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31  General Category / Future Directions / Re: Druid skill trees - pass 3 on: August 24, 2013, 04:11:34 am
Radical changes after talking to Shadowfax:

Nuke collecting moonlight and starlight, these are weird and you are obviously having trouble thinking of things they should do.
Replace with collecting other natural energy such as bottling lightning and cold (call it frost? hoarfrost?)

Move sunflower and sunstorm into sunlight runes group -> you use bottled sunlight to attract and channel local sunlight
into attacks in the progression of solar flare, sunflower, sunstorm. Maybe after a sunstorm, the room goes
twilight for a few rounds.

Collect (gather, distill, capture?) sunlight -> if you know this skill, you should be able to use the bottled sunlight to produce
a sunlight effect on a room without learning another skill.

sundrinker -> becomes a poultice, turn yourself photosynthetic (green skin!) to gain bonus hpregen in sunlit rooms. Also, when
under the influence of this spell, consuming bottled sunlight restores hitpoints -- normally it just burns your lips!

For simulacrums -> runes are carved into a special totem, which is then imbued with power and tossed into mud, snow, water or
lava (must be a stone for lava and cannot be powered by cold, so you need to know petroglyph!) or just planted into the ground
for earth, sand and stone. Some, like mud, water and lava, might be rooted to the place of their creation. The magic of the totem
encased within it binds the simulacrum together until the power runs out.

Let's put create simulacrum in the general rune tree, dependent on carve effigy. Simulacrums can be powered by sun,
lightning or whatever cold will be, as long as you have the appropriate collection skill. They would gain a resistance to fire, zap or
ice accordingly, with some variability according to their terrain type.

Make a high level druid skill to collect moonlight and starlight to create sunlight bottles at night?

Air group loses sunflower and sunstorm (goes to sun runes). Bloodmoon becomes a buff spell in animal. Eclipse seems
redundant -- can't you just bring in clouds to block the sunlight?

Combine reduced air and weather trees.

Druids have no control weather spells to take advantage of warm, dry weather. They will always be making it cooler and wetter.
The tree needs diversification. Perhaps dust storm?

Swelter -> makes it uncomfortably hot, harming living creatures and lowering the AC of ICE mobs

Dehydrate -> harms living creatures, extra damage to ICE, WATER and PLANT mobs

Poultices and salves -> part of the plant tree, dependent on plant lore.

Make more firmly defined:

Poultices are bundles of herbs used for medicinal effects. A poultice of staunching is placed on wounds to increase hitpoint
regeneration and stop bleeding effects (such as from bloodletting stab). A poultice of draw poison is used to draw poison from
a wound, decreasing the target's poison register over time. Another might be a poultice of counterhex, which removes curses
from the target by lowering the level of the curse until it is gone (smoke wafted over the target as the poultice is burnt?)
Defoliate could also be smoke from a burnt poultice.
Poultices are reactive -- you use them to treat conditions.

Extract poison -> extract poison from a used draw poison poultice, spit out at an opponent?

Salves are herbal pastes with magical properties. They can be applied to topically to induce certain conditions. A pheromone salve
increases charisma, especially with animals. A barkskin salve invokes the barkskin condition, sundrinker salve the sundrinker
condition, stoneskin salve the stoneskin condition. Maybe a thorns salve to grow damage-reflection spines.
Salves are proactive -- you use them to induce conditions.

hpmor acorn spell -- I know you like the fanfic and it made sense in the context of that universe, but how useful is this for
Alter Aeon? under what circumstance will it be used? is it dissimilar enough from lightning flash to justify it? do we really
need another spell that invokes blindness, a mechanic you do not like?

Keep the earth tree, give it fists of stone and earthquake. Earth to mud should be mire. Shambling mound
might not be a good choice if we go with simulacrums. Add avalanche for hills, mountains, caves and underground!

Add lion's might as a constitution booster in change shape.

Your candidness about body alteration is appreciated. It is a hard decision to make.
32  General Category / Future Directions / Re: Druid skill trees - pass 3 on: August 22, 2013, 06:36:17 pm
What will totems do?

