Forum Links 

Click to return to main page
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile  Log in to check your private messagesLog in to check your private messages    Log inLog in 
 Current Top Rated Killers 
 Next Event   Voting Links 


The event "The Assault on Taekir" is beginning in 1 day, 2 hours.

Q3 2023 Strythowe'en Patch: Bring on the Boos!
Goto page 1, 2, 3  Next
 
Post new topic   Reply to topic    Abandoned Realms Forum Index -> Updates
View previous topic :: View next topic  
Author Message
Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Tue Oct 31, 2023 4:57 am    Post subject: Q3 2023 Strythowe'en Patch: Bring on the Boos!

General

Word of Recall
*The recall spell/potion will take 6 seconds (two rounds) to work with following conditions:
-The entire duration of the cast is spent in a lag (same lag as using bash).
-While casting, a red ! is placed on the minimap room where recall was used.
-If a player is attacked while recalling, they are staggered, which cancels the spell and its lag, and instead knocks down the player who recalled.
-While staggered the victim takes half damage but is unable to deal melee damage.
-The first knockdown lasts 3 seconds, second knockdown 2 seconds, final knockdown lasts 1 second. So what that means is you could cast recall, immediately get attacked and be lagged for only one second, which is actually less lag than recall currently is.
-After being staggered repeatedly (3 times) in a short duration, the next recall attempt will then be instant, and the above process starts over.
Code:

'WORD OF RECALL' 'GROUP RECALL'
Syntax: cast 'word of recall' <target>  (short syntax: word)
Syntax: commune 'group recall'  (short syntax: grec)
Spell type: OTHER

This spell calls upon the gods of the realm to take the affected person
from his current location to the temple of his alignment in his hometown.
The word of recall spell can be cast during combat.  It can be casted on
those who are following the caster as well as the caster himself.

The spell takes six seconds to complete. In that time, if the recaller
is attacked, they will be interrupted and staggered for a brief duration.
Each successive time this happens, the stagger will be less lengthy, until
finally after being staggered three times in a short duration, the recall
spell can then be cast without a wait period for it to complete.
 
Invoking the recall spell can cause one to experience combat effects even
after they've safely reached their temple. Recalling while dirt kicked, for
example, may cause one to stumble when they've arrived at the temple, as if
they had done so while fleeing combat.  Also, recalling from during combat
causes a delay at the Temple while one reorients oneself again.
 
Note that being OVERBURDENED prevents the word of recall spell.

Stronger recall potions are needed for more powerful adventurers.  Lower
level curses may not prevent recalls from the more powerful recall potions.


Flee-murder

*Fighting remains active until the end of the round. This means that after the victim flees (i.e.for a period of 0-3 seconds depending on the timing), if the player who fled walks back into the room, or if they are followed immediately, the player who did NOT FLEE will resume the fight. No extra hits are traded in the exchange, so it doesnt count as an attack yell.
-Please note the victim does not resume the fight themselves, so that if the resuming player also flees, then that fight is completely done and over with.

Combat Styles

*Rake now lasts a pulse duration instead of lasting until the next round, and prevents weapon switch for its duration.
*Any voluntary weapon switch similarly affects that hand due to the weapon arming process, i.e. its a self-rake. in typical cases this is one round of combat.
*Fencing is now considered a defensive style instead of an offensive style.
*Renamed two-handed style to balanced style. switching to and from balanced style requires only half the time to arm the weapon, and double grip is instantaneous.
*Rounds of combat now alternate which players attacks go first, instead of being semi-random. That means the player who attacked first will always get a receipt before they attack again. This opens up a few new strategies, especially for things like spiteful strike where you optimally want to hit them first before they defend the round.

Material Weakness

All characters now accumulate "exposure" from taking damage from weapons and spells that match material weaknesses. When a character has exposure, 5/6 healing from all sources goes to hp, remaining 1/6 towards eliminating the weakness affect. N.B. This does not impact vampiric healing for physical weaknesses like mithril, iron.

Code:

'EXPOSURE'

Distinct from vulnerabilities, certain races of Serin exhibit weaknesses
when they come into contact with certain materia.  For drows, it is
the touch of silver, while for elves, the touch of iron.  When they
come into close proximity with their weakness, especially when taking
damage, they experience an accumulating condition known as "exposure"
that can only be reduced with regeneration or healing, and as such it
also has an affect to lower each of these, as some of the regeneration
will be dedicated towards removing that exposure. The exposure also
eventually goes away on its own, but this takes a long time.


Mounts

*All mounts (even the ones from the Seringale stables) may now gallop, canter or just move normally instead, and their movement points was increases by 5x.
*Mount mv is now in prompt as a standard part of the "v" case.
*Mounts no longer die when they are out of mv, instead they just dismount you.

Items / Areas / Mobiles

Items

*Most sets now have designated signature items. If all the signature items are not equipped, the set bonus will not be able to activate. Signatures can be seen with the lore command.
- IMPORTANT: With this change, we also removed set bonus diminishment from engraved rares.
*Runed blade skill is now always a minimum of 75%
*The torments of hell set now changes the wearers damage type to unholy wrath.
*We have had very homogenous gambling slots, and it leads to very extreme stats. We've cut back on that a bit by giving each stat a category (e.g. hp, mana, move, +regen are resources, hit/dam/savebreak are offensive stats, armor/saves are defensive stats), then giving each slot a list of allowed categories (resource/offensive/defensive)
- chest/legs = resource/defensive
- arms/waist=resource/offensive
- head/hands/feet = offensive/defensive
- jewelry (and anything else not mentioned) =all
*If the gambled stat does not match the allowed list, we just skip it and move on to the next stat.
*Added a crafted "exotic shaft" to the centaur hut.
*Made it possible to engrave forged gear, but note that it makes it unique afterward, subject to playing enough hours to keep limited items.
*The amount of play time necessary to avoid rare items being purged has been halved for one "main character" per reputable forum account.
-The main character is always the one with highest value of minutes played + bloodshed for that month.
-The current main character is highlighted when using the 'account' command.

