Upcoming Changes
Posted: Sat Apr 01, 2017 12:00 am
Greetings, berks.
As an effort to improve communication and transparency between the player base the and the server's staff, it has been decided that, from now on, every update will be pre-announced on general forums before it hits the live server.
The following changes have been approved by Sigil's admins, DMs and buillders. They are currently being tested on the Preview Server and will be live in next update (ETA 2-3 weeks).
Keep in mind that none of these changes are set in stone yet and things may change before going live.
General Changes.
- To deal with the recurring problem of gold sinks not doing their job properly, a new tax system has been implemented! Characters that hold more than 10000 jinks will have 40% of the exceeding amount automatically removed on login once per server reset. (ie, if you have 14000 jinks, you will pay 40% on 4000, so it will be a -1600 and go to 12400)
- Players that venture in areas generally inhabited by creatures of their own alignment (for example Mercuria for Good players) receive a debuff called "Heavy Heart" that reduces movement speed by 15%, adds a 15% spell failure and AB, AC and damage penalties of 3. </3
Base Classes.
- Bard: can no longer be of evil alignment. Music is love and love is music, if you know what I mean.
- Cleric: HD reduced to 4, BAB reduced to low, Fortitude Saves set to low, no longer gains heavy armor proficiency. HD is increased by 2 if you get the Strength Domain. Clerics will also have to tithe 10% of all their earnings to their god or they will lose 1 level at every server reset.
- Druid: HD reduced to 6. Natural Spell feat removed. No longer gains medium armor proficiency.
- Wizard: Now learns all spells automatically like cleric and druid. Generalist Wizards now take a -2 CHA penalty.
Prestige Classes.
- Stormlord: Now gains a 50% damage vulnerability to fire. Spears are no longer allowed to qualify for Stormlord, nor do the Stormlord abilities work on them anymore.
- Mystic Theurge: The class now applies a -2 STR penalty at levels 5 and 10 and a -2 CON penalty at levels 4 and 8.
Spells.
- Mage Armor: New Icon
- Improved Mage Armor: Improved New Icon
- Epic Mage Armor: Epic New Icon
- Keen Weapon and Weapon of Impact: spells removed from the game. (both spellbook and item properties or wands ecc...)
- Greater restoration: now restores 10% of target's maximum hp instead of full.
- Divine Power is no longer a spell, instead it's a class feature for Warpriests and Favores Souls only.
Races.
- Iron Golem: The race has been revisited according to the new racial prestige class system. ECL has been reduced to 3 (down from 10). Natural STR bonus reduced to +12. A new racial prestige class of 7 levels has been added.
- New Racial PRC: Guardian Golem.
- Requirements: Race Iron Golem, Alignment Lawful.
- Level 1: Mechanical Legacy. The Guardian Golem chooses 3 different paths that will determine their abilities during level ups.
- Legacy of Z Agnizam. The Golem can wield swords. At level 6, the golem can shoot a beam of light from its forehead that deals 10d10 divine damage in a cross shaped area. 1 use per day.
- Legacy of Ekardlog. The Golem can wield halberds. At level 6, the golem can shoot two beams of pure energy from its eyes striking all targets in a straight like. If they fail a fortitude save vs death (DC = Golem's HD + 10), they are disintegrated instantly. 1 use per day.
- Legacy of Suinatlad. The Golem gains a mechanical lion animal companion that scales with the golem's level. At level 6 The golem can temporarly fuse with the mechanical lion. Summing both creature's HD, ability scores, AC, AB and Saves for 1 minute. 1 use per day.
- Level 3: +10 STR (Via Great Strength Feats)
- Level 5: Flight. The Iron Golem gains rocket boosters that grant him 50% movement speed bonus, immunity to entangle and the ability to fly over all obstacles.
- Level 7: Nuclear Bazooka. 1 minute cast, requires a Plutonium Bar in inventory that is consumed on activation. The Guardian Golem charges its ultimate attack, if not interrupted, a nuclear strike hits the surrounding, inflcting 400D20 Fire Unresistable Damage to all creatures in the area where the golem is, allies and enemies alike (including the golem itself), if this ability crits (natural 20 roll), the area is deleted and removed from the server. Please don't use in Bazaar, thanks.
