Quote from: Gardner Denver on April 16, 2013, 08:15:20 PM
Add more levels to the easy trainer so mudop/sysop intervention is not required to train above level 75.
Quote from: Coarse Horse on April 16, 2013, 04:13:47 PMWhat do other people think as far as exp charts, I'm specifically interested in mystics.
Mystics need to be raised. ~325% Mystics and ninjas are more powerful on Greatermud because of excessive crit and dodge compared to MajorMUD.
Ninjas need to be raised. ~210% Mystics and ninjas are more powerful on Greatermud because of excessive crit and dodge compared to MajorMUD.
Mages need to be raised. ~190%(Mages currently can pull over 7 mil/hr at top end for a measly experience chart. This is far more than any other class)
Paladins need to be raised. ~270%
Warriors need to be raised. ~170%
Witchunters need to be lowered. ~100 or ~110%
Mage Spells | ||||
LVL | Magery LVL | Spell | Before | After |
1 | 1 | magic missile | Damage(-MR) 4 to 12 | Cap: 9 -- Damage(-MR) 6+(1*lvl) to 15+(1*lvl) (@lvl 1): Damage(-MR) 7 to 16 (@lvl 9): Damage(-MR) 15 to 24 |
1 | 1 | blur | Dodge +5, for 70 rounds | Cap: 25 -- Dodge 5+(0.2*lvl) to 5+(0.4*lvl), for 70 rounds (@lvl 1): Dodge +5, for 70 rounds (@lvl 25): Dodge +10 to +15, for 70 rounds |
2 | 1 | illuminate | summon light ball | no change |
3 | 1 | smite | Cap: 30 -- MaxDamage 1+(0.1*lvl), for 60+(2*lvl) rounds | no change |
4 | 1 | resist cold | Cap: 18 -- Rcol 6+(1*lvl) to 6+(0.5*lvl), RemovesSpells(resist fire, resist fire, resist cold, globe of the elements, song of the elements), for 70 rounds | no change |
4 | 1 | frost jet | Mana: 3, Cap: 11 -- Damage(-MR) 8 to 14+(1*lvl) (@lvl 4): Damage(-MR) 8 to 18 (@lvl 11): Damage(-MR) 8 to 25 | Mana: 2, Cap: 13 -- Damage(-MR) 8+(1*lvl) to 17+(1*lvl) (@lvl 4): Damage(-MR) 12 to 21 (@lvl 11): Damage(-MR) 19 to 28 (@lvl 13): Damage(-MR) 21 to 30 |
5 | 1 | ethereal shield | (@lvl 18): AC(Blur) +12, DR +1, RemovesSpells(mageshield, protective shell, manashield, bladed sphere), for 114 rounds | no change |
5 | 1 | CHANGED | #: 24, Name: detect magic, Short: dtec, Magery: Mage-2, LVL: 5, Mana: 8, Diff: -10 >> Target: Item -- DetectMagic +1 | #: 24, Name: protective aura, Short: prot, Magery: Mage-1, LVL: 5, Mana: 10, Diff: -15 >> Target: Self -- Cap: 30 -- M.R. 4+(0.2*lvl) to 3+(0.5*lvl), for 20+(0.7*lvl) rounds (@lvl 5): M.R. +5, for 23 rounds (@lvl 30): M.R. +10 to +18, for 40 rounds |
6 | 1 | resist fire | Cap: 22 -- Rfir 4+(1*lvl) to 4+(0.5*lvl), RemovesSpells(resist cold, resist fire, resist cold, resist lightning, globe of the elements, song of the elements), for 70 rounds | no change |
6 | 3 | magic armour | Cap: 15 -- DR 5+(0.3*lvl), AC +5, for 60+(3*lvl) rounds (@lvl 6): DR +7, AC +5, for 78 rounds (@lvl 15): DR +10, AC +5, for 105 rounds | Cap: 17 -- DR 5+(0.3*lvl), AC +5, for 60+(4*lvl) rounds (@lvl 6): DR +0.6, AC +5, for 84 rounds (@lvl 17): DR +1, AC +5, for 128 rounds |
7 | 1 | shadowform | Cap: 30 -- Stealth 5 to 5+(0.3*lvl), Shadowform +4157, for 30 rounds | no change |
7 | 1 | flash | Cap: 20 -- BlindUser +9999, AC -5, Accuracy -8, EvilInCombat, for 5+(0.5*lvl) rounds | no change |
8 | 1 | stinking cloud | Cap: 20 -- Confusion 5 to 5+(0.5*lvl), Accuracy -5, EvilInCombat, for 20 rounds | no change |
8 | 1 | lightning bolt | Cap: 15 -- Damage(-MR) 16 to 12+(2*lvl) (@lvl 8): Damage(-MR) 16 to 28 (@lvl 15): Damage(-MR) 16 to 42 | Cap: 18 -- Damage(-MR) 12+(1*lvl) to 20+(2*lvl) (@lvl 8): Damage(-MR) 20 to 36 (@lvl 15): Damage(-MR) 27 to 50 (@lvl 18): Damage(-MR) 30 to 56 |
9 | 1 | shockshield | Cap: 20 -- DamageShield 1+(0.2*lvl) to 5, Shock +1446, Rlit +10, for 40 rounds | no change |
9 | 3 | mageshield | Cap: 22 -- AC 7+(0.5*lvl), DR +1, RemovesSpells(ethereal shield, protective shell, manashield, bladed sphere), for 60 rounds (@lvl 9): AC +12, DR +1, for 60 rounds (@lvl 22): AC +18, DR +1, for 60 rounds | Cap: 25 -- AC 7+(0.5*lvl), DR +1, RemovesSpells(ethereal shield, protective shell, manashield, bladed sphere), for 60+(2*lvl) rounds (@lvl 9): AC +11, DR +1, for 78 rounds (@lvl 25): AC +19, DR +1, for 110 rounds |
10 | 1 | slow | Speed +125, EvilInCombat, Slowness +200, RemovesSpells(speed, song of quickness, wind of haste, way of the mantis, green potion, winged sandals), for 10 rounds | EvilInCombat, Slowness +200, RemovesSpells(speed, song of quickness, wind of haste, way of the mantis, green potion, winged sandals), for 10 rounds |
10 | 3 | resist lightning | Cap: 15 -- Rlit 0+(1*lvl), RemovesSpells(globe of the elements, resist lightning, pyramid 1 exit temp), for 70 rounds | no change |
10 | 3 | mute | S.C. -40 to -20, Mute -40 to -20, EvilInCombat, for 20 rounds | no change |
11 | 1 | vampiric touch | DrainLife 8 to 20, AffectsLivingOnly | Cap: 21 -- DrainLife 8+(0.3*lvl) to 20+(0.3*lvl), AffectsLivingOnly (@lvl 11): DrainLife 11 to 23 (@lvl 21): DrainLife 14 to 26 |
11 | 1 | dancing blades | (Area Attack) Cap: 20 -- Damage(-MR) 21 to 38+(2*lvl) (@lvl 11): Damage(-MR) 21 to 60 (@lvl 20): Damage(-MR) 21 to 78 | (Area Attack) Cap: 20 -- Damage(-MR) 21+(0.5*lvl) to 38+(3*lvl) (@lvl 11): Damage(-MR) 26 to 71 (@lvl 20): Damage(-MR) 31 to 98 |
12 | 1 | speed | Speed +85, RemovesSpells(slow, song of lethargy, solid fog, solid fog, slow, way of the mantis, winged sandals, green potion), for 20 rounds | no change |
13 | 1 | sunbolt | Cap: 22 -- Damage(-MR) 30 to 18+(2.5*lvl) (@lvl 13): Damage(-MR) 30 to 50 (@lvl 22): Damage(-MR) 30 to 73 | Cap: 25 -- Damage(-MR) 30+(0.5*lvl) to 18+(3.5*lvl) (@lvl 13): Damage(-MR) 36 to 64 (@lvl 22): Damage(-MR) 41 to 95 (@lvl 25): Damage(-MR) 42 to 106 |
14 | 1 | vulnerability | Cap: 25 -- AC -8, M.R. -10, EvilInCombat, for 1+(4*lvl) rounds | no change |
14 | 1 | confusion | Confusion +25, EvilInCombat, for 10 rounds | no change |
15 | 3 | sleep | Cap: 30 -- Confusion +100, EvilInCombat, for 1+(0*lvl) rounds | no change |
15 | 1 | frenzy | Cap: 30 -- MaxDamage 0+(0.2*lvl), Crits 0+(0.2*lvl), Dodge -5, AC -5, Accuracy 0+(0.2*lvl), DR +5, RemovesSpells(song of battle, mass frenzy), for 1+(2*lvl) rounds | no change |
15 | 1 | fireball | (Area Attack) Cap: 23 -- Damage(-MR) 33 to 45+(3*lvl) (@lvl 15): Damage(-MR) 33 to 90 (@lvl 23): Damage(-MR) 33 to 114 | (Area Attack) Cap: 28 -- Damage(-MR) 26+(1*lvl) to 40+(4*lvl) (@lvl 15): Damage(-MR) 41 to 100 (@lvl 23): Damage(-MR) 49 to 132 (@lvl 28): Damage(-MR) 54 to 152 |
16 | 1 | deathtouch | Cap: 25 -- DrainLife 25 to 18+(2*lvl), AffectsLivingOnly (@lvl 16): DrainLife 25 to 50 (@lvl 25): DrainLife 25 to 68 | Cap: 40 -- DrainLife 15+(1*lvl) to 20+(2*lvl), AffectsLivingOnly (@lvl 16): DrainLife 31 to 52 (@lvl 25): DrainLife 40 to 70 (@lvl 40): DrainLife 55 to 100 |
16 | 3 | mana flux | ManaRgn -100 to +150, RemovesSpells(chaos surge), for 80 rounds | Cap: 75 -- ManaRgn -115+(1*lvl) to 140+(0.7*lvl), RemovesSpells(chaos surge), for 70+(1*lvl) rounds (@lvl 16): ManaRgn -99 to +150, for 86 rounds (@lvl 75): ManaRgn -40 to +190, for 145 rounds |
17 | 1 | ice storm | Damage 3, Accuracy -6, EvilInCombat +10, Rfir -10, for 15 rounds | no change |
17 | 3 | wizard knock | OpenDoor +100, x2 times/round | no change |
18 | 2 | enslave | Enslave 0, AffectsLivingOnly, for 60 rounds | no change |
19 | 3 | solid fog | Speed +125, EvilInCombat, Slowness +200, RemovesSpells(speed, song of quickness, wind of haste, way of the mantis), for 20 rounds | EvilInCombat, Slowness +200, RemovesSpells(speed, song of quickness, wind of haste, way of the mantis), for 20 rounds |
20 | 3 | mass frenzy | Cap: 40 -- MaxDamage 0+(0.1*lvl), Crits 0+(0.1*lvl), Dodge -5, DR +5, AC -5, Accuracy 0+(0.1*lvl), RemovesSpells(frenzy, song of battle), for 10+(0.5*lvl) rounds (@lvl 40): MaxDamage +4, Crits +4, Dodge -5, DR +5, AC -5, Accuracy +4, for 30 rounds | Cap: 46 -- MaxDamage 0+(0.1*lvl), Crits 0+(0.1*lvl), Dodge -5, DR +5, AC -5, Accuracy 0+(0.1*lvl), RemovesSpells(frenzy, song of battle), for 10+(0.5*lvl) rounds (@lvl 46): MaxDamage +6, Crits +6, Dodge -5, DR +5, AC -5, Accuracy +6, for 33 rounds |
20 | 1 | eldritch bolt | Cap: 28 -- Damage(-MR) 40 to 8+(4*lvl) (@lvl 20): Damage(-MR) 40 to 88 (@lvl 28): Damage(-MR) 40 to 120 | Cap: 30 -- Damage(-MR) 30+(1*lvl) to 10+(5*lvl) (@lvl 20): Damage(-MR) 50 to 110 (@lvl 28): Damage(-MR) 58 to 150 (@lvl 30): Damage(-MR) 60 to 160 |
21 | 3 | chaos shield | DamageShield +10, AC +5, DR -5 to +5, for 60 rounds | Cap: 50 -- DamageShield +10, AC +5, DR -100+(2*lvl) to 50, for 40+(1*lvl) rounds (@lvl 21): DamageShield +10, AC +5, DR -58 to +50, for 61 rounds (@lvl 50): DamageShield +10, AC +5, DR 0 to +5, for 90 rounds |
22 | 3 | wind of haste | Speed +80, RemovesSpells(slow, solid fog, song of lethargy), for 20 rounds | no change |
23 | 2 | mana storm | (Area Attack) Cap: 32 -- Damage(-MR) 59 to 55+(5*lvl) (@lvl 23): Damage(-MR) 59 to 170 (@lvl 32): Damage(-MR) 59 to 215 | (Area Attack) Cap: 33 -- Damage(-MR) 14+(2*lvl) to 60+(5*lvl) (@lvl 23): Damage(-MR) 60 to 175 (@lvl 32): Damage(-MR) 78 to 220 (@lvl 33): Damage(-MR) 80 to 225 |
24 | 2 | corrosion | Cap: 40 -- AC -8, M.R. -10, EvilInCombat, DR -5, for 1+(4*lvl) rounds | no change |
25 | 2 | meteor swarm | Cap: 35 -- Damage(-MR) 20 to 10+(1*lvl), x4 times/round (@lvl 25): Damage(-MR) 80 to 140 (@lvl 35): Damage(-MR) 80 to 180 | Cap: 35 -- Damage(-MR) 10+(0.5*lvl) to 10+(1.3*lvl), x4 times/round (@lvl 25): Damage(-MR) 88 to 168 (@lvl 35): Damage(-MR) 112 to 224 |
26 | 3 | mystic mist | Cap: 40 -- Confusion +25, EvilInCombat, for 10+(0.2*lvl) rounds | no change |
