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Elflines Online Fan Patch v0.

1
What kind of gonk makes a game about elves then forgets to develop a
proper magic system? Even if the miasma somehow negates all magic within it,
surely the places without miasma would have magic, right? And besides, how does
miasma affect magic, but also biological stuff like healing fast, and then doesn’t
just kill you? There’s a lot of plotholes and rules of cool took the day off, so we at
YoHoStudios have been long at work to fix their mess. And we’ve done this by first
introducing our first fan server, Miasma! (fitting name, I know).

How is miasma different from normal ELO? Well, it’s basically a different
game. Most of the code was “borrowed” or reverse engineered, however we still
changed enough to warrant the installation of a brand new client. This client
works with vanilla servers as well as miasma, but things like magic will only
affect miasma. We’d also recommend not using the same character, as your
account might be terminated on vanilla for having miasma modifications. That
being said, the client can be downloaded standalone or as a patch for your
existing ELO installation! Link can be found at [Insert Website Here].

To start with, let’s look at the changelog:

- Fixed a bug where interacting with NPCs would always start their
questline or cutscene.
- Fixed a bug where horses would disappear when you weren’t looking
- Reduced the user risk of heart attack when getting hurt, you can now
change damage intensity in settings.
- Hand tracking is better, allowing for people to track things like ASL easier.
- Added an alchemy system. tables and tomes are available in every major
city, just look for the alchemist’s shop.
- Added spellcasting, rituals, and general player magic.
- Removed Herobrine
Magic - It just works
As you might have known, one of the big distinctions of Elflines from any other
Fantasy MMORPG is the lack of magic available to the elves. This certainly could
create some interesting complications with the story, but the void of magic has
left nothing to fill its place. Well now power has returned and brought with it 3
new archetypes: Alchemist, Spellcaster, and Summoner.
To make it easier to understand how this all works, 2 new skills have been added:

Sorcery (x2)(INT) - An education skill which determines your proficiency with


spellcasting. Sorcery cannot be used untrained and is not tied to any role. Sorcery
is a skill exclusive to Elflines Online and cannot be used in meatspace.

Artifice (x2)(Tech) - A Technique skill which determines your proficiency with


making potions and magic items. Artifice cannot be used untrained and is not tied
to any role. Artifice is a skill exclusive to Elflines Online and cannot be used in
meatspace.
Alchemy
Alchemy in Elflines Online works similarly to drug making in meatspace. To craft
an alchemical
potion, you first must gather reagents with a cost described on the Alchemical
Formulae table. Then you must spend an amount of time as listed on the table
crafting the potion. Finally, at the end of crafting, you roll Artifice + Tech + 1d10
VS Artifice DV of the formula. On a success, you now have the potion you made. On
a failure, you mess it up and your reagents are wasted.

Formula Name Reagent Cost Artifice DV Crafting Time

Elixir of Health 10gp 11 1 minute

Vial of Poison 50gp 11 1 minute

Draught of Purity 50gp 13 10 minutes

Flask of Endurance 50gp 13 10 minutes

Draught of Iron 100gp 15 10 minutes

Crow’s Brain 100gp 17 1 hour

Monkey’s Paw 100gp 17 1 hour

Cat’s Tail 100gp 17 1 hour

Fly’s Grace 100gp 17 1 hour

Snake’s Tongue 100gp 17 1 hour

Owl’s Feather 100gp 17 1 hour

Cheetah’s Eye 100gp 17 1 hour

Bear’s Claw 100gp 17 1 hour

Dog’s Nose 100gp 17 1 hour

Spell Scroll 5xDrain DV gp Drain DV 5 x Drain DV minutes


Elixer of Health
This bottle of oil acts as a liquid form of Sacred Herb, and when drunk acts
exactly as if you applied sacred herb to yourself, healing BODY + WILL hp.

Vial of Poison
There’s no fancy tricks here, this is just a regular old vial of poison, only you
made it yourself!

Flask of Endurance
When you consume a Flask of Endurance, you ignore all effects of the seriously
wounded state for 10 minutes.

Draught of Purity
When you consume a draught of purity, all debuffs put on you are erased.

Draught of Iron
When you consume a draught of iron, raise your SP in both your head and body by
2 for 10 minutes. After these 10 minutes, you cannot benefit from a Draught of
Iron for 50 minutes, totalling to 1 draught per hour.

