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Sneak Peek: Meranthe 1.4
#1
Firstly, Merry Christmas! I hope everyone is enjoying the holidays, and that you're able to experience some warm memories this season. Secondly, I'd like to apologize with how long it's taken to announce this and set a date, as a lot of work has went into the update with different loose ends needing tied up. But here we are!

In this post I'll be outlining what you can expect to see for the 1.4 update, which is scheduled for early January. A more precise follow up date will be made closer to the time, as well as details on various faction hooks for those looking to join on a new character (or integrate an existing one).

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SAILBOATS
A step up from the rowboat! This is a large, moving home, that can carry multiple passengers at once. You can add 'helpers' to it in the form of co-pilots as well, who are granted cabin rights (chest access / decorations like any other building). 

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ENCAMTMENTS
Much like sailboats in the 'movable home' sense, except encampments are stationary, large tents that must be disassembled to place elsewhere!

FAUNA
New and improved movement for fireflies, as well as the addition of beetles, dragonflies, bees, and birds!

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Look at them go!

SUMMONING SPELL TREE
Introducing a public Spell Tree that comes with a number of new summons depending on your affinity, as well as supporting spells! All of this is public, though adding custom summons is quite easy for us to do for events and signatures.

Quote:➤Summon HP is 50% of yours. All damage dealt counts as coming from you. On death, summons deal 1/5th of your max HP in damage to you.

➤Power Return - Deal damage to your summon, restore HP and MP. GCDE, 15 second cooldown. Gives +1500 HP, +25 mana, stuns summon for 5 seconds and deals 1500 damage to it.

➤Link Transposition - Instantly swaps places with your summon, and drop an AOE both on yourself and your summon. 

➤Intermed: Spirit Meld - 60 second CD. Invuln; Phase out, and pilot your summon for 10 seconds who takes delayed damage. Reappear where your summon is when the spell ends, summon takes damage after. Your summon's damage is DOUBLED while this is active.


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Go Aquarius!
DEMON RACE
One thing that was missing from the Meranthe experience was the potential to be accosted by an ogre in the middle of nowhere. This system is similar to the traditional demons with the evolutionary aspect, but modernized for some extra depth.

Quote:Demon Evolution: At certain Level milestones, the Demon may use the 'Evolve' spell to select their next form, able to be used whenever the threshold is reached. This will often involve a multi-choice selection. They gain increased stats in the form of passives, and may even unlock new spells.

Demons have a 10 Spell Point discount on the Occult opener. At Kaor+, they gain the ability Teach Occult.
Stat Passive: The race cannot equip gear. They instead have a passive to make up this difference.
Growth Through Adversity: Demons get triple the EXP from Dangerous+ encounters.

Additionally, at Kaor level, a Demon may Spawn a Cambion. Throughout history the Demon race has created their own accursed servants, and these red-skinned, horned acolytes are quite the same, coming equipped with their own custom spell tree. This ability may only be used by a Kaor once every ten years, though bloodlines of Cambion can develop.

LESSER
Base form. Weak.
+Vitality, Power
MEGA
Second form. LVL 120
+ Vitality, Power
+ Telepathy
GIGA
Third form. LVL 160
+ Vitality, Power
+ Demon Tri-Summons
ELEMENTAL
Fourth form. LVL 190
+ Vitality,  Power
+ Elemental Passive: Gain 10 Ele Power / Defense in an affinity (Ether, Earth, Fire, Air, Water)
KAOR
Fifth form. LVL 210
+ Vitality, Power
+ Spawn Cambion
+ Teach Occult

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The evolutionary stages.

MANY NEW SPELLS
There's a lot to get into. Many new public spells, signatures, etc! This is a tentative list of everything that we have sprites for and something that's still in progress rather than confirmed & complete. 
➤Precision Slash
Quickdraw
Ice Avalanche
Ice Age
Frost Lance
Lightspeed Kick
Light Ray
Lifebomb
Absorb AoE
Fortuna - Aura
Fortuna - Death
Fortuna - Hope
Fortuna - Space
Magma Fist
Black Death
Weeping World
Sand Railgun
Holy Chain
Sanctify 
Inferno Imp
Blood Sacrifice
Scarlet Circle
➤Gravity Well
[Image: wind1full.gif][Image: wind2full.gif][Image: blood_magic.gif][Image: blood_tile.gif][Image: blood_circle.gif][Image: plague_landv2.gif][Image: light_star.gif][Image: ice_aoe.gif][Image: ice_trident.gif][Image: magma_fist1.gif]
A sampling of some of the new effects! (Some are a lil blurred due to .gif removing alpha)

CONSTRUCTION MENU - IMPROVEMENTS
Click!
Of the many improvements to custom props includes realtime editing, the private prop category, and better tools for staff to maintain the database! (expect a BIG prop clean up and reorganizing as soon as this is live)

NEPHILIM - EXPANSION
To give the various ancestries of the Nephilim more of an identity, the race now has mechanics for six sub-branches. Each comes with a passive effect and an associated look, from the nebula stars of Gala to the jagged skeletal wings of Mortyl, or the crown of Enarr's authority and the soft rainbow feathers of Mestra.

