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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