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    Lore Journal: 2018-2020


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    Loremaster

    The Aedynian has been reclassified into a trait but otherwise remains unchanged.

    The shifters are officially a core race, though received a few changes.

    Fire has received a mechanical clarification! And the different types of fire are now available to be understood.

    Void Poison is now a thing.

    Player golems, I.E Sentient Golems are now an event race for markers sake and require an NSCA.

    A sneak peek at one of the new [mostly] underground deep run creatures, the Hydra!

     

    Blightsteel is now Legendary, from Rare.

    Voidsteel has been tweaked.

     

    Souls and Memories via Revivals have been clarified.

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    Loremaster

    After some discussion with LT and private concerns in Pms brought to us, LT has reverted the change of Shifters back into an event race. This means those who did the player polymorph policy, barring Redattendant and Sozoski as they carry an exception previously spoken upon and agreed, are voided and returned to their regular races. Feel free to apply, however!

     

    Two major changes that are staying however are as follows;

     

    Shifters CANNOT turn into animals or monsters.

    Supians no longer turn people into shifters. Feel free to come up with creative reasons, just not too terribly out there.

     

    In addition to this, we are clarifying the "Legacy Rule" that while not explicitly written is now entirely written and understandable.

     

    Forest Elves have received a minor tweak; They can no longer walk on water but their empathy has been upgraded, they can now tell the next action of an animal once every 4 OOC hours.

     

     

     

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    Loremaster

    The deep run expands with a host of new updates, and more!

     

    Deep Run Releases;

    The Judicariate of Mignuhm has been discovered in the dwarf run below, and the Legend about them released to the world above!

     

    Landmarks;

    The Dwarfrun turns itself on once again..

     

    Animals;

    The Moline burrow their way to the surface.

    Mites infest the deep run, unique in nature but ever hungry and growing in number.

     

    Event Monsters;

    The Mechanical Hydra cries out!

    Tracatori begin to emerge, stalking the deep run.

    The Puyltr finally open their eyes.

    The Baonus crawl from the depths!

    The Kitol fly through the caves!

     

    Event Races;

    The Chulduri chitter from the magma.

     

    Plants;

    Dreaming Lily.

    Mechanized Flytrap.

    Glammori.

    Flint Moss.

     

    Stones;

    Deep Crystals.

     

     

    Non-Deep Run Releases;

     

    The Matriarch stings through the competition!

    The Dagon sneaks through the shadows.

    The Waters of Salvation appear!

    The Bogs of Arkolos spread their dread.

    Deaths Euphoria spreads from the fungal biome, and the deep run itself..

    True Ice begins to form, perhaps a result of Eldredlars influence or something else..

    Biomancy and Sanguimancy have been split, and Profane Sanguimancy has been established.

     

    Dragon Related;

    The Elder Dragons Hurzava and Ezikia awaken!

    The Demons have corrupted the Danakov, making them begin to mutate, and lose their draconian ancestry..[Players who already have Danakov can choose to adopt the new form, or remain legacy in Aesthetic only.]

    Yet the Dragons soon after revive their old pets who once died out from a cataclysmic event. Speaking their own primordial language, the Draxgar appear!

    With the entrance of the new Elders, some new materials appear because of their power, such as Jenium and Durum.

     

    Last but not least, the Primordial dragons now have unleashed their Dragonmarked into the world with a while new system, far more similar to shamanism due to its ties with Shakti, the spiritual energies of the earth.

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    Loremaster

    A couple things that have been released alongside these updates are a few changes.

     

    The Mountgle now roams Adelona, relaxing and doing mountgle things.

     

    Alchemicals have now been somewhat standardized to decrease the load of both the alchemical team and the CiT, as well as the players making 200 different coagulants. All alchemicals of the categories that exist can and will be converted into the current format that this carries. Any alchemicals that are out of date or are simply standard versions that fall within this will be moved to the declined archive for cleaning purposes.

     

    Sanguimancy now has a standard tree.

     

    Nodes have received an update that we believe will allow for a more balanced, fun and approachable change that will allow the economy to remain sustained, while also not being super grindy. While wild nodes will stay the same, applied for nodes will have the following changes;

     

    All applied nodes are now guaranteed drops.

