There's a long history of sorcerer development requests and ideas that I am unaware of. I was last attentive to this sort of thing when Romulus was the sorcerer guru.
We no longer have profession specific gurus and it seems that development resources are a valuable commodity. On top of this, Ensorcell (735) was released 16 months ago and that counts as recent in Gemstone time. No sarcasm intended by the way; it's too awesome to warrant any.
Because of my own roleplay interests and choices, I'd like to see more demon development. I also think sorcerers need some lore review and perhaps such a request presents a series of small and more manageable projects than musings about a potential 750 might.
I made the following observation in an unofficial message board post:
I wish they would review the sorcerer lores, my training in demon lore is almost entirely a RP choice. Going through the benefits:
Phase: Barely use it for encumbrance, boxes go in disks and my hunts take 1 or 2 minutes
Cloak of Shadows: I cannot recall the last time I saw this proc (it's the RT and not the stun that gets me)
Balefire: Rarely use it, maybe the demon lore makes a difference for people who do
Torment: I've probably used this more than most but the demon lore was not helpful
Minor Summoning: Nice RP tool
Planar Shifting: Demon lore lets me avoid using gold rings in exchange for the occasional amusing death, another RP tool, i.e. I like the messaging
Now, I know some of you may get more mileage out of the demon lore benefits but I think they are pretty weak. In mechanical terms, the necromancy lore benefits to Pain and dual benefits to Ensorcell are far superior. Perhaps I am stating the obvious.
Something to think about as future goals are being decided upon.
Silvean's Player
Lore Review on 08/22/2014 07:02 PM CDT
Re: Lore Review on 08/22/2014 07:47 PM CDT
Re: Lore Review on 08/22/2014 08:20 PM CDT
Re: Lore Review on 08/23/2014 10:35 AM CDT
>>Balefire: Rarely use it, maybe the demon lore makes a difference for people who do
It is a matter of playing style. I use it when I participate in bandit bounties. I could see it being helpful where creatures swarm like crazy or the TDs of invading creatures are so high that it isn't practical to use CS based spells.
>>Cloak of Shadows: I cannot recall the last time I saw this proc (it's the RT and not the stun that gets me)
I agree that it hasn't fired off on Zhelas for a long time but typically, he kills the creatures before it is useful. 50 ranks of Demonology lore will yield the best results from Cloak of Shadows retribution.
>>Torment*: I've probably used this more than most but the demon lore was not helpful
I never use this spell. I just don't like the mechanics of it. I used to use this spell exclusively when I hunted Fire Mages so I could avoid the death flares.
>>Minor Summoning: Nice RP tool
I would probably use this spell more often if I hunted with Baelfire more and if I decided to finish guild illusions.
>>Planar Shifting: Demon lore lets me avoid using gold rings in exchange for the occasional amusing death, another RP tool, i.e. I like the messaging
Love this spell. I use it all the time. Very Sorcerer oriented and releasing a demon is just plain sorcerer science.
I wish our lores would help us power 705.
Maelstrom needs some love. It take sooooo long to get going that by the time it is going full force, I have either killed the creatures, died from some stupid maneuver or the creatures have run off and I have had to chase them all over creation. ONLY to find that they will dodge the spell 100% of the time because they are higher than my spell caster. I wish I had one of the logs to post. During one of the last invasions of the landing. I removed all the arms and legs of one of the Knights. The knight was 110 plus in level. It was twitching on the ground. I cast focused maelstrom on the knight. It dodged 100% of all the spells damage.
Peace
Zhelas
(Lord Paladin walks around Droit examining his equipment.)
Lord Paladin: How does he....How does he work?
It is a matter of playing style. I use it when I participate in bandit bounties. I could see it being helpful where creatures swarm like crazy or the TDs of invading creatures are so high that it isn't practical to use CS based spells.
>>Cloak of Shadows: I cannot recall the last time I saw this proc (it's the RT and not the stun that gets me)
I agree that it hasn't fired off on Zhelas for a long time but typically, he kills the creatures before it is useful. 50 ranks of Demonology lore will yield the best results from Cloak of Shadows retribution.
>>Torment*: I've probably used this more than most but the demon lore was not helpful
I never use this spell. I just don't like the mechanics of it. I used to use this spell exclusively when I hunted Fire Mages so I could avoid the death flares.
>>Minor Summoning: Nice RP tool
I would probably use this spell more often if I hunted with Baelfire more and if I decided to finish guild illusions.
>>Planar Shifting: Demon lore lets me avoid using gold rings in exchange for the occasional amusing death, another RP tool, i.e. I like the messaging
Love this spell. I use it all the time. Very Sorcerer oriented and releasing a demon is just plain sorcerer science.
I wish our lores would help us power 705.
Maelstrom needs some love. It take sooooo long to get going that by the time it is going full force, I have either killed the creatures, died from some stupid maneuver or the creatures have run off and I have had to chase them all over creation. ONLY to find that they will dodge the spell 100% of the time because they are higher than my spell caster. I wish I had one of the logs to post. During one of the last invasions of the landing. I removed all the arms and legs of one of the Knights. The knight was 110 plus in level. It was twitching on the ground. I cast focused maelstrom on the knight. It dodged 100% of all the spells damage.
Peace
Zhelas
(Lord Paladin walks around Droit examining his equipment.)
Lord Paladin: How does he....How does he work?
Re: Lore Review on 08/23/2014 05:29 PM CDT
Re: Lore Review on 08/24/2014 03:23 PM CDT
I would love to see lores better incorporated into our spells. There have been many good ideas brought up here and on the unofficials.
Personally, I would love to see 725 and 730 cater to both necro and demon lore. Allow 725 to create a helper non-combat undead and allow 730 to summon a combat demon.
Player of Malisai
Personally, I would love to see 725 and 730 cater to both necro and demon lore. Allow 725 to create a helper non-combat undead and allow 730 to summon a combat demon.
Player of Malisai
Re: Lore Review on 08/25/2014 10:26 AM CDT
Personally, I have ditched my RP weapon abilities for lores. Prior to the release of 735, I was a demonologist. Now I have tried to even Necro and Demon Lores out. Both have advantages.
I find myself hunting in 5 minute fits. I spell up in the morning, run out to hunt and return to town to unload and spell up others. I try to make the most efficient use of mana so that I can hunt and spell up others in a short period of time. Largely it works.
Phase is as annoying as it is useful. The duration is too short for long hunts and it is too long for short hunts, but it is effective. The mana cost is low enough so I can't really complain, it is the mechanic of locking, unlocking, dropping, etc. that is tedious. For 4 points, it does its job. I just wish it was less tedious. I am running around with 3 locking containers to use it.
I wish some of our lores made some spells more "fire and forget". I'd do more rescues if I could just animate characters with no gem or salts. I know I can purchase salts, but that is simply displacing the annoyance of making them to someone else. Having a demon drag someone to the gates of the nearest town would be cool. I'd accept a trade off where the demon can't carry other items and the spell ends immediately when the demon reaches an area directly adjacent to an active justice system area.
