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Found 5 results

  1. The basic gist of this is that you are able to make a map of your current server and use it to navigate that same server on a mini map (think live maps). The way the skill would work is, as you explore the actual server yourself( have to be there) you can add to a "map" as your skill progresses you are able to add more and more tiles to the "map" per "scan" of the area. the ability to add the tiles from the "scan" are effected by you "map" paper QL, Your current compass QL that you have activated to use the scan ability, and current skill level. it would look like this EX. Map QL= 50, Compass QL= 30, skill level=10 the max scan distance at 10 skill is 5 tiles x 5 tiles max tiles scanned at skill * ((map ql/100) *(compass ql))= percentage to be multiplied to max tiles, rounded up(above 5), 5 * (.5*.3)= .75 5 * .75 = 3.75 3.75 ^ 4 tiles (if 3.49 reduce to 3) or a square of 4 x 4 tiles that you can add to the map. (or reduced to 3 x 3 if below .5) skill progression for "Scan": 1= 1 x 1 tiles max 10 =5 x 5 tiles max 20 = 10 x 10 tiles max 30 = 15 x 15 tiles max 40 = 20 x 20 tiles max 50 = 25 x 25 tiles max 60 = 30 x 30 tiles max 70 = 35 x 35 tiles max 80 = 40 x 40 tiles max 90 = 50 x 50 tiles max 100(99.9) = 100 x 100 tiles max Skill progression of "Map Making": 1 = tiles are recorded 10 = roads may be applied to map 20 = roads are defined, some structures may appear on the map, mini map appears 30 = roads are well defined, structures appear more often, landmarks may appear on the map, mini map available 40 = roads will always recorded on map, all buildings will be recorded on map, landmarks will be recorded on map, mini map available 50 = map can now add points of interests, clay, tar, moss 70 = player can add 5 marks on the map/can navigate by cart or boat to points placed by player 90 = Player can add 10 marks on the map/can navigate by cart or boat to points placed by player 100(99.9) = player can travel to any deed, land mark, point of interest marked on their map(for server that the player is on) players can over write(clear/combine/overwrite) maps at 30 skill but maps ql will be damaged players can transfer/combine up to 50% randomly selected map to another map (same ql or higher) at 50 skill, 50% success rate, map will take damage on failure players can transfer 100% of the map to a new map (same ql or higher) at 70 skill, 50% success rate, map will take damage on failure player can transfer/combine 100% of the map to a new map (same ql or higher) at 90 skill, 75% success rate player can transfer/combine 100% of the map to a new map (any ql map) at 100(99.9) skill, 60% success rate, map will take damage on failure decay rate applies to map at normal rates in all containers as they currently are. can be sealed in a wax sealing kit to reduce decay up to 30% at 100(99.99) ql. ***New Spell: "Seal" can slow decay of maps by up to 90% dependent on skill cast. any cast over 100 will be capped at up to 5% additional decay prevention (i.e. 110 cast)*** maps can crumble(be destroyed) at 90 - 100 damage randomly. No map of mines can be made. No mini map of mines will be displayed, only a black screen will appear if mini map is active and player is in mine.
  2. It seems as though Magranon priests are becoming vastly unpopular with the addition of Nahjo. So, to keep Magranon from becoming obsolete, I suggest the following new spell be introduced: Sands of Time: increases action timer Stackable with CoC Not stackable with WoA. Basically a spell that is opposite to WoA. So, you would have high ql coc/woa tools and low ql coc/sot tools 😉 What do you guys think?
