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Post by Forum admin on Oct 5, 2007 14:58:33 GMT
Magic In W.E.L.L. Online there is a non-class skill-based system of character development. At the begining of the game, the player should choose some skills, that he\she can develop (or change to later) while playing. Each skill has few special Abilities. Abilities can be learned while styding in a Magic School or by finding a trainer. However, there are some rare and even forbidden abilities. You can learn them by searching for mage masters, or from rare books, which is very hard to find. The power of some spells depends on the level of appropriate skill. Some spells are divided into a Ranks. Rank affects the spell's power, and sometimes adds new properties. There are several mainframe schools of magic - the simplest of them - fundamental magic that is available when you choose a "magic career". Then there are elemental branches with their own set of spells - fire, earth, water and wind and last but not least - the dangerous forbidden kind - Wild magic. They say practicing wild magic can drive you mad and so wild magicians are often hunted by representatives of various religious cults. But though it's dangerous and able to twist your brain wild magic is also extremely powerful... After you get your fundamental magic lvled 75% and at least one of the elemental bramches up to 50% you are allowed to apply for a Magician Academy, where you study one of the three schools of Higher magic and become a magister of that school. The schools are: Necromancy, Illusion, Divination. Quite a few spells are not "taught" at the academy - the player will have to look for them on his own. Necromancy has some really powerful spells - like terminal damage - your opponent dies unless he evades or counters the spell Divination allows you to get any item from the targeted player or NPC without commiting a crime. Шаеруызудд is successful that is. If it's not successful you'll be teleported right next to the person you were stealing from and labelled a criminal It is also possible to slowly master all schools of magic on your own without choosing one specific branch. The process will be a lot slower tho. It takes quite a bit to find all spells and get to use them. The mage will have to devote a lot of play time to search (a year at least) to fin most of them. Upon release there will be roughly a hundred spells available in game. New ones will be added later. A part of this text is taken from wellfan.ru/forum/viewtopic.php?t=37 rest translated and added by forum admin.
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Post by Forum admin on Oct 5, 2007 14:59:40 GMT
Let us look in more detail at one of the elemental magic branches - School of fire: Fire MagicFire magic - is one of the four Elemental Magic schools. Those, who master the art of Fire Magic, are known as powerfull combat mages, because most of their spells are based on dealing damage to the enemy. There are also one defensive ability and a few spells, usefull for the party. Damage, dealt by fire mage, does not affect the caster himself and his party members. Basic Fire Spells. Fire Arrow blog.wellonline.com/wp-content/uploads/2007/10/gift-fire.bmpCaster shoots magic Fire Arrow at the target. Chance of hit - 100%. Arrow flight speed - 20 m/s. Light blog.wellonline.com/wp-content/uploads/2007/10/light.bmpMage creates the light source above his head. If caster moves - the light follows him. Hot Metal blog.wellonline.com/wp-content/uploads/2007/10/heat_metal.bmpMage casts this spell on every metal armor peace the target is wearing, armor becomes very hot, damaging the wearer. The victim receives fire damage for each metal armor piece he has on while spell works. Fire Shield blog.wellonline.com/wp-content/uploads/2007/10/fire_shield.bmpMob, attacking the mage protected by this spell, receives fire damage for each successful hit. The spell works only if the mob stands close to caster however. Fireball blog.wellonline.com/wp-content/uploads/2007/10/new-fireball.bmpMage shoots a Fire Ball at the target. Chance to hit - 100%. Fireball flight speed - 10 m/s. Damage is also dealt to everyone standing next to the target. Fire Trap blog.wellonline.com/wp-content/uploads/2007/10/fire_trap.bmpMage creates the invisible trap, and when it is set off, it deals fire damage to everyone in the effect radius. After that the trap disappears. Fire Wave blog.wellonline.com/wp-content/uploads/2007/10/fire_wave.bmpFire wave affects the zone around the mage and deals damage to everyone in that zone. Fire Wave speed - 10 m/s. Blaze blog.wellonline.com/wp-content/uploads/2007/10/blaze.bmpMage creates a bright flash of fire, blinding everyone in the zone around him. Fire Storm blog.wellonline.com/wp-content/uploads/2007/10/fire_storm.bmpMage creates a Fire Storm - a cloud of flame, which deals fire damage to everyone in the effect radius of this deadly spell. Edit: This material is taken from wellfan.ru/forum/viewtopic.php?t=37 thanks to Gudzon for translation.
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Post by gudzon on Oct 5, 2007 15:34:12 GMT
Thanks for steeling my work, mate. No link to my site, no copyright - nothing.
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Post by Forum admin on Oct 5, 2007 16:14:04 GMT
I only used a part of your translatiuon and added a large part of my own. There was no word copyright, you shared the link, the forum has commonaccess? I thought you wanted to contribute...
Sorry you feel this way mate.
