Arelith Updates!

User avatar
Kenji
Arelith Platinum Supporter
Arelith Platinum Supporter
Posts: 1496
Joined: Mon May 14, 2018 9:14 am
Location: Mechanics Dungeon

Re: Arelith Updates!

Post by Kenji » Thu Jun 16, 2022 8:12 am

From Kenji
=========
Vigilante Changes
  • Hide and Move Silently are no longer a class skill
  • Gruesome Technique / Nightmare Tactics on-fear kill now functional
  • Divine Heart now gets both Divine Might and Divine Shield from one activation
  • Cause feats rearranged (details on the spreadsheet)
https://docs.google.com/spreadsheets/d/ ... sp=sharing

Cleric Changes
  • Domain Spell list changes:
    Cold 9 changed from Burst of Glacial Wrath to Iceberg
    Fire 8 changed from Elemental Swarm to Incendiary Cloud
    Fire 9 changed from Meteor Swarm to Elemental Swarm
    Protection 9 changed from Glyph of Warding to Protection from Spells
    Earth 1 is now Resist Elements
    Earth 2 is now Glyph of Warding
    Storm 1 is now Gedlee's Electric Loop
    Storm 2 is changed from Gedlee's Electric Loop to Call Lightning
    Storm 3 is changed from Call Lightning to Lightning Bolt
    Storm 4 is changed from Lightning Bolt to Scintillating Sphere
  • Domains Powers:
    Air - Horizikaul's Boom / round
    Cold - Burst of Glacial Wrath / 3 min
    Earth - Stonehold / min
    Fire - Meteor Swarm / 3 min
    Water - Drown / min
    Storm - Chain Lightning / min
    Forge - Deafening Clang / round
    Ooze - Vitriolic Sphere / min
    Vermin - Vampiric Touch / 30s
    Destruction - Destruction / min
    Sun - Sunfire / min
    Moon - Moonbeam / 30s
    Magic - Greater Dispel / min
    Travel - Slow / 30s
    Protection - gives both target and self 50% phys DI for 1 round
  • Path Changes
    Warpriest: When Divine Power is active, gains a chance to refund Deafening Clang, Bless Weapon, Greater Magic Weapon, Elemental Weapon, Keen Edge, and Darkfire
    Healer: Divine Favor now grants an extra 20% chance to refund
    Defiler: Divine Favor now grants an extra 20% chance to refund, max overheal now goes up to 60 hp with Suffering or Healing domain, or 30hp without either
Cavalier Changes:
  • Spirited Charge Damage increased from a minimum of 20% to 30% and a maximum of 50% to 60%
  • Self-root changes:
    Root applies if the target is the same size as the cavalier and 2Handing a weapon that isn't Magic Staff
    Root applies if the target is larger than the cavalier and wielding a melee weapon that isn't Magic Staff
    Root duration is 3 seconds
Spell Changes:
  • Horizikaul's Boom (1): from 5d4 max to 15d4 max (60 max, 37.5 avg)
    Ice Dagger (1): from 5d4 max to 20d4 max (80 max, 50 avg)
    Burning Hand (1): from 5d6 max to 10d6 max (60 max, 35 avg)
    Scorching Ray (2): from 3 to 5 rays max, 4d6 to 3d6 per ray, 12d6 max to 15d6 max (90 max, 57.5 avg)
    Flame Lash (2): 2d6 + 1d6 every 2 caster levels beyond lvl4 instead of 3 caster levels beyond lvl3 (12d6 max to 15d6 max)
    Gedlee's Electric Loop (2): from 5d6 max to 10d8 (80 max, 45 avg)
    Fireball (3): from 10d6 max to 15d6 max (90 max, 57.5 avg)
    Scintillating Sphere (3): from 10d6 max to 15d6 max (90 max, 57.5 avg)
    Hammer of the Gods (3): from 5d8 max to 10d8 max (80 max, 45 avg)
    Mestil Acid Breath (3): from 10d6 max to 15d6 max (90 max, 57.5 avg)
    Lightning Bolt (3): from 10d6 to 15d6 max (90 max, 57.5 avg)
    Cone of Cold (5): targets only hostiles and fixtures
Last edited by Kenji on Sat Jun 25, 2022 8:24 am, edited 1 time in total.

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

Re: Arelith Updates!

Post by Sincra » Thu Jun 16, 2022 8:35 pm

From the Team:
========================
Spell Resistance & Races:
32 SR has been reduced to 26 SR.

This will impact:
Dragons
Rakshasa
Deep Gnomes
Drow

Reasoning:
32 SR is capable of trivialising almost all end game caster content and makes consumable counters hard if not unreasonable to deploy in PvP scenarios.
For this reason it has been reduced to 26 SR, which still enables them to use the helmet slot freely, effectively gaining 1 AC on other races that would like the same SR.
Further, this means a breached opponent is no longer able to withstand counters that depending on the cost of the breach source were outlandish.
See: Mordekainens Disjunction being an 80 lore scroll or often 9th circle spell vs a free passive SR value to obtain 22 SR, which still serves to counter a considerable % of common tactics.
Irongron wrote:I've literally never used -guard on anyone.

Kalopsia
General Admin
General Admin
Posts: 1445
Joined: Thu Sep 28, 2017 10:34 am
Location: Concourse Capaneus
Contact:

Re: Arelith Updates!

Post by Kalopsia » Fri Jun 17, 2022 5:13 pm

From Aellowyn
==============
- Some of you axed and now new female orc and gnome heads are rolling...out.
- Added 11 new female gnome heads, 6 new female half-orc heads and 1 new female human head.
- Fixed and improved various existing head models.

Image

User avatar
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4666
Joined: Tue Sep 09, 2014 7:13 pm

Re: Arelith Updates!

Post by Irongron » Sat Jun 18, 2022 2:06 am

And we're off...

20th Anniversary Weekend is now underway.

The following changes will shortly be going live:

- Every player, old and new, receives a free Lesser Award.
- Crafting Points doubled for the duration of the weekend.
- Portal added for Skaljard PCs between Skaljard and the Festival Grounds on Arelith - Note - Only Skal PCs can use this, and it will be removed after the event.
- Added 2 merchants to Dark Bazaar and Festival Grounds, selling rare dice and lucky coins. Again, these merchants will be removed after the weekend.
- A new arena added to PGCC for the 'PvP Slaughterfest' Player event.

Remember it's not to late to stage your own event; we have the whole weekend. For more details and event listings take a look at our News Feed

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

Re: Arelith Updates!

Post by Sincra » Mon Jun 20, 2022 2:48 pm

From Sincra:
======================
Tracks (The Retrackening):
- Roaming tracks re-enabled.
- Hidden tracks re-enabled.

Changes:
- Tracks now delete themelves after 60 seconds of being found.
- Track data storage moved entirely to an invisible persistent vfx setup.
- Even more optimisations.
Irongron wrote:I've literally never used -guard on anyone.

Kalopsia
General Admin
General Admin
Posts: 1445
Joined: Thu Sep 28, 2017 10:34 am
Location: Concourse Capaneus
Contact:

Re: Arelith Updates!

Post by Kalopsia » Mon Jun 20, 2022 3:09 pm

From Kalopsia
==============
EFFECT ICONS:
  • Clicking an effect icon currently prints the remaining duration of one active effect linked to said icon.
  • This feedback text is now more detailed (and colorful!) and will list the remaining duration of all spell effects corresponding to the clicked effect icon.

    Image

User avatar
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4666
Joined: Tue Sep 09, 2014 7:13 pm

Re: Arelith Updates!

Post by Irongron » Mon Jun 20, 2022 11:16 pm

Visual update to the Flood Plains, and Deep Kiln, Bridge of Want in the Underdark, using new resources previously created by Bat Country, but thus far not used. This adds a massive amount of depth to the Underdark, providing a spectacular horizon, often revealing features in the neighbouring area. Adding screenshots to the Official Discord.

