Arelith Updates!

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Sincra
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Re: Arelith Updates!

Post by Sincra » Thu Apr 14, 2022 2:43 pm

From Sincra
===================
New Medium scale armor:
Battlebard Tabard:
Base AC: 5
Dex AC: 2
Enhancement AC: 5
Str bonus: 2
Damage immunity:
Slashing: 10%
Bludgeoning, piercing: 5%
Arcane spell failure reduction: 10%
Restoration (7) 2/day
Perform: +3
Concentration: +3
Rune Tier 3, Thorass.

Crafting:
DC: 45
CP: 340

ILR 21
Bard only
UMD 50

Materials:
8 Coal
1 Rogue Stone
2 Dragon Oil
6 Mithril

Note:
This has been brought about due to the difficulty strength based bards will face in effectively gearing with the lockout from fullplate, this can be considered a hold over until you can fully gear into Songswords Guard or as a final item if you so accept the weaknesses.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Thu Apr 14, 2022 10:29 pm

From Sincra
===========================
Quarterbreaking:
- Should no longer fail on first try due to moving when not.

Rest Menu:
- AC Readout now targets a human NPC to give you correct AC vs Medium sized creatures.
- AB Readout now available.
- CL Readout for last cast spell is now available.

Character sheet skills:
Clicking skills in the skill list twice
- Climb: Now shows current climb skill in the skill text body, this is with all adjustments excluding when supported by someone else.
- Lore: Now shows the Lore skill for scrolls with modifiers included in the text body.
Irongron wrote:I've literally never used -guard on anyone.

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Hoodoo
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Re: Arelith Updates!

Post by Hoodoo » Fri Apr 15, 2022 3:41 pm

From next reset instant speedy messengers and project images will be temporarily disabled as we track an issue down.

As a note, if you experience issues similar to this video next reset onwards, please inform us immediately.

https://discord.com/channels/6518790256 ... 3667820544

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Re: Arelith Updates!

Post by Hoodoo » Sat Apr 16, 2022 4:26 pm

Speedy and project-image unions have fallen apart during negotiations. They will resume work as normal following next reset.
Sorry for the inconvenience

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Re: Arelith Updates!

Post by Sincra » Sat Apr 16, 2022 9:14 pm

From KT28
==========
Written Languages Bugfix:

Comprehension of words for non-fluent PCs attempting to read will no longer be re-randomized on server reset (though it will re-randomize one final time on next reset). In other words, from next reset onwards, if your PC is able to comprehend a particular word in a language once, your PC will always be able to comprehend that word in that language forever.

From Sincra:
===========================
Tracks:
- An alternative method is now being employed to hide the tracks, this is hopefully going to reduce the de-sync issues if they were related to the function NWNX_Player_SetObjectVisualTransformOverride.

Quarterbreaking:
- Skill Mastery (Feat), the Rogue feat, now stops disabling traps on Quarter Doors critically failing on a 1.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Sun Apr 17, 2022 3:45 am

From Sincra
==============================
Effects & Effect Icons:
- Newly created feature, so expect a few quirks and non-cooperative items, these will be ironed out as they are found.

- When an Icon is clicked (beside the character portrait) it will now print the remaining duration for the associated effect.
- Future updates shall likely include the exact name of the effect.
- This is a conversion of icons into effects and several comparisons, as with point 1, please report any inconsistencies.

From sorrowkitten
===================
Bard Song and Curse Song:
Should work more fluidly and consistently on all targets it was meant to apply to.
-> Sometimes EE's code isn't the smartest, a workaround had to be used to ensure these effects would apply to the right targets.
-> Additionally, this should remedy bugs where special effects (such as Scry-Protection on Masking Melody) were not applying.
-> Lich Lyrics should also apply damage appropriately.
-> As always, please compile bug reports if this is not the case.
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Re: Arelith Updates!

Post by The GrumpyCat » Sat Apr 23, 2022 11:10 pm

As of next reset.

From KT28
==========
Written Languages Part II: Item & Fixture Inscriptions

You can now inscribe written languages onto item and fixture descriptions using Dweomercraft Basins and Workstations. This feature can be used to inscribe written languages onto swords and armor, statues and signs, books, and more.

