1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice

Entrance to Wind

Discussion in 'UHall' started by northwoodschopper, Oct 23, 2009.

  1. any chance at letting arcanists, necromancers, or mystics entrance into the city if they have high enough skill? it just seems a bit dated that the other magic skills aren't recognized by the entrance.

    maybe the requirements could be to have 80 real skill in either magery, necromancy, chivalry, spellweaving, or mysticism.
     
  2. Anakena

    Anakena Seasoned Veteran
    Stratics Veteran

    Joined:
    Jun 7, 2008
    Messages:
    324
    Likes Received:
    2
    Find a crystal gate :

    Wind mint
    Fel Wind mint
     
  3. TMC Crowley

    TMC Crowley Seasoned Veteran
    Stratics Veteran

    Joined:
    Apr 26, 2009
    Messages:
    392
    Likes Received:
    4

    Doesn't work tried it that was with a warrior .
     
  4. RaDian FlGith

    RaDian FlGith Babbling Loonie
    Stratics Veteran Stratics Legend

    Joined:
    Jun 19, 2002
    Messages:
    2,442
    Likes Received:
    323
    Not to be exclusionary... No, on second thought, to be exclusionary, Wind is a city for Mages, not Necromancers or Mystics. If you want in, become a mage.
     
  5. Anakena

    Anakena Seasoned Veteran
    Stratics Veteran

    Joined:
    Jun 7, 2008
    Messages:
    324
    Likes Received:
    2
    Damn you are right, they changed it. During a few days it was possible.
     
  6. Jhym

    Jhym Guest

    Absolutely not. Wind is for REAL Mages.

    I wouldn't mind if they set up special areas just for the other branches of magic though, like a small pixie village in Ilshenar for Spellweaving, a mountain town for Mysticism, a ghostly village for necromancers.
     
  7. We already have that... it's called Felucca!
     
  8. lol, fine, wind can be for just mages. it just seems like a dated concept considering it was conceived when magery was the only magic skill for many years, and the mages of wind would seem open to any other skills of magic that follow their principles (especially arcane elves, and mystic gaygoyles).
     
  9. RaDian FlGith

    RaDian FlGith Babbling Loonie
    Stratics Veteran Stratics Legend

    Joined:
    Jun 19, 2002
    Messages:
    2,442
    Likes Received:
    323
    Well, if we were to follow the logic properly then, yes, perhaps Necromancy and Mysticism would be allowed, for they do, at least, use the same words of power. Spellweaving doesn't, nor does it even use reagents, so it's clearly a different form of magery.

    Which of course then brings me to the next two issues of logic... Necromancy is definitely (in UO's context) an evil magic, for your karma drops through its use. I could see the mages of Wind being sort of highbrow about the magic.

    Now, Mysticism, which uses some of the same reagents as Magery, the same power words, and does not have an evil component to it... yeah, perhaps I could see through some in-game event where Mystics were welcomed into Wind to trade magical secrets. But before that happens, I'd sort of expect to see a Gargish/Mysticism equivalent of Wind which would then be open to Mages as part of the trade-off.

    But... I suppose remembering the first time I was capable of entering Wind will always stick with me, and for that, I still feel it's fine as is. But hey, improvement's not bad as long as it makes sense and rolls with the fiction. :)