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Teshla

Essences and Magic

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EL is diffirent, you don't need to create a new character, because you can instantly start developing other skills. And that's why it's good, now graduating only one college would destroy this!

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EL is diffirent, you don't need to create a new character, because you can instantly start developing other skills. And that's why it's good, now graduating only one college would destroy this!

How would it destroy that?

 

Nothing that I've suggested prevents characters from developing new skills, but it does allow you to choose to be more effective in certain activities, while those activities remain open to all.

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in certain ok, but not in only one! Maybe if u could complete fer colleges, that would be good. But i think we have gods for this purpose.

BTW almost noone uses perks, so i dont think ur suggestion would be good, about perks, and about those essences prices, i think this could be a permenant bless from god when u complete all his quests. Somethin for every god, (less ess would be from magic).

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Well there are a lot of ways you would start using magic more, getting to manu god from nc storage, TPtr across the river. Getting to naralik to mine gems there TP. Getting faster to rubbies in NC cave, TP across the river. And more. So you teleport more, you need essences more, you buy more from players, or make for yourself and dont sell em in market. I think it would solve a bit marketing, and make game more fun for those that know magic. And wouldn't make game worse for those who don't know magic.

 

Thats what i ment, take the essies to TP over the river to get to the harvestables and essies to get over the river again to get back.

It's all about planing, if you are gona TPtr 2 times take the requierd amount of essies with you so you can execute the spell 2 times, don't see the need of having 20-50-100 or even 500 essies with you to cast a spell 2 times tops when it comes to Restore spell this would be used way more then anything else in the game!

Having 500 HEs (that is weightless and some spare ones in the regular inv,) on you and alot of SRs maby a CoM and kill everything you see for hours, i know some ppl that would love that, i think thats the way this would be used, ppl training not TPing all the time to diffrent places to harvest something.

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Drink Coffee, long post.

 

5 slots in inventory only for essences. So that you would be able to put them only in to those 5 slots about 100 of em in each.

What if you needed to carry more then just 5 types of essences? It does happen, especially for me.

 

Making essences weightless wouldn't be so great, managing your emu is part of the strategy at times.

I agree Mr Evalin, strategy is important for a game of this type. As Mr Entris said, people would be able to camp at spawns for days of end.

 

people carry more than 500 when they go out and make essences, it happens alot :)

Especially when buying thousands of spirit essences ;)

 

One way to make magic more potent, and allowing for specialists, would be to introduce, say, a perk per essence which reduce the essence consumed in a spell by one. This may also be realised as wielding magical capes, staffs, etc. (limited availability, magic nexus requirement).

So, a character who specialises in magic would have to carry less essences (of their favored types), and neednt develop a high P/C to carry all of them ("Conan the Mage"?!). Meanwhile, this doesn't change the status quo for other characters.

This idea (like many of yours) has some merit :devlish: I would probably get it (the cape) and wear it for intense MD sessions. Make the colour of the cape white and black stripped please :D A Staff is an even better idea.

Staff of the Mage is incorrectly named imo. Its more like "Staff of the Mana-Leech" so I would love for it to be reprogrammed to reflect a "-1 essence of each type" and it should increase your magic level by 5 as well give an extra +1 mana regen per second and increases max mana by 25 :sneaky::wub:

 

Edit: I got sidetracked by fantasizing about capes and staves.

On the subject of essences, I think its bad enough that we lose essences for magic, let alone mana too. But see that this is the games style so its required. Teshla, I use teleport to range and portal room spell LOADS of times and its given me a lot of advantages.

 

My idea:

Perhaps if you could have another option in the magic window. Instead of casting the spell, you 'envoke' the essences and merge them into one essence type that weighs 1 emu (the icon should be the same as in the quickspell). Teleportation will now be only 1 emu each so you can carry more (but these do NOT stack).

For spells that depend on magic lvl, there'd be a number on the 'orb' in your inventory. E.g. Harm Icon with a small 75 on it which deals ~50 damage! Or a Mana Drain orb with lvl 65 on it which drains for 35+

These orbs are used rather then casted but you need the required mana. They can be used by any magic lvl but you gain no experience. They require magic nexus to make and stores under the magic category.

Please give mages a means to make money ;)

 

Magpie the Mage

Edited by MagpieLee

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Well you got me destroyed :o , but I don't agree with mages that can make some type of profit. In this game magic is like a side skill, it helps out in doing every other skill, but magic itself without fighting (healing, harming, etc.), summoning (heal summoned), harvesting (getting to ores/minerals/flowers faster with teleports) is almost usless, and i like that.

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You're right...but you can say *all* skills is somewhat related to eachother (e.g. harvesting is a side skill that helps alchemy that helps manuing that helps fighting that helps summoning - thats just one chain of linkage) and in all rpg games, every skill helps out fighting. As with magic too. But how can magic not have a way to make money? Because its useful elsewhere? The truth can be said about everyother skill.

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