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 Post subject: Class: The Wizard (or Mentalist, etc) (rev. 3,2)
PostPosted: Sat Dec 23, 2006 10:58 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1279
Location: Miami, FL
THIRD REVISION
Code:
Amateur   - dagger              (average)     staff               (not learned)
            dodge               (not learned) scrolls             (not learned)
            staves              (not learned) wands               (not learned)
Novice    - meditation          (not learned)
Apprentice- crossbow            (not learned)
Journeyman- trance              (not learned)
Veteran   - second attack       (not learned)
Expert    - blink               (not learned)

Amateur   - armor               (not learned) know age            (not learned)
            detect buried       (not learned) detect magic        (not learned)
            magic missile       (not learned) faerie fire         (not learned)
Novice    - continual light     (not learned) invis               (not learned)
            detect hidden       (not learned) detect invis        (not learned)
            detect poison       (not learned)
Initiate  - weaken              (not learned) nap                 (not learned)
            identify            (not learned) infravision         (not learned)
            mind blast          (not learned)
Apprentice- cancellation        (not learned) shield              (not learned)
            lighten load        (not learned) leak magic          (not learned)
Journeyman- migraine            (not learned) trivialize          (not learned)
            ground              (not learned) forgetfulness       (not learned)
Veteran   - locate object       (not learned) loadstone           (not learned)
            feedback            (not learned) clear mind          (not learned)
Expert    - detect aura         (not learned) feeblemind          (not learned)
            pacify              (not learned)
Mentor    - spell ward          (not learned)
Master    - true seeing         (not learned)


Skills

(obsolete) draw power: use 'draw' instead of 'cast' to cast spells at 25% hp cost, 25% pe cost, 50% mana cost.
blink: As a dodge, but uses a small bit of mana everytime it works, and is less effective overall. Can be toggled with 'auto blink'.

Spells

know age: Reveal player's age (woot woot lame).
(Obsolete) wizard lock: Lock target door that can be locked, lock strength level dependant.
clear mind: INT buff, with a max of +3. Counters feeblemind.
mind blast: Standard, level-scaled, clean magic damage. Can't be saved against but is relatively fast to cast and is soaked by MP. DPS better than magic missile, comparable to acid blast?
lighten load: Target weight halved, counters loadstone.
leak magic (mana leak): Target loses additional mana everytime he casts spells, random amount.
nap: Puts a target to sleep for a very short period of time.
(Obsolete) mana shield: 1/4 of damage taken is dealt to mana instead. (Self only)
ground: Dispel target flight, and target cannot fly until effect gone. Effectively 'bashes' flying characters by causing them to fall out of the sky. Characters already on the ground simply cannot fly for the duration of the spell.
forgetfulness: Causes target to release random spell. (You feel like you should remember something...)
loadstone: Target weight doubled, counters lighten load, cannot force target to drop items but may prevent them from moving from the room.
trivialize: Charisma debuff.
migraine (mana burn): Target takes slight HP and mana damage over time. (Messages you could get: "It feels as though an ice pick is being driven through your eyes!" "This headache isn't getting any better." "Your head feels like it's going to explode!")
pacify: -hit, -damage debuff on victim. Slows victim pulse immediately and removes from combat (only if in combat with the caster), victim also cannot initiate combat (unless 'pulsed').
feedback: Target takes damage everytime he casts spells equal to a percentage of the mana he puts into it, which increases with caster's level.
true seeing: Incredibly high concentration and draining spell to see everything as it is. Causes short-lived fatigue on release (due to the strain placed on one's mind which allows it to be able to see everything). (Self only)

Added from elsewhere: feeblemind, weaken.
Removed: force wall, draw power.

Necromancer, Shaman
Novice - exhaustion (not learned)
exhaustion: Deplete some of the target's movement points (PE damage).


SECOND REVISION

Code:
Amateur   - dagger              (average)     staff               (not learned)
            dodge               (not learned) scrolls             (not learned)
            staves              (not learned) wands               (not learned)
Novice    - meditation          (not learned)
Apprentice- crossbow            (not learned)
Journeyman- trance              (not learned)
Veteran   - second attack       (not learned)
Expert    - blink               (not learned)

Amateur   - armor               (not learned) know age            (not learned)
            detect buried       (not learned) detect magic        (not learned)
            magic missile       (not learned) faerie fire         (not learned)
Novice    - continual light     (not learned) invis               (not learned)
            detect hidden       (not learned) detect invis        (not learned)
            exhaustion          (not learned) detect poison       (not learned)
Initiate  - wizard lock         (not learned) weaken              (not learned)
            identify            (not learned) infravision         (not learned)
            mana blast          (not learned) nap                 (not learned)
Apprentice- cancellation        (not learned) shield              (not learned)
            teleport            (not learned) lighten load        (not learned)
            mana leak           (not learned)
Journeyman- dispel magic        (not learned) mana burn           (not learned)
            ground              (not learned) forgetfulness       (not learned)
            trivialize          (not learned)
Veteran   - locate object       (not learned) loadstone           (not learned)
            feedback            (not learned) clear mind          (not learned)
Expert    - detect aura         (not learned) recharge            (not learned)
            pacify              (not learned) feeblemind          (not learned)
Mentor    - spell ward          (not learned)
Master    - true seeing         (not learned)


Skills

(obsolete) draw power: use 'draw' instead of 'cast' to cast spells at 25% hp cost, 25% pe cost, 50% mana cost.
blink: As a dodge, but uses a small bit of mana everytime it works, and is less effective overall. Can be toggled with 'auto blink'.

