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Farryn

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  1. Farryn

    XGtsRAGE

    Under review
  2. Farryn

    Eteriani

    Congratulations! Your application has been accepted! Please bear with me as you will be whitelisted on the server. Once you are on the server, don't heistate to contact a member of the AT or any other staff member should you have any questions or you are stuck on something. Good luck!
  3. Farryn

    Lil Wurm

    Hello there, Lil Wurm, I am afraid that there are some edits that you need to make on your application. I have listed them below so that you can make the required changes. Be aware that you have 24 hours to make these application, otherwise your application will be denied. Edits required: Definitions: You need to explain why powergaming and metagaming are bad for roleplay in more depth instead of simply using speech to imply such. I suggest using an example of powergaming and metagaming through the use of a roleplay scenario so that I know you understand these definitions clearly, along with an explanation of how it doesn't benefit RP. Aside from that, you got the basics of the application down. Remember, you have 24 hours to make the requested changes on your application. When you are done with the edits, simply post a comment on your application and tag me through @farryn or by PMs - that way, I will know you have made the edits and want the application reviewed again.
  4. Farryn

    MuffledRain

    Congratulations! Your application has been accepted! Please bear with me as you will be whitelisted on the server. Once you are on the server, don't heistate to contact a member of the AT or any other staff member should you have any questions or you are stuck on something. Good luck!
  5. Farryn

    EthanGamerOP

    I am sorry but your application has been denied due to the following changes not being made. Do not worry though, you can reapply within three hours. Additionally, you can use the feedback I gave you to improve on your next application. Good luck!
  6. Farryn

    EthanGamerOP

    Hello there, EthangamerOP! I am afraid that there are some edits that you need to make on your application. I have listed them below so that you can make the required changes. Be aware that you have 24 hours to make these application, otherwise your application will be denied. Edits required: Definitions: You need to add a clear explanation as to what roleplay is, as well as explain powergaming and metagaming in more depth. Furthermore, include an example of powergaming and metagaming through the use of a roleplay scenario so that I know you understand these definitions clearly. Backstory: You need to include one or more LotC lore within your backstory - this can range from the names of cities, to the names of particular plants, animals, etc. Also, do go more in depth regarding your character, such as how he was raised, what particular events occurred within his life, and what skills he gained. A noteworthy piece of talk about is the death of his parents. Skin: The minecraft skin for your character does not match up to his race - Dark elves have grey and dark skin tones, and cannot bear brown hair or eyes. Also - while not a compulsory change you need to make, I do advise changing the outfit of your character into something more unique, as the outfit you are using is a very commonly used skin. Aside from that, you got the basics of the application down. Remember, you have 24 hours to make the requested changes on your application. When you are done with the edits, simply post a comment on your application and tag me through @farryn or by PMs - that way, I will know you have made the edits and want the application reviewed again. Farryn's Guides and Tips: Here's a guide that will help you with making the edits, as well as help you understand more about the race you are playing. https://www.lordofthecraft.net/forums/topic/143584-how-to-make-your-elf-right/ There are users on the website who will be happy to create a skin for your character. Or you can choose an outfit to use on the forum's skin archive where you can use and edit the following skins: https://www.lordofthecraft.net/forums/topic/161821-the-lotc-skin-archive/. However, if you are struggling to gain a new outfit for your character's skin due to being unable to make one or none on the skin archive fit your character, I am happy to make an outfit for your character for free. Be aware you must at least make the changes to the skin and appearance by yourself, I will only make the outfit. Simply send me a PM should you want an outfit made.
  7. God I love Shimmering's work! Also, brilliant work on the champions, Sug, nicely written and I can't wait to see them accepted!
  8. Elvira would hear the news while travelling, the woman tilting her head curiously while her expression grows thoughtful. "Hmm... seems like trouble is brewing once more should these rumours be true." ------------ Azariah would listen to some men talking of the rumours within one of the taverns. The Good Doctor shakes her head and thinks: ...would have expected this court to remain in the shadows and silent rather make themselves known... and they wonder why the maleficars flock to them like starved vultures to pieces of flesh in the past, they place a target upon themselves by making themselves known!
  9. Happy New Year from the British! AVE BRITANNIA

  10. Every holy magic has a form of disconnection that allows a member of the magic, whom knows disconnection, to remove another member from the magic when it is utmost necessary - this goes for clerics, paladins, ascended, and druids. The Ascended always had disconnection and this is in case an Ascended goes against the rules of the Ascended, such as harming an innocent mortal being or commit crimes that's enough to get them disconnected. All holy magics will get some characters going rogue, so it's a necessary thing to have. What Jallen wrote is to clear up a few things about Ascended Disconnection and adding onto the current Ascended lore.