Details & How-To:
Item descriptions now recognize two new syntax markers, [inscribe] and [/inscribe]. Any text between these two markers is interpreted in the exact same way that note language syntax is interpreted and is also subject to the same restrictions (e.g., you cannot inscribe in non-written languages, nor can you inscribe in languages you cannot speak).

Additionally, the interface for editing an item's description in the Dweomercraft Basin/Workstation has a new option, "[Inscribe item]." Choosing this option will put you into "inscribing mode" and apply all the appropriate tags for you automatically; all you need to do is choose the language you are currently speaking and append text using the interface. Players will find this to be a similar experience to writing a note. If you use [Set text from pin] you will have to write the syntax manually.

Choose [Preview description] at any time to see a preview of the item's description (this feature was broken; it is fixed now.)

See the screenshot below for an example.

Image
This too shall pass.

(I now have a DM Discord (I hope) It's DM GrumpyCat#7185 but please keep in mind I'm very busy IRL so I can't promise how quick I'll get back to you.)

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Re: Arelith Updates!

Post by MalKalz » Tue Apr 26, 2022 2:33 am

Live next reset on PGCC only

From sorrowkitten, DM Starfish
===================
New Prestige Class: Dirgesinger (PGCC Testing Phase Only!!!)

Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief. They are often rootless wanderers who travel from place to place, wrapped in inconsolable torment from some personal tragedy. A few are sinister creatures who extinguish the joy of others by teaching the folly of love, the futility of hope, and the finality of the grave. Others still seek to honor the dead and remind the world of what has been lost, collecting tales of tragedy and writing elegies about them. No one will remember a dead queen in a few short generations, but a great lament might be sung a thousand years hence.

Dirgesingers always have a strong reason to choose their path, drawing power from the deepness of their loss. They have a talent for expressing their grief through song, choosing whether to bring despair, or to avoid the spread of more of it. They hold high positions in cultures where death is revered, serving as death-priests or entrusted with the serious responsibility of composing requiems for those who have passed. The rare dirgesinger who associates themselves with powerful undead might serve in the courts of lich kings or at the arm of a vampire lord.


>>> THIS CLASS IS CURRRENTLY IN TESTING. IT WILL NOT BE AVAILABLE ON LIVE UNTIL THE TESTING PHASE IS COMPLETE. PLEASE BE CERTAIN TO TEST IT OUT ON PGCC SO WE CAN WORK OUT THE FINAL KINKS AND ISSUES THAT MIGHT BE CREATED. SUBJECT TO BALANCE CHANGES AND FEATURE ADJUSTMENTS BEFORE FULL RELEASE. <<<

See wiki page for detailed information, linked below.

http://wiki.nwnarelith.com/Dirgesinger

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Re: Arelith Updates!

Post by Sincra » Fri Apr 29, 2022 9:35 am

From Sincra:
====================================
Effect Icon Duration on Click:
-Now prints in Hours, Minutes and Seconds.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kalopsia » Fri Apr 29, 2022 9:45 am

From Kalopsia
==============
NEW DAMAGE TYPES:
  • Poison Damage: Poison Immune Creatures & Placeables are immune. 5/- essences & dweomercraft options are available.
  • Force Damage: 5/- essences & dweomercraft options are NOT available.
  • Psychic Damage: Mind Immune Creatures & Placeables are immune. 5/- essences & dweomercraft options are available.
  • Entropy Damage: 5/- essences & dweomercraft options are available.
  • Bleeding Damage: Crit-immune Creatures & Placeables are immune. 5/- essences & dweomercraft options are NOT available.
  • Note: Due to technical limitations, these damage types will NOT be available as bonus damage on weapons for now.

