Paladin Spell Circle Review on 08/05/2014 11:25 PM CDT
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For those Paladins that are attending SimuCon, be sure to attend the Roundtable discussions. We'll be releasing the full details of the Paladin Spell Circle Review.

GameMaster Estild
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Re: Paladin Spell Circle Review on 08/05/2014 11:34 PM CDT
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What? Nice surprise!

I'll make sure to take notes and post for everyone.

Chad, player of a few
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Re: Paladin Spell Circle Review on 08/06/2014 06:20 AM CDT
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Woohoo! Thanks for the information, Estild.

Sadly I've never had a chance to make it to SimuCon. Maybe if I ever move back to North America I'd have a chance.

Anyway, I'm really looking forward to hearing the details of the largely hush-hush but occasionally referenced review.



>An officer of the Sorcerer Guild arrives and glances around. "Ah, there you are, Vathon!" he says in a slightly agitated tone. "I have come to formally declare that your membership privileges have been revoked."
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Re: Paladin Spell Circle Review on 08/06/2014 10:33 AM CDT
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Hopefully someone can take notes and share with us poor non-con attending smucks. :)
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Re: Paladin Spell Circle Review on 08/08/2014 02:33 PM CDT
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As announced at SimuCon:

Paladin Spell Updates

Mantle of Faith (1601) - No change.

Pious Trial (1602) - Every 10 ranks of Spiritual Lore, Blessings lore allows for the spell to affect one additional target when the spell is open cast (cast without specifying a target).

Faith's Clarity (1603) - The spell will no longer end early when a subsequent spell is cast; it remains active for 30 seconds.

Consecrate (1604) - Renamed spell that combines the previous Purify (1604) and Guiding Light (1608) spells into one.  Training in Spiritual Lore, Spirit Summoning increases the potency of the the flares.

Arm of the Arkati (1605) - No change.

Dauntless (1606) - No change.

Rejuvenation (1607) - The full hit point recovery amount is healed even when the spell is on cooldown (with the same increased mana cost).

Beacon of Courage (1608) - New spell.  For 60 seconds, the Paladin glows brightly as he becomes the sanctioned target of his foes.  All creatures in the area are subject to a warding roll and if they fail, will only target the Paladin and not other characters when attacking. The Paladin also will ignore Force on Force mechanics for 1 additional target + additional targets for every seed 10 summation of their Spiritual Lore, Blessing while under this effect.

Divine Shield (1609) - No change.

Higher Vision (1610) - No change.

Patron's Blessing (1611) - No change.

Champion's Might (1612) - No change.

Guard the Meek (1613) - Moved from spell slot 1618.  No other changes.

Aura of the Arkati (1614) - This spell, along with Song of Holding's (1101), -DS calculation was updated to take into account the full melee DS of a target (including Evade, Block, Parry bonuses).  Players should notice a significant difference vs. the old formula.  In addition, the spell will no longer cause targets to kneel, but instead applies a penalty to Evade, Block, and Parry chances.  The base amount is -5%, with an additional -1% per seed 4 summation of Spiritual Lore, Religion.

Divine Strike (1615) - No change.

Vigor (1616) - No change.

Zealot (1617) - No change.

Crusade (1618) - New spell.  You embolden yourself and your allies with the fervor of your righteous cause!  The damage from your group's physical and magical bolt attacks increases significantly (damage weighting).  This bonus is increased with training in Spiritual Lore, Blessings.  Additionally, training in Spiritual Lore, Religion adds the chance of a potential deity-specific flare to occur after the attack.

Faith Shield (1619) - No change.

Aid the Fallen (1620) - Preservation is no longer a requirement for a corpse to be considered a valid target for the spell. In addition, Paladins may now anchor to any in-town Spirit Fog (130) destination, in addition to the previous shrine locations.  Lastly, once a Paladin has learned 40 ranks of Spiritual Lore, Spirit Summoning, they may use this ability when dead to return their corpse to their anchored location.  20 mana is still required to use the ability via BESEECH when dead.

