All I can say is, this spell is a waste of a slot, it not even niche useful. I've tried it in various situations, Duration is just way too short, difficulty is way to hard, benefits are just not there for the mana. Concept is great either it should be a ritual spell with a higher duration, or a cyclic spell I just don't know how to make this usable and interesting at this point with the current duration.
The Dragon priest hisses, "We'd have won, too, if it weren't for thossse meddling kidsss."
>
DAE83
BEVERAGEK
Re: Memory of Nature
02/06/2013 08:10 PM CST
>>at this point with the current duration.
I thought all spells had the same duration of like 30-40 minutes at cap?
~ Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/Leilond_Progression.jpg
I thought all spells had the same duration of like 30-40 minutes at cap?
~ Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/Leilond_Progression.jpg
DIMINISHEDANGEL
Re: Memory of Nature
02/07/2013 08:31 AM CST
>.All I can say is, this spell is a waste of a slot, it not even niche useful. I've tried it in various situations, Duration is just way too short, difficulty is way to hard, benefits are just not there for the mana. Concept is great either it should be a ritual spell with a higher duration, or a cyclic spell I just don't know how to make this usable and interesting at this point with the current duration.
What are your magic skills?
It's intended to be an extremely high-level perk, as it heavily curtails the penalty to being inside a city for an extended period, which is one of the fundamental flaws of the guild by design.
What are your magic skills?
It's intended to be an extremely high-level perk, as it heavily curtails the penalty to being inside a city for an extended period, which is one of the fundamental flaws of the guild by design.
HEASTRENFHERO
Re: Memory of Nature
02/07/2013 09:11 AM CST
>All I can say is, this spell is a waste of a slot, it not even niche useful. I've tried it in various situations, Duration is just way too short, difficulty is way to hard, benefits are just not there for the mana. Concept is great either it should be a ritual spell with a higher duration, or a cyclic spell I just don't know how to make this usable and interesting at this point with the current duration.
I find it incredibly useful, you probably just don't have the skill for it to be beneficial to you yet. Anytime I'm at or near town I'll have this up so I don't have to worry about tanking my bonus. I'm currently getting around 25 minutes for the duration. It's a higher tier spell, it gives you something to work for.
I find it incredibly useful, you probably just don't have the skill for it to be beneficial to you yet. Anytime I'm at or near town I'll have this up so I don't have to worry about tanking my bonus. I'm currently getting around 25 minutes for the duration. It's a higher tier spell, it gives you something to work for.
HEATHCHRISTINE
Re: Memory of Nature
02/07/2013 09:38 AM CST
I like this spell to. My duration isn't great yet, but I use it before each hunt trip in urban areas. Doesn't cover the whole trip, but certainly helps cut down on bonus loss. Also, cast it before each segment of my stealing run, and so I have no problems with that extra time in urban areas.
Huge boon to my style of play.
Jalika
Huge boon to my style of play.
Jalika
TEVESHSZAT
Re: Memory of Nature
02/07/2013 10:49 AM CST
>>I thought all spells had the same duration of like 30-40 minutes at cap?
I think most "regular" spells do, but battle spells are more around 10 minutes, rituals and others can be notably longer, and then there are just general exceptions to the rule (For example, I'm nowhere near the casting cap but my zombies last over two hours).
The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
I think most "regular" spells do, but battle spells are more around 10 minutes, rituals and others can be notably longer, and then there are just general exceptions to the rule (For example, I'm nowhere near the casting cap but my zombies last over two hours).
The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
KOKIE420
Re: Memory of Nature
02/07/2013 01:20 PM CST
I'm in agreement w/ Dae there, i'd like to see this spell allow us to cast wilderness only spells in town while it's on the ranger. i.e. COTW, GRIZ, BB That'd make it useful.
~Nefidyne
>
Kssarh gestures at you.
Two Ranger journeymen materialize out of the surrounding trees and begin to whisper to Kssarh as they escort him out of the area.
~Nefidyne
>
Kssarh gestures at you.
Two Ranger journeymen materialize out of the surrounding trees and begin to whisper to Kssarh as they escort him out of the area.
TEVESHSZAT
Re: Memory of Nature
02/07/2013 01:33 PM CST
>>I'm in agreement w/ Dae there, i'd like to see this spell allow us to cast wilderness only spells in town while it's on the ranger. i.e. COTW, GRIZ, BB That'd make it useful.
