Arelith Updates!

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Batrachophrenoboocosmomachia
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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Mon Aug 02, 2021 3:00 am

Live next reset:

From myself
===============
- Minor bugfix: Steelreef Cove ship (UD bidding property) now recognizes keys in keyrings, not just held in inventory.

Done.


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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Wed Aug 04, 2021 8:43 pm

From Bat Country
===============
- Pseudodragon familiars will no longer have True Seeing.

From Red Ropes
===============
- Added Shargaas, Leira, Ibrandul, Eshowdow, Graz'zt, Harlot's Coin, Merrshaulk, and Lolth to Shadow Mage acceptability based upon their domains, involvement with Shar, being aspects of certain deities, or being gods of darkness.
- Fixed the bug (or more accurately, updated that which was missing) with removal of 5th Loremaster language on delevel - let us know if there are still issues.

From Artenides
===============
- DMs now have the power to spawn armies of monsters with greater detail, consistency, and fidelity than ever before. Also make it easier to work with multiple NPCs on the fly in player quests, whatever. Your tragic demise is the important part.

Done.


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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Sat Aug 07, 2021 10:39 pm

From me:
=============
- The Royal Lodestar Network (MK II) has been fully deployed to Cordor. The Guard (or any like faction occupying the Guard Headquarters) can use the technology for scry-monitoring of the entire city of Cordor. Privately owned spaces are excluded from observation.
- Guard HQ interior has received a Speedy Messenger.
- Peace and stability may now reign.
- Ave Cordoria!

Also from me:
=============
- Screw all that peace and stability stuff.
- I like crime.
- Concurrent with this update are some new additions through Cordor to help facilitate the good business of rogues and ne'er-do-wells. More to come, sporadically, equally non-specific.

Busy busy busy (live next reset):
=============
- Lodestar Network remote viewing should no longer stick you in Chase Camera mode.
- Fixed a few Lodestar Network view points that were obstructed by buildings. Still probably a couple left to adjust.

Done.


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Re: Arelith Updates!

Post by ActionReplay » Sun Aug 08, 2021 5:47 pm

From myself:
=============

Next reset,

From the -ship command one can now access Flag Settings [Under Settings] to hoist different flags for the ship.

Flags are split up into different types and have different meaning and are made for nautical communication when shouting from the same tile is not enough. Flags will always be visible if hoisted, no check required. There are no mechanical bonuses or changes based on your flag. There are no limit or rules to how and when you can hoist a flag, all flags are available to all ships.

Each flag comes with a descriptive meaning in game, however players can set a custom context to their flag using the Custom Flag.

Flags:
White Flag: Surrender / Distress
Red Flag: No Quarter will be Given
Black Flag: Surrender and quarters may be given
Blue Flag: Surrender and be detained
Green Flag: Ceasing Hostilities
Purple Flag: Do not Approach
Merchant Flag: Parley / Trade
Nation Flag: You can select a Nation's Flag to sail under
Custom Flag: Will allow you to pick a flag from above (Except Nation) and add an additional Description text to it.

Descriptive texts should be roleplay messages and will pop up instead of the default text when sailing under a Custom Flag. Max 50 characters for now.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Tue Aug 10, 2021 11:22 pm

Live next reset:
From myself:
=============
- Watchman's Axe nerf. Spot/Listen +5/+5 reduced to +1/+1.
- I'm sorry, you just all looked so ridiculous.
- You really really did.
- Will be adding a replacement that makes you look less ridiculous.
- QoL: Added climb spots to That One Damn Area in the Sibayad Lost Desert. You know the one.

From Aniel:
=============
- Bugfix: Second Wind now applies the intended +2 dmg, and can no longer be dispelled.

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Re: Arelith Updates!

Post by MalKalz » Thu Aug 12, 2021 6:05 am

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

PGCC V1.1

The PGCC officially enters V1.1 of its intended expansion, marking the next chapter of the roadmap to be completed. Onwards to V1.2!

- Chat Commands (Under PGCC Options)

+ -setxp has replaced the helper NPC that granted levels.

Players can specify the amount of experience they want from within the range of 0 - 465,000. Alternatively a player can specify max and be rewarded 465,000 exp. Every use of -setxp will grant the player the maximum allowance of gold. Please use -setxp ? for full details.

+ -shop has replaced the NPC stores.

Use the -shop command to bring up the entire shop menu, enabling you to browse each one. Wizards will have an extra option to complete their spellbook (base scrolls + Arelith custom scrolls). Shops will not purchase items off you, so please utilize the trash bins for anything you do not want.

- Merchant Shops

+ Updated and split appropriately

NPC shops have been split into their appropriate categories to reduce lag on shop loading and will not purchase items. All shops have been updated with the latest craftable weapons, armor and accessories. These will later be updated once I return from vacation to include all appropriate scrolls, some necessary wands and loot items (V1.2).

- Layout

+ Cleaned up and expanded

Original layout has been expanded and cleaned up. Clutter has been reduced and a more open feeling allowing further expansion when other game modes enter has been provided. Lighting is subject to adjust as need be. Signs for chat commands may eventually be removed.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Sat Aug 14, 2021 11:25 pm

From Kenji, DM Starfish, Red Ropes, Zanithar, et al. (2021)
==========

Cleric Domain Overhaul Phase 2.0
i. Domain Actives disabled to prepare for coming changes (Protection, Strength, Trickery, Death, War, etc.)
ii. Spell List Adjustment based on player feedbacks
iii. Four New Domains: Suffering, Vermin, Illusion, and Mind
iv. Domain Powers: improved spells for certain domains
v. Domain Bonuses: bonus stream, language, and etc.
vi. Note

- Spell List Adjustment
Darkness: Shadow Evocation (5), Shadow Conjuration removed
Death: Inflict Moderate Wounds (1), Inflict Critical Wounds (3), Undeath's Eternal Foe (8)
Destruction: Combustion (2), Implosion (8), Meteor Swarm (9)
Fire: Burning Hands (1), Firebrand (6), Inferno (7), Elemental Swarm (8)
Forge: Hammer of the Gods (3), Flame Lash replaced
Magic: Spell Resistance (3)
Travel: Freedom of Movement (3,5), Haste (4,6)
Trickery: Sleep (7), Mass Blindness/Deafness (8), Otto's Irresistible Dance (9)
Water: Water Breathing (3)
Undeath: Kyristan's Malevolent Tentacles (6), Avascular Mass (8)

- Four New Domains
+) Suffering:
Ray of Enfeeblement(1), Bestow Curse(2), Circle of Doom(3), Finger of Agony(4), Harm(5), Enervation(6), Eye Bite(7), Evil Blight(8), Horrid Wilting(9)
+) Vermin:
Web(1), Poison(2), Quillfire(3), Infestation of Maggots(4), Healing Sting(5), Vampiric Touch(6), Eye Bite(7), Creeping Doom(8)
+) Illusion:
Color Spray(1), Invisibility(2), Displacement(3), Phantasmal Killer(4), Shadow Conjuration(5), Improved Invisibility(6), Greater Shadow Conjuration(7), Scintillating Pattern(8), Weird(9)
+) Mind
Charm Person(1), Tasha's Hideous Laughter(2), Crushing Despair(3), Confusion(4), Mind Fog(5), Lesser Mind Blank(6), Mass Charm(7), Dominate Monster(8), Mass Hold Monster(9)

- Domain Powers:
Air: Improved Gust of Wind - targets only hostile and bigger AoE
Animal/Vermin: Improved Summon Creature spells
Death: Empowered inflict spells, Harm does 20% more damage
Earth: Empowered Stoneskin and Greater Stoneskin
Healing: Empowered cure and heal spells
Strength: Empowered Bull's Strength
Undeath: Increased Undead Summoner level and chance to summon 2 dread mummies instead of 1 for Mummy Dust

- Domain Bonuses:
Air and Storm: knows Air Stream
Cold and Water: knows Water Stream
Earth: knows Earth Stream
Fire: knows Fire Stream
Ooze: knows Ooze Stream
Evil: Fiendish Stream (Evil only, Lawful: Devil, Neutral: Yugoloth, Chaotic: Demon)
Good: Celestial Stream (Good only)
Undeath: Vampire (9) and Dracolich (17) stream
Animal, Plant, and Vermin: speaks Animal Language (6+)
War: cleric is proficient in all martial weapons (doesn't count towards Weapon Master's Weapon of Choice prerequisite)
Forge: cleric is proficient in all hammers: Cavalry Hammer, Light Hammer, Warhammer, and Maul (doesn't count towards Weapon Master's Weapon of Choice prerequisite)
Knowledge: cleric has uncapped chance (above 25%) to understanding languages and learns new languages twice as fast (6+)
Travel: gets the same out-of-combat passive movement speed as Rangers

- Note:
1. Changing domains won't retain streams or languages from previous domains.
2. Most Domain bonuses only applies at 6+ clerics
3. Domain descriptions have been removed for the time being for easier update purposes and preserving more developmental space for until tlk space has been resolved in the future.

