Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 17 Sep, 2020 @ 2:46am

v.1.9.38
- Added Corrupted Claws (gauntlets). Thanks Kyo! Art by Dominik Maral Male version isn't working properly yet.

* Reworked custom movesets for the Siptah update. There may still be wonkery afoot, so let me know. The shortbow's heavy attack, and katana's power charge doesn't work at the moment. I need to get this update out and need to get away from it for a bit so those two may be broken for a day or two more before I can figure out what the problem is.

- Savage stance heavy attack 1 sped up 20%, damage multiplier increased by 20%. Hyperarmor extended just a little longer to the landing point of the animation.
- Savage stance final heavy attack damage multiplier increased from 2.5x to 3.5x
- Nimble light attacks (excluding last which has lower cost) stam drain reduced from 3x per hit to 2x per hit, and damage increased on final attack from .6x to .75x per kick (totalling 1.5x damage).
- Doublesword hyper armor on lights has been reduced, and 2nd attack has 10% speed reduction.
- Doublesword heavy attacks damage increased by roughly 10%, but stamina costs increased by about 30% due to the amount of hyper armor and unapproachability it has and is meant to have. Sunder removed from final heavy attack, but damage increased by about 15%.
- Greataxe 9th slam attack is 30% faster

- Unarmed Mastery II - Keystone no longer required. Materials have changed and lessened. Feat points required reduced.
- Unnarmed Master III - Has advanced unarmed combat styles. Has Martial Reflection item to create Hard Lessons from broken fist items. It can also create Unnarmed Mastery II in a different way.
- Snakehand Style - Poison type changed.
- Merciful Fist Style - now debuffs targets.
- Savage stance heavy combos adjusted to have more meaningful CC and damage.

- Burning Greataxe Hitbox extended slightly

- Lightning effects removed from yeetfist

++Removed overrides to funcomfunctionlibary for update


-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)

Up next:
++ Relentless Trauma, Beast Tribe mace (Khaleme Commission, Beast Tribe, art by Dominik Maral!)
(bt skull hammer art by Devin Eggleston)
++ Lightning VFX on Ilya and Shetai weapons fix
++ practice weapons = give some debuff on concussion health loss. Not headcrack because we don't need looting, but something of a 'you lost!' for duels and such

Update: 9 Sep, 2020 @ 3:11am

v.1.9.37
-Fixed missing attribute bonuses of Anka's Staff of Jaffur
-All staves now have +100 armor. Their stamina usage has been reduced from 7 to 6. Gnarled Staff's heavy attack stamina cost was 10, and reduced to 6 also. Replacements will be necessary for updated values, but all staves will receive the +100 armor upon update and logging in because of the way some of the attribute information is stored.
-Praise and Honor Set craftable at altar of set instead of t3 shrine
-Burning WarAxe (Greataxe) hitbox adjusted downwards
-Relentless Warspear descriptions fixed
-Infused Kiwi recipe requires Heart of the Sands scourgestone instead of keystone.
-Unarmed Mastery ironstone requirement reduced to 500

-Savage Stance final heavy hit changed to a not-busted-animation for now
-Admin spawn Claws (gauntlets) added. Still a WIP but functional. Art by Dominik Maral

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

Up next:
++ Relentless Trauma, Beast Tribe mace (Khaleme Commission, Beast Tribe, art by Dominik Maral!)
(bt skull hammer art by Devin Eggleston)
++ Lightning VFX on Ilya and Shetai weapons fix
++ practice weapons = give some debuff on concussion health loss. Not headcrack because we don't need looting, but something of a 'you lost!' for duels and such

Update: 4 Sep, 2020 @ 2:33pm

v.1.9.36
- Fixed Burning Blitz (Anna Commission Bow)
- Unnarmed stances require healing wraps, not numbing wraps to repair. One crafting material, hearty meals, has been replaced with feral feasts (obtainable earlier in the map)
- Unarmed training requires dried berries and plant fiber to repair, and only costs 2 feat points now.
- Unarmed mastery 1 requires feral meals to repair, not feral feasts. Durability has increased to 1000.
- Unarmed mastery 2 requires hearty meals to repair, not feral feasts. Durabilities has increased to 1500.
- Savage stance light combo 2 and 3 damage multipliers increased (1.25x per hit to 1.4x, 1.2x to 1.4x). The CC on it has been increased (or added to light 1) to make it more useable in tough situations.
- Nimble stance bonus works now.
- Nimble dash 2 and 3 distance shortened to be useable in close combat rather than bunny flight

- Treefrog weapons now have a stronger getoffme effect
- Deadly shortbow has faction heal effect now
- Scourgefire Orb recipe was named Scourgefire Bomb and is fixed to be Scourgefire Orb.
- Snakehand style damage increased from 25-30. Removed stray stamina drain on heavy attack. These items should be thrown out by players or deleted by scripts.

