Arelith Updates!

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Re: Arelith Updates!

Post by yellowcateyes » Mon Dec 11, 2017 10:51 pm

If you aren't already aware, a public test of a quest system is underway. If you have a new character seeking employment, find the Registry Agent in the Nomad, or the Association Agent in the Employment Office of Anundor's Hub.

---

The esoteric art of runecrafting has made its way to Arelith. Taking advantage of this potent art will require a combination of crafting, enchantment, and rare ingredients found only in the depths of the most dangerous dungeons.

For further details, consult crafting recipes, experiment with runes, browse libraries, and share your notes with fellow artificiers.

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Re: Arelith Updates!

Post by Dunshine » Tue Dec 12, 2017 2:34 pm

Next reset, courtesy of Miesny_Jez.

Former Fighter lvl 30 bonuses are now applicable at lvl 28+.

- The equipment bonuses will be changed on re-equiping Your armor/weapons
- The Stat/Discipline bonus will be updated on next level up of Your character

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Re: Arelith Updates!

Post by yellowcateyes » Thu Dec 14, 2017 1:28 pm

Existing Artefacts
  • Any character eligible for a reward when deleting will receive a 1-5% flat bonus to their roll based on the total original value of the artefacts in their possession.
  • (More to come.)
Miscellany
  • Divine Power can no longer be cast from a scroll.
  • Magic Weapon, Greater Magic Weapon and other similar spells were set to erase incompatible buffs when applied. They have instead been changed to give a feedback message and not trigger when a weapon is already buffed.
  • Only some of the inspirational abilities of the Knight class were undispellable extraordinary effects. Now they all should be.
  • The level 28+ Druid elemental forms have had their physical defense changed from Soak to Resist. For example, the 10/+20 of the Earth Elemental is now 10/- Slashing Resist, 10/- Bludgeoning Resist, and 10/- Piercing Resist.

Courtesy of Morderon:

A fully functional playable card deck can now be crafted using either Carpentry or Art. The recipes will update and should go live after the next reset.

For more information, see this Guide and FAQ.
Last edited by yellowcateyes on Fri Dec 15, 2017 3:07 pm, edited 1 time in total.

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Re: Arelith Updates!

Post by Kirito » Thu Dec 14, 2017 11:35 pm

Coming soon to an Arelith server near you

Spellswords should work as a normal 3/4 BAB class (for APR and AB calculations) and should be monk compatible.

(So from now, if you go 17 Wiz, 3 Fighter pre epic on any NEW character you will only have 3 APR at Level 30)

Before I get lynched: Existing spellswords will still get their 4th attack when they finally reach the magic Spellsword 22.

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Re: Arelith Updates!

Post by yellowcateyes » Wed Dec 20, 2017 12:10 am

On Existing Artefacts
As previously noted in this thread, artefacts no longer spawn in the gameworld. Those who possess existing artefacts may also have noticed in-game notifications indicating that their artefacts are starting to fade in power. These notifications serve as an IC warning so that characters can start looking for alternatives or plan to replace their equipment as necessary.

Here is what will happen with regard to existing artefacts:
  • Carrying artefacts adds a bonus percentile to the chance of an epic reward when rolling an eligible character. The details of this reward are described a few posts up.
  • The value of each artefact has been saved. It makes no difference whether one rolls with an artefact now or later.
  • Existing artefacts will see their power diminish in the coming week(s). This means that certain item properties will be removed outright (Immunities, multiple simultaneous instances of Dodge AC on boots). Other properties will see their numerical value adjusted downwards to be in keeping with crafted and enchanted items.
  • When the fading period is over, the IC notification will vanish. However, the fading script will continue to apply if an old player logs in with untouched artefacts, or if old artefacts are otherwise interacted with after the fading period.
  • Artefacts will continue to exist after their properties have been adjusted.
For players uninterested in adding to their roll reward chances when deleting a character, there will soon be an in-game means of trading in old artefacts for lower-end materials in the new runecrafting system. The rarer materials will still need to be found by adventuring.

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Re: Arelith Updates!

Post by yellowcateyes » Fri Dec 22, 2017 8:20 pm

Ranger Class Changes
--------------------
- Dual Wielding AC Bonus is now +1 at class level 4 and an additional +1 after every 8 class levels. (+ 1/2/3/4 at ranger levels 4/12/20/28).
- The damage bonus granted to the Archer paths is now +2 at class level 4 and an additional +2 after every 8 class levels. (+ 2/4/6/8 at ranger levels 4/12/20/28).
- Rangers now receive Uncanny Dodge I at class level 8.
- The wilderness-based Hide in Plain Sight is now granted at level 16 instead of level 21.

