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[✗] Dark Shamanism Rewrite - Ixli Origins, Seekers & more


Smaw
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Preface: Didn't come to step on any toes, I was asked to write something up due to inactivity and general disinterest with the latest batch of Dark Shamanism.

 

 

The Origins of Ixli

 

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(Ixli before his corruption)

 

When the ethereal dust settled with the birth of the Immortal Realms, Ixli looked out upon his dwelling with a swell of pride. After all, he was the Spirit of Truth and Judgement.

 

At first he ordered his lessers into one of his two domains, and instilled in each of them a task and a philosophy through which to live. They would scatter out into the world, looking upon mortals and uncovering and reprimanding deceit and trickery.

 

Ixli himself had other plans, and set out into the vastness of the world in order to uncover all which had remained hidden. It was his duty, after all, to uncover the many primordial veils that obscured the corners of the Universe.

 

And so his search began. Though rife with danger, Ixli threw caution to the wind and remained steadfast in his noble pursuit. He was one of the first Immortal Spirits to venture outside of the safety of the Spirit realms. In the vast, celestial expanse he was subject to the mortal coil, and any harm that came to him would indeed be irreversible.

 

He perused among the indecipherable remnants of creation, and basked in the eternal rays that illuminated his journey. He saw the most brilliants of stars, and the most hungering of voids. He happened upon unspeakable things, and witnessed histories that would ravage the sanity of mere men.

 

It wrought at his soul and diminished his resilience, and yet he persevered in his heroic uncovering. No stone would be unturned in the pursuit of truth, for it would save the lives of many who were undeserving of such harsh fates.

 

At one stage he found himself within a particularly large void, starved of stars and planets and near anything at all. It was as true a void as he had ever witnessed, and yet in its apparent centre an asteroid loomed.

 

As he touched upon the dust, he saw a temple that bore all the resemblance of the darkest chitin. It was altogether inhuman, and incoveibable to mortal eyes. As he ventured into the shadows of the strange architecture, he uncovered an entity, dormant in a throne-like platform.

 

Upon entering the hall, the torches around it flickered into wisps of flame, and the skeletal figure shuffled its awakened form.

 

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(The Nameless King)

 

It spoke not of any language Ixli had come to learn, nor the symbols of the hall any semblance of familiarity. Instead they bore a sick aura, one that unnerved even the Immortal himself.

 

Just as soon as the flames had risen, they were drawn into the creature, setting it ablaze. In a wailing rush, it advanced upon Ixli and stumbled before his feet. The fires charred at its bone and soon it crumbled into ash.

 

As Ixli took a step back, the ash drew up and merged with his soul. It dug into him like indomitable claws, and refused to allow him a moments relief from the pain that wracked at his core. He felt his mind succumb to foul intent, a more precarious iteration of itself.

 

He looked around him as the halls collapsed, and all of the energies of the room swirled into his being. He felt a rush of empowerment, and a subsequent fatigue that rattled his sanity. He began to hunger more. More, as the world beneath his feat crumbled and broke, and it was not long before Ixli found himself amidst the great void, alone with only his thoughts.

 

The many thoughts that ate at him and screamed within his mind.


The Origins of the Dark Shamans

 

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(The Truth of Death)


 

Indeed, Ixli has been forever warped and changed by that experience. So much so that when he returned to his realm, a great wave of madness descended upon his subjects. All reverted to bastardising their former ideologies, each destructive and self-serving.

 

Ixli knew that his hungering was not for more power, or for endless spoils. Instead, it was for sanity. In a desperate pursuit to return his world to normality, he would offer all that he had uncovered in exchange for the state of mind he fantasised of returning to.

 

From this decision, the Dark Shamans were born. Ixli instructed one of his lessers to enter the mortal realm on his behalf, and to reveal to those more learned of spiritual energies, the forbidden knowledge he could barely allow.

 

For all intents and purposes these powers were shadows of those he had uncovered on the asteroid, those of absorbing the totality of material and absorbing latent energies. Weakened and yet formidable variations of his own ill fate.

 

They would come by way of the Tome of Ixli, a book that contained the indecipherable symbols presented in that far gone temple. Unknown even to the Immortal himself, it is only upon looking at them that the dark knowledged is seared into mortal minds. They cannot speak of how they function, and it is not something that can be passed on without observing the passages.

