Author | Thread: Cool Spell Idea Thread | 1 | Page 2 | 3 | 4 |
Vaelin Posts: 1 Location: Agoia Talia Magus Age: 126 years old
| Message #2389 Posted: May 11, 2008, 4:38 pm |
Golem Workforce: Infuse your golem with the basic knowledge of craftmanship. He is abel to support your esourceproduktion and increase the gain for all basic resources bye 10% or for a singel resource by 25% for 1h (2h? 5h?). Alternative: The golem increse the gain of his own reasource bye a certain amount (or produce a littel bit of it for non standard golem).Last Edited: May 11, 2008, 4:41 pm |
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Poseidon Posts: 241 Location: Shuul Magus Age: 119 years old
Real Name: Jack Website: Click HereEmail: kingclown00@hotmail.com | Message #6551 Posted: Jul 10, 2008, 7:16 pm |
Penetrating blow : Attacks will do damage based on the targets puncture defense. Exoskeleton : Increases defense. Corruption : Ignores a percentage of the target's armor. Power Defense : Attacks will do damage based on YOUR defense. Leap : Your golem will leap towards (or away from, if using a ranged weapon) the opponent golem at the beginning of the fight. Burn Motivation : Successful critical hits will take away from your opponent's motivation. Gaurd Break : Critical attacks will ignore natural resistances. Spell shield : Debuff spells against your golem will decrease in duration and potency. Omega finale : Attacks on the tenth round of combat will deal increased damage. Death Pulse : Dark magi only. Every X combat turns, your golem will release a pulse of dark energy that does minor damage that ignores armor to every part on the opposing golem. Damage is based on level of alignment and distance between the golems. Cleansing light : Good magi only. Blinds opposing golems slightly, giving a moderate bonus to your % dodge. Allows the most severely damaged part to heal by X points at the end of combat. Increases defense. Your attacks will do 1-4 points of extra damage to evil magi. |
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NanashiPosts: 1115 Location: Asylum Magus Age: 126 years old Clan: OTAKU | Message #6861 Posted: Jul 14, 2008, 4:20 pm |
i have seen similar ideas from others but...: petard/self-destruct: magus sacrifices one(1) golem to do severe dmg to a defender's wall. golem cannot attack defender. Reaching the wall, attacker explodes, dmg based on current hp of the golem. If the wall reaches lvl zero, excess dmg dealt to defender. Anyone that has played Age of Empires should be familiar with this.Last Edited: Aug 13, 2008, 5:21 am |
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Dreamweb Posts: 87 Location: Hans Mina Magus Age: 117 years old
| Message #7161 Posted: Jul 17, 2008, 10:18 am |
Flesh Golem: Nightshade Absorption Once combat is over and if the target is a flesh type monster the flesh golem regenerates like a clay golem. Wood Golem: Wild Regrowth If the opponent hits your golem it takes 4 damage +4 extra damage per level of the wood golem part past level one. If targeted if ranged combat instead of the opponent taking damage its accuracy is reduced X%. Stone Golem: Malability Stone golem gains clay golem like regeneration in stone like areas. |
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Dreamweb Posts: 87 Location: Hans Mina Magus Age: 117 years old
| Message #7256 Posted: Jul 18, 2008, 6:51 am |
I was thinking about the spell system at work, heres a possible ideal for it. Have a primary spell slot and secondary Primary spell slots are for spells that are constantly on, secondary slots are for casting and are used for a single battle or set amount of time. Have spells upgradeable with xp and resources for greater effect and slight reduction in motivation use. As for spells heres some more suggestions. Evil Alignment Spells Shadow Walk opponents at night have a greater penalty in hitting the casters golem. Withering Touch Flesh golems, wood golems and flesh type monsters take twice as much damage from target of this spell. Good Alignment Spells InjunctionLevel One spell prevents more than six attacks per hour, level two spell prevents more than five attacks per hour, and so on up to the max protection of level six spell which prevents more than one attack per hour. (Dose not work with jobs. High motivation use and possibly ideal for people in clans or possably a clan only spell.) Spells Living Wall Barricade dose not drop in level till after the spell wears off. While spell is active the barricade regenerates 1/hp per min, if the barricade is low enough hps when the spell wears off then the barricade drops in level. |
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Nageya Posts: 86 Location: Asylum Magus Age: 118 years old
| Message #8988 Posted: Jul 31, 2008, 3:15 pm |
An idea I like for spells is defensive spells that target a workshop or guild base rather then a golem, some possible spell ideas of this type are: Bog of Despair: area becomes a very high percentage swamp, attacking golems have a 5% chance to sink into the swamp sunk golems are completely destroyed Area of lawless Wild: attacking golems must fight 0-3 random local monsters, guards or police won't enter areas under this spell so there is no restriction on number of attacks that can be launched |
