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Mysticism spells aren't like OSI #73

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BugBot opened this issue Jun 10, 2014 · 0 comments
Closed

Mysticism spells aren't like OSI #73

BugBot opened this issue Jun 10, 2014 · 0 comments

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@BugBot
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BugBot commented Jun 10, 2014

This isn't really a bug, but there aren't any servers who have done those spells correctly. Its about time they are?
I believe healing stone is the only spell fixed, though I haven't yet tried the fixed version to be sure.

  1. Hail Storm - isn't supposed to cause a non-damaging rain storm, it is supposed to be a targeted area damage spell such as poison strike, or meteor swarm. Its effect ID is similar to sparkle effects.
    [IMG]http://www.aschulze.net/ultima/screens10/0928.jpg[/IMG]
  2. Sleep is supposed to slow the target's movement, swing, and cast speeds. It should [B]NOT [/B]paralyze. It should be broken on damage, and the target should [B]gain immunity[/B] for 3-12 seconds based on magic resist.
  3. Nether Cyclone - Targeted Area spell too, with whirlwind effects. Stronger than hail storm, and lowers some of the target's mana and stamina temporarily.
  4. Stone Form - The Stone Form may neutralize poison, strangle, bleed, sleep, and stat reduction effects. They are immune to those effects actually.
  5. Spell Trigger - (exploit) the spellstones that store the spells, can be placed into a container or bank, the player can then have as many spellstones with stored spells as they like.
  6. Rising Colossus - Supposed to be a red uncontrollable summon much like an energy vortex. Not a blue pet that you can command. It will attack the target with highest intelligence (like EV). Its stats and skills and duration are determined by the caster's mysticism and focus/imbuing added together and divided by 2. It spams armor ignore special, as well as casts bombard, nether bolt, or eagle strike spells. Very powerful summon in OSI.
  7. Spell Plague - places a curse on a target, also does initial chaos damage. Then (on a weapon hit) you have a 90% chance to trigger another stronger explosion of damage, then your next chance will drop to 60%. Then 30%, then zero. The curse will be removed after 8 seconds, or 3 damage triggers. On each trigger, the damage increases by 20% I believe.

Reported By: Kvothe
Report Thread: http://servuo.com/threads/mysticism-spells-arent-like-osi.1344/

kevin-10 added a commit that referenced this issue Apr 6, 2017
Merge pull request #1896 from kevin-10/master
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