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After over a year of development, we finally begin to roll out the new city and nation content across the north-eastern Arelith. Also in this update are a number of new shadow spells taken from the pages of D&D, and the addition of new magical robes.




The Nation of Guldorand, a city-state to rival Cordor in the south, finally completes the previously undeveloped region of the Arelith mainland, spanning the land between the Minmir Coast and the Logging Camp in the Skull Crag Mountains. With a huge amount of new area content, much once again using brand new tileset content to Arelith, characters can now explore right up to the gates of the new city, and see first-hand what promises to become one of the great power-bases of the server.


The Bridge of Thieves at the Gap of Aeons


In addition to a vast wilderness there are two new dungeons, new caravan routes serving the Radiant Heart, Banite Church & Soulhaven, the Monastery in the Mountain. New creatures can also be seen, as we have added 'Meenlocks' to Arelith's ever-expanding list of foes.


An undead Meenlock

While both the city and monastery remain sealed, the region alone represents the largest single area update to Arelith since the addition of Skal Island and the 'Distant Shores' server following the initial release of the Enhanced Edition.



New Spells!


Taken from the pages of D&D, the following spells have been added to Arelith.


Daltims Fiery Tentacles

Caster Level(s): Wizard / Sorcerer 5

Innate Level: 5

School: Conjuration

Descriptor(s): Component(s): Verbal, Somatic

Range: medium (20 meters)

Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)

Duration: 1 Round / 2 Levels

Save: Fortitude(Special)

Spell Resistance: No

A field of thick, 10 foot long fiery tentacles erupt from the ground. Each is capable of grappling a target doing 1 point of fire damage per caster level(maximum 15). If grappled, the target must then make a fortitude saving throw or become paralyzed by the grappling tentacles. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.


Kyristans Malevolent Tentacles

Caster Level(s): Wizard / Sorcerer 6

Innate Level: 6

School: Necromancy Descriptor(s):

Component(s): Verbal, Somatic

Range: medium (20 meters)

Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)

Duration: 1 Round / 2 Levels

Save: Fortitude(Special)

Spell Resistance: No

A field of thick, 10 foot life draining tentacles erupt from the ground. Each is capable of grappling a target. If grappled, the target must then make fortitude saving throws against level drain(1) and paralysis. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.


Darkbolt

Caster Level(s): Cleric(Darkness) 5, Wizard / Sorcerer 5

Innate Level: 5

School: Evocation

Descriptor(s): Darkness, Mind Affecting Component(s): Verbal, Somatic

Range: long (40 meters)

Area of Effect: Huge

Duration: Instant

Save: Will(Special)

Spell Resistance: Yes

You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target(s). You can hurl one bolt for every two caster levels you have (maximum seven bolts). A darkbolt deals 2d8 points of magic damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save. A creature struck by multiple bolts during the same round can only be dazed for 1 round. An undead creature takes no damage but is slowed for 1 round if it fails it's save.


Mass Hold Monster

Caster Level(s): Wizard / Sorcerer 9

Innate Level: 9

School: Enchantment

Descriptor(s): Mind Affecting Component(s): Verbal, Somatic

Range: medium (20 meters)

Area of Effect: large

Duration: 1 round / Level

Save: Will

Spell Resistance: Yes


Greater Shadow Evocation

Caster Level(s): Wizard / Sorcerer 7

Innate Level: 7

School: Illusion

Descriptor(s): Mind Affecting Component(s): Verbal, Somatic

Range: Special

Area of Effect: Special

Duration: Special

Spell Resistance: Yes

The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Shadow Storm, Bigby's Interposing Hand, Ball lighting, Ice Storm Shadow Storm - From a sudden rift into the Plane of Shadow, torrents of shadow arc out, striking nearby creatures for electricity and cold damage. Much like some of the most fearsome weather found on the Plane of Shadow the storm strikes one target initially, then arcs to other targets.The initial strike deals 1d8 points of damage per caster level (maximum 20d8). Half of this damage is electricity damage, and the other half is cold damage. After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did.


Shadow Evocation

Caster Level(s): Wizard / Sorcerer 5

Innate Level: 5

School: Illusion

Descriptor(s): Mind Affecting Component(s): Verbal, Somatic

Range: Special

Area of Effect: Special

Duration: Special

Spell Resistance: Yes

The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Shadowbolt, Wall of Fire, Elemental Shield, Gust of Wind Shadowbolt - A line of crackling, bolts erupt from your fingertips. Any creature struck by a shadowbolt takes 1d8 damage per caster level (maximum 10d8), split evenly between electricity and negative energy damage. Will save for half.


