Varlyndria 2017 Development Time Line

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Varlyndria 2017 Development Time Line

Post by Drakiyth on Wed Jul 26, 2017 6:32 pm

DEVELOPER BLOG AND TIME LINE    (SERVER IS LOCKED AND IN EARLY DEVELOPMENT STAGES)

This blog is to keep track of every single change I do to the server and is not really used as an update thread. I will only be doing this for the development stages as it helps me write things down and keep track of my progress as well as keep everybody updated with what I am working on.

This is a very messy blog with no editing in it. Mainly just a copy/paste from the Discord.

IMPORTANT: Varlyndria 2017 uses the ROF2 Client. You can find this client on the EZ server.


[list]
[*]Server up and running and ready for development stages - 07/26/17
[*]Players may have 1 Mercenary to help them at all times but no bots are active.  - 07/27/17
[*]Mercenaries charge the player money every 15 minutes. - 07/27/17
[*]Mercenaries suspend for 5 minutes before you can use them again. - 07/27/17
[*]Established starting zone will be the Mines of Gloomingdeep. Very helpful for new players. - 07/31/17
[*]Added Mercenaries of all races and genders to the Mines of Gloomingdeep. - 07/31/17
[*]Fixed client issues with Hp/Mp/Ep. - 07/31/17
[*]Added Warrior Path threads: Slayer, Guardian, and Thane - 08/01/17
[*]Added Cleric Path threads: Celestial, Shade, and Heretic - 08/01/17
[*]Added Paladin Path threads: Sunbearer, Saint, and Avenger - 08/01/17
[*]Removed Pros/Cons from paths. Going to add (Features added to base class:) later - 08/01/17
[*]I didn't like the Pros/Cons because it made the base class feel worthless. - 08/10/17
[*]The base class will stay the same. Paths will be additions to it without negatively changing it. - 08/10/17
[*]Added Ranger Path threads: Earthguard, Archer, and Wrathblade - 08/02/17
[*]Wrathblades will finally give a player a true Wizard/Warrior feel which should be really fun. - 08/02/17
[*]Renamed Earthguard into Earth Warden. - 08/02/17
[*]Changed the Shade Cleric Path to Battle Priest. Shadowknights are better for that theme. - 08/02/17
[*]Added Shadowknight Path threads: Boneguard, Virulent Savage, and Dreadfiend - 08/02/17
[*]Added Druid Path threads: Broodmaster, Stormcaller, and Wildheart - 08/02/17
[*]Added Monk Path threads: Shogun, Dragonfist, and Peacekeeper - 08/02/17
[*]Added Bard Path threads: Jester, Wardancer, and Mystical Artist - 08/02/17
[*]Added ROF2 client needed messages to the forums. - 08/02/17
[*]Added Rogue Path threads: Assassin, Swashbuckler, and Mad Scientist - 08/02/17
[*]Added Shaman Path threads: Ghostbinder, Winter Seer, and Witch Doctor - -08/03/17
[*]Added Necromancer Path threads: Soulreaper, Duneraiser, and Plaguebringer - 08/03/17
[*]Added Wizard Path threads: Pyromancer, Cryomancer, and Chronomancer - 08/03/17
[*]Added Mage Path threads: Volcanist, Abyssalist, and Summoner - 08/03/17
[*]Added Enchanter Path threads: Golemancer, Engineer, and Psionicist - 08/03/17
[*]Added Beastlord Path threads: Werebeast, Carnalist, and Soulrager - 08/03/17
[*]Added Berserker Path threads: Boar Fighter, Bloodthirster, and Executioner - 08/03/17
[*]Completed all 48 path thread introductions. Moving on to in-game server development. - 08/03/17
[*]Added tutorial dialogue to all of the Mercenary NPCs inside Gloomingdeep. - 08/04/17
[*]Removed message: Invalid Zone(344:0) You will be directed to the proper instance in 10 seconds. - 08/04/17
[*]Replaced message with:  ROF Client found for this zone. Redirecting to working version of the Guild Lobby. -08/04/17
[*]Changed 10 second wait on default script to instant as soon as you zone in for quicker double-zone. - 08/04/17
[*]Added Portal Master NPC to the Guild Lobby. - 08/04/17
[*]Adon McMarrin a guard in Halas has been relieved of duty. - 08/04/17
[*]Moved the entire warriors guild in Halas next to the Blacksmith area. -08/04/17
[*]Added Portal Master next to Varlyndria Warriors Guild in Halas. - 08/04/17
[*]Guard Mistan in Felwithe has been relieved of duty. - 08/04/17
[*]Guard Almayn in Felwithe has been relieved of duty. -08/04/17
[*]Guard Settine in Felwithe has been relieved of duty. - -08/04/17
[*]Guard Legver in Felwithe has been relieved of duty. - 08/04/17
[*]Guard Meadom in Felwithe has been relieved of duty. -08/04/17
[*]Guard Wisnyw in Felwithe has been relieved of duty. -08/04/17
[*]Guard Jannson in Felwithe has been relieved of duty. - 08/04/17
[*]Moved NPC Exterminator Valern further into the city. - 08/04/17
[*]Moved NPC Laernian Caelael further into the city. - 08/04/17
[*]Moved every NPC in the Paladin guild to the Cleric guild. - 08/04/17
[*]Added Portal Master to the now safe Varlyndria Cleric Guild. - 08/04/17
[*]Moved Ann Oma the Tribute Master closer to the entrance of felwithe. - 08/04/17
[*]Moved Soulbinder Elendalira closer to the entrance of felwithe. - 08/04/17
[*]Sir Ackmin in North Freeport has been relieved of duty. - 08/05/17
[*]Sir Hogo in North Freeport has been relieved of duty. - 08/05/17
[*]Sir Artanis in North Freeport has been relieved of duty. - 08/05/17
[*]Sir Glimmon in North Freeport has been relieved of duty. - 08/05/17
[*]Sir Iot in North Freeport has been relieved of duty. - 08/05/17
[*]Sir Fosco in North Freeport has been relieved of duty. - 08/05/17
[*]Sir Xantille in North Freeport has been relieved of duty. - 08/05/17
[*]Moved every single NPC in Paladin Guild of North Freeport to Cleric Guild in North Freeport. -08/05/17
[*]Added Portal Master to the now fully empty Varlyndria Paladin Guild in North Freeport.
[*]Moved all Ranger and Druid NPCs in Surefall Glades to the back of the Ranger's Guild out of the way. - 08/05/17
[*]Added Portal Masters to the new empty Varlyndria Ranger and Druid's guild. - 08/05/17
[*]Moved all the NPCs in Qeynos Catacombs SK guild to the Specters down the Hallway. - 08/05/17
[*]Added Portal Master to the new empty Varlyndria Shadowknight guild. - 08/05/17
[*]Guard Ginton in North Qeynos has been relieved of duty. - 08/05/17
[*]Guard Rashik in North Qeynos has been relieved of duty. - 08/05/17
[*]Guard Simkin in North Qeynos has been relieved of duty. - 08/05/17
[*]Guard Dagarok in North Qeynos has been relieved of duty. - 08/05/17
[*]Moved the entire North Qeynos Monk Guild to the Temple of Light area in same zone. - 08/05/17
[*]Added Portal Master to the new empty Varlyndria Monks Guild. - 08/05/17
[*]Moved the entire South Qeynos Bard Guild to the outside of the bag and barrel tavern. - 08/05/17
[*]Added Portal Master to the new empty Varlyndria Bards Guild. - 08/05/17
[*]Moved all of the East Freeport Necro npcs to the surface of the building. - 08/05/17
[*]Added Portal Master to the new empty Varlyndria Rogues Guild. - 08/05/17
[*]Added Portal Master to the already empty Shar Vahl room in the Varlyndria Shamans Guild - 08/05/17
[*]Trooper Gegren In Cab West has been relieved of duty. - 08/05/17
[*]Trooper Hylpik In Cab West has been relieved of duty. - 08/05/17
[*]Trooper Egrephit In Cab West has been relieved of duty. - 08/05/17
[*]Crusader Mocdi In Cab West has been relieved of duty. - 08/05/17
[*]Crusader Ezrogz In Cab West has been relieved of duty. - 08/05/17
[*]Moved the entire Cab West Necromancer guild to the alchemist area. - 08/05/17
[*]Added Portal Master to the new empty Varlyndria Necromancers Guild - 08/05/17
[*]Moved the entire Arcane Science guild in West Freeport into the ruins near it. - 08/05/17
[*]Added Portal Master to the new empty Varlyndria Wizards Guild - 08/05/17
[*]Moved the entire caster's guild in Neriak Commons to the toadstool bar area. - 08/05/17
[*]Added Portal Master to the new empty Varlyndria Magicians Guild - 08/05/17
[*]Moved the entire caster's guild in South Qeynos to the gypsy camp south of the smithy. - 08/05/17
[*]Added Portal Master to the new empty Varlyndria Enchanters Guild - 08/05/17
[*]Moved the entire beastlord guild in Oggok to the shaman guild in same zone. - 08/05/17
[*]Added Portal Master to the new empty Varlyndria Beastlord Guild - 08/05/17
[*]I felt the original beastlord area in great divide was too big of a room and didn't fit well. 08/05/17
[*]The new location has beast skins laid about and it's a nice sized cave. Perfect location. 08/05/17
[*]Basher Thintan in Grobb has been relieved of duty. - 08/05/17
[*]Basher Scintok in Grobb has been relieved of duty. - 08/05/17
[*]Moved the entire shadowknight guild in grobb to the warrior guild in same zone. - 08/05/17
[*]Added Portal Master to the new empty Varlyndria Berserker Guild - 08/05/17
[*]All class areas are set up for future dev. Moving on to next step: Class Path Currency (CPC) - 08/05/17
[*]CPC will be simple to add as I have already noted the ID of each icon. - 08/05/17
[*]I will also need to update the strings file to add this many currencies and their names to the database. - 08/05/17
[*]I am going to try and get creative with the names instead of just Mark of the XXXX. - 08/05/17

