There is going to be a major update issued tonight which will affect multiple aspects of the game. Included to this update are character feat changes, class changes, and new upgrades to the game itself. Stay tuned for more details!
Warrior class:
Due to some recent reevaluation, I've determined that the Warrior class has not been provided with enough unique skills. Though powerful, this class had essentially had its fangs extracted, with nothing to set it apart from other Melee classes. New feats learnable by the class will be listed in bold below.
Learnable Feats: Armor-breaking, Advanced Weapon Tactics, Crafting, Damage Absorption, Damage Amplification, Demolitions, First Aid, Foraging, Mining, Runecrafting, Sniping, Weaponskill: Dual-wield, Weaponskill: Heavy Plated Shields.
Advanced Weapon tactics: The warrior's unique attack skill class. Reason for Change: The warrior was lacking this, where as every other class had its own variant skill-set. Now the Warrior class should be balanced.
Damage Absorption: A feat which allows/increases the amount of damage absorbed in combat. Reason for Change: The Warrior, with this Feat, can now be more of a Tank.
Damage Amplification: A feat which allows damage dealt to be increased. Reason for Change: Again, with this fear, the Warrior can become a better Tank.
Any warriors otu there, please see me for a new character sheet. Thank ya. Enjoy yer new powers.
Again, due to some re-evaluation of ToE, I've decided (with some imput from a few players/prospective players) to remove the Hunter Class from gameplay. This class was
A) A tad weak, and unbalanced
2) Too similar to the Ranger class, which was generally preferred.
As a result, the Hunter Class will no longer be available to play. I am making several changes to the Ranger class (and possibly the Outlaw class) because of this change.
I'm sorry if this upsets any prospective players, but I feel this is for the best.
Ranger Class:
Due to the changes witht he Hunter Class, I've added the following feats from Hunter to Ranger:
Animal Kinship: The ability to befriend attacking, wild animals, thus cancelling potentially dangerous combat.
Beast Mastery: The ability to capture and tame animal companions.
Necromancer Class:
The Necromancer class is going to be undergoing some slight changes, now that we have the (apparently popular) Heretic class. What's going to be different is the way class is handled: The Necromancer is essentially going to become the "Affliction" dealer: The application of status-effects, curses, and of course, the new skill mentioned below.
The major change this group will be undergoing is the Addition of a new class of Summoning. Seeing as the Necromancer is a NECROmancer, the new summoning type will deal with undead creatures. Summoning Demons will NO LONGER be available to the class.
Heretic Class:
The Heretic class is now going to be more of a "Destructive" character. Hexes and Shadow Magic have been replaced with Summoning Demons, as this was more appropriate for a HERETIC, and a new feat: Unholy Magic.
Unholy Magic is essenitally the counter of Holy/Smiting Magic. It deals Unholy damage, and also gives the wielder/party members life by leeching it off of enemies.
Additonally, the Heretic class also has access to its first Elite Feat: The brand new Feat, Summoning: Demigods. More about this new feat will be availble in thr Summoner's post.
Oki, according to Pat, I didn't provide enough information about how these work.
A unity attack is a special attack which requires 75% of the party's participation. It can only be used in Boss/Elite Boss battles.
To initiate a Unity Attack, any given player must say "X" initiates a Unity Attack. "X" powers up for (insert attack type/spell. This action consumes your turn.
Ex: Seraphine Initiates a Unity Attack. Seraphine is powering up for Mind Burn.
Then, other players and NPCs can join in to help. When 75% of the party has joined, and the ROUND of combat comes to an end, the Unity Attack will commence.
The bonuses provided to a Unity Attack are great:
-Spells cannot "miss"
-Spells cost no mana to cast
-Spells recieve +10% Damage Amplification
-Melee attacks cannot "miss" or be blocked
-Melee attacks recieve +15% Damage Amplification
-Ranged attacks cannot "miss"
-Ranged Attacks recieve +5% Damage Amplification
-Summoned Beings and Pets recieve +5% Damage Amplification to ALL attacks. i.e.: A attacking Summon will recieve +15% to melee damage and +5% for being a Summon.
