Arelith Updates!

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DM Starfish
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Re: Arelith Updates!

Post by DM Starfish » Mon Mar 20, 2023 12:14 pm

From Starfish:

  • Thanks to some bug reports and testing, Hook Removal with the Gutting Knife/Cleaver now works properly.
  • Map Pieces from Megalodon or Isopod have been bumped up two rarity tiers.
Roleplay is a two way street.

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Kenji
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Re: Arelith Updates!

Post by Kenji » Mon Mar 20, 2023 6:17 pm

From Kenji
Ki Barrier Adjustments

  • Ki Barrier now lasts only 2 turns instead of 3 turns
  • Ki Barrier now provides Shield AC instead of Dodge AC but now can be used in tandem with Parry AC (won't stack, automatically take highest)
  • The following classes with greater than half the character levels may utilize Ki Barrier with Light Armor:
    • Ranger
    • Cleric Seeker
    • Cleric Warpriest
    • Shaman
    • Rogue
    • Swashbuckler

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Re: Arelith Updates!

Post by Kalopsia » Sun Mar 26, 2023 9:07 pm

From Zaphiel

Fighter:

  • Shield AC bonus gained from Fighter level progression now stacks with Parry AC bonus.

  • Epic Fighter progression has been updated and is now the following:

    • 21st: -
    • 22nd: bonus feat
    • 23rd: +1 AB & DMG
    • 24th: bonus feat, +1 shield AC
    • 25th: +1 helmet AC
    • 26th: bonus feat, +1 AB & DMG, +1 armor AC
    • 27th: -
    • 28th: bonus feat, +1 AB & DMG, +1 armor, shield & helmet AC, +10 Discipline

Fighters with 25 levels will lose 1 AB and DMG on their weapon and 1 AC from their armor with this change. The removal of the AB bonus is to remove easy access to a +5 weapon with a base of 18-20 threat range, especially for a Weapon Master build.

Epic Second Wind:

  • It now gives different effects based on remaining HP upon activation:
    • 100% - 75%: No AB/DMG, instant healing 25% (of the original amount), 50 regen for 5 rounds
    • 75% - 50%: No AB/DMG, instant healing 50%, 25 regen for 5 rounds
    • 50% - 25%: +1 AB/DMG, instant healing 75%, 10 regen for 5 rounds
    • 25% - 0%: +2 AB/DMG, instant healing 100%, 5 regen for 5 rounds

From sk

Shadow Doors:

  • Shadow Doors may be passed through if you have a Shadow Wardstone. The Shadow Wardstone will be consumed upon your passing.

Lightly Armored (Rogue Feat)

  • Should no longer spam your combat log.

Chat Commands:

  • The "-area" command now shows fixture limits and current fixture amounts in the given area.

Item Changes:

  • The Fur Cloak has been updated. Details below.
  • OLD: Fur Cloak (Tailoring):
    • Ability Bonus : Charisma [+1]
    • Saving Throw Bonus: Specific : Fortitude [+3]
    • Damage Resistance : Cold [Resist 5 / -]
  • NEW: Yeti Fur Cloak (Still Tailoring)
    • Ability Bonus : Constitution [+1]
    • Damage Resistance : Cold [Resist 10 / -]
    • Immunity: Damage Type : Cold [25% Immunity Bonus]
    • Saving Throw Bonus : Cold [+5]
    • Saving Throw Bonus: Specific : Fortitude [+3]
    • Can be Runed.
  • Note: Existing Fur Cloaks will NOT be updated.

From Twohand

The Dark Spires Citadel joins Castle Gloom, Darrowdeep Castle, and the Shyr Farmstead in the Mayfield's Land Brokerage auction system as originally intended. This means:

  • During the bidding process, the current owners of the Citadel retain control over the quarter. When the auction ends, the relevant areas, quarters and shops will be considered, mechanically, part of the winning settlement for the purposes of taxation, eviction, etc.
  • Certain NPCs will only be available according to the upkeep level of the castle. With high upkeep, all NPCs spawn.
  • The castle henchmen can finally be hired. Any citizen of the settlement in charge of the Citadel, with access to the interior guildhouse, can hire their services.
  • With the addition of a Castellan NPC, a lord can be mechanically and officially appointed by the settlement leader. Among other things, the lord can grant nobility status to other characters (limited by upkeep level).