    • Ores: 1 week 0.5 kg rare
    • Plants, trees, stones: 2 weeks, 1 rare

    The same follows for commons, except it drops double. Common ore is 1kg guaranteed, etc..

    All junk items now will not spawn in applied for nodes due to this change.

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    Loremaster

    A strange tome has begun to spread through the realms of Aversia, telling a story of a long lost tragedy that has been uncovered.

     

    The legend of Vittalion, later known as Vindicus, has been released!

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    Loremaster

    Because of the scale of the next update that has been planned within the team, we feel it necessary to inform the community of the changes coming to a few of the systems that affect quite a few people. For the sake of simplicity and helping to make other systems easier to understand, as well as streamline and make applications vastly easier for both the player and the applicator. These changes will be rolling out at the end of June, and will affect pretty much everyone who has characters within the mana category. These changes and the scale of changes will vary depending on the system, but magic will be the most affected.

     

    One of the biggest changes that will be universally effecting mana is costs. Feyspeak, runesmithing and Magic will all have their values changed and compressed, though this is primarily just for magic. While the final numbers for how much you will have are not finished, the costs and new format for spells, runes and incantations are. You will have to reapply for all of your spells across all platforms which is obnoxious and we know such, but we are giving you the format and spell costs for scaling now so you can work on it over the month instead of suddenly losing all progression. We think it  feels like a good way to do it.

     

    A change to note for magic and runesmithing in advance, planes and space have merged; Chronomancy has been removed as a discipline, as its just alteration with clock flavor, barring a few circumstances. While it seemed like a good idea, we just have too many issues with it to continue. Golemancy is being removed as a discipline and will become core.

     

    The new disciplines are as follows;

    Spoiler

     

    Universal [Runecrafters and Mages]:

    Pyromancy:

    Pyromancy encompasses the will to manipulate light, heat, and the ability to harness fire.

     

    Hydromancy:

    Hydromancy encompasses the will to manipulate water. This also includes being able to freeze or unfreeze the element.

     

    Aeromancy:

    Aeromancy encompasses the will to manipulate air and the way in which it moves. This also includes the ability to create and wield electricity.

     

    Terramancy:

    Terramancy encompasses the will to manipulate Earth. Metals and magnetism are also an aspect of Terramancy, which can be altered in a similar fashion.

     

    Erebokinesis:

    Erebokinesis encompasses the will to manipulate darkness, shadows, and the absence of light.

     

    Sound:

    Sound encompasses the manipulation of sound. This includes the amplification, muting, or creation of sound.

     

    Space:

    Space encompasses the manipulation of space, summoning, and interdimensional travel. The Space also allows for its students to make portals and connect two places to one another through magical means.

     

    Alteration:

    Alteration encompasses the manipulation of the properties of material objects such as weight, gravity, color, etc.

     

    Mana:

    Mana encompasses the creation and manipulation of magical constructs through the use of mana. This is included but not limited to shields, familiars, etc. Mana is also the only tree able to create Auraweave.

     

    Mage Specific:

    Biomancy:

    Biomancy encompasses the ability to manipulate plants and animals but not oneself. 

     

    Sanguimancy:

    The  Sanguimancy is the ability to manipulate organic matter in both oneself and other living beings. This is included but not limited to blood and body manipulation.

     

    Healing:

    Healing is used in order to heal organic material. It also includes the ability to manipulate diseases. Souls cannot be affected by this tree.


    Psionics:

    Psionics encompasses anything that includes the manipulation of the mind, creating illusions, and manipulating dreams. These illusions are unable to physically harm people.

     

    Souls:

    The Souls encompasses the ability to manipulate souls, create undead as well as banish undead, manipulation of spirits ie. invoking them, and curing souls of curses.

     

     

    Deciding Costs

    5 - Powerful: Heroic Spirits, Possibly Lethal, Large Scale, etc.

    4 - Strong: Teleport, Summon Creature, Mana Clone, etc.

    3 - Average: Fireball, Probe, Binding etc.

