Changelog

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Contents

Changes to the game will be posted here as they become available. For speculation as to what is to come see the Pending Changes page.

Archives of older Changelogs can be found here.

Archive of Breath I found here Archive of Breath II found here

The full Changelogs can be found in the forums as well under this link


Breath III

3/30/12

GENERAL CHANGES:

  • Angel Tears have been replaced with Healing Herbs across all alchemical recipes. Angel Tears are no longer considered an alchemical component. Healing Herbs are.
  • Confirm button highlighted in red when purchasing skills.


FACTION GAMEPLAY CHANGES:

  • Attacks that deal unholy damage now deal +5 damage to good and neutral factional wards (applied after multipliers for tier).
  • Attacks that deal arcane damage now deal +5 damage to good and evil factional wards (applied after multipliers for tier).
  • Attacks that deal holy damage now deal +5 damage to evil and neutral factional wards (applied after multipliers for tier).
  • Stronghold wards with at least 80% of their "full" hit points (i.e., based on infusion level) act as Glyphs of Slowing and Sapping to all characters inside of the stronghold that are not members of the faction (this effect does not stack with the effects of existing Glyphs, so a character subject to both a Glyph and inside another faction's stronghold with the ward at 80% or more of full strength will only be charged an additional 1 AP and MP per action, not two).


CHANGES TO EXISTING SKILLS:

  • Activating Shield of Faith (Paladin) now cancels any Harbinger of War or Harbinger of Conquest active on the character.
  • Activating Defensive Stance (Paladin) now cancels any Harbinger of War or Harbinger of Conquest active on the character.
  • Enervate (Pariah) has been changed to the following:
Charged attack, 5 MP to activate (no additional AP).
On a hit, target receives the "Enervated" status effect for 5 minutes.
"Enervated" status effect now grants the character a -10% to defense if the target is at fewer than full hit points. If the character is at 50% or fewer than full hit points, this increases to -15%. If the character is at 25% or fewer than full hit points, this increases to -20%.
  • Rend Flesh (Pariah) has been changed to the following:
If the character attacks a target under the influence of the "Enervated" status effect, the character gains a +1 damage bonus if the target is at fewer than full hit points. If the target is at 50% or fewer hit points, this increases to +2. If the target is at 25% or fewer hit points, this increases to +3.
Adds +2 to all sword attacks.
Attacks made against stronghold wards by the character's Blade of Light deal an additional 5 points of damage.
  • Dread Gaze (Archon) lowers Eye of Judgement cost to 2 MP per attack (was 1).
The Archon gains an item in inventory, "Prayer Beads." Cannot be dropped, given, etc. Comes into being with 10 charges.
Prayer Beads can be "recharged" at a cost of 1 AP and 12 MP (done in the inventory tab) to a maximum of 10 charges.
Prayer Beads may be used (in the skills pane) at a cost of 1 AP to use any number of charges (up to 10). When used, the Archon gains 5 times the number of charges used in MP (cannot go over max) and gains the "Rapturous Chant" status for a number of minutes equal to the number of charges used.
While under the effects of "Rapturous Chant" the Archon may not speak, use bullhorns, or Song of the Word.
  • Corrosive Horns (Dark Oppressor) now deal +9 damage when used to attack wards (was "double damage").
  • Activating Harbinger of War (Divine Herald) now cancels any Shield of Faith or Defensive Stance active on the character.
  • Activating Harbinger of Conquest (Divine Herald) now cancels any Shield of Faith or Defensive Stance active on the character.
Character gains charged attack that overwrites the damage amount and damage type of a thrown weapon or archery attack with any spell he knows. Spell familiarity does not apply to this base damage amount.
Damage boosts and accuracy boost that would normally apply to the weapon (e.g., +2 damage bonus from Strength for thrown weapons, +1 for Strong Attack, etc.) still apply.
Cost of the Charged attack is equal to 1/3 the spell's spontaneous MP cost, rounded up.
When making an attack with a thrown weapon, the weapon is consumed.
No longer grants +10 Hit Points.
Character gains toggle ability "Heavy Lifting" - 1 AP, 8 MP to activate, 1 MP every 15 minutes to maintain (may not be activated if already active).
While "Heavy Lifting" is in effect, character gains +25 inventory space.
Toggle can be activated while the character is encumbered.
  • Arcane Shot (Wizard) now grants a passive +3 damage bonus to firearms. When using the charge attack (only), ammo is not consumed when charged attack is used.
  • Arcane Siphon (Wizard) now grants passive +2 damage bonus to firearms. When using the charge attack, damage bonus equal the the Wizard's Spell Familiarity bonus with the chosen damage type is added to the damage. When the charged attack is used against stronghold wards, it no longer deals double damage; instead, the Spell Familiarity bonus is added a second time (if the charged attack was used to deal arcane damage, the attack deals 5 additional damage to wards instead of adding the Spell Familiarity bonus a second time).