I'd kill to have a runestone that allowed me to multicast defensive spells on a group. Something that allowed me to hit every grouped character with a shot of 103 without having to script or do a lot of typing would be great. This sort of mechanic is kind of lame, it would replace the whole scroll back and read names with a different mechanic that is less annoying. "Draw group... cast."
The ability to phase two scrolls into one item would also be awesome. I know there are cool machines to do this, but access is very limited.
Magarven the Mad
I find myself hunting in 5 minute fits. I spell up in the morning, run out to hunt and return to town to unload and spell up others. I try to make the most efficient use of mana so that I can hunt and spell up others in a short period of time. Largely it works.
Phase is as annoying as it is useful. The duration is too short for long hunts and it is too long for short hunts, but it is effective. The mana cost is low enough so I can't really complain, it is the mechanic of locking, unlocking, dropping, etc. that is tedious. For 4 points, it does its job. I just wish it was less tedious. I am running around with 3 locking containers to use it.
I wish some of our lores made some spells more "fire and forget". I'd do more rescues if I could just animate characters with no gem or salts. I know I can purchase salts, but that is simply displacing the annoyance of making them to someone else. Having a demon drag someone to the gates of the nearest town would be cool. I'd accept a trade off where the demon can't carry other items and the spell ends immediately when the demon reaches an area directly adjacent to an active justice system area.
I'd kill to have a runestone that allowed me to multicast defensive spells on a group. Something that allowed me to hit every grouped character with a shot of 103 without having to script or do a lot of typing would be great. This sort of mechanic is kind of lame, it would replace the whole scroll back and read names with a different mechanic that is less annoying. "Draw group... cast."
The ability to phase two scrolls into one item would also be awesome. I know there are cool machines to do this, but access is very limited.
Magarven the Mad
Re: Lore Review on 08/25/2014 12:27 PM CDT
<< Phase is as annoying as it is useful. The duration is too short for long hunts and it is too long for short hunts, but it is effective. The mana cost is low enough so I can't really complain, it is the mechanic of locking, unlocking, dropping, etc. that is tedious. For 4 points, it does its job. I just wish it was less tedious. I am running around with 3 locking containers to use it. >>
I caution against using "drop" to end Phase on your container, unless you are too injured to cast. I use a script to open my one phased container, and I always cast Phase, instead of using drop. Eventually, you'll end up actually dropping your container on the ground without realizing.
I caution against using "drop" to end Phase on your container, unless you are too injured to cast. I use a script to open my one phased container, and I always cast Phase, instead of using drop. Eventually, you'll end up actually dropping your container on the ground without realizing.
Re: Lore Review on 08/25/2014 02:11 PM CDT
>The duration for this effect is 600 sec + 6 sec per Sorcerer Base spell rank.
Phase could definitely last longer.
>Eventually, you'll end up actually dropping your container on the ground without realizing.
I don't take my phase containers out until I'm about to wear them, so even if I drop them on the ground I notice it immediately.
Re: Lore Review on 08/26/2014 10:28 AM CDT
I will say, right off, the issue of a lore review for sorcery is probably very much needed. But the issue, to my mind, is three circles, three different lore types, not to mention the subtypes, with a rather small number of spells affected by a specific lore.
As to sorcery lore itself, I'd say with the release of Ensorcell it's about balanced. I pushed Necromancy Lore to 0.3x by level 70, since it was the first time Pain really became a hunting tactic I wanted. And Necromancy Lore has a rather trivial effect on Ensorcell, if you ask me. 701 is a joke. 708 usually is, too. 730 is basically a rescue or RP spell. 711 and 735 are good.
Demonology is, in my opinion, the best lore we have by a very very very large margin. It could be better but it's pretty good for me.
Phase: I have 5 phasing containers that constitute 100% encumbrance when unphased. I don't know exactly, but it's 100 pounds of stuff or more. I use it every time I hunt, and the phase often lasts for two hunts, depending on the speed of the hunt and if I turned in a bounty or not. My sorcerer is a halfling, carries about 50 scrolls, not to mention a full set of herbs, some alchemy ingredients, RP trinkets, a full set of lockpicks, etc. It's not strange for me to start phasing stuff willy nilly because I can't even pick up a scarab off the ground...
Cloak of Shadows: I can't recall either, but I use 130, and literally every time it fires I would have died. I know at least one happened on the krol ship that was at River's Rest, so it must have been within recent months. But Kaldonis doesn't really die hunting either. I think in the last 35 levels he died hunting like maybe once that I can recall. Anyway, getting to that 95% retribution is important. It's the 50% retribution that's crap: if it doesn't fire the first time you really ARE in trouble.
Balefire: I bolt hunt a lot, and this lore bonus is on par with most other bolt spells. I do tend to prefer Fire Spirit and Web, but anyway, the lore training with 713 is fine.
Torment: Yeah this spell is crap. Especially because it's garbage for so many bounties, and many of us tend to bounty hunt.
Minor Summoning: I'll grumble about Illusions. I'm still not quite at Demon.
Planar Shifting: I'm presently more than 1x sorcerous lore training to get this to 75 ranks for this purpose. Calling it a glorified gold ring is kind of a joke. Take the example my paladin hunts across Maelstrom Bay, doesn't have water walking, gets a couple boxes, and forgets to set his ring. Like I did a couple hours ago. If it were not for Symbol of Return he would have drowned. Because 740 can target rooms, as long as you have the chalk. And unless you want to carry around 2000 gold rings (rune book is 10 pages of 20 runes) I guess it's a lot better than that. Unless I'm mistaken, the "gold ring" function is the one at 75 ranks, but the lore training has a lot to do with the spell in general including with chalk.
If anything, the benefits of necromancy lore are the ones I see lacking.
But let's get on the band wagon about spiritual and elemental lores screwing sorcerers over, at least. That's some messed up stuff to need so many kinds of lores...
>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."
As to sorcery lore itself, I'd say with the release of Ensorcell it's about balanced. I pushed Necromancy Lore to 0.3x by level 70, since it was the first time Pain really became a hunting tactic I wanted. And Necromancy Lore has a rather trivial effect on Ensorcell, if you ask me. 701 is a joke. 708 usually is, too. 730 is basically a rescue or RP spell. 711 and 735 are good.
Demonology is, in my opinion, the best lore we have by a very very very large margin. It could be better but it's pretty good for me.
Phase: I have 5 phasing containers that constitute 100% encumbrance when unphased. I don't know exactly, but it's 100 pounds of stuff or more. I use it every time I hunt, and the phase often lasts for two hunts, depending on the speed of the hunt and if I turned in a bounty or not. My sorcerer is a halfling, carries about 50 scrolls, not to mention a full set of herbs, some alchemy ingredients, RP trinkets, a full set of lockpicks, etc. It's not strange for me to start phasing stuff willy nilly because I can't even pick up a scarab off the ground...
Cloak of Shadows: I can't recall either, but I use 130, and literally every time it fires I would have died. I know at least one happened on the krol ship that was at River's Rest, so it must have been within recent months. But Kaldonis doesn't really die hunting either. I think in the last 35 levels he died hunting like maybe once that I can recall. Anyway, getting to that 95% retribution is important. It's the 50% retribution that's crap: if it doesn't fire the first time you really ARE in trouble.
