The beginning stages of magic are now around 75% done. All three sets, Invocation, Alteration and Divination are being playtested to ensure balance, but once balance has been established the skills will be released to the gameworld. As with all skills, only the first tier of skills will be released in the initial area of the game. Players will have to travel to other areas of the game and unlock trainers to learn more difficult moves.
Magic works slightly different than attacks. When you attack, the action is performed immediately and a busy timer follows. Casting works somewhat in reverse. The player must wait for the incantation to complete before the action executes. More difficult spells will take longer to cast and may require more than one free hand. Also, spells have set cast times and are not affected by the Speed stat. While the player is forming the spell, he/she is vulnerable to losing his/her concentration if he/she receives enough damage before the spell is cast. This is based on the levels of the caster and damaging opponent as well as the difficulty of the spell. If the caster succeeds in finishing the spell, there is a short timer before allowing the next action.
You begin casting Guarda Minor on yourself.
(Chance: 11, Roll: 90) You are immersed in slight shades of indigo as you
finish casting your incantation.
You are now ready.
The spell was successful, so we are able to see its effects with the condition command.
You are perfectly satiated.
You have assumed an aggressive stance.
You are unwounded.
Current Effect Duration Remaining (sec)
Guarda Barrier (+7) 160
We can see that we now have a barrier, of 7 strength lasting for 160 seconds. If another guarda spell is cast, it will only replace the current status if the new barrier is stronger, or if the new barrier has the same strength, but longer duration. Other magical and potion status effects will also show up in the condition command.
Also, if you look at a player with this particular buff, you can see a visible change.
He is standing here. He is surrounded by a faint purple glow. He is empty
The goal of this game is to create “class-type” gameplay without having actual classes, so magic will include a lot of support for combat characters. This will allow players to travel in groups to harder dungeons that would otherwise be too difficult for players to explore.
*** MINOR CHANGES ***
-Gladiators in the Colosseum will now scale appropriately to the character fighting them. If there are more than one characters on the sands, it will spawn a gladiator relative to the highest level player on the sands. The level of ranks you can now achieve is much higher, but the foes can become much more difficult than before.
-The amount of Hit Points, Fatigue and Stat points a player receives at each level has been adjusted slightly.
-Kobold Mages equipped with all types of elemental attacks have been released into the gameworld. Watch out for them in the Kobold Caverns.
-A new Unarmed skill, Rolling Dodge, has been released. This allows the player to retain a small portion of defense bonus while sitting or prone.