NOTABLE BUG FIXES:

  • Wizard skills that were supposed to grant +2 damage to spells were instead granting +4.
  • Corner Step into a building no longer ignores Glyphs of Protection vs. Evil.
  • Characters on Water tiles do not regenerate AP unless they are also swimming. Characters on Void tiles do not regenerate AP.
  • Fixed Interface problems with clicking on a character's name not selecting them in Give and Heal menus.
  • Stronghold planes are now displayed when a Stronghold is invoked/revoked.
  • Corner Stepping no longer charges 2 AP per move when crossing water.
  • Wisp Form now deactivates when the character reaches 0 MP.
  • Pet retaliatory attacks when their master is attacked are now always made against the attacking character, not the "Current target."
  • Favor of GNak pet rejuvenation on kill now applied after the AP/MP cost to attack is incurred.
  • Various interactions of healing items and skills with Sorcerers Might should now display and work properly.
  • Fixed Potion of Waterbreathing early expiration (insta-drown) bug.
  • One with Death uses game day night cycles not plane day/night status
  • Aether Manipulation not letting you see in all spell details in inventory, safe and footlocker
  • Way of Vim causes no inventory size check to be made when removing items from faction safes.
  • No Encumberance check on removing items from footlockers
  • Spell gem affinity reduction not displayed
  • Invisibility status not correctly ending on drowning
  • Apostrophe bug has returned for bullhorns
  • Glyph erasure spells can't be pattern weaved
  • Wisp Form doesn't deactivate at 0MP
  • Tentacles took wrong damage from an aura
  • Conduits not getting aspects on respawn
  • Spell cast on wards/forts do not have their MP cost reduced correctly with Taint, Sanctify Spell, and Guild bonuses.
  • Crafting Police Riot Armor doesn't use up the plastic
  • Prayer result Sanctuary no longer hides you
  • Possible to create character without starting skill
  • Surgery doesn't reduce SM duration, if duration >15 minutes
  • Way of Fast Hands not autoreloading guns used to shoot doors (or targets).
  • Potions don't check you have multiples of components
  • No message of empty weapon when target shooting
  • Hatchets not appearing on the smithing "Craft Item" dropdown.


2/27/12

QUALITY OF LIFE

  • The outer planes have been opened.
  • Planar Guilds and their shrines have been activated.
  • Some portals are restricted to angels, demons, or neither. If you are of the wrong "class" for the portal, you will be unable to use it.
  • Searching at night inflicts a -10% penalty to "normal" search chances (this is not new, just a clarification).
  • Demons searching in Gehenna receive a +15% bonus to search chances (stacks with the nighttime search penalty to result in a net +5% chance).
  • Revenants searching at nighttime - including in Gehenna - receive a +20% bonus to search chances (stacks with the nighttime search penalty to result in a net +10% chance). They receive a -10% penalty to searches during the daytime.
  • Wizard skill Magical Reserves grants +2 to spell (not spellgem) damage in addition to previous MP increase function.
  • Angels or demons shifting morality out of the "acceptable" range causes pets and status effects related to their class to immediately be lost/end.
  • Daggers have been removed from the game. All existing Daggers have been converted to Carving Knives.
  • Vials of Acid can no longer be found. Existing vials will remain until used.
  • Throwing Knife damage reduced from 5 to 3.
  • Torch damage reduced from 8 to 6. Also gets 10 shots from a can of fuel instead of 20.
  • Infusion on Sea tiles has been wiped out.