Mobs

*Mercenaries can now use quivers.
*There is now an ultra-rare (snowballs chance in hell) possibility of finding a beautiful silver piece of equipment from killing Winter mobs. Unlike brawl day silver armor, this version of it is unique, rotdeath and restricted to one drop per player, and a bit less uber generally.

Areas

*A portal directly to the Underworld gates now opens nearby to wherever the Legion cabal item is captured.
*the underworld gains a "hell hole" which is a prison pit in the center of underworld. Deposit 500 skulls to activate its boss.

- Skulls can be earned by Legion through their cabal duties.
- Legions can also donate them to vessels for loyalty rewards.
- Skulls are otherwise found by killing the five permanent demon mobs in the underworld and the three warlords outside it, with a lesser chance of finding skulls from killing the trash inside the underworld.
- Amount per boss is 32 per kill (total obtainable = 32*8 = 256 per round = enough for one gambled item at the armorer)

Depositing 500 skulls allows one of the four acadia demons to ascend the column of skulls this creates, which releases them from the pit they were vanquished to by the Heralds prior:
-> baron zero
-> shadow dragon
-> prince of the pyre
-> the lord of black torrent

The loot from killing one includes:
* 2 evermore (20% chance, each time) or underworld gambled quality item per person
* 150 relics per person
* 1 level 50 enchant armor or enchant weapon scroll per group
* 1 demon prince weapon per group. This weapon will match the element of the demon prince (e.g. prince of the pyre = fire weapon), will have a randomized stats (two helpings of hit/dam/hp or svs) but fixed ave dam, and cannot be enchanted.

Races

Jotun

*Jotun's nature of being alien to serin culture prevents from them learning spears (this is a surgical cut, preventing them from melting thief, monk, etc)
*Jotun gains a material weakness to stone, due to that race not being of the earth. This replaces the adamantium weakness.

Pixie
*Pixie losing pixie things for choosing religion will now only lose their racial stuff if they tattoo AND are not religion overlord.

Classes

Warrior

* Double grip will drop the offhand weapon if done while blurry-eyed from kicked dirt, thrown dust, divergence or if unable to see (e.g. blind, no light).

Hobble
*The amount of AC reduction is reduced to somewhat more bearable levels.
*If dual wielding with combat advantage, hobble performs a crippling pincer attack that leaves the victim limping like caltraps.

Barrage
*This skill is now subject to rake's effects - rather than being blocked, its attacks will just miss. this includes the "self-rake" from wielding and trying to immediately barrage.
*Barrage does not result in immediate arm distension, instead reduces chance of shield block and increases chance of shield disarm by the same amount.
-Cumulative stacking 2% chance for every hit, max of 15 stacks, lasting 2 ticks or until the arm distension happens on that 15th stack.
-minotaur stacks at 3% for faster build-up
*Barraging hobbled opponent jumps to the arm distension immediately, but you don't have to go that route.

Thief

*Heavy armor type will increase the likelihood of failing to sneak and cause mobility issues for moves that need to be done quickly.
*Sneaking now prevents tracking while inside the four cities.
*Pry works with weapons again, but the duration of blackjack has been reduced to 2 ticks.
*Thief gains "off-hand enhanced damage", same as ranger and shadow do, for proper parity among rogues classes.

New ability "alacrity"
* any special weapon affects (ruby-hilted casts, envenom proc, wild attacks, wrath/firebreath etc) additionally give the thief 0-1 (randomized) ticks of alacrity (identical to berserkers mania).
-this ability requires the thief to use entirely light armor, and any knockdowns will end alacrity.

New ability "rush"
* appear almost immediately in the opponent room, by dashing to them, and if they are still there when you arrive, perform melee attack
-This ability uses the same range as scan, and shares its skill proficiency with alacrity.
-it has a similar cooldown period to lightning charge, however, does considerably less damage since it doesn't also charge.
- Note that rush can be used on demand with alacrity, but will consume it in the process.

Code:

'ALACRITY'
Syntax: rush <target>

The thief experiences particular enjoyment for melee combat, experiencing
an adrenaline rush that causes them to fight with extra fervor. These surges
occur when the thief notices a successful wild strike or a weapon casting
a random magical effect such as the poisoning of an envenomed dagger or
a vampiric effect.  This effect is known as alacrity.

Similarly, the thief can "rush" to chase a fleeing target, consuming their
alacrity in the process.  They can also rush once without it, although only
possible periodically.

This skill requires the thief to be in entirely light armor.


Returned ability "gag"
* Just put a sock in it!
Code:

'GAG'
Syntax: gag <target>

The thief places a thick piece of cloth in the mouth of their victim, preventing
them from making any noise, including uttering spells or crying for help.  The
gag falls out after a while, or can also be removed manually.  Those who rely
on speaking spells to escape will find themselves vulnerable to being gagged.


