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 on: November 07, 2013, 01:16:40 pm 
Started by Araurt - Last post by Araurt
As told to me by an imm

"You have to multi-class"

Okay, sure, since it's too ****ing hard to grant a boon to people who don't because "it's impossible to not multi-class"

Sure, ***ing whatever.

prac dodge

You need to know 'trip' to learn that.

Excuse the **** out of me?
What the actual **** do these two skills DODGE and TRIP have to do with eachother?


What kind of ****ing retarded head-up-*** ****-in-mouth ****face tells me

There is NO ****ing correlation between DODGING and TRIPPING

The only ****ing reason **** like this exists is because some retarded jackass thinks that making people waste time on useless skills
That is to say padding the gameplay with ****
In order to get the useful skills makes the game better

There is a time and a place for practice/learning order


Trip before dodge?
This is not one of those times nor places.

 on: November 05, 2013, 07:01:58 am 
Started by Dentin - Last post by Shadowfax
Suggestions for earth group:

earth (10)
earth aegis - druid shadow decoys
    unnatural spring
      mire - temp changes room type to swamp, event handler to lag/slow everything in room
  earthquake - like cleric spell
    landslide - super earthquake spell, see below
  fists of the earth
    stone coffin
      wall of stone

I suggest renaming 'earth wall' to 'earth aegis'.  Sounds sexier and provides a distinction between
this spell and other "wall" spells.

From 'earth aegis', I divided it up into three subgroups.  The first deals with earth mixing with water.
The second deals with seismic activity.  The third deals with stone manipulation.

I like the old d&d 'earth to mud' spell, but I'd suggest renaming it to 'mire' to avoid more name
duplication.  I'd assume such a spell would have terrain restrictions, like it doesn't work in

I didn't put 'squeaky floors' in, either.  You may be on the right track making it a hex.  Maybe it
gives the affected character a HUM flag for the duration.

'Landslide' is the "super earthquake" spell you're looking for.  Use it on MOUNTAIN, HILL, ROCK, or
PLATEAU to make a rockslide, ICE to cause an avalanche, or UNDERGROUND or CAVE to cause a cave-in, and
the name is generic enough to be valid in any other non-water terrain, even LAVA (where it would be a
pyroclastic flow).  It can't be avoided with 'fly'.  Might have a startup lag and probably a long
cooldown timer on the room, since you use up all of the loose debris in a casting.  'Earthquake' could
either be a power-up cast ahead of time or a recharge to reduce the room's cooldown timer.  Either way
it would shake loose more material for a 'landslide' to work with.

'Stone skin' can be a salve, as Draak suggested.  It turns your skin gray and stonelike.  Like Draak's
idea for 'barkskin', this could provide protection against a specific damage group.  'Barkskin' could
protect against the piercing group, and 'stone skin' could protect against the slashing group.

'Stone coffin' is an prison spell like 'crystal prison' or 'ice imprison'.

'Wall of stone' is a exit barrier like 'wall of ice'.  It would have similar restrictions, although
the concept here is that the druid is working with existing nearby stone, whereas a mage is gating in
ice or crystal from another dimension.  'Stone coffin' and 'wall of stone' would have shorter durations
than ice because they can't be melted.

water (4)
water walk

I still have high hopes for the water group.  Even if it ends up being obscure, it's a cool spell group.

I renamed 'tidal wave' to 'riptide'.  It sounds more menacing, and would make sense on the surface of
water or underwater.

This does not have to be a large group.  Since there aren't a lot of water rooms available to use until
the Archais archipelago, 'water walk' might not be obtainable until level 20.  These spells aren't
extremely useful until you get to the mainland, where there are rivers, lakes and oceans to be
had, but it would be a pity to ignore them entirely.  A druid who takes the time to learn the water
group should be king of the sea!

'Flood' would inundate rooms that are adjacent to already existing water rooms (or perhaps other
flooded rooms, too), allowing the other water spells to be used there.  You'd need a boat flag to
cross through a flooded room, making 'water walk' relevant.  Dispels 'mire'.  'Riptide' becomes
available, and you can try to drown people with 'whirlpool' in a flooded room.  Perhaps call it
'flash flood'.

 on: November 05, 2013, 06:54:34 am 
Started by Dentin - Last post by Draak
How about a 'diminish plants' spell, castable on self, fairly high level instead? Causes plants to shrink in your presence, restoring to full growth as you pass.

