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Skills/Subclasses

Scheduled Pinned Locked Moved Adjustments Archive
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  • ArdghalA Offline
    ArdghalA Offline
    Ardghal
    registered
    wrote on last edited by
    #2

    Okay, I'm not too clear about these skills:

    dispel room - dispels the ROOM, or people in the room?

    fire cloud

    master weather

    momentary darkness

    wind of confusion

    avatar shield

    glorious bolt

    light shroud

    turn undead

    wilderness spear

    trackless step

    holdup - the helpfile makes it look pointless

    energy field

    riding

    <color color="#4000FF">Inconceivable!</color>

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    • R Offline
      R Offline
      RedRaven
      registered
      wrote on last edited by
      #3

      dispel room - dispels room and all rooms one room in every direction.

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      • I Offline
        I Offline
        Ithilidin
        registered
        wrote on last edited by
        #4

        Riding is just what it implies. You get betters wandering around on a mount.

        Momentary darkness makes the room dark for a moonstone.

        Wind of confusion is supposed to break up forms, but I have never seen it do anything as of yet other than its echos.

        Trackless step is supposed to make it harder to track you in the wilds.

        Wilderness spear is a weapon style just for the spear. Supposed to help block some initial attacks. Do not need to be in the wilds for it to be useful.

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        • XavisX Offline
          XavisX Offline
          Xavis
          registered
          wrote on last edited by
          #5

          What does exorcism do and why does it require a moonstone :P

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          • SynS Offline
            SynS Offline
            Syn
            retired
            wrote on last edited by
            #6

            <quote author="Elmah">@Elmah:

            Okay, I'm not too clear about these skills:</quote>

            dispel room - dispels the room and surrounding rooms of inferno, room shield etc

            fire cloud - casts inferno on room and surrounding rooms

            master weather - instant weather change to stormy/cloudy/clear/rainy (control weather takes time to change as you are only controlling the winds)

            momentary darkness - blacks out the room so nobody can see anything, even with torches etc.. costs a moon stone

            wind of confusion - breaks up enemy formations

            avatar shield - 10% less damage taken from evil opponents

            glorious bolt - glorified holy lightning bolt (damage attack)

            light shroud - 10% less damage from undead beings

            turn undead - turn <undead person="">causes severe damage and makes them flee sometimes

            wilderness spear - spear fighting style, blocks first attack if successful

            trackless step - people can't hunt you

            holdup - freezes the person you are holding up for the duration of the holdup(think of a real holdup - they are too scared to make a move), but as soon as you do anything too, the holdup is canceled

            energy field - 10% less dam from energy and lightning attacks</undead>

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            • VaderV Offline
              VaderV Offline
              Vader
              newly_registered
              wrote on last edited by
              #7

              Could not find help files on the following:

              leadership

              bind

              weaving

              healing aura

              judge

              deception

              anyone care to enlighten me?

              May the force be with you.

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              • E Offline
                E Offline
                Ertai
                retired
                wrote on last edited by
                #8

                Since I'm sure most of these are missing helpfiles, if someone has a take/idea what the skill/spell does feel free to post it and e-mail it to me at

                <email email="n2brown@unix.cc.wmich.edu">n2brown@unix.cc.wmich.edu</email>

                and I'll try to put em in as I get em sent to me.

                There will be rewards for any used files, and anyone who has sent me helpfiles has rewards coming. Along with recognition within the file aswell.

                eRT

                "What we have done for ourselves alone dies with us; what we have done for others and the world remains and is immortal." @}~~ Albert Pike

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                • R Offline
                  R Offline
                  RedRaven
                  registered
                  wrote on last edited by
                  #9

                  <quote author="Vader">@Vader:

                  Could not find help files on the following:

                  leadership

                  bind

                  weaving

                  healing aura

                  judge

                  deception

                  anyone care to enlighten me?</quote>

                  Leadership - gives hr and dr bonus' to everyone grouped with u when u are leading a form.

