Your cookie preferences

Play.net wants to deliver the best experience to you. This website uses cookies. By clicking 'I agree' you agree to the Terms of Service and settings below. We process your personal data in accordance with the Privacy policy.

Cookies are small text files with information stored on your device, i.e. your computer, mobile phone, tablet, etc., when you visit a website. A cookie will typically contain the name of the site that the cookie came from, how long the cookie will be stored and a number (usually a randomly generated unique number). Cookies are used to make websites work more effectively but also to provide certain information to the owner of a website. Cookies make it possible to distinguish different users from each other, which can give each user a more personalized and positive experience of the website.


Your privacy and cookie settingsEdit





play.net >> DragonRealms News
play.net SIGN UP FOR FREE! | MEMBER LOGIN · LOGIN HELP 
HOME MY ACCOUNT GAMES STORE WIKI HELP

Balance: (Login to see)


News
Forums
Platinum
Premium
The Fallen
Box Office
Downloads
Policies

DragonRealms News

Shadow Web
Posted on 04/01/2009 12:35 AM CDT by the Webstaff

The Shadow Web spell has been rewritten. The highlights of this change include:

  1. It is now an offensive spell, and illegal in town (disturbing the peace).
  2. The caster is no longer subject to his own web.
  3. It is now a pulse spell, capable of firing off up to six times per cast. The first pulse occurs immediately after the cast, while the other pulses have a healthy random element to them. Creatures and players who enter between pulses are subject to becoming ensared. A victim who frees himself of the web can also be recaptured if he sticks around.
  4. While the shadow web is active, it is visible in the room with the caster. It will stop working if the caster leaves the room.
  5. The duration of individual webbings is low, again with the caveat that unless the victim does something about it, he's likely to get grabbed by the spell again after he's freed. Anyone who accidentally stumbles into a room with an active shadow web at exactly the wrong time will only be inconvenienced for a few seconds unless, again, he sticks around to suffer more.
  6. Escaping functions differently. After the victim has been webbed for half the intended duration, he gets to contest his Escaping against the caster's. If he succeeds, he is freed then and there. If he fails, he must wait out the other half of the duration, or use some other power designed to thwart webs. This process teaches Escaping if the Shadow Web is cast by a critter.

The revised spell is live in all instances.  Enjoy!


Rated E: Everyone Interactive -- The content of this site may change due to interactive exchanges.  Mild Violence.

Go Play!