Rework of Old Magic Schools (Part 3/5) – Necromancy

Marchioro

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Although I have proposed a series of changes in a compilation of posts named “Changes that MUST be made considering long-term development of MO2”, as I am not sure what Star Vault's next steps will be, all proposals in this new compilation will ignore the previous ones. However, for those who followed the previous posts, you will see that it is fully possible to incorporate such suggestions here, especially with regard to part 3 (Magic Schools Fundamentals).

Similar to spiritism, it is a magic school whose problems are as complex as... But in this case, I can definitely say that I have viable and balanced solutions for each problem.

In this way, I will comment on the problems in general and solutions, later more detailed work on spells and another mechanic specific to the school, Ritualism:
  • Immersion;
    • Quality of life:
      • Tower of Descensus (Necro Dungeon);​
      • Permanent Ritual Tables;​
      • Walkers and minion’s control;​
  • Gameplay:
    • Spells;​
    • Ritualism;​
Immersion

Historically, Necromancy as a practice, not as a myth or fantasy, like the other Ars Magus (Pyromancy, Aeromancy, ...) is deeply related to the art of divination, in this particular case, through impure energies originating from death. It is worth mentioning that in this same historical context, even today, several religions incorporate "necromantic" elements in their practices... Maybe this is not clear to some, but just think about Alan Kardec's spiritsm and its ramifications, the most diverse religions originating from Africa and Eastern (China, Japan and others)

It is interesting to note that as the centuries passed, and the power of Catholicism advanced, at different moments in history necromancy came to be seen as a comprehensive set of prohibited arts, encompassing all forms of divination and even demonology. Thus, in some regions it was commonly called “Nigromancy”, being associated with any work of "black magic" and witchcraft, i.e., there was no longer a distinction between the methods.

I must point out that the term Nigromancy has nothing to do with prejudice or racism, I say this because I am aware of a certain streamer who tried to use “Nigromancer” as name and was kindly invited (obligated) to change his nickname. Don't be ignorant about the historical aspect of the elements you incorporate into your game Star Vault.

Unlike history, in fantasy, as well as all other Ars Magus (magic arts), Necromancy has a more attractive aspect, exerting a more visible power in the physical world, so to speak... In this case, the fantasy incorporates elements such as Reanimation and the use of corpses, the use of curses and the imprisonment of souls in the most varied ways as a "means of combat" in the conception of its universes. At least this is what is expected from a Necromancer when observing a fantasy work (books, games, movies...)

Since MO2 is an online game, and Star Vault decided to launch Necromancy as a completely separate magic school, everything leads me to believe that what they had in mind was a design suitable for fantasy. The problem is that they failed miserably in this aspect... For anyone who has tried playing as a necromancer, you should very well understand what I'm talking about:
  • It is impossible to play with Walkers actively in PVE or PVP:
    • They are Clunky:
      • Requires to much time to setup;​
      • Difficult to command in battle (range, reagents);​
      • Sacrificial Eruption and Sacrificial Heal are unfeasible;​
  • The curse-based playstyle is lacking:
    • There are not enough curses;​
    • Existing curses have little impact on combat;​
    • There is Purify... There is no sense that a 6-mana spell can remove all magical debuffs from the game in just one single cast,​
  • Many spells that don't make sense depend on a target for casting​
Perhaps some will disagree with the points raised here, but as each topic is properly deepened, my point will be more than clear. It's impressive how despite having spiritism and Necromancy in my build, I am literally forced to spend 95% of my time conjuring lightning, fire or some kind of Ecumenical spell from my fingers, both in PVE and PVP, simply because these schools are useless... Don't get me wrong, there are some useful spells, but considering what is expected of the playstyles that such schools are supposed to provide, it is not an exaggeration to say that they both failed as magic schools.

One point I would like to raise here is the question that many have about why the Necromancy was implemented the way it was, especially regarding walkers. The reason behind this is quite regrettable…
They were heavily, heavily inspired (copy and paste) by Dungeons & Dragons. D&D is a wonderful game for anyone who has had the opportunity to play it, and yes, there are many good inspirations that have been adopted by other games. Star Vault took inspiration from some D&D systems and got some good decisions. The big problem was having copied the Necromancy system.

Therefore, I encourage you to first analyze the following spell in the D&D universe, Animate Dead from 5th Edition: https://dnd5e.wikidot.com/spell:animate-dead

You can see that the system is the same, including the range. For those who are more interested in studying the other necromancy spells in D&D, you will eventually realize that the operation and range of some spells are exactly the same here in MO2… The question is: What's the big problem with copying D&D?

