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	<title>Imperian Forums</title>
	<description>General Imperian Forums RSS Feed</description>
	<link>http://forums.imperian.com/index.php</link>
	<pubDate>Thu, 29 Jul 2010 16:09:55 +0000</pubDate>
	<ttl>15</ttl>
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		<title>Imperian Forums</title>
		<url>-</url>
		<link>http://forums.imperian.com/index.php</link>
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		<title>Owned part three</title>
		<link>http://forums.imperian.com/index.php?showtopic=8369</link>
		<description><![CDATA[Apparently moderator wars are frowned upon. So, since I started the previous two topics, this time, please try and stick with the combat logs instead of the combat talks.<br />
As in, less attacks and more fun.]]></description>
		<pubDate>Thu, 29 Jul 2010 16:09:55 +0000</pubDate>
		<guid>http://forums.imperian.com/index.php?showtopic=8369</guid>
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		<title>Wytchen/Limorasi Class split</title>
		<link>http://forums.imperian.com/index.php?showtopic=9629</link>
		<description><![CDATA[So...I was just thinking, after both looking over the spiel about Shamanism and the guild list...why not toss out Vodun, give Limorasi this new demonically-charged skillset for evil Wytches, and throw together perhaps a Nature-based skillset for members of the Wytchen. Split the class into Demonic and Magick. It should have happened a long time ago (i.e. Hunter/Outrider; Assassin/Renegade). The whole Shamanism idea could easily be turned into something relating to the spirits of the Forests (in lieu of Demon Lords), and instead of bone dust, the Magickal Wytch could/would use diamonddust or something along those lines. Hopefully, more would come from this then bonedust and diamonddust, but split the two new skillsets further apart, give dusting to the Limorasi, and some form of totemic/spiritual melee skillset to the Magick Wytch.<br />
<br />
Obviously I haven't put much thought into this, else I'd have a greater concept of what to bestow upon the Magick Wytch, but you get the gist.<br />
<br />
Ideas? Comments?<br />
<br />
Oh hai, I'm back.]]></description>
		<pubDate>Thu, 29 Jul 2010 16:03:34 +0000</pubDate>
		<guid>http://forums.imperian.com/index.php?showtopic=9629</guid>
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		<title>I hate</title>
		<link>http://forums.imperian.com/index.php?showtopic=9329</link>
		<description><![CDATA[I hate that just as I'm trying to convince myself not to come back, I learned that I can easily sort and prioritize lists in MM2k6 now, which was all that was preventing me from writing a new and vastly improved healing system. <br />
<br />
Now I'm all tempted. <img src='http://forums.imperian.com/public/style_emoticons/default/sad.gif' class='bbc_emoticon' alt=':(' />]]></description>
		<pubDate>Thu, 29 Jul 2010 15:51:12 +0000</pubDate>
		<guid>http://forums.imperian.com/index.php?showtopic=9329</guid>
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		<title>Lack of Novices?</title>
		<link>http://forums.imperian.com/index.php?showtopic=9621</link>
		<description><![CDATA[I recently became Novice Head of the Taekyon. We've greatly revamped the whole novice process, but I started to notice something. We dont really have any novices. Is this an imperian-wide problem, or just us? If its just us, can ya'll give me some advice on how to attract more novices?]]></description>
		<pubDate>Thu, 29 Jul 2010 15:22:56 +0000</pubDate>
		<guid>http://forums.imperian.com/index.php?showtopic=9621</guid>
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		<title>Wytch Profession Redesign</title>
		<link>http://forums.imperian.com/index.php?showtopic=9584</link>
		<description><![CDATA[The time has come to post a bit about my new big project. I am going to implement a series of changes to the Wytch profession, both in an attempt to establish it more firmly as a demonic profession, and also to replace the problematic and oft-criticized features with new abilities that will hopefully be more popular amongst the players.<br />
<br />