  11. While many feel as though it's strange for clerics to do this, I find it perfect as the clerics can actually do more rituals and go more in depth with the clerics instead of just having to rely on books to understand the past of the clerics and other major areas. For example, a player may have known a unique method to help the clerics but their character pk'ed a few days ago. Instead of having to rely on OOC fully or have this example method become completely forgotten to all others, the clerics can temporarily bring the cleric who knows said method back and be able to teach the clerics before heading back to the soulstream. It also adds a unique touch to the clerics and allows for more rituals to happen. +1
  12. It has been attempted many times and yes, having all the holy orders in one city does have its benefits but there are also the negatives. The orders eventually argued because of different ideologies and given the recent events regarding Gazadriael - the Ascended, the Clerics, and the Paladins are split in relations and putting them together will only cause more trouble for all three sides. It is safe to say that we won't be sharing the same city or base in the next map. We need to consider if it actually will benefit the holy groups - not just outside groups - but given that putting all three orders into one place has been attempted many times, the results have always been the same. It will just fall apart again and again and will be a complete waste of builds, money, and time - especially given the rising heat between the Paladins and the Ascended, with the clerics remaining rather neutral. Having separate lands means that the holy orders are spread out and able to benefit nations close to them, as well as remain safe from dark users who may seek to bring down said orders. It allows the holy orders to grow and develop, demonstrate themselves and give idenity within a land (look at the clerics at Lucerna Temple, and the paladins on their island - they have land that represents who they are in full form). Devirad is an example of different groups coming together but there's a big differences between Devirad and the Holy Orders. The clerics, the ascended, the paladins are not like Xionism - we can't just change our views or drop them completely so that we can keep the other orders happy. The holy orders have their separate ideologies and they MUST keep to them, else they will be put at risk of breaking a rule and being disconnected. If a dark being is brought into the city, the orders will more than likely clash on how to deal with them. So instead of making a forum requesting this - allow the holy orders themselves to decide if they want to be separate or not, based on how roleplay between them plays out, etc. Let us develop and make our own choices on this matter. Also - the only official holy order that is religious is the clerics, where you must worship Tahariae. The paladins and ascended have it optional, and wording it like that will mean ALL religious groups, both magical and not.
  13. No. Crystals can not be one-shotted by crossbow, the bolt will likely cause a crack or two but it will require the required amount of hits as stated within the Crystal Sizes on the lore.
  14. That was the exact issue with the old wards - there was no full explanation of what happens exactly when dark magic meets the ward. Does it still stand? If so, how many hits can it endure? So on, so forth. In the end, it was left to the ward creator on how much damage the ward can take before smashing and sometimes there was some bias behind it. Ventusyr's lore didn't exactly explain wards in depth, despite the fact they should have. With the new wards, there's now a limit as to how much attacks a ward's crystal can take, depending on the size of the crystal, and it does not require full dark magic to be able to take down a ward. However, if you would like a visual of what happens when attempting to take down one of these wards- the crystal would slowly begin to crack with each attack until it smashes with the correct amount of hits, then the ward itself will fizzle away and the ward is gone.
  15. From what I have been told and seen, the current wards prevented dark beings from entering cities and having roleplay within such city. I'm not fully sure what mechanics but I predict it may have been the pain sensation they felt when they passed through the wards, or it may have been that taking down a ward previously required region owner permission and having to wait on the ward creator to potentially emote the ward from time to time. Additionally, there was no direct battery for the dark users to aim for to be able to destroy the ward - they would have to destroy the ward through using Fi magic or dark magic alone to do so. Lastly - there was the fact of when a ward breaks, the dark expects to have a time period when the ward is down and they have a long enough time to go into the city, but why bother take down a ward when all it takes is a bird to the ward maker and boom - the ward is back up an hour after being destroyed. That gives the dark beings no time to savour their victory on destroying the ward and to be able to carry out the effects of the ward being down. It also makes the clerics appear bad oocly and it is unfair on the dark groups. The dark community clearly may have felt a bias there and thus did not bother taking down the wards because of the hassle of getting permission oocly, as well as that they needed the ward creator to get on, and the fact their efforts would be futile as a new ward would be right back where it was an hour after destroying the previous ward. There's also the clerics who felt restricted by these wards as well - as they held no exact purpose aside from burning dark beings who walked in. It could not reveal disguised dark beings, could not help block land and air taint, and could not stop dark magic as that's what weakened the ward. The only roleplay a cleric gained from this was creating the ward over and over and it got exhausting, especially when knowing that the ward is not helping at all with the cleric's mission. Therefore Revelation, Quarantine, and Disarm Wards were made to give the wards more purpose, assist the clerics and cities in finding out dark beings, preventing the spread of taint, and being able to serve as a shield against dark magic (clerical magic cannot fully affect a dark mage because their body is that as a descendant but the magic itself can still be harmed by holy magic.) Furthermore, setting up a ward before wasn't really that exciting or unique, and with having to replace a destroyed ward with a new ward, it would feel much like a chore. Therefore I added a new way to form the wards that should be a little more interesting for the clerics. Crystal sizes and recharge times do not really depend on tiers completely, as a tier 1 cleric can still place some small amount of light into a large crystal but it would nearly drain them of energy completely. As time goes on, the cleric becomes able to place more light into a crystal. Therefore when a new cleric is starting out on warding - a small crystal is the best choice to begin with before slowly moving onto the bigger crystals. A tier 5 cleric can fill a large crystal with relative ease but will still be quite exhausted, while they can fill a small and medium crystal with ease. I changed the one OOC week recharge time to that of depending on the crystal sizes because it was a pain to continuously go back and forth to recharge a crystal, especially when you are either on hiatus for a week or that you have to deal with a real life issue that is more important than real life. Of course, the more power crystal holds, the more time it can stay up for without charging. However - to balance the crystals, the more power a crystal holds, the weaker it is physical wise. Meaning that a cleric will have to be considerate on what crystal they use for what ward - whereas before, it was the bigger the ward, the more power needed to go into making it. Yes, dark beings now have another solution to take down a ward but this also applies for also ordinary users who may not have a magic on them but clearly have an intention of taking down the ward. Beforehand - this was impossible for these users to attack the ward physically, the same for dark beings who had to rely on dark magic alone to do so. There have been instants of dark users attacking the wards once clerics began placing up these wards but since then, it has lessened because of the negative sides of the wards (see first paragraph). A ward can be placed anywhere, including behind the gate of the city. Of course, this will make it hard for dark beings outside of the city to get to the ward, but that does not stop ordinary mortals from taking down the ward in the city. It'll be risky but once the ward is down, the 12 OOC hour cooldown is activated so the dark beings have time to enter the city and roleplay before a new ward is placed up.
  16. I mostly see it as a gold coin with a crown with an M on top on on one side, and the faces of the four races on the other side.
