Arelith Updates!

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Sincra
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Re: Arelith Updates!

Post by Sincra »

From Aellowyn

-Hood update:

Remodeled the CODI mask. Now available for all males.

Added a hooded mask to the previously unmasked male races; gnome, half-orc and dwarf.

Fits both phenotypes.

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Re: Arelith Updates!

Post by Twohand »

From Twohand

New crafting recipe for steel ingots:

1 Ingot (Steel)

  • 2 Rock Chunk (Iron)
  • 4 Coal

10 Ingot (Steel)

  • 20 Rock Chunk (Iron)
  • 40 Coal

The old recipes were not removed. Don't worry, your stack of iron ingots is safe and sound.

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Re: Arelith Updates!

Post by Sincra »

From Sincra:

PGCC & Old Dweomercraft

Changes

  • Arena room (door with flags from main area) should now allow the old dweomercraft to function within it.
  • This includes:
    • Runes Application
    • Assay
    • Basin

Note:
Due to the project now having entered a phase of delay, specifically to make a system to handle dlg for consoles and mobile devices, the above has been adjusted.
Please be mindful that there is a point system being spread around that does not follow the new dweomercraft details. I do not support or endorse this, use it at your own discretion but be mindful it does not reflect on the point costs for the new system.

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Re: Arelith Updates!

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From Ice

Dispel fixes

  • Fixed a tag that prevented EMA from being removed with -dispel
  • Added Death ward to the -dispel list under 'dew' or 'deathward'
  • Fixed the typing in some spells in the -dispel list ('trueseeing', 'vitaescoronet')
  • added 'vitae' as shorthand for vitae's coronet

From KenC

Taunt Bugfixes

  • Adjusted logic for Taunt range. This should alleviate issues with -usefeat not firing properly.
  • Fixed issue that allowed Taunt debuff stacking

from sk

  • Evangelist should now refresh Bless and Aid while under Divine Power.
  • Andunor Gondolas should no longer teleport people from other areas.
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Re: Arelith Updates!

Post by Sincra »

From Sincra:

Scroll cases and Filtering

Additions

  • Rest Menu now contains three new options
    • Add Scroll to Selling Filter (Activates selection tool)
    • Remove Scroll from Selling Filter
    • Clear Selling Filter

Changes

  • Rest Menu options renamed to distinguish functionality
    • Add scroll to Filter (Activates selection tool) is now Add Scroll to Storing Filter (Activates selection tool)
    • Remove scroll from Filter is now Remove Scroll From Storing Filter
    • Clear Filter is now Clear Storing Filter

Note:
Each scrolls name matters for the purpose of the selling check, this is because the Remove Scroll from X Filter also requires the name and so has to make the distinction.
Storing - Prevents items being added to the case while using store all and autoloot.
Selling - Prevents items being sold when using sell all from scroll case at relevant merchants.

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Re: Arelith Updates!

Post by Kalopsia »

from sk

  • Warmace now benefits from two-handed feats in addition to all existing groups.
  • One-Handed Concussion feats are now known simply as Concussion.

From the Team

Animal Companion

  • Call of the Wild: Now grants Blind Fight and Spring Attack to the Animal Companion
  • Greater Magic Fang: Bonus scaling changed to 1 +1 per 7 levels. Also applies Damage Reduction equal to [Bonus*2]/+[Bonus]

Example with Level 7 Ranger:
+2 AB and Damage
4/+2 Damage Reduction

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Re: Arelith Updates!

Post by Twohand »

From Twohand

Here's a compilation of minor updates live this month:

Fixed:

  • Some NPCs reacting to non-evil Underdark races (Deep Imaskari, Deep Gnome, etc.) as monsters.
  • The missing Limbo -> Material Plane transition.
  • Some areas not teleporting PCs to the Astrolabe when using a Potion of Attunement.
  • A certain NPC not checking if the PC is a wizard before turning them into a wild mage.
  • Ko'aresh spouting nonsense.
  • The henchman Gn'Taath not checking the PC's leadership skill on occasion.
  • Some areas in the Deep Wells where recall rods didn't work.
  • An inaccessible drink resource in the bar of the Eagle Tavern.
  • Water, spirit, and beer items sold by NPCs unable to be used in crafting recipes.