Well, according to D&D Beyond, of the 117 possible specialties in the game, the necromancer wizard was among the last played. Part of the reason is related to the fact that people usually feel uncomfortable having a necromancer in the group, especially in the case of "heroic journeys", although there are many ways to deal with this. But the biggest reason is the inconvenience of playing as a necromancer due to which the system for Animate dead is bad...

Even if the player is willing to go through all this trauma, this does not mean that his group or master wants to have extremely long turns because of a single player... Commonly, in order to speed up combat and sections, some masters tend to simply use various AoE damage spells as a way of destroying Zombies as quickly as possible... In other words, the experience of having a necromancer in the group is painful for everyone involved.

Therefore, some masters choose to play with custom rules. It is worth remembering that many fan editions (Homebrew) were released containing methods to fix specialization in necromancy or simply making a new class completely separated.

I should point out that the latest edition, D&D 5.5 or simply "D&D One", was recently released on September 17, 2024, with the purpose of being the definitive edition (which I highly doubt). This is the first time that the necromancy specialization has been removed from the base book... I imagine it will definitely return in some future edition.

In this scenario, when I think that of all the things Star Vault could have been inspired by D&D, the only thing I can do is laugh, because they literally decided to copy the only system in the game that was doomed to failure, kkkkkkkkkkkkkkkkkkkkkkkkk.

Besides that, it's even worse to know that in the previous game, despite still being a bad system, some spells were still better than the currently version:



It is soon possible to see that even though SV has included some historical elements, be they spiritual or religious practice (Tower of Descensus Lore), or questionable practices (Zumbi from Africa and Tupilak from Inuit) that the Necromancy school failed the fantasy aspect since it is impossible play as a necromancer.

If at this point anyone still disagrees with everything I said, I must point out that here I am the owner of reason! Jokes aside, fortunately there are ways to make this school something unique and balanced.
 
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Marchioro

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Quality of life

Tower of Descensus (Necro Dungeon)


It is undeniable that before the new generations of dungeons, the Tower of Descensus was the state of the art in its time. Even today it still has its charm. Certainly, like all the older dungeons in the game, it needs an update, including more entrances and updating the drop list.

The big problem with this dungeon is a certain choke spot, popularly known as the Invisible Bridge. Everyone is aware how difficult it is to cross this part... It's not impossible, but after the elementalism patch, the situation has become increasingly unrealistic.

I do believe that new entrances can solve this problem, but I wouldn't like to see an entrance that doesn't go through the invisible bridge, since this is what makes this dungeon so unique. Some other challenges could be posed in other paths, but I believe there is a more elegant way to solve this situation without the need to wait for a major rework patch of the old dungeons.

The quickest and most viable solution is to put a hole at the end of the bridge, basically removing the corridor. At the end of the bridge, there is a large corridor followed by a staircase on the right side, which continues to the rest of the dungeon:
  • Remove the floor from the whole corridor using a collapse model, the same ones used in other parts of the dungeon;​
  • The hole will have the same depth as the end of the staircase that connects the corridor, thus also removing the staircase;​
  • Ensure that it is impossible to climb onto the corridor pillars, or any invisible structure;​
In this way, any player who wants to use elementalism to hold the bridge will be forced to do so while standing on it, thus eliminating any and all possibilities of cover and reducing mobility. Thus, whoever wants to hold the bridge with elementalism will have the same chances of being hit with the same type of spell.

Once this is done, the next step is to remove the Ritualism Notes. I understand that the notes were created to allow players to access this ability due to the high level of difficulty of crossing the bridge. But once this problem is fixed, there is no point in keeping such an item in the game. Ritualism should not be trivial knowledge which can be obtained by exchanging just a few bones...

Such changes will allow:
  • Greater dungeon accessibility​
    • Possibility of real combat;​
    • Eliminate only real gatekeeping present in MO2;​
  • Increase the value of the Compendium of Necromantic Rituals;​
Permanent Ritual Tables

Well, the title is already self-explanatory... It was promised a long time ago (more than 2 years) that there would be Tier 2 Ritual tables, which would be permanent decoration and would add a slight advantage to the status of the Undead being crafted.

At the same time, it was said that the problem consisted of pet-related bugs in homes… But this has already been fixed. I refuse to believe this is a more complex problem related to the backend (code). At least have the decency not to lie to my face.