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Re: Arelith Updates!

Post by ActionReplay » Sun Aug 15, 2021 8:10 pm

Next reset,

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

- Ships Mechanics Update

A thank you to FallenDabus and SenetKDR for helping out with this update.

Ship v Ship combat has been updated to balance it better and split up ships into different tiers of power. This also changes the stats of all ships based on their category and introduces a Crit Range and Traits for Ships.
We'll likely see changes and tweaks to this as we move along.

Ship Weapon projectiles will no longer deal extra damage based on their enchantment but is instead swapped to give a bonus to penetrate Ship DR (This was already in place) and bonuses to Attack Rolls.
E.g a +3 Projectile would give +3 AB and break DR x/+3.

Base Damage on all weapons have been reworked as well to:
* Light Ballista: 3 Damage
* Heavy Ballista: 9 Damage
* Mangonel: 15 Damage
* Bombard: 24 Damage

The Different sail states have changed AB / AC numbers:
* Full Sail = 100 Speed, -5 AB, +3 AC
* Half Sail = 50% Speed
* Lowered Sails = 5% Speed, +3 AB, -5 AC

Ship Weaponry Attack Roll changed to:
Ship AB = 1d20 + (Crew Sail Average / 5)

Ship AC changed to:
Ship AC = 10 + (Crew Sail Average / 5)

Crit Range increases by 1 for each 5 sail advantage a crew has against another. This caps at 14-20/x3 at +30 sail advantage.

Hull Upgrades increased from 20 HP to 30 HP for each Tier.

Traits are different bonuses given to some Ships, use the -ship stats to view them, if any, and their info.


- Ship Hiding / Stealth:

A Ship will be automatically spotted when firing upon another Ship when its Daytime and Clear Weather and they are not close to a Landmark. A ship can hide as usual if its Nighttime or a specific weather condition.

Hiding also receives a penalty equal to the damage of the weapon firing (Including Grappling Cannon) and has no cap, will be reset each tick.

- Misc.
Barnacles till spawn on ships that are inactive. Activity is determined each server reset and will either spawn or be removed based on that.

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Re: Arelith Updates!

Post by ActionReplay » Tue Aug 17, 2021 7:00 pm

From ActionReplay
==========

Minor Ship Update:

- Ships requiring 6 Crew have been reduced to 5, except for Flagships (Guldorand Galley, Cordor Flagship & Dreadnought).

- You can now disable / enable Ship Hiding from the Abilities menu

- Bug fix related to Ship / Diving Bell Repairing

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Tue Aug 17, 2021 10:32 pm

From Garrbear
====================
Blackguards no longer get hide and move silently as class skills.
Characters with blackguard levels will be forced to relevel - I apologize for the inconvenience.

Commentary: I was a bit of a dummy with giving blackguard hide/ms in the first place because I overlooked some kind of ridiculous builds. The world has been set right.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Thu Aug 19, 2021 5:36 am

From myself
====================
- Cooldown between attempts to break disguises increased from 3m to 10m.
- "Your disguise was broken!" text has been updated to "Your disguise was broken. [This is an OOC notification!]" as a helpful reminder that you can neither read minds nor see eyes on the back of your head.
- Various bugfixes.

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Re: Arelith Updates!

Post by MalKalz » Sun Aug 22, 2021 5:41 pm

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

Live Next Reset:

+ Loremaster will summon proper tier of undead with Secret Knowledge of Necromancy when cross-classed with a non-caster class or caster-class as intended.

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Re: Arelith Updates!

Post by ActionReplay » Sun Aug 22, 2021 9:03 pm

From ActionReplay
==========
Ship System Update, live next reset:

Some NPC Vessels now requires to be engaged in naval combat before being able to board them. These include:

Pirate Ships, Slave Ships, Cordorian Navy, Amnian Navy, Skal Vessels, Illuskan Vessels and Privateers.

This works very much like regular Ship Combat between player vessels but without Hiding involved. When spotting a hostile NPC Vessel you can either ignore it or open fire from a deployed weapon on your deck. Upon doing so will start a naval battle. The battle will end when either ship is destroyed (PC or NPC) or when you Dock or escape that quadrant the battle was engaged in.

When defeating an NPC Vessel it will become Crippled / Immobile, so its not sunk. When its crippled you can board it as usual. Your ship will also automatically engage this vessel as per usual when its defeated so it can be accessed from the Boatswain / Skiff.

Please note that when engaging in NPC Battle your ship is still moving and the battle is stopped when leaving the quadrant, so when fighting larger ships you may have to change orders to stay in quadrant unless you want the retreat.

This also includes a new type of Ship Encounter for Amnian Vessels (WIP) that's instanced and works a bit differently from how it usually works. This is a test and would be good to get feedback and bug reports on this, if all is well we'll move over all NPC vessels to this system.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Fri Aug 27, 2021 4:38 pm

Already been live a short while, but neglected to publish- my bad, mostly just bugfixes and minor stuff though.

From myself
====================
- Areas that do persistent elemental damage (hot or cold) changed from 1d6/round to 2d4+1/round. Minauros acid rain is a separate system and damage there is unchanged.
- Several regions will now give better/more flavorful weather text. (Next reset or two, this will also include Sencliff, Upper Shyr, a few other places).
- Attunement pots should work correctly in certain areas they were intended for [REDACTED].
- Cleanup of Climb feedback text and logic. This is the most recent climb system by the way, not the 3 that preceded it and yet are still floating around. Don't get me started. I will bang this stupid drum about all the different climb systems until I finally kill all the rest or all the stars have died. God I hate climb spots.
- Some writ descriptions/goals were edited for better clarity.
- Back-end codebase cleanup work.

Done.


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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Sun Aug 29, 2021 1:43 pm

From Artenides
==============
- The contents of containers (book bags, scroll cases, etc) are now displayed in alphabetical order.

From DM Snowcat
==============
From approved suggestion:
-dis added as shorthand for -disguise , rejoice with the quality of Life.

Done.


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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Sun Aug 29, 2021 8:35 pm

From Kalopsia
==============
WARLOCK - BASE CLASS REWORK

Note: As of now, the old warlock path is no longer available on character creation, nor via Pact NPCs. Existing, pathed warlocks will automatically be converted into the new base class after an initial balance assessment phase. Since these characters are presently unaffected and newly created ones start at low levels, the warlock class will not be limited to PGCC. However, do remember that numbers and class features may be subject to change in the weeks to come.

Huge thanks to Bat Country for creating dozens of new VFX and flavor texts during the months this update has been a work in progress.


Class Requirements:
  • Alignment: Non-Good

Class Features:
  • Hit Die: d6
  • Proficiencies: Light and Medium Armor, Shields, Simple Weapons
  • Skill Points: 6 + INT modifier
  • Spellcasting: Arcane, CHA-based. Arcane Spell Failure is reduced by 20% for pureclassed Warlocks and multiclassed characters with 6+ Warlock levels. This ASF reduction is automatically applied to equipped armors and shields.
  • Class Skills: Bluff, Concentration, Craft Mastery, Discipline, Heal, Hide, Intimidate, Leadership, Lore, Move Silently, Sail, Spellcraft, Spot, Tumble, Use Magic Device
  • Unavailable Feats: Weapon Specialization
  • Bonus Feats: Warlock Bonus Feat list (see below)
  • Primary Saving Throws: Reflex, Will
  • Base Attack Bonus: Medium

Class Progression:
  • Level 1: Pact Feat
  • Level 2: Spell Level 1, Eldritch Blast
  • Level 3: Spell Level 2
  • Level 5: Warlock Bonus Feat
  • Level 7: Spell Level 3
  • Level 8: Spell Level 4
  • Level 10: Warlock Bonus Feat, Uncanny Dodge
  • Level 12: Spell Level 5, Dweomercraft Tier 1
  • Level 13: Spell Level 6
  • Level 15: Warlock Bonus Feat
  • Level 17: Spell Level 7
  • Level 18: Spell Level 8
  • Level 20: Warlock Bonus Feat, +5% Physical Immunity
  • Level 24: Warlock Bonus Feat, Dweomercraft Tier 2
  • Level 25: Warlock Bonus Feat
  • Level 28: Warlock Bonus Feat
  • Level 30: Warlock Bonus Feat, +5% Physical Immunity