 

It is a knowing that is plagued upon the soul, one that begins a process of withering the mind and body of those who dare to learn it. The appetite for power comes at a grave cost, one that will take from the Dark Shamans not only their bodies, but their sanity as well.

 

However, this is not in the common understanding of sanity. It is instead one that pertains to a moral compass, and one of survival. Upon the descent of this madness, the Dark Shamans continue to forsake their safety as they lose sight of what it meant to have a mortal coil.

 

The Tome of Ixli is a Lesser Spirit of Ixli, and is therefore not literally a tome. However, it presents itself as a tome and does not often diverge from this appearance. For all intents and purposes it will appear as a usual book, but will have immense spiritual properties.

 

In order to understand the process of becoming a Dark Shaman, one must read the symbols that are represented through the Tome of Ixli. These symbols cannot be recreated or represented in any way, and the knowledge cannot be taught or expressed through any means. It is a process that binds to the Soul and begins to corrupt it, and is a process as natural as breathing for those that come to understand it. Due to this, it takes no significant effort to begin manipulating a Spirit, and instead is achieved through sheer intent or will..

 

Although the tome is actually a Spirit itself, it cannot be consumed by the art that it teaches. However, due to its nature it can be destroyed; a feat that would be particularly difficult as it can remove itself from the Mortal Realm at will.


The Withering

 

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(The use of Blood Totems is especially important)


 

Perhaps the most poignant state of a Dark Shaman is that of his or her withering, in which the mind and body of the host succumbs to a state of decay. This occurs because the unspeakable evils that find host within their souls gnaw away and tear them asunder.

 

As the soul becomes more precarious, it loses its hold on all things mortal, and the body is often left behind. As this stage progresses, the Shaman will find their muscles weakened, followed shortly by their bones. Before long, their appendages begin to fall around them, and they are little more than ravaged souls and vestiges of sundered bone.

 

It is near impossible to revitalise the mind of a Dark Shaman, but the body is not beyond repair. Through specific rituals, these Shamans may rend the flesh of their enemies, and transfer these materials onto their bodies.

 

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(Rending Flesh and Blood)

 

When a Dark Shaman has overpowered an enemy, he or she may begin a process of absorbing their flesh and blood. Their latent energies will begin to draw these materials from bone, and will newly form upon the Shamans own skeleton in order to revitalise them.

 

If a Dark Shaman does not occasionally restore their body, they will permeate the stench of decay, which will alert all nearby to their true state of being. Along with this, the decaying of muscle will prevent them from moving at any considerable extent. They will be severely impaired without this procedure.

 

The Shaman must find a person of considerable energy (an actual player) and draw upon them.

 

States of Withering:

 

T1 - Weakened muscles and occasional slur of speech

T2 - Weakened muscles and bones, slowed movement and mild hallucinations

T3 - Decaying muscles and brittle bones, and questionable moral stance.

T4 - Near-gone muscles, severely brittle bones and precarious sanity.

T5 - Virtually ghost-like, with mild bone tethering all together.

Weakened muscles and bones at T3 and beyond will persist through revitalisation, but will allow the Shaman to at least appear normal and without any kind of smell.

 

The Great Mist

 

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Although the bodies of Dark Shamans can be repaired, the mind is irreversibly damaged. This causes them to drift further from normality, as they come to question their own mortality and direction in life. At some point in their decay (T3) they are drawn by the call of The Great Mist.

 

The Great Mist is an unexplainable realm of towering statues. These stone figures each present an idea to the Dark Shaman, a truth in life that they may choose to follow and enact upon the world. In response, they are awarded a respite from their madness.

 

With each task achieved, they can once more enter The Great Mist and meditate with these entities, in states of bliss. This will allow them to return to the mortal realm with clear minds for a few days. However, due to the cruel barb of fate, this will never be a permanent restoration, and is only used to stave off an inevitable decline.

 

After they have completed a task, they will be returned to normality for the three day duration, but will be unable to use the truth spells they are otherwise granted.

 

The three truths set by these entities and the powers they bestow are as follows:

 

The Truth of Death:

 

The ability to ensnare a soul in death, restoring it to the corpse under the false promise that it may return to life if it exchanges its own soul for another.

 

The idea behind this ability is to force the dead character into seeing the inevitability of their fate, and allowing them the chance to stave it off a while longer. They will receive no boons and are instead set loose to murder fruitlessly.

 

The ability can be used on plant life in order to kill it instantly, or in order for it to bear poisonous fruit.


