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New spell tree?

Posted: Sat Nov 07, 2009 12:38 pm
by dracolych49
Hello!

Last night, myself and several fellow homin were letting our consciousness drift into the universal Atys (Universe channel). The talk started with a debate on the merits and demerits of getting exp for creating sap crystals, when Deadelf brought up the fact that Create Sap Crystal is in its own category. It's not an Atysian Missile spell blueprint, nor Double Missile, nor Celestial Affliction nor any other category but Primal Magic spell blueprint.

It is the only spell in the Primal Magic spell blueprint.

So I figure, what else would go into that category? After all, Create Sap Crystal is the only spell that requires dapper as well as what ever sap/hp/time cost there is. The only thing even remotely related to it is the Crystalize Spell effect. Everyone agrees that sap crystals are useful.

So what else could we have that would be useful as a spell?

This is kinda put out here as a think-tank. The higher lvl players all talk about how they have enough to throw everything away and buy everything new, apartment, guild, guild hall, and all their Mektoubs. They say that after becoming a Master, they have so many SP left that they don't know what to do with.

Sure we could have to regularly buy food for our Meks so they don't die of dehydration. We could have to pay rent on this and that and the other thing. Or we could make use of this little known tree, and fix both problems.

The idea of this topic is to think of spells that we would like that would be a form of self-enchant, even if that self-enchant was an object like the sap crystals and crystallized spells that can be passed on to others.

The rules are
  1. It has to be an enchant of some sort. All the other spell blueprints involve throwing magic at enimies or allies. Sap crystals and crystalized spells are the only magic that deals with equipment.
  2. If it is similar to a pre-existing power/aura/item, it has to be weaker than the corrisponding power/aura/item of that lvl. An example is if it has a power similar to the Concentration Flower, the duration has to be less than 60 minutes or cost so much per tick, like the afflictions.
  3. It has to cost dapper. This is, after all, what is being enchanted.
I might revise the list later, but for now, any thing else is up for debate.

I'll start off:
Create Fire Crystal #

Creates fire crystals to allow you to enchant items to do extra damage with fire.
Spell Brick:
Create Elemental Crystal Spell Effect
  • Create Fire 1 +20
    Add 5 fire damage to your attacks for 20 seconds at a cost of 24
    sap every 4 seconds. Required Level 20. Costs,in addition, 20 dapper.
  • Create Fire 2 +50
    Add 10 fire damage to your attacks for 22 seconds at a cost of 36
    sap every 4 seconds. Required Level 50. Costs, in addition, 50
    dapper.
  • Create Fire 3 +100
    Add 15 fire damage to your attacks for 24 seconds at a cost of 48
    sap every 4 seconds. Required Level 100. Costs, in addition, 100
    dapper.
And so on and so forth. It's just an idea. Another one is to make the costs per 4 seconds or what ever be in dapper, instead of sap. Could also increase the costs per 4 seconds for each lvl of the brick.

Any one else?

Re: New spell tree?

Posted: Sat Nov 07, 2009 2:00 pm
by acridiel
Way back there was talk of some kind of "Alchemy" Skill-Tree.
It has been theorized quite often, that some of those SP left over were originally to go into this Skill-Tree.

Well, let´s hope there are still some blueprints around the old Nevrax stuff for the new Devs to finish this idea some day :)

CU
Acridiel

Re: New spell tree?

Posted: Sat Nov 07, 2009 2:52 pm
by deadelf
hmmm... alchemy/primal magic could require more than just dappers.
possibly crafted items, kinda like ammo for range fight, to be used in the creation of enchants/items/crystals/things to buff an ally or a weapon for a limited time, tho this would mean that the alchemy/primal magic tree is dependant on its repective crafting tree or that they need to be one and the same

Re: New spell tree?

Posted: Sat Nov 07, 2009 4:31 pm
by scope
It belongs to the self heal skill tree. Other spells in this class were hp, sap and stamina healing spells, which could be applied to the caster only.

Their costs were high compared to the effect, but you were able to "change" your sap into hp when training melee. Or refill a little quicker using time credits.

The skill tree was removed later, replaced by the self-heal powers we got today.