Warlock Pacts:
  • Warlocks are no longer limited to a single Pact and Patron. Multiple Pacts can be chosen at the expense of Warlock Bonus Feats.
  • Pact feats represent a Warlock's commitment to one particular Patron entity. Per Pact, there are three tiers with increasingly powerful benefits: Regular, Greater and Epic. Epic Pacts offer the most powerful benefits, but also prohibit the use of Divine Might and Shield.
  • The following Pacts are presently available:
    • Abyssal Pact: Lusting after power and uncaring of - or bolder than - its perils, the warlock strikes a black bargain with the destructive agencies of the Abyss.
    • Fathomless Pact: Guided by a thalassic patron of the world's Oceans or the Undrenzee, the warlock grasps for sinister powers originating from the blackest depths.
    • Night Hag Pact: Coveting nightmarish dominion over the subconscious and the hazy beyond, the warlock strikes a pact with a Night Hag at their own peril.
    • Infernal Pact: The warlock explores their business horizons with the diabolical agencies of Baator, negotiating a pact with an Infernal patron of the Nine Hells.
    • Star Pact: Beguiled by forbidden knowledge of a remote, star-gnawed cosmos, the warlock bonds with otherworldly intelligences that press against the veil of the night sky.
    • Undying Pact: Guided by one of those undying ancients who yet lurk the corners of creation, the warlock pursues the liminal mysteries of Life, Death and the Pale in-between.
    • Unseelie Fey Pact: Ensnared by countless inviolate courtesies, the warlock spirals further and further into the court intrigues of the capricious Unseelie Fey.

Eldritch Blast:
  • Eldritch Blast has been decoupled from regular spells and is instead available as a feat-based ability. Hexblade synergizes with Warlock, increasing (only) Eldritch Blast CL by 1 per 2 Hexblade levels.
  • Eldritch Blast damage increases by 1d6 per two Warlock (and four Hexblade) levels. Certain Warlock Bonus Feats will increase this damage further. Damage is halved when targeting objects.
  • The Touch Attack remains, still ignoring Weapon AB unless otherwise noted. Eldritch Blast respects Spell Resistance, but continues to ignore Globes of Invulnerability and Spell Mantles due to being an invocation.
  • A natural 20 on the Touch Attack results in a critical hit, increasing Eldritch Blast damage by 50%.
  • Different Blast Shapes are available as Warlock Bonus Feats. Presently, these are the following, available in Regular and Greater variants:
    • Hideous Blow: Melee-range Eldritch Blast. STR-based touch attack and bonus damage. Instant cast.
    • Eldritch Doom: Area of effect Eldritch Blast. No touch attack nor saving throw, but lower damage.
    • Eldritch Spear: Long-range Eldritch Blast.
  • Warlocks can switch between different blast damage types using the "-warlock" command or radial menu. Available damage types depend on the chosen Pact feats.
  • Warlocks able to invoke positive energy can use Eldritch Blasts to heal non-undead party members by 1d4 hit points per two warlock levels. Similarly, Warlocks with access to negative energy blasts can heal undead party members.
  • Quicken Spell continues to accelerate Eldritch Blast cast times. Due to engine limitations, the first Eldritch Blast in a sequence remains unquickened.
  • Eldritch Blast will appear as an "unknown spell" in the combat log unless characters have high enough Spellcraft to recognize the vile origins of this ability. The amount of Spellcraft needed to recognize Warlock invocations increases based on the observer's level.

Spellcasting:
  • Warlock spells are no longer predefined. Characters are able to freely select spells from the Warlock spell list.
  • Warlock spells are no longer infinite. Pact feats will however enable infinite casts of pact-specific spells, if the Warlock has selected them on level-up:
    • Regular Pacts enable pact-specific infinite spells of Spell Levels 1 and 2.
    • Greater Pacts enable pact-specific infinite spells of Spell Levels 3 and 4.
    • Epic Pacts enable pact-specific infinite spells of Spell Levels 5 and 6.
    • Spell Levels 7 and 8 are a Patron's greatest boons and therefore never unlimited.
  • Metamagic will not prevent Pact Spell replenishment, unless the Spell Level increases to 7 or higher.
  • Due to engine limitations, using all casts of one Spell Level will also prevent casting Pact Spells of that circle.
  • Pact Spells are both listed on the Pact feat description and highlighted during levelup for ease of selection.
  • For balance reasons, certain Pact Spells are only replenished once every 3 minutes. These spells are marked with an asterisk in the spell selection menu. After casting, the "-cd" command will list their remaining replenishment cooldown times.