Ranger Spell Changes
--------------------
- Blade Thirst duration doubled.
- Blade Thirst vampiric effect now reliable (courtesy of Kirito).
- Camouflage and Mass Camouflage no longer stack.

Ranger Crafting
---------------
- A Lesser Ranger Studded Leather has been added as an intermediate craft for mid-level rangers.
- A new recipe has been added for Ranger's Runic Studded Leather Armor which incorporates Lesser Ranger Studded Leather as a crafting component.
- A cloth armor has been added for the benefit of Rangers who go DEX rather than STR.
( These recipes will be available after the next reset following this post. )

Studied Enemies
---------------
- Rangers may now accrue Studied Enemies, expanding on their roster of Favored Enemy races.
- Rangers receive one Studied Enemy slot for every 5 class levels.
- To choose a race as a Studied Enemy, a ranger must first exhaustively examine the weaknesses of that race by slaying a hundred examples of it. Presently, only PvE kills are counted.
- Once this step is complete, a Ranger can designate a race as a Studied Enemy by using the console command '-ranger study <race name>.'
- Currently, this designation is permanent. Choose carefully.


Other Changes
-------------

The -pray command:
- Divine smiting aspect removed.
- Random roll aspect removed; the command works so long as piety requirements are met and sufficient time has passed since the last use of the command.
- Greater Favor healing limited to 10 x Character Levels worth of HP.
- Greator Favor restoration effect limited to three negative status effects. Each cleansed status effect reduces the HP healed by 100, but never below 0.

Time Stop:
- Any affected PC who is over 50% HP when the spell is cast receives 100% physical damage immunity for the duration of the time stop.

Existing Artefacts:
- An option to trade in artefacts for runecraft material is now present in the gameworld. Speak to Thoramind or the Oozemaster to learn more. Note that they will only accept artefacts in your inventory - if you have an artefact equipped, you must unequip it first.

Quest Writs:
- A option is now available in the dialog caused by writ activation to discard the writ. This option only shows up when 1) there are no active quests recorded on the writ, and 2) it has been over one RL day since the last quest was accepted.

Courtesy of Batrachophrenoboocosmomachia:
- Gem Pouches and Trapper's Toolkits are now available to for all your gem/gemdust storing and trap hoarding needs. Gem Pouch is craftable via Tailoring, while the Trapper's Toolkit can be crafted with Carpentry.

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Re: Arelith Updates!

Post by yellowcateyes » Wed Jan 03, 2018 3:52 am

New year, new update.

Quests
------
- The Deep Delver's Association Agent in Anundor now offers quests suitable to the low teens level range.
- Registry Agents are now in the Crow's Nest and the Burrowhome tavern, offering similar quests to surface characters. (These NPCs have been manually spawned. Once they are a proper part of the area, their exact location may change.)
- The mayor of Skaljard now offers quests for adventurers on Arelith's NWNEE server. His dialog also increases the level of a starting character from 2 to 3, making the mayor's house a good first stop for new arrivals.


General
-------
- Scroll drop rates increased throughout the creature loot matrix.
- Gem Pouches should automatically gather up gems if a character has gem looting activated.


Class Rebalancing
-------------
- CoT Divine Wrath duration changed from 5 + Class Level + CHA Mod to 3 + 1/2 Class Level + CHA Mod. Cooldown duration lowered from 10 minutes to 8 minutes.
- Fighter Discipline bonuses no longer scale up with level, but instead are given as a pure-class +10 bonus at class level 28.
- Kensai no longer have permanent Freedom of Movement.
- Spellsword no longer has +3 CL for the purpose of resisting dispels.
- Spellsword Fire Imbue debuff scaling now -2AC/-3AC/-4AC for tier 1, 2 and 3 imbues.
- Greater Dispel and Mordekainan's Disjunction CL cap formula changed: The cap is now CL 22, with Spell Focus: Abjuration and Greater Spell Focus: Abjuration adding +1 each. Epic Spell Focus: Abjuration adds +2.
- Barbarian damage bonus scaling reworked as to have separate scaling charts for 1H and 2H weapons, with CON damage bonus scaling occurring principally in epic levels. The details are as follows:

