From Aellowyn
=============
- Empower your gritty half sized rogue with a variety of new male hin heads
- Two older ones were upgraded to appear less child like
From Sincra
===================
Gold, Death and You:
- Gold Piles will now be hidden from the dead person, please note from the "DEAD" person, the individual who dropped the gold and died and entered the fugue, no one else.
- This will not effect gold dropped from Subdual or Bleedout states.
- Should also stop gold dropping from a god save.
It has been noted people were corpse running, this is not intended and so gold will now be hidden for actual death.
Irongron wrote:I've literally never used -guard on anyone.
Players are not entitled to remember anything related to the fugue or entering it. Once your character has died you will know nothing of your encounters in the fugue even after respawning. You are allowed to know information leading up to your death but not the person who struck the final blow. This is in effort to treat death more seriously across the server and to remove the undesired effect of people running up after respawning and stating someone just killed them.
For example:
Player X,Y and Z are conversing. Hostilities boil between X and Z, Y is the witness. Player X dies to Player Z and enters the fugue. Player X cannot recall that Player Z was the one who struck the final blow, but can remember details that they were talking to Player Z and Y and are now hazy of the situation that transpired. Player X cannot respawn and run into town and claim the Player Z killed them.
If you have further questions, please reach out to the DM team and we will expand if needed. All rules will be updated where possible, starting with the wiki.
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.
From Sincra, as of next reset:
============================
Gold and Fixture drop ranges on Death & Subdual:
- Reduced to 1 metre, this should help alleviate the out of reach issue.
Old ranges:
Gold - 2.5m
Fixture - 1.5m
Irongron wrote:I've literally never used -guard on anyone.
From Starfish
=============
- You can now gut Gutted Eel and Gutted Sardine a second time to turn them into generic meats and other items.
- You can now use your gutting knife or butcher's cleaver on your fishing rod to return the currently equipped hook to your inventory. This loses the bait and will damage the fishing rod a little bit.
Recycle traps: upon a successful check, the triggered trap is placed upon where it was set instead of destroyed.
The check DC is determined by the following:
(Trap Setter's Set Trap skill ranks divided by 2
plus
Trap Setter's Disarm Trap skill ranks divided by 2
plus
d20)
versus
10 + Trap setting DC dependent on severity:
Minor 5 / Average 10 / Strong 15 / Deadly 20 / Epic 25
Epic traps also takes a coin toss to see if it is successfully recycled on top of the above formula
Method: Gruesome Technique/Nightmare Tactics
Now procs on the following events:
VERMILION STARS
Petrify duration increased to d4+1 rounds.
CURSED LIGHTNING
Now scales only with Spell Focus Necromancy line.
GSF Increases the damage by 1d6.
ESF Increases the damage by another 1d6.
Hemomancer bleeding damage type removed. Damage type is Negative, or Entropy if the caster has ESF Necromancy.
BESTOW WOUND
The damage is empowered if the target is frightened.
REDBOLT
Damage changed to 3d6 Negative and 1d6 Bleeding per bolt.
Empower spell metamagic will empower healing received as well.
Added Synergy: IF Target is under HEMORRHAGE (spell) debuff:
Damage will be empowered.
Healing will be maximized.
HEMORRHAGE (spell) debuff will be removed from the target.
CURSE STORM
Floating text will announce the CURSE Issued to the caster, their party, and the target.
### Other:
Invoker library updated to use private floating text to inform of Blood Stacks gained or used.
Casting blood magic spells life force component adjusted:
Spells level 0 - Tier 0 : 1 dmg.
Spells level 1 to 3 - Tier 1 : 2d2 dmg.
Spells level 4 to 6 - Tier 2 : 3d4 dmg.
Spells level 7 to epic - Tier 3 : 5d4 dmg.
Additionally, casting blood magic introduces risk of a blood magic surge. Unlike Wild magic it is filled with only negative effects and only affecting the caster (it can deadly). Effect potency is driven from the power of the spell initialising the surge.
