EnaiSiaion Posted June 8, 2013 Author Share Posted June 8, 2013 The process for creating items is: you buy schematics off Tolfdir, you collect things like dwarven ingots, staff shafts and soul gems, then you push Alvor aside and apply smithing to the problem until you have an item. Aside from staves, you can also make "Dwemer Stone" items which go into the amulet slot and do things like making alteration buffs last 10 minutes, a solar powered flashlight, "Fool's Gold" (gives you a ton of free gold on equip! How generous! Also, when you unequip it you need to pay it back, otherwise you get kneecapped disintegrated). You need alteration skill levels to create the higher level items. There will also be a way to turn (some of) those items into learnable spells. MinesNow have charges. :) Junk(Top left) You need one of these for each dwemer stone you make, and because dwemer are nice people, a filled black soul gem (weaker ones may be craftable without human sacrifice). Subjugate(Top right) When the target has less than ~250 hp (scales +1% per alteration level) then they are forced to the ground while taking stamina damage. Levitate!Fully functional: you get to run around in the air, jump to climb, draw a weapon to descend, and when you enter battle it automatically ends and warps you back to ground level. http://i41.tinypic.com/npjbl0.jpg Link to comment Share on other sites More sharing options...
Hallabalooga Posted June 9, 2013 Share Posted June 9, 2013 (edited) Why Tolfdir? I personally would find him pretty inconvenient vendor, as one is forced to go through first stages of the college quest in order to have an easy access to him, plus he's not really a dwemer expert. Arniel or Calcermo would be better candidates in my opinion, well maybe not Arniel, as he becomes a ghost, lol Fool's Gold sounds intriguing. EditOh, I get it i is Tolfdir cause it's alteration school mostly, alright then. Although, he's still inconvenient. Edited June 9, 2013 by Hallabalooga Link to comment Share on other sites More sharing options...
Tykiii Posted June 9, 2013 Share Posted June 9, 2013 (edited) Well… I like the way this lost Dwemer technology theme is being realized. It certainly will add a nice atmosphere to the game and… hmmm it will also make Apocrypha into something more than normal a spell mod…. like it is going to enrich the Dwemer culture and make the player want to explore dwemer ruins to uncover new wonders. :3 I love the idea of replacing the toggle type spells with “dwemer stones” . It should encourage the players to use an appropriate “amulet” for an appropriate situation and by doing that it will add totally new value/purpose to concept of a amulets for mages…. Hehe… I guess the next version of SKYUI will nicely support this idea. ;3 Hmmm… I understand that the elements needed for the construction of those artifacts (like this Junk thing) will be found on the Dwemer autonomi right? It would be nice to add a small chance for them to also carry some less powerful staves and stones…. And maybe add a small chance of Falmer mages carring some staves as well... (well they can salvage stuff from the ruins) I would love to have a fight with someone using this very own magic against me. >:3 Alsoo… yay for the mine charges. :smile: EditOh, I get it i is Tolfdir cause it's alteration school mostly, alright then. Although, he's still inconvenient. Well... Enai probably picked Tolfdir because he kinda fits into Apocrypha... I mean later on he is planning to release Apoc 2,3,4 and 5 for other schools of magic so each one of the five teachers from the College will receive something special. Edit. About the new spells: Subjugate - Sounds like a really powerful debuff.... and it means it sounds cool. :3 Levitate - Also a nice idea... hmm any possibility to make the player get swimming animation... orrr... hmmm maybe a steam under his feets when he runs? Like the magic condenses the air under? Edited June 9, 2013 by Tykiii Link to comment Share on other sites More sharing options...
