- Diaster wrote:
Planned Classes
Base---------Master
Mage---------Black Mage, Red Mage
Cleric--------White Mage, Paladin
Mystic--------Ranger, Monk
Warrior------Knight, Dragoon
Shadow------Ninja, Rogue
Cultist-------Necromancer, Death Knight
I love the new system idea, I like the customization, which was much the focus of FL anyway.
I do agree that it seems like a cleric might be screwed for the first half of the game; mystic is a misnomer for a name haha.
I'm going to make the assumption that you want ACTUAL ORIGINAL skills instead of our classic thunder/thundara/thundaga line? Well, I guess I can make a hell load (up to if you they're awesome or not) right now... Feel free to rename at any time cause I suck at naming (and balancing).
NUMBERS CAN BE CHANGED!
Most of thee were meant to be for base classes but I guess you can change the number and make them fit for Master classes too. I didn't have any tiering in mind, but rather original, unique, situational skills so that no one would particularly benefit from having one exact skill set or other. It was meant to be so that while certain combos would benefit a player more than others, that there wouldn't be ONE optimal build. It's meant to encourage strategy and uniqueness. Sorry if that was out of your intent Diaster, but we can still change numbers :/
Format for specifics: (MP Cost/Cast Range/Cast Time/Cooldown)
Mage:Ice Shards Creates 8 shards of ice, each dealing (10+.65x int) damage, (max: 80+5.2xINT) damage. Each of the shards of ice fly off in separate directions, dealing damage to the first unit they hit. (Basically: Shotgun.) Total spread at end is each shard, 100 units apart.
(10 MP/500 range/1 cast/8 cooldown)
Icicle Casts for 3 seconds, creating an icicle which is then launched, dealing (40+3.75xINT) damage to the first unit it hits. Caster can turn around while casting, but cannot move. (Basically: Charge for 3 secs while aiming, and boom)
(15 MP/700 range/3 cast/3 cooldown)
Freeze Channels a powerful freezing ray onto a target. Deals (.45xINT) damage per second, and slows by 8% per second. Once the slow has slowed for 10 seconds, the target is frozen for 3 seconds.
(12 MP/600 Range/Channel/13 cooldown)
Blizzard Channels a powerful snow storm, shooting shards which deal (20+.75xINT) damage at a random location within the snow storm. Lasts up to 15 seconds.
(Basically shoots a bunch of shockwaves (ladder) dealing 20+.75x int damage in a line within certain width (300 units))
(10MP+2 per sec/600 range/Channel/30 cooldown)
Ice Wall Creates an impassable wall of ice, 500 units long. The wall can be broken, it has 450 HP/5 heavy armor. It slows attack speed by 15% on whoever attacks it. Lasts for 12 seconds.
(15 MP/300 range/2.5 cast/12 cooldown)
Frost Nova Blasts all units around the caster with a powerful ice spell, dealing (30+2.5xINT) damage. It freezes all units affected for 1.5 seconds, and then slows their attack and movement speed by 12% for 4 seconds.
(14 MP/375 Radius/1.75 cast/10 cooldown)
Deadly chill Grips the opponent's heart with a deadly chill. The target only takes (15+.75xINT) damage unless the target is suffering from an ice based slow, in which case the target takes an additional (25+1.75xINT) damage. If the target is frozen as well as slowed, the target takes another additional (25+1.5xINT) damage. (Max: 65+4xINT damage)
(8 MP/800 range/Instant/6 cooldown)
Poison Poisons the target, causing them to take (2% of max HP+8 damage) per second, poison lasts 15 seconds.
(12 MP/600 Range/2 cast/10 cooldown)
Blind Blinds the target, causing them to miss 20% of their attacks; lasts 15 seconds.
(12 MP/600 Range/2 cast/10 cooldown)
Telekinetic Force Pushes the target by 20xINT units. Deals 12% of moved distance as damage.
(10 MP/600 Range/1.75 cast/8 cooldown)
Flash Causes an abrupt flash, stunning all units within the area to be stunned for .5 seconds.
(14 MP/450 Radius/Instant/15 cooldown)
Mental Force Attacks an opponent's mind, causing them to take (.35x INT) damage and be stunned for .2 seconds at random intervals (between .5-3 seconds). Lasts 8 seconds. (Every x seconds (random), deals a little damage and ministuns. Useful anti-caster type attack)
(14 MP/650 Range/Instant/18 cooldown)
Entangle Entangles a target in vines, preventing movement and attack for 2.5 seconds.
Wood Lance Quickly grows a tree out at a target location, pushing units away from the area and dealing (2.5xINT) damage to all affected units.
