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==[[Symbol of the Proselyte (340)]]== |
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[[Symbol of the Proselyte (340) (saved post)]] |
Revision as of 11:11, 21 May 2014
Miscellaneous
[NOTE: Original heading had Ranger info on it, this post is from sometime before 12/20/2007]
A few minor updates to Cleric spells have been made for clarity and consistence.
Prayer of Protection (303) has had its mnemonic changed from "warding" to "protection." "Warding" was an artifact of its old name before the de-ICEing.
Holy Blade (304) has become a misnomer as the spell can be applied to more than just blades. Its name has been changed to Bless Item and its mnemonic is now "bless."
Blinding (311) has been changed to Blind. This is primarily due to the name never changing after the de-ICE and secondarily because in our current spell naming schemes for single-name spells, we use infinitive verb forms and not gerunds. Its mnemonic is now also "blind."
- GM Oscuro -
Cleric/Empath Team
Smite/Bane (302)
Topic: Developer's Corner - Sorcerers
Message #: 1580
Author: GS4-OSCURO
Date: 09/27/2012 at 6:53:00 AM
Subject: Re: Mana Disruption (702) Update Ideas
That thread about Smite/Bane (302) was mostly anecdotal and very far from any numbers that should be used for comparison's sake. 702 is actually very close to Smite/Bane (302) in crit ability - 302's crits were modeled after 702 in the design process. 302 does get two aspects from training that 702 doesn't, however, the instant death rate (which caps out around 9%, but only approaches that for extremely high endrolls and lore training) and the infusions. "Mana" infusions were never fully completed design-wise with 302 and in their current state are just the occasional (based on Religion lore) burst of 10 or 20 extra concussion damage for no increased mana cost. They should probably be considered done, and no longer called "mana" infusions. One should also note that 302 does half damage and crit level against the "other" target type (living for Smite and undead for Bane) at twice the mana cost.
All damage spells which use CHANNEL bonuses have it implemented in the exact same manner. The main reason why 302 can kill more often is the auto-death chance from lore, as its frequency increases with warding margin, and CHANNELing is just an effective bonus to warding margin.
GameMaster Oscuro
Topic: Cleric Spells
Message #: 666
Author: GS4-ESTILD
Date: 09/20/2012 at 6:22:00 PM
Subject: Re: 312 charged
TROUBLE 13:
"Although I haven't hunted my cleric in a while, I can tell you that the instant death isn't affected by end rolls, the death crits part is though."
RATHBONER:
"Instakills happen about 5% of the time with minimal ways to affect the chance."
Both of these statements are incorrect.
GameMaster Estild
Bless Item (304)
Topic: Magic Systems
Message #: 2995
Author: GS4-ESTILD
Date: 1/19/2009 10:46:49 PM
Subject: Bless/Curse
In an effort to better protect a player's equipment, blessing (via Bless Item (304) or Symbol of Blessing/Holiness) a cursed item will no longer result in an explosion, which would previously destroy said item.
GameMaster Estild
Cleric/Empath Team
Topic: Magic Systems
Message #: 2997
Author: GS4-ESTILD
Date: 1/19/2009 10:55:35 PM
Subject: Bless/Curse
Does this mean that using symbol of holiness on a critter-generated cursed weapon will have no effect whatsoever anymore? Neither explosion nor temporary uncurse?-Grendeg
I don't believe it ever temporary uncursed items. Other than that, it will have no effect.
GameMaster Estild
Cleric/Empath Team
Topic: Magic Systems
Message #: 3003
Author: GS4-ESTILD
Date: 1/20/2009 12:22:22 AM
Subject: Bless/Curse
Yes, this change has the same effect on creatures too. The combat advantage it previously granted for only 4 mana with absolute success was also a reason for this change.