    2 - Lesser: Telekinesis, Blink, Shield, etc.

    1 - Cantrips: Magelight, Move Elements, Arcane Eye, etc.

     

    Runesmithing:

    Name: The name of the rune.

    Mana: How much mana the rune costs to make.

    Disciplines: All elements the rune is composed of. A rune may have at max three different elements.

    Activation: How the rune is activated.

    Cast Time: How long it takes until the rune activates after its activation requirement is met.

    Duration: How long the rune lasts once activated.

    Range: How far the rune's effects can reach once activated.

    Effect: The details of how the rune’s effects work. This includes its range if it has one as well as its intensity, etc.

     

    Magic:

    Name: The name of the spell.

    Mana: How much the spell costs. This is where if a spell would be able to be used over multiple turns or other extra costs would also be stated.

    Disciplines: Which branch(es) of magic does the spell use?

    Concentration: How much concentration the spell needs to be cast.

    Cast Time: The shortest amount of time the spell can be cast.

    Duration: How long the effects of magical effects of the spell remains after its cast. If the effects are permanent, but the magic fades, thus making it not able to be unweavable or counterable, then state the limit.

    Range: How far the spell can affect past the caster.

    Effect: What the spell does.

     

    Feyspeak:

    Name: Name of Incantation, These are the words spoken to cast the spell

    Mana: How much mana it costs to use the ability.

    Archfey: [Spring, Summer..]

    Concentration: How much concentration the spell needs to be cast.

    Cast Time: How long it takes to say the incantation.

    Duration: How long the incantation lasts for Range: How far the incantation reaches

    Effect: What the incantation does.

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    Loremaster

    A few changes to balancing and clarifications while we continue to work on the new systems.

     

    Any form of rapid or repeating crossbows cannot fire more 3 bolts before needing to reload. This also goes for siege weapons that do the same, so please mark that down if it is more than such. No exceptions, this is a retroactive change beginning now.

     

    Professions have been changed; novice to expert now only takes one month instead of two, however it still takes 6 months to get to master.

     

    For those aplying for aura applications, we are now requiring that you keep your enlightenment and ability applications SEPARATE from one another.

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    Loremaster

    The mana update has been released, following is changes to Runesmithing, Feyspeak and Magic.

     

    The Soul & Aurum have been combined into a megathread, located now in the multiverse [Here].

     

    Runesmithing;

    Runecrafting: [Here]

     

    Feyspeak;

    Guide to Feyspeak: [Here]

    Chione has swapped the aspect of necromancy with the aspect of sanguimancy.

    Agalia and Galadan have received domain changes, located [Here] and [Here]!

     

    Magic;

    Guide to Magic: [Here]

    Mana & Catalysts: [Here]

    Magic Disciplines: [Here]

    All the trees have been reformatted and reworked! [Here]

     

    The Fey have recieved a small update in accordance. [Here]

    The Strength and speed charts are oficially public! [Here]

    Edited by MoonCake
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    Loremaster

    Also as a note for the future, a large lore drop expanding upon the multiverse and various other miscellaneous things such as diseases will be coming out in the middle of july-this is where most of our work is focused at this moment. We hope you'll enjoy!

     

    Also please note that cures for diseases will likely change along with the reworks of them, so hold back from making any cures for current diseases until then!

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    Loremaster

    There are a few minor and major changes across the board  to help balance and fix some stuff, while also finishing up what was already released but a bit more confusing.

     

    Magic:

    Golemancy rules have been updated.

    Inherited spark now requires at least one of the two mage parents to be masters.

    Magitech Rules have finally been fully introduced and how they work. Any items that do not already follow this rule must be reapplied for.

     

    Shamanism;

    Shamancraft has been clarified and further explained, along with how it works.

    Changes to the spirits of;

    Garsha

    Oreic

    Galga

    Piard

    Genet

    Shapeshifting as a domain has been removed from shamanism and split between its different forms that are further explained by the shaman page.

     

    The Fallen/The Forces;

    The Fallen have received a large amount of tweaks and some replacements to their abilities.

