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Player Rulebook Change Log

From Version 1.1 Beta to Version 1.2 Beta


1. No Page Number Added people to Special Thanks, as requested by
ownership.
2. Throughout Rulebook changed references from chapters to branches as this
reflects the organizational structure of the company as a whole.
3. Throughout the Rulebook changed references from production to crafting
as this reflects design intent and is a better description.
4. Throughout the Rulebook changed Element Magic to Prime Magic to clear up
any confusion of delivery types, etc. for design intent, world building cannon and
also game play.
5. Throughout the Rulebook changed Lockpicking Kits to Lockpicking Tools to
reflect one-time use as per design intent.
6. Thourghout the Rulebook changed the name of Armor Optimization to Metallic
Skin to reflect design intent.
7. Page 3-4 Removed Exchange Rate, as this is not set and may fluctuate
depending on economic situations. Added in description of the Blue Crystal Bank
and the ability to purchase reagents.
8. Page 7 Defined Game Days and Game Resets.
9. Page 7 Defined Out-Of-Game areas.
10. Page 8 Clarified that Castle Coins are transferable to other players, NPC Points
are nontransferable.
11. Page 9 Changed XP Blanket to Castle Coin Game Day (CCGD). We are not
using the Experience Point System anymore, therefore this terminology was
incorrect.
12. Page 9 Defined spending Castle Coins to 100 Castle Coins = 100 Caps one time
per character per month to reflect design intent.
13. Page 9 Changed formal magic to High Magic in Table 1-1.
14. Page 11-13 Changed Racial Advantages/Disadvantages to reflect weapon
redesign and design intent.
15. Page 11 Changed Resist Element to 2 SP in the Barbarian section to reflect
design intent in Table 2-1.
16. Page 12 - Changed Resist Element to 2 SP in the Dragonkyn section to reflect
design intent in Table 2-1.
17. Page 12 Removed glittery makeup from the minimal makeup requirements
for Faekyn.
18. Page 12 Clarified Florakyn advantages/disadvantages and changed HP/MP
modification to +1 MP to reflect design intent in Table 2-1.
19. Page 12, et.al Removed the skill Rip from Entwinements, and added Resist
Entwinements to Ogreling for ease of game play.
20. Page 14 Clarified free Tradeskills for Mankind to be at level 1 and then every 5
levels of progression.
21. Page 21 Reworded Florakyn description to reflect design intent.
22. Page 24-25 Added Class Descriptions to the Rulebook.

23. Page 26 Added entirely new leveling system to Player Rulebook.


24. Page 27 Changed Game Day Reset from 8:00 am to 2:00 pm for consistency
and ease of separating Game Days.
25. Page 28 Removed the skills All One Handed Weapons and All Weapons from
the skill point list.
26. Page 28 Reworked all melee weapon costs and skill purchase design.
27. Page 28 Reworked costs and reworked description for the skills Thrown
Weapons and Archery.
28. Page 29, Page 36 Added the skill Physicalstrike: Snare
29. Page 29, Page 36 Added the skill Physicalstrike: Slow
30. Page 29, Page 36 Added the skill Physicalstrike: Silence
31. Page 30, Page 36 Added the skill Physicalstrike: Disorient
32. Page 28-30 Changed Skill Point costs to reflect design intent and balancing
aspects. Removed 9th+ purchase of Armor, since the most one can buy is 9 in the
current armor system. Revamped all costs of increase armor.
33. Page 29 Removed All Styles for consistency.
34. Page 31 Reworked Crafting Skills costs for consistency and design intent.
35. Page 32 Dropped all hybrid class skills to 15 skill points, through player
request, balancing issues and design intent.
36. Page 33 Added the combat call for starting and stopping stabilization using the
skill Anatomy.
37. Page 36 Added Backstab pre-requisites to Physicalstrike: Sunder skill
description to match with skill table.
38. Page 38 Changed formal magic to high magic in the skill Guard.
39. Page 38 Changed the references to the removed skill Slay to the new skill
Physicalstrike: Damage in the class skill Combat Ferocity.
40. Page 39 Clarified the skill Blade Protector to reflect design intent.
41. Page 39 Updated Crafting Mastery with the ability to salvage mundane
equipment.
42. Page 40 Clarified the skill Shadow Dance to reflect design intent
43. Page 40 Changed combat call for Misdirection to Misdirection Innate
<Spell> for ease of game play.
44. Page 40 Reworked the mechanics of Magical Jolt to make it more of a viable
class ability.
45. Page 41 Changed the reference to the removed skill Slay to the new skill
Physicalstrike: Damage in the racial skill Battle Prowess.
46. Page 41 Clarified the skill Tactical Strikes.
47. Page 41-42 Renamed the skill Waylay to the skill Ambush, and clarified the
explanation of this skill as well.
48. Page 42 Clarified that Armor Optimization does NOT have to be phys repd.
49. Page 45 Re-Worked Table 4-1 to match weapon redesign.
50. Page 46 Put in new requirements for Non-Combatants red headbands, and
clarified the touch-casting rules on non-combatants.
51. Page 47 Added Each weapon call must be immediately followed by a weapon
swing before another weapon damage call can be made for clarity and to reflect
design intent.