UPDATED SPELLS & ABILITIES:
  • Various existing spells and class abilities were updated to use these new damage types. More may follow in future.
  • Sources of Poison Damage:
    • Spells: Cloudkill, Poison
    • Poisons: Myconid Rot, Sassone Leaf Residue
  • Sources of Psychic Damage:
    • Spells: Nightmare, Phantasmal Killer, Weird, Wrathful Castigation
  • Sources of Bleeding Damage:
    • Assassin: Assassinate ability
    • Invisible Blade: Bleeding Wound & Eviscerate
    • Poisons: Widow's Kiss
  • Sources of Force Damage:
    • Spells: Bigby's Clenched Fist, Bigby's Crushing Hand, Isaac's Lesser Missile Storm, Isaac's Greater Missile Storm, Magic Missile
  • Sources of Entropy Damage:
    • Epic Spells: Greater Ruin, Hellball (Magic damage was replaced with Entropy)
    • Spells: Crumble, Destruction, Disintegrate, Horrid Wilting
    • Wild Surges: Avascular Mass, Disintegrate
  • In addition to this list, many NPC abilities have been modified to use the new damage types.

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Re: Arelith Updates!

Post by MalKalz » Sat Apr 30, 2022 3:01 pm

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

In effort to reduce lag, a recent addition has been reverted that may be the culprit. Continued monitoring and testing will be performed to determine what the root cause is. We suspect that a NWNX function that was added to a piece of code has been causing performance issues, and has since been reverted to a standard function.

From Sincra:
============
Tracks:
- Disabled Roam Tracks
- Disabled Hidden Tracks

Explanation:
Ongoing work requires this change, if anything comes of it we will announce it later.

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Re: Arelith Updates!

Post by Kalopsia » Sun May 01, 2022 3:09 pm

From Kalopsia
==============
CLASS MIGRATIONS:
  • Characters that started as Archer Rangers are now also eligible for level 1 class migrations.
  • If you're unfamiliar with the feature, have a look at the original announcement

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Re: Arelith Updates!

Post by MalKalz » Thu May 05, 2022 9:09 pm

First Level Restat / Feat Selections

If you have submitted a request for a 1st level character stat modification and/or 1st level feat change, I will be once again working on these slowly over the next few weeks - I only have weekends to mostly do this and with Sunday being Mother's day, I will be taking that day off.

That being said, if you have submitted a request with myself please send a follow up from the original request so I can make sure it is still something you are pursuing. If you are looking to submit the request still please see the instructions listed here: viewtopic.php?f=23&t=25&start=800#p285786

Thank you,

Spyre

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Re: Arelith Updates!

Post by DM Starfish » Fri May 06, 2022 1:46 pm

From Starfish:
===========
Elemental summons (Not oozes) are now accompanied by specifically themed conjuration vfx!
Ooze stream and Elemental Swarm will get their own VFX soon.
Roleplay is a two way street.

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Re: Arelith Updates!

Post by ActionReplay » Fri May 06, 2022 7:59 pm

From Twohand:
=============

A new mysterious island with a dungeon meant for epic characters has been added to the southern waters of Arelith, Galerock.

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Re: Arelith Updates!

Post by Kalopsia » Sat May 07, 2022 4:45 pm

From Kalopsia
==============
ASSASSINATE:
  • The Assassinate ability represents studying a target's weaknesses and will therefore use different damage types based on the chosen target:
    • If a target is not crit-immune or has the Deathless Mastery feat, Bleeding Damage will be applied. The damage then bypasses a Pale Master's immunity.
    • If a target is undead, Positive Energy Damage will be applied. Weapons must be warded with Bless Weapon for this damage to trigger against PCs.
    • In all other cases, magic damage will be applied.
HEALING KITS:
  • Healing Kits now grant the target Bleeding Damage Resistance equal to half the kit's Heal Bonus (i.e. +10 Kits grant 5/- DR, +6 ones 3/- DR and all others 1/- DR). This effect lasts for 5 rounds.
  • Since dying characters take periodic Bleeding Damage, Healing Kits can now be used to stabilize them by negating additional damage ticks for the duration.
FAMILIAR COMMAND:
  • The -familiar chat command can now be used to rename familiars. This is done by adding the parameter "name", example: -familiar name NewName
  • To prevent typos, the command needs to be entered twice to confirm the desired name.
  • Characters can change their familiar's name once every 15 days and after every level up.
TRAP CHANGES:
  • Gas Traps now inflict saveless Poison damage when triggered.
  • This damage scales like all other trap damage, and ranges from "Pitiful" damage for minor gas traps to "Moderate" damage for deadly gas traps.
  • The existing poison clouds remain unaffected by this. However, their duration has been changed to 1d2 rounds for minor and average traps, and 2d2 rounds for strong and deadly ones. Additionally, minor gas traps now apply Greenblood Oil poisoning.
BUG FIXES:
  • NPCs killed by Invisible Blade bleeding damage now properly award XP and count towards writ progress.
  • NPCs might prove a bit less relentless when pursuing characters they technically cannot see anymore.