Still a little more work to do on this, but is already a huge improvement.

User avatar
Aniel
Project Lead
Project Lead
Posts: 356
Joined: Mon Dec 31, 2018 1:13 pm

Re: Arelith Updates!

Post by Aniel » Sun Jun 26, 2022 9:51 pm

From Amnesy

True Frost - Path decommission
The path will be soon disabled for new characters, while the existing characters will be migrated to a new class.

Invoker: New base class(es)
Invoker is a base class that uses (mana-like) resources to cast spells which for the time being will be referred to as Invoker's Pool (IP). Spell cost varies on class level and spell level, but it can be also modified by casting the same spell twice (doubles the cost) or equipping specific items (which will be added in the future).

Due to NWN limitation, Invoker is broken down into 2 selectable classes:
+ Elementalist
+ Hemomancer

*Disclaimer: PGCC testing will be used to balance quicks and features of the classes; please be aware that nerfs are likely.

[Elementalist]
Invoker trained to gather and use surrounding energy to cast spells. It is the closest to what the True-Frost path was.

Basics:
[Requirements]
Alignment restrictions: none
[Class Features]
Hit die: d6
Proficiencies: weapons (simple), armor (light)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: bluff, concentration, craft mastery, heal, leadership, lore, sail, spellcraft
Unavailable feats: weapon specialization
Primary saving throw(s): will
Base attack bonus: +1/2 level
Spellcasting: Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Invoker Pool serves as a payment for casting spells.
[Class Features - Epic]
Bonus feats: The epic Elementalist gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust, epic spell: planar conduit, great charisma, improved combat casting.
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape.

Features per level:
5th Path Selection; Path Feature I
10th Path Feature II; Auto Quicken I; Invoking Adept
15th Path Feature III; Auto Quicken II
20th Path Feature IV; Invoking Mastery
21st Epic Arcane Caster
23th Epic Bonus Feat
26th Epic Bonus Feat
28th Enchew Spell Components
29th Epic Bonus Feat

Invoker Pool:
Max IP 100
Max Rest IP 75

IP Heartbeat < 20 20
IP Heartbeat 20..50 15
IP Heartbeat > 50 10
On Rest 7.5 / tick

*Max rest IP means the rest will only increase IP to 75%. Heartbeat can increase it further to 100%.

Passives (effects are not cumulative):

Fire:
>Path Feature I
Energy Resistance: 10
Save Bonus: Universal +1
AC bonus: Deflection +1

>Path Feature II
Energy Resistance: 10
Save Bonus: Universal +2
AC bonus: Deflection +2
Immune to Sleep

>Path Feature III
Energy Resistance: 20
Save Bonus: Universal +3
Immune to Sleep
AC bonus: Deflection +3
Skill Bonus: Leadership +5 (soft)

>Path Feature IV
Energy Resistance: 30
Save Bonus: Universal +4
Immune to Sleep
AC bonus: Deflection +4
Skill Bonus: Leadership +5 (soft)
Skill Bonus: Intimidate +5 (soft)

Air:
>Path Feature I
Energy Resistance: 10
Concealment: Ranged Attacks: 20%

>Path Feature II
Energy Resistance: 10
Concealment: Ranged Attacks: 30%
Movement Speed Increase: 10%

>Path Feature III
Energy Resistance: 20
Concealment: Ranged Attacks: 40%
Movement Speed Increase: 10%
AC bonus: Dodge +2
Skill Bonus: Climb +6 (soft)

>Path Feature IV
Energy Resistance: 30
Concealment: Ranged Attacks: 50%
Movement Speed Increase: 20%
AC bonus: Dodge +3
Skill Bonus: Climb +10 (soft)

Earth:
>Path Feature I
Energy Resistance: 10
Damage Reduction: 2/+5

>Path Feature II
Energy Resistance: 10
Damage Reduction: 3/+5
Immunity to Poison

>Path Feature III
Energy Resistance: 20
Damage Reduction: 4/+5
Damage Immunity: 5% vs Piercing
Skill Bonus: Discipline +6 (soft)
Immunity to Poison

>Path Feature IV
Energy Resistance: 30
Damage Reduction: 5/+5
Damage Immunity: 5% vs Piercing
Damage Immunity: 5% vs Slashing
Skill Bonus: Discipline +10 (soft)
Immunity to Poison

Water:
>Path Feature I
Energy Resistance: 10
Regeneration: 1
Water Breathing

>Path Feature II
Energy Resistance: 10
Regeneration: 1
Water Breathing
AC bonus: Natural +2

>Path Feature III
Energy Resistance: 20
Regeneration: 2
Water Breathing
AC bonus: Natural +3
Skill Bonus: Sail +6 (soft)

>Path Feature IV
Energy Resistance: 20
Regeneration: 3
Water Breathing
AC bonus: Natural +5
Skill Bonus: Sail +10 (soft)


Signature Spells:

Elemental_Hammer
Caster Level(s): Invoker Elementalist 5
School: Evocation
Components: Verbal, Somatic
Range: Area
Area of effect: Large
Duration: Instant
Save: Will
Spell Resistance: yes
Description: You invoke an elemental explosion to daze your foes. All creatures within the selected area will take damage (will halves) and are potentially dazed for 1 round (Will negates). The impact has a chance to lower the reflex save of the targets for 1 round (-2). Damage type depends on elementalist's chosen element and Invoker's Pool(IP) (Below 50 damage is elemental; above 50 damage is force); damage is d6 per caster level (max 15d6).

Elemental_Annihilation
Caster Level(s): Invoker Elementalist 9
School: Evocation
Components: Verbal, Somatic
Range: Area
Area of effect: Large
Duration: Instant
Save: Special
Spell Resistance: yes
Description: You invoke a potent explosion to crush your foes. All creatures within the selected area will take damage (reflex halves) and are potentially dazed for d3 rounds (Will negates). Damage type depends on elementalist's chosen element and Invoker's Pool(IP) (Below 50 damage is elemental; above 50 damage is force); damage starts at 4d per caster level and grows with IP.

IP > 25% damage changed to d6
IP > 40% damage changed to d6 + CL, DC +1
IP > 75% damage changed to d8
IP > 90% damage changed to d8 + CL, DC +1

*Disclaimer: The spell Elemental_Annihilation daze effect might be removed during testing, or the daze effect DC will be lowered. I am keen to hear your feedback.


[Hemomancer]
Invoker trained to burn own life's energy to cast spells.
Each spell invoked has a % chance to award the caster with a Blood Stack (1 each, 10 max). Blood Stacks (BS) are consumed by signature spells and abilities, the effects will be the more potent the more BS are burned.
Starting from the 2nd level, hemomancer gains Red Harvest ability (works only against living targets), which can leech life force off a target and restore some of IP. It is stronger the more BS it consumes.
Hemomancer path spells are can't surge.

*Disclaimer: Please already take into account to be gentle with RPing Hemomancy (PG13).

Basics:
[Requirements]
Alignment restrictions: non-good
[Class Features]
Hit die: d6
Proficiencies: weapons (simple), armor (light)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: bluff, concentration, craft mastery, heal, leadership, lore, sail, spellcraft
Unavailable feats: weapon specialization
Primary saving throw(s): fort, will
Base attack bonus: +1/2 level
Spellcasting: Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Invoker Pool serves as a payment for casting spells.
[Class Features - Epic]
Bonus feats: The epic Hemomancer gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust, epic spell: planar conduit, great charisma, improved combat casting.
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape.

