Old 12-05-2008, 09:14 AM   #61
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Dual Req gems?

eg

Funeral Pyre Rank 1
Reg Black Magic 7
Red Magic 5
This gems target must be dead.
All characters in the targets group suffer a permanent Burning condition losing 3HP every 5 seconds. Their Auto-Attack and Auto-Shoot rate is raised 5% and their gem draw speed is raised 7%. Their accuracy is lowered by 10% and their chance of max damage is raised 10%.
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Old 12-10-2008, 06:27 PM   #62
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here's one for the dark knights...

Curse of the Aether
All enemy gems that cost mana(/energy too?) deal #% of that cost to the caster (whole party maybe as another line?).
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Old 12-11-2008, 02:39 PM   #63
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Bloodlust - Red Aura Gem - Whenever you do damage with a melee or ranged weapon, there's a % chance you will instantly draw a gem.

Insidiousness - Black Aura Gem - Whenever one of your damage over time effects does damage, there's a % chance you will instantly draw a gem.

Fanaticism - Red Aura Gem - Whenever you do damage with a direct damage gem, there's a % chance you will instantly draw a gem.

Faith - White Aura Gem - Whenever you heal with a direct healing gem, there's a % chance you will instantly draw a gem.

Vitality - Green Aura Gem - Whenever one of your heal over time effects heals, there's a % chance you will instantly draw a gem.

Fury - White Aura Gem - Whenever you take damage, there's a % chance you will instantly draw a gem.

-----------

This would favor creating additional Draw Slots (perhaps granted from a skill at skill levels 10 and 50). I suggested it elsewhere, and this would not represent an increase in number of draws in anyway, just more room to think and act, wich is needed the more Draw Haste and instant draw effects come into the game.
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Old 12-26-2008, 11:10 PM   #64
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I second the skill gems idea instead.

Example: Heavy Slash
Req: Slash lvl 1
Energy: 5 Mana:0
One use per draw
Deals 1.1xnormal melee damage (additional attack, you could say).

Ice Sword
Req: Slash lvl 10, blue lvl 5
Energy: 5 Mana: 5
One use per draw
Deals 1.2 x damage (calculated from direct attack), but of BLUE magic properties. IE, like an ice-elemental slash, damage is resisted through blue-magic resistance, not defense, etc.

Fire Arrows
Req: :Archery :10 Fire:5 Equipment: bow and arrows
One use per draw
Energy: 5 Mana: 10
Deals RED-Magic based damage x1.1 , but calculated from a normal archery shot. 5% chance of burn 5 for 5 seconds.

HOLY BLADE
Req: Slash: 20 White: 20 PALADIN ONLY
Energy:20 Mana: 20
recastable
Delay: 20s
Deals 2.5 x damage (calculated from a direct attack), but WHITE AND DIRECT-based (50% of this is direct damage, 50% is white magic base). User heals half of dealt damage.
.....
These are some of the ideas for archers and warriors, melee/ranged attackers (non-magic users). Of course, you could see where I am heading...
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Old 12-26-2008, 11:11 PM   #65
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I second the skill gems idea instead.

Example: Heavy Slash
Req: Slash lvl 1
Energy: 5 Mana:0
One use per draw
Deals 1.1xnormal melee damage (additional attack, you could say).

Ice Sword
Req: Slash lvl 10, blue lvl 5
Energy: 5 Mana: 5
One use per draw
Deals 1.2 x damage (calculated from direct attack), but of BLUE magic properties. IE, like an ice-elemental slash, damage is resisted through blue-magic resistance, not defense, etc.

Fire Arrows
Req: :Archery :10 Fire:5 Equipment: bow and arrows
One use per draw
Energy: 5 Mana: 10
Deals RED-Magic based damage x1.1 , but calculated from a normal archery shot. 5% chance of burn 5 for 5 seconds.