[*]Completed all 48 Class Path Currency items. They are good to go! - 08/06/17
[*]Fixed the typo on Miniature Wheel of the Swashbuckler (not minature) - 08/06/17
[*]Starting the development stages of Path NPCs and Vendors. - 08/06/17
[*]The goal for the vendor so far is buying path spells/discs/songs to gain progression with that path. - 08/06/17
[*]CPC distribution and other purchased items are being carefully looked at in development. - 08/06/17
[*]Added NPC Ragnarr the Bloodletter and Yelga the Redborne to Varlyndria Warrior's Guild. - 08/07/17
[*]Added 48 Power Sources for Class Paths to the game. These are used as spell reagents. - 08/08/17
[*]Added a task to Ragnarr the Bloodletter and gave Yelga the Redborne a Tome of Violent strike. - 08/09/17
[*]Been working out bugs, script issues and various other time consuming processes. - 08/09/17
[*]Changed the rules Merchant:EnableAltCurrencySell to false. It's too easy to abuse the system. - 08/09/17
[*]Reduced experience gains to fit the level cap planned for launch. Max level will feel earned. - 08/09/17
[*]The Level cap at launch will be 50. All class paths will have at least 12+ abilities to earn from their vendor - 08/09/17
[*]Players will need to do corpse runs and they will lose experience when they die. - 08/09/17
[*]Hp/Mana/End regen will benefit less than previous servers out of combat with resting. - 08/09/17
[*]The goal for Varlyndria 2017 is not to spoon feed players. A challenge is always welcome to EQ vets. - 08/09/17
[*]Killing a boss type enemy (mainly custom bosses) will drop your current path's currency. - 08/09/17
[*]There will be quests outside of your path npc that can drop currency for your path. - 08/09/17
[*]Changed crit chance for all classes to just be a base of 5%. There will be buffs that raise this with paths. - 08/12/17
[*]Been working hard on tools to help with creation of the server, SQLs, Spreadsheets you name it. - 08/12/17
[*]Added 6 tomes to Yelga Redborne the Slayer Quartermaster. - 08/12/17

FROM NOW ON I WILL BE POSTING THE UPDATES I DO INSIDE DISCORD DIRECTLY INTO HERE. THINGS MIGHT LOOK A LITTLE MESSY.

August 14, 2017
Drakiyth - Yesterday at 7:42 PM
Have done some major improvements to the class path NPC scripts. They will now give you back your power source if you deleted it on accident and it has zero to do with other paths now. I removed the warning I had before as it's no longer needed.
Players can also now rejoin their old class path AFTER they finish the first task and leave it. This means after you pay the 50,000 plat and hand in your power source the NPC will still remember you and you won't need to redo the first task like old Varlyndria.
This is possible with Task and Globals working together. :heart_eyes:
The NPC will also now hand you back the incorrect amount of money you give.
No more accidently handing 500,000 when you meant 50,000 and it being eaten! :stuck_out_tongue:

August 15, 2017
Drakiyth - Today at 12:16 PM
• THE GUARDIAN (Power Source 132527)
   - Level 15: One With the Shield - 35008 - Raises bash damage by 44% per level for 30 seconds. 60 second CD. (44-2200%)  (requires a spell trigger and 2 spells)
   - Level 22: Force of Bronze - 35009 - Raises melee mitigation by 0.7% per level for 1 hour. (0.7-35%)  - Focused Discipline
   - Level 29: Gauntlet to the Face - 35010 - Direct Damage/Taunt, deal 13 per level + 13 damage and taunts an enemy to attack you.
   - Level 36: Force of Iron - 35011 - Raises melee mitigation by 0.7% per level and Spell Damage Mitigation by 0.5% per level for 1 hour. - Focused Discipline
   - Level 43: Crushing War Stomp - 35012 - Major PBAoE Damage, deal 21 per level + 21 damage. (42-1050) (CD +200% - 12.55)
   - Level 50: Force of Steel - 35013 - Raises melee mitigation by 0.7% per level, Spell Damage Mitigation by 0.5% per level and Bash now always crits for 1 hour. - Focused Discipline
Guardians who make it to 50 and purchase Force of Steel will feel very accomplished crushing enemies with non-stop smashing crit bashing.

Drakiyth - Today at 2:07 PM
Due to formula limitations I have decided to change a few things:  The Force of Steel Line will now grant 1% per level up to a MAX of 35% Melee Mit (level 35) and 25% Spell Damage Mit. (level 25) This will ultimately make the Guardian stronger as they will have better mitigation at earlier levels.
NEW CHANGES
• THE GUARDIAN (Power Source 132527)
   - Level 15: One With the Shield - 35008 - Raises bash damage by 44% per level for 30 seconds. 60 second CD. (44-2200%)
   - Level 22: Force of Bronze - 35009 - Raises melee mitigation by 1% per level to a MAX of 35% for 1 hour.  - Focused Discipline
   - Level 29: Gauntlet to the Face - 35010 - Direct Damage/Taunt, deal 13 per level + 13 damage and taunts an enemy to attack you.
   - Level 36: Force of Iron - 35011 - Raises melee mitigation by 1% per level to a MAX of 35%, and Spell Damage Mitigation by 1% per level to a MAX of 25% for 1 hour. - Focused Discipline
   - Level 43: Crushing War Stomp - 35012 - Major PBAoE Damage, deal 21 per level + 21 damage. (42-1050) (CD +200% - 12.55)
   - Level 50: Force of Steel - 35013 - Raises melee mitigation by 1% per level to a MAX of 35%, Spell Damage Mitigation by 1% per level to a MAX of 25%, and Bash now always crits for 1 hour. - Focused Discipline    


Drakiyth - Last Wednesday at 12:48 PM
I have been developing more tools and rulesets to help with tackling the more challenging paths like the Thane. Thanes will take more work to develop due to their pets and runes. I want to make sure that pets scale on RECAST each 7 levels. This is because they might change appearence or gain new abilities. The auto-scaler script won't really do it for this. I don't want pets to update as soon as you level. This brings back that more old school feel to it where your pet is a little weaker but that next level is going to feel good. Making things too static removes the EQ out of it.(edited)
Drakiyth - Last Wednesday at 1:04 PM
I am also making sure that pets are going to follow rules this time of dps. Pets in the older servers were either too strong or too weak. I will be calculating their min/max damage ratios along with their attacks per round to calculate how close they can get to a Nuke spell of that same level. I have figured out some rather complex formulas that will indeed do the trick of getting these pets in line with everything else. It might not be perfect but it's very close to what the damage of said nuke would do at that level. Certain class types have modifiers to damage as well so you won't be seeing a wizard or necro doing the spell damage of a slayer. They will be doing far more due to the lack of melee dps. This also counts for pet damage too. It's all slightly complicated honestly but this system I have in place is far less daunting than my older ones. I must say that I am very happy with the results so far in testing.(edited)
The nuke spell I am refering to also has a cooldown that's judged by the spell's level.  This system was quite groundbreaking for balance and a large majority of it is handled through SQL scripts.  An example would be:   21 x level + 21 damage is judged by class level of 180000 / level = Recast Time. 1000 = 1 second.  So a level 15 scaling 21 x level + 21 damage nuke would do 42-1050 damage with a 12 second CD.  A level 50 21 x level +21 damage nuke would do 42-1050 damage with a 3.6 second CD.
As you see the level 50 nuke is far superior yet it uses the same scaling.
• PERM PET DAMAGE AND SWARM PET DAMAGE
    - Pet damage is just like Nukes/AoE Nukes etc below but it's broken down into DPS per second based on that level of DIRECT DAMAGE spell.
    - Example:  To figure out the Min/Max damage of a pet for a Necromancer path you would take Ice Comet 848 + 150% = 2120.  Divide that by 50 to get the per level damage.  So 2120 / 50 = 42 per level damage.
      Now that we have a number of 42 we multiply that by 22 (level 22) so we get 924.  Now we need to figure out what the DPS is of a nuke at 22 with cooldown factored in.  180000 / 22 = 8.2 second cooldown.
      And now that we have both damage number and cooldown we can figure out the pet's DPS.  How many attacks will it have? Does it have a proc?  Let's say it has 4 attacks and no proc effect:
      We want to cram in around a total of 924 damage in 8.2 seconds.  Let's figure out how many hits we want the pet to do now in that period of time. let's say 16 in 8.2 seconds. So now we take 924 / 16 = 58 per hit.
      If we take 8.2 / 4 rounds of hits with each round doing 58 we come to 58-232 damage every 2.05 seconds.  To balance the dps out because of misses we add a bonus of 30% to the Max number.
      Our pet would now do 58 to 75 damage per hit and have an attack speed of 2.05.  This would come very close or top the 924 mark per 4 rounds.
     - With a Spell Level Split scenario the pet's damage would be halfed to 29 to 38 per hit instead.
     - Swarm pets at 22 for a necro path would simply be the 58 to 75  / how many pets there are.  The attack speed would remain the same.
       So 4 Demons from the Heretic would last around 8-9 seconds and do 15 to 20 each hit for a total of 64 hits! Average of 17.5 damage per hit x 64 = 1120 damage.  That's if every pet hit each time.
       Let's say 50 hit instead. 50 x 17.5 = 875 damage. Pet damage can fluxuate due to misses/hits so it's not perfect but it does come close to a nuke and offers the caster protection.
So you see it's complicated but I am on top of it :stuck_out_tongue:
Drakiyth - Last Wednesday at 3:41 PM
EARLY LOOK AT THE THANE - NOT TESTED YET

