Post by Vivi on Feb 7, 2015 21:13:23 GMT -5
Special Notes
So over the years I've noticed that, one of the reasons I no longer play Helbreath is because there is basically no variety when it comes to Classes. As many of you know, nowadays most games have tons of classes and each class has quite a few amount of specs.
My suggestions is basically adding specs to the only two classes Helbreath currently has. I've been working on the Mages, mostly, because that's my favorite class. I have already thought about some really cool Warrior specs but I haven't gone too deep into it yet. I figured four specs for each class would be more than enough for now. The specs I came up with so far for the Mage are: Air (Low damage and high CC), Fire (High damage), Ice (Mid damage and Slow debuff), and Earth (Low damage, armor reducing, and SP removing).
Another thing to keep in mind is that each specialization, for both mages and warriors, is entirely unique. They each get to have their own thing so that players can basically pick whatever they feel most comfortable with.
Now keep in mind, damage is basically X (nothing as of yet). All of these spells would go under careful testing to balance out damage as best as possible. Special effects might not even be possible to add, they are only suggestions, I am not quite sure how far the designers can go but hopefully they'll impress us!
Important Notes
(Rare) = Rare spells, dropped from monsters.
(New) = Spells I have came up with to spice up each Element.
* = Usable by all Mage specs.
Summon Creature = I thought it'd be cool to give each Element their own summonable pets. More will be added if suggestion go through.
Burn = The target burns for the next 10 seconds for 5 fire damage every 2 seconds. (This is a little bit like Poison except it will scale up like any other spell). Only certain fire spells will have this added effect.
New Stat Restrictions
So with these new specialization changes come new stat restrictions. What this means is basically if you want to get the best spells/abilities from one specialization, you will have to put most of your points on the stat that corresponds or compliments that specialization. Keep in mind though, once you choose either Mage or Warrior when creating your character, it will be pointless to put stat points on Stats that don't correspond to your class (warrior or mage), (maybe they can be removed as an option?). Although other stats CAN be chosen if kept within the class (someone who chose Destruction as their main spec can also put points into Vitality, but they will be limited to the abilities they can get from Vitality). This also means that armors will not need a certain amount of a stat in order to be equipped (no more X int or X str to equip something) because every specialization (once chosen) will have their own sets of armor they can wear.
Strength - Destruction warriors
This stat increases damage dealt by warriors in general.
Intelligence - Fire mages
This stat increases damage dealt by mages in general.
Dexterity - Blood warriors
This stat increases hitting probability for warriors and adds a % of HP steal based on how high it is.
Mind (old Magic) - Air mages
This stat increases hitting probability for mages.
Charisma - Hunter warriors & Ice mages
This stat increases damage done to monsters for both warriors and mages.
Vitality - Protection warriors & Earth mages
This stat increases the amount of HP, defense, and magic defense that a player has.
Mages
So mages will go through some changes in their kit. Aside from the different stat choices that you'll have to make, the only other main difference is that every mage will have a set amount of mana based on their level since Magic would no longer be a stat (changed to Mind).
*Mage
Recall – Level 80- teleports you to your farm. Level 80+ teleports you to your city. Cannot be used in enemy town or maps.
Create Food – Creates Meat or Baguette.
(New) (Rare) Create Feast – Creates a yummy feast!
Protection From Arrows – Single Target. Full protection from arrows.
Protection From Magic – Single Target. Full protection from low level spells and 50% protection from high level spells.
Absolute Protection From Magic – Single Target. Full protection from all spells.
Defense Shield – Single Target. Raises Defense Points by X.
Great Defense Shield – Single Target. Raises Defense Points by X.
Possession – Grabs items from far away. Does not work if there is a player close to the item.
Heal – Single Target. Recovers X Health Points.
Great Heal – Single Target. Restores X Health Points.
Celebrating Light – Fancy Fireworks.
Confuse Language – Messes up chat for 2 minutes.
Stamina Recovery – Recovers X Stamina Points.
Great Stamina Recovery – Recovers X Stamina Points.