Sanctify (1625) - Spell infusion flares no longer require mana from the Paladin when they trigger. Instead, the bonded weapon may hold a finite amount of mana worth of spells, starting at 50 mana + 1 per rank of Spiritual Lore, Spirit Summoning. When infusing the weapon, it will hold a set amount of charges based upon the spell level and maximum mana capacity of the weapon.  E.g. You weapon can hold 50 mana and you infuse Divine Strike (1615) into it.  This will allow it to hold 3 charges of the spell. Infusing a spell from a scroll only allows for 1 charge.  In addition, infusion flares no longer randomly trigger when attacking.  Instead, the Paladin can RAISE their weapon which will force it to automatically flare on their next attack.  Finally, spell infusion flares now trigger before the actual attack resolves.

Divine Word (1640) - This spell will now function as a battle resurrection.  When cast, the corpse will be brought back to life with a single cast of all of their known defensive spells, plus up to 20 levels of outside spells that were active upon death. They will no longer lose health due to bleeding, and their actions will not be hindered by wounds. Their health, stamina, mana, and spirit will be returned to full. Finally, they will be jolted into a prone position in defensive stance, and be stunned for 5 seconds with 5 seconds of roundtime. After 10 minutes, all active spells will fall, and they will begin to bleed again. Their health will be reduced to 25 hit points, and stamina, mana, and spirit will be reduced to 1.

The Paladin will gain the same amount of experience as a Cleric would, but will not pay the spirit cost until the 10-minute effect has expired. The target player may end the effect prematurely and the Paladin can independently end the effect on themselves to pay the spirit cost via UNLINK. The Paladin may not perform another resurrection until they've paid for any pending spirit costs. The same restrictions on casts per day remain (base 1, with additional uses per day based upon lore training).

Divine Vengeance - An innate ability for all Paladins that triggers upon their death. In a show of divine vengeance, a spiritual shock wave is sent out from the Paladin's corpse, affecting all creatures in the area. This ability can only be triggered once every 4 hours.

GameMaster Estild
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Re: Paladin Spell Circle Review on 08/08/2014 02:43 PM CDT
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Well... day-um.

I may need to start leveling my Paladin again!
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Re: Paladin Spell Circle Review on 08/08/2014 03:32 PM CDT
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Love the proposed updates!

Any chance of getting Iasha style messaging for the paladins bonded weapon as part of 1625?

-- Robert
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Re: Paladin Spell Circle Review on 08/08/2014 03:37 PM CDT
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A couple of tid bits...

The FOF effect of 1608 Beacon of Courage will work in addition to MOC FOF.

With 1640 Divine Word both parties can unlink independently of each other and not affect the other.

Chad, player of a few
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Re: Paladin Spell Circle Review on 08/08/2014 04:02 PM CDT
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Also, the plasma flares given from 1625 will be under the new 1604 model where lore ranks will improve the damage. They did not explicitly say it, but I think that also includes the removal of the second flare chance.

AIM: GS4Menos

>Here lies the formless world we´re living in
>Gravity is finally giving in
>High altitudes and still upward we go
>I was never meant to lead but to follow
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Re: Paladin Spell Circle Review on 08/08/2014 04:10 PM CDT
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Very cool! I see so much of what has been thrown about over the last few years in this review. Can't wait to see them in action.

The old 1613 converted to innate ability, is that going to fire off just in the room of death or will it actually be in the surrounding areas as well? I'm thinking similiar to when scales traps can send the fletchettes to adjacent rooms here.
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Re: Paladin Spell Circle Review on 08/08/2014 04:43 PM CDT
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SO many questions... but to start off with the bigger ones:

>Aura of the Arkati (1614) - ... but instead applies a penalty to Evade, Block, and Parry chances. The base amount is -5%, with an additional -1% per seed 4 summation of Spiritual Lore, Religion.

Two questions:

1) Can you clarify how the EBP percentages are reduced? By the wording, it could be reduced by subtracting the base 5% from the target's EBP, but it could also be taken as a percentage reduction:

I.e.: if a target has 10% chance each to evade, block, and parry, does a non-lored target reduce these by subtract 5% to 5% each, or is it a percentage reduction, where it now has a 9.5% chance each to EBP?

2) Can each EBP be reduced to zero with sufficient lore, or will the target always retain a chance?