Quote:Unlocked at Level 210. Passives.

Enarr - Crown of Authority
Descendants of the god-king may manifest the crown of authority to amplify their leadership. All spell casts have a chance to root the target briefly in binding, golden chains.

Gala - Veil of Stars
Purple stars shimmer around Gala's descendants when they're in combat, following them in movement, raising their Cooldown Reduction while the Nebula Stars are active.

Mortyl - Wings of Death
Descending from the union of Caius and Mortyl, the Primal of Death, the Nephilim undergo a painful transformation as they leave adolescence, where wings of jagged bone and ivory horns emerge from the flesh. Chance to deal a brief Curse to the target each spell cast.

Pylae - Wings of Hope
Of Pylae, the Primal of Hope, mature Nephilim will fly proudly on golden wings. Chance to be granted Hope on spell cast, a buff that appears in two-wings guarding the Nephilim. 

Mestra - Wings of Song
Shimmering, multi-colored wings of creativity bloom under Mestra. Chance to be granted Song on spells, a colorful, music-like AoE following their movements.

Chireus - Wings of Travel
Soft white wings accented by strikes of color, silver like the winds they flow on. Chance for a speed up every spell cast that has the player shift colors randomly.

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Some of the Nephilim passive aesthetic!

Various misc changes / improvements!
And more, most likely. If you want to leave a comment/suggestion you can do so here or the seasonal suggestion thread. Much thanks.


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#2
Launch date set for Friday (6th of January). Information on factions, relevant lore, and roles coming earlier into the week.
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#3
Role applications are now open
Demons are not listed because they're a public race (starting in their Lesser Form). 

Some additional changes not mentioned in the original post above:
➤We've lowered the starting age from 13 to 11 to offer a longer development phase of adolescence to those who enjoy starting younger. The -10 Age DR expires at 16 rather than 18 in line with this adjustment.

➤The map has received a large update: be sure to thank your local mapper! This includes a three stage dungeon in the Tower of Aetius, new islands, Glufdor's Volcano, improvements to the Shadowlands where demons spawn, and an architecture upgrade to Dal'thala's tilesets.  

➤Faction menu options & descriptions will be updated accordingly.


ABENDROT 
A bell sounded out from within Realm six of the Tower of Aetius, and soon after the potent primordial energy is vacant, void. Troubling reports of demonic imps leaving the structure and populating the nearby woods en masse, likely the works of Demonologist Lysisius and the Death Magus Ahriman

At the same time, from the depths of the shadowlands there is a great migration of monsters, drawn to the black bell that sounded out on the opposite ends of the country. Amid this an eerie village rises on the southern coast, Abendrot, shrouded in a plague-like mist from a hel tree nurtured by the witch Drama. The presence of Misfortune seems to be absent from realm six in the aftermath, and the floor is all but a chamber of the many blades of those that perished in the tower. 

➤Demons are encouraged to convene within Abendrot, magically drawn to the nefarious energies of the mysterious bell that sounded out. Witches and demonkind have often worked hand in hand.
➤There is also a growing worship of the Deep One, led by K'thul, having sirenian roots but encompassing all races. Misfortune cultists might consider them a threat, working to cause a schism, and vice versa.
➤Figures of authority within the village are the Shaman Omen, the Witch Drama, the Witch Misery, the Champion of Misfortune Ahriman, and the Acolyte of the Deep One K'thul.



AEN, HER MAJESTY'S YOUTH 
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The Empire of Aen has established itself as the prominent force on the continent, lauded in colors of white, gold, and blue, known for its naval prowess across the world over and traditional Brittanian values. Loyalty and respect for the chain of command, nationalistic pride, and little tolerance for elements that might corrupt the human condition such as the occult.

Like many foreign powers, it has an eye for the unique resources within Meranthe's domain, such as the fabled eternite and prismithium metals. Though rather than dispatch a great army, this is no invasion force. Just three vessels and a lone Captain leading a number of young Cadets - Most of which have power rivalling the average adult magi, and potential far greater. While the general feeling is a sense of honor in the assigned mission that has no set end date, indefinite until the homeland grants its satisfaction, some believe that this was an 'excuse' to exile troublesome elements of the Kingdom (such as the children of Duke Magnus Avincus, direct rival and next in line to the Queen).