    In addition, The forces is an explanation of all the different types of resources available through the Multiverse.

     

    Diseases;

    Diseases have been completely reworked, reformatted and redone. While it is still only six, they should be far more interactive and enjoyable should you desire to rp them or receive them!

     

    After much discussion and deliberation, we are increasing the non-standard character limit from 2->3 due to popular demand.

    In turn however, we are strengthening the rules of shelving, making a three [3] month minimum time until you can apply to unshelve a character WITH their special abilities. If you decide to unshelve them without, you will still need to reapply when the timer is up to get them back.

     

    The Multiverse update will be releasing on august 9th along with a few other adjustments to things such as Lucience and Vallahism. Delays and other issues have cause the timer to be pushed back once more. Apologies!

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    Loremaster

    Hrim giants strength text has been edited to more properly reflect their strength.

     

    Bannisiel has received an update to its lore to line up with the timeline!

     

    Lycanthropy has been given a glow up!

     

    Necrite and Celedium has been reclarified to affect all ethereal and Incorporeal beings, instead of just undead or unholy.

     

    -----

     

    Apologies for the small lore drop, but a few things that are on the way are as follows;

     

    The Steampunk realm

    Animal Aggression rating system & Animal nodes

    The Void realm

    Vallah Changes

    & Other super secret stuff..

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    Loremaster

    A large list of balancing changes has been released to the public that will assist with the ever growing powercreep and to help balance and bring back some of the danger within the world that isn't out of this world [Literally], and all system barring Shakti have been modified as such. Harmony for shamanism also no longer requires an event to ascend, merely an application after the timeframe is up.

     

    Aura

     

    Divinity;

    Lesser: REMOVED, Will be readded later with a new cool spice mix.

    Blessed: Unchanged

    Chosen: 20 Aura -> 15

    Champion: 30 Aura -> 20

     

    Demonbrand;

    Branded: Abilities 3 -> 5

    Fiendhood: Aura 20 -> 15, Abilities 5-> 7

    Demonhood: Aura 30 -> 15+5+5 per branded, Abilities 10 -> 9

     

    Mana

     

    Magic/Feyspeak;

    Novice: Unchanged

    Adept: Mana 30 -> 25, Spells 25 -> 20

    Master: REMOVED.

    Archmage: Mana 40 -> 30, Spells 30 -> 25

     

    Runecrafting;

    Novice: Unchanged

    Adept: Mana 15/60 -> 15/50

    Master: Mana 20/100 -> 20/60

     

    Sanctification has been given a new section which allows blessed to preform ceremonious rituals to absolve and cleanse the sins of both people and objects that are profane in nature, but with a dangerous drawback should one return to the path of sin without removing such power from their souls.

     

    As a clarification and new written rule-trade nodes cannot be used to trade two of the same good to one another. They must be separate items/materials.

     

    Over the next few days the Animals and Event Monsters sections will be getting overhauled with a new Danger Rating system, which will change a few things considerably in regards to helping both new and old players understand the real difficulty scale that exists within the different animals, monsters and mythical creatures, and how scary they really are/should be. In addition to this, once it is finished by a follow up post here, Animal nodes will be released for animals considered Passive or otherwise domestic/domesticated. More information in the post coming in a few days. This will also come with some changes to the material and alchemical effects to a few animals, but all and all mostly additions and adjustments.

     

    Still in the proverbial steam basket;

    The Steampunk realm

    The Void realm

    Vallah Changes

    Further Powercreep Realignments

    New Artifacts

    Special Astrological stuff

    & Other super secret stuff..

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    Loremaster

    Apologies for the Minor post yet again, but we're working hard on a lot of things, I assure you!

     

    Lucience has received a redesign!

     

    Morto's Malady has been edited to state that it bypasses all forms of disease immunity.

     

    Enchanted Item Rules exists now, for those needing information/clarification.

     

    The lore team is going, starting today, to crack down on bad behavior or rudeness toward the team by giving lore warnings for such. The general rule is you will receive a warning for poor behavior, and if you repeat the offense you will be temporarily Aurum banned, with an appeal (not a word document) necessary on a case-by-case basis where we will judge if you have improved. This can escalate to a lore ban if the problem or toxicity is high enough.