Shadow

*Heavy armor type will increase the likelihood of failing to sneak and cause mobility issues for moves that need to be done quickly.
*Sneaking now prevents tracking while inside the four cities.
*Refitted poison smoke with a vial of poison being smashed on the ground, identical effect to dropping a poison potion. This pool can hit up to six times.

Bard

*The class gained third attack.

Torrents of turmoil
*now mirrors gate (as in, interrupts if attacked while singing it), and can only be used every 3 days of in-game time (120 ticks).

Brawl (redesign of the old brawl skill)
*This is now a command toggle.
-abandons any particular style to ensure that combat style stays evenly matched. it will show in prompts as "wild".
-Using uncanny attack ends brawling, while using uppercut starts brawling, for switch via surprise skill.
-Brawling leads to the bard doing slower, but stronger attacks (i.e. damage increase, instead of third attack).
-Counterbalance is not compatible with brawl, so thats the tradeoff for being harder to pin down with combat styles.

Code:

'BRAWL'
Syntax: brawl <toggles brawling>

Bards can adopt a very special combat style, unrecognized in martial warfare,
known as brawling.  While brawling, a bard expends physical effort into their
movements to make sure they are always on an even footing, regardless of the
opponents style.  The brawling style relies on slower, harder attacks, so that
their third attack and counterbalance are unavailable while brawling.

Noteably, a bard can also enter their brawling style by performing an uppercut,
or exit at will with an uncanny attack.


Ranger

*Rangers no longer leave tracks in the forests.

New: Falcon Strike
*this is a dual wield only skill, rakes people who have shields / defensive style. Disarms if weapon advantaged.
Code:

'FALCON STRIKE'
Syntax: falcon strike

The ranger braces with both of their dual wielded weapons drawn backward,
much like the way a bird spreads its wings. When the opponent attacks,
the ranger defends, sweeping their weapons together.  Should they manage
to parry an attack, the ranger then follows with a strike that pushes
the opponents primary weapon aside.  If they have a weapon advantage
then this may also disarm their opponent.

Falcon strike is most effective when used against those in a defensive
combat style.

*"shield throw" can now ricochet between targets for more damage opportunities. If the ranger has a wolf, it will retrieve and equip the shield for the ranger. If the ranger has a combat style advantage over any enemies hit while fighting multiple opponents, the wolf will knock down one of those targets, and on miss, shield is dropped.

Monk

Grapple
*can now also cause a dismount and is more effective vs players in a defensive combat style.

Iron body is replaced with "windwalking"
* this is a passive skill (not an "affect") that reduces mv costs and adds AC.
*The AC requires all light armor item equipped, allowing tattoos.
* wearing any non-light armor will cause this skill to no longer function.
Code:

'WINDWALKING'
Syntax: automatic

While clad in entirely light armor, the monk relies on their training to
move with the wind.  The windwalking skill allows the druid to make more
effective movements as they traverse terrain, and grants them some extra
protection.


*monks throw now defaults to the current room. the monk can still manually choose a direction in which to throw their victim.
*phoenix active duration is now refreshed by the monk taking non-physical damage, allowing it to build up. enough built up energy will nova burst, dealing damage to all opponents
*crane active duration is now refreshed by moving, allowing the monk to glide in the air for longer periods of time. moving quickly in this way for periods of time will slowly drain the monk's light chii

Paladin

*Added "refresh" to provide meaningful anti-symmetry to dark-knight's energy drain spell.
*A luck comparison has been added to the chance of the heavenly wrath spell doing its curse.
*Hunt evil can only be used during avenging angels and the duration is only 5 hours after the length ending of the avenging angels haste.

Vampire

new skill : bite
*Require the victim to be in ecstasy and uses its skill check.
*This is a low damage ability that initiates combat. It does not work in combat.
*You can bite a sanced mob to steal its innate sanc affect. you can also steal pass door this way
-note: this doesnt work on player sanc since those are from spells, not innate magical effects. This is perfect for lowbie sanced mobs though.
-mob level = spell level
-It also casts a weaken (spell).

Mist Form
*Once you hit 1 hp with a vampire you now gain hp from all remaining mana but convert into mist form, drained. Mist form is unable to teleport, recall, drink etc. This is fairly similar to illithid shock but much more difficult to survive in.

Druid

Stargate
*Heading home now takes 1/2 mana instead of 1/2 moves.
*Addressed stag mount movement problems by making it possible to choose whether to just move normally or use the auto-run stuff.

Shaman

*Lowered the amount of armor reduction from deteriorate so that it isn't an instant peace-out and reset the fight over.

Invoker

*Any direct damage done (i.e. direct = not via an AOE spell) with barrier active will add 20% of the damage done to the barrier.
*Any poison/disease damage now pass through mana shield.
*Acid spells are now blocked by barrier instead of by mana shield.

Necromancer

*Added gravebrewing. Requires a cauldron in a sepulcher.
Code:

'GRAVEBREWING'
Syntax: brew <potion>

Necromancers who have completed a lair and sepulcher are able to brew potions
of necromancy inside their lair, provided that they deploy a crafting room
and a cauldron inside it.  The items needed to build a lair for necromancy
can be found at the Timaran guildmaster.  It is prudent to build the lair
near where the potion components may be harvested - one such component is
corpse dust, which can only be acquired from mundane zombies as they expire
and decay.