Balefire: I bolt hunt a lot, and this lore bonus is on par with most other bolt spells. I do tend to prefer Fire Spirit and Web, but anyway, the lore training with 713 is fine.
Torment: Yeah this spell is crap. Especially because it's garbage for so many bounties, and many of us tend to bounty hunt.
Minor Summoning: I'll grumble about Illusions. I'm still not quite at Demon.
Planar Shifting: I'm presently more than 1x sorcerous lore training to get this to 75 ranks for this purpose. Calling it a glorified gold ring is kind of a joke. Take the example my paladin hunts across Maelstrom Bay, doesn't have water walking, gets a couple boxes, and forgets to set his ring. Like I did a couple hours ago. If it were not for Symbol of Return he would have drowned. Because 740 can target rooms, as long as you have the chalk. And unless you want to carry around 2000 gold rings (rune book is 10 pages of 20 runes) I guess it's a lot better than that. Unless I'm mistaken, the "gold ring" function is the one at 75 ranks, but the lore training has a lot to do with the spell in general including with chalk.
If anything, the benefits of necromancy lore are the ones I see lacking.
But let's get on the band wagon about spiritual and elemental lores screwing sorcerers over, at least. That's some messed up stuff to need so many kinds of lores...
>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."
Re: Lore Review on 08/26/2014 10:29 AM CDT
>>The duration for this effect is 600 sec + 6 sec per Sorcerer Base spell rank.
>Phase could definitely last longer.
Yeah. Today I went for another quick round in a warcamp. Pulled out each of my five phasing containers one-by-one, dropped them, put them back in my cloak, and re-cast phase at them.
The part where phase ENDS the effect is terrible. It's just...not a useful function. It could, at least put the phase time back to the full time.
>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."
>Phase could definitely last longer.
Yeah. Today I went for another quick round in a warcamp. Pulled out each of my five phasing containers one-by-one, dropped them, put them back in my cloak, and re-cast phase at them.
The part where phase ENDS the effect is terrible. It's just...not a useful function. It could, at least put the phase time back to the full time.
>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."
Re: Lore Review on 08/26/2014 10:37 AM CDT
Truncated to the point of interest, and to support my statements, my present lore training:
Kaldonis (at level 87), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Spiritual Lore - Summoning.........| 90 20
Sorcerous Lore - Demonology........| 163 63
Sorcerous Lore - Necromancy........| 114 28
>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."
Kaldonis (at level 87), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Spiritual Lore - Summoning.........| 90 20
Sorcerous Lore - Demonology........| 163 63
Sorcerous Lore - Necromancy........| 114 28
>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."
Re: Lore Review on 08/26/2014 11:45 AM CDT
On the Phase thread (I ask because I've never used this):
- is it possible to cast at item inside of other items (so you could "cast package in my backpack")?
- if you are using non-locked containers on your person, do I correctly understand that the spell checks ONLY the weight of the container itself (the package), not the contents (the 80+ pounds of herbs inside the trunk)?
- does the "self-cast" note in the italicized text at the bottom of the spell description mean anything, such as a planned-but-not-yet-complete use as a defensive-type spell versus maneuvers? (Or is this in reference to lightening your effective containers?)
Just curious. Thanks!
- is it possible to cast at item inside of other items (so you could "cast package in my backpack")?
- if you are using non-locked containers on your person, do I correctly understand that the spell checks ONLY the weight of the container itself (the package), not the contents (the 80+ pounds of herbs inside the trunk)?
- does the "self-cast" note in the italicized text at the bottom of the spell description mean anything, such as a planned-but-not-yet-complete use as a defensive-type spell versus maneuvers? (Or is this in reference to lightening your effective containers?)
Just curious. Thanks!
Re: Lore Review on 08/26/2014 12:06 PM CDT
>- is it possible to cast at item inside of other items (so you could "cast package in my backpack")?
Yes
>- if you are using non-locked containers on your person, do I correctly understand that the spell checks ONLY the weight of the container itself (the package), not the contents (the 80+ pounds of herbs inside the trunk)?
yes
>- does the "self-cast" note in the italicized text at the bottom of the spell description mean anything, such as a planned-but-not-yet-complete use as a defensive-type spell versus maneuvers? (Or is this in reference to lightening your effective containers?)
ref.:
>Also, the self-cast version of this spell is intended to provide protection against creature maneuver attacks. This portion of the spell, however, will be going live concurrently with the maneuver system overhaul.
no. I believe there was a GM post some time ago (years) that said that would never be implemented.
Re: Lore Review on 08/26/2014 12:08 PM CDT
<< - is it possible to cast at item inside of other items (so you could "cast package in my backpack")? >>
Yes, if your backpack is open. Where are you going with this?
<< - if you are using non-locked containers on your person, do I correctly understand that the spell checks ONLY the weight of the container itself (the package), not the contents (the 80+ pounds of herbs inside the trunk)? >>
Yes.
<< - does the "self-cast" note in the italicized text at the bottom of the spell description mean anything, such as a planned-but-not-yet-complete use as a defensive-type spell versus maneuvers? (Or is this in reference to lightening your effective containers?) >>
That note has been there since the spell was released, which I think was in 2005.
Yes, if your backpack is open. Where are you going with this?
<< - if you are using non-locked containers on your person, do I correctly understand that the spell checks ONLY the weight of the container itself (the package), not the contents (the 80+ pounds of herbs inside the trunk)? >>
Yes.
<< - does the "self-cast" note in the italicized text at the bottom of the spell description mean anything, such as a planned-but-not-yet-complete use as a defensive-type spell versus maneuvers? (Or is this in reference to lightening your effective containers?) >>
That note has been there since the spell was released, which I think was in 2005.
Re: Lore Review on 08/26/2014 08:51 PM CDT
>>- is it possible to cast at item inside of other items (so you could "cast package in my backpack")?
>Yes
Caveat: It only goes one deep. So the locking satchel is phased weightless, as are its direct contents, whether the satchel is in your hand or in your backpack. But the items inside the pouch in the locked satchel are not made weightless.
And I suppose maybe I've pointed out demonology lore is good for halflings (phasing, balefire, etc). But it's funny because at some point I wanted to do necromancy lore for RP but said screw it demonology is way too mechanically good not to train in. Though, now demonology is a big part of Kaldonis's backstory so it all works out.
>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."
Re: Lore Review on 08/26/2014 08:56 PM CDT
Re: Lore Review on 08/26/2014 09:17 PM CDT
>> - is it possible to cast at item inside of other items (so you could "cast package in my backpack")?
>Yes, if your backpack is open. Where are you going with this?
Hunting partner hands you their cloak, you phase the three boxes in it, and hand it back to them. Yeah, those boxes are still phased and weightless...
>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."
>Yes, if your backpack is open. Where are you going with this?
Hunting partner hands you their cloak, you phase the three boxes in it, and hand it back to them. Yeah, those boxes are still phased and weightless...
>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."
