Prev_page Previous 1
1650 - Divine Incarnation Pre-Release Information 12/05/2017 08:34 PM CST
Hello Paladins of Elanthia!

As GM Estild shared with some of you at Simucon, I have been working on the development of 1650, Divine Incarnation. Now that the project has entered the final stages of Quality Control, I felt it appropriate to share some high level details with you all about the spell. I am not sure when the spell will be released as this time of year is quite busy for most of the staff with the upcoming Christmas holiday, but I assure you it won't be to much longer. Thank you for your patience!

I will not be sharing any specific numbers at this time, but I will share most of the general mechanics with you. Some of the mechanics in this design were taken from or inspired by player ideas that were posted on the forums, so thank you very much to those of you who participated!

Without further delay, here are the details:

1650 - Divine Incarnation:
The paladin becomes the divine incarnation of their deity. While incarnated the paladin is granted a divine energy pool that may be used to call upon the powers of their deity using the INCARNATE verb. The size of the divine energy pool will increase based upon your training in Spiritual Mana Control. This spell will have a 5 minute duration or until all divine energy is used. There is also a corresponding 10 minute cooldown that starts when the spell is cast.

The INCARNATE verb will give the paladin access to four unique abilities. Those abilities are ZEAL, ARMOR, SMITE and ONSLAUGHT. Here is a brief overview of what each ability will do.

ZEAL - A divine aura will enable the paladin to trigger deity specific flares on each successful attack for a certain duration of time. Training in Spiritual Lore Summoning will increase the time duration.

ARMOR - A holy armor will surround the paladin granting them a resistance to all forms of attack for a short duration. This ability will be usable during emergency situations, but only a certain number of times per day. Training in Spiritual Lore Blessing will increase the amount of resistance and the number of emergency uses per day.

SMITE - The paladin attempts to smite a target with an influx of divine energy. This is an SMR2 based offensive ability. Training in Spiritual Lore Religion will increase the amount of damage dealt by this attack.

ONSLAUGHT - The paladin is consumed with the power of their deity and carries out a vicious onslaught. This attack is very similar to an MSTRIKE, however it will incur far less roundtime, attack every valid target in the room and ignore a portion of the target's stance. Training in Spiritual Lore Religion will increase the amount of the target's stance that is ignored.

There will also be brand new deity specific messaging for almost every aspect of this spell. A big thank you to GM Xayle, GM Thandiwe and GM Sindin for their creative assistance in designing the deity specific messaging for this spell.

Please feel free to ask questions about the information I've shared, but keep in mind that I will not answer any questions about specific numbers for any of these abilities. Those details will be shared with you all on the day that 1650 is released.

I've worked really hard to make Divine Incarnation a reality and its my hope that you all will enjoy it for years to come!

GameMaster Cyraex
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/05/2017 08:59 PM CST
This sounds like it will be a lot of fun and seems very paladinish! Looking forward to playing with it in the near future. Don't feel you have to rush though as I only have 47 ranks of paladin spells at present (3 more to go!)

-- Robert

Due to the volatile atmosphere, random bolts of lightning can intermittently be seen streaking through the skyline.
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/05/2017 09:17 PM CST


I'll reserve my comments for after release. Utility would have been nice.
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 01:02 AM CST
Interesting! I've been saying for a while that I was skeptical about whether a combat-focused 1650 could convince me to spend the TPs and sacrifice the redux (and other opportunity costs), but you kinda dodged around it because I don't really care how useful it is--I just think it looks like fun to play around with because of all the different things it can do.

I'm also more committed than ever to staying super heavy on Religion lore since I love both maneuvers and mstrikes!
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 06:29 AM CST
So, Smite & Onslaught both use Religion, and each of the other Lores affects one of the others.

Presumably each of the four effects takes a different amount of DEITY (Divine Energy, Incarnation To Yuse) from the pool?
So you can choose to use low-cost effects--I'm guessing Armor?--for a longer period of time, or burn through all of it quickly to completely devastate a whole bunch of targets, or some combination...

.

Now I just need to make 30+ levels with the Paladin. :)
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 08:07 AM CST
Some non-numbers questions:

Can you use more than one ability at a time, assuming you have enough points in your pool?

Specifically, with enough points, can you get zeal flares on your super mstrike?

Are zeal flares instead of, or in addition to, crusade flares?

I like flares!

Does incarnation change your appearance?

