This humble site houses an archive of news and announcements from Simutronics Corporation's text-based massive multiplayer online roleplaying game GemStone IV. The most recent announcements are on the entry page and a more comprehensive archive can be accessed through the links on the right sidebar. You may also narrow the focus through the various labels on the lower righthand side of this page. Click on the title of each post for the original post in the official GSIV message boards. Keep in mind, however, that if the post had been pushed out of the official boards, the link will take you to the GemStone IV announcements folder.
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Darkstone Pool Restriction

Author: GS4-WARDEN
Date: 12/31/2007 12:13:14 PM


The level restriction on the Darkstone Pool has been reduced from 25 to 20, making it a bit more friendly for anyone who wants to brave the pool, roa'ter run, and magical storms to fight centaurs. Yarr!

Note: the Voln Tapestry limits have not been changed.

Warden
-- What's not to love?

This message was originally posted in Hunting and Combat, Wehnimer's Landing Hunting Areas. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=54&message=2613

Re: Koar's Shrine/Cavern of Ages

Author: GS4-NAOS
Date: 12/30/2007 7:47:45 PM


<< You still can't cast call familiar in the cavern or at the sands. Makes it a tad difficult to Familiar Gate >>

Players should now find Koar's Shrine a bit more friendly to familiars.

--
Naos

This message was originally posted in Hunting and Combat, Pinefar Hunting Areas. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=50&message=3079

Koar's Shrine/Cavern of Ages

Author: GS4-WARDEN
Date: 12/30/2007 10:01:35 AM


Koar's Shrine and the Cavern of Ages have been changed to be in the same realm as Pinefar.

Among other things, this means ESP, Symbol of Thought, Symbol of Need, etc. will reach from Pinefar to the Cavern of Ages, and Pinefar is now within reach for teleporting out of the Cavern of Ages via gold rings, Familiar Gate, and Traveler's Song.

Warden

This message was originally posted in Hunting and Combat, Pinefar Hunting Areas. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=50&message=3069

Winterfest Caravan Closing Date

Author: GS4-STAAFL
Date: 12/29/2007 10:07:38 AM


All good things must come to an end, so...

The caravan is picking up shop and leaving early Volnes, the 31st of Eorgaen (Monday, 31-Dec), so make sure you get your last minute shopping done by Sunday.

--Staafl--

This message was originally posted in Quests, Sagas, and Events, Current and Upcoming Events. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=2&message=3856

Items, Inventory, and BUG Reports

Author: GS4-EMERADAN
Date: 12/20/2007 5:16:15 PM


Just a quick note... if you have an item that appears to have a typo in it and it's an UNSCRIPTED item, please don't submit a BUG report on that item. Instead, please place an ASSIST REQUEST and ask for a typo fix. If it's a SCRIPTed item and the problem seems to be in one of the scripts, definitely submit a BUG report on the item. If you're unsure which route to take, just place an ASSIST REQUEST and ask about the appropriate route to take. Thanks in advance for helping us keep the number of unnecessary BUG reports low. :)

~
GM Emeradan
GS4-EMERADAN@PLAY.NET
GemStone IV Forums
~
"The Watchdog."
~
GemStone IV: One MMORPG to Rule Them All.

This message was originally posted in Game Design Discussions, Items and Inventory. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=11&message=771

Avalon 4.2.2 Beta Available

Author: GS4-NAOS
Date: 12/20/2007 4:12:31 PM


https://www.play.net/forums/messages.asp?forum=90&category=5&topic=4&message=4201

--
Naos

This message was originally posted in Front Ends, Forums, and Computer Help, Avalon (was Warlock FE) - for Macintosh OS X. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=3&topic=17&message=458

Cleric Spell Name Changes

Author: GS4-OSCURO
Date: 12/20/2007 7:25:16 AM


A few minor updates to Cleric spells have been made for clarity and consistence.

Prayer of Protection (303) has had its mnemonic changed from "warding" to "protection." "Warding" was an artifact of its old name before the de-ICEing.

Holy Blade (304) has become a misnomer as the spell can be applied to more than just blades. Its name has been changed to Bless Item and its mnemonic is now "bless."

Blinding (311) has been changed to Blind. This is primarily due to the name never changing after the de-ICE and secondarily because in our current spell naming schemes for single-name spells, we use infinitive verb forms and not gerunds. Its mnemonic is now also "blind."

= - GM Oscuro - =

Cleric/Empath Team

This message was originally posted in Clerics, Cleric Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=25&topic=26&message=7117

Spend Your Winterfest in Fabulous Icemule!

Author: GS4-AUCHAND
Date: 12/20/2007 12:55:41 AM


That's right. For those few of you who haven't heard, a caravan full of villagers from a distant town have arrived in Icemule Trace, guided by a tribe of mystics known as the Mist-Dancers.

What's there, you ask? Why, there's all sorts of fabulous stuff. But I'm not going to spoil it for you. No, you'll just have to head to Icemule and find out for yourself.

Auchand, braggadocious

This message was originally posted in Quests, Sagas, and Events, Current and Upcoming Events. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=2&message=3594

CHE Winter Solstice Celebration - Time Correction

Author: GS4-ITZEL
Date: 12/19/2007 6:17:34 PM


The correct time for the CHE Winter Solstice Celebration and Ornament Hanging is 9:30 Eastern, not 6:30 Eastern as posted on the calendar. Please accept our apologies for this mistake, the event will go off as planned at 9:30 Eastern.

GM Itzel

This message was originally posted in Cooperative Houses of Elanthia (CHE/Great Houses), Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=22&topic=1&message=48

Resist Nature (620) Armor Accessory Update.

Author: GS4-MESTYS
Date: 12/18/2007 1:55:10 PM


Resist Nature, Ranger spell 620, has been updated to allow the spell to imbue certain armor accessory items with resistance. Any armor accessory items comprised chiefly of wood, leather, cloth, or bone are eligible for resistance.

620 resistance benefits for armor accessories will only apply when used in conjunction with rigid leather torso armor or below -- no benefit will be garnered from wearing them with chain or plate class torso armor. However, armor accessories imbued with resistance via 620 will also not cause the typical reduction in effective padding when worn with crit or damage padded chain or plate class torso armors, while the reduction will still apply when worn with rigid leather torso armor or below.

-M.

This message was originally posted in Rangers, Ranger Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=27&topic=13&message=3874

A Twist of Roses: Spring Line Contest

Author: GS4-XYNWEN
Date: 12/16/2007 3:47:24 PM


A Twist of Roses, Ta'Illistim's newest salon, is gearing up for spring! While their less-than-humble proprietors would NEVER admit to utilizing designs coming from someone else, their puppetmaster (aka me) is perfectly willing to get help.

So...contest time!

RULES:
1. One entry per account (ALL accounts are eligible--basic, premium, platinum)
2. Each entry can consist of up to 5 items for the shop
3. Each item can be LONG, but no SHOWs are allowed. LONG items have a maximum of 60 characters including spaces
4. Due to me by 23:59 pacific time, January 15, 2008. Email my play.net and put ATOR Contest: in the subject line
5. Send me only 1 email. Do not send 5 separate items in 5 separate emails. I will disqualify you and hunt you down. ::grin::

About the salon:
Remember it's an upscale salon with people who consider themselves true artists in their field. I'll take submissions for any or all of the rooms (makeup, jewelry, clothing). With the seasonal nature of the inventory and the "artiste" mindset of its proprietors, you won't see the sheer volume of clothing that its predecessor had.

WINNERS:
1. There will be as many winners as I deem necessary to flesh out the spring line
2. I will decide what would fit in the salon
3. Winners will receive 1 of their created items free. If I use all 5 items of a submission, you will get to pick 1 of those 5 as your freebie, not all 5
4. Winners can fill themselves with self-righteous joy and self-aggrandizement, knowing you are truly worthy of the fashionista title

That is all....go forth and design for me!

--Xynwen--

This message was originally posted in General Roleplaying, Elanthian Fashion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=9&topic=17&message=3262

A Nefarious Hangout Revealed

Author: GS4-ANDRASTE
Date: 12/15/2007 12:15:28 AM


Dateline 12/14/2007: WAGE AND DAGGER TAVERN OPENS!

