Saw This...

Azura

Mir3 Coder & Adviser
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Mar 12, 2005
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Taken from RZ Forums:

ok. soz cause it a long thread..
originally taken from mir2 euro server, i know mental and the team were looking to introduce lvl 45+ professions for the class and thought tis might be worth a look.
any thought welcome ...
just for the record i dont like the ideas all that much and the stats / lvl would need to be refined for thie game but at the very least its food for thought


Advancement of the three heroes

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Patch: Advancement of the three heroes

In this patch the three heroes become more than they were before. Masters of their respective arts (level 40+) gain the ability to reach new tiers of power

Class Upgrades:
Warrior -> Knight
The knight boasts impressive armour, his high strength and constitution allows him to shrug off blows that would flatten other players. Being a Knight also allows him the exclusive right to bear a shield.

Warrior -> Berserker
The Berserker favours damage as opposed to armour. Berserkers can greatly wound enemies and even stun them with their high damage attacks. The only class in the game allowed to use double handed weapons.

Taoist ->Monk
The Taoist has refined her mental strength to a point of pure clarity. They extend their powers beyond physical limitations through focus of soul. Monks may dual wield weapons.

Taoist ->Necromancer
Necromancers have taken the Taoist studies of death to a new level, becoming corrupted by their studies. They have greater control on minions and know more magical arts then the Monk. May wield plague lanterns.

Mage -> Elementalist
Elementalists draw their strength from the powers of earth fire wind and water. They gain access to a higher tier of large area, high damage spells. They may wield double handed staves.

Mage -> Sorcerer
Sorcerers focus their powers less on extravagant magic and more on subtle spells. Sorcerers maintain a stronger control of the battlefield than Elementalists, though are more vulnerable to ambushes. Sorcerers may wield leashes.


New Items:

Shield-> The shield sits in the torch hand and generally gives a substantial AC boost. Example shields:

Iron Shield
AC 5-10
AMC 5-7
DC 1-3
Level 40

Steel Shield
AC 7-13
AMC 5-8
DC0-4
Level 43

Double Handed Weapons-> Use both weapon and torch hand. Examples:

Great Sword
DC 7-38
Level 40
(NB:- would be kind of rare…but not super rare)

Demon Slayer Sword
DC 10-65
Level45

Dual Weapons:- Two one handed weapons can be wielded in separate hands. Adjustments would have to be made to game so Monks cant dual wield DSS with a muscle ring
wink.gif
A selection of light offhand weapons may be needed,

Plague Lanterns:- These items corrupt everything around them. They look like insense lanterns and are held in the torch hand (though they also act like torches ) Their effects vary depending on the lantern:

Lantern of Shadows Grace
SC 5-5
Level 40
This lantern envelops the surrounding area in darkness. Enemies in this area receive a reduction to their accuracy.

Lantern of Silent Words
AMC 5-6
Level 45
All spells cast in the vicinity of this lantern have a 20% chance of failing.

Lantern of Leeching Touch
DC 5-5
Level 50
All the players attacks (and pets) gain a 15% life steal.

Double Handed Staves:- Not much to say about these. They are like normal staves, but have a higher MC and some have a proc.

Staff of secrets
MC 5-15
Level 40
5% on cast to use no MP


Staff of duality
MC 10-20
Level 45
3% on cast to deal double damage.

Leashes:- The leash allows the Sorcerer to summon a familiar. The familiar will assist the mage in a (traditionally indirect) manner.

Leash of the fountain
MC3-3
Level 40
Summons a mana sprite. This sprite will cast ‘regenerate mana’ on the sorcerer, constantly increasing his mana regen.

Leash of the martyr
MC3-4
Level 45
Summons a spirit that will bear the burden of the attacks made against the sorcerer. Half the damage done to the player will be dealt to the spirit.

Leash of horror
MC 6-6
Level 50
Summons a wailing demon. Enemies near the demon will suffer penalties to their damage output and accuracy.


New Skills:

Knight:

Block
Levels 40/42/44
This skill teaches the knight to use his shield, mitigating attacks.
Level 1 – 5% block rate
Level 2 – 10% block rate
Level 3 – 15% block rate

Shield Wall
Levels 45/47/49
The knight enters a defensive state. He gains a substantial bonus to armour, but a reduction to movement speed and a slight penalty to attack rate.
Level 1 – AC 10-10
Level 2 – AC 13-13
Level 3 – AC 15-15

Berserker

Cleave
Levels 40/42/44
The berserker puts his whole weight behind an attack, dealing a huge amount of damage but at a reduced accuracy, also leaves him vulnerable to attack afterwards.
Level 1 – Extra 15% DC, 10-10AC penalty for 5 seconds
Level 2 – Extra 25% DC, 7-7AC penalty for 5 seconds
Level 3 – Extra 40% DC, 4-4 AC penalty for 5 seconds

Blood Rage
The berserker enters a violent convulsion, losing health but attacking far more recklessly.
Levels 45/47/49

Level 1 - +0-15 DC, -5 Accuracy, 10hp/s lost
Level 2 - +5-15 DC, -6 Accuracy, 15hp/s lost
Level 3 - +5-20 DC, -6 Accuracy, 25hp/s lost

Monk

Purity of self
Levels 40/42/44
The monks training has allowed him to remain focused, protecting mind and body from harm. This allows him to negate negative effects.

