Arelith Updates!

Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 1894
Joined: Tue Sep 09, 2014 7:13 pm

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.

User avatar
ActionReplay
Project Lead
Project Lead
Posts: 1103
Joined: Mon Sep 08, 2014 5:09 pm
Location: Sweden

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

Spyre
Dungeon Master
Dungeon Master
Posts: 928
Joined: Sat Jun 10, 2017 10:33 pm

Re: Arelith Updates!

Post by 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.

Spyre
Dungeon Master
Dungeon Master
Posts: 928
Joined: Sat Jun 10, 2017 10:33 pm

Re: Arelith Updates!

Post by 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
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 1894
Joined: Tue Sep 09, 2014 7:13 pm

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
Contributor
Contributor
Posts: 1306
Joined: Fri Sep 12, 2014 2:02 am

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.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

Morderon
Contributor
Contributor
Posts: 1005
Joined: Mon Sep 08, 2014 2:24 am

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
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 1894
Joined: Tue Sep 09, 2014 7:13 pm

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
Contributor
Contributor
Posts: 1306
Joined: Fri Sep 12, 2014 2:02 am

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).
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

yellowcateyes
Contributor
Contributor
Posts: 1306
Joined: Fri Sep 12, 2014 2:02 am

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.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

yellowcateyes
Contributor
Contributor
Posts: 1306
Joined: Fri Sep 12, 2014 2:02 am

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.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

yellowcateyes
Contributor
Contributor
Posts: 1306
Joined: Fri Sep 12, 2014 2:02 am

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.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

yellowcateyes
Contributor
Contributor
Posts: 1306
Joined: Fri Sep 12, 2014 2:02 am

Re: Arelith Updates!

Post by yellowcateyes » Mon Jun 25, 2018 12:42 pm

Assembly Templates
-------------------------------
- Basic and Simple models do not degrade.
- Temporary essences do not degrade in power when translated to Unstable Essence slots.
- Stable models can be maintained with repair kits.

Note that the above changes may not apply to already-existing Basic, Simple, and Stable templates. The temporary essence adjustment, however, will work with all templates, new or old.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

Morderon
Contributor
Contributor
Posts: 1005
Joined: Mon Sep 08, 2014 2:24 am

Re: Arelith Updates!

Post by Morderon » Thu Jul 05, 2018 9:29 pm

Next reset there should be a new entry conversation.

What players should know are:
1) Pages are only shown if they would have options dependent on your character.
2) Award subraces have been moved to the award menu.
3) Subraces/bloodlines now apply their stats at level 2, as well as level 1, instead of just level 1. In the instance you level before going through the conversation.

yellowcateyes
Contributor
Contributor
Posts: 1306
Joined: Fri Sep 12, 2014 2:02 am

Re: Arelith Updates!

Post by yellowcateyes » Fri Jul 06, 2018 10:08 pm

Archers / Ammunition
--------------------
- The Archer path now supports Thrown Weapon Focus feats, in regards to daily ammunition bundles.
- Template properties should now show correctly when displayed in a player-owned shop.

Spellsword
----------
- Weapons can no longer be imbued from item-based spellcasting. This includes spells cast from scrolls and wands.
- Third tier imbues now properly consume spell components.

Divine Might
------------
- The 1.5x damage bonus on 2H weapons is now available to Clerics, in addition to Paladins and Blackguards.
- The damage bonus now supports the -twohand weapon mode. Note that this feature is tentative, and its effects will be watched.

Caster Level
------------
- The caster level bonus granted by Pale Master and Harper Scout no longer applies to the caster level of spells cast from items such as wands and scrolls.

Misc
----
- Abyssal spawns and miscellaneous Underdark monsters have been reworked, courtesy of the monster development team.
- New weapons and armor have been added to the loot matrix, courtesy of Cortex.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

yellowcateyes
Contributor
Contributor
Posts: 1306
Joined: Fri Sep 12, 2014 2:02 am

Re: Arelith Updates!

Post by yellowcateyes » Sat Jul 07, 2018 2:56 pm

Lore & Streams
------------------------
- The Lore skill now allows for an additional chance of finding documents of interest when investigating bookshelves. This chance is based on base Lore ranks only, with the exception of the Legend Lore spell.
- After the next reset, memory prisms will be available as an Art recipe under Gems. Though their exact functionality will have to be explored in-game, these items will permit high-level casters to pass on stream knowledge to another character.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

yellowcateyes
Contributor
Contributor
Posts: 1306
Joined: Fri Sep 12, 2014 2:02 am

Re: Arelith Updates!

Post by yellowcateyes » Tue Jul 10, 2018 10:01 pm

Ammunition & Templates
-----------------------
- Unstable essence slots can be now be replaced prior to being consumed. Unstable essence slots will be replaced in the order in which they were filled.

Example: A template has two unstable slots. The first and second temporary essences used on that template will fill slots one and two, respectively. The third temporary essence will replace slot one, and the fourth will replace slot two.