The Runelore and Curses skills will remain pretty much untouched, with the exception of some adjustments to the Steal curse, which would be too powerful with the new design.<br />
<br />
The main change will be an introduction of a new skill, called Shamanism, which will replace the existing Vodun skill. Shamanism will be composed of several groups of abilities:<br />
<br />
<br />
<span class='bbc_underline'><strong class='bbc'>1. MARKS</strong></span><br />
<br />
Marks will be the most important part of the skill. The Wytch will be able to draw one mark on a target player, and each player will only be able to hold one mark on himself. Each mark will have a different effect. I have taken the sign names from the Enslavery skill, representing the demon that the mark is drawing its power from.<br />
<br />
These would be the available marks (only one can be used at a time, as described above). They are not sorted in any way.<br />
- Mark of Belial - being hit by any of the Curses abilities (curse, swiftcurse, blight) will also cause a small amount of damage (around 4%-5% maxHP) in addition to the curse's normal effect<br />
- Mark of Hecate - being hit by curse (but not swiftcurse or blight) will hit the target with the formaldehyde toxin, in addition to the curse's normal effect<br />
- Mark of Cadmus - being hit by curse or blight (but not swiftcurse) will also hit the target with a toxin of the Wytch's choice (so the syntax would be CURSE &lt;target&gt; &lt;curse&gt; &lt;toxin&gt;). The toxin will show its usual affliction message.<br />
- Mark of Marduk - this will allow the Wytch to use an instakill similar to behead/cleave, with a 10 second delay<br />
- Mark of Istria - the Wytch will be able to travel to this target continent-wide; stopped by monoliths and similar effects<br />
- Mark of Buul - this mark will periodically (passively) throw the target prone every 10 seconds<br />
- Mark of Arctar - this mark will prevent the target from using the curseward defence<br />
<br />
As a Transcendent-ranked ability, the Wytch will be able to cause an existing mark to start burning. This will require that the target is afflicted by at least 6 afflictions from the Curses skill. The effect of a burning mark lasts 30 seconds, and depends on the mark:<br />
- Mark of Belial - the damage will be doubled or tripled<br />
- Mark of Hecate - swiftcurse and blight will also be affected<br />
- Mark of Cadmus - swiftcurse will also be affected<br />
- Mark of Marduk - the instakill will only need 5 seconds, not 10<br />
- Mark of Istria - will not be stopped by monoliths for the duration<br />
- Mark of Buul - each tick will hit the target with disruption in addition to proning him<br />
- Mark of Arctar - will also prevent the insomnia defence<br />
<br />
Obviously, the idea is that the burning effect will be used as a "finisher" move, with each mark opening a different tactics to use - some more effective than the others. The Istria mark is an exception, and I will likely allow an alternative way to get this one to burn, so as to allow the Wytch to travel to raid locations and such. There will also be an ability to view all logged players (except phased and such) who are marked by the Wytch, and an ability to view their locations.<br />
<br />
<br />
<strong class='bbc'><span class='bbc_underline'>2. BONE DUST</span></strong><br />
<br />
Most other abilities in Shamanism will require a new resource, bone dust. Bone dust will be obtainable from the necromantic bones that Deathknights can extract, one bone will provide around 20-30 bone dust. Bone dust can also be colored using inks, one ink per 20 bone dust. Each relevant ability will require a certain amount of dust (used by sprinkling the dust over a target to achieve the desired effect). Both plain and colored dust will be riftable.<br />
<br />
<br />
<strong class='bbc'><span class='bbc_underline'>3. OFFENSIVE ABILITIES</span></strong><br />
<br />
All these work on a target in the same room.<br />
<br />
Choke - sprinkle red dust on a target, causing asphyxiation damage. A straightforward damage ability for something like 15%-20% maxhealth. 1 red dust.<br />
Drain - Drains some mana from the target. 1 blue dust.<br />
Freeze - Same as Elemancy Freeze or Necromancy Chill. 1 blue dust.<br />