Blood Stack chance:
Spell level 1: 5%
Any other spell level: SL*9 %. i.e 5th tier spell 45%.
A blood stack gain is additionally telegraphed by taking unavoidable bleeding damage (with vfx).
Spell level 1..3 : 1 dmg
Spell level 4..6 : 2 dmg
Spell level 7..9 : 3 dmg

Features per level:
Level Feats
2nd Red Harvest Ability
10th Path Feature I; Auto Quicken I; Invoking Adept
15th Path Feature II; Auto Quicken II
20th Path Feature III; Invoking Mastery
21st Epic Arcane Caster
23th Epic Bonus Feat
26th Epic Bonus Feat
28th Enchew Spell Components
29th Epic Bonus Feat

Invoker Pool:
Max IP 75
Max Rest IP 50

IP Heartbeat < 20 5
IP Heartbeat 20..50 2.5
On Rest 3.5 / tick
Red Harvest Varies.


Passives (effects are not cumulative):

>Path Feature I
Skill Bonus: Concentration +3
Save Bonus: Death +1
Save Bonus: Fear +2

>Path Feature II
Skill Bonus: Concentration +6
Save Bonus: Death +2
Save Bonus: Fear +4
Regeneration: 1
Immunity to Disease

>Path Feature III
Skill Bonus: Concentration +9
Save Bonus: Death +3
Regeneration: 1
Immunity to Disease
Immunity to Fear
See Invisible

Signature Ability:

Red Harvest:
A short-range ability to leech living targets and regain IP. (Burns blood stacks).
DC 16 + CHA MOD + Spell foci (evocation)
CD 18 seconds.
Does not work on: Objects, Constructs, Elementals, Oozes, Undead (except vampires).
Dmg type: Bleeding.
Dmg: d6 / 2 CL + d6 / 1 blood stack.
Healing: 25% of the damage done.

Invoker Pool leeching:
1 + (1 from CLs: 10, 20, 27) + 1 per [BS] (min 1 max 14).

Blood Stack [BS] burn:
>= 1
+Food, +Water by [BS] amount.
>= 3
Healing: 33% of the damage done.
>=5
If the target is not fear immune and fails will save against fear it will be panicked for 6 seconds.
>= 6
Healing: 50% of the damage done.
>= 9
Healing: 75% of the damage done.
==10
Apply empowerment to the caster for 2 in game-hours: Increase dodge AC 3, regeneration 1, Damage Immunity 10%.

Signature Spells:

Massacre (Burns blood stacks).
Caster Level(s): Invoker Hemomancer 7
School: Evocation
Components: Verbal, Somatic
Range: Target
Area of effect: Large, centered on the target
Duration: Instant
Save: Special
Spell Resistance: yes
Description: You attempt to overcharge the target and make it explode. On the failed save, the target takes twice the caster level d4 (max 40d4) damage, fortitude divides the damage by 10, and forces the target to save against fear or be panicked for 1 round. If the target dies from the damage received blood rain is summoned, it weakens all creatures on its path. The spell is more potent with each consumed Blood Stack.

Does not work on: Objects, Constructs, Elementals, Oozes, Undead (except vampires).
Dmg type: Bleeding.

Blood Stack [BS] burn:
>=3
DC +1
>=6
CL is added to dmg.
>=8
DC +1
Dice changes to d6
>=10
CL is added to dmg.

Demoralization debuff:
Will save or: - 2 to AC, Saves, AB. -4 to skills (2 rounds).

Soul_Shriek (Burns blood stacks).
Caster Level(s): Invoker Hemomancer 9
School: Evocation [Death]
Components: Verbal, Somatic
Range: Area
Area of effect: Colossal, centered on caster
Duration: Instant
Save: Fortitude
Spell Resistance: yes
Description: You invoke an eruption of primal angst. Each creature within range is subject to 5 damage per caster level. The spell is more potent with each consumed Blood Stack; max damage is capped at 250.

Deathward protects against the spell (as anything with death immunity) - think of banshee's but dmg and effects instead of save or die.
Dmg type: Entropy.

Blood Stack [BS] burn:
>=2
Dmg CL*6
>=4
Dmg CL*7
DC+1
>=6
Dmg CL*8
>=8
Dmg CL*9
==10
Dmg CL*10
DC+1

[Spellcasting]
To cast a spell Invoker has to pay points from Invoker Pool [IP].
If there is not enough [IP] the spell will fail.
The cost of the spell is determined by:
- Invoker level (Novice, Adept, Master (See class features per level, the novice is not mentioned duh))
- Spell level
- Spell itself (for balance some spells have added cost)
- Continuous casting (casting the same spell consecutively makes the base cost double)
- Items (some items in the future will lower the spell cost, mainly future invoker armors)


SPELL_LEVEL SPELL_COST_NEWBIE SPELL_COST_ADEPT SPELL_COST_MASTER
1 1.0 0.5 0.25
2 2.0 1.0 0.5
3 3.0 1.5 0.5
4 4.0 2.0 0.75
5 5.0 2.5 0.75
6 6.0 3.0 1.0
7 7.0 3.5 1.5
8 8.0 4.0 2.0
9 9.0 5.0 2.5

SPELL_NAME: EXTRA_COST
Acid_Fog +1
BalagarnsIronHorn +1
Bigbys_Clenched_Fist +2
Bigbys_Crushing_Hand +2
Bigbys_Disrupting_Hand +0.5
Bigbys_Forceful_Hand +0.5
Bigbys_Grasping_Hand +1
Bigbys_Interposing_Hand +0.5
Black_Blade_of_Disaster +2.5
Cloudkill +1
Daltims_fiery_Tentacles +5
Darkness +1
Elemental_Hammer* +1.5
Elemental_Annihilation* +2.5
Ethereal_Visage +1
Evards_Black_Tentacles +1
Feeblemind +1
Freedom_of_Movement +5
Greater_Spell_Breach +7.5
Greater_Spell_Mantle +3.5
Invisibility_Purge +2.5
Lesser_Spell_Breach +2.5
Mass_Haste +7.5
Mestils_Acid_Sheath +2
Mordenkainens_Disjunction +10
Negative_Energy_Protection +2.5
Power_Word_Kill +2
Power_Word_Stun +1
True_Seeing +5
Wall_of_Fire +2
Wall_of_Ice +2
Web +0.5

[Spelllist]

ELEMENTALIST SPELL_NAME:
1 Burning_Hands
1 Chromatic_Orb
1 Expeditious_Retreat
1 Grease
1 Horizikauls_Boom
1 Ice_Dagger
1 Mage_Armor
1 Magic_Missile
1 Shield
2 Combust
2 Continual_Flame
2 Elemental_Weapon
2 Frostbite
2 Gedlees_Electric_Loop
2 Gust_of_Wind
2 Lesser_Dispel
2 Remove_Paralysis
2 Scorching_Ray
2 Sound_Burst
3 Call_Lightning
3 Fireball
3 Flame_Arrow
3 Frost_Nova
3 Lightning_Bolt
3 Scintillating_Sphere
3 Slow
3 BalagarnsIronHorn
4 Bigbys_Disrupting_Hand
4 Flame_Shield
4 Frost_Shield
4 Ice_Storm
4 Sound_Lance
4 Wall_of_Fire
4 Wall_of_Ice
5 Bigbys_Interposing_Hand
5 Cone_of_Cold
5 Elemental_Hammer*
5 Feeblemind
5 Firebrand
5 Lesser_Spell_Mantle
5 Lightning_Shield
5 Ball_Lightning
6 Bigbys_Forceful_Hand
6 Chain_Lightning
6 Energy_Buffer
6 Freedom_of_Movement
6 Freeze
6 Inferno
6 Lesser_Spell_Breach
6 Mestils_Acid_Sheath
7 Bigbys_Grasping_Hand
7 Daltims_fiery_Tentacles
7 Delayed_Blast_Fireball
7 Fire_Storm
7 Prismatic_Spray
7 True_Seeing
8 Earthquake
8 Great_Thunderclap
8 Sunbeam
8 Sunburst
8 Bigbys_Clenched_Fist
9 Bigbys_Crushing_Hand
9 Elemental_Annihilation*
9 Iceberg
9 Mass_Haste
9 Meteor_Swarm
9 Mordenkainens_Disjunction
9 Spell_Mantle

