Spells

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Shane
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Spells

#1

Post by Shane » Sat Jan 28, 2006 7:33 pm

Now that I've added a mage class, I've also added a couple spells. The following spell types are available:
  • Absorb HP - percentage of HP to absorb
  • Damage - optional damage amplification
  • MP burn - percentage of MP to burn
  • Moon Light - percentage of HP to restore
  • Rage Blaster - percentage of rage to burn
  • Remedy - no clue what this does
All of these need a name, description, munny cost, MP cost, and level requirement, in addition to whatever special information may be applied to each (i.e. percentage). For now I've created a basic healing and absorb spell for Apprentice Mages. We'll need to come up with higher levels and also spells for higher level fighters eventually. I don't really think anything else is appropriate at this time, though it really depends what other classes we add.
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#2

Post by Wyborn » Sat Jan 28, 2006 7:35 pm

Remedy ought to cure all status effects, I think...
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#3

Post by Shane » Sat Jan 28, 2006 8:00 pm

That's what I'm thinking, too, since there's no extra options for it.
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#4

Post by Prince Toad » Sat Jan 28, 2006 8:43 pm

Well, can you combine effects? Can't make anything particularly interesting if you can't. And does "to burn" mean it deals damage?
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#5

Post by Shane » Fri Feb 17, 2006 7:10 pm

If you're changing level 1 to 2x amplification, I'm switching to wizard. I suspect nothing else is gonna be able to compete.
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#6

Post by The Willful Wanderer » Fri Feb 17, 2006 9:50 pm

I'm pretty sure I'm gonna lower those, Shane. Just not how far. The reasons I started changing them are twofold:

1: Joker already bought a level 1 spell.

2: I am finding that after level 10, the level 0 spells simply aren't as effective as weak physical attacks.

I don't by any means think tweaking is done on those, and, in fact, am going to go tone those down now by a bit.
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