Thank you. Amen†
With much regret, I have to inform everyone that Reve will no longer be playing. Her workload has become too immense to spare time to play Elynrea anymore. It makes me sad to see her go.
We'll miss you Reve!
You can stop drooling now, Pat.
The Summoner Class now has new options available to them that will affect the way they play the game/the summons that can be aquired towards endgame.
The Summoner class Now has access to the new Summoning feat: Summoning Undead. Enjoy the smell!
Major Update: Depending on which Summoning groups the Summoner chooses to learn first will determine which High Level/Elite Summons the Summoner can unlock later. (Note: All of the feats can be learned. However, the first two determine which path you will follow.)
If the Summoner chooses to access Nature Spirits + Guardians, The Summoner will have access to Summoning Aeons upon elite status in both of those feats. Aeons are the avatars of the Council of 20. There are currently 5 Aeons available to summon: Vakai's Lord Infernal, Renari's Shadow Nexus, Lukaai's Silver Dragon, Totem's Spirit Lord, Renari's Dragon of Heaven. (Yes, Renari gets two, cuz she's keeper of Light and Dark.)
If the Summoner chooses to access Guardians + Demons, The Summoner will have access to Summoning Mystic Guardians. There are 4 currently: Chaos Gate Guardian, Heaven's Realm Guardian, Torment Guardian, Feria's Guardian.
If the Summoner chooses to access Undead and Demons, The Summoner will have access to Summoning Demigods. (This is also available to Heretics, upon recieving Elite Status in Summoning Undead and Infernals or Enslave-Summoning) Demigods are the fallen gods of Shadow and evil. These are the ones who have al;ways opposed the Council fo 20, even before Feria. There are 4 summons: Abbadon's Shadow, Abyssion's Fallen-Dragon, Kahn's Manabreaker, Kyr Sirtia (Hmmm, Sirtia looks familiar...)
Have fun deciding.
New to the game, secondary feats can be learned by anyone, and will generally help with those stuck in the wilds for Lukaai knows how long. There are 2 new feats at the moment, and no limit to how many can be learned. More are sure to follow. All skills have 5 levels for a total of 60XP. Each successful use generates 1 XP.
Cooking: Wild Beasts will now generate Meat when killed. This Meat can only be stored uncooked in a backpack/Belt Pouch for 2 days; after that, it becomes unusable. Cooking makes the food last indefinitly; Eating cooked food generates a temporary bonus for the remainder of the day, usually to strength and Dexterty, but sometimes even to HP and Mana. Master Cooks (level 5) cannot burn food, and generate the best results.
Also included with cooking is the Skill: Make Cooking Fire. Cooking of course requires some source of heat,and with Reve gone, it looks like everyone is going to be a tad short on fire magic. Fire-Making ensures the ability to make a roaring fire as long as wood is available. Thanx to Josuke for his Input concerning this.
Falconry: Capture/Buy yer own winged companion! Falcon's make handy travel buddies, as they can be taught several skills to assist in the wilds. Falcons can either be purchased for lofty prices in the market, or can be captured in the wild with the skill Capture Falcon.
A store bought Falcon can generally be easier to deal with than a brand new falcon; however, Master Falconers can onyl become so by training at least 1 Falcon from lvl 0 to 60. (Master Falconers can teach their lvl 5 Falcons the command Bomb Drop and Poison Drop.) Falcons can be used as a secondary damage dealer in combat, and, as a bonus, they cannot die as a result of combat! Lvl 0 Wild Falcons are the only falcons with a mortality rate; However, once they achieve lvl 1, they cannot be killed.
