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Announce News Post #452

Justicar Skill Changes

Written by: Dranor, God of Imagination
Date: Thursday, January 20th, 2005
Addressed to: Everyone


All of these changes will also affect the Diavlous and the Lorekeepers.
This is for two reasons: One, the Justicar Classlead report did not have
any excellent suggestions that applied only to the Justicars. Two, these
changes are either bug fixes or changes that logically apply to all of
the "knight" classes.

Chivalry
--------------
- Raze and razeslash now take the speed of the weapon doing the razing
into account.
- Defend should now work properly.

Smithing
----------------
- Players with the smithing skill will now be able to see what an item
is made of when weaponprobing it.
- A line has been added to weaponprobe to indicate what the item's
maximum health is. Items that show up as having excellent "quality"
will generally repair better and last longer.

Smithing has also been substantially changed (again). Forges now store
materials. When you go to forge something, you use the materials on the
forge. To place materials on the forge, use ADD <#> <ingot type> TO
FORGE. Probing a forge shows you the materials on it.

A new ability has been added to Smithing, 'Reforge'. It allows you to
add a forged item to the forge, obtaining some of the materials that
made it up. The amount of materials that you will be able to extract are
dependent on your Smithing kill, whether or not you are a dwarf, and
whether or not you have a Hammer of Forging.

When smithing an item, you will now need to start it off with SMITH FOR
ITEM <#> <ingot> <#> <ingot> etc. For example, if I wanted to smith a
sabre with 2 bone and 3 stehl, I would do 'SMITH FOR SABRE 2 BONE 3
STEHL'.

You may optionally leave off the ingot string at the end of the SMITH
command. This will remove the first materials it sees on the forge.

I have changed the smithing formulas for weapons. Dwarves, players with
Hammers of Forging, and Transcendent smiths will now find that their
weapons will generally be of higher quality than usual. I've tested this
extensively by simulating the smithing of millions of weapons, but my
simulations will undoubtedly fall short of "real-world" smithing.

If you are able to consistently smith weapons of exceptionally high
stats, this is a bug. The key words there are "consistently" and
"exceptionally". Smithed weapons that I would consider to be of
exceptionally high stats are weapons that either have two stats that are
both higher than those of a level one artifact, or one stat that is
higher than that of a level two artifact. If you can consistently
produce weapons like this, I would definitely appreciate a bug report
detailing how you can.

Finally, the Hammer of Forging has been changed so that it no longer
decreases the number of smithings to create an item. Instead, it
(roughly) halves the balance required to smith.

As always, I'm sure bugs will crop up. Please file detailed bug reports,
and I'll be sure to get to them as soon as I can.

Penned by my hand on the 6th of Ultio, in the year 453 AD.


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