     

    ALL GRIMOIRES (Ritualistic Knowledge, Divinity, etc) are going to be archived for inactivity if it is not up to date or active in the current system by the 13th of September. Should your grimoire have that occur to it, you will need to reapply for your trait to continue playing the character. These checks will occur every other month, so keep your stuff up-to-date, unless you have a good reason!

     

    Still in the proverbial steam basket;

    The Steampunk realm

    The Void realm

    Vallah Changes

    Further Powercreep Realignments

    New Artifacts

    Special Astrological stuff

    Overloading Spark & "Stance's" (Temporary Name) for Magecraft.

    & Other super secret stuff..

     

     

     

     

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    Loremaster

    The grind continues ever forwards as we prepare for a big lore drop.

     

    The Aethier Lore Dictionary now exists-it describes every keyword we have, along with a brief explanation as to what exists. if something such as your spells, abilities or anything that you posses (Such as items) is out of whack with these key terms, I please ask you to adjust them as we will to our own pieces over time! Thank you!

     

    The Crystal Doe and Stag make their entry in the Lucient Biome!

     

    Shamanism has received base spells for their domains, similar to how mages posses them. Just like Mages as well, if they posses the domain, they can slap it onto their ritualistic knowledge without an application.

     

    Celestial shamanism has been split into Sun and Moon domains, and a new path which will eventually be added onto has been created, that of the Celestial path.

     

    Shamancraft as a profession has been removed, and will no longer be allowing any sort of shaman items to be created barring Voodoo dolls in the spirit domain, and dreamcatchers in emotion. This may change if one can come up with a good enough reason for such a common idol for shamans to exist.

     

    New Alchemicals were added to the standard list (Pain Reliver and Leafthin Antitoxin Leaf) Basic Healing Potion was edited. Lycanthrope and Greater vallahism cures were reclarified with the need for OOC consent to work as it wasn’t stated previously. 

     

    We are also confirmed to be working on the following for the big lore drop;

    Enchanted item fixes

    Golem updates

    The Steampunk realm

    The Void realm

    Vallah Changes

    New Artifacts

    Special Astrological stuff

    Overloading Spark & "Stance's" (Temporary Name) for Magecraft.

    Magical Healing Reliance Ailments

    Miniature dragon reworks

    Homunculi

    Breeding Chart changes
    Cloth expansion!

    Guide to Magic reformat

    Liches!
    Heroic Spirit rework
    Erudite Plague Re-release
    Braincap Change

    & Other super secret stuff..

     

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    Loremaster

    Hi everyone, a minor lore release before the massive one coming up, which is mostly just optimizations and app changes.