The Truth of Violence:

 

The ability to provoke blind rage into a target, causing them to attack whatever is in the nearest vicinity to them, regardless of affiliation. If there are no targets in the area, the victim will begin to self-harm.

 

(If suicide occurs, the player will not be required to PK in this exceptional circumstance)

 

This ability can be used on animals in the vicinity, and will even work on the pets of those around the Dark Shaman.


The Truth of Misery:

 

This ability causes the victims tongue to turn black and sour, and will contort all words spoken into lies and insults. All sense of enjoyment will be removed from the taste buds, replaced by the same, foul taste; irrespective of what it is they are eating.

 

Note: Only one truth may be followed at a time, and once it is chosen it cannot be changed for another. These abilities may also only be used once every three days, in line with the period of rest that follows.


The Miser of Mist

 

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When a Dark Shaman reaches his or her peak (T5), they may choose to replace what little form they have remaining for a permanent state of darkened mist. This allows them to avoid ordinary harm, but they will be susceptible to aurum and the addition of powerful air magics, which will cause harm upon their twisted, incorporeal bodies.

 

There may only ever be one Miser of Mist, as their abilities are far reaching. They are capable of presenting false visions to those they come into contact with, and may manipulate their appearance at will in order to blend in. They have no smell or distinguishable odour, but if they are touched, the hand will fall right through the veil. Should a miser be beaten and ‘slain’ in some manner or another, they are instead beaten back into the great mists, before they are able to re-manifest into the mortal plane.

 

They are still capable of manipulating Spirits. However, they will not be able to rend flesh to mend their body, for there is nothing left to mend, nor will they be able to follow the three truths. Instead, they serve as a watcher to their ilk, and posses the ability to summon and disperse the tome of Ixli on a whim.

 

The Ritual

 

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When it is decided that a Shaman will become the Miser of Mist, they are to be brought to The Great Mist. All Dark Shamans currently active must attend with the Tome of Ixli, and sail the river of lies. At the base, a statue larger than all others resides. At the bottom is an altar, one that the chosen Shaman must be rested upon.

 

It is then that the opened Tome of Ixli will be set above his or her head, and all other Shamans will begin to process of rending his or her flesh. When they are little more than a collection of bones, they are to be set ablaze.

 

Once their bones turn to ash, they are poured into the river of lies. After a time, the Miser of Mist will emerge and claim his or herself as Keeper of the Tome, where they gain the ability to summon and disperse it as they please.

 

In order to reverse this process, the same number of Dark Shamans must combine their mastery of the elements in order to capture the Miser within a container. Once he is stored, they are to set it ablaze.

 

This process will result in a PK.

 

Note: If a Miser becomes inactive (Course of 3+ months, with prior explanation/attempt to communicate), they will be reverted back to a Dark Shaman


Spiritual Manipulation

 

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(Some Shamans will forsake their flesh for a horrific presence)



Due to their history and knowledge of the Spirits, Dark Shamans focus the brunt of their absorption on the dormant, or stagnant, Spirits that reside within every corner of the mortal realm.

 

Due to the intense concentration that it takes to absorb and manipulate the stagnant Spirits, these Dark Shamans are only capable of using one spiritual energy at a time; this will increase to two after T3. They are otherwise capable of using any Spirits present in the environment around them.

 

For instance, a Dark Shaman cannot evoke misery into an Ent when there are no creatures in the vicinity that have ever felt the sensation. However, if one were to enter a city, one may draw on the misery of the denizens to heighten this ability and force it upon a target.

 

When these energies are manipulated and absorbed, they are tainted within the core of the Dark Shaman. In this process, the intent of the Dark Shaman is placed on the spirits, and they are then sent back into the region they were from.

 

Emote 1:

 

As an example, a Dark Shaman may stand before a blazing fire. He may them begin the process of absorbing the energies within, causing the lights to flicker.

 

Emote 2:

 

The Dark Shaman will them put his focus upon the spirits, demanding that they direct themselves to the nearby Orc.

 

Emote 3:

 

As the spirits are returned to the fire, it is twisted and corrupted into black flame, and will sear with greater heat.

 

Emote 4:

 

As it flows toward the Orc, it burns wildly in the region. This type of flame cannot be doused by water, and will blaze for the natural duration that it exists.


