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New mage class.

So, last post on ideas was last, month so lets speak of hole in the classes system.

We lack a caster class that looks something like a wizard, and we lack a half-mage for goods/neutrals.

DK's are the ideal of a half-mage. Strong physical skills and very good, very broad (rounded) magic. I doubt it could be done better. But we can try.

Goods/neutrals only have invockers and battlemages as mages. With Necromances as evil only. Qraces do not count, because you can't roll one, you need to apply and the slot must be open, and you must be good enough to get it.

Invokers are like offensive mages only, aka the glass cannot. Not very interesting or with enough depth after a few plays. Unless you really really like to blow stuff. I don't.

Battlemages are also a very damage focused class but with some strange mals and very interesting defensive capabilities. They are ok, specially if you know what you are doing.

Necros ATM are like a huge pain to play for me, but very good if you are a vet attuned to their mechanics. But their are being cooked for a facelift , so lets not dwell on them.

So I had this idea to simple do it all in one. A wizard class and a half-mage class with the underused power of "Selections". We could have some domains like "physical", "arcane", "body", "elemental" and allow us to chose what we wanted to do with the class. And instead of selecting only domains, allow the selection of specific skills in the domains, but with requirements.

For example you would need arcane-1 before you could select the arcane-2 skill. This way you could have a very rounded character jack of all, master of none or you could have a specialist who is great at some stuff but lacks at another.

We could also make forbidden schools/domains to prevent some combos. For example Bash would forbid dispel and vice versa.

Just some examples of what could be some domains just for example of the mechanics of the list:

Physical:

  1. Enhanced damage 1) mace

  2. two handed 2) dual wield

  3. polearm 3) axe 3)trip

  4. dodge 4) dirt

  5. bash

Body:

1)Protection 1)Cure light

2)Cure blind 2) Flesh armor

  1. Stone skin 3)Summon

  2. Sanctuary 4) PRotective shield

  3. Cure serious

Arcane:

  1. Trance

  2. Dispel 2)Summon

  3. Charm 3) Isolate

  4. Telelock 4)Manalock

  5. Mana shield 4)Spell turning

  6. Paralize

Maledictions:

  1. Curse 1)blindness

  2. Poison 2)Faerie Fire

  3. Plague 3)Hex

  4. Weaken

  5. Visitation

Elemental:

  1. Fireball 1) Flame arrow

  2. Iceball 2) Icicle

  3. Call Lightning 3) Control weather

  4. Steam jet

  5. Sear

Still trying to figure out if this is a serious suggestion or a joke, Mya? Seriously, it's wrong on so many levels...

Sign me up.

I for one like the idea. Unfortunately it is probably a lot of coding work, not to mention balancing. I do like the idea of a class being able to select between basic and advanced selections from a number of current classes.

Creativity in the selection choices lead to a vast number of combinations. Much more than our basic classes now.

Celerity had a fabulous idea with her selections... And maybe we can get somewhere like this over time.

It would be cool to chose between a basic skill set of one class, and an advanced/medium one from a different class.

Basic warrior skills mixed with flame arrow, icicle, etc. Would be fun.

Plus, you would have to learn your opponent over time. Initially you would know they are some sort of hybrid, but not know which choices they made.

The idea of a wizard selectable mage type class sounds fun. But the way you have it laid out just sounds like you roll a Wizard and then it becomes an Invoker, Shaman, or Warrior lol

What are the spells/skills that ANY Wizard regardless of path will have? That's a big part of the balance right there and it is what fundamentally (in your post) will set apart a Wizard from just being a Shaman or Invoker.

Needs a bash skill that dispels on successfully landing. I might play one then.

That's a secret skill unlocked only if you go the body path and you named your character Guile.

Your Sonic Boom OBLITERATES Zangeif.

Zangeif is having trouble with his upkeep!

The white aura around Zangeif falls.

Zangeif slowly floats to the ground.

Zangeif no longer looks angry.

Needs a bash skill that dispels on successfully landing. I might play one then.

I think that would be a bit of OP, hence the proposed restrictions.

Then again DK's in a certain cabal...

Curse + Magic missile to erode saves then haymaker and wait for Warlock to bash.

And what is wrong with the idea F0xx? And remember you can't blame my skill selection since I said they where just an example.

I think that would be a bit of OP, hence the proposed restrictions.

Then again DK's in a certain cabal...

Curse + Magic missile to erode saves then haymaker and wait for Warlock to bash.

And what is wrong with the idea F0xx? And remember you can't blame my skill selection since I said they where just an example.

You're onto something, Mya. We should also maybe look at creating some synergy, something that allows for icicle to also destroy items the way hellstream does.

And fireballs that can flame_blind

:eek: Those are actually very great ideas. And quite out the box.

A class whose spells get enhanced with stuff. Like Shaman mals and battlemage spell % effects.

Faerie Fire that blinds!!!!

Always the big questions...