Instead of "collect" sunlight, moonlight, starlight, could have "distill" or "capture"

stone golem -> simulacrum -- creates a minion shaped roughly like the caster that varies based on the local terrain type. The different minions would have slightly different stats:

Sand simulacrum for beaches, sandy, desert, wasteland?, dunes
Stone simulacrum for rock, ruins, mountain, cave, underground, hill
Earth simulacrum for field, forests, jungle (has wood and vegetation sticking out of it?)
Mud simulacrum for swamp, marsh
Water simulacrum for stream, water, river, ocean, underwater
Snow simulacrum for tundra, ice
Magma simulacrum for lava

Doesn't work in towns and city?

This might make shambling mound superfluous

Insect tree should be branch of animal tree

Know territory is too meta. We use color flags to represent tons of stuff, from magic wards to pathing for patrols of soldiers.
I know you like the idea, but realistically, what will it be used for?

It looks like you should just kill the earth tree and stick the stronger stuff under the starlight runes. Swampfoot goes to
survival. Squeaky floors has runes written all over it (no pun intended). Stoneskin could become a salve like barkskin.

reeking poultice -- useless?

poultice of foulblood -- foulblood seems fine where it is

Okay, this one is kind of goofy:

For collect moonlight, need a moonshine ability! Make some good ol' moonshine! Probably some kind of weird buff potion.
Maybe a tincture/poultice ability that uses bottled moonlight?

This is a game, we need to have some fun Wink

Another for plant: pollen -> flower sprouts and blows pollen at the target, then shrivels. Triggers a sneezing fit in living targets,
causing movement damage and distraction, countered by saving breath. Has clinging aftereffect, the target sniffles causing
-1 dodge/attacks?
33  General Category / Future Directions / Re: Druid skill trees - pass 2 on: August 02, 2013, 11:35:59 pm
On the vampiric creeper, blackberry brambles and poison creeper -> Change to vampiric vines and poison ivy.

Instead of making them clones of entangling roots with special effects, imagine the druid throwing a seed at the target, and it bursts into a tangle of vines all over the target's body. Instead of being rooted in place, they have the vines all over their bodies lightly restricting them. In addition to light restricting, the vampiric vine drains mana and health, while poison ivy inflicts the target with the itching skin poison effect.

Blackberry brambles would be easier to break free from than entangling roots, but causes more physical damage.

petroglyph skill to carve runes into stone and crystal.

If you know carve effigy and scrimshaw, you can carve bone effigies. Instead of enhancing curses, they add +1 castlevel bonus to necromancer spells you cast on the target.

If you know carve effigy and petroglyph, you can carve stone and crystal effigies. Stone effigies add +1 druid castlevel, while crystal effigies add +1 mage castlevel.

Runic tattoo could allow runes to be added to leather objects, such as those made by tanning, rather than on living targets. Blood runes would then work on living targets.
34  General Category / Future Directions / Re: Druid skill trees - pass 2 on: August 02, 2013, 04:31:46 am
Shadowfax: don't use my forum account ever again, you lazy h4XX0R.

I can see you are having some inspirational problems with the earth tree, Dentin.

Why don't you rename it (in your head, at least) to "geothermal" or "tectonics" and see how that influences your thoughts on it?

Perhaps the mud could have a geothermal system in addition to a weather system. It could even influence the weather in small ways. Rooms could have a geothermal registry like they do mana and humidity.

Shadowfax: if we were going to go with classical elements, let's go with sylphs, salamanders and undines in addition to earth simulacrums.
35  General Category / Future Directions / Re: Druid skill trees - pass 2 on: July 31, 2013, 04:35:38 pm
This is Shadowfax posing as Draak 'cuz I'm too lazy to make my own account.  Also I'm kind of advocating for him, so...

Use of druid spells should depend on three things:

1.  Weather.  Certain druid spells should work best during the correct weather conditions.  Druids can
nudge the local weather in a certain direction by using 'control weather'.

1.  Time of day.  Certain spells should only work during the day or at night.  A druid can manipulate
the local time of day (or more correctly, filter sunlight or magnify starlight) using the appropiate

3.  Terrain.  Certain spells should work in appropiate locales.  The rudimentary basic of this concept
already exists with select mage spells (fireweb cannot be cast underwater, wall of ice cannot be cast
in swamp terrain, etc.)

