Arelith Updates!

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Sincra
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Re: Arelith Updates!

Post by Sincra » Sun Jan 30, 2022 5:43 am

From Sincra:
====================
Rest Menu Update:
-You may now open the rest menu anywhere.
-You may now open the rest menu regardless of armour.
-When you attempt to use the [Rest] option it will work as before. (That is to say, you will get feedback & not rest where relevant)

Mining Ore/Gem Chances:
-Some bugfixes for issues that were stopping bonus chances being applied.
Irongron wrote:I've literally never used -guard on anyone.

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Sincra
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Re: Arelith Updates!

Post by Sincra » Sun Jan 30, 2022 3:09 pm

From the Team
========================
Cover & Cover DC:
* Adjusted to be less a replacement for disguise and more a utility for being at range, expect it to only work at distance now.
* Dedicated & geared spotters will find cover no issue to pierce.
* Dedicated spotters with only the skill investment will find they have a high chance to pierce cover.
* Exact numbers subject to change and local variables (weather, lighting etc) but the DC's are moderately lower than before.

Reasoning:
The cover system was allowing for an effective 60 DC disguise with 0 investment, this has now been curtailed to more reasonable ranges to reward investment over just staying at distance.
Irongron wrote:I've literally never used -guard on anyone.

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Kenji
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Re: Arelith Updates!

Post by Kenji » Sun Jan 30, 2022 10:03 pm

From Kenji
==========
- Cleric Path Adjustments
+ Cloistered
Limited to light armor and small shield, otherwise wearing heavier armor and/or shields will incur Spell Failure penalties.
+1 DC to domain spells only, reduced from +2 DC to all spells
Can now spontaneously cast domain spells up to 4th level.
Divine Power adjusts Intelligence to 18 if it isn't higher than 18 already.

+ Healer
Limited to light armor and small shield, otherwise wearing heavier armor and/or shields will incur Spell Failure penalties.
Healer Overheal adjusted:
No more level scaling, maximizes at the following values depending on conditions
30 hp if Healer is under level 18 or does not have Healing/Suffering domains
60 hp if Healer has over 18 levels of effective cleric levels and Healing/Suffering domains
Divine Power adjusts Constitution to 18 if it isn't higher than 18 already.

+ Evangelist
Limited to medium armor and large shield, otherwise wearing heavier armor and/or shields will incur Spell Failure penalties.
Can spontaneously cast Bless, Aid, Prayer, Word of Faith, and Blasphemy
Divine Power provides +5 AB but not an extra APR
Divine Power adjusts Charisma to 18 if it isn't higher than 18 already.

+ Warpriest
No longer has access to Gate summons.
Extending Divine Power/Favor no longer obtains 4 times the original duration, but 3 times, instead.

- Cleric Domain Adjustments
+ Travel
Now gains Ranger's map exploration perk

- Shaman Synergy Adjustments
+ Monk
Shaman/Monks can no longer obtain Ki Strike 5 and can only go up to Ki Strike 4

+ Ranger
Now gains Ranger's map exploration perk at effective level 12 (ex. 18 shaman/3 Ranger)

- Developer Commentary:
Recently introduced Shaman synergy and Cleric paths are closely monitored and will be adjusted accordingly.

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Re: Arelith Updates!

Post by ActionReplay » Sun Jan 30, 2022 10:39 pm

Next reset,

* Deployed Ship Weapons will no longer reduce ship speed, they will only do so when they are in cooldown after being fired
* Returning a ship to Port will remove all hostile NPCs on the ship
* Added a new Diving Bell Quest
* Fixed some broken Pirate quests
* Fixed a bug with the new Disable Group Boarding option not working

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Re: Arelith Updates!

Post by MalKalz » Mon Jan 31, 2022 5:36 pm

First Level Stat Adjustments / Feat Choices
===========================================

Starting tomorrow, Clerics will be able to apply for the re-stat / feat selection on level 1. They will need to follow the above instructions: https://discord.com/channels/6518790256 ... 6012119080

Please note that I am still accepting Spellsword and Paladin requests as well. Other classes that have been submitted will not be actioned until its their time - so please feel free to continue to play those characters and wait until your class is announced.

Thank you.

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Re: Arelith Updates!

Post by Kenji » Tue Feb 01, 2022 1:36 pm

From Kenji
==============
+ Cleric Path adjustments
- Warpriest
+3 CL vs dispel at 21+ effective cleric levels
-2 DC to all spells
No longer obtain Arcane Defense: Abjuration at level 23
Warpriests will not be forced to relevel, the AD: Abjuration feat will automatically be removed.

- Evangelist
Evangelist will be getting duration and scaling area size buff to Bless, Aid, and Prayer (if applicable) similar to what AoE heals get from Healers.
Bless, Aid, and Prayer are auto-extended (doesn't stack with Extend Spell, must cast from spellbook and not items)
Area size now scales with Cleric level up to twice the area size with 30 cleric levels

- Healer
Healer's Divine Favor will now maximize all healing spells:
Cure Wounds
Healing Circle
Heal (damages Undead and put them to 1hp)
Healing Sting
Mass Heal (damages Undead and put them to 1hp)

- Cleric Path
Clerics will be getting their bonus feat for path selection moved from 2nd level to 3rd level cleric.

Developer Commentary:
These should be the last set of changes to cleric paths for a long while, bugfixes notwithstanding. Please report any unintended or nonfunctional interaction between the classes to the following thread:
viewtopic.php?f=12&t=36471

If I missed any details, fully compiled and comprehensive notes should be on Arelith wiki for Clerics Soon™


Additionally, some Ship Stuff (ActionReplay):
- PC Repair of a ship now repairs a fixed 5 HP (10 if making the masterly check) instead of a percentage.