EnaiSiaion Posted June 9, 2013 Author Share Posted June 9, 2013 Well… I like the way this lost Dwemer technology theme is being realized. It certainly will add a nice atmosphere to the game and… hmmm it will also make Apocrypha into something more than normal a spell mod…. like it is going to enrich the Dwemer culture and make the player want to explore dwemer ruins to uncover new wonders. :3That's the point. :smile: Hmmm… I understand that the elements needed for the construction of those artifacts (like this Junk thing) will be found on the Dwemer autonomi right? It would be nice to add a small chance for them to also carry some less powerful staves and stones…. And maybe add a small chance of Falmer mages carring some staves as well... (well they can salvage stuff from the ruins) I would love to have a fight with someone using this very own magic against me. >:3Giving NPCs spells requires a change to the NPCs, ensuring conflict with NPC mods. Nah. But yes, stuff will drop in the ruins. Levitate - Also a nice idea... hmm any possibility to make the player get swimming animation... orrr... hmmm maybe a steam under his feets when he runs? Like the magic condenses the air under?Clouds yes, swimming no. -- OKAY HERE'S THE PLANTHE OVERLORD WILL SERVE AS A RETARD MAGNET First, you collect scrap from destroyed dwemer automatons. Secondly, when you have enough alteration levels, head to a nearby forge and push Alvor aside. You can craft various stuff: Staves and stones will break your bones consist of two parts: a shaft or holder (forged from dwarven steel ingots) and schematics, which can be bought at Calcelmo in a handy fold-out metal form factor. You can get ingots in many different ways, so the pieces aren't too hard. However, the schematics are kind of expensive. Also, from expert level onwards, they start requiring black soulstones (dwemer are nice people). Buying schematics for master staves and stones requires the completion of the Alteration Ritual Spell quest at the College. Should you wish to learn those spells, you need to have a corresponding staff in your inventory and be sufficiently skilled at Alteration. If the spell is learnable, you can now see the recipe. To actually learn it, you need a couple sets of Dwemer Precision Tools to disassemble the staff and get the magic out. This item can be forged from a Dwemer Socket, Dwemer Actuator, Dwemer Cog, Dwemer Tonal Ring and Dwemer Gear but can also drop directly. This yields a Transcript (on a convenient dwemer iPad), which you can then use to learn the spell. This is not all there is to it btw. :) One thing I'm considering is a spell that disassembles dwemer dungeons, pulling out pipes and metal objects to throw into the forge for resources. This may be too big to just "throw in" and might result in ugly dungeons but it would be cool if it could be done without messing up the visuals (and either way, the druid themed Apocrypha will enable you to deforest the environment for reagents). http://i43.tinypic.com/xf0paa.jpg Link to comment Share on other sites More sharing options...
Hallabalooga Posted June 10, 2013 Share Posted June 10, 2013 This is coming up very very nicely! P.S. Player Character - "I'm just a druid minding my own business...I love nature and all its elements" ........... Player Character - "Oh, I need reagents for my spells, cut down those trees!!!" But seriously, it does sound like a fun feature, I just hope the trees will grow back somehow". Link to comment Share on other sites More sharing options...
Tykiii Posted June 10, 2013 Share Posted June 10, 2013 Yay for the clouds!! :D One thing I'm considering is a spell that disassembles dwemer dungeons, pulling out pipes and metal objects to throw into the forge for resources. This may be too big to just "throw in" and might result in ugly dungeons but it would be cool if it could be done without messing up the visuals (and either way, the druid themed Apocrypha will enable you to deforest the environment for reagents). Well... shouldn't those dungeons be restored to normal once the cells respawn? The idea sounds really cool. *drolls* ;3 Link to comment Share on other sites More sharing options...
EnaiSiaion Posted June 11, 2013 Author Share Posted June 11, 2013 Dwemer are nice people This is Crystal Seed. It's a bolt of magical scientific ice nine that stuns a target for 10 seconds, dealing minor damage per second. Afterwards, the crystal disappears and it starts dealing major bleed damage per second instead, but when you stun the target again, it resets the timer. http://i41.tinypic.com/usrpd.jpg And following in the footsteps of Volta and his frog leg experiments, there's a spell that damages and throws enemies that have been paralyzed or knocked down. Research This is now a Dwemer Stone. Walk into a dwemer dungeon and it illuminates an object of interest (turbine, vent, etc). Find the light and bash the object, scattering scrap metal everywhere. This is useful because scrap metal is useful, and because you can get a special spell this way... Link to comment Share on other sites More sharing options...
Tykiii Posted June 13, 2013 Share Posted June 13, 2013 (edited) Hmmm... well I think that Crystal Seed looks cool. I see it as a nice diversification of original Apoc stun like spells. The thing that makes it stand out is the damadge input and reset timer thing. It should prize the mage timing and smart usage of spells... expetially when you combine it with the Volta leg spell. ;3 Btw. Are you still planning to make Weather machine? I really liked the concept.... well it could also fit into the Apocrypha 2 as a druidic Wheather corntrol spell. Edited June 13, 2013 by Tykiii Link to comment Share on other sites More sharing options...
ThatGuy772 Posted June 14, 2013 Share Posted June 14, 2013 Is this kinda meant to be a better version of apocalypse spells, hmm what im trying to ask is, is this more meant to be like a addon for apocalypse spells with all new spells or kinda like a new improved version using some of the old apocalypse spells but with new ones as well. Dont think that was worded very well but hopefully you get what i mean (this looks awsome btw, i hope you make each magic tree as involveded and as cool as this one looks) Link to comment Share on other sites More sharing options...
Hallabalooga Posted June 15, 2013 Share Posted June 15, 2013 (edited) Those ice spikes look great, I never liked the vanilla spikes - far too big, so when they pierced the enemy they look silly, these on the other hand look awesome. Edited June 15, 2013 by Hallabalooga Link to comment Share on other sites More sharing options...
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