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New neutral Half-mage class.

Wouldn't be cool if we had a neutral Hybrid Half-Mage Half-Warrior class ?

We already have Paladins for goods and DK's for evils.

But neutrals have little.

You can say they have Druids, but druids are more of Clerics, and are heavenly restricted by their Nature RP.

I was thinking of some sort of Powerfull mage that had not renounced his physical side.

Ideally he would have a magic enhanced weapon. Nothing as good as a DK.

But something to call his own. It can even not follow the DK kill for weapon advancement. But be based on rare material improvement and Time.

For example, you would need to gather increasing number of Starstones and have cooldown steps after improvement (500 hours).

He would have the normal defences of Hybrids.

Parry, Shield block, Two handed, Dodge.

And the ofences:

Enhanced damage, Dual wield, Two handed.

He would also akin to Paladins and DK's have a good opener in Combat.

I was considering Behead. But i think it is to powerfull.

So something completely new, could be created for him, in the damage range of the other 2 classes. Something that perhaps could exploit Vulns like Cleave.

He would be able to Dirt Kick and Cast the Spell Blindness.

This would compensate for his only unreliable lagging ability, Trip.

He would be proficient in the several field of magic: Afflictive, Maledictive, and Mental.

Afflictive:

He could have Acid Blast as main weapon. Or in alternative the Fireball/Iceball combo.

Lesser afflictives spells would also be present. Perhaps Icicle/Fire Arrow.

Good in conjunction with Acid Blast. Never with Fireball/Iceball.

Maledictives:

Curse, is a basic one. With Blind and Poison, he could do good.

No faerie Fire/Fog. Poison is the key.

Weaken could be a spell to compliment it. It is a good spell to use at low level PK, and it improves with rank.

Mental:

Here he would have Dispel Magic. You may think warriors would have trouble with this, but remember he cannot prevent Bash Lag, or lag effectively.

Mages can avoid it throw Saves.

As an additional spell, he would have a Mental saving Mental Damage spell.

Perhaps Phantom/Illusionary Dragon.

Restorative:

Paladins have Cure critical. DK's Cure Light. He would have Cure serious.

Also access to Cure/Remove Blindness as common D&D mages.

No Warcry/Bless. Wands/Staves/Scrolls would solve that.

But he would have access to Stat increasing buffs. Like giants STR/DEX/CON.

And new Spells designed to increase hit Hit/Dam.

Word of Recall is a given for a Mage. But no Teleport.

I will try to provide a sKill/spell list.

bringing the original psi code back to the general pbase (the place where it's supposed to be) would take care of a need for another neutral mage class.

sounds like a DK to me.. sounds like you want a neutral DK with virtually the same spells/skillsets. Why would a neutral dk be using curse/plague/poison, etc... I dunno.. just seems alittle ridiculous

New classes with interesting skills are always welcome in my books. But for your information, we already have something like that. Now if only people would make a PSI build other than a P*****y PSI then maybe we will be able to see it in action.

I miss the old psi...maybe it wouldn't be so bad if the new psi was a little less high maintenance...but I guess you can't have your cake and eat it too...

A new qclass/qrace for neutrals would be rather nice, but I agree with Telufial...just seems too much like a DK with some "Special q/class Abilities" thrown in.

I wasnt the old PSI back to... they were fun.

Old Psi's were OP.

This class sounds nothing like a DK. You are all crazy. A DK would OWN this class. However, acid blast as much as I would love to see it might be a little overpowered. But I agree that acid blast does fit neutral hybrid feel perfectly.

The DEFINING spells of a DK are charm person and malform weapon. This class has neither.

Laviek is not the p*****y type.

sounds like a DK to me.. sounds like you want a neutral DK with virtually the same spells/skillsets

That is due to the fact that a DK is a half mage. Just like a Paladin.

Since this is to be a middle point between the two, it looks a bit like them.

Not the full defensive power of a Paladin. Not the full offensive power of a Dark Knight.

Skill list:

Level 1: axe 1 dagger 1

flail 1 staff 1

polearm 40 shield block 1

spear 1 sword 1

whip 1 scrolls 1

wands 1 recall 100

two handed 1 staves 1

Level 3: dirt kicking n/a

Level 5: enhanced damage n/a

Level 6: parry n/a

Level 7: second attack n/a fast healing n/a

Level 8: haggle n/a

Level 9: kick n/a

Level 11: disarm n/a

Level 14: hand to hand n/a

Level 15: trip n/a meditation n/a

Level 16: shield disarm n/a

Level 17: dual wield n/a

Level 18: third attack n/a

Level 20: lore n/a

Level 23: dodge n/a

Level 25: Behead (or other Combat opener)

Level 30: Trance n/a

Level 35: Analise n/a

Level 42: Dense body n/a

They have all weapons, except Maces.

I still do not like Behead, looks over kill. But plain charge is ... to small when compared with Cleave/Mounted Charge.

Yes, i included Trance. They are supposed to be casting spells in battle.

Analise bard skill, it allows you to know Vulnerabilities and Spell saves levels.

This is critical to allow them to think which spells to use during combat.

Dense body. This would be a new skill, that would just do one thing.

"24 hours of size +1". It would mean they would be harder to bash.

Remember they do not have Bash. And this is self only.