28 | 3 | spirit horde | (Area Attack) Cap: 50 -- Damage(-MR) 77+(0.5*lvl) to 55+(7*lvl) (@lvl 28): Damage(-MR) 91 to 251 (@lvl 45): Damage(-MR) 100 to 370 (@lvl 50): Damage(-MR) 102 to 405 | (Area Attack) Cap: 45 -- Damage(-MR) 55+(2*lvl) to 55+(9*lvl) (@lvl 28): Damage(-MR) 111 to 307 (@lvl 45): Damage(-MR) 145 to 460 |
30 | 2 | dragonfire | Cap: 40 -- Damage(-MR) 100+(0.2*lvl) to -50+(10*lvl) (@lvl 30): Damage(-MR) 106 to 250 (@lvl 40): Damage(-MR) 108 to 350 | Cap: 40 -- Damage(-MR) 100+(2*lvl) to 50+(10*lvl) (@lvl 30): Damage(-MR) 160 to 350 (@lvl 40): Damage(-MR) 180 to 450 |
32 | 2 | colour spray | Cap: 40 -- Damage(-MR) 40+(2*lvl) to 0+(8*lvl) (@lvl 32): Damage(-MR) 104 to 256 (@lvl 40): Damage(-MR) 120 to 320 | Cap: 42 -- Damage(-MR) 106+(2*lvl) to 50+(10*lvl) (@lvl 32): Damage(-MR) 170 to 370 (@lvl 40): Damage(-MR) 186 to 450 (@lvl 42): Damage(-MR) 190 to 470 |
33 | 3 | glacial blades | Cap: 50 -- Damage(-MR) 70+(0.2*lvl) to -10+(10*lvl) (@lvl 33): Damage(-MR) 77 to 320 (@lvl 43): Damage(-MR) 79 to 420 (@lvl 50): Damage(-MR) 80 to 490 | Cap: 43 -- Damage(-MR) 114+(2*lvl) to 50+(10*lvl) (@lvl 33): Damage(-MR) 180 to 380 (@lvl 43): Damage(-MR) 200 to 480 |
35 | 3 | forked lightning | Cap: 50 -- Damage(-MR) 40+(0.2*lvl) to 0+(5*lvl), x2 times/round (@lvl 35): Damage(-MR) 94 to 350 (@lvl 45): Damage(-MR) 98 to 450 (@lvl 50): Damage(-MR) 100 to 500 | Cap: 45 -- Damage(-MR) 30+(2*lvl) to 0+(6*lvl), x2 times/round (@lvl 35): Damage(-MR) 200 to 420 (@lvl 45): Damage(-MR) 240 to 540 |
37 | 3 | barbed tentacles | Cap: 50 -- Damage(-MR) 25+(2*lvl) to 50+(8*lvl) (@lvl 37): Damage(-MR) 99 to 346 (@lvl 47): Damage(-MR) 119 to 426 (@lvl 50): Damage(-MR) 125 to 450 | Cap: 47 -- Damage(-MR) 72+(4*lvl) to 6+(12*lvl) @lvl 37): Damage(-MR) 220 to 450 (@lvl 47): Damage(-MR) 260 to 570 |
38 | 3 | shimmering mirage | Cap: 50 -- Dodge 5+(0.2*lvl), for 40 rounds (@lvl 38): Dodge +14, for 40 rounds (@lvl 50): Dodge +17, for 40 rounds | Cap: 60 -- Dodge 5+(0.2*lvl), for 40+(1*lvl) rounds (@lvl 38): Dodge +14, for 78 rounds (@lvl 50): Dodge +17, for 90 rounds (@lvl 60): Dodge +20, for 100 rounds |
40 | 2 | blizzard | Cap: 52 -- Damage(-MR) 80 to 50+(5*lvl), EndCast [freezing, (@lvl 40): Damage 4 to 10, Accuracy -15, EvilInCombat, AC -10, for 10 rounds] (@lvl 40): Damage(-MR) 80 to 250 (@lvl 52): Damage(-MR) 80 to 310 | Cap: 55 -- Damage(-MR) 80+(1*lvl) to 50+(8*lvl), EndCast [freezing, (@lvl 40): Damage 4 to 10, Accuracy -15, EvilInCombat, AC -10, for 10 rounds] (@lvl 40): Damage(-MR) 120 to 370 (@lvl 52): Damage(-MR) 132 to 466 (@lvl 55): Damage(-MR) 135 to 490 |
40 | 3 | sphere of implosion | Cap: 50 -- Damage(-MR) 10+(3*lvl) to 30+(9*lvl) (@lvl 40): Damage(-MR) 130 to 390 (@lvl 50): Damage(-MR) 160 to 480 | Cap: 50 -- Damage(-MR) 40+(5*lvl) to 30+(12*lvl) (@lvl 40): Damage(-MR) 240 to 510 (@lvl 50): Damage(-MR) 290 to 630 |
40 | 3 | eldritch storm | (Area Attack) Cap: 55 -- Damage(-MR) -30+(4*lvl) to 0+(10*lvl) (@lvl 40): Damage(-MR) 130 to 400 (@lvl 55): Damage(-MR) 190 to 550 | (Area Attack) Cap: 55 -- Damage(-MR) -30+(5*lvl) to 0+(13*lvl) @lvl 40): Damage(-MR) 170 to 520 (@lvl 55): Damage(-MR) 245 to 715 |
45 | 3 | magma blast | Cap: 55 -- Damage(-MR) 3+(0.5*lvl) to 6+(2*lvl), x6 times/round (@lvl 45): Damage(-MR) 156 to 576 (@lvl 55): Damage(-MR) 180 to 696 | Cap: 55 -- Damage(-MR) 5+(1*lvl) to -7+(2.5*lvl), x6 times/round (@lvl 45): Damage(-MR) 300 to 636 (@lvl 55): Damage(-MR) 360 to 780 |
47 | 3 | eldritch fury | Cap: 60 -- Damage(-MR) 40 to 10+(2*lvl), x5 times/round (@lvl 47): Damage(-MR) 200 to 520 @lvl 60): Damage(-MR) 200 to 650 | Cap: 65 -- Damage(-MR) 25+(1*lvl) to 5+(3*lvl), x5 times/round (@lvl 47): Damage(-MR) 360 to 730 (@lvl 60): Damage(-MR) 425 to 925 (@lvl 65): Damage(-MR) 450 to 1000 |
47 | 3 | chaos surge | Cap: 60 -- HealMana -1+(0.1*lvl) to 0+(0.1*lvl), HPRegen -150, DR -5, M.R. +20, DamageShield +5, Shock +1446, RemovesSpells(mana flux), for 80 rounds (@lvl 47): HealMana +2 to +5 (@lvl 60): HealMana +3 to +7 | Cap: 69 -- HealMana -1+(0.1*lvl) to 0+(0.1*lvl), HPRegen -150, DR -5, M.R. +20, DamageShield +5, Shock +1446, RemovesSpells(mana flux), for 80 rounds (@lvl 47): HealMana +2 to +5 (@lvl 60): HealMana +3 to +7 (@lvl 69): HealMana +4 to +8 |
50 | 3 | comet | Cap: 65 -- Damage(-MR) 0+(1*lvl) to 0+(5*lvl), GoodOnly, x3 times/round (@lvl 50): Damage(-MR) 150 to 750 (@lvl 65): Damage(-MR) 195 to 975 | Cap: 85 -- Damage(-MR) 0+(2*lvl) to 20+(5*lvl), GoodOnly, x3 times/round (@lvl 50): Damage(-MR) 300 to 810 (@lvl 65): Damage(-MR) 390 to 1035 (@lvl 85): Damage(-MR) 510 to 1335 |
50 | 3 | prismatic beam | Cap: 65 -- Damage(-MR) -5+(3*lvl) to -10+(14*lvl), EndCast [pris effect, EndCast [{yellow beam, Slowness +200, Accuracy -10, for 10 rounds} OR {violet beam, Confusion +15, EvilInCombat, for 10 rounds} OR {black beam, Illu -500 to -100, AC -10, Accuracy -15, EvilInCombat, AffectsLivingOnly, for 10 rounds} OR {red beam, MaxDamage -5 to -1, Accuracy -5 to -1, for 10 rounds} OR {green beam, Poison 10 to 18, for 10 rounds}]], NeutralOnly (@lvl 50): Damage(-MR) 145 to 690 (@lvl 65): Damage(-MR) 190 to 900 | Cap: 85 -- Damage(-MR) -20+(7*lvl) to 90+(15*lvl), EndCast [pris effect, EndCast [{yellow beam, Slowness +200, Accuracy -10, for 10 rounds} OR {violet beam, Confusion +15, EvilInCombat, for 10 rounds} OR {black beam, Illu -500 to -100, AC -10, Accuracy -15, EvilInCombat, AffectsLivingOnly, for 10 rounds} OR {red beam, MaxDamage -5 to -1, Accuracy -5 to -1, for 10 rounds}]], NeutralOnly (@lvl 50): Damage(-MR) 330 to 840 (@lvl 65): Damage(-MR) 435 to 1065 (@lvl 85): Damage(-MR) 575 to 1365 |
50 | 3 | necromantic bolt | Cap: 65 -- Damage(-MR) 30+(2*lvl) to 50+(10*lvl), EvilOnly, AffectsLivingOnly, EndCast [nebo secondary, (@lvl 0): DrainLife 0 to -20, AffectsLivingOnly] (@lvl 50): Damage(-MR) 130 to 550, EndCast [nebo secondary, (@lvl 50): DrainLife 15 to 130] (@lvl 65): Damage(-MR) 160 to 700, EndCast [nebo secondary, (@lvl 65): DrainLife 20 to 175] | Cap: 85 -- Damage(-MR) 50+(6*lvl) to 100+(13*lvl), EvilOnly, AffectsLivingOnly, EndCast [nebo secondary, (@lvl 50): DrainLife 15 to 130, AffectsLivingOnly] (@lvl 50): Damage(-MR) 350 to 750, EndCast [nebo secondary, (@lvl 50): DrainLife 15 to 130] (@lvl 65): Damage(-MR) 440 to 945, EndCast [nebo secondary, (@lvl 65): DrainLife 20 to 175] (@lvl 85): Damage(-MR) 560 to 1205, EndCast [nebo secondary, (@lvl 65): DrainLife 20 to 175] |
50 | 3 | chain lightning | (Area Attack) Cap: 65 -- Damage(-MR) 70+(4*lvl) to 75+(9*lvl), GoodOnly (@lvl 50): Damage(-MR) 270 to 525 (@lvl 65): Damage(-MR) 330 to 660 | (Area Attack) Cap: 85 -- Damage(-MR) 70+(5*lvl) to 75+(12*lvl), GoodOnly (@lvl 50): Damage(-MR) 320 to 675 (@lvl 65): Damage(-MR) 395 to 855 (@lvl 85): Damage(-MR) 495 to 1095 |
50 | 3 | prismatic blast | (Area Attack) Cap: 65 -- Damage(-MR) 0+(4*lvl) to -50+(10*lvl), EndCast [pris effect, EndCast [{yellow wave, (@lvl 50): Slowness +200, Accuracy -10, for 5 rounds} OR {violet wave, (@lvl 50): Confusion +15, EvilInCombat, for 5 rounds} OR {black wave, (@lvl 50): Illu -500 to -100, AC -10, Accuracy -15, EvilInCombat, AffectsLivingOnly, for 5 rounds} OR {red wave, (@lvl 50): MaxDamage -5 to -1, Accuracy -5 to -1, for 5 rounds} OR {green wave, (@lvl 50): Poison 10 to 18, for 5 rounds}]], NeutralOnly (@lvl 50): Damage(-MR) 200 to 450 (@lvl 65): Damage(-MR) 260 to 600 | (Area Attack) Cap: 85 -- Damage(-MR) 75+(5*lvl) to 0+(13*lvl), EndCast [pris effect, EndCast [{yellow wave, (@lvl 50): Slowness +200, Accuracy -10, for 5 rounds} OR {violet wave, (@lvl 50): Confusion +15, EvilInCombat, for 5 rounds} OR {black wave, (@lvl 50): Illu -500 to -100, AC -10, Accuracy -15, EvilInCombat, AffectsLivingOnly, for 5 rounds} OR {red wave, (@lvl 50): MaxDamage -5 to -1, Accuracy -5 to -1, for 5 rounds}]], NeutralOnly (@lvl 50): Damage(-MR) 325 to 650 (@lvl 65): Damage(-MR) 400 to 845 (@lvl 85): Damage(-MR) 500 to 1105 |
50 | 3 | hellstorm | (Area Attack) Cap: 65 -- Damage(-MR) 30+(4*lvl) to 75+(10*lvl), EvilOnly (@lvl 50): Damage(-MR) 230 to 575 (@lvl 65): Damage(-MR) 290 to 725 | (Area Attack) Cap: 85 -- Damage(-MR) 30+(6*lvl) to 75+(13*lvl), EvilOnly (@lvl 50): Damage(-MR) 330 to 725 (@lvl 65): Damage(-MR) 420 to 920 (@lvl 85): Damage(-MR) 540 to 1180 |
50 | 3 | manashield | Cap: 50 -- DR +5, AC +15, GoodOnly, Dodge +15, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl) rounds (@lvl 50): for 55 rounds | Cap: 85 -- M.R. +20, DR +5, AC +20, GoodOnly, Dodge +15, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl) rounds (@lvl 50): for 55 rounds (@lvl 85): for 90 rounds |
50 | 3 | protective shell | Cap: 50 -- DR +5, AC +20, NeutralOnly, M.R. +30, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl) rounds (@lvl 50): for 55 rounds | Cap: 85 -- DR +5, AC +20, NeutralOnly, M.R. +30, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl) rounds (@lvl 50): for 55 rounds (@lvl 85): for 90 rounds |
50 | 3 | bladed sphere | Cap: 50 -- Shock +2879, DR +5, DamageShield +15, EvilOnly, AC +20, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl) rounds (@lvl 50): for 55 rounds | Cap: 85 -- M.R. +10, Shock +2879, DR +5, DamageShield +15, EvilOnly, AC +20, RemovesSpells(mageshield, ethereal shield), for 5+(1*lvl) rounds (@lvl 50): for 55 rounds (@lvl 85): for 90 rounds |
Priest Spells | ||||
LVL | Magery LVL | Spell | Before | After |
