Post by Admin on Jul 2, 2014 21:22:42 GMT -5
These Rules will be in effect for the August Event. They will also be reflected on the website shortly.
General
* New Tagline: “Immune:” That source of of damage has no effect, but other material types of damage might work on the target instead.
* Tagline Pin: One leg is pinned down indefinitely and cannot move. The caster must remain in line of sight for pin to hold. If the caster runs out of line of sight, or drops the spell, Pin is broken.
Entering another Realm (Dream, Spirit, Mirror, etc) will have a one minute Ritual requirement unless the spell or artifact the caster is using states otherwise.
* Production: Recipes for Production can be learned like spells once per day, or during an IBGA, with a teacher who knows the recipe, or research. You cannot learn new recipes above your skill level in this manner.
* Stabilization and Healing: Stabilize effects now Stabilize a target so that they will be fully healed in one hour, up from 8 hours. Additional healing can then be applied: 30 minutes, 15 minutes, 5 minutes, and 1 minute. Thus a Level 5 Surgeon can Accelerate Healing on a target and allow them to be fully healed in one minute, up from 5 minutes.
Guilds And Skills
* All Enthrall effects last 10 minutes.
* All Enrapture effects last 1 hour.
* Alchemy: Basic Transmutation chart has been added.
* Potion application durations: All potions are instant except for Poisons, which take 1 minute to apply to weapons or objects.
* All effects that originally were 3 seconds have been extended to 10 seconds (Anger, Silence, Knockdown, Stun, Pin, Root, Blind, Pain, Deaf, etc)
* Harvesting vs Searching: Harvesting is a more advanced version of searching. Harvesting takes 1 minute and will grant you anything you could search for in addition to anything you can harvest.
* Tactician 1: Reconnaissance: The amount of information you receive is based on your TSL.
* Guild Mechanics: Leveling up within a guild costs no EXP, only role play, the effects of which are FOIP.
* Alchemical fire: must have Alchemy to use. These effects can be mitigated by Dodge or Luck.
* Natural spell packets are brown.
Martial Schools and Combat
* Blowguns as a weapon are being removed from all martial schools and combat.
* Ranged Weapons include guns and Missiles include bullets, in terms of “Missile Parry” etc for schools, spells and abilities.
Magic
* Spell Packets: Players should use gray packets or the color of their spell school affinity.
* Players may only reach Circle 5 in one school of Magic. Players can reach Circle 4 in any or all schools of Magic.
* Rituals 2: Mana Well: Caster receives 10 mana or to your maximum.
* Manaburn: Casters may cast spells that they have learned, but do not have the appropriate Circle requirement. They will receive a Manaburn effect immediately upon completion of the spell cast and cannot be mitigated, the effects of which vary depending on how far the caster extends themselves. If the spell is one Circle away, the caster immediately falls critical. If the spell is two Circles away, the caster immediately falls dead with their soul still remaining in their body. If the spell is three or more Circles away, the caster immediately falls dead and cannot be resuscitated.
* You must be initiated into Circle 1 before learning any Circle 1 spells. This is your character’s attunement to this element. A Master caster or Elemental must initiate you into any Magic Circle and included in this will be your first spell of that Circle. Thus, your first spell learned at each level must be taught by a Circle 5 caster or Elemental. However, any spells you wish to learn thereafter can be taught by any caster at least one Circle higher than yourself.
* Meditation and Rituals are Unlimited; they have no per day requirement or limitation.
* All Spell effects that originally were 3 seconds have been extended to 10 seconds (Anger, Silence, Knockdown, Stun, Pin, Root, Blind, Pain, Deaf)
* All Guardian Spells are Caster Only.
* Fire: Engulf reduced to 10 seconds.
* Fire: “Light” spell name changed to “Firelight.”
* Water: Decanter of Life: Caster must be carrying the container where the enchantment ends when the bottle leaves the casters hand or the container runs out of water.