- Using Bard Song should affect everyone on a ship deck even if they are far away from the Bard.

- You can now target Ships when using a Wisp Bottle or Ghostly Parrot to deliver messages to the whole ship. Useful for communication when you do not know who is aboard another vessel.

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Re: Arelith Updates!

Post by Sincra » Wed Feb 02, 2022 1:23 am

From Sincra:
=================================
Rest Menu:
The odd behaviour that was recently introduced due to moving of logic about should now be resolved.

Specifically, the "no resting on Surface as an Under-darker" and vice versa was removed.

Apologies to those this inconvenienced, it was apparently some old sleeper code.
Old code sometimes does strange things when moved, like becoming active.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Red Ropes » Fri Feb 04, 2022 7:04 pm

Coming next reset...

From Sincra (the sequencer chad), Red Ropes (reworking), Kalopsia (upgrading existing), and Spyre (for setting them free) (
-------------------------------------
All 19 Magic Staves & 1 Quarterstaff intended to be caster items have been updated to actually be useful in most cases as while a lot of the +2 Staves were used by people sometimes, most people, made their own. Arch Druid, Arc Wizard, Arcane Locus, Greater Concordiant Branch, Staff of Spiritwalking, Staff of Ghostwalking, Blight Staff, Life Staff, and Eldritch Focus will all be updated to as close to their new version as possible - except for runic properties being adjusted as some of these items were made so you could rune them twice.

Also no, the Sequencer properties on the GENERIC END GAME staves are not a hallucination. A guide to the Sequencer, its limits, exceptions, and so forth was made by Sincra and will be included at the end of this post. Please report any bugs or weird thing on the appropriate part of the forum.
[Carpentry, MAGIC STAVES]

(Blank staves are now useable by everyone.)

[WARLOCK/HEXBLADE]

Eldritch Focus

before:
Bonus Spell Slot: Warlock Level 7
Bonus Spell Slot: Warlock Level 8
Enhancement Bonus: Charisma +2
Skill Bonus: Concentration +4
Use: Ioun Stone (Deep Red) 3 Uses/Day
Only Usable By: Warlock
Increased UMD Requirement (45)

after:
Ability Bonus: Charisma +2
AC Bonus vs. Alignment Group: Good +5
Additional Property: Use Magic Device - +50
Attack Bonus vs. Aberration, Elemental, Fey, Outsider, Undead +3
Hexblade Spell Slot: 1 x2, 2 x2, 3, 4
Warlock Spell Slot: 7, 8
Cast Spell: Ioun Stone Power: Deep Red 3 Uses/Day -
Skill Bonus:
Bluff +2
Concentration +5
Lore +5
Perform +2
Spellcraft +3
UMD +2
Restricted:
Hexblade, Warlock
Evil, CN, TN, LN
ILR 21
Tier 3 Thorass Rune
CHA REQ 18


[DRUID]

[Quarterstaff]
Druid Staff --> Natural Focus

before:
Ability Bonus: Wisdom +1
Bonus Spell Slot of Level: Druid Level 3
Light Normal (15m) Green
Skill Bonus: Concentration +3
Use Limitation: Class: Druid

after:
Ability Bonus: Wisdom +1
Bonus Feat: Combat Casting
Druid Spell Slot: 1, 2, 3
Ranger Spell Slot: 3
Keen
Skill Bonus:
Animal Empathy +4
Concentration +4
Heal +2
Leadership +1
Lore +4
Spellcraft +2
Restricted:
Druid, Ranger
Tier 2 Thorass Rune


Staff of the Arch-Druid --> Druidic Branch-staff

before:
Bonus Spell Slot: Druid Level 5
Enhancement Bonus: Wisdom +2
Only Usable By: Druid
Skill Bonus: Concentration +5
Use: Nature's Balance (15) 1 Use/Day
Increased UMD Requirement (30)

after:
Ability Bonus: Wisdom +2
Additional Property: Use Magic Device - +50
Druid Spell Slot: 3 x2, 4, 5, 6
Cast Spell: Sequencer (1 spell) 1 Use/Day -
Damage Resistance: Fire Resist 10 / -
Immunity: Damage Type: Fire 10% Immunity Bonus
Skill Bonus:
Animal Empathy +5
Concentration +5
Heal +3
Leadership +2
Lore +5
Spellcraft +3
Restricted:
Druid
ILR 21
Tier 3 Druidic Rune
WIS REQ 18


[WIZARD]

Wizard's Staff --> Initiate's Conduit (Wizard)

before:
Bonus Spell Slot: Wizard Level 1
Bonus Spell Slot: Wizard Level 2
Only Usable By: Wizard
Skill Bonus: Concentration +2
Skill Bonus: Spellcraft +2
UMD Requirement (5)

after:
Ability Bonus: Intelligence +1
AC Bonus +1
Bonus Feat: Combat Casting
Spellsword & Wizard Spell Slot: 1, 2, 3
Skill Bonus:
Concentration +4
Lore +4
Spellcraft +4
Restricted:
Wizard, Spellsword
Tier 2 Thorass Rune

Staff of the Arch-Wizard --> Arcane Focus (Wizard)
co_grswizstaf
ID: 870

before:
Bonus Spell Slot: Wizard Level 6
Enhancement Bonus: Intelligence +2
Only Usable By: Wizard
Skill Bonus: Concentration +5
Skill Bonus: Spellcraft +5
Increased UMD Requirement (40)

after:
Ability Bonus: Intelligence +2
AC Bonus +3
Additional Property: Use Magic Device - +50
Spellsword & Wizard Spell Slot: 3 x2, 4, 5, 6
Cast Spell: Sequencer (1 spell) 1 Use/Day -
Skill Bonus:
Concentration +5
Lore +5
Spellcraft +5
Restricted:
Wizard, Spellsword
ILR 21
Tier 3 Thorass Rune
INT REQ 18