• THE THANE (Power Source 132528)
   - Level 15: Glory of the Jarl- 35015 - Raises two handed weapon damage by 3 percent per level and raises melee mitigation by 18 percent for 1 hour.
   - Level 22: Horns of Command - 35016 - Call upon three viking soldiers to aid you in combat for a short time. These soldiers get stronger at levels 29, 36, 43, and 50.
   - Level 29: Rune of Storms - 35017 - Places a rune of storms on your group for 1 hour. Any ally who casts an offensive discipline or spell has a chance to release a lightning charge for x damage.
   - Level 36: Conquest of the Jarl - 35018 - Raises two handed weapon damage by 3 percent per level, melee mitigation by 18 percent, base parry chance by 3 percent per level and kicking damage by 10 percent per level for 1 hour.
   - Level 43: Rune of Victory - 35019 - Places a rune of victory on your group for 1 hour. Any ally who is hit in combat has a chance to be protected by an absorption shield for a short time.
   - Level 50: Call Lightning - 35020 - Raise your weapon to the sky and call down a destructive bolt of lightning that deals x damage to a single enemy.  (INSANELY POWERFUL ON A LONGER CD THAN NORMAL)
I wanted to give a strong sense of accomplishment with the Thane. When you finally reach 50, have enough currency and get that call lightning spell you know you're a badass now.
Drakiyth - Last Wednesday at 10:52 PM
Thane: Rune of Victory has been changed to: Thane: Rune of Vengeance  -   Grants a buff on your group that can proc when they are hit in combat and deals a burst of lightning to their enemy.(edited)
I felt this was more Thane like than an absorption shield
Group members will love your thane.  Spell Cast Proc and Defensive proc runes make them very awesome as support/tanks(edited)
This will also make a molo team pretty formidable too
Spell cast procs not melee procs. Fixed my notes.
Drakiyth - Last Wednesday at 11:05 PM
Glory of the Jarl and Conquest of the Jarl have been renamed to Eternal Glory and Eternal Conquest
August 17, 2017
Drakiyth - Yesterday at 12:08 AM
Created some very useful templates to help with building pets for the future. Things are coming together piece by piece for quicker design. As I create paths a lot of their stuff can be used as templates for others which makes this a lot easier as I go.
Drakiyth - Yesterday at 1:36 PM
I have figured in a "Power Strength" sense of progression that scaling pets are not fair at all as they are rather strong and much different than a nuke or buff. I have decided to make pet spells and swarm pet spells into additional spells that must be purchased with path currency. The Thane example below will show how I am going to do it. This means if you play a pet using path you will put in a bit more work than non pet paths. I feel it's only fair with the defense and offense a pet can bring to the table for overall survival and molo.
• THE THANE (Power Source 132528)
   - Level 15: Eternal Glory - 35015 - Raises two handed weapon damage by 3 percent per level and raises melee mitigation by 18 percent for 1 hour. - Focused Discipline
   - Level 22: Summon Viking Recruits - 35016 - Call upon three viking recruits to aid you in combat for a short time.
   - Level 29: Rune of Storms - 35017 - Places a rune of storms on your group for 1 hour. Any ally who casts an offensive discipline or spell has a chance to release a lightning charge for x damage.
   - Level 29: Summon Viking Soldiers - 35018 - Call upon three viking soldiers to aid you in combat for a short time.
   - Level 36: Eternal Conquest - 35019 - Raises two handed weapon damage by 3 percent per level, melee mitigation by 18 percent, base parry chance by 3 percent per level and kicking damage
               by 10 percent per level for 1 hour. - Focused Discipline
   - Level 36: Summon Viking Warriors - 35020 - Call upon three viking warriors to aid you in combat for a short time.
   - Level 43: Rune of Vengeance - 35021 - Places a rune of vengeance on your group for 1 hour. Any ally who is hit in combat has a chance to blast their enemy with a charge of lightning.
   - Level 43: Summon Viking Veterans - 35022 - Call upon three viking veterans to aid you in combat for a short time.
   - Level 50: Call Lightning - 35023 - Raise your weapon to the sky and call down a destructive bolt of lightning that deals x damage to a single enemy.  (INSANELY POWERFUL ON A LONGER CD THAN NORMAL)
   - Level 50: Summon Viking Champions - 35024 - Call upon three viking champions to aid you in combat for a short time.(edited)
The cost of the pet spells may be lowered a bit so it's not like DOUBLE the CPC each time. But buying your new upgrades feels right to me instead of just scaling them.
Drakiyth - Yesterday at 2:33 PM
• CURRENCY COSTS
    - LEVEL 15: 75    (SEPERATE PETS/SWARM PETS: 38)
    - LEVEL 22: 110   (SEPERATE PETS/SWARM PETS: 55)
    - LEVEL 29: 145   (SEPERATE PETS/SWARM PETS: 73)
    - LEVEL 36: 180   (SEPERATE PETS/SWARM PETS: 90)
    - LEVEL 43: 215   (SEPERATE PETS/SWARM PETS: 108)
    - LEVEL 50: 250   (SEPERATE PETS/SWARM PETS: 125)
Drakiyth - Yesterday at 11:55 PM
• THE THANE (Power Source 132528)
   - Level 15: Eternal Glory - 35015 - Raises two handed weapon damage by 3 percent per level and raises melee mitigation by 18 percent for 1 hour. - Focused Discipline
   - Level 22: Summon Viking Recruits - 35016 - Call upon three viking recruits to attack a single target 20 seconds..
   - Level 29: Rune of Storms - 35017 - Places a rune of storms on your group for 1 hour. Any ally who casts an offensive discipline or spell has a chance to release a lightning charge for 5 damage per level +5.
   - Level 29: Summon Viking Soldiers - 35018 - Call upon three viking soldiers to attack a single target 20 seconds..
   - Level 36: Eternal Conquest - 35019 - Raises two handed weapon damage by 3 percent per level, melee mitigation by 18 percent, base parry chance by 3 percent per level and kicking damage
               by 10 percent per level for 1 hour. - Focused Discipline
   - Level 36: Summon Viking Warriors - 35020 - Call upon three viking warriors to attack a single target 20 seconds..
   - Level 43: Rune of Vengeance - 35021 - Places a rune of vengeance on your group for 1 hour. Any ally who is hit in combat has a chance to blast their enemy with a charge of lightning for 5 damage per level +5.
   - Level 43: Summon Viking Veterans - 35022 - Call upon three viking veterans to attack a single target 20 seconds..
   - Level 50: Call Lightning - 35023 - Raise your weapon to the sky and call down a destructive bolt of lightning that deals 85 x level damage to a single enemy.
   - Level 50: Summon Viking Champions - 35024 - Call upon three viking champions to attack a single target 20 seconds..

   - Recourse: Rune of Storms - 35025 - Rune of Storms - Cast Proc Buff
   - Discharge: Rune of Storms - 35026 - Lightning Discharge
   - Recourse: Rune of Vengeance - 35027 - Rune of Vengeance - Defensive Proc Buff
   - Discharge: Rune of Vengeance - 35028 - Lightning Discharge
The Warriors are looking close to being done now. I must say this has been a lot of work to get this far but a lot of templates and groundwork was also built from the experience which will make future paths faster.  One of the major things that helped was making a chart for all the pet damage.. That took forever but it's done.
I still need to test the Thane out and make sure it's not buggy. I also need to build a task and fix the NPC. As much as I am trying to race through this development it's just not that easy. A lot of brain power goes into developing a server of this detail.(edited)


Drakiyth - Today at 4:22 PM
From now on I will be releasing small bits of info to prevent spoilers and lack of surprise. You will be getting info on if a class is done and a few other things to stay updated but mechanics, skills and anything else of that nature will be discovered on your own.
I feel this is a good way to make it more mysterious and I am sorry if I spoiled too much for players with the current information I have given on the warriors. There is nothing like the get in there and discover stuff for yourself feel and I don't want to ruin that for people.



Drakiyth - Today at 12:09 AM
I am still working on the Thane and they will be getting a few changes to their abilities and when they are obtained. I was not very happy with the way they turned out in testing.
Thane Changes:

• Rune of Storms has been moved to level 15.
• Eternal Glory has been moved to level 29.
• Rune of Storms is now a Weapon Proc buff instead of the old spell proc buff.
• Call Lightning now deals less damage but costs far less and has a faster recast time.
• Removed Kicking Damage from Eternal Conquest and added far better Crit Strike Chance for two handers.
(edited)

This greatly helps new level 15 Thanes level up compared to Eternal Glory which is a decent buff for melee damage but at that level it's a rough experience without any fire power.


Drakiyth - Today at 2:42 AM
The Thane is finally complete and I am very happy with the new changes. Going to bed but I will be working on a new path sometime this weekend if not tomorrow depending on other personal plans.
Drakiyth - Today at 1:37 PM
The Battle Priest has been Replaced with the Blood Mage!  I feel you can get the same thing from a Saint Paladin and they were no longer needed as a path. I am bringing back a major favorite of mine and I'm sure many others from the game Vanguard.(edited)
Blood Mage, Heretics and Celestials just fit right.  There won't be any melee clerics as that takes away from a Paladin's role.
Blood Mages are unique in they will sacrfice their own health to cast certain spells and I plan their alterations to an enemies body to greatly hamper them, making them very weak and frail. They will also be the only cleric with a DOT style line with their Boils/Cists abilities. Real nasty alterations to the body that's fully detrimental.
Very unique and fun path to play.
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The Path of the Blood Mage
THE PATH OF THE BLOOD MAGE The Blood Mage is a Cleric of life force manipulation who uses their own blood to cause miraculous recoveries, anatomy alterations,

The Battle Priest has been Replaced with the Blood Mage!  I feel you can get the same thing from a Saint Paladin and they were no longer needed as a path. I am bringing back a major favorite of mine and I'm sure many others from the game Vanguard.(edited)
Blood Mage, Heretics and Celestials just fit right.  There won't be any melee clerics as that takes away from a Paladin's role.
Blood Mages are unique in they will sacrfice their own health to cast certain spells and I plan their alterations to an enemies body to greatly hamper them, making them very weak and frail. They will also be the only cleric with a DOT style line with their Boils/Cysts abilities. Real nasty alterations to the body that's fully detrimental.
Very unique and fun path to play.(edited)
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The Path of the Blood Mage
THE PATH OF THE BLOOD MAGE The Blood Mage is a Cleric of life force manipulation who uses their own blood to cause miraculous recoveries, anatomy alterations,

