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
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 sorcerors. Show all posts
Showing posts with label sorcerors. Show all posts
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
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
Re: Spiritual Lore Review
Author: GS4-ESTILD
Date: 3/25/2008 8:00:35 PM
The Minor Spirit lore updates are now live. The Major Spirit, Cleric and Empath circles are in QC and should be following suit within a few weeks. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
In addition, the following, unmentioned changes will be included with their respected circles:
Call Lightning (125):
The cloud will now dissipate when the caster dies or logs out.
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.
Empathy (1108):
This spell was incorrectly using Mental Lore, Manipulation and Spiritual Lore, Spirit Summoning for its lore bonus. It has been corrected to use Mental Lore, Telepathy.
Troll's Blood (1125):
Spiritual Lore, Blessings will no longer reduce the interval of this spell's effect. It will now be determined by Spirit Mana Control at the rate of (SMC skill / 25).
Lore Application
Lastly, a new standard is being applied to all lore benefits. When calculating lore ranks, it will now use effective lore ranks, which is calculated by determining if the spell is native to the caster. If the spell is not, then Major spell circles will apply a divisor of 2 and Profession spell circles will apply a divisor of 3. Mana Controls will also test nativity and apply a divisor of 2 to all outside casters (although Raise Dead (318) is exempt from this rule). Minor spell circles are not subject to this design. For example, if a Sorcerer was casting Bless Item (304) from a scroll, only 1/3 of their Spiritual Lore, Blessings lore ranks would count for the lore benefit. Enhancive items which grant spell knowledge do consider the caster as knowing the spell, so full lore ranks do count. The Major Spiritual, Cleric, and Empath spell circles have all been updated to this design and other circles will be following suit in the coming month.
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=2416
Date: 3/25/2008 8:00:35 PM
The Minor Spirit lore updates are now live. The Major Spirit, Cleric and Empath circles are in QC and should be following suit within a few weeks. The specifics of this update can be reread at:
https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606
In addition, the following, unmentioned changes will be included with their respected circles:
Call Lightning (125):
The cloud will now dissipate when the caster dies or logs out.
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.
Empathy (1108):
This spell was incorrectly using Mental Lore, Manipulation and Spiritual Lore, Spirit Summoning for its lore bonus. It has been corrected to use Mental Lore, Telepathy.
Troll's Blood (1125):
Spiritual Lore, Blessings will no longer reduce the interval of this spell's effect. It will now be determined by Spirit Mana Control at the rate of (SMC skill / 25).
Lore Application
Lastly, a new standard is being applied to all lore benefits. When calculating lore ranks, it will now use effective lore ranks, which is calculated by determining if the spell is native to the caster. If the spell is not, then Major spell circles will apply a divisor of 2 and Profession spell circles will apply a divisor of 3. Mana Controls will also test nativity and apply a divisor of 2 to all outside casters (although Raise Dead (318) is exempt from this rule). Minor spell circles are not subject to this design. For example, if a Sorcerer was casting Bless Item (304) from a scroll, only 1/3 of their Spiritual Lore, Blessings lore ranks would count for the lore benefit. Enhancive items which grant spell knowledge do consider the caster as knowing the spell, so full lore ranks do count. The Major Spiritual, Cleric, and Empath spell circles have all been updated to this design and other circles will be following suit in the coming month.
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=2416
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
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
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
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.
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
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 | Limbs | 10 |
| Nerves | 20 | |
| Head/Neck | 30 | |
| Body | 40 | |
2 | Limbs | 50 |
| Nerves | 60 | |
| Head/Neck | 70 | |
| Body | 80 | |
3 | Limbs | 90 |
| Nerves | 100 | |
| Head/Neck | 110 | |
| Body | 120 |
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.
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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
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.
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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
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.
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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
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.
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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
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.
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Ta'Vaalor Sorcerers Guild
Author: GS4-BERNT
Date: 9/21/2007 1:08:18 PM
The Sorcerers Guild for Ta'Vaalor is now open.
If you can find it. And figure out how to get in.
(smiles evilly)
Cheers,
GM Bernt
This message was originally posted in Towns, Ta'Vaalor. To discuss the above follow the link below.