It might (very slightly) reduce movement costs in TFOREST, DFOREST, JUNGLE and SWAMP terrains, and would definitely help you resist vine spells from sticking to you and cause aggro plant monsters to (possibly) shrink away from you.

Also, don't forget runic tattoo! There's a TON of leather eq on the game.

 on: November 05, 2013, 05:59:15 am 
Started by Dentin - Last post by Shadowfax
What I meant to say is that plants don't have an internal body pressure like animals.  Examples of mobile
plants in real life achieve locomotion via osmosis, or osmotic pressure conversion, which is vastly
different than the musculature of animals.  For this reason, it would not be far-fetched that there
exist in Alter Aeon a barrier spell that functions against plants but not animals.

Any 'antiplant shell'/'repel flora' spell would be high level.  There are a sufficient number of areas
on the mainland with large plant mob populations to justify it.  The Forest of Tirgoth, the Elwood, the
Giftsmarch, mycnoids (both those in Void's ruins and the ones under the Giftsmarch), the Murlock
Swamps, the various tree monsters of the Southern Hills, thorn beasts and land urchins in Palo Verde,
Lufia's Folly, and all of the treants and ents living amongst the many murlock settlements that practice

Come to think of it, LEECH SEED is a lot like 'vampiric vines'.

Yes, I forgot about 'control undead' not having to use soulstones.  I was recalling something from back
when necromancer was in beta stage.

 on: November 01, 2013, 08:37:42 pm 
Started by Dentin - Last post by Draak
Not to nitpick, dear brother, but I dare a say a tree, and by extension ambulatory tree-like creatures like ents, have considerably more "internal pressure" than most animals. I really don't think we have enough plant monsters in the game nor a good mechanic to justify making a spell or skill for specifically repelling them.

Maybe foulblood would sicken and kill vampiric vines, though?

I think vampiric vines and leech seeds are kind of the same thing? Storm of roses sounds fun, maybe it can be a higher level form of the brambles idea?

Probably don't need a separate, universal elemental runes skill. The ability to carve elemental runes could simply become an option by learning each of the catcher skills. In such case, release sunlight would remain its own skill.

Like the idea of using food for taming animals (though FYI control undead doesn't require soulstones. It is basically undead mindrape, D&D rebuke undead style. Control demon does because its a negotiation)

Moving the solar spells to weather is BRILLIANT, as is the argument for making both ice fog and air spells distinct from the weather tree.

 on: November 01, 2013, 07:09:48 pm 
Started by Dentin - Last post by Shadowfax
Plants and animals:

Plant group looks pretty good, but I still think you there are too many vines.

'Plantwalker' is more like 'antiplant shell' or 'repel flora'.  You don't make nice with plants.  It's
like a weak anti-water shell you create around yourself to hold the plants at bay.  Animals can push
through it because they have muscles and an internal body pressure.  Plants don't, not even magic
ones, so it can keep all of those nasty vine spells off you, too.

You want Pokemon plant attacks?  Lol.  Okay, here's a couple of ideas.

Instead of RAZOR LEAF, try 'storm of roses'.  Imagine an anime scene (there are lots of them) where
a cloud of rose petals envelopes someone for dramatic effect.  Think of this looking like that,
except these petals are razor sharp and have free-floating thorns mixed in.  Painful piercing
damage, ahoy!

Idea number 2: 'leech seed'.  Toss some seeds on an opponent, and they take root, afterward transferring
life energy from the target to you throughout the spells duration.  Only works on living, corporeal
creatures.  (Seeding an undead may result in something unpleasant, like losing hp instead of gaining
it.)  'Purge blood' would probably remove them.

And animals:

'Tame animal' should definitely require food as bait.  You need soulstones as bait for demons and
undead.  Maybe 'calm animal' and 'call animal', too.  As I suggested before, you could even go so far
as to have PLANT type food work with herbivores and MEAT type food work with carnivores.  (Other types
of food are "people food".)

So now I get that 'hunting' is actually intended to be more abstract than I had thought.  You type
'hunt', dice are rolled, game appears in your inventory, game register in the room is subtracted from.
I still think using the skill to flush out animal mobs to attack or tame would be much more fun.

 on: November 01, 2013, 07:00:13 pm 
Started by Dentin - Last post by Shadowfax
gust of wind
    still air
      featherfall (obscure)

Don't need a 'blow away' spell unless you ditch 'call thunder'.