(16 MP/500 Range/3 Cast/8 Cooldown)
(10 MP/550 Range/1.5 cast/12 cooldown)
Fireball Creates a powerful sphere of fire, dealing (2.5xINT) damage to the first unit it hits, then exploding and dealing an additional (25+1.5xINT) damage to everyone within a 200 unit radius. Pushes units away from the center of the explosion by 120 units. (Basically: Hit one person hard, then explodes on everyone again)
(12 MP/600 Range/1 cast/0 cooldown)
Firebolt Rains 6 bolts of fire, each dealing (15+1xINT) damage on a 100 unit wide circle. Each bolt of fire falls in .5 second intervals. (Basically: 6 blasts occur, each on the same spot, within .5 seconds of each other)
(8 MP/600 Range/2 cast/3 cooldown)
Burn Burns an opponent for 4 seconds, dealing (2.5% of max HP+1x INT) damage per second. Half of the damage they take is inflicted on units in a 100 unit radius around the afflicted unit.
(14 MP/300 Range/2.5 cast/15 cooldown)
Explosive Decoy Goes invisible for 4 seconds while leaving an illusion of the caster in the caster's place. The illusion will die in 1 hit, and if it is hit, it explodes, dealing (10+3xINT) damage to everyone in a 400 unit radius. All affected units are pushed back to the edge of the radius.
(16 MP/0 Range/Instant/20 cooldown)
Fire Pillar Focuses energy in a location. After 3 seconds, that energy will explode in a violent burst of fire, dealing (40+6xINT damage).
(14 MP/1000 range/Instant/15 cooldown)
Fire Wall Creates a powerful wall of flames, 800 unit length, 250 units thick. Any unit inside this wall of fire takes (30+2.75xINT) damage in .4 second intervals. The wall lasts 6 seconds.
(14 MP/300 Range/2.5 Cast/12 Cooldown)
Burst Nova Charges for up to 6 seconds, before releasing a powerful nova of fire, dealing (15+.75xINT) damage per .75 seconds charged. The blast area has a 400 units radius. (Max: 120+6xINT)
(12 MP/0 Range/X Cast/12 cooldown)
Burnt Earth Creates extreme heat in the earth, dealing (.45xINT) damage per second to everyone in a 750 unit radius. (it's a huge circle dealing a lot of damage.) Lasts 9 seconds.
(10 MP/0 Range/3 Cast/10 cooldown)
Lightning Bolt Shoots a bolt of lightning, dealing damage to all units in a line. Deals (20+3.5xINT) damage. The bolt has a length of 750.
(8 MP/200 Range/1.5 Cast/0 Cooldown)
Static Shield Charges the caster with electricity, which deals (1x INT) damage to any attacker. Also has a 20% chance to stun an attacker for .75 seconds. Lasts 15 seconds.
(10 MP/0 Range/1 Cast/15 Cooldown)
Lightning Strike Targets a tree, which is then struck by lightning, dealing (60+5.5xINT) damage to all units in a 450 unit radius.
(16 MP/700 Range/2 Cast/0 Cooldown)
Static Chain Forms a bond of electricity between the caster and the target. While the caster maintains the spell, the target is stunned and takes (.75xINT) damage per second. Any unit which touches the chain will also be affected by the static Chain for its duration. Lasts 6 seconds. (This isn't targetted, this is aiming, so you choose the area the link will form, and it hits the first unit so you can't chain multiple units instantly when you cast it.)
(14 MP/700 Range/Instant/20 Cooldown)
Thunder Using the power of a lightning strike, the caster creates a massive sound which affects units in a 450 unit radius. All affected units are surprised, becoming stunned for 1 second, and afterwards, are in a daze for 6 seconds, slowing attack and movement by 18% and reducing damage by 15%.
(12 MP/0 Range/3 Cast/8 Cooldown)
Lightning Rod Creates an invisible ward at the selected area; the ward has 200 vision. The lightning rod is able to draw lightning to itself every 8 seconds, dealing 85 damage and stunning for .4 seconds. Lightning Rods last 10 minutes; you may only have 5 lightning rods at a time.
(10 MP/400 Range/2.5 Cast/30 Cooldown)
Volt Lance It is rare that a mage focuses his or her energies into a single, purely destructive attack, but when a mage does, the result is amazing. Charges a powerful electric attack, before launching it as a designated target. Deals (75+7.5xINT) damage to the target.
(12 MP/600 Range/1.75 Cast/0 Cooldown)
Chain Bolt Focuses energy into a powerful electrical bolt, dealing damage to multiple units. Hits up to 5 units after the primary target but loses 12% damage per bounce. Deals (40+4xINT) damage on the initial target.
