Announcements, Characters, Features

LS 1.7 Class/Abilities Update

Introduction Ranks: The proportion between Ranks has changed. The difference between Rank I and Rank II is the same as it’s been since LS 1.5 (20% increase), while taking any ability to Rank III will increase its effectiveness by 25% (up from ~22.22%). So the current proportion is: 100/120/150. Players will hardly feel the difference of a ~2.28% increase, but this helped… Continue reading LS 1.7 Class/Abilities Update

Features

Abilities Update

MYSTIC I decided to change a few of the combat dynamics involving Mystics under Restoration Stance. Having single-target spells only would make sense if Mystics’ direct heals were much stronger, like Acolytes e.g., but since Mystics heal their targets mostly over time, I felt like giving them at least one multiple-target spell. I also decided to redesign Arcane Remedy.… Continue reading Abilities Update

Features

Class Update: Thaumaturges

Class Update Thaumaturges (formerly known as “Magicians”) «Become one with magic itself» (Laenai Gladomain). CLASS PASSIVE: Elemental Perfection: the Thaumaturge’s harmful spells can reach Rank III. It’s a rather simple passive ability. While all classes share some of the spells belonging to this class, the Thaumaturge alone can take these abilities to their maximum Rank (Rank III).… Continue reading Class Update: Thaumaturges

Features

Life Steal

Weapons increasing Strength when equipped restore small amounts of HP on hit. All physical attacks will trigger this effect and successfully convert a percentage of the damage dealt to health regained. Abilities dealing damage scaling off Strength will also grant some  Life Steal (Effect). Life Steal (Ability) (No Ranks; 10% Mana): regains HP on hit. The amount absorbed scales off… Continue reading Life Steal

Features

Class Update: Priests

Class Update Priests (formerly known as “Sages”) «You must learn to control your magic» (Namere Wisdomancer). CLASS PASSIVE: Endurance: the Priest’s healing spells can sometimes increase the target’s Stamina. Endurance increases the target’s Stamina, affecting maximum HP by +6% each time it procs, stacking up to 3 times (6%+6%+6%), with more or less 50% chance to proc. I have discussed… Continue reading Class Update: Priests

Features

Class Update: Mystics

Class Update Mystics «It’s all a matter of Stance» (Mystic Dune Monia) CLASS PASSIVE: Vitality: The Mystic’s healing spells increase Arcane Affinity by up to 38%. Whenever targeting their allies, Mystics will apply Vitality, which is a beneficial effect stacking up to 2 times, granting 19+19% increased Arcane Affinity, affecting all healing received from Mystics. It will only… Continue reading Class Update: Mystics

Characters, Features

Passive Abilities

Outdated Post! Passive Abilities related to characters give benefits mostly useful in early game. You are not going to feel the benefit of 46 more MP when you’re L. 50. However, they are meant to make a little difference between characters at the beginning. “Lethality”, Lauron’s Passive. Grants Critical Bonus (doubles Critical Hit Chance; also, Critical Hits deal… Continue reading Passive Abilities

Features

Some Ability Changes in 1.5

Ranked Spells Fix All ranked spells have had their Mana cost slightly reduced as they are taken to the next rank. The damage and healing outputs remain the same, but with less Mana required. Here’s an example (numbers are taken from Lv. 50, assuming a Mana Pool of 4000 MP). I wish there was something… Continue reading Some Ability Changes in 1.5

Features

1.3 Overall Preview (Part 3)

Part 3: Abilities Updated 6/13/2011 This is how abilities will look like at level 60, which is the cap level for “Lemorn Sword” since vers. 1. 3. This is a level 60 Healer’s Abilities screen (outside combat): You will see that all casters make a higher use of their Mana. The reason is that learning abilities quite… Continue reading 1.3 Overall Preview (Part 3)