  1. Lag protection? If so, what kind?

  2. Blinding ability? If so...

  3. Spells fall under which category? Mal, aff, men...

  4. Offensive or defensive weapon selection?

  5. Degree of melee defense

  6. Regenerative capability...

  7. Other support specialization? (missile shield, stat buff/debuff abilities, rogue or anti-rogue)

--

My thought is that we do have a mage/melee hybrid, but our standard mage/rogue hybrid sucks (bards) and have no communer/rogue hybrid (unless you want to count druid here...?). A lot of potential in those categories...

The beauty of the selection thing is that those questions are left to the player.

You want protective shield, ok, but you give up another thing for it.

Want to dual wield like a meele, ok, but you give up another thing.

Want to have 3 defences, ok, now you give up another thing.

More weapons, better give up on more spells.

With a limited amount of selection "points" you can somewhat control this, with more specialized and interesting skills/spells at the top of each field forcing you to get the lower spells. Just like a warrior must chose sword mastery before being able to chose sword lore, so they would have to chose for example cure blind before choosing sanctuary. It's field/school/domain should be shaped like a pyramid with different levels. To get the skill at the top you don't need to chose all at the base, but you must chose one at each level of the pyramid, till you reach the level you want.

It's not like Berserks where you chose a path and are limited to it, but more like you chose skills from different paths, but to get the best skills of a path you need to chose the crap ones that come before.

For example as a ridicule case you could make a character with the melee abilities of a DK, with protective shield, but with no offensive spell.

Or you could make a invoker style character full of offensive spells mals and affs, but that does not has protective shield or sanctuary.

OR a totaly defensive character, full of melee defenses and weapon knowledge, and curatives, but that has no real offense.

As a start there is no RP behind this class. It's just random skills thrown in together to create a new "class". This is no class actually.

No RP, no unique skills, with a lame excuse for it's implementation to begin with ("We lack a caster class that looks something like a wizard, and we lack a half-mage for goods/neutrals").

We have hybrids, they are called Paladins, Druids and Dark knights and are perfectly well balance, from both PK and RP perspective.

The only suggestion that makes sense in this thread is to improve bards.

I'm digging through old files trying to find an idea I had once for a form of anti-druid. Very spell heavy. Called them Blighters. If I can't find the file, I'll try and pick it from the annals of my memory.

Blighters like D&D? It seemed like a fun class, though a bit too focused in what they do for a base class no? I mean their class is built mostly around destroying life (mostly plants)

RE: Mya

This class IDEA I like, but if you give me a class that I can have mana lock, and enhanced damage? Im gonna be a warrior with mana lock, and thats that lol.

A lot like DnD, yes, but also adapted for the broad play of FL. Stuff like terrain-dependant spells and spells whose effect changes based on weather/terrain, and the ability to actually change the terrain of a room for a small time.

Class: Blighter

Races: Human or Feral

Prerequisite: Level 30 Ranger, or Druid of any level. Converting to Blighter reverts you to Level 1.

Blighters are a casting-heavy hybrid class, with spells heavily reliant on their environment. Different environments provide bonuses or penalties for some spells, while affording different effects for others. Unlike druids, however, their use of nature is not the touch of life, rather the rot of death.

Lore: In the beginning, there was life. All lived in relative harmony with each other, each having their place in Gaia's eternal glade. However, this was not to remain forever. Legions of the dead erupted into the world, led by the behemoth known only as The Nameless. After countless battles, the threat was finally sealed by clerics of the light. However, a great cost was payed. The war-torn world was scarred, it's land tainted by death. Months later, the foul energies of the rift spilled forth into Aabahran, it's corruption forever changing the face of the world. Where once a lush forest grew, a vast desert known as the Forsaken Lands split the world in twain. Dark entities corrupted life of all forms, most evidently the Feral. It was not only mortals, though, that would succumb to the twisting evil that now beseiged the world. Hgroathar, a Son of Gaia, and powerful conduit of Aabahran's ley energies, bore the brunt of the Rift's taint, unwittingly absorbing it and feeding off it's malevolence. In time, Hgroathar heard whisperings in his mind, doubts in the might of Gaia, his mother and creator. Over centuries, doubts beget misgivings, and misgivings became distaste. Soon enough, distaste became hatred and loathing. Discontent with the perceived failings of his mothers and his siblings, Hgroathar betrayed his lineage, attacking his brothers and sisters and claiming their might for his own until the day of his defeat. However, his brothers and sisters no longer held the power to slay him outright. Only able to contain his power, they sealed Hgroathar deep beneath the earth, inside a runed prison which could not be opened from inside.

Recently, Hgroathar has seemingly found a way for his will to permeate the boundries of his prison. At times, he is even able to project himself into the minds of the weaker willed beings. Cunning use of this ability has renewed his zeal, and even now he plots his escape. With help from the outside, Hgroathar may once again wage war on his brothers and sisters, this time with a powerful following of malcontents. For now, their order exists entirely in secret, their master pulling strings from the shadows. Some worship him as a God, sealed in jealousy by his weaker rivals. Others see him as a means to an end. Whatever their motivations, they are all useful pawns for Hgroathar, for he will be vindicated, even if he has to slay every last one of his siblings to save them from their own blindness.