GameMaster Estild
Cleric/Empath Team
Benediction (307)
Topic: Cleric Spells
Message #: 9389
Author: GS4-ESTILD
Date: 9/21/2010 2:58:01 PM
Subject: Bolt AS (Benediction (307) update)
It's the intended goal that bolting is an effective hunting method for all Pures. Until this point, Clerics and Sorcerers have been at a significant disadvantage in terms of the amount of bolt AS they could generate compared to Wizards and Empaths. As such, we're implementing some updates to resolve this issue. The Cleric solution is provided below and as previously announced by GameMaster Strathspey, Sorcerers will receive a similar update in the future with the release of Balefire (713), although the implementation and statistical details will be different.
Benediction (307) has been updated to provide a self cast bonus to bolt AS for every two spell ranks past 27 (where the normal group bonus of +15 AS/DS caps). For each point of increase, there is an increased mana cost of one. As with other combat modifiers, the bonus caps at level. At level 100, the spell will provide +15 generic AS/DS to the entire group and an additional +36 bolt AS for the caster, for a total of 53 mana. If multiple Clerics are grouped, they can each cast the spell to gain the self cast bonus.
GameMaster Estild
Cleric/Empath Team
Topic: Cleric Spells
Message #: 9394
Author: GS4-ESTILD
Date: 9/21/2010 5:23:08 PM
Subject: Re: Bolt AS (Benediction (307) update)
>2) Can you make it so that there's a Spell Aiming threshold requirement? I can imagine 307 being REALLY ANNOYING to cast (53 mana) for someone who has 0 ranks in Spell Aiming. -NOVAESKYE
Since the spell is typically only cast right before a hunt while resting on a node, I'm less inclined to set a precedent for such a mechanic.
>3) Now.. what are your thoughts about the DF of 306 against the living.. when combined with my thoughts of the "302 split"? -NOVAESKYE
There are no plans to make Holy Bolt (306) more effective against the living. For the mana cost, it's a powerful spell against the undead, which is offset by its weakness against the living. Fire Spirit (111) fulfills the role as the bolt spell of choice against the living.
It's doubtful any future spells or updates will use the alignment system to determine a bonus/penalty against the living/undead. In fact, it's one of the things we're removing with the update to Divine Wrath (335).
GameMaster Estild
Cleric/Empath Team
Topic: Cleric Spells
Message #: 9394
Author: GS4-ESTILD
Date: 9/21/2010 6:03:08 PM
Subject: Re: Bolt AS (Benediction (307) update)
>I have zero interest in spending 53 mana (or less depending on level/training) simply for the group effect and AS bonus for 307. My cleric does not train in bolting. I don't wish to sit around waiting on mana while my group, that I cast 307 for, waits for me to pulse. -Galenok
For the hunt/rest aspect of the game, you do not have to wait for mana. You simply cast your spells while you're resting, so that once your mind reaches the desired state, you can begin your hunt. If you are resting until your mind is "clear", after the first pulse at "muddled", you can cast Benediction and regain your mana before the next pulse or two that will set you to cleared. In such a scenario, you were waiting on your experience to be absorbed, not mana.
GameMaster Estild
Cleric/Empath Team
Fervent Reproach (312)
Topic: Developer's Corner - Clerics
Message #: 1644
Author: GS4-ESTILD
Date: 11/28/2006 at 2:59:20 PM
Subject: Re: Interdiction is not so cool as it its name implies
THROGG:
"I am unclear on the meaning of this statement. What non-bolt attacks? Weapons? Or do you mean that damage from CS based attack spells is increased if the target is stunned? I don't recall ever seeing that before."
Bane/Smite (302), Fervent Reproach (312), Divine Fury (317), and Bone Shatter (1106) have had this benefit since the conversion to GemStone IV. GameMaster Uliq announced it before the migration.
