Jakisthe Posted February 19, 2012 Author Share Posted February 19, 2012 Ok, so I've been thinking about expanding the idea of clans. Progression within each, leading up to the city take-over. From what I can tell, there are a few clans likely to be in and around the skyrim area. I've detailed some of their questlines below. -Volkihar: Mostly found up north. Underwater quests abound, as becoming part of the bloodline grants perfect underwater vision and swimming. I'm thinking the potential for underwater forts and turning them into strongholds to watch over the north coast. The "royals".-Thrafey: To the south west. Quests could entail the gathering of blood from other vampire groups as to sustain their own regenerative powers, which are waning over generations. The "scholars".-Quarra: To the east. Quests would deal largely with killing as many people as possible, and especially werewolf areas. Based around their new found power and the idea that they were meant to rule among the bloodlines. The "feral".-Montalotis: A combination of bloodlines from Hammerfall Lilac Bay area, mostly in the north west. These vampires are largely unconcerned with the affairs of the others, instead focusing on transcending mere vampirism and becoming part of the blood mages I've made mention of before. Quests would entail testing out new spells and finding ley lines from which to power up the spells. The "mages". -Order: The remnants of the ancient and incredibly secretive ones in Cyrodiil, there are in the south. Quests for these would be remaking their legend after it was damaged in the oblivion crisis, and subversion of powerful people into vampires. The "stealthy". Beyond that, they'd each have their own abilities they'd get at the end of the quest, as well as leading into the various reasons to take back the holy city from humans whilst werewolves are trying to do the same. MM, can you foresee any need for modeling so far? I can get a head start on that! Link to comment Share on other sites More sharing options...
Leeira Posted February 19, 2012 Share Posted February 19, 2012 Sounds very good, but programming unique quests to no less then five clans... this is going to take months, isn't it? Link to comment Share on other sites More sharing options...
Jakisthe Posted February 20, 2012 Author Share Posted February 20, 2012 Well, yes, buuuuuuuuuuut it's all very far down the line. As work gets done on the detail to detail part, I like to think ahead...WAY ahead :P. Trust me, you think this is bad, it's only half of what I have planned altogether anyway, lol. But in the meantime, much headway has been made on the initial vampire changes, mostly due to MM and his Magnificent Modding (well, coding) skills. Link to comment Share on other sites More sharing options...
MofoMojo Posted February 20, 2012 Share Posted February 20, 2012 Well, yes, buuuuuuuuuuut it's all very far down the line. As work gets done on the detail to detail part, I like to think ahead...WAY ahead :P. Trust me, you think this is bad, it's only half of what I have planned altogether anyway, lol. But in the meantime, much headway has been made on the initial vampire changes, mostly due to MM and his Magnificent Modding (well, coding) skills. I don't see any work requiring modeling just yet. One thing that does stink is that we don't have the ability to add new animations into the game without replacing an existing one. (i.e. like Feeding Animations during Attack). Oh, I got imagespace modifiers worked out so when taking sundamage it now applies an imagespace modifier which makes the screen a bit brighter, bloomier, etc,. The framework is in to support it, and I have it enabled for fledglings at the moment. I need to get more hunger mechanics in play now... Unfortunateyl I suffered a HD failure on my primary system while I was away on vacation, fortunately I ONLY lost my Excel sheet I was using to track the current Spells, Perks, and Magic Effects I had worked out for the Fledgling and also so I could go through a renaming overhaul. All my script mod work for us is still backed up on my drobo. :) Anyway, rebuilding from the drive failure sucked up a good day of work I had planned on my return. Argh...but it could have been worse. I am currently playing my vampire as a Fledgling, since I haven't worked in any of the other levels, etc,. The changes are very... minimalist at this level. Certain things aren't easily noticed. I'll try and put back together that list of Fledgling work that was done and then perhaps get an alpha of the mod up for some playtesting and feedback to those that are interested? Some things such as weakness to silver, garlic disabling abilities etc,. will not be readily noticed unless you're, for some reason, fighting random Silver Hand NPCs. I'd like to add Silver Weapons and Garlic to some item lists. -MM Link to comment Share on other sites More sharing options...
Jakisthe Posted February 22, 2012 Author Share Posted February 22, 2012 Ok, so some serious work has been done! I've also updated the main post to indicate my reasons and sources for a lot of suggested changes, since I got asked so much and I love me some explaining. Link to comment Share on other sites More sharing options...