Hold Person – Single Target. Holds the target in place. Cancelled by any type of damage.
Paralyze – Single Target. Paralyzes the target. Can only be cancelled by magic damage.
Invisibility – Single Target. Makes the target invisible for 1 minute.
Detect Invisibility – Detects invisible targets.
Spike Field – Area of Effect. Fields of spikes that take X health points each step.
Berserk – Single Target. Doubles physical attack damage.
Air Element - Low damage / Crowd controller / Medium defense / Wears Wool Cloth armors
Specialty Bonus: Crowd control abilities are more potent.
This specialization will focus mostly on controlling the enemy's placement. They won't be doing a lot of damage but they'll be extremely annoying to deal with.
Summon Air Fairy - One fairy at a time. Fairy cannot be targetted. Lasts 10 seconds. Pushes enemies away from you by 2 squares.
*Magic Missile – Single target. Small magic missile, deals X air damage.
*Energy Bolt – Area of Effect. A bolt of energy that deals X air damage.
*Lightning –Single target. Stroke of lightning that deals X air Damage.
*(New) Double Energy Bolt – Area of Effect. Shoots two bolts of energy that deal X air damage.
*Lightning Arrow - Single target. Electric arrow that deals X air damage.
*Energy Strike – Area of Effect. Stream of energy pulses dealing X air damage.
Lightning Bolt – Bolt of lightning that deal 10-18 direct air damage and X air damage to targets on its path.
Mass Lightning Arrow – Single target. Electric arrows that deal X air damage.
Mass Lightning Bolt – Bolt of lightning that deal 20-36 direct air damage and X air damage to targets on its path.
Mass Magic Missile – Area of Effect. A powerful energy blast dealing X air damage. Pushes enemies away by two squares.
Lightning Strike – Area of Effect. Numerous lightning bolts dealing X air damage.
(New) Tornado – Shoots a tornado in a straight line dealing X air damage to enemies on its path. Pulls enemy two squares closer to you.
(New) (Rare) Hurricane – Area of Effect. Summons a deadly storm that deals X air damage if target stands in it. Enemy is slowed down while in the storm and their screen becomes blurry. Cool down is X seconds between casts. 6x6 squares in size.
*Confusion – Area of Effect. Target cannot recognize a player’s allegiance.
Mass Confusion – Area of Effect. Target cannot recognize a player’s allegiance for a long duration.
*Illusion – Area of Effect. Target sees all other players as the spell’s caster for a short duration.
Mass Illusion – Area of Effect. Target sees all other players as the spell’s caster for a long duration.
*Illusion Movement – Area of Effect. Players cannot control their movements for a short duration.
Mass Illusion Movement – Area of Effect. Players cannot control their movements for a long duration.
*(Rare) Cancellation – Single Target. X% chance to remove any spell considered a buff or debuff.
*(Rare) Inhibition Casting – Single Target. Silences target for X seconds.
*Scan – Single Target. Scans target’s HP/MP.
(New) Air Armor – The mage gains a windy aura that increases hitting probability by X%, an increase in magic damage by X, and grants X% air absorption. Lasts 1 minute, has a 2 minute cooldown, and costs no mana.
Fire Element - High damage / Low defense / Wears Linen Cloth armors
Specialty Bonus: Targets burn for an extra X damage when hit by spells for X seconds.
This specialization focuses on bursting the most damage out of all the other specs although they have the lowest amount of defense.
Summon Fire Fairy - One fairy at a time. Fairy cannot be targetted. Lasts 10 seconds. Casts Fire Strikes that deal X damage at your location.
*Fire Strike – Area of Effect. Shoots a strong fire ball that deals X fire damage.
Fire Ball – Area of Effect. Shoots a fire ball that deals X fire damage.
*Fire Wall – Creates a wall of fire. Deals X damage over time if target stands on it.
Fire Field - Creates a field of fire. Deals X damage over time if target stands on it.
Mass Fire Strike – Area of Effect. Exploding fire bombs that deal X fire damage.
