New tattoo | Weapon Archetype: Arcana Specialists |
DemonDude2
Lord
Registration Date: 11-18-2008
Posts: 483
Location: United Counties of Ireland :D Race in game: Absorber Clan: >:D
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New tattoo | Weapon Archetype: Arcana Specialists |
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Got a few comments about "booo mages and warlocks" etc etc, but BWs is built around the mythos of magic, we use it in EVERYTHING we do. Arcana = magic. Besides, thats why i gave the second tattoo the name Master before mage, want to stay away from the traditional names from tradition rpgs
Its always sort of bothered me that we all have magic powers but it only slightly effects battles, some more than others but still, theirs no race/tattoo/weapon type to enhance the magical side of the BWs universe.
In a world with such epic bad guys and a interesting take on magic (arcana = blood magic) i think it could be really interesting to add new mechanics to highlight this area of the game and add another play style in the future.
New Weapons:
Stave: - Wands, Rods, Scepters, Staffs: i.e. DemonDude attacks with Wooden Staff of Pain and inflicts ....
- Weapon effects: Decreased chance to hit (ranged), many attacks per round, medium - high damage
- 2 handed
- Dmg modifier: main: Intelligence, secondary: none
Arcana Blade:- Sabre, Whip, Horn, Gauntlet, Fan: i.e. DemonDude attacks with Abyssal Sabre of Nightmare and ....
- Weapon effects: Increased chance to hit (melee), few attacks per round, low-medium damage
- 1 handed
- Dmg modifier: main: Intelligence, secondary: Strength
New Tattoos:
Summoner / Conjurer:
Summon: - 20% chance per round to summon 1 beast dependent on weapon, level 1/4 of own level
- 20% chance per round to summon 1 beast dependent on weapon, level 1/2 of own level
- 30% chance per round to summon 1 beast dependent on weapon, same level as your own level
- 50% chance per round to summon 1 beast, if successful 20% chance to summon another beast dependent on weapon, same level as your own level
- 70% chance per round to summon 1 beast, if successful 30% chance to summon another beast dependent on weapon, same level as your own level
Enhance:- Summoned creature gains special attacks dependent on weapon, 5% chance to use
- Summoned creature gains special attacks dependent on weapon, 10% chance to use
- Summoned creature gains special attacks dependent on weapon, 15% chance to use
- Summoned creature gains special attacks dependent on weapon, 15% chance to use, Summoned creature gains second special attack dependent on creature, 10% chance to use
- Summoned creature gains special attack dependent on weapon, 15% chance to use, Summoned creature gains second special attack dependent on creature, 15% chance to use, Summoned creature gains ultimate attack dependent on creature, 10% chance to use
Attack:- All weapon damage + 3
- All weapon damage + 5
- All weapon damage + 7
- All weapon damage + 9
- All weapon damage + 11, Increase damage by 1/4 of intel
Defence:- Increase summoned creature defense and toughness by 10
- Increase summoned creature defense and toughness by 20
- Increase summoned creature defense and toughness by 30
- Increase summoned creature defense and toughness by 40
- Increase your own and summoned creature defense and toughness by 50, +20% experience
i.e. imaginary list of prefix: wooden, metal, plastic, gold, abyssal etc. summoned creature is dependant on weapon level and prefix:
- +5 wooden wand spawns: ent
- g+5 wooden wand spawns: greater ent
- p+5 wooden wand spawns: ancient ent
Special attacks are dependant on suffix: pain, suffering, fire, nightmare, etc.
- +5 wand of fire: burn damage, each attack from minion causes extra damage
- g+5 wand of fire: enhanced burn damage (think firewall etc) as well as above: after each attack from enemy in firewall they take extra dmg
- p+5 mega burn damage: as well as above: at the start of each round enemy player takes burn damage from mega burn
ETCETCETC millions of things you can do with this type of system
Arcana Master / Arcana Mage:
Damage: - All weapon Damage + 3
- All weapon Damage + 5
- All weapon Damage + 7
- All weapon Damage + 9
- All weapon Damage + 11
Enhance:- Weapon Gains additional effect based on prefix
- Weapon Gains additional effect based on prefix
- Weapon Gains additional effect based on prefix
- Weapon Gains additional effect based on prefix, Weapon Gains additional effect based on suffix
- Weapon Gains additional effect based on prefix, Weapon Gains additional effect based on suffix, 15% chance to use, punishment effect
Defence:- Increase chance for critical hit 5%
- Increase chance for critical hit 10%
- Increase chance for critical hit 15%
- Increase chance for critical hit 20%
- Increase chance for critical hit 25%
Attack:- Increase intel by 1%
- Increase intel by 2%
- Increase intel by 4%
- Increase intel by 5%
- Increase intel and strength by 5%, +23% experience
Similar to summoner effects except you cause them with your own attacks
Any ideas? Im just thinking randomly about it, but it has potential to do a lot more than what im thinking. A lot of smarter ppl in BWs than me could turn this into a real archetype!
__________________
'Imagine waking up, and finding out you have the wrong blankey'
This post has been edited 1 time(s), it was last edited by DemonDude2: 04-11-2013 11:34.
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04-11-2013 11:19 |
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Sapling
Triple Ace
Registration Date: 05-28-2011
Posts: 168
Location: Latvia Race in game: Absorber Clan: BoS - SAN
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Nope, this is not Final Fantasy or Dungeons and Dragons.
Neither is it Baldurs Gate or Icewind Dale.
And it is also not Guild Wars or World of Warcraft.
These are very nice concepts, but they are just not very interesting for this game. We don't need more tattoos and new weapons. We need new prefixes, new suffixes, new buildings, new quests, new tasks, new expo locations, more game content that goes towards using what already exists (which is exactly what koth did, but the devs need to take that further.
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04-11-2013 12:13 |
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DemonDude2
Lord
Registration Date: 11-18-2008
Posts: 483
Location: United Counties of Ireland :D Race in game: Absorber Clan: >:D
Thread Starter
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quote: |
Originally posted by Sapling
Nope, this is not Final Fantasy or Dungeons and Dragons.
Neither is it Baldurs Gate or Icewind Dale.
And it is also not Guild Wars or World of Warcraft.
These are very nice concepts, but they are just not very interesting for this game. We don't need more tattoos and new weapons. We need new prefixes, new suffixes, new buildings, new quests, new tasks, new expo locations, more game content that goes towards using what already exists (which is exactly what koth did, but the devs need to take that further. |
New prefixs/suffixs - agreed, however this idea does that too just in a different way
New buildings - arnt really needed, new buildings were already added in the form of clan buildings - would be nice but not needed
New quests - lol who reads the quests
so so not needed
New tasks - i have already made a topic regarding tasks
New expo locations - is already in development
Expand what is already in game - Adding more content is exactly what this idea is ..... more tattoos and more weapon types
And i couldnt agree with you more, this isnt any of those games, you are right. Lets get rid of swords, scyths, kamas, rings, capes, bows, arcana, buildings, expeditions, quests, attacks, rankings, website, tutorial, forum, players
i mean ... they are in other games ... so we just CANNOT have them
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'Imagine waking up, and finding out you have the wrong blankey'
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04-11-2013 12:29 |
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