A possibility for 'tornado' could be an uncontrollable air-based minion.  It attacks who it wants,
when it wants.  Advantage?  It doesn't use control points.  Muwahahaha!

'Dragonbreath' could be a high-level area effect damage spell that works like the wind damage
dragonbreath specp.  You breathe a burst of high velocity air.  Since it involves air from your
own lungs, it is very taxing on the body and would have a cooldown timer like 'second wind', perhaps
even sharing the same cooldown with that skill.  (Since the air involved is self-generated, it might
be able to be cast underwater.)

I understand that arranging the skills/spells as such trims the top off of the wind group, but
the wind group capstone should be an air/breath spell, like 'dragonbreath', not fire damage

Furthermore, 'solar lance', 'sunstorm' and 'eclipse' simply don't fit into the wind group because of
the way you want them invoked.  Compressing air into a solar lense?  I get the science behind it, but
what it boils down to is massive atmospheric manipulation.  It sounds cool, but we already have a
control weather group!  I still fail to see the need for an 'eclipse' spell, because a druid can block
out the sun with cloud cover.

There is a fundamental difference between the wind and control weather groups.  All wind group spells
can be used anywhere, inside or outside, there is air
, that is to say, anywhere except underwater.
Control weather group spells can only be used outside, where the weather is.  Savvy?  (This could mean
that certain weather spells might even work in non-NO_SUN underwater rooms!)

I would strongly recommend moving solar focusing into the control weather group.  'Sunstorm' and
'solar lance' especially are great spell ideas, but they fit in better with that group.

control weather
control weather - humid/wet, dry; clear, cloudy/overcast; cold, hot
  call thunder - area effect fear
    call lightning - single target lightning damage spell
    hailstone - single target cold/normal damage spell, much as it is now
      blizzard - area effect cold/normal damage spell, much as it is now, possible visibility diminishment
  sunburn - solar focusing, scorches a single target with second- and third-degree burns, max hp lowered for duration or until magically healed
    sunstorm - solar focusing, DoT room effect fire damage
      solar lance - solar focusing, single target with possible collatoral damage like greater fireball
  dustcloud - DoT room effect spell, does slicing damage, for dry weather, unusable in water/ocean

All right.  We're really getting somewhere here.

Rename 'call rain' to 'downpour'.  We've got enough "call" spells as it is, and the new name helps
capture the sensation of really drenching someone.  I understand it harming FIRE type,
but why LIGHTNING type?

Questions I'd like to put out are these: how does 'control weather' interact with existing natural
weather?  How far astray can a druid push the local weather from the norm?  Would such a limit depend
on his druid cast level, or could he conceivably force the local weather to do anything with multiple
castings?  How long does it last?  Would room terrain affect the weather possibilities?  Inquiring minds
want to know!

Another reason to put solar focusing here is because it gives druids an incentive to keep the skies
clear with 'control weather'.  They make it cloudy and humid for call thunder/lightning, downpour,
hailstone and blizzard, and they make it clear for sunburn, solar lance, and sunstorm.  'Dustcloud' is
for making it dry, regardless of cloud cover.  Let's review:

call thunder - humid, overcast, any temperature
call lightning - humid, overcast, any temperature
downpour - humid, overcast, above freezing
hailstone - humid, overcast, below freezing
blizzard - humid, overcast, below freezing
sunburn - any humidity, clear, hot
solar lance - any humidity, clear, any temperature
sunstorm - any humidity, clear, any temperature
dustcloud - dry, any cloud condition, above freezing

No hoarfrost.  No snowblind.  No hailstorm.  You've got the ice spells WELL-covered.  I honestly think
an imprison spell would work better in the earth group, which is a tougher element than ice.  Mages
already have 'ice imprison': keep it exclusive to them.

 on: November 01, 2013, 06:54:37 pm 
Started by Dentin - Last post by Shadowfax
I was finishing up my ideas for rune magic and realized that there was going to a LOT of
skills.  Consider the following revision:

Combine 'sun runes', 'frost runes' and 'lightning runes' into a single 'elemental runes' skill,
dependent on 'carve runes'.  You carve the elemental runes on a piece of equipment, and it gains
the element affinity of the power source you use on it.  For example, if you want fireabsorb on a piece
of equipment, you carve elemental runes on it and apply a bottle of sunlight.