Warlock Bonus Feat Options:
With the exception of Dark Invocations, all of the following feats are only available as Warlock bonus feats:
  • Pact (Abyssal)
    • Specifics: Enables electrical eldritch blast damage. The warlock gains the Darkvision feat.
    • Passive Bonuses: DI (electrical) +5%, Intimidate +3
    • Pact Spells:
      Level 1: Darkness, Grease, Protection from alignment, Ultravision
      Level 2: Bull's strength, Darkfire, Lightning bolt, See invisibility
  • Greater Pact (Abyssal)
    • Prerequisite: Warlock 10, Pact (Abyssal)
    • Specifics: Enables electrical and acid eldritch blast damage types. Warlock spells are able to trigger wild surges; the chance for negative surges decreases by 2% per warlock level to a maximum of 50%. The warlock gains the Devil's Sight feat.
    • Passive Bonuses: DI (electrical) +10%, DI (acid) +5%, Intimidate +6
    • Pact Spells:
      Level 1: Darkness, Grease, Protection from alignment, Ultravision
      Level 2: Bull's strength, Darkfire, Lightning bolt, See invisibility
      Level 3: Combust, Fear, Magic circle against alignment, Poison
      Level 4: Finger of agony, Scintillating sphere, Stinking cloud
  • Epic Pact (Abyssal)
    • Prerequisite: Warlock 20, Greater Pact (Abyssal)
    • Specifics: Enables electrical, acid and magic eldritch blast damage types. Warlock spells and blasts are able to trigger wild surges; the chance for negative surges decreases by 2% per warlock level to a maximum of 50%. The warlock gains the Greater Eldritch Summon feat for free if he has the Eldritch Summon feat. Additionally, he gains the Devil's Sight feat. Epic pacts prohibit the use of Divine Might and Divine Shield.
    • Passive Bonuses: DI (electrical) +15%, DI (acid) +10%, Intimidate +9
    • Pact Spells:
      Level 1: Darkness, Grease, Protection from alignment, Ultravision
      Level 2: Bull's strength, Darkfire, Lightning bolt, See invisibility
      Level 3: Combust, Fear, Magic circle against alignment, Poison
      Level 4: Finger of agony, Scintillating sphere, Stinking cloud
      Level 5: Dismissal, Flame shield (3 min CD)
      Level 6: Chain lightning, Hell inferno, Lesser planar binding
  • Pact (Unseelie Fey)
    • Prerequisite: Charisma 16+
    • Specifics: Enables cold eldritch blast damage. The warlock gains the Wildshape feat.
    • Passive Bonuses: DI (cold) +5%, Immunity: Charm, Animal Empathy/Perform/Bluff +3
    • Pact Spells:
      Level 1: Charm person or animal, Entangle (3 min CD), Expeditious retreat, Hold animal, Sleep
      Level 2: Charm monster, Dominate animal, Eagle's splendor, Hold person
  • Greater Pact (Unseelie Fey)
    • Prerequisite: Warlock 10, Pact (Unseelie Fey), Charisma 18+
    • Specifics: Enables cold and positive eldritch blast damage types. The warlock gains the Beguiling Influence and Wildshape feats.
    • Passive Bonuses: DI (cold) +10%, DI (positive) +5%, Immunity: Charm and Domination, Animal Empathy/Perform/Bluff +6
    • Pact Spells:
      Level 1: Charm person or animal, Entangle (3 min CD), Expeditious retreat, Hold animal, Sleep
      Level 2: Charm monster, Dominate animal, Eagle's splendor, Hold person
      Level 3: Crushing despair, Hold monster, Invisibility, Polymorph Self, Slow
      Level 4: Confusion, Dominate person, Haste (3 min CD), Improved invisibility
  • Epic Pact (Unseelie Fey)
    • Prerequisite: Warlock 20, Greater Pact (Unseelie Fey), Charisma 20+
    • Specifics: Enables cold, positive and magic eldritch blast damage types. Eldritch blasts enshroud targets in Faerie Fire (Duration: 1 round), stripping most concealment effects. Additionally, the warlock can dominate two creatures simultaneously and gains the Beguiling Influence, Wildshape and Woodland Stride feats. Epic pacts prohibit the use of Divine Might and Divine Shield.
    • Passive Bonuses: DI (cold) +15%, DI (positive) +10%, Immunity: Charm and Domination, Animal Empathy/Perform/Bluff +9
    • Pact Spells:
      Level 1: Charm person or animal, Entangle (3 min CD), Expeditious retreat, Hold animal, Sleep
      Level 2: Charm monster, Dominate animal, Eagle's splendor, Hold person
      Level 3: Crushing despair, Hold monster, Invisibility, Polymorph Self, Slow
      Level 4: Confusion, Dominate person, Haste, Improved invisibility
      Level 5: Ice storm, Otto's irresistible dance
      Level 6: Mind fog, Spike growth (3 min CD)
  • Pact (Night Hag)
    • Specifics: Enables negative and sonic eldritch blast damage types. The warlock gains the Darkvision feat.
    • Passive Bonuses: Immunity: Sleep, Spell resistance 10, Use Trap/Bluff +3
    • Enhanced spells: Sleep (Automatically empowered)
    • Pact Spells:
      Level 1: Darkness, Ray of enfeeblement, Sleep, Ultravision
      Level 2: Eagle's splendor, Hold person, Tasha's hideous laughter
  • Greater Pact (Night Hag)
    • Prerequisite: Warlock 10, Pact (Night Hag)
    • Specifics: Enables negative and sonic eldritch blast damage types. The warlock gains the Darkvision feat.
    • Passive Bonuses: Immunity: Disease and Sleep, Spell resistance 18, Use Trap/Bluff +6
    • Enhanced spells: Nightmare (Automatically empowered), Sleep (No HD limit)
    • Pact Spells:
      Level 1: Darkness, Ray of enfeeblement, Sleep, Ultravision
      Level 2: Eagle's splendor, Hold person, Tasha's hideous laughter
      Level 3: Bestow curse, Infestation of maggots, Nightmare, Polymorph self
      Level 4: Contagion, Displacement, Finger of agony
  • Epic Pact (Night Hag)
    • Prerequisite: Warlock 20, Greater Pact (Night Hag)
    • Specifics: Enables negative, sonic and magic eldritch blast damage types. Eldritch blasts have a chance to induce Sleep (DC 10 + CHA modifier, increased by enchantment foci). The warlock gains the Darkvision feat. Epic pacts prohibit the use of Divine Might and Divine Shield.
    • Passive Bonuses: Immunity: Disease and Sleep, Spell resistance 26, Use Trap/Bluff +9
    • Enhanced spells: Nightmare: (Automatically empowered. +3 DC against sleeping targets. Targets no longer wake up immediately), Phantasmal killer (+3 DC against sleeping targets), Sleep (No HD limit)
    • Pact Spells:
      Level 1: Darkness, Ray of enfeeblement, Sleep, Ultravision
      Level 2: Eagle's splendor, Hold person, Tasha's hideous laughter
      Level 3: Bestow curse, Infestation of maggots, Nightmare, Polymorph self
      Level 4: Contagion, Displacement, Finger of agony
      Level 5: Ethereal visage (3 min CD), Evil blight, Phantasmal killer (3 min CD)
      Level 6: Mind fog, Shadow evocation (Flame Shield is exempt)
  • Pact (Infernal)
    • Specifics: Enables fire eldritch blast damage. The warlock gains the Darkvision feat.
    • Passive Bonuses: DI (fire) +5%, Leadership +3
    • Pact Spells:
      Level 1: Darkness, Grease, Protection from alignment, Ultravision
      Level 2: Bull's strength, Darkfire, Scorching ray, See invisibility
  • Greater Pact (Infernal)
    • Prerequisite: Warlock 10, Pact (Infernal)
    • Specifics: Enables fire and acid eldritch blast damage types. Warlock spells and abilities are unaffected by wild magic areas. Additionally, the warlock gains the Devil's Sight feat.
    • Passive Bonuses: DI (fire) +10%, DI (acid) +5%, Leadership +6
    • Enhanced spells: Hell Inferno (Fire damage increases by 50%)
    • Pact Spells:
      Level 1: Darkness, Grease, Protection from alignment, Ultravision
      Level 2: Bull's strength, Darkfire, Scorching ray, See invisibility
      Level 3: Combust, Fear, Magic circle against alignment, Poison
      Level 4: Finger of agony, Fireball, Stinking cloud
  • Epic Pact (Infernal)
    • Prerequisite: Warlock 20, Greater Pact (Infernal)
    • Specifics: Enables fire, acid and magic eldritch blast damage types. Eldritch blasts torment targets with Hellfire (2d6 fire damage +1d6 per evocation focus, two ticks. Duration: 1 round). Warlock spells and abilities are unaffected by wild magic areas. The warlock gains the Greater Eldritch Summon feat for free if he has the Eldritch Summon feat. Additionally, he gains the Devil's Sight feat. Epic pacts prohibit the use of Divine Might and Divine Shield.
    • Passive Bonuses: DI (fire) +15%, DI (acid) +10%, Leadership +9
    • Enhanced spells: Hell Inferno (Fire damage increases by 50%)
    • Pact Spells:
      Level 1: Darkness, Grease, Protection from alignment, Ultravision
      Level 2: Bull's strength, Darkfire, Scorching ray, See invisibility
      Level 3: Combust, Fear, Magic circle against alignment, Poison
      Level 4: Finger of agony, Fireball, Stinking cloud
      Level 5: Dismissal, Flame shield (3 min CD)
      Level 6: Delayed blast fireball, Hell inferno, Lesser planar binding
  • Pact (Fathomless)
    • Specifics: Enables cold eldritch blast damage. The warlock gains a bonus to swimming-related activities.
    • Passive Bonuses: DI (cold) +5%, Sail +3
    • Pact Spells:
      Level 1: Doom, Grease, Resist elements, Scare
      Level 2: Blindness/deafness, Bull's strength, See invisibility
  • Greater Pact (Fathomless)
    • Prerequisite: Warlock 10, Pact (Fathomless)
    • Specifics: Enables cold and negative eldritch blast damage types. The warlock gains a bonus to swimming-related activities and the ability to breathe underwater.
    • Passive Bonuses: DI (cold) +15%, Immunity: Drown and Fear, Sail +6
    • Pact Spells:
      Level 1: Doom, Grease, Resist elements, Scare
      Level 2: Blindness/deafness, Bull's strength, See invisibility
      Level 3: Fear, Invisibility, Poison, Protection from elements
      Level 4: Contagion, Evard's black tentacles (3 min CD), Freeze
  • Epic Pact (Fathomless)
    • Prerequisite: Warlock 20, Greater Pact (Fathomless)
    • Specifics: Enables cold, negative and magic eldritch blast damage types. Eldritch blasts trigger a lesser Drown spell (DC 10 + CHA modifier, increased by transmutation foci. Damage on failed save: 20% of the target's current HP as bludgeoning damage, capped at twice the warlock's class level. Guaranteed secondary damage: 2d6 bludgeoning). Additionally, the warlock gains bonuses to swimming-related activities and the ability to breathe underwater. Epic pacts prohibit the use of Divine Might and Divine Shield.
    • Passive Bonuses: DI (cold) +25%, Immunity: Drown, Fear and Tentacle spells, Sail +9
    • Pact Spells:
      Level 1: Doom, Grease, Resist elements, Scare
      Level 2: Blindness/deafness, Bull's strength, See invisibility
      Level 3: Fear, Invisibility, Poison, Protection from elements
      Level 4: Contagion, Evard's black tentacles (3 min CD), Freeze
      Level 5: Dark undertow, Frost shield (both 3 min CD)
      Level 6: Drown, Kyristan's malevolent tentacles (3 min CD)
  • Pact (Star)
    • Specifics: Enables sonic eldritch blast damage.
    • Passive Bonuses: Concealment (Ranged) 10%, Concentration +3
    • Enhanced spells: Crushing Despair (No saving throw)
    • Pact Spells:
      Level 1: Doom, Entropic shield, Ghostly visage, Mage armor, Ultravision
      Level 2: Bear's endurance, Blindness/deafness, Cat's grace, See invisibility
  • Greater Pact (Star)
    • Prerequisite: Warlock 10, Pact (Star)
    • Specifics: Enables sonic and electrical eldritch blast damage types. The warlock gains the Hex ability (Caster level: 5 + 1 per 2 class levels) and See the Unseen feat.
    • Passive Bonuses: Concealment (Ranged) 30%, Concentration +6, Immunity: Fear
    • Enhanced spells: Crushing Despair (No saving throw)
    • Pact Spells:
      Level 1: Doom, Entropic shield, Ghostly visage, Mage armor, Ultravision
      Level 2: Bear's endurance, Blindness/deafness, Cat's grace, See invisibility
      Level 3: Crushing despair, Fear, Gust of wind, Invisibility, Nightmare
      Level 4: Confusion, Haste (3 min CD), Sound lance
  • Epic Pact (Star)
    • Prerequisite: Warlock 20, Greater Pact (Star)
    • Specifics: Enables sonic, electrical and magic eldritch blast damage types. Eldritch blasts create a Psionic Inertial Barrier that temporarily shields the warlock from physical attacks (Damage reduction: [10 + WIS modifier]/+6). This barrier will also protect against Isaac's Lesser and Greater Missile Storms if the warlock has the Spell Focus and Greater Spell Focus: Abjuration feats. Additionally, the warlock is more resilient against psionic attacks. He gains the Hex ability (Caster level: 5 + 1 per 2 class levels) as well as the Hex of Acedia, Otherworldly Whispers and See the Unseen feats. Epic pacts prohibit the use of Divine Might and Divine Shield.
    • Passive Bonuses: Concealment (Ranged) 50%, Concentration +9, Immunity: Fear
    • Enhanced spells: Crushing Despair (No saving throw)
    • Pact Spells:
      Level 1: Doom, Entropic shield, Ghostly visage, Mage armor, Ultravision
      Level 2: Bear's endurance, Blindness/deafness, Cat's grace, See invisibility
      Level 3: Crushing despair, Fear, Gust of wind, Invisibility, Nightmare
      Level 4: Confusion, Haste (3 min CD), Sound lance
      Level 5: Feeblemind, Wounding whispers (3 min CD)
      Level 6: Darkbolt, Mind fog
  • Pact (Undying)
    • Prerequisite: Constitution 16+
    • Specifics: Enables negative eldritch blast damage.
    • Passive Bonuses: DI (negative) +5%, Damage reduction 5/+1, Regeneration +1
    • Pact Spells:
      Level 1: Ghostly visage, Mage armor, Ray of enfeeblement, Scare
      Level 2: Bear's endurance, Ghoul touch, Stone bones
  • Greater Pact (Undying)
    • Prerequisite: Warlock 10, Pact (Undying), Constitution 18+
    • Specifics: Enables negative and acid eldritch blast damage types. The warlock's undead minions gain spell resistance equal to 6 + half his class levels. This bonus is cumulative with the palemaster equivalent.
    • Passive Bonuses: DI (negative) +15%, Damage reduction 5/+3, Immunity: Disease and Poison, Regeneration +2
    • Pact Spells:
      Level 1: Ghostly visage, Mage armor, Ray of enfeeblement, Scare
      Level 2: Bear's endurance, Ghoul touch, Stone bones
      Level 3: Animate dead (3 min CD), Fear, Infestation of maggots, Negative energy burst (3 min CD)
      Level 4: Eyebite, Finger of agony, Healing sting (3 min CD)
  • Epic Pact (Undying)
    • Prerequisite: Warlock 20, Greater Pact (Undying), Constitution 20+
    • Specifics: Enables negative, acid and magic eldritch blast damage types. Eldritch blast damage also heals the warlock by 1d4 per 6 caster levels. The ability further scales with half the warlock's palemaster levels. Additionally, the warlock can summon 6th tier undead creatures with a spell resistance equal to 6 + half his class levels. This bonus is cumulative with the palemaster equivalent. Epic pacts prohibit the use of Divine Might and Divine Shield.
    • Passive Bonuses: DI (negative) +20%, DI (physical) +5%, Damage reduction 5/+5, Immunity: Disease and Poison, Regeneration +3
    • Pact Spells:
      Level 1: Ghostly visage, Mage armor, Ray of enfeeblement, Scare
      Level 2: Bear's endurance, Ghoul touch, Stone bones
      Level 3: Animate dead (3 min CD), Fear, Infestation of maggots, Negative energy burst (3 min CD)
      Level 4: Eyebite, Finger of agony, Healing sting (3 min CD)
      Level 5: Circle of doom, Energy drain
      Level 6: Cloudkill, Create undead (both 3 min CD)
  • Dark Blessing
    • Prerequisite: Warlock 28, Epic Pact (Any) and Charisma 24+
    • Specifics: The character adds their charisma bonus to all saving throws.
  • Eldritch Mastery I
    • Prerequisite: Eldritch Blast, Dexterity 12+
    • Specifics: The warlock's eldritch blast damage increases by 2d6. Additionally, he gains a +1 bonus to warlock touch attacks. This feat may be taken multiple times, to a maximum of +10d6 and +5.
  • Eldritch Mastery II
    • Prerequisite: Eldritch Mastery I, Dexterity 14+
    • Specifics: The warlock's eldritch blast damage increases by 2d6. Additionally, he gains a +1 bonus to warlock touch attacks. This feat may be taken multiple times, to a maximum of +10d6 and +5.
  • Eldritch Mastery III
    • Prerequisite: Eldritch Mastery II, Dexterity 16+
    • Specifics: The warlock's eldritch blast damage increases by 2d6. Additionally, he gains a +1 bonus to warlock touch attacks. This feat may be taken multiple times, to a maximum of +10d6 and +5.
  • Eldritch Mastery IV
    • Prerequisite: Eldritch Mastery III, Dexterity 18+
    • Specifics: The warlock's eldritch blast damage increases by 2d6. Additionally, he gains a +1 bonus to warlock touch attacks. This feat may be taken multiple times, to a maximum of +10d6 and +5.
  • Eldritch Mastery V
    • Prerequisite: Eldritch Mastery IV, Dexterity 20+
    • Specifics: The warlock's eldritch blast damage increases by 2d6. Additionally, he gains a +1 bonus to warlock touch attacks. This feat may be taken multiple times, to a maximum of +10d6 and +5.
  • Agonizing Blast
    • Prerequisite: Warlock 20, Greater Pact (Any), Charisma 24+
    • Specifics: The warlock's eldritch blast damage increases by his charisma modifier.
  • Precision Blast
    • Prerequisite: Warlock 20, Greater Pact (Any), Dexterity 24+
    • Specifics: The warlock gains a bonus equal to his dexterity modifier to eldritch blast touch attacks.
  • Hideous Blow
    • Prerequisite: Eldritch Blast, Strength 16+
    • Specifics: The warlock gains the ability to instantly cast empowered eldritch blasts at close range. If he succeeds at a melee touch attack that respects weapon attack bonuses, the target takes eldritch blast damage, increased by 1d2 times the warlock's strength modifier. Hideous blow does not trigger attacks of opportunity.
  • Greater Hideous Blow
    • Prerequisite: Warlock 20, Hideous Blow, Strength 20+
    • Specifics: The warlock gains the ability to instantly cast empowered eldritch blasts at close range. If he succeeds at a melee touch attack that respects weapon attack bonuses, the target takes eldritch blast damage, increased by 1d6 times the warlock's strength modifier. Hideous blow does not trigger attacks of opportunity.
  • Eldritch Doom
    • Prerequisite: Eldritch Blast, Charisma 16+
    • Specifics: The warlock gains the ability to barrage a medium area with eldritch power. Targets caught in the area of effect take damage equal to 1d3 at first level and an additional +1d3 every two warlock levels or four hexblade levels. Eldritch mastery feats will increase this damage further, but only by 2d3 each. Eldritch doom deals half damage to objects.
  • Greater Eldritch Doom
    • Prerequisite: Warlock 20, Eldritch Doom, Charisma 20+
    • Specifics: The warlock gains the ability to barrage a large area with eldritch power. Targets caught in the area of effect take damage equal to 1d4 at first level and an additional +1d4 every two warlock levels or four hexblade levels. Eldritch mastery feats will increase this damage further, but only by 2d4 each. Eldritch doom deals half damage to objects.
  • Eldritch Spear
    • Prerequisite: Eldritch Blast, Dexterity 16+
    • Specifics: The warlock gains the ability to cast long-range eldritch blasts.
  • Greater Eldritch Spear
    • Prerequisite: Warlock 20, Eldritch Spear, Dexterity 20+
    • Specifics: The warlock gains the ability to cast long-range eldritch blasts that bypass concealment spells and effects.
  • Beguiling Influence
    • Prerequisite: Warlock, Pact (Any)
    • Specifics: The warlock gains a +5 bonus to all bluff, intimidate, leadership and taunt checks.
  • Deceive Item
    • Prerequisite: Warlock, Pact (Any)
    • Specifics: The warlock gains a +10 bonus to all use magic device checks.
  • Devil's Sight
    • Prerequisite: Warlock, Pact (Any)
    • Specifics: The warlock's ability to see in complete darkness improves beyond that of regular darkvision, now able to pierce even the effects of magical darkness.
  • Leaps and Bounds
    • Prerequisite: Warlock, Greater Pact (Any)
    • Specifics: This feat grants the warlock a 10% bonus to movement. Additionally, enemies no longer get attacks of opportunity against the warlock when he is moving around in combat.
  • Otherworldly Whispers
    • Prerequisite: Warlock, Pact (Any)
    • Specifics: The warlock gains a +5 bonus to all lore and spellcraft checks.
  • See the Unseen
    • Prerequisite: Warlock, Greater Pact (Any)
    • Specifics: The warlock is able to perceive invisible creatures within his line of sight.
  • Eldritch Summon
    • Prerequisite: Warlock, Pact (Any)
    • Specifics: Every 6 minutes the warlock may summon a planar servant as a spell-like ability. The warlock's class level and selected planar summon stream determine the available summon tiers. (Level 1: Tier 1, Level 8: Tier 2, Level 12: Tier 3, Level 17: Tier 4)
  • Greater Eldritch Summon
    • Prerequisite: Warlock 20, Greater Pact (Any), Eldritch Summon, Charisma 20+
    • Specifics: Every 6 minutes the warlock may summon a greater (Tier 5) planar servant as a spell-like ability.
  • Epic Eldritch Summon
    • Prerequisite: Warlock 28, Epic Pact (Any), Greater Eldritch Summon, Charisma 24+
    • Specifics: Every 6 minutes the warlock may summon an epic (Tier 6) planar servant as a spell-like ability.
  • Eldritch Armor
    • Prerequisite: Epic Pact (Any), Strength 24+
    • Specifics: This feat grants the knowledge to make effective use of heavy armor. Additionally, the warlock gains 5% physical DI and the -20% arcane spell failure on his equipment increases to -50%.
  • Dark Invocation: Planar Gate
    • General Epic Feat
    • Prerequisite: 21st level, the ability to cast 8th level warlock spells, Epic Pact (Any), Spellcraft 27
    • Specifics: Once per day, the warlock can open a portal to another plane, calling forth a powerful planar servant to fight on his side for one round per two class levels.
  • Dark Invocation: Sage Tongues
    • General Epic Feat
    • Prerequisite: 21st level, the ability to cast 8th level warlock spells, Epic Pact (Any), Spellcraft 27
    • Specifics: Once per day, the warlock can speak and understand all languages for one turn per class level.
  • Dark Invocation: Glyph of Forestallment
    • General Epic Feat
    • Prerequisite: 21st level, the ability to cast 8th level warlock spells, Epic Pact (Any), Spellcraft 27
    • Specifics: Once per day, the warlock can create a glyph of forestallment that will inhibit nearby enemies and ward the area against scrying magic. The glyph persists for one hour per two class levels.
  • Dark Invocation: Sinister Call
    • General Epic Feat
    • Prerequisite: 21st level, the ability to cast 8th level warlock spells, Epic Pact (Any), Spellcraft 27
    • Specifics: Once per day, the warlock can summon a willing player character to his location.
  • Dark Invocation: Eldritch Veil
    • General Epic Feat
    • Prerequisite: 21st level, the ability to cast 8th level warlock spells, Epic Pact (Any), Spellcraft 27
    • Specifics: Once per day, the warlock can turn himself invisible for a duration of 1 round per 6 class levels. GSF: Illusion doubles this duration. Unlike other sources of Invisibility, Eldritch Veil persists when performing hostile actions.

