (CL/2 d6) + (1d6 / Blood Stack). Capped at Maximum of Target's current HP + 10; heals the caster for the portion of the damage dealt and can over-heal based on the Hard Charisma: Base: up to CL, 20: up to 2 times CL, 26: up to 3 times CL.
Focus Leeching: 2 + (1 for CL 10+) + (1 for CL 20+) + (1 for CL 27+) + 1 per Blood Stack. Twice if the ability kills the target.
Blood Stacks Leeching: 1. Twice if the ability kills the target.

Blood Stacks:
Damage, Healing, Focus drain improve with blood stacks.
When cast with 10 Blood Stacks: the target needs to make a Will save against FEAR or becomes frightened. The caster becomes empowered for 2 hours (extended if the ability slays the target).
Blood Stacks are consumed when the spell is cast using 10 stacks.

When targeting self:
When Cast on Self: Does not consume blood stacks, instead generates 1.
Difficulty Class: 16 + (Soft) Charisma MOD + (the higher of: Spell Foci Bonus (Evocation) or Spell Foci Bonus (Necromancy)).
Cooldown: 45 seconds.
Dmage: CL/2 d6 + (5 for CL 10+) + (5 for CL 20+) + (5 for CL 27+).
Note: If damage would be greater than Hemomancer's current HP, Red Harvest will not kill the caster but will leave them with 1 HP, and Blood Stacks and Focus are not gained. Caster also has to pass Fortitude Save (DC of the ability+4) or be paralyzed for 1 round.
Focus Leeching: Base: 4 + (2 for CL 10+) + (2 for CL 20+) + (2 for CL 27+).
Other: Decreases -5% Water, -5% Food (Blood if PC is Vampire), and -3% Rest.

Special:
Does not work on: Objects, Constructs, Elementals, Oozes, and Undead (except vampires).
Empowerment depends on Hard Charisma and Class Levels and falls into stages:
1: HCH16+: Dodge AC +1, Regeneration +1
2: HCH18+, CL5+: Dodge AC +2, Regeneration +1, Physical Damage Immunity 2%
3: HCH20+, CL10+: Dodge AC +3, Regeneration +1, Physical Damage Immunity 3%
4: HCH22+, CL15+: Dodge AC +3, Regeneration +2, Physical Damage Immunity 4%
5: HCH24+, CL20+: Dodge AC +4, Regeneration +2, Physical Damage Immunity 5%
6: HCH26+, CL20+: Dodge AC +5, Regeneration +2, Physical Damage Immunity 5%
Note: Dodge AC is not gained if monk levels are present, or the vigilante path providing Wis to AC is selected.



MASSACRE
The spell received a small rework:

Name: Massacre
Spell Level: Hemomancer 7 (signature spell)
Spell School: [Evocation][Necromancy]
Descriptor: [Blood Arcana][Evil][Fear][Death]
Components: V, S
Range: Short
Area of effect: Single target, if slain AoE sphere
Subject of effect: Creatures with blood
Duration: Instantaneous; Demoralization and Fear 10 rounds.
Save: Fortitude half, Will negates (special, see text)
Spell Resistance: Yes

Description:
You attempt to twist and crush the life out of the target, turn them into a gory explosion that splatters their blood as rain- bringing forth terror.
You deal 5 times your caster level damage (with a small element of randomness), half is Bleeding, and half is Negative. Fortitude saving throw halves the damage.

Damage is empowered:
by 20% if used on target under a FEAR effect.
by 40% if used against near-death target (below 20% max HP).
Empowerments stack to 60% if the target is both near death and under the FEAR effect.

Blood Stacks:
When cast with 5 or more Blood Stacks, the DC of the spell improves by 1.
When cast with 10 Blood Stacks the subject has to pass Will save against FEAR or die (Immunities to Fear, Mind-Affecting, and Death effects ward the subject from this effect).
Blood Stacks are consumed when the spell is cast using 10 stacks.

