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(old post on water walking, unsure of forum category)
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| date = 11/29/2008 7:22:07 PM
| date = 11/29/2008 7:22:07 PM
| messagenum = 511
| messagenum = 511
}}''>>So I recently got my [[Cleric]]'s [[First Aid]] to fully doubled (I'm [[level]] 46, so 96 ranks in First Aid). I kneel, I use a [[dagger]], and I'd say 80% of the time I still get pricked, and I can only skin about 60% of the critters, while the [[Adventurer's Guild]] asks me for exceptional quality skins. Maybe one in 30 of my skins is exceptional.
}}
<i>>>So I recently got my [[Cleric]]'s [[First Aid|First aid]] to fully doubled (I'm [[level]] 46, so 96 ranks in First Aid). I kneel, I use a [[dagger]], and I'd say 80% of the time I still get pricked, and I can only skin about 60% of the critters, while the [[Adventurer's Guild]] asks me for exceptional quality skins. Maybe one in 30 of my skins is exceptional.


>>What is up with this? Why is this stuff so difficult to skin. I've trained pretty heavily for it, everything I can do except get Survival. Is 2x FA 1x Survival, or for Empaths 3x FA, just required to [[SKIN (verb)|skin]] these guys well or what?? And if so, I think that's a bit crazy since the only form of cash that one can make from the snakes is their fangs.</i>
>>What is up with this? Why is this stuff so difficult to skin. I've trained pretty heavily for it, everything I can do except get Survival. Is 2x FA 1x Survival, or for Empaths 3x FA, just required to [[SKIN (verb)|skin]] these guys well or what?? And if so, I think that's a bit crazy since the only form of cash that one can make from the snakes is their fangs.''


[[Rotting chimera|Chimeras]] and [[Necrotic snake|snakes]] are both rated as "above average skinning difficulty." This is due to their more valuable skins. [[Tomb troll]]s and [[Tomb troll necromancer|necromancers]] are rated as "easy," just FYI.
[[Rotting chimera|Chimeras]] and [[Necrotic snake|snakes]] are both rated as "above average skinning difficulty." This is due to their more valuable skins. [[Tomb troll]]s and [[Tomb troll necromancer|necromancers]] are rated as "easy," just FYI.


The pricking oneself mechanic is not based on First Aid. [[Survival]] training and the [[Skinning (604)|Skinning spell]] will provide protection against it. Once you've been pricked, you are subjected to a (hidden) poison check, which incorporates things like First Aid, CON, [[Physical Fitness|Physical Training]], the [[Poison Resist (105)]] spell, etc. Getting pricked or not has no bearing on chance to skin or the quality of the skin.
The pricking oneself mechanic is not based on First Aid. [[Survival]] training and the [[Skinning (604)|Skinning spell]] will provide protection against it. Once you've been pricked, you are subjected to a (hidden) [[poisoned|poison]] check, which incorporates things like First Aid, CON, [[Physical Fitness|Physical Training]], the [[Poison Resist (105)]] spell, etc. Getting pricked or not has no bearing on chance to skin or the quality of the skin.


<nowiki>= - GM Oscuro - =</nowiki><br>
- GM Oscuro -
Cleric/Empath Team


==[[Spirit Fog (106)]]==
==[[Spirit Fog (106)]]==
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| date = 03/05/2014 11:32 AM EST
| date = 03/05/2014 11:32 AM EST
| subject = Re: [[Spirit Fog (106)|spirit fog]]
| subject = Re: [[Spirit Fog (106)|spirit fog]]
}}''>> This is really annoying, that anyone with stealth or good hiding skills cannot stay hidden by hiding. It really doesnt make practical sense either. If I am magically hidden by the fog, and wish to stay hidden there should be no reason I cant at least try to. It would be very nice to see that changed so that there is at least a roll to determine when the fog clears if I can stay hidden because I tried to hide while it was in effect. ~GILBERTJ26''
}}
<i>> This is really annoying, that anyone with stealth or good hiding skills cannot stay hidden by hiding. It really doesnt make practical sense either. If I am magically hidden by the fog, and wish to stay hidden there should be no reason I cant at least try to. It would be very nice to see that changed so that there is at least a roll to determine when the fog clears if I can stay hidden because I tried to hide while it was in effect. ~GILBERTJ26</i>


It's now possible to try to [[HIDE (verb)|HIDE]] while under the effects of the fog concealment. If you succeed, you will not be removed from hiding when the fog clears. If you fail, others may notice your attempt and can [[POINT (verb)|POINT]] you out, but you'll stay hidden in the fog until it clears and you're otherwise free to try to hide again.
It's now possible to try to [[HIDE]] while under the effects of the fog concealment. If you succeed, you will not be removed from hiding when the fog clears. If you fail, others may notice your attempt and can [[POINT]] you out, but you'll stay hidden in the fog until it clears and you're otherwise free to try to hide again.