This would tie the 'elemental runes' dependency to the composition of the target object, which actually
makes more sense IMHO.  You could carve such runes on a bone piece of equipment if you know
'scrimshaw', for example.

This puts 19 skills/spells in the group, or roughly one for every other level.  Definitely big and
kind of "flat", but doable.

carve runes (woodcarving)
  carve totem
  carve effigy
  elemental runes
    solar flare
  dew catcher
    distill dew - spell purifies bottle of dew and turns it into a heal potion
    regeneration runes - raises regeneration of room
    water weird - carve runes around the base of a spring conjured by 'unnatural spring' to summon this water minion
    ice fog - as former cleric spell, see below
  lightning catcher
    lightning field
    arrest lightning

Okay, druid has a bottle of magic dew.  Same question as a bottle of sunlight:  what does he do with

Use dew <room> - Dew is scattered throughout the room as an early warning detection system, works like

Use dew <target> - Douses target with magic water, damaging FIRE types mobs.  Also puts out players
who are on fire, and snuffs out fires created with 'firestarting'.

Again, like sunlight bottles, the skill provides useful yet limited options for your collected
dew.  Also, like with sunlight, you have an option to increase the rate of collection, and that is
by using 'control weather' to make the room more humid (good cross-group synergy!).

'Regeneration runes' works with magic dew because players are carbon-based lifeforms comprised of mostly
water.  Makes more sense than moonlight, at least.

All right, the elephant in the room here is the placement of the 'ice fog' spell.  Here's my case for
moving 'ice fog' from control weather into the runecraft tree:

As cleric spells, 'ice fog' and 'blizzard' had an excellent relationship.  Although 'ice fog' did less
damage than 'blizzard', 'ice fog' had the advantage of being able to be cast anywhere, whereas 'blizzard'
could only be used outside, thereby making 'ice fog' useful even after the higher level 'blizzard'
was learned.

As druid weather spells, 'ice fog' would be forced outside with 'blizzard' and would simply be
'blizzard lite', becoming obselete as soon as 'blizzard' could be learned.  Pulling 'ice fog' from
the control weather group and placing it as a frost power rune subgroup re-captures that great
synergy they had with one another as cleric spells.  'Blizzard' would remain the more powerful cold
damage area effect spell, but 'ice fog' would be able to be used anywhere you bring your bottle of
magic dew and remain relevant throughout the druid's career.

Just so you know, I'm not trying to be contrary or complicated.  I absolutely love these spells and
want them to work out for druids!

Okay, now for the lightning power runes subgroup:

What do you do with lightning in a bottle?  Bottled lightning is ionized, so it attracts more

Use lightning <room> - Use in a stormy room to charge up lightning catchers faster.  Slight power-up to
all electricity-based attacks, regardless of source or target.

Use lightning <target> - Discharged against a single target, doing a tiny amount of zap damage and
giving him a positive zapsave debuff

Letting bottled lightning be used as such helps the druid set the stage for call lightning spells (or
lightning mage spells for cross-class synergy!).

'Lightning field' is an exit trap, exactly as Draak suggested.

'Arrest lightning' is a more proactive version of 'lightning catcher'.  How does a druid arrest
lightning?  I envision it as an event-based skill occuring round by round until successful, like
lockpicking.  A low-level druid would have to find a room where it is raining, and types
'arrest lightning'.  A druid that knows 'control weather' could make it stormy himself
and then try to arrest lightning.  Alternatively, a druid could engage in combat against a mob that
uses 'call lightning', 'lightning bolt' or 'ball lightning' and try to catch it (of course, he wouldn't
be able to do anything else while thus engaged, which would make a interesting defensive option).  In
any of these scenarios, a failure could result in lightning striking near the druid as an almost-had-it,
or lightning could strike the druid, damaging him.

'Simulacrum' allows you make carve a statue out of whatever material is at hand, depending on the room
terrain, and power it up with bottled lightning.  Could have different versions.  An earth simulacrum
simulacrum for DESERT/SANDY/BEACH/WASTELAND, and perhaps even an ice simulacrum for ICE.  All simulacra
would have probably high zapsave.

 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.

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