Spells:

Level 1: magic missile n/a Weaken n/a

Level 3: chill touch n/a

Level 5: detect good n/a

Level 6: cure light n/a poison n/a

Level 9: invisibility n/a

Level 10: detect invis n/a cure serious n/a

Level 13: lightning bolt n/a

Level 15: curse n/a

Level 16: energy drain n/a

Level 21: summon n/a

Level 20: Blindness n/a Flame Arrow n/a

Level 22: Dispel Magic n/a

Level 23: Icicle n/a

Level 25: Word of Recall n/a

Level 27: Cure Blindness n/a

Level 30: Acid Blast n/a

Level 32: Giant Streght n/a

Level 35: Teleport n/a

Level 37: Steel Wall

Level 40: Mage weapon n/a

Level 43: Phantom Dragon n/a

Level 45: Everlasting Night n/a

Level 50: Ethernal Day n/a

Weaken, is a good balanced mal spell.

Poison for Thieves/Ranger.

Flame arrow/Icicle Combo. With Acid Blast as main AFFlictive weapon.

Blindness and Cure blindness. High level enough to not pawn prepared players.

Cure serious, as halfway to DK's-Pal.

Steel-Wall - To aid vs Warrior kind.

Phantom Dragon, as a Mental saving and damage dealing spell.

Everlasting Night/Day, for kicks. Goods spells that no class has.

So MAGE WEAPON, would not be a malform.

You could cast it on any weapon. And the weapon would become Owner only.

As you rank up you can cast it up more times on the weapon to increase it's Level.

For example at Rank 45, weapon could have a Max of Level 5.

This would have a Material Cost. Starstone Slabs. You would drain them of energy to enhance your weapon. Not waponsmith them into the weapon.

Each Level would give the weapon 1 Hitrol,Damroll and Saving vs spell.

Weapon Level

L0 - Owner Only.

L1 - 1 Hitroll,Damroll,Saving Spell Max

L2 - 2 Hitroll,Damroll,Saving Spell Max

L10 - 10 Hitroll,Damroll,Saving Spell Max

Example with a Average 25 Sword with +5 Damroll.

L0 - Owner, 5 Damrol

L1 - Owner, 1 Hitroll, 5 Damroll, 1 save vs spell.

L2 - Owner, 2 Hitroll, 5 Damroll, 2 save vs spell.

L3 - Owner, 3 Hitroll, 5 Damroll, 3 save vs spell.

L4 - Owner, 4 Hitroll, 5 Damroll, 4 save vs spell.

L5 - Owner, 5 Hitroll, 5 Damroll, 5 save vs spell.

L6 - Owner, 6 Hitroll, 6 Damroll, 6 save vs spell.

L10 Owner, 10 Hitroll, 10 Damroll, 10 save vs spell.

a hybrid should NEVER have dispel magic, that is just far too much. It is a mage spell because mages need to exploit full damage on spells. Putting it on a hybrid would mean they are instantly trip locking opponents, since dispel has a one round lag.

Putting it on a hybrid would mean they are instantly trip locking opponents' date=' since dispel has a one round lag.[/quote'] When have you ever tripped locked anyone for more than 3 rounds? Excluding monk. (Even a monk has trouble doing this.) Maybe that would be possible for an enlarged, non-ogre, giant. But that would be the giants own dumb fault for doing that.

Overall, I like the class however I would tweak it.

Give them shieldbash and make it automatic every 2 rounds. Instead of the size +1 ability, make it so that the hybrid has a chance to actually block the bash with his shield - either reducing the lag or completely negating it. It would also have a chance to block non-archer arrows while active. (Since all melees use arrows.)

if you dispel magic a giant/ogre/minotaur, you can easily triplock it.... You ever fight a blm? That is how they lag hehe.

I was thinking about this when someone brought up a idea recently for some crazy blademaster like class, morphic blade or something funny like that.

I think some sort of nomad, desert raider like class would be cool to fit in the neutral catergory - or some kind of desert witch hunter type class.

Maybe something along the lines of a gimped shaman, with some melee power and a mount, just a causal idea that could be expanded on if it attracts any attention.

Can't everyone already cast "meditation of blades"?

Jesus, they'll let anyone around here these days....

How've ya been, Chayesh?

a-g

Jesus, they'll let anyone around here these days....

How've ya been, Chayesh?

a-g

Undead. You?

Undead. You?

Haha

Undead. You?

Avataresc. Bummer for you.

a-g

Old Psi's were OP.

this makes no sense on several counts:

First: they were not. you find a genuine case of an old psi breaking the game anywhere near the standard of "OP" and i'll pay for your college.

Second: the only abuse-able skill of psi was Clairvoyance. the only reason it was "abuse-able" to begin with is that is was a) an annoyance if done over and over and over on a player, and even then it really was only an annoyance. and it could be a global abuse, i.e. you could Clairvoyance someone and tell someone else everything that guy had. so take out that one skill or put a very limiting timer on it similar to the old strength damned. not..rocket..science.. but, suddenly, this was so OP while a shaman voodoo isn't globally? righti-o.

Third: when something is supposedly OP, then "fixed" to make it not OP, but then is restricted from the general pbase, please explain what good that has done for the game. please give a good reason for that, and really i'm asking the staff on this one.