52. Page 47 Removed Turtling in the Unsafe Combat Practices section.


53. Page 48 Removed Wrap Shots from the Unseen Targets section.
54. Page 48 Added that all shields must be padded for safety.
55. Page 48 Added this to unsafe combat practices: Actively using a weapon tied
to your body in any way during a combat situation is prohibited. This reflects
design intent for safety.
56. Page 50 Changed combat damage to physical damage for clarification.
57. Page 50 Added weapon or physical to sentence for clarification.
58. Page 50 Reduced Damage mitigated by Armor from three to one for ease of
game play.
59. Page 50 Added clarification on armor reduction, spells and physical in the
verbal.
60. Page 51-52 Added for the benefits of wearing armor: In addition to armor
providing damage reduction, it also allows the character to deflect a certain
number of blows per day. For each three points of ADR an armor rating provides
within the class cap, the character will receive one armor deflection. This can be
used at any time, protects against any melee damage only and cannot be regained
by any means until the next Game Day Reset. You cannot use more than six
deflections in one Game Day, regardless of the amount of armor or suits a player
wears.
The combat call is Deflection when using this ability.
61. Page 51 Clarified that multiple wearings of armor on one location do not stack,
simply the highest ADR value is used.
62. Page 51 Changed page reference to Souls/Resurrection to reflect proper page.
63. Page 51 Changed I kill you 1 to Death Blow 1. for ease of game play.
64. Page 51 Added Weapon Type to the end of Death Blow.
65. Page 52 Added the rules for carrying tiny, normal and giant-sized creatures.
66. Page 52 Changed reference to permanent circles of power to annual circles of
power for consistency.
67. Page 55 Changed requirements for a Grimoire from 5 x 7 minimum bound
book to 4 x 6 minimum bound book at the players request. Changed
throughout the entire Players Rulebook.
68. Page 58 Clarified the spell Avoid that both target AND caster must respect the
5 gap between them.
69. Page 60 Clarified the Feeble spell to not stack, simply resets the duration.
70. Page 60 Changed Elemental Touch/Breath/Wave to Primal Touch/Breath/Wave
for consistency.
71. Page 60 Reduced the damage of Magic Ray from 60 to 40 and Magic Beam
from 80 to 60 for balance and design intent.
72. Page 61-62 Removed the Spell Magic Aura.
73. Page 62 Removed the ability to Death Blow through Cage. A creature in a
Cage is immune to ALL IG effects, as was design intended.
74. Page 62 Renamed Elemental Aura to Primal Weapon Infusion for consistency.
75. Page 62 Changed spell duration of Primal Weapon Infusion to 5 minutes to
reflect design intent.

76. Page 63 Renamed the Spell Circle of Power to Protective Circle for consistency
within the Player Rulebook and High Magic Compendium.
77. Page 63 Changed phys rep circle requirements of the spell Protective Circle to
be minimum 2 to maximum of 12 in diameter for consistency.
78. Page 63 Changed and clarified the spell Protective Circle.
79. Page 63 Leather Skin duration changed to 5 minutes to reflect design intent.
80. Page 63 Scale Skin duration changed to 5 minutes to reflect design intent.
81. Page 64 Plate Skin duration changed to 5 minutes to reflect design intent.
82. Page 64 Poison Shield spell now clarified that it blocks the first poison attack
that hits the target.
83. Page 64-66 Redesigned Thorns, Barbs and Quills to be Lesser Thorns, Thorns
and Greater Thorns for ease of game play and design intent. Edited all instances
of those in the Rulebook for consistency.
84. Page 66 Renamed Diffusion to Shield Clone and reworked entire spell for game
play and design intent.
85. Page 66-67 Slow changed to affect arms only to reflect design intent.
86. Page 67 - Added the caveat to the Crumble spell: White ribbons on items that
signifies they are not tagged and cant be stolen if the item is effected by the
Crumble spell for design intent and for better immersion.
87. Page 67 Removed the Daze spell and removed all references to Daze throughout
the rulebook, added Disorient to Wild Magic for design intent and ease of game
play.
88. Page 75 Removed all + damage melee and ranged weapons from Smithing to
balance with High Magic.
89. Page 76 Removed Fletching from game play added in specific skills from the
Fletching skill to the Smithing skill.
90. Page 76 All Whetstones can now be applied to any weapon, including ranged.
91. Page 76 Clarified that Lockpicking Tools and Whetstones are one use only.
92. Page 76 Renamed Liquid Light to Alchemist Torch and made it Ointment only.
93. Page 77 Added the following to Apprentice Alchemy: Healing Elixir 10, Feeble
Elixir/Gas/Ointment.
94. Page 78 Clarified that Alchemy, Apothecary and Scroll making can use any
Crafting Reagents to produce any alchemical item. The tiers of the reagents need
to add up to the base cost of the item being crafted.
95. Page 78 Added Healing Touch 10 and Shield Physical to the Apprentice
Apothecary to be produced with no Crafting Reagent cost.
96. Page 78 Added Shield Physical and Feeble to the Apprentice Scrollmaking to
be produced with no Crafting Reagent cost.
97. Page 80 Separated Tradeskill into Tradeskills and Loreskills, by player request.
98. Page 80 Grammatical: Correctly spelled Tradeskill in Table 6-16.
99. Page 83 Added Plot Effects section in Monster Abilities in Miscellaneous Rules.
100.
Page 84 Added that creatures who teleport can call defenses after the
teleport is completed to reflect design intent.
101.
Page 84 Clarified wording on the Monster ability Poison Strike.
102.
Page 86-87 Added Counted Actions to Miscellaneous rules, Glossary
and Index.

103.
Page 87 Added Possession of Items in Miscellaneous Rules
104.
Page 87 Removed Player Transplant Policy from Player Rulebook this
is a website addition.
105.
Page 92 Removed Wrap Shots from Glossary.
106.
Page 94 Changed Index back to a 2-column layout, as was originally
intended.

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