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Transcontinental transport

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  • R Offline
    R Offline
    RedRaven
    registered
    wrote on last edited by
    #1

    I think all 3 remort mage classes Geomancers, Illusionists, and Archmage should have some sort of Transcontinental Transport spell, either that or none of them should.

    ATM, Archmage has one and the others dont.

    Archmage - Maze - costs an astral - takes them to above recall in plith from anywhere. so for an astral Insta-transport from 2nd cont to first (this is currently in place)

    Geomancer-Earth Meld- costs an astral - syntax c 'earth meld' targetcity - takes geomancer to main entrance of the targetcity, time it takes to get there could be up to I would say 2 or 3 ticks if cross continent, and insta if on same continent.

    Illusionist -FauxPortal- costs an astral syntax c 'Faux Portal' Target

    creates a portal from Illusionists location to target. Target must be a player with Nosummon off. ONLY the Illusionist and/or the target could enter (or maybe even see) the portal and they could only enter it once each.

    Now since the Geo and Ill spells could be used to go both ways, I would suggest maybe making Maze work so that it had to points, one over plith and one over say Achaeus. And it automatically would go to one on opposite continent.

    Alternately, I would suggest making the 2 focal points for maze and u go to the one on the continent u are on. And not give the other 2 the suggested spells.

    Anyways, my 2 gold pieces on the matter.

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    • SpunkyS Offline
      SpunkyS Offline
      Spunky
      registered
      wrote on last edited by
      #2

      actually the current configuration of maze is only the way it is because the old maze was broken, once it's fixed it wont be like that anymore.

      Advocate of Future Hope, Opposition of Future Fear

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      • R Offline
        R Offline
        RedRaven
        registered
        wrote on last edited by
        #3

        <quote author="Spunky">@Spunky:

        actually the current configuration of maze is only the way it is because the old maze was broken, once it's fixed it wont be like that anymore.</quote>

        IF that is the case. Then Maze needs to be totally turned off till fixed to work like it should. And any use of it should be deemed as knowingly abusing a bug. IMHO.

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        • A Offline
          A Offline
          Anonymous
          wrote on last edited by
          #4

          A) it's not a bug, someone obviously made that room for a purpose

          B) why not turn it off? because atm it's the only decent spell archmages get aside from discharge. So yeah, turn it off and leave archmages with almost nothing as a useable skill? Sounds fun!

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          • DarigaazD Offline
            DarigaazD Offline
            Darigaaz
            registered
            wrote on last edited by
            #5

            Maze was originally intended to teleport to -guess where- the maze.. and I do know it used to work because a while ago we were screwing around on the test port with exp mobs, and I went to 120 remort, and teleported the the maze with it.. I don't know what went wrong with the spell.

            Sentience´s Resident Dragon

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