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BHBoost Dave

BHBoost Dave

Posts: 73 Iron Posts by user Forum Profile RuneMetrics Profile
A New Runecrafting and Magic Incentive

New uses for the orbs atop staves (keeping infinite runes idea intact):

Air : Increased air spell dmg based on 1st + 2nd digit of Magic lvl, also chance to knock back 1-2 squares and stun target.
Earth : Earth spells have chance to entangle opponent with any binding spell, provided player has the level and the runes.
Fire : Fire spells have chance to deal recurring fire dmg over time, duration based on Magic level and intensity based on spell cast.
Water : Water spells have chance to slow target's attacking speed by one notch (e.g. scimitar speed becomes longsword speed).
Nature : No infinite runes. Small chance to cast nature spell 50% faster dependent on Magic level, works with Superheat but not with Alchemy.
Death : No infinite runes. Casting spell that uses death runes, user has chance (below 5%) to outright kill opponent. Does not work on bosses, players, or undead.
Chaos : No infinite runes. Caster has chance while casting chaos spell for random effect to happen. Effects range from positive to negative, e.g. damage caster, or disarm opponent.
Mind : Supplies 1-1,000 mind runes based on Runecrafting level until destroyed. Small chance of restoring 1-50 mind runes upon cast of mind spell, including Magic Dart.
Cosmic : Chance to add extra cosmic charge to jewelry and bolts. Example, Amulet of Fury with 4 extra cosmic charges slightly increases its stats for one hour per charge. Would be labelled Amulet of Fury(c4).
Body : Chance of decreasing all melee stats of opponent by (spell cast %) + (first digit of Magic level) for a maximum of 19%.

These orbs would be created via Runecrafting and not Crafting anymore. You would take molten glass to rune altar, creating unpowered orb at speed of Orb Charge. Experience reduced to 35 rather than 52.5 XP that Crafting gives. Allowing slightly faster method of RC XP, flourishing economy and more Magic uses.

Doc

26-Feb-2014 19:17:04

White Runtz

White Runtz

Posts: 5,389 Rune Posts by user Forum Profile RuneMetrics Profile
Its a little to late to submit your submission. As the deadline was the 23rd. What you propose is more of a change in how the skill function. Not really what the mods want. I think in my opinion it would overpower magic. Crafting orbs should be more for crafting. As the skill Runecrafting is for crafting "Runes" not "Orbs". My Clan

26-Feb-2014 19:50:48

BHBoost Dave

BHBoost Dave

Posts: 73 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Its a little to late to submit your submission. As the deadline was the 23rd. What you propose is more of a change in how the skill function. Not really what the mods want. I think in my opinion it would overpower magic. Crafting orbs should be more for crafting. As the skill Runecrafting is for crafting "Runes" not "Orbs".
'

Don't worry, I already submitted it. :-P Also, how does one overpower a skill that's already severely under powered? Maybe, instead of creating orbs, you could imbue the orbs with a rune at the altar? It would allow for a conjunction of Crafting and Runecrafting. Lots of ideas meshed into one comment, but maybe we can put our heads together for a Runecrafting idea, as I liked your ZMI-esque idea.

27-Feb-2014 03:49:38

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