PDA

View Full Version : Oh, oh, it's magic... ya knoo-oo-ooow


Ilandel
09-11-2008, 09:33 PM
I was just wondering if anyone knew any details about the magic system. I know most direct-damage spells will be aimed, much like firing a bow, and I think I read something about some different categories of magic, but that's about all I found. Is there anything, that we know of, that's going to make magic in Darkfall unique when compared to other games? I always hate it when all the magic users in a game are running around with the exact same 10 spells, tossing them around at eachother. *Crosses fingers in hopes for spell manipulation system*

Arthurius
09-11-2008, 09:39 PM
From the topic "Compiled List of all the known Features on one Page"

"Magic:

Schools of Spells: Lesser Magic, Greater Magic, Element of Fire, Element of Earth, Element of Water, Element of Air, Witchcraft, Spell Chanting, Necromancy, Wild Magic, Arcane Magic, and Ritual Magic, and Prestige class specialty spells (AR 10, SR 10) Source: http://www.darkfallonline.com/faq/skills.html

Spells can be casted while wearing armor, but with a variety of penalties (AR 10, SR 10) Source: http://www.darkfallonline.com/faq/skills.html

Spells will evolve just like skills in Darkfall: The more you use them the more effective they are, to the cap of 100 (AR 7, SR 8) Source: http://rpgvault.ign.com/articles/716/716421p1.html

The effects alone make the friggin’ spell feel like a powerful thing. The eye candy was great… The ground shakes, you burn (AR 8, SR 8) Source: http://forums.darkfallonline.com/showthread.php?t=43219"

And what do you mean with "going to make magic in Darkfall unique when compared to other games"?
Its the aiming system.You shoot and can hit friends or foes.
And also there are no "mage classes",so anyone can use it if they have the right stuff(gear+skills).

RayK
09-11-2008, 09:42 PM
The effects alone make the friggin’ spell feel like a powerful thing. The eye candy was great… The ground shakes, you burn (AR 8, SR 8) Source: http://forums.darkfallonline.com/showthread.php?t=43219"

Yes the amazing Duke Nukem 3D effects are fucking intense.

Aranin
09-11-2008, 09:43 PM
it was originally stated that some magic required the correct time of day/weather/astrological conditions to be cast. however that was very old and has no doubt been toned down as there is no info on astrology in the game that we have heard about in a VERY long time.

however no doubt that ritualistic magic will use some of those facets in a softer sense. ie night time spell or something.

T-Man
09-11-2008, 09:44 PM
I can't remember what they last said where the spell trees that where still in.

I think it was like Water, Fire, Wind, Necromancy, And some kind of Healing thing. I know I heard wind can effect some environment stuff.. like help push your sail boats fast or something.. I don't know if they took that out or not.

Also All spells needs to be aimed at your target.. even heals.. and you can damage a friendly target if they jump in the way or aim wrong, also same with heals.. so you can heal your enemies lol.

Same with any Area of Effect spells.. have a nice large circle of fire around you.. make sure your friends aren't in the way, or they will get burnt as well... and again.. it's the same with heals.

Some magic spells will require runes or reagents to cast.


I personally will start out as an Alfar with like Wind, Fire/some other damage spell, and Heals.

Fuligin
09-11-2008, 09:52 PM
I remember seeing something in one of the recent Jounrals about needing items/ingredients for spells? will it be mana based, item based, or a mixture of both? The Journals seemed to imply item based, but I've seen other sources stating otherwise.

Sidenote: excellent topic name :P

Ilandel
09-11-2008, 09:52 PM
Yes the amazing Duke Nukem 3D effects are fucking intense.

Well, it's not even in beta, and it's a small development team. I don't think UBERgraphics are the top priority on the development timeline, oh master of douche-baggish comments.


Spells will evolve just like skills in Darkfall: The more you use them the more effective they are, to the cap of 100 (AR 7, SR 8) Source: http://rpgvault.ign.com/articles/716/716421p1.html


That I didn't know.

And what do you mean with "going to make magic in Darkfall unique when compared to other games"?
Its the aiming system.You shoot and can hit friends or foes.

Ehh... while it's not exactly an MMO, Neverwinter Nights has done that already, as has Neverwinter Nights 2 and pretty much any game out there based on the D&D ruleset. I don't guess DDO did it, but... *shrug*

I just don't think if you took WoW's magic system and added friendly fire that it'd be a significant difference. Don't get me wrong, I LOVE the fact that there's no targeting, and you have to be more careful and strategic with spells. It's a definite improvement. But, I was just curious as to whether or not there would be a nice variety of spell effects (not visual effects, I'm talking actual gameplay coded effects) or if we'll have Icebolt, Firebolt, Lightningbolt, Arcanebolt, Poisonbolt, and they all just glow a different color and do different types of damage. And yes, I'm exaggerating the simplicity to emphasize my point.