It's possible that the epedia entry is completely wrong, but it reads like it already does that.
The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
It's possible that the epedia entry is completely wrong, but it reads like it already does that.
The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
DAE83
Re: Memory of Nature
02/07/2013 03:08 PM CST
You reach out with your senses and see flickering streams of deep green and blue Life mana flowing through the area.
Letting your senses extend further, you feel there is glowing mana to the west, shimmering mana to the south, and flickering mana to the east.
You sense the Memory of Nature spell upon you, which will last for about twenty-two roisaen.
You are preparing the Earth Meld spell at twenty-one mana.
Roundtime: 3 sec.
R>l
[Shard, North City Gates]
The massive gates of the city of Shard rise up to the north. The twin doors of steel-braced ironwood give access to the North Bridge across the Lake of Tears. Somber guards watch on the battlements above. You also see the Sentinel Esharis, a prominent warning sign and a ladder to the top of the wall.
Also here: Antea.
Obvious paths: east, south, west.
R>
Glancing about the area, Sentinel Esharis takes on a very serene look.
>cast
You reach with both your hands and your senses for the wisdom of the earth.
The pattern for the Earth Meld spell cannot be manifested in this place.
>pre griz
Since you're not feeding enough power into the spell pattern to make it coherent, you quickly work your way to the minimum required.
With meditative movements you prepare your body for the Grizzly Claws spell.
>cast
You roar and draw your arms back. Unfortunately, you cannot muster the proper attunement to Nature in this place.
You sense the spell's energies fade, wasted.
Roundtime: 3 sec.
a less urban test
[Shard, North Bridge]
The Tower of Shard stabs upward over the city walls directly south, accompanied by a smaller, darker tower masked in its own gloom. To the north a vast field leads up to the edge of the Dragon's Breath Forest.
Also here: Antea.
Obvious paths: north, south.
>pre em
>
Since you're not feeding enough power into the spell pattern to make it coherent, you quickly work your way to the minimum required.
With meditative movements you prepare your body for the Earth Meld spell.
>
You feel fully rested.
>cast
You reach with both your hands and your senses for the wisdom of the earth.
The pattern for the Earth Meld spell cannot be manifested in this place.
>
I have 550 utility and around 750 or more life magic etc. I can cast at around 65 mana so I get about 30 minutes when.
The Dragon priest hisses, "We'd have won, too, if it weren't for thossse meddling kidsss."
>
TEVESHSZAT
Re: Memory of Nature
02/07/2013 03:15 PM CST
Ick. Hopefully epedia's right and that's just a spell bug. Not sure what else "Allows casting of spell which require high-wilderness, regardless of environmental settings" could mean.
The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
GALLAHAN
Re: Memory of Nature
02/07/2013 04:06 PM CST
It would be cool if it allowed us to cast wilderness spells in town, whether in general or based on how much mana you put in vs how urban the environment is.
Either way, I still think it is a very useful spell.
I can now turn metal into ingots, help out in invasions, participate in meetings, go to auctions, or just chat with people in town without tanking my bonus.
I can cast it to last just under 30 minutes which is often more than enough time to do what I need to in town.. otherwise I can run back out of town real quick to recast, no big deal.
Either way, I still think it is a very useful spell.
I can now turn metal into ingots, help out in invasions, participate in meetings, go to auctions, or just chat with people in town without tanking my bonus.
I can cast it to last just under 30 minutes which is often more than enough time to do what I need to in town.. otherwise I can run back out of town real quick to recast, no big deal.
LUCKYSEVENS
Re: Memory of Nature
02/07/2013 06:36 PM CST
I put that in the Epedia article, without really knowing if it was true or not. Apparently it isn't.
GENT
GENT
TILTINGVAGABOND
Re: Memory of Nature
02/07/2013 07:52 PM CST
>>spell allow us to cast wilderness only spells in town while it's on the ranger.
This is about the only thing at would make it more than a parlor trick. While bonus is useful and all that jazz for a spell that is that crazy hard to cast there should be some other perk beside something that most of us have lived 5+ years with.
My personal opinion is that this should have been a 3rd cyclic spell and just made the ranger feel as though they were in a a different stage of room based on how much mana was in each pulse.
Make it suck 20 mana or 30 mana a pulse... whatever.