Bloody Shock Wave – Area of Effect. Sends out a red shock wave dealing X fire damage on direct hits and X fire damage to targets on its path.
Meteor Strike – Area of Effect. Call upon a flaming meteor from the skies dealing X fire damage and X extra damage if hit directly. 2 seconds delay. Target burns.
(New) Lava Font – Area of Effect. A font of lava gushes from the ground dealing X fire damage. Target burns.
(New) Volcano – Area of Effect. A volcano erupts from the ground dealing X fire damage. Targets burns.
(New) (Rare) Meteor Shower – Single target. Summons multiple meteors from the sky that deal X damage on the first hit, X damage on the second hit, and X damage on the third hit. There is a 1 second delay between meteors. Target burns.
(New) Fire Armor – The mage gains a fiery aura that increases his magic damage by X and grants X% fire absoption. Lasts 1 minute, has a 2 minute cooldown, and costs no mana.
(New) (Rare) Call of the Phoenix – Resurrects a player from death with 50% life. 20 minute cooldown. Target burns.
Ice Element - Medium damage / Slows debuff / Medium defense / Wears Wool Cloth armors
Specialty Bonus: Enemies are slowed by X% for X seconds when the mage is hit.
This specialization focuses on slowing groups of enemies down while at the same time doing a decent amount of damage. Their defense isn't the best, but not the worst either.
Summon Ice Fairy - One fairy at a time. Fairy cannot be targetted. Lasts 10 seconds. Slows down random targets by X% for X seconds.
*Chill Wind – Area of Effect. Freezes and deals X ice damage.
Mass Chill Wind – Area of Effect. Freezes and deals X ice damage.
(New) Glacial Blast – Single Target. Shoots a strong ice ball that deals X ice damage.
(New) Frozen Spike – Area of Effect. A frozen spike forms from the ground dealing X ice damage.
(New) Frigid Mist – Area of Effect spell. Creates a mist of ice that freezes passing enemies. No damage. 9x9 squares in size.
(Rare) Ice Storm – Area of Effect. Delayed freeze on target and does X ice damage over time while standing near the storm.
*Ice Strike – Area of Effect. Spikes of ice fall from the sky dealing X Ice damage and freezing enemies.
Mass Ice Strike – Area of Effect. Blocks of ice fall from the sky dealing X Ice damage and freezing enemies.
Blizzard – Calls upon a snowstorm to freeze and critically damage your enemies dealing X Ice damage. Can hit multiple times if hit directly.
(New) (Rare) Comet – Area of Effect. Calls upon an icy comet from the skies that deals X Ice damage freezing enemies. Hits twice if hit directly. 2 second delay.
(New) Ice Armor – The mage gains an icy aura that gives him a bonus Mana Save of X%, magic damage by X, and grants X% ice absorption. Lasts 1 minute, has a 2 minute cooldown, and costs no mana.
(New) (Rare) Ice Tomb – Encases enemies in a block of ice, paralyzing them making them unable to move or cast for X seconds. 2 second delay. 10 second cooldown. 2x2 squares in size. Can only be broken by Fire abilities.
Earth Element - Low damage / Stamina drainer / Armor breaker / High defense / Wears Silk Cloth armors
Specialty Bonus: The mage has infinite stamina and infinite armor endurance.
This specialization basically focuses on breaking through the enemy's armor and draining their stamina points. They will have the highest defense out of all the specs but the damage they can do will be the lowest.
Summon Earth Fairy - One fairy at a time. Fairy cannot be targetted. Lasts 10 seconds. Casts Great Stamina Recover at your allies randomly.
*Poison - Single Target. Poisons the target for X damage for X seconds.
Mass Poison - Single Target. Poisons the target for X damage for X seconds.
*Poison Cloud – Area of Effect. Creates a cloud of poison. Deals damage over time if stood on.
Cloud Kill – Area of Effect. Creates a deadly cloud of poison. Deals damage over time if stood on.
*Tremor –Area of Effect. Shakes the ground below dealing X Earth damage. Area of Effect.
