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Index » Muelsfell Game Forum » Spells and Magic Discussions Muelsfell World v1.0 Forums
AuthorThread: New Personal spells
MightyOne
Posts: 6
Location: Fellin
Magus Age: 117 years old
Real Name: AC
Message #27417 Posted: Mar 16, 2009, 9:59 am
Hi Kep,
Will there be any more personal spells. It seems that they have came to an end. :)
However, there seems to be an abundance of clan spells.
No pressure. Just wondering.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #27727 Posted: Mar 19, 2009, 3:15 pm
Development in general has become slow on Muelsfell during the past month. Sorry, but it can be difficult to balance real life concerns sometimes. :)

Spells can, in theory, be as easy to create as new items. Testing and debugging can be another story however. I have had several new spells in the works for awhile now.

I want to make sure the clan spells are more potent (or at least more interesting) than non-clan spells, which is another reason personal spells has slowed down. They have not been abandoned.

Kep
Magstrom
Magstrom's Avatar
Posts: 103
Location: Asylum
Magus Age: 111 years old
Real Name: Josh
Message #28387 Posted: Mar 27, 2009, 4:25 pm
Any Speed buff spells in developement?
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #28410 Posted: Mar 28, 2009, 2:59 am
Magstrom said:

Any Speed buff spells in developement?


Bone golem + speed spell buffs.... yumm-o
Yamikuronue
Yamikuronue's Avatar
Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #28417 Posted: Mar 28, 2009, 7:17 am
Xlrate said:

Magstrom said:

Any Speed buff spells in developement?


Bone golem + speed spell buffs.... yumm-o


What would be the point?

Now, exotics with speed buffs so they can catch the little bone buggers, that excites me
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #28424 Posted: Mar 28, 2009, 4:54 pm
Yamikuronue said:

Xlrate said:

Magstrom said:

Any Speed buff spells in developement?


Bone golem + speed spell buffs.... yumm-o


What would be the point?

Now, exotics with speed buffs so they can catch the little bone buggers, that excites me


With an I.S.E. that is alot of attacks.
Kaelas
Kaelas's Avatar
Posts: 1052
Location: Darghelm
Magus Age: 118 years old
Real Name: Barry
Message #28449 Posted: Mar 29, 2009, 8:06 am
I think you're thinking of two different things. Yami is thinking of movement speed, Xlrate seems to be thinking of attack speed. A bone with an attack speed buff would be very nasty indeed, whereas making it move faster would be of limited use.
Dilt
Dilt's Avatar
Posts: 167
Location: Fellin
Magus Age: 112 years old
Message #28460 Posted: Mar 29, 2009, 7:55 pm
Or have we considered that golem attack speed might be derived off of golem movement speed? If so... tee hee...
Yamikuronue
Yamikuronue's Avatar
Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #28473 Posted: Mar 30, 2009, 2:44 am
My research indicates that "attack speed" is nonexistant - what exists is the energy cost per attack and how much energy they can spend per round, which, when divided, gives the number of attacks per round; furthermore, Kep has said that golems actually take turns trading blows, but the summary lists them in a random order.
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #28474 Posted: Mar 30, 2009, 2:44 am
It would make one curious to see what future power sources would be available after improved steam engine though also.
Kaelas
Kaelas's Avatar
Posts: 1052
Location: Darghelm
Magus Age: 118 years old
Real Name: Barry
Message #28484 Posted: Mar 30, 2009, 6:41 am
Sorry, I just decided to shorthand stuff without remembering to tell people that. I was using 'attack speed' as shorthand for the energy per attack from the power source installed thing that Yami just mentioned.

I might be a touch lazy >_>
Yamikuronue
Yamikuronue's Avatar
Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #28550 Posted: Mar 31, 2009, 6:54 pm
Just a touch? *pats Kaelas' head*
Rolund
Rolund's Avatar
Posts: 26
Location: Last Alvia Dawning
Magus Age: 125 years old
Message #30820 Posted: May 16, 2009, 4:28 pm
I'm a little curious about some shifting of spells to other spells, the prerequisites to be specific.

Some people might feel a spell slot has been wasted if for example they pick up Summon Rat so they can acquire Summon Wolf Spider to get to their goal of Summon Rat Swarm and then they find out that by the time they've earned a third spell slot that the wolf spider is no longer part of that chain and it kinda feels like they've wasted a spell slot.

As the game continues to grow I'm wondering if a system can be implemented that would allow players to spend experience and possibly other resources in order to clear out old spell.

Keeping prerequisite spells but clearing out a spell that's been removed from that branch of the spell tree. Example of course being that someone could remove the Summon Wolf Spider but would have to keep Summon Rat in order to have access to Summon Rat Swarm.

Perhaps making it more expensive to remove spells further down the chain and thus making it cheaper as you got closer to the base spell.

Of course if someone decided they didn't want any of the summons mentioned above they'd could remove the wolf spider separately but would have to clear out Summon Rat Swarm before they could remove the Summon Rat.

My example at the beginning is of course randomly selected.
My statement right above this one, is of course a lie.
 
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