  17. I nearly forgot about this. I was informed that the Izkuthii were considered dark beings, hence why they were added here. However, thank you for clearing that up, Aelsioln, and I will remove the Izkuthii from the list. However if you know any dark beings that can take up dark disguises, can you please let me know? It's for the list and I would prefer to have all necessary dark beings down so the players know who and who isn't affected by the Revelation Ward.
  18. There is the option of being sly - have another person break the ward for you so they get in trouble and you can easily walk in, maybe lie and tell them the ward is of evil holy magic and have them break the ward in their anger, etc. Or perhaps work with a group to get the ward removed, find another way into the city, or enter the city when there isn't a guard in the city and enter the city, then re-enter your disguise before anyone sees (will admit - you will need a good amount of luck there). Although there is the option of wearing a simple hood or cloak and enter the city - the ward only changes your body, not your clothing so you can still conceal yourself and buy yourself time to enter a city and get your disguise back up. It only depends if the players in said city will stop you or not. There is no shame in opening up to other methods to remove the ward, even if your character is not that fully sly or wanting to get others into trouble - I am sure there would be someone who would be willing to take down the ward so you can get in. You don't have to automatically be the one to attack the ward but you must be patient and perhaps work with others to get the ward down, merely being the informant who goes "There is a Cleric Ward in Linandria, can you perhaps take it down?" is an important role and helps to assist those who do want to destroy wards know where to go. Besides - it may not be the revelation ward on the gate. It could be the Disarm Ward that disables dark magic but still allows you to go in disguised. One way or another - this will still provide you will roleplay, and in no shape or form is this new ward system meant to reduce roleplay by outright blocking you from entry. However I do understand your concern and I have been trying to think of alternative solutions to this but it came out as null, my sincere apologies. ~~~~~~~~~~ First - the fact that someone is bound to notice you and will stop you as you will have to take 3-4 emotes getting back into the body then running through the ward. Additionally, it can depend on the type of crystal used - If it's a small crystal, I estimate that you would have to run in and out of the ward at least ten times to be able to drain a small crystal of its power. The other two crystals will take a longer amount of time. as they hold more power than the smaller crystal .So at some point , your wraith will likely be caught by someone if the area has a lot of player activity. It is a major risk but it can be done if you time it just right. If you do somehow manage it (if any of you do, I'm buying you a drink), just alert the ward creator on it. Plus, doing such will only cause more harm to your wraith - I mean running in and out of a ward and constantly entering and exiting your husk will be definitely annoying. Secondly - Seeing how there was issues regarding gaining a region owner's permission to remove the signs of a ward after clearly destroying its crystal, as well as many other issues involving region owners, I'd say with wards - you do not need the region owner's permission. Rather at least a heads up from the ward creator, screenshots to back up your ward breaking in the case someone does go against you on it, and a potential GM should you not have region perms. Personally, having to constantly get the region owner's permission to destroy something can be a hassle, especially when they are not online or if they are being bias. I do not want it to be such with wards, that are very simple and not very big in terms of impacting the whole city's build, so you can have the signs and crystal taken down as long as you have genuine RP that clearly shows you taking down the ward. Lastly - The three shown were the three I was given when I asked many people what dark beings have disguises. However if there is more, please let me know so I can list them down - I don't want the revelation ward to be vague on who it can and cannot affect so it is important that all players who play dark beings know if their character will be affected or not. Those affected by the revelation ward will be listed in the red lines, so do keep an eye out. ~~~~~~~~~~ You are quite right that it is simpler to just send a bird to an elder cleric to fix the issue. However, if this is a form of taint that spreads faster than the average taint (ETs - never know when they'll throw in a rapid spread taint), chances are the taint will be at a size that not even a single elder cleric can fix. Furthermore, clerics can heal taint in a large area but if this taint is too big for that cleric to heal, they will at least have the option to prevent the taint from spreading into a further size that even an elder cleric cannot fix. I don't know how much taint a tier 5 cleric can destroy but I'm estimating it to be around 15-17 blocks worth of it. This ward would be used on taint that is larger than 17 blocks. Lastly, it will mean having to wait for that cleric in question to get online and from what I recall - skype / discord birds are now banned, therefore alerting them in skype is technically not allowed if this is say - an event. This is more or less a ward to help buy time for more clerics or allies to come in and assist. However, considering it now - I am thinking of not restricting this ward to land taint but also allow this ward to block the spread plagues and illnesses as well, as the outbreak of plague can be dangerous and clerics should be given a way to halt such and safely neutralise it, one where they can safely surround the area and them themselves would not be placed at risk of catching it. If that was the case of this ward being a wall - you will be restricting the dark users out of any city completely and not allowing them any form of roleplay aside from destroying the ward within the city because they cannot walk through. The wards here allow for the dark beings to still enter cities but at the risk of either being exposed. The Revelation Ward may seem like this restricting and blocking ward but it can be bypassed easily they can still get in by ensuring that they are covered (full armour is possible, as well as hooded, cloaked, or masked, etc) and