The following updates and changes have been made to Spells.
Mildred Farseer in Wizard City has a few new spells for you to train! These spells can also be found on creatures of the Spiral in Treasure Card form.
The Treasure Card version of Elemental Blade now works correctly, the fire/ice/storm blades should trigger with the proper spells.
Spells that attack all enemies will no longer require a target. This means that they will no longer fail to cast when the target has been defeated, but it also means that, like a self-targeted spell, there will not be a delay between selecting and casting these spells.
Storm Wizards can now craft Thermic Shield Treasure Cards with crafted Storm Shield spells.
Feint Spell will now show the correct debuff amounts - 70% on target and 30% on caster
The Seraph spell no longer has a sore throat and her melodic voice has returned.
The camera angle for the Frost Giant spell will no longer appear behind the Giant when he stun players.
Yay the seraph was fixed! She sounded like a frog before. (no offense Balestorm) Balstorm is like that old singing frog guy that acts normal around owner but sings when nobody is not looking.
Great News! Especially appreciate Mildred's new spells!
I want to request another spell fix:
Balance's Helping Hands spell is the only healing spell which cannot revive a defeated comrade. That makes no sense. It can be easily fixed by giving it a small initial heal like Sprite, say 30hp, and reduce the balance to keep the total the same. This would mean 170hp per round for 3 rounds.
One visual problem I'm noticing after the new pets have come is that sometimes when your casting a spell, that the magic around the spell symbol isn't appearing right. Sometimes it's under ground or only parts of it are underground. Has anyone else had this problem? It needs to be fixed, because it's really annoying me.
I broke out my Myth GM for a few minutes earlier and noticed that when I cast minotaur that I didn't get my attack bonus (I cast 2 sword's before casting minotaur) for my 2nd attack... when and why was that changed? I've not used him really in a long time since he can't earn XP at the moment, but if that part is gone for the double attacks, then that stinks. I didn't try traps, have those been taken away from the 2nd attack as well?
I LOVE the new dispels for life death myth and balance especially balance because in pvp if you dispel judgement it takes all their pips which makes balance now beatable
I broke out my Myth GM for a few minutes earlier and noticed that when I cast minotaur that I didn't get my attack bonus (I cast 2 sword's before casting minotaur) for my 2nd attack... when and why was that changed? I've not used him really in a long time since he can't earn XP at the moment, but if that part is gone for the double attacks, then that stinks. I didn't try traps, have those been taken away from the 2nd attack as well?
1 blade's bonus applies to the whole attack (both hits). Been that way for as long as I've played. Now prisms and traps you need 2 of, but only 1 of each blade.
I LOVE the new dispels for life death myth and balance especially balance because in pvp if you dispel judgement it takes all their pips which makes balance now beatable
The Balance dispel (Unbalance) did not make it into the live realm update. It was only available in the test realm.
Great News! Especially appreciate Mildred's new spells!
I want to request another spell fix:
Balance's Helping Hands spell is the only healing spell which cannot revive a defeated comrade. That makes no sense. It can be easily fixed by giving it a small initial heal like Sprite, say 30hp, and reduce the balance to keep the total the same. This would mean 170hp per round for 3 rounds.
THANKYOU for bringing this up Alex because I would like to amend your argument. I can live with helping hands not reviving a fainted wiz but here's what I don't get: WHY are the healing over time spells (sprite, helping hands) NOT boosted by healing boosts from jewelry? That just doesn't make sense to me at all. My balance master with the ruby signet 15% outgoing boost is useless with sprite and helping hands. I would really like an admin to explain the logic behind heal boosts from jewelry NOT boosting healing over time. Thx and all comments are welcome