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[[Divine Vengeance]] - Not yet implemented. An innate ability for all Paladins that triggers upon their death. In a show of divine vengeance, a spiritual shock wave is sent out from the Paladin's corpse, affecting all creatures in the area. This ability can only be triggered once every 4 hours.
[[Divine Vengeance]] - Not yet implemented. An innate ability for all Paladins that triggers upon their death. In a show of divine vengeance, a spiritual shock wave is sent out from the Paladin's corpse, affecting all creatures in the area. This ability can only be triggered once every 4 hours.

GameMaster Estild

{{saved-post
|author=GS4-ESTILD
|messagenum=596
|subject=Paladin Spell Updates
|date=08/19/2014 9:55 PM EDT
|category=Paladins
|topic=Paladin Spells
}}
{|{{prettytable}}
|VANKRASN39
|-
|what is the scroll status for the new spells?
|}

They can be found on scrolls.

GameMaster Estild

{{saved-post
|author=GS4-ESTILD
|messagenum=597
|subject=Paladin Spell Updates
|date=08/19/2014 10:58 PM EDT
|category=Paladins
|topic=Paladin Spells
}}I just updated Divine Strike (1615) and Judgment (1630) so that they will still cause roundtime to the target if the secondary benefit triggers and the target is already on the ground. You won't see any messaging for this though, since it won't be forcing the target to kneel.

GameMaster Estild

{{saved-post
|author=GS4-ESTILD
|messagenum=606
|subject=Paladin Spell Updates
|date=08/20/2014 12:52 PM EDT
|category=Paladins
|topic=Paladin Spells
}}
{|{{prettytable}}
|GameMaster Estild
|-
|I just updated Divine Strike (1615) and Judgment (1630) so that they will still cause roundtime to the target if the secondary benefit triggers and the target is already on the ground. You won't see any messaging for this though, since it won't be forcing the target to kneel.
|}

I added some messaging for when the target is subject to the roundtime, but already on the ground.

GameMaster Estild

{{saved-post
|author=GS4-ESTILD
|messagenum=610
|subject=Paladin Spell Updates
|date=08/20/2014 3:29 PM EDT
|category=Paladins
|topic=Paladin Spells
}}
{|{{prettytable}}
|JOHNT101
|-
|Just doing some testing on 1620. It still requires preservation, contrary to the update information. Not sure if that's a bug or a mistake in the update description.
|}
This should be fixed now. It should no longer require preservation.

GameMaster Estild

{{saved-post
|author=GS4-ESTILD
|messagenum=619
|subject=Paladin Spell Updates
|date=08/22/2014 10:36 AM EDT
|category=Paladins
|topic=Paladin Spells
}}
{|{{prettytable}}
|DAID
|-
|Did I calculate correctly that Divine Word uses 25% of the target's total spirit? Also a stupid question but, this value is determined at the time 1640 is cast, not when unlinking occurs, right? (Total spirit can in principle change from enhancives.)
|}

It's calculated at the time the spell is cast.

{|{{prettytable}}
|DAID
|-
|Is there a way to determine how many Divine Word(s) a character has left at a given time? Am I correct in assuming each one has its own 24 hour renewal cycle?
|}

No, there is no way to check, so you must keep track of it yourself. The count resets 24 hours after the first resurrection was performed.

{|{{prettytable}}
|DAID
|-
|I noticed Divine Word shows up in Spell Active. I presume it cannot be hit by Spiritual Dispel, etc. Wow that would really blow!
|}

No, it cannot be dispelled via any of the dispel spells (119, 230, 417, 430, or 1218) or from the Rift, and it doesn't count against spell burst.

{|{{prettytable}}
|DAID
|-
|Could we get 1620 and 1640 not to waste mana when someone isn't in the paladin's group? If not, it's fair to call it my (perpetual) stupidity. Still, if it's an invalid target can't the spell just continue to remain prepared and not actually cast when it fails that way? At least, the official documentation for both of these should explicitly mention this requirement (since actually, I didn't know it was required for Divine Word the first time I tried to cast it).
|}

If you cast any spell at an invalid target, it will still consume the mana. All spells work like that. However, I have added a tip on the Aid the Fallen (1620) and Divine Word (1640) spell descriptions to specify the corpse must be in the Paladin's group.