Added:

  • A sacrificial altar behind the Rustfire Inn in Dunmarle Castle. For real this time!
  • Zhentarim Pins to relevant NPCs. Visible only to Zhents, of course!
  • A telescope on the roof of the Church of Bane.
  • Trash barrel and a 'always rest' tag to the Dreadnought Barracks.
  • A missing Cave Ogre writ to the Skaljard Mayor's quest list.
  • Some entries from the Deity Book Contest to various places in the game world.

Changes:

  • Troglodyte PCs with divine classes can now worship deities from the Scaled & Serpent Powers list without the Gift of Devotion.
  • Mythrien Sarath is no longer a 'no divine magic' deity, but he still can't be worshiped by clerics.
  • A few additions and removals in the skin tone restriction system:
    • Tiefling: +60
    • Half-orc and Orog: +32, +33, +34, +35
    • Sun Elf: +116, +129
    • Moon Elf: +16, -20, -78, -116

Live soon-ish:

  • Fixed 'yellow name' Undead and Dwarven NPCs spawning without names.
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Re: Arelith Updates!

Post by Kalopsia »

From Kenji

Cleric Path Changes

  • Warpriest Path now refunds the following spells (without Div Power)

    1. Zoo Spells (single and mass)
      1. Weapon Spells (Darkfire, GMW, Bless Weapon, Darkfire, etc)
      2. Armor Spells (Magic Vestment, Mage Armor, Shield of Faith, Shield)
      3. Divine Power and Divine Favor
  • Defiler's entropy damage conversion no longer heals for the full amount dealt, but 50% of the entropy damage dealt with or without suffering domain

  • Healer path

    • auto-empowers all healing spells (also auto-maximizes all healing spells if div favor is active), this stacks with Healing domain bonus % healing

Domain Changes

  1. Healing Domain

    • No longer auto-empowers healing spells.
      1. Cure Wound series
      2. Heal
      3. Healing Circle
      4. Mass Heal
    • Provides a scaling % bonus to the heal amount determined by the following formula:
      • 3% for every divine caster levels
      • Caps at 50% (Healers cap at 66%)
      • Does not increase damage dealt to undead via healing spells
  2. Suffering Domain

    • No longer gives 50% vampiric healing.
    • Provides a scaling % bonus to the vampiric heal amount determined by the same formula and cap above; Defilers cap at 66%
    • Fixed a bug where it'd vampirically heal the caster even if the Negative damage was negated by spells such as NEP or Shadow Shield
      1. Harm
      2. Inflict Wound series
      3. Circle of Doom
  3. New Domain: Pestilence Domain

    • Domain Power is Evil Blight/3min
    • Spell List:
      1. Poison
      2. Contagion
      3. Infestation of Maggots
      4. Dehydrate
      5. Hemorrhage
      6. Blood Locust
      7. Creeping Doom
      8. Avascular Mass
      9. Horrid Wilting
  4. Forge Domain

    • Spell List Changes:
      • 1st level spell changed from Deafening Clang to Mage Armor
      • 2nd level spell changed from Shelgarn's Persistent Blade to Magic Vestment
  5. Domain Powers update

    • Darkness: Darkness/3-min
    • Healing: Restoration/3-min
    • Knowledge: Find Traps/min
    • Plant: Vine Mine/3-min
    • Trickery: Blur/30s
    • War: Balagarn's Iron Horn/min
    • Undeath: Halt Undead/min
    • Suffering: Finger of Agony/min
    • Illusion: Invisibility Sphere/5-min
    • Mind: Crushing Despair/min
    • Chaos: randomly chosen from domain spell list/3-min
    • Law: a smite button much like Good/Evil domain

From KenC

Instant Attacks can apply Sneak Attacks if the requirements to perform a Sneak Attack are met.

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Re: Arelith Updates!

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From The Team

Magic Fang

  • The AC reduction was an unintended side-effect of lowering the other bonuses. We have therefore doubled the current AC progression, effectively applying the original bonus.
  • It will now provide power * 2 AC. Power is 1 + 1 / 7 Ranger CL.
  • The damage granted by these spells will now be of the same type as their normal damage type, stacking.

Domain Change Tokens are being distributed to Clerics and level 10+ Divine Champions.

  • Characters with cleric levels will get 2 tokens.
  • Characters with at least 10 Divine Champion levels will get 1.
  • These tokens are not cumulative.

Minor Knight (PDK) Adjustments

  • At level 7, receives one bonus feat from the fighter bonus feat list. This excludes Weapon Specialization
  • Increased Skills/Level From 4 to 6

Inspire Courage

Inspire Courage has been updated to provide more utility beyond debuff removal per Restoration.
This change enhances its functionality, allowing Protectors to embrace their role as defenders by mitigating chip damage with the regeneration effect.

