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Mephistophelian

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Everything posted by Mephistophelian

  1. Hey! I rather like this, so I have a few questions to ask that you should probably specify in this lore :) How tall can these get? Do they follow the same intelligence/strength limitations of normal golems? (I.e. If your golem is somewhat clever, it cannot be strong, and if it is strong, it is very dull) If the above is true, how strong can they get/how clever can they get? Can they use weapons? How slow are they (just a rough example is needed)? I hope I didn't grill you with too many questions!
  2. As a final bit of advice, maybe make it so the light-creating armour has a definite amount of light it releases? I personally wouldn't like to see this PGed or used badly if it is implemented.
  3. Google up what adamantine means! As I said, a metal that can't be broken won't be accepted!
  4. My bad for missing this, but I do not think we will accept an adamantine metal. That quality needs to be changed.
  5. Primordials are older than seas itself. Trust me, just make it about Daemons :) Also, read over what Gladuos said; they make a pretty good point.
  6. I'm afraid you are underestimating what a primordial is. Without revealing too much, Primordials are powerful beings that don't fit into one small category. Might I suggest you make this an Aegnul or Daemon? I'd err on Daemon, if I were you, since we have so few to begin with.
  7. I personally feel you should be telling us what these chemicals or reagents are. Whilst this does fit with the fantasy theme of LotC the means of creating these armours does not. Also, not knowing what these chemicals are makes it difficult for us to moderate this lore!
  8. I know darkstalkers aren't exclusive to wraiths - I even mentioned that in what I wrote. My question boiled down to: - Darkstalkes are simple servants, and the knowledge of creating them is limited to three people. - Liturgy is a ritual that allows someone to escape otherwise certain death. It will be more coveted in RP, I'm sure. (One is the making of a slave, the other is evading doom). - In other words, if a less powerful/useful ritual is so badly spread, how will this more powerful/useful ritual be any different, if not better?
  9. Very good lore as usual, Cam. I do, however, have a concern regarding the spread of this skill/ritual. When Darkstalker lore was written, it was made for a very specific creature to create; wraiths. The ritual was unique to them and could not be learned by others. Now that the ritual can be performed by any necromancer, it has still not spread. And this is a mere ritual that involves the creation of a servant. That's completely fine, too! If the characters who know the ritual do not wish to spread it, that's up to them. Your current lore, however, is a ritual that would be far more coveted. It allows someone to have a second chance, and is incredibly useful. Far more useful than a mere servant bound to one's desire. I'm sure you see where this is going: How will you ensure this ritual is spread by RP? How will you make sure it isn't used by a tiny fraction of players and die off shortly after? I propose you allow players to experiment and try find this ritual (much like how golemancers can experiment to find out how to make multi-core golems or anvils). They can be told to contact you with their experiments and, if proven successful, they will be made the first teacher of this ritual for their type of magic, and every other player will have to be taught. Because each magic capable of doing this ritual is vastly different, I feel this is viable. What say you?
  10. This is likely to get denied simply because it's in the wrong area. Save both of us some time and post this on the link below and in the correct format. That way, we don't need to edit the lore and maybe crop out some parts, or even deny it for being in the wrong spot.
  11. I like the thinking you have, and have edited in a few sentences to explain some stuff and also prevent the infinity loop. As for people using it as a source of heat; this too was answered. Once the thanhium is converted, it remains as so, and will only get hotter the more mana is forced against it. Thusly, it will just melt and be an expensive source of heat. It would take far less mana to make a flame and heat something up (or alter the temperature of an item with transfiguration) than to push it into thanhium. As with every armour, it can only take a few hits before becoming useless. It just so happens that this has a drastic trade off after becoming useless. That said, I have edited in a few more examples so you can how strong it really is.