3) Does this stack with sigil of distraction? I suppose if #2 is "yes", then this is not-applicable.

>1618: Additionally, training in Spiritual Lore, Religion adds the chance of a potential deity-specific flare to occur after the attack.

Does the group also receive the deity-specific flares of the paladin, or is the flare component for the paladin only? If the group receives this as well, is there a bonus for deity alignment? Nothing would convert more wizards / bolters to a paladin's pantheon than this.... (right, frosty ears? You know who you are)

Morden, player of.
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Re: Paladin Spell Circle Review on 08/08/2014 04:46 PM CDT
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>Also, the plasma flares given from 1625 will be under the new 1604 model where lore ranks will improve the damage. They did not explicitly say it, but I think that also includes the removal of the second flare chance.

Menos, was this said at Simucon? Are you there?

I would hope the second flare isn't removed... that's one of the best parts of this. I personally would rather have the second flare than increased damage from one. I get the most use of this with a sancted shield, and increased damage from a single flare would be meh.

Morden, player of
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Re: Paladin Spell Circle Review on 08/08/2014 04:54 PM CDT
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JOEKRYSTEL
Also, the plasma flares given from 1625 will be under the new 1604 model where lore ranks will improve the damage. They did not explicitly say it, but I think that also includes the removal of the second flare chance.


A couple of notes, the existing lore benefit for the previous Guiding Light flares remains the same, where Spiritual Lore, Blessing increases the chance for a second flare. The new effect only increases the potency of the second flare and is based off Spiritual Lore, Spirit Summoning.

GameMaster Estild
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Re: Paladin Spell Circle Review on 08/08/2014 05:16 PM CDT
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Estild,

Does it increase the potency of the second flare only, or both? The original post stated 'flares'

(Not trying to nitpick; just trying to understand).

Morden, player of.
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Re: Paladin Spell Circle Review on 08/08/2014 06:10 PM CDT
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Estild,

With the adjustments to 1640 and providing experience, were there any considerations decisions made on either a) use of chrisms, or b) providing experience of a battle-raise to the target instead of the Paladin? Perhaps the overflow experience of a battle raise to a target who hopefully learned something from the experience of battling, dying, then abruptly living to battle again?

I'm speaking only for myself here [incant 1608], but I personally do not care a whit for my own experience. I raised infrequently as a paladin because the recipient often either a) did not want it, or b) was annoyed at the "second string" raise. I would use 1640 in a group environment, likely in warcamps where a scourge got off a focused implosion. I would already have a full head of experience, and even if I didn't... would rather the target get there's.

I've heard the argument that's it's the clerics perogative, but frankly, when a level 0 acolyte can fall off a turnip wagon in any city and wave a chrism, that perogative is easily bypassed. I admit to doing so myself (to aid the target...), and once that cleric could raise dead on their own, I let them handle the whole thing, as non-ooc as possible.

Possibly offtopic for "Spell Circle", but well within the bounds of [Paladin Ability Review]:

Can Paladins be allowed to use either protect or guard, whichever is the one that uses the shield? As the profession characterized by defense of others with a shield, it seems wholly appropriate to me.

Failing that... can the help files be updated with a description for both verbs? I can never remember which is which on my warrior, and the messaging doesn't state.

R>verb info protect
No match found.
R>verb info guard
No match found.
R>help protect
No help files matching that entry were found.
R>help guard
No help files matching that entry were found.
R>


Morden, player of.


P.S. This should go without saying, but you are awesome. 'Nuff said.
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Re: Paladin Spell Circle Review on 08/08/2014 06:55 PM CDT
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>Menos, was this said at Simucon? Are you there?

>Morden

I was asking questions over the video feed for Radiofreesimucon

AIM: GS4Menos

>Here lies the formless world we´re living in
>Gravity is finally giving in
>High altitudes and still upward we go
>I was never meant to lead but to follow
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Re: Paladin Spell Circle Review on 08/09/2014 12:11 AM CDT
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Wow, neat stuff! Really glad to see the dev work of the last few years continue strong!
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Re: Paladin Spell Circle Review on 08/09/2014 05:04 AM CDT
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Well that's a tasty morsel! Thanks for the hard work, everyone. (Naturally <3 Estild, but some ideas here were suggested in some form by players, and I'm sure there are many other GMs behind the scenes on this. This is meant to be fully inclusive!)