Warlock Spell List
  • Level 1:
    • Charm person or animal
    • Darkness
    • Doom
    • Entangle
    • Entropic shield
    • Expeditious retreat
    • Ghostly visage
    • Grease
    • Hold animal
    • Mage armor
    • Protection from alignment
    • Ray of enfeeblement
    • Resist elements
    • Scare
    • Sleep
    • Ultravision
  • Level 2:
    • Bear's endurance
    • Blindness/deafness
    • Bull's strength
    • Cat's grace
    • Charm monster
    • Darkfire
    • Dominate animal
    • Eagle's splendor
    • Ghoul touch
    • Hold person
    • Lesser dispel
    • Lightning bolt
    • Scorching ray
    • See invisibility
    • Stone bones
    • Tasha's hideous laughter
  • Level 3:
    • Animate dead
    • Bestow curse
    • Combust
    • Crushing despair
    • Fear
    • Gust of wind
    • Hold monster
    • Infestation of maggots
    • Invisibility
    • Magic circle against alignment
    • Negative energy burst
    • Nightmare
    • Poison
    • Polymorph self
    • Protection from elements
    • Slow
  • Level 4:
    • Confusion
    • Contagion
    • Dispel magic
    • Displacement
    • Dominate person
    • Evard's black tentacles
    • Eyebite
    • Finger of agony
    • Fireball
    • Freeze
    • Haste
    • Healing sting
    • Improved invisibility
    • Scintillating sphere
    • Sound lance
    • Stinking cloud
  • Level 5:
    • Circle of doom
    • Dark Undertow (New Spell, details below)
    • Dismissal
    • Energy drain
    • Ethereal visage
    • Evil blight
    • Feeblemind
    • Flame shield
    • Frost shield
    • Ice storm
    • Lesser spell breach
    • Otto's irresistible dance
    • Phantasmal killer
    • Shadow conjuration
    • Wounding whispers
  • Level 6:
    • Chain lightning
    • Cloudkill
    • Create undead
    • Darkbolt
    • Delayed blast fireball
    • Disintegrate
    • Drown
    • Energy buffer
    • Greater dispelling
    • Hell inferno
    • Kyristan's malev. tentacles
    • Lesser planar binding
    • Mind fog
    • Shadow evocation
    • Spike growth
  • Level 7:
    • Banishment
    • Blade barrier
    • Burst of glacial wrath
    • Control undead
    • Creeping doom
    • Greater shadow conjuration
    • Greater spell breach
    • Mass blindness/deafness
    • Mass charm
    • Maze
    • Planar binding
    • Rogue's cunning
    • Shadow shield
    • True seeing
  • Level 8:
    • Avascular mass
    • Create greater undead
    • Destruction
    • Dominate monster
    • Finger of death
    • Greater planar binding
    • Greater shadow evocation
    • Horrid wilting
    • Mass haste
    • Mass hold monster
    • Meteor swarm
    • Nature's balance
    • Nybor's wrathful castigation
    • Shadow plague

