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 on: October 31, 2013, 05:52:14 am 
Started by Dentin - Last post by Draak
I have to echo Shadowfax's point about skills that allow you to make resources that you cannot use.

The mage skill brew potion is an excellent model for druid consumable generating skills to follow. Brewing is incredibly useful in and of itself, and you can learn other skills that refine it. Forage is a great way to go -- the food gathered can be eaten for hp, but it proves useful for other skills and spells as well, such as making liveoaks and thunder seeds, and using in various brewing skills across multiple classes.

We don't need more abilities like necromancer's harvest teeth, which allows you to gather teeth that to use you must learn other spells.

 on: October 30, 2013, 05:43:45 pm 
Started by Dentin - Last post by Shadowfax
I forgot to rename 'fire runes' to 'sun runes'.  Sounds sexier and ties solar theme together better.  Heh.

 on: October 30, 2013, 05:26:19 pm 
Started by Dentin - Last post by Shadowfax
Now we add power source skill groups, one at a time.  First is solar:

carve runes (woodcarving)
  carve totem
  carve effigy
    solar flare
    fire runes
Okay, so a druid catches some sunlight.  What does he do with it?  I really don't see the need to make
the druid sink more practices into another skill just to be able to use the bottled sunlight.  IMHO
the 'sunlight' spell should be the default option for bottled sunlight.  No additional skill/spell
needed.  (Mechanically, 'sunlight' would be still be a spell, just one that has be invoked via the
bottle of sunlight and maybe brewable, but it cannot be cast, like how 'poison cloud' functions.)
Syntax could work as such:

Use sunlight <room> - Invokes SUN_LIT room flag, lighting up the room and damaging mobs vulnerable to
sunlight.  (BTW this means mobs that DIE in sunlight, not ones that simply vanish.  Vanishing mobs just
disappear.  Big difference.)  Kills off shadow decoys.  Dispels room effect 'darken'.

Use sunlight <target> - Breaks 'shadow bind', interrupts 'cloak of darkness', and direct damages target
if vulnerable to sunlight.  Also one-hit KOs shadow decoys.  Might even do mega damage against shadow

As expected, either option consumes the bottle of sunlight.

'Solar flare' is a direct damage fire spell.  Consumes a bottle of sunlight.  Blinds target like
'color spray'.

Move 'sundrinker' to herbal tree.  It should be a salve and turn your skin green, as Draak
describes.  Using 'sundrinker' may give you the option to "use sunlight self", so you can bathe
yourself with bottled sunlight to take advantage of the salve.

I would say that a suncatcher can already collect moonlight and starlight.  Physically, moonlight
is sunlight reflected off of the moon's surface, and starlight is simply sunlight from suns that are
very far away.  Collecting their light just takes a lot longer.  Perhaps a druid with the
'moonlighting' skill carves suncatchers that more efficiently collect moonlight and starlight, but
I'd point out that because suncatching works more quickly in sunlight, a druid has an incentive to use
a bottle of sunlight on the room to quickly fill up his suncatchers.  'Moonlighting' would really only
be useful for a druid who has run out of sunlight bottles.

That's all I have time for today, but dewcatcher and lightning catcher ideas forthcoming...

 on: October 30, 2013, 05:22:50 pm 
Started by Dentin - Last post by Dentin
The yearly Halloween Havoc bash on Alter Aeon is almost upon us! As an early treat, the level 34 Temple of Sand and Water area has been reopened, while the main event starts tomorrow morning, on Thursday, October 31, at 9:00 am EST (6 am system time).  The event schedule is roughly as follows:

Thursday, Oct 31

- The first waves of vampires, werewolves, and ghosts will be released on the mainland and the mid-level islands!  Hunt them down to collect prizes.

- The witch Verda will return, and has a fun little quest to do.

- Several pk arena battles will be run, with rewards for the winners.

Friday, Nov 01

- The Zankous Castle event area will be open again for the event.  This is a level 30 to 32 group area with a quest.

- Giant Frankenstein monsters will be out rampaging through cities for high level groups to hunt.

- Pumpkin cannons will be set up in various locations.

- Several pk arena battles will be run, with rewards for the winners.

Saturday, Nov 02

- A new level 22 area, a thieves den, will be opened on Archais southwest of Gad's Mountain.  This is a mid level area, with several quest hooks back to Seaside and Gad's Landing.