This process affects the elements as follows:

 

Water - Thickened or acidic and discoloured, the water may take on two states of being, dependant on a rolling system. Anything below 50 is thick, mud like water, anything above 50 is acidic.

 

Fire - Blackened and unable to be doused, but likewise cannot spread outside of target area

 

Earth - Weakened and discoloured, the ground crumbles and falls to smaller pieces. If these are used, everything will be reduced to dust

 

Air - Poisonous and irritating to skin, this air cannot be breathed. If someone is in proximity and remains there, they will fall unconscious in three emotes.

 

Metal - Brittle and jagged, warped metal cannot be crafted with and will render existing weapons and armours  near useless, needing to be re-forged to truly repair.

 

Electricity - Becomes extremely erratic and may turn on the Shaman himself, takes on a darker colouration and appears gray

 

Generally, this does not affect or enhance Immortal offensive abilities, but will ensure that all healing spells produce the opposite effect. Each of these abilities scales with tier, in line with the way it would through normal Shamanism.

 

When stagnant Spirits are influenced, they can no longer be used by normal Shamans until the region is healed by considerable feats of Shamanism; I.E blessings


Weaknesses

 

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(A Seeker emerges)

 

For unknown reasons, the Dark Shamans are haunted by creatures referred to only as Seekers. These entities appear to randomly emerge around these Shamans and attack them on occasion.

 

If the Shaman is attacking someone, the Seeker may materialise in order to help the victim. Or, on rare occasion, to kill both. Their actions are impossible to determine, and they may even help the Shaman in exceptional circumstances.

 

These Seekers are to be played by ET Actors as and when they desire, but much like the raid system, there must be a designated cooldown time on individual Shamans.

 

The abilities they seem to have are mostly melee based, and are not above what you would expect of a traditional swordsman. However, they may also utilise an electrical spell that takes on a purple hue, and will render the Dark Shaman incapable of using Spirit based spells.


Physical & Mental Weakness

 

Due to their states of being, Dark Shamans are more susceptible to mental magics and illusions. Additionally, even if their physical bodies are restored, they are more prone to physical damage.


Weakness to Holy Magic

 

When the Dark Shamans are in unprotected states, they are susceptible to holy magic, which will cause them some degree of harm. It will not immediately kill them, but will become a major concern if it is not quickly repelled. It is imperative, for this reason, that they continue to revitalise their bodies. If their bodies are revitalised, they do not suffer the harm of holy magic, but are altogether as susceptible to other spells and indeed, the elements, as a normal body would be.

 

Blindness

 

At later stages, the Shaman's vision will rapidly deteriorate. Even with restored bodies, they will find they their eyes are hazed by a persistent mist. In these circumstances (T4 and above) they will only be capable of focusing directly ahead, and will otherwise see mist in all other locations.

 

Spiritual Usage

 

Dark Shamans may only use one Spirit at a time, which later increases to two beyond T4. However, only where these Spirits are likely to be active. As with normal Shamanism, a Dark Shaman may not produce fire where there is none, and can only work with existing material.

 

Disconnecting a Dark Shaman

 

In order to disconnect the Dark Shaman, a collection of brethren (3 T3+) must drown them in the river of lies. As this occurs, the Miser of Mist must summon the Tome of Ixli, which will proceed to draw the knowledge from every gasp of breath the Dark Shaman makes.


 

Red Lines

 

- Cannot use Truth Spells more than once per day, and not when their minds are temporarily restored

 

- Can only use one Spirit at a time; two after T3

 

- Cannot use healing spells

 

- Misers have weakness to strong holy and air spells 

 

- Miser receives the spectre buff, due to the nature of the creature


- Miser is weak to gold; it would cleave through the miser much like a sword cuts through normal flesh

 

- Shamans feel very off put when around dark shamans, and even more so when around the miser

 

- Death and respawn rates for Shamans and Misers apply as with standard server rules

 

- Uses all Magic slots

 

- Being virtually incorporeal, the Miser cannot hold material things over 10 or so pounds in weight

 

- Follows the guidelines and restrictions of normal Shamanism except where explicitly stated otherwise; this includes required emotes for spells


So, how does it vary from earlier iterations of Dark Shamanism?

 

Other than what is already obvious, I have included the origins of Ixli as a theme for the magic. This allows for further events and a general purpose to be expanded upon, and allows the Dark Shamans to attain power (with the drawbacks) but always strive for that balance; in the same way that Ixli himself does.