From Sincra and Kalopsia
==========================
Rest Menu Readouts:
New option added: Display Average Damage

This will calculate your main and offhand average damages and display them to you in your combat log.
Of note: This ALWAYS rounds down, please keep this mind.
An example: 1d6 averages 3, not 3.5. (Reason: 1d6 -> 1 + 6 = 7 -> 7/2 = 3.5 -> Cut the decimal: 3)

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Re: Arelith Updates!

Post by Sincra » Sat May 07, 2022 4:52 pm

From sorrowkitten and Starfish
============================
. . . GENERAL FEATURE CHANGES (PGCC and Live)
- Curse Song and Bard Song are now on separate charge blocks.
- The amount of charges depends on your class, but you will always have a minimum of 3 no matter your level.
- Bard Song:
- 2 : 3 - Bard, Harper Master, Zhentarim Operative
- 1 : 2 - Warlock (with Eldritch Euphony), Assassin (Dirgesinger Synergy), Arcane Archer, Dragon Disciple, Palemaster
- 1 : 3 - Cleric (Evangelist), Shaman, Dirgesinger
- 0 (Level 1-2) 1 (Level 3-4), 2 (Level 5) - Loremaster
- 1 (Level 5) Zhentarim Enforcer, Harper Paragon
- Curse Song:
- 2 : 3 - Bard, Harper Master, Zhentarim Operative, Dirgesinger
- 1 : 2 - Warlock (with Eldritch Euphony), Assassin (Dirgesinger Synergy), Arcane Archer, Dragon Disciple, Palemaster
- 1 : 3 - Cleric (Evangelist), Shaman
- 0 (Level 1-2) 1 (Level 3-4), 2 (Level 5) - Loremaster
- 1 (Level 5) Zhentarim Enforcer, Harper Paragon[/list]
- This means a 20 Bard / 10 Dirgesinger should have 15 Bard Song charges and 20 Curse Song charges.
- You can take Extra Music for 4 additional charges on BOTH feats (+4/+4).
- The recharge cooldown thresholds have been significantly reduced for lower level characters to ensure a smooth levelling experience even with a lower amount of charges. For bards that like to spread their uses of Curse Song and Bard Song evenly or use Curse Song more frequently, it is my hope that you will find it more comfortable to manage overall than the old system. If the recharge rate is problematic, please let me know as I am watching this feature carefully.
- This allows us to give certain class combinations Curse Song without having Bard Song.
- Some Curse Songs have been changed:
- Doomtempest Dirge now deals d4 damage instead of d8.
- Venomous Verse now deals instant Poison damage (d3 per 2 Effective Song Levels).
- Lush’s Lament now deals instant Psychic damage (d4 per 2 Effective Song Levels).
- Trapper’s now deals instant Bleeding damage (d4 per 2 Effective Song Levels).
- Conqueror’s Canticle no longer applies Discipline penalties. The Leadership penalty now requires ESF: Perform.
- Lich Lyrics now allows the higher of either your Dexterity or Charisma to contribute to the DC, instead of just Charisma
- The Dirge spell from the Bard spellbook has been changed:
- Now applies incremental, and stacking, 5% Damage Vulnerability to Sonic and Entropy damage per tick.
- The save component and ability score reductions have been removed.
- Only stacks up to a maximum of 30% Sonic damage vulnerability and 15% Entropy damage vulnerability.
- Duration of the debuff itself has been reduced to 1 round per 3 caster levels. The AoE duration remains the same.

