HEALING REWORK #
Diminishing Return: (full heals via items only) #
With this change, the 9 seconds cooldown between a full heal potions and the next will been removed. The new system works with a new debuff called Healing Fatigue. A debuff you receive everytime you heal yourself via a Full Heal coming from any kind of item.
This Healing Fatigue debuff naturally fades off if you do not use any Full Heal item for at least 30 seconds.
How it works: #
- Full Heal via an item, you have no Healing Fatigue debuff, it heals you for: 100%
- Then: receive 1 stack of Healing Fatigue debuff
- Full heal via an item, you have 1 stack of Healing Fatigue, it heals you only for: 70%
- Then: receive another stack of Healing Fatigue.
- Then: since you used another full heal via an item while you already had one or more stacks of Healing Fatigue, the new stack resets the cooldown, which now starts over.
- Full heal via an item, you have 2 stacks of Healing Fatigue, it heals you only for: 40%
- Then: no more stacks added
- Then: since you used another full heal via an item while you already had one or more stacks of Healing Fatigue, the new stack resets the cooldown, which now starts over.
Healing Kits: #
- Healing Kits now heal for:
Healing Kit level * (d20 (20 if not in combat) + (Heal Skill Rank / 5))
CLASSES #
Barbarian #
- Gains Dire Mace and Double Axe proficiencies at Barbarian level 1
- Gains Tenacious Blows feat at Barbarian level 30
- Mighty Rage becomes a passive feat, which just enhances the default Barbarian Rage. You will only need to activate the default Barbarian Rage, instead of two different abilities.
- Gains Toughness at Barbarian level 9
- Thundering Rage Feat Change:
- Requirements: Barbarian level 21+, Mighty Rage
- Specifics: while in Barbarian Rage, gains an aura that deals
d4 x (barbarian levels/ 4) electricity damage each round to any hostile creature standing inside of it
Bard #
- Extra Music added as an item property-based feat
- Receives Curse Song automatically at Bard level 5
- Bard Song Adjustments:
- Level 30 party buff: receives additional +1 Damage and +1 AC
- Level 26 party buff: receives +1 AC
- Level 15 party buff: receives +1 AC
- Level 40 party buff: scaling tier has been removed
- Level 40 bard only buff: bonus damage dealt is now magical. Deals additional 6 magical damage at each hit
- Gains additional spells on Bard’s spells book: Lightning Bolt (3), H’s Boom (1), Shel’s P Blade (1), Call Lightning (3), Lesser Missile Storm (5), True Seeing (6), Ice Storm (moved to level 4)
- Wounding Wispers: deals 2d6 + 5 + half Bard levels magical damage each time the bard gets hit in melee
- Dirge: When a creature enters the dirge aura of the Bard, it receives:
- -5% damage immunity and -1 AC.
- The value scales at -10% and -2AC at Bard level 40.
Cleric #
- Spells DC bonus from High Priest: has been more evenly distributed to +1 at level 30, +2 at level 40 (total +3 DC)
- Shambling Mounds Majestic and Legendary HPs: reduction of around 20–30%
- UNI Buff HP Bonus: reduction of around 20%
- AC Bonus from High Priest: Gains +1 AC at Cleric level 30, +1 AC at Cleric level 40 (total +2 AC)
- Divine Power spell rework:
- Melee attacks use WIS modifier for attack and damage (only if higher than STR or DEX if the character has the Finesse Weapon feat)
- Grants +1 extra attack at max BAB (if the character BAB at level 20 is less than 16)
- Duration: 1 round / caster level
Druid #
- Gains +2 WIS at level 40
Dwarven Defender #
- Gains +1 CON at level 15 and +1 CON at level 30 (for a total of +2)
- Defensive Stance:
- No speed penalty (the character moves at its normal speed)
- Duration: 1 Turn per Pure CON modifier
- Uses per day: 2 + 1 each 5 DD levels (max of 8 uses at DD level 30)
- Not usable while mounted or polymorphed
- Defensive Stance Scaling:
- Level 1: 5% Damage Reduction, +1 Saves, Return damage to attacker when hit in melee: (Bludgeoning) = 1 + CON modifier
- Level 10: 5% Physical DR, +2 Saves, Return damage to attacker when hit in melee: 2 + CON mod + (CON mod / 4)
- Level 20: 10% Physical DR, +3 Saves, Return damage to attacker when hit in melee: 4 + CON mod + (CON mod / 2)
- Level 30: 10% Physical DR, +4 Saves, Return damage to attacker when hit in melee: 8 + CON mod * 2
Elite Guard #
- Sniper Feat at level 10:
- Increases threat range by +1 at Elite Guard level 10, +2 at Elite Guard level 20, +3 at Elite Guard level 30
- Crossbow Precision (NEW active feat):
- Gained at level 5
- Usable once/day each 5 Elite Guard levels
- Grants +1 AB each 5 Elite Guard levels (max +5)
- +1 attack per round at max BAB
- Duration: 2 Turns
- Crossbows Crit Range: restored to
19-20/x2. Elite Guard can scale the crit range up to12-20/x2with Improved Critical, Keen, Sniper Feat at Elite Guard level 30.
