From Kroatius
- New Shield Appearances for Small, Large and Towershield
Kenku:
Skill Mastery Feat:
Next Reset:
Lately, NPCs from a Builder's Guild could be seen working in the Earthkin Village of Bendir Dale, and now their job is finished! This update focuses on decorations and quality of life features for the exterior area, but some interiors have also been slightly revamped. The most noteworthy additions are:
Two cottages and a library. The latter is an infrastructure quarter, which means it performs a settlement function and is not subject to the auction system.
A source portal in the Hawk'in Barracks.
At the Hawk's Nest Inn, Defender Toby can now be hired as a henchman.
A small office in the Burrowhome's Gathering Hall for the Mayor to conduct their business in private.
Two telescopes to watch the outskirts of the village from afar. You'll need a lasso to use one of them.
A second temporary store on the road to the Burrowhome.
And, most importantly, plenty of seating at the village square.
Irongron wrote:I've literally never used -guard on anyone.
The following phrasebooks should be added to the loot matrix and discoverable in-game:
Enchanted book bags should now appear from the loot matrix (though I will not say the source), which will make them less infrequent in finding.
Newer gems will be added to the loot matrix drops at appropriate levels when able.
Discord: @malkalz
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On live, as of a reset:
Festival Grounds:
Irongron wrote:I've literally never used -guard on anyone.
Live now from Starfish:
More fashion~
Added Fourteen new dresses by TheBarbarian
&
A new outfit set by Stonehammer (Top accessible as Cloth)
Available in all sizes!
Irongron wrote:I've literally never used -guard on anyone.
The Noble Houses page on the Arelith wiki has been updated with details of five new noble NPC houses that are a part of Cordor's palace court, joining House Derlson: House Sabel, House Jarlson, House Aermane, House Dundarrow, and House Cremont. Some members of these houses have been showcased IG already. Each house has info to build your background on for your application. Each house also has a SECRET, which will be shared with any whose application is approved. Often this secret is great and dangerous, and being careless with it can have consequences...
Players can apply to play in these houses with a minor reward and application sent to the Community Manager and DM Team. Players may continue to play as distant related members of Forgotten Realms noble houses or make up their own without an application.
More details can be read here: https://wiki.nwnarelith.com/Noble_Houses
A large update, featured on our News Feed.
5 new underdark areas, with many others expanded or overhauled.
Over twenty new creatures.
4 new writs (quests), including a long requested writ to tackle the Duergar Psion-King of Umbrick's Halls. The badlands writs are available at the Ogre's Fist Trading Post or the Deep Gnome Village in Brogendenstein.
A new caravan route between the Ogre's Fist and the Shattered Badlands
Six new resources to the Underdark.
Goreslick Witchet - carnivorous fungi providing meat and magical blood from its victims.
Sussur Branch - Providing both softwood 'Ancient Yew' and Lady's Tear.
Ocufex Stalk - a fungi resembling a deformed eyestalk, providing the crafting resource 'sweetberry'
Grumbar's Beard - A fungi with flax like hairs, providing the crafting resource 'Cotton'
Orbb Agaric - A toxic, brain-like bulb providing various different poison ingredients.
Slickweep - An unloved greasy weed, providing the crafting resources oil and harnak
Dungeon 'Explosives'
In addition to the player crafted explosive barrels, we've introduced dungeon features that will explode if destroyed by fire or electricity.
Powder Barrels, a combustible mixture of bootleg smokepowder and shrapnel
Acid Vats - Found in more magical 'laboratory themed' dungeons, these will cause significant damage when shattered.
Heliumite (Heliumic Crystals) - Naturally occurring crystals filled with super-cooled liquid.
(Be advised it will take me a while to add out the resources and explosive features via the DM client, so expect them to be gradually introduced across areas in the coming days and weeks.)
An update to Skaljard Village from myself.
This update required I shuffle a couple of the buildings around.
SUMMON ADJUSTMENTS
SPELLS AND SUMMONS
(There is a feedback post on our forums where I have explained the reasoning behind these changes.)
Due to a communication error, the update initially also affected the live servers. Unfortunately, we need all monks to be force-releveled to address this. We apologise for the inconvenience.
Live now:
Disclaimer: New Gonnes are textureless for a reset or two, we have already submitted a fix.
Added a 5th damage tier to deafening clang that makes it d12
This bonus is only accessible if cast from a spell book with 28 hard CL and if the war domain is present
This fixes an oversight before in which a cleric or favored soul with a cleric dip and 28 hard CL and the war domain did not upgrade the damage die from a d10
Irongron wrote:I've literally never used -guard on anyone.
Servers are coming back online shortly, characters have been rolled back to their state at 2024-03-16 18:27:20 UTC.
To thank you all for your patience while we handled this required rollback, as well as for the lost progress, we have reset Epic Sacrifice cooldowns for all players. In addition we have placed a 10,000 XP award on all accounts, a method to redeem this XP award will be available soon.
A group of adventurers from Skaljard used explosives to blast their way through the ice to the south of the village, and formed expeditionary parties to explore Dun Erin and Dun Torun beyond. I'll do a proper news article tomorrow with screenshots (way too tired now).
Short version
As with the artificer tower dungeon, writs will follow in the next days.
First he came for our Summon Creature spells, and we said...well rather a lot as it happens, then he came for our undead....