. . . DIRGESINGER CHANGES (PGCC Only)
- Dirgesinger prerequisites have changed:
- Skills: Perform 6, Intimidate 6, Lore 6
- Feats: Iron Will, Curse Song OR Skill Focus: Perform
- Dirgesinger now grants Curse Song and Skill Focus: Perform on level 1 (if you don’t have one or the other).
- Dirgesinger does NOT grant Bard Song. This means that, although many class combinations can now take Dirgesinger, you CANNOT get Bard Song without taking a class that gets it (such as Evangelist or Bard).
- Curse Song charges scale accordingly.
- Dirgesinger now grants Bard Song synergy at levels 5 and 10 (+1 and +2 respectively).
- Momento Mori damage has been changed.
- Now adds Dirgesinger levels to Curse Song instant damage dice.
- Damage Type is now Entropy.
- Misericorde moved to instant attack function.
- Consumes a charge of Curse Song to trigger Momento Mori on the target.
- Applies Curse Song to the target if they are not affected by it.
- All Dirge DCs are now 5 + Dirgesinger Levels + 1/5 Perform.
- All Dirges now require actions.
- All Dirges except for Dirge of Awakening consume 1 Curse Song charge.
- Dirge of Awakening instead consumes 2 Bard Song charges.
- Because Dirge of Awakening requires Bard Song charges, you need Bard Song in order to take the feat.
- Dirge of Damnation has been changed:
- Now a Root instead of a Stun.
- DC removed on Root effect.
- Dirge of Woe has been changed:
- Now requires a Will Save for the full effect.
- On fail: -2 AB, -2 Saving Throws, -5% Movement Speed for 1 round, -1 APR for 1 round.
- (If the Dirgesinger has 10 levels, it becomes -3 AB and -3 Saving Throws.)
- On success: -1 AB, -1 Saving Throws
- Dirge of Terror has been changed:
- Intensity on a failed save reduced by 70%.
- -3 AB
- -3 AC
- -3 Saving Throws
- -3 to All Skills
- -3 AC
- 15% Spell Failure
- Intensity on a successful save reduced by 50%:
- -1 AB
- -1 AC
- -1 Saving Throws
- -1 to All Skills
- -1 AC
- 5% Spell Failure
- Dirge of Harvest has been changed:
- Damage moved from d8 to d6.
- Now deals Entropy damage instead of magical damage.
- Echo has been completely changed:
- No longer grants protection from Silence or Deafen.
- Still grants Momento Mori damage on Dirges.
- Instead, Echo is usable as an instant ability once every 10 minutes that does the following:
- Deals Entropy damage on a single target based on how many dirges are active (1d8 + 2d8 per Dirge, not counting for Awakening).
- Creates one Echo per Dirge that the Dirgesinger has playing, up to a maximum of 3. The Echoes are ethereal copies of the the Dirgesinger that stand in place and play dissonant chords, dealing 3d4 Entropy damage to everything around them per tick.
- The Echoes can be destroyed.
- They disappear after 5 Rounds.
- Echo cannot be cancelled by Silence or Deafen.
- I will be looking at Echo damage numbers carefully, so please be sure to put in feedback. regarding this if it seems problematic.
- Danse Macabre has been changed:
- PC undead with less than 14 Intelligence now only become Entranced on a failed Will Save.
- Non-PC undead with more than or equal to 14 Intelligence can now be entranced on a failed Will Save.
- Non-PCS with less than 14 intelligence are entranced no matter what.
- DC is 5 + Dirgesinger Level + Perform/5 as with dirges.
- Macabre Eulogy III has been changed:
- Instead of applying Death Ward on Bard Song, it is now an activatable ability that applies Death Ward to all friendly targets in a large radius.
- The duration starts at 10 minutes. Lingering song adds 5 minutes, and Lasting Inspiration doubles it afterwards.
- Has a 10 minute cooldown.
- The Death Ward effect can be dispelled as normal.
- Upon casting, it also banishes undead in the radius.
- Summoned enemy undead are instantly slain.
- Non-summoned enemy undead must roll a Fortitude save to be affected.
- DC is 5 + Dirgesinger Level + Perform/5 as with dirges.
- The area is also warded from further Undead summoning for 60 seconds.
- From level 5 onwards, Dirgesingers are now able to refresh one spell from a pool of spells once every 3 minutes.
- This ability consumes a Bard Song charge.
- It only applies to Bard spells.
- It is only one spell every 3 minutes, not one of each every 3 minutes.
- Applicable spells:
- Level 0: Inflict Minor Wounds
- Level 1: Scare, Remove Fear, Inflict Light Wounds
- Level 2: Ghoul Touch, Darkness, Tasha’s Hideous Laughter, Silence, Inflict Moderate Wounds
- Level 3: Bestow Curse, Remove Curse, Crushing Despair, Inflict Serious Wounds, Fear, Confusion
- Level 4: Halt Undead, Inflict Critical Wounds
- Level 5: Nightmare, Enervation, Circle of Doom
- Level 6: Dirge, Control Undead, Evil Blight, Moonbeam, Phantasmal Killer