[SORCERER]

Sorceror's Staff --> Initiate's Conduit (Sorcerer)

before:
Bonus Spell Slot: Sorcerer Level 1
Bonus Spell Slot: Sorcerer Level 2
Only Usable By: Sorcerer
Skill Bonus: Concentration +2
Skill Bonus: Spellcraft +2
UMD Requirement (5)

after:
Ability Bonus: Charisma +1
AC Bonus +1
Bonus Feat: Combat Casting
Sorcerer Spell Slot:: 1, 2, 3
Bonus Spell Slot of Level: Sorcerer Level 3
Skill Bonus:
Bluff +1
Concentration +4
Leadership +2
Lore +4
Spellcraft +2
Restricted: Class: Sorcerer
Tier 2 Thorass Rune

Staff of the Arcane Locus --> Arcane Focus (Sorcerer)

before:
Bonus Spell Slot: Sorcerer Level 6
Bonus Spell Slot: Sorcerer Level 6
Enhancement Bonus: Charisma +1
Only Usable By: Sorcerer
Skill Bonus: Concentration +5
Skill Bonus: Spellcraft +5
UMD Requirement (15)

after:
Ability Bonus: Charisma +2
AC Bonus +3
Additional Property: Use Magic Device - +50
Sorcerer Spell Slot:: 3, 4, 5, 6
Cast Spell: Sequencer (1 spell) 1 Use/Day -
Skill Bonus:
Bluff +2
Concentration +5
Leadership +3
Lore +5
Spellcraft +3
Restricted:
Sorcerer
ILR 21
Tier 3 Thorass Rune
CHA REQ 18


[BARD]

Apprentice Staff --> Gleeman's Travel-staff

before:
Bonus Spell Slot: Sorcerer Level 2
Bonus Spell Slot: Wizard level 2
Only Usable By: Sorcerer OR Wizard
Skill Bonus: Concentration +4
Skill Bonus: Lore +2
Skill Bonus: Spellcraft +4
UMD Requirement (10)

after:
Ability Bonus: Charisma +1
AC Bonus +1
Additional Property: Use Magic Device - +30
Attack Bonus +1
Bard Spell Slot: 1, 2, 3
Skill Bonus:
All except Craft Mastery +1
Concentration +4
Lore +4
Perform +2
Sleight-of-hand +2
Tumble +4
Restricted:
Bard
Tier 2 Thorass Rune

Master's Staff --> Minstrel's Shillelagh

before:
Bonus Spell Slot: Sorcerer Level 4
Bonus Spell Slot: Wizard Level 4
Ability Bonus: Charisma +1
Ability Bonus: Intelligence +1
Skill Bonus: Concentration +5
Skill Bonus: Spellcraft +3
Only Usable By: Sorcerer OR Wizard
UMD Requirement (15)

after:
Ability Bonus: Charisma +2
AC Bonus +3
Additional Property: Use Magic Device - +50
Attack Bonus +3
Bard Spell Slot: 3, 4, 5, 6
Regeneration +1
Skill Bonus:
All except Craft Mastery +1
Climb +2
Concentration +5
Hide +2
Leadership +2
Lore +5
Move Silently +2
Open Lock +1
Perform +3
Ride +2
Sail +2
Sleight-of-hand +3
Spellcraft +2
Tumble +5
Use Magic Device +2
Restricted:
Bard
ILR 21
Tier 3 Thorass Rune


[CLERIC]

Cleric's Staff

before:
Bonus Spell Slot: Cleric Level 3
Ability Bonus: Wisdom +1
Only Usable By: Cleric
Skill Bonus: Concentration +5
Skill Bonus: Heal +5
UMD Requirement (10)

after:
Ability Bonus: Wisdom +1
Bonus Feat: Combat Casting
Cleric Spell Slot: 1, 2, 3
Skill Bonus:
Concentration +4
Heal +4
Intimidate +1
Leadership +1
Lore +4
Spellcraft +2
Restricted:
Cleric
Tier 2 Thorass Rune

Staff of Life --> Hierophant's Crozier (Purist)

before:
Bonus Spell Slot: Cleric Level 5
Enhancement Bonus: Wisdom +2
Improved Saving Throws: Universal +2
Only Usable By: Cleric
Only Usable By: Good OR Neutral
Skill Bonus: Concentration +4
Use: Regenerate (13) 1 Use/Day
UMD Requirement (35)

after:
Ability Bonus: Wisdom +2
AC Bonus vs. Alignment Group: Evil +5
AC Bonus vs. Alignment Group: Neutral +3
Additional Property: Use Magic Device - +50
Cleric Spell Slot: 3 x2, 4, 5, 6
Cast Spell: Sequencer (1 spell) 1 Use/Day -
Skill Bonus:
Concentration +5
Heal +5
Intimidate +2
Leadership +2
Lore +5
Spellcraft +3
Restricted:
Cleric
Good, CN, TN, LN
ILR 21
Tier 3 Thorass Rune
WIS REQ 18