Of course I've got some questions to fully digest all this.

As being skipped in the tabulation, I presume 1630 and 1635 also had no changes.

What's the duration look like on Crusade (1618)? Any hints how many ranks of damage weighting come initially, and what sort of summation seed it uses for the lore benefit?

For Divine Word, a few questions

1) Voln's Symbol of Recall going to trump the effect provided here, or is Symbol of Recall a favor sink in terms of use with Divine Word? Or to be specific, spells brought back with Symbol of Recall will be stripped after 10 minutes or UNLINK, whichever is first, right? (There's some delay on Symbol of Recall, so maybe enough time to UNLINK directly and that's a way around it.)

2a) This below was a typo, yes?

>Finally, they will be jolted into a prone position in defensive stance, and be stunned for 5 seconds with 5 seconds of roundtime.

From a prone position (into standing) not into a prone position, right right? Though I do like jolting them into prone..."Eat dirt, weakling! This is how we punish heretics!!"

2b) There's no comment about the paladin stun/RT, so I assume it's remained the same. My paladin is 50k experience from level 40, so actually I don't know what it's like for paladins, though I always assumed it was similar to the ~40 second stun/RT of clerics. I suppose this isn't a question about updates, so anyone who's cast 1640 can easily let me know.

Okay and the most important question: When can we expect these awesome changes to roll in?


>An officer of the Sorcerer Guild arrives and glances around. "Ah, there you are, Vathon!" he says in a slightly agitated tone. "I have come to formally declare that your membership privileges have been revoked."
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Re: Paladin Spell Circle Review on 08/09/2014 05:45 AM CDT
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Oh, and another question, this one for 1625:

> E.g. You weapon can hold 50 mana and you infuse Divine Strike (1615) into it. This will allow it to hold 3 charges of the spell.

As I understand, 9 ranks of spirit lore - summoning is needed to infused 1615 presently for a fully bonded weapon. In that case, it can hold 50 + 9 mana which still allows for 3 charges of 1615 (but has become extremely close to the next threshold of 60 mana and 4 charges, just one more summoning rank). There is no way for it to hold 50 mana and take 1615, unless this was also another update to remove the lore training requirements based on the spell level? Of course, not to nitpick, just checking all the number crunching.

Looks like after I get Flail into his full plate, it'll be a lot of time training in lores with all these nice updates!



>An officer of the Sorcerer Guild arrives and glances around. "Ah, there you are, Vathon!" he says in a slightly agitated tone. "I have come to formally declare that your membership privileges have been revoked."
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Re: Paladin Spell Circle Review on 08/09/2014 01:01 PM CDT
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>As being skipped in the tabulation, I presume 1630 and 1635 also had no changes.

Yeah, no changes to the unlisted stuff.

>What's the duration look like on Crusade (1618)? Any hints how many ranks of damage weighting come initially, and what sort of summation seed it uses for the lore benefit?

Not sure about the duration. They said it would provide approximately heavy damage weighting. I think that means for the base value but I am not 100% sure.

AIM: GS4Menos

>Here lies the formless world we´re living in
>Gravity is finally giving in
>High altitudes and still upward we go
>I was never meant to lead but to follow
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Re: Paladin Spell Circle Review on 08/09/2014 04:32 PM CDT
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As the hunting partner to a paladin, I'm excited for these improvements. Well fleshed out as far as I can tell.


Had one random thought about the previous 1613/new innate ability. So I hope the innate ability has a bit more oompth than 1613 currently does. I realize being basically a free ability it doesn't really justify being awe inspiring but after years of it being between a sparkler and a fire cracker..I just want to see something go boom. I suggest an add on to the ability, let there be a manually confirmed option at death to guarantee you will decay but let the retribution be basically unstoppable, aka firing off until everything in the room is dead (while you watch) then having your corpse consumed and sent to the temple. Did I mention I'd love to see something go boom?

Lochiven
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Re: Paladin Spell Circle Review on 08/09/2014 06:26 PM CDT
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I asked about Crusade and it seems it is a normal length type spell, not a 117/140 type short term one.