- Costume contests (see board 8 on friday night for details)

- The last of the pk arena battles will be run, with rewards for the winners.

Sunday, Nov 03

- For latecomers, most of the long-running activities will still be open, but the contests and pk battles won't be run.

We hope to see you there!

 on: October 30, 2013, 05:22:42 pm 
Started by Dentin - Last post by Shadowfax
Looks good.  Things are shaping up nicely.

Let's start at the top, since that is what Dentin appears to be doing.  Runecraft tree is bit more
straightened out from last pass, but still a huge ugly cluster.  Let's address that:

For the purposes of illustration, seperate what I'll call the artificer skills from the others in
the runecraft tree.

(Please, no metal etching for druid.  Most metal items are tempered or alloyed in such a way that makes
them far removed from anything "natural" that a druid would be working with.  Reserve metalworking
for a future warrior smithing skill group.)

carve runes (woodcarving, or carving magic runes on wood)
  scrimshaw (carving magic runes on bone)
  petroglyph (carving magic runes on stone)

These skills can stand alone.  Each does essentially the same thing, and that is adding permanent
effect boosts to the target object of the appropiate composition.  I would suggest that the magic
runes glow, adding a GLOW flag to objects that don't have it already to give players a little
composite to work with.  (This would also mean that players would not necessarily want all of their
equipment to be carved on, such a thief trying to stealth.)  Also, consider how runecraft will interact
with other enchant skills.  Can you enchant something that has magic runes on it already, or are they
mutually exclusive?  I would say probably the latter, since anything carved on probably doesn't have any
composite left to work with anyway.

Next, we add the skills that require no collected element.

carve runes (woodcarving)
  carve totem
  carve effigy

Notice how I reverse carve runes and carve totem!  You need to learn to carve magic runes on wood
before making totems out of wood.  Since the various catchers are dependent on 'carve runes',
this puts the power rune skills within easier reach as options for mid-level druids.  This is important!
The only way a druid will have enough practices to explore all of the power rune skills before reaching
max level would be at the expense of the other groups.  Making more options available at lower levels
lets them choose and practice them sooner, making them stronger characters.

Another thing to consider: are totems hold-only or can they be wielded?  I had suggested a shillelagh
or magic club spell as a means for low-level druids to have a magic damage weapon option available at
low level comparable to spirit hammer.  (You would carve a piece of gathered wood into a club and
enchant it, making a timeout magic pound weapon.)  If totems can be wielded, perhaps they can serve this

 on: October 25, 2013, 04:58:59 pm 
Started by Dentin - Last post by Draak
Take fists of stone out of runic trees, put in earth. Change into a low-level direct damage spell -- druid stomps foot, sending a fist-sized chunk of stone or earth into the air in front of him, then does a quick punch to send it magically hurtling at a target. Does normal damage. Call it just stone fist.

I think it would look cool in conjunction with earth wall. Druids could act like earthbenders if they wanted to.

 on: October 25, 2013, 07:37:17 am 
Started by Dentin - Last post by Draak
Just making sure you saw these additional druid hexes:

will o' the wisp-> the target glows with soft white light. Wandering mobs are compelled to follow it. Non-wandering mobs and mobs with the GUARD flag receive a saving throw to break the effect each time they move to another room. NOCHARM mobs are immune.

Alternatively, this could create a glowing ball of fey magic that has the same properties as the target described above.

mermaid's (siren?, kelpie's?) kiss -> high level hex causes a living, non-waterbreathing target to begin drowning regardless of terrain (unless already underwater). They receive a saving throw each round to break the effect.

siren's song -> some sort of temporary charm or peace effect, a target afflicted with this curse wanders off mindlessly unless restrained?

Don't forget drowse!

 on: October 25, 2013, 07:32:49 am 
Started by Dentin - Last post by Draak
Your herbal tree is a hot mess. Simplify it with this distinction:

Poultices are reactive -- you use them to treat conditions (with the exception of defoliate).

Salves are proactive -- you use them to induce conditions. They generally cause a temporary change in the appearance and properties of the target's skin.

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.

Salves are herbal pastes with magical properties. They are applied topically.

