Posted by Rufus on 01/26
Okay, I've added the code for these, however I thought I'd run this
by folks before we install...
Currently the following are permanent until dispelled or killed
(or the commander rents completely out)
The following will be made the same:
And the following will with restrictions (based on a roll against
Greater summoned creatures will be perm until dispelled if they pass
the mind check, HOWEVER, they will load with half their max hps
(eg, they will have to be healed or they will have to regen before
they are at full hps) -- the tradeoff for them being perm.
Monday, January 18, 08:15PM
Making the cause charmies permanent is a great idea, although in
my experience they tend to be slightly stronger than the create
ones (dancing sword) if they put the time in them.
As far as greater summoneds, i was under the impression that the
only ones that weren't permanent were those demon types, and
elementals (the greater ones) were permanent...
And seeing as to how i tend to use greater as fodder for
mostly just one fight, i'd rather have them timed than pop in
at half hps
Monday, January 18, 09:41PM
What are your thoughts on a charm person, charm animal spells?
Monday, January 18, 11:07PM
doesnt affect me, but i agree with Mo
Monday, January 18, 11:17PM
Charm animal is a skill to go in with skilltrees (a druid skill)
and mesmerize will likely be a skill and not a spell.
Monday, January 18, 11:27PM
Ahhh my angel pops after a while, and always has, plus I think I
might have had a titan pop earlier, can't remember.
As for the changes proposed, well, ummmmmmmmmmm not really sure.
I guess it would be good to have a perm angel, and seeing you have
to med after summoning them anyway, ordering them to sleep while you
do it shouldn't be THAT onerous. With that in mind, sounds like a
great change Rufus, though until we see it in practice, I have no
idea what I think :-)
Monday, January 18, 11:49PM
Angels, Titans, Demons pop after x ticks (Dune and Agni told me
this) but 'greaters' such as salamanders, golems, air and water
elementals don't, as far as i could recall (I remember somebody
having them resting and hiding at tara altar til he found ppl
I don't know how many here use Angels, Titans and Demons for over
a battle with a huge mob (I personally found them a huge xp
drain otherwise, or just too much a chore to bring them around
different time zones, waiting for them to heal, etc, but that
was also cuz they were timed, i guess) nor how many create
mages just bring them around as pets, but speaking strictly
from my experience, they were used instantly after being
In terms of pk (i know you'll love hearing this, ruf :p), having
them at half hps would be a major drawback if a 3rd create wanted
to participate in the pk tourney or use them at full effect when
defending themselves from a jump.
Tuesday, January 19, 12:58AM
Id think that would be the idea Mo, about them starting out at
half hp being a pain in pkill. Would reward planning ahead of
time. They can regen hp while you regen your mana, haha.
I think its a good idea not to have em start at full hp.
Tuesday, January 19, 01:21AM
Don't think you ever pk'd with a 3rd create, and it's pretty
painful as it is if you are actually trying to use these
silly creatures in combat, without their hps starting out at
half. Give them their old holy light, and then they may be
actually useful again :p
Tuesday, January 19, 03:54AM
Sweet, when I started reading I figured it was leading to
"dopples etc will now poof too". I'm amazed!
Tuesday, January 19, 08:10AM
I disagree, I feel that it would greatly weaken the
create mage if the summoned starts at half hp. Its bad enough
to wait for hp or mana, don't want to have to wait for a summon too.
I rather lose the perm and keep the full hp.
Also remeber that the summon is the only one that is not affected by
Heretic, the one and only.
Tuesday, January 19, 09:03AM
Hmm, it seems druids will have good new skill.
It means I will make a druid soon. -chuckle-
Shine, the son of Aaron!
Tuesday, January 19, 03:16PM
Shine, unfortunately just because they get a cool skill, dont
mean it will be usable, you probably know that but id hate
to see you make a char for a skill that sucked hehe.
Didn't I hear that mesmerize was basically worthless, ie
you cant use mesmerize to initiate combat? You know ride
is near the same as charm animal, when using warcry, but although
you can try to ride elephants, there arent any very high level
horses that I know of. In fact there are some moderately high
level horses I know of that can't be ridden. Hope these skills
are cool. So skilltrees are about finished huh :P
Tuesday, January 19, 10:17PM
I must say I like the ideas presented but how
about the caster being able to choose if it is a permanent
greater summoned at the time of casting? Not sure how
easy that would be but it would let the caster have a bit more
flexibility depending on how badly they need the creature.
Wednesday, January 20, 10:53AM
Given that summoned creatures can eat roots forever without getting
full, there would be an easy (though mana expensive way) to get them
to full hp fast, if that was what you were after. I think this is a
good idea overall, but not sure what is meant by "if they pass the mind
check". what happens if they fail?
Wednesday, January 20, 04:41PM
Hrm, didnt know summoned creatures could eat roots forever without
getting full, never actually tried overfeeding them. Even if that
was the case tho, that would be the equivalent of jacking up the
mana cost on the summoneds by a few hundred (depending on your
mind) and given that it already takes a really sizable chunk of your
total mana, that isn't really preferable... maybe create spells
that don't do damage should be halved in their mana cost too :p
Wednesday, January 20, 10:58PM
Not exactly the equivalent, of raising the mana, since you can
wait for them to heal. Since they don't poof you can, make one
and go fix a snack, or watch a movie etc. Maybe there should be
some charmed mobs that are timed, not sure that it should be the
most powerful one though. I think its all very logical, though
I could see were create ppl would want them as powerful as
possible. Hehe, did you really mean what you said on your page
Mo about only posting to make things better for your pkillers.
Don't think thats an exact quote, but sorta right.
Thursday, January 21, 01:25AM
Okay, I looked at the arguments and made a few adjustments... the
chance for getting a perm greater summoning creature has decreased
a slight bit (no, I'm not even going to hint at the number) the
castor will get a message that their creature is under their complete
control, and the mob will load with 3 to 30 less hps than its max
(so may a root and a half healing or a couple rounds).
Friday, January 22, 05:12AM
Being a create mage myself, i always thought demons should be permanent. A
About this starting at half Hp tho, I mean they take 200 mana
to summon in the first place, that's enuff of a downfall for the
spell in my opinion. As for pk considerations I could care less
and yeah even tho U have to meditate after summoning, what happens
when yer fighting a mobile he kills yer demon, and you flee to
summon another? You would then have to wait for it to heal to tank
I think with the expense of the spell the creature should be perm
without coming in at half hp, or the cost of the spell should be lowered
but then that's just my 2 cents and I'm just an old player right.
Sunday, January 24, 08:07PM
I haven't played a create mage in some time, but
I think that a simple spell to 'dismiss' summoned
creatures would be handy, especially if you're
in another era and can't summon a new angel because you left
one someplace else.
Tuesday, January 26, 11:31PM
hrm, any sort of dismiss command would likely require the castor to
be in the same room. Dispel magic has the same affect (though it
may take a tick or so for the mob to go away).