HEMOMANCER SPELL_NAME:
1 Expeditious_Retreat
1 Grease
1 Ice_Dagger
1 Mage_Armor
1 Protection_from_Alignment
1 Ray_of_Enfeeblement
1 Shield
2 Combust
2 Continual_Flame
2 Darkness
2 Gedlees_Electric_Loop
2 Gust_of_Wind
2 Lesser_Dispel
2 Remove_Paralysis
2 Sound_Burst
2 Ultravision
3 BalagarnsIronHorn
3 Call_Lightning
3 Death_Armor
3 Flame_Arrow
3 Lightning_Bolt
3 Scintillating_Sphere
3 Web
4 Bigbys_Disrupting_Hand
4 Contagion
4 Fear
4 Finger_of_Agony
4 Ice_Storm
4 Invisibility_Purge
4 Negative_Energy_Protection
4 Neutralize_Poison
4 Poison
5 Bigbys_Interposing_Hand
5 Cloudkill
5 Darkbolt
5 Enervation
5 Ethereal_Visage
5 Feeblemind
5 Lesser_Spell_Mantle
5 Nightmare
5 Remove_Curse
5 Wounding_Whispers
6 Acid_Fog
6 Bestow_Curse
6 Bigbys_Forceful_Hand
6 Evards_Black_Tentacles
6 Freeze
6 Lesser_Spell_Breach
7 Bigbys_Grasping_Hand
7 Hell_Inferno
7 Massacre*
7 Power_Word_Stun
7 True_Seeing
7 Vitriolic_Sphere
8 Avascular_Mass
8 Bigbys_Clenched_Fist
8 Earthquake
8 Great_Thunderclap
8 Greater_Spell_Breach
8 Horrid_Wilting
9 Bigbys_Crushing_Hand
9 Black_Blade_of_Disaster
9 Energy_Drain
9 Greater_Spell_Mantle
9 Iceberg
9 Power_Word_Kill
9 Soul_Shriek*

[Restrictions]
- Invoker will not gain the benefit of the Dark Blessing class feature (Cha to saves).
- Invoker will not gain the benefit of the Divine Grace class feature (Cha to saves).
- Invoker will not gain the benefit of Divine Shield feat (Cha to AC).
- Invoker sub-classes (Elementalist - Hemomancer) can't be mixed, one prevents the other.
- Invoker, as a caster with unique mechanics, can't be mixed with other full casters: Druid, Cleric, Sorc, Wiz, FavSoul, Shaman (it will force 1 level retake).

[TESTING Restrictions]
While invoker sub-classes are added to PGCC for testing, to avoid holding updates on other HAK-related areas the classes will appear on the live server as well. BUT:
- Creating invoker classes on a fresh PC will result in instant deletion of said character.
- Multiclassing into invoker classes on an existing PC will result in a forced 1-level re-level.

Testing restrictions will be taken down once the class is ready to migrate from PGCC to live.

Link to tables:
https://drive.google.com/file/d/10cOniB ... sp=sharing

User avatar
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4666
Joined: Tue Sep 09, 2014 7:13 pm

Re: Arelith Updates!

Post by Irongron » Mon Jun 27, 2022 6:36 pm

New Flood Plain Dungeon
======================

Breedmaster Spire

- 4 new areas
- 1 new writ (Level 7-15)
- 2 new spawn sets

Elsewhere....based of feedback from players:

- Broke Tooth mages no longer cast dispel
- DR lowered on Treants

Kalopsia
General Admin
General Admin
Posts: 1445
Joined: Thu Sep 28, 2017 10:34 am
Location: Concourse Capaneus
Contact:

Re: Arelith Updates!

Post by Kalopsia » Mon Jun 27, 2022 8:51 pm

From Kalopsia
==============
GULDORAND AWARD ROLLS:
  • Characters created since the Guldorand Award Update from June 09 can roll for awards again, but at reduced odds:
  • When rolling without gold and items, these are the chances:
    • Level 26+: 0% Major, 5% Greater, 95% Normal
    • Level 21+: 0% Greater, 20% Normal, 80% Minor
    • Level 16+: 0% Greater, 10% Normal, 90% Minor
  • When rolling with 1 million combined gold and item value, these are the chances:
    • Level 26+: 0% Major, 10% Greater, 90% Normal
    • Level 21+: 0% Greater, 25% Normal, 75% Minor
    • Level 16+: 0% Greater, 15% Normal, 85% Minor

User avatar
DM Starfish
Art Director
Art Director
Posts: 854
Joined: Tue Mar 31, 2020 12:22 am

Re: Arelith Updates!

Post by DM Starfish » Tue Jun 28, 2022 10:18 pm

- Bug jar now knows how to properly perform bug addition and will no longer overwrite the amount of bugs in your bug jar when adding bugs to your bug jar.
Roleplay is a two way street.

User avatar
Aniel
Project Lead
Project Lead
Posts: 356
Joined: Mon Dec 31, 2018 1:13 pm

Re: Arelith Updates!

Post by Aniel » Wed Jun 29, 2022 3:20 am

From Amnesy

PGCC Invoker: update 1.

[Signature Spells]
+ Elemental Annihilation
Damage increase:
Base: d6
IP:
25..40: d8
40..75: d8 + CL
75..90: d10 +CL
90+: d12 +CL

Force damage is only when IP > 90.
Reflex change to Will save for half damage (and negates daze).
Daze will only happen when IP > 50.

+ Elemental Hammer:
Damage increase:
Max dice increased to 20 at 20CL.
Will save vs damage will cause the target to receive damage calculated of d4 instead of d6.
Force damage is only when IP > 75.

+ Massacre:
Fort save now halves the damage.

+ Soul Shriek:
No longer respects Death immunity.
Fort halves the damage and applies a saving throw penalty against Fear to target: -2 for 1 round (BS4+: -4, BS10: -6)
Damage is uncapped.
Additional effect: When BS5+: Will save or be confused for 2 rounds (4 rounds on BS8+)

[Other spell related]
Epic spells:
- Mummy Dust - Removed.
- Planar Conduit - Removed.

General:
+ 0 Level Spells added: Those have no IP cost to cast.
+ Invoking Adept can cast consecutive spells of level {1,2} without double cost.
+ Invoking Master can cast consecutive spells of level {1,2,3,4} without double cost.

[Spell list]
Elementalist: Added Spells
0 Light
0 Electric_Jolt
0 Flare
0 Ray_of_Frost
0 Acid_Splash
1 Shelgarns_Persistent_Blade
2 Ultravision
2 Cloud_of_Bewilderment
3 Dispel_Magic
3 See_Invisibility
4 Isaacs_Lesser_Missile_Storm
4 Stoneskin
4 Haste (+2.5)
5 Mestils_Acid_Breath
5 Sunfire
5 Mordenkainens_Sword
6 Greater_Stoneskin
6 Crumble
6 Isaacs_Greater_Missile_Storm
7 Greater_Dispelling
7 Vitriolic_Sphere
7 Summon_Creature_VII
8 Incendiary_Cloud (+2)
8 Glacial_Wrath
8 Summon_Creature_VIII
9 Greater_Spell_Mantle
9 Summon_Creature_IX

Elementalist: Removed Spells
2 Remove_Paralysis

Elementalist: Modified Spells
Spell_Mantle (+1.5) changed to 7 tier.