Is it too late to change the verb to GODMODE?
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 08:08 AM CST
Do zeal flares trigger on cmans and shield maneuvers or just attacks?
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 08:37 AM CST
Very cool! Happy to see the spell finally come to fruition. Looks like you all have not only listened to suggestions but improved upon them. Can't wait to try it!

Chad, player of a few
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 09:15 AM CST
Just to address this: there are a number of professions, including paladins, that could use more utility outside of combat. We're not against that idea, but we have yet to find one that is worthwhile, balanced, and appropriately themed. However, even if we did have such an idea, it would unlikely be in the 1650 spell slot since level 50 profession spell slots represent the pinnacle of power for a profession. Utility does not fit that role for paladins.

Regarding 1650 itself, yes, paladins already excel at combat, but these new limited use abilities can mitigate some existing weaknesses for paladins in combat. While everyday hunting may not be an issue, this is still something new to use and in unique situations (invasions, etc), there is definite potential. e.g. a horde of creatures in defensive stance and your attack strength isn't high enough, with Onslaught, you can cut through their defense and attack them all. Or if one particular creature is too tough, you now have a maneuver based attack, Smite, to disable or kill them.

GameMaster Estild
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 09:32 AM CST
This sounds amazing and I will get it regardless. Very interested in seeing some numbers though in regards to lore requirements.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

AIM: Kaight (Matt) GS4
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 10:00 AM CST


I just like to complain Estild. ignore me. lol
Thanks everyone for the hard work on 1650 it does sound like something that will push paladins over the top in battle and allow for hunting the scatter and other places without the need for uber equipment in order to make it work.
Reply
1650 - Divine Incarnation Pre-Release Information 12/06/2017 10:02 AM CST


Also, hope the verbage after incarnate for smite isn't SMITE, because i already use that verb a lot with voln smite and can see it being an issue.
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 10:27 AM CST
Even if it's done as "incarnation smite", it's still inconvenient, because "inc" or even "inca smite" both want to have you try to "incant smite".
(Because "incant" comes before "incarn", in the browser.)

Maybe "divin smite" (divine incarnation <option>) will work....
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 10:32 AM CST


or you can set a macro or alias
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 11:56 AM CST
Just want to add that I've really loved the design direction of 520 and 1650 in recent times with having multiple uses with a base role and then splitting up lores to specialize in one thing or another.

More of this, please. ;)
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 12:00 PM CST
I guess we'll see how it shakes out. Finding out its a skill that is mostly aimed at fitting a niche role in a late night (eastern time zone) situation for invasions is very disheartening though. I'm sure the mechanics and flavor text will be top notch even if the usefulness is not there for people who hardly ever see invasions.

Wyrom says, "Ordim is the reason savants won't be coded as well."
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 12:29 PM CST
JOEKUPS
I guess we'll see how it shakes out. Finding out its a skill that is mostly aimed at fitting a niche role in a late night (eastern time zone) situation for invasions is very disheartening though. I'm sure the mechanics and flavor text will be top notch even if the usefulness is not there for people who hardly ever see invasions.


It's not mostly aimed at that. That was just one particular use case for the handful of paladins that claim they can already attack and kill anything in defensive stance with one attack. For a significant majority of paladins, that's not the case, and the spell has benefit for them in almost every scenario because of that.

GameMaster Estild
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 12:31 PM CST
I don't think it's niche at all. The Onslaught ability sounds amazing for warcamps or Reim, the Armor ability is kinda like 550, Zeal seems like fun overkill (and come to think of it, if that works for each hit from a TWC paladin, I might have to reconsider my Summoning lore plan), and Smite seems like a 917-type thing where you'll really be glad to have it for certain targets.
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 01:32 PM CST


Looks like a lot of fun and the part that I was most pleased to see was the cooldown. Except for the single x/day portion this spell could be usable once every hunt. While I might not use it every hunt it is something that at least I'd use often enough to remember to use it at a fitting moment.
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 02:06 PM CST
NEWHALLJ:
Some non-numbers questions:
Can you use more than one ability at a time, assuming you have enough points in your pool?
Specifically, with enough points, can you get zeal flares on your super mstrike?
Are zeal flares instead of, or in addition to, crusade flares?
I like flares!
Does incarnation change your appearance?
Is it too late to change the verb to GODMODE?


