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Runestones
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+ MOON runestone: Changed to give immunity to changing for a minimum number of
ticks. (No more switching back and forth every tick)
+ Runestones
Added new runestones as follows:
- <Alignment/Order/Undead/Living> Wards: Increases To Hit against opponents
of matching alignment, order and/or living/undead status. Note: Neutrality
Ward counts as both Neutral Alignment and Neutral Order.
- <race> Bane: Increases To Hit against opponents of that race
- <Tier 1 class> Attacker: Increases To Hit against opponents in any tier of
that class.
- <Tier 3 class> Killer: Increases To Hit against opponents in Tier 3 or it's
related Tier 4s. Higher chance to hit than the Attacker runestones
- <Scout Mana> Resonators: Scout only runestones. Increase damage on spells
that use that type of mana. Damage bonuses isn't as much as the bonus that
mages get using the Arcaninas.
- <Weapon> Mastery: Increases damage if you are using a weapon with the
matching damage type.
- <Kingdom> Scion: Marks the wearer as a descendent of a noble house of that
kingdom. Impact includes:
+ Has a chance to decrease faction losses for that kingdom and increase
faction gains.
+ Allows the wearer to switch to that kingdom from their current kingdom
without loss of rank (unless the bearer is a kingdom leader, in which
case they'll be one rank less than the leader in the new kingdom).
+ Decreases rank requirements by 10% (so NPC promotions will be 90% of
base requirements and PC promotions will be 40% of base requirements.
- Rapid Rogue and Fast Fighter: Combat round occurs at 80% of normal rate
(so 5 attacks for every 4)
- Haggling: Increase selling prices, decrease costs; stacks with Haggling skill
- Phoenix: If you die, you come back to life fully restored but the rune is erased
from your body
- Smooth Skin: Decrease chance of scars
- Religion / Kingdom / Acting Lessons: Increases religion / kingdom/ RP
experience gains.
- Good Fortune: Increases the odds of a runestone or gem drop.
- Legendary Good Fortune: Increases the odds of runestone, gemstone AND
legendary stone drops
- Immortal Good Fortune: Adds 10% onto any IMM bonus command.
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Magic
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+ Spells
- YOUTHFULNESS: added message to caster when target already has youthfulness
- FAIRNESS: Wasn't taking GMing into account, plus added some variability to
the max damage amount (which should now be higher).
- TRUTH HURTs: Damage upped (max at level 200 was 160, now does 1200)
- WINDBLADE: Damage upped (max at level 200 was 200, now 1200 split between the
two attacks)
- DISABLE -- multiple disables should add into the existing disable affect
instead of creating additional affects
- Agony/eye/link -- damage upped to match help files more closely PLUS damage has
been switched to DAM_OTHER
- Ray of Truth -- Evil Mobs should no longer cast it on themselves.
- Stone Rain: was switched to do Water and Earth instead of Fire and Earth
- Scout spells:
+ All Scout spells were touched to add in the Resonator Runestones.
+ GM logic was checked (It was missing in a couple of instances)
+ Saves logic was corrected (In a couple of instances, the victim's
saving throw was being checked but the damage wasn't being decreased)
+ Net result is that some things may seem stronger or weaker, but there
was no overall intent to "rebalance" (or n***) spells. Just trying to
correct some bad logic.
+ Mob Spell Casting: With the exception of Breath spells, all mob spell
casting is now going through standard casting logic. Like players, they
will now have a chance of miscasting.
+ Mob Brands: Mob Brands should no longer hit people in changeform.