Stop working on the lottery and meaningless/empty systems like that… Priorities first, solve it now!


Walkers and minion’s control

One thing that always bothered me a lot was this nonsense about just a few undead (Walker, Strong Walker and Great Walker) being able to be controlled. I know that at first glance it seems very overwhelming to allow other types of undead to be controlled, especially if we consider ones inside The Undercroft. This seems extremely broken if we consider that today the only factor that limits the number of walkers to be controlled is the user's mana. But what if there was a smarter way to limit this amount by allowing the use of other types of undead?

Thus, I propose the creation of a new status, called spiritual control which will be used to limit the number of minions (Creatures that are not pets, and usually can be controlled in large quantities):

  • It scales with intelligence and psyche, 1-1:​
    • For example, at 100 int and 100 psy, the player has 200 spiritual control;​
  • Each minion creature (In this case, undead) will consume a certain amount of spiritual control;​
  • Certain minions cannot be affected by certain spells;​
    • In this case, Sacrificial Eruption and Sacrificial Heal can only work on Walker, Strong Walker and Greater Walker;​
  • Mana drain will still exist;​
In this context, we can study the ideal number of points for each undead creature that can be controlled. Let's imagine that, for example, a Cursed Warrior from Undercroft needs 80 spiritual control points, while a Risen Tindremic Guard needs 200.

With this idea in mind, it is possible to allow for a more interesting playstyle, as in addition to limiting the number of minions, it will now be possible for a necromancer to make use of their own environment in certain situations. "Ah, but it's too op to have a Risen Tindremic Guard..." What do you think is more broken, this one or usually 8 - 12 Greater Walkers in which you can use spells, such as Sacrificial Eruption (Altough its is horrible spell...)?

Both cases will have their advantages and disadvantages, it will always be a matter of adapting to the situation. It is obvious that skills such as Sacrificial Eruption and Sacrificial Heal cannot be used on this type of creature, as this would result in a risk-free farm, in which the player can control the creature and make it disappear in moments... Although this already can be done with the other minions, but these are not impactful in terms of farming

Another thing that needs to be revised is this mechanic of stealing undead... I honestly believe that this should be removed or just limited to creatures that have not been risen (walker spells) by another necromancer. There are many variables that affect this mechanic... But there is a way that manages to overcome the standard mechanic, which I will not share because even though I reported it a few years ago, it is still present in the game, and I don't think it's healthy this knowledge be disseminated in the game.

Overall, given mana is a scarce resource, I don't think the idea of "Let me see if I can steal this player's walker" (test without certainty) is interesting... And at the same time, allowing the strongest necromancer, purely based on status, to simply steal the minion from someone also not pleasant. Honestly, I can't think of a kind of mini game (counterplay) for this, much less Star Vault...
Therefore, I strongly suggest that this be removed or limited.

At this point, there is no need to list every problem with the current Walker system... However, it is worth mentioning some aspects that need to be considered when balancing following the previous idea:

  • Make all the walkers risen (necro spells) already controlled:​
    • These walkers are always under control (There is no need to renew the spell)​
    • These walkers cannot be stolen;​
    • If you exceed the number of minions (spiritual control), the oldest minions will be released from control until there are enough points;​
      • Unleashed minions will attack the nearest creature in their sight;​
      • If it is a minion created by a necromancy spell, its useful life after being freed will be 1 minute, after that it will rot and die;​
      • If it is an environmental creature, it will try to return to its location when possible, or it will disappear without giving loot and glory;​
It is possible to see that the proposed system, in addition to allowing greater immersion with the gameplay of a necromancer, will also be able to accommodate possible minions from new magic schools (animism, demonology, …).

Finally, this is not something that is extremely important, but it would be more immersive if the Risen Walkers models were adaptive, that is, they incorporated different pieces of armor according to their respective type. Some could come with missing limbs such as arms and heads, thus reducing the potential damage received according to the missing hit box. In contrast, some armored walkers could have some worst armor or exposed parts to provide a weak point for melee combatants.
 
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Marchioro

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Spells

In addition to reviewing and creating some new spells, I believe it is essential to revamp the skill tree in necromancy, in a similar way to elementalism. Therefore, the following design will be adopted:
  • Necromancy (Primary)
  • Advanced Necromancy (Primary) – “Name subject to change...”
    • Hexes (Secondary);
    • Ritualism (Secondary);

This new skill tree, in addition to facilitating possible build changes, placing ritualism as secondary, will also allow the introduction of a new playstile based on hexes (curses), which will require a greater investment in terms of skill points for interested players.