You can use the abilities at the same time, but the use of the ability does incur roundtime. So you could use ZEAL, wait through that roundtime, and then use ONSLAUGHT and the abilities would stack so to speak. Yes Crusade flares can be used in combination with Zeal, as can any other paladin type flares. The Zeal flares do not trigger with cmans or shield maneuvers, only with attacks. While I wish I had the time to physically change your appearance, this was out of scope for this project. As you'll see later on when the spell is released an enormous amount of work went into developing 1650 and unfortunately, I had to pick and choose what to develop in order to get this done for you all.

GameMaster Cyraex
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 02:14 PM CST
KRAKII:
Even if it's done as "incarnation smite", it's still inconvenient, because "inc" or even "inca smite" both want to have you try to "incant smite".
(Because "incant" comes before "incarn", in the browser.)
Maybe "divin smite" (divine incarnation <option>) will work....


The development of the spell is essentially complete barring any corrections that come out of Quality Assurance, so it is to late to change the verb that is used to activate the abilities. The syntax will be INCARNATE <ability>. As another player mentioned, if you don't like this you can always build a macro or alias to make things easier for yourself.

GameMaster Cyraex
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 02:19 PM CST
THORNBROOK:
Looks like a lot of fun and the part that I was most pleased to see was the cooldown. Except for the single x/day portion this spell could be usable once every hunt. While I might not use it every hunt it is something that at least I'd use often enough to remember to use it at a fitting moment.


I understand the dislike for x/day usages, however when you see the actual numbers for the ARMOR ability, you will better understand why the spell needed to be designed this way. In order to give you all "god like" abilities, there had to be a trade off and x/day usages is how that was accomplished for the emergency uses of ARMOR. As we've shared with you all before, all the development we do is reviewed, criticized, and debated upon by the entire development team and we do our best to take everyone's concerns into account. At the end of the day though, we have to do our best to preserve game balance while still providing you all with amazing new abilities. That's why we use the x/day usages sometimes. That being said, though the emergency uses of ARMOR will be limited, you will still have access to it each time you cast 1650.

GameMaster Cyraex
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 02:38 PM CST


>>I understand the dislike for x/day usages, however when you see the actual numbers for the ARMOR ability, you will better understand why the spell needed to be designed this way. In order to give you all "god like" abilities, there had to be a trade off and x/day usages is how that was accomplished for the emergency uses of ARMOR. As we've shared with you all before, all the development we do is reviewed, criticized, and debated upon by the entire development team and we do our best to take everyone's concerns into account. At the end of the day though, we have to do our best to preserve game balance while still providing you all with amazing new abilities. That's why we use the x/day usages sometimes. That being said, though the emergency uses of armor will be limited, you will still have access to it each time you cast 1650.

Just in case you misread..the x/day portion of the spell isn't a downer for me. This appears to be a spell I'll want to use, am able to use frequently, and won't suffer from the mentality of I need to save this for when I really need it and then never use. Thanks for all the hard work. Looking forward to seeing it in action.
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 02:49 PM CST
Glad to hear your excited! I just figured I'd explain the reason for the x/day usages before someone else asked.

GameMaster Cyraex
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 03:10 PM CST
"The development of the spell is essentially complete barring any corrections that come out of Quality Assurance, so it is to late to change the verb that is used to activate the abilities. The syntax will be INCARNATE <ability>. As another player mentioned, if you don't like this you can always build a macro or alias to make things easier for yourself." -- Cyraex

Oh, I understand.
(And will most likely macro it, once I more-than-double my Paladin's levels. Eventually. :)

.

It's just unfortunate that acronyms (would you like AS, AS, or AS with that?) and verb parsing (inca, and now with more, inca) are not taken into account, particularly when creating something from the ground up as was the case here.

And see also, Order of the Stick:
http://www.giantitp.com/comics/oots0012.html

.

Or maybe we could have a fundamental change worked behind the scenes, where just the spell mnemonic is enough? Hard luck to ElemDef3, but anything with unique names would certainly gain. (Although it would mean another huge rewrite, with default settings for "what is cast vs. what is channeled vs. what is evoked" by default, and then potential for overrides at the command line. So, probably not going to happen.)
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 04:08 PM CST
KRAKII:
And see also, Order of the Stick:
http://www.giantitp.com/comics/oots0012.html


I had a good chuckle, thanks for sharing!

GameMaster Cyraex
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/06/2017 07:51 PM CST
Sounds great to me so far. I am looking forward to seeing the numbers.

Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/07/2017 01:34 PM CST
Haven't read everything but just throwing it out there that I hope there is room left to allow the spell to have customized and semi-customized descriptions.