- Standard and Complex Templates now only have unstable essence slots.

A Standard Template has 3 Unstable slots and 0 Stable slots.
A Complex Template has 4 Unstable slots and 0 Stable slots.

This will affect new standard and complex templates but not old ones. Expect this to be the last major change to template items in the near future.


Racial Abilities
----------------
- The innate abilities token is now flagged as Mundane.
- Racial spells (Darkness for Drow, Invisibility for Svirfneblin and Duergar, War Cry for Gnolls, etc.) are now infinite use and on cooldown.
- The cooldown for Gnoll War Cry is reduced with character levels, on a similar scale to the previous use/day system.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

Morderon
Contributor
Contributor
Posts: 1005
Joined: Mon Sep 08, 2014 2:24 am

Re: Arelith Updates!

Post by Morderon » Thu Jul 26, 2018 9:14 pm

Small update:

Descriptions saved under corpse, all lower case, should be copied over to your corpse/pile of dust/soulless husk when you inevitably die.

Spyre
Dungeon Master
Dungeon Master
Posts: 928
Joined: Sat Jun 10, 2017 10:33 pm

Re: Arelith Updates!

Post by Spyre » Thu Jul 26, 2018 9:47 pm

Minor Update:

-Loading Area is less bland and more identifiable with three portals on each server. They function as they have normally. Please report any issues.

-Minor area fixes around the server - waypoints corrected for some escape placeables, and areas rotated to properly represent the compass orientations.

Morderon
Contributor
Contributor
Posts: 1005
Joined: Mon Sep 08, 2014 2:24 am

Re: Arelith Updates!

Post by Morderon » Mon Jul 30, 2018 11:46 pm

Next Reset:

For surface: Settlements have begun offering extra storage through that settlement's bank for citizens.

For UD: The same service is provided within the District house, near the quarter master.

Not yet implemented but soon will be: You won't be able to save any items if your settlement is in economic decay, though any items already in storage will remain until retrieved.

If you leave a nation without retrieving your items, your items remain with that nation.

We also reserve the right to purge, or otherwise do something interesting with, the items left behind by long-term inactive characters.

Spyre
Dungeon Master
Dungeon Master
Posts: 928
Joined: Sat Jun 10, 2017 10:33 pm

Re: Arelith Updates!

Post by Spyre » Tue Jul 31, 2018 2:55 pm

As of this last reset:

- Cross-server portalling functions as intended. A change occurred which resulted in unexpected behaviour; however, Morderon is a scholar and a gentleman and fixed this for you all. Your legs can thank him from having to walk so far.

- Writing Paper and the resultant writing are no longer 0.5 lb per article. This made carrying notes, documents, love letters and gossip a chore for any non-strength character. Instead, they now weigh 0.1 lb per piece of paper.

-Minmir Hills (Wooded Slope) now has its resources added back after being rotated to appropriately follow intended travel direction.

-Minor fixes to other areas.

yellowcateyes
Contributor
Contributor
Posts: 1306
Joined: Fri Sep 12, 2014 2:02 am

Re: Arelith Updates!

Post by yellowcateyes » Tue Jul 31, 2018 7:16 pm

OCCULT UPDATE

Summoning
---------
- Several new streams are now hidden throughout the gameworld.
- Planar Ally, Planar Binding, and Lesser and Greater Planar Binding summons now last hours/level. Those same spells have been decoupled from Conjuration foci bonuses.
- Gate summons have been buffed with DR and added AB/Damage.
- The spell lists of several higher-end summons have been trimmed.
- Ancient Water Elemental regen aura has been reduced to +3 per round.
- Earth Elementals now move slightly faster.
- Air Elementals now have +2 AC. The Ancient Air Elemental is now summoned with a damage aura that does Electric damage against all hostiles in range.


Undead Summoning
----------------
- Undead Summoning now has 7 Tiers.
- Tier 1 is unchanged, and applies when Undead Caster Level (UCL) is 1-4.
- Tier 2 are new summons, applying when UCL is 5-8.
- Tier 3 are the summons formerly Tier 2. They have been buffed slightly, and are summoned at UCL 9-12.
- Tier 4 are the summons formerly Tier 3. They are summoned at UCL 13-16.
- Tier 5 are new summons that are summoned at UCL 17 and above.
- Tiers 6 and 7 are summoned by the Mummy Dust Epic Feat.
- Epic Spell Focus: Necromancy now adds 1 use/day of Create Greater Undead to the Innate Ability token.


Warlocks
--------
- The first damage type available to Fey Pact warlocks is now Acid, rather than Cold.
- The second damage type available to Infernal and Abyssal Pact warlocks is now Cold, rather than Acid.

General
---------
- Acid can now be used for mining resources.


Abyssal and Infernal Pact Warlocks
----------------------------------

Blood-Sealed Pact

- So long as the Warlock's Summon is present, the warlock receives bonus Blast damage equal to their Charisma modifier.

Eldritch Essence

A warlock's eldritch blasts now perform additional effects based on the damage type used. These eldritch essences apply to the Fire, Cold, and Negative damage types.