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Irongron
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Re: Arelith Updates!

Post by Irongron » Mon Mar 27, 2023 9:05 pm

Area Migration

All Myon areas are being migrated to the Guldorand Server.

This will go live shortly. Please report any associated bugs on the forums.

(In time we still plan on migrating Westcliff and the Crags so as make the Guldorand closer in area size to other servers, and to increase performance on surface, but this is still a way off due to the work involved)


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Re: Arelith Updates!

Post by Sincra » Mon Mar 27, 2023 9:48 pm

From the Team:

Kensai:

  • Due to ongoing work, and the longevity at which the path has existed outside the ability to be taken by new players, this path and all associated features will be disabled in a months time.
    (27th April roughly)
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Kenji » Thu Mar 30, 2023 9:43 pm

Cleric Adjustments

  1. Seeker Buffs
    • Gains 2 extra skill points per level
    • Divine Favor gets original damage scaling
    • Divine Power gives original APR if applicable
    • 3/4 Rogue CL for Seekers (fixed)
      ---
  2. Warpriest Changes
    • Refund chance on Divine Power and Divine Favor
    • Lower +3 flat CL to +1 flat CL but gained at 16+ Warpriest levels
    • Breach Resistance (1 less effect breached) at 16+ Warpriest levels
    • if Warpriest levels are the majority, the following classes contribute full levels to CL vs Dispel and 1/2 levels to CL
      1. Paladin

      2. Blackguard

      3. Liberator

      4. Hexblade

      5. Ranger

      6. Barbarian

      7. Knight

      8. Champion

      9. Fighter

    • Example:
      1. Warpriest 17 / Knight 10 / Monk 3 gets 23 CL and 28 CL vs Dispel

      2. Warpriest 23 / Fighter 4 / Monk 3 gets 26 CL and 28 CL vs Dispel

      3. Warpriest 21 / Fighter 4 / Ranger 5 gets 26 CL and 30 CL vs Dispel

      Note: Warpriest Levels are calculated from both Cleric and Favored Soul levels
      ---
  3. Defiler Changes
    • Entropy Conversion ratio lowered down to 5% from 10% before adding Cleric/Favored Soul Levels
      ---
  4. Death Domain Power
    • Combat log should no longer show "[CHARACTER] strikes with Undead Arm"
      ---
  5. Breach Changes
    • All breaches do a minimum of 2 breaches regardless of Breach Resistance or not if the original breach amount is at least 2 breaches.

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Re: Arelith Updates!

Post by Sincra » Fri Mar 31, 2023 2:19 pm

From The Team, coming soon:
============================
Happy April Fools! (Weekend Edition!)
---------------------------------
Unique efforts and changes brought to you by members of the team:
DM Starfish
Party in the Forest
Cat (Nekonecro)
Matheus
Talvi
Backlands
Sincra

And some members of the community who get special thanks:
Psych3 Out
DeepWebAssassin
Spyre
---------------------------------

From Sincra, DM Starfish & Peachoo!, As of next reset:
===============================
New Items
Negative Weight Items:
-------------------------------
° Bead of Gravity (1x1)
-: -10.0lb
-: Recipe:
Alchemy – Misc Small* - DC 20, CP 40
- Shaped Obsidian
- Eagle Feather
- 1 Sail Fin
- Mithril Ingot
-------------------------------
° Orb of Gravity (2x2)
-: -50.0lb
-: Recipe:
Alchemy - Misc Small* - DC 30, CP 60
- Superior Shaped Obsidian
- Mithril Ingot
- 2 Eagle Feather
- Rough Fragments of Theurglass
-------------------------------
° Sphere of Gravity (3x3)
-: -120.0lb
-: Recipe:
Alchemy - Misc Small* - DC 40, CP 80
- 2 Superior Shaped Obsidian
- Mithril Dust
- Fragments of Theurglass
- 3 Eagle Feather
-------------------------------
* Temporary location, proper catagory will be announced when available.

