Hey there!
There are a lot of different effects in our game, and sometimes it can be hard for some people to remember all the nitpicky details when some of the more complicated ones come into play. That said, there are going to be a handful of certain effects used by NPCs at the upcoming National Event that are standard effects, but they are some of the more niche and nitpicky ones in how they operate. So, the Plot Team figured that we would give the player base a heads up to do a quick rules reminder on the following 7 nitpicky effects that we know are going to come up at the event (spoilers!) so that you can be prepared to interact with them appropriately if (when!) they come up:
#1: Charm
Effect Group: Command
Duration: 10 minutes
This effect makes the target view the caster as their best friend. No amount of logic or role playing will convince the target that they are Charmed. Any order given will be justified and make perfect sense in the mind of the target. The target will not knowingly harm the caster. The target will not remember the delivery of this effect. This effect is not strong enough to override any Greater Command effect.
An attack on the target by the caster’s companions will not immediately break the Charm effect, but if the caster does not attempt to stop the attack on the target or provide a good reason, the Charm may be broken. A direct attack by the caster will always break the Charm, as will the caster attempting a Killing Blow, or an order for the target to kill themselves. This effect only works on targets that have a mind as defined by the game. Creatures with an animal mind, or similar, may be Charmed, but the target must understand the language of the caster in order to follow their orders.
While Charmed, the target must perform actions to the best of their ability and knowledge, including the use of spells and skills. The target does not have the ability to pick and choose less effective abilities to use, nor may they choose to not perform certain commands due to their personality or race.
This effect overpowers conventional logic. Targets cannot refuse to obey orders with the explanation that they “wouldn’t do that even for my best friend.” While the caster may attempt to convince the target via roleplay of a variety of things, the target of a Charm cannot refuse any of the following commands:
• Defend me: The target must protect the caster from all attacks to the best of their ability, even if it requires using per-day Abilities, spells, consumables, and Magic Items.
• Follow me: The target must follow the caster.
• Give your <item> to me: The target must give the named item to the caster.
• Heal me: The target must make every attempt to heal the caster. While following this command, the target will prioritize healing the caster over all other objectives including personal safety and others trying to stop the target. If the target knows the caster is healed by different means (e.g. Necromancy, Flame, Ice, etc.) they will use that effect to the best of their ability.
• Return to normal: This command ends the Charm effect.
If a target is under multiple Charm effects, the latest Charm effect will take precedence when roleplay/commands conflict.
When the effect ends, the target will remember everything that happened, except the actual casting of the Charm effect. The target may deduce they have been Charmed based on context.
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#2: Berserk
Effect Group: Command
Duration: 5 minutes
This effect drives the target into a killing fury, causing them to attack all creatures in the vicinity—starting with the closest, whether friend or foe. The target must use Weapon Skills if they have them available (including Shields, Claws, and passive abilities such as Weapon Proficiency and Backstab).
The Player of a Character affected by Berserk may make an out-of-game choice whether they want their Character to utilize per day abilities and equipment, based on how the player wishes to use their Character’s abilities and equipment. Characters are not forced to use Necromantic abilities or items unless the Player chooses to, with full understanding that this may impact their Character in-game.
A Character must make a legitimate effort to attack the nearest target in some manner if they have any means to do so at their disposal (with the caveats above).
A person under the effects of a Berserk will not stop to give a Killing Blow or search a target but will immediately turn to find something else to attack once their current target falls or is no longer the closest target.
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#3: Break
Effect Group: Eldritch Force
Duration: Instant
This Effect makes any targeted game item which does not have Ritual Effects Broken. Additionally, Break will also reduce any targeted armor to 0 Armor Points. A Broken item may not be used as a Game Item until it has been Mended.
The caster decides what item is affected by naming it in the incant. A general description like “weapon” is fine, although if the target is holding two items that match the description, the target may choose which is broken. A shield is not considered a weapon for the purpose of this effect. Packets cannot be affected by this effect. If an item is not specifically named by the caster, or the general term “item” is used, the target can choose which item is affected.