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Post by demon on Oct 6, 2007 6:58:54 GMT
Forum admin Gudzon is told to ann copyright to every post now. As for this, we are sorry that you needed copyright to ask our permission. You can save this info, but I ask you, Please, Make a proper copyright, add a link to the source theme on our forum
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Post by boinged on Oct 6, 2007 8:54:39 GMT
Interesting stuff. I wonder if joining a magic school will stop you learning all branches, or if you can switch your main branch and join a new school when you've mastered one kind. Terminal Damage looks overpowered, let's hope theres some way to counter it or run away from wild necromancers
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Post by demon on Oct 6, 2007 9:09:53 GMT
boinged it works in a different way. At the begining you should choose 5.5 skills (5 main and one hobby-skill wich can be leveled max by 50%) You can change your skill at any time. If you do so, canceled skill is frozen and you cant use it\\\'s abilities. However they are not deleted, and if you wish to choose that skill again, you\\\'ll have all abilities, that you already collected, and skill level back and active again. Skill level, if frosen, lowers in time, but can\\\'t be lower than some level...
Admin of Wellfan.ru
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Post by Forum admin on Oct 18, 2007 9:30:38 GMT
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Post by zangan on Oct 19, 2007 1:21:30 GMT
Alright, so Fire is damage dealing, Water is healing. Wonder what the other two will be.
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Post by boinged on Oct 19, 2007 9:47:47 GMT
I'm still a bit confused about how many and what time of magic you can have active at one time. Am I right in thinking magic comprises of:
* Fundamental magic * Fire magic * Water magic * Earth magic * Wind magic * Wild magic
And when you join a school you get access to more spells that are in one of these branches, or a new branch?
And you can max out 5 branches, or just 5 skills, like I could max out 3 Fire spells and 2 Water ones?
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Post by ravenstorm on Oct 19, 2007 12:38:25 GMT
Alright, so Fire is damage dealing, Water is healing. Wonder what the other two will be. Guessing time! Wind: Probably a major buffing school. Spells to buff almost all aspects of a character. Earth: A mixture of the others. Y'know, Jack of all trades but master of none. Not as powerful as the other schools but more flexible.
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Post by boinged on Oct 19, 2007 16:24:57 GMT
Wind: Debuff (blustering confusion), fear (blow away), damage (cyclone). Earth: Buff (rocky shield), summons (mud golem, living tree), damage (hail of stones).
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Post by Forum admin on Oct 25, 2007 9:01:36 GMT
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Post by aessedai on Oct 25, 2007 14:59:18 GMT
Seems like you could have some fun with the Turbulence and Teleport spells ;D
I would be nice if you could combo them up, lift them up then smash them and as you smash them teleport them into harms way. Well have to see about the game mechanics later and how it effects the casting.
Thanks for the info.
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Post by boinged on Oct 25, 2007 20:28:43 GMT
This is the best school so far - damage and crowd control effects. The teleport is to a set destination - I wonder if it will be more of a travel spell for getting around rather than being able to teleport someone above a pit of lava Of course, even if it's a beneficial teleport you could use it to remove someone you don't like!
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Post by zangan on Oct 25, 2007 21:12:49 GMT
This sounds like a really cool school of magic. *Imagines having Guild Hall built in the mountains with only narrow canyons to reach. Then imagines its under attack by huge force of foes and you can spam Slow, Strong Wind, Turbulence, Teleport, ect. keeping them from reaching your hold or slowing them down.* But yes, this soulds like a very fun mage type to be!
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Post by Forum admin on Feb 3, 2008 17:47:28 GMT
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Post by zarozina on Feb 4, 2008 11:59:32 GMT
Wylie Coyote anyone?
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Post by komissar on Feb 4, 2008 12:27:10 GMT
"Acme" explosives come in the next update
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Post by zarozina on Feb 6, 2008 13:50:54 GMT
lol!
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Post by lantesh on Feb 12, 2008 21:42:54 GMT
Any details on wild magic? Is it something that you're actually going to be able to learn, or is it going to be more of a "lore" thing where you have enemies using wild magic but it not being an actual player path. Will it lock out the other four paths if you do take it? Is there an advanced form like Necro, Illusion, and Divination? I know, probably asking too much, but I'm interested in it (=.
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Post by komissar on Feb 12, 2008 22:51:45 GMT
nah mate thing is we are all interested in it but there has not been a regular update on this so all the info we have comes from interviews and such...
Schools like Necro, Illusion and divination are taught at a university, but what you get is an ability to develope them and ONLY ONE actual spell. The rest you are supposed to find in your travels (high lvl monter drops, hidden caches etc) and With Wild Magic The situation seems to be the same.
There are certain prerequisites for it - you have to have fundamental magic as one of your standard gifts and you should have at least one school of standard magic fully developed. But other then that it looks like wild magic spells are very rare finds for a player meeting the required conditions.
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Post by lantesh on Feb 13, 2008 0:31:37 GMT
Ahh I see what you mean. Interesting. I like it, I just wish we could get more info. All in good time I guess.
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Post by boinged on Feb 13, 2008 14:20:00 GMT
This school seems pretty similar to the fire school - kind of a more defensive version of that but with some nice damage spells. I would have preferred to see more diversity, some proper fear and some DoT spells but these are just the basic spells and it is early days.
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Post by komissar on Feb 13, 2008 15:23:26 GMT
Don't forget Illusion Necromancy and Divination... Most of those spells will be rare drops. Illusion will have some cool fear type spells and divination's best spell will allow you to take any item right off the char
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