Arelith Updates!

Irongron
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Re: Arelith Updates!

Post by Irongron » Thu May 17, 2018 10:45 pm

After a decade and a half, Arelith sees the introduction of its first exclusively half-orc location for players.

- Halfbreed Camp added to the Southern Peninsula
- 8 New Quarters, and a number of new NPCs

As always details on homepage.

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ActionReplay
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Re: Arelith Updates!

Post by ActionReplay » Mon May 21, 2018 10:16 pm

UD Update

- The Ogre Fist Trading Company has established a new Trading Post in the Upper Underdark
- New Wilderness Areas in the Upper Underdark, extending travel to the surface
- Stonehold connection to Underdark has been caved in
- The Boreal Keep, a new Arcane Tower for the Underdark, has finished its construction in Andunor

DM Spyre
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Re: Arelith Updates!

Post by DM Spyre » Thu May 24, 2018 9:59 pm

Cordor Update:

- The building always under construction has finally finished.

The building now serves as a property registry and functions to allow players to view all property belonging to the nation of Cordor and to determine whether it is available or not. Green means occupied, Red means available. It will update with the quarter name and owner.

Settlement leaders have a bit extra power in regards to their settlement abilities with the viewing.

-The above system will be expanded to the other nations. Each will have their own unique building - it's just going to take a bit of time.

- Cordor also has added property. Hal got a bit side-tracked with another design.

DM Spyre
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Re: Arelith Updates!

Post by DM Spyre » Tue May 29, 2018 3:19 pm

As of this reset, the following has been updated:

- Skal is no longer PvP-free. The original flags to turn PvP off have been reversed. They were only initially there during the launch of EE and during the time of influx of new player migration. As the dust has settled, it is now been brought in line with the server settings and now you can become dust. (Standard rules apply as always for PvP - Please follow Rule 2 to the letter).

- Minor bug fixes

Two-bladed Sword + Runes: Two bladed-swords acted oddly when runes were to be applied, and were firing an exclusion message when it did not apply to them. This has since been rectified.

Raise Dead / Ressurection Scrolls: These somehow creeped back into sale across Temple NPC vendors; however, have since been removed differently than before to ensure they are gone.

Minor area fixes have been made around the server for some reported bugs.

Irongron
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Re: Arelith Updates!

Post by Irongron » Sat Jun 02, 2018 2:15 am

Canyon of the Lost Kings Update as shown on the Arelith Home Page

- 3 large dungeons added to the Canyon of Lost Kings in Sibayad

- Sibayad Merchant League has finally opened it doors to visitors

- Over a dozen new creatures

Elsewhere...

Quest Giver added to the Deep Gnome Village

Player Cap for each server raised to 250

yellowcateyes
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Re: Arelith Updates!

Post by yellowcateyes » Sat Jun 02, 2018 3:19 pm

Small addendum to the recent Canyon of Lost Kings dungeon expansion:

A new Registry agent has been added to Sibayad.

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Re: Arelith Updates!

Post by Morderon » Sat Jun 02, 2018 11:27 pm

Next Reset/Current reset depending on the server:

-spellc command has been added

If followed by a phrase it will spell check

If followed by -d it will spell check your description.

Certain conversation also have a spell check addition, such as player description, item description, and note writing.

To get suggestions from these, after a you receive a list of misspell words type -spellc with nothing following to get a full list of suggestions.

Type -spellc 1 to get suggestions on the first word, and so on.

Irongron
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Re: Arelith Updates!

Post by Irongron » Sun Jun 03, 2018 4:00 pm

Planar Portals will now work across servers.

Please report any bugs on the bug forum (some people may find they need to reattune)

We'll gradually be restricted some from being used only by surfacers/UDers.

yellowcateyes
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Re: Arelith Updates!

Post by yellowcateyes » Tue Jun 12, 2018 9:21 pm

Spellsword
----------
- INT damage scaling removed.
- Discipline bonus now granted as a flat +15 bonus at class level 28.
- Armor Imbues disabled until critical issues involving Breach (in)vulnerability and stacking are resolved.
- Each Weapon Imbue effect may now only activate once per flurry (once every 2 seconds).
- Spellswords may no longer imbue their weapons using spells from their barred school.

- Spellswords may again be selected as a path at character creation, or sought out as a path in-game.

Barbarian
---------
- Double weapons now scale as 1H Weapons for purposes of calculating bonus Rage damage.

Knight (PDK)
------------
- Being attacked while casting Fear no longer triggers concentration checks.
- Scripted voice lines removed from Rallying Cry and Inspire Courage. Feel free to roleplay your own battle cries.

Summons
-------
- Epic Spell Focus: Abjuration and Mordekainen's Disjunction removed from Epic Dragon Knight summons. Instead, the summons cast Greater Spell Breach.
- The original size and appearance of Black Blade of Disaster has been restored, so that the summon is less prone to getting stuck on doorways and placeables. Arelith-specific enhancements to the summon's stats remain unchanged.

Crafting
--------
- Abeyant Template removed as a component for Lesser Runes.
- Carpentry can now be used to repair shields and polearms. Art can now be used to repair Circlets (and other helmets).

yellowcateyes
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Re: Arelith Updates!

