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| Features and Ideas Suggestions on items, areas, quests etc |
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#1
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So today while in class I started thinking about the guilds, again. When I suddenly got a thought, assuming Coran ever comes back Zifa should add a Death Knights Guild. but as I started thinking about it I relieved that the Wizards wouldn't want another guild. When I suggested the Druid guild it had a different fighting style so I thought it would be accepted
(it was....at least 2 years before I suggested it -_-) Now I think I know how this guild can be different from others, that wont make it unbalanced. My first idea was make the guild picture look like the Death Knights who guard coran, not a bad idea. What had my thinking for a while was how the guild would fight and here is what I came up with. Bonuses: Death knights use blade weapon, but they don't actually get a weapon bonuse, But instead they get 5 special death knight spells that can only be cast on some type of weapon. (combining weapons and magic woot) you get these spells at lv 1, 3, 5, 7, 9 of the guild. But the spells increase in power at lv 2, 4, 6, 8, 10. This are all spells of death, but do [size=18:b4141]not [/size:b4141]increase in power to your death skill. Plus darksight the five spells are: 1) Darkness blade. Creates a blade that can inflict death damage. (like lightning arrows only with death) (10 mana) 3) Shadow; this spell makes you move fast. (very very fast) but the problem is it's only good for 30 seconds, and takes a lot of mana. When you move a dark blur is left behind you. (30 mana) 5) Dark armor; This spell cast a special armor around your current armor. Giving you a temporary melee resist. But weaker to elemental damage. can only last for 1 minute and also takes a lot of mana. (50 mana) 7) Darkness; like our current darkness spell. except much more powerful. the current darkness spell is easy to overcome. Any imp crown or light source can beat it. This one requires powerful magic. Only last for about 2o seconds, but is almost unpenetrable except to other death knights who get a darksight bonuse. (70 mana) 9) Death blade. (the ultimate weapon) this blade is very very powerful. not only does it attack real hard, but it has a 1/2% chance of a mighty attack that does at least 5x normal damage. at lv 10 of the guild it gets a 1% chance of the attack. but this blade does have one slight mishap. when you hit someone with it, it takes a little of your life with it, 10HP per hit. If you don't fight smart you will die using this attack, when your special attack happens you lose 50 HP. (100 mana) Disadvantages Now all the spells are huge mana drains, they take a lot. Evocation, enchantment and incantation don't effect these spells. they will take the same amount away no matter what. to make it harder since Death Knights hit hard they lose speed. their speed spell wont effect their attack speed. So although strength to match a giant they are also slow in attack. another disadvantage is the -10 meditation. Meaning they have to train a lot in order to cast their spells. they don't lose or get any life. I am not sure if they should get a mana bonuse like the mages. that's up to someone else at this point. I believe although they don't get a weapon bonuse like most guilds in wyvern the spells will balance that out to make them equal. I also believe that the lose of meditation and high mana consumption will make it so they can't train things like destruction to be over powered. Im not doing a poll because I don't like how people answer it before reading my post. |
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#2
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So they can just be a halfling and have a butt load of mana and carry around mana pots?
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#3
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They can carry mana pots yes, but they don't have a mana bonuse, unless a wizard gives it to them. besides the spells just make up for not getting 10 blade skills.
but I can see you point, so since they are death knights give the spells more negatives like the last one. Maybe one of the spells (sgadiw) should have a constant mana drain. |
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#4
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Ididn't mean the guild having a mana bonus, halflings have alot of mana anyway. Better fix would be that when you cast the spell you can't recover those spell points back until you dispel the spell or it fades away.
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#5
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A great idea, though death blade seems a little underpowered
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#6
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maybe give them negative lore instead of meditation will make it harder form them to use death spells, say -10 lore and ofcourse negatives in evocation/incantation/enchantment and Life, maybe a death protect bonus of 50% to balance the negatives out a bit.
Maybe some bonus hp, otherwise pixies/elves wouldn't be able to join. But maybe they shouldn't be admitted anyway as they're pure good races, making an exception for dark elves. |
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