Difference between revisions of "The Power of minions"

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Even before the [[Necromancer]] spell was made, players had ways of enlisting help from mobs. Void golems could be built and controlled, and had many of the powers of warriors and thieves intrinsically. Clerics were able to charm mobs to a certain degree. They also were able to animate corpses into undead zombies that did their bidding.
 
Now, both necros and mages can make minions using their mana alone.
 
==Control Points==
Main article: [[control points]]
 
control points keep players from making too many minions and also allow various combinations of minions. Each of the casting classes has its own control points. Following is a description of each class and its minions.
 
==Mages Get Elementals==
(Note: Since I do not have a mage primary, I may not be completely accurate on this elemental stuff. Please send athlon tell/mudmail in game if you disagree with anything in this section.)
 
Mages,, at the pinnacles of their training in fire, lightning, and ice spells, can summon elementals from the elemental plains to take hits or assist them in combat. All elemental minions also have a lesser form that requires fewer control points but is, well, lesser. All elemental minions improve with cast level, as well as the knowledge level of the spell that summoned them.
 
===Fire Elemental===
The first elemental minion summoning spell is the fire elemental spell at level 32. Fire elementals are merely ok in both attack and defense, and make general purpose mage minions.
 
===Lightning Elemental===
At level 34, the next elemental summoning spell unlocks. The user must know chain lightning to be able to cast the spell. Lightning elementals have high attack power, but do not take a lot of damage before disappearing. They also can cast lightning bolt on mobs, which can cause the [[boom effect]].
 
===Ice Elemental===
 
At level 36, ice elemental unlocks. It cannot hit hard, but it does soak up a lot of damage. Not much else is known about it at this time, because no one is level 36 yet.

Revision as of 14:35, 31 December 2012

Even before the Necromancer spell was made, players had ways of enlisting help from mobs. Void golems could be built and controlled, and had many of the powers of warriors and thieves intrinsically. Clerics were able to charm mobs to a certain degree. They also were able to animate corpses into undead zombies that did their bidding.

Now, both necros and mages can make minions using their mana alone.

Control Points

Main article: control points

control points keep players from making too many minions and also allow various combinations of minions. Each of the casting classes has its own control points. Following is a description of each class and its minions.

Mages Get Elementals

(Note: Since I do not have a mage primary, I may not be completely accurate on this elemental stuff. Please send athlon tell/mudmail in game if you disagree with anything in this section.)

Mages,, at the pinnacles of their training in fire, lightning, and ice spells, can summon elementals from the elemental plains to take hits or assist them in combat. All elemental minions also have a lesser form that requires fewer control points but is, well, lesser. All elemental minions improve with cast level, as well as the knowledge level of the spell that summoned them.

Fire Elemental

The first elemental minion summoning spell is the fire elemental spell at level 32. Fire elementals are merely ok in both attack and defense, and make general purpose mage minions.

Lightning Elemental

At level 34, the next elemental summoning spell unlocks. The user must know chain lightning to be able to cast the spell. Lightning elementals have high attack power, but do not take a lot of damage before disappearing. They also can cast lightning bolt on mobs, which can cause the boom effect.

Ice Elemental

At level 36, ice elemental unlocks. It cannot hit hard, but it does soak up a lot of damage. Not much else is known about it at this time, because no one is level 36 yet.