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Author Topic: Druid skill trees - pass 4  (Read 19393 times)
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« on: October 23, 2013, 02:12:10 am »

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                      possibly superceded completely by existing runes below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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« Reply #1 on: October 25, 2013, 07:25:43 am »

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.
« Last Edit: October 25, 2013, 04:37:01 pm by Draak » Logged

Nothing special there.
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« Reply #2 on: October 25, 2013, 07:32:49 am »

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.
« Last Edit: October 25, 2013, 07:41:51 am by Draak » Logged

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« Reply #3 on: October 25, 2013, 07:37:17 am »

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!

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« Reply #4 on: October 25, 2013, 04:58:59 pm »

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.

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« Reply #5 on: October 30, 2013, 05:22:42 pm »

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
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« Reply #6 on: October 30, 2013, 05:26:19 pm »

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...
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« Reply #7 on: October 30, 2013, 05:43:45 pm »

I forgot to rename 'fire runes' to 'sun runes'.  Sounds sexier and ties solar theme together better.  Heh.
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« Reply #8 on: October 31, 2013, 05:52:14 am »

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.

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« Reply #9 on: November 01, 2013, 06:54:37 pm »

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.
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« Reply #10 on: November 01, 2013, 07:00:13 pm »

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.
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« Reply #11 on: November 01, 2013, 07:09:48 pm »

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.
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« Reply #12 on: November 01, 2013, 08:37:42 pm »

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.
« Last Edit: November 02, 2013, 03:51:11 am by Draak » Logged

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« Reply #13 on: November 05, 2013, 05:59:15 am »

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.
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« Reply #14 on: November 05, 2013, 06:54:34 am »

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.
« Last Edit: November 06, 2013, 08:42:54 pm by Draak » Logged

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