1 | 1 | harm | Cap: 6 -- Damage(-MR) 4 to 13+(1*lvl), AffectsLivingOnly (@lvl 1): Damage(-MR) 4 to 14 (@lvl 6): Damage(-MR) 4 to 19 | Cap: 9 -- Damage(-MR) 4+(1*lvl) to 13+(1*lvl), AffectsLivingOnly (@lvl 1): Damage(-MR) 5 to 14 (@lvl 6): Damage(-MR) 10 to 19 (@lvl 9): Damage(-MR) 13 to 22 |
1 | 1 | minor healing | Cap: 10 -- Heal 2+(0.33*lvl) to 8+(0.67*lvl), AffectsLivingOnly | no change |
2 | 1 | bless | Cap: 20 -- Accuracy -6, EvilInCombat +5, RemovesSpells(bless, chant), for 40+(5*lvl) rounds | Cap: 20 -- Accuracy -6, EvilInCombat +5, RemovesSpells(curse, blight, chant, divine favour, greater bless, ashwood wand), for 40+(5*lvl) rounds |
2 | 1 | curse | Cap: 20 -- Accuracy -6, EvilInCombat +5, RemovesSpells(bless(14), chant(23)), for 40+(5*lvl) rounds | no change |
3 | 1 | turn undead | Cap: 20 -- Damage 12+(1*lvl) to 15+(3*lvl), AffectsUndeadOnly (@lvl 3): Damage 15 to 24 (@lvl 20): Damage 32 to 75 | Cap: 21 -- Damage 12+(1*lvl) to 15+(3*lvl), AffectsUndeadOnly (@lvl 21): Damage 33 to 78 |
4 | 1 | spiritual hammer | Cap: 11 -- Damage(-MR) 4 to 14+(1*lvl) (@lvl 4): Damage(-MR) 4 to 18 (@lvl 11): Damage(-MR) 4 to 25 | Cap: 13 -- Damage(-MR) 5+(1*lvl) to 14+(1*lvl) (@lvl 4): Damage(-MR) 9 to 18 (@lvl 11): Damage(-MR) 16 to 25 (@lvl 13): Damage(-MR) 18 to 27 |
5 | 1 | protection from evil | ProtEvil +10, GoodOnly, for 50 rounds | ProtEvil +10, NotEvil, for 50 rounds |
5 | 1 | protection from good | ProtGood +10, EvilOnly, for 50 rounds | ProtGood +10, NotGood, for 50 rounds |
6 | 1 | blight | Cap: 32 -- Accuracy -6, EvilInCombat, RemovesSpells(chant, bless), for 40+(5*lvl) rounds | no change |
6 | 1 | chant | Cap: 32 -- Accuracy +3, RemovesSpells(blight, curse), for 40+(5*lvl) rounds | Cap: 32 -- Accuracy +3, RemovesSpells(blight, curse, bless), for 40+(5*lvl) rounds |
7 | 1 | cure poison | CurePoison +8, Dispell (Poison), RemovesSpells(dae asp poison 3, dae asp poison 2) | no change |
7 | 3 | iron faith | Cap: 26 -- M.R. 2+(0.5*lvl), for 30 rounds (@lvl 7): M.R. +5, for 30 rounds (@lvl 26): M.R. +15, for 30 rounds | Cap: 35 -- M.R. 2+(0.5*lvl), for 30+(0.5*lvl) rounds (@lvl 7): M.R. +5, for 33 rounds (@lvl 26): M.R. +15, for 43 rounds (@lvl 35): M.R. +19, for 47 rounds |
8 | 1 | major healing | Cap: 30 -- Heal 6+(0.33*lvl) to 10+(1*lvl), AffectsLivingOnly | no change |
8 | 1 | agony | Cap: 15 -- Damage(-MR) 18 to 11+(3*lvl), AffectsLivingOnly (@lvl 8): Damage(-MR) 18 to 35 (@lvl 15): Damage(-MR) 18 to 56 | Cap: 18 -- Damage(-MR) 8+(1*lvl) to 14+(2*lvl), AffectsLivingOnly (@lvl 8): Damage(-MR) 16 to 30 (@lvl 15): Damage(-MR) 23 to 44 (@lvl 18): Damage(-MR) 26 to 50 |
9 | 1 | greater curse | Accuracy -10, EvilInCombat, RemovesSpells(greater bless), for 40 rounds | no change |
9 | 3 | holy aura | Cap: 32 -- ProtEvil +10, GoodOnly, for 60 rounds | no change |
9 | 3 | unholy aura | Cap: 32 -- ProtGood +10, EvilOnly, for 60 rounds | no change |
10 | 1 | healing rain | Cap: 25 -- Heal 4+(0.33*lvl) to 10+(0.5*lvl), AffectsLivingOnly | no change |
10 | 1 | greater bless | Accuracy +6, RemovesSpells(greater curse, bless, curse, chant, divine favour, ashwood wand), for 40 rounds | Cap: 30 -- Accuracy +6, RemovesSpells(greater curse, bless, curse, chant, divine favour, ashwood wand), for 30+(2*lvl) rounds (@lvl 10): for 50 rounds (@lvl 30): for 90 rounds |
10 | 2 | annointed hands | Cap: 15 -- Heal 2 to 0+(1*lvl) | no change |
11 | 1 | glitterdust | Stealth -10, EvilInCombat, for 30 rounds | no change |
11 | div align=center]3 | holy armour | Cap: 30 -- AC 2+(0.5*lvl), NotEvil, RemovesSpells(unholy armour, sacred bastion, hellfire shield), for 60 rounds (@lvl 11): AC +7, for 60 rounds (@lvl 30): AC +17, for 60 rounds | Cap: 40 -- AC 2+(0.5*lvl), NotEvil, DR 2+(0.5*lvl), RemovesSpells(unholy armour, sacred bastion, hellfire shield), for 60 rounds (@lvl 11): AC +7, DR +0.7, for 60 rounds (@lvl 30): AC +17, DR +1.7, for 60 rounds (@lvl 40): AC +22, DR +2.2, for 60 rounds |
11 | 3 | unholy armour | Cap: 30 -- AC 2+(0.5*lvl), EvilOnly, RemovesSpells(holy armour, sacred bastion, hellfire shield), for 60 rounds (@lvl 11): AC +7, for 60 rounds (@lvl 30): AC +17, for 60 rounds | Cap: 40 -- AC 2+(0.5*lvl), EvilOnly, RemovesSpells(holy armour, sacred bastion, hellfire shield), for 60 rounds (@lvl 40): AC +22, for 60 rounds |
12 | 1 | blind | Cap: 20 -- BlindUser +1, AC -5, Accuracy -8, EvilInCombat, AffectsLivingOnly, for 10 rounds | no change |
12 | 1 | cure blindness | Dispell (BlindUser) | no change |
13 | 1 | unholy force | Cap: 22 -- Damage(-MR) 18 to 24+(2*lvl), NotGood (@lvl 13): Damage(-MR) 18 to 50 (@lvl 22): Damage(-MR) 18 to 68 | Cap: 25 -- Damage(-MR) 26+(0.5*lvl) to 24+(2.5*lvl), NotGood (@lvl 13): Damage(-MR) 32 to 56 (@lvl 22): Damage(-MR) 37 to 79 (@lvl 25): Damage(-MR) 38 to 86 |
13 | 1 | holy force | Cap: 22 -- Damage(-MR) 18 to 24+(2*lvl), NotEvil (@lvl 13): Damage(-MR) 18 to 50 (@lvl 22): Damage(-MR) 18 to 68 | Cap: 25 -- Damage(-MR) 18+(0.5*lvl) to 12+(2.5*lvl), NotEvil (@lvl 13): Damage(-MR) 24 to 44 (@lvl 22): Damage(-MR) 29 to 67 (@lvl 25): Damage(-MR) 30 to 74 |
13 | 2 | cure disease | RemovesSpells(plague, plague, diseased, leprosy, disease, plague, disease, plague) | no change |
14 | 1 | hold person | HoldPerson +100, EvilInCombat, for 4 rounds | no change |
14 | 3 | remove curse | Rcrs -1+(0.14*lvl) | no change |
15 | 2 | greater healing | Cap: 30 -- Heal 5+(1*lvl) to 10+(2*lvl), AffectsLivingOnly | no change |
15 | 3 | righteousness | Accuracy +6, MaxDamage +1, Heal 1, NotEvil, RemovesSpells(zeal, divine courage, unholy fanaticism), for 40 rounds | Cap: 30 -- Accuracy +6, Heal 1 to 1+(0.05*lvl), NotEvil, RemovesSpells(zeal, divine courage, unholy fanaticism, blood ritual), for 40+(0.5*lvl) rounds (@lvl 15): Accuracy +6, Heal 1, for 47 rounds (@lvl 30): Accuracy +6, Heal 1 to 2, for 55 rounds |
15 | 3 | blood ritual | Accuracy +6, MaxDamage +1, Heal 1, EvilOnly, for 40 rounds | Cap: 30 -- Accuracy +6, MaxDamage +1, Heal 1, EvilOnly, RemovesSpells(zeal, divine courage, unholy fanaticism, righteousness), for 40+(0.5*lvl) rounds (@lvl 15): Accuracy +6, MaxDamage +1, Heal 1, for 47 rounds (@lvl 30): Accuracy +6, MaxDamage +1, Heal 1, for 55 rounds |
16 | 1 | disrupt | Cap: 40 -- Damage(-MR) 30+(1*lvl) to 52+(2*lvl), AffectsUndeadOnly (@lvl 16): Damage(-MR) 46 to 84 (@lvl 40): Damage(-MR) 70 to 132 | Cap: 52 -- Damage(-MR) 30+(1*lvl) to 52+(2*lvl), AffectsUndeadOnly (@lvl 16): Damage(-MR) 46 to 84 (@lvl 52): Damage(-MR) 82 to 156 |
16 | 2 | control undead | Enslave +100, AffectsUndeadOnly, EvilOnly, for 80 rounds | no change |
17 | 2 | major healing rain | Cap: 30 -- Heal 8+(0.33*lvl) to 20+(1*lvl) | no change |
18 | 3 | stone to flesh | RemovesSpells(petrification, partial petrification, stoneskin, petrification) | no change |
18 | 3 | sacrifice | DrainLife -60 to -20, AffectsLivingOnly | DrainLife -80 to -40, AffectsLivingOnly |
19 | 2 | divine favour | Accuracy +10, RemovesSpells(divine disfavour, bless, curse, chant, greater curse), for 30 rounds | no change |
19 | 2 | divine disfavour | Accuracy -15, EvilInCombat, RemovesSpells(divine favour), for 30 rounds | no change |
20 | 1 | godstrike | Cap: 28 -- Damage(-MR) 30 to 20+(3*lvl) (@lvl 20): Damage(-MR) 30 to 80 (@lvl 28): Damage(-MR) 30 to 104 | Cap: 30 -- Damage(-MR) 15+(1*lvl) to 10+(4*lvl) (@lvl 20): Damage(-MR) 35 to 90 (@lvl 28): Damage(-MR) 43 to 122 (@lvl 30): Damage(-MR) 45 to 130 |
21 | 2 | black wind | BlindUser +1, EvilInCombat, AffectsLivingOnly, Accuracy -10, AC -5, for 10 rounds | no change |
22 | 3 | godheal | Cap: 50 -- Heal 35+(0.5*lvl) to 30+(2*lvl), AffectsLivingOnly @lvl 50): Heal 60 to 130 | Cap: 67 -- Heal 35+(0.5*lvl) to 30+(2*lvl), AffectsLivingOnly (@lvl 50): Heal 60 to 130 (@lvl 67): Heal 68 to 164 |
23 | 2 | cure paralysis | Freedom +100 | no change |
24 | 3 | greater healing rain | Cap: 35 -- Heal 15+(0.5*lvl) to 35+(1*lvl) (@lvl 35): Heal 32 to 70 | Cap: 46 -- Heal 15+(0.5*lvl) to 35+(1*lvl) (@lvl 35): Heal 32 to 70 (@lvl 46): Heal 38 to 81 |
25 | 1 | zeal | Cap: 50 -- MaxDamage 0+(0.1*lvl), M.R. 0+(0.1*lvl), Crits 0+(0.1*lvl), Accuracy 0+(0.1*lvl), RemovesSpells(righteousness, divine courage, unholy fanaticism), for 10+(0.5*lvl) rounds | no change |
25 | 2 | god's wrath | Cap: 35 -- Damage(-MR) 57 to 30+(4*lvl) (@lvl 25): Damage(-MR) 57 to 130 (@lvl 35): Damage(-MR) 57 to 170 | Cap: 35 -- Damage(-MR) 15+(2*lvl) to 20+(5*lvl) (@lvl 25): Damage(-MR) 65 to 145 (@lvl 35): Damage(-MR) 85 to 195 |
25 | 3 | paralyze | HoldPerson +100, EvilInCombat, for 4 rounds | no change |
30 | 2 | divine fury | Cap: 40 -- Damage(-MR) 50 to -70+(9*lvl) (@lvl 30): Damage(-MR) 50 to 200 (@lvl 40): Damage(-MR) 50 to 290 | Cap: 40 -- Damage(-MR) 60+(2*lvl) to 20+(9*lvl) (@lvl 30): Damage(-MR) 120 to 290 (@lvl 40): Damage(-MR) 140 to 380 |
30 | 3 | divine mercy | Cap: 55 -- Heal 25+(0.33*lvl) to 65+(0.67*lvl) (@lvl 30): Heal 34 to 85 (@lvl 55): Heal 43 to 101 | Cap: 52 -- Heal 25+(0.5*lvl) to 65+(1*lvl) (@lvl 30): Heal 40 to 95 (@lvl 52): Heal 51 to 117 |
35 | 3 | soulstrike | Cap: 50 -- Damage(-MR) 90 to -30+(8*lvl) (@lvl 35): Damage(-MR) 90 to 250 (@lvl 50): Damage(-MR) 90 to 370 | Cap: 50 -- Damage(-MR) 20+(4*lvl) to -45+(12*lvl) (@lvl 35): Damage(-MR) 160 to 375 (@lvl 50): Damage(-MR) 220 to 555 |
35 | 3 | profane link | Cap: 50 -- ManaRgn -25+(1*lvl) to 50+(1*lvl), HPRegen -25, EvilOnly, for 80 rounds | Cap: 50 -- ManaRgn -25+(1*lvl) to 50+(1*lvl), HPRegen -25, EvilOnly, for 80 rounds, RemovesSpells(serenity) |
37 | 3 | serenity | Cap: 50 -- ManaRgn -25+(1*lvl) to 50+(0.5*lvl), MaxDamage -5, GoodOnly, for 80 rounds | Cap: 50 -- ManaRgn -25+(1*lvl) to 50+(0.5*lvl), MaxDamage -5, NotEvil, for 80 rounds, RemovesSpells(profane link) |
