AS is hardly the only thing that level gets factored in to. It just happens to be one of the most visible and (depending on the animate) valuable aspects.
Tal.
TANDL
ROLFARD
Re: Post Release Review
08/18/2015 06:19 PM CDT
Nice updates on both demons and animates. Excited to check this out.
Rolf
Rolf
ROLFARD
Post release bug with Animate Dead (730)
08/18/2015 06:27 PM CDT
TL:DR soulstone wand worked on a pyrothag with no gem. Soulstone wand with gem is bugged with pyrothag though. Maybe it doesn't want to be level 98.
[Basalt Plateau, Second Tier - 2170]
The track circles an immense pillar of glaes, towering over the trail on its western shoulder like a colossal sentry watching the approach. A smaller track winds its way to the east, as if fleeing the monolith to find refuge against the cliff face bordering the plain. You also see a massive pyrothag that appears dead and a massive pyrothag that appears dead.
Obvious paths: north, east, south
You wave your soulstone wand at a massive pyrothag.
1d100: 69 + Modifiers: 250 == 319
A bubbling black mist slithers forth from your wand and curls around a massive pyrothag's body. It dissolves upon contact with him and disappears. The stench of decay begins to dissipate and the pyrothag's decomposition slows noticeably.
Cast Roundtime 3 Seconds.
>get my d sap
You remove a dragonsbreath sapphire from in your veniom-threaded satchel.
>
Small pieces of volcanic ash and soot drift slowly down from the sky.
>730 py
You hear a blast of thunder as you twist the spiritual and elemental forces into one manifestation, preparing the Animate Dead spell...
Your spell is ready.
>
You gesture at a massive pyrothag.
d100: 12 + Modifiers: 336 == 348
You intone deeply over a massive pyrothag's body as slender glowing wisps gather around the dragonsbreath sapphire in your hand like a swarm of moths to a lantern. After a few moments the sapphire begins to take on a slight glow, growing warm to the touch, and the massive pyrothag's body starts to show subtle signs of movement. Finally, the glow surrounding the sapphire envelops the body and flares brightly before fading out, revealing a husk of a dragonsbreath sapphire and an upright animated massive pyrothag.
>l
[Basalt Plateau, Second Tier - 2170]
The track circles an immense pillar of glaes, towering over the trail on its western shoulder like a colossal sentry watching the approach. A smaller track winds its way to the east, as if fleeing the monolith to find refuge against the cliff face bordering the plain. You also see a pile of ash flakes, an animated massive pyrothag and a massive pyrothag that appears dead.
Obvious paths: north, east, south
>tel ani to follow
You have no animate at this time.
>
* Jhenal was just put on ice!
>730 second py
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>
You gesture at a massive pyrothag.
d100: 44 + Modifiers: 320 == 364
You intone deeply over a massive pyrothag's body as slender glowing wisps gather around the dragonsbreath sapphire in your hand like a swarm of moths to a lantern. After a few moments the sapphire begins to take on a slight glow, growing warm to the touch, and the massive pyrothag's body starts to show subtle signs of movement. Finally, the glow surrounding the sapphire envelops the body and flares brightly before fading out, revealing a husk of a dragonsbreath sapphire and an upright animated massive pyrothag.
>glance
You glance down to see a dragonsbreath sapphire in your right hand and nothing in your left hand.
>
Large rocks tumble down from the volcano as the ground shudders briefly.
>tel ani to follow
You have no animate at this time.
[Basalt Plateau, Second Tier - 2170]
The track circles an immense pillar of glaes, towering over the trail on its western shoulder like a colossal sentry watching the approach. A smaller track winds its way to the east, as if fleeing the monolith to find refuge against the cliff face bordering the plain. You also see a massive pyrothag that appears dead and a massive pyrothag that appears dead.
Obvious paths: north, east, south
You wave your soulstone wand at a massive pyrothag.
1d100: 69 + Modifiers: 250 == 319
A bubbling black mist slithers forth from your wand and curls around a massive pyrothag's body. It dissolves upon contact with him and disappears. The stench of decay begins to dissipate and the pyrothag's decomposition slows noticeably.