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Date: 9/21/2007 1:08:18 PM
The Sorcerers Guild for Ta'Vaalor is now open.
If you can find it. And figure out how to get in.
(smiles evilly)
Cheers,
GM Bernt
This message was originally posted in Towns, Ta'Vaalor. To discuss the above follow the link below.
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Flask and Vial Updates
Author: GS4-OSCURO
Date: 9/11/2007 9:30:00 PM
The flasks and vials used to collect sea water for alchemy (and troll blood for Animate Dead) have been updated.
- Flasks can now be submerged in the sea to be fully filled with no need to fill the vial for one dose at a time.
- Flasks can now be MEASUREd to get an estimate of how many doses of sea water/troll blood remain.
- Vials can now be TURNed to empty them out just like flasks.
- Note that vials are still necessary for ALCHEMY EXTRACTION as well as for collection of troll blood.
- Mist Harbor now has a sea water collection site.
= - GM Oscuro - =
Empath/Cleric Team
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=3847
Date: 9/11/2007 9:30:00 PM
The flasks and vials used to collect sea water for alchemy (and troll blood for Animate Dead) have been updated.
- Flasks can now be submerged in the sea to be fully filled with no need to fill the vial for one dose at a time.
- Flasks can now be MEASUREd to get an estimate of how many doses of sea water/troll blood remain.
- Vials can now be TURNed to empty them out just like flasks.
- Note that vials are still necessary for ALCHEMY EXTRACTION as well as for collection of troll blood.
- Mist Harbor now has a sea water collection site.
= - GM Oscuro - =
Empath/Cleric Team
This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.
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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
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.
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SORCERERS MORE COGNIZANT OF VOID PLACEMENT
Author: GS4-NILVEN
Date: 8/12/2007 6:29:47 PM
Sorcerers around Elanthia have been slightly more careful with their void placement from open implosion. Practioners of the dark arts have reported that they find their implosions no longer hitting their animates!
This message was originally posted in Sorcerers, Announcements. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=29&topic=1&message=59
Date: 8/12/2007 6:29:47 PM
Sorcerers around Elanthia have been slightly more careful with their void placement from open implosion. Practioners of the dark arts have reported that they find their implosions no longer hitting their animates!
This message was originally posted in Sorcerers, Announcements. To discuss the above follow the link below.
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TOWNS DECLARE MURDER BY ANIMATES A CRIME!
Author: GS4-NILVEN
Date: 8/12/2007 6:29:09 PM
Towns around Elanthia have proclaimed that using animated beings to murder someone within the confines of town will result in a murder charge, as if the offending necromancer had done the deed by his own hand. These developments are likely in response to the events that have taken place around Wehnimer's Landing and Darkstone Castle over the past several weeks. Many local politicians and law enforcement agents have professed somewhat of a distaste for necromancers as of late.
This message was originally posted in Sorcerers, Announcements. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=29&topic=1&message=58
Date: 8/12/2007 6:29:09 PM
Towns around Elanthia have proclaimed that using animated beings to murder someone within the confines of town will result in a murder charge, as if the offending necromancer had done the deed by his own hand. These developments are likely in response to the events that have taken place around Wehnimer's Landing and Darkstone Castle over the past several weeks. Many local politicians and law enforcement agents have professed somewhat of a distaste for necromancers as of late.
This message was originally posted in Sorcerers, Announcements. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=29&topic=1&message=58
Creature and Disintegrate Updates
Author: GS4-ESTILD
Date: 6/18/2007 2:15:45 PM
An update to the combat system has given us more flexibility in making creatures immune to critical kills. As a part of this update, golem-like creatures have inherited this ability. In exchange for this immunity, their total hit points have been reduced by 20%.
In addition, it was discovered that disintegration criticals (from sources such as the Disintegrate (705) spell or weapon flares) were incorrectly killing non-corporeal undead, which are intended to be immune to critical kills. This is no longer possible, though these creatures will be susceptible to critical kills when Phased (704).