- Visbility potions only take 1 stone now! Eventually they will have their own /commands (same for grouping), and possibly a GUI, when these features move to a separate mod..
- Praise and Honor set take less manifestation of zeal to make, and only work for the properly devoted.
- Invocation Demonic Manifestation moved to religion category with Undeath

- Added glue. You know where it comes from. To learn the recipe though, you simply need the survival deadlands feat.
- Added Dousing Skin. 3 charges, removes burning effects, severely cripples. It can be learned separately, by the water tribe (t3), or by flametouched.
- Added Martial Reflection. This is an item that can take broken fist weapons and turn them into Hard Lessons to be used for other crafting ingredients. Hard Lessons cannot be traded. Hard lessons will come into use in the next update when the other styles and stances can be learned and taught. These will work much like the faction feat teaching works, where they begin as admin spawn or quest taught, and then the players that know them can teach them. When our quests are done via mushiscript, we will supply the mushicode on our discord.
- Added (admin item) Item Breaker. It sets any item you drop on it to 0 durability. While I mainly used this for testing purposes of the above item, it may have varied uses. Or maybe you just want to be a big dude who breaks someone's spear over his knee.
- Imbued Brimstone can now repair items that need imbued brimstone to repair!

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

Up next:
++ Relentless Trauma, Beast Tribe mace (Khaleme Commission, Beast Tribe, art by Dominik Maral!)
(bt skull hammer art by Devin Eggleston)
++ Lightning VFX on Ilya and Shetai weapons fix
++ practice weapons = give some debuff on concussion health loss. Not headcrack because we don't need looting, but something of a 'you lost!' for duels and such
++ reduce hop distance on nimble+unarmed heavy 2 and 3 leaps.

Update: 29 Aug, 2020 @ 1:13pm

v.1.9.35
- Commissioned Weapons Added: Setna's Doublespear, Anna's Flame Bow, Anka's Serpent Staff. Thanks everyone, and thanks Deaven Chiang and Dominik Maral!
- Relentless Chief Slayer, Beast Tribe Greatsword (art by Chimaron!)
- Relentless Bone Sword + Twin Bone Sword, Beast Tribe scimitar added (art by rfarencibia!)
- Bonus stats on Relentless Style added
- Scourgefire Gauntlets added to Nightscourge Hunter Novice level - Simplified versions of The Soul Guardian's Storm Style
- Scourgefire Orbs added to novice rank so that they can be put to work without knowing the secrets of work

- Rend was previously 30 stacks. It is now adjusted to 20 stacks. The damage at milestone stacks (previously 10 20 30 stacks, which is now 4 10 20 stacks) is roughly the same as before
- Afrit burn reduced to 80% of its strength (16 vs NPCs 2.0 vs PCs)

- Human faction factionchanger/group works properly now. Actors/admins can blend in with the humans of exiled lands as needed..
- Restoration Orb now uses Rare Spices instead of Rare Spice
- Spectral Ash recipe now uses 1 essence of rot instead of 10
- Unarmed Mastery I should be properly craftable now
- Mastercrafting shields have been moved to mastersmithing

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

Up next:
++ Relentless Trauma, Beast Tribe mace (Khaleme Commission, Beast Tribe, art by Dominik Maral!)
(bt skull hammer art by Devin Eggleston)
++ Lightning VFX on Ilya and Shetai weapons fix
++ Dousing Sack - puts out fire condition
++ practice weapons = give some debuff on concussion health loss. Not headcrack because we don't need looting, but something of a 'you lost!' for duels and such
++ reduce hop distance on nimble+unarmed heavy 2 and 3 leaps.

