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  #1  
Old 08-17-2006, 03:41 PM
ChikaoFG ChikaoFG is offline
 

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They all seem really good on paper... They just need a little tweaking.
  #2  
Old 08-17-2006, 05:55 PM
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They are pretty good, but scrap Hurricane, thats would be hard as heck to code.
  #3  
Old 08-17-2006, 06:41 PM
ChikaoFG ChikaoFG is offline
 

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Zeo's right... And it probably wouldn't be used much anyway when the novelty dies down. It could prevent a monster from moving if hit with the spell, like a tiny paralysis?
  #4  
Old 09-11-2006, 08:44 PM
Narhalles Narhalles is offline
 

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Earth needs spells..... Ill start my own thread. <!-- s --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt="Very Happy" title="Very Happy" /><!-- s -->
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  #5  
Old 09-12-2006, 05:19 PM
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Any element needs to have magic useful in combat. Maybe Earth wouldn't be the strongest combat element, but it should still have some sort of battle magic.
  #6  
Old 09-12-2006, 05:53 PM
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Yeah like Mud in the eyes ( Evocation of Earth and Air) common in weak action movies, the bar-brawl equivalent being Ash in the face.
  #7  
Old 09-13-2006, 12:36 AM
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Icecicle be a good anti-diamond golem attack for pure mages,with the physical damage it has.
  #8  
Old 09-13-2006, 05:45 PM
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Magic is about improvisation. It's about being able to conjure things from nothing and find uses for them. Every element *should* have a spell used offensively, because every element has something that could be imporvised as such. If you cast Earth spells, then you should be able to conjure blocks of earth and toss'em at the enemy. If you study the element of Mind, you shuld be able to perform limited telekinetic attacks.

This doesn't mean I think Earth should have an incredibly powerful, heavily damaging spell; it means that I think, to complement its noncombattiveness, it should have at least a decent combat spell. Conversely, things like Fire and Water should have more, but less effective, non-combat spells of some use.
  #9  
Old 09-13-2006, 06:45 PM
Narhalles Narhalles is offline
 

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[size=18:1e83a][b:1e83a]Mind[/b:1e83a][/size:1e83a]
[size=14:1e83a]Lore 8[/size:1e83a]
Squeeze, Giants Fist

[i:1e83a]Uses your telekinetic prowes to crush enemies in a cone in front of you. (minor damage to unarmored foes. virtually none to armoured foes.) Deals Crush Damage[/i:1e83a]


[size=18:1e83a][b:1e83a]Mind/Air[/b:1e83a][/size:1e83a]
[size=14:1e83a]Lore 10[/size:1e83a]
Shrapnel

[i:1e83a]Uses tour telekinetic powers to hurl handy objects at enemies. (Rocks, icicles, etc.) medium damage to unarmoured foes minimal damage (initialy) to armoured foes. (Mind = bigger objects Air = faster movement thus more penetration/shearing ability. If a desk slamed into you at 30 MPH wouldn't you be hurting???) Deals pierce, graze, and (if level is high enough) Crush, and Cut damage[/i:1e83a]


[size=18:1e83a][b:1e83a]Spirit[/b:1e83a][/size:1e83a]
[size=14:1e83a]Lore 8[/size:1e83a]
Martyr's Last stand

[i:1e83a]Adds a small percentage of extra HP that increases per Spirit level. Duration 1-5 Min (Random in that range)[/i:1e83a]


[size=18:1e83a][b:1e83a]Spirit[/b:1e83a][/size:1e83a]
[size=14:1e83a]lore 14+[/size:1e83a]
Purity
Reagents: Silver cross on chain

[i:1e83a]Casts a beam of Holy light. Deals massive damage vs. Demon. medium damage to undead. effective only vs. undead, demon, and any player that has + Death magic.[/i:1e83a]


[size=18:1e83a][b:1e83a]Spirit/Mind[/b:1e83a][/size:1e83a]
[size=14:1e83a]Lore 10[/size:1e83a]
Dread

[i:1e83a]Creates an aura of fear around the caster. Spirit increases effectiveness, mind increases durration.[/i:1e83a]


[size=18:1e83a][b:1e83a]Water[/b:1e83a][/size:1e83a]
[size=14:1e83a]Lore 2-4[/size:1e83a]
Icebolt

[i:1e83a]Like an arrow but is made of ice. deals cold and stab damage.[/i:1e83a]


[size=18:1e83a][b:1e83a]Water/Mind[/b:1e83a][/size:1e83a]
[size=14:1e83a]Lore 12-14[/size:1e83a]
Brain Freeze (think up a better name <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt="Razz" title="Razz" /><!-- s:P --> )
Reagents: vial of water

[i:1e83a]Causes unbelievable pain and chills the enemies to the bones. Deals crush and frost damage.[/i:1e83a]


[b:1e83a][size=18:1e83a]Earth/Fire[/size:1e83a][/b:1e83a]
[size=14:1e83a]Lore 6[/size:1e83a]
Meteorite/Cave-in/Brimstone
Regents: a stone

[i:1e83a]Dirt blocks randomly appear around caster. More Earth more blocks. More Fire more damage to enemies caught under blocks.[/i:1e83a]


Hmmmm..... If I think up more Ill post them.
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  #10  
Old 09-13-2006, 06:52 PM
Linda Linda is offline
 

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Those seem like good spells. I especially like the combinations of different elements.
  #11  
Old 09-13-2006, 07:17 PM
Narhalles Narhalles is offline
 

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Problem with purity being life is then pallys would be litteraly OVERPOWERED!!!!!!