  3. This is something for FREEDOM ONLY (in case you missed the tags). It is NOT, in any way, aimed at servers where PvP takes place. As a note it IS possible for pvp and non-pvp servers to have different spell lists for the same priests (see disintegrate). Before you read any further this is a teleportation suggestion, yes it is only for priests. Why? We're the magical folk and meditation and karma both already allow a form of teleportation (thus mooting the "no teleportation in wurm" argument). It's aimed at high level and high channeling priests, priests who are more likely to be mains rather than pets. In all cases spell failure results in the loss of the full favor cost (90). So without further ado : Path of the forest (fo) Faith : 90 Favor : 90 Difficulty : 75 (Has the hardest difficulty because its condition is the easiest to meet) Effect : If cast successfully a text box comes up, the player is prompted to type in the name of a player or deed. If a player is selected the player receives the message "You feel <caster> trying to reach out to you, do you want to let them know where you are?", if the player selects yes then, if there is an overaged tree within a domain of fo within 5 tiles that is NOT on a deed, the priest is teleported to that tree, if they select no the spell fails. If a deed is selected, and the priest is a member of that village, or in an alliance with that village (Permission to allow teleports must be set to true in role), the priest teleports to an overaged tree in a fo domain on that deed. If no tree in a fo domain domain is found the spell fails. Path of the waves (vyn) Faith : 90 Favor : 90 Difficulty : 65 (Has the lowest difficulty because it has the most restrictive condition) If cast successfully a text box comes up, the player is prompted to type in the name of a player or deed. If a player is selected the player recieves the message "You feel <caster> trying to reach out to you, do you want to let them know where you are?", if the player selects yes then, if there is a water source in the domain of vynora within 10 tiles that is NOT on a deed, the priest is teleported to that water source, if they select no the spell fails. If a deed is selected, and the priest is a member of that village, or in an alliance with that village (Permission to allow teleports must be set to true in role), the priest teleports to a water source in a vynora domain on that deed. If no water source in a vyn domain is found the spell fails. Path of the earth (mag) Faith : 90 Favor : 90 Difficulty : 70 (Has a middling difficulty because it is harder to make rock tiles than it is to plant trees, but easier to make them than to create water sources) If cast successfully a text box comes up, the player is prompted to type in the name of a player or deed. If a player is selected the player receives the message "You feel <caster> trying to reach out to you, do you want to let them know where you are?", if the player selects yes then, if there is a rock tile (both above and underground) within a of magranon domain within 10 tiles that is NOT on a deed, the priest is teleported to that rock tile, if they select no the spell fails. If a deed is selected, and the priest is a member of that village, or in an alliance with that village (Permission to allow teleports must be set to true in role), the priest teleports to the nearest rock tile to that altar. If no rock tile is found the spell fails Note for other gods : Just change the domain to be that of the requisite god.
  4. this is a Suggestion for something that could be useful if different ways some of the ideas are better then others IF you don't like something please explain why and if you have a alteration to the idea please share it Vyn - Spell "River" Target - Tile Level - 80 Cost - 150 Difficulty - 70 Casting Time - 3 minutes Cool Down - 1 hour - 1 day "undecided" What does this do "Creates a Natural Water tile for wells and fountains" Mag - Spell "Scorch" Target - Tile "Grass Tile or tree/shrub tile" Level - 50-70"undecided" Cost - 50 Difficulty - 40 Casting Time - 1 minutes Cool Down - 30 minutes - 1 hour "undecided" What does this do "Burns All living things on the tile, turns Grass to Dirt & burns trees and shrubs into ash's Ash QL is random and Ash Size can be random based on tree's age" Fo - Spell "Deroot" Target - Tile "Marsh" Level - 50 Cost - 45 Difficulty - 30 Casting Time - 1 minutes Cool Down - 30 minutes -1 hour "undecided" What does this do "removes marsh tile can replaces it with a Grass tile With a random chance to create flowers " *MUST BE ABOVE WATER* IF you don't like anything above please fell free to add to this idea **** EDITED IN **** all spells above are ment as a single tile affect the lack of lib spell is i don't know enough about them if someone can come up with a spell that follows the same guide lines. "target *single tile* isn't pvp related,and would be useful YET not create some OP issues"
  5. So the idea is, to have a spell like "locate soul" but for items. Preferable it only tells the closest found it, not all on the server, and have a limit on distance perhaps. Like, 50 tiles or so. Ideally for vynora, or to make a vynora spell that could cast this on a pendulum, and to specify what item to look for, rename pendulum to item name, or make a pop up prompt like with locate soul. And you type in like "hatchet, iron". And it will find all hatchets made of iron that are in a distance in tiles as big as the spell strength is. Sometimes items just get dropped by accident and this could help find things.