HOLY BLADE
Req: Slash: 20 White: 20 PALADIN ONLY
Energy:20 Mana: 20
recastable
Delay: 20s
Deals 2.5 x damage (calculated from a direct attack), but WHITE AND DIRECT-based (50% of this is direct damage, 50% is white magic base). User heals half of dealt damage.
.....
These are some of the ideas for archers and warriors, melee/ranged attackers (non-magic users). Of course, you could see where I am heading...
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Old 01-21-2009, 02:29 PM   #66
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Epic DOT Cantrips that do decent damage.
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Black needs some more gems!
Old 02-01-2009, 06:30 PM   #67
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Default Black needs some more gems!

After black still being screwed over, it is time that they got some auras of their own other than slow gem speed.

Aura of Doom (Rank 1)
This aura adds up to 10 points of damage to all DD spells cast in the area, even for enemies. (Does x2 of the flare up, but affects everyone.)

Aura of Nullification (Rank 1)
This aura reduces melee and ranged damage by 10%, for all players and enemies in the area of affect.

Aura of Death (Rank 1)
This aura reduces the effectiveness of all healing spells and pets to all in the area by 10%, including enemies.

Other spells:
Backstab (rank 1)
The next attack you receive gives a 10% chance of an automatic attack with 10% extra damage (works as per do unto, only for melee or ranged damage)

Poison Blade (rank 1)
The next attack you deal and hits gives damage in poison equal to 20% of the damage dealt over 20 seconds (minimum 1 damage).

Darkness (rank 1)
Lasts 15 seconds when cast. This gives a -10% chance to hit to all players and enemies in the area with non-spells. Also gives a +10% chance for all players & enemies to escape. Hides all players on the same square as that player for that time as well (hides all pks as well). Can be cast out of combat (using a symbol on the bottom of the screen as per hunting etc).

Dark offering (rank 1)
Lasts 20 seconds. Every black spell you cast deals 10% of its maximum damage to you (miminum 1 damage), but you get an immediate gem draw (includes the dark offering casting). Higher ranking reduces the amount of damge that dark offering deals.

Last edited by Necrox; 02-01-2009 at 06:40 PM..
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Old 02-09-2009, 02:33 PM   #68
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Skill Plunder 1
Prereq- Grey magic level 5
Steals a little bit of all stats from the enemy and gives it to you. Lasts 25 seconds.
Stats stolen could be 5 at level 1, and up to maybe 30 at level 5.

Burden of Atlas 1
prereq-blue magic level 10
Adds 15 to enemy auto attack/shoot delay for 20 seconds. Has an 80% chance to be nullified whenever enemy takes damage.

Higher levels lower the null% by 2% each level and add 2.5 delay per level.
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Old 02-09-2009, 07:37 PM   #69
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How about a gem that protects against harmful effects or DoT gems?

If a certain DoT gem's effects has stacked, it could remove that entire stack of effects at once, or a few from the stack.

There could be a percent chance that a certain number of effects can be removed or reverted back to the caster. Or maybe the gem nullifies the effects of a certain number of effects. Perhaps there can also be certain gems for each magic genre (Life, Death, and Psych) that nullify the effects of the specific DoT gems in that genre.


Examples:

Cleansing [rank 1]
Grey Magic (7)
Energy Cost: 40 - Mana Cost: 30
20% chance for each harmful effect currently affecting the target to be removed (percent chance of nullifying effects increases with rank of gem)

Nullification [rank 1]
Grey Magic (5)
Energy Cost: 20 - Mana Cost: 10
80% chance for 1 harmful effect currently affecting the target to be removed (number of harmful effects affected increases with rank of gem)

Astral Glare [rank 1]
Grey Magic (15)
Energy Cost: 40 - Mana Cost: 40
If the target is Forsaken, Poisoned, or Bleeding (Life Magic DoT gems), then those effects are nullified.

Rind Serum [rank 1]
Grey Magic (15)
Group Aura Gem
When a harmful effect gem is cast, there is a 30% chance that the harmful effect will be nullified.

