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Magic Book Distribution?

Posted: Tue Oct 21, 2003 5:56 am
by Bloodhearte
With my other character (who was befriended with another magical companion) we searched for magic books (that were not ones you found off creatures) for days upon days. By the time we found a seller, he was selling the book for 8 ingots. The next guy, 5 ingots. The guy after that, somewhere past 10. A fairly long time has passed since then. Wow...not only did they disappear, but the price has been jacked from 200 gold pieces each to some amount that would take a month for my character to attain.

This isn't just an individual problem, I'm sure. When a newbie creates a mage/wizard/some rune user, it's just about impossible to get a magic book.

Most of you will probably respond "just roleplay this in the game, it isn't difficult."

I'm not really ranting, I'm just wondering if there's any possible way for magic books to be less tough for players to get. I mean, they also have to learn the runes after getting them, which takes even longer.

Posted: Tue Oct 21, 2003 7:00 am
by Gro'bul
I think they found becoming a good magic user was too easy, making it tougher to become a good mage than a good warrior, as it should be considering how much of an advantage a mage has over a warrior. I'm guessing there will be some way to get the books eventually, but their prices should not be debated ooc just because they seem "too expensive", people can sell how high or low they want.

Posted: Tue Oct 21, 2003 9:35 am
by Mishrack
Demand is high n supply is very low. Books are rare these days, so of course they'll be very very expensive :)

Posted: Tue Oct 21, 2003 3:16 pm
by Bloodhearte
You're correct about the prices, yes. But, when a mage is just beginning, but can't learn any spells (not even healing ones), so they have to rely on combat strength that they most likely do not possess.

As for the mage having an advantage over the fighter, I used to think this was 100% true. But, I have learned that the only sure fire way for a mage to win in a fight is to cheat and overuse the paralysis spell mixed with some fire. But, I feel like playing fair.

So, I really don't know. I'm just fishing for opinions.

Posted: Tue Oct 21, 2003 3:21 pm
by Adano Eles
Well, there is one answer that is always applicable for such questions:
If you want to learn, become apprentice of some master who can pay your education.
Of course this relies on a good portion of RP on both sides.

Posted: Tue Oct 21, 2003 6:37 pm
by Mishrack
I must admit I'm quite happy with the way this is going. Afterall do you not think it horrendous that someone could just work for half a day and then potentially cast every spell in the game?

Now at least there is some degree of rp realism involved, as not everyone is immediately a master mage. In my opinion spells such as rakelqwan n such should only be known to the absolute elites of mages, like 10 or so people.

Posted: Wed Oct 22, 2003 12:22 am
by Bloodhearte
It's nice, true. But when a new mage character enters Illarion, he can't even cast a healing spell, or a single offense spell. Fighters get blades, but mages aren't combat oriented.

Yes, it's bad that it would take half a day for everybody to learn all the runes easily. However, at this rate, it's going to take over a year. Maybe the magic academy can be in charge of their sale and/or teaching? Making magic books as rare as mirrors kind of dings the roleplay of a wizard. I'm just suggesting if there can be a way of getting at least *some* of them without having to wander in the game for four hours (chances are you still wouldn't find a seller anyway). You know, somewhere in a reasonable time frame. Besides, few people have that kind of time on their hands. It wouldn't surprise me if there was a magic book that doesn't even exist anymore because it's so "rare".

Taking on a teacher is a great idea, but there's nothing much they can do except tell you what you already know, because chances are they don't have a book to distribute.

As for such runes as orl and kah...well...those just plain don't exist anymore.

Or, this proposal: put them in the library where they used to be. I know, it was too easy to learn everything in a day, so I'm adding on to it. Like, you only learn one rune from a certain bookshelf, and the tougher runes are in very remote shelves, and take a high amount of library research skill to learn. And maybe, not all the runes have to be in the shelves, just some of them. They did it in such RPGs like Exile and Avernum, and those are widely acclaimed games from all around. After all, it makes sense for a rare, arcane book to be in an abandoned shelf in a basement, or out in the middle of some ancient ruins.

You can tie library research into mage lore. Some simply can't comprehend the runes when they aren't intelligent or skilled enough to learn it.

I would've liked this idea very much, except that there's no assurance some books exist anymore, and there are many people, who, before the system was implemented, learned every rune already, leaving the newer generation screwed.

With a fighting character, all you have to do is grab a sword, and slash the heck out of monsters to get better. Now what were to happen if swords were very rare, cost 10 ingots each, and it would be pretty much impossible to find a seller? Even if you do manage to get the sword, it would still take you a very long time just to get started learning the darn skill of combat.

I know, I know. Swords aren't supernatural, magic is. Well, mages don't stand a chance against anything without runes, considering my strength and dexterity wasn't even touched.

Posted: Wed Oct 22, 2003 12:41 am
by Mishrack
Some very good points there. I especially like the one with powerful runes being in isolated shelves.

Also, quite right that it isn't very fair for the mages out there. pitty.

At any rate, One thing that cannot be said enough is, we should remove all the rune combinations from this board. n before you accuse me, yes I know I've used the combination to specify which spell i meant before as well n such, but then we should also get new names for all the spells. Then finally there would be a point to getting a teacher of magic.

I'm sure the runes will come back soon though, if they aren't already under some new devious form.

Finally, one of the reasons I think it's a good idea to brake the influx of mastermages is that there are simply too many of them. No matter what source you look in, magic is always described as a very slow process of learning. Something that takes decades to learn. In addition to that, those who wish to wield it must not only study it for years, but devote nearly all their time to it, and as such couldn't possibly have a job on the side to sustain themselves. Therefore I think it's a proffesion limited to the the very rich people, and not readily available to any fool.

Elaborating on that point, most characters shouldn't have the patience to go through all that just to be able to throw fire instead of arrows. There would have to be some deeper RP reason to wanting to waste half you life in order to learn the arcane arts. With this, I mean that a person wanting to play a good mage character would have to be a fantastic roleplayer and devise uses and reasons for their characters magic, especially not all limiting themselves to the tired old " ME WANT POWER!" kliche/doctrine. Reasons could include seers, diviners, enchanters and much more, as long as it didnt give anyone an rp advantage, who on a sde note could prove very useful in small player quests.

in short;
-Excellent roleplay needed for mages.

-Dont just play a mage to get the spells. Afterall they are just there to help you with your roleplay. Go beyond, and DO something with your magic.