Commentary:
These items actually provide inventory weight carry capacity by subtracting (even into the negatives!) weight from the total you are carrying.
These items cannot be stacked ontop of each other. (3 beads in a 1x1 slot is not possible)

Credit to DM Starfish for the Icons.
Credit to Peachoo! for the Descriptions.

Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Tue Apr 04, 2023 2:02 am

From Starfish and Kroatius

New familiar options:

  • Bat: Upgraded black cat, added tabby cat, added black owl
  • Panther: Added akita dog, added shepherd dog
  • Fairy Dragon: Added grey owl
  • Fire Mephit: Added yellow owl
  • Hell Hound: Added new hell hound appearance as alternate
  • Ice Mephit: Added white owl
  • Imp: Added brown owl
  • Pixie: Added monkey, added squirrel
  • Raven: Added rabbit, added purple crab
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Re: Arelith Updates!

Post by DM Starfish » Tue Apr 04, 2023 10:39 am

For those that wish to continue to enjoy the curated music override you can find the files and the usage instructions at the following link:
viewtopic.php?f=18&t=17682&p=319240#p319240

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Re: Arelith Updates!

Post by Sincra » Fri Apr 07, 2023 5:02 pm

From Sincra as of next reset:
=====================
Sequencer'd Planar Binding:
- Should now work as summon spells only.
- They will only summon beside you.

from sk and GrumpyCat
==================

### Crafting Recipes
Saboteur's Kits have been added as crafting recipes.

Saboteur's Kit:
- Smithing (Misc Medium - Oddity)
- Severity (DC): 24
- Required Crafting Points: 60
Materials:
- 1 Brass Gear
- 1 Flask of Oil
- 1 Dragon Blood
- 1 Wax
- 3 Acid Flask

Saboteur's Kit:
- Alchemy (Alchemy - Other)
- Severity (DC): 24
- Required Crafting Points: 60
Materials:
- 1 Ingot (Brass)
- 1 Quartz Crystal
- 1 Dragon Blood
- 1 Wax
- 3 Acid Flask

From the team, Stonehammer and Fiendish55
===========
A new pretty pixie model was added and replace the old one.

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Re: Arelith Updates!

Post by Sincra » Fri Apr 07, 2023 8:14 pm

From The Team:
=========================
Runic Sequencers:
* Divine, Greater:
- * Lose Spell Resistance
- * Gain Deathward

* Divine, Lesser:
- * Lose Deathward
- * Gain Lionheart

* Arcane, Greater:
- * Lose Spell Mantle
- * Gain Globe of Invulnerability

Reasoning for Change:
Sequencers made summons too hard to remove. Specifically Spell Mantles and Spell Resistance with the ability to re-apply them almost instantly via a sequencer if removed.
The above changes aim to make this less of an overwhelming element.

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Re: Arelith Updates!

Post by Sincra » Sat Apr 08, 2023 10:21 pm

From Team

Monk Rework (PGCC ONLY):

Rework details can be read from this sheet:
https://docs.google.com/document/d/1CMD ... sr9q8/edit

We will be releasing this update to only PGCC to get feedback and improve/change features before the live release. Monks in live server are not affected in any way with this update. (If any features of existing monks in live are broken, it's a bug. Please report it on forums.)

Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Poppy » Mon Apr 10, 2023 10:53 am

Players of Skal,

After careful consideration, we have come to the decision that our current approach to allow epic levels to remain on Skal is not performing as we had hoped. We have noticed that high-level players have an excessive influence on the island's trade and narration, which is not fair to other players who are still developing their characters.

Therefore, we have decided to cap Skal to level 19. We understand that this change may be disappointing for those who have already reached higher levels, but we believe that it is necessary to ensure that Skal remains a fair and enjoyable experience for all players.

When we implement this change, we will be capping the level across the entire island. Players who are over level 19 will be given an opportunity to leave Skal and keep their XP or accept a reduction to remain on the island. We appreciate your understanding and cooperation as we work to make Skal a more enjoyable experience for everyone.