I very much like the idea of druids drawing upon the natural elements of the world (unlike mages,
who summon material from faraway planes).  The four classic elements form the basis of all natural
matter that a druid has to work with: air (sky), water, earth, and fire (sun).

I'd combine 'weather control' and 'air, 'plants', 'brewing' and 'poultices', and 'animals' and
'insects', and create a new group called 'sun', leaving nine solid skill/spell trees.


Seperate runecarving from light-based skills.  They're two different things.  Put the solar skills in
the 'sun' group (see below).

'Runecarving' should let a druid scrawl magic runes in the dirt or on trees, a relatively simple
task.  More advanced rune magic would be based on this ability.  I love the idea of scrimshaw for
bones/ivory.  Consider adding totems for wood or glyphs for stone.

I agree with Draak's suggestion that bones should be a biproduct of butchering.  Unlike harvesting
organs, harvesting bones from a corpse requires no special finesse.

Instead of being a "poor man's store", 'spellstaff' can discharge its spell like a staff instead of
like a wand.  It would have a short timer and other limitations, such as perhaps a level cap.  This
spell would be dependent on:

Shillelagh - Carve magic runes on a piece of gathered wood, turning it into a magic pound weapon.  Gives
low level druids easy access to a magic weapon comparable to spirit hammer.


Pull water/ice spells from fog spells and up and put them in 'water', since these consume room humidity
and are therefore water spells.  It couldn't hurt to thin them out a little, too, since they are all

Aerial servant - Summons an air spirit to serve as a minion.  Of the druid minions, it should be the
probably be the weakest, because air is plentiful and it can be summoned virtually anywhere, except
underwater.  Does breath damage.


control weather
  call thunder
    call lightning
  gust of wind
    aerial servant
      still air

However, if you are bound and determined to keep 'control weather' and 'air' seperate groups, please
see the 'water' below.


Some of the water spells are limited to a watery terrain, but a druid who invests the time into
learning them will be king of the sea.  Other water spells consume a room's humidity.  Ice spells might
require that the druid use 'control weather' to drop the temperature below freezing first.

'Create water' should deal damage to FIRE type mobs and put out the flames of a fireweb spell.

If you don't like the idea of re-doing the 'control weather' group, consider adding the following
spells to 'tidal wave', 'flood', and 'whirlpool' to make a respectable water group:

Waterwalk - Gives you a BOAT flag for the duration.

Dehydrate - Vaporizes the water in living (anything with blood) and WATER type mobs, damaging them.

Water weird - Moderate strength druid minion.  May be limited to water/ocean rooms or consume
room humidity to stay alive or heal itself.  Summoned water spirit from magic well created by
'create water'.


  create water
    tidal wave
      water weird


I like Draak's idea of calling earth minions 'simulacrums' to distinguish from other minion type
mobs.  (This is an idea that Draak and I already use for murlock geomancers, who are essentially
earth druids.  The minions have the physical form of their creator, and are therefore simulacrums.)  I'd
make 'earthquake' dependent on 'squeaky floors'.  'Stone skin' could go here, and 'diffraction' could
take its place in the mage spell list.

I agree with Draak in that 'swampfoot' should go to survival skills.  'Earth to mud' could mire
enemies on terrestial rooms and perhaps do damage to EARTH type mobs.

Stone coffin - Crystal imprison for druids.  Dirt, sand, or stone rises up to entrap the
target.  Naturally doesn't work where earth isn't available, like air or water rooms.  Alternative or
substitute for 'freezing rain'.


Fire has its basis in the concept that the sun is the source of druidic fire magic.  Consider creating
a sun group and putting solar based magic here.  My idea is that solar focusing is not the same as
controlling the weather.

'Corona', 'rainbow aura', and 'solar flare' goes here, along with 'sunflower' and subsequent
spells.  Make them dependent on:

Ignition/Combustion/Kindle/Inflame - Kind of like when you fried ants using a magnifying glass when
you were a kid.  Naturally, it needs sunlight to work.

And I LOVE LOVE LOVE 'solar flare'!  It should work exactly like it does in Dragonball!

Other spell ideas:

Pyrotechnics - Use fire created by firestarting to attack foes.

Hearth spirit - Turn fire created by firestarting into a druid minion.