A pheromone salve increases charisma, especially with animals.
A barkskin salve invokes the barkskin condition.
A sundrinker salve invokes the sundrinker condition (hpregen/moveregen in sunlight, skin turns green)
A stoneskin salve invokes the stoneskin condition.
Maybe add a thorns salve to grow weak damage-reflecting spines.

Multiple salves should not stack, except maybe barkskin or sundrinker and thorns.

Ditch the normsave for barkskin and stoneskin. Have barkskin reduce damage from piercing attacks, and stoneskin reduce damage from slashing attacks. Both will remain useful throughout a druid's career, and are mutually exclusive. Mages will get crystal scales for normsave.

Find something better to do with the hpmor acorn spell. At least give it decent name.

 on: October 25, 2013, 07:25:43 am 
Started by Dentin - Last post by Draak
Sunlight, starlight and moonlight are all photons. Why would they do different things?

Also, unless Alter Aeon is in the middle of a globular cluster, the amount of starlight that can be caught is negligible. Go full on with my lightning and dew suggestions, and make a 'moonlighting' skill to allow catching moonlight and starlight as substitutes for sunlight (suncatchers crafted by druids with the skill will work at night, but charge at a slower rate than during the day).

Not sure why you are linking earth/stone with starlight when you already have an earth tree?

Please no stone golems. Golems are crafted constructs powered by captured elemental spirits. They result from a blend of magecraft and necromancy.

Each of the three 'catcher' rune groups should produce a simulacrum: liveoak for sunlight, shambling mound (which actually can't shamble, since it is rooted in place) for lightning (starlight) and water weird for dew (moonlight). Water weirds can be made in beach/river/stream/swamp/marsh rooms, OR from springs made by create water.

I think wicker men are appropriate in the carving tree, perhaps dependent on carve totem? They would be similar to claymen, but when they take fire damage they burst into flames, gaining -hpregen and fire damage reflection. You begin by carving a branch, which becomes the backbone of the wicker man, then enchant it with pseudo-life. Dry grass and other materials are magically woven around the branch in the appropriate shape, and it becomes a wicker man.

This places druid created minions all within the rune trees. All other minions are either forcibly grown plants or recruited animals.

 on: October 23, 2013, 02:12:10 am 
Started by Dentin - Last post by Dentin
This is the latest version of the spell/skill trees.  Stuff marked with an x is implemented, or mostly implemented.  The block at the bottom is just an idea dump and not yet in implementation plan.

6 rune magic
x   carve totem     - entry level wood carving skill - creates one of some number of small, holdable animal totems with various effects

.     carve effigy  - creates object, effigy of a mob, used to greatly enhance cast druid and cleric curses
                      link effigies by blood.  you create one, but in order to make it active, you have to finish
                      it using a drop of your blood.  Then you and the target are linked for your curses
x     carve runes   - entry level runes on wood
                      fail if composite is or would be exceeded
                      change long desc, append lines like "You see the following runes carved into it:  Xix Ber Qek etc"
                      make the object into a 'random' object
.       spellstaff  - allows storing of druid spells in wooden staffs, cudgels, clubs and rods.  staff invoke for area effect, not
                      wand.  probably only allow carving once, so the spell it casts is locked, but make it rechargable
x       scrimshaw   - rune carvings on bone or ivory - requires piercing tip, not blade like carving
                      possibly superceded completely by existing runes below
                      scrimshawing onto necro bone items using sunlight, starlight, or moonlight could add more to them in the absence of soulbind
                      scrimshaw onto any bone item to permanently improve stats (crafting) up to composite say +10 or something
                      scrimshaw directly onto bone guardian/skeletal minion, "You slowly carve a complex rune on the skull of a skeletal mage"
x       petroglyph  - same as carve runes, only works on stone and crystal
.         metal runes - etch on metal, power via liquids?

