Simucon 2008 notes (saved post)

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Minor Mentalist

Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 138
Author: GRANTA
Date: 8/9/2008 1:17:14 PM
Subject: Hot off the presses, MINOR MENTAL!

1201 Minor damage spell. Like Harm.

1202 Iron Skin. Increases ASG benefits when no armor or cloth armor.

1203 Power Sink. Warding spell. MMC single cast to multi targets. Increased spell prep time, good for critters.

1204 Foresight Ye Olde DS spell. Not self-cast only.

1205 Soothing Word Removes detrimental emotional effects from target, such as fear or rage.

1206 Telekinesis Throw objects for damage based on spell aiming. Mana cost based encumbrance.

1207 Force Projection Single target knockdown. Not warding based. "Single target ewave."

1208 Mind Ward Mental TD, NOT self cast only.

1209 Dragon Claw Hands and feet charged with energy. Unarmed attacks give a chance for warding rolls for energy criticals.

1210 Thought Lash Crackling whip of psychic energy that hits a target for special effects, entangle. Warding based.

1211 Confusion Target gets confused, no maneuvers, can attack anything.

1212 Shroud of Deception Caster looks like a different race, gender, or physical appearance.

1213 Mind over Body Group "Focus" spell. Reduced stamina costs for actions.

Focus is a new mechanic for group benefits, usually pretty powerful.

1214 Brace Thick bone plates on forearms. If no shield/weapon, chance to deflect ranged/melee attacks. Chance to disarm on parry.

1215 Blink Chance to avoid attacks that would otherwise hit caster. Similar to 115 but works on AS/DS instead of CS/TD.

1216 Force Barrier Focus spell. Provides generic DS to everyone.

1217 Vision Allows caster to watch a target for a short duration. Must be alive.

1218 Mental Dispel

1219 Mass Vertigo Casters moves multiple targets to the astral plane. Targets fall down and get roundtime.

1220 Preminition Generic DS and maneuver defense. Selfcast only.

1225 Mindwipe Warding. Reduces target's effective level. Single target for 13 mana, mass for 25. Doesn't effect experience or treasure.

1235 Provoke Beacon in an area, increases generation rates of creatures.


You got there too soon!
I cannot set up my things!
Go hide somewhere else!
By Liia.


Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 141
Author: GRANTA
Date: 8/9/2008 1:34:14 PM
Subject: Re: Hot off the presses, MINOR MENTAL!

Estild and Oscuro said that since this is a minor list, quite a few of the spells could be expected to be found on scrolls, though no specific details of which spells.


You got there too soon!
I cannot set up my things!
Go hide somewhere else!
By Liia.


Premium Homes

Category: Four Winds Hall
Topic: Premium Homes
Message #: 1684
Author: GRANTA
Date: 8/9/2008 1:30:00 PM
Subject: Simucon announcements for Premium Homes

Rewriting premium homes. New features! Even ones we've wanted.

Multi room homes.

Indoor/outdoor homes.

In house storage. Like a locker, but not as big. "A few items."

Not as restricted by class of neighborhood. Extra rooms are exponentially more expensive.

Blueprint building plans. You buy a blueprint instead of buying walls and poof, walls.

Design facility to make the layout of your home.

Everyone can design blueprints, not just premium users.

Property taxes. Prepaying for a short duration.

If you own a home, you'll have exactly the same home in the new system. Done automatically.


You got there too soon!
I cannot set up my things!
Go hide somewhere else!
By Liia.


Monks

Category: Monks
Topic: Monk General Discussion
Message #: 235
Author: GRANTA
Date: 8/9/2008 1:11:34 PM
Subject: Monks...

... will be squares. NOT SEMIS.

State of Elanthia 2008

Monks will get ASG enhancement based on their level, and Transformation lore.


You got there too soon!
I cannot set up my things!
Go hide somewhere else!
By Liia.


Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 150
Author: GS4-ESTILD
Date: 8/9/2008 4:31:32 PM
Subject: Re: Hot off the presses, MINOR MENTAL!

Monks will be the most magical of the Squares and will have access to the Minor Spiritual and Minor Mental circles. Savants will, obviously, also have access to the Minor Mental circle.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

Mining/Smelting

Category: Artisan Skills
Topic: Mining/Smelting
Message #: 473
Author: GRANTA
Date: 8/9/2008 1:53:57 PM
Subject: Mining/Smelting updates from Simucon

Mining and Smelting, single skill.

Can make ingots of metal for forging and hopefully other crafts in the future.

Mines are excavated. You can make your own and dig directionally.

Players can search ores, and intuit ores based on mining skills. Bonus for dwarves.

Teamwork for deeper excavation. Shoring up mines.

Digging too deep has hazards, like critters.

Skill helps chance of finding ore, gems, shoring up mines.

Even rare ores are a possibility.

Good smelters can improve ore quality through normal or mechanical means. Increased skill is a greater quantity of ore, more efficiency.

Can smelt mundane and magical metals.

Exotic metals require even more exotic techniques.

CAN MELT existing items, but at a reduction of overall material. Skill determines how inefficient it is. Some possible restrictions on certain metals (like coraesine, black ora)


You got there too soon!
I cannot set up my things!
Go hide somewhere else!
By Liia.