Re: Lore Review on 08/26/2014 10:19 PM CDT
I have 90 ranks of demon lore and I am still not convinced of its mechanical usefulness. I went to hunt a moment ago and I wasn't encumbered at all. There's no reason to phase satchels and such ahead of time. I could carry more things and use phase to mitigate that decision, I suppose.
Now, here's my use of balefire to kill a Triton Combatant:
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +308 with AvD: +12 + d100 roll: +29 = +115
... and hit for 5 points of damage!
Blue flames form a shimmering necklace around the triton combatant's throat.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Stinging burn to the triton combatant's hand.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
...wait 1 seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +316 with AvD: +12 + d100 roll: +74 = +152
... and hit for 24 points of damage!
Plasma lashes the triton combatant's shield arm blistering flesh.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Searing strike to back causes the triton combatant to grunt in pain.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +319 with AvD: +12 + d100 roll: +99 = +174
... and hit for 28 points of damage!
Flash burns to eye momentarily blind the triton combatant.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Light burns to the triton combatant's leg.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
...wait 1 seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +340 with AvD: +12 + d100 roll: +73 = +127
... and hit for 10 points of damage!
Blue flames form a shimmering necklace around the triton combatant's throat.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Searing strike to back causes the triton combatant to grunt in pain.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +283 with AvD: +12 + d100 roll: +76 = +187
... and hit for 37 points of damage!
Plasma lashes the triton combatant's shield arm blistering flesh.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 7 points of damage!
Light burns to the triton combatant's leg.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +246 with AvD: +12 + d100 roll: +50 = +198
... and hit for 41 points of damage!
Searing bolt of energy strikes the triton combatant, scorching a wide swath of flesh!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Stinging burn to the triton combatant's hand.
Necrotic energy from your thick rowan runestaff overflows into you!
You feel energized!
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +199 with AvD: +12 + d100 roll: +65 = +260
... and hit for 78 points of damage!
Superheated energy causes the artery in the triton combatant's leg to explode!
A triton combatant falls to the ground grasping her mangled right leg!
The triton combatant gurgles once and goes still, a wrathful look on her face.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
>stance offensive
>incant 713
>stance guarded
>
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +412 vs DS: +246 with AvD: +12 + d100 roll: +44 = +222
... and hit for 60 points of damage!
Vicious hole burned through the triton combatant's shield hand!
The combatant's brine-stained parma falls to the ground.
You feel the unnatural surge of necrotic power wane away.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Pinpoint strike sears the triton combatant's chest.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +199 with AvD: +12 + d100 roll: +65 = +260
... and hit for 78 points of damage!
Superheated energy causes the artery in the triton combatant's leg to explode!
A triton combatant falls to the ground grasping her mangled right leg!
The triton combatant gurgles once and goes still, a wrathful look on her face.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
>
And now evil eye:
You gesture at a triton combatant.
You stare at a triton combatant.
CS: +536 - TD: +369 + CvA: +20 + d100: +58 == +245
Warding failed!
The triton combatant looks at you in utter terror!
The triton combatant drops its silvery blue trident.
The triton combatant drops its brine-stained parma.
The triton combatant lets out a blood curdling scream!
The triton combatant collapses, gurgling once with a wrathful look on his face before expiring.
Now, here's my use of balefire to kill a Triton Combatant:
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +308 with AvD: +12 + d100 roll: +29 = +115
... and hit for 5 points of damage!
Blue flames form a shimmering necklace around the triton combatant's throat.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Stinging burn to the triton combatant's hand.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
...wait 1 seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +316 with AvD: +12 + d100 roll: +74 = +152
... and hit for 24 points of damage!
Plasma lashes the triton combatant's shield arm blistering flesh.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Searing strike to back causes the triton combatant to grunt in pain.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +319 with AvD: +12 + d100 roll: +99 = +174
... and hit for 28 points of damage!
Flash burns to eye momentarily blind the triton combatant.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Light burns to the triton combatant's leg.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
...wait 1 seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +340 with AvD: +12 + d100 roll: +73 = +127
... and hit for 10 points of damage!
Blue flames form a shimmering necklace around the triton combatant's throat.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Searing strike to back causes the triton combatant to grunt in pain.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +283 with AvD: +12 + d100 roll: +76 = +187
... and hit for 37 points of damage!
Plasma lashes the triton combatant's shield arm blistering flesh.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 7 points of damage!
Light burns to the triton combatant's leg.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +246 with AvD: +12 + d100 roll: +50 = +198
... and hit for 41 points of damage!
Searing bolt of energy strikes the triton combatant, scorching a wide swath of flesh!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Stinging burn to the triton combatant's hand.
Necrotic energy from your thick rowan runestaff overflows into you!
You feel energized!
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +199 with AvD: +12 + d100 roll: +65 = +260
... and hit for 78 points of damage!
Superheated energy causes the artery in the triton combatant's leg to explode!
A triton combatant falls to the ground grasping her mangled right leg!
The triton combatant gurgles once and goes still, a wrathful look on her face.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
>stance offensive
>incant 713
>stance guarded
>
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +412 vs DS: +246 with AvD: +12 + d100 roll: +44 = +222
... and hit for 60 points of damage!
Vicious hole burned through the triton combatant's shield hand!
The combatant's brine-stained parma falls to the ground.
You feel the unnatural surge of necrotic power wane away.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Pinpoint strike sears the triton combatant's chest.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +199 with AvD: +12 + d100 roll: +65 = +260
... and hit for 78 points of damage!
Superheated energy causes the artery in the triton combatant's leg to explode!
A triton combatant falls to the ground grasping her mangled right leg!
The triton combatant gurgles once and goes still, a wrathful look on her face.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
>
And now evil eye:
You gesture at a triton combatant.
You stare at a triton combatant.
CS: +536 - TD: +369 + CvA: +20 + d100: +58 == +245
Warding failed!
The triton combatant looks at you in utter terror!
The triton combatant drops its silvery blue trident.
The triton combatant drops its brine-stained parma.
The triton combatant lets out a blood curdling scream!
The triton combatant collapses, gurgling once with a wrathful look on his face before expiring.
Re: Lore Review on 08/26/2014 11:46 PM CDT
Re: Lore Review on 08/27/2014 08:25 AM CDT
>Is there an issue training 1x in both lores, other than cost?
Not really, it's an issue of what you get mechanically for the cost. Going evenly 1x in both may not be advisable since benefits are tied to staggered lore amounts. I believe there's a reduction in the failure chance of INCANT 740 at 96 ranks of demon lore. For necromancy lore, there's a boost to necrotic energy gaining based on seed 1 of the summation chart, i.e. 105 is a possible stopping point. There are other benefits, of course, and here's a chance to advertise this excellent lore chart:
http://www.krakiipedia.org/wiki/Lore_chart
The training cost for sorcerous lore is significant since it is treated as one skill. Once you are 1x in training between demonology and necromancy, your costs shift to 2x at 12mtps per rank. So, with conversion, you pay 24ptps for one rank of sorcerer lore beyond 1x versus 28ptps for a rank of combat maneuvers. To 2x in sorcerous lore is also double the cost of 2x training in perception, another skill that helps with maneuver attacks.