EXPLORATION BADGES:

Implemented the following exploration badges:

  • Eresius Rest
  • Shades of Grey
  • Cromahl-Hult
  • The Crypt of Maeval
  • Paradise Lost
  • Deluge
  • Bloodlines
  • Harmonious Joining
  • Four Winds
  • Shades of Black
  • Netherland
  • Fire and Ice

IMPORTANT BUG FIXES:

  • Conduit's Cleave Portal skill now fixed.
  • Pets now use the Master's morality when checking to see how much morality shift should take place during an attack.

(Plus another hundred or so, many of which were found by Sihoiba on the dev server without ever being reported here. Sihoiba is bugs' worst enemy.)

  • Glyphs were lasting 25 hours instead of 2.5.

2/7/12

QUALITY OF LIFE

  • Updated "Planner" and "Ultramap" links with fresher links.

2/6/12

FACTIONAL PLAY

  • Characters of level 9 or lower now deal double-damage to stronghold wards (only).
  • Characters of level 10-19 now deal 150% normal damage to stronghold wards (only).
  • Portal Bending is restricted as follows:
Strongholds on Valhalla and in Pocket Space do NOT allow for portal bending to reach the stronghold.
  • Glyphs of Protection may only be cast inside of a Stronghold tile if the caster is a member of the faction that owns the stronghold. Glyphs of Protection may only be cast outside of a Stronghold tile if the caster is a member of the faction that owns the stronghold OR if the stronghold ward is in a state of breach (i.e., the ward is at 0 HP).

GUILDS

  • Adjusted guilds as follows:
Second Class members of the Knot of Keepers now gain a +6% defense bonus while under the Healing Grace status effect (was +5%).
A character that selects the Adamant Kinship as his guild is immediately removed from his faction. A character that has already selected the Adamant Kinship as his guild may not join or create a faction.
Factionless characters and characters in the Heavenly Host and Infernal Horde are always considered to be "First-Class" guild members.
In order for a character in any other faction to be considered a "Second-Rank" guild member, his faction must have at least 3 karma points per capita (i.e., a faction with 5 members must have at least 15 karma for its members to be considered "Second Class"). If the faction is currently without a stronghold, the amount of karma required for a character to be considered "Second Class" is doubled. If a given character is one place "out of step" with his faction's alignment (e.g., a Neutral character in a Good or Evil faction), this number is increased by 150% in order for that character (only). If a character's alignment is diametrically opposed to his faction, this number is trebled. The "out of alignment" and "without a stronghold" multipliers may both apply, so a character diametrically opposed to his faction's alignment and without a faction stronghold needs his faction to have 3x3x2 = 18 karma per capita in order to be considered "Second Class." If the faction does not have sufficient karma, the character is considered "Third Class" and gains the bonuses associated therewith.
Guild "shrines" to allow characters to join guilds are located on the Outer Planes (i.e., not Valhalla and not Pocket Space). These planes will open when it becomes desirable to do so.

SKILLS

  • Agony Curse damage has been reduced to 2 damage (Tier 2, was 3) and 3 damage (Tier 3, was 6).
  • Eye of Judgement damage has been reduced to 10 (Was 12).
  • Forceful Punishment no longer doubles supplemental damage from Dread Gaze.
  • Infusion XP has been halved (infusing now grants 1 XP per 2 AP/MP spent; claiming an uninfused tile grants 2 XP, flipping a tile grants 5 XP).

