January 28, 2007
- The number of components required to scribe/brew many spells has been
greatly reduced, especially for high level spells.
- If you order your charmies to use the 'skills', 'spells' and 'mem' commands,
the output will be redirected to you.
- The turn skill will no longer affect the spirits of the group's shamans.
- Clan who displays last logon date for each member.
- Some minor typo fixes.
-Adepali/Wratha
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Yay for the charmies
Yay for the charmies changes, I think I've pretty extensively catalogued all the major charmy abilities, but it'll be interesting to see what I've missed.
Now how about some love for animate dead? Yeah, they do an obscene amount of damage compared to spirits, and you can have more than three at a time (though now this requires a lot more planning), but I wonder if all the advantages spirits get are beginning to outweigh it? Spirits can't be left behind, they're ignored by friendly area and volleys, and now turn, they aren't vulnerable to groupies who can't keep track of kws, and they're used by more than 16 shamans in the game. The huge amount of damage still makes animate an elite spell in many situations, in a way that spirits can't match, but in most groups, animate pretty much negates its own benefit by nullifying the advantage of having area.