We understand that this change may raise some questions, their is a Q&A thread on the forums to make use of. But we want to address a few of the most significant ones here:

Q: "I already have an MoD because I wanted to stay on Skal! Will this happen on top of it?"
A: No. If you want to stay on Skal, a DM will lower your level appropriately and remove the MoD.

Q: "What if I'm visiting Skal from the mainland?"
A: Staying for a day or so is fine, but if we see you hanging around for longer than that, we may ask you to leave or delevel you if you don't. We hope to have a system
in place that will automate this in the future.

Q: "How will this even work?"
A: There will be a few steps. If we find someone of level 20 or over, we will ask them to leave Skal. They may have a day or two to finish up affairs then should go. If they say they wish to remain, we will delevel them to 19 and make a note of it. If they do not depart or we find them over level 19 again, we will delevel them to 19 and apply a freeze to that level until a time they leave Skal permanently. In the long term, we hope to have a mechanical option that will not need our intervention.

Q: "If my level is frozen, how can I have it lifted?"
A: We will remove the level freeze once you have departed from Skal on a permanent basis. However, as it is a punitive measure we will apply it indefinitely to individuals whom take advantage and continue to return to Skal with the clear intention to remain. Occasional and brief visits are fine once you reach 20 and above, just don't linger.

We appreciate your understanding and cooperation as we work to make Skal a more enjoyable experience for everyone. If you have any questions or concerns about this change, please do not hesitate to reach out to us. We are more than happy to answer any queries you may have.

Thank you for your continued support, and we hope to see you on the island soon.

Sincerely,
The DM Team

I'm the nice one.. I promise :twisted:

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Re: Arelith Updates!

Post by Sincra » Mon Apr 10, 2023 11:30 pm

From Inf
--------------
# Arcane Archer
- Fixed a bug where Arcane Quiver attacks were ignoring concealment.
- Seeker Arrow now respects concealment. Meaning, it will either hit (not crit) or miss from concealment. When this happens floating text will pop up for each lost arrow.

# Spellqueue
- Fixed a bug where only a PC's first class was checked when trying to queue a spell.

If you previously could not queue any spells, please try again. It was likely because your first class is not your spellcasting class. This should no longer be a problem. Feat spells except EMA are still not working.

From dunehunter
===============
## Paladin:
- Perseverance Oath now has its Extend Spell swapped to more generic bonus as: If a Paladin has Divine Shield or Divine Might, he gains both at lvl 16. Any existing paladin shall do a relevel to make this into effect.

## Turn Undead:
- Turn Undead now affects invisible and hidden enemies in the range. The "Too powerful" message will be hidden for turning player character to prevent protential meta gaming.

## Bug Fix:
- Materials extracted from containers are now correctly recognized for Ship repairment.

From Sincra
=======================
Sequencers & PrC bonuses:
- Should now correctly count the bonuses to caster level for:
-: Palemaster
-: Arcane Archer
-: Zhentarim
-: Harper
And any others that were meant to.

Example:
10 Wizard/16 Palemaster/4 Monk, despite being able to cast 9th circle spells was getting CL 9 on 7th circle spells, this was then raised to the minimum of 10 on Sequencers.
This fix adjusts that so it comes out as 10 + (16/2) + 0 = 18 CL.

Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Tue Apr 11, 2023 1:00 am

From Zaphiel

Monk Rework Changes / Fixes:

  • Added NUI tracker for stance duration. (-nui stance)
  • Fixed monk re-gaining their UBAB extra attacks after resting or praying.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by MalKalz » Tue Apr 11, 2023 4:29 am

From Spyre (MalKalz)

PGCC Server Automation:

  • Server will reset at midnight (CEST) on a daily basis.
  • We will evaluate whether or not we will increase this to every 12 hours during HAK content testing on the PGCC.

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Re: Arelith Updates!

Post by DM Starfish » Thu Apr 13, 2023 12:33 am

From Starfish

  • New fire elemental model. It's hot!
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Re: Arelith Updates!