So fire tree might look like this:


  hearth spirit
    rainbow aura
    solar flare


Fold 'brewing' into plants.  Call brewing 'herbal lore', and let druids be able to brew teas with
herbs in a liquid container and heat it using the fire created by 'firestarting'.

'Poultices' go here and can counter/prevent diseases (see below).

'Liveoak' probably goes here.  Using this spell depletes a rooms's firewood register.

We don't need so many versions of 'entangling roots', methinks.

Hold plant/antiplant shell - Hold plants like 'hold undead', 'antiplant shell' keeps PLANT type mobs
at bay like turn or cloak of fear...or maybe a skill that lets druid turn plants like clerics turn

Growth - Replenishes a room's forage and firewood registers.  Undos 'defoliate'.  Can be targeted on
plant minions to heal them.  Perhaps call it 'photosynthesis' and make it sunlight dependent.

Extract poison - Removes poison from target and puts it in a liquid container that the druid can use.


Pretty solid.  'Hunting' and 'call animal' should both deplete a room's "game" register, making a
random terrain-appropiate mob appear in the room.  The difference between an animal called and one
flushed out by hunting is that the former is charmed.  These could use food as bait, and maybe even go
so far as to make plant type food attract herbivores and meat type food attract carnivores.  (Other
types are "people food".)

Actually, it's possible to bypass 'call animal' entirely and simply require that a druid use the
hunting skill to find an animal and then use 'charm animal' to "call" it.

BTW 'charm animal' should also require bait.


I'd call them ranger skills.


I know "hex" is a cool word and all, but there's really little difference between a curse and a
hex.  I think making diseases part of the druid's arsenal would be much more in keeping with his
role as as agent of nature, since diseases occur naturally.  Constitution would play a big role in
resisting and curing diseases.

Diseases could be communicable, thus further distinguishing them from curses and other debuffs, with
perhaps a "buff" spell for this group being an "infestation" and mobs that strike an infested druid
become diseased themselves.  That would be awesome.

Inoculation/immunization - Resistance to disease.

Cure disease - Could be a cleric spell.


Instead of making each of the shapechange spells able to be simultaneous, why not have the druid gain
animal forms and emulate one at a time?  Each form could help the druid fulfill a group or cross-class
role.  Druids would transform into a bipedal, hybrid form of the emulated animal, appearing much like
a lycanthrope.

(Indeed, in the world of Alter Aeon, lycanthropy could be the result of druidic magic and may have
evolved into a druidic disease.  "Natural" lycanthropes could be the result of druids mating while
shapechanged mayhaps.)

Shapechange can be a skill which continually drains mana until ended or the druid runs out of mana.  It
might only work at night.  Shapechanged druids could eat corpses to regain hp.  While shapechanged, the
druid may suffer some limitations, like losing the ability to cast spells.

spider form (fast travel: move regen, autoclimb, poison bite)
  raven form (exploration form: flight, extended sight)
  shark form (oceanic form: waterbreathing, bite combat)
  rat form (thief form: hide boost, dodge boost, dex boost)
    wolf form (offensive warrior form: attack bonus, bite/claw combat)
    tiger form (thief/warrior mix: sneak boost, bite/claw combat)
      bear form (defensive warrior: hp/defense, bite/claw)
36  General Category / Future Directions / Re: Druid spell and skill trees on: July 25, 2013, 04:37:27 pm

photosynthesis (or sundrinker if you prefer something more RP):
The user gains increased hp and move regeneration dependent on ambient lighting. Full sunlight and sunlight spells get a large regen bonus, darkness gets none.

thorn skin:
The player grows thorns from their skin, giving them a small amount of piercing damage reflection.

also, for defoliate -- in addition to any other effects, have it temporarily alter the local terrain. Swamp is treated like marsh. Dark forest and jungle are treated as thick forest, thick forest like light forest and light forest like field.

I dig poison ivy and all the insect types. Maybe a generic insect swarm spell attracts different types of arthropods dependent on the terrain -- scorpions for desert and sandy, mosquitos in swamp, jungle and marsh, cockroaches in towns and cities, locusts in fields and wasteland, crabs on the beach, bees/wasps/hornets in most other terrains
37  General Category / Future Directions / Re: Druid spell and skill trees on: July 19, 2013, 04:50:39 am
After discussions with Dentin and Morpheus:

infravision -- as is, the name doesn't match the effect. Are you seeing thermal images? Undead, golems, etc. wouldn't be very visible, then. Also, there a lot of mobs that have glowing red eyes in the dark that actually shouldn't, from amber jellies to little peasant girls.

