Updates Summary (4/11-4/21/2007)
Website Main News Chronicles Column - Fern
The Chronicles column that used to be shown on the main page of the
website has been disabled. The software that was being used to provide news
links, Sabifoo, was disabled by its author and all support discontinued.
Access to the server that accepted news items for posting on that column has
been shut off.
Until we find another method of RSS feed to provide a similar news service,
this will no longer appear on the front page at http://www.karinth.com
(Column being maintained by hand)
IP Address Change - Fern
Due to a change in IP address blocks with our ISP, we are changing IP
addresses.
The new IP address is 12.186.20.121.
The connection addresses of karinth.com 2345, zavclin.com 2345 and
legendsofkarinth.com 2345 will remain active and unchanged. The website address
of http://www.karinth.com will remain unchanged.
Since it may take a bit of time for the DNS servers to get caught up with the change,
if you have any difficulty connecting with any of the named connection addresses,
you can log in via 12.186.20.121 2345 at any time.
Spell Additions: Life and Water - Aelius
- Aura of peace. This spell is restricted to casters of the life sphere,
and can only be cast on self. Having this affect will prevent aggressive
mobs from acting on their nasty tendencies. The amount of points put into
the spell determines the level of the mobs that will be effected by the
effect.
- Ice shell. This spell is restricted to casters of the water sphere. This
spell grants the target a bonus to MDR. This bonus is chopped down every
time the player is hit in combat, but also regenerates a certain amount
every combat round (it only regenerates during combat).
A general note about the new spells slowly coming in: yes, they're all
sphere-restricted. Expect to see a couple of spells for each sphere brought
in before too, too long, along with a goody or two for all magic users. No
promises on exact times, though.
Spell Modifiers: New Death Spell - Aelius
A couple of magic-related things today:
- First, a new feature called spell modifiers. If you cast a spell with a
valid modifier (which must have a plus sign as a prefix), the mechanics of
the spell will change depending on the modifier. Note that while the system
is in place, only one modifier exists thus far (and will be outlined during
the new spell explanation).
The syntax is: cast [+mod]
It's a little cryptic right now, but once we announce some modifiers it'll
become much more clear. Hopefully we'll have a batch of modifiers ready in
the next day or so.
Now, the new spell: Undeath.
- This spell can only be cast by those declared to the death sphere, and can
only be cast on self. Basically, while the affect is activated, the caster
cannot die. Every time the caster takes a form of damage (from any source)
that would lower the caster's hitpoints to zero or lower, a number of points
will instead be taken off the undeath affect. When the points run out, the
caster dies as normal. NOTE: the caster will also die if the undeath affect
is removed in any way (this includes the 'cancel' command or untraining).
While the undeath affect is activated the caster also gains access to the
"lich" modifier. When this modifier is used to cast a spell, the spell will
drain hitpoints instead of mana. The same rule applies for damage here: if
the casting of a spell with the lich modifier drains the caster's hitpoints
to less than 0, undeath points will be taken off.
To use the lich modifier: cast +lich
For example: cast +lich fire elf
Basic Spell Modifiers - Aelius
Five basic spell modifiers to introduce today. Remember, the syntax for
all of these is "cast +mod spell name target". In other words, just put the
mod between "cast" and the spell name, and MAKE SURE to prepend the modifier
with a plus sign (+). "cast big fire elf" will NOT work, but "cast +big
fire elf" will.
So, the modifiers:
Big: This will boost the power of the spell by 25 percent, but also increase
the casting cost by 25 percent and the concentration lag by 50 percent.
Cheap: This will decrease the casting cost by 25 percent, but will also
decrease the power by 25 percent and increase the concentration lag by 50
percent.
Quick: This will decrease the concentration lag by 50 percent, but will also
decrease the power by 25 percent and increase the casting cost by 25
percent.
Multi: While not affecting the first ability, this will make all subsequent
abilities in a multi-affect spell approximately 25 percent more effective,
but will also increase the concentration lag and increase the casting cost
by 25 percent each.
Focus: This will decrease the concentration lag and decrease the casting
cost by 10 percent each. NOTE: his modifier is only for players declared to
a sphere. You must be holding a focus stone, with at least 1 charge,
aligned to your sphere for this modifier to work. Upon successful use, a
charge will be removed from the stone.
NOTE: obviously, this is a new thing for us, so the modifiers are subject to
tweaking if they're found to be horribly out of balance, broken, or
whatever.
[Addendum]
Not all abilities can be used with modifiers. Generally, spells such as
reduce damage, fortify defense, and other "buffing" spells are not
compatible with modifiers.
OK, the mechanics of spell modifiers have been slightly changed:
- Spells with no duration (elemental damage, restore health, etc.) Will
work as outlined in the spell modifiers helpfile. HOWEVER - when using
spells with durations (fortify spells, elemental shields, etc.) , Substitute
the word "duration" for "power". In other words, the "big" modifier will
not boost the power of a spell with a duration, but it will boost that
spell's duration.
I hope this is clear.
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