Demenses

by Unknown

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Unknown2005-03-05 05:09:27
I find this rather pathetic, demenses have now been upgraded to work in the arena when they aren't demense and they have longer stuns.

edit: Please fix the hartstone demense within the arena, it shouldn't be allowed to attack you when you aren't in a demensed room.
Nyla2005-03-05 05:17:14
QUOTE(Guardian_Shiro @ Mar 5 2005, 12:09 AM)
I find this rather pathetic, demenses  have now been upgraded to work in the arena when they aren't demense and they have longer stuns.

edit: Please fix the hartstone demense within the arena, it shouldn't be allowed to attack you when you aren't in a demensed room.
65708



If it is a forest area it can be made a demesne without foresting
Unknown2005-03-05 05:18:16
That's a little stupid, its like saying Geomancers can attack on road or wasteland type roads without demensing. Same for Aquamancer when its in water.
Nyla2005-03-05 05:18:56
QUOTE(Guardian_Shiro @ Mar 5 2005, 12:18 AM)
That's a little stupid, its like saying Geomancers can attack on road or wasteland type roads without demensing. Same for Aquamancer when its in water.
65710



They can
Eldanien2005-03-05 05:19:20
That's always been that way, Shiro.

Hartstone can cause certain demesne effects to occur in any forest.

Aquamancers can cause certain demesne effects in any waterway.

Geomancers can cause certain demesne effects in any tainted area.

You're only just now finding this out?
Unknown2005-03-05 05:19:34
It should be changed, where their attacks should only work in demense rooms.
Unknown2005-03-05 05:20:04
I knew it was inside the arena, didn't know it happened outside. I call for a change!
Silvanus2005-03-05 05:33:13
Stupid. Please lock thread.
Athana2005-03-05 07:47:11
i second that motion .....blink.gif

demesnes should not work in enviornments they are meant for? okay..
Richter2005-03-05 07:54:34
Once again, I find that Shiro's blinding intellect shines through. Gross grammatical errors and odd spelling mistakes are just a few of the new, radical ideas Shrio has.

And hey, I'd lock it, but people would scream mod abuse.

Ta ta.
Drago2005-03-05 07:56:57
I think we all agree, Richter, that this topic really does deserve closing.
Erion2005-03-05 13:48:30
I don't know. I think it's amusing.

"omfgduwg bbqs what tihs es unblalanceded1111one!1 i ant demsnesesnm to eb lony wrok ni teihr own froced nad mleded rooms111one!1 and ont teh ntarerul enos11111one!111111"

Make Shiro and aquamancer, and go forceflood a water-room.
Unknown2005-03-05 14:05:26
Forget it, it's not worth being insulted by you people.
Unknown2005-03-05 14:13:46
Okay, I'm stepping away from my usual self to say: OMFG. Are you just.. lacking something?

If a room is FOREST then a Hartstone is able to make it a demesne. They still have to meld, cast forest spells, etc. Same goes for an Aquamancer and water, and a Geomancer and anything tainted.

Shiro, all you have to do is know where the hell you are fighting. People still have to put forth the same effort to make the demesne, whether its their natural environment or not. Just deal with it.
Unknown2005-03-05 14:15:10
No they don't, i'm four rooms away from a hartstone D E M E S N E and I still get hit by their most powerful effects.

edit: Nah!
Unknown2005-03-05 14:18:29
That's impossible. Like I said, know where the hell you are fighting. Also, if you have an AFFLICTION you usually cure it. Maybe you still had spores.

