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.