I do have 3 questions to ask Tiur, Will both mage types keep their pets?
Also will they have more functions and/or uses in conjunction to the skill sets?
On the cosmetic side for sciomancers, in order to pay for greater strength over shadow will there be any sort of pact/price/organ donation/replacement for pure-shadowy version to *coughs* bargain for strengths.
Not sure about the crystals. Not a fan of them, but don't want to do much with them because they're all super self-repairing now.
Most likely I'll have to refund the artifacts, depending on where they came from.
I need to check the sets again, but the emphasis on pets is pretty gone. It is a well known fact that Tiur doesn't like pet classes in MUDs, I don't feel they work very well.
I demand a customizable class pet that I can make to look like Tiur, if only for that mixed first/third person botching there.
>.>
Also, this is likely stated elsewhere, but what of class weapon artifacts (arti void/aetherstaves), will those be transferred to new skills or refunded, or what?
It takes four Sciomancers to change a lightbulb. One holds it in place, and the other three combine their magical abilities to make the ceiling spin the right direction to get it screwed in.
IF the artifact doesn't work for your class anymore, the Tiur will likely do something there too. Or he can let you keep them, because I'm not a monster.
You can solve for the approximate lie amount with: internal disagreements multiplied by PVP balance(to the random epiphany power) divided by lore consistency plus last minute changes
Sciomancy - (note, some things are being super juggled here as to effectiveness/placement) Shadow Attune to use the element of Shadow. Blast Blast your victim with a bolt of power. Nightsight See through darkness. Bane After a delay, scourge your victim with an affliction. Night Call forth magical darkness to obscure your surroundings. Shadowprice Empower your Shadow spells at the cost of your own well-being.
Elemancy - You know the following Fire spells: Ignite Render them ablaze with a snap of your fingers. Scry Seek out another’s location. Evaporate Remove traces of water from your location. * Scorch A gout of flame will cripple their limbs.
Shadowprice at the early levels is a way to add a health cost to casting. Later you can start overdoing it and murdering friends, self, and enemies! Shadow Mages with safety in mind will prefer their staff.
And so the Ascendril aren't left out: Elemancy- You know the following Air spells: Gust Knock your target from your location. * Pressurize A sudden shift in local air pressure. * Lightning Shock your victim with a burst of electricity. * Windlance Send a spear of air to pierce their shields.
Shadowprice at the early levels is a way to add a health cost to casting. Later you can start overdoing it and murdering friends, self, and enemies! Shadow Mages with safety in mind will prefer their staff.
Sounds like a true sacrifice indeed. Though on that accord...how it will play out in the large scheme of things considering your abilities will put pressure upon you while the enemy also does so? Will it be a common theme that the skill is encouraged to be utilized or the skill will be just a circumstantial empower&get-results ability? Will there be abilities to mitigate this sacrifice to a degree and pumping up constitution will be viable (Constitution Mages resembling Blood Mages from Dragon Age, ha!)?
Updated to give a better snapshot. Basically some things are being tested. Sciomancy has a bit of a hold up as we rewrite past some stuff that didn't survive design (namely, it was costing too much health and rarely do you want to trade HP for more afflictions on an enemy).
Comments
Also will they have more functions and/or uses in conjunction to the skill sets?
On the cosmetic side for sciomancers, in order to pay for greater strength over shadow will there be any sort of pact/price/organ donation/replacement for pure-shadowy version to *coughs* bargain for strengths.
Teamkilling: of course you can murder your friends on "accident"!
Payment: Shadow is by far the most dangerous element; those who choose to wield it to its full potential will have to make sacrifices.
Power level visual effect: Turn deathsight on.
- What shall happen to the crystals? Will they still find a use within revamped abilities or they are becoming obsolete?
- In the case of crystals being obsolete what will happen to the artifacts such as Dominion Crystal which acts like a personal Master Crystal?
- How many Sciomancers does it take to change a lightbulb?
Most likely I'll have to refund the artifacts, depending on where they came from.
I need to check the sets again, but the emphasis on pets is pretty gone. It is a well known fact that Tiur doesn't like pet classes in MUDs, I don't feel they work very well.
>.>
Also, this is likely stated elsewhere, but what of class weapon artifacts (arti void/aetherstaves), will those be transferred to new skills or refunded, or what?
Hi.
Hi.
Currently coding a way for Sciomancers the fling weapons up into the air to orbit their singularities for use as projectiles later.
https://i.imgur.com/cYanmPn.gif
Hi.
??? he didn't deny it
I need to find out how hard it will be to --kidnap-- --borrow-- convince someone to give me the classes.
Valkyrior System
Hi.
Cute-Kelli by @Sessizlik.
Hi.
Shadow Attune to use the element of Shadow.
Blast Blast your victim with a bolt of power.
Nightsight See through darkness.
Bane After a delay, scourge your victim with an affliction.
Night Call forth magical darkness to obscure your surroundings.
Shadowprice Empower your Shadow spells at the cost of your own well-being.
Elemancy -
You know the following Fire spells:
Ignite Render them ablaze with a snap of your fingers.
Scry Seek out another’s location.
Evaporate Remove traces of water from your location.
* Scorch A gout of flame will cripple their limbs.
Will it use health to empower(or modify) spells(or passives) or will it allow full health-casting? Some spoiling over there would be appreciated!
And so the Ascendril aren't left out:
Elemancy-
You know the following Air spells:
Gust Knock your target from your location.
* Pressurize A sudden shift in local air pressure.
* Lightning Shock your victim with a burst of electricity.
* Windlance Send a spear of air to pierce their shields.