                  Bind - supposed to stop bleeding type thing, but havent seen it work.

                  weave- lets u choose which opponent to hit if u fighting a form

                  judge - lets u tell relative alignment of whatever u are judging.

                  deception - protects u from backstab, circle and other deceptive type attacks.

                  healing aura - puts an aura around u not sure what it does.

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                  • XavisX Offline
                    XavisX Offline
                    Xavis
                    registered
                    wrote on last edited by
                    #10

                    Still have no idea what Exorcise does :P

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                    • R Offline
                      R Offline
                      RedRaven
                      registered
                      wrote on last edited by
                      #11

                      <quote author="Xavis">@Xavis:

                      Still have no idea what Exorcise does :P</quote>

                      Well my guess is it would undo possession.

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                      • JazelleJ Offline
                        JazelleJ Offline
                        Jazelle
                        registered
                        wrote on last edited by
                        #12

                        [necromancer skills]:

                        1. feign

                        2. animate dead

                        3. raise dead

                        4. energy drain

                        5. kill

                        6. chill touch

                        Necros are so screwed. That's all the spells we get when both Wizard and Sorcerer get well over 13 to 22. Wizards have way too many spells. Necro needs more death, undead related spells. And a few good room affecting spells.

                        The last Mystic -

                        All things are possible - until you open the box. - Ref. to Schrödinger´s Cat

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                        • RythenR Offline
                          RythenR Offline
                          Rythen
                          retired
                          wrote on last edited by
                          #13

                          I just realized this but necromancers are the only mage class that doesn't get blind. I think Blindness should become a general mage spell.

                          The wings upon which souls are carried, the wind that carries angels.

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                          • ArdghalA Offline
                            ArdghalA Offline
                            Ardghal
                            registered
                            wrote on last edited by
                            #14

                            I agree. It's basically essential to PK these days.

                            <color color="#4000FF">Inconceivable!</color>

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                            • XavisX Offline
                              XavisX Offline
                              Xavis
                              registered
                              wrote on last edited by
                              #15

                              <quote author="RedRaven">@RedRaven:

                              <quote author="Xavis">@Xavis:

                              Still have no idea what Exorcise does :P</quote>

                              Well my guess is it would undo possession.</quote>

                              You can't cast anything when possessed :P

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                              • JazelleJ Offline
                                JazelleJ Offline
                                Jazelle
                                registered
                                wrote on last edited by
                                #16

                                Well here is my try at balancing out the spells for the first tier (0-120) Mage classes. - Necromancers

                                –---------------

                                These are the class crossover spells that are also in Mage class:

                                [Paladin Spells]: armor, stone skin

                                [Cleric Spells]: sanctuary, control weather

                                ++[Witch Spells]: fly, blindness

                                ++[Druid Spells]: fireproof, summon, lore, earthquake, calm

                                ++[Monk Spells]: fireproof, stone skin, armor, lore

                                Suggested changes:

                                • Remove 'Control Weather' from general mage class and giving it over to the Druid class since it fits better.

                                • Removing 'Fireproof' from Wizard class and giving it over to the general Cleric class.

                                • Move 'Lore' to the general Mage spells.

                                • Move 'Blindness' to the General Mage list since I agree it is a needed pk spell for all mages.

                                • Wizards have both teleportation spells that are "Gate" and "Nexus". That needs to be balanced out there is no reason Sorcerer should not also have the "Nexus" spell since it complements "Summon".

                                –--------------

                                Wizards for one they have too many spells some need to be removed or Sorcerer and Necromancer need more spells to balance it out. Personally I suggest doing both. In one way we don't need to add too many new spells and in other we need to move some of them around.

                                Sorry Wizards I'm picking on you guys the most here but don’t' worry it will balance out in the end. Alright this is all for the Necromancers right now. I'll work on a list for the Sorcerers next.

                                For Necromancer I suggest creating a new teleport spell call "Shadow Walk".

                                Shadow Walk - This spell allows Necromancer to walk the shadows between the planes of the living and dead. Unlike Nexus or Gate - Shadow Walk links a Necromancer to a dead body before it decomposes and allows them or their party (if grouped) to walk the shadow plane teleporting them to the location of the dead body (can be player's or a NPC's). Note: This is not an exact location spell. It will find the nearest body with in the area stated by the spell so be careful.

