09-20-2008, 12:10 AM
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#21
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Temporarily Suspended
Sapreaver is offline
Join Date: Aug 2008
Posts: 1,627
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Addle Rank 1
Grey
Stops gems from being drawn for 15 seconds
Mana Drain
Grey 20
Drains 10% of the targets remaining mana
at level 100 grey magic it could take 50% of the remaining mana
Cripple
Blue
Slows attack speed for 30 seconds and prevents fleeing
Energy drain
Blue 20
Drains 10% of the remaining energy
at level 100 blue magic it could take 50% of the remaining energy
Deluge
Blue
removes all gems from the opponents gem slots
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09-20-2008, 07:35 AM
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#22
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Guest
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Mind Blow Rank 1
Prereq: Blue Magic (10)
Gem Color: Blue
Energy Cost: 0 Mana Cost: 10
One Use Per Draw
Direct damage of 10% of the missing mana points of your targeted enemy. (For example 9 damage if your enemy has 10/100 mp.)
Accordingly a green magic gem dealing direct damage based on missing energy points:
Suffocate Rank 1
Prereq: Green Magic (10)
Gem Color: Green
Energy Cost: 10 Mana Cost: 0
One Use Per Draw
Direct damage of 4-16% of the missing energy points of your targeted enemy.
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09-20-2008, 07:41 AM
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#23
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Guest
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Amplify Rank 1
Prereq: Grey Magic (10)
Gem Color: Grey
Energy cost: 0 Mana cost: 0
Effective when in play
Aura that increases mana / energy costs and strength of all spells cast by 10%. ("spells cast" meaning no auras or continual gems)
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09-22-2008, 09:41 PM
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#24
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Epic Scholar
flipynifty is offline
Join Date: Aug 2008
Posts: 4,529
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The suggestion above to have a quickdraw pouch button that allows you to change gem pouches without opening the gem pouch and changing that way is a great one (wish i would have thoguth of it )
This would be similar to reaching your hand into another gem pouch in reality... if we were a caster... and didn't work as a Network Administrator... stupid rras..
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09-23-2008, 09:55 PM
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#25
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Guest
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How about a Counter gem, a gem that creates an Aura that allows the character affected by the gem to CounterAttack when attacked?
If that is too powerful, how about making it usable by melee classes only?
*Edit: It could even be limited to hand to hand weapons on such classes, Piercing, Staves, Crushing, Slashing.*
Last edited by Captain Toenail; 09-23-2008 at 09:58 PM..
Reason: Another Thought.
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09-24-2008, 02:52 AM
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#26
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Guest
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Quote:
Originally Posted by Captain Toenail
How about a Counter gem, a gem that creates an Aura that allows the character affected by the gem to CounterAttack when attacked?
If that is too powerful, how about making it usable by melee classes only?
*Edit: It could even be limited to hand to hand weapons on such classes, Piercing, Staves, Crushing, Slashing.*
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Very interesting idea. I personally would love a counterattack aura. As for restrictions, make it chance-based. Let's use this example:
Vengeful Strike Rank 1
Prereq: Grey Magic (10)
Energy Cost: 0 Mana Cost: 0
Effective when in play
This gem grants a 5% chance to counterattack when attacked by the enemy.
Goes all the way up to Rank 10 (prereq rises in increments of 10, so rank 10 requires 100). At rank 10 it is a 50% chance to counter. This will help to keep it in check.
Another thing that will keep it in check is its role in groups. When grouping, the idea is to have one character built specifically to be able to take damage constantly taunting the enemy and drawing aggro. These people generally do not do much damage. Since they are the ones being hit, they are the ones who would get to counterattack. Since they are not geared towards massive damage output as DPS builds are, the counterattack would be just so they feel less useless in the damage department.
Hooray for counterattack!