  • Adds 2 regen for the duration of the buff.

Knight Protector

  • Increases regen to 4 at level 7
  • Increases regen to 6 at level 10

Note:
The Knight (PDK) changes will automatically relevel those relevant.

From Ice

###Fixes

  • Fixed wild surge Heal effect.
  • It will now use 100 + (highest CL*5), capped at 200.

From Eurydice

New foot models, model 130

  • Support for Pheno 1 and 2
    • Fits all races.
      This is a modified version of Lisa's High Wizard Caladnei (foot 129) foot model to have an elongated heel for both men and women. It will fit with 129 shins and a variety of other shin models.

2 New belts added, 31 and 32.

Image
Image
Image

from sk

  • Palemaster will now have Great Intelligence and Arcane Defense feats available as bonus feats.
  • No relevels will be provided by the system, so if you want to take advantage of this change, you will have to use the relevel command.
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Re: Arelith Updates!

Post by Sincra »

From Kroatius

New Variants for Billhook and Yari

  • Guandao Variant for Billhook
  • Three Jointed Spear for Yari
    Image
    Image

New Whip variants

  • Added some new whip variants for player can select middle parts of the whip to change to the new whips.

(Credits to Aramis SyX for his work)
https://neverwintervault.org/project/nw ... kpak/whips

Image

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Re: Arelith Updates!

Post by Sincra »

From The Team

Knight (PDK) Path Feats

Changes

  • No longer uses the path command
  • Paths no longer remain permanent
  • Now requires you to take one of the path feats at level 1 Knight (PDK)

Note:
You will see other feats at the level 1 Knight bonus feat, but will not be able to progress as a Knight without taking a path.
Make sure you do, but in the event you don't take a path feat as required, the system will make you redo that level up to enforce this.

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Re: Arelith Updates!

Post by Twohand »

From the Team

Radiant Heart

  • Deep Imaskari and Svirfneblin can now join Arelith’s auxiliary branch of the Radiant Heart.
  • Tieflings are no longer allowed to join the Order, but characters who are already part of the faction won’t be removed.
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Re: Arelith Updates!

Post by Kalopsia »

From Sincra:

Abjuration Ward and Anti-Scry

Fixes

  • Will now correctly only cleanup the Anti-scry variables if there are no other wards in a given area.

From The Team:

Scrying:

Changes

  • In light of recent player feedback, failed scrying attempts, regardless of cause, now have indistinguishable mechanics.
  • This includes:
    • Component/Piety Cost
    • Visual Effects
    • Scry Cooldowns
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Re: Arelith Updates!

Post by backlands »

From the Team

===================

As of this reset, players under new player restrictions will no longer be able to access Quarter Chests. This is a temporary measure while we make further changes related to quarters and their storage.

If you are a new player with a quarter and have lost access to items, please contact a DM for assistance. Expect further updates on this in the coming days.

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Re: Arelith Updates!

Post by backlands »

From backlands

===================

We have finished reviewing logs from the quarters that lost their items and will begin restoring items tomorrow, beginning a little before this time tomorrow. Unfortunately, to allow us to restore items items ALL ITEMS MUST BE REMOVED FROM AFFECTED CHESTS. If items are not removed, we will be unable to add more items than the chest is specified to store.

Please note that all possible items are being restored to the last backup prior to when the items were taken, if they were not in the closest backup to each specific theft, unfortunately, they will not be restored.

Restoration will be completed in order of when players lost their items, first players affected will have their items restored first. Please be patient but my hope is to have everyone's items restored as soon as possible and will provide another update when all quarters have been handled.

If a chest is not empty when I arrive it will be moved to the bottom of my list!

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Re: Arelith Updates!

Post by backlands »

From The Team:

====================

Quarters and Quarter Breaking:

Reasoning

The team has decided to adjust the requirements of Quarter Breaking based on a review of past cases and trends we have seen around this mechanic. Quarter Breaking is always intended as an addition to the roleplay toolbox that is provided to our players, to help ensure its proper use, and to reduce excess workload on our team from the mechanic it will now require an RPR of 20 or higher and that you are no longer flagged as a new player to use.

We will continue to review this and adjust this requirement as needed in the future.

