IRA/URA TAUR LUK
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IRA/URA TAUR LUK
'llo.
Players who aren't mage don't have to read that, you probably won't really understand. x]
It'd be nice (and fun) if we could add to the variety of monsters that IRA/URA TAUR LUK summons. Until now, I've noticed;
Flies, wasps, gnolls, mummies and skeletons.
And those who don't attack; pig, sheep, rabbit, cow, skeleton, ghost.
For the monsters that don't attack, I think we do have enough. But could we add other monsters that attack?
Wolves? Maybe red skeletons for undeads?
Also, is it possible to make it so their strength depends on the caster's desicio level? Right now, I think that the only thing that changes is the amount of mana required to cast it.
Just a little heads up. It's a fun spell, but right now averagely useless.
Players who aren't mage don't have to read that, you probably won't really understand. x]
It'd be nice (and fun) if we could add to the variety of monsters that IRA/URA TAUR LUK summons. Until now, I've noticed;
Flies, wasps, gnolls, mummies and skeletons.
And those who don't attack; pig, sheep, rabbit, cow, skeleton, ghost.
For the monsters that don't attack, I think we do have enough. But could we add other monsters that attack?
Wolves? Maybe red skeletons for undeads?
Also, is it possible to make it so their strength depends on the caster's desicio level? Right now, I think that the only thing that changes is the amount of mana required to cast it.
Just a little heads up. It's a fun spell, but right now averagely useless.
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- Youchimitchu
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IRA TAUR already summons harmless skellies and wraths... So its a pretty 'illusionary' thing already.Youchimitchu wrote:What about IRA/URA TUAR LUK LHOR? Seriously i wanna summon illusionary creatures scare someone with the illusion of a dragon in town...so much fun
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"And gnolls = trolls, no? o_o My bad. I meant trolls."
Gnolls are the wolf things which look a bit like jar-jar binks -_-
Trolls are the muscular things with clubs.
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Nope, changed base skillAlexRose wrote:I know that, and I saw the auto emotes, but I thought they just changed how efficient your equipment is, not the base skill required to cast spells.
Changed 'failures' - DUN spells now have holes in them for example
Changed mana requirements
Put a system where mana requirements increases for each casting - so no more mages beating 5 people at the same time, you'll run out of mana soon enough - though you can nuke one.
There you go
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little touch up. Its not constant increase, it's time based. just put a second or so between casts and it's about the same cost in mana every time.Hadrian_Abela wrote: Put a system where mana requirements increases for each casting - so no more mages beating 5 people at the same time, you'll run out of mana soon enough - though you can nuke one.
You can stil kill a buncha people on one mana bar if you DUN QWAN for example. or even with regular casting since most people won't live past three shots anyway. But no maybe not 5 people, two or three ya might manage though
~~~
I would be in favor of adding different monsters or animals to the summon spells but things like Gnolls, Drows and Red and other super baddie monsters would probably kill the caster shortly after killing there intended victim. Also it would lead to alot of super dangerous monsters showing up in more rp orientated places. Some bored mage might just drop a pair of demons skeletions into the local library or the tavern. And when average joe walks in hes dead before he can blink.
Maybe we should just chuck those spells and make some new ones ^^.
oh as as for useless descio spells, Anti paralyze (??) when is that ever going to be used? your not frozen for more then a few seconds and it's much easier to shove someone out of dangers way (the iceflame they are standing in) then two seconds cast time to unparalyze them and hope they notice....and you can't use it on yourself if your paralyzed after all. I'm just sayin *shrug*
- HolyKnight
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To be on topic.
Since desicio is harder to train then Commotio and Pervestigatio I wouldn't mind at 80% if there was a new bad guy you could cast. Then another at 90% and lastly 100%. My question is could we find someway to limit the randomness this spell has. Perhaps like with creating a gate you could say the name of the creature before you summon it. Not sure if that is possible to me that would make sense.
The real problem is that these creatures you summon can drop coin and items! Mages would instantly be rich if they were able to summon anything over a skeleton.
If there is someway to take drops from summoned creatures Here is a mock layout I came up with.
IRA TAUR LUK:
10%-30%: Smelly Mummy, Mummy with sword,
30%-60%: Poisonous Mummy, Crippled Skeleton, Strong Skeleton
60%-80%: Mage Skeleton,
80%-100%: Floating Skull, Demon Skeleton
URA TAUR LUK:
10%-30%: Wasps, Bees,
30%-60%: Wolves, Troll Forester
60%-80%: Panther, Troll Warrior, Ogre Warrior
80%-100%: Gnoll, Spider
If this doesn't sound possible I propose DUN be talked about for summonings. Once again none of this IMO will be possible until these summoned creatures no longer drop coins, items, etc...
Since desicio is harder to train then Commotio and Pervestigatio I wouldn't mind at 80% if there was a new bad guy you could cast. Then another at 90% and lastly 100%. My question is could we find someway to limit the randomness this spell has. Perhaps like with creating a gate you could say the name of the creature before you summon it. Not sure if that is possible to me that would make sense.
The real problem is that these creatures you summon can drop coin and items! Mages would instantly be rich if they were able to summon anything over a skeleton.
If there is someway to take drops from summoned creatures Here is a mock layout I came up with.