37 | 3 | sacred bastion | Cap: 50 -- AC 10+(0.5*lvl), GoodOnly, RemovesSpells(holy armour, unholy armour, crimson shard), for 60 rounds (@lvl 37): AC +28, for 60 rounds (@lvl 50): AC +35, for 60 rounds | Cap: 70 -- AC 10+(0.5*lvl), NotEvil, RemovesSpells(holy armour, unholy armour, hellfire shield), for 25+(1*lvl) rounds (@lvl 37): AC +28, for 62 rounds (@lvl 50): AC +35, for 75 rounds (@lvl 70): AC +45, for 95 rounds |
37 | 3 | hellfire shield | Cap: 50 -- AC 0+(0.5*lvl), EvilOnly, DamageShield +10, Shock +1145, RemovesSpells(holy armour, unholy armour, sacred bastion), for 60 rounds (@lvl 37): AC +18, for 60 rounds (@lvl 50): AC +25, for 60 rounds | Cap: 70 -- AC 0+(0.5*lvl), EvilOnly, DamageShield +10, Shock +1145, RemovesSpells(holy armour, unholy armour, sacred bastion), for 25+(1*lvl) rounds (@lvl 37): AC +18, for 62 rounds (@lvl 50): AC +25, for 75 rounds (@lvl 70): AC +35, for 95 rounds |
40[/color] | 2 | wrathful curse | HoldPerson +100, Mute +100, Illu -999, Accuracy -15, Heal -2, EvilInCombat, for 7 rounds | no change |
40 | 3 | merciful grace | Cap: 55 -- Heal -25+(2*lvl) to 25+(3*lvl), CurePoison +100, Dispell (BlindUser) (@lvl 40): Heal 55 to 145 (@lvl 55): Heal 85 to 190 | Cap: 70 -- Heal -25+(2*lvl) to 25+(4*lvl), CurePoison +100, Dispell (BlindUser) (@lvl 40): Heal 55 to 185 (@lvl 55): Heal 85 to 245 (@lvl 70): Heal 115 to 305 |
41 | 3 | blessed vision | Target: Full Party Area -- Dispell (BlindUser), GoodOnly | Target: Self or User -- Dispell (BlindUser), RemovesSpells(globe of darkness, darkness hits, darkness, infernal darkness, monster dark plague, sandstorm) |
42 | 3 | damnation | Accuracy -20 to -10, EvilInCombat +10, M.R. -11, MaxDamage -8, AC -10, Crits -9, EvilOnly, for 10 rounds | no change |
45 | 3 | soul rip | Cap: 55 -- Damage(-MR) 10+(2*lvl) to -10+(10*lvl) (@lvl 45): Damage(-MR) 100 to 440 (@lvl 55): Damage(-MR) 120 to 540 | Cap: 65 -- Damage(-MR) 25+(5*lvl) to -50+(14*lvl) (@lvl 45): Damage(-MR) 250 to 580 (@lvl 55): Damage(-MR) 300 to 720 (@lvl 65): Damage(-MR) 350 to 860 |
45 | 3 | divine courage | Cap: 55 -- Heal 3, Accuracy +15, MaxDamage +3, GoodOnly, RemovesSpells(zeal, righteousness, unholy fanaticism), for 40+(0.4*lvl) rounds (@lvl 45): for 58 rounds (@lvl 55): for 62 rounds | Cap: 73 -- Heal 3, Accuracy +15, MaxDamage +3, NotEvil, RemovesSpells(zeal, righteousness, unholy fanaticism, blood ritual), for 40+(0.4*lvl) rounds (@lvl 45): for 58 rounds (@lvl 55): for 62 rounds (@lvl 73): for 69 rounds |
45 | 3 | unholy fanaticism | Cap: 55 -- MaxDamage +5, Crits +4, Heal 1, M.R. 0, EvilOnly, RemovesSpells(zeal, righteousness, divine courage), for 40+(0.4*lvl) rounds (@lvl 45): for 58 rounds (@lvl 55): for 62 rounds | Cap: 73 -- MaxDamage +5, Crits +4, Heal 1, EvilOnly, RemovesSpells(blood ritual, zeal, righteousness, divine courage), for 40+(0.4*lvl) rounds (@lvl 45): for 58 rounds (@lvl 55): for 62 rounds (@lvl 73): for 69 rounds |
47 | 3 | curing wind | Cap: 60 -- Heal 40+(0.33*lvl) to 90+(0.33*lvl), GoodOnly, CurePoison +100 (@lvl 47): Heal 55 to 105 (@lvl 60): Heal 59 to 109 | Cap: 70 -- Heal -40+(2*lvl) to 30+(2*lvl), CurePoison +100 (@lvl 47): Heal 54 to 124 (@lvl 60): Heal 80 to 150 (@lvl 70): Heal 100 to 170 |
47 | 3 | exorcism | Cap: 60 -- Damage(-MR) 100+(5*lvl) to 0+(10*lvl), AffectsUndeadOnly, GoodOnly (@lvl 47): Damage(-MR) 335 to 470 (@lvl 60): Damage(-MR) 400 to 600 | Cap: 65 -- Damage(-MR) 100+(5*lvl) to 200+(10*lvl), AffectsUndeadOnly @lvl 47): Damage(-MR) 335 to 670 (@lvl 60): Damage(-MR) 400 to 800 (@lvl 65): Damage(-MR) 425 to 850 |
50 | 3 | divine healing | Cap: 65 -- Heal 15+(1*lvl) to 95+(2*lvl), GoodOnly (@lvl 50): Heal 65 to 195 (@lvl 65): Heal 80 to 225 | Cap: 70 -- Heal 0+(3*lvl) to 0+(5*lvl), GoodOnly (@lvl 50): Heal 150 to 250 (@lvl 65): Heal 195 to 325 (@lvl 70): Heal 210 to 350 |
50 | 3 | priestly benediction | Cap: 65 -- Heal 5+(0.1*lvl) to 7+(0.2*lvl), NeutralOnly, for 10 rounds (@lvl 50): Heal 10 to 17, for 10 rounds (@lvl 65): Heal 11 to 20, for 10 rounds | Cap: 70 -- Heal 5+(0.14*lvl) to 7+(0.25*lvl), NeutralOnly, for 10+(0.2*lvl) rounds (@lvl 50): Heal 12 to 19, for 20 rounds (@lvl 65): Heal 14 to 23, for 23 rounds (@lvl 70): Heal 14 to 24, for 24 rounds |
50 | 3 | dark transfusion | DrainLife -200 to -80, EvilOnly, Heal 100 | DrainLife -200 to -80, EvilOnly, Heal 200 |
50 | 3 | exalted word | Cap: 65 -- Damage(-MR) 0+(0.5*lvl) to 10+(2*lvl), GoodOnly, x5 times/round (@lvl 50): Damage(-MR) 125 to 550 (@lvl 65): Damage(-MR) 160 to 700 | Cap: 85 -- Damage(-MR) 5+(1*lvl) to -20+(3*lvl), GoodOnly, x5 times/round (@lvl 50): Damage(-MR) 275 to 650 (@lvl 65): Damage(-MR) 350 to 875 (@lvl 85): Damage(-MR) 450 to 1175 |
50 | 3 | balanced word | Cap: 65 -- Damage(-MR) 0+(0.5*lvl) to 0+(2*lvl), NeutralOnly, x5 times/round (@lvl 50): Damage(-MR) 125 to 500 (@lvl 65): Damage(-MR) 160 to 650 | Cap: 85 -- Damage(-MR) 10+(1*lvl) to -15+(3*lvl), NeutralOnly, x5 times/round (@lvl 50): Damage(-MR) 300 to 675 (@lvl 65): Damage(-MR) 375 to 900 (@lvl 85): Damage(-MR) 475 to 1200 |
50 | 3 | tainted word | Cap: 65 -- Damage(-MR) 0+(0.5*lvl) to 20+(2*lvl), EvilOnly, x5 times/round (@lvl 50): Damage(-MR) 125 to 600 (@lvl 65): Damage(-MR) 160 to 750 | Cap: 85 -- Damage(-MR) 15+(1*lvl) to -10+(3*lvl), EvilOnly, x5 times/round (@lvl 50): Damage(-MR) 325 to 700 (@lvl 65): Damage(-MR) 400 to 925 (@lvl 85): Damage(-MR) 500 to 1225 |
50 | 3 | angelic halo | Cap: 60 -- RoomIllu 0+(6*lvl), GoodOnly, for 80+(1*lvl) rounds (@lvl 50): RoomIllu +300, for 130 rounds (@lvl 60): RoomIllu +360, for 140 rounds | Cap: 80 -- RoomIllu 0+(8*lvl), GoodOnly, ProtEvil +10, for 80+(1*lvl) rounds (@lvl 50): RoomIllu +400, ProtEvil +10, for 130 rounds (@lvl 60): RoomIllu +480, ProtEvil +10, for 140 rounds (@lvl 80): RoomIllu +640, ProtEvil +10, for 160 rounds |
50 | 3 | balanced sight | Cap: 60 -- RoomIllu +200, Percep +50, NeutralOnly, for 80+(1*lvl) rounds (@lvl 50): for 130 rounds (@lvl 60): for 140 rounds | Cap: 80 -- RoomIllu +200, Percep +50, NeutralOnly, ProtEvil +5, ProtGood +5, for 80+(1*lvl) rounds (@lvl 50): ProtEvil +5, ProtGood +5, for 130 rounds (@lvl 60): ProtEvil +5, ProtGood +5, for 140 rounds (@lvl 80): ProtEvil +5, ProtGood +5, for 160 rounds |
50 | 3 | infernal darkness | Cap: 60 -- Illu -9999, EvilOnly, EvilInCombat, Accuracy -30, for 80+(1*lvl) rounds (@lvl 60): for 140 rounds | Cap: 69 -- Illu -9999, EvilOnly, EvilInCombat, Accuracy -30, ProtEvil -10, for 80+(1*lvl) rounds (@lvl 69): ProtEvil -10, for 149 rounds |
Druid Spells | ||||
LVL | Spell | Before | After | |
1 | 1 | vine strike | Cap: 6 -- Damage(-MR) 4 to 9+(0.5*lvl) (@lvl 1): Damage(-MR) 4 to 9 (@lvl 6): Damage(-MR) 4 to 12 | Cap: 9 -- Damage(-MR) 5+(1*lvl) to 14+(1*lvl) (@lvl 1): Damage(-MR) 6 to 15 (@lvl 6): Damage(-MR) 11 to 20 (@lvl 9): Damage(-MR) 14 to 23 |
1 | 1 | starlight | Cap: 32 -- RoomIllu +175, for 80+(1*lvl) rounds | no change |
2 | 1 | mend | Cap: 30 -- Heal 3+(0.33*lvl) to 12+(0.5*lvl), AffectsLivingOnly | no change |
2[/color] | 1 | alertness | Percep +10, for 60 rounds -- RemovesSpells(senselessness) | no change |
3 | 1 | resist cold | Cap: 20 -- Rcol 0+(1*lvl), for 70 rounds -- RemovesSpells(resist fire, resist fire, resist cold, globe of the elements, song of the elements) | no change |
4 | 1 | senselessness | Percep -10, AffectsLivingOnly, EvilInCombat, for 40 rounds -- RemovesSpells(alertness) | no change |
4 | 1 | elemental chaos | Cap: 11 -- Damage(-MR) 7 to 13+(1*lvl) (@lvl 4): Damage(-MR) 7 to 17 (@lvl 11): Damage(-MR) 7 to 24 | Cap: 13 -- Damage(-MR) 7+(1*lvl) to 15+(1*lvl) (@lvl 4): Damage(-MR) 11 to 19 (@lvl 11): Damage(-MR) 18 to 26 (@lvl 13): Damage(-MR) 20 to 28 |
5 | 1 | resist fire | Cap: 20 -- Rfir 0+(1*lvl), for 70 rounds -- RemovesSpells(resist cold, globe of the elements, resist lightning, resist cold, resist fire) | no change |
5 | 1 | charm animal | Enslave +100, AffectsAnimalsOnly, for 60 rounds | no change |
6 | 1 | antidote | CurePoison +8, Dispell (Poison) -- RemovesSpells(dae asp poison 3, dae asp poison 2) | no change |
7 | 1 | camouflage | Cap: 25 -- Stealth 3+(1*lvl), BSAccu +10, for 30+(0.5*lvl) rounds | no change |
7 | 1 | barkskin | Cap: 20 -- DR 10+(1*lvl), AC +5, Rfir -25, for 40+(1*lvl) rounds -- RemovesSpells(barkskin, stoneskin, stoneskin, glacial skin, barbskin) | no change |
8 | 1 | stonestrike | Cap: 14 -- Damage(-MR) 14 to 11+(2*lvl) (@lvl 8): Damage(-MR) 14 to 27 (@lvl 14): Damage(-MR) 14 to 39 | Cap: 18 -- Damage(-MR) 10+(1*lvl) to 17+(2*lvl) (@lvl 8): Damage(-MR) 18 to 33 (@lvl 14): Damage(-MR) 24 to 45 (@lvl 18): Damage(-MR) 28 to 53 |
9 | 1 | resist lightning | Cap: 20 -- Rlit 1+(1*lvl), for 60 rounds -- RemovesSpells(resist lightning, globe of the elements, song of the elements) | no change |
10 | 1 | poison bolt | Cap: 17 -- Damage(-MR) 19+(0.2*lvl) to 15+(2*lvl), EvilInCombat, EndCast [poison bite, Poison 4+(0.2*lvl), AffectsLivingOnly, for 60 rounds], AffectsLivingOnly (@lvl 10): Damage(-MR) 21 to 35 (@lvl 17): Damage(-MR) 22 to 49 | Cap: 18 -- Damage(-MR) 10+(1*lvl) to 17+(2*lvl), EvilInCombat, EndCast [poison bite, Poison 4+(0.2*lvl), AffectsLivingOnly, for 60 rounds], AffectsLivingOnly (@lvl 10): Damage(-MR) 20 to 37 (@lvl 17): Damage(-MR) 27 to 51 (@lvl 18): Damage(-MR) 28 to 53 |
11 | 1 | rapid healing | HPRegen +100, AffectsLivingOnly, for 60 rounds -- RemovesSpells(rosewood rod, rapid healing) | HPRegen +100, AffectsLivingOnly, for 60 rounds -- RemovesSpells(rosewood rod, rapid healing, dark binding) |