(New) Earthquake – Area of Effect. Shakes the ground below dealing X earth damage. Drains 10 SP.
(New) Boulder – Single target. A big boulder is thrown at the enemy dealing X earth damage. Reduces armor.
*Stamina Drain – Single Target. Drains X Stamina Points.
(New) Great Stamina Drain – Drains X Stamina Points.
Armor Break – Area of Effect. Lowers the endurance on target’s armor and deals X earth damage.
(New) Great Armor Break – Area of Effect. Lowers the endurance on target’s armor and deals X earth damage.
(New) Quicksand – Area of Effect. Creates a bed of sand that drains X Stamina Points while standing in it. 9x9 squares in size.
Earthworm Strike – Area of Effect. Summons a worm to strike from the ground beneath dealing X earth damage and draining X Stamina Points.
(New) Sand Burial – Single Target. Encases the enemy in a grave of sand dealing X earth damage and reducing the enemy’s endurance.
(Rare) Earth Shock Wave – Area of Effect. Calls upon the earth beneath dealing X earth damage. Drains X SP per hit and reduces endurance on armor. Can hit multiple times if hit directly.
(New) Sand Tsunami – Area of Effect. Calls upon a giant wave of sand dealing X earth damage and draining X Stamina Points.
(New) Earth Armor – The mage gains an Earth aura that increases defense points by X, magic damage by X, and grants X% Earth absorption. Lasts 1 minute, has a 2 minute cooldown, and costs no mana.
(New)(Rare) Sand Armor – A thick layer of sand forms around the target giving him a shield that grant X Defense Points and X% magic absorption. Lasts 10 seconds, has 1 minute cooldown. Stacks with other armor spells.
Warriors
So the idea I had for warriors was actually pretty cool in my opinion. Like mages, they will have to choose a specialization at a certain level and the weapons they will use will depend on that choice. So in other words, not every warrior will be able to wield the best Battle Hammer or the best Bow. Each specialization will have their unique sets of weapons that they use (of course there will still be a big variety of them). Not only that, but they would no longer be able to equip staves and cast spells (it doesn't make sense for them to do that anyway) but instead they will each have their own sets of abilities which can only be "casted" will they are equipped with their "main weapon." So for example, if you choose to make a Protection warrior, your main stat will most likely be Vitality. The higher your Vitality is, the better "tanky" abilities you get. This system would basically work like Intelligence works for mages; the higher the stat, the better abilities you can obtain. This also means that they will no longer be in need of Mana. Most abilities will have a cooldown instead so that they can't be abused.
Protection - High defense / Low damage / Wields shields & one-handed weapons / Wears Platinum Plate armors
Specialty Bonus: Stat points placed on the Vitality stat count for twice the amount of HP.
The basic idea of this specialization is to make them the damage soakers of the team. They won't be the ones killing people but they will be the ones protecting their allies with their abilities.
(New)(Rare) Intervene - Protects an ally from all damage for X seconds. 1 minute cooldown.
Blood - Medium defense / Medium damage / High sustain / Wields two-handed long swords / Wears Gold Plate armors
Specialty Bonus: You gain twice the amount of HP back when hitting enemies.
This will actually be something kind of fun to play with. These types of warriors are kind of a jack of all trades. Their defense and damage will be decent while at the same time they'll have an extra passive ability which will heal them back based on a % of the damage they do.
Hunter - Low defense / High PvE damage / Low PvP damage / Wields bows / Wears Silver Plate armors
Specialty Bonus: Increases party drop chance by X%, EXP gained by X%, and gold gained by X%.
This is basically what it sounds like, a hunter. Their abilities will give them bonuses while hunting monsters but their PvP damage will be low but consistent (considering they are ranged). You will want them in your parties while killing hard bosses or leveling up!
Destruction - Medium defense / High damage / Wields two-handed hammers and axes / Wears Gold Plate armors
Specialty Bonus: Running speed is increased by X amount.
So these guys are basically the strongest ones in terms of damage. They will have the highest burst of all the specs but their defenses will be average.