Staff of Blight --> Hierophant's Crozier (Zealot)

before:
Bonus Spell Slot: Cleric Level 5
Enhancement Bonus: Wisdom +2
Improved Saving Throws: Universal +2
Only Usable By: Cleric
Only Usable By: Evil
Skill Bonus: Concentration +4
Use: Harm (11) 1 Use/Day
Increased UMD Requirement (50)

after:
Ability Bonus: Wisdom +2
AC Bonus vs. Alignment Group: Good +5
AC Bonus vs. Alignment Group: Neutral +3
Additional Property: Use Magic Device - +50
Cleric Spell Slot: 3 x2, 4, 5, 6
Cast Spell: Sequencer (1 spell) 1 Use/Day -
Skill Bonus:
Concentration +5
Heal +5
Intimidate +2
Leadership +2
Lore +5
Spellcraft +3
Restricted:
Cleric
Evil, CN, TN, LN
ILR 21
Tier 3 Thorass Rune
WIS REQ 18


[FAVORED SOUL]

Concordiant Branch --> Favored's Rod

before:
Bonus Spell Slot: Favored Soul Level 3
Bonus Spell Slot: Favored Soul Level 3
Enhancement Bonus: Charisma +1
Use: Lesser Planar Binding (9) 1 Uses/Day
Only Usable By: Favored Soul
Increased UMD Requirement (25)

after:
Ability Bonus: Charisma +1
AC Bonus vs. Racial Group: Outsider +3
Attack Bonus vs. Racial Group: Outsider +3
Bonus Feat: Combat Casting
Favored Soul Spell Slot: 1, 2, 3
Skill Bonus:
Concentration +4
Heal +1
Intimidate +2
Leadership +2
Lore +4
Spellcraft +2
Restricted:
Favored Soul
Tier 2 Thorass Rune

Greater Concordiant Branch --> Chosen's Staff

before:
Bonus Spell Slot: Favored Soul Level 5
Bonus Spell Slot: Favored Soul Level 5
Enhancement Bonus: Charisma +2
Use: Planar Binding (11) 1 Uses/Day
Only Usable By: Favored Soul
Increased UMD Requirement (50)

after:
Ability Bonus: Charisma +2
AC Bonus vs. Racial Group: Outsider +5
Additional Property: Use Magic Device - +50
Attack Bonus vs. Racial Group: Outsider +5
Favored Soul Spell Slot: 3, 4, 5, 6
Cast Spell: Sequencer (1 spell) 1 Use/Day -
Skill Bonus:
Concentration +5
Heal +2
Intimidate +3
Leadership +3
Lore +5
Spellcraft +3
Restricted:
Favored Soul
ILR 21
Tier 3 Thorass Rune
CHA REQ 18


[SHAMAN]

Tribal Staff --> Hermetic Totem

before:
Bonus Spell Slot: Shaman Level 3
Bonus Spell Slot: Shaman Level 3
Enhancement Bonus: Wisdom +1
Skill Bonus: Concentration +3
Only Usable By: Shaman
Increased UMD Requirement (25)

after:
Ability Bonus: Wisdom +1
AC Bonus vs. Elemental, Fey, Outsider, Undead +2
Shaman Spell Slot: 1, 2, 3
Skill Bonus:
Animal Empathy +1
Concentration +4
Heal +2
Leadership +1
Lore +4
Spellcraft +2
Restricted:
Shaman
Tier 2 Thorass Rune

Staff of Spirits --> Mystic Focus (Benign)

before:
Bonus Spell Slot: Shaman Level 4
Bonus Spell Slot: Shaman Level 4
Bonus Spell Slot: Shaman Level 6
Enhancement Bonus: Wisdom +2
Skill Bonus: Concentration +5
Use: Raise Dead (9) 2 Uses/Day
Only Usable By: Shaman
Increased UMD Requirement (45)

after:
Ability Bonus: Wisdom +2
AC Bonus vs. Elemental, Fey, Outsider, Undead +4
Additional Property: Use Magic Device - +50
Bonus Feat: Spell Focus (Conjuration)
Shaman Spell Slot: 3, 4, 5, 6
Cast Spell: Sequencer (1 spell) 1 Use/Day -
Skill Bonus:
Animal Empathy +2
Concentration +5
Heal +3
Leadership +2
Lore +5
Spellcraft +3
Restricted:
Shaman
Good, CN, TN, LN
ILR 21
Tier 3 Thorass Rune
WIS REQ 18

Staff of Ghostwalking --> Mystic Focus (Malign)

before:
Bonus Spell Slot: Shaman Level 6
Bonus Spell Slot: Shaman Level 6
Enhancement Bonus: Wisdom +1
Skill Bonus: Concentration +2
Use: Control Undead (10) 1 Uses/Day
Use: Create Greater Undead (18) 1 Uses/Day
Only Usable By: Evil
Only Usable By: Shaman
Increased UMD Requirement (40)

after:
Ability Bonus: Wisdom +2
AC Bonus vs. Elemental, Fey, Outsider, Undead +4
Additional Property: Use Magic Device - +50
Bonus Feat: Spell Focus (Necromancy)
Shaman Spell Slot: 3, 4, 5, 6
Cast Spell: Sequencer (1 spell) 1 Use/Day -
Skill Bonus:
Animal Empathy +2
Concentration +5
Heal +3
Leadership +2
Lore +5
Spellcraft +3
Restricted:
Shaman
Evil, CN, TN, LN
ILR 21
Tier 3 Thorass Rune
WIS REQ 18


[UNIQUES]