Returning: Powerword kill
*This spell provides a chance to execute low health (awful condition) monsters and players.
*The chance is increased by death grasps, which are built up by zombie patter and the death grasp spell.
*If it doesnt work, it does a whole bunch of damage, and you can try again, although its not exactly mana efficient to keep spamming that just for damage.
*If spellcraft succeeds as well, PWK can instantly raise a zombie from the deceased.

Code:

'POWERWORD KILL'
Syntax: cast 'powerword kill' <target>  (short syntax: pwki)
Spell type: MENTAL

Necromancers have the ability to kill anyone by a simple point of a finger.
This ability they have is called 'powerword kill'.  By casting this spell,
the victim has a chance to die instantly.  The spell is known to work most
efficiently against those who are at critically low health, and those who have
been previously grasped by death, as its negative energies can overwhelm weaker
targets easier.


Black Torrent
*Dispenses unholy water (damage). The spell is stronger if the necromancer has more zombies, and also if they cannot see (a bit counter-intuitive in that regard, we will see how that goes).
Code:

'BLACK TORRENT'
Syntax: cast 'black torrent' <target>  (short syntax: )
Spell type: AFFLICTIVE

The black torrent spell dispenses a powerful stream of unholy water.  This
spell feeds upon the phobias of drowning and darkness, so that paradoxically,
is at its strongest when the necromancer cannot see. Various
other spells in the necromancer arsenal can have an impact on the behavior
of the flows. Having more zombie followers improves the black torrent.


New spell concept - cursing rooms

The point of all these spells is to pervert the mechanics of a druid's spirit bond (fire bond, earth bond, etc). YMMV. You will find druids and other clerics can just dispel them all easily with flash flood, cleanse room. Other mages dont have any good options. This means these allow necro to block and remove invoker storms and an illusionist's fog, provided they choose the right curse to do it. The room affect is stuck in place, so victims must choose to walk into that problem, but that's perfect for a necro just chilling in their lair.

tldr:
*absolute zero > fire storm/wildfire
*shadow storm > meteor swarm
*pyre of damned > ice storm
*(all are cancelled by flash flood and cleanse room)

Absolute Zero
*Drastically lowers the temperature in the room, turns black torrent into ice damage, and adding a chance to weaken.
*Increases the effects of melee freezing attacks and reduces effects of ALL fire attacks on their party.
Code:

'ABSOLUTE ZERO'
Syntax: cast 'absolute zero'

This spell plunges the temperature of the room where it is cast to the freezing
point, increasing the effect of all melee freezing attacks and reducing the
lethality of all fire damage on the necromancer's party. While developed to help
shield the zombie army from trivial destruction by large fireballs, a useful
side-effect of this spell is that it also freezes the black torrent spell, so
that it instead deals weakening ice damage.


Shadow Storm
*Creates a thick swirling vortex of darkness, blocking light - even infrared - from all sources.
*While the storm is active, black torrent instead generates nightmares from the shadows, dealing mental damage as they gallop through the storm.
*Casts black torrents during every vampiric touch (i.e. replace the vamp touch damage with mental based damage)
* everyone in the room is blinded by the thick shadows, although they can also trivially just leave the room.
Code:
'SHADOW STORM'
Syntax: cast 'shadow storm'

Upon uttering this curse, a thick swirling vortex of darkness blocks all light
from all sources.  Everything in the room will be blinded for as long as it
stays in the shadows.  Casting black torrent then interacts with the unholy
storm, causing nightmares to gallop around the storm and deal mental-based
damage.  The nightmares have a vampiric effect on everything they touch.


Pyre of the Damned
* Summons a twenty foot tall burning pyre from the pits of hell on the location.
*Turns black torrent into fire-based damage and adds chance to curse.
*Enemies that stay in the pyre are cursed and more vulnerable to damage from negative spells, such as the necro rend life spell.
- note that this does not improve any "negative" melee damage.
Code:

'PYRE OF THE DAMNED'
Syntax: cast 'pyre of the damned'

This spell curses the room by binding it to a place within Hell itself.  The
immediate impact of this is to ensure that no word of recall spell will be of
any use while near the pyre. Enemies of the necromancer that remain by the pyre
will find themselves vulnerable to shadow damage, and the black torrent spell
becomes a stream of hellfire.


n.b. only one of absolute zero, shadow storm and pyre of the damned can be in effect at any given time.

Illusionist

First a note. In the description below, you will see a theme of spellcraft causing illusionist spells to have secondary affects. I have said somewhere that spellcraft chance can be improved by luck (i.e. by luck gear), I am not suggesting though to try to get a bunch of luck gear and rely on spellcraft to make your spells way more awesome. The reality is that you would not get spellcraft anywhere near 100% chance, and even if you did, the spells don't have a 100% chance to do extra cool shit just because you spellcrafted them. Its typically only a 33% chance. So, nice to have luck items, but not required and maybe ill-advised unless there are other good stats on them.

Stone skin, eternal night and everlasting day were replaced with five new spells. I understand it sucks to lose spells, especially when gone entirely from the game, but the goal is to replace them with something thats a lot more useful for the class, and there is also a practical limit on how many spells a class can have before it begins to feel very exhausting to practice and master. So we had to make a cut to do something better.

Project Image
* This makes a mirror walk in the specified direction, and can also be used to create a temporary virtual mob in the room.
Code:

'PROJECT IMAGE'
Syntax: cast 'project image' <direction>
Syntax: cast 'project image' room '<short desc>' '<long desc>'.