As an effort to improve communication and transparency between the player base the and the server's staff, it has been decided that, from now on, every update will be pre-announced on general forums before it hits the live server.
The following changes have been approved by Sigil's admins, DMs and buillders. They are currently being tested on the Preview Server and will be live in next update (ETA 2-3 weeks).
Keep in mind that none of these changes are set in stone yet and things may change before going live.
General Changes.
- To deal with the recurring problem of gold sinks not doing their job properly, a new tax system has been implemented! Characters that hold more than 10000 jinks will have 40% of the exceeding amount automatically removed on login once per server reset. (ie, if you have 14000 jinks, you will pay 40% on 4000, so it will be a -1600 and go to 12400)
- Players that venture in areas generally inhabited by creatures of their own alignment (for example Mercuria for Good players) receive a debuff called "Heavy Heart" that reduces movement speed by 15%, adds a 15% spell failure and AB, AC and damage penalties of 3. </3
Base Classes.
- Bard: can no longer be of evil alignment. Music is love and love is music, if you know what I mean.
- Cleric: HD reduced to 4, BAB reduced to low, Fortitude Saves set to low, no longer gains heavy armor proficiency. HD is increased by 2 if you get the Strength Domain. Clerics will also have to tithe 10% of all their earnings to their god or they will lose 1 level at every server reset.
- Druid: HD reduced to 6. Natural Spell feat removed. No longer gains medium armor proficiency.
- Wizard: Now learns all spells automatically like cleric and druid. Generalist Wizards now take a -2 CHA penalty.
Prestige Classes.
- Stormlord: Now gains a 50% damage vulnerability to fire. Spears are no longer allowed to qualify for Stormlord, nor do the Stormlord abilities work on them anymore.
- Mystic Theurge: The class now applies a -2 STR penalty at levels 5 and 10 and a -2 CON penalty at levels 4 and 8.
Spells.
- Mage Armor: New Icon
- Improved Mage Armor: Improved New Icon
- Epic Mage Armor: Epic New Icon
- Keen Weapon and Weapon of Impact: spells removed from the game. (both spellbook and item properties or wands ecc...)
- Greater restoration: now restores 10% of target's maximum hp instead of full.
- Divine Power is no longer a spell, instead it's a class feature for Warpriests and Favores Souls only.
Races.
- Iron Golem: The race has been revisited according to the new racial prestige class system. ECL has been reduced to 3 (down from 10). Natural STR bonus reduced to +12. A new racial prestige class of 7 levels has been added.
- New Racial PRC: Guardian Golem.
- Requirements: Race Iron Golem, Alignment Lawful.
- Level 1: Mechanical Legacy. The Guardian Golem chooses 3 different paths that will determine their abilities during level ups.
- Legacy of Z Agnizam. The Golem can wield swords. At level 6, the golem can shoot a beam of light from its forehead that deals 10d10 divine damage in a cross shaped area. 1 use per day.
- Legacy of Ekardlog. The Golem can wield halberds. At level 6, the golem can shoot two beams of pure energy from its eyes striking all targets in a straight like. If they fail a fortitude save vs death (DC = Golem's HD + 10), they are disintegrated instantly. 1 use per day.
- Legacy of Suinatlad. The Golem gains a mechanical lion animal companion that scales with the golem's level. At level 6 The golem can temporarly fuse with the mechanical lion. Summing both creature's HD, ability scores, AC, AB and Saves for 1 minute. 1 use per day.
- Level 3: +10 STR (Via Great Strength Feats)
- Level 5: Flight. The Iron Golem gains rocket boosters that grant him 50% movement speed bonus, immunity to entangle and the ability to fly over all obstacles.
- Level 7: Nuclear Bazooka. 1 minute cast, requires a Plutonium Bar in inventory that is consumed on activation. The Guardian Golem charges its ultimate attack, if not interrupted, a nuclear strike hits the surrounding, inflcting 400D20 Fire Unresistable Damage to all creatures in the area where the golem is, allies and enemies alike (including the golem itself), if this ability crits (natural 20 roll), the area is deleted and removed from the server. Please don't use in Bazaar, thanks.