A Strengthening Charge may be expended to negate a Break effect by calling “Resist”. Components and Ritual Scrolls are immune to the Break Effect.
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The main important thing we want people to remember about Break is that a Break effect will always reduce targeted armor to 0 Armor Points, even if the armor has Ritual Effects.
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#4: Shatter
Effect Group: Eldritch Force
Duration: Instant
This effect destroys (i.e. tear the tag) any targeted game item which does not have Ritual Effects on it. Additionally, Shatter will also will reduce any targeted armor to 0 Armor Points. Game Items with Ritual Effects will become Broken when affected by a Shatter. Being Broken does not prevent the use of Ritual Effects on an item, unless the Ritual Effect requires the use of the item as a Game Item.
The caster decides what item is affected by naming it in the incant. A general description like “weapon” is fine, although if the target is holding two items that match the description, the target may choose which is shattered. A shield is not considered a weapon for the purpose of this effect. Packets cannot be affected by this effect. If an item is not specifically named by the caster, or the general term “item” is used, the target can choose which item is affected.
A Strengthening Charge may be expended by calling “Resist” to negate a Shatter effect. Components and Ritual Scrolls are immune to Shatter effects.
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The main important thing we want people to remember about Shatter is that a Shatter effect will cause an item with Ritual Effects to become Broken, which means it cannot be used for its Game Item functions until it has been Mended.
For example: An NPC successfully hits you with a “Spell Strike Shatter Sword” effect! Your sword has Ritual Effects and therefore is not completely destroyed, but it is considered Broken and thus you cannot use its Game Item functions until it Mended. This most importantly means you cannot use attacks with the sword and cannot block with the sword until it is Mended.
As a reminder, this means that a Shattered Shield with Ritual Effects (and therefore considered Broken) cannot be used to block things until it is Mended, and a Shattered suit of Armor with Ritual Effects (and therefore considered Broken) is reduced to 0 Armor Points and cannot be Refit until it is Mended.
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#5: Corrupt
Effect Group: Necromancy
Duration: 10 minutes
This effect will kill a living target (the target becomes dead) and instantly raise them as a greater undead under the absolute control of the caster. If cast upon a dead body which contains a spirit, the target will immediately arise as a greater undead as per above.
The target will retain the same intelligence and knowledge as the original creature but operate without any memory of their living state. The target has an innate understanding of their own abilities and items and may use any weapons or armor available to the target. The target gains the ability to use Claws (the caster of the effect must supply the physreps). The target is returned to full Body Points and gains all undead immunities and vulnerabilities as follows:
• Immune to Alteration, Command, Ice and Poison.
• Takes Body damage from Healing
• Healed by Necromancy
• Takes effects from Earth and Necromancy effects as if they were Undead
The player (not the character) has the choice whether to use per day Skills, Spells, and consumables while under the effect of Corrupt, and will use magic items based on the orders they are given. While under this effect, a target may not use the Investiture effect to recognize other characters, or themselves, into or out of a Ward, Wizard Lock, or Circle of Power.
The target’s visual appearance does not immediately change, but careful inspection can reveal this effect. While within 10 feet of another character they can see clearly, anyone may ask the out-of-game question, “are you undead?” The target of the question must give a truthful out-of-game answer as to their undead status.
If the target receives a Life effect, the Corrupt effect immediately ends and the target is returned to life at one Body Point. If the target receives a Dispel effect, the target falls dead and begins the standard Death Count. If the target is reduced to zero Body Points, or the effect duration expires, the target falls dead and begins the standard Death Count. In any case, the target will have no knowledge of their time spent under the Corrupt effect.
Once affected by Corrupt or Create Undead, the target cannot be affected by Corrupt until after they have received a Life effect or successfully resurrected.
The ten-minute effect duration cannot be extended by any means, even by Ritual Magic.
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#6: Shun and “Arcane Shun All Non-<Something>”
Effect Group: Command
Duration: 5 minutes
This effect prevents the target from initiating attacks on the caster, and the target will immediately move at least ten feet away from the caster and stay at least that far away for the duration of the effect.
If the target is within ten feet when the effect is cast, the target must move away, but never in a manner that causes direct harm or endangers the target.