For a better understanding, it is essential that the post about Ecumenical, https://mortalonline2.com/forums/threads/rework-of-old-magic-schools-part-1-5-–-ecumenical.14223/ , has been read, especially with regard to the spells Leeser Purify, Greater Purify and Arcane Shield.

All numbers proposed here will assume a base Intelligence and Pysche of 100, Mental Offense and Focus at 100, no trinkets and no masteries. Since I have no way of testing the impact of the proposed values, keep in mind that they are certainly subject to possible corrections. The important thing here is to reflect about the idea.


Necromancy Spells

Raise Walker
– Just need to be in pair with other reworked magic schools.​
  • All attacks apply poison;​
  • Requires 5 Spiritual Control points;​
  • All attacks can be blocked by an Arcane Shield at 50 psyche;​
  • Is risen permanently under control;​
Raise Strong Walker – Besides be in pair with other reworked magic schools, I believe they must have some way to shine, I mean, every walker must have some kind of use… In this case I want it to be the best in terms of DPS. They will be squish but with higher attack speed and movement speed than Greater Walkers.​
  • Increase attack speed;​
  • Increase movement speed;​
  • Require 10 Spiritual Control points;​
  • All normal attacks can be blocked by an Arcane Shield at 75 psyche;​
    • Every 5th attack will destroy the Arcane Shield;​
  • Is risen permanently under control;​
Raise Greater Walker - Be in pair with other reworked magic schools. Different from Strong Walkers, Greater Walkers are slower, have more defense and raw damage, but I will lose in terms of DPS due to attack speed.​
  • Requires 15 Spiritual Control points;​
  • All normal attacks can be blocked by an Arcane Shield at 100 psyche;​
    • Every 3rd attack will destroy the Arcane Shield;​
  • Is risen permanently under control;​
Control Undead – As I said, I don’t think this spell should steal walkers from someone regardless of… I believe it should only be used on undead minions not summoned by a caster and just those ones will need to renew the control effect.​
  • “Harness control of a reanimated corpse without a master”​
    • Special minions (everything is not a Walker, Strong Walker and Greater Walker) must be controlled every 15 minutes;​
Command Undead - I can certainly understand the mana cost involved, since the spell when used grants a temporary movement speed buff to walkers... This is basically a way to prevent unmanaged abuse. What I don't accept is the ridiculous distance of 15 meters and the cost of reagents. The current range invalidates its use in PVE since creatures in this range will already move towards the caster before the command is executed. The reagent is unnecessary for something that should be constantly used. And finally, it doesn't make sense for it to be a crappy cast-based spell.​
  • Instant cast;​
  • Remove reagent cost;​
  • Increase range to 30 meters;​
  • It will be considered a criminal action when cast on a neutral player (Blue) or enemy within cities (Orange);​
  • They can only follow targets who are viewing within the same plane:​
    • If the target enters another dimension, the walkers will wait inertia for the next command (See Blink in spiritism post);​
Release Undead (New Spell) - Since we know how buggy the walkers can be in this game, getting completely stuck in some places or abandoned in others, it is of vital importance to have a release spell.
  • 3 mana to cast;​
  • 20 meters;​
  • It will release the walker if used on a target under control;​
  • If it was a Self-Cast, will release all walkers under control regardless of distance;​
Sacrificial Eruption - Currently, this spell, in addition to being horrible in terms of use (range, Dsync), has a more complex functioning. The damage of the explosion is calculated depending on the defense of the spell's target. It considers the target's type (player or AI) and applies Zoology Lore in the case of AI. Therefore, the ideal scenario is to target a creature with a low psyche, preferably with Zoology Lore. The best target will always be to use a Walker (the weakest) ... This is the why sometimes people see 90 – 100 damage per explosion. Furthermore, the damage is snapshot, hence, all walkers near the spell's target will explode dealing the same damage to everyone inside the small AoE depending on the target of the spell. I don't like the current way it works, and I propose the following changes.​
  • Increase the range to 15 meters;​
  • Will ignore psyche;​
    • If Self-Cast:​
      • All Walkers within range of a sphere radius 15 meters will explode​
    • If casted on a target:​
      • All Walkers within range of a sphere radius 4 meters from the spell's target will explode;​
    • Walkers will always explode in inside the area regardless of the presence of a target close to receive the damage;​
    • Increase a little bit the AoE of walkers explosion;​
  • Damage will be based on the type of walker being exploded​
    • 40 – 55 for Walkers;​
    • 25 – 40 for Strong Walkers;​
    • 10 – 25 for Greater Walkers;​
 