Staff of Cleansing --> Branch of Disruption

before:
Armour Bonus Vs: Undead +4
Bonus Spell Slot: Druid Level 6
Enhancement Bonus: Wisdom +1
Improved Saving Throws: Negative Energy +5
On Hit: Slay Racial Group DC-16 Undead
Only Usable By: Druid
Increased UMD Requirement (50)

after:
AC Bonus vs. Racial Group: Undead +5
Additional Property: Use Magic Device - +30
Bonus Feat: Spell Focus (Conjuration)
Bonus Feat: Spell Focus (Necromancy)
Spell Slot: Cleric 6, Druid 7, Favored Soul 6, Paladin 1, Ranger 4, Shaman 3, Sorcerer 6, Spellsword 3, Wizard 6
Damage Bonus vs. Racial Type: Undead 2d8 Damage Positive Energy
Damage Resistance: Negative Energy Resist 10 / -
Enhancement Bonus vs. Racial Group: Undead +5
Immunity: Damage Type: Negative Energy 10% Immunity Bonus
Saving Throw Bonus: Negative Energy +3
Skill Bonus:
Animal Empathy +3
Concentration +5
Discipline +1
Lore +5
Spellcraft +3
Restricted:
Cleric, Druid, Favored Soul, Ranger, Shaman, Sorcerer, Spellsword, Wizard
Neutral
ILR 21
Tier 3 Espruar Runes

Icon of The Hunt --> Icon of the Hunt

before:
Bonus Spell Slot: Druid Level 4
Bonus Spell Slot: Druid Level 5
Bonus Spell Slot: Ranger Level 3
Bonus Spell Slot: Ranger Level 4
Enhancement Bonus: Wisdom +2
Only Usable By: Chaotic OR Evil
Only Usable By: Druid OR Ranger
Use: Aura of Vitality (13) 2 Uses/Day
UMD Requirement (35)

after:
Ability Bonus: Constitution +1
Additional Property: Use Magic Device - +40
Attack Bonus +5
Bonus Feat: Alertness
Spell Slot: Cleric 5, Druid 7, Favored Soul 5, Ranger 3 x2, Shaman 7
Damage Bonus: Cold 2d4 Damage
Damage Bonus: Fire 2d4 Damage
Darkvision
Extra Melee Damage Type: Piercing
Skill Bonus:
Animal Empathy +3
Concentration +3
Hide +2
Lore +2
Move Silently +2
Search +5
Spellcraft +2
Use Traps +1
Restricted:
Cleric, Druid, Favored Soul, Ranger, Shaman
Neutral, CG, CE
ILR: 21
Tier 3 Espruar Rune

Sequencers:
With the release of sequencer items, their functionality has been adjusted to sit more in line with the servers style and capacity for magical items.
This said, the following now applies to their usage:

When applying spells:
- The Sequencer item MUST be equipped.
- Hostile spells can now be stored.
- No items can be used. (Scrolls, wands, etc.)
- No feats can be used. (Yes, this includes epic spells.)
- Metamagic doesn't get stored.

- Banned Spells
Battletide
Blade Thirst
Bless Weapon
Dark Undertow
Divine Power
Greater Sanctuary
Divine Favor
Magic Vestment
Mass Haste
Gate
Holy Sword
Mordekainens Disjunction
Tenser's Transformation
Time Stop
War Cry

- Party & Self target only Spell list:
Harm (You're welcome, Vampires)

When using the Sequenced spells:
- Takes an action to use the Sequencer item, then half a round for the projectile.
- When activated, and before casting, the Sequencer will put you in targeting mode, this will let you select others in the case of hostile or target requiring spells for twelve (12) seconds.
- It will announce you are using the item and that it was a sequencer side by side.
- Once used, a Timer of ten (10) minutes will start, this works as per other time locked abilities where you cannot use any other Sequencer for this time.

The Spells & How they act:
- They are cast using your highest Caster level
- If Mundane, Caster level ten (10).
- Feats should count for the spell casting as per normal
- Wild Mage spells only work for wild mages.

Examining items with filled Sequencers:
- They will now display text as follows:
"This object has an empowered sequencer matrix, it contains the spell:
[Spell name]"

Removing sequenced spells:
- Unless the item explicitly has a sequence emptier option, your choices are your own and final.
- Simply put, for the above items you cannot clear the sequencer spell.


Edit:
Sequencer Ban added:
Divine Favor
Magic Vestment
Mass Haste
Gate

Also note, we're going to make it so Full Casters have Full CL with spells, hybrids with half CL, mundanes with 10 CL.

From Spyre:

PGCC Update:
============

- Items crafted should now reflect the expected items and not the old versions (I did a clean up of the repo to make sure this was working), let me know if there are any issues going forward.
🤡

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Sincra
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Project Lead
Posts: 1023
Joined: Fri Oct 08, 2021 6:48 pm

Re: Arelith Updates!

Post by Sincra » Sat Feb 05, 2022 4:43 am

From Sincra, as of next reset:
==============================
Sequencer adjustments:
The Ban List now includes:
- Divine Favor
- Gate
- Magic Vestment
- Mass Haste

If you put these in your Sequencer, you may remove it by using it, and selecting any target, it will erase the Sequencers content and you may store a new spell.

As the system accounts for changes in the bans, this list may change but I'll try and keep it to bulk changes from here on if we do any, that way people aren't constantly moving from one banned spell to the next.

Casting and Activation:
Now locks you in place for 1.5 seconds on both.
Does a casting animation for casting.

The big change, Caster Level (CL):
If your spellbook allows level 6 spells, and you use a Sequenced level 9 spell, it will now have its CL reduced by half.
If you cannot cast a spell of the Sequenced spells level due to your casting stat being too low, it will have its CL cut in half.
If you cannot cast or have no spellbook, you are treated as mundane and will have a CL of 10.

Exceptions to the above are:
Warlock: They count as having +1 spellbook levels available.
Bard: They count as having +3 spellbook levels available.