GameMaster Estild
GameMaster Estild

==[[Water Walking (112)]]==

GS4-MESTYS

Re: Swimming · on 10/17/2006 3:19:03 PM 2734

Water Walking (112) will provide a bonus in some situations in and around the new hunting area, including the swim to the temple and resistance to the triton drown attacks. The rationale is that the spell assists with maneuverability in the water. All standard swims in the game were given the same update.

-M.


==[[Locate Person (116)]]==
==[[Locate Person (116)]]==
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| date = 9/16/2008 9:19:31 PM
| date = 9/16/2008 9:19:31 PM
| subject = [[Locate Person (116)]] Realm Visions
| subject = [[Locate Person (116)]] Realm Visions
}}Locate Person (116) has been updated to now provide unique visions to the caster when their target is out of range based upon the realm the caster is in.

Thanks to GameMaster Thandiwe for providing the awesome descriptions!

GameMaster Estild

{{saved-post
| category = Magic Spells and Systems
| topic = Minor Spiritual Circle
| messagenum = 375
| author = GS4-ESTILD
| date = 03/24/2015 12:26 AM EDT
| subject = [[Locate Person (116)]] And [[Vision (1217)]] Update
}}Locate Person (116) and Vision (1217) have been updated so that casters with 90 ranks or more of the appropriate lore can now reach players in quest areas, assuming those rooms are not specifically flagged to block such magic. e.g. A [[Cleric]] with 90 ranks of [[Spiritual Lore, Summoning|Spiritual Lore, Spirit Summoning]] can now locate someone within [[Duskruin Arena]] from anywhere in the game.

GameMaster Estild

{{Saved-post
| category = Hunting and Combat
| topic = The Elemental Confluence - Hunting Area
| author = GS4-COASE
| subject = Re: Confluence locating question
| date = 05/19/2015
| messagenum = 380
}}It looks like Locate Person (116) was giving "realm visions" based on the caster's location, rather than the target's location. I've now updated the spell to give the realm vision based on the target's location. It should be working as of this post.

Coase

==[[Spirit Guide (130)]]==
{{saved-post
| category = Magic Spells and Systems
| topic = Minor Spiritual Circle
| messagenum = 380
| author = GS4-ESTILD
| date = 05/17/2015 12:39 AM EDT
| subject = Re: Spirit Guide - For Estild
}}''VANKRASN39: How does summoning lore decrease the random range of the landing location?''

When Spirit Guide (130) is cast, there are 15 possible locations (with many repeating) for each realm where you can land. The locations are ordered so the more desirable locations are at the top of the list (lower number being better). First, it randoms between the first 7 rooms. If a Wizard or Bard is casting the spell, 5 is added to the result, while everyone else gets -1 for every 30 Minor Spiritual spell ranks they know. Clerics with Prayer (313) active get a random 0 to 3 modifier removed from their result. If the result is ≤ 0, it randoms again from 0 to 4. Lastly, a ((seed 10 [[summation]] of your Spiritual Lore, Spirit Summoning ranks) / 2) is subtracted from the result. The resulting number is the room location on the list where you land.

GameMaster Estild


{{saved-post
| category = Magic Spells/Systems
| topic = Minor Spiritual Circle
| messagenum = 475
| author = GS4-ESTILD
| date = 01/12/2018 03:37 PM EST
| subject = Re: Spiritual Lore: Blessings and Spirit Guide (130)
}}
}}
Locate Person (116) has been updated to now provide unique visions to the caster when their target is out of range based upon the realm the caster is in.


RATHBONER:
Thanks to [[GameMaster]] Thandiwe for providing the awesome descriptions!
According to the wiki SMC doesn't do anything at the high end, just reduces the low end, so that looks just random luck that you didn't get high ones.



GameMaster Estild<br>
I'm not sure where that information came from, but it's wrong and actually the opposite. Specifically, SMC ranks lower the ceiling, not the floor, thus with enough training, you will never get the 60 second RT wave of nausea.
[[Cleric]]/[[Empath]] Team

GameMaster Estild


==[[Searing Light (135)]]==
==[[Searing Light (135)]]==
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| topic = Minor Spiritual Circle
| topic = Minor Spiritual Circle
| messagenum = 3129
| messagenum = 3129
| author = GS4-SCRIBES
| author = GS4-OSCURO
| date = 9/10/2008 7:32:23 PM
| date = 9/10/2008 7:32:23 PM
| subject = [[Searing Light (135)]] Released!
| subject = [[Searing Light (135)]] Released!
}}Developed initially by the [[Council of Mages]] for defense of [[The Citadel]] during its fall to the troll and [[krolvin]] alliance, the Searing Light spell was lost to greater Elanthia for over a thousand years. Recently, a tome was discovered in a previously hidden portion of The Citadel outside [[River's Rest]] that once again unlocked the knowledge for the spiritualists of [[Elanthia]] to harness.
}}
Developed initially by the [[Council of Mages]] for defense of [[The Citadel]] during its fall to the troll and [[krolvin]] alliance, the Searing Light spell was lost to greater Elanthia for over a thousand years. Recently, a tome was discovered in a previously hidden portion of The Citadel outside [[River's Rest]] that once again unlocked the knowledge for the spiritualists of [[Elanthia]] to harness.