Paralyse - Causes paralysis. 1 red dust.<br />
Burn - Puts the target ablaze, 1 red dust.<br />
Reckless - Give recklessness. 1 blue dust.<br />
Strip - Strips a random defence. 1 yellow dust.<br />
Slick - Gives slickness. 1 yellow dust.<br />
Sleep - Puts the target to sleep or strips the relevant defences. 1 blue dust.<br />
Obstruct - Attempts to move will have a 2/3 chance to fail. Affects one target, lasts 20-30 seconds, persists even after a successful movement until the time is up (things like summoning or tumble will still work). 2 purple and 1 red dust.<br />
Inhibit - Will afflict the target with lethargy and confusion. If the target already has both afflictions, it will disrupt instead. 3 yellow and 1 red dust.<br />
Command - Forces the target to do an action. 1 blue and 1 gold dust.<br />
Slow - Causes aeon or strips the speed defence. Will be by 1 second slower than the Aeon tarot card. 1 purple and 1 blue dust.<br />
<br />
<br />
<strong class='bbc'><span class='bbc_underline'>4. OTHER ABIITIES</span></strong><br />
<br />
Nightsight - See in the dark.<br />
Assess - Determine target's health and mana. 1 blue dust.<br />
Divination - Discover location of another player, as well as who else is in the room. 2 red dust.<br />
Cure - Cures a random affliction on self or target. 1 green dust.<br />
PlantLore - Passive ability, allows the Wytch to harvest up to 1000 plants/month (same as the bonus that nature-related professions get). It will not allow to actually harvest, will need to learn Concoctions for that.<br />
Resurrect - resurrect another player, requires the corpse. 10 gold dust.<br />
<br />
<br />
This is just an overview of the skill, balance times and such are still to be determined, and any of the above may be subject to change due to balancing. There will also be some form of beta testing for the purposes of balancing before the actual release, details shall be announced when the time comes.<br />
<br />
Please also keep in mind that I can make no promises regarding when the project will be completed - it could be a month, or it could take three months or so. As always, I won't release until I am satisfied with the result.<br />
<br />
Suggestions for new abilities to include, balancing concerns, and any other comments are, as always, more than welcome.<br />
<br />
Garryn]]></description>
		<pubDate>Thu, 29 Jul 2010 07:30:53 +0000</pubDate>
		<guid>http://forums.imperian.com/index.php?showtopic=9584</guid>
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		<title>Clueless?</title>
		<link>http://forums.imperian.com/index.php?showtopic=4896</link>
		<description><![CDATA[I just thaught this up and I thaught it was brilliant. No more new threads about the same damn thing that really should have been decided by someone other then us reading the forums.<br />
<br />
If you are not sure what race you want to play as and want advice, post here.<br />
If you are not sure what class you want to play as and want help, post here.<br />
Not sure what races work with what classes, post here.<br />
Don't get how one little thing about something works and want to ask, ask here.<br />
<br />
Basically this would be a thread for all the random questions like:<br />
"I was thinking of making a Wardancer. Do you think a Lamira or a Akrabi would be a better choice?"<br />
"What does the racial skill Fury really do?"<br />
"How do I quit and save the game?"<br />
<br />
Basically anything that really isn't a discussion or something like that.<br />
<br />
The idea of this thread isn't to mock the ones that don't know theese things, but more to clean up the forums and also create a thread people can check before they post and maybe some of the questions have already been answered.<br />
<br />
Hope it proves to be usefull.]]></description>
		<pubDate>Thu, 29 Jul 2010 00:57:43 +0000</pubDate>
		<guid>http://forums.imperian.com/index.php?showtopic=4896</guid>
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		<title>Weapons</title>
		<link>http://forums.imperian.com/index.php?showtopic=9624</link>
		<description><![CDATA[Toying around with the artifacts, and having talked to a few people about the subject, I decided to poll the greater forum community in regards to a fairly underlooked feature that Imperian could really roll with.<br />