If the target has to come closer than ten feet in order to get away, that is permissible. While within that ten-foot area however, the target can take no actions against the caster.
–
There will be certain types of creatures (if you know, you know, and if you’ve been reading the in-game hooks, it’s no secret they’ll be around - they're an Alliance classic!) at the event that radiate an aura of the Shun effect that will affect only the selective target(s) that the NPC specifies. These NPCs will state “Arcane Shun All Non-<Something>”, which will indicate who is and is not affected by the Shun effect.
For example: A creature comes into town and calls “Arcane Shun All Non-Humans!” Everyone that is NOT a Human takes the Shun effect from the creature and thus cannot approach within 10 feet, etc., while any Humans do not take the Shun effect and are able to interact with the creature fully.
Also, this ability represents a radiating Shun aura coming from the creature in question, and thus is able to be restated an infinite number of times as needed by the NPC. I’m just telling you now, don’t bother to try to burn your Resists/Cloaks/Awakens/etc. in an attempt to circumvent the Shun radiating from the creature, because they can/will just keep re-upping the effect indefinitely anyway. If the Shun affects you, just do yourself and the NPC a favor by taking the Shun and standing back. Thanks!
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#7: Solidify
Effect Group: Eldritch Force
Duration: Instant (if Gaseous) OR 5 seconds (if NOT Gaseous)
This effect forces a gaseous form to become immediately solid. The creature may be able to turn gaseous again if it has the skill. This effect will not work on certain creatures who are gaseous normally.
A corporeal target struck by this effect will suffer a temporary slowdown. For five seconds, the target may not run and may not make any offensive weapon calls or throw packets, but may block, use defensive calls, and touch cast spells.
–
While people tend to remember the effect of Solidify against Gaseous enemies, they tend to forget the effect it has on non-gaseous targets, which will include all PCs. Be sure to keep that second part in mind: it may only last 5 seconds, but the effect is very important for those 5 seconds.
-
Thanks for helping us make the event go as smoothly as possible on the field!
There are a lot of different effects in our game, and sometimes it can be hard for some people to remember all the nitpicky details when some of the more complicated ones come into play. That said, there are going to be a handful of certain effects used by NPCs at the upcoming National Event that are standard effects, but they are some of the more niche and nitpicky ones in how they operate. So, the Plot Team figured that we would give the player base a heads up to do a quick rules reminder on the following 7 nitpicky effects that we know are going to come up at the event (spoilers!) so that you can be prepared to interact with them appropriately if (when!) they come up:
#1: Charm
Effect Group: Command
Duration: 10 minutes
This effect makes the target view the caster as their best friend. No amount of logic or role playing will convince the target that they are Charmed. Any order given will be justified and make perfect sense in the mind of the target. The target will not knowingly harm the caster. The target will not remember the delivery of this effect. This effect is not strong enough to override any Greater Command effect.
An attack on the target by the caster’s companions will not immediately break the Charm effect, but if the caster does not attempt to stop the attack on the target or provide a good reason, the Charm may be broken. A direct attack by the caster will always break the Charm, as will the caster attempting a Killing Blow, or an order for the target to kill themselves. This effect only works on targets that have a mind as defined by the game. Creatures with an animal mind, or similar, may be Charmed, but the target must understand the language of the caster in order to follow their orders.
While Charmed, the target must perform actions to the best of their ability and knowledge, including the use of spells and skills. The target does not have the ability to pick and choose less effective abilities to use, nor may they choose to not perform certain commands due to their personality or race.
This effect overpowers conventional logic. Targets cannot refuse to obey orders with the explanation that they “wouldn’t do that even for my best friend.” While the caster may attempt to convince the target via roleplay of a variety of things, the target of a Charm cannot refuse any of the following commands:
• Defend me: The target must protect the caster from all attacks to the best of their ability, even if it requires using per-day Abilities, spells, consumables, and Magic Items.
• Follow me: The target must follow the caster.
• Give your <item> to me: The target must give the named item to the caster.
