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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Showing posts with label wizards. Show all posts
Showing posts with label wizards. Show all posts

Doubts, Dispelled?

Author: GS4-NAOS
Date: 7/11/2008 8:55:29 PM


Dateline 7/11/2008: DOUBTS, DISPELLED?

Perhaps, or perhaps not. Time will tell. Magic, on the other hand, certainly can be!

Powered by reworked core magic dispelling mechanics, 'new' mass dispel spells have been added to the Major Elemental and Major Spiritual spell circles. These, named Elemental Disjunction and Spiritual Abolition respectively, fill the previously empty 30th level slots.

Spells 530 and 230 will dispel a random number of spells from a target, favoring spells from the same sphere before out-of-sphere spells. Diligent training in the appropriate spell circle (Major Elemental for spell 530, Major Spiritual for spell 230) helps to increase the minimum number of spells dispelled. Caster and target levels are also factored in determining the number of spells dispelled. At minimum one spell will always be dispelled.

For the purposes of in-sphere and out-of-sphere designation, spells from hybrid spell circles are considered to be in-sphere for both (e.g. Sorcerer Base spells are considered in-sphere for both Elemental and Spiritual dispels, Empath base spells are considered in-sphere for both Spiritual and Mental dispels, etc.).

The mana cost for these mass dispel spells is a static 30 mana.

With these new spells, and new core dispel mechanics, come some enhancements to spells 417 and 119, Elemental Dispel and Spiritual Dispel.

The mana cost for these spells is now reduced by one (1) mana per seventy-five (75) skill bonus in the mana control skill appropriate for the spell. Additionally, a chance to inflict nerve damage has been added when dispelling a prepared spell from a target as an added benefit.

The mana costs for dispelling a prepared spell or burning a target's mana remain a flat 17 mana, and are NOT affected by mana control skill training. The sphere interference cascade effect, triggered when single dispel spells of different spheres are used on the same target in combination, remains intact.

With the addition of spell 230 Spiritual Abolition, the 40th level Empath Base spell slot, previously home to the Empathic Dispel spell, has been freed for future development.

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

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=15&message=2630

Minor Familiar Fixes

Author: GS4-NAOS
Date: 5/26/2008 9:24:04 AM


I've rolled in a number of minor patches to familiars this morning, addressing some oddities with messaging and the like. This addresses things like emote messaging being sent to the wrong room, or oddities with targeting commands and emotes.

If anyone today happens to notice anything odd or out of place with familiar commands or lazy messaging, please post a note in the Familiars topic in the Wizards category and I'll take care of it straight away.

--
Naos

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

http://www.play.net/forums/messages.asp?forum=102&category=31&topic=13&message=2667

Recipe Adjustments

Author: GS4-NAOS
Date: 2/10/2008 11:07:10 AM


The following recipes have been adjusted to be taught at rank 50 and to include the CHANNEL process to support training at and beyond rank 50 in the Trinkets skill. All players will be assigned to see a skilled master at rank 50 in Trinkets to receive one of these recipes. Skilled masters will update old versions of these recipes in recipe tomes as usual.

a blue crystal

The recipe given is as follows: add crystalline solution, add stargazer lily, simmer, add powdered snake-head cowrie shell, infuse mana, add 2 doses of golem bone from bone golems, boil, channel lifeforce and chant the Spirit Strike spell.

The recipe given is as follows: add crystalline solution, add stargazer lily, simmer, add powdered pale water sapphire, infuse mana, add 2 doses of golem bone from bone golems, boil, channel lifeforce and chant the Spirit Strike spell.

a slender mithril wand

The recipe given is as follows: add crystalline solution, add tufted hawk-owl ear from giant hawk-owls, boil, add powdered turquoise stone, simmer, add s'ayanad crystal, infuse mana, add mithril dust, channel lifeforce and chant the Major Shock spell.

The recipe given is as follows: add crystalline solution, add 4 doses of shelfae crest from shelfae chieftains, boil, add powdered turquoise stone, simmer, add s'ayanad crystal, infuse mana, add mithril dust, channel lifeforce and chant the Major Shock spell.

Additionally, to address the same issue in the Potions skill, a new recipe has been added at rank 50 for Wizard and Sorcerer. A similar recipe is forthcoming for Clerics and Empaths. All players will be assigned to visit the skilled masters at rank 50 in Potions to receive this recipe.

a glowing brilliant silver potion

The recipe given is as follows: add water, add 3 doses of ayana leaf, simmer, add 3 doses of centaur hide from centaurs, boil, add powdered yellow sapphire, infuse mana, add t'ayanad crystal, channel lifeforce and chant the Mass Elemental Defense spell.

Again, this issue remains OPEN for Clerics and Empaths at or beyond rank 50 in Potions, but a recipe is currently in the works. Hopefully, we'll have it for you ASAP. :)

--
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=6361

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

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

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

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

Dateline 8/31/2007: ALCHEMY: IT'S ABOUT TIME!

Author: GS4-NAOS
Date: 8/31/2007 7:40:20 PM


The professional guilds representing the pure magic-using adventurers of Elanthia are proud to announce the addition of Alchemy-related studies to all affiliated guild halls, in an unprecedented joint venture in the pursuit of knowledge and skill!

Further information is available for your perusal at http://www.play.net/gs4/news.asp?id=81

Good luck, and have fun!

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=1008

Webs and Immolation

Author: GS4-OSCURO
Date: 7/3/2007 8:23:20 PM


Area webs made via the Web (118) spell are now able to be destroyed by the Immolation (519) spell.

Area webs are also now able to be destroyed by TOSSing or THROWing a fire goo vial obtained through Lock Mastery.

= - GM Oscuro - =

Empath/Cleric Team

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

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=5&message=2383

Alchemy Preview (Sort of...)

Author: GS4-NAOS
Date: 3/20/2007 9:34:07 PM



This is going to feel very lean, but we are not comfortable with releasing more information at this time.

The overarching premise behind the Alchemy system is that of a "crafting" type skill, a means by which pure professions can create magical items.

The items that can be crafted include, but are not limited to, potions, oils, wands, crystals, and so forth. Some of these items are as simple as potions which cast existing spells in the various minor, major and profession spell circles. Some are existing magical items, common and less so. Some are entirely new items and types of items with 'never before seen' magical kung-fu action! I'll leave the particulars to your imagination for the time being.

The shared General Alchemy skill is the primary skill of the system where a character will learn more about the processes of Alchemy and less about recipes. The two professional skills focus more on the learning of recipes largely unique to the character's profession, and less on the actual processes of Alchemy.

Guild tasks include "practice makes perfect" type tasks such as training with the skilled masters, creating items around your skill level and practicing the various processes learned. Others include tasks that benefit the guild, such as gathering ingredients for the guild's storerooms or keeping the alchemy workshops clean and tidy.

--
Naos

Jenovadeath playfully swats at the water, splashing Maliku!

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=458

Elemental Detection and Untempering

Author: GS4-NAOS
Date: 12/7/2006 12:41:26 PM


Wizards should find that the Elemental Detection (405) spell will now indicate that an enchanting project is in the process of being untempered after having a sarmoc potion applied to it.

Wizards should also note that an application of sarmoc typically requires one to two hours to work its magic, and should check often if they are in a particular rush to remove tempers from an enchanting project.

--
Naos

Jenovadeath playfully swats at the water, splashing Maliku!

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

http://www.play.net/forums/messages.asp?forum=102&category=31&topic=12&message=4462