                                Regents needed: dead body (target) and a bone.

                                Syntax - Cast 'Shadow Walk' <name of="" area=""><location or="" body="" type="">Example:

                                Cast 'Shadow Walk' 'Plith' 'Northwest Corner of Plith'

                                Cast 'Shadow Walk' 'Plith' 'rat'

                                The spell will then search for a dead rat located at the 'Northwest Corner of Plith' if found it will then stabilize the body and open a portal to that location. The case of the 2nd way of casting the spell it will simple look for a dead rat in Plith warning this is a random. The portal will only stay open until the Necromancer walks through it then it will close, so if they are with a party have your followers go through first unless they are NPCs then they will auto follow. Warning this spell can link to a NPK or CPK room. It is suggested to use a Locate Dead spell or the Look <direction>command before entering the portal.

                                Other new spells for Necromancers:

                                Locate Dead - This spell allows a Necromancer to locate dead bodies within a given area. This will help then when using 'Shadow Walk' spell.

                                Syntax - cast 'Locate Dead' <name of="" area=""><number to="" list,="" 1-10="">Example: cast 'Locate Dead' 'Plith' '10'

                                This will then generate a list of 10 dead bodies currently in Plith and their room location.

                                Charm Undead - This spell is like 'animate Dead" only it will allow a Necromancer to better control higher level Undead such as Vampires, zombies, ghosts, wraith, spirits, etc. The spell will only last for 20 hours after that time the undead either must be re-charmed or they will attack the necromancer since they are angry over being controlled.

                                Syntax - Cast 'charm undead'

                                Siphon - Unlike 'Energy Drain' that only allows one to draw energy from your opponent this spell allows Necromancers to draw energy from any Charmed dead or undead under their control. Once the dead has been drained fully the body will turn to dust so it cannot be re-charmed. The spell will start draining randomly any dead or undead currently following the Necromancer.

                                Syntax - Cast 'Siphon'

                                Banish - This spell will allow a Necromancer who has no more use for a charmed dead to "Banish" it's spirit and return it to the dead. Dead who are banished will turn to dust.

                                Syntax - Cast 'Banish' <type>Example: Cast 'Banish' elf

                                This will cause the first dead elf on the follow list to be banished.

                                Note: Another use for this spell is that any Necromancer can 'banish' a charmed dead of another Necro. So it will be a good one to use in a PK fight between two Necromancers.

                                Death Eye - This spell allows a Necromancer to look through the eyes of the dead and see what is happening with in a given room. This spell uses the information acquired from 'Locate Dead' spell.

                                Syntax - Cast 'Death Eye' <area> <room title="">Example: cast 'death eye' 'plith' 'Northwest Corner of Plith'

                                Petrify - This spell acts like web in that the victim is unable to move or caste spells for 2 rounds.

                                Syntax - Cast 'Petrify' <victim>Now for one multi room spell:

                                Carnage - This spell for a random number of rooms casts a ray of icy death in a given direction.

                                Syntax - Cast 'Carnage' <direction>For the last spells something that is room oriented would be nice here so let's go with 2 room spells just for Necromancers.

                                Tomb Lock - This spell works like 'Room Shield' in some ways. No one except for Necromancers can leave the room while the spell is in place. When in place fire spells cannot be used against the caster nor can anyone teleport out of the room. Otherwise it is just a locked room all other spells and skills are operation able.

                                Syntax - Cast 'tomb lock'

                                Wane - This spell is the opposite of 'Inferno' instead it infects the room with a numbing chill of death causing ice damage to all who enter the room. While it does not blind it can cause confusion making one to slow down.

                                Syntax - Cast 'wane'

                                As a last item Necromancers should also have a skill something like skull. If you have ever seen Necromancers at work they are always shown with skulls and bones all about them.