So over the years I've noticed that, one of the reasons I no longer play Helbreath is because there is basically no variety when it comes to Classes. As many of you know, nowadays most games have tons of classes and each class has quite a few amount of specs.
My suggestions is basically adding specs to the only two classes Helbreath currently has. I've been working on the Mages, mostly, because that's my favorite class. I have already thought about some really cool Warrior specs but I haven't gone too deep into it yet. I figured four specs for each class would be more than enough for now. The specs I came up with so far for the Mage are: Air (Low damage and high CC), Fire (High damage), Ice (Mid damage and Slow debuff), and Earth (Low damage, armor reducing, and SP removing).
Another thing to keep in mind is that each specialization, for both mages and warriors, is entirely unique. They each get to have their own thing so that players can basically pick whatever they feel most comfortable with.
Now keep in mind, damage is basically X (nothing as of yet). All of these spells would go under careful testing to balance out damage as best as possible. Special effects might not even be possible to add, they are only suggestions, I am not quite sure how far the designers can go but hopefully they'll impress us!
Important Notes
(Rare) = Rare spells, dropped from monsters.
(New) = Spells I have came up with to spice up each Element.
* = Usable by all Mage specs.
Summon Creature = I thought it'd be cool to give each Element their own summonable pets. More will be added if suggestion go through.
Burn = The target burns for the next 10 seconds for 5 fire damage every 2 seconds. (This is a little bit like Poison except it will scale up like any other spell). Only certain fire spells will have this added effect.
New Stat Restrictions
So with these new specialization changes come new stat restrictions. What this means is basically if you want to get the best spells/abilities from one specialization, you will have to put most of your points on the stat that corresponds or compliments that specialization. Keep in mind though, once you choose either Mage or Warrior when creating your character, it will be pointless to put stat points on Stats that don't correspond to your class (warrior or mage), (maybe they can be removed as an option?). Although other stats CAN be chosen if kept within the class (someone who chose Destruction as their main spec can also put points into Vitality, but they will be limited to the abilities they can get from Vitality). This also means that armors will not need a certain amount of a stat in order to be equipped (no more X int or X str to equip something) because every specialization (once chosen) will have their own sets of armor they can wear.
Strength - Destruction warriors
This stat increases damage dealt by warriors in general.
Intelligence - Fire mages
This stat increases damage dealt by mages in general.
Dexterity - Blood warriors
This stat increases hitting probability for warriors and adds a % of HP steal based on how high it is.
Mind (old Magic) - Air mages
This stat increases hitting probability for mages.
Charisma - Hunter warriors & Ice mages
This stat increases damage done to monsters for both warriors and mages.
Vitality - Protection warriors & Earth mages
This stat increases the amount of HP, defense, and magic defense that a player has.
Mages
So mages will go through some changes in their kit. Aside from the different stat choices that you'll have to make, the only other main difference is that every mage will have a set amount of mana based on their level since Magic would no longer be a stat (changed to Mind).
*Mage
Recall – Level 80- teleports you to your farm. Level 80+ teleports you to your city. Cannot be used in enemy town or maps.
Create Food – Creates Meat or Baguette.
(New) (Rare) Create Feast – Creates a yummy feast!
Protection From Arrows – Single Target. Full protection from arrows.
Protection From Magic – Single Target. Full protection from low level spells and 50% protection from high level spells.
Absolute Protection From Magic – Single Target. Full protection from all spells.
Defense Shield – Single Target. Raises Defense Points by X.
Great Defense Shield – Single Target. Raises Defense Points by X.
Possession – Grabs items from far away. Does not work if there is a player close to the item.
Heal – Single Target. Recovers X Health Points.
Great Heal – Single Target. Restores X Health Points.
Celebrating Light – Fancy Fireworks.
Confuse Language – Messes up chat for 2 minutes.
Stamina Recovery – Recovers X Stamina Points.
Great Stamina Recovery – Recovers X Stamina Points.