MofoMojo Posted February 23, 2012 Share Posted February 23, 2012 Ok, so some serious work has been done! I've also updated the main post to indicate my reasons and sources for a lot of suggested changes, since I got asked so much and I love me some explaining. I guess I should go reread that now! The entire framework is in place. Progression, Hunger, and nearly all passive abilities, bonuses, and weaknesses. I have some very cool stuff worked out (slow falling and levitation) if we're interested in levitation. Slow falling I definitely want in there. I hear some alpha testing approaching soon. -MM Link to comment Share on other sites More sharing options...
MofoMojo Posted February 24, 2012 Share Posted February 24, 2012 (edited) Ok, so some serious work has been done! I've also updated the main post to indicate my reasons and sources for a lot of suggested changes, since I got asked so much and I love me some explaining. I guess I should go reread that now! The entire framework is in place. Progression, Hunger, and nearly all passive abilities, bonuses, and weaknesses. I have some very cool stuff worked out (slow falling and levitation) if we're interested in levitation. Slow falling I definitely want in there. I hear some alpha testing approaching soon. -MM Ok, I'm very happy with where we currently are in the design phase. Just a status update for everyone. Here's a list of what we have implemented in the game (and what isn't). This is NOT an exhaustive list of the current features planned, but it's what I'm tracking on. Apologies for the... formatting. Some of the mechanics behind the feature aren't fully discussed. Level Type NAME Description Implemented 0. General Bonus Attack for Blood Implements Feed when combatant is Bleeding Out Yes 0. General Bonus Resist Disease 100% Disease Resist Yes 0. General Bonus Provides for more Undead "followers" No 0. General Weakness Sun Damage Damages Vampire when in Sunlight Yes 0. General Weakness Trespassing Damage Damages Vampire when Trespassing Yes 0. General Hungered for Blood Detect Enemy's in Exterior Yes 0. General Hungered for Blood Detect Enemy's in Interior Yes 0. General Hungered for Blood Detect Friends in Exterior Yes 0. General Hungered for Blood Detect Friends in Interior Yes 0. General Hungered for Blood Dummy Effect to apply script to recast spell Yes 0. General Weakness to Sunlight Applies Image Space Modifier in Sunlight Yes 0. General Tracks whether player is in sunlight Yes 1. Fledgling Bonus Fledgling Health Regeneration 10% Combat Health Regen Bonus Yes 1. Fledgling Bonus Fledgling Health Regeneration 10% Health Regen Bonus Yes 1. Fledgling Bonus Fledgling Strength 10% Decrease in Fall Damage Yes 1. Fledgling Bonus Fledgling Strength 10% Increase in Bow Zoom Yes 1. Fledgling Bonus Fledgling Strength 3% Increase in Illusion Magnitude Yes 1. Fledgling Bonus Fledgling Strength 5% Increase in Attack Damage Yes 1. Fledgling Bonus Fledgling Strength 5% Increase in Bashing Damage Yes 1. Fledgling Bonus Fledgling Strength 5% Increase in Power Attack Damage Yes 1. Fledgling Bonus Fortify Carry Weight +10 to carry weight Yes 1. Fledgling Bonus Vampiric Evasion 10% Evade Power Attacks Yes 1. Fledgling Bonus Vampiric Step 10% Reduction in movement noise Yes 1. Fledgling Bonus +20 to speech No 1. Fledgling Bonus 5% Speed Increase No 1. Fledgling Weakness Affliction to Garlic 5% Extra Damage if attacker carries Garlic Yes 1. Fledgling Weakness Affliction to Silver 20% Extra Damage if attacker uses Silver Weapon Yes 1. Fledgling Weakness Weakness to Fire 20% weaker to Fire Yes 1. Fledgling Weakness Weakness to Sunlight -5 Damage Health Value Yes 1. Fledgling Weakness Weakness to Sunlight -5 Damage Magicka Value Yes 1. Fledgling Weakness Weakness to Sunlight -5 Damage Stamina Value Yes 1. Fledgling Weakness Weakness to Sunlight Disable Health Regen Yes 1. Fledgling Weakness Weakness to Sunlight Disable Magicka Regen Yes 1. Fledgling Weakness Weakness to Sunlight Disable Stamina Regen Yes 1. Fledgling Weakness Weakness to Trespassing -5 Damage