Crow’s Brain
When you consume this potion, Increase INT by 2 for 10 minutes. You cannot
benefit from this potion more than once a day.

Monkey’s Paw
When you consume this potion, Increase TECH by 2 for 10 minutes. You cannot
benefit from this potion more than once a day.

Cat’s Tail
When you consume this potion, Increase REF by 2 for 10 minutes. You cannot
benefit from this potion more than once a day.

Fly’s Grace
When you consume this potion, Increase DEX by 2 for 10 minutes. You cannot
benefit from this potion more than once a day.
Snake’s Tongue
When you consume this potion, Increase COOL by 2 for 10 minutes. You cannot
benefit from this potion more than once a day.

Owl’s Feather
When you consume this potion, Increase WILL by 2 for 10 minutes. You cannot
benefit from this potion more than once a day.

Cheetah’s Eye
When you consume this potion, Increase Move by 2 for 10 minutes. You cannot
benefit from this potion more than once a day.

Bear’s Claw
When you consume this potion, Increase Body by 2 for 10 minutes. You cannot
benefit from this potion more than once a day.

Dog’s Nose
When you consume this potion, Increase EMP by 2 for 10 minutes. You cannot
benefit from this potion more than once a day.

Spell Scroll
If you wish to cast a spell without dealing with drain later, or wish to sell a copy
of your spell, or even give one to another elf in your elfline, you need to make a
spell scroll. The Drain DV is listed in the spell description, and plugs into cost,
artifice DV, and crafting time.
Spellcasting
Sometimes you want to do magic that’s more direct than brewing a potion. Any
little elf has heard stories of a great sage who could take an army solo. Blasting
fire like their hands had tiny dragons on them. With the miasma server’s magic
system, now you too can start conjuring!

Learning a spell

To start off, you need to learn spells. This can be done by buying a spell tome and
some spell scrolls. The tome acts as a record of every spell your character can cast
and, after purchase, will soulbind to you, allowing you a quick reference for how
to cast your spells.

Spell Scrolls are consumable written records of spells. You can cast the spell
directly from a scroll, and you suffer no drain or cooldown from doing so.
However, if you cast a spell off a scroll, the scroll crumbles to dust in your hands.
Instead what you can do is copy the scroll into your tome. This also destroys the
scroll, but teaches you the spell so you can produce your own spell scroll and cast
the spell normally.

Once a spell is learned, you will be given the option to go through a casting
tutorial for the spell. This teaches you the somatic and verbal components you
need to perform to cast the spell, as well as any mental components you may need
to add as well.

As an example, let’s take the spell Phantasm. Phantasm will instruct the caster to
form two L shapes with their hand to frame the area the phantasm will go, then
imagine the image within that area. The image will slowly fade in, and look,
sound, maybe even feel real, until someone passes a perception DV 15 check to see
through it.

There is no limit to how many spells you can learn, but it might be hard for your
edgerunner to remember how to cast 50-100 spells at once.

Casting a spell
So you got your spell and you’re ready to cast it? Great! Now there’s just a couple
steps more to go through.

First, each spell has a drain value. Drain represents the toll it takes to cast a spell
while plagued by miasma. Each spell also has 1 or more spell components.

Somatic components are gestures you make with your hands such as “Hold your
arms in a Y shape above your head, hands open. Then swing them into a straight
line, closing the two hands around each other. Finally, slam the hands towards
the floor.” (Lightning Smite).

Mental components are decisions you make while casting a spell such as “you
envision the illusion you wish to place, and then there it is.” or “you mentally
select a target, and find a psychokinetic grip placed upon it.”

Finally, to cast a spell you must deal with it’s drain. Each spell has a drain value,
which acts as a DV you must pass to cast the spell without harm. Every point
under this DV is 1 point of unresisted damage you take. So make sure to not push
yourself. Additionally, if you cast a healing spell on yourself and take drain
damage, the spell fails. The roll to resist drain is Sorcery + INT+ 1d10 vs DV. You
take only half drain in an area unaffected by miasma, such as a town or camp.

Some spells must also be sustained. Unless otherwise stated, you sustain a spell
for as long as you actively concentrate on it, If you get hit, make a Concentration
test against the Drain DV. On a fail, you stop sustaining the spell entirely.
Sustaining a spell is a free action. You can only sustain 1 spell at a time.

If a spell is listed as an attack or otherwise calls for a skill roll, your side of the
roll is always Sorcery + INT + 1d10.