<br />
IE - Weapons<br />
<br />
My first point is going to cover stats, and why they're terrible.  Also, I will offer up a most-likely trolled suggestion as to what we could do about them.<br />
<br />
Of the weapons that are used for physical damage:<br />
<br />
<p class='citation'>Quote</p><div class="blockquote"><div class='quote'>Longswords:<br />
   Truesilver longsword          125     168     168    350  credits<br />
   Mithril longsword             131     176     173    800  credits<br />
   Doomforge longsword           137     184     180    1600 credits<br />
<br />
Scimitars:<br />
   Truesilver scimitar           110     173     176    350  credits<br />
   Mithril scimitar              115     181     184    800  credits<br />
   Aesirian scimitar             120     188     192    1600 credits<br />
<br />
Broadswords:<br />
   Truesilver broadsword         145     160     160    350  credits<br />
   Mithril broadsword            151     167     167    800  credits<br />
   Broadsword of Vahin           158     174     174    1600 credits<br />
<br />
Sabres:<br />
   Truesilver sabre              86      182     209    350  credits<br />
   Mithril sabre                 86      190     219    800  credits<br />
   Souledge sabre                90      198     228    1600 credits<br />
<br />
Battleaxes:<br />
   Truesilver Battleaxe          159     157     149    350  credits<br />
   Mithril battleaxe             167     165     155    800  credits<br />
   Fleshrender battleaxe         174     172     162    1600 credits<br />
<br />
Glaives:<br />
   Truesilver glaive:            265    155      88     350  credits<br />
   Iron glaive:                  273    163      99     800  credits<br />
   Wolf's Fang glaive:           280    171      110    1600 credits<br />
<br />
Javelins:<br />
   Truesilver javelin:           265    155      88     350  credits<br />
   Reinforced steel javelin:     273    163      99     800  credits<br />
   Swiftviper javelin:           280    171      110    1600 credits</div></div><br />
<br />
You can see that each weapon, for the most part, has a particular purpose in mind.  Some are built around damage, some are built around to-hit, some are built around speed.  Glaives and Javelins were included, although the focus of this first point focuses on Knights.<br />
<br />
I would like to see to-hit play a far smaller facet of the weapon-based attack accuracy formula. I believe the to-hit number is arbitrarily unfair in the case of certain weapons in lower tiers, and for transcendant level combat it plays such a small part as to be ignored entirely for other stats.<br />
<br />
I have no clue as to what the current equation is, but I am of the opinion it should work primarily off of Proficiency in that weapon and your skill in your respective profession skill. If I am transcendant in chivalry, the skills primarily involving a sword, and I know how to use that sword thanks to Rafe and a bunch of baby rats, I should not miss with that sword under the most basic of circumstances.<br />
<br />
In removing the to-hit stat, we give weapons two basic categories.  Speed and Damage.  I would introduce the 'Balanced' category, which would provide a weapon with stats between the two, and then set artifact weapons up largely the way races have gone.  Provide each artifact weapon a baseline, and then list under it the stats it would have as a 'speed' longsword, a 'damage' longsword, or a 'balanced' longsword.<br />
<br />
This sort of change would bleed out into smithing, as well.  Insert a skill at whatever skill level you like, called 'Tempering', which allows you to smith for speed, damage, or balance.  You would still suffer the RNG to some degree, however if you were smithing for speed you would find that stat always increased by at least X over the baselines for that weapon.<br />
<br />
TL;DR - Point 1<br />
<br />
-Remove or lower the priority to-hit has in weapons-based combat<br />
-Add a skill to each weapon-based profession-skill called 'mastery' or 'focus' or 'training' that serves as a boost to accuracy with weapons<br />