QUALITY OF LIFE

  • Disabled level 1-2 characters spawning in The Pit (rationale: the pit is small and ugly - visually, it's not an appealing place to start the game... this was offset when it was a target-rich environment but no more). They now spawn in Valhalla.
  • Scratchpad should now accept apostrophes and quotes.
  • Avatar uploading error checking has been improved and messages added for errors that may occur on avatar uploading.
  • Icons for Glyphs added to the map.
Icons are "Brick Walls" - the border around the bricks indicates the type of Glyph.
White borders indicate Glyphs vs. Good.
Grey borders indicate Glyphs vs. Neutral.
Black borders indicate Glyphs vs. Evil.
When Glyphs vs. multiple alignment types are present in a tile, the borders will be split across half (or one-third, if all three types are present) the icon.
Glyphs of Protection have purple bricks and are located in the "top center" of a tile (between the "stronghold" and "tile type" overlays).
Glyphs of Pain have red bricks and are located in the "left center" of a tile (between the "stronghold" and "portal/infusion" overlays).
Glyphs of Sapping have blue bricks and are located in the "right center" of a tile (between the "tile type" and "power state" overlays).
Glyphs of Slowing have green bricks and are located in the "bottom center" of a tile (between the "portal/infusion" and "power state" overlays).

BUG FIXES

  • Some area of effect attacks were not providing messages properly. This has been fixed.
  • Explosive Murder now occurs - and displays properly - on death of pariahs with the skill.
  • Defiler Poison should no longer persist on mortals (was persisting if the killing blow was a Poisoning attack).
  • Shotguns should be able to be reloaded with a single shell in inventory.
  • Having multiple bullhorns in inventory no longer disables bullhorn use.
  • Prayer costs 3 AP without Devout Supplication.
  • Amphetamines allow a character to exceed his maximum Action Points.
  • Give and Healing dropdowns (and spell casting) should now remember the last target.
  • A few dozen other bug patches applied to Tier 3 classes based on bugs found on Dev.

12/28/11 Grand Overhaul

GENERAL DISCLAIMER

A large number of code tweaks and bug fixes are not listed in the changelog for the sake of readability. Not every change is listed here, but these are the changes that should have a noticeable effect on gameplay. There are of course a number of Easter Eggs and new features that have NOT been included here and are left for the player base to discover.