Spiritual magic is closely aligned with light. In fact, the Spirit Realm is teeming with areas that are overwhelmingly bright. It is this powerful light that the spiritual caster is able to summon with the Searing Light spell. An enormous flash of brilliant light fills the area subjecting all beings not grouped with the caster to a warding check. Failure results in light to moderate plasma damage, and for those targets that can see, blinding flash burns to their eyes. This blinding effect causes the target to lose any prepared spell, as well as suffer immense difficulty casting any newly prepared spell. Additionally, it is much easier to evade, block and parry the attacks of a blinded target and to avoid maneuvers that they attempt.
Spiritual magic is closely aligned with light. In fact, the Spirit Realm is teeming with areas that are overwhelmingly bright. It is this powerful light that the spiritual caster is able to summon with the Searing Light spell. An enormous flash of brilliant light fills the area subjecting all beings not grouped with the caster to a warding check. Failure results in light to moderate plasma damage, and for those targets that can see, blinding flash burns to their eyes. This blinding effect causes the target to lose any prepared spell, as well as suffer immense difficulty casting any newly prepared spell. Additionally, it is much easier to evade, block and parry the attacks of a blinded target and to avoid maneuvers that they attempt.
Line 67: Line 125:
Duration: 10 seconds + 1 second per 5 warding margin; capped at 20 seconds
Duration: 10 seconds + 1 second per 5 warding margin; capped at 20 seconds


<nowiki>= - GM Oscuro - =</nowiki><br>
- GM Oscuro -
[[Cleric]]/[[Empath]] Team



[[category:Saved Posts]][[category:Empath]][[category:Cleric]][[category:Sorcerer]][[Category:Ranger]][[Category:Paladin]][[Category:Minor Spiritual Spells]]
[[Category:Minor Spiritual Spells| ]]

Revision as of 15:36, 4 June 2018

Saved posts regarding the Minor Spiritual spell circle.

Poison Resist (105)

Category: Hunting and Combat
Topic: River's Rest Hunting Areas
Message #: 511
Author: GS4-OSCURO
Date: 11/29/2008 7:22:07 PM
Subject: Re: Skinning Chimera and Necrotic Snakes

>>So I recently got my Cleric's First Aid to fully doubled (I'm level 46, so 96 ranks in First Aid). I kneel, I use a dagger, and I'd say 80% of the time I still get pricked, and I can only skin about 60% of the critters, while the Adventurer's Guild asks me for exceptional quality skins. Maybe one in 30 of my skins is exceptional.

>>What is up with this? Why is this stuff so difficult to skin. I've trained pretty heavily for it, everything I can do except get Survival. Is 2x FA 1x Survival, or for Empaths 3x FA, just required to skin these guys well or what?? And if so, I think that's a bit crazy since the only form of cash that one can make from the snakes is their fangs.

Chimeras and snakes are both rated as "above average skinning difficulty." This is due to their more valuable skins. Tomb trolls and necromancers are rated as "easy," just FYI.

The pricking oneself mechanic is not based on First Aid. Survival training and the Skinning spell will provide protection against it. Once you've been pricked, you are subjected to a (hidden) poison check, which incorporates things like First Aid, CON, Physical Training, the Poison Resist (105) spell, etc. Getting pricked or not has no bearing on chance to skin or the quality of the skin.

- GM Oscuro -

Spirit Fog (106)

Category: Magic Spells and Systems
Topic: Minor Spiritual Circle
Message #: 331
Author: GS4-ESTILD
Date: 03/05/2014 11:32 AM EST
Subject: Re: spirit fog

>> This is really annoying, that anyone with stealth or good hiding skills cannot stay hidden by hiding. It really doesnt make practical sense either. If I am magically hidden by the fog, and wish to stay hidden there should be no reason I cant at least try to. It would be very nice to see that changed so that there is at least a roll to determine when the fog clears if I can stay hidden because I tried to hide while it was in effect. ~GILBERTJ26

It's now possible to try to HIDE while under the effects of the fog concealment. If you succeed, you will not be removed from hiding when the fog clears. If you fail, others may notice your attempt and can POINT you out, but you'll stay hidden in the fog until it clears and you're otherwise free to try to hide again.