Post by Sincra » Thu Apr 13, 2023 7:07 am

From the Team:

The Dirgesinger, Hexblade, and Shaman classes can now craft the following items:

Dirgesinger

  • Mace of the Darkchildren - Warmace

Hexblade

  • Eldritch Focus - Staff
  • Fiendish Reaver - Greataxe
  • Mace of the Darkchildren - Warmace
  • Spellbinder's Chain - Chain Armor
  • Spellbinder's Cuirass - Full Plate
  • Spellbinder's Garb - Cloth Armor

Shaman

  • Berserker Fang - Bastard Sword
  • Elder Dream - Spear
  • Summer of Idyll - Dire Mace

From Sincra

Skal Start & Level Freeze:

  • All new Skal starting characters (picked via the entryway door) will now be capped at level 19.
  • This is automatically removed when you talk to a writ giver not on Skal while you have the relevant writ item.

For existing characters that started on Skal:

  • Please contact the DM Team, I have added a tool for them to flag you as such.
Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by Sincra » Tue Apr 18, 2023 7:11 pm

from sk & GrumpyCat
==================
New Carpentry Fixture: Stockade
Patented for use in all your medieval public humiliation uses.

Materials:
2 Hardwood
1 Iron Manacles

From Zaphiel:
-------------
# The Grumpy Parrot Chalice
- It’s 1 use / day charge is now consumed upon successfully using a feature of the item. This puts it into line with wisp bottles / portal lenses which you won’t lose it’s 1 use / day charge when you decide to exit / cancel the conversation.

From Sweet Potato, DM MoonMoon and Twohand
------------------
- Added gigantic colossal spears for really extremely ultra mega superhumanly tall big people

from sk
==================
Poisons:
- Poisons can now go in the Trapper's Toolbox.
- There is now an autoloot option for poisons to be placed in the Trapper's toolbox.

Butlers:
Some butlers had their conversations modified. This won't apply to every butler, only ones using the proper scripts.
- Cleaned up to look a lot nicer.
- Characters with higher Leadership than Intimidate are considered "courtly", while characters with higher Intimidate are more "curt". The butlers using the new scripts will respond to this.
- Correct titles will always be used. Nobles are referred to as 'Lady' or 'Lord', except in the case of Drow, who receive 'Jabbuk' and 'Jabbress'.
- Characters who are Monsters, Drow, or have Epic Skill Focus in Intimidate are considered Fearsome. Butlers will behave more nervously around these characters and never refer to them by name, only by their most respectful title.
- Many existing butlers now have access to head-selling

Irongron wrote:I've literally never used -guard on anyone.

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Re: Arelith Updates!

Post by DM Starfish » Thu Apr 20, 2023 9:48 am

From Starfish and GrumpyCat next reset:

Recipe changes:
Cheese:
Input:
2 Salt
10 Milk
1 Alchemistic Catalyst (Lesser)
Output:
10 Cheese
1 Alchemistic Catalyst (Lesser)
Wax:
Input:
1 Flask of Oil
1 Alchemistic Catalyst (Lesser)
Output:
4 Wax
1 Alchemistic Catalyst (Lesser)

New recipes:
Alchemy:
Bulk Wax: DC 5 CP 90
Input:
10 Flask of Oil
1 Alchemistic Catalyst (Lesser)
Output:
40 Wax
1 Alchemistic Catalyst (Lesser)
Soon:
Beehives now spawn wax

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Re: Arelith Updates!

Post by Sincra » Sat Apr 22, 2023 8:19 pm

From Sincra

Quarter Sale Adjustments:

  • Quarters being toggled as for sale will now set the quarter access to public, this is to better represent a "open home" approach for owned homes.
  • This will not impact Released quarters (where the prior owner will not make gold)

Note:

  • While a quarter is set for sale you will no longer be able to adjust the security options (Traps, Locks, etc.)
  • If a quarter has any bids you will not be able to turn off the for sale state.