Hold Person – Single Target. Holds the target in place. Cancelled by any type of damage.
Paralyze – Single Target. Paralyzes the target. Can only be cancelled by magic damage.
Invisibility – Single Target. Makes the target invisible for 1 minute.
Detect Invisibility – Detects invisible targets.
Spike Field – Area of Effect. Fields of spikes that take X health points each step.
Berserk – Single Target. Doubles physical attack damage.
Air Element - Low damage / Crowd controller / Medium defense / Wears Wool Cloth armors
Specialty Bonus: Crowd control abilities are more potent.
This specialization will focus mostly on controlling the enemy's placement. They won't be doing a lot of damage but they'll be extremely annoying to deal with.
Summon Air Fairy - One fairy at a time. Fairy cannot be targetted. Lasts 10 seconds. Pushes enemies away from you by 2 squares.
*Magic Missile – Single target. Small magic missile, deals X air damage.
*Energy Bolt – Area of Effect. A bolt of energy that deals X air damage.
*Lightning –Single target. Stroke of lightning that deals X air Damage.
*(New) Double Energy Bolt – Area of Effect. Shoots two bolts of energy that deal X air damage.
*Lightning Arrow - Single target. Electric arrow that deals X air damage.
*Energy Strike – Area of Effect. Stream of energy pulses dealing X air damage.
Lightning Bolt – Bolt of lightning that deal 10-18 direct air damage and X air damage to targets on its path.
Mass Lightning Arrow – Single target. Electric arrows that deal X air damage.
Mass Lightning Bolt – Bolt of lightning that deal 20-36 direct air damage and X air damage to targets on its path.
Mass Magic Missile – Area of Effect. A powerful energy blast dealing X air damage. Pushes enemies away by two squares.
Lightning Strike – Area of Effect. Numerous lightning bolts dealing X air damage.
(New) Tornado – Shoots a tornado in a straight line dealing X air damage to enemies on its path. Pulls enemy two squares closer to you.
(New) (Rare) Hurricane – Area of Effect. Summons a deadly storm that deals X air damage if target stands in it. Enemy is slowed down while in the storm and their screen becomes blurry. Cool down is X seconds between casts. 6x6 squares in size.
*Confusion – Area of Effect. Target cannot recognize a player’s allegiance.
Mass Confusion – Area of Effect. Target cannot recognize a player’s allegiance for a long duration.
*Illusion – Area of Effect. Target sees all other players as the spell’s caster for a short duration.
Mass Illusion – Area of Effect. Target sees all other players as the spell’s caster for a long duration.
*Illusion Movement – Area of Effect. Players cannot control their movements for a short duration.
Mass Illusion Movement – Area of Effect. Players cannot control their movements for a long duration.
*(Rare) Cancellation – Single Target. X% chance to remove any spell considered a buff or debuff.
*(Rare) Inhibition Casting – Single Target. Silences target for X seconds.
*Scan – Single Target. Scans target’s HP/MP.
(New) Air Armor – The mage gains a windy aura that increases hitting probability by X%, an increase in magic damage by X, and grants X% air absorption. Lasts 1 minute, has a 2 minute cooldown, and costs no mana.
Fire Element - High damage / Low defense / Wears Linen Cloth armors
Specialty Bonus: Targets burn for an extra X damage when hit by spells for X seconds.
This specialization focuses on bursting the most damage out of all the other specs although they have the lowest amount of defense.
Summon Fire Fairy - One fairy at a time. Fairy cannot be targetted. Lasts 10 seconds. Casts Fire Strikes that deal X damage at your location.
*Fire Strike – Area of Effect. Shoots a strong fire ball that deals X fire damage.
Fire Ball – Area of Effect. Shoots a fire ball that deals X fire damage.
*Fire Wall – Creates a wall of fire. Deals X damage over time if target stands on it.
Fire Field - Creates a field of fire. Deals X damage over time if target stands on it.
Mass Fire Strike – Area of Effect. Exploding fire bombs that deal X fire damage.