Prol
09-11-2008, 10:06 PM
Tasos Flambouras: There were 12 schools that were upped to 13 schools which got cut down to 10. We may reintroduce the three which were cut (Ritual, Divine, and Wild magic). They were cut because they were redundant the way the other schools worked. The schools that are in at the moment are: Lesser-Greater - Fire - Water - Earth - Air - Witchcraft - Necromancy - Spell Chanting - and Arcane magic.

RayK
09-11-2008, 10:17 PM
Well, it's not even in beta, and it's a small development team. I don't think UBERgraphics are the top priority on the development timeline, oh master of douche-baggish comments.
If it isn't in a private beta yet then it isn't coming out this year. And I don't give undeserved praise to things.

Unahim
09-11-2008, 10:31 PM
I was just wondering if anyone knew any details about the magic system. I know most direct-damage spells will be aimed, much like firing a bow, and I think I read something about some different categories of magic, but that's about all I found. Is there anything, that we know of, that's going to make magic in Darkfall unique when compared to other games? I always hate it when all the magic users in a game are running around with the exact same 10 spells, tossing them around at eachother. *Crosses fingers in hopes for spell manipulation system*

There are 500 spells, so don't worry

If it isn't in a private beta yet then it isn't coming out this year. And I don't give undeserved praise to things.

It's been in private beta for a long time now.

Tyler
09-12-2008, 12:29 AM
I remember seeing something in one of the recent Jounrals about needing items/ingredients for spells? will it be mana based, item based, or a mixture of both? The Journals seemed to imply item based, but I've seen other sources stating otherwise.


at the very least you will need a wand/staff to cast any spells, you can see in the video where even melee characters have to switch over to a staff to cast, the one of thor Mjolnir switches to staff to megaleap then mid air changes to axe to chop face... fucking sweet.

the whole mage battle in the woods scene was epic imo, pew pew pew...

Youngdirty
09-12-2008, 05:58 AM
I remember seeing something in one of the recent Jounrals about needing items/ingredients for spells? will it be mana based, item based, or a mixture of both? The Journals seemed to imply item based, but I've seen other sources stating otherwise.

Sidenote: excellent topic name :P

It will be mana and item based some spells won't require items (beginner spells) but more advanced ones will
all require mana AFAIK

Lictor
09-12-2008, 11:21 AM
I was just wondering if anyone knew any details about the magic system. I know most direct-damage spells will be aimed, much like firing a bow, and I think I read something about some different categories of magic, but that's about all I found. Is there anything, that we know of, that's going to make magic in Darkfall unique when compared to other games? I always hate it when all the magic users in a game are running around with the exact same 10 spells, tossing them around at eachother. *Crosses fingers in hopes for spell manipulation system*

Hi, user #22,
Don't take the game trailer as a definitive show of everything in-game. Its purpose was just to show in several minutes what the general Darkfall gameplay is about. It is told, there are several schools of magic, approximately 500 magic-related skills. This being said I don't think there will be only 5 spells in the final release. Don't worry.

keeperofstars
09-12-2008, 01:50 PM
Actually you as per most of the videos see very little of the spell system, so far the devs have only showed about 13 different spells.

And the spells are really fucking impressive, if you watch the leaked alpha video of the big fireball the thing flies across the town hits a roof top and just mega fucking explodes.

Also in yellowbears trip to DF article he talks about that some spells even shake the whole ground around the spell.

There wont really be spell mixing.

And a key thing to not is you cant have conflicting magic skills. You can't have fire spells and water spells. Air and Earth conflict as well, and it use to be that witchcraft and divine were the same but since they jacked divine, they might have changed that to either arcane or necromancy for conflict.

Unlike other games, each spell is treated like its own skill. The higher your skill with a spell the stronger the spell gets, meaning that the newbie fireball that is at 99 skills will be pretty damn strong and still useful, unlike other games where you just step through spells to get to the higher ones.

Think UO a good mage in UO rarely casted anything above 5th or 6th teir, and some of the best spells were teir 1 and 2 spells.

Same thing will happen you will have epic spells but will see them less often.

Ilandel
09-12-2008, 05:28 PM
Well well. 500 is a pretty nice number. Plus, I suppose the whole skill-range for each individual spell will provide for a rather enormous variety of magic-user "builds". Thanks to everyone for such wonderful information. :D