As masters of illusory effects, an illusionist can create the appearance of false
images designed to confuse and trick their victims. By using the project image spell,
they can send one of their mirror images "running off" in any direction. The mirror
image will continue moving in the chosen direction until it cannot travel in that
direction any further.

Alternatively, the illusionist can also use this spell to create the image of any
monster they can dream up. The image will appear in the same room, exactly as described
by the illusionist.
Example: cast 'project image' room 'A red dragon' 'A large red dragon is here.'

NOTE: DO NOT ABUSE THIS SPELL BY CREATING THINGS OUT-OF-CHARACTER OR OUTSIDE THE THEME
OF ABANDONED REALMS. THIS IS A ROLEPLAY ABILITY AS MUCH AS A SPELL AND MISUSE WILL BE
DEALT WITH BY THE IMMORTALS.


Bubble Wrap
*This hides a duplicate in an identical duplicate so that if someone pops your duplicate, surprise mudda fucka, I got backups. This simply absorbs the first pop harmlessly.
Code:
'BUBBLE WRAP'
Syntax: cast 'bubble wrap' <duplicate>

Using this spell, the illusionist surrounds their duplicate with a magical bubble. If the
duplicate is subsequently "popped" (through damage or other effects), a replacement
duplicate will instantly appear in its place. A replacement will not appear if a duplicate
simply vanishes from the duplicate spell expiring.


Pandemonium
* Leverages all of your duplicates and marionette to make a symphony of lighting and noise, like a buncha dufus kids at a zoo scaring all the animals. Basically its a mass hysteria that can force mob flees.
Code:
'PANDEMONIUM'
Syntax: cast pandemonium
Spell type: MENTAL

When chaos is needed, an illusionist can command their marionette and duplicates to suddenly
let out a cacophony of light and sound. This terrifying sensory overload affects the entire
room and has a chance to cause anything fighting the illusionist to flee. Casting this spell
without a marionette or duplicates in the room has no effect.


Transmogrify
* This allows spontaneously changing a duplicate to look like something different. It can also be used on objects.
Code:
'TRANSMOGRIFY'
Syntax: cast transmogrify <duplicate> <new mob>
Syntax: cast transmogrify <item> <new item>

The most powerful of illusionists can apply their craft to make something appear entirely
different than its true nature. An illusionist can cast this spell on one of their duplicates
to change its appearance to nearly any other monster in Serin. The new monster does not need
to be present; the illusionist simply needs to know its name.

Similarly, this spell can also be used on items. The illusionist must target an item on the
ground and simply needs to know the name of the new item.

In both of the above cases, the monster or item does not inherit any functionality of its
illusionary appearance. It functions exactly as the original monster or item. However, in
order to target it (or pick it up), one must use the original monster or item's name. This
can lead to a victim's momentary confusion as they realize things are not as they appear.


Void Veil
* This envelops the victim with the void, acting as an impenetrable barrier. For the 10 round duration of the spell, they are unable to touch anything in the real world, including their own inventory. Moving around is still possible. They appear in the room as "miraged".
Code:
'VOID VEIL'
Syntax: cast 'void veil' <target>
Spell type: MENTAL

Through their studies of the planes of Serin, illusionists have learned to pull back the
curtain of reality itself and tap into the power of the Void. By casting this spell, an
illusionist has the chance to envelop their victim within the Void itself. If successful,
the victim will be pulled into a strange void-like state, unable to interact normally with
Serin. The victim will not be able to pick up items or even use things in their inventory.
Additionally, they will find they cannot attack or be attacked. The effect is rather
short-lived, but many illusionists have learned to use these precious seconds to their
advantage.


Hob Spark
*This spell now has a chance of causing a fear effect on successful spellcrafts. n.b. the likelihood of spellcraft succeeding is based on your luck, however, inside the spell itself its just a skill check.

Colour Spray
*This spell's base damage was corrected in line with other spells, and its affdependency removed. Now instead hitroll gives this spell a chance to critical hit.
*The spell now has a 1/3 chance to flashfire at spell level/2 whenever spellcrafted.

Dreamstruck
*Due to the intentional increase in saves vs mental equipment, this spell's previous change was reverted. i.e. it no longer gets "saved" against to reduce its hitroll bonus. However, the spell does get some new concessions:
-dreamstruck is now less effective if the victim can see the illusionist, so theres an incentive to surprise attack with invis or use flashfire first or some other stealthy approach (catch them sleeping, wait for groupmate to dirt kick, you sort this out).
-The "roll vs int" pseudo-save can be bypassed if the victim has been feebleminded (maledictive spell) - however note that feeblemind is now a MUCH higher level spell.

Grandeur
*Every time you buff a dupe or marionette with one of haste, enlarge or giant strength, you gain +1 to your grandeur.
*This no longer adds affbreak. instead, just hitroll and saves. both of these stats are useful for illusionists, leaving the overall effect very similar to a bless spell and rewards good maintenance of charmies.
* Bless and grandeur do not stack on one another.
Code:

'GRANDEUR'
Syntax: AUTOMATIC

The grandeur skill is a passive ability which allows the illusionist to build
a facade of awe and splendor.  Certain abilities may help the illusionist to
grow in grandeur. For instance, through strengthening their charmed followers
with spells such as haste, enlarge, and giant strength, the illusionist will
gain in majesty. However, should the illusionist fail to cast a spell, they
will suffer a loss of esteem and instead lose majesty.