This would be 100x more useful and would make much more sense.
Player of Diggan, Ranger & Halfing of Aesry
This is about the only thing at would make it more than a parlor trick. While bonus is useful and all that jazz for a spell that is that crazy hard to cast there should be some other perk beside something that most of us have lived 5+ years with.
My personal opinion is that this should have been a 3rd cyclic spell and just made the ranger feel as though they were in a a different stage of room based on how much mana was in each pulse.
Make it suck 20 mana or 30 mana a pulse... whatever.
This would be 100x more useful and would make much more sense.
Player of Diggan, Ranger & Halfing of Aesry
C0UGAR
Re: Memory of Nature
02/07/2013 08:16 PM CST
<<I put that in the Epedia article, without really knowing if it was true or not. Apparently it isn't.
Why? Why would you ever put something on there that you didnt know for a fact? I can understand some things being incorrect because they are outdated, but posting data on there, of something that you didnt know ahead of time is irresponsible. I'd prefer someone leave it incomplete, rather than making it incorrect.
Falker
Why? Why would you ever put something on there that you didnt know for a fact? I can understand some things being incorrect because they are outdated, but posting data on there, of something that you didnt know ahead of time is irresponsible. I'd prefer someone leave it incomplete, rather than making it incorrect.
Falker
KOKIE420
Re: Memory of Nature
02/07/2013 08:48 PM CST
MMM wrong again. Though i'd like to see it actually do something other than slow the decay of a bonus. I'd like to see it;
A.) Let us cast spells in town we can't otherwise cast
B.) have the duration pushed up ALOT, and the min prep lowered ALOT if A is found unacceptable.
C.) Make it so inexperienced players can't crosspost outside of their main knowledge base.
~Nefidyne
>
Kssarh gestures at you.
Two Ranger journeymen materialize out of the surrounding trees and begin to whisper to Kssarh as they escort him out of the area.
A.) Let us cast spells in town we can't otherwise cast
B.) have the duration pushed up ALOT, and the min prep lowered ALOT if A is found unacceptable.
C.) Make it so inexperienced players can't crosspost outside of their main knowledge base.
~Nefidyne
>
Kssarh gestures at you.
Two Ranger journeymen materialize out of the surrounding trees and begin to whisper to Kssarh as they escort him out of the area.
LUCKYSEVENS
Re: Memory of Nature
02/08/2013 01:16 AM CST
>>Why? Why would you ever put something on there that you didnt know for a fact?
Because at the time I thought it to be true, so I added it. And between the dozens of hours I put in on the Test instance and the time I spent gathering, organizing, and documenting the data I collected for the 3.0 changes, I neglected in this case to double check this particular spell. I made a mistake and now I just fixed it.
>>I'd prefer someone leave it incomplete, rather than making it incorrect.
I didn't knowingly add the information thinking it was incorrect. I had every intention of double-checking all the new spell info, but I missed one. Next time I will be more responsible and wait until I've verified that everything I've typed is correct.
GENT
Because at the time I thought it to be true, so I added it. And between the dozens of hours I put in on the Test instance and the time I spent gathering, organizing, and documenting the data I collected for the 3.0 changes, I neglected in this case to double check this particular spell. I made a mistake and now I just fixed it.
>>I'd prefer someone leave it incomplete, rather than making it incorrect.
I didn't knowingly add the information thinking it was incorrect. I had every intention of double-checking all the new spell info, but I missed one. Next time I will be more responsible and wait until I've verified that everything I've typed is correct.
GENT
KOKIE420
Re: Memory of Nature
02/08/2013 02:42 AM CST
Don't feel bad buddy, it SHOULD do what you typed. Honestly. The problem here is it doesn't which is why we're in the complaints folder?
~Nefidyne
>
Kssarh gestures at you.
Two Ranger journeymen materialize out of the surrounding trees and begin to whisper to Kssarh as they escort him out of the area.
~Nefidyne
>
Kssarh gestures at you.
Two Ranger journeymen materialize out of the surrounding trees and begin to whisper to Kssarh as they escort him out of the area.
DAE83
Re: Memory of Nature
02/08/2013 04:35 AM CST
sorry I should have been clearer.. IT DOES exactly what the post says...
its just insanely weak considering how elanthia is set up. It helps in NEUTRAL rooms and allows you to cast those spells restricted in those areas. But if you move anywhere on the other side of the urban setting MON stops being effective.