GLOBAL CHANGES

  • Increased decay chance on armor to 4% chance of degradation per hit (was 3%).
  • Changed RNG implementation to lessen "streakiness" (using mt_rand in lieu of rand).
  • Global announcement is made any time a character receives an achievement badge that results in CP gain.
  • Introduced "per breath" Achievement Badges for statistical landmarks. Characters who reach a landmark of 500 (50,000 for damage dealt, damage taken, and hit points healed) receive a badge and 5 CP. Characters who reach a landmark of 1000 (100,000 for damage dealt, damage taken, and hit points healed) receive a badge and 10 CP. These badge names will be different every breath. These are "in addition to" career Achievement Badges.
  • Completely rebuilt pets and pet logic.
  • Rewrote pet targeting logic, particularly for angelic pets (which no longer target characters of inappropriate morality).
  • Introduced "pet ticks" - pets now attack every 10 seconds, regardless of whether a status tick occurs.
  • Attacking a pet causes only that pet - not all others controlled by that master - to immediately retaliate (other pets will attack on the "pet tick" every 10 seconds). Attacking the master still causes all of his pets in that location to immediately retaliate (retaliations are in addition to the "pet tick" every 10 seconds).
  • Elevator costs for pets have been removed completely.
  • (Most) pets lose 1 AP every AP tick (NOT every status tick). This is referred to as "pet decay" and represents the slow loss over time of the magic that binds the pet to the master (in the same way that using magic to cast a spell that grants a status effect to the caster decays and eventually expires over time).
  • Pet Rejuvenation now returns a pet's HP and MP to full and adds an amount of AP equal to the AP when the pet is summoned (i.e., AP stacks, MP and HP usually overlap).
EXAMPLE: Zombies have 90 AP, 40 MP, 40 HP when summoned. If a lich summons a zombie and logs in 12 hours (48 AP ticks) later, the zombie will have 42 AP, 40 MP, and 40 HP. If the lich rejuvenates the zombie, the zombie will add 90 AP to its current total, bringing it to 132 AP, 40 MP, and 40 HP. If, for instance, a zombie had 34 AP, 28 MP, and 12 HP, its MP a rejuvenation would add 90 AP and restore it to full HP and MP (total 124 AP, 40 MP, 40 HP).
  • Portal icons are now visible on the map for tiles with portals on them.
  • Character morality spectrum no longer runs from -50 to +50. It runs instead from -40 to +40. Characters with moralities between -50 and -41 have been changed to a morality of -40. Character with moralities above 40 have been changed to a morality of 40.
  • Implemented new attack type, touch attack. Touch attacks have a flat to-hit chance that is not improved by Hand-to-Hand combat, Martial Arts, or Advanced Martial Arts skills. It is considered a "close combat" attack and as such subjects the character to defensive auras on the target and the target's dodge bonus applies.
  • Dose of Painkillers effect "on Painkillers" now lasts 6 minutes rather than 6 AP ticks. Multiple uses overlap (not stack).
  • Dose of Amphetamines effect "Twitchy" now lasts 2 minutes rather than 3 AP ticks. Multiple uses stack.
  • Flying Potion and Planar Protection potions now last 30 minutes (instead of status ticks), duration stacks.
  • Demonic spellcasters may no longer learn electric-type spells from spellgems as this displeases the Elder Powers.
  • Angelic spellcasters may not learn acid-type spells as this displeases the Elder Powers.
  • When a Nexus Champion teleports, a Wizard blinks, or a Wyrm Master leaps into a location, all characters in that location will receive a notification message unless the teleporting/blinking/leaping character is invisible.
  • Alchemy recipes now have one "fixed" ingredient that is always contained in the recipe. This may be discovered via experimentation, but clues may be found in other locations as well.
  • New aspects added for mortals.
  • Added Acid Affinity potion.
  • Cold, Death, Electric, Fire, Holy, and Unholy Resistance potions have become Affinity potions.
Affinity potions last for 25 status ticks and grant both immunity to the appropriate damage type AND a +2 damage bonus with all attacks that use that damage type.
  • Heavy weapons now receive a -20% penalty to attack rolls (was -10%).
  • Double-Barrelled Shotgun now adds +9 to damage, rather than doubling damage.
  • Enchanting of Items has changed subtly. Before, each enchantment had a duration, and all uses of an enchanted weapon removed one from every enchantment's duration, causing most items to have all of their enchantments expire at nearly the same time. This has been altered under the hood; the net outward effect is that the only most recent enchantment will see its duration reduced; when it expires the "new most recent" enchantment will reduce in duration, etc.
  • Attacks that deal multiple damage types now all grant "supplemental" damage to the base attack. Only one type of supplemental damage is ever applied to a target; if multiple sources exist, the "highest damage value" based on raw numbers (independent of target soak/immunity) is used.
  • Expert Blade Combat has been renamed to "Hold Bladed Edge."
  • Axes, Shotguns, fire damage, and similar no longer deal extra damage to doors, fortifications, etc..

QUALITY OF LIFE

  • Added "S" and "A" as "HTML AccessKeys" for "Search" and "Attack." In Firefox, Alt+Shift+S and Alt+Shift+A do this. For other browsers, see http://en.wikipedia.org/wiki/Access_key
  • Offensive spells learned should now appear in the character's "weapons" dropdown.
  • Finished compressing all attacks into a single unified dropdown. This includes innate attacks, spells, spellgems, and weapons. The combat pane will continue to have one dropdown for targeting characters and another one for pets.
  • Implemented new CSS Style Sheet on "NukeNews" (default) theme to heighten contrast in some areas (thanks to LoganRuns).
  • Implemented 1000-character "Scratchpad" sidebar for storing notes and other items.
  • Confirmation is now required for purchasing skills and learning spells (CP expenditures).

FACTIONAL PLAY

  • Removed per-player limit on number of factioned characters.
  • Faction maximum ward strength has been increased to 2 times the amount of infusion on the stronghold tile (i.e., doubled ward strengths).
  • Fortifications can now be built by any character. One AP building fortifications erects 5 points of fortifications.
  • The following skills each add 5 to the amount of fortifications erected: Strength (Mortal), Tattoo of Strength (Nexus Champion), Fiendish Bulk (Infernal Behemoth), Cloak of Earth (Holy Champion).
  • The Structural Engineering skill doubles the amount of fortifications each AP erects (applied after applicable skills).
  • Factions no longer select "Primary" and "Secondary" faction bonuses. Instead, a faction's infusions increase the Planar Guild Standing of its members.