Changing management has taken over a small tavern that was failing financially and given it new life. Working within the seamy shadows of the docks of South 'Haven, the current owner hasn't done much to improve the exterior, but apparently the kitchen has found a new cook. In keeping with the kind of... clientele... it draws, no visible sign attracts attention to the establishment. While you're encouraged to spend your coins inside, you might wish to keep them secure and out of sight while socializing.

END NEWS ITEM

--A

Bringing tiramisu and key lime pies to the masses everywhere!

"Wisdom is ofttimes nearer when we stoop than when we soar." ~ William Wordsworth, The Excursion

This message was originally posted in Towns, Solhaven. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=9&message=9189

Warrior Tricks Update: Sheath Making

Author: GS4-COASE
Date: 12/12/2007 11:47:33 PM


Warrior-made sheaths have been updated! The weight of all existing sheaths created via WTRICK SHEATHM have been retroactively reduced to half a pound. All new sheaths crafted via Warrior Tricks will also weigh half a pound.

In addition, warrior-made sheaths will also reduce the effective weight of each weapon contained within by 2 pounds, to a minimum effective weight of half a pound. For example, if you place a 10 pound greatsword into a warrior sheath, it will be treated as if it weighed 8 pounds. A 2 pound dagger would be treated as if it weighed half a pound. This weight reduction will only apply to weapons placed into the sheath, not to any other type of item.

Coase

This message was originally posted in Warriors, Warrior Guild Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=30&topic=21&message=2502

December Splendor: Extra Locker Space for All!

Author: GS4-KITRINA
Date: 12/12/2007 9:50:58 PM


Are your lockers bulging, and are you unable to find places to put all the neat toys you've collected from this season of giving? Well, good news!

All lockers have been increased to an additional 30 slots!

Now you can fit that cherished pair of grimy socks you found off a kobold in a secure place! :)

Happy holidays everyone!

<3 your GemStone IV Staff

This message was originally posted in Game Design Discussions, General Discussion about Gemstone IV. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=3&message=4512

Thinking About Being A GameHost?

Author: GS4-ZYLLAH
Date: 12/11/2007 11:57:51 PM


The GameHost Program is looking to add a few new members to its team!

What is a GameHost you ask? Good question! They are the liaisons between GM's and the players when it comes to technical and game-related issues. They are the basic "frontline" in the chain of Customer Service. GameHosts are required to have a good knowledge of the game and should be able to answer questions about basic technical issues and general gameplay. They must also possess excellent customer service skills, be able to commit to a set shift schedule of six hours per week, and have demonstrated a history of following the policies of GemStone IV.

If you are interested in becoming a GameHost and think you have what it takes to be an outstanding member of the team then read the requirements and submit your application at https://www.play.net/gs4/apply/hostapp.asp today! If you have applied in the past and it has been at least six months feel free to send in a new application to indicate your continued interest. Remember that the application is your first opportunity to make a good impression!

Dyers Announce Massive Price Cut

Author: GS4-BERNT
Date: 12/10/2007 5:28:37 PM


The Elanthian Federation of Dyers is pleased to announce that the price of all dyes has been slashed from 5,000 silvers to 500 silvers, effective immediately. Master Midrian, spokesperson for the federation, explained the rationale for the change. "When we expanded the dyer's shops across Elanthia, we had hoped to see a big uptick in sales. In fact, business has been horrible. We hope that we'll be able to make our annual sales targets by selling 20 times more volume at one-tenth the price!"

Cheers,
GM Bernt

This message was originally posted in General Roleplaying, Elanthian Fashion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=9&topic=17&message=3244

Minor Spiritual Alchemy Recipes Updated

Author: GS4-NAOS
Date: 12/9/2007 11:35:32 AM


The recipes for spell items from the Minor Spiritual spell circle have been updated to include both simmer and boil throughout.

Please visit your local skilled master and ASK for an UPDATE to have your recipe tomes updated.

--
Naos

This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=16&message=5730

Rummage for Alchemy Ingredients

Author: GS4-NAOS
Date: 12/9/2007 11:03:29 AM


An option has been added to the RUMMAGE verb to allow players to rummage through containers for specific alchemy ingredients.

RUMMAGE [in|on|under|behind] {container} INGREDIENT {string}

This feature will search against the canonical name of the ingredient (the name that appears when an ingredient is checked with ALCHEMY EXAMINE) and place the first item found matching the indicated search {string} into a free hand.

The search supports partial string matching, so a search for "amb le" would match "ambrominas leaf", and a search for "blu es sha" would match "glimmering blue essence shard."

Search terms are tested against the beginning of words in the canonical name of the ingredient, so while "blu es sha" would match "glimmering blue essence shard, "blu sen har" would not.

Any number of search terms can be supplied, but the terms will be checked that they appear in the order they are specified, so while "blu es sha" would match "glimmering blue essence shard", "es blu sha" will not.

--
Naos

This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=16&message=5728

Miracle (350) Released!

Author: GS4-OSCURO
Date: 12/7/2007 10:58:36 PM


The capstone Cleric spell, Miracle, has been implemented!

350 - Miracle [miracle]
Duration - Immediate

Type: Utility

The pinnacle of clerical magic can be seen when Clerics request a Miracle from their deity. A Cleric with knowledge of the Miracle spell can BESEECH his or her patron after he or she has died in a desperate plea to be brought back to life. Doing so comes at a cost of 50 Mana Points (MP). The Cleric calls the spiritual servants of the patron deity to sanctify the area and cause it to become a temporary Minor Sanctuary. This is done with the same limitations as the Minor Sanctuary spell, except that the failure rate is significantly reduced due to the patron's servants assisting the Cleric's call. Training in Spiritual Lore, Spirit Summoning reduces the failure rate.

If the formation of the sanctuary is successful, the Cleric is immediately resurrected by servants of his or her deity. The Cleric is returned to life with full Health and Spirit Points, however, all wounds remain on the Cleric's body. Training in Spiritual Lore, Blessings gives a chance that a Chrism-like effect (Tier 4 of the Holy Receptacle spell) is placed on the Cleric prior to their resurrection. The chance is 5% at 2 ranks up to 90% at 189 ranks.

A Cleric can only muster the spiritual strength to successfully use Miracle once every 24 hours. However, those truly dedicated to the study of faith can petition their patrons more frequently. By training in Spiritual Lore, Religion a Cleric will recover his spiritual strength more quickly, reducing the normal 24 hours by 1 hour at 4 ranks and up to 16 hours at 184 ranks.

Note: Using the BESEECH command at any other time will not cost the cleric 50 MPs.

Mana Points do not return while dead, so it may be wise to keep a reserve of mana when adventuring in dangerous locations.

A special thanks to GM Thandiwe who wrote the beautiful deity-specific messaging with aid from GMs Gyres and Lothwyn.

= - GM Oscuro - =

Cleric/Empath Team

This message was originally posted in Clerics, Cleric Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=25&topic=26&message=6986

Demon RP Verbs and Idle Messaging

Author: GS4-OSCURO
Date: 12/7/2007 9:54:12 PM


Reply
The demons summoned by Sorcerers with the spell Minor Summoning (725) have been updated. Previously most interactive verbs were prevented from use with demons. This is no longer the case. All verbs that do not imply physical contact that typically work with creature targets should now work with demons. Most verbs that involve physical contact are still disabled. However, some verbs have special messaging, particularly for the summoner. Many verbs are unique to each of the eight demon subtypes. Additionally, demons now have a large amount of idle messaging.

A special thanks goes out to the players for submitting a fair chunk of the messaging as well as former GM Jharra for writing much of the messaging as well. Also, thank you to former GM Khaladon for his contribution to starting to code this project.

= - GM Oscuro - =

Cleric/Empath Team

This message was originally posted in Sorcerers, Sorcerer General Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=29&topic=28&message=10993

PLACE or DROP -- the choice is yours

Author: GS4-BERNT
Date: 12/7/2007 9:50:40 PM


Sometimes it just doesn't seem right to DROP something rudely on the ground, or toss it idly into your backpack. That's where the new command PLACE comes in! Although PLACE functions in every way like DROP (and PUT), the action will be seen as more careful or reverent.

Cheers,
GM Bernt

This message was originally posted in General Roleplaying, Roleplaying Verb Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=9&topic=10&message=3542

Casler Hunting Alive!

