• Council

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    PuffyP

    Council decisions will be announced once completed

  • Reduce traps count

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    J

    @Cadiz @Gloomy_Sunday and I did the starwater tomb (the eveningstar quest), the traps were all poison, and very strong poison. Have to say, I have done it since and the traps were okay. Maybe some kind of RNG element?

    I dont think there is an issue with traps, they should be plentiful and some powerful ones - more because a rogue should be able to get a trap collection for pvp/pve shenanigans. Too many powerful ones can be problematic. I'd say only poison are actual killers as long as you have someone healing on standby.

    There is a neg energy trap in Redwood that can be triggered multiple times.

  • cannot hand in the letter trail quest

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    ?

    Yeah I believe it happened because it gave the quest to both of us at the same time

  • Buff Thunder Rage

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    sharkinajarS

    Okay!

  • Suggestions About Crafting

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    sharkinajarS

    Perfect! :D

  • Crafting

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    EchoE

    We will not have bloodstones.
    Other stuff is being discussed by the development team.
    If you have suggestions for the CNR system, I will gladly read them. They may or may not be implemented. Please make suggestions in their own thread.

  • Armor models

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    EchoE

    @JoeKickAss said in Armor models:

    alleys & rooftops could be fleshed out a bit

    This post is about adding tailoring models to areas that are NOT inside the city.

    That said, v6956 : Tailoring Models added to Immersea and Eveningstar

    @JoeKickAss said in Armor models:

    murdered manticore could be a good hub for criminals

    That's exactly why it exists, but has nothing to do with the suggestion in the first post.

  • Monks

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    sharkinajarS

    Monks are a really, really good and DANGEROUS class. The main issue is that they REQUIRE good buffs and supplies. Things will be a lot more manageable and easier once cheaper supplies are in for potions and the like, giving monks a hell of a lot of a better life. They can be incredibly powerful, and they are very hard to balance well without going completely out of hand.

  • Quest Item Drop Rate

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    PuffyP

    The way to solve this is just to remove a % of the wands :) nothing hard to do

  • Make Bark/blur/shield cheaper or increase gold payout

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    J

    It can seem as though martial classes are weak doing scripted quests but with really low HP, a lot of two handers can one shot a lot of players.

  • This topic is deleted!

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  • Quest list

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    S

    Since this comes up first when searching for "quest list" I just wanted to place a link to the actual quest list here:
    https://nodebb.cityofarabel.com/post/310610

  • Buffing Martial Stones

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    CitizenBaneC

    Seems like a good change

  • Old? dot commands for looting and ressupply not working

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    Strife and DiscordS

    :person_facepalming_light_skin_tone:

  • Unpopular Opinion: Bring back apps

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    Prof. MisclickP

    Sorry folks, we are not changing this process anytime soon. We moved to ECL because the majority of the players asked gave feedback that apps suck, exclude people and stifle creativity.

    Again we are sorry but we can't please everyone.

  • Lycan tweak suggestions

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    Prof. MisclickP
    ECL 2 and Normal application

    Lycanthropes

    Monk levels not permitted, regardless of base alignment, on Lycans due to balance issues. Take note of the base alignment that most Lycans of a certain type adhere to, shifted and not. It is possible to play a non-standard alignment, but it will require an excellent IC reason outlined in the application to be presented. (A Chaotic Good werewolf, for example) Note: Plane Touched, Genasi, and Lycanthropes are available for all races. Lycanthrope can be applied on top of subraces (water genasi werewolf for example is possible). FINAL LYCAN Inherent properties/abilities Wisdom +2 Darkvision Spot +4, Listen +4 Hybrid Form Extra attack per round BAB 1-5 get 2 attacks per round BAB 6-10 get 3 attacks per round Damage Reduction 10/+1 Damage Reducton 5/+2 AC Bonus (Natural) +4 Gloves are not usable and will force unequipped Weapons/Shields are not usable and will force unequipped Armour is not force unequipped AC from armour is applied while shifted. Properties from armour are applied Claws and Bite are spawned and force equipped on shift Consumables can be used Spells can be cast Special abilities (Bard song, Barb rage etc) can be used Level 4 +1 Enchantment Creature weapons (Does not shown on character sheet but is working in combat log) Claws 1d8+1 Monster damage Bite 1d4 +1 Monster damage. Additional Property- Regeneration: Vampiric +2 10% Movement speed Level 7 +2 Enchantment Creature weapon (Does not shown on character sheet but is working in combat log) Claws 1d10+2 Monster damage Bite 1d6 Monster Damage Additional Property- Regeneration: Vampiric +2 Additional Property- Wounding 3 20% movement speed increase Animal Form Take on STR/DEX/CON of Animal Sub-types

    Werewolf

    Strength +6, Dexterity +2, Constitution +4 Fortitude + 5, Reflex +5, Will +1

    Wererat - Neutral Evil

    Strength +2, Dexterity +6, Constitution +4, Fortitude +4, Reflex +6, Will +1

    Werecat - Neutral Evil / Chaotic Good [Under review]

    Strength +4, Dexterity +6, Constitution +2, Fortitude +2, Reflex +6, Will +2

    Wereboar - True Neutral

    Strength +4, Dexterity +2, Constitution +6, Fortitude +6, Reflex +2, Will +2 NOTES Creature weapon attacks are selected randomly from available choices Creature weapons automatically pierce DR up to whatever DR the creature has 10/+1 allows creature weapons to pierce x/+1 5/+2 allows creature weapons to pierce x/+2 10/+5 (Stoneskin) allow creature weapons to pierce x/+5 On Hit: Wounding can be applied multiple times and works as: https://nwn.fandom.com/wiki/Wounding Regeneration: Vampiric works as:
    https://nwn.fandom.com/wiki/Regeneration%3A_vampiric This is the final lycan subrace for the foreseeable future so we can move on other things. As with everything this is subject to modifications at out discretion.
  • Add better potion rewards to quests

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    CitizenBaneC

    What's easier is to add a potion merchant and increase gold drops. It's FAR easier to control gold than potions.

  • More distance between Southern Arabel Outskirts NPCs and Transition

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    PuffyP

    @Latok said in More distance between Southern Arabel Outskirts NPCs and Transition:

    making them passive

    I'll go for this option

  • Make explorations soloable

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    Sparr0wS

    The xp gains from explorations are super low anyway, like 50 iirc, and they take a fair amount of time to complete.

  • Hunters Union Prestige Store - Suggestions

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    J

    Murdered Unicorn Prestige Items - maybe contraband?

    Purple Dragon Longsword

    Clearly a Cormyrian blade, with the purple's dragon logo scratched off. Will this be enough to stop being considered contraband?

    stats +2 divine(?) or +2 slashing

    Old War Wizard Robes
    Clearly war wizard robes from revolution. The insgnia has been removed.

    stats Spellcraft +2. wizard slot level 1

    Purple Dragon Fullplate
    Old Purple Dragon Fullplate, with the insignia messily scratched. Still clearly purple dragon armour.

    stats +1, +2 discipline

    Old Arabel Militia badge
    An old militia badge with the crown logo scratched off

    stats +2 search +2 spot +1 AC (Natural) versus Chaotic

    Following the same logic:

    Purple Dragon Longbow
    Purple Dragon Helm
    Purple Dragon Large shield
    Purple Dragon Rapier

    Whatever else..? I am very bad at the stats, so might need to revise them.