Simucon 2008 notes (saved post)

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Minor Mental

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 Powersink. 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 Mindward. 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 Focus 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 Premonition. Generic DS and maneuver defense. Self-cast 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.

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.

Category: Magic Spells and Systems
Topic: Mentalist Circle
Message #: 167
Author: GS4-OSCURO
Date: 8/10/2008 5:27:18 PM
Subject: Hot off the presses, MINOR MENTAL!

A couple things Belnia forgot to mention that were released at the con:

Iron Skin (1202) will provide its AsG benefit based on Monk level and Transformation lore. Savants are meant to get use out of the spell, but Monks will have a higher potential AsG cap w/ it than Savants will.

Only one focus spell can be active at a time, so while the benefits are generally rather large, such as being a good buff for the whole group, a player has to choose which one they have active. Mind over Body and Focus Barrier are the two focus spells being introduced in the MnM list, and we'll have a few more available to Savants. If there are two Monks in a group, it will be possible to have one running Mind over Body and the other running Focus Barrier.

>>I don't understand how a class that is supposed to train in spells and has CS based attacks in circle that is meant for them...is a square.

Like any list, not every spell is meant for every individual with access to it. The warding spells without pushdowns (and Telekinesis) are meant to be more useful for Savants, while other spells like Iron Skin, Dragonclaw, Brace and Mind over Body will be more useful to Monks. Both classes can and likely will use all of these spells, but not in the same capacity. Attacks that we want Monks to fully utilize will either not be warding based (Force Projection), or have a TD pushdown (Powersink).

>>Are paladin squares too? Cause I darn sure have never though of em as squares.

No. Squares have access to two minor spell lists. Semis have access to one minor spell list and a profession list. Pures have access to a profession list and two others. Thus, Monks are squares and Paladins are semis. Monks will be the most magical of squares and Paladins are the most physical of semis, so the line blurs somewhere between them.

>>My biggest question is what form of Redux Monks are going to follow. Semi-dux? Or the severely-penalized-for-spells Square redux?

There is only one redux system which is available to all classes. Squares just typically have a much higher redux than semis and pures have none. Monks, even with spell training, will have redux available to them. With a typical training path, though, they'll have less redux than Warriors and Rogues and more than the other classes.

GM Oscuro

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.

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.

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

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)

Category: Rogues
Topic: Developer's Corner - Rogues
Message #: 2683
Author: HAILEE
Date: 8/11/2008 5:34:09 PM
Subject: Re: why aren't rogues getting any love?


I believe he also mentioned some rogue only Cmans are on the way.

It was also mentioned that when mining and smelting come out, those metals can be used for making lockpicks.(rarer metals will be released)

Katee

(Yukito makes a rude gesture at Rimalon's back.)

Armor

Category: Rogues
Topic: Developer's Corner - Rogues
Message #: 2682
Author: SHADOWTHEFT
Date: 8/11/2008 3:04:27 PM
Subject: Re: why aren't rogues getting any love?

For those of you who weren't at SimuCon, there is going to be a change to Armor in the future to where there will be a benefit to over training.

In so far as the change goes, Ildran said that they were looking to focus more on the agility of Rogues, in that over training in armor would allow one to "roll with the punches" more... which equated to damage and crit reduction, if I remember right.

But, before someone starts screaming about how they don't want to spend TPs and over train in armor for these bonuses...

Ildran also said that the armor ranks that you have (read; Train in 30 ranks for brig and stop) will count towards these new mechanics. You will still see these benefits, but at an extremely reduced rate (compared to someone wearing brig with, say... 130 ranks of armor).

Warriors, of course, will have more benefits/options, as Armor is more of a "core skill" for them.

Thus, this potentially falls under the "Rogue love" category.

~Eugenides, The Legend

Pures

Category: Sorcerers
Topic: Developer's Corner - Sorcerers
Message #: 5594
Author: GS4-STRATHSPEY
Date: 8/13/2008 12:56:34 PM
Subject: Re: Sorcerer Information from Simucon?

I didn't go to Simucon either, so I don't know if anybody announced anything or what specifically was announced if anything was announced, but here is what is announcable were announcements to be made:

Right now there are two major things in view. First is the Elemental Lore Review, which is between Naos and myself, and will have a significant impact on the 400s list. We've laid out the groundwork for adding/modifying lore bonuses, and work continues on that. I want to make sure sorcerers have a justifiable reason to consider stacking up some e-lores, IF you so choose.

Second is Alchemy Phase 2, which will introduce a few dozen new items for sorcerers to make (actually close to 100 if you count all the distinct products with all their little variations). I count 20 unique recipes that are creatable by sorcerers only. None of these Phase 2 items will be replicating spell effects from existing castable spells. Some will be familiar magical effects, others will help establish the sense of player crafting for which Alchemy was conceived. Still others will be totally new items sure to evoke a few oohs and aahs. Implementing A2 is my project.

I'm also continuing to kick out the glitches in 730 to make sure it's as functional as it was intended to be.

-Strath

Quests and Events

Category: Quests, Sagas, and Events
Topic: Current and Upcoming Events
Message #: 4848
Author: GS4-SIRINA
Date: 8/22/2008 7:21:27 AM
Subject: Re: Simucon announcements

Announced at SimuCon:

There are town-based storylines in Icemule, Ta'Vaalor, and Teras Isle beginning in the late fall (post-EG for the most part). We're focusing on storylines in which players can actually influence the outcome to a degree, more than sweeping, world-changing events with a pre-planned, set-in-stone conclusion. The goal is more involving players than putting on a show for players to watch.

We are also planning a late spring/early summer pay event that will be service-oriented, along the lines of the Artisan Faire.

Previously announced, we plan the return of the Winterfest late this year (outside Icemule - it's there for a reason, and not just because it's the "cold" city), and early next year, the Highman Games. Both of these are free events.

~Sirina

"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." ~Galileo Galilei

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