The chance is accumulated through casting, some classes, specialisations, feats reduce the accumulation speed. Once surged, the caster's surge chance is reset to 0 (starts over).
### Hemo Signatures updates:
SOUL SHRIEK
The spell received a small rework:
Name: Soul Shriek
Spell Level: Hemomancer 9 (signature spell)
Spell School: [Evocation][Necromancy]
Descriptor: [Blood Arcana][Evil][Fear]
Components: V, S
Range: Area
Area of effect: Sphere centred on caster, size scales with Hard Charisma (see text)
Subject of effect: Creatures
Duration: Instantaneous; Fear 4d4 rounds.
Save: Fortitude half, Will negates (special, see text)
Spell Resistance: Yes
Description:
You invoke an eruption of primal angst that spreads across the battlefield.
You deal 5 times your caster level Entropic damage (with a small element of randomness). Fortitude saving throw halves the damage.
Blood Stacks:
Scaling requires at least 22 Hard Charisma.
When cast with 5 or more Blood Stacks, the DC of the spell improves by 1 and subjects will require to pass a Will save against FEAR or become frightened.
When cast with 10 Blood Stacks the DC of the spell improves by an additional 1, the damage is empowered by 50%.
Blood Stacks are consumed when the spell is cast using 10 stacks.
Special:
Creatures harmed by Soul Shriek become immune to the spell (regardless of the caster) for 2 rounds.
Does not work on creatures under etherealness.
The area of the effect depends on the caster's Hard Charisma: Base: Large, 20+ Huge, 22+ Gargantuan, 24+ Colossal.
Scales with SF Evo or SF Necro.
RED HARVEST
The ability received a small rework:
Name: Red Harvest
Spell Level: Hemomancer (signature ability)
Spell School: [Evocation][Necromancy]
Descriptor: [Blood Arcana][Evil][Fear]
Components: S
Range: Short
Area of effect: Single Creature
Subject of effect: Creatures with blood
Duration: Instantaneous; Fear 2 rounds
Save: Will save negates Fear
Spell Resistance: Yes
Description:
An ability to leech living targets, defined as Hostile NPCs OR any PCs, to regain Focus. Can be also cast on the self to regain Focus at the cost of own life force.
When targeting others:
Difficulty Class: 16 + (Soft) Charisma MOD + (the higher of: Spell Foci Bonus (Evocation) or Spell Foci Bonus (Necromancy)).
Cool-down: 60 seconds - if the ability kills the target the cool-down is halved.
Damage: (CL/2 d6) + (1d6 / Blood Stack). Capped at Maximum of Target's current HP + 10; heals the caster for the portion of the damage dealt and can over-heal based on the Hard Charisma: Base: up to CL, 20: up to 2 times CL, 26: up to 3 times CL.
Focus Leeching: 2 + (1 for CL 10+) + (1 for CL 20+) + (1 for CL 27+) + 1 per Blood Stack. Twice if the ability kills the target.
Blood Stacks Leeching: 1. Twice if the ability kills the target.
Blood Stacks:
Damage, Healing, Focus drain improve with blood stacks.
When cast with 10 Blood Stacks: the target needs to make a Will save against FEAR or becomes frightened. The caster becomes empowered for 2 hours (extended if the ability slays the target).
Blood Stacks are consumed when the spell is cast using 10 stacks.
When targeting self:
When Cast on Self: Does not consume blood stacks, instead generates 1.
Difficulty Class: 16 + (Soft) Charisma MOD + (the higher of: Spell Foci Bonus (Evocation) or Spell Foci Bonus (Necromancy)).
Cooldown: 45 seconds.
Dmage: CL/2 d6 + (5 for CL 10+) + (5 for CL 20+) + (5 for CL 27+).
Note: If damage would be greater than Hemomancer's current HP, Red Harvest will not kill the caster but will leave them with 1 HP, and Blood Stacks and Focus are not gained. Caster also has to pass Fortitude Save (DC of the ability+4) or be paralyzed for 1 round.
Focus Leeching: Base: 4 + (2 for CL 10+) + (2 for CL 20+) + (2 for CL 27+).