~ The girl behind Debia


www.ElanthianEvents.com
Find me on Facebook: www.facebook.com/angelofsharath
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/08/2017 10:02 AM CST


Thank you for your efforts to bring Paladins this awesome spell. One thing that, to me, seems like a great idea would be for a paladin to be able to share in the ability to use the warrior guild for training therein. Either that or the Clerics guild. Thank you again for 1650!
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/08/2017 10:34 AM CST
>> Thank you for your efforts to bring Paladins this awesome spell. One thing that, to me, seems like a great idea would be for a paladin to be able to share in the ability to use the warrior guild for training therein. Either that or the Clerics guild.

Assuming you are looking for additional skills to train in from the guilds, clerics only have alchemy (general alchemy, potions, trinkets) so that doesn't seem very paladin appropriate.

For the warriors guild they have quite a few offerings but my feeling is it would likely be overkill to make that available to paladins (though it would be fun). Maybe you could grant paladins access to a subset of the skills? Hmmm... Disarm? Maybe. Not Berserk, not Warrior Tricks (which includes sheath making), not Tackle (I suppose you could but it doesn't seem very paladinly), not War Cries (though it might be fun to see a paladin flavor version of these), not Batter Barrier... doesn't seem like much of a lift / benefit from this glance.

I think the best option for paladin guild skill would be to implement a paladin specific guild. I get the impression this isn't a path the current dev team wishes to travel but of all the choices listed this one would make the most sense to me.

In case I have not correctly understood what you are asking, could you clarify what you mean by "sharing the guild for training" if not to acquire guild skills?

-- Robert

Due to the volatile atmosphere, random bolts of lightning can intermittently be seen streaking through the skyline.
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/08/2017 04:12 PM CST
>Not Berserk, not Warrior Tricks (which includes sheath making), not Tackle (I suppose you could but it doesn't seem very paladinly), not War Cries (though it might be fun to see a paladin flavor version of these), not Batter Barrier... doesn't seem like much of a lift / benefit from this glance.

While a paladin archetype might be honorable, gracious, and chivalrous, never seeking battle on unequal terms, here in GemStone we prefer to knock our opponents to their knees and hack them to pieces en masse in the midst of their reverent supplication. I suppose it could be worse.
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/08/2017 04:30 PM CST
First and foremost: Thank you very much for the hard work. I am really excited with this coming.

However; there are several questions.. some of my first questions were answered (such as if stacks with crusade). But.. here goes my questions and I apologize in advance if I am too overbearing / thorn in the side / etc etc.. :-)

As GM Estild shared with some of you at Simucon, I have been working on the development of 1650, Divine Incarnation. Now that the project has entered the final stages of Quality Control, I felt it appropriate to share some high level details with you all about the spell. I am not sure when the spell will be released as this time of year is quite busy for most of the staff with the upcoming Christmas holiday, but I assure you it won't be to much longer. Thank you for your patience!

I will not be sharing any specific numbers at this time, but I will share most of the general mechanics with you. Some of the mechanics in this design were taken from or inspired by player ideas that were posted on the forums, so thank you very much to those of you who participated!

Without further delay, here are the details:

1650 - Divine Incarnation:
The paladin becomes the divine incarnation of their deity. While incarnated the paladin is granted a divine energy pool that may be used to call upon the powers of their deity using the INCARNATE verb. The size of the divine energy pool will increase based upon your training in Spiritual Mana Control. This spell will have a 5 minute duration or until all divine energy is used. There is also a corresponding 10 minute cooldown that starts when the spell is cast. Here are my comments / questions:

*****
ZEAL - A divine aura will enable the paladin to trigger deity specific flares on each successful attack for a certain duration of time. Training in Spiritual Lore Summoning will increase the time duration.

Oh how you tease me with the deity flavor....


ARMOR - A holy armor will surround the paladin granting them a resistance to all forms of attack for a short duration. This ability will be usable during emergency situations, but only a certain number of times per day. Training in Spiritual Lore Blessing will increase the amount of resistance and the number of emergency uses per day.

So - for emergency, is this attached to Beseech or is this going to be Incarnate for the emergency?
With a "holy armor surrounding the paladin" - does this change our currently equipped armor or am I supposed think this more of a buffing thing like damage padding?

SMITE - The paladin attempts to smite a target with an influx of divine energy. This is an SMR2 based offensive ability. Training in Spiritual Lore Religion will increase the amount of damage dealt by this attack.

I have no idea what SMR2 is... But, this sounds awesome!