• Heal me: The target must make every attempt to heal the caster. While following this command, the target will prioritize healing the caster over all other objectives including personal safety and others trying to stop the target. If the target knows the caster is healed by different means (e.g. Necromancy, Flame, Ice, etc.) they will use that effect to the best of their ability.
• Return to normal: This command ends the Charm effect.
If a target is under multiple Charm effects, the latest Charm effect will take precedence when roleplay/commands conflict.
When the effect ends, the target will remember everything that happened, except the actual casting of the Charm effect. The target may deduce they have been Charmed based on context.
–
#2: Berserk
Effect Group: Command
Duration: 5 minutes
This effect drives the target into a killing fury, causing them to attack all creatures in the vicinity—starting with the closest, whether friend or foe. The target must use Weapon Skills if they have them available (including Shields, Claws, and passive abilities such as Weapon Proficiency and Backstab).
The Player of a Character affected by Berserk may make an out-of-game choice whether they want their Character to utilize per day abilities and equipment, based on how the player wishes to use their Character’s abilities and equipment. Characters are not forced to use Necromantic abilities or items unless the Player chooses to, with full understanding that this may impact their Character in-game.
A Character must make a legitimate effort to attack the nearest target in some manner if they have any means to do so at their disposal (with the caveats above).
A person under the effects of a Berserk will not stop to give a Killing Blow or search a target but will immediately turn to find something else to attack once their current target falls or is no longer the closest target.
–
#3: Break
Effect Group: Eldritch Force
Duration: Instant
This Effect makes any targeted game item which does not have Ritual Effects Broken. Additionally, Break will also reduce any targeted armor to 0 Armor Points. A Broken item may not be used as a Game Item until it has been Mended.
The caster decides what item is affected by naming it in the incant. A general description like “weapon” is fine, although if the target is holding two items that match the description, the target may choose which is broken. A shield is not considered a weapon for the purpose of this effect. Packets cannot be affected by this effect. If an item is not specifically named by the caster, or the general term “item” is used, the target can choose which item is affected.
A Strengthening Charge may be expended to negate a Break effect by calling “Resist”. Components and Ritual Scrolls are immune to the Break Effect.
–
The main important thing we want people to remember about Break is that a Break effect will always reduce targeted armor to 0 Armor Points, even if the armor has Ritual Effects.
–
#4: Shatter
Effect Group: Eldritch Force
Duration: Instant
This effect destroys (i.e. tear the tag) any targeted game item which does not have Ritual Effects on it. Additionally, Shatter will also will reduce any targeted armor to 0 Armor Points. Game Items with Ritual Effects will become Broken when affected by a Shatter. Being Broken does not prevent the use of Ritual Effects on an item, unless the Ritual Effect requires the use of the item as a Game Item.
The caster decides what item is affected by naming it in the incant. A general description like “weapon” is fine, although if the target is holding two items that match the description, the target may choose which is shattered. A shield is not considered a weapon for the purpose of this effect. Packets cannot be affected by this effect. If an item is not specifically named by the caster, or the general term “item” is used, the target can choose which item is affected.
A Strengthening Charge may be expended by calling “Resist” to negate a Shatter effect. Components and Ritual Scrolls are immune to Shatter effects.
–
The main important thing we want people to remember about Shatter is that a Shatter effect will cause an item with Ritual Effects to become Broken, which means it cannot be used for its Game Item functions until it has been Mended.
For example: An NPC successfully hits you with a “Spell Strike Shatter Sword” effect! Your sword has Ritual Effects and therefore is not completely destroyed, but it is considered Broken and thus you cannot use its Game Item functions until it Mended. This most importantly means you cannot use attacks with the sword and cannot block with the sword until it is Mended.
As a reminder, this means that a Shattered Shield with Ritual Effects (and therefore considered Broken) cannot be used to block things until it is Mended, and a Shattered suit of Armor with Ritual Effects (and therefore considered Broken) is reduced to 0 Armor Points and cannot be Refit until it is Mended.
–
#5: Corrupt
Effect Group: Necromancy
Duration: 10 minutes
This effect will kill a living target (the target becomes dead) and instantly raise them as a greater undead under the absolute control of the caster. If cast upon a dead body which contains a spirit, the target will immediately arise as a greater undead as per above.