Level 1: +1 to 1H, +3 to 2H
Level 4: +2 to 1H, +4 to 2H
Level 8: +3 to 1H, +6 to 2H, Up to +1 damage from positive CON modifier.
Level 12: +4 to 1H, +7 to 2H
Level 16: +6 to 1H, +9 to 2H, Up to +2 damage from positive CON modifier.
Level 20: +7 to 1H, +11 to 2H
Level 24: +9 to 1H, +13 to 2H
Level 28: +12 to 1H, +16 to 2H
CON modifier bonus to damage: +1 to cap with every odd epic barbarian level

- The damage type of Barbarian Rage's bonus damage now changes based on weapon type. This means the rage damage should now be compatible with piercing weapons.

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Re: Arelith Updates!

Post by Irongron » Wed Jan 03, 2018 3:44 pm

2 new quest NPCs, one within the Hawk's Nest Tavern, and one at the Crow's Nest.

After the next reset.

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Re: Arelith Updates!

Post by Irongron » Wed Jan 10, 2018 12:01 am

A large update of many areas on the surface server, addressing many outstanding bugs and replacing all horses with the new breeds.

Things included:

- Expansion of the Campsite, adding in new tents and a small cave.

- Made the Sibayad Quest Knight less murderous to monster races.

- Hopefully prevented the Darrowdeep Herald going hostile

- Added horses to Brogendenstein, Crow's Nest, Temple of Bane

- Addressed reported issues with conversations in Castle Gloom

Plus various minor bug fixes across affected areas. Active after next reset.

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Re: Arelith Updates!

Post by yellowcateyes » Mon Jan 29, 2018 3:08 pm

A few small updates.

Status Displays
- Sobriety added to -date feedback when it is less than 100%.
- -date now has a shortened format, which you can get by entering the command with the -s parameter. Example: -date -s

Inventory Management
- An enchanted Scroll Case has been added as an Art recipe.
- Some prominent scroll vendors will now offer the option of buying everything in your scroll case, if you possess one.
- You can now choose to auto-loot Heal Kits and Scrolls in the rest menu settings.
- Auto-looted scrolls will be automatically stored in a scroll case, if you possess one.

Misc. Craftables
- Mundane-flagged Dust of Darkness added as an Alchemy recipe.
- Various grenades can now be made through Alchemy.

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Re: Arelith Updates!

Post by Morderon » Sat Feb 03, 2018 2:25 pm

Crafting aka Where did my bolt bundles go?

Bolt bundles are no longer under clubs, they're under a new category "Bolt Bundle". It will be the first category in the list for carpentry and forging.


Given it looks like that went well, expect other items to receive similar treatment in the coming days

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Re: Arelith Updates!

Post by ActionReplay » Sat Feb 03, 2018 5:24 pm

A small but important update:

We have removed the option to buy the Outcast background. Now players have to ask the DMs to request this background to be added to their existing characters and its up to the DMs if they think its valid or not based on the character requesting the background.

You can still pick the Outcast background at character creation as usual.

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Re: Arelith Updates!

Post by Morderon » Sun Feb 04, 2018 4:29 pm

More categories:

Fixture
Workstation
Instruments
Wooden Shields
Arrow Bundle
Food (only contains that which increases your food meter)
Materials (catalyst, ingots, bags of arrow heads, pretty much anything that has no properties itself that's used as an ingredient for another production)
Seed
Poison
Bullet Bag
Permanent Essence
Temporary Essence
Defensive Essence
Mechanical Crossbow (all the forging crossbows)

Mojo is no longer lonely under brewed potions and has been moved to the rest of the potions.

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Re: Arelith Updates!

Post by Morderon » Mon Feb 05, 2018 9:32 pm

Next reset, though some changes may currently be live on the surface:

New categories:

Mundane consumables
Armor (Cloth)
Armor (Light)
Armor (Medium)
Armor (Heavy)

Other:

Spell components are under materials.
Art crafting spell components replaced with small version.
Alchemy thin components now require 20 levels in harper scout, this is allow any currently in production to be finished while preventing any new ones to be made for it's eventual removal.

Many armor's names have been changed to reflect the base item. The name change is only for the recipe menu.

Edit:

Lasso replaced climbing rope in art crafting.

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Re: Arelith Updates!