So I made it spirit


Mabey make it Spirit/Life Make life = more damage make Spirit = more powerful. (hurts more powerful monsters.) though that seems kinda corny....
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  #12  
Old 09-13-2006, 08:35 PM
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I likes it. It reminds me of when I came up with an idea for starvation spells once. Couldn't decide whether it would be Earth/Mind or Earth/Death or Mind/Death though. Can't remember what I called the low level one, but it would be one of those ones that simply just affected a player when you cast it on them. The other one, Which I think I called Famine/Drought/Blight(Although i'm pretty sure I liked famine the best) Would work like destruction. Man... That was an idea I had fun talking about that everyone liked.
  #13  
Old 09-14-2006, 04:44 PM
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I figured the best way for Dread to work is like um... Frost wave Methinks its called.
  #14  
Old 09-14-2006, 06:02 PM
Linda Linda is offline
 

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I think the reason Fire is involved in the falling rocks thing is because the idea is that they're meteors falling from the sky. Makes sense to me, at any rate.
  #15  
Old 09-15-2006, 05:05 PM
Narhalles Narhalles is offline
 

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Okay fire and earth in the t-cave-in was so that it could have a second element to train to make the effects. With it bieng called brimstone or meteorite it would fit.


For the ice bolt. I was thinking 2 at a time (or every so many seconds.) and the projectiles would be 2 long.


Dread like flame shield but 3 wide. at base skill make it at it's strongest (right next to you.) be 30% fear. disiapating at 33% each successive ring. Gains 5% streangth each level.
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  #16  
Old 09-15-2006, 06:39 PM
Narhalles Narhalles is offline
 

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Well, dread is easily defeated if you are prepared for it. (1 skull shield gives 90% fear resist. then add a bravery pot and bam immunity.)


Cave-in would be difficult to code. but posiable.


Basically give the player a small amount of hits (rocks) and have them hi randomly on the screen. I could even get a pice of code that woudl do just that from a friend of mine. Basically, IF I understood Java I could make these spells work in a couple of days... easily. (Ill modify that statement, depending on how well the code of wyvern was written I could have it working in days.)
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  #17  
Old 09-15-2006, 07:05 PM
Narhalles Narhalles is offline
 

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Note my last post.... I don't actually know any Java... *ME cries* mabey I should learn it.... I've been meaning to lear it for about 3 years....


But see, there are other problems, I don't know for example what sub's are caled for damage, SP,HP,XP,Lore,Spells,etc.... So I think I would actually need to be a wizzard first so I could find that out... :S Mabey write up the code with chunks left out and notes pasted in telling what would need to go there? I really don't know. I have never seen the Wyvern code.
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Narhalles - Rak Tiger - Cavies - level 22
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EgoMachine - Halfing Whipper - Unguilded - level 19
IC - Frost Giant - Unguilded - level 10
StaticS - Storm Giant - Unguilded - level 16
  #18  
Old 09-21-2006, 08:49 PM
Narhalles Narhalles is offline
 

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ummm who? cause I ahve never heard of diabilo.... what is it?
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  #19  
Old 09-21-2006, 09:04 PM
Linda Linda is offline
 

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Diablo is an action roleplaying-game by Blizzard, and an astoundingly popular one, at that. It's quite fun, in my opinion, but doesn't offer the level of challenge that I like.
  #20  
Old 10-27-2006, 06:12 PM
Narhalles Narhalles is offline
 

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to dreg up an old post.


@Salkand

The reason so many of those spells have meele damage in them is because they are Telekinetic spells. That's right, something NEW DIFFERENT and UTTERLY COOL!


the spell that hurls objects at enemies would either deal damage one of 2 ways.

1. Hits with random intensity with random damage type within ranges. damage types would be those listed in the spell idea.

2. If you are in an ice cave icicles are hurled dealing randome cold, and ramdom attack type. (pirce, cut, smash, stab)
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Narhalles - Rak Tiger - Cavies - level 22
Sihon - Stone Giant - Unguilded - level 21
LifeLine - Pixie Swords man - Unguilded - level 12
EgoMachine - Halfing Whipper - Unguilded - level 19
IC - Frost Giant - Unguilded - level 10
StaticS - Storm Giant - Unguilded - level 16
 



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