Author: GS4-ESTILD
Date: 11/13/2008 9:52:53 PM
Shrines will now provide a bonus or penalty for Clerics when they BLESS a gem to create a holy receptacle (325). Being in a shrine of the Cleric's deity will provide the greatest benefit. Being in a shrine of another deity who is aligned with the Cleric's deity will provide a smaller benefit. And being in a shrine of another deity who is opposed to the Cleric's deity will provide a penalty.
Magical Workshops will no longer provide a bonus to success.
Minor failure, as defined by the gem not exploding, will no longer prevent the gem from being sold to a gem shop.
GameMaster Estild
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=7996
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.
Obvious exits: play, shop, wiki, maps
Obvious exits: play, shop, wiki, maps
Showing posts with label professions. Show all posts
Showing posts with label professions. Show all posts
Traveler's Song (1020) Update
Author: GS4-LUSUS
Date: 10/15/2008 10:54:00 AM
Bards utilizing Traveler's Song to get out of sticky situations will find much more success in landing safely at a drinking establishment, with more noticable leniency at lower levels. The base failure rate for the spellsong remains the same.
Sing gladly with the knowledge that your chance of arriving safely is increased, but keep your pockets filled with silver to pay for those drinks after the trip.
~Lusus
This message was originally posted in Bards, Bard Magic, Spells, and Spellsongs. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=24&topic=4&message=3874
Date: 10/15/2008 10:54:00 AM
Bards utilizing Traveler's Song to get out of sticky situations will find much more success in landing safely at a drinking establishment, with more noticable leniency at lower levels. The base failure rate for the spellsong remains the same.
Sing gladly with the knowledge that your chance of arriving safely is increased, but keep your pockets filled with silver to pay for those drinks after the trip.
~Lusus
This message was originally posted in Bards, Bard Magic, Spells, and Spellsongs. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=24&topic=4&message=3874
Demons, Guild Training Rooms, and You
Author: GS4-LIIA
Date: 7/4/2008 12:52:32 PM
Some of our towns' guilds have been stopping demons from following their summoners into the Masters' training rooms. While we're looking into this, it seems our fixes might still be a wee bit glitchy. More info coming soon as we look into the weirdness.
-Liia and the rest of the Gurus
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 Sorcerers, Sorcerer Guild Discussions. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=29&topic=24&message=3667
Date: 7/4/2008 12:52:32 PM
Some of our towns' guilds have been stopping demons from following their summoners into the Masters' training rooms. While we're looking into this, it seems our fixes might still be a wee bit glitchy. More info coming soon as we look into the weirdness.
-Liia and the rest of the Gurus
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 Sorcerers, Sorcerer Guild Discussions. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=29&topic=24&message=3667
Sorcerous Tidings
Author: GS4-TALISKER
Date: 7/4/2008 12:17:43 PM
After certain items were brought to my attention, a few tweaks have been made to the Shop in the Sorcerer's Guild of Wehnimer's Landing:
1) Demons should now be able to follow you into a Training Room for ease in illusion training.
2) The "short-staff" (cudgel base) has been removed from the inventory and replaced with a more suitable runestaff base.
3) The two cloaks offered for sale can be customized with your choice of colors.
4) There is now a "backroom" catalog available.
~Talisker
This message was originally posted in Towns, Wehnimer's Landing. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=19&topic=7&message=2463
Date: 7/4/2008 12:17:43 PM
After certain items were brought to my attention, a few tweaks have been made to the Shop in the Sorcerer's Guild of Wehnimer's Landing:
1) Demons should now be able to follow you into a Training Room for ease in illusion training.
2) The "short-staff" (cudgel base) has been removed from the inventory and replaced with a more suitable runestaff base.
3) The two cloaks offered for sale can be customized with your choice of colors.
4) There is now a "backroom" catalog available.
~Talisker
This message was originally posted in Towns, Wehnimer's Landing. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=19&topic=7&message=2463
LORESING and Elemental Detection (405) Updates.
Author: GS4-MESTYS
Date: 6/14/2008 1:07:36 PM
LORESINGing has been updated to allow skilled Bards to determine a few new characteristics from certain items.
When loresinging to a magical or enhancive item, a Bard may now determine whether or not the item will be destroyed when its last magical or enhancive charge has been expended.
