There are some great ideas listed that (as far as I know) have not been implemented, and some ideas on this list have been discussed again recently (specifically mystics having the ability to send sunstone messages without the sunstone).
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Clan Lord: Mystics
Joe Williams Aug 31 1998, 3:00 am
OK, I'm starting to implement Mystics, though it's still several weeks
away. And Mystics will suck for several weeks (or months) after they're
implemented.
Mystics are the Mind class. Their powers are mental. They're often
informative in nature. They aren't going to cast fireballs, and they
aren't going to slay monsters by the dozen.
Mystics ar secretive. Many Mystic powers will work better if fewer people
are using them, so once a Mystic learns how to use a new spell, they'll be
inclined not to share it with others.
Mystics are the rarest class. They will probably gain ranks the same way
that Healers do: by being /shared with, but their powers won't be in such
high demand. Being a Mystic will lead to slow, painful growth, and will
not be capped by being the all-around most powerful character in the game
(as in most fantasy systems).
Mystic powers will be difficult to discover and expensive, and they will
work less effectively the more Mystics are using them.
That said:
Becoming a Mystic should be a painful process; far more painful than
becoming a Fighter or a Healer. This process should let the new acolyte
know what he's in for, and discourage him from playing a character he will
not enjoy. (We expect that most Clan Lord players will enjoy being a
Fighter most.) I will entertain suggestions from the crowd as to what the
Mystic initiation process should be.
Potential Mystic powers, to be implemented over a long period of time:
Sending and receiving thoughts without sunstones.
Tuning sunstones for public use (much like Elendil Fa'ril does now).
Tuning sunstones for private use -- making non-public sunstone networks.
Paralyzing a monster (something like Fairy Dust)
Knocking a monster down (something like Spriggins)
Placing a sunstone beacon in a spot, and teleporting to it.
Giving a special sunstone to a person, and teleporting that person to the
Mystic.
Determining if a specific person is alive or fallen.
Determining where a specific person is.
Gathering more information about a person than normally possible.
Gathering more information about a monster than normally possible.
Transporting an item instantly to a specific person.
And so on.
These are all neat powers, admittedly, but a group of seven Mystics is
useless on a hunt. One Mystic with two Healers and four Fighters, on the
other hand, could be formiddable.
In short, Mystics are going to be so pathetic that I don't want people to
pop into the game for the first time and say, "Fighter, Healer -- oh,
Mystic sounds fun. I'll be that!" only to find that they're doomed to a
hell of not knowing what to do or how to improve.
--
--Joe Williams
President, Delta Tao Software, Inc.