12 | 1 | swarm | (Area Attack) Cap: 20 -- Damage(-MR) 24 to 36+(2*lvl) (@lvl 12): Damage(-MR) 24 to 60 (@lvl 20): Damage(-MR) 24 to 76 | (Area Attack) Cap: 20 -- Damage(-MR) 17+(0.5*lvl) to 28+(3*lvl) (@lvl 12): Damage(-MR) 23 to 64 (@lvl 20): Damage(-MR) 27 to 88 |
13 | 1 | burning aura | Cap: 15 -- Damage 1+(0.2*lvl), EvilInCombat, AC -5, DR -3, Accuracy -5, for 20 rounds | no change |
13 | 1 | acid jet | Cap: 20 -- Damage(-MR) 24 to 18+(2.5*lvl) (@lvl 13): Damage(-MR) 24 to 50 (@lvl 20): Damage(-MR) 24 to 68 | Cap: 25 -- Damage(-MR) 26+(0.5*lvl) to 18+(3*lvl) (@lvl 13): Damage(-MR) 32 to 57 (@lvl 20): Damage(-MR) 36 to 78 (@lvl 25): Damage(-MR) 38 to 93 |
14 | 1 | entangle | HoldPerson +100, EvilInCombat, for 4 rounds | no change |
15 | 1 | acid rain | Cap: 15 -- Damage 1+(0.2*lvl), AC -5, EvilInCombat, for 20 rounds | no change |
15 | 3 | regeneration | Cap: 40 -- Heal 2+(0.05*lvl) to 4+(0.1*lvl), for 10 rounds -- RemovesSpells(rejuvinating field) (@lvl 15): Heal 2 to 5, for 10 rounds (@lvl 40): Heal 4 to 8, for 10 rounds | Cap: 50 -- Heal 2+(0.05*lvl) to 4+(0.1*lvl), for 7+(0.25*lvl) rounds -- RemovesSpells(rejuvinating field) (@lvl 15): Heal 2 to 5, for 10 rounds (@lvl 40): Heal 4 to 8, for 17 rounds (@lvl 50): Heal 4 to 9, for 19 rounds |
15 | 3 | chaos storm | (Area Attack) Cap: 23 -- Damage(-MR) 29 to 35+(3*lvl) (@lvl 15): Damage(-MR) 29 to 80 (@lvl 23): Damage(-MR) 29 to 104 | (Area Attack) Cap: 29 -- Damage(-MR) 15+(1*lvl) to 20+(4*lvl) (@lvl 15): Damage(-MR) 30 to 80 (@lvl 23): Damage(-MR) 38 to 112 (@lvl 29): Damage(-MR) 44 to 136 |
16 | 1 | freedom | Freedom +100 | no change |
16 | 3 | partial petrification | Speed +150, AC +5, DR +1, M.R. +5, EvilInCombat, S.C. -5, Dodge -15, for 20 rounds | no change |
17 | 1 | poison cloud | Cap: 20 -- Poison 3+(0.2*lvl), EvilInCombat, AffectsLivingOnly, Accuracy -6, MaxDamage -3, AffectsLivingOnly, for 40 rounds | no change |
18 | 1 | rotting flesh | Damage 6, AffectsLivingOnly, EvilInCombat, for 10 rounds | no change |
19 | 2 | stoneskin | Cap: 40 -- DR 60+(1*lvl), AC +10, M.R. +5, ResistStone +10, for 30+(1*lvl) rounds -- RemovesSpells(barkskin, barkskin, glacial skin, barbskin) | no change |
20 | 1 | blaze | Cap: 28 -- Damage(-MR) 38 to 0+(4*lvl) (@lvl 20): Damage(-MR) 38 to 80 (@lvl 28): Damage(-MR) 38 to 112 | Cap: 28 -- Damage(-MR) 22+(1*lvl) to 10+(4.5*lvl) (@lvl 20): Damage(-MR) 42 to 100 (@lvl 28): Damage(-MR) 50 to 136 |
22 | 2 | creeping doom | Cap: 35 -- Damage 4 to 4+(0.1*lvl), Accuracy -5, AC -5, EvilInCombat, for 30+(0.6*lvl) rounds | no change |
23 | 2 | plasma bolt | Cap: 35 -- Damage(-MR) 54 to 50+(4*lvl) (@lvl 23): Damage(-MR) 54 to 142 (@lvl 35): Damage(-MR) 54 to 190 | Cap: 35 -- Damage(-MR) 24+(2*lvl) to 30+(5*lvl) (@lvl 23): Damage(-MR) 70 to 145 (@lvl 35): Damage(-MR) 94 to 205 |
24 | 2 | maelstrom | (Area Attack) Cap: 32 -- Damage(-MR) 62 to 35+(5*lvl) (@lvl 24): Damage(-MR) 62 to 155 (@lvl 32): Damage(-MR) 62 to 195 | (Area Attack) Cap: 33 -- Damage(-MR) 0+(2*lvl) to 60+(4*lvl) (@lvl 24): Damage(-MR) 48 to 156 (@lvl 32): Damage(-MR) 64 to 188 (@lvl 33): Damage(-MR) 66 to 192 |
25 | 1 | natural prowess | Cap: 50 -- Accuracy 0+(0.1*lvl), MaxDamage 0+(0.1*lvl), BsMinDmg 0+(0.1*lvl), BsMaxDmg 0+(0.1*lvl), Crits 0+(0.1*lvl), for 10+(0.5*lvl) rounds | no change |
25 | 3 | mass entangle | HoldPerson +100, EvilInCombat, for 4 rounds | no change |
26 | 3 | plague | Cap: 40 -- Damage 2+(0.1*lvl), EvilInCombat, Dodge -5, MaxDamage -2, AC -5, for 40 rounds | no change |
28 | 3 | earthquake | (Area Attack) Cap: 40 -- Damage(-MR) 91+(0.2*lvl) to 62+(6*lvl), EndCast [earthquake hold, HoldPerson +100, EvilInCombat, for 4 rounds] (@lvl 28): Damage(-MR) 96 to 230 (@lvl 40): Damage(-MR) 99 to 302 | (Area Attack) (@lvl 28): Damage(-MR) 96 to 251 (@lvl 40): Damage(-MR) 120 to 335 (@lvl 45): Damage(-MR) 130 to 370 |
29 | 3 | globe of the elements | Rcol +25, Rfir +25, Rlit +25, ResistStone +25, for 100 rounds -- RemovesSpells(resist stone, resist fire, resist cold, resist lightning) | no change |
30 | 3 | earthfist | Cap: 40 -- Damage(-MR) 72 to -70+(9*lvl) (@lvl 30): Damage(-MR) 72 to 200 (@lvl 40): Damage(-MR) 72 to 290 | Cap: 40 -- Damage(-MR) 80+(2*lvl) to 35+(9.5*lvl) (@lvl 30): Damage(-MR) 140 to 320 (@lvl 40): Damage(-MR) 160 to 415 |
32 | 3 | rejuvinating field | Cap: 40 -- Heal 1+(0.1*lvl) to 0+(0.2*lvl), for 10 rounds -- RemovesSpells(regeneration) | no change |
32 | 3 | nature tap | Cap: 50 -- ManaRgn -100+(0.5*lvl) to 150+(1*lvl), for 100 rounds | no change |
35 | 2 | elemental fury | Cap: 50 -- Damage(-MR) 30 to 15+(2*lvl), EndCast [elemental lightning, Damage(-MR) 30 to 15+(2*lvl), EndCast [elemental fire, Damage(-MR) 30 to 15+(2*lvl), EndCast [elemental ice, Damage(-MR) 30 to 15+(2*lvl)]]] (@lvl 35): Damage(-MR) 120 to 340 (@lvl 45): Damage(-MR) 120 to 420 (@lvl 50): Damage(-MR) 120 to 460 | Cap: 45 -- Damage(-MR) 10+(1*lvl) to -5+(3*lvl), EndCast [elemental lightning, Damage(-MR) 10+(1*lvl) to -5+(3*lvl), EndCast [elemental fire, Damage(-MR) 10+(1*lvl) to -5+(3*lvl), EndCast [elemental ice, Damage(-MR) 10+(1*lvl) to -5+(3*lvl)]]] (@lvl 35): Damage(-MR) 180 to 400 (@lvl 45): Damage(-MR) 220 to 520 |
37 | 3 | summon stone elemental | Cap: 55 -- Damage(-MR) 80+(1*lvl) to -30+(10*lvl) (@lvl 37): Damage(-MR) 117 to 340 (@lvl 50): Damage(-MR) 130 to 470 (@lvl 55): Damage(-MR) 135 to 520 | Cap: 50 -- Damage(-MR) 42+(4*lvl) to -24+(12*lvl) (@lvl 37): Damage(-MR) 190 to 420 @lvl 50): Damage(-MR) 242 to 576 |
37 | 3 | summon lightning elemental | Cap: 55 -- Damage(-MR) 80+(1*lvl) to -30+(10*lvl) (@lvl 37): Damage(-MR) 117 to 340 (@lvl 50): Damage(-MR) 130 to 470 (@lvl 55): Damage(-MR) 135 to 520 | Cap: 50 -- Damage(-MR) 42+(4*lvl) to -24+(12*lvl) (@lvl 37): Damage(-MR) 190 to 420 (@lvl 50): Damage(-MR) 242 to 576 |
38 | 2 | sandstorm | Cap: 70 -- Damage 4+(0.02*lvl) to 1+(0.1*lvl), Illu -9999, AC -5, Accuracy -10, Speed +125, EvilInCombat, Slowness +200, for 7+(0.33*lvl) rounds | no change |
40 | 3 | summon ice elemental | Cap: 55 -- Damage(-MR) 80+(1*lvl) to -30+(11*lvl) (@lvl 40): Damage(-MR) 120 to 410 (@lvl 50): Damage(-MR) 130 to 520 (@lvl 55): Damage(-MR) 135 to 575 | Cap: 50 -- Damage(-MR) 42+(4*lvl) to -24+(12*lvl) (@lvl 40): Damage(-MR) 202 to 456 (@lvl 50): Damage(-MR) 242 to 576 |
40 | 3 | summon fire elemental | Cap: 55 -- Damage(-MR) 80+(1*lvl) to -30+(11*lvl) (@lvl 40): Damage(-MR) 120 to 410 (@lvl 50): Damage(-MR) 130 to 520 (@lvl 55): Damage(-MR) 135 to 575 | Cap: 50 -- Damage(-MR) 42+(4*lvl) to -24+(12*lvl) (@lvl 40): Damage(-MR) 202 to 456 (@lvl 50): Damage(-MR) 242 to 576 |
40 | 3 | acid tempest | (Area Attack) Cap: 55 -- Damage(-MR) 80+(0.4*lvl) to 20+(7*lvl), EndCast [drenched in acid, Damage 4 to 7, AC -10, Accuracy -15, Dodge -5, EvilInCombat, for 20 rounds] (@lvl 40): Damage(-MR) 96 to 300 (@lvl 55): Damage(-MR) 102 to 405 | (Area Attack) Cap: 70 -- Damage(-MR) -40+(4*lvl) to -10+(12*lvl), EndCast [drenched in acid, Damage 4 to 7, AC -10, Accuracy -15, Dodge -5, EvilInCombat, for 20 rounds] (@lvl 40): Damage(-MR) 120 to 470 (@lvl 55): Damage(-MR) 180 to 650 (@lvl 70): Damage(-MR) 240 to 830 |
45 | 3 | ember | Cap: 55 -- Damage(-MR) 0+(1*lvl) to -20+(4*lvl), x3 times/round (@lvl 45): Damage(-MR) 135 to 480 (@lvl 55): Damage(-MR) 165 to 600 | Cap: 65 -- Damage(-MR) 0+(2*lvl) to -25+(5*lvl), x3 times/round (@lvl 45): Damage(-MR) 270 to 600 (@lvl 55): Damage(-MR) 330 to 750 (@lvl 65): Damage(-MR) 390 to 900 |
45 | 3 | thunderclap | (Area Attack) Cap: 52 -- Damage(-MR) 40 to 190+(2*lvl), EndCast% +25, EndCast [thunderstun, Confusion 60 to 50+(1*lvl), EvilInCombat, for 3+(0.07*lvl) rounds] (@lvl 45): Damage(-MR) 40 to 280 (@lvl 52): Damage(-MR) 40 to 294 | (Area Attack) Cap: 65 -- Damage(-MR) -30+(2*lvl) to 190+(2*lvl), EndCast% +25, EndCast [thunderstun, Confusion 60 to 50+(1*lvl), EvilInCombat, for 3+(0.07*lvl) rounds] (@lvl 45): Damage(-MR) 60 to 280 (@lvl 52): Damage(-MR) 74 to 294 (@lvl 65): Damage(-MR) 100 to 320 |
48 | 3 | glacial skin | Cap: 60 -- DR 30+(2*lvl), AC +5, Rcol +20, Rfir -50, for 20+(1*lvl) rounds -- RemovesSpells(barkskin, barkskin, stoneskin, barbskin) | no change |
50 | 3 | glacial mist | Cap: 50 -- Damage 0+(0.1*lvl) to 10+(0.2*lvl), Confusion +10, Slowness +100, Crits -5, Rfir +10, EvilInCombat, GoodOnly, for 1+(0.2*lvl) rounds (@lvl 50): Damage 5 to 20, Confusion +10, Slowness +100, Crits -5, Rfir +10, for 11 rounds | no change |
50 | 3 | barbskin | Cap: 65 -- DamageShield 0+(0.17*lvl) to 2+(0.2*lvl), DR +5, AC +10, Shock +2877, NeutralOnly, for 30+(1*lvl) rounds -- RemovesSpells(barkskin, barkskin, stoneskin, glacial skin) (@lvl 50): DamageShield +8 to +12, DR +5, AC +10, for 80 rounds (@lvl 65): DamageShield +11 to +15, DR +5, AC +10, for 95 rounds | Cap: 65 -- DamageShield 2+(0.17*lvl) to 2+(0.2*lvl), DR +5, AC 2+(0.17*lvl) to 2+(0.2*lvl), Shock +2877, NeutralOnly, for 30+(1*lvl) rounds -- RemovesSpells(barkskin, barkskin, stoneskin, glacial skin) (@lvl 50): DamageShield +10 to +12, DR +5, AC +10 to +12, for 80 rounds (@lvl 65): DamageShield +13 to +15, DR +5, AC +13 to +15, for 95 rounds |
50 | 3 | spore cloud | Cap: 50 -- Damage 0+(0.2*lvl) to 10+(0.2*lvl), Confusion +10, Crits -5, Slowness +100, MaxDamage -5, EvilInCombat, EvilOnly, for 1+(0.2*lvl) rounds (@lvl 50): Damage 10 to 20, Confusion +10, Crits -5, Slowness +100, MaxDamage -5, for 11 rounds | no change |