Purchasable of Falcons:
Brown Falcon: 0 XP - Basic Falcon, knows Gather Food 1 Silver
Grey Falcon: 12XP - Lvl 1 Falcon, knows Gather Food and Scout 30 Silver
Auburn Falcon: 24XP - Lvl 2 Falcon, knows Gather Food, Scout, Supply Run 3 Gold
Black Falcon: 36XP - Lvl 3 Falcon, knows Gather Food, Scout, Supply Run, Item Theft 20 Gold
Eagle: 48 XP - Lvl 4 Falcon, knows Gather Food, Scout, Supply Run, Item Theft, Basic Attack 1 Platinum
White Osprey: 60XP - Lvl 5 Falcon, Knows Gather food, Scout, Supply Run, Item Theft, Basic Attack, Snare Drop10 Platinum
These mini-pets have to be taught to use their skills. i.e.: The first time a skill is used, it will generally generate a weak result if one at all.
Gather Food: Falcons can be taught to kill small animals and return with the Meat. This saves time in fighting beasts, as it can be done while you are taking other actions.
Scout: Falcons can scout a much larger area with incrementally lower effort than a player. Send your falcon out to see what's around.
Supply Run: Out in the field for a while and need supplies? Send your falcon with money to a nearby town! He can carry up to 5 items and can make 2 trips per day at lvl 2 and 10 at lvl 5.
Item Theft: Not a rogue? Send your falcon to do your dirty work for you. They can pilfer one to 5 items depending on level from humanoids in the area.
Basic Attack: At the end of every round of combat, your Falcon does 1/2 of your strength in damage to target.
Snare Drop: Order your falcon to drop a Snare on the enemy from the air! This not only saves a turn, but it also helps hinder enemy attacks and weakens defense. Falcon Snares can be purchased from Falconers in most towns. Prices vary depending on effect.
Bomb Drop: Have your Falcon Aerial Bomb the enemy! Falcons can carry player made Demolitions and drop them on the enemy. Bombs dropped this way generate +10% damage!
Poison Drop: Have your Falcon drop a bag of Poisoned dust onto the enemy! Poison causes target enemy to lose a certain amount of HP per Round, and lasts for 2-10 rounds. Poison bags can be bought from Falconers, but are rather pricey.
Finally...I would like to announce that I will shortly be releasing a guide which contains information about all of the skill-sets Elynrea offers. Its currently about 45% complete, as I ahd lost the completed file in a transfer to my craptop. No immediate worries, as most skill-sets do not offer new spells til lvls 3/5.
A player asked me in an email if there are going to be player mounts available. Mounts will be available once everyone is closer to endgame; this however is subject to change, as are most aspects of Elynrea. Currently the only "mounts" available are Carriages, which will be "rented" for a fee beginning in Chapter 2.
Death has been a subject of concern in Elynrea; I'm here to tell you not to worry. Until Endgame, Death is not going to be a major issue. When death occurs, if a character can not be revived by a potion or Ressurection Spell, the character will be auto-ressurected at a Ressurection Shrine. These shrines capture souls of those who were killed but not destined to die and regenerates them. Regenerating at a ressurection shrine causes Resurection sickness for the remainder of the day (ie: lose stats) Note that shrines are few and far between in the Crossroads region, so dying may result in a lot fo walking unless, that is of course, you discover a Nexus Transport Hub.
I'm not going to say too much about The Nexus; What I will convey is that the Nexus are a derelict race who predated the Elves, or even Elynrea for that matter. When Elynrea was formed, their ship crash-landed below one of the major oceans. These beings wielded amazing technology: the likes of which are unfathomable by the beings of the planet. One of the only pieces of this technology which was cultivated by the races of Elynrea are the Transport Gates: Strange circular Rings which allow for instant teleportation to various locations, worldwide. These hubs must first be activated through a visit to the Ryu-o Temple.
In closing, I would like to add that Chapter 1: The Road to the Temple, is nearly at an end. Josuke's character will be premiering in Chapter 2: Dark Pact. I've added Aislin, so if we can organize our efforts in time, she can join as well. Geo has yet to submit anything substantial, so when he does, he is also welcome to join in Chapter 2. I look forward to this massive event.
Also, as a final note to this short book that I've written tonight, (yes, there's still more to come)I would like to thank everyone for playing. The game wouldn;t be nearly as awesome without you guys in it. Thanks for makign my game a success. Lukaai smile on you always. (What a dork)