Plague Aegis [rank 1]
Grey Magic (10)
Energy Cost: 30 - Mana Cost: 30
Grants a 5 second immunity to all harmful effect gems (duration of immunity increases with rank of gem)

I'm guessing these gems will probably be Grey, but maybe the genre-specific ones could be for certain colors.
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actual HoT gems and Continuous damage gems
Old 02-18-2009, 09:37 AM   #70
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Default actual HoT gems and Continuous damage gems

It would be nice if there were a spell you could cast that would heal you per second for a duration. You have instant cast and continous gems that heal. But the mana to heal ratio is very small ont he instant cast gems and the continuous ones take up a gem slot. It would be cool if you could improve the mana to heal ration of a gem you can cast on yourself that will heal you for idk 60 seconds with 60 hps healed. it wouldnt have as good a heal mana ratio as the continuous ones but better than the instants.

Also a continuous damage gem would be cool. like a reverse gradual repair gem, again wouldnt be the best mana to dmg ratio but it would take up one of your gem slots where the instant damage ones take the most mana and the dots have the middle mana/dmg ratio.

just a thought
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Old 02-28-2009, 09:35 PM   #71
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Wow. I know it has been a while, but in all that I saw a couple things touched upon lightly that I would like to expunge further.

Reflection:
This is a very good idea, and no spell is immune from it. That will prevent various forms of it needing to be created, and you can also put in a straight level requirement on the gem instead of a magical based requirement. However, reflecting the enemy's spells is very consuming both on body and spirit. Although the gem is an Aura type gem, when a hostile spell is cast on you, you will reflect it 100% of the time. But the "cost" is the original cost of the spell in energy and mana. The gem then has a 5% chance of surviving the process. If you do not have enough to cover the original cost, the reflection gem is removed from your slot, fails, and you take normal damage from the gem cast.

Permanent Dots:
I believe this would fall into the realm of what Zenga was talking about: Epic DOTs. These last for the ENTIRE duration of the battle. Obviously from the description of reflection listed above, some caution must be used when and where these are cast. They are NOT dispellable or resistable, but they ARE reflectable. As an added consideration, once the gems are played, you CANNOT replace them in the slot they are in for the duration of the combat sequence. Start the gems at 30, and increase the level only once every ten levels. After all it takes some time to master epic gems. Also, archruneology reqs must be the same as the venue requirement. Some examples:

Firestorm: (30)
Class: EPIC
Requirements: Archruneology - 30; Red Magic - 30
Traits: Focus and Rage(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A continuous firestorm that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will suffer 25 damage immediately, and 10 fire damage every 5 seconds. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.

Icestorm: (30)
Class: EPIC
Requirements: Archruneology - 30; Blue Magic - 30
Traits: Focus and Heart of Ice(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A continuous Icestorm that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will suffer 25 damage immediately, and 10 ice damage every 5 seconds. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.

Hell's Plauge: (30)
Class: EPIC
Requirements: Archruneology - 30; Black Magic - 30
Traits: Rage and Plague Master(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A continuous Plauge that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will suffer 25 damage immediately, and 10 darkness damage every 5 seconds. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.

Intoxicating Cloud: (30)
Class: EPIC
Requirements: Archruneology - 30; Green Magic - 30
Traits: Focus and Apothecary(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A continuous poisonious cloud that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will suffer 25 damage immediately, and 10 poison damage every 5 seconds. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.

Armegeddon: (30)
Class: EPIC
Requirements: Archruneology - 30; White Magic - 30
Traits: Divination and Ordination(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A continuous storm of blinding destruction that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will suffer 25 damage immediately, and 10 white damage every 5 seconds. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat. (Also, this may have some special properties/restrictions added to it, as Nodiatis means no God's essentially, however, that doesn't mean you can't have an epic relic from the time when God's still existed.)