Hemomancer: Added Spells
0 Light
0 Electric_Jolt
0 Acid_Splash
0 Resistance
0 Daze
1 Remove_Fear
1 Shelgarns_Persistent_Blade
2 Ghostly_Visage
2 Cloud_of_Bewilderment
2 Darkfire
2 Blood_Frenzy
3 Dispel_Magic
3 Invisibility
3 Invisibility_Sphere
3 Halt_Undead
4 Haste (+2.5)
4 Lesser_Planar_Binding
5 Improved_Invisibility (+0.5)
6 Undeath_to_Death
6 Dismissal
6 Death_Ward
6 Stone_to_flesh
6 Flesh_to_stone
6 Planar_Binding
6 Crumble
6 Kyristans_malevolent_Tentacles
7 Greater_Dispelling
7 Spell_Mantle (+1.5)
8 Greater_Planar_Binding
9 Mordenkainens_Disjunction (+7.5)

[Class mechanic: Hemomancer]
Blood Stack gain improved with spell level:
1..3: d2
4..6: d3
7..8: d4

Blood Stack gain % reduced:
Spell level 1: 5%
Every other spell level: SL * 8% (72% at 9 tier)

When reaching Blood Stack 10 (max) a VFX will be applied to Hemomancer for better indication.

Red Harvest, Massacre, Soul Shriek:
Scale from spell focus Evocation or Necromancy - whatever is higher.

[Class mechanic: Elementalist]
+ Summon_Creature 7..9 added with automatic elemental tier increase (same as with GSF Conjuration)
+ At 5, during element selection, a free elemental stream will be added (removed on de-level in case you want to change your mind).
- Removed eye glow.

[Bug Fixes]
+ Passives should be reapplied after the PC is resurrected or changes the server.
+ Double cost spell is reset on rest.
+ VFX number debug PC msg is reduced on eye glow toggle use.
+ DC on signature spells fixed.
+ /date shows IP and BS.

Check the updated tables and spell list at: https://drive.google.com/file/d/1JHAMQ8 ... sp=sharing

User avatar
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4666
Joined: Tue Sep 09, 2014 7:13 pm

Re: Arelith Updates!

Post by Irongron » Thu Jun 30, 2022 3:53 pm

Some years ago the market in crafting healing kits was very much key to the Arelith economy, I believe that changed when potions were radically increased in healing value. Following some reports we checked the code, and saw an error, where they were effectively created as an empowered spell. So...

Cure Wounds Potions
-------------------------------

- Bug fix, these now work as advertised. (*xD8 + Hit Dice)

Healing Kits Changes
-------------------------------

- Salt weight reduced to 0.1 lb per chunk

+1 Kit now has DC 3, Craft Points 6
+3 Kit now has DC 15, Craft Points 10
+6 Kit now has DC 30, Craft Points 18
+10 Kit now has DC 45, Craft Points 25, and requires Strideleaf instead of Lady's Tear.

All from next reset.

(I intend to look at UD recipe versions later in the year, hopefully alongside an overhaul of Underdark specific resources)

Kalopsia
General Admin
General Admin
Posts: 1445
Joined: Thu Sep 28, 2017 10:34 am
Location: Concourse Capaneus
Contact:

Re: Arelith Updates!

Post by Kalopsia » Thu Jun 30, 2022 8:15 pm

From Amnesy

Invoker PGCC Patch 1.2: bug fixes and balance adjustments.

[Epic spells]
<Epic Arcane Caster> feat is granted automatically on level up with requirement:
Minimum 20 Invoker class level and 22 Hard Charisma
!<Epic Arcane Caster> is required to gain epic spells.

[Signature Spells 9 Tier - General]
IP and BS influence on signature spells of tier 9 only happen with 22+ Hard Charisma

[Hemomancer - class mechanic]
Red Harvest Empowerment: Dodge AC is not granted if monk levels are present.

[Elementalist - class mechanic]
Air Path Passive: Dodge AC is not granted if monk levels are present.

[Signature Spell - Specific]
- Soul Shriek
AOE size depends on the Hard Charisma:
Default: Hudge(5m)
20+ Large(6.67m)
22+ Gargantuan(8.33m)
24+ Colossal(10m)
Target Limit = CL (it is less a limit for balance and more a limit to not fire it in a super-crowd of nothing and risk server TMI/Crash - better safe than sorry).
Targets under SANCTUARY, ETHEREALNESS, ETHEREAL_VISAGE are immune to the spell to give it some breachable counterplay.

==========================
Above balance is the result of friendly PvPers' submissions on how to run as 65+ AC Elementalist or Hemomancer and still do a lot of damage.
It should not hinder 95% PC concepts while limiting the possibility to push AC to the moon on a certain dip build.
==========================


- Elemental Annihilation
Force damage is used on IP consumption 70% and above.

- Elemental Hammer
Force damage is used on IP consumption 50% and above.

[Signature Ability - Elemental Overcharge (NEW)]
Elementalist receives their own signature ability,
It is granted on level 12 as a feat, and will be available under the class radial menu.

For the duration of the buff, Elementalist attunes themselves with the Weave becoming its conduit.
At the risk of setting themselves ablaze with spellfire, they no longer require Focus(IP%) to invoke spells.

Mechanics:
The length of the effect is slightly RNG, and can be extended if certain criteria is met.
The ability will reduce the existing Focus (IP%) to 50% if it was greater during activation of the signature ability. For each burned 10% the duration is extended by 2 rounds.
For balance reasons, a certain amount of Hard Charisma is required to extend the effect.
Each spell cast during the Elemental Overcharge will not cost Focus(IP%) but will damage (force damage type) the caster to represent the strain of the attunement (see below).

Additional effects and penalties during Elemental Overcharge:
Caster will be immune to silence.
Caster receives AC penlaty (coughs) 20.

Duration:
Default: 2 + d4(1) rounds.
+ 2 if during activation Focus(IP%) was above 50% (for each 10%).
Focus(IP%) during activation:
60% & 20 Hard Charisma: + 2
70% & 22 Hard Charisma: + 2
80% & 24 Hard Charisma: + 2
90% & 26 Hard Charisma: + 2
100% & 28 Hard Charisma: + 4

i.e. Using the ability with 74% Focus(IP) and 24 Hard Charisma will make the effect last for 2+d4 + 4 rounds.

Cooldown:
10 minutes counted from when the effect ends.

Damage while casting:
Spell level 1..3:
1 force dmg.
Spell level 4..6:
2d2 force dmg.
2d6+2 force dmg - if the spell was consecutively casted!
Spell level 7..9:
3d3 force dmg.
3d6+3 force dmg - if the spell was consecutively casted!

i.e.
1) Elementalist is casting a rotation of earthquake and greater missle storm
E: 3d3 dmg
GIMS: 2d2 dmg
2) Elementalist is spamming greater missle storm
1st cast of the spell: 2d2 dmg
2nd+ cast of the spell: 2d6+2 dmg

Overall commentary:
This is tickling TF glass cannon style. AC penalty is there to discourage standing still and encourage positioning, planning, risk management, and party cooperation.

[Signature Ability - Red Harvest]
HP healed are now recorded in the combat log.

[Spell Cost - Base]
Reduction in spell cost (will be spell level : new cost):

NEWBIE (level 1-9)
2 : 1.5
3 : 2.0
4 : 2.5
5 : 3.0 (but you should be adept at this point)

ADEPT (level 10-19)
2 : 0.75
3 : 1.0
4 : 1.25
5 : 1.5
6 : 2.0
7 : 3.0

MASTER (level 20+)
2 : 0.37
4 : 0.62

[Balance - Other]
+ Balagarn's Iron Horn is moved to Tier 2.
+ Greater_Spell_Breach Additional spell cost reduced to +4.0.
+ Lesser_Spell_Breach Additional spell cost reduced to +2.0

[Misc]
Invoker Pool - IP is being renamed to Focus on combat log and in future reference.