Maybe you need to post a log.
Unknown2005-03-05 14:48:54
I don't have the log!! fine *sniffles* lock the thread.
Amaru2005-03-05 14:54:31
D E M E S N E .
Silvanus2005-03-05 15:22:27
You do not sense any magics melded into the local environment.
2708h, 3212m, 2204e, 10p, 12436en, 14960w ex-geocast tremors

You thump the ground with your foot, and the earth begins to shake, sending out
tremors in all directions.
2708h, 3062m, 2204e, 10p, 12436en, 14922w x-
Growling in displeasure, a filthy gutter mutt leaves to the east.
2708h, 3062m, 2204e, 10p, 12440en, 14922w x-unenemy all

In a moment of forgiveness, you declare that you have no enemies.
2708h, 3212m, 2204e, 10p, 12440en, 14922w x-
You have recovered equilibrium.
2708h, 3212m, 2204e, 10p, 12440en, 14928w ex-
A violent tremor rocks the land, causing the earth to shake and the ground to
stand
buck beneath your feet.
2708h, 3212m, 2204e, 10p, 12440en, 14940w ex-
You are not fallen or kneeling.
2708h, 3212m, 2204e, 10p, 12440en, 14940w ex-e

Sombre Lane. (road).
The stars twinkle in the clear night sky. A sewer grate looms darkly beneath
your feet. A statue of Valek stands here, memorializing his noble spirit. A
filthy gutter mutt meanders here, sniffing the ground.
You see exits leading east and west.
2708h, 3212m, 2204e, 10p, 12438en, 14952w ex-'no tremors

You say, "No tremors."
2708h, 3212m, 2204e, 10p, 12440en, 14960w ex-
Growling in displeasure, a filthy gutter mutt leaves to the east.
2708h, 3212m, 2204e, 10p, 12440en, 14960w ex-w

The Bell-Tower.
The stars twinkle in the clear night sky. A statue of Brona stands here,
memorializing his noble spirit. A moonstone and garnet ring lies abandoned
here.
You see exits leading east, west, and in (open door).
2708h, 3212m, 2204e, 10p, 12438en, 14960w ex-'tremors

You say, "Tremors."
2708h, 3212m, 2204e, 10p, 12438en, 14960w ex-
Off in the distance, some demonic creature screeches in horrible pain.
2708h, 3212m, 2204e, 10p, 12438en, 14960w ex-
A violent tremor rocks the land, causing the earth to shake and the ground to
stand
buck beneath your feet.
2708h, 3212m, 2204e, 10p, 12438en, 14960w ex-
You are not fallen or kneeling.
2708h, 3212m, 2204e, 10p, 12438en, 14960w ex-e

Sombre Lane. (road).
The stars twinkle in the clear night sky. A sewer grate looms darkly beneath
your feet. A statue of Valek stands here, memorializing his noble spirit.
You see exits leading east and west.
2708h, 3212m, 2204e, 10p, 12438en, 14960w ex-geocast meld

Stomping on the ground, you allow your spirit to meld into the taint, becoming
one with this location.
2708h, 3162m, 2204e, 10p, 12433en, 14950w x-
You have recovered equilibrium.
2708h, 3212m, 2204e, 10p, 12433en, 14956w ex-e

Atropos Plaza.
The stars twinkle in the clear night sky. A monument to Baalphegar casts its
long shadow over the filthy flagstones here. A battered old signpost stands
here. A filthy gutter mutt meanders here, sniffing the ground.
You see exits leading north, east, south, southwest, west, and northwest.
2708h, 3212m, 2204e, 10p, 12431en, 14960w ex-geocast meld

Stomping on the ground, you allow your spirit to meld into the taint, becoming
one with this location.
2708h, 3162m, 2204e, 10p, 12435en, 14950w x-
Growling in displeasure, a filthy gutter mutt leaves to the west.
2708h, 3212m, 2204e, 10p, 12440en, 14956w x-
You have recovered equilibrium.
2708h, 3212m, 2204e, 10p, 12440en, 14956w ex-geocast tremors demesne

You reach out to your melded land and thump the ground with your foot, making
the earth shake beneath you.
Small tremors from deep underground vibrate beneath your feet.
2708h, 2912m, 2204e, 10p, 12440en, 14906w x-
You have recovered equilibrium.
2708h, 2912m, 2204e, 10p, 12440en, 14912w ex-
A violent tremor rocks the land, causing the earth to shake and the ground to
stand
buck beneath your feet.
2708h, 3179m, 2204e, 10p, 12440en, 14930w ex-
You are not fallen or kneeling.
2708h, 3179m, 2204e, 10p, 12440en, 14930w ex-w

