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a Tip of the Hat to Scoutdog--wait, maybe that was a Poke in the Ribs...
Published on June 14, 2009 By Philocthetes In WOM Ideas

We know the game will have spells, but we're within a fortnight or less of the non-NDA alpha we still know just about nothing about how channelers will learn new spells. So the time for pie-in-the-sky ideas, heckling, etc., is dwindling. With that in mind, I think that the Five Elements need to be partnered with Five Ways to Learn Your Spells:

  • Inherent research ability for channeler and some champions
  • Bonuses and/or direct production from infrastructure
  • Diplomatic exchanges (trades, tribute, honor-gifts--hopefully including independent powers like elder dragons and Geoff the Slug)
  • Quests (dungeons)
  • Events

I chose bullets because I generally don't like being asked to give rank-ordered lists for anything. I'm a former recovering postmodernist. But the bullets are more or less in what I think of as Most to Least Important order.


Comments (Page 2)
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on Jun 15, 2009

That, and scrolls of knowledge you can find in dungeons or get through quests..... maybe the simple act of moving your channeler out of the city and doing things with him could increase his research abilities: after all, he's out there collecting knowledge and experiance about the world.

on Jun 15, 2009

Scoutdog
That, and scrolls of knowledge you can find in dungeons or get through quests..... maybe the simple act of moving your channeler out of the city and doing things with him could increase his research abilities: after all, he's out there collecting knowledge and experiance about the world.

Perzactly. I really want to see how big a part of the game quests are (I'm guessing it will be a variable in map setup). Becoming a master explorer should be able to help a channeler who does not want much (any?) territory 'keep up with the city folks' so to speak.

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