Example:
Bard 20 has 6 spellbook levels, but is treated as if it had 9 for the purpose of caster level calculation and so will get full CL for 0 through 9 innate level spells.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kenji » Sat Feb 05, 2022 10:32 pm

from Kenji
==========
Cleric Changes
- Overheal changes
Overheal limit no longer scales with eligible cleric levels anymore.
The cap is either 30 or 60 depending on domain and path choices.

- Domain Changes
Domain Power cooldown reduced to 5 minutes

+ Healing Domain
Heal (spell) cast from the spellbook that targets other living creatures also heals self for a quarter of the amount healed

+ Death Domain
Empowers healing spells if target is Undead
Empowers inflict/circ of doom/harm if target is not Undead (harm only gains 20% extra damage)
Circle of Death HD uncapped (like Palemaster/Necro Specialist)
Gains Palemaster's Death touch as Domain Power (kills Undead instead of healing them)

+ Undeath Domain
Empowers inflict/harm/circ of doom if target is Undead
Empowers Vampiric Touch

+ Protection Domain
Gains Knight's Ward as Domain Power (doesn't stack with Knight's actual Shield/Ward feat)
Grants 5% DI to all damage types for designated "Ward"

+ Suffering Domain
Empowers inflict/harm/circle of doom spells if target is not Undead (harm only gains 20% extra damage)
Harm is now vampiric for a quarter of the damage dealt
All vampiric now applies to a single nearest ally within 10m if the overheal amount to self is full
If the overheal for the nearest ally is full, overheal second nearest ally within 10m, and so on and so forth.

+ Fire Domain
Replaces Firebrand with Daltim's Fiery Tentacle as 6th level spell

+ Sun Domain
Replaces Fireball with Sunfire as 5th level spell

+ Cold Domain
Gains Frostbite as 2nd level spell
Gains Frost Nova as 3rd level spell

+ Ooze Domain
Gains Vitriolic Sphere as 6th level spell

+ Vermin Domain
Empowers Vampiric touch

All clerics gain 1 domain token.

- Path Changes
+ Healer Path
Divine Power and Divine Favor now synergizes with Negative spells:
Refund chances now enabled for Negative spells when Divine Power is active.
Maximizes the Inflict Wound spells and Harm when Divine Favor is active.

Divine Favor maximize for Heal, Mass Heal, and Harm now does the following:
Outright kills the target NPC if the damage dealt is equal to above the maximum HP of the target.

Negative Spells are:
Inflict Wound spells, Harm, Circle of Death, Vampiric Touch, Negative Energy Protection, Slay Living, Enervation, Energy Drain, Circle of Doom, and Healing Sting
From Kenji, Red Ropes, Aellowyn, DM Starfish, ActionReplay, et al. (2022)
==========
- Spell Changes:
Inflict Wound spells no longer get reduced by half from saves

+ 7 new spells:
Moonbeam
Caster Level(s): Druid/Shaman 3, Moon 3
Innate level: 3
School: evocation
Descriptor: Divine
Components: verbal, somatic
Range: Short
Area of effect: single
Duration: instantaneous
Save: will save negates
Spell resistance: yes

Description: The cast sends a shimmering beam of silvery-white moonlight at a target. The damage and effects are based on the target's racial type.

Other: 1d6 magic and 1d6 divine for every 2 caster levels, to a maximum of 6d6 each. (12d6 total)
Undead: Takes twice the Divine damage
Shapechanger: Takes twice the magic damage. A will save determines if target is stunned for one round.
Frost Nova
Spell level: sorcerer/wizard/spellsword 3, cold domain 3, Druid 4, shaman 3
Innate level: 3
School: evocation
Descriptor: cold
Components: verbal, somatic
Range: Self
Area of effect: huge (6.67 meter radius)
Duration: instant
Save: fortitude 1/2
Spell Resistance: yes

Description: You invoke the arctic cold to freeze your foes. All creatures other than yourself within 20 feet of you must succeed on a reflex saving throw or take 1d4 cold damage per caster level (up to a maximum of 15d4), rooted for 1 round, and suffer -3 reflex saving throws for 1 turn. On a successful save, a target takes half damage and does not become rooted or suffer a disadvantage on reflex saves.
Frostbite
Spell level: sorcerer/wizard/spellsword 2, cold domain 2, druid 3, shaman 2, favored soul 2, warlock 3
Innate level: 2
School: evocation
Descriptor: cold
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: instantaneous
Save: Fortitude partial
Spell Resistance: yes
Additional Counterspells: Combust

Description: This spell makes a creature experience extreme cold. The initial touch of cold causes 2d4 cold damage +1 point per caster level (maximum +8) with no saving throw. Further, in each round the creature must make a fortitude save or freeze taking a further 1d4 points of damage and slowed for 10% less movement speed. This will continue until the fortitude save is made.
Command
Spell level: cleric 1, favored soul 1, warlock 3
Innate level: 1
School: enchantment
Descriptor: mind-affecting
Components: verbal
Range: Close
Area of effect: Single
Duration: 1 round
Save: Will negates
Spell Resistance: yes
Additional counterspells: command?

Description: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Come: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Stay: The subject stands in place for 1 round. It may not take any action but is not considered helpless.
Sit: On its turn, the subject sits down for one round. It may not take any action but is not considered helpless.
Dance: On its turn, the subject dances for one round. It may not take any action but is not considered helpless.
Kneel: On its turn, the subject kneels in place for one round. It may not take any action but is not considered helpless.