6 sunlight runes (power source rune)
x         suncatcher  - produces light flagged bottle, must be in inventory to use, cannot be darkened
x           sunlight room - spray mist into air, uses stored sunlight, can break shadow bind and shadow skills, kill vanishing mobs
x             solar flare - use a sunlight bottle to do damage attacks
x           liveoak - sunlight powered rune that converts tree into treant guardian (minion), can also grow from acorns if no trees present
.           fire runes - adds fire save and absorb to equipment
.           sundrinker - hp/move regen that only works in sunlight

5 moonlight runes (power source rune)
x         mooncatcher - produces glow flagged bottle, similar to sunlight
.           ice runes - adds cold save and absorb to equipment
.           regeneration runes - raise regen on room
.           warding runes - ward everything instead of just good/evil
.           moondrinker - mana regen that only works in moonlight
            moonbeam - only works in water rooms, freezes the water going out to the enemy?  obscure?  heh
            frost field - draaks early warning dew spell?

5 starlight runes (power source rune)
x         starcatcher - produces unflagged bottle, similar to sunlight
          lightning catcher - catcher bottle for lightning?
.           lightning runes - adds zap save and absorb to equipment
.           fists of stone - fists rise up out of the ground for short term melee assistance
.             earthquake - real earthquake, time delayed, really fucks stuff up
.           stone golem - minion created by starlight - cant do while in melee combat
.           lightning field - zapping runes across an exit

9 weather control (fairly solid)
.   control weather                8 - control weather water/cold/hot/clear/storm
.     open the heavens               - break cloud cover and kill bad weather via brute force for a short time, probably event handler recharge
.     call thunder                   - area fear effects
.       call lightning               - hits current melee target, "you feel the charge of a lightning strike building, and direct it at %1!"
.     call rain                      - area effect misc damage to FIRE and ZAP mob types, penalties for flying things
.       hailstone                    - very localized, has startup timer and cooldown based on available moisture
.         hailstorm                  - cooldowns based on available moisture
.     ice fog                     15 - foundation for blizzard and freezing rain - add visibility reduction?
.       blizzard                  28 - cooldowns based on available moisture
.         hoarfrost                  - like the bleach weather control spell used on arrancar #3 halibel - druid version of ice imp

8 air (fairly solid)
x   gust of wind spell             1 - good vs flying and "air" types
x     tempest                     10 - area affect breath damage - cast repeatedly to build up room wind to a high level, when high enough can tornado
.       whirlwind/cyclone/tornado    - pick mobs up and prevent melee attacks while also doing damage
x     still air                   22 - breathsave shield/spell
x       featherfall               27 - two practices, obscure, prevents damage in airfall rooms
x       windbreaker               28 - room based, localized global filter against all breath dtypes in room (not just breath weapons)
x         sunstorm                32 - first attempt at solar focusing, produces roving beams of sunlight that do area damage over time, like chain
x           solar lance           36 - single target/area lens focus with minor side effects (like greater fireball), lots of damage
.           eclipse                  - inverse lens focusing, throws room into twilight, counters solar lance, fear and panic in animals and morale hit for enemies

9 plants (fairly solid)
x   foraging                       4 -
x     thunder seeds                7 - acorns and berries become grenades
x     plant lore                  12 - shows what can be foraged in a given area, allows herb foraging, also standard monster lore
x       grow mushroom             17 -
x         poison mushroom         21 - use dproc to throw at enemies and poison damage them - terrain specific probably
x         mycomancy               25 - mushroom farm (obscure) - area mushrooms
x       entangling roots          20 -
x         poison ivy              26 - single-room mob, one per target, attacks via events that simply poison or something similar - double effect if target entangled
x         vampiric vines          32 - single-room mob, one per target, life stealing/mana stealing entangling roots

8 animal (fairly solid)
x   animal lore                   12 -
x     know territory              18 - color flag detection outdoors - "this looks like the edge of something's territory" - hook to general 'survey' command
x     spook                       15 - animal specific fear
x       calm animal               21 - drops aggression on creature
x         animal magnetism        25 - raises chr around animals
.         tame animal                - could require you to feed them, similar to minecraft.  Muwahahaha
.           call animal              - stag (elk, deer, gazelle?), wolf (coyote, wolf), cat (bobcat, lynx, panther), bear (black, brown, grizzly)
                                       allow calling of sharks and water critters too if in ocean, catfish for regular water, alligator for swamp?
.             nightwing              - call a bat/raven and see through it's eyes, move around similar to free spirit (in puppet form, not possess form?)