(14 MP/700 Range/2.25 Cast/0 Cooldown)
Poison Cloud Creates a cloud of deadly poison, dealing (2xINT) damage per second to all units in the area, and poisoning them, ausing them to take (2% of max HP+8 damage) per second; poison lasts 15 seconds. (Poisoning occurs every second so everyone entering and leaving the cloud gains a fresh timer for poison.) Has a 300 unit radius, lasts 10 seconds.
(16 MP/500 Range/3 Cast/12 Cooldown)
Recall Curse Casts a curse on the target which lasts for 8 seconds. At the end of the duration, the target takes 15% of the damage taken during the duration of the curse.
(14 MP/600 Range/2 Cast/12 Cooldown)
These are only some of my mage ideas ( I know I got a ton) and I might post more later if the others get more refined. I know numbers are kind of all over the place, but they're just examples.
Cleric:Healing Hand Places a calming hand on the target, healing them by (1.75xINT) health per second for up to 4 seconds. If the target moves out of melee range, the healing cancels.
(8 MP/120 Range/0 Cast/0 Cooldown)
Heal A powerful heal, which heals (40+3.5xINT) health.
(10 MP/500 Range/1.5 Cast/0 Cooldown)
Cure Cures up to 2 random afflictions from the target.
(8 MP/500 Range/1 Cast/0 Cooldown)
Protection Places a ward of protection on a target, protecting them from damage. Reduces all damage taken by the target by 12%. Lasts 20 seconds.
(12 MP/400 Range/1.5 Cast/5 Cooldown)
Shielding Places a shield on the target, raising their armor by 6 for 40 seconds.
(10 MP/650 Range/1 Cast/0 Cooldown)
Barrier Places a barrier around the target, raising magic resistance by 10% for 40 seconds.
(10 MP/650 Range/1 Cast/0 Cooldown)
Dia Deals (10xINT) damage to an undead target.
(8 MP/700 Range/1.5 Cast/0 Cooldown)
Sharpen Blesses one's weapon, improving damage by 15% for 40 seconds.
(10 MP/700 Range/1.75 Cast/0 Cooldown)
Haste Improves movement speed by 12% and attack speed by 20% for 40 seconds.
(10 MP/700 Range/1.75 Cast/0 Cooldown)
Bless Weapon Blesses one's weapon with a holy property, adding magical damage to their attack. Each attack deals an additional (.75x Caster's INT) damage for 40 seconds.
(12 MP/700 Range/2.25 Cast/0 Cooldown)
Improve Focus Helps a target concentrate, improving their intelligence by 8 for 45 seconds.
(12 MP/700 Range/2.25 Cast/0 Cooldown)
Improve Strength Helps a target's vitality, improving their strength by 8 for 45 seconds.
(12 MP/700 Range/2.25 Cast/0 Cooldown)
Improve Movement Helps a target's nimbleness, improving their agility by 8 for 45 seconds.
(12 MP/700 Range/2.25 Cast/0 Cooldown)
Blessing of Air Blesses one with the nimbleness of air, improving their attack speed by 25% for 45 seconds.
(12 MP/700 Range/2.25 Cast/0 Cooldown)
Blessing of Water Blesses one with the fluidity of water, allowing them to dodge 15% of attacks for 45 seconds.
(12 MP/700 Range/2.25 Cast/0 Cooldown)
Blessing of Earth Blesses one with the sturdiness of earth, reducing damage taken by 15% for 45 seconds. (DOES NOT STACK WITH SHIELDING)
(12 MP/700 Range/2.25 Cast/0 Cooldown)
Blessing of Fire Blesses one with the power of fire, improving damage they deal by 15% for 45 seconds. (Works by counting their damage dealt and adding 15% of it to any target they deal damage to.)
(12 MP/700 Range/2.25 Cast/0 Cooldown)
Sanctuary Creates a field in which enemy units cannot enter. Units within the sanctuary are healed by 2% of their max hp per second as well as an additional 5 hp per second. Has an area of 450 units radius; Lasts 15 seconds.
(10 MP/0 Range/3 Cast/30 Cooldown)
Regen Improves a target unit's regeneration, healing 2% of their max health per second for 30 seconds.
(10 MP/600 Range/1.5 Cast/0 Cooldown)
Guidance Summons a guide from the heavens, which reveals invisible units and allows the Cleric to scout. Guide lasts for 30 seconds.
(8 MP/0 Range/2 Cast/30 Cooldown)
Ward of Healing Summons a ward which heals all units in a 300 unit radius by (1.5% of their max health+2x Caster Int) per second for 25 seconds.