[Bug Fixes]
+ Hemomancer can rest to get 75% IP while it should be 50%. Fixed.
+ Resting does not reset the Increased Cost of spells. Fixed.
+ Hemomancer has no access to Disjunction at tier 9. Added.
+ Hemomancer passive regen is 2 at class feature III instead of 1. Adjusted.
+ Hemomancer Red Harvest healing not healing the amount it should. Fixed.
+ Double cost exception on invoking master and invoking adept does not work as intended on low spell level: excepted 1,2 for adept and 1,2,3,4 for master. Fixed.

The tables and spell list are updated: https://drive.google.com/file/d/1dqSVtq ... sp=sharing

Kalopsia
General Admin
General Admin
Posts: 1445
Joined: Thu Sep 28, 2017 10:34 am
Location: Concourse Capaneus
Contact:

Re: Arelith Updates!

Post by Kalopsia » Sat Jul 02, 2022 7:46 pm

From Kalopsia
==============
EFFECT ICONS:
  • Ultravision now has an effect icon.
  • Clicking on any effect icon will display better labels for various effects that, while common, do not correspond to a spell (example: Parry AC)
TWOHAND MODE:
  • The -twohand command has been reintroduced. Like the rest menu setting, it allows players to disable Automatic Two-Handed Mode in favour or Parry AC bonuses.
  • To prevent exploits, the command will not work while incapacitated. Additionally, using it mid-combat will apply a brief AB penalty.

From Sweet Potato
=================
HAK CONTENT:
  • Fixed the clipping on potion belts
  • Fixed the floating pommel on the half orc version of belt 64
  • Added a new belt - belt 67 is a version of belt 64 without a sword in the scabbard
  • Added missing weapon vfx to cavalry swords, except frost and holy because those don't compile for some reason 🤷
  • Added a new lance top model
  • Added vfx for lances
  • Added a new nodachi backpack with matching empty saya model, comes with PLT texture so you can recolor it
Image

User avatar
Aniel
Project Lead
Project Lead
Posts: 356
Joined: Mon Dec 31, 2018 1:13 pm

Re: Arelith Updates!

Post by Aniel » Sun Jul 03, 2022 2:30 am

From Amnesy

Invoker Update Patch 1.3:

[Spell List changes:]
- Hemomancer:
Movements:
Ethereal_Visage moved to 6 from 5
Hell_Inferno moved to 8 from 7
Undeath_to_Death moved to 7 from 6
Kyristans_malevolent_Tentacles moved to 7 from 6

New Spells:
1 Doom
1 Scare
1 Negative_Energy_Ray
2 Melfs_Acid_Arrow
2 Command
3 Negative_Energy_Burst
4 Stinking_Cloud

- Elementalist:
Additional-Cost Changes:
Elemental_Hammer cost reduced to 0.5
Elemental_Annihilation cost reduced to 1.0

New Spells:
1 Endure_Elements
2 Melfs_Acid_Arrow
2 Resist_Elements
3 Protection_from_Elements

[Signature Ability - Hemomancer - Red Harvest]
When cast on self:
Does not consume blood stacks but generates them.
Base: 1
CL 10: +1
CL 20: +1
CL 27: +1
Provides more Focus:
Base: 2%
CL 10: +2%
CL 20: +2%
CL 27: +2%
Does not provide healing as an offset.
Damage base d6 per 2 CL
Additionally +5 dmg on CL10, CL20, CL27.
(15d6+15 at 30. ~65 dmg)
Drains Water, Food, and Rest equal to blood stacks gained.

If damage would be greater than Hemomancer's current HP
Red Harvest will not kill the caster but leave them with 1 HP.
As the consequence:
Blood stacks and focus are not gained.
Caster has to pass Fortitude Save (DC of the ability + 4) or be paralyzed for 1 round.

### Balancing Note: ### In case the blood stack regeneration and increased Focus gain from using Red Harvest on self puts Hemomancer above Elementalist, or is abusable, there might be a soft nerf made, which will add % chance for a mishap, and that mishap role would be to introduce tension that self harvesting might have more risk to it. Think bad luck on wild magic.

[Signature Ability - Elementalist - Elemental Overcharge]
Base duration changed to flat 6.

Duration increases with class levels (requires Hard Charisma at proper level or above):
Level: 15+, Hard Charisma: 18+ : +1
Level: 18+, Hard Charisma: 18+ : +1
Level: 21+, Hard Charisma: 22+ : +2
Level: 24+, Hard Charisma: 22+ : +2
Level: 27+, Hard Charisma: 24+ : +3
Level: 30, Hard Charisma: 24+ : +5

*duration increment is cumulative.

Duration increasement with each 10% of Focus burned adjusted:
Focus(IP%) during activation:
60% & 20 Hard Charisma: + 3
70% & 22 Hard Charisma: + 3
80% & 24 Hard Charisma: + 3
90% & 26 Hard Charisma: + 3
100% & 28 Hard Charisma: + 5

Example:
27 Elementalist with 82% Focus and 24 Hard Charisma will burn 32% of focus and enter Elemental Overcharge for:
6 Base
+ 9 Class levels
+ 9 IP burned
Total: 24 rounds.

[Bug Fixes]
+ 22+ cha at level 20 does not get the epic caster flag as mentioned in the notes. This prevents them from getting an epic spell at 21. [Fixed.]
+ Souls Shriek AOE size scaling was inverted on low Charisma Large was Hudge, Hudge was Large [Fixed.]
+ Hemomancer - Red Harvest allowed to increase Focus past 75% cap. [Fixed.]

Excel tables: https://drive.google.com/file/d/1sFF8lf ... sp=sharing


from sorrowkitten
================
BARD SONG:
- Classic Chorus and Atrocious Aria no longer grant an additional +1/-1 AC respectively. This bonus/penalty has been replaced with Unisaves instead to reduce AC number-throwing and should put these two songs back on par with other songs.

User avatar
Aniel
Project Lead
Project Lead
Posts: 356
Joined: Mon Dec 31, 2018 1:13 pm

Re: Arelith Updates!

Post by Aniel » Mon Jul 04, 2022 12:46 am

From Amnesy

[Invoker Patch 1.4]
+ Negative Energy Burst - added extra cost
+ Both invokers will have ESF/GSF granted powers on the radial menu now (Ilu, Tra, Abj, Nec) : having more than 20 levels on Elementalist or Hemomancer makes Scry Ward VFX different than default.
+ Both invokers will advance in dweomercrafting like other full casters.
+ Both invokers should be able to create / use arcane wands.

[Signature Ability - Elementalist - Elemental Overcharge]
Base duration changed to flat 5.

Duration increases with class levels (requires Hard Charisma at proper level or above):
Level: 15+, Hard Charisma: 18+ : +1
Level: 18+, Hard Charisma: 18+ : +1
Level: 21+, Hard Charisma: 22+ : +1
Level: 24+, Hard Charisma: 22+ : +1
Level: 27+, Hard Charisma: 24+ : +1
Level: 30, Hard Charisma: 24+ : +3

*duration increment is cumulative.

Duration increasement with each 10% of Focus burned adjusted:
Focus(IP%) during activation:
60% & 20 Hard Charisma: + 1
70% & 22 Hard Charisma: + 1
80% & 24 Hard Charisma: + 2
90% & 26 Hard Charisma: + 2
100% & 28 Hard Charisma: + 3

Spellfire burn adjusted:
Spell level:
1..3 : 2d2
4..6 : 2d4+2 (2d8+2 if same spell it casted consecutively)
7..9 : 3d4+3 (3d8+3 if same spell it casted consecutively)

Surge:
During Elemental Overcharge a magic surge can happen.
Chance based on spell level:
1..3 : 0%
4..6 : 3% (6% if same spell it casted consecutively)
7..9 : 5% (10% if same spell it casted consecutively)


[Sorcerer Path - TF]
Is now disabled as an option on main servers for the new characters.