Changes

  • You will now need to be 20 RPR and no longer be flagged as a new player to undertake any of the following actions on Quarter Doors:
    • Pick Lock
    • Bash Door
    • Disable Trap
  • You will also be notified on using a Quarter Door via a message in the combat log and the conversation prompt to this fact.
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Re: Arelith Updates!

Post by backlands »

From backlands

=================

Good news everyone! I have completed restoring items as much as I can at this time. All quarters that had empty chests or enough room for their items to be restored have had this done. If your quarter was skipped there may be a message on the door explaining this.

If you were skipped please ping me in the DM channel from in-game after you have emptied the quarter chest. There are only a handful of quarters this relates to. Otherwise all quarters have been restored and you should find majority of your items and bags in the chests again.

Thanks for your patience everyone and enjoy your weekend of gaming!

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Re: Arelith Updates!

Post by Sincra »

From The Team

Quarters and Chests:

Additions

  • Chests will now attempt to automatically link to a reachable Quarter (it will try across areas if needed).
  • On opening a chest you will be informed the name of the Quarter said chest is associated with, once per ten minutes.
    • This name is the one you, as a Quarter owner, assign via the Quarter sign.
    • If it is incorrect, please follow the in game instructions presented to have DM's resolve this.
    • This is important that you make sure it is correct as future development work will center on the assumption it is.
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Re: Arelith Updates!

Post by Twohand »

From Twohand

Fixes:

  • Several inventory icons with graphical issues.
  • Lightning and Frost Shield VFX not displaying on Large and Huge characters.
  • Tileset model issues, like the corridors in Guldorand's Robbers' Nest not breaking line of sight and the roads out of the Westcliff Logging Grounds leading into an empty void.
  • Added walkmeshes to the roofs of the Hawk's Nest Inn and the Cordor Bank, allowing players to climb atop them. Pending a few internal updates, the roofs of Skaljard's Trade Post and Armoury will also be made accessible.
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Re: Arelith Updates!

Post by Sincra »

From KenC

Customization:

  • Added a Scaling option under the rest menu for shields, allowing them to be visually adjusted to 75%-125% of their default size with no mechanical impact.

  • Added a Reverse Grip option under the rest menu for weapons, with limitations.
    1) The weapon must be concealable (one size smaller).
    2) The weapon must be one of the following weapon types:

    • Dagger
      • Kukri
      • Sai
      • Shortsword

From Ice

Appraise

  • The -area command will now indicate whether you are in an economic zone, and whether you benefit from it
  • Nobles join the nation, zone and race check in one of the qualifying factors to receive the modifier bonus.
    -- Any noble will do, it doesn't have to be a noble of the location you are visiting.
    -- The feat Epic Reputation also serves for the purposes of passing this check - any character with this feat is considered a type of noble, for this system and others.
  • Duergars have lost their savvy traders ability, but they receive in turn a Greater Skill Affinity: Appraise.
  • There is still some weirdness with the appraise zones that is being investigated.

-Date

  • The -date command will now inform also tell you what nation you are a citizen of, if any.

From Kalopsia

CUSTOM DAMAGE REWORK

  • Custom Damage Types like Entropy, Psychic or Poison have been updated to use newly available game features.
    • This means essences corresponding to these damage types no longer apply their damage separately.
    • Similarly, instant attacks like Whirlwind Attack now combine all damage.
    • Original features such as [mind/poison/crit]-immunity-based damage negation still apply.
  • Immunity-bypassing Damage, which has already been used by some NPCs and abilities, now has a special combat log prefix.
    • Example: Superior Poison instead of just Poison. This makes it more easily recognisable and should prevent confusion.
    • The changes have also enabled more streamlined mechanics:
    • Damage immunity and resistance are ignored, but
    • Damage vulnerability (if present) applies as usual.
  • Despite introducing no mechanical changes, this has been a big update. If you notice anything unusual, please let us know!

From The Team:

Dirty Fighting:

Changes

  • Unarmed characters now also inflict the reduced damage of 1d4+DEX mod when using Dirty Fighting techniques.
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Re: Arelith Updates!

Post by backlands »

From the team

===============

We will be performing a rollback soon on the fixture table to resolve an issue. Another announcement will follow but until then PLEASE DO NOT MOVE OR PICK UP FIXTURES.

After this we will likely restart once or twice to get everything sorted out. Stay tuned for a follow up announcement.

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Re: Arelith Updates!

Post by backlands »

From the team

===============

A bit late on this one, sorry the weekend got away from me!