Fog of Chaos: (30)
Class: EPIC
Requirements: Archruneology - 30; Red Magic - 30
Traits: Focus and Mystification(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A continuous impenitrable trapping fog that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will suffer 25 damage immediately, and 10 suffication damage every 5 seconds. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.
------------------------------
Let's say there was a super EPIC as well... just for fun... it might look a little something like this:
_______-_______

Minor Catyclysm: (50)
Class: EPIC
Requirements: Archruneology - 50; Red Magic - 50; Black Magic - 50; Green Magic - 50; White Magic - 50; Grey magic - 50; Blue Magic - 50.
Traits: Focus; Rage; Heart of Ice; Apothecary; Plauge Master; Divination; Ordination; Mystification; Scion of Destruction(all the new traits must be achived before Scion of Destruction is purchasable.)
Energy Cost: 300 Mana Cost: 300
Description: A devastating continuous and unrelenting burst of magic from all realms, coalescing together to create a cataclysmic effect upon the target. This spell can not be dispelled, avoided, or resisted. Upon casting, the final target of the spell will suffer 150 damage immediately, and 60 fire damage every 5 seconds. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat, in addition to the concentration needed, the caster may no longer draw gems or escape potions from the pouch until the combat has been resolved. (Essentially an "ultimate attack" gem. There will be a major version of it where the effect is essentially double, and the requirement is lvl 100.)
-------------------------------
But there is a bright light at the end of the tunnel in all of this. So we have these uber EPIC gems, but how do we counter them should someone get one and go PK? Well you have reflection. That is a fun mess, but not too reliable. So you have aura gems that reduce an actual amount of point damage in the specified field.

We have resistance gems now, but I am talking actual points of damage reduction and specification, available starting at level 30. These are EPIC as well. In addition the proper counter gems, you must choose your selection and your gem wisely, for once you play an epic elemental resistance gem, that slot is "locked" until the end of combat, just with the offensive gems. Essentially the shield to the sword, to keep the balance of gameplay. Sure, it would be cool if you could reflect the spell on a regular basis, but let's face it.. that is a specialty move, and not real effective for PvP strategy, but more for PvE.

You can still take damage with the shields in place from spell crits, powerful spells, etc. But 10 damage is nullified of the according element before considering final damage.
------------------------
Resistance Gems:

FireShield: (30)
Class: EPIC
Requirements: Archruneology - 30; Red Magic - 30
Traits: Focus and Fireproof(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A shield that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will have any fire damage taken reduced by 10 damage. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.

IceShield: (30)
Class: EPIC
Requirements: Archruneology - 30; Blue Magic - 30
Traits: Focus and Warm-Blooded(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A shield that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will have any ice damage taken reduced by 10 damage. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.

Darkshine: (30)(ya, I named it after me... so what? :P)
Class: EPIC
Requirements: Archruneology - 30; Black Magic - 30
Traits: Focus and Obsidian Skin(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A shield that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will have any darkness damage taken reduced by 10 damage. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.

Airy Shield: (30)
Class: EPIC
Requirements: Archruneology - 30; Grey Magic - 30
Traits: Focus and Child of the Wind(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A shield that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will have any grey damage taken reduced by 10 damage. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.

Venom Shield: (30)
Class: EPIC
Requirements: Archruneology - 30; Green Magic - 30
Traits: Focus and Immunity to Iocaine Powder(lol, doesn't have to be this, just humorous.)
Energy Cost: 50 Mana Cost: 50
Description: A shield that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will have any poison damage taken reduced by 10 damage. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.
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Old 02-28-2009, 09:36 PM   #72
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Done in two posts.. cause I am a long winded SOB


Sheild of Light: (30)
Class: EPIC
Requirements: Archruneology - 30; White Magic - 30
Traits: Focus and Stalwart Defenses(yes creating new traits wouldn't be bad either)
Energy Cost: 50 Mana Cost: 50
Description: A shield that cannot be dispelled, avoided, or resisted. Upon casting, the final target of the spell will have any white damage taken reduced by 10 damage. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat.

------------------------------
And now... for the super EPIC shield....

