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Announce News Post #527

Mage Classlead Changes

Written by: Lord Avasyu, the Creator
Date: Monday, April 4th, 2005
Addressed to: Everyone


A disclaimer about the lack of changes made to Alchemy.

We are planning on doing something new with Alchemy in the future. The
reason it was put off for now was the fact that anything we do to
Alchemy is potentially a huge upgrade to the magick using classes and a
downgrade to the anti-magic classes. Magick classes can use any items
where as anti-magick classes find themselves more limited. As a result I
have put off any changes to Alchemy until we sit down and create a good
plan that will improve alchemy, but at the same time not kill the
antimagickers.


ELEMANCY
- Stormhammer mana usage and syntax has been changed. Check out the AB
file for more info.
- When icewall, stonewalls, and firewall decay, it will now give you
the direction it was located in the message.
- You can now cast firelash at an icewall in a certain direction.
See the AB file.
- 'On going' fire will just go out those in fire form now although the
inital damage from the hit will still damage you.
- Lava will no longer damage those in fireform.
- Incinerate will do half damage to those in fireform.
- Waterweirds will no longer disappear after just a few seconds, they
should last a standard amount of time.
- You can now fish with holobombs or engineering bombs. Maybe not super
effective, but still fun.
- Fun new instakill - Convergence. See the AB file.
- Decreased elemental willpower drain.


CRYSTALISM
- Similar to the changes made to rites, more then one vibe of the same
type can be in a room now. A player that is a potental target to two
of the same vibe types will only be hit once. This will allow mages
to fight each other more effectivly.
- Plague will deliver afflictions randomly rather than in a set order.
- Aborbing health from the energize vibe will no longer destroy the
vibe, but it will take equilibrium.
- Vibeview will show vibe room locations in the area now.
- Reverberation has been slightly changed in the era of lots of vibes
in rooms. It will now only block your vibes, not other players as
well.
- Reverberation should be effective against all dampening abilities.
- Dampen <vibe> will first dampen your own vibe, and then dampen any
others in the room.
- Dampening other players vibes will take slightly longer balance time
- You may direct which vibe to dampen with DAMPEN <vibe> <player name>.
- Grove Dampen will wipe out random vibes now, unless the owner of the
vibe has reverberation going in the same room. Reverberation will
only protect the owners vibes, and not all vibes.
- Vibes should not be wiped when going to the newsroom/editor anymore,
they will also not work if you are in the newsroom/editor.


ALCHEMY
- If you have a dreamcatcher you will not wake up instantly if you are
at full health and endurance, but still low on willpower.


There will undoubtably be some bugs with crystalism as they were a major
change in the code. Please report them with the BUG command.

There will undoubtably be some bugs with crystalism as they were a major
change in the code. Please report them with the BUG command.

Penned by my hand on the 14th of Aequitas, in the year 459 AD.


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