Spells

know age: Reveal player's age (woot woot lame).
exhaustion: Deplete some of the target's movement points (PE damage).
wizard lock: Lock target door that can be locked, lock strength level dependant.
clear mind: INT buff, with a max of +3. Counters feeblemind.
mana blast: Standard, level-scaled, clean magic damage. Can't be saved against but is relatively fast to cast and is soaked by MP. DPS better than magic missile, comparable to acid blast?
lighten load: Target weight halved, counters loadstone.
mana leak: Target loses additional mana everytime he casts spells, random amount.
nap: Puts a target to sleep for a very short period of time.
(Obsolete) mana shield: 1/4 of damage taken is dealt to mana instead. (Self only)
ground: Dispel target flight, and target cannot fly until effect gone. Effectively 'bashes' flying characters by causing them to fall out of the sky. Characters already on the ground simply cannot fly for the duration of the spell.
forgetfulness: Causes target to release random spell.
loadstone: Target weight doubled, counters lighten load, cannot force target to drop items but may prevent them from moving from the room.
trivialize: Charisma debuff.
mana burn: Target takes slight HP and mana damage over time.
pacify: -hit, -damage debuff on victim. Slows victim pulse immediately and removes from combat (only if in combat with the caster), victim also cannot initiate combat (unless 'pulsed').
feedback: Target takes damage everytime he casts spells equal to a percentage of the mana he puts into it, which increases with caster's level.
true seeing: Incredibly high concentration and draining spell to see everything as it is. Causes short-lived fatigue on release (due to the strain placed on one's mind which allows it to be able to see everything). (Self only)

Added from elsewhere: feeblemind, weaken.
Removed: force wall, draw power.

This is the second revision. I tried to individualize it more from cabals and instead focused more on its debuffing power. It's probably a bit stronger than it used to be, but the general consensus I was told was that it'd get destroyed really fast unless it had options. I'm posting this because Dulrik wanted to know what we wanted to see in the future, and hey, I'd like a debuffing caster class that focused on trickery to get win fights.

Anyways, the class now has some serious options to compete with.

An idea: should it even get teleport? Does that even fit with the skillset, or should it go?

EDIT: Removed mana shield, since blink is pretty much the same thing.


Last edited by nothingxs on Mon Dec 25, 2006 3:31 pm, edited 2 times in total.

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 Post subject:
PostPosted: Sun Dec 24, 2006 1:14 am 
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Joined: Wed Dec 10, 2003 9:11 am
Posts: 905
Location: Germany
Overpowered.


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PostPosted: Sun Dec 24, 2006 1:27 am 
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Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
I don't know about overpowered but...


Code:
mana leak: Target loses some mana everytime he casts spells.



lol?


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 Post subject:
PostPosted: Sun Dec 24, 2006 1:47 am 
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Joined: Wed Dec 10, 2003 9:11 am
Posts: 905
Location: Germany
Quote:
ground: Dispel target flight, and target cannot fly until effect gone. Effectively 'bashes' flying characters by causing them to fall out of the sky. Characters already on the ground simply cannot fly for the duration of the spell.


I ughed at that.

Not to mention that if a new class were to be implemented, it'd have to be renamed to something else. 'Wizard' always makes me think of certain logs that have gone down in history as 'Bloodninja's legend'.


http://www.adamchance.com/funny.htm
Content is not suited for work/children.


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PostPosted: Sun Dec 24, 2006 4:19 am 
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Joined: Tue Feb 21, 2006 6:25 am
Posts: 211
Lolth:

Damn I had a good laugh there.


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PostPosted: Sun Dec 24, 2006 6:42 am 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
Awsome. I like this so much I'm going to support you with two forum Ids! This is a great idea.


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 Post subject:
PostPosted: Sun Dec 24, 2006 4:33 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1279
Location: Miami, FL
Lolth wrote:
Overpowered.


I don't care for this kind of answer. I don't really care for "Nice" posts, either. Either say why it's overpowered or why it works or please don't post. I want more thinking and less me-too.

Quote:
Quote:
ground: Dispel target flight, and target cannot fly until effect gone. Effectively 'bashes' flying characters by causing them to fall out of the sky. Characters already on the ground simply cannot fly for the duration of the spell.

I ughed at that.


Why? Fly is too much of a good thing, there's nothing that really penalizes people for flying. I feel that nothing should be a 100% completely good idea, and this is why I came up with this spell.


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PostPosted: Sun Dec 24, 2006 4:40 pm 
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Posts: 1279
Location: Miami, FL
Cyra wrote:
I don't know about overpowered but...
Code:
mana leak: Target loses some mana everytime he casts spells.

lol?

Haha. I meant more of "target loses additional mana". Whoops! :O


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PostPosted: Sun Dec 24, 2006 6:50 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
I thought bad weather penalizes people for flying?


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PostPosted: Sun Dec 24, 2006 7:13 pm 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
nothingxs wrote:
Fly is too much of a good thing, there's nothing that really penalizes people for flying.

These features are already in the game:

Strong wind makes adventurers in flight struggle against it -- higher movement points cost.
Hurricane makes adventurers in flight impossible to fly towards certain directions -- get blown off-course.


But I still have to agree, it seems to be too easy. Maybe there are just not enough shamans and warlocks, and even rarer of those who use change weather to their advantages.

At any rate, what you are suggesting would take minimum of five years to make happen. In five years, we had better be playing virtua-reality systems that allow us to fight others across the globe with physical movements.


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