                                I hope the above gets you all thinking these are only a suggested list to balance out Necromancers vs Wizards. It all can change so please play with these ideas, add to them or come up with better ones.</direction></victim></room></type></number></name></direction></location></name>

                                The last Mystic -

                                All things are possible - until you open the box. - Ref. to Schrödinger´s Cat

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                                • ArdghalA Offline
                                  ArdghalA Offline
                                  Ardghal
                                  registered
                                  wrote on last edited by
                                  #17

                                  This is a good list of ideas. I really like the shadow walk, locate dead, and the others that revolve around that.

                                  <color color="#4000FF">Inconceivable!</color>

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                                  • JazelleJ Offline
                                    JazelleJ Offline
                                    Jazelle
                                    registered
                                    wrote on last edited by
                                    #18

                                    <quote author="Elmah">@Elmah:

                                    This is a good list of ideas. I really like the shadow walk, locate dead, and the others that revolve around that.</quote>

                                    I changed Drain to Siphon it sounds better and less confusing. I tried to make them interactive.

                                    The last Mystic -

                                    All things are possible - until you open the box. - Ref. to Schrödinger´s Cat

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                                    • JazelleJ Offline
                                      JazelleJ Offline
                                      Jazelle
                                      registered
                                      wrote on last edited by
                                      #19

                                      [illusionist skills]:

                                      1. momentary darkness

                                      2. spell deflection

                                      3. wind of confusion

                                      Well this idea comes from Baldur's Gate/DAI Playstation2. Personally I like it and would love to see Illusionist use this spell.

                                      Faith's Sword - This spell when casted creates a spirit sword that does 1 to 10 points of damage (uses the same ticks as a bow does now only it auto repeats until it is dispelled or the target is dead). The sword lasts for 20 hours and must be directed to its target. While it does low damage, still it can disrupt spells being casted by the target and its repeated attacks are indepenant from its caster. The sword will not cause it's target to attack the caster nor dimish the caster's attacks.

                                      Well you get the idea here. It's a low level annoyance.

                                      The last Mystic -

                                      All things are possible - until you open the box. - Ref. to Schrödinger´s Cat

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                                      • R Offline
                                        R Offline
                                        RedRaven
                                        registered
                                        wrote on last edited by
                                        #20

                                        <quote author="Xavis">@Xavis:

                                        <quote author="RedRaven">@RedRaven:

                                        <quote author="Xavis">@Xavis:

                                        Still have no idea what Exorcise does :P</quote>

                                        Well my guess is it would undo possession.</quote>

                                        You can't cast anything when possessed :P</quote>

                                        Someone else could cast it to release u.

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                                        • E Offline
                                          E Offline
                                          Ertai
                                          retired
                                          wrote on last edited by
                                          #21

                                          I guess I don't see as big a balance issue between necro and wizard.

                                          But here's my opinion on this:

                                          Shadow Walk: Greatly overpowered. Imagine the CPK consequences. One person of lets say level 55 CPK's a member of a church who is also level 55. The 120 in the church sees the death message, and shadow walks right to the person (since there's little guess work when you realize what is around you) and the 120 goes in and CPK's the offendor. While it is all in the spirit of CPK, it really deters people from fighting more than anything else.

                                          Charm Undead: Good in theory, but I'm not sure what we would improve over regular charm besides level you could charm. And that could be dangerous because we might have some cases as extreme as someone walking around with Scarm as a pet (an exageration, but still something that needs to be considered)

                                          I like Siphon. Might need to make it do a lot more damage than it heals the necro, however, because you can charm a level 120 mob and never have to regen hp

                                          Petrify looks alright, but it should probably cost a moonstone. 2 rounds of spell free combat would give anyone time to do SERIOUS damage.

                                          Not sure about Carnage. Seems like that'd be more of a remort skill if anything.

                                          Tomb Lock seems overpowered as well. Need some other opinions on it first though because I don't know much about room shield either.

                                          Wane is good, except casting slow costs a moonstone, so it would either need a moonstone or you should maybe look for another affect.

                                          I liked most of these ideas, but I wasn't aware of the problem between necros and wizards.

                                          eRT

                                          "What we have done for ourselves alone dies with us; what we have done for others and the world remains and is immortal." @}~~ Albert Pike

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