AIM: GS4Menos

>Here lies the formless world we´re living in
>Gravity is finally giving in
>High altitudes and still upward we go
>I was never meant to lead but to follow
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Re: Paladin Spell Circle Review on 08/09/2014 08:17 PM CDT
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>I asked about Crusade and it seems it is a normal length type spell, not a 117/140 type short term one.

Neat! Thanks. I suppose I could confirm if it works for Ranged weapons as well, (it says something like 'physical attacks' and many paladin spells have been melee focused, but given the reference to bolt spells I'm gonna assume that works).

I had a kind of left field question about Consecrate. The old Guiding Light only worked on Sanctified weapons. The old Purify made non-holy weapons suitable for Sanctify (1625). I'm sure this is a detail no one overlooked, but does that still work?! It could be the most trivial thing ever, but it sounds kind of complicated to me, for some reason. Cast Consecrate at an arbitrary weapon twice, seems like it should get plasma flares (but in principle it doesn't). This, in particular, is the kind of question I ask as the editor likely to deal with fixing up Krakiipedia.



>An officer of the Sorcerer Guild arrives and glances around. "Ah, there you are, Vathon!" he says in a slightly agitated tone. "I have come to formally declare that your membership privileges have been revoked."
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Re: Paladin Spell Circle Review on 08/10/2014 09:58 AM CDT
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Wow... Very nice.

Thank you.
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Re: Paladin Spell Circle Review on 08/10/2014 10:05 AM CDT
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I'm really excited about the "taunt" ability so the paladin is the only getting hit should the ward work.

But, a question that I thought of just after my thank you post if nae mind.

Does the weapon weighting etc stack with my bonded katana which is already weighted? I'm just curious what I should expect as a proud owner of my katana from the updates. The only other question I'd have is this: I'm considering saving up a few more premium points to my second custom verb on my katana and was thinking about using RAISE but I don't want that to be an issue after the fact in regards to raising the katana to get the guaranteed infused spell to go off. So if RAISE can't be used then I'd like to know so I don't mess anything up if that makes sense.

Thank you again. I really appreciate the cool updates and looking forward to them.
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Re: Paladin Spell Circle Review on 08/10/2014 10:13 AM CDT
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Two more questions if you don't mind:


Divine Vengeance - An innate ability for all Paladins that triggers upon their death. In a show of divine vengeance, a spiritual shock wave is sent out from the Paladin's corpse, affecting all creatures in the area. This ability can only be triggered once every 4 hours.

What about in RP situations such as when an NPC is the cause of death? Would this go off or does this just go just after creatures and won't target the one responsible for the death? Just curious is all.

Lastly: Is there a time frame for when this happens and when it does, do we need to buy a fixskill potion or would we be allowed a freebie with the drastic changes?

Thank you and I'll stop bomboarding with questions! :-)

- Falvicar
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Re: Paladin Spell Circle Review on 08/10/2014 11:11 AM CDT
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>Lastly: Is there a time frame for when this happens and when it does, do we need to buy a fixskill potion or would we be allowed a freebie with the drastic changes?

>Falvicar

At the very least, I am going to have to do a lot of number crunching and reevaluate my lore choices. I am not sure going full summoning is still going to be the best choice for Menos.

AIM: GS4Menos

>Here lies the formless world we´re living in
>Gravity is finally giving in
>High altitudes and still upward we go
>I was never meant to lead but to follow
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Re: Paladin Spell Circle Review on 08/10/2014 12:42 PM CDT
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It's encouraging to learn more than 15 ranks of summoning for sure though. As is at the moment, I've 40 in Lore Religeon, 15 in Summoning and a handful in Blessing. But being a protector of the night, it makes sense to learn more summoning to take advantage of the new spells and hit Blessing last.

The only thing at the moment I need to figure out is how to squeeze back in another 5 spell circles to get 1640 to battle raise as well as the mana control. Currently I'm 35 paladin / 35 minor spirit on spells. I got searing light for the sole purpose of warding shadowy critters out of hiding.

