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Re: Arelith Updates!

Posted: Sun Apr 30, 2017 5:20 pm
by Dunshine
Next reset:

Goblin PCs get a bonus when other (friendly) Goblin PCs are nearby. +1 Wisdom / +1 Discipline for every Goblin PC other then yourself within 20 meters.

Re: Arelith Updates!

Posted: Fri May 12, 2017 6:24 am
by Dunshine
I got reports people weren't exactly aware of the chat command -onlinedrains, so bringing it up here again.

-onlinedrains can be used to toggle between the offline and online mode for PVP respawn penalties. Default it's on offline, so people can go offline while the PVP respawn penalty wears off (4 times the online duration though). If you toggle it to online, it requires you to be online to have it wear off.

(taking both offline and online time into account automatically is still on my list)

Re: Arelith Updates!

Posted: Thu Jun 01, 2017 1:43 am
by Irongron
Expansive update to the Underdark, adding an expansive Lowerdark region, and 2 large dungeons. Approximately 15 new areas, and over twenty new (and returning) creatures.

This is an environment quite unlike others on Arelith, and has been a project of several months. New hidden features are included, preferably not detailed on the forums.

Due to the scale of this addition it is likely to see further adjustments in the coming days and weeks. My thanks to everyone on the team involved in bringing this to life.

Also a small adjustment to the spell Harm, as it will no longer affect objects such as doors and other furnishings.

Re: Arelith Updates!

Posted: Sun Jun 04, 2017 11:25 pm
by ActionReplay
Next reset:

- Added New Boss Area For the Titan's Keep

Druid Spell Changes:
- Inferno now deals 1d6/4 Caster Levels with Greater Transmutation Focus
- Sunbeam capped to 10d6 Divine Damage (Was 20d6) but instead adds the Inferno Spell on failed Reflex Save which works as the new Inferno above (Druid only).
- Nature's Balance now scales with Greater & Epic Transmutation Focus giving a bigger AoE and slightly increases the breach strength for each focus, The Breach is now also Saveless.
- Aura of Vitality lasts 3 Rounds Per Level with Greater Transmutation Focus and Turns Per Level with Epic Transmutation Focus.
- Spike Growth damage increased to 1d4/3 Caster Levels to a maximum of 40 Damage at Level 30
- Drown now also deals a 2d10+5 Damage, even if the target makes the save.

Re: Arelith Updates!

Posted: Fri Jun 16, 2017 7:17 am
by Irongron
Warlock mechanics have been revised. Both Fey-Pact and Fiend-Pact Warlocks are affected. See the 'Warlock' page on the wiki for full detail. The summary of changes is as follows:

Warlock Resilience:
(For "Elemental" DR, Fiend-Pacted still resist Fire/Acid and Fey-Pacted still resist Cold/Electrical.)
Level 10: Uncanny Dodge, 5/- DR vs Elemental
Level 20: 5% Damage Immunity vs Physical, 10/- DR vs Elemental
Level 30: 10% Damage Immunity vs Physical, 20/- DR vs Elemental

Fey Pact Warlock Spell Changes:
(If a level is unlisted, no change from current mechanics.)
Level 1: Flare (0), Light (0)
Level 8: Charm Monster (3)
Level 10: Invisibility (2)
Level 11: Cloud of Bewilderment (2), Gust of Wind (3)
Level 12: Slow (3), Haste (3)*
Level 13: Mind Fog (5), Hold Person (2)
Level 15: Hold Monster (4)
Level 17: Clairaudience/Clairvoyance (3), Dominate Person (4)
Level 18: Sound Burst (2)
Level 19: Cure Light Wounds (1)
Level 20: Confusion (3)
Level 28: Wounding Whispers (5)

Fey Pact Warlocks can cast Haste on any target, but can only maintain the spell on one target at a time. If you cast Haste on an ally, and then cast Haste on yourself before the duration of the first has elapsed, your ally will lose the spell effect.

