Unknown2005-10-31 04:24:25
AB DRUIDRY TREELINK
Syntax: TREELINK WITH (druid)
Power: 5 (Any)
By drawing together the consciousness of remote Dryad trees through the magics of the Ethereal plane, two Druids will be able to create a portal between those locations. Note that creating this link is a time-consuming procedure, and travel within it is not always instantaneous.
Moondancers can summon dryad trees in a location (2 power), providing the tree elevation. Two druids can join together two of these such trees (10 power) so that TOUCHing one tree will take you through the Ethereal plane to the other, with a small amount of time delayed in an intermediate location.
These will function like paintings for the communes. They can be cut down with ~10 chops. They can be summoned anywhere, but only linked in an outdoor location.
Syntax: TREELINK WITH (druid)
Power: 5 (Any)
By drawing together the consciousness of remote Dryad trees through the magics of the Ethereal plane, two Druids will be able to create a portal between those locations. Note that creating this link is a time-consuming procedure, and travel within it is not always instantaneous.
Moondancers
These will function like paintings for the communes. They can be cut down with ~10 chops. They can be summoned anywhere, but only linked in an outdoor location.
Xenthos2005-10-31 04:27:37
Only moondancers?
Unknown2005-10-31 04:28:04
What do you mean? Anyone can use them.
You know... the bark ripples like water and you step through.
You know... the bark ripples like water and you step through.
Xenthos2005-10-31 04:29:12
"Hey, Narsrim, come grow these trees for us. Thanks!"
Tsuki2005-10-31 04:29:26
I think he meant, that Shadowdancers should be able to summon such trees as well, to be created into the treelink things by Blacktalon.
You used the Seren names, while saying it could be a commune version of the cities' paintings.
You used the Seren names, while saying it could be a commune version of the cities' paintings.
Unknown2005-10-31 04:30:24
Oh, right. Sorry, Wiccans... yeah.
I'm a supremicist in game, hard to let it go.
I'm a supremicist in game, hard to let it go.
Unknown2005-10-31 04:52:18
Meh. We have pathways.
Unknown2005-10-31 04:58:35
Which only Hunters can use.
Edit: Neener, Gregori!
Edit: Neener, Gregori!
Gregori2005-10-31 04:59:36
Which only Ecologists or Trackers can use.
Unknown2005-10-31 05:00:35
Indeed, and would become entirely useless if this were implemented. It not only has less requirements, it looks as though, unless I'm reading it wrong, can go from one type of terrain to another type of terrain - unlike paths.
If you want something paintings-esque, use paintings. I'd rather not look at one of the perks of being a hunter and realize that it's now bunked because some other druids didn't feel like taking up Ecology.
I guess that's just me, though.
If you want something paintings-esque, use paintings. I'd rather not look at one of the perks of being a hunter and realize that it's now bunked because some other druids didn't feel like taking up Ecology.
I guess that's just me, though.
Saran2005-10-31 05:00:44
i don't know why we don't just get some enchanters to set up paintings for us though?
Gregori2005-10-31 05:03:00
Because we don't have the Urban rooms to do so. Although I have a slight in game idea for this. It will just cost a bit of money and I need to talk to the Inner Circle about it before I decide to put it to referendum.
Unknown2005-10-31 05:03:12
I don't know about other people, but Kalo would refuse. He's strongly against Highmagic, due to it's origins.
Munsia2005-10-31 05:27:43
Kalodan go smoosh when puppy sit on him for going against it
Unknown2005-10-31 05:34:17
I guess what bothers me is this.
So, essentially, we're looking at paintings that can be raised in any environment - except they're easier to be taken down, as paintings require a near trans skill to remove, while any just-out-of-novicehood warrior who takes Axelord can deal with these.
However, there's this nifty skill that Ecologists were given:
Now, we've issues - first of all, yours only takes 5 power each person. Pathforge, however, takes 10 power each person. Then we look at the restrictions - pathforge can only be done between two rooms of the same natural environ. However, "treelink" simply requires one to be in the trees - you offer dryads as a way for it to be done outside of naturally forested areas.
