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.


  1. Berserk now boosts speed by 30%.
  2. Critical hit rate is upped to 100% (your victim can still resist a critical hit via CON).
  3. It now lasts 5 rounds instead of 3.
  4. You cannot flee while berserking.


  1. 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.
  2. You cannot flee while possessed (the demon in you wants to KILL EVERYONE).
  3. 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).
  4. You gain a brief vulnerability to divine magic and resistance to abyssal magic.

Nocturnal Shield:

  1. 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


I had a bit of time today to make some changes to shaman and necromancer skills.

The narcosis, drug, and demonbane skills previously did not stack.  You could only pick one of them at a time.  Narcosis makes an enemy use twice as much movement in combat.  Drug makes an enemy become progressively drunker.  Demonbane makes an enemy become progressively hungrier.  All of them slow regeneration.  I have combined all these effects into the narcosis spell.  Consequently, drug and demonbane have been removed from the game.  If you had these skills, your practices should be automatically refunded.

I felt it was silly for necromancers and shamans to have two raise spells to work on, raise dead and raise corpse.  I also wanted to move shamans toward a more neutral raise than summoning the breath of demons to bring your victim life.  Raise corpse has been removed from the game.  Breath of Ancients has been added to the game and replaces raise dead for shamans.  Necromancers who had points in raise corpse had them moved to raise dead and practices refunded.  Shamans who had points in raise dead and raise corpse had them moved to breath of ancients and practices refunded.

There’s also a new little message for when you lose a stat.  For example, if you get raised with raise dead, it’ll tell you that the demons claim what they are owed.

I’ve also made it so all raise skills go up by 1% when used.

If you find yourself missing skills now to level up, hit me up and I’ll bump a few easy ones for you.


Wanted by the Coterie

by Iskvarren on December 21, 2015

in IC Notices

Re: *a dark parchment posted in all the common gathering places*
To whom it may concern:

The Coterie is currently seeking a particular human man with black hair and dark eyes.  He is lean in build, young with scars, and very likely to burst into tears.  We advise any kind-hearted Serians to avoid harboring this individual as he is known to be rash and dangerous.

To those who came to the ill-fated feast, we apologize for such a poor representation of Darkwater’s culture.  In the future, we hope that you will continue to support the Coterie’s ventures.

The Coterie is also seeking new hunters and chefs, particularly those interested in hunting new and exciting types of game.  Those interested should seek Szaloch in Darkwater Basilica.

*a peacock feather with a staring eye*

OOC: The event is officially over, but there will be various follow-up quests that can be pursued.  If you’re interested, feel free to send me a tell at any time that I’m not AFK.