If the subject can’t carry out your command on its next turn, the spell automatically fails (ie, status effect superseding it)
Sunfire
Spell level: Sorcerer/Wizard/Spellsword 5, Sun Domain 5, Druid / Shaman 6, Warlock 7
Innate level: 5
School: evocation
Descriptor: Divine
Components: verbal, somatic
Range: personal
Area of effect: gargantuan (8.33 meter radius)
Duration: instant
Save: reflex 1/2
Spell resistance: yes

Description: The spell causes everything within the area of effect to be bathed in harsh sunlight. All those caught in the destruction take 1d8 points of fire damage per 2 caster levels up to a maximum of 10d8 damage. Undead creatures take an extra 1d8 divine damage per 2 caster levels up to a maximum of 10d8 damage. Light-sensitive races may have their sensitivity triggered on a failed save.
Vitriolic Sphere
Spell level: sorcerer/wizard/spellsword 6, Shaman 6, Ooze 6
Innate level: 6
School: conjuration
Descriptor: acid
Components: verbal, somatic
Range: long (40 meters)
Area of effect: huge (6.67 meter radius)
Duration: instant
Save: reflex 1/2
Spell resistance: yes

Description: The caster throws a massive glob of acidic goo that splashes upon all within the area of effect for 1d6 points of acid damage per caster level, to a maximum of 20d6.
Sustenance
Spell level: bard 3; cleric/favored soul 3; druid/shaman 3; paladin 2; ranger 2; hexblade 2; warlock 3; sorcerer/wizard/spellsword 3
Innate level: 3
School: conjuration
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: Instant
Save: harmless
Spell resistance: no

Description: Restores 50% of food and water rating; and increases sobriety by 10%.

This spell can not be wanded (potion and scrolls available).
From Msheeler
=============
Clerics can now scribe domain spells

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Re: Arelith Updates!

Post by Sincra » Mon Feb 07, 2022 12:17 pm

From sorrowkitten, in a reset or few:
==============================
Swashbuckler: Insightful Strike now looks for the first unused physical damage type when adding bonus damage to a weapon. This is just a small patch to make it more compatible with certain weapons.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by MalKalz » Mon Feb 07, 2022 4:29 pm

Where is Spyre?

Spyre will be working overnight shifts until Friday. If you have a pending restat / first level feat request, please feel free to play until Friday. I’ll try to be available to catch up on my backload then.

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Re: Arelith Updates!

Post by Hoodoo » Wed Feb 09, 2022 5:08 am

### From backlands
====================
http://craft.nwnarelith.com/

The Craft app has been updated with some improved functionality. This version increases the searchability and information available for recipes, exact details are included below! Some information about the JSON file available for community use from this application are also in the new version of the app.

* Feat / Race / Class restrictions in recipes
* Table view of current craft section (in left sidebar overlay)
* Adding items to the cart or queue will now add the required amount for the recipe you are adding from.
* New input handler for mobile users in Queue/Cart
* Rough JSON documentation for community tools to use as needed
* Revised searching by input/output to button icons (can now do these searches on any item even those that have no recipes)
* General sizing adjustments to reduce misclicks on mobile

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Re: Arelith Updates!

Post by ActionReplay » Wed Feb 09, 2022 11:17 pm

Next reset:

- NPC Vessel Treasure Cargo
NPC Vessels now drop Treasure Cargo that will be automatically transferred to your Ship's cargo when defeating them, granted your ship has space for it.

Treasure Cargo can be delivered to any Dock Master and will reward you gold. The amount of treasure you get is based on the NPC Ship Type and its Tier. Appraise helps to increase the gold reward when delivering treasure.

- Project Image can now target Ships.
To use this, just type -project_image without any parameters and it will start a dialog. This dialog can also send regular images as usual.

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Re: Arelith Updates!

Post by Sincra » Thu Feb 10, 2022 11:40 am

From Sorrowkitten:
Small QoL change for Assassin:
The -assassinate feat is now accessible with -usefeat, allowing you to activate it on your current target (similar to Knockdown/Disarm). ("-usefeat asn" or just "-asn")
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Fri Feb 11, 2022 8:38 am

From sorrowkitten
============
Damage Scaling 2: Electric Boogaloo

Swash and barbarian damage should scale properly on weapons
now. For real. Please hit me firmly with a stick if it isn't working.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kenji » Fri Feb 11, 2022 8:56 am

From Kenji
#===============#
# Spell Changes #
#===============#
[1.][Sustenance]
Can now be brewed as potion or scribed as scroll

If cast from spell:
* Increases Food by 50%
* Increases Thirst by 50%
* Increases Rest by 10%
* Increases Sobriety by 10%

If cast from item:
* Increases Food by 50%
* Increases Thirst by 50%
* Increases Rest by 10%

[2.][Moonbeam]
* Deals 1d6 Divine/Magic damage per 2 caster level on the main target up to 6d6 max each. (12d6 max total)
* Deals half the amount on the AoE targets (within 1m (3.33ft) of the main target)
* Undead takes 50% more Divine damage
* Shapeshifter takes 50% more magic damage. Main target that is also a shapeshifter must make a Will save or be stunned for 1 round, AoE targets do not get stunned.

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Re: Arelith Updates!

Post by Kalopsia » Fri Feb 11, 2022 10:42 am

From Kalopsia
==============
SPELLSWORD:
  • Elemental Strike:
    • ntelligence no longer increases this attack's chance to hit.
    • Vitriolic Strike: AC reduction lowered to 1.
    • Autostrike Mode: In addition to preselecting the next element, you can now predefine the next target. This should make Attacks of Opportunity easier to deal with.
  • Greater Sanctuary: Removed from the Spellsword spellbook.
  • Time Stop: When cast by Spellswords, the spell's effect is delayed by one round, and only creatures in a 20m radius around the original target location are affected.

