The game is very quiet now but will remain available to play for the next year. Staff presence is definitely limited. I’ll continue developing the game as if it is a hobby and continue working on updates as I have time. We welcome players to visit!
I went through and cleaned up some skills for necromancer. The updates follow.
- Debilitate: docks speed, defense, and damage by up to 1/3 for 10 combat turns. Replaces Ball and Chain, Weaken, and Chill touch. I experimented a bit and this has a greater effect than the skills it replaces which only dock dex and str.
- Ball and Chain: removed.
- Weaken: removed.
- Chill Touch: removed. Subzero is now level 3.
- Demise: ultimately not very useful. Removed.
- Demonspirit: removed.
- Exorcism: removed, upgraded Death Ward
- Death Ward: if cast without a target, casts it on room. If cast on a ghost target, exorcises the ghost from the room and casts room ward.
- Embalm: removed. This skill was mostly used for animate dead which isn’t very good either.
- Rot Weapon: removed. This skill was terrible because its effect (destroying the enemy’s weapon) was so powerful and griefy.
- Scourge: removed. Necromancer still has blindness, plague, and debilitate. Scourge worked at lower efficiency for a lot more mana than casting these separately.
- Crypt: removed. The crypt effect was added onto Rigor Mortis.
- Resist Disease: now gives immunity to plague.
- Resist Poison: now gives immunity to poison.
- Infestation: new skill where a swarm of infernal locusts is summoned to attack the enemy. The enemy gains anywhere from 10-30 points of vulnerability to abyssal based on abyssal saves and has a chance to become disarmed based on the same calculations used by the disarm skill.
This clean up was in anticipation of necromancer summoning being updated.
Clerics should have lost exorcism as it was combined into death ward.
Enchanters should have lost runic ward since it is now in arcane ward.
Battlemages should have lost runic ward since they have shield.
Necromancer’s enervation spell has been exchanged for reap, which recovers HP based on damage dealt.
The reap spell uses a polearm to attack a group of enemies with abyssal,
life-draining magic. The attack first hits victims that are actively
attacking the caster or the caster's party and then any uninvolved nearby
targets within range. About half of the damage dealt per victim is recovered
up to a max of 50 hit points per hit.
Syntax: cast 'reap' <target>
I had some more time today to update skills and decided to make these adjustments.
- Berserk now boosts speed by 30%.
- Critical hit rate is upped to 100% (your victim can still resist a critical hit via CON).
- It now lasts 5 rounds instead of 3.
- You cannot flee while berserking.
- This spell now decreases defense by 50%, decreases attack by 30%, increases damage by 100%, and increases critical hit rate to 100% (as above, your victim can resist via high CON) for 5 combat rounds.
- You cannot flee while possessed (the demon in you wants to KILL EVERYONE).
- You are immune to the effects of ice, disease, poison, and abyssal magic (meaning you take regular damage from these types, but you can’t be afflicted with plague, curse, chill touch, etc).
- You gain a brief vulnerability to divine magic and resistance to abyssal magic.
- This spell has been removed. Its AC boosting effects are now part of covenant of ice and covenant of fire. If you were a shaman or necromancer, you should have gotten practices back.
The Berserk and Possession skills are meant to greatly increase attack at a penalty to personal safety. These changes allow our more offensive-based classes to break through defenses. Critical hits cannot be dodged, but are still subject to accuracy checks. This means that if you have 60% attack and 100% critical hit, you can strike a character that is behind turtle stance as long as you do not miss. It also means that if something happens to you to decrease your accuracy such as getting dirt in your eyes, you won’t be landing many hits at all.
For more details, click here: HERE