Changes to the module
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A few spells has been slightly modified to improve their usefulness.
-Horizikaul's Boom No will save
Deafness extended from 1d4 rounds to 2d4.-Ice Dagger Fort save vs slow for 1d4 rounds.
-Balagarn's Iron Horn Knockdown extended from 1 round to 2.
-Gedlee's Electric Loop Stun extended from 1 round to 2.
-Ghoul Touch Duration extended from 1d6+2 rounds to 1d8+3
-Tasha's Hideous Laughter Duration extended from 1d3 rounds to 2d3 rounds.
The following spells have been corrected.
-Elemental Shield Actually lasts a number of rounds equal to twice the caster level.-Minor Globe of Invulnerability Duration is doubled
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Having "Spell focus: Abjuration" and "Greater spell focus: Abjuration" will allow the following spells to be casted as if 2 and 4 levels higher, respectively:
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Shield
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Lesser Dispel (only +1/+2 for this spell)
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Dispel Magic
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Minor Globe of invulnerability
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Greater dispelling
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Lesser Spell Mantle
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Globe of Invulnerability
These caster levels are added after the caster'cap for the dispels is calculated allowing you to go over it, i.e. a level 4 wizard with greater spell focus abjuration will have a +6 on his roll when casting lesser dispel.
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- CoG technology should no longer trigger Carniphages at Ruins.
- Player bags will now recognize their owners, and copy all of their items to their owners inventory once opened. We are implementing a new version of the death system to ensure no one loses their items anymore given crashes.
- Added new chat command for Hoods. Type .hood on, and you will be able to wear a hood. .hood off removes the hood. Note: some races aren't supported for they don't have hooded heads, sorry.
- A few other perks put into, but you get to find out in character ;)
Enjoy.
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- Added new system that will allow players to do anonymous sendings. Messenger boys that will ask for their price (they do need to make a living, afteral), in return for discretion.
Enjoy.
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- Pure class bonuses now apply on login, the books are no longer required. The magical bonus icons on the top right when pure class bonuses are applied will no longer show. Please report any bugs immediately.
- Subraces should now apply properly.
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Added .backpack and .quiver commands (on/off)
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Added familiar bonuses. Now having a familiar summoned with you will grant you some nifty perk. FOIC too.
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Any light and medium armor equipped by bards should be adding a spell failure decrease property.
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Several other perks that are FOIC.
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There are a few new chat commands for you.
Bards: .spellfail on and .spellfail off, will let you toggle the spell failure on your light and medium armors for crafting purposes. Its good that, if your armor bugs and removes the spell failure reduction, you may use .spellfail on to activate it back.
.setspawn - This new command will let you set your spawn point to any area that we allow. Since we are still testing this, there are very few areas that we are allowing at the moment.
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Balagarn's duration has been returned to 1 round.
Lesser Planar Binding, good version, will now summon a lantern archon with the correct skin. More informations here
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- Added 9 Animate Dead themes.
- Added .compandesc command to let you set the description of your companion. Works with paladin squires.
- Added .bedroll and .greatsword commands, both on-off, to add a backpack with bedroll to your back and to add a greatsword to your back.
- Fixed Oath of Wrath spell for clerics.
- Modified Familiar bonuses to work faster.
- Removed Familiar XP Penalty if the familiar dies.
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Animal companions and summons will now poof when you logout. No more party wipes, I hope.
Cheers
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- .poison bracer and .poison glove added.
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Its been so long since I post here. LOLOLz, yet that doens't mean things aren't getting done. A good bunch of new secrets spread through the module, new areas, revamped areas, updated areas and a few new systems you can FOIC.
Cheers
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The Fallow Rods are going offline in 24 hours.
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Added a memorial to the Hart assassins in the Tyche Temple, and one to Azalyn in the guild.
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-Fallow rods are now defunct.
-Pureclass Barbarians no longer get bonuses to damage, though they retain everything else.
-Added six new fighter kits. System is not yet online, will be soon. -
-Added a socket crafting kit, that players can use to add sockets to mundane items.
-Socket gems are now much more prevalent and spread over quests, not yet full quest coverage. Should be done in a few days. -
Six fighter kits are in. More coming in over the week. You'll only be able to choose the ones you meet the requirements for.
I'll do a writeup later.
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We have just added a major persistent system for Gardening and Planting for all the nature-king-loving-PC's. Trees that provide fruit, flowers and wood that can be used in many ways: in the most delicious pie, or in the vilest of the poisons ever made. Seeds will be scattered and findable IG by quests and DM loot, as usual.
Once you have access to such seeds, all you need to do is understand the perfect soil it will grow (finding IG lore concerning them) and go around planting them.
Enjoy.
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Added a little more support for less used multiclass builds. Specifically, items for Fighter/Wizard, Barbarian/Sorcerer, Wizard/Cleric. If you have ideas for anything, or anything comes out too OP, please let me know.
Finished implementation of animal companions. Deadlock apparently never quite got it all in.
There are now several more animals that scale with the ranger/druid's levels. There are also very rare spawns of specific unique kinds of animals that can be companions. These should be about twice as common as White Stag spawns, and may appear on certain specific quests.
There is in-game lore you can discover about all of these creatures.
Additionally, perhaps a player who is familiar with the druid system on the player end can PM me details, ideas, and a "Guide for New Players"? That would be lovely.
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An announcement of importance to nature based characters.
The really, really, really, really hideous druid glade put in quite awhile back (you know, the one with a nameless NPC in a square 'grove' of special hideousness has now been removed from the module.
In its place, there is now a druid glade in the Bospir Maze (which by the way, I redesigned because while it is an amazing area, the DM who put it in never actually gave it any purpose). Now the glade and the Maze are both going to contain some really amazing back story and mysteries. There will be quite a bit to explore, treasures to find, mysteries to solve here–as well as some great possibilities for conflict characters (even between druid players) and all of it will tie into some of the DM's plans for our next iteration of Arabel.
There are probably has a few bugs (especially in the "winter grove" so please SCREENSHOT the issues when you find them so that I can fix them).
In the coming weeks/months I'll be making a few more adjustments to this area just to get it all right. Feel free to make helpful suggestions.