(added barrier spell) |
(added some supportive spells) |
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===Strike=== | ===Strike=== | ||
An attack for spellcaster/fighter crossclass characters. The character performs a normal attack with the currently equipped weapon. Hitting and dodging are calculated normally. The attack deals magical damage with the element of the effect particle and calculated by a special formula that includes weapon damage, weapon skill, spell damage, spell skill, strength and willpower. | An attack for spellcaster/fighter crossclass characters. The character performs a normal attack with the currently equipped weapon. Hitting and dodging are calculated normally. The attack deals magical damage with the element of the effect particle and calculated by a special formula that includes weapon damage, weapon skill, spell damage, spell skill, strength and willpower. | ||
===Soul=== | |||
A spell with touch-range which gives the affected creature an [[Elements|elemental modifier]] and thus makes it more vulnerable to one element but less vulnerable to another. Depending on the situation this can either be a positive or a negative effect. The effect time depends on the casters magical attack while the height of the elemental modifier depends on the grade of the effect rune: | |||
*grade 1 - 1.25 | |||
*grade 2 - 1.50 | |||
*grade 3 - 2.00 | |||
*grade 4 - 3.00 | |||
===Barrier=== | ===Barrier=== | ||
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;Water: Creates a bubble around the character allowing it to breath under water. | ;Water: Creates a bubble around the character allowing it to breath under water. | ||
;Earth: A solid force field protects from physical attacks but also lowers physical attack power. | ;Earth: A solid force field protects from physical attacks but also lowers physical attack power. | ||
;Air: Creates a | ;Air: Creates a whirlwind around the character which increases its [[hitting and dodging|evade]] a lot but also lowers its own [[hitting and dodging|hit chance]]. | ||
;Metal: Summons blades which fly around the character. Whenever an enemy in a quite large radius around the character attacks it one of the blades flys towards the attacker and inflicts damage. | ;Metal: Summons blades which fly around the character. Whenever an enemy in a quite large radius around the character attacks it one of the blades flys towards the attacker and inflicts damage. (long-range counter attack) | ||
;Lightning: A mental force field protects from magical attacks but also lowers magical attack power. | ;Lightning: A mental force field protects from magical attacks but also lowers magical attack power. | ||
;Ice: Encloses the target in a block of ice making it almost immune to physical and magical damage but unable to move, attack or act in any way. | ;Ice: Encloses the target in a block of ice making it almost immune to physical and magical damage but unable to move, attack or act in any way. | ||
;Nature: ' | ;Nature: Engulfes the target in thorny vines which don't hinder movement but deal damage to everyone who attacks the target in close combat (short-range counter attack) | ||
==Enhancement syllables== | ==Enhancement syllables== | ||
Enhancement syllables give | Enhancement syllables give an offensive spell more exotic properties but make it weaker and costlier. Any number of enhancement syllables can be used for a rune. | ||
The quests to obtain these syllables are all hidden very well and usually require some thinking outside of the box to complete. | The quests to obtain these syllables are all hidden very well and usually require some thinking outside of the box to complete. | ||
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===cursed=== | ===cursed=== | ||
Inflicts an additional attribute loss in addition to the normal damage. What attribute is affected and how much depends on the effect particle. | Inflicts an additional attribute loss in addition to the normal damage. What attribute is affected and how much depends on the effect particle. | ||
==Healing runes== | |||
Healing runes are stand-alone runes which aren't combined with anything. They are earned by doing quests for doctors or other people with healing professions. The quests to obtain healing runes should all be "good deeds" of non-violent nature. This allows pacifist players to make a career as a healer without ever comitting violent acts. | |||
See [[Magic_system#Healing_spells]] for details on healing spells. | |||
==Spell naming== | ==Spell naming== |
Revision as of 01:44, 8 May 2008
The spell runes that can be engraved in equipment to cast spells (see Magic system) each represent a word in the ancient language of magic. In the runewriting language each words is represented by a single rune which is a combination of multiple syllable runes.