Author: GS4-SCRIBES
Date: 12/7/2007 6:08:22 PM


The Royal Torren Press !
Fairport, County of Torre
Eorgaen 9th, 5107

Casler Huntington Alive!

The name Casler Huntington is familiar to many of our readers, as the scandal of a decade ago is still often spoken of amongst the noble families of Fairport. It had been presumed that the scion of the honorable Huntingtons had been killed off the coasts of Tamzyrr in 5105, when a sudden tempest had sent Huntington and his crew to the depths of the Great Western Sea. However, reports out of River?s Rest, learned down in the dock district by captains who swear to legal practices, is that not only is Huntington alive, but he has been the center of much controversy in the small river town!

In the summer of this year, the Imperial Navy sent to River?s Rest an inspector to confirm rumors that Huntington had resurfaced. After nearly a month of work, the inspector successfully discovered the truth to Huntington?s existence during the midst of a Krolvin raid on the small town. There followed several months of failed attempts to capture the noble turned criminal and to subject him to the silk rope in Tamzyrr for crimes against the empire on the high seas and rivers. Reportedly, Huntington received much aid from the locals, which is not surprising due to the large criminal element known to make the town its home.

What followed next has been unclear at best, but after a series of events, the imperial inspector was murdered by Huntington, who remains at large. Other reports have noted a drop in illegal shipments coming and going through the small town, and there have been several murders of ?river rats,? a name adopted by locals of River?s Rest, in bars and taverns along our fair city?s dock district. No suspects have been found and whispers claim a territorial war has broken out amongst criminal factions on the island. Sources at the palace on Regents Hill claim Count Claybourne has received messengers from the Imperial City that concern the matter of the murder of an imperial official.

Many believe that there is more news to come of events in River?s Rest, and by no means, has the affair of Casler Huntington ended. Due to his former status here in the fair city, the Royal Torren Press will continue to follow all events and transgressions. Undoubtedly, Huntington?s actions will draw attention to the town elsewhere, as others go forth to seek out the truth behind these events and see for themselves, if Casler Huntington, the noble turned criminal, remains alive.

The Huntingtons, particularly, Lord Camler, Master of the Wharf, refused to offer comment on his son?s apparent return. Readers will remember that Lord Camler disowned his son shortly after the scandal in 5097. Lord Camler?s second son, Camler Athworth, is the present heir of the honorable Huntington family.

GM Scribes

This message was originally posted in Towns, River's Rest. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=5&message=12998

Spiritual Lore Review - Preview

Author: GS4-ESTILD
Date: 12/7/2007 7:28:16 AM


The conversion to GemStone IV brought many new things to our gaming environment and one important aspect was the inclusion of lores. The intent and design has always been that these skills would offer diversification between characters of the same profession. To further enhance this aspect of Spiritual magic, we have performed a review of the spiritual lores to identify new lore applications. Listed below are some of our planned updates. Please read carefully, as even though this is a lore review, some spells such as Spirit Guide (130) are receiving other updates.

If a spell is not listed and currently has a lore benefit, the benefit will remain as is. If a spell is not listed and currently has no lore benefit, then no new benefit is planned. If a spell is listed, the new benefit will replace the existing benefit unless noted otherwise.

Disease Resist (104):
Training Spiritual Lore, Blessings will increase one's resistance on the second attempt to ward a disease. The rate of increase is +2 at 1 lore rank, and has a maximum of +38 at 190 lore ranks.

Poison Resist (105):
Training Spiritual Lore, Blessings will increase one's resistance on the second attempt to ward a poison. The rate of increase is +2 at 1 lore rank, and has a maximum of +38 at 190 lore ranks.

Spirit Fog (106):
Training in Spiritual Lore, Spirit Summoning unlocks an ability at 40 ranks to cause the fog, when cast, to gather around the caster, concealing their form. After thirty seconds, the fog will dissipate, revealing the caster.
* The fog will continue to provide a bonus to hiding and defense while present, regardless of the lore benefit.
* The duration of this spell will be updated to be 1200 + 60 seconds per Minor Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.

Spirit Warding II (107):
Training in Spiritual Lore, Blessings provides a chance to temporarily experience a +25 boost in a warding attempt. The chance of success is 1% at 10 lore ranks, and has a maximum of 12% at 186 lore ranks.

Locate Person (116):
Training in Spiritual Lore, Spirit Summoning allows the caster to locate others in different realms (variant amount required determined by distance). The required lore for distance is broken down into three tiers: adjacent (30), near-adjacent (60), and far (90). An example of adjacent realms is Wehnimer's Landing to the Shadow Lands; near-adjacent is Wehnimer's Landing to Icemule Trace; and far is Wehnimer's Landing to Ta'Illistim. In addition, at 30 ranks of lore, if the caster is present in a room where someone is located, they are able to trace back the magic and identify the origin if they cast the spell with no target within 30 seconds.

Spirit Strike (117):
Training in Spiritual Lore, Blessings allows for a chance for the spell to remain active for an additional attack. The chance is 3% at 5 lore ranks, and has a maximum of 48% at 200 lore ranks. Each subsequent attack reduces the chance by half.

Call Lightning (125):
In addition to the existing benefit, at 80 ranks of Spiritual Lore, Spirit Summoning, the spell is able to be cast indoors. Rangers with Nature's Touch (625) active can reduce this number to 40 to cast indoors.

Spirit Guide (130):
Training in Spiritual Lore, Spirit Summoning decreases the random range of the landing location.
* This spell will also be updated to factor in Physical Fitness to reduce the number of cycles of the nausea. Spirit Mana Control will reduce the severity of the sickness.

Light (205):
* The duration of this spell will be updated to be 1200 + 60 seconds per Major Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.

Darkness (206):
* The duration of this spell will be updated to be 1200 + 60 seconds per Major Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.

Living Spell (208):
* Training in Spirit Mana Control will decrease the required mana to cast a stolen spell at the rate of 1% per 2 ranks. The resultant mana cost is rounded up, with a minimum cost of 1.

Untrammel (209):
Training in Spiritual Lore, Blessings unlocks an ability at 10 ranks to create a persistent effect upon the caster. The duration is 600 + 30 seconds per Major Spiritual spell rank. While active, the caster will receive a second attempt (warding or maneuver) to avoid being webbed.

Silence (210):
Training in Spiritual Lore, Spirit Summoning unlocks an ability at 20 ranks which allows the caster to silence multiple targets with a single cast. Each additional target beyond the first requires an additional 20 lore ranks.

Bravery (211):
Training in Spiritual Lore, Blessings unlocks an ability at 50 ranks to cast a group version of the spell which lasts 60 seconds.

Interference (212):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward a follow-up spiritual spell at a rate of +1 at 5 lore ranks, and has a maximum of +16 at 200 lore ranks.

Heroism (215):
In addition to the existing benefit which boosts the self-cast bonus, training in Spiritual Lore, Blessings unlocks an ability at 65 ranks to cast a group version of the spell which lasts 60 seconds.

Frenzy (216):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward this spell at a rate of +1 at 1 lore rank, and has a maximum of +19 at 190 lore ranks.

Mass Interference (217):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward a follow-up spiritual spell at a rate of +1 at 5 lore ranks, and has a maximum of +16 at 200 lore ranks.

Spell Shield (219):
Training in Spiritual Lore, Blessings unlocks an ability at 80 ranks to cast a group version of the spell which lasts 120 seconds.

Prayer of Holding (301):
Training in Spiritual Lore, Religion increases the spell's strength when a target is held.

Smite/Bane (302):
Training in Spiritual Lore, Religion increases the minimum and maximum damage when mana is infused.

Holy Bolt (306):
Training in Spiritual Lore, Religion unlocks an ability at 30 ranks which causes an acidic degeneration against undead when the target is hit.

Benediction (307):
Training in Spiritual Lore, Blessings, provides for a chance for the group to receive a +15 AS bonus on a given attack. The chance of success is 1% at 6 lore ranks, and has a maximum of 15% at 195 lore ranks.

Well of Life (308):
In addition to the existing benefit, training in Spiritual Lore, Blessings decreases the Cleric's recuperation period by one second per rank.

Neutralize Curse (309):
Training in Spiritual Lore, Blessings increases the spell strength when attempting to neutralize a curse.

Remove Curse (315):
Training in Spiritual Lore, Blessings increases the spell strength when attempting to remove a curse.