Cast Roundtime 3 Seconds.
>get my d sap
You remove a dragonsbreath sapphire from in your veniom-threaded satchel.
>
Small pieces of volcanic ash and soot drift slowly down from the sky.
>730 py
You hear a blast of thunder as you twist the spiritual and elemental forces into one manifestation, preparing the Animate Dead spell...
Your spell is ready.
>
You gesture at a massive pyrothag.
d100: 12 + Modifiers: 336 == 348
You intone deeply over a massive pyrothag's body as slender glowing wisps gather around the dragonsbreath sapphire in your hand like a swarm of moths to a lantern. After a few moments the sapphire begins to take on a slight glow, growing warm to the touch, and the massive pyrothag's body starts to show subtle signs of movement. Finally, the glow surrounding the sapphire envelops the body and flares brightly before fading out, revealing a husk of a dragonsbreath sapphire and an upright animated massive pyrothag.
>l
[Basalt Plateau, Second Tier - 2170]
The track circles an immense pillar of glaes, towering over the trail on its western shoulder like a colossal sentry watching the approach. A smaller track winds its way to the east, as if fleeing the monolith to find refuge against the cliff face bordering the plain. You also see a pile of ash flakes, an animated massive pyrothag and a massive pyrothag that appears dead.
Obvious paths: north, east, south
>tel ani to follow
You have no animate at this time.
>
* Jhenal was just put on ice!
>730 second py
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>
You gesture at a massive pyrothag.
d100: 44 + Modifiers: 320 == 364
You intone deeply over a massive pyrothag's body as slender glowing wisps gather around the dragonsbreath sapphire in your hand like a swarm of moths to a lantern. After a few moments the sapphire begins to take on a slight glow, growing warm to the touch, and the massive pyrothag's body starts to show subtle signs of movement. Finally, the glow surrounding the sapphire envelops the body and flares brightly before fading out, revealing a husk of a dragonsbreath sapphire and an upright animated massive pyrothag.
>glance
You glance down to see a dragonsbreath sapphire in your right hand and nothing in your left hand.
>
Large rocks tumble down from the volcano as the ground shudders briefly.
>tel ani to follow
You have no animate at this time.
DAID
Re: Post release bug with Animate Dead (730)
08/18/2015 06:49 PM CDT
>Maybe it doesn't want to be level 98.
Anyone that's not post-cap wants to be level 98. It's what all the cool kids are doing!
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Anyone that's not post-cap wants to be level 98. It's what all the cool kids are doing!
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
GS4-ESTILD
Re: Post release bug with Animate Dead (730)
08/18/2015 07:30 PM CDT
Try again and let me know the results.
GameMaster Estild
GameMaster Estild
GS4-ESTILD
Re: Post Release Review
08/18/2015 07:32 PM CDT
One other update to Animate Dead (730): you may now re-animate a player once the first animation ends (due to time running out, being disconnected, etc).
GameMaster Estild
GameMaster Estild
ROLFARD
Re: Post release bug with Animate Dead (730)
08/18/2015 07:51 PM CDT
Just animated a kobold using the wand and no gem. It isn't showing any change in level (same AS and TD so perhaps not benefiting from the soulstone wand boost). A second kobold animated using the soulstone wand and a star sapphire seems to be 3 levels higher (9 more TD).
ROLFARD
Re: Post release bug with Animate Dead (730)
08/18/2015 07:56 PM CDT
My mistake on duration. The second kobold with only 10 minutes missed the soulstone wand step.
CAELRIC
Re: Post Release Review
08/18/2015 08:18 PM CDT
* Wyrewood rattles now grant a sizeable bonus (~25%) when held and summoning a demon (stacks with a runestone). |
Good change, thanks!
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
GIBESON1
Re: Post Release Review
08/18/2015 08:31 PM CDT
Great changes for wand and rattle holders.
Still no change in the duration though, this sadly means my use for this spell has come to an end.
Still no change in the duration though, this sadly means my use for this spell has come to an end.
GIBESON1
Re: Post Release Review
08/18/2015 08:36 PM CDT
Also the reduced spell duration from magic cast by them makes this function almost laughable. I'll get any spell for more duration with less of mana cost off a scroll.