If the target dies from the spell:
For the next 9 seconds, the spell can be cast without Focus cost.
All creatures within the zone will be demoralized (-2 AC, -2 AB, -2 Saves, -4 Skills) - Will save against Fear negates the penalty.
All creatures within the zone who WERE already demoralized will be panicked (fear) instead. - Will save against Fear negates the penalty.
All creatures within the zone who WERE already under the fear effect will be slain. - Fortitude saves against Fear negates the penalty (Death immunity is respected).

Special:
Does not work on: Objects, Constructs, Elementals, Oozes, and Undead (except vampires). Does not work on creatures under etherealness. Bleeding damage is resisted by being immune to critical damage.
Scales with SF Evo or SF Necro.
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Re: Arelith Updates!

Post by Kalopsia » Thu Dec 29, 2022 10:53 pm

From Kalopsia
==============
VARIOUS FIXES:
  • Instant Special Attacks mirror the animation delay of regular attacks via a short cooldown after casting a spell.
  • Tenser's Transformation prevents the activation of Elemental Strike, rather than just the elemental damage component.
  • Fixed an exploit that allowed Spellswords to -dispel Spell Mantles on enemies after hitting them with Elemental Strike.
  • Tribesmen can no longer summon their henchmen while polymorphed. This is a workaround to prevent them from copying a polymorphed appearance.
  • Spells granted as "Special Abilities" now correctly include Caster Level bonuses from relevant classes.
  • Spell component usage streamlined for subspells like those of Greater Shadow Evocation

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Re: Arelith Updates!

Post by Kenji » Thu Dec 29, 2022 10:55 pm

From Kenji
==========
Feat Additions
  1. Brawler
    • Type of feat: General
    • Prerequisite: Improved Unarmed Fighting, Base attack bonus +4
    • Specifics: The Brawler gains extra attacks when unarmed. 1 APR at 4 BAB, and 2 APR at 9 BAB. An APR is lost if the brawler dons any armor. Another APR is lost if the brawler wields a shield.
  2. Pugilist
    • Type of feat: General
    • Prerequisite: Brawler, Base attack bonus +9
    • Specifics: The pugilist can wear light armor without losing any unarmed attacks. The pugilist's unarmed damage also scales with 1.5x strength modifier.
    Note:
    • Monks and Werewolves do not benefit from these feats
    • All classes except Monks, Weapon Masters, and Arcane Archers can take Brawler/Pugilist as general feats
    • Fighter, Divine Champion, and Cavalier can take Brawler/Pugilist as bonus feats.
Class Adjustments
  1. Divine Champion
    • Weapon Focus: Unarmed now qualifies for Divine Champion prerequisite
  2. Vigilante
    • There are now more feedback on freely gained Cause features in the combat log when leveling up
    • Gains Brawler for free at level 1, Pugilist at level 3
  3. Liberator
    • No longer requires Iron Will as prerequisite
    • BAB requirement raised to 6 from 5
    • Gains Brawler for free at level 1, Pugilist at level 3

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Re: Arelith Updates!

Post by Kalopsia » Fri Dec 30, 2022 4:25 pm

From Kalopsia
==============
DIVINE SMITE:
  • The Divine Smite feat can now be used while unarmed.

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Re: Arelith Updates!

Post by Sincra » Sat Dec 31, 2022 10:48 pm

From Sincra
=====================
Sequencer Ban List:
- True Strike added due to bypassing self only limitation resulting in capability to acquire 9 seconds of application instead of intended 6 at best.
- Blood Frenzy is now banned to match up with Battletide and Warcry.

Reminder:
Using the Sequencer will clear it so you can select a new spell, should you have a banned spell in it.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by MalKalz » Sun Jan 01, 2023 5:23 pm

Suggestion Box:
=============

- Now OPEN again. But first read: viewtopic.php?f=15&t=26663&p=312967#p312967

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Re: Arelith Updates!