In Summary:
Release of a quarter results in:
Losing ownership
Lowering security DC's
Sets to Bidding

Setting a quarter to Sale results in:
Keeping ownership
Public access while for sale
Sets to Bidding

Quarter Management window:

  • Now shows if a quarter is for sale in the options.
    -: [Toggle For Sale State (ENABLED/DISABLED)]

  • Now shows if a quarter is public in the options.
    -: [Toggle Public (ENABLED/DISABLED)]

  • Setting a quarter for sale now has a confirmation window.

  • Confirmation dialogue is now "Yes" or "No", instead of "OK" and "Cancel" except where relevant.

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Re: Arelith Updates!

Post by Kalopsia » Sun Apr 23, 2023 2:04 pm

From Kalopsia

POISON FIXES:

  • Fixed an issue where secondary effects would not trigger for Blue Whinnis, Oil of Taggit and Deadly Nightshade.
  • Fixed an exploit that allowed characters to circumvent the secondary effects of many poisons by resting after the initial effect.
  • Poisons applied to consumables will now preserve the original name and description. Additionally, the poisoner is now able to redescribe them.
  • Poisons applied to potions created with the Brew Potion feat now work as expected.

INSTANT ATTACKS:

  • Disadvantages imposed by attacking player characters while running are now visible in the combat log.
  • Fixed a bug with damage calculation that occasionally lowered the final damage by 1.

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Re: Arelith Updates!

Post by DM Starfish » Sun Apr 23, 2023 10:55 pm

From Anatida:

  • The Fishmonger in Cordor: Cultural District will now sell basic fishing supplies.
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Re: Arelith Updates!

Post by MalKalz » Tue Apr 25, 2023 2:28 am

From Twohand, Kuma & Sincra:

New Languages:

  • Auran (-au / -language au)
  • Aquan (-aq / -language aq)
  • Ignan (-ig / -language ig)
  • Terran (-te / -language te)
  • Kenku (-ke / -language ke)

Races and Classes that get the new languages:
Kenku:

  • Auran, Kenku

Water Genasi & Sea Elf & Invoker (Water):

  • Aquan

Air Genasi & Avariel & Invoker (Air):

  • Auran

Earth Genasi & Deep Gnomes (Svirfneblin) & Invoker (Earth) :

  • Terran

Fire Genasi & Invoker (Fire):

  • Ignan

Unique interactions:
Elemental languages can understand one another if fluent but not if the elemental language is opposed.
This means a fluent speaker of Ignan can understand Auran and Terran but not Aquan.

On Rune Types:
Aquan - Espruar
Auran - Iokharic
Ignan - Iokharic
Terran - Dethek

On Gifts, Minor Awards languages added:
Aquan
Auran
Ignan
Terran

Disclaimer:
While the books are in the palette they are not in the loot matrix just yet, please bear with us!

Domains & Languages:
Domains are now ALSO given languages as below following the format (Language - Domain (Class Level))
Aquan - Water (6), Cold (18)
Auran - Air (6), Storm (18)
Terran - Earth (6)
Ignan - Fire (6)
Celestial - Good (6), Sun (12)
Infernal - Evil (6 & Lawful Evil)
Abyssal - Evil (6 & Neutral/Chaotic Evil)
Draconic - Magic (6), Undeath (18)
Deep Speech - Ooze (24)

As of next reset (if the servers do not crash in that period of time):

From the Team

  • Monk Rework testing phase on PGCC concluded - this will allow other hak content to go to the main servers. After changes/updates are done based on given feedback, it will be on the PGCC again for further testing.

Potentially in the next reset as well (or the one after that):

From Aellowyn

Added 21 new chest styles for everyone, including, large gnomes.

  • Each armor class now has at least two new torsos to choose from.

Image

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Re: Arelith Updates!

Post by DM Starfish » Tue Apr 25, 2023 3:46 am

From Kroatius:

  • Male pixie models. These will be rolled out to familiar skins and appearance options over the next week or so.

From Starfish and Batcountry:

  • New part based lanterns. Some craftable variants will be going in over the next week or so. Lots of options to choose from.
Roleplay is a two way street.

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