• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

Clockwork Magic Released & Extra Statesmanship Schools

MonMarty

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"The orchestra of 'Tick' 'Tick' 'Tick' as one wanders into their home.
It remains a mystery how it does not drive them mad".

Who What Where:
Effects on Players:
  • Magic Knowledge (as mundanes) and Planar Knowledge has been made its own school to accurately reflect how this information could seep into Character since most of it is currently still pretty hidden. None of it should require substantial rewrites however, unless someone is a non-mage Magic expert, or a Dragon Expert.
  • The New form of Magic does not segment into Exist or Void, but rather is the first Binral Essence Magic.
Have fun!


 
Some observations & questions about Construct magic:
  • What are the OOC prerequisites for using soul essence and construct magic? Obviously, it's heavily implied that all spells and abilities require soul essence as a fuel. Though of course, it's also rather obvious players won't be roleplaying out the collection of each Qatil. Is it up to the powergaming-judgement of the individual player and trustee managers?

  • Similarly, are there any prerequisites for soul mages to harvest souls now that they are more useful & widespread in their use? Or can a soul mage "pretend" to have a fair supply of Qatil?

  • Is learning schedule the same as for all other magic schools? If yes, that brings two problems. One, no Qadir (the assumed masters & inventors of the art) can master construct magic. Two, Age Stealer is awkward since it can only be used by elves, and further useless since the physical enhancement part is literally only ever applicable to the ~20 years in which an elf withers away (considering elves retain their 30s physical youth).

  • How is clockwork magic governed when in relation to combat schools? Can combat schools be learned in tandem? The page doesn't mention any details, and Walla / Alrra-Alhis are supposed to be Qadir-specific as well.
 
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Is learning schedule the same as for all other magic schools? If yes, that brings two problems. One, no Qadir (the assumed masters & inventors of the art) can master construct magic. Two, Age Stealer is awkward since it can only be used by elves, and further useless since the physical enhancement part is literally only ever applicable to the ~20 years in which an elf withers away (considering elves retain their 30s physical youth).
I was wondering the same thing

Also, since Yanar don't have "souls", does that mean they can't be Tech mages?
@MonMarty
 
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Stopping Power is said to affect Vilitatei, Shendar, Vampires, Silven, Arken, Void Worshipers, and Possessed Individuals, but what about the Void-tainted Drow and the shape-changing Avanthar, Yanar, and Slizzar? Are these races affected at all? Are they unaffected for reasons most Alorians are unaware of?

Vampirism is effected as well. Are there similar effects for Phantasma, Dulofall, and the Undead, or are they free of debuffs for reasons we just don't know?
 
What are the OOC prerequisites
Similarly, are there any prerequisites for soul mages to harvest souls now
I amended this, there is none currently. The only requirement is that a Construct Mage befriends a Soul Mage that is active and played by a character. It is covered under the Intro.
Is learning schedule the same as for all other magic schools?
I amended this. Qadir now have a special learning curve specific to their race for construct Magic. It is in the Introduction.
How is clockwork magic governed when in relation to combat schools?
They cannot, as this Magic School is considered to have 2 built-in combat mechanics and a third hypothetical combat mechanic.

I have amended the entire table to reflect these conditions now. Thank you for reminding me they exist.
 
I amended this. Qadir now have a special learning curve specific to their race for construct Magic. It is in the Introduction.

Being able to reach archmage was a good step, but I feel like the learning curve is still a bit off. The way it's set up right now, a Qadir who lives and breathes construct magic + has meticulous precision can't get caster rank until age thirty, where as any other race who starts learning at say, fourteen, can get caster at twenty-two. Perhaps there should be a further buff or quality to Qadiric machines as opposed to other races? Or maybe lower the age quality for mage to thirty and change the higher levels so that they're pushing the end of their days to reach archmage?
 
Being able to reach archmage was a good step, but I feel like the learning curve is still a bit off. The way it's set up right now, a Qadir who lives and breathes construct magic + has meticulous precision can't get caster rank until age thirty, where as any other race who starts learning at say, fourteen, can get caster at twenty-two. Perhaps there should be a further buff or quality to Qadiric machines as opposed to other races? Or maybe lower the age quality for mage to thirty and change the higher levels so that they're pushing the end of their days to reach archmage?
Doing the math, the Qadir learning curb isn't even beneficial until age 80 when they hit Expert. Before that, non-Qadir will always beat them in the process. The issue may stem from having Qadir start off at 18 vs 14 for everyone else, and then the 10 year wait period vs the irregular years for every other mage.
 
I have a suggestion in order to make the learning curve for Qadir more tolerable, given that currently Alorians beat them until age 60, which doesn't make a lot of sense to see the inventors of the magic take 2/3 of their lives to become better than others.

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I found the values for the Qadir column using the Fibonacci Sequence, as this sequence revolves around the golden ratio, and is fitting for the inventors of complex machinery such as clockwork. While the downside of these values is that an Archmage Qadir now has 3 extra years to wait for archmage, I think it makes the 10th Engram that much more intimate, as the techmage has to decide to extend their life for an extra 40 years, or enjoy 7 last years of newfound youthfulness once believed to be gone.

Note: These values assume learning starts at age 14 for the Qadir. While the trainee step is blank here, it can just be replaced to 14 again.