Post by yellowcateyes » Thu Jun 21, 2018 10:04 pm

Ammunition bundles are currently not working on the Cities & Planes server. They continue to function on Surface and Distant Shores. Using a bundle on C&P will result in depleted charges but no generated arrows, bolts, or bullets.

This will be resolved as soon as possible, and an update will be posted here when it is.

Update 1: Damask Arrows and Iron Bullets are still bugged on C&P. Other bundles are functional.

Update 2: Everything is fixed; new system in place. Explanatory post to follow.

yellowcateyes
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Re: Arelith Updates!

Post by yellowcateyes » Fri Jun 22, 2018 10:45 am

Carpentry & Ammunition Update


Carpentry
---------
- New recipes allow for advanced progression in the Carpentry craft skill.
- New Carpentry recipes for spears, large shields and quarterstaves now available.
- A more advanced tier of recipes is now available for Longbows, Shortbows, Light Crossbows, Heavy Crossbows, and Slings (Tailoring).
- Several new fixtures added.
- As mentioned in a prior update, Carpentry can be used to repair all polearms and shields. This applies to repair kits as well.

Thrown Weapon Bundles
---------------------
- Bronze, Steel, Greensteel, and Damask bundles are now available in Forging for Darts, Throwing Axes and Shuriken. The bundles are listed in the respective thrown weapon's category.

Ammunition
----------
- Recipes for existing ammunition bundles streamlined, with fewer intermediary steps and steadier crafting point cost / DC scaling.
- Bundle properties no longer transfer to created ammunition. That is to say, enchanting a bundle and adding essences / spells to a bundle will not transfer those benefits to produced items. Similarly, it is no longer possible to apply essences directly on ammunition. This system has been replaced with assembly templates (see below).

Assembly Templates
------------------
- Assembly templates are separate items which store essences and imbued spells. These templates can be used to enchant ammunition.
- Each bundle now comes with a 'Unique Power: Self-Only' and a 'Unique Power' targeted ability. The first can be used to produce unenchanted ammunition. The second can be targeted on an assembly template and will produce ammunition enchanted with the properties stored on that template.
- Assembly Template recipes exist for Forging, Carpentry, and Art. More advanced template recipes can store more essences and spells.
- Templates have two types of slots: Stable Essence Slots and Unstable Essence Slots:

A stable essence slot can be filled only by permanent essences (simply use the essence on the template). A stable essence slot, once filled, will last the entirety of a template's lifetime.

An unstable essence slot can be filled only by temporary essences and weapon-enhancing spells (use the essence or cast the spell on the template). Each unstable essence slot has it's own limited charges. Once depleted, the slot will have to be filled again. Note that the power of a temporary essence will degrade slightly when transferred to an unstable essence slot.

- Templates have far more charges than bundles, and will allow ranged characters more economical access to added sources of damage. The basic types of assembly templates are simple and accessible to make. More advanced models will require significant investment, but will also carry more essence slots (therefore allowing for more heavily-enchanted munitions).

Be aware that templates will accept weapon-enhancing spells that previously could not be cast on bundles. The power of an unstable essence slot will depend on the Caster Level of the spell that fills it. It would be wise to experiment.



Ranger
------
- Archer and Sniper paths combined. Existing Archers will get any missing feats on level-up, and existing Snipers will get the use/day ability to create ammunition. Character creation options now limited to the combined Archer path.
- The once/day ability of the combined Archer path will now create arrows, bullets or bolts of the appropriate type based on which ranged weapon(s) the archer has invested a Weapon Focus feat in.
- The combined Archer path now gets Rapid Reload at level one.


Tips & Tricks for Finding the New Recipes:
-------------------------------------------------------------
- The new final products are in the usual categories in Carpentry (and, in the case of the Sling, Tailoring).
- The Assembly Templates are in Basic Crafting Component category in Carpentry, Forging, and Art.
- Throwing Weapon Bundles are in the categories for their respective weapon in Forging. (e.g., the Greensteel Throwing Axe Bundle is in the Throwing Axe category).
- Bundles in general have been simplified. Part of the simplification is that they use raw ore instead of worked ingots.
- All of the new intermediary products, except for Dragon Oil and both types of Gears, can be found in Carpentry. Many can also be found in Herbalism or Alchemy. Dragon Oil is produced by Herbalism or Alchemy, and both types of gears are produced by Forging.
- Charcoal can be produced as a result of making Pine Tar. The recipe for Pine Tar is in Carpentry and Herbalism.
- Small Seed Balm, Hardwood Resins, and Natural Gums are in the 'Materials' categories of Carpentry and Herbalism.
- Emulsified Oil, Hardening Finish, and Ashwood Stabilizer are in the 'Materials' categories of Carpentry and Alchemy.

yellowcateyes
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Re: Arelith Updates!

Post by yellowcateyes » Sat Jun 23, 2018 12:24 am

The Ranger archer path innate ability for creating ammunition once per day should now be working again.

A short summary of where to find the new recipes has been appended to the above announcement.

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