Post by Kenji » Sun Jan 01, 2023 8:55 pm

From Kenji and the Team
==========
The official release of new Prestige Classes:
Vigilante and Liberator

Release Changes
Cause of Vigilance Wisdom to AC is now a Feat ability:
Ki Barrier
  • Gains Hard Wis Mod as Dodge AC passively
  • Upon activation, gains Soft part of Wis Mod (Hard Wis mod excluded) as Dodge AC for 3 minutes
  • Max of 3 charges, a charge is replenished on every server RPR tick
  • Can only activate if without armor and shield
  • Divine Shield is removed when activated
  • Activating Divine Shield will remove the active part of this feat. The passive part does not stack with Divine Shield (the gained Div Shield AC subtracts from passive Wis to AC)

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Re: Arelith Updates!

Post by Kalopsia » Mon Jan 02, 2023 5:52 pm

From Kalopsia
==============
INVISIBILITY PURGE:
  • VFX improvements
    • The aura around the caster is now visible
    • Added a visual cue if the spell removed invisibility from a creature
  • Targets within the aura are no longer affected by invisibility spells
  • Invisibility Purge can be dispelled using the "-dispel inp" command

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Kenji
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Re: Arelith Updates!

Post by Kenji » Mon Jan 02, 2023 6:36 pm

From Kenji
==========
Mechanical Adjustments
  1. Cleric Defiler Path
    • Inflict Line of Spells, Harm, and Circle of Doom damage type adjusted:
      For Defiler path only, (10 + effective cleric level) percent of the Negative Damage is converted to Entropy damage
      The life steal from Entropy Damage is 100% and will still apply overheal to the Defiler or overflow to its nearby allies
      The remaining Negative Damage can still life steal at half the rate if the Defiler also has Suffering Domain
      Example:
    • A level 27 Defiler w/ Death & Suffering Domains casts Harm
    • Pre-Change Result: 324 (270 + 54) Negative Damage, 162 Life Steal, 0 vs NEP
    • Post-Change Result:
      324 * (10 + 27)% = 119 Entropy Damage (rounded down)
      324 - 119 = 205 Negative Damage
      Life Steal: 102 + 119 = 221 Life Steal (36.42% increase)
    Note: Effective Cleric Level meant: Cleric, Harper/Zhent Priest, and Favored Soul levels (all 1:1)
  2. Ki Barrier
    • Now allows Light Armor (both passive and active)
    • Lowered to two thirds of wisdom bonus modifier is converted to AC (Given 6 max, 4 max of AC gained)
    • Requires no action
    • Requires at least 10 base wisdom to use the active component of Ki Barrier
  3. Method: Skirmish Maneuver/Guerilla Warfare
    • Dirty Fighting Cooldown decreased by 1 second for each tier (9s base)
    • Dirty Fighting DC increased by 1 for each tier
  4. Method: Gruesome Technique/Nightmare Tactics
    • If the fear is successful, lower movement speed by 75% as the victims run/walk away
      Note: the fear also, by default, applies a penalty to AC, AB, saves, and skills from the Fear function. The duration is 1 round.

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Re: Arelith Updates!

Post by Kalopsia » Wed Jan 04, 2023 8:28 pm

From Kenji
==========
Class Adjustments
1. Vigilante/Liberator
  • Can use Bonus Feats to take the following Epic Feats:
    • Armor Skin
    • Epic Prowess
    • Perfect Health
    • Epic Toughness
    • Great Smiting
    • Improved Sneak Attack
    • Blinding Speed
    • Epic Weapon Focus
    • Overwhelming Critical
    • Great Dexterity
    • Improved Methods
    • Epic Planar Turning (Liberator only)
    • Epic Improved Combat Casting (Liberator only)
  • Level 3 Bonus Feat meant for Cause for Vigilantes is still required to take a Cause, otherwise the Vigilante will be forced to redo the level
2. Cleric
  • Certain Epic Feats are no longer restricted to Level4+ Cleric
  • Level 3 Bonus Feat meant for Path for Clerics is still required to take a Path, otherwise the Cleric will be forced to redo the level