. . . BUG FIXES (PGCC and Live)
- Fixed a bug where perform levels were being improperly calculated for Bard Song and Curse Song. This should fix some unusual behavior with the synergies and especially with Dirgesinger itself.
- Fixed a bug where certain builds that had 5 combined Bard and/or Dirgesinger levels could not learn songs. Going forward, the established requirement for learning songs is having EITHER OR 5 levels of Bard and/or Dirgesinger. Example: 5 Bard, 5 Dirgesinger, 3 Bard / 2 Dirgesinger, so on so forth.
- Fixed a bug where Requiem applied bonuses to characters who are shapeshifted into undead.
- Fixed a bug where Bards were receiving Arcane Spell Failure Reduction when they should not have qualified.


From Kenji
=================
# Spell Changes #
[1][Blood Frenzy]
Item/Non-Trans Blood Frenzy:
+2 AB, +2 Dmg, +2 Will Save, -3 Ref Save, -2 AC, 1 round / level

From Spellbook
SF Trans caster: +2 AB, +2 Dmg, +3 Will Save, -3 Ref Save, -2 AC, 2 round / level
GSF Trans caster: +2 AB, +3 Dmg, +3 Will Save, -3 Ref Save, -2 AC, 3 round / level
ESF Trans caster: +3 AB, +3 Dmg, +3 Will Save, -3 Ref Save, -2 AC, 4 round / level

# Class Changes #
Shaman:
[1][Spell Selection]
* Divine Power removed
* Divine Favor removed

[2][Mechanical Changes]
If Shaman levels are more than half of total level, the following applies:
* The pre-epic BAB lost from not having full BAB progression is regained as soft AB. This does not increase APR.
* Each and any multiclass now provides more synergy CL for the first 2 levels, then switches to 1/3 CL per level at the 3rd level and beyond. Different multiclass will stack for the extra 1/3 CL calculation purposes.

Examples:
# 23 Shaman / 3 Barb / 4 Ranger (16 Shaman, 3 barb, 1 ranger pre-epic)
Actual Pre-epic BAB: 16 / Soft AB: +4 / 4 APR
CL Calculation: Total of 28 (can achieve 30 w/ AD: Abjuration)
23 shaman + 2 barb + 2 ranger = 27 base
Barb 3 and Ranger 3, 4 are 3 levels extra, so an extra CL there

# 20 Shaman / 6 Fighter / 4 Monk (12 shaman, 4 monk, 4 fighter pre-epic)
Actual Pre-epic BAB: 16 / Soft AB: +4 / 6 APR
CL Calculation: Total of 26 (can achieve 28 w/ AD: Abjuration)
20 shaman + 2 Fighter + 2 Monk = 24 base
Fighter 3 - 6 and Monk 3 - 4 are 6 levels extra, so 2 extra CL there

# 27 Shaman / 3 Monk
Actual Pre-epic BAB: 16 / Soft AB: +0 / 5 APR
CL Calculation: Total of 29
27 shaman + 2 Monk = 29 base
Monk 3 is 1 level extra, rounded down to 0 extra CL

All shamans are required to relevel with this change.

# Cleric Paths #
[1][Warpriest]
* Casting Bull's Strength, Cat's Grace, and Bear's Endurance always have a refund chance, Divine Power is not required for refund.
* At 21+ levels of Cleric, casting divine might will also cast divine shield and vice versa.
* Divine Power and Divine Favor duration are now multiplied by 2 instead of adding caster level. Extending them can now last up to 4 times the original duration instead of 3.
* Divine Power now grants 5 times the caster level temporary hp instead of just caster level amount.
* Warcry duration multiplied by 2 and can stack with metamagic Extend Spell
* Can spontaneously cast Aura of Vitality as a 7th level spell

[2][Evangelist]:
* Divine Power now lasts 1 turn/caster level
* Divine Favor now lasts 1 hour

[3][Cloistered]:
* Divine Power now lasts 1 turn/caster level
* Divine Favor now lasts 1 hour and increases refund chance by 20% on top of providing higher tier Spell Penetration.