25 ranks of sorcerous lore at 2x costs is going to take 500,000xp postcap. That's a lot of time to commit to what I am arguing is primarily a RP skill (particularly my 90 ranks of demonology) even though I may yet trudge up that hill a little farther. Ideally, I'd like to see the lore benefits reviewed and improved.
Not really, it's an issue of what you get mechanically for the cost. Going evenly 1x in both may not be advisable since benefits are tied to staggered lore amounts. I believe there's a reduction in the failure chance of INCANT 740 at 96 ranks of demon lore. For necromancy lore, there's a boost to necrotic energy gaining based on seed 1 of the summation chart, i.e. 105 is a possible stopping point. There are other benefits, of course, and here's a chance to advertise this excellent lore chart:
http://www.krakiipedia.org/wiki/Lore_chart
The training cost for sorcerous lore is significant since it is treated as one skill. Once you are 1x in training between demonology and necromancy, your costs shift to 2x at 12mtps per rank. So, with conversion, you pay 24ptps for one rank of sorcerer lore beyond 1x versus 28ptps for a rank of combat maneuvers. To 2x in sorcerous lore is also double the cost of 2x training in perception, another skill that helps with maneuver attacks.
25 ranks of sorcerous lore at 2x costs is going to take 500,000xp postcap. That's a lot of time to commit to what I am arguing is primarily a RP skill (particularly my 90 ranks of demonology) even though I may yet trudge up that hill a little farther. Ideally, I'd like to see the lore benefits reviewed and improved.
Re: Lore Review on 08/27/2014 08:26 AM CDT
Re: Lore Review on 08/27/2014 08:51 AM CDT
>Where was your demon?
He had chores. But you're going to have a hard time convincing me that it would have made so much of a difference that using Balefire over Evil Eye is anything more than a mechanical amusement or RP choice in Nelemar. I'm saying it's equivalent to hunting with a Claidhmore. You might do it for RP. You might do it just for fun. But it doesn't stack up mechanically.
On top of that, the demon flares bring 2 more skills into the mix since its chance to attack is based on SMC and EMC.
He had chores. But you're going to have a hard time convincing me that it would have made so much of a difference that using Balefire over Evil Eye is anything more than a mechanical amusement or RP choice in Nelemar. I'm saying it's equivalent to hunting with a Claidhmore. You might do it for RP. You might do it just for fun. But it doesn't stack up mechanically.
On top of that, the demon flares bring 2 more skills into the mix since its chance to attack is based on SMC and EMC.
Re: Lore Review on 08/27/2014 09:59 AM CDT
Had to delete my first post because I forgot to send mana to the demon. For the record, I'm working with 90 ranks of demon lore and 100 ranks each in SMC/EMC. So, here's a look at balefire with a demon at hand:
Step 1
A petulant dwarven clerk says, "I will need to charge you 7000 silvers for a renewal. Ask me to renew again sometime in the next thirty seconds if you want to renew your permit."
A petulant dwarven clerk deftly grabs a nearby quill and quickly fills out a blank permit. He exchanges permits with you and scribbles a few notes on a sheet of parchment. The clerk glances up at you and says, "You do not need to have that permit on your person in order to have your demon in town. The permit is for you to keep track of when it expires. You will need it should you decide to renew it. Otherwise it will cost you the full price to get a new permit."
>put permit in my robe
You put a demon permit in your black warlock's robes.
Step 2
[Summoning Chamber]
The room shifts and heaves, making it difficult to stay standing on the slick floor. The walls, floor and ceiling contract and expand, stretching and then snapping back to form an irregular sphere. The surfaces are mottled and hot, looking and feeling more like raw flesh than anything else. Veins of glowing crimson liquid run down walls, under the surface, to enter a sucking wound in the center of the floor. The liquid moves to the sound of a beating heart and barely illuminates the cramped chamber You also see a latticed yellow crystal.
Obvious exits: none
>prep 725
You begin drawing a faint, twisting symbol while softly intoning the words for Minor Summoning...
Your spell is ready.
>cast at my runestone
You gesture at a mist-filled aster opal runestone.
You trace an arcane sigil over your runestone while incanting. Your runestone glows momentarily and you succeed in opening an interplanar rift from which you manage to pull a vaporous grey shadowling.
Cast Roundtime 3 Seconds.
Step 3 (Demon needs mana badly!)
You face a vaporous grey shadowling, close your eyes and begin chanting. Suddenly, a small bolt of energy arcs between the two of you. You awaken, feeling slightly drained, but satisfied that 23 points were succesfully transferred to your grey shadowling.
>send 25 shad
You face a vaporous grey shadowling, close your eyes and begin chanting. Suddenly, a small bolt of energy arcs between the two of you. You awaken, feeling slightly drained, but satisfied that 21 points were succesfully transferred to your grey shadowling.
Step 4
A vaporous grey shadowling drifts into the area.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +410 with AvD: +12 + d100 roll: +7 = -9
A clean miss.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +312 with AvD: +12 + d100 roll: +41 = +123
... and hit for 8 points of damage!
The triton combatant's shield arm is seriously tanned.
A vaporous grey shadowling shudders slightly, but nothing further happens.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
The triton combatant's hand is encased in shimmering blue flames!
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>
You feel at full magical power again.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +308 with AvD: +12 + d100 roll: +29 = +115
... and hit for 5 points of damage!
Plasma burst to stomach gives the triton combatant a bad case of indigestion.
A vaporous grey shadowling shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your grey shadowling loses 2 mana.)
... 10 points of damage!
Severe low back pain! The triton combatant gasps.
It is knocked to the ground!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Blistering strike to leg shrivels skin and causes excruciating pain.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +249 with AvD: +12 + d100 roll: +69 = +214
... and hit for 48 points of damage!
Powerful burst to the triton combatant's back causes excruciating pain.
A vaporous grey shadowling shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your grey shadowling loses 2 mana.)
... 30 points of damage!
Chest expands and ribs snap, piercing lungs!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Light burns to the triton combatant's head.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>
A triton combatant struggles to rise but fails in the attempt.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +224 with AvD: +12 + d100 roll: +40 = +210
... and hit for 60 points of damage!
Wreath of energy burns away the triton combatant's hair and leaves skin blackened!
A vaporous grey shadowling shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your grey shadowling loses 2 mana.)
... 25 points of damage!
Decompression ruptures eye! Ocular fluid spurts!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Flash burns to eye momentarily blind the triton combatant.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +128 with AvD: +12 + d100 roll: +4 = +270
... and hit for 71 points of damage!
Plasma scorches a hole in the triton combatant's shield arm!
A vaporous grey shadowling shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your grey shadowling loses 2 mana.)
... 60 points of damage!
Chest heaves, lungs rupture ruining an otherwise good day!
The triton combatant gurgles once and goes still, a wrathful look on his face.
A triton combatant seems slightly different.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
Necrotic energy from your thick rowan runestaff overflows into you!
You feel energized!
Step 1
A petulant dwarven clerk says, "I will need to charge you 7000 silvers for a renewal. Ask me to renew again sometime in the next thirty seconds if you want to renew your permit."