Fiend Pact Warlock Spell Changes:
(If a level is unlisted, no change from current mechanics.)
Level 10: Dismissal (4), Invisibility (2)
Level 19: War Cry (4), Blindness/Deafness (2)
Level 20: Summon Creature V (5), Magic Circle Against Alignment (3)

Other Mechanical Changes:
Arcane Spell Failure reductions are only applied to the equipment of characters with 6 or more Warlock levels. If you are a pure Warlock, this does not apply (Warlocks level 2-5 will get ASF reductions as normal).

Elemental damage type progression is now as follows:
Fiend Pact: Fire (1), Acid (4), Negative (8), Magic (12)
Fey Pact: Cold (1), Electricity (4), Positive (8), Magic (12)

The following spells now deal damage equal to (1d3) / 3 Warlock levels:
Blindness/Deafness, Confusion, Dismissal, Dispel Magic, Dominate Person, Fear, Greater Dispelling, Hold Monster, Hold Person, Lesser Dispel.

The 'Flare' spell now uses the old Warlock 'laser' VFX when cast by one.

Re: Arelith Updates!

Posted: Fri Jun 16, 2017 7:38 pm
by Irongron
Minor adjustments to the above Warlock update before it goes live, as well as a minor spell update.

Warlock Resilience will use Damage Immunity instead of Soak; see again the above post or the Wiki for details.

Wounding Whispers added to the Breach list.

Re: Arelith Updates!

Posted: Wed Jun 21, 2017 10:32 pm
by Liareth
Next reset ...

General changes

Innate spell caster level is no longer capped at caster level 15.

--

Feylock changes

Feylocks will have 48 hours from first login after this change to type -relevel, which will refund all levels to the character to take again. Dramatic character changes (warlock one day, fighter the next) are not allowed and will be monitored. Base stat modifications are not possible without contacting a DM for a complete rebuild (which you may do if you desire).

Level 1: Flare, Light
Level 2: Sleep, Expeditious Retreat
Level 3: Mage Armour
Level 4: Tasha's Hideous Laughter
Level 5: Resistance, Cure Light Wounds
Level 6: Charm person
Level 7: Displacement
Level 8: Charm Monster
Level 9: Ghostly Visage
Level 10: Invisibility
Level 11: Cloud of Bewilderment, Hold Person
Level 12: Haste (1), Slow
Level 13: Mind Fog
Level 14: Dispel Magic, Eagle's Splendour
Level 15: Hold Monster
Level 16: Energy Buffer
Level 17: Summon Shadow (2) (3)
Level 18: Sound Burst
Level 19: Dominate Person
Level 20: Confusion
Level 22: Greater Dispelling
Level 25: Dirge
Level 28: Shadow Shield (3)

(1): Haste can be cast an unlimited number of times on the warlock, and may only be active on one other target at a time. Any casts on targets other than the warlock will be subject to a cooldown equal to (10 rounds) or (warlock caster level - 1), whichever is lower.

(2): Three minute cooldown.

(3): These are implemented as spell-like abilities and can be accessed separately through the radial menu,

--

Fiendlock changes

Removed invisibility at level 10.

--

Vampire changes

Gain +4 turn resistance.

Re: Arelith Updates!

Posted: Wed Jun 21, 2017 11:41 pm
by Mithreas
Two class updates, effective from next reset.

1. (Purple Dragon) Knight

The wiki documents the implementation for Arelith - it's quite different from standard NWN. For those who have been involved in testing, thank you, but do re-check the wiki as a few things changed as we worked through implementation and test.

Lots of options here, we hope you enjoy it!

2. Wizard and Sorcerer BAB change
We've changed Wizard and Sorcerer to be 3/4 BAB classes (i.e. like Cleric/Bard/etc.). (Pale Master is still 1/2 AB). This is primarily to facilitate spellsword builds, though also makes shapeshifting spells a bit more useful.

Re: Arelith Updates!

Posted: Fri Jun 23, 2017 10:02 pm
by ActionReplay
Wild Mage Update:

- The Elemental Monolith now scales as per the new Summoning rules (Conjuration Focuses & Epic Caster Levels). Duration changed to 1 Hour/2 Caster Levels (Was 1 Hour/3 Caster Levels).
- Surge 64 changed to Effulgent Epuration (Was Charmed (Target))
- Surge 83 changed to Depth Surge (Was Health (Caster))
- Surge 90 changed to Field Of Icy Razors (Was Elemental Monolith)
- A certain special hidden Wild Mage secret is now added as a Boon (See Greater Boons Post) and will now carry over resets for its duration.