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Marchioro

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Sacrificial Heal – Currently a useless spells. It was a good skill in Mortal Online 1… I want to do something similar what the boss in necro dungeons does, without the animation of course. Basically, same thing as Sacrificial Eruption but with mirrored values for heals.​
  • “Harness the remaining power found in reanimated corpses under your control inside de area to healing a target, at the cost of the reanimated bodies themselves;​
  • Healing with delay;
    • It will only be applied when the blood animation touches the target;​
  • Increase the range to 15 meters;
    • If Self-Cast:
      • All Walkers within range of a sphere radius 15 meters will die transferring part of their false life to the target;​
    • If casted on a target:
      • All Walkers within range of a sphere radius 10 meters will die transferring part of their false life to the target;​
  • Healing will be fixed, based on the type of walker being sacrificed:
    • 15 – 20 for Walkers;​
    • 25 – 30 for Strong Walkers;​
    • 35 – 40 for Great Walkers;​
Shadowbolt/Bloodlance (New spell) - Whatever design is used, can I use at least one themed spell to attract mobs? Basically, a necro spell with the same projectile pattern in propulsion (elementalism). I can no longer just use lightning and fire... Remember Henrik, Immersion!
  • 8 mana to cast;​
  • Projectile like stone, hail and ember;​
  • 1 second to cast;​
  • 40 – 45 damage;​
Akh Bond – Perfect;

Death Hand - I used to hate this spell... Not because of it itself, but because of the way concentration worked. It was extremely frustrating to know that this spell only shined in the hands of Dex mage, since Humans and Oghmirs had to rely on the RNG's good will. After the concentration buff, I have nothing left to complain about.

Auw Surge – Almost useless spell since nerf. As I said in my previous posts… Just revert the nerf and remove the ability to cast while running.​
  • At least make it no requires a target in order to cast (elementalism feature);​
Crawling Hands – Almost perfect… Since they changed it to be a criminal action, it should have a higher range, like in MO1.​
  • Increase range to 20 meters;​
Miasma - This is a very controversial spell, despite being meta I still think it's horrible and poorly implemented. The reason is simple, it shouldn't be target-based, and that's exactly what makes it broken... Unlike its counterparts in elementalism (Static charge, firewall, ...) it is a spell that can be staked by the same player, as long as the targets were different players. Can you see this is something that shouldn't happen? Furthermore, it's fine to have an AoE that can be mitigated by psyche, but it's extremely bizarre to realize that it's an expensive spell in terms of reagents and lower damage potential (especially in PVE) in normal conditions. What makes this spell viable is literally a bug... Without the bug, even despite the range and mobility, it is outclassed when compared to elementalism.​
  • It no longer requires a target to be casted (elementalism features);​
  • The damage cannot be stacked;​
  • Increase the damage to 12 – 20;
    • Give an extra bonus to AI creatures;​
Cloud of Ashes - This spell was a huge disappointment, especially after Shadow was released... But as Star Vault seems to really like D&D, here's some real inspiration for you. There is a way to make Cloud of Ashes an excellent spell and still maintain the shadow's identity. The idea here is to transform this spell into a disruptive move with counterplay potential.​
  • “Calls the deep darkness of night and creates a black sphere that will slightly harm and removing the sense of direction of anything inside”;​
  • It no longer requires a target to be casted (elementalism features);​
  • The Black sphere has the following properties:
    • It will increase the radius in 1 meter for each 10 intelligence, until a maximum of 10 meters;​
    • For each 10 points in psyche, it will increase the defense rank against illumination (elementalism) in 1, until a maximum of 10;​
    • Can only be removed by Illumination at same rank or above in defense;​
    • Can remove illumination at same rank or Lower;
      • In both cases of equal defense rank, the most recent spell will prevail;​
    • Anyone within the sphere is unable to see;
      • Unable to view target (get name) inside or outside​
    • Anyone within the sphere unable to hear (deafness);​
    • Players with magical vision can see inside and outside the sphere;​
  • You can only have one Cloud of Ashes at same time;​
 
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Marchioro

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Hexes

Most part of problems here in current game are related with duration and an abomination called Purify… Hope they will accept my suggestions.

Since hexes deal damage over a long period of time and can be removable, they will have the ability to ignore psyche and low mana cost in comparison with instant and high damage spells.