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Astros Posts: 40 Location: Last Alvia Dawning Magus Age: 119 years old
| Message #9974 Posted: Aug 11, 2008, 6:22 pm |
Juggernaut: metal golems only, Golem ignores walls |
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Endovior Posts: 172 Location: Nournsland Magus Age: 124 years old
| Message #10079 Posted: Aug 13, 2008, 4:47 am |
Summon Monsters: Your workshop is guarded by a number of random low-level monsters from the local area, which must be defeated before your golem can be attacked. Thievery: In combat, any successful attack against a particular golem part has a chance of stealing an item equipped to that golem part. Warding: Protects your workshop with a field of energy that protects it from enemy spells, and adds a slight resistance bonus versus energy damage. |
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NanashiPosts: 1115 Location: Asylum Magus Age: 126 years old Clan: OTAKU | Message #10080 Posted: Aug 13, 2008, 5:28 am |
Hex Wall: Percent chance to reflect a strike back on the attacker. Only works when defending your workshop. Damage is not modified by spikes or wall level, but the chance is affected by wall level(?). (wall level) times .5% or (wall level)% |
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laidanPosts: 1158 Location: Mottonsborough Magus Age: 120 years old Clan: OASIS | Message #10433 Posted: Aug 18, 2008, 11:17 pm |
Illusory disguise: makes golem and/or items appear to be of another type. IE Flesh golem seems to be iron, and/or good eyes/power/weapon appear to be crap. Or the opposite. |
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Vardos Posts: 146 Location: Mallow Magus Age: 126 years old
| Message #10515 Posted: Aug 20, 2008, 4:30 am |
Unmaking Ward: Sends a pulse out from your golem doing damage (variable) x times randomly on the opposing golem. Damage is unresistable. (x = spell level aka 5 "strikes") Creature Bane: Whenever attacking a monster each strike has a chance (10%/20%/30% etc) to cause additional light unresistable damage (1/2/3 or range 1-2/1-3/2-3/2-4/3-4 etc) to the monster. |
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laidanPosts: 1158 Location: Mottonsborough Magus Age: 120 years old Clan: OASIS | Message #12616 Posted: Sep 22, 2008, 6:41 pm |
So how much do we actually know about the spell system so far? Is it going to be like quests, where you have so many spells you can cast, and they cost...what? Resources? Can be cast so many times per day? Or can you cast so many spells per day from the whole spell list? Or do you have to research spells, and you get your "spells" number in researches, so you can get bigger and better versions of a line of spell, ie improved teleport, or hotter fireball or something. |
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Vardos Posts: 146 Location: Mallow Magus Age: 126 years old
| Message #13435 Posted: Oct 3, 2008, 9:18 am |
I dunno but i kinda hope there is a passive and active spell slot. Passive being all the time and active is activated (yes i know i went out on a limb there) Vardos |
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MalakorPosts: 70 Location: Rildesjan Magus Age: 121 years old Clan: OASIS Real Name: Liam Email: liamkembleyoung@googlemail.com
| Message #13627 Posted: Oct 5, 2008, 11:27 pm |
i have a decent good alignment spell maybe for herald of angels and saints only. anjelic purification golem attacks mages workshop aposing mage notices that there is a white light enveloping workshop. as golem attacks a huge beam comes from the heavens and destroys golem. aposing mage loses all motivation. can be cast once aday and has to be earned by a quest. evil spell dance of shadows ghostly black mists envelop workshop and when golem attacks golem is delt cold, sonic and pearcing damage by the shadowy creatures. |
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Yamikuronue Posts: 1288 Location: Mottonsborough Magus Age: 122 years old
| Message #13904 Posted: Oct 8, 2008, 3:30 pm |
Sniping post: The golem on which this spell is cast can defend the workshop from the basement using a ranged weapon. |
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NanashiPosts: 1115 Location: Asylum Magus Age: 126 years old Clan: OTAKU | Message #13960 Posted: Oct 9, 2008, 1:48 am |
Turrets: The golem shouts random obsen-I mean...uh never mind |
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Boss Posts: 132 Location: Zion's Reach Magus Age: 121 years old
| Message #16509 Posted: Nov 1, 2008, 8:27 pm |
Tag team: a golem is set to switch with another golem when their health drops to a certain number. (a very certain number) Ghost limb: as tag team, but with parts rather than a whole golem. Parts may be destroyed in the process. Outpost: one time use sanctuary where a golem might be directed to rest at before or after their missions. Depending on the location of the outpost, a golem may require only 1/2 motivation and travel time for missions from the outpost. Also, a golem resting at the outpost can be given a new mission after they've rested enough. |