Course.. I could always just start hunting and gaining more experience <grin>. I would imagine a capped paladin isn't as handy capped as an 83 trained paladin and more flexible. One far off day...
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Re: Paladin Spell Circle Review on 08/10/2014 02:50 PM CDT
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Sorry.. two more questions

Crusade (1618) - New spell. You embolden yourself and your allies with the fervor of your righteous cause! The damage from your group's physical and magical bolt attacks increases significantly (damage weighting). This bonus is increased with training in Spiritual Lore, Blessings. Additionally, training in Spiritual Lore, Religion adds the chance of a potential deity-specific flare to occur after the attack.

Would this flare happen with a katana already and would this stack with a katana that's bonded?

Last of all - will 1614 (arm of arkati) still "freeze" the targets that failed if warded high enough like it currently does?

I can't think of anything else. I'm just curious and trying to understand is all so I'll know how to hunt when these changes happen.

Thank you again.

- Falvicar
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Re: Paladin Spell Circle Review on 08/10/2014 03:14 PM CDT
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>> Last of all - will 1614 (arm of arkati) still "freeze" the targets that failed if warded high enough like it currently does?

I love this feature of the current spell. It appears that the new implementation will be mechanically superior but I love the visual result that you can achieve on a room full of opponents with the current implementation.

-- Robert
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Re: Paladin Spell Circle Review on 08/10/2014 06:10 PM CDT
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Robert
Any chance of getting Iasha style messaging for the paladins bonded weapon as part of 1625?


Not at this time. Sanctify (1625) is already doing a lot for a single spell and with these revisions, it's getting even better. However, you may want to take a look at GameMaster Wyrom's Weapon Mood service: http://www.krakiipedia.org/wiki/Armor_and_Weapon_Moods_(saved_post).

THORNBROOK
The old 1613 converted to innate ability, is that going to fire off just in the room of death or will it actually be in the surrounding areas as well? I'm thinking similiar to when scales traps can send the fletchettes to adjacent rooms here.


It affects the area you're within. In most cases, for small or medium sized hunting areas, it's the entire area.

Morden, player of
Does this stack with sigil of distraction? I suppose if #2 is "yes", then this is not-applicable.


Yes, it'll stack with all other effects that also increase or reduce a target's chance to evade, block, or parry.

Morden, player of
Does the group also receive the deity-specific flares of the paladin, or is the flare component for the paladin only? If the group receives this as well, is there a bonus for deity alignment? Nothing would convert more wizards / bolters to a paladin's pantheon than this.... (right, frosty ears? You know who you are)


The Paladin's group also has the chance for deity-specific flares. Currently, there is no bonus for being the same alignment of the Paladin, but I do like that idea. If implemented, it wouldn't be significant, but it adds good flavor.

Morden, player of
Does it increase the potency of the second flare only, or both? The original post stated 'flares'


It only increases the potency of the second (lore bonus) flare.

Morden, player of
With the adjustments to 1640 and providing experience, were there any considerations decisions made on either a) use of chrisms, or b) providing experience of a battle-raise to the target instead of the Paladin? Perhaps the overflow experience of a battle raise to a target who hopefully learned something from the experience of battling, dying, then abruptly living to battle again?


No, Paladins will not be able to use chrism. The battle resurrection will not allow the corpse to retain their field experience, but it does immediately put them back into the position to quickly reearn it, then to pay the cost of their death afterward, if they can finish their new hunt within 10 minutes.

Morden, player of
Can Paladins be allowed to use either protect or guard, whichever is the one that uses the shield? As the profession characterized by defense of others with a shield, it seems wholly appropriate to me.


No, Paladins will not be gaining access to Protect or Guard. Beacon of Courage (1608) will serve a similar role, while still allowing each ability to be unique.

DAID
What's the duration look like on Crusade (1618)? Any hints how many ranks of damage weighting come initially, and what sort of summation seed it uses for the lore benefit?


Crusade will last for 60 seconds. You can recast it anytime you want, but every time you cast it again before 3 minutes has expired since the last cast, it adds 9 mana to cost (50% of the base cost). So the first time you cast it, it's 18 mana. If you cast it again 2 minutes later, the mana cost is 27 mana. If you cast it another 2 minutes later, the mana cost is 36, etc.