ROLFARD
Re: Post release bug with Animate Dead (730)
08/18/2015 08:53 PM CDT
Soulstone wand and a 10k+ gem made a level 58 pyrothag into a level 85 one. That's +27 levels which I think is not stacking +10 for soulstone wand bonus. Thanks for the quick responses!
ARIETTA
Re: Post Release Review
08/18/2015 11:46 PM CDT
<<<One other update to Animate Dead (730): you may now re-animate a player once the first animation ends (due to time running out, being disconnected, etc).>>>
Awesome.. Thank you. 😊
Awesome.. Thank you. 😊
ASHRAAM
Re: Post Release Review
08/19/2015 03:20 PM CDT
>> * Due to the significantly increased accessibility of the spell, we've had to lower the duration of enhancement spells cast by animates. The duration is limited to the remaining duration of the animate itself.
Is this entirely necessary? I realize that it was "easier" for a sorcerer to go around finding some outside spells, but it still cost 3x711 + 30 mana to get the animate and then you had to patiently wait while they put spells on you provided that they had sufficient mana.
Animates rarely cast useful spells. I think you could only reliably get 503 and 618 (and 202, but who would spend 63 mana for a cast of 202...). Most critters were either non-BCS and wouldn't cast spells on you, or just spammed things like Wizard's Shield until they ran out of mana. I scoured all of Elanthia testing every magical creature I could animate just to see what kind of spells were out there (which was super fun, so thanks!), but now my research will prove useless I suppose. ::sadface::
I was really enjoying this aspect of the 730 spell. At this point, the MAGIC verb basically has little to no value. Any way we have this changed so that they stack of the spell cannot be longer than your animate's original duration.
I.E. - They cast 503 at us, and it only stacks an additional 10 minutes instead of being 20-40 minutes per cast? This would make the spells much less accessible for long duration, and would require a lot of patience and mana on the sorcerer's part to stack up any considerable duration of any specific spells.
Is this entirely necessary? I realize that it was "easier" for a sorcerer to go around finding some outside spells, but it still cost 3x711 + 30 mana to get the animate and then you had to patiently wait while they put spells on you provided that they had sufficient mana.
Animates rarely cast useful spells. I think you could only reliably get 503 and 618 (and 202, but who would spend 63 mana for a cast of 202...). Most critters were either non-BCS and wouldn't cast spells on you, or just spammed things like Wizard's Shield until they ran out of mana. I scoured all of Elanthia testing every magical creature I could animate just to see what kind of spells were out there (which was super fun, so thanks!), but now my research will prove useless I suppose. ::sadface::
I was really enjoying this aspect of the 730 spell. At this point, the MAGIC verb basically has little to no value. Any way we have this changed so that they stack of the spell cannot be longer than your animate's original duration.
I.E. - They cast 503 at us, and it only stacks an additional 10 minutes instead of being 20-40 minutes per cast? This would make the spells much less accessible for long duration, and would require a lot of patience and mana on the sorcerer's part to stack up any considerable duration of any specific spells.
DAID
Re: Post Release Review
08/19/2015 08:01 PM CDT
<<<One other update to Animate Dead (730): you may now re-animate a player once the first animation ends (due to time running out, being disconnected, etc).>>>
Thank you!! This also addresses very nicely my points regarding LK. If the corpse is animated and the LK wears off, we can tell them to die, LK them, and reanimate if necessary. If this was literally the only change to 730 with HSN, I'd be pretty happy with the update. And you all did so much more!
>> * Due to the significantly increased accessibility of the spell, we've had to lower the duration of enhancement spells cast by animates. The duration is limited to the remaining duration of the animate itself.
>Is this entirely necessary? I realize that it was "easier" for a sorcerer to go around finding some outside spells, but it still cost 3x711 + 30 mana to get the animate and then you had to patiently wait while they put spells on you provided that they had sufficient mana.
>I was really enjoying this aspect of the 730 spell. At this point, the MAGIC verb basically has little to no value. Any way we have this changed so that they stack of the spell cannot be longer than your animate's original duration.