Bloody Shock Wave – Area of Effect. Sends out a red shock wave dealing X fire damage on direct hits and X fire damage to targets on its path.
Meteor Strike – Area of Effect. Call upon a flaming meteor from the skies dealing X fire damage and X extra damage if hit directly. 2 seconds delay. Target burns.
(New) Lava Font – Area of Effect. A font of lava gushes from the ground dealing X fire damage. Target burns.
(New) Volcano – Area of Effect. A volcano erupts from the ground dealing X fire damage. Targets burns.
(New) (Rare) Meteor Shower – Single target. Summons multiple meteors from the sky that deal X damage on the first hit, X damage on the second hit, and X damage on the third hit. There is a 1 second delay between meteors. Target burns.
(New) Fire Armor – The mage gains a fiery aura that increases his magic damage by X and grants X% fire absoption. Lasts 1 minute, has a 2 minute cooldown, and costs no mana.
(New) (Rare) Call of the Phoenix – Resurrects a player from death with 50% life. 20 minute cooldown. Target burns.
Ice Element - Medium damage / Slows debuff / Medium defense / Wears Wool Cloth armors
Specialty Bonus: Enemies are slowed by X% for X seconds when the mage is hit.
This specialization focuses on slowing groups of enemies down while at the same time doing a decent amount of damage. Their defense isn't the best, but not the worst either.
Summon Ice Fairy - One fairy at a time. Fairy cannot be targetted. Lasts 10 seconds. Slows down random targets by X% for X seconds.
*Chill Wind – Area of Effect. Freezes and deals X ice damage.
Mass Chill Wind – Area of Effect. Freezes and deals X ice damage.
(New) Glacial Blast – Single Target. Shoots a strong ice ball that deals X ice damage.
(New) Frozen Spike – Area of Effect. A frozen spike forms from the ground dealing X ice damage.
(New) Frigid Mist – Area of Effect spell. Creates a mist of ice that freezes passing enemies. No damage. 9x9 squares in size.
(Rare) Ice Storm – Area of Effect. Delayed freeze on target and does X ice damage over time while standing near the storm.
*Ice Strike – Area of Effect. Spikes of ice fall from the sky dealing X Ice damage and freezing enemies.
Mass Ice Strike – Area of Effect. Blocks of ice fall from the sky dealing X Ice damage and freezing enemies.
Blizzard – Calls upon a snowstorm to freeze and critically damage your enemies dealing X Ice damage. Can hit multiple times if hit directly.
(New) (Rare) Comet – Area of Effect. Calls upon an icy comet from the skies that deals X Ice damage freezing enemies. Hits twice if hit directly. 2 second delay.
(New) Ice Armor – The mage gains an icy aura that gives him a bonus Mana Save of X%, magic damage by X, and grants X% ice absorption. Lasts 1 minute, has a 2 minute cooldown, and costs no mana.
(New) (Rare) Ice Tomb – Encases enemies in a block of ice, paralyzing them making them unable to move or cast for X seconds. 2 second delay. 10 second cooldown. 2x2 squares in size. Can only be broken by Fire abilities.
Earth Element - Low damage / Stamina drainer / Armor breaker / High defense / Wears Silk Cloth armors
Specialty Bonus: The mage has infinite stamina and infinite armor endurance.
This specialization basically focuses on breaking through the enemy's armor and draining their stamina points. They will have the highest defense out of all the specs but the damage they can do will be the lowest.
Summon Earth Fairy - One fairy at a time. Fairy cannot be targetted. Lasts 10 seconds. Casts Great Stamina Recover at your allies randomly.
*Poison - Single Target. Poisons the target for X damage for X seconds.
Mass Poison - Single Target. Poisons the target for X damage for X seconds.
*Poison Cloud – Area of Effect. Creates a cloud of poison. Deals damage over time if stood on.
Cloud Kill – Area of Effect. Creates a deadly cloud of poison. Deals damage over time if stood on.
*Tremor –Area of Effect. Shakes the ground below dealing X Earth damage. Area of Effect.
