During February, we saw the beginning of our changes to consolidate down houses with the awakening of Abhorash, and the introduction of his Imperial Dominion. Abhorash marks a unique position amongst admin roles, being our first proper non-god roleplaying player character. In the future, we plan to have more of these non-god roles for our volunteers to play.
In my last monthly post, I also mentioned our plans to cut down on our number of guilds. We still plan on removing four guilds, and today I feel ready to reveal who the first two will be. Many of you will be unsurprised by our choice as it is an idea that has been discussed seriously both amongst players and the administration alike several times in the past. Our first two guilds to go will be the lycanthrope guilds - Bahkatu and Atabahi.
Lycanthropy will be moving to a subrace system that will set it unique amongst other classes, and will ultimately perform differently within our multiclass system. While within their normal class, a lycanthrope can choose to MUTATE into their lycanthrope form, switching to the lycanthrope class. This can be done at any time, free from the normal class switching cooldown. Mutating into your lycanthrope form from a different class will have a channeling time, to prevent abuse in combat. You can still CLASS SWITCH to the lycanthrope class as normal, triggering the class switch cooldown and regaining the ability to instant-mutate again.
And yes, packs will, of course, be improved upon. The code is going to be rewritten from the ground up, and will have several new features. Most of the details on this will not be revealed until release, sorry! One thing I will reveal, however, is that packs will be able to choose from one of four lycanthrope types. Choosing a type determines what sort of beast your pack members will mutate into it. This can be changed, but not often and only with a bit of work.
A new talent will be emerging soon! Some of you will have already guessed what it is based on the terrible pun-hints I dropped about it in the newsletter. It is, of course, Fumology! You'll be able to create blends from various ingredients, and roll them into a design (or just fill your pipe with them!). They will contain all the features you can currently find in the NPC-sold cigarettes in Delve.
And lastly, I want to leave you with a teaser of our design for the Ascendril and Sciomancer revamps.
The Ascendril revamp will contain a focus on elemental magic, with the Ascendril gaining back access to their three of their four original elements (Fire, Water, and Air) while still retaining their Spirit element. Their skill of Elemancy contains elemental magic, similar to the current Elemancy skill. Even though they have same name and theme, the skills are vastly different! Their second skill is Arcanism, an arcane/light themed skill with an emphasis of distraction and mobility. And their last skill is Thaumaturgy. Using a newfound mastery over the physical properties of the spirit plane, Thaumaturgy gives the Ascendril the capability to generate a personal planar fold, known as a fulcrum, to amplify the powers of the elemental planes and give their enemies a glimpse of their true destructive nature. An Ascendril can also choose to master one of the elements, dramatically altering their abilities and playstyle.
The Sciomancer revamp is a lot less concrete at this time (I recently scrapped the second skillset!), so I won't go into as much detail on it. However, their theme will expand greatly upon the shadow element, as they move into a full-fledged shadow mage role. Using shadow and technology as a medium, Sciomancers will also have a degree of control over the forces of gravity!