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− | '''Rulebook Version 8.6.2''' replaced V8.6 'Sappy' as of October 7, 2024.
| + | {{:User:Ignius Alexander/sandboxtemplate |
− | | + | |ruleset=V8 |
− | This changelog documents official clarification changes and rules adjustments as part of the "Sappy" revision cycle.
| + | |type=Enchantment |
− | | + | |school=Protection |
− | === General Changes ===
| + | |range=Other (Healer)<br>Self (Warrior) |
− | * '''Quality of Life Updates'''
| + | |incant='''Warrior:'''"May this armor protect thee from all forms of harm."<br>'''Healer:'''"May this armor protect thee from all forms of harm.<br> May the flames of the fire not burn thee.<br>May the bolts from the heavens not strike thee.<br>May the arrows of your enemies not pierce thee.<br>May this armor protect thee from all forms of harm." |
− | ** Typo, capitalization, grammar, and wording fixes.
| + | |materials=[[Enchantment Strip|White strip]] |
− | ** Layout and spacing changes.
| + | |effect=The [[effect]]s of a [[Magic Ball]], [[projectile]] weapon, or [[melee weapon]] which just struck [[armor]] worn by the player are ignored, even if the object would not otherwise affect the armor.<br> The armor loses [[Armor Points|one point of value]] in the [[Hit location|location struck]]. <br>This effect will not trigger if the armor has no points left in the location struck. <br>Ancestral Armor is not expended after use and will continue to provide protection until removed with [[Dispel Magic]] or similar [[abilities]]. |
− | ** Table of Contents and Index updates.
| + | |limit=[[Phase Arrow]] and [[Phase Bolt]] interact with armor worn by the bearer as though Ancestral Armor was not present. |
− | ** Standardization of Enchantment ranges.
| + | |note=[[Engulfing]] Effects that do not strike the bearer's armor and abilities that ignore armor entirely do not trigger Ancestral Armor. |
− | ** Reordering of Magic Items after Magic and Abilities sections.
| + | }} |
− | ** Reordering of Magic, Abilities, and Special Effects sections after Battlegames.
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− | | |
− | === Hit Locations ===
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− | '''Before''': A foot on the ground is not Wounded if struck below the ankle.
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− | '''Now''': A foot on the ground is not Wounded if struck below the ankle, and all effects of projectiles and Magic Balls are ignored. | |
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− | '''Before''': 2. Will not count as a hit and is invalid.
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− | '''Now''': 2. A strike to the head is invalid and will not count as a hit. | |
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− | '''Before''': 3. A Wounded arm may not wield Equipment, cast magic, carry anything, and must be kept out of combat.
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− | '''Now''': 3. A Wounded arm may carry equipment but may not wield Equipment or cast magic, and must be kept out of combat.
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− | | |
− | === Combat Notes ===
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− | '''Before''': If a person is wounded in an arm throwing a shot, or killed, shots they threw into motion before being struck still count as a hit if they land within a half second of being struck.
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− | '''Now''': If a person is wounded in an arm that is throwing a shot, or is killed, shots they threw into motion before being struck still count as a hit if the shot lands within a half second of the throwing arm being struck.
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− | '''Before''': Players may always choose to take a Death. Players who take a Death may not return to play except by respawning, may not activate any ‘on death’ Magic and Abilities such as True Grit.
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− | '''Now''': Players may always choose to take a Death. Players who take a Death may not return to play except by respawning, may not activate any ‘on death’ Magic and Abilities such as Phoenix Tears.
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− | | |
− | === Calling Your Shots === | |
− | * '''Addition''': Visually indicate that you are dead by placing your hand or weapon on or above your head.
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− | | |
− | === Armor Combat Rules === | |
− | * '''Addition''': A hit to armor from a weapon, Magic Ball, etc. with the Siege Special Effect.
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− | | |
− | === Equipment Adjustments ===
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− | '''Before''': Each end of a Double-Ended long weapon must be padded 1/3 the total length of the weapon.
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− | '''Now''': Each end of a Double-Ended long weapon must be padded 1/3 the total length of the weapon, continuous from the tip.
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− | '''Before''': Siege Weapons that fire a single projectile will kill a Player and Destroy all their carried equipment if the projectile touches a Player.
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− | '''Now''': Siege Weapons that fire a single projectile will impart the Siege special effect.
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− | | |
− | === Class Abilities ===
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− | '''Before''': Cancel (1st level ability in multiple classes)
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− | '''Now''': (Removed)
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− | '''Before''': Monk Armor: None
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− | '''Now''': Monk Armor: 1pt
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− | '''Before''': Resurrect: Target Dead player who has not moved from where they died.
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− | '''Now''': Resurrect: Target Dead player who has not moved more than 5' from where they died.
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− | | |
− | === Magic and Abilities ===
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− | '''Before''': Song of Deflection - Bearer does not receive Wounds from ammunition, thrown javelins, rocks, and throwing weapons.
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− | '''Now''': Bearer is unaffected by ammunition, thrown javelins, rocks, and throwing weapons. Engulfing effects from those objects, such as Pinning Arrow, do not affect the player.
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− | | |
− | '''Before''': Fireball will have one of the following effects:
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− | 1. A weapon hit is destroyed.
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− | 2. A shield hit is subject to Shield Destroying.
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− | 3. Armor hit with Armor Points remaining is subject to Armor Destroying.
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− | 4. A player hit receives a Wounds Kill Wound to that hit location.
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− | '''Now''': Fireball will have one of the following effects:
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− | 1. A weapon hit is destroyed.
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− | 2. A shield hit is subject to Shield Destroying.
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− | 3. Armor hit with Armor Points remaining is subject to Armor Destroying.
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− | 4. A player hit dies.
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− | | |
− | '''Before''': Greater Resurrect - Target Dead player who has not moved from where they died is returned to life.
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− | '''Now''': Greater Resurrect - Target Dead player who has not moved more than 5' from where they died is returned to life.
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− | | |
− | === Enchantments === | |
− | '''Before''': Enchantments on the player are retained upon death.
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− | '''Now''': Enchantments on the player are retained upon death except non-persistent enchantments.
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− | | |
− | '''Before''': Undead Minion - Bearer does not die or respawn as normal.
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− | '''Now''': When the bearer dies, they must return to the caster. While enchanted, the caster gains Raise Dead (Unlimited) which can only be cast with the bearer as the target.
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− | | |
− | === Additional Archetypes === | |
− | * '''Guardian''' - Gain Imbue Shield (Touch) 1/Life (m) and Martyr (Other) 2/Life Charge x3 (ex).
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− | * '''Justicar''' - Gain Smite 1/Life Charge x10 (m). May not wield Shields.
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− | * '''Ruffian''' - Regain a use of Coup de Grace if you successfully cast Assassinate after killing a player with a thrown weapon.
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− | * '''Sniper''' - Gain Precision (Ambulant) (Unlimited) (ex).
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− | | |
− | == Conclusion ==
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− | These updates refine and clarify the rules, improving gameplay balance and consistency. If you have questions, please refer to the updated rulebook.
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