I have to agree with this criticism. What spells are we even looking at here? Neglecting all 100s and 400s, as well as the mass spells, we aren't left with very much: https://gswiki.play.net/mediawiki/index.php/Buff_spells#Generic_spells_of_interest
Some things are certainly missing from the generic list (e.g. 204, 207, 602, ...) but the 1200s and 1600s might be hard to come by.
We're literally looking at 202, 503, 509, and 618 at the main spells of any general interest. Besides 618, these are all a cinch to find on scrolls. One supposes the animate that spams 919 while following you isn't the worst thing ever, but considering the four spells of general interest that might be found with some consistency, the MAGIC feature is looking like a cantrip a best now.
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Thank you!! This also addresses very nicely my points regarding LK. If the corpse is animated and the LK wears off, we can tell them to die, LK them, and reanimate if necessary. If this was literally the only change to 730 with HSN, I'd be pretty happy with the update. And you all did so much more!
>> * Due to the significantly increased accessibility of the spell, we've had to lower the duration of enhancement spells cast by animates. The duration is limited to the remaining duration of the animate itself.
>Is this entirely necessary? I realize that it was "easier" for a sorcerer to go around finding some outside spells, but it still cost 3x711 + 30 mana to get the animate and then you had to patiently wait while they put spells on you provided that they had sufficient mana.
>I was really enjoying this aspect of the 730 spell. At this point, the MAGIC verb basically has little to no value. Any way we have this changed so that they stack of the spell cannot be longer than your animate's original duration.
I have to agree with this criticism. What spells are we even looking at here? Neglecting all 100s and 400s, as well as the mass spells, we aren't left with very much: https://gswiki.play.net/mediawiki/index.php/Buff_spells#Generic_spells_of_interest
Some things are certainly missing from the generic list (e.g. 204, 207, 602, ...) but the 1200s and 1600s might be hard to come by.
We're literally looking at 202, 503, 509, and 618 at the main spells of any general interest. Besides 618, these are all a cinch to find on scrolls. One supposes the animate that spams 919 while following you isn't the worst thing ever, but considering the four spells of general interest that might be found with some consistency, the MAGIC feature is looking like a cantrip a best now.
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
ARIETTA
Re: Post Release Review
08/20/2015 01:40 AM CDT
I never had much luck getting an animate to ever cast anything useful on me. They'd waste all their mana casting (for example) deep blues on me...then wind up blowing their nerves and becoming utterly useless lumps of walking flesh. Great. I gave up.
To make them even worse by slashing the duration? Doesn't really make much sense to me, unless you also plan to improve the magic ability somehow.
~ GtG
To make them even worse by slashing the duration? Doesn't really make much sense to me, unless you also plan to improve the magic ability somehow.
~ GtG
GOAT
Re: Post Release Review
08/20/2015 08:03 PM CDT
Thank you for the follow-ups! Especially glad to see max MAL boost.
ROLFARD
Re: Post release bug with Animate Dead (730)
08/21/2015 08:46 AM CDT
Confirming the soulstone wand level boost is not currently in effect (ex: shown does not use a gem)
>app rad
The triton radical is medium in size and about six feet high in his current state.
>>The radical would be a pretty even match for you.
You gesture at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +540 - TD: +405 + CvA: +25 + d100: +16 == +176
Warding failed!
A triton radical contorts in excruciating agony!
(+7 sec roundtime!)
(35% max health damage!)
... 105 points of damage!
The triton radical collapses, gurgling once with a wrathful look on his face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
The guiding force leaves a triton radical.
The warm glow fades from around a triton radical.
Cast Roundtime 3 Seconds.
>
You wave your soulstone wand at a triton radical.
1d100: 34 + Modifiers: 273 == 307
A bubbling black mist slithers forth from your wand and curls around a triton radical's body. It dissolves upon contact with him and disappears. The stench of decay begins to dissipate and the radical's decomposition slows noticeably.
Cast Roundtime 3 Seconds.