Fighter #
- Devastating Blow and Tenacious Blow added to bonus feats list (new feats, see FEATS section)
- Adjusted the Veteran feat:
- Grants +2 AB, +4 AC, +4 STR, +4 Fort Save
Gods Eye Scout #
Gains 1 bonus feats at level 5 and at level 10
Monk #
- Gains Weapon Specialization: Unarmed at level 10
- Gains Epic Weapon Specialization: Unarmed at level 21
- Way of the Bull: +5 AB, +2 Constitution
- Way of the Tiger: +5 AB, +5% Physical Immunity
- Way of the Owl: removed. A placeholder will be assigned so the character can relevel
- Wisdom Bonus AC Scaling: Receives +1 AC per Monk level, capped by WIS modifier
(up from the current formula: 1 + (Monk Levels / 2))
Northern Templar #
- Frost Armor: Adds frost shield dealing 1d6 per Frost Armor level when hit (up to 5d6 at Frost Armor Level 5)
- Crystal Form:
- Removed: 100% pure vulnerability
- Gains ability to keep active up to 2 simultaneous crystals at level 30
Paladin / Blackguard / Divine Champion #
- Pure builds (40 Paladin / 30 Blackguard / 30 Divine Champion) gain passive Smite damage vs all alignments
- Paladin/Divine Champion Smite passive:
- damage multiplies on critical hits (based on the current multiplier of the weapon equipped)
- double damage vs Undead
- increased base passive damage +2 if small weapon, +3 if medium, +4 if large. Scales each time you take a Great Smiting feat
- Blackguard Smite passive:
- damage multiplies on critical hits (based on the current multiplier of the weapon equipped)
- double damage vs Outsiders
- increased base passive damage +2 if small weapon, +3 if medium, +4 if large. Scales each time you take a Great Smiting feat
- Paladin AC Bonus: +1 AC at level 30, +2 AC at level 40
- Charisma Bonus Scaling:
- Blackguard: +1 CHA at level 11, +1 at 20, +2 at 30 (for a total of +4)
- Paladin: +1 CHA at level 21, +1 at 30, +2 at 40 (for a total of +4)
- Guardian Angel Feat (Paladin only): Grants 1 automatic God Save per in-game day. Works only for as long as the Paladin is Lawful Good.
- Block Divine Grace from working when the Paladin‘s alignment changes from Lawful Good.
- Block Dark Blessing from working when the Blackguard‘s alignment changes from Any Evil.
Pale Master #
- Increased Class AB to 3/4 from 1/2 (for a pure PM it means a +2AB at level 40)
- Reduced Fallen Angel Colossal AC to better align it with other summons of the same tier (max -4 AC)
Ranger #
- Gains Double Sword proficiency at level 1
- Gains Point Blank Shot at level 1
- Gains Rapid Shot at level 9
- Level 40 Bonuses:
- Hunter’s Agility: Improved Evasion
- Nature’s Resilience: Requires STR 25 — Grants +2 Natural AC, +5% Physical Immunity
- Step of the Lynx: Requires DEX 25 — Grants +2 Attack Bonus
Rogue #
- Gains +1 AC at level 30, and +1 AC at level 40 (total +2 AC)
Shifter #
- Removed merging restrictions for item properties. Shifter can now merge properties such as Improved Evasion, Legendary Properties, etc.
