Design - Spell Rarity
Posted: Mon Dec 05, 2022 10:12 am
I don't have any development time right now. I do game design work so I'll write down the high level idea for this here. Maybe I'll get to it one day. Feel free to steal if you like.
Rare Spell Progression
Always hated how it's all open at once, no reward for finding new spells. Instead making finding new spells fun and exciting. Bring more back to alchemy as well.
General
Additionally, this makes potions finally useful. And mirrors finding new weapons per dungeon.
Ok kids arrived, sorry I can't format better.
Rare Spell Progression
Always hated how it's all open at once, no reward for finding new spells. Instead making finding new spells fun and exciting. Bring more back to alchemy as well.
General
- Players don't begin with spells except one minor spell tied to a major skill you start with. No magic in majors means no starting spells.
- Spells can drop with scrolls, but average of less than 1 scroll drop per dungeon. It will always be a spell you don't have and determined by your highest magic skills.
- You (mostly) shouldn't find duplicates. Unless you have all the spells already.
- You can Click "Use" a spell to burn up the scroll and produce the spell effect at a caster level 5x higher than your own. But if you don't have the spell learned yet, it will give you a "are you sure" dialog.
- Many spells /spell effects gated by skill level in spell. (You won't find them until your skill is high enough. Quest exception below.)
- (Bonus) Clean up the Spell book interface. Auto Color Sort by school and Casting chance.
- Mage Guilds don't sell spells
- Mage Guild spell maker only allows you to craft spell effects you have the spells to
- This includes elemental effects. If you don't have a direct damage element known, you cannot make a spell with it.
- This includes range effects. Your maximum range you can craft is that of the maximum spell range of your best spell
- Include AoE as above
- Includes Magnitude (Damage) as above
- Mage Guild gives Quests for spells when you are high rank enough
- These spells will be limited by guild rank and skill rank. Lower level spells will be available first. And player will either know what spell the quest is for, or have a strong hint.
- Quests to get access to Enchant an Object (Clothing / Staves), then Weapon, then Armor, then all other items
- Can only enchant with abilities from spells player already knows, with similar restrictions as spell maker above.
- Mastery Quests to Break Spell Limits on Range, AoE, Magnitude etc. Each is it's own quest at max mage rank and one magic skill maxed.
Additionally, this makes potions finally useful. And mirrors finding new weapons per dungeon.
Ok kids arrived, sorry I can't format better.