Update 6/8/2009: welkin ken / Windcoil / warlock wrinkle |
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Written by Serenity
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Tuesday, 09 June 2009 02:46 |
- It is no longer possible to "give all" or "give all." to a quest mob. (You can still use "give all.[item]" with quest mobs; for example, "give all.fragment jewel, stacy" still works.) - New remort druid spell: welkin ken. - Windcoil's progression has been altered. It no longer grants difficult to hit beyond 100%, but it now grants other benefits and will now scale beyond 300% (up to 600%). See the windcoil help file for more details. - The warlock wrinkle now deals physical and magical damage.
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Written by Odinn
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Saturday, 06 June 2009 09:45 |
- Sweet new sorcerer spell (all tiers): magus war-shell. Shields up, captain! Magus war-shell:
Usage: cast 'magus war-shell' Usage: invoke 'magus war-shell'
Magus war-shell is a zmo fortification prevention ability. It cannot be used when you have a zmo fortification prevention active.
Magus war-shell is an on/off ability. Unlike normal prevention abilities, magus war-shell does NOT prevent you when cast or invoked, if it is not already active! Casting or invoking the spell when it is *already active* will dissolve the spell and incur the prevention.
The magus war-shell is a battle invocation developed by long-forgotten masters of the arcane in war-torn eras past. This spell raises an immobile hemisphere of protective energy from the ground, surrounding the sorcerer in all directions except for a narrow forward opening. Sketches and paintings from the era depict entire regiments of sorcerers, perched in stationary formations of shimmering war-shells like so many fiery turrets, raining death upon their enemies.
This war-shell provides the sorcerer with a lateral defense, helping to deflect close-range attacks that originate from any source other than the sorcerer's forward target (see 'help affect: lateral deterrence'). In addition, the war-shell provides a small regenerative benefit to the caster. Thus, the war-shell is best suited to defending the sorcerer from an onslaught of multiple attackers, but will be of some help in any combat situation.
Note that the war-shell is immobile - the sorcerer cannot move while it is active! Casting or invoking the spell again while it is already active will drop the war-shell so that the caster may move again (and will also incur the relevant prevention). There are many situations in which this can be a strong and unexpected disadvantage (for example, recalling into an anti-magic room with the shield up will leave you stuck until it falls naturally) - be very careful!
The effectiveness of the magus war-shell improves slowly with strength and constitution. Mastery in this ability beyond 100% has several benefits. The lower levels of mastery beyond 100% improve its prevention time; the moderate levels of mastery improve its effect; and all levels of mastery beyond 100% provide an increasing bonus benefit.
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Update 6/2/2009: decree of innocence / race changes |
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Written by Serenity
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Tuesday, 02 June 2009 01:38 |
- New paladin spell (all tiers): decree of innocence. - Decree of guilt now grants +hit as well as +dam. - Elven guards (and green elves) very slightly reworked. They have lost their small amount of adaptive combat tactics, but have gained a fair amount of lateral deterrence. - The entire drow lineage has gained lateral deterrence.
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Update 6/4/2009: druid's haven / earthen sending / Invasion updates |
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Written by Serenity
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Friday, 05 June 2009 03:56 |
- New druid spell (all tiers): druid's haven. - New druid skill (all tiers): earthen sending. - Druids no longer have circle of bane. See the Sixth Sense developer's blog (nodeka.blogspot.com) for discussion. - Tightened up Krijjkar's AI even more to be more accommodating of player error. (Proper item interaction with a quest mob is still the player's responsibility.) - Increased the chance of invasion boss spawns very slightly. - Increased the lateral defense of invasion bosses. - Increased the lifetime of the temporary invasion earring rewards slightly.
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Update 6/1/2009: Important crash bugs fixed. |
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Written by Serenity
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Monday, 01 June 2009 07:15 |
- Important crash bugs fixed.
- Invading warlocks now have reduced health and increased invisibility. - Tightened Krijjkar's platinum bar code to slightly reduce the chance of players "jumping the gun" and giving him a platinum bar too early. In every reported instance of a player "losing" his or her reward, it was due to that player giving Krijjkar the platinum bar before he asked for it. I've tightened the code so that it's more difficult to do so, but it is still possible. Players should remember NEVER to hand ANY quest mob an item until they specifically ask for it.
- Some of the available mortal-level Ruushi invasion rewards have had their required level adjusted.
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