- When you shapeshift, your original race active abilities cannot be activated for as long as you stay Polymorphed, as well as your original race passive effects get suppressed for as long as you stay Polymorphed.
- You lose only effects types of buffs/debuffs (things like SR, Immunities, Damage Reductions, etc), not things like bonus feats and/or bonus to statistics received at level 1
- Rerolls will be granted to pure shifters with a premium race
- Shapes AC need to be adjusted to reduce/increase their final AC disallignments between shapes, between different versions of the same shape, and between other builds.
This AC rebalance is being simulated by considering a starting AC of 40-45, split as shown down here:
10 Base
10 Armor (merged from 7+3 with setbonus on original item)
4 haste
4 tumble
2 Armor skin
5 Bard song level 30 (if the base dodge AC of the shape is <= 10)
4 Greater Transmutation Focus
6 from +12 Dex Bonus (+6 Modifier)
Shapes Specific Adjustments #
All in-game shapes unique properties have been adjusted, and a new system has been created to handle them. The system doesn’t use in-game items anymore and being based on a specific set of tables it makes us able to update and adjust shapes properties much more easily from now on.
This was also a chance to adjust some properties, add new one, and generically power up most shapes properties. A full list is not available at the moment as the changes are massive and writing them all down would take too long. Perhaps we’ll manage to create a script that can list properties per-shape later on.
Shadow Dancer #
- Increased summon AB:
- Top Tier: +2 AB
- Previous Tier: +1 AB
Sorcerer #
- Spell DC bonus:
- +1 at level 40
Wizard #
- Spell DC bonus:
- +1 at level 30
- +2 at level 40 (total +3 DC)
ITEMS #
Legendary Weapons: #
- Almost all Legendary Weapons have been adjusted, and their legendary properties enhanced. Check the official document for more info.
FEATS #
Berserk Strike (New) #
- Triggers when the creature with this feat gets hit by a critical hit:
- Gains +5 Bludgeoning Damage bonus and +1 AB
- 5% Physical Damage Immunity
- Lasts 3 rounds
- Requires: CON 23, Epic Damage Reduction I
Devastating Blow (New) #
- When a creature with this feat hits an enemy with the selected weapon:
- Deals additional +5/6/7/8 (based on weapon size from tiny to large), damage (same weapon base damage), to all creatures around the main target (within 3.33 meters)
- When the character hits a creature while Power Attack or Improved Power Attack or Reckless Fighting are active, it spreads the Combat Mode damage to all nearby creatures as well (within 3.33 meters)
- The damage gets multiplied in case of critical hits (multiplied based on the current weapon multiplier)
- Requires: Level 21+, 25 STR/DEX (DEX if ranged), Epic Weapon Specialization, Devastating Critical (selected weapon)
Devastating Critical #
- Adjusted Requirements for Ranged Weapons: 25 DEX instead of STR
- When a creature gets hit by a Devastating Critical, and fails a Fortitude Save (
10 + Ability Modifier (STR or DEX) + (total level / 2)):- Gets knocked down, deafened and blinded for 3 seconds (this effect cannot be removed or resisted)
- Receives additional Pure Damage based on the weapon size that hit the creature:
+10 if tiny/small, +20 if Medium, +30 if Large.
Dirty Fighting (Reworked in Reckless Fighting) #
- Transformed into a Combat Mode (works for both melee and ranged weapons), now applies:
- -10% of current AC (with a minimum of -5 AC)
- +5 damage with weapon base damage type
Epic Toughness #
- Also grants +1% physical damage reduction each time its picked, up to +10% if the feat is picked 10 times
Greater Smiting #
- In addition to the bonus passive damage dealt by Smite Evil/Good to the main target, also deals 2 passive damage (Divine or Negative), to all targets around your main target (within 3.33 meters). This effect stacks for each Greater Smiting taken, up to a 20 passive damage dealt to all targets around your main target.