Give similar abilities to three classes:

mage eye -> retooling of infravision proper into a mage illusion spell. Light entering the mage's eye is amplified, sort of like night vision technology. The mage can see in environments that normally appear completely dark. However, looking into and scanning through dark rooms yields no result, as the resolution becomes too low.

cat's eye -> a druid change shape spell, modifies their eyes to be biologically similar to that of a nocturnal predator. The caster can see in darkness, though only room shorts are visible in complete darkness. They can look into and scan across nearby rooms regardless of illumination, though scanning ranges are halved in complete darkness.

shadow sight -> for thieves, a shadow channeled skill. The thief can see in total darkness. They can also look into and scan into dark rooms, as long as all consecutive rooms are dark. They cannot look into or scan lit rooms, though they can see normally within a lit room if they are in it.

Mage can keep strength and dexterity, though some reflavoring may be necessary:

strength -> becomes a force field spell, where the mage reinforces his body with shifting planes of force.

dexterity -> becomes a lightning spell, where the mage manipulates his own motor neurons with minute jolts of electricity.

Haste and waterbreathing move to druid. Stoneskin becomes crystal scales and a new stoneskin spell with somewhat different mechanics is made for druid. Mages gain crystal sphere, a spell that encases the target's head in a large waterproof bowl that allows them to dive underwater for extended periods.
38  General Category / Future Directions / Re: Druid spell and skill trees on: July 18, 2013, 06:30:36 am

carving skill -> wood carving -- make effigy figures to be used with hexes and animal charming skills, or just to show to your friends.

harvest bone is unnecessary. Have bones be a byproduct of butchering.

moonlight/starlight/sunlight -- have the runes for these be on leather charm bags instead of bottles, which are made from skins from the skinning and tanning skills.

spellstaff -> woodrunes or carve totem, dependent on woodcarving, allows storing of druid spells in wooden staffs, cudgels, clubs and rods

As there is lots of synergy with other trees possible here, this tree should start at around level 20-25.


Fold brew tree into plants. Plant lore and prepare poultice become depedent on forage, a very natural evolution, which leads to the barkskin poultice and the acorn spell. Poultices are generally made from bundles of herbs anyway.

Defoliate and blight should be the same spell/ability

fire seeds - acorns and berries become grenades -> excellent idea to use on foraged items

liveoak - converts tree into treant guardian (minion). -> Murlock phytomancers already do this, why not players?


needs some help: start the tree off with a simple rock shooter, maybe pebble storm? Maybe stonefist can go here, launch a fist of stone at a target?

Avalanche would be an awesome spell for here, useable in hill and mountain terrain.

"The avalanche has already started. It is too late for the pebbles to vote."

Earth golem and stone elemental -> earth simulacrum and stone simulacrum. Earth has more hp and hpregen but less armor than stone. Stone also has normsave. Murlock geomancers have simulacrums as minions. Golems tend to be more complex constructions. Make your game cohesive.

Magma simulacrum for LAVA terrain! Also, think geothermal vents and vulcanism for some ideas here, too.

Stoneskin needs to go here. Replace it in mage with 'crystal scales', a high level spell that creates a linked, flexible mesh of thin crystal scales around the target that gives the subject normsave. The new stoneskin does flat reduction of damage similar to faith shield, but doesn't protect from nonorm and pound damage types. Stacks with faith shield.

Stone shield -- create a druid-friendly shield of stone?


maybe add some of these to the weather tree, ditch the weaker ones?


woodcarving effigy figures could be used as components to increase the probability of success with these spells.


should be a branch in the animal tree. Don't forget the locusts...


make a more cohesive tree, probably starting with forest navigation

swampfoot as a skill should go in here instead of water -> reduces movement through SWAMP, MARSH and STREAM terrains, allows you to traverse across SWAMP terrain without a boat

Maybe something like:

forest navigation

You have to know how to navigate the forest in order to hunt, and then hunting leads nicely into butchering and skinning.
Skinning allows you to make skins, then tanning allows you to make charm bags to use with starlight/moonlight/sunlight abilities and possibly other items.

firestarting -- get rid of the dumb tinderbox requirement. Druids can find seed pods filled with fluff, bird nests and other hidden caches of dry tinder with their knowledge of the wild.