Other: Decreases -5% Water, -5% Food (Blood if PC is Vampire), and -3% Rest.
Special:
Does not work on: Objects, Constructs, Elementals, Oozes, and Undead (except vampires).
Empowerment depends on Hard Charisma and Class Levels and falls into stages:
1: HCH16+: Dodge AC +1, Regeneration +1
2: HCH18+, CL5+: Dodge AC +2, Regeneration +1, Physical Damage Immunity 2%
3: HCH20+, CL10+: Dodge AC +3, Regeneration +1, Physical Damage Immunity 3%
4: HCH22+, CL15+: Dodge AC +3, Regeneration +2, Physical Damage Immunity 4%
5: HCH24+, CL20+: Dodge AC +4, Regeneration +2, Physical Damage Immunity 5%
6: HCH26+, CL20+: Dodge AC +5, Regeneration +2, Physical Damage Immunity 5%
Note: Dodge AC is not gained if monk levels are present, or the vigilante path providing Wis to AC is selected.
MASSACRE
The spell received a small rework:
Name: Massacre
Spell Level: Hemomancer 7 (signature spell)
Spell School: [Evocation][Necromancy]
Descriptor: [Blood Arcana][Evil][Fear][Death]
Components: V, S
Range: Short
Area of effect: Single target, if slain AoE sphere
Subject of effect: Creatures with blood
Duration: Instantaneous; Demoralization and Fear 10 rounds.
Save: Fortitude half, Will negates (special, see text)
Spell Resistance: Yes
Description:
You attempt to twist and crush the life out of the target, turn them into a gory explosion that splatters their blood as rain- bringing forth terror.
You deal 5 times your caster level damage (with a small element of randomness), half is Bleeding, and half is Negative. Fortitude saving throw halves the damage.
Damage is empowered:
by 20% if used on target under a FEAR effect.
by 40% if used against near-death target (below 20% max HP).
Empowerments stack to 60% if the target is both near death and under the FEAR effect.
Blood Stacks:
When cast with 5 or more Blood Stacks, the DC of the spell improves by 1.
When cast with 10 Blood Stacks the subject has to pass Will save against FEAR or die (Immunities to Fear, Mind-Affecting, and Death effects ward the subject from this effect).
Blood Stacks are consumed when the spell is cast using 10 stacks.
If the target dies from the spell:
For the next 9 seconds, the spell can be cast without Focus cost.
All creatures within the zone will be demoralized (-2 AC, -2 AB, -2 Saves, -4 Skills) - Will save against Fear negates the penalty.
All creatures within the zone who WERE already demoralized will be panicked (fear) instead. - Will save against Fear negates the penalty.
All creatures within the zone who WERE already under the fear effect will be slain. - Fortitude saves against Fear negates the penalty (Death immunity is respected).
Special:
Does not work on: Objects, Constructs, Elementals, Oozes, and Undead (except vampires). Does not work on creatures under etherealness. Bleeding damage is resisted by being immune to critical damage.
Scales with SF Evo or SF Necro.
Irongron wrote:I've literally never used -guard on anyone.
Prerequisite: Improved Unarmed Fighting, Base attack bonus +4
Specifics: The Brawler gains extra attacks when unarmed. 1 APR at 4 BAB, and 2 APR at 9 BAB. An APR is lost if the brawler dons any armor. Another APR is lost if the brawler wields a shield.
Pugilist
Type of feat: General
Prerequisite: Brawler, Base attack bonus +9
Specifics: The pugilist can wear light armor without losing any unarmed attacks. The pugilist's unarmed damage also scales with 1.5x strength modifier.
Note:
Monks and Werewolves do not benefit from these feats
All classes except Monks, Weapon Masters, and Arcane Archers can take Brawler/Pugilist as general feats
Fighter, Divine Champion, and Cavalier can take Brawler/Pugilist as bonus feats.