Update: 14 Aug, 2020 @ 8:51am

v.1.9.34
- Unarmed recipe icons fixed to be their updated icons
- Commission weapons Kheilreth doubleswords, burning devastation fixed. No More Troubles (Gennadiya/Suna) added. It does not move when shooting yet.
- Unnarmed training 1 uses soup now in its recipe and no wraps. Unarmed mastery I uses regular wraps in its recipe
- Spectral Claws recipe added to T3 XR
- Grimkaiser heal increased to about 70% of what it was before
- Heal and durability increased on bandage other (you will need a new replacement)
- Changed ifrit dot vfx to be less blinding until something better presents itself

- Greatsword attacks (heavies) have had slight improvements on heavy attack combos. Boost to damage on heavy attack 2.
- Savage stance heavy finisher has been temporarily replaced
- Relentless Great Axe has had the weapon facing rotated so now you're no longer talking to your big old friend, he's watching with you

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: 11 Aug, 2020 @ 10:33pm

v.1.9.33
bugfix
I +++ the hotfire. No more vfx or sound on ifritburn. Damage is increased to what it was, and then doubled to account for burn tiks being increased from everry 1 sec to every 2 sec. Total duration is 10 sec. Same damage originally, but, 10 sec..
Hothands work
I ---- the NSH identification badges. Should only have 1 indicator now.
Nimble is good, no more badmathbuff
Greatsword has better recovery on attacks and a few combos have had 10% speed and damage increase. Heavy 2 does 2 hits.. OVerall GS should feel a lot more responsive and not like you're in a death sentence juggernaut warpath....unwillingly.
I run nack to work
- Teaching feat craft times reduced from 7200 4800 or 2400 to 1000 seconds.
- Factions that had bandage other recipe now have silken wraps recipe available on the same level
Please let me know how it all works and feels


-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: 10 Aug, 2020 @ 6:24pm

v.1.9.32
- STAMINA DRAIN REMOVED FROM ITEMS or other changes:
*** Weapons that MUST be replaced with a new version, and the old version must be destroyed:
-----Relentless Style, Burning Hands, Burning Revolution, Burning Loyalty, Ghost Burning Barrage (Melee), all Nightscourge Hunter Melee equipment, grimkaiser unarmed style, smashing, nasty hands, unarmed training and mastery I

- Added donor weapons, Volsungr's Corrupted Ice Blade, Ilya's Tempest Sword of Set, Slaine's Flame Gauntlets and Claws, and Kheilreth's dual doubleswords thanks to Kujo Ujima, Deaven Chiang, and Dominik Maral! Thank you both for everything, please enjoy!

- By member request, Restructured Water Tribe Feats to have 5 tiers with more craftable rewards along the way. T5 is the only one requiring admin aid to get started.
- Added Infused Kiwi (water tribe) to T3
- Made Give and Take totem and spear craftable for T4
- Made Gnarled Staff craftable for T3
- Bandage Other healing improved and its Heal Over Time should function a bit more reliably. Bandage other heals burning as well as bleed.
- Most other factions will follow this format.

- Highly Explosive Arrows Weight increased, amount carryable in a stack decreased to 5. No one should be carrying around stacks of hundreds and thousands. Apologies to those who had to deal with the people that full-blinders abused them, and abused them to a toxic degree vs other players.
- Cobra arrows do not produce highly explosive arrows anymore. Exploiters have been noted.
- Venom arsenal: Decreased durability of lance 1200> 1000, scimitar 810> 900, doublesword 800> 900. Repair materials are in line with other venom arsenal weapons
- Broken Spear no longer faction switches, but does wounding instead
- Nightscourge hunter corruption loss increased from 75 to 100/10 sec.
- Maybe Nightscourge Hunter weapons will no longer drain the wielders out when they have potato PCs.

- Ifrit Fire Dot duration reduced from 10 seconds to 5 seconds. It will do less damage to NPCs at full stacks (200/tick -> 120/tick). DOT Damage vs PCs has not been touched (which scales with might and total damage done). Armor ignore, ease of stacking, formerly too-rare ways to remove stacks, and %HP damage done from overheating made this entirely too oppressive, doing too much work for the opponent (it could become nearly as damaging as scourgefire is vs undead while being easier to apply maintain and apply to everything). It was also doing its full stack amount every single hit, on top of the dot, so fast attacking weapons were piling on massive amounts of damage. The visual is also changed to a burst of flame that should hopefully not stay on you permanently in some cases @_@
- Afriti/Burning weapons have had their armor pen normalized to 0.35, except for unarmed. They all now require imbued brimstone and flametouched invocations to repair (or a relic fragment if you are using Warrior Mutator).Keep in mind they have several times more durability than any other weapon out there. Burning Glaive Offhands add bonus stats.
- Burning weapons have had their item descriptions (the 4 slots) fixed, and a few weapons that were missing bonuses had them added.