-Add a skill called 'tempering' or 'focus' that allows you to influence the RNG depending on the type of weapon you're smithing for<br />
<br />
My second point covers all the other weapons.<br />
<br />
Why do we have them if we're not going to use them?  Someone told me some of the weapons were meant for the Moonsages, well....whatever.<br />
<br />
The blunt weapons (club, flail, morningstar, less-than-spiritual mace, warhammer) and the bardiche/halberd/claymore have existed for seven years and they haven't been used for a decided purpose since they got copypasta'd over from Achaea.  I don't think it'd be too difficult to code in a blunt style of combat for Knights that A)isn't like lusternia's and B)isn't retardedly overpowered.  Someone has mentioned before that it'd be cool to use a Claymore now that Knight can sword and board.  Certainly it isn't the damage that would be a problem, glaives and javelins are stronger than the claymore.<br />
<br />
The flavor that can be brought in with some sweeping changes to a bland staple of Imperian life since inception, it's just mind boggling that nothing's been done with this yet.<br />
<br />
Thoughts or ideas of your own?]]></description>
		<pubDate>Wed, 28 Jul 2010 23:56:30 +0000</pubDate>
		<guid>http://forums.imperian.com/index.php?showtopic=9624</guid>
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		<title><![CDATA[I heart &lt;3]]></title>
		<link>http://forums.imperian.com/index.php?showtopic=9244</link>
		<description><![CDATA[<p class='citation'>Quote</p><div class="blockquote"><div class='quote'>Posts must conform to the rules <a href='http://forums.imperian.com/index.php?act=boardrules' class='bbc_url' title='External link' rel='nofollow'>HERE</a>. If you get banned because you can't read it's not my fault.</div></div><br />
<br />
I heart having more than enough people to fight at almost all times of the day lately.<br />
I heart <em class='bbc'>almost</em> having a working parry system (finally).<br />
I heart Garryn's rapid response to bug submissions so far.<br />
I heart not being formally involved in Antioch leadership (I stepped down)<br />
I heart Maitreya not being formally involved in Antioch leadership (he didn't)<br />
I heart having an I Heart thread back]]></description>
		<pubDate>Wed, 28 Jul 2010 05:52:53 +0000</pubDate>
		<guid>http://forums.imperian.com/index.php?showtopic=9244</guid>
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		<title>Quotes 14</title>
		<link>http://forums.imperian.com/index.php?showtopic=7558</link>
		<description>No handy quotes to start of with.  Sry</description>
		<pubDate>Wed, 28 Jul 2010 01:31:28 +0000</pubDate>
		<guid>http://forums.imperian.com/index.php?showtopic=7558</guid>
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		<title>How do I do X in Mudlet?</title>
		<link>http://forums.imperian.com/index.php?showtopic=9582</link>
		<description><![CDATA[So I haven't actually started using mudlet yet, but Sani actually understands lua and is asking questions on Burt like "how do I color stuff?" Telling him the verbatim answer Anatole gave to that question ("fg(), bg()") is a pretty crappy way to explain everything. So I'm gonna put my questions up now.<br />
<br />
<ul class='bbcol decimal'><li>How do I compare a string within a trigger to my target variable? In MM2k terminology: /if {@StrStr(@Lower($0),@Lower($t))!= -1} {/showme {Hey look your target matched I bet you feel cool.}} - @StrStr(1,2) sees if 2 is anywhere within 1. @Lower(1) converts "1" to all lowercase. I use this for pretty much everything, but primarily to make sure things like "Satan quickly eats a maidenhair leaf." only echos and such if Satan is my target.<br /></li><li>How do I place my echo on a new line instead of at the end of the line that triggered it?<br /></li><li>How does Sani color stuff?</li></ul><br />
<br />
Like I said, not using it, so I just put up the questions I knew I'd have anyway. I like to think I'll be able to figure most stuff out.]]></description>
		<pubDate>Tue, 27 Jul 2010 18:42:59 +0000</pubDate>
		<guid>http://forums.imperian.com/index.php?showtopic=9582</guid>
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