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Spell Enchants and Physical Classes A MUST Read

PostPosted: Tue Sep 26, 2017 2:34 pm
by L`aquera
Spell enchants and the enchant page on the site itself, has needed a revamp for a few years now and I've frankly been putting it off. Its no longer being put off and may take a bit of time to be complete. However some new changes are enacted and do affect all purely physical classes. We have removed the ability for physical classes to use the spell versions of enchants and charge slotted spell enchants. Enchants such as perm atk and def and perm spell enchants for bonus to damage are still allowed. All the actual in combat spell casting, regardless of if it's wand or not is now gone. There is a rainbow to the end of this change, if you are a All magical classesx2/phyx3 you can still dip within these changes for spell enchants. On further note to clarify this is for battle/anywhere enchants/spells leaving oob / fluff rp enchants as usable.

Now, I realize that plenty of you out there do not meet this criteria, any and all meherial spent upon these spell enchants for wands and or weapons, will be reimbursed at half price unless you recently spent the money for said enchants within the month of September, then you will be fully reimbursed. I'll be on as much as possible so please pm me and a payout will be done. This is fair for those that are now left without these spell enchants.

Re: Spell Enchants and Physical Classes A MUST Read

PostPosted: Thu Sep 28, 2017 8:41 pm
by L`aquera
Just as a heads up, you can also do this;

Item Exchange and the !item destroy command

Returned items are exchanged for half of the original value. The long sword which is originally 60 mhl can be exchanged for 30 mhl. If the weapon is enchanted, the exchange rate for the enchant is added in at full price. So if someone was exchanging a long sword that had been enchanted with +1 atk it would be 100 mhl for the enchant and 30 for the long sword exchange rate for a total of 130 mhl. Once the weapon has been sold, make sure the player destroys it using the !item destroy command. This command is done in PM with Desdaemona and the syntax is !item destroy (name of item as it shows in the database):

Re: Spell Enchants and Physical Classes A MUST Read

PostPosted: Sun Oct 01, 2017 7:24 pm
by Stormbringer
No doubt this will upset a lot of people, or at least, those who play physical classes and like using spells. So I guess I had better say that the giving of spells to phys as enchantments was not a policy of the admin. Not ever. It was introduced by the then manager of the SS without consultation. The mistake we made was in not nixing it immediately we discovered what was happening. This was largely my fault as I was preoccupied with a lot of real life stuff and I let it slip. My original intention was always that physical classes should only have enchants for stat enhancers and OOB effects.

As has been said elsewhere, the system is not perfect and it was never intended to be. Combat was tacked on to a fantasy roleplaying environment for the sake of those who wanted it. It was never intended as a core element except in freeform. But then we got the inevitable god moders who had wicked ninja skills (or whatever the crappy term is) which made them untouchable after a day in the game when fighting someone at level 50. Since then the admin has gone through a sequence of revamps to try and build on a shaky foundation, not especially helped by the snarky comments of players who like to stand on the sidelines and criticise instead of helping.

The system will continue to be tweaked and improved based upon what we see but do remember that work is done by volunteers who put aside their own roleplaying fun to try and make the game better for everyone.

Re: Spell Enchants and Physical Classes A MUST Read

PostPosted: Thu Nov 02, 2017 11:58 am
by Kooky
I have perhaps a dumb question.. but does this also apply to racial spells that aid with offense or defense? I ask because it seems like racial spells are an innate ability to that race, as opposed to something learned from a book by just anyone of a certain class.

Re: Spell Enchants and Physical Classes A MUST Read

PostPosted: Thu Nov 02, 2017 2:00 pm
by L`aquera
does not affect racial spell spheres

Re: Spell Enchants and Physical Classes A MUST Read

PostPosted: Mon Nov 06, 2017 2:25 pm
by miyuka
Keep in mind that the enchant sphere only dips into the the first few Arcane sphere spells, so this will only affect a few select spells to begin with. Outside of those specific combat spells (you need to look at the Enchant sphere itself not other spheres) It's business as usual. Racial sphere spells are already NOT enchantable to begin with as are a lot of other spheres and have always been this way.

Re: Spell Enchants and Physical Classes A MUST Read

PostPosted: Mon Apr 01, 2019 11:48 pm
by Joshua_Jericho
Sorry to bump an old one, but a question relating to this came up while looking at the enchant sphere.

I think it's fairly clear from the above that a barbarian using a wand or other item to throw firebolts is out - you don't want physical classes casting spells.

The question is - if we look at some spell like effects - for example, the permanent version of fire bolt, which to my understanding gives you effectively a flaming sword (stat effect, extra damage) - if there was a 'castable' version of that (maybe charge based), would you want to restrict that to magical classes only? To my eyes, a knight /barbarian using a word of power to set his sword on fire makes more rp sense than the same guy using said sword to cast firebolts.

Thank you in advance :).

JJ

Re: Spell Enchants and Physical Classes A MUST Read

PostPosted: Tue Apr 02, 2019 1:37 am
by miyuka
the extra damage thing is still available as far as I know.

Re: Spell Enchants and Physical Classes A MUST Read

PostPosted: Tue Apr 02, 2019 6:24 am
by Joshua_Jericho
For clarity :

There's currently only a permanent version of the extra damage flaming sword thing. First post says that's OK. My question : if we added a charge based version of that, would it be magic only? (because in my suggestion elsewhere, I suggested we make a charge based version.)

Re: Spell Enchants and Physical Classes A MUST Read

PostPosted: Thu Apr 04, 2019 12:11 pm
by miyuka
Permanent spell would just make the weapon do extra damage up to 3 if you hit with it. I'm not really sure how or why we'd want charges for that.

Re: Spell Enchants and Physical Classes A MUST Read

PostPosted: Thu Apr 04, 2019 4:23 pm
by Naomh
permanency is a bit misleading in name. A permanent enchantment is an always on/active enchantment. Charges are for activated versions of enchantments.