50 | 3 | frozen spike | Cap: 65 -- Damage(-MR) -15+(3*lvl) to 20+(12*lvl), GoodOnly (@lvl 50): Damage(-MR) 135 to 620 (@lvl 65): Damage(-MR) 180 to 800 | Cap: 85 -- Damage(-MR) -25+(6*lvl) to -20+(15*lvl), GoodOnly (@lvl 50): Damage(-MR) 275 to 730 (@lvl 65): Damage(-MR) 365 to 955 (@lvl 85): Damage(-MR) 485 to 1255 |
50 | 3 | boulder | Cap: 65 -- Damage(-MR) -15+(3*lvl) to 20+(12*lvl), NeutralOnly (@lvl 50): Damage(-MR) 135 to 620 (@lvl 65): Damage(-MR) 180 to 800 | Cap: 85 -- Damage(-MR) 25+(6*lvl) to 40+(15*lvl), NeutralOnly (@lvl 50): Damage(-MR) 325 to 790 (@lvl 65): Damage(-MR) 415 to 1015 (@lvl 85): Damage(-MR) 535 to 1315 |
50 | 3 | inferno | Cap: 65 -- Damage(-MR) -15+(3*lvl) to 20+(12*lvl), EvilOnly (@lvl 50): Damage(-MR) 135 to 620 (@lvl 65): Damage(-MR) 180 to 800 | font]Cap: 85 -- Damage(-MR) 50+(6*lvl) to 60+(15*lvl), EvilOnly (@lvl 50): Damage(-MR) 350 to 810 (@lvl 65): Damage(-MR) 440 to 1035 (@lvl 85): Damage(-MR) 560 to 1335 |
50 | 3 | close wounds | Cap: 60 -- Heal 0+(0.33*lvl) to 0+(1*lvl), GoodOnly (@lvl 50): Heal 16 to 50 | Cap: 65 -- Heal -30+(1*lvl) to -50+(2*lvl), GoodOnly (@lvl 50): Heal 20 to 50 (@lvl 65): Heal 35 to 80 |
50 | 3 | earthbind | Cap: 50 -- HPRegen 0+(0.5*lvl) to -15+(1*lvl), ManaRgn 0+(0.5*lvl) to -15+(1*lvl), NeutralOnly, for 80 rounds (@lvl 50): HPRegen +25 to +35, ManaRgn +25 to +35, for 80 rounds | Cap: 70 -- HPRegen 0+(0.5*lvl) to -60+(2*lvl), ManaRgn 0+(0.5*lvl) to -60+(2*lvl), NeutralOnly, for 30+(1*lvl) rounds (@lvl 50): HPRegen +25 to +40, ManaRgn +25 to +40, for 80 rounds (@lvl 60): HPRegen +30 to +60, ManaRgn +30 to +60, for 90 rounds (@lvl 70): HPRegen +35 to +80, ManaRgn +35 to +80, for 100 rounds |
50 | 3 | CHANGED | Name: dark plague, Short: dapl, Magery: Druid-3, LVL: 50, Mana: 60, Diff: -110 >> Target: Full Attack Area -- Attack Type: Normal -- LVL Gain Cap: 60 -- Damage 0+(0.33*lvl), AC -15, MaxDamage -5, Dodge -10, EvilOnly, EvilInCombat, for 1+(0.1*lvl) rounds @lvl 50): Damage 16, AC -15, MaxDamage -5, Dodge -10, for 6 rounds | Name: dark binding, Short: dbin, Magery: Druid-3, LVL: 50, Mana: 30, Diff: -90 >> Target: Self -- Attack Type: Normal -- LVL Gain Cap: 70 -- HPRegen -50, ManaRgn 50 to 0+(2*lvl), EvilOnly, for 30+(1*lvl) rounds -- RemovesSpells(rapid healing) (@lvl 50): HPRegen -50, ManaRgn +50 to +100, for 80 rounds (@lvl 70): HPRegen -50, ManaRgn +50 to +140, for 100 rounds |
Direct Damage Comparison | |||
LVL | Mage | Druid | Priest |
1 | (@lvl 1): Damage(-MR) 4 to 12 (@lvl 1): Damage(-MR) 7 to 16 (@lvl 9): Damage(-MR) 15 to 24 | (@lvl 1): Damage(-MR) 4 to 9 (@lvl 1): Damage(-MR) 6 to 15 (@lvl 6): Damage(-MR) 11 to 20 (@lvl 9): Damage(-MR) 14 to 23 | (@lvl 1): Damage(-MR) 4 to 14 (@lvl 1): Damage(-MR) 5 to 14 (@lvl 6): Damage(-MR) 10 to 19 (@lvl 9): Damage(-MR) 13 to 22 |
4 | (@lvl 4): Damage(-MR) 8 to 18 (@lvl 4): Damage(-MR) 12 to 21 (@lvl 11): Damage(-MR) 19 to 28 (@lvl 13): Damage(-MR) 21 to 30 | (@lvl 4): Damage(-MR) 7 to 17 (@lvl 4): Damage(-MR) 11 to 19 (@lvl 11): Damage(-MR) 18 to 26 (@lvl 13): Damage(-MR) 20 to 28 | (@lvl 4): Damage(-MR) 4 to 18 (@lvl 4): Damage(-MR) 9 to 18 (@lvl 11): Damage(-MR) 16 to 25 (@lvl 13): Damage(-MR) 18 to 27 |
8 | (@lvl 8): Damage(-MR) 16 to 28 (@lvl 8): Damage(-MR) 20 to 36 (@lvl 15): Damage(-MR) 27 to 50 (@lvl 18): Damage(-MR) 30 to 56 | (@lvl 8): Damage(-MR) 14 to 27 (@lvl 8): Damage(-MR) 18 to 33 (@lvl 14): Damage(-MR) 24 to 45 (@lvl 18): Damage(-MR) 28 to 53 | (@lvl 8): Damage(-MR) 18 to 35 (@lvl 8): Damage(-MR) 16 to 30 (@lvl 15): Damage(-MR) 23 to 44 (@lvl 18): Damage(-MR) 26 to 50 |
13 | (@lvl 13): Damage(-MR) 30 to 50 (@lvl 13): Damage(-MR) 36 to 64 (@lvl 22): Damage(-MR) 41 to 95 (@lvl 25): Damage(-MR) 42 to 106 | (@lvl 13): Damage(-MR) 24 to 50 (@lvl 13): Damage(-MR) 32 to 57 (@lvl 20): Damage(-MR) 36 to 78 (@lvl 25): Damage(-MR) 38 to 93 | (@lvl 13): Damage(-MR) 18 to 50 (@lvl 13): Damage(-MR) 32 to 56 (@lvl 22): Damage(-MR) 37 to 79 (@lvl 25): Damage(-MR) 38 to 86 |
20 | (@lvl 20): Damage(-MR) 40 to 88 (@lvl 20): Damage(-MR) 50 to 110 (@lvl 28): Damage(-MR) 58 to 150 (@lvl 30): Damage(-MR) 60 to 160 | (@lvl 20): Damage(-MR) 38 to 80 (@lvl 20): Damage(-MR) 42 to 100 (@lvl 28): Damage(-MR) 50 to 136 | (@lvl 20): Damage(-MR) 30 to 80 (@lvl 20): Damage(-MR) 35 to 90 (@lvl 28): Damage(-MR) 43 to 122 (@lvl 30): Damage(-MR) 45 to 130 |
23 | (@lvl 23): Damage(-MR) 54 to 142 (@lvl 23): Damage(-MR) 70 to 145 (@lvl 35): Damage(-MR) 94 to 205 | ||
25 | (@lvl 25): Damage(-MR) 80 to 140 (@lvl 25): Damage(-MR) 88 to 168 (@lvl 35): Damage(-MR) 112 to 224 | (@lvl 25): Damage(-MR) 57 to 130 (@lvl 25): Damage(-MR) 65 to 145 (@lvl 35): Damage(-MR) 85 to 195 | |
30 | (@lvl 30): Damage(-MR) 106 to 250 (@lvl 30): Damage(-MR) 160 to 350 (@lvl 40): Damage(-MR) 180 to 450 | (@lvl 30): Damage(-MR) 72 to 200 (@lvl 30): Damage(-MR) 140 to 320 (@lvl 40): Damage(-MR) 160 to 415 | (@lvl 30): Damage(-MR) 50 to 200 (@lvl 30): Damage(-MR) 120 to 290 (@lvl 40): Damage(-MR) 140 to 380 |
32 | (@lvl 32): Damage(-MR) 104 to 256 (@lvl 32): Damage(-MR) 170 to 370 (@lvl 40): Damage(-MR) 186 to 450 (@lvl 42): Damage(-MR) 190 to 470 | ||
33 | (@lvl 33): Damage(-MR) 77 to 320 (@lvl 33): Damage(-MR) 180 to 380 (@lvl 43): Damage(-MR) 200 to 480 | ||
35 | (@lvl 35): Damage(-MR) 94 to 350 (@lvl 35): Damage(-MR) 200 to 420 (@lvl 45): Damage(-MR) 240 to 540 | (@lvl 35): Damage(-MR) 120 to 340 (@lvl 35): Damage(-MR) 180 to 400 (@lvl 45): Damage(-MR) 220 to 520 | (@lvl 35): Damage(-MR) 90 to 250 (@lvl 35): Damage(-MR) 160 to 375 (@lvl 50): Damage(-MR) 220 to 555 |
37 | (@lvl 37): Damage(-MR) 99 to 346 (@lvl 37): Damage(-MR) 220 to 450 (@lvl 47): Damage(-MR) 260 to 570 | (@lvl 37): Damage(-MR) 117 to 340 (@lvl 37): Damage(-MR) 190 to 420 @lvl 50): Damage(-MR) 242 to 576 | |
40 | (@lvl 40): Damage(-MR) 130 to 390 (@lvl 40): Damage(-MR) 240 to 510 (@lvl 50): Damage(-MR) 290 to 630 | (@lvl 40): Damage(-MR) 120 to 410 (@lvl 40): Damage(-MR) 202 to 456 (@lvl 50): Damage(-MR) 242 to 576 | |
45 | (@lvl 45): Damage(-MR) 156 to 576 (@lvl 45): Damage(-MR) 300 to 636 (@lvl 55): Damage(-MR) 360 to 780 | (@lvl 45): Damage(-MR) 135 to 480 (@lvl 45): Damage(-MR) 270 to 600 (@lvl 55): Damage(-MR) 330 to 750 (@lvl 65): Damage(-MR) 390 to 900 | (@lvl 45): Damage(-MR) 100 to 440 (@lvl 45): Damage(-MR) 250 to 580 (@lvl 55): Damage(-MR) 300 to 720 (@lvl 65): Damage(-MR) 350 to 860 |
47 | (@lvl 47): Damage(-MR) 200 to 520 (@lvl 47): Damage(-MR) 360 to 730 (@lvl 60): Damage(-MR) 425 to 925 (@lvl 65): Damage(-MR) 450 to 1000 | ||
50 (Good) | (@lvl 50): Damage(-MR) 150 to 750 (@lvl 50): Damage(-MR) 300 to 810 (@lvl 65): Damage(-MR) 390 to 1035 (@lvl 85): Damage(-MR) 510 to 1335 | (@lvl 50): Damage(-MR) 135 to 620 (@lvl 50): Damage(-MR) 275 to 730 (@lvl 65): Damage(-MR) 365 to 955 (@lvl 85): Damage(-MR) 485 to 1255 | (@lvl 50): Damage(-MR) 125 to 550 (@lvl 50): Damage(-MR) 275 to 650 (@lvl 65): Damage(-MR) 350 to 875 (@lvl 85): Damage(-MR) 450 to 1175 |
50 (Neutral) | (@lvl 50): Damage(-MR) 145 to 690 (@lvl 50): Damage(-MR) 330 to 840 (@lvl 65): Damage(-MR) 435 to 1065 (@lvl 85): Damage(-MR) 575 to 1365 | (@lvl 50): Damage(-MR) 135 to 620 (@lvl 50): Damage(-MR) 325 to 790 (@lvl 65): Damage(-MR) 415 to 1015 (@lvl 85): Damage(-MR) 535 to 1315 | (@lvl 50): Damage(-MR) 125 to 500 (@lvl 50): Damage(-MR) 300 to 675 (@lvl 65): Damage(-MR) 375 to 900 (@lvl 85): Damage(-MR) 475 to 1200 |
50 (Evil) | (@lvl 50): Damage(-MR) 130 to 550, EndCast [nebo secondary, (@lvl 50): DrainLife 15 to 130] (@lvl 50): Damage(-MR) 350 to 750, EndCast [nebo secondary, (@lvl 50): DrainLife 15 to 130] (@lvl 65): Damage(-MR) 440 to 945, EndCast [nebo secondary, (@lvl 65): DrainLife 20 to 175] (@lvl 85): Damage(-MR) 560 to 1205, EndCast [nebo secondary, (@lvl 65): DrainLife 20 to 175] | (@lvl 50): Damage(-MR) 135 to 620 (@lvl 50): Damage(-MR) 350 to 810 (@lvl 65): Damage(-MR) 440 to 1035 (@lvl 85): Damage(-MR) 560 to 1335 | (@lvl 50): Damage(-MR) 125 to 600 (@lvl 50): Damage(-MR) 325 to 700 (@lvl 65): Damage(-MR) 400 to 925 (@lvl 85): Damage(-MR) 500 to 1225 |
Area Spell Damage Comparison | ||
LVL | Mage | Druid |
11 | (@lvl 11): Damage(-MR) 26 to 71 (@lvl 20): Damage(-MR) 31 to 98 | |
12 | (@lvl 12): Damage(-MR) 23 to 64 (@lvl 20): Damage(-MR) 27 to 88 | |
15 | (@lvl 15): Damage(-MR) 41 to 100 (@lvl 23): Damage(-MR) 49 to 132 (@lvl 28): Damage(-MR) 54 to 152 | (@lvl 15): Damage(-MR) 30 to 80 (@lvl 23): Damage(-MR) 38 to 112 (@lvl 29): Damage(-MR) 44 to 136 |
23 | (@lvl 23): Damage(-MR) 60 to 175 (@lvl 32): Damage(-MR) 78 to 220 (@lvl 33): Damage(-MR) 80 to 225 | |
24 | (@lvl 24): Damage(-MR) 48 to 156 (@lvl 32): Damage(-MR) 64 to 188 (@lvl 33): Damage(-MR) 66 to 192 | |
28 | (@lvl 28): Damage(-MR) 111 to 307 (@lvl 45): Damage(-MR) 145 to 460 | (@lvl 28): Damage(-MR) 96 to 251 (@lvl 40): Damage(-MR) 120 to 335 (@lvl 45): Damage(-MR) 130 to 370 |
40 | @lvl 40): Damage(-MR) 170 to 520 (@lvl 55): Damage(-MR) 245 to 715 | (@lvl 40): Damage(-MR) 120 to 470 (@lvl 55): Damage(-MR) 180 to 650 (@lvl 70): Damage(-MR) 240 to 830 |
50 (Good) | (@lvl 50): Damage(-MR) 320 to 675 (@lvl 65): Damage(-MR) 395 to 855 (@lvl 85): Damage(-MR) 495 to 1095 | |
50 (Neutral) | (@lvl 50): Damage(-MR) 325 to 650 (@lvl 65): Damage(-MR) 400 to 845 (@lvl 85): Damage(-MR) 500 to 1105 | |
50 (Evil) | (@lvl 50): Damage(-MR) 330 to 725 (@lvl 65): Damage(-MR) 420 to 920 (@lvl 85): Damage(-MR) 540 to 1180 |
Quote from: wokesmeed on April 17, 2013, 06:55:46 AM
I agree 100% that spellcasters need more damage. Maybe implementing items or stats that effect spell damage.