Health Value Yes 1. Fledgling Weakness Weakness to Trespassing -5 Damage Magicka Value Yes 1. Fledgling Weakness Weakness to Trespassing -5 Damage Stamina Value Yes 1. Fledgling Weakness Weakness to Trespassing 50% Health Regen Yes 1. Fledgling Weakness Weakness to Trespassing 50% Magicka Regen Yes 1. Fledgling Weakness Weakness to Trespassing 50% Stamina Regen Yes 1. Fledgling Weakness Aversion to Garlic No 1. Fledgling Spell+ Bite Drains health of target while stealthed. Absorbes 10% a second. Detection check every second. Can kill target. If it does, target arises as a neutral+aggressive zombie after 10 seconds. Must be sneaking. Chance of detection every second. Pseudo 2. Risen Bonus Resist Poison 33% Poison Resistance Yes 2. Risen Bonus Strength of the Risen +20 to carry weight Yes 2. Risen Bonus Strength of the Risen 10% Increase in Attack Damage Yes 2. Risen Bonus Strength of the Risen 10% Increase in Bashing Damage Yes 2. Risen Bonus Strength of the Risen 10% Increase in Power Attack Damage Yes 2. Risen Bonus Strength of the Risen 10% Reduction in movement noise Yes 2. Risen Bonus Strength of the Risen 15% Increase in Bow Zoom/Time slow Yes 2. Risen Bonus Strength of the Risen 20% Decrease in Fall Damage Yes 2. Risen Bonus Vampiric Evasion 20% Evade Power Attacks Yes 2. Risen Bonus +10 to Speech No 2. Risen Bonus 20% speed increase No 2. Risen Bonus 30% Combat Health Regen Bonus Yes 2. Risen Bonus 30% Health Regen Bonus Yes 2. Risen Bonus 6% Increase in Illusion Magnitude No 2. Risen Bonus Feed Corpses No 2. Risen Bonus+ Wolves, Bears, SabreCats and Skeevers no longer attack Yes 2. Risen Weakness Affliction to Garlic 10% Extra Damage if attacker carries Garlic Yes 2. Risen Weakness Affliction to Silver 40% Extra Damage if attacker uses Silver Weapon Yes 2. Risen Weakness Trespassing Damage Damages Vampire when Trespassing Yes 2. Risen Weakness Weakness to Fire 40% Weaker to Fire Yes 2. Risen Weakness Weakness to Sunlight -15 Damage Health Value Yes 2. Risen Weakness Weakness to Sunlight -15 Damage Magicka Value Yes 2. Risen Weakness Weakness to Sunlight -15 Damage Stamina Value Yes 2. Risen Weakness Weakness to Sunlight Disable Health Regen Yes 2. Risen Weakness Weakness to Sunlight Disable Magicka Regen Yes 2. Risen Weakness Weakness to Sunlight Disable Stamina Regen Yes 2. Risen Weakness Weakness to Trespassing -15 Damage Health Value Yes 2. Risen Weakness Weakness to Trespassing -15 Damage Magicka Value Yes 2. Risen Weakness Weakness to Trespassing -15 Damage Stamina Value Yes 2. Risen Weakness Weakness to Trespassing Disable Health Regen Yes 2. Risen Weakness Weakness to Trespassing Disable Magicka Regen Yes 2. Risen Weakness Weakness to Trespassing Disable Stamina Regen Yes 2. Risen Weakness Garlic Allergies No 2. Risen Weakness+ No Food Benefit Yes 2. Risen Spell+ Breath of Frost Player can use voice to do cold damage shot that also has a chance to paralyze No 2. Risen Spell+ Light Sap Douses lights from torches, etc,. No 2. Risen Spell+ Vampire's Sight See in the dark (Ditch Blur) Yes 3. Master Bonus Master Strength +30 to carry weight Yes 3. Master Bonus Master Strength 12% Increase in Illusion Magnitude Yes 3. Master Bonus Master Strength 15% Increase in Attack Damage Yes 3. Master Bonus Master Strength 15% Increase in Bashing Damage Yes 3. Master Bonus Master Strength 15% Increase in Power Attack Damage Yes 3. Master Bonus Master Strength 20% Increase in Bow Zoom/Time slow Yes 3. Master Bonus Master Strength 40% Decrease in Fall Damage Yes 3. Master Bonus Resist Poison 66% Resist Poison Yes 3. Master Bonus Vampiric Evasion 40% Evade Power Attacks Yes 3. Master Bonus 10% Reduction in movement noise No 3. Master Bonus 50% Combat Health Regen Bonus Yes 3. Master Bonus 50% Health Regen Bonus Yes 3. Master Bonus 50% speed increase No 3. Master Bonus+ Get's Lightstep Perk No 3. Master Bonus+ Raise Dead cost 1/2 No 3. Master Bonus+ Walking makes no sound No 3. Master Bonus+ Zombies created by bite are created instantly, and are allied to the player No 3. Master Weakness Affliction