Why? Just imagine 10-20 mid and high level homins standing in front of a town canstantly being hit by some animals, constantly healing themselves. I'm not joking ;)

The downside is that we cannot train that tree anymore. Try to create a high level crystal without putting in huge credits. The action will fail almost all the time. You can increase (say double) the credits to get better success rates (compensate for the level 1 skill used with a high-level action).

P.S. Sorry for the disappointment. But... who knows! Maybe some day the self [heal] tree will be brought back.

Re: New spell tree?

Posted: Sat Nov 07, 2009 10:40 pm
by dracolych49
scope wrote:It belongs to the self heal skill tree. Other spells in this class were hp, sap and stamina healing spells, which could be applied to the caster only.

Their costs were high compared to the effect, but you were able to "change" your sap into hp when training melee. Or refill a little quicker using time credits.

The skill tree was removed later, replaced by the self-heal powers we got today.

Why? Just imagine 10-20 mid and high level homins standing in front of a town canstantly being hit by some animals, constantly healing themselves. I'm not joking ;)

The downside is that we cannot train that tree anymore. Try to create a high level crystal without putting in huge credits. The action will fail almost all the time. You can increase (say double) the credits to get better success rates (compensate for the level 1 skill used with a high-level action).

P.S. Sorry for the disappointment. But... who knows! Maybe some day the self [heal] tree will be brought back.
Actually, Scope, what you are describing is the original effect of the heals. People would put bomb on a heal, so they were not only healing their teammates, they were also healing them selves. With the self-target ability, they could literally cast it on them selves. This was removed mmm... end of Beta or 1st patch. About the same time they switched from staffs to amps. There was a big stink about it.

There was no self-heal skill tree. It is literally a case of Create Sap Crystal being the only spell on the Primal line of spells. It's the only one that's ever been there.

Now, I could be wrong, and back in Alpha or early Beta there was this line, but as of 3 months before the end of Beta, there was no spells specifically designed for healing your self. It was just a part of the standard heals, just like there is no special spell for Ressing a person, because the standard heal spell works fine.

Actually, I just though of another way I might be wrong. If the heal tree split at like lvl 100+. I only could see the spells up to lvl 99, so could only verify them up to that point. However, I do remember when they 'nerfed healing' and put in the self-heal powers.

Re: New spell tree?

Posted: Sun Nov 08, 2009 3:05 am
by iwojimmy
I have always liked the idea of an Alchemy skill tree, something that used harvested mats.. to create spell-like effects. Using dappers as part of the ingredients fits in with the lore.

A type of spell that ryzom doesnt seem to have, is the persistant AoE world effect. The ingame example of this is yelk farts and node gas explosions, the real world/popular examples are molotov cocktails and flaming oil.

So an alchemy skill tree could have a grenade branch, with damaging and healing and even buffing effects as sub branchs. You could start your fight by dropping a healing mist over where you are fighting, throw a madness grenade at your target, then douse them in flaming or acidic oil, (probably want to fight them using pikes after that, not daggers ;) )

Re: New spell tree?

Posted: Sun Nov 08, 2009 10:56 am
by cielchan
New craft plans!! I'm in :p

Re: New spell tree?

Posted: Sun Nov 08, 2009 5:56 pm
by liseke
hmmmm, static aoe-over-time effects from those "grenades". Like you start a fire for x seconds on the ground. Or the mist hangs about for x seconds. And both ally/enemy would be affected. So be careful your enemy doesn't step into your healing mist, or that you don't step into the fire patch.

Re: New spell tree?

Posted: Sun Nov 08, 2009 6:51 pm
by deadelf
liseke wrote:hmmmm, static aoe-over-time effects from those "grenades". Like you start a fire for x seconds on the ground. Or the mist hangs about for x seconds. And both ally/enemy would be affected. So be careful your enemy doesn't step into your healing mist, or that you don't step into the fire patch.
that's quite an interesting thought, so many weird little new tactics at OPs and for lvling to use.

have you made a post on the feedback forum yet nohson? i think this has my vote :)

Re: New spell tree?

Posted: Mon Nov 09, 2009 11:31 am
by philu
dracolych49 wrote:There was no self-heal skill tree.
Actually yes there was. Way back in the first Open Beta we had a "self-magic" skill tree, i.e. only magic that can be applied to yourself, such as self heal. You could heal yourself and get XP for it. They took that out very early on.

Personally, I don't think it was a loss.