What will magic be like in Warhammer
Online?
Matt: Wow this is a big question, but here goes
Magic in the Warhammer World works in a very different
way to other fantasy game settings and we've tried very hard
to keep that feel as well as simulating some of the more unique
aspects.
All
magic in the world stems from Chaos itself. Magical energy enters
the world from the shattered Warp gates at the planets' poles,
and streams across the landscape altering and affecting everything
it comes into contact with. It's this magical energy that causes
Chaos monsters and other dark horrors to exist and it's also
this energy that spell casters tap into to cast their spells.
Wizards in the Warhammer world cast spells by
channeling magical energy directly from their surroundings.
This means that magic-using characters and creatures do not
have an inherent pool of "mana" to draw from but they
instead tap into these Winds of Magic and channel the ambient
power through themselves to work it into the spell they are
trying to cast. Once that magical energy has been tapped by
a wizard it is gone from the pool and it will need to be replenished
with the passage of time.
In terms of Warhammer Online we keep track of
many different values to help us simulate these Winds of magic.
For any given area of the game world we know both the maximum
possible magical field strength as well as the current rate
at which the field is refilling. By varying those numbers we
can create a wide variety of effects and have areas where the
magic is strong but refills slowly or where the magic field
is very small but refreshes very quickly, or any other combination
we like.
In addition to the Winds of Magic various other
things have an effect on the magical field strengths. Standing
stones help focus the magical energies and will add to the rate
at which an area refills, the moons of the Warhammer world have
a large effect on the size of the magical fields themselves
as well as the fill rates, which means that magic in the world
will vary with each lunar cycle. The good news is that characters
with WitchSight will be able to see these field strengths and
use that knowledge to their advantage.
Spells themselves require a set amount of magical
energy to cast and any specific spell will always cost the same
amount of power, whether a novice or a master is casting it.
The difference comes in the amount of time a spell caster takes
to actually cast that spell. Let me give you an example. If
a fireball spell requires 100 power to cast and a novice wizard
can channel and focus 1 point of power per second, it's going
to take him 100 seconds to cast. If a master wizard can channel
10 points of power per second then that same spell will only
take him 10 seconds to cast it.
However channeling this power has it's price.
Spell casters take damage every second the magical energies
are passing through them. Going back to my previous example
the novice wizard is going to get badly hurt casting that fireball
spell as it takes him a long time to focus the energy. The master
wizard probably won't even think twice, although casting that
fireball over and over again is really going to take it out
of him. This also means that there's nothing stopping a novice
wizard from trying to cast a very powerful spell, as long as
he can find some way to survive the experience.
Oh
and there's one more thing that any potential mage should bear
in mind. Generally this focusing and channeling of magical energy
is not 100 per cent efficient. The higher your skill the better
you are but it's never totally perfect. What this means is that
when a character attempts to cast that fireball he has actually
drawn more than 100 points of power from the environment, he's
just used 100 to power his spell. This extra magic, or wild
magic as we're calling it, doesn't just disappear. It gets tracked
and once it builds up to certain levels unpredictable and usually
dangerous things occur. Demons are drawn to this build up of
power and when the wild magic reaches a certain level there's
a good chance that one will draw on that wild magic pool and
manifest itself. Random spells will be triggered and cast using
the Wild magic as a power source. Basically magic in the Warhammer
world is a dangerous thing to mess around with but as long as
you're prepared for the risks the rewards and great.
There are a lot more aspects to the magic system
that I could go into such as:
·- The Winds of Magic are actually divided
into eight colours of magic and wizards can learn to draw from
one colour specifically
- Drawing the magical energy from an area is actually
a good tactic when facing a magic using monster
- Several magic users can join together and use
rituals to help channel the magical energies faster
- Scattered throughout the world are pieces of
Warpstone. This material is essentially raw magic condensed
into solid form and foolhardy wizards can use it to power their
own magics
-· Channeling magic all over the place
is generally not something that the populous of Warhammer approve
of and is likely to get you burnt at the stake if you're not
careful
Hopefully that should help explain roughly what we're trying
to do with the magic system and why I'm very pleased with what
we've come up with.
What sorts of treasures and items
can players look forward to discovering?
Matt: The short answer to this is lots and lots
At the moment the design team are working on defining well over
5000 items for initial placement within the game world. Everything
from mundane items right up to chaos and soul bound weapons.
Obviously as this is Warhammer, not everything you find is going
to be entirely safe to use
Are there plans to expand upon the
areas currently available in Warhammer Online? What regions,
if any, are being looked at next? Are areas such as Mordheim
being considered for inclusion?
Matt:
Absolutely. We are developing a good solid set of tools right
now, which will also let us easily add new content at a later
date. That said we're already committed to creating a huge area
of the Warhammer World so I want to get that finished and get
people playing the game before promising any specific extras.
Also we've been very careful about the setting of our game world
and the timeline. This means that you won't be able to explore
Mordheim as the destruction of that city happened over 500 years
ago. However there's nothing stopping us from creating a similar
situation and giving the players a chance to explore.
Mind you Rick and Robin did seem a little nervous
when I asked about hitting Altdorf with a comet so maybe not.
Robin: The only answer I can give is yes
but...!
The big but is that right now we've got a game to deliver and
a million and one things to think about. Every time we sit down
and talk, read through the forums, chat to fans at conventions
we all go, "wouldn't it be cool if
"
In Rick's phrase "games are made by what's
left after you've thrown the rubbish away!" We think we've
left our players with an exciting, entertaining and sociable
online gaming space and we've made the online game that we always
wanted to play.
Lets hope that our fans agree