Prismatic Spray
*As mentioned later below, with spellcraft, the marionette will cast the complementary colour to your beam (e.g. if you do a green beam it casts a blue beam).
*In addition, the beams leaves a color affect on the victim. This will change the damage type of psionic dragon by causing it to have a different colour dragon.
*It is intended that the illusionist have no fine control over landing the right beam to exploit someone's vulnerabilities.

Illusionary spectre / phantasmal griffon / psionic dragon
*These (as well as other illusion spells) were reconsidered as a form of very fast hypnosis making the victim believe they are seeing the image.. as such they no longer work on the mindless blobs and undead who have no minds to hypnotize.
*These spells now stick around longer instead of just immediately fading when you have left combat. They will fade when you attack or are attacked by something you did not cast these spells on, or in the normal manner of just failing out via saves/use.
-They also fade when the illusionist has calm adrenaline status.
*All of these spells can now fire on murdering the illusionist. However, to balance that out, the spells do NOT fire on the second round of combat when they are spent this way. (i.e. in the round after the assist round) .. that is an important subtlety, and please keep that in mind before you go flee murder the biggest glass cannon in the game and get rolled by the spectres!
*Each spell gains the hob spark "roll vs int, but bypass that roll with feeblemind" treatment which makes them pretty unthreatening until high levels.

Razor Strings
*Logic was changed to more charmies = more strings to make into razors and the entanglement requires spellcraft to succeed.

Feeblemind
*This maledictive spell was changed to also allow illusionist spells to bypass any additional "roll vs int" checks, which can make dreamstruck easier to land, but is also a backup for when dreamstruck is useless due to bad gear or too much save vs mental.

Terrain / misdirection
*These become AOE spells. Note that they do start combat resulting in potentially eating a lot of damage.

Shadowform

The "new" concept of this spell is to cloud people's minds to turn yourself invisible, with others only being able to see your shadow. Not literally turn invisible or into a shadow.
*It is now possible to attack the illusionist if youre in the right room, because you can see his shadow.
*If the illusionist reverts early or is attacked or anything else breaks the shadow, then the spell will not be useable again until the original duration expires.

Misty Mirage
*As was already the case, this is a fog that spreads from room to room as the illusionist moves around.
*The duration of fog has been reduced to 2 ticks (i.e. about 30s to 1 min), however if the illus is in the fog, the duration remains at that timer for minimap range
*Fog shows up as bold magenta on minimaps instead of blocking vision.
*Since we have dupes that last loads longer now, instead, the illusionist duplicates are a lot less effective at attacking in a PK without being inside this effect. mobs are not affected. since the mirage has quite a short duration, you should really save it for the right time.
*Fog spreading is blocked by cleanse room, blanket of darkness.

Marionette

This mob becomes much closer to a magician's assistant. Expect it to be taxing the illusionist attention, so that the class truly feels like controlling two characters at the same time. Due to the extra dexterity that requires, there are some useful concessions for the illusionist as well.

*Marionette spell level dropped to 20.
*Marionette will help manage an illusionists duplicate. so that when an illusionists hastes a duplicate, the marionette enlarges the duplicate.
*Marionette now uses a gauge. it begins at full, but gradually drains. It does not re-increase, at all. this is %N (energy) prompt.
*Marionette now casts the extra hob spark instead of the mirror image, for a small gauge drain.
*When a player casts prismatic spray with spellcraft, marionette casts the complementary beam color, depleting gauge.
*Marionette also casts the phantom dragon, griffon, spectre, etc, when the illusionist uses them, like being a bard duet. However, this will deplete the gauge pretty fast, and makes it difficult to just spam that stuff to level braindead.
-The intended solution to having a nearly empty gauge is to dismiss and re-conjure the marionette i.e. use some mana, don't just spam the abilities. if the gauge reaches 0, the *marionette will collapse and sit on the ground, and be unuseable for a while (no longer re-summonable)
*Marionette flees when the illusionist flees.
Code:

'MARIONETTE'
Syntax: cast 'marionette'
Syntax: marionette <command>

The marionette spell manipulates the fabrics of reality to conjure forth
a lifelike doll that is entirely at the will of the illusionist.  Unlike the
temporary fleeting duplicates, the marionette will stay by the illusionist's
side, and is highly controllable, even from afar.  The illusionist is able
to control the marionette as if they were doing it themselves, watching the
results through the doll's eyes.  The illusion is so life-like that it has
been known for some illusionists to fall in love with their marionette..

Marionette's require a unique form of energy to sustain itself, known as time.
The marionette provides assistance to the illusionist, spending its time to
help with casting spells.  However, it should be noted that if the marionette
runs out of time, it will collapse to the ground. The only way to avoid this is
to recast the marionette spell.  To see how well your marionette is doing on
time, add energy to your prompt.


