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View Full Version : Changes to Resurrection and Warding


Japes
08-31-2004, 08:18 PM
Resurrection

This ability now has the following features:
- Resurrection alleviates the stat-reducing penalties for dying. At extremely high levels, resurrection will nearly eliminate those penalties. Favor-point penalties, however, are unchanged.
- High level in resurrection reduce the amount of time needed before resurrecting, by as much as 30%.
- Resurrection can only be attempted once per death. If you fail at a resurrection attempt, you must reincarnate normally.
- Characters with resurrection now have access to the Death Sight command.

Usage:
deaths?ight

Death Sight allows a fallen monster to scry on the area immediately around his lifeless body. This ability allows you to look at the current location of your corpse to see whether or not it is advantageous to resurrect. Death sight can only be used once a monster is at 100 Resurrection.


Warding

The following changes have been made to this skill:
- The duration of wards has been increased.
- The potency of wards now correlate to a monster's Authority, Energy, and skill at Warding.
- The chance of getting past a ward depends on the intruding monster's Authority, Energy, and skill at Warding.
- Monsters with the warding ability can detect wards, even if they are not targetted at their particular caste or race. They can also dispel wards at their location using the ward dispell command. Dispelling wards cast by opposing monsters or monsters from clans other than your own results in favor point awards.
- Wards now also work against teleportation, flying, and non-corporeal movement.
- Wards can now be cast outside of one's clan lair. The potency of wards in neutral territory, such as the open wilderness, is halved. Wards cast inside other monsters' lairs or dens are at one fourth potency, with one eighth the duration.

- Wards do damage. Damage is proportional to the intruder's total hit points. Damage is done if a monster fails to enter a ward. Even if a monster pushes past a ward, the ward can do minor damage depending on its strength. If a monster is much stronger, comparatively, than the potency of the ward, then no damage will be done. Favor points will be given to the caster in case damage is dealt.