When singing to a piece of armor with resistance to a damage type, a proper loresong will coax the level of resistance out of the protective piece.
Finally, Naos has updated both Elemental Detection and loresinging to allow the caster or singer to determine the relative mana capacity of a magic item.
-M.
This message was originally posted in Bards, Loresinging. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=24&topic=45&message=1109
Date: 6/14/2008 1:07:36 PM
LORESINGing has been updated to allow skilled Bards to determine a few new characteristics from certain items.
When loresinging to a magical or enhancive item, a Bard may now determine whether or not the item will be destroyed when its last magical or enhancive charge has been expended.
When singing to a piece of armor with resistance to a damage type, a proper loresong will coax the level of resistance out of the protective piece.
Finally, Naos has updated both Elemental Detection and loresinging to allow the caster or singer to determine the relative mana capacity of a magic item.
-M.
This message was originally posted in Bards, Loresinging. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=24&topic=45&message=1109
Berserk Update
Author: GS4-COASE
Date: 6/10/2008 5:14:57 PM
The following updates have been made to the Berserk skill:
-The base per round stamina cost has been adjusted to be a flat 10 stamina, regardless of skill rank. The prior discount for low ranks provided too much of a disincentive against gaining more ranks in Berserk.
-Running out of stamina during a Berserk will no longer automatically end it. Upon reaching zero stamina, the Berserk will continue on with single attacks at no stamina cost until enough stamina has been regained to resume mstriking. While at zero stamina, the Berserk can be automatically stopped via STOP BERSERK.
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=3020
Date: 6/10/2008 5:14:57 PM
The following updates have been made to the Berserk skill:
-The base per round stamina cost has been adjusted to be a flat 10 stamina, regardless of skill rank. The prior discount for low ranks provided too much of a disincentive against gaining more ranks in Berserk.
-Running out of stamina during a Berserk will no longer automatically end it. Upon reaching zero stamina, the Berserk will continue on with single attacks at no stamina cost until enough stamina has been regained to resume mstriking. While at zero stamina, the Berserk can be automatically stopped via STOP BERSERK.
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=3020
Minor Summoning (725) Update
Author: GS4-OSCURO
Date: 6/2/2008 9:16:08 PM
A recent use of a shien'tyr runestone has led to the accidental discovery of a new type of minor demon ? the arashan! Congratulations to Allereli (Prime) and Caden (Platinum) for being the first summoners to pull this demon through the veil. Details of the demon can be found in all copies of the Enchiridion Valentia once the Basilica has completed its research.
The arashan has equal odds of being summoned as the other two demon types from shien'tyr, the aishan and the shien (darklings and shadowlings), when using a shien'tyr runestone.
The arashan may be cloaked with an illusion by Sorcerers with 60 ranks or more in the Illusions skill.
The arashan possesses a unique ability amongst demonkind; they are capable of taking control of the minor spirits that make up an area web summoned by the Web (118) spell. Controlling a web yields two major results: the web is strengthened (gains an additional snare charge and the duration is refreshed), and the web comes under the control of the arashan's summoner. Controlling a web takes 18 mana from the Sorcerer. Controlling a web is very taxing on the arashan, thus they may only do so once every five minutes. The syntax is: TELL MDEMON TO CONTROL [WEB].
In addition to the shien'tyr-arashan runestone becoming available as an uncommon rune, two other uncommon runes have been added to the list of potential runes a summoner is able to learn: shien'tyr-darkling and shien'tyr-shadowling.
= - GM Oscuro - =
Cleric/Empath Team
This message was originally posted in Sorcerers, Sorcerous Lore - Demonology. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=29&topic=22&message=4895
Date: 6/2/2008 9:16:08 PM
A recent use of a shien'tyr runestone has led to the accidental discovery of a new type of minor demon ? the arashan! Congratulations to Allereli (Prime) and Caden (Platinum) for being the first summoners to pull this demon through the veil. Details of the demon can be found in all copies of the Enchiridion Valentia once the Basilica has completed its research.
The arashan has equal odds of being summoned as the other two demon types from shien'tyr, the aishan and the shien (darklings and shadowlings), when using a shien'tyr runestone.
The arashan may be cloaked with an illusion by Sorcerers with 60 ranks or more in the Illusions skill.