ONSLAUGHT - The paladin is consumed with the power of their deity and carries out a vicious onslaught. This attack is very similar to an MSTRIKE, however it will incur far less roundtime, attack every valid target in the room and ignore a portion of the target's stance. Training in Spiritual Lore Religion will increase the amount of the target's stance that is ignored.

This... sounds just.. epic. Can this be renamed to Kenstrom Bane? :P In all seriousness, this just adds more to our crowd control and from the sounds of it.. "valid targets" excludes other players. So.. I am hopeful for no more accidental murde... errrr "accidents" on the lesser fortunate victims when I'm AOEing the room full of bandits. I'm pretty sure I'm not the only guilty of it!



There will also be brand new deity specific messaging for almost every aspect of this spell. A big thank you to GM Xayle, GM Thandiwe and GM Sindin for their creative assistance in designing the deity specific messaging for this spell.

- I knew there were reasons to love Xayle!


The only other questions I have (that are valid since you won't go into numbers) are:

1) Will we get a free fixskills with this change coming?

2) Is there any possibility or chance for some training things to get a little less expensive? In my opinion, it's almost a little unrealistic to think a paladin that's 50 trainings would be able to learn this spell and be able to live - let alone when you do cap since I think a good chunk of us learn up to at least Minor Spiritual Circle 120 (leser shroud). Especially given that a lot of these require lore to really use these as intended. Even if a few things were just - 1 mental point here or there, would be a HUGE difference to make this more possible.

And finally:

3) Is there a chance to get this released during a storyline?

Again - Thank you very much to everybody that worked hard to make this possible. I am super excited, but filled with many questions!

__________________________
- Kobold in Disguise Falvicar, Blade of the Night

You swing a silver-edged black veil iron katana at Sevynne!

* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/08/2017 05:02 PM CST
<So - for emergency, is this attached to Beseech or is this going to be Incarnate for the emergency?>

It will use the INCARNATE verb. Its also important to note that the idea of "emergency" is a little different than the traditional with this ability, I will explain that more when the spell is released.

<With a "holy armor surrounding the paladin" - does this change our currently equipped armor or am I supposed think this more of a buffing thing like damage padding?>

It does not change the appearance of your equipped armor, you can think of it as a buff, but I'd say its a lot better than padding.

<I have no idea what SMR2 is... But, this sounds awesome!>

Sorry, I should have been more specific, it uses the new Standard Maneuver Roll system that 917 Boil Earth uses.

<This... sounds just.. epic. Can this be renamed to Kenstrom Bane? :P In all seriousness, this just adds more to our crowd control and from the sounds of it.. "valid targets" excludes other players.>

It does not exclude players outside of the paladin's group, so you will still need to be careful about when you invoke this ability.

<I knew there were reasons to love Xayle!>

GM Xayle, GM Thandiwe and GM Sindin were critical in helping me complete this project, almost 400 brand new deity specific messages were created for this spell and I could not have accomplished that without all their help. They all rock in my book!

<Will we get a free fixskills with this change coming?>

I will consult with the rest of the development team to see what their thoughts are. I can't promise that you will get a free fixskill at this time.

<Is there any possibility or chance for some training things to get a little less expensive?>

At this time, I don’t think that’s a possibility. If we were to adjust training values in the future it would require a detailed analysis on our part to ensure game balance.

<Is there a chance to get this released during a storyline?>

I'm torn about this as my time is pretty limited. I'd have to come up with a storyline that would further delay this release and take away from some other projects I have in mind for the paladin class down the road. For now, I'm going to say probably not, but if there's a big interest from your fellow paladins I might be able to see if I can recruit some CE GM's to help me put something together.

<Thank you very much to everybody that worked hard to make this possible. I am super excited, but filled with many questions!>

Your very welcome, its always my pleasure to try and deliver exciting new development to you all. My hope is that Divine Incarnation will be enjoyed for many years to come!

GameMaster Cyraex
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/08/2017 05:39 PM CST
>> Sorry, I should have been more specific, it uses the new Standard Maneuver Roll system that 917 Boil Earth uses.

You will soon be able to rival the arkati themselves with your new found powers!

-- Robert

Due to the volatile atmosphere, random bolts of lightning can intermittently be seen streaking through the skyline.
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/08/2017 06:04 PM CST
Personally I'd rather just have the spell released.