Skills:

Level 1: Staff, Polearm, Parry, Whip, Flail, Staves

Level 2: Hand to Hand, Dagger

Level 5: Dirt Kicking

Level 6: Fast Healing

Level 8: Meditation

Level 12: Camoflauge*,

Level 14: Track*

Level 18: Haggle, Dodge

Level 24: Second Attack

Level 30: Trance

  • Can only benefit from these skills in Desert or Volcanic terrain

Spells:

Level 5: Detect Invisibility

Level 6: Detect Magic

Level 10: Poison

Level 15: Rot

Level 16: Decrepify

Level 17: Unnatural Predatation

Level 21: Lepersy

Level 26: Deforest

Level 30: Magma Burst

Level 32: Rust

Level 36: Leech

Level 40: Cataclysmic Might

Level 43: Harness Nature

Level 45: Mites

Level 50: Touch of Death

Rot: Deals moderate damage and applies the Decompose effect (which works in functionality like a bleed. Frequent 1hp damage ticks that leave bits of flesh where the victim walks). This effect lasts for 3 hours, and the damage is dealt once per round.

Decrepify: Deals significant damage to movement. Victim loses 15% of their current movement.

Unnatural Predadation: In forest terrain, it grants +.2 per level to hit/dam for 8 hours. In Desert, it applies Haste for 5 hours. In Volcanic terrain, it gives a moderate chance for your attacks to deal fire damage, lasting 8 hoours. In city terrain and over water, it provides flying for 12 hours. In swamps/other "gray" font areas, it provides a +5 to dodge and parry for 10 hours. Over mountain terrain, it increases size category by 1 for 12 hours.

Leprosy: Functions like the Curse spell. Has a small chance to cost double mana to also apply plague.

Deforest: Immediately turns the current room from forest to desert. Lasts for 4 hours. While in the deforested room, the Blighter regains significantly increased regeneration. Costs a large ammount of mana.

Magma Burst: Deals fire damage to everything in the room. Even the Blighter is not safe from this spell, though the Blighter takes less damage than other targets. Damage increases with each successful cast, to a cap, and resets when another spell is cast, or the Blighter fails in casting.

Rust: Deals no damage, but has a good chance of destroying a targetted piece of equipment. Only affects metallic arms and armor. Does not work on burnproof items.

Leech: Damages the enemy and heals the Blighter for 1/4 - 1/2 of the damage dealt, depending on the health of the Blighter and the victim. If the Blighter has signicantly lower health than the target, these effects are maximized. The damage and healing falls off the closer the gap in health is. If the Blighter has significantly more health than the target, the spell fails. Applies Hemoplague, which prevents the Blighter from affecting the target with Leech for at least 6 hours.

Cataclysmic Might: In a forest, this spell doubles damage dealt by non-spell sources for 5 hours.. In swamp/"gray" text areas, increases Mal level by 2 for 6 hours. In Mountain, it heals the Blighter as a Level 56 Heal Critical. In a city, it casts a level 52 earthquake. In a desert, it increases Aff level by 2. In volcanic terrain, all Magma Bursts cast at max damage for 4 hours.

Harness Nature: Long lag after cast, 2 round meditation time required. Your next spell within 12 hours that has a terrain-specific outcome also applies the terrain of the room in which Harness Nature was prepared. (i.e. you prepare Harness Nature in a desert, then cast Cataclysmic Might in a volcano, you get both the boost to Aff level alongside your max damage benfit on Magma Burst. Cannot be cast again for 36 hours.

Mites: Victim suffers -15 proficiency to all spells, lasts 3 hours, doesn't stack. Cannot be cast on the same target for 12 hours.

Touch of Death: Kills a non-player follower to deal damage equal to 1/3 it's current health to the enemy. Only usable in Combat. In desert terrain, this increases to 2/3 current health of the non-player follower.

I'm iffy about adding a sanctuary type spell. Not sure if it would give too much utility. If I did, it would be "Hgroathar's Gift" and learned at level 32.

i want a geomancer

As a start there is no RP behind this class. It's just random skills thrown in together to create a new "class". This is no class actually.

No RP, no unique skills, with a lame excuse for it's implementation to begin with ("We lack a caster class that looks something like a wizard, and we lack a half-mage for goods/neutrals").

We have hybrids, they are called Paladins, Druids and Dark knights and are perfectly well balance, from both PK and RP perspective.

The only suggestion that makes sense in this thread is to improve bards.

No rp behind it? Really? comeon foxx, you're just grasping here. It is not like our weakest writer couldnt draw up convincing lore in 5 minutes flat.

Class design is best approached from a balance perspective, then filled in with relative lore after the fact anyways. You take your simple idea, established a balanced set of abilities, then elaborate lore.

No rp behind it? Really? comeon foxx' date=' you're just grasping here. It is not like our weakest writer couldnt draw up convincing lore in 5 minutes flat.[/quote']

While this is usually enough for creating characters, imho, it's not enough for a whole new class.

Each of Aabahran's classes is unique in its own way. It carries whole atmosphere with it, and no matter how you twist it, just making a list of some skills and spells already available and creating paths around them is not a new class really.