Post 11-20-21 Alpha Changes

GENERAL

  • Carrying is now a baseline skill. This functions much like the Strength Skill’s function except it requires two free hands. Similarly, changes have been made to Strength and Great Strength.

  • Conceal: Concentration and Targeting may no longer be done while concealed. 

  • Control effects: You are no longer able to Concentrate/Target while in Pain. The same applies to Stun effects. Silence no longer allows you to use any type of Etheric Concentration (e.g Diabolic, etc)

  • Loyalty Awards: The Exalted Boon of  Treasury is only usable by the Illustrados and the Temple. Also, the Upkeep Service Point Award and the Greater Boon of Maintenance (Loyalty Boon) no longer include Pure or Superior components as part of their function.

  • Multi-classing: This Milestone has been redesigned. It now only grants a single Aptitude from a Class that is not your own. It no longer grants an XP discount to learning Skills from other Classes. Lastly, this is no longer a Unique Milestone. 

  • Ranged Basic Attack: This now caps at 5 damage instead of 3 damage.

  • Resolve is also included in the baseline skills. 


STIGMATA:

  • Several Traits that grant Spells  now correctly clarify that a character has become vulnerable to Eldritch Corruption. 

  • Chimera no longer choose two Subtypes during Character creation. They only choose one Subtype just like all the other Stigmata.

  • Bestial Chimera and Soulknife Psions are now able to negate Frenzy/Dominate effects. However, their ability to heal and grant Resolve is now limited.


ARCANIST:

  • The Periodic Sorcerous skills of the Arcanist class have been adjusted so that their Tradition-based subfunctions adhere to the naming convention. Furthermore, the Mastery skills of their Disciplines can now be used to use a Periodic Sorcerous skill without expending its Periodic use.

Diabolist Tradition

  • The Diabolic Somatic Gesture now only inflicts 10 seconds of Incurable Pain, which no longer allows Concentration. This effect occurs after the spell is invoked or after the Modal effect occurs.

  • The Blood Witch Aptitude has been reworked to reflect the change to the Diabolic Somatic Gesture. Spells augmented with “Sanguineous” still inflict an Incurable Stun 10, but they now waive a Spell’s EConc if it is 3-counts or less although they suffer a Enfeeble-esque effect after spellcasting. Blood Witches can also siphon life from Death Blows.

Channeler Discipline

  • Arcane Ember: This can be worn around your neck to gain some of the Benefits. 

  • Channeler Aspect: Clarified that Runic/Eldritchcraft weapons can be used. Also, the weapon used for the Smite is the same weapon that was used to gain Valorous.

  • Necrotheurgic Anchor: Control Hex: Clarified that the Dominate is an imbued effect, which means it can be refused by hostile individuals. 

Infusion Sphere

  • Infuse Weapon: The melee function of this spell does not grant a Piercing attack, nor does it grant two attacks. Furthermore, the ranged version of this Spell is improved by Shielding Aspect. 

  • Intensified Infusion: This can be used to waive the Ranged function of Infuse Weapon.


Restoration Sphere

  • Restore Hope (Restoration): This affects one or two targets. 

  • Harmonic Restoration: Overflow healing has been clarified.

Obfuscation Sphere

  • When Augmenting Obfuscate Exodus or Obfuscate Presence with “Master of Illusion”, these spells no longer require a Concentration count.


Projection Sphere

  • Burning Aspect: Volcanic Evocation greatly increases the damage of your spells.

  • Project Halo: This no longer has a bonus to damage.

  • Unfettered Projection: Overflow attacks have been clarified.


Transmutation Sphere

  • Transmogrification: This is the process of temporarily adding an Elemental Type to a Component during Craft-Ritual actions -- this has been renamed to “Admixture” and no longer affects only one Component. In particular, the Admixture functions of the Chemist have been heavily reworked. 

  • Transmute Air: This spell is now closer in line to similar damage spells. It is now improved by Shifting Aspect.


BUILDER:

  • Repairing Weapons and Disarming traps only requires one free hand - it formerly required that one’s weapon be no bigger than a small melee weapon. 

  • Xenotech Expertise (a sub-function of certain Crafting skills) now requires a Superior Scrap Kit. 

  • The progression of Crafting Skills has been slightly reworked: 

    • The Maker, Expert, and Master skill of a Discipline are the only ways to make Kits and other Items

    • Augments can be primarily found on the Complex and Erudite tech skills.

    • This means that the Maker, the Expert, and the Master skills of a Discipline are must-haves for those who want to progress in crafting higher-quality items. 

  • Several of the Builder’s Mastery skills (e.g. Master of Elixirs) have been re-written for clarity’s sake. 


Brewer Discipline:

  • Stim Shivers no longer debuffs Concentration Counts but it makes its recipient vulnerable to Dominate and Frenzy effects. 

  • Several Erudite Skills now allow a Brewer to better wield certain Vial Augments. 

  • Apex-Tech Admixture has been renamed to Apex-Tech Additives. 

  • Strange Brews: Two additional Tonics have been added to the list of available Tonics. 


Chemist Discipline

  • Poisoncraft no longer inflicts Pain. Extinguish Element now imbues a Heal instead of Resolve. 

  • Transmogrification: This is the process of temporarily adding an Elemental Type to a Component during Craft-Ritual actions -- this has been renamed to “Admixture” and no longer affects only one Component. In particular, the Admixture functions of the Chemist have been heavily reworked. 


Doctor Discipline: 

  • Medical Redemption now cures Diseases -- Rare Components cure Greater Diseases (and lesser ones) while Pure Components cure Anathemic Diseases (and lesser ones). Furthermore, Doctors now have the Double Take skill (from the Hunter Discipline). 

  • The Greater Remedy has an additional function (this replaces the original Swift Healing function in Greater Remedy): 

    • Swift Healing: You may augment the Treat Injury skill so that it takes only 7 counts instead of 10 counts. Invoke it as “Quickened Treat Injury”

COUNSELOR: 

Binder Discipline:

  • The Valorous Status from Inspiring Aspect is now dispelled by Control effects. On the other hand, becoming Valorous is no longer disrupted by Healing or Resolve.


Soother Discipline

  • the Soothing Aspect skill has an additional function

    • Swift Healing: You may augment the Treat Injury skill so that it takes only 7 counts instead of 10 counts. Invoke it as “Quickened Treat Injury”


CRAFTED ITEMS:

  • Major Item Cost rework: Most items cost 5, 6, or 7 components, with the Purity of the required Component dependent on the quality of the item. 

  • Runeforged: This weapon augment has been redesigned. It now allows you to cast a spell through your melee weapon, increasing its damage but preventing it from becoming a Piercing attack. It also allows a Rune Wand to be any melee or ranged weapon (including guns!)

  • Healing Vials and some Hyper-refined Vials: The Concentration for this is no longer Interlinked, allowing a character to walk to their targets. On the other hand, the Healing for these Vials can no longer be increased.


RANGER:

  • Resist Skills: This has been Clarified so that they do not defend against Master effects.

Junker Discipline

  • Junkyard Ingenuity is a Complex Junker skill as is the Chemist’s Explosive Elementalist. 

Shadower/Runner Discipline

  • Supreme Exodus now longer requires a Concentration count.

WARRIOR: 

Fighter Discipline: 

  • Brutal Backswing requires an invocation for its Step attack. Also, it is clarified that it is not a Smite attack. 

  • Overflow attacks have been clarified.


Slinger Discipline: 

  • Overflow attacks have been clarified. 

  • More Slinger Skills are affected by the use of Superior Weaponry items.