Effulgent Epuration:
Creates a Spell Mantle effect on the Caster and her allies (Up to one ally per 4 caster levels). The Spell Mantle can absorb "d12 + Random value from 1 to Caster Level" amount of spells before collapsing and this value is random for each mantle applied by the Surge.

Depth Surge:
A shockwave of water is fired out from the Caster dealing 2d6 + 2/Caster Level Bludgeoning damage to all targets caught in the AoE. Reflex Save negates. Failing the save will also Knockdown the target for 3 seconds.

Field Of Icy Razors:
Deals 1d6 Damage / Caster Level (Max 20) to targets caught in the AoE. Half the damage is Slashing and the other half is Cold damage. Targets failing a Reflex Save is slowed for 1 Round / Caster Level.

Re: Arelith Updates!

Posted: Sat Jun 24, 2017 11:53 am
by Mithreas
I've tweaked PDK a bit in response to some of the feedback and suggestions received. (Effective next reset).
  • Oath of Wrath now applies base int mod as a bonus to attack and damage against members of the target's race. Gear and spell/effect bonuses are not counted (though they still help the AC penalty applied to the single target).
  • Final Stand no longer gives an AC bonus - this was too hard to balance for edge cases. Instead, the ability can now only be used when the Knight is under half health as a "second wind". It gives the Knight and all nearby allies (50% + 5%/2 class levels) of their missing hitpoints back, then applies (CL*2) temporary hitpoints.
  • Rallying Cry will now have an effect on other PCs, if they fail a Concentration check and aren't in the middle of an action (like casting a spell). This isn't likely to be a massively useful ability, but it's more than nothing.
  • And fixed a bug where Final Stand was usable unlimited times per day by Protectors (oops).
Note that we also got a lot of feedback about the Fear ability, but have chosen to leave this as is.
Not ruling out modifying it later, but for now, it's staying. Bugs in the usual place please!

Re: Arelith Updates!

Posted: Sun Jun 25, 2017 9:31 am
by Dunshine
Next reset:

- The death/respawn penalties are reverted back to before the big overhaul several months ago. So 5 minute respawn time instead of 20, no distinction between PVP/PVE deaths and the respawn penalties wear off in 2 ingame hours.

- NPC merchants will no longer sell Raise Dead / Resurrection Scrolls

- The scribing of Raise Dead scrolls will cost 25% piety, 10000 gold and 100 xp
- The scribing of Resurrection scrolls will cost 50% piety, 20000 gold and 200 xp

- The casting of Raise Dead from scrolls will cost 50% piety (25% for clerics)
- The casting of Resurrection from scrolls will cost 75% piety (50% for clerics)

- PC corpses can now be raised for free at Sacrificial Altars by means of the [pray] option in the Altars dialog. This will only work for permanent (toolset) Altars, not the player created fixtures. Just put the corpse(s) near the altar and choose the [pray] option. There is a 25% chance each pray-round that a corpse will be raised. So sometimes you need to pray a little longer (harder) for your friends to get raised, but it will happen.

Reasoning:
- The instant raising of fallen PCs during travels will be limited, and RP will be generated by having to take your fallen friends back to an altar or a PC Cleric. This will make response to the seriousness of deaths much more ingame, instead of a penalty for the player.
- Low level characters will now also have the opportunity to raise their fallen friends, without needing to buy expensive scrolls.
- People will try to find Clerics to join their travels more eagerly.

Re: Arelith Updates!

Posted: Sun Jun 25, 2017 4:07 pm
by Dunshine
Next reset:

Corpses will no longer be dropped when using portals or portal lenses.

Keep in mind, this was done in the past to prevent people cheesing portals by dragging corpses through portals, raise them, PC activates portal, dies, and was taken to the next portal, repeat. Yes, people go far in getting what they want.