Craftable Warlock Items:
  • Eldritch Focus (Magic Staff)
    • Dexterity +2
    • Charisma +2
    • Concentration +4
    • Bonus Spell Slot: Warlock 7 & 8
    • Cast Spell: Ioun Stone, Deep Red (3/day)
    • Runic
    • Level requirement: 16
    • Only Usable By: Warlock. Increased UMD requirement: 60
    • Carpentry, DC 49. Craft Points: 550. Warlock / Hexblade crafter only.
    • Required Materials: 3x Ioun Stone (Deep Red), 2x Rare Hardwood, 2x Ingot (Adamantine), 1x Bottle of Blueleaf, 1x Blasphemy (scroll)
  • Invoker's Garments (Clothing - 0AC)
    • Charisma +2
    • Bluff +4
    • Concentration +4
    • Spell Resistance 26
    • Bonus Spell Slot: Warlock 7 & 8
    • Cast Spell: Spell Clutch (1/day) - only affects Warlock spells.
    • Runic
    • Level requirement: 16
    • Only Usable By: Warlock. Increased UMD requirement: 60
    • Tailoring, DC 45. Craft Points: 490. Warlock / Hexblade crafter only.
    • Required Materials: 1x Royal Outfit, 8x Spider Silk, 2x Ruby, 1x Flask of Djinn Uther, 1x Rogue Stone
  • Invoker's Chains (Chain Armor - 4AC)
    • Constitution +2
    • Bluff +4
    • Concentration +4
    • AC Bonus +3
    • Damage Immunity - Slashing: 10%
    • Spell Resistance 18
    • Weight Reduction: 40% of base weight
    • Cast Spell: Spell Clutch (1/day) - only affects Warlock spells.
    • Runic
    • Level requirement: 16
    • Only Usable By: Warlock. Increased UMD requirement: 60
    • Smithing, DC 48. Craft Points: 500. Warlock / Hexblade crafter only.
    • Required Materials: 1x Chain Shirt (Adamantine), 8x Coal, 2x Bolt of Silk, 1x Mithril Dust, 1x Skull Emblem
  • Invoker's Cuirass (Full Plate Armor - 8AC)
    • Bluff +4
    • Concentration +4
    • AC Bonus +3
    • Damage Immunity - Slashing: 10%
    • Damage Immunity - Piercing: 5%
    • Damage Immunity - Bludgeoning: 5%
    • Spell Resistance 10
    • Weight Reduction: 60% of base weight
    • Cast Spell: Spell Clutch (1/day) - only affects Warlock spells.
    • Runic
    • Level requirement: 16
    • Only Usable By: Warlock. Increased UMD requirement: 60
    • Smithing, DC 50. Craft Points: 525. Warlock / Hexblade crafter only.
    • Required Materials: 1x Full Plate (Adamantine), 8x Coal, 2x Ingot (Greensteel), 1x Flawless Chardalyn Stone, 1x Skull Emblem