[4][Healer]:
* No longer has synergy with Negative or Death spells. Inflict/Harm spell damage is reduced to a quarter for any healers.
* Overheal increased to 60hp or 90hp with the Healing or Suffering domain
* Divine Power now lasts 1 turn/caster level
* Divine Favor now lasts 1 hour

New Cleric Path:
[5][Defiler]
* Similar to a healer, but synergizes with Negative and Death spells, instead.
* Refunds Negative and Death spells when Divine Power is active
* Healing spell amount is reduced to a quarter of the original
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Sun May 08, 2022 1:13 pm

Candles!
New recipes:
Alchemy:
Wax (3):
1 Flask of Oil, 1 Lesser Alchemistic Catalyst
Art:
Candle Holder (Iron) (1):
1 Ingot (Iron), 1 Coal
Candle Holder (Silver) (1):
1 Ingot (Silver), 1 Coal
Candle Holder (Gold) (1):
1 Ingot (Gold), 1 Coal
Herbalism:
Fixture: Candle, Small (1):
1 Wax, Cotton 1
Fixture: Candle, Large (1):
3 Wax, Cotton 1
Fixture: Candle, Stick (1):
2 Wax, Cotton 1
Fixture: Candle, Small (Iron) (1):
1 Wax, Cotton 1, 1 Candle Holder (Iron)
Fixture: Candle, Large (Iron) (1):
3 Wax, Cotton 1, 1 Candle Holder (Iron)
Fixture: Candle, Stick (Gold) (1):
1 Wax, Cotton 1, 1 Candle Holder (Gold)
Fixture: Candle, Stick (Silver) (1):
1 Wax, Cotton 1, 1 Candle Holder (Silver)

Changed recipe:
Smithing:
Fixture: Candelabra (1):
1 Iron Ingot, 4 Iron Candleholders, 8 Wax, 4 Cotton, 2 Coal
Roleplay is a two way street.

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Irongron
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Re: Arelith Updates!

Post by Irongron » Mon May 09, 2022 5:15 pm

A huge amount of new area content added, all the work of Twohand.

Details on our News Feed

It's really good...

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Irongron
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Re: Arelith Updates!

Post by Irongron » Sat May 14, 2022 11:26 pm

A few things on Skal...

- Added new fishing spots across a number of areas.
- Fixed a transition bug in the new dungeon
- Added a boat pilot taking passengers between Skaljard and Dunmarle Castle - to use this service one must FIRST buy a charter at Dunmarle.

Kalopsia
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Re: Arelith Updates!

Post by Kalopsia » Sun May 15, 2022 7:59 am

From Kalopsia
==============
SPELL VFX UPDATES:
  • Sight-augmenting spells will default to less obtrusive eyeglow effects rather than the floating eyes.
  • Eyeglow visual effects cannot be stacked. If characters already have an eyeglow VFX from prior spells or other sources (warlock / monk eyeglow), or their current model does not support eyeglow VFX, the old floating eyes effect will be used.
  • Detailed spell list:
    • Ultravision: Blue eyeglow.
    • See Invisibility: White eyeglow.
    • True Seeing: Purple eyeglow for the truesight duration, then white eyeglow.

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DM Starfish
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Re: Arelith Updates!

Post by DM Starfish » Mon May 16, 2022 2:36 am

From Starfish:
==============
Fishing Tackle Boxes:
A long time coming but here it is, fishing containers!
While usually a Tackle Box is a container to keep your fishing gear, the fisher folk of Arelith have realised that it would be even MORE convenient if one were able to store their fish as well. A missive was sent to the Arcane Tower and together, fisherman and mage came up with these new fangled gadgets.

