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Changes to Magic !!

TaladTalad PlaneShift DeveloperMember UncommonPosts: 83

Hi Planeshifters! With the release of 0.5 we got a very stable platform to work with, and now we can focus more on the balancing of the game, and building new feaures. In particular we had one item in our roadmap since long time about improving magic. There has been two main stream of work on this.

First is a new and improve particle editor which allows us to easily add more effects to the game and tweak the ones that are present today. The work on the editor is not compelted yet, but it's already very helpful in the current form. We plan to add more effects soon with it.

The second area of improvement is to actually make magic more effective and balanced with fighting. Up to now magic has been quite weaker than melee and weapons. Now magic is stronger, making it more balanced with respect to the rest of the game and also the skills have been balanced against each other. Here is a summary of the changes:

  • First overall increase of average damage for almost all spells. Some have been bumped more then others.
  • The K-factor (the little slider on your status window) now actually does something useful. Increasing it will increase overall damage but it will also increase mana usage, spell cast time and the chance that the spell fails. Experiment until you find the *right* value.
  • A bug was fixed which caused spell casting time to go to zero. Now spell casting times are always reasonable. Also it is now no longer possible to cast spells while running.
  • Some ranges for stronger spells have been reduced to balance them with their increased power.


Come to play or enhance our game PlaneShift!


  • Marcus79Marcus79 Member Posts: 24

    Will be good to have the crystalline way to be a bit more powerful, I feel it's a bit less useful than the other magic schools. Can someone tell me if there are better spells in this way later on?

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