Essence of Fire: Debuffs the affected target's AB, and buffs the summon's AB for 4 rounds. Does not stack; each successive strike merely renews the duration. Scales based on the warlock's caster level:

Warlock Level 4: -1 AB to Target, +1 AB to Summon
Warlock Level 12: -1 AB to Target, +2 AB to Summon
Warlock Level 20: -2 AB to Target, +3 AB to Summon
Warlock Level 28: -2 AB to Target, +4 AB to Summon


Essence of Cold: Debuffs the target's AC, and buffs the summon's AC for 4 rounds. Does not stack; each successive strike merely renews the duration. Scales based on the warlock's caster level:

Warlock Level 4: -1 AC to Target, +1 AC to Summon
Warlock Level 12: -1 AC to Target, +2 AC to Summon
Warlock Level 20: -2 AC to Target, +3 AC to Summon
Warlock Level 28: -2 AC to Target, +4 AC to Summon


Essence of Life-Steal: Steal's the target's HP and heals the summon. This adds an extra 1d4 Negative blast damage for every 3 Warlock levels, and heals the summon for 1d4 for every 3 Warlock levels. No healing takes place if the target is immune to negative energy damage.


Blackguard
-----------
- The Bull's Strength spell-like feat now always results in +4 STR instead of +1d5 STR.


Pale Master
-----------
- Class levels now count as full caster levels for the purpose of resisting dispels.
- Class levels now count as full caster levels when casting spells of the Necromancy school.
- Deathless Master's Touch is now on a ten minute cooldown. The DC is now increased by the Pale Master's Intelligence or Charisma modifier (whichever is higher) and by Spell Foci in Necromancy, but now also respects death immunity. When used on an Undead Summon, this ability will heal that summon; this effect scales up with Pale Master class levels.
- Certain Necromancy School spells now function differently when cast by a Pale Master:
Ray of Enfeeblement scaling uncapped.
Death Armor scaling uncapped, additional damage scales at +1 per CL instead of +1 per 2 CL.
Scare HD limit removed.
Circle of Death HD limit is equal to Caster Level, if Caster Level is above 9.
Horrid Wilting will only do half damage against friendly targets.
Energy Drain and Enervate have +4 DC.
- At class level 10, the Pale Master gains Epic Spell Focus: Necromancy, so long as she already has Greater Spell Focus: Necromancy.
- At class level 13, the Pale Master gains Epic Spell: Mummy Dust so long as she has at least 20 Intelligence or Charisma.
- At class level 16, the Pale Master gains Epic Spell: Dragon Knight so long as she has at least 20 Intelligence or Charisma.


Containers (Courtesy of Spyre)
-------------------------------
Book bags have been added into the crafting template. These bags can hold player created, and palette-supported books meaning you can add Books, and Phrasebooks. Notebooks and Stream books cannot be added. Presently, there is a risk of weight reduction being removed from books added in. However, a weight reduced book bag is being added soon. All books can be previewed and read from within the book bag.
Last edited by yellowcateyes on Mon Aug 06, 2018 5:28 pm, edited 8 times in total.
Dinosaur Space Program is my working partner on Arelith-related projects. If my inbox is full or I take a while to get back to you, feel free to PM them questions or concerns.

Morderon
Contributor
Contributor
Posts: 1005
Joined: Mon Sep 08, 2014 2:24 am

Re: Arelith Updates!

Post by Morderon » Tue Jul 31, 2018 9:34 pm

Faction salary/dues have been temporarily disabled.

Mechanical Award Refunds:

Character of level 4 and lower will have any awards used refunded by use of -delete_char. Typing -delete_char once will tell you which award that character is eligible for, if any.

This opportunity is no longer available if a character reaches level 5, even if they are to delevel.

Morderon
Contributor
Contributor
Posts: 1005
Joined: Mon Sep 08, 2014 2:24 am

Re: Arelith Updates!

Post by Morderon » Tue Jul 31, 2018 11:52 pm

On the bookbags:

Don't place multiple books of the same name inside the bookbag, the contents of one may overwrite the other.

Morderon
Contributor
Contributor
Posts: 1005
Joined: Mon Sep 08, 2014 2:24 am

Re: Arelith Updates!

Post by Morderon » Sun Aug 05, 2018 12:17 am

Next reset settlements can invest in how much storage they offer citizens:

LOW: 3 additional items, 5000 of metal, wood, and stone.
MED: 3 more items from low, 10000 metal, wood, and stone.
HIGH: 3 more items from med, 15000 metal, wood and stone.

These resource cost increase if the settlement has 70 or more citizens, depending on the amount of citizens.

The resources are paid up front and every new year. If you're upgrading, the upfront cost is the difference between what you currently have and the new level of investment.

Settlement leaders will find the option through their registrar.

If the settlement goes from a higher to lower investment: You can retrieve your previously saved items, but you can't save anymore items until your below the current limit.

Post Reply