Do we head to an in-game grand unified theory of magic?:p

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jacobdm
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Re: Do we head to an in-game grand unified theory of magic?:

#16 Post by jacobdm »

My thoughts would be the dwarves, considering there considerable manufacturing prowess in the lore.

phantomglider
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Re: Do we head to an in-game grand unified theory of magic?:

#17 Post by phantomglider »

If I had to guess, I'd say Halflings, with runner-up status to Orcs. Halflings get a boost to Cunning, which is the closest thing the game has to "intelligence" and probably going to be important to tech classes, they have a lost glory to reclaim that can drive them, they have a history of doing crazy experimental things (Yeeks! Atamathon! Toss humans through the farportal just to see what happens!), and they don't especially have a power-source alignment at the moment.

Other possibilities: Dwarves have fictional precedent for that sort of thing to the point of being a bit cliche, which makes me think Darkgod is going to shake things up. Highers seem like they are more oriented towards magic. Cornacs are probably going to remain generic and unaligned, though they could get it. I'm not sure why I don't think Orcs will get it, but they already seem to have a bunch of stuff going on.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

hamrkveldulfr
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Re: Do we head to an in-game grand unified theory of magic?:

#18 Post by hamrkveldulfr »

I would guess halfling or cormac. Dwarves don't seem like they would bother experimenting, that would cut into profit. Highers seem to be very proud of their magical heritage, and magic does not get along well with technology. Same worth the magic elves, and the nature themed elves would be against the mining that you need for metal.
halflings have their very militaristic and regimented background, and have the largest numbers. Large societies are more likely to have dedicated scientists and engineers. The cormac with their adaptability also seem like they would be quick to find mechanical advantages.combined with their lack of any other means to protect themselves, I would put my money on the vanilla humanoids.

darkgod
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Re: Do we head to an in-game grand unified theory of magic?:

#19 Post by darkgod »

One of you is not totally wrong :>
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stinkstink
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Re: Do we head to an in-game grand unified theory of magic?:

#20 Post by stinkstink »

phantomglider wrote:Other possibilities: Dwarves have fictional precedent for that sort of thing to the point of being a bit cliche
Anachronistic steamtech is pretty boring and cliche at this point, so it's a perfect fit.

Nori
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Re: Do we head to an in-game grand unified theory of magic?:

#21 Post by Nori »

I'm going to go with Halfling, assuming no other races are added. Yeeks are too focused on psi and the arcane. Cornac is supposed to be neutral, elves are more tech averse and like the arcane and nature. As others pointed out higher's are very magic focused. Lastly, dwarves are a option as well, but it is a bit cliche, so maybe not.

Grey
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Re: Do we head to an in-game grand unified theory of magic?:

#22 Post by Grey »

No one has mentioned the race that originally made steam power. (And no, not the Sher'Tul.)
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omni
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Re: Do we head to an in-game grand unified theory of magic?:

#23 Post by omni »

Isn't there some lost race in the lore?

Some Atlantis type civilization?

phantomglider
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Re: Do we head to an in-game grand unified theory of magic?:

#24 Post by phantomglider »

The Naloren? Then the three races of elves would all be aligned to different power sources, which would be interesting.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

omni
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Re: Do we head to an in-game grand unified theory of magic?:

#25 Post by omni »

Get this guy a gold star, stat!

Grey
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Re: Do we head to an in-game grand unified theory of magic?:

#26 Post by Grey »

All wrong :)
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PureQuestion
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Re: Do we head to an in-game grand unified theory of magic?:

#27 Post by PureQuestion »

Obviously the orcs are the ones with the steam tech. I don't recall it being stated they were the originals, at least lore wise...

hamrkveldulfr
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Re: Do we head to an in-game grand unified theory of magic?:

#28 Post by hamrkveldulfr »

Is this a hint toward the fabled and long lusted after orc campaign?

onyhow
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Re: Do we head to an in-game grand unified theory of magic?:

#29 Post by onyhow »

Most probably Cornac or Halfling because the Kingdom will definitely benefit from it, and that since Magic is out except alchemy...and I'm not sure of the nature wielders either...

Orc society is already pretty structured out and might not change (unless the lost 5th pride is, which I think is supposed to be playable at some point)...so it might be ruled out...might be...unless DG want to retcon the Garkul lore or something...or just newer development...

Dwarf is a good second choice consider that they're normally bad at magic (except for the yet to be released Stone Warden) and automated systems = more profit...

Naloren are the naga, so that's totally out...especially the lore says they're trying to use Sher'tul magic..
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...

PureQuestion
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Re: Do we head to an in-game grand unified theory of magic?:

#30 Post by PureQuestion »

The 5th orc pride is steam tech. Jeez people, don't any of you listen to Roguelike Radio :P?

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