 

Additionally, Shamans no longer consume or trap Spirits. It has been changed so that the decaying process takes place immediately, and cannot be held off by not consuming Spirits. In this way there is an altogether unavoidable punishment that comes with tier progression.

 

Before it is mentioned that stagnant Spirits are somehow weaker, it is important to note that ALL Shamanistic influence on the mortal realm is achieved through the empowerment of stagnant Spirits.

 

Written by Smawton

Edited and expanded by Lhindir

Edited by Smaw
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I'll have a read of this tomorrow, but for now: Naughty, Naughty! Stop with the Dark Shamanism REEEEEEEEEEEEEEEEEEEE

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That was fast. Like I told Llindir in our earlier PMs, if the current dark shamans could voice their opinion regarding this change, that'd be great. Looks interesting from what I've seen skimming it over, will give it a more in-depth read later tonight. Could you elaborate on the truth of death though? Unclear on who it can be used on and what occurs to them afterwards (if this is already elaborated on then don't mind me, I'll find it when I give it read it fully later tonight), was an interesting notion though so I figured I'd ask.

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WHAT?

DARK SHAMANS ARE GETTING INSANITY AGAIN?

GET THIS

ON

THE

SERVER

RIGHT

*******

NOW

SO WE CAN

HAVE SOME

DECENT

DARK

SHAMANS

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Haha, this was a beautifully done, day long project. Props to smawton for being an excellent writer.

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2 hours ago, Moby_Derp said:

I'll have a read of this tomorrow, but for now: Naughty, Naughty! Stop with the Dark Shamanism REEEEEEEEEEEEEEEEEEEE

 

abcabc

( ( (dark shamans) ) )REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

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If this is what the Dark Shammies want then let Smawton return them back to their original principles, origins.

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Tbh I kinda like this, you still use the old dark shamanism and even if a shaman doesn't roleplay insanity they still have quite a few more problems. It's also a lot easier for anyone who doesn't normally touch the magics to actually do something when a dark shaman comes in and walks up to kidnap someone. (Plus this was made on the fly so that's also kinda cool)

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4 hours ago, The Pink Lion said:

That was fast.UpvoteUpvote

 

 

Sorry that I like to PUT TIME AND EFFORT INTO MY PASSION, FLAM! >:T

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If i could marry a Lore piece, it'd be this one.

And as a current dark shaman I approve. I want MADNESS.

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Nice work @Smaw, I had been awaiting your post for quite some time. After reading through it,

 

I've found the following (a tl;dr as it were):

- They remain in their corrupted state, I approve of this

- Mental corruption, excellent. This should be present at every DS iteration and I approve of this

- A choice of three powerful abilities, and then an arsenale of what I perceive as 'anti-elementalism'. This is an interesting choice - and I'm liking it.

- Corruption of the stagnant spirits within existing elements. No entrapment of immortals and or ancestrals. I like this idea more because in the past I was always puzzled as to how a simple dark shaman could take on immortal entities as such with relative ease. Taking on stagnant spirits in the mortal realm is much more realistic - much simpler and an excellent basis to advance from.

- Reasonable weaknesses, mainly holy magics and air for the miser. I made a point below regarding this. I'm missing Shamanism.

-Regarding the Miser, I am personally against the 'very very privileged' magic types. Meaning only one or two people on the server can have this. But as long as this role can be switched around (so there will always be an active miser around) this is fin.

 

Some things I miss are:

- the usage of old blah. So far I see manipulation by means of focus and I'd like to see mandatory chants - this would give them the same weakness shamanism has: loss of speech = loss of magic (which would add in a way for shamans to shun / fight dark shamans)

- following the shaman vs. dark shaman conflict I'd like to see Farseeing added to the list of magics that are effective against them, as they are all about healing corruption.

- I see a lot of disadvantages (Wither, Weaknesses) and relatively few abilities (Truths & Anti-Elementalism). Perhaps for now leave it as such and later make an addition with a few more truths for Dark Shamans to play with, or branch out to the immortal realm and thus: immortal corruption in the mortal plane. (Not all immortal spirits have relatable stagnant spirits in the mortal plane, but some do. This might be interesting for a later addition).

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15 hours ago, Gladuos said:

Tfw dark shamans get rewrites every other week.

 

Mainly because the current re-write was underpowered and utterly ****.

 

 

Aside from that, great work, congrats for Smaw and Lhin for putting work innit.

Wee-haw

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