to Garlic 20% Extra Damage if attacker carries Garlic Yes 3. Master Weakness Affliction to Silver 60% Extra Damage if attacker uses Silver Weapon Yes 3. Master Weakness Weakness to Fire 60% Weaker to Fire Yes 3. Master Weakness Weakness to Sunlight -30 Damage Health Value Yes 3. Master Weakness Weakness to Sunlight -30 Damage Magicka Value Yes 3. Master Weakness Weakness to Sunlight -30 Damage Stamina Value Yes 3. Master Weakness Weakness to Sunlight Disable Health Regen Yes 3. Master Weakness Weakness to Sunlight Disable Magicka Regen Yes 3. Master Weakness Weakness to Sunlight Disable Stamina Regen Yes 3. Master Weakness Weakness to Trespassing -30 Damage Health Value Yes 3. Master Weakness Weakness to Trespassing -30 Damage Magicka Value Yes 3. Master Weakness Weakness to Trespassing -30 Damage Stamina Value Yes 3. Master Weakness Weakness to Trespassing Disable Health Regen Yes 3. Master Weakness Weakness to Trespassing Disable Magicka Regen Yes 3. Master Weakness Weakness to Trespassing Disable Stamina Regen Yes 3. Master Weakness -10 to Speech No 3. Master Weakness Enhanced Garlic Allergies No 3. Master Weakness Enhanced Garlic Allergies No 3. Master Weakness No longer be blessed by divines No 3. Master Weakness Stamina is health bound No 3. Master Weakness+ No Fastravelling by day No 3. Master Spell Enthrall +20 to speech No 3. Master Spell+ Command Command Certain Animals No 3. Master Spell+ Darken Equipped weapons do fire dmg/absorbs health No 3. Master Spell+ DarkFire No 3. Master Spell+ Fear Area of effect spell that has a chance to fear enemies that are at the same or lower level of the player No 3. Master Spell+ Flicker or Blink Player can cast, which will cause them to blink out and back in, causing combatants to lose them. Similar to 100 Level Sneap Perk No 3. Master Spell+ Into the Shade Vampre will be able to turn invisible/into a shadow form if the light level isn't too high. Cannot cast in combat. Could Flicker and then cast! No 3. Master Spell+ Invisibility Player turns invisible for a duration No 3. Master Spell+ Raise Dead Player can cast on corpse and re-animate the recently departed. This will scale with the player. They will not be able to raise anything higher than their own level. No 3. Master Spell+ Slow Fall Slows fall for a short duration Yes 3. Master Spell+ Telekenisis No 4. Progenitor Bonus Progenitor Strength +40 to carry weight Yes 4. Progenitor Bonus Progenitor Strength 25% Increase in Attack Damage Yes 4. Progenitor Bonus Progenitor Strength 25% Increase in Bashing Damage Yes 4. Progenitor Bonus Progenitor Strength 25% Increase in Bow Zoom/Time slow Yes 4. Progenitor Bonus Progenitor Strength 25% Increase in Power Attack Damage Yes 4. Progenitor Bonus Progenitor Strength 60% Decrease in Fall Damage Yes 4. Progenitor Bonus Progenitor Strength 60% Increase in Illusion Magnitude Yes 4. Progenitor Bonus Resist Poison 100% Resist Poison Yes 4. Progenitor Bonus Vampiric Evasion 60% Evade Power Attacks Yes 4. Progenitor Bonus 10% Reduction in movement noise No 4. Progenitor Bonus 100% Combat Health Regen Bonus Yes 4. Progenitor Bonus 100% Health Regen Bonus Yes 4. Progenitor Bonus 75% speed increase No 4. Progenitor Bonus Attacks with axes and swords replenish health No 4. Progenitor Bonus Stamina regeneration is increased 50% at night No 4. Progenitor Bonus+ Running makes no sound No 4. Progenitor Weakness Affliction to Garlic 40% Extra Damage if attacker carries Garlic Yes 4. Progenitor Weakness Affliction to Silver 80% Extra Damage if attacker uses Silver Weapon Yes 4. Progenitor Weakness Deadly Garlic Allergies Eating garlic kills you No 4. Progenitor Weakness Deadly Garlic Allergies No 4. Progenitor Weakness Weakness to Fire 80% Weaker to Fire Yes 4. Progenitor Weakness Weakness to Sunlight -45 Damage Health Value Yes 4. Progenitor Weakness Weakness to Sunlight -45 Damage Magicka Value Yes 4. Progenitor Weakness Weakness to Sunlight -45 Damage Stamina Value Yes 4. Progenitor Weakness Weakness to Sunlight Disable Health Regen Yes 4. Progenitor Weakness