[Invoker is unlocked on live servers]
Players can now pick Elementalist or Hemomancer on live servers!

The current TF PCs have a grace period of 3 weeks to convert to one of Invoker subclass, afterwards remaining TFs will be automatically converted to the Elementalist.
During the grace period, PCs can ask DMs to –setclass them onto Elementalist, Hemomancer, or clean Sorcerer (please do not wait with asking DMs to the last day).

from sorrowkitten
===============
FIXES:
- Fixed an unintentional exploit where languages could be used with dice and coins.
- Fixed an issue where Smugglers would sometimes teleport party members who are not in the same area.
- Fixed an issue/exploit where Bard Song could be swapped while it was playing to provide a different song to those newly-entering the persistent AoE.
- Fixed an issue where godsave boons were triggering on enchantments of 95% or over.

Kalopsia
General Admin
General Admin
Posts: 1445
Joined: Thu Sep 28, 2017 10:34 am
Location: Concourse Capaneus
Contact:

Re: Arelith Updates!

Post by Kalopsia » Mon Jul 04, 2022 3:52 pm

From Kalopsia
==============
SHIELD SPELL:
  • The Shield spell now grants scaling Force Damage Reduction rather than outright immunities against Magic Missile and the Missile Storms:
    • 1/- without Abjuration Focus
    • 3/- with (regular) Spell Focus: Abjuration
    • 6/- with Greater Spell Focus: Abjuration
    • 12/- with Epic Spell Focus: Abjuration
  • Abjuration Specialist Wizards are treated as if their Abjuration Focus was one tier higher, allowing their DR to reach 16/- with an Epic Focus.

From Amnesy & Kalopsia
=======================
Invoker Bug fixes
  • Invokers don't consume spell components prior to 28 class level. [Should be fixed.]
  • Cantrips do not count as alternate spells - this is very important at lower levels. [Should be fixed.]
  • Hemomancer can server tick above to 100% instead of 75%. [Should be fixed.]
Upon review:
  • Black Blade of Disaster additional cost removed as it made the spell even less desireable.
  • Massacre receives a small tweak to bring it on par with elemental hammer empowered damage which can be spammable.
    • Save dc vs Fear changed from Fort to Will. Save vs main effect (dmg) stays as Fort.
    • Damage changed to 5*CL (BS4 changes it to 6*CL | BS7 to 6 * CL + CL | BS10 to 7 * CL + CL)

User avatar
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4666
Joined: Tue Sep 09, 2014 7:13 pm

Re: Arelith Updates!

Post by Irongron » Thu Jul 07, 2022 11:05 pm

Westcliff and Guldorand Changes
============================

- Logjam Upper Floor Removed

All residents there now have new quarters in a new 'Guldorand Tenement' building, within the main Fortress City area. Chest contents have been migrated. Players can reach out to me to retrieve any lost fixtures. These new quarters are larger, cheaper, and altogether superior to those previously in the Logjam.

- Westcliff Merchant League Removed

The banker and merchants can be found in and around the Logjam. The 4 players shops are now located within the main two squares of Guldorand Fortess City. Players can reach out to me to retrieve any lost fixtures.

- 2 Westcliff Cottages moved to Guldorand Fortress City

All chest contents retained across servers. Fixtures have been placed in the new location interiors, though will need to be arranged. It may be that some are in the wrong houses, so owning players should either arrange collection between themselves, or contact a DM for aid.

Developer Notes: I am planning to gradually scale back Westcliff to the more simple 'Trade & Stopoff' area for adventurers it once was, and not a 'semi-settlement'. While this may be unpopular with some players I am convinced it is for the best, and potentially creates room for further independent settlement additions in future, should player numbers continue to rise. Westcliff will not be removed, but features will be increasingly concentrated solely on the Logjam Tavern.

User avatar
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4666
Joined: Tue Sep 09, 2014 7:13 pm

Re: Arelith Updates!

Post by Irongron » Sun Jul 10, 2022 1:57 pm

Further Guldorand/Westcliff Changes
==============================

- Guldorand Gaol Removed (The bounty hunter is now outside the Logjam Tavern.) Please contact me regarding any lost fixtures.

- Logjam Changes - The Logjam has now an expanded ground floor, a peddler, a henchmen, and a player run bar (see below)

- Axehold Redesign - Axehold is now part of/controlling the Logjam, and NOT connected to the Lumbermill. The guild areas have been expanded, with larger quarters, and more general visual improvement. The guild also has control of the player run bar, using the bar system. The guild itself (and thus the Timberfleet ship to which it is connected) is no longer flagged as 'Infrastructure', meaning it will be a biddable guildhouse, should it ever become available for purchase (see guildhouse purchasing rules/system).

Development notes - See above - Westcliff was too spread out over many areas, each of which were often providing a basic function. I wish to see as much functionality as reasonable centred around the Logjam tavern, so as to ensure player traffic and activity. I do plan on adding a caravan route directly from the Guldorand City gates to the Logjam at some point in the relatively near future.

User avatar
ActionReplay
Project Lead
Project Lead
Posts: 1631
Joined: Mon Sep 08, 2014 5:09 pm
Location: Sweden

Re: Arelith Updates!

Post by ActionReplay » Sun Jul 10, 2022 2:17 pm

- Sencliff defensive catapults can now target nearby ships in its Vicinity.

This opens up for Siege Weapons being able to fire against ships from Land. Though, atm, only specifically being set at the discretion of Area Builders I may open up for Siege Weapons when placed in Ports by players being able to Fire against Ships in the future.

From Spyre:

Level 1 Restats / Feat Changes
=====================

I will be looking to process the backlog that I have received over the allowed submission time starting this week. Things has been busy for myself but I do intend to address and respond to each one submitted.

Thanks to Kalo I will be utilizing a new system to potentially make this quicker and easier in-game and will test this out with a good handful of our requests.

I will be in touch with the players to organize the stat changes as best we can and then provided all works well, we will open the new in-game feature for DMs to utilize for future restats down the road.

Thank you!

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

Re: Arelith Updates!

Post by Sincra » Sun Jul 10, 2022 3:29 pm

From Sincra
================
Headbags:
- A Bug has been (possibly) squashed relating to multiplicative selling
Irongron wrote:I've literally never used -guard on anyone.

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

Re: Arelith Updates!

Post by Sincra » Sun Jul 10, 2022 7:22 pm

From Sincra
=============================
Attuning and Altars:
- This has been disabled.

Attuning and Deity Menu:
- This has been enabled.

Rationale:
Attuning to an altar was being used to metagame who exactly the God was, this is not unlike the old "counting piety ticks" or "ask you to consecrate" metagame methods, for this reason it has been moved to the Deity menu accessible via the Rest Menu.
A benefit to this is you will now be able to attune to a rarer god easier.
Irongron wrote:I've literally never used -guard on anyone.

User avatar
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4666
Joined: Tue Sep 09, 2014 7:13 pm

Re: Arelith Updates!

Post by Irongron » Sun Jul 10, 2022 10:04 pm

Over upcoming resets (Will be live and in crafting menu within the next 24 hours)

From The Team, New Item Descriptions by Eira and Kuma:
=============================================
Summons:
* Summons can no longer be buffed by single target spells. (Henchmen STILL can)
* AoE buffs will continue to function as usual, as will spells specifically designed for summons (Stonebones, Awaken etc)
* 6 new items added that will act as "Runic Sequencers".
** These will be crafted and are listed below in their functionality.