- Allows you to store many hooks of various types as well as various combinations of fish up to a capacity according to the following stats:
Small Fish: 1 point of space
Medium Fish: 5 points of space
Large Fish: 10 Points of space
Huge fish: They do not go in the tackle box!
Hooks: Up to 100 of each type (You could store up to 500 hooks, you lunatic!)

- No need for doing stack and size math. Boxes can store from a stack even if there are too many in the stack, the code will figure out how many to store and decrement the stack appropriately.

- Capacity works according to the following examples:
1. 500 Crimson Crawlers would fill a Magic Tackle Box
2. 10 Sunfish would fill an Amber Tackle Box
3. A combination of 10 Minnows and 1 Tuna would fill a Wooden Tackle Box
4. A combination of 25 Sturgeon, 5 Squid, 5 Ghost Crabs, 100 Skaljardian Scorchers and 50 Snails would fill a Magic Tackle Box
And so on and so forth

- Wooden Tackle Box: 20 Capacity
Craftable (Carpentry):
- 1 Soft Wood
- 1 Lead Ingot
- 1 Lesser Alchemistic Catalyst
- Amber Tackle Box: 100 Capacity
Craftable (Carpentry):
- 5 Amber
- 1 Brass Ingot
- 1 Rare Softwood
- 1 Standard Alchemistic Catalyst
- Magic Tackle Box: 500 Capacity
Found exclusively in the bellies of very large fish!

Recipe Adjustments:
- Baits no longer need eggs and instead require more animal blood
- Lavish Seafood Platter now requires tentacles instead of more mackerel, just like it says on the packet

Fish Adjustments:
- More fishing spots to find in new biomes and more fish on the way
- Large fish that used to drop other fish now drop a mix of fish products, whole fish where appropriate and meat. (Beware of lootsplosions and full inventories)
Note that readouts have been reduced for these fish in order to not clutter the log, pending feedback.
- Tropical Mossfin can drop kelp
- See below

Amber:
Fisherfolk have reported that they have begun catching brittle and very lifelike amber fish carvings. Peculiar!
- Amber can be cut and dropped into the gem scales for coin (Value may be adjusted)
- More recipes for amber to come

Quality of life:
- RSI decreased, using a gutting knife on a whole stack of fish will now gut the whole stack (Beware of lootsplosions and full inventories)
- Fishy bits now go in the hunting bag, kelp in the herb bag
- Fishing now counts as doing something and so you will not get kicked for being AFK

Bugfixes:
- When digging, *digs* should no longer clog the chat
- Damask and Iron hooks are now no longer confused about which type of hook they are

Other:
- Due to time constraints a consumables rebalance will come next update along with more generic RP foods and more fish
Roleplay is a two way street.

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Re: Arelith Updates!

Post by Kalopsia » Mon May 16, 2022 7:39 am

From Kalopsia
==============
INNATE SPELLS:
  • Numerous classes grant spells as radial abilities. Until now, the maximum caster level of these spells was 15 due to engine limitations - both for Spell Penetration and Dispel checks. This caused issues like the radial versions of a Druid's Summon Creature spells getting dispelled way too easily, or an epic Enchanter's infinite Blindness/Deafness bouncing off NPCs with mediocre spell resistance.
  • This bug is fixed now. Spells granted as innate abilities will properly scale up to level 30, both in terms of SR penetration and, where relevant, dispel resistance.

SPELLSWORD:
  • Imbue Weapon/Armor uses will be restored to max when logging in after a server reset, if their imbued properties have faded in the meantime.

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MalKalz
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Re: Arelith Updates!

Post by MalKalz » Tue May 17, 2022 12:32 pm

❗Attention ❗

As of May 31st, 2022, the offered character re-stat and first level feat selection will stop accepting new requests.

All previously submitted requests will be processed when possible. Though anything submitted after the 31st will be rejected. If you are looking to get these in and done, please make sure you have them in before the cut off date.

Thank you.

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


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DM Starfish
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Re: Arelith Updates!

Post by DM Starfish » Tue May 17, 2022 1:43 pm

From Starfish:
==========
- For real this time: Kelp, fish bits and amber go in their respective containers
- Nitharit has also decided it wants to live in the mining bag with the other rocks
Roleplay is a two way street.

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