"No great mind has ever existed without a touch of madness."
~Aristotle

Wednesday, 5 April 2017

[冬の鎮魂曲] Drei

Today during work, a convo between me and a staff nurse actually reminded me of how long I've procrastinated. 99% of my free time has been eaten up by gaming (all the more so with Path of Exile pushing my brain to excel). The fact that I'm not the only one guilty of procrastination means nothing. Period. In the language of stickman and his (super mignonne) stickwoman...
Interesting trivia:
Athena is not just a men's goddess. She's also a goddess of wisdom, craft, and war.
Also, above portion was done dated 4th April.

Metallurgy and Thaumaturgy:
The Age of Renown, an era forgotten and long gone. 'Tis a time where magic flows freely, a time of elves and dwarves. A period where power slowly corrupts both slave and master, a period of burgeoning decadence reshaping this crucible of a world we now know of.

Both Metallurgy and Thaumaturgy powers can be customised freely. In the world known by a chosen few as the Crucible, magic is separated into four elements: Earth, Fire, Water, and Air.

Thaumaturgy harnesses the power of these elements in the purest form while Metallurgy does so the same in a refined form. If Thaumaturgy is seen as a parallel of untamed nature, then Metallurgy represents the refinery known as civilisation.

There are three categories of magic as we now know it. Namely, Evocation, Enchantment, and Reinforcement.

Thaumaturgy focuses on Evocation and Enchantment while Metallurgy focuses on Enchantment and Reinforcement. Below are their respective definitions.

Evocation:
The art of creating visual effects where the presence of any phenomenon can be materialised out of nowhere. During the Age of Renown, the Homm'Nua (now known as elves) perfected the ability to accelerate the power known as reality. However, perfection of ability doesn't mean perfection in absolute control. One can build a dam to block a river, but no one can control the raging waters of the sea.
Usable by-Thaumaturgy

Enchantment:
The ability to enhance matter through adapting the various aspects of elements. Every element possesses a symbolic quality, such an aspect can be materialised within the physical body. The Homm'Nua, as manipulators of the unseen, are able to control two of the four elements. The Homm'Eot, as craftsmen of what can be seen, are able to do so the same for the other half of the four. Why neither people can assume total control... well, as the smallborne always like to say much to their own ignorance, "only the dragons know".
Usable by-Thaumaturgy and Metallurgy

Reinforcement:
The path leading to strengthening what is not alive, that which is used by the living. In every hand, any matter can be used. Some are for the sake of beauty and pride, others used in the name of defending and killing. This is the power only privy to the dwarves (as in the Homm'Eot) during the Age of Renown, their ability to stabilise the power of reality honed to perfection. Yet, this power can only affect what is without life in the same manner the force of enchantment can only affect those containing life.
Usable by-Metallurgy

Note: While Evocation can either be duration based or a one-shot effect, Enchantment and Reinforcement effects are counted as duration based only.

Crit happens (either that or shit happens)
Contrary to the popular belief, magic is never 100% foolproof. Every form of magic used in the game has its own power level. The higher the power level goes, the more powerful it is (*duh*). However, a higher power level also indicates a higher chance of creating a surge effect. Surge effect can only happen in either scenario listed below:

1. The power goes off wonderfully well. In this case, the Overdrive effect will kick in where an additional property will be conferred.

2. The power backfires spectacularly hard. In this case, you take damage according to the power level (i.e. the higher the power level, the more damage you take). At the same time, your Chaos gauge will be disabled for the next 3 seconds.

Thaumaturgy has the higher chance of creating a surge effect while Metallurgy will instead confer a 10% penalty in damage taken albeit with a lower surge effect chance.

Base chance of surge effect:
Thaumaturgy-30% (plus 1.5% per power level)
Metallurgy-10% (plus 1% per power level)

Note: Every element will have a unique property which will be triggered by any Thaumaturgy/Metallurgy power of that particular element.