PLANAR GUILDS

  • Planar Guilds may not be joined by a character that has not selected a Tier 2 class (in fact, the Planar Shrines will be invisible to such characters).
  • 24 hours after Planar Guild, a character gains the bonuses associated with that guild. If a character enters or leaves a faction, his bonuses are suppressed for 24 hours as well (this is a "cooling" period).
  • By default, a factioned character has "Third Class" Standing in his Planar Guild when he joins it.
  • A faction's infusions may increase a factioned character's Standing to "Second Class" while the faction's stronghold stands.
  • Factionless characters are considered to have "First Class" Standing with their guild, having declined to split their loyalties among a guild and a faction.
  • The Planar Guilds follow:
Accord of the Sun-touched
Members gain access to "Sun-touched Strike" charged attack. This costs 8 MP and converts the damage to holy damage. On a killing blow, the MP cost is refunded (i.e., the charged attack is free).
Second Class Standing reduces the cost of Sun-touched Strike to 4 MP.
First Class Standing reduces the cost of Sun-touched Strike to 2 MP.
Adamant Kinship
Members of the Adamant Kinship are not permitted to join factions (and thus are always considered to have First Class Standing).
Members gain +3 Soak and +2 damage while on the plane of Petra (Valhalla). In addition, they always spawn in Petra.
Darksoul Cabal
Members receive a 5% reduction in MP costs for spells, skills, and the like. In addition, if the character would be afflicted by any "undesirable" status effect (e.g., Defiler Poison), there is a 5% chance that the debuff is ignored (i.e., not applied).
Second Class Standing grants 10% instead of 5% to the above.
First Class Standing grants 15% instead of 5% to the above.
Fist of Sanguinity
Members gain access to the "Sanguine Strike" charged attack. This costs 8 MP and converts the damage to a random damage type. On a killing blow, the MP cost is refunded (i.e., the charged attack is free).
Second Class Standing reduces the cost of Sanguine Strike to 4 MP.
First Class Standing reduces the cost of Sanguine Strike to 2 MP.
Fraternity of Wondercraft
Third Class Standing: Repair Item costs are reduced by 1 AP. Crafting Item costs are reduced by 2 AP. Enchanting Item costs are reduced by 2 AP. MP Cost for enchanting items is reduced by 5%.
Second Class Standing: Repair Item costs are reduced by 2 AP. Crafting Item costs are reduced by 4 AP. Enchanting Item costs are reduced by 4 AP. MP Cost for enchanting items is reduced by 10%.
First Class Standing: Repair Item costs are reduced by 3 AP. Crafting Item costs are reduced by 6 AP. Enchanting Item costs are reduced by 6 AP. MP Cost for enchanting items is reduced by 15%.
Knot of Keepers
Members gain a +3 bonus to the amount of damage healed. After a successful heal, the character gains the "Healing Grace" status effect for a number of minutes equal to the HP healed. Healing Grace grants a +3% defense bonus.
Second Class Standing increases the damage healed bonus to +6 and the Healing Grace defense bonus to +5%.
First Class Standing increases the damage healed bonus to +10 and the Healing Grace defense bonus to +10%.
Monks of the Unbound Mind
The duration of beneficial status effects placed on the character is increased by 5%.
Second Class Standing changes the duration increase to 10%.
First Class Standing changes the duration increase to 15%.
Opal Syndicate
Grants a +5% bonus to find items when Searching. In addition, HP, AP, and MP costs to use portals are each reduced by 1 (minimum 0).
Second Class Standing increases the Search bonus to +10% and the portal cost discount to 2.
First Class Standing increases the Search bonus to +15% and the portal cost discount to 3.
Order of Key-la
Grants a +5% bonus to all Hide attempts. In addition, the character gains +3% defense while hidden.
Second Class Standing increases this to +10% to hide and a +5% defense bonus while hidden.
First Class Standing increases this to +15% to hide and a +10% defense bonus while hidden.
Sect of Maevel
Members gain access to "Morbid Strike" charged attack. This costs 8 MP and converts the damage to death damage. On a killing blow, the MP cost is refunded (i.e., the charged attack is free).
Second Class Standing reduces the cost of Morbid Strike to 4 MP.
First Class Standing reduces the cost of Morbid Strike to 2 MP.
Sires of Retribution
When the character is killed, a special pet spawns in the character's location. This pet is set to "aggressive" and the character is considered to be the pet's master for purposes of XP gain. The pet despawns when the character respawns.
Third Class Standing summons a Writhing Tentacle (5 impact damage at 55% accuracy, 20 HP/MP/AP).
Second Class Standing summons a Spiked Tentacle (7 piercing damage at 65% accuracy, 30 HP/MP/AP).
First Class Standing summons a Gibbering Flesh (9 death damage at 75% accuracy, 40 HP/MP/AP).