  12. Good day folks. I'm back with some more lore! Now it's an addition lore on thanhium. This will serve as an explanation for why certain armours provide 'magical protection' with thanhium studs and also allows you people to RP this affect (whilst abiding to the lore) as well! Also, it has a small explanation as to why thanhium poisoning affects mages so badly. Enjoy! Thanhium Poisoning Explained: Thanhium has long been known as the substance that converts heat into mana. This very property has made it invaluable to all sorts of people, from Mages who don't mind freezing their fingers whilst using enchanted items to morally afflicted Golemancers who can't bear the thought of killing someone and stuffing their soul into a golem core. It is, however, a terribly toxic substance, proving to be sickening to non-mages and positively deadly to mages. Few, however, seem to understand why. Though much speculation has gone about as to why thanhium poisons individuals, the truth of the matter is rather simple: Upon entering the body of an individual, thanhium begins to absorb their body heat and transfer it into mana. One of two things then happens; either the person suffers a death by frostbite or organ failure (in cases where the amount of thanhium in the body is too great), or the individual suffers from thanhium poisoning (if the amount does not kill them outright). Now that the mana is being produced, and since it is within the very body of the descendant, this mana begins to affect their own mana. Being a foreign source of mana, it cannot be used as effectively or as reliably as the mana produced by the body, nor can it be manipulated as freely. In fact, the soul of the descendent, when attempting to draw upon the mana it produces and utilise it in magic, finds itself incapable of controlling this alien mana. Thus, the catastrophic results of thanhium poisoning occur. This explains, too, why non-mages find themselves suddenly performing tiny feats of magic they had otherwise never been able to do; the alien mana is uncontrollable and, should the soul even attempt to use it as normal mana would be, it results in bizarre circumstances. Summary: - Explains (in greater depth) thanhium poisoning's magical effects to mages and non-mages. Benbo's lore on Thanhium is not overwritten, however, and the other effects still remain! Thanhium's Magic-affecting Properties Explained: As a substance that constantly produces mana from heat, thanhium can be said to provide some sort of conversion-gateway. Heat becoming mana (heat-->mana) is the typical flow of this conversion, though sufficient amounts of mana may reverse this (mana-->heat). It is for this reason that thanhium may be used as some sort of 'magic absorber'; if magic is used against it and enough mana is supplied, the thanhium begins to absorb this forceful mana and instead begins to heat up. The effect this has on a spell cast towards the thanhium is that it 'cushions' the spell with the mana the thanhium produces. The spell then forces the mana 'against' the conversion process, and heats the thanhium up. If heated up too much, the thanhium is likely to either burn into embers (for thanhium dust), melt (for thanhium studs or shards) or explode violently (for thanhium crystals or gems). This effect, however, is only seen when the forceful mana of a spell is cast upon mana outside of a body, and not within a body. Upon hearing up even slightly, the state of the thanhium itself is changed. Though it may have previously resisted mana being forced upon it, once the flow of conversion changes from heat becoming mana to mana becoming heat, the material begins to deteriorate; it is no longer capable of converting heat into mana anymore. It must be noted that a sufficient amount of mana must be forced onto a thanhium formation (dust, stud, shard, gem or crystal) for it to deteriorate, with the purer thanhium formations requiring more mana. If a thanhium gem is hit by a spell with mana insufficient enough to convert the flow, the thanhium effectively halts the spell. It does not, however, immediately resume its process of changing heat to mana, and suffers a cool down (no pun intended) period (this period takes too long to be done in battle). This does, however, allow an individual to 'recharge' their thanhium items by holding them over heat after their use. If it is hit by a spell strong enough to convert the flow or by multiple smaller spells that have a cumulative amount of mana enough to do this, the gem will switch states, now changing mana into heat. For purer forms of thanhium, this happens at a far faster rate (crystals and gems) that is often explosive. For less pure forms, it either melts or becomes embers. An additional effect of thanhium is that the resistance of one separate formation of thanhium may work together with the resistance of another nearby formation. Thusly, studs put on a thanhium jacket may all absorb the brunt of a spell, though the results of overheating are thus far more dangerous, as every one of those studs will melt at once. Again, the cumulative 'cushioning' resistance of these thanhium forms may only be able to take the brunt of a few spells, though it is far more desirable than not being able to take the brunt at all. It is due to the cushioning effect that thanhium has on spells that it is used as some form of Mage-protection-armour, dubbed 'Witcher Armour' by humans. Though it makes metal brittle and leather hard and inflexible, it gives them an essential though brief respite from spells cast upon them; often enough time for the individual in question to close the gap between them and the caster. The same applies to thanhium tools and weapons, and thus explains why creatures such as Archons