A petulant dwarven clerk deftly grabs a nearby quill and quickly fills out a blank permit. He exchanges permits with you and scribbles a few notes on a sheet of parchment. The clerk glances up at you and says, "You do not need to have that permit on your person in order to have your demon in town. The permit is for you to keep track of when it expires. You will need it should you decide to renew it. Otherwise it will cost you the full price to get a new permit."
>put permit in my robe
You put a demon permit in your black warlock's robes.
Step 2
[Summoning Chamber]
The room shifts and heaves, making it difficult to stay standing on the slick floor. The walls, floor and ceiling contract and expand, stretching and then snapping back to form an irregular sphere. The surfaces are mottled and hot, looking and feeling more like raw flesh than anything else. Veins of glowing crimson liquid run down walls, under the surface, to enter a sucking wound in the center of the floor. The liquid moves to the sound of a beating heart and barely illuminates the cramped chamber You also see a latticed yellow crystal.
Obvious exits: none
>prep 725
You begin drawing a faint, twisting symbol while softly intoning the words for Minor Summoning...
Your spell is ready.
>cast at my runestone
You gesture at a mist-filled aster opal runestone.
You trace an arcane sigil over your runestone while incanting. Your runestone glows momentarily and you succeed in opening an interplanar rift from which you manage to pull a vaporous grey shadowling.
Cast Roundtime 3 Seconds.
Step 3 (Demon needs mana badly!)
You face a vaporous grey shadowling, close your eyes and begin chanting. Suddenly, a small bolt of energy arcs between the two of you. You awaken, feeling slightly drained, but satisfied that 23 points were succesfully transferred to your grey shadowling.
>send 25 shad
You face a vaporous grey shadowling, close your eyes and begin chanting. Suddenly, a small bolt of energy arcs between the two of you. You awaken, feeling slightly drained, but satisfied that 21 points were succesfully transferred to your grey shadowling.
Step 4
A vaporous grey shadowling drifts into the area.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +410 with AvD: +12 + d100 roll: +7 = -9
A clean miss.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +312 with AvD: +12 + d100 roll: +41 = +123
... and hit for 8 points of damage!
The triton combatant's shield arm is seriously tanned.
A vaporous grey shadowling shudders slightly, but nothing further happens.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
The triton combatant's hand is encased in shimmering blue flames!
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>
You feel at full magical power again.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +308 with AvD: +12 + d100 roll: +29 = +115
... and hit for 5 points of damage!
Plasma burst to stomach gives the triton combatant a bad case of indigestion.
A vaporous grey shadowling shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your grey shadowling loses 2 mana.)
... 10 points of damage!
Severe low back pain! The triton combatant gasps.
It is knocked to the ground!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Blistering strike to leg shrivels skin and causes excruciating pain.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +249 with AvD: +12 + d100 roll: +69 = +214
... and hit for 48 points of damage!
Powerful burst to the triton combatant's back causes excruciating pain.
A vaporous grey shadowling shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your grey shadowling loses 2 mana.)
... 30 points of damage!
Chest expands and ribs snap, piercing lungs!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Light burns to the triton combatant's head.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>
A triton combatant struggles to rise but fails in the attempt.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +224 with AvD: +12 + d100 roll: +40 = +210
... and hit for 60 points of damage!
Wreath of energy burns away the triton combatant's hair and leaves skin blackened!
A vaporous grey shadowling shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your grey shadowling loses 2 mana.)
... 25 points of damage!
Decompression ruptures eye! Ocular fluid spurts!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Flash burns to eye momentarily blind the triton combatant.
Cast Roundtime 3 Seconds.
>
You are now in a guarded stance.
>stance offensive
>incant 713
>stance guarded
You are now in an offensive stance.
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +382 vs DS: +128 with AvD: +12 + d100 roll: +4 = +270
... and hit for 71 points of damage!
Plasma scorches a hole in the triton combatant's shield arm!
A vaporous grey shadowling shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your grey shadowling loses 2 mana.)
... 60 points of damage!
Chest heaves, lungs rupture ruining an otherwise good day!
The triton combatant gurgles once and goes still, a wrathful look on his face.
A triton combatant seems slightly different.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
Necrotic energy from your thick rowan runestaff overflows into you!
You feel energized!
Re: Lore Review on 08/27/2014 10:10 AM CDT
Re: Lore Review on 08/27/2014 10:49 AM CDT
Sirens, dissemblers, magus and executioners are going to be good targets, in addition to recommended bandits. Not so much radicals, combatants and defenders (heavier armors) and elementals / greater elementals and sentries (significant DS).
I wouldn't try to trap the lore review discussion into comparisons of this spell, though. Lores should affect to some degree quite a few of the spells in the sorcerer's repertoire. And while I remain staunchly opposed to trying to solve this through training point costs, I also remain strongly in favor of exploiting the one hybrid profession's unique understanding of mixing spirit and element. Said differently, scaling thresholds for sorcerous lore should be reduced to allow for greater lore effect in sorcery.
Necromancy and demonology run the risk of being too specific, too. Interesting results should present for those sorcerers who manage to train both to highlight this hybrid benefit. For example, select spells could consider demonology and 1/4th necromancy ranks, while select other spells should consider necromancy and 1/4th demonology ranks.
Doug
I wouldn't try to trap the lore review discussion into comparisons of this spell, though. Lores should affect to some degree quite a few of the spells in the sorcerer's repertoire. And while I remain staunchly opposed to trying to solve this through training point costs, I also remain strongly in favor of exploiting the one hybrid profession's unique understanding of mixing spirit and element. Said differently, scaling thresholds for sorcerous lore should be reduced to allow for greater lore effect in sorcery.
Necromancy and demonology run the risk of being too specific, too. Interesting results should present for those sorcerers who manage to train both to highlight this hybrid benefit. For example, select spells could consider demonology and 1/4th necromancy ranks, while select other spells should consider necromancy and 1/4th demonology ranks.
Doug
Re: Lore Review on 08/27/2014 12:26 PM CDT
The hybrid issue is an interesting one but I wonder if any mechanical benefits attached to the concept went the way of the Rolemaster system.
One of the earliest Gemstone posts I remember reading was Thalior pointing out the problem with wizards getting two unique spell circles to our one.
One of the earliest Gemstone posts I remember reading was Thalior pointing out the problem with wizards getting two unique spell circles to our one.
Re: Lore Review on 08/27/2014 12:34 PM CDT
It may have - I don't see a lot of public discussion from staff on this. The other 'hybrid' being the empath profession seems to be a closed book.
If it has gone the way of I.C.E. (in more ways than just RM ;), that is a sad day, and definitely would call for some pretty extreme measures for the profession -- measures much more radical than I would normally like to have considered.
Thalior and all great sorcerers since have sang that tune about spell circles. And they are absolutely correct. Since the great interglacial event (de-ICE-ing)a couple of ideas that I am particular to have been suggested. For example, add minor mental and allow sorcerers access to that list in addition. Or, my fav - redo the two minors lists to include spells from both minor and major elemental / spiritual lists for sorcery. Call it a 'hybrid elemental' and 'hybrid spirtual' list and only let sorcerers train in it.
But the problem still exists and requires a solution.
