March 2022
Changelog 13
New
New Class: Monk - Way of the Staff!
A staff focused Monk class, with abilities that appropriate unarmed effects, increase your defenses, and make you much more mobile.
Weapons and Armor pieces have now been given nifty little descriptions, telling you a little about the item. We’re very proud of them! Doing this has also led us to go over many of our weapons and armor pieces with a fine toothed comb, so to speak, leading us to make a lot of changes, and even add a whole bunch of new items!
Armor
Clothing
Worker’s Garb (Common): Gives a point of Fortitude
Simple Dress (Common): Cheap dress as an alternative to plain clothes, has no effect
Alikeer’s Barbaric Trousers (Prized): Trousers that protect against the cold and make barbarians even scarier
Helmets
Full Iron Helm (Uncommon): A soldier’s helmet
Full Steel Helm (Uncommon): A knight’s helmet
Rhosar’s Crown (Legendary): The crown once worn by Rhosar, back when he was a mortal king.
Shields
Mithril Tower Shield (Prized): A lightweight tower shield that can activate its Shield Wall ability as a swift action instead of a full action.
Bulwark of the Portal (Prized): A round shield that lets the user strike at any target in line of sight with a single attack.
Weapons
Bladed Melee
Basket-Hilted Broadsword (Uncommon): A sword with a large protective handguard.
Lightning Rod Spear (Rare): A spear that serves as a lightning rod, protecting the user from such attacks and then enhancing the next strike.
The Wanderer’s Edge (Legendary): A blade with a mirror sheen, which purges the dissonance of any hit with it, then hurts them with it. It can also cure mind control, break curses, and purge possessing spirits.
Mugen Spear (Prized): When a Mugen Spiker is destroyed, its spikes become sought after weapons with high potential for anyone skilled in enchanting.
Two-Handed
Pickaxe (common): It’s a pickaxe, meant for mining, but a serviceable weapon.
Pike (common): A very long spear with excellent reach.
War Pick (uncommon): A pickaxe favored by dwarves, forged for battle, but usable for mining.
Thrown Weapons
Rock (common): It’s just a rock. Anyone can pick up and throw a rock.
Iron Chakrams (common): A ring of sharpened iron, made to be thrown.
Broken Disease Mugen Core (rare): A damaged Mugen core that creates an explosion of unknown diseased fluid when used. Does not require the Focus Magic spell to activate, like all broken Mugen cores.
Finesse Weapons
Parrying Dagger (Uncommon): A dagger meant to be used in conjunction with another weapon. If you are able to competently dual wield, using this weapon makes it much easier to avoid attacks.
Swordbreaker Dagger (Rare): A dagger meant to disarm your attackers
Flintlock Guns
Squalus Pistol (Rare): A special pistol made to be used underwater.
Beast Slayer’s Handgun (Rare): Getting a critical hit with this pistol makes it easier for you and your allies to crit your target (if they survive long enough for that to happen).
Rail Pistol (Prized): A pistol with an enchanted barrel that propels any round fired from it at incredible speeds, allowing it to pierce foes.
Flintlock Ammo
Abyssalite Bullet (Rare): A bullet made of abyssalite, made to allow any gun to be fired underwater.
Bound Lead Bullet (Prized): A bullet that repairs itself once it comes to a stop and then teleports back into your inventory.
Enchanted Gem Blast Round (Prized): A gem round that trades range for spread, and turns blunderbusses into powerhouses.
Bullet of Fate (Legendary): This silver bullet will seek out a known target and make every attempt to hit it, finding a path to said target however it can. It then flies back to the user, regardless of whether or not it could carry out its mission.
Afterimage Round (Legendary): This musket ball hits three times, dealing triple damage.
Sizes
Colossal size has been added.
All sizes now show a suggested size range, and more detail.
Gifted Powers
Scramble Senses (rank 8): Can blind, paralyze, daze, or stun the target.
Artifacts
Coin of the Marksman (prized): Shoot this coin to ricochet it into an enemy! It’s cool!
Status Effects
Doomed: Doomed targets take a minimum of 100 damage from every successful hit, regardless of DR or other resistances.
Changes
Armor
Many armor pieces have had their prices changed. Not all price changes are listed.
