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Calein

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About Calein

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  1. Herbs

    Well Take This As You Will... With all the flowers and minerals in the current virtual ecosystem, the only way to use them currently is to create essences and potions. What if we could use a herbal skill to use these flowers a bit differently. This herbal skill could be used to create herbal pastes, balms, and salves that would act more like the current posioning does at the moment. Instead of regaining all the health at once, these pastes would allow for a time released flow of small doses of material, etherial, or other points for a certian length of time. For example: Basic healing balm: 3 sunflowers, 3 red roses, 3 chrysantamums (mortar and pestle) This Balm would add 1 material points each second for 10 seconds Basic poision balm: 3 cactus, 2 black roses, 5 yellow roses (mortar and pestle) This balm would slow poision by 2 material points for 1 minute Other balms and salves: Balm of Posion: Inflicts poision such as the red snake This Idea would work best though If we could add diseases and sicknessess that could be contracted when fighting monsters. I dont really have any great Ideas for these, but once these sicknessess were contracted the only way to cure them would be some sort of balm. If not your stats would suffer, less total hitpoints and emu for example. I should probably think about this more and develop my ideas a bit clearer but an initial opinion would always help...
  2. Mining clothes

    I like this Idea if these clothes could give you a bonus such as a less percentage chance of failure when harvesting, or a less percentage chance that a cavern wall would fall on you. Maybe even a slightly higher percentage chance to find a serp stone or ros stone.
  3. Modable Armor

    If you were to enchant a piece of modable armor, it would provide a increased protection, I'm not for sure how the dev. are developing the enchanting system for weapons, but Im sure they have somthing good up their sleeves. The same Idea could be used for armor, whatever the idea is, but instead of damage, the magical effect would provide protection. These protections could be anything from heat and cold and radiation, to increased overall protection and protection from anged weapons. Though like I stated before I have no clue how the devs are going to put in this system. Just a suggestion, If I need to clarify more please tell me. Pretty bad at explaining myself
  4. I searched for modable armor, magic armor and saw some suggestions, but I thought I would just throw it out there. It would go the same way as modable weapons. It would be very rare and when you enchanted it you would gain a sort of protection, (heat, cold, radiation....) Maybe for just metal armors, iron chains and up, with the possibility of having shields and helms as well. Maybe have the armor glow as the swords do now, or just tint the armor a little more. I was just proposing the idea. Thanks for reading this
  5. Yes, the schools of magic have already been discussed and possibly decided on, though I dont know what the desicion was. Some things that are new The spheres of magic, and multiple spells per sphere The high level spells requiring pots in order to cast Book reading for certain spells Race advantages Sub-Catagories with high lvl total magic having advantages The idea of wild magic using the fire sub catagory
  6. I know everyone is a little tired of magic suggestions because I have been reading all the topics on the forums about Magic, and each one is very interesting. I think that before a new magic system is added to the game we should look at each option. I like the idea of having a black and white system until I started checking out the magic guides on the web. My idea would be having a specific magic group for each race. Since choosing a race doesnt have any specific advantages/disadantvantages this could be one. The experience gain would be a bit higher in these, such as what you would recieve once you finished a god quest. This though wasnt the intent of my message just an Idea I came up with after reading some litature. Getting back on track we should have different sub-catagories for magic, and each would add to the total magic experience points, but you could also level up. Leveling up in magic would cause a slight reduction in etherial points where as leveling up in a specific school of magic would cause you to move towards learning/using new spells. Also from having to by sigials higher level spells should also require some sort of book reading/research before you could cast these, because mages studied more than anyone. Instead of having a specific spell per level we should focus on having multiple spells per circle/sphere of magic. Once you reach a specific level you would have to read certain books to learn spells in that circle or school to be able to cast them. Magic Sub-Catagories: (Wind, Water, Fire, Earth) Wind- Intelligence, historically this school of magic is what Elves favored. This sphere has to do with movement, and personality. Typical spells would be teleportation, invisibility, draining magical powers, quieting...... Water-Spirit, historically this school of magic is what Humans favored. This sphere has to do with change over time physically and with your spirit. Typical spells would include healing, weakining, enhancement, summoning.... Fire-Emotions, historicall this school of magic was favored by the orcs/dragoni. This sphere has to do emotions; which makes this magic very hard to control, but once controled this type of magic is the most powerful. Some times this magic turns on the caster, or just fizzles and fails. This though if done correctly is the most dangourus type of magic. Earth-unchanged creations, this type of magic is what dwarfs favored, this school of magic is solid, and unchanging. Spells in this catagory would focus mainly on enchanments. Since dwarfs favored this area, the magic needed to make magically weapons and magically jewerlly would come from this area as well as certian spells. Magical Circles and Spheres: After understanding the different sub-catagories each of these should have a specific number of circles which contained a certain number of spells. After a certain level the ability to use these spells in a certain circle would be unlocked. After reading the book on how to cast these spells you could do so, after you had the correct sigils and essenses. You though could not read the book until you had reached that circle, because you wouldnt be able to truly understand the meaning of the book. Each circle in each subcatagory would be have more intense effects that the last. Each circle's spells would cost more and take a longer amount of time to cast. Also just because you had reached the specific circle doesnt mean you could complete it every time, falllure could also occur. Final Notes: In regards to the school of fire historically these spells did not have a true circle, because of the uncertainty of the magic. This being said, this school would have a much higher failure rate, but a lower base level to begin with. Also each time one of these spells were cast there would be a small percentage chance that a negitive effect could happen to you, because these spells have a chance to turn on the caster. Also some of the top circle's would also require a specific potion as well as essences so that a mage could cast them. These pots would have to be drank before the casting started to give the mage enough power and ability to cast these spells.
  7. Version 1.1.2 is ready

    Yes, I would like to know what this means too? Thanks for the update, new startup screen looks really cool
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