Okay, so some quite minor changes here for undead, but it's far as I want to go with them for now, and something much more considerable for craftable golems.
Details:
Summon Undead tier skins capped at at +3 DR, save for Wraiths, Abominations, Ghouls (These are unchanged), and Beast Revenants which cap at +4. Other values are all unchanged, so for instance where the Dread Hulk previously had +6/15 it now has +4/15. This change affects very few of the undead, as almost all were below the cap.
The reason for this should be clear - I'm not sure any PvE enemy has +6 weapons, and neither do PCs and with a 15 DR and regen these creatures were night on invulnerable, especially with 800+ hit points. This change will mean they will require more healing, but should still be extremely effective. They will also be far less durable in PvP, and far less deadly in the hands of NPC summoners. I've found that dungeon bosses that summon undead are doing so well above the CR of the surrounding dungeon, and as such are totally out of balance. Once again I understand this won't be popular, but I can't build dungeons to cater to both summons this strong and regular characters, and I certainly can't create hostile creatures that summon such undead without killing parties extremely quickly. Another important reason is that I can't consider broader improvements to sequencers, or new ones, while there is such a disparity between different summons. I've no further plans to adjust undead summons, and will likely leave Planar Conduit to a braver soul than myself (I'm just much less familiar with those creatures). I do have plans for the Summon Creature range, but a few things will need to happen first. Once again (and especially because I made the mistake of reading the accompanying thread to the last change) I won't be engaging with feedback until this update has settled, and (hopefully) once Conduit is similarly addressed. At which time I will enthusiastically consider (polite) suggestions.
And now for the good news, and something long overdue. A (large) improvement to the constructed golems, which hopefully will now give them utility.
Bone Golem:
3d8 Bash changed to 3D8+2
Weapon Focus Creature & Epic Weapon Focus Creature (Overall these two give +2 damage, +5 AB)
Hit Points raised from 77 to 203 (via an increase to their Con)
AC Raised from 18 to 27
Discipline raised from 0 to 30
CR lowered to not affect XP too greatly
Iron Golem:
2D10 Bash changed to 2D10+2
Weapon Focus Creature & Epic Weapon Focus Creature (Overall these two give +2 damage, +5 AB)
Hit Points raised from 99 to 207 (via an increase to their Con)
Ac Raised from 30 to 34
Discipline raised from 0 to 35
CR lowered to not affect XP too greatly
Stone Golem:
2D10 Bash changed to 2D10+2
Weapon Focus Creature & Epic Weapon Focus Creature (Overall these two give +2 damage, +5 AB)
Damage Reduction I feat added
Hit Points raised from 273 to 369
Ac Raised from 26 to 32
Discipline raised from 0 to 40
CR lowered to not affect XP too greatly
(Keep in mind that due to their skins the golems have considerable abilities:
In addition to standard golem properties (immunity to mind affecting spells etc), Bone Golems have decent DR, Iron Golems are immune to all spells AND have a decent DR, and Stone Golems have an SR of 22. The skins themselves are unchanged.
And for Golem Useage:
All of this after the next reset, assuming it doesn't all suddenly break again.
(Small Edit: I also changed the appearance of Summoned Dire Wolf and Summoned Dire Tiger to a niftier model)
Golems & Usage Improvements:
Will give feedback on the following disallowed action states:
-- Activating a control stone for recall while the player is in combat.
-- Activating a control stone for recall while the golem is in combat.
-- Recall while the golem is below 100% Health
Now only renames on calling the golem from the stone, recall it to apply name & description changes.
Removing a golem from the party will now try and return it to the Control stone, if it cannot do this for the above disallowed actions it will return them to the party again.
Minor bug fixes that meant Golems dropped standard construct loot, this was unintended.
Irongron wrote:I've literally never used -guard on anyone.
Irongron wrote:I've literally never used -guard on anyone.
Bug Fixes:
New Weapons and Shields!
Items:
Credits:
#From Amnesy
#With thanks to DM Starfish (VFX) and Miaou (icons)
#--------------------------------------------------
Read more about the changes on the forum post (details will be there)!
#INVOKERS
#SPELLS
Spell Updates:
New Spells - Transmutation:
New Spells - Illusion:
New Spells - That will be added in the near future, originally part of the planned release, but not assigned to spellbooks yet (waiting for VFX)
#HARBINGER & HEXBLADE
#CURSES
#SPELL MESSAGE
#BLOOD ARCANA
#RELEVELS
Due to the below changes,
Link to document: https://docs.google.com/document/d/1zN9 ... sp=sharing
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.
[Specialist Drinks]
The idea here is to promote more RP around Campfire rests or preparation entering a dungeon. As well this is to help get more RP around cooks/brewing inside Taverns, promoting more use from them.
I am also having full details, so no more FOIG for the buffs and timers.
Full details:
Hot Chocolate, Coffee (Kaeth), Yarrow Tea and Holy Sparkling Water, are not specialty drinks. These have also not been changed in this update.
Percent Healing is slightly rounded up.
Fruit Brandy min healing is 15hp
Golden Spirit min Healing is 30hp
*Please note rice wine is now 50% immunity to poison, no longer full immunity!
Minor update for the Astrolabe website, the Portal page now once again displays server stats to logged out users. This will allow anyone to quicky get an idea of how many players are online as well as see the in-game time. Logged in users will be able to see the player list as usual.