Curse (715):
Training in Spiritual Lore, Spirit Summoning increases the spell strength of a curse when used on items.

Healing spells (1102 - 1105, 1111 - 1115):
Training in Spiritual Lore, Blessings provides for a chance for a scar to be healed when a rank 1 wound is cured. The chance is based upon the area and severity of the scar and can be broken down into 12 tiers. Each tier requires 10 additional lore ranks than the previous tier to unlock, and the chance of success is 20% + 0.5% per rank above the required tier.

Example: You have a rank 1 limb wound and no preexisting scar. It will require 10 ranks of lore to have a chance at no scar when the wound is healed. If there was a rank 2 scar on the limb, it would then take 50 lore ranks. If there was a rank 3 scar on the limb, it would then take 90 lore ranks.
Example: You have a rank 1 limb wound and no preexisting scar. It will require 10 ranks of lore to have a chance at no scar when the wound is healed. If there was a rank 2 scar on the limb, it would then take 50 lore ranks. If there was a rank 3 scar on the limb, it would then take 90 lore ranks.


Scar Rank -
Wound Location -Required Lore Threshold

1
Limbs10
 Nerves20
 Head/Neck30
 Body40


2
Limbs50
 Nerves60
 Head/Neck70
 Body80

3
Limbs90
 Nerves100
 Head/Neck110
 Body120



In addition, the formula of Mental Lore, Transformation reducing healing roundtime will be revisited. Level will no longer be a factor; it will now use Empathic spell ranks (capped at level). The previous reduction based upon level, and now spell ranks, will be slightly less than what it was before. However, the reduction based upon Transformation lore will increase to one second for every three ranks.

Adrenal Surge (1107):
Training in Spiritual Lore, Blessings unlocks an ability to restore lost stamina when cast. At 15 lore ranks, 25 stamina is stored. At 35 lore ranks, 50 stamina is restored. At 65 lore ranks, all stamina is restored. There is a cooldown period of 5 minutes when using this benefit.

Empathic Assault (1110):
* The current benefit when using Mental Lore, Divination will be replaced by Mental Lore, Manipulation. The current benefit when using Mental Lore, Manipulation will be replaced by Mental Mana Control.

Cry for Help (1116):
Training in Mental Lore, Telepathy will unlock an ability at 30 ranks so that the target will be able to observe the caster for a short duration rather than just an instantaneous glimpse. This will enable the target to see and hear the actions going on in the area in which the Empath cast this spell.

Herb Production (1118):
Training in Spiritual Lore, Spirit Summoning allows the caster to specify an herb for an attempt to produce it. The rarity of the herb affects the chance of success.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1982

New beta version 1.18 of the SGE

Author: SIMU-MYKE
Date: 11/29/2007 2:29:59 PM


A new beta version 1.18 of the SGE has been released. It can be downloaded from here: http://www.play.net/software/sgebeta.exe

Once testing is finished it will be released as an automatic update. If you find any problems let me know.

NOTE: Make sure to exit the SGE taskbar icon before installing the new version. Otherwise it will ask you to reboot before it can finish the installtion.



Version 1.18 29-Nov-07



o Changed the way the character list is stored.
This fixes a buffer overflow if the user
has more then 32 characters.

This message was originally posted in Front Ends, Forums, and Computer Help, SGE Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=3&topic=13&message=305

Ithzir Initiate and Seer Spell Updates.

Author: GS4-MESTYS
Date: 11/29/2007 12:48:01 AM


Ithzir initiates and Ithzir seers, two of the more mental monsters of Old Ta'Faendryl, have been updated to take an increasingly more proactive role in the art of player character combat. Their respective offensive spell repertoires are now less focused on disabling, and more on causing damage.

Along with this update, the Ithzir will no longer receive a warding bonus to Corrupt Essence (703), nor will they reflect mental magic as the old Forget spell.

Hunters of Old Ta'Faendryl are advised to proceed with greater caution while acclimating to these latest developments.

-M.

This message was originally posted in Hunting and Combat, Old Ta'Faendryl Hunting Areas. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=58&message=3938

Sacrifice Verb Updated

Author: GS4-OSCURO
Date: 11/28/2007 6:51:51 PM


The sorcerer verb SACRIFICE has been updated to display messaging when the cooldown has expired. Additionally, while the cooldown is active, SPELL ACTIVE, as well as the StormFront Active Spells window, will display its presence.

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Sorcerers, Sorcerer General Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=29&topic=28&message=10960

Re: Enhanced Nodes and Experience Absorption Changes

Author: GS4-WARDEN
Date: 11/28/2007 6:42:08 PM


The following change has been rolled in:

The Adv. Guild Bounty experience rewards will now be fully applied to your "to be absorbed" experience up until you become moderately "saturated". Any reward in excess of that amount will have half applied to your "to be absorbed" experience and half will be absorbed instantly.

For people who turn in their bounties while at a "must rest" state, this will result in about half of the instant absorption they have been gaining over the past week. For those who turn in bounties at less than "must rest" state, this will result less instant absorption (potentially none), and more time spent saturated.

Warden

This message was originally posted in Help for Players, The Experience System. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=2&topic=6&message=668

Enhanced Nodes and Experience Absorption Changes

Author: GS4-WARDEN
Date: 11/20/2007 5:46:03 PM


We are implementing some changes to experience and absorption, primarily to encourage more player interaction. These changes include the following:

Enhanced Experience Absorption In Major Gathering Places
-- Major gathering locations in every major realm (see list to follow) will now enhance your rate of experience absorption, above and beyond what a normal node will provide! While most of these nodes are public, all CHEs will also receive this benefit in the Common Room (or equivalent) of their primary house (not annexes). MHOs may coordinate with their guru to purchase an enhanced node for a Common Room (or equivalent) in their building, provided the room is either open to the public or the MHO is sufficiently large and active to support a "members only" location.

Adventurers Guild Bounty Rewards
-- The total amount of the experience rewards will remain the same; however, two thirds of the reward will be granted directly to your absorbed experience. The remaining one third of the reward will be granted as unabsorbed experience, as it is currently.

Logic Bonus Changes -- The benefit of Logic bonus on experience absorption has been changed from a multiplier of the base amount to an addition to the base amount. When on a node or in town, you will absorb an extra (Logic Bonus/5) experience every pulse. When in a hunting area, you will absorb an extra (Logic Bonus/7) per pulse. For most players this will result in a small improvement while on a node and no significant change when in a hunting area.

Enjoy!

Warden

Enhanced public nodes (Note that in some cases, a room was not previously a node. In those cases, the room is now a true node with this enhanced absorption benefit.)
Wehnimer's Landing:
Raging Thrak, Trophy Room
Wayside Inn, Garret
Landing Tower East
Helga's Pub Room
Frith's Inn, Main Saloon
Town Square Central
Garden Niche
Small Park
Voln Courtyard
Hearthstone, Foyer
Hearthstone, Courtyard

Teras:
Ghorsa Isle, Tower
Dragonspine and Krodera
Adventurer's Rest, Deck

Solhaven:
North Market
Liabo Plaza
Marshtown
Beacon Tower
South Market

River's Rest:
Town Commons
Sanctuary

Icemule Trace:
Town Center
Tavern Burrow, Ale Street (well)
Commerce Burrow, Giantman Path
Honeybeer Inn, Tap Room
Thirsty Penguin, Parlour
Clovertooth Hall, Main Lobby
Voln Ice Garden

Zul Logoth:
Crystalline Cavern

Pinefar:
Trading Post, Greatroom

Ta'Illistim:
Hanging Dais
Glamesine Var (fountain room)
Glamesine Var (small garden park)
Briarstone Court, SW
Briarstone Court, W
Briarstone Court, NW
Moonglae Inn, Rooftop Park (northernmost)
Shimmarglin Inn, Fountain Room
Veythorne Manor, The Glowbark

Sylvarraend:
Town Commons (with barrel)

Ta'Vaalor:
Amaranth Court (between gemshop and furrier)
Amaranth Court (obelisk)
Garden of Ancients (small bench)
Victory Court (bench)
Victory Court (Kai statue)
Ravelin, Wyvern Plaza

Four Winds Isle:
Gardenia Commons
Sea Breeze Tavern, Front Porch

Cysaegir:
Linsandrych Common (with bench)

Miscellaneous:
Cavern of the Ages (ledge room)

CHEs:
Phoenix - Library
Argent Aspis - Trophy Room
Arcane - Hall of Lords
Paupers - Commons
Brigatta - Common Room
Twilight - Warble's Parlor
Silvergate - Private Lounge
Sovyn - Courtyard
Sylvanfair - Rogal-Keli Hall
Helden - Great Hall
White Haven - Founders Hall
Obsidian Tower - Greatroom
Beacon Hall - Common Room
Rone Academy - Elanthian Library
Willow Hall - Garden
Moonstone Abbey - Lounge

This message was originally posted in Help for Players, The Experience System. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=2&topic=6&message=563

Warrior Tricks Update: Appraise

Author: GS4-COASE
Date: 11/20/2007 3:48:26 PM


WTRICK APPRAISE has been updated! Using it on your foes will now also reveal their current stance level. You may also view the stance levels of each person and creature in the same room as yourself by using WTRICK APPRAISE ALL.