Drakiyth - 08/19/2017
Blood Magic will have a "preparation process" using the casters own life force to create vials of blood. These vials will be reagents along with the Power Source to cast certain spells.  Just to give you an idea of how unique this will path be.
This will also mean if you don't have vials on you in mid-combat you will be forced to make some which is very dangerous and requires a lot of health. The base cleric line will help with healing back up.(edited)
I will also be making the Celestial Cleric along with the Blood Mage.  More info on the Celestial and what I plan to do with this angelic/holy themed path will come later.
Doing some brainstorming today, I will be making a change to the Celestial that will make them very original compared to the old version in Varlyndria.  Celestials in 2k17 will be a Cleric who has been plane touched by the Positive and Negative energies of faith. They will also have a turret based pet system where they can summon (blind dreamer models) holy or shadow angels to assist in various situations of offense or defense.  I am still piecing everything together and I may change the name of this path to something different but that's the direction I want to go with it.  Think Constantine. (the good one with Keanu)  He's a mortal who has good and evil powers. A true neutral but interesting concept of spirituality and the nature of mankind. The "evil powers" will be shadow based. I don't want to push this neutral path idea into the evils of hellfire and darkness like the Heretic.(edited)
Drakiyth - 08/19/2017
The Celestial changes are official and a go in design work. The name Celestial has many meanings and it's not just good and holy. This is actually the perfect name for such a novel path.
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August 22, 2017
Drakiyth - Last Tuesday at 11:53 PM
Path Spells and Path Songs will now show up as a category name called "Path Spells or Path Songs"when you right click a spell gem. All Path Disciplines will now show up with certain programs as "Path Disciplines".  It will be very easy to tell what's what now with these custom strings.
August 23, 2017
Drakiyth - Last Wednesday at 12:20 AM

Lightshot
Screenshot

Added a very professional custom strings to show the path name too. ^ like the above pic.(edited)
August 24, 2017
Drakiyth - Last Thursday at 10:50 AM
So the Celestial is done for now and tested. I will be working on the Blood Mage today.


Last edited by Drakiyth on Fri Sep 08, 2017 11:58 pm; edited 3 times in total
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Sun Aug 27, 2017 12:28 am

Drakiyth - Last Friday at 2:06 PM
Deleted many old posts about Blood Mage.. I am moving a lot of stuff around and they are still in out-of-game stages of design.
The Blood Mage is finally looking good and ready for in-game development.
August 26, 2017
Drakiyth - Yesterday at 2:33 AM
The Blood Mage is almost ready for testing. I will more than likely have them done tomorrow.
Drakiyth - Yesterday at 6:22 PM
Removed the Path Name from Currency.  Example: Red Tear of the Blood Mage is now just Red Tear. The main reason for this is because the text would cut-out and look ugly on the merchant window. This will probably add a little more immersion into the server as well.(edited)
August 27, 2017
Drakiyth - Today at 12:22 AM

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Screenshot

Just a quick teaser.
Fixed that typo Celluar (Cellular)(edited)
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Thu Aug 31, 2017 7:54 pm

Drakiyth - Last Sunday at 1:30 AM
The Vial of Blood testing has proven to be very useful in determining the power of the Blood Mage and their power to heal right back up to full health. Harvest Blood will now only create 1 Vial of Blood and that item will be LORE so you can only have one on you at a time. This will make Harvest Blood a required ability to be recast but will prove very dangerous in combat situations without proper healing. The old design was too fruitful and you could easily get blood capped out with no issue due to the strong heal over time.
Drakiyth - Last Sunday at 2:20 AM
Warning: Playing a Blood Mage can lead to sudden death if you cut yourself to much! Stop cutting yourself! :scream:(edited)


Drakiyth - Last Sunday at 10:11 AM
In order to cut huge work loads down a bit I will be adding all of the spells/discs of Slayer, Guardian, Thane, Celestial, and Blood Mage to their appropriate forum thread , as well as give those pages a needed overhaul of professional display.  Stay tuned for updates.
Drakiyth - Last Sunday at 3:16 PM
Updated the warrior threads. Go and check them out! I will have the Celestial and Blood Mage info up soon. Please tell me what you think in general. [You must be registered and logged in to see this link.]
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Warriors
Free forum : Varlyndria 2017 is a server on EQEmulator that brings back that old-school feel of the original but has a lot of new features and challenges.

Varlyndria 2017 is now just called Varlyndria - New Logo added to forums it looks beast.
Drakiyth - Last Sunday at 5:08 PM
Celestial thread updated.
Drakiyth - Last Sunday at 10:43 PM
I'm back home now. Blood Mage thread updated. Go check out this awesome path.
August 28, 2017
Drakiyth - Last Monday at 8:55 PM
Blood Mages Scarlet Mark needs to be redesigned due to exploiting other path abilities without needing their power source. It also let them cast over and over until they could proc the spell without having a vial at all. The idea was good but its too game breaking. I will let everybody know the new mechanic once it is tested.(edited)
Drakiyth - Last Monday at 9:21 PM
Testing: Blood Mage Scarlet Mark will now give the blood mage 10,000 fake hp for 12 seconds. The Blood Mage will still fall down but they can't die unless that 10,000 hp is breached. This could be great with combos of heal over time + harvest blood. They are indeed tough sons of bitches. (even the quest will show you what I mean)(edited)
Scarlet Mark will last for 1 minute. up from 12 seconds  I am still testing before its official.
Drakiyth - Last Monday at 10:13 PM
The mechanic works really well and gives a depth of toughness to the Blood Mage that is worth the work to get to 50. I'll let players figure out some of the awesome uses for it. The Blood Mage is finally done and I will be moving on to the 3rd cleric path soon.
August 29, 2017
Drakiyth - Last Tuesday at 8:16 PM
• THE HERETIC (Power Source 132531)
   - Level 15: Summon Pained Fiend - Summon a pained fiend into this plane that will follow your commands until it dies.
   - Level 22: Scorching Flame - Deal 38 + 38 per level damage to an enemy target by searing its skin off with demonic flames.
   - Level 22: Summon Tortured Fiend - Summon a tortured fiend into this plane that will follow your commands until it dies.
   - Level 29: Infernal Gift - Give your current pet an infernal gift, allowing them a chance when they attack in combat to burn their enemy for up to 510 damage.
   - Level 29: Summon Tormented Being - Summon a tormented fiend into this plane that will follow your commands until it dies.
   - Level 36: Chains of Agony - Inflict 13 + 13 per level damage every 6 seconds for 36 seconds to all enemies around you by tearing into them with razor hooked chains.
   - Level 36: Summon Infernal Fiend - Summon an infernal being to aid you in your hellish crusade until it is destroyed.
   - Level 43: Hellfire - Deal 76 + 76 per level damage to an enemy target by consuming them with the screams and pains of hellfire. This spell will deal 25 percent of
               your health in damage to you on cast.
   - Level 43: Summon Wretched Fiend - Summon a wretched fiend into this plane that will follow your commands until it dies.
   - Level 50: Words of the Abyss - Only insane or desperate villains utter the words of this forbidden incantation. When you cast this spell, it will immediately
               curse you to die, which will damage you for 10 percent of your health every 6 seconds for 1 hour. As you die, a very powerful demonic entity will enter
               your current plane and tear your enemies to pieces. You may control this demon until you or it falls in battle.
• GOOFY DEV NOTES:
                        - Very powerful pet for a deadly price. Are ya glad to be a cleric yet?
                        - Decided not to give Heretics swarm pets this time. They will focus on a strong tormented thing.
                        - You got a rot dawg pet.. A fuckin Rot Dawg! That's very hellraiser like ohhh yeah!
August 30, 2017
Drakiyth - Yesterday at 1:57 PM
Added     - Level 50: Summon Pit Fiend  - Summon a pit fiend into this plane that will follow your commands until it dies.   - This will give level 50 heretics a pet that doesn't eat their face and will allow them to cast the Words of the Abyss on strong encounters or desperate measures.(edited)
Drakiyth - Yesterday at 2:00 PM
The words of the abyss summons something very terrifying but I'll let you see that thing when you personally achieve it :wink:
Drakiyth - Yesterday at 8:17 PM
Heretic is entering the testing in-game phase. I am updating this path's thread now. It will be ready to view soon.
Drakiyth - Yesterday at 9:14 PM
The Heretic thread has been updated.
August 31, 2017
Drakiyth - Today at 1:27 AM
The heretic is still in testing mode. I may redesign the Word of the Abyss. Going to sleep on it.
Drakiyth - Today at 3:16 PM
Ouch!  #TheStruggleIsReal   (OFFICIAL AND TESTED)
When you cast this spell, it will immediately curse you to die, which will damage you for 50 percent of your max health instantly and cause you to lose health like the necromancer spell splurt for 1 hour. As you die, a very powerful demonic entity will enter your current plane and tear your enemies to pieces. You may control this demon until you or it falls in battle.
Splurt for 1 hour is pretty insane to manage if not impossible. You start taking shit loads of damage after 3 minutes. This is the reason I gave Heretics a base level 50 pet that doesn't make them pop like a pimple.
Drakiyth - Today at 5:55 PM
The Heretic has been tested fully and that wraps up the cleric paths for now. I will be moving on to a new class soon.
Updated the Heretic thread.
Drakiyth - Today at 6:00 PM
Ran the following SQL. The health of enemies will scale up to make sure 1 shotting is not going on as players and their mercs/friends get stronger. A heretic for example could burn an enemy for over 800 damage at level 22. HP is scaled up to where that would do a lot but not instantly kill it.