    • The lore team is establishing a new policy to prevent extended downtimes of applications, as follows; Application sections cannot be put on hold for more than 2 weeks after announcement of putting it on hold, which will normally occur at the end of LT meetings. 
    • Pending enchanted items need to be edited and updated to the new format before they will be reviewed.
      • New Format: [Here]
      • You now only need to apply for an enchanted item once and can make as many custom item apps for that item for as much arcamite as you can. It will still count towards your item limits however.
        • Example: Apply for enchanted item bag of holding, make 3 bags of holding custom items one for each month over 3 months.
    • Invention apps will be moved to a subsection of Alchemical applications. Alchemy apps have a new format. All pending alchemy apps need to be edited and updated to the new format before they will be reviewed.
      • New Format: [Here]
    • All alchemy apps will be moved to a section in which they will still be valid until November 4, 2020. After this point they will no longer be valid unless they have been reapplied for and approved in the new section. it has been 2 OOC years since it was last cleared out, and standards have changed since then considerably enough for us to have to do so, as unpopular as it may be.
      • For the period of the month, you are allowed to REAPPLY for any and all of your previously approved alchemicals or inventions in the invention app section. You can only have two new invention/alchemy app submissions up alongside these new, updated versions of your alchemical apps.
    • The alchemical base list has been updated to the new system and new alchemicals have been added/being added.
    • If an alchemical/invention has been applied for three times by different people, it will be added to the standard list with a rewritten version that has the same universal mechanics in lore teams own writing. This is to prevent bloat and promote commonality between items, making ite easier for players, dms and teams to understand and handle, and we apologize if it feels like we're killing your creativity in this area.
    • Flying races will now have a +2 meters/turn speed buff with or without an action while flying, reduced from the +3/+4 they had originally. They are now more balanced closer to the lines of Syrien speed in water. Strength and Speed chart link here.
    • Feyspeakers cannot make magic items of any kind. This is a clarification that might have been misconstrued prior.
    • Clarification: Low concentration casting can no longer be done as a reaction regardless of the spell. Low concentration channeling/casting will require the full action of the caster.
    • Enchanted items have been reworked, please see this thread. Enchanted item apps may be inconsistently reviewed for the next two weeks as we get both systems off the ground, but after that it should continue normally and be reviewed regularly like everything else.
    • Magecraft profession is now optional for mages, and has been renamed to Enchanting. It is not optional for runesmiths, as runesmiths fill the profession slot automatically. In order to be able to make enchanted items as a mage, you must now apply for the Enchanting profession in the professions section, but no need to reapply if you already have it and desire to keep it.
      • Novice mages may now make enchanted items and also apply for this, however they can only make trinket tier items until they reach adept.
    • NOTE: Magic trees will be updated next lore release. They will be expanded to encompass more spells. We are letting you know ahead of time so you are ready for this. Players may be asked to change variations of the new base tree spells to the balancing of the ones listed in the base trees. More info to come at the big lore drop on October 18th-19th.

     

    We are also confirmed to be working on the following for the big lore drop;

    Enchanted item fixes

    Golem updates

    The Steampunk realm

    The Void realm

    Vallah Changes

    New Artifacts

    Special Astrological stuff

    Overloading Spark & "Stance's" (Temporary Name) for Magecraft.

    Magical Healing Reliance Ailments

    Miniature dragon reworks

    Homunculi

    Breeding Chart changes
    Cloth expansion!

    Guide to Magic reformat

    Liches!
    Heroic Spirit rework
    Erudite Plague Re-release
    Braincap Change

    & Other super secret stuff..

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    • 2 weeks later...
    Loremaster

    As a quick change that has been hotly contested yet extremely requested, Braincap is receiving a considerable change that has been a long time planned.

     

    Braincap is no longer considered a tailory project and has been swapped to an Alchemical that is temporary in nature, as this was, quite frankly, ruining Psionics magic via events, player or otherwise in ways that were not healthy for the servers overall balance.

     

    Also everyone was wearing smurf mushroom caps around, and that was kinda weird.

    Braincap [Here]

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    Loremaster

    The first of two waves is here, the first big lore drop of the year! (That isn't exodus.)

     

    First, some notifications and statements from the team;

