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  #1  
Old 08-04-2007, 09:22 PM
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Default mages guild

while looking through the old guild rules, i came across this in the mages guild section:

"We are currently considering adding specializations to the Mages Guild, so that you can become a Fire Mage, a Summoner, or a specialist in any other Magical Art or Element. We have not yet decided how this will work, but you should expect it to happen sometime this year."

are you guys going to still implement this?, or is it not possible?
  #2  
Old 08-05-2007, 12:58 AM
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That would be really cool but how would it work out, i mean would you earn the skill points in said class or would you get a lump sum apon your choice i mean and then how would it work for those alreading in the guild?
  #3  
Old 08-06-2007, 08:52 PM
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two things would have to be done for that to work. One you would need to get a skill point per level. two, getting skills above your level will have to actually COUNT. That's right, a lv 25 mage with 30 fire (25 trained 5 magic effect) actually only has 25 fire...it's evil.
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  #4  
Old 08-06-2007, 10:01 PM
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Yeah that would work but then what about mr happy up there and his death up there
  #5  
Old 08-07-2007, 01:20 PM
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death would be a hard one, because it would only make sense that a fire mages gets added resist to fire, and weakened resist to water right? Well, since life spells are mostly healing, it wouldn't make work for a death mage to kill themselves with healing spells. Although it does make sense... You could add a death spell that heals, but make it a high mana and costly reagent. So that they can still heal, but not in a spaming way...Other then that you would all just be killed by mr Death Mage, mwuahahahaha.
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  #6  
Old 08-07-2007, 06:37 PM
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Yeah that sounds like a good idea but idk what about air and earth, Would for air you get Air res but increased damage from earth things and vis verse, but then what about the other elements how would they work?
  #7  
Old 08-07-2007, 08:21 PM
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Quote:
Originally Posted by Salkand View Post
two things would have to be done for that to work. One you would need to get a skill point per level. two, getting skills above your level will have to actually COUNT. That's right, a lv 25 mage with 30 fire (25 trained 5 magic effect) actually only has 25 fire...it's evil.
I'm no authority or anything, but are you certain? I had a halfling that got his death over his level through magic effects, and I know that magic whip takes two hands once a certain amount of death is reached. If someone could tell me how how much death it takes, I would have a pretty good idea whether death after his level was counting. Or, of course, if your sources are reliable then I would have a good idea.

They've had that specialist thing on the guild page for what seems like years.
  #8  
Old 08-07-2007, 11:12 PM
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What about choosing an Art as well in the guild and such?
  #9  
Old 08-07-2007, 11:39 PM
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If it were to ever be implemented(don't hold your breath ) it would probably be implemented into the game in a way much similiar to the ranger/conjurer guild.
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  #10  
Old 08-07-2007, 11:58 PM
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What about a wepon mage based like staffs and what not and they got bonus in that?
  #11  
Old 08-08-2007, 02:00 AM
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I have done a test. When I use to summon I had a lot of earth above my level. At some points when I leveled I could summon a more powerful golem. Not because I learned a new skill in earth, but because it was now being added to the actually configuration.
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  #12  
Old 08-08-2007, 12:18 PM
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That worked with my life summons im preaty sure? i cant rember that well
  #13  
Old 08-08-2007, 12:46 PM
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oh, and yes salkand is correct, currently magical elements don't work higher than your level. So as he said a level 25 fire mage with 30 fire trained is only getting the benefits of 25 fire, the other 5 fire is a waste of skill points for the time being.....
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  #14  
Old 08-08-2007, 01:46 PM
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O man i just thought of something, if what salkand sugested would happen it would really get rid of alot of the cookie cutter fire/water mages and what not, and also it would really make it harder, but funner, to be a mage in my opinion
  #15  
Old 08-09-2007, 04:47 AM
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T-up for idea!
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Some Naga at level 19. Pretty sure I had a Leopard. Was probably working on a Stone Giant who can grunt a lot. Possibly a Halfling crossbowman.

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  #16  
Old 08-10-2007, 11:15 PM
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Quote:
Originally Posted by Salkand View Post
I have done a test. When I use to summon I had a lot of earth above my level. At some points when I leveled I could summon a more powerful golem. Not because I learned a new skill in earth, but because it was now being added to the actually configuration.
Okay, thanks for affirming it. I guess I wasn't keeping my death up. My memory is too hazy.
  #17  
Old 08-13-2007, 05:30 PM
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yeah, i like salkands idea for a death healing spell, maybe absorb health, it cost a dragon heart and take the opponents hp to yours that would be cool. but if there was classification, death mages could get death and have there life skill decreased. then if that did happen they could make a life ray, similar to death ray. it could kill in pvp and kill the demons and undead that death ray can't.
  #18  
Old 08-13-2007, 06:01 PM
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Actually once I learned that the Life spell would kill undead stuff in the Final Fantasy series I liked it all the more. By that I mean the series and not the spell; I am all for that kind of reality.

Magic is all about understanding reality, and knowing how to move the line that normally defines what can and should happen to a different spot for a time. At least that is how I see it in games like Wyvern. We need to have magic more realistically interract with itself somewhere down the line.

Of course, Wyvern needs to come back first. None of this matters until that happens.
  #19  
Old 01-10-2008, 03:02 PM
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Default would you have too...

What if you don't want to specialize what would happen then
Would unspecialized always be an option?
 


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