- Bleed was pausing when applying, and resuming when attacking. It now constantly bleeds away, but its overall damage at higher stacks has been reduced. Survival affects it less, but it can still be cleared by bandages and T4 survival as normal.
- Black Lotus Corruption should be much less of a concern for companions now

- Added one CC knockback back to middle of scimitar combo. It is still not the stun lock machine it was, but it has more and has less of a void in the middle of the combo.
- Jhebbal Sag claw moveset uppercut now costs 5x stamina down from 8x.
- Savage stance now uses jheb claw uppercut.
- Dual scimitars have had a damage increase
- Claws + Savage stance do slightly more damage (in part because of a bugged final combo) and have CC now. The visuals for the stance (arm position) is also different.
- Heavy claws attacks 1 and 2 are faster. Heavy attack 4 pulls inward.
- Beast Tribes Whackstick doesn't put the buff on mobs that don't actually get the effect
- Lethal Claws stamina cost has been increased slightly to account for the major mobility claws grant (and since there is no 10 min timer from vanilla jhebbal claws)
- Staff/lance light attack hyper armor on attacks 1-3 has been narrowed. Speed has been slowed by about 10%, but damage has increased by 10%. Combo 4 damage increased by about 20%
- Staff/lance heavy attacks aoe damage on attacks 2-3 has been reduced by about 30% each.
- Nimble Stance: Nimble cannot be used in heavy armor. Severely reduced damage of unarmed nimble dashes. They now go extra distance though. Increased stamina cost of both light and heavy attacks significantly, also reduced hyperarmor to a more narrow window). Damage is slightly decreased (10% per combo). Backdodge stamina cost reduced, and sped up. Woooooosh....

- Fixed recipe window icon for lifesteal enchantment
- Cats have important business to attend to. Relentless Beast Claws no longer attracts cats when crafted.
- Lifesteal enchantments should craft properly now.
- Scourgewrath Oil recipe no longer produce specter coatings
- Spectre Coating can be distilled into lingering essence
- Armor Enhancement text description fixed
- Modded Relic Hunters are no longer thrallable (with the exception of a few weak ones). If you see thralls with that much HP you should know something is wrong. Please in good spirit, break bonds of the old relic hunters if they were captured. Relic Hunter Flame glaives also have burning glaives properly now. They may or may not die horribly.
- Ghost Wolf no longer bleeds and cannot be poisoned
- All Faction Switches last 2 hours instead of 1
- Visibility potions update every 15 seconds instead of 30 seconds.

- Demon status buff gives +100 armor and 10% additional armor and lifedrain is always active.
- Eldritch Fire renamed Elemental Fire to match with lore and elemental vs demonic/sorcerous eldritch uses
- Grimkaiser heals half of what it did for players.
- Ragath can now rapid fire fake suns at enemies.
- ^ This patch note is a lie and will be deleted


Please let me know how it all works and feels


-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

Update: 10 Jul, 2020 @ 7:16am

v.1.9.31
Semi-hotfix

- Further improved hyperarmor on scimitars and some martial arts strikes
- unarmed + nimble heavy 2 (dash right) works properly instead of t-posing
- Undead can make undead faction switchers now (not just t3 XR)
- XR weapons apply corruption on less hits now (1 application/ .6 seconds instead of per hit). The bonus damage and corruption has been increased partially.
- Further improved scim+scim combo damage.

Please let me know how it all works and feels

----
-Hopefully soon I'll get automatically switching your nearby thralls to your faction working, which may lead into the system to have players get their own unique drops from certain mobs rather than having to deal with ninjaloot.

- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 10 Jul, 2020 @ 3:32am

v.1.9.30
-Mistmourn properly dispells burning now

[Unarmed Combat]
-Unarmed styles have been adjusted to do one stack per hit instead of two.
-Unarmed heavy defensive didn't have hyperarmor before really, oops. Now it does (some of the later heavy combos did. Its much more reliable to get started in combat now). More block cancelling is possible and the stamina drain on lights is reduced. It should feel like more of a juggernaut style now. Severe cripple at the launcher attack.
-Unarmed + savage stance has improved hyper armor.
-Unarmed + savage stance heavy combos flow into each other a bit faster now
-Unarmed + nimble attacks have changed. They are a set of rapid punches, the kicks remain, and they have directional dashes now. Videos of this in action will be greatly appreciated.