Ofcourse this will be a far costlier thing for all the none-clerics out there now, so we felt we could remove this now. This doesn't mean this kind of gameplay is now allowed however. If you get caught doing this (and we do have logs), expect harsh penalties from the DM team for both players involved.

Reasoning for this update is outlined in the other threads by several players already, so people can get out of deep dungeon crawls a bit easier with their fallen friends.

Re: Arelith Updates!

Posted: Sun Jun 25, 2017 4:49 pm
by Liareth
Next reset [currently temporarily disabled, will edit this post when it is available again]:

Added -aoo, which allows players to toggle performing Attack of Opportunities from their character as such:

-aoo on [existing behaviour; if a hostile creature performs a qualifying action while in combat and within range, you will perform an attack of opportunity against it]
-aoo off [you will never perform an attack of opportunity under any circumstances]
-aoo pvp [toggles performing attacks of opportunity against player characters]
-aoo pve [toggles performing attacks of opportunity against non-player characters]

This is particularly useful for mages who stand within melee guard range and don't want their spells to be interrupted by rogue AoOs, and for character interacting with wounded hostile characters.

Re: Arelith Updates!

Posted: Sun Jun 25, 2017 11:37 pm
by Irongron
A number of areas have changed across the module to reflect the culmination of the recent war.

Wharftown is no more, and the area around the Arcane Tower, as well as the Crow's Nest have been expanded to reflect the exodus from the doomed township.

Further changes can be expected following this historic event.

http://www.arelith.com/index.php/news-l ... -wharftown

Re: Arelith Updates!

Posted: Tue Jun 27, 2017 1:37 pm
by Dunshine
Next reset:

Mark of Destiny characters perma dying after their 10th death, will now also get reward rolls.
Note: Mark of Despair characters will not.

Re: Arelith Updates!

Posted: Fri Jun 30, 2017 1:51 am
by Irongron
A large update in the north of Arelith.

- A total rework and large explansion of the Minmir region.

- The New Church of Bane

- Many new and adjusted creatures

- The addition of Way Shrines across the isle, most commonly located near roads.

A larger new article will be added tomorrow. This has been on my to-do list for quite some time, and is one of the largest updates we have had to Arelith in some time.

Re: Arelith Updates!

Posted: Fri Jun 30, 2017 9:22 am
by Irongron
First details of the update on the main news feed at http://www.arelith.com/

Re: Arelith Updates!

Posted: Thu Jul 06, 2017 9:00 am
by Septire
That annoying -yoink bug where you can't yoink until next reset if someone aborts the conversation should now be fixed.

You can restore your -yoink use by resting. Only your last -yoinked target can accept the -yoink, anyone with an existing -yoink conversation open will get a fizzle message saying the -yoinker is no longer focusing on you.

Enjoy!

Re: Arelith Updates!

Posted: Sun Jul 09, 2017 12:06 am
by Peppermint
- Following further review, and in line with our previous commitment to offer mages additional sustained-commitment cookies in the form of more spell focus bonus spells, we have reverted mages' BAB progression to 1/2 levels. We feel this direction will allow us to further develop standard mages into the sustained magic role, while also leaving the possibility of a spellsword path or focus open for the future.

Re: Arelith Updates!

Posted: Tue Aug 01, 2017 7:46 pm
by ActionReplay
Next reset:
Druid Elemental Shape has been reworked and adds a new Tier, Monolithic Elemental Shape, for Pure Druids unlocked at Level 28. More information can be found here:
http://wiki.arelith.com/Druid#Elemental_Shapes

These values might get tweaked in the coming weeks if necessary as we see how it plays out.

Re: Arelith Updates!

Posted: Wed Aug 02, 2017 1:15 pm
by ActionReplay
Another update, what?!

Next reset:
Our newest Contributor Kirito has worked on a new Path for Wizards, the Spellsword path. Please bare in mind this is an Experimental Path and subject to change. Information as follows:

Spellsword Path:
Requirement: Wizard with General spell school (no specialization)

* INT bonus to Damage, limited by Wizard Levels / 2
* INT bonus to AC, limited by Wizard Levels / 2
* D6 HP per Wizard Level
* 1 Discipline per 3 Wizard Levels

Whilst the wizard is the dominant class:
* +1 AB at Wizard Level 3, 7, 11, 15, 19, 23, 27
* 1 APR at Level 1, 2 APR at L8, 3 APR at L15, 4 APR at L22 (Note that these will not appear on your character sheet)

In addition, Spellswords lose access to:
* One spell school of their choice
* The conjuration school (relying on their own ability to fight)
* All epic level spells except Epic Mage Armour

Re: Arelith Updates!