Shadow Conjuration

Caster Level(s): Wizard / Sorcerer 4

Innate Level: 4 School: Illusion

Descriptor(s): Mind Affecting Component(s): Verbal, Somatic

Range: Special

Area of Effect: Special

Duration: Special

Spell Resistance: Yes

The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Mage Armor, Ghostly Visage, Grease, Summon Shadow(2), Mestil's Acid Breath.


Greater Shadow Conjuration

Caster Level(s): Wizard / Sorcerer 6

Innate Level: 6 School: Illusion

Descriptor(s): Mind Affecting Component(s): Verbal, Somatic

Range: Special

Area of Effect: Special

Duration: Special

Spell Resistance: Yes

The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following: Web, Minor Globe of Invulnerability, Stoneskin, Summon Shadow(3), Flame Arrow.


Shadow Plague

Caster Level(s): Wizard / Sorcerer 8

Innate Level: 8

School: Conjuration

Descriptor(s): Darkness Component(s): Verbal, Somatic

Range: long (30 meters)

Area of Effect: large (5 meter radius)

Duration: 1 Round / level

Save: Reflex

Spell Resistance: No

Conjure a cloud of shadow energy from the plane of shadow that deals 4d6 cold damage/round and blinds enemies as if the darkness spell.




New Craftables!


Following our 'Great New Year Robe Poll', where players were invited to suggest and vote upon new craftables robes, the winners have now been added, plus one more of our own choosing.


Grand Magi's Robes


The original creator of these robes had thought to combine efficiency with fashion. He can safely claim to have accomplished at least one of

those things. While the high-quality cloth and enchantments used in its creation speak of the robe's quality, the garish colors leave much to be desired for

the more modest wizard.


Bonus spell slot: Wizard level 6

Bonus spell slot: Wizard level 6

Enhancement Bonus: Intelligence +2

Bonus skill: Concentration +3

Bonus skill: Spellcraft +3

Runic

Only Usable by Wizard

UMD Req = 50



Inception of Nightmares


Seemingly woven from the flesh of dead shades as a kind of sacrament, with every move this iridescent diaphanous fabric seems to shift and

mold itself to your form. On closer examination the robe seems to whisper faint voices of knowledge and vengeance only you can hear, the

words changing into silhouettes of your own as you continue to wear it and listen.


Bonus spell slot: Wizard Level 5

Bonus spell slot: Sorcerer Level 5

Enhancement Bonus: Intelligence +2

Enhancement Bonus: Charisma +2

Bonus skill: Hide +4

Bonus skill: Move Silently +4

Bonus skill: Bluff +4

Camouflage (5): 2 uses per day

Runic

Only Usable by Wizard/Sorcerer

Only Usable by Evil

UMD Req = 55



Jester's Jubilant Attire:


It is rumored that the first of these outfits were designed by a highly eccentric travelling bard. The bard wandered the land, telling many

tales, entertaining in both taverns and king's courts, all the while known to be fashionable and charming, with many admirers. During his

wandering performances, he would sometimes keep an eye out for the most unlikely of persons to become his students. After one of his students

completed their training, they would be left with one of these outfits, and be on their way to continue bardic traditions abroad.


The rumors surrounding the bard and their students are myriad, probably much to the joy of any bards who trade freely in such tall tales.

Nevertheless, the stylish design is sure to make any wandering wearer draw the eyes of a large audience of admirers, probably much to the

chagrin of any significant others they might have.



Bonus spell slot: Bard 4

Bonus spell slot: Bard 7

Enhancement Bonus: Charisma +2

Enhancement Bonus: Dexterity +1

Bonus skill: Perform +4

Damage Immunity: 10% Sonic

Only Usable by Bard

Only Usable by Non-Lawful

UMD Req = 60



Arch Priest's Duty


The role of the leader of a church is not to fight the church's battles; it is to inspire others to do so in their name. These robes signify that responsibility.


Bonus spell slot: Cleric 6

Enhancement Bonus: Wisdom +2

Bonus skill: Concentration +3

Bonus skill: Persuade +3

Bonus spell: Restoration 1 use/day

Bonus spell: Remove Blindness/Deafness 1 use/day

Runic

[Can be further runed with a Masterwork Tailoring rune]

Only Usable by Cleric

UMD Req = 60




As normal the full details of this update can be seen on our forums.