Quote from: wokesmeed on April 17, 2013, 07:11:48 AM
Mystics are currently raised to 500% correct? I don't think it needs to be this high, but it was raised so high because of the balance. If the other classes do more damage then they don't need to be raised as much, 325 is good tho. People are still playing mystics even with the 500% chart, but at least everyone isn't a Mystic.
Quote from: Coarse Horse on April 17, 2013, 08:30:31 AM
The damage on the Spell Mod is just too much in several situations. Mages already crush the hell out of every other class in terms of rate/hr at top end, and having Druids do a significant amount more room damage isn't going to help with balance.
Another problem is that monsters that use a lot of these spells will also being doing significantly increased damage. People who aren't experienced with this mod are going to have a serious problem dealing with stuff like Nanati Sorceresses doing 80+ dmg with sunbolt and over 100 dmg with eldritch bolt, or having Goru-Nezar do 400+ damage on them with color spray, or being earthfisted for over 300 by Dao Lord.
This mod was created for use on a realm where HP on average was quite a bit higher than a stock mud. If this is going to be used, these spells need to be gone through one by one and copies need to be made with the old values to be used on monsters. Without doing this, the mod is simply too out of control for a stock-based game.
Quote from: Coarse Horse on April 17, 2013, 08:52:36 AM
I forgot about this. If mystics are still being played with 500% chart then maybe they should be left as is. Ninjas should be raised for sure though, and probably more than I suggested in my initial post. Ninjas @ 250% wouldn't be crazy to me.
Quote from: Stalkerr on April 17, 2013, 08:56:12 AM
I actually copied the old spells that monsters use and pointed the monsters to the copy before I updated the damage, so the monsters are exactly the same. There were 59 spells shared by monsters so thats all fixed.
Can you be more specific about the end game mage exp rate issue?
Quote from: Stalkerr on April 17, 2013, 09:07:25 AM
Oh lord yeah..they are still 500%. But are people playing them because mystics are still good at 500..or just because its 500 and they are soooo gewd at mud that it doesn't matter?
Quote from: Coarse Horse on April 17, 2013, 09:10:16 AM
That is excellent news.
Gremlins is currently the place where Mages can make huge exp at endgame. I hate to piss in the Wheaties of a good guy who scripts there, but it's a real concern. With no changes made and if this mod is implemented, then Druid will be able to do at least equally as well, if not significantly better due to healing.
Quote from: Stalkerr on April 17, 2013, 09:23:19 AM
That is a pretty significant chunk of exp. Its seems like you could get assraped in there pretty easily though. I know this area isnt really solo scriptable in mmud, and even in gmud it seems like you'd need a pretty specific setup that requires certain limited items AND unnaturally high hp values. Is there something happening in gmud that makes this untrue?
Quote from: Coarse Horse on April 17, 2013, 09:25:55 AM
Some gear is required, but from what I understand, it's only really needed for mana regen. I'd imagine the lack of a level cap, increased stats, and things like DR absorbing spell damage each contribute at least a little bit. Looking at the person in Megamud, it looks like the only lims he's wearing are vortex staff, rainbow stone, and golden headdress.
Quote from: Stalkerr on April 17, 2013, 09:33:26 AM
I'm assuming that this is in non-pvp? That golden headdress seems like it would be 100% required for a mage to script this area..unless it was a kang mage or something like that.
Quote from: Stalkerr on April 17, 2013, 09:33:26 AM
I dunno how much of an issues *this* is for a realm that would have pvp enabled.
Quote from: Stalkerr on April 17, 2013, 09:33:26 AM
Also I've no plans for the increased max stats.
Quote from: Winterhawk on April 17, 2013, 10:02:13 AM
This is a good example of hysteria over someone elses exp rate...this isn't something that is available to every mage yet it gets used as a reason to rape the chart or do other things to limit them. What you are seeing in your last look at the mage is the gear before certain items that add permanant shadowform,say 30 levels back. Also..and here is the real issue IMO...scripting there REQUIRES at the very least a priest partner and in most cases an additional roomer..yes maybe 7 mil is possible..for an hour or two..then it's deathpile recovery time..in reality it's less than the tanks are making in the web..storm fort..etc and it's the ONLY spot in the game even close to that good..so before you use the Metro method of balance .. basing changes on one extreme case...consider carefully. You must consider things faced by a solo char as the basline..yes the tag-along priest as a healbot is unfair to solo players but I don't really see a way around that under the existing game mechanics. Any of you that really think mages chart is too high need to play one solo from a fresh start then compare them to say..anything else. I do think mages are very powerful at the high end but solo from a start is a nasty nasty ordeal...adding more damage/less mana cost to low end spells could help that ordeal out somewhat and possibly justify a small chart increase to balance high end power but it will need to be based on common gear and not the best of everything as that generally is only one per class that can get that.
Winter
Quote from: Coarse Horse on April 17, 2013, 09:48:32 AM
I'm thinking this is going to be a problem for most players. Taking away the opportunity to truly advance at high level is going to be a big turnoff for many people who have grown used to having somewhere to put their extra cps at top end.
Quote from: y2duhh on April 17, 2013, 11:02:06 AMI think that if I'm careful with the spell mod, that warlocks will be a more viable class, I'd like to make some small adjustments to their base stats and see where they stand when they have more powerful spells at their disposal. To clarify, since I'm definitely sold on the spell mod, I don't want to make 2 major changes to warlocks at the same time.
Here are some of my thoughts:
1) Warlocks - I always thought a very easy fix to warlocks was to give them 2 handers and raise their xp charts. A warlock who can wield a 2 handed weapon would instantly be a played character.
QuoteThat is a great idea. I'll have to look at it and I'll post what I come up with.
2) Gypsy - one thing about gypsies that is unfair compared to missionaries is the fact that a miss can get cobras and an azure shamir with ease. Its not as easy to get the midnight glare. Maybe making this one item much easier to obtain would change a lot.
QuoteI understand the complaint, but I don't like the solution. What if carrying light sources was less of a burden?
3) Can we rework races or add NV to all races in one form or another - you never see half-elf, human, elf. You rarely see Gnome, Halfling, Goblin and to some extent Horc The realm is made up of Delf, Neko, Hogre, Dwarf, Kang.
QuoteI tend to agree and my absolute least favorite level range in the level 15-22 range where you just sky rocket through the levels with quests that over reward. I assume you are talking about the level 1 thrag run. And while I can assure you that that run is not easily pulled off, I agree that it is a bit fucked. I'd have to look into solutions for this, ultimately I think that lowering AC on low level plate gear would help, and the golden locket quest should probably be removed.
4) I know some people hate this idea but can we lower monster XP and leave quests the same or something to that effect and can we raise some monsters output. I don't see any reason why bosses should be killed by a group of level 1s. I dont see why people should be able to get level 50 in the matter of month. Lets create a game where it actually takes you a week to get to where we usually are a matter of a day.
Quote from: y2duhh on April 17, 2013, 11:02:06 AM
Here are some of my thoughts:
1) Warlocks - I always thought a very easy fix to warlocks was to give them 2 handers and raise their xp charts. A warlock who can wield a 2 handed weapon would instantly be a played character.
Quote from: Coarse Horse on April 17, 2013, 01:03:36 PM
They'd also instantly be the highest damage class in the game. We need to be careful with things like this.
Quote from: Coarse Horse on April 17, 2013, 01:53:42 PM
Fren 5 max dmg/5 crit + Smit 4 max damage is higher than any class that can use 2 handers gets from buffs. This would be sort of like a Wardancer who can also room for 500 with spell mod and have 85-90 AC.
GG
If not the highest damage, it'd be damn close. Crit classes might edge it out because of the unnaturally high crit %s, but it'd still be close.
Quote from: Jester on April 17, 2013, 02:42:36 PM
So then, if we're planning to roll with standard stats (I support this concept 100%), and there will be potential for new ways to use CPs, I have a few ideas.
This is just to get the ball rolling on the idea, it needs a lot of work. I'm thinking that rather than keep increasing stats which quickly skews the engine mechanics you could get some of the benefits of what a stat increase would do a la carte, ie: + max damage.
I'm not sure if it makes the most sense to allow all abilities for everyone or if it should be racially decided to allow for better race balancing (downside is it is a heck of a lot more work to come up with ideas for each race individually).
Some of the things I've thought of (obviously need to be balanced, just rough numbers)
+1 max dmg for 10 CPs
+1/0 AC for 10 CPs
+0/.2 AC for 10 CPs
+5 dodge for 10 CPs
+5 HpRegen for 10 CPs
+5 MpRegen for 10 CPs
+1% encumb for 10 CPs
Swimming (no need for raft) 10 CPs - Credit: DC
Climbing (no need for rope) 10 CPs - Credit: DC
+10 perception for 10 CPs
+10 spellcasting for 10 CPs
+10 MagicRes for 10 CPs
+10 light, 10 CPs
Other ideas:
Grant tracking ability for 50 CPs
Grant picklocks ability for 50 CPs
Grant thievery for 50 CPs
Grant traps for 50 CPs
Just to give a few examples on "racial" additions, I was thinking something along the lines of this for Kang:
Toughened Skin 30 CPs, +1/.1 AC
Regeneration 30 CPs, +1 heal
You could also mix the two having several generic additions available for purchase via CPs and also have racial "bonus" items that can be purchased via CPs to add to the racial differences.
Quote from: y2duhh on April 17, 2013, 03:46:00 PM
I am guessing this is a coding change but I always thougth ganghouse should all be the same price and you should be able to buy different guards to protect your house.
Quote from: Jester on April 17, 2013, 03:53:14 PM
I do like the idea of being able to summon multiple types of guardians into your house, mixing types would allow for a much nastier defensive mixture of status effects. The only issue with that is you would have to make one of each guardian for each house so they would respect the correct token (I'm intentionally not calling it an emblem to lead into my next item...)