The arashan possesses a unique ability amongst demonkind; they are capable of taking control of the minor spirits that make up an area web summoned by the Web (118) spell. Controlling a web yields two major results: the web is strengthened (gains an additional snare charge and the duration is refreshed), and the web comes under the control of the arashan's summoner. Controlling a web takes 18 mana from the Sorcerer. Controlling a web is very taxing on the arashan, thus they may only do so once every five minutes. The syntax is: TELL MDEMON TO CONTROL [WEB].
In addition to the shien'tyr-arashan runestone becoming available as an uncommon rune, two other uncommon runes have been added to the list of potential runes a summoner is able to learn: shien'tyr-darkling and shien'tyr-shadowling.
= - GM Oscuro - =
Cleric/Empath Team
This message was originally posted in Sorcerers, Sorcerous Lore - Demonology. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=29&topic=22&message=4895
Berserk Update
Author: GS4-COASE
Date: 5/27/2008 10:04:26 PM
The following updates have been made to the Berserk skill:
-The ending stamina cost has been removed.
-Upon failing to break a stun/web/bind/etc., the per round stamina cost is halved.
-The issue with Dark Chamber reps should be fixed.
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=2864
Date: 5/27/2008 10:04:26 PM
The following updates have been made to the Berserk skill:
-The ending stamina cost has been removed.
-Upon failing to break a stun/web/bind/etc., the per round stamina cost is halved.
-The issue with Dark Chamber reps should be fixed.
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=2864
Warcries/Berserk Update
Author: GS4-COASE
Date: 5/26/2008 11:39:06 PM
The following updates have been made to the Warcry/Berserk skills:
-Yertie's Yowlp has been redesigned to help defend against warcries and warcry-like attacks (griffin shrieks, animal roars, etc.) instead of providing the previous AS boost. Yowlp may now be stacked with either Shout or Holler.
-Seannette's Shout's vocal stress cost has been decreased.
-Horland's Holler can now be used regardless of group status.
-The offensive warcries (Bertrandt's Bellow, Gerrelle's Growl, and Carn's Cry) may now be used in open mode with the ALL option, targetting all creatures in the room at once. The vocal stress cost of open mode is significantly greater than single target mode.
-Berserking will now make use of MSTRIKEs instead of regular attacks if you are sufficiently trained in MOC. If there are multiple creatures in the room, open mstrike will be used. If there is only one target remaining, focused mstrike will be used.
-In exchange, Berserk now has a stamina cost per round of 10 Stamina (-8 Rank 1, -6 Rank 2, -4 Rank 3, -2 Rank 4). In addition, a 60 second mstrike recovery period will apply after the termination of a berserk. If you run out of stamina while berserking, the berserk will automatically end.
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=2798
Date: 5/26/2008 11:39:06 PM
The following updates have been made to the Warcry/Berserk skills:
-Yertie's Yowlp has been redesigned to help defend against warcries and warcry-like attacks (griffin shrieks, animal roars, etc.) instead of providing the previous AS boost. Yowlp may now be stacked with either Shout or Holler.
-Seannette's Shout's vocal stress cost has been decreased.
-Horland's Holler can now be used regardless of group status.
-The offensive warcries (Bertrandt's Bellow, Gerrelle's Growl, and Carn's Cry) may now be used in open mode with the ALL option, targetting all creatures in the room at once. The vocal stress cost of open mode is significantly greater than single target mode.
-Berserking will now make use of MSTRIKEs instead of regular attacks if you are sufficiently trained in MOC. If there are multiple creatures in the room, open mstrike will be used. If there is only one target remaining, focused mstrike will be used.
-In exchange, Berserk now has a stamina cost per round of 10 Stamina (-8 Rank 1, -6 Rank 2, -4 Rank 3, -2 Rank 4). In addition, a 60 second mstrike recovery period will apply after the termination of a berserk. If you run out of stamina while berserking, the berserk will automatically end.
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=2798
Re: Spiritual Lore Review
Author: GS4-ESTILD
Date: 5/15/2008 11:01:39 AM
The Cleric spell circle lore updates are now live. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
Since the original post, we've made the following changes:
Bane/Smite (302):
The lore bonus for this spell is being revisited and will not be updated at this time.