Rainbow Shell: (50) (Kudos to those that know which game that's from)
Class: EPIC
Requirements: Archruneology - 50; Red Magic - 50; Black Magic - 50; Green Magic - 50; White Magic - 50; Grey magic - 50; Blue Magic - 50.
Traits: Focus; Fireproof; Warm-Blooded; Obsidian Skin; Child of the Wind; Immunity to Iocaine Powder(hah); Stalwart Defenses; Hero of the Ages(all the new traits must be achived before Hero of the Ages is purchasable. Yes, I know there is one less skill trait involved on the defensive side. That is because it is always easier to learn to defend from aggression than it is to learn to be the aggressor.)
Energy Cost: 300 Mana Cost: 300
Description: A powerful continuous and unyeilding force of magic from all realms, coalescing together to create an impenitrable wall upon the target. This spell can not be dispelled, avoided, or resisted. Upon casting, the final target of the spell will have 50 damage reduced immediately from all spells, and have a 5% chance of reflecting the spell. WARNING: Once this gem is placed in a slot, it remains in place for the duration of the combat, in addition to the concentration needed, the caster may no longer draw gems or escape potions from the pouch until the combat has been resolved. (Essentially an "ultimate defense" gem. There will be a major version of it where the effect is essentially double, and the requirement is lvl 100.)
--------------------------
So there you have it... the age old, immovable force meets and irresistable object.

Sorry for the novel once again, but I liked Zenga's idea, just needed to fill in some details. The epic gems currently in place are not real useful, and I doubt if any real percentage of Nod's population uses them.(no offense intended of course)

Please discuss, sorry I have been away for so long, but I am back with ideas... yay.
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Old 03-01-2009, 05:41 PM   #73
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vampire only:
Swarm of bats once up this aura gem "procs" bat pets that do damage as long as the battle goes on
Mist form turns you into mist makeing you harder to hit and be cast upon
Lesser werewolf servent ( ok its a pet not a gem im lazy)
swarm of rats turns you into a swarm of rats adding a disease 'proc" to your melee
Vampiric bite basicly a healing gem that also does damage based off of your str

create thrall the ability to turn others into vampires as your thralls adding to your total power somehow via str bonus maybe ? they wouldnt become the class vampire theyd just grow fangs and be unable to attack you ( sounds fun but maybe not doable)
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Old 03-03-2009, 10:10 AM   #74
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I would like to see a DOT gem with intial damage(dd) then continue on as DOT, like this:

Forest of Fire {rank 5}
Cost: 1680g
weight: 8 sand
green Magic 20
Cost: mana 22 energy 22
Initial direct damage of 2-10, target enemy burns for 18 hitpoints over 35 seconds
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Hello webmaster
Old 03-03-2009, 10:57 AM   #75
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Default Hello webmaster

Hello webmaster
I would like to share with you a link to your site
write me here preonrelt@mail.ru
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Old 03-05-2009, 01:36 AM   #76
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i originally posted in epic gems section but here is more ... well.... its a sticky

"Heres my idea for an epic for Rogues:
Quarantine (rank 1)
(Cost)(Resale)
Prereq: Level 5 Green, Level 7 Black
Virtues:?
Energy Cost: 15 Mana Cost: 15
Delay: One cast per draw
Damage: Target enemy is poisoned losing 30 over 25 secs
Special Effects: When enemy is succesfully poisoned, there is a 10% (rank 1) chance of enemy not being able to strike for 10 secs."
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Old 03-07-2009, 09:58 AM   #77
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I'm reposting this suggestion I made like.... eight months ago. They're on the idea of using DoTs and status effects to do more than just damage or stun-mes-daze.

Rupture Disease -- Black Direct damage gem that also consumes diseases on the target. This causes a percentage of remaining disease damage to be dealt immediately, plus some extra depending on the power of the gem. Removes the disease effect.

Purifying Light -- White Direct damage, does bonus damage if the target is forsaken.