are so negatively affected by thanhium; due to a mix of the thanhium poisoning effect AND the effect of thanhium on mana. Summary: - Thanhium dust will absorb minimal amounts of mana from cast magic and becomes burning hot embers. Coating an entire outfit (even though it is dangerous) it may protect against three weak spells and a single moderate spell. - A thanhium shard or studs will absorb moderate amounts of mana from cast magic and becomes a molten liquid that does not cool to become thanhium again. Imbedded into an entire outfit, it may protect against seven weak spells, two to three moderate spells (depending on the players involved) or one to two stronger ones (again, depending on the players involved). - Thanhium crystals or gems will explode upon absorbing larger amounts of mana from cast magic. When in greater quantity and imbedded into armour, it can take the brunt of twelve weak spells, five to six moderate spells (depending on the players) and four stronger ones (depending on the players) - All the above points refer to magic cast outside of a mage's body. - If the thanhium is on an article of clothing or item, the negative effects of absorbing too much magic must be RPed, as well as the freezing effects it has when magic is not used directly on it, meaning leather armours with thanhium will likely become very brittle (as well as metal armours, etc). If, for example, your character has leather armour with a few thanhium studs and they are hit by a strong spell or by two moderate ones, the thanhium will become molten and likely burn through the leather and into their flesh (within the span of a few seconds). - Allows non-mages to have a viable (though potentially deadly) means of resisting some magic. - You must have the item to be able to say your clothing has thanhium dust, studs or gems in it. - This only affects thanhium and its slightly impure forms. Thanhium alloys do not work like this. Credits: Mephistophelian - For writing the stuff Tsuyose - For the ideas on how thanhium reacts to mana forced upon it Luka_Shashavani - For unknowingly spurring this idea. Bokratz & Abyssus - For the discussion of a very early prototype lore of this.
  13. Maybe include some info about what makes an "Arch-Nephilim" then? And also perhaps include a part that outlines how lacking lifeforce makes them just as physically weak as it does any necromancer, and they must feed as every necromancer must feed to keep their physical prowess, even though their physical form is kept strong.
  14. 3- I think one of the issues was that this is extremely abusable. The only drawback of necromancy is this physical weakness. Does this now mean a necromancer Nephlim doesn't need to replenish their lifeforce? 6- I phrased that wrong. Can they be permanently killed?
  15. Also: 1- What is the extent of their shapeshifting capabilities? 2- Upon death, what happens to them? Do they reform? If so, where? 3- If their bodies are preserved and physically at their peak, how do they react when the individual practices necromancy? Are they affected in any way by the physical drawbacks of practicing magic? 4- Why can't they use arcane magics? (This isn't necessary but I'm still interested) 5- What exactly does it mean when a person is marked by a Dragaar or Drakaar? 6- Is there any way to properly kill them off? Currently, all immortal beings have a way. Does this?
  16. The points made against your lore the last time were: "This lore has been denied. To us, the creature seemed like something that would remain very obscure to the general server populace and be relegated to only a few players. This could be remedied if the very specific requirements for the transformation were made a bit less restrictive. There are also some who feel the server already has a great deal of creatures, and specifically ones of the dark sort, and so this lore would only exacerbate what many see as the saturation of the server with dark creatures and magic." Though I cannot help with the latter as it is up to opinion, the former is definitely something you can change! Why not describe the ritual more? See, the issue raised here is that it seems to be limited to necromancer blood mages only (with the ritual confirming this; "genus-enhanced lifeforce"), which is something very rare. Perhaps by describing the ritual more, you can explain why the first point is moot?
  17. I thought Azdromoth was the Arch-Drakaar, not a Dragaar. That said, I'll read through the lore and give my thoughts on this later!
  18. Yeah I can't really give an excuse there. Expect something Soon™
  19. Denied - You must submit a separate lore for creatures that can be RPed by players. Denied Accepted C: Accepted - To be used for events only by ETs or LMs. Accepted Accepted - For each bat or bat colony, a Lore Master has to be contacted. Accepted
  20. Smaw, do you believe that having one type of shamanism deal with all three of the spirit types is better than merging two types of shamanism and having them deal with two types of spirits?
  21. I'd prefer if Witchdoctors and Farseers were merged instead, as they both use the same spirits and it makes far more sense.
  22. Can a member of the wiki team please send me a pm. I need a few pages edited and updated. Thanks!

  23. But you can do this with mental magic and casting a cataleptic illusion on someone. The only difference I see here is that it is just a less powerful version of this. Might I suggest you propose this as a 'household magic' version of mental magic? It seems to fit the criteria already, and doing so would explain why it is 'like mental magic but isn't mental magic', too. Plus, it won't need a whole magic slot, either.
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