Editors Note: All changes to classes and existing skills have been omitted for reasons of space. Full Changelog [1]

ITEM CHANGES

  • Katars have been removed from the game.
  • Implemented new item, Set of Spiked Knuckles. Spiked Knuckles may be equipped. If equipped, they cause the character's Fist attacks to deal piercing damage instead of impact damage and grant +1 to the character's normal Fist damage. A character cannot simultaneously wear Spiked Knuckles and Brass Knuckles.

SPELL CHANGES

  • All spells using the Hand-to-Hand tree have been removed from the game.
  • Lich skills no longer increase the character's familiarity bonus with Death spells.
  • Introduced "Auto-hit" Spells. These are ranged spells that automatically hit their target unless the effect is altered/prevented by another skill or effect, for example, Spell Parry or Spell Turning (or the Zerg Flag).
  • (Variant spells yet to be added, only basic spells currently available)
  • ACID BASIC SPELLS (Chance to degrade target's armor on a hit is increased by 4%)
Acid Dart - 4 MP to cast, 4 damage (auto-hit), 11 CP to learn.
Bilious Purge - 7 MP to cast, 12 damage, 17 CP to learn, restricted to Tier 3 characters.
Caustic Bolt - 8 MP to cast, 7 damage (auto-hit), 16 CP to learn, restricted to Tier 3 characters
Corrosive Glance - 3 MP to cast, 6 damage, 7 CP to learn.
Noxious Globule - 5 MP to cast, 9 damage, 12 CP to learn.
Acrid Vapors - 12 MP to cast, 14 CP to learn, duration is changed to (5 plus acid familiarity bonus) status ticks
  • COLD BASIC SPELLS (Ignore one point of Cold soak)
Arctic Bolt - 8 MP to cast, 6 damage (auto-hit), 14 CP to learn, restricted to Tier 3 characters
Frost Charge - 12 MP to cast, 12 CP to learn, duration is changed to (5 plus cold familiarity bonus) status ticks
Frostbite - 3 MP to cast, 5 damage, 5 CP to learn
Glacierblast - 7 MP to cast, 11 damage, 15 CP to learn, restricted to Tier 3 characters
Ice Dart - 4 MP to cast, 3 damage (auto-hit), 9 CP to learn
Ice Strike - 5 MP to cast, 8 damage, 10 CP to learn
  • DEATH BASIC SPELLS (Damage floor of 2 instead of 1)
Death Dart - 4 MP to cast, 3 damage (auto-hit), 10 CP to learn
Death Mantle - 12 MP to cast, 13 CP to learn, duration is changed to (5 plus death familiarity bonus) status ticks
Lifesnuff - 5 MP to cast, 8 damage, 11 CP to learn
Necrotic Ray - 3 MP to cast, 5 damage, 6 CP to learn
Pallid Bolt - 8 MP to cast, 6 damage (auto-hit), 15 CP to learn, restricted to Tier 3 characters
Thanatoid Gaze - 7 MP to cast, 11 damage, 16 CP to learn, restricted to Tier 3 characters
  • ELECTRIC BASIC SPELLS (+5% to hit)
Cloudburst - 5 MP to cast, 9 damage, 12 CP to learn
Lightning Dart - 4 MP to cast, 4 damage (auto-hit), 11 CP to learn
Shocking Grasp - 3 MP to cast, 6 damage, 7 CP to learn
Static Charge - 12 MP to cast, 14 CP to learn, duration is changed to (5 plus electric familiarity bonus) status ticks
Thunderbolt - 8 MP to cast, 7 damage (auto-hit), 16 CP to learn, restricted to Tier 3 characters
Thunderstrike - 7 MP to cast, 12 damage, 17 CP to learn, restricted to Tier 3 characters
  • FIRE BASIC SPELLS
Firestrike - 3 MP to cast, 6 damage, 4 CP to learn
Fire Dart - 4 MP to cast, 4 damage (auto-hit), 8 CP to learn
Flame Bolt - 8 MP to cast, 7 damage (auto-hit), 13 CP to learn, restricted to Tier 3 characters
Flame Charge - 12 MP to cast, 11 CP to learn, duration is changed to (5 plus fire familiarity bonus) status ticks
Smoldering Bolt - 5 MP to cast, 9 damage, 9 CP to learn
Sunflare - 7 MP to cast, 12 damage, 14 CP to learn, restricted to Tier 3 characters
  • IMPACT BASIC SPELLS
Rain of Stones - 3 MP to cast, 7 damage, 3 CP to learn
Stone Dart - 4 MP to cast, 5 damage, 7 CP to learn
Battering Ram - 5 MP to cast, 10 damage, 8 CP to learn
Force Bolt - 8 MP to cast, 8 damage (auto-hit), 12 CP to learn, restricted to Tier 3 characters
Force Focus - 7 MP to cast, 13 damage, 13 CP to learn, restricted to Tier 3 characters
Stonefury - 12 MP to cast, 10 CP to learn, duration is changed to (5 plus impact familiarity bonus) status ticks

