Skill Ideas General: Difference between revisions
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*Ambidextrious Attack-Automaticlly allows fighter to use both hands and feet more effectively for a better stance. | *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? | |||
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** 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... | |||
--[[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