I think rather than an emblem per ganghouse, each ganghouse should have an internal shop where you can purchase 'worn' items similar to each of the current emblems so that various gang members can use the emblem that best suits them. You could then replace the emblem with a different kind of token that keeps the guardians of the house at bay.
Quote from: Stalkerr on April 17, 2013, 09:07:25 AM
Oh lord yeah..they are still 500%. But are people playing them because mystics are still good at 500..or just because its 500 and they are soooo gewd at mud that it doesn't matter?
Quote from: Stalkerr on April 17, 2013, 04:00:26 AM
I could probably rework that entire area a bit...so that the easy trainer trained you to 75..then you had to do that hard trainer for more levels past that? I suppose up into the infinite levels is fine considering how exp charts work. Off the top of my head I'm not exactly sure what it is in the hard trainer that doesnt work in gmud..maybe a hint would help me out. I dunno that this is something I'd have to have ready right away, it takes a couple months for that to become an issue.
Quote from: Gardner Denver on April 17, 2013, 05:58:03 PM
The biggest issue with the hard trainer is when you enter the tree room, the tree goes into your inventory instead of on the ground like it should. This is an engine issue that can't be addressed through content unless you recode the entire area to include something to remove the tree.
Quote from: Jester on April 17, 2013, 06:10:03 PM
Could there just be a fixture in the room that you can 'insert tree' into that causes the mob to spawn? It's clunky, but it would work.
Or you could just have Lozrina / beautiful man drop some kind of unique keys that open consecutive doors to Azmfodsfijsdaflksah whatever his name is. Similar to the keys to get to Thrag. You would have to add a room or two maybe, or at least add some doors along the path to the tree room.
Quote from: Jester on April 17, 2013, 05:53:56 PM
Since you brought up income, that is something else that could be tweaked. High Yield EXP scripting should not ALSO be high yield money scripting. Make people choose between scripting for money or scripting for better exp. If you allow the win-win scenario it eliminates the value of money.
Money drop rates across the realm should be scaled back and storm giants shouldn't drop platinum pieces unless it can be set to happen less often (I'm not sure how money drops are handled, if they are a 100% drop at a range from x to y then platinum should never be dropped by a standard monster that respawns frequently).
If mobs can be set to drop money only a certain % of the time that would be idea. Maybe high yield exp loops have mobs that only drop gold 1% of the time (if at all) and areas that have higher money drop rates have significantly lower exp potential.
Quote from: Vile on April 17, 2013, 06:08:25 PMUnfortunately, there isnt anything on your list that I can really do.
I want simple things. Are these within the scope of whatever edits DC is able to implement?
- Some form of +spell damage (also applies to blesses and healing) from items
- More +spell damage (as above) from the caster's main stat, just like STR does with max damage
- Spell crits
- Tweaks to the combat system. Damage needs to be lowered and hps raised
Quote from: Stalkerr on April 17, 2013, 04:10:35 AM
What do other people think as far as exp charts, I'm specifically interested in mystics.
Quote from: Coarse Horse on April 17, 2013, 08:52:36 AM
I forgot about this. If mystics are still being played with 500% chart then maybe they should be left as is. Ninjas should be raised for sure though, and probably more than I suggested in my initial post. Ninjas @ 250% wouldn't be crazy to me.
Quote from: Crabster on April 18, 2013, 09:10:28 AM
why the raise on pallys exp table? just curious
Quote from: Gardner Denver on April 16, 2013, 08:15:20 PM
Add more levels to the easy trainer so mudop/sysop intervention is not required to train above level 75.
Quote from: Jester on April 18, 2013, 11:21:13 AM
Because Paladins are amazing and need a handicap. With plate, combat 4 and major healing they pretty much outscript anyone (though this is tempered a bit in Gmud).
Just so you don't get some idea that I'm anti-paladin, I play one everytime I start this game again and if I'm being honest they are pretty OP.
That said, I am totally OK with a reduction in Paladin exp table and the addition of a 'laser eyes' ability. I'll probably play one regardless.
Quote from: Coarse Horse on April 19, 2013, 12:53:57 AM
Clerics probably deserve a raise too.
They're the class of choice for anchoring pvp groups cuz of their ac and healing and are generally hard-to-kill , but they still can't pull rates like Paladins can solo.
Quote from: Vile on April 19, 2013, 04:53:51 AM
If exp charts were based around how classes "pull rates" a warrior would have about the 3rd highest chart.
Quote from: Vile on April 19, 2013, 04:53:51 AM
Clerics are abundant in pvp at least because they are the ultimate dupe due to their versatility.
Quote from: Vile on April 19, 2013, 04:53:51 AM
They should have a higher chart than Paladins, which honestly aren't that powerful.
Quote from: Stalkerr on April 19, 2013, 06:33:02 PM
So, low level high tier armour should be; more expensive, less effective, both, neither.
Quote from: Coarse Horse on April 19, 2013, 07:00:42 PM
I like the idea of making things more expensive. It would give more value to cash if everything was doubled or tripled in price, not just armor.
Locket quest should probably be looked at as well for a change in reward or possibly removal.
Quote from: Stalkerr on April 20, 2013, 10:50:48 PM
Lots of realm go with increased limited items. I intend to leave lims in the game, because I like them. BUT I'm willing to put suitable non-lim alternatives in for some items. What items in particular make people cringe when they aren't available for their favorite class? Although, for this topic I'm interested in every limited item in the game, I'm particularly interested in level 10 quest items. I'm not trying to bait the conversation one way or another so if you have any thoughts now would be a great time to post them.
Quote from: Stalkerr on April 20, 2013, 10:50:48 PM
--While we are on the level 10~level range, I'm going to put this out there, how would people feel if the 4, 750k quests available at level 15 were spread out between levels 10 and 20, altered a little to be easier/harder depending on the intended level and had their exp values altered to be worth about 1 level instead of how it is now. (Now its you hit 15, do 3 quests and your teens are over)
Quote from: Coarse Horse on April 21, 2013, 01:41:37 AM
jeweled scimitar
flametongue
crystal shortsword
witchwood spear
silver rapier
curved bone dagger
golden belt
belt of faith
To me, this mostly depends on the final exp chart percentages for classes.
Quote from: Coarse Horse on April 19, 2013, 07:39:13 AM
I totally disagree. Clerics are popular on the pvp realm because most of the fighting is done in groups. They are a perfect party anchor.
When you compare Paladins and Clerics as standalone classes in skilled hands, Paladins will edge Clerics out for just about the entire game. This isn't something new. It's been the case for a long, long time. The lack of powerful Paladins on the pvp realm is a reflection of the group-oriented pvp situation there, not overall power or potential.
Quote from: mad on April 21, 2013, 12:10:37 PM
Clerics actually end up edging paladins out in all ways once they end up QND with a gavel
there's no way a paladin could outdo me scripting,
There is actually no reason to go a paladin (end game)
Quote from: mad on April 21, 2013, 12:10:37 PM
Mad's rocking around 96/28 qnd with the TSM
Quote from: mad on April 21, 2013, 12:10:37 PM
Clerics actually end up edging paladins out in all ways once they end up QND with a gavel
Quote from: Stalkerr on April 22, 2013, 12:01:04 AM
A paladin needs to be able to get the scripting spots he needs to level super fast. Unfortunately for paladins in gmud groups of players will get those spots first and the solo paladin can't take them from a group. The cleric adds more to a group since he can tank equally well and heals better. If this was a realm of 8-10 players paladins would definately be stronger, but its not.
If there were significantly more spots worth scripting, the solo paladin would out earn the grouped cleric.
If you're comparing them side by side solo...then the paladin massively out earns the cleric.
Quote from: Vile on April 22, 2013, 05:38:38 AM
This.
We need to look past exp charts and look at balance taking into account all aspects of this uniquely weird multi user environment.
The game is played in groups, and right now the most powerful combo is damage dealer + Cleric. There is no reason to consider your tank/healer to be anything other than a Cleric, they are that good. This is not good balance and highlights some of the glaring balance issues.
What would the most powerful combos be? Something like:
- Mystic or Ninja or Ranger or Paladin or Warrior + Cleric
- Everything else... a long long way behind]
Take a Ranger solo though and it is quite horrible.
There may be some other viable options with the right gear and at the high levels. But in general it highlights:
- AC, can't live without it
- Don't have AC? Healing is a must
- 2-hander damage is... insane
Quote from: Stalkerr on April 22, 2013, 06:51:01 AM
Some of this can be dealt with through the content. I can scale down some monster acc a bit as well as some armour values. This would make lighter armours more survivable while not changing plate too much..(if I do it right). There are some chunks of the combat formulas that are just way off, and many of them are things that I thought were fixed but aren't. I've taken some time and tested certain things and I know where the errors are if we can get that fixed mystics can probably go back down to a normal chart.
I'd like to see if I can get some work done on a couple of these bugs, if I can it'll make a difference as to how I balance things.
Quote from: Jester on April 25, 2013, 12:35:51 PM
Zanthus the Lich:
Can we make him at least feasible to kill? Maybe just undo the knee-jerk reactions of IZaK that destroyed it? Just changing the sunburst to 10x per day would have been enough, but noooooooo. (thanks a lot DC, you caused it, now fix it. :P )
I would like to see a fix to his area to make it possible to group up and make a run at him and also make him possible to kill more than once. He's worth a nice chunk of exp and you might even see daily lich runs, you know, like ACTUAL live board activity at high levels. Crazy talk, right?
Quote from: Jester on April 25, 2013, 11:39:16 AM
Reinstitute Trader Tull:
Specifically for 5th quest weapons. Nobody likes finishing up the 5th quest only to get shafted on their quest weapon. Maybe rework the 5th quest rewards as well so all of the weapons are good, but with different strengths. Some of them just plain suck: See also - Flamemasher.
I guess you could rework the quest-giver textblock to allow folks to choose their reward at the time of completion if it is deemed OP to allow on the fly switching out of quest weapons. It seems kind of lame that you get a random roll on one of three weapons.
It eliminates the ultra fun 'level a HORC warrior or thief to 50 ASAP and reroll them after the quest' minigame though.
Quote from: Jester on April 25, 2013, 11:50:00 AM
Light sources:
I would like to see more viable light sources for the current afk-model of the game. Relatively short duration light sources made sense when the game was created, but it's a major chore now. In a game filled with enchantments, I would like to see a quest for something (worn, eye, face, ear) that puts out decent light. It would have to be used at the expense of something more valueable, I'm not in favor of a permanent light source that you can just hold in your inventory (although I would like to see the durations bumped up on most of the light sources in the game).
For a quest, I'm thinking something like take the glowing pearl that drops from the giant oyster in the underground river (drop rate needs to be bumped up from 1% to something feasible) to the gnome enchantress and have her enchant it, or maybe add another Martok type NPC that can craft the pearl into a broach or some earrings or glasses, I dunno...you get the idea.
Even though I said I'm generally against a permanent item that you can just hold in your inventory, I wouldn't be against something like a bioluminescent (like the glowing pearl) that IS permanent and DOESN'T have to be equipped or worn that adds a SMALL amount of light (+25 maybe) just to take the edge off for mildly dark places.
Quote from: Jester on April 25, 2013, 12:35:51 PM
Zanthus the Lich:
Can we make him at least feasible to kill? Maybe just undo the knee-jerk reactions of IZaK that destroyed it? Just changing the sunburst to 10x per day would have been enough, but noooooooo. (thanks a lot DC, you caused it, now fix it. :P )
I would like to see a fix to his area to make it possible to group up and make a run at him and also make him possible to kill more than once. He's worth a nice chunk of exp and you might even see daily lich runs, you know, like ACTUAL live board activity at high levels. Crazy talk, right?
Quote from: Coarse Horse on April 27, 2013, 01:55:11 PM
Something that might be nice are alternatives to the mod 9 good priest class items for neutral or evil. It's a little imbalanced that this small handful of classes/this align gets both the best combat and mana regen rings (silver signet and morningstar, and also the best defensive ring from 1st good), a crazy good neck (sunburst), and various other OP items like Darkbane and golden sun robes.
Drops and or/simple quests ala sunburst would be an easy way to add these things in.
Quote from: Coarse Horse on April 27, 2013, 02:33:24 PMPlease, no more 1% drop on monsters with a low spawn rate that are hard to script at the level you need the item. Getting nature tap as a Druid is already horrendous. I've had to try for three days straight once before. If the item is important to your class, can we have it at least 5% drop rate (also, can you increase the drop rate of the nature tap scroll to a more reasonable level)? What reason do we have to punish people when they are trying to get items that probably won't be in use for longer than ten levels?
A non lim 1% drop (Or less by copying the monster and putting the drop on 1 of 3 or 4 versions) from rubicant in Arlysia for Warlock is a possibility. Rogue in Arlysia might be another nice source for a fun item for Thief classes.
Quote from: y2duhh on April 17, 2013, 11:02:06 AMAlthough this is complete garbage and you shoud be banned,
Here are some of my thoughts:
1) Warlocks - I always thought a very easy fix to warlocks was to give them 2 handers and raise their xp charts. A warlock who can wield a 2 handed weapon would instantly be a played character.
Quote from: y2duhh on April 17, 2013, 11:02:06 AM
4) I know some people hate this idea but can we lower monster XP and leave quests the same or something to that effect and can we raise some monsters output. I don't see any reason why bosses should be killed by a group of level 1s. I dont see why people should be able to get level 50 in the matter of month. Lets create a game where it actually takes you a week to get to where we usually are a matter of a day.
Quote from: Jester on April 25, 2013, 11:39:16 AM
Reinstitute Trader Tull:
Specifically for 5th quest weapons. Nobody likes finishing up the 5th quest only to get shafted on their quest weapon. Maybe rework the 5th quest rewards as well so all of the weapons are good, but with different strengths. Some of them just plain suck: See also - Flamemasher.
I guess you could rework the quest-giver textblock to allow folks to choose their reward at the time of completion if it is deemed OP to allow on the fly switching out of quest weapons. It seems kind of lame that you get a random roll on one of three weapons.
It eliminates the ultra fun 'level a HORC warrior or thief to 50 ASAP and reroll them after the quest' minigame though.