(New) Earthquake – Area of Effect. Shakes the ground below dealing X earth damage. Drains 10 SP.
(New) Boulder – Single target. A big boulder is thrown at the enemy dealing X earth damage. Reduces armor.
*Stamina Drain – Single Target. Drains X Stamina Points.
(New) Great Stamina Drain – Drains X Stamina Points.
Armor Break – Area of Effect. Lowers the endurance on target’s armor and deals X earth damage.
(New) Great Armor Break – Area of Effect. Lowers the endurance on target’s armor and deals X earth damage.
(New) Quicksand – Area of Effect. Creates a bed of sand that drains X Stamina Points while standing in it. 9x9 squares in size.
Earthworm Strike – Area of Effect. Summons a worm to strike from the ground beneath dealing X earth damage and draining X Stamina Points.
(New) Sand Burial – Single Target. Encases the enemy in a grave of sand dealing X earth damage and reducing the enemy’s endurance.
(Rare) Earth Shock Wave – Area of Effect. Calls upon the earth beneath dealing X earth damage. Drains X SP per hit and reduces endurance on armor. Can hit multiple times if hit directly.
(New) Sand Tsunami – Area of Effect. Calls upon a giant wave of sand dealing X earth damage and draining X Stamina Points.
(New) Earth Armor – The mage gains an Earth aura that increases defense points by X, magic damage by X, and grants X% Earth absorption. Lasts 1 minute, has a 2 minute cooldown, and costs no mana.
(New)(Rare) Sand Armor – A thick layer of sand forms around the target giving him a shield that grant X Defense Points and X% magic absorption. Lasts 10 seconds, has 1 minute cooldown. Stacks with other armor spells.
Warriors
So the idea I had for warriors was actually pretty cool in my opinion. Like mages, they will have to choose a specialization at a certain level and the weapons they will use will depend on that choice. So in other words, not every warrior will be able to wield the best Battle Hammer or the best Bow. Each specialization will have their unique sets of weapons that they use (of course there will still be a big variety of them). Not only that, but they would no longer be able to equip staves and cast spells (it doesn't make sense for them to do that anyway) but instead they will each have their own sets of abilities which can only be "casted" will they are equipped with their "main weapon." So for example, if you choose to make a Protection warrior, your main stat will most likely be Vitality. The higher your Vitality is, the better "tanky" abilities you get. This system would basically work like Intelligence works for mages; the higher the stat, the better abilities you can obtain. This also means that they will no longer be in need of Mana. Most abilities will have a cooldown instead so that they can't be abused.
Protection - High defense / Low damage / Wields shields & one-handed weapons / Wears Platinum Plate armors
Specialty Bonus: Stat points placed on the Vitality stat count for twice the amount of HP.
The basic idea of this specialization is to make them the damage soakers of the team. They won't be the ones killing people but they will be the ones protecting their allies with their abilities.
(New)(Rare) Intervene - Protects an ally from all damage for X seconds. 1 minute cooldown.
Blood - Medium defense / Medium damage / High sustain / Wields two-handed long swords / Wears Gold Plate armors
Specialty Bonus: You gain twice the amount of HP back when hitting enemies.
This will actually be something kind of fun to play with. These types of warriors are kind of a jack of all trades. Their defense and damage will be decent while at the same time they'll have an extra passive ability which will heal them back based on a % of the damage they do.
Hunter - Low defense / High PvE damage / Low PvP damage / Wields bows / Wears Silver Plate armors
Specialty Bonus: Increases party drop chance by X%, EXP gained by X%, and gold gained by X%.
This is basically what it sounds like, a hunter. Their abilities will give them bonuses while hunting monsters but their PvP damage will be low but consistent (considering they are ranged). You will want them in your parties while killing hard bosses or leveling up!
Destruction - Medium defense / High damage / Wields two-handed hammers and axes / Wears Gold Plate armors
Specialty Bonus: Running speed is increased by X amount.
So these guys are basically the strongest ones in terms of damage. They will have the highest burst of all the specs but their defenses will be average.