GameMaster Estild
Cleric/Empath Team
Topic: Cleric Spells
Message #: 8369
Author: GS4-ESTILD
Date: 5/5/2009 10:34:16 PM
Subject: Fervent Reproach (312) Lore Update
With the update to enhancives, Fervent Reproach's (312) lore benefit has been reworked to no longer grant +maximum health or mana. It will now just provide an increase to the caster's existing health/mana pools. This results in no net change, as the previous lore benefit would boost current and maximum resource pools when applied, but would not affect the pools when the effect faded.
GameMaster Estild
Cleric/Empath Team
Relieve Burden (314)
Topic: General Discussion
Message #: 911
Author: GS4-ESTILD
Date: 4/23/2010 12:34:35 PM
Subject: Re: Archaeologists Unearth Shrine + Relieve Burden (314)
The recent campaign by the Cleric Guild to collect alms has been a success, but many Theologians and other clergy have reported the tremendous burden that is placed upon them for carrying such large amounts of silver. It hampers their daily tasks and makes travel more difficult. To remedy the situation, the Cleric Guild has researched a method to reduce the encumbrance of silver through the aid of magic. All clerics may now cast Relieve Burden (314). And while the overall goal for the necessary funds to pay for the Chronomage service tomorrow is near, clerics are still encouraged to continue collecting alms until then.
314 - Relieve Burden [RELIEVE]
Duration: 900 seconds + 30 seconds for every Cleric spell rank known; cumulative
Type: UtilityClerics often collect offerings of alms for the poor. This spell will negate the encumbrance associated with loose silvers (not in boxes, just what the target carries in his or her pockets). The number of silvers that can be held without burden is 10,000 silvers + 2000 * Seed 5 ranks in Spiritual Lore - Blessings. Only silvers in excess of the spell's ability will apply to encumbrance. For example, if a cleric can negate 12000 silvers and is carrying 14000 silvers, only 2000 apply to encumbrance.
With the increased bonus, the mana cost increases. The base is 14 mana, + 1 for every 4000 silvers negated beyond the base amount.
When cast upon others, the duration is 2 minutes and the target is relieved of only the base 10,000 silvers burden.
Relieve Burden will replace Interdiction (314) in the Cleric Base spell list. Interdiction has been moved to the creature-only spell list. Credit to former GameMaster Warden for the design and to GameMaster Oscuro for the coding.
GameMaster Estild
Cleric/Empath Team
Interdiction
Topic: Developer's Corner - Clerics
Message #: 3022
Author: GS4-Oscuro
Date: 5/12/2010 4:54:49 PM
Subject: Re: Staff of the Proselyte (340)
>>I liked Interdiction because the duration was based off of level rather than warding.
If we did end up keeping Interdiction, we were going to drop that aspect. It's antiquated design. We now make spell durations based off of ranks in the circle rather than level.
GameMaster Oscuro
Rogue Team
Cleric/Empath Team
Holy Receptacle (325)
Topic: Cleric General Discussion
Message #: 1087
Author: GS4-OSCURO
Date: 5/14/2008 10:21:55 PM
Subject: RUMMAGE and Holy Receptacle (325)
The RUMMAGE verb has been updated to find Holy Receptacle (325) blessed gems of the common deity tier in a container; that is, Silver to Gold, Brimstone, Nexus, Chrism and Intercession blessed gems. This operates in the same fashion as rummaging for scrolls with spells, runestones or alchemy ingredients. The syntax is as follows:
RUMMAGE [in|on|under|behind] {container} HOLY {tier}
- GM Oscuro -
Topic: Minor Elemental Circle
Message #: 1786
Author: CARABELE
Date: 6/5/2008 11:02:57 AM
Subject: Re: More in imbedding
>How do you know what is conservative for blessing and what isn't?<
By the silver value of the gem (not gemshop appraised value, but character appraised value -- if the character is well trained in trading -- or loresung appraised value).
Any gem worth less that 1500 silvers will generally hold only 15 mana.
Any gem between about 1500 and 3000 silvers will generally hold 20 mana.
Any gem between about 3000 and 4500 silvers will generally hold 30 mana.
