The 2011 Alter Aeon "Cleric Update" is now live! This update contains a lot of changes to improve traditional cleric spells, add a new mode of casting for mages, and clean up other spells and skills that have traditionally not been as awesome as they could be. Here's a list of the most major changes:
- Mages now have the ability to 'channelcast' (ccast) certain elemental spells in combat. Channelcasting takes longer than regular casting, but is interruptible and costs substantially less mana. This feature allows mages to become a true 'blaster' class without compromising healing mana.
The channel casting skills are 'fire focusing', 'ice focusing', 'lightning focusing' and 'crystal focusin'. The fire plane is easiest to reach, and hence it's the lowest level and easiest to channel. The crystal plane is much harder to reach and only high level mages will be able to channel from it.
- Added a necromancer spell 'bone dragon', which allows you to fly around over the landscape.
- Ice imprison and crystal prison have been updated.
- Ward good and ward evil are now more powerful.
- The charm spell has been updated to make it easier to land and to use control points similar to controlled necromancer minions.
- The peace spell has been improved.
- A level 19 curse, 'overconfidence', has been added.
- A level 19 spell, 'hold undead', has been added.
- A level 28 spell, 'sacred touch', has been added.
- A level 29 spell, 'solace', has been added.
As always, you can use the 'spell find' commands to find the teachers or trainers for new spells and skills.
For those of you who don't know anything about us, Alter Aeon is a multiplayer text-based game with a lot of features and settings to help make it blind-friendly. Over half our playerbase is blind or visually impaired, and we have blind builders and staff helping to expand and improve the game.
Everyone is welcome to play, so if you're new to the game feel free to stop by and check us out. For more information and soundpack downloads, see our web site at:
http://www.alteraeon.com
Happy hunting!
Showing posts with label clerics. Show all posts
Showing posts with label clerics. Show all posts
Monday, September 19, 2011
Friday, July 1, 2011
Future Plans - Clerics
The cleric class has long languished - not because it was useless, but because until recently there wasn't a lot of reason to have a really high cleric level. Prior to the 2010 christmas expansion, there weren't a lot of cleric spells or skills above level 30; and many cleric spells didn't scale in power as you gained levels, like mage and necromancer spells do.
As a result, cleric has been a useful, powerful class - but not something you want to be your primary. Our future update to cleric aims to change that.
The biggest updates to the class aren't likely to be new spells and skills. Rather, we want to fix existing spells and skills that aren't up to snuff with the rest of the class.
Take for example the 'peace' spell. This could be a very powerful, useful spell - if only it worked differently. We're currently imagining room effects, duration effects, and a handful of other options to improve this.
Another spell that's long been on the todo list is charm. The current version of charm has basically been dented into the ground to prevent charm armies. With this update, we're planning to switch it to a control point system similar to necromancers. This should make charm a lot more useful while at the same time limiting "charmy" problems.
Other things that could use similar kinds of improvement are turn undead, the ward spells, curses, and the monitor skill.
All this said, we do plan to add more spells and skills. So far these hit most of the major groups - character buffs and enhancement, a possible brew skill, some new curses, new damage spells, and a new undead spell.
The schedule for this is some time in august, about a month after the thief updates of the previous post. After this, we still have a ton of things to work on, including elemental channeling for mages, god code, and a couple of new character classes.
As a result, cleric has been a useful, powerful class - but not something you want to be your primary. Our future update to cleric aims to change that.
The biggest updates to the class aren't likely to be new spells and skills. Rather, we want to fix existing spells and skills that aren't up to snuff with the rest of the class.
Take for example the 'peace' spell. This could be a very powerful, useful spell - if only it worked differently. We're currently imagining room effects, duration effects, and a handful of other options to improve this.
Another spell that's long been on the todo list is charm. The current version of charm has basically been dented into the ground to prevent charm armies. With this update, we're planning to switch it to a control point system similar to necromancers. This should make charm a lot more useful while at the same time limiting "charmy" problems.
Other things that could use similar kinds of improvement are turn undead, the ward spells, curses, and the monitor skill.
All this said, we do plan to add more spells and skills. So far these hit most of the major groups - character buffs and enhancement, a possible brew skill, some new curses, new damage spells, and a new undead spell.
The schedule for this is some time in august, about a month after the thief updates of the previous post. After this, we still have a ton of things to work on, including elemental channeling for mages, god code, and a couple of new character classes.
Labels:
classes,
clerics,
design,
future directions,
new features
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