Consuming Darkness -- Black Direct damage that does extra damage if the target is forsaken.

Venomous Thorns -- Green Direct damage that also enhances poisons on the target, adding 5 seconds to the duration and X to the remaining damage. No extra effect if the target is not already poisoned.

Fueled Burn -- Red Direct Damage that also enhances the blaze on a burning target, increasing its duration by 3 seconds and adding X to the remaining damage. No extra effect if the target is not already burning.

Mind Shatter -- Blue Direct Damage that does a large amount of extra damage if the target is Mes'd.

Pain Amplification -- Grey spell that causes the target to be stunned for a very short time (fraction of a second) each time they take direct damage for X seconds.

Withering Blast -- Black Direct Damage that gains effects from each negative status on the target. Multiple different gems, each benefiting from two or three statuses.
Diseased - Damages energy (does not restore yours).
Poisoned - Extra damage.
Burning - Chance to stun.
Forsaken - Damages mana (does not restore yours).
Bleeding - Chance to daze.
Mes'd - Converts remaining mes time to stun.
Dazed - Returns an active gem to the user's pouch
Stunned - Extends stun duration


Blood Leech -- Drains health from a bleeding or diseased target, healing you for X% of the damage done (Unsure what color it would be). Much more effective on bleeding targets than diseased (since bleeds are harder to cause).

Tainted Essence -- Drains energy from a poisoned or forsaken target, restoring it to you.

Mana Leak -- Drains mana from a diseased or forsaken target, restoring it to you.

Fever Dream -- Grey spell that dazes a diseased or burning target.

Pain Overload -- Grey spell that stuns a burning or poisoned target.

Deep Hypnosis -- Grey or Blue spell that affects the target for X seconds, causing any mes effects to no longer break on melee/ranged or DoT damage. Direct damage spells still break the effect.
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Some new grey magic spells.
Old 03-17-2009, 04:06 PM   #78
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Default Some new grey magic spells.

Aura of Armor
Grey Magic Lv 3 = rank 1, t2
This aura grants a bonus 10AC.

Shimmer
Grey Magic Lv 2 = rank 1, t1
Mana: 1 Eneregy: 8
For the next 10 seconds, you gain partial invisiblity, effectively increasing your armor class by 10.

Spell Block
Grey Magic Lv 7 = rank 1, t3
Mana: 0 Energy: 10
For the next 10 seconds, you gain an extra 3% resistance to all gems.

Slow
Grey Magic Lv 9 = rank1, t3
Mana: 5 Energy: 15
For the next 10 seconds, the target gains a 5% gem, ranged, and melee slow aura.

Nullattack Aura
Grey Magic 20 = rank1, t4
This aura causes a 1% chance for any ranged or missile attack not to happen, being "nulled" before even a chance to hit or parry has even been resolved.

Last edited by Necrox; 03-17-2009 at 04:17 PM..
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Old 03-22-2009, 03:03 PM   #79
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Quote:
Originally Posted by Shidoshi
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.
Quote:
Originally Posted by darkrich
I would like to see a DOT gem with intial damage(dd) then continue on as DOT, like this:

Forest of Fire {rank 5}
Cost: 1680g
weight: 8 sand
green Magic 20
Cost: mana 22 energy 22
Initial direct damage of 2-10, target enemy burns for 18 hitpoints over 35 seconds
I think both of the above sugestions are great, being able to shrink your pouches would make it easier to specialize with just a few gems, Also direct damage that also lingers to bleed is a pretty cool idea.

I would also like to see an autocast option for recastable direct damage gems. It could be made class specific for just magic based classes, but it would definitely make being a magic caster easier. I mean the melee and non-magic ranged people can just click a button to continually attack, i think it would be fair to include one for wizarding types to do the same with damage gems.
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Old 03-27-2009, 04:42 PM   #80
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A healing cantrip line of gems that has the same numbers as the damaging line. The only difference is it being green magic instead of blue. This would allow for minor healing without detracting from other gem use.
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