- The damage multiplies on critical hits
Mummy Dust #
- Scales based on Spell Focus: Necromancy or Conjuration
Overwhelming Critical #
- Adjusted Requirements for Ranged Weapons:
- 23 DEX (instead of 23 STR), Improved Critical (In the ranged weapon), Point Blank Shot, Called Shot, and one between Rapid Shot and Rapid Reload
Tenacious Blow (New) #
- When using double weapons (Dire Mace, Double Axe, Double Sword), gain:
- +8 physical damage per successfull hit (damage same as weapon damage)
- If you miss, you still deal 4 physical damage to your target (pure damage)
- Requires: Level 21, STR 25, Epic Weapon Focus in a compatible weapon
- Granted automatically at Barbarian level 30
RACES #
General #
- Normalize day/night/area buffs to max +3
- Remove all conditional day/night/area debuffs
Races #
Azer (Duergar faction) #
- Adjusted Favored classes: Paladin, Cleric
Mountain Dwarf (New, Surfacers faction): #
- +4 CON, +2 STR, -2 CHA/INT, 5% Physical Immunity, Darkvision, Drarf Properties. +2AC/AB underground
- Cost: 20 Boss Tokens
Stone Giant (New, Duergar faction): #
- Requires: cannot be Good
- +4 CON/STR, -2 CHA/WIS, 10% Physical Immunity, Darkvision, Large, Skill Affinity: Spot
- Favored Class: MIghter, Barbarian
- Special:
- Throw Rocks: active feat, 2 times day + 1 each 5 levels, 1d6 bludge area dmg per level, DC 10 + STR mod + level /2)
- Great Fortitude
- Weapon Focus (Club)
- Cost: 50 Boss Tokens
Mummy #
- Gains +2 WIS to support Cleric builds
Werewolf #
- ELC adjusted to 3
- BT Cost set to 50
SPELLS #
Spell Breaches (Lesser Breach, Improved Breach, Mordenkainen’s) #
- Reworked to use a contested roll:
20 (maximized dice) + breach caster level + 11(breach boost)
vs11 + effect creator’s caster level
- Prevents complete stripping of all breachable effects from high level players/bosses if cast by low level entities/items
Deafening Clang #
- Now lasts turns instead of rounds
Gust of Wind #
- It will only attempt to remove hostile Area of Effects from the ground
Soundburst #
- Damage scaling increated to 1d8 each caster level up to caster level 5 + 1d8 each 5 caster levels past caster level 5. Max of 12d8 damage at caster level 40.
Mass Heal #
- Now heals:
100 + (10 * caster level)HPs - At caster level 30+, fully restores HPs regardless of missing HPs
Shadow Shield #
- Removed +5 Natural Armor AC Buff
- Gains 100% negative damage protection (up from 50%)
SKILLS #
Pickpocket #
- Great Sanctuary ends immediately when pickpocketing
- Slight Spot skill reduction on creatures
NEW CLASSES #
Skald (Prestige Class) #
The Skald is a fierce warrior who blends the brutal prowess of a front-line fighter with the inspiring power of song.
Drawing from the ancient traditions of their Viking ancestors, these bards of battle rally allies with thunderous chants and battle hymns, bolstering morale and striking fear into the hearts of their enemies.
Unlike traditional bards who prefer the rear lines, Viking Skalds thrive in the thick of combat, leading charges, inspiring resilience, and standing side by side with their comrades.
Wielding weapons as skillfully as their voice, Skalds excel at igniting courage amidst chaos, turning the tide of battle not only through sheer martial strength, but through the power of their song.