Swimming and fishing don't necessarily need to be in this tree.



Maybe if cast normally they last a short amount of time like cleric curses, but if used with woodcarving effigy figures they last for a much longer duration.


Let's face it: this is the mage body alteration tree and needs to be treated as such. If you intend on adding these spells, there is no defense for mages keeping body alteration. The fact they've always had it is irrelevant: clerics have always had faerie fire, sunlight and earthquake.

Strider's blessing -> longstrider. Clerics do blessings, not druids.

Waterbreathing, infravision, dexterity, strength and haste all belong here.

An "endurance" spell to increase constitution or movement limit would be great.

Sense life
can go here.


Take presence from cleric and make it a mage illusion spell.

"Transmute" -> in the mage brewing tree, gain the ability to brew transmutation potions, which when poured on a composition METAL, COPPER-BASED or IRON object turns it into gold coins, the number of which are dependant on the original item's weight and the internal gold

"Return" spell -> dependent on summon, cast it on your items you intend to throw. If they miss their target, they have a strong chance of teleporting back to your inventory. Each teleport lessens the duration of the spell.

"Magnetism" -> in the lightning tree. Compensating for their loss of the strength spell, this allows mages to wield metal weapons (even non-ferrous ones, be generous) higher than what their strength would normally allow them to and also makes such weapons more difficult to disarm.

Split out summon elemental spells into lesser and full strength versions.
39  General Category / Future Directions / Re: Druid spell and skill trees on: July 17, 2013, 07:56:10 pm
freezing rain == sleet

sense life -> part of "change form" tree, add in mage body alteration spells dexterity, strength and haste in this tree, too, maybe just call it body alteration tree or metabolism tree or something

delay or stop poison - use the word "venom" in the name, make it one of the poultices for druid brewing

ice fog is a lame name, call it "hoarfrost" -> chill fog does initial area damage, freezes on ground to cause possible slipping hazard for a few rounds

More to come
40  General Category / Building and Construction / gdata dproc example on: March 12, 2013, 06:43:56 pm
This is a fairly simple example of a dproc, which is special custom code builders can put on objects and mobs for a variety of effects.

A beeswax candle loads in the mini-mudschool in Vemarken. When first picked up, it sends the player a message instructing them how to use it. It then replaces itself with a version of the candle that lacks the dproc. The color flags are missing from the text for the sake of simplicity.

event get_object(character user,object o){
       print_to_char(user,NULL,o,"\nThe wick of a beeswax candle lights itself.")
       print_to_char(user,NULL,o,"\n ")
       print_to_char(user,NULL,o,"\n(You can light the candle using the 'light' command, for example")
       print_to_char(user,NULL,o,"\n'light candle'. You can extinguish it with the extinguish command, for" )
       print_to_char(user,NULL,o,"\n example, 'extinguish candle'.)")
       print_to_char(user,NULL,o,"\n ")
       print_to_char(user,NULL,o,"\n(Be aware that when lit, the candle will eventually burn out. Extinguishing")
       print_to_char(user,NULL,o,"\n it when you don't need light and relighting it when dark will extend its" )
       print_to_char(user,NULL,o,"\n lifespan.)" )

The beeswax candle predates global variables for dprocs. If I were to build this object today I would have it check a gdata value. Gdata variables are local values that save between uses. If the value of gdata_candle is greater than 0, nothing happens. Since the first time you pick it up, the value is 0, the message is sent, and gdata_candle is then set to a value of 1.  Because the value is now greater than 0, the dproc will not trigger for the candle in the future:

event get_object(character user,object o){
       if(gdata_candle > 0) { return }
       print_to_char(user,NULL,o,"\n(You can light the candle using the 'light' command, for example")
       print_to_char(user,NULL,o,"\n'light candle'. You can extinguish it with the extinguish command, for" )
       print_to_char(user,NULL,o,"\n example, 'extinguish candle'.)")
       print_to_char(user,NULL,o,"\n ")
       print_to_char(user,NULL,o,"\n(Be aware that when lit, the candle will eventually burn out. Extinguishing")
       print_to_char(user,NULL,o,"\n it when you don't need light and relighting it when dark will extend its" )
       print_to_char(user,NULL,o,"\n lifespan.)" )
       gdata_candle = 1
41  General Category / Future Directions / another necromancer information spell: speak with dead on: April 16, 2011, 07:10:20 am
Ok, so you cast this spell on a corpse (wouldn't work on animal corpses and whatnot). The corpse (or perhaps the spirit or the blood) would then inform the caster of one or several different things, presented in what I believe are the strongest to weakest possibilities:

1) who or what killed it, if they know (if they were killed by darkened, invis, hidden, etc. enemy).