Any gem between about 4500 silvers and 6000 silvers will generally hold 40 mana.
Any gem between about 6000 silvers and 7500 silvers will generally hold 50 mana.
Any gem above 7500 silvers in value will generally hold 60 mana.
These are rough estimates of course, but seem to hold true as an overall rule of thumb.
Still, because a gem might hold 60 mana doesn't mean your character can necessarily use all 60 mana capacity, much the same as I have noticed with imbedding.
Check out the Lore Benefits Summation Chart at... http://carabele.com/LoreBenefits.htm
Topic: Minor Elemental Circle
Message #: 1786
Author: GM Estild
Date: 6/5/2008 6/5/2008 12:07:11 PM
Subject: Re: More in imbedding
CARABELE |
Maybe that was just ill luck or something, but I'm pretty sure (can't be positive unless a GM says one way or another) that gems cap out at 60 mana. |
There is no hard cap.
GameMaster Estild
Cleric/Empath Team
Topic: Cleric Spells
Message #: 8226
Author: GS4-OSCURO
Date: 4/1/2009 4:31:04 PM
Subject: Holy Receptacle, Nexus (325, tier 3) Update
In an attempt to increase the utility of Nexus gems, they can now be used to teleport between adjacent realms. Additionally, the chance of successful use is increased if the destination room is a shrine dedicated to the god of the Cleric or a god in the same pantheon. The chance is decreased when teleporting to a shrine of a god in a different pantheon.
= - GM Oscuro - =
Cleric/Empath Team
Voln/CoL Guru
Topic: Cleric Spells
Message #: 8230
Author: GS4-ESTILD
Date: 4/1/2009 5:09:56 PM
Subject: Re: Holy Receptacle, Nexus (325, tier 3) Update
>You'd need to set up a relay of gems to hop from city to city. ~ LORDKRIP
Bind locations are not 1 per realm; they are 1 per Cleric. It is unlikely that we will be further increasing cross-realm teleportation for Clerics.
GameMaster Estild
Cleric/Empath Team
Topic: Cleric Spells
Message #: 8242
Author: GS4-ESTILD
Date: 4/1/2009 7:21:15 PM
Subject: Re: Holy Receptacle, Nexus (325, tier 3) Update
>But I was also thinking of actually inside the Rift proper (not the Cavern), as didn't Nexus gems used to work from there? ~ CARABELE
There is only one method to teleport out of the Rift, and it's not a spell.
>While I enjoy any additional functionality to Nexus, I would like to point out that most towns have multiple extra pocket realms located between them and the next town, which would severely reduce the usefulness of being able to move from a shrine in one town to a shrine in a nearby town. ~GRANTA
That's not the intent. It's just a benefit for anchoring to a shrine. Anchor and teleport wherever you want, but you can increase your odds of success if it's a shrine.
But to put it into perspective, a Lorminstra Cleric can anchor to the temple in the Landing, then teleport a corpse from the Shadow Lands. They gain the benefit of teleporting to an adjacent realm and a significant boost to their success rate.
GameMaster Estild
Cleric/Empath Team
Topic: Cleric Spells
Message #: 8264
Author: GS4-OSCURO
Date: 4/1/2009 9:49:15 PM
Subject: Re: Holy Receptacle, Nexus (325, tier 3) Update
Clerics are only allowed one bind point at a time rather than infinite destinations like 740 allows. This aspect means there's no bouncing back and forth between locations. It's merely an "I'm coming home" type of teleport. Clerics can only teleport to adjacent realms, which means that in most cases, you can't even teleport from one city to another. The main intent of this update was to improve Clerics' ability to rescue (such as teleporting a body from the Icemule trail home or from OTF to Ta'Illistim) since they are primarily a service oriented class. This is a far cry from the "I can go anywhere I want" aspect of true cross realm magic.
Nexus was one of the least used spells in the game. It needed an update and this one is consistent with the design direction of Clerics as a rescuing class.