UPDATE npc_types SET hp = hp * 1.5 WHERE level > 0 AND level < 16 AND id > 1000;
UPDATE npc_types SET hp = hp * 2.3 WHERE level > 15 AND level < 26 AND id > 1000;
UPDATE npc_types SET hp = hp * 2.8 WHERE level > 25 AND level < 36 AND id > 1000;
UPDATE npc_types SET hp = hp * 3.3 WHERE level > 35 AND level < 46 AND id > 1000;
UPDATE npc_types SET hp = hp * 3.8 WHERE level > 45 AND level < 255 AND id > 1000;
Keep in mind that there are no clicky cheats in Varlyndria 2017. Spells/Discs can get around the 400 cost range at 50 and that is a lot on your mana/endurance bar.
Bards are in their own zipcodes and will not reflect on anybody but themselves when it comes to custom rules.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Fri Sep 08, 2017 10:13 pm

• THE INQUISITOR (Power Source 132532)
- Level 15: Edict of Force - 35065 - Inflict 20 + 20 per level damage to all enemies around you by making them harm themselves. The enemies are also taunted and stunned for 5 seconds.
- Level 22: Bulwark of Conviction - Improves your melee mitigation by 20 percent for 1 hour.
- Level 22: Faith - 35066 - Your faith has given you great protection against the elements, your resistances against fire and cold are increased by 3 per level for 1 hour.
- LEVEL 29: Holy Guidance - Angelic forces guide your attacks, your bashing is increased by 20 percent per level, and all weapon damage is increased by 5 percent per level for 1 hour.
- Level 29: Greater Faith - Your strong faith has given you amazing protection against magical forces, your resistances against fire, cold, and magic are increased by 3 per level for 1 hour.
- Level 36: Spellbreaker - Deal 5 + 5 per level every 6 seconds for 36 seconds to an enemy target by sealing them in holy energy. Each tick of damage will also interrupt their casting.
- Level 36: Unbreakable Faith - Your faith is the highest it can go, your resistances against fire, cold, magic, poison, disease, and corruption are increased by 3 per level for 1 hour.
- level 43: Plead to Heaven - You call out to the heavens for assistance, all enemies around you are stunned for 20 seconds and your group is healed to full. 5 min CD.
- Level 50: Witch Hunter - Your endless crusade to purge evil spell casters from Norrath has made you a force to be reckoned with, your spell mitigation is increased by 25 percent and you
now have a 50 percent chance to reflect most harmful magics back at your attacker.
September 1, 2017
Drakiyth - 09/01/2017
The Inquisitor thread has been updated.
(used to be Avenger)
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The Path of the Inquisitor
Paladins CLASSES Varlyndria 2017 Forums Varlyndria is a ROF2 client server on EQEmulator - Please join our Discord to see live updates on the server. CLICK HERE

Drakiyth - 09/01/2017
The Inquisitor is tested and finished for now and I am moving on to developing the Saint.
September 2, 2017
Drakiyth - Last Saturday at 4:25 PM
• THE SAINT (Power Source 132533)
- Level 15: Holy Strike - 35075 - Inflict 21 + 21 per level damage to an enemy target by smiting it with holy power.
- Level 22: Revered Glory - 35076 - Your soul fills with angelic holiness, giving you a chance when you strike in combat to restore 4 + 4 per level hit points to all group members for 1 hour.
- LEVEL 29: Champion of Light - 35077 - Holy forces enhance your combat, your bashing is increased by 20 percent per level and all melee weapon damage is increased by 5 percent per level for 1 hour.
- Level 36: Mark of the Devout- 35078 - Place a holy mark on all enemies around you for 36 seconds. Marked enemies who attack have a chance to heal their target for 5 percent of its max health.
- Level 43: Guardian Angel - 35079 - A guardian angel watches over your group, all protected members have a 100 percent chance to avoid all melee attacks made against them for 30 seconds. CD 3 mins.
- Level 50: Grace of the Saint - 35080 - Your heavenly grace is a sight to behold, any enemy that hits you has a chance to convert their ways and follow you as an ally for 30 seconds. You may only have one pet under your control at any given time. Lasts 1 hour.(edited)
The Saint is a very blessed peaceful follower of the Paladins unlike the Inquisitor who is blood thirsty to slay evil. Saints are graceful and their very presence at a later level can convert creatures to their creed. This is a very powerful and divine hybrid paladin that can change the tides quickly for their team.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Fri Sep 08, 2017 10:13 pm

The Saint thread has been updated.
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Drakiyth - Last Saturday at 11:13 PM
The Saint is tested and finished for now. I'll be moving on to the final Paladin path the Sunbearer tomorrow.
September 3, 2017
Drakiyth - Last Sunday at 2:41 PM
The Sunbearer Paladin thread has been updated.
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The Path of the Sunbearer
Paladins CLASSES Varlyndria 2017 Forums Varlyndria is a ROF2 client server on EQEmulator - Please join our Discord to see live updates on the server. CLICK HERE

Sunbearer in testing stages now. Go check them out.
The Phoenix pets they get will have fire procs and will heal random injured people around them with a HoT.
They are also the bane of undead as all of their abilities proc an undead version doing double damage.
September 4, 2017
Drakiyth - Last Monday at 9:55 AM
The Sunbearer spell Sunfire is being changed to an AoE DoT with no initial burst damage. The undead affect before the nerf was going off far more than it should have giving it an OP old school Earthguard affect. (If you know what that means)
The spell is still devastating to Undead but not utterly eradicating like the old version(edited)
Drakiyth - Last Monday at 11:24 AM
The sunbearer is tested and looking great. Sunfire is a real treat now that's not hideously broken. I will be moving on to the 4th class later today.
September 7, 2017
Drakiyth - Yesterday at 8:43 PM
HEAR YE! HEAR YE!
Hell levels are back! Players will experience these at levels 21, 28, 35, 42 and a really bad one at 49. This is to keep players from leveling past content too quickly so they can gather currency up to buy new abilities. Though people may still power level like they always do this will help slow things down which is very much needed.
Getting to 50 won't be super easy folks. I hope your body is ready.
Official Varlyndria 2017 Experience to 50

LV EXP MOD
1 1
2 0.95
3 0.9
4 0.85
5 0.8
6 0.75
7 0.7
8 0.65
9 0.6
10 0.55
11 0.5
12 0.45
13 0.4
14 0.39
15 0.38
16 0.37
17 0.36
18 0.35
19 0.34
20 0.33
21 0.1
22 0.32
23 0.31
24 0.3
25 0.29
26 0.28
27 0.27
28 0.09
29 0.26
30 0.25
31 0.24
32 0.23
33 0.22
34 0.21
35 0.8
36 0.2
37 0.19
38 0.18
39 0.17
40 0.15
41 0.14
42 0.7
43 0.13
44 0.12
45 0.11
46 0.1
47 0.9
48 0.08
49 0.01
50 1
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Fri Sep 08, 2017 10:13 pm

Drakiyth - Yesterday at 9:34 PM
The Dreadstalker is finished for now and I am officially moving on to the next Ranger path.
Drakiyth - Yesterday at 10:41 PM
Earthwarden page updated but they are in early development right now so their info is coming later this weekend.
September 8, 2017
Drakiyth - Today at 7:39 AM
I noticed some errors in the exp system that will be fixed later. Information on the Earthwarden will be out tonight.
Drakiyth - Today at 9:30 PM
The Experience system has been changed and I made sure to use a spread sheet this time to have the numbers perfect. This is how it looks.
1 1
2 0.98
3 0.96
4 0.94
5 0.92
6 0.9
7 0.88
8 0.86
9 0.84
10 0.82
11 0.8
12 0.78
13 0.76
14 0.74
15 0.72
16 0.7
17 0.68
18 0.66
19 0.64
20 0.62
21 0.05 Hell Level 1
22 0.58
23 0.56
24 0.54
25 0.52
26 0.5
27 0.48
28 0.04 Hell Level 2
29 0.44
30 0.42
31 0.4
32 0.38
33 0.36
34 0.34
35 0.03 Hell Level 3
36 0.3
37 0.28
38 0.26
39 0.24
40 0.22
41 0.2
42 0.02 Hell Level 4
43 0.16
44 0.14
45 0.12
46 0.1
47 0.08
48 0.06
49 0.01 Hell Level 5
50 1
Level 50 players walking around with their amazing pets and gear will be looked at as something special in Varlyndria. You will feel you earned your toon with this system just like the original feel of EQ.
The Earthwarden is going to have a unique ability that allows them to have up to 15 mud elementals. The casting cost is halfed on this spell and the elementals are 25% of the power of a normal pet for the ranger. All 15 out at once will be around the power of 4 normal pets. Truly powerful but this is why Earthwardens do not get any crit mods in their spells. This build-up phase is their special unique ability to make them different. The Mud Elementals will actually stay out and fight other monsters until the duration runs out, not just vanish after the first monster dies.(edited)
• THE EARTHWARDEN (Power Source 132536)
   - level 15: Strangler Vines - 35109 - Inflict 7 + 7 per level damage every 6 seconds for 36 seconds to an enemy target by strangling and snaring it with deadly vines.
               If the enemy is immune to snare it will still be hit by the damage portion of this spell.
   - Level 22: Champion of Terra - 35110 - You have been chosen by nature to protect its creations, Your kick damage is increased by 20 percent per level and your archery and melee weapon
               damage is increased by 5 percent per level for 1 hour.
   - Level 29: Boon of the Earth - You have been blessed by primordial earthen forces, granting you a chance when you attack in melee combat to smash all enemies around you with rocks for up to
               204 damage.
   - level 36: Boulder Fall - Inflict 31 + 31 per level damage to an enemy target by commanding a cluster of heavy stones to pummel it into the ground.
   - Level 43: Soldiers of Mud - Summons a mud elemental to fight for you for 5 minutes. You may summon an additional mud elemental every 20 seconds and have a max of 15 out at once.
   - Level 50: Summon Wrath of Nature - Summon a monstrous druidic carnivorous flower to aid you in your quests until it is destroyed.