GameMaster Estild
Cleric/Empath Team
Vote for GemStone IV (once every twelve hours):
http://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=gemstone
This message was originally posted in Hunting and Combat, Developer's Corner -- Hunting & Combat. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=4&topic=2&message=7750
Date: 6/18/2007 2:15:45 PM
An update to the combat system has given us more flexibility in making creatures immune to critical kills. As a part of this update, golem-like creatures have inherited this ability. In exchange for this immunity, their total hit points have been reduced by 20%.
In addition, it was discovered that disintegration criticals (from sources such as the Disintegrate (705) spell or weapon flares) were incorrectly killing non-corporeal undead, which are intended to be immune to critical kills. This is no longer possible, though these creatures will be susceptible to critical kills when Phased (704).
GameMaster Estild
Cleric/Empath Team
Vote for GemStone IV (once every twelve hours):
http://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=gemstone
This message was originally posted in Hunting and Combat, Developer's Corner -- Hunting & Combat. To discuss the above follow the link below.
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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
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.
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Raechaer Receives Late Shipment
Author: GS4-TOLLI
Date: 12/10/2006 6:57:16 PM
Archmage Raechaer recently announced that a long delayed shipment of certain magical chalks was received this evening. She is proud to announce that long pieces of chalk, useful for those wishing to attempt planar shifting, are now available for sale to all customers. She vigorously denies the rumors that almost immediately started circulating that she also has a small supply of higher quality chalks that she's saving for her close friends.
This message was originally posted in Towns, Cysaegir. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=19&topic=17&message=564
Date: 12/10/2006 6:57:16 PM
Archmage Raechaer recently announced that a long delayed shipment of certain magical chalks was received this evening. She is proud to announce that long pieces of chalk, useful for those wishing to attempt planar shifting, are now available for sale to all customers. She vigorously denies the rumors that almost immediately started circulating that she also has a small supply of higher quality chalks that she's saving for her close friends.
This message was originally posted in Towns, Cysaegir. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=19&topic=17&message=564
Scroll Books
Author: GS4-NILVEN
Date: 9/12/2006 11:55:37 PM
A change was made tonight to the GM auction scroll combiner books. There was a bug in them that, when used in conjunction with Scroll Infusion (714), was allowing spells on scrolls to be infused and kept in-game indefinitely. The books were originally released as a way of consolidating spells from many different scrolls onto a single scroll. When Scroll Infusion came out, these began to operate with Scroll Infusion in an unintended way. These books were able to take spells off of scrolls that could no longer be infused and put them on fresh scrolls, which were not locked or deteriorated, which was not the original design intent of these books.
As a result of this change, spells that are transferred off a scroll that is no longer unlockable will cause the destination scroll to become unlockable. Any spells already unlocked on the destination scroll will remain infusible (subject to normal deterioration). The new spells will not be able to be unlocked. If spells are transferred from an unlocked scroll, the destination scroll will remin unlockable. If anyone has any questions, please direct them to the Sorcerer Spells discussion topic in the Sorcerer category.
Nilven
"I guess I should warn you, if I turn out to be particularly clear, you've probably misunderstood what I've said." -- Alan Greenspan
This message was originally posted in Sorcerers, Announcements. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=29&topic=1&message=57
Date: 9/12/2006 11:55:37 PM
A change was made tonight to the GM auction scroll combiner books. There was a bug in them that, when used in conjunction with Scroll Infusion (714), was allowing spells on scrolls to be infused and kept in-game indefinitely. The books were originally released as a way of consolidating spells from many different scrolls onto a single scroll. When Scroll Infusion came out, these began to operate with Scroll Infusion in an unintended way. These books were able to take spells off of scrolls that could no longer be infused and put them on fresh scrolls, which were not locked or deteriorated, which was not the original design intent of these books.
As a result of this change, spells that are transferred off a scroll that is no longer unlockable will cause the destination scroll to become unlockable. Any spells already unlocked on the destination scroll will remain infusible (subject to normal deterioration). The new spells will not be able to be unlocked. If spells are transferred from an unlocked scroll, the destination scroll will remin unlockable. If anyone has any questions, please direct them to the Sorcerer Spells discussion topic in the Sorcerer category.
Nilven
"I guess I should warn you, if I turn out to be particularly clear, you've probably misunderstood what I've said." -- Alan Greenspan
This message was originally posted in Sorcerers, Announcements. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=102&category=29&topic=1&message=57
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