Thread: Mod Magoserium
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Old January 13th, 2007, 10:15 PM
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Default Re: New Mod: Magoserium

This is really very good, Uh-Nu-Buh.

Ignore the complaint about the "long descriptions" I say-if they're what's currently present in the game, they're excellent, and not overly long at all.

Visually it's quite decent.

A couple of things, if I may:
1 it would be nice if blood magic were a bit less ever-present, since I'd think Magoserium, with their extensive knowledge of magic and the dangers of blood-magic, would probably restrict blood-magic if not outlaw it, but that's just an opinion.

2 it would be nice if they had some national summons. With all those little magical servants running around, certainly it seems reasonable that Magoserium would have access to larger and more powerful types.

If possible it would be great if these were added to the school of Construction, since no nation that I'm aware of currently has national construction summons, and from the descriptions of the servants, it seems like they're manufactured like a magical item, rather than summoned from somewhere else.

Another idea is for a summonable sacred Lich-like unit, since Magoserium is all about living longer than they should. The ones who actually have beaten Death and become liches or demi-liches might be looked upon as sacred teachers by even the Archmage Citizens.

The same thing can be said of national spells-it seems reasonable that Magoserium would have developed more than two exclusive spells and some improved versions of the spells currently present.

They might also have come up with an expensive but non-blood spell capable of restoring youth. Maybe Nature plus Astral, level 7 alteration, cost 25 astral pearls, 25 nature gems.
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