Coase

This message was originally posted in Warriors, Warrior Guild Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=30&topic=21&message=2479

Teras OOC Meeting - Portals

Author: GS4-LIIA
Date: 11/20/2007 11:46:14 AM


Tonight is the OOC meeting for Teras Isle! Please tell your friends (and enemies, what the heck!). Anyone with an interest in the development of the Rock is invited.

Portals (a hammered steel door) will be found in the following locations, and will be opened just before the meeting:

Teras Isle: Dragonspine and Glaes
Solhaven: Marshtown, Surde's Pier
Wehnimer's Landing: Wehnimer's, Locksmehr Wayhttp://www.blogger.com/img/gl.link.gif
River's Rest: River's Rest, Dilapidated Pier
Ta'Illistim: Ta'Illistim, BriarStone Keep
Ta'Vaalor: Ta'Vaalor, Mistydeep River Dock
Icemule: Icemule Trace, Jailhouse Path
Zul Logoth: Zul Logoth, Crystalline Cavern

See you all at 8:30pm Eastern.

-Liia

You tap your invar volcano pin and fiery red sparks and grey ash come out of the top!
You are fondly reminded of home.

This message was originally posted in Towns, Kharam Dzu. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=12&message=4234

Instrument Inspection.

Author: GS4-MESTYS
Date: 11/18/2007 11:03:47 PM


Aspiring artists may now choose the tool of their musical craft with a bit more conviction, as instruments of all shapes and sizes may now be INSPECTed to determine the skill required to effectively play them.

-M.

This message was originally posted in Bards, Instruments. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=24&topic=44&message=1000

Jewelers Now Buying Higher End Jewelry

Author: GS4-WARDEN
Date: 11/17/2007 2:23:16 PM


Gem and jewelry dealers across Elanthia have changed their practice to now purchase jewelry with values up to 50,000 silvers (previously 25,000). This should ensure that high end jewelry found as loot is sellable at shops, as sometimes imbedded jewelry exceeds the 25,000 silver limit.

If you previously counted on the 25K price limit to ensure you didn't accidentally sell a precious item, take care to note the new, higher limit.

Warden

This message was originally posted in Game Design Discussions, Treasure System. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=13&message=1277

Alchemy Recipe Updates

Author: GS4-NAOS
Date: 11/17/2007 10:11:45 AM


A large number of Alchemy recipes have been updated.

The core of this update addresses the difficulty of collecting the large numbers of gems requried for training Potions and Trinkets skills. The majority of Alchemy recipes that previously used whole gems have been changed to use powdered versions of the same gem.

Additionally, the Alchemy shops in pure guilds will now stock a selection of powdered gems for sale. The gems available in a given guild are dependant on realm, and the requirements that profession has. If there are powdered gems that seem to be missing, and yet required in an Alchemy recipe, please post here and I will be happy to look into it.

Along with this update, the previously missed changes to Minor Spiritual recipes should now be live, including boil or simmer in many recipes that lacked either before.

As usual, ASK the skilled masters in your local guild hall to UPDATE your recipes books to have any recipes you have written updated.

--
Naos

This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=16&message=5424

Cure

Author: GS4-ESTILD
Date: 11/16/2007 1:57:28 PM


The Empath verb CURE has been updated. Previously, the caster would have to prepare the necessary healing spell, then would use this verb to specify which exact location to heal. Now, you can skip right to targeting the location and the verb will prepare the necessary spell automatically.

>cure right leg
You concentrate while murmuring the simple, mystical chant for Limb Repair...
Your spell is ready.
Your right leg feels better.
Cast Roundtime 3 seconds.

The Stormfront Injuries Panel has also been updated to make use of this new mechanic, instead of just preparing a spell. If a user clicks on a specific wound and knows the appropriate healing spell, it will act as though the user typed CURE . If you are currently logged in the game, you will need to log out and back in to make use of this new Stormfront feature.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Empaths, General Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=26&topic=20&message=1573

Locker Transport Fees Slashed!

Author: GS4-STRATHSPEY
Date: 11/15/2007 8:42:55 PM


Effective immediately, the rates for transporting a locker to a new town (or swapping lockers between towns for Premium subscribers) are as follows:


Standard 1,000 silvers for delivery in 2 hours. (Formerly 25,000 silvers for 3-day service)
Express 10,000 silvers for delivery in 30 minutes. (Formerly 100,000 silvers for 24-hour service)

The new rates are effective for service between all towns.

Empath Design Direction

Author: GS4-WARDEN
Date: 11/14/2007 8:29:17 PM


At the start of GS4, we announced that Empaths, as Mental-Spirit hybrids, would eventually be losing access to the Major Spirit list and gaining access to the Minor Mental list. At the time, Empaths were a strong service class with weak combat abilities, and our intention was that access to the Minor Mental list would help not only by emphasizing their hybrid Mental nature, but also by providing additional combat options to the class.

As part of our continued development of Empaths and looking forward to the Minor Mental list, we have re-evaluated the design direction and have decided to no longer pursue converting Empaths from Major Spirit to Minor Mental. This decision was not made lightly; it is based on a review of the current state of Empaths and the ramifications of the change in lists.

As we have continued development of Empaths in the years since the release of GS4, we have made substantial improvements to their combat abilities. Empaths can now hold their own in combat using spells such as Bone Shatter, Wither, Empathic Assault, and Harm. With Empaths no longer needing the Minor Mental list to address their shortcomings in combat, the need for and benefits of the conversion diminished substantially. The class is in good shape currently, and with the upcoming lore review, guild skills, and a handful of remaining open spell slots available for enhancing the class further, we consider making a foundational change to the class to be unwarranted. In a nutshell, we're following the maxim: if it ain't broke, don't fix it.

Some players may be wondering if this means the Minor Mental list is no longer planned for development. It absolutely is. Developing the Minor Mental list is one of our primary projects for 2008, in support of the release of the Monk class, and later, Savants.

This decision also does not mean that we no longer consider Empaths to be hybrids, or that their magic no longer has a Mental aspect to it. The Empath spell list (1100s) will certainly continue to reflect their Mental/Spirit hybrid nature in its spells.

Warden

This message was originally posted in Empaths, Developer's Corner - Empaths. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=26&topic=2&message=1899

Crushing Shadows.

Author: GS4-MESTYS
Date: 11/13/2007 10:04:09 PM


The dark vorteces of the Broken Lands have been made susceptible to a wider variety of weapons. Any weapon that has the potential to do crushing damage will be able to be used against the shadowy beings, but any non-crushing damage will be entirely ineffective.

Vorteces' spell resistances and susceptibilities remain unchanged with this update.

-M.

This message was originally posted in Hunting and Combat, Wehnimer's Landing Hunting Areas. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=54&message=2566

Major Sanctuary (220) Updated!

Author: GS4-OSCURO
Date: 11/13/2007 9:59:55 PM


Major Sanctuary (220) has been updated to include deity-specific messaging for casters that are CONVERTed to a particular god. The messaging upon entering and exiting the sanctuary, as well as the room descriptions themselves, are all affected. This is thanks to the talent of GM Thandiwe and GM Xayle.

Additionally, the duration on Major Sanctuary has been changed from 30 seconds per caster level to a base of 10 minutes + 30 seconds per rank in the Major Spiritual Circle.

