So. So far we have Wildewood, Aquachemantics and Aerochemantics. We can probably expect Geochemantics and Pyrochemantics later, along with Wyrdwood.
These new skills and roleplay devices are still new and malleable, especially the ones which don't exist yet. My idea is for Earth to get a train.
Celest gets a ship on Water, Hallifax gets a zeppelin on Air, Magnagora should get a train. Easily place trcks all over the Mountains, or catacombs, and have it move about like that. Trains, especially steam locomotives, are inherently Magnagoran (Hallifax would come up with something like the bullet trains: runs on electricity and magnets), not the least because Magnagora is steampunk incarnate. It wouldn't be hard to make a train 'tainted' or 'Magnagoran'. Just put a few spikes on it, some carvings of the Demon Lords/Earth Lords and whatnot.
Trains are awesome.
I don't know what could appear on Fire. Maybe some sort of lava/fire submarine?
A masked taurian exclaims, "Sugoi! Gorlois-kun is kawaii, uguu~!"
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It might be that Gaudi gets a dragon or something similar, though, you never know.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Signature!
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
I feel that the discussions on each individual skill need to actually occur, the pro's and the con's for the abilities that are now unusable, whether they can be transferred across directly to functionality with the new skills, if they can be modified in some fashion to be acceptable, or if they may need replacing.
The prime example being shamanism, with about 13-14 (I forget the requirements for pressure) abilities being usable without a demesne 6 of which are trances, 6 weather manipulators outside a demesne (therefore restricted to natural weather patterns), 6 demesne specific abilities, 8-9 abilties that require weather manipulation (so most likely unreliable for use outside a demesne), and then forecast which may or may not be useful but to me seems more on the demesne-user side for usability.
Not really, no.
You would need to actually look at those abilities and determine if they're problematic. Sleepmist from memory actually retains it's functionality in a single room for dreamweaver non-melders.
Without a demesne it becomes a 0p room based effect that hits your personal enemies with tiredness on all elevations.
The question is, is that OP?
Similarly, the ability to have a mote or rune passively hit your enemies every ten seconds. Is that op as something you can carry around with you? Would it be op if it were like a spore/bark that had the same effect except only on a single target?
EDIT: It does work without demesne, apparently... a rather curious thing that might need fixing.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Sleepmist has ALWAYS worked without a demesne, just like all other demesne possible effects do. It lasts just as long as it normally would, the same as all other demesne possible effects. That already IS the norm, nothing new, it's been like that for many years.
EDIT: Agh, the spores... they just won't stop! Anyways... this is starting to look more and more dodgy of a thing. Will likely need looking into... possibly a melder special report or somesuch.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Just as a note, IMO, these new skills do nothing for 1v1 combat. There's a complete disconnect between the goal and the implementation for both druids and mages. Mages just manage because psiosnics is psionics. I would say they are less group oriented, just because of the nature of demesnes, but that doesn't necessarily mean they are more capable at 1v1.
They made the bomb skills hit all enemies, for example. How is that 1v1 oriented? To me it feels like their actual niche is stacking with demesnes. They get boosts for being linked to a demesne user, they allow for multiple mages/druids to stacks passives on a single target which was not available before. If anything, they made the guilds more diverse and powerful in groups. So I guess I'm just not sure why the sales pitch is they were built for 1v1.