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Announce News Post #2961

Groves changes

Written by: Tecton, the Terraformer
Date: Monday, March 2nd, 2009
Addressed to: Everyone


We have recently made some major changes to the Groves skill. The
details are as follows:


The overall concept of the skill was redesigned, making a lot of the
abilities more mobile, allowing them to be used in any room, not just
your grove. Grove users now have a personal pool of sunlight energy,
which may be used to activate many of the new abilities. This may be
refilled at your grove, or by sacrificing personal health in order to
gain sunlight reserves.

The following is a brief overview of what has changed with each ability:

GROVE VIGOUR becomes EVOKE VIGOUR, which may be used from anywhere, it
no longer delivers a bulk return of health, but increases your natural
health regeneration by a significant amount for a set period of time.
This may also be cast on other adventurers for a reduced benefit. It
should be noted that this ability falls outside the standard
regeneration "cap" of level 3.

GROVE FLASH becomes EVOKE FLASH, which is usable from anywhere and has a
very good chance of stripping the defence of another player who may be
hiding in your room.

GROVE BARRIER becomes EVOKE BARRIER, which allows you to grant the
prismatic barrier defence to yourself or another adventurer. This is now
a one-time only defence, rather than an ongoing durational one.

GROVE DAMPEN becomes EVOKE DAMPENING, which will remove harmonics or
vibrations from your current room.

GROVE HYPERCURE becomes EVOKE PANACEA, which will periodically heal you
of afflictions for a set period of time, regardless of the room you are
in.

GROVE LIGHTNING becomes EVOKE LIGHTNING, a line-of-sight attack that has
a good chance of afflicting your target with a variety of different
afflictions.

GROVE FERTILITY becomes EVOKE FERTILITY, allowing you to use it in any
room of the appropriate environment type.

GROVE JOIN has been removed, and GROVE RAIN no longer requires you to be
joined to another grove.

GROVE EJECT now respects the mass defence.

GROVE ELEVATE now respects the mass defence on players other than the
grove user.

GROVE CURE has had its equilibrium cost reevaluated.

FLAIL QUARTERSTAFF has had its balance cost reevaluated.

GROVE CAGE, THORNS, ENTANGLE, TRAP, EXORCISE, DISPLACEMENT and
HINDER have been removed, and replaced with the following abilities:

GROVE IMBUE and EVOKE SUNLIGHT are new abilities to recharge your
sunlight reserves.

You may REGROW QUARTERSTAFF to convert it back to its original form,
changing the damage that it does back to blunt.

EVOKE WILDGROWTH will grant you a defence which has a good chance of
ensnaring your enemies with vines as they attempt to leave the room.

EVOKE SNOWSTORM will conjure a magical blizzard in your room for a short
period of time, granting all of the benefits and hindrances of a regular
flurry.

EVOKE OVERGROWTH will call forth the powers of nature to cover a runic
totem in the room, blocking its runes from being seen. This is countered
by a swift lash of fire to restore the totem back to its pristine
condition.

EVOKE REMEDY will allow the grove user to channel an affliction from an
adventurer at the cost of sunlight energy.


A big thanks to the members of the ACC for compiling and testing these
changes. We may be doing some further minor changes to these abilities
over the coming days, so if you find something that you think requires
attention, please bring it to the attention of a classlead or member of
the ACC.

Penned by My hand on the 22nd of Sarapin, in the year 503 AF.


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Announce News Post #2961

Groves changes

Written by: Tecton, the Terraformer
Date: Monday, March 2nd, 2009
Addressed to: Everyone


We have recently made some major changes to the Groves skill. The
details are as follows:


The overall concept of the skill was redesigned, making a lot of the
abilities more mobile, allowing them to be used in any room, not just
your grove. Grove users now have a personal pool of sunlight energy,
which may be used to activate many of the new abilities. This may be
refilled at your grove, or by sacrificing personal health in order to
gain sunlight reserves.

The following is a brief overview of what has changed with each ability:

GROVE VIGOUR becomes EVOKE VIGOUR, which may be used from anywhere, it
no longer delivers a bulk return of health, but increases your natural
health regeneration by a significant amount for a set period of time.
This may also be cast on other adventurers for a reduced benefit. It
should be noted that this ability falls outside the standard
regeneration "cap" of level 3.

GROVE FLASH becomes EVOKE FLASH, which is usable from anywhere and has a
very good chance of stripping the defence of another player who may be
hiding in your room.

GROVE BARRIER becomes EVOKE BARRIER, which allows you to grant the
prismatic barrier defence to yourself or another adventurer. This is now
a one-time only defence, rather than an ongoing durational one.

GROVE DAMPEN becomes EVOKE DAMPENING, which will remove harmonics or
vibrations from your current room.

GROVE HYPERCURE becomes EVOKE PANACEA, which will periodically heal you
of afflictions for a set period of time, regardless of the room you are
in.

GROVE LIGHTNING becomes EVOKE LIGHTNING, a line-of-sight attack that has
a good chance of afflicting your target with a variety of different
afflictions.

GROVE FERTILITY becomes EVOKE FERTILITY, allowing you to use it in any
room of the appropriate environment type.

GROVE JOIN has been removed, and GROVE RAIN no longer requires you to be
joined to another grove.

GROVE EJECT now respects the mass defence.

GROVE ELEVATE now respects the mass defence on players other than the
grove user.

GROVE CURE has had its equilibrium cost reevaluated.

FLAIL QUARTERSTAFF has had its balance cost reevaluated.

GROVE CAGE, THORNS, ENTANGLE, TRAP, EXORCISE, DISPLACEMENT and
HINDER have been removed, and replaced with the following abilities:

GROVE IMBUE and EVOKE SUNLIGHT are new abilities to recharge your
sunlight reserves.

You may REGROW QUARTERSTAFF to convert it back to its original form,
changing the damage that it does back to blunt.

EVOKE WILDGROWTH will grant you a defence which has a good chance of
ensnaring your enemies with vines as they attempt to leave the room.

EVOKE SNOWSTORM will conjure a magical blizzard in your room for a short
period of time, granting all of the benefits and hindrances of a regular
flurry.

EVOKE OVERGROWTH will call forth the powers of nature to cover a runic
totem in the room, blocking its runes from being seen. This is countered
by a swift lash of fire to restore the totem back to its pristine
condition.

EVOKE REMEDY will allow the grove user to channel an affliction from an
adventurer at the cost of sunlight energy.


A big thanks to the members of the ACC for compiling and testing these
changes. We may be doing some further minor changes to these abilities
over the coming days, so if you find something that you think requires
attention, please bring it to the attention of a classlead or member of
the ACC.

Penned by My hand on the 22nd of Sarapin, in the year 503 AF.


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