that they easily slip away before someone notices them and half the time - the players around them may not even notice them. They are perfectly free to still go in but they have to take caution and use good timing to slip by. But to just have a ward that is an outright physical wall that stops them from entering completely is not fair on them if they are restricted to only destroying the ward because there's a wall of light preventing them from going into the city completely. That is something I do not want to have these wards be based around - they were made to balance both communities, not just the clerical community. The Revelation wards at least will be more noticeable and clear than the pain wards. Plus, if you notice that someone just sprinted into the gate and you know oocly alone that their character is a dark being who would be affected by the ward... but they aren't correctly emoting such, PM them and call them out. If they continue - get a GM involved or if really necessary, a ban report. There are many differences between the Disarm Ward and Devirad's Ward - The Disarm Ward only covers a radius of seven blocks in front of it. Devirad's ability to dispel holy magic covers the whole entire city. If the dark being is out of this radius, they are completely free to cast magic - while we cannot cast anything within Devirad. The Disarm Ward can be destroyed by both magical and physical means and has a visable battery, Devirad's Ward cannot be destroyed by magical/physical means as I've seen no sign of what is powering their ward and I doubt holy users can take down this ward. Long story short - Devirad has the OP ward, Disarm isn't that OP. (Although from what I heard, the situation regarding Devirad's ward is changing) Although I am going to up the number of wards a cleric can place up to three. However, you can create the ward in the prison temporarily while the guards are about to bring him in but the choice is the cleric's on if the ward will be needed or not. The wards require consideration so it is up to the cleric to judge if it's really worth putting up a Disarm Ward to stop the imprisoned dark mage from using his magic and escaping or not. I personally see this ward being used when a powerful dark mage is captured in a prison and the cleric needs to keep the ward up to ensure they do not break loose and wreck havoc. I will be making the crystals much stronger so that the small crystals cannot be taken down in two hits. The crystals are purposefully made to stay in close radius to the ward so that there are no placing the crystal in a separate room where it is locked behind five iron doors and the dark users cannot get in. And what is the point of a powerful ward that anyone can destroy through destroying the crystal? Balance and fairness, that's what. The Revelation Wards provide a mean to uncover the darkness that can now hide against us, allowing us to allow uncover them and be able to tackle them instead of playing 'guess the dark being' and go off on rumours alone, as well as to be able to make a record of their true appearance and the disguises they can take on. The Disarm wards now disable their magic within the seven square radius, allowing even towns to be able to defend themselves when there are no holy users around, as they can fight the mage with physical means without being in fear of being drained and so forth. Outside the radius, those who do not fight can run into the radius and they are protected by the ward's radius as the dark magic dissolves upon contact with the ward. The current wards only cause burning pain but allows the dark being to walk clean into the city, enduring the pain and rarely giving a full indication of such. They do not fully reveal, they certainly do not protect against dark magic as dark mages can go through with pure ease, they do not hold off attacks, and protect towns. If that is not the barriers against the corrupted, shields to hold off attacks, and protect towns while reinforcements gather, and you consider the current wards to demonstrate such - then I am genuinely surprised you fail to see the advantages. ~~~~~~~~~~ That is the case with the current wards - they were just like walking through a wall of fire and would cause a clear amount of pain. However - the dark beings and entities who walked through these wards merely emoted twitching, faint groaning, or just didn't care about the pain at all, meaning it was hard for anyone within radius to tell if they are a dark being because of how low they emoted the pain. So why bother put in the pain aspect if half of the dark community do not roleplay out passing through the ward correctly? Plus many people disagreed that the pain should be that extreme - so the Revelation Ward was the alternative option to this issue. However if needed / requested by people, I can re-include the pain sensation for all the wards but also add a small guide part that explains options of what to emote when going through the wards and what to avoid emoting. I tried considering an alternative to wards but the ones I considered resembled very closely to those of Ascended braziers and voidal wards - both of which I wanted to avoid doing. Therefore I settled on taking the old clerical wards and remodelling the system into something more workable for both light, grey, and dark communities. ~~~~~~~~~~ Yep, it was a feedback thread I posted a while back that covered the clerical wards and that I was requesting feedback from the community. Thanks to everyone who posted, I got to understand the issues behind the current clerical wards and reworked the system based one their ideas and feedback. If you want to see the official post, it's right here. I'm a little sad I couldn't use some of the ideas people suggested but regardless, I appreciate that they did help give feedback, even if it was a little. https://www.lordofthecraft.net/forums/topic/157594-clerical-wards-feedback-required/?page=3&tab=comments#comment-1491331
  19. From what I recall, the Ascended use Braziers (holy torches) which eliminates miasma, as well as causes damage to dark beings if they touch the flame. Additionally spooks or taint can not propagate within the area which hold the brazier. I will admit, braziers and wards are similar but the braziers do not use crystals - they use soulfire. Additionally, clerical wards cannot cause major harm upon immediately touching, as it is a more gradual build up, while the Braziers cause harm faster. However, their braziers cannot reveal dark magic /creature disguises, while these wards can. I do completely understand the concern however.