The new spell description can be found here:
http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#220

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=6&message=1534

Wights and BCS

Author: GS4-VARULV
Date: 11/13/2007 1:51:43 PM


The ground beneath you begins to boil violently!
Fiery debris explodes from the ground!

So familiar, and yet something seems different...

Must be that new BCS flavor! Arch wights, wood wights, and tomb wights have been converted to BCS, bringing them up to modern standards. Happy hunting, and don't forget to check your encumbrance!

~Varulv

This message was originally posted in Game Design Discussions, Critters and Creatures. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=6&message=5092

Sanctuary Updates

Author: GS4-OSCURO
Date: 11/13/2007 1:37:54 PM


The spells Minor Sanctuary (213) and Song of Peace (1011) have received some updates. Many general sanctuary mechanics have been updated, as well. These updates include:

- The spells Calm (201), Living Spell (208), Silence (210), Bind (214), Slow (504), Sounds (607), Mass Calm (619), Holding Song (1001), Lullaby (1005) and Song of Noise (1017) are all now considered spells of war and cannot be cast in any form of sanctuary.

- Hiding is now allowed in sanctuaries.

- 213 and 1011 have been given a failure rate when cast in the presence of hostile creatures. All creatures over the level of the caster contribute to the failure rate based on the level difference. All creatures beyond the first that are at least 10 levels below the caster's level add a small amount to the failure rate. Training in Spirit Lore, Spirit Summoning for 213 and Mental Lore, Telepathy for 1011 reduces the failure rate of the spell.

- 213 has been changed to a base 10 minute duration.

- The caster of a 213-created Minor Sanctuary may now STOP 213 to end their sanctuary in 10 seconds.

- Sanctuaries now give a warning to the room shortly before they expire.

- Empaths and Clerics may SENSE a 213-created Minor Sanctuary.

- Scarab creatures (most commonly found when generated by traps) will now leave a sanctuary after they've left the body of the person that triggered the trap.

- Minor Demons previously could only interfere with the creation of 213 sanctuaries. This has been extended to 1011 sanctuaries.

- Abyran'sa demons can (as before) break 213 sanctuaries. Imps can now break 1011 sanctuaries.

- In the breaking and interfering formulas, the defender (sanctuary creator) has been given an opposing d100 roll, unlike before when only the sorcerer got a die roll. Additionally, a bug was fixed where the sanctuary strength was determined by Cleric spell ranks rather than Major Spiritual spell ranks. Previously, failing a break attempt was very unlikely. The new formula more properly examines the opposing casters' strength.

- Creatures now cast the same version of 213 as players rather than their own unique version. That is, they're now subject to the rules of casting, just like any other spell. This includes ability to fail due to armor hindrance as well as having their sanctuary interfered with or broken by a demon.

- A new item has been introduced; jagged glossy black shards, which have 3 charges (rubs) to break 213 or 1011 sanctuaries. These will start out as being released in small numbers through the treasure feeders, but will become available via Sorcerer Trinkets in Alchemy with GM Naos' next alchemy update, and (perhaps), by other means in the future. These items follow a similar breakage formula as demons, however the Magic Item Use skill increases the chance of breaking rather than sorcerer spells and demonology ranks.

The new spell descriptions for Minor Sanctuary and Song of Peace can be found here:

http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#213


http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1011


= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1599

Meditate

Author: GS4-ESTILD
Date: 11/13/2007 11:11:10 AM


Meditate, profession-based or from a chrism effect, has been updated to no longer account for the player's stance in determining the bonuses it provides. In addition, attacks from creatures will now interrupt it.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Empaths, General Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=26&topic=20&message=1555

Of Familiars and Gates

Author: GS4-NAOS
Date: 11/13/2007 12:39:26 AM


Spell 930, Familiar Gate, has been updated!

The update is mostly of the under-the-hood variety, addressing some outstanding bugs and general wokiness of the previous version.

Spell messaging has been updated to be a bit more gate-like, and the physical 'gate' created is now "a shifting portal" instead of "some swirling mist." The portal may still be referenced as "swirling mist."

Gates will close when their caster passes through, though if the caster is leading a group, as many group members as possible will also pass through with the caster before the gate closes.

Gates should stay open a bit longer on average for lower level casters, and the number of individuals who can pass through a gate before it closes may have changed; both depending on the caster's particualr training. Wizard Base spell ranks and Elemental Mana Control skills are key to mastering the spell.

The formula for success is unchanged, minus one addition. Wizards will find that knowledge of the Familiar Gate spell is now accompanied by knowledge of the "gate" rune. This rune may be drawn upon an appropriate surface, and the resulting runestone will provide a bonus to success equal to 15% plus 1% per 10 skill bonus of the caster's Magic Item Use skill when held in hand while casting the Familiar Gate spell. Each use will consume one charge of the runestone's power, and typical runestones will be created with one charge.

--
Naos

This message was originally posted in Wizards, Wizard Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=31&topic=11&message=6268

Mass Spells and Pets

Author: GS4-OSCURO
Date: 11/12/2007 10:53:58 PM


The spells Mass Elemental Defense (419), Mass Colors (611) and Mass Blur (911) have been updated to have more intelligent logic when dealing with creature casters and creature members of a player's group. When one of these spells is cast by a player or a creature group member, the spell will affect all members of the owner's group, including creatures. Creature group members include animal companions (630), animates (730), sympathetic creatures (1120) and escortees from the Adventurer's Guild tasks.

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1580

Teasure: Magical Items.

Author: GS4-ESTILD
Date: 11/12/2007 8:28:38 PM


The following spells have been added to the random treasure generator: Mass Interference (217), Divine Wrath (319), Empathy (1108), Wither (1115), and Cry For Help (1116).

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1572

Zul Logoth's Cavern Get More Colorful

Author: GS4-AIZA
Date: 11/11/2007 8:49:45 PM


Newcomers to are often not accustomed to the beautiful stone and metal structures set within the breathtakingly beautiful underground scenery that is Zul Logoth. In an effort to promote the fabulous Grevnek culture, a giant, multicolor mushroom has been constructed within the Crystalline Cavern at the nexus of the city. Within the enormous fungus, interested parties can find a lovely variety of cavernous-inspired dyes to add a splash of color to their drab belongings. Stop by soon and try it out. You'll dye for it!

Brought to you by the Zul Logoth Tourism Board.

This message was originally posted in Towns, Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=1&message=112

Raise Dead (318) and Treasure

Author: GS4-ESTILD
Date: 11/9/2007 7:51:48 PM


Raise Dead (318) has been removed from randomly generated treasure (scrolls, magical items, etc.), but it's not prohibited for special releases.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=1436

New beta version 1.17 of the SGE

Author: SIMU-MYKE
Date: 11/6/2007 2:44:19 PM


A new beta version 1.17 of the SGE has been released. It can be downloaded from here: http://www.play.net/software/sgebeta.exe

Once testing is finished it will be released as an automatic update. If you find any problems let me know.

NOTE: Make sure to exit the SGE taskbar icon before installing the new version. Otherwise it will ask you to reboot before it can finish the installtion.



Version 1.17 06-Nov-07



o Fixed password loading when switching between
accounts. This bug happened in version 1.16.

This message was originally posted in Front Ends, Forums, and Computer Help, SGE Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=3&topic=13&message=291

New beta version 1.16 of the SGE

Author: SIMU-MYKE
Date: 11/2/2007 6:49:20 PM


A new beta version 1.16 of the SGE has been released. It can be downloaded from here: http://www.play.net/software/sgebeta.exe

Once testing is finished it will be released as an automatic update. If you find any problems let me know.

NOTE: Make sure to exit the SGE taskbar icon before installing the new version. Otherwise it will ask you to reboot before it can finish the installtion.



Version 1.16 02-Nov-07



o Fixed a bug that caused multiple entires for the
same username.

o Fixed tabbing between controls and added reverse
tabbing with shift+tab.

This message was originally posted in Front Ends, Forums, and Computer Help, SGE Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=3&topic=13&message=280

EG Closing Date

Author: GS4-LOTHWYN
Date: 11/2/2007 1:06:34 AM


Hello everyone,

Just a reminder that Ebon Gate 2007 will be closing in both instances on Sunday (November 4th)--likely in the afternoon, or whenever I log on. So make sure you get your fits of shopping, digging, knocking, slabing, and gaming out of the way now so you're not left wanting.

