New spells, the enchanting gamble, and a Questmaster with more to say
Everything since v0.15.0: eight new spells for casters past level 40, enchanting rebuilt as a gamble with a new accessory enchant, recharge that wears wands down, and contracts with pity for the unlucky and rare ones that pay double.
Everything that has changed since v0.15.0.
New spells
Eight new spells, most of them for the long climb past level 40, and every one comes to you at your next login if you already know its group. Levels are mage / cleric / thief / warrior.
Protective
- Protection neutral (12/9/17/11) does for neutral attackers what protection evil and good do for theirs: a quarter off their damage. You carry one protection at a time.
- Bastion (50/51/57/60) is armor, shield and stone skin in one cast, on yourself only.
- Protection all (51/50/57/53) is all three protections at once, on yourself only, so it works whoever you’re fighting.
Detection
- True sight (40/41/42/44) is detect invisible and detect hidden in one.
- Detect all (50/50/53/55) is all five detections in one.
Curative
- Clarity (cleric 24, warrior 30) speeds mana recovery by half again; endurance (16/22) does the same for movement. Both can be cast on someone else, so a cleric can give a mage clarity.
- Rejuvenate (50/55) speeds all three, hit points, mana and movement, by half again.
- Aubade is now reveille. The goddess Aubade wanted her name back. The spell is unchanged, and if you knew it, you still do.
Bastion, protection all, true sight, detect all and rejuvenate are compilation spells: several spells in one cast. Casting one replaces the separate spells it holds, those refuse while it lasts, and affects shows it as a single line.
Every spell group’s help now follows one layout: what the group is for, what it costs your class, and a table of its spells with the level each class learns them at. Try help protective.
Enchanting
Enchanting has been rebuilt as a gamble, and a third enchant has joined the two old ones.
- One roll. Every enchant weapon, enchant armor and enchant accessory is one roll. Most casts on a fresh item take; now and then one takes twice over, a jackpot, and the item glows. A failure usually does nothing, sometimes strips the item of all its magic (its own included), and rarely destroys it.
- No more limits. Your level no longer caps how far an item can go, and enchanting no longer raises an item’s level. What holds you back is the odds, which turn against you with every enchantment the item carries.
help enchantingexplains. - Enchant accessory (mage 18) works a little more life into rings, amulets, belts, bracers, lights and anything held or floating: 5 hit points, 5 mana or 10 movement each time, chosen at random but leaning toward what the item already gives.
- The slot decides the spell. Anything you can wield is a weapon; body, about the body, head, legs, feet, hands, arms and shields are armour; the rest are accessories. Belts, bracers and cloaks worn at the neck are accessories now. An item takes only its own kind of enchantment.
- Wrong item, no charge. Cast an enchant at an item that can’t take it and you’re told before you begin, with no mana spent.
- Identify shows how many times an item has been enchanted. Items enchanted before today keep everything they had, and count it.
- Sorcerers tilt the gamble: jackpots twice as often, better odds on heavily enchanted items, and half the destructions become strips instead. Empowered enchant now improves from jackpots.
- Recharge no longer works only once. Each recharge wears a wand or staff down by one charge of its maximum, whatever happens, until it can hold only one. Items recharged under the old rule count as worn out.
Contracts
- The Questmaster has more to say. He reads the contract over, says something about it, gives you the details and sends you off, and every answer he gives, from paying you to turning you away, is drawn from a handful of lines.
- Quitting is quicker than failing.
quest quitnow costs a flat fifteen minutes from the moment you quit (seven for Vesperine’s Faithful and above), so giving up a bad contract early is worth doing. - Pity. Fail enough contracts in a row, quitting included, and he takes pity on you: something no stronger than you, with no locked door in the way, until you bring one back. He will not be quiet about it.
- Rare contracts. Now and then a contract comes tied in a coloured cord: gold cord pays double gold, black cord double quest points, and every colour of cord both. The work is the same. He tells you when he hands one over, and
questshows it. - A new look.
questandquest listare laid out in sections, in charcoal and cyan, and the Questmaster wears a[Quest]tag in the room.
Smaller things
- Dual wield follows the same level rule as wearing: an off-hand weapon you can’t use tells you its level and the highest you can use.
- Quick cast rests for 30 seconds after it fires.
- The healer by the altar is level 90, so his cures beat high-level afflictions. He sells two new services:
heal cleanse(75 gold) tries to lift every malediction on you at once, and charges nothing if there is nothing to lift, andheal energize(25 gold) restores mana. Cure serious costs the 15 gold the list always showed. - Curfew is level 90 and no longer turns up as a contract target.