The Heads Up Display (legendary helmet) now tells you the health, status, and equipment of yourself and anyone in 50 feet of you. It also allows you to spend a full action to locate anyone within a 50 foot radius of you, even through walls or invisibility effects. Its value has increased to 8 PP (was 7 PP)
The Kobold Shaman Mask (prized helmet) now grants up to +3 to Devotion rolls if you have maxed out your Devotion.
The Resonating Helmet (rare) now negates the Deaf bio-mod while worn.
Lightweight Dragon Hide Helmets (legendary) now let you gain breath weapons when hit by them, as long as you are wearing at least 2 other pieces of said dragonhide armor.
Lightweight Imperex Hide Helmets (prized) now make Subsurface creatures neutral towards you, as long as you’re wearing at least 2 other pieces.
Lightweight Kraken Hide Helmets (rare) now allow the wearer to breathe underwater for up to 2 hours.
“Makeshift” type shields (common) have been renamed to “Patchwork” shields
Arc’s Stealth Armor (prized medium armor) now gives the wearer a 15 foot swift action teleport that does not require line of sight.
Life Line’s Suit (legendary medium armor) has been renamed to “Blight King’s Leathers.” It now confers full immunity to Blighted and Corrupted, and completely negates all blight and corrupt blight damage.
Cuirass of the Resilient (legendary medium armor) now gives immunity to the negatives of most status effects.
The Finsuit (prized light armor) is now made of and repaired with Hadalite, and provides a +8 Sneak bonus while swimming.
All versions of Ironmaster’s Soldier’s Armor (light, medium and heavy) have been given set overshield health and tweaked recharge times.
Spells
All CL 1 to CL 2 have been tweaked or reworded to improve the general quality of the spells.
Lesser Scorch (CL 2 Necromancy) is now a CL 1 necromancy spell.
Lesser Blackfire Ray (CL 2 Necromancy) now deals more damage and deals corrupt blight damage. -p
Weapons
Many weapons have had their prices changed. Not all price changes are listed.
Bows across the board have received tweaks to their damage. Previously, bows worked on a half-baked “draw” mechanic that no one liked or used, and also required rolling OBSCENE numbers of dice for basic damage. The purpose of this was to ensure a decent amount of minimum damage, after a long streak of bow users whiffing their damage rolls convinced us there was a problem. This is no longer the case. In addition to having normal, sensible damage dice again, nearly all bows have had a set amount of guaranteed damage baked into them. Many bows have also had their AP and/or values tweaked to try to keep up with this change. We look forward to your feedback.
Bow of Fate (legendary bow) now increases your max AP by 40 during your next turn, if only one arrow is fired during your current turn. This can even increase your max AP over the 150 AP limit.
Fine Hunting Bow (Prized bow) now fully refills your AP on a successful hit, instead of refunding half of your used AP and the action. The refunding AP was a time-consuming pain to calculate and apply, so this should make it much less of a headache. Also added a tidbit that game animals can’t avoid attacks from this bow. It also uses D20s if it would get extra dice of damage.
Mika’s Bow (legendary bow) now costs 65 AP (was 60), and has had its damage changed to 500 + 5D100 (was 180D6). It cannot be damaged or improved, but benefits from effects that would apply to master crafted weapons.
Luna’s Bow (legendary bow) now cannot be damaged.
Lover’s Arrows (legendary arrows) no longer deal damage. Targets struck with it now fully trust the attacker, even if they know the attacker shot them with this arrow. Any Charisma or Charisma skill rolls against the target are treated as critical successes.
Launcher-type weapons are receiving a significant buff to their range, making most of them much more useful for raining death at very long ranges. They also now can accept nearly any type of Volatile Thrown Weapon.
Powder Launchers now are meant to turn Mugen cores into concentrated attacks without an AOE. Now even the most devoted explosive lover has an option for avoiding collateral damage.
Gem crusher launchers have been removed from the weapons list. They might return in some other form later.