Blind - The problem with this spell is certainly its duration. Currently there is no scenario that justifies the use of this spell instead of a thunderslash, shock and such things...​
  • Increase duration to 5 seconds;​
  • The blindness will no longer be partial, it will be full like the previous game and certain elementalism spells;​
  • Can be removable by Leeser Purify;​
Mute (New spell) - This is one that was promised some time ago, during the elementalism revelation stream, for the most attentive eyes (pause), it was possible to check the icon and description of the spell in Henrik's spell book. The proposal was to be a type of silence that would also disable the target's Voip. We do not yet know the extent of the potential of such a spell, since some spells may in the future be used without the use of verbal components (symbolism)... So perhaps some spells can still be used under the effect of silence. Either way, similar to blind, which can be quite complicated for fighters, silence will be the counterpart for mages. Since I know Henrik is not a mage, according with the values I saw at that stream, it seems to be the same as blind expect for cast time.
  • Inflicts silence for 5 seconds;​
  • Range of 15 meters;​
  • 15 mana to cast;​
  • 3 seconds to cast;​
  • Can be removable by Leeser Purify;​
Atrophy – Just need some minor buff in order to make interesting using in players;​
  • Increase duration to 30 seconds;​
  • Adds the capacity of inflicts 5% slow on players;​
    • It will still have the current effects too;​
  • Can be removable by Leeser Purify;​
Benumb Mind - In addition to serving as counterplay for the defensive mechanics that I introduced in other schools, I will add an effect to make Hexer playstyle more interesting in terms of possibilities.​
  • Increase duration to 30 seconds;​
  • Adds the capacity to Increase mana consumption in 100%:​
    • It will still have the current effects too;​
  • Can be removable by Leeser Purify;​
Corrupt (Transferred from Ecumenical) – As said in Ecumenical post, corrupt must be in Necromancy, it is too good to be in ecumenical. Players who want to have this skill must make a higher investment for that.​
  • Increase duration to 30 seconds;​
  • Deal 3 damage each 3 seconds, 30 in total;​
  • Can interrupt casts;​
  • Will keep the same other properties;​
  • Will ignore psyche;​
  • Can be removable by Leeser Purify​
Mental Leech - Just need some adjustments.​
  • Decrease duration to 30 seconds;​
  • Increase de mana drain effect in 50%;​
  • Can not be removable by Leeser Purify;​
    • Can only be removable by Greater Purify;​
Life Leech (New spell) – It will drains hp from target over time. It makes sense have some kind of tool with these capabilities here. You probably already can see what kind of strategies can be used.
  • 30 Seconds duration​
  • 20 mana to cast;​
  • 2 seconds to cast;​
  • Range of 20 meters;​
  • Deal 6 damage each 3 seconds and drains half of that as life, 60 damage and 30 healing in total;​
  • Will ignore psyche;​
  • Can not be removable by Leeser Purify;​
    • Can only be removable by Greater Purify;​
Recursive Pain (New Spell) - What I plan here is an interaction spell with other types of DOT, be it Hexes or AoE. It will shine with DOT, but will provide help with other damage types.
  • 30 seconds duration;​
  • 25 mana to cast;​
  • 2 seconds to cast;​
  • Range of 15 meters;​
  • Deals 9 damage each 3 seconds, until a maximum of 90:​
    • Each time the targets take damage, it will takes 3 additional damage;​
  • Can not be removable by Leeser Purify:​
    • Can only be removable by Greater Purify;​
  • Will ignore psyche;​
Echo (New spell) - A spell that can be used with another players as some kind combo;
  • 25 Mana to cast;​
  • 10 seconds durations;​
  • Range of 15 meters;​
  • All damage the target takes throughout the debuff will be inflicted again at the end of the period;​
  • Can not be removable by Leeser Purify:
    • Can only be removable by Greater Purify;
Hexplosion (New spell) - This will be a spell with the purpose of finishing targets. In addition, of course, in emergency situations, it can be used as a debuff removal at a certain price.
  • “A curious spell that consumes any and all magical debuffs, causing damage to the target”;​
  • 10 mana to cast;​
  • 1 second to cast;​
  • Range of 20 meters;​
  • Doesn’t scale with any kind of attribute:​
    • For each debuff consumed, the target will take 30 true (fixed) damage;​
      • Cannot be mitigated by any means, even with clades;​
Dispel (New Spell) - Currently there aren’t many buffs in the game, at least not magical ones when we refer to the material plane... But we do have active clades. Thursar's Lifesteel is certainly a powerful active that can be easily countered with corruption. It's unfortunate that only this buff can be counterplayed when there are so many other problematic ones, such as Rock Solid, Runners High... But this is about to change.
  • 30 mana to cast;​
  • 2 seconds to cast;​
  • Range of 15 meters;​
    • Remove all buffs of any nature based on duration from the target:​
      • Expect for buffs with Mana Draining (Control Undead)​
 
