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m (made a slight change to the way something was worded about "life" and "death".. slightly implies the wrong idea.) |
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*Creatures that have the property of the element | *Creatures that have the property of the element | ||
==Elemental | ==Elemental Effect== | ||
Elemental-based skills / items / weapons effect (damage, cure, etc) targets based on elemental alignment. Depending on the target's elemental alignment, damage (the most practical example) can be increased or reduced. | |||
Each element has an opposing element. It deals 200% damage to the opposing element and 50% damage to itself: | Each element has an opposing element. It deals 200% damage to the opposing element and 50% damage to itself: | ||
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*Time and Space | *Time and Space | ||
According to the [[Backstory]], 4 of these elements were used to create "the Guardian of Death".. (Fire, Earth, Darkness, Time) The other 4 elements (Water, Air, Light, Space) were used to create "the Guardian of Life".. | |||
'''Elements deal 150% damage to elements of the other alignment other than the opposing element and 75% damage to the elements of the same alignment other than itself.''' | |||
''that part about Life and Death being constructed of opposite elements was sort of a device for the human/demon struggle. I had not imagined much in the means of it effecting gameplay. We should talk about this at some point, because it raises the question "Why bother?" .. Part of my bitch about the Life/Death thing stems from us not really discussing it that much. Perhaps we should reserve ourselves to getting the cycle of Life and Death agreed upon. Then I guess do what you need to with bringing it into playability. (also, Crush.. I accidentally deleted the first line of |
Revision as of 16:02, 18 September 2006
This proposal has been accepted
The development team has discussed the contents of this article and has decided that it should be implemented as described. But the implementation is not finished yet. You can help to bring the features described here into the game.
We decided that there are 8 elements in the mana world.
- Fire
- Water (Ice)
- Earth
- Air (Lightning)
- Light
- Darkness
- Time
- Space
Each element has:
- A playable race associated with it
- Weapons that inflict damage with the property of the element
- A magic discipline associated to it
- Creatures that have the property of the element
Elemental Effect
Elemental-based skills / items / weapons effect (damage, cure, etc) targets based on elemental alignment. Depending on the target's elemental alignment, damage (the most practical example) can be increased or reduced.
Each element has an opposing element. It deals 200% damage to the opposing element and 50% damage to itself:
- Fire and Water
- Earth and Air
- Darkness and Light
- Time and Space
According to the Backstory, 4 of these elements were used to create "the Guardian of Death".. (Fire, Earth, Darkness, Time) The other 4 elements (Water, Air, Light, Space) were used to create "the Guardian of Life".. Elements deal 150% damage to elements of the other alignment other than the opposing element and 75% damage to the elements of the same alignment other than itself. that part about Life and Death being constructed of opposite elements was sort of a device for the human/demon struggle. I had not imagined much in the means of it effecting gameplay. We should talk about this at some point, because it raises the question "Why bother?" .. Part of my bitch about the Life/Death thing stems from us not really discussing it that much. Perhaps we should reserve ourselves to getting the cycle of Life and Death agreed upon. Then I guess do what you need to with bringing it into playability. (also, Crush.. I accidentally deleted the first line of