Doug
If it has gone the way of I.C.E. (in more ways than just RM ;), that is a sad day, and definitely would call for some pretty extreme measures for the profession -- measures much more radical than I would normally like to have considered.
Thalior and all great sorcerers since have sang that tune about spell circles. And they are absolutely correct. Since the great interglacial event (de-ICE-ing)a couple of ideas that I am particular to have been suggested. For example, add minor mental and allow sorcerers access to that list in addition. Or, my fav - redo the two minors lists to include spells from both minor and major elemental / spiritual lists for sorcery. Call it a 'hybrid elemental' and 'hybrid spirtual' list and only let sorcerers train in it.
But the problem still exists and requires a solution.
Doug
Re: Lore Review on 08/27/2014 12:40 PM CDT
<< Sirens, dissemblers, magus and executioners are going to be good targets, in addition to recommended bandits. Not so much radicals, combatants and defenders (heavier armors) and elementals / greater elementals and sentries (significant DS). >>
If you pump up your bolt AS, use Phase offensively and get a demon flare from grik'tyr, then defenders and sentries are prime targets for Balefire.
Consider this tidbit from one of Strathspey's early posts in which he is referring to the demon flare: "The damage done by this extra attack will be roughly proportional to the critical damage done by the caster in the initial strike." And this later remark: "The rank of the demon's crit is intended to increase with increases of the caster's crit rank, but still be a bit lower. A rank 4 followed by a rank 1 as in the example is possible, but it's the worse-case secenario with respect to ratio of ranks. I think crit randomization got me that time. Hopefully you'll see it more clearly when I post again."
The demon flare is not just a second "splash."
If you pump up your bolt AS, use Phase offensively and get a demon flare from grik'tyr, then defenders and sentries are prime targets for Balefire.
Consider this tidbit from one of Strathspey's early posts in which he is referring to the demon flare: "The damage done by this extra attack will be roughly proportional to the critical damage done by the caster in the initial strike." And this later remark: "The rank of the demon's crit is intended to increase with increases of the caster's crit rank, but still be a bit lower. A rank 4 followed by a rank 1 as in the example is possible, but it's the worse-case secenario with respect to ratio of ranks. I think crit randomization got me that time. Hopefully you'll see it more clearly when I post again."
The demon flare is not just a second "splash."
Re: Lore Review on 08/27/2014 12:43 PM CDT
Don't shoot me, I've not ever really focused on sorcs although I have had a couple low level ones over the years. Why exactly is it a problem that they don't have 2 unique spell lists the way Wizards do? Yes, I understand wanting one, but they have access to both Minor Elemental and Minor Spiritual, which gives you access to some really impressive utility and defense, and combined with the Sorc list, you guys are possibly the most deadly casters in the game.
I ask this because we all know they aren't about to just invent a new list, so among the existing lists, if you had a choice what other list would you want?
Re: Lore Review on 08/27/2014 01:06 PM CDT
Re: Lore Review on 08/27/2014 01:21 PM CDT
>Removed an unnecessary post.
>Doug
Thanks, Doug. I pulled 3 of my own, too just now. Maybe you had some choice words for me, or maybe not.
Anyway, I just want to say, that I don't think the present logs demonstrate a reasonable methodology or tactical approach. Bolt spells don't operate the same way CS warding spells do. There are lots of ways that DS shifts, where as TD is generally constant. The log files reflect a CS hunting style to conclude that bolt hunting is somehow underwhelming.
I would like to provide some log files showing the way I bolt hunt, but I don't play every day so, please don't hold your breath.
>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."
>Doug
Thanks, Doug. I pulled 3 of my own, too just now. Maybe you had some choice words for me, or maybe not.
Anyway, I just want to say, that I don't think the present logs demonstrate a reasonable methodology or tactical approach. Bolt spells don't operate the same way CS warding spells do. There are lots of ways that DS shifts, where as TD is generally constant. The log files reflect a CS hunting style to conclude that bolt hunting is somehow underwhelming.
I would like to provide some log files showing the way I bolt hunt, but I don't play every day so, please don't hold your breath.
>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."
Re: Lore Review on 08/27/2014 01:27 PM CDT
>>Maybe you had some choice words for me, or maybe not.
Naw, it was more general, but I think you captured it quite well, Daid, when you pointed out the bolting halfling premise. I will say this, though:
>>I don't think the present logs demonstrate a reasonable methodology or tactical approach.
I don't either, yet I don't think that was the primary purpose. I think Kardios helped remind us of the scaling effect, but for me the real goal in Silvean's log wasn't tactic, it was questioning demon lore benefit through a spell snapshot.
At least, that's what I interpreted. And I kind of agree that the sorcerous lores could strongly benefit from some love. That may just be me reading too much into the subject line and not transitioning with the trending topic, though. . . so take that with a grain of salt.
Doug
Naw, it was more general, but I think you captured it quite well, Daid, when you pointed out the bolting halfling premise. I will say this, though:
>>I don't think the present logs demonstrate a reasonable methodology or tactical approach.
I don't either, yet I don't think that was the primary purpose. I think Kardios helped remind us of the scaling effect, but for me the real goal in Silvean's log wasn't tactic, it was questioning demon lore benefit through a spell snapshot.
At least, that's what I interpreted. And I kind of agree that the sorcerous lores could strongly benefit from some love. That may just be me reading too much into the subject line and not transitioning with the trending topic, though. . . so take that with a grain of salt.
Doug
Re: Lore Review on 08/27/2014 01:40 PM CDT
>when you pointed out the bolting halfling premise
This refers to a post of mine that I pulled. The concept goes like this:
Kaldonis is the poster-child for Demonology Lore. Phasing is necessary, he's already good at bolts from his Dex, etc etc. But this is the absolutely best-case scenario.
I think I made some points and motions to the Paladin Base review, and suggested that...lore training is really good for those guys. Bring your dead body back to town at only 20 lore ranks?! Got to say, does seem way sweeter than 75 lore ranks, also by level 75 with "other" training...to mimic a gold ring.
Conclusion: Actually, I like demonology lore! It's pretty good. Still, we could do better, maybe. After all, as a poster child, it's like...not even enticing me even to 1x...
>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."
This refers to a post of mine that I pulled. The concept goes like this:
Kaldonis is the poster-child for Demonology Lore. Phasing is necessary, he's already good at bolts from his Dex, etc etc. But this is the absolutely best-case scenario.
I think I made some points and motions to the Paladin Base review, and suggested that...lore training is really good for those guys. Bring your dead body back to town at only 20 lore ranks?! Got to say, does seem way sweeter than 75 lore ranks, also by level 75 with "other" training...to mimic a gold ring.
Conclusion: Actually, I like demonology lore! It's pretty good. Still, we could do better, maybe. After all, as a poster child, it's like...not even enticing me even to 1x...
>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."
Re: Lore Review on 08/27/2014 01:55 PM CDT
> but for me the real goal in Silvean's log wasn't tactic, it was questioning demon lore benefit through a spell snapshot.