Weakness to Sunlight Disable Magicka Regen Yes 4. Progenitor Weakness Weakness to Sunlight Disable Stamina Regen Yes 4. Progenitor Weakness Weakness to Trespassing -45 Damage Health Value Yes 4. Progenitor Weakness Weakness to Trespassing -45 Damage Magicka Value Yes 4. Progenitor Weakness Weakness to Trespassing -45 Damage Stamina Value Yes 4. Progenitor Weakness Weakness to Trespassing Disable Health Regen Yes 4. Progenitor Weakness Weakness to Trespassing Disable Magicka Regen Yes 4. Progenitor Weakness Weakness to Trespassing Disable Stamina Regen Yes 4. Progenitor Spell Enthrall +50 to speech No 4. Progenitor Spell Levitation Levitates the player. Yes 4. Progenitor Spell+ Charm Vampire will be able to have influence over lower level NPCs to turn them against others in combat No 4. Progenitor Spell+ Light Sap Light Sap AOE No 4. Progenitor Spell+ Night Eye No 4. Progenitor Spell+ Slow Time Slow time by some amount No 4. Progenitor Spell+ Summon Fog Conjure foggy weather to hide from sun Yes 5. Sire Bonus Resist Poison 100% Resist Poison No 5. Sire Bonus Sire Health Regeneration 300% Combat Health Regen Bonus Yes 5. Sire Bonus Sire Health Regeneration 300% Health Regen Bonus Yes 5. Sire Bonus Sire Strength +50 to carry weight Yes 5. Sire Bonus Sire Strength 20% Increase in Illusion Magnitude Yes 5. Sire Bonus Sire Strength 30% Increase in Attack Damage Yes 5. Sire Bonus Sire Strength 30% Increase in Bashing Damage Yes 5. Sire Bonus Sire Strength 30% Increase in Bow Zoom Yes 5. Sire Bonus Sire Strength 30% Increase in Power Attack Damage Yes 5. Sire Bonus Sire Strength 80% Decrease in Fall Damage Yes 5. Sire Bonus Vampiric Evasion 80% Evade Power Attacks Yes 5. Sire Bonus Vampiric Step 90% Reduction in movement noise Yes 5. Sire Bonus Turns Invisible when standing for 2+ seconds and it's foggy No 5. Sire Weakness Affliction to Garlic 50% Extra Damage if attacker carries garlic Yes 5. Sire Weakness Affliction to Silver 100% Extra Damage if attack uses Silver Weapon Yes 5. Sire Weakness Weakness to Fire 100% Weakness to Fire Yes 5. Sire Weakness Weakness to Sunlight -60 Damage Health Value Yes 5. Sire Weakness Weakness to Sunlight -60 Damage Magicka Value Yes 5. Sire Weakness Weakness to Sunlight -60 Damage Stamina Value Yes 5. Sire Weakness Weakness to Sunlight Disable Health Regen Yes 5. Sire Weakness Weakness to Sunlight Disable Magicka Regen Yes 5. Sire Weakness Weakness to Sunlight Disable Stamina Regen Yes 5. Sire Weakness Weakness to Trespassing -60 Damage Health Value Yes 5. Sire Weakness Weakness to Trespassing -60 Damage Magicka Value Yes 5. Sire Weakness Weakness to Trespassing -60 Damage Stamina Value Yes 5. Sire Weakness Weakness to Trespassing Disable Health Regen Yes 5. Sire Weakness Weakness to Trespassing Disable Magicka Regen Yes 5. Sire Weakness Weakness to Trespassing Disable Stamina Regen Yes 5. Sire Weakness Attack On Sight No 5. Sire Weakness Garlic in inventory kills you No 5. Sire Weakness Potions have no effect No 5. Sire Spell Allure Removes the Attack on Site flag temporarily. No 5. Sire Spell Bite Bite kills will now create a fully fledged follower No 5. Sire Spell Call of the Storm Conjure stormy weather No 5. Sire Spell Enthrall +100 to speech and removes AOS flag for duration No Feedback welcome, although this is just really a list. -MM Edit: Wrapped in spoiler tags and here's a legend explaining the first two columns a bit. Legend for the above table 0. General - These are things that don't necessarily apply to a specific vampire level or category1. Fledgling - This is the first level of vampirism2. Risen3. Master4. Progenitor5. Sire - The highest level of vampirismWeakness are just thatBonuses are just thatSpells are just that+ items are permanent bonuses/weakness/spells that apply to the current level and up Edited February 24, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
elricshan Posted February 24, 2012 Share Posted February 24, 2012 i did not understand a thingof that but it looks good Link to comment Share on other sites More sharing options...