Duplicate
*Duplicates performing well vs players requires the illusionist to be inside their misty mirage's fog.
*Duplicate is moved up to level 30 in spell list (one level higher) for class parity
*Duplicate now shows in room as an "effigy" instead of an "illusion" to seem a bit more real and since effigy has traumatic memories for loads of us, it works well for the psychology of the class withuot adding power I think.
*Duplicate durations no longer increased by eq. instead increased by giant strength, haste, and enlarge. each of these spells doubles the current duration while in effect. you can stretch out your duplicates a long time with these buffs because it continues to tick -1 against a multiplied duration. that means the rate of decay is much slower. when these spells wear off, or get dispelled, they also halve the remaining duration, and then the rate of decay is normal (i.e. short)).
*Duplicate changes its color from green, to yellow and finally to red as it is about to expire
*A high hitroll improves level of duplicates, level formula is min(max(ch level, ch hitroll), ch level) allowing the illusionist to use small creatures like spiders up to their level (assuming they can duplicate them. Note that this does not mean you have to have a high hitroll just to dupe a level 35 ettin, it will continue to be level 35 as a baseline, but you can increase that with more hitroll.
*Duplicates deal spell damage when they get popped. They will release less energy based on if it was yellow or red when it was popped.
*Added some commands "attack" / "defend" so that illusionists can choose whether these duplicates are offensive or defensive situationally. The defend mode will be like bears, with the duplicates jumping in front sometimes, but does less damage than the attack mode which disables duplicates from rescueing completely.
*2 dupes max - the intention is toward the illusionist having the marionette around, using it to assist, and ensuring a permanent element of controlling that charmie and keeping it safe (as opposed to throwaway dupes)
Back to top
View user's profile Send private message Send e-mail
 
7 0 0
Scrynor



Joined: 26 Jul 2021
Posts: 82
Location: New York

PostPosted: Tue Oct 31, 2023 3:23 pm    Post subject:

: mother of god:
Back to top
View user's profile Send private message
 
0 0 0
Dogran
Immortal


Joined: 13 Jun 2009
Posts: 1794

PostPosted: Tue Oct 31, 2023 4:30 pm    Post subject:

And a muahahaha, from Spain!
Back to top
View user's profile Send private message
 
0 0 0
Ashlyn



Joined: 20 Oct 2006
Posts: 280

PostPosted: Tue Oct 31, 2023 4:44 pm    Post subject:

Amazing
Back to top
View user's profile Send private message
 
0 0 0
Ceridwel
Immortal


Joined: 01 Feb 2008
Posts: 3385
Location: Seattle

PostPosted: Tue Oct 31, 2023 4:45 pm    Post subject:

Nice. Not a big fan of the Hunt Evil pally change but that's just my initial knee-jerk reaction. Lots of other amazing changes here!
Back to top
View user's profile Send private message
 
0 0 0
Kornhole



Joined: 15 Aug 2012
Posts: 370
Location: Melbourne, Florida

PostPosted: Tue Oct 31, 2023 6:15 pm    Post subject:

Bards with third attack? Maybe we will see more!
Back to top
View user's profile Send private message
 
0 0 0
Scrynor



Joined: 26 Jul 2021
Posts: 82
Location: New York

PostPosted: Tue Oct 31, 2023 6:54 pm    Post subject:

Okay, somebody history drop us. This is the biggest patch and / or biggest meta shift since... when?
Back to top
View user's profile Send private message
 
0 0 0
BlackWidow



Joined: 24 Apr 2014
Posts: 470
Location: Yes

PostPosted: Tue Oct 31, 2023 7:35 pm    Post subject:

Ceridwel> hunt evil was basically a free golden road prior to this change. Golden road was ridiculous when everyone had it, and was rightfully removed as a general mechanic as a result. I'm personally in favor of this change because few people play any type of paladin besides a vengeance oath unless they're an elf.

I'm guessing the help file updates well come out soon if they have not already been put into the game?

Illusionists seem to have gained a significant overhaul, as have necromancers... Whether PKing with an illusionist is now viable is up for debate, of course. Transmogrify on objects reminds me of counterfeiting items - I assume such items cannot be sold over the auction house due to the abuse potential?
Back to top
View user's profile Send private message
 
0 0 0
Mogu



Joined: 21 Mar 2015
Posts: 123

PostPosted: Tue Oct 31, 2023 7:55 pm    Post subject:

Love the amount of changes. Lots of new mechanics to try out and content to explore.

Recall changes seem like the damage reduction could be exploited in some scenarios.

@BlackWidow Rimath is no slouch. I imagine he'd see right through a transmogrified item.
Back to top
View user's profile Send private message
 
0 0 0
Ashlyn



Joined: 20 Oct 2006
Posts: 280

PostPosted: Tue Oct 31, 2023 10:51 pm    Post subject:

So time to raid the legion cabal to go to hell and get some loot?
Back to top
View user's profile Send private message
 
0 0 0
Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Wed Nov 01, 2023 4:07 am    Post subject:

I am sure there will be things that bubble up - things we keep, things we don't. That can be discussed in our think tank or responded here to be reconsidered as always. I have a whole laundry list of helpfiles to update, but obviously we can't update them before the patch goes live because of spoilers, and now we have a bit of a backlog to work through. As a reminder, you can use "Help Changed" to see any recent helpfile updates. Making sure the game is still stable and crash-free is my main concern for the moment. In the meantime please feel welcome to ask any questions about anything right here.
Back to top
View user's profile Send private message Send e-mail
 
1 0 0
von



Joined: 29 Sep 2018
Posts: 6

PostPosted: Wed Nov 01, 2023 12:07 pm    Post subject:

Exciting to see all the changes. I did not follow the update to Barrier. When you referenced direct damage done is that damage to the invoker or damage done by the invoker? And how does adding 20% damage to the barrier work? Last I knew barrier did not function like shield and just used your mana to prevent physical damage. Thanks.
Back to top
View user's profile Send private message
 
0 0 0
Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3244
Location: Pennsylvania

PostPosted: Wed Nov 01, 2023 3:47 pm    Post subject:

I forgot to add the following to the patch notes before they were originally posted:

*The amount of play time necessary to avoid rare items being purged has been halved for one "main character" per reputable forum account.
-The main character is always the one with highest value of minutes played + bloodshed for that month.
-The current main character is highlighted when using the 'account' command.
Back to top
View user's profile Send private message
 
2 0 0
Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Wed Nov 01, 2023 3:55 pm    Post subject:

Von wrote:
When you referenced direct damage done is that damage to the invoker or damage done by the invoker? And how does adding 20% damage to the barrier work? Last I knew barrier did not function like shield and just used your mana to prevent physical damage.