GameMaster Estild
GameMaster Estild
Line 66: Line 172:
==See Also==
==See Also==
*[[Paladin Base]]
*[[Paladin Base]]




[[Category:Paladin]]
[[Category:Paladin]]

Revision as of 15:11, 22 August 2014

Category: Paladins
Topic: Paladin Spells
Message #: 592
Author: GS4-ESTILD
Date: 08/19/2014 08:48 PM EDT
Subject: Paladin Spell Updates


The following updates are now live for Paladin spells:

Mantle of Faith (1601) - No change.

Pious Trial (1602) - Every 10 ranks of Spiritual Lore, Blessings lore allows for the spell to affect one additional target when the spell is open cast (cast without specifying a target).

Faith's Clarity (1603) - The spell will no longer end early when a subsequent spell is cast; it remains active for 30 seconds.

Consecrate (1604) - Renamed spell that combines the previous Purify (1604) and Guiding Light (1608) spells into one. Training in Spiritual Lore, Spirit Summoning increases the potency of the the flares.

Arm of the Arkati (1605) - No change.

Dauntless (1606) - No change.

Rejuvenation (1607) - The full hit point recovery amount is healed even when the spell is on cooldown (with the same increased mana cost).

Beacon of Courage (1608) - New spell. For 60 seconds, the Paladin glows brightly as he becomes the sanctioned target of his foes. All creatures in the area are subject to a warding roll and if they fail, will only target the Paladin and not other characters when attacking. The Paladin also will ignore Force on Force mechanics for 1 additional target + additional targets for every seed 10 summation of their Spiritual Lore, Blessing while under this effect.

Divine Shield (1609) - No change.

Higher Vision (1610) - No change.

Patron's Blessing (1611) - No change.

Champion's Might (1612) - No change.

Guard the Meek (1613) - Moved from spell slot 1618. No other changes.

Aura of the Arkati (1614) - This spell, along with Song of Holding's (1101), -DS calculation was updated to take into account the full melee DS of a target (including Evade, Block, Parry bonuses). Players should notice a significant difference vs. the old formula. In addition, the spell will no longer cause targets to kneel, but instead applies a penalty to Evade, Block, and Parry chances. The base amount is -5%, with an additional -1% per seed 4 summation of Spiritual Lore, Religion.

Divine Strike (1615) - No change.

Vigor (1616) - No change.

Zealot (1617) - No change.

Crusade (1618) - New spell. Not yet implemented. You embolden yourself and your allies with the fervor of your righteous cause! The damage from your group's physical and magical bolt attacks increases significantly (damage weighting). This bonus is increased with training in Spiritual Lore, Blessings. Additionally, training in Spiritual Lore, Religion adds the chance of a potential deity-specific flare to occur after the attack.

Faith Shield (1619) - No change.

Aid the Fallen (1620) - Preservation is no longer a requirement for a corpse to be considered a valid target for the spell. In addition, Paladins may now anchor to any in-town Spirit Fog (130) destination, in addition to the previous shrine locations. Lastly, once a Paladin has learned 40 ranks of Spiritual Lore, Spirit Summoning, they may use this ability when dead to return their corpse to their anchored location. 20 mana is still required to use the ability via BESEECH when dead.

Sanctify (1625) - Spell infusion flares no longer require mana from the Paladin when they trigger. Instead, the bonded weapon may hold a finite amount of mana worth of spells, starting at 25 mana + 1 per rank of Spiritual Lore, Spirit Summoning. When infusing the weapon, it will hold a set amount of charges based upon the spell level and maximum mana capacity of the weapon. E.g. You weapon can hold 50 mana and you infuse Divine Strike (1615) into it. This will allow it to hold 3 charges of the spell. Infusing a spell from a scroll only allows for 1 charge. In addition, infusion flares no longer randomly trigger when attacking. Instead, the Paladin can BESEECH their weapon which will force it to automatically flare on their next attack. Finally, spell infusion flares now trigger before the actual attack resolves.

Judgment (1630) - No change.

Divine Intervention (1635) - No change.