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09-24-2008, 03:06 AM
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#27
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Guest
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I would like to see Gems that are not magic. Instead they are attack moves and the like that use mostly stamina, and only revolve around the physical stats rather than magical stats. They apply physical damage and instead of Green magic or white magic, they require something else.
Example
Cleave -
Requires level 4 Slash
20 stamina is used.
Next attack is at x2 the damage if using a slashing weapon. X3 times if its a 2h slashing weapon instead.
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10-07-2008, 11:24 PM
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#28
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Guest
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We have all sorts of other epic items - what about epic gems?
These would be aura only gems (at first the current auras we have now, and possibly include any new aura gem types thought of here), and have the advantage of automatically coming into play without being drawn!! They are placed in your pouch and are SB to you but do not need to be drawn to activate. You can only have a max of 1 epic per pouch.
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10-13-2008, 10:25 AM
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#31
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Guest
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Bribe & Run Away
rarity: Epic
prereq: None
gem color: Grey
energy cost: 1 mana cost: 1
One use per draw
You pay gold to your opponent and then escape. Also receive 2% experience.
Souldiver
rarity: rare
prereq: Grey magic (??)
gem color: Grey
energy cost: 88 mana cost: 0
One use per draw
Targeted at self or friends. Exchange value between HP and MP.
Wizard and Enchanter only.
Wrath of Nature Rank 1
rarity: rare
prereq: Green magic (??)
gem color: Green
energy cost: 60 mana cost: 60
Delay : 30.0 seconds
Recastable calling the random animal pets that available in Nodiatis world to perform 6 times attack, with 30% Bleeding cause. If the caster equipped with whip, will do additional 20% damage.
Higher rank will provide more attacks and higher additional damage.
The gem has not related to any Beast Mastery skills.
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Yeah ok yeah ok |
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10-15-2008, 10:40 PM
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#32
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Temporarily Suspended
Relic is offline
Join Date: Aug 2008
Location: Plumbing the depths of hatreds womb, scaling destructions breast.
Posts: 2,383
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Yeah ok yeah ok
Quote:
Originally Posted by Ebonflame
Vampiric Touch
Pre: Black 5
Cost: 10 mana 5 energy
Drains 1-5 hp from the target and transfers it to the caster
Class: Necromancer/Dark Knight after level 20
Healing Touch
Pre: White 9
Cost: 30 energy
Randomly removes a harmful effect and heals the target for 1 to 8 hit points
Class: Priest/Paladin after level 20
Entangling Vines
Pre: Green 9
Cost: 20 mana 20 energy
Vines spring from the ground entangling the caster's target for 1 to 10 seconds preventing them from using melee attacks and temporarily halts gem draws.
Class: Druid 15
Edit: I didn't see this sticky thread when I originally made this post.
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Class specific gems, best idea so far, only one we have is resurection.
This would make each class, unique.
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10-16-2008, 05:03 AM
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#33
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Guest
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Antimagic Rank 1
Prereq: Grey Magic (10)
Gem Color: Grey
Energy Cost: 30 Mana Cost: 30
One Use Per Draw
For 30 seconds the targeted enemy is prevented from using the last spell it casted again.
(I so not have daze in mind with this one.)
EDIT:
Alternatively, there could be a gem that gives + xx% resistance for a while against the school of magic the last spell cast belongs to.
Last edited by Nosebatter; 10-22-2008 at 07:35 AM..
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10-16-2008, 09:24 AM
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#34
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Guest
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Shrinking pouch gem
Grey Magic Rank (15)
These gems cannot be drawn into play and do nothing but take up an empty space in your gem pouch, allowing you to fill up any extra gem pouch slots you do not wish to use or have empty.
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10-22-2008, 07:32 AM
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#35
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Guest
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One for All
Gem Color: White (or grey)
Energy cost: 35 Mana Cost: 0
One Use per Draw
The next restoration spell that you cast will affect the whole party, but cost you twice as much life/mana/energy.