Last edited by Drakiyth on Fri Sep 08, 2017 11:45 pm; edited 1 time in total
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Fri Sep 08, 2017 10:15 pm

Please join our Discord for updates as they happen! This thread info is just a copy/paste of stuff I put into the dev area... You will notice a lot of changes to things as I edit it so you may read something that has been changed multiple times.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Fri Sep 08, 2017 11:47 pm

The third Ranger path is going to be the Huntmaster. This path will be a petless dps and focus heavily on both melee and ranged combat and have some explosives and traps mixed in. I will have more info on them after I finish the Earthwarden in game and test them fully. The Earthwarden is also not tested obviously so it is subject to change as well. I like how they look right now though and I think they will be fun to play.
I am going to build a trap system using proximities with a self swarm pet that looks like a mine or contraption so as enemies approach they will blow up. If that doesn't work I could make it into a turret that fires on enemies possibly. They will be cool as hell though I can assure you that.
They will be kinda like a demon hunter in diablo.. sorta. But instead of pure ranged they will be damn good at both ranged and melee.
I am also considering working on a Cone attack for this path so they have a very long range spread shot.
I'm thinking about 300 in range with a 90 degree burst. Massive cone frontal. We'll see.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Mon Sep 11, 2017 4:02 pm

To make Swarm Pets of any kind less OP and more challenging, I will be making their ranges shorter so there is a chance for enemy NPCs to attack you.(edited)
They will still be useful and I suggest players use a Tank Merc or a Friend if they need to avoid damage.
• RANGES
- Melee Combat and Melee Class Swarm Pet = 15 Single/AoE
- Non-Melee range for swarmers = 40 Single/AoE
- Medium Range = 100
- Long Range = 200
- Sniper Range = 300
- PBAoE Nukes = 60
Drakiyth - Last Saturday at 1:17 PM
Earthwarden thread updated.
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Drakiyth - Last Saturday at 5:30 PM
The Earthwarden is finished for now. I am moving on to developing the Huntmaster.
Drakiyth - Last Saturday at 9:19 PM
• THE HUNTMASTER (Power Source 132536) - Powerful petless ranger that specializes in Archery and Melee, explosives? Elements.
- Level 15: Bow Mastery - 35117 - Your training in the wilderness has made you a master marksman, your archery damage is increased by 12 percent per level and you now have a chance to fire two
arrows at your target instead of one for 1 hour.
- Level 22: Weapon Mastery - 35118 - Your training in the wilderness has made you a master at melee combat, your kicking damage is increased by 20 percent per level and all melee weapon damage
is increased by 5 percent per level for 1 hour.
- Level 29: Proximity Mine - 35119 - Place down a proximity mine near your feet for 5 minutes. When you leave the area you will set the trap and it WILL explode when any player gets near it.
The explosion that goes off will devastate all enemies near it, dealing 38 + 38 per level damage four times which is equivalent to 152 + 152 per level damage.
This spell has double the normal mana cost to cast. 5 Minute CD.
- Level 36: Triple Flame Shot - 35120 - Inflict 11 + 11 per level damage three times to an enemy target by shooting them with three bolts of fire.
- Level 43: Embrace of Winter - 35121 - You have survived many winters and have gained an affinity for being as cold as ice, granting you a much better chance to critical strike with melee and ranged
weapons, and you also have a chance when you attack in melee or ranged to blast your target with a burst of frost that deals 8 + 8 per level damage.
- Level 50: Giant Trap - 35122 - Place down a proximity spiked trap near your feet for 5 minutes. When you leave the area you will set the trap and it WILL go off when any player gets near it.
When this huge trap clamps down on enemies near it they will immediately be stunned for 36 seconds and will suffer 38 + 38 per level damage every 6 seconds for 36 seconds.
This spell has double the normal mana cost to cast. 5 Minute CD.
Proximity Mine and Giant Trap will have a 10 second cast time to lay down.
This is to prevent the instant lay a trap down run out and back in in mid combat. The traps are brutally powerful and require time to set up.
I may even make it 20 seconds.
September 10, 2017
Drakiyth - Yesterday at 1:10 AM
Giant Trap renamed to Death Trap
Drakiyth - Yesterday at 2:29 PM
The Huntmaster is now entering the test in-game stages and is almost completed for now.
I will be updating their thread soon.
Drakiyth - Yesterday at 3:33 PM
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Huntmaster has been updated.
Death Trap will still deal damage to enemies if they are immune to the stun part of it. Minor enemies weak to stun are really screwed.
September 11, 2017
Drakiyth - Today at 3:10 PM
The Huntmaster is tested and finished for now. The Rangers are done. Moving on to the next class.(edited)
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Wed Sep 13, 2017 3:15 pm

Drakiyth - Last Monday at 6:02 PM
• THE BONEGUARD (Power Source 132537)
- Level 15: Skeletal Mastery - 35127 - Your mastery over bone has given you the power to change a simple shadowknight pet into a deadly weapon, increasing its melee damage by 90 percent, max health by
288 percent, and also granting it a chance when it attacks to inflict 5 + 5 per level damage to its target by impaling it with a sharp bone spike.
- Level 22: Shield of Massacre - 35128 - Inflict 16 + 16 per level damage to an enemy target by magically ripping pieces of bone or muscle out of its body. The pieces you collect spin around you in a
protective barrier for 36 seconds and reduce any physical or magical damage dealt to you by 30 percent.
- Level 29: Heart of Butchery - 35068 - Malevolent forces guide your attacks, your bashing is increased by 20 percent per level, and all melee weapon damage is increased by 5 percent per
level for 1 hour.
- Level 36: Grim Spikes - 35129 - Cover yourself in layers of razor sharp bone spikes for 1 hour, enemies who hit you in combat have a chance to suffer 5 + 5 per level damage by stabbing themselves.
- Level 43: Geyser of Mutilation - 35131 - Inflict 7 + 7 per level damage every 6 seconds for 36 seconds to all enemies around you by blasting them with a geyser of ghastly gore and bone.
This spell also causes extreme hatred toward you.
- Level 50: Unholy Consumption - 35132 - Your affinity for blood has made you a vampiric nightmare, granting you the ability to heal for 20 percent of any weapon damage that you deal for 1 hour.(edited)
Weapon damage is FAR lower than any other server so Unholy Consumption at 20% will be rather balanced.(edited)
It is the ultimate darkness and only given to max level Boneguards
I have also decided to make the Boneguards mitigation finite so they don't have 100% uptime with that heal too.
The Boneguard will finally make a normal SK pet into a pretty badass ally to have around. I wanted to go about this approach instead of give them a mega pet so their base spells would be useful.(edited)
The little guys won't be mega by any means compared to other pet casters but they won't suck either.
Before I move on to testing the Boneguard in-game and getting them finished I am going to be doing a second pass on the Warrior class. I feel they need to be tuned up a bit. This usually happens all the time to the first creations because rules bend and change as I go through these.
The changes shouldn't take long. Mainly tweaks to the abilities they already have.
Changed the lairs to layers typo. (thanks for noticing Dio)
Drakiyth - Last Monday at 7:13 PM
GUARDIAN CHANGES:

• One With the Shield now lasts 1 hour instead of 30 seconds.
• One With the Shield now grants 44 percent per level bash damage and 5 percent per level 1 handed weapon damage.
• Gauntlet to the Face now deals 21 + 21 per level damage up from 13 + 13 per level.
• Crushing War Stomp now deals 27 + 27 per level damage up from 21 + 21 per level.
• Crushing War Stomp now properly shows that it causes extra hatred in its description text.
I will be updating all the warrior threads after this pass. Changes to Guardian are in game now.
SLAYER CHANGES:
• Boots in the Trench, Call of the Warlord, and Wrath of the Slayer, now grant a chance when you kick to proc Slayer: Violent Strike.
Drakiyth - Last Monday at 8:04 PM
THANE CHANGES:
• Eternal Glory and Eternal Conquest now raises 2 handed weapon damage by 5 percent per level up from 3 percent per level.
Drakiyth - Last Monday at 10:02 PM
Warrior threads updated.
September 12, 2017
Drakiyth - Yesterday at 12:26 AM
Fixed the Blood Mage thread so it doesn't say Blood Surge twice and actually shows Symbiotic Reflexes the missing 43 spell on there.
Fixed the Dreadstalker thread saying the Root part of Crushing Web is unbreakable which is not true. NPCs/Players can break out of that web early if they are hit.
It's hard-coded into Root spells.
Drakiyth - Yesterday at 8:55 AM
Skeletal Mastery now reads: - Level 15: Skeletal Mastery - 35127 - Your mastery over bone has given you the power to change a simple shadowknight pet into a deadly weapon by raising its level by 15, increasing its melee damage by 90 percent, increasing its max health by 288 percent, and also granting it a chance when it attacks to inflict 5 + 5 per level damage to its target by impaling it with a sharp bone spike.(edited)
This should make your pet a very dark blue at 50.
Drakiyth - Yesterday at 9:07 AM
Still testing this so it may change.
Drakiyth - Yesterday at 10:03 PM
Skeletal Mastery will now set your shadowknight pet to your current level.
September 13, 2017
Drakiyth - Today at 12:11 PM
Skeletal Mastery now improves your shadowknight pet damage by 250% up from 90%. The Boneguard is almost finished and I will have their thread updated in a little bit.
It's hard to tell the exact % increase so I will be labeling it Significantly in the description text. Damage scales a little weird on NPCs compared to players.
Drakiyth - Today at 2:48 PM
Greatly increased the ATK and Accuracy on all pets in the database by 500 each. This is around a 60% bonus to hit chance making pets very deadly.
The base attack delay of all pets in the database is now 20 (2 seconds) This does not count for haste or anything else. The change makes most pets around 50% faster than live pets.
Overall pets will hand the NPC their ass pretty quick now and makes them very useful to have out.
These changes also count for swarm pets too. The vikings before this change were pretty good. Now they are wtf I just had my face pwned. :stuck_out_tongue:
Drakiyth - Today at 3:10 PM
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The Boneguard is finished for now. Moving on to the next Shadowknight path.(edited)
Updated Boneguard thread.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Sat Sep 16, 2017 2:37 am