Duration of Water Breathing changed to 30 minutes (stacks).

  • IMPLEMENTED NEW SPELL TYPE - GLYPH SPELLS
Glyphs of Protection, Pain, Slowing, and Sapping exist, and are tuned to alignments (for example, "Glyph of Protection vs. Good"). Glyphs work as follows:
Glyph of Pain - all AP-using actions taken by a character of the affected alignment cause the character to take 1 point of damage. (Cost: 12 MP to cast, 12 CP to learn)
Glyph of Slowing - all actions taken by a character of the affected alignment cost an additional AP. (Cost: 15 MP to cast, 15 CP to learn)
Glyph of Sapping - all AP-using actions taken by a caracter of the affected alignment cause the character to lose 1 magic point (if he has any). (Cost: 14 MP to cast, 14 CP to learn)
Glyph of Protection - characters of the affected alignment are barred from entering a tile under the effects of a Glyph of Protection (exception: a character "inside" a building may step "outside" of a building even if a Glyph of Protection vs. his alignment exists on the "outside" tile). (Cost: 20 MP to cast, 20 MP to learn)
  • Glyphs cannot be cast on tiles with permanent Portals on them.
  • Any character affected by a Glyph may attack it (including attacking a glyph of protection from an adjacent tile). Attacks against a glyph are conducted in the "door actions" area.
  • Glyph spells last for 2.5 hours (150 minutes). Casting a Glyph spell multiple times causes this duration to stack.
  • Glyphs have (caster level * 10) hit points when created. Casting a Glyph spell multiple times will cause the Glyph's hit points to be restored to the caster's level times 10 (if the glyph currently has more hit points than this, its hit points are not reset; only the duration is extended).
  • Pets are NOT subject to the effects of Glyphs.
  • Implemented new spell, Minor Glyph Erasure (5 MP to cast, 10 CP to learn). Deals (caster level * 4) damage to selected Glyph.
  • Implemented new spell, Major Glyph Erasure (10 MP to cast, 15 CP to learn). Deals (caster level * 7) damage to selected Glyph.
  • Implemented new spell, Greater Glyph Erasure (15 MP to cast, 20 CP to learn). Deals (caster level * 10) damage to selected Glyph.
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