    • Due to the rabbit hole of the cloth redo going a LOT deeper then any of us realized, that will arrive in three OOC weeks, on November 8th at the next meeting. Sorry guys!
      • The festival of shadows is taking up our next meeting slot, so the wait will be a little longer.
    • With the introduction of the final round of changes for magic for at least half a year barring any extreme holes we might find, Aeromancy and Multi-Concentration spells need to be reapplied for due to the new discipline and removal of multi-concentration back to singular. (We promise. Yell at us if we break it, because we are genuinely happy where its at now.)
      • All projectile spells need to have a snippet at the end that specifies they follow Projectile Standards. Direct any questions to Natureluvr on that front.
    • In regards to the organized players who submitted concerns for the Golems to the Lore Team, we have reviewed the proposal and the community commentary as best we could and discussed it extensively, as it really got through to us and we did our best to think over if this proposal could be implemented, as opposed to a forum post which could get messy and disorganized. Despite us doing so, in order to maintain Aethier's High-Fantasy setting, we will retain the ruling that Golems will not possess aurums. Golems, under Aethier's setting are not intended to be true player characters - like the full scope and range of abilities offered by our Core and Event Races in the same fashion. Golems under Aethier's setting are intended to be combat pets, in the simplest of terms, but can sometimes have some functionality sacrificed for the sake of playing them. These are artificial constructions created by the players, or event characters, which are strong in their own right, but not the perfect inventions which can evolve and expand as much as some people desire.
      • There exist avenues which may supersede this limitation, which has been laid out by us though. Through Divine interaction, such as obtaining a Blessing (not divinity), golems may obtain an Aurum. This is the only avenue that we feel comfortable granting to Golems, as the Divine themselves may supercede many of the limitations other systems cannot on this server. We also believe that further expansion of golems, beyond the capabilities granted in this Lore Update, may develop into a setting wide issue which would disrupt Aethier's High-Fantasy setting. Select minor events or artifacts may pose exceptions to this ruling for a bit of a fritz, but we don't want an avenue for the players to go beyond that. We apologize if this ruling upon the setting inconveniences anyone's goals or visions!
    • Enchanted item apps, with the previous update that came out, will need to be reapplied for and updated to the new system. While we thought about going through all 7 pages and editing every single one to the new section and rebalancing them more favorably, the workload of such would take too long and far too many resources to be efficient with the small group we have. You guys have more hands together then us, so we're asking you to take the hit for us this time.
      • All enchanted items will still work for a month starting from this post, where they will be deactivated after if not reapplied for within the timeframe. To reference, NEW magical items will still cost arcamite, but reapplications will not.

    Second, the so called "Multiverse" update, with a bunch of other things in between!;

    • We now posses two new anomalies that will occur at specific times of the year IRL. These Anomalies will cause a myriad of effects for certain Aurum types, traits, etc, and more are on the way! (As we think of them)
    • The Aurora Curiositas
    • The Pearled Cathedral
    • Vallahism has received a few tweaks to its pages and mechanics, but most notably is that greater vallah children can no longer be created and greater vallah themselves suffer MORE in sunlight as opposed to less as before in an effort to make the better vampires more..vampire-y with their drawbacks.

     

    • White Stag's have received a minor update to their spell, and the whole capacity of the blood of a white stag may produce 1.5L of liquid mana.
    • Magitech rules have been updated in Liquid mana amounts according to all the new and adjusted sources.

     

    • Magical Updates as follows;
      • Guide to Magecraft has been updated, crunched and further simplified, combining many of the old threads.
      • Magical Stances have been released for mages, replacing the chanting system which took away from Feyspeak. Although you usually lock in once you pick a stance, for the next OOC month (Until November 18, 2020) you may apply to change stances for playtesting purposes to help players figure out which ones fit best for their characters, as this is rather new. Afterwards it follows as normal again.
      • Heroic Spirits have received an overhaul.
      • The base magic trees have received a big old update. If your base spell is different from the current one due to rewordings, then place replace it with the new ones!
      • Electromancy has been introduced as a separate discipline from Aero and Pyromancy.
      • Golemancy rules and Golems in general have received a helpful standardization for people who want to create golems of certain disciplines and how it generally works.

     

     

    We are also confirmed to be working on the following for the big lore drop;

    New Artifacts
    Cloth expansion!

    Liches!
    Lesser Divinity

    & Other super secret stuff..

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    Loremaster

    A couple of things have been released regarding inventions and enchanted items.

     

    New Construct Inventions:

    Net Launcher

    Handheld Crossbow

    Light Ship-Glider

    Handheld Glider

     

    Enchanted Items have received standard items posted in the mystic and trinket sections of the enchanted item part of lore. These items can be made by anyone who is capable of enchanting and has the ability to enchant it by just posting a CiT application for the item. For example, a fire elemental blade can only be made by an enchanter with the 'pyromancy' discipline. More items may be added to this 'standard list' and pinned in the appropriate section when we deem it necessary to add an item to the list because it's being made by multiple people. Enchanted item apps currently that are up that fit into these categories of items that have been premade by loreteam will be dealt with on the app and told to just use the standard mechanic when the enchanted item apps are looked through.