Bless Item (304):
This spell will now use Cleric spell ranks to determine the duration and is not restricted by the character's level. It has a base 20 swings + 3 x number of Cleric spell ranks. When casting from a magical item or scroll, every two skill ranks (for the appropriate activation method) count as 1 spell rank.
Preservation (305): This spell will now use Spiritual Lore, Blessings, instead of Religion, to extend the duration.
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=2597
Date: 5/15/2008 11:01:39 AM
The Cleric spell circle lore updates are now live. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
Since the original post, we've made the following changes:
Bane/Smite (302):
The lore bonus for this spell is being revisited and will not be updated at this time.
Bless Item (304):
This spell will now use Cleric spell ranks to determine the duration and is not restricted by the character's level. It has a base 20 swings + 3 x number of Cleric spell ranks. When casting from a magical item or scroll, every two skill ranks (for the appropriate activation method) count as 1 spell rank.
Preservation (305): This spell will now use Spiritual Lore, Blessings, instead of Religion, to extend the duration.
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=2597
RUMMAGE and Holy Receptacle (325)
Author: GS4-OSCURO
Date: 5/14/2008 10:21:55 PM
The RUMMAGE verb has been updated to find Holy Receptacle (325) blessed gems of the common deity tier in a container; that is, Silver to Gold, Brimstone, Nexus, Chrism and Intercession blessed gems. This operates in the same fashion as rummaging for scrolls with spells, runestones or alchemy ingredients. The syntax is as follows:
RUMMAGE [in|on|under|behind] {container} HOLY {tier}
= - GM Oscuro - =
Cleric/Empath Team
This message was originally posted in Clerics, Cleric General Discussion. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=25&topic=31&message=1087
Date: 5/14/2008 10:21:55 PM
The RUMMAGE verb has been updated to find Holy Receptacle (325) blessed gems of the common deity tier in a container; that is, Silver to Gold, Brimstone, Nexus, Chrism and Intercession blessed gems. This operates in the same fashion as rummaging for scrolls with spells, runestones or alchemy ingredients. The syntax is as follows:
RUMMAGE [in|on|under|behind] {container} HOLY {tier}
= - GM Oscuro - =
Cleric/Empath Team
This message was originally posted in Clerics, Cleric General Discussion. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=25&topic=31&message=1087
Regeneration (1150)
Author: GS4-ESTILD
Date: 4/29/2008 10:28:14 PM
Regeneration (1150):
Just as Kuon, the Green, once aided the lesser beings through the creation of healing herbs, it was through his patronage that Empaths were gifted with the Regeneration spell. Furthering his goal of allowing the races to help themselves, this skill came at a critical time in Empath history and allowed the healers to overcome a devastating malady that threatened their ability to transfer wounds from others.
Once activated, the Empath is surrounded in a cocoon of energy that greatly amplifies the body's healing process while also providing a small amount of protection. Specifically, this spell will instantly, then periodically, heal the Empath of all wounds, scars, and blood loss. While active, the caster takes reduced damage from critical attacks and the amount of protection can be increased by training in Mental Lore, Manipulation.
This spell can be used once per day, with extra uses granted at 50, 125, and 200 ranks of Mental Lore, Transformation. The regenerating effect lasts for 30 seconds and has a base interval of 6 seconds, reduced by 1 second for every 100 Spirit Mana Control skill.
This ability can also be activated with the REGENERATE verb while stunned, immobilized or webbed; although, this does not remove the status condition.
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, Empath Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3575
Date: 4/29/2008 10:28:14 PM
Regeneration (1150):
Just as Kuon, the Green, once aided the lesser beings through the creation of healing herbs, it was through his patronage that Empaths were gifted with the Regeneration spell. Furthering his goal of allowing the races to help themselves, this skill came at a critical time in Empath history and allowed the healers to overcome a devastating malady that threatened their ability to transfer wounds from others.
Once activated, the Empath is surrounded in a cocoon of energy that greatly amplifies the body's healing process while also providing a small amount of protection. Specifically, this spell will instantly, then periodically, heal the Empath of all wounds, scars, and blood loss. While active, the caster takes reduced damage from critical attacks and the amount of protection can be increased by training in Mental Lore, Manipulation.