Class Adjustments
Divine Champion
Weapon Focus: Unarmed now qualifies for Divine Champion prerequisite
Vigilante
There are now more feedback on freely gained Cause features in the combat log when leveling up
Gains Brawler for free at level 1, Pugilist at level 3
Liberator
No longer requires Iron Will as prerequisite
BAB requirement raised to 6 from 5
Gains Brawler for free at level 1, Pugilist at level 3
For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. To-do list
From Sincra
=====================
Sequencer Ban List:
- True Strike added due to bypassing self only limitation resulting in capability to acquire 9 seconds of application instead of intended 6 at best.
- Blood Frenzy is now banned to match up with Battletide and Warcry.
Reminder:
Using the Sequencer will clear it so you can select a new spell, should you have a banned spell in it.
Irongron wrote:I've literally never used -guard on anyone.
From Kenji and the Team
==========
The official release of new Prestige Classes:
Vigilante and Liberator
Release Changes
Cause of Vigilance Wisdom to AC is now a Feat ability:
Ki Barrier
Gains Hard Wis Mod as Dodge AC passively
Upon activation, gains Soft part of Wis Mod (Hard Wis mod excluded) as Dodge AC for 3 minutes
Max of 3 charges, a charge is replenished on every server RPR tick
Can only activate if without armor and shield
Divine Shield is removed when activated
Activating Divine Shield will remove the active part of this feat. The passive part does not stack with Divine Shield (the gained Div Shield AC subtracts from passive Wis to AC)
For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. To-do list
Inflict Line of Spells, Harm, and Circle of Doom damage type adjusted:
For Defiler path only, (10 + effective cleric level) percent of the Negative Damage is converted to Entropy damage
The life steal from Entropy Damage is 100% and will still apply overheal to the Defiler or overflow to its nearby allies
The remaining Negative Damage can still life steal at half the rate if the Defiler also has Suffering Domain
Example:
A level 27 Defiler w/ Death & Suffering Domains casts Harm
Pre-Change Result: 324 (270 + 54) Negative Damage, 162 Life Steal, 0 vs NEP
Lowered to two thirds of wisdom bonus modifier is converted to AC (Given 6 max, 4 max of AC gained)
Requires no action
Requires at least 10 base wisdom to use the active component of Ki Barrier
Method: Skirmish Maneuver/Guerilla Warfare
Dirty Fighting Cooldown decreased by 1 second for each tier (9s base)
Dirty Fighting DC increased by 1 for each tier
Method: Gruesome Technique/Nightmare Tactics
If the fear is successful, lower movement speed by 75% as the victims run/walk away
Note: the fear also, by default, applies a penalty to AC, AB, saves, and skills from the Fear function. The duration is 1 round.
For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. To-do list
From Inf
==========
Class Adjustments
[1][Arcane Archer]
- Seeker Arrow now uses the archer's bow and arrow damage.
- Hail of Arrows now uses the archer's bow and arrow damage.
- Imbue Arrow now regains a charge every 1 minute.
- Seeker Arrow now regains a charge every 3 minutes.
- Hail of Arrows now regains a charge every 5 minutes.
- Death Arrow now regains a charge every 10 minutes.
Irongron wrote:I've literally never used -guard on anyone.
Characters do not remember anything related to the fugue or entering it. You know nothing of your encounters in the fugue even after respawning. You are allowed to know information leading up to your death, such as where you were and why you went there, but this does not include the actual PvP / PvE encounter or anyone involved in it. This is in effort to treat death more seriously across the server and to remove the undesired effect of people respawning and immediately telling others the identity of the person who killed them.
From MoonMoon
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[1][Portal Lenses]
- Portal Lenses will now have Visual Affects when used.
[2][Attunement Potions]
- Attunement Potions will now have Visual Affects when used.
- Attunement Potions will also have text similar to using a Portal Lens:
"*The Attunement magic starts to take hold*"
From Inf
==========
Mechanical Adjustments
[1][Ranged QoL]
- Added a `-quiverall` chat command. When toggled on, your quivers will try to use all 5 charges on use instead of 1 charge.
Irongron wrote:I've literally never used -guard on anyone.