Hello Alliance Players!
We have a batch of rules updates coming on December 1, 2025. These changes will be less sweeping than the last few large rules updates like 2.0 and 2.1. These updates will be more akin to balance patches that are applied in other games.
We understand that people may have questions and concerns regarding this change, we recommend that you bring those thoughts to the National discord where out staff will be watching to help answer questions.
Thank you!
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Following a vote at the 2025 Symposium, Panacea has been rebalanced to bring it in line with similar high-level crafting effects such as scroll satchels.
In practice, Panacea has been operating far above other consumables, functioning like a stack of instant, no-risk magic item activations. This made it one of the most powerful tools in the game, with little to no opportunity cost.
To restore balance and consistency, Panacea must now be held in hand to be used, with no other larger game items in that same hand. (This is consistent with the rules for Weapons and Shields that can be found on page 29 of the rulebook.)
This makes its use visible to marshals and opponents, aligning with the rules used for scrolls and other craftable sources of instant effects.
ARC’s review found that Panacea’s prior design gave it unmatched flexibility and convenience compared to any other alchemical or inscribed item. Requiring the user to hold and actively use it keeps its versatility intact but reintroduces meaningful tradeoffs during combat and play.
After extensive discussion at the Owner Symposium and a vote by the owners, the Store Ability ritual is being adjusted to bring it in line with our balance goals.
Over time, these items have provided effectively permanent, risk-free access to powerful defensive skills, particularly multiple Dodges, at no real opportunity cost. This change restores intended limits and ensures those effects carry meaningful tradeoffs like any other resource in the game.
Store Ability effects must now be preloaded during logistics or preregistration in order to be used.
The stored ability will be added to your character card for the event.
Each charge consumed this way is removed from the item.
Unused preloaded abilities expire at the end of the event.
Chapters may limit when and how players can load these abilities based on staff availability.
This update came out of months of review and symposium discussion, where ARC and chapter representatives agreed that the existing version allowed too many “safety net” abilities to stack without consequence. The new approach keeps the ritual useful but re-anchors it within the intended risk-reward balance.
After review at the Owner Symposium, Eat Me Not has been rebalanced to better reflect its intended role as a limited defensive tool rather than a blanket immunity.
Previously, players could use Eat Me Nots without real limitation, granting near-permanent protection from Engulf effects. The new design restores tactical choice, allowing characters to prepare for key encounters while ensuring the item doesn’t nullify an entire effect category.
Eat Me Not now grants three Engulf Blocks that expire at the end of the logistics period in which it is used.
The first three times a character would be affected by an Engulf, they may call “Engulf Block.”
Additional Eat Me Nots consumed simply refresh the three-charge limit; they do not stack.
The effect ends at the close of the current logistics period.
Unlimited Engulf protection created a gameplay imbalance and reduced counterplay options for other character types. Limiting the number of uses per Eat Me Not keeps the consumable meaningful while reintroducing risk, timing, and player choice.
We have a batch of rules updates coming on December 1, 2025. These changes will be less sweeping than the last few large rules updates like 2.0 and 2.1. These updates will be more akin to balance patches that are applied in other games.
We understand that people may have questions and concerns regarding this change, we recommend that you bring those thoughts to the National discord where out staff will be watching to help answer questions.
Thank you!
------------
Panacea
Following a vote at the 2025 Symposium, Panacea has been rebalanced to bring it in line with similar high-level crafting effects such as scroll satchels.
In practice, Panacea has been operating far above other consumables, functioning like a stack of instant, no-risk magic item activations. This made it one of the most powerful tools in the game, with little to no opportunity cost.
What’s Changing
To restore balance and consistency, Panacea must now be held in hand to be used, with no other larger game items in that same hand. (This is consistent with the rules for Weapons and Shields that can be found on page 29 of the rulebook.)
This makes its use visible to marshals and opponents, aligning with the rules used for scrolls and other craftable sources of instant effects.
Why Now
ARC’s review found that Panacea’s prior design gave it unmatched flexibility and convenience compared to any other alchemical or inscribed item. Requiring the user to hold and actively use it keeps its versatility intact but reintroduces meaningful tradeoffs during combat and play.
Store Ability
After extensive discussion at the Owner Symposium and a vote by the owners, the Store Ability ritual is being adjusted to bring it in line with our balance goals.
Over time, these items have provided effectively permanent, risk-free access to powerful defensive skills, particularly multiple Dodges, at no real opportunity cost. This change restores intended limits and ensures those effects carry meaningful tradeoffs like any other resource in the game.
What’s Changing
Store Ability effects must now be preloaded during logistics or preregistration in order to be used.
The stored ability will be added to your character card for the event.
Each charge consumed this way is removed from the item.
Unused preloaded abilities expire at the end of the event.
Chapters may limit when and how players can load these abilities based on staff availability.
Why Now
This update came out of months of review and symposium discussion, where ARC and chapter representatives agreed that the existing version allowed too many “safety net” abilities to stack without consequence. The new approach keeps the ritual useful but re-anchors it within the intended risk-reward balance.
Eat Me Not
After review at the Owner Symposium, Eat Me Not has been rebalanced to better reflect its intended role as a limited defensive tool rather than a blanket immunity.
Previously, players could use Eat Me Nots without real limitation, granting near-permanent protection from Engulf effects. The new design restores tactical choice, allowing characters to prepare for key encounters while ensuring the item doesn’t nullify an entire effect category.
What’s Changing
Eat Me Not now grants three Engulf Blocks that expire at the end of the logistics period in which it is used.
The first three times a character would be affected by an Engulf, they may call “Engulf Block.”
Additional Eat Me Nots consumed simply refresh the three-charge limit; they do not stack.
The effect ends at the close of the current logistics period.
Why Now
Unlimited Engulf protection created a gameplay imbalance and reduced counterplay options for other character types. Limiting the number of uses per Eat Me Not keeps the consumable meaningful while reintroducing risk, timing, and player choice.