This spell can be used once per day, with extra uses granted at 50, 125, and 200 ranks of Mental Lore, Transformation. The regenerating effect lasts for 30 seconds and has a base interval of 6 seconds, reduced by 1 second for every 100 Spirit Mana Control skill.
This ability can also be activated with the REGENERATE verb while stunned, immobilized or webbed; although, this does not remove the status condition.
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, Empath Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3575
Troll's Blood (1125)
Author: GS4-ESTILD
Date: 4/23/2008 8:26:31 AM
Troll's Blood (1125) has been updated to share the same lore benefit as other healing spells. Specifically, when it heals a wound, there is a chance, based upon skill in Spiritual Lore, Blessings, that it will also heal the scar. Group members will also receive this benefit based upon the Empath's skill.
For more information on the exact formula, please review the announced updates of the Spiritual Lore Review at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
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, Empath Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3563
Date: 4/23/2008 8:26:31 AM
Troll's Blood (1125) has been updated to share the same lore benefit as other healing spells. Specifically, when it heals a wound, there is a chance, based upon skill in Spiritual Lore, Blessings, that it will also heal the scar. Group members will also receive this benefit based upon the Empath's skill.
For more information on the exact formula, please review the announced updates of the Spiritual Lore Review at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
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, Empath Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=26&topic=15&message=3563
Re: Rejuvenation (1607) Update.
Author: GS4-MESTYS
Date: 4/17/2008 11:48:36 PM
The recently introduced cooldown mechanics of Rejuvenation have been revised. Now, when the spell is cast while its main effects are in cooldown, it will continue to restore the base number of health points (15) for the spell's base mana cost (7). No stamina will be restored and the number of health points gained in this manner will not increase with skill training.
-M.
This message was originally posted in Paladins, Paladin Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=32&topic=16&message=4187
Date: 4/17/2008 11:48:36 PM
The recently introduced cooldown mechanics of Rejuvenation have been revised. Now, when the spell is cast while its main effects are in cooldown, it will continue to restore the base number of health points (15) for the spell's base mana cost (7). No stamina will be restored and the number of health points gained in this manner will not increase with skill training.
-M.
This message was originally posted in Paladins, Paladin Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=32&topic=16&message=4187
Rejuvenation (1607) Update.
Author: GS4-MESTYS
Date: 4/15/2008 5:29:51 PM
The Paladin spell Rejuvenation (1607) has been updated with a number of notable modifications. Warning: math ahead.
First, the spell now functions on a 5-minute cooldown. Any attempts to cast Rejuvenation more than once in a 5-minute period will be unsuccessful.
Second, the base effectiveness of the spell has been changed from 5 health/stamina gained to 15 health/stamina.
Third, the progression of the skill-based effects on the spell has been shifted.
* The Spiritual Lore, Blessings bonus has changed from +1 health/stamina for each tier on the summation seed 1 scale, to +3 health/stamina for each tier (+3 at 1 rank to +57 at 190 ranks, as opposed to +1 at 1 rank to +19 at 190 ranks). More information on summation progressions can be found here: http://www.play.net/gs4/info/spells/lores.asp#Summation .
* Instead of a 150% mana cost reduced by 3% for each Spirit Mana Control rank, the mana cost is now 50% of the maximum health or stamina points restored, reduced by 1% for every 3 Spirit Mana Control ranks. The minimum cost for the spell is still 7 mana.
Finally, the spell will now impart the caster with an enhancement to both health and stamina regeneration, starting at 10% of his maximum stamina. This enhancement is reduced by 1% of his maximum stamina every 30 seconds, until the spell is no longer in cooldown.
-M.
This message was originally posted in Paladins, Paladin Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=32&topic=16&message=4161
Date: 4/15/2008 5:29:51 PM
The Paladin spell Rejuvenation (1607) has been updated with a number of notable modifications. Warning: math ahead.
First, the spell now functions on a 5-minute cooldown. Any attempts to cast Rejuvenation more than once in a 5-minute period will be unsuccessful.
Second, the base effectiveness of the spell has been changed from 5 health/stamina gained to 15 health/stamina.
Third, the progression of the skill-based effects on the spell has been shifted.
* The Spiritual Lore, Blessings bonus has changed from +1 health/stamina for each tier on the summation seed 1 scale, to +3 health/stamina for each tier (+3 at 1 rank to +57 at 190 ranks, as opposed to +1 at 1 rank to +19 at 190 ranks). More information on summation progressions can be found here: http://www.play.net/gs4/info/spells/lores.asp#Summation .
