Check out the Pic o' The Day

On the picture for December 12th, it has a design panel for a 'non-player' character. Apparently, all characters can have magic resistance to Natural magic, Chemical magic, Fire magic, Cold magic, and Electric magic. They also have different panels, like Stats, Inventory, Encounter, and Map. These characters also can have a spellbook. I thought people would be interested because there's been a lot of asking about what kinds of magic there are and I'm betting that so far you can have Natural, Chemical, Fire, Cold, and Electric.

-cybergnu

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Dont you meant the picture for December 18.

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Duh. You're right.

I looked at the wrong number on my watch.

-cybergnu

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I thought people would be interested because there's been a lot of asking about what kinds of magic there are and I'm betting that so far you can have Natural, Chemical, Fire, Cold, and Electric.

I don't think it will be a matter of "so far you can have" when it comes to elemental aspects, etc. I think that in all probability the real uncertainty about magic will be the extent to which spells can affect the game, for example if they can permanantly decrease damage or something of the kind. I'm betting that the whole fire/water/wind/bio/electric thing will be completely left up to you, though naturally it's just speculation. I just doestn't make sense to make your spells have to fit into certain elemental categories if it's unnecessary, which as far as I can see it is.

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True. However, you need to remember that that I am just admitting the pure possibility that it you can be capable of editing these aspects, i.e., we know that AT LEAST we will have these characteristics of magical powers in the engine. I'm not saying that you cannot make your own types of magic. To the extent at which magic can affect the gameplay, I think that you, in all probability, will probably have certain limitations or parameters that you must fill. That is to say, every projectile/weapon/magical attack will have certain parameters and you will not be able to make your own parameters.

-cybergnu

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oh so it said natural magic right? yeah it did after all. is this like plants and nature stuff(the spell entangle, in Baldur's Gate for example) or just like basic magic(like magic missile in Baldur's Gate, or the spell Telekinesis in Diablo2(which is not a lightning spell if you check out the sorceress skill page)) I'm kinda confused.

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Yeah I'm confused by
this signature thing...
Lorenoth? right...

I already said this in another topic, but I might as well post it here. Unless the elementals, like fire, elec, etc. have predefined effects, you really aren't limited much. You could always fill elec with holy type spells for example and nobody would ever know...Mwahahaha...Which brings me to another point that I also already made in that same post in another topic: That list didn't include holy or dark, which are in almost every game in recent memory, so I really am thinking, (and hoping), that spell types will be fairly flexible.

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The spell classes are just guidelines....I believe I was told that you can make as many different classes as you want.

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"Bond, GlueBubble Bond."

It's good to know that the classes aren't set in stone. I'd also like to admit that my fear about fire always healing fire enemies or something was unfounded, which once I looked at the pic of the day again. The resistances are, of course set by numerical values, probably from 1 to 100 or something. My speculation is that you can actually go above 100(or whatever the "max" is) to have an element heal the enemy. I think we can be fairly sure of this ALMOST to the point where we can plan our games around it, but don't put too much stock in what I'm saying, it's just a somewhat educated guess. I hope that certain weapons can have these attributes too, not just spells. From what I've heard about weapons' capabilities, I think that this is fairly certain.

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"Well you know that it's a fool who playes it cool by making his world a little colder."