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3/30/2002 | Elemental Dispel Changes |
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Elemental Dispel (Minor Elemental 417) has been modified to have a variable mana cost based on the spell being dispelled. Both the Level and the Sphere (Elemental, Spiritual, Hybrid) are used to determine the mana cost. Dispelling Elemental spells will be less mana intensive than dispelling Spiritual spells. | |
3/30/2002 | Loresong Changes |
Some changes to the way that loresinging is handled were released. The bulk of the changes are
invisible to the players, and were made to resolve coding conflicts between systems.
As a result of the changes, longer loresongs (more than 4 verses) are more easily supported, and we hope to take advantage of this in the future with our auction/quest items. (Our more creative GMs are positively squirming in anticipation.) In addition, items with special loresongs rarely gave experience previously. This has been remedied, and bards should be receiving the appropriate experience for special loresongs. Every effort was made to ensure that the changes are backwards compatible. If you find that one of your items is not responding properly to loresongs, please BUG it. |
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3/30/2002 | Song of Unravelling Updates |
Song of Unravelling has been revised as follows:
1. Self-cast Unravelling has a TD reduction. 2. Unravelling another player or a creature in a sanctuary will only work with Targetted Unravels, and then only if the spell is an offensive or harmful spell. A bard can Unravel a nasty effect from a friend, but can't strip the defenses from a foe while in the sanctuary. 3. When Unravelling a magical item, the bard can attune himself to the item with a Loresong before initiating the Unravelling. Attuning will reduce the initial mana cost of the spellsong. 4. The mana cost for *initiating* untargetted Unravelling is now based on the spell being Unravelled, if applicable. 5. Players may now Unravel an E-blade, Edge, or Bless from a weapon. No mana is recovered for these types of Unravels. |
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3/29/2002 | Multi-skill Weapons and the Katar |
The first of the multi-skill weapons, the katar, was released. | |
3/28/2002 | Thrown Weapons |
While any weapon may be thrown, the first five of the true thrown weapons were released into the game: the discus, the throwing net, the dart, the quoit and the bola. | |
3/20/2002 | As Different as Day and Night |
Due to the success of the ArchMages, and your efforts at foiling the Viishmir, the world has
returned to its normal cycles of day and night. The system includes room description changes, day and
night messages and much, much more.
Enjoy the sunsets and sunrises with loved ones, and walk through glades in the waning moonlight as you gaze at the stars. As a special gift to celebrate this enormous release, you may find a special commemorative orb in your inventory when you log in. (And yes, Day/Night will give the staff many new and interesting ways to kill you! Enjoy!) |
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3/19/2002 | New Creature, The Lich Qyn'arj |
The first nightime creature, the Lich Qyn'arg, was released in conjunction with the day/night system. | |
3/19/2002 | Day & Night |
Night fell upon Elanthia (FOR REAL!) for the first time on the evening of March 19, 2002. A new day/night system was released in GemStone III. This system includes day/night message, room description changes, and much, much more. | |
3/15/2002 | TEND Changes |
Changes to the TEND verb were released.
The most notable changes are: 1. Tending wounds will have a minimum RT of 3 seconds, standard. The Tendlore spell, 1107, may allow players to reduce the RT below 3 seconds. 2. Minor injuries and scars will no longer result in drastic increases in tending RT. (No going from 0 RT to tend a bleeder normally, to 140 seconds because you have a minor bruise on each arm.) Players will find that the tend times on some wounds have gone up, while others have been reduced, depending on a variety of factors. As before, the most significant factors include First Aid skill, tender's injuries, and the state of the tendee's injury. |
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3/3/2002 | Wehnimer's Landing Locker Annexes |
Locker Annexes were added in Wehnimer's Landing for those Great Houses which were not locally based. | |
3/1/2002 | New Verb |
Are you a quiet roleplayer? Do people mistake you for disinterested when you're really trying for moody
and withdrawn? Do GMs misunderstand your character's intentions? Do you ever wish you could express your
character's thoughts without having to blurt them out? MYCHAR may be the answer for you. Give it a try!
Note: Only GMs who are watching you or present in the room will hear MYCHAR. The MYCHAR verb will allow you to express to GameMasters details about your character. This information will be seen by GMs only. It works just like the ACTION verb. Some examples are: MYCHAR is terrified of snakes and would not willingly enter this snakepit. Or: MYCHAR would never put an axe to a tree. Or: MYCHAR 's lust for battle interferes with the need for calm thinking at this time. There is also a THINKS option which will let the GMs see what your character is thinking. Some examples are: MYCHAR THINKS Why in the world did I join this loony sorcerer? Or: MYCHAR THINKS I wonder if that moving company clerk is single... Or: MYCHAR THINKS Dwarves are such dunderheads! |