I want to thank all of you who came this year and I hope you've enjoyed yourself.

Lothwyn

This message was originally posted in Quests, Sagas, and Events, Ebon Gate Festival. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=5&message=13150

New beta version 1.15 of the SGE

Author: SIMU-MYKE
Date: 10/31/2007 12:33:18 PM


A new beta version 1.15 of the SGE has been released. It can be downloaded from here: http://www.play.net/software/sgebeta.exe

Once testing is finished it will be released as an automatic update. If you find any problems let me know.



Version 1.15 29-Oct-07



o Moved all settings out of win.ini and private
registry files into main registry.

o Changed temporary file location from C:\Gse.~xt
to the temp directory.

o Changed the way processes are started.

o The SGE should now function on Vista as a
standard or admin user after the above changes.

o Added multi account support(up to 10 accounts)

o Launcher location is now looked up in the
registry. This Fixes the update loop problem when
new versions of the launcher are released.

o Dev instances are automaticly listed for staff
accounts.

o New installer script. SGETask.exe now installs in
the correct location to auto-start in XP.

o Made similer changes to SGETask as SGE.

This message was originally posted in Front Ends, Forums, and Computer Help, SGE Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=3&topic=13&message=262

Goodnight, Elanthia!

Author: GS4-OSCURO
Date: 10/29/2007 10:54:43 PM


Three new verbs have been introduced: SLEEP, WAKE and SNORE. SLEEP allows one to fall asleep voluntarily. WAKE allows one to wake themselves or others. WAKE does not work to wake oneself when forced into an unconscious state. SNORE lets one saw wood in style. Check VERB INFO {verb} and {verb} HELP for more information on each of the verbs. Note that SLEEP and WAKE have special messaging available for married couples.

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in General Roleplaying, Roleplaying Verb Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=9&topic=10&message=3369

Knockout flares

Author: GS4-ITZEL
Date: 10/29/2007 5:29:31 PM


In order to ensure that previously announced merchant services were provided at Ebon Gate, those services were divvied up amongst the GM pool. In the course of that process, I was tasked with offering knockout flares. I was glad to offer this service.

Because the approval process took place before my involvement, there were communication issues regarding the rules and requirements for receiving knockout flares. I'm very sorry for any inconvenience this may have caused.

The end result of these conflicting rulesets is that some weapons may have gone out with flares that should not have, while other weapon types were incorrectly excluded from the service options. In addition, some weapons mistakenly retained their blessability. This was not an intended design feature.

I'll be contacting those people who have received knockout flares during this festival to fix this. Rest assured, no one will be penalized either monetarily or "weaponly." This may entail moving flares, changing flare types or if requested, a refund on the cost of the service.

In the future, I only intend to offer fart flares or some other service that no one will be really interested in. Though thinking about it, we could add a second tier to that to allow you to light them...

GM Itzel

This message was originally posted in Quests, Sagas, and Events, Ebon Gate Festival. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=5&message=12622

Widowwood

Author: GS4-XYNWEN
Date: 10/28/2007 12:56:51 PM


~~ a waterstained journal page ~~

I have been successful in harvesting some rare widowwood, and I have returned not just with flowers to use in my next perfume, but a living shoot of the shrub itself. The journey through the swamps was as dangerous as legends tell, and as worth it. I brought back enough dead widowwood to craft the rose door my wife so wants, and if my botanical endeavors succeed, we can have a small grove of the elusive shrub in our garden, and I can corner the market on its scent.

-- Danekas --



OOC: Some of you may have noted an unusual wood in Scents of Death, and perhaps a new fragrance in one of the perfumes. I designed widowwood one day while in the shower (I get all my best ideas in weird places), and pestered others to read the idea and see if it would fly. They did. It did. And I am pleased to introduce you to widowwood!

Widowwood: Blue-black wood that can have a rose, purple, or crimson sheen to it depending on how it is cut and polished, the widowwood is a rare shrub. Possessing a sturdy trunk, its wood can be used for carving in small quantities. For example, one might build a door out of pieces of widowwood, or one might make small carvings, but one would never use it to build a house. The widowwood grows best in dim and dank swamps and that ilk. Silver-backed, deep green leaves cluster in sets of five along spindly branches. At the center of each leaf cluster, a tiny and lop-sided white flower will bloom, which in turn yields a pale blue berry. These tiny flowers and berries produce a beautiful scent, and this is where the widowwood gets its name. Men over the ages have died while seeking the scent to add to perfumes or to test for alchemical or healing properties, drowned in the quick bogs the shrub grows near, never to be seen again. The widowwood has only recently been rediscovered in some treacherous bogs past the Lake of Shadowed Sorrows, and small quantities have filtered into the more populous areas of Elanthia.

*IMPORTANT* *NOTE*: This wood is considered VERY rare, so you would have to supply the wood to get anything made with it, so no running around asking for alterations with the wood in it! Plus, this, as stated in the description above, is a decorative wood only. No weapons or other functional items would ever be made from it.

There is no widowwood for sale or released, so that means for now, this is just a neat new wood. The occasional statue or something may be released eventually, so keep an eye out to start collecting if it does happen! ;)

--Xynwen--

This message was originally posted in Quests, Sagas, and Events, Ebon Gate Festival. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=5&message=12400

Prayer of Holding (301) Updated

Author: GS4-OSCURO
Date: 10/23/2007 12:26:06 PM


The Cleric spell 301, Prayer of Holding, has been updated.

The mana cost of the spell has been changed from 1 mana per 2 levels of the target, capped at 20 mana to a summation seed 1 based off of the target's level. That is, a level 1 target costs 1 mana whereas a level 105 target costs 14 mana. This mana cost grows at a much slower rate than the previous one.

The duration of Prayer of Holding previously was dramatically influenced by the level of the caster. This factor has been reduced in importance and replaced with an increased importance of warding margin (endroll).

When imbedded by the Magic Item Creation or Holy Receptacle spells or charged by the Charge Item spell, Prayer of Holding counts as a level 8 spell to emulate the variable mana cost for different targets.

Prayer of Holding now counts as a spell of war.

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Clerics, Cleric Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=25&topic=26&message=6804

Sleep (501) Updated

Author: GS4-OSCURO
Date: 10/23/2007 12:23:19 PM


The Major Elemental spell 501, Sleep, has been updated.

The mana cost of the spell has been changed from 1 mana per 2 levels of the target, capped at 20 mana to a summation seed 1 based off of the target's level. That is, a level 1 target costs 1 mana whereas a level 105 target costs 14 mana. This mana cost grows at a much slower rate than the previous one.

The duration of Sleep was previously determined solely by the level of the caster. Duration is now based off of the warding margin (endroll).

When imbedded by the Magic Item Creation spell or charged by the Charge Item spell, Sleep counts as a level 8 spells to emulate the variable mana cost for different targets. The restriction of only being able to use Sleep cast from a magic item on a level 2 target has been removed. Also, when casting Sleep from a scroll, the spell will no longer take mana from the caster.

Sleep now counts as a spell of war.

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Magic Spells and Systems, Major Elemental Circle. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=4&message=490

Ruined Tower

Author: GS4-WARDEN
Date: 10/21/2007 11:01:39 AM


I noticed today that creatures in the tower portion of the Ruined Tower area could get stuck in an inaccessible room, which would lead to no killable creatures genning in the area. This is fixed, so the tower should be properly awash with water wyrds and hisskra.

Please stop by, the locals wish to drown you in their affections.

Warden

This message was originally posted in Hunting and Combat, River's Rest Hunting Areas. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=51&message=280

Regarding Khaladon

Author: SIMU-SOLOMON
Date: 10/19/2007 10:13:50 PM


Hi Folks...

First off, I'd like to say that we hear what you're saying. We understand that Khaladon was an exceptional GM, who contributed a great deal to the game for several years. I doubt there is a single person out there that could play GemStone for any length of time and not come across something that Khaladon had a hand in. His impact on the game, especially the Platinum instance, was significant and it's only natural that after his departure, emotions are running high and there are lots of questions people would like answered.

However, having said that, it is important that everyone understands that this action, like any of its kind, was done only as a last resort. The decision was not made lightly, nor was it a hasty or knee-jerk reaction. Neither was it based on a single incident or motivated by anything other than the standards and internal policies we have to uphold for the sake of the community.

