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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
"Real" Shadowmancer, Shadow Caster, Acolyte, and Necromancer. (Shadow/Darkness magic school)
ArchivedUser
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Hi, for the sake of variety and in some ways balance - I was wondering if there will be any real versions of the classes mentioned in the title. In short, will there be a Shadow/Darkness school of magic for the magic system to build upon, to counteract the light type that is obviously present.
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The Rogue class may contain what you're looking for, and the Nightshield may be their take on the Shadow Knight class, but we don't have enough info yet to say for sure.
The cleric is currently focused on healing which could be because we are in early testing. I wouldn't be surprised if we see clerics getting their more death focused abilities and augments later down the road. I'm sure summoner/cleric is called necromancer for a reason.
The real question is, will they balance it out? Will there be a dark school, to stand in opposition to the light? It may seem like a nerd/lore-only question to some, but in the end, it isn't. It is a question of diversity within the game, what base platform they have to build on. And I would be highly surprised if you can't in some way spec for specific schools of magic - like Lightning, Fire, Ice or Earth with a mage.
The introduction of a "Dark"/"Shadowy" school/branch/form of magic, would allow for huge area's of future development. Not only in the magic system, but also the synergestic effects with physical skill tree's. Aswell as in the enemies and crises situations we could be faced with. It is a huge part of story writing for very good reasons, it makes for a great creative basis. And such a basis is needed to effectively expand upon a system freely.
I don't expect us to get a fully developed Darkness/Shadow school of magic at the start(release). Just the basics: Shadow/Darkness type of damage, and dark/shadowy versions of spells and summons.
Ex. If there already is a fireball spell, make it a shadow/dark/black fireball spell. And adjust the visuals accordingly(this would be exceptionally easy).
Creating actual dark/shadow-specific spells, and synergistic spells can come later. We just need the prescedence(for reasons of both lore, and game mechanics).
Or am I missing anything because form what I’ve scoured I can’t any reason to believe each and every single one of them would play like a new class.
I haven’t seen anything about getting new unique abilities based on the new class as you progress further past 30.
"They’re not secondary in name only, as each one brings in unique augments that fundamentally change how the primary class skills work, what they’re called, and what they do. A Warden must feel uniquely different from a Spell Hunter, and a Beastmaster must feel unique when partnered up with a Necromancer".
If we take them on their words displayed there, then augments can change a skill completely making each class combination have unique abilities. And it seems they are aware that making 64 classes that feel different and offer unique functions in groups will be a challenge, but they are confident they can do it. Until they start giving us those "brief rundowns of skills, lore, and mechanics" for each class all we can do is speculate at this point.
But things like the law of sympathy, and how all that feeds in to the enchantment school, divination school, I just love it.
...More lore in short!