Divine Word (1640) - This spell will now function as a battle resurrection. When cast, the corpse will be brought back to life with a single cast of all of their known defensive spells, plus up to 20 levels of outside spells that were active upon death. They will no longer lose health due to bleeding, and their actions will not be hindered by wounds. Their health, stamina, mana, and spirit will be returned to full. Finally, they will be jolted into a prone position in defensive stance, and be stunned for 5 seconds with 5 seconds of roundtime. After 10 minutes, all active spells will fall, and they will begin to bleed again. Their health will be reduced to 25 hit points, and stamina, mana, and spirit will be reduced to 1.

The Paladin will gain the same amount of experience as a Cleric would, but will not pay the spirit cost until the 10-minute effect has expired. The target player may end the effect prematurely and the Paladin can independently end the effect on themselves to pay the spirit cost via UNLINK. The Paladin may not perform another resurrection until they've paid for any pending spirit costs. The same restrictions on casts per day remain (base 1, with additional uses per day based upon lore training).

Divine Vengeance - Not yet implemented. An innate ability for all Paladins that triggers upon their death. In a show of divine vengeance, a spiritual shock wave is sent out from the Paladin's corpse, affecting all creatures in the area. This ability can only be triggered once every 4 hours.

GameMaster Estild

Category: Paladins
Topic: Paladin Spells
Message #: 596
Author: GS4-ESTILD
Date: 08/19/2014 9:55 PM EDT
Subject: Paladin Spell Updates
VANKRASN39
what is the scroll status for the new spells?

They can be found on scrolls.

GameMaster Estild

Category: Paladins
Topic: Paladin Spells
Message #: 597
Author: GS4-ESTILD
Date: 08/19/2014 10:58 PM EDT
Subject: Paladin Spell Updates

I just updated Divine Strike (1615) and Judgment (1630) so that they will still cause roundtime to the target if the secondary benefit triggers and the target is already on the ground. You won't see any messaging for this though, since it won't be forcing the target to kneel.

GameMaster Estild

Category: Paladins
Topic: Paladin Spells
Message #: 606
Author: GS4-ESTILD
Date: 08/20/2014 12:52 PM EDT
Subject: Paladin Spell Updates
GameMaster Estild
I just updated Divine Strike (1615) and Judgment (1630) so that they will still cause roundtime to the target if the secondary benefit triggers and the target is already on the ground. You won't see any messaging for this though, since it won't be forcing the target to kneel.

I added some messaging for when the target is subject to the roundtime, but already on the ground.

GameMaster Estild

Category: Paladins
Topic: Paladin Spells
Message #: 610
Author: GS4-ESTILD
Date: 08/20/2014 3:29 PM EDT
Subject: Paladin Spell Updates
JOHNT101
Just doing some testing on 1620. It still requires preservation, contrary to the update information. Not sure if that's a bug or a mistake in the update description.

This should be fixed now. It should no longer require preservation.

GameMaster Estild

Category: Paladins
Topic: Paladin Spells
Message #: 619
Author: GS4-ESTILD
Date: 08/22/2014 10:36 AM EDT
Subject: Paladin Spell Updates
DAID
Did I calculate correctly that Divine Word uses 25% of the target's total spirit? Also a stupid question but, this value is determined at the time 1640 is cast, not when unlinking occurs, right? (Total spirit can in principle change from enhancives.)

It's calculated at the time the spell is cast.

DAID
Is there a way to determine how many Divine Word(s) a character has left at a given time? Am I correct in assuming each one has its own 24 hour renewal cycle?

No, there is no way to check, so you must keep track of it yourself. The count resets 24 hours after the first resurrection was performed.

DAID
I noticed Divine Word shows up in Spell Active. I presume it cannot be hit by Spiritual Dispel, etc. Wow that would really blow!

No, it cannot be dispelled via any of the dispel spells (119, 230, 417, 430, or 1218) or from the Rift, and it doesn't count against spell burst.

DAID
Could we get 1620 and 1640 not to waste mana when someone isn't in the paladin's group? If not, it's fair to call it my (perpetual) stupidity. Still, if it's an invalid target can't the spell just continue to remain prepared and not actually cast when it fails that way? At least, the official documentation for both of these should explicitly mention this requirement (since actually, I didn't know it was required for Divine Word the first time I tried to cast it).

If you cast any spell at an invalid target, it will still consume the mana. All spells work like that. However, I have added a tip on the Aid the Fallen (1620) and Divine Word (1640) spell descriptions to specify the corpse must be in the Paladin's group.

GameMaster Estild

See Also