-Venomsteel and bleed dot damage reduced slightly
- Grimkaiser heal will heal at most, 100 on PCs and 300 on npcs, and a minimum of 30 on PCs and 100 for NPCs over its duration. In most cases for most players, this won't result in any differences (but may help out lower HP characters). You cannot benefit from vitality double healing anymore (it was essentially healing double)
-Grimkaiser cloud also reduces armor further, to help it in being the frenzied risk zone it was meant to be. Also lowered the visual effect of the cloud still so it is still chaotic fog of crazywar, but some characters can be seen through it
-Sangsudo power charge damage fixed (increased) so its powered the same way all the other katanas are.

-Supernatural bonus to lifesteal reduced from 3x to 2.33x

-Hyperarmor added to scimitar lights. CC will remain out as otherwise it is a complete forcing of stunlock/a roll while doing fair damage and fast stacking
-Improved hitboxes (and thus damage indirectly) and damage (directly, increased) on combos of scimitar+scimitar and added hyperarmor in a number of places, or improved hyper armor in a number of places on some of the animations. Slight damage increases in a few places

- [override] cobras are friendly with giant snakes and won't attack like the rebellious little shits they can be!

Please let me know how it all works and feels

----
-Hopefully soon I'll get automatically switching your nearby thralls to your faction working, which may lead into the system to have players get their own unique drops from certain mobs rather than having to deal with ninjaloot.

- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable

Update: 10 Jul, 2020 @ 3:16am

v.1.9.30
-Mistmourn properly dispells burning now

[Unarmed Combat]
-Unarmed styles have been adjusted to do one stack per hit instead of two.
-Unarmed heavy defensive didn't have hyperarmor before really, oops. Now it does (some of the later heavy combos did. Its much more reliable to get started in combat now). More block cancelling is possible and the stamina drain on lights is reduced. It should feel like more of a juggernaut style now. Severe cripple at the launcher attack.
-Unarmed + savage stance has improved hyper armor.
-Unarmed + savage stance heavy combos flow into each other a bit faster now
-Unarmed + nimble attacks have changed. They are a set of rapid punches, the kicks remain, and they have directional dashes now. Videos of this in action will be greatly appreciated.

-Venomsteel and bleed dot damage reduced slightly
- Grimkaiser heal will heal at most, 100 on PCs and 300 on npcs, and a minimum of 30 on PCs and 100 for NPCs over its duration. In most cases for most players, this won't result in any differences (but may help out lower HP characters). You cannot benefit from vitality double healing anymore (it was essentially healing double)
-Grimkaiser cloud also reduces armor further, to help it in being the frenzied risk zone it was meant to be. Also lowered the visual effect of the cloud still so it is still chaotic fog of crazywar, but some characters can be seen through it
-Sangsudo power charge damage fixed (increased) so its powered the same way all the other katanas are.

-Supernatural bonus to lifesteal reduced from 3x to 2.33x

-Hyperarmor added to scimitar lights. CC will remain out as otherwise it is a complete forcing of stunlock/a roll while doing fair damage and fast stacking
-Improved hitboxes (and thus damage indirectly) and damage (directly, increased) on combos of scimitar+scimitar and added hyperarmor in a number of places, or improved hyper armor in a number of places on some of the animations. Slight damage increases in a few places

- [override] cobras are friendly with giant snakes and won't attack like the rebellious little shits they can be!

Please let me know how it all works and feels

----
-Hopefully soon I'll get automatically switching your nearby thralls to your faction working, which may lead into the system to have players get their own unique drops from certain mobs rather than having to deal with ninjaloot.

- Figured out how to spawn AI via items, so, NPC spawner updates will come in another update. This is pretty simple and small, but pretty big for handy things like being able to spawn a whole bunch of hostile npcs around for DM events and such


================
4/7/20 I figured out how to fix the display issues of weapons without altering the meshes so that should be fixed soon
-Several of the legendary weapons from the mod are being added (with High crafting cost and time) to varied religions. Mastersmithing is not working out and the Player Characters that have it are not active with it. These high cost religion legendaries will be exclusive feats that will not be learnable if you have any other religion legendary feats, so you can only learn one legendary religion crafting feat.

-----If you have items such as short bits of lore related to server history or Important Things to Know that have some offering to the server at large, you can submit a request and we will see if they should be added as placeables, drops, as part of a starter kit or feat that grants a bunch of lore scrolls, etc.

Known Issues
-Jhil Champion Helmet does not yet have physics (feather bounce)

To do:
Make dire beasts mountable