= - GM Oscuro - =
Cleric/Empath Team
Voln/CoL Guru
Chrism Gem Saved Posts
Prayer of Commune (330)
Jharra's Commune Guide (saved post)
Divine Wrath (335)
Topic: Cleric Spells
Message #: 755
Author: GS4-ESTILD
Date: 02/03/2014 08:36 AM EST
Subject: Divine Wrath (335)
Divine Wrath has been updated and moved from spell slot 319 to 335. This allows for a more powerful spell in exchange for the higher level and mana cost. The updates to the spell include:
- There is no longer a cooldown on the spell. Clerics may recast it as often as they like except if the spell is already active.
- It will not deal damage if the Cleric is not present in the same room when each round triggers.
- The spell’s damage no longer has deity alignment as a factor. It affects living and undead creatures equally.
- The spell will always have 3 rounds of damage. Spiritual Lore, Religion is no longer a factor.
- The spell is significantly more deadly than before and now affects players too! Each round is stronger than the previous.
- When the spell is CAST, it only affects creatures. The maximum number of targets it can affect is 2 + 1 per 75 Spirit Mana Control skill.
- When the spell is CHANNELed, it can affect creatures and players (preferring the former first). The maximum number of targets it can affect is 5 + 1 per 50 Spirit Mana Control skill.
- Players outside of the Cleric’s group and who worship deities of the same pantheon of the Cleric’s deity are immune to the spell unless the spell is CHANNELed directly at them.
- Spiritual Lore, Spirit Summoning decreases the amount of time before the first damage round occurs. The delay is reduced by 2 seconds at 20, 45, 75, 110, and 150 ranks, down to the minimum of a 2-second delay.
- Spiritual Lore, Religion increases the amount of critical damage dealt with each round.
- A few deities have updated messaging and/or critical damage types:
- Charl: has a random chance to trigger different messaging which uses impact criticals.
- Koar: has a random chance to utilize heat criticals instead of electricity. No change in the messaging.
- Ivas: slightly updated messaging and will always use crushing criticals.
- Aeia: will always use crushing criticals.
- Arachne: completely new messaging that utilizes puncture criticals.
GameMaster Estild
Topic: Cleric Spells
Message #: 765
Author: GS4-ESTILD
Date: 02/04/2014 12:48 AM EST
Subject: Re: 317 and 335 and religion lore
For Divine Fury (317), the chance for the third crit cycle to occur is (Spiritual Lore, Religion skill - 70) / 2. So if you 1x, at level 50, you have a 40% chance for the third crit cycle to trigger. At 1x level 100, you have a 65% chance.
For Divine Wrath (335), Spiritual Lore, Religion adds a direct modifier, based upon a seed 6 summation, to the crit rank. A Cleric with 105 Religion lore ranks is going to see a significant boost to their Divine Wrath vs. a Cleric with little or no lore.
GameMaster Estild
Topic: Cleric Spells
Message #: 790
Author: GS4-ESTILD
Date: 02/28/2014 4:58 PM EST
Subject: Re: 335, friendly targets, and stop
CLAUDE209 First, it would be nice if when casting the PC friendly version of 335 it does not attack friendly targets, such as talador knights, militia guardsmen, etc. In an invasion, this makes it difficult to manage the spell without getting on the bad side of helpful NPC's.
That's up to the creature's script creator. They have the ability to make creatures immune to any and every spell, but it's at their discretion.
CLAUDE209 Secondly, when 335 was being discussed (long time ago) I thought we were going to be allowed to STOP the spell, terminating it early. Any chance we can still have this ability?
Ultimately, we decided to implement the player friendly version as a result of those decisions, but I agree that STOP could still be useful. It's now possible to STOP DIVINE WRATH, STOP 335, or STOP DIVINEWR to end the spell early. You must be in the same room where you cast the spell (but if you're not, you don't really have to worry about hurting other players since the damage cycles won't trigger unless you're present).
GameMaster Estild