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Torrid Mark Rank 1
Prereq: Red Magic (5)
Gem Color: Red
Energy Cost: 0 Mana Cost: 10
Direct damage of 1 to 5 damage to your enemy target. For each time this gem has already been used during a battle, its maximum damage increases by 1.
(This could just as well be a black magic gem and it might be necessary to cut off the increase of maximum damage at like +10. My numbers are most likely screwed ... as usual. Also, I think it'd be fun if the whole party uses just one counter to determine the increase of max damage, so if A has used this gem once, B two times and C four times, whoever uses it next does 1 to 12 damage with it.)
Last edited by Nosebatter; 10-22-2008 at 07:51 AM..
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10-22-2008, 09:37 AM
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#36
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Guest
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Gem Wipe
Pre Req: Blue Magic (15)
Gem Color - Blue
Energy Cost - 30 Mana Cost - 30
Rare Gem
Randomly removes one of your opponent's gems from a gem slot.
Could be a line of gems - 15, 30, etc with each carrying an additional gem wipe..
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Bloodlust
Pre Req: Red Magic (10)
Gem Color - Red
Casting this gem will increase your max damage by 3% over the next 12 seconds at a cost of 20 HP.
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10-23-2008, 07:14 AM
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#37
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Guest
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Celestial Salvation Rank 1
rarity: uncommon or rare
prereq: White magic (??)
gem color: White
energy cost: 0 mana cost: 0
One use per draw
You pay 100 gold. You may recieve 100 points each for Health, Energy & Mana.
Higher rank will consume more gold and gain higher points.
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10-27-2008, 04:44 PM
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#38
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Guest
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New White Magic Gems:
Holy Light (Lv 12)
Aura
All spell damage done to your group and done by your group is treated from a white source for damage resolution and resistance. (Overrules all colors including Prismatic beam below).
Show the path (Rank 10 - 100)
Mana: 100 Energy: 100
Can only be used on a non-player and on a non-player with a rank lower than than the rank of the gem. (May not be used on bosses either).
The creature you are fighting becomes a pet if you reduce his hit points to 1. There is a higher chance of resisting this as well depending on the level to level of the user/creature. Pets created this way can't be auctioned and have a sell price of 0.
Prysmatic Beam (rank 1 = 2)
Energy: 8 Mana: 0
Damage: 1-7
Damage done for resistance purposes is either blue, green, white or red (chosen randomly).
Smite (rank1 = 10)
Energy: 30 Mana: 30
Target loses 1/10 (at rank 1) to 1/3 (at highest rank) of their current hit points, rounded up. When drawn in combat & used, it will not be drawn again (for that combat).
Divine Strength (rank1 = 0)
Energy: 8 Mana: 0
Strength is boosted for 10 seconds by 3 points per rank.
Divine Protection (rank1 = 0)
Energy:0 Mana: 8
Contravention is boosted for 10 seconds by 3 points per rank.
Last edited by Necrox; 10-27-2008 at 04:50 PM..
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10-27-2008, 05:03 PM
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#39
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Guest
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New Green Spells
Slow Plant
Energy: 0 Mana:8
Rank1 = 0
Only works on creatures with the words (tree, treant, moss) in the title of the creature (can be extended to some of the pics on players as well if you want to be tricky).
Target loses 5% draw haste and 5% weapon speed.
Snake Charm
Energy: 8 Mana: 0
rank1 = 0
Only works on creatures with the words snake or naga in the title (can be extended to some of the pics on players as well if you want to be tricky)
Target is mesmerised for 4 seconds.
Iron Leaves
Engergy: 14 Mana: 12
rank1 = 5
Sets off 3 razor leafs doing 1-5 damage each. Higher ranks send off 3 more leaves per rank. Can only be used where woodcutting is allowed.
Creeper Attack
Energy: 3 Mana: 18
rank1 = 8
This does damage of 18 points over 12 seconds, and reduces escape chances by 20%. Can only be used in area where you can forage.
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