Cleric and Paladin spell upgrades, other changes. Lasher, July 9, 2013 General Game Changes: The web cap when casting on others has been increased from 90% to 95%. Still learning as we go here, might change again, might not. The duration of the Petrify spell is now slightly longer and the recovery will be lower when used against a mob. The movement cost to use the Venomist Balor Spittle skill has been halved from 200 to 100. The stat affected by a poisoned weapon when being used by a Venomist has been changed from Strength to Constitution. The tier bonus being added to spells only applies if you are the primary class for that spell. Cleric Changes: The following spells have all been modified to continue to increase as stats do without damage caps, and now have a tier based bonus to damage: Spirit Bolt, Cause Critical, Angel Breath, Dispel Evil, Dispel Good, Major Swarm, Flamestrike, Harm, Torment, Fire Blast, Blight, Angelfire, Demonfire, Light Arrow, Extinguish, Engulf, Exorcise, Caustic Rain, Vengeance, Spiritual Disruption, Starburst, Finger of Death, Voice of God In most cases these spells do more damage than previously, particularly at higher tiers. This finishes up the Cleric spells, Psi to follow. Dispel Good and Dispel Evil now work more like regular attack spells in terms of multi-casting, but still require the appropriate align to be used against those mobs. Have lowered the level of Caustic Rain from 141 to 136 just to even out that gap in cleric spells between level 124 and 141 with another one gained right away at level 147. Starburst now works like a regular spell rather with damage level between Spritual Disription and Voice of God. Paladin Changes: The Apocalypse spell has been moved up to level 189 and set to do the same amount of damage as heavenly balance. This gives higher level Paladins a damage alternative to ‘light’. The ‘Blades of Light’ spell has moved up to level 178. Haven’t done anything else with this spell yet but it will be getting tier bonuses etc as I work through the spells. The impact of align difference on Paladin spells has been increased. At extreme align difference you should see approx around 5-10% improvement in spell damage. Note that it is the degree of your own align that matters here – your target has nothing to do with it. Planning to change Test of Faith to work the same way, haven’t done that yet though. Bug Fixes: Fixed a long standing bug in character creation with names sometimes getting ‘stuck’ if a new player loses link in creation. Incomplete character creations will now time out after 5 minutes. Fixed quite a few placed in the code where 12:00:10 will be shown for hours/minutes/seconds but only 00:43 shows for seconds which is confusing if it means 43 minutes or 43 seconds. Main one here was time left in daily blessing. When the ‘game about to reboot’ flag is set, the ‘warstatus’ command will show a different message rather than just going into negative numbers. Balefire, Lightning Strike and Acid Stream are now flagged as ‘nofail’ spells which means they always cast but damage will be pro-rated based on your % in the skill. I’m not sure I like ‘nofail’ anymore btw. It seemed like a good idea at the time but there’s a big perception issue with it. Whenever you get your next spell it feels weaker than your current spell because you’re comparing a (usually) 100% practiced spell against a new 85% spell. Mathematically I think it works out the same (100% cast x% of the time or x% cast 100% of the time). I’m considering removing it. Feedback welcome on this. MUD News
Palace of Song, Temple of Shal’indrael and Silver Volcano April 8, 2011 Three new goals and a completely new area were added in this update. Details below: The Palace of Song – New Area and Goal: In an ancient grove in Mesolar, a set of ruins exists. Explorers who have accidentally stumbled across these ruins claim that if one is perfectly still… Read More
Hardcore PK Mode June 12, 2015 Hardcore PK Mode: There is a new feature in the game called (HARDCORE) which is a survival type game for mid-high tiers. This is part experimental and part something fun to put in the game to see where it leads. At tier 5 or higher you can toggle hardcore one… Read More
Psi class merge, new areas, new demoralize spell. April 4, 2014 Mindflayer / Empath Merge, New Spell, Other changes The Empath and Mindflayer subclasses have been merged into a single ‘Mentalist’ subclass that has the combined abilities of both classes. If you were in either of those you are now in the ‘Mentalist’ subclass and should have received a note explaining… Read More