List of Spells

Below is the extensive list of spells within this patch, as well as how much the
average price for a scroll of said spell is.
Faerie Fire
Drain DV 14
Cost: 140gp
You clasp your hands in front of you, and blow into them. This sends out sparks
which illuminate the hidden, giving a +5 to perception checks within a 6 x 6 x 6
m/yd cube in front of you. It also outlines anything invisible, effectively
cancelling invisibility.

Invisibility
Drain DV 14
Cost: 140gp
Speak the name of an object and wave your hand across it., while imagining it
isn’t there. The object will disappear behind your hand. This spell lasts for 10
minutes.

Telekinesis (sustained)
Drain DV 10+
Cost: 100gp

Imagine the presence of an object within 10 m/yds if you. Imagine you have a
third hand upon the object, and are moving it around as if the hand were your
own. Suddenly, you will see the object float there as if you were holding it. Both
your head and the object have a faint colored aura, indicating telekinesis.
Additional objects may be held, with each hand needed adding 2 to the drain DV.
if you’d need two hands of your own to hold an object, you need 2 telekinetic
hands to hold it. If you need 2 people to lift it, you’d need 4 hands, and so on.

Lightning Smite
Drain DV 17
Cost: 170gp

Imagine a point anywhere within line of sight. Then, raise your arms in a Y shape
above your head with your hands open. Quickly close the hands together above
your head, then drop your hands down to send in a thunderbolt. This
thunderbolt counts as a ranged attack using Sorcery. On a hit, it deals 3d6
damage. If even 1 point makes it past armor, DEX, REF, and MOVE are lowered by
1d6 for 1 minute.
Fireball
Drain DV 17
Cost: 170gp

Form your hands into a hollow ball and imagine a flame held within. Mentally
grow the flame, opening your hands to allow for more room. Then, release the
fireball. Fireball counts as a ranged attack, dealing 3d6 damage. If even 1 point
makes it past armor, your target is engulfed in flame. Until your target spends
an Action to put themselves out, they take 2 damage directly to their HP
whenever they end their Turn. Multiple instances of this effect cannot stack.

Frost weapon (sustained)


Drain DV 17
Cost: 170 gp

Conjure an image of a weapon made of frost, then exhale deeply. This exhalation
carries frost crystals which form the weapon you thought of. The weapon
attacks with melee or archery as normal, but deals 2d6 damage directly to HP on
a meat hit, not ablating armor as it was never interacted with.

Sleep
Drain DV 16
Cost: 160gp

Point a finger at the target, and then quickly raise your hands to your cheek,
close your eyes, and tilt your head. This will cause an intense drowsiness in the
target. Your target must attempt to beat a DV13 Endurance/Resist
Torture/Drugs Check. Anyone who fails is now Prone (see pg. 169) and
Unconscious for 1 minute or until they are woken by taking damage, or by
someone else using an Action that touches them

Shield (sustained)
Drain DV 12
Cost: 120 gp

You assume a defensive position, swinging your arm from your side to across
your chest, summoning a glowing eldritch shield in its place. This counts as SP 10
armor in your shield slot. If the shield is ablated by even 1 point, it disappears.

Phantasm
Drain DV 15
Cost: 150gp

You make two L shapes with your hands, and arrange them as a painting’s frame.
Through the frame, imagine a phantasm filling it’s space. The illusive image will
then appear. It is indistinguishable from reality unless you pass a DV 15
perception check. Phantasms are not physically present, however, and can be
walked through and deal no damage. A phantasm takes up a cube 2m/yds on a
side, and 2 m/yds can be added to this area by adding 2 to the drain DV.

Lay on Hands
Drain DV 16
Cost: 160gp

Lay a hand on a target and recite a short prayer, channeling mana into them.
Then, make a First Aid / Paramedic / Surgery check vs DV 13. On a success, the
target regains HP equal to WILL + Body.

Mage Armor
Drain DV 11+
Cost: 110gp

Place your arms in an X shape across your chest, balling your hands into fists.
Uncurl your fists, and you find strings of eldritch force flying out and
wrapping around you, granting SP 1 armor on your head and body. You can add 1
additional SP or more by adding 1 more to the drain DV per SP of armor. Mage
armor lasts for 10 minutes, or until ablated to SP0. Casting mage armor if you
already have mage armor will replace the old armor with the new armor.

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