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First, the burning questions everybody wants answered

Q: How is magic taught?
A: Right off the bat everyone is capable of meditation via the magic-mode. Upon casting, your Persona sinks into a minute-long trance. This time of deep thought and heightened awareness provide time for your Persona to literally learn from their surroundings and inherit the spells of the earth. What magic you learn is dependent on many factors, every time you meditate you will receive different results and we encourage that you travel the world. The places you visit will affect your chances of learning and the nature of the spell, and the choice of what kinds of spells you seek to learn are in your hands.

Teaching is a thing, in the sense that your chances of learning a spell are drastically improved if you are accompanied by a Mage that knows said spell. But before you all start waiting for Blundermore to go afk so you can spam Meditate near him, teaching only works as a boost factor, and won't do anything if the initial conditions for learning a spell are not met. This generally means your teacher has to voluntarily stick with you as you find the right meditative conditions, which hopefully means they'll want to RP through the process with you.

Q: Will existing mages be compensated?
A: No. Since we were unable to compensate players who valiantly role-played a profession throughout earlier maps, it only seems fair to apply the same clean slate for magic.
 
Q: Does that mean all of my work goes to waste?
A: No, provided that you roleplayed out your magic in the past you are most likely a much more profound roleplayer than most seeking to engage in magic roleplay. People will be more willing to agree with you roleplaying powerful magic than those who have yet to learn self-control and the lore behind spells.

Q: Are there any spells for the locked subtypes?
A: At the moment, no. This is in short because such spells are usually very particular. Such specific spells are generally harder to code, and considering they'd be made for a (purposefully) small, exclusive group of people, it is not conducive to meeting our deadlines. However, there's a pretty solid chance such spells will exist in the future, and the code to support such spells is already functional.
 
Q: How powerful will magic be compared to swordfighting?
A: Provided that you put in significant time in combat oriented spells whether or not you defeat your enemy will depend on how skilled you are at landing those shots. If you have bad ping or server connection it is recommended you try to focus more on levelling AOE spells.

Q: Do you guys even follow Lore?
A: We try to follow Magic Lore in the plugin to the best of our abilities, and would certainly not code anything that conflicts with it. We observe the fundamental three archetypes of Void, Deity and Dark magics, and try to provide you with spells that fit within the confines of each. We're also constantly on the lookout for spells that would be possible to code and fill important gaps in the canon of LotC.

That being said, we also respect the imagination and creative freedom of the players. While, say, healing is primarily a Deity-powered magic, who is to say someone won't have a character or make lore that lets them do wound-tending in some Dark-aligned way? Magic, and the spells you choose, are a great driving force behind the development of your character, and for the most part we do not stand in the way of that. It is fully up to you, not us, to shape your RP experience with the tools provided.
 
Q: If I haven’t learned a spell in Nexus-Magic does that mean I can’t use it in roleplay?
A: We designed this plugin to augment your roleplay and give magic a fun way to be represented through mechanics. As usual if someone disagrees with your magic prowess they can demand combat through mechanics. You may roleplay any spells how you want following the rules from this post: https://www.lordofthecraft.net/topic/101639-let-loose-the-magic/
 
Q: When are you releasing it?
A: With 4.0 out of the way we have finished a large portion of our work. We are not planning to lose steam however as our work for the future is cut out for us and we will deliver the magic to you as soon as possible.
 




So with all that out of the way, what can you expect?

You can expect all of the spells coded in the magic plugin as they were displayed in the preview release, plus some never-before seen spells to round out the package and reflect the current width of the lore. You can expect entire areas to be setup to maximize the effectiveness of your meditation. From peaceful glades aglow with life and growth, to horrible torture dungeons where the screams of captive prisoners expand the sickest of minds.

You can expect to customize your spellcaster package by picking any of these spells, and then set out to master each of them while also mastering your capabilities as an overall spellcaster. You will be able to choose spells defined by your Persona's personality, or let your personality be defined by the magics you wield.
 
You can expect the plugin to keep track of what spell type you favor, and cast you within the lore archetype of either a Void, Deity or Dark mage, each of which alters the flavor of your magic. And as you progress, you can expect to see your spells go from pitiful cantrips to a powerful force of nature, with the damage and utility that can turn the tide of a battle.

With a functional magic plugin supporting the foundations, we can soon move on to providing spells that cater to all the different creeds and callings existent in lore. From silencing spells that thwart other mages as practiced by the Fi'hiirhatarfjkl34erjwekl (something in Elven), to powerful divine favors that counteract a Mage's natural fragility and let them act as battle clerics. We can allow for a reprise of the dreaded Harbinger magics, made available in some rebalanced form to those that discover them, and unleash the most dreadful of magics wielded only by dark, dark beings.

Artisans may also rejoice, because Mages will need some help to equip themselves with powerful Staffs to enhance their magic. Staffs are a combination of a branch (shaft) and gem (top piece), and can furthermore be enchanted to further boost their capability. This leaves plenty of work available for those who have mastered their particular profession, with the most powerful of staffs requiring an artisan of no less than Legendary abilities.

With 8 branches and 10 gems to be found, there's plenty of combinations to customize your spell-casting experience. Choose a staff to maximize your mana pool and unleash a unending flurry of spell after spell after spell, or perhaps lower your spell cooldowns to get access to your most powerful spells more often. If you favor a particular subtype you can also boost the raw power of relevant spells with the appropriate staff, provided you can find it.

All in all, it is the character that gives meaning to the mechanics, and magic that gives flavor to the character. With almost endless choices for customization available to fit as much as possible RP venues, we'd hope no two spellcasters to ever be the same.
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Q: Are there any spells for the locked subtypes?

A: At the moment, no. This is in short because such spells are usually very particular. Such specific spells are generally harder to code, and considering they'd be made for a (purposefully) small, exclusive group of people, it is not conducive to meeting our deadlines. However, there's a pretty solid chance such spells will exist in the future, and the code to support such spells is already functional.

Does this mean that the druid magic you showed off several months ago is not currently in game since druid magic is a locked subtype?

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Third. Hot.

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ETA im release?

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*rolls around*

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Staves are generally only focal points for Magi, but that's a nice feature to look forward to I suppose.

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Spectacular read. Will you be able to choose the branches from when you meditate each time? Or will the type of magic, which is the dark, void, and deity only have the spells and no trees?

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Tl;dr please

alo first

try harder

 

Does this mean that the druid magic you showed off several months ago is not currently in game since druid magic is a locked subtype?

 

Some magic is simply nature magic, and the more advanced spells are druidic in their nature. (pun intended).

 

They are all available. :)

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So just to confirm my suscipions, we can still go around and RP our magic like we have been doing, regardless if we have it within mechanic magic.. However, if one part is unhappy and then it goes to PvP we can just swing swords like a happy camper?

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Some magic is simply nature magic, and the more advanced spells are druidic in their nature. (pun intended).

 

They are all available. :)

What do you mean by nature magic? Anything that involves communion or growing something permanently has been locked forever.

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try harder

 

 

Some magic is simply nature magic, and the more advanced spells are druidic in their nature. (pun intended).

 

They are all available. :)

What do you mean by nature magic? Druid magic is LotC's nature magic O.o

I suppose conjuration could conjure plants, but by the very nature of the void that's not permanent.

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