Changelog
Rules and major lore updates are catalogued here for posterity.
July 2024:
-
5 new Martial Tactics are introduced
-
Rapiers are added
-
Advanced shields now mitigate with a d6 damage die instead of a d4.
​
October 2023:
-
New Passives added for characters who invest heavily into Attributes
-
Combat Passives & Background Passives merged into one section on Passives
-
Tier Abilities' extra contextual rules and structure is documented
-
17 Martial Tactics are introduced
-
Cantrips completely re-invented
-
22 Cantrips are introduced
-
Stealthy Deeds rules are codified after playtesting
-
Unusual Magic rules are codified after playtesting
​
September 2023:
-
Basic Character Creator tool built
-
Mounted Combat rules adjusted for simplicity
​
August 2023:
-
New bonuses for stat breakpoints established and named Passives​​
-
Initiative bonuses from Dexterity increased
-
Skill names adjusted for Stamina-related skills to make them more impressive and valuable as a selection
-
Number of skills adjusted
-
Lingering injury table and rules for death/dying adjusted
-
Death Throes actions added
-
Ranged attack range (for bows, magic, etc) extended
​
May 2022:
-
Status Effects that cause debilitating issues for a character in combat now have specific durations that cannot exceed three turns (for lesser effects) or two turns (for stronger effects).
-
Tier 10 sacrifices to empower Tier abilities have been reworked. At level 10, you can sacrifice hit points to empower a Tier ability with one of the following effects:
-
10 hp (T2), 15 hp (T3) -- Increase the dice size by one
-
10 hp (T2), 15 hp (T3) -- Add +2 additional damage, or +4 additional healing
-
20 hp (T2), 30 hp (T3) -- Roll one additional die of the same type already contained in the ability
-
-
Tier abilities may be empowered a maximum of three times.
​
April 2022:
-
Status Effects have been refined. Holdover D&D status effects, such as incapacitated, are removed or combined with other effects to increase clarity and simplicity.
-
First Aid rolls made to stabilize another character that are a Natural 20 now bring the person to consciousness and stabilizes them; no more stamina checks needed. Natural 1s cause 5 damage.
-
Several ancient, out-of-date sections of the online rules are cleaned up
​
March 2022:
-
Magically-conjured weapons used for basic attacks deal the same damage as the non-magical weapon that they emulate. At levels where casters normally receive inherent bonuses to their basic attack damage (levels 5 and 7), these conjured weapons are treated as having +1 additional material modifier.
-
The 1-hand weapons Longsword, Mace, Hammer, and Axe have gained the Flexible property: when wielded in two hands, they deal an extra +3 damage.
-
If you reach 8 points in a particular stat, you gain a special benefit:
-
Strength: Wear any armor with no stat penalties
-
Dexterity: Maximum Movement Speed
-
Stamina: Extra 10 hp
-
Knowledge: Extra Skill
-
Charisma: Items from vendors cost 50% less
-
Arcana: Full caster bonuses (2 learned cantrips, ability to create magical T1s)
-
-
Deception skill is reworked; the Deception skill has been combined with Persuasion to remove redundancy. If you're telling a lie and trying to convince someone it's the truth, that's just persuasion in another form.
-
Coup-de-gras rule added: Attacking a sleeping enemy? Creeping up behind an oblivious guard and slitting their throat? If you can successfully sneak up on someone and attack while they're unaware of your presence, it's an automatic critical hit. They must roll a DC [damage dealt] Stamina check, or instantly die. Coup-de-grace can't be done in combat.
​
February 2022:
-
Books with flavorful benefits applied to characters after reading them are created
-
Daggers (1+d4+2x material modifiers) and Short Swords (1+d6+material modifiers) may now deal an extra d4 damage if striking from behind a target! This brings the damage of light-weapon dual-wielding classes more in line with their two-handed counterparts
-
At level 10, characters now gain +10 maximum HP in addition to the other level 10 benefits.
-
Tier abilities that are movement-focused (Charge, Teleport, short-range Flight) are now universally considered Minor actions, and remove snares/roots.
-
T3 abilities that cleanse an ally's negative Status Effects (and have no damage or healing components) may now be universally considered Minor actions.
