Spell changes
Moderator: Lords of The Realm
- Tinkerhell
- Dasarian
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- Joined: Sun Nov 17, 2002 11:36 am
- Location: Macon, Georgia, USA
I stand corrected on some of the details I was going on about above in reference to harm. I didn't know that harm ignored physical armor. Harm is a nasty spell.
Ercoupe I know that PWK is no good as a solo spell for pvp'ing I mostly meant that it is a great follow up spell after a fight has gone on for a couple of rounds. Though I disagree about horrid wilting. I've not played a wiz on the dealing end of it, but I have been on the recieving end & been slammed by it on several occasions.
I didn't notice any replies about res scrolls & heal potions from the DM's.
Any opinions guys?
Ercoupe I know that PWK is no good as a solo spell for pvp'ing I mostly meant that it is a great follow up spell after a fight has gone on for a couple of rounds. Though I disagree about horrid wilting. I've not played a wiz on the dealing end of it, but I have been on the recieving end & been slammed by it on several occasions.
I didn't notice any replies about res scrolls & heal potions from the DM's.
Any opinions guys?
Shadow
High Priest of Nergal
"Everyone comes to my Master's service in the end..."
High Priest of Nergal
"Everyone comes to my Master's service in the end..."
- Melthavion
- Site Admin
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- Location: Atlanta, GA
You mean concerning their availability? The only two places I know of to buy heal potions are inaccessable at this time. They drop sometimes on higher level loot, as do res/raise scrolls. But there's not a lot we can do about that until we completely rework the loot tables. I think using any of them should have the same effect as if you had cast the spell. I think they all use the same script.Tinkerhell wrote:I didn't notice any replies about res scrolls & heal potions from the DM's.
Any opinions guys?
-Mel
Hmm. Timestop does not work good for me anymore unless if I am on the trade server where the rules are not yet updated.
It seems to me that I never get anything more than 3 seconds, because I can never finnish one spell before they start attacking me again.
With the orginally timestop I could prepare 3
Anyway I support Enrcoupe44`s idea on making timestop affect the whole area.
It seems to me that I never get anything more than 3 seconds, because I can never finnish one spell before they start attacking me again.
With the orginally timestop I could prepare 3
Anyway I support Enrcoupe44`s idea on making timestop affect the whole area.
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Gomez- The Arcane Wizard
El Suave- Gate keeper of Nergal
Silent Whisper- Paladin squire
Thinatuel- Unknown
There are no words
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Gomez- The Arcane Wizard
El Suave- Gate keeper of Nergal
Silent Whisper- Paladin squire
Thinatuel- Unknown
- DeathKnight
- Dasarian Hero
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- Melthavion
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- DeathKnight
- Dasarian Hero
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Today I tried to use Time Stop and it didn't seem to stop a person who was within sight of me at all and the animation disappeared almost straight after disappearing - possibly the new implementation isn't being registered at all and the spell is just showing the graphic? Just wondering since the spell at least used to be one of the more useful ones of the level.
- Nather Meyer -
- Captain Azron Surestroke -
- Dark Mule -
- Kili the Tinker -
- Captain Azron Surestroke -
- Dark Mule -
- Kili the Tinker -
Re: Spell changes
Melthavion wrote:We have made a few changes to some spells with the last few updates. I have held off announcing this because I wanted to work out a few tweaks and give correct and up to date info when announced. There seems to be some confusion though, and I think most of the tweaks are done, so I'll go ahead and put them up.
* TimeStop now is an AoE spell, as it should have been according to the description. It will no longer pause the entire server. Also, it's duration has been changed from a constant 9 seconds to a variable amount centered around that. You may get a little less time out of a TS, you may get a little more. It now affects a radius around the caster of 30 meters. (If you're familliar with the toolset, this is a sphere 6 tiles in diameter, so it's still a pretty large AoE).
* Heal/Harm, Raise Dead, Resurrection, and Mass Heal are powerful magics that require a lot of energy and exertion from the caster, and will now leave the caster stunnded and fatigued for a small duration, varying with the power of the spell. Also, Raise will only work on a corpse if they are at or above -30 hp. Resurrection will work down to -60 hp. Beyond that, and the body is too mutiliated to bring back on the spot, and will require the aid of someone like Llarineal (read: respawn).
-Mel
test
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There are no words
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Gomez- The Arcane Wizard
El Suave- Gate keeper of Nergal
Silent Whisper- Paladin squire
Thinatuel- Unknown
There are no words
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Gomez- The Arcane Wizard
El Suave- Gate keeper of Nergal
Silent Whisper- Paladin squire
Thinatuel- Unknown
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broncoblitz
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- Hikui
- Dasarian Hero
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Now that yopu bring this up I want to say you are right though I have only seen this in Defile. I had 2 timestops memorized and sure enough I cast both in a row after a npc cast one. Man what a jip for spell slots on that one
Hikui: That silly crazy wizard
Grolsh the Ugly: Paladin in the service of the little known god Enlil
Alia: "The obstacle is the path" Zen proverb
Grolsh the Ugly: Paladin in the service of the little known god Enlil
Alia: "The obstacle is the path" Zen proverb
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broncoblitz
- Forum Troll
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Sorry to burst your bubble, but greater magic weapon makes the weapon a +5 weapon (if you have enough lvls in cleric/paladin that is) oh, and paladins also get Holy Sword spell, which makes the weapon also +5 with the added bonus of dispelling
..so buh-bye Stoneskin, greater stoneskin and premonition
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Zenthrax - Fallen Knight of Nergal
Zenthrax - Fallen Knight of Nergal