The syllable runes can be learned through quests. A spellcaster can combine the learned syllable runes to spell runes in a special GUI window. When she found a valid combination she can save this combination to engrave it into equipment. When wearing equipment with runes engraved by someone else that contain syllables unknown to the spellcaster she can not use these spells (the meaning of the runes is unknown to her and thus she can not read them).
Glossary:
- Mana Cost
- The total mana energy needed to recharge the spell (see Magic system)
- Slots
- How many rune slots the finished rune will take up in equipment. The slots of all rune particles are added.
- Level
- The skill level requirement of the spell rune. The requirements of all particles are added.
Effect syllables
Every finished spell rune needs one effect syllable. It determines what kind of damage the spell inflicts, how much basic damage and the basic mana cost. The first effect syllable should be acquired through the tutorial (I suggest heat). The others are accquired through one long series of quests for each element. These quests should be very straight-forward and easy to follow (although not necessarily easy to complete) because the effect syllables are very important for the progress of a spellcaster character.
Element | Name | Slots | Level | damage | cost |
---|---|---|---|---|---|
Fire | Heat | 1 | 0 | 10 | 10 |
Flame | 2 | 20 | 20 | 30 | |
Fire | 3 | 40 | 40 | 100 | |
Hellfire | 4 | 60 | 80 | 300 | |
Water | Bubble | 1 | 0 | 10 | 10 |
Splash | 2 | 20 | 20 | 30 | |
Water | 3 | 40 | 40 | 100 | |
Tsunami | 4 | 60 | 80 | 300 | |
Earth | Sand | 1 | 0 | 10 | 10 |
Mud | 2 | 20 | 20 | 30 | |
Earth | 3 | 40 | 40 | 100 | |
Stone | 4 | 60 | 80 | 300 | |
Air | Wind | 1 | 0 | 10 | 10 |
Tornado | 2 | 20 | 20 | 30 | |
Air | 3 | 40 | 40 | 100 | |
Sonic | 4 | 60 | 80 | 300 |
Combined effect syllables
Two effect syllables with the same slot number, damage and mana cost that do different elemental damage can be combined to one effect syllable of a combined element. All properties stay the same but the element is a combined one.
Element | Rune 1 | Rune 2 | Combined |
---|---|---|---|
Metal | Heat | Sand | Spike |
Flame | Mud | Blade | |
Fire | Earth | Metal | |
Hellfire | Stone | Razor | |
Lightning | Wind | Heat | Spark |
Tornado | Flame | Volt | |
Air | Fire | Lightning | |
Sonic | Hellfire | Thunder | |
Ice | Bubble | Wind | Cold |
Splash | Tornado | Frost | |
Water | Wind | Ice | |
Tzunami | Sonic | Blizzard | |
Nature | Sand | Bubble | Thorn |
Mud | Splash | Poison | |
Earth | Water | Nature | |
Stone | Tzunami | Acid |
Application syllable
Each finished rune can, but doesn't has to, include one application syllable. This rune decides the area of effect of the spell. They also affect the mana cost and damage of the spell. Usually the easier to use the higher the mana cost and the lower the damage.
Application syllables are learned from wizard NPCs. The NPCs are usually not hard to find and will usually send the character on a short quest before he will teach it to the character.
None
- Cost Factor
- 1.0
- Damage Factor
- 1.2
- Level
- +0
- Rune slots
- 0
- Effect
- When no application syllable is used the attack becomes a touch-range attack that only affects an enemy that is exactly in front of the character.
Bolt
- Cost Factor
- 1.2
- Damage Factor
- 1.0
- Level
- +5
- Rune slots
- 0
- Effect
- The bolt syllable makes the spell a projectile that flies forward and hits the first enemy it collides with. It is slightly weaker and costlier than a touch attack but much more usable. The bolt rune should be the first application syllable a new character obtains so that a new mage has the choice between using its first effect syllable as touch attack or as bolt attack.
Ray
Hits all enemies that stand in a line from the caster to the targeted point.