* Instead of a 150% mana cost reduced by 3% for each Spirit Mana Control rank, the mana cost is now 50% of the maximum health or stamina points restored, reduced by 1% for every 3 Spirit Mana Control ranks. The minimum cost for the spell is still 7 mana.
Finally, the spell will now impart the caster with an enhancement to both health and stamina regeneration, starting at 10% of his maximum stamina. This enhancement is reduced by 1% of his maximum stamina every 30 seconds, until the spell is no longer in cooldown.
-M.
This message was originally posted in Paladins, Paladin Spells. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=32&topic=16&message=4161
Re: Spiritual Lore Review
Author: GS4-ESTILD
Date: 4/6/2008 11:49:38 AM
The Major Spiritual circle lore updates are now live. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
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=2528
Date: 4/6/2008 11:49:38 AM
The Major Spiritual circle lore updates are now live. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
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=2528
Prayer of Communion (330) Updated!
Author: GS4-OSCURO
Date: 3/31/2008 4:56:19 PM
The Cleric spell Prayer of Communion (330) has received some updates:
- The COMMUNE verb has been introduced to allow a Cleric to choose to which deity they will be communing. Usage is COMMUNE {deity name|deity number}. COMMUNE LIST will provide a list of all gods to which one can commune. PREP/CAST and INCANT may still be used, but they will default to targeting the god to which the Cleric is CONVERTed.
- Previously, targeting an item with Prayer of Communion resulted in a bonus to success. This was, in spirit, meant to be used as a bonus for casting at holy symbols, however, it was applied to all items. Thus, this bonus has been removed and replaced with more appropriate modifiers.
- A Cleric communing to the god they are CONVERTed to will receive a bonus to success. Communing to a god in the same pantheon as the Cleric's god yields a smaller bonus and communing to a god in a different pantheon than the Cleric's patron will result in a penalty to success.
- A Cleric communing to a god in a shrine dedicated to that god receives a bonus to success.
- Training in Spiritual Lore, Religion now adds 2% per seed 6 summation of lore ranks to the success rate for Prayer of Communion.
- As before, overuse of the Prayer of Communion spell (i.e. frequent use within a short time period) can result in detrimental effects to the caster. These effects have been increased in magnitude a bit, as many previous effects were simply curses which could be removed with Remove Curse (315). A slight increase to failure rate has been introduced in the case of overuse. Overuse of the spell will be plainly indicated via messaging.
The new spell description can be found here: http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#330
= - 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=7455
Date: 3/31/2008 4:56:19 PM
The Cleric spell Prayer of Communion (330) has received some updates:
- The COMMUNE verb has been introduced to allow a Cleric to choose to which deity they will be communing. Usage is COMMUNE {deity name|deity number}. COMMUNE LIST will provide a list of all gods to which one can commune. PREP/CAST and INCANT may still be used, but they will default to targeting the god to which the Cleric is CONVERTed.
- Previously, targeting an item with Prayer of Communion resulted in a bonus to success. This was, in spirit, meant to be used as a bonus for casting at holy symbols, however, it was applied to all items. Thus, this bonus has been removed and replaced with more appropriate modifiers.
- A Cleric communing to the god they are CONVERTed to will receive a bonus to success. Communing to a god in the same pantheon as the Cleric's god yields a smaller bonus and communing to a god in a different pantheon than the Cleric's patron will result in a penalty to success.
- A Cleric communing to a god in a shrine dedicated to that god receives a bonus to success.
- Training in Spiritual Lore, Religion now adds 2% per seed 6 summation of lore ranks to the success rate for Prayer of Communion.
- As before, overuse of the Prayer of Communion spell (i.e. frequent use within a short time period) can result in detrimental effects to the caster. These effects have been increased in magnitude a bit, as many previous effects were simply curses which could be removed with Remove Curse (315). A slight increase to failure rate has been introduced in the case of overuse. Overuse of the spell will be plainly indicated via messaging.