SPELL CHANGES:
  • New Planar Summon Stream: Unseelie Fey
    Unless otherwise noted, all Unseelie Fey have 100% Cold and 50% Acid immunity, 10/- DR vs Electrical, Woodland Stride & Nature Sense.
    • Tier 1: Yeth hound
      • Attack Progression: 11/6 (19-20 / x2)
      • Damage: 1-8 + 7 Slashing
      • Armor Class: 18
      • Hit Points: 46
      • Spell Resistance: 14
      • Special: On Hit: Stun (every 3rd attack only)
    • Tier 2: Quickling
      • Attack Progression: 15/11/11/6 (17-20 / x2)
      • Damage: 1-6 + 9 Slashing
      • Armor Class: 19
      • Hit Points: 61
      • Damage Reduction: 5/+2
      • Spell Resistance: 18
      • Special: Very fast movement
      • Spells: Improved Invisibility on cooldown
    • Tier 3: Winterling
      • Attack Progression: 23/23/18 (19-20 / x2)
      • Damage: 1-4 + 11 Piercing + 1d6 Cold
      • Armor Class: 25
      • Hit Points: 105
      • Damage Reduction: 5/+3
      • Physical Immunity: 10%
      • Spell Resistance: 22
      • Spells: Improved Invisibility and Freeze on cooldown
    • Tier 4: Lunar Ravager
      • Attack Progression: 31/26 (18-20 / x3)
      • Damage: 4-24 + 10 Slashing
      • Armor Class: 33
      • Hit Points: 179
      • Damage Reduction: 5/+3
      • Physical Immunity: 10%
      • Spell Resistance: 24
      • Spells: Improved Invisibility and Faerie Fire on cooldown
    • Tier 5: Frostwind Virago
      • Attack Progression: 32/27/32/27 (10-20 / x2)
      • Damage: 1-6 + 14 Slashing + 1d6 Cold
      • Armor Class: 30
      • Hit Points: 259
      • Damage Reduction: 5/+3
      • Physical Immunity: 10%
      • Spell Resistance: 28
      • Spells: Improved Invisibility and Freeze on cooldown, Frost Aura
    • Tier 6: Elder Verdant Prince
      • Attack Progression: 33/28/33/28 (10-20 / x3)
      • Damage: 1-6 + 15 Slashing + 2d8 Acid + 1d6 Divine + 1d6 Positive
      • Armor Class: 32
      • Hit Points: 284
      • Damage Reduction: 5/+3
      • Physical Immunity: 10%
      • Spell Resistance: 32
      • Spells: Improved Invisibility and Nature's Balance on cooldown
    • Gate Tier: Verdant Prince
      • Attack Progression: 30/25/30/25/30 (10-20 / x3) (including Haste)
      • Damage: 1-6 + 15 Slashing + 2d8 Acid + 1d6 Divine + 1d6 Positive
      • Armor Class: 34 (including Haste)
      • Hit Points: 284
      • Damage Reduction: 5/+3
      • Physical Immunity: 10%
      • Spell Resistance: 22
      • Spells: Improved Invisibility and Nature's Balance on cooldown
      • Special: Haste
  • New Spell: Dark Undertow
    • Caster Level: Warlock 5
    • Innate Level: 5
    • School: Conjuration
    • Component(s): Verbal, Somatic
    • Range: Medium (20 meters)
    • Area of Effect: single
    • Duration: instant
    • Save: None
    • Spell Resistance: Yes
    • Description: Limbs of a thalassic horror break through a gash in reality, reaching for the target. If the caster succeeds at a ranged touch attack, the target gets pulled to a nearby location soon after. Huge creatures and targets affected by Freedom or Respite are impervious to the effects of this spell, as are creatures that have been affected by Dark Undertow within the last 5 rounds. Targets able to to apply Freedom of Movement before getting pulled can escape the tentacles. No ranged touch attack is necessary for this spell to affect party members, nor will Freedom prevent the effects in this case.
    • Dark Undertow intentionally cannot be scribed, nor cast from scrolls.
  • Spell Breaches now affect all of the target's magical damage shield effects, even if they originate from otherwise unbreachable spells or wild surges.
  • Hell Inferno: Innate Level lowered to 6. Damage per tick increased to 2d6 magic and 2d6 fire. This fire damage increases by 1d6 per evocation focus.
  • Rogue's Cunning: Innate Level increased to 7.

HEXBLADE
  • Curse of Hypocrisy, Curse of Life, Hex of Duality, Hex of Elemental Decay: STR prerequisite removed.
  • Hex of Ineptitude: Skill penalty halved: Hexed targets now get a skill penalty equal to -1 per 5 Hexblade levels.
  • Hex and Curse Weapon now scale with half the Hexblade's Warlock levels. Example: A character with 26 Hexblade and 4 Warlock levels would have a Curse Weapon CL of 28. The same character would also be able to cast a CL 17 Eldritch Blast due to the synergy between both classes.

MISCELLANEOUS CHANGES:
  • New chat command: -dismiss: Removes all dominated associates, causing them to *Wander off* and disappear. Characters with Double Dominate may dismiss only one of their two associates by appending '1' or '2' to the command (example: -dismiss 1). Creature '2' hereby is the last-dominated creature.
Last edited by Batrachophrenoboocosmomachia on Mon Aug 30, 2021 1:59 pm, edited 2 times in total.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Sun Aug 29, 2021 8:38 pm

Separate post from the WALL OF TEXT above for ease of reference:

From Artenides
==============
- A new option has been added to the rest menu (Character => Equipment Durability) that prints the current durability/condition of all equipped items to the combat window.

From myself
==============
- Other than working the pixel mines under Kalopsia's lash for NuLock, have added five new Warlock patrons (or anyone's patron, if you swing that way). Will update this post with wiki links once completed.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Tue Aug 31, 2021 11:55 pm

From Kalopsia
==============
WARLOCK CLASS:
- Hideous Blow: Bonus damage from STR modifier capped at 15d2 (or 15d6 for the greater version)
- Infernal Pact: Delayed Blast Fireball added to cooldown spells
- Hideous Blow: No longer allows ranged weapons
- Epic Abyssal Blast: Eldritch blasts may now curse the target, lowering a random ability by 1 (DC 10 + CHA modifier, increased by Transmutation foci)
- Greater Night Hag Pact: Now grants Deceive Item. Eligible warlocks will receive the feat after their next levelup.
- Epic Fey Pact: Haste on creatures other than the warlock triggers a replenishment cooldown
- Epic Infernal Pact: Hellfire Blast no longer triggers on targets affected by Hell Inferno

- Star Pact: Various balance changes:
> Pact Spells: Haste replaced with Eyebite
> Psionic Barrier can now be bypassed with +5 weapons
> Hex: Caster level is now 1/2 the warlock's class level
> Crushing Despair: No longer saveless, but inflicts half the penalties even on a successful save.

- Bugfixes:
> Greater/ Epic Abyssal Pact: Improved reliability of Wild Surge DCs
> Agonizing & Precision Blast: Prerequisite text adjusted to match the Epic Pact requirement
> Sleep: No longer (briefly) affects targets with a Nightmare curse
> Greater Eldritch Spear: Properly bypasses concealment now
> Pact Streams: No longer automatically removed upon levelup. Existing warlocks will receive their summon streams after their next levelup.
> Eldritch Summon: Tier 1, 2 and 3 summons now also scale with Conjuration Foci

SPELL CHANGES:
- Hell Inferno: Added a Reflex save vs. fire to avoid the AB and damage penalties.
- Double Dominate: Different dominate spells no longer allow casters to dominate two creatures each. The maximum amount of dominated creatures is now 2, no matter the spells used.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Wed Sep 01, 2021 9:42 pm

Live next reset:
From Artenides and DM GrumpyCat
===============================
From Approved Suggestions:
viewtopic.php?f=51&t=30100
- Speedy messenger NPCs now provide a new service to block incoming messages over periods ranging between 10 RL minutes to 8 RL hours, for scaling sums of gold. You can cancel this early at any time by conversation with a messenger NPC.
- Note that this only applies to speedy messenger/goblin/wisp keeper/etc NPCs. Players can still use Wisp Bottles and -send_image to contact you.