Leeira Posted February 24, 2012 Share Posted February 24, 2012 So many "Yes" in the list. :woot: Sounds pretty much like what you have is already past a first beta version. I feared to have to wait for month but after seeing that my hope comes back that playing Skyrim will be much more fun in a few weeks. "Tracks whether player is in sunlight Yes"You are using the overall brightness for this, right? Or have you found something even better? Link to comment Share on other sites More sharing options...
MofoMojo Posted February 24, 2012 Share Posted February 24, 2012 (edited) So many "Yes" in the list. :woot: Sounds pretty much like what you have is already past a first beta version. I feared to have to wait for month but after seeing that my hope comes back that playing Skyrim will be much more fun in a few weeks. "Tracks whether player is in sunlight Yes"You are using the overall brightness for this, right? Or have you found something even better? Hey Leeira, I think once we get most of the remaining items on that list to a YES and I make sure to re-scour our thread here to ensure I haven't lost any ideas and Jakisthe's updated post... then yes. We'll be close to an initial .... alpha release I'd say. The first release will be a chance to introduce the players to the mechanics, get some feedback on the spells and implementations, etc,. But there's still a long road of quests to build after that. :) Oh, on the sunlight thing. Well, one of the things I'm considering is that many of the vampire's bonuses will not be applied when in direct sunlight. Getting down what "Direct Sunlight" was, and having to update EVERY spell condition was becoming a tremendous investment in time. So I implemented a single spell to do the tracking for me, and have ALL other spells rely on it to determine the result. This way, I only have to update one spell script to determine whether the player is in light. And yes, it's tracked by light level (one of the conditions). It works this way: Is the Player outside, are the hours between 5am and 7pm, the player is NOT in Sovengarde, and is the light level greater than X. I'm sticking to a light level around... 90 right now, but playtesting will probably find a more suitable level. I'd like to exclude light from surrounding lightsources other than the sun but there's just no way around it that I've figured out right now. But... the light mechanics are fun. At lower Vampire levels you take damage in the sunlight relatively slowly...ok relatively slow depending on your player level and health. I play a mage vampire who has 200 health so at the first stage of sunlight damage I can last a decent time out (200 seconds as it stands). Although 200 seconds goes by quickly, there's plenty of shade to get under to recover. At the more extreme levels, 200 health goes by quickly... I mean... ~25 seconds of light and you're dead. Jakisthe's hasn't mentioned (yet) whether she likes the idea, but I implemented a "Summon Fog" spell that allows you to turn the local weather foggy, blocking the sunlight, which reduces the brigthness and provides shade during the light. It lasts about 30 seconds and my plan is for it to cost about 100 or more mana to use it. I figure this... Players that don't focus on magic won't have the mana to cast it, but they'll have a HUGE health pool and will survive much longer. Players that focus on magic don't have a huge health pool and can't survive long, but they have a huge mana pool and can counter with the spell. Levitation and Slow Fall need to be tweaked mana wise, but they're hella fun to play with. Speaking of... If anyone wants to go through that list and think of some more creative names, please let me know! "Summon Fog", "Levitate" and "Slow Fall" are not me at my most creative. lol. -MM Edited February 24, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
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