Class Features #
- Base Attack Bonus: +¾ level
- Hit Die: d10
- Proficiencies: Medium Armor
- Primary Saving Throws: Fortitude, Will
- Skill Points: 4 + Intelligence Modifier per level
- Class Type: Support Class Group
Requirements #
- Alignment: Any non-lawful
- Base Attack Bonus: +5
- Skills:
- Discipline: 8 ranks
- Lore: 5 ranks
- Concentration: 8 ranks
- Feats:
- Exotic Weapon Proficiency
- Luck of Heroes
- Toughness
Abilities by Level #
| Level | Abilities |
|---|---|
| 1 | Bard Song (progresses with Skald levels only, up to 20 songs per day, up to bard song bonus with 30 skald levels) |
| 3 | Ambidexterity |
| 6 | Two-Weapon Fighting |
| 9 | Improved Two-Weapon Fighting |
| 10 | +1 Strength, Constitution, and Charisma |
| 15 | Damage Reduction 1/–, +1 AC; Valkyrie’s Cry |
| 20 | Damage Reduction 2/–, +1 AC; +1 Strength, Constitution, and Charisma |
| 25 | Damage Reduction 3/–, +1 AC; Battle Hymn |
| 30 | Damage Reduction 4/– |
Class Abilities #
Valkyrie’s Cry (Granted at Level 15) #
A mighty chant that drains the Skald’s foes while strengthening allies.
- Uses/Day: (5 + Skald Level / 5)
- Effects (Enemies in Area of Effect):
- Positive Energy Damage: *(Constitution Modifier)*d6
- Effects (Allies in Area of Effect):
- Temporary Hit Points: 50 × (Skald Level / 5) (e.g., 300 HP at Level 30)
- +5% Physical Damage Immunity for 2 rounds
Battle Hymn (Granted at Level 25) #
A war cry that emboldens allies and hardens the Skald in battle.
- Uses/Day: (2 + Skald Level / 5)
- Effects (Allies in Area of Effect):
- +2 Attack Bonus
- Effects (Self):
- +10% Physical Damage Immunity
- +5 Bonus Damage per Hit
- Duration: 1 + (Pure Constitution Modifier / 2) turns
NEW GAMEPLAY MECHANIC: Hardcore Mode #
Creation: #
- A Character can be set to be Hard Core if its level is <= 3, and if the Hard Core status wasn’t previously lost by dying. The character retains the Hard Core status for as long as it doesn’t die (or until manually removed), with a few exceptions (see below).
- You de-level anytime a normal character that hasn’t died while in Hard Mode before, and then enable the Hard Core status via your Player menu for it.
- You can opt-out from the Hard Core status with a character if that character is alive and hasn’t lost the Hard Core status by dying before.
Restrictions #
- A Hard Core character cannot engage in PVP fights against non hard-core characters.
- If a DM manually kills a Hard Core character, that death won’t make the character lose the Hard Core status.
- This doesn’t apply to those deaths where the character dies because a Dm intervened in its gameplay experience indirectly (like by influencing a creature stats, running specific mechanics, etc).
- A Hard Core character cannot deposit or withdraw XP for as long as it has the Hard Core status.
- A Hard Core character cannot change name for as long as it has the Hard Core status.
Death #
- If the character dies in any way, it loses its Hard Core status, and can continue as a normal character
- A Pure Body Balm performed within 5 minute from the last death can save the character from losing its Hard Core status.
- Level 40 Hard Core Fallen characters are added to the Fallen Heroes list into the Hall of Fame
Benefits #
- A Hard Core character that manages to reach maximum level gets added to the Hall of Fame under Living Heroes, for as long as they are alive and active (if you are not active for more than 30 days, your character name is removed from this list)
- This list also includes the following stats:
- Total times the character was resurrected via a Pure Balm
- This list also includes the following stats:
- Dungeon Loot chances are increased by 100% for Hard Core characters (valid only for Level 40 Dungeons and Raids), if the party is entirely made of HC characters.
- Vengeful Chances are increased by 100% for Hard Core characters (valid only for Level 40 Dungeons and Raids), if the party is entirely made of HC characters.
REWORKED AREAS #
Baharat Tribe – New Duergar Lair (Underdark) #
The Baharat Tribe Duergar are disrupting trade routes in the Underdark, and Gruk-Grog is calling for brave adventurers to help recover stolen supplies.