Cone
Hits all enemies in a 45° angle in front of the caster.
Ball
Projectile that causes a small area of effect.
Blast
Free positioned, small area of effect.
Storm
Free-positioned, large area of effect.
Nova
small AoE around caster.
Inferno
large AoE around caster.
Apocalypse
extremely large AoE around caster.
Strike
An attack for spellcaster/fighter crossclass characters. The character performs a normal attack with the currently equipped weapon. Hitting and dodging are calculated normally. The attack deals magical damage with the element of the effect particle and calculated by a special formula that includes weapon damage, weapon skill, spell damage, spell skill, strength and willpower.
Soul
A spell with touch-range which gives the affected creature an elemental modifier and thus makes it more vulnerable to one element but less vulnerable to another. Depending on the situation this can either be a positive or a negative effect. The effect time depends on the casters magical attack while the height of the elemental modifier depends on the grade of the effect rune:
- grade 1 - 1.25
- grade 2 - 1.50
- grade 3 - 2.00
- grade 4 - 3.00
Barrier
A supportive spell with touch-range which creates a protective shield around another being which persists for a limited amount of time. Some of the shields have a negative side effect on the victim allowing to use them offensive.
To avoid griefplay characters should always be able to dispell a barrier which has been cast on them by a friendly or neutral character.
Only one barrier can be active at the same time. Before a new barrier can be cast on the same character the old one has to expire or has to be dispelled. Its effect depends on the used element syllable. Enhancement syllables can not be added to barrier runes.
- Fire
- Creates a firestorm around the character which damages nearby enemies.
- Water
- Creates a bubble around the character allowing it to breath under water.
- Earth
- A solid force field protects from physical attacks but also lowers physical attack power.
- Air
- Creates a whirlwind around the character which increases its evade a lot but also lowers its own hit chance.
- Metal
- Summons blades which fly around the character. Whenever an enemy in a quite large radius around the character attacks it one of the blades flys towards the attacker and inflicts damage. (long-range counter attack)
- Lightning
- A mental force field protects from magical attacks but also lowers magical attack power.
- Ice
- Encloses the target in a block of ice making it almost immune to physical and magical damage but unable to move, attack or act in any way.
- Nature
- Engulfes the target in thorny vines which don't hinder movement but deal damage to everyone who attacks the target in close combat (short-range counter attack)
Enhancement syllables
Enhancement syllables give an offensive spell more exotic properties but make it weaker and costlier. Any number of enhancement syllables can be used for a rune.
The quests to obtain these syllables are all hidden very well and usually require some thinking outside of the box to complete.
silent
When a silent spell is cast it can not be seen by other characters. They only see that they are damaged but not what causes the damage.
vampiric
10% of the hit points lost through this spell are given to the caster.
illusionary
This is the only enhancement particle that makes the spell (a lot!) cheaper instead of more expensive. An illusionary spell appears like a real one to other players but does no damage. Useful as a distraction in PvP combat. How can that guy cast ten enforced fire storms in a row? Oh, I see, they are all illusionary. *ouch* ok, this one wasn't
enforced
Halves the enemies magical defence.
creeping
Deals damage over time instead of instant damage. The total damage is higher but inflicted in small portions of 20% every 5 seconds for 25 seconds.
cursed
Inflicts an additional attribute loss in addition to the normal damage. What attribute is affected and how much depends on the effect particle.
Healing runes
Healing runes are stand-alone runes which aren't combined with anything. They are earned by doing quests for doctors or other people with healing professions. The quests to obtain healing runes should all be "good deeds" of non-violent nature. This allows pacifist players to make a career as a healer without ever comitting violent acts.
See Magic_system#Healing_spells for details on healing spells.
Spell naming
The finished spell is named "[Enhancement syllable] [effect syllable] [application syllable]". Examples:
Bubble Bubble Fire + Bolt Fire Bolt Flame + Inferno + enforced Enforced Flame Inferno Fire + Air + Nova Lightning Nova