The Point-Blank Aether Bomb (legendary launcher) now requires the user to load an Aetherealized quality Volatile Thrown Weapon to be at all usable. To compensate for such an expensive use of resources, and for requiring the user to be adjacent to the target, this weapon’s attack can’t be avoided, and its damage cannot be reduced (no DR, no elemental resistances, no immunity, nothing). Also it deals 3000+5D100 Aether damage.
Glaciers (rare unarmed weapon) now allow a target to make an SR 13 Fortitude roll to avoid being knocked down (previously caused an automatic knockdown with no way to resist)
Zeturo’s Pistol of Fate (legendary flintlock gun) now deals 1000 + 10D100 damage (was 1000+8D100), and can be fired as a swift action.
The Musket (rare flintlock gun) has had its price reduced to 9 PP (was 1 AP)
Gem Spiked Club (prized blunt melee) can now be repaired without a roll by inserting a huge gem.
Basic Spears (common bladed melee) can now be repaired with wood
Katanas (uncommon two-handed) can now be used both one and two-handed, using your two handed or bladed melee skill bonus when rolling to hit.
Primitive Spear (Common bladed melee) can no longer be repaired or improved
Shark Tooth Sword (uncommon bladed melee) can now be made with a wooden club and at least 30 shark or squalus teeth.
The Black Blade (legendary bladed melee) can now be used once per month to permanently increase the user’s maximum magic by 50.
The Trident of the Tidemother (legendary bladed melee) now has an AP cost of 17 while in claw form.
The Okandi’s Bane (prized finesse weapon) no longer requires attacking the head of an Okandi that has triggered their Spitting Skull trait in order to instantly kill them.
The Armorsaw’s (prized two-handed) sawblades now last two rotations instead of one.
The Render of Flesh (legendary two-handed) can now have its sawblades turned on and off, and has had its duration removed. It now deals an additional 2d20 bleed damage if used against a target with 0 Armor.
The Staff of Kreed (legendary two-handed) can no longer be damaged (but it can still be improved)
The Greataxe of Destruction (legendary two-handed) can no longer be damaged or improved.
Goliath Shurikens (rare bladed thrown weapon) have had their damage and AP cost doubled to better suit their size.
Javelins (common bladed thrown weapons) have had their damage increased to 2D20 + D4 bleed (was 3d10 + D4 bleed), their value increased from 87 to 93 copper, and their AP cost increased from 16 to 24.
Large Cracked Mugen Cores (rare volatile thrown weapons) now deal their main damage in a 5 foot AOE, and their Bleed damage in a 10 foot AOE, instead of sharing the 10 foot AOE. Value increased from 23 to 27 Silver.
Flashgem Clusters (rare thrown weapons) now inflict Stun, Dazed, and Blind instead of Paralyzed. Cost increased from 9 to 12 Copper.
Lure Grenades have been renamed to Lure Devices. Many Lure Devices now also work on some playable races.
Ghost Grenades (rare thrown weapons) have had their value increased from 12 Silver to 38 Silver. Ghost Grenades no longer discriminate with their invisibility effects, and no longer blind enemies.
Serrated Devil’s Mark Shurikens (legendary thrown weapons) now improve damage with all shurikens, not just other Devil’s Mark Shurikens.
Vampiric Mugen Pistol is now a legendary Mugen gun (was prized)
Powder kegs (common traps) must now be dry to be blown up. Wet blackpowder doesn’t explode very well.
Caltrops (all types) can now be placed while moving.
Perks
Dangerous Bond and Dangerous Familiar have been tweaked to make them easier to use and more consistent.
Other
The Migraine status effect now causes all Gifted Powers to increase the user’s Psionic Stress SR by an additional 3 points. It also increases the minimum Psionic Stress SR for Gifted characters to 2 until cured.
The Mass Hysteria and Greater Mass Hysteria Gifted powers now only inflict the Insanity status effect, instead of the possible fear, horrified, or dazed effects.
The Tear Limb and Destroy Limb Gifted powers now deal damage equal to a quarter and half of the target’s maximum health, respectively.
A lot of formatting, proofreading, and re-wording.
Redistributed Power traits now specify that you cannot take them if you have a talent. This was done to prevent players from using certain methods to gain a bonus trait while ignoring its negatives. Not making this change would mean that characters could use that to gain a big chunk of Attribute points, bio-mods, or other traits.