Sombre Lane. (road).
The stars twinkle in the clear night sky. A sewer grate looms darkly beneath
your feet. A statue of Valek stands here, memorializing his noble spirit. A
filthy gutter mutt meanders here, sniffing the ground.
You see exits leading east and west.
2708h, 3179m, 2204e, 10p, 12438en, 14930w ex-e

Atropos Plaza.
The stars twinkle in the clear night sky. A monument to Baalphegar casts its
long shadow over the filthy flagstones here. A battered old signpost stands
here.
You see exits leading north, east, south, southwest, west, and northwest.
2708h, 3179m, 2204e, 10p, 12436en, 14930w ex-'tremors

You say, "Tremors."
2708h, 3179m, 2204e, 10p, 12436en, 14936w ex-w

Sombre Lane. (road).
The stars twinkle in the clear night sky. A sewer grate looms darkly beneath
your feet. A statue of Valek stands here, memorializing his noble spirit. A
filthy gutter mutt meanders here, sniffing the ground.
You see exits leading east and west.
2708h, 3179m, 2204e, 10p, 12434en, 14936w ex-
A violent tremor rocks the land, causing the earth to shake and the ground to
stand
buck beneath your feet.
2708h, 3212m, 2204e, 10p, 12440en, 14942w ex-
You are not fallen or kneeling.
2708h, 3212m, 2204e, 10p, 12440en, 14942w ex-'tremors

You say, "Tremors."
2708h, 3212m, 2204e, 10p, 12440en, 14942w ex-w

The Bell-Tower.
The stars twinkle in the clear night sky. A statue of Brona stands here,
memorializing his noble spirit. A moonstone and garnet ring lies abandoned
here.
You see exits leading east, west, and in (open door).
2708h, 3212m, 2204e, 10p, 12438en, 14954w ex-perceive

You do not sense any magics melded into the local environment.
2708h, 3212m, 2204e, 10p, 12440en, 14954w ex-
A violent tremor rocks the land, causing the earth to shake and the ground to
stand
buck beneath your feet.
2708h, 3212m, 2204e, 10p, 12440en, 14960w ex-
A filthy gutter mutt arrives from the east, sniffing about.
2708h, 3212m, 2204e, 10p, 12440en, 14960w ex-
You are not fallen or kneeling.
2708h, 3212m, 2204e, 10p, 12440en, 14960w ex-'tremors

You say, "Tremors."
2708h, 3212m, 2204e, 10p, 12440en, 14960w ex-ab geomancy tremors

Syntax: GEOCAST TREMORS
This can be cast in a single tainted location or throughout your demesne.
Tremors will rock the earth, causing your enemies to fall down if they are not
levitating.
Ralshan2005-03-05 15:27:52
If you're an aquamancer, a geomancer or a hartstone druid, you can cast any of your demesne spells in one room of the appropriate type (water, taint or forest, respectively) without melding it into your demesne.

If I'm a Hartstone, I can put up squirrels in any naturally occuring forest room, no meld required. I further have the option to create the 'ethereal forest' effect in any room that is not a naturally occuring forest. I can then cast any demesne effect I want, in that one room, without melding.

If I then choose to meld, creating a demesne, I can meld any naturally occuring forest room, or a room which has had 'ethereal forest' cast in it. I have further powers in an actual, melded demesne, including being able to sense who enters or exits, fusing runes, and probably some others I forget because I haven't been a druid in a while. I know that aqua- and geomancers can only use demesne summon in an actual demesne. Plus, I can cast my effects over the entire demesne in one go.

So, if you're in any forest room anywhere, melded demesne or not, a Hartstone may have put their squirrels, fog, brair walls, whatever in it. Same with an aqua for any water room anywhere or for geomancers with any tainted area anywhere.

That's just the way it works. Always has.

EDIT: Silvanus beat me to it with an example.