Level 1 – 15% chance to avoid poison/stun/paralys/slow
Level 2 – 30% chance
Level 3 – 45%

Soul Assault
45/47/49

The Monk applies his soul power to his attacks, causing a huge burst in strength.

Level 1 – the next 3 attacks have the monks SC added as DC
Level 2 – The next 5 attacks have the monks SC added as DC
Level 3 – the next 7 attacks have the monks SC added as DC

Necromancer

Summon Demon
Level 40/42/44
The Necromancers ties with the underworld are stronger than the Taoists, allowing it to call upon great demons from the nether realm. While very powerful (equivalent level mob to the player say?) the demons health constantly deteriorates while in this plane. Summoning requires 10 talisman.

(same levelling system as past pets)


Desecrate
Level 45/47/49
The necromancer applies an unholy mark to an area, causing all his foes who enter this area to become cursed and suffer penalties to their attacks, defence and accuracy.

Level 1 – DC 10-10 penalty, Acc – 6, AC 5-15 penalty
Level 2 – DC 10-10 penalty, Acc – 7, AC 5-17 penalty
Level 3 – DC 10-15 penalty, Acc – 8, AC 7-17 penalty

Elementalist


Fevered Training
Level 40/42/44
Passively increases MP regen. If activated the mage sacrifices all HP regen for a substantial boost to MP regen

Level 1 – 1mp/sec regen. 2mp/sec regen with acivation
Level 2 – 2mp/sec regen. 3mp/sec regen with acivation
Level 3 – 3mp/sec regen. 4mp/sec regen with acivation


Glacier Storm
Level 45/47/49

Causes ice bolts to rain down on a 5x5 area, with a chance of slow. Damage increases with each level

Sorcerer

Kanji Mine
40/42/44
The sorcerer lays a trap mark. The mark is visible only to the sorcerer and any enemy who stands at the centre will unleash a devastating attack in a 6x6 area. Only one kanji mine may be active at a time. Increasing the level increases damage.

Ethereal Form
The sorcerers understanding of magic is so advanced that he may turn into magic himself. This gives a great boost to AC but reduces AMC to 0.

Level 1 – AC gains 25-25
Level 2 – AC gains 30-30
Level 3 – AC gains 35-35


comments? i know some of the stats and spells and items may be overpowered, but im still <40. The biggest problem i can see with this patch would be that post 40 characters would absolutley trounce pre 40.
 

Neptune

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i kinda dont like this idea 2 m8 wud mean DC of like 30 -100 lol 1 hit FS wud make it easy for a war to become a red pker an maintain this all the time.

same with the ret of the class's.

the only thing i like rly is the shield 1 for wars, the summon 1 for a monk and also the no mp for a wiz thats about it.

oh and even this 1 for wars to steal hp of 15 wizzies to steal mp of 15 and taos to steal hp and mp of 6/7.

wud b kool to see a war holding a shield to.

like i said tho wud make the game v unstable and over powering
 

MiloFoxburr

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half that crap cant be done with the current files we have

Theres only 3 groups I know who could do it but I dont think they'd add half of those ideas cause there crap..

Course it came for the euromir2 forums guess I cant expect too much :P
 

w00t84

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Yeh, I like this idea, if its put into action it would make the game more unique and have qualities of which even Euro Mir does not have. This could be a very good idea, also very well thought out.

EDIT: Seems I've read it wrong, they came from Euro Mir forum? Thought he said RZ... Nevermind :P
 

MiloFoxburr

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w00t84 said:
Yeh, I like this idea, if its put into action it would make the game more unique and have qualities of which even Euro Mir does not have. This could be a very good idea, also very well thought out.

EDIT: Seems I've read it wrong, they came from Euro Mir forum? Thought he said RZ... Nevermind :P

The only things mentioned there that can be physically done with our files are shields and Class upgrading
 

chippy

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you could do weapons but only see one e.g make a npc that can change any weapon into a crystal(or a diff type of weapon) so it can go into candle slot so basicly like a horse or wings but instead of ac/amc u get dc/sc
 

Robert

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Yes.
Correct me if im wrong but isnt that a post for the competition mir are holding, in where the best idea will be implimented into the game and the winner gets a lifetime subscription?

And im pretty sure mir could put that ingame!
 

CraiG^

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Jun 22, 2003
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mrrob said:
Correct me if im wrong but isnt that a post for the competition mir are holding, in where the best idea will be implimented into the game and the winner gets a lifetime subscription?
Isn't it Game Developer for a day aswell :p?
 

w00t84

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Im sure alot of us would do very well at that 'Developer for a Day' considering we are all server developers with unqiue ideas for any server. If everybody on this forum who owned a server tried out for that, I'm certain one of us would win :)