Claytopia":1aznoy6b said:
Here's my 2 cents on what I would implement.
Staffs to be 2 handed ranged and melee weapons.
Wands to be 1 handed ranged weapons.
Introduce tomes that give increased elemental resistance/damage soaking/ other buffs as a mage specific off hand item.
Depending on what the staff/wand is made of (young oak, mature oak, ancient oak etc) will change their damage like iron/steel/blue steel does now
Depending on their type normal/robust/gnarled etc it will change their speed/critical % chance like weapon types dagger/short sword/long sword does now.
Some to be imbued to do additional elemental damage.
To increase the damage increase your intelligence stat (like str and agi for the other classes)
Armour can follow closely to the template already in place but introduce mage specific robes/helmets/gloves/leggings/boots similar to the blessed chain/plate for clerics.
A new range of belts that are mage/cleric specific.
As for skills I would do things like
staff expert (think 2 handed expert)
summon creature x (wolf/elemental/drake) like the scrolls
shielding (increase ac and stun/ elemental resistance) or stone skin (soak x amount of damage) or blur (increase ac and reduce damage)
A walls spell that creates a wall around the caster that deals elemental damage or a blast that knocks surrounding attackers back while dealing damage.
ranged elemental area damage (fire/ice/shock ball)
Detection to find hidden stuff
Damage buff to increase damage
For advanced skills
Increase mana per stat point.
Extended summons.
Stack int stat to Armour.
Magic elemental damage that damages all creature types regardless of their elemental type.
Haste to either attack or flee faster.
Permenant elemental resistance.
Convert health to mana
Teleport that allows you to leave, return or appear in a mage tower depending on its level.
I liked these ideas very much
- I sugest Tomes not as off hand but to be eqquiped (in place of shield) increasing dmg of Wands (1h), same way Dirk and Hatchet are already implemented to increase 1h weapons dmg
- Mage could wear Cuirass and Chainmail, but never Platemail. Robes could be used by both Mages and Clerics changig player skin to the ones we already see in game. Robes could grant +1 to +3 armor but would increase Mana more than any other item and also bonuses in specific elemental damages.
- Skills like Fire Ball or Eletric Shock, cast without need of a scroll, similar to Clerics Sacred Fire
- A skill called Alchemy could be learned in Thuram (by mages and cleric). This way there would be some use to "rubish" items found in enemies like mino horns, venom sacks, sabercat eyes....
- Maybe Scroll Writing skill, but the Mage would have to learn each type (paying 5000 or more for each one) and buy blank scroll papers in Thuram or mage guilds (with a chance to fail crafting each time)