New class Idea: Runecrafter
Posted: Thu Jan 07, 2010 10:52 pm
yeah I know... but my idea is different.
Unlike t2, the runecrafter knows his runes (doesnt mean he knows all of the runes, maybe add trainers in game to get more) and so doesnt need to have them in his inventory.
runes:fire, water(cold), air(lightning), earth(acid/poison)
Secondary: light, dark, mana, chaos, law.
Unlike regular mages these mages focus on runes and their powers. They are adept at trap spells and enchantments. At the beginning they can choose to focus on several (probably 2 or three of the above) or to be general in their knowlege, much weaker powers than the other, but broader.
talents:
[NAME]Glyph of Light(4 tiers)
[DESC]Summons a glyph that glows brightly for a time, its glow lights up 2 squares.
Investing in this will make the radius increase as well as the duration of the glyph. Can be destroyed.
at lvl 3 it damages light sensitive monsters in its radius.
at lvl 4 it produces holy light, severely damaging undead in its radius.
[NAME]Glyph of Seeing(2 tiers)
[DESC]Summons a glyph that glows brightly for a time, its glow lights up 2 squares.
Investing in this will make the radius increase as well as the duration of the glyph. Can be destroyed.
At lvl 2 it sees invisible.
This will allow the caster to see anything within its radius even if they are far away.
[NAME]Basic Trap(5 tiers)
[DESC]Summons a glyph that discharges its elemental focus on the enemy
Investing in this will make the damage inflicted increase. Activated when a hostile monster walks on it.
At lvl 4 it can be combined with another rune (with each doing 50% damage)
at lvl 5 the multiple rune damage is upped to 60% each damage
[NAME]Slow Trap(5 tiers)
[DESC]Summons a glyph that slows the enemy when they move across it.
Investing in this will make the slow effect increase. Activated when a hostile monster walks on it.
At lvl 4 it can damage monsters
(messages would be:
fire: Hot coal suddenly flare up under the foo. has a chance to stun.
water: Heavy waves crash down on the <foo>. has a chance to stun or confuse.
air: Boistrous winds swirl around the <foo>. has a chance to confuse as well.
earth: Tar seems to cling to the <foo>. monster cannot flee.)
other ideas: enhance weapon/armour. secondary runes can augment primary runes (ie holy fire, etc)
basically this would be a combination of the runecrafter and alchemist and the trapping ability. thoughts, other ideas?
Unlike t2, the runecrafter knows his runes (doesnt mean he knows all of the runes, maybe add trainers in game to get more) and so doesnt need to have them in his inventory.
runes:fire, water(cold), air(lightning), earth(acid/poison)
Secondary: light, dark, mana, chaos, law.
Unlike regular mages these mages focus on runes and their powers. They are adept at trap spells and enchantments. At the beginning they can choose to focus on several (probably 2 or three of the above) or to be general in their knowlege, much weaker powers than the other, but broader.
talents:
[NAME]Glyph of Light(4 tiers)
[DESC]Summons a glyph that glows brightly for a time, its glow lights up 2 squares.
Investing in this will make the radius increase as well as the duration of the glyph. Can be destroyed.
at lvl 3 it damages light sensitive monsters in its radius.
at lvl 4 it produces holy light, severely damaging undead in its radius.
[NAME]Glyph of Seeing(2 tiers)
[DESC]Summons a glyph that glows brightly for a time, its glow lights up 2 squares.
Investing in this will make the radius increase as well as the duration of the glyph. Can be destroyed.
At lvl 2 it sees invisible.
This will allow the caster to see anything within its radius even if they are far away.
[NAME]Basic Trap(5 tiers)
[DESC]Summons a glyph that discharges its elemental focus on the enemy
Investing in this will make the damage inflicted increase. Activated when a hostile monster walks on it.
At lvl 4 it can be combined with another rune (with each doing 50% damage)
at lvl 5 the multiple rune damage is upped to 60% each damage
[NAME]Slow Trap(5 tiers)
[DESC]Summons a glyph that slows the enemy when they move across it.
Investing in this will make the slow effect increase. Activated when a hostile monster walks on it.
At lvl 4 it can damage monsters
(messages would be:
fire: Hot coal suddenly flare up under the foo. has a chance to stun.
water: Heavy waves crash down on the <foo>. has a chance to stun or confuse.
air: Boistrous winds swirl around the <foo>. has a chance to confuse as well.
earth: Tar seems to cling to the <foo>. monster cannot flee.)
other ideas: enhance weapon/armour. secondary runes can augment primary runes (ie holy fire, etc)
basically this would be a combination of the runecrafter and alchemist and the trapping ability. thoughts, other ideas?