  20. Changelog Clerical Warding The Art of Warding the Dark Warding is the clerical art of imbuing of Tahariae’s light within a certain amount of land in order to forge a barrier of light with different types of properties. It’s an art that has been within the clerics for many years and has assisted in keeping the darkness out of the cities of the Descendants. Yet as the darkness grows and develops, as does the art of warding to adapt to the new forms the darkness can take. This is a subtype to Tahariaen Clericalism that can be taught to any cleric of Tahariae and can use both the healing and war light to create. Non-clerics cannot create such wards. The wards are stationary walls of light that have a range of purposes, depending on the symbol the cleric writes upon it. Some can be used to prevent taint from spreading across the realm, while another can reveal the true form of impures. These wards can be created anywhere within the realm, as long as the cleric can easily walk and create them there, or mark them in place. Wards are therefore extremely useful, despite being relatively hard to put up. They are visible to the eye and take the colour of one of the four clerical lights. It should be noted that these wards are not solid, therefore can be passed through by all, including living impures - the sensation being that of walking through a thin wall of water yet not feeling drenched. They also have a crystal that serves as the ward’s battery and charging point, a requirement to keep the ward going. The crystals serve as the battery, the storage for the power. These wards tend to reach the span of a moderate sized house maximum. Creating a ward will require a fair amount of consideration by the cleric. They will first need a clear visualisation as to how big they want the ward, from being able to fit in a small door or to surround an area the size of a small house. Next, they need to choose the size of the crystal and where the crystal will be placed. Finally, the symbol of the ward which will give the ward its properties and allow it to function correctly. ~~~~~~~~~~~ The Type of Wards To start off, there are four main types of wards that a cleric can create due to many ways that impurity can spread or conceal itself. These types of wards focus on a very specific task while active. The task given to the ward can be determined by the symbol a cleric inscribes on the ward itself when first made. These symbols help to guide the ward on what its purpose is and what it must do, but having two symbols on one ward can result on the ward becoming confused and remaining an Unmarked Ward - a ward that is up but has no purpose or effects. Here are the wards. Tier One: Unmarked Ward An Unmarked Ward is the default ward that is made when a cleric first learns warding and sets up a new ward. It has no symbol scribed on it therefore it has no effects or unique purpose. However, it serves as an effective training ward and the main base to creating the different types of wards. These wards, along with a crystal, typically last up to one OOC hour before fading away unless they are marked, as they are essentially useless. This is the first ward type a Tier one Holy Alteration Cleric learns. Tier Two: Revelation Ward The Revelation Ward is a type of Clerical Ward that allows the reveal of dark beings and dark mages disguising themselves through dark magic or other means. When they goes through the ward, the light can sense and detect the impurity and disable the magic or force the impure to reveal their true form. However, this will cost the ward a great amount of power, therefore these types of wards will need recharging more at times. The symbol to give an Unmarked Ward this property is an eye open, resembling the clerical eye. This type of ward can be made at tier two Holy Alteration. Tier Three: Quarantine Ward The Quarantine Ward is a type of Clerical Ward that allows the blockage of taint upon land. The ward is used to imprison taint within itself and prevent the advancement of such. This is commonly used when a cleric stumbles upon a tainted area but lacks the power to successfully remove it, therefore sealing it and giving them time to gain reinforcements. However, this ward will not work on living dark beings who can still pass through, although face discomfort and irritation passing through. The symbol needed for make an Unmarked Ward this ward is a set of bars (Roman Number for three). This type of ward can be made at Tier two Holy Alteration. Tier Four: Disarm Ward The Disarm Ward is a type of Clerical Ward that focuses on disabling dark magic through sensing and deactivating it. This ward generates a holy aura that reaches up to seven blocks (two gold blocks seven blocks away from the gate can be used to display the radius oocly) and can successfully disable dark magic from being used by stopping them from being summoned. The ward itself can act as a shield against incoming dark attacks by disabling them just before they pass through the ward, although this will use up more power. This ward is commonly used in cells when dark mages are being contained. The symbol needed to give an Unmarked Ward this property is a shield with a line down the middle. This type of ward can be made at Tier four Holy Alteration. ~~~~~~~~~~~ The Crystals A crystal with a clerical ward serves as the charge for the ward, it stores the power and energy that the ward needs to stay up and serve its purpose. Without a crystal, a ward cannot function or stand properly, therefore it is vital that all wards have a crystal. Before becoming part of the ward, the crystal needs to be blessed by the creator of the ward in order to be able to connect the ward and crystal together. The crystal can be any colour but cannot be smaller than three feet as the crystal will not be able to hold the energy required to keep a ward up, let alone allow it to do its purpose. The crystal, to put it, is the heart of the ward but also its weak point. If the crystal is struck with enough force physically or magically, it can smash and result in destroying the ward. Depending on the size of the crystal, the power, length of time, and durability of the crystal can vary. Therefore a cleric needs to be considerate on what crystal is needed of what ward. The use of gem crystal (such as using a ruby and sapphires) will not help much in terms of strength or endurance when blessed. Lastly, the crystal has to remain right by the ward, with no walls or gate separating the two, as well as accessible by the cleric who made the ward. It must remain two feet close to the ward, allowing for the connection between the crystal and ward to reach the other. When syncing the ward to the crystal, the crystal must be blessed with Tahariae’s light before the process. Small Crystals Small crystals that are 3ft minimum are physically stronger and more durable, therefore are harder to break. However, the power a crystal this size can hold is up to two OOC weeks before needing a recharge. The smallest crystal that can be used is 3ft (1 glass block). All tiers can easily power and recharge this ward. This crystal takes up to eight magical/physical strikes to take down but will lose power quicker. Medium Crystals Medium crystals can contain more power than a small crystal, allowing a ward it is connected to to last for three OOC weeks. However, this crystal is weaker in terms of durability against physical and magical forces, although can hold off a good amount of blows. Tier twos and above can power these crystals, while tier ones will fall unconscious in channelling too much power through them. They are typically best at six feet tall (two glass blocks) to try and balance the positives and negatives. This crystal takes up to six magical/physical strikes to take down. Large Crystals Large crystals can hold a tremendous amount of power that can allow a ward to last up to four OOC weeks before needing a recharge. Tier four and five clerics can power this crystal, while the tiers under will fall unconscious from channelling too much power into the crystals. Yet in exchange for such power, these crystals are made fragile and breakable, almost like glass. They are also harder to place in areas where a ward is in a small area, meaning they aren't best for small rooms and doors at times. These crystals are best at nine feet tall (3 glass blocks) and take up to four magical/physical strikes to take down. but will lose power much slower. ~~~~~~~~~~~ The Symbols To give an Unmarked Ward one of the three properties, the cleric must choose one of three symbols that correlate to the properties. The symbol needed for the Disarm Ward is a drawn shield with a line down the middle, whereas the symbol needed for the Quarantine Ward is a set of iron bars. The symbol for the Revelation Ward is an open eye that resembles the clerical eye. How exactly this is done is that the clerics, once the Unmarked Ward is set, place their light towards the tip of their finger and draw the symbol upon the surface of the ward. The symbol will be a lighter colour than the ward and its size can be big or small, just enough