Chronomancer

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Revision as of 22:15, 4 January 2010 by Gargamel (talk | contribs)
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Some quick notes/ideas to get this page started with some content:

  • haste type spells
  • slow type spells
  • stop type spells (would these work in our framework?)
  • concept of actual global mud-time spells - to hinge on items with the new conditional applies
  • conditional apply enchants? Just had this thought - what if part of the chronomancer's appeal was that they could temporarily enchant an item (or maybe just on self to prevent stacking) with conditional or time related applies. This might be an answer or short term solution if we can't figure out a method of allowing players to influence mud time.
  • aging/youth-ening spells
  • quickwalk - (this might be better for a different class) - the use would be "quickwalk <direction>" - essentially if you're in a room, and there is a path that is 5 rooms to the east - quickwalk would basically advance you to the end of the line.


The question would be - how large should this subclass/guild be? 30 levels? 15 spells? more? less?

What should be the leveling basis? Kills? Exp? Something that has to do with time? (which might be difficult to work with).

Should there be limitations/restrictions? Only traditionally offensive magic casters? Allowed to be combined with other macro-guilds? (darkknight being the only one atm).


--Gargamel 22:13, 4 January 2010 (UTC)