Speaking in general, whenever we are faced with a situation where a GM or player has stepped outside of the bounds of what is acceptable, there is a process that takes place: There are discussions with the individual, we establish our expectations and explain the problem and what has to be addressed. We then work with the individual to get everyone back on the same page. It is only when this process fails, even in the case of a GM who's been around a long time and a great deal of effort has been expended to try and rectify the situation with the individual, that we are left with no other choice. Sometimes there are differences, in motivation, creativity, or just viewpoint that cannot be resolved, other times the situation is more dire when often irreparable damage is occurring to the game and such incidents are not curtailed. Everyone involved does a great deal of soul searching at times like this and there is a realization that often, in the end, you are damned if you do and damned if you don't. But, in the interest of everyone involved (in particular, the community, whether it's realized or not) there occasionally arises situations where there is regrettably only one possible course of action. We hate being the ones in this position, especially since we are bound by our ethics to not air the dirty laundry (even if the individual involved feels no such obligation).

Some of you have said this seemed sudden and yes, from your perspective, it definitely looks to be "out of the blue". However, just like we don't publicly discuss or announce disciplinary actions taken against other players with you, we also don't discuss the same types of actions taken with staff. We generally don't even discuss those matters with other staff members, since any issues with or concerns about an individual staff member's conduct or performance is between management, that staff member, and their immediate supervisor. We don't send out email or make announcements declaring that Player X was given a warning or locked out and likewise, we maintain the same level of decorum and privacy when it comes to our GMs. This isn't to say that it's "none of your business" because you are all part of "The Community", anything that affects "The Community" affects you. However, these issues are not a matter of public record, out of respect and courtesy for the people involved, be they player or GM.

Over the years, several GMs have come and gone, voluntarily or otherwise. Before Khaladon took over Platinum and Premium, there were other GMs who "made" Plat or Premium what they were and when they left, players left with them, confident that no one would ever be able to take their place. In those players' opinions, the departure of those staff members spelled "The End of Plat" or "The End of Premium" or even "The End of GemStone" and without them, life in Elanthia just wasn't worth living. But then, over time, someone else came along (like Khaladon did) and picked up where those GMs left off and pretty soon, it was a different story. I won't say those GMs were forgotten, because I'm sure that's not the case, nor should it be. We should never overlook or ignore the contributions any GM has made to the game or to the community. We should, however, remember that no single GM is responsible for making GemStone what it is. GemStone is a collaborative effort, made great by the input and involvement of a team of people working together as a whole to achieve a common goal, not as individuals doing their own thing or playing by their own rules. Kitrina, Llothwyn, Khaladon's team members, and the rest of the GemStone staff are still working just as hard for you as they were before Khaladon left and they'll continue to work just as hard for you now, but no single GM can make a community what it is. The community makes the GM(s) what they are.

In closing, I'd like to reiterate that no one is trying to say that you should forget Khaladon's involvement in GemStone, nor should anyone downplay his involvement in Plat. We're in "The Good" topic here on the forums, so continue to celebrate what was Good and continue to wish Khaladon well in the future.

I'll also make it VERY clear that the Platinum instance isn't going anywhere. It won't be shut down and it won't be rebranded or replaced with a "Fallen" version of GemStone. When/If a Fallen instance happens, it will be a totally separate entity.

But also remember that there are a lot of hard working, dedicated GMs that you know (and quite a few that you've not even met yet, now that I mention it) who are upstairs. I'm willing to bet that if they're given the chance and the opportunity to step up, they'll show you what they're capable of.

Again, we wish Khaladon and the other departing GMs (a couple of whom were already in the process of leaving and picked this as an interestingly convenient time to announce that fact) the best in the future and hope they find happiness wherever their travels take them.

Solomon

"Experience will come, it's not a race or anything. The ones who kill themselves to get to the finish are the ones who tire out quickly."

http://www.myspace.com/gemstoneiv


This message was originally posted in Discussions with Simutronics, The Good....(general compliments). To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=8&topic=2&message=5844

An Orb for a Price

Author: GS4-LOTHWYN
Date: 10/19/2007 1:34:37 PM


I meant to post this on Wednesday, but all things considered... it got lost to the ether.

Those of you that are having trouble finishing your gem hunts in order to acquire an orb need not fret. If the task truly is impossible for you to handle, then there is another way to obtain an orb to finish your map.

During Ebon Gate, one of the ghostly residents will be selling orbs for a hefty price.

L

This message was originally posted in Quests, Sagas, and Events, Ebon Gate Festival. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=5&message=11932

Empath Spell Changes

Author: GS4-ESTILD
Date: 10/17/2007 9:20:19 PM


A number of significant changes have been made to Empaths' spell arsenal.

These changes include the ability to cast Heal (1101) at a target, causing it to become Harm. This should be a boon to starting Empaths and will provide experienced Empaths with a low mana, finishing attack. Like all war spells, you can INCANT to auto-select a target, but this also prevents you from using it to Heal (to restore blood loss). You can still use the spell in a sanctuary, but you must use CAST. There is pending update which once released will mimic the old functionality of incant.

Bone Shatter (1106) has been revised. Lower level Empaths will seen a significant increase in damage, while higher level Empaths will see a significant decrease in criticals. This will bring the spell more in line with its goal of being a low level attack spell. There is also a negative TD modifier when the spell is used against lower level targets.

Wither (1115) has been released. This is a new high level attack spell which replaces much of the lost effectiveness of the old Bone Shatter. It also removes many previous restrictions Empaths had in their hunting variety, as it is able to affect the undead.

More specific details, such as lore impact, of the spells can be read below in their official descriptions. Due to these changes, all Empaths will receive a free FIXSKILLS, which is to follow the normal policy of their application (does not stack with existing, unused FIXSKILLS, must be used before the next festival, etc).

Lastly, a huge thanks to: the Cleric/Empath team (GameMaster Warden, GameMaster Nilven, and GameMaster Oscuro) for their work in design, GameMaster Oscuro's work to convert beetles to BCS which were used in this release event and GameMaster Mestys for his quick review of the code, GameMaster Gyres for her awesome messaging of Harm (1101) and Wither (1115), GameMaster Thandiwe for her messaging work in the release event (you can thank her for the riddle!), and the players for their ideas and patience.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne




Heal/Harm (1101)

Type: Utility/Attack

Through a feat of pure mental concentration, an Empath is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with Heal, which restores lost blood. The amount of blood restored is subject to the Empath's First Aid skill, Empath spell ranks, and their level.

With the aid of an artifact that was recently uncovered, Empaths have divined how to reverse this process, causing blood loss in their targets. Training in Mental Lore, Manipulation increases the amount of damage. Due to the nature of this attack, Harm only affects targets that are living and have blood. The duality of this spell is represented by its name - Heal/Harm.

[NOTE: Using the CURE command after preparing this spell will restore more Health Points than using the CAST command, but at a higher Mana Point cost.]




Bone Shatter (1106)

Type: Attack

Study of anatomy reveals the importance of bone structure. By utilizing this knowledge and the perceived state of need from such a mechanism for a number of living beings, Empaths manipulate the bones in their target causing them to instantly, and painfully, shatter. The power of the attack is enhanced upon a successful cast on a target with ranks of Mental Mana Control. Training in Mental Lore, Manipulation provides for a chance to completely abolish the target's bone structure, resulting in instant death.

Bone Shatter will only work on targets that have bones. Less experienced targets have a more difficult time resisting this spell.

[NOTE: Increased damage is possible when CHANNELing the spell from a higher stance and having an open hand.]




Wither (1115)

Type: Attack

Drawing upon their spiritual connection, an Empath is able to summon the stray spirits within an area. These spirits will surround the Empath's target, causing it to wither. The spirits focus their strength upon a specific body part of the target, until it is no more or the target dies. If the former is reached first, the spirits will attack the next closest location. Training in Mental Lore, Manipulation allows an Empath to assist the spirits in an attempt to completely wither the target, resulting in its death.

Skilled Empaths are able to summon additional spirits for an extra damage cycle, determined by ranks in Spiritual Lore, Spirit Summoning. The percentage chance is ranks / 1.5.

[NOTE: Increased damage is possible when CHANNELing the spell from a higher stance and having an open hand.]

This message was originally posted in Empaths, Empath Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3008