>
You gesture at a triton radical.
d100: 53 + Modifiers: 152 == 205
You intone deeply over a triton radical's body as slender glowing wisps gather around your body like a swarm of moths to a lantern. After a few moments you begin to take on a slight glow and the triton radical's body starts to show subtle signs of movement. Finally, the glow surrounding you envelops the body and flares brightly before fading out, revealing an upright animated triton radical.
Cast Roundtime 3 Seconds.
>app rad
The triton radical is medium in size and about six feet high in his current state.
>>The radical would be a pretty even match for you.
>app rad
The triton radical is medium in size and about six feet high in his current state.
>>The radical would be a pretty even match for you.
You gesture at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +540 - TD: +405 + CvA: +25 + d100: +16 == +176
Warding failed!
A triton radical contorts in excruciating agony!
(+7 sec roundtime!)
(35% max health damage!)
... 105 points of damage!
The triton radical collapses, gurgling once with a wrathful look on his face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
The guiding force leaves a triton radical.
The warm glow fades from around a triton radical.
Cast Roundtime 3 Seconds.
>
You wave your soulstone wand at a triton radical.
1d100: 34 + Modifiers: 273 == 307
A bubbling black mist slithers forth from your wand and curls around a triton radical's body. It dissolves upon contact with him and disappears. The stench of decay begins to dissipate and the radical's decomposition slows noticeably.
Cast Roundtime 3 Seconds.
>
You gesture at a triton radical.
d100: 53 + Modifiers: 152 == 205
You intone deeply over a triton radical's body as slender glowing wisps gather around your body like a swarm of moths to a lantern. After a few moments you begin to take on a slight glow and the triton radical's body starts to show subtle signs of movement. Finally, the glow surrounding you envelops the body and flares brightly before fading out, revealing an upright animated triton radical.
Cast Roundtime 3 Seconds.
>app rad
The triton radical is medium in size and about six feet high in his current state.
>>The radical would be a pretty even match for you.
GS4-ESTILD
Re: Post release bug with Animate Dead (730)
08/21/2015 10:42 AM CDT
ROLFARD |
Confirming the soulstone wand level boost is not currently in effect (ex: shown does not use a gem) |
You have to be holding the soulstone wand or wyrwood rattles when casting the spell to get the benefit.
GameMaster Estild
ROLFARD
Re: Post release bug with Animate Dead (730)
08/21/2015 10:43 AM CDT
So simple I wish I had thought of it. I need to hold the wand when casting. Works great now! THANKS FOR ALL THE WONDER IN THE WAND, Estild!
Rolf
Rolf
ASPEN
Re: Post Release Review
08/22/2015 08:40 AM CDT
>I never had much luck getting an animate to ever cast anything useful on me. They'd waste all their mana casting (for example) deep blues on me...then wind up blowing their nerves and becoming utterly useless lumps of walking flesh. Great. I gave up.
Agreed. If you're going to do this, you might as well throw us a bone and let us PICK the spell they're casting at low duration.
ASPEN
Re: Post release bug with Animate Dead (730)
08/22/2015 08:56 AM CDT
... also, these changes are corrective, yes, thank you, but I still think Necromancy Lore is poorly represented in Animate Dead. Which. Makes. No. Sense.
For my own testing I checked out a Janissary. Without any gem TD on Forget. went from 300 to 340. With a diamond of unknown value TD vs 701 went from 353 to 422.
ASPEN
Re: Post release bug with Animate Dead (730)
08/22/2015 08:57 AM CDT
..and I just really wish, maybe with necrolore, we could get the duration up to an hour. An hour is infinitely more useful than 30minutes.
ROLFARD
Re: Post release bug with Animate Dead (730)
08/22/2015 12:29 PM CDT
For the 10 minutes to make a single shot of crystals (if you have none) and assuming it's night (for a moonflower) the return on investment for necromancy lore when using animate dead makes it most desirable to skip making salts all together for the increase of 10-15 minutes and just use a salt-free animate.
Those who previously boasted the highest of lore training will continue to wish for a return to the days of 2 hours+ in their animates duration.
Most of the changes are improvements. Radical ones at that that change the spell and how useful one can make it. Some things could still use a slight tweak. HSN ain't over yet (I hope)!
:)
Those who previously boasted the highest of lore training will continue to wish for a return to the days of 2 hours+ in their animates duration.