Below are the base effects of the respective elements:

Earth:
Elemental property-Confers temporary hit points fixed at 10% after power is used.
Effect type-Control and Damage; increase in damage dealt after power is used if under Overdrive effect[Thaumaturgy] [Evocation]
Buff type-Defence and Temporary Hit Points; increase in power duration if under Overdrive effect. [Metallurgy] [Enchantment]
40% increase in weapon durability; 40% increase in durability for all armour and weapons equipped if under Overdrive effect. [Metallurgy] [Reinforcement]

Fire:
Elemental property-Confers 15% bonus in damage for the power used.
Effect type-Damage; converts 5% of the damage dealt into damage over time after power is used if under Overdrive effect. [Thaumaturgy] [Evocation]
Buff type-Attack and Control Resistance; increase in power effect if under Overdrive effect. [Metallurgy] [Enchantment]
Confers the fire elemental property to any weapon used; creates a conflagration effect that will double the damage dealt while converting 100% of the weapon damage value into splash damage if under Overdrive effect. [Metallurgy] [Reinforcement]

Water:
Elemental property-Confers 20% bonus in any potion effect after power is used.
Effect type-Control and Outgoing Heal; also removes every damage over time effect and gains immunity to all damage over time effect if under Overdrive effect. [Thaumaturgy] [Evocation]
Buff type-Movement and Incoming Heal; gains Control Immunity as well if under Overdrive effect. [Thaumaturgy] [Enchantment]
Converts 4% of weapon damage dealt into hit points healed; next weapon attack removes all buff effects if under Overdrive effect. [Metallurgy] [Reinforcement]

Air:
Elemental property-Confers 25% bonus in the area of effect for the power used.
Effect type-Control and Outgoing Buff; next attack will be counted as critical damage dealt at 150% if under Overdrive effect. [Thaumaturgy] [Evocation]
Buff type-Movement; automatically evades the next attack, after which the Chaos gauge will fill up faster if under Overdrive effect. [Thaumaturgy] [Enchantment]
Weapon attack speed is doubled; 30% increase in chance to counter melee attacks and 50% increase in weapon damage dealt this way if under Overdrive effect. [Metallurgy] [Reinforcement]


Fusion
Fusing of magic is always a tricky venture. Due to the mortal nature of the physical world, any attempt to do so can easily result in serious injury or even death upon failure. However, the realm of Yggdrasil provides an absolute refuge where failure merely means just that: Failure without any price exacted in return. At the same time, the chance of success is also higher.

Interestingly enough, those who are able to use magic are also able to transport themselves to Yggdrasil where a massive tree stands. This is a tree with a single living eye etched on its trunk, a tree where crows and doves make their home upon its lush leafy boughs.

Fusing of magic is all about combining two single elements into one. To do so, one needs to combine two forms of magic which he/she possesses. At the same time, there is a fixed pattern where fusing is concerned. For there is no such thing as a power beyond the control of the world which made it possible.

Note: Hybrid elements do not have any classification when it comes to Enchantments. In short, any Enchantment of hybrid elemental nature can be used as either Thaumaturgy or Metallurgy power.

Below are the base effects of the respective hybrid elements:

Lightning:
(Elements used for fusion-Fire and Air)
Elemental property-Confers 10% bonus in outgoing damage and 15% bonus in the area of effect for the power used.
Effect type-Control and Damage; next attack will be counted as critical damage dealt at 150% if under Overdrive effect. [Thaumaturgy] [Evocation]
Buff type-Movement and Defence; automatically evades the next attack, after which the Chaos gauge will fill up faster if under Overdrive effect. [Enchantment]
Confers the lightning elemental property to any weapon used; creates a chain lightning effect that will deal 70% of the weapon damage against all targets beyond the first if under Overdrive effect. [Metallurgy] [Reinforcement]

Magma:
(Elements used for fusion-Earth and Fire)
Elemental property-Damage dealt is counted as damage over time for the power used; counts as fire elemental property damage fixed at 10%.
Effect type-Damage; damaged target takes 5% more damage after power is used if under Overdrive effect. [Thaumaturgy] [Evocation]
Buff type-Attack and Temporary Hit Points; increase in power duration if under Overdrive effect. [Enchantment]
5% increase in weapon damage; 40% increase in durability for all armour and weapons equipped if under Overdrive effect. [Metallurgy] [Reinforcement]

Ice:
(Elements used for fusion-Water and Air)
Elemental property-Confers 7% bonus in outgoing damage and slowing down the target by 25% for the power used.
Effect type-Control and Damageslow down the target by 50% instead if under Overdrive effect. [Thaumaturgy] [Evocation]
Buff type-Defence; gains Control Immunity as well if under Overdrive effect. [Enchantment]
Confers the ice elemental property to any weapon used; converts 4% of weapon damage dealt into hit points healed if under Overdrive effect. [Metallurgy] [Reinforcement]

Next up: Yggdrasil, how to customise your magic, and... I really need to sleep now because I got work unrelated to my talent(s) tomorrow. zzzzzzz....


Here's some Berserk from yours truly before I go sleep.

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