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Growing Pains 3
Summary: December 8, 2002

Growing Pains: Table of Contents
  Summary
  Overall Goals
  Armor Hindrance Changes
  MSTRIKE Changes
  Spell Changes
  Spell Duration Changes
  Treasure and Weapon Changes
  Frequently Asked Questions

This phase of Growing Pains implements major changes to many aspects of the game, with the most substantial changes including the conversion of many spells to self-cast, implementation of skill requirements for magic item activation, and modifications to spell bonuses, durations, creature casting strength, armor casting hindrance, and damage reduction. A (lengthy) summary of the changes follows. In some cases, more detailed information on the specifics of the changes will be provided in future posts on these message boards.

These changes are expected to be released next weekend.

Many defensive spells have changed to self-cast only, and several have seen changes to magnitude of their bonuses. A few spells have been completely replaced with new spells. Each spellcasting profession still retains a handful of shareable spells.

In a major change to the TD system, all TD boosting spells have been designated as Spirit, Elemental, or hybrid. Full TD bonuses apply vs attack spells of that same magic sphere, and lesser bonuses apply vs attacks from other spheres of magic. The result will be that spellcasting characters will find themselves very resistant to magics from their sphere(s) of knowledge, and somewhat less resistant to magics from other spheres. Coupled with these changes to TD, fifty-nine creature types have had their CS reduced, some well in excess of 100 points. Ten creature types had their CS increased, most of which were creatures under 10th level that previously had extremely ineffective spells (sea nymphs and death dirges, for example).

In addition, most spells that previously had durations based on caster level now have base durations that increase as the caster's spell knowledge increases. For spells that are activated from items or via scrolls, durations will increase with the knowledge of Magic Item Use or Scroll Use, respectively.

The use of magical trinkets now requires skill in Magic Item Use in most cases. The exceptions are some items distributed as "common" treasure (small statues, gold rings, blue crystals, etc.), drinkable or edible items, and some unique or nearly unique items. Failed attempts to activate magical trinkets or invoke scrolls will now result in 3 seconds of Cast Roundtime and greater failures may have detrimental results. The increased hard roundtime for waving wands while encumbered has been replaced with increased hindrance in properly activating the wand. Recharging of magic items with spells that are not known to the caster will be more difficult, and recharging will now eventually degrade an item until it can no longer accept a charge, similar to the way that Imbed currently works.

Armor spell hindrances have been revised to be spell circle-specific, meaning that Ranger hindrances are now different from Minor Spirit hindrances, and Minor Spirit hindrances are different from Major Spirit hindrances. Each armor type has a maximum spell hindrance, regardless of how far undertrained a caster may be for the armor. Spell failures resulting from armor hindrance will now result in 3 seconds of Cast Roundtime. Donning armor will also now incur roundtime based on the armor type.

The MSTRIKE verb has been changed in several ways, providing more control to the player, adjusting the roundtime determination, making increased training in Multi-Opponent combat desirable, reducing the screen scroll, and implementing a short duration fatigue effect. TRIP has been revised to factor in the attacker's stance.

Many weapons and bolt spells have seen adjustments to damage and speed attributes, and bastard swords are being revised to be more user-friendly via a new GRIP verb. Improvements to Ranged and Thrown weapon attack and defense are also part of this release.

Major Shock has seen a reduction in DF, while Minor and Major Cold saw increases. Wizard Bolt AS rate of increase concerns have been addressed with modifications to Elemental Focus (513) to increase its offensive bonus with increased training in the Major Elemental circle.

Two-weapon fighting has been revised to no longer automatically increase roundtime when the weight of the offhand weapon is >= the primary weapon. The speed of the offhand weapon compared to the speed of the primary weapon and the weight of the offhand weapon with respect to the attacker's strength are now factors.

Damage reduction for highly physical characters has been revised to shift Swimming and Climbing skills to from primary to secondary skills, to include all weapon skills as secondary skills, and to consider spell training on a spells-learned-per-level basis. Those characters with less than two spells per level will eventually receive some amount of damage reduction. Damage reduction has not been capped, but the benefits at the very high end have been revised to increase at a slower rate.

Finally, treasure output has been adjusted to substantially increase the number of imbeddables that are released. Players will find that many trinkets are found already imbedded with spells, and some will even be Wizard rechargeable. The spells available on scrolls have been revised significantly, as well.

To discuss the previous information visit the Strategies, Tactics, and Hunting Topic, in the Game Balance Category in our Forums.

 


 




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