Most of the changes are improvements. Radical ones at that that change the spell and how useful one can make it. Some things could still use a slight tweak. HSN ain't over yet (I hope)!
:)
ROLFARD
Re: Post release bug with Animate Dead (730)
08/27/2015 01:09 PM CDT
It appears even with the increased maximum level of animate with a soulstone wand, the cap on enhancing creature level is still level 115.
LEVEL: 100
WIS BONUS: 30
WITH WAND AND 5K GEM, ESTIMATED ANIMATE LEVEL 122, ACTUAL LEVEL 115.
The triton radical is medium in size and about six feet high in his current state.
The radical would be a pretty even match for you.
>tar rad
You are now targeting a triton radical.
>719
You hear a blast of thunder as you twist the spiritual and elemental forces into one manifestation, preparing the Dark Catalyst spell...
Your spell is ready.
You gesture at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +548 - TD: +405 + CvA: +25 + d100: +36 == +204
Warding failed!
... and hits for 40 points of damage!
A triton radical is suddenly engulfed in flames of pure essence!
... 70 points of damage!
Back burnt to the bone. Smoke curls up from what's left of a triton radical.
The triton radical collapses, gurgling once with a wrathful look on his face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
You feel 5 mana surge into you!
Cast Roundtime 3 Seconds.
>
You wave your soulstone wand at a triton radical.
1d100: 82 + Modifiers: 265 == 347
A bubbling black mist slithers forth from your wand and curls around a triton radical's body. It dissolves upon contact with him and disappears. The stench of decay begins to dissipate and the radical's decomposition slows noticeably.
Cast Roundtime 3 Seconds.
>app my diam
You peer intently at the uncut diamond as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the uncut diamond is of average quality and worth approximately 5200 silvers.
Roundtime: 3 sec.
R>730 rad
You hear a blast of thunder as you twist the spiritual and elemental forces into one manifestation, preparing the Animate Dead spell...
Your spell is ready.
>
You gesture at a triton radical.
d100: 93 + Modifiers: 172 == 265
You intone deeply over a triton radical's body as slender glowing wisps gather around the uncut diamond in your hand like a swarm of moths to a lantern. After a few moments the diamond begins to take on a slight glow, growing warm to the touch, and the triton radical's body starts to show subtle signs of movement. Finally, the glow surrounding the diamond envelops the body and flares brightly before fading out, revealing a husk of an uncut diamond and an upright animated triton radical.
Cast Roundtime 3 Seconds.
You point your soulstone wand at an animated triton radical.
1d100: 77 + Modifiers: 387 == 464
Misty black smoke gushes forth from your soulstone wand, carefully encircling an animated triton radical. Your soulstone wand warms slightly as the pure white light radiating from its soulstone shell melds with the misty black smoke, as if infusing it with some unknown power. The radical shudders momentarily as its wounds begin to suture themselves. After several painful groans, the radical begins to look healtier, although still quite dead.
Cast Roundtime 3 Seconds.
>
>
The triton radical is medium in size and about six feet high in his current state.
The radical should prove to be a difficult challenge for you.
>703 rad
You hear a blast of thunder as you twist the spiritual and elemental forces into one manifestation, preparing the Corrupt Essence spell...
Your spell is ready.
>
You gesture at an animated triton radical.
CS: +548 - TD: +416 + CvA: +25 + d100: +28 == +185
Warding failed!
An animated triton radical is suddenly surrounded by a blood red haze.
Cast Roundtime 3 Seconds.
>702 rad
You hear a blast of thunder as you twist the spiritual and elemental forces into one manifestation, preparing the Mana Disruption spell...
Your spell is ready.
>
You gesture at an animated triton radical.
CS: +548 - TD: +431 + CvA: +25 + d100: +78 == +220
Warding failed!
A powerful hit for 31 points of damage!
... 20 points of damage!
Major bones in the triton radical's right leg crack loudly!
It is knocked to the ground!
Cast Roundtime 3 Seconds.
LEVEL: 100
WIS BONUS: 30
WITH WAND AND 5K GEM, ESTIMATED ANIMATE LEVEL 122, ACTUAL LEVEL 115.