​
January 2022:
-
Calak'mul and the Sunken World is created
-
Verunist holy orders are created
-
Professions are removed from the game (too complex and unwieldy)
-
Backgrounds are added (a simplified version of Professions with more flexibility)
-
Skills are refined; unnecessarily niche skills are combined with larger ones, such as Picking Locks and Pickpocketing becoming Sleight of Hand
​
Beyond this point, the changelog notes will be brief and simple to account for history that was mostly lost to the sands of time.
​
Late 2021:
-
First legendary items are created
-
Magic rules and creation of the world are refined
-
Breaking debilitating status effects early is discussed but never implemented
-
Arcadia and An'mani are designed
-
Spectres are created
-
Defense tables are adjusted
-
AOE damage is increased slightly
-
Magic and utilitarian items are created
-
Piety system created
-
Verunism is reformed
-
Dragon lore is completely redone
-
Shapeshifting rules are completely redone, and system shock is added
-
The second Ilisara website for quick rules lookup is created
​
Early 2021:
-
Magic damage is buffed slightly
-
Dragons are added to Ilisara
-
The Isles are created and added to Ilisara, including several new races, religions, continents, and species
-
Paragon paths are removed
-
Dual wielding magic / weaponry is conceived
-
Status effects are refined
-
Damage and healing over time effects are refined
​
Late 2020:
-
Paragon paths are refined, new ones include Ascended
-
Cantrips are refined
-
Utility Tier Abilities are refined
-
Rituals are removed (for being too complex and not in the spirit of Ilisara being simple)
-
Combat stances are removed from game plans
-
Damage and healing over time effects are created
​
Early 2020:
-
Added bonus healing power to the level up process for caster characters
-
Mundane adventuring equipment is created
-
Food, stat, and healing items are created
-
Perception becomes a skill, not a stat
-
Attributes are renamed Stats
-
Defense tables are refined
-
Verunism is conceived
-
Armageddon occurs in the lore
-
Sirens and mermaid societies are designed
-
Lingering Injuries rules are clarified and added to Death, Dying rules, to give some additional penalty to falling below 0 hp
-
Combat stances are added but never implemented
​
Late 2019:
-
Playtesting continues
-
Professions are created
-
The Afterlife and nature of existence (souls) is designed
-
Prayer with gods and the nature of divine intervention in Ilisara is designed
-
God personalities, domains, and actions are clarified
-
Godfallen, nephilim, and other divine-related lore is drafted
-
The Veil is created
-
Death, Dying, and resurrection rules are created; fall below -20 hit points and perma-die
-
Cantrips are designed
-
Rituals are added
​
Early 2019:
-
Combat status effects and conditions are created
-
Stealth mechanics are designed
-
Paragon paths are created
-
Shapeshifting mechanics are created
-
Shields are adjusted
-
Defense rolls are removed
-
Magic Defense and Physical Defense are combined
-
Isandor and Hellan (the two Twin Crescents land masses) are vastly updated with further lore
-
The first Ilisara website (self-hosted) is created to house lore and rules information
​
December 2018:
-
Companion animals/pets system is created
-
Playtesting longbows, shortbows, and combat
-
Lore for the divine Gemstones are created
-
Lore for gods' Chosen is created
-
Wood elves are created
-
Combat passives are created
-
Movement system for chasing/fleeing is created
-
Level-up bonuses are adjusted
​
November 2018:
-
Tier Abilities are conceived
-
Humans, orcs, elves, dwarves, and halflings developed further
-
Racial passives are created
-
Attributes are created
-
Perception, Magic Defense, Physical Defense, and Speed are created as stats
-
The Confederacy and early history of the Crescents is born
-
Spells are refined
-
Magic receives some definition
-
Enchanting gear and weapons is conceived
-
Added skills tables
-
First map of Ilisara is drawn
-
Currency system created
-
Dark elves are created
-
Early combat simulations begin
-
Defense rolls, attack rolls, and the Defense table are tested
​
​October 2018:
-
Created hit point totals and level-up bonuses for characters
-
Humans, dwarves, sun elves, halflings, and orcs are developed
-
Calculations for weapon damage are completed
-
Material modifiers are created
-
The first draft of spellcaster damage is created
-
The Twin Crescents are designed
-
The original pantheon of gods is created, including Arth (an orcish blood god), Kerrigor (a deer-headed death god), and Hejong (the armored god of war).
-
Ilisara is conceived