for the symbol to be noticeable. The symbol would meld into the ward and reappear within the crystal, indicating the process is done. ~~~~~~~~~~~ Creating a ward - step by step The cleric must first have the following: Blessed Aurum Dust, a blessed crystal in one of the sizes, and a good enough area to make the ward in. The cleric lays down the aurum dust in either a straight line or a circle, depending if warding a door or an area. The cleric then prays to Tahariae and opens up their connection to the Aengul. They then place the light into the aurum dust. If in a frame - the cleric must guide their light up to cover the width of the frame, filling it up the whole frame. Whereas if in a shape, the light will reach up to form a dome or seal up when it reaches 10ft. Once the ward is formed, the cleric would pull out a part of the ward, forming a tendril of light that they will lead to the crystal and connect it to the ward. Once this tendril has been connected, the crystal and ward are now synced and the connection between them goes invisible. Finally, the cleric summons their light to their fingertips and they must draw one of the three symbols into the clerical ward. The ward will pulse and the symbol will fade into the ward, reappearing within the crystal. Thus the process is done. ~~~~~~~~~~~ Example of a finished ward If possible, the clerics can ask a GM to place a link into the sign that links to a google doc/forum post explaining about the wards and their effects, therefore reducing the amount of signs needed to explain what the ward does. The ward's information doc/signs must include the following: An indication as to what the ward does (whenever stating what symbol is in the crystal/stating it's a Revelation/Quarantine/Disarm ward) A date when it was placed up / recharged. When the ward will be next recharged. Who make the ward. Link to information doc or this lore (optional but useful and saves space - Modreq a GM to ask for a link sign) What happens when a ward is destroyed? When the ward is destroyed through the crystal, the power from the crystal will flare out before vanishing away. The ward itself will disintegrate into nothing, allowing for dark beings and dark mages to enter where the ward is without suffering from the effects. If the ward ran out of power, the ward itself will also disintegrate but the crystal will remain untouched and no longer blessed. However, the cleric who placed up the ward cannot place the ward immediately back up. There is a twelve OOC hour cooldown when a ward is destroyed and placing up a new one in its place to allow the dark beings time to be able to get past the ward without the effects. This is to prevent immediate wards being placed up and making destroying the ward more rewarding as the dark users can actually be able to entert wherever the ward is without another ward being formed in a matter of seconds. ~~~~~~~~~~~ Wards Redlines Your character must be a cleric of Tahariae to be able to perform warding. All information regarding wards must be discovered IC by any non-clerics. Please do not metagame this information. A cleric can only have three wards up at a time When destroyed, tThere is a twelve OOC hour cooldown when a ward is destroyed and placing up a new one in the same location. These wards cannot be destroyed by other holy magics. A ward without a crystal will not be able to stand, it needs the crystal to function properly unless it is an Unmarked ward which will go down in an OOC hour. Crystal sizes can extend the period of how long a ward can be up for. Small crystal - Two OOC weeks till needing recharging. Medium Crystal - Three OOC weeks till needing recharging. Large Crystals - Four OOC weeks till needing recharging. All wards must have an expiration date where the ward will need to be recharged by. If the ward is still deemed up despite being past the expiration date (such as the sign not being updated), the ward is deemed gone and will need reforming. The clerical ward must also have a sign that states what type ward is. Wards cannot be larger than a small sized house, unless it is the Quarantine Ward which can reach the size of a medium sized house. A ward is not a physical wall - it is a wall made of light that can be walked through by anyone, including dark beings (who will face gradual pains the longer they stand within the ward) and dark mages. A ward cannot be in a seven square radius of another ward, meaning no wards stacked behind each other or the symbols will mix and cause both wards to become Unmarked wards. For a ward to have its effect, it must have the symbol marked within the crystal. Wards are stationary, they cannot move but can be placed on surfaces that are moving. A ward is not invincible, it can be destroyed through the crystal being destroyed by physical or magical means or the crystal being drained of power by fi mages. Trying to destroy the wall of light will only result in the wall reconstruction as the crystal gives off more light to it. A ward can only bear one symbol and one crystal - Attempting to give a ward more crystals or symbol will cause the ward to shatter from too much power, or will not function properly due to being confused as to what property is should take and will fall into being a Unscribed ward. (Example: A ward bearing the Quarantine and Disarm ward will be confused if it should block out taint on the ground or disable the use of dark magic within its area.) The Disarm ward affects only dark magics within a radius of seven blocks. Anywhere outside the radius will not be affected by the ward. For an example of the radius: https://gyazo.com/32d2208272ab062f1fbf99aae3911a2d <- Click here The Quarantine ward affects only land taint, blocking it from expanding further and imprisoning it, and is the only ward that can reach up to a medium sized house. The Revelation ward affects dark beings hidden by dark ways; for example, wraiths through Wraith Husking, Frost Witches etc through disabling their disguises or forcing their true form out. The dark beings will have at least three to four emotes to get back into their disguises to give time to others around them to react When destroying a ward, it is advised that the one destroying the crystal take screenshots of them destroying the crystal to send to the ward creator so the ward creator is aware that the ward has been destroyed and can oocly take down the signs. The other option is to make a modreq and show the GM the screenshot and ask them to take down the warding signs, although informing the ward creator also would be appreciated. The region owner’s permission will not be needed to take down a ward - instead, the GM or cleric can be requested to take down the signs. A cleric cannot draw body infused taint into a gem used for warding as the power within the gem will burn at the taint and result in both eradicating the taint and destroying the ward. No one-emote destroying a crystal and ward. Destroying a ward does not require Region Owner permission - only that the one destroying the ward has geniune screenshots to present to either the ward creator or GM when asked for such. ~~~~~~~~~~~ The Purpose of this Lore Before - clerical wards clearly restricted roleplay and didn’t involve much interaction for all sides, as well as proving to be a hassle for clerics to continuously put up. It was not benefical on both sides both in roleplay and out of character. However, listening to feedback, the warding system for the clerics has been remade so that it benefits both dark and light users in terms of giving forth more roleplay and being more balanced out. Essentially this allows clerics to have more ways to handle the dark, and allowing the dark some solutions to taking the wards down, as well as giving forth to interesting roleplay scenarios for both parties. This lore also give the guards of a nation a direct reason to be more active around a gate, specifically when the gate has the Revelation Ward where the ward takes down disguises. Therefore allowing the guards to know when a dark being is entering their city disguised. Disarm Wards allow for the safety of a city when dark mages attempt to attack and provides cover for the residents, as well as safe interrogating of a dark mage within a cell. Lastly, the Quarantine Wards allow clerics to safely prevent the spread of land taint should it reach a size where it will take multiple clerics/shamans/druids to successfully rid of - this allows the cleric time to gather more assistance while the ward prevents the taint spreading and infecting others. Hopefully these wards achieve such and makes roleplay beneficial on both sides. This lore was posted separately to make such information easier to find, as well as quickly replace the old system before it becomes an issue once again. If you have any questions regarding the lore, feel free to message me and I will answer them the best I can ~ Farryn Credit goes to: Everyone who submitted feedback during the Clerical Ward Feedback post. All the feedback gained was placed into this lore and helped a lot on noticing any negative sides to the previous warding system.