IRA TAUR LUK:
10%-30%: Smelly Mummy, Mummy with sword,
30%-60%: Poisonous Mummy, Crippled Skeleton, Strong Skeleton
60%-80%: Mage Skeleton,
80%-100%: Floating Skull, Demon Skeleton
URA TAUR LUK:
10%-30%: Wasps, Bees,
30%-60%: Wolves, Troll Forester
60%-80%: Panther, Troll Warrior, Ogre Warrior
80%-100%: Gnoll, Spider
If this doesn't sound possible I propose DUN be talked about for summonings. Once again none of this IMO will be possible until these summoned creatures no longer drop coins, items, etc...
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- HolyKnight
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Uh, yes lifewonder mages and friends of mages will get stinking rich. When fighting NPCs there is a spawn lag that keeps you from just making coins constantly. With mages able to summon them it would be ridiculous. Sure right now with mages just able to randomly get a skeleton now and then with a max coin drop of like 10 it is not that big of a deal. You summon a skeleton that can drop up to 60 coins different ballgame. That actually "makes" mages an ATM... I doubt very much Estralis would be pleased.
Here is an old story quite a few people will remember. The spell ORL KAH literally use to make food. There was also an NPC on the map that bought this food. Once upon a time a mage put two and two together and started making stockpiles of food to sell to that NPC, and got filthy stinking rich. As a result ORL KAH was changed to what it is now. This needs to be avoided.
So unless coin/loot drops are disabled from summoned creatures this is a mute point for asking for better creatures to summon.
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So until we get word from the staff I think we should discuss other options as well. The more ideas we can get the better. Here is what we got so far from reading.
-Adjustment to the numbers of LUK creatures that can be summoned.
-Taking away loot/coin drops from summoned creatures to allow more powerful creatures to be created.
-Give a call tag to each creature to specify summoning (e.g. mummy, skeleton, pig, etc...)
-DUN effect to summon multiple creatures.
-A tier for casting creatures (certain level to produce stronger creatures)
More?
Here is an old story quite a few people will remember. The spell ORL KAH literally use to make food. There was also an NPC on the map that bought this food. Once upon a time a mage put two and two together and started making stockpiles of food to sell to that NPC, and got filthy stinking rich. As a result ORL KAH was changed to what it is now. This needs to be avoided.
So unless coin/loot drops are disabled from summoned creatures this is a mute point for asking for better creatures to summon.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
So until we get word from the staff I think we should discuss other options as well. The more ideas we can get the better. Here is what we got so far from reading.
-Adjustment to the numbers of LUK creatures that can be summoned.
-Taking away loot/coin drops from summoned creatures to allow more powerful creatures to be created.
-Give a call tag to each creature to specify summoning (e.g. mummy, skeleton, pig, etc...)
-DUN effect to summon multiple creatures.
-A tier for casting creatures (certain level to produce stronger creatures)
More?
- Kaila Galathil Travinus
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I like these ideas... and will add just one though I am unsure how it can be implemented (forgive if a little off topic). I miss being able to ORL KAH food and wish there was some compromise between actually having food appear versus filling up the food bar. Possibly filling up the food bar and 2-3 fruit appear randomly? This would be nice for the RP aspect and would prevent a mage from making too much..after the food bar is filled. *shrugs*
Haha, I remember the food thing. Nice one Patty lmao.
Howabout instead of needing 80+ skill to summon powerful things we make a spell called IRA TAUR LUK QWAN. Its how we make more powerful spells currently, I don't see why it couldn't also be applied here. Might make it easier to balance in terms of mana usage / casting time etc.
Howabout instead of needing 80+ skill to summon powerful things we make a spell called IRA TAUR LUK QWAN. Its how we make more powerful spells currently, I don't see why it couldn't also be applied here. Might make it easier to balance in terms of mana usage / casting time etc.
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- HolyKnight
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So until we get word from the staff I think we should discuss other options as well. The more ideas we can get the better. Here is what we got so far from reading.
-Adjustment to the numbers of LUK creatures that can be summoned.
-Taking away loot/coin drops from summoned creatures to allow more powerful creatures to be created.
-Give a call tag to each creature to specify summoning (e.g. mummy, skeleton, pig, etc...)
-DUN effect to summon multiple creatures.
-A tier for casting creatures (certain level to produce stronger creatures)
-Adding QWAN effect to LUK spells for stronger creatures
Is it me or don't it feels kinda strange that creatures like goblins and gnolls can be raised/summoned? Would have understood better with creatures that are all magic such as undead raised, or maybe ghosts, Golems, but Goblins and so live in societies after all and so and all the sudden they show up because of a mage?
Don't know if my point is clear enough but hope someone understand what I try to say... =)
Don't know if my point is clear enough but hope someone understand what I try to say... =)
They're 'summoned' actually, not raised. Yes its partially messed up, but I always assumed they're coming from somewhere. You know, a miniportal opened and sucked out a cow from somewhere.Hawkmoon wrote:Is it me or don't it feels kinda strange that creatures like goblins and gnolls can be raised/summoned? Would have understood better with creatures that are all magic such as undead raised, or maybe ghosts, Golems, but Goblins and so live in societies after all and so and all the sudden they show up because of a mage?