From Kalopsia
==============
POISONS:
  • Consumable Poisons have been fixed. They can now be applied to magical potions, as well as most other consumables.
    • The initial saving throw against these poisons is hidden. Detect Poison can still be used to reveal them.
    • When ingested, the DC of these poisons increases based on the victim's level, giving them a reasonable chance to affect higher-level characters.
  • Weapon Poisons now last for 10-15 minutes. Immunity to poison grants a +10 bonus to the DEX check when coating weapons with them.
SHIFTED CHARACTERS:
  • Polymorphed appearances will always use a scaling factor of 100% rather than the character's default.
FROM YOUR SUGGESTIONS:
  • Just like hostile cantrips, hostile infinite spells granted by Greater Spell Foci have a chance to trigger Arcane Flux when cast by Wizards.
  • Paladins with an Oath of the Ancients can turn animals, beasts, magical beasts and vermin, just like Clerics with the Animal Domain.
  • Sunlight-sensitive races like Gloamings and Derro are now also informed about impending dawn while not in the Underdark.
  • Vampires no longer have a rest meter. Additionally, their starvation penalties no longer apply damage, but are more severe.
  • Experimental: Characters can now guard non-hostile NPCs, including summons.

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Sincra
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Re: Arelith Updates!

Post by Sincra » Fri Jan 06, 2023 7:58 pm

From Inf
==========
Class Adjustments
[1][Arcane Archer]
- Seeker Arrow now uses the archer's bow and arrow damage.
- Hail of Arrows now uses the archer's bow and arrow damage.

- Imbue Arrow now regains a charge every 1 minute.
- Seeker Arrow now regains a charge every 3 minutes.
- Hail of Arrows now regains a charge every 5 minutes.
- Death Arrow now regains a charge every 10 minutes.
Irongron wrote:I've literally never used -guard on anyone.

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MalKalz
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Re: Arelith Updates!

Post by MalKalz » Fri Jan 06, 2023 11:59 pm

From Spyre
==========

[*][Death and You, Take II]

Characters do not remember anything related to the fugue or entering it. You know nothing of your encounters in the fugue even after respawning. You are allowed to know information leading up to your death, such as where you were and why you went there, but this does not include the actual PvP / PvE encounter or anyone involved in it. This is in effort to treat death more seriously across the server and to remove the undesired effect of people respawning and immediately telling others the identity of the person who killed them.


This is an adjustment based on the feedback received on the forums in regards to the earlier announcement: viewtopic.php?f=23&t=25&p=313475#p312227

Thanks

Discord: @malkalz
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Sincra
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Re: Arelith Updates!

Post by Sincra » Sat Jan 07, 2023 11:52 pm

From MoonMoon
==========
[1][Portal Lenses]
- Portal Lenses will now have Visual Affects when used.
[2][Attunement Potions]
- Attunement Potions will now have Visual Affects when used.
- Attunement Potions will also have text similar to using a Portal Lens:
"*The Attunement magic starts to take hold*"

From Inf
==========
Mechanical Adjustments
[1][Ranged QoL]
- Added a `-quiverall` chat command. When toggled on, your quivers will try to use all 5 charges on use instead of 1 charge.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Tue Jan 10, 2023 2:40 pm

From The Team
==============
AWARD RACE CHANGES:
  • Stone Half-Giant: Moved to Major Award.
  • Pixie: Moved to Greater Award.
  • Aasimar:
    • Good-aligned Aasimars moved to Greater Award.
    • Evil alignment added as a Major Award option.
  • Tiefling:
    • Evil-aligned Tieflings moved to Greater Award.
    • Good alignment added as a Major Award option.
  • Neutral Tieflings and Aasimars still require a Major Award.
  • Tiefling and Aasimar characters can now be identified as such when examined.
CRAFT RECIPES:
  • Added new bulk recipes for Lesser Catalysts and Casting Molds.
  • The Blank Scroll recipe now grants 10 scrolls rather than one.

From Twohand
============
You can now buy food and water in the Eagle and Lighthouse taverns in Guldorand.

From sorrowkitten
=============
From your suggestions:
- Good Hope now has its range extended when cast on a ship.

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