(12 MP/300 Range/2 Cast/25 Cooldown)
Spirit Bond Bonds several units in spirit, allowing 25% of damage taken to be spread amongst the affected units, reducing the damage taken for the primary target. Lasts for 12 seconds. Affects all allied units within a 400 unit radius from the caster.
(14 MP/0 Range/3 Cast/0 Cooldown)
Relaxing Presence The Cleric naturally has a relaxing presence, improving HP regeneration by 2/sec and MP regeneration by .85/sec for all units within a 450 unit radius from the Cleric.
(N/A)
I don't have as many for Cleric, or for the others but I still do have some ideas rolling around in my mind, just gotta organize. Here are some for other classes (not many).
ShadowPickpocket Every time the Shadow attacks, he/she has a (3LVLxAGI-Target LVLxAGI)% chance to steal gold equal to (50x Target Level). If the target has no agility, the formula assumes agility=3.
Smoke Screen Throws a smoke screen on the ground, allowing the shadow to become invisible, even when attacking, within the area of the smoke screen. All enemies are blinded, missing 30% of their attacks inside the smoke screen and have vision reduced to 200. Smoke screen has a 300 unit radius, and lasts for 8 seconds.
(10 MP/0 Range/Instant/20 Cooldown)
Backstab Any attack made from behind deals an additional (1.5xAGI) Damage.
Knife Throw Throws a knife, dealing (30+2.75xAGI) damage. The knife will either hit the arm, reducing attack damage by 20%, the leg for 6 seconds, reducing movement speed by 15% for 6 seconds, or the neck, dealing (15+.75xAGI) more damage. (33.33% chance to do each)
(8 MP/600 Range/Instant/12 Cooldown)
Knife Barrage Throws a barrage of 8 knives, each dealing (8+.75xAGI) damage. They are thrown out fan like. (Shotgun, again)
(12 MP/500 Range/.75 Cast/14 cooldown.)
Dash Attack Dashes at 500 units/second speed at a specified target, before attacking it from behind.
(6 MP/900 Range/1 Cast/8 Cooldown)
Disguise Changes the appearance of the weapon wielded, armor wielded, as well as the color of the player. (Type x, blah blah blah)
(10 MP/0 Range/3 Cast/0 Cooldown)
Throw Sand Throws sand at the target's eyes, blinding them. The target will miss 15% and their vision will be reduced to 300, lasts 6 seconds.
(8 MP/400 Range/Instant/8 Cooldown)
Hide in Tree The Shadow becomes invisible near a tree for 12 seconds.
(6 MP/0 Range/Instant/12 Cooldown)
Surprise Attack Goes invisible for 5 seconds. The next attacked unit takes 45 additional damage and is stunned for 1.5 seconds.
(8 MP/0 Range/Instant/15 Cooldown)
WarriorBlock Has a 35% chance to block 1.5x STR damage from any attack. (This block comes from triggered instant heal.)
Beserker Stance Braces for an absolute offensive, increasing damage by 25%, attackspeed by 30%, and giving a 10% chance for a 2x Critical, but take an additional 15% damage, and lose 5 armor. Lasts 20 seconds.
(4 MP/0 Range/.5 Cast/10 Cooldown)
Guardian Stance Braces for an absolute defensive, increasing armor by 8, magic resistance by 12%, and decreasing all damage taken by 10%, but decreasing damage by 20%, and attackspeed by 20%. Lasts 20 seconds.
(4 MP/0 Range/.5 Cast/10 Cooldown)
Relaxed Stance Relaxes the body, increasing attackspeed by 10%, HP regeneration by 3/sec, MP regeneration by .5/sec, but reducing damage dealt by 12%. Lasts 20 seconds.
(4 MP/0 Range/.5 Cast/10 Cooldown)
Focused Stance Focuses, increasing MP regeneration by .65/sec, giving a 15% chance for a 2.25x Critical, and increasing armor by 3, but losing 20% attackspeed. Lasts 20 seconds.
(4 MP/0 Range/.5 Cast/10 Cooldown)
Sword Dance Dances around with the blade in a confusing pattern dealing (.85xAGI+1.25xSTR) damage and, creating 2 illusions which deal 10% of caster's damage, but only attack the target. Illusions last 6 seconds.
(8 MP/300 Range/1 Cast/10 Cooldown)
Glare Glares at an opponent, frightening them. Reduces damage by 15% and movement speed by 12% of all units within 600 units that are facing the user. Fear lasts 10 seconds.
(10 MP/0 Range/Instant/20 Cooldown)
Fast Draw The Warrior draws his blade so fast that the opponent can't see it and is unable to react. The next attack becomes pure damage. Must attack within 3 seconds.
(10 MP/0 Range/Instant/20 cooldown)
More to come but let's see if you all like this first