The target will retain the same intelligence and knowledge as the original creature but operate without any memory of their living state. The target has an innate understanding of their own abilities and items and may use any weapons or armor available to the target. The target gains the ability to use Claws (the caster of the effect must supply the physreps). The target is returned to full Body Points and gains all undead immunities and vulnerabilities as follows:
• Immune to Alteration, Command, Ice and Poison.
• Takes Body damage from Healing
• Healed by Necromancy
• Takes effects from Earth and Necromancy effects as if they were Undead
The player (not the character) has the choice whether to use per day Skills, Spells, and consumables while under the effect of Corrupt, and will use magic items based on the orders they are given. While under this effect, a target may not use the Investiture effect to recognize other characters, or themselves, into or out of a Ward, Wizard Lock, or Circle of Power.
The target’s visual appearance does not immediately change, but careful inspection can reveal this effect. While within 10 feet of another character they can see clearly, anyone may ask the out-of-game question, “are you undead?” The target of the question must give a truthful out-of-game answer as to their undead status.
If the target receives a Life effect, the Corrupt effect immediately ends and the target is returned to life at one Body Point. If the target receives a Dispel effect, the target falls dead and begins the standard Death Count. If the target is reduced to zero Body Points, or the effect duration expires, the target falls dead and begins the standard Death Count. In any case, the target will have no knowledge of their time spent under the Corrupt effect.
Once affected by Corrupt or Create Undead, the target cannot be affected by Corrupt until after they have received a Life effect or successfully resurrected.
The ten-minute effect duration cannot be extended by any means, even by Ritual Magic.
–
#6: Shun and “Arcane Shun All Non-<Something>”
Effect Group: Command
Duration: 5 minutes
This effect prevents the target from initiating attacks on the caster, and the target will immediately move at least ten feet away from the caster and stay at least that far away for the duration of the effect.
If the target is within ten feet when the effect is cast, the target must move away, but never in a manner that causes direct harm or endangers the target.
If the target has to come closer than ten feet in order to get away, that is permissible. While within that ten-foot area however, the target can take no actions against the caster.
–
There will be certain types of creatures (if you know, you know, and if you’ve been reading the in-game hooks, it’s no secret they’ll be around - they're an Alliance classic!) at the event that radiate an aura of the Shun effect that will affect only the selective target(s) that the NPC specifies. These NPCs will state “Arcane Shun All Non-<Something>”, which will indicate who is and is not affected by the Shun effect.
For example: A creature comes into town and calls “Arcane Shun All Non-Humans!” Everyone that is NOT a Human takes the Shun effect from the creature and thus cannot approach within 10 feet, etc., while any Humans do not take the Shun effect and are able to interact with the creature fully.
Also, this ability represents a radiating Shun aura coming from the creature in question, and thus is able to be restated an infinite number of times as needed by the NPC. I’m just telling you now, don’t bother to try to burn your Resists/Cloaks/Awakens/etc. in an attempt to circumvent the Shun radiating from the creature, because they can/will just keep re-upping the effect indefinitely anyway. If the Shun affects you, just do yourself and the NPC a favor by taking the Shun and standing back. Thanks!
-
#7: Solidify
Effect Group: Eldritch Force
Duration: Instant (if Gaseous) OR 5 seconds (if NOT Gaseous)
This effect forces a gaseous form to become immediately solid. The creature may be able to turn gaseous again if it has the skill. This effect will not work on certain creatures who are gaseous normally.
A corporeal target struck by this effect will suffer a temporary slowdown. For five seconds, the target may not run and may not make any offensive weapon calls or throw packets, but may block, use defensive calls, and touch cast spells.
–
While people tend to remember the effect of Solidify against Gaseous enemies, they tend to forget the effect it has on non-gaseous targets, which will include all PCs. Be sure to keep that second part in mind: it may only last 5 seconds, but the effect is very important for those 5 seconds.
-
Thanks for helping us make the event go as smoothly as possible on the field!
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