2) its alignment while living

3) what it was wearing when it died

4) where they died, if it was in a different room

5) spells effecting it on death

You would have to account for different things, such as indirect deaths from spell effects and poisoning, custom mob corpses, zloaded corpses and so on.

If included in the spiritlore tree, it would probably be between Durham's and rotting sphere. When cast on a corpse, the spell would summon the creature's spirit which would deliver the information (the "spirit" could only be visible to the caster and just be a series of strings with the information)

If included in the blood tree, it would probably be between rancid flesh and ironblood but not necessarily a prerequisite for the latter. In this case, the caster would taste some of the corpse's blood as part of the spell and have the information come to him. It would follow the same usability prereqs as blood sacrifice. Rancid flesh and foulblood would prevent the spell from working.
42  General Category / Future Directions / Re: necromancer ideas on: March 25, 2011, 08:44:49 pm
Also, instead of stone gargoyle working on CRYSTAL objects, there could be another spell for crystal constructs, like maybe... crystal skull. Crystal skulls would have low hp, strong saving throws and purely magical attacks (eye beams, telekinetic slams), working best as a blaster/hitter. Control would be higher than other constructs.
43  General Category / Future Directions / Re: necromancer ideas on: March 11, 2011, 07:29:51 am
Another animated construct idea: stone gargoyle. We routinely see gargoyles on the mud as animated statues. They'd probably have good AC, average dex with no good saves except poison, with added normsave (maybe intrinsic low level stoneskin so it can't be stacked). It could possibly have some sort of magic eye beam attack. You would need something large with a composition of ROCK to make one.

Make stone gargoyle usable on CRYSTAL and GLASS otypes as well. Crystal gargoyles would have extra normsave but fewer hitpoints. Glass gargoyles would be type CRYSTALLINE and thus more vulnerable to crush, but would do more damage and have damage reflection (the fewer remaining hitpoints the glass gargoyle has, the more the damage reflection it has as it becomes more broken and jagged).
44  General Category / The Oracle / Re: How do explorer points work? on: February 26, 2011, 06:51:32 pm
If I were to try to it now, I could:

Have a room iact with a "waitfor player" that loads a mob that has a specp 16 that targets player and that mob also would have an iact that waits for the sent to self string of the specp 16 which loads an object with an usechar dproc that advances the quest that the mob uses on the player who's name it saw in the sent to self string of the specp 16.

The mob could already be in the room, of course, but then it has a chance of being detected and being way out of place.

The room iact could also wait for a door to be opened. This would be slightly cleaner as it would give the room the player's name, though it would require that

1. rooms be able store strings from iacts, which they currently can't
2. iacts would have to be able to trigger quests

In all cases, the iact could easily miss the player if they were speed walking (the iact would trigger, but the player would not be in the room for the mob to hit it or for the next stage of the iact to fire off), unless I built lag into the room. Also, if they player is using stealthy movement, darken, invisibility and rancid flesh, the trigger mob in the first two examples might not see them no matter how high level I made it.

I never said nothing about no hooking nohow to no kind of explorer points. I would like a room specp to handle it.
45  General Category / The Oracle / Re: How do explorer points work? on: February 24, 2011, 07:03:30 pm
I like the concept of explorer points (I think the gold rewards are waaaay too metagame, but meh). Is there any chance of getting a room specp that triggers quests or quest stages?

I probably wouldn't ever use it to begin quests, but it would be useful for a large maze-type area, or a quest where you have checkpoints you have to make it to. For instance, you could make a quest to go on a pilgrimage to different holy sites and then report back to a priest. Or you could have a quest to discover a secret chamber in an ancient tomb.
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