The triton radical is medium in size and about six feet high in his current state.
The radical would be a pretty even match for you.
>tar rad
You are now targeting a triton radical.
>719
You hear a blast of thunder as you twist the spiritual and elemental forces into one manifestation, preparing the Dark Catalyst spell...
Your spell is ready.
You gesture at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +548 - TD: +405 + CvA: +25 + d100: +36 == +204
Warding failed!
... and hits for 40 points of damage!
A triton radical is suddenly engulfed in flames of pure essence!
... 70 points of damage!
Back burnt to the bone. Smoke curls up from what's left of a triton radical.
The triton radical collapses, gurgling once with a wrathful look on his face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
You feel 5 mana surge into you!
Cast Roundtime 3 Seconds.
>
You wave your soulstone wand at a triton radical.
1d100: 82 + Modifiers: 265 == 347
A bubbling black mist slithers forth from your wand and curls around a triton radical's body. It dissolves upon contact with him and disappears. The stench of decay begins to dissipate and the radical's decomposition slows noticeably.
Cast Roundtime 3 Seconds.
>app my diam
You peer intently at the uncut diamond as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the uncut diamond is of average quality and worth approximately 5200 silvers.
Roundtime: 3 sec.
R>730 rad
You hear a blast of thunder as you twist the spiritual and elemental forces into one manifestation, preparing the Animate Dead spell...
Your spell is ready.
>
You gesture at a triton radical.
d100: 93 + Modifiers: 172 == 265
You intone deeply over a triton radical's body as slender glowing wisps gather around the uncut diamond in your hand like a swarm of moths to a lantern. After a few moments the diamond begins to take on a slight glow, growing warm to the touch, and the triton radical's body starts to show subtle signs of movement. Finally, the glow surrounding the diamond envelops the body and flares brightly before fading out, revealing a husk of an uncut diamond and an upright animated triton radical.
Cast Roundtime 3 Seconds.
You point your soulstone wand at an animated triton radical.
1d100: 77 + Modifiers: 387 == 464
Misty black smoke gushes forth from your soulstone wand, carefully encircling an animated triton radical. Your soulstone wand warms slightly as the pure white light radiating from its soulstone shell melds with the misty black smoke, as if infusing it with some unknown power. The radical shudders momentarily as its wounds begin to suture themselves. After several painful groans, the radical begins to look healtier, although still quite dead.
Cast Roundtime 3 Seconds.
>
>
The triton radical is medium in size and about six feet high in his current state.
The radical should prove to be a difficult challenge for you.
>703 rad
You hear a blast of thunder as you twist the spiritual and elemental forces into one manifestation, preparing the Corrupt Essence spell...
Your spell is ready.
>
You gesture at an animated triton radical.
CS: +548 - TD: +416 + CvA: +25 + d100: +28 == +185
Warding failed!
An animated triton radical is suddenly surrounded by a blood red haze.
Cast Roundtime 3 Seconds.
>702 rad
You hear a blast of thunder as you twist the spiritual and elemental forces into one manifestation, preparing the Mana Disruption spell...
Your spell is ready.
>
You gesture at an animated triton radical.
CS: +548 - TD: +431 + CvA: +25 + d100: +78 == +220
Warding failed!
A powerful hit for 31 points of damage!
... 20 points of damage!
Major bones in the triton radical's right leg crack loudly!
It is knocked to the ground!
Cast Roundtime 3 Seconds.
GS4-ESTILD
Re: Post release bug with Animate Dead (730)
08/27/2015 01:29 PM CDT
The level of the animate is always boosted. That's never been an issue. Particular stats may be though. We'll have to double check on the TD.
GameMaster Estild
GameMaster Estild
ROLFARD
Re: Post release bug with Animate Dead (730)
08/27/2015 05:15 PM CDT
I really appreciate the the attention to detail with this development and the others. Thanks
rolf
rolf
KARDIOS
Re: Post Release Review
08/29/2015 05:34 AM CDT
<< These updates to 725 - Minor Summoning just went live a few minutes ago. I hope these changes help alleviate some of the concerns that were expressed in this thread. >> -GameMaster Cyraex
Unillusioned demons will not follow you to Mist Harbor unless you first toggle the town setting. In other towns where demons are legal or permitted, I am not having any problems.