Posted: Sat Aug 05, 2017 2:43 pm
by Irongron
Having been raised from the ocean floor Cordor's Flagship is now fully restored and entering service once again (following the next reset).

Re: Arelith Updates!

Posted: Wed Aug 09, 2017 2:03 am
by Peppermint
- Next update, Shadow Mages are being granted a boon! Upon taking their 20th mage level, Shadow Mages will now be granted the Hide in Plain Sight feat. This means that multiclassing into the Shadowdancer class is no longer necessary for HiPS; however, you may still do so should you wish to benefit from the Shadowdancer's other abilities.

Re: Arelith Updates!

Posted: Wed Aug 09, 2017 5:32 pm
by ActionReplay
A couple of slight tweaks to the Spellsword path:

The conjuration school has been re-enabled however the all summoning, creation and binding spells have been disabled for the path.

The bonus dodge AC is reduced to 1 plus 1 per 6 levels (AC 1 at lvl 1, AC2 at lvl6, AC3 at lvl 12 etc) and is only gained IF the offhand is empty (no shield/two handed weapon/bow)

Bonus damage is restricted for melee only.
Gain martial weapon proficiency at lvl 1 and +3 CL against dispels

Re: Arelith Updates!

Posted: Sat Aug 12, 2017 1:39 pm
by ActionReplay
Next reset:

• Polymorph spells & abilities should now restore your spellbook when leaving polymorph. If I missed a spell or ability please PM me. This will not work for Sorcerers at the moment. Please note certain Polymorph effects will not be affected by this, mainly the AoE polymorph by a Wild Surge or a Wish.

• Bunch of new mobs by Cortex that will populate areas in the coming days


Race & Subrace Changes:
• Half-Elf: Gets Dodge Feat. (Applied to existing Half-Elves)
• Orog: Now get 5% Physical Immunity. (Applied to existing Orogs)
• Ogre: Now get 5% Physical Immunity. (Applied to existing Ogres)
• Wild Elf: Trackless Step, Toughness, +1 AC. (Applied to existing Wild Elves)
• Wood Elf: Now are +2 STR, -2 CON (No Elf DEX bonus), Weapon Focus Longbow. (Only applied to new Wood Elves)
• Svirfneblin: +4 deflection changed to +1 Untyped AC. ECL reduced to 2. (Applied to existing Svirfneblins)
• Strongheart Halfling: Lucky replaced with Strong Soul. (Only applied to new Strongheart)

Bloodlines:
Tiefling and Aasimar changed to ECL +1 and no longer have base stat changes (other perks unchanged), they instead get to pick a Bloodline, see below. Bloodlines are only applied to newly created Aasimars and Tieflings, existing ones carry on as they are but with a ECL +1. We might add more Bloodlines to other races in the future. With the ECL +1 this means you can pick a Bloodline and Gifts on top of that as per uge.

Aasimar:
• Bloodline of Duty: +2 STR, +2 CON, -2 CHA, -2 WIS.
• Bloodline of Grace: +2 DEX, +2 CON, -2 CHA.
• Bloodline of Perception: +2 WIS, +2 CHA, -2 DEX.
• Bloodline of Splendour: +2 CHA, +2 CON, -2 DEX.
• Bloodline of Acumen: +2 INT, +2 CON, -2 DEX.

Tiefling:
• Bloodline of Brutality: +2 STR, +2 CON, -2 WIS, -2 CHA.
• Bloodline of Lethality: +2 DEX, +2 CON, -2 CHA.
• Bloodline of Insidious: +2 INT, +2 CON, -2 CHA.
• Bloodline of Allure: +2 CHA, +2 CON, -2 WIS.
• Bloodline of Vision: +2 WIS, +2 CON, -2 DEX.