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

+ chat command -setup added on the PGCC to open a dialogue for leveling up for QoL and not memorizing the numbers.
- -setxp has been removed and replaced with the above.

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Re: Arelith Updates!

Post by MalKalz » Thu Sep 02, 2021 4:20 pm

Discord Update
===========

New users to Discord will receive a "Verification Required" role automatically assigned to them. They will need to contact a dungeon master in the landing zone channel (those with the role can only see it) where a private conversation will be started between them and the dungeon master. Players will be required to supply their Public CD Key (can be determined here: http://wiki.nwnarelith.com/CD_key#Public_CD_key) and have the DM verify this before entry is granted. Once verified, the role will be removed.

When you initially join, the bot will also notify you with instructions privately.

Thank you for your cooperation.

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


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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Fri Sep 03, 2021 12:21 am

From Kalopsia
==============

WARLOCK CLASS:
- Epic Night Hag Pact: In addition to the sleep effect, Eldritch Blasts also exhaust targets failing the will save, lowering their Rest meter by 3d8 percent. Negative Energy Protection will protect against this. Additionally, the sleep effect lasts slightly longer.
- Greater Eldritch Spear: Renamed to Eldritch Chain. No longer ignores concealment, but affects two nearby targets at reduced damage. Secondary blast effects like Drowning Blast will affect all damaged creatures. Eldritch Chain, when used to heal, can affect up to two additional party members at reduced efficiency.
- Precision Blast: This feat now allows blasts to ignore concealment. The existing DEX bonus to touch attack was halved as a result.
- Fey Pact:
> Faerie Fire Blast: No longer strips concealment. Instead, the flames will now disorient affected creatures, resulting in a 50% miss chance.
> Wildshape was moved to a separate radial ability and is now available 1/day and with a cast time.
- Epic Infernal Pact: Hellfire Blast damage lowered to 2d4 + 1d4 per evocation focus. Two ticks, still.
- Abyssal Pact: Reviewed the surge list. At warlock levels 25+, abyssal surges are now almost exclusively beneficial.
- Secondary Blast Effects like Drowning Blast or Psionic Barrier now only trigger on the regular Eldritch Blast and Greater Blast Shapes (this includes Eldritch Chain and Greater Eldritch Doom)
- Bugfixes:
> Warlocks can now create and learn streams from prisms
> Delayed Blast Fireball added to the Pact Spell cooldown list (-cd command)
> Quicken Spell: Improved the workaround for quickening blasts
> Imaskari Warlocks and Hexblades can now activate Spell Clutch

SPELL CHANGES:
- Tentacle Spells now also affect small and tiny creatures.

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Wed Sep 08, 2021 1:10 pm

From Kenji:
===========
New Auto-loot Options:
- Raw Gems
- Hides
- Dusts
- Herbs (only corpses, not plants for now)

From Kalopsia
==============

WARLOCK CLASS:
- Haste: Now a Pact Spell for all Greater Pacts (with the usual 3min replenishment cooldown).
- Scorching Ray: Replaced with Flame Lash, both in the Warlock spellbook and as an Infernal Pact Spell.
- Epic Fathomless Pact: Drowning Blast DC increased by 6.
- Epic Abyssal Pact: Bewitching Blast ability drain increased to 2; DC increased by 6.
- Epic Night Hag Pact: Rest meter drain lowered to 2d8 percent, but half the penalty applies even on a successful save; DC increased by 6.
- Eldritch Chain: Damage and healing on tertiary target lowered slightly (d3 instead of d4).
- Eldritch Mastery: Increases Eldritch Cure healing by 1d4 per tier.
- Eldritch Blast: Minimum damage set to 2d6 - QoL for low levels.
- Fey Stream:
> Tier 2: Damage lowered by 4
> Tier 5: CON lowered by 2
> Tier 6 and Gate: CON lowered by 4
- Bugfixes:
> Experimental fix for proficiency penalties applying to regular blasts
> Unseelie Fey summons also receive the Blackguard Divine Might/Shield bonus
> Curse of Sacrifice: Fixed Warlock synergy with Hexblade

SPELL CHANGES:
- Faerie Fire: Updated to use the new visual effect
- Bugfix: Creatures dominated by casters with Double Dominate are now released when targeted with Clarity or (Lesser) Mind Blank

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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Fri Sep 10, 2021 4:05 am

From myself
==============
- Writ rewards: completion of contracts for the first time now rewards a flat XP bonus upfront instead of adventure XP. The multiplier for first-time rewards has been increased.
` Turning in contract writs that you've already completed before now reward adventure XP instead of a flat XP bonus upfront.
- Gold and XP values have been adjusted again. Back-end changes also made that will make future adjustment easier and more responsive.
- The timer is also longer right now. This will be fixed next reset. Sorry for the heart attack.

Done.


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Re: Arelith Updates!

Post by Batrachophrenoboocosmomachia » Fri Sep 10, 2021 5:54 am

From myself
==============
- Haunted Cavern levers removed.
- Adventure XP drip rate adjusted from (2 * RPR) per tick to flat 120 per tick (double what 30 RPR currently gets).
NAPKIN MATH:
With accumulated 30000 ADV XP pool, that is approx. 250 ticks (discounting
slowdown as you go under 3000)
250 ticks = 1250 minutes = 20.833 hours
Assuming 3hr/day playtime, complete gain in one week
Assuming 2hr/day playtime, complete gain in 10.5 days
- Please review this thread and provide feedback to help us continue tuning writ dungeons: viewtopic.php?f=37&t=25911&sid=5275463a ... 4706766a64
- Further adjustments pending.

==========================================
So the last updates turned certainly had a response. I'll make a few notes on the most persistent items.

- If these changes prove to be detrimental and counter to our intentions, they will be reverted.

- Our intentions are for players to be able to run some writs and then go RP, and while RPing receive sufficiently significant XP bonuses to make that RP not feel like so steep an opportunity cost compared to more grinding. The decision to disable adventure XP while in combat would hammer a nail into this, but the behavior needs to change on the basis of player fun, not developer force.

- These changes will be adding up, and so should be considered in their whole, not in isolation, because it's multiple systems which make up the gameplay loop being experimented with.

- People with little time to play should not be disproportionately disadvantaged vs people with high playtime. XP over time will need further scrutiny and changes- we do NOT want to force people to stay online or have 'dailies' or etc.

- "RP beginning at 30" is a social construct. Anyone who ever makes that complaint is 100% beholden to ensure their RP incorporates people beneath that level.

- The "RP beginning at 30" social construct is a major contributing reason why the impetus exists to level as fast as possible for some people.

- The low-level vs mid-level vs high-level experience is another area of focus that requires scrutiny and as updates hit that, should further ameliorate the issue.

- "Should." The effectiveness of these changes, like all changes, is also governed by the charity and buy-in and change given to them by players.

- I am not moved by salt, be it in tears or in blood. To make effective changes and to gauge the effectiveness of those changes, orderly data and information are required. I read the feedback forums closely.

- thanks bye
Last edited by Batrachophrenoboocosmomachia on Sun Sep 12, 2021 9:29 pm, edited 1 time in total.

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Re: Arelith Updates!

Post by Hoodoo » Fri Sep 10, 2021 8:23 pm

From Artenides:
===============
- Fixed a bug in the loot generating system that created invalid items.

From BHR55
=============
- Kyristan's more in line with the rest of the tentacle spells. 1/2 tentacles can make grapple attempts(1/3 before), now just 1d4+1 if grappled(vs how many touched you).

-Darkness domain should now allow clerics to see in darkness and shadow plague.

-Fire Domain should now make actual fire swarms.

From Kenji:
===========
+Guard/Ward Changes
- Guard Distance changed from 3m to 5m
- Ward Distance changed from 6m to 5m

From Hoodoo
===========
Servers should no longer be anti-social and remain passworded randomly

From ActionReplay
====================
No more camping quarters and shops!

The random timer on Quarters and Shops when they are put up for sale has been removed and instead replaced with bidding. Players can put a down payment of 10% of the property cost to be part of the bidding process.

After 4 Days the bidding is over and a random player who put down a down payment will be picked as the new property owner granted they have enough gold for the remaining 90% of the property cost on their bank account.

You can bid on as many shops and quarters as you like but if you win a bid all other bids on properties of the same type will be removed.

Players losing the bid won't get reimbursed for the money they put in.

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