Post by Morderon » Wed Feb 07, 2018 1:57 am

Next reset:

Poison recipes that once required Assassin or Blackguard now require one of the following feats: Use Poison, Diamond Body, Perfect Health, Venom immunity.

Effected ids include: 822, 929, 821, 819, 804, 802, 800, 132, 130.

These may currently be bugged on C&P until the next reset but can still be started on surface, which is currently using the old recipe.

Blessed Druid Sickle will need Paladin, cleric, druid, or ranger to craft.

Thief tools now add the levels together of the classes listed in the recipe menu.

Attempted to order lists by DC, so if you're having difficulty finding what you wish, it's there just likely somewhere different in the list.

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Re: Arelith Updates!

Post by ActionReplay » Sat Feb 10, 2018 1:52 pm

Spring cleaning update:

Fixed a few bugs scattered around the module, mostly UD related, such as typo issues on dialogs and items.

Newly created Repair Kits will no longer stack on Repair Kits of another type. This will only affect newly created Repair Kits. Ones you find by loot or Merchants (if any) won't be affected by this as they have to be updated separately.

Poisons:
Dexterity draining poisons are bugged and won't work. This is a NWN bug so for now all Dexterity Poisons will drain Constitution instead though they will still say in their description they affect Dexterity. I've reported this bug to Beamdog so hopefully this will be fixed with NWN EE.

A small Middledark Port update, mostly lighting and some dressup.

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Re: Arelith Updates!

Post by Kirito » Sun Feb 18, 2018 11:04 pm

The long awaited Spellsword imbue tweaks are heading to the server soon.

The on hit effects should trigger 1/flurry
This is tracked separately for each effect. so dual welding can have effects from 4 different imbued, but can't double up on two.


lightning now hits 2/3/4 targets (for spell levels 0-3,4-6,7-9)
acid now lasts 2/3/4 rounds (for spell levels 0-3,4-6,7-9), multiple hits should extend duration, not stack
cold now includes a 50% movement debuff
negative now does half damage and heal

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Re: Arelith Updates!

Post by Morderon » Thu Feb 22, 2018 7:39 pm

Coming soon:

When selecting preview in the crafting menu the item description, including runic/mundane/level requirements/umd requirements should show up in the right chat box.

Due to technical limitations it can't be added to the examine window.

Note: UMD requirements only show if they're custom set and the character doesn't meet the restrictions on the item, just like they usually do for descriptions.

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Re: Arelith Updates!

Post by Irongron » Fri Feb 23, 2018 12:40 am

The first of two upcoming major settlement updates; the pirate isle of Sencliff

- An expansive redesign of existing Sencliff areas

- Several new shops, houses, quarters and NPCs

- 2 new 'dungeon' areas

- Many new creatures

- An expansive system for PCs to choose the life of the pirate, allowing (among other things) the use of 2 different ships, and 20 whole new quests to improve their reputation on the high seas!

Be warned, pirates may be recognised by their tattoos!

As usual with large updates further text is currently on the news feed at Arelith.com

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Re: Arelith Updates!

Post by Morderon » Sat Feb 24, 2018 12:30 am

Examine on items:

1) Will reveal the GP value of the item.

2) If a UMD check is required to use the item it will be displayed for all items; not just items set with a custom UMD requirement.

Note: Might not be accurate in all instances for stacked items.

Examine on creatures:

As long as the target is not disguised or has their disguise bypassed their race, or subrace, will be displayed as below:

Obvious monster skin races, including orog and deep imaskari, don't require an additional check.
Racial subraces (that's your elves, dwarves, gnomes, halflings) require either 1) The examiner to be the same race. 2) Favored enemy in the respective race. 3) Lore of 10 or above.
Planetouched races require a lore of 15 or above.

A failed check or any unlisted subrace (mostly this is your 5%'s) only reveal the base race.

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Re: Arelith Updates!

Post by Morderon » Sun Feb 25, 2018 10:52 pm

Examine update:

1) Planetouched removed.

2) Spells/items no longer work on the lore check

2) Lore increased to 20 for racial subraces.

3) Ranger level added to lore check if they have favored enemy instead of it being automatic.

Edit 4: Clarity edit:

4) Only proper favor enemy rangers and elves can ID drow. Only proper favored enemy rangers and dwarves can ID duergar. Lore check also required.

Coming soon, maybe, a system for more long term study.

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Re: Arelith Updates!