New Items:
* Casts at Players Level.
* Activated Item, Touch, Instant.
* Can only be used for summons (NOT henchmen)
* Only one set of these buffs can exist at a time on a target.
* Lessers Craft: DC - 15, CP 40
* Greaters Craft: DC - 45, CP 120
* Each sequencer will have 20 uses (30 for greater)
* All spells cast by sequencers are done so as if affected by the Extend Spell feat.
* All 'Zoo' Spells cast by sequencers are maximized.
* Sequencers will only be craftable by casters related to their school of magic, but useable by all, without requiring ranks in UMD or Lore.
---
Name: Orb Cradle
Tier: Lesser
Type: Arcane
Crafting (Art Crafting):
1 Scroll of Mage Armor, Shield and Improved Invisibility.
1 Casting Mold

Casts:
* Mage Armor
* Shield
* Improved Invisibility
* Ultravision
---
Name: Arcane Amplifier
Tier: Greater
Type: Arcane
Crafting (Art Crafting):
1 Flawed Chardalyn Stone
2 Casting Molds
2 Marble
2 Standard Catalyst
2 Ingots Greensteel

Casts:
* Same as Lesser, Arcane.
* Premonition
* Spell Mantle
---
Name: Natural Reagents
Tier: Lesser
Type: Druidic
Crafting (Herbalism):
10 Clay
10 Berries
10 Fruit
10 Nuts

Casts:
* Barkskin
* Stoneskin
* Bull's Strength
* Cat's Grace
---
Name: Petrified Bluewood
Tier: Greater
Type: Druidic
Crafting (Carpentry):
1 Sample of Blueleaf Extract
2 Ancient Yew
5 Yarrow
5 Clay
1 Granite

Casts:
* Same as Lesser, Druidic.
** Stoneskin upgraded to Greater variant.
* Energy Buffer
* Freedom of Movement
---
Name: Protective Thurible
Tier: Lesser
Type: Divine
Crafting (Smithing):
5 Clay
2 Ingots of Iron
1 Flask of Oil
1 Holy Water

Casts:
* Negative Energy Protection
* Death Ward
* Protection from Alignment
* Aid
---
Name: Reliquary Codex
Tier: Greater
Type: Divine
Crafting (Art Crafting):
1 Sample of Djinn Uther
3 Marble
10 Holy Water
5 Leather (Large)
1 Clay

Casts:
* Same as Lesser, Divine.
* True Seeing
* Spell Resistance

DEVELOPMENT NOTES: This sequencer update was completed at my specific request. Balancing summons is not only increasingly hard depending how they are cast upon, it also just makes for poor gameplay. Almost any player with a spellbook will know how much time can be wasted buffing creatures whereas seqeuncers will apply all these buffs instantaneously. Furthermore, in some cases, these summon buffing spells exclusively fill a character's spell book, removing that necessity, should lead to more varied spell use, and thus, more interesting gameplay. This update also acts an indirect buff to those classes (blackguard/shadowdancer) that have been at a disadvantage due to an inability to cast spells. Obviously this is a major change, that will almost certain require further attention in future, both to the items themselves, and the summoned creatures. In time we also hope to add other themed sequencers - necromantic, shadow weave, and so on.

Kalopsia
General Admin
General Admin
Posts: 1445
Joined: Thu Sep 28, 2017 10:34 am
Location: Concourse Capaneus
Contact:

Re: Arelith Updates!

Post by Kalopsia » Mon Jul 11, 2022 8:25 pm

From Amnesy
==============
INVOKER CHANGES:
[Low Level Cost Adjustment]
  • Novice: {1}:0.5 {2}:0.85 {3}:1.6 {4}:2.1 || Was {1}:1 {2}:1.5 {3}:2.0 {4}:2.5
  • Adept: {1}:0.33 {2}:0.66 || Was {1}:0.5 {2}:0.75
  • A reminder 0 lvl spells are free to cast and scale with levels.
[Elementalist]
  • GSF appearing on bonus feats at level 5 should no longer appear there.
  • Forced relevel is required for elementalist.
  • The bug with summon creature not scaling up 1 tier should be fixed.
[Hemomancer]
  • Blood stacks are not generated after reaching the cap. This means casting spells while at max stacks will not meta telegraph the class.
  • Chain Lightning added to the spell list at spell level 6.
[Red Harvest]
  • Base focus gain changed from 1 to 3.
  • Base focus gained will be doubled if the ability slays the target.
  • 10 stacks empowerment will not be triggered if used on a non-hostile NPC/Summon.
  • Red Evil Aura VFX removed.
[Elemental Overcharge]
  • Consecutive (same spell) casting damage to caster increased to 5d8+5 for spell level: {7,8,9}, 5d6+3 for spell level: {4,5,6}.
  • Damage type changed to magic to avoid DR new shield provides.

[Soul Shriek]
  • Will not target Caster party and neutral/friendly NPCs.
  • A debuff with a penalty to saving throws against fear is removed.
  • Effect of short confusion if at least 5 stacks are burned is removed.
  • Effect to possibly panic (will vs fear) targets if 10 stacks are burned added (duration 2d4 rounds, targets will be held in a place for the first round of the fear), immunity applies to each effect.
[Massacre]
  • Additional effect of possibly fearing the target is removed.
  • Demoralisation debuff can't be stacked.
  • Any if 'target is slain' dependant effect will not be triggered if the target was a non-hostile NPC/Summon.
  • If the target is slain Massacre can be cast without focus cost for 1 round (Red Evil Aura VFX telegraphs the effect).
  • The blood rain effect has an overhaul (but the proper VFX is not yet ready)
  • All hostile creatures within the area around the killed target, as long as they are not immune to Fear:
    Will save vs Fear effect or:
    • Suffer demoralization debuff (-2 AC, Saves, -4 skills).
    • If the target is already under demoralization or 10 stacks were used the effect changes to fear.
    • If the target is already feared beforehand they are required Fortitude Save vs Death effect or die (additional Death Immunity, like death ward, makes the target immune).

from sorrowkitten
===================
  • FIXED: Warlocks can now select Curse Song when they qualify for it with Eldritch Euphony.
  • Cheating:
    • Fixed an issue where -cheat dice 0,0 would not cancel your cheat attempt. It now should.
    • Minor typo correction. Look, english is hard, ok?!?!?!?!!1
  • Dweomercrafting:
    • PGCC should resume automatically godsaving your items (provided you're not doing a hard 5)
    • Dweomercrafting will no longer allow godsaves over 90%.

From Kalopsia
==============
SPELL CHANGES:
  • Spell Mantles: Duration increased to turns / level (was rounds/level)
  • Shield: Duration increased to 2 turns / level (was 1 turn/level)
  • Resist Elements: Duration increased to 24 hours (was turns/level)
CLIMBING:
  • Characters now gain XP for completing climb checks.
    • This XP reward scales with the climb DC. Half is granted immediately, half as Adventure XP.
  • Various old climb functions have been streamlined and should now properly count race and class bonuses.
  • Climbing with a Lasso also uses the Climb skill now.
VAMPIRES:
  • Added a climb bonus equal to 1 per 2 character levels. Fall damage is not reduced unless they're polymorphed into a bat.
  • New innate ability: Domination Gaze
    • Once every 10 minutes, Vampires can attempt to dominate nearby humanoid creatures for 3d3 rounds + 1 per 5 character levels. Player characters are dazed, not dominated.
    • A will save against DC 10 + half the vampire's character level prevents all negative effects.
    • While under the effect of Domination Gaze, NPCs are valid targets for the Vampire Feed ability.
    • The effect also allows Vampires to automatically succeed in some social interactions with affected NPCs (like GSF:Enchantment and Charm/Dominate Spells).
MISCELLANEOUS:
  • Firbolgs and Mounted Characters can now use the -hood command.
  • The Blinding Speed effect icon was changed to that of Haste. The effect itself remains unchanged.
  • Bugfix for Shadowdancer's Summoned Shadow appearance when summoned while mounted.
  • Bugfix for disappearing Shield spell Force DR after server transitions.

Post Reply