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Patch 2.1 | Magic?! (Also Soulstones).

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Can we raise the cooldown of the soulstones to 2hours or better to once per day ?

It feels to WoW for me, its not realistic. You can just run off into the blue and always find your way home. This would also make the bandits happy :)

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Well now... finally all those months apon months of keeping to a strict "no use of sword or other melee types and archery" has finally paid off... Hopefully I can go through with being able to teach magic in condordance with the mages guild. Either that or at least go through with being able to teach the last ascended members magic like how I and shoi were going to rp it.

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How is magic going to factor into the Skill System? I'd hate to think that you could have a loaded spellbook and also be a Legendary Berserker, Legendary Swordsman, and extremely proficient in Wrestling.

Maybe there could be two new skills, one that affects cast rate/damage and one that affects mana amount/regeneration, both skills could have perks at certain levels and maybe an easter egg for each. Spells would each have a skill level requirement to learn and use as well. To be fully competent with magic, one would need to devote 200 Skill Points towards both skills, similar to how one must devote 100 to a weapon and 100 to a trade to be fully proficient in weapons. Players could still cross-class, but they'd take a significant hit to their warrior skills, especially if they chose to delve into the higher-tier, offensive spells.

I'd also like to see consequences to certain spells. Like maybe necromancers are unable to be healed with potions and healing spells and instead take damage from them. Maybe certain spells can't be cast while wearing armor. Things like that.

Anyhow, woohoo.

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does magic include enchnating? becuase i want Alvor, my other account, to be a magic blacksmith, he would have a cool forge and he could "Learn" from some great smith or something

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The only spells Blawharag wants to have and should reasonably have lorewise: Blink, lightning, flamewalk, invulnerability. Life walk too if a cactus version of it can be created. And so the Shamans of Krugmar shall finally become the avatar's of Krug's fury they were destined to be.

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'Added Mori race to game, only GM’s can set users as Mori using /setmori; they have a unique respawn location.'

Have you changed every races spawn?

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I have quite a few questions.

First of all, are the spells already hidden around the world, or is "list" the only one so far?

Second, according to High Elf lore, the golden pools imbued the High Elves with greater magical potential than the other elves. Will this be accounted for?

Finally, will the META spells, such as "list" be factored into the maximum number of spells that the different levels of magicians will be able to learn?

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Certain types of magic should hinder your combat ability. Healing spells shouldn't because there could be paladins but magic like battle spells, necromancy, elemental, all should make your physical body weaker.

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I was interested on necromancy, as that's what I basically RP-ed magic with before. Not as extreme as the Undead summoning armies, but making minions with ooc agreeing players.

I don't want many spells, just a few that would make for some great RP, in correlation with my character.

-Minion

-Fireball

^ That's basically all I want :P

[[How long until the magic schools come out?]]

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Do you think that people could eventually start spell shops? Selling scrolls in town so people could learn that spell, but it has limited uses? That would be fun RP, as no auto shop could do that.

(BTW: 300th post! Yay!)

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ProTip: The first thing you'll need to learn is how to use a wand. (/cast list), to do so seek out the monks of the cloud temple.

I believe that would be (/cast bind) ?

[Don't eat me] :shock:

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