Discover the Baharat Tribe Lair, hidden deep within the Underdark, and uncover the terrible secrets the tribe keeps.
This is a level 35+ area designed for seasoned players.
Castle Moore – Courtyard & Interior Assault #
With Fakault City’s walls once again secured by the guard, attention has shifted toward the long-abandoned Castle Moore.
Adventurers are needed to:
- Secure the Castle Moore courtyard
- Reclaim the interior from its undead occupiers
- Uncover the mysteries of the Dead Legion
- Face Lord Moore himself in a renewed confrontation
Swamp of T’Rel – Ancient Black Dragons Return #
With the Plague Bringer defeated, the land has finally begun to heal.
However, Ancient Black Dragons have once again been sighted in the Swamp of T’Rel, signaling a renewed threat in the region.
QUESTS #
- The first two Slayer Quests have been redesigned and should now function properly for high-level characters as well.
NEW BRILLIANT ITEMS #
- Ring of Verdant Script
- The Fakault Guard’s Crossbow
NEW PURPLE ITEMS #
- Tempest’s Wrath – Lightning-based Longbow
- Celestial Silver Arrows – Divine damage ammunition
- Crow’s Claw – Physical-damage focused Kukri
- Twilight’s Fang – Off-hand dagger designed for mages
INCREASED WEAPON ENHANCEMENT ON RAID CREATURES #
- All raid boss creatures now wield +8 weapons
- Special “tough” raid monsters now wield +7 weapons, including:
- Vladimir Giant
- The Juggernaut
- Greater Frost Dragon
- Epic Giant Demon
- And a few others
- Most remaining raid creatures continue to use +6 weapons
- Purple items previously offering x/+7 soak have been upgraded to x/+8 soak, including:
- Aegis of Justice
- Master Kwai’s Amulet
- Regalia of the Trickster
- Shield of Illumination
NEW RAID-LEVEL BOSSES FOR DM EVENTS #
A set of new raid-tier bosses has been created exclusively for Dungeon Master events. They are balanced similarly to standard raid bosses but only appear during live DM sessions.
Currently available:
- Jonas the Pestilent
- Birgitte Silverbow
- Boris the Mauler
These bosses:
- Use a unique exclusive loot table (event-only items)
- Also have access to the common purple loot table
MISC CHANGES #
- Removed Rune of Golden Wings Item: replaced with a new Player Menu function
- Added necessary checks to have Assassin caster level be properly calculated if taken with Pale Master levels
- Adjusted some State Scripts to make it less annoying when creatures get dazed, scared, etc.
- Updated Character Editor: It is now possible to change the appearance of restricted items (such as Brilliant and Legendary Purple Items) in the editor. If an item has a restricted appearance (as the Advanced Power Armor, such appearance will only be available to that specific item)
- Updated World Boss minimum damage calculation: You can now damage any creature-add created by the World Boss, and have 1/4 of that damage count as damage directly inflicted to the boss in order to be eligible for the World Boss loot.
- Dragons Wings Buffet: It now disperses static Area of Effects from where it is applied
- General Korgan (Goblin’s Armory final boss), has received new custom mechanics. Goblin’s Armory dungeon timers have been reset for everyone
FIXES #
- Added invisible blockers in Lair of the Archer to prevent monsters from being pushed through locked doors
- Corrected spelling mistakes in various Fakault dialogue strings
- Increased AB of certain bosses/creatures in the Frozen Throne raid by 1–2 points
- Removed Destruction from sewer Kuo-Toa spawns; Monitor CR adjusted to 15 so it spawns together with the fighter for more variety
- Removed Word of Faith from the CR 13 Red Claw Orc Shaman
- Removed Time Stop from CR 21 Dark Beholder Tyrant (now only the CR 25 Beholder retains it) and replaced with several high-damage spells
- Removed one Bigby’s spell from level 20 Brosna/Loknar mages
- Added Immunity: Fear to several undead skins to prevent them from being killed by Weird
- Shattered Prism Avatar trigger now activates when the Slayer Quest is in progress (both levels 15 and 34 will properly trigger it)