It is a typo, I wrote barrier instead of shield. So for an example, if you hellstream someone for 200 damage, 40% of that adds to shield. Ice storm is area of effect so that doesn't add to shield.
Back to top
View user's profile Send private message Send e-mail
 
0 0 0
lionSpyre



Joined: 07 Sep 2015
Posts: 106

PostPosted: Wed Nov 01, 2023 6:33 pm    Post subject:

This is a gold mine, very exciting stuff. Love the shake up and can’t wait to see how this affects many aspects of combat.
Back to top
View user's profile Send private message
 
0 0 0
Grayden



Joined: 21 Jun 2005
Posts: 632
Location: Spokane, WA

PostPosted: Wed Nov 01, 2023 10:11 pm    Post subject:

I appreciate the hard work but I am not going to thank you shitting on me. First of all a deep fuck you from my favorite class.

I do like what I am seeing about Marionette but the everything else there is brutal for that class. Exploration was already dangerous when I could shadow through and recall.

The recalling after fighting other players should have had the update, because that has frustrated people a long time.

Some excitement though, Bards are looking good. They got a version of my favorite spell, so maybe I need a bard explorer.

Love the passion but it does feel like your changing the rules and I am taking it too personal.
Back to top
View user's profile Send private message
 
0 0 0
Mogu



Joined: 21 Mar 2015
Posts: 123

PostPosted: Wed Nov 01, 2023 11:07 pm    Post subject:

To me it seems like illusionists got a massive buff. It's a huge overhaul so we'll see where things are once the dust settles but I think they have the potential to be pretty scary again.
Back to top
View user's profile Send private message
 
1 0 0
Scrynor



Joined: 26 Jul 2021
Posts: 82
Location: New York

PostPosted: Thu Nov 02, 2023 12:50 am    Post subject:

I'm sad to see you delete Vaot Gray. I thought we'd be exploring these new mechanics together and comparing notes.

I'm not prepared to say I think this is a buff to Illusionists yet like Mogu. At surface look, I think the glassiest of glass cannons just got significantly more glass. We lost a big AC spell and the core best in game unique hiding class ability got hammered. And recall got crushed. I think Dav might be underestimating the impact on PVE on this change, especially solo PVE. But there is a ton of testing to be done here. I think dupes were way tougher than people thought after the mental gear change and that's been in for months. Now there's bubble wrap for even more. A lot of illusionist defense now might be in rescue. And while word and shadow are down i bet you can void a lot of stuff and just walk past it or recall in that window. Even recall itself might be usable for intentional damage mitigation while your dupes just win the fight. I dunno. Lots to check.

Even more, I think you might just want to represent your enjoyment more in the forums. Dav isn't a God. He can't read minds. I think he's pretty focused on PVP and other forms of enjoyment can be a bit of a blind spot. But I see these changes and think of the big illusionist ideas thread that I made over a year ago. He didn't do exactly what I suggested on anything. But he added flavor spells for more illusions. He added more spell interaction. More useful phantom creatures. I got a fair amount of what I wanted. But I'm not much of an explorer. I don't think he knows what you've been doing. Probably almost nobody does. He doesn't know you've mentally mapped out winter and know exactly how to navigate it as a solo illusionist. Exactly what you can shadow form past and what you can't. Or how hard earned that knowledge was and that you enjoyed figuring it out.

This is a ramble so I guess I'm just saying don't take it so hard. And advocate for the explorers on here on what you want and what is punishing to you.
Back to top
View user's profile Send private message
 
0 0 0
Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Thu Nov 02, 2023 3:03 am    Post subject:

Oh my gah. I do not think about ways to nerf you Grayden. The opposite, I try to think of how can your time be made less miserable. Like void veil, I made that with you in mind Grayden, all you need to do is veil your victim and get back to your corpse and loot it before they are able to loot your latest illithid's revealer/amplifier. Also I keep in mind you are elite badged and that means you can play vampires w/ coffin/bat form, if I was deliberately nerfing you surely I would nerf that? Not buffs to vampires that make it harder to die? I really thought we were past this ever since that whole meltdown about the harem which turned out to never have even allowed dupes. Don't take this as any insult but any players wondering "Am I nerfed?" should at least check where they are on the PK ladder first. Only the BEST players get nerfed. If you've EVER logged off on Legion logins then that's definitely not you. If you consider Dogran to be a cross-eyed halfwit then maybe you qualify then.
Back to top
View user's profile Send private message Send e-mail
 
1 0 0
Grayden



Joined: 21 Jun 2005
Posts: 632
Location: Spokane, WA

PostPosted: Thu Nov 02, 2023 6:47 am    Post subject:

No worries guys, I just need more practices for the new stuff.

The recall thing hurts but I will adapt.
Back to top
View user's profile Send private message
 
0 0 0
Display posts from previous:   
Post new topic   Reply to topic    Abandoned Realms Forum Index -> Updates All times are GMT
Goto page 1, 2, 3  Next
Page 1 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © phpBB Group