     

    Mystic:

    Elemental Weapon

    Rift Weapon

    Intangible Weapon

    Jewelry of Disguises

    Jewelry of Toxin Immunity

    Jewelry of Frost Resist
    Jewelry of Fire Resist

    Jewelry of Waterbreathing

    Jewelry of Darkvision

    Jewelry of Waterwalking

    Jewelry of Mind Protection

    Bag of Holding

    Cloak of Levitation

    Cloak of Invisibility

    Object of Flight

    Boots of Muffling

    Boots of Blinking

    Boots of Slow Fall

     

    Trinket:

    Ethereal Torch

    Neverending Quill

    Object of Anti-Rainfall

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    • 2 weeks later...
    Loremaster

    Hello again everyone, the second wave has (mostly) arrived. A third wave won't come, but extra bits and pieces will soon enough as we begin work on our next big projects and finish other random projects up.

     

    But first, to the releases!

     

    The Cloth lore takes the spotlight this time, with almost every piece being edited, added or clarified to be updated with our current formats and effects. To note of importance, all current cloth effects will remain the same and unchanged until CiT has finished the creation and storage of the new items and announces that they are now supported. The cloth lore, while released now, will not take effect until CiT makes an announcement post stating it is up to date and supported. The animal lore will be contradictory at first, but don't panic, we have natureluvr on the case, so it shouldn't take more then a couple days.

    • The cloth specifications thread details all the IRL cloths that are relevant to the section as of right now. [Here]
      • The general cloth section an be found [Here].
        • Animal hides, skin, and scales can be found [Here].
        • Animal chitin can be found [Here].
        • Flora based cloths can be found [Here].
        • Other forms of cloth can be found [Here].

     

    Liches, for a long time have needed some big clarifications on what encompassed one and who could effectively call themselves one. That has been fixed.

    • Liches now have an official lore page. They're pretty strong and open ended, be careful and be ready. [Here]

     

    Dragonmarks have been lacking for a while with a certain je ne se quoi. We hope that this is a good first step to solving that.

    • Dragonmarked have been updated. The first gift that was there before has been REMOVED. All first gifts that are currently in circulation STILL EXIST, and count towards the enchanted item slot. Please get them put in the enchanted item section and list the creator as the elder dragon that gave it to you.
      • First gifts are now passives, and the aurum can no longer be permanently removed by taking away their unrecallable previous 'relic' type object as they now cast through the mark. [Here].

     

    Animals had a few tweaks here and there from player complaints, and after a look at balancing, we have adjusted a few of the animals tiers, but mostly dealt with some of the stronger acids.

    • A few animal changes have taken place, mostly shifts in their danger level as a final few shifts. [Here].
      • Mhane cobra acid and centipreedle acid have been changed to be different and a little more balanced. They have also become threatening again. [Here and Here].

     

    Healing has been a bit of a problem for a long time now. We solved the magical side of healing perhaps a little TOO well, and now people are simply taking injuries and timeskipping, or getting healed via mundane or alchemical means. The second is good, the first we are aiming to fix with this change.

    • The healing and injury chart has been updated to be a rule for both mundane AND magical forms of healing. It has also been moved to the standard lore section. [Here].

     

    After discussion within the team, we decided that for the sake of not making the aesthetic sense of creativity be too harsh, we are changing all standard enchanted items to "Object of", instead of specific items, so do and make with that what you will. Aesthetic creativity is always something we want to encourage even if mechanically we need to standardize because of the growing server population, and we feel that might've not been so successful the first time around with this iteration. So we hope that gets fixed into a better state the second time.

     

    • Enchanted Items [Here].

     

     

    We are also confirmed to be working on the following for the next lore drop;

    New Artifacts
    Lesser Divinity

    & Other super secret stuff..

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    • 4 weeks later...
    Loremaster

    A slight update to Iron-Soul Mandragora with the minor clarifications for wooden armors. [Here]

     

    As a note for mages, your grimoire will be subjected to an inquisition by this weekend if they are not updated to the current system. If they are empty, this counts as un-updated, and your characters aurum will be revoked. If you need any time extension, speak to @natureluvr as she will be going through all the mage grimoires and working with them.

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    • Kyle1322 changed the title to Lore Journal: 2018-2020
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