New players will now be limited in what they can do for 80 hours instead of the previous 20 hours. We are likely to adjust this again in the future.

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Re: Arelith Updates!

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From Ice

###Appraise

  • Fixed an issue that prevented lightfoot hins from being recognized as actual hins, and thus benefiting from the earthkin economic zone

###Ki Barrier
-Ki Barrier cannot be activated while you are using invalid weapons/equipment (shield, heavy armor, etc)

From Eurydice

Plt Corrections

With the original artist's blessing I have corrected a number of issues with the PLT of over 10 different torsos using PassionateShadow's textures.

Scope of Update: Torsos 96, 99, 112, 123 (Fem only), 125, 126, 128, 137, 138, 141, 155 Male and Female. You may find you will need to adjust the colours of your clothing/armor when this update goes live if you use these torsos.

Fixes include
-Corrected Colour Contrast
-Corrected Colour Brightness
-Added Colour Variance
-Texture Fixes (Artifacts and spots in textures, etc)
-Proper Female Texturing

Credits go to PassionateShadow for their original texture work, and specifically for their assistance in helping correct gradient issues with the chain on torso 112. This also would not have happened without their help and blessing. Their original NWNVault file can be found here: https://neverwintervault.org/project/nw ... himbo-tops

Credits go to Aellowyn for the female models.

Expect more fixes coming.

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Re: Arelith Updates!

Post by backlands »

From the team

================

VPN Access

After internal discussion we have decided to make a shift in our stance on the use of VPN's to access Arelith. Going forward we will be checking for VPN use when players join the server and blocking connection through VPN's for new and existing players.

We understand that for some players a VPN may be a requirement to play on the server. For these players a new request type will be added in the Astrolabe under "General" > "Request VPN Access".

If you require a VPN to play on our server you must now request permission to do so and our team will review and decide on an account by account basis. To be considered for approval you will have to join the server with a non-VPN IP address confirmed by our team as part of this new process.

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Re: Arelith Updates!

Post by backlands »

From Twohand and Outlaw Pope

============================

NEW DEITIES

Gods of the Old Empires:

  • Bast
  • Ishtar
  • Nanna-Sin

Bedine Gods:

  • At'ar
  • Elah
  • Kozah
  • Mother of Waters
  • N'asr
  • Treacherous Lurker in the Sands
    • All of the above can't be worshiped by divine classes.

Ice Hunter Totems:

  • Clever Oomio the Grey Seal
  • Grandfather Walrus
  • Great White Bear
  • Pindalpau-pau the Reindeer Mother
    • All of the above can only be venerated, not chosen as a patron deity.

Uthgardt Totems:

  • Black Lion
  • Black Raven
  • Blue Bear
  • Elk
  • Gray Wolf
  • Great Worm
  • Griffon
  • Red Tiger
  • Sky Pony
  • Thunderbeast
  • Tree Ghost
    • All of the above can only be venerated, not chosen as a patron deity.

Asathalfinare Pantheon:

  • Eadro
    • Aquatic Elf and Water Genasi deity.
  • Persana
    • Aquatic Elf and Water Genasi deity.
    • Sponsors Paladins.
  • Surminare
    • Aquatic Elf and Water Genasi deity.
    • Sponsors Paladins.
    • No Clerics.
  • Syranita
    • Air Genasi, Avariel, Kenku and deity.
    • Sponsors Paladins.
    • No Clerics.
  • Water Lion
    • Aquatic Elf and Water Genasi deity.
    • Sponsors Paladins.
    • No Clerics.

Others:

  • Anu
    • Sponsors Paladins.
    • No Druids.
  • Meriadar
    • Goblin deity.
  • Seker
    • Sponsors Paladins.
  • Small Gods
    • Halfling deity
    • Can only be venerated, not chosen as a patron deity.
  • The True Gods
    • Sponsors Paladins.
  • Zargon
    • Eldritch deity.

DEITY CHANGES

  • Renamed Pazuzu to Pazrael.
  • Deep Sashelas and Trishina can now also be found in the Asathalfinare Pantheon.
  • Halflings can now worship the Mordinsamman if Strongheart, and Elven gods if Lightfoot.
  • Entropy, Hoar, Tchazzar, and Tiamat now represented in the new Old Empires category.
  • Worshiper Alignment Updates:
    • Dark Moon: NG, LN, TN, CN, NE.
    • Harlot's Coin Heresy: TN, CN, NE, CE.
    • Entropy: LN, LE, NE
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