  21. Update - Leadership has been transferred to Nekkore / Seyer.
  22. Are you certain that he said clerics? Not paladins or another group?
  23. If you mean in regards to certain war cleric spells?, I will add onto what Lynxy said. It's mostly because the light in terms of Orb of Light and Chains of Damned are relatively physical and can still cause harm to people and the surrounding environment. A near solid orb of light will still cause a knockback on descendants but it will not cause pure harm - the amount of damage it would cause is just a few scratches and the descendant having the breath knocked out of them. Palm of Light is a blinding spell that sends forth a powerful flash of light - eyes cannot withstand flashes of light and they can leave us stunned as it is a natural reaction from the eye and the flash, despite coming from a descendant friendly magic, will still be a side effect from the spell being used. The brightness will still harm those who are facing the cleric when they use this spell. This is perfectly natural. Chains of Damned may be an attack but with its ability to grapple around people, clerics can also use it to rescue descendants who have fallen down a hole and struggle to get up, or help bind down an attacking descendant till the guards arrive. Orb of light can help blow apart a structure that is blocking a pathway or rubble that has a descendant underneath. However, clerics are advised not to use the spells to harm the descendants unless utmost necessary - out of self defence, if the descendant is clearly aligned with the enemy, or if it is to assist a descendant (using Chains of Damned to get a descendant to safety). Another thing - clerics do not fully focus on dark beings alone, we still need to focus on dark mages who are complete descendants who know a form of magic that is dark. The clerics will still need to be able to combat both the mage and the dark magic itself, especially when it comes to a scenario where the cleric has lost their physical weapon and needs another tool at their disposal - the cleric will be heavily at a disadvantage when it comes to facing a dark mage if their magic cannot do at least some form of effects that can help turn the tides. So if some of the spells just phrase through the descendants, these spells would lose the mundane purposes and be fully combat, unable to be used just as creatively here and prevents clerics from defending themself in a scenario where a certain war cleric spell will be needed to stop a dark mage. This lore is still going by what Ventusyr has wrote within the current clerical lore. Within the War Clerical section, just before the spells, Ventusyr wrote this following paragraph: This lore was accepted and this is how war clericalism has always been roleplayed. The spells do harm the descendants but the worse they can do are a series of scratches, minor pains, and temporary blindness. Whereas with those tainted, the harm would be much worse. ------------------------------ I will add on for everyone that the War Clericalism set here is not focused 100% on combat. Yes, I know it is called 'WAR Clericalism' for the exact reason of disposing taint and 'spooks' but I want to give the clerics the ability to use war cleric spells in a more interesting way. Some of the spells can be used in more mundane means such as assisting and ensuring the rescue of descendants when faced with the scenarios I listed above. War Clericalism is still combat majorly, but some of the spells now hold other roles should the cleric be able to use such spells creatively and so that they can co-op with clerics who know Priest Healing instead of just being unable to heal if they do not take up the healing subtype. War Clerics now also hold the ability to save lives with their spells, not just having to be in a fight but in a situation where one of the spells will help when nature strikes, when a descendant is trapped and cannot get out. A war cleric can now aid in using their spells to rescue, instead of fully fighting. But if there is one thing I do want to make clear, it's this: War Clericalism, or any combat magic, should not be fully relied on in a fight - especially given the clerical exhaustion and how long the cleric can keep going. Yes, we can send orbs of light from range and The clerics need to consider the use of their magic carefully and use it to gain an advantage point in a fight, not expect themselves to immediately win because they have the type advantage. We should not fully rely on the magic and expect the clerics to be powerful combat mages like the paladins. The paladins are fine - that is what they are based around, but the clerics are not the best combat mages. You may be saying: "Farryn, we'll be weak against the dark though" - "Farryn, it's our duty to depose of dark beings and mages" - you are right. The clerics do have the role of fighting the darkness, it is the duty of the clerics to stop the darkness spreading and to keep purity. We should be stronger in combat... but we're not as strong as the paladins for one reason. Combating the dark is only half of our duty - there is still another part of the duty that the clerics have and one that is VERY important given that the paladins and ascended are weak in this area. The paladins are made for combat as they are devoted more to fighting living threats such as the drakaars, undead, etc. The Ascended are made to ensure the protection of souls and that all the souls are protected from. So where does that leave the clerics? To restore purity? There is something I will say: The Paladins and the Ascended lack one faction that the clerics are truly the best in, one factor that is very important when it comes to fighting- Clerics are the best magical healers, tied with the monks. We are utterly powerful when it comes to healing, compared to the paladins and Ascended. The paladins can heal some wounds but not all of them - the Ascended can take the wounds upon themselves but the wounds still take a good amount of hours to naturally heal. As for the clerics? We only face exhaustion but we can heal more wounds than the paladins can ever heal and the wound will be permanently gone without a scar, the cleric will not face the exact pain or bear the wounds like the ascended do. The clerics hold the most important role, they actually save lives from death's doors - a cleric can save someone from the most severe of wounds that mundane and alchemical means cannot heal, we can heal diseases, rejoin limbs that have been cut off, even restore eyesight should a cleric be that powerful. Neither paladins or ascended can do what the clerics can, and that is a role that all the clerics should truly be proud of and be a little more focused on. The paladins and ascended have sacrificed something to become powerful in an area. The