There's always time for a Paladin event after!
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/09/2017 09:49 PM CST
Yeah, I know.... just would be super cool if used against one of Kenstrom beasties :-)


Right now I'm trying to think of how the below would been more epic if 1650 were also in play. This is everything all out.. zealot / crusade / etc... minus Spirit Strike. <grin>



You concentrate intently, focusing all your energies.
With instinctive motions, you weave to and fro striking with deliberate and unrelenting fury!
You swing a silver-edged black veil iron katana at a major glacei!
AS: +611 vs DS: +250 with AvD: +40 + d100 roll: +32 = +433
... and hit for 194 points of damage!

Your black veil iron katana surges with power as darkness coalesces around it!

... 60 points of damage!
The deep blue glow emanating from the major glacei goes dark suddenly.
The brilliant luminescence fades from around a major glacei.
You swing a silver-edged black veil iron katana at a major glacei!
AS: +611 vs DS: +182 with AvD: +40 + d100 roll: +63 = +532
... and hit for 264 points of damage!
The deep blue glow emanating from the major glacei goes dark suddenly.
The brilliant luminescence fades from around a major glacei.
You swing a silver-edged black veil iron katana at a giantman bandit!
AS: +611 vs DS: +328 with AvD: +39 + d100 roll: +97 = +419
... and hit for 129 points of damage!
Powerful slash leaves the giantman bandit without a right leg!
A giantman bandit falls to the ground grasping his mangled right leg!
The giantman bandit is stunned!

Your black veil iron katana surges with power as darkness coalesces around it!

... 5 points of damage!
Minor burns to left arm. That hurts a bit.

As you hit, the edge of your black veil iron katana seems to fold inward upon itself drawing everything it touches along with it!
... 25 points of damage!
Neck erupts in a gory spurt of blood!

A nebulous dome of blue ether discharges from a silver-edged black veil iron katana and engulfs a giantman bandit!

... 15 points of damage!
Decompression causes muscles in leg to snap!
... 20 points of damage!
Sternum snaps followed by many ribs!
You swing a silver-edged black veil iron katana at a giantman thug!
AS: +611 vs DS: +297 with AvD: +39 + d100 roll: +51 = +404
... and hit for 143 points of damage!
Slash to the giantman thug's ribs opens a sucking chest wound!

[You have 2 kills remaining.]
The giantman thug falls to the ground and dies.
A giantman thug recovers from being rebuked, regaining her composure.
You swing a silver-edged black veil iron katana at a giantman robber!
AS: +611 vs DS: +277 with AvD: +39 + d100 roll: +55 = +428
... and hit for 111 points of damage!
The giantman robber is backed up by a strong slash to her abdomen!
The giantman robber is stunned!
Your series of strikes and ripostes leaves you off-balance and out of position.
Roundtime: 9 sec.
R>
[ MStrike Cooldown: +0:01:00, 0:00:59 remaining. ]

__________________________
- Kobold in Disguise Falvicar, Blade of the Night

You swing a silver-edged black veil iron katana at Sevynne!

* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/10/2017 07:36 AM CST
I recognize the fold-inward flare; what are the darkness coalescing (maybe Ensorcel? I've never swung a melee weapon with it) and the dome discharge?
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/10/2017 10:49 AM CST
The katana has greater void flares. The darkness flare is the Ronan version of Crusade.

Mind you, I'm post cap and with Sunfist.. but if you're curious on the current training:

Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 300 200
Combat Maneuvers...................| 300 200
Two-Handed Weapons.................| 300 200
Multi Opponent Combat..............| 190 90
Physical Fitness...................| 200 100
Dodging............................| 200 100
Harness Power......................| 200 100
Spirit Mana Control................| 105 25
Spiritual Lore - Religion..........| 205 105
Spiritual Lore - Summoning.........| 70 15
Perception.........................| 200 100
Climbing...........................| 120 30
Swimming...........................| 120 30

Spell Lists
Minor Spiritual....................| 20

Spell Lists
Paladin............................| 50
Training Points: 41 Phy 0 Mnt (710 Phy converted to Mnt)
__________________________
- Kobold in Disguise Falvicar, Blade of the Night

You swing a silver-edged black veil iron katana at Sevynne!

* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/22/2017 12:29 PM CST
Any chance we could make sure ONSLAUGHT works with hurl?
Reply
Re: 1650 - Divine Incarnation Pre-Release Information 12/22/2017 11:31 PM CST
>>Any chance we could make sure ONSLAUGHT works with hurl?

+10,0000

~ The girl behind Debia
****
Check out my website: www.ElanthianEvents.com
Find me on Facebook: www.facebook.com/AngelofSharath
Reply
Prev_page Previous 1