The new spell description can be found here: http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#330
= - 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=7455
PRAYER OF COMMUNION GUIDE
Author: GS4-ZYLLAH
Date: 3/31/2008 4:37:21 PM
To aid clerics in the use of one of their most precious gifts from the Arkati, Brother Willoughby Hornsmith (old blowhard that he is) has taken time to share with his Brother and Sisters his expertise on Communing. His words of wisdom can be found here: http://www.play.net/gs4/info/spells/communion.asp
We hope that this guide will help clerics make better use of one of their highest level spells by giving some ideas of what all goes into a good Commune. Commune is such an unusual spell, since it's entire purpose is a roleplay enhancement to the profession. But sometimes it can feel like trying to roleplay blind when not knowing what's really expected in order to succeed. So hopefully this will help! Along with the spell updates.
Clerics are also always encouraged to speak to other clerics who have successfully Communed in the past to get first hand accounts of their experiences. There is no one right way to Commune, but there are definitely some wrong ways to go about it. ;)
Zyllah
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=7454
Date: 3/31/2008 4:37:21 PM
To aid clerics in the use of one of their most precious gifts from the Arkati, Brother Willoughby Hornsmith (old blowhard that he is) has taken time to share with his Brother and Sisters his expertise on Communing. His words of wisdom can be found here: http://www.play.net/gs4/info/spells/communion.asp
We hope that this guide will help clerics make better use of one of their highest level spells by giving some ideas of what all goes into a good Commune. Commune is such an unusual spell, since it's entire purpose is a roleplay enhancement to the profession. But sometimes it can feel like trying to roleplay blind when not knowing what's really expected in order to succeed. So hopefully this will help! Along with the spell updates.
Clerics are also always encouraged to speak to other clerics who have successfully Communed in the past to get first hand accounts of their experiences. There is no one right way to Commune, but there are definitely some wrong ways to go about it. ;)
Zyllah
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=7454
Demon Permit Opens in Kharam Dzu
Author: GS4-LIIA
Date: 2/27/2008 9:58:38 PM
In an effort to raise extra funds for the town's coffers, local officials have agreed to allow sorcerers to purchase permits to bring demons into the town walls.
When asked his opinion on the matter, the town's Deputy merely hiccuped.
Demon permits are now available through an iron door on the second floor of the Company Store.
-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=4435
Date: 2/27/2008 9:58:38 PM
In an effort to raise extra funds for the town's coffers, local officials have agreed to allow sorcerers to purchase permits to bring demons into the town walls.
When asked his opinion on the matter, the town's Deputy merely hiccuped.
Demon permits are now available through an iron door on the second floor of the Company Store.
-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=4435
Major Sanctuary (220) Updated!
Author: GS4-OSCURO
Date: 2/23/2008 4:17:51 PM
Major Sanctuary (220) has been updated to include 39 new sanctuary options corresponding to natural lesser spirits (the same as the subtypes for spirit servants). Additionally, a caster can select which natural sanctuary they will arrive in by using a runestone inscribed with the appropriate common rune (use the RUNE command for more information on how to create runestones). If the caster is not converted to a deity, then a cast of Major Sanctuary will result in him arriving in a sactuary created by lesser spirits local to the realm.
The Luukos sanctuary has been renamed from "Cavern Sanctuary" to "Underground Sanctuary" to not be confused with the "Cavern Sanctuary" associated with cavern spirits.
A huge "thank you" to GM Thandiwe for writing the descriptions for these rooms.
The new spell description can be found here: http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#220
= - GM Oscuro - =
Cleric/Empath 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=1884
Date: 2/23/2008 4:17:51 PM
Major Sanctuary (220) has been updated to include 39 new sanctuary options corresponding to natural lesser spirits (the same as the subtypes for spirit servants). Additionally, a caster can select which natural sanctuary they will arrive in by using a runestone inscribed with the appropriate common rune (use the RUNE command for more information on how to create runestones). If the caster is not converted to a deity, then a cast of Major Sanctuary will result in him arriving in a sactuary created by lesser spirits local to the realm.
The Luukos sanctuary has been renamed from "Cavern Sanctuary" to "Underground Sanctuary" to not be confused with the "Cavern Sanctuary" associated with cavern spirits.
A huge "thank you" to GM Thandiwe for writing the descriptions for these rooms.
The new spell description can be found here: http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#220
= - GM Oscuro - =
Cleric/Empath 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=1884
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