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Magic in the Midgard game
#1
Tongue 
Magic in the Midgard game:


There are certain elements of magic in Midgard, the Ring Divination ability
being a prime example.  However, these arcane secrets are hidden deep within
the game, and if no-one searches for them they will never be found.  Anyone
who chooses to seek out this knowledge is in for a long and difficult quest. 
Don’t be expecting to be able to shoot Fireballs, summon Dragons and control
Demons with the magic you discover, it simply doesn’t work that way.  Like the
Ring Divination ability, the magic system is very subtle in nature.
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all. Big Grin

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#2
In my time within the game I have seen or had players show me proof of some of these 'elements' within the game. I have encountered two situations myself in Midgard USA, neither of which I could really explain myself but after you kind of figure it out you might be able take advantage of what ever it is. The fun was in the discovery in my view and digging into the situation. Seems like their are magic items, like a sword, armor, shield, lance, figurine and etc.

I guess we will see what our new GM's view on this will be.
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all. Big Grin

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#3
If there is magic in the new version <evil grin>, expect it to be just as difficult to discern.
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#4
I understand the following isn't really "magic" related, but to dig into things you will need to use Special Actions to dig into issues to find things and if you want to look for "magic".

Well in Midgard USA with Zan E. he enjoyed coming up with strange situations. Like with my Skelt clan, as part of payment for be getting a Skelt Shaman trainer in three sets of skills (18) Cycles, I had to look into this creature of the lake. Thus it was a kind of Lockness monster, but this "thing" had large nasty teeth and would come out of the water and snatch men/retainers away. Or it would wreck ships and kill/eat men in the waters.

Being a Skelt (Land based  clan) in Barbarian Homeland we had to buy and carry the Long ships to this inland lake. Then sail/row back and forth to try to harpoon this monster.  We reconfigure Ballista to mount then within Long Ships, and then went hunting.  Was I ever shocked when we hit the monster, but the harpoons failed to sink into it's flesh.  Glancing off, but enraging it to sink two of my ships and killing a number of my retainers.

Next I had another player Skelt join me and begin to also pursue this quest, although he looked in metal tipped harpoons. We did manage to work that out and went hunting again.  We even had a 3rd player join us a SeaKing Barb clan and we all went hunting.

Well my follower whom had SGW-2 at the time managed to score a direct hit on this monster, but this harpoon had a rope attached to the end of the harpoon and the Long Boat. It dove strait down and scuttled the ship and came back up and attacked the men in the water. It almost got my Follower F2 too. It wrecked a number of ships and kill some more retainers from all three clans. We also confirmed there was ore than one of these monsters. We think we saw 2-3 of them in that attack. Now this wasn't magic, but it was different  encounter. Zan had a battle report for this last encounter, but it was fun( remember each clan involved in a BR pays extra fee).

We had two more SeaKing clans and a another Skelt clan inbound to join the fun with us and we had a number of things planned. I will say that it was a great recruitment effort for us all and our renown was growing  greatly. In the process we were also building up the local Skelt city with Skelt Shrines, and Seaking Mead Halls. If Midgard USA hadn't ended we would have had a years more worth of play planned out. I was going to have my Skelt settle there and build up that region, a canal was planned to the sea and that would have greatly made that city extremely well placed.
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all. Big Grin

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#5
I never found any 'magic' in the game but encounter situations that were very complex and hard to discover and look into. I did explore much of the region west of Kalmar which is where Alf-Hiem was located and did find wreckage of a ship of theirs. They people of Alf-Hiem are like Albino's with white or black hair. Tall and very thin with fine features, but human. They will not allow outsiders on their two-three map region Island continent, super protective.

I did encounter in a marsh a tower that could only be seen in moon light, but not during the day. I tried looking for that Tower but couldn't seem to locate it ever. That might have been something Magic based hiding it, BUT I do not know for sure.
Ever dance with the Dark Man, by the pale moon light? If you do risk it, it will be the last time you ever will.
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#6
I know someone that found a burial mound and dug into it and found a ancient suit of HI armor. He cleaned it up and wore it, he came to find out it was "Haunted" and the ghost would talk to the Clan leader that had it.  It could be a aid to him but it had some PIA drawbacks as well. I guess that is kind of "magical" in nature, but still...LMAO! As I also said two others found a sword and a shield with similar fine PIA's matters..  So the rule of thumb, LEAVE BURIAL MOUNDS ALONE...or you'll be SORRY!
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all. Big Grin

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