Skill Ideas General: Difference between revisions

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The numbers might seem steep, but think of it this way... Using the 10k = 1 damage example, 10m of gold would do roughly 1k damage to a mob.  The 1k = 1 damage example, 10m gold would do 10k damage.  Nothing staggering, but could be one of the ways to help with the gold situation...
The numbers might seem steep, but think of it this way... Using the 10k = 1 damage example, 10m of gold would do roughly 1k damage to a mob.  The 1k = 1 damage example, 10m gold would do 10k damage.  Nothing staggering, but could be one of the ways to help with the gold situation...
--[[User:Gargamel|Gargamel]] 13:05, 6 December 2005 (PST)
--[[User:Gargamel|Gargamel]] 13:05, 6 December 2005 (PST)
Ideas preserved from the original Plot section for Knight
basically a beefed up warrior, perhaps with very slight spellcasting abilities...
exp similar to ninja
(perhaps even make a restriction for knight to be only remortable *from* warrior)
skills-
most of warriors base skills..
perhaps move bash to lvl 10
increase the negate sanc practicibility by one level (or whatever increment is used)
new skill: Forage, level 5-15 (whever you like), the ability for the knight to scavenge for food using his surroundings (can only be performed outdoors)
uses 20 movements
new skill: Crushing Blow, level 30? -- allows for the warrior to get some percent bonus (i'm not even gonna futz around with dice) but i was thinking 2x damage, for one round, can't perform another action for 3 rounds
new skill: deflect/parry - basically an upgrade of block- would block an attack, only if successful, the knight gets a single attack (almost in between rounds)
loss of combat activity for 2 rounds, cost: 10 moves? (this could be more like an active skill version of deflect attack) -- skill would be dependant on dex, missed block/parry, would result in the mob being able to do extra damage that round (if possible)
new skill: disarm (no idea for level...) -- % chance to knock a mobs weapon (if has one) into inventory, penalty of no combat activity for 3 rounds (pretty low success rate)
would initiate battle
new spell: Shield - level 25ish, cost 40-75 mana -- increase the casters AC by 30ish, gives caster 20hps? can only be cast on self duration of lvl/4?
New Spell (might be better for a different class)-- Weapon Imbue - lvl 50+, cost 60-120 mana, imbues a weapon with an elemental charge, lvl/2 in duration (can only imbue weapons with NONE for element)
Maybe some spells to boost hp/mv regen at mid to higher levels
Skill - Self Sacrifice - very short duration - non-stackable... As the Knight's hitpoints decrease, the damage they output increases

Latest revision as of 16:12, 29 March 2009

  • Doublehit-Allows you to score more than one hit with your weapon-fires automatically in combat.
  • Advanced Martial Arts-Skill grants an advanced knowledge in unarmed combat & is automatic. (Ninja or Assassin perhaps)
  • Ambidextrious Attack-Automaticlly allows fighter to use both hands and feet more effectively for a better stance.
  • mountaineer - reduce moves in mountains
  • pathfinder - reduce moves in forest
  • prayer master - pray bonus or time reduction?

    • skill idea - Stealth Mode - (could be either active or passive); allows the Ninja to potentially sneak past "guard" type mobs. Fairly low success rate, failure would initiate battle. Also, failure should disallow the player from using the skill/succeeding for 5-10 minutes? (I know timers suck). Perhaps a level 50 ninja skill, and a level 65+ thief skill?
    • skill idea - Gold Bomb/Gold Explosion (better name(s)) - A thief/ninja skill that would allow players to effectively use gold to damage a monster. The skill could have 2 levels, the lower level would have a ratio of 10k gold doing one point of base damage to a mob (before sanc, etc). The higher level would drop to 1k gold for 1 point of damage.

The numbers might seem steep, but think of it this way... Using the 10k = 1 damage example, 10m of gold would do roughly 1k damage to a mob. The 1k = 1 damage example, 10m gold would do 10k damage. Nothing staggering, but could be one of the ways to help with the gold situation... --Gargamel 13:05, 6 December 2005 (PST)



Ideas preserved from the original Plot section for Knight


basically a beefed up warrior, perhaps with very slight spellcasting abilities... exp similar to ninja (perhaps even make a restriction for knight to be only remortable *from* warrior)

skills- most of warriors base skills.. perhaps move bash to lvl 10 increase the negate sanc practicibility by one level (or whatever increment is used)

new skill: Forage, level 5-15 (whever you like), the ability for the knight to scavenge for food using his surroundings (can only be performed outdoors) uses 20 movements

new skill: Crushing Blow, level 30? -- allows for the warrior to get some percent bonus (i'm not even gonna futz around with dice) but i was thinking 2x damage, for one round, can't perform another action for 3 rounds

new skill: deflect/parry - basically an upgrade of block- would block an attack, only if successful, the knight gets a single attack (almost in between rounds) loss of combat activity for 2 rounds, cost: 10 moves? (this could be more like an active skill version of deflect attack) -- skill would be dependant on dex, missed block/parry, would result in the mob being able to do extra damage that round (if possible)

new skill: disarm (no idea for level...) -- % chance to knock a mobs weapon (if has one) into inventory, penalty of no combat activity for 3 rounds (pretty low success rate) would initiate battle


new spell: Shield - level 25ish, cost 40-75 mana -- increase the casters AC by 30ish, gives caster 20hps? can only be cast on self duration of lvl/4?


New Spell (might be better for a different class)-- Weapon Imbue - lvl 50+, cost 60-120 mana, imbues a weapon with an elemental charge, lvl/2 in duration (can only imbue weapons with NONE for element)

Maybe some spells to boost hp/mv regen at mid to higher levels

Skill - Self Sacrifice - very short duration - non-stackable... As the Knight's hitpoints decrease, the damage they output increases