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Marchioro

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Speaking specifically about walkers, the new design aims to provide greater variability when assembling an army. There will certainly be times when a certain type of walker may be more attractive to deal with the situation, but without a doubt it can be said that all walkers will have their purpose, whether as a life bag, minesweeper, damage dealers or tank.

The sacrificial eruption has been changed to make it easier to use on the battlefield at the cost of some positioning-based uncertainty. Currently, it is almost impossible to use this spell in a viable way in high-level confrontations. Don't try to send me videos blowing up some noobs out there, I can do it too. But it's funny how we don't find this scenario at high level... I’ve been waiting for a video from you @demoman035 for about 4 months, ever since you promised, proving that the current spell is good, can be actively used consistently at a high level, and problem is the user's skills.

Sacrificial Heal will now become an extremely useful spell, not only for completely recovering a player's life or a friend, but in certain cases, a pet, this is of course depending on the size and type of the army to be sacrificed. For those who think this is broken, remember this is a spell with delay and can be easily countered with corrupt, in addition to consuming all the caster's walkers present in the area.

Cloud of Ashes will introduce a new type of conflict based on area control, identical to what already happens in D&D, this case rivaling Illumination. It is worth noting that it will not replace the purpose of Shadow in the game, as the latter will be better used as camouflage with a certain degree of vision, after all it is possible to see the outside while inside the Shadow.

One thing I always missed in the current necromancy design was the hex-based play style... The spells designed will enable extremely tactical gameplay in the sense of inhibiting or limiting the actions of another player. Analyzing each proposed hex, its effects and counter, it is possible to see that several strategies can be adopted, especially when considering the use of Benumb Mind, which doubles the target's mana consumption.

In this sense, with the changes proposed in purify (Leeser Purify and greater Purify) it can be noticed the order in which curses are cast is also very important.

For example, let's say an atrophy has been cast, 22 mana and can be removed with a 9 mana Leeser purify. When using a Mental Leech (22 mana), the player is more inclined to simply use a Purify Greter (34 mana) and remove everything at once.

Now let's imagine that the opponent is a wizard, and I want to use a Mental Leash (22) and a Benumb Mind (22). The order makes all the difference, since following the proposed order, perhaps the target will try to remove 1 at a time, with Leeser (18, doubled) and then Greater (34), than simply using a single Greater (68, doubled) .

Using all the proposed ones, Corrupt (9), Life Leech (20), recursive Pain (25) even spending a total of 54 mana, divided into 3 different casts, and having a theoretical potential of (30+60 +90+24+27 = 231), this can all be avoided with a single 34 mana spell.

There will be cases where stacking multiple debuffs will not be useful at all, on the other hand, some cases will be just the opposite. Sometimes an opponent may choose to eliminate just one type of debuff and maintain others, but this cannot happen for so long, because in addition to having a ticking time bomb in terms of Dot, at a certain point he can be finished with a hexblast. Thus, creating a scenario of mental destabilization.

It doesn't make sense to comment on each possible move in each scenario, but what I want to demonstrate here is that there are many possibilities related to the quantity, type and order in which spells are cast.

This is a playstyle which I deeply based on Magic the Gathering. For those who know, the shenanigans that can be done with Mono black discard decks, burn, reanimators and some mixes of all of these, will know what I'm talking about. This is a style unique to Magic, which is completely based on taking away resources and options from the opponent and paying the price for it in the process. Both players enter a sadistic struggle of resistance, in which they both run out of options, one through sacrifices and the other through suffering as a result. It is a unique style, in which the opponent is slowly defeated until nothing more can be done. This is Mono Black, it's about paying the price.

Translating this idea to Mortal, the sacrifice here ends up being Mana, the caster slowly sacrifices it to take resources (mana, purify potions) from the opponent until they both run out of options.