* Light skin: Wording change. Triggered Light Arrow.
General
* New Tagline: “Immune:” That source of of damage has no effect, but other material types of damage might work on the target instead.
* Tagline Pin: One leg is pinned down indefinitely and cannot move. The caster must remain in line of sight for pin to hold. If the caster runs out of line of sight, or drops the spell, Pin is broken.
Entering another Realm (Dream, Spirit, Mirror, etc) will have a one minute Ritual requirement unless the spell or artifact the caster is using states otherwise.
* Production: Recipes for Production can be learned like spells once per day, or during an IBGA, with a teacher who knows the recipe, or research. You cannot learn new recipes above your skill level in this manner.
* Stabilization and Healing: Stabilize effects now Stabilize a target so that they will be fully healed in one hour, up from 8 hours. Additional healing can then be applied: 30 minutes, 15 minutes, 5 minutes, and 1 minute. Thus a Level 5 Surgeon can Accelerate Healing on a target and allow them to be fully healed in one minute, up from 5 minutes.
Guilds And Skills
* All Enthrall effects last 10 minutes.
* All Enrapture effects last 1 hour.
* Alchemy: Basic Transmutation chart has been added.
* Potion application durations: All potions are instant except for Poisons, which take 1 minute to apply to weapons or objects.
* All effects that originally were 3 seconds have been extended to 10 seconds (Anger, Silence, Knockdown, Stun, Pin, Root, Blind, Pain, Deaf, etc)
* Harvesting vs Searching: Harvesting is a more advanced version of searching. Harvesting takes 1 minute and will grant you anything you could search for in addition to anything you can harvest.
* Tactician 1: Reconnaissance: The amount of information you receive is based on your TSL.
* Guild Mechanics: Leveling up within a guild costs no EXP, only role play, the effects of which are FOIP.
* Alchemical fire: must have Alchemy to use. These effects can be mitigated by Dodge or Luck.
* Natural spell packets are brown.
Martial Schools and Combat
* Blowguns as a weapon are being removed from all martial schools and combat.
* Ranged Weapons include guns and Missiles include bullets, in terms of “Missile Parry” etc for schools, spells and abilities.
Magic
* Spell Packets: Players should use gray packets or the color of their spell school affinity.
* Players may only reach Circle 5 in one school of Magic. Players can reach Circle 4 in any or all schools of Magic.
* Rituals 2: Mana Well: Caster receives 10 mana or to your maximum.
* Manaburn: Casters may cast spells that they have learned, but do not have the appropriate Circle requirement. They will receive a Manaburn effect immediately upon completion of the spell cast and cannot be mitigated, the effects of which vary depending on how far the caster extends themselves. If the spell is one Circle away, the caster immediately falls critical. If the spell is two Circles away, the caster immediately falls dead with their soul still remaining in their body. If the spell is three or more Circles away, the caster immediately falls dead and cannot be resuscitated.
* You must be initiated into Circle 1 before learning any Circle 1 spells. This is your character’s attunement to this element. A Master caster or Elemental must initiate you into any Magic Circle and included in this will be your first spell of that Circle. Thus, your first spell learned at each level must be taught by a Circle 5 caster or Elemental. However, any spells you wish to learn thereafter can be taught by any caster at least one Circle higher than yourself.
* Meditation and Rituals are Unlimited; they have no per day requirement or limitation.
* All Spell effects that originally were 3 seconds have been extended to 10 seconds (Anger, Silence, Knockdown, Stun, Pin, Root, Blind, Pain, Deaf)
* All Guardian Spells are Caster Only.
* Fire: Engulf reduced to 10 seconds.
* Fire: “Light” spell name changed to “Firelight.”
* Water: Decanter of Life: Caster must be carrying the container where the enchantment ends when the bottle leaves the casters hand or the container runs out of water.
* Light skin: Wording change. Triggered Light Arrow.