All I'm saying is, you've essentially destroyed one of the benefits of being an ecologist. That is, being able to forge paths. There are only two guilds with the ability, and again only by the select few who take Ecology, then get rather close to Trans. Instead, you're giving all druids a superior version of the skillset, that everyone can use. Versus our current one - which is inferior, and only available to six guilds in the game - and Kaervas.
As heartless/rude as it's going to sound, I've high doubts the admins would trash Ecology's forgepath like that.
QUOTE
AB DRUIDRY TREELINK
Syntax: TREELINK WITH (druid)
Power: 5 (Any)
By drawing together the consciousness of remote Dryad trees through the magics of the Ethereal plane, two Druids will be able to create a portal between those locations. Note that creating this link is a time-consuming procedure, and travel within it is not always instantaneous.
Moondancers can summon dryad trees in a location (2 power), providing the tree elevation. Two druids can join together two of these such trees (10 power) so that TOUCHing one tree will take you through the Ethereal plane to the other, with a small amount of time delayed in an intermediate location.
These will function like paintings for the communes. They can be cut down with ~10 chops. They can be summoned anywhere, but only linked in an outdoor location.
Syntax: TREELINK WITH (druid)
Power: 5 (Any)
By drawing together the consciousness of remote Dryad trees through the magics of the Ethereal plane, two Druids will be able to create a portal between those locations. Note that creating this link is a time-consuming procedure, and travel within it is not always instantaneous.
Moondancers
These will function like paintings for the communes. They can be cut down with ~10 chops. They can be summoned anywhere, but only linked in an outdoor location.
So, essentially, we're looking at paintings that can be raised in any environment - except they're easier to be taken down, as paintings require a near trans skill to remove, while any just-out-of-novicehood warrior who takes Axelord can deal with these.
However, there's this nifty skill that Ecologists were given:
QUOTE
Syntax: FORGEPATH
Power:Â 10 (any)
With another person with this skill, you can forge mystic pathways between two
locations of the same type of natural environment on the same plane. While the
path is being formed, you are very limited in what you can do lest you disrupt
the process.
Power:Â 10 (any)
With another person with this skill, you can forge mystic pathways between two
locations of the same type of natural environment on the same plane. While the
path is being formed, you are very limited in what you can do lest you disrupt
the process.
Now, we've issues - first of all, yours only takes 5 power each person. Pathforge, however, takes 10 power each person. Then we look at the restrictions - pathforge can only be done between two rooms of the same natural environ. However, "treelink" simply requires one to be in the trees - you offer dryads as a way for it to be done outside of naturally forested areas.
All I'm saying is, you've essentially destroyed one of the benefits of being an ecologist. That is, being able to forge paths. There are only two guilds with the ability, and again only by the select few who take Ecology, then get rather close to Trans. Instead, you're giving all druids a superior version of the skillset, that everyone can use. Versus our current one - which is inferior, and only available to six guilds in the game - and Kaervas.
As heartless/rude as it's going to sound, I've high doubts the admins would trash Ecology's forgepath like that.
Unknown2005-10-31 05:37:17
How do you destroy mystic pathways? How long do they take to enter?
Saran2005-10-31 05:40:02
erm don't dryads disappear when the wiccan leaves the realms?
Unknown2005-10-31 06:12:02
Saran faesummon mushrooms/dryad are differant, as they place things IN the room, instead of having an Ent following you.
Shorlen2005-10-31 16:54:48
QUOTE(Saran @ Oct 31 2005, 01:40 AM)
erm don't dryads disappear when the wiccan leaves the realms?
214877
No, but they vanish after an hour or so. So, this would be a very temporary pathway.
Unknown2005-10-31 17:00:48
QUOTE(Avaer @ Oct 31 2005, 12:37 AM)
How do you destroy mystic pathways? How long do they take to enter?
214875
I'm told there's a skill, so I'm assuming it'll be in Environ and rather high. They're instant. however, if you're going to justify a few seconds delay versus instant for -10 power from the cost, hell. Why would I ever make a pathway? I can save me 5 power, my friend 5 power, AND I can make them between two rooms of opposing natural terrain.