Hunting areas/saved posts
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Category: Combat, Magic, and Character Mechanics
Topic: Hunting Grounds
Message #: 904
Author: GS4-IVRY
Date: 07/16/2021
Subject: Entry, Exit, and Teleportation review is live.
Topic: Hunting Grounds
Message #: 904
Author: GS4-IVRY
Date: 07/16/2021
Subject: Entry, Exit, and Teleportation review is live.
Maaghara Tower's hunting area has taken into account today's waistlines and greased the exiting a little, while also deciding to allow locates to peek within. Perhaps it's gotten enough player mulch recently?
You know who you are.
Sanctum of Scales, [Fangs of the Serpent, Gateway] has weakened over time and should now allow magic to be used.
Old Ta'Faendryl is getting... older. The constructs have the ability to block a corpse from being dragged only once within a reasonable time frame. The heroic will find this helpful during rescues.
The Rift has been especially chaotic lately with multiple changes!
- GROUPS can now enter the Rift together. *Qualifications to enter still apply.
- The spirit loss that sometimes hits the unfortunate heading into the Rift has been tamed a bit.
- Bards should no longer immediately lose their spellsongs when swimming in the Rift AND can now anchor themselves to the Cavern of Ages for Traveler's Song (1020).
- Nexus gems can now be set to the Cavern of Ages and used from within the Rift and Scatter to get there, with all other restrictions to them still applying.
- Most teleport spells used within the Rift will now return casters to the Cavern of Ages instead of other random Rift areas.
- Eye-of-Koar emeralds will continue to take groups to Icemule Trace, but now without silver costs, although the gem WILL be sacrificed in payment.
- The stinky box on Plane 5 will now drop the bodies shoved within directly into the Cavern of Ages. Players should beware of falling corpses there.
~Dev Team (with special thanks to GM Aulis for his consistantly positive support)