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thedarkisles.com :: View topic - Upgrades/ Fixes
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DM Misty
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Joined: Nov 12, 2009
Posts: 472

PostPosted: Sun Dec 09, 2012 12:12 pm Reply with quoteBack to top

Most of the offensive spells have been upgraded to match the level specs of the server. Spell resistances have ben altered and are now taking into account all levels from1- 60 on current subraces.

An ILR system is in that pertains to all items on the module, and it hooks to all levels 1- 60. Because the module starts you at level 3 when you enter the world setting, any items + 2 and under are immediately useable, with exception to odd items, and as time permits I shall get the ilr setting on everything in stores and in chests for player convienences. General rule of thumb, items run + 1 is level 1, + 2 is level 3, +3 is level 5, then each plus from there goes up by incriments of 5 levels for use, to help balance both players and creatures due to tryikng to keepa balance between both creatures and players toons. Stores carry generic items, and are spread out throughout the module, your not gonna find everything in one place. Most areas are a boat ride to get to with no battle required to + 5, and items in stores go to + 6, all other items are drops, rp reward, or rp through player that already have.

Recently we have added in a new spawning system, that is currently being set up, this will cover some boss areas and more speificially the legendary leveling areas. Along with the spawning system there is also being implimented a new treasure spawning system. Both these are in the porcess of being set up, and are subject to time restrictions I have due to school and family, but getting them finished and fully implemented as soon as humanly possible. With the treasure spawning sytem there have also been so far added at least 100 new items, and some slightly altered bioware/ cep items to match our world setting, for a few more choices for players, for all levels.

Feat summoned creatures and epic spells have been adjusted for spell caster classes and alignments, like mummy dust, hell ball, greater ruin, epic vrok, epic shadow, and dragon knight. Do keep in mind they are there to help you, not do it all for you.

Greater Sanctuary has been altered slightly to give a save to see through it and thus no longer applies an etheral effect.

True seeing spell applies a see invisible effect and adds bonuses to spot and listen skills based on caster lvl, it is not an end all to see everything including hips.

Some caps have been increased as well to try to balance ac's and ab's within the game. though the dex bonus does not show on the armor itself, you will note changes when you equipt items of add in those stats. We will attempt to get a chart up to cover this for the player base.

As things are upgraded, more will be added in here.

***NOTE***

Some of the actual changes will not be listed in the forums to avoid the encouraging of powerbuilding.

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They all look alike once you peel the flesh away...... Misty the Mistress of Doom
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DM Misty
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Joined: Nov 12, 2009
Posts: 472

PostPosted: Sat Apr 20, 2013 11:28 am Reply with quoteBack to top

The Module is currently undergoing some 2da fixes for casters; this will allow casters extra spell slots that will carry through to their 40th levels, based off caster level. We are looking into a few other changes as well, will be posted as these changes are made and are successful.

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They all look alike once you peel the flesh away...... Misty the Mistress of Doom
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