September 2021

Changelog 7

New

Creatures:

  • Animated Roses: A weak creature with a ranged poisonous attack. They are dangerous in groups. These plants can regrow if not harvested quickly.

  • Animated Daisies: A weak creature with a poisonous pollen attack. They are dangerous in groups. These plants can regrow if not harvested quickly.

  • Animated Foxglove: A weak creature with a poisonous whip attack. They are dangerous in groups. These plants can regrow if not harvested quickly.

  • Budding Animated Roses: An exceptional weak creature with a ranged poisonous attack. They are dangerous in groups. These plants can regrow if not harvested quickly.

  • Budding Animated Daisies: An exceptional weak creature with a poisonous pollen attack. They are dangerous in groups. These plants can regrow if not harvested quickly.

  • Budding Animated Foxglove: An exceptional weak creature with a poisonous whip attack. They are dangerous in groups. These plants can regrow if not harvested quickly.

  • Giant Animated Roses: A large creature with a ranged poisonous attack. They are dangerous in groups. These plants can regrow if not harvested quickly.

  • Giant Animated Daisies: A large creature with a poisonous pollen attack. They are dangerous in groups. These plants can regrow if not harvested quickly.

  • Giant Animated Foxglove: A large creature with a poisonous whip attack. They are dangerous in groups. These plants can regrow if not harvested quickly.

  • Feral Werewolf: Dangerous monsters that have lost control of their senses. They hunt by night and can terrorize small towns indefinitely.

  • Feral Dire Werewolf: A larger, more powerful form of werewolf. Driven by hunger and the scent of blood, these werewolves can decimate a village with little resistance.

  • Feral Pack Leader Werewolf: The final stage of maturity for feral werewolves. Very few reach this age, but those that do lead packs of wolves and werewolves that hunt in a large area feeding on any game or livestock they can find.


Weapons:

  • The popo pistol: a legendary mugen pistol that doesn’t need to be charged.


Gem Tech

  • Amethian Personal Shield Light/Medium/Heavy: These personal shields grant a significant increase to the user’s elemental DR for a short time.

  • Hei-an Personal Shield Light/Medium/Heavy/Holy: These shields grant the user a powerful overshield

  • Naeyean Personal Shield light/medium/heavy: These shields cause attackers to gain levels of aetherealized and when broken inflict aether burn in a small area.

  • Psi Shield light/medium/heavy: These shields grant the user overshields that block a moderate to large amount of psionic damage.

  • Zol Impact Shield light/medium/heavy/industrial: These shields block the user from gaining status effects.

  • Zol Personal Shield light/medium/heavy: These shields give the user immunity to status effects for a short time.


Artifacts:

  • Alterationist’s Key: A prized artifact that can be shaped freely

  • Staff of the Druid: Use this staff to topple trees on your enemies like any druid


Terrain:

  • Magic void terrain: No magic or gifted powers can exist here. Being in this area drains your magic and health.

  • Antimagic: Spells and normal magic do not function here.

  • Stress field: Gifted suffer severe penalties in these areas.


Perks:

  • Fortifying Mage: level 12, 24, and 32. These perks increase the duration of your spells.

  • Fortifying Archmage: level 40 and 46. These perks significantly increase the duration of your spells.

  • Combat Archmage: level 40 and 46. These perks significantly increase the damage of all spells.

  • War Cleric: Level 12, 24, and 32. These perks increase the healing your spells give.

  • Archcleric: Level 40 and 46. These perks significantly increase the healing from your spells.

  • Suppression Mage: Level 12, 24, and 32. These perks increase the AOE of your spells

  • Suppression Archmage: Level 40 and 46. These perks significantly increase the AOE of your spells.

  • Siege Mage: Level 12, 24, and 32. These perks increase the duration of spells that buff your allies and increase the number of targets you can have.

  • Siege Archmage: Level 40 and 46. These perks significantly increase the number of targets and duration of your buff spells.

  • Gnomish Innovation: Level 6 and 12. These perks allow gnomes to infuse weapons and armor with spells.

  • Fluid Motion: Level 38, this perk lowers the AP cost of finesse weapons when dual or quad wielding them.

  • Fluid motion - Finesse: Level 38, this perk lowers the AP cost of one and two handed weapons when dual or quad wielding them.


Mechanics:

  • Helping: Characters can now help each other when using different skills.

  • Overshield: Characters have many ways of granting themselves an overshield. This standardizes the terminology and how they function.


Changes

  • Blind bio-mod was reworked.

  • Cleric, this class has received a number of small buffs and new abilities to help greatly improve its viability.

  • Acid strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Air strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Disease strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Earth strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Electric strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Fire strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Ice strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Magic strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Poison strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Sonic strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Water strike, rank 6 bio-mod: The damage and hit bonus have been improved.

  • Venom Spray, rank 5 bio-mod: This has been reworked to be more useful and scale more effectively.

  • Potent Venom Spray, rank 6 bio-mod: This has been reworked to be more useful and scale more effectively.

  • Deadly Venom Spray, rank 7 bio-mod: This has been reworked to be more useful and scale more effectively.

  • Damage Resistance: DR was originally for every 3 points of general DR you have, all incoming damage is reduced by 1%. DR is now for every 15 points of general DR you have, all incoming damage is reduced by 5%. This is a minor change that reduces potential confusion and makes using DR more user friendly.

  • Gather elemental foliage, herb collection, and similar perks and abilities have had the number of rolls required reduced/. They now provide a guaranteed income of common ingredients.

  • Lycanthropy, dire lycanthropy, and arctic lycanthropy have been renamed to Therianthropy, Dire Therianthropy, and king Therianthropy.