Whatever the case, it is sure to be an adventure.

➤A 'Captain' role that comes with Level 200 & a Signature, must be the applicant's main character going forward and they should have a general understanding of PvP as well as a preferred history of organizing a faction. They are leading the unit and responsible for its success. 
➤Everyone else is standard characters with a cool cloak, recommended age of 11 to 16 but older is fine. No level boost! At age 21+ you would be a supporting troop rather than a student.
➤Bi-weekly private correspondence from the homeland. Potential support / rewards depending on performance.



DAL'THALA, FAEBORNE NATION
A recent infrastructure project, headed by Queen Aurona Caewynn and King Camino, has helped to repair the damage inflicted in the long war against Vdalion's mighty crusaders, though none of this generation will forget the razing of Menagerie.

➤Faeborne of branch families welcome - feel free to flavor it & represent the culture. Likewise with Nephilim! Starting Level of 150.


VDALION, YMIR'S ZEALOTS
Blood for the blood god- I mean Ualdir. Glufdor's final battle inspired many of Vdalion and beyond, going down as one of histories great legends.

➤Similar to Aphros & Dal'thala, starting incentive of Level 150.

APHROS, PRODIGIES OF SOLIS EQUISOL
A few noticeable, promising youths have surfaced from The Bastion, guided directly by the stern hand of the Knight Captain. There is a state of emergency and a demand in monster hunting that the next generation will surely need to fill, as well as the rivalries of contending nations.

➤Both Faceless & other races encouraged, all beginning at Level 150 (Starting age of 11+). 


THE DEMON RACE
From the beginnings of the world, there have been monsters, conjurations of the darkness and twisted spectres. And as of 2030 the presence has grown.

➤Demons are a public race with little OOC organization intentionally, starting weak. At their early stages they cannibalize one another and gouge on the flesh of man. The witches are tasked with providing direction, though independent demons have often thrived in the past. This isn't to say you can't attempt to organize one another if desired.

Quote:Growth Through Adversity: Triple EXP from Dangerous+ encounters. -10 spendable discount on Occult Magic.
Black Claw: Several quick slashes of scorching occult.
Demonic Nature: A cast buff that trades your DR for AP for 10s (reducing the former to 0 during).
Evolve: As you evolve you gain a new form and additional stats, cannot equip gear.
Make Cambion: At kaor+ (lvl 210+) you can impart your flesh and a shard of the black soul to transform a willing subject once every 15 years, cursing their bloodline as Cambions, part-demon. Often red-skinned with horns (but varies). Gains their own demonic racials - almost like a corrupted variant of the Nephilim theme-wise, representing demons rather than the pantheon. 
Teach Occult: At kaor a demon may also spread Occultic magic to willing acolytes, binding them in service. The Occult is said to originate with demonkind, and humans learned the depraved arts from them.
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#4
CHANGELOG - SPELLS
Some intended spells are still in the works and will be prioritized post-update, but this is an overview of everything within the deadline.

Sound
- Sound Burst cooldown lowered by 2s (12s -> 10s)
Water
- Ring of Malice is now a Basic. Cooldown lowered from 40s to 30s, range lowered from 25 to 15.
- Water Whip is now an Intermediate.
Ice
+ Glacial Lance (Basic)
+ Iceberg (Intermediate
+ Ice Age (Signature)
Metal
+ Sword of Heaven (Master)
Sand
- Sand Avalanche cooldown lowered to 35s from 40s
+ Desert Bomb (Intermediate)
Crystal
- Crystal Wall cooldown lowered from 33s to 30s
- Formation of Crystals cooldown increased from 60s to 65s
Magma
+ Magma Fist (Intermediate)
Explosion
- Inferno range increased, confusion time increased
Holy
+ Lifebomb (Intermediate)
Occult
+ Ghastly Imps (Intermediate)
Poison
- Smog cooldown increased to 40s from 35s
- Infection cooldown decreased to 18s from 24s
Blood
+ Scarlet Circle (Basic)
+ Blood Sacrifice (Intermediate)
Gravity
+ Gravity Well (Basic)
Light
+ Photon Ray (Basic)
+ Lightspeed Kick (Basic)
+ Prism Scattershot (Signature)
Armed
+ Quickdraw (Intermediate)
+ Precision Slash (Master)
Nephilim
+ Crown of Authority
+ Veil of Stars
+ Wings of Death
+ Wings of Hope
+ Wings of Travel
+ Wings of Song
Summoning
+ Power Return
+ Link Transposition
+ Spirit Meld
+ Fire Skurn
+ Water Skurn
+ Air Skurn
+ Earth Skurn
(Adding additional summon types is very easy & will be prioritized for all affinities.)
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