SPECIAL ATTACKS:
  • As some of you may have noticed, instant attacks like Divine Smite, Whirlwind Attack or Elemental Strike share a cooldown timer.
  • These abilities and all future variants also lower attacks in the following round by 1. This change has been live for several weeks and is meant to offset the free attack gained by activating them.

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Re: Arelith Updates!

Post by Sincra » Fri Feb 11, 2022 7:16 pm

From Sincra:
=================================
Cases and Containers:
Due to an issue with excessive items being stored resulting in either the contents of a container being inaccessible or outright deleted, we are introducing a four hundred (400) individual scrolls limit to scroll cases.
This will not retroactively impact containers, so anything over this amount will remain as such until four hundred (400) new items are added or you take out four hundred (400) and re-add them.

As it is recognised this may seem inconvenient I have put in some automation, it will take whatever it can from a stack and store it, then notify you to being at capacity. This means you will NOT have to manually split the stacks.

If you encounter any strange behaviour with this, please let me know.

Scroll Filter:
- Max amount allowed in the Filter raised to 25.
[Reminder] Filter is a Blacklist, it stops scrolls going into the case.

I have had quite a few people asking for an increase, depending on how reliable this is it may go to 30 but I wish to do so gradually for stability reasons.

New Functionality to Scroll Filter:
Clear Filter:
This will empty the filter completely, some people have reported issues with the filter becoming bugged in odd circumstances due to dialog limitations, hopefully this helps.

Sequencer Ban List:
Due to racial bonuses falling and staying off when Shapechanging via the Sequencers, the following Spells are now banned:
* Shapechange (All forms)
* Polymorph self (All forms)

Remember, you can use the sequenced spell and it will empty it out if banned.
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Re: Arelith Updates!

Post by DM Starfish » Sat Feb 12, 2022 12:45 am

From Starfish:
==============
Eight new small fish distributed across Arelith:
- Dark Darter
- Flux Lamprey
- Skeletal Fish
- Tropical Mossfin
- Skaljardian Scorcher
- Striped Bardfish
- Illysfarne Reaver
- Crimson Crawler

Fish gutting:
- All treasure bearing fish (Gulper etc.) have had their drops overhauled
- Those with no proficiency in martial weaponry can now use the Butcher's Cleaver to gut fish

Jewel Shrimp:
- Now yields gem dust with weighted rarity instead of tough shell

Animal blood:
- This will drop from all animals and replace magical blood in bait recipes and vampire's preserved blood
- It goes in the hunting bag

GrumpyCat Edit:
The following recipes have now been changed to use animal blood rather than Magical Creature Blood. No other changes made.
*Berly
*Large Bait
* Huge Bait
* Preserved Blood
* Fang of the Wild
Roleplay is a two way street.

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Re: Arelith Updates!

Post by MalKalz » Sun Feb 13, 2022 9:57 pm

Spyre wrote:
Mon Feb 07, 2022 4:29 pm
Where is Spyre?

Spyre will be working overnight shifts until Friday. If you have a pending restat / first level feat request, please feel free to play until Friday. I’ll try to be available to catch up on my backload then.
Extended until Wednesday. I've been overly exhausted and just need some time to relax before going back to work.

Update: As of Thursday, February 17, 2022 12:00 AM, I will be accepting requests for all other classes. I currently have a backlog of 14 requests to finish on the Wednesday, and will be in touch with the players to ensure they are at level 2 and without stat gear so I can process them. Thanks everyone.

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Re: Arelith Updates!

Post by ActionReplay » Wed Feb 16, 2022 12:00 am

Next reset:

- Ship Cargo is now persistent, so it sticks between resets. No more losing valueable treasure due to resets / crashes.

- You can now also Jettison Cargo from the -ship command under [Cargo]
Doing so will drop all your ships's cargo on its current map tile. This can be picked by any ship as long as they are in the same quadrant. Nearby ships in the vicinity will also be notified when a ship jettisons their cargo.

- Pickup Jetsam
If there is jetsam in your ship's current tile, you'll be notified of this by the Navigator / Ship's Wheel, and you can pick it up from under the [Vicinity] option.

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Re: Arelith Updates!

Post by Sincra » Wed Feb 16, 2022 6:07 pm

From Sincra:
=====================
Scrollcase limits should be fixed, open the case and it will recalculate the amount inside as per intended.

For some clarity, the issue was tied to selling scrolls in bulk via a vendor, it wasn't recalculating afterwards.

This fix also includes a solution for the autoloot everything problem.

Keys:
Any creature with a key should now drop it as intended.

Specifically Cloaker Lords can be highlighted here as they were fixed to not drop creature weapons but as a result the keys fell into the no drop zone.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by ActionReplay » Wed Feb 16, 2022 7:43 pm

Next reset:

- Fixed an issue with -project_image not working as it should. You can now also use the command with the parameter 'dialog' (-project_image dialog) for a dialog window to appear instead, this also allows of targeting on Ships. See more in-game using -project_image ?

- Fixed ship and storm position not rendering correctly on Ship Maps for players using UI Scaling (Still have an issue with the arrow direction that will be fixed at some point)

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Re: Arelith Updates!

Post by MalKalz » Wed Feb 16, 2022 11:15 pm

From Spyre
========

As of tomorrow, each and every class will be extended the offer of changing their initial stats and first feat selections. This will be handled with the same process as before, which is detailed here: viewtopic.php?f=23&t=25&start=800#p285786. Please note that I will not be providing ETAs on these requests as I will likely be swamped with them and still need to attend to real life obligations. That being said, players will be notified if there are delays and can enquire status updates after 72 hours of submitting a request.

Note: Please ensure that you send a forum PM. I will not accept them via Discord. I receive far too many notifications in a day and I will lose them otherwise.

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