What. Yes, you start with 5 moonhart saplings, that collectively generate only a small amount of power (not 2 each). My math is not exact, but it is approximately good. I know how totems work, heh.
250 power for 1 hour makes this defense close to useless.
As I remember it, each totem generates approximatly 10 power per day. Being chopped down takes a totem out for about three - four days (depending on exactly when the cho…
EDIT: I feel like if I were a parent, I would totally jump on my kid wanting to dye their hair as a painless place to say 'yes' to something. It's not like a teen (or preteen) has many formal occ…
Some orders have active gods that will RP with people, some have active gods who primarily RP (in their god persona) with members of that order, some orders don't have an active god.
That's why you should always look before you leap. Most orgs will let you start the process and work on sponsors and the like while you're still a member of your previous org, so that there is less waiting around doing nothing.
While I find it exceedingly unlikely that the class is outright deleted, probably yes. History has shown that when substantial reworks to a class go through, increased or total lesson refunding on forgetting that skill are offered for a limited time…
This has come up a few times. As long as I've been playing that's not been the case, and I'm pretty sure it never was. When asking about it, one of the admins (some years ago) was surprised to learn that it was functionally the same (proofing-wise) …
The problem is that while they may be bland, the defense/buff powers provide a bigger mechanical bonus than any other effect, causing most people to use up most of their weight there, with only a little bit of room for utility powers or bonuses. Fo…
So right. The original plan for organizational tattoos was that they would be purchasable by guilds or nations, presumably through their patron. Then, the leaders of that org (CL, GM, GA, GC etc.) could tattoo that pa…
Not that I'm aware of. The buff/defense overhaul was meant to port defensive values to the new system without changing any values. Splendours previously gave no mechanical bonuses to proofings, being only superior to normal robes in their armor valu…
It ended very badly in the sense that Pyromancers received a MASSIVE nerf... from a place of being totally and outrageously over powered with no counter play besides "never ever step into a pyromancer demesne for any reason". The reports that follow…
Almost all powers that used to scale now do not, or do so in a way that runs counter to how they did before. For instance, barkskin is now a static defense instead of being based on skill rank and ecology charms no longer scale up in strength based …
That wasn't intended to be a jab, but a reference to how overpowered illuminati (and the other new guilds in general, like pyromancy and harmonics) were at release. The old and storied guilds (like wiccan…
Ah, right, I missed that. I tend to use a more obvious readout for discern that displays the percentage pretty bold, and would have manually done it (as he eventually does), but if that's part of the same trigger it'd bork just as bad.
Am I missing something here? There seems to be a large part early in this log where Arcanis is below 50% mana and you have 9-10 power on prompt, but make no effort to toad.