So you can cast EM in a what is normally a neutral room because it then reacts as a wilderness room. Even when you pace.. so you can SEE what sorta bonus you are getting, problem is you can see what sorta bonus YOU are not getting.
A more magical ranger might want to test but at 65 cast anything nearing the urban spectrum negates the spell usefulness.
The Dragon priest hisses, "We'd have won, too, if it weren't for thossse meddling kidsss."
>
its just insanely weak considering how elanthia is set up. It helps in NEUTRAL rooms and allows you to cast those spells restricted in those areas. But if you move anywhere on the other side of the urban setting MON stops being effective.
So you can cast EM in a what is normally a neutral room because it then reacts as a wilderness room. Even when you pace.. so you can SEE what sorta bonus you are getting, problem is you can see what sorta bonus YOU are not getting.
A more magical ranger might want to test but at 65 cast anything nearing the urban spectrum negates the spell usefulness.
The Dragon priest hisses, "We'd have won, too, if it weren't for thossse meddling kidsss."
>
LUCKYSEVENS
Re: Memory of Nature
02/08/2013 10:05 AM CST
Alright, just finished the testing I had intended to do previously. Turns out my hunch was correct. I'll update elanthipedia again:
MON gives a slight bonus to your effective wilderness room-bonus. You likely won't notice a change in a high wilderness area, but the effect is noticeable in high urban areas. A room's wilderness setting is quantifiable when checked against your min/max spell preps (via DISCERN if your skill is higher enough to get that information):
For instance, standing outside the Crossing guild, the max prep for Instinct should be 91. If you step inside to the West Grove (go door, go door, weest), the max prep will drop to 90. This amounts to an effective spell casting bonus the more wild the room is. If you step outside the gate to the guild (which is 'trapped animal', you'll notice the max prep for Instinct jump to 106. With MON it drops to 104. Also, within the Empath guild (which is neutral) it drops from 100 to 99.
You can also quick-check using PACE, but the messaging with PACE is not really granular enough to tell you if you are getting the bonus in some areas. However, if MON pushes you up high enough, you'll notice that the PACE messaging changes.
I tested from 30-45 mana (my personal cap) and the bonus does not appear to scale. Given that this is the pinnacle of Ranger spell casting, it would be nice to have the spell scale.
Thanks
GENT
MON gives a slight bonus to your effective wilderness room-bonus. You likely won't notice a change in a high wilderness area, but the effect is noticeable in high urban areas. A room's wilderness setting is quantifiable when checked against your min/max spell preps (via DISCERN if your skill is higher enough to get that information):
For instance, standing outside the Crossing guild, the max prep for Instinct should be 91. If you step inside to the West Grove (go door, go door, weest), the max prep will drop to 90. This amounts to an effective spell casting bonus the more wild the room is. If you step outside the gate to the guild (which is 'trapped animal', you'll notice the max prep for Instinct jump to 106. With MON it drops to 104. Also, within the Empath guild (which is neutral) it drops from 100 to 99.
You can also quick-check using PACE, but the messaging with PACE is not really granular enough to tell you if you are getting the bonus in some areas. However, if MON pushes you up high enough, you'll notice that the PACE messaging changes.
I tested from 30-45 mana (my personal cap) and the bonus does not appear to scale. Given that this is the pinnacle of Ranger spell casting, it would be nice to have the spell scale.
Thanks
GENT
LUCKYSEVENS
Re: Memory of Nature
02/08/2013 10:28 AM CST
Okay, I updated the article. http://elanthipedia.org/w/index.php/Memory_of_Nature
I don't really love the wording, but I think it is clear enough?
Thanks
GENT
I don't really love the wording, but I think it is clear enough?
Thanks
GENT
KOKIE420
Re: Memory of Nature
02/08/2013 01:10 PM CST
Oh by the way you might find that you could already cast GRIZ, COTW, BLEND, in neutral areas. MoN didn't change that.
~Nefidyne
>
Kssarh gestures at you.
Two Ranger journeymen materialize out of the surrounding trees and begin to whisper to Kssarh as they escort him out of the area.
~Nefidyne
>
Kssarh gestures at you.
Two Ranger journeymen materialize out of the surrounding trees and begin to whisper to Kssarh as they escort him out of the area.