The initial damage weighting is equivalent to "heavy". Every 30 Spiritual Lore, Blessings lore adds another point of damage weighing, so at 50 ranks, the total is equivalent to "exceptional".

DAID
For Divine Word, a few questions
1) Voln's Symbol of Recall going to trump the effect provided here, or is Symbol of Recall a favor sink in terms of use with Divine Word? Or to be specific, spells brought back with Symbol of Recall will be stripped after 10 minutes or UNLINK, whichever is first, right? (There's some delay on Symbol of Recall, so maybe enough time to UNLINK directly and that's a way around it.)


Symbol of Recall will still work as it does now. Divine Word will just delay the effect to trigger after it ends and has stripped the player of all their spells. To rephrase, Divine Word is cast, the corpse is brought back to life with their spells, then after the 10 minutes has expired, the target player will lose all their spells, then Symbol of Recall will trigger and restore their spells. I knew this was going to be an issue during the design, so I made sure to account for it.

DAID
For Divine Word, a few questions
2a) This below was a typo, yes?
>Finally, they will be jolted into a prone position in defensive stance, and be stunned for 5 seconds with 5 seconds of roundtime.


No, it's not a typo. If you're in risk of dying again while just prone and stunned for 5 seconds with all your spells up and in defensive stance, you probably shouldn't be in the area to begin with.

DAID
For Divine Word, a few questions
2b) There's no comment about the paladin stun/RT, so I assume it's remained the same. My paladin is 50k experience from level 40, so actually I don't know what it's like for paladins, though I always assumed it was similar to the ~40 second stun/RT of clerics. I suppose this isn't a question about updates, so anyone who's cast 1640 can easily let me know.


To ensure the Paladin is not out of commission for too long to perform the resurrection, I shortened the initial roundtime to 15 seconds (with the 15 second stun remaining the same). However, when the Paladin pays the spirit cost (10 minutes later), it causes 30 seconds of roundtime.

DAID
As I understand, 9 ranks of spirit lore - summoning is needed to infused 1615 presently for a fully bonded weapon. In that case, it can hold 50 + 9 mana which still allows for 3 charges of 1615 (but has become extremely close to the next threshold of 60 mana and 4 charges, just one more summoning rank). There is no way for it to hold 50 mana and take 1615, unless this was also another update to remove the lore training requirements based on the spell level? Of course, not to nitpick, just checking all the number crunching.


The numbers are an example and do not factor in any additional lore you may have, which would be required to infuse Divine Fury. Nothing changed for the requirements of which spells can be infused.

JOEKRYSTEL
I asked about Crusade and it seems it is a normal length type spell, not a 117/140 type short term one.


GameMaster Mestys had misspoke on that. See my above comment about the duration.

DAID
I had a kind of left field question about Consecrate. The old Guiding Light only worked on Sanctified weapons. The old Purify made non-holy weapons suitable for Sanctify (1625). I'm sure this is a detail no one overlooked, but does that still work?! It could be the most trivial thing ever, but it sounds kind of complicated to me, for some reason. Cast Consecrate at an arbitrary weapon twice, seems like it should get plasma flares (but in principle it doesn't). This, in particular, is the kind of question I ask as the editor likely to deal with fixing up Krakiipedia.


Nothing has changed with either effect even though they were combined into a single spell. You can expect the exact same behavior from casting it at any item as you would now by casting each spell separately.

Falvicar
Does the weapon weighting etc stack with my bonded katana which is already weighted? I'm just curious what I should expect as a proud owner of my katana from the updates. The only other question I'd have is this: I'm considering saving up a few more premium points to my second custom verb on my katana and was thinking about using RAISE but I don't want that to be an issue after the fact in regards to raising the katana to get the guaranteed infused spell to go off. So if RAISE can't be used then I'd like to know so I don't mess anything up if that makes sense.


The weighing and flares stack with any other ability/property. We currently have some logic so that scripted weapons still work with Sanctify's RAISE, but I think I may just move the activation to BESEECH <weapon> to avoid any confusions or problems.

Falvicar
What about in RP situations such as when an NPC is the cause of death? Would this go off or does this just go just after creatures and won't target the one responsible for the death? Just curious is all.