7 favor of the fae (druid hexes) (fairly solid)
p   faerie fire
p     fairy fog
.     witchlight
.     apathy
p     famine
.     blight, kills plants and lowers foraging in a room
.     mortal fear (spook) - adds superwimp flag for a while

7 tinctures and poultices (fairly solid) - created from herbs - code scans through what is in your inventory to find good combinations
.   poultice of healing - regeneration
.     poultice of draw poison - druid version of remove poison, time delay event handler
      poultice of foulblood (?)
.     reeking poultice - negative charisma
.     cover scent - +1 charisma, +1 additional animal charisma
    brew salve - a thick healing/unpoison brew that also kills barkskin and possibly stoneskin, apply topically only - WARNING USELESS
      delay or stop poison - temporarily stop poison downtick and cut damage by factor of four - use the word "venom", make it a poultice?
.     barkskin brew - lower level/easier saving norm, possibly cold and breath resistant - note - need to make stone skin not stack saving norm
.     defoliate - brewed, empty room causes nosun forest rooms to become sun-enabled/open sky for a while
.     the hpmor acorn spell - continuous lightning flash style blindness including lighting up nearby 1-2 rooms in every direction

7 earth (very weak)
x   earth wall                     9 - druid shadow decoy, takes a couple hits before crumbling - like pain vs 9 tails - drop to one knee clap hands together
-     force spring/expose spring     - use create_water_room from cleric create water spell - casts low level refresh/cure light?
.       geyser                       - combat spell
          water weird?               - could use spring water to create water weirds, a type of simulacrum that uses whip-like tentacles of water to attack foes
-       earth to mud                 - temp changes room type to swamp, event handler to lag/slow everything in room
x     mudwalker                   16 - gives solid footing on mud/swamp move cost reduction
x     shambling mound             19 - tank minion without movement, must be summoned on the spot and vanishes quickly afterward
x     earthquake                  23 - cheap cleric version of earthquake
        squeaky floors               - could be obscure, could be a druid curse?
.     sinkhole                       -
-       stone skin                   - transferred mage spell

survival skills (weak)
p   forest nav
p   mountaineering - dependent on climbing
    tanning - simple sort of thing that takes hides and turns it into the various 'fingerwear made of hide' objects

5 change form (weak)
.     bear brawn/strength - intro transform spell - transferred mage str spell
.       equine endurance - move regen intro transform spell
.         sense life                                10 cle
.         fox foot - dexterity - next tranform spell - transferred mage dex spell
.         cats eye - infravision/extended sight?
          aqualung/water breathing - transferred mage waterbreathing spell
          feral mind
            beast claws
              werewolf?  heh

    insect stuff could go under generic animal things
    insect beacon/parasitic rider - like a high tech locater bug, allows you to track creatures once you plant it on them
    black widow - poison damage, perhaps like bloodmist
    insect plague
    parasite sounds cool and would give us evil druids

    sunflower - grown specifically for grenade use?  heh
    blackberry bramble                   - instant/delayed damage bramble?
    rising forest, area entangle and separation
    plantwalker - like deathwalker for plants
    basic plant based attacks at low level since plants are the easiest to control in theory, such as razor leaf, or piercing needles from a tree etc
      actually yeah dentin. Ripping off a lot of the pokemon plant bass attacks would honestly probably present a lot of good druid ideas

water spells - similar forcing mechanics to air spells -
    tidal wave - for use in/under water
    whirlpool - for use in/under water
    water weird - summoned water-only minion
    water walk - gives you a boat flag

    runic tattoo    - (temporary on people, one at a time only), dont conflict with war paints - could also put on leather items as weak enchant
    blood runes   - cut with a knife, heal instantly when they expire - undefined effects as yet - perhaps a later skill group
    dark offering - soulsteal mechanic, but uses binding energy to power a rune
    rune wards -

    snowblind - probably dont need anymore icy weather spells
    rainbow totem/sign/miracle, group morale booster augury?
    commune with nature?
    poison fog - dot poisoning spell?  overlaps with poison cloud already, not sure which group
    extract poison - Removes poison from target and puts it in a liquid container that the druid can use
    wicker men, wicker men on fire?
    blow away - wind spell to move creature to neighboring room
    bloodmoon - lens focusing?  buffs roots/creepers other druid/animal spells, causes minions to go berserk in combat
    a fissure spell that opens a crack in the ground or something and the mobs fall in it and then they get smashed together or something

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