Drakiyth - Last Thursday at 7:36 AM
I will be releasing information on the next shadowknight path this evening.
Drakiyth - Last Thursday at 5:33 PM
• THE GRAVELORD (Power Source 132538) - Still in major testing stages
- Level 15: Rot Strike - 35135 - Inflict 8 + 8 per level damage every 6 seconds for 36 seconds to an enemy target by afflicting them with a rotting malady.
- Level 22: Summon Infectious Zombie - 35136 - Summon an infectious zombie to aid you on your horrid adventures until it is destroyed.
- Level 29: Advocate of Corruption - 35137 - Your entire purpose in life is to spread corruption and death, your two-handed weapon damage is increased by 5 percent per level and you now
have a chance when you attack to blast your enemy with a burst of corruption that deals up to 306 damage to your target.
- Level 29: Summon Miasmic Zombie - 35138 - Summon a miasmic zombie to aid you on your horrid adventures until it is destroyed.
- Level 36: Creeping Decay - 35139 - Afflict an enemy target with a creeping decay for 36 seconds that eats their armor and defenses, lowering their AC by 10 per level and their melee mitigation
by 50 percent. The mitigation reduction will allow for much stronger melee hits on the enemy.
- Level 36: Summon Mephitic Zombie - 35140 - Summon a mephitic zombie to aid you on your horrid adventures until it is destroyed.
- Level 43: Curse of Undeath - 35141 - Changes you into a crazed zombie that craves flesh and brains for 5 minutes, granting you the ability to always double attack each round as well as release some
extra attacks that can rampage on your enemies. However, while you're cursed you will also rot away as if you had the Splurt spell on you. Each target you hit while in this form will heal
you for 500 percent of the damage dealt. This spell should be used with extreme caution as it can kill you if you can't heal yourself in time. 15 min CD.(edited)
- Level 43: Summon Festering Zombie - 35142 - Summon a festering zombie to aid you on your horrid adventures until it is destroyed.
- Level 50: Summon Walkers - 35143 - Summon 3 decaying zombies to attack each enemy around you for 20 seconds. 20 sec CD.
- Level 50: Summon Ravenous Ghoul - 35144 - Summon a ravenous ghoul to aid you on your horrid adventures until it is destroyed.
September 15, 2017
Drakiyth - Yesterday at 6:37 PM
Summon Walkers changed to Night of the Walkers which is a mixture of Night of the Living Dead and Walking Dead :stuck_out_tongue:
Drakiyth - Yesterday at 10:42 PM
Curse of Undeath now changes you into a crazed abomination with multiple animal pieces etc. This form makes more sense for male/female races that change.(edited)
This form but maybe a different variation. I will play around with what I feel looks the most menacing to change into.
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September 16, 2017
Drakiyth - Today at 2:32 AM
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Gravelord thread updated. (Was Virulent Savage)
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Sat Sep 16, 2017 2:48 am

JOIN THE VARLYNDRIA DISCORD TODAY!

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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Wed Sep 20, 2017 12:07 am

Drakiyth - Last Sunday at 3:27 PM
• THE DREADFIEND (Power Source 132540)
- Level 15: Poltergeist - 35146 - Transform your skeleton pet into a horrifying poltergeist, increasing its damage, hit points, and level significantly, and granting it a chance when it attacks to
ferociously rampage on all enemies around it. Lasts for 1 hour.
- Level 22: Despairing Strike - 35147 - Inflict 25 + 25 per level damage to an enemy target by striking its mind with catastrophic despair.
- Level 29: Inciter of Torment - 35148 - You specialize in nightmarish torment, your two-handed weapon damage is increased by 5 percent per level, and you now
have a chance when you attack to unleash tormenting pain on all enemies around you that deals up to 153 damage to each target hit.
- Level 36: Visage of Terror - 35149 - Create a visage of terror where you stand for 5 minutes. The terror cannot move or be targeted but it can attack and cast very high level necromancer spells on
your enemies for its duration. 5 Minute CD.
- Level 43: Haunting Darkness - 35150 - Inflict 8 + 8 per level damage every 6 seconds for 36 seconds to an enemy target by forcing a dark spirit to possess it. If the target dies while its afflicted
by this spell, a tormented soul will appear and fight for you for 5 minutes.
- Level 50: Summon Banshee Queen - 35151 - Summons the most frightening of spirits to fight for you until she is destroyed. The Banshee Queen will fear and snare enemies around her to a crawl, as well as
rampage like the poltergeist, so, she should only be used in places where fear is safe to use. It is advised to use a poltergeist in tightly closed spaces.(edited)
Drakiyth - Last Sunday at 10:50 PM
Summon Banshee Queen has been changed to the following:
- Level 50: Summon Queen of Nightmares - 35151 - Summons a terrifying banshee to fight for you until she is destroyed. The Queen of Nightmares has a chance to paralyze most enemies with terror,
rendering them completely useless while she tears their insides out with her serrated fingernails.
Drakiyth - Last Sunday at 11:05 PM
Haunting Darkness has a CD of 36 seconds so you can't spam it. This will give a Dreadfiend 8 Tormented Souls if they kill 8 creatures while that DoT is on the target. Mana costs are the same as a normal 43 path spell.
5 minutes / 36 seconds is 8 total pets.
NOTE: All Swarm Pets are 100% untargetable by players, making a large group of them simple for targeting purposes.
They pretty much become props at that point.
Swarm Pets in this version of Varlyndria also stay out for their full duration and can fight other enemies besides what you target at first.
They are also enhanced to insane levels and will melt face compared to old servers. Very fun stuff to have :smiley:
Haunting Darkness now reads:
- Level 43: Haunting Darkness - 35150 - Inflict 8 + 8 per level damage every 6 seconds for 36 seconds to an enemy target by forcing a dark spirit to possess it. If the target dies while its afflicted
by this spell, a tormented soul will appear and fight for you or any other Dreadfiend that killed the target for 5 minutes.(edited)
I am allowing the script to make any dreadfiend take advantage of the tormented spirit if they kill it. No other path can cause this reaction to happen.
September 18, 2017
Drakiyth - Yesterday at 11:32 PM
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September 19, 2017
Drakiyth - Today at 9:32 PM
The Dreadfiend is looking a lot more put-together and I'll have their updated thread up soon. There were also some changes that happened to the path to make it far better.(edited)
Drakiyth - Today at 11:49 PM
FINALLY! BEHOLD THE OFFICIAL DREADFIEND!(edited)
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September 20, 2017
Drakiyth - Today at 12:06 AM
It doesn't show it but Haunting Darkness has a 72 second CD. It's damage was doubled and it has 2 ways to summon Tormented Spirits now.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Wed Sep 20, 2017 12:08 am

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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Thu Sep 21, 2017 8:48 pm

Drakiyth - Yesterday at 9:16 PM
• THE BROODMASTER (Power Source 132541)
- Level 15: Biting Swarm - 35155 - Inflict 12 + 12 per level damage every 6 seconds for 36 seconds to an enemy target by commanding a swarm of biting insects to attack it.
- Level 22: Summon Wasp Conscript - 35156 - Summon a giant wasp conscript to assist you on your travels until it dies.
- Level 29: Sacred Butterflies - 35157 - Cover your group in exotic butterflies that soothes their minds and restores 1000 mana and endurance back to them every 6 seconds for 36 seconds. 5 Min CD.
- Level 29: Summon Wasp Fighter - 35158 - Summon a giant wasp fighter to assist you on your travels until it dies.
- Level 36: Mystical Honey Pot - 35159 - Place down a mystical honey pot at your feet for 15 minutes. Leaving the area where the honey pot resides will start to spawn friendly dire insects every 30
seconds. Players in the area can befriend an available dire insect for 5 minutes after they hail it. Once a dire insect is hailed it will vanish as an NPC and players in the area will have
to wait for another to spawn. 20 Min CD.
- Level 36: Summon Wasp Soldier - 35160 - Summon a giant wasp soldier to assist you on your travels until it dies.
- Level 43: Fire Drones - 35161 - Deal 38 + 38 per level damage to an enemy target by commanding fire drones to swarm and burn it up.
- Level 43: Summon Wasp Veteran - 35162 - Summon a giant wasp veteran to assist you on your travels until it dies.
- Level 50: Insect Plague - 35163 - Inflict 6 + 6 per level damage every 6 seconds for 36 seconds to an enemy target by plaguing it with vicious insects. The afflicted target has a chance every 6 seconds to
spread the insect plague to another enemy target.
- Level 50: Summon Wasp Commander - 35164 - Summon a giant wasp commander to assist you on your travels until it dies.(edited)
Dire insects can include Giant Ants, Beetles and more.
If you like bugs this is the path for you! 😈
September 21, 2017
Drakiyth - Today at 8:41 PM
Broodmaster thread updated.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Sun Sep 24, 2017 4:54 pm

Drakiyth - Last Thursday at 8:41 PM
Broodmaster thread updated.
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September 22, 2017
Drakiyth - Last Friday at 6:37 PM
Broodmaster has entered in-game testing stages.
Drakiyth - Last Friday at 11:43 PM
SERVER ECONOMICS - ALPHA
• Platinum will be important for path changing and many other features coming.
• The goal here is to make money hard as hell to earn for a more challenging experience.
• Finding and vendoring items is still fairly decent money but not as lucrative as before.
• The best money as with any mmorpg is to sell items to other players.

ECONOMIC CHANGES - ALPHA
• Reduced all NPC money drops by 95%.  Hill Giants may drop around 2 platinum or so max.
• Merchants now pay 45% less money for items you sell to them.
Money was starting to really catch my eye as I noticed the drops from low level NPCs while testing was far too rewarding and made the experience far too easy. This is why I made these changes mid-path testing. I am still working on the Broodmaster in-game and should be done tonight.
September 23, 2017
Drakiyth - Yesterday at 12:31 AM
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Broodmaster thread updated.
Drakiyth - Yesterday at 1:19 AM
The Broodmaster is still in testing stages but they will be finished tomorrow.
September 24, 2017
Drakiyth - Today at 2:18 PM
MYSTICAL HONEY POT UPDATE - WILL ALSO BE UPDATED ON FORUMS SOON

   - Level 36: Mystical Honey Pot - 35159 - Place down a mystical honey pot at your feet for 15 minutes that will begin spawning friendly dire insects every 30 seconds. Players in the area can befriend the dire insect that spawns for 5 minutes after they hail it. Once a dire insect is hailed it will vanish as an NPC and players in the area will have to wait for another to spawn. Insects will also despawn after 30 seconds regardless if they are hailed or not. 20 Min CD.
Drakiyth - Today at 4:52 PM
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Broodmaster is finished for now. Moving on to the next Druid Path.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Sun Sep 24, 2017 4:54 pm

Drakiyth - Today at 3:09 PM




Drakiyth - Today at 4:02 PM




Attack of the bugs!!! 😱
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Wed Sep 27, 2017 9:37 am