Post by Irongron » Mon Feb 26, 2018 5:30 pm

From the next reset.

- New Quest NPCs. In Brogendenstein's and Guldorand's local taverns.

- Various fixes to bugs reported with last 'Pirate' update

- A lot of behind the scenes work to improve/allow easier expansion of the ship system, such as adding new PC ships, at sea encounters etc. Watch this space!

- A more dynamic system of digging things up, be it buried treasure, or a spot of graverobbing in existing graveyards. This is done via a search check for those using a shovel to dig in that area. Please note that this is the system itself, and will require ongoing area work to gradually populate areas with potential rewards.

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Re: Arelith Updates!

Post by Morderon » Wed Feb 28, 2018 5:24 pm

Courtesy of Xerah:

Aspect update

-All gods have been given a 2nd aspect that didn’t previous have one (only 39 of 153 previously had two).
-Refer to this sheet for alignments, races, and aspects: https://docs.google.com/spreadsheets/d/ ... =795042590

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Re: Arelith Updates!

Post by yellowcateyes » Sat Mar 03, 2018 11:06 am

ASSASSIN UPDATE
Class Changes
-------------
- Assassins now get 6 skill points per level.
- Assassin class levels add to the on-hit DCs of custom Arelith poisons. At Assassin level 3, this bonus is +1. This improves to +2 at Assassin level 6, and increases by +1 every 4 levels thereafter (10, 14, 18).
- Assassins get Evasion at level 6, Defensive Roll at level 12, and Improved Evasion at level 16.


Spell Changes
-------------
- Assassin spell-like feats are now on a 2 turn (2 minute) cooldown.
- At Assassin level 11, the Ghostly Visage spell-like feat instead produces an Ethereal Visage.
- At Assassin level 13, using the Darkness spell-like feat also results in an Ultravision effect on the caster.
- At Assassin level 15, using the Invisibility spell-like feat also grants a temporary move speed bonus to the caster equivalent to an Expeditious Retreat.


New Assassin Ability
---------------------------------
- Assassins gain access to an 'Assassinate' ability that increases their on-hit damage versus a specific target.
- This ability is accessible via granted Player Tool and console command. This ability has a cooldown of 10 turns against PCs and 2 turns against NPCs.
- Against the assassination target, the bonus is applied as on-hit Magic damage that is not multiplied by critical hits.
- The bonus lasts for 30 turns unless a new Assassination target is designated before its expiry, in which case the bonus is replaced.
- The damage bonus is Assassin Class Levels + INT Modifier. The bonus damage from INT is capped at Assassin class levels divided by two.


Guild Changes
-------------
- Bounties now expire after 30 RL days.
- Additional bounties may now be placed to stack with existing contracts, refreshing their duration. As with new bounties, bounty increases have a minimum value of 10k gold.


OTHER UPDATES

Detection
---------
- The Amplify spell now lasts turns/level. Was previously rounds/level.
- The Bat Totem no longer grants permanent True Seeing. Instead it grants +12 Listen and five casts of Amplify per day.
- The Truesight spell now grants 1 round of True Seeing and CL rounds of +15 Spot.
- Divination foci add to the rounds of True Seeing granted by the Truesight spell. Spell Focus and Greater Spell Focus add one round each, while Epic Spell Focus adds two rounds.

Misc
------
- Blackguards also get a bonus to the DCs of Arelith custom poisons, equal to Class Level / 4.

Note: The assassination command is available through both the chat command -assassinate and Player Tool 2, which will be granted as a feat on assassin level 1. The chat -assassinate command can be sent to a player via tell, much like hostile, and will result in the command targeting that player.

Player Tool 2 can be slotted into the quickbar, and used much like any other targeted ability.

If you have an existing assassin character, you may have to level up or re-level to gain the added feats and the Player Tool 2 widget.

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Re: Arelith Updates!

Post by yellowcateyes » Thu Mar 08, 2018 11:36 pm

Reward Change:
- The planetouched subraces of aasimar and tieflings are now available as Major rewards. They were previously Greater rewards.

Other Updates:
- The maximum adventure XP tick will be increased slightly in areas where the hourly tic does not deduct rest values. For the most part, these are tavern areas.
- Iceberries and Flameberries will no longer grant hour/lvl haste and regeneration. They still provide elemental damage and resistance to animal companions.
- Miscellaneous bugfixes and quest changes, effective after the next live build.

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