Abandoned Realms
Joined: 23 Jan 2004 Posts: 347
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Posted: Mon May 05, 2014 12:21 am Post subject: Dark Knight Patches are Beginning |
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Over the next few weeks, substantial changes will occur to the Dark Knight
class. You may wish to avoid rolling a DK if you fear change.
If any current members of the Dark Knight guild are adversely impacted,
post notes on the Ask an Immortal board on our forums and Nycticora
will personally resolve the issues.
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Nycticora
Joined: 09 Feb 2013 Posts: 2277
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Posted: Mon May 05, 2014 1:55 am Post subject: |
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Rolling changelist will be posted here so players can track changes as they go live. New spells may not appear immediately for current characters, but will appear for new characters and will eventually be added to current characters.
New skill effect: Unholy Strength - now only has one level of enhancement.
New spell effect: Silence - cast lag reduced to 1 round from 1.5
New spell: Weapon Freeing (same as the potion. see HELP WEAPON FREEING)
New spell: Compulsion. see HELP COMPULSION
New mechanic: auras - a dark knight may have an offensive aura in effect that will negatively affect any creature or character nearby unless they're in the same group.
New skill: Vile Presence, an aura that reduces the AC of nearby enemies.
New skill: Malevolence, an aura that reduces the hitroll of nearby enemies.
New Paladin skill: Buckler - see HELP BUCKLER
New mechanic: shield - a dark knight has an energy shield that depletes before his HP. The maximum shield amount is low when the DK is at full hp, and increases as the DK is damaged.
New spell: Abyssal Bulwark - a dark knight gains an energy shield and can restore it at the expense of mana
New spell: Fell Spark -A dark knight can cast a lightning bolt that absorbs vitality from the target and converts it into shield
Spell removed: Vampiric Touch - proficiency in Vampiric Touch will be converted to Abyssal Bulwark
New skill effect: Curse weapon - Dark knights are now able to curse a mundane weapon. The weapon's damage will scale in levels with the dark knight when they increase the power of the curse. Initially cursing a weapon permanently consumes one of the dark knight's lives. See: HELP CURSE WEAPON
New command: Beckon - The dark knight summons his cursed weapon to his hand, even if it has been dropped, stolen, or destroyed.
Spell altered: Summon - reduced mana cost from 50 to 30. Now ignores mirror images.
Mechanic altered: Charm - A spell that charms or alters the mind of the target will not make the target aggressive to the caster on success. On failure (usually successful save), the target will attack the caster. Affected spells: Calm, Compulsion, Duplicate
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