Kor Pul... added quest for undead and...
Posted: Sat May 18, 2019 8:56 am
Kor Pul is supposedly the domain of a former Necromancer (one of the Necro lores says as much) as well as some suggestions about the town of Dearth but nothing is ever made of it. As such, I suggest a side-quest akin to the Cursed quest. I like that addition quite a bit and wish more classes had something like that.
In this case, seeing as how it's Necro-related, I suggested a side quest for the the undead races and Necromancer. My proposal is that it include a mini-dungeon and optional boss that shows up 25% if you're undead and 100% chance if you're a Necromancer.
As a reward, you gain an elixir that would grant Undead races a new set of bonuses akin to the elixir of life (or whatever its called) BUT the Necromancer would gain a new generic IF it's started the Lichform quest. If it's already a Lich or is one of the other undead races then it would gain the bonuses listed below.
What would the bonuses be?
1. Negative life conversion. 20% of all life gained at level up (not from constitution or equipment) is permanent negative life instead of positive life.
2. 25% bonus to heal mod.
3. 5% chance to shrug off critical hits.
What would the Lichform Generic be?
1. A passive that increases stat cap by 5 per skill level.
At level 5, your lowest stat would gain bonus stats equal to 1/3 of your magic stat and your magic stat would gain 2/3 of the pre-bonus lowest skill. This would only apply to "natural" stats and would not include bonuses from gear.
2. A passive akin to "technique/conditioning" such that whenever you drop below 50% life, you gain a temporarily increase to resist all, all individual resistances, and all resistance caps by up to 25% when maxed. This would also include all status effects. This would also be a magical effect so it can be canceled. See note...
3. An active ability such for 5 turns, any spell you land on an enemy has an up to 25% chance of eliminating a positive effect or shutting down a sustain.
4. A sustain that prevents mana-based sustains from collapsing by storing mana and instantly recovering it when mana would hit zero. This skill shouldn't cost mana the way a normal sustain does but instead cost mana like an active, i.e., you can recover it, but also cost souls like a sustain. I think 5 souls should do it.
NOTE: #2 has incredible synergy with the Necromancer's Dark Empathy and Lichform skills as it'd allow you to temporarily have a higher resistance cap so if you summoned minions during that period, they'd have the potential to have really high resistances.
Thoughts?
In this case, seeing as how it's Necro-related, I suggested a side quest for the the undead races and Necromancer. My proposal is that it include a mini-dungeon and optional boss that shows up 25% if you're undead and 100% chance if you're a Necromancer.
As a reward, you gain an elixir that would grant Undead races a new set of bonuses akin to the elixir of life (or whatever its called) BUT the Necromancer would gain a new generic IF it's started the Lichform quest. If it's already a Lich or is one of the other undead races then it would gain the bonuses listed below.
What would the bonuses be?
1. Negative life conversion. 20% of all life gained at level up (not from constitution or equipment) is permanent negative life instead of positive life.
2. 25% bonus to heal mod.
3. 5% chance to shrug off critical hits.
What would the Lichform Generic be?
1. A passive that increases stat cap by 5 per skill level.
At level 5, your lowest stat would gain bonus stats equal to 1/3 of your magic stat and your magic stat would gain 2/3 of the pre-bonus lowest skill. This would only apply to "natural" stats and would not include bonuses from gear.
2. A passive akin to "technique/conditioning" such that whenever you drop below 50% life, you gain a temporarily increase to resist all, all individual resistances, and all resistance caps by up to 25% when maxed. This would also include all status effects. This would also be a magical effect so it can be canceled. See note...
3. An active ability such for 5 turns, any spell you land on an enemy has an up to 25% chance of eliminating a positive effect or shutting down a sustain.
4. A sustain that prevents mana-based sustains from collapsing by storing mana and instantly recovering it when mana would hit zero. This skill shouldn't cost mana the way a normal sustain does but instead cost mana like an active, i.e., you can recover it, but also cost souls like a sustain. I think 5 souls should do it.
NOTE: #2 has incredible synergy with the Necromancer's Dark Empathy and Lichform skills as it'd allow you to temporarily have a higher resistance cap so if you summoned minions during that period, they'd have the potential to have really high resistances.
Thoughts?