Call of the Siren (2.0): Difference between revisions
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==Notes== |
==Notes== |
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From GM Lohkrian on 02/17/2010 on the Play.net message boards, Bards Guild - General Discussions <br> |
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So -- Loud = more critters, quiet = keep the critters you have, and ward the rest away. It will try to keep critters from wandering in after they have already generated, but due to mechanics issues with legacy critters, this does not work on all types of critters (currently). It will try to prevent any affected critters and players from retreating, and it will also attempt to keep critters in the room for a short time. |
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Due to the unique nature of the system hooks added to support these functions, I'll be monitoring the potency of these effects for balance and abuse. |
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And, just to head some questions off at the pass -- This enchante will only allow you to enhance spawn where critters already spawn. No wandering invasions (alas). If you want to do that, you'll have to apply to become a GM. |
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==From GM Lohkrian on 02/18/2010 on Play.net Forums== |
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While I of course support a certain amount of PAFO, I'll come out and say that there are no buffs, debuffs or other combat modifiers applied to this enchante, unless you count the inability to escape! |
Revision as of 01:00, 27 February 2010
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Abbreviation: | SIRE | |
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Prerequisites: | Albreda's Balm | |
Signature: | No | |
Spell Slots: | Unknown | |
Mana Type: | Unknown | |
Spell Type: | Unknown / Unknown | |
Difficulty: | Unknown | |
Prep (min/max): | Unknown / Unknown | |
Skill Range (min/max): | Unknown / Unknown | |
Valid Spell Target: | Unknown | |
Duration (min/max): | Unknown minutes / | |
Justice: | Unknown | |
Corruption: | Unknown | |
Description: | The Call of the Siren is an enchante that is true embodiment of the name it bears. Using it will create an enticing tapestry of sensations and sounds that lures creatures indigenous to the area to you, should any be present. Unfortunately, creatures summoned in such a manner will likely be hostile, and will need to be dealt with in some manner before you become the next item on their menu. The foolish use of this enchante has caused many an adventurer their life, so take heed where and when you decide to use it. | |
Effect: | Unknown | |
Example Messaging: | Unknown | |
Devices/Tattoos: | No devices or tattoos documented. |
Notes
From GM Lohkrian on 02/17/2010 on the Play.net message boards, Bards Guild - General Discussions
So -- Loud = more critters, quiet = keep the critters you have, and ward the rest away. It will try to keep critters from wandering in after they have already generated, but due to mechanics issues with legacy critters, this does not work on all types of critters (currently). It will try to prevent any affected critters and players from retreating, and it will also attempt to keep critters in the room for a short time.
Due to the unique nature of the system hooks added to support these functions, I'll be monitoring the potency of these effects for balance and abuse.
And, just to head some questions off at the pass -- This enchante will only allow you to enhance spawn where critters already spawn. No wandering invasions (alas). If you want to do that, you'll have to apply to become a GM.
From GM Lohkrian on 02/18/2010 on Play.net Forums
While I of course support a certain amount of PAFO, I'll come out and say that there are no buffs, debuffs or other combat modifiers applied to this enchante, unless you count the inability to escape!