Drakiyth - Last Sunday at 6:16 PM
• THE STORMCALLER (Power Source 132542)
- Level 15: Electric Surge - 35169 - Deal 38 + 38 per level damage to an enemy target by shocking it with a powerful surge of electricity.
- Level 22: Gale Wind - 35170 - Inflict 24 + 24 per level damage to all enemy targets in a 90 degree cone in front of you by pushing them into the ground with devastating gale winds.
- Level 29: Snowstorm - 35171 - Cause a massive snowstorm to form over where you stand for 5 minutes. The snow storm cannot move, attack, or be targeted, but it can harm enemies with
powerful cold spells.
- Level 36: Lightning Bolt - 35172 - Inflict 76 + 76 per level damage to an enemy target by blasting it with a destructive bolt of lightning. (Double Mana - Double CD)
- Level 43: Thunderstorm - 35173 - Cause a destructive thunderstorm to form over where you stand for 5 minutes. The thunderstorm cannot move, attack, or be targeted, but it can harm enemies with
powerful lightning spells.
- Level 50: Tornadic Wrath - 35174 - Deal 23 + 23 per level damage every 6 seconds for 36 seconds to all enemies around you by shredding them with a tornado elemental. Enemies caught in its winds
will also have their attack and movement speed slowed by 200 percent for 36 seconds. 3 Min CD
September 25, 2017
Drakiyth - Last Monday at 11:49 PM
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Stormcaller thread updated. However, they are still in testing stages.
September 26, 2017
Drakiyth - Yesterday at 10:32 PM
Cone spells don't seem to be working that good so I am going to turn Gale Wind into a PBAoE to give the Stormcaller more control of the AoE. Cones sounded fun but they are wonky in testing so far.
Gale Wind stats will also be changed.
It will do more damage
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Wed Sep 27, 2017 9:39 am



Gale Wind changed from 24+ 24 per level cone attack (BROKEN) to 48 + 48 per level PBAoE.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Sat Oct 07, 2017 10:48 pm

Drakiyth - 09/29/2017
So the final Druid is going to be the Wildheart. I was kind of brainstorming a little bit while waiting around. The Wildheart is going to have a seed system where they plant a seed in an area and it will grow and evolve for 30 minutes. 0-10-20 so after 20 minutes it will be at its full Evolution for 10 minutes. The plants that you put down will have various effects on your group or enemies. I am still in the development process of everything so I don't have many details yet.(edited)
Drakiyth - 09/29/2017
The seed system will be part of the path but it will also come with a series of ent pets, healing rains and some other stuff.
I am more than likely going to make the cool down of the seeds 10 minutes so you will be able to put down a plant in an area and then another plant in an area and then another plant in an area so you always have over a course of an hour at least one of your plants at full Evolution while the others are growing.
The Wildheart will be excellent at camping for hours or raids.(edited)
I'm also considering adding an ability to where you can move your plants. But at the cost of something.
So that's pretty much what I have Brewing at the moment
October 6, 2017
Drakiyth - Yesterday at 5:08 PM
The Evolving Plant system has been scratched in design. It's just clunky and does not work well.
October 7, 2017
Drakiyth - Today at 10:25 AM
• THE WILDHEART  (Power Source 132543)
   - Level 15: Summon Treant Seedling - 35176 - Summon a treant seedling to assist you on your travels until it dies.
   - Level 22: Healing Rain - 35177 - Restore 25 + 25 per level hit points to your group every 6 seconds for 24 seconds by healing them with regenerative rain.
   - Level 22: Summon Treant Sapling - 35178 - Summon a treant sapling to assist you on your travels until it dies.
   - Level 29: Favor of the Woods - 35179 - Bless your group with the power of the woods, increasing their max endurance, max mana, and max health by 1000 for 1 hour.
   - Level 29: Summon Treant Youth - 35180 - Summon a treant to assist you on your travels until it dies.
   - Level 36: Mystical Mushrooms - 35181 - Cause giant mushrooms to grow out of the ground next to you for a total of 5 minutes. The mushrooms can't move or attack, but, they can cast high level poison
               spells on your enemies and heal your allies with restorative magics. 5 min CD.
   - Level 36: Summon Treant Prime - 35182 - Summon a treant prime to assist you on your travels until it dies.
   - Level 43: Earthquake - 35183 - Inflict 70 + 70 per level damage to all enemies around you by devastating them with a powerful earthquake. Lesser enemies caught in the quake are also stunned
               for 30 seconds. CD 1 Minute. Double Cost.
   - Level 43: Summon Treant Sentry - 35184 - Summon a treant sentry to assist you on your travels until it dies.
   - Level 50: Forest of Replenishment - 35185 - Summon a small blessed forest at your location for 5 minutes. Players may hail the trees to instantly restore 2500 hit points, mana, and
               endurance. After a tree has been hailed it will vanish. 10 min CD.
   - Level 50: Summon Treant Ancient - 35186 - Summon a treant ancient to assist you on your travels until it dies.(edited)
The Wildheart will be very useful at not only healing but keeping the group going in mid-combat. Giving casters that extra OOMPH on raids with their amazing replenishing trees.
Forest of Replenishment will summon a total of 10 trees. So players will allocate 25000 health, mana and endurance during the 5 minutes they are out.
Drakiyth - Today at 4:08 PM
Earthquake is going to look amazing on its visuals. You'll truly feel like a master of nature.
Even though you're a healer path 😛
Drakiyth - Today at 10:40 PM
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The Path of the Wildheart
Druids CLASSES Varlyndria 2017 Forums Varlyndria is a ROF2 client server on EQEmulator - Please join our Discord to see live updates on the server. CLICK HERE

Wildheart thread updated

Pics coming soon of the path in action.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Sun Oct 08, 2017 12:40 am


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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Sun Oct 08, 2017 12:48 am

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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Sat Oct 14, 2017 10:41 am


Drakiyth - Last Monday at 10:39 PM
The druids are done for now. I'll be working on the next class and the 19th path soon. Things have been a little slow because of a lot going on in my life and also trying to get back into the groove of things.(edited)
October 10, 2017
Drakiyth - Last Tuesday at 7:38 PM
• THE SHOGUN (Power Source 132544)
- Level 15: Summon Samurai Conscript - 35189 - Summon a samurai conscript to fight for you until he or she dies.
- Level 22: Star Thrower - 35190 - Increases your damage with throwing weapons by 12 percent per level for 1 hour.
- Level 22: Summon Samurai Soldier - 35191 - Summon a samurai soldier to fight for you until he or she dies.
- Level 29: Call Ninja Footmen - 35192 - Summon 5 ninja footmen to fight for you for 20 seconds.
- Level 29: Summon Samurai Fighter - 35193 - Summon a samurai fighter to fight for you until he or she dies.
- Level 36: Star Mastery - 35194 - Increases your damage with throwing weapons by 12 percent per level and you now have a chance to release multiple projectiles at your enemy in one attack.
- Level 36: Summon Samurai Warrior - 35195 - Summon a samurai warrior to fight for you until he or she dies.
- Level 43: Call Ninja Assassins - 35196 - Summon 3 ninja assasins to fight for you for 20 seconds. You may have ninja footmen and ninja assassins out at once.
- Level 43: Summon Samurai Veteran - 35197 - Summon a samurai veteran to fight for you until he or she dies.
- Level 50: Ninja Mastery - 35198 - Increases your damage with throwing weapons by 12 percent per level, grants you the ability to always critical hit with throwing weapons, and you now have
a chance to release multiple projectiles at your enemy in one attack.
- Level 50: Summon Samurai Legend - 35199 - Summon a samurai legend to fight for you until he or she dies.(edited)
The Shogun monk is a supreme ruler and darker underground crimeboss type that uses Samurai and Ninja to do their dirty work while they stand back and rain hell on their enemies with deadly shuriken strikes.
The Shogun gets very powerful at 50 when they can crit on every attack they do with a shuriken. Turning monsters into mincemeat very quickly.
Ninjas/Samurai will have martial art weapons - Ninjato and Katanas equipped. I will make it look as kickass and oriental as possible within my limits.
Heros Forge models may have some ninja style masks I need to check to really fit the role.
Drakiyth - Last Tuesday at 8:01 PM
Ninja Assassins will come with a direct damage poison proc(edited)
Both Samurai and Ninjas will be monk class even though their model shows 2 handed martial weapons.
Even though Ninja Footmen are a level 29 spell they will still hit a level 50+ enemy with very little problems. As mentioned earlier in my posts I have greatly tuned the accuracy of pets to be on godly levels. They are incredibly vicious.
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Tue Oct 24, 2017 8:39 pm


Drakiyth - Today at 8:07 PM
What's up everybody. I sort of feel like this right now after talking to my wife. She mentioned this story which I heard as a kid and it makes sense to me now with such a daunting project in front of me. I do a lot of mental work with my day job and sometimes when I get home my brain is just done for the day... It sucks honestly. Things at my job have really sparked up since I got back from the wedding and I am so damn tired all the time now I can hardly play a game on steam or my phone let alone work on the server with all the mental energy it takes. Watch this cartoon to get an idea of how I see this project going forward. Consider Varlyndria the "RACE". If you already know the story you'll know exactly what I mean with my current situation of putting food on the table for my family. Sadly I have to work as much I would love to just work on the server as a day job.
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Ayanna Murray
The Tortoise and the Hare Slow and Steady Wins The Race (Disney Animation 1934)


So basically, as much as I want to race as fast as possible and get this out, I just simply know it will lead to me ultimately losing the race and Varlyndria never getting finished. I need to be the tortoise in this scenario and the server will get done and everybody will have the Varlyndria they have been waiting for. I am in a state of burn-out right now on a severe level but I do not want to end the race. That is not an option. I do however think I am going to take a small break from development and just get away from it for a while. Which I will consider the (slow part) but eventually win that race in the long run.
I hope this all makes sense to everybody.
It's intermission time. In the great words of the Terminator: 'I'll be back.'
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Re: Varlyndria 2017 Development Time Line

Post by Drakiyth on Tue Oct 24, 2017 9:09 pm



Currently no ETA when I will be back but I need a good break away from development.
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