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laidanPosts: 1158 Location: Mottonsborough Magus Age: 120 years old Clan: OASIS | Message #17561 Posted: Nov 12, 2008, 5:21 pm |
Sealed wounds-The next damage done by this golem costs extra (double? Triple?) to repair |
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TzadkielPosts: 596 Location: Broukendale Magus Age: 130 years old Clan: OTAKU | Message #22612 Posted: Jan 13, 2009, 1:50 pm |
Don't think I've seen this one yet but it's so dang obvious Enduring Speed - Halves return time for golem excursions - no affect in combat Speed +5 golem speed (obvious upgrades from here akin to the strength boosts) |
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AnriPosts: 229 Location: Darghelm Magus Age: 125 years old Clan: ADV Real Name: Lily
| Message #22794 Posted: Jan 14, 2009, 6:25 pm |
Nightfall: The workshop this is casted on is shrouded in an eerie darkness inflicting the same penalties as if it was nightime. Last Edited: Jan 14, 2009, 6:27 pm |
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Dreamweb Posts: 87 Location: Hans Mina Magus Age: 117 years old
| Message #23207 Posted: Jan 18, 2009, 3:10 am |
Mystical Shield I thru VI: Mystical Shield I reduces damage taken by the golem by 1.5 hps. Mystical Shield II reduces damage taken by the golem by 3 hps. Mystical Shield III reduces damage taken by the golem by 4.5 hps. Mystical Shield IV reduces damage taken by the golem by 6 hps. Mystical Shield V reduces damage taken by the golem by 7.5 hps. Mystical Shield VI reduces damage taken by the golem by 9 hps. Damage reduction is just like the wall. Alignment Needed: N/A ****** Mystical Missile I thru VI: Mystical Missile I, Golem attacks with 1 Missile per round, Each missile dose 6 to 9 damage. Mystical Missile II, Golem attacks with 1 Missile per round, Each missile dose 9 to 12 damage. Mystical Missile III, Golem attacks with 2 Missile per round, Each missile dose 9 to 12 damage. Mystical Missile IV, Golem attacks with 2 Missile per round, Each missile dose 11 to 15 damage. Mystical Missile V, Golem attacks with 3 Missile per round, Each missile dose 11 to 15 damage. Mystical Missile VI, Golem attacks with 3 Missile per round, Each missile dose 13 to 18 damage. This is addition to golems normal attacks Alignment Needed: N/A ****** Mystical Trinket, Charm, Crystal, Engine, Reactor: Mystical Trinket 1 slot, adds 20 extra energy to power source, each round of attack power source takes 2 hps damage from overloading. Mystical Charm 1 slot, adds 30 extra energy to power source, each round of attack power source takes 4 hps damage from overloading. Mystical Crystal 2 slot, adds 50 extra energy to power source, each round of attack power source takes 6 hps damage from overloading. Mystical Engine 2 slot, adds 60 extra energy to power source, each round of attack power source takes 8 hps damage from overloading. Mystical Reactor 3 slot, adds 80 extra energy to power source, each round of attack power source takes 10 hps damage from overloading. Must be equipped to provide the extra energy, will vanish when time limit runs out. Can be equipped in ether chest or abdomen of golem. Alignment Needed: N/A ****** And in line with the Animate Dead spell: Animate Deadwood: Wood Golem Living Clay: Clay Golem Animate Boulders: Stone Golem Last Edited: Jan 18, 2009, 3:28 am |
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laidanPosts: 1158 Location: Mottonsborough Magus Age: 120 years old Clan: OASIS | Message #24056 Posted: Jan 28, 2009, 1:18 am |
Sticky coating- Could be a spell or an item, but it allows your golem to carry more loot without a strength enhancement. Bountiful harvest- Increases production of a resource for a day |
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masterslugPosts: 619 Location: Shuul Magus Age: 130 years old Clan: OTAKU | Message #24095 Posted: Jan 28, 2009, 4:26 pm |
laidan said: Sticky coating- Could be a spell or an item, but it allows your golem to carry more loot without a strength enhancement. lol - like giant fly paper! you would have to have a longer turn around time between trips for this one, to allow for picking off all the crap your golems managed to collect on route. :) |
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Yamikuronue Posts: 1288 Location: Mottonsborough Magus Age: 122 years old
| Message #27292 Posted: Mar 13, 2009, 10:43 pm |
Silence: Neither golem may deal sonic damage during combat. In addition, if the other golem has a spell, it does not activate (due to the lack of a verbal componant) (inspired by my peeping into the chat today) |
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NaelwynPosts: 209 Location: Hans Mina Magus Age: 118 years old Clan: OTAKU2 | Message #28435 Posted: Mar 28, 2009, 11:52 pm |
Don't know if they are already in the balacing phase or not, but nonetheless: Looking at spells that increase the mundane damage categories and increase their resistance. I.e. +10 Blunt +10 Slash +10 Pierce +15 BR +15 SR +15 PR Yay! Some of these Were Implemented! Woo!Last Edited: Aug 24, 2009, 4:21 am |
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