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Features and Ideas Suggestions on items, areas, quests etc

 
 
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  #1  
Old 08-14-2006, 02:34 AM
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Actually, It would be useful as it would allow mages to branch out into some other arts and magics, which is basically half the fun of a true mage.
  #2  
Old 08-14-2006, 04:39 AM
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I think that they are pretty good ideas, but you need other classes, such as death. On the whole I'm pretty impressed, you're the first person to come up with any decent ideas <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt="Razz" title="Razz" /><!-- s:P -->

But like Salkand said, we need to wait til you can train magic past your level first.
  #3  
Old 08-15-2006, 05:31 AM
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[quote=&quot;Kabroz Calmorris&quot;:dc99a]
Uhh....they choose between the 2....what does it matter &gt;.&lt;


And now, I'm thinking, once you branch off, You can't choose another.....even if you leave the guild entirely = P Once you choose, you choose for good.
[/quote:dc99a]

But that's like, telling someone who gets a job at a newsagents, &quot;sorry, now you've picked this job, you're here til you die. Or at least til you retire&quot;.

It doesn't really make sense.

I know it's a bit unfair on mages moneywise, but if it were implemented, maybe if you wanna switch your class, you'd have to pay to? Maybe?
  #4  
Old 08-16-2006, 03:47 PM
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Then turn Cleric into Life mage. And also, it happens Terenas.
  #5  
Old 08-17-2006, 05:14 AM
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[quote=&quot;Dorion caun Morgul&quot;:a63c6]
I dont like them limits my versatility. I can stay a regular mage right?
[/quote:a63c6]

Yeah, his idea was to do mini quests to get into certain aspects of the guild.
  #6  
Old 08-17-2006, 05:57 PM
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Death? Since when are Cabalists associated with death? Am I missing something?
  #7  
Old 08-17-2006, 06:40 PM
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Pretty much everything is associated with death...
  #8  
Old 08-17-2006, 07:28 PM
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umm... Huhwhuzit?
  #9  
Old 09-07-2006, 07:46 PM
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Clerics, unlike the majority of the classes you've mentioned, rely upon Divine Magic, rather than Arcane(At least in D&amp;D, which is the basis for a lot of Wyvern information)...so my suggestion would be to make Cleric a division of the Paladins' Guild, with access to special spells that aren't caused to Bungle by wearing non-cloth armour. Less melee damage than a Paladin, equal defence, but a much greater ability to heal and perhaps some damage resistance/deflection spells.

Consequently, this solves the disagreement between the Necromancer and the Cleric subclasses.
  #10  
Old 09-10-2006, 06:47 PM
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Necromancer:

Necro, means death, and mancer, related to magic, mage, etc. A Necromancer, therefore, is a mage/magic user/wizard who specializes in enchantments and the like relating to death and dead objects, such as reanimating them, or causing them to die without any visible physical harm(as opposed to, say, a fireball).

A Dark Mage doesn't necessarily have to be a Necromancer; conversely, a Necromancer doesn't have to be evil. While the people associated with Necromancy are often evil, the practice in itself is not. A Dark Mage can be anyone who uses his magical prowess for evil deeds.

Hm. An interesting muse, and one that won't likely be implemented, but still interesting to consider, would be that Guilds would have &quot;opposites&quot;: The Paladins' Guild would have, as its &quot;opposite&quot;, the Guild of the Black Knights or somesuch, in which those who join recieve similar melee bonuses, but instead of gaining Life magic or Healing or whatever it is that Paladins get, they would get abilities to increase Death-based spells, perhaps life-draining abilities, as well, and the Mages' Guild's &quot;opposite&quot; could be a group dedicated soley to destruction and death, as opposed to the Mages' Guild's dedication to knowledge and learning(it is, after all, a school of the magic user, an archetype known for studdying).

Speaking of Guilds and opposites, I've always been of the opinion that there should be a Fighters' Guild. Unlike the Paladins' Guild, members wouldn't have to remain on the Good side of the spectrum, and the bonuses would be different: Perhaps, if it would be possible for coding, an extra skillpoint every Guild Level to spend on any melee-type trainer, so that you don't have to concentrate on Swords or Blades or whatever specifically for that guild; it'd give the members a great deal of freedom on the type of character they would create.
 


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