Other MMOS have debuff-based game styles, but I've never found anything like magic, since normally, in these games, debuffs are not used for the purpose of taking away resources, but rather just getting in the way. I believe Mortal Online 2 has the possibility of doing something unique incorporating this style, mainly due to the nature of the game, which few hits mean a lot of damage, mana and potions are a scarce resource, the impact of removing these resources is huge.

In this same context, Hexplosion fits perfectly into the scenario of paying the price. Eventually there will be scenarios in which a player will have to deal with a debuff that can only be removed with Greater Purify and he finds himself without enough mana or potions... Hexblast could be a solution in charge of 10 mana and 30 life. Finally, a counterplay for active clades with Dispel.

I really believe this somewhat sadistic playstyle will please some players who like to apply tension and play mind games with their opponents.
 
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Marchioro

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Mar 25, 2024
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Ritualism

Some things here will be redundant, since I already talked a little about Ritualism in a previous post, but I intend to delve a little deeper into some issues related to immersion.

Firstly, I don't believe that Ritualism should be an easy knowledge to be incorporated into any build, since it only requires 200 points, furthermore it seems disproportionate to the use of living pets, that undead ones don't make any use of skill points in Zoology. Mainly because in this case, we are talking about a pet coming from a crafting system, and the description of the Lores in Zoology indicates that the skill influences crafting. In this context, I propose the following changes:
  • Make the pet's performance during the craft scale proportionally with the necromancer's intelligence and psyche:
    • 5% for every 10 points in intelligence or psyche, up to a maximum of 100%;​
    • Zoology will give a bonus (20%) according to carcasses used during the craft;​
Another interesting point is about the use of Tupilaks. I am fully aware that there is a certain appeal in raise creatures like a Bear, Troll, Dragons and using them as puppets. However, I believe the school's most unique creation consists of Tupilak (chimeras). I really wish there were more incentives for using Tupilaks... Even with the new balance of pets, which added very interesting damage to Tupilak, this doesn't change the fact that this creature, as any other undead pet, has zero defense and in this case a giant hitbox.

Tupilaks need some method of adding defense, since armor seems somewhat unlikely to me given the nature of their bodies. Perhaps an extra slot on the ritual table, exclusive to Tupilaks, which consumes a certain quantity of metals, could be considered as a way of adding defense... Or a complete rework of this unfinished system. Yes it needs some proper rework, mainly with regard to the use of artifacts, which are extremely rare

Furthermore, it would be very interesting if there were other models of Tupilaks, especially some containing humanoid bodies (Humans, Alvarins, Thursars, Oghmirs), maybe some kind of human spider, I don't know... And yes Henrik, NUDITY IS EXTREMELY IMPORTANT HERE
. I know this is bizarre for many, but Mortal is a game that attracts the most diverse types of players with different profiles, it seems that Star Vault doesn't care about "bad behavior", from grieffing and toxicity to cases of racism and other forms of prejudice. I say this because the consequences end up being a warning and at most a temporary ban. Therefore, if any player intends to behave like some kind of degenerate by making use of these abominations (Tupilaks), it seems fair to me that the opportunity be offered. Yes, this is yet another immersion aspect for more twisted gameplay with necromancy.

And finally, the so-called "undead skills" were promised a long time ago, which could be completely customized according to the craft. I wonder what happened to that? It's very boring to simply play with a pet that literally plays passively (one/two button). I still have doubts whether they will be a completely new set of skills, or whether they will be a mix of Beastmaster skills, for example, a player could craft a Troll with the Web Pull skill of a Clothos maiden. Why would someone do something like that? Maybe just for fun...

All these changes will have the following impact:
  • Provide greater immersion in line with what is expected from a “Necromancer”;
    • Improve the use of Walkers in a balanced way:
      • Add a mechanic that limits the number of walkers:
        • Can be applied for other possible future creatures;​
      • Allow necromancers to make use of the environment in some scenarios:
        • All undead AI, except for dungeons bosses, can be controlled;​
      • Introduce forms of counterplay for melee builds:
        • Parts without armor or with weaker armor;​
    • Introduce a new hex-based playstyle;​
  • Eliminate gatekeeping in Necro Dungeon:
    • Increase the value of the Compendium of Necromantic Rituals;​
  • Increase investment in skill points for the use of certain spells;​
  • Facilitate the build exchange without the need to retrain the Ritualism skill​
  • Restrict the use of undead pets according to the build
    • Balance investment in skill points according to living pets;
      • Zoology matters;​

This was my last extensive post... The next ones will be much more succinct since the problems are more trivial and do not require as much discussion.​
 
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