It's bad enough to say that, I still really like couldn't keep quiet. That snapshot shows that Silvean has no idea at all how to hunt with bolt spells. With that data or perspective, it would be difficult to claim insight to anything, in my opinion. Ummm besides that at least he isn't recently familiar with what warriors call stance dancing or waiting for the swing to drop the DS, sort of thing. Sorcerers know 435 not to mention 117 and many other spells!
>At least, that's what I interpreted. And I kind of agree that the sorcerous lores could strongly benefit from some love. That may just be me reading too much into the subject line and not transitioning with the trending topic, though. . . so take that with a grain of salt.
I don't really see Balefire underpowered. The lore training is like, so identical to ANY other. Look here, too http://www.krakiipedia.org/wiki/Bolt_spell#Damage_Factors
Would we really like to discuss bolt spells being like a seriously viable hunting tactic for ALL pures, including sorcerers? Sorcerers could use a lot of help in that department, but I find myself surprised here. The DF bonus is like, really fair...so what do you want? A lesson on bolt huntzing?
>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."
It's bad enough to say that, I still really like couldn't keep quiet. That snapshot shows that Silvean has no idea at all how to hunt with bolt spells. With that data or perspective, it would be difficult to claim insight to anything, in my opinion. Ummm besides that at least he isn't recently familiar with what warriors call stance dancing or waiting for the swing to drop the DS, sort of thing. Sorcerers know 435 not to mention 117 and many other spells!
>At least, that's what I interpreted. And I kind of agree that the sorcerous lores could strongly benefit from some love. That may just be me reading too much into the subject line and not transitioning with the trending topic, though. . . so take that with a grain of salt.
I don't really see Balefire underpowered. The lore training is like, so identical to ANY other. Look here, too http://www.krakiipedia.org/wiki/Bolt_spell#Damage_Factors
Would we really like to discuss bolt spells being like a seriously viable hunting tactic for ALL pures, including sorcerers? Sorcerers could use a lot of help in that department, but I find myself surprised here. The DF bonus is like, really fair...so what do you want? A lesson on bolt huntzing?
>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."
Re: Lore Review on 08/27/2014 02:11 PM CDT
>I think Kardios helped remind us of the scaling effect, but for me the real goal in Silvean's log wasn't tactic, it was questioning demon lore benefit through a spell snapshot. At least, that's what I interpreted. And I kind of agree that the sorcerous lores could strongly benefit from some love.
In connection with the first post in this thread, that was my intent. I could have stance danced the combatant or used some of my AS increasing items to wreck the combatant more easily but nothing would be better than 717.
The defenders may be a better target for 713 but I'm not convinced the trouble would stack up against two shots of 711 and a 705.
Now, using 713 during bandits was mentioned and I could also see it being useful in an invasion scenario.
My original post at the start of this thread was meant to point out that I don't think any of the demonology benefits stack up against the necromancy lore benefits for 711 and 735. On the contrary, some have said they enjoy the benefits of phase and others like the bonus to 713. Just the same, I think everyone believes we need some kind of lore review and stronger benefits given the significant training costs.
In connection with the first post in this thread, that was my intent. I could have stance danced the combatant or used some of my AS increasing items to wreck the combatant more easily but nothing would be better than 717.
The defenders may be a better target for 713 but I'm not convinced the trouble would stack up against two shots of 711 and a 705.
Now, using 713 during bandits was mentioned and I could also see it being useful in an invasion scenario.
My original post at the start of this thread was meant to point out that I don't think any of the demonology benefits stack up against the necromancy lore benefits for 711 and 735. On the contrary, some have said they enjoy the benefits of phase and others like the bonus to 713. Just the same, I think everyone believes we need some kind of lore review and stronger benefits given the significant training costs.
Re: Lore Review on 08/27/2014 02:21 PM CDT
Re: Lore Review on 08/27/2014 02:24 PM CDT
>Don't shoot me, I've not ever really focused on sorcs although I have had a couple low level ones over the years. Why exactly is it a problem that they don't have 2 unique spell lists the way Wizards do?
It may not be a problem or perhaps it was a problem in 1993 that is no longer relevant.
It may not be a problem or perhaps it was a problem in 1993 that is no longer relevant.
Re: Lore Review on 08/27/2014 02:35 PM CDT
>My original post at the start of this thread was meant to point out that I don't think any of the demonology benefits stack up against the necromancy lore benefits for 711 and 735. On the contrary, some have said they enjoy the benefits of phase and others like the bonus to 713. Just the same, I think everyone believes we need some kind of lore review and stronger benefits given the significant training costs.
As I considered it more, it seemed more reasonable.
But if one thinks about it, overtraining 700s is so standard as a training path, the TDs are just nasty! I don't know a better way to say this than to say by sorcerers historically, constantly, and reliably over-training the 700s circle for CS, we have pigeon-holed the class and screwed ourselves over. The best possible thing that can happen to sorcery is that the TDs get globally dropped and the GMs implement and even tigher cap and MORE diminishing returns for CS by training 700s. Until that bottle is capped, training in any other skills will be evaluated in a false light, I believe.
I don't really see any other way to discuss the bolt spell attacks presented here.
>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."
As I considered it more, it seemed more reasonable.
But if one thinks about it, overtraining 700s is so standard as a training path, the TDs are just nasty! I don't know a better way to say this than to say by sorcerers historically, constantly, and reliably over-training the 700s circle for CS, we have pigeon-holed the class and screwed ourselves over. The best possible thing that can happen to sorcery is that the TDs get globally dropped and the GMs implement and even tigher cap and MORE diminishing returns for CS by training 700s. Until that bottle is capped, training in any other skills will be evaluated in a false light, I believe.
I don't really see any other way to discuss the bolt spell attacks presented here.
>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."
Re: Lore Review on 08/27/2014 02:42 PM CDT
>>The best possible thing that can happen to sorcery is that the TDs get globally dropped and the GMs implement and even tigher cap and MORE diminishing returns for CS by training 700s.
An exceptional counter-view. I like it. I wonder, though, if the diminishing returns portion is truly necessary? Consider - there will always be the occasional player for whom that CS number matters. Let it stay as it is without reducing the CS generation facet. Dead is dead.
But for those players interested in exploring all facets of sorcery, reducing the TD across the board would allow for these players to adjust their CS based over training in the circle downward, and pick up other skills. And, the greatest travesty (going back to the original profession days) is that sorcery was to be so feared because it understood how to defeat (lower TD) both spiritual and elemental protections. So it fits.
That one change could (if it freed up say 300 training points by cap? More?) re-enliven the profession by allowing for exploration.
Doug
An exceptional counter-view. I like it. I wonder, though, if the diminishing returns portion is truly necessary? Consider - there will always be the occasional player for whom that CS number matters. Let it stay as it is without reducing the CS generation facet. Dead is dead.
But for those players interested in exploring all facets of sorcery, reducing the TD across the board would allow for these players to adjust their CS based over training in the circle downward, and pick up other skills. And, the greatest travesty (going back to the original profession days) is that sorcery was to be so feared because it understood how to defeat (lower TD) both spiritual and elemental protections. So it fits.
That one change could (if it freed up say 300 training points by cap? More?) re-enliven the profession by allowing for exploration.
Doug