paladins are powerful in combat but at the cost, they had to sacrifice their healing to become better warriors, while the ascended have sacrificed their wards so that they can become stronger in a different area. They had to give up some power within an area to become stronger within another and the same applies to the clerics: We are strong in healing but not the best at combat. That has always been a common fact - we can still fight but we cannot bring full destruction to a dark being we are facing alone, a cleric can still take down a dark being or dark mage with proper use of their magic and understanding of the creature before us. However we will struggle a little more than the paladins, who’s spell roster is made for combat. If multiple clerics work together then yes, but clerics have always been naturally weaker. Else, clerics would be powerful in both healing, warding, and combat and would become extremely unbalanced - the complete opposite to what this revamp intended to do. This revamp was not to make the clerics combat heavy - it was part of a major project to make the holy magics more defined with their roles. The paladins willingly gave up their healing to make the clerics better healers, the Ascended willingly gave up their warding to make the clerics better warders. They disliked doing this but they did it so that our community of clerics would have more strengths. Therefore we had to give up something in return - and that was being powerful fighters. Delmodan and Jallentime made their order’s lores weaker in healing and warding so that we could become strong in them, therefore I want to do the same through making clerics weaker in combat (not too weak of course) so that the clerics are balanced and that we aren’t giving the middle finger to the other two. “We aren’t the best healers”, I apologise Squirtgun, Seventh, and everyone who disagrees but you are wrong. The clerics come out as the strongest healers out of the paladins, ascended, and all over magics. The monks may be stronger but they are not active, their magic has been shelved. The clerics are the strongest active healers on the server and we will never be powerful in combat. The clerics will never harm the Ascended or Keepers because of canon lore and the fact the clerics were never once told by LT or Tahariae RPly to go after them ever since the first clerical lore was written back in Anthos-Asulon. It will make no sense for Tahariae to decide such after 4-5 realms where the Ascended and Keepers have been around. I know you all want change but what you want is the change that none of us want, nor ever need. I respect that you want to make the clerics strong but you must understand that the clerics of Tahariae never were the powerful combat users. Our great healing comes at a cost but I have made war clericalism different and more helpful. We can fight but we are not the paladins, but we are clerics and aiding people for purity is what we strive to do This is for the sake of keeping the clerics balanced, just like how the paladins and ascended are now balanced. The Ascended and Keepers are not impure and they will never be affected negatively by the clerical light. This is not because they are my friends… it’s because this is canon lore and I would rather not break it and cause more loopholes in the paladin, ascended, and clerical lores after the lore writers, both now and old, put so much effort into writing them and to not suddenly mess up any roleplay between the orders over something that has never happened for 3-4 years. I am sorry but… that’s what I have to say. Any mistakes that need to be fixed will be fixed, such as errors in spelling, grammar, changelog, etc. However, I appreciate all of the feedback that was given.
  24. I have said this time and time again: Ascended, Keepers, and Soultrees will never be affected by a clerical light. I have told you this a good amount of times. Keepers are not what Taharie would deem impure by any means. They are actual brings of pure holy light. Filled with divine ichor. Tah literally gave such blueprints to Xan to have Xan's versions made. Why would Tahariae suddenly go against Xan, the Aengul that Tahariae is closest to, and kill his creations which he helped make in the first place? It is utterly pointless and just wastes a lot of lore. With Soul Trees - they are completely nature. Their souls and body are not corrupted by taint, they are just a soul in a tree and have a body made out of natural wood and natural products. If Tahariae's light did affect soul trees - our magic may as well harm every tree, flower, and grass since they are with the Aspects. Our magic never harms or impact nature. Tahariae and the Aspects are on good terms and has accepted what the druids are doing - this coming from the Tahariae lore writer. With the Ascended - yes, they are immortal but Tahariae does not care that they are immortal. They still have a biological body and they wield the power of light through the form of holy flames. The Ascended heal what the clerics cannot heal, they heal the very soul from taint and curses that the clerics cannot remove else we'll damage the soul. Why would Tahariae get rid of the Ascended because they are just immortal and can help souls? The issue here is that you believe firmly that Tahariae is full on "PURGE EVERYTHING UNNATURAL AT ONCE". However, Tahariae is not that blinded by his views. He is a powerful and logical entity that can see full well that the soul trees do not defy what he wants in the realm - because they are natural, made of trees within the mortal realm. The Keepers were personally created through Tahariae's help and aid his war brother - Xan - in keeping order within the realm. The Ascended heal impurity where the clerics cannot because of how sensitive the souls are. And both the keepers and Ascended follow a similar mission to the clerics - eradicate the darkness. All three groups are not even false life like the Homunculi or unnatural life: Their bodies have been modified to suit the needs of their deity and their duty, which help towards bringing forth purity. They are still mortals in the sense they have a natural made body. Tahariae would rather have these three groups around, assisting in eradicating the major impurity (dark beings and dark mages), rather than have the clerics focus entirely on eradicating these minor groups instead of focusing on the major impurity. The clerics have always followed and accepted that these three groups are not impure, long before you became a cleric. If they wanted this, then action would have been taken way before I became a cleric. Therefore I am not changing this lore from how it has always been because of two people - I am staying true to lore and what the majority wants.
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