Brad Wardell's site for talking about the customization of Windows.
Published on July 5, 2010 By Frogboy In Blogging

The Beta 3 series begins the actual “game phase” of Elemental’s public beta process.  This is where the game starts to come together as an actual game rather than a piece of software.

Beta 3 will include the rough draft of the user manual as well as the game launcher.

I still recommend people to NOT join the beta unless your primary goal is to help mold game play.  At beta 3, we can make game play changes as long as they do not require new assets to be created (art, 3D models, etc.) or new systems to be developed (“Wouldn’t it be great if you could switch into first person mode?).

Here is the v1.0 Spell Book.

Latest Update: 07.05.2010 16:22 EST

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The values are still subject to tweaking based on play testing.  In addition to the 90+ spells in the core 11 spell books (10 + the Spell book of Mastery) there are an additional 7 books of magic that are scattered across the world to be found which I won’t get into (but inevitably, once the modders get started they’ll find them). Amongst the lost 7 books of Magic are the Book of Curses, Book of Valor, and the Book of Vengeance.

Most of these spells should be in the Beta 3 build (“they work on my machine!”) but if they’re not checked into the public tree they should be soon.

We plan to release a lot more spells after the game comes out (lest we get shamed by modders) which we’ll add in based on beta tester feedback.


Comments (Page 1)
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on Jun 30, 2010

Interesting read; does this mean that only one player can posess the spells in the "lost" spellbooks?  Or is it that once unleashed on the world (by someone completing a quest, say), the book becomes available to all players?

on Jun 30, 2010

What's the Book of Valar for? Curses do curses, Vengeance makes you...well, vengeful. But Valar?

on Jun 30, 2010

Time to bust open the spell book! Me want!

on Jul 01, 2010

Valar is a typo probably. Thinking he meant "Book of Valor".

The cast once spell limitation is kinda a downer. Wish there was some other method to allow for powerful, neat spells but not have them ruin the game.

Perhaps have these types of spell as a one-use artifact found in game through a quest or something.

on Jul 01, 2010

I think it would add much more interest to make shard types not have exact overlap or duplication with spell book types. Ie when you capture a Fire Shard, it unlocks fire-themed spells from a variety of books: Fireball (Combat), Brilliance (Enchantment), Summon Fire Elemental (Summoning), Create Desert (Ruin), Thaw Tundra (Revival), etc.

This way the set of spells you can use is potentially different with each game, depending on the interplay between what books you have and what shard types you managed to access. Kind of like the system in Dominions 3, where the combination between levels of magic power (Fire, Air, Earth, Death, etc) and research in magic schools (Enchantment, Evocation, Summoning etc) determines what combinations and subsets of spells you gain access to.

Otherwise, if you have a Fire Book you're pretty much screwed if you don't get the Fire Shard, then when you do you always just unlock the exact same set of spells that were in the book all at once.

on Jul 01, 2010

Hehe... Wreak Havoc vaguely reminds me of Zombie Mastery from MoM.

"Can only be cast once" -- per player, or per game? I'm hoping it's the latter. The spell equivalent of World Wonders in Civ.

on Jul 01, 2010

I'm looking forward to the new version of the beta. And then seeing what these spells do, and how the whole magic system functions now.

To be honest, now we'll really be able to start the "Gameplay" testing. The stuff that drives the fun of the game. Should be a good ride.

on Jul 01, 2010

Hooray! Been waiting for the spellbook for a loooooong time!

on Jul 01, 2010

OOoooo good idea dryman! though im not sure if frogboy and co are dead set on having the shard specific books or not. your idea seems to solve many issues people (including me) have with the shards and having to have the corresponding books. maybe there could be a way to research the shard specific books as more of a mid magic tree tech. either way, shards would still be of strategic importance, gotta collect them all! if for no other reason than to keep em from my enemies..

man i cant wait for this game!

on Jul 01, 2010

dryman's idea is freaking genius, Frogboy. That will make all shards valuable to everyone and it will be far more interesting to choose which shards you want to go after if you only have a couple spell books.  

on Jul 01, 2010

A set of stun spells would be useful or paralysis/hold person as higher end versions of slow.

 

If some creatures end up being resistant to normal weapons you could have an enchant weapon so your mundane creatures could fight them without penalty and without the need to be equipped with magical weapons.

 

Or a storm/wind spell that made arrows and siege weapons inaccurate or ineffective.

 

Magical diseases would be pretty messed up. Imagine if the "sloth disease/curse" spread outside of a city and ended up spreading through a trade network. Or like in Wizard's First Rule when the ancient mages made it so all red fruit became poisonous in the entire midlands region thus ruining much of their food supply.

Then maybe your herbalists would have to come up with a cure before you unleashed your biomagical weapon of mass destruction so you could defend yourself...and sell off the formula to those "accidentally" afflicted.

 

on Jul 01, 2010

Like your idea Dryman.

on Jul 01, 2010

If find it strange that the revive land spell cost only 1 essence while the ruin land spell cost 1 essence + 5 mana.

 

on Jul 01, 2010

Needs a domination spell of some sort. "Ogre, obey me!"

on Jul 01, 2010

So what's the deal with shards now? Do we only care about them for the big spells or do they give bonuses for all spells as well? It doesn't seem like there are very many shard-requiring spells... 

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