Unillusioned demons will not follow you to Mist Harbor unless you first toggle the town setting. In other towns where demons are legal or permitted, I am not having any problems.
GS4-CYRAEX
Re: Post Release Review
09/01/2015 07:12 AM CDT
KARDIOS: |
Unillusioned demons will not follow you to Mist Harbor unless you first toggle the town setting. In other towns where demons are legal or permitted, I am not having any problems. |
Opps, looks like I missed Mist Harbor! This should be fixed now, please let me know if your still having issues.
GameMaster Cyraex
TARAKAN
Re: Post Release Review - sacrifice
09/01/2015 08:06 PM CDT
The fundamental problem with sacrifice is that its success largely depends on the level differential of sorcerer to victim. When the critter's level exceeds 100, it becomes nearly impossible to sacrifice, even when the potential victim is stunned. The same issue exists to a smaller extent with focused 720 and 710, even with the upgrades. At Duskruin, I was unable to successfully sacrifice anything despite many attempts. There needs to be some way to overcome this impediment, either via spell effect or new guild power.
If we are still looking for a spell idea for 750, when the greater demon's power is partially summoned and temporarily absorbed into the sorcerer, perhaps an effective level increase of up to +5 could be factored into the power of our spells that rely on that calculation, with sufficient training in demon lore. Perhaps the demonic essence could also make us temporarily unable to be hit by normal weapons too for say 60 seconds.
Tarakan
If we are still looking for a spell idea for 750, when the greater demon's power is partially summoned and temporarily absorbed into the sorcerer, perhaps an effective level increase of up to +5 could be factored into the power of our spells that rely on that calculation, with sufficient training in demon lore. Perhaps the demonic essence could also make us temporarily unable to be hit by normal weapons too for say 60 seconds.
Tarakan
OBSERVER
Re: Post Release Review - sacrifice
09/01/2015 09:14 PM CDT
I really like the idea of a spell temporarily raising your base level as part of its benefits.
DAID
Re: Post Release Review - sacrifice
09/02/2015 03:09 AM CDT
>I really like the idea of a spell temporarily raising your base level as part of its benefits.
Agreed, a nice idea!
I'd personally prefer to remove level checks in general (and the game has been moving more and more towards that direction), but that's a lot of dev work to retain a similar balance level while re-coding...a lot of stuff. So long as level continues to be an important factor for certain mechanics, being able to artificially boost it seems very useful, especially at cap.
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Agreed, a nice idea!
I'd personally prefer to remove level checks in general (and the game has been moving more and more towards that direction), but that's a lot of dev work to retain a similar balance level while re-coding...a lot of stuff. So long as level continues to be an important factor for certain mechanics, being able to artificially boost it seems very useful, especially at cap.
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
ROLFARD
Re: Post release bug with Animate Dead (730)
09/02/2015 10:33 AM CDT
Noticed that my level ~97 massive troll king animated with the soulstone wand and a red sunstone was able to have duration refreshed to 30 minutes according to spell active window when the wand was used. Then the animate dropped dead with ~10 minutes left according to spell active window while I was in a another room.
I re-tested with a rolton using the wand and no gem and the animate stuck around more than 20 minutes. Last test was a rolton with a clear zircon. The animate duration worked as expected. Strange.
I re-tested with a rolton using the wand and no gem and the animate stuck around more than 20 minutes. Last test was a rolton with a clear zircon. The animate duration worked as expected. Strange.
AIZEN1
Re: Post Release Review - sacrifice
09/03/2015 07:10 AM CDT
While on the discussion of sacrifice, has infest been working properly?
I seem to recall someone mentioning they didn't see a decrease in the future spawn of said creature infested, but I could be wrong.
- Puppetmaster of Saervy Kah'le'aq, the walking pestilence
I seem to recall someone mentioning they didn't see a decrease in the future spawn of said creature infested, but I could be wrong.
- Puppetmaster of Saervy Kah'le'aq, the walking pestilence