GameMaster Estild

Water Walking (112)

GS4-MESTYS

Re: Swimming · on 10/17/2006 3:19:03 PM 2734

Water Walking (112) will provide a bonus in some situations in and around the new hunting area, including the swim to the temple and resistance to the triton drown attacks. The rationale is that the spell assists with maneuverability in the water. All standard swims in the game were given the same update.

-M.

Locate Person (116)

Category: Magic Spells and Systems
Topic: Minor Spiritual Circle
Message #: 3288
Author: GS4-ESTILD
Date: 9/16/2008 9:19:31 PM
Subject: Locate Person (116) Realm Visions

Locate Person (116) has been updated to now provide unique visions to the caster when their target is out of range based upon the realm the caster is in.

Thanks to GameMaster Thandiwe for providing the awesome descriptions!

GameMaster Estild

Category: Magic Spells and Systems
Topic: Minor Spiritual Circle
Message #: 375
Author: GS4-ESTILD
Date: 03/24/2015 12:26 AM EDT
Subject: Locate Person (116) And Vision (1217) Update

Locate Person (116) and Vision (1217) have been updated so that casters with 90 ranks or more of the appropriate lore can now reach players in quest areas, assuming those rooms are not specifically flagged to block such magic. e.g. A Cleric with 90 ranks of Spiritual Lore, Spirit Summoning can now locate someone within Duskruin Arena from anywhere in the game.

GameMaster Estild

Category: Hunting and Combat
Topic: The Elemental Confluence - Hunting Area
Message #: 380
Author: GS4-COASE
Date: 05/19/2015
Subject: Re: Confluence locating question

It looks like Locate Person (116) was giving "realm visions" based on the caster's location, rather than the target's location. I've now updated the spell to give the realm vision based on the target's location. It should be working as of this post.

Coase

Spirit Guide (130)

Category: Magic Spells and Systems
Topic: Minor Spiritual Circle
Message #: 380
Author: GS4-ESTILD
Date: 05/17/2015 12:39 AM EDT
Subject: Re: Spirit Guide - For Estild

VANKRASN39: How does summoning lore decrease the random range of the landing location?

When Spirit Guide (130) is cast, there are 15 possible locations (with many repeating) for each realm where you can land. The locations are ordered so the more desirable locations are at the top of the list (lower number being better). First, it randoms between the first 7 rooms. If a Wizard or Bard is casting the spell, 5 is added to the result, while everyone else gets -1 for every 30 Minor Spiritual spell ranks they know. Clerics with Prayer (313) active get a random 0 to 3 modifier removed from their result. If the result is ≤ 0, it randoms again from 0 to 4. Lastly, a ((seed 10 summation of your Spiritual Lore, Spirit Summoning ranks) / 2) is subtracted from the result. The resulting number is the room location on the list where you land.

GameMaster Estild


Category: Magic Spells/Systems
Topic: Minor Spiritual Circle
Message #: 475
Author: GS4-ESTILD
Date: 01/12/2018 03:37 PM EST
Subject: Re: Spiritual Lore: Blessings and Spirit Guide (130)


RATHBONER: According to the wiki SMC doesn't do anything at the high end, just reduces the low end, so that looks just random luck that you didn't get high ones.


I'm not sure where that information came from, but it's wrong and actually the opposite. Specifically, SMC ranks lower the ceiling, not the floor, thus with enough training, you will never get the 60 second RT wave of nausea.

GameMaster Estild

Searing Light (135)

Category: Magic Spells and Systems
Topic: Minor Spiritual Circle
Message #: 3129
Author: GS4-OSCURO
Date: 9/10/2008 7:32:23 PM
Subject: Searing Light (135) Released!

Developed initially by the Council of Mages for defense of The Citadel during its fall to the troll and krolvin alliance, the Searing Light spell was lost to greater Elanthia for over a thousand years. Recently, a tome was discovered in a previously hidden portion of The Citadel outside River's Rest that once again unlocked the knowledge for the spiritualists of Elanthia to harness.

Spiritual magic is closely aligned with light. In fact, the Spirit Realm is teeming with areas that are overwhelmingly bright. It is this powerful light that the spiritual caster is able to summon with the Searing Light spell. An enormous flash of brilliant light fills the area subjecting all beings not grouped with the caster to a warding check. Failure results in light to moderate plasma damage, and for those targets that can see, blinding flash burns to their eyes. This blinding effect causes the target to lose any prepared spell, as well as suffer immense difficulty casting any newly prepared spell. Additionally, it is much easier to evade, block and parry the attacks of a blinded target and to avoid maneuvers that they attempt.

Duration: 10 seconds + 1 second per 5 warding margin; capped at 20 seconds

- GM Oscuro -