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Announce News Post #557

Teradrim/Bloodborn Liaisons, and other random fixes

Written by: Belakai, the Shaper
Date: Saturday, April 1st, 2006
Addressed to: Everyone


Non-BB/Teradrim Fixes:

- Smite's damage has been halved.
- Frenzy's damage has been increased by 50%.
- Extermination has been replaced by a skill that prevents Druids from
EMBRACING (see below).
- Druids can now plant trees and EMBRACE them for added defences.

Teradrim Fixes

- Clubs can now behead
- Golems have had their damage output increased by 60%.
- Teradrim can now shatter doors with their clubs, effectively breaking
the locks of them.
- New transcendent Animation skill: Triumvirate. Will let you raise
three golems at once, one of which will pick rocks for the Teradrim.
- Teradrim have a new ability to extend the desert into any natural
environment, killing off all plants there. It takes 5 Aetolian years for
the desert to revert back to its former environment.
- Mentis has been replaced with Concoctions.

Bloodborn Fixes
- Major change to Hematurgy. We've gotten rid of all the former rituals
and gave them Sanguis instead. However, they will still have to do a
longish ritual to do any of the Sanguis skills.
- New skill in Hematurgy: MENTALANGUISH. Will lock onto a target from
afar and drain the blood from them.
- Bloodborn can now wear Chainmail.
- We've put the entire skill of Healing into the Hematurgy skillset,
since we figured it was a waste to have it and not use it.
- New skill: Bloodshield works like a prismatic barrier. Will work
passively through the Bloodwisp.
- Scythes will now randomly produce a venom on their tip, and deliver it
each time they are DOUBLESLASHed against a person.
- Blood costs for all former Sanguis skills has been halved.

Belakai

Penned by my hand on the 1st of Khepary.


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