The new Divine Vengeance will only affect creatures.

Falvicar
Last of all - will 1614 (arm of arkati) still "freeze" the targets that failed if warded high enough like it currently does?


No, that aspect was removed. It only causes -DS and -E/B/P now.

GameMaster Estild
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Re: Paladin Spell Circle Review on 08/10/2014 06:18 PM CDT
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>No, Paladins will not be able to use chrism. The battle resurrection will not allow the corpse to retain their field experience, but it does immediately put them back into the position to quickly reearn it, then to pay the cost of their death afterward, if they can finish their new hunt within 10 minutes.

can you please update spell active to work with this timer when things go live?

gracias
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Re: Paladin Spell Circle Review on 08/10/2014 06:32 PM CDT
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VANKRASN39
can you please update spell active to work with this timer when things go live?


It's already coded to display in SPELL ACTIVE and to give a 1 minute warning before it triggers.

GameMaster Estild
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Re: Paladin Spell Circle Review on 08/10/2014 07:04 PM CDT
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Thanks for all the clarifications, Estild.

For 1614, can you give us a math example on its effect? I'm probably overthinking this:


>Aura of the Arkati (1614) - This spell... but instead applies a penalty to Evade, Block, and Parry chances. The base amount is -5%, with an additional -1% per seed 4 summation of Spiritual Lore, Religion.

If the target has a base chance of 10% each to EBP, does an unlored caster reduce these to 5% each? can they reach zero?

Thanks,

Morden, player of.
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Re: Paladin Spell Circle Review on 08/11/2014 08:58 AM CDT
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<Estild's redirect in message #357> -- author obvious

I still get a giggle out of it when GMs post direct reference links to Krakiipedia. :)
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Re: Paladin Spell Circle Review on 08/11/2014 09:06 AM CDT
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"additional -1% per seed 4 summation of Spiritual Lore, Religion" -- quoted by Morden

"can they reach zero?" -- Morden's question

.

.

Seems to me that it would take 4 + 5 + 6 + 7 + 8 == 30 ranks to do it, neh?
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Re: Paladin Spell Circle Review on 08/11/2014 11:40 AM CDT
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>Seems to me that it would take 4 + 5 + 6 + 7 + 8 == 30 ranks to do it, neh?

Well, that wasn't the question that I was trying to ask. I'm likely both overthinking it and not explaining my question well.

For original question, I'm going to assume that a '-5% reduction' is a subtraction from targets current (example) 10% chance, unless told otherwise. The alternatives wouldn't provide an appreciable benefit.

30 ranks would subtract an additional 5%, yes, but they may have floor to always give the poor critter a chance. (and if there is a floor... maybe some interesting messaging to that effect as to how it squirms like a a bug about to be squished and miraculously avoids the blow).

Morden, player of.
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Re: Paladin Spell Circle Review on 08/12/2014 04:24 AM CDT
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Thanks for all the thorough replies walking us through these changes, Estild!

Definitely some answers I didn't expect (to my questions or others).

>[Retribution] affects the area you're within. In most cases, for small or medium sized hunting areas, it's the entire area.

Hahaha, amazing!

>The Paladin's group also has the chance for deity-specific flares. Currently, there is no bonus for being the same alignment of the Paladin, but I do like that idea. If implemented, it wouldn't be significant, but it adds good flavor.

Yes, deity-specific flares for the group would be nice flavor. I believe I suggested similar sorts of ideas in the Why so Non-converted thread some months ago. I still think the main use would be MAing and not real RP (or getting many conversions), which is probably the main reason it couldn't be a large bonus.



>An officer of the Sorcerer Guild arrives and glances around. "Ah, there you are, Vathon!" he says in a slightly agitated tone. "I have come to formally declare that your membership privileges have been revoked."
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Re: Paladin Spell Circle Review on 08/12/2014 03:13 PM CDT
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I may missed this in reading the thread but when is the expected implementation date?
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Re: Paladin Spell Circle Review on 08/12/2014 04:45 PM CDT
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I don't think there was a time line mentioned. They did mention they've been working on this for about 6 months now and seem to be answering in questions in great detail.

Chad, player of a few
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